This Cube creates interesting and accessible draft experiences for 4-8 players, supporting ~20 distinct archetypes across numerous viable colour pairings and providing fair, synergy-based gameplay.
/JTM
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You should try playing this deck if...
... you like winning by turn 5 when you hit the perfect mana curve, and don't mind losing at the first sight of a big fat creature that you can't remove.
You should try playing this deck if...
... you like squeezing the maximal amount of value of a small number of cards when the combo really works.
You should try playing this deck if...
... you're really good at counting counters.
You should try playing this deck if...
... you want to win a game while at 40 life points.
You should try playing this deck if...
... you're into geography.
You should try playing this deck if...
... you never listen to the advice of "max 6-7 non-creature spells in your deck."
You should try playing this deck if...
... you live for the dream of One Big Turn.
You should try playing this deck if...
... you really want to say the sentence "So, I pay 5 mana to discard my whole hand... And this is bad news for you."
You should try playing this deck if...
... you always rooted for the Zombies in Plants vs Zombies.
You should try playing this deck if...
... You prefer not playing anything during your own turn.
You should try playing this deck if...
... you like the idea bringing back powerful creatures from your graveyard – especially ones that you put there on purpose.
You should try playing this deck if...
... you like the cards available in and want to combine them with almost any other colour.
You should try playing this deck if...
... you have a lot of small things available to use as creature tokens.
You should try playing this deck if...
... you love playing big creatures way earlier than should be legally allowed.
You should try playing this deck if...
... you have the ambition of playing a 5-colour deck.
You should try playing this deck if...
... you want to win but refuse to damage your opponent, "because they're my friend!"
You should try playing this deck if...
... you think synergies are overrated.
To make drafting less overwhelming, I got rid of card types that were especially hard to track and understand, including all double-faced cards (Concealing Curtains), sagas (The Modern Age), and adventures (Murderous Rider), as well as some generally complicated cards Savior of Ollenbock. The most emblematic change is replacing The Kami War (which reads like a Dostoyevsky novel) with Two-Headed Hellkite (which does what it says on the tin).
My hope is that we can have gameplay that is equally rich and strategic decisions that are equally complex, without the cognitive overload of managing 400 completely unique and confusing cards in your head.
Goodbye Werewolves, hello Lands MatterSince I dropped double-faced cards, this means that Werewolves are out – no one played the archetype anyway, and the Daybound/Nightbound is exactly the kind of annoying mechanic I wanted to avoid.
In its place, we have a hopefully exciting new Lands Matter theme in ! I'm unsure how strong it will be, but am excited to see it play out.
Welcome to Stoic Sphinx, Bristlebud Farmer, and Bristly Bill, Spine Sower!
I hadn't really seen this archetype come together yet, these additions will hopefully help:
More token generation for aggro andLaunch those goblins!
Creature removal forGreen hasn't previously had any direct removal, but I've now added a couple of 'punch' and 'fight' spells:
Other notable additionsFull changelist here.
Notably, the list now includes more than 360 cards – the idea is that even if we're 8 players, there will be a few cards that aren't opened during each draft, creating more variance and slightly less predictability, which I hope will keep the cube fresh for a longer time.
New archetype:Hold up mana during your opponent's term to counter their best cards with Disdainful Stroke and Supreme Will, and, if they don't cast anything worth countering, flash in creatures with the help of Prophet of Kruphix and Yeva, Nature's Herald or draw cards with Dig Through Time and Spectral Sailor. Hollowhenge Overlord and Nightpack Ambusher reveal a neat synergy with werewolves (which also want you not to cast spells during your turn).
Boost forGreen has been the least-drafted colour for a few sessions now, so I've given the colour a few tools, including Ozolith, the Shattered Spire to boost the '+1/+1 counters' archetype that no one has tried yet, Tyvar's Stand to protect key creatures, Fertile Ground for mana-ramp that avoids creature-removal, and Garruk, Primal Hunter to encourage green-heavy decks.
Even more tools against aggro.Evacuation, Drown in Sorrow, By Invitation Only, and even Tasseled Dromedary will probably slow down the cube as they provide new tools against aggro. Hopefully, additions like Hazoret the Fervent and Urabrask's Forge keep the aggressive archetypes viable, but I'll keep an eye on this going forward.
Full changelist here
White got the biggest upgradeWhite probably got the biggest boost with Boon-Bringer Valkyrie, Basri Ket, Elesh Norn, Mother of Machines, and Adeline, Resplendent Cathar.
Mostly removed the Artifacts archetypeTinker remains and can still be paired with things like Myr Battlesphere but there's a much lower density of cheap artifact creatures to sacrifice, and things like Foundry Inspector and Chief of the Foundry are out. The main reason is that these cards mostly just fit in a single deck and would always go undrafted no one is playing that deck.
Mostly removed the Humans sub-theme... though Thalia's Lieutenant remains for incidental synergies.
Cut un-fun cardsRemoved Simic Sky Swallower and Dreadfeast Demon because they're incredibly difficult to do anything about for the opponent.
Since our first draft of this cube, I've made some changes to improve the balance and fun-factor of the cube. Below are some of the themes in these changes.
No nerfsIn general, I have avoided removing cards to weaken any particular colour or archetype. There's one exception, though...
Hasta la vista, Wargear – Welcome, new equipmentsI'm sorry, but Grafted Wargear has got to go. The problem isn't that it's too good, it's that it's too unconditionally good. This is a game-winning threat in any deck, requiring zero effort to build around it. I do want equipments to be relevant, so I've added a few others that should be pretty strong but require a bit more planning to use.
Options against aggroThe strong performance of red-white aggro in our first draft was on my mind when trying to balance the cube further. Since I didn't want to make aggro weaker – I think it's really important to have fun and well-supported aggro options in the cube – I instead opted to provide more potential answers to aggro in the card pool. In green, black, and colourless I added cheap walls, in red and white I added mass removal. This way, aggro remains viable and those drafting slower decks will actively have to pick up some of these answers to guard themselves against it.
Mono-black (with a splash of red) also performed very well, and while this may have been because the colour was wide open, it's also clear that cards like Ophiomancer, Abyssal Persecutor, and Dreadfeast Demon are going to be all-stars every time you draft them. Again, I didn't want to take away anything from black, so I've instead focused on adding more exciting options for the other colours.
Beefing up greenI added some better options for early mana-ramp and replaced some of the late-game creatures.
Late-game spells for blueSince blue has the fewest creatures and it can be hard to fit costly noncreature spells in a deck, I want the colour to have some really exciting options in that slot.
A couple of new creatures for white and redThe addition of new board wipes are the most important buffs for red and white, but I did also add two other new exciting creatures.
Removing unplayed or vanilla cards.To make room for additions, I removed various cards that I don't anticipate would see much future play (Evra, Halcyon Witness, Mardu Ascendancy, Explosive Vegetation), or that didn't have a particularly unique or interesting role in the cube (Virus Beetle, Sleep with the Fishes).
On the watchlist.There are a couple of cards that I'm considering cutting, but which will stay for now:
Build out a board of synergistic artifact creatures like Foundry Inspector, Lodestone Golem, Chief of the Foundry, and Merchant's Dockhand, to benefit from things like Quicksmith Rebel, Saheeli's Artistry, and Daretti, Scrap Savant.
There are also some wild possibilities of using Tinker or Saheeli Rai to cheat in expensive game-winners like Walking Skryscraper, Myr Battlesphere, Bosh, Iron Golem, or Combustible Gearhulk.
You could splash and
for Oni-Cult Anvil or Dovin, Grand Arbiter to enable reliable artifact creation, but
and
are definitely the primary colours for artifact decks.
Highlighted cards
You should try playing this deck if...
... you live for the dream of playing Perilous Myr on turn 2 followed by Tinker to deploy Walking Skyscraper on turn 3, into Saheeli Rai to attack with two 8/8 tramplers on turn 4.
Humans are the most abundant creature type in every colour except . There aren't enough synergy cards to enable a proper 'humans archetype', but if you notice that you already have a handful of them (or especially Stensia Uprising), it'll be a nice bonus to pick up one of the few cards that do give you a payoff for playing humans.
Highlighted cards
You should try playing this deck if...
... you're so concerned about humanity that you can't help but draft 'em.