Pink Sleeves strives for an exciting, inviting experience, even if it's the only way you play Magic.
Play with iconic cards, efficient interaction, plentiful fixing, and inviting build-arounds, with minimal barrier to entry.
more info at untap.ca
Draft reports at zoydraft.tumblr.com
This list is intended to orient new drafters to some strategies available in the cube. It is not exhaustive. Many strategies cross-pollinate, spill into other colours, and can be built multiple ways.
Temporarily exile cards to re-trigger enters the battlefield effects
Discard creatures into your graveyard, then bring them back to life for cheaper than you could cast them
Sacrifice your own creatures (especially if you can get them back!) to get death triggers
Attack with creatures! That's the game plan.
Keep bringing your little friends back
Dump lands into your graveyard for value
Draw more cards + spend more mana = win more games
Cast non-creature spells to trigger abilities
Folks supporting each other and building each other up
Companion allows you to choose one creature outside your deck as a companion if the restriction on the card is met. You may pay to put it into you hand once during the game any time you could cast a sorcery.
Cards that say "CARDNAME" are referring to themselves
Cogwork Librarians are available if everyone wants to start with one (recommended).
2 or 3 Drafters6 packs of 15
Pick 1, pass
Pick 2, discard 2, pass
Pick 2, discard 2, pass
Pick 2, discard 4
5 packs of 15
Discard the last 7 cards of each pack
4 packs of 15
Discard the last 4 cards of each pack
Team draft recommended for 6 players
7 or 8 Drafters3 packs of 15
9 Drafters3 packs of 14
(just add 3 cards it doesn't matter that much what they are)
3 packs of 12
The main motivation for these instructions is to keep the ratio of cards picked to cards seen relatively consistent
Cards that were in the list, but were cut because players hated them
Initially assembled Autumn 2019 from draft chaff (GRN through ELD) as a way to host drafts without buying packs. Then COVID happened and cube became my main hobby...
VisionMy design choices are guided by two questions:
What if this is the only way I get to play Magic?
What if this is the only way my friends play Magic?
The first question speaks to a kind of completeness: how can I include as much of what I love about this game as possible? How do I keep it fresh and interesting draft after draft?
The second adds in a greater need for accessibility: how can I lower the barriers to entry as much as possible? If I assume someone knows how to play the game, but won't know all the cards, how do I create the best possible experience for them?
Gameplay & Power LevelI'm striving for a Spikey Jenny environment: efficient spells, but with room for cute synergies to shine.
The play group includes less enfranchised players (including me, tbh), and I want to design a good experience for them. On top of that, designing for accessibility tends to benefit all players, even if it narrows the design space. The main accessibility trap in cube design I see is hidden information that hasn't been purposefully designed in. That is: not knowing what's in your opponents' hand is fun and important to Magic, not knowing what a card does is not. Some specific examples:
Date | Compare | Notes |
---|---|---|
October 2020 | to January 2023 or to current | Early version, which experienced a bug |
January 2023 | to July 2024 or to current | Last version with extensive use of Ninjustu and Adventure |
July 2024 | to current | Last version prior to aggressive move toward atomic effects |
I drafted a deck in that I've never seen come together before, and it was so fun to have that happen! Esper Token Control with Lurrus
Draft notes and deck pics: zoydraft.tumblr.com/post/783371606796926976/pink-sleeves-may-9-2025