Unsleeved Cube
(540 Card Cube)
Unsleeved Cube
Cube ID
Art by IzzyArt by Izzy
540 Card Pauper Cube4 followers
Designed by Utaresamael
Owned
$67
Buy
$46
Purchase
Mana Pool$100.99

Major Archetypes

Azorius Blink wu

This deck uses white-blue control tools to disrupt the opponent's plans, while gaining advantage through bouncing, replaying and flickering its own creatures. Flexible bounce effects in blue, and white removal, should be taken highly.
Notes: While staying alive is the main goal, these decks win through card advantage. This can be from direct Divination-style draw effects or repeating enter-the-battlefield triggers. Cards like Aegis Automaton, Havengul Skaab, and Escape Routes give nearly unlimited value in long games, when combined with value creatures.

Orzhov Tokens wb

This deck combines white token generation with black sacrifice synergies to create an Aristocrats shell, with both early-game value and late-game kills. Both white and black utility creatures and token generators play well in the deck, and sacrifice payoffs such as Defiant Salvager and Ninth Bridge Patrol are high picks.
Notes: Depending on the build and matchup, this deck can take either an aggressive or controlling role. Either way, the classic combo of spare creature with sacrifice effect is this deck's bread and butter. Aim for a low curve, with early value plays and removal bolstered by card draw, e.g. Vulturous Aven

Dimir Control ub

This deck uses potent blue and black value pieces, especially in conjunction with enter-the-battlefield effects, to shut opponents out of the game. Value creatures and graveyard recursion, such as Sea Gate Oracle and Wander in Death, in conjunction with counterspells and removal, make for a strong late-game plan.
Notes: Dimir is pure control, and every creature is expendable. The goal is to constantly trade off with the opponent's threats to survive, and use slow recursive engines to grind out through the rest of the game. The fewer creatures are on the board, the more impactful a Foresee or Disciple of Phenax can be.

Izzet Prowess ur

This aggressive deck uses cheap instants and sorceries with prowess creatures, such as Dwarven Forge-Chanter and Elusive Spellfist to attack in the early game. It then pushes through more damage with pump spells, disruption and direct damage to finish the opponent off.
Notes: The goal is to set up a board with multiple prowess creatures, casting a couple of spells a turn. As a result, these decks are extremely low-curve and enjoy cantrips. Interaction is valued, but should be proactive, as you want to be casting spells on your turn.

Rakdos Aristocrats br

This deck uses sacrifice synergies in a more aggressive way than others in the cube. It sacrifices both tokens from Doomed Dissenter and Krenko's Command effects as well as creatures stolen from the opponent, maintaining board control with cheap removal and finishing the game with direct damage, such as Makeshift Munitions and Heartfire.
Notes: While the deck's flagship interaction is to steal and sacrifice an opponent's creature, that's only the most synergistic point of a much more flexible aggressive deck. Unlike other black decks in the cube, this one eschews grindy value in favour of damage and large creatures, from Goblin Blast-Runner to Voracious Null.

Golgari Graveyard bg

This synergistic midrange deck uses green self-mill and black graveyard synergies to power out large creatures early in the game. It also maintains a strong card advantage engine, through Wander in Death effects as well as Loathsome Chimera-type recursive threats.
Notes: The majority of graveyard payoffs in the cube, from Liliana's Elite to Vigorspore Wurm, specifically care about creature cards in the graveyard. This means that the deck should favour playing creatures over other card types, and also that when delving cards, noncreature cards should be exiled first.

Gruul Stompy rg

This aggressive deck uses green ramp to accelerate into strong threats. It goes over the top of other aggro decks with large creatures, and kills control decks quickly through pump effects like Slaughterhorn and Temur Battle Rage.
Notes: The main benefit of playing green-red is that during the early- to mid- game, green creatures are the largest on the battlefield, and often need to be double blocked. Leveraging this advantage through pump spells and cheap red removal puts other decks on the back foot, letting this slightly higher-curve deck keep the pressure on.

Boros Aggro rw

This is the cube's purest aggro deck. It does not interact at all with the opponent, simply creating a very wide board of creatures, using tokens from Raise the Alarm, Dragon Fodder, and Seller of Songbirds effects. It leverages this wide board to win the game, whether through straightforward payoffs or mass pump.
Notes: When playing this deck, it's important to remember that even control decks can rarely clear the board. When your opponent has blockers, taking your time until you can go around them with tokens can be just as good as removing them outright. Mass pump ends games fast.

Selesnya Counters gw

This extremely synergy-heavy deck relies on cheap creatures with +1/+1 counters, in conjunction with proliferate effects and other payoffs to build into a large board. Unlike purely aggressive decks, it thrives when the game is stalled, so its threats have time to grow.
Notes: This deck plays aggressively against control decks, and is looking to end the game through combat, but will just as often play defense against other aggro decks. With proper setup, proliferate during a stall will turn a set of mediocre blockers into the largest creatures on the board. Take proliferate effects highly.

Simic Ramp gu

This deck uses green and blue ramp effects to play large creatures and draw spells, and takes over the late game by dominating the board. It makes strong use of colourless payoffs like Ulamog's Crusher and survives to the late game with blue interaction, such as Impede Momentum or Psychic Barrier.
Notes: While getting to six or seven mana quickly is powerful, no one creature in this cube can dominate a board state. As a result, the goal should be to play multiple large creatures over the course of several turns. Blue selective card draw is particularly useful for this.

Combos, Synergies, and Other Gameplans

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