Rise of the Eldrazi - Custom Remix
Play Rise of the Eldrazi, with a custom twist! Play Rise of the Eldrazi draft alongside 34 brand new custom cards!
In the cube list you'll see highlighted cards. All of them aren't the card listed, but instead are the new card shown as an image.
Cube Philosophy
I wanted to build a RotE set cube, but found single-set cube building to be a bit too restrictive. I thought designing a handful of new cards would give me the opportunity to deepen some of the draft archetypes available. For the most part, I'm not trying to power creep the set with these new cards, and I want them to read and feel like they could be lost cards from RotE.
Archetypes
RotE predated "signpost uncommons", and I thought it could be fun to add a cycle of them to this Remix. Like original RotE, I'm not trying to build a straightforward and easy to draft environment. Instead, these gold cards are a mix of linear strategies and oddball includes. Here are some of the ideas I had in mind when designing both the new monocolor cards and the new gold cards:

"Levelers" and "Big Team" Levelers were a loud theme for WU in RotE and I've got more of that too. Also added are some more support for "big team" stuff, like the original card Shared Discovery.

"Brutal Levelers" No strong theme original set, I've increased black's participation in leveler payoffs, as there were already several black levelers cards in the set. The black twist comes from a more brutal approach to getting level counters.

"Spawn Sacrifice" Managing your herd of Spawn was already fun in RotE, and I've mixed in some new tools for that deck.

"Spawn Ramp" and "Defenders" Two strategies already existing in RotE, now with more options.

"Umbras" Another theme that was popular in RotE, I've just added a bit of extra support. Umbras are one of the ways to get big enough early on to punch through the naturally defensive creatures in the set.

"Levelers" and "Lifegain" Lifegain is currently very niche in the cube, though I'm looking to see how to develop it further.

"Spawn Ramp" Black brings a lot of reasons to sacrifice Spawn as well as ways to recur Drones, to make more Spawn.

"Aura Recursion" RotE has naturally high depth for UG, and by recycling and swapping umbras you can keep any assorted creatures alive for a long time.

"Kiln Fiend" and "Spell Recursion" Kiln Fiend can be made unblockable or hard to block through many methods, and then pumped to high power. I also enjoy the Surreal Memoir decks, which combo well with rebound.

"Defender" Crush people with Warmonger's Chariot and Vent Sentinel, alongside some new cards.
Cube Numbers Breakdown
- 276 Commons, most commons appear 3 times, with a couple appearing 6 times. There are 17 commons per color and 5 colorless commons.
- 144 Uncommons, each uncommon appears 2 times. There are 10 uncommons per color, 10 gold uncommons, and 12 colorless uncommons.
- 30 rares/mythics, enough for one per pack. Each color has 5, and there are 5 colorless.
- 14 cards per pack, to get a little closer to the feel of drafting an old set. The juiced nature of a set cube means there should generally be enough playables.
Feedback
If you test draft the cube, I appreciate comments saved with the draft! You can also find me on the Beacon of Creation Discord, a podcast and community about custom Magic design.