As of 2023/04/17, this cube is (still) being updated.
Once upon a time,
there was happy little cube that was a love letter to Magic: The Gathering Limited Edition Alpha. It wanted to create a home for the creatures without one, be a showcase of cute synergies from the past, and be an inviting place for newcomers to play. This cube wants to tell many stories of heroes and adventures galore!
Goals of this cube:
Shout-outs to to @Myagic for their May's Fae Cube, which was really what got me started down this road. I had been looking for a beginner-friendly cube that had a strong theme or feel, that wasn't just a bunch of simple cards, and I really liked where they were going. Even though not very much of their cube survived my edits, they really gave me the framework, and I hope the spirit is still here in my cube.
Cube Features:Kicker is a keyword ability that allows the player to pay an additional cost when casting a spell to achieve an additional effect. Kicker is one of the classic mechanics of Magic, so much so that the joke is "every mechanic is kicker." Kicker is a heavy theme mostly in blue, red, and green.
AdventureUsual draft format(3 x 15 for up to 8 people)(pancake for 2)
Games should be a bit on the slower side focusing on incremental advantage.
The gameplay should be simple and clean focused around subtypes.
Several 1 off mechanics are fine, but they have to have reminder text so it's new player friendly.
The cube is intended to be played by players at any skill level.
It should reward skilled players while not oppressing newer players.
It's a heavy flavor focused cube based around Folklore, Fairy tales, and "modern" story telling tropes/worlds.
Signposts are more centered around how the subtypes/themes interact rather than just guild signposts.
token diversity should be low. (under 10 kinds of tokens.)
Aggro, while supported, isn't going to be the strongest archetype in this cube. Midrangey value decks should be the dominate strategies.
subtype matters should be incidental with self contained cards (see Sling-Gang Lieutenant, imperious perfect, and etc.)
The fixing should be slow like the format even though 3 color cards are included.
graveyard shenanigans are kept very light in this cube.
removal won't be premium.
I'd been going back and forth on some red themes, but I think goblins are where I want to end up. Goblins as a tribe, goblins as Rakdos sacrifice fodder, Goblins as Boros go wide, goblins as a value engine in blue. Goblins can be kind of whimsical, so I'm trying to use the art to guide me.
Goblin Pirates!
Goblin Ruinblaster is a little sus, but I tend to think that a little land destruction to keep people fair is fine.
A goblin that is also a wizard for the Adeliz, the Cinder Wind deck.
Brash Taunter tells a great story. You punch like a Kobold!
Cutting all the Tribal types since Tribal isn't really supported anymore. Twinshot Sniper is basically Tarfire with a body!
I still think the Joblins need some work, but this is a start.
Another color hate cycleI really like this cycle from AFR. I did have to make a swap because the two blue color hate cards were very similar.
Archangel of Wrath is a card I really like, despite it being really pushy on the power level for this cube. I want to give it a try.
The FoF experience is not great for inexperienced players. They're very bad at knowing what is actually important and will misplay a lot. And you never have to commit to FoF, at least with Field Research, you have to commit. Atris, Oracle of Half-Truths does the FoF experience better for new players, and I also have Flow of Knowledge for raw draw power. So as much as I love me a Fact or Fiction, it's home is in vintage cube.
CountermagicI'm not really trying to bolster countermagic, but I think there are some opportunities to do some fun stuff here.