πͺ Welcome to THE FAIR CUBE! πͺ
450 Cards . Fair Stuff . Est. 2020 . Last Updated: Modern Horizons 2
A Tier-2 environment that aims to produce 'fair', synergy-driven games of Magic.
This cube is a starting point that will generally be updated as time goes on and when I have more money π² at some point.
KEY INFO
β FAIR MANA β Mana rocks are in short supply. Only Green has ramp, and it's tame.
β COMBO-FREE β Games go longer, and are focused on the board.
β» SYNERGY FOCUSED β Clear draft archetypes, but goodstuff is always an option.
π§ββοΈ VERY FEW PLANESWALKERS β Games are won with creatures mainly.
β WEAKER 1-DROPS β Slower aggro, so decks have more time to develop.
β° NOT MANY βUSUAL SUSPECTSβ β Contains fewer of the commonly cubed cards.
ARCHETYPES
FLICKER MIDRANGE
Harvest that sweet ETB value by using blink, copy, bounce and recursion engines.
TRADITIONAL CONTROL
Kill all their creatures, pull ahead with draw and countermagic, then end it with your finisher.
DISRUPTIVE AGGRO
Rush in with the cube's fastest aggro clock, backed up by hand disruption. Warriors!
FIRES STOMPY
Stomp them to a pulp with high-power beaters and haste enablers. Burn for extra reach!
GRO-WIDE MIDRANGE
Curve out and stack anthems. Then wade in. Many +1/+1 counter payoffs.
SAC-FOR-VALUE MIDRANGE
Bleed them dry with recurring creatures, drainers and sac outlets.
SPELLSLINGER AGGRO
Profit from prowess and spell triggers to out-race or out-value your enemy.
GRAVEYARD MATTERS MIDRANGE
Grind them down with graveyard-powered threats and recursion.
TOKEN AGGRO
Dump a handful of tokens, followed by an anthem. Then turn 'em sideways.
FLASH MIDRANGE
Make instant-speed tempo plays, with flash creatures, bounce effects and counterspells.
GO-CRAZY RAMP
Combine non-creature ramp / fixing with earthquakes, then power out endgame haymakers.
Thanks for taking a look π . Feel free to give it a draft here on Cube Cobra.