So, I recently got around to building a cube for myself and I've decided that the most vanilla cube list possible was the way to go after I got burnt out trying to make weird themes work. Instead, what I've gone and done was build a core cube which is a vanilla, un-powered 360-card list with no real theme. And then, I plan on building a lot of 120-card modules that serve to inject some theme into the format and also to bulk out the list in the event that more people show up to cube night than a 360-card list can serve. This way, I have the ability to deliver a multiplayer format, or a powered format or a silver border format, etc.
here is a link to the 'deep synergy' module, which is just a bunch more cards that are slightly deeper build-arounds than a normal small cube list can support. This also pushes most of the existing archetypes in the core cube into a third color: http://www.cubetutor.com/viewcube/101730
here is a link to the multiplayer module, which is for when we feel like playing commander but we don't have commander decks: http://www.cubetutor.com/cubeblog/100040
here is the most recent module, which is an attempt to power-up the cube list so that powered cube doesn't have to be my bread and butter, but I can jam moxen if I feel like it: http://www.cubetutor.com/cubeblog/103252
I'm looking for feedback on the idea itself and other places I can take it. I also need to make cuts on the multiplayer modlule down to 170 cards. The multiplayer module runs lore seeker and booster tutor. I don't know yet if I want to, but I've thought about also not counting the conspiracies towards the cube size and throwing one in each pack which is how I would get the multiplayer expansion to have 170 cards in it.
I also think the 'power' module is a little but uninspired. As a rule in the core cube and all of the other modules, I don't include artifacts that tap for more mana than they cost, I don't include free(this is subjective, but in my mind, gush and daze are fine) spells and I don't include planeswalkers. The power module was a way for me to break all of these rules and keep the effects of it self-contained. I have experience drafting other peoples' cubes, but I don't have any experience drafting powered cube or building one, so I can't tell if I'm missing anything.
Interested in seeing other peoples' thoughts on this project. Cheers!
Location: Indiana, PA
Powered: no
uncards: a couple of the boring ones that work like black-border cards
Portal Cards: no
Special theme: no
number of cards: 360
here is a link to the main cube: http://www.cubetutor.com/viewcube/97145
here is a link to the 'deep synergy' module, which is just a bunch more cards that are slightly deeper build-arounds than a normal small cube list can support. This also pushes most of the existing archetypes in the core cube into a third color: http://www.cubetutor.com/viewcube/101730
here is a link to the multiplayer module, which is for when we feel like playing commander but we don't have commander decks: http://www.cubetutor.com/cubeblog/100040
here is the most recent module, which is an attempt to power-up the cube list so that powered cube doesn't have to be my bread and butter, but I can jam moxen if I feel like it: http://www.cubetutor.com/cubeblog/103252
I'm looking for feedback on the idea itself and other places I can take it. I also need to make cuts on the multiplayer modlule down to 170 cards. The multiplayer module runs lore seeker and booster tutor. I don't know yet if I want to, but I've thought about also not counting the conspiracies towards the cube size and throwing one in each pack which is how I would get the multiplayer expansion to have 170 cards in it.
I also think the 'power' module is a little but uninspired. As a rule in the core cube and all of the other modules, I don't include artifacts that tap for more mana than they cost, I don't include free(this is subjective, but in my mind, gush and daze are fine) spells and I don't include planeswalkers. The power module was a way for me to break all of these rules and keep the effects of it self-contained. I have experience drafting other peoples' cubes, but I don't have any experience drafting powered cube or building one, so I can't tell if I'm missing anything.
Interested in seeing other peoples' thoughts on this project. Cheers!
Powered: no
uncards: a couple of the boring ones that work like black-border cards
Portal Cards: no
Special theme: no
number of cards: 360