This is a set cube that uses a custom built set of existing cards. It is designed to resemble and draft like older core sets (M11 - M13) but with further simplified cards, increased synergies, heightened card quality, and a heavy focus on card readability.
This set is built to give MTG Veterans a way to introduce newer players to deck building and limited formats. It's designed to represent Magic at its core and allow players to discover strategies and learn techniques without complex cards or overly pushed architypes.
As a set cube, this contains three copies of the 103 commons, two copies of the 60 uncommons, one copy of the 53 rares, and one copy of the 15 mythics.
Extremely low card complexity at the common and uncommon level. Cards are quick to read at a glance so new players aren't overloaded with text when opening packs.
Cards allow for learning moments and skillful play. Cards like Cloudshift are easy to understand on the surface, but their usefulness increases with player skill (being used to proc ETB, to protect a creature, combo with Act of Treason)
Evergreen keywords only. To keep the set as easy to pick up as possible and to highlight the fundamentals of Magic. Retired evergreen keywords were omitted in favor of their newer counterparts.
High card synergy over structured architypes. A high density of cards that play well with each other, allowing players to find and create their own architypes organically. All colors have overlapping architype synergy so strategies aren't limited to the usual color pairs. (ie. /
life gain or
/
spells having unique combos)
Strong Color Themes. Each color strongly represents its core color themes, this also allows for two-color architypes to emerge without being pushed through keywords or payoffs, and also allows for architypes to be played outside their usual color pair.
Classic architypes and playstyles represented. Including reanimator, mill, burn, token aggro, spells matter, life gain, and ramp. Aggro, midrange, and control playstyles all viable.
Very Flexible Rare Slots. This set's balance is focused around commons and uncommons, allowing for rares to be added or removed without skewing gameplay significantly. This also keeps the set budget friendly as commons and uncommons total less than $50.
This is a standard set cube. Separate rarities and create packs of cards with 10 Commons, 3 Uncommons, and 1 Rare. Commons and uncommons are important for keeping complexity low and allowing strategies to be consistently draftable.
If you are playing with more experienced players, this set can be fully shuffled together for more rares and uncommons per pack.
Architypes are very loose in this set, focusing more on what one color does, and how a second color can synergize with it. Architypes can often be played off-color with unique interactions.
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: Flyers, Control, Tempo
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: Control, Graveyard
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: Sacrifice, Menace
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: Big Creature Stompy
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: Tokens, +1/+1 Counters
/
: Life Gain
/
: Reanimator
/
: Draw
/
: Spells
/
: Go wide Aggro
It is time...
As mentioned previously, red has been in an awkward state, feeling more like a pile of cards and less like a color with a consistent theme or strategy. With this update I am hoping to give red more clearer strategies, more combos, and just generally more fun cards.
Going over each of the changes may be a bit too much, as every card change causes a ripple effect across each other card, but I will do my best.
To start, Wildfire Elemental was chosen to be the build around common. This will replace Battle-Rattle Shaman and helps encourage both the go wide and burn strategies, and helps to unify red's themes. Scorch Spitter is an good aggressive one drop that triggers Wildfire Elemental, and it replaces Forge Devil which never worked well.
Next, Festival Crasher replaces Borderland Marauder as the bread and butter two drop for red. Festival Crasher is a significantly more interesting card, and requires more work to get going. Festival Crasher also plays into UR spells themes nicely.
Torch Fiend, Dragon Hatchling, and Heat Ray are all out in favor of Ruinous Gremlin, Reckless Barbarian, and Chandra's Outrage. Ruinous Gremlin helps red maintain its artifact destruction, Chandra's Outrage is more consistent removal that plays nicely with Wildfire Elemental, and Reckless Barbarian is just a fun 2/2 with upside.
To complete the common two mana cards, we are replacing Goblin War Paint with Maniacal Rage, Krinko's Command with Goblin Instigator, and Sure Strike with Thunder Strike. While the red enchantments aren't meant to be good, War Paint's haste never worked well in practice, making the card unpickable. Maniacal Rage fills the same role with the potential upside of removing a blocker in a pinch. Goblin Instigator comes in to replace the ETB slot left by Forge Devil, and will play much nicer with bounce and grave return effects. Thunder Strike was added as a slight nerf to Sure Strike.
For our four mana common slots, the inclusion of Wildfire Elemental clashes a but with Hostile Minotaur, both being 4 mana 3/3's. To resolve this, we are swapping out Fire Elemental for Thundering Giant and Hostile Minotaur with Hyena Pack to maintain our vanilla and haste cards. Added bonus that both of these new cards feel much more playable as well.
Lastly, for the uncommons. Goblin Bombardment replaces Weaponize the Monsters, this is intended to be a buff, but more playtesting is needed. Guttersnipe replaces Young Pyromancer as a spells matter card that works better with Wildfire Elemental. Furnace Whelp replaces Bolt Hound to get our firebreathing representation back after losing Dragon hatchling. Hordeling Outburst replaces Goblin Rally to help fill the roll of the cut Krinko's Command a bit better. And Resistance Skywarden replaces Inescapable Blaze for additional Menace representation.