Inspired by Core sets, Jumpstart sets, and the Salience cube, this cube was constructed to play with Magic's core elements in an approachable draft experience.
Design Goals
Individual cards and gamestates are very easy to parse.
The environment's power band is constrained, but not flattened.
Colour fixing is easy for 2 colours and tricky for 3+ colours.
Each colour embodies its traditional identity within Magic's colour pie.
Lots of cards that showcase the unique charms that Magic has to offer.
Design Restrictions
27 spells of each colour and 15 colourless spells, divided evenly between common, uncommon, and rare.
3 copies of each common, 2 copies of each uncommon, and 1 of each rare.
1 creature and 1 instant or sorcery of each colour combination.
No wordy text boxes, niche utility effects, or split choices.
No functional reprints, colour-shifts, or strictly-better cards.
No cards with useless text (such as referencing commanders).
No double-sided, horizontal, split, or adventure cards.
Basic and generic mana costs only (no hybrid, snow, colourless, or Phyrexian mana symbols).