Tucson Mox & Signet Show: A Powered Cube

Cube ID
Art by Volkan BaǵaArt by Volkan Baǵa

800 Card Silver-bordered Powered Vintage Cube

4 followers
Designed by zavaroRSSQR Code

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$26,882
Buy
$14,640

He thought that in the beauty of the world were hid a secret. He thought that the world’s heart beat at some terrible cost and that the world’s pain and its beauty moved in a relationship of diverging equity and that in this headlong deficit the blood of multitudes might ultimately be exacted for the vision of a single flower.
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Tucson Mox & Signet Show


Overview

Inspired heavily by Wizard's experimental Mystery Booster (MB1), Tucson Mox & Signet Show: A Vintage Cube relies on a large number of small-scale redundant synergies that make up the archetypes, solid but uncommon combos, and fun build-arounds to create an interesting and dynamic draft environment. However, given that it is large, the redundancy of many of the slots helps you build as you would a typical archetypal deck in other cubes, even with the "more-than-enough" card count here. You can, of course, build things like Tokens w, Ramp g, or Reanimator b consistently, but you'll also find strong synergies and some of Magic's most powerful combos. Screw around with Tinker out that Darksteel Colossus, Channel a Banefire, draft a Arcbound Ravager and start swinging!

I tried to design it with the idea that efficient combos do exist in the environment, but there's some luck involved with some of the stronger ones. Nearly every combo piece that exists has some value outside of that "specific deck" which everyone remembers, and likely is useful for another archetype (except maybe Tinker). There is, of course, the possibility of dead cards for a deck in a drafting round, but it is increasingly rare and does not sour the drafting experience. In addition to these combo pieces, there are Spellbooks that help build incredibly parasitic decks revolving around certain game pieces inspired by famous decks of yore.

I cut True-Name Nemesis and Blightsteel Colossus due to complaints, and I've pruned several more that I feel lead to similar rounds. Luckily, my playgroup is okay with tons of different strategies that including land destruction, counter draw-go style decks, and artifact mana, so powerful spells are still castable and experiences are still exciting!

Tucson Mox & Signet Show is about the stories. Do cool stuff, relive old memories, and create new tales to tell. Just don't forget to ante your cards when you're sliding that Contract from Below in your deck.


History

Tucson Mox & Signet Show started as a fork of still maintained and updated peasant cube Rare-B-Gone (the forked version is here). Simple and elegant, my friend had created something which lit that Planeswalker spark inside me. One day, probably at 2AM, I decided to tear apart every constructed deck I owned, Legacy, Extended, and Commander, and merge them into the box with those powerful commons and uncommons. It was a monster; completely confused in its identity and without any broad stroke of balance. But it was me, an extension of me, how I played, of my feelings and thoughts and ideas of what Magic is and could be.

I've been fascinated with that sort of expression that Magic: The Gathering allows us to do. Deck construction and archetypes, play styles and pet cards, Magic allows us to explore as much ourselves as it does the game. I wanted something which I could say, "here, I made this and I hope you can understand why I love it." A rich tapestry of what historically significant cards (and some oddities) from decks and environments past which inspire me.

The journey wasn't easy. Refinement took a long time. Power was out and then it was in, and then it was out, and then it was in again! We played with ideas and cards and ratios and synergies and archetypes until we finally started to get those games which everyone could enjoy. Goodbye Blightsteel Colossus and True-Name Nemesis! I cut cards before playing them, I bought bulk, I scoured magiccards.info, (now Scryfall) for some incredible hits-and-misses. Since then, the card count has been upped, stuff has been streamlined, and an extra layer of paint has been added. After all this time, I think I've finally found the magic in designing something that makes people excited, makes me happy, and looks good on paper. This is it. This cube.

Please enjoy.

Oh, and I blinged the hell out of it.


Errata and New Cards

There are a few things new to Magic in this environment...

Errata

Tucson Mox & Signet Show includes some errata for cards...

Errata: Contract from Below. When playing for ante (you are if you are playing Contract from Below), the owner of Contract from Below puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Then, play the card as written. When Contract from Below resolves, the top card of its owner's library is put into the ante zone. Cards in the ante zone may be examined by any player at any time. at the end of the game, the winner becomes the owner of all the cards in the ante zone.


Archetypes & Draft Strategies

Like most Vintage cubes, the archetypes here stem from older versions of the MTGO cube, or are variations of them. There is some divergence, but the archetypes you know and love exist here, too.

b/x REANIMATOR b/x

Often a control strategy in b/x, Reanimator uses discard outlets and Entomb effects to fill the yard with creatures, following it up with Reanimate or Exhume. Usually a Reanimator player wants to move into whatever color offers large creatures in the draft, and there are plenty in each. Think Legacy Reanimator.

g/x LANDS g/x

A thematic control strategy in g/x, Lands usually focuses on midrange-style creatures, sacrifice abilities, and recursion to try to lock out opponents. This strategy can also be retooled into Ramp decks, but it really shines to go outside the box in its design, often reaching into r for Wildfire. Think Legacy Lands.

One of the most popular Cube archetypes in w-u, Blink utilizes a large number of "Enter the Battlefield" triggers and temporary "Exile" effects to abuse them. Cards like Recruiter of the Guard and Ephemerate can really stack your hand with goodies. Think Pauper Blink.

u-b ARTIFACT STOMPY u-b

Often midrange, sometimes aggressive, this deck relies on creating a critical mass of Magic's most infamous card type while disrupting opponents plans. Smash face with Cranial Plating, or bash with an animated Winter Orb off your recently deceased The Antiquities War. Think Historic Artifact Midrange.

b-r ARISTOCRATS b-r

Often generalized as the Sacrifice deck, Aristrocrats b-r uses a number of sacrifice outlets to gain card advantage, whether that's drawing cards or dealing damage. Aristocrats focus on tokens or "Enters the Battlefield" creatures which no longer offer any value, to constantly feed the sacrificial engine. Think DKA Standard Aristocrats.

r-g DOMAIN ZOO r-g

Calling this w/u/b/r/g isn't really fair. Domain is all about maximizing your mana, not in number, but in colors of the base. Heavily set in the cheap but efficient threat index in mostly r-g and the quest for a perfect curve, crush your opponents early before they can react. Proactive threats, some fun synergies with lands, play your heart out and eat your opponent's early turn plays. Think Modern Domain.

g-w DEATH & TAXES g-w

Hatebears g-w excels at disrupting opponents through taking away options by creating parity. Oh, you were thinking about countering my spell? I guess I'll just make yet another Voice of Resurgence token. Also, don't think your The One Ring will survive my Haywire Mite. Think Modern Death & Taxes.

w-b DEADGUY w-b

While tokens are a possible strategy in nearly every color, Deadguy w-b was designed to flood the board while tearing apart your opponent's hand. Cards like Sorin, Lord of Innistrad or Lurrus of the Dream-Den can outpace and out-run other decks, but the real stars are the Tidehollow Scullers of yesteryear. Think Legacy Pikula.

u-r THRESHOLD u-r

Threshold u-r is your typical instant and sorcery based deck, similar in design principles to Canadian Threshold decks of yore. Delver of Secrets and Dragon's Rage Channeler shine here, just burn out the opponent and counter their everything that would stand in your way to fill the yard, reaping the benefits. Think Legacy Delver.

b-g ROCK b-g

I'd be lying if I said the Rock b-g wasn't my favorite archetype. Most people use the term "Jund 'em out" these days, but we really know what started it; Phyrexian Plaguelord and Deranged Hermit how I love thee and your nasty combo. Use beefy midrange creatures that muck up enemy's plans and recur them repeatedly. I've thrown in Spiritmonger for giggles. Think Standard Rock.

r-w BOAT BREW r-w

Focusing on combat tricks, equipment, attack triggers, Boat Brew r-w is all about crafting powerful damage puzzles and overwhelming the opposition. Utilizing tricks such as Brute Force and general buffs like Intrepid Adversary, small creatures suddenly become significant and can quickly win without warning. Think Standard CFX Boat Brew.

g-u SHOW AND TELL g-u

Show and Tell g-u is the prime example of a cheat strategy. Drop a Woodfall Primus or a Darksteel Colossus off your Arcane Artisan! Use your Oath of Druids to find the perfect kaiju. Think Legacy Sneak and Show!

u/b/r STORM u/b/r

Storm u/b/r is a Vintage staple. There are methods to create tons of mana, useful card draw, and viable payoffs in each of the three colors. Keep in mind, though, those payoffs are rare, and you might have to pivot to a Spells Matters build! Think Vintage ANT!


Special thanks to my friends: Andrew, Blaine, Danny, Eric, Jake, John, Miguel, Ryan, Shay, and Trevor to giving me guidance and putting up with my mistakes. You are the best.

-- Matt

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Announcement Date: November 8, 2024

Vintage Cube:

  • No bans.

Other:

  • Additional support Threshold-style strategies in both red and blue.
  • Additional support for Artifact-based strategies.
  • Additional "What If?" colorshifted spells (added in a previous Blog-less update).

Detailed explanations for each of these are below.

Estimated Date for Tabletop: November 30, 2024

View the list of all previous changes.


CHANGES TO THRESHOLD & PHOENIX TYPAL

Threshold u-r is tough to design, but I think we're finally getting there. The new bomb is Sphinx of Forgotten Lore, which will play a role in Threshold and Storm. I cut Aether Channeler for Kiora, the Rising Tide, a second Champion of Wits that has payoffs built in. I have never liked Aether Channeler, cards like this, while great for tempo or Blink w-u, are incredibly uninteresting and are all upside. The addition of a build around in the Kiora should help telegraph to players that this is something more than a niche strategy.

There is now a more broad addition of Phoenix typal cards and a slight rebalancing of rummage and wheels. While these cards bolster Threshold u-r strategies as discardable outlets or discardable threats, the additional Phoenixes also play a role in the Aristocrats b-r archetype, which benefits greatly from recursive fodder. I tried to find interesting ones which would work directly from the graveyard without having to enter play. As much as I would like to run Everquill Phoenix, it requires battlefield interaction to get the payoff. Bloodfeather Phoenix was cut, as the chances of triggering are significantly lower than the other phoenixes. I have also considered Hell's Thunder as a fun option and nice throwback, but that might come in a later update.

OTHER ARCHETYPES

Minor changes to Artifact Stompy as well as several proximal cards to the archetype, such as Charming Scoundrel, Ivora, Insatiable Heir and Phyexian Metamorph, carry a level of versatility which isn't uniquely desired by just the Affinity player. Blood tokens are cool, and I am excited to add another in our...

"WHAT IF?" ADDITIONS

I've also designed another set of five "What If?" cards, colorshifted from their original identity to provide a bit of unique flavor to a draft.

The list is as follows:

These should be fun additions and really speak to the quality of some of the lesser played cube-able cards finding a niche as archetypal MVPs in other colors.

WHY NOT KOMA?

Koma, World-Eater isn't a fun card. Cheat g-u is already really good. Be happy with your Empyrial Archangel, and maybe I'll throw you more scraps. Scum.

WATCHLIST

Arcbound Ravager might be terrible, but we haven't tested since I added it, and now there's a higher density of artifacts.