MTGA Historic Artisan
(540 Card Cube)
MTGA Historic Artisan
Cube ID
Art by Dan Murayama ScottArt by Dan Murayama Scott
540 Card Historic Cube11 followers
Designed by vizare
Owned
$187
Buy
$224
Purchase
Mana Pool$189.88

This Historic Artisan Cube is designed to be drafted on a third-party site and then played on MTGA. (When I settle on a more permanent list, I will link a draft site with the cube list)

This Cube is an artisan cube which means it consists of only common and uncommon cards. This greatly increase the playability as many players on arena have plentiful wild cards of those rarities but (like me) might lack the necessary rare or mythic wild cards for a regular historic cube. Artisan also makes for a fun drafting experience as you put together synergy-based value as most cards are not super powerful by themselves like how rare and mythic cards can be. That's not to say there isn't powerful cards, on the contrary there are mythic uncommons like "The Eldest Reborn", "Ridgescale Tusker" or "Tatyova, Benthic Biomancer" in Historic that can really take over the game and the cube strives to be as powerful as it can without rare or mythic cards.

Archetypes by guild

  1. Azorius - Fliers
  2. Dimir - Control
  3. Rakdos - Sacrifice
  4. Gruul - Beatdown
  5. Selesnya - Counters (+1/+1)
  6. Orzhov - Life Drain
  7. Izzet - Spell Slinger
  8. Golgari - GY Value
  9. Boros - Midrange
  10. Simic - Draw Value

Azorious Fliers is a straightforward plan. Take the many efficient fliers (especially in blue) and couple that with tempo cards to race your opponents. Cornerstone card "Empyrean Eagle"

Dimir is probably the least thematical color pairing but don't take that to mean weak by any means. Coupling the strong blue tempo Elements with blacks’ efficient removal Dimir is most likely going to slow the game down and look to set up strong advantages in the mid to late game.

Rakdos Sacrifice has been a menace in Standard and Historic in the past and a lot of those decks happen to be commons and uncommons! Yes, Cat Combo is in the Cube "Cauldron Familiar" and "Witch's oven" alongside "Mayhem Devil" is probably the strongest things you can do in the cube; however, sacrifice is very synergy based and you really need those payoffs to make sacrificing your own stuff good.

Gruul beatdown is a classic and is another straightforward strategy. green has by far and away the biggest creatures followed by red in the cube and red has some of the best ways to get them to hit your opponent whether it is red removal or things like "Crash Through" and "Run Amok"

Selesnya is another beatdown plan but does it in a much different way. +1/+1 counters have many uses in the cube from helping incrementally in combat or drawing cards with "Deepwood Denizen" and "Armorcraft Judge" or comboing with "Conclave Mentor" + "Pledge of Unity" or "Ridgescale Tusker" for massive alpha strikes out of nowhere. Just like Rakdos, it has the potential to have very powerful sequences, but the pieces must come together.

Orzhov is similar to Rakdos but less aggressive. It losses its aggressive red cards and replaces them with white's life gaining and token cards. This elongates the game and gives the deck a lot more defense. "Corpse Knight", "Cruel Celebrant", and "Hidden Stockpile" is sometimes a slow methodical engine that your opponents just can’t race against.

Izzet spells is probably the most overused architype by WotC and thus pretty much always has the pieces for strong synergies. there are many spells matter cards that are trying to go wide, go tall, or go to the face with burn and the common denominator is instance and sorceries. stacking cards like "Murmuring Mystic", "Saheeli, Sublime Artificer", Sprite Dragon, or many others gives all your instance and sorceries tons of extra value until you snowball your way to victory.

Golgari graveyard value midrange. Golgari is trying to play greens best creatures with blacks best removal and get card advantage from the graveyard to accrue an insurmountable advantage in the mid game.

Boros go wide aggro. Deck is looking to be cheap and fast while having a sub theme of going wide and pumping the team for game ending alpha strikes. ̶B̶o̶r̶o̶s̶ ̶a̶l̶s̶o̶ ̶h̶a̶s̶ ̶a̶ ̶s̶u̶b̶ ̶t̶h̶e̶m̶e̶ ̶o̶f̶ ̶e̶q̶u̶i̶p̶m̶e̶n̶t̶ ̶t̶o̶ ̶s̶u̶i̶t̶ ̶u̶p̶ ̶y̶o̶u̶r̶ ̶t̶o̶k̶e̶n̶s̶ ̶i̶f̶ ̶y̶o̶u̶r̶ ̶o̶p̶p̶o̶n̶e̶n̶t̶s̶ ̶h̶a̶p̶p̶e̶n̶ ̶t̶o̶ ̶s̶u̶r̶v̶i̶v̶e̶ ̶i̶n̶t̶o̶ ̶t̶h̶e̶ ̶m̶i̶d̶ ̶g̶a̶m̶e̶.̶ ̶ jk equipment is tough to make work and has been mostly cut from the cube. Just go wide and destroy your opponent...

Simic ramp is try to leverage blue disruption with mana acceleration to pump out bigger and stronger spells faster then your opponent and take over the game. Simic ramp has distinct pieces for its game plan and the order in which they are deployed is important. if the pieces all lineup the game plan is simple but if they don't the game can become more like a puzzle as you try to maneuver your disruption and creatures to stay alive as you try to find those big value plays to drown you opponent in card and mana advantage.

There are also tribal sub themes and many small value engines littered into the cube that can be strong when the pieces come together.

updated through "Murders at Karlov Manor" (MKM)

Things to note:

  1. There are 4 sets of tapped dual lands, the 5 Thriving lands, 5 trilands, and many more utility lands
  2. There are currently 4 Planes walkers.
  3. Mana Fixing outside of the lands are Cultivate, Bushwhack, Stonework Packbeast, Skittering Surveyor, Prophetic Prism, Alloy Myr, and Coldsteel Heart, Burnished Heart, Bronze Walrus, Scampering Surveyor, and utopia Sprawl.
  4. Tricks, counters, and flash creatures
    Built to smash, Snakeskin veil, Vastwood Fortification, Gods Willing, Charge, Giants Growth, Reprieve, take it Back, Censor, Essence scatter, Jwari disruption, Neutralize, Exclude, Spectral Sailor, Merfolk Trickster, Frilled Mystic, Zephyr Sentinel, Temur Battle Rage, Accident-Prone Apprentice, Paths of Tuinvale
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