The Innistrad Remastered Cube

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Art by Andreas RochaArt by Andreas Rocha

540 Card Set Cube

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Please note, this is the 540 card version of my original Innistrad Remastered Cube,and the only one I will be updating moving forward. If you would like to see what the cube looked like pre-Midnight Hunt/Crimson Vow, you can check it out here

Also, feel free to check in on Twitter, as I post regular updates about all things cube there, as well as daily P1P1s. It's also the best place to shoot me a comment or question if you have one!

This cube is meant to pay homage to the theme and game play of the Innistrad Blocks, while also having its own unique feel and play style. Any card that is themed on Innistrad is eligible for inclusion, even if not originally available in a standard legal set.

The cube is designed as a two color format, with mono and three color decks being possible, but infrequent.

Each two color pair has a draftable archetype, and are split between Ally Color Creature Types, and Enemy Color Themes:


Ally Colors


w-u Spirits w-u

Take to the skies with a myriad of supernatural Spirits!

The Spirits deck is your typical U/W fliers deck, but with the added benefit of trickiness and graveyard-based value that only those pesky little geists can provide! Keep the ground covered with spells like Beloved Beggar, Covetous Castaway, and Drogskol Shieldmate, while fliers like Shacklegeist, Rattlechains, and Spectral Shepherd chip away in the air and keep your opponents guessing what your next move will be.

That's not all though! Get extra value from your Spirits thanks to Disturb. Cards like Dennick, Pious Apprentice and Faithbound Judge allow you to play them as creatures or auras later game whenever you need to call upon them again, making sure you never run out of spells to cast!

When drafting Spirits, do you best to pick cards that will commit to the board while keeping your opponents off balance. Before they know it, you'll overwhelm them with your tricks and ghastly forces, stealing their last gasp with an unnatural chill.


u-b Zombies u-b

Unleash an undead horde upon your helpless opponents!

What Zombies lack in brain, they make up with in brawn...And Endless hunger. Leverage the graveyard with tools like Organ Hoarder, Crawl from the Cellar, and Prized Amalgam. Chew through your expendable creatures like Gravecrawler and Relentless Dead with spells like Wilhelt, the Rotcleaver, Eaten Alive, and Overcharged Amalgam to take full advantage of your decaying cadre.

The name of the game with The Zombies deck is nigh-endless recursion. Ship your dead off early, and bring them back later; it's not like they have any say in the matter. Send your opponents to an early grave, or bring on your own Zombie Apocalypse and become your opponent's worst nightmare!


b-r Vampires b-r

Draw your foes in close with feigned regality before you pursue them with bloodthirsty resolve!

Vampires are one of the most aggressive decks that can be drafted. Early game plays like Stromkirk Noble, Asylum Visitor, and Bloodtithe Harvester are plentiful, allowing you can come down early and draw first blood. Keep up the pace by leveraging with efficient removal like Neonate's Rush and Infernal Grasp, keeping your opponent's off balance and their blood flowing. There are plenty of tools to help you keep on the heels of your prey as well, from Vampires' Vengeance and Markov Baron, to Florian, Voldaren Scion himself!

The Vampires deck wants to come out fast and overwhelm opponents within the first few turns before they have any chance to defend themselves. Make sure you draw first blood, and drink deeply!


r-g Werewolves r-g

Pursue your prey with primal vigor as they run in terror!

Werewolves is the true midrange deck of the cube. They want to establish an early board presence with threats like Kessig Forgemaster, Mayor of Avabruck, and Tovolar, Dire Overlord before vrute forcing their way through the midgame thanks to cards like Instigator Gang, Ulrich of the Krallenhorde, and Tovolar's Huntmaster.

The Werewolf deck wants to shed their human guise for that of a beast as often as possible and best opponents with sheer size. It is important to leverage activated abilities from cards like Ill-Tempered Loner and Hound Tamer as well spells with Flash like Pack Guardian and Nightpack Ambusher in order to manipulate how and when your Werewolves will transform.

Gather your pack and begin your hunt. Once your kin are assembled, you will easily run tear through any meager your resistance your opponents may try and cobble together.


g-w Humans g-w

Hold the line, and join forces to combat the encroaching evil!

Humans are aggressive, and powerful in numbers. They can come down early, swarm the board, and modify their power, allowing them to beat back whatever threats your opponents have. Champion of the Parish, Thalia's Lieutenant, and Hamlet Captain pressure opponents early and can transition into the mid-to-late game splendidly. Katilda, Dawnhart Prime, Increasing Devotion, and Odric, Lunarch Marshal on the other hand allow you to finish off games quickly and decisively.

The Humans deck is a mix between Aggro and Midrange seeking to go wide with small threats that it can modify throughout the course of the game. Thanks to the help of effects like Travel Preparations and Torens, Fist of the Angels, the Humans deck can pivot between the early and mid game, all the while keeping the pressure on.

Swell the power of your ever-growing community, and the beat back the looming darkness!


Enemy Colors


b-w Aristocrats b-w

Build a board of expendable pawns, and utilize them in whatever way you deem fit!

Use your early turns to build out a board of cheap, and disposable creatures, ranging from the likes of Butcher Ghoul and Doomed Traveller, to token makers like Thraben Doomsayer and Sorin, Lord of Innistrad. With these hapless fodder we can fuel effects like Extricator of Sin, Rite of Oblivion, and Voldaren Pariah and overtake any opponent.

The Aristocrats deck wants to move at its own pace. It is able to slowly overwhelm opponents with a combination of spells like Lingering Souls and Intangible Virtue, or drag out a game in order to slowly bleed an opponent out with cards like Blood Artist and Vermin Gorger.

This deck gives you complete control over life and death, sacrificing creatures on a whim and bleeding your enemies dry!


b-g Value b-g

Utilize the most potent cards available as you bury your opponents in insurmountable value!

This is one of the slower decks in the cube, straddling the line between midrange and control. With flexible removal like Parasitic Grasp and Bloodline Culling that's backed up with powerful creatures like Briarbridge Tracker and Consuming Blob, the Value deck can drag out games nice and long while the opponent runs out of resources. Death and the graveyard plays an important role in the value deck as well, thanks to spells like Spider Spawning and Blood Fountain.

While most other decks in the cube are synergy-based, the Value deck prides itself on power and efficiency. Cards for this deck range from card advantage engines like Morbid Opportunist and Tireless Tracker, and when combined alongside threats like Cemetery Desecrator and Tolovar's Huntmaster, your opponents will be crushed under the weight of your ever-present advantage.

Command the board and leave your enemies broken behind you as you outpace them every step of the way and grind them into dust!


u-g Self-Mill u-g

Thin you library, and your sanity, as you dump both into the graveyard for unrivaled gain!

The graveyard is a valuable resource for this deck, and spells like Mulch, Otherworldly Gaze, and Armored Skaab are its bread and butter spells. The goal in the early game is to set one's self up to outvalue opponents in the mid and late game. This is thanks to a plethora of graveyard-based cards, like Increasing Savagery, Covetous Castaway, and Vilespawn Spider.

The Self-Mill deck is a slow, grindy deck which wants to drag games long, and outpace opponents with copious amounts of card advantage. With game-enders like Kessig Cagebreakers, Laboratory Maniac, and Slogurk the Overslime, it can turn its slow, plodding game plan into a real threat, able to apply pressure in the late game.

Sanity is a small price to pay for endless value, wouldn't you agree?


r-u Spells r-u

Stupefy your foes with a slew of scheming spells!

Spells is one of the most flexible archetypes in the cube. It is able to skew towards a more aggressive/tempo style by utilizing cards like Thing in the Ice, Play With Fire, and Thermo Alchemist, or a more controlling build thanks to cards like Hard Evidence, Burn Down the House, and Hullbreaker Horror.

Regardless of the build, there are plenty of cards that the different variations of the Spells deck have in common. Think Twice, Smoldering Egg, Flame-Blessed Bolt, and Geistlight Snare are fantastic options for any Spells deck, regardless of its game plan. The key to drafting the Spells deck is finding your lane, and determining which style of deck is most open to you.

Who need an abundance of creatures when you can outplay and outwit opponents with the cards in your hand alone?


w-r Aggro w-r

Forget barring the gates! Break them down with fervor and zeal as you rout your opponents with speed and efficiency!

Hated enemies come together in the Aggro deck as you pick and choose the best white and red cards to add to your cause. Thalia, Guardian of Thraben and Fervent Cathar join forces with Welcoming Vampire and Instigator Gang to brutally tear down opposing life totals.

The Aggro deck is all about getting the job done and getting it done fast. With spells like Rally the Peasants, Brimstone Volley, and Stolen Vitality, your cheap creatures will quickly overcome whatever obstacles cross their paths.

Put grudges aside, select your targets, and slay them swiftly and without mercy!


Sub-Archetypes


bb-ub-rb-wb-g Griselbrand Reanimator b-gb-wb-rb-ub

The Griselbrand Reanimator deck is the honorary 11th supported archetype of the cube.

The goal with this deck is to take the best graveyard shenanigans from each color, and combine them to create a smooth, self-churning machine that will help you bring back massive monsters like Hullbreaker Horror, Somberwald Beastmaster or the titular Griselbrand.

Cards like Faithless Looting, Tracker's Instincts, and Stitcher's Supplier help fill up the yard, while mana dorks like Deranged Assistant and Reclusive Taxidermist help transition you to the late game. Finally, there are plenty of ways to cheat out your threats, like Dread Return and Howlpack Piper.

Grab your color fixing and strap in for a wild ride if you P1P1 Griselbrand of any of his friends. Ramp and Reanimate is the name of the game!


ur U/R/X Spells gb

Feeling truly mad? Are red and blue not providing enough...Inspiration? Well, worry not, feel free to as many colors as your delirium dictates!

Unlike with Sultai Graveyard, there is only one way into a multicolor Spells deck: through U/R Spells! A deck like this will be heavy U/R, with a light splash of either green and/or black for a bit of spice. Green provides powerhouses such as Huntmaster of the Fells and Nightpack Ambusher, both of who can take full advantage of all the instants the deck plays. Meanwhile, black provides excellent interaction for the deck, bringing removal like The Meathook Massacre and Bleed Dry to the table.

Once you've decided to follow your scientific pursuits, do not relent! Cobble together whatever bits of inspiration you need! Perfection is found through ideas, iterations and pain. Plenty of plain. Hopefully your opponent's!


ubg Sultai Graveyard gbu

Looking to overwhelm your opponents with a bottomless charnel pit of value? If so, Sultai is the deck for you!

There are two routes into the Sultai Graveyard deck: U/G Self Mill, splashing cards like Spider Spawning or The Gitrog Monster, or G/B Value, splashing cards like Laboratory Maniac or Havengul Lich.

Regardless of how you make it there, Sultai Graveyard takes the card advantage monstrosity that is Self Mill, and the inevitable beast that is Value, and mashed them together into an unholy abomination that dominates the mid-to-late game. If you have any questions about how either the U/G Self Mill or B/G Value deck functions, please refer to their sections above.

Stock up on fixing, and fill up your graveyard! Your opponents will be helpless to stop the ever growing advantage that will soon over take them. You are inevitable.


r Mono Red r

Mono red is as simple as they come. Hit 'em hard, and hit 'em fast!

Humans? Vampires? Werewolves? Who cares! All are welcome beneath your banner as you attempt to push damage through and end the game as fast as possible. Leverage early creatures, like Voldaren Stinger and Cemetery Gatekeeper, burn spells that can double as damage and removal like Incendiary Flow and Brimstone Volley, and end the game with aggressive threats like Hellrider and Volatile Arsonist.

Mono red is rare, and won't always be available at every table, but when it is, it can out pace most two color aggro decks. Keep an eye out and stay alert to see how available red is when drafting!

Light up the night with fire and flames as you aggress your opponents and subdue them with uncanny speed!


g Mono Green Stompy g

Wait...What is that stomping in the distance...? And why is is getting closer??

Mono green is another aggressive deck baked into the cube. Like mono red, it cares little for synergy, and gets by on the pure power and efficiency of its cards. Using ramp creatures like Avacyn's Pilgrim and Scorned Villager you can power out massive game changers like Wolfir Silverheart, Revenge of the Hunted, or even Craterhoof Behemoth!

While it won't be the most commonly drafted deck, mono green is able to leverage powerful creatures and spells to stay ahead of opponent's boards and pressure life totals.

Stalk the woods and hunt opponents with your wild brethren as you take down anyone foolish enough to trespass in your territory!


Mainboard Changelist
+1, -1

Just a quick tweak that I realized I forgot about on the last go-around.

I've come to the conclusion that mass graveyard hate is much too punishing. It's important to have some ways to interact with the graveyard (and I may add a couple more), but nuking the entire yard is way too much.

As such I'm reverting the Disciple of Perdition change and bringing back Novice Occultist. :)