>That's actually by design. The five color goodstuff conspiracies from C1 and C2 both had trade-offs. One had a five card stating hand, the other forced you to play all the cards you drafted. This one cuts you off of the powerful utility lands. OK, makes sense. Though in that case, the reminder text should make it clear that the lands will basically lose all abilities except for mana production.
>in limited I'm sorry, but that's pretty much never a good excuse. If you want to create a set that feels like it could actually belong in Magic, you have to remember that formats besides standard and draft exist.
David Long
Well, I got cut off in the middle, but I'll keep posting my cube. The U/B, U/G, G/W, and R/W sections are back in the other thread, if people care to look.
Here's the B/R section. The guy who did this one is a big fan of old-school magic, hence the border choice and the reference to OG phyrexia. This section is a bit parasitic, so it'll probably see some changes in the future, but it's got some great stuff. Phyrexian Birth Priest is another card that makes the reanimator deck work, and Priest of Abcol-Dro is a snap pick for any of the aggressive decks playing black. Everybody calls it Dork Ritual-you know design is good when cards get nicknames.
Kayden Moore
This section almost seems designed to have a black cleric exploit counterpart of seamflogger boss.
Aiden Carter
Now we're moving into the half of the cube that hasn't been played yet, so I'll have less to say. This is the B/G section. It's trying to be as Rock as it can be-Death Echoes is long, grindy value.
The very existence of cards like Paliano, the High City and Lurking Automaton disagree with that statement.
Sebastian Roberts
Here's the R/G section. Swarm is pretty win-more, but it's designed to encourage a very aggressive playstyle-who cares if they get some good trades? We will replace our losses. Most the the swarm costs have gone up through development, though-it's still damn strong.
It sort of was! the idea was that you'd play some goblins, exploit them for value, play some more goblins to assemble some contraptions, then exploit the contraptions for more value. It's had some trouble getting the engine started by itself, but the deck's had tremendous success from just borrowing a piece or two from the other sections.
Jace Cruz
>The very existence of cards like Paliano, the High City and Lurking Automaton disagree with that statement. But neither of those cards are completely busted outside of draft. Guess I should clarify that then: Cards can be made purely for draft, it happens all the time. But one should avoid designing cards that become far more powerful outside of draft, and be aware of how they might interact with other cards. I don't think anyone wants more situations like Grindstone and Painter's Servant.
Aaron Collins
Here's the U/R section. This one was once again designed by my brother and his friend, and it's all about that mad science. I have no idea how this one will play-some of the cards are pretty high variance. Reactive Magic is neat, though.
Isaac Carter
The next pair is U/W. This one has a heavy prison flavor to it-it likes to tap things. You've got not-rishadan port, Artic pouncer, a small cycle of cards that freeze lands, Static Orb, and the mad lovechild of Smokestack and Tangle Wire that is Encroaching Glaciers. This is the section I'm probably most worried about, but playtesting will tell.
Understandable and agreed to, to a point. If I was making a custom set that I was expecting to interact with cards outside of it, I would have had Requiem reference only your own graveyard, and most of the cards probably would have had stricter color requirements to set a more reasonable cost floor.