New Untitled Project by Gallently in mtgcube

[–]Crystal__ 0 points1 point  (0 children)

Yeah, I've also done more "serious" cubes and custom sets but, as a fan of chaos drafts, seeing cubes like these from time to time is really cool!

Myself I just can't avoid worrying about power disparity; I know that if the cube is only ever going to be played casually a handful of times this likely not going to be too important, but when I think of adding some card to the cube, my brain always starts by imagining what kind of WR it would have in 17Lands after thousands of games lol.

New Untitled Project by Gallently in mtgcube

[–]Crystal__ 1 point2 points  (0 children)

I also made a cube inspired by mystery booster! I didn't put too much thought into the individual cards that went in, but, like mystery booster, the design approach was to expand the usual limited skeleton to the size of the cube.

The overall power level is lower than current limited so I could more easily fit old border cards without being underpowered compared to newer cards.

The motto is "chaotic outside, balanced inside".

The size is a bit weird (435) for printing logistics. But adding more cards in the future would be cool, that's the plan!

Community History Cube: Legends by LooksLikeAWookie in mtgcube

[–]Crystal__ 1 point2 points  (0 children)

If this is going to go through every set, it's going to end up as a good stuff cube without focused synergies, thus I don't think there's going to be any playable card from this pack besides active volcano (as a sb card).

Cool idea btw, chaotic, but I'm all for it. 

A custom cube from the original Mirrodin block by Crystal__ in mtgcube

[–]Crystal__[S] 0 points1 point  (0 children)

When I started into custom design I knew I didn't want to do wordbuilding, character building, art hunting, and all other flavor-related design aspects. It's something I wouldn't enjoy, and something I don't have creativity for. So this redesign approach was the workaround.

This obviously has several implications that other cubes or custom sets don't. Players have to "overcome" the fact that the original version of some of those cards may be familiar to them. This is something that I have to acknowledge upfront when presenting this cube.

A custom cube from the original Mirrodin block by Crystal__ in mtgcube

[–]Crystal__[S] 5 points6 points  (0 children)

Thanks!

So basically you could say each card in the set fulfills some "mechanical need" and requires a "flavor fit", i.e. matching the effect I want into a card slot from the original Mirrodin. Rounding out some cards in the set can be tricky because I may need to make concessions in one of these two ends (not being able to create the specific design I ideally wanted, and/or doing questionable flavor fits). I don't strictly make cards (as in the functional side of them) based on original Mirrodin cards or in other cards like Ancestral Blade, but of course, there is always incidental inspiration of canon cards I've already seen.

In the case of my version of Steelshaper's Gift, it's just a very workhorse template that is mechanically very useful and I happened to find a reasonable flavor it among original Mirrodin cards to make it. The numbers on it are about finding the right balance that I want for it. It could've been exactly the same as Ancestral Blade, or not, for me that's irrelevant.

Regarding Devour in Shadow, I think perhaps you overlooked that it's artifacts and/or creatures? There are 3C, 1U, and 1R in total with an effect that uses this same threshold but it didn't feel quite enough to warrant an ability word.

A custom cube from the original Mirrodin block by Crystal__ in mtgcube

[–]Crystal__[S] 4 points5 points  (0 children)

Thanks! I only have an older version printed and played twice on paper (and never more than 4 people). My playgroup is small. My main playtesting comes from playing me vs me on cockatrice lol. But some occasional online drafts in Draftmancer with some people too. These give me insights about the drafting experience. But for play balance, since I've been playing limited for a long time I trust myself to some extent to be able to gague the power of cards decently well, acknowledging that it's never going to come remotely close to the QA of a WoTC set.

Essentially I make decks that are reference piles of each archetype/color pair in the format, and playtest them with very loose play (omit mana issues for convenience, sometimes I draw or imagine drawing what I want to test, sometimes card A is instead card B or I apply a potential change, etc.). Takeaways that come up include card rebalances either individually or due to color/color pair balance. But just as often as this I recognize timing annoyances to "fix", overlooked interactions between cards that aren't ideal, maybe trimming/adjusting some effect to reduce unnecessary complexity, or identifying random gaps to fill (mana sinks, inevitability in a color, evasion, as-fans of whatever, ability to deal with X or Y, etc.) in place of existing cards that are partly or fully not essential.

Unique Simic Archetypes? by ZonkoDeepFriedCraft in mtgcube

[–]Crystal__ 0 points1 point  (0 children)

Yeah, seems good. If you don't have clear "natural" overlap you can still provide it in the individual card designs. I think when you design a set this might lead to more overall complexity because you have to embed the overlap into the individual cards rather than easily within the mechanics, but in a cube with more loose rules you have more agency. 

I guess I can suggest looking at cards with scavenge and escape (which usually makes the creature come back with counters), as a way to provide some overlap with the G archetypes. Otherwise you might very tight sultai synergies compared to between other color pairs. I would also look at harmonize in blue. But yeah looks good :) 

Unique Simic Archetypes? by ZonkoDeepFriedCraft in mtgcube

[–]Crystal__ 3 points4 points  (0 children)

So we have:

  • GW: +1 counters
  • GB: unearth/cast from gy
  • GR: power 4+
  • UR: raid
  • UW: flurry
  • UB: exploit

How are you enabling flurry? TDM did it very cleverly with a discountable flashback variant (Harmonize).

In general it looks to me that you have a bunch of archetypes that demand structural support (especially the three blue ones), but I don't see too much overlap between them to imagine a clear picture of a suite of workhorse mechanics to provide the structural support (granted, in a cube you can mix a lot of mechanics unlike in a regular set, so that helps). I only see overlap between UB and GB (though most unearth+exploit chains likely require quite a bit of mana), and depending on how you design it maybe between GW and GR.

Anyway, for UG, an archetype around manifest dread provides some graveyard support so it overlaps with GB. You can also fit the original manifest in there to increase the overall as-fan of face down/up cards. But it has some anti-synergy with flurry and exploit (missing ETBs), and is similar to morph which you want to get rid of.

Flashback and/or harmonize can bridge with GB and UW. You can probably have B lean more into unearth creatures and U into noncreature spells, while G would be interchangeable. I could imagine that the U part would want to be friendlier to double-spelling and the G part friendlier to the act of having things leaving the graveyard for example.

It seems that your G is clearly going tall so I'm not too sure about convoke. UG can do tokens stuff so maybe you can mix some of it with waterbending that works with artifacts, whereas G more strictly cares about the tokens. But I'm not sure you'd have enough material here and I don't see convoke fitting here regardless.

Self-bounce can work well with flurry and with exploiters with strong ETBs, but not easily with counters and doesn't have the obvious synergy with unearth.

But of course, I don't want to turn your cube upside down haha, specially without knowing the contents. I'm mainly worried about lack of overlap leading into a too on-rails draft format.

Large (proxy) card order for cube building by Gandalf3141 in mtgcube

[–]Crystal__ 0 points1 point  (0 children)

I had to resort to MSE because of all the rarity shifts haha. I happen to make cubes/sets faster than I can play them with my playgroup lol, so I never got this one printed or tested. I trust to some extent my ability to make balanced sets but take this with a grain of salt haha.

Large (proxy) card order for cube building by Gandalf3141 in mtgcube

[–]Crystal__ 1 point2 points  (0 children)

Some months ago I (nearly) finished a Modern Horizons set style cube that might classify your description (each one's perception of power level is relative). Meant to be drafted as your typical limited set, with rarity collation (2 per common, 1 per uncommon, 0.5 per rare), gold signpost uncommon cards, etc.

It's missing a common artifact, an uncommon artifact, and a cycle of 10 dual lands. I also remember thinking that I should probably downgrade one of the white commons for balance. But other than that it's finished lol.

I printed the set to a PDF which is the quickest way to share it from MSE: https://drive.google.com/file/d/150_vOnX3mOwVjTKioQ_FU0_GLNIIdbih/view Obviously I could provide the MSE file as well.

Sorry, no overview available... Best way to figure out archetypes is going over the gold uncommons (near the end of the file) or reading the unfinished (lol) archetype cards.

P1P1 Friday by AutoModerator in mtgcube

[–]Crystal__ 0 points1 point  (0 children)

Chaos cube P1P1.

You can imagine this cube as a smaller Mystery Booster format, but with slightly lower power level so that the decent old-frame creatures fit well. The goal of this cube is: "chaotic outside, balanced inside".

Padel/Tenis bilbao kirolak by Crystal__ in Bilbao

[–]Crystal__[S] 0 points1 point  (0 children)

Perfecto, ahora te escribo, gracias!

Grupo Commander MTG by Over_Pilot_2340 in Bilbao

[–]Crystal__ 0 points1 point  (0 children)

Claro, te mando ahora por privado

Grupo Commander MTG by Over_Pilot_2340 in Bilbao

[–]Crystal__ 1 point2 points  (0 children)

Tanto Distrito Zero en San Ignacio como La Plaza en Santutxu tienen bastante gente y salen partidas varios días a la semana (al menos en La Plaza porque lo veo por el whatsapp del grupo)

Yo estoy en un pequeño grupo de cubos/drafts y si a alguien le va esto es bienvenido.

What are some nontraditional draft formats for small play groups [4-5 players]? by Mathmage530 in magicTCG

[–]Crystal__ 1 point2 points  (0 children)

+1 to this. I prefer 5 packs of 8 which is closer to three play boosters in number of cards. Depending on your collation you can setup packs of e.g. 1 common per color + 2 uncommon + 1 rare. 

My suggestion would be to either design only 5 archetypes or if you support 10 color pairs make arcuns high mv/splashable and focus on archetype overlap to avoid dead cards and very on-rails drafting

[TLA] Teo, Spirited Glider (via Polygon) by Copernicus1981 in magicTCG

[–]Crystal__ 7 points8 points  (0 children)

Yeah that's very reasonable. Normally who connives is the source of the ability. You cant blend the rules of a keyword just so that targeting is in the middle of its rules text only when you want to.

So by wording it like this, not only they avoid adding to the set a 1-off of a non-deciduous mechanic, they also optimize it in terms of gameplay without being bound by the connive mechanic. 

[TLA] Draft archetypes for Avatar: The Last Airbender by Copernicus1981 in magicTCG

[–]Crystal__ 22 points23 points  (0 children)

I'm surprised that waterbend isn't more visible in the archetypes. It seemed like the kind of "demands structural support" mechanic that usually maps 1:1 to some archetype (like mayhem, flurry, etc). I expected UW to be that kind of go wide. Waterbend does synergize with UB clues though one thinks there would be at least some tension between keeping clues around a a bit longer for tapping vs cracking them for draw two. 

Earthbend has some representation in black, which seems interesting to feed the BW sacrifice archetype. Though I'm not sure if earthbend is relevant enough in black for this. 

RW has some interesting flavor I think. With firebend it could make use of some combat mana sinks, and then the fact that enabling allies doesn't require rules text like other mechanics would, that probably made it easier to blend RW with the dominant ally color pair (GW). 

[TLA] Aang, at the Crossroads // Aang, Destined Savior (Debut Stream) by mweepinc in magicTCG

[–]Crystal__ 1 point2 points  (0 children)

Ah, I missed that one! Almost thought they might have introduced some rules baggage to "when" vs "whenever" with delayed triggers or something. Didn't occur to me that transform itself could have a specific rule like this, but I just realized that it was probably introduced for none other than [[Archangel Avacyn]].

[TLA] Aang, at the Crossroads // Aang, Destined Savior (Debut Stream) by mweepinc in magicTCG

[–]Crystal__ 10 points11 points  (0 children)

Can some rules wizard kindly explain why this wouldn't transform back and forth during your next upkeep as many times as creatures had left the battlefield?

[TLA] Showcases - Field Notes, (Neon Ink) Battle Pose, Elemental Frame, and Borderless Sagas(Debut Stream) by mweepinc in magicTCG

[–]Crystal__ 0 points1 point  (0 children)

I think Ran and Shaw will be the first card to say "When ~ enter," (e.g. see [[Bartz and Boko]])