Do you love choices? Does your ideal game of magic involve high stakes decisions at every moment? Do you want to play charms? Do you want to play Volvers? Come on down to the modal cube, where you have more options than you can shake a stick at
PhilosophyThe design goal is simple: A cube where the majority of cards have a modal effect. To keep things from getting stale, I'm using a broad definition. Simpler modal mechanics like X spells lessen the total cognitive load of an otherwise complex cube. The cube features:
Other design goals:
Activated Abilities
These colors focus on creatures with on-board activated abilities, such as spellshapers. Untap abilities help you get the most out of them.
Energy
Collect energy and choose where to funnel it. Play it aggressively or slowly power up a complex machine. A more linear archetype with less options per card.
Punisher
Do you hate making decisions, but your friends wanted to play this cube? Well yhey clearly love it, so make them make more. These cards give your opponents the choice between effects (And one is usually direct damage). The loosest archetype, play it as midrange or burn.
Counters
Being one of the most common archetypes in magic, there are a plethora of cards that choose between counters and other effects. Be it ability, charge, +1/+1, or loyalty, there are tons of ways to take advantage of counter synergies.
Dungeons
The most modal mechanic to date! The most linear archetype, but chock full of choices from start to finish.
Minor ArchetypesThese minor archetypes are mostly direct support for specific modal mechanics
Kicker
X-Costs
Superfriends
Cycling
Spellslinger
Charge Counters
Mutate