Jeepers Creepers: Jiki of the Kiki Breaker
(361 Card Cube)
Jeepers Creepers: Jiki of the Kiki Breaker
Art by akioArt by akio
361 Card Unpowered Legacy+ Cube0 followers
Designed by Lopsided
Owned
$2,509
Buy
$1,751
Purchase
Mana Pool$2038.71
Jeepers Creepers is a unpowered cube that imagines if the 'broken fun' in Vintage Cube had more deck building restrictions during draft, and more counter play in games.

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:

  • Will you hedge your bets and try to draft so that every card in your deck is as reliable as it can be?
  • Or will you choose to build a deck that requires making calculated risks about whats on top of your library?

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.


You should draft this cube if: 1. If you like playing with and against magic’s best disruption... but you also like the idea of "Living the Dream" in an alternate universe Vintage Cube.

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:

  1. Crabomination, Etali, for using randomness to generate value. Hitting a lucky card off their ETB to end a game can make all the important decisions before feel like a wash (even if it isn’t)
  2. Carnosaur, Harvester of Misery for being too safe. These cards are high floor low ceiling in the world of cheat targets, which ultimately make them boring. The combination of channel ability and ETB on reanimate means players get to have their cake and eat it too.
  3. Archon of Cruelty just does it all. It’s very good at stabilizing the board and can be persisted. Its been in-and-out, let me know what you think.

The rest of the targets share various qualities:

  1. Overlap with Fireflux, Hypergenesis, Living Death
  2. 7 drops for Birthing Ritual (I see Ritual as primarily a better version of Neoform)
  3. 6 drops like Titans for nostalgia
View All Blog Posts