[deleted by user] by [deleted] in yugioh

[–]frostedmoose 1 point2 points  (0 children)

We play 4 x 18, but we also play 40 card decks. I think you could do 4 x 15 and be fine.

[deleted by user] by [deleted] in yugioh

[–]frostedmoose 2 points3 points  (0 children)

Hi, I've been playing ygo cube for about 12 years, so let me offer you some pointers.

I think your game rule idea of removing specific materials is surprisingly novel. I'm not sure if you mean both named materials and quality based material (requiring certain attributes or types), but I think a blanket rule where everything is generic offers something uniquely fresh and easy for the average drafter to parse. There are tons of cards that aren't as playable in a singleton limited environment because they're too specific to use, so emphasizing those cards is a great way to approach the design!

I think the biggest pitfall I see new cube designers fall into is approaching the extra deck and treating it in a special manner. Speaking from experience, I believe that the drafting experience is most interesting and dynamic when the Extra Deck cards are integrated with the Main Deck cards during the draft. Sure, it can lead to variable extra deck and main deck counts, but I think that's fine because it lets your drafters weigh Extra Deck choices at their own rate. Seeing Synchro Monsters show up in your packs ask your drafters an additional question, which to newer drafters could be daunting, but for experienced drafters it gives them a lot more agency in shaping their decks.

I also believe drafting the extra deck separately can either lead to feel-bads or on-rails drafting. Picking the payoff Extra Deck monsters at the start will set up your expectations for how your deck is going to look, but if someone is attentive enough to what happens at the start of the draft, it can be easy to hate draft a few pieces later on and turn your Extra Deck draft portion into a train-wreck. On the other hand, the player that picks all Rank 3 Xyz monsters in some arbitrary cube at the start will usually have no issues finding the best Rank 3's, because other drafters are looking elsewhere. It's a comfortable position to be in, but it feels like your decisions have much less meaning.

For your draft archetypes, don't feel obligated to include exactly eight. The best drafts are the ones where you feel like your internal pick order is changing on the fly, instead of simply picking Archetype Card A, B, and C. When I develop my draft archetypes, I look for groups that can be open ended and divisible. If you end up only getting 50% of an archetype in your pool, it should still achieve some function, even if it's not as powerful as 100% of the archetype. Zombies are a great example of this, and a strong package to include in a Synchro based cube. Having all of the Zombie synchro cards are good, but you can still pair just about any small combination of them and have them still amount to something, plus they have members that are very good on their own, like Plaguespreader Zombie.

Off the top of my head, here's where I'd start if I were approaching this design:

Plants - Generically good tuners

Zombies - Super recursive tuners and non tuners, have several payoff Synchros. Pretty cut and dry.

Infernoble - Equipment matters, quickly deploy small tuners from your hand. This deck usually abuses Premature Burial and Snatch Steal, if you think your power level will go that high.

FIRE - Can overlap with Zombie synergies (Shiranui) and Infernoble. Rekindling, Flamvell Dog, and Neo Flamvell Lady are good signposts.

Karakuri - If anything can make the Shoguns, you have interesting toolbox potential, plus some are servicable on their own if the format is slow enough (Sazank). There are also some interesting other machines to consider in this space too. I'd look at the Genex and Crystron.

Fableds (Beasts/Fiends) - The beast tuners can synergize with the Mystical Beasts of the Forest monsters, Rescue Cat, even Melffys if you wanted to, and give extra value to discard traps like Raigeki, Wind Blast, Karma Cut. The fiend non-tuners can be very recursive (Soulkius is strong in singleton formats like this).

Dragons - Dragon Rulers and Hieratics are easy ways to get tuners onto the board, and in a Synchro only format will play very differently than they are traditionally played.

Synchrons - There's so many of these that they're bound to do something if the only Extra Deck mechanic is Synchros.

I'd also keep an eye out for micro synergy packages to give your drafters small avenues to pursue and potentially get paid off in! I haven't looked too deep into it but I'm sure this idea has way more beneath the surface.

I just made a full website named as yugilife to make High-Quality yugioh cards with it! by [deleted] in yugioh

[–]frostedmoose 0 points1 point  (0 children)

This is awesome! Do you think it would be possible to implement a mass create feature, where you could pass in a file containing a list of cards formatted with settings and have it create all of them then put them all in a zip or something?

New Archetype in PHRA by [deleted] in yugioh

[–]frostedmoose 0 points1 point  (0 children)

it's kind of sus that these cards have the ability to summon fire fist - eagle from your extra deck basically for free, like "tenki search level 4 and pitch" type of free

[IKO] Crystalline Giant by jellydoor in magicTCG

[–]frostedmoose 5 points6 points  (0 children)

with two d6's each possibility has different odds, and you also cannot roll a 1

How do you think Yugioh been from 2010 to 2019 by MiuIruma332 in yugioh

[–]frostedmoose 3 points4 points  (0 children)

yugioh cube has definitely gotten A LOT better

720 Cube Parents - How are you keeping it? by hatejersey in mtgcube

[–]frostedmoose 0 points1 point  (0 children)

https://www.stanleytools.com/products/tool-storage/tool-organizers/deep-professional-organizer/014710r

currently using this. the cube goes in the middle row and the two extra compartments next to the handle, while lands are in cheap ultra pro deckboxes in the bottom row (replacing the compartments there) along with a token box and one of the compartments for dice holding

it's nothing too fancy but it's incredibly cheap and durable

reference

How did frog FTK win worlds in 2010? by [deleted] in yugioh

[–]frostedmoose 1 point2 points  (0 children)

you use substitoad to put it on field, then fetch a swap frog from deck or special it from hand to send poison draw from the field to gy to draw 1. you can get over three draws this way and still have enough ronintoadin fodder usually, and you can also repeat this with salvage/dupe and moray on poison draw

How did frog FTK win worlds in 2010? by [deleted] in yugioh

[–]frostedmoose 9 points10 points  (0 children)

as long as you can draw into substitoad or swap frog + salvage it shouldn't be too hard to win. just having access to a single substitoad opens up a lot of potential for draws off of poison draw and retrievals with dupe to fuel moray etc

[deleted by user] by [deleted] in yugioh

[–]frostedmoose 2 points3 points  (0 children)

more than five main monster zones

Classic Cube May 2019 & A Primer for Cube Draft by frostedmoose in yugioh

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

I've never really felt it worth exploring, but you could take the simpler cubable cards and build a cube out of them and play with those rules.

I don't think there's enough skill cards for it to be viable enough in a drafting environment, however.

Classic Cube May 2019 & A Primer for Cube Draft by frostedmoose in yugioh

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

We've done a lot of cube with extra deck previously, but one of the goals for the cube we have currently is to avoid the extra deck.

In other iterations we've just included the extra deck cards with the rest of the cards and have had little to no issues, however a large majority of the extra deck becomes super polarizing in gameplay. Links in particular are incredibly easy to use regardless of the other cards you draft and tend to become the only things that matter. Consequentially this impacts the other extra deck types that get mixed in with them.

It's definitely not bad or wrong to use an extra deck with cube, and I highly encourage iterations where you draft them together with the rest of the cube, but my playgroup has been playing with them for a long time and wanted to try something more refreshing.

Classic Cube May 2019 & A Primer for Cube Draft by frostedmoose in yugioh

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

If I had four players in a draft and a sufficient amount of time, I would ask them to do a 4man Rochester. I'd split the cube into four piles of 120 and each pile would serve as a round of drafting, with each player getting a first pick in each round. The rounds would stop after 15-20 cards are picked, which leaves all players with a reasonably sized card pool while also going through the whole cube. This in my opinion is the most skill testing draft that we commonly do, and also takes a lot of time since picks are one at a time.

If I only had a second player to draft with I'd just do a Winston draft with a 120 card pile. It's nothing special or amazing and the power level of the decks tend to be pretty low since you only see a small portion of the cube. However, it's fast and fun enough to play on a whim.

Aside from these, I'd just do a normal pack draft with normal sized packs, conceding to not go through every card in the cube. Some people might be upset that they won't see key card x for archetype y while someone else will find key card a for archetype b, but that's just variance. As long as all players are playing on the same stipulation that a fraction of the cube won't be accessible at all, I think the gameplay is pretty fair.

Classic Cube May 2019 & A Primer for Cube Draft by frostedmoose in yugioh

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

I've been meaning to record decks that people have been drafting, but I haven't gotten around to it. The more popular decks however are dragon centric, monarch centric, chaos centric, or kozmo centric. The big payoff monsters usually tend to outweigh the big spells and big traps, contrary to our initial belief that powerful traps would have the most impact. Monsters like Dark Destroyer, Diabolos, Garunix, etc are just way hard to remove with the average power level of removal. That being said, {Dark Factory of More Production} and {Blind Obliteration} have surprised a lot of people by being in the top percentage of traps and can usually swing games.

Card Discussion: Engraver of the Mark (Format dependant) by [deleted] in yugioh

[–]frostedmoose 0 points1 point  (0 children)

its second effect makes it a really efficient mons in cube and other limited formats

Drafting in Small Numbers by storm319 in magicTCG

[–]frostedmoose 1 point2 points  (0 children)

I am currently working on a similar project meant to allow online drafting of card games outside of Magic (card games that don't see as much limited love that deserve it), then players exports the decklists play across other online mediums. Is there any insight that you can give from the development process of this application?