Balancing strategies and replacing some unpopular cards
Lower curve for all colors and encourage faster games
Looking to increase tempo of games while still supporting aggro, midrange, control, and combo. Too much lifegain in the cube was causing games to drag out.
MKM Update
Add more support to White graveyard recursion and artifact tokens
Adding some fun colorless lands and the Restless creature lands. Remove the mono colored creature lands and the cycling lands.
Modified cards that care about Blood, Clue, Food, Map, and/or Treasure tokens specifically to be more general.
i.e. "Sacrifice a Treasure" cost becomes "Sacrifice an artifact token"
Hope is that instead of needing to support each of these artifact token synergies separately, they can support each other.
Might be too strong. Will revert as needed.
Lost Caverns of Ixalan Update
Trying to keep the tribal archetypes relevant in the cube has proven to been too difficult. I am not completely eliminating them but rather moving them to the "secondary" theme.
Also decided to just have two copies of Fetch Lands instead of having Slow Fetch Lands. Make it easier for player to play their cards.
Removing Walking Ballista to avoid easy 2 card win combos.
Decided to go to 510
Also swapping a few more cards as upgrades
Goal of this update is to make the cube less prescriptive to the supported archetypes and to add more support to the general strategies of control, aggro, midrange, and combo.
The ten archetypes are still present but now if you go a color pair you are not locked into that archetype.
Overall goal is to make the cube play more diverse while still supporting synergies and archetypes.
Control support added in the form of cards like:
Aggro support added in the form of cards like:
Midrange support added in the form of cards like:
Combo support added in the form of cards like: