Blog Posts (10+)
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Well, Tarkir: Dragonstorm is such a banger. Lots of very cool cards that help boost existing archetypes here. I've included 16 of my favorites cards in this update, but it also brings along a bigger philosophy consideration along with it. There are a number of cards that could really boost archetypes but are outside of my current colors for that archetype.

If you don't care about my cube philosophy, feel free to stop reading and just jump to the sweet sweet includes from this set, as the rest of this post is my own ramblings about curation.

For most of this cube's existence, I've attempted to constrain archetypes to specific colors. I know that a lot of other shard/wedge cubes go further to allow you to just do the best things in the colors provided regardless of any other color restrictions, since the cube itself is already restricting the colors. My philosophy comes from a few points that I think make this environment unique and cool:

  • I never want to send a false flag on what could be an archetype. If you see a Corpsejack Menace in a pack, you may think that black supports more counters theming than what it actually does support. I want every pack to be able to help divine what the cube can offer.
  • When every color is playable, I find myself drafting with power in mind more than synergy. I want this cube to be a bit more of a balance, and I feel like color restrictions help breed that.
  • The overall deckbuilding and cuts made in three color cubes are already extremely hard. There are so many times that you have like 10 cuts to make. With less choices of colors to look at, you have less overall stress during that portion of the draft.
  • Lastly, this cube needs to be beginner friendly! The cube plays out as a "build-your-own midrange" factory. Some are slower, some are faster, but everyone is playing a mixture of creatures and removal to eventually out value your opponent. With minimal stack interaction and every deck winning the game through combat damage in one way or another, I want this cube to be approachable for newer players, and the drafting is likely to be the biggest hinderance to that.

I hope that spelling these points out helps to explain decision points, and helps glean some insight into my building process. If anyone feels like I'm being a dingus here, please let me know! I've spent a lot of time mulling over what the future of this cube looks like, and would love to discuss it further.

Regardless, thanks for reading, and I hope to see you at this year's UberCube-a-Thon where this cube will be featured!

Loved the drafts of this we got in while at SCGCon. Most recent changes reflect two big ideals:

  • Some three color cards are not exciting and need changed. Swapped one out for a new exciting card, and didnt even bother replacing the other.
  • Eldrazi needed just a bit more in the mid game. Improving smaller drops, while cutting some of the aggressive eldrazi that just weren't getting there.

Well, no surprise that the set focused on artifacts and vehicles is a bit of a miss for this cube. No worries though, as the environment didn't need too much help. Adding a couple upgrades to existing cards, and a fun new tutor in Brightglass Gearhulk (which includes enchantments!).

CubeCon continues to impress, and this year was no different. Thanks to every one that I met, talked to, and fostered friendships with. Also thanks to this cube's drafters for their feedback and thoughts on what does and doesn't work.

With that knowledge, and with Foundations coming out, I'm making a couple small edits. Cutting cards that are too awkward or are hitting sideboards too often, and replacing them with exciting new cards, or a couple that I think could help existing archetypes.

Well, Duskmourn has proven to be quite nice to the Absolute Junk Cube. A number of cards hitting across multiple themes in the cube, most importantly, enchantments. We're sticking with the theme through CubeCon, so we're preparing to update with that in mind.

We're cutting out all the cards that either have severly underperformed, or are now living just slightly outside the archetypes that are currently in place. A lot of the inclusions are Duskmourn related, but we're circling back to add some other cards that also give us different ways to entice the enchantments theme. Adding more 1 mana enchantments, and more payoffs is the first place we're starting.

Testing session this week, so we'll run these changes and report back with any news.

Additions not yet in the database:

Cacophony Unleashed > Dollmaker's Shop // Porcelain Gallery
Vito, Thorn of the Dusk Rose > Enduring Tenacity
Welcoming Vampire > Enduring Innocence
Shambling Shell > Drag to the Roots
Cease // Desist > Hedge Shredder
Prismatic Ending > Nowhere to Run
Unshakable Tail > Omnivorous Flytrap
Squirrel Nest > Overlord of the Hauntwoods
Guardian Scalelord > Overlord of the Mistmoors
Scrapheap Scrounger > Popular Egotist
Minas Tirith > Valgavoth's Lair
Burrowguard Mentor > Victor, Valgavoth's Seneschal
Death in Heaven > Experimental Lab // Staff Room
Souls of the Lost > Balustrade Wurm
Specter of Mortality > Soaring Lightbringer
Unburial Rites > Secret Arcade // Dusty Parlor

Hey everyone! I'm holding off on posting changes until Duskmourn drops, since that will be the last legal set for CubeCon changes in the year. I still wanted to spill out some ideas that came from the last few drafts as this is all fresh in my mind. I also wanted to note that I've been putting off most of these changes as I didn't want to edit the true heart of the cube before CubeCon, but I'd rather the cube be in a more fun state of play, than worrying about defrauding the voters of this cube who thought they knew what was being entered.

  • We will be cutting the slow lands in favor of a third set of fetches. While it sounds like fetches will be prevelant when you think about doubled fetches, the reality is that the number goes from 4 -> 7, which isn't actually even the amount a usual cube has. Adding a third set hits 10 (when adding in Prismatic Vista), and I think that will generally be better.
    • I will also note that I'm generally hesitant to make fixing too good, as three color good stuff piles can start to emerge if you don't force players into choices, so I will be watching this change still.
  • The Enchantments archetype has been a thorn in my side for almost the entirety of the this cube's life cycle. The payoffs and routes you need to take to make a full enchantment deck aren't that exciting to players, and when you do pay it off, its feels like you're still behind the pace of modern magic. As the designer, I also need to juggle having enough enchantments to support the enchantments archetype, while also understanding that other players will want to play a number of the enchantments. I generally found that keeping the cube above 20% enchantments made this feasible, but there are a number of cards that are just not good, included purely because they are enchantments.
    • Moving forward, I will likely be trimming down the Enchantments archetype to be just a theme throughout the cube, instead of a full deck. You can still look for cards like Calix, Guided by Fate, or Anikthea, Hand of Erebos as both of those are good standalone cards that pay you off for just leaning slightly harder into the enchantments.
    • Now, I say likely trimming down Enchantments, as the only thing that can currently save it is Duskmourn with the new "Impending" keyword. I hope that it can bring enough good payoffs to enchantments that the archetype can be reborn.
    • For anyone curious about the flavors of enchantment themes that have been tried so far, we have attempted at: Graveyard/Replenish, Saga/Narci, Fable Singer, Traditional Enchantress, and Doom Foretold/Self Sacrifice.
  • If enchantments do get the cut, I will be on the search for another archetype to take its place. Aiming for a full White, Black, and Green archetype to take its place, but open to new ideas. Current frontrunners are:
    • Food Tokens. Great overlap with tokens and lifegain that already exist as archetypes, but need to make sure that there is enough payoff, as well as games not grinding on forever as players gorge themselves 3 life at a time. Also opens up more room for artifacts into the cube where enchantments were trying to live.
    • Humans. Overlap the WG Innistrad humans theme with the WB Ikoria humans theme for a good overlap tokens, counters, and plenty of existing cards in cube.
    • Legendaries. I've attempted this in the past and there just wasn't enough payoff for playing cards like Kethis, the Hidden Hand. It has been a while since I've done a review on this though, so maybe its time to check back in?
    • Mono Black Devotion. Every loves Gray Merchant of Asphodel, so why not give him a whirl?

Man, this set is awesome! Lifegain and tokens are both supported themes, so we're helping to infuse some new life into those with our additions. Also trying out a couple new cards that upgrade existing cards that were fine to underperforming. The new Talent cards also add good enchantments to the cube. Replacing some of the less exciting enchantments with these new ones. Lastly, we're finally cutting the pair of Yavimaya and Urborg from the cube. They have a fine place, but there are definitely a number of times that people don't want to play them, as they help the opponent just as much as you. We'll consider new land options that come out as replacements, but I want to try adding non-lands in those slots for the time being.

Additions not yet in the database:
Yavimaya, Cradle of Growth -> Essence Channeler
Urborg, Tomb of Yawgmoth -> Caregiver's Talent

Not much from this too exciting for our purposes here. Of Herbs and Stewed Rabbit just isn't very exciting, so we'll try a different type of enchantment in The Aesir Escape Valhalla. While it definitely is slow, it does a lot of things the cube wants to do, while also giving you the ability to get it back to retrigger Constellation effects.

With the size of edits after each draft getting smaller and smaller, I feel as though we're nearing the environment I'm striving for. I'm quite pleased with just about every archetype, except I wish there was one more payoff for enchantments that wasn't Starfield of Nyx. We'll try Cacophony Unleashed for a moment.

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