I'm designing my first cube (720 cards) and I want to make sure that I don't have to many or to few creatures at each CMC. For each color I'm thinking of going with..
I've always assumed that there is 15 cards in a pack, but recently I noticed that when you buy a real pack of cards, you get 10 commons, 3 uncommons, 1 rare/mythic and 1 basic land (and 1 token). When I do a normal draft, the first thing we do is take all of the basic lands out of the pack (and the tokens), which means that you're effectively only drafting 14 cards.
Adding an extra card would give decks more options and ultimately make them better/more consistent, right? That said, are packs in your cube 14 or 15 cards?
I'm a big blue player in EDH and I was pretty excited when I saw this card. One of the reasons it excited me was the Cryptic Command-esque ability to counter a spell and bounce a permanent. IMO, bounce is a VERY important of blue's arsenal and this seemed like a great addition. But then I re-read the card and noticed that it can only bounce creatures, not permanents (or even non-land permanents).
Being that the hardest things for blue to deal with is non-creatures I felt like this was a big drawback. While 5 mana is alot, its good value if I can get someone's spell and maybe bounce a permanent or two, putting me ahead in the mana department.
I haven't played with the card since I picked it up but now I'm wondering if I should give it a chance or get rid of my copy. Any suggestions?
So, I’m working on my first cube. I wanted it to be a unique experience so I’m designing it with these goals in mind:
1) Lower power level than most cubes (roughly equivalent to that of a core set / Magic Origins draft). This also means generally slower cards (not to exclude an agro strategy, but generally if that isn’t your goal, games will take more turns)
2) Play with cards that are a bit obscure. Not bad, but cards that people don’t get to play with often. Specifically card that are objectively pretty awesome but weren’t part of a cohesive deck or just weren’t able to compete with the other cards in standard. Obviously I can’t avoid this entirely, but I’m hoping to not include a lot of cards that people will see in a lot of other cubes.
3) To be more creature focused then spell focused (across all colors)
4) 720 cards. This will allow me to support more than 8 players and even then will allow some variety from one cube draft to another when there are less than 16 players.
5) White will have cards to destroy enchantments, but not artifacts (with one exception). I’m going to have Red focus on destroying artifacts and Green will be able to do both (to compensate for it not being able to interact with creatures as much)
That said, with my card choices I’m not sure if I’m skewing things too much in one direction or another or if I’m inadvertently adding or neglecting aspects that I wouldn’t normally (again, my first cube). To that end, I’d like a little bit of feedback regarding the cards that I choose for the color white (the cube will have all the colors, white is just the first one I did and the only one I have completed). Before I move on I’d like some feedback so that if I’m inadvertently designing it in a particular fashion, I don’t make the same mistakes with other colors.
So, that said here is what I have for white. Please let me know if there is anything that stands out (a lot of removal? Not enough?) or anything that looks obviously broken (not enough creatures?) or a bad idea. Thanks in advance for your help!
I'm trying to put together a cube that simulates the power level of a real limited environment while playing with cards that are generally overlooked by cube and commander players alike. Think Aven Mimeomancer
Thanks for all the quick replies! I didn't think that I would get so many so fast and I appreciate everyone's input!
I should be clear that I'm less concerned about if it will be a good / fun card for the cube and more that it will make building packs an issue. For example, if I just take the entire cube and have packs made with it ahead of time, it shouldn't be an issue. But if we build packs right there and we have 6 drafters, that would be 270 cards. I'd pull an even amount from the various piles and make the packs. The colors will be evenly distributed among packs in the draft. But if I have to make packs for booster tutor, I either have to make more packs for the draft, risking that the colors may be skewed towards the unused packs, or make packs as we go witch would really just mean that they would be grabbing cards out of the pile that they really want.
Has anyone on here tried to use Booster Tutor in their cube? I'm trying to add some un-cards in my cube and this seemed to be the most exciting one for the black one. The card just seems to ask to be included in a cube! However, in thinking it through, it seems to be horrific logistically.
I've decided to go with the method to make packs of trying to keep all the colors about the same. But, how do I do that and make extra packs to tutor into? Also, if I do make extra packs, do I need to make nine (three rounds, three possible games in each round).
If anyone has any experience using Booster Tutor in their cube, I would really like some insight into how it plays out and how well it worked for them.
Sounds good, I think I'm going to go with the "keep the overall pool balanced, but do random packs" method.
For the people who make packs ahead of time, how do you separate the packs? Do you just flip them around to indicate a new pack? Use some type of divider? Wrap them in something?
My gut tells me that flashback wins out and the card is exiled, but I know both are replacement effects. Doesn't the controller of the object being replaced get to choose which to apply?
I've tried to find this info in a bunch of places, but haven't found it.
How do you make packs for your cube?
Do you shuffle everything together and get a random 15? Do you use some type of rarity system? Do you seed the packs with one card of each color and then randomize the rest?
1 CMC: 9
2 CMC: 12
3 CMC: 12
4 CMC: 12
5 CMC: 9
6+ CMC: 6
I remember reading an article that discussed it a while back but I can't find the article again. Does that seem about right to everyone?
Thanks in advance!
Adding an extra card would give decks more options and ultimately make them better/more consistent, right? That said, are packs in your cube 14 or 15 cards?
Thanks!
They are synonymous, if I'm not going to play the card, I'm going to get rid of it, regardless of value.
I'm a big blue player in EDH and I was pretty excited when I saw this card. One of the reasons it excited me was the Cryptic Command-esque ability to counter a spell and bounce a permanent. IMO, bounce is a VERY important of blue's arsenal and this seemed like a great addition. But then I re-read the card and noticed that it can only bounce creatures, not permanents (or even non-land permanents).
Being that the hardest things for blue to deal with is non-creatures I felt like this was a big drawback. While 5 mana is alot, its good value if I can get someone's spell and maybe bounce a permanent or two, putting me ahead in the mana department.
I haven't played with the card since I picked it up but now I'm wondering if I should give it a chance or get rid of my copy. Any suggestions?
1) Lower power level than most cubes (roughly equivalent to that of a core set / Magic Origins draft). This also means generally slower cards (not to exclude an agro strategy, but generally if that isn’t your goal, games will take more turns)
2) Play with cards that are a bit obscure. Not bad, but cards that people don’t get to play with often. Specifically card that are objectively pretty awesome but weren’t part of a cohesive deck or just weren’t able to compete with the other cards in standard. Obviously I can’t avoid this entirely, but I’m hoping to not include a lot of cards that people will see in a lot of other cubes.
3) To be more creature focused then spell focused (across all colors)
4) 720 cards. This will allow me to support more than 8 players and even then will allow some variety from one cube draft to another when there are less than 16 players.
5) White will have cards to destroy enchantments, but not artifacts (with one exception). I’m going to have Red focus on destroying artifacts and Green will be able to do both (to compensate for it not being able to interact with creatures as much)
That said, with my card choices I’m not sure if I’m skewing things too much in one direction or another or if I’m inadvertently adding or neglecting aspects that I wouldn’t normally (again, my first cube). To that end, I’d like a little bit of feedback regarding the cards that I choose for the color white (the cube will have all the colors, white is just the first one I did and the only one I have completed). Before I move on I’d like some feedback so that if I’m inadvertently designing it in a particular fashion, I don’t make the same mistakes with other colors.
So, that said here is what I have for white. Please let me know if there is anything that stands out (a lot of removal? Not enough?) or anything that looks obviously broken (not enough creatures?) or a bad idea. Thanks in advance for your help!
1x Genju of the Fields
1x Opal Caryatid
1x Elite Vanguard
1x Loyal Pegasus
1x Suntail Hawk
1x Loyal Sentry
1x Benevolent Bodyguard
1x Boros Elite
1x Monk Realist
1x Blade of the Sixth Pride
1x Revered Unicorn
1x Opal Gargoyle
1x Veteran Armorer
1x Sword Dancer
1x Stormfront Pegasus
1x Beacon Hawk
1x Order of the Golden Cricket
1x Sensei Golden-Tail
1x Soulcatcher
1x Topan Freeblade
1x Wispmare
1x Auramancer
1x Opal Avenger
1x Opal Champion
1x Alaborn Veteran
1x Masako the Humorless
1x Kor Hookmaster
1x Nomad Decoy
1x village Bell-Ringer
1x Farrel's Zealot
1x Jamuraan Lion
1x Mentor of the Meek
1x Transcendent Master
1x Blessed Spirits
1x Nikko-Oona
1x Flickerwisp
1x Absolver Thrull
1x Cloudchaser Eagle
1x Lotus-Eye Mystics
1x Woolly Razorback
1x Timely Hordemate
1x Indomitable Ancients
1x Kytheon's Irregulars
1x Gustcloak Sentinel
1x Sidar Jabari
1x Reveille Squad
1x Seht's Tiger
1x Hundred-Handed One
1x Opal Archangel
1x Hixus, Prison Warden
1x Radiant, Archangel
1x Master Healer
1x Guardian of the Gateless
1x Battlegrace Angel
1x Kjeldoran Royal Guard
1x Sentinel of the Eternal Watch
1x Luminate Primordial
1x Angel of the Dire Hour
1x Angel of Salvation
1x Reciprocate
1x Oppressive Rays
1x Archery Training
1x Serra's Hymn
1x Scout's Warning
1x Illumination
1x Serene Offering
1x Skillful Lunge
1x Reprisal
1x Vengeful Dreams
1x Celestial Flare
1x Curtain of Light
1x Brave the Sands
1x Hope and Glory
1x Sacred Boon
1x Blessing
1x Otherworldly Journey
1x Recumbent Bliss
1x Cage of Hands
1x AWOL
1x Pillar of Light
1x Knighthood
1x Asha's Favor
1x Inspirit
1x Dawn to Dusk
1x Patrician's Scorn
1x Neck Snap
1x Divine Reckoning
1x Resurrection
1x Marked by Honor
1x Force Bubble
1x Proper Burial
1x Endless Horizons
1x Pursuit of Knowledge
1x Arrow Volley Trap
1x Miraculous Recovery
1x Phyrexian Rebirth
1x Celestial Mantle
1x Devout Invocation
I'm trying to put together a cube that simulates the power level of a real limited environment while playing with cards that are generally overlooked by cube and commander players alike. Think Aven Mimeomancer
Thanks for all the quick replies! I didn't think that I would get so many so fast and I appreciate everyone's input!
I should be clear that I'm less concerned about if it will be a good / fun card for the cube and more that it will make building packs an issue. For example, if I just take the entire cube and have packs made with it ahead of time, it shouldn't be an issue. But if we build packs right there and we have 6 drafters, that would be 270 cards. I'd pull an even amount from the various piles and make the packs. The colors will be evenly distributed among packs in the draft. But if I have to make packs for booster tutor, I either have to make more packs for the draft, risking that the colors may be skewed towards the unused packs, or make packs as we go witch would really just mean that they would be grabbing cards out of the pile that they really want.
Is this a concern for anyone else?
I've decided to go with the method to make packs of trying to keep all the colors about the same. But, how do I do that and make extra packs to tutor into? Also, if I do make extra packs, do I need to make nine (three rounds, three possible games in each round).
If anyone has any experience using Booster Tutor in their cube, I would really like some insight into how it plays out and how well it worked for them.
Thanks in advance!
Smokestack
Tarmogoyf
Show and Tell
Sneak Attack
Painter's Servant
Won't Be Reprinted:
Brainstorm
Ponder
Scalding Tarn
Pyroblast
Sensei's Divining Top
For the people who make packs ahead of time, how do you separate the packs? Do you just flip them around to indicate a new pack? Use some type of divider? Wrap them in something?
I think I missed a step here. After you count out the % of cards from each pile, do you just shuffle those together or do you seed the color some how?
How do you make packs for your cube?
Do you shuffle everything together and get a random 15? Do you use some type of rarity system? Do you seed the packs with one card of each color and then randomize the rest?
Any help would be appreciated
What do you mean?
I saw some other Rhada decklists and there were some card ideas that I thought about including
Creature copy effects for the CiP LD creatures
Good card draw
Can't believe I missed this guy
Centaur Vinecrasher