2 Player Draft Morph Cube
(180 Card Cube)
2 Player Draft Morph Cube
Cube ID
Art by Dave DormanArt by Dave Dorman
180 Card Cube0 followers
Designed by slacker
Owned
$35
Buy
$23
Purchase
Mana Pool$46.63

A cube intended for 2 player draft, specifically something like Winchester Draft, in which there is a lot of visible information on what the opponent is drafting.

This cube is intended to be fairly accessible, but still have a lot of depth in both the drafting and gameplay. A lot of this depth comes from having knowledge of your opponent's drafted cards.

  • Experienced players will know what tricks their opponents may have available at any point in time and be able to properly risk access, while opponents have opportunity to bluff. Ex: Morph.
  • Experienced players will know what their opponent's game plan is and be able to assess whether they need to be the aggressor or the defender, both in gameplay and in drafting. Ex: Highly polarized aggressive/defensive colorless cards.
  • Experienced players will be able to properly hate draft. The 1v1 format makes drafting more of a zero sum game, which makes hate drafting far more viable. Ex: Color hate and set cards.

General:

  • Overall power level is lower, highly centered around 3 mana 2/2 morphs being average tempo and the 2 toughness breakpoint.
  • Pure, unconditional card advantage is intentionally rare. Card advantage is a reward for good decisions and tempo pressure. Ex: knowing when you can hold your morph abilities and pressuring your opponent to play their morph creature cards face up for tempo.

Notes to self:

  • Colors are hyper-focused on their own strategies, which tends to lead to monocolor decks, maybe splashing a second color.
  • Colorless cards are intentionally polarized to be aggressive or defensive, but not generally good to increase depth of drafting. Avoid adding generally good colorless cards as those do not add any depth to drafting and only make deckbuilding easier.
  • Due to the pressure of maintaining tempo, decks tend to really want to curve out and not float mana into the opponent's turn. Keep this in mind when considering instants; high cost combat tricks tend to fare worse than usual in this format.
  • Things like bloodthirst, morbid, raid add depth to combat by creating additional motivations for attacking and blocking, which create depth by obscuring motivation and creating room for being rewarded/punished for correct/incorrect guesses.

Color Themes and Strategies:

  • White w: strength in numbers (go wide, support each other), ally death benefits. Slow-leaning: build up an unmatchable army.
  • Blue u: Mana tempo (enemy mana disruption, temporary mana refresh), flying. Fast-leaning: set up a clock and prevent the opponent from stabilizing by overstressing their mana.
  • Black b: Attrition, life drain, life as a resource. Slow-leaning: delicately balance life until the opponent runs out of steam.
  • Red r: Hyper aggressive (short term tempo for card disadvantage, sacrifice). Fast-leaning: Use up everything to beat the opponent quickly before they can stabilize.
  • Green g: Big and tall, ramp, stall, resilient creatures to go tall with, sorcery trample to push through. Slow-leaning: stall until you can first stabilize then push through with big, tall creatures.
Mainboard Changelist+1, -1

Notes:

  • Taking for EDH
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