Cards I Already Own Cube
(360 Card Cube)
Cards I Already Own Cube
Cube ID
Art by Lindsey LookArt by Lindsey Look
360 Card Cube1 follower
Designed by BabyYoda
Owned
$423
Buy
$311
Purchase
Mana Pool$366.30
Introduction

Welcome to the Cards I Already Own Cube. This cube was built around one core philosophy: I can afford to actually assemble it on a college student's budget. Around 70% of the initial cards were already in my collection before I set out to design this cube, so it's built around cards and mechanics that I've enjoyed playing with in the past.

Since Eldraine, the cube has been updated enough that the name doesn't really apply anymore. I've swapped out low-power and narrow cards for those that are more interesting and playable. It's also easier to draft decks of 1 or 3+ colours.

There are several overt archetypes in this cube that are well supported and always draftable. That said, I've paid plenty of attention to more niche interactions. If you see a card, pack one pick one, that looks like it'll be most at home in a very specific type of deck, most of the time it'll be possible to draft that deck.

Major Archetypes

Artifacts - urw

The artifacts-matter deck is usually slow and controlling, aiming to finish the game with a payoff like Shimmer Dragon. It is, of course, easy to play in just wu or the faster ur. Alternatively, a rw build is possible by focusing on equipment synergies with cards like Reyav, Master Smith in addition to general artifact payoffs.

Mill - ub

There are several painful (sic) mill engines in the form of cards like Fleet Swallower that enable a legitimate mill strategy. However, it's also possible to win with damage via mill payoffs, such as with Wight of Precinct Six. This deck is perfectly functional in mono u as well.

Aristocrats - rwb

Much like modern society, the aristocrats deck is designed to sacrifice the many for the benefit of the few. It's one of the most diverse themes in the cube and can be taken in quite a few directions. Aggressive decks running cards like Judith, the Scourge Diva will want to swing with small creatures and sacrifice them for value later on. Slower decks want bigger, splashier finishers like Apocalypse Demon. There's even space for token synergies such as with Teysa Karlov and Siege-Gang Commander. In general, aristocrats doesn't work without b, but other than that the draft is your oyster.

Land Sacrifice - rg

Gruul hates lands! Gruul loves lands! The aim of this deck is to get much more value out of your lands than just tapping them for mana. Discard them, sacrifice them, and exile them from your graveyard to win with bigger creatures and extra damage before you start to regret your decisions.

Enchantments - wbg

Believe or not, some sets in the past have provided b with a lot of enchantments-matter support. In this deck w is best at making the synergies work, but there's space to pull off some more unusual strategies.

Tokens - rgw

At its core, the tokens-matter deck is just a very specific iteration of the go-wide deck. Cards like Felidar Retreat help you generate piles of tokens while cards like Intangible Virtue reward you for doing so. It's possible to play highly aggressive decks like with Usher of the Fallen right up to ramp decks such as with Giant Adephage. Note that r doesn't care about tokens per se, but is very good at making and using them.

Spellslinger - ur

Instants-and-sorceries-matter is another classic archetype that slots naturally into the cube. There's plenty of combat tricks, burn spells and counters to fuel cards like Docent of Perfection. It's possible to be both aggressive (Dreadhorde Arcanist) or controlling (Talrand, Sky Summoner). Which will you choose? Come on, which Izzet?

Draw - gu

This originally started out in mono u, but I've since added enough powerful draw and payoffs to g to make gu work. The diversity of payoffs means this deck can be piloted in a variety of directions.

+1/+1 Counters - gw

This archetype is incredibly, supremely straightforward. Play creatures. Put +1/+1 counters on those creatures. Get rewarded for having so many +1/+1 counters everywhere. Win.

Graveyard - bg

This is distinct from aristocrats in that, instead of just sacrificing things, you're bringing things back from death - dangerous things. Self-mill helps fill your graveyard full of options, while recursion turns it into a second hand. Equally possible is keeping your graveyard fattened up to fuel cards like Apocalypse Demon.

Life Gain - wb

The life gain deck wants to take advantage of both one-off and repeatable ways to gain life in order to draw out the game and access payoffs like Angel of Vitality. This archetype is mostly in w, and indeed, can be achieved without b, but cards like Lich's Mastery and Bloodthirsty Aerialist might persuade you to be more open.

Dragons - urw

Yes, dragon tribal is a theme. Yes, it's in Jeskai and Jeskai only. Sorry.

Minor Archetypes

This isn't the kind of cube where you just pick a distinct theme for your deck and space out for the rest of the draft.

Thanks to the number of hyrid-mana cards, every single colour is playable by itself, but cards like Ayara, First of Locthwain will help you with that. It's possible to use cards like Bloodline Pretender to support a variety of specific tribes, if you so choose. Final Iteration is fine in spellslinger, but gets better when you maximise the number of Wizards you're running. And, let's just say Umori, the Collector has been companion for more than just creature-only decks...

Finally, this is, at its core, regular Magic. There's aggro in r, w, and to a lesser extent, b. u is happy to be a control deck, especially mixed with other colours, and there's always support for classic ramp in g. Synergies aren't necessary for your deck to perform well. The only limit is your drafting skill.

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