~Let the legends unfold~
TL;DR: A cube for lovers of classic Magic settings and characters, centered on fundamental and interactive Magic gameplay.
What is this cube about?
The driving principles of Dominarish Cube:
- Clean cards and fun gameplay. Messy text boxes or complicated mechanics which are not core to the themes of the cube are liable to be rejected in favor of more elegant game pieces. Creature combat and tempo take prominence.
- Feature cards which feel at home among the characters and vibes of Magic's central plane, Dominaria.
- Like the most souped-up limited set ever. This is meant to be a place where booster draft all-stars and fun rares can shine.
Mechanics and Themes
The cube was conceptualized with the pillars:
Other themes have grown naturally from the card pool:
Things have deviated from where we started so these themes are minor. Really my goal is to include lovely cards that contribute to fun, decision-rich games. This may also secretly just be a cube of draftable sets released 2022-2023. Hence, "Dominar-ISH". :)
Draft Guide
- This is a low-curving, interactive environment which emphasizes creature combat, removal, answers and synergies.
- Many of the cards here are versatile. If you're not sure what to do, take a card that looks strong or cool and start picking other cards you think would work well with it.
- If you're new to draft/cube, I think you will wind up with a solid deck if you focus on two colors and make sure you have some early plays.
- No fetchlands. If you don't know what this means don't worry about it.
Contact
You can find me on Bluesky: arfentul.bsky.social or in the MTG Cube Talk Discord.
Stray Thoughts
No planeswalkers, yet. I've come around on the idea of including the simpler, less snowbally ones and have begun the process of substituting in newer versions of cards with correct oracle text to account for the Planeswalker card type. The removal suite may need to be further adjusted for this purpose, we'll see.
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- As of 2/5/25 update, planeswalkers are in!
- I don't love the more recent direction in Magic of creatures generating tons of immediate value via "Enters" effects, so I've tried to limit the number of good ones and instead include a greater proportion of creatures which make you work a bit to pay off.
- Still mulling over the mana base; I might proxy up fetches at some point. In their absence, I've come to the conclusion that there are diminishing returns to adding more and more two-color lands, but that three-color lands can pull some of the weight of being relevant, flexible and desirable for multiple drafters.