Cube based on the Mystery Booster Playtest Card set. Intent to use the playtest cards as the primary focus and build around signposts.
Each Color is Primary in the following broad function and playstyle.
Color | Play Style | Function |
---|---|---|
White | Aggressive + Control | Wide Creature + Evasion |
Blue | Control | |
Black | Combo | Graveyard |
Red | Aggressive | Fast Creatures + Burn |
Green | Midrange | Ramp |
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?
White -> Sliver
Blue -> "Sea Creatures"
Black ->
Red ->
Green ->
NAYA (G/R/W) ->
BANT (G/W/U) ->
ESPER (W/U/B) ->
GRIXIS (R/U/B) ->
JUND (G/R/B) ->
INK (WURG) -> Tribal
NAYA
G/W - Slivers
W/R - Dogs
Slivers GW + R
Faeries UB + W
BR + U
RG + B
WU + G
(Enemy Colors + wedge Splash)
RDW
Reanimator
+1/+1 counters
Domain (basic land types matter) (BG + U or WU + G)
Control
Tokens
Ramp
Sacrifice
To Do:
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 3 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