Rasmus Medium Power Cube
I'm building a cube that I think I'm going to have fun with. The feeling should be of drafting during the summer where the core sets offered a really clean magic the gathering experience.
Cube Goals:

- tba

- Laboratory Maniac self-mill

- tba

- Stompy gruul aggro / Stormbind+Molten vortex+Life from the loam

- +1/+1 counter tribe

- Disruptive Aggro(hatebears)

- Dredge Graveyard Stuff / Reanimator

- tba

- tba

- tba
How you can participate:
I'm building a cube that I think I'm going to have fun with. The feeling should be of drafting during the summer where the core sets offered a really clean magic the gathering experience.
Cube Goals:
- A fun cube that I can play with friends who only play magic occasionally.
- You should be able to draft decks with build arounds like Laboratory Maniac, Drake Haven and Life from the Loam and win.
- The cards that support the build arounds should be good outside their dedicated decks, allowing for both more general decks (good stuff) and more focused, crazy, decks
- Very clearly communicated themes, new players should be able to figure out draft-able decks themselves.
- Most decks should be able to go 3-0, so that I balance different strategies against each other.
This cube blog will function as a notepad where I can write down stuff I'm thinking about, and primarily saving deck sketches.
What I want to achieve:
Hopefully these are things you the reader recognize from drafting and playing. I want these kinds of interactions to define the decks in the cube. I'll add more examples as I think of them.
Some decklist sketches (old by now):
Peregrine Drake + Ghostly Flicker + Archaeomancer + Bounceland = infinite mana
What I want to achieve:
- A fun cube that I can play with friends who only play magic occasionally.
- Decks defined by simple mechanical interactions.
- Very clearly communicated themes, a new player should be able to figure out draft-able decks themselves.
- Every deck that archetype should be draftable, and I as a cube designer need to make sure that I can uphold that.
- Most decks should be able to go 3-0, so I have to make sure that deck archetypes I include are competitive.
- For every card I include, I must be able to show an example decklist that includes that card.
- I have to think the cards I'm including are fun. This is a pastime activity for both me and my. players, so if I'm not excited about a card it's not worth including it.
- If I have choice between a complicated card and a simple card, I must choose the simpler one if it does the job well enough.
- If I have a choice between a card that supports a deck archetype specifically, and a card that does it implicitly, I should almost always choose the more general card.
diy removal said:
combat trick said:
flying fatty said:
token combo said:
Hopefully these are things you the reader recognize from drafting and playing. I want these kinds of interactions to define the decks in the cube. I'll add more examples as I think of them.
Some decklist sketches (old by now):
Peregrine Drake + Ghostly Flicker + Archaeomancer + Bounceland = infinite mana
- Comment on the decklists, do they look like something you'd want to play?
- Help me find simple, fun mechanical interactions like the examples.
- Tell me if you think the cube looks cool, or if it's lacking something you'd like to see.