DESCEND INTO AVERNUS [Grixis]
(130 Card Cube)
DESCEND INTO AVERNUS [Grixis]
Cube ID
Art by Bruce BrenneiseArt by Bruce Brenneise
130 Card Commander Multiplayer Budget Vintage Cube94 followers
Designed by Irreleverent
Owned
$256
Buy
$183
Purchase
Mana Pool$216.22
"It will make you a better magic player."

3-4 player multiplayer commander

100 starting life

20 card decks

Each player starts with a Descent into Avernus in play

Don't bother with lands

Yeah.


A few words of advice to first time drafters...

Pace of Play

(The Countdown is at One is not in the cube, it just seemed appropriate here)

As a result of the absurd nature of this environment, games will typically end during the third or fourth turn cycle. Players may be knocked out as early as the second. Those turn cycles will be dense, with players often taking actions during each other's turns. Expect games to take about an hour, but particularly intense games can take longer.

Instant Speed

Because of the pace of this environment, at least half of your deck should playable at instant speed. More is better. Your opponents are going to cast existentially threatening spells, and you need to be capable of answering them immediately. Similarly, the best windows to cast your own game-winning spells will usually be on someone else's turn. Don't get caught waiting around.

Mill

By now you may have done the math: 20 cards, -1 for your commander, -7 for your starting hand. You're left with 12 cards. That's not very many, and once those are gone you're one draw away from losing. Mill is at least as likely to kill you as hitting 0 life. To that end, there are four copies of Elixir of Immortality floating around; the lifegain is nice, but the shuffle is existential.

Brain Freeze

Brain Freeze is its own beast among mill cards. It's the most powerful card in the cube and a centralizing presence. You need a plan for when this card is put on the stack or you will lose to it. Draft an elixir or keep in mind that storm is a single triggered ability and you're already well on your way.

Pingers

When you first open up a pack of this cube you're going to shocked by how powerful the creatures seem. Reckless Fireweaver isn't a power outlier; it's the baseline for how much damage a threat should be doing in this environment. Aggressive (usually br) decks want a critical mass of pingers, but many other decks plan to win games in ways that don't benefit much from the pressure. Don't get distracted from your game plan by how absurd the numbers on these cards sound. Relatedly, keep in mind that these pingers resolving is often not a terminal problem in a cube full of truly terminal problems.

Infinite Combos

There are two prominent (and overlapping) infinite combos in this environment, centered in ur:

  • Magecraft combos, where you combine a magecraft trigger with copying a copy spell. You can loop this infinitely for infinite triggers.
  • Infinite dualcasters, by copying a token copy spell. Do keep in mind you're going to have to untap to win this way.

Special Rules
  • The draft is 3 packs of 10 cards with no special collation.
  • You must draft your commander. They'll be mixed in with all the other cards in the draft. Should you fail to draft a legal commander, you may add two copies of Faceless One to your pool.
  • Deck size is 20 cards, including commander. This means 19 card starting libraries, or 18 with two Faceless Ones.
  • You may play basic lands in your deck. (You are strongly advised not to.)
  • Starting life is 100.
  • Each player starts the game with a Descent into Avernus on the battlefield.
  • If a permanent named Descent into Avernus would leave the battlefield, instead it doesn't. Permanents named Descent into Avernus cannot be sacrificed.
  • At the start of each game, 10 undrafted cards are set aside. If a Booster Tutor resolves, those 10 cards are used in place of a sealed booster. Additional resolving booster tutors look at the 9 remaining cards in the pack, then 8, and so on. (Tutored cards do not need to be within your commander's color identity.)
  • There are no free mulligans.
  • The player with the most life after all remaining players lose simultaneously due to have 0 or less life wins the game rather than a draw occurring. Essentially this makes it so when an Avernus trigger kills everyone, the player you'd expect to win does.
  • All other rules are followed per a normal game of commander. This includes color identity and losing upon taking 21 commander damage.
  • If you win a game, you get to deface a treasure token however you like.

Complete the Circuit > Reenact the Crime

Complete the Circuit is too expensive to be playable and Reenact the Crime is exciting and efficient enough.

Thoughtpicker Witch > Thieves' Guild Enforcer

Thoughtpicker was definitely too cute. Thieves' Guild Enforcer also may be too cute, but at least it has flash.

Ruthless Technomancer > Halving Season > Into the Pit
Ruthless Technomancer has been just skirting by for a long time. Being sorcery speed and quite expensive for what it does has had me off it for a while. I briefly went insane and replaced it with Halving Season but that sounds like abject misery so lets try Into the Pit instead. At minimum its still an interesting sacrifice outlet.

Long Goodbye > Demonic Junker

This card rules. It's extremely below rate but it's sorcery speed removal so why not. I appreciate it doing a sacrifice outlet impression as well.

Marionette Master > Pactdoll Terror

Marionette Master has historically been a card that people overrate. It does as much damage as a 2-3 mana card for twice as much mana, but reads really flashy. Pactdoll is just a really solid pinger to replace it with.

Return to Action > Feign Death

Unexciting change. I just felt like this needed a better rate.

Contraband Kingpin > Cunning Nightbonder

This is really cute, arguably too cute, but neither were bringing home any awards. Flashing this in in response to countermagic would be pretty exciting.

Mystical Teachings > Memory Plunder

Mystical Teachings is so much mana for what it does.

Tor Wauki the Younger > Rakdos, the Muscle


Alright I wanna talk about this nerd because he's exciting. This card puts a loaded gun on the table upon resolution, but it's a 5 mana sorcery speed card that requires you to have a board state to function. I think that's enough to justify a card that can just kill a player on arrival. Particularly in an environment like this where triggered abilities can nontrivially be countered or redirected.

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