Medium Complexity 3-5 Player Non-Blue Cube

Edit: Cube renamed, redesigned, and re-linked.

Medium Complexity, 3-5 Player, 4 Color (no blue) Cube

I made a different cube for my small play group, and we tried our first draft with 3 players.

Four colors makes the draft more sensible with 3-4 players. I cut blue based on drafter's color preferences.

Color Representation
It's designed for 11 card packs. With small drafts, 13-15 card packs wheel too many times, and 9 card packs don't have all of the colors represented enough which results in too many dead picks. I wanted to have each mono-color represented about as much as it would be in a retail draft, which I find to be around 2.2 cards per color per pack. Hitting this number is a big reason for cutting a color from the cube. I avoided gold cards for this reason. If it was a 3 color cube, I'd add multicolored. (I'm interested in designing a 3 color cube)

Land
We are using proxy original dual lands (simplest), and 27 out of 198 cards are lands (13.6%). Players can trade in dual lands after the draft as long as the land they trade in shares a color with the one they're receiving. Now they can draft a higher percentage of the dual lands, similar to drafting fetch lands. This results in 7+ lands per drafter in a 3 player draft or 6 lands per drafter in 4 player, and most of those lands will go into the decks. The goal is for 2-3 color decks to have good mana that doesn't need search+shuffle time during games.

(Related side note: I played a 3 player commander game with a brand new player and an experienced player recently using precon decks. I watched the new player navigate a mana base that included various ETB tapped lands, a bounce land, and a filter land. It was an apt demonstration that a mana base can cause confusion and consume processing time.)

Having good mana available encourages 3rd color splashes, which helps to create better competition for the colors during the draft.

If everybody drafts a 2 color deck, one of two things will likely happen in a 3 player draft:
1) Two of the colors are drafted by only one player - kinda lame, and it gives those two players a big advantage.
2) One of the colors doesn't get drafted by anybody - also kinda lame.

Also, a small cube with simple cards can use all the help it can get to provide a nice variety of possible decks, and 3 color deck combinations help a lot in that area. The cube is oversized by 2-3 packs to add bit of variability*.
(*Actually, I made it 18 packs because I like the way that fits in the box.)

After one draft, the proportion of lands seemed alright.

Simple Card Criteria

This isn't a beginner cube, but past experience has shown that my particular drafters have more fun and do better when the card pool is more simple and elegant. They have MtG experience from the old times but not much in the past 15-20 years. But they're good gamers who can figure things out quickly enough, so the complexity might increase slightly over time if we can draft semi-regularly (which we want to do).

Most (>85%) of the cards have 5 lines of text or less. Overall, there are lots of cards that are fast and easy to understand, so the wordy cards become less taxing. Having one line dual lands helps.

Draft Decks
RWg Aggro
This drafter really likes burn and aggro. He would have done a few things differently in hindsight, but he still created a deck that was able to get a head of steam and deliver some pressure early in the game. Some of the tools he would have liked ended up being in the non-drafted extra packs. After seeing this list, I might want to add a more help for aggro archetypes in the non-red colors.

WB Blink / Death Triggers
This drafter made a nice deck that takes advantage of some of the available synergies in the cube list. We had a lengthy back and forth game between this deck and the BGr Graveyard deck, which the WB Blink deck ultimately won. He used [card]Selfless Spirit[/c] + Day of Judgment to wipe my board. I thought I was recovering nicely, but he ended up whittling me down with Blood Artist and some flying damage. That game also featured a hilariously impactful Miser's Shadow that shut down quite a few of the graveyard card effects

BGr Graveyard / Ramp
I was the only green drafter, so that helped. I was also the only one looking for graveyard stuff, so I got to make a nearly ideal rendition of this deck. It worked pretty well.

Challenges
The graveyard stuff is taking up more space than the other themes.

I'd like to improve the go-wide aggro theme in Boros, with a bit of support for branching out to the other colors.

I'm not sure if the red spells theme has enough to be viable, but it's also somewhat hard for me to just leave that out. My creature to spell ratio, by the way, is about 26 creatures to 11 spells per color. Maybe that's too creature heavy, but I did it that way because it's close to what I'd usually want a new drafter to run in a deck.

I want to make the sacrifice theme as big as the graveyard and blink themes, because that's something that all four colors could participate in.

I'd like red to have an opportunity to use its discard abilities a bit more to contribute to graveyard themes. I can picture some stuff with discard and madness (which is a separate issue from graveyard stuff that might not fit) and flashback. I'd like to get to the point where it makes sense to put Faithless Looting and Fiery Temper and Firebolt in there.

I'd consider imbalancing the colors. I think I'd make red bigger to give its spells section more room and give it a better chance to participate in each theme.

Duplicating some cards (beyond the lands) is an option.
 
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I've been working pretty hard on a major redesign of this cube!

This represents a big step for me, because I moved into a new tier of complexity. I have had some fits and starts in trying to figure out how high to dial this up. I looked at a bunch of other cubes and retail sets for comparison, and I put this in the range of a newer retail draft environment in terms of words and keywords. I'm still simpler than some sets (NEO, OTJ) and most (not all) riptide cubes, but significantly deeper than my Beginner and Simplicity Cubes.

This extra complexity serves to provide a much richer mix of draft archetypes.

Two copies of Marionette Apprentice. Such a glue card for humans, go wide, and aristocrat decks.

I have elements of the WB Humans Aggro deck that @shamizy outlined extensively a good while back. Should I double up on Champion of the Parish and Bloodstained Champion?

Madness is here in RGB (especially red) and even a bit in W. Thanks to @japahn and @ravnic for their awesome madness article on CubeCobra. White now has Fleeting Spirit and Guardian of New Benalia for madness, but I stuck with two copies of Seasoned Hallowblade. I have plenty of human types in RG colors as well.

Graveyard stuff is there for every color. Flashback is nice with self-mill and madness. Green is primarily self-mill, black sacrifices and discards things that can provide value from the yard.

Ramp and reanimator could use a target or two in the 7 mana range, potentially also for blink. Maybe I need a prototype creature to cheat on that slot.

Flashback in every color also connects with a smaller spells matter theme. With no blue, white is left to try to support red with its two prowess creatures and several double-cast spells. I'm not sure if non-blue spells matter has what it takes in this cube, but the pyromancers are such good glue cards anyway, and it overlaps with madness, so it seems worth a try.

The blink archetype suffered some in my big update. Previously, I had more good ETB creatures spread around every color. There are so many great 2-3 drops for other themes that crowded them out.

The CubeCobra link has my fanciest attempt at a cube primer.

Comments are welcomed!
 
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We had a really fun cube night drafting this with four players instead of just three, finally. I didn't keep track of W-L totals, but everybody won some and lost some, which was great. the games were mostly pretty competitive and interesting. Draft format was 5 packs of 10 cards each, burning 2 per pack, resulting in pools of 40 cards. There were clearly some tough choices around the table during the draft. During deck building, players had to make more difficult decisions about what themes to emphasize in their builds. I take that as a good sign.

I do think the emphasis on keeping wordiness under control was helpful. This draft format had players seeing 170 cards, but that drops to under 150 if you omit the OG dual lands, which require almost no effort to grok. (Retail drafters see 252 cards) We ended up having a draft that was interesting and challenging for the two of us that are already familiar with all of the cards yet still approachable and fun, without being exhausting, for the other players who had to read through most of the cards.

Here are the decks:

RB Madness









First time drafting for this player - not just for cube, but any sort of draft. The deck had a lot of madness enablers but not enough of the payoffs. The all star card of the night was none other than Fodder Tosser, which won TWO games, two damage at a time, against the GB graveyard/sacrifice deck when it stalled out. This player also decked itself with Anje's Ravager against tokens in a game when both sides had big boards.

I think the madness decks can be pretty good if more enablers find their way to a player's pool. I looked through the burned cards pile and found four madness style creatures, so I think this deck can be done in a fun way.

GR Tokens Ramp








RG Sideboard

Mill (1)
Excavation Mole

Graveyard (5)
Grim Lavamancer
Call of the Herd
Roar of the Wurm
Deadbridge Goliath
Bramble Wurm

(0)


This drafter's goal was to make tokens and kill you with Goblin Bombardment. He didn't draw the latter card until his final game, when he had both Awakening Zone and Ant Queen pumping out tokens against my RW deck. After surviving the early pressure and stabilizing, he was very pleased to ping me to death. In the previous game he flew over with Tyrant of Kher Ridges and killed me in two attacks, courtesy of the Firebreathing ability.

I was quite happy that ramp and tokens overlapped this nicely and that a drafter actually found this intersection.

Check out some of the sideboard cards from this drafter. You can see that there was a self-mill theme there as well as a possibility to go all in on ramping into lots of significant ground bodies. This deck build was an interesting challenge.

BG Graveyard, Mill, Sacrifice









Sideboard

Sideboard (10)
Braids, Cabal Minion
Zealous Conscripts
Asylum Visitor
Eternal Witness
Brittle Effigy
Clear Shot
Nantuko Husk
Pentavus
Altar of Dementia
Malevolent Rumble

(0)


This is an experienced MtG player who likes control, so he liked having two board wipes in Languish and Living Death. He total housed me using both of those cards versus my RW aggro deck. He also had some fund with Evolutionary Leap and Transmogrant's Crown, Vengevine, and others. Legion Vanguard seemed to be a neat card in this deck. Spider Spawning was a signature card in one of his wins - the spiders held off my mass of tokens, then he sacrificed them to Evolutionary Leap to find an overwhelming amount of gas to put me away. He seemed to be having some good games against each of the other opponents as well, so I think it was a successful deck.

His entire sideboard was solid. He was pained to cut Braids, and he really wanted to include Zealous Conscripts to go for the steal + sacrifice.

RW Aggro Spells Blink Go Wide Humans








Sideboard

Sideboard (8)
Cathar Commando
Seasoned Hallowblad
Fairgrounds Patrol
Divine Arrow
Hanged Executioner
Sevinne's Reclamation
Angelic Quartermaster
Conjurer's Closet

(0)


When I built this, I was thinking I'd have a pretty tough aggressive deck that could apply a lot of pressure. In the first two games against the RB madness deck, I got out to a quick start and finished it off with Rally the Peasants and Bolt Hound helping me make a lethal attack. After that I was stalling out a bit and also feeling a bit underpowered compared to the other decks. I didn't seem to have enough evasion and speed against the GR tokens deck. I did squeak out one win against the BG graveyard deck with exact damage.

The RW combination is hard for me to figure out, particularly the white half. I probably should have just gone all in on a blink strategy (I had Conjurer's Closet
 
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Number Crunching

This cube is 231 cards, allowing it to be drafted in 11 card packs by 3, 4, or 5 people. This is carefully chosen to allow packs to only be seen twice by each player, and for each pack to have approximately 2 cards of each color. No gold cards and only 4 colors makes the 2 cards of each color per pack requirement work. Some cards get burned in each pack for 3 or 4 player draft. The cube has 15% land, so color screw is not much of an issue.
Compared to retail draft, this lets players read fewer cards but still have similar dynamics of color variety in the packs and only seeing the packs twice.

Possibility for 6 Players
I already designed a 264 card updated version that expands this to a 6 player cube using 4 packs of 11 cards each per player. The archetypes stay the same, but they fit a couple more build-arounds and deepens certain things out a little.

I really think a 4 color cube could be great with 6 players. You'd do 4 packs of either 11 , 12, or 13 cards, burning a card or three per pack as needed. It's flexible, depending on whether you want to see a few more cards and have decks that are a little more polished. (Cube needs more cards to do 13 card packs, of course). This 6 player / 4 color arrangement scales an 8 player / 5 color draft down really nicely; competition for the colors is very similar (1.5 players per color versus 1.6), and similar amounts of each color appear per pack on average (~2.1 vs ~2.25). The number of cards seen in the six player draft is 204, 228, or 252 depending on pack size. With the traditional eight player pod drafting three packs of 14, it's 252 cards seen, which you will note is the exact same that we got with six players drafting four packs of 13. With 12 or 13 card packs and the correspondingly larger cube, you can then fit more micro-archetypes, a few more support cards for archetypes in general, and a gold section. I think it would be sweet even with 11 or 12 card packs, because this cube is fairly forgiving and leaves you extra playables every time if you mostly stick to two colors.

Archetypes and Updates

I updated things to fix some issues with white and tweak the other colors. I'll relate some changes along with discussing the archetypes in general below.

{R}{W} Spells / Prowess
When I was the only white drafter, I found spells to be too thin when I missed out on a few key red cards including Young Pyromancer. I added another Seeker of the Way, which also plays just fine with Humans, but I could go another step and instead double up on Monastery Mentor to make this a desirable deck. On the red side, I might still need another payoff. I've considered Emberheart Challenger; that would certainly give the archetype some juice, along with red aggro as a whole. But it might be too powerful for this cube.

If I was going to cut an archetype, this would be the one.

{W}{B}{X} Humans

I bumped this to double Champion of the Parish to push the point a little harder. I think this deck is good, but if you don't see one of the humans payoffs early enough, it can be hard to figure out that you should be a humans deck. I also increased to double Bloodsoaked Champion and double Marionette Apprentice in black, because they both support black's aristocrats stuff along with providing black with some general aggro capabilities. This likely pushes the archetype too far, but I want my drafters to see that this is the real deal at least once before I dial it back.

Red has seven aggressive humans, so I'm sure it would be fun to try an aggressive {W}{R} humans-centric build with a splash of other Boros themes.

Green might be able to pull off a supporting role in a {W}{G} humans deck, but I think that's a stretch for now. I'd love to sneak a couple more humans into green to support this concept, but perhaps I'd be wiser to abandon this idea and stop trying to make {W}{G} aggro happen overall.

{W}{X} Weenie Creatures

I added this as a bit more of a focus in this update, because white needed something else compelling to do besides blink. This was something that could be supported in all three other colors.

The biggest payoffs are Raise the Past, Welcoming Vampire, and Serra Redeemer, and there are some others. I think these are good enough to make the archetype visible during the draft and exciting enough to try, and that should improve white as a color. White also has several ways to pump the whole army.

In red I added Alesha, Who Smiles at Death, and I already had Raid Bombardment. I'm strongly considering also adding Subira, Tulzidi Caravanner or another "power 2 or less can't be block" creature like Pathmaker Initiate or Underfoot Underdogs, all of which would play nicely with white. Red has plenty of 2 drops and power 2 or less creatures that can play into the theme.

Black doesn't have cards that say "or less," but it has plenty of weenies to support the plan in various ways. Green supports with Overwhelming Stampede and Ridgescale Tusker to pump the weenie army, and it also has some other stuff that plays well like (Vengevine, Evolutionary Leap, various MV=2 and power=2 creatures). I think a GW weenie + go wide deck can work out.

Several equipment cards in the cube go nicely in this deck as well.

{W}{X} Blink

This is mostly self-explanatory, but I'll mention that I took out Conjurer's Closet and replaced it with Teleportation Circle, because it's a mana cheaper, it can blink artifacts, and usually white is the color that wants to do this plan. The other three colors all have a few good blink targets, and there are a few ETB artifacts as well. White wouldn't mind pairing with black to take advantage of Demonic Pact and its banshee creatures, and the Marionette Apprentices can also fill in as needed. With red, white would like to make tokens and sacrifice them or make a bunch and pump the army.

Bonus: {G}{X} Blink
It's possible to run a blink strategy based out of green featuring Temur Sabertooth. In that case, green can splash for Teleportation circle if needed. The green variant has the option to be a ramp deck that shoots for a bigger blink end game, hoping for Tyrant of Kher Ridges, Ridgescale Tusker, Pentavus, and maybe Morkrut Banshee. Bramble Wurm helps us stay alive. Given ramped mana, it can also use Genesis to sacrifice and recast instead of blinking.

{G}{B} Graveyard

This archetype runs pretty nicely, fueled by a combination of mill, discard, and sacrifice effects. Combining those, the graveyard ends up pretty well stocked, and there are enough payoffs to make it work. I think it's possible to profitably splash for either of the other two colors, because they both add some interesting twists. I didn't really need to change this archetype in my update.

{R}{B} or {R}{G} Madness

I included a bunch of red discard outlets and a few more in black, plus a several more in green. The colorless section helps out with Fodder Tosser. New additions are Hollow One, Monument to Endurance, and Squee, Goblin Nabob (the players had asked me about Squee, so I added that version of him). Green (and also red/black to a lesser extent) has some nice goodies that it wants to use from the yard, and red/black have a bunch of creatures with madness.

I think {R}{G} can be decently aggressive here if green is bringing stuff like Cenote Scouts, Noose Constrictors, Tarmogoyf, Basking Rootwalla, Giant Growth, Vengevine, Audacity. I really tried to give green a chance at being aggressive. It can also be a lot more mid range if it has all of the value stuff to discard like Call of the Herd, Roar of the Wurm, Deadbridge Goliath, and it's using some of the card advantage tools that work off of discarding.

It would be cool to include white in the fun, because it has Seasoned Hallowblade and Guardian of New Benalia, plus it can put Dauntless Cathar and Fairgrounds Patrol in the yard. But I think this is too thin and too weak, so I abandoned all of that except for a single copy of Seasoned Hallowblade. Guardian of New Benalia is kind of cool, but it's a little too wordy, so my previous version actually had double Seasoned Hallowblade. I thought that was cool since it also works nicely as an aggro human card, but we'll try it with just the one copy. It might have some incidental value as a discard outlet in {R}{W} or {B}{W}.

White's limitations in the graveyard and madness areas make me wonder what a different version of this cube would be like with blue instead of white. Maybe I'll try designing that in the future.

{B}{X} Sacrifice

This can work in some different ways, whether you ping the opponent with Marionette Apprentice (two copies) and Goblin Bombardment or use the token fodder and recurring creatures to get value from cards like Evolutionary Leap and Spawning Pit. You have Morbid Opportunist and Transmogrant's Crown and a handful of "morbid" cards. This can also combine into the {W}{B} aggro aristocrats deck, preferably featuring Xathrid Necromancer. There are plenty of sacrifice outlets, with some help in the artifact section. Every color is in on making tokens in its own ways, so this theme cuts through the whole cube. My update sacrificed a little bit of token production, but I think I still left plenty to go around.

{G}{X} Ramp

I'm not talking about an insane amount of ramp, because the creatures top out at 6 and 7 mana, with nothing too game breaking to be found. But there's enough available to allow you to draft some 5-6-7 drops and make some hay.

With white, green wants to do a combination of ramp and blink, taking advantage of some white removal to keep things stable long enough to reach the mid to late game.

With black, I think this ends up being a hybrid of ramp and graveyard value and/or sacrifice (Scuttling Doom Engine looks appealing here).

With red, we would like Shivan Devastator, Tyrant of Kher Ridges, Charging Monstrosaur, and Feldon of the Third Path to go along with green's most mana intensive stuff.

Green wants to draft its good mana sinks, including Ant Queen, Jade Mage, Genesis, Temur Sabertooth, and Evolutionary Leap. I could still use a couple more good mana sinks in the green and artifact sections.

{W}{R}{G} Go Wide
All of the colors make tokens, but white is the best at pumping the entire army (6+ cards). Red and green both have two spells each that pump everybody, and there's enough equipment around to snag a couple for this deck. I really like Rally the Peasants for a Boros go wide deck that has Monastery Mentor and Young Pyromancer. That deck can also run Goblin Surprise and choose the mode it needs for the occasion.

The tokens can get annoying, so the cube has the following ways to kill them: Ratchet Bomb, Slagstorm, Day of Judgment, Living Death, and Languish.

{R}{W} or {R}{B} Aggro Burn

I wanted to make a more normal style of aggro more viable, so I added Goblin Guide and Shrine of Burning Rage to give it some more juice. The shrine is one way to get the reach to finish off an opponent, but there's also Goblin Bombardment, Raid Bombardment, and Fodder Tosser to do damage even if the ground gets clogged up. All of the burn except Abrade can hit players, plus there's Pierce Strider for a bit more colorless reach. I think red has enough early pressure to make it work along with that selection of reach.

When paired with black, red aggro wants Dark Confidant, the aggro 2/1 drops, and maybe Bone Picker and Rotting Regisaur. This can blend with the faster bits of the {R}{B} madness deck, and the cheap black removal is always useful here.

With white, red aggro wants the cheap fliers, maybe the humans package, maybe the prowess creatures, and the 2/1 aggro drops, and maybe Seasoned Hallowblade to go with a madness sub-theme. Rally the Peasants could be a finisher.

Archetype Feelings

I'm fairly happy with the archetype set here, because I think this is a respectable number of archetypes for such a small cube. Each of the six two color combinations can be drafted in at least two different ways. There's good potential for overlap with many of the combinations, and the result is that drafting and deck building seem to offer tough choices instead of putting you on rails.

Bonus: Cube Packing
I've previously messed around with storage arrangements, but today I figured out the perfect way to use the space in a Gamegenic Dungeon 550 box to fit exactly what I need for this cube.

Store_Cube.png

The dungeon fits six cube packs (Gamegenic packs or Cubeamajigs) going sideways in a row, plus one more cube pack laying on top of each row. It's exactly big enough to manage that, and the packs laying on top have to be in the middle to clear the corners of the box that stick up. The cover does go on securely over that without having to flex at all to accommodate the contents. So, that's 21 cube packs, which is exactly the maximum I would need if I run a 3 player draft using 7 packs each. Otherwise I need only 20 packs for 4 / 5 players.

The deck boxes are Bastions, which maximize the cards that can be stored since they fit sideways while taking up all of the available width of the box. The two Bastion 50+ boxes hold about 26 of each basic land, which is enough for this cube due to the many dual lands. The Bastion 100 box has the tokens (70+ single sleeved) and extra dual lands (48 double sleeved) for the trade-in process. On the right end there's a token keep holding some dice, and that makes everything I need apart from playmats in a single row box, with essentially zero room to spare.
 
We did another 4 person draft with a slightly different group and had another fun night. Let's look at some decks.

All four drafters went for red, which doesn't surprise me a ton based on the people involved. Once again only one drafter went for white. Three of us did three color decks, which was partly due to the competition for red, probably.

up being pretty filthy. I opened up Thalia's Lieutenant in my first pack, but I passed it because I had just buffed humans deck and didn't want to draft a ridiculous deck that would destroy everybody. I hoped somebody else would go for it. Instead I went {R}{G} Madness, which still ended up being really strong. This features two green cards for which I broke singleton and drafted both copies. The deck was really smooth.

I was getting all the madness targets and only one discard outlet, so I splashed black for Rotting Regisaur (which is really strong - I might need to rethink my removal a bit to hit big creatures more easily), and I also started hedging my bets by drafting some general aggro stuff and some more mill-oriented cards to have at least a random chance of dumping the non-madness cards. Well, I ended up getting discard outlets after all, so the deck was just strong overall. I won all of my games except one, but there was one win that was back and forth. The loss was a great game against the {B}{G} deck that I'll describe next.

I'll say that {R}{G} Aggro / Madness is alive and well in this cube, and I'm questioning how easy it was to put together.

RG Madness








Next up is some sort of an engine deck. I hope LadyMapi sees this list, because it's unintentionally a 2/3/7 deck!

He managed to deck one player with Altar of Dementia with the help of tokens and equipment. He also held off my {R}{G} madness deck in a game when I was sure I had him all along, but he dealt with my threats and killed me with Shrine of Burning Rage on a turn when he got to decide if he wanted to kill me with damage or by decking me with the Altar. I had a 5/5 Shivan Devastator ready to finish him off the next turn. That was a great back and forth game with some fun twists and turns.

Notice that he has a discard theme in this deck as well. I turns out that, in fact, three of us were running some type of discard theme.

Jund Sacrifice, etc







Here's a second Jund deck that involves both discard and a bit of sacrifice. These two were definitely competing with each other, but they ended up as very different builds. This player had some fun replaying the Bloodsoaked Champions and triggering Monument to Endurance, a new card that went over very well. He needed more discard outlets, but I also saw that he left Cryptbreaker in the sideboard. He had the Dark Confidant giving him extra cards one game, and he went for a win combining Marionette Apprentice and Raid Bombardment. I won two games against this, partly because I drew Rotting Regisaur both games and partly because I was throwing 6/6 creatures at it. But when I was just attacking with regular sized creatures, the combination of Burning-Fist Minotaur and Alesha, Who Smiles at Death (both first strikers) was hard to punch through for a while.

This deck was a little in consistent, but part of that is because the draft was a little weird with everybody going after red and going after the discard stuff. I think this deck could be pretty sweet if the drafter had a chance to focus on one theme or the other between sacrifice and discard and be a little more aggressive and consistent as a result.

Jund Aggro Discard









This final deck is by a drafter who has never drafted before, and who has only played a half dozen casual games of Magic previously. I provided some instructions to try to focus on two colors and be sure to get some lands and a good amount of 2 & 3 drops. The resulting card pool was mostly Boros, but it was necessary to splash green to get enough playables. After the draft, I lent a hand and built the deck just to make sure it wouldn't be a trainwreck.

This had a humans theme that ended up working reasonably well, plus enough other aggressive stuff to have a shot. The deck was good for a win against the previous Jund deck, and it came really close to beating the other Jund deck as well (would have won with proper attacking - understandable for a new player). This list has some of the expected mismatches between strategies that a new player will draft, but I'm pleased that the deck still worked out well enough to have some competitive games.

WR Humans with G splash









After this draft, I'm left thinking that white still needs a couple more cards upgraded to be more exciting and appealing in the draft to pull drafters in. I also am thinking about whether RG madness needs to be dialed back, but for now I'm going to avoid big changes until I see another draft. This one was thrown off a bit by drafters being pulled in multiple directions, which muddied up the deck lists. I'm hoping next time we can do a 5 player version after some minor tweaks to the list.
 
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