Cloned from The Modular Cube
When drafting with my local playgroup, we will choose one Module from the 4 available, and shuffle it in to the Core Module - this isn't feasible with a CubeCon Main Event draft, so I've had to create a single, static list here.
While this version of The Modular Cube is not truly "Modular", and many aspects of the Cube that make it unique had to be removed in order to meet the requirements and expectations of CubeCon, my hope is that I have successfully distilled a lot of what you can expect in a typical draft of The Modular Cube.
I have curated a selection of cards from the Expansion Module and added them to the mostly unedited Core Module, along with a small number of "cameo" cards from the Un Module, the Conspiracy Module, and the Drought Module - 1 card of each color, plus a few colorless cards.
"Featured" on Episode 20 of Lucky Paper Radio! (just the p1p1 at the end :) )
The Modular Cube is a high-variance, synergy-focused cube with a power level similar to a retail Masters limited set.
Goals:
What this cube isn't:
Modular? As in, the keyword?
Nope! There are currently 4 "modules" to this cube, which can be added to the "Core" (this cube) to shape what kind of draft you want.
Archetypes - The goal is for these to be very clear within your first few picks, as there is a high density of synergy and signpost cards, however if you want to know the exact strategies that are intentionally supported, you can find them below.
- Graveyard manipulation
Manipulate the top of your deck to throw value cards into the graveyard
- Slivers, aggro
Creature focused. Every creature you play should make every other creature better.
- Clones, proliferate
Creatures so nice, you want to play them twice - or a few more times. Double everything while you're at it.
- Tokens, enchantress
Focus on tokens and populate, simple numbers are the best way to go wide.
- Aggro, sacrifice
Why should either of us need more than 3 lands? Or any more than one card in hand? These are the new rules of the game, and you're better suited for it than your greedy opponent.
- Combat damage matters
Many creatures in this color pair have powerful effects when they connect with a player, and plenty of evasion and removal support to make sure it keeps happening.
- Sacrifice, tokens
Every life has its value, every death a cost. Creatures are as good a payment as anything.
- Spells
Self-explanatory - few permanents, and the ones you do play are to increase the value of your spells
- Go-wide anthems, tokens
Lots of creatures is good, but you can't easily win with a bunch of weenies. RW has more anthem effects than any other color pair.
- ETB/flicker, enchantress
Every creature should affect the board state, even if it never gets to attack - and if it can do so over and over again, well that's just gravy.
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Lifegain
Jund Lands-matter
Reanimator