Alternate Timeline (180)
(180 Card Cube)
Alternate Timeline (180)
Art by Jonas De RoArt by Jonas De Ro
180 Card Budget Vintage Cube2 followers
Designed by JoeDonkey
Owned
$220
Buy
$148
Purchase
Mana Pool$200.71

LPR dudes: if you happen to pull this cube as your p1p1 for an episode, please use the 360 card version instead!
This cube is sometimes played as the larger version that includes multicolored cards, more fixing, and a few other cards (by shuffling those cards in): https://cubecobra.com/cube/overview/joetime
Concept
What would magic be like if things diverged in the year 2000?

What if some of the fun mechanics like madness, manifest, kicker, and more were invented, but the wilder card types/designs weren't. Trim out clunky things like planeswalkers with too many abilities for both players to remember, cards with things on both faces that players can't see without giving away information to their opponent, and other things that Richard Garfield never intended. The result will (hopefully) be a fun and complex play experience that doesn't feel bogged down by the extreme variety of card types/designs that have been introduced in the last 20 years.

Gameplay
This is my first cube. I was inspired to build it after playing the Ancient Times cube by @DSBcubes....However, this cube is pretty different. I mostly made it by putting my collection in a pile and picking things that looked interesting. After a bit of playtesting I found that some cards were far too strong, so I bought a bunch of cheap cards to swap in.

  • I didn't want drafters to just pick a color and then take all the cards of that color. Instead, they should focus on themes and synergy. For example, some red cards clearly synergize with artifacts, and it makes more sense to draft artifacts and other cards that care about artifacts if you go down that road.
  • There are a lot of cards that care about sacrifice, death, and the graveyard, so picking up a sac outlet or two can be a really good idea. ---- There aren't many big bombs. Instead, you'll find lots of low mana value spells and a decent amount of interaction.
  • Compared with Ancient Times, I wanted to include more non-creature spells and a variety of newer designs that aren't represented there.

Restrictions

Card Types
Pictorial Explanation
I wanted this cube to be friendly towards players who might not be used to the current diversity of wacky card types, or might not be experienced with drafting (like me). So, these kinds of cards are excluded:

  • Planeswalkers
  • Double-faced cards
  • Split cards
  • Adventures
  • Equipment
  • Vehicles
  • Sagas
  • Gods that are only creatures with certain devotion
  • Cards with hybrid mana
  • Examples of egregious power creep
  • Very wordy or complicated cards
  • The top tier of high-powered cards that have played a big role in many formats (things like Sensei's Divining Top, Force of Will, Ragavan, Nimble Pilferer, or fetch lands)
  • Library searching & shuffling are minimized (only a couple cards cause these effects)
    In other words, if you haven't played magic in about 15 or 20 years, all of the cards should still look like magic cards to you, and you should be able to play the cube without many problems. Hopefully this is also a different play experience from anything you have done or seen before.

Oracle Text
I made an effort to only include cards that play exactly as written on the card. For example, whenever I noticed that the oracle text was quite different from what was on the card, then I did not include that card. I often feel like I know how those cards work and I don't like it when that feels like an advantage over other players.

Drafting Guide

  • Decks are normally 40 cards and 2-4 colors. This is possible because the multicolored lands are pretty strong.
  • There are two copies of each three-color tap land (20 total). For example, Arcane Sanctum.
  • There are also two copies of each Guildgate (20 total). However, I didn't want the cube to be full of ETB tapped lands, so the guildgates have the "comes into play tapped" line of text removed. !Example
  • Since there are so many fixing lands, it is possible to run a deck with an even split of 3 colors and never end up missing a color during a game. Unless your curve is very high or low, 23 nonland cards + 17 lands is a good starting place.
  • This is a rough breakdown of the archetypes that you might want to draft, along with some example cards that fit into those archetypes.

White

  • +1/+1 Counters
  • Tokens/Aggro

Blue

  • Evasive Creatures
  • Card Draw
  • Creature bounce

Black

  • Reanimation/Recursion
  • Aristocrats/Sacrifice
  • Pay Life/Gain Life

Red

  • Damage
  • Artifact Synergy & Destruction
  • Aggro

Green

  • +1/+1 counters
  • Creatures
  • +1/+1 counters (yep there is a lot of this)

If you want to see what the drafting and decks might look like, check out the Playtest tab. You can also do a draft against bots to see what a pack might look like and how a deck can come together.

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