Hi everyone,
I'm interested in any feedback you might have on a low-power cube explicitly designed for 15-card "microdecks." For this format, each of four players will get a 45-card pool comprised of 33 commons, 9 uncommons, and 3 rares. From this they will build up to 3 decks microdecks that all share the same sideboard. You do not lose to decking.
I have been playtesting this on my own and with my group, so there have been a lot of revisions so far. I think it is finally ready for potential review from a wider audience, and there are three areas that could use feedback:
- Chris
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I'm interested in any feedback you might have on a low-power cube explicitly designed for 15-card "microdecks." For this format, each of four players will get a 45-card pool comprised of 33 commons, 9 uncommons, and 3 rares. From this they will build up to 3 decks microdecks that all share the same sideboard. You do not lose to decking.
I have been playtesting this on my own and with my group, so there have been a lot of revisions so far. I think it is finally ready for potential review from a wider audience, and there are three areas that could use feedback:
- The list: I'm interested in any thoughts you have on the list. Every common would be seen in every session, so they are the most important. There are a few commons that are on the watchlist as being too oppressive, but I'm leaving them in for now. Uncommons recycle every three session, and rares/mythics every nine, so they've had fewer tests but are also of lesser concern. The power level is low, and the card pool is constrained only to budget cards from the eleven planes included in the set. The set is designed around wedge themes with shards contributing secondary subthemes.
- Custom plane cards: At the start of each match, players can pick a plane card tailored to facilitating the functioning of microdecks in a unique way. For ease of viewing, I have added the plane cards at the bottom of this post. These have been playtested quite a bit, and I feel like they are at least presentable.
- Scoring: Players score points for "exploring" different planes, which is accomplished by winning games, as explained at the top of the cube's overview. The scoring system is also meant to incentivize building multiple decks without requiring it. It also introduces a very minimal "investment" component that could create interesting decisions about which plane you select later in the session, but we have not playtested that part very much.
- Chris
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