I can't see much monarch in cube, it seems like becoming the monarch is considered an upside so I'm gonna assume it will add to costs. The only thing I can see is agro cards that are under costed because they make an opponent the monarch. I suppose enchantments that make the player with highest combined power (for example) the monarch and give some bonus for that, but you could do that without monarch.
Councils dilemma seems like it will be over costed for 2 players because they intend it to be used for 4 players. I occasionally play 3 player so maybe one of the more pushed spells might make it in.
Edit: I just realised being the monarch draws a card, kinda changes everything. Gaining monarch gets alot better in an environment with few ways to become it.
If you're the Monarch, you draw a card at your end step. If a player deals combat damage to the Monarch, that player becomes the new Monarch.
So most decks will have ways to "steal" the Monarch token, but many decks will not be able to do so before say T3 or T4, if they can get past the card advantage you're getting this way. In other matchups the opponent will just T1 Goblin Guide or something, so the whole thing backfires on you big time.
I doubt they'll make a conspiracy that starts you as the monarch, just because it's kinda feel-bad and swingy. You're basically guaranteed to discard to hand size turn one, and you might also turn 2. On the other hand, no one can likely contend with you for three turns, so you're drawing three-ish cards at no cost, which is way too good in abstract. I feel like it hastoo many problems.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
I think they could print it but with a slight downside and at a high rarity (maybe mythic so it doesn't show up in drafts too much). It could be more balanced than you think since it changes player and rewards creature combat.
I think the agro deck would value being the monarch more than the control deck as the control deck proabaly can't hold it as long, if they start with it the agro deck has a good chance of stealing it. Tokens likes monarch aswell since you can go wide to get it back.
I get that in a powered cube with liberary of alerandria or something it is broken but I don't think wizards cares if a card breaks cube since you can just decide not to run it. The first lot of conspiracies had some pretty swingy cards, double stroke for example turns most average spells in cubes into a backbreaking monster (I have a friend loves putting it on Harrow).
I'd like to see interesting conspiracies that are balanced through a cost (beyond the cost of spending a pick). Worldknit is the only one in the first set that has an actual cost attached to it. You want this big advantage? Then you must be willing to pay the price!
Councils dilemma seems like it will be over costed for 2 players because they intend it to be used for 4 players. I occasionally play 3 player so maybe one of the more pushed spells might make it in.
Edit: I just realised being the monarch draws a card, kinda changes everything. Gaining monarch gets alot better in an environment with few ways to become it.
So most decks will have ways to "steal" the Monarch token, but many decks will not be able to do so before say T3 or T4, if they can get past the card advantage you're getting this way. In other matchups the opponent will just T1 Goblin Guide or something, so the whole thing backfires on you big time.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
I think the agro deck would value being the monarch more than the control deck as the control deck proabaly can't hold it as long, if they start with it the agro deck has a good chance of stealing it. Tokens likes monarch aswell since you can go wide to get it back.
I get that in a powered cube with liberary of alerandria or something it is broken but I don't think wizards cares if a card breaks cube since you can just decide not to run it. The first lot of conspiracies had some pretty swingy cards, double stroke for example turns most average spells in cubes into a backbreaking monster (I have a friend loves putting it on Harrow).
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG