The list: http://www.cubetutor.com/viewcube/42610
I have a ton of notes about all of the changes I have been making to this cube so I will be posting card changes or something probably.
Primary design goals:
-Sticking to the Modern color wheel in important ways (e.g. no land destruction in white)
-Maximize interaction and meaningful choices, the avg cmc is kept around 3.0
-Maximize interesting card interactions and synergies. I like to have a high density of cards that are fine on their own and have various incidental synergies with other cards.
-Relatively flat power curve, many cards have been removed for being too powerful from Lightning Bolt to Batterskull
-Support largest possible variety of fundamental archetypes, there are overlapping themes throughout various sets of colors and many cards that fit into multiple themes, hopefully nothing parasitic
-Being relatively easy for new players to get into, requiring minimal explanation (The cube is singleton and without a utility draft largely because of this)
This cube is usually drafted with 6-8 players or two person sealed or grid draft.
Significant changes to the cube since its inception:
-Cutting down significantly on tutors to keep things varied
-Removal of less interactive cards like True-Name Nemesis, attempts to push interaction
-Removal of a lot of of good cards against aggro
-Breaking singleton for awhile then going back
-Cutting the cube from 720 to 540, lots of chaff removed
-Removing non-Modern ramp and anything as fast as Sol Elf
-Removing the bulk of sneak effects and 9+ mana cards.
-Significantly trimming blue card draw to focus on tempo instead
-Morph subtheme didn't work out
Archetypes (Roughly):
RG Big Red, Real Estate (Titania, Protector of Argoth, Life from the Loam), Wildfire/Obliterate
RW Swarm / Tokens (Purphoros), Piñata
RU Counterburn, Spells matter (Prowess/Guttersnipe)
RB Pain's Reward Blitzkreig, Sacrifice (Blood Artist)
GW Hatebears, Creatures (CoCo, Pod, etc), Ramp, Reveillark
GU Combo ramp / Upheaval, "Tempo", Lands
GB Attrition midrange, Death Cloud, Graveyard abuse
WU Aggro-control / Standstill, "Geist" decks, Luminarch Ascension
WB Pikula, Death and Taxes / Tap out control, Smokestack
UB grindy draw go control, Psychatog
5c Goodstuff: Bring to Light, All Suns' Dawn, Morphs / Manifests
RG Obliterate, UB Psychatog, BW Smokestack and UR Keranos decks have felt like the most dominant decks in the past two months. These cards regularly win games and demand respect.
Cruel Ultimatum, Jeskai Ascendancy, Mardu tokens, RUG Goodstuff, Esper control, Abzan Goodstuff have all performed well.
Most concerning issues:
-GW is relatively lacking an identity. GW has been drafted a few times as relatively generic midrange beatdown and has done poorly.
-The Reveillark/Sun Titan package has yet to really see play. Its been in there since the cube began.
-GB probably needs more ways to fill the yard.
-Sticking to the Modern color wheel in important ways (e.g. no land destruction in white)
-Maximize interaction and meaningful choices, the avg cmc is kept around 3.0
-Maximize interesting card interactions and synergies. I like to have a high density of cards that are fine on their own and have various incidental synergies with other cards.
-Relatively flat power curve, many cards have been removed for being too powerful from Lightning Bolt to Batterskull
-Support largest possible variety of fundamental archetypes, there are overlapping themes throughout various sets of colors and many cards that fit into multiple themes, hopefully nothing parasitic
-Being relatively easy for new players to get into, requiring minimal explanation (The cube is singleton and without a utility draft largely because of this)
This cube is usually drafted with 6-8 players or two person sealed or grid draft.
Significant changes to the cube since its inception:
-Cutting down significantly on tutors to keep things varied
-Removal of less interactive cards like True-Name Nemesis, attempts to push interaction
-Removal of a lot of of good cards against aggro
-Breaking singleton for awhile then going back
-Cutting the cube from 720 to 540, lots of chaff removed
-Removing non-Modern ramp and anything as fast as Sol Elf
-Removing the bulk of sneak effects and 9+ mana cards.
-Significantly trimming blue card draw to focus on tempo instead
-Morph subtheme didn't work out
Archetypes (Roughly):
RG Big Red, Real Estate (Titania, Protector of Argoth, Life from the Loam), Wildfire/Obliterate
RW Swarm / Tokens (Purphoros), Piñata
RU Counterburn, Spells matter (Prowess/Guttersnipe)
RB Pain's Reward Blitzkreig, Sacrifice (Blood Artist)
GW Hatebears, Creatures (CoCo, Pod, etc), Ramp, Reveillark
GU Combo ramp / Upheaval, "Tempo", Lands
GB Attrition midrange, Death Cloud, Graveyard abuse
WU Aggro-control / Standstill, "Geist" decks, Luminarch Ascension
WB Pikula, Death and Taxes / Tap out control, Smokestack
UB grindy draw go control, Psychatog
5c Goodstuff: Bring to Light, All Suns' Dawn, Morphs / Manifests
RG Obliterate, UB Psychatog, BW Smokestack and UR Keranos decks have felt like the most dominant decks in the past two months. These cards regularly win games and demand respect.
Cruel Ultimatum, Jeskai Ascendancy, Mardu tokens, RUG Goodstuff, Esper control, Abzan Goodstuff have all performed well.
Most concerning issues:
-GW is relatively lacking an identity. GW has been drafted a few times as relatively generic midrange beatdown and has done poorly.
-The Reveillark/Sun Titan package has yet to really see play. Its been in there since the cube began.
-GB probably needs more ways to fill the yard.
I have a ton of notes about all of the changes I have been making to this cube so I will be posting card changes or something probably.