š² Cube structure:
50 cards per color
20 artifacts
50 multicolor (5 per guild)
40 fixing lands
~20% Removal density (hivemind suggests ~20-25% is good. Maybe go a little lower?)
š§® Tribal Math
Assumption: To feel like a tribal deck 50% of the cards should be on theme (according to The Command Zone)
Average Deck Size: 22 non-land cards => 11 archetype pieces needed
Cubesize: 360
Average Player Pod: 4 players
Draft: Each player gets 5 packs of 9 cards = 180 cards
Unique Cards seen by a player in draft: (9+8+7+6)*5 = 150 cards
Percentage of Cube seen by a player: 150/360 = 41,6%
Number of archetype cards needed for it to be available in every draft (given no player is competing for it): 11 / 0,416 = 26 cards
Tribal setup: 8 enablers + 3 payoffs / lords
Cube setup: (8/0,41)= 19 enablers + (3/0,41)= 7 payoffs / lords
Note: This assumes that all archetype pieces can be played with each other. If the pieces are spread over multiple colors and the cube doesn't support e.g. 3 / 4 color decks the math changes.
Note: If less pieces are included than this means that the deck won't feel on theme anymore as player gets e.g. only 6-8 archetype pieces. This only becomes a problem if each of those cards is parasitic thus trainwrecking the players draft.
Mitigation: Look for enablers that have crosspollination with mechanical archetypes or are good on their own. Include only a few parasitic lords to solidify tribal identity.
āļø TODO:
Currently relevant tribes
Mechanical archetypes:
After being away from this cube for 8 months I wanted to add some cool new party cards like Solemn Doomguide and Multiclass Bardic.
But I just realized that I can't do cuts, because everything is so tightly interwoven in this cube (which kind of was the goal).
Guess it will be best to start from scratch and add archetypes back in.