March of the Machine Set Cube
(415 Card Cube)
March of the Machine Set Cube
Cube ID
Art by Dominik MayerArt by Dominik Mayer
415 Card Set Cube11 followers
Designed by birdsy
Owned
$179
Buy
$150
Purchase
Mana Pool$207.43

March of the Machine (MOM) was the first set I played when I got back into Magic in 2023. Its deep mechanics and addictively-replayable synergies will always hold a special place in my heart.

This cube is my attempt to tweak this set into a more cube-like experience, with better support for set archetypes and a narrower power range.


Cube Structure

No Mythic Rares - Collecting MOM's mythics was prohibitively expensive when they were still in Standard - feel free to add them. I left them out, and found it smooths out card quality and encourages lower-to-the-ground play.

No Multiverse Legends - MUL is March Of The Machine's bonus sheet, and features powerful creatures reprinted from past sets. But for me, they're often better commanders than draft picks. Many are more suited for Constructed, or aren't supported with the set's color archetypes.

One Rare and Battle Per Pack - MOM introduced the Battle type and had great, synergistic rares. To capture the vibe of retail draft, I seed draft packs with one of each.

More Hybrid Lands - Not cube without fixing.

2:1 Commons:Uncommons - One of each uncommon and two of each common show off the set's range without being too repetitive. Each color also gets an additional copy of three bonus commons, to reinforce set mechanics and the two-color archetypes.

Altogether, this plays like a 360-card cube supporting 8 players:

  • 40 commons in each color
  • 10 uncommons in each color
  • 12 artifacts
  • 18 bonus commons (3 per color + artifacts)
  • 2 of each gold signpost uncommon
  • 3 of each hybrid land
  • 15 random rares (non-battle)
  • 15 random battles (non-mythic)

I've used the Colorless column for rares, and the Lands column for battles.


Bonus Commons

I've curated bonus copies of each color's three best commons. This is based on 17lands analytics, popular opinion, and my own personal preferences, subject to change.

In particular, my goals are to:

  • Provide ample removal, tricks, and interaction to answer bomb rares and break up standoffs.
  • Reinforce set mechanics like incubate, backup, and convoke.
  • Put more quality creatures in the draft pool.
  • Amplify each color's traditional identity.

There are so many great commons, these choices were tough!

White w

Runners Up: Bola Slinger, Knight of the New Coalition, Angelic Intervention, Swordsworn Cavalier, Cut Short


Blue u

Runners Up: Assimilate Essence, Temporal Cleansing, Meeting of Minds, Eyes of Gitaxias


Black b

Runners Up: Aetherblade Agent, Final Flourish, Ichor Drinker, Vanquish The Weak


Red r

Runners Up: Shatter The Source, Marauding Dreadship, Hangar Scrounger


Green g

Runners Up: Wary Thespian, Overgrown Pest, Portent Tracker.


Artifacts 1
  • Halo Hopper - An early-curve convoke favorite. Dogs and frogs!
  • Skittering Surveyor - Everyone loves this card, but I don't get it. Strong performer, though.
  • Flywheel Racer - A 3/2 dork with vigilance, but with extra steps.

Set Archetypes Azorius wu - Knights

Knights are generally considered the most reliably-strong color pair in the format. Marshal of Zhalfir buffs Knight of the New Coalition, Preening Champion, Swordsworn Cavalier and more, with ample access to high-quality tricks and card draw to keep the pressure up.

Plenty of instant-speed interaction like Saiba Cryptomancer, Cut Short, and Angelic Intervention are a must here to maintain creature advantage.


Dimir ub - Graveyard

Premium removal like Deadly Derision, disposable creatures like Ichor Drinker, and Blue's instant-speed interaction make Dimir an effective control strategy.

Expect to trade heavily and grind down your opponent's board state. Halo-Charged Skaab, Unseal the Necropolis, and strong blue draw effects like Meeting of Minds help maintain card advantage.


Rakdos br - Sacrifice

Early-game removal like Final Flourish, Volcanic Spite, cheap equipment like Bladed Battle-Fan, and efficient sacrifice tools like Corrupted Conviction and Dreg Recycler make for super-fast aggro.

Marauding Dreadship is an overperformer here, bringing a 4-power threat out of nowhere on turn 3.


Gruul gr - Battles

This pair has lots of tools for flipping battles like Volcanic Spite, Portent Tracker, and War Historian, but these have traditionally underperformed in a draft environment against faster decks.

But - if you can survive to mid-game and drop threats like Timberland Ancient, Furnace Host Charger, and Onakke Javelineer, flipped battles provide big upside to help close out victories.


Selesnya wg - Counters

Ozolith, the Shattered Spire, Norn's Inquisitor, and Botanical Brawler exemplify this pair, buttressed with strong backup creatures like Bola Slinger, Streetwise Negotiator, and Golden-Scale Aeronaut.

Be careful against Blue decks - Ephara's Dispersal and Temporal Cleansing are your greatest weakness.


Orzhov wb - Phyrexians

If it says Phyrexian, like Ichor Drinker, Tarkir Duneshaper, or Blightreaper Thallid, it fits in this deck. Phyrexian Censor, Sculpted Perfection, and Norn's Inquisitor set these off, providing an oppressive end-game lockout.

But this reliance on synergy often means sacrificing card quality, making this one of the most historically unperforming archetypes in Limited.


Izzet ur - Convoke/Spells

Cheap creatures on curve from Ral's Reinforcements and Preening Champion, cheap removal like Volcanic Spite and Assimilate Essence, and cheap upgrades like Beamtown Beatstick and Zhalfirin Shapecraft make for quick and decisive beatdowns.

After you're up and running, convoke staples like Thunderhead Squadron and Shatter the Source help you close out the endgame.


Golgari bg - Incubate

This pair is the basis for many splash-heavy decks, with ramp tools like Blighted Burgeoning and Fertilid's Favor from Green and top removal like Deadly Derision and Final Flourish from Black giving you time to stabilize and drop bombs in every color.

Blue is the most commonly-splashed color with this pair, adding payoffs like Halo Forager, Artistic Refusal, and Oracle of Tragedy to find a win condition.


Boros wr - Backup

This pair, unsurprisingly, turns on early-curve power, combining cheap backup creatures like Hangar Scrounger and Enduring Bondwarden with cheap equipment like Kitesail and Kor Halberd for quick aggression. Mirror-Shield Hoplite can push your backup abilities over the top.

While bigger creatures like Redcap Heelslasher and Golden-Scale Aeronaut can help applying pressure in the endgame, this deck usually aims for quick wins before their opponent can stabilize.


Simic ug - Transform

This is a higher-skill pair, performing well for top players, but being near the bottom for weaker players. Its stated theme of "Transform" usually comes second to Blue's high-quality interaction and Green's ramp and big creatures.

However, Corruption of Towashi makes a standout build-around, should you land it. Cards like Eyes of Gitaxias, Converter Beast, and Assimilate Essence provide cheap Incubator tokens to fuel reliable card draw every turn.


Shuffling Procedure

Finally, in order to simplify shuffling hundreds of cards, smooth out color distribution, and improve signal reading, I use /u/moak0's Novel Method for Shuffling a Cube. This procedure minimizes packs entirely missing a color, while still prioritizing unpredictability.

The full details are available at the link above, but for quick reference:

  1. Make 6 piles - for each mono color, and one for Everything Else. Shuffle each mono color pile.
    • White (53 cards)
    • Blue (53 cards)
    • Black (53 cards)
    • Red (53 cards)
    • Green (53 cards)
    • Everything Else - artifacts, gainlands, gold uncommons (65 cards)
  2. Move 20 cards from each mono color pile into the Everything Else pile, then shuffle it.
    • White (33 cards)
    • Blue (33 cards)
    • Black (33 cards)
    • Red (33 cards)
    • Green (33 cards)
    • Everything Else (165 cards)
  3. Distribute 33 cards into each mono color pile from the Everything Else pile, then shuffle them.
    • White+ (66 cards)
    • Blue+ (66 cards)
    • Black+ (66 cards)
    • Red+ (66 cards)
    • Green+ (66 cards)
  4. Create packs by dealing 2 or 3 cards from each pile, then add a rare and a battle to each pack.

You're ready to go!

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