No More Tears Cube
(435 Card Cube)
No More Tears Cube
Cube ID
Art by rk postArt by rk post
435 Card Unpowered Cube0 followers
Designed by lesserchance
Owned
$4,750
Buy
$2,882
Purchase
Mana Pool$1714.41
No More Tears Cube

This is a midrange, creature-dominated cube focused on generally fun interactions and high synergy for a casual group. Very minimal discard, disruption, or taxing/anti-fun cards. The goal of this cube is to allow both high-skill decks and fun it-just-works style decks to be competetive.

Themes are vaguely built around the past few years of sets, but plenty of other cards are thrown in to support. There are built-in single and two-color archetypes, but enough "good cards" to support strong decks outside those. There are also a few fun combos built in, but nothing immediately game winning.

Multi-color decks are highly supported, with strong dual lands added to make drafting even 5 color decks possible. Strong synergies should guide players away from five-color soup, though.


Single Color Archetypes

www Human Tribal www


Focus on low curve human synergies to win fast


uuu Win By Drawing uuu


Sit back, draw cards, win


bbb Swamps Matter bbb


Being mono-black is advantageous, powering big swings and high synergy


rrr Attack and Refuel rrr


Low curve, attack fast without losing momentum


ggg Big Swings ggg


Focus on the late game where you'll get swingy creatures in play


Two Color Archetypes

w-uw-uw-u Flicker w-uw-uw-u


Routinely re-trigger your enter the battlfield triggers to gain advantage


w-bw-bw-b Life Gain w-bw-bw-b


Life gain creates win conditions for slower games


w-rw-rw-r Aggro w-rw-rw-r


Focus on a super low curves creatures with equipment/spells as backup


w-gw-gw-g Tokens w-gw-g


Go wide, generating a lot of tokens to overwhelm your opponent


u-bu-bu-b Evasion u-bu-bu-b


Your creatures are evasive so they hit your opponents with ease, use tempo to your advantage


u-ru-ru-r Spells Matter u-ru-ru-r


Use instants and sorceries to gain tempo while pumping up your creatures


u-gu-gu-g Enchantments Matter u-gu-gu-g


Find the creatures that want auras an load 'em up


b-rb-rb-r Sacrifice b-rb-rb-r


Sacrifice creatures and treasures for advantage


b-gb-gb-g Recursion b-gb-gb-g


Bring spells and creatures back from your graveyard to bury your opponent


r-gr-gr-g Modified r-gr-gr-g


Modified creatures have greater power than your opponents creatures


Reminders

Card Types

Adventure
Adventure cards can be cast as either side. If cast as an Adventure, the card is exiled rather than going to the graveyard, and can be cast as the non-Adventure side from exile.

Battle
A battle enters the battlefield on its front side with a number of defense counters denoted in the bottom right. You can do damage to this battle to remove its defense counters (i.e. through by choosing to attck it rather than a player or direct damage.) When the last defense counter is removed, flip it over and you may cast the back side of it for no cost.

Class
Each level has an ability that is static. Abilities from previous levels are retained when gaining a new level.

Saga
Each chapter has a triggered ability, which triggers when the counter is added. A counter is added when it enters the battlefield, and after your draw step. it is sacrifice when the final counter is added, after the ability has triggered.

Transforming Cards
Transforming cards will have day/night symbols or up/down symbols at the top left on each side. There is typically a triggered condition with the keyword transform on the front side that will transform them to the back side.

Dual Faced Cards
Dual faced cards are slightly different from transforming cards. They also have up/down symbols at the top left on each side, but when casting the spell you choose the side you want to cast. The difference can be determined because there will be no triggered condition to transform them. These cards stay on the side you cast while in play, and are face up (side with the up arrow symbol) if moved to any other zone.

Abilities / Keywords / Alternate Costs

Backup N [Triggered Ability]
When this creature enters the battlefield, put N +1/+1 counters on target creature. If that's another creature, it gains all abilities from this creature until end of turn (excluding the backup ability)

Bestow X [Alternate Cost]
You can cast this spell for X as an aura spell with enchant creature, which you can then attach to a creature. If it ever becomes unattached (i.e. if the creature its attached to dies) This card remains on the battlefield in its non-aura form.

Blitz X [Alternate Cost]
If you cast this spell for its Blitz cost, it gains haste and "When this creature dies, draw a card" and "Sacrifice it at the beginning of the next end step."

Companion [Deck/Actvated Ability]
Before the game begins, you choose a single companion whose condition is fulfilled by your starting deck and keep it outside the game. Once during the game, at sorcery speed, you may pay 3 and put that card into your hand. This card does not have to be a companion, but can just be a normal card in your deck.

Connive [Alternate Cost]
Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.

Convoke [Alternate Cost]
When casting this spell, you may tap untapped creatures you control to reduce its cost. It's cost is reduced by 1 or one of that creature's colors

Crew N [Activated Ability]
Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.

Cycling X [Alternate Cost]
When this card is in your hand, you may pay X to discard it and draw another card

Daybound [Triggered Ability]
If it's day (or if undetermined), cards with daybound and nightbound enter the battlefield daybound face up, it also becomes day when the first one enters. If it's day as a turn begins, and the previous turn's active player didn't cast a spell last turn, it becomes night. Similarly, if it's night as a turn begins, if the previous turn's active player cast two or more spells last turn, it becomes day. As it becomes day, all double-faced cards with nightbound transform to their daybound faces and vice-versa.

Deathtouch [Static Ability, Combat]
Any damage the creature does is lethal

Defender [Static Ability, Combat]
The creature cannot attack

Devour N [Triggered Ability]
As this enters the battlefield you may sacrifice any number of creatures. For each creature you sacrifice put N +1/+1 counters on this.

Double Strike [Static Ability, Combat]
The creature strikes twice, at both first strike and regular strike speeds

Enlist [Triggered Ability]
As this creature attacks, you may tap up to one untapped creature you control that you didn't choose to attack with and isn't summoning sick. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature's power.

Eternalize X [Activated Ability]
You can only do this while this card is in your graveyard. Pay X, and Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie with no mana cost. Eternalize only as a sorcery.

Equip X [Activated Ability]
You can pay X to attach this card to a creature. If the creature leaves the battlefield it becomes unattached.

Evoke X [Alternate Cost]
You may cast this spell for X, if you do its sacrified when it enters the battlefield

Fear [Static Ability, Combat]
This creature can only be blocked by artifact creates or black creatues

First Strike [Static Ability, Combat]
During combat, this creature deals damage before creatures without first strike

Flash [Ability]
This card can be cast any time you could cast an instant.

Flashback X [Alternate Cost]
You can cast this spell from your graveyard for X. Exile it when it resolves

Flying [Static Ability, Combat]
Can only be blocked by creatures with flying or reach.

Foretell X [Alternate Cost]
A player may pay 2 and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying X rather than paying that spell's mana cost.

Haste [Static Ability, Combat]
The creature can tap or attack the turn it came into play

Hexproof [Static Ability]
This cannot be the target of spells or abilities your opponenst control

Hybrid Mana w-ug-ub-rr-wb-g [Mana Cost]
To pay this cost you can spend mana of either color

Indestructible [Static Ability]
Damage and destroy effects do not kill this creature (but exile and -X/-X effcts that would reduce its toughness to 0 still do)

Intimidate [Static Ability, Combat]
This creature can only be blocked by artifact creates or creatues that share a color with it

Investigate [Triggered Ability]
Create a colorless Clue artifact token with "2: Sacrifice this artifact: Draw a card"

Kicker X [Alternate Cost]
You can pay an additional cost when casting this spell. This additonal cost will give you an additional effect when casting.

Landfall [Triggered Ability]
Whenever a land enters the battleifeld under your control, this ability triggers

Lifelink [Static Ability, Combat]
Whenever the creature deals damage, you gain that much life

Menace [Static Ability, Combat]
A creature with menace can't be blocked except by two or more creatures

Mentor [Static Ability, Combat]
Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power

Modified [State]
A creature is modified if it has one or more counters on it, if it is equipped, or if it is enchanted by an Aura that is controlled by
that creature's controller.

Ninjutsu X [Alternate Cost]
Pay X During combat to return an unblocked creature you control to your hand and put this directly into play (tapped and attacking)

Phase out [Ability]
Treat this and anything attached to it as though they don't exist until its controller's next turn.

Populate [Ability]
Create a token thats a copy of an existing creature token you control

Protection from X [Static Ability]
This cannot be the target of spells or abilities from sources that match X. This cannot be blocked by or take damage from sources that match X.

Prototype X [Alternate Cost]
You may pay X to cast this spell in its prototype version, which will alter its power/toughness but retain all abilities

Prowess [Triggered Ability]
Whenever you cast a noncreature spell, this gets +1/+1 until end of turn

Phyrexian Mana w-pu-pb-pr-pg-p [Mana Cost]
To pay this cost you can spend either mana of this color or 2 life

Reach [Static Ability, Combat]
Can block creatures with flying

Rebound [Ability]
If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.

Reconfigure X [Activated Ability]
You can pay X to attach this card to a creature as its equipment version. If removed, this card returns to its non-equipment form

Scry N [Ability]
Look at the top N cards for your library, you may put them on the top or bottom of your library in any order

Shield Counter [Static Ability]
If this permanent would be destroyed as the result of an effect, or if damage would be dealt to this permanent, prevent that damage, and remove a shield counter from it

Storm [Triggered Ability]
When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.

Surveil N [Ability]
Look at the top N cards for your library, you may put them on the top of your library or in your graveyard in any order

Suspend N-X [Alternate Cost]
You may pay X and exile this card with N time counters on it. At the beginning of your upkeep, remove a time counter, and if you remove the last one, you cast this spell for free

Totem armor [Static Ability]
If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.

Training [Triggered Ability]
Whenever this creature and at least one other creature with power greater than this creature's power attack, put a +1/+1 counter on this creature.

Trample [Static Ability, Combat]
When dealing damage, after lethal damage is assigned to any/each blocker, any excess damage is assigned as its controller chooses among blocking creatures and the player or planeswalker the creature is attacking

Transform X [Activated Ability]
Pay X to flip this card to the other side. This is not considered leaving the battlefield, and any counters/attached cards will remain.

Unearth X [Alternate Cost]
You can cast this card from your graveyard for its unearth cost. then exile it and the next end step (or if it would be removed from the battleifled at any point)

Vigilance [Static Ability, Combat]
The creature attacks without tapping

Ward X [Static Ability]
If this is the target of a spell or ability by a person other than its controller, that person must pay the ward cost to have that effect resolve

Draft formats

3 player [48 card deck pool, see 180]
4 packs of 15, pick 1 x 12, burn 3

4 player [48 card deck pool, see 240]
4 packs of 15, pick 1 x 12, burn 3

5 player [45 card deck pool, see 225]
3 packs of 15, pick 1 x 15

6 player [45 card deck pool, see 270]
3 packs of 15, pick 1 x 15

7 player [45 card deck pool, see 315]
3 packs of 15, pick 1 x 15

8 player [45 card deck pool, see 360]
3 packs of 15, pick 1 x 15

Shuffle Method
  1. Divide everything into 6 stacks: W, U, B, R, G, everything else (use stickers to identify, if unclear)
  2. Shuffle each stack individually
  3. Take 20% of each color and shuffle it into the everything else stack
  4. Split the everything else stack into 5 equal stacks, distribute to WUBRG Stacks. Shuffle.
  5. Take three cards from each stack to make a 15 card pack
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