I wanted to make a new cube, but I didn't know what about, but then I saw this little guy, and I knew it was the universe whispering sweet, sweet nothings into my ear.

Everything about this card speaks to me. The art. His hair. His hair in the art. So I had to make a cube where his hair would shine. The problem was that it would likely have to be an artifact themed cube, but I hate artifacts. So I figured, why not build an artifact themed cube? What could possibly go wrong? Oh, I know, let's make it 180 cards while I'm at it, because I've never done that before and I'm sure it'll be fine.
Mostly. Somewhat.
Here's The Resulting Cube
These were my guardrails:
- 180 cards (draftable for 4 players, 5 packs of 9)
- Artifact themed
- Peasant rarity (with a few exceptions because I have an authority problem)
- Medium complexity
I cut the cube down to 180 cards rather than the usual 360 because I noticed I rarely draft with more than 4 players, and shuffling up and playing something quick and easy is something I like (also, I am now old, and time is scarce). I also liked the design constraint and the problems a small cube posed. The main one was that I worried the smaller cardpool and number of players might cause little competition over colors, so I just cut out Green entirely, because it's objectively the most boring color in magic.
Well, I say that, but I did play around with ideas for green, but other than map or food tokens, most of green's artifact interaction stems from hating artifacts, and while it would be funny to have green as the primary control color, cutting green solves a few key problems: first, there's be more competition over the remaining colored cards: 4 players, 4 colors to fight over, rather than 5. Second, it allowed me to deepen the cardpool for the remaining 4 colors, from something like 23 to like 30 per color. It would have made sense if I went much deeper into the colorless section, rather than still keeping to 30 colored cards per color, but it felt like a way to mitigate the same-y feeling a smaller cube gives.
I'm not even going to pretend I have fleshed out archetypes. Red and black lean into aristocrats a bit more, blue likes discounts, white likes equipment and servo tokens. Artifact matters cards are very plentiful across WURB, as are artifact creatures. So even if a card only has a parasitic-ish appeal, it can still be playable in a whole host of decks if it happens to have a relevant artifact card type or makes or leaves behind a relevant token like a clue or a whatever artifact token that does thing wizards dreams up these days.
As for mechanics, I've tried to go for ones that work on multiple levels, with fabricate being my favorite one, by far. It creates a token creature which is also an artifact, or it supports counters (or, in this cube's case, modified). So it slots into token decks, aristocrat decks, blink decks, tinker decks, artifact matters decks.
I'll be taking her for a test run tomorrow, and I'll post the first draft decks soon(tm) hopefully. In the meantime, I do have a few design issues I have yet to iron out. Mainly the ratio of sac fodder to sac outlets, the number of removal spells (specifically, how many Smelts I should include in red), and overal power outliers.
The main ones that bug me right now are Pia and Kiran Nalaar, and Arcbound Condor. I suppose I'll need to do a few drafts to figure out if they're too good for their own good. I mean, would there ever be a pack where you wouldn't pick Pia and Kiran Nalaar first?
I'll keep this as a blog thing, but if anyone has any experience with artifact cubes and has any tips, please, feel free to drop a line (I have no idea what I'm doing).
Everything about this card speaks to me. The art. His hair. His hair in the art. So I had to make a cube where his hair would shine. The problem was that it would likely have to be an artifact themed cube, but I hate artifacts. So I figured, why not build an artifact themed cube? What could possibly go wrong? Oh, I know, let's make it 180 cards while I'm at it, because I've never done that before and I'm sure it'll be fine.
Mostly. Somewhat.
Here's The Resulting Cube
These were my guardrails:
- 180 cards (draftable for 4 players, 5 packs of 9)
- Artifact themed
- Peasant rarity (with a few exceptions because I have an authority problem)
- Medium complexity
I cut the cube down to 180 cards rather than the usual 360 because I noticed I rarely draft with more than 4 players, and shuffling up and playing something quick and easy is something I like (also, I am now old, and time is scarce). I also liked the design constraint and the problems a small cube posed. The main one was that I worried the smaller cardpool and number of players might cause little competition over colors, so I just cut out Green entirely, because it's objectively the most boring color in magic.
Well, I say that, but I did play around with ideas for green, but other than map or food tokens, most of green's artifact interaction stems from hating artifacts, and while it would be funny to have green as the primary control color, cutting green solves a few key problems: first, there's be more competition over the remaining colored cards: 4 players, 4 colors to fight over, rather than 5. Second, it allowed me to deepen the cardpool for the remaining 4 colors, from something like 23 to like 30 per color. It would have made sense if I went much deeper into the colorless section, rather than still keeping to 30 colored cards per color, but it felt like a way to mitigate the same-y feeling a smaller cube gives.
I'm not even going to pretend I have fleshed out archetypes. Red and black lean into aristocrats a bit more, blue likes discounts, white likes equipment and servo tokens. Artifact matters cards are very plentiful across WURB, as are artifact creatures. So even if a card only has a parasitic-ish appeal, it can still be playable in a whole host of decks if it happens to have a relevant artifact card type or makes or leaves behind a relevant token like a clue or a whatever artifact token that does thing wizards dreams up these days.
As for mechanics, I've tried to go for ones that work on multiple levels, with fabricate being my favorite one, by far. It creates a token creature which is also an artifact, or it supports counters (or, in this cube's case, modified). So it slots into token decks, aristocrat decks, blink decks, tinker decks, artifact matters decks.
I'll be taking her for a test run tomorrow, and I'll post the first draft decks soon(tm) hopefully. In the meantime, I do have a few design issues I have yet to iron out. Mainly the ratio of sac fodder to sac outlets, the number of removal spells (specifically, how many Smelts I should include in red), and overal power outliers.
The main ones that bug me right now are Pia and Kiran Nalaar, and Arcbound Condor. I suppose I'll need to do a few drafts to figure out if they're too good for their own good. I mean, would there ever be a pack where you wouldn't pick Pia and Kiran Nalaar first?
I'll keep this as a blog thing, but if anyone has any experience with artifact cubes and has any tips, please, feel free to drop a line (I have no idea what I'm doing).