Thanks for the reply, and the kind words! Sorry about the long delay, I just saw the comment now.
As far as artifacts and lands to avoid, there's not much. I mean, as long as you guys have fun with the cards and the cube is an enjoyable experience, you're doing it right. I would caution against overdoing lands that enter the battlefield tapped though, if you want aggressive decks to be playable in more than one color.
Cheers, and happy cubing!
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Jan 25, 2019wtwlf123 posted a message on Cube Design PhilosophyIt's always good to get comments on 9-year-old articles! Glad you enjoyed it.Posted in: Articles
Land is not included when determining your ACMC. But other cards, like Force of Will, might beb considered a 5 if you use their printed costs, but are actually a 0 in practice. Make sure you adjust your CMCs to what their expected costs are when calculating things. And all cards that are truly variable can get factored in as true X's, which neither help nor hurt your curve.
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What I enjoy about Stormbind is that it another great way for aggro decks to finish-off control decks without going through the red zone. I can't get enough of those effects in the cube, really. Not to mention that it's fantastic in mid-range or control to continue to pseudo-topdeck removal spells turn after turn to fend-off aggro creatures, then turn the burn to the face as a great finisher. Combine it with draw spells and the like to make it really, really strong.
Gilded Drake + Capsize.
Also, Pouncing Jaguar, Jungle Lion and Albino Troll are all fantastic cards. I wouldn't cut 'em either.
They're not "basically vanilla creatures". They're incredibly efficient artifact creatures with a good ability to boot. They will most definitely be cube-worthy IMO.
No, not amazing I suppose... they're just really solid creatures.
I think they'd both be immediately cube-worthy. Trained Armadon is bad because it's a 3/3 for 1GG with no special abilities. Cathodion would immediately go to a 3 for a 3/3 with a good ability... as a colorless creature. Artifact creatures don't have efficient bodies like that without significant drawbacks. Same goes for Su-Chi. There are a lot of decks that could abuse the mana when it leaves play upside to the card, and even more archetypes that could benefit from a strong 3/3 for 3 or 4/4 for 4. The only reason they're not really cube worthy now is because of mana burn.
No, but I've won games when players have taken 1-2 points of mana burn during the course of the game. Perhaps they don't die if they can manage their mana properly?
It's been an integral part of the game since day one. If they remove it, they will be destroying a LOT of important decision-making that happens throughout the game.
On the "upside"... both Su-Chi and Cathodion will be amazing.
I'd start exchanging out red cards that do random things for ones that do direct damage until half of the red cards can deal damage to players (without attacking). Red will be a much more competitive color when this happens. Remember, they don't have to be "burn" spells per se, just cards that can kill your opponent without attacking (count cards like Grim Lavamancer and Fireslinger when determining your 50%).
I draft 1 on 1 a lot of the time in my cube, and it has no bearing on which cards go in or out of the cube. The list should just contain the most awesome cards of each color, and the colors should be balanced. Other than that, it's up to you!
These happen to be blue cards.