I really loved KTK/KTK/KTK-draft, and I would like to build a cube to try and "preserve" some of that. I plan to jump in and get the cards once the new Innistrad releases, so KTK are no longer Standard legal and should be at its most affordable.
When making cubes to imitate real formats, I have seen others using something like [4 of each common, 2 of each uncommon, 1 of each mythic/rare] and then "builiding boosters" by selecting 1:3:10 from the corresponding piles. This is not quite what I am interested in, as it would 1: be too many cards to drag around, and 2: too much of a hassle to set up.
I would like to keep the number of cards down to somewhere in the region 360-450, and I won't be constructing packs based on rarity. But I would like rarity to be a (small) factor in the cube, most probably by breaking the singleton-rule for commons (and maybe uncommons).
What I have in mind is perhaps an approach like:
Start with the list of 101 commons, 80 uncommons, 53 rares and 15 mythics.
Remove any bombs that would be over the top bomby in this kind of cube.
Choose multipliers n and m and have each common and uncommon appear n and m times in the cube respectively. These numbers will be chosen so that the total number of cards makes sense (And it is quite likely that I end up with m=1).
If necessary, modify the numbers of gainlands, trilands and banners so that the as-fan of mana-fixing is close to the same as that in real KTK boosters. I might add some number of the DTK version of Evolving Wilds if I need an amount of fixing that is not a multiple of 5.
Anyone have any comments regarding my general approach?
Any suggestions for cards that should not make it into the cube? (Either for being unplayable or for being overpowered in the environment).
I have a feeling that Wingmate Rock might be an offender..any others?
Hey dude I was also thinking of doing something like this. I agree with removing unplayable rares and fetch lands. I think trimming the unplayable cards makes room for the duplicates you would want to support more archtypes. I definitely think you should modify the number of gainlands. I would keep the trilands at one each because their rarity compared to gainlands.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
When making cubes to imitate real formats, I have seen others using something like [4 of each common, 2 of each uncommon, 1 of each mythic/rare] and then "builiding boosters" by selecting 1:3:10 from the corresponding piles. This is not quite what I am interested in, as it would 1: be too many cards to drag around, and 2: too much of a hassle to set up.
I would like to keep the number of cards down to somewhere in the region 360-450, and I won't be constructing packs based on rarity. But I would like rarity to be a (small) factor in the cube, most probably by breaking the singleton-rule for commons (and maybe uncommons).
What I have in mind is perhaps an approach like:
Anyone have any comments regarding my general approach?
Any suggestions for cards that should not make it into the cube? (Either for being unplayable or for being overpowered in the environment).
I have a feeling that Wingmate Rock might be an offender..any others?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)