Might of Cube's Main Powered Cube!
Design GoalThis Cube is designed to realize an environment from which each of those 4 deck types below evenly emerges (more or less).
Goes with five OG Moxes, but without un-fun cards by our definition (U-Recall, Time Walk, Sol Ring, LofAlexandria, SkullCramp and more..)
Color Roles and Deck Types AggroAggro’s strategy is to ceaselessly attacking the opponent's face, as swiftly & directly as possible.
This is most specifically the fastest creature decks built to punish slow starting, ponderous Control decks.
Aggro is supported mostly by and
.
T1 to T3 aggressive damage sources:
T4-T5 Finishers:
Not to mention, red has many aggressive spells to put pressures in many ways, and to close the game.
And other ways to pump damage closing the game in :
Alternatively, can also make fast hasty beat-down aggro:
can also make aggro, usually supporting
aggressive creatures by
disruption. However
pair is not solely dedicated for Aggro (it also supports Sneaky-Reanimate Combo or Sacrifice Value Midrange).
Combo element usually comes from (which includes Reanimate as an unfair strategy),
with Show and Tell or Tinker, and a little bit of
with Sneak Attack.
can offer both Combo and Ramp.
combo can come with Natural Order of Channel for example.
Direct Enablers:
Payoffs:
Fast tutors or draw spells are also valuable for Combo deck to get the key card out of your deck.
section has abundant cheap ramps, along with Channel! (However in our cube,
also supports Midrange so Ramp is not the predominant strategy for
)
As a color pair, any combinations among except for
can make a Combo/Ramp deck.
Among those, is usually Ramp, and Upheaval can shine here:
I also need to mention that Wildfire / Upheaval is also intentionally supported.
Big guys are mostly in and
in our Cube.
There are cards that generate values over time that works well for Midrange strategy mostly in Esper () colors too.
In order to suffice the Midrange density in the environment, section is dedicated for Go-Wide Midrange.
can make strong Ramp deck too, but Graveyard-Matters Midrange is more supported.
Although minor supported compared to Aggro, can also make Sacrifice Midrange.
Other than those pairs, or
can make nice disruptive midrange deck too.
Control needs strong answers/disruption, especially to stop Combo/Ramp strategy, but also to board wipe Aggro's early threats or pin-point removal for Midrange's fat threats.
has for example:
has:
has:
also has burn spells, some of which works quite well in control decks such as
disruptive control.
Again there are cards that generate values over time that works well for, this time Control strategy mostly in Esper () colors too.
As for color pair, is dedicated for control, with minor blink support.
Aristocrats control is actively supported with
and
's strong disruptions and removals.
control is also valid strategy. When they are not doing Reanimate/Cheating-In, they are doing Control.
Stax can appear in a couple of different ways:
Mana Denial inor in Artifact
Note that Winter Orb works well in aggressive decks too.
aggro can also benefit from occasional mana dorks + Orb.
Enablers e.g.:
Payoffs e.g.:
Self-Mill actually is a viable sub-archetype which can work with other archetypes.
Self-Mill and graveyard shenanigan in , or ramping with
+ card draws with
works well in this archetype.
I also run digital only cards (available on MTG Arena).
List of those cards can be found here.