Singleton is broken for gates because having one of each wasn't enough to make the payoff cards worth drafting.
I’ve attempted to balance it between encouraging high synergy decks and having general high value cards for good stuff decks.
Cards like skullclamp, mom, swords to plowshares, reanimate, isochron scepter, and grafted wargear are too powerful.
As a rule I don't like cards that must be killed the turn they come down or they take over the game, cards with hexproof, or cards with protection.
Themes:: Value Spells
: Tempo
: Stompy
: Counters
: Value/Aristocrats
: Burn Spells
: Graveyard/Reanimator
: Aggro/Aristocrats
: Aggro
: Ramp
Sub Themes/Synergy:(Some are more viable than others)Gates
Blink
Ninjas
Goblins
Persist Combo
Squeaky Jiki Combo
Tokens
Dead Cat Combo
Golems
Eternal Control
Basic Lands/Snow
Remove Counters
Tags:
Cards marked as "Too Strong?" have either sparked controversy over their inclusion or have had powerful showings in game.
Cards marked as "Testing" are cards that I have not played enough to come to a conclusion of if they deserve a spot in the cube, whether it be from them being too strong or too weak.
Cards marked as "Pet Card" are cards that probably shouldn't be in the cube but I don't want to cut them because its my cube and I do what I want.
Cards marked as "Parasitic" are cards that support an archetype but don't do anything without support.
Rally The Monastery < Faith's Fetters: Worse removal but does so much more.
Descendant of Storms < Usher of the Fallen: Does the same thing but with counters synergy too.