[powered] 32 Player Cube without Conspiracys and Alchemy cards
(1440 Card Cube)
[powered] 32 Player Cube without Conspiracys and Alchemy cards
Art by Mark TedinArt by Mark Tedin
1440 Card Cube0 followers
Designed by dojanovich
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Cloned from [powered] 32 Player Swedish Championship Cube

The Swedish Championship Cube

Welcome to this madness of a cube project, in which the designer once had a thought: "Which are the next tier cards if I expand the cube further?". Since then, WOTC's printing spree have gone more crazy than ever and new cards are being presented almost every month by now.

This cube contains all the potential brokeness in the history of Magic: The Gathering. In my mind, this IS Magic. If a card is printed, then it should be played.

There are no limitations for a single card to enter this Powered Cube.
If a card is printed in any form, digital and non-digital, and/or played in any format sanctioned by WOTC, then it is considered legal for this cube.
Therefore; Conspiracys, (not too silly) UN-cards, Portal, companions, playtest cards, Heroes of the realm, Alchemy, Contract from below etc are all playable. Even though they are indeed very powerful, they contribute to more pieces of power to everyone who enters the draft.

Each card in this cube is tagged with a number in which cube tier it belongs to. You can simply filter out which cube you want to see by enter "tag:450" for example. Then you will see all cards in the 450 tier. In reality all the cards are marked with their belonging tier inside the card sleeve. This make it easy and convenient to adapt the size of the cube to the number of players in the playgroup.
The cube can therefore be played by 2 players or up to 32 players!

There are many synergies and archetypes available in this cube, even more than what the cube designer himself knows about. I have tried to support aggro in all colours except blue and for the very brave (or foolish) one, there is a storm combo-package as well.

So go ahead and dig into this very large list and I appreciate all sorts of feedback from the community.

Happy cubing!

*** Compilation of card specific rules ***

First and foremost, the companion rule is played with the rules errata:
"If you reveal a companion outside the game, for as long as it remains there, you may pay 3 any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules."

Don't have a companion at your disposal? Don't be disappointed, you may have instead managed to pick up a Conspiracy, whose function works quite well in Limited:

Power play ensures that you always get to go first...

...EXCEPT if your opponent has this in their starting hand:

In the Conspiracy expansions, there were also cards that could affect how you choose to draft. In the cube, these cards may be good to keep an eye on:

And if you're eager to open more booster packs, this might be the pick:

Or even more booster packs:

Myntasha is a result of a peculiar idea by Wizards to print images that only their employees get to own. It's called Heroes of the Realm. Here are some more cards from Heroes of the Realm included in the cube:

Broken, you say? In that case, I want you to take a look at the next card:

Well, how do we play with this broken piece that isn't legal anywhere since you never play with ante? Well, it's played just as it says on the card because the player with the contract in their deck must play with ante, meaning exiling a card before the game starts, which then goes to the winner of the game when the game is over. If the opponent wins the card that has been ante'd, it goes to their sideboard and is available to them for the rest of the tournament. Crystal clear. Now, perhaps Black Lotus is demoted to second pick after this? Blame is on WOTC. As always.

Speaking of broken decks, here's a card that screams "build around me" if you see it early in the draft:

Oh, are we playing Vanguard now too? Well, why not? The card's function is basically a hybrid between a conspiracy and a companion!

The black and white cards like the card above are Playtest Cards from Mystery Boosters. Since many are very powerful, there are quite a few in the cube, and some of them deserve a bit more explanation:

Gold Mine has the "Legacy" ability. Each time it's activated, you put in a piece of paper as a marker or clearly note how many times it has activated its Legacy. The card "resets" when the draft session is over. Next card:

In rare cases when Planequake is cast for 10R, it wants to open an "Uncovered Cavern" plot booster. Since this does not yet exist, that text is ignored until WOTC reveals what it means.

The last line of Very Cryptic Commands might need some explanation. In essence, you can say that a turned over creature card becomes a 2/2, like the morph mechanic.

One of WOTC's latest inventions is called Alchemy. They have printed (well) cards exclusively for online play. But, it turns out that some of them can still work in a tabletop cube after all.

Here we go.

Let's start with the "Perpetually" mechanic.

Perpetually is a term that means it's an effect that persists regardless of whether the target changes zones. Write down the change of effect on a piece of paper inside the sleeve as a marker for this or in the score notes. Don't forget to remove the marker when the game is over!

Check this one out:

Conjure. It simply means that you create a card that is not a token. These cards are in the box intended for other tokens and are black-sleeved, just like the rest of the deck, and marked with "Conjured" to distinguish them from other cards in the deck. In the game, cards that are "conjured" work as if they were main decked, but after the game, they cease to exist.

More cards with the conjure mechanic:

A playset with the entire Power 9 in your library, you say... Pretty flashy bird.

Next, let's talk about Boons!
Boons are a "delayed trigger" that exists digitally. In the token box for the cube, there are cards that serve as reminders for these delayed triggers. It has no effect other than reminding the player who controls the trigger not to forget about it.

The following cards in the cube use Boons:

Seek mechanic:

Seek is a mechanic that lets the computer randomly find a card that fits the seek criteria. For it to work in paper, we play the seek mechanic much like Discover from Lost Caverns of Ixalan. So the player that resolves the seek mechanic simply reveals cards from the top of the library until a legal card is revealed, then puts it in their hand and then puts the revealed cards in the bottom of the library in a random order.

Last but not least, we have the very special playtest cards from Gavin Verheys Unknown events in 2023. These are very rare cards, but they have been played in a WOTC sanctioned event and Gavin works at Wizards, so hey, they pass along and thus legal for this cube. These cards are not findable on Scryfall, so I have created my own AI-art for the chosen cards in this cube. They can be found in the list as copys of a card named “____”.

There you go, Magic just got a bit wilder and a bit more broken... Again.

I hope this guide can help you navigate the world's biggest and wildest (?) cube in the world's best MTG format.

Good luck!

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