This is a cube with a unique twist: All games will be played with a Mana Flare emblem that reads "Whenever a player taps a land for mana, that player adds one mana of any type that land produced". Decks in this cube are powerful, and games often swing back and forth as players take big, explosive turns.
Aggro, midrange, and control decks alike will get to sling high-powered, high mana value spells. If you like expensive spells and wish that you didn't have to wait so long to cast them, this is the cube for you!
Rules changes:
- Players start the game at 30 life.
- DMU duals enter untapped (effectively true duals)
Some tips:
- Cards with odd mana values are generally worse in this environment, but not unplayable. Think of them as though they cost one more mana, and sometimes you can get the mana back if you can find a use for one extra mana. I think they are generally playable despite the extra tax.
- People typically run similar land counts to normal limited. It can be tempting to run fewer because the emblem effectively makes all the cards cheaper, but missing your first 3-4 land drops can be extremely punishing in this environment.
- Mana is pretty good in this environment. You can easily go 3+ colors if you prioritize fixing.
- Cards with landcycling are good fixing! In the context of the cube, they all play like the Lord of the Rings landcyclers. There are two sets of typed duals for them to find. They can also replace lands to let you responsibly shave your land count.
- X spells are generally good in any deck, and especially good in slower decks. You have a lot of mana to potentially sink into these, and they scale well with the game.
- Aggressive decks look a little different here. Initial versions of the cube had a bunch of low drops for aggressive decks, but they got outclassed too quickly by the 6 drops that come down on turn 3. Instead of lowering the curve as much as possible, I would focus more on effects that grant tempo, creatures that are well-statted for their mana cost, and haste effects. You want to be doing something bigger than what your opponent is doing on the early turns.
- Try to do something cool! You have tons of mana to play with, so go big and have fun!
Archetypes:
Most of the archetypes in this cube don't have strict requirements. They might have a main color or two listed, but synergy pieces can be found across all five colors. Build strange decks and go wild!
Tokens:
Control:
Aristocrats:
Dragons:
X spells:
Spellslinger:
Reanimation:
Blink:
MV matters:
Angels:
Artifacts:




Activated Abilities: