Tempo Twobert
(175 Card Cube)
Tempo Twobert
Art by Simon DominicArt by Simon Dominic
175 Card Unpowered Vintage Cube15 followersDesigned by OzkanTheFlipRSSQR CodeView in Cube Map
Owned
$790
Buy
$635

THIS CUBE IS UNDER CONSTRUCTION. I'M DOING A REWORK AND THE LIST SHOWN IS PROBABLY INCOMPLETE.

Here are some of the design goals I had when making this cube:

  • The cube will be singleton.
  • Draft formats:
    • 2-players: Winston Draft, 90 cards
    • 4-players: Regular Draft, 5 packs of 9
  • The players will get to play low to the ground, "tempo-driven" magic (whatever that means lol). Tempo is your effective spending of mana compared to your opponent's. If each turn, both players hit all land drops, spend all their mana on a single card, and attack and block evenly, the tempo is even, breaking that parity provides a tempo advantage/disadvantage.
  • Cards will be included to encourage proactively and aggressively gaining a tempo advantage and riding that to a swift victory. This means cheap and aggressive threats and interaction while avoiding grindier cards.
  • This cube aims to throw you into mirror matches where that aggressive tempo-gaining is the game plan of both players.
  • The cube will focus on interactive games that award tight gameplay.
  • The cube will award drafting with a plan.
  • There will be no planeswalkers in this cube.
  • Every other vintage legal card is on the table as a possible include.
  • If a card is not included the reasons could be any of the following:
    • I don't think it's good or efficient enough.
    • It doesn't encourage the kind of proactive tempo-driven gameplay I want for this cube.
    • It's too powerful for the cube.
    • I don't want to buy it.

Some notes on exclusions:

  • Wraths (Wrath of God, Damnation): Primarily "catch up" plays where you simply use the tempo advantage to survive. Compare this to Pyroclasm or Toxic Deluge where you can leverage your 3+ toughness threats to proactively use the tempo advantage to try and end the game.
  • Grindy X for 1s (Uro, Titan of Nature's Wrath): The fact of the matter is that tempo is a part of every game of magic and whether you're playing Aggro, Midrange, or Control, you are trying to leverage it in your own way. Some cards, like Uro, are powerful threat+cardadvantage plays that are obviously helping you to procure a tempo advantage, but ultimately are more encouraging of a durdle style of play. It's actually quite interesting that while durdling is pretty much the opposite strategy I'm encouraging in this cube, both strategies share a lot of the same kinds of cards.
  • Cheating on Mana (Dark Ritual, Tinker): This is more of a preference exclusion, as cheating on mana is one of the most powerful and aggressive tempo plays in magic. Moxen are just a step above the power level I want for this cube and cards like Tinker require playing cards that are completely unplayable outside of being cheated in.
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