WELCOME TO PINE: COFFEE AND GAMES
The Pine team and its community actively curate and engage with this cube. Regular updates are made to incorporate new sets and evolving strategies. Feel welcome to draft with your friends on Draftmancer.com and share your feedback with us at Pine.Coffee.Games@gmail.com. If you're interested in drafting alongside us, we often invite viewers to participate in small tournaments in our discord.
If you are new to Cube, or do not know what Cube is, Cube consists of 8 players drafting from 3 packs of 15 cards each. The cube covers a wide range of Magic: The Gathering cards, including cards from Standard legal sets, Commander, Universes Beyond, Alchemy, and more. Our cube promises a diverse and dynamic drafting experience with a plethora of powerful cards from Magic's extensive history.
The cube mostly drafts three color decks, but can draft two and four and five color decks as well. Gold, or two and three color cards, have a strong emphasis in our cube, and thus we have added lots of lands to make sure you can cast your cards with all your colors.
Our Cube features five cards of each dual color pair and three of each triple color. These cards serve as signposts of the themes and strategies of those colors and we will provide a brief description for each of them.
Our focus is always on drafting with new, powerful cards that keep our cube fresh and exciting.
TOP 5 CARDS FOR EACH GUILD AND WEDGE/SHARD
Rank | Card | Description |
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1 | The Wandering Emperor | Powerful tempo control. Flash lets you play it reactively, exile attackers, make blockers, and gain life. White decks with blue counterspells love this. |
2 | Snapcaster Mage | Spell recursion = value engine. Azorius often runs 10+ instants/sorceries, and Snapcaster turns your graveyard into a second hand. |
3 | Solitude | Premium creature removal with evoke. Works perfectly in low-curve Azorius decks. Free spells win games. |
4 | Counterspell | Core interactive tool. Azorius lives on answering threats cleanly and efficiently, and this is the gold standard. |
5 | Skyclave Apparition | One of the best white interaction creatures. Hits anything non-creature, non-land ≤4 CMC. Azorius midrange or control always wants this. |
Rank | Card | Description |
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1 | The Scarab God | Graveyard recursion engine and finisher. Drains opponents, makes eternalized zombies from any graveyard, and is nearly unkillable. If you're drafting UB, you want this as your top-end. |
2 | Snapcaster Mage | Dimir spell decks thrive on recursion, and Snap keeps your permission, kill spells, or cantrips flowing. Easily a top-tier pick. |
3 | Thoughtseize | One mana to strip their best card and gain perfect information. Dimir wants to play the long game—and this gives you tempo and control from turn one. |
4 | Fatal Push | Dimir’s go-to for cheap removal. Turns on revolt often in a cube with fetches and sac outlets. Kills almost everything early and trades up on mana. |
5 | Orcish Bowmasters | Flash, disruption, board presence, damage, AND synergy with card draw punishers. It fits UB control and UB tempo alike. |
Rank | Card | Description |
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1 | Fable of the Mirror-Breaker | Literally everything Rakdos wants. Ramp, looting, token pressure, and then a copy machine that turns ETB/dies triggers into nightmares. First-pickable in any deck, but especially filthy in Rakdos. |
2 | Orcish Bowmasters | In Rakdos it’s even better: triggers sac outlets, pings planeswalkers, generates fodder, and can be looped or copied with effects like Fable or Reanimate. You get interaction and inevitability for 2 mana. |
3 | Grief | In Rakdos, you’re more likely to have things to pitch and ways to bring it back. Grief + Recurring Nightmare or Animate Dead is filthy, and even fair, it’s disruptive and proactive. |
4 | Kolaghan’s Command | Modal value town. Kill something, make them discard, return a threat, pop a rock—it’s always good, and in Rakdos’s grindy midrange shells, it’s frequently a backbreaker. |
5 | Seasoned Pyromancer | Filters dead cards, refuels your hand, makes bodies—and is a reanimation target. If you’re doing anything midrange-y or graveyard-heavy, this card is a pivot point. Even aggro likes it for the bodies. |
Rank | Card | Description |
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1 | Minsc & Boo, Timeless Heroes | Every part of this is good: you get a 4/4 haste, then either make it bigger or fling it for damage + cards. Gruul loves this for curve-topper pressure and resource grinding. It’s not just good, it’s defining. |
2 | Goldspan Dragon | This card lets you go from 5 mana to 9 in one swing, fueling follow-up plays like Etali, Mawloc, or even Craterhoof if you're going wide. Its raw rate is brutal, but the treasure synergy? |
3 | Questing Druid | You exile cards for a bit of card selection, then get a creature that grows with every noncreature spell. Gruul midrange decks that run a few spells (bolts, ramp, pump) love this guy. Value on both halves. |
4 | Mawloc | It’s everything Gruul wants—removal and threat in one. Early game? Kill a bear and leave a 3/3. Late game? Drop a 6/6 that draws you a card and eats a Titan. Pure flexibility. |
5 | Tireless Tracker | Ramp fetches trigger Clues. Clues trigger draws. Draws make Tracker huge. Gruul loves this grind—especially if paired with recursion. Midrange decks just slam this every time. |
Rank | Card | Description |
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1 | The Wandering Emperor | You get a surprise exile, tokens, counters, and planeswalker loyalty that climbs fast. In Selesnya, where tempo matters and you care about bodies, she’s a removal spell and wincon in one. |
2 | Tireless Tracker | A recurring threat that rewards what green does naturally: playing lands. Tracker makes Clues for value, and each cracked one buffs it. Selesnya decks especially love this when paired with fetch lands, dorks, or blink. It’s both card draw and scaling threat—perfect for grindy midrange or token shells. |
3 | Sigarda, Host of Herons | The classic top-end Selesnya closer. 5/5 flying hexproof from sacrifice? In a world full of edicts and mass sac triggers, she’s a fortress in the sky. Selesnya often overextends with small creatures—Sigarda demands a real answer and survives the attrition game. |
4 | Esika’s Chariot | This card is busted in any color, but in Selesnya it’s extra evil. You’re already making Spirit tokens, Clues, Treasure, maybe even giant beasts. Copying a pumped token or a lifelinker every turn breaks parity. |
5 | Brightglass Gearhulk | A 4-mana 4/4 that tutors up to two low-cost artifacts, creatures, or enchantments—making it a combat-ready value engine that perfectly supports Selesnya’s toolbox and synergy-driven decks. Can even get moxs if you have them. |
Rank | Card | Description |
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1 | Solitude | The ultimate tempo swing. Free exile removal with a body fits Orzhov control and midrange alike. Combine with blink, recursion, or just lean hard into "kill it now" mode. |
2 | Lingering Souls | |
3 | Orcish Bowmasters | Efficient disruption and token generation. In Orzhov, the 1/1 token immediately feeds aristocrat or sacrifice engines, and punishing opponents for drawing is peak cruelty. |
4 | Teysa of the Ghost Council | Delivers value over time—she spits out spirits, buffs them, and rewards flicker/recast loops. She’s a scaling anthem and token engine all in one body. |
5 | Damn | One of the most flexible pieces of removal ever printed. Spot kill for  , or full board wipe for   . Whether you’re behind or ahead, it keeps you in control. |