• All lands must be acquired during the draft, including basics. This is what makes it a "Desert" cube, inspired by the original.
• This cube is set up to accommodate a 4 player traditional draft, or a 2 player pancake draft.
• In a traditional draft, packs of 18 cards are used to accommodate extra picks for lands.
• In a pancake draft, packs of 12 cards are used, and you take 3 cards for the final pick in each pack, rather than 2.
You have travelled to a dangerous island, devoid of white mana. A place lush with life, ruled only by the natural order of predator & prey, and the merciless forces of wind, sea, fire, heat, and rot.
Restrictions• No white cards, no white mana, no plains.
• With the goal of theme immersion, card selection is roughly limited to those whose art does not contain: buildings, organized groups of humanoids, science & technology. Art is preferred that suggests a tropical to temperate climate.
• Artifacts have been strictly limited to the cycle of Sky Diamond, Charcoal Diamond, Fire Diamond, and Moss Diamond. These naturally occurring sources of mana provide limited access to ramp for non-green decks.
And also Baleful Strix, because birb.
• Enchantments are restricted to creature and land auras, which can be disrupted with kill spells, and land destruction like Mwonvoli Acid Moss or Sinkhole. This limitation is to further the sense that there is little that is permanent in this world, and to enforce balance without white's incidental non-land permanent removal to keep enchantments in check.
• Cards that allow interaction are preferred. Thus there is only temporary hexproof or protection & Ward for now; no Hexdrinker or True-Name Nemesis yet.