i created a cube, for my friends and myself and we have a lot of fun and are looking for new "playstyles?"
i know its a card game luck and rng is still invovable but we tried something
instead of basicland cards (or maybe no lands at all in cube) we play without them in the deck.
we start with 6 cards and draw at the beginning or we can choose a land.
what do you think? even more unbalanced? still the same rng? we havent tested enough, but the problem was , we just picked random cards and we had like a 5 colour deck and the problem was , we havent the right colour / mana at the right time.
maybe it all change , when you have only 2/3 colours or even Mono.
what do you think? are there other playstyles to lower the moments "damn only lands on hand" - "last 5 turn i drawed 5 land cards" and so on?
guaranteeing land drops adds other problems to the game i guess. i would it make so you can exile a card at random to get you a land.
classic approach to circumvent manascrew is running cycle cards and cantrips like ponder
against flood abilities like kicker and adapt or shades gives you manasinks
I've designed an alternative manasystem for mtg once. Since all my old forum posts were deleted a while ago, due to the new european data laws I only have it in printed form: Link
I've tested it a few times and it's definitely playable and something different, but my playgroup was not as interested in further testing so it's not fully developed.
From the few tests we did I can say so much: The rng is definitely reduced, but you have to reevaluate a lot of cards. I still had a lot of X-burn-spells at the time, which were pretty busted and card draw/cantrips become really powerful, since you only hit pure gas.
yes but the problem for us is , i build my cube with 360 cards and we play with 3 people , sometimes 4 and i have mana sink and so on but like i said , its only a test and it worked out pretty good.
maybe have to test more , but thx for your advice, the exile part sound good.
edit: tried 300 cards cube but didnt liked it , had to remove to many cards.
Screwless Mana: have to test it , but it looks , at first , a bit confusing with the 2 deck and the rules. i wanted something very simple , like "mine" but like you , havent tested eunogh. but thx for your tip , at least there are people out here who also testing new things =)
The extra rules are basically just there to prevent problems, I thought of or discoverd during testing, before they occur. I'm a Judge and used the kind of confusing language or the comprehensive rules.
I would be very interested to hear some feedback from you how the whole thing performed for you and what problems you encountered.
You don't have to change your cube for this. The idea is, that this can be applied to any cube. If I want to build something specifically for this form of gameplay I would build a battle box. I'm just warning you, that there might be some problems you don't expect at first.
I have done "7 card hands, exile a card of your choice once per main phase to add a basic to your hand" many times before. It was some of the most interesting magic i ever had the pleasure of playing.
Ive done this with more than one cube, and with random packs. It's great.
Humphrey, what problems are you talking about? Yes it makes high drops and funny mana costs more viable, but it also completely deletes non-games from existence and makes the game much more skill intensive (since your long term planning is always in question as you exile cards).
It also makes narrow carda like disenchant much more viable.
Edit:
One possible thing that could be considered an issue is games being dragged out for longer, as the losing player doesnt run out of gas as much.
I think for a cube it would really be not much of an issue. If everyone is familiar with the rule before drafting everyone can draft their decks accordingly.
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my solution was to build my cubes with that problematic in mind, but ive chosen the "regular" way. My T1 run a ton of low costs spells, so you can win even with only 2-3 lands in play (and like 14-15 in the deck) and my T2 has a lot of manasinks (decks run the usual 17 lands).
Bring feedback how exile at random works though, it comes with a high cost, so you dont want to get infinite lands, still have rng added, but on a different angle.
I've been thinking about the problem of mana screw, and may be cutting way back on the size of my gold section to compensate. I'm currently running 4 cards per two-color pair, might take it down to 2 each. I also try to minimize color density of monocolored spells at cmc 2 and 3.
This also reminds me of Mental Magic, which I believe has the same rule (during your draw step, either draw or add a land to your hand). It's neat that you're trying this out!
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Exiling the card you were going to play this turn should immediately make that a bad game experience, and not a good choice for a format
your not exiling the card your about to play , you exile the card you cant use now or the next turn/s. but its up to you what you exil , to get a basic land instead.
im just looking for a format , without the rng of mana drawing.
for me , MTG is all about fun and its just frustrating to draw 3-4 lands in a row not a single land.
"well , then your deck istn well balanced , mana curve ....."
it doesnt matter , how good your deck is balanced , it will happen to everyone, thats why i try to cut that part out.
but we found a big problem , rush / burn / aggro decks are way to strong and control / combo / and other decks have a hard time to deal with them.
Exiling the card you were going to play this turn should immediately make that a bad game experience, and not a good choice for a format
your not exiling the card your about to play , you exile the card you cant use now or the next turn/s. but its up to you what you exil , to get a basic land instead.
You misunderstand.
I was responding to Humphry's suggestion to exile the card at random from your hand. I think it's a terrible idea because you would sometimes randomly exile the card you were about to cast.
I've been thinking about the problem of mana screw, and may be cutting way back on the size of my gold section to compensate. I'm currently running 4 cards per two-color pair, might take it down to 2 each.
Multicolored cards aren't really that much of an issue for mana screw. If you replaced them with a monocolored card in a 2 color deck, only 50% of the time would it happen to be the castable color, and even in the case of getting lucky and being able to cast the replacement you've only bought yourself one extra playable.
Exiling the card you were going to play this turn should immediately make that a bad game experience, and not a good choice for a format
your not exiling the card your about to play , you exile the card you cant use now or the next turn/s. but its up to you what you exil , to get a basic land instead.
You misunderstand.
I was responding to Humphry's suggestion to exile the card at random from your hand. I think it's a terrible idea because you would sometimes randomly exile the card you were about to cast.
oh sry my bad , yes , exiling random cards can screw you up.
id test both, random discard or chosen discard. ofc random can screw you up, but getting a land guaranteed should come with a cost. just exiling your worst card seems to strong for my taste.
yeah , exiling seems rly a bit to strong , but at random is a bit hard i think..
maybe , like i said , instead of drawing you can pick a land. that way , you can play your hand , but are limited in the option if you dont draw more.
but that was with 5 colour random deck to test it didnt worked out so well , cause i was running out of option to soon and not the right mana.
but we found a big problem , rush / burn / aggro decks are way to strong and control / combo / and other decks have a hard time to deal with them.
Thinking about this, could it be because the rushdown decks have so much access to 1 and 2 drops that they basically are given a guaranteed curve with 7 spells in hand, while slower decks skip 1s commonly and have fewer 2s, so they get outcurved too hard?
If this is true, you could fix this imbalance by adding more more cards like lone missionary and resolute watchdog.
i created a cube, for my friends and myself and we have a lot of fun and are looking for new "playstyles?"
i know its a card game luck and rng is still invovable but we tried something
instead of basicland cards (or maybe no lands at all in cube) we play without them in the deck.
we start with 6 cards and draw at the beginning or we can choose a land.
what do you think? even more unbalanced? still the same rng? we havent tested enough, but the problem was , we just picked random cards and we had like a 5 colour deck and the problem was , we havent the right colour / mana at the right time.
maybe it all change , when you have only 2/3 colours or even Mono.
what do you think? are there other playstyles to lower the moments "damn only lands on hand" - "last 5 turn i drawed 5 land cards" and so on?
(sry for my english)
classic approach to circumvent manascrew is running cycle cards and cantrips like ponder
against flood abilities like kicker and adapt or shades gives you manasinks
T2 powpercube Value https://cubecobra.com/cube/list/37t
Link
I've tested it a few times and it's definitely playable and something different, but my playgroup was not as interested in further testing so it's not fully developed.
From the few tests we did I can say so much: The rng is definitely reduced, but you have to reevaluate a lot of cards. I still had a lot of X-burn-spells at the time, which were pretty busted and card draw/cantrips become really powerful, since you only hit pure gas.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
maybe have to test more , but thx for your advice, the exile part sound good.
edit: tried 300 cards cube but didnt liked it , had to remove to many cards.
Screwless Mana: have to test it , but it looks , at first , a bit confusing with the 2 deck and the rules. i wanted something very simple , like "mine" but like you , havent tested eunogh. but thx for your tip , at least there are people out here who also testing new things =)
and i dont want to change my cube to much
I would be very interested to hear some feedback from you how the whole thing performed for you and what problems you encountered.
You don't have to change your cube for this. The idea is, that this can be applied to any cube. If I want to build something specifically for this form of gameplay I would build a battle box. I'm just warning you, that there might be some problems you don't expect at first.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Ive done this with more than one cube, and with random packs. It's great.
Humphrey, what problems are you talking about? Yes it makes high drops and funny mana costs more viable, but it also completely deletes non-games from existence and makes the game much more skill intensive (since your long term planning is always in question as you exile cards).
It also makes narrow carda like disenchant much more viable.
Edit:
One possible thing that could be considered an issue is games being dragged out for longer, as the losing player doesnt run out of gas as much.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
very interesting =)
Hands to the sky
Give a round of applause
For the great Miss Y!
Bring feedback how exile at random works though, it comes with a high cost, so you dont want to get infinite lands, still have rng added, but on a different angle.
T2 powpercube Value https://cubecobra.com/cube/list/37t
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
This also reminds me of Mental Magic, which I believe has the same rule (during your draw step, either draw or add a land to your hand). It's neat that you're trying this out!
When the cold, steel shackles bite into my wrists, I know I am home.
Mental Magic is is simply Abundance. To clarify what is happening you could simply let everyone start with Abundance in their command zone.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
im just looking for a format , without the rng of mana drawing.
for me , MTG is all about fun and its just frustrating to draw 3-4 lands in a row not a single land.
"well , then your deck istn well balanced , mana curve ....."
it doesnt matter , how good your deck is balanced , it will happen to everyone, thats why i try to cut that part out.
but we found a big problem , rush / burn / aggro decks are way to strong and control / combo / and other decks have a hard time to deal with them.
You misunderstand.
I was responding to Humphry's suggestion to exile the card at random from your hand. I think it's a terrible idea because you would sometimes randomly exile the card you were about to cast.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Multicolored cards aren't really that much of an issue for mana screw. If you replaced them with a monocolored card in a 2 color deck, only 50% of the time would it happen to be the castable color, and even in the case of getting lucky and being able to cast the replacement you've only bought yourself one extra playable.
Things like scry (sage's row savant, omenspeaker) or thraben inspector
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
oh sry my bad , yes , exiling random cards can screw you up.
T2 powpercube Value https://cubecobra.com/cube/list/37t
maybe , like i said , instead of drawing you can pick a land. that way , you can play your hand , but are limited in the option if you dont draw more.
but that was with 5 colour random deck to test it didnt worked out so well , cause i was running out of option to soon and not the right mana.
4 card opening hand
free land play for turn 1,2,3
after that you have to skip your draw to get a land
~25 card deck
Thinking about this, could it be because the rushdown decks have so much access to 1 and 2 drops that they basically are given a guaranteed curve with 7 spells in hand, while slower decks skip 1s commonly and have fewer 2s, so they get outcurved too hard?
If this is true, you could fix this imbalance by adding more more cards like lone missionary and resolute watchdog.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article