Fair 15 Card Highlander
(187 Card Cube)
Fair 15 Card Highlander
Cube ID
Art by Jesper EjsingArt by Jesper Ejsing
187 Card Cube1 follower
Designed by incrediBLU
Owned
$0
Buy
$132
Purchase
Mana Pool$943.77
About the cube

To give you a little background on how this cube came to be. Years ago my knowledge of cube was strictly limited to MTGO cubes from the time which is fine but that's barely scraping the surface of what the cube community has to offer. My first introduction to cubes outside of MTGO was an article describing a 15 card highlander cube which immediately piqued my interest. At the time I was still a little hesitant to build cubes myself as the prospect seemed too difficult for me so I convinced a couple of my friends to try 15CH as a format just from the cards we had. As a certified Spike I made an Isochron Scepter deck that ended up being a mistake that burned a couple of bridges but ultimately did not discourage me from 15CH itself. So now with hindsight of that failed experiment and many years of cube experience I'm coming back to the 15CH cube idea with the goal of making it "fair".

The design philosophy behind this cube is to create an exciting environment with a big limitation that ultimately doesn't feel much different from regular Magic. I've seen multiple "degenerate" 15CH cubes which I assume my playgroup would not enjoy going back to so I'd like to have a bit powered down cube that doesn't lead to one sided games and combo kills but rather allow players to express their skill in an intense battle of wits.

15 card highlander rules:
  • Players draft 2 packs of 10 cards
  • Decks are exactly 15 cards
  • Players don't lose the game by decking out
Design choices:
  • To make the cube as "fair" as possible I excluded all unfair and unfun infinite combos. This doesn't mean that combos are completely out of the cube. There are some "combos" included but they do not win the game outright. You can still for example "cheat" huge creatures into play by reanimating or channeling them but instead of playing an Emrakul you get access to a Myr Battlesphere which is still going to win the game if unanswered but definitely feels beatable and more "fair".
  • Players should be able to play higher cmc spells if they want to make their deck support late game strategies. For this reason I included the bounce land cycle of duals that allow players to make more mana without sacrificing too many deck slots to lands. This comes however at a cost of losing tempo which in turn makes players vulnerable to aggro strategies. For the same reason the artifact ramp included in the cube is a cycle of diamonds that also come in tapped.
  • Players should be incentivized to win their matches by making good sideboarding decisions. For that reason this cube includes a number of cards that are situational and wouldn't be considered a high value pick in a regular cube but here they could end up being the deciding factor of a game.
  • Threats should be first and foremost fun even if they're not strictly powerful, because of the environment they're put in they're going to be relatively powerful. On the other hand removal should be relatively less powerful than threats. Removal should come at a cost of either power or difficulty of casting it.
  • Whenever possible cards should be chosen to showcase the environment they're put into. For example Yidaro, Wandering Monster is not an all-star caliber of a card in the context of regular game of Magic, however here he's a pretty powerful and cost efficient threat. On the other hand powerhouse cards like Faithless Looting or Brainstorm are not as good in this cube and should be considered as engine pieces and not just good stuff cards.
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