Inspired by michael921's jumpstart cube and associated guide
Welcome to your friendly neighborhood jumpstart cube! This is a peasant cube that's designed to be played like the jumpstart format. Each player selects two mono-color 20-card packs and shuffles them together to create a single ready-to-play 40-card deck. The packs are preconstructed and contain 12 spells, 1 dual-land, and 7 basic lands.
This cube is designed with the new-player experience in mind. My hope is that it strikes a nice balance between complexity for experienced players and approachability for newer players. It is also intended to be a budget-friendly cube. Right now, the total cost to purchase all of the cards in this cube is around $15.
Here's a list of all 10 packs in this cube. For more on my design philosophy, see the below section.
I had a few related design goals when building this cube:
There are ten total packs in version 1.0 of this cube. My thought is that this could support up to four players at any one time (eight of the ten packs could be combined into four decks). As far as flavor goes, each pack is themed around a creature type: the five characteristic creature types—Humans, Merfolk, Zombies, Goblins, Elves—and five creature types that I thought would be interesting and/or fit some other design goal—Monks, Spirits, Vampires, Artificers, Beasts. For reasons I'll discuss below, it might be a good idea in your playgroup to enforce a prohibition on combining two packs of the same color.
How to ensure that each combination of packs plays well together? As with a few past cubes I've designed, my central idea was to give each color wedge a loose archetype...
...so each color would have three associated archetypes:
So, for the twelve spells in each pack, I began with the following formula (a slight twist on what michael921 wrote in his guide on jumpstart cubes):
The Pack Formula
3x cards for archetypes 1+2
3x cards for archetypes 2+3
3x cards for archetypes 1+3
4x flex (whatever's needed: curve filler, removal, or draw)
The Pack Formula is less a hard rule and more a loose guide or starting point (I'm not sure if any pack perfectly matches up to the Pack Formula!). Let's break down one pack as an example: Goblins. Goblins is a red deck, and so it has three archetypes to account for: Noncreature Spells, Artifacts & Enchantments, Enter-the-Battlefield Effects. Goblins should also have something distinctive about it that makes it feel like a goblins pack, as opposed to a generic pack that's squeezed between three red archetypes. So, in addition to the three red archetypes, I've given Goblins a few cards that care about the goblin creature type or involve sacrificing goblins. If we look at the break-down of the pack by archetype, here's what we find:
Noncreature Spells/'Spellslinger': Guttersnipe, Goblin Wizardry, Goblinslide, Dragon Fodder, Goblin Barrage
Artifacts & Enchantments: Goblin Firebomb, Redcap Thief, Goblin Morningstar, Makeshift Munitions, Goblinslide, Goblin Barrage
Enter-the-Battlefield Effects: Goblin Shortcutter, Redcap Thief, Beetleback Chief, Volley Veteran
Goblin-type-matters/Sacrifice: Volley Veteran, Goblin Barrage, Makeshift Munitions (+ the many cards that make goblin tokens!)
When combined with Humans, Goblins provides artifacts and enchantments for Trusty Retriever, Rosecot Knight, and Michiko's Reign of Truth. When combined with Merfolk, Goblins has a few instant and sorcery spells to trigger prowess on Triton Wavebreaker or be recovered by Shipwreck Dowser, and powerful ETB-effects to be recurred with Run Away Together. When combined with Zombies, Goblins provides artifacts to reduce the cost of Refurbished Familiar and sacrifice outlets like Makeshift Munitions and Goblin Barrage. And so on!
You might notice a few weaknesses of this design approach. First, allied-color pairs are slightly disadvantaged over enemy-color pairs. This is because allied-color pairs only have one archetype in common, whereas enemy-color pairs have two archetypes in common (e.g., red and black only share the 'Artifacts and Enchantments' archetype, whereas red and blue share both the 'Spellslinger' and 'ETB-effects' archetypes). Second, mono-color decks (decks that combine two packs of the same color, like Humans+Monks or Goblins+Artificers) will likely turn out stronger than two-color decks. This is because they will share all three archetypes, as opposed to only one or two.
As I playtest this cube, I'll likely make changes and improvements. I may wind up abandoning the wedge-based approach if it turns out to be too challenging to balance or too unwieldy to design around. I may also wind up abandoning the peasant format and including a few budget rares.
To assemble this cube, you need to acquire:
To import the entire list from Cubecobra to TCGPlayer:
My guess is that the actual price of purchasing this cube will vary from roughly $50-100, depending on which what you already own and which supplemental products you decide to purchase (tokens, sleeves, storage, etc.). If you already own basic lands, then the 130 non-basic-land cards, Dragon Shield sleeves, and Cubemajigs storage will total $60, which is about the price of a board game.
There are many other creature types that I think would work well in this cube. Here's a list of creature types in each color that I might consider for a potential expansion:
Feel free to comment under this post with feedback or thoughts on the Friendly Neighborhood Jumpstart Cube!