(updated 12:18 October 9th)
Welcome to Innistrad! This is a cube that is rooted in its planar based sets (Innistrad, Dark Ascension, Avacyn Restored, Shadows
over Innistrad, and Eldritch Moon) plus some flavorfully appropriate inserts (i.e. Vindicate with Sorin Markov in it's art and the
Cecani siblings from the commander printing). Innistrad's story is a collection of horror tropes that are monstrous, suspenseful,
and cosmic in nature. The goal of this cube is to capture the essence of that story telling through game play.
The human's on this plane are in constant peril, trying their best to avoid Innistrad's many scary denizens (although there are
some humans who are just as wicked and to be feared). This cube is flush with the five main "tribes" of the plane, with each color
having at least ten of creature types that are relevant to the allied color pairs: humans, spirits, zombies, vampires, and
werewolves. Even blue has a competing creature count compared to the other four colors in this cube. Combat is the name of the
game here.
Payoffs exist for building a deck within these tribes but your success is not contingent on forcing these strategies. My mindset
in this production is akin to drafting similarly to any standard set: build your army of creatures and have solid removal (which
can be the creatures themselves too).
Tribal Archetypes
Vampires: Black and red aggressive creatures that are low in the curve. This group supports madness the most with discard outlets
and some of its creatures to be cast with madness. There is also a decent amount of flashback spells that can go straight to the
opponent or muck up the battlefield to ensure victory. The "slith ability" is also present, and when done right these fiends will
grow and get out of hand sooner than later.
Zombies: focused in blue and black. There is no formal strategy except amassing an undead horde. Grow the Endless Ranks of the
Dead and slowly but surely overwhelm the board. Blue does provide self mill to help make your Diregraf Colossus and Unbreathing
Horde more powerful, and also create opportunity for the Havengul Runebinder to keep this rank and file growing.
Spirits: blue and white skies. A fairly traditional archetype seen in many formats, battle tested tried and true. Fly high. Lots
of 1/1 white spirit production to be had here to go wide. A good handful of effects that freeze your opponents defense to let you
live another afterlife. Interestingly there is some cross suport where humans create spirits and a spirit in the yard will help
empower your humans.
Werewolves: definitely the fan favorite given it's marque mechanic of transform, red and green wants to play it's creatures early
and then wait it out for a Full Moon's Rise. This tribe gets additional buffs through Howlpack Resurgence and Immerwolf to keep
that aggression up even at daybreak. And Huntmaster of the Fells. Why would you not want to play that? :-)
Humans: sorry guys, you get to be food! Humans are spread throughout all five colors; green and white's only two gold cards
(Sigarda, Heron's Grace and Heron's Grace Champion) do their best to make a formidable last stand. Champion of the Parish and
Thalia's Lieutenant are your build arounds, Slayer of the Wicked and Elite Vanguard hold the line against the other nasties. And
some of the humans turn into werewolves which...normally that would be a concern but if they're not killing you, they can kill
your opponent! So yay!
Other Archetypes.
Like most fantasy games, there are side quests. There was no mission to support these directly; it mostly just occured out of
happenstance... with one exception
Black/Green Spider Spawning! Delirium is the name of the game in this color pair. Black provides opportunity to fill the yard with
Ransack the Lab, Falkenrath Torturer, and multiple discard outlets; Green mulches away the library. Spider Spawning and Ishkanah
are your prime game pieces in this strategy to reap what's sown in this cadaverous bloom* (*Cadaverous Bloom is not included in
this cube)
Red/White aggro. Between the two colors there are 9 one-drops and 13 two-drops. Burning Oil and Rally the Peasants are the instant
speed tricks that can make this go wide strategy really punch. And Nahiri...she's just good. You won't likely use her ultimate but
one can dream...of The Promised End.
Green/Blue. May favorite color pair; It's got nothing. There are more investigations in these two colors but virtually no game
ending pay off. You can copy the best threat with Altered Ego I guess?
White/Black. Token making (Sorin, Lingering Souls) and best removal in the game, Vindicate! Falkenrath Noble and Blood Artist are
likely going to be popular picks going into this lane.
Blue/Red. Like green/blue, there isn't a coherent theme designed here. There's only three creatures with prowess in this cube. One
fellow did draft an impressive counter burn deck prior to the Rona outbreak well playing this.
Notable spells from Innistrad but not from Innistrad sets ;-)
Vindicate (Eternal Masters): depicting Sorin laying waste to one of his subjects, this seemed like a great opportunity to include
one of Magic's strongest removal spells in history.
Entomb (Eternal Masters): "I'll return once you've ripened" - Ghoulcaller Gisa. What an appropriate card to have been reskinned
into the plane of Innistrad. An opportunity to get the flashback spell you need, add to one's delirium, or add some reanimation
fuel.
Stitcher Geralf and Ghoulcaller Gisa (Commander 2014): the often quoted Cecani siblings make an appearance here. both are 3/4
creatures for 3XX. The toughness makes them a bit formidable for most removal. Their true calling is apparent in their abilities
to grow the undead ranks. Where Gisa can turn your 2/2 into two 2/2 zombies, Geralf does symmetrical mill for three with
possibility of creating a larger than usual monstrosity.
Ransack the Lab (Modern Horizons): "I think someone is stealing from my laboratory. It had better not be you!" Geralf, letter to
Gisa. A sweet card in black, it gets the best card from the top three of your library and fills the yard with fodder. I'm a strong
fan of this addition.
Reprobation (Modern Horizons): "There was a time all craven beasts cowered before Avacyn's divine might" Not quite a pacifism, but
a means of shutting down the strongest threat and making creature type null and void.
New Blood (Commander 2017): "Now isn't that better?" - Olivia Voldaren
Flavor win with a great control magic-like ability for black. Replacing Increasing Ambition. Hope this will do work!
I hope you appreciate this breakdown. Will attempt to update as the cube changes :-) Cheers!