Hello again!
Over the past few years I've been working on a pile of 180 cards for teaching beginners. I’ve been playing Magic for donkey’s years now, and my favourite thing has always been teaching new people to play. I started with five ‘beginner decks’, which was fine, but I love limited and wanted to teach that too. This ended up with the now retired ‘Beginner Cube’.
I've added things and taken things away, and I'm now up to version 3, which is a pretty wholescale change. Here are my thoughts on building a cube for teaching magic, and I'd love to hear your feedback.
Rules:
Versions 1 & 2 had one major problem. They were boring. There was so much vanilla and french vanilla that the only thing that really made a colour feel like a colour was the name and the art. Cubing was just choosing a colour and making a curve, with colours feeling inflexible.
Supporting archetypes felt awkward without dedicated cards, the majority of which felt too wordy.
So here's version 3. The changes are:
If you have further suggestions please do let me know! I'll upload this post as I make further changes.
Over the past few years I've been working on a pile of 180 cards for teaching beginners. I’ve been playing Magic for donkey’s years now, and my favourite thing has always been teaching new people to play. I started with five ‘beginner decks’, which was fine, but I love limited and wanted to teach that too. This ended up with the now retired ‘Beginner Cube’.
I've added things and taken things away, and I'm now up to version 3, which is a pretty wholescale change. Here are my thoughts on building a cube for teaching magic, and I'd love to hear your feedback.
Rules:
- Sealed/Constructed Flexibility. By having 30 of each colour, you can add twenty lands and have your constructed, 50-card beginner decks for teaching for the first ever time. To do limited, just add in the twenty gold and 10 artifacts and you’re at 180 – two sealed decks or four draft decks.
- Cards are evocative of the colour.
- Cards are simple. A few keyword abilities is best. Eviscerate is much better than Fatal Push.
- No tokens or counters.
Versions 1 & 2 had one major problem. They were boring. There was so much vanilla and french vanilla that the only thing that really made a colour feel like a colour was the name and the art. Cubing was just choosing a colour and making a curve, with colours feeling inflexible.
Supporting archetypes felt awkward without dedicated cards, the majority of which felt too wordy.
So here's version 3. The changes are:
- Each colour (not colour pair) has a special keyword - chosen for its relative simplicity and the way it 'feels' with regards to the colour. Black has exploit, Green has Landfall, Red has Raid, White has Exalted and Blue has (most problematically imo) Prowess. With a little heads up explanation, the ideas are simply and evocative - I really like this.
- The gold cards now point you to an 'idea' within the colour pair - is it aggro, is it midrange, or is it grindy. These are my archetypes - are you the beatdown, or are you not?
- There are more duplicate cards, and where there were two different cards doing basically the same thing I've tried to cut it down.
If you have further suggestions please do let me know! I'll upload this post as I make further changes.