Mostly Fair Magic!
(405 Card Cube)
Blog Posts (20+)
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Returning to the cube after a long hiatus.

Cleaning up some of the cutesy low-end power outliers in favor of stronger and/or cheaper effects.

I'm also doubling down on a leaner identity for green. No more playing around with Craterhoof and Prime Time. Cheap dorks, big, beefy midrange threats, and toolbox-y selection.

I'm also bringing in a couple Universe Beyond cards. I don't love the concept and some of them are too out there for me to ever really dig, but I'm trying some out and seeing if they cause me any irrational angst.

Mainboard Changelist+48, -47

So, this one's a bit of a doozy.

Firstly, I just wanted to remove some cards I wasn't loving such as Hogaak (who just required too many cards to leverage consistently) and Tinker (which still created polarizing non-games even without the untouchable bombs). Well, Hogaak was a cool build around card and I wanted to replace it with something similarly cool. Welcome, The Gitrog Monster and his land-loving buddies. Jund Lands sees Wrenn and Six, Crucible, and the like make its way in while also ushering in the return of personal favorites: Wildfire and Burning of Xinye.

And then there's the perpetual problem child: white. I wanted to spice my white section up a bit. That started out by leaning into a Humans sub-theme in Abzan and then expanded into a Reddit post in which I was turned onto a number of possibilities including: Boros Artifact Value. This is a super fun-looking archetype that may fall entirely flat, but that seems like a risk worth taking.

I also buffed up Aristocrats because I missed it.

Okay, so some of the most powerful and/or interesting cards from Adventures in the Forgotten Realms and Midnight Hunt are here. Most of these are fairly obviously worth a bit of testing.

In addition to those additions, there are a few major overhauls to the cube.

Since removing Reanimator from the cube, I've found the graveyard to be a terribly underutilized resource pool. I'm addressing this two ways: One is to just weave a bit of graveyard value throughout the cube with strong enablers like Stitcher's Supplier, Faithless Looting, and Thought Scour alongside payoffs like Hogaak, Volrath's Stronghold, a Goblin Welder package.

This ties into two other changes to the deck. First off, Value Tinker is here! Tinker and Welder combine to create big value loops with fun cards like Myr Battlesphere, Scuttling Doom Engine, and Bolas's Citadel. Second, Urza's Saga is a really powerful card, but it didn't have much support in the cube. So, I've added Trinket Mage and increased the amount of targets the two cards have with aggressive cards like Shadowspear and Signal Pest and value cards like Chromatic Star and Mishra's Bauble.

Finally, I've also removed all of the Mythic Double-Faced Lands from the cube, replacing them with more traditional utility lands. Nothing against the flip lands, I think they're a unequivocal boon to any deck that picks them up, but most people that drafted the cube felt like they were pretty low value draft targets. They make decks better, but they felt uninspiring in during the draft process.

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