This is a topic that has been on my mind for a bit and here we go:
I been noticing several problems with my cube and I did some investigations and I feel the root of this problem is from the lack of black discard. The consensus in cube is a deck needs something to do on turn 1 to be competitive. For white, it is primarily 1 drop creatures, for red it is a mix of 1 drop creatures + cheap burn, for blue it is cantrips, for green it is a mana dork. For black, this has often been a 1 CMC discard effect.
(Reactive decks and Unfair decks like Cascade/ Dredge do not follow this rule).
This is also often the case in constructed across all formats - Thoughtseize/ IOK is often a ubiquitous 4-6 off in any deck in standard, modern and legacy running black just like Lightning Strike/ Lighting Bolt, Llanowar Elf variants. (I often refer to Aether Vial as the best white 1-drop).
However, when I ran through my cube, I noticed that black has one of the lowest ratio of discard effects in comparison to the other color's 1 drop.
For example in most cubes, black has 3-4 1 CMC discard effects to green's 10-15 1 CMC mana dorks. Mana dorks are essential to green's success across all formats similarly to how Thoughtseize/ IOK/ Duress/ Hymn is often black's best card in Modern/ Legacy's Aggressive, Control, Combo, and midrange strategies.
Similarly, red has 2 to 2.5 times the number of burn spells compared to black's discard.
I feel this pushed black into an odd spot in cube where its best cards are split between reanimator, control, 1-drop aggro, stax. Without cards like Thoughtseize for fair decks to breakup unfair decks or unfair decks to protect their combo/ setup, both sides are forced to race each other. Show and Tell/ Thousand Year Storm etc. are often forced into a position of "play this and hope the opponent doesn't have an answer".
I feel this also created a second problem - with black more focused on creatures, creature decks often have way more playables than they really should and control/ combo decks are often struggling to find playables.
Going over the numbers, I feel that black would need a minimum of 3-4 discard effects to play a more similar role to black in constructed. However, I don't really feel the options available are really that strong:
What do you guys feel about this? I feel I would need to add 1-3 1 CMC discard + 1-3 2 CMC discard in order for black to sufficiently play its role.
Cards like Divest/ Despise would likely whiff 10-15% of the time, but if I was playing a slower attrition deck with strong 3-4 CMC plays that can easily 3 for 1 the opponent with cards like Tourach, Dread Cantor, Liliana of the Veil, Custodi Lich, I would be more than happy the opponent doesn't have creatures/ artifacts or planeswalkers to contest my strategy.
Similarly, I also noticed the number for white/ black removal spells has been slightly lower than the recommended for modern as PTE/ STP has been a ubiquitous 4 off in any white deck and therefore having additional disruption against creatures might not be the worst thing in the world.
Obviously this isn't the best for combo decks - which is why we should have a mix of cards like Blackmail, Agonizing Remorse, Divest etc.
Lightning Strike is no Lightning Bolt, but it does a serviceable job, just like how STE is no Birds of Paradise, but its a necessity for ramp strategies.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I tend to go either of two directions with archetypes or kinds of cards I feel are lacking good or enough pieces.
1. Adjust the powerlevel of my Cube to be able to cater a certain archetype - I did this for the Lands-deck, Dark Depths and the Persist Combo. I love those archetypes and thus have possibly suboptimal cards in my cube (Thespian's Stage, Crop Rotation or The Gitrog Monster).
2. Wait until enough fitting pieces are printed - This kind of goes into the same direction as both the Polymorph and the Persist Deck. Both were possible to support, but only if you were willing to go really deep on weird cards. At some point however the necessary number of cards existed (Transmogrify, Lukka, Coppercoat Outcast, Renata, Called to the Hunt, Grumgully, the Generous were a few of the necessary printings) such that you didn't need to litter your Cube with the nichest of cards.
Regarding Discard effects I feel the same way as you do. I'd really like to have more, but the options out there at the time really don't cut it for me, and so I simply wait for new stuff to be printed.
I'm not planning to make black discard an archetype - I'm more or less arguing they should be a necessity in the cube, even if some of the 1 CMC discard (Divest/ Blackmail) or 2 CMC discard (Agonizing Remorse/ Lost Hours) aren't Thoughtseize level.
The problem with not having discard is making non-blue based midrange vulnerable to combo, combo decks lacking playables/ struggling to play around hate cards/ counter spells. I find it is also forcing attrition decks to stay in Green/ Blue for the ramp/ counter spells.
Green will bench Nature's Claim for a 4-5 grindy/ midrange card to make up losing 2 3 CMC playables in black/ Sultai.
My theory is this will help spell based decks with playables - especially combo decks that often struggle with the last 2-3 playables while giving some much needed support for midrange.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I ran 2x thought seize and 2x duress for a small while and ended up settling on 2x duress for the most of my cubes life. 2x thoughtseize felt oppressive.
When grief got printed I went back to singleton of all the discard spells.
I don't think they are "needed". Thoughtseize and duress is better in cube than in any other format.
Many combo and ramp decks are glass cannon and lack redundancy relative to their constructed counter parts.
The more counter and discard spells you have in your draft, the worse the combo decks are. Most combo's slightly under-perform in my cube.. Their best incarnate are very good, but that is offset by failed builds going 0-3.
Tinkering how much disruption you want in your cube is an art, since there's no good way to quantify it. I think the current thresholds are close to fine.... If you want to add to discard density, the premium 2 mana discard is where i'd start.
If discard was so oppressive against combo, where do counter spells stand on this problem? I'm not sure if I like the idea of cutting generic interaction to try to prop up certain archetypes. I feel your testing results might be tilted by how powerful thoughtseize/ duress is - +1 Agonizing Remorse/ Lost Hours might not be so bad.
I guess the other question is how far off is Agonizing Remorse, Check for Traps and Lost Hours from Thoughtseize/ Duress? I mean if this was translated to burn terms - the question would probably be Galvanic Blast or Roil Eruption playable and if I had to pick one, which one should I pick?
On the other hand Transgress the Mind did see alot of standard mainboard/ sideboard play.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
It's not really about "cutting" generic interaction to prop up combo decks.
What im about to say is a gross simplification, but for every slot you have to support generic interaction, you takes away from a slot you could have to support a linear pro-active deck.
Counter spell variant #37 is less interesting to draft for me than a more narrow linear support card, even if it's average performance is more impressive.
Same with artifact destruction spells in vintage cube.
I like to support the best of these spells and have them be present in gameplay, but I don't want them to dominate either.
Where that line exists is impossible to find exactly and it depends on the kind of experience you and your play group want. If you really enjoy that shred your hand type gameplay by supporting tier 3 discard, than go for it. As long as you are mindful of the cost to the environment of doing so.
I recommend testing those cards for sure, they are decent interactive filler.
Those are really good points - I just want to mention I really like this discussion. I'm not trying to say anyone is wrong - just trying to collect a few data points on tier 2 discard.
Whenever I played Standard, Modern or Legacy, I always thought of turn 1 Thoughtseize from any deck - Aggro, Midrange, Combo or Control as a good thing.
1. It opened up interaction/ decision making from turn 1.
2. It both encourages and allows decks to start to increase the deck's overall curve - Thoughtseize as a good interaction in almost any matchup and it allows slower decks to more easily trade 1 for 1 to curve into 4-6 CMC threats. Its also a good point of interaction out of aggressive / combo decks (it might not be mainboard) to play a slightly slower/ but more stable game as they can remove some sweepers, combo pieces, counter spells etc.
* This one is more applicable for cube, but it also helps to fuel the graveyard + generates cheap spells, which is something I lack.
From my experience playing combo decks - UR twin in Legacy and UR storm/ Gifts Control in Modern, Turn 1 Thoughtseize really wasn't that bad - I was able to easily adjust to this by adding +1-2 grindy card post board to play the long game.
I guess what i'm saying is that I have never found Thoughtseize to be a detriment for any environment. I feel my combo decks have enough redundancy to survive.
On the other hand, the hyper ramp archetype for my cube has been scaled down - where the archetype scales down more to 6-7 drops with some fatty cheat mixed in rather than ramping in 8-10 drops. I also found that discard isn't that detrimental to storm - interaction gives the storm player more opportunities to play land drops + fills the graveyard.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
You also run a 720+ cube, which means your discard density is lower than what I'm assuming...
Premium 2 mana discard is better the slower the format too. I'd strongly consider playing agonizing remorse at 720.
FWIW , combo decks in constructed have WAYYY higher density of cantrips and combo pieces than in cube, making them much more resilient to discard.
Another thing to consider about cube balance is that, every play group plays sub-optimally. People have archetypes they over-value or they draft poorly, or they don't enjoy drafting etc. Draft is supposed to be a self correcting format where the best archetypes get overdrafted, which in turn help balance it out. In practice this doesn't really happen. My playgroup might like drafting cheaty decks, so those decks "fail" more than they should, because the competition for drafting them is higher than is optimal.
The problem with the fatty cheat/ reanimator decks is it doesn't pivot as well as a deck like aristocrats/ persist.
My cube does have the Polymorph archetype as well as random cards like Generator Servant/ Dream Halls to help reduce its fail rate.
But I do agree with that statement - the equivalence in my play group is the obsession with storm. But I cannot speak much today - I haven't gotten around to draft too much recently because of Covid.
I will have to agree with your previous state about counter spell #37 - I have excluded Serum Visions, Consider, Opt from my cube, despite being perfectly strong enough to make it into my cube. I want to avoid making my blue section almost entirely cantrips, counterspells and combo pieces.
But looking through our cube's comparison, I noticed:
- I'm not running Tidehollow Sculler or Kitesail Freebooter - which might be influencing my decision to up the discard. The 1 power of Kitesail felt too weak, Tidehollow was cut because Orzhov was too competitive.
- I have a higher density of reanimator spells + I also have the Polymorph, Eureka package, which makes my fatty cheat decks slightly safer. (On that note, I have cards like Living Death / Incarnation Technique which really aren't the best card ever in a reanimator deck, but they have a safe floor at helping to deck remain playable at a lower density of reanimation spells. But I'm not a cube expert, its just my opinion)
- I also do have a persist/ aristocrats/ pod package which these decks need help against combo decks. (This is probably the biggest reason between our difference)
But just a few more points:
- I think I'm fine with storm having a slightly higher fail rate - with cards like Bolas's Citadel, Shark Typhoon, Thousand Year Storm etc.
But if I could ask one question - how is Court of Bounty - it looks like a really nice card, but the monarch mechanic seems really dangerous.
But regardless, this has been a great conversation!
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
The more I think about the, the more I think overloading on discard might not be necessary:
Looking through the combos in my cube:
Polymorph, Persist, Reanimator, Artifact/ Wildfire, Inverter Combo, Intruder Alarm, Dark Depths, Heliod/ Archangel + Spike Feeder, Twin, Time Vault, Storm - having generic removal spells for artifacts/ enchantments / creatures is often sufficient disruption. I don't think I need to go full-blown discard to disrupt them. Plus these decks aren't meant to be Channel - Emarkul consistent.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I still plan to test 2 additional discard in the future - I'm fairly set on Divest as the first and most likely Blackmail as the second.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I been noticing several problems with my cube and I did some investigations and I feel the root of this problem is from the lack of black discard. The consensus in cube is a deck needs something to do on turn 1 to be competitive. For white, it is primarily 1 drop creatures, for red it is a mix of 1 drop creatures + cheap burn, for blue it is cantrips, for green it is a mana dork. For black, this has often been a 1 CMC discard effect.
(Reactive decks and Unfair decks like Cascade/ Dredge do not follow this rule).
This is also often the case in constructed across all formats - Thoughtseize/ IOK is often a ubiquitous 4-6 off in any deck in standard, modern and legacy running black just like Lightning Strike/ Lighting Bolt, Llanowar Elf variants. (I often refer to Aether Vial as the best white 1-drop).
However, when I ran through my cube, I noticed that black has one of the lowest ratio of discard effects in comparison to the other color's 1 drop.
For example in most cubes, black has 3-4 1 CMC discard effects to green's 10-15 1 CMC mana dorks. Mana dorks are essential to green's success across all formats similarly to how Thoughtseize/ IOK/ Duress/ Hymn is often black's best card in Modern/ Legacy's Aggressive, Control, Combo, and midrange strategies.
Similarly, red has 2 to 2.5 times the number of burn spells compared to black's discard.
I feel this pushed black into an odd spot in cube where its best cards are split between reanimator, control, 1-drop aggro, stax. Without cards like Thoughtseize for fair decks to breakup unfair decks or unfair decks to protect their combo/ setup, both sides are forced to race each other. Show and Tell/ Thousand Year Storm etc. are often forced into a position of "play this and hope the opponent doesn't have an answer".
I feel this also created a second problem - with black more focused on creatures, creature decks often have way more playables than they really should and control/ combo decks are often struggling to find playables.
Going over the numbers, I feel that black would need a minimum of 3-4 discard effects to play a more similar role to black in constructed. However, I don't really feel the options available are really that strong:
- Blackmail
- Divest
- Despise
- Agonizing Remorse - We have 2-3 more 2 CMC unconditional black discard.
What do you guys feel about this? I feel I would need to add 1-3 1 CMC discard + 1-3 2 CMC discard in order for black to sufficiently play its role.
Cards like Divest/ Despise would likely whiff 10-15% of the time, but if I was playing a slower attrition deck with strong 3-4 CMC plays that can easily 3 for 1 the opponent with cards like Tourach, Dread Cantor, Liliana of the Veil, Custodi Lich, I would be more than happy the opponent doesn't have creatures/ artifacts or planeswalkers to contest my strategy.
Similarly, I also noticed the number for white/ black removal spells has been slightly lower than the recommended for modern as PTE/ STP has been a ubiquitous 4 off in any white deck and therefore having additional disruption against creatures might not be the worst thing in the world.
Obviously this isn't the best for combo decks - which is why we should have a mix of cards like Blackmail, Agonizing Remorse, Divest etc.
Lightning Strike is no Lightning Bolt, but it does a serviceable job, just like how STE is no Birds of Paradise, but its a necessity for ramp strategies.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
1. Adjust the powerlevel of my Cube to be able to cater a certain archetype - I did this for the Lands-deck, Dark Depths and the Persist Combo. I love those archetypes and thus have possibly suboptimal cards in my cube (Thespian's Stage, Crop Rotation or The Gitrog Monster).
2. Wait until enough fitting pieces are printed - This kind of goes into the same direction as both the Polymorph and the Persist Deck. Both were possible to support, but only if you were willing to go really deep on weird cards. At some point however the necessary number of cards existed (Transmogrify, Lukka, Coppercoat Outcast, Renata, Called to the Hunt, Grumgully, the Generous were a few of the necessary printings) such that you didn't need to litter your Cube with the nichest of cards.
Regarding Discard effects I feel the same way as you do. I'd really like to have more, but the options out there at the time really don't cut it for me, and so I simply wait for new stuff to be printed.
The problem with not having discard is making non-blue based midrange vulnerable to combo, combo decks lacking playables/ struggling to play around hate cards/ counter spells. I find it is also forcing attrition decks to stay in Green/ Blue for the ramp/ counter spells.
I'm planning to test adding Divest, Blackmail, Agonizing Remorse, and Lost Hours for a few drafts and see how they pan out.
I'm still not sure which cards to bench, but likely it is - Liliana, the Last Hope, Leovold, Emissary of Trest,Sinkhole, and Sarcomancy
Green will bench Nature's Claim for a 4-5 grindy/ midrange card to make up losing 2 3 CMC playables in black/ Sultai.
My theory is this will help spell based decks with playables - especially combo decks that often struggle with the last 2-3 playables while giving some much needed support for midrange.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
When grief got printed I went back to singleton of all the discard spells.
I don't think they are "needed". Thoughtseize and duress is better in cube than in any other format.
Many combo and ramp decks are glass cannon and lack redundancy relative to their constructed counter parts.
The more counter and discard spells you have in your draft, the worse the combo decks are. Most combo's slightly under-perform in my cube.. Their best incarnate are very good, but that is offset by failed builds going 0-3.
Tinkering how much disruption you want in your cube is an art, since there's no good way to quantify it. I think the current thresholds are close to fine.... If you want to add to discard density, the premium 2 mana discard is where i'd start.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
If discard was so oppressive against combo, where do counter spells stand on this problem? I'm not sure if I like the idea of cutting generic interaction to try to prop up certain archetypes. I feel your testing results might be tilted by how powerful thoughtseize/ duress is - +1 Agonizing Remorse/ Lost Hours might not be so bad.
I guess the other question is how far off is Agonizing Remorse, Check for Traps and Lost Hours from Thoughtseize/ Duress? I mean if this was translated to burn terms - the question would probably be Galvanic Blast or Roil Eruption playable and if I had to pick one, which one should I pick?
On the other hand Transgress the Mind did see alot of standard mainboard/ sideboard play.
I guess its probably not a bad experiment to test Agonizing Remorse and Check for Traps for a session and see how it pans out.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
What im about to say is a gross simplification, but for every slot you have to support generic interaction, you takes away from a slot you could have to support a linear pro-active deck.
Counter spell variant #37 is less interesting to draft for me than a more narrow linear support card, even if it's average performance is more impressive.
Same with artifact destruction spells in vintage cube.
I like to support the best of these spells and have them be present in gameplay, but I don't want them to dominate either.
Where that line exists is impossible to find exactly and it depends on the kind of experience you and your play group want. If you really enjoy that shred your hand type gameplay by supporting tier 3 discard, than go for it. As long as you are mindful of the cost to the environment of doing so.
I recommend testing those cards for sure, they are decent interactive filler.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
Whenever I played Standard, Modern or Legacy, I always thought of turn 1 Thoughtseize from any deck - Aggro, Midrange, Combo or Control as a good thing.
1. It opened up interaction/ decision making from turn 1.
2. It both encourages and allows decks to start to increase the deck's overall curve - Thoughtseize as a good interaction in almost any matchup and it allows slower decks to more easily trade 1 for 1 to curve into 4-6 CMC threats. Its also a good point of interaction out of aggressive / combo decks (it might not be mainboard) to play a slightly slower/ but more stable game as they can remove some sweepers, combo pieces, counter spells etc.
* This one is more applicable for cube, but it also helps to fuel the graveyard + generates cheap spells, which is something I lack.
From my experience playing combo decks - UR twin in Legacy and UR storm/ Gifts Control in Modern, Turn 1 Thoughtseize really wasn't that bad - I was able to easily adjust to this by adding +1-2 grindy card post board to play the long game.
I guess what i'm saying is that I have never found Thoughtseize to be a detriment for any environment. I feel my combo decks have enough redundancy to survive.
On the other hand, the hyper ramp archetype for my cube has been scaled down - where the archetype scales down more to 6-7 drops with some fatty cheat mixed in rather than ramping in 8-10 drops. I also found that discard isn't that detrimental to storm - interaction gives the storm player more opportunities to play land drops + fills the graveyard.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Premium 2 mana discard is better the slower the format too. I'd strongly consider playing agonizing remorse at 720.
FWIW , combo decks in constructed have WAYYY higher density of cantrips and combo pieces than in cube, making them much more resilient to discard.
Another thing to consider about cube balance is that, every play group plays sub-optimally. People have archetypes they over-value or they draft poorly, or they don't enjoy drafting etc. Draft is supposed to be a self correcting format where the best archetypes get overdrafted, which in turn help balance it out. In practice this doesn't really happen. My playgroup might like drafting cheaty decks, so those decks "fail" more than they should, because the competition for drafting them is higher than is optimal.
My experiences might not carry over to yours
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
My cube does have the Polymorph archetype as well as random cards like Generator Servant/ Dream Halls to help reduce its fail rate.
But I do agree with that statement - the equivalence in my play group is the obsession with storm. But I cannot speak much today - I haven't gotten around to draft too much recently because of Covid.
I will have to agree with your previous state about counter spell #37 - I have excluded Serum Visions, Consider, Opt from my cube, despite being perfectly strong enough to make it into my cube. I want to avoid making my blue section almost entirely cantrips, counterspells and combo pieces.
But looking through our cube's comparison, I noticed:
- I'm not running Tidehollow Sculler or Kitesail Freebooter - which might be influencing my decision to up the discard. The 1 power of Kitesail felt too weak, Tidehollow was cut because Orzhov was too competitive.
- I have a higher density of reanimator spells + I also have the Polymorph, Eureka package, which makes my fatty cheat decks slightly safer. (On that note, I have cards like Living Death / Incarnation Technique which really aren't the best card ever in a reanimator deck, but they have a safe floor at helping to deck remain playable at a lower density of reanimation spells. But I'm not a cube expert, its just my opinion)
- I also do have a persist/ aristocrats/ pod package which these decks need help against combo decks. (This is probably the biggest reason between our difference)
But just a few more points:
- I think I'm fine with storm having a slightly higher fail rate - with cards like Bolas's Citadel, Shark Typhoon, Thousand Year Storm etc.
But if I could ask one question - how is Court of Bounty - it looks like a really nice card, but the monarch mechanic seems really dangerous.
But regardless, this has been a great conversation!
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Looking through the combos in my cube:
Polymorph, Persist, Reanimator, Artifact/ Wildfire, Inverter Combo, Intruder Alarm, Dark Depths, Heliod/ Archangel + Spike Feeder, Twin, Time Vault, Storm - having generic removal spells for artifacts/ enchantments / creatures is often sufficient disruption. I don't think I need to go full-blown discard to disrupt them. Plus these decks aren't meant to be Channel - Emarkul consistent.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Avatar by Hakai Studios