Kitchenfink's Cube
(360 Card Cube)
Kitchenfink's Cube
Cube ID
Art by Mathias KollrosArt by Mathias Kollros
360 Card Peasant Vintage Cube32 followers
Designed by kitchenfink
Owned
$127
Buy
$126
Purchase
Mana Pool$192.03

Welcome to my cube!

When I first started building this, my main objective was to create a fun experience with as few cards as possible for eight people drafts. A pool of 360 cards is challenging and restricting. At the same time, I must say it is truly fun to work through these difficulties and persue a diverse and balanced meta. Having this in mind, I wanted to insert as many archetypes as I could, so this cube experience could be repeatable without being repetitive. Currently, it has 16 different planned archetypes. What I did to most guilds was to create an archetype revolved on a legendary creature, and a secondary one. I hope this list can be helpful and a good reference for other cubes.
If you want to copy this cube, make it your own and modify it as you please, be my guest! I just ask you to give me some feedback if you spend your time with my creation. I am constantly changing and updating this list, so any opinions and suggestions are more than welcome :)
Let's get the archetypes:

w-uAzoriusw-u


Skys: I tried not to push forward this archetype that much, since flying is already quite strong in this meta. Get your evasive creatures and pump them for the win. Wingspan Mentor is a powerhouse in this deck's lategame.

ETB matters: Drafting creatures with strong enters the battlefield effects grants you tons of value while developing your board. Get some blink/flicker effects like Ephemerate and your resources will be game ending.

w-bOrzhovw-b


Tokens: What a fast archetype. You want to draft Moan of the Unhallowed, Battle Screech and any other token generator you put your hands on. Put some spot removals and lords on the mix and you are good to go.

Control: One of the three control archetypes, I have given BW control the only monarch card of the cube with Knights of the Black Rose. Removals and creatures such as Sentinel of the Eternal Watch will do the trick.

w-rBorosw-r


Equipments: We have been seeing a significant increase on quality for common and uncommon equipments for some time. So go find Hexgold Hoverwings and Dwarven Hammer to make your small creatures armed and dangerous.

Weenies: Small aggro decks are just amazing. Easy to build, hard to disrupt. Get as many bodies on the table as possible with Usher of the fallen and friends, then pump your army with Goblin Bushwhacker to bring the game to a quick end.

w-gSelesnyaw-g


Counters: If you want to have the biggest creatures around, look no further. Using Curse of Predation at its finest, this archetype does lots of damage in no time. And as if it was not enough, cards like Inspiring Call will greatly reward you for having counters on your creatures.

Pillowfort: Selesnya may not be commonly recognized as a control combination, but your opponents will see it as such. Getting together a cruel mix of walls, fogs, taxing and tap effects will be enough to paralyze any aggro deck. Of course, you should have problems facing sacrifice and control decks, since they don't care that much about your defenses, but those are less common here. Oh, and maybe its a good idea to have a wincon beyond enraging your opponent. Nemata, Grove Guardian and Aerial Responder are great roadblocks and finishers.

u-bDimiru-b


Control: Removals, counters, Ravenous Chupacabra and bombs at this color combination are your bread and butter to have the last of the three control archetypes of this cube. If you manage to flicker your way through your opponent and drop a Dinrova Horror, the game will surely and soon.

Reanimator: Step 1: discard big dumb Ulamog's Crusher
Step 2: cast Exhume
Step 3: ?????
Step 4: profit
Bear in mind that discard outlets such as Chemister's Insight and grave filling cards like Undead Butler are very useful ways to get your threats to the yard. Self discarding creatures, like Striped Riverwinder are quite an asset too. Maybe your wincon can be your opponent's one though... I'm looking at you, Eldest Reborn and Extract from Darkness.

u-rIzzetu-r


Wizards: This cube would not be complete if there wasn't a spells matters archetype. Gather up burn spells (a certain Lightning Bolt is king here) and Ponder as much as you can while gathering your cantrips. Get your Monastery Swiftspear and other prowess creatures to get your opponent's life down to none.

u-gSimicu-g


Ramp: You will be able to throw the strongest creatures of this cube at your opponent's face in no time. Also, this archetype is the only one where you can use the powerfull cascade ability. After Rampant Growth-ing into the sixth mana, nothing will stop you.

b-rRakdosb-r


Midrange: Black and Red are equipped with so many efficient creatures and great removals it was imposible not to have this archetype. It is wise to steal Phyrexian Reclamation from its sacrifice counterpart to add even more value of your Flametongue Kavu.

Sacrifice: Get your creatures to the dump for profit. The more expandable, the best. Add some strong recursion effects, like Victimize to make the party complete.

b-gGolgarib-g


Graveyard Matters: Another classic making it to the cube. Once again, black's efficiency creates another archetype. This time, you will be able to extract tons of value from yard, since it has the most efficient grave filling cards, such as Satyr Wayfinder. Play this as the old midrange BG Rock deck with strong grave synergies. This may not be the fastest deck, but surely is the most resilient.

r-gGruulr-g


Power 4 matters: GRUUL NOT GUILD!! GRULL ARCHETYPE!
In my personal experience, I see this archetype more successfull at sealed. The idea is to gather the biggest creatures in town to enable power 4 shenanigans. Having an Owlbear alongside Furious Rise will most probably be too much pressure and card advantage for your opponents to keep up.

wubCombos/Interactionsrgc

I prefered not to let many combos in this cube. Generally, they are a bit frustrating to play against and hard to assemble while drafting. I decided to leave only three combos/interactions that are either loopable or game-ending if fully executed.

First, we have Flicker. It may be useful as a wincon for any blue deck and is also a fun challenge while drafting.
In case you don't know how it works:

  1. Archaeomancer
  2. Ghostly Flicker or Ephemerate
  3. Any other creature with ETB effects (Forbidding Spirit, Mulldrifter...)

Also, Archaeomancer can soft lock your opponent with Familiar's Ruse.

Second, there is the interaction between Oketra's Monument and Kor Skyfisher. A lowered cost kor can bounce itself, leaving a warrior token at the process for only w. Decks like Selesnya Pillowfort get this as a strong and hard-to-disrupt wincon.

At last, we have Squeaky-Jikki combo, which consists in bontrolling both Scurry Oak and Ivy Lane Danizen under your control for infinite squirrels and the biggest oak you will ever see.

I chose not to give much redundancy to those combos, so that they may not be easy to assemble.

wubToo powerful cardsrgc

Once in a while, I find some cards that besides being peasant legal, are just too strong. It would just not be fun to play some games that are purely decided by a single overwhelming card. This is not an extensive list, but here are some of the cards I let go due to their sheer power.
Hymn to Tourach
Sinkhole
Wasteland
Ghostly Prision
Sol Ring
Fireblast
Skullclamp
Propaganda
Deathreap Ritual
Loxodon Warhammer

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