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VGCube: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to VGCube: (Generated at 2024-03-29 05:59:07)
Page 1 - Older activity
Fallout: New Vegas. Not sure I'll do both 3 and 4, but I'm a pretty big fan of New Vegas, so this gets a slot (albeit a relatively throwaway slot).
Forgot to mention: Pikmin.
The second ability might be a little on the stronger side, but there's a lot of mana sinks in this format already with Level Up and a bunch of activated abilities.
Super Mario 64. A similar design can probably be achieved with an artifact that just has , : Target creature gets +1/+0 and has flying until your next turn, but I figure this is a more flavorful implementation. Plus there's going to be a fair amount of "tap X artifacts" in this cube.
I figure there's going to be a couple cards from Mario, Legend of Zelda, Final Fantasy, Call of Duty, and other video game series that are extremely popular in the west.
Danganronpa. I'd much rather this slot be filled with a build-around-me blue enchantment, but staple effects will be the hardest to fill while keeping it iconic to the series.
Runescape. Might be a bit of a memory issue along with Callie & Marie, Squid Sisters, so I might change this to just be "blue" or remove the trinket text entirely. Stronger than Domineer, but only hitting artifact creatures is pretty narrow in most cubes.
Dynasty Warriors. Not much to say other than that it makes the now-overcosted Lu Bu, Master-at-Arms.
Team Fortress 2. 2Fort and Badlands are the most iconic TF maps in my mind. This is already way better than a painland, but I've never found painlands to be that powerful. Late-game when you need the card, you usually won't be able to get through with two or more creatures, so this might be a lot worse than it looks. Still very powerful in aggressive decks.
Bioshock: Infinite. It's not a drawback that matters on a game level, but it is a drawback on the metagame level. Most of these lands should be about as powerful as a shock or fetchland.
Pong. I was going to add a counterspell/redirect clause to represent the ball bouncing back and forth, but I figure that's too complex and that there should be simple cards.
Splatoon. will be a more aggressive-oriented archetype maybe. While Callie & Marie themselves aren't super special mechanically, I tried to implement a flavorful representation of the mechanics of Splatoon.
Color-changing shenanigans are usually blue only, but I'm okay with letting red have this effect.
It is unlikely that color of permanents will matter unless I make a MechaHitler design that destroys nonwhite permanents or something.
Deus Ex: Human Revolution. Mostly a flavorful implementation of augmentation. Ux Artifacts will definitely be a thing.
Might be a bit too powerful, but being unable to reanimate the same creature twice (well, you technically can if you sacrifice this after activating the ability) should mean that it shouldn't be too powerful.
Spec Ops: The Line. Basically a mono-color Duneblast that's cheaper to be cube-playable.
Age of Empires.
Horizon: Zero Dawn. Mostly went with flavor-related abilities (foraging, hunting, story-flavored ultimate) for now. Planning on focusing towards that Clock of Omens-esque artifact machine.
Note that if the first ability is countered (by virtue of the artifact/land being tapped and therefore an illegal target), you won't draw the card. It's pretty janky-feeling imo.
Planeswalkers will be added as necessary. I figure Aloy is a good choice because she's been pushed pretty heavily this last year as a gaming "icon" and her game/skillset lines up similarly towards the overall themes of the cube.
Added rarity. It says common on the image mockup, but it should really be uncommon.
Bioshock (1). Probably will combine Bioshock 1 & 2, with maybe Bioshock Infinite as a separate nonbasic land. Big Daddys are cool, but I find Rapture itself a lot more memorable.
There aren't many other iconic Islands in video games. Monkey Island doesn't feel that , and there's not much off the top of my head. Might use other water-based locations though. Swamps & Forests are another hard issue. Viridian Forest and Lost Woods come to mind as iconic, but they're hardly the most memorable part of each of their debut games. Other forested areas like Macalania Woods don't feel very . Swamps will almost entirely be abstract.
Journey. Not much else to say.
Shadow of the Colossus. Admittedly, I wanted Gaius, Avion, or Wander to be a rep, but there will be no shortage of or -aligned heroes as I go through various JRPGs and there are plenty of other iconic big monsters to go through.
Phoenix Wright (series). It's unlikely I'll have another card representing this series because you can't really top this in terms of iconic-ness.
A little pushed, but Cancel is traditionally not very good in limited so this should be a little better.
Professor Layton (series). It's actually really hard to find good, card-suitable art of the Layton series. Not that this isn't good, but I would have preferred one of Layton doing the thinking.
Not so sure about the costing of this sort of effect, but since this is all cube-specific, I can adjust the powerlevel of the cards around it. This is mostly meant to be a strong/fun build-around me for blue artifacts.
Call of Duty 4: Modern Warfare. Another in-game screenshot. It's of the remaster, which is admittedly better looking than the original game. There's a lot of iconic scenes in the CoD series (Remember - no Russian, Press F to Pay Respects, etc.), but this is probably the easiest to make into a spell.
Basically bigger wildfire since there will be a decent amount of mana rocks.
Dragon Quest (as a series; if not, whichever good one I end up not representing).
This is an in-game screenshot touched up to be a wallpaper, so I figure crediting Squeenix should be enough.
Artifacts will be a major subtheme throughout the cube. Not too sure about the archetype, but it'll involve using artifacts for other things like Clock of Omens-type engines.
Devil May Cry (3). I figure iconic or signature moves to represent a series is inevitable due to the amount of demand for noncreature spells there is.
See the card image, not the mockup, for the art.