Critical Fish Cube
(360 Card Cube)
Critical Fish Cube
Cube ID
Art by Alix BranwynArt by Alix Branwyn
360 Card Unpowered Vintage Cube0 followers
Designed by CriticalFish
Owned
$34
Buy
$199
Purchase
Mana Pool$1658.85

Previously known as Artisan Synergy

WELCOME to Assemblies Cube, this is an eternal cube, gathering some of the most mechanically interesting cards from all of Magic: The Gathering's history. This cube is focused on creating an environment in which the players can create highly synergistic decks to showcase their creativity and deckbuilding skills. The cube is filled with fun engines and combos as well as efficient ways to interact with them to promote interesting games.

Gameplay Goals
  • Interactive – Decks shouldn’t be allowed to just assemble their two card combo and win on the spot. Decks should have access to instant speed interaction.
  • Diverse – The variety in archetypes, and the interactions between them should give rise to new and unexpected decks.
  • Deep Gameplay – The cube is at its best when you realize you accidentally assembled a combo you didn’t know. Every card should be able to give you multiple lines of play.
Design Patterns
  • Efficient removal and interaction – Low mana, instant speed interaction, as well as creatures or permanents that incidentally allow you to interact with your opponent’s board.
  • Low Mana Curve – Cards are chosen for their value with other cards, not their raw power. A low mana curve, allows to play more spells earlier, letting you set up your engine fast.
  • High Synergy – Every card should be able to fit in multiple archetypes and interact with other cards. Ramp spells also fill your graveyard, removal spells allow you to discard or sacrifice a creature, even your lands can create their own strategy.
Power Level

The deck was made to create an environment to showcase the power of some of my pet cards like, Reassembling Skeleton, Disinformation Campaign, Reinforced Ronin, and many others. The cube is focused on creating a flat power level between all cards to lead to a more interesting and nuanced draft.
Considerations taken when deciding to exclude cards:

  • Power level (Sol ring, Skullclamp)
  • Added unnecessary complexity (DFC’s, Day/Night)
  • Non-interactive (Theros Gods)
  • No deck building cost (Gitaxian Probe)
  • Narrow counterplay (Monarch, Initiative)
Restrictions

The only Excluded cards were un-sets, playtest cards and conspiracy cards. Proxying your own cube is simple, so budget was not a restriction.

Mana Fixing

Every archetype in the cube was designed to be able to interact with others. This means that decks usually want to splash one or more colors. To promote this, the decks include some of the best fixing you can find in commons and uncommons. Baldur’s gates should help with splashing. The cube also includest he typed dual lands, all 10guild gates, and all 10 bounce lands.
There are also other sources of mana fixing like filtering artifacts and mana dorks.

Main Archetypes

wu: Blink


ub: Rogues

br: Sacrifice

rg: Storm

gw: Counters

wb: Arsitocrats

ur: Noncreature Spells

bg: Graveyard

rw: Go-wide aggro

gu: Ramp

Minor Archetypes

wu: Toughness Matters
ub: Surveil
br: Goblins
bg: Food
gu: Elementals

Other decks:

Gates
Walls/Defender
Persist Combo
Krark-Clan Ironworks Combo
Madness

Extra rules:

Given the nature of the cube, is common to find yourself having to make a decision between two cards that work perfectly together inside your deck. To prevent this and allow the players to take higher risks during draft, every player begins the game with a Cogwork Librarian already drafted, and can be used at any point.

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