Advantages of Lower Power Levels Easier (and cheaper) to find combinations of mutually playable cards Relatively easy to ensure pet cards or favorite archetypes will be prominent features of the format A majority of newly released cards will easily integrate into the environment, permitting a quicker update cycle for highly active playgroups Low-power cubes can easily resemble slower formats like Retail Limited, Standard, or kitchen-table casual that place a relative emphasis on gameplay skills like card advantage and threat evaluation Advantages of Higher Power Levels Easier to conceptualize high power formats since the power outliers of Magics history are usually well-known to Cube designers, they can harness Constructed heuristics and knowledge To build high-power on a budget, designers can simply decrease the average MV of their interactive tools (discard, counterspells, removal), which will invalidate more expensive threats without affecting cheaper threats (in dollars and mana) A slower pace of updates is possible, since fewer cards from each new Magic release will be mutually playable with the existing cube High-power formats can easily resemble fast formats like Legacy or Modern that place a relative emphasis on gameplay skills like tempo and sequencing Other Notes Making incremental, like-for-like swaps to a Cube is a good way to hone in on a desired power level, because those small changes are unlikely to lead to big shifts in mutual playability

For example, if you give your Mother of Runes protection from red, it cant be dealt damage by Blasphemous Act, but damage from Bushwhack still takes it down, provided it comes from a non-red creature
I was the advisor for Magic Origins (more on that in some future week), so Sam and I would meet periodically to talk about the set
Approaching each deck as a single game also provided the opportunity to dive deep into the lore of each, capturing even more beloved moments from across the games storyline that we may not have been able to achieve otherwise