Brassdragon
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Custom
Size: 610Est cost: $293.91
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{"ops":[{"insert":"This 360 card Cube is made from the principle that all cards should have approximately same impact value when hitting the board. Therefore it is artisan, that is comprised of common and uncommon cards, where the relatively insanely impactful cards available in rare and mythic have been weeded out of scope. There is no “throw down one big impact card” to win strategies. There is no deckbuilding around the insane cards in one’s cardpool, it’s all about finding strategies between almost equal cards to make advantages and maximize their combined impact. \n\nWhen all cards have approximately same impact value, then games tend to be less about powerful cards and more about smart ways to create something between them!"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The idea is that good games are close games"},{"insert":"\nI wanted to make a cube that would generate fun games, where no one would run over their opponent, but rather have relatively tight games where the right decisions and timing in pivotal moments would be decisive. I wanted to discourage lazy deckbuilding and lazy playing styles, such as “building around owerpowered cards” or “comboing to win without really interacting with opponent”. I wanted games to be decided less by the power of the cards and more by the talent and wit of the deckbuilders and players. Losing is more a result of mistiming your plays and misreading the situations, than being overpowered or pure rock-paper-scissor mechanics resulting in obvious disadvantages in one deck type versus another. \n\nWith close to equal card impact and openended strategies, we’re less likely to end up in the boring scenarios, where one deck literaly couldn’t win against the other. With this emergence focus cube-design, all players are likely to have cards available to deal with the strategies their opponents throw at them.\n\n"},{"attributes":{"bold":true},"insert":"Cube designed around emergence and openendedness"},{"insert":"\nIn game theory, researchers often talk about emergence, which is when simple rules interact to create complex scenarios. It’s one of the guiding design principles in MTG cardgame in general, but often deckbuilders tend to design after progression principles, where they play in simple steps, and tend to avoid unexpected situations or minimize them as much as possible. Many players follow mechanical scripts for how to win and especially in standard playpatterns tend to be rigid and formularic.\n\nThis Cube is a singelton cube, where all 360 cards are unique and combine in criss-cross patterns to weave nets of possiblities. There is no right set of formulars, even across the different play themes. This is also the reason why the Cube is filled with cards with different openended mechanics from different sets. And a tightly focused synergy strategy will in this meta not necessarily outperform a more broad interactive toolbox strategy. For example, will a ‘going broad strategy’ with many creatures not outperform a ‘going deep strategy’ with huge creatures, nor will either ends of this spectrum outperform a mix inbetween, where both strategies are combined. There is no just going one way, and if you ‘go broad’ then you have to go all the way. The very trickiness and unexpectedness of your deckbuild, might be what wins you the game here.\n\nThe Cubes design will demand of players that they assess more on a situation to situation basis than in regular games. And more attention to detail is also required in this Cube, since many of the common and uncommon cards are not that well-known. It is the hope that the Cube will generate som quite unexpected games.\n\n"},{"attributes":{"bold":true},"insert":"Combat focus to create interaction and emergence"},{"insert":"\nThe Cube is generally focused on combat strategies (going fast, broad, deep, or with different forms of evasion) and much interaction, such as combat tricks, removal and protection. This is because these combat mechanics generally create way more meaningful interaction between players than the more ‘solitaire’ like strategies. \n\nIn combat you have to access your opponents board, how they might block, what they might play from their hand, if you punch them and so on. Combat is, in essence, pure interation. And interaction between players is where unexpected things are most likely to occur, therefore the playzone for emergence. Players can trick each other, bluff their way through and in need go for weird plays.\n\n"},{"attributes":{"bold":true},"insert":"Openended color identities and play themes"},{"insert":"\n\nThe color identities are connected to different themes and are as such:\n\n"},{"attributes":{"bold":true},"insert":"White: "},{"insert":"\n+1/+1 counters, tokens, lifegain, and humans\n\n\n"},{"attributes":{"bold":true},"insert":"Blue: "},{"insert":"\nspellslinging, prowess, flying, tokens, and wizards\n\n\n"},{"attributes":{"bold":true},"insert":"Black: "},{"insert":"\ndeathtouch, lifegain and -drain, +1/+1, and outlaws\n\n"},{"attributes":{"bold":true},"insert":"Red:"},{"insert":"\naggro, tokens, spellslinging, direct damage, burn, and outlaws\n\n"},{"attributes":{"bold":true},"insert":"Green:"},{"insert":"\n+1/+1 counters, tokens, buff, proliferate, big hitters, humans\n\nThe Cube generally encourages players to build dualcolor identities, where players can get the combined advantages of two colors and include the multicolored cards that focuses on more streamlined synergies such as:\n\nAzorius: fly, cast multiple spells and generate tokens \nBoros: go broad, buff creatures and do combat tricks to win\nDimir: \n\n\n\n\n\n"}]}
A White
Case of the Gateway Express
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment - Case

Costume Closet
This artifact enters with two +1/+1 counters on it.
: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery.
Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.)
: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery.
Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.)
Artifact

Elite Scaleguard
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Creature - Human Soldier

Éowyn, Lady of Rohan
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead.
Equip abilities you activate cost less to activate.
Equip abilities you activate cost less to activate.
Legendary Creature - Human Noble

Lulu, Loyal Hollyphant
Flying
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.
Choose a Background (You can have a Background as a second commander.)
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Angel Elephant

Rayblade Trooper
When this creature enters, put a +1/+1 counter on target creature you control.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Human Soldier creature token.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Human Soldier creature token.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Soldier

Sunstar Expansionist
When this creature enters, if an opponent controls more lands than you, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Creature - Human Knight

Surgical Suite
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

A White
(CTRL to add secondary)
B Blue
Gossip's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Enchantment - Class

B Blue
(CTRL to add secondary)
C Black
Blood Hustler
Whenever you commit a crime, put a +1/+1 counter on this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
: Target opponent loses 1 life and you gain 1 life.
: Target opponent loses 1 life and you gain 1 life.
Creature - Vampire Rogue

Case of the Gorgon's Kiss
When this Case enters, destroy up to one target creature that was dealt damage this turn.
To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)
Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)
Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
Enchantment - Case

Hollow Marauder
This spell costs less to cast for each creature card in your graveyard.
Flying
When this creature enters, any number of target opponents each discard a card. For each of those opponents who didn't discard a card with mana value 4 or greater, draw a card.
Flying
When this creature enters, any number of target opponents each discard a card. For each of those opponents who didn't discard a card with mana value 4 or greater, draw a card.
Creature - Rogue Specter

Mogis's Marauder
When this creature enters, up to X target creatures each gain intimidate and haste until end of turn, where X is your devotion to black. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. Each in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Human Berserker

Nightblade Brigade
Deathtouch
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Goblin Soldier

Quest for the Necropolis
Landfall — Whenever a land you control enters, put a quest counter on this enchantment.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
Enchantment

Rakish Crew
When this enchantment enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Enchantment

Rictus Robber
When this creature enters, if a creature died this turn, create a 2/2 blue and black Zombie Rogue creature token.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Rogue Zombie

Servant of the Stinger
Deathtouch
Whenever this creature deals combat damage to a player, if you've committed a crime this turn, you may sacrifice this creature. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever this creature deals combat damage to a player, if you've committed a crime this turn, you may sacrifice this creature. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Warlock

C Black
(CTRL to add secondary)
D Red
Anax, Hardened in the Forge
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Legendary Creature Enchantment - Demigod

Brimstone Roundup
Whenever you cast your second spell each turn, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchantment

Geological Appraiser
When this creature enters, if you cast it, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Creature - Human Artificer

Rift Bolt
Rift Bolt deals 3 damage to any target.
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Terrapact Intimidator
When this creature enters, target opponent may have you create two Lander tokens. If they don't, put two +1/+1 counters on this creature. (A Lander token is an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature - Scout Kavu

D Red
(CTRL to add secondary)
E Green
Basking Broodscale
Devoid (This card has no color.)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature - Lizard Eldrazi

Cloaked Cadet
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
Creature - Human Ranger

Evolving Adaptive
This creature enters with an oil counter on it.
This creature gets +1/+1 for each oil counter on it.
Whenever another creature you control enters, if that creature has greater power or toughness than this creature, put an oil counter on this creature.
This creature gets +1/+1 for each oil counter on it.
Whenever another creature you control enters, if that creature has greater power or toughness than this creature, put an oil counter on this creature.
Creature - Warrior Phyrexian

Experiment One
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Remove two +1/+1 counters from this creature: Regenerate it. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Remove two +1/+1 counters from this creature: Regenerate it. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Creature - Human Ooze

Hydra Trainer
You may exert this creature as it attacks. When you do, target creature gets +X/+X until end of turn, where X is the number of counters on permanents you control. (An exerted creature won't untap during your next untap step.)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Creature - Human Warrior

Propagator Drone
Devoid (This card has no color.)
Creature tokens you control have evolve. (They have "Whenever a creature you control enters, if it has greater power or toughness than this token, put a +1/+1 counter on this token." They see this creature enter.)
: Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature tokens you control have evolve. (They have "Whenever a creature you control enters, if it has greater power or toughness than this token, put a +1/+1 counter on this token." They see this creature enter.)
: Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature - Eldrazi Drone

Seedship Agrarian
Whenever this creature becomes tapped, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Creature - Insect Scientist

E Green
(CTRL to add secondary)
F Multicolored
Beastie Beatdown
Choose target creature you control and target creature an opponent controls.
Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
Sorcery

Cursed Wombat
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Permanents you control have "Whenever one or more +1/+1 counters are put on this permanent, put an additional +1/+1 counter on it. This ability triggers only once each turn."
Permanents you control have "Whenever one or more +1/+1 counters are put on this permanent, put an additional +1/+1 counter on it. This ability triggers only once each turn."
Creature - Nightmare Wombat

Ertha Jo, Frontier Mentor
When Ertha Jo enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Legendary Creature - Advisor Kor

Invigorating Hot Spring
This enchantment enters with four +1/+1 counters on it.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Enchantment

Kathari Remnant
Flying
: Regenerate this creature.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
: Regenerate this creature.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature - Skeleton Bird

Lagomos, Hand of Hatred
At the beginning of combat on your turn, create a 2/1 red Elemental creature token with trample and haste. Sacrifice it at the beginning of the next end step.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
Legendary Creature - Human Shaman

Lazav, Familiar Stranger
Whenever you commit a crime, put a +1/+1 counter on Lazav. Then you may exile a card from a graveyard. If a creature card was exiled this way, you may have Lazav become a copy of that card until end of turn. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Legendary Creature - Shapeshifter

Rocketeer Boostbuggy
Whenever this Vehicle attacks, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Exhaust — : This Vehicle becomes an artifact creature. Put a +1/+1 counter on it. (Activate each exhaust ability only once.)
Crew 1
Exhaust — : This Vehicle becomes an artifact creature. Put a +1/+1 counter on it. (Activate each exhaust ability only once.)
Crew 1
Artifact - Vehicle

Spider-Man India
Web-slinging (You may cast this spell for if you also return a tapped creature you control to its owner's hand.)
Pavitr's Sevā — Whenever you cast a creature spell, put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Pavitr's Sevā — Whenever you cast a creature spell, put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Legendary Creature - Human Spider Hero

Stalwart Successor
Menace (This creature can't be blocked except by two or more creatures.)
Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Creature - Human Warrior

F Multicolored
(CTRL to add secondary)
G Colorless
Aang's Journey
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle.
You gain 2 life.
Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle.
You gain 2 life.
Sorcery - Lesson

Atraxa's Skitterfang
This creature enters with three oil counters on it.
At the beginning of combat on your turn, you may remove an oil counter from this creature. When you do, target creature you control gains your choice of flying, vigilance, deathtouch, or lifelink until end of turn.
At the beginning of combat on your turn, you may remove an oil counter from this creature. When you do, target creature you control gains your choice of flying, vigilance, deathtouch, or lifelink until end of turn.
Creature Artifact - Insect Phyrexian

Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

G Colorless
(CTRL to add secondary)
H Special Lands
H Special Lands
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This 360 card Cube is made from the principle that all cards should have approximately same impact value when hitting the board. Therefore it is artisan, that is comprised of common and uncommon cards, where the relatively insanely impactful cards available in rare and mythic have been weeded out of scope. There is no “throw down one big impact card” to win strategies. There is no deckbuilding around the insane cards in one’s cardpool, it’s all about finding strategies between almost equal cards to make advantages and maximize their combined impact. \n\nWhen all cards have approximately same impact value, then games tend to be less about powerful cards and more about smart ways to create something between them!"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The idea is that good games are close games"},{"insert":"\nI wanted to make a cube that would generate fun games, where no one would run over their opponent, but rather have relatively tight games where the right decisions and timing in pivotal moments would be decisive. I wanted to discourage lazy deckbuilding and lazy playing styles, such as “building around owerpowered cards” or “comboing to win without really interacting with opponent”. I wanted games to be decided less by the power of the cards and more by the talent and wit of the deckbuilders and players. Losing is more a result of mistiming your plays and misreading the situations, than being overpowered or pure rock-paper-scissor mechanics resulting in obvious disadvantages in one deck type versus another. \n\nWith close to equal card impact and openended strategies, we’re less likely to end up in the boring scenarios, where one deck literaly couldn’t win against the other. With this emergence focus cube-design, all players are likely to have cards available to deal with the strategies their opponents throw at them.\n\n"},{"attributes":{"bold":true},"insert":"Cube designed around emergence and openendedness"},{"insert":"\nIn game theory, researchers often talk about emergence, which is when simple rules interact to create complex scenarios. It’s one of the guiding design principles in MTG cardgame in general, but often deckbuilders tend to design after progression principles, where they play in simple steps, and tend to avoid unexpected situations or minimize them as much as possible. Many players follow mechanical scripts for how to win and especially in standard playpatterns tend to be rigid and formularic.\n\nThis Cube is a singelton cube, where all 360 cards are unique and combine in criss-cross patterns to weave nets of possiblities. There is no right set of formulars, even across the different play themes. This is also the reason why the Cube is filled with cards with different openended mechanics from different sets. And a tightly focused synergy strategy will in this meta not necessarily outperform a more broad interactive toolbox strategy. For example, will a ‘going broad strategy’ with many creatures not outperform a ‘going deep strategy’ with huge creatures, nor will either ends of this spectrum outperform a mix inbetween, where both strategies are combined. There is no just going one way, and if you ‘go broad’ then you have to go all the way. The very trickiness and unexpectedness of your deckbuild, might be what wins you the game here.\n\nThe Cubes design will demand of players that they assess more on a situation to situation basis than in regular games. And more attention to detail is also required in this Cube, since many of the common and uncommon cards are not that well-known. It is the hope that the Cube will generate som quite unexpected games.\n\n"},{"attributes":{"bold":true},"insert":"Combat focus to create interaction and emergence"},{"insert":"\nThe Cube is generally focused on combat strategies (going fast, broad, deep, or with different forms of evasion) and much interaction, such as combat tricks, removal and protection. This is because these combat mechanics generally create way more meaningful interaction between players than the more ‘solitaire’ like strategies. \n\nIn combat you have to access your opponents board, how they might block, what they might play from their hand, if you punch them and so on. Combat is, in essence, pure interation. And interaction between players is where unexpected things are most likely to occur, therefore the playzone for emergence. Players can trick each other, bluff their way through and in need go for weird plays.\n\n"},{"attributes":{"bold":true},"insert":"Openended color identities and play themes"},{"insert":"\n\nThe color identities are connected to different themes and are as such:\n\n"},{"attributes":{"bold":true},"insert":"White: "},{"insert":"\n+1/+1 counters, tokens, lifegain, and humans\n\n\n"},{"attributes":{"bold":true},"insert":"Blue: "},{"insert":"\nspellslinging, prowess, flying, tokens, and wizards\n\n\n"},{"attributes":{"bold":true},"insert":"Black: "},{"insert":"\ndeathtouch, lifegain and -drain, +1/+1, and outlaws\n\n"},{"attributes":{"bold":true},"insert":"Red:"},{"insert":"\naggro, tokens, spellslinging, direct damage, burn, and outlaws\n\n"},{"attributes":{"bold":true},"insert":"Green:"},{"insert":"\n+1/+1 counters, tokens, buff, proliferate, big hitters, humans\n\nThe Cube generally encourages players to build dualcolor identities, where players can get the combined advantages of two colors and include the multicolored cards that focuses on more streamlined synergies such as:\n\nAzorius: fly, cast multiple spells and generate tokens \nBoros: go broad, buff creatures and do combat tricks to win\nDimir: \n\n\n\n\n\n"}]}


























































































































































































































































































































