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Blood & Bones Cube - In the end, they all bleed.
(348 Card Cube)
Blood & Bones Cube - In the end, they all bleed.
Art by Jesper MyrforsArt by Jesper Myrfors
348 Card Unpowered Budget Silver-bordered Vintage Cube1 follower
Designed by Bamboori
Owned
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$23
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Mana Pool$81.23
Introduction

Wake up. It's not time for you to die yet. See those cards? Pick them up. I'm sure you're familiar with the game.

This is a cube meant to ever-evolve, get stronger or weaker, develop plots and special events, and solve puzzles.
It also conveniently cuts your unneeded bulk. Literally.

The cube is inspired by the (virtual) card game Inscryption as well as the Magpie Cube. Given time, I want to create character cards, puzzles within the cube, unlockable content and more.

This cube also features heavy rules modifications, so buckle up for this wild ride.

This is the version of the cube that I will do my best to keep up to date. The starting version of this cube can be found here.

Modified cards (not guaranteed to be up to date) can be found by using the filter tag:modified

Rules Modifications Life
  • players start at 5 life
  • use life counters (or glass beads, dice, etc.) to represent your life.
  • When you deal damage to an opponent, take that many life counters from them and add them to your pool:
    image showing transfer of life counters
    • Should you gain or lose life without the involvement of your opponent (e.g. healing salve or street wraith), just add or remove as many life counters from your pool without giving or taking away from your opponent.
      This means LIFELINK gains you life twice if you hit your opponent: once for the lifelink ability and once for the taking of life counters from your enemy.
Creatures
  • all creatures have vigilance. This will make that keyword obsolete, so consider replacing them or striking them out on the cards.
  • all creatures have "sacrifice this creature: add one mana of any color to your mana pool."
  • when a creature (including token creatures) you control, in your hand, or from your deck hits the graveyard (this also happens when you sacrifice a creature for mana), you gain a bone counter. You may spend a bone counter to add c.
  • stickers stay on cards in all zones, forever.
Damage

All damage, except damage to a player, is dealt in -1/-1 counters. This means that effectively, all cards have wither.

Your Deck(s)
  • Decks consist of at least 20 cards
  • You start with an extra deck of ten goat tokens (0/1 token creature - goat). each time you would draw a card, you decide whether to draw from your deck or to put a goat token onto the battlefield from your goat deck.
  • For your starting hand, draw three cards from your deck. Player 1 puts one goat token on the battlefield under their control and draws no card for their first turn.
After each Game

Get yourself some scissors, sticker sheets or some actual sticker paper (or paper and glue). I have linked the current set of stickers I use down below in Resources

If you ever find yourself having less than 20 cards in your deck after a game, do a Death Draft

When you win a Game

Place a Sigil:

  • shuffle your deck and reveal cards from your deck until you reveal three creatures
  • you gain 1d4+1 tickets
  • place any number of stickers of your choice on any one of the revealed cards.You need to pay for the stickers with your tickets. A single card may have a maximum of three stickers.
  • all remaining tickets are lost.

Please note that stickers are still likely to change in cost and effect.

When you lose a Game

Make a Death Card:

  • Shuffle your deck and reveal three cards from your deck.
  • Choose one card and take its mana cost, then put the cards aside. Reveal more cards until you reveal three creatures.
  • Choose one creature and note its power and toughness, then reveal another three cards.
  • Choose one card of the final three and place the power and toughness and the mana cost of the chosen creatures onto this one. Do this by cutting up the cards and gluing the parts onto the final card. Then remove the two other creatures from your deck and Death Draft two new cards.
    • if you select a land card for your mana cost, the resulting creature becomes a land creature (which does not inheritly give it the ability to tap for mana).
    • if you select a land for your final card, it becomes a creature that is still a land that has the abilities of that land (ususally it taps for mana).
    • if you select an instant or sorcery for your final card, its cast effect triggers when the creature enters the battlefield. The card will not gain flash if you select an instant.
    • if you select an aura or equipment for your final card, it gains the effect as if it were attached to itself.

Death Draft:
Shuffle the remaining cube cards and reveal three cards. Choose one of them and shuffle the rest back into the cube. Repeat this process for each card that you draft.

Whenever you create or alter a Card:
Take a marker or leftovers from the sacrificed cards and add some flavor to the card. Maybe add something to its name and/or alter its artwork.

The mighty Sharpie

From time to time, between drafts, consider rebalancing some of the modified cards using a sharpie. Perhaps some cards got way out of hand with too many stickers, or something was just glued together to be unplayable.

Resources

Current sticker sheet (currently imbalanced. will likely include extra costs per sticker in the future)

Keywords

Absorb X
If a source would deal damage to this creature, prevent X of that damage.
Adapt X
If this creature has no +1/+1 counters on it, put X +1/+1 counter on it.
Afterlife X
When this creature dies, create X 1/1 white and black Spirit creature tokens with flying.
Animator
At the beginning of combat on your turn, target noncreature permanent you control becomes a 4/4 artifact creature in addition to its other types until end of turn.
Battle cry
Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
Bolsterer
Whenever this creature attacks, choose a creature with the least toughness among creatures you control and put a +1/+1 counters on it.
Brawl X
Whenever this creature attacks or blocks, it gets +X/+X until end of turn.
Cascade
When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.
Convoke
Your creatures can help cast this spell. Each creature you tap while casting this spell pays for (1) or one mana of that creature’s color.
Death Bounce
When this creature dies, you may return target creature to its owner’s hand.
Death Discard
When this creature dies, target player discards a card.
Death Draw
When this creature dies, draw one card.
Death kill
When this permanent dies, destroy target nonland permanent.
Delay X
Rather than cast this card from your hand, you may pay Y and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. Y equals this creatures converted mana cost minus X.
Delve
Each card you exile from your graveyard while casting this spell pays for (1).
Drawlink
Whenever this creature deals combat damage to a player, draw that many cards.
Dredge X
If you would draw a card, you may mill X cards instead. If you do, return this card from your graveyard to your hand.
Fabricate X
When this creature enters the battlefield, put X +1/+1 counters on it or create X 1/1 colorless Servo artifact creature tokens.
Flanking X
Whenever a creature without flanking blocks this creature, the blocking creature gets -X/-X until end of turn.
Flickerer
Whenever this creature deals combat damage to a player, exile target creature you control, then return it to the battlefield under its owner’s control.
Gravebrute
Threshold - If you have 7 or more cards in your graveyard, this creature gets +4/+0 and has trample.
Growing
When this creature attacks, put a +1/+1 counter on it.
Hell Boost
Hellbent – This creature gets +3/+3 as long as you have no cards in hand.
Hoarder
Whenever this creature attacks, create a Treasure token.
Looter
Tap: Draw a card, then discard a card.
Mage
Tap: add (2). Spend this mana only to cast noncreature spells.
Magedraw
Magecraft – Whenever you cast or copy an instant or sorcery spell, draw a card.
Mentor
Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.
Modular X
This creature enters the battlefield with X +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.
Morbidraw
Morbid – At the beginning of each end step, if a creature died this turn and this permanent is a creature, put a -1/-1 counter on this permanent and draw a card.
Nurturer
Tap: add (2). Spend this mana only to cast creature spells.
Paradise
Tap: add one mana of any color.
Persist
When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.
Pinger X
Tap: This creature deals 1 damage to target creature.
Populator
At the beginning of your end step, create a token that’s a copy of a creature token you control.
Prowess
Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
Seer
Whenever this creature attacks, scry 1.
Skulk
This creature can’t be blocked by creatures with greater power.
Squirrellink
Whenever this creature deals combat damage to a player, create that many 1/1 green Squirrel creature tokens.
Student
Sacrifice this permanent: Draw two cards.
Supporter X
Whenever this creature attacks, put a +1/+1 counter on up to X target creatures.
Surveillor
At the beginning of your upkeep, surveil 1.
Tapdown
Whenever this creature attacks, tap each creature an opponent controls with the same power and/or same toughness as this creature.
Undying
When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.
Unstable
Whenever a creature enters the battlefield under your control, this permanent get +3/+3 and becomes an Eldrazi creature in addition to its other types until end of turn.

Drafting
  • 3 boosters of 10 cards each, one pick per player
  • During draft, you may not take cards out of their sleeves
  • no additional basic lands are provided
Color Identity

The matter of all of your creatures making any color of mana, as well as basic lands being very rare, largely makes color identity obsolete in this cube.
What does matter, however, is the amount of colored mana your cards need. Colorless mana you can get simply by having your creatures hit the graveyard, but for colored mana you have to rely on sacrifices and alternative mana sources.

As I am building new customized cubes, I am noticing some overlap with the custom rules of this cube. And since this one is pretty loaded with custom rules, I want to streamline them a bit, favoring gameplay over staying true to the original rules of Inscryption.

Current considerations:

  • Removing the vigilance-like-rule. It is largely forgotten in play anyways. Yes, it dramatically changes gameplay, but not necessarily for the worse.
  • Giving every card wither. This is functionally the same as it currently is, just using existing in-game terms to describe it.
    • Alternatively: removing the wither mechanic. This would severely alter gameplay in the cube, but would remove more overhead.
  • Streamlining the Mana Rules. The colored mana rule is easy: everybody starts with a phyrexian altar-emblem. The colorless mana that doesn't disappear is gonna be more difficult.
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