Uncle Timmy's Funhouse // 3-5 Person FFA Experience
(966 Card Cube)
Uncle Timmy's Funhouse // 3-5 Person FFA Experience
Art by Kirsten ZirngiblArt by Kirsten Zirngibl
966 Card Powered Multiplayer Vintage Cube5 followers
Designed by Kyrene

Custom cube for four-ish players with cards aimed at creating the most fun possible in an FFA environment.

This collection uses the bones of wtwlf123's legendary powered cube and combines many of the cards and themes from DankTrainTom's and the Live the Dream multiplayer cube, along with my own flair and playgroup favorites, to create a fun and dynamic free-for-all battle royale experience for 3-5 players.

This cube is designed to be played with friends who aren't too competitive, aren't going to flip tables and be too intense about rules-lawyering and can have a good laugh over an evening with pizza and beer.

A few house rules:

  • All players begin with 25 life.

  • Our playground uses Sight Drafting for this cube. (For four players, draft five packs of 16 cards; each time a pack comes around, pick one and burn one card.)

  • Alliances and backstabbing among players are highly encouraged.

  • There is no place but first place. Play to win, but also to have the most fun possible. Shame all losers; victors may gloat at their leisure.

Worth noting:

  • The mana curve is intentionally high and meant to be on the slow side. My group likes big reveals, one-hit KOs and flashy plays. We also like classic cards which may have better modern equivalents in print because, well, nostalgia. Hence Shivan Meteor.

  • Each card is included with two questions in mind..."Is this fun to play?" and "If I pick this up late-game am I going to hate myself for drafting it?" Nothing is worse than top-decking a Savannah Lion when you needed Finale of Glory on turn ten. Cards that provide options throughout different points in a match, or scale well, are heavily favored.

  • Fighting is encouraged by including cards that run out the clock such as powerful planeswalkers, huge bombs you can't ignore and board-changing sweeps. Turtling is discouraged through person-to-person political spells and real-world badgering.

  • This cube contains a lot of player-interaction cards. Conspiracy favorites, curses, flipping coins, rolling dice, voting on things...we want people around the table to be involved in what's happening even if it isn't their turn.

Not included:

  • Cards that are straight-up boring or discourage interaction among multiple players, such as Winter Orb and Smokestack. We want players to have fun all night long, even when it isn't their turn, and not get stuck in positions often when they aren't able to actually play the game they want to.

  • For that same reason, multi-color card options are limited to two-color. Three, four, and five color gold cards are left out because at the end of the day it can be incredibly unfun to have an eight-drop bomb in hand you can't play because you don't have a mountain currently to cast.

  • Powerful, but niche cards. We want cards to be draftable in multiple types of decks when possible. Willing to sacrifice power for flexibility in almost all circumstances.

  • Lots of combo cards. Cards need to stand alone, mostly, in case a player isn't able to draft other pieces they need or doesn't get to pull them together in a game.

  • Instant win cards are also excluded for this reason. It's not fun for someone to randomly pull an "I win" card out of their ass with no counterplay options.

  • Some game mechanics are avoided altogether because they slow down the pace of the game, can be a hassle for players to remember, or just make the game more administrative than it needs to be. For example, most day/night, adventure, and enter-the-dungeon cards aren't included.

  • Excess land/mana-fixing or "weak" artifacts. Only the cream-of-the-crop lands and artifacts are included so they stay attractive picks in a draft hand full of bombs and must-pick cards.

  • Speaking of land, you'll notice the absence of certain types of lands normally included in cube, including fetchlands, painlands, and come-into-play-tapped lands. Excess searching, shuffling, and getting pinged just for getting the mana you need to play the game just isn't fun.

  • Draft-oriented or Conspiracy set cards. Un-set cards are occasionally included if they add spice and flavor to the game, like Booster Tiger. We want memory-making cards and aren't too concerned about being fair or balanced.

This is a work in progress, and I'm admittedly not the best drafter, so card suggestions/improvements in the form of comments are always welcome. Feel free to steal ideas, or the whole cube, and run with it.

Let's make this even better, together! :)

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