Sudden death cube (SDC) is a small and quick micro cube format for 1v1 limited play first described by BreadWedding on reddit.
It comes with 54 (10 of each color & 4 cl) cards total, which are drafted using 6 grids of 9. Each player builds a 15 card deck. Players start with 1 life instead of 20 and whoever causes a tie loses the game. Matches are played bo3. I use the 'who wins the roll decides whether they want to go first in draft or play' rule.
The format aims at short, intense and interactive games. The powerlevel is moderate and flat compared to other cube formats e.g. games should not be decided solely by who drew their mythic rare, but by good plays. Lists need to be very well curated and balanced when it comes to threats and answers.
Even though I think the format is pretty interesting, it is neither very well known nor is much content existing. It is limited to a couple of posts on reddit:
and the blogs on inidvidual cubes.
A couple of cubes here on cubecobra, with elaborate comments on card choices are:
This is my general take on the format. Opinions and discussion on my card choices are in the blog.
I haven't played the format that much yet. All explanations below are personal conclusions drawn from experiences with other formats transferred to SDC resp. derived from its specifics.
Reducing the deck size to 15 and starting at 1 life changes the format quite.
The most obvious change is the duration. A game goes to 9 turns max. Consequently, milling will certainly be very valid. In fact mill cards should be balanced very carefully.
If you stick with the common land/deck ratio you will want to go with 6/15 here. E.g. to cast a 6 drop you would have to draw all lands of your deck!
In theory, monocolored decks are possible, but the nature of grid draft make in near impossible. Two-colored decks seems the way to go.
Starting at 1 life instantly makes life a very important resource (when starting at 20 it usually is the least important). E.g. you cannot pay life, you cannot take a hit in combat or lose life any other way - at least until you have gained life before. Consequently, life gain becomes a lot stronger, too.
As you cannot take a single hit, a 1/1 on turn 1 is a strong threat. Both players and theaters (aggro and control) need to take this into account; resp. by design the tools needed must be provided. Balancing between threats and removal is key here! E.g. if both players play their 1/1 for 1 in the first turn and the starting player can remove the blocker on turn 2 it is still an easy win.
I expect 2 drops being a strong cards to solidify your strategy.
3 drops are the 'bombs' of SDC.
Both combat damage and milling are valid ways to win a game of SDC.
Card advantage is a lot less important as you only have to 'get one hit in' no matter what the cost is. This makes pure card draw spells bad as you get too far behind 'on the board'. On the other hand it strengthens bounce spells or direct damage 'to the face' as long as it wins you the game on the spot.
Card draw in general is a double-edged sword as it brings you a lot closer to decking resp. on the backfoot in this race if you draw more than the opponent.
The special circumstances of the format require special measures when it comes to card choices. These are:
When a deck comes with a total of 5 or 6 lands, mana is much more restricted than in a usual game of limited, as the total amount of mana available is in the typical range of mana costs. E.g. there is not much sense in including a 6 cmc creature if you cannot cast in until the last turn of the game realiably, as cannot attack before decking.
Turn to reach number of mana sources with 4 total
Percentage\Number of sources | 1 | 2 | 3 | 4 |
---|---|---|---|---|
75% | 1 | 2 | 5 | 8 |
90% | 1 | 4 | 7 | 9 |
Turn to reach number of mana sources with 5 total
Percentage\Number of sources | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
75% | 1 | 2 | 3 | 6 | 8 |
90% | 1 | 2 | 5 | 7 | 9 |
Turn to reach number of mana sources with 6 total
Percentage\Number of sources | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
75% | 1 | 2 | 3 | 4 | 6 | 8 |
90% | 1 | 2 | 3 | 5 | 7 | 9 |
Not only is it tough to play 5 or 6 drops as it may take until the last turn of the game, it is also difficult to get multiples of a single color. A 2/3, 2/4 or 3/3 split is most common for two-colored decks.
Below I listed the number of colored sources needed to reach more than 75% resp. 90% of hitting c resp. cc on a specific turn.
Number of colored sources required to provide colored mana part on time
Percentage\Mana cost | C | 1C | CC | 2C | 1CC | 3C | 2CC | 4C | 3CC |
---|---|---|---|---|---|---|---|---|---|
75% | 3 | 2 | 4 | 2 | 4 | 2 | 3 | 2 | 3 |
90% | 4 | 3 | 6 | 3 | 5 | 2 | 4 | 2 | 4 |
Designwise, this clearly indicates that CC cards don't belong to SDC. Furthermore 1CC cards will only be cast on curve with very heavy color commitment.