Feels like an extremely bad mechanic for a powered cube. This effect could either be a win-con. I.e. your opponent has one creature on board, you cast a Palace Jailer, you essentially just swung the advantage even more in your favor. On the other hand, if you're already incredibly behind, your essentially giving your opponent an extra draw every turn (you prob wouldn't have casted the Jailer).
I feel this isn't really a problem in more powerful formats this is legal i.e. legacy/vintage which very few games are decided by late game grinds between two fairs decks. Or in commander which has 3 other players whom can team up on you if you have the monarch crown.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I think this mechanic is powerful and fun, and I like that it encourages decks to play creatures. I like having cards that reward creature strategies so there's powerful stuff to do that's not storm or some other wonky combo thing. I think Palace Jailer is a 5-star staple, but the others are just alright, and could be pushed aside by something exciting at their cmc. For whatever reason, black 5s and green 6s have been pretty soft the last few years, at least in the power cube context.
I am much more mixed about monarch in lower power cubes or in theme cubes. It can twist the game to revolve around the monarch, and can reward turtling in an unfun way. These things are just less of a problem in power cube because there are so many busted things you can do. In lower power cubes, I can definitely see people not liking the monarch sub-game.
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The monarchy mechanic in this case, I'll refer to:
Custodi Lich
Palace Jailer
Regal Behemoth
Feels like an extremely bad mechanic for a powered cube. This effect could either be a win-con. I.e. your opponent has one creature on board, you cast a Palace Jailer, you essentially just swung the advantage even more in your favor. On the other hand, if you're already incredibly behind, your essentially giving your opponent an extra draw every turn (you prob wouldn't have casted the Jailer).
I feel this isn't really a problem in more powerful formats this is legal i.e. legacy/vintage which very few games are decided by late game grinds between two fairs decks. Or in commander which has 3 other players whom can team up on you if you have the monarch crown.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I am much more mixed about monarch in lower power cubes or in theme cubes. It can twist the game to revolve around the monarch, and can reward turtling in an unfun way. These things are just less of a problem in power cube because there are so many busted things you can do. In lower power cubes, I can definitely see people not liking the monarch sub-game.