The Sequence Cube (woo!)
name and content pending
Draft philosophy
My goal for the draft is to produce an environment that encourages exploration and creativity, with a significant barrier to entry as a tradeoff. It approaches cube design with a focus more towards cards than decks, by providing a critical mass of individually playable cards whose value can be greatly recontextualized with a handful of more narrow archetype-defining picks. The card pool is at the same time very synergy driven, designed to make it difficult to construct a macro-archetype supported purely by card quality. There is some power-level disparity in the card pool for excitement and signaling purposes, while trying to stray away from power outliers of either kind.
any flaws of the cube are entirely the fault of WotC and their lack of support for my design vision
Gameplay philosophy
The focal decision point I want to center my cube around is when, specifically, to play a card. The card pool attempts to focus on instant-speed cards, effects with alternative costs, or incentives to cast your spells in specific contexts. Games are designed to emphasize decisive non-linear power progressions over consistency and predictability. Card advantage engines are sparse and largely narrow in application, and tapping out can easily be exploited by explosive plays.
I have barely tested the cube so just assume it plays out like I want it to ok
A p1p1 contains a thousand words
name and content pending
Draft philosophy
My goal for the draft is to produce an environment that encourages exploration and creativity, with a significant barrier to entry as a tradeoff. It approaches cube design with a focus more towards cards than decks, by providing a critical mass of individually playable cards whose value can be greatly recontextualized with a handful of more narrow archetype-defining picks. The card pool is at the same time very synergy driven, designed to make it difficult to construct a macro-archetype supported purely by card quality. There is some power-level disparity in the card pool for excitement and signaling purposes, while trying to stray away from power outliers of either kind.
any flaws of the cube are entirely the fault of WotC and their lack of support for my design vision
Gameplay philosophy
The focal decision point I want to center my cube around is when, specifically, to play a card. The card pool attempts to focus on instant-speed cards, effects with alternative costs, or incentives to cast your spells in specific contexts. Games are designed to emphasize decisive non-linear power progressions over consistency and predictability. Card advantage engines are sparse and largely narrow in application, and tapping out can easily be exploited by explosive plays.
I have barely tested the cube so just assume it plays out like I want it to ok
A p1p1 contains a thousand words
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