This is a idea for a RTS inspired Cube. The focus of this set/cube is in complex board states. Evaluating the difficult combat situation and planning ahead are things to be rewarded here.
At first I wanted to make a "planeswalker matters" just because how planeswalker messes up the attack/block decisions. After some thought I think they are not ideal, for flavor reasons and because I wanted resource management to be a big part of this as well (and Pw masses little with your mana). So I created this to complement my themes:
Watchtower
Land - Building (U)
Watchtower enters the battlefield tapped.
Creatures you control gets +0/+1 as long as Watchtower is untapped.
T: Add W to your mana pool.
Buildings are non basic lands and they have two characteristics:
i. They always enters the battlefield tapped. This is to give the feeling the building is being built and to create a speed contrast between low tech (fast aggro, no building decks), mid tech (slow aggro and midrange deck with some buildings) and high tech (control, tons of buildings).
ii. They have additional abilities that only works when the land is untapped. It creates a decision between using resources or obtaining bonuses, which add complexity to the resource management decision. The fact that they always ETB tapped also means the building doesn't work when they are being built.
I choose this kind of ability instead of a activated tapped ability because giving space for your opponent to tap your building and making you loose your bonus is important. T to give bonus at sorcery speed is also a option as seen above.
Another example of a building:
Nightsky Observatory
Land - Building (U)
Nightsky Observatory enters the battlefield tapped.
At the end of your opponents turn, if Nightsky Observatory is untapped, you may look at the top two cards of your library and put then back in any order.
T: Add U to your mana pool.
War Court
Land - Building
War Court enters the battlefield tapped.
T: Target creature you control get +1/+0 and first strike until the end of turn. Activate this ability only as a sorcery.
T: Add R to your mana pool.
Other stuff that messes with buildings (the names are temporary):
Goblin Saboteur 1R
Creature - Goblin Rogue (?)
When Goblin Saboteur deals combat damage to player, destroy target tapped building the defending player control.
2/1
Cool Mason W
Creature - Human Artificer (C) W, T: Untap target Building.
1/1
Construction U
Sorcery (R)
As additional cost to play construction, sacrifice a land.
Search your library for a Building or a Wall and put it into play tapped. then shuffle your library.
At first I wanted to make a "planeswalker matters" just because how planeswalker messes up the attack/block decisions. After some thought I think they are not ideal, for flavor reasons and because I wanted resource management to be a big part of this as well (and Pw masses little with your mana). So I created this to complement my themes:
Watchtower
Land - Building (U)
Watchtower enters the battlefield tapped.
Creatures you control gets +0/+1 as long as Watchtower is untapped.
T: Add W to your mana pool.
Buildings are non basic lands and they have two characteristics:
i. They always enters the battlefield tapped. This is to give the feeling the building is being built and to create a speed contrast between low tech (fast aggro, no building decks), mid tech (slow aggro and midrange deck with some buildings) and high tech (control, tons of buildings).
ii. They have additional abilities that only works when the land is untapped. It creates a decision between using resources or obtaining bonuses, which add complexity to the resource management decision. The fact that they always ETB tapped also means the building doesn't work when they are being built.
I choose this kind of ability instead of a activated tapped ability because giving space for your opponent to tap your building and making you loose your bonus is important. T to give bonus at sorcery speed is also a option as seen above.
Another example of a building:
Nightsky Observatory
Land - Building (U)
Nightsky Observatory enters the battlefield tapped.
At the end of your opponents turn, if Nightsky Observatory is untapped, you may look at the top two cards of your library and put then back in any order.
T: Add U to your mana pool.
War Court
Land - Building
War Court enters the battlefield tapped.
T: Target creature you control get +1/+0 and first strike until the end of turn. Activate this ability only as a sorcery.
T: Add R to your mana pool.
Other stuff that messes with buildings (the names are temporary):
Goblin Saboteur 1R
Creature - Goblin Rogue (?)
When Goblin Saboteur deals combat damage to player, destroy target tapped building the defending player control.
2/1
Maraud 1BR
Sorcery (U)
Destroy target building. It's controller sacrifices a creature.
Cool Mason W
Creature - Human Artificer (C)
W, T: Untap target Building.
1/1
Construction U
Sorcery (R)
As additional cost to play construction, sacrifice a land.
Search your library for a Building or a Wall and put it into play tapped. then shuffle your library.
BGU Control
R Aggro
Standard - For Fun
BG Auras
Are you mixing up slow control decks and fast aggro decks?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO