When, in the course of human events, it becomes necessary to have a second fucking cube, one must "Spice It Up A Li'l Bit," and so I find myself with another batch of 450 Magic: the Gathering cards lying about in a box, waiting for my monthly draft session with the homies.
The initial vision for this was heavily inspired by Shane's Artifact Cube, which seems to have Vanished From Existence...
Anyway, big shouts out to Shane for his efforts. My goals were to remove some of the combo potential (though I did add Splinter Twin into it...), lower the power ceiling of possible decks, and eliminate what seemed to be some of the lower floor power outliers as well in early playtesting. My ideal drafting sessions, as with Son of Cubemo, would result in any deck style holding a reasonable shot at a 2-1 or 3-0, and not having specific includes that might mop less experienced players (something that seems very easy to sneak through in an artifact-centric list, so I probably still have some of those in here tbh).
What does it actually do, though, you might ask?
THINGSDr. Cubemo is a 450 card, un-powered eternal cube focused largely on artifact synergies or anti-artifact Technology. The power level and complexity are both intended to be a bit higher than my Son of Cubemo cube, though that does not mean that games should be any quicker or slower - just that decisions during the draft and during gameplay are a touch more important. Flubbing your strategy or misplaying your answers will cost you dearly in the realm of Dr. Cubemo - MONKE is legal, after all.
As with all Cubemo variants, if the Card does not induce a minimum of one Goose Bump, it is NOT to be included.
Two sets of each fetch land and two sets of each shock land are available, all other cards are Strictly Singleton so far.
DraftingNo special draft format, standard 3 packs of 15 cards each in as big a pod as you can get (until you hit 10 people cause you'll run out of freakin' cards, wontcha!...LMAO!), 1 card per pick, 40 card minimum deck size.
I do have a tendency to go for special treatments or alternative arts, so I recommend that my paper drafters take their time reading cards instead of expecting familiar card arts. I find this encourages (if only slightly) people to re-read cards they think they know by heart, which in turn leads to better understanding of the synergies in the cube during the draft. Or maybe it's just overwhelming and annoying lol, I just think they look neat tbh.
Supported ArchetypesOr so a brewer must hope...
Decks are based less around guilds this time and more around SYNERGY(TM). If a given theme can be supported in three, four, or even all five colors, I'm going to put in as many enablers for that theme as I can find, and my drafters can make decisions based on signals and lands as to which colors they want to settle on.
I find there are a few good questions to ask yourself when you see a card in this cube that you think is really busted or really ass:
"What makes this card really [busted/ass]?" followed by "Does that same reasoning apply when that card is surrounded by all artifacts or all artifact hate?"
Let's consider a few examples.
It's one of the first picks of the draft. Galvanic Blast and Lightning Bolt are in the same pack. You think back to your training wheel days and recollect the heuristics. "Galvanic Blast needs my deck to have a lot of artifacts. The higher floor is the safer bet," you think, nearly placing the Lightning Bolt face down on your draft pile. But as sleeve touches sleeve, a new neural pathway forms in your mind - this is not your grandpappy's cube. You are drafting Dr. Cubemo. Your deck will be artifacts. Galvanic Blast is the safer bet. Into the deck it goes.
Across the table, a fellow drafter has been passed a Cankerbloom. They look at it and think "solid stats, versatile ability, I think that could pad out a counters deck or maybe be a good curve-filler if I need it, but maybe I'll let it wheel." They sift through the rest of the pack and see a Great Furnace. The very one that you may take when this pack is passed to you and you inevitably think "the artifact lands got banned in Modern! They are fucking cracked!" This fellow drafter of yours, this future adversary, remembers "I am drafting Dr. Cubemo. Cankerbloom is Stone Rain. Cankerbloom is Doom Blade. Cankerbloom is my best friend today." Into the deck it goes.
For similar reasons, a control drafter would in most cases be better off drafting Metallic Rebuke over Counterspell, especially with the likelihood of being able to land a turn one Hard Evidence, Retrofitter Foundry, Tamiyo, Aether Spellbomb, Moonsnare Prototype, Phyrexian Walker, Candy Trail, etc. Into the deck it goes.
With that said, here are some of the intended strategies and where I feel they really find their footing, as well as their "core" colors (if applicable).
Artifact Creatures - Tempered Steel
I would hesitate to consider this exactly like the Modular deck, since that needs some other key pieces like Arcbound Ravager. There is obviously plenty of overlap between the two, however, and most decks with artifacts would be remiss to regret a Ravager include. If you are primarily in /
or
/
, I think focusing on pumping your creatures via the passive effects of Tempered Steel, Urza Prince of Kroog, Unctus, etc. is the superior way to go, whereas the Modular deck can thrive better in
/
/
due to aristocrats payoffs. Speaking of which:
Artifact Creatures - Modular
Artifact Creatures - Affinity
Equipment
Equipment - Stoneforge
Sacrifice
+1/+1 Counters
CONTROL
Reanimator
Running with Scissors
Tokens
Splinter Twin
There are still generic aggro deck and midrange deck options here as well, but most of them hopefully do a little bit more when you lean into the artifact or anti-artifact options. Essentially, I want familiar cards to be seen in a new light, and unfamiliar cards to find a home here. Hopefully the vision is successfully realized in your experience with the dauntingly dense and wordy DOCTOR CUBEMO.
If you want the inside Gamer Scoop, I would say that some of the best earliest possible picks across the colors would be Stoneforge Mystic, Fable of the Mirror-Breaker, Kappa Cannoneer, Recurring Nightmare (if you have the stones), Boseiju, Wurmcoil Engine, Smuggler's Copter, Urza's Saga, and maybe Gut or Cryptic Coat. If you want to lean right into a synergy piece instead, you're a true gamer and you're playing how I'd hoped, even if I may not always follow you down that road.