Inspired by phutrick's Reasonable Cube, this is an attempt to foster a powerful, but largely fair draft environment full of interesting and diverse strategies. Fast mana such as Grim Monolith and Chrome Mox are absent as are the overly fast cheaty cards such as Show and Tell, Reanimate, and Natural Order. The purpose of this is not to discourage combo players, but to decrease the number of non-games and facilitate more involved, back-and-forth gameplay. Combo fiends are invited to indulge in some of the high-power/high-synergy build-around cards in the cube.
Major archetypes or themes:Blue control decks embody inevitability. Their top-end features such haymakers as Grave Titan and Jace, the Mind Sculptor, so if the game goes on long enough, they'll win. Which means the entire purpose of the rest of the deck is to make sure the game goes long. Snatch spells off the stack with Counterspell and Mana Leak, peal apart hands with Thoughtseize and scour the battlefield of opposing creatures with Go for the Throat, Swords to Plowshares, and Abrade. Things getting a little too hairy? Beefy spells like Cryptic Command and Wrath of God have you covered. Survive long enough to thrive.
Don't like math? Big numbers scare you? Draft angry little dorks! Math is for blockers and big numbers don't stay big for long when you're swinging in with Ragavan, Nimble Pilferer and Kari Zev, Skyship Raider backed up by a fistful of Lightning Bolts and Fireblasts. Or maybe you'd prefer Champion of the Parish and Seasoned Hallowblade buffed by Thalia's Lieutenant? Oh, or how about endless Gutterbones and Skyclave Shade strapped with Bonesplitter and Grafted Wargear? Efficient, streamlined, and ruthless; these are the decks that shark-people in business suits relate to on a spiritual level.
Midrange is an archetype that spans most colors and defines itself largely by its ability to shift-gears based on the situation. Fighting a big, mean control deck? Get lower to the ground and eat all their card advantage with Duress then cave their face in with Gideon, Ally of Zendikar. Staving off the bloodthirsty advances of aggro? Bulk up and pick off their little dorks with Incinerate before taking over the battlefield with Thragtusk. Or just ramp Birds of Paradise into Goblin Rabblemaster into Arc Trail+ Cast Down. Midrange decks are full of flexible and powerful cards that let it switch roles on the fly and handle whatever the opponent has on tap.
Hey, 1-drop into 3-drop is cool and all, I hear you say, but what if I want a mana curve that resembles a horseshoe? Gobble up every single mana dork in sight and use them to puke a rainbow-colored pile of all the most terrifying and uncastable threats known to humankind. Noble Hierarch, Rofellos, Llanowar Emissary, and Nissa, Who Shakes the World will have you casting monstrous threats such as Hornet Queen, Noxious Gearhulk, and Elspeth, Sun's Champion while your opponents are still figuring out how to get their mana to allow them to double spell on turn four.
But what of the ramp mages who live in perpetual fear of Lightning Bolt and Toxic Deluge? How can they go about casting their 14-drops? Just draft a pile of 2 and 3-cost mana rocks to accelerate out Wurmcoil Engine to crush your opponents hopes. Or maybe you dream of a slightly more intricate payoff. How about the endless value of Daretti, Ingenious Iconoclast? Or how about you float a bunch of mana, flip the table with Upheaval, and then replay your entire board before passing turn. Mana rocks are good and decks that play them are good too.
Sometimes you wanna cast powerful blue spells without dragging the game out 37 turns. For those days, there's tempo. Wring every bit of value out of your deck by playing disruptive, mana efficient spells such as Vendilion Clique and Memory Lapse to put opponents on the back foot and keep them there until your army of 3/1's kill them. Splash black for infinite disruption, white for aggressive creatures, red for reach, or green for bulky flash creatures.
Build Arounds:One of life's greatest struggles is delayed gratification. Suffer a bit now so that you may enjoy ever greater pleasures later. That's a bit what it's like trying to draft a Pod deck. During the draft process, you have to keep a fairly meticulous eye on your curve, lest you slam a Birthing Pod onto the table with no one way to chain up for value. If you get it right, however...well, there's a reason that a legion of diehard nerds still pine over the bygone days of Pod decks in Modern. Playing a good Pod deck is a uniquely satisfying experience. Plus, the new Fiend Artisan not only adds another redundant effect, but also helps further bridge the gap between this build around and the next one.
Survival of the Fittest gave the world a Legacy metagame in which every conceivable color combination and pace of play could be accommodated...as long as you ran Survival. The amount of value and control this card gives you is so high that an immeasurably worse version of Survival, Fauna Shaman, is still a good card. And if Survival is chocolate, than Recurring Nightmare is peanut butter. Pitch Grave Titan with Survival to tutor up Ravenous Chupacabra. Kill something with the Chupathingy so you can sacrifice said Chupathingy to get back Grave Titan with Recurring Nightmare. Even before you start repeating the loop, I think you've generated a literally 4000-for-1 worth of value and fun.
Do you like playing good value creatures? Wanna do it again? This is less a build around than the rest. In fact, to my mind, it's the exact opposite of a build around. It's more a very powerful payoff for doing something already powerful. You don't need to build around Soulherder to be good. Just draft a GW value deck full of Briarbridge Trackers, Jadelight Rangers, and Skyclave Apparitions and then splash blue for a one card value engine. Or play a UG tempo deck and splash white for Ephemerate and Restoration Angel. Welcome, to the Circus of Value!
Like aggressively putting opponents' life total to zero, but tired of running out of gas? Recycle your crappy old Goblin Guides with Blood Artist! Clog up the board with Lingering Souls and Pia and Kiran Nalaar, then jam a Zulaport Cutthroat and suicide everyone into the trenches. Explode your opponents brain after they spend 30 minutes doing combat math on how to best survive by smashing a Goblin Bombardment onto the table on your second main phase. Rip someone's heart out inch-by-inch by looping a single Dread Wanderer through said Bombardment after your opponent hopes they've stabilized.
Boring. Boros. Boros. Boring. They even sound alike. A classic cube conundrum: How do you make Boros interesting? Meet Oscar the Grouch. He likes value and so should you. Chromatic Star is cool, make two of them. Tangle Wire was fun the first time around, let's do it again. How about Ichor Wellspring? Pyrite Spellbomb? Boros even has a Birthing Pod at home! Boring, no more!
Is your personality often deemed "unpleasant"? Do you say things like "Magic is a zero sum game"? Is your favorite flavor of ice cream War Crimes? Then my God, do I have a strategy for you. This deck is a puzzle you need to solve more than a deck you need to draft. Is green open? Snatch up those dorks to ramp out your namesake enchantment and then use that mana advantage to keep your opponent from ever casting anything bigger than a 2-drop. Is black open? Find Bitterblossom and Ophiomancer and grind the board to a halt until you have enough fliers to pulp your opponent. Is nothing really open? Better snatch up all the cheap dorks and token production you can find and find the fixing to string it all together. This is the deck for people who know there's a way to make your opponent have less fun before telling them your win condition is their concession.
Sometimes you just wanna see the light in someone's eyes die. Sometimes it's your opponent as they sit around with no lands, no creatures, and no hope and sometimes it's your own as you continually drop lock pieces a turn too slow to keep up. The important thing is that you're playing Magic the way Richard Garfield intended: hatefully.
Hearthstone has made a lucrative "card" game out of cutting the mana system out of Magic, so the only logical thing for Magic cubes to do is to steer into the skid and make an entire archetype built around lands! Golos, Tireless Pilgrim + Field of the Dead is the inevitability engine that broke multiple constructed formats. Fetchlands are already some of the most powerful cards in Magic, so let's make them stronger, huh? Wanna turn a basic forest into Lair of the Hydra? Elvish Reclaimer does too. Anyone who thinks drafting lands is the most boring part of Cube needs to jam The Gitrog Monster and strap in.
This card looks really fun and worth experimenting with. There are two different ways I'm interested in playing with it. One is pretty typical: Cast the card and grab 15 cards from the undrafted portion of the cube and pick a cool one. My concern with that is that my cube is sized at 405 cards because I sometimes only have three people and three people can Glimpse Draft the entire 405 cards. Yeah, it's easy to dig through the burned cards, but that line of thought led me to a different thought. What if I crafted a 16 card pack that only plays with Booster Tutor? Cast Tutor and check out a pack full of cards that aren't quite as strong as the cards in the cube proper, but give a wide array of options for every color combination. My Booster Tutor pack has it's own Cube Cobra page if anyone wants to check it out: http://cubecobra.com/cube/list/mostlyfairbooster
Play Bolas. Bolas demands it.
There are a few build around cards or archetypes that are on my radar, but, for one reason or another, are not currently in the cube.
Cards Intentionally Excluded