cube colorwheel

Silly and Flexible Cube

By HeadinPants

Score: 1

Timeline

Draft this Cube Open pack Create Sealed Copy

Description

The goal of this cube is to never have a game play out predictably and rarely have a player be forced to pick something they don't want to.

Themes of note: Cascade, Storm (mild), Tribes, Cycling, Charms, Learn, Landfall (mild), Mutate (mild), Creature Heavy Prominent Tribes: Goblins, Elves, Humans, Zombies, Wizards, Birds, Cats, Vampires, Ninjas, Dragons and Dinosaurs

All lesson cards are excluded from the draft; more on that later.

Instead of drafting with 3 traditional pack sizes, it works like this:

Each player gets 4 packs with a number of cards equal to the number of people in the draft times 3. Once each pack has gone around twice, the players have an additional option for the third and fourth picks: they may choose to not take from the pack, and instead take a random card from the top of the cube (this is part of why the cube has such a high card count). Once every player has taken a third pick, the leftover cards are discarded face-up for all to see. Aside from this and the lesson rules (next paragraph), the draft functions as a traditional draft.

Once the drafting period is done, every player goes through their picks to see if they have any cards with Learn. If only one person does, the player with learn cards (hereafter referred to as teachers) can pick 7 lesson cards of their choice from the lesson stack. If there are two teachers, they each pick 7, but they must negotiate over any cards that both of them want. If it comes to a standstill over any of the cards, they must take turns picking from them face up, with a coin flip or die roll determining pick order. If there are three or more teachers, then each teacher gets a stack of 7 lessons randomly, and they are passed around counter-clockwise as a secondary draft for the sideboards. This page lists all the cards I currently have listed in the cube but do not yet have copies to put in.

Building notes for self: Each color needs 120 monocolored, colorless should have 100 (excluding the lands), and the 150 gold cards need even color distribution with a margin of error of one mana cost symbol. The spells that have a second face that is a land count towards the color of the spell in question. Lessons and lands that are excluded from these counts produce the following additions:

  • Lands: 60
  • White: +4 (124)
  • Blue: +4 (124)
  • Black: +4 (124)
  • Red: +5 (125)
  • Green: +5 (125)
  • Colorless: +62 (162)
  • Gold: +13 (163)

  • --> W: 66 +6

  • --> U: 71 +1
  • --> B: 67 +5
  • --> R: 79 -7
  • --> G: 77 -5

Plargg, Dean of Chaos  Flip and Restorative Burst  Flip keep getting sorted as one face rather than both, so -2 gold, +1 red, +1 green.

Tribal distribution rules: Each 1 color based tribe must have 25 - 35 cards of their creature type in their color and cards outside their color that specifically interact with their creature type.

  • White-Humans: 52 (Limit -17 / -27)
  • Blue-Wizards: 62 (Limit -27 / -37)
  • Black-Zombies: 44 (Limit -9 / -19)
  • Red-Goblins: 38 (Limit -3 / -13)
  • Green-Elves: 41 (Limit -6 / -16)

Each 2 color based tribe must have have 20 - 30 cards of their creature type in their color and cards outside their colors that specifically interact with their creature type. Dinosaurs and Dragons can have 25 - 40 total, but their individual counts are unimportant so long as they are within 5 of each other.

  • Azorius-Birds: 31 (Limit -1 / -11)
  • Dimir-Ninjas: 22 (Limit +18 / +3)
  • Rakdos-Vampires: 26 (Limit -6 / +4)
  • Gruul-Dinos/Dragons: Dinos 23, dragons 21; total 44 (Limit -4 / -19)
  • Selesnya-Cats: 34 (Limit -4 / -14)
  • Also I need to take a tally check on the ninjas in the cube

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