To Synergy and Beyond
(480 Card Cube)
To Synergy and Beyond
Art by Dmitry BurmakArt by Dmitry Burmak
480 Card Peasant Vintage Cube28 followers
Designed by Purtagio
Mottos:

"Break it till you make it"

"Cutthroat synergy"

"Kill before you get killed"

"Enter the Infinite Paths of Synergy"

wubrg

Play & Draft Style

Let go of what you think is the reality of Peasant plays and begin to dream bigger. Mix and match dozens of packages of synergy to go from pile of cards to a well oiled engine of a deck: be it a hand full of elves and other dorks channeling out massive amounts of mana, dozens of little Affinity cogs scuttling around, hundreds of creatures storming from the stack, thousands of pests being swallowed to feed the machine - or several of those at once! Just be aware: if the engine stutters, prepare to get steamrolled. So plan ahead carefully!
When you enter this jungle of paths, don't look for lanes and signposts in a given color combination - each has 2-4 themes and themes spread across 3-4 colors, just go with the flow of what powers up your dream of infinite possibilities!

Draft

Each player starts with a Cogwork Librarian in the draft pool.
Packs per player:
4x13 = 416 (~90% drafted)

Main Axes of Synergy

Enter the battlefield matters

wurg

Untapping stuff

wug

Mana Generation and Sinks

urg

Death matters

wbrg

Power bursts

wbrg

Artifacts

wubr

Go wide

wbrg

Creature/Value Storm

urg

Other Death Loops

wr

Even More Other Death Loops

wr

Other Equipment Shenanigans

u

Rules of Engagement 1. Danger Zone - No durdle. Just Cutthroat Synergy!

Threaten the kill by turn 6 or be killed by that time - even trough interaction. You can't expect to live longer

2. Think of Axes of Synergy and packages of enablers/payoffs and thus drafting a deck - not about (colored) archetypes!

This is not a 2-color format. No hard 2-color archetypes, but rather generally playable multi purpose cards, that also fit into strong synergies. Many micro "combo" archetypes opening up when adding 1-2 extra cards from a third color. 2.5 color decks are often a must for combos to be sufficiently supported!
Decks NOT SUPPORTED although it might seem so:

  • Tribal decks
  • Reanimator
  • slow self mill
3. Removal is a Speed Bump - It won't save you!

There is premium cheap, powerful removal, but it is not enough to interrupt the long game of your opponent. It is there so there is something to worry about and not go all in, but if you can't finish the game in a timely manner the opponent will have a second shot.

4. Value & Attrition is a Trap

Don't expect to outlast

  • aggro and removal are toned down so that synergies/combos have some room
  • if not a burst aggro deck, aggro is most efficient in mono (1.3) colors, preying on slow and greedy mana bases
Archetype types: Loop vs Burst

The main design focus lies on "combo" archetypes, while using generally enough cards, that they are not parasitic. Most still fall within the usual limited cards, such that non-"combo" decks are equally valid and pivoting is easier

Three types of loops
  • Flicker Loop
  • Death Loop
  • Untap Loop
Bursts:
  • Storm Burst
  • Creature Growth Burst
    • Spellslinger + Pumpspell
    • Sacrifice for power
  • go wide / affinity Burst
Axes of Synergy per Color

w Axis of Synergy "Abuse ETB tiggers":
Get most out of ETBs by resetting, flicking, return dead

u Axis of Synergy "Untap for endless mana":
try to untap enough lands/artifacts/creatures to generate infinite mana ; combines with all but black

b Axes of Synergy "Aristocrats"/All things that die, feed the loop-goyf

r Axis of Synergy "Combat Spell Combo, Go Wide, Storm":
Mostly burst Archetypes: Creature Growth, Creature Storm, Artifacts, Go wide

g Axis of Synergy "Mana & Power":
Work in Progress: produce as many bodies as possible; combines with all but blue, lesser extent green

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