Commons and uncommons are the backbone of every premier set's limited environment. This cube replicates a traditional booster draft environment by focusing on the synergies between lower rarity cards. This cube also serves as a sort of Museum of MtG by honoring many of the key cards through Magic's history that were all-stars in their standard season that have long since been outclassed by power creep and rules changes. I have gone out of my way to include as many old FNM, players reward, and promo versions of the cards as I could get my hands on. When drafting this cube I want the players to experience Magic history incorporated in new and interesting ways.
SPECIFIC TO THIS CUBE• Common and Uncommon Only: For the most part, all of the cards in this cube have been printed at common or uncommon at some point in their history. There are a few exceptions, most notably the 10 "scy-lands". The mana fixing at the artisan level is not all that great so stretching the rarity restriction to include a cycle of lands that are more exciting that gain lands or gates seemed to be fine. In practice they do not warp this format. I am also considering including the 10 pain lands when the full art versions of them are released in Dominaria United and the Brother's War.
Glorious Anthem has never been printed below rare, but it's color shifted version, Gaea's Anthem has been so it was a big deal to me to include it to help the white go-wide and token strategies. Call of the herd was never printed below rare either but it's power level is nowhere near where it once was, it fits into greens token strategies, and I have a sweet GPX promo version of it so it has been in this cube since it's inception with no issues.
• Singleton-ish: This cube is primarily a singleton cube. The only exception to this is there are a couple of "re-skinned" Secret Lair cards as well as the original card.
• Size: This cube is maintained at close to seven-hundred cards. A larger size cube offers unique draft experiences even with larger numbers of drafters.
• Not Archetype Driven: All of my other cubes have very strongly defined archetypes and signposts and while there are plenty of potential decks types that can be drafted within this cube, the archetypes are not as clearly defined as they are in my other lists. This cube focuses on showcasing cards throughout Magic's history more than having archetype driven drafts. Drafters are encouraged to be as creative and flexible as possible when drafting because there are few sign posts to guide them.
• Infinite Combos: There are several cards that create infinite combos waiting to be picked and paired. I usually don't like infinite combos in my cubes but this cube is large enough that they don't come together often and when the do it isn't obnoxious. It's more of a payoff for creative drafting that can net an win or two throughout an draft.