Barad-Dur (Mordor's BattleBox)
Context
A cube meant to be played in 2-person battlebox style, or 8-person draft, among experienced Limited Magic players who know how to read draft signals without the help of explicit signposts.
Restrictions
No restrictions other than a tight budget and black-border. Singleton is broken for key enablers.
Power
Peasant-level with appropriate rares added. Going for a Modern Horizons Limited feel here.
Gameplay
Ideal gameplay involves my drafters independently discovering emergent archetypes and novel combinations of cards. Deep draftability is my primary goal, even at the expense of some amount of gameplay balance. As a result, I've tried to maximize hybrid mana costs (increasing the numbers of viable decks), to overlap enablers while diversifying build-arounds (so that many synergy decks can be built from the same core of cards), and to limit the amount of combo/aggro/control decks in the format (so that synergy decks can be Tier 1 strategies).
—————
Cube description derived from The First Four Questions Cube Designers
Should
Ask
They were way too good in a format with down-tuned removal suite. I also think this format needs slightly more Open Fire type cards. I'll ponder how I can provide these without cutting into support for Flashback-matters.
Also, I've realized this is my "live the dream" cube. I'm wondering if there are ways I can implement some amount of jankier cards in here.
To do: add more fetchland cycles