SHADOW WIZARD MONEY GANG (Black Cube)
(450 Card Cube)
SHADOW WIZARD MONEY GANG (Black Cube)
Cube ID
Art by Ron SpencerArt by Ron Spencer
450 Card Unpowered Legacy+ Cube6 followers
Designed by brinkleysound
Owned
$4,138
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Mana Pool$3292.98

This is cube is inspired by an all-Green and an all-Blue cube created by people in my playgroup. The goal is to have essentially all cards with a black color identity, notwithstanding a few colorless lands and artifacts that feel in line with what a 'Black cube' should do.

Black has access to a lot of effects except 1) counterspells and 2) lasting ramp. Most of the 'ramp' in this cube comes courtesy of cheating out big creatures via reanimation or via Cabal Coffers and similar. Graveyard removal serves a similar role here to counterspells in other cubes, stopping an opponent from getting off a critical reanimation spell.

Multicolored spells can add powerful new options to your deck, but remember that you may only add basic Swamps to your deck after drafting! Make sure to prioritize mana fixing in the draft so that you can cast your off-color spells, or find other ways to get them onto the battlefield such as by reanimating multicolored creatures.

I intend for this cube to be a powerful and open-ended experience, where players can play with powerful black spells they might remember from other more traditional cubes and combine them in new and different ways. I want to support the kinds of black-focused decks that one might be familiar with from other cubes, like reanimator, aggro, discard-based tempo, 'aristocrats'/sacrifice-based decks, and other graveyard-focused strategies. Likewise, I wanted to include some famous combos that exist within black, like Witch's Oven / Cauldron Familiar, Phyrexian Altar / Forsaken Miner, Sorin, Imperious Bloodlord / Vein Ripper, Caustic Bronco / High-mv cards, and Thopter Foundry / Sword of the Meek / Time Sieve.

Some design goals for the cube include:

  • play to the board: I have tried to avoid spells that can win a player the game upon being cast given the lack of counterspells, and make the majority of the artifacts/enchantments in the cube easy to remove by virtue of them being creatures, Sagas, or otherwise less protected from black's removal suite.
  • let the graveyard be cool: I want players to use the graveyard in a variety of ways during games. Virtually every player will want to reanimate a creature, cast a spell with flashback or retrace, or otherwise use their graveyard as a resource during the game, and I don't want it to be too easy to remove a player's entire graveyard or keep cards from hitting the yard from the battlefield, etc. Graveyard removal is almost entirely targeted to remove single cards, or a one-time effect, sometimes with a time delay like a saga trigger.
  • keep reanimation at a Grave Titan level: The cube doesn't have some of the obvious reanimator targets like Atraxa, Grand Unifier, Griselbrand or Archon of Cruelty. While fast reanimation starts are definitely possible, I don't want it to be so fast that opponents can't get back in the game.

The cards below point to broader packages of synergies rather than strict archetypes per se. It's possible for decks to play on a few of these axes.

Zombies


Non-Typal Aggro


Disruption / Discard


Graveyard / Self-Mill


+1/+1 Counters


Artifacts


Reanimator


Artifacts


Big Mana


Aristocrats / Sacrifice


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