I've been playing a great deal of Vintage recently. I watched some friends play the MTGO holiday cube and I was shocked at how even though the power level is really high the games don't quite turn out the fun sort of crazy like games of Vintage where I find the games take an immense amount of skill (or at the very least a lot of tanking!). It was often like "oh you show and telled turn one and I lose."
I'm not one-hundred percent sure why this is: I haven't played a powered cube before, only a Riptide style cube. It certainly seems to do a lot with a lack of good ways to interact with your opponent's broken plays? Anyway, I remember seeing a post on here a while ago where Jason mentioned wanted to brew up a Vintage Cube. Someone posted a sample cube tutor list as well. I was wondering if anyone was interested on working to develop one?
I have two initial points to develop
1) How to make it a still genuinely interesting limited format? Part of what I find so enjoyable about Cube is the way that decks and games always play out so differently. The deck building is one of the most fun parts and I find that my decks seem to play differently even if the archetype is similar just because of what cards I happen to have. Is there a way to keep this sort of spontaneity while still consistently being able to interact with your opponent's broken plays?
2) I've been tossing around a rule for Vintage Cubing drawing from the idea of breaking singleton and the Squadron Hawk packages that people seem to like. The idea would be that at the end of the draft you can pick any one card and give yourself two extra copies of that card. That could allow you to build around something more specifically and give more consistency to disruption while also providing neat deck-building decisions. Maybe pick two cards and give yourself two extra copies of each? This obviously is a little more tricky in paper cubes and might require a smaller total cube size (maybe 180?) but maybe we want a smaller pool of cards for a Vintage cube anyway?
Just throwing around ideas.
I'm not one-hundred percent sure why this is: I haven't played a powered cube before, only a Riptide style cube. It certainly seems to do a lot with a lack of good ways to interact with your opponent's broken plays? Anyway, I remember seeing a post on here a while ago where Jason mentioned wanted to brew up a Vintage Cube. Someone posted a sample cube tutor list as well. I was wondering if anyone was interested on working to develop one?
I have two initial points to develop
1) How to make it a still genuinely interesting limited format? Part of what I find so enjoyable about Cube is the way that decks and games always play out so differently. The deck building is one of the most fun parts and I find that my decks seem to play differently even if the archetype is similar just because of what cards I happen to have. Is there a way to keep this sort of spontaneity while still consistently being able to interact with your opponent's broken plays?
2) I've been tossing around a rule for Vintage Cubing drawing from the idea of breaking singleton and the Squadron Hawk packages that people seem to like. The idea would be that at the end of the draft you can pick any one card and give yourself two extra copies of that card. That could allow you to build around something more specifically and give more consistency to disruption while also providing neat deck-building decisions. Maybe pick two cards and give yourself two extra copies of each? This obviously is a little more tricky in paper cubes and might require a smaller total cube size (maybe 180?) but maybe we want a smaller pool of cards for a Vintage cube anyway?
Just throwing around ideas.