CMC 3 Or Less Cube
(540 Card Cube)
Blog Posts (11)
Page 1 of 1
Mainboard Changelist+67, -67
  • Dungeons did not prove interesting. All dungeon cards removed. Maybe some other time.

  • Massive edit to remove many cards that did not meet their full potential, but that I felt were worth a try. Many staples of mana value 3 or less have been added to enhance the overall playability of the cube.

  • Tasha's Hideous Laughter is banned. Note to self: Never put it in the cube again. It was only funny the first time.

  • Tri-Land Cycle is complete. An awesome set of 10 lands to go with the theme of the cube.

Mainboard Changelist+54, -54

Where to begin? I feel like it's been a while.

This latest update expands Modern Horizons 2's influence on the cube, and also offers a couple of cards previously omitted from Strixhaven and Zendikar Rising that I wanted to try. It also serves as Adventures in the Forgotten Realms' entry in the cube, notably save for Ranger Class which I aim to obtain.

But above all of that, I am floored by the amount of goodies from Innistrad: Midnight Hunt I wanted to try. The set offered a total of 7 mythics I felt the need to add, in addition to a pile of other great cards. Depending on how these cards perform, Midnight Hunt could stand out as one of the most impactful sets in the cube.

In changing up the cube, I've decided to start taking the direction of powering the cube up with the many all star cards out there that are missing, as my budget allows. This update distances the cube further from a heavy commitment to underperforming archetypes such as GW Auras, BW Aristocrats, and Morph.

Upcoming list edits will focus on power ups and tuning the archetypes to be more subject to a player's interpretation; for example, the BW Player can try a number of generic, higher performing strategies instead of being constantly tempted to fall into something specific like Aristocrats.

And, finally, the lands update. In lieu of having some underperforming cards, I added more dual colored lands and now have 15 man lands in the cube ready to make their impact.

I haven't had a lot of time to test the cube since the last update. For Modern Horizons 2 I focused on cards that I could afford and that would make an outstanding impact on the cube. (Maybe someday, Ragavan. I just can't right now.)

The three multicolored uncommons removed are all easy upgrades. As the cube has gone through edits and improvements, these cards have become less and less impactful.

When I initially did this edit, I did not yet have a Kasmina. Now that I do, she is included.

I initially considered trading out Oko, Thief of Crowns for her out of concerns of power level. Oko, while still extremely powerful, is missing an element of why the card is so oppressive in all other formats it has been banned in. Oko's power level is still arguably above what the cube's average level is, but with the mana value restriction this cube centers around, it has lost a lot of opportunity to turn the opponent's large investments into 3/3's. Some instances of gameplay have even found this to be a disadvantageous option to the Oko player. Though definitely one of the top cards in the cube, Oko still does not feel as oppressive as I feared it could be, and will stay in. Instead, the underperforming Merfolk Skydiver will be removed for now.

My decision regarding Oko has turned attention to a card that performs in the opposite way to it. My goal with Oko was to include it with the hopes that it would finally find a home in a non-high power level environment. On the other end of the spectrum, Divine Gambit is a removal that is infamously bad. With the downside of allowing an opponent to cheat something into play mitigated by the mana value restriction of this cube, I am hoping I can give a terrible card a home just as I did to an absurdly powerful card. That said, I am swapping out the underperforming Return to the Ranks for Divine Gambit, in hopes this piece of removal finally has a place to shine.

With the release of two new sets, some old friends depart for now, and some relatively new additions fail to retain their spot. All cards removed with this update will remain in the bench to potentially return later.

Most notably updated in this edition is RW, with a host of five newcomers to the multicolored slots, and White seeing the highest amount of changes in its card pool. I hope to see the RW equipment archetype more heavily focus on card advantage, an opportunity I constantly see in the color pair.

This update also introduces Double Faced cards to this cube. I had previously avoided Double Faced cards in the past for personal and admittedly irrelevant reasons. In future updates, I may return to older sets and introduce cards that were missed as a result of this decision. I feel the Kaldheim Gods, as well as the two planeswalkers from Strixhaven, were an exciting opportunity for me to get over myself and continue to bend the rules of "Mana Value" 3 or less. Someday when I get over that terminology change, I may rename the cube itself. For now, I'm going to let my decade long history with Magic show my gray hairs. (Just kidding, there are no gray hairs, I'm balding.)

Mainboard Changelist+77, -77
Mainboard Changelist+559, -0
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