Superwulfi's Powered 6-Man Vintage Cube
(432 Card Cube)
Superwulfi's Powered 6-Man Vintage Cube
Cube ID
Art by Mark TedinArt by Mark Tedin
432 Card Powered Vintage Cube3 followers
Designed by Superwulfi
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Mana Pool$25132.62


Welcome To Superwulfi's Powered Vintage Cube

This is the 6-Man version for our local playgroup, the 8-Man version can be found here: https://cubecobra.com/cube/list/ubnq
The original idea was born by our enjoyment of the Magic Online Vintage Cube, so this could be considered a close relative of that Cube. It's of course tuned to my personal and our group's preferences, with some custom cards from Caleb Gannon's Cube thrown into the mix, while maintaining familiar archetypes and strategies.

It's drafted with 4 12-card packs per player, mostly because I don't like cards wheeling twice (remember, this is for 6 players) and it has been great, which also explains the 430 cards, in case that number feels odd. This way 1/3 of the cards gets left out during each draft, just like with a 540 Cube in an 8-player pod.

For shuffling and making boosters, I use an adapted version of this method (highly recommend!): https://www.reddit.com/r/mtgcube/comments/34fet8/novel_method_for_shuffling_a_cube/

Archetypes & Combos

This is an ongoing project of course and there's at least a few changes almost every week, so this might not always be up-to-date, but I do want to highlight at least some of the possible strategies to perhaps serve as a guide for new players joining our group, as well as providing some insight to the design philosophy. Why not all of them you ask? Well, this is Cube after all and in Cube, the world is your oyster. The point of cubing might just be to draft what gets you excited, rather than what's good.
Most of the things in here are quite powerful as is anyways and I'd say it's probably very much geared towards power-maxing, with some notable exceptions, namely Bribery and Time Vault, which I consider strictly non-fun. They either win the game outright, or do nothing at all, with Time Vault being on the extremer end of that and Bribery less so, but still...

Twin Combo



This section should really be called U/R Tempo, because you don‘t really need the Combo anymore. With the arrival of cards like Ragavan, Nimble Pilferer and Murktide Regent it really isn‘t necessary. It has fallen out of favor with me quite a bit and might well be cut in the future, but for now it‘s still here. Generally, you just want cheap interactive spells, such as Abrade & Remand and eventually some cards that generate card-advantage, such as Snapcaster Mage & Expressive Iteration. It's all about efficiently grinding out your opponent, or just finishing them off with a 2-card-combo of course.

Doomsday


This is the general package. Cantrips obviously work wonders, especially "free" ones like Frantic Search & Gush. Delve cards help out with the Inverter angle, to thin out your graveyard. Doomsday can of course be used to facilitate other combos and Jace, Wielder of Mysteries can win quite quickly on it's own in a control shell.

Lands



Crucible of Worlds actually isn't in the Cube at this point, but it's the first of its kind, so it stands as a respresentative. Of course, cards like Wrenn and Six, Ramunap Excavator, Conduit of Worlds and even Life from the Loam can serve the same, or at least a similar purpose. I like lands, so there's a lot of support for it in the Cube. I especially like the Custom "One with the Universe", which you can see by hovering Glimpse of Nature in the list. From the obvious Dark Depths combo to cards like The Gitrog Monster and Slogurk, the Overslime, there's really lots to do within this archetype. The 540 version even supports Scapeshift combo.

Reanimator


A classic one, which used to be kind of bad in Vintage Cube, until the arrival of Archon of Cruelty and more recently Atraxa, Grand Unifier. It's quite untuitive. Put a big creature into your 'yard and bring it back to life with any of the reanimation spells. Since so many of the creatures in this cube a geared towards working in both Reanimator and Sneak Attack decks, I've recently added Flash, which is quite cool and has already taken a 3-0 in its first appearance.

Sneak Attack


Another Classic, which also pairs well with Reanimator, but can certainly do its own thing. Simply choose one of the three cards above to put a big meanie into play, preferably the 4th card shown above. You could play this as a 2-card-combo in pretty much any deck, or go full combo mode, with acceleration and tutors to try to get there quickly, but generally I find it best in a deck that can somewhat control the game, until you're able to unleash your monsters.

Artifacts


Similarly to lands, this deck can do a whole host of things. Goblin Welder & Daretti, Scrap Savant are obviously synergistic, but you can also go the Upheaval route. The 540 version has Thopter Foundry/Sword of the Meek combo to further expand the realm of possibilities and (for now) some juicy cards to potentially combo with, such as Paradoxical Outcome & Paradox Engine.

White Weenie


Ah yes, the best deck, that nobody wants to draft, but if you're just starting in Vintage Cube, this is a good entry point. It's easy to draft, most of the times not hotly contested and - as claimed by many of the regular trophy leaders on Magic Online - probably one of, if not the best archetype there is and it's certainly no slouch in this version either with the addition of the Initiative creatures. Besides that you get your typical cheap disruptive creatures (commonly known as "hate-bears"), the best and most universal removal spells, as well as a very fast clock.

UW Control (Cheons)


This deck quite simply attempts to answer everything with white's universal removal spells and blue's counterspells, until your opponent runs out of resources and you finish the game with a planeswalker or whatever. An archetype that is not too heavily loved in my experience, but I still think it's well situated in a format, where everybody just tries to pull off the most broken combos, just to get completely wrecked by a timely counterspell. Not only that, but what makes this deck so (potentially) great is that it has answers to literally everything. The only issue being, whether you can answer things on time or not, but then again, you can't have it all.

B/x Disruption


One of my personal favorites and many draft wins under its belt. The discard spells are very strong in an environment with lots of combos, taking away your opponents crucial pieces, or slowing them down enough so you can win before they do. There're many possibilities in terms of drafting this deck. You can splash all sorts of goodies, such as Kolaghan's Command, Tidehollow Sculler or even Grist, the Hunger Tide, but the premium cards here are definitely the 1-mana discard spells, which is why I've added Dread Fugue to the 540 version. There's other ways to disrupt your opponents, for example by pairing Braids, Cabal Minion with either Bitterblossom or Ophiomancer. Dauthi Voidwalker does lots of work against many decks by itself and can be devastating, when combined with discard. And of course you can just make a 20/20 Flying, indestructible token on Turn 2, with Dark Depths, Urborg, Tomb of Yawgmoth and Vampire Hexmage.

Red Deck Wins (Burn)


Not much to say here. Play cheap creatures and hit 'em in the face, until you can finish them off with burn. Of course pairs decently with white as well, but I generally prefer the streamlined approach, although this is cerainly not my favorite thing to do. It's not called the fun-police for no reason. Still a powerful and mostly underappreciated archetype, as well as another good way to start out if you're unfamiliar with the combos and archetypes, although the cheap burn spells are a bit more contested in general.

Mono Green Ramp


Another archetype I personally find very boring, which is why lands has received so much support. However, it can undeniably do some stupid stuff. Whether it be searching up a fattie with Natural Order (which now also gets Atraxa, Grand Unifier mind you), Channel out an Eldrazi on Turn 2 or just ramp into "Tha 'Hoof". Rofellos, Llanowar Emissary and Gaea's Cradle can generate ludicrous amounts of mana very quickly. Although green is generally not know for consitency, you do have access to some tutor-effects, such as the aformentioned Natural Order, as well as Green Sun's Zenith, Finale of Devastation (which also doubles as a finisher) and Crop Rotation to get your Cradle.

Storm


Actually, what the name suggests, isn‘t here anymore, at least not how it used to be and I never thought I‘d reach that point of actually cutting my favorite archetype, but I feel like it just can‘t be sustained anymore. It‘s too hard to draft, meaning getting all the right pieces and way too easy to disrupt. And almost besides that, the power creep of Magic has made this deck almost slow in comparison to a standard aggro deck. So what you can see above is what little there‘s left of it, which is a combo in and of itself. The first three can win on their own, Oracle is pretty much just backup in case of an Eldrazi and can be substituted for Jace, Wielder of Mysteries as well. There are still some „Storm-style-cards“ remaining, such as Dark Ritual and Frantic Search, because they actually do stuff, but if you‘re looking for Yawgmoth's Will or Tendrils of Agony, you‘ll be disappointed at first, but happier later, because you won‘t have to go 0-3. You can thank me later! ;)

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