- For years we've been playing kitchen-table magic (mostly non-power 'casual', commander and 2HG) with the same friends.
- After a lot of nagging from my side, we'll (finally) give cube a try.
- Not without any hubris, I announced that I would have a cube ready in two weeks.
- Now that I'm starting with it, I see that it is not a straightforward as initially imagined. I had great ideas about the interactions and the colour pie, but came to realize that it is impossible to implement on such a short notice.
- So I decided to start with what I have. I have a reasonable amount of cards.
- We'll play in two weeks, with four people. My idea is that is an opportunity for me, as it will be easier for me and my friends to come up with something that resembles a deck.
- I find myself having little available mass removal that I can put in the cube. (Earthquake, Breath of Daarigaz, Balance, Nev's Disk and Decree of Pain). Is that a problem? Some articles warned about putting too much removal in the cube.
Overall, I'm quite happy with the result, although there are some staples that I could not find in my boxes. Lightning bolt for instance. Might take a copy out of one of my other decks. But what I have now makes me think that we'll at least be able to get a taste of cube magic.
I have also tried to include more 'known' cards so that the drafting process will go smoother. We are not used to drafting and I don't want to slow down the process with too many new cards.
I'm working on making sure that the main colours each have a similar amount of cards.
I have some questions.
- What do you think about my first cube?
- What about 'overpowered cards'? The strongest cards seem Skullclamp, Balance and maybe Pack Rat. Is it too risky?
- What about the mana fixing? Right now it is a mess, mainly because I don't have spare copies of all the land cycles. I put in what I had, but it is unbalanced. My plan is to take a look at the colour combinations and work from there. (For instance Boros will have fast mana fixing, but more controlly combinations will have slower land. That is the way to go, right?
- What about planeswalkers? I still have an Elspeth, Kight-Errant that I can add. Are planeswalkers too strong?
- For years we've been playing kitchen-table magic (mostly non-power 'casual', commander and 2HG) with the same friends.
- After a lot of nagging from my side, we'll (finally) give cube a try.
- Not without any hubris, I announced that I would have a cube ready in two weeks.
- Now that I'm starting with it, I see that it is not a straightforward as initially imagined. I had great ideas about the interactions and the colour pie, but came to realize that it is impossible to implement on such a short notice.
- So I decided to start with what I have. I have a reasonable amount of cards.
- We'll play in two weeks, with four people. My idea is that is an opportunity for me, as it will be easier for me and my friends to come up with something that resembles a deck.
- I find myself having little available mass removal that I can put in the cube. (Earthquake, Breath of Daarigaz, Balance, Nev's Disk and Decree of Pain). Is that a problem? Some articles warned about putting too much removal in the cube.
Anyway. The list is on cubetutor:
http://www.cubetutor.com/viewcube/56876
And also hear beneath the spoiler tags:
Overall, I'm quite happy with the result, although there are some staples that I could not find in my boxes. Lightning bolt for instance. Might take a copy out of one of my other decks. But what I have now makes me think that we'll at least be able to get a taste of cube magic.
I have also tried to include more 'known' cards so that the drafting process will go smoother. We are not used to drafting and I don't want to slow down the process with too many new cards.
I'm working on making sure that the main colours each have a similar amount of cards.
I have some questions.
- What do you think about my first cube?
- What about 'overpowered cards'? The strongest cards seem Skullclamp, Balance and maybe Pack Rat. Is it too risky?
- What about the mana fixing? Right now it is a mess, mainly because I don't have spare copies of all the land cycles. I put in what I had, but it is unbalanced. My plan is to take a look at the colour combinations and work from there. (For instance Boros will have fast mana fixing, but more controlly combinations will have slower land. That is the way to go, right?
- What about planeswalkers? I still have an Elspeth, Kight-Errant that I can add. Are planeswalkers too strong?
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.