Atavus
(503 Card Cube)
Atavus
Cube ID
Art by Scott M. FischerArt by Scott M. Fischer
503 Card Cube12 followers
Designed by landofMordor
Owned
$389
Buy
$400
Purchase
Mana Pool$493.95
Atavus (n.) Ancestor [Latin]

Atavism (n.) A trait which reappears after having been lost through evolutionary change in previous generations.


Bombs as cool as they look. Spontaneous synergies. Killer filler.

One nonland rare/mythic per pack.

Design notes:

"Is it possible to make a cube where prior memorization doesn't confer an advantage?"
"What does it take for a cube to foster bluffing and counterplay from the very first encounter?"

These were the guiding questions for Atavus. It's not enough to "make the fun thing strong" -- the strong thing should be obvious and appealing to the drafter, should emergently reveal its own next-level synergies to the deckbuilder, and should expose clear lines of counterplay to its victim.

Immediately this implies a relatively wide power band, pockets of combat-focused synergies with a smattering of prescriptive signposts, and creature-first rules of engagement, respectively. Most importantly, battlefields have to remain clean, amenable to memorization within the very first game, so that for games 2 and 3, players can begin to bluff and anticipate their opponent's tricks.

The last piece of the puzzle: I really wanted a Cube home for my Alara block foils. As such, Atavus consciously evokes a 2010s aesthetic and play pattern, but has no hard restrictions on eligible cards.

Harder rules:

  • around 5 instant-speed effects per color, duplicated as needed
  • instants change combat decisions (these are paired rules)
  • gold spells and rares can be super-sets of the core instant-speed effects (e.g. Izzet Charm is Galvanic Bombardment meets Spell Pierce, and thus doesn't require new counterplay)
  • other "spell-like" effects will be sorcery, or tied to permanents
  • key mechanics are combat-focused, and optimizing the mechanic naturally leads the player to good deckbuilding fundamentals (e.g. Raid, Bloodthirst)
  • no cards that lead to trivia checks

Softer rules:

  • no shuffle
  • few tokens (~2 types for each color? "Copy" counts as one.)
  • no non-evergreen without reminder text
  • no one-off mechanics (more true for complex mechanics)
  • rares feel powerful
  • uncommons and commons are competitive with rares, through synergy and rate
  • 2008-2016 power level

my brother and i, belly-down on grandma's rug, making up the rules to our duel decks as we go. we have just discovered that vault skirge is unbeatable with necropouncer equipped. he's brewing a ghoulraiser deck; i'm savoring the flavor text of woolly thoctar.

Mainboard Changelist+51, -46

Big gameplay updates after 5 or so full playtests!


RUG had the highest proportion of oddball rares, so this is firstly an update to give those colors some more appealing rares: Beguiler of Wills, Essence of the Wild, Archivist, Alesha, and friends.

Every color needed some mana sinks and higher-cost swaglords: Sengir Vampire, Fire Servant, the Jade Mage cycle.

Hybrid mana sinks buff the X-Blades; they encourage the splash-off-one-dual manabases that I love; and they're also just metal as heck.

Offspring was initially on the chopping block, but they're just too cute! I chase many Magic arts that lean gothic and sublime (Chippy, Walker, Moeller, Sweet, Hamm, etc), but I also know folks who bounce right off that aesthetic. The woodland critters are a perfect counterpoint in Atavus' aesthetic. (My default taste vs what I need more of)

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