While I still have a few updates coming along for it, my cube is for the most part finished and loved by all who play it. I would like to get started on a second cube built far more towards a very active, skill-intensive way of play. Instead of perfect removal, planeswalkers everywhere, and creatures with protections, I want a format filled with sweet combat tricks, flash, counter wars, cascading, card advantage on creatures, tons of activated abilties, etc. If you know of any cubes that are very close to what I'm talking about, please link. Otherwise, I do have a decently extensive knowledge of the game, so please don't suggest the things I will for sure already be putting in, like Bloodbraid Elf, Edric, Spymaster of Trest, Vines of Vastwood, Remand, etc. I'm more interested in some more obscure cards that would really spice it up, and then also once I have a base list, help with ratios of tricks and such to not make it a super awkward cube to draft
Hmmmm I'm not really sure what you want but if you want something that is more skill intensive, I'd say a pauper or even peasant cube is more skill-based than a normal one.
Because there's less reliance on bombs, sweepers and what-nots.
As you said, since you already have a general sense of cubing, perhaps more emphasis can be put into combat??? I've seen an idea or two floating about with regards to a combat-matters cube.
Putting a greater emphasis on combat, like Bolas suggested, would be a good idea but make sure not to go off the deep end. A bunch of inefficient creatures can lead to a cluttered, stale, and un-attacking game. Granted, the combat tricks you mention would probably help with this.
Even if you don't want to make a tribal cube, you could make a subtle tribal theme in one color or across a few colors, then include cards like Shared Triumph or Adaptive Automaton.
It isn't necessarily based on tricks, since a lot of it is based on visible information, like creatures with abilities. However, there are plenty of cards that I would suggest, like Divine Deflection, Do or Die, and Beast Attack.
The most important thing I've had to learn in the time I've had the cube is balancing theme versus the core aggro/midrange/control elements. I think my white aggro needs work, but that requires more 2 power 1 drops that I can justify. Some cards fit because they change the way players evaluate the game (even if they aren't necessarily modal themselves), like Steppe Lynx. The line of play for Steppe Lynx is usually somewhat linear, but there's an interaction between players when judging whether there's another land coming. It isn't my perfect aggro creature for Modal Cube, but it's more interactive than Savanna Lions.
I think your blueprint sounds pretty good. I like limited formats with plentiful, but mostly inefficient (cmc=3+), removal. That's key because if you have good removal, there's no reason to play combat tricks and get 2-for-1'd.
I would try to unify it a bit more around some themes to give yourself some direction, like limited sets designed by WotC. For me, the format I've played that comes closest to what you describe was 3x Lorwyn. It wasn't perfect by any means, but I think tribal could be a good base to build from. After you set out some tribal synergies, then maybe add in a few build-around, non-tribal archetypes.
I think your blueprint sounds pretty good. I like limited formats with plentiful, but mostly inefficient (cmc=3+), removal. That's key because if you have good removal, there's no reason to play combat tricks and get 2-for-1'd.
I would try to unify it a bit more around some themes to give yourself some direction, like limited sets designed by WotC. For me, the format I've played that comes closest to what you describe was 3x Lorwyn. It wasn't perfect by any means, but I think tribal could be a good base to build from. After you set out some tribal synergies, then maybe add in a few build-around, non-tribal archetypes.
Sticking to Sorcery Speed removal also helps make combat tricks better.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Moderator Helpdesk
Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Yep, sorcery speed removal or expensive and finicky instant removal like Divine Verdict. Now a card like Thunder Strike is a little more viable. If this is a trick heavy cube, I'd throw in a bunch of heroic dudes from Theros block to make them really fun.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Because there's less reliance on bombs, sweepers and what-nots.
As you said, since you already have a general sense of cubing, perhaps more emphasis can be put into combat??? I've seen an idea or two floating about with regards to a combat-matters cube.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
This thread might be useful to you. I remember someone working on a "modular" cube with a bunch of inefficient, "modular" cards (like Charms).
A list of cards with "Choose one" in their text.
Even if you don't want to make a tribal cube, you could make a subtle tribal theme in one color or across a few colors, then include cards like Shared Triumph or Adaptive Automaton.
My cube list on CubeTutor.
Both are very much under construction. Please stop by and talk about it!
It isn't necessarily based on tricks, since a lot of it is based on visible information, like creatures with abilities. However, there are plenty of cards that I would suggest, like Divine Deflection, Do or Die, and Beast Attack.
The most important thing I've had to learn in the time I've had the cube is balancing theme versus the core aggro/midrange/control elements. I think my white aggro needs work, but that requires more 2 power 1 drops that I can justify. Some cards fit because they change the way players evaluate the game (even if they aren't necessarily modal themselves), like Steppe Lynx. The line of play for Steppe Lynx is usually somewhat linear, but there's an interaction between players when judging whether there's another land coming. It isn't my perfect aggro creature for Modal Cube, but it's more interactive than Savanna Lions.
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
I would try to unify it a bit more around some themes to give yourself some direction, like limited sets designed by WotC. For me, the format I've played that comes closest to what you describe was 3x Lorwyn. It wasn't perfect by any means, but I think tribal could be a good base to build from. After you set out some tribal synergies, then maybe add in a few build-around, non-tribal archetypes.
Sticking to Sorcery Speed removal also helps make combat tricks better.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!