







Lesson learned from making a twobert cube! + Anti-Archetype Cube update.
Lesson learned:
- If it's fun for you and your friends/opponent that's all that matters!!!
- I was told multiple times that having 5 gold cards for each 10 color pair in a 162 card cube would make it unplayable, too on rails, no way to get enough playables, etc. This was simply not the case. Lesson here is that heuristics exist for a reason but aren't the end all be all. Don't let them stop you from at least trying.
- Until you actually play the cube you just don't know how things will actually play out. Fairly obvious but when designing the cube you have an idea how it will pay out but until you actually play it out you can't be sure.
So on that note.
Cube Update/Notes
The drafts have actually been surprisingly flexible. One draft started Simic cascade and pivoted into Izzet lands because the win conditions showed up. Another ended up as Temur goodstuff fighting against a much more synergy-focused UB deck. GW control and Gruul spell-copy have both led to really grindy fun games.
A player who knew absolutely nothing about the cube drafted a functional deck immediately. They went 1-3, but the games were competitive and the losses mostly came down to being light on removal, because they didn't know the removal is weird in this cube.
Blue was a bit too strong. [[Reality Chip]] [[cryptic coat]] and [[tideforce elemental]] dominated so I removed them.
Golgari didn't quite come together and is still graveyard focused so needs to be completely charged. Ideas are welcome!
I think I want to add a bunch of old green control pieces like [[bind]] and move the white counter spells to selesnya.
This will free up boros to change a bit.
Enchantments were actually more prominent than I thought thus I need more removal for them.
https://cubecobra.com/cube/list/062b2c04-c47a-4bb0-8943-a1b260a16f10