Special Rules: Games should be played open deck lists, most easily done by swapping decks for a quick glance before the match. This is to help players make more informed mulligans while mitigating the information burden that free spells place on players. I think "Was Force of Will in your draft pool again?" is a fair question that players should answer truthfully.
At its heart, this is a 'small game' cube, where card advantage engines are limited and trading resources is the name of the game. This cube began as a thought experiment in finding a way to let players take the variance of singleton cube into their own hands.
For example, when you see Shardless Agent in a pack of Jeepers, it asks of players two paths:
This is a cube where the "fun police" are still in charge. Players drafting Jeepers can reliably draft Spikey, lean, and low curving decks. But they also have the option to craft their game around a few higher-variance synergies.
Instead of Tinker we have Shape Anew. Instead of Through the Breach we have Fireflux Squad
2. If you like finding clever ways to fuel Delirium... 3. If you like the idea of crafting a deck that manipulates mana values ...In addition to Cascading, there are many novel reasons to care about mana values like Up the Beanstalk and Caustic Bronco...
... just check out how interesting any four cards could be together.
For example, Ritual cheats Architects into Niv-Mizzet, while Niv finds Architects and both creatures pitch to Force in a pinch -- all while being plausibly base two color (U/G).
4. But also play this cube if you love making reads on whats in their hand. 5. And if you want to mess with your opponent's hand... this is a cube for those who love and those who hate Brainstorm. 6. And various overlapping redundancies means Jeepers won't let combo players down. 7. You could also turn the world topsy turvy or find the (other) Flying Spaghetti Monster!In the Vintage Cube, combo and control have struggled to be good and consistent. But when they do work, they can be frustrating. “What did my opponent do except get lucky by drawing Channel?”
At least when combos happen in this cube, it will be because players sculpted their deck to make it work.
Combos require all 40 cards to congruent. To Shape Anew into Portal to Phyrexia, players have to leave either Jitte and Skullclamp in the sideboard or embrace the variance. And, to cascade into Living End, players have to eschew Swords to Plowshares and play Dead // Gone instead.
The best combo enablers in this cube are great cards. Oko and Psychic Frog are already at the apex of power in this cube. And they also help support the weirder combos like Fireflux Squad, Shape Anew and Wheel of Fate.
These combos have counter play at various points. There's graveyard interaction, board wipes, and plenty of hate bears and free interaction. Successfully combo-ing should be like threading a needle.
The combo decks are built on a critical mass of interactive modal cards, instead of being total glass cannons. "Doing the thing" in this cube means outplaying the fun police, rather than just hoping to goldfish.
The various combos have particular nuances that I'm excited for players to explore. For example, Wheel of Fate needs to play 1 and 2 mana spells and cast Wheel through other means, while Hypergenesis can jam all the 3 mana cascaders and cyclers it can find.
Notes on how Reanimator in this cube is tuned:
There are three unearths in the cube, which I won’t talk about for now.
There are two reanimates in this cube Persist, and Dread Return, as well as one Corpse Dance.
As targets I’ve excluded:
The rest of the targets share various qualities: