The Friendly Fire cube is for new and experienced players, with weekly drafts for 6-8 people. It includes powerful Magic cards while avoiding frustrating mechanics. The 540 cards support aggressive, control, and combo strategies. Each month, the top player picks a card to have their name and the month they won added, along with custom artwork. These "Cube Champ" cards will be featured in future drafts.
Average Player Count
6-8 people
Supported Archetypes:
Color | Identity |
---|---|
![]() | White is a Jack of all trades with some of the best removal options in the cube. |
![]() | Control and tempo with countermagic are Blue's assets, along with artifact support. |
![]() | Black is known for graveyard synergies and removal. |
![]() | Red is known for its fast-paced damage or mid to late-game threats. |
![]() | Mana fixing and ramping up to massive threats early is Green's best feature. |
Supported Dual Color Archetypes:
Dual Color | Archetypes |
---|---|
![]() ![]() | Control, Tempo |
![]() ![]() | Tempo, Reanimate, Control |
![]() ![]() | Aggro, Sacrifice, Reanimate |
![]() ![]() | Mid-Range, Aggro |
![]() ![]() | Mid-Range, High-End Threats |
![]() ![]() | Aggro, Sacrifice, Reanimate |
![]() ![]() | Spells Matter, Tempo, Control |
![]() ![]() | Mid-range, High-End Threats, Reanimate |
![]() ![]() | Aggro, Creature Tokens |
![]() ![]() | Tempo, Mid-Range |
Snow Lands Matter
We have edited some "Snow lands matter" cards, such as Arcum's Astrolabe and On thin ice, to "Basic lands matter" cards. This causes less confusion on mana bases for new drafters and saves us from supplying snow lands for a few strong cards.
Flip or Transform Cards
Cards like Fable of the Mirror-Breaker and Ajani, Nacatl Pariah have been custom-edited into single-sided versions. This makes drafting easier, especially for players who might not remember or know what’s on the other side. No need for pulling the card out of its sleeve or having a second copy nearby to overcomplicate the draft. When playing with flip cards, just place a "Transformed Reminder Counter" on the card in the blank square space provided to track it. Check out the custom images on our list!
Sneak Attack or Through the Breach
(or other creature threats)
Reanimate
(or other creature threats)
Tinker
(or other artifact threats)
Show and Tell
(or other artifact, creature, enchantment, or land threats)
Natural Order
(or other green creature threats)
One-Sided Time Twister
No Playtest Cards, Custom Cards, Silver Border Cards, or Cards Adapted from MTGA
We have tried all these, and our player base has decided to step away from cards not tested and curated for paper magic by Wizards of the Coast. Some cards felt unbalanced or too wild of a concept to enjoy for their liking.
Banned Mechanics:
Day Bound/ Night & Day Cards (i.e., Graveyard Trespasser): This mechanic is too complex to keep track of. As soon as this mechanic is triggered, it needs to be tracked for the rest of the game, and it is tedious to micromanage.
Enter the Dungeon/ Initiative (i.e., White Plume Adventurer): This mechanic is overly complex and needs text-filled tokens to explain the variety of options players have when playing these spells. The mechanic was hard to keep track of, confusing to pick up, and overall, overly powered.
Banned Cards:
Power 9 (Except Timetwister): The Power Nine are powerful and iconic cards, but they are must-pick cards over any cards in a pack making the draft experience less about the strategy you build with your draft pool, but how many of the power nine can you cram into it a deck. Also, the Power Nine can lead to non-game situations. The speed at which the power nine can put you ahead on turn one doesn't often lead to your opponents getting to play out their deck's strategies or counterplay before things get out of hand. Players who did not get Power in the draft are also at a disadvantage against a player who did draft power, leading to unsatisfying games.
Jace, Memory Adept: Jace resolves and one tick of his 0 feels so backbreaking to the point where you are bound to lose with not much counterplay at all. The one-time Control who might be winning against you did not have a counterspell ready loses to this card and it feels cheap.
True-Name Nemesis: This creature is frustrating to deal with and has barely any counterplay besides "wrath it" or "counter it." Just try explaining to a new player in your draft, "Hey, that creature they just resolved for 3 mana, you can't do anything about it now. You can't block it, you can't target it, and you can't damage it... Good luck!" and see how they feel about it.
Moat: This card hoses agro to the point where if they can't remove Moat, they might as well concede (Not fun), or it does nothing because you are against an opponent who is playing barely any creatures anyway.
Ravages of War, Armageddon: No player enjoys having all of their lands blown up and not being able to react to a thing. It's a very one-sided "feels bad" card to play against.
Karakas: We played Karakas for some time and quickly found that it did not matter what deck you were drafting when using this card. Karakas was a no-brainer when it came to slotting into any deck. It was either backbreaking to play against and gimped some strategies like reanimating so hard with no downside or sat on the field and did nothing.
Clocknapper: Clocknapper was once loved by the few who played it in our cube and realized its potential, but the majority of players quickly found this card to be very non-interactive to play against and generally "not fun." Clocknapper can too easily pair with other cards that blink or abuse it (albeit fragile and easy-to-solve combos) to the point where players are sick of seeing it. Also, it did not help that this card is a silver border card. Our player base does not enjoy custom or unplayable cards for tested constructed play.
Sol Ring, Mana Vault, are too powerful and lopsided cards like the Power 9 with no build-around.
Channel, City of Traitors are either too-powerful, swingy cards or do-nothing cards that trick you into bad deck builds.