I aim to create the most fun, exciting, powerful and balanced custom limited environment
that I can for my playgroup within the confines of a Vintage legal and Singleton legal frame.
Basic Info
Cube Size: 450 Cards
Breakdown: 55 Each Color, 105 Guild/Multicolor, 70 Colorless
Standard or Theme Cube: Standard
Average Draft: 3-6 players
Cube CMC: 2.762
Design Restrictions
Powered?: Yes
Vintage Legal?: Yes
Singleton Legal?: Yes
The only cards I ban from the cube are cards that aren't Vintage legal (Ante cards, Dexterity cards, Un- Cards, Conspiracies & Holiday Promos, etc), cards that can't function within all game types (like draft manipulators that are blanks in Sealed Deck, or cards that would require a commander to function, etc) and cards thar reference "outside of the game" as a zone (Wishes, Companions, etc).
Color Balance?: Yes
Guild Balance?: Yes
Mana Support?: No
Mana Support?: No
Other Info
Here's a link to the cube on CubeCobra if you want to mock draft it:
I wrote a cube article about the fundamental cube design questions, and how I decided to build my cube to cater to my playgroup. The article was designed to help those folks that are still in the incipient phase of cube building, and may need some pointers on how to balance the cube for smoother drafts and gameplay. But hopefully even the veteran cube managers can find at least some useful information on how to streamline the cube and better enable aggressive archetypes. Here's a link:
I also wrote an article that deals with managing your manabase when cubing, and the impact those mana demands have on drafting, deck-building and constructing the cube. Here's a link to that one:
Feel free to post comments on the article page or here in this thread with any questions or comments!
Additionally, I've written some Set Reviews in the form of top 20 countdowns based on set previews. Note, these are written as set previews, not necessarily set reviews, but here's the links to them anyways:
Impulse Drafting is a booster draft format that allows for smaller groups of players to simulate the draft process of large-table drafts. It is ideal for 2-4 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 9 packs of 20 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 3 cards from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 5 cards and "burned" 15 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction each pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
GLIMPSE DRAFT
Glimpse Drafting is a booster draft format that allows for smaller groups of players to simulate the draft process of large-table drafts. It is ideal for 3-5 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 9 packs of 15 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 2 cards from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 5 cards and "burned" 10 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction each pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
SIGHT DRAFT
Sight Drafting is a booster draft format that allows for medium-sized groups of players to simulate the draft process of large-table drafts. It is ideal for 6-8 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 5 packs of 18 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 1 card from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 9 cards and "burned" 9 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction the pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
..........
Event Structures (at 720 cards):
2-player: Impulse Draft (50% of the cube pool)
3-player: Impulse Draft (75% of the cube pool)
4-player: Impulse Draft (100% of the cube pool)
5-player: Glimpse Draft (94% of the cube pool)
6-player: Sight Draft (75% of the cube pool)
7-player: Sight Draft (88% of the cube pool)
8-player: Sight Draft (100% of the cube pool)
[2-4 Player Event Average: 75.00%]
[Total Event Average: 83.14%]
I have decided to build my first cube and after a lot of research I've decided to use yours as my base. I'm planning on mirroring it until my group is ready to look at personalizing it. Do you have an archetype primer for your cube? I don't want to ruin everything as far as discovery for my group, but I also want to give them some assistance so they aren't completely blind once I put it together. We've all played for a long time, but we've always just played "normal" magic. We are mostly very skilled players - I played on the Pro Tour and most of them will day 2 GPs fairly regularly. My main concern is that we will occasionally have a newer player who may need some initial guidance.
That's great! I'm honored that you guys decided to model your cube after mine.
No, I don't have an archetype primer for my cube. Partially because I'm regularly rotating archetype packages in and out of the cube. But I can give you a super quick rundown of what we see pretty regularly:
The Token/Anthem archetype is getting really popular. It doesn't have to be Anthems per se, but draft token makers and cards that work well with lots of creatures. Spectral Procession, Hero of Bladehold, Ajani Goldmane, etc, etc. Pretty much all 5 colors contribute to this build.
The Blink/Bounce archetype is another thing we see quite often. Draft powerful ETB triggers and ways to get multiple activations from them. Kor Skyfisher, Restoration Angel, Reveillark, Waterfront Bouncer, Crystal Shard, Erratic Portal, Mimic Vat, etc combined with a wealth of ETB triggers.
The Reanimator package is available in almost every color combination, but is rooted heavily in Black/Green. Fatties, Reanimation Spells and Discard Outlets are the primary things to look for. Remember, I support dipping into red for this strategy too, getting good use from cards like Firestorm, Faithless Looting, Sneak Attack, Wheel of Fortune and a few other goodies.
The Pox/Stax is a good bread and butter archetype for heavy black decks (often splashed with red, green or white). Cards like Pox, Smallpox, Liliana of the Veil, Braids, Cabal Minion, Smokestack, Skullclamp, Firestorm, Faithless Looting, Greater Gargadon etc combined with token makers and recursive creatures like Gravecrawler, Bloodghast, Reassembling Skeleton, Ophiomancer, Bitterblossom, etc turns a bunch of "fair" symmetrical effects into asymmetrical monsters.
The Wildfire deck is one of my personal favorites. Draft mana rocks, 5+ toughness creatures, and planeswalkers and combine them with Wildfire/Burning of Xinye, Earthquake effects, Tutors, toughness-based mass removal, and other random goodies. Watch the board go from what looked to your opponent like assured victory to them to a complete disaster zone where you're the only player with anything meaningful left on the board with one spell.
The Super Ramp deck uses cards that ramp for multiple additional mana sources into really big threats. Cards like Rofellos, Llanowar Emissary, Gaea's Cradle, Thran Dynamo, Gilded Lotus, Nissa, Worldwaker, Mirari's Wake, Channel and the like help you reach mana to hardcast monsters like Woodfall Primus, Terastodon, Sundering Titan and even stuff like Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre.
The Sneak & Show archetype uses effects to cheat fatties into play from your hand/library by bypassing their mana costs. It uses cards like Tinker, Show and Tell, Shelldock Isle, Sneak Attack, Through the Breach, Natural Order, Eureka and Tooth and Nail to put all the cube's biggest, nastiest monsters onto the battlefield.
The artifact.dec is an archetype that centers around using artifacts and cards that have synergies with artifacts to gain big advantages and get powerful threats into play early. Cards like Tolarian Academy, Academy Ruins, Tezzeret the Seeker, Tezzeret, Agent of Bolas, Metalworker, Goblin Welder and Daretti, Scrap Savant push normal artifact values over the top. Even cards like Thirst for Knowledge and Lodestone Golem provide lots of extra value. Killing with animated artifacts or welding Myr Battlespheres and Wurmcoil Engines in and out of play makes all your artifacts and support cards big threats.
In addition to that, you can always draft generic aggro, midrange and control decks out of the vast pool of goodies and throw a deck together that will have some random synergy here and there, but be overwhelmingly dedicated to operating seamlessly.
I have 55 basic lands of each type sleeved up and ready for use each draft.
I use one of every single promo land available, one of every single full-art land available and I have two extra slots for my favorite other basics ever.
Here's a list of the lands I use:
PROMO LAND
Guru Basic
APAC Basic (A)
APAC Basic (B)
APAC Basic (C)
Euro Land Basic (A)
Euro Land Basic (B)
Euro Land Basic (C)
Well, the Kami duplicate isn't an effect I felt like I need more than one of. I need both the Lion and the Vanguard... but I don't feel I need both of the enchantment kill dudes.
Condensed was actually the last blue spell not to make the cut. Blue is tighter than a frog's ass right now... don't know what I could pull for that wonderful counter... but I'm always open for suggestions!
Ink Eyes may go in over Thrashing Wumpus... but I don't really see anything else I can cut for her. Plus, Wumpus has been monstrous for us. Better than Ink Eyes, actually.
You're 100% right... Grafted Wargear should go in over another artifact, I think. Suggestions for what to replace for it?
Cutting altered cards I find to be the hardest thing
Dude... tell me about it.
Quote from DerBK »
What a shame.
I liked how you had those two cubes separated.
Also, there goes oyur 100% pimped cube
Sorry to let you down, lol.
I made those two themed cubes to supplement the cube-drafting we were doing with the "normal" cube. Now that that other cube is gone... I had to build one.
Don't worry... this new cube is like 95% pimped right now, and after selling all the tons of extra pimped-ass stuff I took out of these two cubes, it'll be 100% pimped in no time.
Personally I just put Basking Rootwalla in my cube and playing for the madness, although usually useless was actually really satisfying. I probably will take it out in the near future but I'm going to give it some more time in the box. Yes I actually got to play him for the madness too.
White Knight: I don't run him in my list, but he has his
justification as a powerful card from the early years of magic Pianna, Nomad Captain: significantly worse than Soltari Champion + the missing evasion makes her a 1 time attacker
What I am missing is Scepter of Dominance , which you should take a look at since you seem to like Ring of Gix.
Waterfront Bouncer: never liked it too much , even if it works great with/ against reanimation. Maybe Riftwing Cloudscate in this slot, since it isn't card disadvantage? Arcane Denial: Either love it or hate it. I count myself to the later faction and would rather like to see Exclude in, but In a full powered cube it might me necessary to have more answers to all spells and early counters (Force Spike/ Mana Tithe). Boomerang: what are you thinking about Into the Roil instead? Sure you don't get to bounce lands (which is nice in combination with Isochron Scepter), but it is easier to cast + you have the option to cantrip.
Wake Thrasher: It is very common that he connects for 10+ damage in a single hit, which is awesome for a blue 3 drop without drawback. Clone: I have a bit of a exceptionally love for this cards and all the similar variants. If you want to run only one of those, I would say the best one is Vesuvan Shapeshifter and the most fun version has to be Rites of Replication (kicked). Frantic Search -> Compulsive Research: for me the card advantage is just more important than the tempo.
Kird Ape: Sure you want to count him as a red card? Hearth Kami->Smash to Smithereens: even there is a chance that it ends up being a dead card, I rank the 3 damage, mana efficiency + surprise factor over a 2/1 body (especially after m10)
@Ball Lightning : Has it ever been played outside of a mono deck?
@Volcanic Hammer: would you recommend it for a cube with only 400 cards, since it is strictly worse than a lot other burn spells?
What do you think of Jungle Lion or Scute Mob in green?
Is Basking Rootwalla still good enough? Albino Troll's regeneration part doesn't get relevant before turn 4, since it's echo cost binds all that mana. Turn 2 3/3 is good, but good enough to skip your 3drop? Caller of the Claw: Do you think , that the unique effect and the potential of doing something sick makes the card better than the consistent card advantage of Civic Wayfinder?
I haven't cubed with Spike Weaver, yet, but is he worth being played over Briarhorn?
@spells: Such a low spell count in green? I was thinking of maybe Farseek, Harmonize and Rude Awakening(over Hurricane)
All in all it looks like a very thought-out list, that gave me some ideas what I could change on mine.
White Knight has been great, and Pianna is worse than Champion... but I just run both.
Scepter of Dominance may go in over Arrest... but I think Ring of Gix is certainly better than the Scepter.
Waterfront Bouncer has been an absolute house. He's NOT coming out.
I prefer Boomerang because it can bounce lands.
Arcane Denial is amazing, and it's not going anywhere.
I don't like Wake Thrasher or Clone effects. I've found them both to be below average. Especially in blue, which has NO room.
I prefer Search to Research. Inatsnt speed + free spell makes it worth it, IMO.
I've always counted Kird Ape as red.
I prefer the creature to the instant on artifact destruction.
Ball lightning can go in R/x to without too much trouble. I like it, plus it's kind of a pet card.
Stupor isn't a "strictly worse" card at all. Only having one black in its cost is great.
I've had great success with Undead Gladiator. Plus, I don't want to remove a 3-Drop for a 6-Drop.
Graveborn Muse and Innocent Blood are two cards I was trying to find room for, but was struggling a bit.
Volcanic Hammer is great for a cube of any size. There are only a few cards that are "strictly" better than it is, and all of those are in already. 3 damage for 1R to any target makes the cut.
I don't like Scute Mob. I'd use Jungle Lion if I was running Portal Cards.
Yes, Rootwalla is still good enough.
Albino Troll has been fantastic. Don't have any plans on cutting him any time soon.
Yes, Caller of the Claw is better than Civic Wayfinder. In my experience, he's been one of the best green 3-drops printed when it comes to cube-value.
I love Spike Weaver. I do like him more than Briarhorn (a card that never worked well for our playgroup... in any of our cubes).
Green wants creatures, not spells. I'd rather run much less spells and lots more creatures in that color. ...and I don't like Rude Awakening.
In an artifact based Deck, Metalworker is a house-and-a-half.
Grafted Wargear is a card I want in. Probably going to cut Forcefield or something.
Yes, I like Cloak better than Sledge. Less mana investment and much, much faster. When you're strapping ot to a creature your opponent will struggle to remove, you'll get a lot more for your money. Plus, it's kind of a pet card too.
I love Spike Weaver. I do like him more than Briarhorn (a card that never worked well for our playgroup... in any of our cubes).
Green wants creatures, not spells. I'd rather run much less spells and lots more creatures in that color. ...and I don't like Rude Awakening.
Grafted Wargear is a card I want in. Probably going to cut Forcefield or something.
On these cards I'd like to comment. I'd give Briarhorn another shot as personally he has been great. He is a green creature that usually more than pulls his weight in my experience.
I think Rude Awakening is great but you don't seem to have much of a ramp theme in green so I can see it lacking a home.
Grafted Wargear is one of the top cards I look for when drafting an aggro deck.
Crater Hellion is really cool and a great control card for red though I hate echo. Never seen it before. Anyone else suggest or object to it?
Crater Hellion is not going to come out of my cube for a long time. Like you mentioned, it's a wonderful control card for red. As someone on this board puts it, you cast the creature initially to wipe the board. Come next turn, if you want a "hasted 6/6" you pay the echo, if it's not in your benefit to pay for the creature, no one is forcing you to pay for it. I'd probably surmise that this is the best echo creature in my cube.
i am not sure how good Winter Orb plays since i never had it in my cube. slows things down, but i am sure it is gives aggro the boost it needs to close things out
i am not sure how good Winter Orb plays since i never had it in my cube. slows things down, but i am sure it is gives aggro the boost it needs to close things out
That's what I was afraid of, lol. Looks like I'll have to run without the Vivids. I think that's okay though, because I've got lots of fixing available.
Winter Orb is one of those cards that's too powerful to cut, IMO.
Congratulations on finally combining the Cube, and very nice list. I have a very hard time finding fault with the choices. I'm not sure about cutting the Vivids, but if your fixing proves adequate then maybe it's not such a bad call.
Urborg, Tomb of Yawgmoth seems an odd choice at first glance. I have found Tolarian Academy hard to abuse in the Cube too, although I see its use in the archetype. What is Urborg for?
I guess no one can make the argument that you're not experienced at cube because you only draft with new or old faced cards now, huh?
BTW, why no Portal? I feel like they play exactly the same (some are even total reprints) as "regular" Magic cards. Is it the bold text? The weird shield and sword next to P/T?
Crater Hellion is really cool and a great control card for red though I hate echo. Never seen it before. Anyone else suggest or object to it?
I would highly suggest Crater Hellion. It's be an absolute house for us. It does exactly what it looks like it does. It hits the board and clears a path. You pay the echo and beat face. Pretty simple, really.
I prefer the creature to the instant on artifact destruction.
I'm curious... why? My cube runs both, so I can't really diss Kami here, but if I had to pick, I'd definitely go for the instant. It's possible that Kami will give you more damage in the long run, but that's just a maybe. Smash to Smithereens is a guaranteed three damage to their face and a dead artifact. And you get all of that for two mana. With the Kami, you pay two for the 2/1 and then you have to pay the artifact's cc to destroy it. In comparison I think Smash to Smithereens wins this battle by a long shot.
I guess no one can make the argument that you're not experienced at cube because you only draft with new or old faced cards now, huh?
This had nothing to do with it... but I suppose you're right.
BTW, why no Portal? I feel like they play exactly the same (some are even total reprints) as "regular" Magic cards. Is it the bold text? The weird shield and sword next to P/T?
I hated Portal and Starter as a Magic player back in the day, and I hate them now. There are some good cards for the cube in the Portal expansions, for sure... I'm just a) not in the mindset that I want them in the cube and b) not ready to shell out the dough for a full-blown portal cube expansion. (Because it will include the R. Earthquake, Imperial Seal, Ravages of War, etc... quite pricey).
I'm curious... why? My cube runs both, so I can't really diss Kami here, but if I had to pick, I'd definitely go for the instant. It's possible that Kami will give you more damage in the long run, but that's just a maybe. Smash to Smithereens is a guaranteed three damage to their face and a dead artifact. And you get all of that for two mana. With the Kami, you pay two for the 2/1 and then you have to pay the artifact's cc to destroy it. In comparison I think Smash to Smithereens wins this battle by a long shot.
Well, in the rare situation that I don't have a target... at least the Kami is an aggro beater. Plus, he can pick up equipment and go into battle when needed... and be used as a utility creature/chump blocker in midrange and control decks too. Smash is more powerful, but Kami is more versatile. That was my mindset.
You said it yourself...
3 damage for 1R to any target makes the cut.
Yes I did... but Smash can't hit creatures, and can only be used if there's an artifact to destroy.
Don't get me wrong. I like Smash to Smithereens a lot... it just didn't make the cut the cube got combined/smaller.
Can't do it man. Karn = Pet card for a lot of us in the group... plus, he's a beating :D. Bottle Gnomes is too good a control card, IMO. I love how Hinder is both a hard counter and a tempo counter. Undead Gladiator has been great for us. As has the Wumpus. Redundant Plague Sliver & Juzam is fine with me. Mono-colored 5/5's for 4 are all welcome. Stupor has been solid for us, and I think I've got enough removal.
Thanks for the suggestions though. Even though those cards I'm using are considered "on the fringe" for a lot of other cubers... they're really core cube cards for our group. They fit our playstyles to a T.
Urborg, Tomb of Yawgmoth seems an odd choice at first glance. I have found Tolarian Academy hard to abuse in the Cube too, although I see its use in the archetype. What is Urborg for?
Well, it does two things. First... it's outstanding mana-fixing for Black. Black has lots of BB in the cube, and Urborg ensures that all your black spells can always be cast. Second... it's the only other black-based non-basic land that's good enough for the cube.
And Tolarian Academy is a monster of a card.
..........
I was thinking about removing Forcefield for Grafted Wargear.
I was also thinking about following eidolon232's advice and removing Boomerang for Into the Roil. I do like Boomerang's ability to hit lands, but between the kicker option and the 1U casting cost... the rest of my group is leaning towards Roil. Thanks eidolon.
For the black suggestions: there is not much room for cutting anything in the 4 mana region. The only other card that comes in mind is Hatred, but iirc this was also a card that you liked to play a lot.
@ 2 mana I see a Black Knight or Exhume, which could make room for some high priority wants.
Hatred, Black Knight and Exhume are my high-priority wants.
Ya, there's some other cards I want in... but I'm pretty happy with the list as it stands. It's pretty tight, IMO.
I do appreciate all your help though... and I followed your advice about the Into the Roil selection. Good call.
I hated Portal and Starter as a Magic player back in the day, and I hate them now. There are some good cards for the cube in the Portal expansions, for sure... I'm just a) not in the mindset that I want them in the cube and b) not ready to shell out the dough for a full-blown portal cube expansion. (Because it will include the R. Earthquake, Imperial Seal, Ravages of War, etc... quite pricey).
Fair enough. I don't run any P3K in my cube. Not because I have a no portal rule, but because none of my crew can afford P3K cards. I think as long as it's legal in some sort of constructed play, it should be fair game for cube. That's why I choose not to run Unglued cards. They are, for the most part, too silly for my tastes.
Well, in the rare situation that I don't have a target... at least the Kami is an aggro beater. Plus, he can pick up equipment and go into battle when needed... and be used as a utility creature/chump blocker in midrange and control decks too. Smash is more powerful, but Kami is more versatile. That was my mindset.
Yes I did... but Smash can't hit creatures, and can only be used if there's an artifact to destroy.
Don't get me wrong. I like Smash to Smithereens a lot... it just didn't make the cut the cube got combined/smaller.
Again, fair enough. I think Kami is too mana intensive to be the choice here, but it's all an opinion and to each their own. Both are good cards.
Well, it does two things. First... it's outstanding mana-fixing for Black. Black has lots of BB in the cube, and Urborg ensures that all your black spells can always be cast. Second... it's the only other black-based non-basic land that's good enough for the cube.
Agreed. Urborg, Tomb of Yawgmoth is the perfect fixer for any deck running black.
I was thinking about removing Forcefield for Grafted Wargear.
That's tough, but Grafted Wargear is so good. If you can pick this up for any aggro build, it's ridiculous. I might cut Chrome Mox instead of Forcefield. We found it to be one of those cards that's just plain better in constructed than it is in the cube. Most of the time the card you remove is the card you want/need to cast with the mana you'll get from the mox. The only thing it has going for it is mana ramp, and I'd rather ramp normally and keep my good cards in my hand.
Forcefield should not be cut IMO, even for Grafted Wargear. Both should be in. I would personally cut Oblivion Stone to fit the Wargear in, as I have always found that too slow. I could pick 5 other cards to cut before GW and FF... they are houselike.
I was kind of hoping you wouldn't ask, but I would honestly play Grafted Wargear above Metalworker, Juggernaut, Triskelion, Ring of Gix or even Powder Keg. They have nothing in common, but I find Grafted Wargear picks higher than some of those and is truly a feared card against aggro. All those cards are great and that's my personal preference, but I'd be tempted to remove a 'control' artifact for the Wargear. I think Oblivion Stone would be my preferred cut, however.
In the same breath, I'm going to go and buy a Metalworker for my Cube... about time I updated the list, too.
Cube Maxim
that I can for my playgroup within the confines of a Vintage legal and Singleton legal frame.
Basic Info
Cube Size: 450 Cards
Breakdown: 55 Each Color, 105 Guild/Multicolor, 70 Colorless
Standard or Theme Cube: Standard
Average Draft: 3-6 players
Cube CMC: 2.762
Design Restrictions
Powered?: Yes
Vintage Legal?: Yes
Singleton Legal?: Yes
Color Balance?: Yes
Guild Balance?: Yes
Other Info
Here's a link to the cube on CubeCobra if you want to mock draft it:
https://cubecobra.com/cube/list/wtwlf123
I wrote a cube article about the fundamental cube design questions, and how I decided to build my cube to cater to my playgroup. The article was designed to help those folks that are still in the incipient phase of cube building, and may need some pointers on how to balance the cube for smoother drafts and gameplay. But hopefully even the veteran cube managers can find at least some useful information on how to streamline the cube and better enable aggressive archetypes. Here's a link:
"Cube Design Philosophy"
I also wrote an article that deals with managing your manabase when cubing, and the impact those mana demands have on drafting, deck-building and constructing the cube. Here's a link to that one:
"Mana Short: A study in limited resource management."
Feel free to post comments on the article page or here in this thread with any questions or comments!
Additionally, I've written some Set Reviews in the form of top 20 countdowns based on set previews. Note, these are written as set previews, not necessarily set reviews, but here's the links to them anyways:
My Review #01 - Discusses my top 20 Cube cards from AVR!
My Review #02 - Discusses my top 20 Cube cards from M13!
My Review #03 - Discusses my top 20 Cube cards from RTR!
My Review #04 - Discusses my top 20 Cube cards from GTC!
My Review #05 - Discusses my top 20 Cube cards from DGM!
My Review #06 - Discusses my top 20 Cube cards from M14!
My Review #07 - Discusses my top 20 Cube cards from THS!
My Review #08 - Discusses my top 20 Cube cards from BNG!
My Review #09 - Discusses my top 20 Cube cards from JOU!
My Review #10 - Discusses my top 20 Cube cards from M15!
My Review #11 - Discusses my top 20 Cube cards from KTK!
My Review #12 - Discusses my top 20 Cube cards from FRF!
My Review #13 - Discusses my top 20 Cube cards from DTK!
My Review #14 - Discusses my top 20 Cube cards from ORI!
My Review #15 - Discusses my top 20 Cube cards from BFZ!
My Review #16 - Discusses my top 20 Cube cards from OGW!
My Review #17 - Discusses my top 20 Cube cards from SOI!
My Review #18 - Discusses my top 20 Cube cards from EMN!
My Review #19 - Discusses my top 20 Cube cards from KLD!
My Review #20 - Discusses my top 20 Cube cards from AER!
My Review #21 - Discusses my top 20 Cube cards from AKH!
My Review #22 - Discusses my top 20 Cube cards from HOU!
My Review #23 - Discusses my top 20 Cube cards from XLN!
My Review #24 - Discusses my top 20 Cube cards from RIX!
My Review #25 - Discusses my top 20 Cube cards from DOM!
My Review #26 - Discusses my top 20 Cube cards from M19!
My Review #27 - Discusses my top 20 Cube cards from GRN!
My Review #28 - Discusses my top 20 Cube cards from RNA!
My Review #29 - Discusses my top 20 Cube cards from WAR!
My Review #30 - Discusses my top 20 Cube cards from M20!
My Review #31 - Discusses my top 20 Cube cards from ELD!
My Review #32 - Discusses my top 20 Cube cards from THB!
My Review #33 - Discusses my top 20 Cube cards from IKO!
My Review #34 - Discusses my top 20 Cube cards from M21!
My Review #35 - Discusses my top 20 Cube cards from ZNR!
My Review #36 - Discusses my top 20 Cube cards from KHM!
My Review #37 - Discusses my top 20 Cube cards from STX!
My Review #38 - Discusses my top 20 Cube cards from AFR!
My Review #39 - Discusses my top 20 Cube cards from MID!
My Review #40 - Discusses my top 20 Cube cards from VOW!
My Review #41 - Discusses my top 20 Cube cards from NEO!
My Review #42 - Discusses my top 20 Cube cards from SNC!
My Review #43 - Discusses my top 20 Cube cards from DMU!
My Review #44 - Discusses my top 20 Cube cards from BRO!
My Review #45 - Discusses my top 20 Cube cards from ONE!
My Review #46 - Discusses my top 20 Cube cards from MOM!
My Review #47 - Discusses my top 20 Cube cards from WOE!
Enjoy!
I was invited to be a guest on the MTGin3D Podcast with Liam and Pedro. Here's a link to that episode ...give it a listen!
MTGin3D Episode #5 - Exploration
I was invited on as a guest for the "What's In The Box!?" Podcast with Zakeel and Drew. Here's a link to that episode:
What's in the Box EP8 - Community Spotlight: wtwlf123
https://cubecobra.com/cube/list/wtwlf123
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
Mock Draft & Visual Spoiler! http://www.cubetutor.com/visualspoiler/69259
1 4-L0M with Concussion Rifle
1 Destroyer Droid
1 Guri
1 IG-88 with Riot Gun
1 P-59
1 P-60
//ABILITY 1
1 Chokk
1 Feltipern Trevagg
1 J’Quille
1 M’iiyoom Onith
1 Stormtrooper Garrison
1 Thok & Thug
//ABILITY 2
1 Admiral Chiraneau
1 Admiral Ozzel
1 Bossk with Moartar Gun
1 Captain Sarkli
1 Colonel Davod Jon
1 Commander Merrejk
1 Danz Borin
1 Dengar with Blaster Carbine
1 Dr. Evazan & Ponda Baba
1 DS-181-3
1 DS-181-4
1 Ghana Gleemort
1 Major Turr Phennir
1 Rachalt Hyst
1 Sebulba
1 Snoova
1 Televan Koreyy
1 Tonnika Sisters
1 Yade M’rak
1 Admiral Motti
1 Admiral Piett
1 Baron Soontir Fel
1 Boba Fett
1 Boba Fett with Blaster Rifle
1 Boba Fett, Bounty Hunter
1 Boelo
1 Captain Daultay Dofine
1 Commander Brandei
1 Commander Igar
1 Ephant Mon
1 General Tagge
1 General Veers
1 Grand Moff Tarkin
1 Jodo Kast
1 Lieutenant Commander Ardan
1 Myn Kyneugh
1 Prince Xizor
1 Rune Haako
//ABILITY 4
1 Aurra Sing
1 Bane Malar
1 Brangus Glee
1 Djas Puhr
1 Grand Admiral Thrawn
1 Grotto Werribee
1 Jabba the Hutt
1 Janus Grejatus
1 Mighty Jabba
1 Sim Aloo
1 Zuckuss
1 Arica
1 Mara Jade, The Emperor’s Hand
//ABILITY 6
1 Darth Maul
1 Darth Maul with Lightsaber
1 Darth Maul, Young Apprentice
1 Darth Vader
1 Darth Vader with Lightsaber
1 Darth Vader, Dark Lord of the Sith
1 Lord Maul
1 Lord Vader
//ABILITY 7
1 Darth Sidious
1 Emperor Palpatine
1 The Emperor
//VEHICLES
1 Blizzard 2
1 Blizzard 4
1 Blizzard Scout 1
1 Tempest 1
1 Tempest Scout 3
1 Tempest Scout 6
1 Accuser
1 Blockade Flagship
1 Bossk in Hound’s Tooth
1 Chimaera
1 Death Squadron Star Destroyer
1 Devastator
1 Dominator
1 Dreadnaught Class Heavy Cruiser
1 Executor
1 Flagship Executor
1 Judicator
1 Boba Fett in Slave 1
1 Dengar in Punishing One
1 IG-88 in IG-2000
1 Maul’s Sith Infiltrator
1 Mist Hunter
1 Saber 1
1 Saber 2
1 Saber 3
1 Saber 4
1 Slave 1
1 Stinger
1 Vader’s Custom TIE
1 Virago
1 Zuckuss in Mist Hunter
1 Dark Jedi Lightsaber
1 Disrupter Pistol
1 Mara Jade’s Lightsaber
1 Maul’s Double-Bladed Lightsaber
1 Naboo Blaster
1 Stun Blaster
1 Vader’s Lightsaber
1 Vibro-Ax
1 Laser Cannon Battery
1 SFS L-s9.3 Laser Cannons
1 Ability, Ability, Ability
1 Bad Feeling Have I
1 Colo Claw Fish
1 Drop!
1 Expand the Empire
1 First Strike
1 Imperial Decree
1 Mobilization Points
1 Presence of the Force
1 Resistance
1 Security Precautions
1 You Cannot Hide Forever & Mobilization Points
1 After Her!
1 Enter the Bureaucrat
//UTINNI EFFECTS
1 Lateral Damage
1 Control & Set For Stun
1 Ghhhk
1 I Have You Now
1 I’d Just As Soon Kiss A Wookie
1 Limited Resources
1 Maul Strikes
1 Sense [ep1]
1 Sniper & Dark Strike
1 Stunning Leader
1 Unexpected Interruption
1 You Are Beaten
1 Alter
1 Dark Maneuvers & Talon Roll
1 Imperial Artillery
1 Imperial Barrier
1 Imperial Command
1 Scanning Crew
1 Sense
1 Trample
1 We Must Accelerate Our Plans
//USED AND LOST INTERRUPTS
1 Alter & Collateral Damage
1 Force Feild
1 Force Lightning
1 Ghhhk & Those Rebels Won’t Escape Us
1 Ommni Box & It’s Worse
1 Sense & Uncertain is the Future
1 Short Range Fighters & Watch Your Back!
1 Weapon Levitation
1 Neimoidian Advisor
1 Twi’lek Advisor
1 Fighters Coming In
1 We’re In Attack Position Now
//SITES
1 Blockade Flagship: Bridge
1 Cloud City: Port Town District
1 Coruscant: Docking Bay
1 Coruscant: Imperial Square
1 Death Star II: Docking Bay
1 Endor: Back Door
1 Endor: Forest Clearing
1 Executor: Docking Bay
1 Hoth: Defensive Perimiter
1 Hoth: Wampa Cave
1 Jabba’s Palace: Audience Chamber
1 Naboo: Theed Palace Generator Core
1 Tatooine: Desert Landing Site
1 Yavin IV: Jungle
1 Coruscant
1 Death Star
1 Fondor
1 Sullust
Mock Draft & Visual Spoiler! http://www.cubetutor.com/visualspoiler/69279
1 Artoo, Brave Little Droid
1 R2-D2
1 Threepio with His Parts Showing
//ABILITY 1
1 Deneb Both
1 Geezum
1 Ishi Tib
1 Kal’Falnl C’ndros
1 Oola
//ABILITY 2
1 Captain Madakor
1 Chewbacca
1 Chewbacca of Kashyyyk
1 Chewie with Blaster Rifle
1 Chewie, Enraged
1 Colonel Cracken
1 Colonel Salm
1 Corporal Midge
1 Corporal Kensaric
1 Jek Porkins
1 Jerus Jannick
1 Karie Neth
1 Keir Santage
1 Kin Kian
1 Lieutenant Rya Kirsch
1 Lieutenant Telsij
1 Lieutenant Williams
1 Major Panno
1 Mirax Terrik
1 Nien Nunb
1 Tycho Celchu
1 Wedge Antilles
1 Admiral Ackbar
1 Bron Burs
1 Captain Han Solo
1 Dash Rendar
1 First Officer Thaneespi
1 General Calrisian
1 General Crix Madine
1 General Jar Jar
1 General Solo
1 Han with Heavy Blaster Pistol
1 Jar Jar Binks
1 Lando Calrisian, Scoundrel
1 Lando with Blaster Pistol
1 Lando with Vibro-Ax
1 Leesub Sirln
1 Owen Lars & Beru Lars
1 Padme Naberrie
1 Panaka, Protector of the Queen
1 Ric Olie
1 Talon Karrde
1 TK-422
1 Wedge Antilles, Red Squadron Leader
//ABILITY 4
1 BoShek
1 Boushh
1 Corran Horn
1 Leia with Blaster Rifle
1 Leia, Rebel Princess
1 Luke Skywalker
1 Melas
1 Orrimaarko
1 Phylo Gandish
1 Queen Amidala
1 Tawass Khaa
1 Daughter of Skywalker
1 Luke with Lightsaber
1 Master Luke
1 Obi Wan Kenobi, Padiwan Learner
//ABILITY 6
1 Ben Kenobi
1 Luke Skywalker, Jedi Knight
1 Luke Skywalker, Rebel Scout
1 Obi Wan Kenobi
1 Obi Wan Kenobi, Jedi Knight
1 Obi-Wan with Lightsaber
//ABILITY 7
1 Mace Windu, Jedi Master
1 Master Qui-Gon
1 Qui-Gon Jinn
1 Qui-Gon Jinn with Lightsaber
1 Qui-Gon Jinn, Jedi Master
1 Yoda, Master of the Force
//VEHICLES
1 Fambaa
1 Home One
1 Independence
1 Liberty
1 Spiral
1 Tantive IV
//STARFIGHTERS
1 Artoo-Detoo in Red 5
1 Bravo 4
1 Gold Leader in Gold 1
1 Gold Squadron 1
1 Gold Squadron Y-Wing
1 Gray Squadron 1
1 Gray Squadron 2
1 Green Squadron 3
1 Han, Chewie & the Falcon
1 Millennium Falcon
1 Outrider
1 Pulsar Skate
1 Queen’s Royal Starship
1 Radiant VII
1 Red 6
1 Red Leader in Red 1
1 Red Squadron 1
1 Red Squadron 7
1 Red Squadron X-Wing
1 Tala 1
1 Anakin’s Lightsaber
1 Disrupter Pistol
1 Jedi Lightsaber
1 Luke’s Lightsaber
1 Naboo Security Officer Blaster
1 Obi-Wan’s Lightsaber
1 Qui-Gon’s Lightsaber
1 Stun Blaster
1 Proton Torpedoes
1 X-Wing Laser Cannon
1 Civil Disorder
1 Colo Claw Fish
1 Draw Their Fire
1 Goo Nee Tay
1 Haven
1 Lightsaber Proficiency
1 Mantellian Savrip
1 Menace Fades
1 Revolution
1 Staging Areas
1 Thrown Back
1 Ultimatum
1 Your Insight Serves You Well & Staging Areas
1 A Vergence in the Force
1 They Win This Round
1 Blast the Door Kid!
1 Clash of Sabers
1 Control & Tunnel Vision
1 Dodge
1 Houjix
1 It Can Wait
1 It’s A Trap!
1 Sense [ep1]
1 Smoke Screen
//USED INTERRUPTS
1 Alter
1 Balanced Attack
1 Fallen Portal
1 Hyper Escape
1 It Could Be Worse
1 Rebel Artillery
1 Rebel Barrier
1 Sense
1 Slight Weapons Malfunction
1 The Bith Shuffle & Desperate Reach
1 We Wish to Board at Once
1 All Wings Report In & Darklighter Spin
1 Alter & Frienldy Fire
1 Blaster Deflection
1 Houjix & Out of Nowhere
1 Sense & Recoil in Fear
1 Sorry About the Mess & Blaster Proficiency
1 Weapon Levitation
1 Wesa Gotta Grand Army
//USED OR STARTING INTERRUPTS
1 Mindful of the Future
1 The Signal
1 Capital Support
1 I’ll Take the Leader
//SITES
1 Cloud City: Downtown Plaza
1 Coruscant: Jedi Council Chamber
1 Degobah: Yoda's Hut
1 Endor: Chief Chirpa’s Hut
1 Home One: Docking Bay
1 Home One: War Room
1 Hoth: Echo War Room
1 Naboo: Battle Plains
1 Naboo: Boss Nass' Chambers
1 Tatooine: City Outskirts
1 Tatooine: Obi-Wan’s Hut
1 Tatooine: Toche Station
1 Yavin IV: Massassi Ruins
1 Yavin IV: Massassi Throne Room
1 Coruscant
1 Kessel
1 Kiffex
1 Rendezvous Point
1 Soon the Rebellion Will be Crushed...
//STARTING INTERRUPT
1 Prepared Defenses
//EFFECTS
1 Battle Order
1 Combat Response
1 Imperial Arrest Order
//DOCKING BAYS
1 Cloud City: Docking Bay
1 Coruscant: Docking Bay
1 Endor: Docking Bay
1 Hoth: Echo Docking Bay
1 Naboo: Docking Bay
1 Spaceport: Docking Bay
1 Tatooine: Docking Bay
1 Yavin IV: Docking Bay
1 Bespin
1 Bespin: Cloud City
1 Coruscant
1 Endor
1 Hoth
1 Naboo
1 Tatooine
1 Yavin IV
1 I Want to Learn the Ways of the Force...
//STARTING INTERRUPT
1 Heading For the Medical Frigate
//EFFECTS
1 Battle Plan
1 Insurrection
1 Squadron Assignments
//DOCKING BAYS
1 Cloud City: Docking Bay
1 Coruscant: Docking Bay
1 Endor: Docking Bay
1 Hoth: Echo Docking Bay
1 Naboo: Docking Bay
1 Spaceport: Docking Bay
1 Tatooine: Docking Bay
1 Yavin IV: Docking Bay
1 Bespin
1 Bespin: Cloud City
1 Coruscant
1 Endor
1 Hoth
1 Naboo
1 Tatooine
1 Yavin IV
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
IMPULSE DRAFT
Impulse Drafting is a booster draft format that allows for smaller groups of players to simulate the draft process of large-table drafts. It is ideal for 2-4 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 9 packs of 20 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 3 cards from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 5 cards and "burned" 15 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction each pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
GLIMPSE DRAFT
Glimpse Drafting is a booster draft format that allows for smaller groups of players to simulate the draft process of large-table drafts. It is ideal for 3-5 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 9 packs of 15 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 2 cards from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 5 cards and "burned" 10 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction each pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
SIGHT DRAFT
Sight Drafting is a booster draft format that allows for medium-sized groups of players to simulate the draft process of large-table drafts. It is ideal for 6-8 player events, and allows a larger percentage of the cube pool to get used, so that fewer cards get left behind and each archetype has a chance to get its support cards seen.
• Each player gets 5 packs of 18 random cube cards each.
• Open the first cube pack.
• Pick 1 card from the pack to add to your pool.
• Then "Burn" 1 card from the pack (remove them from the draft pool completely).
• Pass the pack to the next drafter at the table.
• Repeat the process until you've picked 9 cards and "burned" 9 cards from the pack.
• Complete the same process for each pack in the draft, alternating the direction the pack is passed.
• Each player should have a pool of 45 cards to build from, just like a traditional booster draft.
..........
Event Structures (at 720 cards):
2-player: Impulse Draft (50% of the cube pool)
3-player: Impulse Draft (75% of the cube pool)
4-player: Impulse Draft (100% of the cube pool)
5-player: Glimpse Draft (94% of the cube pool)
6-player: Sight Draft (75% of the cube pool)
7-player: Sight Draft (88% of the cube pool)
8-player: Sight Draft (100% of the cube pool)
[2-4 Player Event Average: 75.00%]
[Total Event Average: 83.14%]
That's great! I'm honored that you guys decided to model your cube after mine.
No, I don't have an archetype primer for my cube. Partially because I'm regularly rotating archetype packages in and out of the cube. But I can give you a super quick rundown of what we see pretty regularly:
The Token/Anthem archetype is getting really popular. It doesn't have to be Anthems per se, but draft token makers and cards that work well with lots of creatures. Spectral Procession, Hero of Bladehold, Ajani Goldmane, etc, etc. Pretty much all 5 colors contribute to this build.
http://cubetutor.com/cubedeck/160605
..........
The Blink/Bounce archetype is another thing we see quite often. Draft powerful ETB triggers and ways to get multiple activations from them. Kor Skyfisher, Restoration Angel, Reveillark, Waterfront Bouncer, Crystal Shard, Erratic Portal, Mimic Vat, etc combined with a wealth of ETB triggers.
http://www.cubetutor.com/cubedeck/160624
..........
The Reanimator package is available in almost every color combination, but is rooted heavily in Black/Green. Fatties, Reanimation Spells and Discard Outlets are the primary things to look for. Remember, I support dipping into red for this strategy too, getting good use from cards like Firestorm, Faithless Looting, Sneak Attack, Wheel of Fortune and a few other goodies.
http://cubetutor.com/cubedeck/160603
..........
The Pox/Stax is a good bread and butter archetype for heavy black decks (often splashed with red, green or white). Cards like Pox, Smallpox, Liliana of the Veil, Braids, Cabal Minion, Smokestack, Skullclamp, Firestorm, Faithless Looting, Greater Gargadon etc combined with token makers and recursive creatures like Gravecrawler, Bloodghast, Reassembling Skeleton, Ophiomancer, Bitterblossom, etc turns a bunch of "fair" symmetrical effects into asymmetrical monsters.
http://www.cubetutor.com/cubedeck/160628
..........
The Wildfire deck is one of my personal favorites. Draft mana rocks, 5+ toughness creatures, and planeswalkers and combine them with Wildfire/Burning of Xinye, Earthquake effects, Tutors, toughness-based mass removal, and other random goodies. Watch the board go from what looked to your opponent like assured victory to them to a complete disaster zone where you're the only player with anything meaningful left on the board with one spell.
http://cubetutor.com/cubedeck/160606
..........
The Super Ramp deck uses cards that ramp for multiple additional mana sources into really big threats. Cards like Rofellos, Llanowar Emissary, Gaea's Cradle, Thran Dynamo, Gilded Lotus, Nissa, Worldwaker, Mirari's Wake, Channel and the like help you reach mana to hardcast monsters like Woodfall Primus, Terastodon, Sundering Titan and even stuff like Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre.
http://www.cubetutor.com/cubedeck/230891
..........
The Sneak & Show archetype uses effects to cheat fatties into play from your hand/library by bypassing their mana costs. It uses cards like Tinker, Show and Tell, Shelldock Isle, Sneak Attack, Through the Breach, Natural Order, Eureka and Tooth and Nail to put all the cube's biggest, nastiest monsters onto the battlefield.
http://www.cubetutor.com/cubedeck/233417
..........
The artifact.dec is an archetype that centers around using artifacts and cards that have synergies with artifacts to gain big advantages and get powerful threats into play early. Cards like Tolarian Academy, Academy Ruins, Tezzeret the Seeker, Tezzeret, Agent of Bolas, Metalworker, Goblin Welder and Daretti, Scrap Savant push normal artifact values over the top. Even cards like Thirst for Knowledge and Lodestone Golem provide lots of extra value. Killing with animated artifacts or welding Myr Battlespheres and Wurmcoil Engines in and out of play makes all your artifacts and support cards big threats.
http://www.cubetutor.com/cubedeck/230910
..........
In addition to that, you can always draft generic aggro, midrange and control decks out of the vast pool of goodies and throw a deck together that will have some random synergy here and there, but be overwhelmingly dedicated to operating seamlessly.
I have 55 basic lands of each type sleeved up and ready for use each draft.
I use one of every single promo land available, one of every single full-art land available and I have two extra slots for my favorite other basics ever.
Here's a list of the lands I use:
PROMO LAND
Guru Basic
APAC Basic (A)
APAC Basic (B)
APAC Basic (C)
Euro Land Basic (A)
Euro Land Basic (B)
Euro Land Basic (C)
Beta Foil Promo Basic/OG Art Basic
Ice Age Foil Promo Basic
Urza’s Saga Foil Promo Basic
Mercadian Masques Foil Promo Basic
Arena 1996
Arena 2003
Arena 2004
Arena 2005
Arena 2006
MPS 2006/2007
MPS 2007/2008
MPS 2008/2009
MPS 2009/2010
MPS 2010/2011
MPS 2011/2012
2005 Ravnica MPS Guild Land (A)
2005 Ravnica MPS Guild Land (B)
2005 Ravnica MPS Guild Land (C)
2005 Ravnica MPS Guild Land (D)
2018/2019 Ravnica Weekend Guild Land (A)
2018/2019 Ravnica Weekend Guild Land (B)
2018/2019 Ravnica Weekend Guild Land (C)
2018/2019 Ravnica Weekend Guild Land (D)
2017 Standard Showdown Promo (Guay)
2017 Gift Pack Promo (Poole)
2018 Grand Prix Promo (Giancola)
2018 Standard Showdown Promo (Danner)
2019 MagicFest Promo (Burley)
2019 Promo Pack Promo (Various)
2020 MagicFest Promo (De Ro)
FULL-ART LAND
Judge Foil Full-Art Basic
Unglued Basic
Unhinged Basic (Foil)
Unstable Basic (Foil)
Unsanctioned Basic (Foil)
ZEN Textless A (Japanese Foil)
ZEN Textless B (Japanese Foil)
ZEN Textless C (Japanese Foil)
ZEN Textless D (Japanese Foil)
BFZ Textless A (Foil)
BFZ Textless B (Foil)
BFZ Textless C (Foil)
BFZ Textless D (Foil)
Amonkhet Full-Art (Foil)
Hour of Devastation Full-Art (Foil)
Theros Beyond Death (Japanese Foil)
OTHER
Favorite Land Set A
Favorite Land Set B
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
For the most recent changes, check the change log documented in the CubeCobra link, found here: https://cubecobra.com/cube/blog/5d61aa23b8ec593ca4b76ca6/0 .
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
exciting~. Time to review to see what you would run...
Opm's Cube on MTGS
Wife's Etsy Store (Hair Accessories for Girls)
Cutting altered cards I find to be the hardest thing
My secondary "cube".
Really out of date cube thread with pictures.
Condescend?
Sarcomancy?
Ink-Eyes?
Grafted Wargear?
Kami of the Ancient Law in, so that is an equivalent to Ronom.
Sarcomancy in as well, just under "spells" vs. "creatures"
The other three is are arguable IMHO for or against vs. some other choices.
Opm's Cube on MTGS
Wife's Etsy Store (Hair Accessories for Girls)
Condensed was actually the last blue spell not to make the cut. Blue is tighter than a frog's ass right now... don't know what I could pull for that wonderful counter... but I'm always open for suggestions!
Ink Eyes may go in over Thrashing Wumpus... but I don't really see anything else I can cut for her. Plus, Wumpus has been monstrous for us. Better than Ink Eyes, actually.
You're 100% right... Grafted Wargear should go in over another artifact, I think. Suggestions for what to replace for it?
Dude... tell me about it.
Sorry to let you down, lol.
I made those two themed cubes to supplement the cube-drafting we were doing with the "normal" cube. Now that that other cube is gone... I had to build one.
Don't worry... this new cube is like 95% pimped right now, and after selling all the tons of extra pimped-ass stuff I took out of these two cubes, it'll be 100% pimped in no time.
..........
I was thinking -5 artifacts and +5 Vivid Lands.
Suggestions on what 5 artifacts can come out?
Thanks all.
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
Ronom Unicorn > Kami of Ancient Law because unicorns > spirits.
Personally I just put Basking Rootwalla in my cube and playing for the madness, although usually useless was actually really satisfying. I probably will take it out in the near future but I'm going to give it some more time in the box. Yes I actually got to play him for the madness too.
White Knight has been great, and Pianna is worse than Champion... but I just run both.
Scepter of Dominance may go in over Arrest... but I think Ring of Gix is certainly better than the Scepter.
Waterfront Bouncer has been an absolute house. He's NOT coming out.
I prefer Boomerang because it can bounce lands.
Arcane Denial is amazing, and it's not going anywhere.
I don't like Wake Thrasher or Clone effects. I've found them both to be below average. Especially in blue, which has NO room.
I prefer Search to Research. Inatsnt speed + free spell makes it worth it, IMO.
I've always counted Kird Ape as red.
I prefer the creature to the instant on artifact destruction.
Ball lightning can go in R/x to without too much trouble. I like it, plus it's kind of a pet card.
Stupor isn't a "strictly worse" card at all. Only having one black in its cost is great.
I've had great success with Undead Gladiator. Plus, I don't want to remove a 3-Drop for a 6-Drop.
Graveborn Muse and Innocent Blood are two cards I was trying to find room for, but was struggling a bit.
Volcanic Hammer is great for a cube of any size. There are only a few cards that are "strictly" better than it is, and all of those are in already. 3 damage for 1R to any target makes the cut.
I don't like Scute Mob. I'd use Jungle Lion if I was running Portal Cards.
Yes, Rootwalla is still good enough.
Albino Troll has been fantastic. Don't have any plans on cutting him any time soon.
Yes, Caller of the Claw is better than Civic Wayfinder. In my experience, he's been one of the best green 3-drops printed when it comes to cube-value.
I love Spike Weaver. I do like him more than Briarhorn (a card that never worked well for our playgroup... in any of our cubes).
Green wants creatures, not spells. I'd rather run much less spells and lots more creatures in that color. ...and I don't like Rude Awakening.
In an artifact based Deck, Metalworker is a house-and-a-half.
Grafted Wargear is a card I want in. Probably going to cut Forcefield or something.
Yes, I like Cloak better than Sledge. Less mana investment and much, much faster. When you're strapping ot to a creature your opponent will struggle to remove, you'll get a lot more for your money. Plus, it's kind of a pet card too.
Glad you like the list.
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
On these cards I'd like to comment. I'd give Briarhorn another shot as personally he has been great. He is a green creature that usually more than pulls his weight in my experience.
I think Rude Awakening is great but you don't seem to have much of a ramp theme in green so I can see it lacking a home.
Grafted Wargear is one of the top cards I look for when drafting an aggro deck.
My secondary "cube".
Really out of date cube thread with pictures.
Crater Hellion is not going to come out of my cube for a long time. Like you mentioned, it's a wonderful control card for red. As someone on this board puts it, you cast the creature initially to wipe the board. Come next turn, if you want a "hasted 6/6" you pay the echo, if it's not in your benefit to pay for the creature, no one is forcing you to pay for it. I'd probably surmise that this is the best echo creature in my cube.
Yup. I want to find room for the following cards:
Grafted Wargear
Condescend
Graveborn Muse
and maybe:
Ink-Eyes, Servant of Oni
Innocent Blood
Any help finding cards to take out for 'em?
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if i had ur cube and had to take out 5 it be
Tough call in my opinion.
i am not sure how good Winter Orb plays since i never had it in my cube. slows things down, but i am sure it is gives aggro the boost it needs to close things out
Opm's Cube on MTGS
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That's what I was afraid of, lol. Looks like I'll have to run without the Vivids. I think that's okay though, because I've got lots of fixing available.
Winter Orb is one of those cards that's too powerful to cut, IMO.
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
Urborg, Tomb of Yawgmoth seems an odd choice at first glance. I have found Tolarian Academy hard to abuse in the Cube too, although I see its use in the archetype. What is Urborg for?
Good to see some love for Kor Haven
On spoiled card wishlisting and 'should-have-had'-isms:
BTW, why no Portal? I feel like they play exactly the same (some are even total reprints) as "regular" Magic cards. Is it the bold text? The weird shield and sword next to P/T?
I would highly suggest Crater Hellion. It's be an absolute house for us. It does exactly what it looks like it does. It hits the board and clears a path. You pay the echo and beat face. Pretty simple, really.
I'm curious... why? My cube runs both, so I can't really diss Kami here, but if I had to pick, I'd definitely go for the instant. It's possible that Kami will give you more damage in the long run, but that's just a maybe. Smash to Smithereens is a guaranteed three damage to their face and a dead artifact. And you get all of that for two mana. With the Kami, you pay two for the 2/1 and then you have to pay the artifact's cc to destroy it. In comparison I think Smash to Smithereens wins this battle by a long shot.
You said it yourself...
I'd second all of these changes.
MTGS Average Peasant Cube 2021 Edition
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This had nothing to do with it... but I suppose you're right.
I hated Portal and Starter as a Magic player back in the day, and I hate them now. There are some good cards for the cube in the Portal expansions, for sure... I'm just a) not in the mindset that I want them in the cube and b) not ready to shell out the dough for a full-blown portal cube expansion. (Because it will include the R. Earthquake, Imperial Seal, Ravages of War, etc... quite pricey).
Well, in the rare situation that I don't have a target... at least the Kami is an aggro beater. Plus, he can pick up equipment and go into battle when needed... and be used as a utility creature/chump blocker in midrange and control decks too. Smash is more powerful, but Kami is more versatile. That was my mindset.
Yes I did... but Smash can't hit creatures, and can only be used if there's an artifact to destroy.
Don't get me wrong. I like Smash to Smithereens a lot... it just didn't make the cut the cube got combined/smaller.
Grafted Wargear -> Karn, Silver Golem/Bottle Gnomes
Condescend-> Hinder
Graveborn Muse -> Undead Gladiator: card advantage over filtering
Ink-Eyes, Servant of Oni->Thrashing Wumpus/ Plague Sliver(redundant)
Innocent Blood-> Stupor
Can't do it man. Karn = Pet card for a lot of us in the group... plus, he's a beating :D. Bottle Gnomes is too good a control card, IMO. I love how Hinder is both a hard counter and a tempo counter. Undead Gladiator has been great for us. As has the Wumpus. Redundant Plague Sliver & Juzam is fine with me. Mono-colored 5/5's for 4 are all welcome. Stupor has been solid for us, and I think I've got enough removal.
Thanks for the suggestions though. Even though those cards I'm using are considered "on the fringe" for a lot of other cubers... they're really core cube cards for our group. They fit our playstyles to a T.
Urborg, Tomb of Yawgmoth seems an odd choice at first glance. I have found Tolarian Academy hard to abuse in the Cube too, although I see its use in the archetype. What is Urborg for?
Well, it does two things. First... it's outstanding mana-fixing for Black. Black has lots of BB in the cube, and Urborg ensures that all your black spells can always be cast. Second... it's the only other black-based non-basic land that's good enough for the cube.
And Tolarian Academy is a monster of a card.
..........
I was thinking about removing Forcefield for Grafted Wargear.
I was also thinking about following eidolon232's advice and removing Boomerang for Into the Roil. I do like Boomerang's ability to hit lands, but between the kicker option and the 1U casting cost... the rest of my group is leaning towards Roil. Thanks eidolon.
My 540 Card Powered Cube
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My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
Hatred, Black Knight and Exhume are my high-priority wants.
Ya, there's some other cards I want in... but I'm pretty happy with the list as it stands. It's pretty tight, IMO.
I do appreciate all your help though... and I followed your advice about the Into the Roil selection. Good call.
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
Fair enough. I don't run any P3K in my cube. Not because I have a no portal rule, but because none of my crew can afford P3K cards. I think as long as it's legal in some sort of constructed play, it should be fair game for cube. That's why I choose not to run Unglued cards. They are, for the most part, too silly for my tastes.
Again, fair enough. I think Kami is too mana intensive to be the choice here, but it's all an opinion and to each their own. Both are good cards.
Agreed. Urborg, Tomb of Yawgmoth is the perfect fixer for any deck running black.
That's tough, but Grafted Wargear is so good. If you can pick this up for any aggro build, it's ridiculous. I might cut Chrome Mox instead of Forcefield. We found it to be one of those cards that's just plain better in constructed than it is in the cube. Most of the time the card you remove is the card you want/need to cast with the mana you'll get from the mox. The only thing it has going for it is mana ramp, and I'd rather ramp normally and keep my good cards in my hand.
MTGS Average Peasant Cube 2021 Edition
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On spoiled card wishlisting and 'should-have-had'-isms:
Well, Oblivion Stone's not going anywhere... so what are the other 5?
My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 47th Set (P)review - Discusses my top 20 Cube cards from WOE!
In the same breath, I'm going to go and buy a Metalworker for my Cube... about time I updated the list, too.
On spoiled card wishlisting and 'should-have-had'-isms: