New Cube Concept - Modal Cube - need help! https://cubecobra.com/cube/list/5f60f2ac-cbe6-424e-8f30-ad8b357d40ee
Would love to get your thoughts on this concept. I did research to see if anyone had done this and other than a few very old attempts that weren't quite what I had in mind I wasn't able to find an example. This is a very rough draft so if you have mechanics in mind that I missed I would love your feedback, also looking to cut obvious low/high power cards for balance.
My definition of "Modal" for this concept: The cards must have more than one cost or ability while they are in your hand OR an etb or cast effect that is modal and would realistically (like at least 10% of the time) create a true choice for the player. I'm being a little picky and dogmatic about this. I chose not to include choices that occur as a combat, attack, or endstep trigger. I chose not to include activated abilities once in play (like PWs). I choice to to count "X" spells generically as modal. Quite a limitation indeed!
Pros: More decision trees for the player which creates more immersion and less non-games.
Cons: Difficult to balance, might not be enough creatures for aggro, games might take too long.
Challenges so far: Finding relavant creatures for aggro, finding equipment, solving the manabase, assessing what cards will be broken, relying too much on cycling, not having natural synergies for certain color combinations.
Random notes: Avoiding complicated double sided cards, avoiding mechanics that aren't explained by the card, keeping the power level somewhat low, keeping the budget around $1/card. Trying to balance all color combinations including mono and 3 colors as well as aggro/midrange/control. There are several star trek modal cards coming out soon im looking at but can't add to the cubecobra yet.
Posted Sep 12, 2026, 9:46 PM UTC