If you just want to skip all the boring stuff, the cube is here: http://www.cubetutor.com/viewcube/95826
Before diving into my cube, a little background that might help clarify any blatantly weird decisions I’ve made. I am not only a cube newbie, I am a relatively new to Magic entirely. While a few of my friends played when I was a kid, I was enamored with Decipher’s Star Wars CCG, and sunk all my hard-earned kid dollars there instead (this has turned out to be a much poorer ROI than Magic would have been!)
Those friends that played as kids have sort of rediscovered Magic as adults, and they successfully sucked me into the MTG orbit by buying me a random junk box and inviting me to get brewing. As such I have only been paying attention to Magic contemporaneously since Kaladesh. Furthermore, my playgroup consists of some of my oldest friends, and since we are not geographically in the same place, we only play when a critical mass are congregated. This cube has been drafted precisely once, and I imagine will be drafted only once or twice a year on average.
This is all to say, I am an inexperienced cube designer and an inexperienced (and pretty bad!) player, so I am keenly interested in seeing how more experienced players would approach my format.
When I was a kid cracking Star Wars CCG packs, I had zero clue about the entire universe of cards. I had no exposure to cards other than the ones I opened in a pack or that appeared in my friend’s brother’s decks. The sense of discovery that accompanied this was my favorite thing about the game. As a Magic newbie, cube design has scratched that itch, as I’ve poured over 1000’s of cards I’d never seen before: hopefully some of that excitement manifests itself in the cube.
A few odds and ends:
Budget
· This is a relatively cheap cube. My goal when I started out was to spend no more than $100 (in addition to the cards I already had in my collection), and I came pretty close to meeting that. I don’t believe any card in my cube costs more than $5, and I shied away from anything over $3 unless I thought it was absolutely essential.
Lands/Fixing
· Due to the above, my lands section might be a little weird! No fetches or shocks, obviously. I included a full suite of the bouncelands, but additional fixing lands include no full “sets”. I tended to go with the most reasonably budget dual land that fit with the general identity of the guild. I’m not super thrilled with the prescriptive nature of this, especially because I want flexible archetypes. I rounded out fixing lands with a set of the vivid lands, and 6x evolving wilds(/terramorphic expanse) (the only cards I’ve broken singleton for).
· Given I run less fixing than is standard, I tried to minimize the number of gold cards in the cube. While you will see 3-4 cards in each guild section, those include hybrids and any cards with an off-color activation. I limited each guild to two cards that were inflexibly gold, i.e., have 2 colors in their mana cost or have 2+ hybrid mana symbols.
· I have no utility lands draft or plan for one at present.
Artifacts
· Have you seen this thread? Clearly I have! I have stolen a lot from riptide cubes, but nowhere more so than in the tailoring of my artifact section. Artifacts get colored support in the Jeskai colors, but nothing in Black or Green.
Tribes
· When I first started this project, it was a tribal cube. This was actually super useful as it eliminated a lot of decision paralysis, and significantly narrowed the gatherer searches I was doing. The tribal elements have been mostly been culled, but I’ve allowed one pseudo-lord to remain for each (other than wizards, sorry wizards!)
The thought is that these cards are safe to remain because they do enough on their own that a critical mass of the tribe is not necessary, but can be a fun additional payoff if you do pick up 4 or 5 other creatures that fit the tribe. With that in mind, I will give tiebreaks to these tribes when making card choices.
Archetype Possibilities
Before diving into my cube, a little background that might help clarify any blatantly weird decisions I’ve made. I am not only a cube newbie, I am a relatively new to Magic entirely. While a few of my friends played when I was a kid, I was enamored with Decipher’s Star Wars CCG, and sunk all my hard-earned kid dollars there instead (this has turned out to be a much poorer ROI than Magic would have been!)
Those friends that played as kids have sort of rediscovered Magic as adults, and they successfully sucked me into the MTG orbit by buying me a random junk box and inviting me to get brewing. As such I have only been paying attention to Magic contemporaneously since Kaladesh. Furthermore, my playgroup consists of some of my oldest friends, and since we are not geographically in the same place, we only play when a critical mass are congregated. This cube has been drafted precisely once, and I imagine will be drafted only once or twice a year on average.
This is all to say, I am an inexperienced cube designer and an inexperienced (and pretty bad!) player, so I am keenly interested in seeing how more experienced players would approach my format.
When I was a kid cracking Star Wars CCG packs, I had zero clue about the entire universe of cards. I had no exposure to cards other than the ones I opened in a pack or that appeared in my friend’s brother’s decks. The sense of discovery that accompanied this was my favorite thing about the game. As a Magic newbie, cube design has scratched that itch, as I’ve poured over 1000’s of cards I’d never seen before: hopefully some of that excitement manifests itself in the cube.
A few odds and ends:
Budget
· This is a relatively cheap cube. My goal when I started out was to spend no more than $100 (in addition to the cards I already had in my collection), and I came pretty close to meeting that. I don’t believe any card in my cube costs more than $5, and I shied away from anything over $3 unless I thought it was absolutely essential.
Lands/Fixing
· Due to the above, my lands section might be a little weird! No fetches or shocks, obviously. I included a full suite of the bouncelands, but additional fixing lands include no full “sets”. I tended to go with the most reasonably budget dual land that fit with the general identity of the guild. I’m not super thrilled with the prescriptive nature of this, especially because I want flexible archetypes. I rounded out fixing lands with a set of the vivid lands, and 6x evolving wilds(/terramorphic expanse) (the only cards I’ve broken singleton for).
· Given I run less fixing than is standard, I tried to minimize the number of gold cards in the cube. While you will see 3-4 cards in each guild section, those include hybrids and any cards with an off-color activation. I limited each guild to two cards that were inflexibly gold, i.e., have 2 colors in their mana cost or have 2+ hybrid mana symbols.
· I have no utility lands draft or plan for one at present.
Artifacts
· Have you seen this thread? Clearly I have! I have stolen a lot from riptide cubes, but nowhere more so than in the tailoring of my artifact section. Artifacts get colored support in the Jeskai colors, but nothing in Black or Green.
Tribes
· When I first started this project, it was a tribal cube. This was actually super useful as it eliminated a lot of decision paralysis, and significantly narrowed the gatherer searches I was doing. The tribal elements have been mostly been culled, but I’ve allowed one pseudo-lord to remain for each (other than wizards, sorry wizards!)
The thought is that these cards are safe to remain because they do enough on their own that a critical mass of the tribe is not necessary, but can be a fun additional payoff if you do pick up 4 or 5 other creatures that fit the tribe. With that in mind, I will give tiebreaks to these tribes when making card choices.
Archetype Possibilities
Blink / Recursive Artifact/Enchantment Control
Lifegain / Sac. Tokens
Heroic / Artifact Aggro
Tokens / Lifegain
Cycling/Discard / Graveyard Control
Spells / Midrange Artifacts
Saboteurs / Land Shenanigans
Madness/Graveyard Aggro
Graveyard Midrange/Delirium
Landfall