Counters of Monte Cristo
(450 Card Cube)
Counters of Monte Cristo
Cube ID
Art by Wayne ReynoldsArt by Wayne Reynolds
450 Card Cube37 followers
Designed by DomriKade
Owned
$529
Buy
$284
Purchase
Mana Pool$413.33
Overview

Instead of focusing on many different kinds of counters, this cube celebrates +1/+1 counters for creatures and charge counters for artifacts. In this way, rather than being guided by archetypes, this creature-centric environment drives players to emergent synergies across colors and card types.

As a perennial fan of +1/+1 counters, I'm thrilled to share one of my favorite ways to play. This has been a labor of love over many years and I hope you discover something novel while exploring it!


Design Restrictions and Setup

As noted, this cube champions +1/+1 counters and charge counters. Critically, there are no -1/-1 counters, no poison counters, and no keyword counters. There are a few oddballs, but in general the goal is that players should know what impacts power and what doesn't. This environment already trends toward higher board complexity and I value game states that are easier to parse at a glance. I've chosen to avoid silver-bordered cards and playtest cards as well.

This 450-card singleton cube works well in a standard draft setup (8 players, 3 15-card packs) but also shines in two- and four-player drafts because of the flexible synergies across cards. Additionally, 450 allows the cube to stretch up to 10 players.


Gameplay and Goals

I'm aiming for board-based, interactive matches that utilize counters in fun ways. The format is slightly faster than it may appear at first glance, meaning that more value-oriented decks will have to have shore up early games to avoid getting run over. There are a few combos buried in the works too but they all require some deckbuilding conceit and none of them immediately win the game. Most often, the path to victory will be found through creatures, timely combat tricks, and removal... though some drafters prefer a well-charged Darksteel Reactor.

While there are individually powerful cards, I hope players find the most satisfaction in surprise synergies. My goal for each draft is that players enjoy themselves in a way that they haven't before.

CubeCon notes possibly forthcoming - the cube was only drafted one time during the main event so not a lot of actionable data. It got drafted twice more afterward and those players were very helpful with feedback and recommendations (I know, Inti, Seneschal of the Sun has to go, just looking for a good swap). I'm generally pleased with where things are so no major overhauls for now!

Foundations and its Jumpstart pairing were quite kind to Counters Cube. There were a few unique counter types but they mostly stuck to +1/+1 counters which was perfect here.

A few card-specific notes for posterity:

  • Urdnan, Dromoka Warrior is my favorite add this time around. Bond Beetle start, single target on an aggressive ability, I'm stoked to get this on board. Sunhome Stalwart is generally a fine card, just not particularly interesting here and I'm hoping Urdnan will push toward a similar effect that isn't so punishing on defense.
  • Neither Ashnod's Transmogrant nor Ravenous Amulet are particularly exciting, but I've never seen the Transmogrant on a table, you can't get a good printing with accurate text, and Ravenous amulet may have some interesting lines, so it's worth a check even with the odd 'soul counters.'
  • Savage Gorger is just a worse Stromkirk Bloodthief, so interested to try the switch to Evereth, Viceroy of Plunder. It might prove too much with the built-in fling but I'm keen to test it. Just hoping the price comes down from their ambitious prerelease numbers (>$30 at time of writing).
  • Inspiring Paladin is perfect, slam dunk here.
  • Joust Through is a card I've wanted for ages. Shockingly, we've not had this effect at this MV without exile and Elspeth's Smite unnecessarily punished death effects, particularly modular cards. Thrilled for this change.
  • Alesha, Who Laughs at Fate may prove to be too much, but Grenzo, Dungeon Warden has been broadly panned by my players and I'm open to trying a new spicy aggro card.
  • Razzle-Dazzler has been consistently underwhelming. It's tough to 'do the thing' in a flow that makes sense. Gilded Scuttler seems fun and defensive/tempo-y so I'm pleased to give it a go.
  • While Ruins Recluse is at a better spot on the anti-fliers curve, Treetop Snarespinner is a true wall and has the added upside of sharing counters around the rest of the team. We'll see if the theory bears out, but I'm hopeful.
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