This is a low-powered 360 cube where all the cards look like they could be dunking, dribbling, shooting, or holding a basketball, or like they could be a basketball themselves. I am using cheap little basketball stickers to represent this for the non-land cards by sticking basketballs into their hands, etc.
Since I'm defacing the cards this will be a low-budget cube. No card should be more than a couple bucks at the point of purchase. While cards were initially sourced based on how convincingly it looks like they can ball, I've been editing to avoid power outliers and hopefully make for a fun draft experience with coherent archetypes and strategies. Lands were likewise picked as a budget-friendly manabase that should still hopefully enable multicolored decks + fun gameplay.
Some two-color pairs are better defined than others, but some themes that have emerged include ninjas, wizards, counters/proliferating, artifacts, enchantments, and returning your own permanents to hand.
All games start with a Contested Game Ball in the command zone. This ball is shared between both players.
No other cards in the cube refer to the command zone.
Whenever a player deals combat damage to an opponent while the Contested Game Ball is in the command zone, that player puts the Contested Game Ball onto the battlefield under their control. It is not cast, but it does count as an artifact entering the battlefield.
If a Ball is in a graveyard or exile and it was put into that zone since the last time state-based actions were checked, put it into the command zone (so death triggers work but the ball then returs to the command zone).
If a Ball would be put into a hidden zone (hand, library), put it into the command zone instead. From there, the next player to deal combat damage to an opponent gains control of the Ball.
swapping out one of the slower land cycles for checklands. May consider verges over artifact lands once I get a full cycle.
Swapping out Urza's rage for less game-ending burn and adding in a few more defensive one-drops