Innistrad Remastered Set Cube
(582 Card Cube)
Innistrad Remastered Set Cube
Art by Alexey KruglovArt by Alexey Kruglov
582 Card Cube1 follower
Designed by AvalancheMaster
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The Innistrad Remastered Set Cube aims to recreate the draft environment of Innistrad Remastered, with a few changes to better suit the needs of a set cube and address some of the minor problems with the environment.

Structure

The cube includes multiples of each common and uncommon card to simulate multiple copies of a card being available in Play booster draft:

  • 3x Common
  • 2x Uncommon
  • 1x Rare
  • 1x Mythic Rare

The cube uses collated packs which simulate the distribution of play boosters. Each booster contains the following:

  • 7x Common card slots
  • 3x Uncommon card slots
  • 1x Rare or Mythic rare card slot
  • 3x Wild card slots (cards of any rarity can appear in this slot)
Archetypes

All of the main archetypes of Innistrad Remastered were preserved, although some of the archetypes have been tuned and some minor themes have been removed (more on that in the changes section).

wubrg
wFlying Spirits / FlickerSacrifice and ReanimateAggroGo-Wide Human Counters
uFlying Spirits / FlickerZombie ControlSpellslinger FlashbackSelf-Mill
bSacrifice and ReanimateZombie ControlVampire MadnessGraveyard Midrange
rAggroSpellslinger FlashbackVampire MadnessWerewolf Midrange
gGo-Wide Human CountersSelf-MillGraveyard MidrangeWerewolf Midrange
Changes Commons

A limited set is defined by its commons. Thus, since changing the commons is extremely impactful, my goal is to change as least of the commons in the cube as possible.

Only four commons have been changed in this limited environment:

  • Wretched Throng is a card that only works when you open multiples of it in the draft pool. Since there are only three copies of each common, this card would not work in this cube.

  • 🆕 Stitched Drake fills the spot in the Zombie deck that Wretched Throng leaves behind, while also working well in the Spirits Fliers deck.

  • Ancestral Anger is another card that requires multiple copies, although it is still a fine card even as a one-off. Still, "fine" does not mean "interesting", and the card adds little to the environment both in terms of balance and flavor.

  • 🆕 End the Festivities is a way to unclog the board from the various 1/1 tokens in this set — one of the few genuine problems with Innistrad Remastered.

  • Strength of Arms is similar to Ancestral Anger as a card that may work well enough on its own, but is boring and adds little. To make perfect use of it, it requires a higher density of good equipment cards, which are just not part of this environment.

  • 🆕 Cloudshift fills a similar role as Strength of Arms, allowing you to save your creatures from a removal spell, while also doubling as an ETB payoff.

  • Essence Flux is a fine card, but there is a better option available in Blue. It also mirrors Cloudshift too much.

  • 🆕 Ghostly Flicker is just a more interesting and versatile card than Essence Flux. However, I do concede that this change has more to do with my personal love for this card rather than the needs of the limited environment.

  • Epitaph Golem is a filler card with a much more interesting replacement.

  • 🆕 Warped Landscape is another copy of Evolving Wilds, since the fixing in this set is a bit lackluster.

I have also preserved the imbalance between colors, as Green has one more common in the actual set. I considered adding one more common to each other color to make up the difference, but for now I have decided against it — although I am very open to changing that in the future.

Uncommons

While not as important as the commons, uncommons nevertheless are also vital to the limited environment, especially now that there are more of them since Play Boosters became a thing. I have been a bit more liberal with my changes here, and less concerned with keeping the exact same number and distribution of Uncommons. Still all changes were made with a specific goal in mind:

Introduce Reanimator as an archetype

Introduce missing signpost uncommons

  • 🆕 Drogskol Captain (although it is a card to keep an eye for)
  • ⚠️ Red/Green truly doesn't have a suitable option — Immerwolf does not work well with the Eldrazi Werewolves, and all the other uncommons have the Day/Night mechanic, which I don't want to introduce.

Provide cross-archetype Glue

  • 🆕 Silversmote Ghoul is both a Zombie and a Vampire, and works well in a lifegain deck too.

Remove underperforming uncommons

Rares and Mythic Rares

I have been liberal with changes to the Rares and Mythic Rares slots, as they are splashy and exciting to play, and of a high enough rarity that individual changes do not greatly affect the balance of the limited environment. I still tried to keep all of the "hits" that players are excited to play with, although some of the more expensive cards (looking at you, Edgar Markov) have been excluded for budgetary reasons.

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