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The FUNdamentals Cube
(360 Card Cube)
The FUNdamentals Cube
Art by Adam RexArt by Adam Rex
360 Card Unpowered Vintage Cube10 followers
Designed by SocksofGranduer
Owned
$23
Buy
$122
Purchase
Mana Pool$169.69
TL;DR:
  • Type: singleton non-set cube.
  • Speed: Medium/Fast?
  • Identity: Core game play with room for synergy.
  • Power Differential: Low
  • Ideal Amount of Colors: 1-3
  • Variance: None with a pod of 8.
  • Each player starts the draft with a face up copy of Cogwork Librarian in their draft picks.
  • "True dual" lands enter the battlefield untapped.
  • Types and colors of tokens that some cards produce have been changed to reduce overall complexity.
The Fundamentals Cube

I have a lot of friends who played magic 10 years ago, and expressed interest in drafting a cube every once and a while to have a good time. My goal with this cube is to reduce card complexity to a minimum in order to allow for less tracking and complexity overall during gameplay to help reduce the opportunity for play mistakes from rusty players, while still providing a fun, fast, interactive experience with room in deck design for cheeky or neat interactions.

Core Features Tribes



I tried to be very intentional in creating specific flavor around each color by being aware of creature types whenever possible. However, the support for any given tribe is not deep. The tribal cards I included are generally good, and don't necessarily demand you draft every card of that type. They're all upsides with very little requirements.

Modality


I have some Kicker and Cycling spread across all 5 colors. Landcycling specifically is used to great effect for mana fixing, instead of relying on fetch lands, and this is bolstered by making all of my true duals effectively proxies by having them come into play untapped.

An interesting result of this focus around modality, is that most of the high mana value cards in the cube can be converted into some form of value early on, allowing folks to build very low curve decks.

Additionally, I've included as many interesting and useful nonbasic lands to draft as possible, in turn allowing for more main deck inclusions from your draft pool.

+1/+1 Counters


There is also a big focus on +1/+1 counters in the cube as well. Green and white have the heaviest focus on using them to make their creatures even more sturdy and aggressive, which black also dips into.

Lessons


The most complex addition to my cube are the lessons. They have a focus in black, green, and white. While Lessons contribute to increasing the number of drafted playable cards without fighting for space in the main 40, the main focus for them is giving gbw an identity when I'm not focusing as deeply on the graveyard in the cube in general.

Lands


Lastly, in an effort to increase the number of playable cards in my cube, I've included several different land oriented themes to try to capitalize on.

Cube Goals

As noted before, my primary goal is to manage an environment where the cards are straight forward, but the decision structures are still deep.

I tried to keep each color focused on doing what that color wants to do. Sticking to the color pie as much as possible. I also really enjoy having a focus on auras and enchantments to boost creatures, or having to build your creatures up over time in order to overcome your opponent.

Notes

As there are a lot of cards that make tokens, some have been altered to reduce the diversity in the tokens that can be produced in the cube. For example, Castle Ardenvale makes a soldier token instead of a human one.

I've modified all of the "true" dual lands (the typed dual lands) so that they no longer enter the battlefield tapped. I really enjoy the dynamic that this change provides around deck construction.

Lastly, I would be remiss if I didn't acknowledge that May's Fae Cube inspired me to a higher standard for my cube description! Check her cube out, it's super cool!

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