Quayle Cube
(361 Card Cube)
Quayle Cube
Cube ID
Art by Michal IvanArt by Michal Ivan
361 Card Unpowered Vintage Cube2 followers
Designed by tomq04

This cube is an outlet for my favorite styles of magic, degenerate with no known infinite combos. Mechanically I've kept it simple enough to play with my kids, but with unique interactions to keep you engaged through the draft and deck-building. Several high-powered outliers are available via Sneak Attack, Reanimation, Tinker, Sigarda's Aid, and Channel. Still, they cannot come online before turn 3 without putting in multi-color extra work. Narrow tutors are included, but they are specifically included to support hard-to-find cards in specific themes, there are no unconditional tutors.

Overarching Color Themes:

White - An aggressive color with cheap creature removal, control elements and strong top end cards for each archetype. Bombs include Sigarda's Aid + Colossus hammer, Sun Titan, and Geist-Honored Monk (tokens) White's only tutor is Open the Armory to support equipment and auras.

White biggest weakness is interacting with the graveyard, using only Lion Sash, which can be tutored. White does not have any cards that directly support graveyard strategies.

White's tutors are Open The Armor, used to find equipment or auras and Moon-Blessed Cleric to find enchantments.

White supports the following themes:
Blink
Token
Aggro
Equipment
Artifacts

Blue - A control color first with top-end fliers to finish the game. Blue contains Counterspells, Bounce, Cantrips, Draw, Artifacts and Flyers. Blue's bomb is Tinker, utilizing cheap artifacts to cast a game-threatening artifact creature. Every color has a large artifact payoff for Tinker, allowing for any color pair to be effective.
Blue's weakness is direct removal, only having a few instances of bounce to provide tempo plays.

Blue supports the following themes:
Control
Spell slinger
Flyers
Blink
Artifacts

Black - A control color first, that looks to bring big targets back from the graveyard. Black contains the most instant and sorcery-based removal. Black's bomb is Reanimate to bring back huge threats.
Black has no enchantment removal and requires leaning on other colors to deal with enchantments.

Black's only tutor is Unmarked Grave, to put a creature card in teh graveyard.

Black supports the following themes:
Reanimator
Control
Midrange
Tokens

Red - An aggressive color with low-cost creatures, instants, and sorceries to control the battlefield or burn your opponent. Mono-red aggro is supported via haste creatures and low-cost instants/sorceries. Red utilizes cards like Faithless Looting to fill the graveyard in Rakdos and shape their hand. Red's bomb is Sneak Attack, used to cheat in huge threats.

Red's weakness is unconditional removal, the instants and sorceries deal defined damage (i.e. Lightning Bolt), so to deal with large threats you must chain together multiple spells to remove it or utilize other colors removal.

Red does not contain any tutors.

Red supports the following themes:
Spell slinger
Control
Equipment
Burn

Green - A midrange color that looks to ramp and cast big creatures. Green uses create-based removal rather than instants and sorceries, Green has many answers for enchantments and artifacts. Green has many cards to help fill the graveyard through self-mill but struggles to answer graveyard decks, having access only to Return to Nature and Scavaging Ooze. Green's bomb is Channel + mana filters and artifacts to cast a huge early game bomb.

Green does not contain any tutors, but GW has Eldrami's Call, to search for creatures.

Green supports the following themes:
Ramp
Tokens
Midrange
Graveyard strategies

Guild Themes:
Every 2-color guild contains at least 2 signpost cards to help build synergistic decks.

Azorious - Blink + Enter the battlefield / Flyers
Golgari - Graveyard + Reanimate
Izzet - Spell slinger
Selesynia - Tokens
Boros - Equipment
Orzhov - Tokens
Dimir - Control
Simic - Ramp / beaters
Rakdos - Graveyard + Reanimate
Gruul - Aggro

5-color Meme Dream:
Coalition Victory exists to enable a 5 color deck. For this deck to work, a player should draft it in the 1st or 2nd pack, and ensure they have all 5 colors represented among their creatures. This deck relies on control, to survive long enough to cast the 8 mana Coalition Victory.

Pack 1 Pick 1 strategy:
Game-winning threats should be your priority with your 1st picks. None of the 2 color signpost cards should be strong enough to warrant early picks, they exist to pay off 2 color drafters. If there are no high-power picks in your pack, picking a land to stay open is a viable 2ndary strategy.

P1P1 bomb examples:
Channel, Wurmcoil Engine, Reanimate, Tinker, Goblin Rabble Master.

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