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 TribesAn 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 CountersAs 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.
NotesAs 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!