Since its been over a year since the cube went into development, I kind of wanted to do an archetype breakdown at this point. The amount of data I have is immense, consisting of a years worth of RL drafts covering both normal single player drafts from two play groups, free-for-all multiplayer drafts, the nine pages worth of cube tutor drafts (largely thanks to the featured cube status from cube tutor), as well as the grid drafts we've done here.
With some people looking to build the cube, I think there is some value in providing context for why certain cards are being run, as well as a general touching point for lower power archetype design in cube.
I've been trying to keep track of draft patterns, and these appear to be the most consistent, leaving out shards/wedges, which I do not consider a design focus of the cube. Maybe I'll do a weekly update of each color combination's decks/sub-decks. I can do U/W, and if there is any interest, I can keep on going.
UW: Splicers Midrange/Flash tempo or draw-go control
UB: Ninjas Tempo-control/Tool Box control/solar flare
BR: Aristocrats Aggro/Discard based Midrange strategies
RG: Control Ramp/Power Matters aggro
GW: Splicers Midrange/Selesnya Kitty/Counter Lords
BW: Lifepay Control/Orzhov Kity reanimator
UR: Artifact themed Control/spell velocity based tempo
BG: Rampaimator/Value Grind
RW: Wide Aggro/Artifact themed or boros kitty Midrange
GU: Aura Prowess/Hexproof
UW Splicers
This was one of the original top tier decks from the cube's first iteration, and its still very strong. Sometimes it will spash into green to pick up
vital splicer or
maul splicer or red due to its ability to trigger metal craft on bombs like
jor kadeen, the prevailer, but the key cards are instant speed blink effects and the way
master splicer interacts with
rusted relic to trigger metalcraft, and create an obscene board presence.
As a tribal strategy, it relies on gathering together a critical mass of golems and golem produces, but unlike most cube tribal strategies, the splicers are independently strong enough to justify making the final 40 of a list on their own, while the splicers themselves simultaneously contribute to that critical mass while acting as the deck's payoff cards--the lords that make it all worthwhile.
In addition, because the splicer's are powerful cards that make
artifact golems, they help ensure the cube has a critical density of this necessary permanent type, which people will pick and play highly.
Master splicer is one of the rare main color singleton breaks to ensure that this archetype maintains a healthy position in the metagame, for these reasons. This is also part of the reason why
sensor splicer is ran, despite being the worst of the possible splicer lords, and why there are two
rusted relics. This structure--and deck--is core to the cube's foundation.
Outside of generally being able to create 11 power and toughness out of nowhere via resolving a
master splicer onto a board with a
rusted relic, the decks other big strength comes from blink effects:
The instant speed variety is particularly brutal, as it can be cast in response to removal on the splicer lord. This, coupled with blue's general access to counterspells and bounce, creates a very tricky deck to play against, that can assert a crushing midrange ground plan backed up by reactive elements that both protect and generate tempo. It also can run white's temporary protection effects or tap into self-bounce mechanics to generate more value (though this can be problamatic in many matchups due to the CC of the splicers).
A few other notable cards include:
Trinket mage has the adorable interaction of being able to fetch
chronomaton (creature type golem!) or any of the numerous selection of 1cc baubles or eggs or equipment to turn on metalcraft for the
rusted relics. Salvagers can recur chromatic stars or spheres as a grindy draw engine, or
voyager staff, to completely take over the board.
One of the major issues that this deck has is just the CC of many of the spells it wants to run, causing it to fall behind. There is a high volume of desirable 4cc cards in white, and
stormscape familiar/grand arbiter help address this by lowering costs or more reasonable levels.
Snap and
cloud of faeries can gush mana with bouncelands, to help sequence out multiple costly spells in a turn.
UW splicers is a powerful deck that usually represents some mixture of midrange, tempo, or control elements, gravitating in one direction or the other, depending on the flow of the draft. Some of the more techy hate cards against it include:
acidic slime,
icatian javelineers,
death spark,
plagued rusalka, and
sulfurous blast.
U/W Flash
This deck trends away from the blink interactions, and these decks either become something of a U/W flyers style list with more of a tempo focus, or splash black for a hard draw-go control build. Its also worth noting that the dreaded familiars combo deck falls under this listing. You can read about an early iteration of that deck
here.
The more pure U/W lists will be a combination of flyers, ninjas, counters, bounce, and temp protection effects, interested in moving at instant speed, protecting evasive threats, and triggering prowess.
Flickerwisp or bounce that can hit bouncelands are in particular nice. Sometimes you might see the wellspring engine as well.
Notable cards include:
Black splashes might be looking for lifegain from effects like
faith's fetters to fuel
slaughter in more controlling builds, or
mystical teachings.
Psychatog is another strong card in those decks, as they tend to want bounceland heavy mana bases as well as
compulsive research, all of which helps fuel atog.
The ability to abuse untap effects in these decks, and to to ramp out multiple spells in a turn, is particularly great especially when at instant speed for a big
stroke of genius, or surprise
draining whelk.
Grand arbiter is also very good here, as well as the familiars, which just makes the deck function much better.
Stormscape familiar acts as a cheap evasive ninjutsu target, and
sunscape familiar helps hold the ground against early betters.
Generally, ninjutsu creatures are either looking for cheap evasive creatures with ETBs to carry them in, or disposable tokens that let them sneak in on a horizontal axis. This deck achieves ninjutsu with cheap evasion, many of which carry useful ETBs.
This is another strong deck, whose greatest advantage is in its flexibility and how difficult it can be to play against.