• Type: Singleton (with a few exceptions for lands), non-set
• Speed: Medium
• Identity: Eternal, focus on more contemporary cards and synergy
• Power Differential: hopefully very few outliers (a few cards are on watch)
• For the Cube aficionados…my goal here is a power level between the Regular Cube and the Bodleian Cube.
• There is a lot of interaction to keep the threats manageable.
• Ideal Number of Colors: 2-3, mono color is definitely a possibility.
• Variance: none with a 10-person pod; for an 8-person pod…90 cards will not be used.
This cube is medium powered by design. It's an eternal cube, but the focus is on more contemporary cards. I want the experience of cube draft without totally egregious power outliers. Combat will be the way most games are decided.
This cube started as a way to teach my sons to draft on a budget (thanks to my brother for the original list and cards!). I fell in love with cube as I made adjustments to improve the experience.
I do not want to turn folks away from drafts, so I expanded my list out to 450 cards from 360. That change has been well received by my frequent drafters. When we have 8 players, there is enough variety to keep the cube interesting and fresh week by week.
With 8-10 players, we use 3 packs with 15 cards each. For 6 players, we use 5 packs of 15 cards and then ‘burn’ (discard) the last six cards remaining from each pack.
The mana is decent...but not what cube drafters are likely used to. There are no traditional Fetch lands that will get types--only Evolving Wilds-style fetches to get basics. I want folks to have to make choices with their mana base. I would expect most drafters to end up in two colors; support exists for a lot of decks to splash a card here and there.
A lot of the archetypes are designed to be ‘triangle’ or ‘pivot’ (e.g. sacrifice in Mardu, blink/flicker in Bant, small reanimator/recursion in Abzan, Ramp in Temur).
—Aggro (,
,
,
,
&
)—Turn creatures sideways and kill folks fast! Make sure to have a good curve with low-cost creatures, some removal, and some way to close out the games or reload.
Advanced: Pair with equipment or vehicles for extra reach.
—Control (/
/
)—Take control of the game and land a win condition.
—Blink/Flicker (/
with some great ETB’s in other colors)—Choose cards that have a strong ETB trigger and cards that 'flicker' them off the battlefield and then back on. Repeat on your way to victory.
Advanced: Pair with or
EtB’s!
—Tempo/Ninjas (/
)— Make sure to choose cheap threats that will be able to attack freely. Then, ninjutsu your stronger cards in for a ton of value. Tempo and removal are important considerations. There's a small sub-theme for stealing your opponent’s cards in this pair as well.
—Sacrifice (/
)—Sacrifice your small creatures for extra damage or value. Make sure to strike a balance between cards that create tokens or come back again and again and sacrifice outlets.
—Efficient Aggro/Midrange (/
)—This guild plays an aggressive midrange game. The best threats will be above rate and beating folks down. Make sure to have something to refill your hand before you run out of gas.
Advanced: Pair with to get some great ramp targets.
—Tokens/Anthems (/
)—Amass a huge army and then buff them all to overrun your opponents. This deck can be a strong aggressive threat or play a more mid-range game.
Advanced: Ramp into Green’s top end threats.
—Aristocrats (/
)— The plan with this color pair is to make a bunch of small creatures, remove your opponent’s big threats, and then win with an accumulation of value. There is a reanimation sub-theme in these colors as well--especially for small creatures.
Advanced: Pair with sacrifice cards.
—Spells Matter (/
)—Pick cards that trigger from you casting spells...and then choose some spells. Blue brings card draw and counterspells. Red brings the burn to finish opponents off.
—The Rock/Reanimator (/
/
)—Choose some of the best answers and threats at every point on the curve. There is a small reanimation theme. It will not be as strong as you'd find in Vintage cube.
—Ramp (/
or paired with any other color)—Play small mana generating creatures or artifacts early...and then reap the rewards of high-cost payoffs.
—Artifacts —There is not an 'artifacts matter' theme in the cube. Artifacts in this environment play a supporting role. They could provide needed reach for an aggro deck (via vehicles or equipment), strong ramp or utility pieces, or finishers.
—Lands—There are five dual lands for every color pair (no Fetches), all 10 triomes, and some lands that will search up basics or provide five colors at a price. You'll find shocks, creature lands, Pathways, Bi-cycles, Horizon lands, and a mix of others.