This is a brand new cube inspired by the three card blind format.
Designed as an entry to the nano cube contest this cube uses 2 9 card packs or grid drafting to make 15 card decks (maximum and minimum deck size) with standard magic rulings during the games except you do not lose to decking.
If the neither player has any way of progressing the game state (or neither player wants to) then the game ends in a draw.
Most of these cards are directly from the 3cardblind tournament so that means a low curve with plenty of cards that given enough time can win games on their own
I've also added some high mana value cards many of which require a player to commit to a specific color to get something that will hopefully provide more value than a 1 or 2 drop this will mean that hard choices about whether to include more lands or non lands will come up in the deck-building phase as running out of cards to play will be a deciding factor for many games.
The game-play is designed to involve tight games hinging on correct usage of removal counters and discard spells to break thought clogged board-states and scaling threats.
Blue has pitch counter spells as well as a mill sub-theme they try to run there opponent out of resources at a cost of their own cards.
white has a lot of scaling threats and some removal they can present good clocks.
red has some direct damage to clear small threats as well as some goblins
green has deathtuoch creatures to clog up the board and eventually win from recycling their cards
Black has discard spells to take away threats before they become a problem.
Removed the chancellor + depletion land package for not doing enough in most drafts (requires too much commitment and is easily disruptable)
Added some good cards for green, red, and white (fitting roughly within their established themes) and added a black lotus to be able to better support the 3 of one pip cards while still being a bit of a risk due to the low deck sizes.