I had grown fond of many archetypes included in my other cubes, but felt that many of my favorite archetypes (dredge, +1/+1 counters, or "artifacts matter", for instance) were usually presented in a way that diminished a lot of decisions that made the draft and gameplay exciting. As a result, I envisioned an environment that pushed decisions to the maximum and made optimal use of each and every card choice to make for a more interesting and flexible environment. From this premise, the Symbioticube was born.
The Symbioticube's design has one basic premise: a single card should fit into as many different archetypes or themes to justify inclusion. Under this goal, priority is given to cards that strongly support at least two distinct themes. More generally, I aimed to design a list where any two cards, under the correct circumstances, could appear in the same deck. I hoped that this premise would create a challenging design experience that paid off when it came to draft and gameplay, and would result in a cube that fulfilled my desire to tinker ad infinitum while also providing engaging and memorable gameplay. To best exemplify this design challenge, I limited the Symbioticube to 360 cards, with the goal of producing a heavily replayable environment given only a somewhat limited card pool.
Thus far, I think I've managed to emulate this goal to a reasonable degree. Every test draft feels rather unique, I often find myself making unconventional draft picks while testing, and I always end up with an interesting deck, even when I don't have the opportunity to draft an ideal synergy piece. Looking at lists I've managed to draft, I expect that the Symbioticube's gameplay will yield rewarding and interesting experiences, especially given that a good number of the themes and cards I've included are a bit different than what might be found in a more traditional cube.
Ideal decks in the Symbioticube focus on synergy above all else. Focusing on a specific theme or mechanical identity will usually result in a cohesive deck. Due to the very high number of synergistic and overlapping themes, flexible drafters will likely be rewarded over the course of the draft; staying "open" in the draft is likely to be especially beneficial in the Symbioticube. Notably, I think that the Symbioticube might contain a relatively smaller proportion of "signpost" cards that very clearly indicate the presence of a specific deck within the cube. Accumulating synergy over multiple draft picks is the way to go to this end, given that many cards act as interlocking puzzle pieces and may not produce the most obvious interactions.
Decks in the Symbioticube are often have a relatively low mana curve, focusing on ,
, and
cost cards; some decks will top out at
, and running higher-mana cards is often undesirable depending on your draft pool and archetype. It may often be correct to build a deck with 15 or 16 lands, provided you have drafted decent mana fixing.
The following is a list of well-supported themes along with their primary colors. "Hybrid" decks are also frequently possible. Macroarchetypes are not always indicated by tags, but the typical macroarchetypes (aggro, control, and midrange) are all widely supported, although they are more synergy-driven than in some other types of environments.
Cards are tagged to indicate which of the following themes they best accommodate, as well as to highlight important cube mechanics such as removal and card draw. Some tags go beyond the list below; some are the result of possible themes to be implemented in future iterations of the cube, while some are simply there to track card densities toward various goals.
Note that color combinations given in the following section are simply those in which there is strong support for a theme. Drafting a deck with more/different/fewer colors within a given theme is certainly possible, and I'd like to think that given enough effort during a draft, it would be possible to build a deck for any theme in any combination of colors with only a few exceptions.
The following is a very rough list of major themes supported in the cube. Following the list is a theme-by-theme overview of major draftable decks as well as discussion of key cards and variants of each theme.
Mechanical themesArtifacts matter
Sacrifice
Creature combo/persist
Blink
+1/+1 counters
Tokens
Enchantress
Delirium
Discard/cycling/madness
Reanimator
Dredge/self-mill
Spells matter/flashback
Lands/landfall
Lifegain matters
Angels
Humans
Spirits
Faeries
Zombies
Insects
If you want a deeper view into the Symbioticube may wish to peruse the profiles of major themes provided below. A handful of common subarchetypes are discussed for some themes. The profiles below are under construction!
Like most cubes, the Symbioticube contains a handful of build-around cards that encourage you to very specifically tailor your deck around the presence of a given card, therein functioning as "one-card archetypes" in some ways. Many of these build-arounds fall within the bounds of well-supported themes. A few examples of these build-arounds in the Symbioticube are as follows:
There is simply a massive amount of mechanical space associated with artifacts, and this is an especially wide theme in the Symbioticube. Artifacts are greatly emphasized in terms of card density due to their cross-pollination with tokens, delirium, and many other major themes. Drafting "artifacts matter" usually results in a deck that is heavily dependent on the color combination that one selects; most decks end up including , but versions without red are certainly possible. A handful of the many, many possible subarchetypes are provided below.
The Symbioticube's Aristocrats deck is the typical creature sacrifice deck that is found in many cubes. The goal is to play lots of creatures, especially those that are recursive or produce tokens, alongside cards that benefit from you sacrificing your board. This archetype can take on a great many forms, especially in conjunction with other themes. As noted above/below, artifacts themes and creature combo themes often act as variants of this deck.
This is the typical persist combo deck that has been gaining popularity in the last few years. The combo revolves around having a creature with persist such as Kitchen Finks, a sacrifice outlet like Carrion Feeder, and a way to counteract the -1/-1 counter given by persist such as Good-Fortune Unicorn (note that +1/+1 and -1/-1 counters cancel each other out).
Nota bene: Luminous Broodmoth can replace the Good-Fortune Unicorn equivalent, as you can stack persist triggers and the Broodmoth's own ability to "switch" back and forth between the creature returning with a flying counter and a -1/-1 counter.
Blink decks are a classic cube staple, operating under the goal of repeating enters-the-battlefield effects on creatures. I've carefully added versions of blink effects that can target artifacts such as Guardian of Ghirapur to allow for some greater synergy therein (see "Artifact blink" under "Artifacts matter" above).
Purphoros BlinkIn the Symbioticube, delirium is frequently a supporting mechanic that encourages the drafter to more strongly consider the distribution of card types in their pool. However, dedicated delirium decks are indeed possible, especially based in ; these decks are mostly based in Ishkanah, Grafwidow, Traverse the Ulvenwald, and generically useful graveyard-oriented cards. Note that not all cards useful to delirium (both as a deck and as a general theme) actually have the delirium keyword; Occult Epiphany and Atraxa, Grand Unifier are great examples of this.
Reanimator decks in the Symbioticube usually resemble those seen in other cubes, although the Symbioticube focuses on having reanimation targets that cross-pollinate with other themes. There are several varieties of reanimator decks that are possible in the Symbioticube (see "Cool Whip" and "Gifts Reanimator" below and "Artifact sacrifice/reanimation shenanigans" under the various artifacts matters themes), and several other themes often include reanimator packages to end games quickly.
Cool WhipAs commonly seen in other cubes, dredge in the Symbioticube involves filling your graveyard as quickly and efficiently as possible, and playing effects that benefit from having a loaded graveyard. There are three primary forms of dredge seen in the Symbioticube, and a savvy drafter may combine two of these dredge themes into a single deck.
Aggro dredgeTypal themes (formerly tribal themes) revolve around caring about one (or, rarely, a few) creature type(s). In the Symbioticube, a handful of cards act as "glue" that allow typal decks to exist; this is especially necessary given the absence of specific, more-parasitic typal enablers such as Drogskol Captain. These glue cards include:
The following typal themes are seeded into the Symbioticube:
AngelsCritically examine manabase - are checklands such as Glacial Fortress good enough here?
Continue to improve individual card selections