Next week, it will be a year since I became a member of this forum. When I discovered it, I was amazed by the quantity and diversity of ideas, and it has been my main source of inspiration since then. I have learned a lot from all of you in this year, and I think time has come to shrug off shyness, take a step forward and start a thread about my cube. It started as a collection of Gatecrash cards to simulate drafts and introduce newcomers to Limited, has evolved to become the 360 list it is today, and I hope it keeps getting better, funnier and more interesting thanks to your knowledge and experience.
Here is my cube in all its glory.
List: http://www.cubetutor.com/viewcube/24366
Curve: http://www.cubetutor.com/viewcurve/24366
Visual spoiler: http://www.cubetutor.com/visualspoiler/24366
Draft: http://www.cubetutor.com/draft/24366
My ideal format is one in which a drafter can navigate multiple intertwining archetypes, finding new and exciting interactions between cards. I don't want degeneracy, but I wan't players to be able to do powerful stuff if they invest into it.
I don't usually think about guild archetypes, so I can't post a list of what you can expect going into each color pair. Instead, I seed a theme across multiple colors: one can find interesting stuff to do around discarding in blue, black and red; enchantments in white and green; lands in red and green; sacrifice in red and black, bleeding into tokens in white and green; and so on. I think this approach leaves the highest freedom to the drafters and results in a great diversity of decks.
And about the land base, there's a cycle of fetchlands, of shocklands and of triple lands.
I greatly welcome any comments you may have, either positive or negative!
Here is my cube in all its glory.
List: http://www.cubetutor.com/viewcube/24366
Curve: http://www.cubetutor.com/viewcurve/24366
Visual spoiler: http://www.cubetutor.com/visualspoiler/24366
Draft: http://www.cubetutor.com/draft/24366
My ideal format is one in which a drafter can navigate multiple intertwining archetypes, finding new and exciting interactions between cards. I don't want degeneracy, but I wan't players to be able to do powerful stuff if they invest into it.
I don't usually think about guild archetypes, so I can't post a list of what you can expect going into each color pair. Instead, I seed a theme across multiple colors: one can find interesting stuff to do around discarding in blue, black and red; enchantments in white and green; lands in red and green; sacrifice in red and black, bleeding into tokens in white and green; and so on. I think this approach leaves the highest freedom to the drafters and results in a great diversity of decks.
And about the land base, there's a cycle of fetchlands, of shocklands and of triple lands.
I greatly welcome any comments you may have, either positive or negative!