To be perfectly blunt, cube in general is not a suitable competitive medium, nor is that the focus of most designers. With no prize structure in place, balance isn't really important, and there is no real motivation to even approach the format competitively.
You can't just be adding cards because they are novel, or good, or jamming in experimental themes: there has to be at least some reasonable rational--preferably backed up by solid testing--for each inclusion or cut. Its just a much higher standard.
I feel like you found that on another forum? Here it is:Everyone starts with 6 cards in hand and an Evolving Wilds on the battlefield.
edit: WHOA. The other intriguing thing about a River of Tears cycle is that you can splash for main-phase stuff but can't splash for instants. I think that's more bad than good, but it's an "interesting restriction" which Rosewater would say "breeds creativity".Bolivian Trolling Paste said:Everyone starts with an Evolving Wasted Gold Mine that taps for colorless, or can be sacrificed for a tapped basic, or can be sacrificed to put a Gold token into play! What do you gentlesirs think about putting a free EWGM into play on any turn in which you missed your previous turn's land drop? I think this would eliminate negative variance so that you can sequence out more spells, while not forcing you to run more than 10 lands because let's be serious, lands are boring and no one wants to draft them.
If it's not the focus of most designers (me included, for 100% sure), then the opportunity cost of a few different lands that let you try out cool stuff is super duper low, as is trying out ~a handful of cool cards. Let me also point out that experimental themes is by nature how you "solidly test" something, or at least that's how I take it
To talk about mana bases in general: My mana base right now is totally whack compared to the riptide standard, but I don't see my drafters being miserable.
-The 5 BFZ lands
- all 10 shocks
- all 10 fetches
- the 5 mirage fetchlands
- the 5 enemy painlands
- evolving wilds
- terramorphic expanse
- Mirrodin's core
- tendo ice bridge
- potentially the five BFZ block manlands, soon
EDIT: I also don't ULD (gasp!). I have drafting group that is strained just drafting normal style and/or likes the "usual" approach
That mana base though is really raining on my appreciation of all things symmetrical.
I was just teasing, and it might even be right to run your mana base like that; but all those half cycles...it just looks like a real motley mana crew.
I'm glad I didn't buy the tangos, WOTC really left me hanging there.
I'm up to 50 dual lands in 360, after being convinced by a couple of folks on here about a year ago, and I'm really happy with those numbers now. You won't miss or even notice that the worst two cards of any given colour are gone, but on the other hand, you'll fist pump so hard when that bonus Overgrown Tomb or Verdant Catacombs makes its way around the table. This is one of those things we can afford to carve out space for in cube because of the relatively flat power levels, which ensures that even with an abundance of fixing lands, no one's ever struggling to come up with 23 playables.I was thinking that if anyone wants to go up to the constructed quality mana base, it should be a relatively simple fix of reducing each colored section by <x> number of cards. I did the math before, and though I don't remember the percentages, I think it meant just running 47-48 card colored sections at 360. It really wasn't that big of a change.
I just did the math again, and you can go to 50 color fixing lands at 360, which divides out to 6.25 color fixing lands per drafter (at 8 drafters), or 15.6% mana fixing lands per deck.
This assumes that the drafters aren't competing for the scarce resources (particular color pairs in Ridetide cubes), though. What percentage of lands are more-or-less unusable in the average draft? Or maybe not unusable, but facilitating some inane splash like a lightning bolt or brainstorm. The 10-color-pair, dual-color deck paradigm is just hard to support in a cube draft environment without a lot of waste. And while going up in fetches is a big step in making land picks usable by more of a given table, I am surprised more riptiders haven't gone heavier on Mana Confluence or gone down to a 5-color-pair, dual-color multicolor & land section (or most of the land section; maybe only running the on-color fetches).
You are offering Wastes in the basic land pile though right?
Because I feel like most decks splashing <> will want one or maybe even two to fetch via basic land options (sakura-tribe, etc). My thought is this would be like what you would do splashing Banefire or whatever the example we used was (run a single token mountain or two maybe).
5 sources is probably what a lot of people run with when they do a splash, no? 7 might be the number to hit 90% castability by T4, but was anyone doing that when they made their WUr deck? I'm guessing not, otherwise I'd be getting less heat on the argument.
Treating <> as the 6th color of mana makes the most sense to me though. To me, a card that costs 2<> is not different from something that costs 2B. You want swamps in a deck with lots of B cards. Same is going to be true for a deck dominated by <> cards. ULD adds a cushion though since a ton of lands there will also tap for your splash "color", making them more appealing for players that decide to run <> cards. Mutavault essentially becomes a Treetop Village that doesn't ETB tapped, so if it wasn't appealing before to the <> splash guy it's like Christmas come early now.
So, I have been thinking about my cube, which limits the available color pairs to five and their corresponding three-color combinations (also five). While it's cool to play and draft, it somewhat limits creativity because it excludes possible color combinations by virtue of its mana base and card pool. Sometimes (read: often) I find myself wishing to include a cool card that doesn't fit my available color pairs. Problem is, I also want to support the cool three-color cards (see other thread) but they're pretty hard to justify using regular mana bases. I also think the karoos offer cool lines of play, but are awful for aggro decks, which I really want to support as well, because good mana fixing is maybe even more important in those decks than in midrange decks, who have more time to find the correct mana source. So.... a few ideas.
Free fixing with three-color cards.
Add three-color cards to the cube, but not the corresponding fixing. Instead, if you pick a three-color card, you also get a land tapping for those colors, so you can actually splash for the cool card if you are in two of the three colors.
e.g., if you draft Sidisi, Brood Tyrant, you also get this card for free:
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Split land card.
Introduce split land cards to the draft, which can be exchanged after the draft for either part of the split card. This way you can staple, for example, a karoo onto a split card together with aggro-friendly fixing.
View attachment 586
Any other cool combinations? Is this idea viable at all? Maybe this is a way to sneak utility lands into the main draft?
Fetchable color fixing for two guilds on one card
The idea is to enable good good fixing for multiple guilds while compressing the amount of fixing slots needed in my cube and reducing wasted picks (because a given guild isn't being drafted). It's also a little easier to support splahes for a third color with these. You probably shouldn't cube Oblivion Stone with my current wording though
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You know, if oblivion stone switched which dual land I had in play, I think I'd laugh rather than rage
I do wonder why the GW version is fine but the UW version deals 1 damage to you. Or if it's not supposed to be that way, word this card like mana confluence rather than city of brass, where the life payment is in the cost.