Mirage Block Cube!
Cube to simulate a draft using the Mirage Block. Cards from the core set of the time were added for balance and nostalgia.
The cube has all the cycles from the sets to increase flavor. The rest of the cards are split evenly between the colors, balancing the cmc and bringing the rarity as close to the boosters as possible.
The mechanics are also all included in proportion to the number of cards.
Change in some cards:
Duskrider Falcon is a bird;
Freewind Falcon is a bird;
Bay Falcon is a bird;
Sage Owl is a bird;
Zuberi, Golden Feather changes the text from "Other Griffin creatures get +1/+1." to "Other Griffin and birds creatures get +1/+1.";
Chimeras can put tokens in any artifact Creature, included Xanthic Statue and Chimeric Sphere
Your objective in this Mirage block cube is to end up with a monochrome or bicolor deck, with a possible splash of a third color.
The good thing about this cube is that each color has removal, combat tricks, good 2 and 3 drops, good flyers and ways to evade your opponents' defenses.
Of course, every color has a strength in one of these areas, but because of this difference it is not that deep, it is no use making a color guide, but it is essential to make a combination guide.
The Mirage block does not have non-allied color dual-lands but have good gold cards for non-allied colors.
- Flyers
In this combination you already have flying bombs, but with addition with Zuberi, Golden Feather you'll have a very good army in the air keeping a good curve. You'll need to mount a ground defense and obliterate your opponent with air attacks.
- Pestilence Combo
An Archetype with Pestilence/Circle of protection: black combo. This combo is a nice combo that many decks will not be able to race against, giving you a chance to keep your creatures in mass removing opponents.
- Flanking
It’s an aggressive archetype with the best low-curves attackers with the benefit of flanking, playing Red for cheap removals and dealing the last few damage after boarding stall.
- Big Guys Ramp Tricks
Your colors don't have the best removals, so you need to get few tricks to eliminate creatures. You have access to Rampant growth and Llanowar elves to ramp getting your big guys faster your opponent.
Don't try to keep defense, go forward always putting pressure. With white you can try to use flyers to avoid stalling boards.
- Control
Your deck is about control. Blue and Black has the best controlling tools in the cube with spells like brainstorm to help your draws, the best removals and good defensive spells. You don't need to bring good low-curves creatures, just remove the best opponents creatures and smash him with your big guys. You can also bring your guys back from graveyard.
- Control
This combination is much similar to Blue/Black, but you should try to eliminate early threats with Red burns and you have access to Hammer of Bogardan that can be a huge bomb in late games.
- Big Flyers
You don't have much synergy between these two colors, so you may stay with this archetype if you had a strong flyer bomb in your first picks. This combination rely in good ground defenses and ramp to open your way to the flyers bombs.
- Removals
Black and Red offer the two best color in removal spells. This combination gives you two styles of play:
The first one you have to control the battlefield with this removals and finish the game with bombs.
The second one you finish the game with damage to opponents head directly.
- Splash
Green/Black you have the access to good balck removals and the fixing of the green color. In this combination is likely to choose a open third color and pick every good cards in that color.
- Beatdown
This combination is fairly straightforward because your creatures will likely to be better than your opponent’s, so you'll be in attack in most of cases and if you are in a worst position, just use your savage twister, one of the best cards of the set to overcome the situation. Priorize the strongest creatures of every mana curve and win the game.