The All-Star Chaff Battle Box
(183 Card Cube)
The All-Star Chaff Battle Box
Cube ID
Art by Jesper EjsingArt by Jesper Ejsing
183 Card Battle Box Cube141 followers
Designed by Slaadi
Owned
$1,009
Buy
$49
Purchase
Mana Pool$194.67
Kitchen table gameplay with cards that spark joy

  • Players start the game with four cards in hand
    • Mulligans are not allowed
  • Players draw from one shared library
    • Graveyards are separate
  • Each player has ten lands in their command zone. They may play one per turn.
    • 5 Basic Lands - one of each
    • 5 Guildgates - either:
      • five of each allied guild
      • five of each enemy guild
  • Optional Rule: The player on the draw gets a treasure token.
    • I personally play this rule (I don't know whether play or draw is correct)

Design Philosiphy
  • A classic curve topper in each color turns the game on its head when it enters the battlefield
  • A low costed creature curve and abundant cheap removal (~30%) allows for interactive back-and-forth games
    • Most cards will affect the board state
    • Cards that ignore the board generate a resource advantage
  • Most creatures don't have toughness higher than their power
    • Encourages creature combat
    • Trading simplifies the board and prevents board stalls
  • Cards are fun and intuitive
  • Fan favorite smoothing mechanics allow for efficient mana usage throughout the game
  • Two for ones are uncommon, but incredibly powerful
    • Divination can turn the tide of a game
    • Many cards provide an effect worth half a card
    • Recently, I've added more two for ones as a catch-up mechanic
      • This makes gameplay slightly swingier
      • I avoid cards that snowball card advantage
      • Flametongue Kavu is likely too strong, but I'm ok with that
      • My local playgroup has a bunch of value enjoyers
  • Colossal Dreadmaw is the king of the box
    • No creature is allowed to profitably trade with the Dreadmaw
    • It costs at least 3 mana to kill the Dreadmaw (except for Doom Blade and Terminate)


Battlebox Lore

Me and my Battlebox Brain Worm

Occasionally at locals, I'll get asked how my battlebox started. A few years ago, I listened to Lucky Paper's Battlebox Revisited Episode, and my battlebox brain worm has been with me ever since. I scoured through all the forgotten draft chaff in my bulk bin and set aside cards that I found interesting and fun. I vaguely matched the color ratio and mana curve of Anthony's Battle Box, and BOOM: Battlebox! Continue adding and removing cards to season to taste. While I started cooking up this one many years ago, I've built several small boxes here and there as gifts to friends and anyone who is curious. My process has largely remained the same, and I'd love to share it.

Instant Battlebox


Ingredients (100 spells and 20 lands):

  • 16 Cards From Each Color (mostly 2 and 3 drops)
    • 11 Creatures
    • 5 Removal Spells
  • 10 Multicolor Cards
  • 10 Colorless Artifact creatures and/or utility artifacts
  • 4 of each basic land type (2 of each kind per player)
    • You can alternatively give players 5 different basics and 5 tapped dual lands

If you sleeve the 10 lands, and play with the rest of the cards unsleeved, then everything fits into an empty dragon shield sleeve box. Add and remove cards as you see fit, and make any rules modifications that you find cool or interesting. This is just a starting point to get your foot out of the door. I find that 180ish cards provide the right amount of variety for me (it is also what fits in my box). Happy bulk diving!

Aetherdrift and Dragonstorm Additions

I think the spotlight mechanics in both Aetherdrift and Tarkir: Dragonstorm work very well for a low-power battlebox like mine with generic synergies. Aetherdrift's exhaust is basically kicker after a creature down-payment. I've enjoyed how the exhaust cards have a threat of activation that lets you occasionally sneak an attacker through. One time-use mana sinks are always welcome. Each of the clan mechanics in Dragonstorm are pretty clean. I've personally only tested flurry, but I didn't like having an additional triggered ability to remember. Harmonize is appealing and powerful, but I already run a lot of flashback and don't want to cause too much confusion between the two. As a graveyard value enjoyer, I like renew as well, but the renew costs are mostly over-costed outside of Champion of Dusan. Mobilize is a great new form of go wide evasion, and all the Endure cards don't interest me.

w

  • I want to test if Salt Road Packbeast is still good enough when playing from behind or if it's win-more. Draw a card on a large body is solid anyways. I've liked it a lot in Dragonstorm Draft.
  • The removal spells like Witchstalker Frenzy typically play well because they're cheap when playing from behind. They can be pretty efficient when beating down, but you would probably still be winning if this was any other removal spell. Static Snare is in the same family, and it will help me relive my nutty Arena Direct pool with three of these and a Jeskai Revelation
  • I tested Wayspeaker Bodyguard, and it played very well, but I didn't like that it had huge stats in addition to being a recursive value card. Maybe I'm just salty that I was looped by this, Gravedigger, and Bonecaller Cleric all at once.
u

b

  • While Skullclamp would be obscene in battlebox, a one time use version is pretty sweet. I've seen Desperate Measures used as a removal spell, a combat trick, and a Village Rites. Gotta use the whole buffalo.
r

  • Sunset Strikemaster is the first of many(?) modern red mana dorks. It's elegant, versatile, and powerful.
  • "Did you know that my Divination is a combat trick." - Player right before killing me with Seize Opportunity. Curves in Dragonstorm weren't typically low enough to make good use of this card, but I can give it a second chance here. I can see this one rotating out in the future, but it's interesting me for now.
  • I've tested Greasewrench Goblin and Equilibrium Adept, and I've liked how both play. The goblin just looks especially weird next to Savannah Lions, and I generally dislike remembering additional triggers like flurry. I could see both of these cards returning though.
g

  • Dragon Sniper has three annoying words on it. It dies to Skeleton Archer though.
  • Greenbelt Guardian is basically a grizzly bear down payment on a Kavu Titan
  • I missed Beast-Kin Ranger in Foundations Spoilers. I learned to respect it when Llanowar Elves turbos it out.
  • Obstinate Baloth is a big idiot that stabilizes. I haven't seen it do the thing yet, but I imagine the opponent won't be very happy lol.
  • I have finally cut all of the fight and bite spells. They're just dead topdecks and invitations for blowouts sometimes. Monstrous Emergence prevented two for ones, but its wording was a little obtuse.
m

  • Back in the day, this thing was a menace with damage on the stack.
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