My old OP is out of date, so please jump to the end of the thread for recent content about this cube. Will work on updating this when I can. Thanks!
Here's the current list: http://www.cubetutor.com/viewcube/82201
Old OP here for reference and history
Here's the current list: http://www.cubetutor.com/viewcube/82201
Old OP here for reference and history
I'm finally done with grad school and am getting back on the wagon. I'll be working on getting a more formalized write-up over the next week or so, but I wanted to get the list out into the open for discussion and feedback sooner than later. In simplest terms, this cube is focused on the cards and Magic that I like. I like rewarding good sequencing and strategies that use synergy without being completely linear.
To jumpstart discussion, here is a non-exhaustive assortment of bullet points about my design decisions that went into this list:
Feel free to kick the tires and do some drafts! Constructed criticism is certainly welcome, especially as this is all theorycraft at the moment.
To jumpstart discussion, here is a non-exhaustive assortment of bullet points about my design decisions that went into this list:
- Temple scry duals, cycling, and trinkets are all used to help with smoothing mana and reducing non-games. (My riptide heresy is that I'm just not super into bouncelands.)
- Most mana rocks can fix color or ramp, but not at the same time. The exception to this is the mana myr cycle, which as creatures are easier to interact with than traditional signet style fixers.
- While there are a handful of 1-drops, aggro decks are assumed to be okay even in games where they start on turn 2.
- Similarly, while there are some sweepers in the cube, they shouldn't be necessary to draft a viable control deck.
- The most powerful cards should require some combination of time and setup cost to achieve their full potential - Warfire Javelineer is this cube's FTK and Ogre Battledriver/Goldnight Commander + Elemental Mastery is its Splinter Twin combo.
- A good number of conditional tutors are included to smooth out these synergy plays a bit without making things overly monotonous.
- Ideally there's a variety of removal across the board: a few generically powerful answers that will be high picks, a few that are powerful but narrow in some fashion, and some that are just less efficient.
- For the most part, the explicit graveyard strategies are light. I've grown to dislike delve as a mechanic the longer I've been exposed to it, so it only currently appears on Logic Knot.
- I've stolen lots of ideas and individual card choices from everyone here in the community, so if you see your part card here, there's a good chance that you directly influenced me
Feel free to kick the tires and do some drafts! Constructed criticism is certainly welcome, especially as this is all theorycraft at the moment.