landofMordor
Administrator
LINK TO CUBE (WIP)
Hey folks, I am thinking about a new cube idea that is pretty much right up the Riptidean alley -- a cube that's optimized for the Sealed format. (It's really hard to build good Sealed decks from my main cube, since the 90 dual lands make almost any color combinations possible for most pools.)
So I am wanting a way to maximize player agency in their sideboards and card flexibility, while also making deckbuilding decisions fairly easy.
I. Pillars of the Format
1. Strixhaven's Learn/Lesson is a perfect example of a good Sealed mechanic. You get access to niche sideboard effects from your maindeck without needing to spend draft picks or cube slots on Lessons.
2. Utility lands are another example of cards that add real win % to one's Limited deck, but are often not worth a pick during draft. Sealed is the place for them to shine!
What other effects will you always include in your deck, but won't pick highly in Draft?
II. Spice/Build-Arounds
These are cards that are too high-risk to pick in Draft, but still offer big payoffs if they can be optimized. Some classes of spice I want to include:
1. A+B cute combos. I don't like the play patterns of combo during draft, but in Sealed it seems like it will be rarer to draw the combo pieces, and therefore more special when it comes together.
2. Power outliers that require larger concessions in deckbuilding. This will be the main tension of deckbuilding, I think -- "how can I support the rares in my pool while also making my deck functional?" -- so I'm really trying to maximize this category.
3. Companions and Conspiracies. Though these are mega power outliers in Draft, in Sealed it will be possible to tune one's entire draft pool around these cards, another way to keep it fresh. (I also would probably introduce a limit on the number of these cards one can play.)
What are other jank rares and cute combos that you love to build around in Limited?
III. The Glue
This is the thing I'm having the toughest time defining so far. A lot of Learn/Lesson, cycling cards, and Kicker cards are fairly low-power, and also centered around instants/sorceries. However, the bombs I've picked out so far are often high-CMC, which makes me think I should gravitate towards an "Eldrazi Domain" or ROE style gameplay with lots of Emerge/Eldrazi Spawn/etc etc.
What mechanics/synergies would you use to tie these pillars together into a more cohesive whole?
Thanks in advance for the discussion! Cheers!
Hey folks, I am thinking about a new cube idea that is pretty much right up the Riptidean alley -- a cube that's optimized for the Sealed format. (It's really hard to build good Sealed decks from my main cube, since the 90 dual lands make almost any color combinations possible for most pools.)
So I am wanting a way to maximize player agency in their sideboards and card flexibility, while also making deckbuilding decisions fairly easy.
I. Pillars of the Format
1. Strixhaven's Learn/Lesson is a perfect example of a good Sealed mechanic. You get access to niche sideboard effects from your maindeck without needing to spend draft picks or cube slots on Lessons.
2. Utility lands are another example of cards that add real win % to one's Limited deck, but are often not worth a pick during draft. Sealed is the place for them to shine!
What other effects will you always include in your deck, but won't pick highly in Draft?
II. Spice/Build-Arounds
These are cards that are too high-risk to pick in Draft, but still offer big payoffs if they can be optimized. Some classes of spice I want to include:
1. A+B cute combos. I don't like the play patterns of combo during draft, but in Sealed it seems like it will be rarer to draw the combo pieces, and therefore more special when it comes together.
2. Power outliers that require larger concessions in deckbuilding. This will be the main tension of deckbuilding, I think -- "how can I support the rares in my pool while also making my deck functional?" -- so I'm really trying to maximize this category.
3. Companions and Conspiracies. Though these are mega power outliers in Draft, in Sealed it will be possible to tune one's entire draft pool around these cards, another way to keep it fresh. (I also would probably introduce a limit on the number of these cards one can play.)
What are other jank rares and cute combos that you love to build around in Limited?
III. The Glue
This is the thing I'm having the toughest time defining so far. A lot of Learn/Lesson, cycling cards, and Kicker cards are fairly low-power, and also centered around instants/sorceries. However, the bombs I've picked out so far are often high-CMC, which makes me think I should gravitate towards an "Eldrazi Domain" or ROE style gameplay with lots of Emerge/Eldrazi Spawn/etc etc.
What mechanics/synergies would you use to tie these pillars together into a more cohesive whole?
Thanks in advance for the discussion! Cheers!