Welcome to the Cube of Curiosities! This is an unpowered synergy-forward cube with a focus on casual games. It's full of very funky things that make me happy, so expect some weirdness. Conspiracies! Tasteful silver borders! Online-only mechanics! Morph! Eldrazi! The Monarchy! Rin and Seri typal decks! costs! It's a lot! It's maybe too much!
Uniquely, the cube is designed to play equally well (and differently) in 1v1 and multiplayer environments. If you've got a pod of eight players, I recommend playing a round of 1v1 to sort players into two four-person multiplayer games.
White in the Cube of Curiosities is very creature-focused, with go-wide tokens, equipment, and blink as major loci of synergy.
White's exile-based removal, alongside Lion Sash, provides a necessary foil to black's graveyard shenanigans. The color also boasts a high number of the Cube's wrath effects.
Blue provides some expected cantrips and counterspells, and also odder synergies that mostly revolving around the manifest mechanic.
Much of blue's removal, like Suspend and Delay, is uniquely temporary. This removal, alongside evasive threats, supports a tempo-based strategy alongside white or red. Alternately, mind-control and clone effects at blue's top end provide rewards for a more controlling playstyle.
In this Cube, black is all about attrition. Aristocrat and reanimation themes take center stage, while card advantage engines like Dark Confidant and The Toymaker's Trap enable powerful control decks.
Black heavily utilizes its graveyard, to the extent that a black player will want to point most targeted mill at themself. The color also incorporates several exciting creatures to cheat onto the battlefield in one way or another.
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Aggro, with various flavors of equipment/counters/modified synergies.
also does a go-wide deck that makes strong use of the Monarchy. There's a Rin and Seri deck here somewhere, too.
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Control.
is a blink deck, and
cares a lot about topdeck manipulation.
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Midrange/Ramp.
borrows some counters/modified synergies.
makes bold use of a morph theme, supported by broader colorless-matters effects.
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Tempo, with a focus on noncreatures and second spells cast, supported by evasive threats and the Monarchy.
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Aristocrats/Reanimator.
also cares about sacrificing artifacts.
has Eldrazi stuff sometimes.
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cheaty combo decks, looking to sneak a large creature into play via reanimation or manifest shenanigans. This archetype is often a secondary strategy in other decks, like
Blink,
Control,
Aristocrats, or
Morph
There are some custom rules in play for this cube.
All face-down cards are 2/2 colorless creatures without any other inherent abilities. Essentially, this means that all Disguise is errataed to Morph and all Cloak is errataed to Manifest. This has two benefits. First, players know what opponents' face-down cards represent without having to track which have Ward and which don't. Second, when a player casts a face-down creature spell, they don't need to disclose whether it's one of the ones with Morph or one of the ones with Disguise. All card text has been changed to comply with this rule.
This cube incorporates silver-bordered cards, playtest cards, online-only cards, and other oddities. Most of these work in self-explanatory ways, but some necessitate this rule: once a player conjures a card or set of cards, they can't conjure those cards again for the rest of the game. This keeps players from needing 100 sleeved copies of Fblthp, the Lost.
Some other cards in this cube have received non-functional errata for ease of comprehension, which is reflected on those cards. For instance, Gut, True Soul Zealot has lost "Choose a Background," and Slicer, Hired Muscle transforms instead of converting.