Quote from wtwlf123 »Find a few cube lists that you like, and imitate the way they're constructed to build a skeleton. Fill in the missing slots with cards you and you playgroup will enjoy and you're good to go.
Make sure to include enough mana fixing lands and don't include too many gold cards. Cheaper, easier to cast cards should get the nod over more expensive and harder to cast stuff. Most importantly, design a list that the people playing it most often will enjoy playing with. It doesn't do you any good to design a list that nobody enjoys playing.
I have a couple of articles in my sig that may be worth a look.
Cheers, and good luck!
Quote from schweinefett »Hmm.. I think I get what you mean. There’s no right way to make a cube, and the drafting mechanic makes it less unbalanced in general.
In making archetypes tho, I figured it’s more interesting to have colours act in a particular way. Sorta like having white as a weenie colour, and blue as a control colour and so on. I’m worried that all drafted decks would end up looking like mid range goodstuff decks.
Quote from schweinefett »Oh mine is a urza legacy and earlier cube. So plow under et al aren’t really ‘legal’. I do have dark banishing, terror, swords though. Not sure if there should be more removal.
I’ve found that the most powerful turn 1 play in this cube is black lotus, land, juzam djinn.
But the most powerful deck is UR artifacts, with goblin welder, tinker and transmute artifact as enablers, grim monolith, time vault, phyrexian colossus and voltaic key as sorta payoff cards.
I don’t play enough of other people’s cubes to know if mines too good stuff. Is there a way to theoretically see if it’s synergistic or more good stuff?