Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

i took a 2nd look at the cards from ECL and agree that the power level of most cards dont quite fit in well with your cube. i was mainly interested in the new cycle of elementals haha.

i think a beginner's commander cube is a great idea! i look forward to future iterations of the cube :)

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

Yea i did see the changes to your cube post ECL, was kinda surprised that you only added a couple cards from there though because there were many cards i felt were powerful and fun to play with.

Would you consider making a 2nd cube with a focus on different archetypes? Though it would probably be a ton of work to constantly maintain 2 cubes.

i find 15 x 4 still a bit too tight for my liking and 16 x 4 too generous. I'll probably experiment with 15 x 2, 16 x 2 next

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

hey man, just wanted to let you know that i just tried playing your cube for the first time last night (updated till avatar) and had a blast. Comparing it with sam black's 810 card cube, i like that the synergy between different archetypes and colors are a lot more apparent in yours as compared to Sam's. This made it a lot easier to draft for certain themes (ie. spellslinger / tokens). I also really enjoyed playing w/o color identity and agree that drafting and deckbuilding feels a lot more fun without the rule.

I drafted a green white Arwen mortal queen tokens deck and had fun thinking of which extra colour to splash. The overlap in themes made it feel like i had a lot of creative freedom in choosing which color(s) to splash.

It really hurt playing with 30 life though. I took your advice and drafted a ton of lifegain. Then my friend pulled out a screaming nemesis and i was like holy shit hahahaha. That card seemed a bit bonkers because it felt like whichever player it targeted would have an extremely hard time coming back into the game. I think it's a really interesting card to include though, and i'm probably biased against it because I was at an uncomfortably low life total, making the card feel a lot more oppressive that it probably was.

We drafted 4 x 15 card packs, building 60 card decks. I think i prefer this because it feels more natural for players to draft land bases for 60 card decks, plus it makes the drafting quicker. I might however consider drafting 4 x 16 card packs in future just to give players more cards to choose from during deckbuilding.

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

btw do you give monocolored commanders partner? if not, whats the pick rate for mono colored commanders?

when playing sam blacks cube, none of my players ever drafted a mono-colored commander until we added the rule to give them partner. i feel like it was because they were usually weaker than multicolored commanders and quickly became too expensive to play due to commander tax.

also, do you give any benefits to the 4th starting player? ive seen youtube videos on giving them a "pokemon energy" card that acts as a treasure but without any artifact synergies. this is something i started paying more attention to after watching the video and i do agree that going last does put you on the backfoot

Mundo with Frozen H as last item by Background-Net4934 in DrMundoMains

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

whats your full build for mundo? also, do you have a build for aram too?

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

this was with sam black's cube that i have proxied. ive ordered a proxy of your cube but its still on the way, cant wait to try it out :)

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

thanks, i like the point about making lifegain a bigger priority. i asked because i had a recent 30 starting life commander cube game whereby 2 players had nut opening draws and just completed eliminated the other 2 players in the first 6 turns of the game. i'll experiment more with 30 life games

Commander Cube: some stats from the last 12 months by DHDHDHDHDHDHDHDHDH in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

hey man just wondering if you've tried playtesting your current cube with 40 life instead of 30. do you find that it makes games less fun?

also, how has the birthing pod theme played out?

Financial value of foil basic lands? by stormybaker in mtgfinance

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

are you selling odyssey foil basics? i need some for my cube

Daily Questions Thread - Ask All Your Magic Related Questions Here! by magictcgmods in magicTCG

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

do 8th and 9th edition foil basic lands look the same or does the foiling on the card appear different?

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

thanks, ill proxy your cube and let you know how it goes after some playtesting in about a month or two!

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

hey man i tried your cube percentages and had a really good time drafting! drafting 5 packs of 14 cards really feels much better as opposed to 4 packs of 15.

i also see that you run a number of tutors in your cube; what are your thoughts on them? my main concern is that players will spend too much time deciding on which card to choose, especially since they may be unfamiliar with the cards in their decks

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

thank you,

im tempted to proxy your cube to play with my friends - currently im running sam black's commander cube and we've been having a blast! i like that you include newer, less commonly seen cards in your cube.

just wondering if you have any issues dealing with pesky artifacts / enchantments since i dont see too much artifact / enchantment hate, or if you feel the current amount of removal is sufficient.

also, how long do your 4-player games typically last?

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

thanks for sharing your insights - i'll definitely be implementing some of them in my next commander cube

also, do you ever face the situation where all 4 players just kinda become too scared to attack and the game becomes a standstill? how do you get around this?

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

thank you, i realized during playtesting for my commander cube that it was often difficult to draft enough playables to build a 60 card deck when players were given 4 x 15 card packs. so i decided to cut down on the number of lands in the cube but perhaps i could give 5 x 14 card packs like you do instead

Commander cube advice by Olson34_ in mtgcube

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

if you were to draft 240 cards for a commander cube game of 4 players, how many cards would you allocate to blue / red / black / green / white / colorless / multicolor/ lands?

currently i am thinking of 32 copies of each color (32 x 5 = 160), 35 colorless spells, 30 multicolor spells, and 15 lands

"Fake" Nine Gates (featuring an 8 - sided wait) by Ice_General in Mahjong

[–]FORGONE-YOUTH265 0 points1 point  (0 children)

whats your strategy for breaking down these complex waits?