Cloned from Changeling Cube
Special RulesEach player begins the game with an Emblem that says:
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren’t on the battlefield.
OverviewThis is a powerful, high-variance format. Sometimes your opponent will combo out on turn 3. Sometimes they'll Flash in a Karrthus. These outcomes are uncommon, but they are within the intended range of games this environment seeks to produce.
This is a heavily creature-combo focused cube. Decks will rarely have one single game-plan. Even strategies that are overall aggro or control will often contain a combo package. Some combos and key card interactions are outlined at the end of this primer.
This cube frequently breaks singleton, mostly for fixing and one-drop aggressive creatures. I want decks to have access to multiple copies of important effects.
This cube has a very low curve. Threats, combo pieces, and interaction are all very efficiently costed.
The fixing in the cube favors two-color decks, or two colors with a splash. There are multiple lands that fix mana for creatures only, so it is easier to splash creatures than non-creatures.
I want the cube to favor proactive strategies. The threats on average are one step back from being power-maxed, but the answers on average are closer to three steps back from being power-maxed.
Specific Card Notes More or LessThis iteration of the changeling cube embraces high power level and encourages busted shenanigans. However, there is such a thing as too much. The following cards have been tried and convicted of crimes against fun / interesting / interactive games.
Additional Notes for DesignersThis section is a space for me to elaborate on some of the design choices in the cube. My goal here is to better equip other designers who would offer feedback by more clearly explaining my reasoning and goals. If your main reason for reading this primer is from the player perspective, you can safely skip down to the Combos and Interactions section.
Fixing LandsThe current setup of fixing lands has worked within my playgroup to achieve a few goals:
I want players to dive into the draft head-first. I don't want players cautiously wading into the draft by first-picking a fetchland because those are incredibly flexible. Since this is a novelty format with lots of recontextualization, I think players will have more fun by picking a direction early and going for it rather than trying to stay open and read signals. I think the lack of fetch lands helps this (though I do make a concession for Prismatic Vista).
I want decks to be mostly two colors, possibly with a splash for a third. This cube has some incredibly powerful and versatile cards, and I don't want them to all end up in the same deck that just prioritized bombs and fixing.
Part of the fun of this cube is discovering combos and card interactions. I don't want to spoil this fun for players who want to explore for themselves. However, I do want to have an overview available for those who want one. If you want to see some important card interactions outlined, keep scrolling down
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last chance to turn back! spoilers ahead!
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There are a lot of combos and interactions within this cube, so this list is not exhaustive. Some of the common interactions include:
Persist CombosAny creature with Persist
Any free sacrifice outlet
And any of the following creatures:
Gravecrawler can be looped infinitely with any free sacrifice outlet and either Ragemonger or Edgewalker to reduce its cost to zero. Utopia Mycon lets you sacrifice Gravecrawler and gives you mana to cast it again, providing infinite death triggers, cast triggers, and ETB triggers
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