Fifteen Card Highlander Mardu Messaround
(160 Card Cube)
Fifteen Card Highlander Mardu Messaround
Cube ID
Art by Chase StoneArt by Chase Stone
160 Card Cube3 followers
Designed by zap1000x
Owned
$67
Buy
$304
Purchase
Mana Pool$438.80
Rules of the Format

1 Each player drafts two packs of ten cards.
2 Players construct fifteen-card decks. [Modifies §100.2b]
3 You can always draw upon or otherwise interact with an empty library as if it had cards in it [Modifies §104.3c; §121.3-4].

To accommodate the effects outside of wbr in this cube, I'm introducing another new rule.
4 Any costs with symbols ug must be paid with c. [Modifies §202.2]

  1. g-ww-u can be paid with either w or c, u-rr-g can be paid with either r or c, u-bb-g can be paid with either b or c.
  2. u-pg-p can be paid with either c or 2 life.
  3. 2-u2-g can be paid with any two mana or with c.
    The structure of the format allows for longer games, built around making the best use of dwindling resources and intentionally marginal returns. Reanimation effects are a necessity, mill is far more dangerous, repeatable effects keep decks playing.

Decks typically run 5±1 lands.
While most formats run 40% land, the consistency of mulligans and small deck allows for one fewer most matches. I've taken this count into the consideration of CMC.

Because this is a micro-cube, and to encourage mixed decks, I've decided to reduce the number of colors involved. This lets me play with recursion-focused a permanent-heavy colors. These are the included archetypes:

  • w Legion (Soldier/Modular Crosstype)
  • w Control (Negation Effects/Tempo)
  • b Aristocrats (Self-Recurring Creatures/Blood Artist)
  • b Discard (Hand Effects/Graveyard Effects)
  • r Burn (Repeatable Spells/Noncombat Damage)
  • r Combat (On-Attack Triggers/Mana Ramp)
    Each color has the capacity for early, mid, and late-game strategies. Each color features enough creature interaction that they should naturally cross-pollinate, and I've made an effort to include cards that (at least atomically) include components to support other archetypes. I've reserved most of the two-color pairs for removal both to include the cheaper more broad effects and to reward mixed decks.

Please draft, make some decks, and give feedback! Thanks!


The fifteen-card singularity concept (and the initial list for this cube) was copied from Card Knock Life's apparently dead cube concept.

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