Needed to have more extra turn spells in the cube. Urza is included for the new Attractions mechanic/commanders I'm putting in. He will be monitored to see if he is underwhelming otherwise without them (but probably fine on his own).
I am caught between making the cube more CEDH, or more fun/accessible. I didn't decide, so added new cards for each option anyways.
Took a long look at how some older cards just got outscaled by newer cards (the power creep is real).
-Powerbalance was exciting in theory, never worked in practice.
-Keeping Wishes but taking out the worst one
-All the izzet cards just were avoided because too wordy (sigh lol) or clunky
-Jaya and Tasha are cool, but didnt progress you forward enough soon enough
-Removal/Counterspells/etc just going to be replaced with better effects
-Changing commanders around, Nicol Bolas got "promoted to customer" and Lazav Familiar Stranger is getting promoted from the cube list to Commander.
These are in the "core" cards in the lands portion of the deck and dont want to keep accidentally counting them when counting the cube cards
Introducing a mill/self mill strat. Labman is put in without the dumb combos (no Thoraccle).
Definitely need to playtest this, Im anxious it's too many strats, but there are several commanders who support it well. Gotta keep an eye on Tegrid and see if its busted.
Adding in a bunch of Doctor Who cards, preparing some pieces for a mill strat.
Looking to update all the Wishes and provide 3-4 packs to choose from. This will also coincidentally make the draft now support 5 players (if we hate ourselves).
-Guff needed to have all targets to work
-Debated on adding a mill strategy before decided to hold off, but added changes before changing mind
Repeated felt too expensive for only one card it can effect.
Sorcerer class was too slow.
Future sight to expensive.
Not enough creatures to warrant a random board wipe that can fuck you over.
People avoided drafting Mizz Mastery
Cube Updated – Automatic Post