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The goal of this cube is to be an unpowered Legacy+ cube that still runs a number powerful cube cards you would expect to find in a typical higher powered cube. This cube is sized at 540 cards to enable more variation in the card pool, and to ensure that sometimes different archetypes are more or less readily available to the drafters for variation.
This cube is currently breaking singleton for the following two cards, Collected Company and Valakut, the Molten Pinnacle. The reasoning in doing so it trying to help some deck archtypes that only appeared in constructed because of players ablity to play multiple copies for consistencey.
This cube is currently modifying the Companion rules back to the orginal rules when they were released. The only current companion in the cube is Lurrus of the Dream-Den and an orginal printing of the card is being run to represent this rules change.
Archtypes and themes:
Fast aggressive strategies can be found in White,
Red. Playing cheap small creatures to chip in early damage, and then using aggo support cards to make the small cheap creatures relevant in the midgame to seal the deal. Creatures like Hellrider and Drana, Liberator of Malakir can be used to take advantage of multiple attacking creatures, and cards like Mirror Entity can be used make your creatures suddenly larger.
Examples of Early Aggro Cards:
Examples of Aggro Mid Game Support:
A variation of the aggro strategy is to create a number of tokens which allows you to go around your opponent blockers by overwhelming them with numbers.
Examples of Token Generators:
Using cards and abilities to limit or control the number of permanents and spells you allow your opponent to control or resolve. White,
Blue,
Black, and
Red are the colors that can be paired together for control style decks. Control decks typically look to win the game with a big finisher once you control the board.
Examples of Single Target Control Staples:
Examples of Control Finishers:
There are a number of cards you can use to take advantage of slowing down, or pushing your opponent off of their game plan by tapping down their cards, or requiring them to pay resources in order to take the normal game actions they want to take.
Tangle Wire is also a tempo based card that can be put into a Death and Taxes style build. This stragey looks for cards that deny your opponet cards on the battlefield while gaining advantages for yourself.
Specific strategies for single tempo cards to deny your opponent lands can be built around cards like, Upheaval, Wildfire, Burning of Xinye and Armageddon. By combining any of these cards with a number of mana rocks, you can destroy all lands/ or bounce all cards back to players hands, and then cast spells with your mana rocks. This can lead to you creating a huge new tempo advantage over your opponent.
Examples of Tempo Based Cards:
Examples of Resource Denial Tempo:
Examples of Upheaval Combo:
Examples of Land Destruction Build Arounds:
hand striping:An impotant aspect to both control and resource denial stragies is hand stripping. Taking the key card or piece of a combo out of an opponets hand can in some cases win you the game on the spot.
Examples of Hand striping cards:
Found mostly in Green , ramp strategies focus on different ways to produce extra mana so they can play larger creatures and spells quicker then their opponents. Players can produce extra mana by either playing small creatures that also produce mana, by playing mana rocks and artifacts that produce extra mana, and using abilities that allow them to put extra lands into place.
Examples of Ramp cards:
Examples of Ramp Pay Offs:
Ways to reanimate creatures can be found in Black , with enabler cards in Blue
, and Red
. Spells to enable the overall strategy can be found in all 5 colors. The goal of this strategy is to put large creatures into your graveyard, and then by using a reanimation spell, to put the large creature onto the battlefield for cheaper than its mana cost. This style of play relies on 3 different types of cards, 1.) Discard Outlets/Looters, 2.) Reanimation Spells, and 3.) Large Creatures to reanimate.
Examples of Discard Options:
Examples of Cards that Loot:
Examples of Reanimation Spells and Abilities:
Examples of Creatures to Reanimate:
In this cube there are a number of both spells and permanents that allow players to place different kinds of permanents onto the battlefield without casting them (typically known as cheating things into play). These kinds of cards are typically found in Blue , Red
, and Green
in this cube. Most of these spells and abilities have certain requirements as to the kind of permanent they can put into play. A build around style card in this category is Tinker which allows a player to place an artifact card from their deck onto the battlefield, and functions best when you prioritize drafting artifact targets the spell can seek out. Another readition to the cube has been Flash to take advantage of enter the battlefield ablities of creatures. Pairing this card with reanimation, or effects like Ephemerate or Mimic Vata are a good ways to get the creature back after Flash resolves.
Examples of Chetty Spells:
Examples of Green Summon Abilities:
Examples of Tinker synergy:
Examples of Flash and Flash Targets:
Is a stragey that is very oftern a very Column A and Column B archytpye. In Column A you have cards like Young Pyromancer and Saheeli, Sublime Artificer that give you pay offs for playing spells from column B like Brainstorm or Cathartic Pyre. The tricky thing about this style of deck is having enough cards from each category and getting them in the right order.
Examples of Spells Matters Payoffs:
Examples of Spells to Trigger:
Why play a win condition when you can take your opponets? This strategy works particularly well in a control shell and most commonly means you need to be playing . This stragey only works when it comes to stealing creature threats from your opponet. Enchantments like Control Magic and Treachery are aura based ways to take your opponets big creatures. Bribery and Fractured Identity are spell based was to take winning creatures away to your side of the game as well. There are some ways to take other specific things that are not creatures as well listed bellow.
Clones are another great way to double up on your stuff or share in good things your opponent is doing. Phantasmal Image, Phyrexian Metamorph, Mirage Mirror are all great ways to get a copy or a second copy of creature.
Examples of Creature Theft:
Examples of other steal cards:
Examples of Clones:
There are some decks that can be built in this cube that focuses around utility lands in a number of ways in order to gain advantages or win the game. Alot of these decks work best in base with
and
as support colors. Two such particular stargeies are either decks built around Field of the Dead, or the Dark Depths Combo.
Field of the Dead decks want to play 7 diffrent named lands to start creating Zombie tokens, and then set up an engine to sacrfice the lands and recast them out of the graveyard. Cards like Ramunap Excavator or Crucible of Worlds to bring sacrfice lands like Fable Passage or Prismatic Vista.
Recycleable land destruction with Strip Mine or Wasteland pairs really well with all the same cards that make field of the dead work.
Dark Depths Combo involves playing the Dark Depths land and using either Vampire Hexmage or Thespian Stage to remove all the counters, or make a copy that has no counters and becomes a gigantinc game winning creature.
Urza's Sage and Thespian Stage also work together in a combo. By first having Thespian Stage become a copy of Urza Saga it procedes to move through the saga stages. When the 3rd lore trigger is on the stack if you then turn Thespian stage into another land it will retain the to create Construct tokens without sacrficing itself.
An infinate life combo hidding in the lands package is Fastbond,Zuran Orb and either Crucible of Worlds or Ramunap Excavator.
Field of the Dead Combo:
Recycle Land Destruction:
Dark Depths Combos:
Urza's Saga/ Thespian Stage Combo:
Ways to find Special Lands:
Fastbond/ Zuran Orb Infinite Life Combo:
A long time staple of MTG Cube are cards that allow you and your opponet to discard your hands and both draw 7 new cards. There are lots of ways in which you can make drawing these new cards more advantageous for you then for your opponet, hurting your opponet when they draw the cards, or stoping you opponet drawing their new hand after discarding what they have. This strategy is very much another card from column A paired with card from column B style game Play"
Examples of Wheels:
Exampels of ways to advantage wheels:
Since Urza, Lord High Artificer was printed there have also been a number of additonal cards that produce lots of little artifacts and allow for based artifact ramp strategy.
Examples of Urza, and Atifact Makers:
A fun addition to either a Control, Tempo, or Tinker style decks is one or more of the grixis colored planeswalkers that interact with Artifacts. Giving you the ability to steal your opponents artifacts, find your own from your deck, or reanimate artifacts from your graveyard;, there are lots of fun ways to advance your way to victory with one of these planeswalkers.
thopter foundry and sword of the meek combo:By having both Sword of the Meek and Thopter Foundry on the board you can sack the sword to the foundry which makes a token, gains you a life, and brings the sword back to the battlefield attached to the new token you just made. You can continue to do this combo at the cost of 1 mana by, but if you have Urza, Lord High Artificer you can go infinate on tokens.
Example of Sword Combo:
Two sets of cards that can create infinite combos in this cube. By pair either Kiki-Jiki, Mirror Breaker or Splinter Twin with Pestermite or Deceiver Exarch you can create an infinite number of creature tokens with haste to win the game.