I'm really struggling to understand why people are trying to FORCE their gold sections to be a certain size. It just doesn't make any sense to me.
If these new gold cards are powerful enough for Cube, then gold sections should just be expanded to accommodate rather than just cutting some of the most powerful gold cards every printed to try squeeze them in.
I mean... you're HONESTLY talking about cutting Pernicious Deed?!
I'll probably be expanding my gold sections by 1-3 cards each (in powered 360), and making cuts to colours, lands or artifacts to compensate.
If cards are powerful enough for Cube, they should always be given a spot regardless of their colour or 'section limits'. IMO.
On the 26th November 2011 the Magic Community of London UK came together for the Debut of the Cube Masters Series 2011, starting the UK Cube Masters League for 2011/12.
8 players sat down to draft a full-powered 360 Cube, after which three rounds of Swiss were played, followed by the Top 4 Winston drafting in pairs. The semi-finals and finals where played using these Winston draft pools.
The players in the draft contributed toward the overall prize pool, which ended up being:
Prizes:
1st: Foil (FTV) Sensai's Divining top, 1st Edition of Scrye Magazine, Bottle of Brandy, '3D' altered foil Llanowar Elves, assorted foils including Day of Judgement, Hero of Bladehold. 2nd: Foil (FTV) Gifts Ungiven, '3D' altered Compulsive Research, assorted foils including Cryptic Command. 3rd: Foil Skullclamp (DS), assorted foils. 4th: Stack of foils.
Participation prize: Foil FNM Fire//Ice
Coverage
We managed to film 2 drafters, 6 games and 1 Winston draft - all of which will eventually be uploaded to this thread (video editing takes time!).
All decklists will also eventually be added to this thread.
The Reckless Wolf should be good enough. On turn one he almost guarantees you a 3/2, or your opponent to kill him right away.
We'll have to see it in action though.
I'm not convinced. In a world filled to the brim with 0 CC artifacts and insane 1 mana spells, I don't see this ever flipping on turn 2 where it actually counts.
So here's where I'm at with Innistrad additions to my 360 powered cube so far:
Definitely
Snapcaster Mage
Liliana of the Veil
Garruk Relentless // Garruk, the Veil-Cursed
Diregraf Ghoul
Bloodgift Demon
Divine Reckoning
Maybe
Fiend Hunter
Mindshrieker
Instigator Gang // Wildblood Pack
Village Ironsmith // Ironfang
Daybreak Ranger // Nightfall Predator
Olivia Voldaren
I'm actually slightly worried by the high amount of 'Definitely's' at this stage as I have no idea what's going to get cut. And then when I look at the maybe's and the fact that only 83 cards have been spoiled so far, I die a little inside...
It's a simple solution that would be easy to implement with the correct packaging machinery, ensuring all cards in INN boosters are 'identical' during drafts.
So WotC needs to put at least 60 sleeves to avoid forcing customers to buy them because they can't find the exact same sleeves
Not at all.
Tight-fit sleeves fit into normal sleeves, or you could just throw them away if you don't want them. At the end of the day it's packaging.
The sleeves hide the transform cards in the booster at the draft table.
Not sure I nderstand the flaming reactions to this suggestion from others in this thread? Is this not a sensible (albeit slightly more expensive) solution?
1] Perfect balance - all players need to be equally effected by the effects of either Day or Night, and have equal opportunity to cast spells / do stuff during these states.
2] 'Natural' gameplay and easily tracked
With this in mind, here's how I think it will work:
> After the starting player is decided, and before cards are drawn, the starting player will declare Day or Night
> The game will start in this declared state (Day or Night)
> At the beginning of the each of the Starting Players turns, the Day/Night state will change
> A flip card will be used to track Day/Night (one side of the card will be a moon, the otherside a sun, and the card is flipped at the beginning of each of the Starting Players turns)
Therefore, a game of Magic will very simply become (as an example):
Turn 1 (for both players): Day
Turn 2 (for both players): Night
Turn 3 (for both players): Day
Turn 4 (for both players): Night
In this model, both players get a full turn of day or night (so 2 main phases and an attack phase) before the game state changes, plus this model makes complete logical sense in that Night follows Day which is followed by Night etc.
Treasured Find = Golgari Regrow (plus an exile clause).
Isn't this very good, considering Regrow is already amazing?
If these new gold cards are powerful enough for Cube, then gold sections should just be expanded to accommodate rather than just cutting some of the most powerful gold cards every printed to try squeeze them in.
I mean... you're HONESTLY talking about cutting Pernicious Deed?!
I'll probably be expanding my gold sections by 1-3 cards each (in powered 360), and making cuts to colours, lands or artifacts to compensate.
If cards are powerful enough for Cube, they should always be given a spot regardless of their colour or 'section limits'. IMO.
8 players sat down to draft a full-powered 360 Cube, after which three rounds of Swiss were played, followed by the Top 4 Winston drafting in pairs. The semi-finals and finals where played using these Winston draft pools.
The players in the draft contributed toward the overall prize pool, which ended up being:
Prizes:
1st: Foil (FTV) Sensai's Divining top, 1st Edition of Scrye Magazine, Bottle of Brandy, '3D' altered foil Llanowar Elves, assorted foils including Day of Judgement, Hero of Bladehold.
2nd: Foil (FTV) Gifts Ungiven, '3D' altered Compulsive Research, assorted foils including Cryptic Command.
3rd: Foil Skullclamp (DS), assorted foils.
4th: Stack of foils.
Participation prize: Foil FNM Fire//Ice
Coverage
We managed to film 2 drafters, 6 games and 1 Winston draft - all of which will eventually be uploaded to this thread (video editing takes time!).
All decklists will also eventually be added to this thread.
Video Coverage
Seat 1 Draft
Draft Pack 1: http://www.youtube.com/watch?v=pvKbeAZSGXQ
Draft Pack 2: http://www.youtube.com/watch?v=w0OJf6RBlQM
Draft Pack 3: http://www.youtube.com/watch?v=lNkDzkRYFCA
Decklists
Coming soon!
Geist of Saint Traft
Geist-Honored Monk
Bloodline Keeper
Bloodgift Demon
Daybreak Ranger
Are there any other 'dark horse' cards that have become popular outside the 'agreed Innistrad staples'?
RD
Erm... it STILL kills Planeswalkers.
I'm running both in powered 360.
Instant (C)
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
Ambush Viper :1mana::symg:
Creature - Snake (C)
Flash
Deathtouch
2/1
I like both tbh.
I'm not convinced. In a world filled to the brim with 0 CC artifacts and insane 1 mana spells, I don't see this ever flipping on turn 2 where it actually counts.
Meh?
Definitely
Snapcaster Mage
Liliana of the Veil
Garruk Relentless // Garruk, the Veil-Cursed
Diregraf Ghoul
Bloodgift Demon
Divine Reckoning
Maybe
Fiend Hunter
Mindshrieker
Instigator Gang // Wildblood Pack
Village Ironsmith // Ironfang
Daybreak Ranger // Nightfall Predator
Olivia Voldaren
I'm actually slightly worried by the high amount of 'Definitely's' at this stage as I have no idea what's going to get cut. And then when I look at the maybe's and the fact that only 83 cards have been spoiled so far, I die a little inside...
Because Magic SUUUUCH a green game.
It's a simple solution that would be easy to implement with the correct packaging machinery, ensuring all cards in INN boosters are 'identical' during drafts.
Not at all.
Tight-fit sleeves fit into normal sleeves, or you could just throw them away if you don't want them. At the end of the day it's packaging.
The sleeves hide the transform cards in the booster at the draft table.
Not sure I nderstand the flaming reactions to this suggestion from others in this thread? Is this not a sensible (albeit slightly more expensive) solution?
So every Innistrad booster you buy is already sleeved in Black-back tight fit sleeves?
PS I'm a HUGE fan of the new double sided cards!
1] Perfect balance - all players need to be equally effected by the effects of either Day or Night, and have equal opportunity to cast spells / do stuff during these states.
2] 'Natural' gameplay and easily tracked
With this in mind, here's how I think it will work:
> After the starting player is decided, and before cards are drawn, the starting player will declare Day or Night
> The game will start in this declared state (Day or Night)
> At the beginning of the each of the Starting Players turns, the Day/Night state will change
> A flip card will be used to track Day/Night (one side of the card will be a moon, the otherside a sun, and the card is flipped at the beginning of each of the Starting Players turns)
Therefore, a game of Magic will very simply become (as an example):
Turn 1 (for both players): Day
Turn 2 (for both players): Night
Turn 3 (for both players): Day
Turn 4 (for both players): Night
In this model, both players get a full turn of day or night (so 2 main phases and an attack phase) before the game state changes, plus this model makes complete logical sense in that Night follows Day which is followed by Night etc.