Description

A 630 card cube based on a horror theme. The card selection takes a lot from both Innistrad blocks for obvious reasons, but spooky stuff from throughout the game's history is included. Not every card has to be horrific (what would a horror movie be with no victims for the monsters to terrorize and/or final girls who defeat the monsters through vigilance and cunning?) but cards that are grossly off-theme have been avoided where possible.

Supported tribes are vampires, werewolves (see the cube-specific errata below!), humans and spirits (to the extent it's possible to support spirits without going full Kamigawa, which I didn't want to do. NEVER go full Kamigawa). There are also a fair number of angels, demons, and miscellaneous spooky good things; playtesting has shown that sticking to tribal definitely isn't a requirement to win, and going pure tribal at the expense of excluding good stuff hurts. Another mechanical theme I wanted to emphasize is use of the graveyard: lots of reanimation, some delirium, some flashback, Goyfzilla just doing his thing, and plenty of looting and other effects to support all that. Mill sort of found its way in by accident; I wouldn't go so far as to call it a "supported archetype," but in my experience you don't need to build a whole deck around it when you draft a Jace, Memory Adept, Sands of Delirium, and/or Startled Awake.

This is not a powered cube. The goal of this cube was to make thematic cards playable, and turning every game into a race to see who can draw and make a back-breaking play with their pieces of power first is at odds with that. There are some powerful cards in here (e.g., Demonic Tutor, Berserk, Force of Will...) but overall the power level is intentionally much lower than many other cubes I have seen. If Wizards of the Coast decides to a fourth Innistrad block and make every card in it Legacy-playable, I might revisit that decision. Otherwise, even with the cube-specific errata below, it was moxen or werewolves.

Questions, feedback, and general comments are welcome.

CUBE-SPECIFIC ERRATA:

If a card has "At the beginning of each upkeep, if no spells were cast last turn, transform [this card]", it loses that ability and gains Daybound. If a card has "At the beginning of each upkeep, if a player cast two or more spells last turn, transform [this card]", it loses that ability and gains Nightbound.

Moonmist loses "Transform all Humans" and gains "It becomes night." I know MaRo used Moonmist as a specific example of a card that didn't work for new werewolves, but screw him. Moonmist has sweet art and they've made bigger changes to other cards for the sake of keeping them playable with current rules.

Colorless (139)


Gold (108)


Creature (78)

White (77)


Blue (76)


Black (77)


Red (76)


Green (77)


BlurredRain says... #1

The cube has a lot of great cards but for its name there aren't really that many horrors. It feels almost like there are more werewolves and angels that have horror attached to their type. But other than that there is really no theme for horror. Im a huge fan of the horrors and their abilities but the horrors you have in here don't really work with each other as horrors. Yeah theres the werewolves thing which is good, but if you were able to pick up on both buffs that would be huge, not game breaking but still pretty nasty imo. If I had to make even one card suggestion would be The Thing in The Ice. As a horror from Shadows of Innestrad it is a horror specific card and when it transforms you can rip out some major damage. But other than that it still is a great cube. I have loved the cards that came out of that set so this is awesome.

October 8, 2019 8:43 p.m.

CN_the_Logos says... #2

Blurred Rain: It's meant to be "horrors" as in "monsters from horror movies, books, video games, etc..." rather than the horror creature type. You hit on the reason for this yourself; horrors as a creature type in Magic don't really have a unifying theme, and the majority of them are kind of lackluster. Thing in the Ice actually was in the cube for a long time but finally got cut, mostly because I rarely saw anyone get enough instants and sorceries to feel good about playing it, and I never saw anyone actually flip it. It's a shame, because it's a cool card, but I don't currently have enough other "instants and sorceries matter" type cards to make that a theme.

Thank you for taking the time to comment.

October 8, 2019 11:16 p.m.

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