The Two Player Cube is designed to these guidelines:
Each card in the cube should work independently and should be interesting/exciting to play.
Archetypes should be broad and synergy should be a reward for smart drafting.
Game-play should encourage slamming creatures together, removing threats, and ultimating planeswalkers.
Cards can be complex, but not so that they completely leave out newer players.
No Initiative, Monarch, Tempted by the Ring, "Un"-mechanics, etc.
While subjective, avoid cards that result in miserable gameplay or simply win on the spot.
It is recommended that you draft the cube using Minneapolis Draft, Sealed, or Grid Draft. The cube can also be drafted traditionally with up to 4 players.
Currently the cube is 94% (188/200) signed.
Please check out my signed 540 card peasant cube (The ARTisan C/Ube), my signed 540 card unpowered cube (The Unpowered Cube), and my LOTR themed cube (LOTR Cube).
200 cards allow for better support for two-player sealed and 4-player draft to ensure that the entire cube is never seen. This increase also enables pancake drafting of the cube, but not glimpse draft (requires 270 cards).
Draft | 180 Cards | 200 Cards |
---|---|---|
Minneapolis Draft | 70% Seen | 63% Seen |
2-Player Sealed | 100% Seen | 90% Seen |
2-Player Grid | 90% Seen | 81% Seen |
2-Player Pancake | Not Possible | 99% Seen |
4-Player Traditional | 100% Seen | 90% Seen |
Death & Taxes
White is one of the most aggressive colors in the cube and wants to use taxes, removal, and resilient creatures to impede your opponent's game plan. Planeswalkers provide late game reach and White has the greatest flexibility in removal.
Tempo
Blue lacks the hard removal options of the other colors and instead relies on bounce and counter magic to out-tempo opponents. Card draw and filtering helps ensure you are able to find finishers and answers. There are Flash and Artifact matter sub-themes as well.
Attrition
Black offers a blend of removal, hand attack, and recursive creatures/token generators.
Aggro
Red offers a blend of aggressive creatures and spells. Can also support midrange and control strategies.
Big Green
Green is the slowest of the colors, but offers the best ramp, fixing, and largest creatures. Removal is weak, so the goal should be to aggressively ramp and stabilize using creatures quickly. Best color for supporting splashes.
Equipment Package
Stoneforge Mystic and Kellan, the Fae-Blooded can fetch a total of 8 cards: Lion Sash, Cryptic Coat, Embercleave, Eater of Virtue, Shadowspear, Skullclamp, Umezawa's Jitte, and Batterskull.
Wrenn and Six Loops
Wrenn and Six can loop a couple of lands: 12 fetchlands (mana fixing and shuffling), 10 triomes (card draw), Eiganjo, Seat of the Empire (creature removal), Otawara, Soaring City (bounce), Boseiju, Who Endures (enchantment or artifact removal), and Wasteland (non-basic land removal).
At 200 cards, this cube is missing a couple of notable archetypes due to size constraints:
Mana Cheat
This covers any archetype built around casting spells without paying their full mana cost, such as reanimator, Show and Tell, Sneak Attack, etc.
Stax
Archetypes built around resource denial using Smokestack, Winter Orb, Braids, Cabal Minion, Wildfire, etc.
Combo
Examples include Storm, Splinter Twin, Dark Depths/Vampire Hexmage, etc.
Chthonian Nightmare - Watching to see how fair this plays.
There is no traditional ban list for this cube, but a couple of cards have been excluded (for now):
White Plume Adventurer, Seasoned Dungeoneer, etc. - Initiative cards were dropped due to needing additional game pieces and, like monarch, it warped gameplay.
Forth Eorlingas! - Powerful card and in a guild that really needs powerful cards. Extremely tempting, but I want to keep monarch out.
The One Ring - Too generically strong.
Strip Mine - Currently running Rishadan Port instead. While rare, looping Strip Mine with Wrenn and Six is the type of gameplay I want to avoid.
Sol Ring - Goes into every deck. I want to keep fast mana in green.
Greetings all! I will be continuing to update this cube for the foreseeable future, but at a slower cycle than my 540 signed cube. My intention is that this will be a more polished/stable cube while I use the larger cube to test out newer cards.
For this update I wanted to make two theme changes:
Most of the other changes are focused on swapping in cards that offer more modality/flexibility.
Intrepid Adversary -> Virtue of Loyalty: Greater modality. Helps break stalls.
Gideon, Ally of Zendikar -> The Wandering Emperor: The Wandering Emperor offers more interesting play.
Hero of Bladehold -> Timeless Dragon: Support for graveyard matters and token generator reduction.
Sower of Temptation -> Sphinx of Forgotten Lore: Additional support for graveyard matters.
Tenacious Underdog -> Barrowgoyf: Additional support for graveyard matters.
Bitterblossom -> Deep-Cavern Bat: Token generator reduction.
Yawgmoth, Thran Physician -> Nethergoyf: Support for graveyard matters and token payoff reduction.
Phyrexian Fleshgorger -> Shriekmaw: The return of a classic.
Virtue of Persistence -> Chthonian Nightmare: Watching this change. The energy restriction should keep it from being abused.
Goblin Rabblemaster -> Squee, Dubious Monarch: Additional support for graveyard matters.
Hellrider -> Pyrogoyf: Support for graveyard matters and token generator reduction.
Inferno Titan -> Overlord of the Boilerbilges: More modality.
Sulfuric Vortex -> Kellan, Planar Trailblazer: The cube really wanted another 1 mana red creature and Sulfuric Vortex felt a little out of place.
Thragtusk -> Balustrade Wurm: Additional support for graveyard matters.
Once Upon a Time -> Malevolent Rumble: Additional support for graveyard matters.
Legolas's Quick Reflexes -> Ursine Monstrosity: Additional support for graveyard matters. Honorary ‘goyf.
Fallen Shinobi -> Psychic Frog: Psychic Frog is extremely strong.
Gev, Scaled Scorch -> Bloodtithe Harvester: Token payoff reduction.
Mosswood Dreadknight -> Deathrite Shaman: Additional support for graveyard matters.