This is my main cube. I update it with pre-release cards I get, and order cards that I think will fit the themes and/or change it up. Generally a midrange, grindy cube, with medium interaction and a medium power level. The focus of the cube is on synergy and multicolor bleed.
To be played by two people, drafting the burn draft variant Minneapolis draft: 9 card packs, pick 1/2/2/1/Burn 3. 8 packs, for 48 total cards in your pool to build from. This draft sees 80% of the total 180 card pool.
Archetypes:
Blink. Get values from your ETBs, then repeat them by flickering them.
Lifegain. Gain life to trigger your cards, then spend it to close the game.
Exile. Exile cards from your graveyard or library to grow your creatures or cast more cards.
+1/+1 Counters. Grow your team or make a huge monster then smash in for the win.
Reanimator. Pitch big monsters into your graveyard then bring them straight to the battlefield.
Draw and Discard. Draw 2 cards a turn and/or discard cards for effects, value, and velocity.
Big Mana. Ramp as big as you want then cast the biggest things you can find.
Sacrifice. Trade in your expendable tokens for value.
Creature death. Fill up your bin with creatures, and get value from them being there.
Go wide. Create as many creatures as you can and get rewards for doing it.
I'm back again after a bit of a break to add some new cards from DFT, foundations, and further back. Let's dig in.
WHITE
None yet. Considering buying an Exemplar of Light
BLUE
Replacing Spectral Sailor with Hypnotic Grifter. The flash is irrelevant, the flying is nice for ninjas but that's about it. I'm excited about a cheaper activation, the chance to grow a creature, and adding the ability to discard to make it better in the new UR archetype of both discard AND draw.
BLACK
Forsaken Miner was very disappointing as a sacrifice and graveyard piece. Replacing with Infestation Sage for two sac fodder for just one mana.
I opened Quag Feast and wanted to try it out as a synergystic removal spell with gy strategies. Sadly the cut is Mythos of Nethroi for now, but I anticipate getting it back in eventually.
RED
Marauding Mako is a super neat growing 1-drop for UR, and a 1-drop for Obosh, the Preypiercer. We'll see if it makes it into any more decks, but it does have a few other 2-card synergies to play into. Powder Ganger was either a bust or a game-winner, and nowhere in between, which I hated - so it's out.
Searslicer Goblin is in as a token generator for both sac and go-wide, replacing Mogg War Marshal.
Weaponize the Monsters was breaking one of my core design principles, which is no straight to the face damage. I'm trying out Glimpse the Impossible in this slot as a sac/gowide/exile filler piece.
GREEN
I opened Agonasaur Rex so I'm shoving it in as a cycling combat trick with counters and a payoff for getting big mana fast. Out is Feral Encounter for now, as it's unremarkable.
LANDS
Sunscorched Divide and its cycle in the enemy colour slots was confusing my playgroup a bit. I still wish we had the enemy colour Prairie Stream cycle. Since I opened two of the Verge lands, Sunbillow Verge and Willowrush Verge, I'm putting those in for now.