I posted in another section before, but now I'm actually building the thing. Time to post in the Cube Lists forum!
The core idea is that each color has four iterations or "pods." For instance, blue might have Permission (50% counterspells + things like upheaval, etc.), sky aggro, tappers (creatures that are underwhemling on combat, but left unchecked can provide advantage over time), or spells matters.
Before drafting, you choose (randomly or not) which pod is in which color and mix'm all up.
I like the idea of making it hard to do a mono color deck. For instance, the blue permission pod is unlikely to have many/any finishers in it. To get a finisher, you must add at least one more color. This allows me to force multi-color and also allows me to push each pod to the most narrow places they can go. It's possible that red will have a mono-red aggro section that breaks this rule, and black might have a swamps-matter pod that breaks this, but most pods will be missing a critical piece that a deck would want.
Today I'm trying to do the spells matters for blue. Here's what I have found in my personal collection that seem to be key cards for spells matters:
So far I'm considering just jamming the rest full of cheap cantrips, but I figured I'd ask if you guys have a better idea as to what goes along with these cards specifically?
The core idea is that each color has four iterations or "pods." For instance, blue might have Permission (50% counterspells + things like upheaval, etc.), sky aggro, tappers (creatures that are underwhemling on combat, but left unchecked can provide advantage over time), or spells matters.
Before drafting, you choose (randomly or not) which pod is in which color and mix'm all up.
I like the idea of making it hard to do a mono color deck. For instance, the blue permission pod is unlikely to have many/any finishers in it. To get a finisher, you must add at least one more color. This allows me to force multi-color and also allows me to push each pod to the most narrow places they can go. It's possible that red will have a mono-red aggro section that breaks this rule, and black might have a swamps-matter pod that breaks this, but most pods will be missing a critical piece that a deck would want.
Today I'm trying to do the spells matters for blue. Here's what I have found in my personal collection that seem to be key cards for spells matters:
Spells Matter
So far I'm considering just jamming the rest full of cheap cantrips, but I figured I'd ask if you guys have a better idea as to what goes along with these cards specifically?