Prolific Mage
Design 4
Balance 4
Basically just a Thrumming Bird. Proliferate is just a mechanic I love and so I was pre-emptively designing support cards in the hope I one day make something work with it. This was open design space for a nice clean card so I took it. This needs to be a bit more card to get any love in the homemade cube meta presently but with good enough design surrounding proliferate synergy this card might get there.
Quarry Taskmaster
Design 4
Balance 6
This is the sort of rounded generic design that goes a long way in cube. This is pretty safe, both in terms of tempo and in terms of facing off against removal. It is hard not to get some value out of this. Equally, it is hard to avoid getting utility as well. You can play a card like this anywhere and it will be fine. You can play it with synergy stuff and it will elevate everything. It might sound like I am bigging this up a lot but I am actually not that enamoured by this card. It even does some work as an overlap card that ties some synergies together which is somewhat the holy grail for limited card design. My main issue with this card is how generic it feels. It is just so middle of the road. The design is entirely through the lens "what will make this cube playable" and it shows. There is a sort of inelegance here that you only get when you try and do art and come at it through AI or capitalism. This is that tepid unsatisfactory card that is never bad but also never that good. It is filler but rather than being that good supporting cheap clean filler we find at one and two mana, this is a four mana filler card that just gums up games. This gives loads of minor options which eat into peoples thinking time all the time. It is also good healthy game progression on all the fronts sufficiently that this is generally extending games. It is putting up a fight without being much of a threat. It is refusing to roll over and die while also refusing to put anyone else out of their misery. Really cards like this should be contained to the three slot where they don't pack quite so much punch and thus don't add quite as much drag to the game. This is a very similar sort of card to Seasoned Pyromancer but at the wrong point on the curve. In isolation there is nothing too wrong with this card, arguably it is helping the format by being a crossover tool, but in practice I need to try and steer clear of making and including cards like this. I overdid modal cards, then I overdid sagas, and now I see I am just hiding that sort of jazz in cards like this.
Ramosian Champion
Design 2
Balance 4
Because rebels went so well when Wizards did it.... I was looking for fun things I could do in white and I have enjoyed trying to fix bad mechanics. Well, let me tell you how hard I failed to fix anything with this little experiment. Easily the fastest selection of cuts I have made to the homemade cube. I drafted them on outing number one and immediately cut them. Normally I at least let other people have a go on busted stuff I plan on cutting if I discover it first but these were so bad and in so many ways. I made rather too many and a lot of them were problematic. This is one of the most reasonable of the rebels. It is one of only a couple I would even consider returning to the cube unchanged. Sadly the rebel mechanic comes as somewhat of a package so the failings of the others are passed onto this. Regardless of how playable this may be, without the appropriate support (neither too weak nor too potent), it cannot receive play. That might well be no bad thing as this is probably just an inherently parasitic and bad mechanic that I should hope to exclude its like from the cube. This particular card is fine because it isn't assured threat or value and is fairly easily answered in tempo efficient ways. It isn't great design. It isn't exciting but at least it isn't directly problematic. Moving on and we shall see some that are...
Ramosian Engineer
Design 3
Balance 4
Another of the better attempts. I like how the powerstone feeds into the ability and how this is clearly one of the weaker cards in isolation but becomes a reasonable support card when you get appropriate pieces. If I somehow manage to fix this little package of recruiting rebel cards then I will certainly look to have one that creates some helpful powerstones and will likely not stray far from this as the design, if at all.
Fighter
Design 2
Balance 2
There needs to be a Savannah Lion within the rebel series and this is it. Not egregious by itself but certainly very dangerous. A reasonable low drop beater that turns into a potent card advantage engine as soon as required. This card kindof does it all just so long as you have playable Rebels to find. As such I need to either tone down the recruitment mechanism entirely or have it be different on different cards. The latter widens the design space but will also tax the players a bit harder and require clear differentiation else there will be loads of little mistakes in game.
I wanted to mimic cascade as closely as possible as it is a well loved thing to do. The problem is that you know roughly what you are getting rather detracting from the excitement. It is also a little too powerful as it stands. Typically you just work your way up the curve extracting the cheap rebels from your deck and ensuring your most mana efficient. Done like this you are effectively just paying W to draw a card, not to mention adding flash and uncounterable to the thing. The difficulty I am having with working out a fix for the Rebels is that they have to be viewed as a whole. Rather than keeping a card in mind I have to keep a whole load of cards in mind at once, and I am not very good at that! I will try and fix these but they are pretty low priority due to my low expectations, the size of the task, and the high chance that the mechanic is fundamentally flawed to begin with and not worth pursuing!
Ramosian Grappler
Design 1
Balance 2
This one felt wrong in several ways. One I think is just the general unease at the rebels. The other main issue I think is the statline. This just feels wrong as a 1/3. It makes the card more suited to task but that probably isn't too important. The card is mostly supposed to be flavourful rebel filler. Tappers are not the most fun to play against. Especially ones that don't have a mana cost to use. This is the sort of snowball card that can take over a game. Equally it can be one of your weaker hits on the rebel recruitment plan. This should be less robust, or less cost effective. Not to mention having the recruitment mechanic calmed down. It is very possible it just shouldn't be a card at all.
Ramosian Informer
Design 3
Balance 3
A bit too much value here. The fighter was too good because it was pressure into value as and when. This is too good because it is pretty raw value and is reliable on that front. Kill this an you are behind. Don't kill this and you are liable to start falling further behind. I love the flavour on this one so I'll try and keep something resembling this but sadly it will be rather calmer. Perhaps a clue instead of a draw. Perhaps only a single shot recruitment, or otherwise nerfed recruitment.
Ramosian Martyr
Design 1
Balance 1
This was the biggest mistake of the lot. It would likely still be unreasonable even if it couldn't recruit itself. I thought I was just making a cute little take on Selfless Saviour but no, this is far far worse. The main issue is that this is a one drop and the recruiting mechanic makes it very easy to specifically find this if it is in your deck. That basically means all your active rebels have two and tap to get protection. It is pretty effective protection too being able to get passed colourless effects and become unblockable through creatures of multiple colours. It is typically a game breaking play either countering their critical removal or forcing through a big swing. So many things about this card need to change for it to be close to viable. It is probably easier to start from scratch and I very much doubt I'll try either. This was such an egregious card that no one is anticipating its return in any form. I would describe this as oppressively not fun.
Ramosian Reinforcements
Design 3
Balance 3
In principle I really like how this fits in with the rebels. Something about the card just failed though. Perhaps it is the way the recruit mechanic makes flash seem a lot less valuable? Perhaps it is just an aesthetic thing and I need to do better art and flavour for the card. More likely the failing is having all of the cards trying to be a thing and a rebel recruiter. This is the problem with cards that are so intrinsically linked - it becomes really hard to clearly focus on the issues with any one card and see what they are and their causes.
Ramosian Scouts
Design 4
Balance 3
In principle I like this too but I think that is mostly just being a big fan of relatively vanailla dorks that come with maps. They just seem to play really nicely. I would prefer this simpler and cheaper and without the recruitment mode, or even the scaling option. It is all just messy and overly redundant value as it stands. The only concern I have with all these changes is that they then just start getting in the design space of the other map dorks I have designed. I like cards to occupy as distinct a design space as possible where no redundancy is demanded. Whatever the result, if I do end up reworking the rebels, there will be a map rebel among them.
Ramosian Tactician
Design 1
Balance 1
A card highlighting my inability to multitask. Simple spelling mistakes all over the shop! While not as bad as the one drop that gives protection this is certainly a shocker of a card in so many ways. Instantly being able to flop out a ward and lord dork is pretty egregious. It can mess with combat and removal and even if it doesn't, it is still a big or lord enabling you to slap real hard with your rebels. The templating is a massive fail too, all rebels including himself get the ward, the others only get the pump... It didn't need to be worded in such an unclear way that is bound to cause confusion and misplays. There is little right about this card.
Ramosian Warleader
Design 2
Balance 3
Not the most oppressive or worst designed of the rebels but none the less a pretty boring card. I was trying to hit the big fighty top end rebel who should be flashy and exciting. This guy is just annoying. He has annoying abilities but if you don't try and fight him he is just a Hill Giant. This fails as a card in its own right in addition to being part of the greater failure that was my attempt at rebels! Lucky guy. I've missed the mark with this guy so much I don't even have the first inkling of how I might even attempt a fix. I do quite like the easthetic on this one at least... Keep the art and name and rework all the gameplay elements is the fix here it would seem. The property equivalent of knocking the whole thing down and rebuilding something different on the plot of land.
Rebirthing Pods
Design 3 (execution bringing the mark down as conceptually I like the design)
Balance 2
Well, I am starting to get a bit better at making fun cards but I do seem to suck at balancing them. That in turn makes them fun cards for only one of the players.... I have managed to since rework this and get it to a far more reasonable place where the power level is acceptable and where the fun isn't too compromised. This is now sorcery speed and is unable to come back from the bin itself. I think the costs are tweaked as well. It is quite a historically black effect that doesn't feel at all out of place or unreasonable in green. We could go into the various reasons this version as shown is a card with an undesirable play pattern but it doesn't sound like the best use of time on something so obvious and now also so irrelevant!
Reefer
Design 4
Balance 3
Lots of misses in this printrun! A cute fun little card with niche uses at best. Not entirely sure what happened to the text on this image, the card doesn't have text merging with the stats box! Technically this is a blue Savannah Lions with upside which sounds impressive but ultimately isn't. Blue isn't super weenie tempo and whenever it is it tends to be much more flash creature based. It neither has the muscle or the removal to back up small ground beaters. And the upside here is hard to make useful. It is somewhat at odds with the card. Mostly this is a mana and a card to make a Treasure or a Savannah Lions. Very few decks want both of those things and only do quite extreme decks want either half. This is the sort of thing I can see an Aluren combo deck wanting, not anything you make in cube formats! Perhaps one day I'll use this for something cool but for now this will mostly gather dust in the reserves pile.
Regrown
Design 8
Balance 7
Laughable to think about now but when I first played magic in 1995 Regrowth was held to much the same esteem as Demonic Tutor. They were premium tools you played whenever you could. Regrowth held water in cube in the early days too. The fall off since then however has been shocking. The card is unplayable in cube without combo and hardly good when it is there. Put simply, Regrown was an attempt to make Regrowth a cube viable spell. This is somewhere between a Serum Visions or Consider, and a Regrowth. Early on this is still card quality rather than a dead and narrow card. Later on it increasingly powerful card selection. Critically it is not a targetted spell and so cannot be fizzled with a bit of graveyard interaction. Quality of life spells like card selection effects become unplayable fast when they start having demands or risks of their own. I thought this might be a bit over powered but it turned out great. It probably is a bit good for some real formats and should probably only be surveil 1 if it were ever made real. When it comes to my cube however, with its already high consistency and only limited deck space that it wants to give up on cards that mostly just cycle, then this is pretty spot on. It is card quality that has a little more to offer. It has recently spiked a little in use too, being a good graveyard support tool.
Rigged Route
Design 4
Balance 7
I figured I should make some tribal non-creature stuff for the recruitment novelty. This card is fine, all be it a little dull. It has that Seal of Answer problem but it isn't the most oppressive of those by a long way with plenty of counter play options. It sits in the acceptable part of that spectrum at least. Mostly this just lives and dies with the rebels. It is playable by itself but doesn't have too much in the way of bonus synergy that it offers. It is more that it is sufficiently boring and lacking in good play patterns that ensure a card like this isn't making it in without the whole package.
Seal of Viability
Design 4
Balance 6
Speaking of Seals that don't play well... I am actually yet to try this one out. I feel like it is as close to a balanced Seal of Counterspell as you can get. I have tried a lot of different ones and they were mostly bad, which, in addition to the fundamental notion that "Seal of Answer" cards are pretty bad for enjoyment, really isn't a good place to be. I made this as I felt compelled to "get it right" after so many failed attempts but I am in no rush to play with it. I don't think it will be exotic or exciting. I don't think players will be pleased to see it. It is probably fine, it probably out performs Negate or Mana Leak pretty consistently, but not by a lot. Not enough to edge it to the broken. It is just a little tedious. I don't find it that hard to design countermagic so have never found myself short enough to top up the ratios with this one. I am sure it will get its chance but I can't see myself being excited about that unless I get some cool enchantment synergies working.
Sengir Knight
Design 6
Balance 5
I love an adventure card and those where the adventure feeds into the dork in question are some of my favourite designs. There is certainly a lot I like about this card however there are also some concerns or design inelegancies that limit how high I can rate it and how excited I can be about it. Basically any instant speed X spell that can generate a load of stuff is a concern. By itself it is pretty harmless, it is just the kind of card that winds up limiting your design space. I have since made a load of blood synergy cards in my 5th print run and this dude is now set to jump from being a cute utility filler dork to an absolute support house. He can be a high tempo play when you discount rate cast him thanks to blood generated elsewhere. Or he can be the wild injection of blood that allows one of your other blood payoff cards to get all abusive, this is the more dangerous aspect of these two now facets but it is a both thing so it is all concerning. All told, the adventure should likely just be a fixed number of blood for a fixed cost. It may even need being made sorcery. This too would help fix any future issues with your various Tolarian Academy and Disciple of the Vault style designs I might create too!
Shockshaper
Design 8
Balance 8
Grim Lavamancer walked an impressively fine line. A true design triumph of a card, one of only a tiny handful of creatures that have lived a long career in magic and have remained playable throughout. Never bad, never broken. I have been chasing that. Lavamancer has done such work that it feels like a red staple. If there are not red dorks that can shoot stuff then it doesn't feel like magic. I have a good few goes so far at the Lavamancer and this is comfortably my favourite. I think I need to word it better, pretty sure there are rules exploits in this but beyond that it functions very nicely, and indeed very like Lavamancer. A little more expensive to offset the greater ease of fuelling. Critically however, easy enough to fuel that it is a viable early tool. Perhaps I should have named him an Advocate in some way as he is very much inspired by that set of cards in Judgement.
Sky Pirate
Design 4
Balance 5
This is better than Swiftspear which probably means it is too good. Turns out committing crimes is exactly what decks that play cards like this are good at. This is robust and a persistent source of evasive damage. It isn't quite broken, there isn't the quality of finishers to capitalize on this kind of one drop beater. Equally it is quite the narrow beater, the Boros builds rarely want it. Gruul isn't touching it. It is really just and Izzet and mono tool. All those factors combine to make this a card I am not thrilled about. The evasive prowess stuff should mostly be contained in blue. The 1/2 prowess + thing one drop is a pretty sweet spot for design but this misses the mark somewhat. Wizards seem to have made the best ones by a good margin thus far and my attempts to replicate fall short.
Small Sticky Head
Design 7
Balance 4
One of those little gizmos that winds up being a great support card in some archetypes. This was made without specific purpose. It felt a bit good if made clean but it also looked unplayable as soon as you raised the mana costs from what they are here. Normally I hate fluffy bells and whistles on cards but the untap penalty somehow seems flavourful here. It rounds off the card nicely and just helps balance it a little better. I have not run this card much in the cube as yet. Partly because I am a little tight on space presently and want to use that space to test more critical cards first, but mostly because this is more of a combo tool than anything else and I have not put much in the way of combo in the cube for this to work with. The high synergy builds might use this well but if that is all that is supporting this it will likely be too narrow a card for cube play.
Soul Chamber
Design 5
Balance 2
Oops. The search for the balanced Blood Artist is still at large. I felt like I might have cracked it with this one but no, not really. Broadly this felt like a more polar Bastion of Remembrance. Bastion is hard to remove and that makes it one of the best in slot for that kind of deck in other cubes. It is pretty horrific to play against however as it is just this looming clock. This is almost always crewable when you want it to be and all safely unmanned the rest of the time! It is also doubly oppressive being all creatures and not just your own. The crew cost needs increasing else it is in no way a limitation on the card. I am not even sure how much I want a sacrifice synergy for the homemade cube. I was mostly just using actual cubes and archetypes as templates. I have plenty of synergies in black now that I could just drop all the cards exclusively for the Blood Artist style decks. They can be frustrating to play against as well as with. When the cards are hard to get right it is often pointing to a larger problem, such as a dud archetype. I might try a larger dork with a double drain trigger but that is likely where my exploration of this archetype ends.
Soul Vault
Design 8
Balance 7
I think The One Ring is a bit of a shame in that it is partly amazing design. It is then spoiled by being far too pushed for really any format. This was my attempt to steal the good bit of the card and then properly balance it. I feel like I did a pretty good job. There are a lot of card draw tools in the format, black with a lot of those. Most of the black ones come with a life cost and so this is nothing new. I'm not even sure it is the best of the black life for cards cards, but it does seem to be the most fun. Tap draw to draw with no immediate penalty is just so alluring. And when it is three or more cards it feels like such cheats too. You need to win with those extra cards quickly or support the Soul Vault in other ways - typically ways to get it out of play before the tax hits too hard. Unlike many of the card draw tools this needs a helping hand, either lifegain or a way to get it out of play. That or at least archetypal support, say a red deck that is confident it is winning with the influx of cards before the life payment is relevant. You might then think other card draw tools are getting more love, but no. This is just too enticing and thus one of the most played. This is just as fun for you as a One Ring but it is a whole lot more reasonable for everyone else. I don't normally like it when I rip off an existing card so directly but in this case I think mine is a sufficient improvement that I am OK with it.




























































