Versatile Vistas is a 360 cards "Unpowered Fair" Legacy+ cube, which supports traditional archetypes but provides enough ground to explore unusual strategies. The cube aims to minimize non-game complexity, removing unnecessary moving parts, simplifying draft, and steering away from game interactions that would require a couple of judges to solve.
The cube is designed with both new and experienced players alike. While significantly more complex than a Premiere Set environment, Versatile Vistas is built on most of the same philosophies and rules used by WotC to design premiere draft sets. Notably, Versatile Vistas can be compared to the three Modern Horizon sets in terms of complexity, deck building opportunity, and card design. It is also high on fixing, but the fixing comes at the cost of life or tempo. No ABUR duals in this babe!
The name of the cube is "Versatile Vistas". This used to be followed by a "v2.0 Future" moniker, since this was build on an already existing cube, but the old list has been depreciated and I have decided to drop the moniker.
What's in the Box and What's Not in the BoxThings you will find in this cube:
• Aggro, Control and Midrange support
• Redundancy of effects (such as Removal, Cantrips, Beaters)
• Great fixing (double-fetches, double-shocks, surveil lands)
• Straightforward gameplay
Things you will not find in this cube:
• Reserved List cards
• Cards not legal or restricted in Vintage
• Parasitic mechanics
• DFC, Morph, Mutate, etc.
• Mechanics that refer to outside-the-game objects (Monarch, Venture, Initiative, Stickers)
The main goal of Versatile Vistas is to emulate Legacy-style gameplay at an accessible level and without using Reserved List cards. Both the draft and match portions of the game have been streamlined and pruned from cards or mechanics that affect playability. Some mechanics – such as double-faced cards – are intentionally omitted from the cube, while others – such as graveyard matters mechanics like Flashback or Escape – are closely monitored.
I also try to limit the number of token generators in my cube, although this is becoming much more difficult with WotC's current design philosophy.
Rule of thumb – if a card frequently creates board states that are hard to mentally keep track of, that card most likely needs to go.
Breaking SingletonThis cube is a singleton environment with two exceptions – I run a two cycles of shock lands, and two cycles of fetch lands for consistency purposes. I've grown to love the design of both shocks and fetches. For consistency's sake, you'll find 20 of each in this cube.
Archetypes & GameplayAll 10 guilds get roughly equal levels of support, though not all guilds are created equal. Thus while all color pairs are playable, well-defined archetypes exist only in some of the color combinations.
Aggro
Control support
Control
Evasive Beaters
Aggro
Control Support
Burn/Prowess
Midrange Support
Aggro Support
Ramp
Midrange Stompy
While Aetherdrift is a perfectly fine Magic set, well-designed and with lots of interesting cards, it's just not the set for me. I do wish to stress that it doesn't seem suffer from the same problems as Outlaws of Thunder Junction and Murders at Markov Manor, but the flavor still doesn't resonate with me, and the limited mechanics disinterest me.
What renewed my love for Magic was Innistrad Remastered, which might go down as one of the best limited environments I've played. I loved it so much that I'm planning on making my first ever set cube — namely, Innistrad Remastered Set Cube — with a few tweaks to better suit the needs of a set cube and refine some of the few issues I have with INR.
If it wasn't for Innistrad Remastered, I would hardly have been playing Magic these past few months.
Still, there are some great designs in Aetherdrift, especially ones that bolster the now so-frequent-it's-not-even-incidental discard. I'm talking of course about Marauding Mako and Monument to Endurance, which join the likes of Ivora, Insatiable Heir and Inti, Seneschal of the Sun.
I've also cut the Verge cycle of lands, mostly for real estate reasons, but also because they've proven to be a bit of a mental burden. While great, they are hardly worth the complexity they add to the board and the draft in this cube.
Aetherdrift also adds a lot to the artifact package, with five colorless artifacts, including The Aetherspark itself, which is proving to play a lot like a discount The One Ring, at least according to initial testing results.
Innistrad Remastered inspired me to replace The Huntsman's Redemption with Eldritch Evolution, a much more straightforward and powerful version of the effect. I'm also considered adding Young Wolf, though I decided against it because it doesn't work well with the +1/+1 counters theme green usually ends up playing.
Lastly, the odd card in this update — I am adding Eidolon of Astral Winds. I am well aware it's not near the power level of my other white 3-drops, but it's worth to have a few "live the dream" synergistic cards, and I think even at base rate the Eidolon is a perfectly fine card. The only issue is I don't play enough O-Ring variants in White, but this isn't something that actually bothers me.
Honorable MentionsPeema Trailblazer and Territorial Aetherkite are two new energy cards that look interesting; sadly, although I now run a good amount of energy-producing cards, these two don't seem powerful enough to make the cut. I do hope that I am proven wrong, especially about the Aetherkite, but I don't want to add cards just to support a parasitic mechanic and end up misleading my drafters.
Three other exhaust cards also almost made the cut — Skyserpent Seeker, Loot, the Pathfinder, and Draconautics Engineer. In fact, there's a real chance I add the Engineer with the next update.
There were also a few mounts — District Mascot and Guardian Sunmare — but the lack of a printing with reminder text for Saddle really soured me on both of them.
A few of the "Start your engines" cards also piqued my interest, but I decided against them because the mechanic won't work well outside of the context of Aetherdrift limited or constructed formats — Hazoret, Godseeker, Howlsquad Heavy, Perilous Snare, and especially Burnout Bashtronaut, which I think is the only card with that rules text that's reasonable enough to include on its own without a whole package.