Note: This cube has not been updated since Modern Horizons 3, and I do not intend on making further updates. A smaller, simpler version of my cube that I still actively update can be found here
A peasant cube, first created and maintained since 2017. The goal of this cube is to create a fun and balanced draft environment with a focus on efficient and synergistic decks, with the restriction of only using cards printed at common or uncommon.
This cube has always been a peasant cube, but it has gone through multiple iterations and sizes. The full change log for this cube and reasons for the changes (from 2018 onwards) can be found here: https://docs.google.com/document/d/1bA75xGenTIPdy5jCnnpDuylEkCGlMrswd5TMxBqs8vw/edit?usp=sharing
Include commons and uncommons only: Commons and uncommons represent some of magic's most powerful and iconic cards, from creatures like Mulldrifter to removal spells like Lightning Bolt. This cube was initially conceived as a peasant cube for budget reasons, but over time it's stayed this way because of the interesting game play that comes out of an environment with only cards of this rarity.
Emphasize creature combat and efficient mana curves: Games between decks build with this cube are largely focused on creature combat in the spirit of most modern limited sets. Low mana value creatures like Adanto Vanguard and answers like Mana Leak make small gameplay decisions matter.
Encourage 2-3 color decks: In a draft environment with no true board wipes and so many powerful "2 for 1" effects like Ravenous Chupacabra and Bloodbraid Elf, it's important to make sure drafters cannot easily play 4-5 color decks that just run every good card they draft. To keep this from being a dominant strategy, the land section of this cube contains mostly 2 color lands or lands that search for basics, intentionally excluding the triland cycle and other land cycles such as the thriving lands that allow for easy splashes. This cube also excludes powerful colorless color fixers like the signets and the talismans. Most decks in this cube end up playing 2 colors, 2 colors with a splash, or occasionally 3 colors.
Avoid power outliers: While this cube runs plenty of powerful cards, some of those cards have been excluded for being too powerful, taking over games entirely on their own, or for creating an unpleasant game experience. Some examples of cards that have been skipped over for these reasons include Skullclamp, Mother of Runes, and Gut, True Soul Zealot.
Maintain low to medium complexity: To help keep this cube accessible and easy to play for new drafters, this cube prioritizes cards with simple effects over more complicated ones. Some cards with particularly lengthy or complex rules text or references to multiple opponents have been excluded, as well as certain keywords/mechanics such as daybound/nightbound, monarch, and double-faced cards
Be mindful of added game objects: Magic is full of cards that make tokens, counters, or other resources to keep track of. While none of these are outright barred from this cube, cards that require unique tokens or other game objects are given greater scrutiny than those that don’t when being considered for inclusion. Keeping the number of game objects lower helps speed up games and reduces in-game complexity.
Enable diversity between color pair archetypes: This cube has plenty of interesting build around cards in its multicolor section such as Mayhem Devil and Third Path Iconoclast, but those build around cards are not treated as the only thing an individual color pair can do. While individual colors have synergistic themes, the intent is for drafters to be able to build multiple types of decks within the same pair. For example, Soulherder is a white/blue build around that enables a deck built around creatures with effect when they enter the battlefield such as Inspiring Overseer, but white/blue decks build around instants and sorceries with cards like Battle Screech, Murmuring Mystic are equally viable.
After years of playing with this cube, I’ve decided I want to reduce its size from 450 to 360. The main reason I’m doing this is to make future updates easier, as the bar for inclusion is much higher with a smaller cube, but in this process I’m taking several additional steps to help make the new 360 card environment more balanced and enjoyable than it was before. The broad goals of these (and future) changes are as follows:
Cut power outliers that make gameplay unenjoyable, while adding cards from supplemental products that I’ve skipped before. I want to focus more on what cards do than where they were printed, even if the definition of what is printed at common or uncommon is pretty different than it was in 2017.
Reduce card complexity by scaling back on cards with uncommon mechanics and cards that have extraneous text. I already started this process by excluding mechanics like Day/Night and double-faced cards, but I’d like to take this a little bit further to make this cube more approachable for people that don’t draft as often.
Reduce token bloat. This is tricky because sometimes really great cards happen to be the only thing that make a particular token, but I want the bar for such a card to be higher than it’s been before since finding tokens out of a box of 100 can really slow down a game.
Make it harder to ramp/play 3 colors. While I think green decks should be able to do these things, I don’t want other colors to do it as easily.
Remove support for the Reanimator as an archetype. Decks that cheat out 7+ drops have traditionally been pretty high variance, and ways to enable reanimator take up a lot of card slots. Rather than cram support cards for these decks into a smaller cube, I’m going to remove most of the payoffs (big creatures outside green) and enablers (self mill/discard), so black can play as a more well rounded color than happens to have some reanimation.
On a related note to points 4 and 5, lower the overall mana curve of the cube. This cube has tried for a long time to be a peasant cube that supports everything but I think I would rather lean into efficient, faster paced games.
Scale back support for color-pair specific archetypes. While I’m happy to still run a build around card like Soulherder or Mayhem Devil in this cube, I’d rather each color pair have pockets of synergy to build around than a single prescribed game plan. To achieve this I am trimming some of the less impressive gold cards and mono color cards that only play well in a specific color pair.
(As always, the full change list is available in the google doc linked in my cube overview)