(a community project to help new players get into the format)
So I've spent the last few weeks working on a list from time to time. I started with theory but realized it was too slow, and I had little to show for it. What it did give me was a set of criteria to work with. I then went through every card at each cmc and color to find those that met my criteria and philosophy.
Design Theory
The Cube will be 360 cards (all other sizes where too hard to fill)
It must be fun for all levels (aka no crap cards)
Whenever possible it should minimize the impact to new players, in other words, not inundating them with too many new effects and keywords.
Cards should work as written (aka, needs to have versions with proper oracle text)
The combined cube cost (-basics) must be less than $360.
Mechanics:
Needed to be present in more than one block
Needs to be fairly easy to understand
Must have some number of cubable cards
The mechanics that I have included so far (outside of those listed as "evergreen") are:
Cycling
Kicker
Flashback
Scry
Guild mana (I'm listing this as a mechaic)
Echo is one I have been debating but I fear that a high amount of "May" effects would frustrate many players when playing with new cards for the first time.
First things first, here is a list to begin discussion and development.
Personally I don't think the best way to introduce new players to MTG is via limited formats. However, if you're sold on the idea, surely you can just go through some sets and grab cards with the right "feel". Honor of the Pure, Bladetusk Boar, that kind of thing. Just cards that express their color's nature.
I'd also recommend adding some powerful cards, like Day of Judgment, so players can learn that not all cards are equal; some are much better.
I've been thinking about this too. I know several people that used to play Magic, but haven't played for years, so I've been thinking about "core-ifying" my cube a bit to try to help them get back into it without being overwhelmed. It's not exactly the same thing as teaching new people, but it's close.
Some rules I was thinking about:
Stick with 360 cards.
No cards with keywords without reminder text, except abilities that were in Alpha.
No cards that have multiple forms (morph, flip, split, level-up, or double sided).
No phyrexian mana.
Try to stick to simple and/or resonant designs.
I'm trying to figure out where mutlicolor should fit in. Should there be no multicolor at all (like in a normal core set), a smaller than normal multicolor section or a multicolor section about standard for the cube size (as long as the designs are simple and/or resonant). Should hybrid be included (it's not that hard to understand, but could be relatively easily done without)? What about cards that play as multicolor (kird ape, desolation angel)?
Another thing I'm on the fence about is whether or not to omit or limit the number of griefer cards particularly land destruction (like armageddon, strip mine, winter orb, ankh of mishra, etc.) or not. They aren't terribly complex, make aggro more viable and some players like them.
I would use the below mechanics, and really focus on color identity. That was a big thing when I was first learning the game. I would keep the really complex ETB and LTB abilities out as well as cards like Hero of Bladehold that have when attacks triggers. They can trip a new player up in an already complex situation. I wouldn't use a lot of token producers, but I wouldn't cut them out completely either. I would also limit things that happen during various steps in a turn. You don't want a lot of upkeep, or end step triggers; a new player will get confused about what happens when and why. This is all from my experience teaching people who have never even looked at the game as anything other than "That weird thing my friend does." A novice player, who has a strong grasp of the phases of the game, how to do combat math without getting confused, activated abilities, and instant vs. sorcery speed, will be able to handle more complex cards like the ones listed above, but they still shouldn't be ubiquitous at that point.
I think having a "cheat sheet" with a beginner's guide would be great. It could include an explanation of all the keywords as well as actual Cube examples of how the abilities are used. Also listing the order of phases (untap, upkeep, etc) would be a great asset. Maybe even include all the card types & a brief explanation (with examples) of what they do.
How I taught an old friend who used to play Magic was to do a lot of 2-man drafts. This enabled me to explain each card & ability as they came up. Not always possible but now he's able to draft a powered Cube (mostly) without help.
I would also break the 'one of' rule, since the sheer number of unique cards can be daunting. Have lots of 'common' cards that have say, 4 copies of in the cube. Then 'uncommons' could appear twice. And rares/mythics can appear once.
I would also break the 'one of' rule, since the sheer number of unique cards can be daunting. Have lots of 'common' cards that have say, 4 copies of in the cube. Then 'uncommons' could appear twice. And rares/mythics can appear once.
While a good idea, you're really not a cube anymore once you do that...it's more like random collection to draft out of.
I would take that idea and just include cards of the same name that do the same thing.
I like the idea of having a newbie cube though, great idea. Maybe even just limit your cube to all the core sets through the years. Wizards has done a decent job of making core set accessible over the years.
This is a great project. I have a lot of friends that could benefit from this. Anotehr good thing is that the cards are gonna mostly C/U and cheap to find.
We brought a few new players into the fold by tossing them to the sharks and having them cube with us (regular cube) before they played any other magic at all. After the fact they told us that they were glad that they learned magic in such a tough arena, because it helped them develop very quickly.
We did provide them a list of what all the keywords did and the list of steps in a turn, etc. so they had easy reference for that sort of thing. We spent about 2 hours explaining the basics to them using leftover cube decks from previous drafts and then dove in.
A lot of nuance interactions were totally lost on them at first, which could be frustrating to new players, which is why I see the value of a 'New Player's Cube' project like this.
Interestingly I was thinking of doing something like this not just to introduce new players to Magic, but also to assist some of the people around my area to be better overall limited players. Having a cube is a great way of doing this because you get to see more unique cards and it is much more important to have some proper card evaluation. Its also a nice idea because learning limited with a cube is much more cheap that buying boosters of current sets to do over again.
Here are some cards from my cube's white section which I would have deemed appropriate for a beginner cube. This is not all inclusive however.
Let me know how you think this list jives with what you would look for in a beginner cube. Are functional reprints a good idea? Any cards which are too complicated on this list? Any cards missing that would be a nice fit? Any mechanics which are part of the color identity which would make for a good inclusion?
Interesting idea. I think the goal of the cube should be to bring the players up to snuff for a regular cube. Why not introduce them to tiered cube design, being: Beginner, advanced, then expert. Followed by an actual cube. This would allow a player to experience increasing levels of difficulty after grasping the lessons of each level, ie. archetypes, resource usage, recognizing interactions etc. also, to everyone posting about including protection as an easy ability, it's actually te most complicated.
While, my cube as it is with power, and very limited reminder text (proxies will have zero reminder text), new players have came into the game regardless.
If you were going to build a "starter" cube:
I would include lots of combat tricks in place of straight removal (for the most part, like maybe 30/70)
Include the custom Player Tip Cards
Make the cube a bit more creature dependant/midrangey at first.
Keep the basics, Recall, Bolt, Rit, Salve, Growth, and the seal cycle.
Include as many cards with reminder text as you can.
Just some information, I'm going to be both designing and building a cube with this concept in the near future. I think it would be extremely nice thing to do for the newer players near where I live.
I would like to continue getting some ideas about mechanics to include as well as a limit on how many total should be included. With this I think colored distribution should be discussed as well.
I'd take the 'core set' mechanics list and add maybe one per color, plus one cross-functional mechanic (like cycling, kicker, or flashback).
The questions that drive how I think this cube could be built:
How do you introduce a new player to the variety found in magic cards without overwhelming them?
How do you teach them the value of a GOOD card in the right deck? In other words, why is lava spike playable in one deck but not in another? Why is something like unsummon valuable when it doesn't actually deal with a creature permanently?
Why are instants better and when are sorceries valuble alterantives to their instant speed equivalents? For instance, Seismic Shudder vs. Pyroclasm
Why is bigger not always better? (cost to power ratio)
What are the strengths of each color? (over time this has changed greatly)
How do you help new and very casual players develop good deck building philosophies and an understanding of the mana -> spell relationship?
When I first started cubing, I noticed that the players I played with over a period of weeks improved greatly in how they played and how they built their decks because of the experience they gained playing cube. I want to create a cube list that maximizes that development but is fun for everyone, new or otherwise.
This is a great challenge for this community, and I am 100% sure that we can come up with a really informed and devoloped list.
I taught two players how to play Magic using my regular cube. What helped the most, probably, is that since my cube is mostly proxied, I would always select the version of the card which had reminder text to explain the keywords. The only cards I excluded were cards which relied very heavily on priority timing, e.g. Tangle Wire.
I think that a more powerful cube is actually better for newer players. They'll lose the first few times, of course, but after a while they'll start to get lucky or draft bombs and start winning games. This encourages them to keep playing. I tried to switch over to my pauper cube a few times, but my newer players didn't enjoy it as much because 1) they didn't get to play with awesome effects as much and 2) they rarely won. In a pauper cube, you just don't have things like Swords that'll help you win games out of nowhere.
Also, don't play a control deck against a newer player. Much cursing will ensue.
Edit: to answer most of your questions, Happy, I think the best thing to do is to simply play against them. It's just like how we're suppose to teach other players the value of any card. Draft a deck with it and win. When your players start seeing you Intuition at the end of their turn, they'll start to catch on that instants are a good thing. When you burn their dudes as they're trying to equip, you'll bet that they'll start picking up instant speed sorcery. Punish their greedy decks with faster decks. Explain to them why you kept a bomb in your sideboard in favor of a seemingly weaker card. I don't want to discredit the idea of a "new players cube", but I think that many people learn best by diving in and seeing with their own eyes.
I just want to point out that a pauper cube is actually super good way to teach new players how to play as vitually all the cards have really simple text on them. There ain't nothing flashy here, just bread and butter effects that are easy to use, but it's super fun.
Pauper is reletively forgiving to new players when they draft. It also teaches about really basic fundimentals of the game as it teaches players about basic thing such as 1-for-1 removal and the 4 major styles of decks; aggro, tempo, midrange, control. Not just that but at high leveled thinking, it is actually really skill intensive as there is such a vast array of strategies to choose from, all with similar power levels.
Or you could instead splash of with higher rarities. Just remember that the higher the rarity, doesn't mean the more funner. Just try to keepit a lot in lower rarities.
Edit: Oh yeah, doen't play pauper control against them as it is one of the most soul crushing things possible. Like Stasis sort of soul crushing for newer players as the death is often very slow and inevitable. So keep that in mind when you are building.
Personally I don't think the best way to introduce new players to MTG is via limited formats.
I agree. Preconstructed is the way to go. If you want to cube, then preconstructed cube decks would be good; or at the very least 4-6 draftable archetypes with a list of the cards the player should look out for.
I would also break the 'one of' rule, since the sheer number of unique cards can be daunting.
Card diversity is one of the biggest hurdles for new players. This is why you shouldn't have a separate low-power cube for new players.
It would be better to play more of the same cards. For example rather than have all different dual lands, its easier to use all the ABU duals. Rather than 4 different burn spells, use all lightening bolts.
Quote from killem2 »
I would include lots of combat tricks in place of straight removal (for the most part, like maybe 30/70)
I disagree. Beginners understand Doomblade and Swords to Plowshares. They don't necessarily know how to use a giant growth in a combat situation.
1) they didn't get to play with awesome effects as much
Splashier effects are easier for beginners to grasp than smallish effects (Wrath of God makes sense.)
2) they rarely won.
There is nothing worse than a beginner having to lose time after time. Lower power favors better players who are able to get incremental advantage.
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So I've spent the last few weeks working on a list from time to time. I started with theory but realized it was too slow, and I had little to show for it. What it did give me was a set of criteria to work with. I then went through every card at each cmc and color to find those that met my criteria and philosophy.
Design Theory
The Cube will be 360 cards (all other sizes where too hard to fill)
It must be fun for all levels (aka no crap cards)
Whenever possible it should minimize the impact to new players, in other words, not inundating them with too many new effects and keywords.
Cards should work as written (aka, needs to have versions with proper oracle text)
The combined cube cost (-basics) must be less than $360.
Mechanics:
Needed to be present in more than one block (aka 4 sets or more)
Needs to be fairly easy to understand
Must have some number of cubable cards
The mechanics that I have included so far (outside of those listed as "evergreen") are:
Cycling
Kicker
Flashback
Scry
Guild mana (I'm listing this as a mechaic)
Echo is one I have been debating but I fear that a high amount of "May" effects would frustrate many players when playing with new cards for the first time.
At this point I have Multicolor, Blue, Green, Artifact, and White finished. I am currently finishing up red and black and will have a preliminary list up soon for discussion.
(a community project to help new players get into the format)
So I've spent the last few weeks working on a list from time to time. I started with theory but realized it was too slow, and I had little to show for it. What it did give me was a set of criteria to work with. I then went through every card at each cmc and color to find those that met my criteria and philosophy.
Design Theory
First things first, here is a list to begin discussion and development.
V1 (10Mar12) Less than $360
Cube Size: 360
Average CMC: ~2.80
Total Cost (SCG): (for 321/360 cards)=$308.90 + ~15 for the remaining 39 cards. So for ~$325 you can buy the whole thing from SCG.
1 Llanowar Elves
1 Fyndhorn Elves
1 Birds of Paradise
1 Jungle Lion
1 Avacyn's Pilgrim
1 Granger Guildmage
1 Scute Mob
1 Wild Nacatl
1 Ancient Stirrings
1 Ranger's Guile
1 Thrill of the Hunt
1 Vines of Vastwood
//2cc 15
1 Ambush Viper
1 Fauna Shaman
1 Jade Mage
1 Kavu Titan
1 Mire Boa
1 River Boa
1 Sakura-Tribe Elder
1 Skinshifter
1 Thornweald Archer
1 Viridian Emissary
1 Dawntreader Elk
1 Naturalize
1 Regrowth
1 Sylvan Might
//3cc 12
1 Civic Wayfinder
1 Dungrove Elder
1 Great Sable Stag
1 Imperious Perfect
1 Thornscape Battlemage
1 Troll Ascetic
1 Viridian Shaman
1 Yavimaya Elder
1 Call of the Herd
1 Krosan Tusker
1 Harrow
1 Cultivate
//4cc 7
1 Briarpack Alpha
1 Obstinate Baloth
1 Penumbra Spider
1 Wickerbough Elder
1 Garruk Wildspeaker
1 Harmonize
//5cc 5
1 Acidic Slime
1 Bellowing Tanglewurm
1 Indrik Stomphowler
1 Kodama of the North Tree
1 Asceticism
//6cc+ 5
1 Pelakka Wurm
1 Silvos, Rogue Elemental
1 Terastodon
1 Hurricane
1 Treetop Village
1 Preordain
1 Force Spike
1 Silent Departure
1 Sleight of Hand
1 Stormscape Apprentice
//2cc 17
1 Think Twice
1 Mana Leak
1 Counterspell
1 Miscalculation
1 Condescend
1 Remand
1 Memory Lapse
1 Into the Roil
1 Jilt
1 Impulse
1 Compulsion
1 Echoing truth
1 Azure Mage
1 Merfolk Looter
1 Thought Courier
1 Vedalken Mastermind
1 Waterfront Bouncer
1 Complicate
1 Compulsive Research
1 Exclude
1 Probe
1 Psionic Blast
1 Claustrophobia
1 Jace Beleren
1 Windfall
1 Man-o'-War
1 Aether Adept
1 Sea Gate Oracle
1 Deceiver Exarch
1 Neurok Commando
1 Pestermite
1 Scroll Thief
1 Stormscape Battlemage
//4cc 10
1 Deep Analysis
1 Dismiss
1 Control Magic
1 Foresee
1 Ray of Command
1 Wash Out
1 Dungeon Geists
1 Inspired Sprite
1 Thieving Magpie
//5cc 4
1 Djinn of Wishes
1 Mnemonic Wall
1 Murder of Crows
1 Evacuation
//6cc+ 4
1 Frost Titan
1 Opportunity
1 Rite of Replication
1 Faerie Conclave
1 Isamaru, Hound of Konda
1 Savannah lions
1 Elite vanguard
1 Mother of runes
1 Gideon's Lawkeeper
1 Doomed Traveler
1 Goldmeadow Harrier
1 Condemn
1 Oust
1 Sunlance
1 Steelshaper’s Gift
//2cc 16
1 Silver Knight
1 Knight of meadowgrain
1 Wall of Omens
1 Kor Shyfisher
1 Lone Missionary
1 Stormfront pegasus
1 Veteran armorer
1 Mistral charger
1 Kami of ancient law
1 Leonin Relic-Warder
1 Disenchant
1 Raise the Alarm
1 Momentary Blink
1 Honor of the Pure
1 Revoke existence
//3cc 12
1 Flickerwisp
1 Fiend Hunter
1 Blade Splicer
1 Pianna, nomad captain
1 Bant Battlemage
1 Skyhunter Skirmisher
1 Paladin en-vec
1 Oblivion Ring
1 Glorious Anthem
1 Lingering Souls
1 Rally the Peasants
1 Spectral Procession
1 Kor Sanctifiers
1 Galepowder Mage
1 Guardian of the Guildpact
1 Guardian Seraph
1 Day of Judgment
1 Armageddon
1 Faith's Fetters
1 Ajani Goldmane
//5cc 4
1 Cloudgoat ranger
1 Archon of justice
1 Geist-Honored Monk
1 Increasing Devotion
//6+cc 5
1 Captain of the Watch
1 Sunblast Angel
1 Eternal Dragon
1 Catastrophe
1 Forbidding Watchtower
1 Jackal Pup
1 Mogg Fanatic
1 Spikeshot Elder
1 Goblin Fireslinger
1 Stormkirk Noble
1 Goblin Guide
1 Kird Ape
1 Forge Devil
1 Lightning Bolt
1 Forked Bolt
1 Faithless Looting
1 Firebolt
1 Flame Slash
1 Burst Lightning
1 Reckless Charge
//2cc 14
1 Torch Fiend
1 Blood Knight
1 Fireslinger
1 Ashmouth Hound
1 Viashino Slaughtermaster
1 Ember Hauler
1 Crimson Mage
1 Kiln Fiend
1 Hearth Kami
1 Pyroclasm
1 Arc trail
1 Incinerate
1 Volcanic Hammer
//3cc 12
1 Manic Vandal
1 Fire Imp
1 Jund Battlemage
1 Markov Blademaster
1 Chandra’s Phoenix
1 Arc Lightning
1 Char
1 Sulfuric Vortex
1 Pillage
1 Flame Javelin
1 Act of Treason
1 Hammer of Bogardan
//4cc 6
1 Hellrider
1 Flametongue Kavu
1 Skizzik
1 Rakka Mar
1 Manabarbs
//5cc 3
1 Siege-Gang Commander
1 Urabrask the Hidden
1 Chandra Nalaar
//6cc+ 6
1 Hellkite Charger
1 Inferno Titan
1 Starstorm
1 Earthquake
1 Devil’s Play
1 Ghitu Encampment
1 Carnophage
1 Diregraf Ghoul
1 Fume Spitter
1 Shadow Guildmage
1 Vampire Lacerator
1 Unearth
1 Duress
1 Dark Ritual
1 Disfigure
1 Dead Weight
1 Phyrexian Reclamation
1 Tortured Existence
//2cc 15
1 Vampire Hexmage
1 Nantuko Shade
1 Augur of Skulls
1 Knight of Stromgald
1 Mesmeric Fiend
1 Nezumi Cutthroat
1 Reassembling Skeleton
1 Vampire Interloper
1 Stromgald Crusader
1 Diabolic Edict
1 Doom Blade
1 Echoing Decay
1 Oversold Cemetery
1 Night's Whisper
//3cc 11
1 Liliana's Specter
1 Vampire Nighthawk
1 Undead Gladiator
1 Doomed Necromancer
1 Fleshbag Marauder
1 Plague Spitter
1 Grixis Battlemage
1 Ashes to Ashes
1 Strangling Soot
1 Phyrexian Arena
1 Crippling Fatigue
//4cc 9
1 Skinrender
1 Nekrataal
1 Graveborn Muse
1 Faceless Butcher
1 Plague Sliver
1 Ambition's Cost
1 Moan of the Unhallowed
1 Makeshift Mannequin
//5cc 7
1 Bloodgift Demon
1 Drana, Kalastria Bloodchief
1 Thrashing Wumpus
1 Consume the Meek
1 Living Death
1 Unburial Rites
1 Liliana Vess
//6cc+ 2
1 Laquatus's Champion
1 Skeletal Vampire
1 Gerrard's Verdict
1 Snakeform
1 Trygon Predator
1 Ashenmoor Gouger
1 Blightning
1 Electrolyze
1 Selesnya Guildmage
1 Loxodon Hierarch
1 Azorius Guildmage
1 Absorb
1 Putrefy
1 Tattermunge Maniac
1 Fires of Yavimaya
1 Dimir Guildmage
1 Shadowmage Infiltrator
1 Lightning Helix
1 Basilisk Collar
1 Lightning Greaves
1 Loxodon Warhammer
1 Sword of Vengeance
1 Sylvok Lifestaff
1 Trusty Machete
1 Viridian Longbow
1 Vulshok Morningstar
1 Silver-Inlaid Dagger
1 Mask of Memory
1 Viridian Claw
1 Juggernaut
1 Palladium Myr
1 Peace Strider
1 Pierce Strider
1 Pilgrim's Eye
1 Solemn Simulacrum
1 Triskelion
1 Bottle Gnomes
1 Cathodion
1 Lodestone Golem
1 Black Vise
1 Crystal Ball
1 Druidic Satchel
1 Icy Manipulator
1 Journeyer's Kite
1 Mind Stone
1 Nevinyrral's Disk
1 Prismatic Lens
1 Thran Dynamo (was Mana Vault but seems too confusing)
1 Wayfarer's Bauble
1 Worn Powerstone
1 Battlefield Forge
1 Brushland
1 Caves of Koilos
1 Karplusan Forest
1 Llanowar Wastes
1 Shivan Reef
1 Sulfurous Springs
1 Underground River
1 Yavimaya Coast
1 Boros Garrison
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Gruul Turf
1 Izzet Boilerworks
1 Orzhov Basilica
1 Rakdos Carnarium
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Terramorphic Expanse
1 Crystal Vein
1 Grand Coliseum
1 Dread Statuary
1 Vindicate
1 Lingering Souls
1 Snakeform
1 Trygon Predator
1 Mystic Snake
1 Ashenmoor Gouger
1 Blightning
1 Blazing Specter
1 Prophetic Bolt
1 Electrolyze
1 Jilt
1 Loxodon Hierarch
1 Thrill of the Hunt
1 Celestial Colonnade
1 Absorb
1 Geist of Saint Traft
1 Putrid Leach
1 Putrefy
1 Maelstrom Pulse
1 Tattermunge Maniac
1 Kird Ape
1 Raging Ravine
1 Shadowmage Infiltrator
1 Creeping Tar Pit
1 Rally the Peasants
1 Lightning Helix
1 Ajani Vengent
1 Bonesplitter
1 Lightning Greaves
1 Sylvok Lifestaff
1 Skullclamp
1 Loxodon Warhammer
1 Sword of Body and Mind
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Umezawa's Jitte
1 Basilisk Collar
//7
1 Myr Battlesphere
1 Solemn Simulacrum
1 Triskelion
1 Lodestone Golem
1 Peace Strider
1 Perilous Myr
1 Wurmcoil Engine
1 Erratic Portal
1 Memory Jar
1 Brittle Effigy
1 Ratchet Bomb
1 Tumble Magnet
1 Black Vise
1 Crystal Ball
1 Druidic Satchel
1 Icy Manipulator
1 Nevinyrral's Disk
1 Winter Orb
//10
1 Mox Jet
1 Mox Saphire
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Black Lotus
1 Sphere of the Suns
1 Mind Stone
1 Sol Ring
1 Coalition Relic
1 Battlefield Forge
1 Brushland
1 Caves of Koilos
1 Karplusan Forest
1 Llanowar Wastes
1 Shivan Reef
1 Sulfurous Springs
1 Underground River
1 Yavimaya Coast
1 Temple Garden
1 Stomping Ground
1 Steam Vents
1 Sacred Foundary
1 Hallowed Fountain
1 Godless Shrine
1 Breeding Pool
1 Blood Crypt
1 Overgrown Tomb
1 Watery Grave
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Arid Mesa
1 Marsh Flats
1 Wasteland
1 Stripmine
1 Ancient Tomb (Could be library of Alexandria)
1 Dust Bowl
1 Rishidan Port
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Grove
1 Vivid Crag
1 Llanowar Elves
1 Fyndhorn Elves
1 Birds of Paradise
1 Jungle Lion
1 Avacyn's Pilgrim
1 Wild Nacatl
1 Ancient Stirrings
1 Vines of Vastwood
//2cc 14
1 Scavanging Ooze
1 Fauna Shaman
1 Tarmogoyf
1 Mire Boa
1 River Boa
1 Sakura-Tribe Elder
1 Skinshifter
1 Viridian Emissary
1 Wall of Roots
1 Roffellos, Llanowar Emissary
1 Regrowth
1 Sylvan Might
1 Survival of the Fittest **
//3cc 12
1 Wolfir Avenger
1 Uktabi Orangutan
1 Great Sable Stag
1 Imperious Perfect
1 Eternal Witness
1 Troll Ascetic
1 Viridian Shaman
1 Yavimaya Elder
1 Call of the Herd
1 Krosan Tusker
1 Harrow
1 Cultivate
1 Thrun, the Last Troll
1 Obstinate Baloth
1 Penumbra Spider
1 Wickerbough Elder
1 Bramblecrush
1 Garruk Wildspeaker
1 Harmonize
//5cc 6
1 Acidic Slime
1 Bellowing Tanglewurm
1 Indrik Stomphowler
1 Kodama of the North Tree
1 Asceticism
1 Garruk, Prime Hunter
//6cc+ 3
1 Pelakka Wurm
1 Terastodon
1 Treetop Village
1 Preordain
1 Ponder
1 Force Spike
1 Silent Departure
1 Ancestral Recall
1 Mystical Tutor
//2cc 12
1 Mana Leak
1 Counterspell
1 Miscalculation
1 Condescend
1 Remand
1 Memory Lapse
1 Into the Roil
1 Impulse
1 Time Walk
1 Snapcaster Mage
1 Merfolk Looter
1 Phantasmal Image
1 Waterfront Bouncer
1 Complicate
1 Compulsive Research
1 Exclude
1 Thirst for Knowlege
1 Psionic Blast
1 Timetwister
1 Jace Beleren
1 Windfall
1 Man-o'-War
1 Aether Adept
1 Deceiver Exarch
1 Pestermite
1 Vendilion Clique
1 Serendib Efreet
//4cc 9
1 Deep Analysis
1 Dismiss
1 Control Magic
1 Jace, the Mind Sculptor
1 Concentrate
1 Dungeon Geists
1 Sower of Temptation
1 Thieving Magpie
//5cc 4
1 Meloku, the Clouded Mirror
1 Mnemonic Wall
1 Sphinx of Lost Truths
1 Bribery
//6cc+ 4
1 Frost Titan
1 Keiga the Tide Star
1 Rite of Replication
1 Faerie Conclave
1 Isamaru, Hound of Konda
1 Savannah lions
1 Elite vanguard
1 Mother of runes
1 Gideon's Lawkeeper
1 Doomed Traveler
1 Goldmeadow Harrier
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
//2cc 13
1 Silver Knight
1 Knight of meadowgrain
1 Wall of Omens
1 Kor Shyfisher
1 Lone Missionary
1 Veteran Armorer
1 Thalia, Guardian of Thraben
1 Stoneforge Mystic
1 Leonin Relic-Warder
1 Disenchant
1 Honor of the Pure
1 Revoke Existence
//3cc 9
1 Flickerwisp
1 Fiend Hunter
1 Blade Splicer
1 Pianna, Nomad Captain
1 Mirran Crusader
1 Paladin en-vec
1 Oblivion Ring
1 Glorious Anthem
1 Spectral Procession
//4cc 8
1 Kor Sanctifiers
1 Galepowder Mage
1 Guardian of the Guildpact
1 Guardian Seraph
1 Armageddon
1 Faith's Fetters
1 Ajani Goldmane
//5cc 4
1 Cloudgoat Ranger
1 Baneslayer Angel
1 Geist-Honored Monk
1 Increasing Devotion
1 Gideon Jura
//6+cc 5
1 Sunblast Angel
1 Eternal Dragon
1 Sun Titan
1 Catastrophe
1 Forbidding Watchtower
1 Jackal Pup
1 Mogg Fanatic
1 Spikeshot Elder
1 Goblin Fireslinger
1 Stormkirk Noble
1 Goblin Guide
1 Grim Lavamancer
1 Lightning Bolt
1 Forked Bolt
1 Faithless Looting
1 Firebolt
1 Flame Slash
1 Burst Lightning
//2cc 12
1 Torch Fiend
1 Blood Knight
1 Fireslinger
1 Ashmouth Hound
1 Ember Hauler
1 Crimson Mage
1 Kiln Fiend
1 Hearth Kami
1 Pyroclasm
1 Arc trail
1 Incinerate
//3cc 10
1 Manic Vandal
1 Fire Imp
1 Cunning Sparkmage
1 Chandra’s Phoenix
1 Arc Lightning
1 Char
1 Sulfuric Vortex
1 Pillage
1 Flame Javelin
1 Wheel of Fortune
//4cc 6
1 Hellrider
1 Flametongue Kavu
1 Skizzik
1 Aftershock
1 Manabarbs
//5cc 3
1 Siege-Gang Commander
1 Urabrask the Hidden
1 Chandra Nalaar
//6cc+ 6
1 Hellkite Charger
1 Inferno Titan
1 Starstorm
1 Earthquake
1 Devil’s Play
1 Ghitu Encampment
1 Carnophage
1 Diregraf Ghoul
1 Fume Spitter
1 Gravecrawler
1 Vampire Lacerator
1 Unearth
1 Duress
1 Dark Ritual
1 Disfigure
1 Reanimate
1 Phyrexian Reclamation
1 Vampiric Tutor
//2cc 11
1 Vampire Hexmage
1 Nantuko Shade
1 Dark Confidant
1 Nezumi Cutthroat
1 Vampire Interloper
1 Diabolic Edict
1 Doom Blade
1 Sinkhole
1 Go for the Throat
1 Demonic Tutor
//3cc 9
1 Liliana's Specter
1 Vampire Nighthawk
1 Undead Gladiator
1 Plague Spitter
1 Ashes to Ashes
1 Phyrexian Arena
1 Crippling Fatigue
1 Liliana of the Veil
//4cc 9
1 Skinrender
1 Nekrataal
1 Graveborn Muse
1 Faceless Butcher
1 Juzam Djinn
1 Ambition's Cost
1 Damnation
1 Makeshift Mannequin
//5cc 6
1 Bloodgift Demon
1 Drana, Kalastria Bloodchief
1 Thrashing Wumpus
1 Consume the Meek
1 Living Death
1 Liliana Vess
//6cc+ 4
1 Laquatus's Champion
1 Grave Titan
1 Kokusho, the Evening Star
1 Volrath's Stronghold
Lets discuss.
Cheer,
H.G.
http://hgcube.blogspot.com/ (help me Make my Custom CUBE!)
http://forums.mtgsalvation.com/showthread.php?t=382498
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Honor of the Pure, Bladetusk Boar, that kind of thing. Just cards that express their color's nature.
I'd also recommend adding some powerful cards, like Day of Judgment, so players can learn that not all cards are equal; some are much better.
Some rules I was thinking about:
Stick with 360 cards.
No cards with keywords without reminder text, except abilities that were in Alpha.
No cards that have multiple forms (morph, flip, split, level-up, or double sided).
No phyrexian mana.
Try to stick to simple and/or resonant designs.
I'm trying to figure out where mutlicolor should fit in. Should there be no multicolor at all (like in a normal core set), a smaller than normal multicolor section or a multicolor section about standard for the cube size (as long as the designs are simple and/or resonant). Should hybrid be included (it's not that hard to understand, but could be relatively easily done without)? What about cards that play as multicolor (kird ape, desolation angel)?
Another thing I'm on the fence about is whether or not to omit or limit the number of griefer cards particularly land destruction (like armageddon, strip mine, winter orb, ankh of mishra, etc.) or not. They aren't terribly complex, make aggro more viable and some players like them.
I'm interested to see what other folks think.
Mechanics I would definitely include:
flying
first strike
Mechanics I would probably include
Protection
Battle Cry
Defender
Landfall
Kicker
Scry
Regenerate
Deathtouch
Lifelink
Bloodthirst
Trample
Haste
Hexproof
Mechanics I might include, but I'm not sure about
Shadow
Flash
Evoke
Shroud
Buyback
Flashback
Echo
Fear
Intimidate
Unearth
Cascade
Imprint? (Duplicant seems OK, Isochron Scepter probably not)
Mechanics I'd probably not include, but might change my mind about
Vanishing
Fading
Ninjutsu
Persist
Rebound
Wither
Cycling
Manlands
Mechanics I would not include
Level Up
Changeling
Suspend
Hideaway
Poison
Flip
Split
Level-Up
Morph
Transform
Thoughts?
flying
first strike
Protection
Battle Cry
Defender
Landfall
Kicker
Scry
Regenerate
Deathtouch
Lifelink
Bloodthirst
Trample
Haste
Evoke
Shroud
360 Unpowered Cube | Cubetutor
How I taught an old friend who used to play Magic was to do a lot of 2-man drafts. This enabled me to explain each card & ability as they came up. Not always possible but now he's able to draft a powered Cube (mostly) without help.
My 540 card Powered Cube last updated March 2022
Green
Ramp, Big Creatures (4-7 drops), fixing, Shroud, Trample, Regenerate
Red
Aggro, Burn, Haste, Maybe some Dragons
White
Aggro, Fliers, Day of Judgement and some control, First Strike
Blue
Fliers, Counter-spells, Looter effects, Shroud
Black
Creature removal, Suicide Black cards, Discard effects, Deathtouch
Trade List
While a good idea, you're really not a cube anymore once you do that...it's more like random collection to draft out of.
I would take that idea and just include cards of the same name that do the same thing.
I like the idea of having a newbie cube though, great idea. Maybe even just limit your cube to all the core sets through the years. Wizards has done a decent job of making core set accessible over the years.
Opm's Cube on MTGS
Wife's Etsy Store (Hair Accessories for Girls)
We did provide them a list of what all the keywords did and the list of steps in a turn, etc. so they had easy reference for that sort of thing. We spent about 2 hours explaining the basics to them using leftover cube decks from previous drafts and then dove in.
A lot of nuance interactions were totally lost on them at first, which could be frustrating to new players, which is why I see the value of a 'New Player's Cube' project like this.
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
Here are some cards from my cube's white section which I would have deemed appropriate for a beginner cube. This is not all inclusive however.
Let me know how you think this list jives with what you would look for in a beginner cube. Are functional reprints a good idea? Any cards which are too complicated on this list? Any cards missing that would be a nice fit? Any mechanics which are part of the color identity which would make for a good inclusion?
My Tribal Cube
EDH Decks
GOmnath, Locus of ManaG
WUBSen TripletsWUB
BRGKresh the BloodbraidedBRG
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
If you were going to build a "starter" cube:
It may even be worth the time, to proxy an entire cube and include reminder text.
I would like to continue getting some ideas about mechanics to include as well as a limit on how many total should be included. With this I think colored distribution should be discussed as well.
Cheers,
H.G.
http://hgcube.blogspot.com/ (help me Make my Custom CUBE!)
http://forums.mtgsalvation.com/showthread.php?t=382498
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MY LEGACY ALTERS
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
The questions that drive how I think this cube could be built:
How do you introduce a new player to the variety found in magic cards without overwhelming them?
How do you teach them the value of a GOOD card in the right deck? In other words, why is lava spike playable in one deck but not in another? Why is something like unsummon valuable when it doesn't actually deal with a creature permanently?
Why are instants better and when are sorceries valuble alterantives to their instant speed equivalents? For instance, Seismic Shudder vs. Pyroclasm
Why is bigger not always better? (cost to power ratio)
What are the strengths of each color? (over time this has changed greatly)
How do you help new and very casual players develop good deck building philosophies and an understanding of the mana -> spell relationship?
When I first started cubing, I noticed that the players I played with over a period of weeks improved greatly in how they played and how they built their decks because of the experience they gained playing cube. I want to create a cube list that maximizes that development but is fun for everyone, new or otherwise.
This is a great challenge for this community, and I am 100% sure that we can come up with a really informed and devoloped list.
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I think that a more powerful cube is actually better for newer players. They'll lose the first few times, of course, but after a while they'll start to get lucky or draft bombs and start winning games. This encourages them to keep playing. I tried to switch over to my pauper cube a few times, but my newer players didn't enjoy it as much because 1) they didn't get to play with awesome effects as much and 2) they rarely won. In a pauper cube, you just don't have things like Swords that'll help you win games out of nowhere.
Also, don't play a control deck against a newer player. Much cursing will ensue.
Edit: to answer most of your questions, Happy, I think the best thing to do is to simply play against them. It's just like how we're suppose to teach other players the value of any card. Draft a deck with it and win. When your players start seeing you Intuition at the end of their turn, they'll start to catch on that instants are a good thing. When you burn their dudes as they're trying to equip, you'll bet that they'll start picking up instant speed sorcery. Punish their greedy decks with faster decks. Explain to them why you kept a bomb in your sideboard in favor of a seemingly weaker card. I don't want to discredit the idea of a "new players cube", but I think that many people learn best by diving in and seeing with their own eyes.
Pauper is reletively forgiving to new players when they draft. It also teaches about really basic fundimentals of the game as it teaches players about basic thing such as 1-for-1 removal and the 4 major styles of decks; aggro, tempo, midrange, control. Not just that but at high leveled thinking, it is actually really skill intensive as there is such a vast array of strategies to choose from, all with similar power levels.
Or you could instead splash of with higher rarities. Just remember that the higher the rarity, doesn't mean the more funner. Just try to keepit a lot in lower rarities.
Edit: Oh yeah, doen't play pauper control against them as it is one of the most soul crushing things possible. Like Stasis sort of soul crushing for newer players as the death is often very slow and inevitable. So keep that in mind when you are building.
That should be easy enough for most people to construct.
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I agree. Preconstructed is the way to go. If you want to cube, then preconstructed cube decks would be good; or at the very least 4-6 draftable archetypes with a list of the cards the player should look out for.
Card diversity is one of the biggest hurdles for new players. This is why you shouldn't have a separate low-power cube for new players.
It would be better to play more of the same cards. For example rather than have all different dual lands, its easier to use all the ABU duals. Rather than 4 different burn spells, use all lightening bolts.
I disagree. Beginners understand Doomblade and Swords to Plowshares. They don't necessarily know how to use a giant growth in a combat situation.
Splashier effects are easier for beginners to grasp than smallish effects (Wrath of God makes sense.)
There is nothing worse than a beginner having to lose time after time. Lower power favors better players who are able to get incremental advantage.
Author of "Flogging the Data"' econometric article series.
Design Theory
At this point I have Multicolor, Blue, Green, Artifact, and White finished. I am currently finishing up red and black and will have a preliminary list up soon for discussion.
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Cheers,
H.G.
http://hgcube.blogspot.com/ (help me Make my Custom CUBE!)
http://forums.mtgsalvation.com/showthread.php?t=382498
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$cost$ Swords is over $9 Path is over $5. However, both fit if you are not going to use $360 as your budget.
I'll add these to then $ list in the OP.
http://hgcube.blogspot.com/ (help me Make my Custom CUBE!)
http://forums.mtgsalvation.com/showthread.php?t=382498
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MY LEGACY ALTERS