This is a cube created via an algorithm that supports the themes typically found in a powered vintage cube environment. Like a meticulously maintained classic car with the latest enhancements, it features a blend of Magic's most formidable and storied cards, continuously updated to include modern-day powerhouses.
As a Magic: The Gathering fan and cube enthusiast, I understand the dedication required to curate a paper cube. It's a labor of love, selecting cards that not only work well together but also fit the theme and balance the power level of the cube. However, at the time I started curating this cube, life’s responsibilities grew and keeping up with the ever-expanding universe of new Magic cards became increasingly challenging. I didn’t want my cube to fall behind, but staying current seemed daunting.
That's when I turned to a data-driven approach. I developed an algorithm to evaluate and filter a vast pool of cards, providing a curated list tailored to my cube's specific needs. This method also allowed me to discover new cards and combinations I hadn’t considered before, such as Atraxa, Grand Unifier, a card I discovered through the algorithm without following spoilers.
Initially, I achieved my goal of saving time by automating the cube-building process. Interestingly, nowadays I find myself spending just as much time, if not more, tweaking and refining the algorithm and its data collection methods. This additional time investment is worthwhile, as it fuels my passion for coding and solving unique problems, and the thrill of uncovering new card interactions keeps me engaged.
Overall, creating this algorithm and continuously updating the cube has been a rewarding experience. It not only ensures my cube remains relevant with new releases but also enriches my cube experience, allowing me to explore and innovate within a format I love.
Data is crucial for identifying common patterns among cards and generating a cube that accurately reflects the most cherished elements of vintage cube gameplay. My method involves a frequency analysis approach, utilizing Cube Cobra as the primary data source. This approach has evolved to incorporate refined criteria for selecting cubes, ensuring both relevancy and representativeness. Here is a list of the data sampling criteria I employ for this cube.
Most of this data is fetched from an AWS bucket that @dekkerglen uses to store Cube Cobra data. The pipeline then filters the data, enabling the process to operate without manual interference or human error regarding which cubes meet these criteria. However, to enhance the cube's representativeness and align with community preferences, I manually add a select few cubes to the sample. These currently include:
These specific cubes are chosen for their popularity and because they serve as excellent representations of what a typical vintage cube entails. The only criterion they miss on is the card count, but their influence on the cube's quality is significant and beneficial.
This selection process ensures that the generated cube is not only a reflection of current vintage cube trends but also a forward-looking model that incorporates emerging favorites and underrecognized potential staples.
The Regex Blacklist FilterTo maintain the quality and relevance of the cube, a regex blacklist is applied to exclude certain types of cubes that could skew the results due to their niche focus. This filtering ensures that the selected cubes contribute positively to a balanced and representative up-to-date vintage experience. Specifically, the blacklist excludes:
I appreciate the blacklist because it helps prevent the inclusion of cards like Shivan Dragon, which, despite being iconic, do not align with the power level expected in a current vintage cube. By filtering out these specialized cubes, we ensure that our data more accurately represents a balanced vintage environment, focusing on cards and strategies that are widely recognized.
some old school cube staples that don't fit with present day vintage cube power levels
This selective approach allows us to maintain a high standard of quality in the cube's composition, ensuring it remains competitive and enjoyable for players seeking an up-to-date vintage experience.
The Card Count RequirementTo ensure the quality of the cube, a specific card count criteria is crucial for the data sampling step. Initially, the data sampling process included cubes of any card count, which led to some inconsistencies in the results. These inconsistencies ranged from missing crucial high-value cards to including suboptimal card cycles, ultimately detracting from the cube's quality and playability.
To address these issues and enhance the cube's representativeness, I established a card count with a flexible buffer of ±10%. This adjustment allows us to incorporate cubes that are at or close to our target size of 360 cards but may slightly deviate. This flexibility is particularly beneficial for including well-regarded cubes that slightly exceed or fall short of the exact count but are exemplary in terms of composition and community acceptance. Examples of such cubes include:
These cubes, while not precisely meeting the 360-card standard, enrich the dataset with their quality and provide a broader perspective on effective cube design. By allowing a modest variance in card counts, we can capture a more accurate cross-section of what experienced cube designers and players value in a vintage cube environment.
Four parts molten bronze, yes ... one part frozen mercury, yes, yes ... but then what?
The source code for the algorithm is available on GitHub. I kept this algorithm overview high level, but feel free to peruse the code for more insight. If you have lingering questions or suggestions, reach out to me directly.
I use the following color categories in the algorithm description and analysis that follows
Color Category | Symbol |
---|---|
White | ![]() |
Blue | ![]() |
Black | ![]() |
Red | ![]() |
Green | ![]() |
Multi-Colored | ![]() |
Colorless | ![]() |
Land | ![]() |
The algorithm does the following to generate a cube.
Load all the data gathered in the previous section in a DataFrame object.
Calculate the desired quantity of cards k for each color category. Because of the breadth of different cubes sampled the algorithm will always break exact color parity here. Personally, I quite like this as having equal cards of each color frequently results in designers cutting cards they would like to include but can't due to card count restrictions and including filler cards to hit a quota; so breaking the spreadsheet aesthetics will often result in a higher density of impactful cards.
For each color category in the table above do the following sub setps.
Here is a partial example output for blue at this stage
Concatenate all cube color frames into a single object.
The algorithm supporting the cube design incorporates a blacklist feature that enables the exclusion of specific cards from the final cube list. This tool is particularly valuable for adhering to format-specific ban lists provided by Wizards of the Coast, like those for Legacy formats, and for excluding cards based on gameplay preferences.
For example, a card like Bribery, or mechanics such as Initiative or Monarch, which some players find disrupts enjoyable gameplay by excessively simplifying victory conditions, can be blacklisted to preserve the cube’s intended play experience. This approach allows cube curators to tailor the environment to ensure it is both competitive and enjoyable, removing cards that might lead to repetitive or unenjoyable game states.
While the official Vintage format includes a ban list with cards involving Ante, Chaos Orb, Falling Star, and Shahrazad, these cards are typically excluded from the cube due to their infrequent use and the low play rates they attract. This exclusion is not strictly due to official bans but is informed by a desire to maintain a cube that accurately reflects the community's preferred gameplay dynamics and card interactions.
While this cube does not utilize this feature in the interest of being purely data driven, cube curators can ensure the final selection aligns not only with historical and format-specific standards but also with a gameplay philosophy that prioritizes their goals.
What follows are analysis and visualizations of the results of using an algorithm to generate a cube. The data in this section is frequently updated with each new mainboard change to the cube.
Inclusion Rate DistributionAnalyzing the distribution of inclusion rates can provide valuable insights into card popularity and help identify both popular and niche cards. By examining the relationship between inclusion rates and card counts, an interesting distribution is shown where inclusion rates are contant accross the majority of the distribution but on both tails (i.e. high and low inclusion rates) there is a drop off. Generally speaking though, cards that have high inclusion rates can be considered core to Vintage cubes.
This shows a bimodal distrubution, where the right most hump could be considered cards that are core to a vintage cube. The leftmost hump is interesting, suggesting there are many cards that designers are conflicted about including.
I'd say that generally by studying the distribution of inclusion rates relative to card counts, cube designers can make informed decisions about card selection and adjust the composition of their cube. They can ensure that the core includes highly regarded and frequently used cards while also considering the inclusion of emerging staples that may have the potential to reshape the cube's metagame. Understanding the dynamics of inclusion rates helps me strike a balance between established favorites and fresh additions.
ELO DistributionELO scores are not normally distributed. This makes presenting visual analysis on these less interesting (normalizing these scores still results in heavily skewed visual representations) and as such, when we discuss ELO scores and their analysis I have filtered out cards which are two standard deviations above the mean ELO score, this causes the remaining cards to be fairly close to a normal distribution. Further, the fact that there are a few cards which dominate other card's ELO is in line with experience that vintage cube is often centered around opening and drafting really powerful cards. At the peaks of power we have the Black Lotus, the five moxen, Sol Ring, Mana Crypt, Ancestral Recall and Time Walk. In my years of curating, these cards have never dropped from the top 10 ELO slots in vintage cube. Excluding thse 10, here are the cards that are two deviations above the mean ELO score.
Card Name | Inclusion Rate | ELO | Type | Color Category |
---|---|---|---|---|
The One Ring | 87.27% | 1816.9 | Artifact | ![]() |
Minsc & Boo, Timeless Heroes | 83.64% | 1722.8 | Planeswalker | ![]() |
Orcish Bowmasters | 87.27% | 1714.5 | Creature | ![]() |
Karakas | 78.18% | 1702 | Land | ![]() |
Mana Vault | 96.36% | 1700.5 | Artifact | ![]() |
Forth Eorlingas! | 78.18% | 1699.4 | Sorcery | ![]() |
Ragavan, Nimble Pilferer | 92.73% | 1695.9 | Creature | ![]() |
Flash | 67.27% | 1684.3 | Instant | ![]() |
Demonic Tutor | 100.00% | 1674.2 | Sorcery | ![]() |
Strip Mine | 96.36% | 1674.1 | Land | ![]() |
Swords to Plowshares | 98.18% | 1672.6 | Instant | ![]() |
Broadside Bombardiers | 69.09% | 1670.8 | Creature | ![]() |
Fable of the Mirror-Breaker | 83.64% | 1664.5 | Enchantment | ![]() |
Force of Will | 98.18% | 1660.4 | Instant | ![]() |
Hullbreacher | 76.36% | 1659.7 | Creature | ![]() |
Mox Diamond | 90.91% | 1659.1 | Artifact | ![]() |
Urza's Saga | 90.91% | 1657.6 | Land | ![]() |
Mana Drain | 96.36% | 1657 | Instant | ![]() |
Library of Alexandria | 90.91% | 1655.5 | Land | ![]() |
Once outliers are excluded from the analysis, visualizing ELO scores can provide insights into the relative power level of the remaining cards. Here we explore whether certain types or colors of cards tend to have higher ELO scores. First, the general distribution of ELO scores among cards in the cube is shown below.
The above graph still shows that there is a slight positive skew to card ELO, meaning that the cube tends to be characterized by individually powerful cards. I would be interested in replicating this analysis on cubes for other formats such as Pauper, Modern and Legacy and overlaying the density estimation to compare the relative ELO distributions per format. For now, we can still see that the average ELO is (subjectively) high, clocking in at over 1400.
Next lets looks at ELO ranges based on card color categories.
The box plots are ordered by median ELO rating ascending. Here we can see that land cards have the highest median ELO and that some categories such as colorless cards have average ELO ratings, but several outlier cards being represented as diamonds on the plot.
Next we can see the elo distributions broken out by card type. Interestingly Enchantments have high median ELO scores but a lot of mediocrity in terms of the range of ELO scores for the card type.
Something I've found interesting to do is to look at the relationship between inclusion rate and ELO score. I did some analysis, finding cards that have low inclusion rates by cube designers but high ELO ratings relative to their inclusion rates.
Card Name | Inclusion Rate | ELO | Type | Color Category |
---|---|---|---|---|
Fire Covenant | 34.55% | 1473.6 | Instant | ![]() |
Torsten, Founder of Benalia | 36.36% | 1436.1 | Creature | ![]() |
This list can show cards that could be considered Diamonds in the rough or up and coming all-stars. Usually new cards will pass through this list while they are still being slowly added to cube designer's lists but already have high ELO scores. This last update only has two cards on this list. Fire Covenant and Torsten are not new cards, but have been getting quite a bit of air time recently as an efficient instant speed board wipe and a excellent Flash target respectively.
Further, we can look at cards that have low ELO rates relative to a high inclusion rate in a cube. Not necessarily bad cards, but cards that are a bit underwhelming perhaps. In this iteration, we see Abzan lands which may point to these archetypes being weaker than other color pairings in vintage cube.
Card Name | Inclusion Rate | ELO | Type | Color Category |
---|---|---|---|---|
Savannah | 101.82% | 1346.4 | Land | ![]() |
Godless Shrine | 98.18% | 1330.3 | Land | ![]() |
Temple Garden | 98.18% | 1334 | Land | ![]() |
Finally, I am curious about the overall relationship between inclusion rate and ELO. For that we have a scatter plot with regression line to show this relationship.
A correlation coefficient of 0.26 between card ELO and inclusion rate suggests a fairly strong positive relationship between a card's power level as measured by ELO and its likelihood of being included in other cubes. I find this intriguing because it indicates that while card strength does play a role in card selection, it is far from the only factor we cube designers consider. I did expect a higher correlation though and the relatively low correlation suggests that other elements, such as thematic coherence, card interactions, or the desire to include a diverse array of strategies, might also significantly influence card inclusion. It's plausible that many cube designers of vintage cube are looking beyond simple power level to create a more nuanced and engaging gameplay experience. This could involve including cards that might be less powerful in isolation but contribute to richer, more complex deck-building puzzles or offer more interactive gameplay. The data hints that the art of cube design is a multifaceted endeavor, incorporating a variety of considerations that go beyond merely optimizing for the most powerful cards.
However, due to the construction methodology of this cube, we don't get to sample other ways that cube's are constructed. I would be interested in the future to quantify things like synergy or tackle this problem from a different angle (e.g. performing cluster analysis).
Card type distributionHere is a wheel showing the percent distribution
These numbers seem fairly standard as we would expect from a cube that is generated off of the aggregate data of other cube designs.
I've been curating this cube for several years. However, starting in 2023, each Septemeber I take a snapshot of the cube so that we can compare community preference changes over the years. Enjoy!
One of the things I enjoy about cube is that each designer's card inclusions and card art chosen is a reflection of their personal tastes. My tastes are reflected in the card and art choices in this cube.
Each of these choices contributes to a visually stunning and historically rich gaming experience, making each play session a joy.
For those interested in another description of traditional draft archetypes in vintage cubes, @LSV's ultimate guide to vintage cube on ChannelFireball offers an extensive overview. These articles, although somewhat dated, still provide valuable insights into the foundational strategies of vintage cube play and I have based my descriptions off some of the content there. Here are the links to the original articles:
Please note that vintage cube has evolved to become faster over the years, and thus, the power levels of individual cards mentioned in these articles may have shifted. However, the core concepts remain engaging and relevant.
The sections below explore various strategies supported by this cube. I've broken down the strategies included in the cube by the amount of commitment you as a drafter need to make
Now, we need to start with a special acknolwegment of Blue; universally seen as a powerhouse in cube formats. We see its versatility in supporting multiple themes due to its depth of powerful cards like Ancestral Recall, Time Walk, and Mana Drain. Let's explore how blue forms the backbone of various dynamic themes in our cube before moving on to archetype specific descriptions.
When many envision the Vintage Cube, they often think of the quintessential "blue deck." This versatile theme emerges naturally when you prioritize high-quality blue cards throughout the draft. Learning to draft this type of deck is challenging due to its many strategic branches—certainly more complex than drafting something straightforward like Mono Green. However, mastering the blue deck equips you with a reliable fallback strategy for any draft.
Key Points:
Key Cards:
The core of the blue deck includes versatile, interactive cards that provide flexibility and potent card draw options. Starting with these allows you to seamlessly integrate various win conditions, making it an excellent base for exploring other themes.
This approach echoes Sam Black's idea of unexploitable cube drafting as it offers a robust foundation, allowing you to adapt and pivot to different strategies based on the draft’s flow. If you start with a strong selection of blue cards, you’re well-prepared to explore the diverse strategies in the upcoming sections.
Now, let’s explore the unique strategies that define the drafting experience in this cube. The flexibility of these strategies allows for creative deck building, blending elements like Reanimator with Sneak Attack, or Big Mana Blue with Storm. Understanding these nuances is a significant enhancement to your cube drafting skills. While some themes like Mono Green or White Weenie are universally similar across various cube formats, here we delve into how they play out specifically in this environment.
I define an archetype as something that requires a heavy drafting commitment. Decks in this category focus almost exclusively on a cohesive game plan, with the majority of cards in the deck working toward achieving a specific goal.
This theme thrives on leveraging artifacts to increase your mana resources, making it ideal when paired with premium accelerators like Sol Ring or a Mana Drain. It excels at deploying powerful finishers swiftly, putting opponents on the back foot by ramping up beyond their capacity to respond.
Key Points:
Key Cards:
In drafting Big Mana Blue, begin by securing accelerants in the first pack, such as Mana Vault and Ancient Tomb, to set a solid foundation. As the draft progresses, look for powerful mana sinks and potent draw spells to capitalize on your mana advantage. Incorporating red or white elements like Lightning Bolt or Swords to Plowshares can disrupt creature-heavy strategies effectively, aligning well with the deck's overarching theme of overpowering the opponent through superior mana resources and game-changing plays.
The Mono Green Ramp archetype in Vintage Cube, while formidable in other formats like Legacy Cube, finds itself slightly outpaced in the high-powered environment of Vintage Cube. This archetype often lacks the explosive or disruptive elements provided by other cube strategies, making it less dominant.
The strategy revolves around utilizing mana ramp creatures to quickly deploy significant threats or impactful cards. Although the Mono Green Ramp archetype is straightforward and easier to pilot, it's important to incorporate elements of disruption, similar to those outlined in the lands overview section, to enhance its effectiveness and ensure a more robust deck.
Key Cards:
Despite traditionally being a mono-colored strategy, Mono Green Ramp in Vintage Cube often benefits from splashing other colors, particularly blue, for additional flexibility and power. Cards like Tropical Island become valuable for their ability to help accommodate these splashes, enhancing the deck's capabilities beyond green spells. As an example, Timetwister is very powerful in the mono green deck as dropping several mana dorks and then wheeling will often break the synergy of the card's effect and allow you to draw into a ramp threat.
Another long time blue spell pairing in mono green has been Opposition. However, in the current cube format, designers have been removing the card due to its slower pace relative to the cube's speed, and decks need to be faster or more disruptive to compete effectively. This has trickled over to this data focused cube where you will no longer the card.
While Mono Green Ramp can be powerful when open, it's crucial to recognize its limitations within the Vintage Cube environment. Drafting this archetype effectively requires a balance of ramp, threats, and interaction to maximize its potential and ensure competitiveness in a high-powered format.
Mono White Aggro, often referred to as "white weenie," utilizes an array of seemingly underpowered cards that, when synergized, create a formidable strategy capable of winning games. This archetype thrives on efficiency and speed, frequently benefiting from being underdrafted despite having one of the highest win rate of archetypes.
The strategy is straightforward; deploy cheap, efficient white creatures early, enhance their impact with equipment, and disrupt the opponent's mana base to maintain tempo. This approach aims to build a quick and overwhelming presence before opponents can stabilize.
Key Cards:
Disruptive Creatures:
Cards like Thalia, Guardian of Thraben and Elite Spellbinder excel in slowing down opponents' strategies, particularly those reliant on noncreature spells, helping to level the playing field against more powerful decks. Further, cards like Mother of Runes can disrupt your opponents interaction further slowing them down and advancing your own plan.
Mana Denial:
Strip Mine and Wasteland are essential for disrupting opponents' mana development, these lands can significantly delay the opponent's game plan, sometimes acting as pseudo "Time Walks."
Efficient Creatures:
Recent years have seen a notable increase in the power level of three-drops in this archetype, such as Adeline, Resplendent Cathar and White Plume Adventurer, which provide substantial board presence and can dominate games if unchecked.
Game-Ending Spells:
Cards like Armageddon and Ravages of War – These spells can decisively end games when played at the right moment, typically after establishing a board of creatures, by denying opponents the resources needed to respond effectively.
Equipment Package:
Stoneforge Mystic alongside Batterskull, Kaldrea Compleat, and others – While equipment is generally less favored in the cube due to being slow on their own, Stoneforge Mystic elevates their value, turning them into crucial tools for maintaining board control and increasing your clock.
Utility Spells:
I love me a suprise Mana Tithe; it adds a layer of protection and surprise, often countering key spells unexpectedly and shifting the momentum of the game. Other cards in this category are things like Swords to Plowshares or at the tope of the curve Parallax Wave.
A 3-0 White Aggro list with Red. This deck has everything; low curve efficient creatures, mana denial, stax, interaction, burn for reach
When drafting Mono White Aggro, start by prioritizing disruptive cards like Thalia and efficient mana denial tools such as Strip Mine to establish the deck's foundational strategy. Focus on selecting quick and efficient one and two-drop creatures, being selective with more powerful three-drops to ensure the deck can deploy threats rapidly and maintain pressure. Additionally, pay attention to which cards wheel during the draft; if key white creatures and support spells are still available later, it suggests that Mono White Aggro is open. This archetype’s simplicity belies the depth of its strategic interactions and the precision required in its execution—it's not merely about placing creatures on the board, but rather crafting and capitalizing on moments of disruption and aggression, making it a compelling option for adept players and spikes alike.
Storm remains one of the most intricate and rewarding themes to draft in the cube. While not always the strongest archetype, its appeal lies in the complex puzzle-solving it demands and the exhilarating off-the-wall combinations it can produce. Storm's strength comes from its speed and ability to operate independently of the opponent's actions, though it requires precise play and a critical mass of specific cards to succeed.
Key Points:
Key Cards:
Brain Freeze has become a top win condition because of its synergy with Underworld Breach, while Tendrils of Agony continues to serve as a potent alternative for dealing direct damage. In drafting Storm, the initial focus is on securing essential combo pieces, such as Time Spiral or Lion's Eye Diamond. Once these critical elements are in place, the strategy shifts towards gathering supporting cards that boost mana generation and improve card flow. Typically rooted in blue to leverage unmatched card drawing abilities, the deck also frequently incorporates black or red to access vital tutors, rituals, and engine components. Drafting Storm is challenging due to its complexity and demands a high skill level, but it rewards players with a depth of strategy and a powerful potential for victory. This makes it especially appealing for those who enjoy mastering intricate interactions and executing high-stakes combos, positioning Storm as the epitome of strategic play in Magic.
ThemesA theme requires a few synergistic cards to execute but do not necessitate a deck to be entirely focused on them. These allow for mixing and matching with other themes in a deck. Further, cards in a theme are often interchangle or replaceable with one another.
The Lands theme in the cube exploits the multifaceted utility of lands beyond mana production and are are actually a collection of various combos drafters can assemble. These themes are ideal for players who enjoy manipulating the battlefield through their lands.
Strip Mine, Fastbond, and Crucible of Worlds: This combo allows for relentless land destruction. By using Crucible of Worlds to continuously replay Strip Mine from the graveyard and Fastbond to play multiple lands per turn, you can destroy your opponent's entire mana base. For the low cost of a few life points, you can potentially lock the opponent out of the game.
Titania, Protector of Argoth and Zuran Orb: Titania, Protector of Argoth synergizes exceptionally with Zuran Orb, turning each land sacrifice into a potent offensive and defensive resource. By sacrificing lands with Zuran Orb, not only do you gain life, but each sacrificed land also triggers Titania’s ability to create a 5/3 Elemental creature. This combo can populate the board with substantial threats at instant speed while maintaining a healthy life total.
Zuran Orb, Fastbond, and Crucible of Worlds: This combination offers an infinite life loop. Zuran Orb allows for the sacrifice of lands for life gain, Crucible of Worlds lets you play those lands from the graveyard, and Fastbond enables playing an unlimited number lands per turn. Each cycle of playing and sacrificing a land nets one additional life, allowing for infinite life if uninterrupted.
Zuran Orb and Balance: This combo utilizes Zuran Orb to sacrifice all your lands before resolving Balance, reducing your land count to zero and forcing opponents to do the same. This levels the playing field in terms of land resources but can be strategically timed to ensure you maintain an advantage in creatures or cards in hand. By minimizing your own resources right before resetting everyone else's, you create significant setbacks for your opponents while setting yourself up for a quicker recovery.
Decks built around these combos typically include various ways to retrieve lands from the graveyard, additional land drop effects, and methods to capitalize on land counts such as landfall abilities. The strategic depth of these decks lies in manipulating both your and your opponents' resources, turning lands into tools for major strategic plays rather than just sources of mana.
Reanimator decks are known for their ability to swiftly bring formidable creatures from the graveyard back to the battlefield, making them a powerhouse in the cube. Typically rooted in black, these decks can also effectively incorporate elements of blue or red, enhancing their strategic depth and flexibility. The core strategy involves placing a powerful creature into your graveyard and resurrecting it as quickly as possible, enabling some of the format's quickest and most dramatic plays. This approach not only allows for explosive game starts but also shares synergies with Sneak Attack and Flash themes, creating a dynamic overlap that enriches the deck's tactical options.
Key Points:
Key Cards:
While the core of Reanimator strategies is usually black, incorporating blue or red can offer additional discard options and synergies, such as combining with Sneak Attack or Through the Breach strategies found in red. Unlike many other decks, Reanimator does not rely heavily on artifact ramp, focusing more on the efficient resurrection of creatures.
Spotting an early Entomb can be a strong indicator to move into Reanimator. Similarly, securing a tutor or encountering mid-pack reanimation spells or suitable discard outlets can also signal the viability of this strategy. While specific cards like Entomb and Griselbrand are highly prized, starting with strong, generic picks and observing if key Reanimator cards wheel can be an effective draft strategy.
A 3-0 BR Reanimator list sans basic lands. Card with glare is an Incinerate
Reanimator is thrilling for its ability to execute explosive plays early in the game, making it a fun strategy when the right pieces fall into place. Its requirement for specific cards means it demands a high level of awareness and adaptability during the draft.
The Sneak and Breach theme has been a staple in vintage cube for many years. Once heralded as the most reliable combo deck, it now competes with a wider range of viable cheat strategies, such as Flash.
Key Points:
Key Cards:
Again, this is a theme where if you pick up an engine piece in Sneak Attack, you can simply be on the lookout for a few big monsters. You can do this all while drafting a Base Blue deck for example allowing you to pick up efficient card draw and disruption rather than heavy mana acceleration. The inclusion of just a few key cards, like Sneak Attack or potent Eldrazi, can dramatically transform any robust blue-based strategy into a formidable deck with a powerful endgame.
When drafting this theme, prioritize early picks of Sneak Attack, or Through the Breach. Keep an eye out for impactful creatures such as Emrakul or Griselbrand in your initial selections. Late picks of additional Eldrazi can indicate the potential availability of Sneak Attack or Through the Breach in later packs, guiding your drafting strategy.
The Wheels theme in the vintage cube capitalizes on the dynamic interplay between wheel effects—like Echo of Eons and Timetwister — which compel all players to discard their hands and draw new cards, and draw punishers that restrict or penalize opponents for drawing multiple cards. Draw punishers such as Leovold, Emissary of Trest, Sheoldred, the Apocalypse, Hullbreacher, Narset, Parter of Veils, and Orcish Bowmasters introduce a strategic asymmetry by either limiting opponents' ability to benefit from new cards or actively punishing them, thereby skewing what are normally balanced effects in your favor. The key strategy involves deploying a draw punisher before triggering a wheel effect, drastically curtailing opponents’ options while replenishing your own hand, thereby shifting the game's momentum in your favor and setting the stage for a more decisive victory. This is one of my favorit things to do in vintage cube and incidentally one of the most powerful things you can do.
Key Cards:
Wheel Effects:
Echo of Eons, Timetwister, Wheel of Fortune, Memory Jar. These cards are the engines of the deck, resetting hands and drawing seven new cards, which can dramatically alter the game state when combined with punishers. If you lack a draw punisher you can still cast these in a tight spot, or exploit assymetry by emptying your hand before your opponent thus denying them use of the uncast cards.
Draw Punishers:
There are many draw punishers available in the cube with differing effects.
Building around the Wheels theme typically involves a control or midrange shell, employing counterspells, removal, and disruption to protect your strategy and sustain play until your combo can be safely executed. This approach is particularly effective against decks that rely heavily on hand resources, making it a formidable choice against control and combo opponents. Representing a unique and powerful strategy in cube drafts, the Wheels theme focuses on converting universal effects into one-sided advantages. When executed properly, it decisively tilts the game in your favor, disrupting opponents’ strategies and enhancing your own position to effectively close out the game.
These are centered around single, unique cards in the cube that dictate the deck’s strategy. These cards are often powerful enough to shape an entire deck around but are represented only by single copies, making them unique focal points. Note to myself, additional build arounds include oath of druids, lurrus.
Key Points:
Key Cards:
Channel combos typically integrate as a powerful sub-theme within mono-green decks, leveraging green's ability to ramp and stabilize mana to support potentially life-draining plays.
3-0 BG Rock list with Channel and good range of targets: Emrakul, Ugin, Batterskull and mana sinks Walking Ballista, Mind Twist, Retrofitter Foundry and Hexdrinker
This theme's adaptability—from casting game-altering titans to stringing together multiple smaller spells—provides it with a dynamic range of tactical options, making it an exhilarating and strategic choice for players who enjoy managing high stakes and making impactful decisions.
Key Points:
Key Cards:
Set the stage for unexpected yet decisive plays, disrupting your opponent's strategies or cementing your lead with formidable creatures. Drafting Flash not only prepares you for an aggressive surprise tactic but also complements broader strategies involving high-value creatures. This makes it an excellent pivot point in drafts, as it synergizes with multiple themes and enhances your deck's overall versatility and threat level.
By integrating Flash into your deck, you ensure that each creature you draft with significant ETB or LTB effects can serve dual purposes, maximizing their utility and effectiveness across different game scenarios. This approach greatly diversifies your options.
Note that not all of the Time Walk combos listed below will always be supported in the cube; please review the list to see which Time Walk synergies are currently supported.
Time Walk as a build-around card and draft theme in the cube focuses on leveraging the extraordinary capability of taking additional turns through various synergistic interactions. Time Walk when combined with specific other cards, can have it's extra turn effect repeated or amplified to achieve overwhelming board states and game advantage.
Single Time Repeated Effects
Utilizing cards like Snapcaster Mage, Jace, Telepath Unbound, and Regrowth, Time Walk can be cast multiple times throughout a game. Snapcaster Mage and Jace allow for reusing Time Walk from the graveyard immediately, while Regrowth returns it to hand for another use. Each instance aims to maximize the value gained from an extra turn, whether it's developing the board, controlling opponents' threats, or setting up for a win.
Recurring ETBs with Twin/Kiki
Combining Time Walk with Eternal Witness and either Kiki-Jiki, Mirror Breaker or Splinter Twin creates a loop that can potentially grant infinite turns. By cloning Eternal Witness with Kiki-Jiki or a creature enchanted by Splinter Twin, you can repeatedly recast Time Walk each turn, continuously taking extra turns and advancing your game state towards victory.
Recurring Blinks
Eternal Witness can also be repeatedly blinked to reuse Time Walk using cards like Ephemerate, Displacer Kitten, and Tamiyo, the Moon Sage. Ephemerate offers a rebound effect that can blink Eternal Witness twice for a low cost, while Displacer Kitten provides a repeatable blink each turn. Tamiyo can tap down potential threats while also allowing for the recurring blink of Eternal Witness, continuously bringing Time Walk back to hand.
Underworld Breach
Underworld Breach offers a different angle by allowing Time Walk to be cast from the graveyard for its mana cost plus exiling three other cards from the graveyard. This setup is powerful in decks that can fill the graveyard quickly, turning Underworld Breach into an engine that can potentially chain multiple extra turns together as long as the graveyard resources hold out.
These strategies not only showcase the power of Time Walk but also highlight the importance of building around it with the right synergistic pieces. Whether it's leveraging single-use effects for repeated extra turns or setting up combinations that can recursively cast Time Walk, each method provides a unique approach to exploiting one of the most powerful effects in Magic: taking additional turns.
Here's a nice video of @LSV drafting and playing a time walks deck
The Tinker theme revolves around the strategic use of the powerful Urza's Legacy card, Tinker, which transforms early-game artifacts into colossal mid-game threats by allowing players to sacrifice a cheaper artifact to instantly deploy one of the most formidable artifacts from their deck. This quick transformation can dramatically shift the game balance, making Tinker a pivotal element in executing a game-winning strategy.
Key Cards:
Tinker:
The cornerstone of this theme, used to bypass the traditional mana curve and deploy some of the most powerful artifacts in the cube.
Tinker Targets:
There is a wide range of what you can tinker for, but the beauty of the card is that it functions as toolbox, fetching you whatever you need at the moment. Some of the notable Tinker targets are as follows.
Balancing your deck to include both enough early artifacts to pay for Tinker's additional casting cost and other strategic elements like disruption or protective spells is crucial. However, the cheap mana ramp artifacts like moxen are high priority picks so it's usually not a high cost to pick a Tinker up early in the draft.
These are strategies that have a long history in vintage cube or are currently played in lists but are not supported here. None of these exclusions are by my own direct choice, but a function of the data sampling and weighting algorithm. Simply put these are lower on cube designer's priority list for inclusion in their cubes.
The Depths Stage combo offers a fun land-based strategy in cube drafts, focusing on creating a 20/20 Marit Lage token through Dark Depths and its synergistic pairings. This combo can be a swift path to victory, typically executing with minimal interaction from the opponent due to its reliance on land mechanics. There are a few ways to execute this combo.
Dark Depths and Thespian's Stage:
The most well-knowned and namesake method involves playing Dark Depths, followed by Thespian's Stage. By copying Dark Depths with Thespian's Stage's ability and then applying the legend rule to sacrifice the original Dark Depths, the copy remains without any ice counters. This triggers the creation of the Marit Lage token, all achievable at instant speed and with just land activations, making it challenging for opponents to disrupt.
Dark Depths and Vampire Hexmage:
Another efficient approach uses Vampire Hexmage to remove all ice counters from Dark Depths. By sacrificing Hexmage, you can immediately activate Dark Depths' latent potential, summoning Marit Lage at instant speed.
Key Supporting Cards:
Land Tutors:
Cards like Crop Rotation excel in this combo by fetching the necessary lands directly into play. Knight of the Reliquary also supports this strategy well, especially in decks that naturally include green for their land-centric tactics.
Graveyard Recursion:
To bolster resilience against disruption, recursion tools like Wrenn and Six, Crucible of Worlds, and Life from the Loam are invaluable. They ensure that components of the combo can be replayed from the graveyard, maintaining pressure even if the initial combo or the Marit Lage token is dealt with.
While the Depths Stage combo is inherently powerful and fun to pilot, it is not currently supported in the 360-card list used for this cube. Analysis of data shows that while prevalent in larger 540-card cube formats, the limited size of 360-card lists doesn't adequately accommodate the depth required for this strategy. Thus, drafters looking for this specific combo play will find it absent in the current environment.
Once a cornerstone of cube environments, the Kiki-Twin deck centers around the iconic combo of Kiki-Jiki, Mirror Breaker or Splinter Twin with creatures such as Deceiver Exarch, Pestermite, Zealous Conscripts, or Restoration Angel. This deck traditionally operates as a control archetype, aiming for a dramatic combo finish by creating infinite creatures. Despite its historical popularity, it has waned due to shifts in cube design and player preferences, with the current cube iteration no longer adequately supporting this strategy. The deck's effectiveness has further declined with the reduced availability of key components like Splinter Twin, impacting its ability to consistently set up and execute its game-winning combo while leveraging potent enter-the-battlefield effects for control and disruption.
Key Cards:
Copy Creating Piece:
Kiki-Jiki, Mirror Breaker and Splinter Twin are the linchpins of the combo.
Untapping Creature Piece:
Deceiver Exarch, Pestermite, Zealous Conscripts, Restoration Angel - Each offers unique advantages, from Exarch's resilience to Conscripts' and Angel's utility beyond the combo.
Mana Base:
Volcanic Island and Scalding Tarn are crucial for stabilizing the deck’s mana needs, reflecting its strict color requirements to cast cards like Kiki-Jiki.
Recruiters:
Imperial Recruiter and Recruiter of the Guard enhance the deck by tutoring for key pieces facilitating the combo setup. In particular Imperial Recruiter can fetch Kiki-Jiki which can make a copy of Imperial Recruiter to fetch one of the blue untap creatures.
ETB Creatures:
Value-driven creatures like Snapcaster Mage, Inferno Titan, and Flametongue Kavu enhance the deck's control capabilities.
While the Kiki-Twin combo offers the potential for an exhilarating instant win, its components have become rarer in drafts, leading to a decline in both popularity and practicality. The deck’s reliance on specific interactions, combined with a shift towards more versatile and dynamic strategies in modern cube design, has led to its diminished presence. The current cube format, no longer supports the Kiki-Twin theme as robustly as it once did, reflecting evolving trends in gameplay and strategy.
The Mono Red Aggro archetype, once a staple in the cube, has seen a decline in viability due to the recent printing of efficient two and three-drop creatures which have bolstered other archetypes that also covet some of its best aggressive threats while simultaneously giving this deck a shorter window in which to close games. This archetype thrives on a critical mass of cheap creatures and burn spells, aiming to quickly reduce the opponent's life total by unleashing a barrage of low CMC creatures, disrupting their mana with tools like Strip Mine and Wasteland, and delivering the finishing blows with potent burn spells.
Key Cards:
Core Damage Dealers:
Eidolon of the Great Revel and Sulfuric Vortex stand out as cards which used to be particularly effective, dealing rapid, hard-to-counter damage while also stifling strategies that counteract aggressive play. Today, these cards speed may not be fast enough in an up-to-date vintage cube environment.
Early Aggressors:
Red is (or was) the exclusive color for hasty creatures. Once upon a time you could drop hasty one and two drop creatures and beat face. Goblin Guide used to epitomize the deck's need for fast, aggressive creatures that could start dealing damage from the first turn. These have since been outclassed by newer threats. The data driven nature of this cube means that a few of these creatures still linger, but are slowly on there way out. Each update sees one or two of these old cards leave the cube.
Mana Disruption:
Disruptive elements like Embereth Shieldbreaker complement the traditional land destruction of Strip Mine and Wasteland to curb faster combo or ramp decks. Additionally, cards like Strip Mine and Wasteland are fantastic in this deck just like in a Mono White deck.
Burn Spells:
Staples like Lightning Bolt, Chain Lightning, Fiery Confluence, and Fireblast are crucial for closing games, providing the necessary reach to finish opponents even through potential blockers or slight life gain.
Selective High Cost Finishers:
While lower-cost cards are preferred, selective higher-cost threats like Hellrider or Chandra, Torch of Defiance can provide a powerful finish if the early game plan is stalling.
While Mono Red Aggro once used to be in a similar spot as White aggro being underdrafted but viable deck, the archetype has largely fallen out of favor and out of cube lists. Today, its remnants are most effectively utilized by blending them into a Boros Aggro deck, where key red cards enhance a Mono White Aggro base. I am curious to see what new cards might be printed that would revitalize this archetype in coming years or if this will remain a strategy in vintage cube environments of the past.
The Time Vault combo is one of the most infamous and powerful interactions in Magic's history, utilizing Time Vault in conjunction with various methods to untap it without the turn-skip cost, allowing for infinite turns. While a classic and game-ending strategy, it's important to note that this combo is not currently supported in the cube. In the past, the card Time Vault itself has made the cut but akwardly the myriad untappers did not due to the range of untap diversity cuber designers were including in the list. You can read a bit about it in this past blog post. Further, if you are interested in reviewing a combo focused list that does support Time Vault, I'd check out @aquaone's powered cube and the cards that support this combo.
There are several ways to execute the Time Vault Combo.
Time Vault and Voltaic Key:
The quintessential combo involves Time Vault paired with Voltaic Key. By using Voltaic Key to untap Time Vault for just one mana, you can take unlimited turns, leading to a straightforward path to victory. There are alternative untap effects, such as Tezzeret, the Seeker or Kiora, Behemoth Recokner. Designers that include the vault also include a variety of interesting untap effects in their lists.
Copying Mechanisms:
Cards like Mirage Mirror offer flexibility by copying Time Vault. Mirage Mirror can become a copy of Time Vault and then use its own ability to untap itself, mimicking the effect of the original combo. You can use other copy effects such as Phyrexian Metamorph, but it's less interesting as that on it's own doesn't guarentee infinite turns.
Ability Grafting:
Scheming Fence is another intriguing option that can gain the abilities of Time Vault. By targeting Time Vault with Scheming Fence, you graft its untap ability onto Scheming Fence, effectively turning it into another key component of the combo.
While the Time Vault combo presents an intriguing win condition due to its ability to generate infinite turns, its inclusion is not currently supported in this cube. This exclusion reflects broader trends observed among cube designers, where Time Vault and its associated combos are less frequently included, resulting in insufficient data to justify its presence in the current list. This aligns with my cube design goals of generating a list that faithfully reflects the aggregate of what all other cube designers are
doing.
reran the algorithm - here are the updates.