Hey all,
I haven't posted here much, but I really enjoy reading everyone's opinions on various cube topics
Thought I'd share some musings I've had lately.
Background (tl;dr below)
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Quick background on my cube: 450 cards, on the powerful side. No moxen/recall/lotus, but StP, JtMS, Jitte, etc. are all in - my playgroup enjoys the "play with broken, interesting stuff from magic's past" aspect of the cube, and we don't cube often enough for the relative brokenness of these cards to become stale. I break singleton to run 20 fetches and a few other typical choices.
Link: http://www.cubetutor.com/cubeblog/10787
The well-documented issue with high-power cubes is that many interesting cards and archetypes just can't hack it in terms of efficiency. I don't want that to be a limit on where I go with the cube - the last thing I want is to be one of those cube designers that treats the environment like a constructed deck, only adding newly released cards if they fit the power-max philosophy.
So where do I turn? Fully custom cards are not where I want to go for various reasons. My idea is to take interesting cards from Magic's past and modify their mana cost to make them viable in a high-power cube environment. Why mana cost and not, say, modifying power/toughness or ability text?
1) It puts a restriction on the thought exercise to avoid analysis paralysis.
2) Players familiar with the modified cards only have to remember the modified mana cost when the card is in their hand - so once it's on the battlefield or resolves, it's the exact same card they are familiar with. Cube is complex enough and I don't want to overwhelm my players.
My first target of this philosophy is green aggro. My players love trying to jam G/x beatdown, but without strong support from another color, it's just not really there currently due to the lack of enough quality 1 and 2 drops. (I'm not referring to mana elf midrange, which can overlap with this, but I don't want every green deck that attacks to necessarily be elf-centric.) In addition, the cards that do support the archetype as printed tend to be CC or CCC, which I try to avoid in my cube (there are exceptions.) There are some cards I don't include right now that I could - Experiment One, Nacatl, etc. - but on their own I don't think they are enough.
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tl;dr--- My idea is to take interesting cards from Magic's past and modify their mana cost to make them viable in a high-power cube environment. My first target of this philosophy is green aggro.
So, I'm curious if you guys think this can work, and if so, what some good candidates for "powering up" green beatdown strategies. The qualities in a card I'm looking for are:
1) Feels uniquely green, not just a color-shifted version of some generic good aggro card
2) Synergistic in and out of color
3) Leads to a variety of interesting gamestates (e.g. not looking for feast-or-famine cards)
4) Powerful enough to hold up in a high-power cube environment.
After a lot of Gatherer searches, here's my first few stabs at cards that might make the cut:
G:
Vinelasher Kudzu (might be too strong with double fetches, but I love the simple intra-color synergy)
Joiner Adept (definitely not too strong, and has a unique effect that can assist with awkward curve-outs, even in mono-g if you're packing colorless utility lands)
1G:
Yisan, the Wanderer Bard Love the build-around-me effect, and at 1G he's not an embarrassing beater if that's what your draw asks for.
Renegade Krassis Rewards you for playing big guys and has random synergy across the cube. Definitely on the high-power side.
Looking forward to your ideas for revamping green aggro within these constraints
I haven't posted here much, but I really enjoy reading everyone's opinions on various cube topics
Background (tl;dr below)
----------------------------
Quick background on my cube: 450 cards, on the powerful side. No moxen/recall/lotus, but StP, JtMS, Jitte, etc. are all in - my playgroup enjoys the "play with broken, interesting stuff from magic's past" aspect of the cube, and we don't cube often enough for the relative brokenness of these cards to become stale. I break singleton to run 20 fetches and a few other typical choices.
Link: http://www.cubetutor.com/cubeblog/10787
The well-documented issue with high-power cubes is that many interesting cards and archetypes just can't hack it in terms of efficiency. I don't want that to be a limit on where I go with the cube - the last thing I want is to be one of those cube designers that treats the environment like a constructed deck, only adding newly released cards if they fit the power-max philosophy.
So where do I turn? Fully custom cards are not where I want to go for various reasons. My idea is to take interesting cards from Magic's past and modify their mana cost to make them viable in a high-power cube environment. Why mana cost and not, say, modifying power/toughness or ability text?
1) It puts a restriction on the thought exercise to avoid analysis paralysis.
2) Players familiar with the modified cards only have to remember the modified mana cost when the card is in their hand - so once it's on the battlefield or resolves, it's the exact same card they are familiar with. Cube is complex enough and I don't want to overwhelm my players.
My first target of this philosophy is green aggro. My players love trying to jam G/x beatdown, but without strong support from another color, it's just not really there currently due to the lack of enough quality 1 and 2 drops. (I'm not referring to mana elf midrange, which can overlap with this, but I don't want every green deck that attacks to necessarily be elf-centric.) In addition, the cards that do support the archetype as printed tend to be CC or CCC, which I try to avoid in my cube (there are exceptions.) There are some cards I don't include right now that I could - Experiment One, Nacatl, etc. - but on their own I don't think they are enough.
----------------------------------------------------------------
tl;dr--- My idea is to take interesting cards from Magic's past and modify their mana cost to make them viable in a high-power cube environment. My first target of this philosophy is green aggro.
So, I'm curious if you guys think this can work, and if so, what some good candidates for "powering up" green beatdown strategies. The qualities in a card I'm looking for are:
1) Feels uniquely green, not just a color-shifted version of some generic good aggro card
2) Synergistic in and out of color
3) Leads to a variety of interesting gamestates (e.g. not looking for feast-or-famine cards)
4) Powerful enough to hold up in a high-power cube environment.
After a lot of Gatherer searches, here's my first few stabs at cards that might make the cut:
G:
Vinelasher Kudzu (might be too strong with double fetches, but I love the simple intra-color synergy)
Joiner Adept (definitely not too strong, and has a unique effect that can assist with awkward curve-outs, even in mono-g if you're packing colorless utility lands)
1G:
Yisan, the Wanderer Bard Love the build-around-me effect, and at 1G he's not an embarrassing beater if that's what your draw asks for.
Renegade Krassis Rewards you for playing big guys and has random synergy across the cube. Definitely on the high-power side.
Looking forward to your ideas for revamping green aggro within these constraints