Casting four Cruel Ultimatums, making ten 4/4 flying Angels in a turn, assembling the perfect defense of Form of the Dragon plus Sandwurm Convergence, being hopelessly behind on board and winning with Thassa's Oracle out of nowhere. What do these scenarios all have in common? They're all possible only in Magical Christmasland, and that's exactly what the Christmasland Cube is all about!
What makes these big plays feasible? The Chirstmasland Cube does not support traditional aggro decks, though there are aggressive-leaning midrange decks. So what keeps decks from doing nothing but trying to go over the top of one another? Just because there is no aggro doesn't mean decks can ignore the early game. Though the creatures are less aggressive than in most cubes, there are plenty of cheap utility creatures which help enable mid-to-lategame strategies. Even the top end cards are less focused on quickly ending the game and are more focused on winning resource wars.
"It offers you what you want, not what you need." —Braids, dementia summoner
Deckbuilding Rules![]() | ![]() | ![]() | ![]() | ![]() | |
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Enchantments | ![]() | ![]() | ![]() | ![]() | ![]() |
Control | ![]() | ![]() | ![]() | ||
Flicker | ![]() | ![]() | ![]() | ||
Aristocrats | ![]() | ![]() | ![]() | ||
Lifegain | ![]() | ![]() | ![]() | ||
Tokens | ![]() | ![]() | ![]() | ||
Reanimator | ![]() | ![]() | ![]() | ||
Proliferate | ![]() | ![]() | ![]() | ||
Self-mill | ![]() | ![]() | ![]() | ||
Spell Cheat | ![]() | ![]() |