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Turbo Cube
(416 Card Cube)
Blog Posts (20+)
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anthonymattox posted to Turbo Cube -

Quick fix: I almost forgot I meant to cut Jerren because it has a triggered ability that costs mana! A player pointed this out in a recent draft. It's funny how I just hand waved that as extra gravy and didn't think about it. Crasher gets to hang out a little longer.

Collector's Vault is a neat twist on power. A mox that loots? That's pretty on brand. It's probably not as powerful as eggs that generate two mana, but will probably be very strong in the most powerful decks just because of the number of rectangles it moves between zones.

Syr Ginger, the Meal Ender is a new aggressive artifact threat. The planeswalker text is a bit of noise, but we're forgiving of that in this context. The counter ability is going to be extremely relevant, and who knows, maybe someone will gain a bunch of life to arm (or deflect) an Aetherflux Reservoir

I don't have strong feelings about Three Bowls of Porridge. Vial of Dragonfire already doesn't get played much but this does a little more. (leaving the Vial for now though since there are plenty of easy cuts and I want to make a gesture toward balancing the colors a bit.)

Back for Seconds is similarly a more appropriate version of Wander in Death. The latter ends up just getting cycled and Back for Seconds has some cool potential. Again leaving both for now since the cycler is pretty low impact.

I'm cutting Attunement which I just added out of caution for Cube Con. I want to play more with the cards but the little bit of play testing it's gotten has spooked me. Specifically the fact that it powers up what's already the most threatening strategy with Mystic Redaction and Teferi's Tutelage while digging for win cons.

This includes some long pending updates including adding Chrome Host Seedshark, some new cards to support white hate bears, and a few more tentative picks.

People have mentioned wanting more ways to recycle their graveyard. Transplant Theorist is pricy but effective and comes with powerful looting that might just let players completely stack their deck. Attunement and Holistic Wisdom might do nothing or end up supporting 'combo' decks more than I want.

The cuts are mostly cards that have both been under-performing and un-exciting.

This update cuts some confusing and underperforming cards for some new and speculative things.

Scuttletide and Drake Haven are really appealing to me, especially together and with some other cards like Shadow of the Grave, but never perform and just disappoint. Drake Haven in particular is just confusing how it interacts with the rules change. I think it still has some potential, but not enough to be worthwhile.

Without Weakness and Unburden are two cycling cards which I've never seen cast and I want to cut down on some of the non-cards.

Esperzoa, Spiteful Prankster, and Duskwatch Recruiter are all too slow to be meaningful. Esperzoa is a particularly cool card but doesn't make sense given how fast and combo oriented this environment has gotten.

The newly added cards are all fairly obvious. I'm curious how Salvaged Manaworker will play as essentially a Mox that untaps on your opponent's turn. It might promote some more reactive deckbuilding. Similarly I'm interested in trying Elvish Spirit Guide to give Green more tools against unfair decks, having the potential of interaction on turn 0.

Mainboard Changelist+1, -1

This update has been in the works for a long time and includes a few big changes.

Keep Calm and Make the Cube Bigger

Continuing what I started a few updates ago, the cube is even bigger with this update. 416 cards! The default format is now four packs of 13 cards, giving each player a total pool of 52 cards. I had previously bumped the draft up to 3 packs of sixteen which I think is about the limit for the number of cards that's reasonable to evaluate at once, so I'm opting to organize it into smaller packs.

Because decks end up playing so few lands, pools have felt much more constrained and sometimes struggle for playables. I'm interested to see if larger pools feel more natural and make speculative and sideboard picks more meaningful.

More Lands

The update adds another whole cycle of shock lands, a few more land cyclers, and Horizon lands. I'm less confident in this change, but mana bases in this environment are difficult since the devotion of decks is through the roof. There is very little that costs any generic mana. Pairing land cyclers and dual lands is fun and this is a fairly low cost change along with increased pool size.

More Taxes

While there have been a few taxing effects to punish people 'doing the thing' and decks have had reasonable success, I think it's not quite at critical mass. This adds more support with Eidolon of Rhetoric and Spirit of the Labyrinth and more. I'm a little bit skeptical this is going to end up fun, but I'd love to see more diversity in the environment and force players to build decks to counter multiple strategies. Some of the artifact pieces like Thorn of Amethist and Damping Sphere may end up being always played and just create turn one wins on the play, but I think it's worth a try giving plenty of support for this strategy.

Green Stuff

In the spirit of trying to push more diverse strategies, I'm adding a few more pieces for green decks that include many lands including Fastbond, Summer Bloom, and Horn of Greed. Because of the generally low land count these can't be dropped into just any deck and I'm excited for the build-around potential.

Kamigawa: Neon Dynasty

This includes a few updates from NEO including swapping Future Sight for The Reality Chip, removing the one 3 cost spell from the list. Future Sight is iconic and nice in its simplicity, but was hard to fit into a deck. Containment Construct is a shoo-in. It's not quite as broken as it looks, but has exciting potential.

Mainboard Changelist+1, -0

Moonsilver Key and Jack-o'-Lantern are about as close to 'auto includes' as can be in any Cube I design. Stuffed Bear is just another free creature although it's more difficult to evaluate how effective a free 4/4 is here than might be expected. Cathar Commando might not be especially powerful, but as another modal Disenchant it seems worth a try.

Cutting a free counter spell in Foil is maybe a bit odd, but they've been a bit harder to make work with the high density of artifacts and Foil especially with the low density of lands.

I'll admit I misunderstood Bitter Ordeal and read it as 'permanent cards'. In a format where decks can have relatively few win conditions I like the idea of it and with a few eggs it can still make sense in theory, but it hasn't really worked out.

anthonymattox posted to Turbo Cube -
Mainboard Changelist+1, -1

After the first, and very exciting, paper draft of The Turbo Cube, Thassa's Oracle is immediately, if belatedly, banned.

Combined with Trade Routes, Thassa's Oracle can threaten a win on turn two. More important than the speed, efficiency, or consistency of the combo: the optimal way to play is to only play these two cards, free cyclers, and lands. Something can be dominant but still fun, but building a deck of mostly basic lands, ignoring most of the draft, and mulliganing aggressively to find the instant kill or whiff isn't fun for anyone.

Trade Routes is still an extremely powerful card on its own, letting players dig for other combos or profit in other ways from a full graveyard or discarding, but no other interaction is as 'free'. It also plays perfectly into the theme of absurdity of the Cube in a way that Oracle does not.

Countervailing Winds is another cycling card and efficient piece of interaction that should have been there from the beginning.

The original spirit of this cube was much more to turn complete garbage cards into absolutely broken ones. Why spend all that money on a Moxen when one custom line of text can turn Prophetic Prism into the ultra-mox?

But here we are kind of leaning into the splashy, turbo, nonsensical gameplay here so, at least for now, I'm adding a few truly unreasonable cards. Gaea's Cradle and Tolarian Academy don't need any help, but they're getting it anyway. The real question is, what are you going to do with all that mana? Yawgmoth's Will and Underworld Breach are probably worse offenders as you fill up your graveyard on a whim. While there are lots of ways to cycle and churn through your deck, generating actual card advantage is not so free here, so I expect these cards to be as broken as you'd expect. My playgroup points out that they're likely no better than Paradoxical Outcome and Wheel of Fortune which are already in the cube. If this cube survives, it's future form will probably settle on something a little more reasonable that shows of more interesting effects of the custom rules and all of these will likely come out.

I was encouraged to give Archon of Emeria another look and despite it's symmetrical nature, I think it's worth including for the taxes deck I'm trying to enable for some diversity. Turn one archon might just close out a lot of games.

Cuts are still easy! There are plenty of 'bad' cards still in the cube, and as long as I'm sticking with this power-motivated strategy it's like I don't even have to make choices!

A few changes here and there as I'm finishing up the cube in paper. A few cuts are cards I don't expect to perform well with inflated prices, the rest of the cuts are cards I expect not to perform well, especially with strictly better options, for some new cards, or cards I'd pulled while digging through the paper collection.

Boy is building a power-motivated cube a billion times easier.

I generally don't think including shocks and original duals in the same environment creates the best gameplay. It adds pure variance, and along with fetches creates a lot of minute decisions which technically matter but usually don't. To my taste it adds some busy work and variance.

However, the goal of this cube to do big splashy dumb stuff, and if nothing else, including duals fits aesthetically, even if mechanically it doesn't particularly matter.

Diversifying lands brings the cube back very close to singleton, making it much closer to a 'normal cube' with the one twist.

On the subject of lands, I'm very likely to cut the fetch lands at some point. In this environment with decks of very low land count, and land cyclers which are effectively (potentially more efficiently) fetch lands, including enough fetchables can be an un-fun deck building challenge.

Mainboard Changelist+1, -0

This update includes new cards from Modern Horizons 2. A number of underperforming cards, which largely cost more than one mana are removed. The cube size is bumped up to 384 cards to support sixteen card pack drafts. Since decks can include such ridiculously low land counts decks can often be stretched for playables. I might continue to change the draft structure, increasing pool size.

I'm starting to take this cube a bit too seriously.

Modern Horizons

MH2 includes a few clearly broken cards that play into the theme perfectly including a free brainstom and a few more free artifact creatures.

Void Mirror is a weird one. I'm pushing a bit of a tax deck with cards like Glowrider and Thalia, Guardian of Thraben and this could be another key piece to a unique archetype countering unfair strategies. On the other hand, it might just be a card you always include and sometimes you dump your hand and then lock your opponent out of the game.

I have no idea what to think of Scuttletide, but if it's going to do anything anything, anywhere it'll be here. Dumping your hand for a pile of 1/4 crabs sounds like a good time, and made me wonder why I hadn't included Shadow of the Grave.

Remaining MH2 cards are largely very efficient creatures and removal at effectively one mana as well as free Wizardcycling and Plainscycling.

Random Includes

Thassa's Oracle get's the honor of being the only card unaffected by the cube's rules, but I think it'll be an interesting build around as it's very easy to churn through your deck.

In a cube like this how can we not include Bitter Ordeal? I think at least in some matchups it can be a relevant card. Decks can include a lot of air and a few key threats or payoffs. Chaining a few eggs to strip your opponent of their gameplan seems worth a try and fits with black's efficient removal and hand hate.

Green Ramp

I've decided to break singleton for one card, and it may surprise you.

Green ramping into a giant threat doesn't feel very on brand or even a viable strategy. On the other hand, efficient mana sinks that turn piles of mana into huge boards feels right on brand. Unfortunately there are few unique cards whose costs line up to fit the bill here. I'm adding two additional Jade Mage's and cutting the much less appealing Ant Queen to try to support this. Along with effects like Curse of Predation and Assault Formation and more efficient removal against powerful artifacts, I'm optimistic this plan can come together. I'll throw in a Dark Depths for good measure, a card which really needed to be broken in a new way.

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