Evan’s Official M12 and Innistrad Cube Update!

Oh yes! It’s so good to be back! I’ve been working my tail off at SCG, and that cuts into my cubing. But I’ve taken a look at my cube, shaken off some chaff, kept it the same size while adding a total of 39 new cards!

Ready to see what’s changed? Let’s go!

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Announcing: The Space Cube Project

Submitted & Written by Dan Cunningham

Do you like Magic?  Of course you do.  Cube drafting?  Probably – I haven’t found anyone who doesn’t.  How about Sci-Fi?  It’s not a far-fetched to say that sci-fi fans and magic fans have a bit of overlap.

Back in 2007, the mothership ran a “What If?” Week.  One day they wrote about Space: The Convergence.  It was as if Magic was designed with not fantasy flavor, but with sci-fi flavor.  Of course, this was just a what-if, right?  Wrong.
Introducing:
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What is the Space Cube?
The Space Cube project is a (hobby non-profit) redesign project that turned a Magic Cube into a science-fiction card game. A modern spaceframe was created as a counterpart to the modern Magic frame and certain keywords were changed – and many more invented. Where the original mothership article states that spells instead become teleport, we call spells orders. Planeswalkers were introduced as generals, fighting on your side for galactic domination.

What cards did we redesign?
As a starting point we focused on the cards in wtwlf123′s cube, on mtgsalvation.com. We’re trying to update our cube as he updates his.  Once we finished that, now we’re also recreating other cards. The Photoshop template is available so that you can make your own cards, and cube.

Will the Space Cube be sold or otherwise available?
NO. The Space cube will only be available as digital renders as long as we receive no takedown notices. It falls upon you to print your spacecube yourself for personal use.

Please visit us on our thread at mtgsalvation.com, check out our visual spoiler.
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A Peasant Stroll Through M12

This is a guest post written by James Lennox-Gordon who you can find on twitter. If you’d like to contribute to cubedrafting.com, contact evan dot erwin at starcitygames dot com.

With Innistrad on the horizon, Magic 2012 is fast settling into its role as the core set that will oversee Standard for the next year. The mythic titans return once again alongside a bunch of new Planeswalkers and various other format defining cards like Solemn Simulacrum and Skinshifter . We here at The Peasant Cube however concern ourselves not with mythic bombs and spikey rares, but with the strong – if not necessarily sexy – workhorses of the set. And while the set if full of good, fascinating and staple cards with black and silver expansion symbols, below are a selection of some of our favourites along with other peasant-legal cards that we think are among the most interesting. Both old and new are present and we’ve provided a brief commentary on the card along with a suggestion or two for alternatives.

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Official Mirrodin Besieged and New Phyrexia Cube Update!

The biggest cube change in years. I know I say that often, but this time, let’s get some stats:

Over 100 cards dropped!

EVERY color now 10 cards smaller!

HUGE sea changes in multiple colors, strategies abandoned, strategies reborn!

Let’s go!

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A Planeswalker Section, or Hacking Rarities

As I’ve written about before (or as is obvious from a look at my list), I only run one planeswalker per color. The reason for that is that I, and the people I draft with, don’t like how game-dominating they can be. Planeswalkers are powerful in constructed, and can be even more so in highlander limited, where you can’t have four Maelstrom Pulse or Vindicate.

Gideon JuraWe’d rather see one, two, or none per draft, and certainly not more than two in a deck, and that’s what leads us to limit the number that can be the in cube as a whole. However, I find it kind of soul-crushing (I know, rough life) to realize that Gideon Jura doesn’t get a spot, and that likely no blue planeswalker ever will get a chance, no matter how cool. It also bothers me philosophically, because I like the power level of the cube and run other broken cards – Umezawa’s Jitte, Sol Ring – but I just don’t love the games that occur with tons of planeswalkers.

One possible solution I’ve been thinking about lately is to group all planeswalkers into a section, and then to add a number of cards from that section to the draft pool to suit your tastes. Of course, this doesn’t work for cubes that use the entire card pool in each draft (as in 360-card cubes supporting 8 drafters), but for larger cubes or smaller groups, it’s a possibility. For example, we might end up with around 20 cards in the section, and then could add 3 from that section to a Winston draft pool.

This method is really just a way of assigning certain cards a higher rarity than others, and you could use it for any card type you found overpowered or stifling- equipment, fast mana, or color-fixing lands. I haven’t tried it out yet, and I’m not sure I will. But I wanted to throw the idea out there, and ask if other people have done this, or if you use any other method of making certain cards rarer than others.

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There Can Be Only Ones

This is a guest post written by Glenn Jones, courtesy of his new blog. If you’d like to contribute to cubedrafting.com, contact evan dot erwin at starcitygames dot com.

So here’s my first post on one of my favorite hobbies: cube design.

I like to design different cubes for pure entertainment, although I rarely build them after designing them because the fun of the exercise was in the design. Plus, it’s a lot of work to put physical cubes together! Among the ones I’ve designed in the past are an all-creature cube, a Spirit-themed cube (think Kamigawa plus other interactions/Spirits throughout Magic), and a mono-blue cube (with artifacts of course).

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First Four Picks #26

Click Read More to see the pack & vote in our poll! Read the rest »

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Strategies for Success in Cube Drafting

This is a guest post written by Doug Lambert. If you’d like to contribute to cubedrafting.com, contact evan dot erwin at starcitygames dot com.

I’ve been playing cube drafts for about three years and it constitutes about 90 percent of my time playing Magic. I draft on a regular basis with a group of about twelve players from my local store ranging from low to high skill levels. I also draft with new players and out-of-state friends at pre-releases and PTQs. With such experience, I’d like to share a few of my thoughts about the keys to success in this format. The value of my advice will vary based upon the cards contained in each cube and player preferences, but these insights should be fairly universal and of use to any cube enthusiasts. Read the rest »

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Pauper Cube Drafting, Italian Style!

Sergio, the guy who runs ThePauperCube.com, wanted me to inform you guys of its existence. While it’s in Italian, Google Translate goes a long way, and I think you can certainly get the gist of the discussions and card choices. Just wanted to share!

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No Man’s Land

This is a guest post written by Ben Albert. If you’d like to contribute to cubedrafting.com, contact evan dot erwin at starcitygames dot com.

When I tell people about my Cube I generally get one of two reactions; “That sounds awesome!” or “You’re ruining Magic.” If you have an open mind and want to experience what I believe to be the most fun way to play Magic then continue on.

What makes my Cube so unique is not the composition, although we exclude many cards that are in every standard Cube. Rather, it’s the game play that is different. We don’t play with any basic lands in our decks. This is not a new idea, tons of other CCGs utilize this mechanic but Magic the Gathering being the first didn’t think to include it. I’m convinced that if Magic was reinvented today with the knowledge that we have it would be done this way.

Here’s how it works: players may on their turn exile any one card from their hand and put into play any one basic land. This can only be done once a turn and only as a sorcery, the same rules that apply to playing basic lands. This mechanic does a variety of things to change the way Magic is played, and will I admit not all of them are benefits. However, I do believe that the benefits greatly outweigh any hindrance. The four results of this change are mana-fixing, deck building speed, increased options and removal of some archetypes. Read the rest »

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