This cube aims to provide strong archetype support across all 10 shards/wedges. Having overlapping archetypes, multiple cards that bridge archetypes and different builds for each archetype (e.g. more aggressive or more controlling) help prevent the draft from being on rails.
Power variance is relatively high to support drafters with a range of experience levels, and the format is slower than some vintage/legacy type cubes.
- Esper - Blinking or bouncing cards to reuse Enter the Battlefield effects. Mostly in
, but
can also return from the graveyard for similar effects.
- Grixis - Artifacts matter, either by playing lots of them or recurring them from the graveyard. Equally across
.
- Jund - Discard matters, either to play cards using their madness cost (
) or to take advantage of having an empty or nearly empty hand (
).
- Naya - Go wide with lots of creatures, either to gain attack bonuses (
) or with mass creature pump (
). Overlaps with Bant +1/+1 counters or Abzan tokens.
- Bant - Go big with +1/+1 counters, to either overwhelm your opponent (
) or gain other benefits (
).
- Abzan - Create multiple creature tokens either to attack your opponent (overlaps with Naya go-wide) or grind out value (overlaps with Mardu sacrifice).
- Jeskai - Spells matter. Cast noncreature spells to buff your creatures or gain other bonuses. Replay spells from your graveyard to use these effects again.
- Sultai - Graveyard matters. Some reanimation, but more for value than combo. Can overlap with Jund discard to put things in the ‘yard, Grixis if artifacts are being returned, and even Temur lands.
- Mardu - Sacrificing creatures for fun and profit. Overlaps with Abzan tokens as a source of sacrifice fodder, and
has ways to repeatedly recur dead creatures.
- Temur - Lands matter. This may include ramping land to play big spells, maximising landfall effects, or recycling lands from the graveyard (particularly fetch lands and horizon sac lands).