Arena Affinity Cube
(384 Card Cube)
Arena Affinity Cube
Cube ID
Art by Milivoj ĆeranArt by Milivoj Ćeran
384 Card Peasant Historic Cube11 followers
Designed by JankDiverTim
Owned
$291
Buy
$261
Purchase
Mana Pool$297.54

Recent Update:
This version of the Affinity Cube has been ported over to a Peasant-only Cube (minus mana-fixing lands at the moment). This decision was made for accessibility reasons on MTGA, as well as a way to address consistent power level issues.

Welcome to the Arena Affinity Cube! As the name suggests, you’re looking at an Arena-friendly Historic cube heavily featuring artifact synergies across all color pairs. If you’re a lover of Servos, Equipment, eggs & golems, you’re in the right place~

Rules of Engagement

Speed: Games tend to be on the grindy side, though there's a healthy mix of controlling and assertive strategies.
Balance: Balance is not the main focus of this design. There are some power outliers and very strong 2-card combos when assembled, as well as grindy late-game engines that can be difficult to break up.
Synergy: Synergy trumps raw power in this Cube nearly every time.
Removal: Lighter than the average cube. There's a split of artifact/creature/universal removal, though you should not draft a control deck expecting to answer every card your opponent plays.
Land Destruction: Artifact lands are extremely synergistic, but vulnerable to a small handful of exile-based removal. This is a feature, not a bug.

NOTE: The cube size is 384 to squeeze in extra test cards and synergy pieces. We typically draft 3x16 packs.

u-wBlue-White Affinityu-w

After the downgrade to Peasant (or upgrade depending on your POV), UW became one of the most consistent decks, with one of the highest ceilings for broken gameplay. Affinity cards are, unsurprisingly, very, very strong in Affinity Cube, to the point where this color pair may get an overall nerf or rework in the future. It maximizes Voyage Home, Memory Guardian, and other actual affinity cards in a fundamentally broken way.

--Remaining Overview under construction--

u-gBlue-Greenu-g

Simic's the base for multi-color Artifact decks, though it's specializing more heavily into Clue territory these days. It's a decent pairing with Selesnya since it can pull off the Modern Horizons 2 token synergies well enough.

u-rBlue-Redu-r

Izzet sheds its “spells matter” identity here in favor of affinity-style synergy. It's probably the most explicitly artifact-centric color pair outside of Azorius, and maximizes most of the affinity-like cards.

r-wRed-White Equipmentr-w

Boros is all about Equipment. Between “living weapon” style equipment and years of R&D pushing the theme, there are plenty of payoffs for going the Voltron route and suiting up.

r-bRed-Blackr-b

Rakdos excels at sacrificing artifacts for value and damage. It bleeds (literally) into the Orzhov section, to the point where Mardu is almost more popular than either individual color pair. This is usually the lowest-curve deck at the table.

r-gRed-Greenr-g

Gruul’s one of the weird ones here. It’s not quite there on a fully fleshed-out “modified” theme, so it’s doing its best to be the control deck of the format. Opponents came to play with artifacts? Gruul smash! Instead of Doom Blades killing creatures, Gruul specializes in Shatters killing artifacts.

g-bGreen-Black Snaxg-b

Green-Black can play a midrange non-Food strategy, but there's a delicious Food-based deck seeded into the color pair. It picks up some support pieces from white in Rosie Cotton of South Lane and Cat Collector, so there's splash potential here. It also has a naturally favorable matchup against assertive decks due to an abundance of lifegain.

g-wGreen-Whiteg-w

gw as a color pair has really started to gain an artifact-based identity over the last couple years. It's often playing in token territory, combining all the tchotchke artifacts like Food/Clues with "artifactfall" payoffs.

w-bWhite-Blackw-b

Orzhov is somewhere between a sacrifice deck and a recursion deck. It’s not hard pressed to do one or the other but it can combine elements of both.

u-bBlue-Blacku-b

Dimir will function as something of a typical control deck with counter-Magic, removal, and a few ways to animate your artifacts to put pressure on the opponent. It's not a well-defined archetype at this time, and functions more like a good-stuff deck.

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