This cube is brand new. I have high hopes for it, but it is as of now completely incomplete. Go ahead and follow if the rest of this overview piques your interest and you want to receive any sporadic updates I push out.
Cube RundownMagic is a game that takes place in more zones than just the battlefield, so aims to make use of as many of them as possible. If all goes according to plan, there will be moving pieces everywhere. Enters the battlefield, leaves the battlefield, enters the graveyard, returns from the graveyard, exiling, phasing, top of the library, and even bottom of the library. It all matters here. With so many moving pieces, the gameplay interactions are sure to emerge without you even realizing it.
ArchetypesBy virtue of this cube's design philosophy, archetypes can be harder to lock down and often bleed into each other. While I don't have any specific archetypes I plan on forcing, there will be some that emerge naturally in specific colors. I will be keeping them in mind and noting them here throughout the cube's conception.
:
:
:
:
:
:
:
:
:
:
Here it is! This is my initial list of cards that I feel really sells the idea of the cube. Particular cards I think will be very fun here like nowhere else are cards like The Lost and the Damned, Desecrated Tomb, Pull from Eternity, and Sundial of the Infinite. And of course, both of the OG Squee cards will be having a great time here.
As you can probably tell, this will be a fairly low-powered cube, and any high-powered cards will require some building around. I want some of the jankiest cards in magic history to find their homes here using bullshit combos, but you can't make your Saltskitter + Impact Tremors deck work if you're having to face down a turn 2 Reanimated Gristlebrand. In the case of power disparity, I will usually look to cut the higher power level cards first.
If I can get all of these cards to work, or at least have a home, I will be able to call this cube a success. There is still much more to come.