My Cube
(569 Card Cube)
My Cube
Cube ID
Art by Raymond SwanlandArt by Raymond Swanland
569 Card Cube1 follower
Designed by Thomaspsmith108
Owned
$1,704
Buy
$1,241
Purchase
Mana Pool$1505.76

This cube is based off of Scuttlemutt's Guild Wars 5 cube, it has been tweaked to meet my personal preference and include my favorite pet cards. (Future updates will be based on my preference). FULL CREDIT to Scuttlemutt for the original version of this cube.

Guild Wars 5

An Archetype Cube

Thanks for looking!
Last update: NEO/NEC
Format: Vintage Cube, Unpowered

Designed with multiplayer in mind. There are 36 lands so that each "pack" of 15 cards contains an average of one land. Each one of the ten archetypes listed below was allowed 45 cards that function well within that archetype. (20 cards that fit the archetype from each of its guild's colors, totaling 40, plus 5 gold cards). 45 cards for each guild (450 total for all ten guilds), 36 lands, 54 colorless. If you would like to see the selections for each guild/archetype, sort by primary "tag", secondary "color identity".

The emphasis here is on fun or thoughtful play styles rather than on goodstuff cards that are good in a vacuum. My friends and I play mostly sealed, and this being an archetype cube means that there is a lot of redundancy built into this cube. If you try using this selection of cards to draft, it might feel like your draft is on rails.

ARCHETYPES

w-u: Artifacts


This archetype aims to cheat power artifacts into play, and to lower the casting cost of artifacts and equipment. It overlaps with the Enchantments Matter theme found in Selesnya, as many cards that are affected by equipment spells are also affected by aura spells.

w-r: Assault/Aggro


Emphasizing old fashion beatdown, this archetype uses low cost or otherwise efficient creatures to maximize damage dealt. (Mono-colored Burn spells are kept under the Spells Matter archetype.)

b-u: Control


The card draw and efficient removal spells found in this archetype give you card advantage and assist you in making it to the end game.

g-b: Graveyard Goodstuff


Reanimator spells and graveyard engines help return creatures, lands, and other cards to your hand or the battlefield. Cards that discard to the graveyard are strengths in this archetype.

r-g: Lands Matter


This archetype uses its ramp effects to both trigger Landfall abilities and to create massive amounts of mana to cast game ending creatures. Also contains Wildfire effects, the downsides of which can be somewhat mitigated by the excess land you will have.

r-u: Spellslinger


Low cost spells such as Red burn and Blue cantrip spells help create the spell velocity needed for game ending finishers in this Spellslinger archetype. It contains a few "Draw 7s" to assist in this regard. The spells in this archetype assist virtually every deck running Red or Blue. This format is different than the Storm archetype found in some cubes; Spells Matter in this cube is more about getting value out of instant and sorceries throughout a match rather than going off in one turn.

w-b: Tokens and Anthems


This archetype pumps out armies of tokens, and buffs them through various means. Has some overlap with the Artifacts archetype, as some tokens found in both archetypes are artifact creatures. White anthems also help White aggro push damage through to the opponent.

r-b: Steal Sac "Aristocrats"


Red effects in this archetype can temporarily gain control of opponents' creatures, which are then sacrificed through one Black's many options. The tokens that are created by Black in the Tokens archetype make for great sac fodder.

w-g: Enchantments Matter


This archetype uses auras to both remove creatures from contention, and to buff resilient creatures that have protection or hexproof. Can also use the +1/+1 counter effects from Green to buff those same creatures.

g-u: +1/+1 Counter Lords


Counters, counters everywhere come together to do all sorts of shenanigans in this archetype.

Mainboard Changelist+1, -0
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