A lot of the cards are individually good in decks, but there are eleven archetypes for ten color pairs in the game to guide drafters. Chromatic Cube lies somewhere in the middle. This is the dichotomy of Arena Cube and Tinkerer's Cube. Other cubes are synergy driven, which means you may draft a deck that is "on rails" and is looking for a very specific piece to complete your linear, sometimes parasitic, puzzle. Some cubes are pure "good stuff," meaning all the cards are individually powerful, and you take the "best card per pack" in your deck of two or maybe three colors. While Arena Cube is a great overall representation of Cube and Magic, and Tinkerer's Cube involves a great deal of synergistic small pieces to craft a deck with a unique and holistically strong mechanical identity, Chromatic Cube replaces aggressive creatures with mana rocks so we can get to the good stuff: cards that cost more and do more! This is a cube where you pray to Esika to open Ornithopter of Paradise, and Maelstrom Archangel isn’t just a meme. So, I simply applied that cube's philosophy to MTG Arena and its Historic card pool: lots of big-mana decks and a plethora of crazy interactions to help emulate Commander, all in the context of a cube! If you've followed my exploits elsewhere, on Magic Online I created the Live the Dream Cube. The main goal of this cube is to deliver a cube experience unlike Arena Cube or Tinkerer's Cube.
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