360 Cards
Unpowered
Doublets (Non Singleton)
Low curve, Early interaction, Aggro friendly.
CubeTutor: http://www.cubetutor.com/viewcube/18472
CubeTutor: http://www.cubetutor.com/viewcube/25428
Rasmus's Cube! Right now it's a pretty standard Riptide-esque fair. I've gotten some pretty positive feedback on it, and seeing as it is very riptidy, this of course means that riptidy cubes are great. It started out as a collection of cards I had home, but grew like a stone soup sourdough loaf with more and more cubey cards, and now it looks like it does. I'm pretty happy with being a cube owner!
Design principles: Right now it's pretty much "Tons of interaction, as early as possible" which excluded a bunch of cards with pro-color and hexproof and the like, and encourages low cost removal. I'm not against sticking some resilient creatures on the top of the curve, but I'm trying to keep the early game pretty clean. I'm also a fan of the idea of "incidental themes" or "non themes" so I can write down"Broad and transparent themes" "Themes that reward being built around early, but with components that can still work in other decks" as a goal as well, trying to get a lot of cards to stick into a lot of decks as well as feeling really synergistic from time to time. I want my enablers to support at least two themes, but some of the build-arounds can be pretty linear. "Wheeling cards is a fun" , it's part of drafts to cleverly choose what cards that are urgent to pick and what you can hope no one else is interested in and pick it when it comes back, so as long as the cards are fun they can probably live in the cube a while even if they are narrow-ish (adventuring gear being an example) edit note: changed one of the principles since I think it's worth having more obvious build arounds. I underestimated how hard it is to parse a completely new cube. I've loved drafting other riptiders cube on cubetutor because of the way picks guided me around different ideas that ultimately came together as a real deck, and I should be able to recreate that by just adding some more cards that anchor people into a deck.
Archetypes (pretty much somewhat):
It's very easy to get a good aggressive curve in several colors, usually two splashing a third, so I don't feel like I need to worry about aggro not coming together as functional and fun to play decks.
What I want to achieve is that wonderful tension between the low curve decks and the higher curve ones. One player also noted that there's a lack of combo-elements which is what I'd labeled "durdle", since I'm not really down with true combos, but I'd love to see fiddly ways to eek out card advantage.
Another player, who's also managing a cube, noted the lack of propper blue beef to tie people into U/x decks, so I'm hoping to get some good blue finishers. This should also help the control decks, since a control deck needs a wincon. The cards I've been thinking about are Frost Titan, Sphinx of Jwar isle, prognostic sphinx and master of predicaments. Do you think these could help people stick to playing primarily blue decks?
Master of predicaments sounds like tons of fun with dig through time and treasure cruise, the latter a card I could see doubling up on to help that card, as well as treasure cruise feeling really rewarding to play.
I've tried to get a sort of pox and braids theme going, but I feel like it's a bit too easy to get a bunch of recurring cards going right now and I want those decks to feel more special as well as less grindy and punishing for the other decks. If you've looked at the list, what do you think is some obvious cards to shave off in terms of undying/persist/tokens?
My current goals are:
Unpowered
Doublets (Non Singleton)
Low curve, Early interaction, Aggro friendly.
CubeTutor: http://www.cubetutor.com/viewcube/25428
Rasmus's Cube! Right now it's a pretty standard Riptide-esque fair. I've gotten some pretty positive feedback on it, and seeing as it is very riptidy, this of course means that riptidy cubes are great. It started out as a collection of cards I had home, but grew like a stone soup sourdough loaf with more and more cubey cards, and now it looks like it does. I'm pretty happy with being a cube owner!
Design principles: Right now it's pretty much "Tons of interaction, as early as possible" which excluded a bunch of cards with pro-color and hexproof and the like, and encourages low cost removal. I'm not against sticking some resilient creatures on the top of the curve, but I'm trying to keep the early game pretty clean. I'm also a fan of the idea of "incidental themes" or "non themes" so I can write down
Archetypes (pretty much somewhat):
- Sacrifice Aggro (bloodsoaked champion, carrion feeder, braids, cabal minion)
- Pod (birthing pod, value creatures, threaten effects etc)
- Delver (U/x tempo, which at the time of this update has spell support but lacks tempo-creatures)
- Lifegain (ajani's pridemate, archangel of thune)
- Landfall (steppe lynx, life from the loam, windswept heath, adventuring gear)
- Enchantments & Auras (heliod's pilgrim, eidolon of blossoms, faith's fetters, curse of predation)
- Flicker (restoration angel, ghostly flicker, flickerwisp, a bunch of etb guys like blade splicer and thragtusk)
- Incidental Devotion (purphoros, fanatic of mogis, gray merchant, mogis's marauder and cards like ashenmoor gouger)
- Humans (champion of the parish, mayor of avabruck, xathrid necromancer)
- Reanimator (dread return, diabolic servitude, unburial rites a fatty and some discard outlets.)
Current state of affairs: I have played some grid-drafts and a 6-man. I really like how there are different aggro styles, so now I'm trying to give control more of an edge versus the aggro and midrange decks. The way I feel about things right now is that there is a lot of value to get, and a lot of recurring creatures, which means either I'll have to get some better removal (and exiling removal!) or I'll have to tone down the amount of recurring creatures I have.It's very easy to get a good aggressive curve in several colors, usually two splashing a third, so I don't feel like I need to worry about aggro not coming together as functional and fun to play decks.
What I want to achieve is that wonderful tension between the low curve decks and the higher curve ones. One player also noted that there's a lack of combo-elements which is what I'd labeled "durdle", since I'm not really down with true combos, but I'd love to see fiddly ways to eek out card advantage.
Another player, who's also managing a cube, noted the lack of propper blue beef to tie people into U/x decks, so I'm hoping to get some good blue finishers. This should also help the control decks, since a control deck needs a wincon. The cards I've been thinking about are Frost Titan, Sphinx of Jwar isle, prognostic sphinx and master of predicaments. Do you think these could help people stick to playing primarily blue decks?
Master of predicaments sounds like tons of fun with dig through time and treasure cruise, the latter a card I could see doubling up on to help that card, as well as treasure cruise feeling really rewarding to play.
I've tried to get a sort of pox and braids theme going, but I feel like it's a bit too easy to get a bunch of recurring cards going right now and I want those decks to feel more special as well as less grindy and punishing for the other decks. If you've looked at the list, what do you think is some obvious cards to shave off in terms of undying/persist/tokens?
My current goals are:
- Make control more fun and rewarding to play with and against
- Tone down the amount of creatures just never die and keep sticking around
- Add some fiddly combo-synergy elements that contrast the 'dumber' fast aggro decks and value midrange decks. Something that feels both spiky as well as johnny.
- Maybe look into whether or not I should add some land-destruction to reward more mono-centric decks with an edge when playing against really smooth 4 color mana bases
- Make blue get better creatures in general, probably looking at adding things like riftwing cloudskate and man-o'-war
- Try to get even more styles of aggro into the cube. Right now there are Humans, Sacrifice and Landfall that I feel stick out. I'd like to try and get Zoo in there, as well as more of a tempo-oriented aggro deck going (which beefing up blue should help with).
- Might look into adding some more colorless mana rocks to help bridge the gap between 5 and higher cmc's