Hello all, I used to run a peasant cube but casually started inserting rarity shifted cards or adding in rare lands to help smooth things out. Then I started to look at archetypes more closely and decided that if I added additional rares I could support additional archetypes that couldn't exist in peasant or just strengthen a fring-ish archetype because there were better payoff type cards at the next rarity level.
(This was at least my internal rationalization) when in reality I think I just wanted something to do. My group never has enough time to consume my passion for cube and so I think tinkering is my way of coping. Anyway I wanted to add my cube to the community here and get some thoughts and have a place where I can provide post game deck/card thoughts as well as a place to offer up an undoubtedly number of changes along the way and seek advice and feedback on them.
BASIC CUBE INFO:
Cubetutor: http://www.cubetutor.com/viewcube/60903
Cube Size: 490ish card (need to learn how to cut down better)
Breakdown: 70-71 in each color, 60 multi/guild, 37 Artifact, 43 Land
Avg Draft: 3-4 players, 1 times per month (give or take)
CARD SELECTION & DESIGN:
- Powerd?: NO
- Proxies?: Yes
- “Un” Cards?: Yes (one, “Blast from the Past”)
- Vintage Legal:? Yes
- Singleton Legal?: Yes (except for multiple copies of Evolving Wilds, which was RECENT decision, as i found more in my collection I decided to throw them into the cube)
- Guild Balance?: Yes (for the most part)
- Banned Cards?: Not currently, but keep cards out as described below
RESTRICTIONS:
- Over-Powered for format
- Anti-Fun
- Non-Interactive
- Over-Priced (unless i happened to have one from old collection or got proxy somehow)
The only cards that I have decided to restrict either by reducing their prevalence, removing completely or just not adding to this cube are cards that I deem “over-powered”, "anti-fun" or "non-interactive". When you think of those two kinds of cards, I am talking about things like discard (which I know is a part of magic, and sometimes removing threats in hand is important) but ruining a person's grip is just bad form in our eyes, and if it is repeatable or more than 1 card it can become oppressive. Additionally things like Land Destruction where a person can't even play spells or play Magic in general is just not fun and ruins the experience. Again my cube gets probably 95% of its play as a 3-4 player multiplayer Free For All games, so ruining an experience for a player when you have to sit back and watch 3 other jamokes play on for another hour or whatever is quite frankly, stupid. The only other realm of cards that come to mind that I have forcibly left out are "sweepers". The Wrath of God effects... This is due to wanting to have combat be more of the focus as opposed to long drawn out games of just destroying 10+ creatures with 1 spell. We like to have complicated board states that require choices and have some politics of knowing what will happen if you try and kill 1 person and leave yourself exposed etc... we find that fun. HOWEVER, I have thought about possibly adding some of the lower power sweeper/wrath effects but am not there yet. If tokens or overrun type decks become too strong then I might think about it but again in a multiplayer the R/W deck without support isn't running over 3 players before running out of steam and that 4/5 mana wrath effect necessary or else your control deck will die. So there is less necessity for them at this point in time.
SUPPORTED ARCHETYPES / GUILDS - COLORS
I tried to create a +1/+1 counter synergy initially but I think as I added in more and more rares it became harder to keep as prevalent throughout each color (blue however never really had any +1/+1 counter theme). Additionally, Humans, Soldiers, Warriors, Elves, Zombies, Vampires are all in there somewhere but sadly I think eventually most to all of that synergy may be gone. The idea was to have a much wider range of cards matter on more levels than normal, adding in their sub types into the equation I felt was adding more draft decision making etc. But I digress...
* Caveat - I don't like the idea of archetypes for each GUILD. I think that is limiting and in reality as people have discussed the draft portion turns to less about decision making to more of an "on rails" boring linear draft. I want draft to be difficult and to be fun and to require a lot of thought and decision-making. I want a drafter to have the ability to almost have a draft pool that could make multiple themed decks. I think that is part of why my cubes always tend to get "bloated"... I want each color and each color pair to have access to enough cards for a player to draft almost any conceivable archetype/themed deck...
Instead of discussing the archetypes within each guild, I’d rather speak to each color separately and what kind of mechanics and game play feel I added into each color. My goal within the cube was for a player to identify what some colors offered and mix and match them any way they desire (obviously some things go better together than others), but if you started drafting some RED and GREEN initially, it necessarily wouldn’t have to be a ramp deck or straight dude agro. If you wanted to splash a couple cards here and there of a 3rd color to add some cool little combo’s go ahead, great… But I didn’t want to have each drafter feeling like they are stuck on a set draft path with no deviation. (Maybe I achieved that, maybe I didn’t. I don’t personally feel like I did, but this was my first foire into a rare included cube and so feeling out power levels of certain cards I’ve never used or seen, debating costs and making sure I’ve got some balance to each color, to each cube, to each theme etc… etc… etc…
(Not putting in guild+archetype information. It makes my head hurt and it leaves me feeling empty and bad that I don't necessarily have archetypes that are readily identifiable as I tried to put a bunch in everywhere)
WHITE: Obviously white is firmly stuck in that weenie agro department. What I didn’t want to do is just jam a bunch of 2/1 “jag’s” into the color and it be linear as hell and boring. Additionally this is a cube that plays more multiplayer (90/10 lets say) and so a 2/1 is not long for this world and frankly vanilla dudes suck in general.
This color for me is the TIGHTEST, in that there are literally a dozen cards at least that I think about swapping every other day because I just DON’T KNOW what is “right”. I hate that feeling of not knowing if something is right, it’s just so unsettling.
- weenie / agro
- +1/+1 counters
- Spells Matter (Prowess)
- Drain / Gain (slow, but bleeding multiplayer games is brutal in it’s inevitability)
- Tokens
- Humans / Soldiers / Warriors (all minor sub-add’l nuances)
- Pump
- Blink
- Enchantments (mostly out, due to slow and low-low power level)
BLUE: This color used to be straight control for me, but I tried to open it up and give it some variety. I think changing to a rare cube from peasant it still identifies as more control-y but again always a handful of cards that can change it one way or another.
- Spells Matter (prowess)
- Graveyard Matters
- +1/+1 counters (graft, proliferate)
- Madness
- Storm (I only have 1 storm spell “empty the warrens” as it can survive as decently playable on 1 stack = 4 tokens for 4 mana) but means “free spells” aka peregrine drake, cloud of faeries, snap, frantic search, gush etc…
- Wizards is a minor nuance (Sage of Fables, also ties into +1/+1 counters)
BLACK: Black turned from a control-y color to more agro, in that I dumped removal to create interesting creature interactions. There are a few cards in black that I am heavily considering replacing.
- Graveyard Matters
- Madness
- Drain/Gain
- +1/+1 counters
- Recursion
- Sacrifice (no ‘pact’ or anything though, too strong imho)
- Vampires (not a subtle nuance)
- Zombies (more subtle nuance, as there are some zombie “cares” cards that I just haven’t been able to really bring myself to add)
RED: Red was the go to agro color, but I wanted to have it contain more depth than that. Additionally, when playing multiplayer the old strategy of ‘x’ creature damage on front end with ‘y’ burn on the back end to the dome wins… clearly in multi-player FFA that strategy may be good enough to take out 1 guy but you will be dead shortly thereafter. I kind of liked the idea initially of making red the damage to everyone color. Just punish everyone, hate everything. Additional sources of sustainable damage is cool. It somewhat fizzled when your own deck cant play anything because you are in worse position than your opponents and you’d kill yourself… so it is a delicate balance that I have yet to figure out via tweaks. For now its got agro to it, but also has more mid-range feel to it imho.
- Spells Matter
- Madness
- +1/+1 counters
- graveyard matters
- tokens
- Humans / Vampires / Goblins (minor nuance?)
GREEN: Green was a color that has changed identity for me many times… I truly truly dislike the “ramp” archetypes but have come to understand that it is part of the green identity. I don’t find hitting a 7cmc pelakka wurm on t5 any more or less annoying than a t3 reanimated pelakka wurm… yet one is more frowned upon (why). I’d say that I have tried not to pin green into one way of playing, which I’m fairly happy with it, but it does seem like the color that bleeds the least into other ones.
- Ramp
- +1/+1 counters
- Graveyard matters
- Tokens
- Elf/Warrior (nuance)
Being the first iteration of my newest cube creation I am pretty happy with it, but would love any/all feedback on particular cards I’ve missed, or why I chose one card over another… any comment on my guilds or suggestions for cards that could go (to help get me to a not so bloated cube level)
Thanks again and I am going to be posting my first few multi-player game recaps from the past week or so with decklists etc…
(This was at least my internal rationalization) when in reality I think I just wanted something to do. My group never has enough time to consume my passion for cube and so I think tinkering is my way of coping. Anyway I wanted to add my cube to the community here and get some thoughts and have a place where I can provide post game deck/card thoughts as well as a place to offer up an undoubtedly number of changes along the way and seek advice and feedback on them.
BASIC CUBE INFO:
Cubetutor: http://www.cubetutor.com/viewcube/60903
Cube Size: 490ish card (need to learn how to cut down better)
Breakdown: 70-71 in each color, 60 multi/guild, 37 Artifact, 43 Land
Avg Draft: 3-4 players, 1 times per month (give or take)
CARD SELECTION & DESIGN:
- Powerd?: NO
- Proxies?: Yes
- “Un” Cards?: Yes (one, “Blast from the Past”)
- Vintage Legal:? Yes
- Singleton Legal?: Yes (except for multiple copies of Evolving Wilds, which was RECENT decision, as i found more in my collection I decided to throw them into the cube)
- Guild Balance?: Yes (for the most part)
- Banned Cards?: Not currently, but keep cards out as described below
RESTRICTIONS:
- Over-Powered for format
- Anti-Fun
- Non-Interactive
- Over-Priced (unless i happened to have one from old collection or got proxy somehow)
The only cards that I have decided to restrict either by reducing their prevalence, removing completely or just not adding to this cube are cards that I deem “over-powered”, "anti-fun" or "non-interactive". When you think of those two kinds of cards, I am talking about things like discard (which I know is a part of magic, and sometimes removing threats in hand is important) but ruining a person's grip is just bad form in our eyes, and if it is repeatable or more than 1 card it can become oppressive. Additionally things like Land Destruction where a person can't even play spells or play Magic in general is just not fun and ruins the experience. Again my cube gets probably 95% of its play as a 3-4 player multiplayer Free For All games, so ruining an experience for a player when you have to sit back and watch 3 other jamokes play on for another hour or whatever is quite frankly, stupid. The only other realm of cards that come to mind that I have forcibly left out are "sweepers". The Wrath of God effects... This is due to wanting to have combat be more of the focus as opposed to long drawn out games of just destroying 10+ creatures with 1 spell. We like to have complicated board states that require choices and have some politics of knowing what will happen if you try and kill 1 person and leave yourself exposed etc... we find that fun. HOWEVER, I have thought about possibly adding some of the lower power sweeper/wrath effects but am not there yet. If tokens or overrun type decks become too strong then I might think about it but again in a multiplayer the R/W deck without support isn't running over 3 players before running out of steam and that 4/5 mana wrath effect necessary or else your control deck will die. So there is less necessity for them at this point in time.
SUPPORTED ARCHETYPES / GUILDS - COLORS
I tried to create a +1/+1 counter synergy initially but I think as I added in more and more rares it became harder to keep as prevalent throughout each color (blue however never really had any +1/+1 counter theme). Additionally, Humans, Soldiers, Warriors, Elves, Zombies, Vampires are all in there somewhere but sadly I think eventually most to all of that synergy may be gone. The idea was to have a much wider range of cards matter on more levels than normal, adding in their sub types into the equation I felt was adding more draft decision making etc. But I digress...
* Caveat - I don't like the idea of archetypes for each GUILD. I think that is limiting and in reality as people have discussed the draft portion turns to less about decision making to more of an "on rails" boring linear draft. I want draft to be difficult and to be fun and to require a lot of thought and decision-making. I want a drafter to have the ability to almost have a draft pool that could make multiple themed decks. I think that is part of why my cubes always tend to get "bloated"... I want each color and each color pair to have access to enough cards for a player to draft almost any conceivable archetype/themed deck...
Instead of discussing the archetypes within each guild, I’d rather speak to each color separately and what kind of mechanics and game play feel I added into each color. My goal within the cube was for a player to identify what some colors offered and mix and match them any way they desire (obviously some things go better together than others), but if you started drafting some RED and GREEN initially, it necessarily wouldn’t have to be a ramp deck or straight dude agro. If you wanted to splash a couple cards here and there of a 3rd color to add some cool little combo’s go ahead, great… But I didn’t want to have each drafter feeling like they are stuck on a set draft path with no deviation. (Maybe I achieved that, maybe I didn’t. I don’t personally feel like I did, but this was my first foire into a rare included cube and so feeling out power levels of certain cards I’ve never used or seen, debating costs and making sure I’ve got some balance to each color, to each cube, to each theme etc… etc… etc…
(Not putting in guild+archetype information. It makes my head hurt and it leaves me feeling empty and bad that I don't necessarily have archetypes that are readily identifiable as I tried to put a bunch in everywhere)
WHITE: Obviously white is firmly stuck in that weenie agro department. What I didn’t want to do is just jam a bunch of 2/1 “jag’s” into the color and it be linear as hell and boring. Additionally this is a cube that plays more multiplayer (90/10 lets say) and so a 2/1 is not long for this world and frankly vanilla dudes suck in general.
This color for me is the TIGHTEST, in that there are literally a dozen cards at least that I think about swapping every other day because I just DON’T KNOW what is “right”. I hate that feeling of not knowing if something is right, it’s just so unsettling.
- weenie / agro
- +1/+1 counters
- Spells Matter (Prowess)
- Drain / Gain (slow, but bleeding multiplayer games is brutal in it’s inevitability)
- Tokens
- Humans / Soldiers / Warriors (all minor sub-add’l nuances)
- Pump
- Blink
- Enchantments (mostly out, due to slow and low-low power level)
BLUE: This color used to be straight control for me, but I tried to open it up and give it some variety. I think changing to a rare cube from peasant it still identifies as more control-y but again always a handful of cards that can change it one way or another.
- Spells Matter (prowess)
- Graveyard Matters
- +1/+1 counters (graft, proliferate)
- Madness
- Storm (I only have 1 storm spell “empty the warrens” as it can survive as decently playable on 1 stack = 4 tokens for 4 mana) but means “free spells” aka peregrine drake, cloud of faeries, snap, frantic search, gush etc…
- Wizards is a minor nuance (Sage of Fables, also ties into +1/+1 counters)
BLACK: Black turned from a control-y color to more agro, in that I dumped removal to create interesting creature interactions. There are a few cards in black that I am heavily considering replacing.
- Graveyard Matters
- Madness
- Drain/Gain
- +1/+1 counters
- Recursion
- Sacrifice (no ‘pact’ or anything though, too strong imho)
- Vampires (not a subtle nuance)
- Zombies (more subtle nuance, as there are some zombie “cares” cards that I just haven’t been able to really bring myself to add)
RED: Red was the go to agro color, but I wanted to have it contain more depth than that. Additionally, when playing multiplayer the old strategy of ‘x’ creature damage on front end with ‘y’ burn on the back end to the dome wins… clearly in multi-player FFA that strategy may be good enough to take out 1 guy but you will be dead shortly thereafter. I kind of liked the idea initially of making red the damage to everyone color. Just punish everyone, hate everything. Additional sources of sustainable damage is cool. It somewhat fizzled when your own deck cant play anything because you are in worse position than your opponents and you’d kill yourself… so it is a delicate balance that I have yet to figure out via tweaks. For now its got agro to it, but also has more mid-range feel to it imho.
- Spells Matter
- Madness
- +1/+1 counters
- graveyard matters
- tokens
- Humans / Vampires / Goblins (minor nuance?)
GREEN: Green was a color that has changed identity for me many times… I truly truly dislike the “ramp” archetypes but have come to understand that it is part of the green identity. I don’t find hitting a 7cmc pelakka wurm on t5 any more or less annoying than a t3 reanimated pelakka wurm… yet one is more frowned upon (why). I’d say that I have tried not to pin green into one way of playing, which I’m fairly happy with it, but it does seem like the color that bleeds the least into other ones.
- Ramp
- +1/+1 counters
- Graveyard matters
- Tokens
- Elf/Warrior (nuance)
Being the first iteration of my newest cube creation I am pretty happy with it, but would love any/all feedback on particular cards I’ve missed, or why I chose one card over another… any comment on my guilds or suggestions for cards that could go (to help get me to a not so bloated cube level)
Thanks again and I am going to be posting my first few multi-player game recaps from the past week or so with decklists etc…