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 Post subject: Cube of Interactions
PostPosted: Thu Oct 31, 2013 1:49 pm 
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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:
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 Post subject: Re: Cube of Interactions
PostPosted: Mon Nov 04, 2013 12:24 am 
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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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 Post subject: Re: Cube of Interactions
PostPosted: Sun Nov 10, 2013 10:49 pm 
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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.

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 Post subject: Re: Cube of Interactions
PostPosted: Mon Nov 11, 2013 10:39 am 
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silasw wrote:
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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