Chaos Playtest Cube
(360 Card Cube)
Chaos Playtest Cube
Art by Sam StoddardArt by Sam Stoddard
360 Card Cube0 followers
Designed by bwolf1766
Owned
$1,020
Buy
$118
Purchase
Mana Pool$635.28
Introduction

Cube based on the Mystery Booster Playtest Card set. Intent to use the playtest cards as the primary focus and build around signposts.


Archetype Breakdown

Each Color is Primary in the following broad function and playstyle.

ColorPlay StyleFunction
WhiteAggressive + ControlWide Creature + Evasion
BlueControl
BlackComboGraveyard
RedAggressiveFast Creatures + Burn
GreenMidrangeRamp
Overlapping Archetypes

As a high level philosophy, this cube aims to weave together Five Three color archetypes that overlap in play function and synergies.

Note: Khod, makes Tribal want to be 4 color. To resolve this does each color get an archetype to weave throughout?

  1. White -> Sliver

  2. Blue -> "Sea Creatures"

  3. Black ->

  4. Red ->

  5. Green ->

  6. NAYA (G/R/W) ->

  7. BANT (G/W/U) ->

  8. ESPER (W/U/B) ->

  9. GRIXIS (R/U/B) ->

  10. JUND (G/R/B) ->

  11. INK (WURG) -> Tribal

Detailed Archetypes

NAYA

  • G/W - Slivers

  • W/R - Dogs

  • Slivers GW + R

  • Faeries UB + W

  • BR + U

  • RG + B

  • WU + G

(Enemy Colors + wedge Splash)

  • Dogs WR + B
  • UG + R
  • WB + G
  • UR + W
  • BG + U

RDW
Reanimator
+1/+1 counters
Domain (basic land types matter) (BG + U or WU + G)
Control
Tokens
Ramp
Sacrifice


Work in Progress

To Do:

  • Reduce multicolor card count -> 30 total -15
    • Hybrid cards should be reduced to 10 total
  • Increase colorless card count -> 30 total + 5
  • Increase non-basic Land Count -> 30 total +5 cards
  • Increase Mono color cards -> 54 each +15 cards
  • Sliver count should be reduced/changed for changelings where able
    • slivers are parasitic and breaks a draft, there should be sliver
      payoffs that enable changelings to be "good"
    • Plan -> Re-center slivers in GW, splash Red -> Naya
    • Counts: MH1 had 13 slivers, R/MR don't affect drafting, commons are
      2x common -> effective count: ~14 -> 14 slivers should exist,
      excluding sliv-miz/sliv-draz -> resulting in 16 total
  • Add Changelings to clean up tribal -> ~14 should work based on MH1


Excluded Playtest Cards
  • Metagamer : This is too specific, the card pool required to make this not a 3cmc 2/2 is absurd.

  • You're in Command : Making a card a commander effectively gives it card advantage, it mostly does nothing, or it's way to strong with the correct card. This "could" be added at low risk.

  • Learned Learner : This card will never function properly, having something that changes your max handsize is quite restrictive. To make this function, it would take a lot of slots,

  • Chimney Goyf : This seems totally fine, its just a little over costed.

  • Corrupted Key : This is a maybe, wants to be in a creature focused deck, but has a way to tap permanents. Captain of the Mists, Aboshan, Cephalid Emperor, Deceiver Exarch, Dream's Grip

  • Cyclopean Titan : Maybe, it could be a reanimator target

  • One with Death : Oh man.... I want to put this in. Would also need Sudden Substitution, Hive Mind to turn this into a combo

  • Swarm of Locus : This can probably be added, 2 cmc 1/1 flyer is 'ok' if you have one post it's a 2/1 which isn't bad, at 3/1 it really strong.

  • Witty Demon : Would you pay 3b-pb-p for a 4/3 Flier? Probably yea? Also has the same condition as Yorion, Sky Nomad. Blink?

  • Maro's Gone Nuts : No unplayable, you need things that double, and things you want to quadruple. Fun but ONLY a win more card.

  • A Good Thing : This is mostly just fun on the face of it, but the resulting gameplay is the opponent plays defense until the caster dies in 5-6 turns. Doesn't promote a great experience for either side. So maybe.

  • Graveyard Dig : Totally playable in a graveyard/ramp strategy. Arguably it's a bit over costed.

  • Mirrored Lotus : In the right deck at the right time this is busted. A slot for this could be found.

  • Aggressive Crag : Dual land that only works during your first main phase. Hmm

  • Domesticated Watercourse : Since it becomes unattached when it changes back, this is pretty bad. 3 mana draw a card only helps in grindy games. Needs to be playtested. This can likely be added.

  • Enchanted Prairie : There isn't any enchantment synergy in this cube. This is just a generic tap land. The Thriving lands fill this slot better.

  • Jasconian Isle : The card is a combo piece, to make a free 3/4, you need a card that turns this into a different land type/loses all ability. Imprisoned in the moon/Song of the Dryads/Ashaya, Soul of the wilds/Cyclopean Titan. Song and Imprisoned could work, but not sure if 3 slots are worth for a card that is "mostly" dead.

  • Noxious Bayou : If this cube had an infect theme, this might be ok. As is, this is just a Bayou in 99% of games. Thriving lands fill this slot better.

  • Taiga Stadium : At best this is a Taiga, at worst it's a dual tap land. The Thriving lands fill this slot better.

Original Credit
Cloned from WTF Playtest Cube
https://cubecobra.com/cube/overview/archetypes

View All Blog Posts