This cube is designed primarily to be played as a battlebox (with a shared library between up to 4 players). No lands exist in the library and nonbasic lands are played from an outside zone. Setup is fast and players are able to start a game with little to no knowledge of cards. Cards are chosen based on simplicity - if a player has to take time to re-read a card, it'll likely get cut. All versions of cards should be self-explainatory.
---> no doublesided cards, dungeons, sagas, learn. minimal confusing keywords.
Design constraints to limit frustration:
Ideal card = Vampire Nighthawk - simple, strong card -
If games are easily decided by luckily drawing into a very powerful card, that card will likely be removed
-->1 cmc unconditional removal is too good, has to have drawback. Most removal should cost 2 or 3. Sweepers included to allow control strategies in draft.
Peeks, targeted discard, land destruction, mana ramp, and search effects are heavily limited or non-existant.
Card draw is limited so that it's not overpowered in battlebox, but still exists for draft strategies.
Scry 1 with card draw is fine, scry 2 is limited due to ability to frustrate opponents draws.
Most cards capped at cmc of 5, with majority of cards 3 or less in order to minimze late game bombs.
The cube is also designed so that it can be drafted (standard, rochester, winston, winchester, sealed), but compromises are made in order to keep it playable as battlebox. No nonbasic lands are included. In order to allow for mana fixing and drafting multiple colors, there are a few possible options:
-after drafting, each player can add up to 3 prismatic vistas and a total of up to 4 vivid lands (and any number of basics) to their deck.
Additonal Rules for Battlebox Only:
-players start with 4 cards
-no muligans
-player 2 get to start with choice of eldrazi spawn or treasure token
-both players get one free throwback - if the card you draw is a dud, you may immediately exile it and draw a new card.
-players have access to 10 possible fastlands and 5 vivid lands
-lands count as respective land types
----> (Darkslick Shores counts as both an island and a swamp, Vivid Crag counts as a mountain)
-no player may have more than 7(8?) lands in play
Alternative Methods for Lands:
-cards from hand played face down as lands that tap for any color
-cards played face up as lands, tap for any of cards colors.
-set of 10 original duals, and/or 5 trilands (after turn 3, choose between draw or land)
color themes:
-control: esper/grixis/azorius/dimir
-agro: gruul/rakdos/mono red/izzet tempo
-mid range: G,W,R