This is a Peasant cube containing only commons and uncommons. It is designed to feel like a high powered limited environment and to showcase the cool and unique cards that have defined limited environments in the past.
Draft Format: 3 Packs of 15You will draft 3 packs of 15, each pack consisting of 13 "commons" from this CubeCobra list, and 2 "rares" from a large pool listed in this CubeCobra.
13 Commons per packEvery card in the common pool will be drafted. As a general rule, the commons are cards from standard legal limited environments that are not so powerful they take over and define games on their own. There are a few Modern Horizons cards that provide unique effects, but generally Horizons sets were avoided as the cards are above the normal limited power level.
2 Rares per packEach pack will have 2 rares from this CubeCobra. These are some of the most powerful cards from limited environments that can often define games on their own. Some rares are inherently great cards that would go in any on-color deck, and others require synergy to be good but are insanely powerful when you play around them.
Special Rule: 4 Pathways per playerAfter the draft, each player can pick a single Pathway and add 4 copies to your deck in addition to basic lands. This allows the cube to have less fixing at base and keep games feeling like limited, but significantly reduce the number of nongames due to manabases.
This means that if you play 2 colors, you will have actively fantastic mana. But you can play 3 colors without drafting lands, at the cost of consistency.
ArchetypesAs with any limited environment, there are loose archetypes supported within each color pair. This section highlights the core archetypes obviously available in each color pair. However, these are just suggestions: the very best decks in this cube often combine many different synergies and just play good limited magic, rather than forcing maximally down one synergy.
UW: Fliers, FlickerCan play either as aggressive tempo fliers, or controlling lategame flicker value.
UG: Ramp, FlickerTends to be on the slower side, focused on going over your opponent, often splashing aggressively.
UR: SpellsCan be either aggressive or controlling, usually very creature light and focused on prowess triggers.
UB: Control, ValueTends to be very lategame focused, often using the graveyard to recur powerful cards.
WB: Sacrifice, FlickerSacrifice value can play aggressive or controlling, remember to think about how you're doing 20 damage to your opponent though! Don't get baited by taking 10 game actions in a turn to make a 2/2.
Flicker value tends to flicker graveyard recursion cards to generate high value.
WR: Go Wide, AggroAlways aggressively slanted. Either going extremely wide and using anthem or pump effects, or playing tons of cheap good cards plus combat tricks.
WG: Tokens, FlickerUsually defensively slanted, generating value with token makers and/or flickering expensive cards.
Usually aggressively slanted, generating tempo and advantage with giant green creatures and/or combat tricks.
GB: Graveyard ValueGenerally defensively slanted, often finding powerful creatures and casting them multiple times in a game via recursion.
BR: Sacrifice, AggressionAggressively slanted, often attacking with tokens and generating value or damage when they get blocked and die.