540-560 cards + high power + fast + good fixing + combo support
Greetings from Tallinn, Estonia!
This cube started years ago when I got back into Magic after a 20 year absence. At first it was just a collection of cards I had from that time and a bunch on random (I mean RANDOM) cards I bought from my LGS (from the 1 cent pile).
Over time it has evolved into a power-optimized cube that features staples from the illustrious history of MTG as well as newer power-creep goodies. The result is a fast paced, competitive and low variance (in terms of support for archetypes) environment. The low variance is however spiked here and there with "honorary power" like Gaea's Cradle, Mox Diamond, Mana Crypt, Sol Ring, Mana Vault, Grim Monolith and Ancient Tomb.
All basics are Kamigawa: Neon Dynasty full arts:
I hope you enjoy playing it as much as I have enjoyed building/tweaking it!
SUPPORTED DECKSBelow is a short "drafters guide" to the more successful decks supported in the cube:
RED DECK WINS
Draft as many one-drops and burn-spells as you can get your hands on. Overwhelm the opponent with cheap threats and finish out with burn. Red deck goes BRRRRRRRRR.
WHITE WEENIE
All the one-drops, early interaction and disruption. Curve out and overwhelm the opponent with super-efficient creatures before they can establish a board presence.
RECURING AGGRO
Win with cheap recursive creatures that are impossible to get rid of. All of your stuff just keeps coming back and at one point the opponent runs out of removal. Opponent has a board wipe? No problem - all the creatures have recursion.
GREEN FATTIES
Draft all the mana-dorks and ramp to any expensive threat. Not rocket science.
REANIMATOR
Draft reanimation spells, any-color-threats and discard outlets. Spice with some efficient removal and mid-range value engines. Turn one Griselbrand for the win!
SAC-FOR-VALUE ARISTOCRATS
Combine recursive threats with death-triggers for damage. Get the jump on the opponent with the early recursive threats or switch it up and grind out the opponent with pinging.
DISRUPTIVE AGGRO
Combine early threats with early hand-hate and the result is your opponent dead before they have a chance to cast anything. Or by the time they do it is way too late.
LANDS MATTER
Draft all the fetches you can get your hands on and engines that care about land-drops. Out value the opponent or lock them out with the ever illusive Wrenn and Six + Strip Mine combo.
COMBO TOOLBOX
Go infinite with various combos. If you stick the second piece of any two-card combo you win - that's that.
CLASSIC KIKI COMBO
Same as combo toolbox but cooler.
CHEAT
Ignore mana costs of huge creatures by cheating them into play with a number of cheat effects.
SPELLSLINGER TEMPO
Draft all burn and card-draw spells you can find and combine with value engines that care about spell-casting. Millions of tokens later, you have won.
RAMP CONTROL
Generate an early mana advantage with mana-dorks and then take over the control of the game.
CLASSIC CONTROL
Boardwipes, counterspells, card selection and planeswalkers. Smoothen your hand with early card selection, counter any threats or wipe the board, generate card advantage with a walker and repeat ad infinitum.
ARTIFACT RAMP
Take advantage of cheap artifacts, artifact synergies and generate some explosive turns.
FIVE COLOR GOOD STUFF
Draft all the duals, triomes, signets, talsimans and fetches. Combine with the best cards from all colors. If you do not get mana-screwed, you win by average card quality.
BUILD-ARROUNDS
Additionally the following cards are honorable mentions that may be build-arounds for their very own decks:
OUTROThe cube is regularly played in Tallinn, Estonia. If you are ever in town, hit me up and we'll set up a pod (raunokinkar@gmail.com).