Multivalent is a multicolor-driven cube with some of my favorite pet mechanics and cards. The abundance of mana fixing lands, plus the flexible spread of synergies, should allow players to fearlessly draft 3-color decks.
This cube is also meant as a showcase of Things I Like in Magic, and so the goal is not to curate all the strongest cards in the Peasant card pool. Instead, I want to tune the power level of the environment in such a way that players can enjoy a variety of creative synergies without getting brutally 2-for-1'd by the likes of Swords to Plowshares and Reality Shift. Power outliers within the pool are included in service of particular deck strategies I enjoy.
Here's some of the fun things you can do in this cube:
-Draft a lot of multicolor cards:
Each color pair has a generous selection of cards, some with broad applications that will be at home in almost any deck, some with narrower focus that will drive your deck toward a particular strategy.
-Play with a lot of "Creatures that are also Other Things":
Many creatures in the cube are also enchantments, artifacts, or instants/sorceries. I just think they're neat! So, I tried to build a lot of synergies into the cube to really make them shine.
-Mess around with the graveyard:
The cube is full of ways to pack your graveyard, and once it's full you'll have your pick of shenanigans, from reanimator effects to "threshold" abilities like Delirium. Join me in hoping for a modern-frame reprint of Krosan Restorer. (I guess I could use the old-frame version but it just feels weird to have ONE old-frame card in the cube...)
Decks to Build:
Since my goal is to create an environment where everyone can run three-color decks with a lot of gold cards, I've been trying to make sure my "deck archetypes" have a lot of overlap and bleed into each other pretty freely. I like the idea of drafters picking and playing the exact same card for completely different reasons, and I want to maximize "incidental synergies" between archetypes. Here are the deckbuilding strategies I like to keep in mind when I'm picking cards for the cube:
Heroic -
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An aggro deck that can play fast with combat tricks or go for long-game value with Bestow and Totem Armor.
Spellslinger -
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A favorite deck of mine that plays really well with Adventure cards.
Tempo Control -
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Start with a Dimir control deck and splash red or white depending on what's open. This is a pretty loosely-defined deck, but it all comes down to wrecking your opponent's board.
Reanimator -
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This one is fun because it changes a lot based on your 3rd color. If you go Sultai, you'll be tossing big fatties into the graveyard and cheating them out early. If you go Abzan, you might focus more on fast threats that can be brought back repeatedly.
Graveyard Value -
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This deck is all about the graveyard, but doesn't care to reanimate. Instead, you'll want to fill up your yard for Delirium effects, then use things like Flashback or Scavenge to treat the graveyard as a second hand.
Aristocrats -
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A fun engine-building deck where you sacrifice your own creatures for value. If that doesn't work out, just swing for lethal with an army of tokens!
Flicker -
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No need to reinvent the wheel here. The white-blue flicker archetype is a staple of retail draft and cube draft alike. Everyone loves it and you can splash whatever color you want as long as the creatures have ETB effects (which they will).
Enchantments -
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Bestow is a favorite mechanic of mine, so the creature section is loaded with enchantment creatures. A few enchantment payoffs and enablers will let you get bonus value from them.
Equipment -
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Is there anything more satisfying than equipping a creature that has double-strike, lifelink, trample, etc? Yes: attacking with that creature.
Ramp/Beatdown -
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Bigness is its own reward in this archetype, where you play creatures with above-rate bodies and plenty of "power X or higher" payoffs.