What My Battlebox Sees When I Pull It Out At 2am For A Quick Game
(210 Card Cube)
What My Battlebox Sees When I Pull It Out At 2am For A Quick Game
Cube ID
Art by Anthony S. WatersArt by Anthony S. Waters
210 Card Battle Box Cube17 followers
Designed by Maramas
Owned
$430
Buy
$72
Purchase
Mana Pool$56.30
Rules for This Battlebox:
  1. There is one communal deck. Yes, Scry effects are a whole lot weirder.
  2. Each player has their own graveyard, and all cards drawn by them are treated as "owned" by them unless they re-enter the library.
  3. Starting hand size is four-ish cards (three for faster games, five if you want players tanking). Players may not mulligan. Whoever plays first does not draw that turn.
  4. Each player's land pile starts out in the Command Zone. This consists of 1x each basic land and 1x each Allied Gate. Once per their turn, players may play a land from their Command Zone whenever they could normally play a land. This counts as "playing a land."

About This Battlebox:

This Battlebox, called "WMBSWIPIOA2AMFAQG" for short (just kidding it's just called "The Battlebox"), is all about the decision-making process of playing Magic: the Gathering.

Design Restrictions:
  • No searching of the library.
  • No token production (except for one or two Treasures that can be represented by a single die).
  • 2-for-1's are sparse and have a high cost-for-value skew, like huge flashback costs. This makes blowout plays less likely to "just happen," and more likely to be carefully crafted traps.
  • Few straight-up value generating engines. Constant value production skews a game balanced around individual decisions.
View All Blog Posts