Swain (archaic) - noun - a country youth
Cube PhilosophySimply put, this cube contains strong enablers with weak payoffs. Specifically, I do not like single cards or two card combos that win on the spot. Taking my vibes from the peak of Pauper gameplay, I enjoy the feeling of using powerful enablers without the game-ending results. See Tinker, for example. The best overall artifact to search for is probably Meteor Golem; however, Tinker card becomes much more of an interesting toolbox without a massive unanswerable threat to find.
Expanding on these ideas, I want value-oriented synergistic games with possibilities for big swings from power outliers. However, those outliers should be symmetrical/unhelpful without other deck-building restrictions. The power level overall is at or below a masters level set. While cubing at this power level tends towards midrange, I strive to make sure distinct flavors of aggro, control, and combo are all possible to draft.
Since this cube is mostly drafted by novice players, I have made multiple concessions to that end. The number of unexplained keywords is kept to a minimum (see the list at the bottom of this description). Cards should be straightforward, understandable, and not include extraneous text (for example, no cards with the "Partner" keyword). Cards that have a set specific mechanic should have little else (e.g. Gurmag Angler with regards to delve). Planeswalkers are, of course, not allowed.
This cube was originally built to support 4 drafters, expanded to 6, then expanded again to a full 8. I am always happy and grateful for people to try out a draft in the playtest tab and give me feedback!
Main ThemesGold cards should give good indications for these archetypes. There should be splashes of these archetypes in the other colors as well.
FlickerBelow are a list of keywords that appear but are not explicitly defined on various cards.
Big GW archetype shift, makes it more synergistic with the other archetypes