Goal of this 585 , unpowered, modern cube is to enable players to draft consistent and functional multicolored decks and to reward players for achieving synergies of their decks during play.
Total cards | Non-basic lands | Multicolored cards | Colorless cards | Monocolored cards per color | Total monocolored cards |
---|---|---|---|---|---|
585 | 90 | 150 | 10 | 67 | 335 |
If your are not familiar with "FOCUS" abbreviation, it is a tool to help you draft any cube. I suggest you watch the video on FOCUS here. Further description of this cube follows the FOCUS strategy.
(Pick lands in high rate.)
This is a cube dedicated to my love for colors of magic, multicolored decks and golden cards. In it, you will find:
To improve mana fixing I broke the singleton rule for non-basic lands. There are 90 non-basic lands in total (15,62% of all cards):
(Pick cards that allow you to stay open and do not require commitment to any specific deck or archetype.)
Those are usually:
Despite this cube being a multicolored environment with a strong emphasis on synergies, it still contains plenty of:
Low cost monocolored cards with broad application.
Examples: Lightning Bolt, Preordain, Counterspell, Path to Exile.
(Look for effects that circumvent the normal rules of magic or short-circuit the general progression of the game.)
Black: Reanimate, Life//Death, Animate dead, Victimize
Green: ChannelElvish Piper, Rishkar's Expertise, Selvala's Stampede, Monster Manual
Blue: Bribery
Red: Sneak Attack
Colorless: Quicksilver Amulet
(Look for effects that are Unique, whose density is restrained, who require specific application and do not commit you to a narrow archetype.)
(Watch for the cards that are powerful lynchpins for specific Strategy.)
To better understand what strategy, archetype, style, theme, etc mean, here is the link to: How to Organize your Archetypes and General Cube Design.
Macro ArchetypesAggro
Plenty of 1-drops in 2-drops
monocolored or multicolored
Beware of high parasitism
Midrange
Most common macroarchetype
multicolored decks usually midrange
golden breeding ground for synergies
high variety
Control
: boardwipe, spot removal
: counterspells, return to hand, card draw
: hand disruption, boardwipe, spot removal
: boardwipe, burn removal
Ramp
occasional straightforward ramp like Birds of Paradise
ramp as payoff Bloom Tender, Gala Greeter, Incubation Druid, Rishkar's Expertise, Rampant Rejuvenator
no talismans, no signets > more valueble
Combo
1-2 infinite combos
no tutors
Emphasis is on synergy that does things,
not on synergy that ends things
There are no strict microarchetypes that are supported. Tribal archetypes are not supported. If you find cards like Likeness Looter or Legion Warboss, they are here because of their abilities not their subtypes.
ThemesList of themes:
Synergy
A phenomenon in which two or more cards/spells played together produce on effect that is greater than sum of their text/abilities/stats. Challenge for achieving synergies is to have both cards played in the right time while either card has too little value on its own. To enable this I have carefully picked only the best anchor and reward cards (with most value on their own) and excluded all the synergistic cards that can't bring immediate value to the board without another card
ETB & Blink.
ETB effects = "Enters the Battlefield" triggered ability on creatures
Blink = effect that exiles a creature and returns it to battlefield thus triggering the ETB effect (again).
ETB effects (setup): in creatures of all colors
Blink effects (payoff): and
Return to hand (to cast again)(payoff):
Reanimation (payoff):
Graveyard strategies
There are 2 main types of graveyard strategies: Reanimation and "creatures in graveyard matter". Both share the same setup which is putting creatures in graveyard somehow. Reanimation is about cheaply returning one big creature from the graveyard. Creatures in graveyard matter is about playing a creature that is stronger the more creatures there are in graveyard.
Graveyard setup (ways to put cards in graveyard):
Big creatures: in all colors
**Reanimation (payoff): in and
Creatures in graveyard matter (payoff): in and
Very Varied theme both in setup and payoff. All colors have effects that place +1/+1 counters on creatures, mostly
and
.
Anchor/setup
Reward/payoff
The easiest theme to explain. Gaining life is both setup and anchor. Various
Anchor/setup
All colors are capable of creating tokens but and
half most such effects.
has majority of sac outlets, while both
and
provide some form of value from creatures dying.
Anchor/Setup:
- token generation:
- sac outlet:
Reward/Payoff:
- stronger tokens:
- dies, reward: