DAY 2 DRAFT 1 - BUILDAROUND CUBE
Ryan Saxe's
Buildaround Cube is quite different from the Creative Cube philosophically - instead of using generally good cards that can also fit together, you use these building blocks which have high potential but need the right tools to unlock that. He says in his overview that you can't just draft a goodstuff deck and the Cube is built to lock that out. I was keen to see what elaborate contraption I could assemble.
It's tough to parse a Cube like this just from a glance at the list but one trend that stood out was the lack of interaction. In a Cube that's all about synergy it's tempting to scale back the cards that do nothing but break other synergies up and limit the interaction to cards that can also enable synergy themselves like Bone Shards. This meant you had to prioritize interaction in the draft (an interesting tradeoff if it's another strong but replaceable threat vs another removal spell but if there's a crucial combo piece for your deck you feel priced into taking that even if you need that Lightning Axe). This also created a strong incentive to just do the best proactive thing and dare the opponent to do their worst.
With that in mind, my P1P1 forced a tough choice. I saw Wilderness Reclamation as well as Expansion/Explosion and Dig Through Time - Rec seemed like one of the best enablers and endgames in the Cube and I could use my Cogwork Librarian to pick up Dig or E/E too (maybe even hoping to wheel E/E!). However, my 'bonus sheet' card was Dark Depths - one of the best build-arounds when it's in the pool and when nobody else has seen Depths or knows it's in the draft I'm more likely to get any enablers that work with it. I took Depths, followed up with another bonus sheet card in Survival of the Fittest, and ended up with a weird and beautiful lands/creatures/graveyard deck that did a lot of stuff - except remove a creature. Boseiju was clutch in my deck that could find and recur it but I really needed a simple Shriekmaw or something to keep up with a lot of the nonsense.
No normal deck pic here because all of my matches went so long that between submitting my pool and checking it out I never had enough time to take one! The combination of drawn out, decision-heavy games with decks taking lots of game actions (R1 was against a Food/Token synergy deck) and a casual vibe with (often less experienced) players not being pressured to play quickly meant that all of my rounds went down to the wire.
DAY 2 DRAFT 2 - CASCADE CUBE
I'd heard a lot of press about the Cascade Cube (every player starts with a Maelstrom Nexus emblem) and the idea was deliciously intriguing. I hadn't seen many games or decks from the Cube and figuring it out on the fly seemed daunting so I was hoping to watch some of it on Day 1. That didn't happen and I knew I couldn't guarantee a slot in a later draft since it was very popular so I decided to jump in and enjoy the ride.
How do you handle this twist? There are simple first steps - artifically high mana costs like Evoke or pitch cards let you cheat on mana, instants are strong as you can Cascade on their turn as well as yours, free instants like Solitude are premium. It's hard for anyone to run out of resources when each card begets another - this can lead to a truly gigantic game where mana use is a main chokepoint or to a game where early highrolls lead to a quick steamroll that forces the other player to have cheap plays to keep up. The idea of taking a few turns off so that your curve starts higher and every Cascade has a higher impact is appealing on the surface but unlikely to hold up. If you can get at least the first good zero-drop, you level up your one-drops and can justify more of those
which in turn lets you play more two-drops and so on. You end up rebuilding the idea of a mana curve, just under strange conditions.
I was very happy to pick up Sol Talisman, one of the best cards in the whole Cube, but lacked a direction beyond that. With no strong colour signal I was taking good artifacts to 'stay open' (or maybe out of a fear of commitment) and was passed some decent green cards but 'messy green artifacts' is not an archetype, to put it mildly.
When I saw Mox Opal, a plan took shape - the Chromatic Stars and Spheres I'd picked up now had two good zeros to hit and Opal would already be close to Metalcraft. Conjurer's Bauble could fill this role too, as could Gumdrop Poisoner (an unsung hero of this Cube - an instant-speed zero on their turn and a bigger cascade + removal spell later!). I could quite reliably get Sol Talisman and Mox Opal into play by Turn 2, which could power out the stuff at the top of my curve or let me double spell while powering up my Urza's Saga and cards like Nettlecyst or Karn, Scion of Urza. A late Lurrus tied the room together - Star/Sphere helped to cast it and then they or Bauble would turn it into a strong draw engine if it wasn't recurring other threats. Once Upon a Time, Endurance, and Force of Vigor gave me strong free instants against the right opponents (in OUAT's case, everyone).
I'd invented an archetype out of desperation and at least had a coherent plan - but was that plan any good? I couldn't interact frequently or reliably, especially on the stack. If my opponents were going much bigger than me or doing something crazy, I couldn't stop it. Threats that cascaded into removal (or vice versa) could let more normal decks keep up with me too. Going into the games I had no idea if my deck was great or awful - a wonderful problem to have and one I sought out this kind of puzzle for!
Thankfully my deck performed very smoothly and carried me to another trophy. My R1 opponent had a UW deck with a lot of Brainstorm effects and Temporal Mastery and I lost the game where he Miracled Mastery with a good Cascade hit with it and then had a strong follow-up on the extra turn but otherwise I got to do my thing.
I was keen to draft the Cascade Cube again soon and once you have a draft or two under your belt I expect everything looks different. Going into the last pod, I had a short list of Cubes that I wanted to play but hadn't managed to hit yet. I snagged the Tiny Leaders Cube for the draft that determined if any of us mortals could catch Reid.
DAY 2 DRAFT 3 - TINY LEADERS CUBE
The Tiny Leaders Cube was a sensible execution of a concept that had promise but flopped so badly that it has become an iconic joke in the Magic world at large. A version of Commander that mostly fit within Magic's regular game engine and encouraged people to care about their mana curve sounds great until you ask why people enjoy Commander!
On one level this necessarily embodies an increasingly popular idea - keeping your curve low leads to more decision points and fewer non-games - and the card choices point at the intricate, interactive gameplay that crowd favours. On the other hand, the mana value restriction pushes out the curve toppers that can define the expected endgames in a Cube with just a few slots and which are integral to a typical control deck (and many combo decks - you aren't building Reanimator in Tiny Leaders!). The Commander is an extra card, which already prompts bigger games, but there's also the natural consequence of the Commander replay/tax - one of the most important cards in your deck gets to be played at least twice (the most expensive Commander is 3 CMC and costs 5 the second time which is easy to reach in the midgame, and that's before you get into cheaper Commanders or decks with ramp etc) - making it easy to shove on your Commander early forcing them to have an answer and knowing you can just present that threat again soon.
Finding the right general for me was easier said than done. I took an early Ancient Tomb and hedged with good artifacts, scooping up some white cards late including some that were artifacts or had artifact synergies. That gave me a clear base for the rest of the draft but that never went anywhere - I was thrilled to see Jan Jansen but couldn't find fixing for it or good B/R cards for the life of me. Some decent green came my way but with no clear direction and I knew green wouldn't offer my artifact stuff anything. I saw a late Gylwain which was nowhere near my list of ideal Commanders coming in but could fly the flag for my weird WG Aggro deck. The final product was a bit messy - some good offense but with gaps in the curve, and a lot of Vehicles or other stuff that enhanced/used creatures but not much overlap in which creatures worked with them. Luckily, Flowering of the White Tree is messed up no matter how legendary you are.
This scrappy beatdown got me a 2-1, with a win and a loss in very close matches that I could have thrown or won if I hadn't fried my brain with the previous Cubes. I needed the 3-0 to catch Reid and someone else did instead but I was still pleased to be ~4th going into T64 (not that this meant anything other than a lifetime supply of Sprecher's).
This event was a real endurance race - the first draft started at 9am and we didn't leave the hall before ~10:30 each night. The GP/SCG days were long grinds and the Pro Tour forces you to bring your best game for the whole thing but 9 rounds + 3 draft/deckbuilding segments is the longest block of Magic I can remember.
I left exhausted but satisfied - once I had waited for one particular match to finish. When I finally got around to finding a place to stay, Lincoln (designer of the
Penrose Cube from the main event) kindly reached out from the CubeCon Discord and offered me a space on the couch in their delightful lakeside Airbnb. Going into the last pod of Day 2, Lincoln had to 3-0 to have a hope of Top 64. After battling through the first two rounds of the featured pod, the last villain in his way was none other than Reid Duke. After a slugfest on camera, Lincoln slayed the dragon and gave Reid his first loss in an actual match on the weekend... only to finish in 65th. We all showed up early on Sunday just in case there was a no-show, which there was! Lincoln claimed that final spot - and left our other roommate in 66th on the outside looking in instead.
TOP 64 - BUN MAGIC
For Top 64 I went back to old faithful - the Cascade Cube was an option but I knew there were strong players who had drafted it more aiming for it, and none of the weird and wacky Cubes I'd tried were there instead, so I decided to play some good honest Magic. I ended up with a beautiful and functional Jund Midrange deck that let me understand the Reid Dukes and Foil Jund Guys (and GGTs) a little better. I fell to Teferi, Time Raveler + Spell Queller after a long and bizarre match vs UW Control (featuring several extended judge calls about Dress Down in the same turn), ending my run.
With my newfound free time I hopped in Duplicate Team Sealed, which you can read about here. Sam Black getting to build three different Gaea's Blessing decks at once is the perfect example of fun being zero-sum, broken formats being fun, and probably other things too.
After dinner we went to Misty Mountain Games, a pillar of the Madison community and a hub for formats like Premodern, where I got to close out the weekend in style.
BONUS - AQUAONE VINTAGE CUBE
I'm not a big Vintage Cube guy. I think the power and fast mana crowds out most of the cool stuff and I don't like the way it monopolizes popular Cube discourse (so that people make definitive statements about Cube when they really mean stock Vintage Cubes). There might be some analogy with the complaints about the Universes Beyond sets, especially with the Marvel announcement: I want more people to be involved in [Cube/Magic] but if all that means to them is [Vintage Cube/Wolverine] how much will I have in common with them?
However, the universality of Vintage Cube meant it would and should be a central part of CubeCon too - it was the most popular choice even among this room of Cube hipsters and it makes sense for it to be the Top 8 Cube on stream to crown a winner. If I didn't get my fix of it in Top 8, I wanted it somewhere else.
Luckily, I got to draft perhaps the coolest Vintage Cube out there. Aquaone's Vintage Cube is fairly tame design-wise but is incredibly ambitious and unique aesthetically - foils where possible, oldest/original versions otherwise, and custom alters everywhere - and has evolved over ~15 years. It's a thrill to open a pack and be in awe of the money and history in your hands.
I went 2-1 with this Reanimator-Hullbreacher hybrid losing a G3 to a broken and beautiful combo deck where my T1 Entomb T2 reanimate Archon of Cruelty lost to his Black Lotus -> Demonic Tutor -> Tainted Pact + Thassa's Oracle line even after he messed up the math and burned the Lotus to delay the kill by a turn. If I had just reanimated Ulamog, the Ceaseless Hunger on T2 I'd have won instead!
It was a bizarre ending to a game that was barely a game at all... and I wouldn't have it any other way. It was the perfect sendoff to a sublime weekend of Magic.
I'm now even more motivated to design and play as many Cubes as I can - a blow to my hope to take a break during the off-season and focus on competition again for the Pro Tours next year, but I think I'll manage. CubeCon 2024 is already the biggest event on my calendar!