First attempt at cube list is here!
I exclusively play multiplayer FFA games of 3-4 players. Lately, I'm getting bored of silly overpowered finishers that take no effort to win the game (for example a player won with a Sepulchral Primordial that reanimated a Restoration Angel). My players seem to be echoing my feelings so I want to tone things down.
We all want to still play powerful cards so the power level will be high, but I want there to be more focus on synergy than raw power as I believe it makes the draft and the games more interesting. In the same vein, I want cards that can be flexible and encourage decision making (Vendilion Clique is the perfect card to illustrate that. It fits into any deck, is interactive but still fair).
The draft
Since we are only 3-4 players we draft the cube in a different way.
For 3 players, we make 8 or 9 packs of 15 cards. Pick one card and "burn" two. This means you get 5 cards per pack for a total of 40-45 cards. Why 8 or 9? If I have a 360 cube, then 8 packs, if I have a 405 cube, then 9 packs.
For 4 players, we do 6 packs of 15 cards. Pick one and "burn" one card. So a total of 48 cards drafted.
The power level of the decks are high to be sure, but we like having these types of decks. It's very tough during deck construction though as the cuts sometimes feel impossible.
Design
As suggested in this other thread here, I chose 5 shards/wedges and assigned them an general archetype that I then specified into the guilds.
After reading this post by dbs about artifacts, I'm convinced it's something I want in my cube.
I will also detail what each guild can do as there are some hybrid decks that emerge when mixing and matching different archetypes.
For now I don't have a definitive cube list, but I know I want these themes and the cards listed are what I will be building from.
Here is what I have
Bant: Tokens
Abzan: Lands
Temur: Ramp
This one is tough for me. Adjusting my ramp suite and payoffs to be synergistic with the rest of the cube is a challenge. I went with quite a few untappers because I like how they have different uses other than just ramp (Retreat to Coralhelm + Imperious Perfect for example)
Mardu: Aristocrats
Grixis: Artifacts
I am the least happy with Dimir. It's easy to build a good control deck, but I have trouble incorporating artifacts into the theme to make it part of Grixis.
So that is the general idea behind each shard/wedge, however with enough overlapping pieces, each guild can have multiple decks outside of their "prescribed" archetypes.
I will try to list them here:
I exclusively play multiplayer FFA games of 3-4 players. Lately, I'm getting bored of silly overpowered finishers that take no effort to win the game (for example a player won with a Sepulchral Primordial that reanimated a Restoration Angel). My players seem to be echoing my feelings so I want to tone things down.
We all want to still play powerful cards so the power level will be high, but I want there to be more focus on synergy than raw power as I believe it makes the draft and the games more interesting. In the same vein, I want cards that can be flexible and encourage decision making (Vendilion Clique is the perfect card to illustrate that. It fits into any deck, is interactive but still fair).
The draft
Since we are only 3-4 players we draft the cube in a different way.
For 3 players, we make 8 or 9 packs of 15 cards. Pick one card and "burn" two. This means you get 5 cards per pack for a total of 40-45 cards. Why 8 or 9? If I have a 360 cube, then 8 packs, if I have a 405 cube, then 9 packs.
For 4 players, we do 6 packs of 15 cards. Pick one and "burn" one card. So a total of 48 cards drafted.
The power level of the decks are high to be sure, but we like having these types of decks. It's very tough during deck construction though as the cuts sometimes feel impossible.
Design
As suggested in this other thread here, I chose 5 shards/wedges and assigned them an general archetype that I then specified into the guilds.
After reading this post by dbs about artifacts, I'm convinced it's something I want in my cube.
I will also detail what each guild can do as there are some hybrid decks that emerge when mixing and matching different archetypes.
For now I don't have a definitive cube list, but I know I want these themes and the cards listed are what I will be building from.
Here is what I have
Bant: Tokens
Selesnya: Go wide pump. I'm currently going with the idea of +1/+1 counters, but I could see it going with more traditional anthems or even overrun effects.
Azorius: This one is tougher for me to flesh out. I want there to be an artifact token build,
but it seems I'm pushed towards a spell matter token deck as well
Having all of the pieces seems like a lot and I'm unsure of where to go from there.
but it seems I'm pushed towards a spell matter token deck as well
Having all of the pieces seems like a lot and I'm unsure of where to go from there.
Simic: Rampish tokens. This one is less defined, but basically we are ramping towards bigger token makers while drawing cards when attacking.
Abzan: Lands
Selesnya: Go wide
with the Bant token payoffs.
Land destruction
with the Bant token payoffs.
Land destruction
Golgari: This is mostly graveyard based, but can go the stax route or a hybrid.
Orzhov: This is a stax deck based around limiting the amount of lands your opponents have.
Temur: Ramp
This one is tough for me. Adjusting my ramp suite and payoffs to be synergistic with the rest of the cube is a challenge. I went with quite a few untappers because I like how they have different uses other than just ramp (Retreat to Coralhelm + Imperious Perfect for example)
Simic: Use untappers to make a bunch of mana.
Izzet: Artifact ramp deck.
Gruul: Creature ramp. Play some dorks and tap them for mana. Finish with a big creature or X spell.
Mardu: Aristocrats
Boros: Tokens. Red provides most of the payoff cards and white produces a lot of tokens.
Rakdos: Death triggers, recursive threats and some theft. This color combination can do a lot of direct damage!
Orzhov: This is once again more of a stax build, but it aims to keep the board clear of creatures more than lands. Sweet little artifact theme in there as well.
Grixis: Artifacts
Rakdos: This is either a stax deck
or a reanimator deck
and work well in both.
or a reanimator deck
and work well in both.
Dimir: I want this to be more of a controlling archetype, but I'm not sure how to make it about artifacts. I was thinking
Izzet: I see 3 main ways to go about this color combination:
Reanimator, ramp or tokens. Basically a giant mash up of the other cards used before.
Reanimator, ramp or tokens. Basically a giant mash up of the other cards used before.
I am the least happy with Dimir. It's easy to build a good control deck, but I have trouble incorporating artifacts into the theme to make it part of Grixis.
So that is the general idea behind each shard/wedge, however with enough overlapping pieces, each guild can have multiple decks outside of their "prescribed" archetypes.
I will try to list them here:
Selesnya
Land destruction
Tokens +1/+1
Creature ramp
Land destruction
Tokens +1/+1
Creature ramp
Azorius
Artifact tokens
Control
Blink
UW reanimator?
Artifact tokens
Control
Blink
UW reanimator?
Boros
Sacrifice tokens
Artifact tokens (mono anthems!)
Land destruction
Reanimator
Sacrifice tokens
Artifact tokens (mono anthems!)
Land destruction
Reanimator
Orzhov
Stax
Tokens sacrifice
Artifacts (Need to flesh this out. Not enough synergy. I'm seeing this as a hybrid of token drain and sacrifice. Even a stax build is possible)
Tokens drain
Stax
Tokens sacrifice
Artifacts (Need to flesh this out. Not enough synergy. I'm seeing this as a hybrid of token drain and sacrifice. Even a stax build is possible)
Tokens drain
Rakdos
Tokens drain
Sacrifice value
Artifact stax
Reanimator (artifact or not)
Tokens drain
Sacrifice value
Artifact stax
Reanimator (artifact or not)
Dimir
Reanimator
Control (this is a hot mess. I cannot get anything cohesive going)
Reanimator
Control (this is a hot mess. I cannot get anything cohesive going)
Simic
Untap ramp
Tokens
Landfall
Graveyard control
Untap ramp
Tokens
Landfall
Graveyard control
Gruul
Creature or tokens ramp
Wildfire
Midrange hasty dudes
Creature or tokens ramp
Wildfire
Midrange hasty dudes
Golgari
Graveyard lands
Graveyard creatures
Sacrifice (not sure what the actual game plan is here. Looks a lot like the above archetype with some sacrifice effects)
Stax
Graveyard lands
Graveyard creatures
Sacrifice (not sure what the actual game plan is here. Looks a lot like the above archetype with some sacrifice effects)
Stax
Izzet
Artifact ramp
Artifact tokens
Reanimator
Control
Artifact ramp
Artifact tokens
Reanimator
Control