This is a cube built around several underutilized mechanics and how they interact. My main goals while designing the cube are minimizing parasitism while maintaining the unique game plans of decks going all-in on their mechanics. Packages include and are not limited to:
Morph (Base , all colors supported): Typically a side package for other creature-based decks, decks with high density of morph creatures can use Secret Plans and Mystic Forge to maintain card advantage while on the Grey Ogre/Hurloon Minotaur beatdown.
Flash (): Utilize blue’s powerful instant speed effects and green’s flash creatures and werewolves with payoffs like Nightpack Ambusher and Brineborn Cutthroat. Morph can be used as a mana sink when the opponent doesn’t play into countermagic to continue developing the board.
Ninjutsu (): Return efficient flying creatures to hand to gain card advantage and tempo. Cross-pollinates with flicker’s efficient ETB effects. Morphs can be scary to block (Maelstrom Djinn is an example), which can allow for ninjutsu activations without evasion in clogged boardstates.
Flicker (): Gain value by repeating ETB effects while still committing to the board. Flickering a morph returns it to the battlefield face up as a nasty trick with the more expensive morph costs.
Discard Matters (): Circumvent discard costs to play above-rate cards while maintaining card parity/advantage. Can be played aggressively with madness costs and beaters, or as a value engine with discard triggers and Squee.
Cycling (): Control the board with Astral Slide and Lightning Rift while filling the graveyard to fuel a Zenith Flare finisher. Works with discard payoffs and makes spending mana easy during the opponent’s turn.
Reanimator(Base ): Discard, mill, or cycle big creatures before returning them to play at a steep discount. Reanimation spells are less powerful than many other cubes, with Doomed Necromancer at 3 mana being the cheapest conditionless reanimation spell available.
RDW (): Curve out with small creatures before burning the opponent down.
White Weenies (): Cast early creatures to control the board before quickly killing the opponent with anthem effects or curving into 4 and 5 drops.
Stompy (): Cast ramp spells to cast efficient creatures earlier than intended. Morph allows for expensive creatures to still impact the game in the case the turn 1 mana dork is killed.
Graveyard Matters (): Fill the graveyard before outvaluing the opponents with powerful spells like Genesis, Living Death and Roar of the Wurm. Works well with reanimator effects.
Lands Wildfire (): Cards like Rampant Growth and Sakura-Tribe Elder put more lands on the board, which help power out either Wildfire or Burning of Xinye, which creatures like Terravore or Knight of the Reliquary will always survive and let you beat down an opponent with reduced resources.
Artifact Wildfire (): Powerful mana artifacts like Worn Powerstone and Thran Dynamo allow you to cast wildfire while maintaining a mana advantage over the opponent and attack with strong artifact creatures and noncreature threats.
Aristocrats (): Deploy tokens and use on-death effects to profitably trade or activate powerful sacrifice effects.
Enchantments (): Sythis and Setessan Champion keep the cards flowing while casting removal spells and enchantment creatures. All That Glitters allows for a fast but fragile creature threat, while Sigil of the Empty Throne floods the board in the lategame.
Doomsday (Base ): Difficult to build combo deck with several possible builds, including:
o Nexus of Fate and 4 other cards to loop extra turns
o Mystic Forge, Oracle of the Alpha and 3 other cards to loop using Timetwister.
o Laboratory Maniac and card draw/counterspells/other cards to win the game instantly using Laboratory Maniac’s effect.