An Innistrad Plane Cube built primarily from Midnight Hunt and Crimson Vow, with some cards from the older Innistrad sets.
Restrictions on card selection for this cube are as follows:
This cube in theory supports ten archetypes, one for each unique two-color combination. In practice however, two of these archetypes have weaker support than the others: and
. This is primarily due to the cards and themes available in the Midnight Hunt and Crimson Vow sets. The themes for these two color combinations were vague to begin with, and furthermore overlap significantly with other adjacent color pairs;
wants many of the same aggressive creatures and spells as
, and
shares its "graveyard matters" theme with
. It is entirely possible to build a strong deck using these colors, but it should be noted that there isn't as clear a theme or pay-off for them as for the others.
The ten archetypes are listed below, each with a short description and some cards that are representative of this archetype.
Spirit tribal, with some enchantment synergy. Most creatures are fairly small, but can fly, which can be enough to overwhelm opponents. The Disturb mechanic allows many creatures to be cast from the graveyard in their flipped form, which is usually either a stronger creature or an enchantment.
Pay-Off Core BaseZombie tribal and control spells. Many creatures Exploit small tokens for powerful effects. Blue and Black spells also provide access to a variety of counter and removal spells.
Pay-Off Core BaseAggressive Vampires. Some generate Blood Tokens or benefit from having them, others benefit whenever opponents take damage. While this archetype can be very aggressive, there are also some more expensive cards that can provide value later in a game.
Pay-Off Core BaseWerewolf tribal. Track the time of Day depending on how many spells a player cast during their own turn. Werewolves get stronger at night, and often buff each other.
Pay-Off Core BaseHuman Tribal, building up a board of small creatures and tokens. They tend to buff one another with +1/+1 counters, particularly through Training, which buffs creatures when they attack alongside a stronger creature. Additionally, Coven rewards having creatures with at least three different power values.
Pay-Off Core BaseHumans, Vampires, and Demons. Small creatures and tokens are sacrificed for greater rewards. Lifegain is a secondary theme of the vampires in these colors.
Pay-Off Core BaseA combination of blue control spells and red burn, as well as creatures that benefit from non-creature spells being cast.
Pay-Off Core BaseCards, particularly creatures, in the graveyard empower other creatures. Delirium activates additional effects if there are at least four card types in your graveyard. Some spells also benefit from creatures dying on the same turn. High toughness creatures are a secondary theme.
Pay-Off Core BaseHumans and Angels, aggressively attacking the opponent early on, while using red burn spells to deal the finishing blow. Cycling Day and Night is a secondary theme.
Pay-Off Core BaseRe-casting efficient spells from the graveyard, and other effects which favor self-mill.
Pay-Off Core BaseAdding some older Werewolves in an attempt to buff the archetype. My impression while playing a Gruul deck during our last draft was that the board quickly stalls due to a lack of fast answers or ways to break through.
The Werewolves should be able to overwhelm the opponent if built aggressively.
Note that all Werewolves from older sets will have their flip rules replaced by the Daybound/Nightbound mechanic in this cube.