☆ CCC - Casual Champions Cube (est.2013) ☆
(500 Card Cube)
☆ CCC - Casual Champions Cube (est.2013) ☆
Cube ID
Art by Kev WalkerArt by Kev Walker
500 Card Vintage Cube20 followers
Designed by ravnic99
Owned
$1,447
Buy
$928
Purchase
Mana Pool$413.45
What's this cube about?

The freedom and ingenuity of kitchen table magic, converted into cube!

The Casual Champions Cube is my heart project, where I am trying to cultivate the most fun environment possible, high in agency during drafting and playing - while also elegant and accessible for newer players.

I try to find the perfect middle ground between synergy (every card is just a piece of the puzzle and won't win you the game alone) and flexibility (only very very few picks should put you irrefutably in a certain color combination or archetype). There are the tools to do sweet stuff, but I'll leave it up to you how you implement them.

Due to the high number of colorless and hybrid cards, mono colored and even (almost) colorless decks are a real factor.

Nostalgia also has had it's share in this cube's creation, so there is quite a bit of old school stuff and a handful of pet cards.

wu - Tempo Blink

White/Blue tends to be a classic aggro-control deck, utilizing efficient, evasive threats and cheap spells to protect them. These decks often have a blink theme, more or less prominently. Prowess/spells synergies are possible too.

ub - Ninja Tempo

Blue/Black is where the Ninjas are. These decks play cheap evasive creatures and things that generate value when you get those through. Between counter and kill spells though, control decks are an option as well.

br - Reckless Sacrifice

Black/Red wants you to sacrifice your creatures recklessly for your advantage. The decks here can be very aggressive, especially when you're heavy red, but they can also be more midrange-y, esecially when you're heavy black.

rg - Madness Aggro

Red/Green mostly is an aggressive madness-style deck, where you combine cheap discard outlets with cards that like to be discarded. Discard can also get lands into your graveyard, so you can enable land recursion and such as well.

gw - Token Swarm

In Green/White, the two creature colors, you often try to go as wide as possible. Create an army of tokens and pump the team. While these midrange decks make up the majority here, some decks utilize landfall and/or lifegain themes as well.

wb - Token Sacrifice

White/Black also likes to create a bunch of tokens but sees them more as exposable bodies to sacrifice. These decks are usually playing a slow, grindy game, but aggressive ones are possible too. This is also the best two-color deck to use white's lifegain payoffs.

bg - Selfmill Value

Black/Green is a slow, value-oriented graveyard deck, that mills lots of cards from your own library, for example with the dredge mechanic. You use creature and land recursion to keep your board presence and revive your best beaters until your opponent is dead.

gu - Tricky Selfmill

Green/Blue is also a graveyard deck that utilizes looting and selfmill. It gains an advantage through flashback like mechanics and recursion. This two-color deck has also a lot of tricks with lands up it's sleeve, like recurring them for value or re-triggering landfall.

ur - Mad Spells

Blue/Red is a madness deck, that is a little less about beat down. Here you can generate tons of value, because whenever an effect lets you draw and discard a card with madness, it turns into card advantage. These decks also can have a spells/prowess theme.

rw - Prowess Aggro

Red/White decks are aggressive of course, and also have, most of the time, a prowess theme. Noncreature spells that create tokens and adventure creatures allow you to trigger prowess and play threats at the same time. Going wide is also possible with tokens.

wx - Lifegain Aggro

Mono white or white-based decks are usually pretty aggressive and most of them will feature a more or less prominent lifegain theme. You play cheap creatures and ways to convert lifegain into extra stats. The many token producers can be utilized as well.

ux - Spells Control

Mono blue or blue-based decks are very controlling, often operating at instant speed. They also tend to have an instant/sorcery theme. Use card draw and counterspells to stay in charge, then close out the game with a fattie or by stealing opposing threats.

bx - Graveyard Value

When you're mono black, you are going for value. These decks between midrange and control play creatures that do stuff when they enter or die, sac them for useful effects, then recur them from the graveyard. Your creatures just don't stay dead. Their creatures will.

rx - Goblin Aggro

When you are mono red or close to it you want to beat your opponent as fast as possible - and who would better for that job than goblins? Of course other aggressive creatures and burn spells might come in handy too, but most red based decks will utilize some goblin typal synergies.

gx - Land Ramp

Mono green or green based decks can ramp into huge threats and spells much ealier then you'd think. But with most ramp effects being land based, these green decks will also be great at triggering landfall. Creature lands and land recursion fit as well.

cx - Artifact Engines

When you stay mostly colorless (often 15 or more nonlands in your deck), you will probably build a midrange deck that utilizes artifact synergies. Each color has one real artifact payoff, but most of the support can be found in colorless.

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