Within 10 cards of my final submission. Thanks to everyone for your roundabout assistance; lots of lurking feedback has enabled this psychotic endeavor!
I am looking for input on my cube contest submission text (418 words):
The Orzhov Syndicate has sojourned the vast majority of their sprawling city-plane and are exchanging a trove of souls accumulated over aeons to bridge the Blind Eternities. As the Ghost Council’s Final Accounting draws near, depleted coffers are readied for an influx of exotic ethereal wealth beyond all imagined! Will the taxed of the Multiverse and downtrodden of Ravnica succumb to the Guild’s invasive debtors or will the eternal miser’s planar absorption fail to collect?
Presenting… Ecumenopolis Enslaved.
A color-pair-skewed cube constructed to operate similarly to other cubes (shuffle up and deal 15-card packs) with a heavy morph focus. Think Judgment if it had been made part of Ravnica. Okay, maybe think Judgment meets Khans and Onslaught. The cube games should play closer to a traditional limited environment than previous Magic Online cubes (but on the Masters end of the spectrum, with copious build-arounds).
The colors break is as follows:
{B/W} - {W/R/G} - {R /G} - {R/G/U} - {G /U} - {G/U/B}
Lands and multi-colored cards have been selected to reinforce the color-pair-and-triad breakdown. The population of black and white cards roughly equals that of blue, green and red cards to call back the iconic color imbalance of Torment and Judgment.
The general guidelines for the environment are as follows:
> Morph and cycling aim to lower the amount of nongames due to mana flood or drought
> Very low # of 1cmc creatures and spells
> Low-to-moderate # of 2-power, 2cmc creatures
> Low # of red-blue-green 3cmc creatures without morph
> Conditional removal (primarily)
> Adhere to Khans of Tarkir 5-mana-to-unmorph-and-trump-a-2/2-in-combat rule, mostly (except each color has a “fair-ish” card that can unmorph for 4 mana)
> Up to 3 of a single card name, but mostly singleton
Themes were chosen with their primary locations in the color scheme. Each color group has a few competitive directions during the drafting portion, with demand overlap to create tension and varying card evaluations from draft to draft. For many decks, thematic synergies will be present but not represent the whole deck.
Color-Grouping Themes
Orzhov
> life drain synergy (gaining life to spend as a resource & bonuses for life gains)
> enchantments
> restrictive color requirements (to prevent Temur, Simic or Gruul decks splashing white and/or black cards as they please)
> spirit tribal / arcane
> sacrifice
Naya
> +1/+1 counters
> cycling control/combo
Temur
> creature power matters
> morph combo
> dragons tribal (just a sprinkle)
Sultai
> control-style mill (slow but repetitive)
> graveyard matters