The Modular Cube
(299 Card Cube)
The Modular Cube
Art by Donato GiancolaArt by Donato Giancola
299 Card Cube4 followers
Designed by TheLameSauce
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"Featured" on Episode 20 of Lucky Paper Radio! (just the p1p1 at the end lol)

The Modular Cube is a high-variance, synergy-focused cube which utilizes a slightly customized draft format, and a small number of errata'd and proxied cards in order to better achieve the cube's goals. Power level when combined with the Expansion Module will be similar to a retail Masters limited set.

Goals:

  • Players of every type will regularly see signpost cards in strategies they enjoy and can successfully draft a cohesive deck in that strategy more often than not
  • No 2-card infinite combos
  • No single card that wins the game without support
  • No two drafts are the same (you won't consistently 3-0 with the same archetype)
  • No DFCs (unless only 1 face is playable)

What this cube isn't:

  • Maximized for power
  • Bound by the rules and expectations of sanctioned play

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.

  • The Expansion Module - Adds variance and complexity to the draft
  • The "Un" Module - Adds in the silliness of Un sets and playtest cards with a focus on the Host/Augment and Contraption mechanics from Unstable.
  • The Drought Module - A Desert-cube module that supercharges the cube with post-apocalyptic flavor and implements the necessity of drafting all your basic lands.
  • The Conspiracy Module - A module that shapes the draft with conspiracies, cards that work best in duplicates, and draft-matters cards to replicate the Conspiracy draft sets. It is also recommended to play this Module in a multiplayer format outlined in the Cube Overview.

To test draft the combined Core plus Expansion Module on CubeCobra, use the link here

*Note that this is not a perfect reflection of drafting the cube as only some of the Expansion Module will ever be added to the draft.


Token Consolidation Errata
I am currently playtesting with token type-lines aggressively consolidated. Around 30 cards between the Core and Expansion have been changed using the below criteria, marked Pink in the Module lists:

w

  • White vanilla 1/1s are White Soldiers (not Human)
  • Flying 1/1s of any color are White Birds
  • Flying 2/2s of any color are white Pegasuses (Pegasi?)
  • Flying 4/4s of any color are white Angels

u

  • 1/1s with Prowess are 1/1 blue Otters with prowess

b

  • Black 1/1s are 1/1 black Rats
  • Black 2/2s are 2/2 black Zombies

r

  • Red 1/1s are 1/1 red Goblins

g

  • All 0/1s are 0/1 Green Plants
  • Green 1/1s are 1/1 green Saprolings
  • Green 3/3s are 3/3 green Beasts

c

  • Colorless vanilla 1/1s are 1/1 artifact Servos
  • Changelings of any P/T are 2/2 colorless Changelings
  • Gold = Treasure

Multicolor

  • 5-power vanilla tokens are 5/5 red and green Elementals.

Effects of Token Type errata

There is at least one card that cares about the creature types Soldier, Warrior, or Knight - as the only creature type among these that has sufficient support in this cube is Soldiers, all instances of these creature types are considered to be "Soldier".

These changes will result in cards performing better (or in a small number of cases, worse) than originally printed. Some of the cards also needed additional errata to ensure the card remains the same in a vacuum - it is expected that this errata will have effects on other cards they interact with.

Examples of errata'd cards:
Leonin Warleader has been errata'd to create a single 2/2 Cat that does not have lifelink.
Aryel, Knight of Windgrace now creates 1/1 Soldiers, is a Soldier herself, and taps Soldiers you control to destroy a creature.
Skystrike Officer now creates white Soldiers that are not artifacts, but has a static ability that says all Soldier tokens you control are also artifacts.
Instead of creating a Zombie with Decay, Jadar, Ghoulcaller of Nephalia now says "At the beginning of your end step, sacrifice a Zombie token, then create a 2/2 black Zombie." Just like before, Jadar doesn't increase your number of Zombies beyond 0 -> 1, but is still an every turn death trigger.


Custom Cards/Rules

Worldknit / Sovereign's Realm - These have been combined into a single card in the Expansion Module so that only 1 drafter is ever on one of these strategies. After the draft, if you drafted this card you may choose one half to play. You can change your mind on which half to play (or neither half) between rounds only.

Necrotic Ooze - There is 1 copy in the Expansion Module, but when drafted you will get a second copy in your pool (kept with the Tokens in the physical cube)

Booster Tutor - When you cast this card, you can choose to either open an available retail booster pack, or open 10 random undrafted cards from the cube.
The cards you add are removed from your pool after that game. Cards that were opened from the cube are mixed back in with the undrafted cards.

Pestilent Cauldron - In addition to being errata'd to create 1/1 black Rats and grant a static effect that you gain 1 life when a Rat token dies, this card has been errata'd to remove the back half of the card - the back half is not great anyways, so no one should miss it.

Not custom, but helpful rules reminders:

Slivers - There are both symmetrical and asymmetrical Slivers running around in the cube. Make sure you don't overlook which are which.

Oddly Uneven - Hyphenated words are one word.


Archetypes - These should be very obvious 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.

gb - Graveyard manipulation
Manipulate the top of your deck to throw value cards into the graveyard

gr - Slivers, aggro
Creature focused. Every creature you play should make every other creature better.

gu - Clones, proliferate
Creatures so nice, you want to play them twice - or a few more times. Double everything while you're at it.

gw - Tokens, enchantress
Focus on tokens and populate, simple numbers are the best way to go wide.

br - 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.

bu - 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.

bw - Sacrifice, tokens
Every life has its value, every death a cost. Creatures are as good a payment as anything.

ru - Spells
Self-explanatory - few permanents, and the ones you do play are to increase the value of your spells

rw - 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.

uw - 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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