Onderzeeboot
Ecstatic Orb
I now officially have a second new main cube!
Link
Visual spoiler
Table view
Draft
Quick Stats:
402 cards (and growing, goal is 450)
"Unpowered"
"Peasant"
Legacy style (permanent upgrades change the cards)
Custom Cards (changes to existing cards)
Cube: Legacy
Inspired by a post on the CubeCobra Discord channel by omnizchech (you can view their cube here), I designed a cube that's made to be changed. In a nutshell, it started out as a Peasant cube, but cards get permanently upgraded through "Mod" cards. There's three ways to get these Mod cards.
As I said, Mods are permanent, and a single card may be modded up to two times. That means one player can modify a card in one draft, and then another player can modify the same card a second time in another draft. Or a player could use both of their mods on the same card and just make it a lot stronger in one fell swoop! There are even super strong "double mods" that count as two mods on their own!
Mod cards have a few distinguishing features that let players know what cards that Mod can apply to, and what it does.
As we can see, the Lifelink Mod card can be applied to any creature that has at least white or black in its casting cost (or that has a colorless casting cost!), and it simply grants the lifelink ability. The Shields Up! Mod card is similar, but can be applied to any creature, regardless of color, and instead of adding a keyword, it increases the toughness of the modified creature by +1. Conversely, the Once More with Feeling Mod can only be applied to instant and sorcery cards. Like Shields Up!, it doesn't care about the color of the card you want to modify. It is a Double Mod, though, so it can be applied only to unmodded cards, and cards modified by Once More with Feeling can not be altered any further. It also increases the casting costs of the modified card. Note that a card that changes the cost of a card, changes all casting costs, so a card with flashback, for example, has both its casting cost and its flashback cost changed, but other costs, like actived abilities, are not changed! Mods that reduce costs, on the other hand, reduce all costs.
Proxying modded Cards
To visually distinguish modded cards, I print proxies (between sessions) with a few subtle changes.
Since the original obviously adds all of Kor Aeronaut's keywords to the target creature when it is kicked, the executive decision was made to also add lifelink to the abilities the kicker ability grants
Since the Kor Aeronaut was modified by two Mods it has two stars in front of its name, and a mythic set symbol. Like all modified cards, its artwork is flipped compared to the original. Of course it takes a bit of work to actually make proxies of all the card changed after the draft portion, so during the draft we just use paper slips or mini post-it notes.
Quest cards
During the draft, there are a number of Quest cards in the middle of the table. Each of these cards has an objective, a challenge for the players. Play is halted for all players as soon as one of the players meets the objective, at which point the quest reward is announced. Once completed, the quest is done and removed from the table, it can't be completed again. Let's look at two examples that were completed in the second draft.
In conclusion
Running a cube like this is an absolute blast. I got two drafts in before I created this thread, and it is exactly the right amount of whack. So much so that in time it pretty much has become my main cube. Some ridiculous cards will get created, but those mistakes will only add to the excitement. And even though you can't predict what Mods will be available, it still feels like you're in charge because you get to choose what card the boost gets applied to (well, usually). It takes a lot of time to build a Legacy Cube, but I can highly recommend it!
Link
Visual spoiler
Table view
Draft
Quick Stats:
402 cards (and growing, goal is 450)
"Unpowered"
"Peasant"
Legacy style (permanent upgrades change the cards)
Custom Cards (changes to existing cards)
Cube: Legacy
Inspired by a post on the CubeCobra Discord channel by omnizchech (you can view their cube here), I designed a cube that's made to be changed. In a nutshell, it started out as a Peasant cube, but cards get permanently upgraded through "Mod" cards. There's three ways to get these Mod cards.
- After the draft portion, there's an additional snake draft where each player picks up two Mod cards (meaning the players pick cards in pick order, then pick a second card in reversed order, i.e. 8th and 9th pick are made by the same player, as are 1st and 16th pick). I put a number of Mod cards in this draft equal to the number of players +2, so the last pick still has a choice.
- During the draft, there are "Quest" cards in the middle of the table, with an objective and a hint at the reward. When a Quest objective is met by any player, play is halted, and the reward is revealed, which might involve additional Mod cards.
- When a player wins the draft, they get to work with me to design a Champion card, which allows them to rename and alter a card in their card pool in creative a way that ignores the standard Mods.
As I said, Mods are permanent, and a single card may be modded up to two times. That means one player can modify a card in one draft, and then another player can modify the same card a second time in another draft. Or a player could use both of their mods on the same card and just make it a lot stronger in one fell swoop! There are even super strong "double mods" that count as two mods on their own!
Mod cards have a few distinguishing features that let players know what cards that Mod can apply to, and what it does.
- Type line: The type line dictates what card the Mod applies to, including color and card type. If a Mod has a color requirement, the modified card must have at least one of those colors in its color identity, or it must have a colorless color identity. (There's a corner rule that uses the Basic supertype of Mod cards, in case the last player can't apply the remaining mods to any their cards.)
- Border color: The border color helps to quickly identify which Mods have a color requirement. The colors always match the typeline.
- Rules text: The main part of the Mod card, that describes what rules text gets added to the Mod modifies a card. These additions are written in normal text. Some mods will stipulate additional limitations, change something about the card other than adding rules text or abilities, or give an example to clarify. These are put in italics.
- P/T box: Mods that alter the power and toughness of a creature indicate the change in the P/T box.
As we can see, the Lifelink Mod card can be applied to any creature that has at least white or black in its casting cost (or that has a colorless casting cost!), and it simply grants the lifelink ability. The Shields Up! Mod card is similar, but can be applied to any creature, regardless of color, and instead of adding a keyword, it increases the toughness of the modified creature by +1. Conversely, the Once More with Feeling Mod can only be applied to instant and sorcery cards. Like Shields Up!, it doesn't care about the color of the card you want to modify. It is a Double Mod, though, so it can be applied only to unmodded cards, and cards modified by Once More with Feeling can not be altered any further. It also increases the casting costs of the modified card. Note that a card that changes the cost of a card, changes all casting costs, so a card with flashback, for example, has both its casting cost and its flashback cost changed, but other costs, like actived abilities, are not changed! Mods that reduce costs, on the other hand, reduce all costs.
Proxying modded Cards
To visually distinguish modded cards, I print proxies (between sessions) with a few subtle changes.
- There are one (if modded once) or two (if modded twice) stars in front of the name.
- The rarity is ugpraded to rare (if modded once) or mythic (if modded twice).
- The art is flipped horizontally.
Since the original obviously adds all of Kor Aeronaut's keywords to the target creature when it is kicked, the executive decision was made to also add lifelink to the abilities the kicker ability grants
Quest cards
During the draft, there are a number of Quest cards in the middle of the table. Each of these cards has an objective, a challenge for the players. Play is halted for all players as soon as one of the players meets the objective, at which point the quest reward is announced. Once completed, the quest is done and removed from the table, it can't be completed again. Let's look at two examples that were completed in the second draft.
First, a simple one. The Pipped Again quest required any one of the players to get two permanents into play with two or more identical mana symbols in each of the mana costs, but they had to be different mana symbols between the two cards. I completed the quest by having an Eternal Witness and a Kitchen Finks on the battlefield. While the (other) players didn't know exactly what upgrade their bouncelands would get, this quest shows that you can do a simple reward with (near) immediate impact without too much fuss.

Of course, it's also fun to sometimes cause a lot of fuss on purpose in the middle of a game. Meet Build Your Own Helix, which led to some very good cards. After casting two multicolor spells in the same turn, all players got to draft one Mod that basically required them to create a multicolor spell out of one of their instants and sorceries, by adding the effect of a selection of one mana spell effects to a card that wasn't that color.



Of course, it's also fun to sometimes cause a lot of fuss on purpose in the middle of a game. Meet Build Your Own Helix, which led to some very good cards. After casting two multicolor spells in the same turn, all players got to draft one Mod that basically required them to create a multicolor spell out of one of their instants and sorceries, by adding the effect of a selection of one mana spell effects to a card that wasn't that color.

Running a cube like this is an absolute blast. I got two drafts in before I created this thread, and it is exactly the right amount of whack. So much so that in time it pretty much has become my main cube. Some ridiculous cards will get created, but those mistakes will only add to the excitement. And even though you can't predict what Mods will be available, it still feels like you're in charge because you get to choose what card the boost gets applied to (well, usually). It takes a lot of time to build a Legacy Cube, but I can highly recommend it!
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