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It's months away but thinking about CubeCon has me excited to resume building here. I don't know where I left off but I'm close to playtesting it.

Prizefight is meh. Moment's Peace is too complicated with a shared graveyard. Catacombs is great and we'll see.

Needs more bulk beefy creatures.

Some of these cards are only okay. The Capenna charms feel underwhelming. Crack Open is a silly way to spend a turn. It should be Titan of Industry and/or (Colin) Mockery of Nature every day.

Hypersonic Dragon might come back. I feel like that card embodies what it is to play Type 4.

At a glance, too few effects in the cube drew cards. In a format with no lands and no costs, card draw is extremely valuable, so I want to limit it, but not completely neglect it. Kothophed, Soul Herder is a perfect card for this, since it can draw you lots of cards and also probably kill you.

I think Woodvine Elemental might be weak but we'll see. Also Ludevic isn't the strongest creature but it's not likely to get countered. Spiteful Visions, Font of Mythos, and Howling Mine are all game-warping effects and it'll be fun to see how those play out.

Ultimately, here are some more cards that put cards in players' hands.

What was I thinking? Why did that matter? Blue has too many overall cards and I'd rather have bigger creatures in Green and Red.

It's difficult to imagine a world in which there's any real sense of balance among colors in the cube, but it's worth trying. Again though, does it matter? Maybe there's some sub-game going on where if you cast three spells of the same color in a row then you get a little bonus. Making a note of it here.

Also I'm wondering if Gleemax is no fun, so I'm getting rid of it.

Mainboard Changelist+1, -0

More threats still need to be added, but in the meantime I'd like to experiment with removal and interaction that cares about card colors.

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