Multicolor
Multicolor
Multicolor cube designed to allow players to easiely play two to four color decks, by supplying enough mana fixing through lands and signets. Monocolored deckbuilding is punished by the sword cycle. The cards have a clear upper strength limit. Colors follow their expected strengths described below. You can also find some draft-ideas there.
Houserule suggestions
Draft 4 boosters a 15 cards with 6 slots aimed at 40+ card duel decks!
- Unplayed cards are the side deck (basic lands are freely available to sidedeck from)
- Sidedecks don't have to be reverted between playing different opponents.
- If a player draws their first starting hand with 0, 1, 6 or 7 land cards, optionally show the hand and get a free mulligan (once per game)
- As this is a cube, all cards are individuals, so consider two planeswalkers to be unaffected by the legendary rule, unless they have the exactly identical card name (e.g. if one was cloned)
Multicolor
- All dual color spells should nicely fit in between their color's agenda.
White
- planeswalkers (board controllers)
- creatures [full range]
- aggro
- control
- board control
- some creature exile
- some mass removal
- some flicker
Blue
- card draw
- counter spells
- control magic
- some creatures and win conditions (mostly control)
Black
- strong reward lifepay
- lots of creature removal
- graveplay
- reanimators
- discard outlets
- grave tutor
- opponent discards
- aggro [mid to high]
- some reanimator targets
Red
- heavy aggro creatures [low to mid]
- lots of burn spells
Green
- ramp
- mana producing creatures
- land accelerators
- aggro creatures [mid to high]
- some flicker targets
- some ramp targets
- some artifact & enchantment removal
Artifacts
- mana sources
- dual color signets
- blank mana sources
- some creatures
- ramp targets
- cheat into play targets
- equipments
- sword cycle
- some others
Proven Deck Ideas
Boros Fast Aggro (Red/White)
A fast and simple deck idea, involving cheap creatures, equipment, burn spells and some board control. This is often successfully drafted, as red is often ignored by other deck agendas.
-
draft
- Sulfuric Vortex!!!
- hatepick Sword of War and Peace (will cause you potential pain otherwise)
- cheap red/white creatures
- equipment
- burn (also some x burn to finish, if you can't get past anymore)
- cheap white planeswalkers
- token-spawners
- optionally splice black/green
- don't forget lands!
-
play
- pressure your opponent fast!
- creatures over equipment
- keep the x-burns for when there is enough mana available to finish
- pressure your opponent fast!
Azorius Control (Blue/White)
Typical control play is possible with this cube, though the strongest blue cards are often picked fast as they often fit multiple deck agendas and are strong overall cards. If you can get a good footing in blue and white, and can top it off with some mana artifacts and the occasional planeswalker, you are in the business for some spoiling your opponents fun!
-
draft
- counter spells
- card draw
- mana artifacts
- controlly white and blue creatures
- Esper Sentinel
- Grand Abolisher
- Hushbringer
- Linvala, Keeper of Silence
...
- some planeswalkers to cause pain over time
- optionally splice any other color(s)
- green for faster mana access
- black for easy removals and finishers
- red for burn and spell benefitting creatures
-
play (typical control play)
- keep mana open
- remove creatures, counter spells
- find gaps to play permanents
- prefer instant card draw at end of opponent's turn
- prolong the game or cheat a bomb into play with either:
- Quicksilver Amulet
- Show and Tell
- Channel
- Defense of the Heart
...
Spliced Graveborn (Black/[W/G/U])
Reanimator spells are available plentyful, but the discard outlets and grave tutor effects are sparser. Draft the right cards to grave your bombs and some targeted discard to spoil your opponents early plans! This can be a lot of fun, both to draft and play.
-
draft
- grave tutors and discard outlets
- Entomb
- Buried Alive
- Zombie Infestation
- Oona's Prowler
- Bone Shards
- Lotleth Troll (green splice)
- Survival of the Fittest (green splice)
- Fauna Shaman (reen splice)
- Gifts Ungiven (blue splice)
- Fact or Fiction (blue splice)
- Ledger Shredder (blue splice)
- reanimator spells
- reanimator targets
- Griselbrand
- Archon of Cruelty
- Sundering Titan
- Inkwell Leviathan
...
- one mana discard
- removals and options to whipe the board pre animator spell
- be aware that Progenitus and Blightsteel Colossus can never be in the graveyard!
- supporting cards depending on your splice
- grave tutors and discard outlets
-
play
- open by discarding the most critical element in your opponents hand with a one mana discard
- get your bomb(s) into the graveyard
- keep your opponents threats in check
- if neccessary, whipe the board pre reanimation
- reanimate your bomb and protect it from being removed again ! Strong options for protection are:
- Shelter
- Selfless Spirit
- Orim's Chant
- Ephemerate
- Kira, Great Glass-Spinner
- any counter spell
Gruul/Selesnya Aggro Ramp (Green/[W/R])
A sturdy deck that can usually pick a bunch of goodies fairly uncontested, but reqires a good share of mana fixing.
-
draft
- predominantly green
- Fastbond!!!
- Exploration!
- Channel! (if you get Channel, pick a colorless bomb or two as well!)
- mana source creatures
- Birds of Paradise
- Noble/Ignoble Hierarch
...
- midrange troubles for your opponent, to draw removals
- Managorger Hydra
- Taurean Mauler
- Master of the Wild Hunt
- Tireless Tracker
- Tarmogoyf
- Huntmaster of the Fells
...
- some ramp targets
- some flicker triggers and targets, if you have picks to spare
- some removal (white, red, or splice of black)
- try to get an x-burn
- the occasional planeswalker
- hatepick at least the two green swords, if you see them, but they should be playable as well, as they are among the best in any case.
- also pick some signets for stability
-
play
- get out mana sources fast
- play the occasional troublemaker to pressure your opponent and fore out some (mass) removals
- put out some flicker targets, if you have them, and make them dance.
- make sure you overtake in mana sources and play high value cards first
- safe your x-burn for when you have the mana to fry your opponent
Simic/Four-Color Control
This has been one of the most successful decks in previous drafts.
Featuring mostly blue instants and green ramp, this deck is often faster than it's Azorius counterpart. Ramping into an early mana advantage allows the player to play permanents and still have mana open to counter/remove threats. This deck is often spliced in one or two colors, as it can affort to pick the goodies of multiple guilds and mono colors as it has the mana fix to do so.
-
draft
- focus on blue and green, but feel free to pick the occasional splice-colored card
- mana artifacts (fixers as well as blank sources)
- fetchlands in colors you play, and also some targets for them
- see which colors are left unpicked and splice them early
- seek card advantage cards
- if you go into red, don't pick the low aggro creatures (you will most likely cut them anyway)
- if you splice black, only pick reanimator spells if you are willing to invest the effort (you need discard as well). If you do, then green has some nice options.
- if you splice white, prefer flicker, as it works well with green targets, and see if you can get 'Brago, King Eternal' as it is an insane flicker source. (Remember that Brago can target any permanent you control, including Planeswalkers, which should give you a second use of their abilities. Also mana artifacts can usually be untapped by flickering them [except for Worn Powerstone]) Also don't hesitate to pick Armageddon or other table flippers.
- don't forget that ramping and countering is not a concept. You need some win condition(s) as well!
-
play
- get your mana source creatures out first, and starting from round two, keep mana open to counter anything too dangerous
- any splice colors should also give you some sort of removal, but consider what you use them for
- try to leverage your mana artifacts
- accept some damage, but try to keep the balance
- depending on your splices, apply their respective strengths
- play some planeswalkers or card advantage creatures/spells, if you can keep some mana open to apply pressure
- if you have some troublemakers, protect them and make your opponent remove them
- finish with your win conditions
Other Concepts
Other ideas have been played (with and with lesser success), but usually each deck has some degree of threat. Whether that particular deck was successful strongly depends on the player and the ratio between playables/lands and the fit of lands to the color requirement of the reqpective deck. And as we are playing a card game, a portion of luck is also required. Do not hesitate to try some deck idea of your own!