Updating for new year goal of organizing a cube group. I just need to get it to a acceptable state and start playing. Removing things that don't spark joy to start.
Just made a bunch of updates that has ballooned the cube to 411 cards because I can't make decisions visually. May as well throw it in there with vague design goals and see how it plays out. Eventually I want to be at a solid 360. Will probably make some adjustments as I think it through. I chucked in a bunch of unique token generators which I was trying to get away from and ignored my arbitrary one card per unique walker. Boosted artifact stuff. Threw in some stuff that's probably not powerful enough to hang. We'll see!
Trimming token generators and moving "ramp" into a "put them in your hand" situation. Essentially not missing land drops and moving ramp dominantly into fragile creatures.
Cutting Flame Slash cause I don't want a 1 mana sorcery to deal with Djinn of Wishes or Bloodgift Demon.
Getting rid of random token generators Pia Nalaar.
Not feeling the vibes of Viashino Branchrider. Dragonkin Berserker is cool but generates tokens I don't want. Skitterbeam Battalion is the only prototype card and creates tokens I don't want to deal with.
Stoke the Flames is the only convoke card and there is plenty of other spells to fill its spot.
Added some creatures and some more damage tools. Thinking I might do some more rearranging in the red section soon, Im not particularly liking how it looks rn.
Im not sure how I feel about this color update tbh. The main thing here is bolstering black aggro and giving it a zombie/recursion sub-theme. This may not be enough support but I do want the overall format to be faster. The only things explicitly encouraging zombies is Gravecrawler and Cemetery Reaper. Reaper can stand on his own creating an army of tokens. However, these all could be too weak or too slow overall when compared to the offerings of other aggro colors.
Toxic Abomination is probably too weak but its a zombie and it could enourage different variants of death's shadow?
May want Abyssal Persecutor back, hes really cool.
Kalitas, Traitor of Ghet took over games and I really dislike lifelink. Its also why I am getting rid of Nullpriest of Oblivion although I really like her as a card. Feels less offensive since its easier to get rid of and trades more easily instead of simply eating things and gaining life.
Cutting a curve topper Massacre Wurm. Getting rid of adventure Murderous Rider.
I am removing the fair reanimator cards I added altar of bhaal and unburial rites. Reanimator just doesn't have a place and lowering the curve means that fair reanimator doesn't offer much of an advantage over simply casting spells. The strength of reanimator lies in its unfairness which doesn't have a place in my environment.
Top end is getting cut with Sun Titan removal.
Champion of the Parish is a fun one drop that encourages incidental human tribal.
Doomed Traveler is a card I had a lot of fun with in standard back in the day -- replaces itself upon death with a stronger variant.
Kor Skyfisher is cool with bounce shenanigans (etb & landfall) plus is evasive.
Flickerwisp is removed cause I don't feel attached to it. Could definitely come back.
Inquisitor Exarch I've always liked this art and I vaguely remember it played back in the day. I want to try it.
Kappa Cannoneer wins when it hits and it hits early. Ward 4 feels like is leans too much into the "uninteractive" category alongside his unblockability. I think its such a cool card but doesn't have a place at the moment.
Replacing Torrential Gearhulk with Consecrated Sphinx to lean "back into the past" a bit more.
Delver of Secrets is gone because of its double-sided nature.
Brainstorm is gone because I can't find art I like but it'll be back.
As much as I love the Brazen Borrower showcase art it sticks out too much from the overall vibe of the cube but I hate the original printing. I am thinking about not having adventure in the cube for now. Could definitely come back, I do like how adventure plays but I think it takes away from the time period I am trying to encapsulate.
Added a slew of digging spells, counter spells, and creature interaction. The idea is to give control early tools to deal with creatures encouraging early game pro-activity to make control players feel rewarded when they stick the higher end threats without losing first.
Despite Elvish Mariner being a UB card it doesn't stick out too bad since its in the realm of fantasy. Its simple and has a cool play pattern imo. Overall I just want play with it. Don't care for the shiny metal border though.
adding some fair reanimator stuff