The goal of this cube is to be enjoyable for all players by cutting down on keywords and complexity where possible, but still allow for unique, interactive game play. We typically draft 16-card packs, because why not?
Reminder text
Non-evergreen keywords should have reminder text. Cards such as Greater Gargadon have been omitted as there are no versions with reminder text.
No dual-faced cards
Thing in the Ice sure is awesome, but triple checking its ability on the back side of the card sure is not.
No combo
There are currently no I-win combos in this cube. Yes, casting Reanimate targeting Griselbrand can often win the game, but cards like Kiki-Jiki, Mirror Breaker and Sun Titan are included for value, not as a combo piece.
Lands
When in doubt, take a mana-fixing land, especially at the beginning of the draft. The power level of the cube is so high that you'll still find later picks to round out your deck, so having a flexible mana base is very helpful. Old-school dual lands such as Tundra, Underground Sea, and Taiga represent some of the most powerful cards in Magic's history.
Removal
Every deck wants removal, so if you're debating between two cards and one is removal, it's probably better to take the removal as it's more likely it will be picked up by other players.
This cube is packed with powerful cards; in many cases, these cards won't just automatically win games on their own. Building a deck in a synergistic manner is the key to victory! Here are some archetypes/synergies that can be found in the cube: by no means is this list exhaustive.
Big Reanimator, Sneak, Cheat
Try to dump a big creature like Griselbrand onto the battlefield early and protect it from removal. Ingredients for cooking include:
Wildfire & Upheaval
Back in my day, there were these spells that encouraged you to break their symmetry. Wildfire and Upheaval are of two these build arounds. How, you ask?
Lands
This is a bit less prescriptive. Let's look at some cards that make lands one of the best, most flexible resources in the cube.