4 Player - Randal Kieth Orton (Mancer)
(180 Card Cube)
4 Player - Randal Kieth Orton (Mancer)
Art by Campbell WhiteArt by Campbell White
180 Card Cube4 followers
Designed by blastshark
Owned
$150
Buy
$102
Purchase
Mana Pool$135.71

This cube is made to be drafted with 4 players.
5 packs of 9 cards.
Round Robin Tournament

If you're playing with more than 4 players, these cubes are designed to be a modular supplements to allow more players to draft.

General Philosophy

This cube is meant to be approachable for beginner cube drafters. The archetypes reflect what you may typically find in a "core-set" with each deck falling somewhere along the aggro/midrange/control spectrum.

There are a handful of creature types to build around which can be helpful for newer players to define what their deck does.

In addition to the simple archetypes, I made this cube more accessible to newer players by not including complicated card types and mechanics such as planeswalkers, double-faced cards, initiative/dungeons/monarchy, conspiracies, and other mechanics that can't be explained simply on the real-estate of a single card face.

I want the phrase "reading the card explains the card" to be true as much as possible.

I also try to refrain from adding cards with irrelevant or excessively wordy abilities (though there are some exceptions to this rule).

The Creature Types

Soldiers w-u, Wizards u-r, Vampires b-rb-w, Warriors r-gr-b, and Elves g+(x)

The synergies offered by building around a creature type are quite strong, though a deck does not need to rely on these synergies to perform well.

For example, u-b g-w and r-w decks hold a powerful position in the cube while their type-synergies are either incidental or non-existent.

Color Breakdown
w White:

Almost every white creature is a soldier. There is a mix of aggressive threats like Soldier of the Pantheon, ETB creatures like Reverent Hoplite, self-bounce creatures like Kor Skyfisher, and Lords like Valiant Veteran.

Blue is a good secondary color for soldier decks because of the handful of powerful Blue & Blue/White soldiers and the additional options to bounce your ETB Creatures.

u Blue:

Blue has a strong wizards theme. These wizards mostly revolve around ETB abilities. Some that give card-selection/card-draw like Omenspeaker or Sea Gate Oracle, and others that recycle used instants and sorceries like Archaeomancer, as well as other toolkit-type abilities like on Merfolk Trickster.

Besides the wizard theme, Blue does everything else you would expect: building card advantage to help decks win long games.

b Black:

Black is a broad supporting color that offers cards to a variety of creature themes including vampires, warriors, soldiers, and elves. As you would expect, black has a decent suite of creature removal, but the most unique thing it offers is a sacrifice theme.

For the sacrifice theme, you need to assemble cards like Falkenrath Noble that drain your opponent when creatures die, cards like Carrier Thrall/Reassembling Skeleton that leave creatures behind when they die or are easily returned to the battlefield, and finally cards like Blood Bairn which allow you to kill your own creatures at your discretion.

r Red:

Wizards, warriors, and vampires all have especially powerful cards in red. Along with these creatures is a suite of direct damage spells with a variety of efficiency and utility.

For wizards, Harmonic Prodigy is a more resilient version of Naban, Dean of Iteration with a broader application that lets you double triggers from Young Pyromancer, Pawn of Ulamog, Elvish Visionary, and much more.

Many of the Red warriors, such as Kargan Intimidator limit the options your opponents have for blocking, allowing your aggro creatures to deal damage more often to close out the game quicker.

Vampires get some of their most powerful standalone creatures from Red. Cards like Bloodthirsty Adversary, and Falkenrath Celebrants don't need to be in a vampire deck to be good, but having a strong vampire theme pushes them far beyond their standard power-level.

g Green:

The color of elves, many of which also happen to be warriors. Elves like to make tokens (Dwynen's Elite) and ramp mana (Farhaven Elf) to cast big-donkey-threats (Penumbra Wurm) that kill your opponent to death.

In the token strategy, lots of redundant lords like Dwynen, Gilt-Leaf Daen and Elvish Archdruid are important to close out the game.

Some good payoffs for ramping your mana include Terra Stomper, Wolverine Riders, Ulamog's Crusher, and Stormkeld Vanguard

Multi-Colored Cards
(Signposts)

Multi-colored cards will generally be your most powerful spells, so look out for them during the draft.

Mana Advice

There is almost no mana fixing, so you will generally play 2 colors at most.

Due to the restricted mana fixing, pay special attention to cards with high pip-density; if you have a spell with casting cost 1bb and another with 1gg, you won't be able to cast both using the same three lands. It may make your deck better to only include one of those spells in your deck so that your mana is more consistent which means you'll have fewer uncastable spells.

Also note that this generalization becomes less important when you're considering spells with high mana value and spells that aren't necessarily strongest to cast as soon as possible. You're more likely to want to cast Anafenza, Kin-Tree Spirit on turn two than Celestial Flare, so it's more feasible to include Celestial Flare in a deck that isn't primarily white.

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