Inthricube: 360+ Unpowered
Welcome to Inthricube! This is still a work in progress, and many cards are subject to change. This cube is heavily inspired by several different sources. This includes the drafting mechanics from Shamim's Cube (his forum can be found here), as well as the general power level from the Eternal Cube, Eleusis by CulticCube, Dekkaru Cube and many more.
My goal is to create an immersive draft environment with synergistic payoffs. I want both players to be engaged throughout the game and fighting to gain incremental advantages all throughout. I want there to be more decision making when it comes to sequencing and playing spells rather than having generically powerful haymakers across the curve. I believe that this kind of environmental design leads to far more engaging gameplay than a typical power-maxed build where you can have non-games as early as T3 or T4 depending on what uninteractive garbage someone else has deployed. That is not to say that classically powerful cards are not present, just that they have been evaluated on a card-by-card basis towards promoting a more engaging gameplay experience.
Here's a brief overview of some of the archetypes and themes currently available:
: UW Control, UW Blink
: UB Control, UB Sell-Mill
: BR Aggro, BR Sacrifice/Aristocrats
: RG Midrange, RG Ramp, RG Wildfire
: GW Collected Company, G/x Pod
: WB Human Aggro, WB Stax
: BG Grindy Midrange, BG Graveyard
: GU Midrange
: UR Spellslinger
: RW Aggro, RW Humans
I have a few draft enhancements in my cube to improve the draft and promote the gameplay experience I want for my drafters. This includes breaking singleton on fetchlands, a duplicate voucher system for build-arounds and archetype defining cards, squadron lands to provide additional fixing options with certain cards, and a Utility Land Draft to add more spice to mana bases. All cards contained within cube are marked with the appropriate sticker on the bottom left corner based on the legend above.
Learn more about each of these features below!
Non-Singletons
Duplicate Voucher System (Not in Effect)
I've implemented a Voucher System for cards that I'd like to see more often but did not wish to place a second copy into the cube. The idea is to enable more chances to see an archetype defining card/build-around without running into the issue of too many dead slots in a given draft. If Birthing Pod comes around too late in Pack 2 for someone to get into the archetype, then it's essentially a dead card in that pack. A 2nd one is even worse once Pack 3 rolls around. This voucher system was created to solve this problem.
If you draft the original card AND draft a voucher card, you can trade in the voucher for a 2nd copy of that original card. This can only be done once per given card; no double-dipping with multiple vouchers on one card. So for example if you drafted Collected Company and a voucher card, you would receive a 2nd copy of Collected Company. A 2nd voucher? Doesn't get you a 3rd copy of Coco, but if you have another voucher-elibigle card, you can cash it in for a 2nd copy of that.
With this method I can introduce more potential opportunities for a drafter to grab a 2nd copy of a given card AND reduce the number of dead slots for cards that might be too narrow or show up too late in a draft to built with. Best of all? Demand for a voucher card is extremely flexible and adaptable within a given draft pool.
If you're going for a aggressive deck, then a voucher card can hold extreme flexibility with the potential of being a 2nd copy of Champion of the Parish, a Bloodsoaked Champion or a Gravecrawler. In this case, you might just pick up a voucher early with the hope of grabbing one of these later in the draft. On the flip side cards like Birthing Pod or Collected Company have particular builds in mind with chains and 3-drops respectively, so for those you'd want to pick up a copy early and focus on a build while hoping for a voucher to come your way. Finally you have support cards to an archetype with the likes of Young Pyromancer and Urborg Lhurgoyf where the 2nd copy just brings greater consistency to your gameplan.
This variance in demand creates differing incentives for drafters when it comes to these wildcard vouchers and that has led to a more engaging draft process. With 4 vouchers and 9 possible options, the chances are very high that these won't be wheeling as the 15th card very often. Take advantage of it!
Squadron Lands
Three-color cards explore some interesting niches in design, but casting them consistently on curve can be a hassle in most draft environments. If only you had the right fixing to get the job done. Wait, what am I saying? This is cube. We can make this happen easily through squadroning!
How does it work? Simple, when you draft specific cards in this cube marked with a blue sticker in the bottom left corner, you will receive an additional land post-draft. This is mostly limited to 3-color cards for now, though I will make exceptions for specific cards if it fits flavorfully. Post-draft any drafter that shows me a copy of a drafted squadron card will receive the appropriate land for use. No obligation to play the two cards in your final deck, but it's an extra incentive. On CubeCobra you may add these cards from the basic land box when constructing your deck; just imagine that that Siege Rhino you drafted came with a copy of Indatha Triome or Kess, Dissident Mage with a Xander's Lounge.
Players: 5
Packs: 5 packs of 15 cards each.
Burning: The last 6 cards of each pack were burned.
Match Structure: Best-of-1 matches.
This draft saw intense competition as players explored archetypes ranging from aggro and aristocrats to spellslinger and grindy midrange decks. The updated cube's high power level delivered exciting moments and diverse strategies across the table.
Match Results:
Caleb (3-0): Caleb piloted a Izzet spellslinger deck that showcased incredible synergy and efficiency. Splashing for key payoff cards like Kykar, Wind's Fury, Kess, Dissident Mage, and Young Pyromancer turned cheap spells like Gitaxian Probe, Ponder, and Chain Lightning into overwhelming tempo and value. Caleb’s deck excelled at controlling the board while applying consistent pressure, going undefeated in the draft
Decklist
Josh (2-2): Josh’s Golgari midrange deck, built around powerful creatures like Tarmogoyf and Meren of Clan Nel Toth, excelled in grindy matchups. Recursion engines like Shriekmaw and Underground Mortuary allowed Josh to outlast opponents. Despite a strong showing against Tyler and Caleb, Josh faltered against Jake’s ramp and Caleb’s spellslinger tempo.
Decklist
Ed (2-2): Ed’s Rakdos aggro/burn deck was a relentless engine of damage. Cards like Zurgo Bellstriker, Bloodsoaked Champion, and Judith, the Scourge Diva provided explosive starts, while Kroxa, Titan of Death’s Hunger and Liliana of the Veil offered disruption and late-game reach. Ed secured two wins against Tyler but couldn’t keep up with Caleb’s tempo or Josh’s resilience.
Decklist
Jake (1-1): Jake’s Golgari ramp deck relied on massive threats like End-Raze Forerunners and Voracious Hydra, fueled by ramp pieces such as Meren of Clan Nel Toth and Natural Order. Jake scored an impressive win against Josh with a devastating top-end play but lost to Caleb’s more efficient strategy.
Decklist
Tyler (0-3): Tyler ran an Orzhov aristocrats deck focused on synergy and value. Cards like Elas il-Kor, Sadistic Pilgrim, Mire Triton, and Brimaz, King of Oreskos created strong engines, but Tyler’s deck struggled to keep pace with the faster, more explosive strategies in the draft. A lack of focus in deck-building due to the inclusion of several unnecessary boardwipes and over committing to 3+ colors made the Orzhov aggressive package lose much of its focus and power.
Decklist
Caleb’s Tempo Domination: Caleb’s spellslinger deck delivered a commanding performance against Josh, with Kykar, Wind’s Fury and Chain Lightning enabling a decisive win.
Jake’s Ramp Overdrive: Against Josh, Jake’s Natural Order into End-Raze Forerunners crushed the opposition with a dominant board state.
Ed’s Aggro Burn: Ed’s efficient starts and burn spells overwhelmed Tyler in both of their matches, showcasing Rakdos aggro’s power.
Josh’s Golgari Resilience: Josh’s Tarmogoyf and recursion package proved effective against Ed’s aggro, grinding out a close victory.
This draft continued to show the dominance of aggressive strategies as the Cube meta matures, but not as much as the earlier drafts seemed to indicate. Blue being heavily underdrafted, which allowed Caleb to pick up plenty of spells and cantrips for his spellslinger strategy. Black was picked heavily by the other 4 players, featuring multiple cards in every deck in play. This spread out key and necessary cards from other decks, making each deck less consistent than it traditionally would be.
From Caleb’s spellslinger mastery to Ed’s relentless aggro and Josh’s grindy midrange, each player brought unique strengths to the table. Despite Tyler’s struggles, the matches remained competitive and showcased the cube's capacity for diverse strategies.
Final Standings:
Caleb (3-0) – Jeskai Spellslinger
Josh (2-2) – Golgari Midrange
Ed (2-2) – Rakdos Aggro/Burn
Jake (1-1) – Golgari Ramp
Tyler (0-3) – Orzhov Aristocrats