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  • posted a message on Ideas to Fill Out D&D-Themed AFR Cube!
    Excellent choices! Thank you! A few others I was milling over were: Dragon Scales, Divine Favor, Commune With Nature, Enlarge, Clairvoyance, Divination, Gaseous Form, Wall of Fire, and Wall of Ice.
    Posted in: The Cube Forum
  • posted a message on Ideas to Fill Out D&D-Themed AFR Cube!
    I'm finding several things in the Zendikar Rising, Kaldheim, Tarkir Block, and Kaladesh Block that may potentially fit in well.
    Posted in: The Cube Forum
  • posted a message on Ideas to Fill Out D&D-Themed AFR Cube!
    Hey all! I am looking to build a 360 cube for the upcoming Adventures in the Forgotten Realms set. The set has 281 cards (Minus 40 for the basic lands) so I'll need about 119 cards to round the whole thing out to 360. I have a few ideas already, but I definitely need many more and am turning to the community for advice.

    I feel the cube itself is going to need a bit more power to save it from being boring, so I am thinking of what sort of muscle to add while boosting each color's power and maintain balance.

    I want to avoid all flip cards.(I hate the idea of cards being constantly sleeved and unsleeved during draft). I also want to avoid Morph and Foretell mechanics as those who play the cube often will basically know exactly which card is being played face down. I also want to avoid Living Weapons as I want the equipment to be directed more at the creatures (Prefer Legendary Creatures)

    Two things are a toss-up for me: Party Mechanics from Zendikar Rising (Fits the theme, but needs a lot of synergy with other cards to make work. I've considered creating a house rule adding other classes like monk, Barbarian, etc to this, but it's a fine line to walk without breaking it) and Allied/Enemy Manlands (Don't quite fit the D&D theme, but help with mana fixing and there are mono-colored Manlands in AFR.

    I would really like to match up items and spells that are present in MTG and D&D that share names and have similar effects. I would also like other cards that help boost the mechanics within this set rather than adding a whole new set of mechanics.

    What I want more of: Equipment and Artifacts, Classic D&D Spells and Items, More Multicolor cards, More mana fixing/dual lands, More dragons (fuels the dragon reveal mechanic in this set), Class Creatures (Monk, Barbarian, Cleric, etc), Removal Spells, and Enchantments.

    Cards I have so far:
    Counterspell (Always solid)
    Animate Dead (Seems fitting, and can work well with some of the other mechanics in this set)
    Fireball (Just. Fireball)
    Adventuring Gear (Landfall was always a favorite of mine)
    Goldvein Pick (Decent equipment that fuels the treasure mechanic)
    Sword of Dungeons and Dragons (A bit meta, but it works!)
    Ring of Three Wishes (Mid-Late game Tutor mechanic)
    Fetch Lands (Pairs well with landfall if I add more of those cards)
    Old Dual Lands (Bayou, Savannah, etc)

    So, I want to keep this set on the theme of D&D, add some power to it (Not overpower), and maintain balance. Any and all help would be greatly appreciated! Thanks all!
    Posted in: The Cube Forum
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