BandaBox 3

BandaBox 3 by Shiny_Umbreon

727 cards in Multiverse

149 commons, 201 uncommons, 298 rares, 79 mythics

4 colourless, 93 white, 90 blue, 92 black, 92 red, 94 green,
60 multicolour, 64 hybrid, 2 split, 67 artifact, 69 land

99 comments total

Cube Draft format with custom-made cards

BandaBox 3: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Skeleton | Cycles | Skeleton ver. 2 | Ver. 2 Changes

Cardset comments (7) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On BandaBox 3 (reply):

So, what you are seeing is a Cube draft format, but designed to be a bit towards what I like. A bit less than half of the cards are totally new, although many of these "new" cards are functional tweaks of existing cards. The point is to make a fun format, not necessarily to use my ideas or mechanics.

The format aims to be:

Representative of Magic. It includes many popular cards, so it still has an "I'm playing with historically powerful cards" like other Cubes, but even the new cards are reminiscent of the game as we know it, both modern and old-school. Going a bit deeper, if you look at the flavor of the cards, you'll find references to most of Magic's characters, sets and planes, from Chandra to Jhoira, from double-faced cards to affinity, from Zendikar to Terisiare.

Varied in the decks it supports. There has been a conscious effort to help players play "what they want". Each one, two and three color combination has at least two different kind of decks to play, plus some incentive for five colors or mostly colorless. The themes are also pretty wide, from modular cards with dredge here and there to dedicated artifact decks, plus at least three different combo decks. Finally, some cards here and there are fun-to-try one-ofs, and there are a few very tiny subthemes that can make the same deck drastically different.

Fun. This is the hard part. I had to balance the known powerful decks with the subtle and less-hard-to-build decks, the number of obviously powerful cards with hard-to-evaluate cards, and the decks that just play cool stuff with the decks that rely on synergy. I also made sure both heavily-monocolored cards and gold cards were splashy enough to make people commit to them. If this was done correctly, the format should be very fun to discover.

Although the format was made to have 17-card boosters, you can still get an idea of what one looks like with the flat booster function of Multiverse. Try it out!

Recently active cards: (all recent activity)

 C 
Instant
Counter target spell unless its controller pays {1} for each card in your graveyard.
Threshold – If seven or more cards are in your graveyard, draw a card.
 R 
Sorcery
Target player can’t cast spells during his or her next turn.
Soultrack (If you cast this spell from your hand, exile it as it resolves. When a creature you control dies, you may cast this from exile without paying its mana cost, then put it into your graveyard. It stays in exile until you do.)
3 comments
last 2014-07-10 02:28:23 by Shiny_Umbreon
 R 
Artifact
As Voidstone enters the battlefield, name a card other than a basic land card.
The named card can’t be played.
Activated abilities of sources with the chosen name can’t be activated.
 U 
Sorcery
Return target creature or enchantment card from your graveyard to your hand.
Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
Illus. Jason A. Engle
 R 
Artifact Creature – Zombie Artificer
{t}, Sacrifice an artifact: Return target artifact from your graveyard to the battlefield.
The work of his life was to perfect the world with etherium, but he wouldn’t complete it until after his death.
Illus. Patrick Tang
1/1
1 comment
2015-06-30 09:54:47 by Alex

Recent comments: (all recent activity)
On Divine Judgment:

I was waiting to put these in the changes page to not lose the image reference. I guess I can take off the pictures now.

On Shivan Sparkmage:

Flamekin Spitfire is pretty bad, though. :P

This has been getting tons of revisions, and I haven't played it enough definitely. But it seems powerful in a way red isn't usually (not overly aggresive initially, just a good reward if you plan enough), so I decided to push it more, especially because red is having this problem of having cards that are good but not splashy or attractive enough to pick early. It probably won't end up as dumb.

On Shivan Sparkmage:

Wow. That seems too strong to me. Bloodthirst is reasonably easy to trigger, with evasion or burn or whatever. And in exchange I get... Flamekin Spitfire for 1/4 the price? Kumano, Master Yamabushi for 1/2 the price? Task Mage Assembly for 1/2 the price and not symmetrical? Yowsers. Seems likely to dominate games.

On Ethersworn Zombie:

Needs the old render removing as it no longer matches the rules text.

On Corporeal Possession:

Needs the old render removing as it no longer matches the rules text.

On Gitaxian Extractor:

Hm, the changes here make this rather further away from Jin-Gitaxias, Core Augur. The family resemblance is still just about visible, but it's harder to see.

On Cephalid Trader:

Sweet! Reminds me of Enclave Cryptologist, but without the {1}{u} startup cost.

On Divine Judgment:

Still needs new render. Or needs the old render removing as it no longer matches the rules text.

On Sigarda's Assistance:

I like how a card's combo potential is almost never planned in the design. :P

On Sigarda's Assistance:
(All recent activity)
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