Wayward Unrestricted Jumpstart Cube
(903 Card Cube)
Wayward Unrestricted Jumpstart Cube
Cube ID
Art by Howard LyonArt by Howard Lyon
903 Card Powered Legacy+ Cube2 followers
Designed by TheWayward
Owned
$16,626
Buy
$58,486
Purchase
Mana Pool$9033.93

Jumpstart Match Results Survey: https://forms.gle/ZpB5ewP73HURmz1U8

This cube is meant to capture the fun and power of vintage, but with the ease of the jumpstart format for quick and powerful matches.

  1. You randomly and secretly choose 2 packs, shuffle them together, and play. Good for quick games.
  2. You randomly and secretly choose your first pack, then randomly select 3 other packs secretly and choose 1 of the 3 to pair with the first pack. Shuffle together those 2 packs and play. Quick, but still allows for a choice in deckbuilding.
  3. Do the same thing as 1 or 2, but after you have 2 packs, deal 5 random cards to yourself secretly from the Optional Power Pack. You may choose 2 cards from those cards. You may replace the cards from your deck with the cards chosen from the Optional Power Pack before and between games, similar to a sideboard, but players must play with at least 40 cards. This allows for a lot more choices to be made and some really powerful magic like having 2 Time Walks with a Double Stroke naming "Time Walk" to use Time Walk 8 times with your Snapcaster Mage.

For random selection, we have 43 card proxies for each of 43 packs with the pack name and their pack description from the below list printed on them for helping inform about and to sort packs after matches. Shuffle the 43 proxy pack cards and deal them as necessary for the game mode you are playing and what you deal is what you play. I recommend keeping the proxy sleeves a different color from cube pack sleeves so they are easily found.

Otherwise, use numbers 1-43 to number each pack alphabetically and use googles random number generator to pick your numbers as needed.

For packs with Companions, as long as the singular pack fulfills the Companion requirement, the requirement is considered fulfilled for both packs when a deck is made from them. If two packs have Companions, you must choose one to be your Companion and another card can be added to your sideboard.


Pack themes:

  1. LEEEEROY JEEEENKINS 
    w Aggro
    -Play cheap and effective creatures and keep getting in damage. Crack in early with Guide of Souls and White Orchid Phantom or turn 1 a White Plume Adventurer. Finish them off with a Parallax Wave or Palace Jailer to clear the board and keep chipping away with your creatures.

  2. White Trash 
    w Artifact Combo
    -Mill or mana for infinity. Attempt to assemble Grindstone and Painter's Servant combo to mill your opponent's library or generate infinite mana with Auriok Salvagers and Black Lotus/Lion's Eye Diamond to play Walking Ballista for infinite.

  3. Counter Culture 
    u Counters
    -Counter all your OP's spells. Control your OP with counters like Mental Misstep and Mystic Confluence and attempt to lock out your OP with Tasha's Hideous Laughter or the other half of your deck.

  4. Tolarian U. 
    u Artifacts
    -Cheat big artifacts into play. Tinker for Blightsteel Colossus or Portal to Phyrexia or play lots of artifacts and threats by generating lots of mana with Candelabra of Tawnos and Tolarian Academy and turbo value with Urza, Lord High Artificer.

  5. Dark Arts 
    b Soul Cauldron Combo
    -Infinite combos with an assortment of options. Make use of small creatures and Skullclamp to draw combos with Agatha's Soul Cauldron to exile Walking Ballista or Triskelion for infinite of damage in combination with a Butcher Ghoul or Francisco, Fowl Marauder.

  6. Graveyard Shift 
    b Reanimate
    -Return your best threats onto the battlefield. Disrupt your OP with Thoughtseize or Grief and Reanimate your Entomb bombs from your graveyard as quickly as you can. You can even hand attack yourself in a pinch to get your Griselbrand or Archon of Cruelty in the bin.

  7. We Didn't Start the Fire 
    r Deck Wins
    -Classic Red Deck Wins. Play small creatures aggressively. Turn cards sideways and win the game. Lead the charge with the quick curve of Ragavan, Nimble Pilferer, Inti, Seneschal of the Sun, into Laelia, the Blade Reforged.

  8. When the Fire Nation @'s 
    r Big Red Moon
    -Play big and aggressive creatures with quick mana like Rite of Flame or "Name Sticket" Goblin into Emberwilde Captain or Headliner Scarlet. Otherwise, take your time taking gaining advantage and keep things simpls with Blood Moon or Magus of the Moon.

  9. Curve Stomped 
    g Stompy
    -Ramp into big aggressive creatures and roll over the battlefield. Play mana dorks like Elvish Mystic and powerful lands like Gaea's Cradle and play out powerful and efficient creatures to attack in and decimate your OP's life with Rhonas the Indomitable or Lovestruck Beast. Slam a Birthing Ritual or Fanatic of Rhonas to quickly upgrade your threats. If needed, use Collected Company or Questing Beast to finish the job.

  10. The Nether Channel 
    g Channel Combo
    -Combo Channel with various creatures to great effects. Ramp into game winning Emrakul, the Aeons Torn or at the very least, play a Golos, Tireless Pilgrim and spin the wheel once or twice. Sometimes just Undermountain Adventurer out t1 or 2 for Initiative value is good enough to seize a game victory.

  11. Name Dropping 
    wu Legends
    -Play legendries to tempo your opponent and develop your board. Bounce legends with Yoshimaru, Ever Faithful and Phelia, Exuberant Shepherd using Karakas until your in a superior position to go for the kill. Could also win with a quick flip of Tamiyo, Inquisitive Student.

  12. U Won't
    wu Control
    -Control the game until you squelch out your OP's chances of winning. Take advantage of the best single pips in the game of Magic: Swords to Plowshares and Brainstorm and nullify your OP's cards with Mental Misstep and Mana Drain. Then close out the game with your Teferi, Time Raveler and Teferi, Hero of Dominaria.

  13. Affinity for Hostility
    ub Affinity
    -Play your cheap artifacts and ramp to the sky. Ramp with Sprinleaf Drum or Moonsnare Prototype to run out Thought Monitor and end the game with Urza, Lord High Artificer or swing in for the kill with Kappa Cannoneer.

  14. PARKOUR! 
    ub Ninjas
    -Keep ninjustuing in value and control the board for free. Attack in with Changeling Outcast or Tamiyo, Inquisitive Student to Ninjutsu in your threats like Yuriko, the Tiger's Shadow and control your OP as needed with free spells like Snuff Out and Daze. Can also sneak in a cheap 4/4 with Retrofitter Foundry and Ornithopter.

  15. Deal in Steel
    br Artifact/Sac
    -Get enough artifacts on the battlefield and swing in with your Cranial Ram or Shadowspear with annoying equipment or finish them off building up Arcbound Ravager using Lurrus of the Dream Den and your many artifacts.

  16. Hot Wheels 
    br Wheels Combo
    -Land a combo card and wheel your hands. Play out an Orcish Bowmasters or Sheoldred, the Apocalypse and cycle all the hands with Wheel of Fortune/Wheel of Misfortune until your OP is dead from the damage. Sometime even just wheeling is enough to wreck your OP's hand along with their plan.

  17. All You Can Eat Gruul 
    rg Blood Moon
    -Run over greedy manabases. Wreck your OP's mana with a quick Blood Moon followed up with a Caves of Chaos Adventurer to grab your basic forest and unlock your deck. Finish them off with a your early Hexdrinker or burn everything with a Price of Progress if they get rid of your manabase-hate.

  18. I Would Like to RAGE
    rg Small Ramp
    -Quick mana into valuable 4-drop threats. Get some quick mana and then ramp into your midrange Caves of Chaos Adventurer, Undermountain Adventurer, or Minsc & Boo, Timeless Heroes and run away with the game before they even roll for Initiative.

  19. Roll for Initiative 
    wg Initiative
    -Play a combination of efficient and aggressive creatures and try and quickly gain the advantage with a fast Initiative to overtake your OP. Start out with a Mother of Runes to protect the board and gum it up with a Voice of Resurgenceto reach your Seasoned Dungeoneer or hold Initiative early with a quick White Plume Adventurer.

  20. This Land is My Land
    wg Land Combo
    -Benefit from the destruction of your own lands. Utilize green and whites' power to make use of Titania, Protector of Argoth along with Zuran Orb or Knight of the Reliquary for a sweet 5/3 token alpha strike team. Otherwise, you can always assemble the Dark Depths and Thespian's Stage combo.

  21. Injury & Revenue Squad 
    wb Death & Taxes
    -Aggressive low drops comboed with valuable mid-drops help to squeeze the life right out of your opponent. Getting in a solid start into a White Plume Adventurer usually seals the deal early, but you can even follow up with a Mind Twist or Thalia, Guardian of Thraben to slow them. Otherwise, you can keep growing your early value in Evolved Sleeper, Guide of Souls, and Knight of the Ebon Legion.

  22. Waste Not
    wb Artifact Recurrsion
    -Make use of your scrapyard to kill your opponent with easy value. Abuse some artifact recursion with Lurrus of the Dream Den and goodies such as Black Lotus or Portable Hole and assemble the Manifold Key and Time Vault combo for infinite turns with Arcbound Ravager and Gingerbrute.

  23. A Rotten Plan
    bg Reanimate/Atraxa
    -Go big or go home. Reanimate your Griselbrand or Natural Order your Atraxa, Grand Unifier. At the very least, you can keep putting your Undermountain Adventurer on the battlefield for Initiative value.

  24. Land Lord 
    bg Land Combo
    -Win the game with a single strike or monopolize your manabase. Attempt to assemble the Dark Depths and Thespian's Stage combo helped by Life From the Loam or Fastbond, Strip Mine, and Crucible of Worlds/Walk-In Closet to destroy all your OP's lands.

  25. Idiot Birdbrains
    ug Nadu Equipment
    -The bane of every format in 2024. Play the Simic unplaytested newest idiot bird Nadu, Winged Wisdom, and stick free equipment like Lightning Greaves or Shuko on creatures to draw your whole deck.

  26. Winter is Coming 
    ug Winter Orb/Opposition
    -With an artifact token generation subtheme, utilize 2 of the most powerful lands in Magic: Gaea's Cradle and Tolarian Academy. Generate tons of mana while you lock out your OP with Winter Orb and/or Opposition or win with Agatha's Soul Cauldron shenanigans.

  27. Fun Police 
    ur Delver
    - Attack with your cheap creatures and tempo out your OP till you win. Play Delver of Secrets or Dragon's Rage Channeler and control your OP with cheap or free Daze and Force of Will till you win with your Murktide Regent.

  28. Izzet that Spark?
    ur Affinity
    -Valuable affinity power plays to be had here. Play some quick artifacts like Shadowspear or Dowsing Device and abuse your Thought Monitor and Frogmyr Enforcer with Ugin's Binding and Kozilek's Unsealing for explosive power.

  29. Blitzkrieg Bop 
    wr Aggro
    -In similar fashion to red, but with a bit more annoying effects for your OP, turn cards and tokens sideways and win. This deck is particularly good at going wide with Ocelot Pride, Anim Pakal, Thousandth Moon, and Forth Eorlingas! while still wielding fast threats like Guide of Souls, Robber of the Rich, and Comet, Stellar Pup.

  30. Fire in the Hole
    wr Abilities Combo
    -Accrue value quickly with artifacts to combo into damage. Start with a Grim Monolith and build up with Zirda, the Dawnwaker and finish them off with Walking Ballista.

  31. Blink & You're Dead 
    wub Control
    -A collection of some of the best control cards with creature backup possible to accumulate advantages until you're in a position to strike for the win. Wipe the floor with things like Swords to Plowshares, Orcish Bowmasters, Teferi, Time Raveler, and Damn, then go for the kill with Psychic Frog.

  32. Strictly Better 
    ubr Control
    -Attacking hands? Hymn to Tourach. Countering spells? Drown in the Loch. Direct damage? Kolaghan's Command. Fetching after drawing cards with Brainstorm? Priceless. The best combination for control players to take down their OP.

  33. Just Jund 'Em 
    brg Midrange
    -The plan is the name. Hand attack with Thoughtseize, remove and replay with Wrenn and Six, use valuable creatures that require disadvantageous trades like Deathrite Shaman or Questing Druid. Cascade with Bloodbraid Elf into Grist, the Hunger Tide. Just Jund 'Em.

  34. Naya's Ark 
    wrg Aggro
    -Cards turn sideways and you win, but with more pretty colors. Play Wild Nacatl and Ocelot Pride and some planeswalker top ends that sometimes just win the game by themselves like Comet, Stellar Pup or Minsc & Boo, Timeless Heroes.

  35. Bant of B(r)others 
    wug Control
    -Do you like playing some of the best threats in these colors? This is the deck for you. Oko, Thief of Crowns, Teferi, Time Raveler, Uro, Titan of Nature's Wrath, and Subtlety are all available to disrupt your OP with additional efficient control to help hold your battlefield advantage in Stern Scolding and Path to Exile.

  36. Te-More, Te-Merrier 
    urg Superfriends
    -Do you like playing some of the most annoying planeswalkers in the game? This is the deck for you. Superfriends, but now with Minsc & Boo, Timeless Heroes, Oko, Thief of Crowns, Wrenn and Six, and Tamiyo, Inquisitive Student helping out so you can play annoying planeswalkers all curve long.

  37. I'm Not Dead Yet! 
    wbr ETB Recursion
    -When not staying dead is a matter of life and death. Play some of the most valuable ETB creatures in magic, Guide of Souls, Orcish Bowmasters, and Solitude and keep them rotating with your Lurrus of the Dream Den, Chthonian Nightmare, and Recurring Nightmare. Now with the convinence of finding anything you need with your recurable Recruiter of the Guard.

  38. Infinity & Beyond 
    wbg Heliod Combo
    -Easy and interwoven infinite combos. Infinite damage with Heliod, Sun-Crowned and Walking Ballista, infinite life with Heliod and Spike Feeder, and/or infinite mana with Devoted Druid and Vizier of Remedies to cast Ballista for infinite damage. Your choice of any or all in one pack along with Vampiric Tutor to help find them.

  39. Getting Out of Hand 
    wur Kiki/Twin Combo
    -Infinite tokens are fun. Assemble the Kiki-Jiki, Mirror Breaker/Splinter Twin combo with a multitude of instant-speed options like Pestermite, Deceiver Exarch, or Restoration Angel and attack in for infinite damage.

  40. Sultai Tears 
    bug Control
    -Play the best destruction spells in the game. Enjoy a treasure hoard of some of the most disguising removal in the game of Magic such as Abrupt Decay, Assassin's Trophy, Mana Drain, etc. Pick apart your opponent's plan until you've killed them with your Psychic Frog or True-Name Nemesis

  41. Taste the Painbow 
    wubrg Artifacts
    -Colorful artifacts for colorful options. Quickly generate tons of artifacts and ramp into the sky to play your whole deck with your choice of the The Reality Chip, Sai, Master Thopterist, Urza, Lord High Artificer, or Golos, Tireless Pilgrim.

  42. Making My Way Brown Town
    c Artifacts
    -Why play colors when you could win without them? Ramp up to a bomb in Wurmcoil Engine or Cityscape Leveler or assemble the Time Vault and Manifold Key infinite turns combo. Also, just good old Urza's Saga with Sol Ring into Phyrexian Revoker to name their mox and crush them with Karnstructs from the Saga.

  43. Null & Void
    c Tron
    -Play all the scariest creatures in magic. Make use of Neaby Planet and Planar Nexus with the Tron lands to ramp into your eldrazi threats to close the game with Ulamag, the Defiler or Ugin, the Spirit Dragon.

  44. Optional Power Pack
    Some notes about using certain cards:
    a. Conspiracies: If you select a Conspiracy, you may choose to have the Conspiracy start the game in your command zone for any of your games, as per normal.
    b. Hero Cards: If you select a hero card, these cards begin the game on your battlefield. For rule purposes, hero cards are colorless hero permanents that exist on the battlefield. They are considered cards, not tokens. For the tapping heroes, they are not creatures and therefore do not have summoning sickness. These cards cannot be countered with a turn 0 Force of Will since they begin the game on the battlefield and are not cast. These hero cards cannot exist in non-battlefield areas, similar to tokens, so if the permanent is destroyed, exiled, or bounced to hand, the hero card simply ceases to exist for the game. This means these hero cards can be targeted by effects that target permanents, such as Abrupt Decay or Venser, Shaper Savant. Additionally, it is considered a card, not a token, so effects like Phyrexian Revoker are able to name a hero card, though this would only affect The Harvester or The Warrior.
    c. Hidden Agenda: Conspiracies with Hidden Agenda can have their names decided before the first game and between games. The name must be verifiably selected by the time each game begins.
    d. Worldknit: If you select this Conspiracy, whatever your second card is from the Optional Power Pack must also be played along with the whole deck to fulfill Worldknit's requirement.


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