Forbidden Power Cube: A cube that uses custom cards and tries to emulate the power and feel of a modo-level vintage cube, and probably a bit more powerful then that. The cube aims its sights at currently being 360 cards (eventually maybe 540) and having a roughly even distribution of colors. Featuring a variant of every power nine and some cube classics, such as Sol Ring.
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v.91 changelog:
Add/Remove Cards:
-Added Thoughtstealer Gravethorn
Fixes/Syntax:
-Fixed all double sided card formatting
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v.92 changelog:
Fixes/Syntax:
-Fixed syntax errors on: Awaken Soul, Clockwork Gnome, Confiscate Evidence, Distortion Dilation, Grim Mox, Shieldsmash Berserker, Soul Reconstruction.
Buffs/Nerfs/Changes:
-Buff: Confiscate Evidence - Went from sorcery to instant, exiles instead of destroys, blows up both types when overloaded, doesn't blow up your own stuff when overloaded.
-Buff: Distortion Dilation - Mills all opponents, concerns multiplayer only; May change this depending on how degenerate it ends up being.
-Buff: Fiery Mox - Now deals damage to each opponent, concerns multiplayer only.
-Buff: Sandsifter Dunewing - Beefed up the stats to from 3/3 to 4/4, cycling is cheaper.
-Change: Sicklespawn Singeleach - Changed type from Imp to Devil, now synergizes with Shacklefiend.
-Change: Elder Xalphex - Complete redesign, still fills the roll of a lab maniac, but with a more generally powerful kit. Still not very excited about the card, but it's better then before. Expect more changes.
Watchlist:
I am trying to refrain on nerfs until I get some more data on actual games. There will be some cards that are very obviously overpowered that I will try to tackle after getting some more data.
Ritual of Dark Omens - While I know this is overpowered and is in someways supposed to be, it might be generally to useful without to much thinking or tension required. Will possibly make it have to discard a black card.
Harpy Instigator - I think this might be impossible to race, will possibly make it enter tapped.
Fluxfusion Weird - I want to see how it plays more before making a decision, but there might be to few holes to jump through for this card, will possibly make it so you have to cast a noncreature spell for the draw a card on hit to proc.
Rot-Tooth Karok - Design feels a little awkward, expect changes.
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