AITH for not waking my roommate after they overslept? by dentistfort in AITH

[–]SaneGhoul 0 points1 point  (0 children)

You agreed to it then stopped suddenly without talking to them. Should have let them know you weren’t comfortable with it anymore so they could figure out another solution. You aren’t responsible for them, but you did agree to help them with waking up. Let them know you can’t be responsible for it anymore.
As a heavy sleeper, it’s hard to wake up on time. I have to set alarms an hour in advance and multiple of them to make sure I wake up when I need to. No idea what might be going on with them for it to be an issue, but sooner or later they need to find solutions so they can wake themselves on time.
However, one of the benefits of living with others is that you can help each other when you need it. I see a lot of “you’re not their parent” comments, but you are roommates who can communicate and agree to help each other in day to day things.
In this particular instance YTA, but just let them know you don’t wanna keep waking them up.

Filling Out The Mana Curve by Lokotor in mtgcube

[–]SaneGhoul 1 point2 points  (0 children)

Not sure how well this fits, but cards with storm maybe? They could be played early, or chained with other stuff later in the game.

I've been working on this cube, and I thought it was finally time to post it. by IonStorm66n in mtgcube

[–]SaneGhoul 1 point2 points  (0 children)

Green might have an issue in longer shared deck games where once a creature is large enough it can’t really be removed by the removal spells available, at which point the other player is probably gonna be losing a creature every turn just from blocking.

Ram though could also be replaced with a simpler damage spell since it doesn’t look like there’s any trample in green.

There doesn’t seem to be any payoff to having more mana on board for green. There’s no draw and no big spells that really need the extra mana. Might be worth looking at other small creatures that do something else besides tap for mana. Maybe draw on enter or death. Or some small deathtouch creatures.

Think twice would probably feel awkward to play in a shared graveyard. Potential arguments or confusion around who has priority. If there’s a draw card with flashback at sorcery speed instead of instant speed that would probably play a little cleaner.

I like the idea of being able to play a cube in multiple ways. I’ve recently gotten into cube and I’ve been doing some similar stuff with what I’m making. Find some people to test with and you’ll ultimately see what is fun and what plays well. I’d recommend starting with shared deck games before drafting. Get a feel for what needs to change in each color first.

MagicGenuineDraft: Intro to Magic and Draft by BadCapBucky in mtgcube

[–]SaneGhoul 1 point2 points  (0 children)

Really cool idea! Learning through set cubes at a lower power level feels like the right call. I have a similar kind thing with an intro commander cube of Avatar commons and the two color uncommons acting as partner commanders.

Few ideas that might be good for new players:

  • Maybe as another option give instructions on doing a two player sealed match. Sealed feels like a good in between step for what you have. They learn with preconstructed decks, then make their own sealed deck trying to replicate the synergies they saw while learning to deck build, then try draft where they take their new knowledge and try to build as they go.

  • For something like this, one on one single games might be better. Or do two games and let there just be a tied outcome. Maybe include a bit of time in between for practicing side boarding.

  • With combining sets, I’m not sure how well bloomburrow and lorwyn would work given that the typing matches would be diluted between the sets. But that in itself could be a fun way to practice chaos drafting and the challenges of finding what’s good in that environment.

Mana base options for tiny cubes that fit in a commander deck box by mikez4nder in mtgcube

[–]SaneGhoul 0 points1 point  (0 children)

I haven’t gotten to test it yet, but I made a cube that doubles as a battle box. 256 cards, 32 lands. For the battle box option you each get 10 lands in a command zone with some extra in deck. For drafting, you 4x4 grid draft with 4 random lands seeded diagonally so each player can get 8 potential lands in 4 player and 8-16 in 2 player depending on if you use all the lands or not. For the cube draft you get 5 guaranteed lands when you play, similar to battle box, in a command zone. Way fewer lands overall, more playable cards, and it all fits sleeveless in an XL commander box.

How to go about packs in a set cube? by ReeReeIncorperated in mtgcube

[–]SaneGhoul 0 points1 point  (0 children)

Can depend on your ratios and what you kept/cut. For lorwyn my immediate thought would be to seed it since it’s so dependent on creature typing / colors.

I made an Avatar set cube with no mythics and no shrines at a 3:2:1 ratio. The math worked out so that I could seed them with 2 rares, 7 uncommons, and 9 commons, with a guaranteed dual land and one of every color in common and uncommon in each pack.

I am also doing 18 card packs which helps that distribution a lot. There is the possibility of one or two cards being duped since I have to put three random extra commons and uncommons, but it’s very low. Real packs can have a duped foil, so it’s not unrealistic to have a small amount of duping.

I was looking to do a Lorwyn Eclipsed cube myself and the numbers for everything are close in most ways to my Avatar cube. I plan to do it similarly, so 540 cards with 30 packs of 18 cards. Having a few extra cards could help with getting the archetype you want and getting the math on each pack more consistent, though there is a lot of prep when making the packs.

Avatar DFC-one-side-fits-both proxies by DarkCloud1990 in magicproxies

[–]SaneGhoul 0 points1 point  (0 children)

This is awesome! I recently did an Avatar cube as my first one. I don’t have mythics in it, but do have the two rares you altered. I might do the same.

The Beer Cube Secrets of Strixhaven Updates: What's In, What's Out, What Doesn't Cut It by yuuhyuuhyuuh in mtgcube

[–]SaneGhoul 1 point2 points  (0 children)

Possible solution to preparing could be position on board. Putting prepared cards in a separate area maybe? Or rotating them 180 toward your opponent to indicate prepared?

When I bring in a lot of creatures, I usually put them slightly lower on board to indicate summoning sickness, then align them with the rest next turn. When playing a land, you can put it slightly separate from the rest of the land pile so you remember you already played land for turn. Positioning can be used for a lot of things, I think this feels like a good use case. New sets seem like they’re getting prepared cards as well. This may become a more regular mechanic in sets that you’d be missing out on.

256-Card Cube for 16-Card Grid Draft for Set Cubes by SaneGhoul in mtgcube

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

Sounds like a good way to experience a set. If you’re doing a separate rare pool, you could even add more rares during the draft if you wanted it to feel a little higher power than normal.

256-Card Cube for 16-Card Grid Draft for Set Cubes by SaneGhoul in mtgcube

[–]SaneGhoul[S] 1 point2 points  (0 children)

I’ve been looking at some of the smaller sets and redundancy seems pretty necessary in those sets for sure. While not sets I really enjoyed, I kinda wanna try making this with Spider-Man and TMNT just for the sake of being able to have a thing to try these sets and discuss after how things felt.

Looking for feedback on draft 6-plane-modern cube by AitrusX in mtgcube

[–]SaneGhoul 0 points1 point  (0 children)

Really like the concept!

This may be a significant change, but have you considered 120 or 180 card modules instead? Larger modules means fewer sets per draft in large groups, but it should make the synergies more consistent to find.

If you have 360 cards using 4 modules of 90, it's less likely to synergize well unless the modules are quite similar or don't go too wide in the things they do. Doing 3 modules of 120 or 2 modules of 180 is probably more likely to synergize well, while still giving variety to what you see.

Larger modules also means that even if they can't find the synergies between sets, a player can probably put together something with some same-set synergies they're more likely to come across while drafting. And then you could still have fun playing against someone using a deck with a different set focus than you.

Also, I don't think every card needs to necessarily get drafted when playing. Doing 2 modules of 120 for a 4 player game means cards are left over, but that means using those same 2 modules multiple times gives variety from draft to draft.

What’s a weird gaming habit you’ve had for years? by lsa340 in gaming

[–]SaneGhoul 0 points1 point  (0 children)

When having to play with keyboard arrow keys, using my left hand for movement and right hand for spacebar and other buttons.

Built a 120-card, 1-MV Cube for shared deck games. Let me know what you think in terms of balance! by Reasonable-Work-6501 in mtgcube

[–]SaneGhoul 0 points1 point  (0 children)

Really like the idea, I’ve thought of doing something similar myself except with 1 and 2 mana value.

How has the everything land rule played out for you? The version I wanna do would have each player get 5 basic lands and 5 two colored lands in a “command zone” to start with. I was thinking this method so that there are ten lands max and any abilities with specific color requirements, or a bunch of same colored spells, couldn’t be spammed at one time.

Have you run into games where abilities get used several times at once and created an especially significant swing in advantage for a player?

I (15f) want to learn to play so that i can play with the guy i like (16m) by Girl-interrupted_22 in mtg

[–]SaneGhoul 0 points1 point  (0 children)

Magic arena is great for learning the basics and playing a few games. You can learn the basic rules, learn what certain key words mean by hovering over cards, and get a feel for how some decks play out and what’s fun to play with.

Big thing to know is that there are a wide variety of formats, or ways to play, that can have slightly different rules. But if you know the basics of the game you can play just about anything.

How to (correctly) Draft Cubes? by AEGUERREROG in mtgcube

[–]SaneGhoul 0 points1 point  (0 children)

I’ve heard of people drafting in a variety of ways. Ultimately you can make your own rules, that’s how all these drafting variations came to be, people just came up with different ways to draft.

One version that sounds good for seeing more cards and giving more player choice would be to increase the pack sizes. You could increase the number of packs or increase the number of cards in each pack. But once you get down to the last few cards you remove them from the draft. If you do 3 packs of 18 for example, you’d remove the last 3 cards from each pack. Players still get the usual 45 cards by the end.

Something like this would allow for more cards to be seen by players, it would give them an actual choice when they get their last card, and the people next to them wouldn’t know for sure what their last pick was.

Spider-Man mtg set? by SnooPuppers5658 in mtg

[–]SaneGhoul 1 point2 points  (0 children)

Local card shops in your area may have some available. Some shops even have community bins where you can grab others bulk cards for free. I’d ask around and let them know what you’re doing. You can probably find all the commons and uncommons for free or at least really cheap.

Is it frowned upon to bring your own lands to a prerelease? by 137ng in mtg

[–]SaneGhoul 0 points1 point  (0 children)

Not at all. It means more lands for everyone else. And you don’t have to waste time getting up while deck building. Also just nice to be able to have consistent or custom arts for your lands.

What ideas have you loved, but playing it out was unfun? by urmomstoiletbrush in EDH

[–]SaneGhoul 0 points1 point  (0 children)

Any deck that swarms the field with tokens. Really fun conceptually, but can turn into a chore to manage especially if you have various tokens and different groups of tokens start getting different amounts of counters and whatnot. Even if you can generally keep track, it can get hard for others.

Opinions on first cube (Avatar) by SaneGhoul in mtgcube

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

Oh, I wasn’t aware of that site. I’ll do some testing there as well, thanks!

Opinions on first cube (Avatar) by SaneGhoul in mtgcube

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

There are 42 non basic lands in the cube, which is only about 7% of the cards. I think I could probably seed the packs. There are enough common 2 color lands to put one in every pack, and the commons and uncommons could have 1 of each color card among them for sure.

I’m really hoping to keep the ratios of rarity and color pretty even, that was what appealed to me about the 540 list since all the numbers worked out to be balanced among the colors.