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Hoopin
(360 Card Cube)
Hoopin
Cube ID
Art by Dan Murayama ScottArt by Dan Murayama Scott
360 Card Cube7 followersDesigned by brinkleysoundRSSQR CodeView in Cube Map
Owned
$165
Buy
$124

Image

Overview

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.

Rule Changes

All games start with a Contested Game Ball outside of the game. If we need to define what zone the ball is in, let's call it the NBA Zone. The NBA Zone is like a command zone that's shared between the two players in the game.

When there is not a Contested Game Ball on the battlefield, the first player to deal combat damage to their opponent will put the Contested Game Ball from the NBA Zone onto the battlefield under their control as a triggered ability. It is not cast, but it does count as an artifact entering the battlefield.

If the Contested Game Ball is moved from the battlefield to any other zone, including when it is sacrificed to its own ability, it is returned to the NBA Zone instead. When the ball is returned to the NBA Zone, the next player to deal combat damage to their opponent will regain control of the ball.

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