Shoebox Cube
(360 Card Cube)
Art by Tyler JacobsonArt by Tyler Jacobson
360 Card Cube0 followers
Designed by SaruMan
Owned
$121
Buy
$280
Purchase
Mana Pool$311.29

A cube made out of the cards in my bulk collection. Unlike cubes drawn up for a specific aesthetic or gameplay purpose, this is more like a memory box of my time with Magic.

Includes cards from some old spare cards my brother gave me:

  • Ravnica
  • Future Sight
  • Lorwyn
  • Shadowmoor
  • Alara
  • Zendikar
  • Innistrad
  • Scars of Mirrodin
  • Return to Ravnica

A scattered history of prereleases:

  • Core Set 2012
  • Theros
  • Core Set 2014
  • Khans of Tarkir
  • Bloomburrow
  • Foundations

And a few random purchases:

  • Teferi & Daretti Commander 2014 decks
  • 4 Jumpstart 2022 packs
  • Phoebe Wall secret lair
  • LotR “Food and Fellowship” commander precon

I've been excited about Foundations since it was announced, and even a terrible record with a middling-bad prerelease deck couldn't dampen my enthusiasm (BW midrange, not enough removal or lifegain payoffs). While I didn't ride to victory in battle with Magic's new variation on a core set, I did open a lot of generally useful cards for the cube.

w White w
Healer's Hawk is a solid evasive 1-drop with incidental bird and lifegain synergy for those developing themes. Sun-Blessed Healer and Cathar Commando are both flexible, aggressive cards with bonus utility, and Dauntless Veteran adds some more support for go-wide strategies. Inspiring Paladin is the most interesting new White creature - useful on its own as a 3/3 First Striker for 3, and getting a second +1/+1 counter lord into the cube should help that theme coalesce into something you can reliably build around. To help with that I also added the new Felidar Savior (a strong card in its own right) and Armasaur Guide, and brought Tempered Veteran in from the maybeboard. Angel of Finality is mostly here as a 3/4 flier, although the possibility of nuking a Reassembling Skeleton will occasionally be relevant. I'm slightly less jazzed about Vanguard Seraph, but maybe the extra surveil will surprise me.

For non-creature spells Fleeting Flight packs a lot into a single 1-mana combat trick, and White picks up two more removal spells in Stroke of Midnight and Luminous Rebuke.

If it wasn't already true, I think with this update White is probably the strongest color in the cube at the moment.

u Blue u
Elementalist Adept is a new and much-needed 2-drop for Blue, and along with Mocking Sprite and Tolarian Terror the cube is finally starting to have a little bit of a proper spellslinger theme in U.

Icewind Elemental seems like a solid common and provides another Blue target for Lilysplash Mentor. I'm trying Curator of Destinies out over Sphinx of Uthuun, mostly because it's new. They're pretty similar, so I might not notice a huge difference here.

The only non-creature spell for Blue in this update is a copy of Imprisoned in the Moon. I may add Witness Protection later as well if it seems like Blue needs more removal.

Blue is a bit of a janky color in this cube, but I think the new cards are pushing it in a decent direction.

b Black b
Black gets a big update this time around. Infestation Sage, Vengeful Bloodwitch, Vampire Soulcaller, and Eaten Alive give my (previously somewhat anemic) aristocrats package a nice boost, while Tinybones, Bauble Burglar and Pilfer add a little discard theme. I brought Liliana's Caress in from the sideboard as well, and am considering adding a Duress.

Gutless Plunderer is kind of a weird one, but 2/2 Deathtouch with upside for 3 is good enough given my limited pool of Black cards. Billowing Shriekmass is very fun and makes me wish that I had more Threshold payoffs to build around, especially given all of the loot effects in Blue and "ring tempts you" in Black.

Black's lifegain got some more cards as well: Sanguine Syphoner triggers a lot of things, Midnight Snack provides even more food, and Exsanguinate is... fine. With Crypt Ghast in the list and no creatures over 5 mana, Black needs something to do with its mana in the late game.

r Red r
Red's pickups are unexciting but important. I was pretty light on cheap aggressive creatures, so Fanatical Firebrand and Frenzied Goblin are nice to see. Axgard Cavalry is workable (and another step on the way to a workable RW Valiant theme), and Courageous Goblin is a cute addition to the RG Power Matters theme. Firebrand Archer convinced me to add Kindlespark Duo in from Bloomburrow, so Red now has a good density of spellslinger payoffs. If only Red had some decent spells to sling...

On that front, Burst Lightning adds another desperately needed burn card. I think Incinerating Blast is probably pretty bad, but beggars can't be choosers and I don't have a lot of Red spells in my collection to pull from.

g Green g
The big one here was opening a Doubling Season in my one prize pack. Now you can create even more food! Fortunately I also got some good +1/+1 counters cards in Nessian Hornbeetle, Cackling Prowler, Apothecary Stomper, Snakeskin Veil, and Felling Blow.

Beast-Kin Ranger is really interesting to me, and I think he'll be fun to play in a variety of decks whether you're setting up a Reassembling Skeleton loop, durdling around with Lilysplash Mentor, or playing Hop to It for a big attack. I've added in Presence of Gond from the maybeboard, and Elfsworn Giant as a strictly better Sporemound.

Continuing the solid 3-drops, Ambush Wolf seems fine, and I think it's funny that it's in the list with Ambush Viper. Eager Trufflesnout adds even more food and finally some Trample that doesn't rely on Crowned Ceratok.

m Gold m
Elenda, Saint of Dusk was the bomb rare in my prerelease deck, and I was happy to see that she's both very strong and not unbearable to play against. Tatyova, Benthic Druid doesn't really have the support to pop off in this cube, but I think she's generally good so I was happy to add her to Simic. And hey, maybe you can flicker your Dryad Arbor for repeated landfall triggers.

c Grey c
Gleaming Barrier is probably the best new addition here for how long it can blunt an aggressive deck if you get it out early. Juggernaut is kinda bad and Solemn Simulacrum is fine. We also added a Swiftfoot Boots to the equipment suite, so Shrike Force and Fencing Ace are feeling pretty happy.

I got a Tranquil Cove and a Dismal Backwater, so now I almost have two lands for each guild pair (Gruul is still using Savage Lands as its 2nd land). I added a Rogue's Passage for utility and a third copy of Evolving Wilds to tide me over while I wait to open some better lands.

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