Become a supporter of Cube Cobra to remove these messages and gain access to exclusive features! Find out more.
The Mind Cube OLD VERSION
(360 Card Cube)
The Mind Cube OLD VERSION
Cube ID
Art by rk postArt by rk post
360 Card Cube1 follower
Designed by SultanYakub
Owned
$130
Buy
$52
Purchase
Mana Pool$152.27

The Body Cube- https://cubecobra.com/cube/list/body_cube
The Soul Cube- https://cubecobra.com/cube/list/soul_cube

This is the Mind Cube, the first of three cubes intended to be drafted together as part of a team format. Recommended 3v3 with one player from each team winchestering against an opponent from the other team, then playing both within pods as well as across pods. However, I will make a deliberate effort to make sure that each cube is, in turn, hopefully balanced to play out in a normal fashion if you just do a regular 8-person draft; if you go that way and have comments, let me know!

The Mind cube is designed to operate deliberately within the space of the mind- lots of instant speed effects, ways to keep your opponents on their toes, and leverage untapped mana basically whenever you want. There are some concessions made to operating as a basic limited environment, but expect every decision you make to be complicated by lots of different ways you can potentially use your mana.

Consequently, flash, morph, and madness operate as the main underpinnings of the cube. Out of the mechanics printed in Magic's storied history, I think morph is one of my favorites, but it does mean playing tons of grey ogres. For that reason, the madness cards might be a little too strong; we will keep an eye on madness and madness enablers as we move forward.

That said, here's a basic breakdown of the colors and a few format notes-

White:

White is one of the proactive colors in the cube, helping to set the pace of each game through lots of aggressively costed fliers. You also get plenty of bounce effects, but true flickers are fairly rare, so if you want to get infinite value out of spirited companion you'll need to jump through some hoops. Hypochondria doesn't have a lot of madness cards to work with in white, so returning cards and discarding them later can absolutely be correct, as if you've never had to fight against a Hypochondria in mid/low power limited count yourself lucky. Ultimately, white has the tools to not necessarily make for a fast game, but one where they can hopefully dictate the pace through spot removal, clogging up the board and massed fliers, allowing them to be more of an aggressive/midrange build than a RDW "get opponent to 0 ASAP" kind of game. Shepherd of the Cosmos + Angelic Renewal is fun and you can't convince me otherwise.

Blue:

Blue does normal blue things, countering stuff and being a general jerk, but you have a ton of morph cards including some of the most powerful morphs in the game. Shaper Parasite and Willbender can both be extremely rude to play against, but obviously the more morphs you can get the better as if you only have the top end morphs folks will be a lot more ready to throw removal at your grey ogres. Blue also leverages flash particularly well, but be aware that raw card advantage is harder to find for blue than in my other cubes. You'll need to use your resources well to weather the early game and then find something more complicated than "draw three cards" to win the game in most cases.

Black:

Black is one of the heaviest madness colors in the cube. Want to discard cards to knock mana off of their cost? Look no further. It's pretty tough not to get good value out of discarding random madness stuff to your Bog Witch or Call of the Bloodline. To be honest, because of the speed difference between morph and madness and the distribution in the cube, Black is much more aggressive than it is in my other cubes. That is not to say that black should have any issues playing the long game, but given the way you should be able to just vomit most of your hand in the first 4-5 turns of the game, I expect black to be very proactive.

Red:

Red, unsurprisingly, turns creatures sideways. Red also gets a lot of madness cards, meaning it is more proactive than normal, but I've tried to slow it down a bit by also chucking some morphs in there. Red gets lots of burn, but some of it is specifically creature only so that you can't just fling lightning bolts at face for 20 points, but hey, if you find a way to just burn people all the way down with madness cards be my guest. Channel and Bloodrush also help red keep the pressure on, and I expect that if only 1-2 people in a full 8-person is drafting red they will 3-0 6-0 pretty easily. Red is there to do what red is usually there to do in good cubes- keep other decks honest.

Green:

Green is definitely a slower, more grindy color than you might be used to. There's comparatively very little ramp in green in 1-2 CMC, meaning they are forced to play out more "fair" games of magic. This is a double-edged sword for their opponents, however, as while Green doesn't threaten Ramp into Ramp into Pelakka Wurm, it threatens Wolfir Avenger eats your morph on the block and then is an unkillable problem moving forward. Or just cast Momentary Blink on a Krosan Colossus and laugh all the way to the bank. And, of course, for those of you with culture, you can put Basking Rootwalla, Wild Mongrel and Arrogant Wurm in the same deck again. Also important to note that Green has a lot more fliers (i.e. not 0) than usual due to the presence of a few dragons. I like dragons. Don't @me.

Gold/Artifacts/Lands-

Most of the gold cards should serve as reasonable signposts for the color combinations, though there are some random cards like Cunning Nightbonder that are just good in basically any Blue/X deck. Lotleth Troll could easily be too powerful for the cube, but I want to try it out for the time being.

In terms of lands, don't expect to build a Gate "deck" but you might be able to find a few of them and Gate Colossus or Basilisk Gate or Heap Gate to get a little more value out of your lands in a longer game.

View All Blog Posts