Description

This is a synergy cube with legacy format legality (since 2008!) with no fast mana (Sol Ring, Moxen; Chrome Mox, Mox Diamond included, Black Lotus), no absurd card advantage (Library of Alexandria, Ancestral Recall), no insanely powerful cards like Time Walk.

Also, there will be no non-interactive cards (True-Name Nemesis, Jace, Memory Adept - Milling as a strategy) and limit the color-hosing (anything with Protection from

Combos require some work to be assembled (Reanimator, Welder, Tinker). Cheat-into-play strategies are kept in strict check; no cheat-into-play cards (Oath of Druids, Through the Breach, Sneak Attack, Eureka, Natural Order, Show and Tell), and there are no "free" cards either (Daze, Force of Will, Snuff Out), so mana is important.

No signets or talismans, but there are plenty of 2-cmc mana rocks to make up for it. I feel signets make the cube too multi-colored, I'm trying to promote 2-color decks, with the occasional 3-color if the drafter prioritizes mana fixing. Life gain is kept to a minimum as it helps the aggro decks. Each color pair contains multiple archetypes, so decks usually consist of combining some factors of one with the other, but astute drafters who read the lanes are rewarded (synergy!).

There are no planeswalkers limits, but I do watch their numbers. I do believe there is a point where there are too much of them. With the few I do run, I like to have a variety of them to hit either a common macro-theater (aggro Elspeth, Knight-Errant, midrange Garruk Wildspeaker, control Jace, the Mind Sculptor) or act as a build-around (Daretti, Scrap Savant, Saheeli, Sublime Artificer etc). Game play has significantly increased with the lower amount of planeswalkers in the cube (less than 5%).

No proxies, no foil, no foreign, no un-sets, supplemental sets can be included (like conspiracy and commander) as long as there aren't any rule changes (no monarch cards or draft-matters cards). Most vintage level power cards aren't included either (Balance, Treachery, Umezawa's Jitte, Skullclamp). The Swords aren't included either because of the protections. No tutors either (Demonic Tutor, Vampiric Tutor, Enlightened Tutor), except some in green to promote a toolbox style deck (Green Sun's Zenith, Birthing Pod, Once Upon a Time).

This cube promotes interactivity with deep strategic decisions. It contains synergistic and powerful cards meant to be drafted in a limited environment. Decisions during the draft is as important as decisions during game play. This cube has long moved away from the max-power traditional cube paradigm and a great effort has been made to reduce the oppressive, repetitive, or game-warping cards. There should always be a way to outplay your opponent, so there are few-to-none of the hard-to-deal-with cards (indestructible, hexproof, shroud, undying, persist; not that there is anything wrong with these inherently). There are plenty of avenues for the Timmy, Johnny, and Spike player, albeit all decks still fall within the more traditional deck-building trappings (this is not a purely Johnny-cube).

Mainly, this cube provides a way of showing off a creative draft deck or a highly efficient draft deck. I want high-variance in the draft decks, but low-variance game play with branching decision trees. I don't subscribe to the cube school of Hyper-geometric Analysis.


Duplicates

There are signpost cards for most archetypes in the guilds. The cube is mostly singleton except for the double Fetchlands, double enemy Shocklands, and quadruple Wastelands in the Utility Land Draft.

The cards below are drafted using a voucher system, courtesy of user @Shamim. All those cards benefit the decks they are played in by having more copies in the deck without becoming oppressive, thus defining deck archetypes themselves. The voucher is only used to provide a second copy of a card, so you will need to draft both the card and the voucher. There can be up to 4 copies of the voucher in the draft.

Champion of the Parish Bloodsoaked Champion Gravecrawler Monastery Swiftspear Young Pyromancer Experiment One Collected Company Birthing Pod Souldherder

Archetypes Roughly, as of this writing, the archetypes:

w-u: Flyers, Blink, Control u-b: Reanimator, Control, Tempo b-r: Artifact Sacrifice, Stax, Aggro Self-discard, Artifact Control r-g: Ramp, Lands-Matter, Wildfire, Midrange g-w: Humans, +1/+1 Counters-matter, Pod, Collected Company, Lands-matter, Landfall w-b: Human Aggro, Control, Aristocrats / Stax, Death and Taxes b-g: Graveyard-Matters, Reanimator, Midrange, Control g-u: Self-Mill, Ramp, Tempo u-r: Spells-Matter, Counter Burn, UR artifacts (Tinker), Upheaval, Wildfire r-w: Tokens, Aggro, Artifact Aggro, Tax and Burn


Utility Land Draft (40 cards)

The Utility Lands are drafted rotisserie style, 4 picks per player. So in a 6-player draft, 24 cards are chosen, and in an 8-player, 32 cards are selected.

Academy Ruins Ancient Den Arch of Orazca Barren Moor Bojuka Bog Castle Ardenvale Castle Embereth Castle Garenbrig Castle Locthwain Castle Vantress Cavern of Souls Desolate Lighthouse Eiganjo Castle Faerie Conclave Flagstones of Trokair Forgotten Cave Gavony Township Great Furnace Kessig Wolf Run Lonely Sandbar Mishra's Factory Mutavault Mystic Sanctuary Oran-Rief, the Vastwood Phyrexian Tower Ramunap Ruins Reflecting Pool Seat of the Synod Secluded Steppe Teetering Peaks Tranquil Thicket Tree of Tales Treetop Village Unclaimed Territory Vault of Whispers Vesuva Volrath's Stronghold Wasteland Wasteland Wasteland

Colorless (109)


Please login to comment