Hoy. So, I'm partially bitten by the cube bug, and would like some help with theorizing how it should end up. Now, I know that cubes are commonly just a singleton collection of powerful strategies, but I never quite got the point of spending money on that. However, I do like the opportunity to design a limited format. And with that, I want one that is filled with card interactions. To describe what I would like the cube to be with one sentence; I want everyone at the table to go deep.
But despite this, I still want there to be archetypes present, so that people can go deep in their own niches. Ramp, tribal, aggro, control, maybe even stax. Combo is sort of a given. It also means that those archetypes can't have a ton of cards that are exclusive and can't be used in other archetypes, so nothing like Storm that requires a ton of cards that do nothing in other decks. I would also prefer the decks to be more about synergy and less about combo, but there can be included a few combos as long as the pieces work well in other decks too. Singleton cards with a lot of options such as Loam works too. (Retrace/Fetchlands/Dredge)
Essentially, I made this thread for you guys to throw suggestions about some wacky themes and archetypes to include. I'm not opposed to having duplicates of cards either, for what it's worth.
Things I have been thinking about:
Spoiler
+1/+1 counters and -1/-1 counters will be somewhat significant, given that there's a lot of mechanic that makes use of it. There's also many cool cards that work with it. Anything that can branch out of it should work exceptionally well. Changelings are included to make tribal decks easier to make without adding extra cards for all of them at once. Scry and Transmute will also be included to provide consistency. Lifegain: Can make a fairly good aggro deck with soul sisters and extort support. Searing Meditation, Sanguine Bond, Rune-Tail, Kitsune Ascendant and quite a few others provide build-around cards to toy with. 187: A lot of the build-around effects will come with enters the battlefield effects as it is, so we might as well include some flickering abilities. Sacrifice: Death triggers, sacrifice outlets and relevant cards all provide a deep well of useful cards. Furnace Celebration and Fecundity for the win. Graveyard Interactions: Burning Vengeance can be supported by both Flashback and Retrace, effects that can be found useful in many other decks too. Secrets of the Dead and River Kelpie provide redundancy. Tribal decks: Certainly one of the more difficult topics. I'm thinking Humans, because they're one of the most prominent types in magic, and thus are likely to be possible to slot in somehow. I also have a crush on Spirits, and chances are fairly big that they'll be in there somehow. Cycling: Astral Slide to wedge into 187 effects, Lightning Rift for the wins, Loam/Tilling Treefolk with Cycling Lands, Undead Gladiator + Squee, Invigorating Boon + Hunter of Eyeblights.
Random synergies: Lure + On Blocked/Deathtouch High Priest of Penance with whatever you can draft Squee + Various engines
I think that you should choose colors for each mechanic, kinda like WOTC did with modern masters. It's a lot easier to build a deck around a mechanic if you don't have to go 5color to get all the good cards.
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The hard part is finding cards that work in multiple archetypes. If you don't have these, then the draft won't be interesting.
Certainly. It's more important for me that they interact with the opponent's mechanic, to be honest, but I'm going to try to include bridges between archetypes to present more options. +1/+1 counters are certainly the easiest in this category.
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