Intro to Magic Cube
(360 Card Cube)
Intro to Magic Cube
Cube ID
Art by Milivoj ĆeranArt by Milivoj Ćeran
360 Card Cube3 followers
Designed by leiftheexplorer
Owned
$101
Buy
$63
Purchase
Mana Pool$122.43

A standard 360 card cube with easy to understand cards and no non-evergreen mechanics, trying to best encapsulate the basic gameplay and original feel of magic while still providing nuance and variance. This cube was designed to introduce new players to both deck building and playing Magic the Gathering.

Despite being an evergreen only cube, some evergreen mechanics are still not included:

— Defender — Despite defender being a very prominent evergreen keyword (Especially in limited), I have chosen to omit it. It's easy to understand, but it can lead to frozen game states and generally can lead to slogs. It has been omitted in order to ensure games keep moving.
— Double strike — Double strike is a lot of both obvious and hidden power that might take new players by surprise, in addition to being a possible source of confusion for first strike, therefore it is omitted.
— Legendary — No real reason to omit this, just personal preference and less potential questions to answer.
— Mill — Mill has multiple effects strapped to it and the advantage is not easy for a new player to understand, therefore any milling is not keyworded. However, non-keyworded milling is included.
— Phasing — This was only recently keyworded, and is very complicated. It is omitted for obvious reasons.
— Protection — Protection is difficult to understand, and its ability to hose can be an easy source of frustration for new players, therefore it is omitted.
— Ward — This is a recent keyword that has multiple effects strapped to it, and its value is minimal in a creature heavy cube. Therefore, it is omitted.

Planeswalkers are not present or mentioned in any way. They can easily overwhelm new players in value generated and in difficult to understand mechanics.

All activated abilities can be activated at instant speed, because all included activated abilities have no timing rules. This is done because it allows the new player to play the game while not having to worry as much about the phases of magic.

Mana value (formerly converted mana cost) is not mentioned in any way. Although relatively easy to understand, the less numbers new players have to compute in their head the better. It also tends to tighten deck building strategies, therefore it is omitted for simplicity and flexibility.

Tribal cards are heavily limited. Although simple, in a limited environment, I wanted to offer the flexibility to players to feel like any card in their colors would play to their strategy and be a solid choice. Drafting non-tribal/tribal cards together can feel bad, so instead this cube focuses primarily on other mechanical build-arounds.

Deck searching is heavily limited. Most cards will view the top X cards, then place the remaining on the bottom of their owner's library or their graveyard. Repetitive shuffling unnecessarily extends the duration of games for new players. Less shuffling means more time playing.

I'd like to note that in my physical version, some custom cards are present. I use these to "close gaps" that currently aren't available for the cards I have here. I use this to omit CDAs (Characteristic Defining Abilities, like Tarmogoyf's) because it's not exactly obvious to new players why those abilities are active outside the battlefield while other static abilities aren't. However, the cube should function completely fine without said custom cards, and they are mainly used to increase consistency in archetypes. For the custom card changes, see below —
Remorseful Cleric is replaced with a colorshifted Withered Wretch.
Refurbish is replaced with something functionally similar, except this can target both artifacts and enchantments.
Hedron Crab is replaced with a nerfed version. (Only 2 cards milled per landfall.)
Glint-nest Crane is replaced with something functionally similar, except this can target both artifacts and enchantments.
Goblin Picker is replaced with a nerfed version with a similar statline to Merfolk Looter.
Goblin Assault is replaced with a version that only requires the new token to attack. It has the same mana value but costs 1 more red pip.
Shambling Suit is replaced with a functionally similar card, but it doesn't have a CDA.
Whirlermaker is replaced with a sidegrade that produces non-flying construct tokens instead.

View All Blog Posts