Infinity Cube
(540 Card Cube)
Infinity Cube
Cube ID
Art by Seb McKinnonArt by Seb McKinnon
540 Card Cube23 followers
Designed by Crvnch
Owned
$540
Buy
$647
Purchase
Mana Pool$724.17

♾️ Infinity Cube ♾️

Players have ∞ colorless mana at all times
Generic mana costs are ignored when determining the mana value of a card. (For example, a card costing 5r would have a mana value of 1 instead of 6.)

The Infinity Cube is a 540 card cube that features the special rules above. This rule dramatically speeds up the pace of the game and completely recontextualizes draft commons, forgotten bulk rares, and even entire mechanics! Roughly two-thirds of the entire cube can be played on turn 1.

Additional note: Disguised and cloaked creatures are treated as having regular morph and manifest respectively, as the Ward 2 ability doesn't actually change their functionality in this Cube.


📝 Tips
  • Great mana is critical. Decks almost always play fewer mana sources than traditional draft decks (~12-14). Dual lands are especially valuable, as they reduce the number of lands you need in play to have the right colors to cast your spells. Keep an eye out for land cycling cards and shocklands/triomes, as they pair together especially well (much like fetchlands in a traditional environment).
  • Interaction is essential as well, especially for defensive decks. It's not uncommon for your opponent to play a strong card turn one that you will want to get rid of immediately.
  • It is usually a good idea to play two colors at most, with a slant towards one of the two colors. If you are trying to cast a card that costs ww and a card that costs uu, then you need four lands to do that without dual lands, which can make your deck quite slow.
  • Artifacts, morph cards, and cycling cards are typically free, so you can play them in any deck. Try to pick up at least a few so you can start off quickly.

🥅 Design Goals
  • Give underappreciated cards the spotlight. Focus on cards that are fairly unplayable or different in functionality in other formats. In what other cube is Ember Shot a reasonable inclusion? I want drafters to laugh at a card and then immediately slam dunk pick it.

  • Keep complexity low. Drafters are frequently reading cards for the first time (or are considering them in a new light), so long and complicated card text can cause drafts to become a drag. Additionally, "trinket text" that doesn't really matter should be kept to a minimum to avoid confusing drafters. If a card has text that doesn't make a lot of sense or is confusing, then it probably doesn't belong in the cube. Simple cards are still interesting with the rules tweak.

  • Make it easy both players play their cards. Games can be quite fast and unforgiving, so it's important to give players great mana fixing. The nature of the environment can cause manabases to be pretty swingy, as lands 1-3 are very valuable and lands 4+ typically are worthless. Color identities should still matter, so two color decks (sometimes with a splash) should be the norm. Many-color and mono-color decks are also intended to be draftable. Cycling and looting abilities help keep players from flooding out.

  • Interaction matters. Players should have opportunities to affect their opponent's gameplan, either by putting pressure via proactive plays or by direct answers. Ideally, the effects of who goes first should be minimized, and the second player should feel like they had a chance to deal with their opponent's game plan at some point. There should be minimal two card combos that will result in the game ending before the opponent can interact. Game winning combos are fine, but you have to earn it.


History

I originally designed this cube in 2017 out of a love for the old "Type 4" piles of Magic, where cards are entirely free but you can only cast one spell per turn. I loved how that format recontextualized old unloved cards (Soratami Cloud Chariot for example) and wanted to bring it to Cube, but I felt that color identity was important to creating a good drafting experience. So I came up with the idea to ignore just colorless costs, and the Infinity cube was born.

Recently I've been feeling that this Cube has a crazy promise that it struggles to deliver on – infinite mana implies really crazy games and silly combos. Over time, I've shaved off a lot of the rough edges of the Cube to the point where it feels pretty safe and archetype driven.

Instead, I want it to feel exciting to draft. I want players to have a dream and sometimes achieve it (but not always). I want a little more risk.

Listening to Andy and Anthony of Lucky Paper Radio talk about variance in the Turbo Cube (discussed in this episode) was inspiring to me, and I found myself interested in trying some of their suggestions – going up in Cube size, dropping the pack size down to 3x15, and removing singleton. This update does just that.

So how did I decide what to add? Mostly I aimed to reduce the number of strong creatures that red and green had while adding duplicates of certain staple cards that are pillars of archetypes. Multiple copies of Mass Production and Imperial Oath give the token deck more support, and in red, multiple copies of burn spells (Scorching Missile) give the idea of a burn deck more legs. In black, Grisly Ritual and Pointed Discussion are great role fillers since the Blood tokens work well with what they are trying to do, and there really aren't alternatives since Blood tokens have only been used in one set really. Lastly, as far as colorless cards go, having duplicates of Brainstone and Found Footage help push the variance back down at the cost of deck quality (draft picks).

Will this all pan out? Who knows, but I'm interested in trying it out for science.

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