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Mr. Bones' Wild Ride - ONE
(480 Card Cube)
Mr. Bones' Wild Ride - ONE
Cube ID
Art by Volkan BaǵaArt by Volkan Baǵa
480 Card Commander Multiplayer Vintage Cube16 followers
Designed by FancySpace
Owned
$763
Buy
$17,242
Purchase
Mana Pool$2522.86
Rules

Commander. Conspiracies. Power.

3 20-card packs with 2 picks per round. Players will construct a 60-card deck which must adhere to commander color restrictions. Conspiracy cards do not count toward deck size. Packs are not seeded with commanders but The Prismatic Piper is available outside the draft in order to ensure everyone can play even if they gambled and lost on finding the right commander during the draft. Note that starting deck size will be 58 rather than 59 in the event that a player is forced to use 2x The Prismatic Piper's for their commander.

Design
Every Card Matters

This cube has been tuned for 4-player drafting in order to work well in typical kitchen table-sized groups without resorting to more complicated draft procedures. Since the expected number of cards seen per draft is lower, most cards in the cube need to fit well into multiple archetypes or, at the very least, not be completely dead as filler. For example, Canoptek Tomb Sentinel can go into any deck as a body with a late game spot removal mode. Better is to pair it with a commander that can more readily abuse the ability, such as Zask, Skittering Swarmlord or Tameshi, Reality Architect.

Commander-Curated Cube Contents

Outside of suite of color-fixing lands, the only multicolor cards in the cube are legendary creatures. Moreover, the conents of the cube have been tuned to give each of these commanders enough fuel to do interesting things with their abilities. Cubers are then encouraged to draft a commander that interests them early in order to guide the rest of their draft.

Power Level

Despite taking obvious direction from EDH, the cube format is a distinctly different beast than constructed. For one, there is no need for a social contract in deckbuilding. If the cards have been included in the cube and you are able to draft them, you should make the most ruthless, disgusting deck possible. Secondly, if there were enough people to sit down and draft, there should be enough political pressure to push back against an early lead or threaten a board wipe if you get too greedy. Third, the number of games expected to end in a surprise combo should be low. Players spend a lot of time drafting and so they should be able to play out longer games in order for the entire ordeal to be worthwhile.

In order to ensure games go long enough to make drafting worthwhile, 1-card combos are generally not going to be found in the cube. If you're looking to drop a Craterhoof Behemoth or win over the next 3 turns with a Time Stretch, you'll need to look elsewhere. This also excludes one-sided board wipes like Cyclonic Rift and low-effort outs like Teferi's Protection as well. In the philosophy of this cube, board wipes should matter and they should require effort in order to break parity.

As far as infinite combos go, no special effort is made to avoid them entirely, but 2-card combos in the same color or with one half being a commander are avoided. For example, with Kiki-Jiki, Mirror Breaker in the cube, there won't be a Zealous Conscripts as well. Felidar Guardian, however, is still fair game since actually pulling it off would require you to be in that specific color combination, draft both specific cars, and get them both onto the battlefield in a single game.

Finally, with so many insta-win conditions excluded from the cube by design (and leaning on proxies for frugality in keeping the cube up-to-date), the door is opened to allow Black Lotus, moxen, and a handful of other banned-in-commander options to exist in the format.

Idiosyncrasies

In addition to the above considerations, there are a number of choices that boil down to personal preferences. I've intentionally avoided including any dual-faced cards. The card pool is already complicated enough requiring players to read two sides of a card to understand what the card does. In paper, these cards are sleeved and so pulling these out to read during the game or draft is just not something I want to bother with in my games. Also intentionally absent are any "do you pay X?" type cards to the tune of Rhystic Study or Smothering Tithe. My playgroup is too distracted to catch all of these triggers and too entitled to accept the missed triggers with grace. Silver-boarder cards are not, as of yet, included in the cube (although Saw In Half bends that rule a smidge).

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