I’m trying to evoke my nostalgia for "Bulk Bin Magic" and a few of my design goals are:
I also want a home for cards that have maybe fallen by the wayside in other formats, like Serra Angel, Gush, Vampire Nighthawk, Young Pyromancer, and Pelakka Wurm
General Environment Notes & SignpostingI ascribe slightly less to signposting in the exact way that retail limited abides by. Though if you would like some help, here's a few of my intentionally supported themes for each color:
If you would like additional signpost uncommons, more are listed at the bottom of this page, or feel free to look at the full list!
General Notes & FixingBe aware that Cogwork Librarian is in the cube and remains face-up between packs.
There are ~50 fixing lands, and various colorless fixing options. The land cycles include:
For the cube aficionados, the list is Peasant+ and has been previously non-singleton. Rare lands are included to provide untapped lands for more proactive decks. The current version runs Day of Judgment, Dig Through Time, Persist, Anger of the Gods, and Collected Company as an experiment to see if I like having a light sprinkling of efficient sweepers. Also I miss Dig Through Time, and it’s not the same in Commander.
Offer Your Feedback!If you play the format, please consider filling out my quick feedback survey. Even data as simple as "Did you think your deck was cool, and did it do the cool thing?" as well as the color you played goes a long way
https://forms.gle/2xcQKw4vNns4VRFG8
Reminder: These are a bit looser than in retail limited, and there are supported synergies outside these lanes.
But also consider… do Seeker of the Way, Curiosity, Fight with Fire or Quirion Dryad line up with any of these signposts? ;)
StorytimeI was watching a regular guy and regular gal playing a game. The guy casts Ponder and declines to shuffle. Gal Control Magic's his Hedron Crab and plays a land, mills his best out: Serra Angel. And that's my kinda peak "Bulk Bin Magic"
Patch notes summary:
Notable single-card changes:
Note at the end about iconic cuts at the end.
Update Philosophy:
I was largely very happy with the previous version of the Cube. Dramatically increasing the fixing land density felt much better, if slightly overtuned for Sealed. Green had a cohesive identity and performed well. White and Red were already in a spot I liked. However, I felt Blue decks lacked a meaningful proactive gameplan outside of happening into Sphinx’s Tutelage, and Black felt like it only succeeded when paired with Green. And was slightly too consistently paired with Green, as Golgari felt like it was slightly overpreforming. Ultimately these observations inclined me to think the following:
These conclusions coincided with seeing Mark Rosewater’s updated set skeleton, and seeing his significant increase reminded me of how regularly I’d feel a squeeze on creatures and a glut on spells. As such, the following major changes were made to directly address these points:
While I was mainly looking to give good creatures to proactive decks, I thought slower decks also should have good options to close out games. However, proactive decks generally want good threats in the opening hand, whereas a slower and more controlling deck can wait a while. I did mostly try to include cards that fit well into both spells-y and controlling decks—namely keeping Eddymurk Crab and adding Rise from the Tides and Tolarian Terror—but I could see including a larger creature with Flash or Ward to give blue control decks easier access to a finisher.
Why cut Aristocrats? Largely two reasons. Firstly, Aristocrats tends to be at its best as a very high game-objects and game-actions playstyle. This is at odds with “manageable levels of [...] board state complexity levels for a wide range of skill levels” and while any individual Blood Artist isn’t that hard to understand, collectively Marionette Apprentice, Morbid Opportunist, Yahenni, Undying Partisan, Cruel Celebrant, and Judith, the Scourge Diva all function just differently enough that you can’t just batch them together..
Secondly, reanimator in 1v1 Magic and Commander just play out differently. Zombify targeting Pelakka Wurm is a real and dangerous threat that could lose you the game almost on the spot here, whereas in Commander it’s… quaint. I also generally have a guiding light to try to do the thing that’s less “Commander-y” because that means that generally has a home if you’re willing to make one.
Ultimately the complexity issues and more bespoke-to-cube vibes lead me to lean towards downgrading Aristocrats as a major theme. A few elements have been retained, Act of Treason then feeding the creature to Dockside Chef is on the menu, but it’s not going to be a primary gameplan.
Cards like Quirion Dryad and Werebear are very strong… if you get them online, but start the game fairly frail. Sixth Sense, Stocking the Pantry, and Hunter's Talent need you to be forwarding your gameplan to pay you off. There’s also a slight decrease in ramp, especially taking out the pseudo-dorks in 1-mana land enchantments, meaning that Green will likely have less frequent explosive curve-outs. It’s possible that this has not been a meaningful slap on the wrist for Green, as a lot of its best cards remain, but the average base stat line and general increase in creatures in the cube should hopefully keep it more in parity.
Some of you may notice that Day of Judgment, Dig Through Time, Persist, Anger of the Gods, and Collected Company are cards that… have not been printed at Uncommon before. The justification is that I want to experiment with adding an actual rare slot to bring this cube even more in line with retail limited. This also enables me to experiment with a few effects that would otherwise not be available at Peasant, mainly true sweepers. I have some debate on including Mastermind's Acquisition, Wish, or Chord of Calling, but will wait to see if a light sprinkling of rares even feels appropriate before experimenting further. Also the honest answer is I like Dig Through Time and wanna cast it again.
Finally, I’m contemplating supporting combo outright. I’m not sure if I will like how a true A+B combo will play out, but introducing combo is on my radar. The following considerations are not live in the cube, but something like Thopter Foundry+Sword of the Meek and/or Oketra's Monument+Whitemane Lion/Kor Skyfisher. Essentially mana-gated combos that would be infinite if you had infinite mana, though there should be no way to generate an arbitrary amount of mana in the list. Funnily enough this wou