Draft a small deck quickly, but play complex games.
RulesThe goal of this cube is to create a micro-cube experience that still delivers on big board states, complex matchups, fun side-boarding strategies, and more. With tons of recursion and a small library, you can execute your gameplan almost every game, since you draw your entire deck by turn 8. Beyond that, you have much more information about what is in what zone than you might in a normal game of Magic.
I want games to feel like a complicated chess endgame, but with the randomness inherent to Magic. Players should be able to think several steps into the future, and knowledge of your own and your opponent's deck should be rewarded. The cube size is kept pretty tight to prevent transformational sideboards from being too overwhelming.
##Is it working? (history of the cube)
This cube has evolved over ~8 years, from a pile of cards I had lying around, into what I now think is a carefully curated environment full of wonder and awe. Some of the original proxies from the first ever test draft in 2017 are still in the cube to honor it's heritage. Overall, I think originally games were a hodgepodge of normal magic cards with one re-shuffle effect or recurring threat. Now, decks tend to be a web of gameplan and resiliency, sporting multiple different ways to recur threats and answers into hand and back into the library.
Archetypes are a bit hard to define in this environment, so I'll just go over some of my favorite decks that have popped up while drafting. Someone comes up with something fun and new all the time, from using Goblin Guide and Ghoulcaller's Bell for "lantern control," to assembling complex Rube Goldberg combos.
2 color mono Black controlUsing a Boseiju, Who Endures, and a Golgari Rot Farm to shore up weaknesses to artifacts and enchantments, this deck played Ghoulcaller's Bell, Thoughtseize and some removal spells to disassemble the opponent's gameplan, and remove their recursion options. Eventually, an Inverter of Truth would refill the deck while presenting a pretty quick clock.
Five color pack ratThis deck was a bunch of recursion cards, a Pack Rat, and a Chamber Sentry. With the help of mana dorks or Tomb Trawler, this deck would put a couple new cards in it's hand every turn, and discard them to pack rat to create an ever-growing army.
Heap Doll controlThis deck used Heap Doll, Court of Ardenvale, and Web of Inertia to lock down the board, while eventually whittling the opponent's deck down to nothing and winning by swinging with the 1/1. A backup Mutavault stood in when the heap doll was exiled.
Mana Vortex ControlThis one was very simple, a combination of mana rocks, mana dorks, and Mana Vortex gave rise to a deck that stripped away it's opponent's lands while maintaining the ability to cast spells itself.
Mono W aggroUsing threats with ETBs in concert with a Tel-Jilad Stylus let this deck grind through removal and clinch wins.