I am currently messing with and testing this list, so this overview may be outdated. Draft or look upon it at your own peril
Fundamentally, this is a Museum Cube I use to showcase cards and strategies that are cool, evocative, nostalgic, or just plain fun but aren't quite good enough for eternal formats or power-motivated cubes. Cards that see high-level competitive play, frequent high power cube/edh play, or cost more than $5 are excluded with occasional rules-bending where I see fit. Expect to see pieces of top-tier standard decks from the last decade that went nowhere post-rotation along with some other throwbacks and rando jank I like.
Draft Guidelines
The draft uses 6 packs of 16 cards and players must build 60 card decks. The packs are seeded such that there is 1 Utility Land in every pack. I've chosen 60 cards as the minimum deck size because I want players to appreciate the weird stuff that I've put into this cube, and a larger deck size gives them the opportunity to use and experience more of my pet cards.
Fixing is fairly plentiful but often of lower quality; I want to encourage 3c piles whilst discouraging 4+ color piles, and I also want to reward drafters who stay conservative and play 1-2 color decks.
The Threats
The threats here are primarily mildly efficient baneslayers, with a lot of manasinks to ensure that even smaller creatures retain relevance into the late game
The Removal
Most removal here is either cheap and heavily restrictive or expensive and heavily impactful. I want decks to be interact early and often, but I want that interaction to be inefficient or restrictive enough that large Baneslayers can stick around for some amount of time and do work.
The Archetypes
Blitz
/X Tokens
/X Big Red
/
Eminent Domain (Mostly a sub-archetype of Big Red)
/X Fires of Invention Superfriends
HOUSE RULE(s)
Damage goes on the stack, but only for Mogg Fanatic
Basics are snow.