Way Too Hybrid: Convention Edition

Cube ID
Art by Johannes VossArt by Johannes Voss

360 Card Cube

3 followers
Designed by IrreleverentRSSQR Code

View in Cube Map

Owned
$475
Buy
$370

w-u u-b Way Too Hybrid u-r r-w

b-r r-g b-g g-u

Cubecon 2024 List!

Living list HERE
g-w w-b

An "All hybrid cube" where nearly every card can be played in either or two colors. This includes split cards, adventures, MDFCs, and of course cards with traditional hybrid mana. Reading draft signals, and even just figuring out what colors you're in can be quite a trip as a result, so buckle in.

This cube contains all ten companions, and has one rules modification: Companions use the original companion rules. So you may cast your companion for their printed cost from your sideboard at any time it would normally be legal to do so. Companions are very strong, and you should try to draft one if possible. It's worth noting that unlike the others, Kaheera, the Orphanguard is not particularly deeply supported and will probably require you to draft fewer creatures to run it.

Some things to keep in mind while drafting:

  • Due to the nature of the card pool, there are a lot of power outliers in this cube, and it probably goes without saying that you should try to play the good cards.
  • Don't be afraid to draft monocolored just because everything looks very colorful. Nearly 40% of the cube is available to you as a monocolored deck, and snagging just a few fixing lands can give you access to off-color halves of your cards at very little cost.
  • Decks running many colors should be more cautious than normal about how many colored pips are on their spells as color requirements can be quite intense.
  • Fixing lands consist of two cycles of pathways, two cycles of shadowmoor filters, one cycle of MH3 fetches, one cycle of MH3 MDFC duals, and one cycle of thriving lands. Filters are excellent for casting pip-heavy spells and as such are at a premium here, and pathways are valuable for being a low commitment way to splash in monocolored decks.
  • There are multiple copies of many cards, so Lutri isn't quite free to companion.
  • When drafting, split cards, including those with aftermath, and rooms have the combined mana value of all their constituent sides. This is important for meeting companion restrictions. (Notably, Fire // Ice, Bind // Liberate. and Who // What // When // Where // Why are not legal in a Jegantha deck due to duplicate numerical symbols. Yes, I agree that's absurd.)
  • Split cards have both names of their constituent sides, this means that Fire // Ice and Start // Fire can't be in the same Lutri deck.
  • Adventure cards and MDFCs have the characteristics of only their default mode for determining companion legality. For MDFCs this is their front face. For adventures this is the creature spell.

Notable Synergies

Note that despite symbols denoting general tendencies in color distributions, most themes are present across many or even all colors. Color isn't exactly a rigid concept here.

Reanimator u-bb-rb-g

Bogles u-gg-wb-w

Tokens g-ww-rr-g

Prowess u-rr-gg-u

Burn w-uu-rr-w