Inspired by phutrick's Reasonable Cube, this is an attempt to foster a powerful, but largely fair draft environment full of interesting and diverse strategies. Fast mana such as Grim Monolith and Chrome Mox are absent as are most of the blisteringly fast cheaty cards such as Show and Tell and Tinker leaving the cheaty archetype broken into two categories: the high-risk, high-reward
Reanimator decks and the "Not-Your-Usual-Red-Deck" archetype facilitated by cards such as Sneak Attack and kept in-check by the self-sacrifice clause and the lack of apocalyptic fatty Emrakul, the Aeons Torn. The Kiki-Jiki, Mirror Breaker/Splinter Twin combois included, but is ideally kept in check by the limited combo pieces and the slower speed of the combo kill. The purpose of this is not to discourage combo players, but to decrease the number of non-games and facilitate more involved,
back-and-forth gameplay.
Major archetypes or themes:
- Green Ramp. Traditional "Super Ramp" decks tend not to fare well in competitive 60-card environment, but many people have a fondness for them. Cube and EDH are the places to give the people what they want, so here's a nice helping of Woodfall Primus,End-Raze Forerunners, and Ulamog, the Ceaseless Hunger. Craterhoof Behemoth is sidelined at the moment, because of his ubiquitous status as an ender of worlds, but that might change.
- Artifact Ramp. Good ol' rock. Nothing beats rock. Beyond simply letting nasty control mages such as myself cast more and bigger fun-wreckers, building a deck entirely around largely "fair" mana rocks has a variety of payoffs including Sundering Titan, Myr Battlesphere, and Ancient Stone Idol.
- Reanimator. There are a variety of reanimator decks, including Golgari attrition-based decks featuring Recurring Nightmare, as well as more combo-focused decks utilizing Entomb and Reanimate to plop out a fatty such as Griselbrand or Elesh Norn, Grand Cenobite into play. Enablers are largely Grixis-focused including Faithless Looting, Careful Study, and Collective Brutality.
- Azorius Blink. A personal favorite of mine, these decks play a horde of ETB creatures and use Soulherder and Ephemerate to double up on value. Palace Jailer and Venser, Shaper Savant are powerful the first time around and backbreaking the second or third. Splashing a third color gives the deck powerful cards such as Ravenous Chupacabra, Thragtusk, and Pia and Kiran Nalaar.
- Mardu Aristocrats. Another fan favorite, aristocrat decks take traditional aggro in a more eco-friendly direction. Why let that Goblin Guide sit and rot just because it's become outclassed? Recycle it to grow a Carrion Feeder and drain the opponent withtriggers from Blood Artist and Judith, the Scourge Diva. Using recursive creatures such as Gutterbones or token generators such as Lingering Souls and Goblin Rabblemaster keeps the pressure coming with bodies on the ground and vampiric life drain.
- Red Aggro. Don't like math? Big numbers scare you? Draft little red dorks! Math is for defense and big numbers don't stay big for long when you're swinging in with Falkenrath Gorger and Kari Zev, Skyship Raider backed up by a fistful of Lightning Bolts and Fireblasts. Hellrider and Shrine of Burning Rage give the deck even more reach when things get too gummed up on the ground. This is an efficient, streamlined deck that often doesn't need to splash other colors at all.
- White Aggro. A tad slower than red aggro, but backed up with more varied disruption such as Thalia, Guardian of Thraben and Imposing Sovereign. Solid go-wide potential from Legion's Landing and powerful anthems such as Angel of Invention let this deck attack from multiple angles. White aggro often appreciates the reach of Red's burn or the extra disruption Black offers.
- Blue Tempo. A frugal drafter's best friend, tempo decks want to wring every ounce of value and efficiency from its cards. Get ahead on board with cheap, efficient creatures such as Warkite Marauder and Vendilion Clique (who also double as disruption) and then harass your opponent to death with Mana Leak, Miscalculation, and Barrin, Tolarian Archmage. Tempo decks can splash liberally for Lightning Bolt, Goblin Rabblemaster, Selfless Spirit, Kitesail Freebooter, and Yuriko, the Tiger's Shadow.
- Blue-based Control. Blue control decks embody inevitability. Their top-end features such haymakers as Grave Titan and Jace, the Mind Sculptor, so if the game goes on long enough, they'll win. Which means the entire purpose of the rest of the deck is to make sure the game goes long. Snatch spells off the stack with Counterspell and Mana Leak, peal apart hands with Thoughtseize and scour the battlefield of opposing creatures with Go for the Throat, Swords to Plowshares, and Abrade. Things getting a little too hairy? Beefy spells like Cryptic Command and Wrath of God have you covered. Survive long enough to thrive.
- Non-Blue Control. Not quite as inevitable as Blue, owing to a lack of stack-based interaction, these control decks lean more heavily on Black and White and play more to the board. Killing everything your opponent needs is simple when your hand is loaded with Oblivion Ring, Pyroclasm, and Toxic Deluge and your board is crowded with Liliana, the Last Hope and Skinrender. Purists may consider these decks midrange, but the aggro player won't be happy to see Fiery Confluence either way.
- Green-based Midrange. Green's time to shine comes when combined with any other colors to delve into the realm of midrange. Accelerate out early threats such as Goblin Rabblemaster and Lovestruck Beastwith cheap acceleration like Birds of Paradise and Utopia Sprawl. Mix in threatening curve-toppers such as Biogenic Ooze and Sarkhan the Masterless and heaping piles of removal and disruption and you've got a flexible deck able to go under big control decks and bully smaller aggro decks.
- Naya Persist Combo. Selesnya and Boros are often cited as the two most one-note color combinations in cube. So, I'm looking into just mashing them all together and letting Naya be a big player in the combo game. Good-Fortune Unicorn, Metallic Mimic, and Rhythm of the Wild team up to endlessly loop Persist creatures such as Kitchen Finks and Murderous Redcap(or Woodfall Primus if you're feeling frisky) when combined with a free sacrifice outlet such as Goblin Bombardment, Greater Gargadon, and even Carrion Feeder if you'd prefer a black splash. Some of the individual combo cards are a bit weak on their own, but this should hopefully be offset by the deck's ability to function as a midrange beatdown deck when the combo doesn't show up. I'm also considering adding in Druid combo in the future. Devoted Druid+Vizier of Remedies gives infinite mana to pour into Walking Ballista, Finale of Devastation, or Rhonas the Indomitable.
- [WiP] Big Red Cheater. One of the chief complaints I've come across in cube is that certain colors are one-note. Red, for instance, is often just seen as the hyper-aggro color. I've done a couple things to try and change this up, but one that I'm not sure there's space for at the moment is to flesh out the promise that Sneak Attack offers. Through the Breach and Purphoros, Bronze-Blooded offer redundant effects, complete with a one-use, self-sacrifice clause. Ilharg, the Raze-Boar is a slower, but less all-in version of the effect. Even Fires of Invention offers Red a way to do more than beat people to death.
Cards Intentionally Excluded
- Teferi, Time Raveler: While I may not hate this card like so many others do, I also don't hold any affection for it. It's a sledgehammer designed to shatter an entire axis the game works on while generating card advantage and sitting in the colors best suited to protect him. Not particularly interesting, not particularly fun, and just not worth the fuss for me.
- Oko, Thief of Crowns: Just busted. This card does too much for too little and does so while racking up an astonishingly high loyalty level. If you ever untap with Oko, you're probably favored to win. This goes doubly for a Cube designed largely around fair and interactive Magic. Oko's major weakness of being a 3-mana do-nothing against linear combo decks disappears when those decks don't really exist.
- Show and Tell/Tinker: Putting a game ending fatty into play way too early is fun to do. Sometimes we all just wanna watch the world burn. For those people and in this Cube, we have Reanimator. It's an immensely high upside, balanced out by the fragility and hoops the player has to jump through to pull it off. These two blue 3-drops suffer no such hoops. Too fast, too free, too unfair for my poor little Cube.
- Craterhoof Behemoth: This is a great way to end overly drawn out games of EDH, but for Cube, it's just not my favorite. It fulfills a similar role, but works best in a very dork-heavy ramp deck that tries to win very early. Outside of that sub-type of ramp decks, it doesn't feel like it has a lot of play to it. A very binary card that can create non-games of Magic, I'm starting this Cube by excluding the Hoof.
- Natural Order: This ties in with Craterhoof as well as Show/Tinker. Like Show/Tinker, the deckbuilding requirements are pretty low (Mana Dorks and Green Fatties are already a prerequisite in green decks), but unlike those cards, the best targets for Natural Order (Craterhoof and Progenitus) are absent from this cube. At this point in time, I'm erring on the side of caution with powerful combo-enablers, but Natural Order is a narrow enough card that it could find it's way into the Cube someday.