Hey, babes! I updated the OP of this thread, since it's been a while. It seems like it's fashionable right now to announce that you have a 'version two' of your design, so I guess this is mine. I'm reproducing the new OP below, so you don't have to page back.
SHARZAD: A Thousand And One Cube Nights
Cubetutor View Curve
Draft Link
Sample Decks
Sharzad 2.0
It’s been a long time since I’ve updated the first post of this thread, and it shows at this point. I’ve made a lot of changes, both micro and macro to the scale and power level of the cube.
I started out with a vague desire to make a cube that was at a medium power level, and I’ve gradually shifted that to medium-high with the encouragement of my playgroup. My inspiration for this phase of the cube comes from the lovingly-named “dragon cubes” of yore; Cubes that veered closer to battlecruiser magic than the CMC-3-or-less-matters mantra that guided my earlier design. Because I can’t resist a joke, and it seems to work, I’ve made that literal; ten dragons (two dragons-matter ones) fill both the skies and the top of many mana curves. We're all chasing the Shivan Dragon when it comes to Cube design; let's be open and honest about it.
Brief points:
-TOL manipulation is relatively colorless, to reduce nongames due to mana screw and encourage combo decks.
-mana is really good! Providing an emphasis on mana-fixing means that even with packs that have potentially narrow cards, a good drafter will still be able to prioritize they’re excited to draft.
-No, saf, like...really good. OG duals, fetches, scrylands, creature lands? What gives? This is because:
-I’m aiming for a power level ‘between Modern and Legacy’. I want strong cheat/combo decks, the fetchland/brainstorm tension, and fast mana that doesn’t exist in the ‘fair’ non-rotating format. Wasteland and other land destruction police multi-colour greed, but decks will usually play 2-3 colours, sometimes with a splash. Players who want to prioritize fixing can do so, but still need to draft a coherent deck as well.
-Since gold cards are open to more players (3c decks), I can run a slightly bloated gold section. This lets me further establish color pair identities.
-Lots of 4 mana instants mean that someone holding up mana for your turn could be anything - a CoCo, counterspell, or even Necromancy.
-Custom cards let me bridge gaps where the intersection between two archetypes I am nurturing, or adapt a card I want to play to my power band.
A note on archetypes:
I have tried to design each colour to be ‘double-ended’, i.e. able to field a fast or slow deck based in its colour. On top of this, I have themed some of the midrange strategies and introduced combo archetypes to colours that have not traditionally been encouraged to have them in Dragon Cubes.
Humans tribal is the only true tribal deck in the cube, and it’s centered in UWG, with Red and Blue running a more zoo-based creature section. Colourless Eldrazi appear as a modular theme available to midrange drafters in any colour, provided they pick up the right mana sources. The mana rocks make double Thought-Knot Seer a natural way to include more Eldrazi without leaning too heavily on custom cards.
Combo decks are heartily encouraged, but often fragile. RW is a natural home for Kiki-combo or Boros Reckoner shenanigans, as well as berserkers-style aggro-combo with Temur Battle Rage and Reckless Charge. UB has the infamous Doomsday/Laboratory Maniac deck I insist on forcing. White is the main home of the hatebears theme (which bleeds into all other colours), while UBRG all have mono-colour combo shenanigans going on as well as the multi-coloured archetype decks. I throw a bone to Storm, but it’s there to support and justify Doomsday.
Card advantage looks different in different colours. White primarily deals in virtual card advantage and tutoring, but it’s not something the colour emphasizes. Blue has looting and card filtering (a la Brainstorm), but is largely limited to card selection instead of card advantage. Black pays life to draw cards and deals in graveyard-based card advantage, Red has card sifting and graveyard value, and Green is the home of tutor-based card selection. In my opinion, tying an element of many successful strategies and fundamental piece of a card game -- drawing cards -- to a single colour is a mistake. The sanctity of the colour pie is only a guideline in Cube, and I instead prefer to have players draft with a mind towards archetypes rather than colours.
Archetype suggestions:
Control, skies, humans
Control, dragons (a bigger skies deck than ), engine combo decks
"Zombardment"-style aggro/sac decks, Fun Police, grindy control, reanimator
Ramp, stompy, graveyard decks
Humans tribal (more midrange-y than ), "Little kid", ramp monsters, Cataclysm
Humans tribal, Deadguy Ale, graveyard value decks
Lands, The Rock (and His Millions!!!), graveyard value decks
Tempo (dollar in the swear jar), Flash, the RUG matryoshka value decks we all love
spells-matter, Kiki-combo, control
Control, combo, tokens aggro, Cataclysm
I also have five tri-colour cards to encourage people to check their greed at 3 colours; they fit in different styles of decks, so it's less appealing to force 5C Control in the hopes that they'll all wheel to you.
SHARZAD: A Thousand And One Cube Nights
Cubetutor View Curve
Draft Link
Sample Decks
Sharzad 2.0
It’s been a long time since I’ve updated the first post of this thread, and it shows at this point. I’ve made a lot of changes, both micro and macro to the scale and power level of the cube.
I started out with a vague desire to make a cube that was at a medium power level, and I’ve gradually shifted that to medium-high with the encouragement of my playgroup. My inspiration for this phase of the cube comes from the lovingly-named “dragon cubes” of yore; Cubes that veered closer to battlecruiser magic than the CMC-3-or-less-matters mantra that guided my earlier design. Because I can’t resist a joke, and it seems to work, I’ve made that literal; ten dragons (two dragons-matter ones) fill both the skies and the top of many mana curves. We're all chasing the Shivan Dragon when it comes to Cube design; let's be open and honest about it.
Brief points:
-TOL manipulation is relatively colorless, to reduce nongames due to mana screw and encourage combo decks.
-mana is really good! Providing an emphasis on mana-fixing means that even with packs that have potentially narrow cards, a good drafter will still be able to prioritize they’re excited to draft.
-No, saf, like...really good. OG duals, fetches, scrylands, creature lands? What gives? This is because:
-I’m aiming for a power level ‘between Modern and Legacy’. I want strong cheat/combo decks, the fetchland/brainstorm tension, and fast mana that doesn’t exist in the ‘fair’ non-rotating format. Wasteland and other land destruction police multi-colour greed, but decks will usually play 2-3 colours, sometimes with a splash. Players who want to prioritize fixing can do so, but still need to draft a coherent deck as well.
-Since gold cards are open to more players (3c decks), I can run a slightly bloated gold section. This lets me further establish color pair identities.
-Lots of 4 mana instants mean that someone holding up mana for your turn could be anything - a CoCo, counterspell, or even Necromancy.
-Custom cards let me bridge gaps where the intersection between two archetypes I am nurturing, or adapt a card I want to play to my power band.
A note on archetypes:
I have tried to design each colour to be ‘double-ended’, i.e. able to field a fast or slow deck based in its colour. On top of this, I have themed some of the midrange strategies and introduced combo archetypes to colours that have not traditionally been encouraged to have them in Dragon Cubes.
Humans tribal is the only true tribal deck in the cube, and it’s centered in UWG, with Red and Blue running a more zoo-based creature section. Colourless Eldrazi appear as a modular theme available to midrange drafters in any colour, provided they pick up the right mana sources. The mana rocks make double Thought-Knot Seer a natural way to include more Eldrazi without leaning too heavily on custom cards.
Combo decks are heartily encouraged, but often fragile. RW is a natural home for Kiki-combo or Boros Reckoner shenanigans, as well as berserkers-style aggro-combo with Temur Battle Rage and Reckless Charge. UB has the infamous Doomsday/Laboratory Maniac deck I insist on forcing. White is the main home of the hatebears theme (which bleeds into all other colours), while UBRG all have mono-colour combo shenanigans going on as well as the multi-coloured archetype decks. I throw a bone to Storm, but it’s there to support and justify Doomsday.
Card advantage looks different in different colours. White primarily deals in virtual card advantage and tutoring, but it’s not something the colour emphasizes. Blue has looting and card filtering (a la Brainstorm), but is largely limited to card selection instead of card advantage. Black pays life to draw cards and deals in graveyard-based card advantage, Red has card sifting and graveyard value, and Green is the home of tutor-based card selection. In my opinion, tying an element of many successful strategies and fundamental piece of a card game -- drawing cards -- to a single colour is a mistake. The sanctity of the colour pie is only a guideline in Cube, and I instead prefer to have players draft with a mind towards archetypes rather than colours.
Archetype suggestions:
Control, skies, humans
Control, dragons (a bigger skies deck than ), engine combo decks
"Zombardment"-style aggro/sac decks, Fun Police, grindy control, reanimator
Ramp, stompy, graveyard decks
Humans tribal (more midrange-y than ), "Little kid", ramp monsters, Cataclysm
Humans tribal, Deadguy Ale, graveyard value decks
Lands, The Rock (and His Millions!!!), graveyard value decks
Tempo (dollar in the swear jar), Flash, the RUG matryoshka value decks we all love
spells-matter, Kiki-combo, control
Control, combo, tokens aggro, Cataclysm
I also have five tri-colour cards to encourage people to check their greed at 3 colours; they fit in different styles of decks, so it's less appealing to force 5C Control in the hopes that they'll all wheel to you.