This cube serves as a draft format meant to recreate the decks and strategies for the standard and extended formats during the period of Magic’s history from Fourth Edition to Scourge. With some more modern revisions from timeshifted frames.
Goals:-Fair classic magic: Most wins either happen through removal + card advantage, agressive pushes for life total, resource denial or an early tempo play with protection.
-Relatively high removal density: interaction creates choices and i want most threats to have an answer as long as you have cards to spend.
Aim for the long game while treading water with spells that slow your opponent until you can stabilize the board and pull ahead with card draw spells.
Set up your graveyard with looting effects and bring back expensive creatures from the grave to crush your opponent.
Start the beatdown early with aggressive creatures while keeping your opponent unable to cast their expensive spells that could stabilize the board and close out the game by burning them out.
Trample over the board with the biggest creatures in the game and get the most out of your time with cards that shave a turn off your plan.
Manage lands and creatures to stay in the game until you can flip the tables and have your spells be massively upgraded from the pile of cards in the yard.
Strip your opponent's resources and set a clock while you remove any attempts to mount a comeback.
Keep the board clean while you counter and remove any creatures while managing your resources and pulling ahead with powerful 2 for 1s.
Develop early mana and bring out the rock and his legion to dominate the board and destroy any opposing creatures.
Never miss a land drop and never topdeck a land while you gain value from spinning your wheels.
Make the most out of every card by discarding them at instant speed and getting them back or saving them for refueling later with flashback.