Venture Cube
(450 Card Cube)
Venture Cube
Cube ID
Art by Adam PaquetteArt by Adam Paquette
450 Card Unpowered Legacy+ Cube4 followers
Designed by InfernoGuy13
Owned
$0
Buy
$1,464
Purchase
Mana Pool$4177.47
The Venture Cube Overview

TL:DR
The Venture Cube is a 450, unpowered singleton cube with a double playset of fetches. Aggro, midrange, and control decks are all supported in the expected two-color pairs. If this is your first time, I recommend choosing a color pair.

The Type of Cube
The Venture Cube is an unpowered legacy cube. It is a singleton cube,with the only exception coming in the form of double fetches, meant to help with mana fixing, delirium, and landfall strategies. Function is more important to me than flavor, but I do keep Universes Beyond cards to a relative minimum.

The Pace of Play
Matches should be, at minimum, 4 turns and at maximum in the low 10s. Admittedly, this is a metric I rarely track. I do aim for 8 player best-of-three tourney drafts to end within 3 hours (if you include drafting, building, and playing into the equation).

The Elevator Pitch
The Venture Cube, heavily inspired by the Magic: Arena Cube, is designed for semi-experienced players who are familiar with modern day card design and can keep track of complex board states. To help with lowering the mental load, I took away levels of complexity by having no planeswalkers in the cube, along with all dual-faced cards being lands. However, there are some wordy, confusing-ish mechanics in the cube, so most cards have reminder text and should help answer some of the questions that will come up during gameplay.

The Bombs to Payoffs Ratio
My power differential is relatively high, with plenty of outliers both in mono-color and the multicolor pairs to help guide players down a specific path. Many permanents will be bombs from limited or build-arounds, while sorceries and instants generally act as incremental card advantage and efficient interaction.

The Intended Deckbuilding Process
I am hoping players build within one of the respective ten two-color guilds. There is room for splashing a third color and five color greed decks are certainly still possible, but a lack of triomes will make the deck that much harder to achieve.

The cube is meant to support aggro in red, white, and black. Midrange should hover more around blue, green, and red. Control should be most represented in white, blue, and black. Combo is not a supported archetype.

The Variance
The cube has 450 cards, so some amount of randomness is to be expected. The Asfan is very much even among the colors, and the average mana value of all cards hovers around 3. Creatures are going to be abundant except for in blue, which has more instant speed spells to help with control strategies.

Thanks for reading and design notes will be up soon!

-InfernoGuy13

ARCHETYPES
rw: Low-Drop Aggro

gb: Graveyard Midrange

wg: Tokens Midrange

ru: Spells Matter

bw: Reanimator Midrange

wu: Draw-Go Control

rg: Big Creatures Midrange

bu: Thief Control

gu: Ramp Midrange

rb: Sacrifice Aggro

Mainboard Changelist+1, -1
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