I am no longer using this as my Vintage cube list.
Find my up do date Vintage cube here: https://cubecobra.com/cube/overview/2fah7
This is a bad title, but it does sum up the cube pretty well. It has also been the title for the last few of months so I'm just gonna keep it. I'm also not that creative.
If you didn't already read above, I plan to remove Power from this 540 list and I remade my Powered Vintage cube here https://cubecobra.com/cube/overview/2fah7 as a 360 list.
Simply put: the difference between the top 200 cards in Magic vs everything below it is a huge gap in power level. When someone finally drafts the "Nuts" Robots or Aristocrats deck to still get blown out by Channel, Narset and Tinker, it's an absolute horrible time.
After having seen how newer cube players draft Powered cubes, it seems necessary to first point out that a Powered Cube isn't actually balanced. And you're lying to yourself if you think your Powered cube is perfectly balanced. It's not. These "Power" cards are an imbalance to the game, but a balancing aspect to this is that most players in the draft will snag these cards on sight where players end up with likely an equal amount of "Power" and it adds a little sillyness to the game. What I've seen happen at times is newer players don't respect the power of some of these cards, and the "in the know" players end up hoarding them all making for some really lopsided non-games.
So, for newer players, it's time to be "in the know." Some cards are just are miles above the rest as far as power level. Here's my list of cards you should try NEVER to pass in a draft. Even if it's not in your colors.
Cards above any tier:
After these 10 absurd cards, there are cards that linger right below them that are still very VERY powerful, but not immediately game breaking like the above cards. Basically cards that are powerful on their own or only need some minor synergy to push these cards into overdrive.
Not in any order:
Demonic Tutor, Thoughtseize, Tinker, Library of Alexandria, Strip Mine, Natural Order, Wheel of Fortune, Timetwister, Mana Vault, Ashiok, Nightmare Weaver, Force of Will, Narset, Parter of Veils, Swords to Plowshares, Path to Exile, Assassin's Trophy, Fractured Identity.
Then there are the cards that are really powerful, but need synergy or set up to really show their power:
Mishra's Workshop, Bazaar of Baghdad, Tolarian Academy, Goblin Welder, Yawgmoth's Will, Channel, Survival of the Fittest, Monastery Mentor, Wrenn and Six, Opposition, Fastbond, Upheaval, Wildfire, Sneak Attack, Time Spiral, Umezawa's Jitte, Serra the Benevolent, Balance.
Again, I felt like I need to point this out for newer players first before we worry about decks.
Guidelines on DraftingAlso, here's an amazing article on drafting in cube: https://cubecobra.com/content/article/6018710fc1b0b210738c36a9
Cheers!
Let's just get the obvious out of the way, there are a plethora of interactions and combos in this cube, and I'm not even sure I know them all. This wouldn't be Vintage cube or the Vintage format without a handfull of lights out combos or durdling puzzles to solve.
Did you ever think Elesh Norn, Grand Cenobite was waaaay overcosted for it's ability? Me too. This combo revolves around getting the baddest creatures you've ever wanted into play faster.
Some ways to do it:
Through the Breach + Ancient Stone Idol = Opponent doing some heavy calculating
Natural Order + Some Poor Dude = The Ur-Dragon = Opponent holding their breath
Channel + Emrakul, the Promised End = It'll be a hard day
Tinker + Random Artifact = Blightsteel Colossus = It'll be an easy day
And you get the picture. This cube is a smorgasbord of Billy Mays selling you ways to cheat creatures. And just like any Billy Mays item, you're damn sure we'll pay the price!.
Important Public Announcement!
It's pretty known that Show and Tell and Eureka are awful in cube, BUT! I just want to remind you that this is mostly based off playing MTGO leagues.
In paper, Show and Tell and Eureka play much more in your favor than what you're used to if you only play cube online.
For those that prefer the dark arts to just simply asking if they want their Boom Boom to join with the Sneak effects, there's also the classic Reanimator. You can't have something for nothing just so you know. Every time you you use a Reanimate, a cute kitten dies. I mean whatever if that's your thing.
Step 1: Put the creature such as Worldspine Wurm in the graveyard
Step 2: Necromancy + Worldspine Wurm
Step 3: Watch your opponents sour face.
A strategy for those that think Magic is already such an easy and boring game; why not make it harder?
Dark Ritual + Night's Whisper + cross fingers for Yawg's Will + Cabal Ritual + Gitaxian Probe + cross fingers for Yawg's Will + Dark Petition + tutor for Yawg's Will + Yawgmoth's Will + Dark Ritual + Cabal Ritual + Gitaxian Probe + Tendrils of Agony = 10 Storm count = gg
If there ever was a "whoops, I win!" combo, here it is. Eat your heart out you skulking bastards.
Dark Depths + Thespian's Stage = 20/20 Flying, Indestructible.
Props to those who use Depths as a mana sink though.
A new combo on the block. Zirda first of all isn't terrible in an aggro shell. I mean there are plenty of other cards I'd rather play, but it does have synergy with equipment and the ability can let you punch through a pesky wall. But you're not here to read about me sticking up for poor old Zirda are you? Below is what you're looking for:
Zirda, the Dawnwaker + Basalt Monolith = Infinite mana.
Also, the Companion mechanic will just play as it is on the card in this cube. I know, I'm scared about my PTSD of turn 1: Black Lotus, Lurrus of the Dream-Den, cast Lotus for the rest of the game, but Lutri, the Spellchaser likely will really only benefit from this.
UPDATE: Lutri, the Spellchaser as been removed from the cube. It's frustratingly insane without the Errata, and pretty bad otherwise. It's also in the best 2 cube colors, and watching your opponent copy Ancestral Recall and Time Walk into oblivion with Karakas is not the most exciting magic.
People have been clamoring about White card advantage since the beginning of Magic, but we've had Auriok Salvagers who is a card advantage and mana engine for the last 16 years. And by mana--well I mean infinite mana:
Auriok Salvagers + Lion's Eye Diamond = Infinite Mana
There are other ways this combo works--I'm not gonna say it, but if you ever come across it, **** you! And trust me when I say the rest of the Magic community agrees.
Painter's Servant + Grindstone = no deck for opponent
I know what you're thinking, "Wow are you desperate for really bringing out the Vintage spirit." And... yes I am actually. But yes, this is a Vintage classic that I finally decided to add over the Sword of the Meek combo which was more color intensive.
As far as justifying the separate parts of the combo in cube, I can't say it's possible, but I'll try. They both play out with the thought in pack 3,"I guess this works with this deck."
Grindstone in a 40 card format isn't terrible at milling your opponent, and it's also not terrible in Dredge and Lab Man/Thassa's Oracle decks.
Painter's Servant is even less playable on it's own than Grindstone, but it still can do some funky stuff. It does mess with Black's exclusive targets if you name Black, help with pitch effects like Force of Will naming the appropriate color, but it also unintentionally combos with Storm cards currently in this cube like Sapphire Medallion and Runaway Steam-Kin.
No longer in cube - but still can use the similar effects shown below to pull off the same combo.
Doomsday + Bonfire of the Damned
The above combo is probably worse than with Thassa's Oracle, but in the words of the great Matthew McConaughey, "It'd be a lot cooler if you did!"
UPDATE: I'm sure you can mange the same combo with Necropotence + Thassa's Oracle if your so hung up on wanting to get cards out of your library for
This is a combo specific to Vintage so of course I had to add it. It's not a lights out combo with just the Valakut Exploration and Fastbond, but it's still pretty nasty and might kill your opponent over two turns--that is unless you found a way to gain life while dropping lands of course.
An odd synergy that shouldn't work in all honesty, but I don't make the rules...mostly I guess. Artifacts in the history of Magic used to not "work" when tapped--leaving cards like Howling Mine and Winter Orb possibly one sided effects in combination with Relic Barrier. While this confusing rule went away with 6th edition rules, for whatever reason after the rule drop, it was deemed by the roaring Magic community that a one sided Howling mine, Winter Orb, and now Static Orb was such a fun experience that the cards were errataed to be "suppressed" if tapped. Anyway, that combo is still here in this cube with the original hero/villain of Magic in both Urza and Winter Orb. I'm sure it would make Richard Garfield cry, probably not as intended though.
(An Ongoing Project)
I wanted to put this here for a couple of reasons.
LSV and BK draft Urza/Winter Orb.
Easily the sloppiest playing from one of the best Magic players in history, and he still manages an undefeated record. Hilarious and incredible.
"Now we can really Bomat..."
"He can't Keep getting away with this!"
https://www.youtube.com/watch?v=-vtXx3snN8w
Matt Nass reluctantly drafts Reanimator.
Not only drafting instant speed reanimator, but also having all the pieces of a Storm combo, possibly building the most broken deck anyone has seen in Vintage Cube.
"I'm not sure If we're storm with transformational reanimator, or reanimator with transformational storm, but we definitely have both!"
https://www.youtube.com/watch?v=hnf3HpoEUMo
Kenji Egashira - Red Rocks Me
A great and entertaining player--NumotTheNummy--who has countless streams of Vintage Cube. This one was one of my favorites where he drafts a mediocre mono red deck after claiming to only want to play braindead Magic. Spoiler -- every game is very tight.
"Lieutenant Krark, you ain't got no thumbs!"
https://www.youtube.com/watch?v=gaND2wnN6Sw
Caleb Gannon - Green/Red Storm before it was cool
Gannon is another famous Vintage cuber who I've stole a lot of ideas from for sure. He's always drafting to have fun and really thinks outside the box. Here's a great deck where his beginning idea was using Empty the Warrens with Gaea's Cradle as a ritual. Somehow he ends up going undefeated against 2 Bribery/Channel decks and Twin.
"Man I can't cast Hydroid Krasis! I guess Emrakul is good enough, but..."
https://www.youtube.com/watch?v=xdq-tvyG8lE
Gabby Spartz (and LSV) - Doomsday
Gabby Spartz (a casual streamer) plays Vintage for the first time with a very complicated deck for it's time(Lab Man Doomsday)-- and faces off against Randy Buehler game 1--some luck! If you don't know who Randy Buehler is, he is basically the most inventive player in Magic history causing many cards to get banned before WotC finally hired him to balance the game. He's also known as the voice of Magic as he commentated the game for many many years including ongoing sanctioned Vintage events.
"I think conducting rocket surgery would made you less anxious."
https://youtu.be/hZIoodHScpk
Justin Gennari - Oath
I need to give a shout out to a very important player in the Vintage community, Justin Gennari - the most important Vintage player currently creating content and knows how splash some spice on the format. The link I provided is great in showcasing how the Vintage format is controlled chaos. There's a lot that happening every turn, but as Justin shows, keep calm and don't panic!
https://youtu.be/nbZ_01ev6IQ
Justin Gennari - Dress Down PO
WTF is this pile? No wincon? Not Even infinite turns? Incredible.
https://www.youtube.com/watch?v=o3v2xAfsRiAlist=PLQQ8jPMFzt7lo5QewBKq2ewCng3ej6Nlk&index=2
Vintage Super League
Links to the Vintage Super League created by Randy Buehler who invites the best players in history along with popular content creators:
Season 1 - https://www.youtube.com/playlist?list=PLQQ8jPMFzt7lo5QewBKq2ewCng3ej6Nlk
Season 2 - https://www.youtube.com/playlist?list=PLQQ8jPMFzt7m48cwyhI_WOn0T3I2wsCBE
Season 3 - https://www.youtube.com/playlist?list=PLQQ8jPMFzt7lyO6pY5Sm1gT38lL5WUnw0
Season 4 - https://www.youtube.com/playlist?list=PLQQ8jPMFzt7n5U8DU8mXwmlJzx1PBmphp
Season 5 - https://www.youtube.com/playlist?list=PL3rP64NRtmbhGb6I6vTslqQKoLpfnrKry
Season 6 - https://www.youtube.com/playlist?list=PL3rP64NRtmbjEmQqIe5hiF9Z6v9d-xgnT
Season 7 - https://www.youtube.com/playlist?list=PL3rP64NRtmbiCQZE1kXNu08MXiv-MM8SG
Season 8 & 9 and future if it ever comes up again-- Athena was the producer behind the show who eventually got hired by WotC:
https://vintagesuperleague.com/
I didn't actually play Magic until '97 (Mirage/Tempest), but I absolutely love the Old School format. First off, you cannot beat the aesthetics of that era of Magic. It's also just a super nostalgic era, and even though I didn't play with a lot of the cards of that era until much later, everyone knew about them. The cards were legendary, immortal and iconic! I mean from the crazy price of Black Lotus (I remember they weren't even $300 bucks at the time), the rumors of Chaos Orb, The Inquest Magazine articles (https://www.magiclibrarities.net/magazines-inquest.html) littered with Juzam Djinn and Serendib Efreet artwork.
The other thing that really hits home for me in these non-rotating eternal formats, Old-School and Pre-Modern, and why I always think of Magic as this super exciting game is because it began before Internet was readily around. I don't think people honestly can comprehend that at all anymore. Even now, I'm sitting in front of two computers typing this out! I can barely remember what that was like myself, but playing Magic helps me peer back into that world when everything was without question more exciting, because nothing was truely ever solved--or at least that you knew anyway.
Flippin' Orbs Podcast - Sean O'Brien interview on the beginning of Magic
Sean O'Brien is not a famous Magic player, but he is immortalized in the history of the game for spearheading the mana denial strategy in Magic and was written about in the very first strategy article printed for Magic called the Schools of Magic.
What's great about this interview though is Sean O'Brien reveals how much of modern gaming we absolutely take for granted. During this time period, there were no spoilers, no deck lists, no strategy articles, rules were almost made up, no consistency of card value, hobby & game stores were scarce, and cards were absolutely hard to find--something I remember very well by the way.
"You literally have never seen this thing in your life! He might as well have been a wizard, pulling a spell out of his pouch."
"I'm not worried about Brian Weissman in California when I'm getting my dick Balanced off here in Atlanta."
The interview begins at 55 minutes in.
https://www.wak-wak.se/9394/podcast/2018-2-24/episode-11-mana-is-overrated
"Tournament of Professionals" - '95 Finals
This is a great production of an Old School finals match. Entertaining as hell and a great match to boot!
https://www.youtube.com/channel/UCiSVZTVPujtj1GPIWnsT_BQ
Pro Tour Chicago 1999 - Brian Davis vs Bob Maher Jr.
The absolute best match ever recorded. Mr. Dark Confidant himself, a rowdy crowd, and Randy Buehler with some hot takes.
"The first person to lose a match 5-0." Brutal.
https://www.youtube.com/watch?v=DMei_cxSC0c
Pro Tour Chicago 1997 - MTG Breakdown Rewind
Listening to Randy Buehler commentate is always a treat, and here he is commentating on himself. This was his first pro tour he ever played and just completely thrashed the competition with a card he would make notorious throughout Magic: Necropotence.
"Life is cards!"
https://www.youtube.com/watch?v=km8AMFUetuc
Chapin vs Nassif - Dragonstorm Mirror
The infamous Ignite Memories dodge with two great Hall of Famers playing the mirror match. The showmanship of this match is what makes it one of the best to ever watch.
https://www.youtube.com/watch?v=R8BNu_vrVXE
Also, Nassif again showing off calling his top deck.
"I'm rearranging my Ultimatum Mana."
https://www.youtube.com/watch?v=ju_LZGBN5qU
Worlds 2000 - Finkle vs Maher
Shadowmage Infiltrator vs Dark Confidant in the mirror with one of the most notorious decks in the game: Saga/Masques Tinker.
"Alright, so both those 19/19's collide into each other and go away." WTF!
https://www.youtube.com/watch?v=wqBPpZV7oxw
Conley Woods vs. Craig Wescoe - 2011 Worlds Top 8 Quarterfinals
People consider Kai Budde the tightest player in the game--possibly even the best, but Kai may need to hand over the title here to Conley after this game.
https://www.youtube.com/watch?v=VXQmu_OXIzM
Pro Tour Paris '97 Long vs. Justice
Mike Long was very important to the development of Magic despite all the issues surrounding his character. This match is a great watch as Mike Long psychologically destroys his opponent. And if you're watching this thinking, "Poor Mark Justice is getting brain raped by that asshole Mike Long." Don't. You can be free of your guilt as Justice was a huge asshole to many players as well--Long was just giving him a taste of his own medicine.
https://www.youtube.com/watch?v=HLa8GMQAMu4
Magic: The Gathering Road to the 1998 World Championships
This is just a fun rewind to the early Championships of the game and the 90's in general. You're gonna want your pair of Jenga pants for this one.
https://www.youtube.com/watch?v=i8bl8eIlB24
Time for something completely different:
This very powerful and dumb card is included in this cube. With Ante. And if this is your first time playing with Contract, you have to Ante... and really the 2nd and any other time too I guess... Fight Club is a great movie. Anyway, here's the rules I made for Ante below:
Ante:
1)The Ante Zone
1.1) A new ANTE ZONE is created for each player when a player begins a MATCH with an Ante card in their starting deck (AKA: if your playing Contract from Below). At the beginning of each GAME, each player with an Ante card in their starting deck adds a random card from their deck FACE UP to their ANTE ZONE.
1.2) If a player adds a card to their ANTE ZONE during a game (if you play Contract during a game), they add that card FACE DOWN in their ANTE ZONE.
1.3) If a card is put into the ANTE ZONE, it remains there for the rest of the MATCH unless played (a match is best of at least 3 games with sideboard).
1.4) When a GAME ends, return all ANTE cards FACE UP to the ANTE ZONE.
2)Playing Cards from the Ante Zone
2.1) Players may look at, put into play or cast FACE DOWN cards in their opponents ANTE ZONE without paying its mana cost any time they could cast an instant.
2.2) Players may play each FACE UP card in their opponents ANTE ZONE using mana of any color once a GAME.
2.3) If a land is played from the ANTE ZONE, that land gains "This land is every basic land type in addition to its other types" for the remainder of the GAME.
3)When a Game ends
3.1) After each GAME, players with missing cards from their starting deck used for Ante must replace the missing cards using cards exclusively from their sideboard, and may not replace the missing cards with basic lands.
3.2) After each GAME, players with FACE DOWN cards in their ANTE ZONE turn those cards FACE UP.
To explain it in normal speak:
If you have Contract in your deck game 1, your opponent begins the game with 1 extra card from your deck, and 2 extra cards from your deck in game 2 if you did nothing else other than just have Contract in your deck game 1 and game 2.
Now if you cast Contract in game 1, your opponent begins the 2nd game with 3 cards from your deck, and 4 cards in game 3...Yes, this drawback really adds up quickly.
In the game you play Contract, the 1st card of the 8 you draw is a face down ante card your opponent can play for free at any time the rest of the game. If they don't play it, it gets turned face up in the Ante Zone for the opponent to play the next game along with any other cards put up for ante throughout the entire match.
Crazy drawback? Maybe? But drawing 7 for ONE BLACK MANA!!! is beyond crazy. Hopefully this allows the opponent an immediate interaction to such a powerful effect with also more of comeback plan in game 2 and 3. I mean, you are selling your soul to the Devil with Contract from Below--this effect should play out accordingly.
UPDATE 1: I tested the crossed out above text, and it's just too much. Using the original errata I laid out by letting the opponent play with a free card game 2, The Contract player looses Game 2 almost all the time, and Game 3 is pretty difficult to win for the Contract player when their opponent starts off with at lest 3+ extra cards. Remember too, and while it is rare, drawing 7 cards doesn't immediately win you the game. Even in Storm. I've seen it.
UPDATE 2: I've tested this, and I like the rule as it is now. It's some times hard to say that this is better then Ancestral Recall--It has an amazing effect, but the drawback is very real over the course of a match. I also like that it basically forces the Contract player to play ante sort of how ante was intended--aside from the whole face down thing, and the opponent actually keeping the cards.
While I did reel in the drawback of Contract to not let the opponent start Game 2 with a free spell, I did add the rule to allow lands played form the Ante Zone to tap for any color mana which can allow for some insane starting hands.
While we're talking about errata, here's some other cards in this cube you might want to read about.
I'm using the Old School format's rules which reads:
,
: Choose a nontoken permanent on the battlefield. If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least 360 degrees during the flip, and lands resting on the chosen permanent, destroy that permanent. Then destroy Chaos Orb.
(Note: because of how Chaos Orb is worded, with it being destroyed after a flip, it can still be Disenchanted or Shattered in response to the activation, which will nullify the ability to flip, since it is no longer on the battlefield. This is consistent with the wording of Chaos Orb not being sacrificed upon activation, as it probably would with modern templating. Also note that Chaos Orb chooses, but does not target.)
I love Cabal Therapy. Up there with Fact or Fiction, it's one of the more oddly fun cards in Magic's history. So rather than just dismiss Cabal Therapy or Cabal Therapist for unplayability, I'll try and fix it:
Link to card:
Cabal Therapist
So, I understand I play with a lot of weird (FUN!) cards in this cube, and maybe some people would like a more streamlined version of this cube. Here are my suggestions for replacing the weird stuff or errataed cards
Contract from Below --> Doomsday
Chaos Orb --> Ratchet Bomb or Powder Keg
Jack-in-the-Mox --> Everflowing Chalice (this is such a downgrade!)
Cabal Therapist --> Cabal Therapy, this card got a little better with the inclusion of Dredge and Sedgemoor Witch.
UPDATE: I currently play Cabal Therapy over Cabal Therapist.
Arcum's Astrolabe --> Coalition Relic??, I have no idea for this one.
Qasali Pridemage --> Qasali Pridemage...obviously
Discussion of popular cards omitted in the VintageVintage Cube
Bribery
My pick for the most unfun card in cube. Just everything about is ... garbage honestly.
"I'll just draft Bribery and 3-0" F@#$ you! if that's your mindset.
It promotes many non-games for the opponent, and if your the caster you don't even need 2 brain cells to rub together to "figure out" how to use this card. I remember playing a game once where I played Bribery game 1 and won. My opponent takes out all their top end creatures game 2 to stop an immediate Bribery win. I take Questing Beast from their deck and still win. The card is just that dumb to where your opponent is forced to play with trash game 2 and you can still win with low end creatures.
Hexdrinker / True-Name Nemesis
I've said this many times about recent technology in Magic: Being open to a response or interaction is not a design flaw, that is the game of Magic!
True-Name is the worst offender here and after playing with Hexdrinker enough times, it follows suit for unexciting games.
Sword of Fire and Ice / Sword of Body and Mind --The Swords - all of them
The swords are mostly pretty bad. They have an high ceiling as we all know, but they fall short too many times for cube. Their main use is a sideboard card for the colors they protect against, and if you already read my part on Hexdrinker and True-Name Nemesis, you already know how I feel about non-interactive cards.
Opposition
I'm not completely against Opposition honestly. I have Tax/Stax strategies in my cube and how you beat them is pretty similar to beating Opposition--top decking and/or timing your interaction in your favor. Opposition really just fell casualty to the fact that it's Blue--and double Blue at that. I guess Blue already having oppressive interaction along with Tax/Stax was not a strategy I wanted to give to a heavy Blue deck.
Lutri, the Spellchaser
To start, just know that I'm playing Companions without the WoTC errata, and in a powered vintage cube it's pretty fun - except this card. Lutri is absolutely wrong without the errata. Every deck can play him as a companion on top of being in the best colors is already enough to make games with him mundane. Then just pairing him with Karakas, Paradoxical Outcome or Feldon of the Third Path and watching your opponent cast Time Walk into oblivion-- it's basically a Time Vault lock with a lot of extra steps. For the record, I hate the Time Vault comb--especially in a draft environment where it can warp drafts.
Also For the record, I love the art on Time Vault.
Simic Signet / Talisman of Impulse -- Green signets/talismans
Unlike other cards on this retired list due to power level, not fitting a deck type, or even being iconic, any green mana producing artifact aside from having "Mox" in its title is just plain bad in cube. The only justification to keeping any green producing artifact is that your OCD, and need to have all 10.
I'll just say this: if you feel like Green is laking power in your cube and you still have Green signets/talismans in your cube, just replace them with Rampant Growth, Nature's Lore, Utopia Sprawl, Rampant Growth, or Explore and watch as Green becomes a little more enticing to play.
No Green deck has ever used artifacts to color fix or ramp. Ever. And after playing with them for a while I understand why.
Worn Powerstone, Thran Dynamo, Gilded Lotus -- Big Mana rocks
These cards are powerful, but one thing to consider is the league of cards they are competing with. When many players have Moxes, Sol Ring, Mana Crypt, in their decks--playing a Worn Powerstone will probably get you laughed at.
Update: Colaition Relic is pretty gas in cube.
So to give other decks a fighting chance, I increased the amount of low cost artifact mana producers: Jeweled Amulet, Mox Opal, Mox Amber, Lotus Petal, Chromatic Sphere and its many variants, Prismatic Lens, Coldsteel Heart. These are all cards worth considering in your powered vintage cube to spread the wealth of fast mana.
Palace Jailer, Custodi Lich -- Monarch
Explaining Monarch in 1v1 in terms of Magic: your opponent now has Library of Alexandria that you cant Strip Mine or Mind Twist away. Nor does your opponent care about the handsize requirement of Library. And if you read all this asking WTF is Library of Alexandria -- That card is the greatest lesson in card advantage and resource management in the game of Magic! if it's in your opening hand, you will likely win that game. If you draw it, it's in your best interest to think of a plan to get to 7 cards in hand to get it working.
While you do have to jump through hoops for Library, Monarch just gives it to you every turn regardless.
Like the Bribary argument before, any card with monarch 1v1 is just lopsided beyond end.
A card i’m giving another chance. The gameplay with wurmcoil isn’t so much the problem, and it is a great payoff for playing artifact decks. The issue is in draft where any deck will happily take a generic “Titan”.
Teferi, Time Raveler - in the cube (shakes head)
I hate this card. I hate that it was printed.
I am a Gruul player though and through so yes, I have an obvious Guttural Response to this card. But I also respect a good control card that allows me to play tic-tac-toe against them. Is this card a drag to play against? yes. What's new? it's Blue/White and should be expected.
My problem is the static ability which turns a combo deck from exciting to unbeatable with Teferi in play. This card exacerbates combo while also acting as interaction-and doesn't allow other decks to interact! in 1 card! Again...I hate non-interactive cards.
Avenger of Zendikar
A comment that I feel will make or break what people think about my opinions, but Avenger of Zendikar is a bad card. It's often so underwhelming. Let's get one thing straight, the chances of you casting a seven mana card making seven 1/2's over TWO TURNS is literally the best case scenerio. Often the card is essentially "8 mana" or you've set up to drop a land the turn it comes into play. I get that the card is more exciting than many other creatures in this slot, but it's so hard to make work most of the time.
The amount of cards that better fits Avengers role is really up to your imagination. What ever you pick almost can't be wrong as long as it's better than a 5/5 with no abilities for 7 with a smattering of 0/1's.
This bit is for people that are completely new to Magic. I feel like in order to really enjoy the game, it's fun to let players in on the philosophies that make Magic such a spectacle of a game.
“When nature calls, run.”
Iconic Cards
Characteristics – Nature, Instinct
Game Mechanics – Fast and reliable resources; effective creatures
Strengths – Green has the best endgame creatures, and the ability to "go big” is highest within Green. Where other colors have a cap on how much power they can push out in a game, Green has the ability to be more threatening with every turn.
Weakness – Narrow minded and often fragile strategy.
“If we have learned nothing else, we have learned to survive.”
Iconic Cards
Characteristics – Community, Justice
Game Mechanics – Dominant board presence; many reset effects
Strengths – Consistency, staying power, and strength in numbers. White is the best color at playing the attrition game while also good at finding ways to come back when behind on resources. White also has the best "silver bullet" strategy which if used correctly can crumble an opponent’s specific strategy.
Weakness – It’s the only color that plays a fair game of Magic. Where other colors all take advantage of some resource, White just has to hope that a consistent and steady game will be enough to win.
“Don’t trust your secrets to the sea.”
Iconic Cards -- aside from "Power"
Characteristics – Knowledge, Cunning
Game Mechanics - Card draw and deck manipulation; tempo and time effects
Strengths – The best card draw and therefore allowing the Blue player much higher chances to find options to keep the opponent from winning. Blue’s Counter Magic and extra turns are also two of the most powerful effects in the game.
Weakness – Flimsy winning strategy. Blue has ample ways to deal with any situation, but it often uses its resources spinning its wheels doing nothing.
“Greatness, at any cost”
Iconic Cards
Characteristics – Ambition, Sacrifice
Game Mechanics - Powerful tutors, card and resource management; best removal and aims for non-interactive games through coercive effects.
Strengths – Black has many game ending cards and effects with often the best ways to find them. Black also has an affinity of trading one resource for another to get what it needs. It also taps into resources that other colors can’t, such as: paying life, discarding cards, sacrificing creatures, removing cards from the library, or giving the opponent an advantage to advance its own strategy.
Weakness – Can lose to its own strategy if not careful. The card Squandered Resources describes Blacks weakness the best, "He traded sand for skins, skins for gold, gold for life. In the end, he traded life for sand."
“I didn’t come here to play. I came here to win.”
Iconic Cards
Characteristics – Passion, Chaos
Game Mechanics – Effective, but short-lived effects; effects that give you an edge by taking risks.
Strengths – Fastest color in Magic. Red is also more or less the best color at winning with non-creature spells making Red’s strategy hard to interact with.
Weakness – Not a lot of staying power. Red’s peak power caps out at around turn 5, then typically has trouble ending the game the longer the game drags on.
"The land promises nothing and keeps its promise.”
Iconic Cards
Colorless, Brown, the factionless tribe--whatever you want to call it--isn't really a faction many identify with when they think of all the identities within Magic. That's odd considering Magic's original and longest story about the war between Mishra and Urza is very much about people who identify as "Artificers" -- essentially the faction that tries to understand what these otherworldly secrets can unlock for the people along with our intentions to use them. Because the game of Magic at its core is a fight between different ideologies over efficiency and equality of resources; these "artifacts", "constructs", and "unfathomable beings" which unlock resources and technology seem to be at the center of what all major conflicts are about.
The Thran are no different than ancient societies of our past: Egypt, Celts, Myans, Germaic Tribes. We obsessively look to our past to give us purpose and inspiration. Any time we uncover something that is centuries old, we know we are tapping into a mind that thought nothing like our own. Not only do these discoveries allow us to think in creative ways we never thought imagined, but more dangerously, it also gives us purpose.
People fight and die over their technology, culture, and customs. Uncovering a text or artifact that bolsters any of these tends to create battle grounds for any indifference. And why not! Most of ancient customs has pushed society through hardships where we shouldn't have survived.
Characteristics – History, Technology
Game Mechanics – artifacts that generate resources in some manner
Strengths – Resources are the name of the game in Magic. Artifacts provide any strategy what they might need to push their agenda over the edge.
Weakness – Not only are Artifacts fragile, but every faction has access to use them making them very sought after in a draft.
The Eldrazi are a very obvious rip from H.P. Lovecraft's Elder Gods--Beings that have always existed and are intertwined with the universe that often pull threads of fate causing madness, chaos, and destruction in our world. In fact, the Eldergods in Magic are close to the same story as Lovecrafts's--except WotC told a much more positive spin of the story: A cute story of the "Avengers" fighting off the multiverse's ultimate threat. This is far from any reality staring across the horizon of annihilation.
The end, whatever it may be, can ask even the worst of enemies to bury the hatchet and fight against something much worse than their feud. But, this is not only what happens...
Not everyone views life as something worth living, hence a welcoming end to everyone who did them wrong.
Some people try to appease the greater force and may show allegiance in some way in hopes to survive annihilation.
Others might want to understand and study such a force for their own gain. Often this involves some of the most important individuals of a conflict switching sides.
In the case of H.P Lovecraft, wherever you stand, there is no controlling annihilation when it comes. These beings don't communicate with us, they don't comprehend us, they likely don't even know we exist. Anything short of annihilation is not an option.
And as much as we want to blame annihilation on the things we can't control like the Eldrazi, don't neglect looking inwards: Nevinyrral's Disk, Engineered Explosives, Chaos Orb, Oblivion Stone...we've invented plenty of ways to cause our own annihilation.
Characteristics – The Unknown, Annihilation
Game Mechanics – Mass destruction, BEST end game cards in the game.
Strengths – Ability to level the playing field for a comeback--and if Eldrazi are involved, ability to end the game.
Weakness – Annihilation and destruction doesn't come without a cost. Most of these effects ask you to use a reasonable amount of resources to activate, and lose other resources on top of that. Also trying to cast a 10 mana card is not a goal in almost all games of Magic.
Hello for anyone that is following this list, I just wanted to let everyone know that I'll no longer support this cube as my Powered Cube list.
Here is my newer Vintage Cube list at 360 cards if your interested. https://cubecobra.com/cube/overview/2fah7
Why?
Simply put: the difference between the top 200 cards in Magic vs everything below it is a huge gap in power level. When someone finally drafts the "Nuts" Robots or Aristocrats deck to still get blown out by Channel, Mind Twist and Tinker, it's an absolute horrible time for both players.
Because of this, I'm splitting Powered cards into a shorter 360 list, and then eventually remaking a more interactive 540 list.