The Artifact Cube is a cube designed to highlight the power and synergies of artifacts and artifact-related strategies throughout Magic's history.
The main design philosophies of the cube are:
The cube has a number of supported themes and subthemes, most of which span 2-4 colors. However, this is not an exhaustive list of strategies. Most of the cards work well with each other in some way, so if you just take some good cards early and figure it out, you’ll be just fine.
White-Based Aggro
This theme encompasses a few different kinds of decks, mainly:
There’s also the less aggressive token deck, with Yawgmoth, Thran Physician, Myrsmith, etc.
+Proliferate
There are a lot of directions you can take this theme, but the main two are:
These decks can also fiddle around with things like Pentad Prism, Jeweled Amulet, and Astral Cornucopia.
Noncreature Tokens
This is probably the broadest theme in the cube, and can support several drafters. A lot of the cards and subthemes here work together, but here’s the gist of some of the main plans:
Reanimator
This one’s fairly self-explanatory. There are a number of larger artifacts, ways to discard them, and ways to reanimate them. There’s also a small discard subtheme with Currency Converter and Containment Construct.
Blue-Based Combo
Blue has a lot of cards dedicated to enabling combos, particularly in the form of tutors and card selection. Some headliner combos:
Bomberman (Lion’s Eye Diamond plus Auriok Salvagers)
Krark-Clan Ironworks (if you know, you know)
The Enigma Jewel with a lot of things, probably
…and a lot more multi-card combos and general engines.
A Note On Fixing
The mana in the cube is pretty good. The cube includes Bridges, fetches, shocks, and Triomes, plus Talismans and a number of other ways to fix if you’re looking for it (including, importantly, treasure.) Most decks that are trying to put together an engine of some kind will at least be splashing a third color, possibly more.
That’s just about it. Happy tinkering! (Though no Tinkering—it was too broken.)