The Collection Cube is a lower power Peasant cube, aiming at about the power level of a masters set. It is a medium-high varience, high choice environment, where synergy matters.
The cube is largely structured as wedges with an addition cycle of ally colored archetypes. However, when drafting you usually end up with a 2 color deck, with a potential to splash a couple cards of a third color.
This cube can also be drafted like Jumpstart! Click here to see all of the Jumpstart packs that have been constructed from the cube as a whole!
The following archetypes are just ONE version of the archetypes in the cube, intended by the designer. What other archetypes and strategies can you find?
CountersThese are not the only archetypes in the cube, but a starting baseline to understand the cube. What other archetypes can you find and discover?
The driving force behind this cube is "Create interesting decisions", which permeates the entire cube. The draft must drive interesting choices and decision points, as well as deckbuilding, and especially gameplay.
No card can be so strong to make it a "must pick" card during the draft, nor be so powerful on the battlefield that the opponent feels as though they have a single turn to answer the threat.
Here's the adds and includes from Dragonstorm! I'm not planning on adding any Final Fantasy cards to the cube, so do not expect to see a larger update for that release.
White sees a shift away from dedicated blink cards, as Distinguished Conjurer in play with creatures that make multiple creature tokens proved to be more lifegain than many decks could keep up with. Additionally, the populate cards also proved to be too slow for 13 years of power creep.
Think Twice and Silent Departure might be stronger cards than Unending Whisper and Ureni's Rebuff, but I wanted to test with these to see how the mechanic functions in this environment. Self-Reflection always had an amazing dream that never worked, so it's being cut for a card that will more consistently be useful.
A very small set of changes, as I am largely happy with how black is performing at the moment. Death-Priest of Myrkul is being cut for two reasons - it having a remarkably unimpressive body, and not working with Mobilize tokens due to unintuitive timing.
With the increased efficiency in token decks from the 6 mobilize creatures being added, I took out two of the trumpet blasts to tune down the strength of the anthem effects. This may have been too drastic of reducing the token's ability to close the game, so I will be closely monitoring the strength of these decks going forward.
Just small tweaks to green. Cutting the Retreat to Kazandu may have left the green counter strategies with too few ways of putting counters on creatures, so I will monitor the strength of the green counter decks.
Although there are no new artifacts being added, the 5 most disappointing artifacts are being cut for the addition of 3-color dragons! Due to the density of colored artifacts, the artifact strategies were overly supported, and the addition of the dragons should encourage more splashing, especially with the improved fixing from the changes in the lands.
Were there any cards that you were suprised made the cut or weren't included? Let me know! I'm always open to more feedback!