"You approach the non-descript building detailed in the mysterious invitation you received several days earlier. The smell of saltwater from the docks is quite prevalent. The rythmic sound of waves hitting stone combines with the chatter of market commerce happening in the tents nearby. In the center of this square, there stands what looks to be a broken statue from a forgotten era of this city. As outlined on the piece of paper held firmly in your hand, you knock three times on the door and whisper 'kungaloosh.' The door unlocks and slowly opens, yet no one is there to greet you. Cautiously, you enter and follow the red carpet on the marble floor to a sitting room.
The air in the room crackles with electricity and the faint smell of ozone. You can feel mana flow into and out of practically every person and item in the room. A massive baloth skull is mounted above the fireplace despite the fact that baloths are not native to this plane. A steward approaches you and begins to speak in a monotone voice, 'hello and welcome to the Adventurers Club.' As he continues, you realize that he may no longer be amongst the living. 'In order to be a welcomed member, you must regale the present company with a tale of your journeys as you have walked the planes. The Club welcomes those whose perils and exploits are deemed worthy.'
The steward then motions toward the open chair. It seems they all want you to sit and begin immediately, especially the woman staring at you from the darkened corner nursing her glass of wine. Her heliotrope gown seems to bend all light away from her except for the glint from her golden tiara. You feel an urge to impress since these 'members' most assuredly could expel you from this room with a flick of the wrist. This story had better be a good one..."
Welcome to my first cube. As I fight through thick and thin to build and refine it, I hope you all will enjoy all the daring exploits I've packed into this cube! I am obviously going for a thematic play experience filled with daring deeds, extreme hazards, and even the occasional caper. Therefore, the cube leans on the "party," "adventure," "venture into the dungeon," and "explore" mechanics. There are, of course, other treasures to be found within as well. Also, there is a bit of a "why is the rum gone?" situation in that I have chosen to make this a budget cube with the stipulation that all cards must be worth $3.00 or less at time of inclusion. I've even handpicked the art on the basic lands to be as intrepid as possible!
Deck archetypes you'll see include the following:
: Flying
: Rogues, hand/graveyard manipulation
: Party
: Big creatures
: +1/+1 counters
: Clerics, lifegain
: Wizards, Spell slinging
: Mid-Range, removal
: Warriors
: Explore, land matters
: Pirates!
Each pack will contain two rare or better cards, one mana-fixing land, and a random assortment of commons and uncommons from the cube.
So... do you dare try and weave a tale worthy of the Adventurers Club?
Again, I want to start making small updates to the cube since my playgroup was so enthusiastic about it.