The simple answer is build a common or c/u cube as they are really basic and easy. Not so many complex cards.
I take that as an insult. D:
The simple answer is to just let the friends watch a game of cubedraft, or peruse through a cube deck.
The elaborate answer is to get them to play a Besieged draft, but slip a specially designed cube booster that shows off the awesomeness that is cube in place of their first pack. They'll open it, be like WHAT THE HELL?!, and then you'll just innocently say that a cube booster got mixed in with the packs, and nonchalontly take it back.
I do not mean it as an insult. You have to agree that cards like Recurring Nightmare and Life from the Loam require more skill than those in C/U. The formats are incredibly different, I enjoy both but only have a semi-powered cube right now. I don't have the sleeves for my C/U.
I was joking with that comment. Obviously the individual cards in rares are more complicated than commons. Although I don't actually think that there's that much of a difference in terms of the complexity of deck-building/cube-building.
I was joking with that comment. Obviously the individual cards in rares are more complicated than commons. Although I don't actually think that there's that much of a difference in terms of the complexity of deck-building/cube-building.
I agree, the complexity is in the actual playing of the decks. I have only a day of C/U experience so forgive me.
I agree, the complexity is in the actual playing of the decks. I have only a day of C/U experience so forgive me.
Nah, it's cool. I mean, I have absolutely zilch knowledge of normalist cube besides what I read on these forums. Which is going to be awkward when I try to do an articles about the differences between Pauper and Normalist.
Agreed with Ausschliessi, don't play like those in the LGS, play to get better at Magic because playing with bads and always winning is only fun for so long.
Nah, it's cool. I mean, I have absolutely zilch knowledge of normalist cube besides what I read on these forums. Which is going to be awkward when I try to do an articles about the differences between Pauper and Normalist.
Haha two different worlds. One of the big differences is color fixing, we have it you don't. <3
I think the game is better for not having combat damage on the stack. Before, there was always the "right" play. I'm sure you all have seen the example below:
(With DotS): I put the damage on the stack, then sacrifice the elder. I kill the Pup, deal 1 damage to the opponent, and get a land into play tapped for free. This is always (outside of some extremely unlikely corner case) the best play, and will always play out like that.
(Without DotS): How much damage have I taken? Is killing Jackal Pup and dealing damage worth not getting a land?
In both situations, the better player will make the correct play, but only the latter situation actually requires any sort of analyzing because in the first situation any player that doesn't suck will pick the correct play, which may not be the case for the second one. I understand this situation is a bit more clear cut than normal, but there will be other situations that will be much more skill intensive than when DotS was present.
I agree with all that, but the flip side is that it makes cards like that worse, which makes cards like that played less, which takes a lot of the strategy out of the game. Clearly not all cards with sac abilities or things like that become unplayable, but there is a noticeable drop in power of tricky spells and abilities and that's a problem.
And the idea of intutiveness is clearly a non-starter. I know that plenty of people think that the abilities of creatures, like pingers, is stopped if you kill the source. It might be "more intuitive" for that to be the case, but it's not how it works, and it wouldn't make the game better if that was the case. It would just make removal even better and creatures with tap abilities even worse. There are plenty of things about magic that aren't intuitive. The question is can it be easily explained. Damage on the stack can be.
Removing combat damage on the stack creates more skill-intensive games? Improves the game?
DotS give you options, nonstacking combat damage give you choices. You have to choose between two actions and the choice you make impacts the game, therefore making it strategically important. The existence of important strategical decisions is good, considering we are talking about a strategy game here.
It makes the game less streamlined and reduces the overall number of options (and thusly the number of decisions made by players, which boils down to a lower skill ceiling).
Yes, the removal of DotS reduced the number of options / decisions, but it made the decisions that you make more important.
The fact that damage does not go on the stack is less intuitive than having it go on the stack like everything else in the game. If a player is able to grasp the concept of the stack, then combat damage going on it like everything else simplifies the game rather than complicates it.
Two things here.
A) You are wrong. Playing spells and using the abilities on cards uses the stack, but not the game effects itself. DotS was the only game effect left that utilized the stack. Untapping, drawing in your draw step, declaring attackers and defenders and the whole clean up step didn't use the stack! By removing DotS, the game became more streamlined. Now, (nearly) all card effects use the stack, while all game effects don't.
B) DotS is only more intuitive to you and other long time Magic players because it was the way you (and me) used to play for ages. When the removal of DotS was announced, I was shocked and angry, too. It's a change we oldtimers have to adapt too. Once we do, it becomes intuitive for us, just like for those players that started Magic after M10. It took me only five rounds at the M10 prerelease to realize that the change was ok and that it didn't come up that often in actual game play anyway.
I'm not quoting the whole posts here for space reasons, but those are two great examples for why removal of DotS improved the game.
On topic:
My last hope for Living Weapon is that the Mogg Fanatic one has low costs (they haven't been reliably spoiled yet). Otherwise, I'm still wondering if Bonehoard might make the cut? It was quite a cheap equip cost for what will later be a +3/+3 bonus or better.
That black Phyrexian wurm is yet another potential black finisher. Not bad, but we have better options. 6/6 or six mana seems to be à la mode at Wizards, doesn't it?
The 6/6 Wurm is a good third or fourth choice finisher below Kokusho and Gravy, if correctly spoiled. He'll end the game on the spot against tokens/weenie aggro.
I'm a fan of the 6 mana 6/6 kind of thing. Besides me being a devil worshipper who eats raw sheep hearts, I think that's the standard size for fatties nowadays (what, with the Titans basically quashing everything else), and it's a damn good standard. Right on the mark for power level reasons.
Going to back to Mirrodin Besieged - are we sure this is bad?
Artifact - Equipment (U)
Living Weapon
Equipped creature gets +1/+1 and has, "Sacrifice this creature: This creature deals 1 damage to target creature of player."
Equip
It's a Mogg Fanatic for 2 if you never take advantage of the living weapon thing. That's not terrible, is it? As a bonus, if you happen to not need the mana for anything else, strap it onto another creature.
Not 360 material, but it should be ok for medium to large sized cubes, no?
Contested War-Zone: I think this may be better than people are giving it credit for, too. For any deck expecting to send 3+ creatures into the red zone at once, it seems pretty powerful, especially since it won't give your opponent immediate use of the land if they can take it from you. Considering that it doesn't take a spell slot, it might be good enough (again not for small cubes of course).
We are getting near a complete spoiler, so I have started to think about what faction I should play at the pre-release. With the current cubable cards we have:
Red: (MIR) Hero of Oxid Ridge (MIR) Slagstorm (Maybe) (MIR) Goblin Wardriver (Maybe) (MIR) Red Sun's Zenith (Maybe)
Green: (MIR) Thrun, the Last Troll (PHY) Viridian Emissary (Maybe) (MIR) Lead the Stampede (Maybe)
Multi: (BOTH) Tezzeret, Agent of Bolas (PHY) Glissa, the Traitor (Maybe)
Artifacts: (PHY) Phyrexian Revoker (MIR) Sword of Feast and Famine (MIR) Peace Strider (Maybe) (PHY) Blightsteel Colossus (Maybe) (MIR) Sphere of the Suns (Maybe)
MIR total: 7 cards that will be added
8 maybies
PHY total:
2 cards that will be added
6 maybies
So if we look from a cube perspective the right choice is to go with the Mirran side... I just like phyrexia, and I always side with the bad guys, so I'll propably end up chosing phyrexia anyway though, and just claiming my winnings in MIR boosters (if I win any).
That was a devolution of epic proportions... and I wasn't the one that started it! (I'm proud)...
I like planeswalkers, and I kinda miss damage on the stack. But I can live with the M10 changes, and have no real problem with their impact (or lack thereof) on the game as a whole (particularly on the cube). The game is more successful now than ever, so obviously they're doing something right.
The latest spoils have been lackluster. Hoping we get a few more cubeable cards (maybe even a blue one?) before the end of the spoiler.
Another good reason to pick the Mirran side is the prerelease foil. You're going to get a Hero of Bladehold no matter what this way! If not for the prerelease foil I would probably play Phyrexia though, because most of the Mirran cards I want are either Mythics that I'm extremely unlikely to pull, or uncommons that I'm sure will be either cheap to pick up or that I'll get in prize support. Phyrexia has the cash rares that will be tougher to get outside of the prerelease but easier to get during it.
Apparently there actually is a fixed clamp, not sure that it will actually happen but the futuredrafters are saying something like:
When someone mentioned Skullclamp's traits (specifically the +1/-1 bit), one of them said
"One of those numbers is different."
+1/+1 was the original design of Skullclamp.
captain black im pretty sure confirmed it as a rare
Nothing was confirmed as anything. I'm basing my speculation on something cryptic our future drafters posted, nothing more.
Captain Black has not 'confirmed' anything.
So no one can agree on CB. I am hoping for (but don't think it'll happen):
Skullclamp 2 - 1 Artifact - Equipment
Equipped creature gets +1/+1.
When equipped creature is put into a graveyard, draw two cards.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
So no one can agree on CB. I am hoping for (but don't think it'll happen):
Skullclamp 2 - 1 Artifact - Equipment
Equipped creature gets +1/+1.
When equipped creature is put into a graveyard, draw two cards.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
This is more broken than the original one in Affinity in Legacy. They will not print this without also having to ban it in legacy from the beginning.
Would you like the simple answer or the elaborate answer?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
The simple answer is build a common or c/u cube as they are really basic and easy. Not so many complex cards.
I take that as an insult. D:
The simple answer is to just let the friends watch a game of cubedraft, or peruse through a cube deck.
The elaborate answer is to get them to play a Besieged draft, but slip a specially designed cube booster that shows off the awesomeness that is cube in place of their first pack. They'll open it, be like WHAT THE HELL?!, and then you'll just innocently say that a cube booster got mixed in with the packs, and nonchalontly take it back.
They ask what cube is, and you rope them in.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I do not mean it as an insult. You have to agree that cards like Recurring Nightmare and Life from the Loam require more skill than those in C/U. The formats are incredibly different, I enjoy both but only have a semi-powered cube right now. I don't have the sleeves for my C/U.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I agree, the complexity is in the actual playing of the decks. I have only a day of C/U experience so forgive me.
Nah, it's cool. I mean, I have absolutely zilch knowledge of normalist cube besides what I read on these forums. Which is going to be awkward when I try to do an articles about the differences between Pauper and Normalist.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Haha two different worlds. One of the big differences is color fixing, we have it you don't. <3
I agree with all that, but the flip side is that it makes cards like that worse, which makes cards like that played less, which takes a lot of the strategy out of the game. Clearly not all cards with sac abilities or things like that become unplayable, but there is a noticeable drop in power of tricky spells and abilities and that's a problem.
And the idea of intutiveness is clearly a non-starter. I know that plenty of people think that the abilities of creatures, like pingers, is stopped if you kill the source. It might be "more intuitive" for that to be the case, but it's not how it works, and it wouldn't make the game better if that was the case. It would just make removal even better and creatures with tap abilities even worse. There are plenty of things about magic that aren't intuitive. The question is can it be easily explained. Damage on the stack can be.
DotS give you options, nonstacking combat damage give you choices. You have to choose between two actions and the choice you make impacts the game, therefore making it strategically important. The existence of important strategical decisions is good, considering we are talking about a strategy game here.
Yes, the removal of DotS reduced the number of options / decisions, but it made the decisions that you make more important.
Two things here.
A) You are wrong. Playing spells and using the abilities on cards uses the stack, but not the game effects itself. DotS was the only game effect left that utilized the stack. Untapping, drawing in your draw step, declaring attackers and defenders and the whole clean up step didn't use the stack! By removing DotS, the game became more streamlined. Now, (nearly) all card effects use the stack, while all game effects don't.
B) DotS is only more intuitive to you and other long time Magic players because it was the way you (and me) used to play for ages. When the removal of DotS was announced, I was shocked and angry, too. It's a change we oldtimers have to adapt too. Once we do, it becomes intuitive for us, just like for those players that started Magic after M10. It took me only five rounds at the M10 prerelease to realize that the change was ok and that it didn't come up that often in actual game play anyway.
I'm not quoting the whole posts here for space reasons, but those are two great examples for why removal of DotS improved the game.
On topic:
My last hope for Living Weapon is that the Mogg Fanatic one has low costs (they haven't been reliably spoiled yet). Otherwise, I'm still wondering if Bonehoard might make the cut? It was quite a cheap equip cost for what will later be a +3/+3 bonus or better.
That black Phyrexian wurm is yet another potential black finisher. Not bad, but we have better options. 6/6 or six mana seems to be à la mode at Wizards, doesn't it?
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
On spoiled card wishlisting and 'should-have-had'-isms:
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
It's worth keeping a copy of though, for the Cube binder. My black finisher #3 slot is always changing hands.
On spoiled card wishlisting and 'should-have-had'-isms:
Artifact - Equipment (U)
Living Weapon
Equipped creature gets +1/+1 and has, "Sacrifice this creature: This creature deals 1 damage to target creature of player."
Equip
It's a Mogg Fanatic for 2 if you never take advantage of the living weapon thing. That's not terrible, is it? As a bonus, if you happen to not need the mana for anything else, strap it onto another creature.
Not 360 material, but it should be ok for medium to large sized cubes, no?
Contested War-Zone: I think this may be better than people are giving it credit for, too. For any deck expecting to send 3+ creatures into the red zone at once, it seems pretty powerful, especially since it won't give your opponent immediate use of the land if they can take it from you. Considering that it doesn't take a spell slot, it might be good enough (again not for small cubes of course).
White:
(MIR) Accorder Paladin
(MIR) Hero of Bladehold
(MIR) Mirran Crusader
(MIR) Leonin Relic-warder (Maybe)
(PHY) Phyrexian Rebirth (Maybe)
Blue:
(PHY) Consecrated Sphinx (Maybe)
Black:
(PHY) Black Sun's Zenith
(MIR) GFTT
(MIR) Sangromancer (Maybe)
(PHY) Phyrexian Crusader (Maybe)
Red:
(MIR) Hero of Oxid Ridge
(MIR) Slagstorm (Maybe)
(MIR) Goblin Wardriver (Maybe)
(MIR) Red Sun's Zenith (Maybe)
Green:
(MIR) Thrun, the Last Troll
(PHY) Viridian Emissary (Maybe)
(MIR) Lead the Stampede (Maybe)
Multi:
(BOTH) Tezzeret, Agent of Bolas
(PHY) Glissa, the Traitor (Maybe)
Artifacts:
(PHY) Phyrexian Revoker
(MIR) Sword of Feast and Famine
(MIR) Peace Strider (Maybe)
(PHY) Blightsteel Colossus (Maybe)
(MIR) Sphere of the Suns (Maybe)
MIR total:
7 cards that will be added
8 maybies
PHY total:
2 cards that will be added
6 maybies
So if we look from a cube perspective the right choice is to go with the Mirran side... I just like phyrexia, and I always side with the bad guys, so I'll propably end up chosing phyrexia anyway though, and just claiming my winnings in MIR boosters (if I win any).
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Nah, not for me anyway.
The Counsel is too expensive, but could maybe work if your pushing the ramp archetype a lot.
The Signal Pest does too little.
Green Sun's Zenith I could see trying out, but the "green only" clause just annoys me (a lot).
My Tribal cube
My 93/94 old school cube
My Artifact cube
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I like planeswalkers, and I kinda miss damage on the stack. But I can live with the M10 changes, and have no real problem with their impact (or lack thereof) on the game as a whole (particularly on the cube). The game is more successful now than ever, so obviously they're doing something right.
The latest spoils have been lackluster. Hoping we get a few more cubeable cards (maybe even a blue one?) before the end of the spoiler.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Another good reason to pick the Mirran side is the prerelease foil. You're going to get a Hero of Bladehold no matter what this way! If not for the prerelease foil I would probably play Phyrexia though, because most of the Mirran cards I want are either Mythics that I'm extremely unlikely to pull, or uncommons that I'm sure will be either cheap to pick up or that I'll get in prize support. Phyrexia has the cash rares that will be tougher to get outside of the prerelease but easier to get during it.
Bonesplitter 2.0 -
Artifact - Equipment
CARDNAME enters the battlefield equipped to target creature you control.
Equipped creature gets +3/+1.
Equip - Sacrifice a creature
My Tribal cube
My 93/94 old school cube
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So no one can agree on CB. I am hoping for (but don't think it'll happen):
Skullclamp 2 - 1
Artifact - Equipment
Equipped creature gets +1/+1.
When equipped creature is put into a graveyard, draw two cards.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
This is more broken than the original one in Affinity in Legacy. They will not print this without also having to ban it in legacy from the beginning.
My Tribal cube
My 93/94 old school cube
My Artifact cube
My Hearthstone Quiz App for iOS
not true, the -1 was what made it so insanely broken. +1/+1 means you require a ravager to start drawing additional cards.
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