Cloned from Breya Cube
Breya Based non-green cube.
You will receive 4 packs, but the first one is special. It only contains one copy of Breya, etherium shaper. Breya will act as both a commander and a companion. There are a few rule changes specific to Breya.
First, as said, she is both a commander and a companion. For the companion part, she starts in the sideboard, and can be added to your hand for a cost. The difference between her and a normal companion will be how you add her to your hand. Taking a queue from the commander format, to add her to your hand, the first time is free, costing . You can cast her from your hand at any time you normally could, for her cost. If she is moved somewhere, you can choose to move her back to the sideboard. Then, for each time you move her back to your hand from the sideboard, she costs
more. Basically, you are paying the commander tax and her cost in 2 payments.
The second change to her is how you pay her costs. In order to allow any deck to cast her, she costs 2-brid mana for each of her colors. So for example, if you are a Azorious deck, you can pay to play her from hand. This is to allow all players access to her, while incentivizing and rewarding players who add more colors by making her cheaper to cast. To put it simply, her new mana cost is
.
Breya now looks like this
https://i.imgur.com/ThmZEia.jpg
In a effort to allow players to cast Breya without comiting to extra colors, I have included all non-green copies of the talismans, the signets, and the myr mana producers.
Because she acts as a companion, the actual companions in the cube can not be used as a companion themselves, as the rules only allow 1 companion.
Note that Breya is in the sideboard, so it does NOT count towards the 40 card requirement, and Breya is not allowed to be in the main deck when deckbuilding.
Goals:Very good curve: Decks should have ample access to 1 and 2 drops, meaning games will have impact in the early turns, and should minimize how many games go: land, pass, land, pass.
Plenty of removal: Roughly 40% of the cube is artifacts, and 1/2 of all creatures are artifacts. Picking something as simple as a "destroy target artifact" spell should bring excitement, as not only does it mean the card is extremely likely to hit something at any point in the game, there are downsides to building a 100% artifact based deck. Some cards have repeated artifact removal, some cards get better from your opponents artifacts.
Simple but engaging: While combos do exist, there are no infinite combos or cards that must be picked if seen. Do no expect any repeated untap shenanigans. Cards are straightforward, and clear in their goal. If you see a card when you open a pack and have no idea what that card's goal is in the grand scheme of the cube, the card doesn't belong.
Less colors = more fun: The lack of green is obvious, and is a feature not a limitation. Greens most iconic strengths, namely giant creatures and land synergies, are mostly gone. So cards that deal 3 or so damage are more likely to be able to kill something, with less 8 toughness creatures around, and the lack of land ramp and color fixing means your manabase needs to be cleaner. roughly 10% of the cube is lands of various color combinations, so opening a pack should on average gain you 1.5 lands to fix with, so going wide with colors should not be hindered by the land of green land tutors. Green also being the king of artifact destruction means that other colors get to show off their skills at stopping them, while also allowing artifact decks to shine with the biggest threat to them being MIA.
Each color pair has two themes except for , which is generically good. They are: