cube colorwheel

KTK - FRF - DTK - INV - AP cube

By thijmnesoy

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Timeline

Draft this Cube Open pack Create Sealed Copy

Description

About the cube

I first started playing magic when my best friend had a birthday party. His cousin wanted to show us a card game that he really liked. He bought a duel deck (Speed vs. Cunning) for my friend's birthday, so he explained the basics of the game and we tried to play it. It took a while for me to really understand the basics, but after a few games, I roughly knew what I was doing so I bought my first Magic: The Gathering set (M15 Clash Pack: Fate vs. Fury) about a few weeks after that.

The bottom line is, I started playing around Fate Reforged / Dragons of Tarkir. That's why I decided (after five years of playing magic) to build a Tarkir cube (and also because I was just browsing through some old cards online and found some very cool apocalypse cards and thought: "hey, those are the same colour combinations as Khans of Tarkir")

While building the cube, I was thinking how I could embrace the draft gameplay and then I remembered the two conspiracy drafts I once participated to. So I added some conspiracy cards to the cube, as well as some unglued cards. 'Cause hey, who doesn't like some funky clunky fun cards?

Mana base

This is what the basic lands that are included with my cube would look like

  • 50x Forestaltered
  • 50x Islandaltered
  • 50x Mountain
  • 50x Plains
  • 50x Swampaltered
  • Contents

    I tried to stick to the following colour balance:

  • 1x Who / What / When / Where / Why
  • 75 mono white cards
  • 75 mono blue cards
  • 75 mono black cards
  • 75 mono red cards
  • 75 mono green cards
  • 65 nonbasic lands
  • 70 artifacts (25 nonland mana fixing, 15 conspiracies, 30 other artifacts)
  • 120 multicoloured cards (8 of each colour pair)
  • This creates a cube of 631 cards total. Which can be drafted with a maximum of fourteen players.

    I have a few options available for you on how to draft this cube:

  • You can draft this cube as it is here on tappedout with packs of 15 random cards (so as normal);
  • Or if you want to draft this cube with traditional packs, you could also make packs of 10 commons, 3 uncommon, 1 rare and 1 random;
  • And the third option is to draft this cube without the Conspiracy cards and without the Un-cards. But if you do this, you won't have enough cards to support a 14-player draft.
  • I love card cycles so I tried to include all possible card cycles that are in these sets in this cube. Of course, the Khans, Charms, Banners and Runemarks from Khans of Tarkir are all in this cube (I've excluded the Ascendancies because I figured they won't be exactly what a cube card would be). But I found that there are three-couloured cards in Apocalypse that have the same colour combinations as Khans of Tarkir. They are called the Dega, the Ceta, the Necra, the Raka, and the Ana. They all have one Disciple, one Volver and one Sanctuary, which all fit perfectly into the Abzan Houses, the Jeskai Way, the Mardu Horde, the Sultai Brood, and the Temur Frontier.

    Next, we have the reveal morpher cycle with

  • Watcher of the Roost;
  • Dragon's Eye Savants;
  • Ruthless Ripper;
  • Horde Ambusher;
  • Temur Charger.
  • Then we have the rare wedge-coloured creatures cycle:

  • Ivorytusk Fortress;
  • Sage of the Inward Eye;
  • Rakshasa Vizier;
  • Ankle Shanker;
  • Avalanche Tusker.
  • And the uncommon wedge-coloured creatures cycle:

  • Armament Corps;
  • Warden of the Eye;
  • Sultai Soothsayer;
  • Mardu Roughrider;
  • Bear's Companion.
  • Continuing the cycles with Fate Reforged we have the hybrid-mana activation creatures cycle with

  • Soulfire Grand Master;
  • Torrent Elemental;
  • Brutal Hordechief;
  • Shaman of the Great Hunt;
  • Warden of the First Tree.
  • And the Sieges:

  • Citadel Siege;
  • Monastery Siege;
  • Palace Siege;
  • Outpost Siege;
  • Frontier Siege.
  • And the mono-coloured 6 mana 4/4 dragon cycle:

  • Wardscale Dragon;
  • Mindscour Dragon;
  • Noxious Dragon;
  • Shockmaw Dragon;
  • Destructor Dragon.
  • The clan matter creature cycle (much like the runemarks, only on creatures):

  • Wandering Champion;
  • Marang River Prowler;
  • Battle Brawler;
  • Hungering Yeti;
  • Abzan Kin-Guard.
  • Fate Reforged also has two cycles that include modal spells (creatures and instants or sorceries):

  • Sandsteppe Outcast;
  • Aven Surveyor;
  • Hooded Assassin;
  • Defiant Ogre;
  • Ainok Guide.
  • Valorous Stance;
  • Fascination;
  • Crux of Fate;
  • Mob Rule;
  • Ruthless Instincts.
  • and last but not least, the Manifest Form mini-cycle from Fate Reforged:

  • Lightform;
  • Cloudform;
  • Rageform.
  • As you can see, these cards only contain cards from the Jeskai colours. They manifest the top card of your library and attach themselves to them when they come into play, and then grant the enchanted creature one or two relevant abilities.

    Dragons of Tarkir gives us many dragons of course. And I decided to include the Fate Reforged dragonlords but to exclude the Dragons of Tarkir dragonlords. Because I think the DTK lords would be too strong in my cube. But how about some lower powered dragon cycles? Lets look at those, the first one is the Regent cycle:

  • Sunscorch Regent;
  • Icefall Regent;
  • Deathbringer Regent;
  • Thunderbreak Regent;
  • Foe-Razer Regent.
  • And guess what, morph is back in this set and even better: in the form of mega-morph. The first mega-morpher cycle is the rare megamorpher cycle:

  • Hidden Dragonslayer;
  • Stratus Dancer;
  • Silumgar Assassin;
  • Ire Shaman;
  • Den Protector.
  • The second cycle of these is the dragon tribal megamorpher cycle:

  • Shieldhide Dragon;
  • Belltoll Dragon;
  • Acid-Spewer Dragon;
  • Stormwing Dragon;
  • Herdchaser Dragon.
  • These are five uncommon 3/3 mono-colored dragons that cost {5}M, have flying, another keyword ability and megamorph {5}MM, with a triggered ability to put a +1/+1 counter on all your other dragons when turned face-up, and an additional in-color ability.

    Then, to keep everything a bit in balance, we have the colour-hate cycle:

  • Surge of Rightousness;
  • Encase in Ice;
  • Self-Inflicted Wound;
  • Rending Volley;
  • Display of Dominance.
  • And the dragon matter spells:

  • Orator of Ojutai;
  • Silumgar's Scorn;
  • Foul-Tongue Invocation;
  • Draconic Roar;
  • Scaleguard Sentinels;
  • these are five uncommon monocolored cards that have an effect and an additional effect if you control or reveal a dragon card as the spell is cast.

    And of course each dragonlord needs to promote himself with some propaganda, so here are the monuments:

  • Ojutai Monument;
  • Silumgar Monument;
  • Kolaghan Monument;
  • Atarka Monument;
  • Dromoka Monument.
  • And the final cycle I've included is the uncommon 6 mana 4/4 dragon cycle:

  • Cunning Breezedancer;
  • Ruthless Deathfang;
  • Swift Warkite;
  • Savage Ventmaw;
  • Enduring Scalelord.
  • Continuing with the older sets, we'll start with the enemy-coloured non-creature cycle from Apocalypse:

  • Soul Link,
  • Quicksilver Dagger,
  • Consume Strength,
  • Squee's Embrace,
  • Temporal Spring.
  • And the wedge spells from Apocalypse:

  • Fervent Charge;
  • Guided Passage;
  • Overgrown Estate;
  • Lightning Angel;
  • Fungal Shambler.
  • then, to add a little flexibility to the cube, I've also included the split cards from Apocalypse:

  • Night / Day;
  • Fire / Ice;
  • Life / Death;
  • Order / Chaos;
  • Illusion / Reality.
  • And the split cards from Invasion:

  • Stand / Deliver;
  • Spite / Malice;
  • Pain / Suffering;
  • Assault / Battery;
  • Wax / Wane.
  • Continuing with Invasion, the next cycle is the 2-mana 2/2 region creatures cycle:

  • Galina's Knight;
  • Vodalian Zombie;
  • Shivan Zombie;
  • Yavimaya Barbarian;
  • Llanowar Knight.
  • (I left out the Apocalypse 2-drops because I didn't have enough space for them in the cube)

    And lastly, there is the allied-colour gold spells cycle:

  • Wings of Hope;
  • Recoil;
  • Cauldron Dance;
  • Overabundance;
  • Armadillo Cloak.
  • As you will notice, I have not included all the available cycles from these five sets. That's mainly because I didn't have enough space for those cards or that was because the cycle just contained really bad cards.

    Gold (81)


    Green (90)


    White (75)


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    Cards 662
    Date added 4 years
    Last updated 2 years