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  • posted a message on Personal Cube Building Rules
    I noticed a lot of my opinions of what cards go into my cube come down to personal rules I set. I noticed that these rules had many implications and I thought I would share them. DISCLAIMER: I am in no way, shape, or form telling people that they should do the same as me.

    Definition: Strongly Superior
    A card is strongly superior when given the choice between two cards, that perform the same function, you will pick one over the other in almost all situations.

    1) No card in the cube can be strongly superior to any other card in the cube even across colors. Examples: The inclusion of Lightning Bolt in my cube means that I do not include Lightning Strike. I do not include Swords to Plowshares, Path to Exile, or Snuff out in my cube because any other removal seems second rate in comparison.

    Reason: To make drafting decisions harder. To keep the colors more balanced.

    Effect: The overall power level of the cube is lowered.

    2) No effective duplicates of any (non-land) card in the cube including color shifts. Examples: The inclusion of Dragon Fodder means I cannot include Krenko's Command. The inclusion of Force Spike means I cannot include Mana Tithe.

    Reason: Wanted the cube to be truly singleton.

    Effect: Less redundancy. Harder to draft specific decks.

    Side Information: My cube is primarily used for 2-person Winchester draft. I have a 360 card cube. I wanted to ensure that whenever we draft 3 packs each, we are each able to make a decent generally 2-color deck.

    3) All cards be useful in most decks of those colors. No card requires a specific deck/specific cards to be playable. Examples: No inclusion of tinker. No "Lords" unless they come into play with their own army like Captain of the Watch.

    Reason: More dead cards leads to less interesting decking building decisions and a larger chance of needing to go three color. Also with only 1/4 the cube in use at a time there is no guarantee of getting the support cards needed.

    Effects: Any "combos" in cube are incidental. There are no real themes (example: tribal). There are no multicolor cards that are not hybrid (A specific two color multicolor card would only be useful one fifth of the time. Given two players are each in two colors, two of the ten guilds are covered hence a 1/5th chance of a card being useful and that is if it is in the procession of the correct player). No build around me cards.

    Largest Effect: Without build-around-me cards/themes, cube became creature centric.

    4) Proportion of creatures in each color and colorless is fixed (at 34/52).

    Reason: I did not want to have a go to color when wanting a creature heavy or spell heavy deck. Specific proportion chosen based on my collection where certain colors would end up running creatures for which other creatures in the cube were strongly superior. Similar situation if the proportion went lower.

    Effect: A given draft deck almost always has more then 1/2 creatures. This means that all the non-creature spells that interact with creatures stay live most of the time (equipment, auras, removal, combat tricks, etc.). Also this means that there are often creatures on defense so interaction that way is preserved as well.

    5) Colors and Colorless balanced across (effective) mana costs. Average CMC (non-land/non-hybrid) is 3.
    10 CMC 1
    14 CMC 2
    10 CMC 3
    8 CMC 4
    6 CMC 5
    4 CMC 6+

    Reason: I did not want to have a go to color early game spells and another for late game. Each color tends to have sweet and weak spots in terms of CMCs I wanted each color to receive equal treatment.

    Effect: When drafting each color has something to do at each stage in the game. Also any given deck should have something it can do each turn.

    6) Semi-Random 15 card packs are used for drafting. This is the largest cause of specific numbers involved in 4) and 5).
    1 Non-basic Land (producing colored mana)
    1 Hybrid/Colorless Non-basic (2 of each guild and 4 colorless lands)
    1 Card CMC 6+ (4 of each color and colorless)
    For each color and colorless
    1 Card CMC 1-2
    1 Card CMC 3-5

    Reason: To ensure each color is equally represented in terms of CMC of cards and number of cards in each draft session (containing 90 cards). To try making each color as "even" as possible each draft session without needing to draft the whole cube.

    Effect: In a completely random cube, if one takes out a 90 card subset, there will be colors with more cards and colors with less cards. There will be colors with an even spread across CMCs and colors lacking certain areas of their curve. This means when choosing what color to cut in 2-person draft is more a matter of luck. That luck factor has been reduced.

    Are there any personal rules you abide by when building your cube? What are your reasons for them?
    Posted in: The Cube Forum
  • posted a message on Strongest Cards versus Balanced Limited Environment
    Quote from wtwlf123 »
    Quote from CidAvadose »

    Why is there an assumption that if you are not playing a card like Restoration Angel you are playing cards like Pillarfield Ox. There are many many cards that more interesting then the ox but less strong then the angel. Take Celestial Crusader for instance. You cannot argue that this card is "boring" despite not being one the most powerful cards.


    Probably for the same reason there is an assumption that using the best cards isn't interesting. I disagree with that completely. Cards being powerful adds a fundamental level of interest/excitement that is lacking in lesser cards. I wouldn't call Crusader "boring", but I definitely don't think it adds the same value to a cube that a more powerful option does, because the more powerful cards have both their value as interesting/exciting cards and their intrinsic value as powerful cards, which makes them better inclusions, IMO.


    I think we will have to agree to disagree here. I do not believe a card being more powerful makes a better card for cube or more enjoyable in general. There are a lot of fun cards that cost 1 mana to much to be the strongest. A lot of the "strongest", if cost 1 more mana, would not be considered. If Crusader cost 1 mana less, I think it would stand a good chance of being in those "strongest" cubes. If Restoration Angel cost 1 mana more, people might pass it by. I did not change how interesting the cards are, just how soon they can be played.
    Posted in: The Cube Forum
  • posted a message on Strongest Cards versus Balanced Limited Environment
    First of all thank you for all your responses. They have been most insightful.

    To address a few issues.

    To those who said "if you like a limited feel just play limited it is only $10". I try to spend no more then $10 whenever any set comes out. There is a very large difference between $120 dollars for 3 months of drafting ($480 a year) and $10 ($40). The build your collection argument assumes that you are using the cards for stuff other then limited. Also there is a 50/50 chance you will like any given limited environment.

    Why is there an assumption that if you are not playing a card like Restoration Angel you are playing cards like Pillarfield Ox. There are many many cards that more interesting then the ox but less strong then the angel. Take Celestial Crusader for instance. You cannot argue that this card is "boring" despite not being one the most powerful cards.

    I guess my opinions sprang up from the feelings I had when building my cube. While it felt like there were many people telling what cards I could improve, there did not feel like there were any resources on how to balance the cube as a whole. In my first version of my first cube I tired forcing multicolor (without proper support), I tried making it have many themes, and it failed miserably. I just wish there were more comments about how a card could improve the limited environment as a whole versus how a card is "more powerful".
    Posted in: The Cube Forum
  • posted a message on Strongest Cards versus Balanced Limited Environment
    After lurking on the cube forms I have noticed that cubes tend to fall into two main categories.
    1) Power Cubes - The best magic cards of all time
    2) Restriction Cubes - The best magic cards of all time under certain restrictions (examples: non-power, no rares)

    After lurking in the limited forums I noticed a few things
    1) People prefer interactive formats
    2) People like always having a chance to win, at any stage in the game.
    3) People like there to be no dominant color/strategy (unless there are playing for money/rewards and they know the strategy)
    4) Like environments that reward skill and devalue luck

    From my observations I begin to feel that while cube is a "limited" format it is not for players that like "limited"
    1) If you play with the best cards (with/without restrictions) there will always be a dominant color/strategy (generally blue/control).
    2) Playing with the best cards can lead to very explosive turns where their opponents can never come back from.
    3) Better cards shortens game time. When games can end turns 1-3, the die roll and the opening hand play a very large roll in the game. These two things are by their nature luck dependent. (I am not saying formats, like legacy, are just luck. Constructed formats build redundancy into their decks to reduce/eliminate the effects of luck. Redundancy, by construction, is hard to come by in cube).

    My initial interest in cube came from a love of magic and limited drafting in particular but a hatred of spending money to draft. I notice however that whenever a person shows people their cube on this forum people tend to respond by telling the submitter that they should substitute cards A,B,C for cards X,Y,Z because cards X,Y,Z are stronger cards (and generally more expensive) generally because a large number of cubes of these types (some percent is generally given here) contain those cards.

    So what I am asking is the following:
    1) Why are the "strongest" cards better (for the cube as a whole and the limited experience)?
    2) Why should I replace cards when a "better" card comes out if my cube is currently balanced, or more accurately, if it might unbalance my cube toward that color/strategy?
    3) Why is there such a strong belief that all cubes of a certain type should contain the same cards?

    The reason I am bringing this up is the following:
    I was talking to two people who clearly liked playing magic (and drafting) but gave up on magic because it was too expensive. I suggested to them the idea of cube drafting. One asked about cubing drafting; the other said it is when you draft with the most expensive strongest cards of all time. Cost to much to bother with he said. He further elaborated how he disliked the environment for reasons similar to what I listed above. It had never occurred to him that he could customize a cube that was just like regular drafting to fit his preferences. These people have switched to playing and buying board games and sold off their collections. Some of those "board games" are deck building card games.
    Posted in: The Cube Forum
  • posted a message on Abundance Magic
    Massive Rules Update: First post updated

    1) Rules now work in all formats.
    2) Less and Simpler rules.

    Below are the revised rules.

    Abundance Magic Base Rules
    ------------------
    Rule 0: For 40 Card Deck format players have a 17 card land deck and a 23-card non-land deck. For a 60 Card Deck format: Players have a 24 card land deck and a 36-card non-land deck.

    Rule 1: Whenever a player would draw card(s), that play player chooses card(s) one at a time from either library.

    Rule 2: Whenever a player would look/reveal the top z cards of a library, he/she may look/reveal the top x cards from the land library and the top z cards from the non-land library where x + y = z. This is done one at a time.

    2a) If an effect instructs to look/reveal from a library until a condition is met, the player must choose such that the condition is met as quickly as possible.

    Rule 3: Whenever an effect would require a player to put card(s) from the top of his/her library into his/her graveyard, that player chooses cards one at a time from either library.

    Abundance Magic Suggested Rules
    -------------------
    Rule 4: Whenever a land would come into play tapped, that lands controller may pay two life to have it come into play untapped instead.
    a) This ability cannot be countered.
    b) No effect may prevent this loss of life.

    Rule 5: A player may pay three and exile a card in thier hand face down to draw a card. This ability can be used only anytime that player could use a sorcery.
    a) This ability cannot be countered.
    b) Cards exiled this way cannot be removed from exile.
    Posted in: Homebrew and Variant Formats
  • posted a message on [360][Unpowered][Budget] Cid Avadose's Abundance Cube
    Major Changes

    After play-testing two-person Winchester draft (which is my cube's primary use) several things became apparent:
    1) Playables were deemed more important then land in draft. It was found if one preferenced land during draft they always ended up with a worse deck. As such the only lands that end up in a deck are lands that by chance match the final decks colors.
    2) Drafting/Cutting color(s) and sticking with them often seemed a better strategy then evaluating the cards as they are put on the table
    3) When in the deck building proportion often the amount of playables in colors alone determined the deck. There were never many cuts.
    4) Cards never had decks built around them. For Cards like Guttersnipe there was never a large enough card pool (unlike 8-person draft) to force a deck that was primarily instants and sorceries to take advantage of the effect.

    Clearly 1) and 2) are because of 3) and 4) made the situation in 3) worse. If I want the deck building, and drafting, experience to be more interesting I need to increase the number of playable cards in the players final pool. I decided to do this three ways:
    i) Cut the land collection. I decided to preference lands that either produce more then two colors or provide temporary mana acceleration (Ravnica Bounce Lands with my rule that you can pay 2 life for any land to come into play untapped)
    ii) Add a hybrid section. I added 2 hybrid cards per guild. None of these cards receive additional benefit from being in both colors. Then I added a small subtheme for the remaining 4 cards (just to add a little flavor).
    iii) Remove all narrow cards that only work "optimal" in just one deck type or are side-board cards only.

    So I broke down and purchased cards (nothing expensive) and filled to address the above.

    The first post is now updated. The change log is in the second slide.
    Posted in: Cube Lists
  • posted a message on [360][Unpowered][Budget] Cid Avadose's Abundance Cube
    Card List Update:
    Some are paired to keep the proportion of creatures and the number of cards at CMC fixed.

    Out -> In
    ----------

    Plated Seastrider -> Halimer Wavewatch

    Sage of Epityr -> Serum Visions
    Tidings -> Riftwing Cloudskate

    Lignify (Was listed Jade Mage) -> Respite

    Reckles Abandom -> Kird Ape
    Soulbright Flamekin -> Fling

    Charmbreaker Devils -> Conquering Manticore

    Essence Scatter -> Waterfront Bouncer
    Sprite Noble -> Compulsive Research

    Unsummon -> Drifter il-Dal
    Wall of Frost -> Repulse

    Blood Lust -> Magma Jet


    Removed Land Cards
    ------------------
    Forbidding Watchtower
    Spawning Pool
    Dragonskull Summit
    Drowned Catacomb
    Glacial Fortress
    Rootbound Crag
    Sunpetal Grove
    Azorius Guildgate
    Boros Guildgate
    Dimir Guildgate
    Golgari Guildgate
    Gruul Guildgate
    Izzet Guildgate
    Orzhov Guildgate
    Rakdos Guildgate
    Selesnya Guildgate
    Simic Guildgate
    Gargoyle Castle
    Tectonic Edge
    Winding Canyons

    Man-Lands Changing Sections
    ----------------------
    Mishra's Factory (Land -> Colorless)
    Faerie Conclave (Land -> Blue)
    Ghitu Encampment (Land -> Red)
    Treetop Village (Land -> Green)

    Multi-color Section (New)
    -------------------
    W/U
    Judge's Familiar
    Curse of Chains

    U/B
    Oona's Gatewarden
    Inkfathom Infiltrator

    B/R
    Rakdos Cackler
    Murderous Redcap

    R/G
    Pit Fight
    Wild Cantor

    G/W
    Dryad Militant
    Safehold Elite

    W/B
    Cauldron Haze
    Mourning Thrull

    B/G
    Slitherhead
    Hag Hedge-Mage

    G/U
    Slippery Boogle
    Snakeform

    U/R
    Nivmagus Elemental
    Frostburn Weird

    R/W
    Double Cleave
    Spitemare

    Naya vs Dimir (sub-theme)
    Glen Elendra Liege
    Firespout
    Selesnya Guildmage
    Wild Nacatl (Moved From Green)

    Other Card Changes
    --------------------
    Colorless
    Chronomaton -> Inkmoth Nexus
    Steel Wall -> Mishra's Factory
    Plague Myr -> Epochrasite
    Vorrac Battlehorns -> Sigil of Distiction
    Piston Sledge -> Fireshrieker
    Crumbling Colossus -> Stuffy Doll

    White
    Deftblade Elite -> Caravan Escort
    Smite -> Swords to Plowshare
    Lone Missionary -> Knight of Meadowgrain
    Temple Acolyte -> Veteran Armorer
    Seal of Cleansing -> Imposing Sovereign
    Mentor of the Meek -> Prismatic Strands
    Dawnglare Invoker -> Archetype of Courage
    Guardian of the Guildpact -> Serra's Embrace
    Archon of Redemption -> Avacyn, Guardian Angel
    Angel of Salvation -> Captain of the Watch

    Blue
    Enclave Cryptologist -> Faerie Conclave
    Serum Visions -> Brainstorm
    wall of Tears -> Augury Owl
    Trinket Mage -> Traveler's Cloak
    Warden of Evos Isle -> Frost Lynx
    Riftwing Cloudskate -> Master of Predicaments
    Stolen Identity -> Quicksilver Gargantuan

    Black
    Black Cat -> Blood Scrivener
    Vault Skirge -> Postmortem Lunge
    Howling Banshee -> Disciple of Bolas
    Snuff Out -> Whip of Erebos
    Chainer, Dementia Master -> Indulgent Tormenter

    Red
    Seal of Fire -> Reckless Abandon
    Firebolt -> Flameslash
    Kird Ape -> Ghitu Encampment
    Goblin Skycutter -> Borderland Marauder
    Fling -> Generator Servant
    Nightbird's Clutches -> Reverberate
    Markov Blademaster -> Lust for War
    Flamewave Invoker -> Act of Treason
    Guttersnipe -> Pyrewild Shaman
    Hellfire Mongrel -> Archetype of Aggression
    Oxida Scrapmelter -> Archwing Dragon
    Stone Giant -> Chain Reaction
    Cleaver Riot -> Burn at the Stake
    Blasphemous Act -> Moltensteel Dragon

    Green
    Wild Nacatl -> Treetop Village
    Naturalize -> Fists of the Ironwood
    Gift of the Gargantuan -> Bow of Nylea
    Slaughterhorn -> Reclaimation Sage
    Mold Shambler -> Triumph of the Hordes
    Moldgraf Monstrosity -> Elderscale Wurm

    Land
    Shimmering Grotto -> Terramorphic Expanse
    Posted in: Cube Lists
  • posted a message on [360][Unpowered][Budget] Cid Avadose's Abundance Cube
    The following Cube was created under the rules of Abundance Magic, named after the magic card Abundance. This cube is primarily used for 2 person Winchester or Sealed drafts.

    The goals of Abundance magic are

    1) To decrease dead draws
    2) Eliminate Mana Flood
    3) Eliminate Mana Screw
    4) Make it easier to draw out of color screw
    5) Make it easier to curve out.
    6) Keep the game play as similar to standard magic as possible with the above.
    The basic idea is as follows:
    1) You have a land and non-land deck
    2) Whenever you draw a card, you may draw from either deck

    1) Each player has two decks. A 17 card land deck and a 23 card non-land deck where the total number of cards is 40. Land cards can be in the non-land deck if you have a lack of playable cards but not the other way around.

    2) Whenever a player would draw (or look at or mill) cards from a library, they must draw as equally as possible from the two libraries.
    Examples:
    i) Draw 1 means draw a card from either the land or non-land library
    ii) Mill 2 means mill 1 card from the land deck and 1 card from the non-land deck.
    iii) Look at the top five cards means Look at three cards from the land deck and two cards from the non-land deck or look at two cards from the land deck and three cards from the non-land deck.

    3) If a card is put back into/onto a library, it must be put back into its appropriate library.
    Opening Hands and Mulligens

    Opening Hand:
    1) You draw cards one a time from either library. You can look at them as you draw.

    Mulligan:
    1) You must reveal your hand to mulligan

    2) In order to mulligan your hand must contain at least 2 land and 2 non-land cards

    3) You can only mulligan if you have no colorless cards in your hand and all colored parts of the mana costs of your cards cannot be cast with the lands in your hand
    i) 2 Islands, 5 Red Cards - Can Mulligan
    ii) 1 Swamp, 1 Mountain, 5 BB cards - Can Mulligan
    iii) 1 Swamp, 1 Mountain, 3 BB cards and 2 RR cards - Can Mulligan, however might not want to
    Additional Cube Design Details/Restrictions related only to my obsessive personality.

    0) There are no multi-color cards or planeswalkers in this cube.

    1) For each color and colorless the amount of cards are each CMC are fixed (Average Cube CMC (not including lands) is about 2.95-3.05). There are
    10 Cards at 1 CMC
    14 Cards at 2 CMC
    10 Cards at 3 CMC
    8 Cards at 4 CMC
    6 Cards at 5 CMC
    4 Cards at 6+ CMC
    i) Alternate Costs of cards are ignored.
    ii) If a card has X in the cost X is treated as 1. Example Condescend is treated has having a CMC of 2.
    iii) Cards with hybrid costs are costed on how they will normally be cast in cube. Spectral Procession is treated as having a cost of 2WW.

    2) The reason for 1) is that packs for limited play are made semi-random. In each 15 Card pack there are
    1 Card of each color and colorless with CMC 1 or 2
    1 Card of each color and colorless with CMC 3 or 4 or 5
    1 Card with CMC 6 or more
    2 Non-basic Land Cards

    3) Each Color and Colorless has a creature proportion of 34/52 ~ 65%.
    i) If a non-creature spell primarily puts creatures into play it is counted as a creature. Raise the Alarm, Miraculous Recovery, and Mortarpod are counted as creatures but Profane Command is not.
    ii) If a non-creature artifact can act as a creature, it is counted. Ensouled Scimitar.
    Rules that affect how certain cards are used in this cube.

    1) whenever a land comes into play tapped, you may pay 2 life to have it come into play untapped - Recommended for all Abundance Cubes

    2) Whenever a player would gain a poison counter, they lose 2 Life instead. No effect may prevent this lose of life.

    Last updated 7/24/14















    This cube is a work in progress. So far it has played very well. No color has been used more than any other. My primary concern with this cube is balance between the colors and fun game play; The purpose is not playing with the strongest cards of each color.

    My questions:
    Are there any cards that you would never play in limited?
    Are there any cards that appear too powerful to be balanced?
    Curious about card inclusions? exclusions?
    Curious how the optional rules have worked out?
    Other comments?
    Posted in: Cube Lists
  • posted a message on Abundance Magic
    I personally thought the color screw was a non-issue (I never have had that problem), but I have a friend that managed just that 6 times in a row yesterday. The revised mulligan rules are to help avoid this specifically.

    As I tend to do 2-person limited formats (namely Winchester or Sealed), there is not the equivalent of picking a 10th pick land for your deck as in standard 4/8 person draft. That being the case, the lands that end up in our decks tend to be the ones we lucked out to get.

    My cube is made up of a very casual magic collection. Think of it as the opposite of a power cube, the main goal was to keep the colors as balanced as possible.

    Cube Details (not card specific):

    0) 360 Cards (for 4 2-person drafts or 2 6 pack sealeds)

    1) the proportion of creature to non-creature is a fixed proportion across each color (slightly less for colorless working on this)

    2) the colors and colorless have the same number of cards at each CMC (except some variation with 6+)
    For each color and colorless
    10 Cards at CMC 1
    14 Cards at CMC 2
    10 Cards at CMC 3
    8 Cards at CMC 4
    6 Cards at CMC 5
    4 Cards at CMC 6+

    3) Before drafting I assemble "semi-random" 15 card packs. I choose my card proportions based on this. I do this to keep the colors "even" each draft.
    For each color and colorless 1 card with CMC 1 or 2 (6 cards)
    For each color and colorless 1 card with CMC 3 or 4 or 5 (6 cards)
    1 card with CMC 6+ (1 Card)
    2 Non-basic Lands (2 Cards)
    Posted in: Homebrew and Variant Formats
  • posted a message on Custom card creation for my Momir Cube !!!
    9WWW
    Spirit of Protection
    Creature - Spirit
    Flying
    If another creature you control is destroyed, you may destroy another target creature be destroyed instead.
    10/10
    "Even after death, always searching for her sister, the only one she failed to save."

    9BBB
    Spirit of Vengeance
    Creature - Spirit
    Flying
    3: Target player gains control of Spirit of Vengeance. Any player may play this ability.
    If you do not control Spirit of Protection, at the end of your turn, destroy all other creatures you control.
    If you control Spirit of Protection, at the end of your turn, destroy all creatures you do not control.
    15/15
    "Always missing her sister, she ensures no one is lonely, by leaving no survivors."
    Posted in: The Cube Forum
  • posted a message on Custom card creation for my Momir Cube !!!
    Victory's Shadow
    6UUURRR
    Creature - Illusion
    Haste
    Victory's Shadow cannot be blocked.
    When Victory's Shadow becomes the target of a spell or ability, sacrifice it.
    At the beginning of the end step, sacrifice Victory's Shadow.
    24/1
    "We shall see if victory is just an illusion"

    4WWUUBBRRGG
    Imprisoned God
    Creature - God
    Defender
    Haste
    Protection from Everything
    Indestructable
    If Goblin God Keeper is in play (controlled by anyone), Imprisoned God Gets +24/+0 and loses Defender.
    0/24
    "Here goblin, goblin, goblin."

    9RR
    Goblin God Keeper
    Haste
    11/11
    "It doesn't matter how big he is. Who thought it was a good idea to let the goblin keep the keys?!"
    Posted in: The Cube Forum
  • posted a message on Abundance Magic
    After reading comments from stickered above (thanks again) and from the Magic 2.0 thread additional play-testing has occurred.

    The first entry has been cleaned up:

    First the essential rules are addressed (far less then before)
    1) Land and Non-Land Decks
    2) How card drawing has changed

    Then suggested methods for dealing with Starting Hands and Mulligans are addressed
    These are highly modified from before and allow more variability

    Then other suggested rules are given - only one left here

    All other information before is kept, but in its own section, and I admit not really essential.

    Specific Comments about play-testing:
    1) Mana Flood and Screw are completely eliminated. Cheers!

    2) Color Screw, while reduced, still exists. The suggested mulligan rules are to help further reduce color screw while providing as little additional benefit in non color screwed situations.

    3) I had originally thought that a player would always follow this pattern: Draw Non-Land cards when you have land cards in hand, draw land cards when you do not have land cards in hand, then draw non-land cards when you have reached 6-7 lands. I was pleasantly surprised that this is not the case.
    There were plenty of times I drew land with land in hand to help me get the specific mana combination I wanted for the next turn
    There were a multiple of times when I played out my hand by turn 4/5 and drew non-land cards to increase my actions
    There were also plenty of times where I kept drawing lands even when I reached my "maximum" to keep up combat tricks, for counter-spells, card abilities, etc.

    4) Most importantly, even with these rule changes, the game play still feels like traditional magic, just with a little less luck involved.

    If there is any interest in the cube that I am using I will add it.
    Posted in: Homebrew and Variant Formats
  • posted a message on Custom card creation for my Momir Cube !!!
    Not sure on the cost and power/toughness balance, but I think the ability interacts well.

    7UB
    Faerie Egotist
    Creature - Faerie
    Flying
    When Faerie Egotist enters the battlefield destroy each other creature with the same CMC as Faerie Egotist.
    If another creature with CMC equal to Faerie Egotist would enter the battlefield, destroy that creature.
    7/7
    "I am unique, and I will stay that way"

    Lazy Sovereign
    Creature - Human Adviser
    8WB
    First Strike, Deathtouch
    When Lazy Sovereign enters the battlefield exile all creatures with CMC less than Lazy Sovereign
    8/8
    "The easiest way to rule? Execute all your potential subjects subjects."
    Posted in: The Cube Forum
  • posted a message on Hosers on a multi color heavy cube
    Does this mean that Enemy of the guildpact finally has a use? I have always enjoyed Guardian of the Guildpact in my mono-colored cube. While I tend to dislike protection cards, I feel it is fine when they hate everything equally.
    Posted in: The Cube Forum
  • posted a message on Abundance Magic
    Thank you so much for your comments stickered. The first post has been edited to make it easier for anyone to pick it up and play.

    I had never heard of Commie Box MTG before. Think I might experiment with it.

    I do most of my playing with just one other person in Winchester Draft (see link) (alternative to Winston Draft) format. I never considered that it needs to be simple to sell it to others. Thank you.
    http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/ld/143

    Most of my rules are more personal guidelines to keep the play as similar as possible to normal magic. For example: I noticed that I started refusing to use any land that came into play tapped when I could just draw my way out of early game color screw and still be able to always play on a curve. If I was playing a green red deck and my starting hand contained 2 mountains, I draw land cards every opportunity till I draw a forest, then draw non-land cards until I need another land, if I do not need to draw lands to fix colors, top decking a non-basic that comes into play tapped, really feels like a let down.

    On the issue of Retrace and Landfall. It is not that I think they need to be banned, but the ability to always draw a land makes a few of the top cards far more powerful. It just a made a few of my collection's cards (note I have a small collection) no longer fun. For Rampaging Baloths and Call the Skybreaker they tended to always win the game on their own and make it so drawing and playing a land were always the optimum decision. Compare this to landfall cards like Grazing Gladehart, which is never enough reason to draw and play a land just for the effect.

    The land pile face up was to help draw from the correct pile more then anything else. When I started play-testing this format I had both piles face down and I often drew from the land when I wanted a non-land and visa versa. I found the easiest way to always draw the correct card was just to have them "look different".

    The banning of brainstorm is not for power reasons but because of how it allows the nonland cards to be put into the land deck and visa versa. For instance I am perfectly fine with ponder (which is in my cube) and my only objection to not including Ancestral Recall (besides not owning it and feeling scared using a card that expensive) would be because I do not like including cards that are unequivocally better then any other card with that type of effect. For similar reason I refuse to use Swords to Plowshares.
    Posted in: Homebrew and Variant Formats
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