15 Card Deck
(198 Card Cube)
15 Card Deck
Cube ID
Art by Amy WeberArt by Amy Weber
198 Card Legacy Cube4 followers
Designed by zorrikon
Owned
$391
Buy
$1,011
Purchase
Mana Pool$984.04

Your deck is only 15 cards and you don't lose to decking. Race or use your resources more efficiently than the opponent.

Table of Contents
  1. Tips
  2. Land
  3. Drafting Methods
  4. Archetypes
  5. Microarchetypes
  6. Current Issues
Tips

Once your library runs out, you’ll want a way to recur your graveyard

Or a mana sink

Lands

I recommend playing 4-5 lands which gives you a 66-80% chance of having at least 2 lands in your opening 7. The ravnica bounce lands are powerful ways to trade tempo for additional resources.

Drafting Methods

For 2 players: 8 Grid drafts, 50 card winston draft, 4 Housman rounds
For 4 players: 3 packs of 7-8 cards
For 6 players: Team draft 3 packs of 7-8 cards
For 8 players: 2 packs of 11

Generally, players will end up with a little over 20 cards. For newer players, you'll want to add cards to the draft to make it more forgiving.

Archetypes

br Sacrifice: One of the deepest archetypes because there's many sacrifice outlets and tokens you don't mind sacrificing.


b Zombies: Often paired with sacrifice or pox-like effects.


g Squirrels: Assemble a pumped up squirrel army, an archetype without enough cards to support it in 40 card decks.


wu Blink: Gaining additional value from your creatures is even stronger when you have so few cards.


wr Aggro: Most of the colors can be aggressive, but white and red have the lowest curves.

Microarchetypes

Because you see a higher percent of your deck each game, it’s easier to assemble synergistic combos based on only a few cards. Many microarchetypes exist based on a single card:

Current Issues
  • There may be too many double pipped cards
  • There aren’t always clear archetypes for drafters and the draft is short, which makes it harder for some people. It’s easy to feel lost while drafting
  • Many games are over before either player has gone through their deck, which detracts from the theme of the cube.
  • Players have a hard time getting cards into their graveyard, which weakens graveyard recursion.
  • The cube has several custom cards and errated cards, but I haven’t clearly marked when a card is errated.

I like the synergy between Wild Growth and the bounce lands with Voyaging Satyr

I didn't like the double pipped cost of Sap Vitality

Deep Forest Hermit might be too good and I like how Deranged Hermit can go to the graveyard faster which is better when you're recycling your deck

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