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.
- 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
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):
UW Draw Go Control
UB Discard Tempo
UB Delve control
BR Treason Sacrifice
RG Fireball Ramp
RG Combat Tricks
GW Auras
WB Discard Aggro
BG Aristocrats
BGw Reanimator
UG evasive
Peregrine Drake + Ghostly Flicker + Archaeomancer + Bounceland = infinite mana
UR Peregrine Combo
UR Fevered Visions Aggro
WR Token Aggro
- 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.