A Twobert is a limited draft environment that is meant to be drafted with a small number of people, usually just two to four players. Each player will receive four packs of twelve cards to draft as normal. Unlike a traditional cube, each card in this cube is either Blue, Red, Green, or some combination of the those colors. Temur is Magic's most adaptive color triad so this cube focus on Temur's philosophy of adaptation through action. There are many draft archetypes and synergies that can be found as we explore this philosophy.
• Not Singleton: Most traditional cubes are singleton, meaning that no more than a single copy of any one card is included within it. That is not the case for the Temur Twobert. Some of the Themes and Archetypes that I explore when fleshing out and exploring this cube's main theme of adaptation through action led me to areas of Magic that just aren't as fleshed out as some of it's other themes. I will point out where duplicates are used and why they are used as we progress.
• Focus on Midrange Combat: has access to some of Magic's Best ramp and efficiently costed creatures. This cube doesn't support aggo in the traditional cube sense but is still very combat focused, however, you'll be trading haymakers with your opponent instead of jabs.
• Infinite Combo: I typically shy away from including infinite combos in my cubes and, when I do include them, they are usually pretty well hidden so they reward drafters who find them with a fun or interesting interaction. That is not the case with this cube. Infinite combos are present and out in the open.
• Enemy Color Hate: For years the color of Magic's color pie had ally and enemy colors and interactions between them. This cube compensates for fact that is the worst color triad at targeted removal by capitalizing on hate cards. Cards like pyroblast or Flash Flood serve as removal and as a reminder of Magic's past with old color pie breaks that would never be printed in a modern set.
• Burn as Removal: I have made a conscious choice for all of the burn spells in this cube to be primarily used as creature removal. None of the burn spells in this cube will be able to be pointed at your opponent's face. My Stipulation for a burn spell being included was that it had to do at least four damage to a creature and it couldn't target a player.