A Synergistic, Mechanical Archetype Cube
Philosophies
- No funcitonal duplicates (eg: Aether Adept and Man-o'-War)
- No cards that are strictly better or worse than another (eg: Cloudkin Seer and Tome Raider)
- Black border cards only to keep a consistent aesthetic
- When an uncommon card is rareshifted to common, the common should take priority to free up a slot for another "Mythic Uncommon"; Increasing the power level of the cube
- Each color pair has 20 "Mythic Uncommons"
- Powerful in any deck in any limited environment (eg: Ravenous Chupacabra)
- Poweful for all the archetypes of the color in this cube (But unlikely outside eg: Gird for Battle
- Avoid mono color uncommons the are secretly multi-clored (eg: Sanguine Blood, Furious Rise
- Each color has a cycle of
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- 20 Colorless "Mythic Uncommons"
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- 6 Gold signpost uncommons for each color. Balancing Considerations include
- Each color pair should have at least a one 2, 3 and 4 drop. The litmus test is: If I am rewarded for drating all the gold cards of a color pair, none need to be cut due to curve considerations.
- Non Basic lands
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- 20 Colored utility lands (10 uncommon/10 common including a cycle of double faced spell lands)
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- 5 Colorless utility lands
Each color pair has two supported "similar, but different" archetypes
Azorious
ETB Triggers: ETB triggers to gain immediate effects and advantage.
Flyers: Typical WB Strategy. Many flyers have ETB effects on them.
Orzhov
Drain: Drain opponent of life through non-combat means. More Grindy.
Lifegain: By extension, Lifegain is a part of drain, but the definition includes specific payoffs for gaining life. Slight more aggresive than drain.
Boros
Go Tall: Go Tall with +1/+1 counters and Heroic/Mentor/Outlast.
Go Wide: Go Wide with +1/+1 counters and Heroic/Mentor/Outlast.
Selesnya
Wide Pump: Pump up the creatures you control.
+1/+1 Counters: Get Counter, Get Payoffs.
Dimir
Grindy Control: Use two-for-ones and deck looping to grind out an advantage.
Graveyard: Reanimator and graveyard recursion.
Izzet
Draw Cards: Draw cards to gain card advantage and trigger drawing pay offs.
Spells Matter: Play spells to trigger payoffs.
Simic
Ramp/Sinks: Use more mana to gain advantage and make creatures bigger.
Ramp/Draw: Use more mana to draw cards and trigger payoffs.
Rakdos
Grindy Sacrifice: Use sacrifice to generate value.
Aggro Sacrifice: Use threat of activation to attack.
Goglari
Death: Let things die to gain advantage.
Graveyard: Work with the graveyard for value.
Gruul
Ramp: Ramp into larger creatures.
4 Power: Cast or make creatures into 4 power for payoffs.
Hybrid and split ards are not supported due to balancing issues.
- Unequal power distribution to archetypes.
- A split card in Boros essientially means boros gets an extra card
- May reconsider: Adventure cards don't have this consideration...
One way to overcome balancing
- A two color hybrid card must support the 7 color pairs consisting of both colors
eg: A W/U Hybrid/Split card must support WU, WB, WR, WG AND UB, UR, UG
- There must be a cycle: 10 Cards, A hybrid card for each pair
- This would likely replace of each of the gold signposting cards
Banned Cards
The name Peasant 20/20 comes from
- Being a peasant cube
- 20 Mythic Uncommons for each color and colorless
- 20 well-defined 2 Color archetypes
- Cube was started and version 1 finished in the year 2020