What if the MTGO Vintage Cube was designed more like a draftable set?
Cards
Packs
Legality
Printings
Cube Size
Rarities
Preferences
Power
Basic Lands
Lands - 24? (Could be higher)
Commons - 240 (Needs to be exact)
Uncommons - 108 (Needs to be close)
Rares - 140-ish
Mythics - 28-ish
Why do this?
Reason A:
I'm a huge nerd who drafts the MTGO cube a lot.
Reason B:
I think rarity is a good thing. I think power level disparity is, in some cases, a good thing. One thing I don't like about some cube formats is that the power level can be very flat. I hear a lot of content creators saying, "Cube is great, you can choose what you want to do." But when I draft, I don't want to choose a lane, I want to try and puzzle out what the right lane is. Personal preference can play a role, but I enjoy the puzzle of figuring out the right pick.
In a standard draft set, this is created by two major elements - rares and power level disparity at common. If you open a powerful rare, you're now strongly incentivized to draft that color. Or if you're in a position where you see powerful commons coming late (past 3rd pick, usually) then it also gives you a signal what you should be doing. This push/pull aspect is what makes drafting these sets so rewarding. Is this a signal, or are you being setup to fail in pack 3? Is it worth fighting over this rare, even though the color isn't open?
I think the MTGO Vintage Cube (and similar cubes) actually succeed in solving this problem by including power. If you take a Mox Ruby, you'll probably play it in any deck... but wouldn't you like to be playing red now? Is it worth fighting over the powerful blue cards? The way it works is, the power level isn't flat.
I think this is why I enjoy the Vintage Cube experience over the Arena Cube or many other cubes. They're all fun, but the inclusion of power doesn't just mean you're doing strong things, it also means your draft experience is a trickier puzzle.
This isn't an attempt to fix the Vintage Cube, it's an homage to what I like about it. I think this format of "draft booster cube" (need a better name) has a role to play in cube design, and I intend to make more of them in the future.
I think rarity is a useful tool for draft, and this is an attempt to demonstrate that to myself and anyone else who's interested.
Why so many cards? Aren't sets usually between 300-400 cards, not 540?
My goal isn't to make a set, it's to make a draft experience that feels like the best parts of both a set and a cube.
Since I'm sticking to the singleton rule, I need to fill out the common slot with more cards. A normal set has about 100 commons, and a table opens about 240 commons, so I need more commons.
I also believe (and this cube will test this belief) that more rares is usually more fun. Each rarity slot serves a purpose - commons are the building blocks of the format, uncommons round out with more specialized effects, and rares/mythics are the spice and chaos on top. More rares = more spice.
Okay, then why stick to singleton?
It might be wrong.
I dunno, maybe I need more redundancy at my common level in a way that only duplicates can provide.
But "restrictions breed creativity" as MaRo says, and singleton is a classic cube restriction.
I think that, if it works, it's more fun than breaking singleton. Let's try it and see if it works. If it isn't fun, I'm open to changing this rule for commons.
Why not include Palace Jailer or other cube staples?
Here's my take on monarch and other made-for-multiplayer cards: They're lame.
It's purely my personal preference. If you disagree, I think that's totally understandable. I've gone back and forth on it, but this is where I landed. And I'm only referring to singleplayer formats, I think they're quite fun in multiplayer games.
Personally, I think the game is more fun when these made-for-multiplayer cards aren't included. The gameplay patterns are sometimes fun, but they don't feel "right". And that feeling is important!
The voting cards are even worse. "Each player gets a vote, so we'll always just do the thing that happens when you tie." It's painful to read those cards.
If, for some reason, I need to bring them in, I'm not allergic to it. But for now, I'm going to create my personal dream experience, and Palace Jailer isn't in it.
It's my cube, so my preferences take priority.
Why not downshift cards, or otherwise adjust rarity yourself?
"Restrictions breed creativity" is a cliche, but it's not totally untrue.
I work better when there's rules. It's fun to solve problems. If you can just change properties of cards, you aren't solving problems, you're cheating. (According to the rules of the made-up game I'm playing with myself here.)
Honestly, I might have to do it. Golgari has terrible commons. It's embarrassing. Everyone knows golgari archetypes are underwhelming in recent sets, but it goes back so much further than I thought.
Having a good draft experience is more important than keeping printed rarities, but for now I'm not making that compromise.
Plz print good golgari commons in the next set, WotC.
Are you keeping color balance? Same number of cards of each color?
Yep. At each rarity too. Maybe less important at Rare, but I think if you look at the cube list, you won't feel like one color got priority over another.
It's another rule to set for myself. Magic has five colors, they're supposed to be equal.
There's some grey room around the edges with split and hybrid cards. Something like Life // Death is usually Death, so it's something like... 75% a black card?
I dunno, it makes sense to me.
How do I playtest this?
I'm not done making it yet! When I am, I'll tackle this problem.