Breya Bar Cube

Breya Bar Cube
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In trying to make a cube for grid drafting that could still yield synergistic decks, I was reminded of the Breya Cube with its limited number of archetypes that are all supported in each color combination. To accomplish that goal, the Breya Cube has no green cards. Additionally, the supported archetypes don't specifically require additional game objects like counters and tokens, which I am seeking to avoid.

Breya Cube
Lucky Paper Radio plays the Breya Cube
 
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Happy to have been able to draft the cube 4 times shortly after assembling it.

Grixis Gyruda (1-2)










4 Color Control (2-1)









Here, the Gyruda deck suffered from a lack of quality removal in an even mana slot. Additionally, the "packs" broke such that the few other top-end threats were unavailable.

KCI and Upheaval were both left in the 4 Color-player's sideboard. A more combo oriented route with Dance of the Manse was maybe possible.

RW Scrap Trawler (1-2)









Esper Tameshi (2-1)








Krark-Clan Ironworks was hate-drafted away from the RW player here; it's pretty easy to hate draft key combo cards with the face-up nature of the grid draft. Also, very clear that Scrap Trawler needs (a) strong sac outlets for the artifacts and (b) 0-cmc artifacts to recur. The single turn where Scrap Trawler was alive to return Mishra's Bauble off of Pyrite Spellbomb and Scrabbling Claws was a strong showing, but all other times something along the engine-chain was missing and halting the whole operation.

Tameshi was really very strong here, cheaply recurring removal and drawing cards. Rotting Regisaur also won a game by presenting a quick clock that was difficult to remove with burn spells.

RB Madness Aggro (2-0)







Jeskai Pile (0-2)









This RB aggro deck is probably the most synergistic deck drafted so far, with all three of Containment Construct, Conspiracy Theorist, and Bag of Holding. Colorless one-drops were nice here, as they tend to be in any multicolor aggro deck.

The Jeskai deck never really became focused; an early Tameshi pick without much strong follow-up lead here.

Wb Aggro (1-2)








4 Color Control (2-1)









All That Glitters on either Seasoned Hallowblade or Guardian of New Benalia presented a fast clock early in all three games. The 4-Color player spent many turns digging for one of their few exile based answers. An attempted appearance by Demonic Pact in this deck as well, but it didn't show up in any of the games.

Many, many nonbasics in the 4-Color deck as well; there was some discussion on not playing some of the taplands. No specific synergies manifested in this deck; lots of discard spells/effects with few payoffs beyond Animate Dead.
 
Enchantment Matters

As with any "X-matters" theme, there are two major components: strong cards of that type and payoffs. As this cube strives to have any given theme be supported in any given color combination, and ideally in both aggressive and controlling shells, these typed-cards and their payoffs should be across all colors and deck speeds. Furthermore, these typed-cards and payoffs would benefit from crossover with other major themes within the cube.

The enchantment matters theme has proven to be more difficult to nail down than the other pillar's of the cube. Here, we'll take a look at what we have so far to support the them, what we can look to add, and where else we can go from here.

What we have

Only four payoffs for enchantments in the cube currently, and three of them also benefit your artifacts. Doomwake Giant stands alone as the sole, enchantment-only payoff in the cube. No payoffs in mono-{U} or -{R}. Most of the payoffs currently support a more midrange- or control-style deck.


A mere 21 enchantments vs 55 artifacts makes the payoffs even more difficult to utilize. Some strong interaction such as Cast Out and Dress Down presents a way to play any enchantments at all, but its difficult to compete with the shear density of artifacts within the cube. Some of the enchantments are more aspirational than realistic deckbuilding inclusions, such as Demonic Pact, or are strictly payoffs for other decks, such as Ghirapur Aether-Grid.

What we could add


Increasing the density of enchantments through enchantment-based removal and enchantment creatures would increase the number of enchantments in decks, making any payoffs more attractive. Many of the enchantment creatures are a little lackluster, but increasing the presence of enchantment-based removal is an easily available route.


Some more payoffs exist that don't break any restrictions imposed on the cube. Hall is especially interesting with more enchantment creatures and removal, but it won't have its partners in crime Urza's Saga or Shark Typhoon.

Breaking the rules

Search effects (and thus, shuffling) are probably the least egregious breaks possible as they don't require any additional game pieces.


Likewise, germ tokens don't pose much of a logistical issue relative to other tokens as they will typically only exist in tandem with its equipment.


Sagas are also a reasonable fit here; as they dispose of themselves, their counters are not permanent changes to keep track of and they bin themselves to be easily recurred with Tameshi or Hall of Heliod.


While the flip sagas are offenders twice over (they use counters and transform), there are some reasonable powered options that can bridge themes and increase enchantment creature density.

Where we probably won't go

Repeatedly spitting out tokens, searching, counters, and power level make these unlikely candidates for inclusion. If our typical setting for playing cube makes tokens and counters more attractive, these cards could be included but their strength would require additional consideration towards the cube environment.

Alternative themes

Flickering creatures and artifacts is a possible alternative theme. While normal blink themes are very common amongst cubes, there may be enough crossover with artifacts and artifact blink, such as the new Nahiri's Resolve, to have sufficient cross pollination between the blink archetypes and all others. It also benefits from being centered in {W}, replacing the then-defunct {W} enchantment theme.
 
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The two options that come to my mind for enchantments in Red are Modified and Delirium.



The first two are very powerful, Heat probably too much so. It would fit well with the Discard theme in Red and you might even change your pick order on some enchantments to trigger Delirium more easily.

As for Modified, it could work with Equipment and Auras, but a lot of the payoffs use counters and tokens :(
https://scryfall.com/search?q=oracle:modified+color=r+(game:paper)&unique=cards&as=grid&order=name

Maybe some of them pique your interest. Good luck and good read!
 
Got to grid draft and play this week, featuring some new cards :)

Wbr Aggro (2-1)









Esper KCI (1-2)










Finally a deck that wanted KCI and managed to draft it (with the last pack!). The deck got to sac its whole board to KCI and bring it all back with Dance of the Manse.
The aggro deck was good too, with strong equipment helping an unblockable Gingerbrute swing for lethal.

Both decks tried to draft into a Ux discard strategy but shifted away from it as the draft developed. There probably need to be stronger payoffs in general for each pillar, as right now there's a lot of interchangeable enablers without much to actually reward those enablers. The KCI deck had Squee, Master of Death, and looters as a card advantage engine but they were left in the sideboard as there was nothing that triggered off of discarding cards. Looking at a simple search for discard payoffs, the majority reward you with counters, tokens, or card draw. All of those things are obviously good, but it is hard to have a trigger to generate and advantage that effects the board in a cube avoiding counters and tokens. Probably what is needed is repeatable discard outlets that aren't looting...
 
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How is your enchantment theme doing? I could imagine that WoE gave you some new tools. Even excluding roles – even people less restricting with tokens do often – there should be a decent amount?



Also, even though you don't run tokens, with artifacts and enchantments beibg a theme in each color, this seems like a great environment for bargain?

 
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