This cube is roughly 10% of all mechanically unique magic cards, give or take a few. This cube uses weird shit like Mystery Booster Playtest Cards, Silver Bordered Cards, Heroes of the Realm, etc. because some of them are playable and oh lord do I need more playables at this size. I wish to use this cube primarily exists as a way to showcase the depth of Magic's card pool, and I update it with each new set release.
Design Philosophy
At this size design philosophy becomes less relevant but I still have specific goals for this environment: I want as much consistency in draft as possible, I want decks to be powerful and relatively focused without resorting to utterly broken cards, and I want interactive gameplay, with as few non-games as possible.
Draft Guidelines
The draft here is done with 3 packs of 16. I've opted for 16 card packs because that way each pack wheels exactly twice and you're more likely to hit playables with a few extra cards in the pool.
The broad macroarchetypes of aggro, control, and midrange are supported here, and each archetype should be draftable at the average table due to how heavily s. Aggro (usually monocolor) is supported in white, black, and red, midrange exists across all colors but is generally best centered in green, and control is almost always blue with one or two secondary colors. No unfair decks are supported, but considering the cube size there's probably a silly 3 card combo in here somewhere
House Rules
Snow Basics and Normal Basics are in the Basic Land Box
pips are considered to be generic pips
Lurrus is banned as companion
Damage goes on the stack for Mogg Fanatic
If you draft a Hanweir Garrison you get a Hanweir Battlements.
If you draft Squadron Hawk, Accumulated Knowledge, or frantic inventory you get 3 additional copies for your deck.
If you draft a card with Learn, you can put any number of lessons (stored alongside basic lands) into your sideboard
Banlist
Oko, Thief of Crowns
Ragavan, Nimble Pilferer
Mind Twist
Demonic tutor
Skullclamp
Umezawa's Jitte
Winter Orb
Balance
Mana Drain
Sensei's Divining Top
Lutri, the Spellchaser
Uro, Titan of Nature's Wrath
Plague Engineer
True-Name Nemesis
Yavimaya Hollow, Tolarian Academy, Volrath's Stronghold, Wasteland, strip mine, Karakas and similarly powerful lands.
Inzerva, Master of Insights
Worldknit, Backup Plan, Advantageous Proclamation, and other similarly broken conspiracies (which is like, all of them)
Natural Order, Tinker, Eureka, and cheat decks in general
Actual Factual Power 9
Fast Mana in general