This is my main cube and meant to be fun for established players and cube veterans; a beginner player should be able to draft a proactive deck that provides pressure to make the game a contest but a skilled player should be able to win more regularly.
RestrictionsThere should be a balance between aggro, control, midrange, and combo (ramp or reanimator). Each of the broad themes above should be possible for at least one drafter and most of the colors should be able to produce a functioning midrange deck. A five color pile should be possible but difficult since aggressive cards and disruption are present in all colors. A good guideline I've come up with is that the power band should center around the off-color kicker cards from Dominaria United.
GameplayEach color has a "Core" identity that represents what a good extreme mono colored deck would be best at doing, but mono colored decks aren't likely to pick up a 3-0 without support from other colors. Every color should be able to work into a midrange deck.
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Aggro | Core | Y | Core | Y | |
Midrange | Y | Y | Y | Y | Y |
Control | Y | Core | Y | Y | |
Combo: Reanimator | Y | Y | Core | Y | Y |
Combo: Ramp | Y | Y | Core |
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Cube description derived from The First Four Questions Cube Designers Should Ask
notable cuts include: ONS common cycling lands - I love these but they are kinda overshadowed by the versatility of the Landscapes from MH3. I'll have to find another project where ONS cycling lands are in, maybe a no sleeves desert cube.