Welcome To The Globe!
Here on the vast planes of the multiverse I invite you to gear up, grab your hiking boots, and get ready to explore! In this format, lands not only take precedent: they are the only cards in the format! Yes, here utility lands take precedent and an mdfc creatures may be your only solution to victory. Below are the restrictions/strategies (??) primarily found in this cube:
EVERY card in the cube must be a land on either its front or back. No exceptions, whatsoever.
Primary win conditions will involve either man lands or mdfc creatures. Prioritizing these or ways to remove/stall them will generally lead to more wins.
Deserts, Snow Lands and Deserts are all present, but primarily function as advantage engines. Use them, but know that the all in payoffs are low.
Tron/Colorless is a fully viable strategy. Going all in on the colorless lands can have some strong payoffs but can require some specific pieces.
Gates: Maze's End is a solid win condition granted you draft enough gates, and having 5 colors can help to play any bombs you draft.
Manland Aggro: Going full into angry guys can have some real appeal, and tends to be shockingly fast. Remember that with Lapland's these games will typically be more turns but the early ones pass significantly quicker.
Land Control: Grabbing key removal pieces and a single big guy can be ridiculous with the right build. This archetype pushes an extreme understanding of card evaluation in this unique card pool.
Thank you for playing, and be sure to leave suggestions!
Cube Update (5/16) !
I removed some of the worse dual lands and added some more signifigant threats to make games speed up. The definition of land gets more and more obscure every day, but so long as a land is on one of the faces I say it goes. In addition, I am also working on a much more focused 180 card version so stay tuned! I will continue to update with FF cards once it becomes relevant. Thank you so much for all of the playtest data! Tried out the cube irl and it was a great time.