Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-
I've come up with a set of guidelines that I've used to put the cube together and make revisions. They are of course merely guidelines, though I at least ask that suggestions follow "replace X with Y because Z" and try to preserve the card ratios.
-
1. The cube has 90 main deck monsters (20% or 18 are normal), 45 spells, 45 traps, 20 fusion monsters, 20 synchro monsters, and 20 xyz monsters. The numbers of monsters of different levels/ranks follow a curve. When swapping out cards, try to swap out cards with those of the same card type and level.
2. For cards that only interact with a particular type, attribute, archetype, or mechanic, the more representation the better.
3. 'Adapters', or cards that enable play of other cards, are healthy for the cube in moderation; this can include fusion substitutes, cards that change type/attribute/level, or generic search effects.
4. Cards that require specific other cards to work (like fusion spells) should have multiple usable combinations, unless a 2-card pair is worth the trouble of assembling or offers something unique.
5. Favor cards that disrupt players over ones that restrict them; the former is interactive and the latter is not. Restricting cards that do exist should at least require setup or offer plenty of chance to be played around.
6. Even in the cube cards aren't made equal, though their overall power levels should still be considered, and with context. For instance, the cube has plentiful ATK/DEF modifiers and attack stoppers while hard removal is kept more rare and costly, and self-summoning effects in the main deck are prevalent but are generally meant as means to an end.
The thing is, from playing with the real-life version of the cube I've found 'typical' fusion comes out to be a hoard-or-ignore thing where the spells aren't compelling choices anyway without already having materials, subs, and/or search; I've found they tend to naturally end up funneling to the few that would want to put them in their deck anyway (aside from the more splashable ones like Instant Fusion, Future Fusion, Super Poly, or Claw of Hermos).
Some fusions do inevitably end up being sided out for being unusable, though the same goes for synchros like the Synchron Warriors or xyz like Photon Strike Bounzer.