Powered vintage cube focused on three key objectives:
- Flexible, fun draft experience with no "traps"
- Constructed-esque deck building and tuning based on consistently executing your deck's plan. There should be ample "glue" for your deck, strong manabase potential, and little risk of your deck playing like a pile of cards rather than something more cohesive. This cube has significantly more enablers in it than most.
- Avoiding cards that win the game on their own. This is a SYNERGY cube. As such, there are zero competitively-costed cards that win the game unanswered. You will not find cards like Oko, Thief of Crowns, Minsc & Boo, Timeless Heroes, or White Plume Adventurer in this cube. Decks must rely on a synergy-based gameplan to win. There are certainly cards that are powerful on their own, but they either do not entirely take over the game or are not competitively costed enough to be playable without some ramp synergy (e.g., Questing Beast, Mawloc).
OK, that's a description of what the foundational principles of this cube are. But how do you draft it? What does it look like?
First off, this is a Powered Vintage Cube. With some exceptions, this cube is looking to be as powerful as possible...
The exceptions to this rule are cards that break the founding principles listed above (e.g., Initiative cards, most Monarch cards, most powerful planeswalkers), create overly taxing or uninteractive gameplay patterns (e.g., Orcish Bowmasters, Hullbreacher), or simply end the game too quickly despite being an otherwise good fit (e.g., Time Vault, Demonic Consultation).
THIS IS A DIFFICULT CUBE TO DRAFT! There are a few reasons for this:
- Vintage cubes are unbalanced by design. A newer cuber is likely to be inexperienced with which cards are high picks and why.
- It's a synergy-focused cube. As you navigate the draft, you'll benefit from evaluating the cards in real-time based on how well they synergize with your deck. While there are certainly archetypes that can railroad you and help with this, there is plenty of synergy spanning multiple archetypes that you may not expect at first. This is a significant departure from a majority of Vintage cubes, where a pile of broken cards has a great shot at winning the draft.
- The fixing is VERY good. This can make the drafting experience harder because you have to be looking at ALL the cards in the pack, rather than just those in your main 1-2 colors.
Because of this, it's recommended to READ THE PRIMER LOCATED HERE: https://docs.google.com/document/d/1n9keNTkuL7EfuAU0kg9TCQCHMXTt8KyokIvrMd7hIE8/edit?usp=sharing
Happy fishing!