General Front Page Article - card kingdom's starter cube

Hey! Card Kingdom put out a 'starter cube' - presleeved, reasonably budget while still powerful, comes with basics. A perfect starter cube product IMO! The fact that they've done this is really cool and will probably introduce a number of people to cube design who'd previously considered it to be too daunting.

We should reach out to those people. My idea was to write an article about the starter cube, and include, say, 20-ish 'suggested swaps' to increase fun. maybe when some rares or mythics would go well into the cube we can suggest them also!

here's a CubeTutor mirror of the card kingdom starter cube (v1) and here's some numbercrunch:
cube size: 360
commons: 167
uncommons: 134
rares: 54
mythics: 5 (one per colour. Quarantine Field, Overflowing Insight, Boneyard Parley, Akoum Firebird, Rampaging Baloths. I think this is card kingdom trying to move some draft-only mythics from their inventory - the grixis mythics feel pretty surface-level.)

partial list of mechanics on cards:
+1/+1 counters: 44
cycling: 5
draft-matters: 14
flying: 37
flashback: 10
reach: 2

WU embalm
WB control (?)
WR wide aggro
WG tokens (?)
UB control (?)
UR prowess / spell tempo
UG ramp / tempo
BR aggro, sacrifice (can we bridge this better?)
BG value decks
RG wide aggro / jund-style midrange

cards I would like to see added:
Blade Splicer (the other splicers are in here! golem tribal is legit)
some less clunky - but still just Limited-quality - removal
better lands. currently there are 10 trilands, 10 Gates, 10 of the gain 1 life common lands, and some 5c fixing lands. also: Gargoyle Castle. I'd like to see the gates/etc replaced with scrylands and maybe someone can investigate whether or not the cube will allow bounceland decks to exist.
some of the multicoloured cards don't really support any archetypes. I'd like to swap those out a little so that new drafters can get signposted a little easier.
let's take out the vanilla cards - there's a handful - and also use those slots to support archetypes.

WHAT I NEED FROM RIPLAB: suggestions of cards to name or swap out. I'll write the article and include y'all's suggestions. Thanks!
 

Grillo_Parlante

Contributor
At a glance, the format actually looks pretty legit: very riptide.

10/10 it should consider the bouncelands, as it dosen't seem to have any of the cards that hose them, and they add so much in terms of consistancy and deck design depth. The only reason to not run them would be if the format was concerned about universal ramp, but I don't really see that. They might not be considering the scry lands due to cost reasons? Its too bad though, the format already has a lot of really good variance reducers.

I also think it would greatly benefit from running the mardu artifact pieces, red shifters, and some of the lower power black draw--that would probably open up the format quite a bit. Will have to think more about this, but the cards I miss most (besides the 10 bouncelands/swap guildgates) are:




Maybe cast the bones, but you get the idea--one more black raw draw spell. Also, green is going to have negative variance issues, so their should be some recursion/cycling draw there. Maybe should have been running that mechanic that ETB self mills for either a cantrip or +1 +1 counters (explore?).


Really good restraint, not stuffing it with overpowered blue draw. It also looks like they gave some grindy power to the low cc decks.

It would be fun to have some back and forth with the designer, as their are some interesting card choices here. I wonder if the choice to run razormane masticore was because it tested as more balanced than regular masticore?

I read the guilds as:

WU flyers
WB tokens midrange that is probably not actually that good/always draft Esper instead
WR wide aggro without a whole lot of spice/just draft hellrider
WG Kind of inconsistent creatures/little kid but whatever
UB Blink value/flyers value midrange/probably best deck in format when splash white for lingering souls
UR Value Spell recursion/flyers into burn range
UG Monsters+flyers tempo
BR Aggressive midrange/sacrifice thats probably a little bit too slow, and dosen't have quite enough card draw to be competitive without a splash.
BG value grind
RG Beserkers that sometimes annoyingly kills you out of nowhere but is otherwise pretty sweet
 
I'm confident razormane is in it because it's cheaper and more available. Card Kingdom doesn't have any OG Masticores in stock and it's on the reserve list.
 
Yeah, a number of the card choices here seem like they're also working at cross purposes to sell cards that don't move very quickly. Nothing wrong with that; it's probably what lets card kingdom spend employee time on sleeving/assembling the cubes. But once a buyer has their cube, I would hope they could look at the article and make some number of the suggested changes in order to improve their draft environment. I don't want to completely overhaul the cube - and I don't think it needs it - as the goal should be to come up with a reasonably-sized list of suggested swaps.
 

Kirblinx

Developer
Staff member
I am happy enough with their manabase. Even without scrylands or bouncelands, it does the job of making 3+ colour decks possible (and consistent) without having to be in green. Case in point:

5-Colour Black Control from CubeTutor.com












What pops out to me the most is that the focus on tokens to make populate a thing. This is going to make boards clogged more than usual. I think that creatures that don't pump out the tokens need to be able to help push through. Stuff like Ahn-Crop Crasher and Gust Walker will help push the minute exert theme that is there at present and help RW get past token spam. Something like Champion of Lambholt could be good for green as well (or just make the issue worse by being a bomb with tokens) to help punch through. Like is it fun when both people have a wide board that can't get through, then someone plays Golden Demise? Not for me, but I am not the consensus.

There was one guy who commented in his deck his review of the cube:
TrainmasterGT said:
I ended up drafting a weird Embalm/ Tokens/ Blink thing. First pick was Pacifism followed by Opt and Agony Warp. This is a pretty good list, but I don't really understand the inclusion of some of the "draft matters" cards from Conspiracy: Take the Crown. Although I can see having maybe 1 of each draft matters card per color, I don't really get why some of the bad ones are here. Like, why add Garbage Fire and Custodi Soulbinder when better options exist at low rarities? Soulbinder is worse than Gideon's Lawkeeper, for example. I like Regicide and especially Cogwork librarian here.
Even though there are some suboptimal card choices, this looks like a decent starting place for people looking to get into cube, especially since it includes sleeves and some format staples. However, many of the Colored draft matters cards feel weird here and the cube needs more Mulldrifter(s). While a few upgrades on the buyer's end would be good, it looks like a good format as is.
Final Score: 8/10
They make a good point, and I think the main reason they are in the cube is because no one wants to buy them, as they are useless outside of draft. I don't mind them, some of them are annoying (Paliano Vanguard needs a giant list, Whispergear sneak is useless, Spire Phantasm leads to too many feel bads).

Also, what is Grasping Scoundrel doing? There isn't any other black aggressive cards and it looks out of place.

Here are my suggested cuts:
I decided to cut one of each of the multicoloured cards, as I feel there is too many in each colour, and some are just sad (a command with only 3 modes for example). The doom blade cut is because there is plenty enough removal in black and I like the more conditional removal, as it makes games more interesting.

So what do we need to add? Things to try and make WB a thing? Make RB more cohesive? Not entirely sure if I can do that, but here are some suggestions:

So a vague idea as to what I went for:
  • Try and give BW a two-drop grindy creature strategy. This allows it to bleed with red so if the RW aggro strategy fails you can go into black with either of the colours and come out with something competitive.
  • Also dabbled with reanimation for each of black and white to give a late game deck a go. Unburial Rites was doing nothing by itself and seems like a good idea.
  • Tried to let blue bleed into the Abzan +1/+1 counter strategy, as it had Thrummingbird already.
  • Red really wanted some filtering, and considering it was trying to 'go-wide' it didn't have any spells to promote it, so gave it Dynacharge, which can work with RG Beserkers.
  • Green had no instant speed interaction outside of Clear Shot, so gave it a couple more. Krosan Tusker is just great.
  • The artifacts were to promote these that were already there. Mimic Vat may be a bit overpowered, but being able to populate a token seems good to pass up!
 

Onderzeeboot

Ecstatic Orb
Why does Paliano Vanguard need a giant list? Most of the time you're going to need to write down two creature types. I think it's a fine card honestly.

Edit: It also feels like a shame to cut the draft matters theme from blue completely. Is Arcane Savant too much in this list? I also feel like Aether Searcher and Deal Broker should be there, as those are two of the most fun draft matters cards!
 

Kirblinx

Developer
Staff member
Why does Paliano Vanguard need a giant list? Most of the time you're going to need to write down two creature types. I think it's a fine card honestly.

Apparently I can't read that it turns face down. I thought it just did all creature types for the rest of the draft :p
 

Kirblinx

Developer
Staff member
Hi, what do you all think of V3 that recently came out? Was pretty happy to see a lot of the previous feedback was taken on board. http://www.cubetutor.com/viewcube/106956. Any obvious upgrades in this case left?

I feel it is still somewhat similar to the original list just filled with Dominaria cards, since that is what they are probably overloaded with now. Happy to see the draft matters cards gone but there doesn't seem to be too much in the changes that addressed the issues I had in my previous list.

I will give it a good run over later and write out a decent response in to what I think can help improve the cube.
 

Kirblinx

Developer
Staff member
Here is what I have written up as an attempt for an article for the frontpage. Looking for critiques. Was going to do an analysis and rip out some archetypes but decided the '10 easy swaps' click-bait title would be enough and easy to consume. It ended up being way more words than I thought it would be. Is it good enough for the frontpage? Do you agree with my decisions? Here is what I have written:

10 Simple Changes to Improve the Card Kingdom Starter Cube (v3)

Around the start of this year CardKingdom came up with the idea to release a self-contained cube product that you could buy for US$100. It would come pre-sleeved and in a nice couple of cardboard boxes. This would be a great way for people to get started on a cube without the hours and hours of trying to figure out the right configuration of cards to start building your own cube. You can think of it like a pre-packaged board game. $100 is pretty reasonable and the amount of hours of entertainment you can get out of it would be highly worth it. Not to mention the sleeves alone would probably cost $40 alone. There have been a couple of reviews so far: Quiet Speculation reviewed v1 and Tolarian Community College reviewed v3. Both of which have praised the product, and if I was going to review I would be mentioning a lot of the points that they have already made.

What I am trying to do is to give anyone out there who has picked up the cube, or is looking it pick it up, a simple guide to improving the cube. While this is a good product, it is still an outlet for CardKingdom to dump a pile of unused draft chaff into peoples laps. This is where I want to make some suggested cuts and additions to get rid of cards that don't fit with the themes of the cube, or are just terrible and replace them with things to improve various archetypes or just add a little spice. I will explain why I believe each of these cards should be cut, and offer some suggestions to replace them.

Cut 1: Crook of Condemnation

Does this card even do anything in the cube? Here are all the cards that care about the graveyard in this cube:

Actually, now listing them all out, there is more than I thought there was. There is a total of 14 cards that this card is effective against, but that is already after they have done their thing. Cards like this are meant to be a flexible answer to a deck that may be too strong if all the pieces come together. As you can see, there isn't really a deck that uses the graveyard and even though this card can cycle, it doesn't do enough for it to warrant a maindeck spot. Cards that are sideboard only always warrant red flags in draft, as (from my own experience) people don't care too much for sideboards in friendly cube drafts. This would leave this card to never being played, and if it actually did get played, the drafter must have been really struggling for variables.

Cut 1 Suggested Addition:

While Mimic Vat is a bit hard to parse on first read through it does a lot in the context of this cube. It acts as graveyard hate for creatures (if it is still a thing you think the cube needs to have) but it helps out the populate/creature tokens strategy. This strategy is based in GW but you can bleed it into any colour as they all have creature tokens in this cube, so a colourless reward is nice. It is also quite spicy in the black sacrifice decks.
The other options are to help out some other archetypes in the cube as the clasp helps +1/+1 counter theme, which is also spread across all colours. Mask of Memory was a first pickable card in Mirrodin block draft, and is still a great card today. Gives card filtering to any decks that need it and gives another equipment for the random Valduk and Champion of the Flame strategy.

Cut 2: Memorial to War

The memorial cycle from Dominaria are all here, and they have been great in that draft format... Well, all except one of them. Was it too much to ask for this one to be able to do 2 damage to something ala Blighted Gorge? This card serves no real purpose in this cube and I can't see it ever wanting to be put into main decks. It is only there to cut off an ambitious splash, but even that is a stretch. The main thing to talk about here is how much do we care about cycles? The only reason this card is in the cube is because it's brethren are great cards. War is only here because of this fact and none of its own merits.

Cut 2 Suggested Addition:

There isn't too many mono-red utility lands that could be equivalent to the memorial cycle. The best options are: Flamekin Village, Blighted Gorge, Teetering Peaks and Barbarian Ring. The reason the Encampment was picked over those cards is because it is the closest in power level to the memorial cycle, it helps support what red wants to do (beat down when flooding out) and mimics the memorial by coming in tapped and producing a mana of that colour. Sure, it isn't a one and done thing like the memorials, but it is pretty similar to the white memorial, just that you have to keep paying mana for the creature. I know it may look awkward to have 4 of a cycle and 1 being different, but some times you need to put functionality over aesthetics.

Cut 3: Resolute Survivors

This makes you think that there may be a RW exert strategy in this cube right? Here are the exert cards you could find while drafting:

Yep, that is right, not a single white creature. I am not sure why either. There are a couple of battalion creatures that could have been Devoted Crop-Mate or even Gust Walker, but they decided not to. Just to have a generic 3/3 for 3 that can drain for 1 if it swings (and not be able to swing next turn) isn't that exciting. It is also not that great that because it is a false signal. Making someone think they can make great use of the ability of this card and draft a hyper aggressive exert deck and feel a bit sad when they have only gotten 3 exert creatures. Plus one of the other RW cards sort of supports this strategy as well in War Flare. It is a combat trick that untaps all the creatures that just exerted for value. I feel like this one is a little better as RW is a little bit at odds in this cube as it is trying to support two different aggro decks in this cube, go-wide and go-tall. I am keeping the overall analysis of this cube as a future article, so it hard to fix this problem with just 10 changes, but there is a card I think that can help bridge the two.

Cut 3 Suggested Addition:

You see, RW has this random go-tall equipment strategy with these three cards:

While it may be easier to just cull this strategy all together and make RW go with the tokens strategy that is more abundant, it is an interesting angle a drafter could take if they felt so inclined. Weapons Trainer helps bridge the gap between the strategy, by picking up equipment to anthem up your army of tokens, and thus if you already have equipment you would be more inclined to pick up these cards and add them to your deck. While Danitha can hold her own as a decent card and Valduk is competent if not boring without equipment/auras the champion is terrible without. While I believe a future version of this cube should probably cull these cards due to being a trap (exactly what I was calling Resolute Survivors, the card I am trying to cut) Weapons Trainer should hopefully be enough of a strong enough draw to make the cards more playable, while strengthening an already strong archetype.

Cut 4: Invoke the Divine

Enchantment/Artifact hate always has a weird place in cubes. You feel like you need them as you need to be able to remove problematic permanents. It is just a problem that not everyone runs artifacts or enchantments. This cube also doesn't have too many archetypes that are reliant on these card types that you would feel ok main decking this. There isn't even anything in this cube that cares about lifegain for you to want that effect either. I mentioned above how I don't like 'Sideboard-only' cards in cubes and this falls under that category.

Cut 4 Suggested Additions:

There are a pile of cards that can replace this by being more flexible. The only problem is, if you make it too flexible, it becomes a different card then what you wanted it to be. This is why I think Forsake the Worldy to be the best choice for this slot. It may not be the flashiest card in the world, but it does the job of being able to deal with an artifact or enchantment, and being main deckable. Cycling is such a great mechanic, as it just makes any niche card convert to a real card if the effect is inapplicable in that game. I also suggested Fetter's as it has the life buff that Invoke did, to help those controlling white decks stabilise, but it adds in another piece of white creature removal, which I am not sure is needed but only playtesting will tell. I also really like Angelic Purge for some reason, so thought I would suggest it if the other two cards don't pique your interest.

Cut 5: Willbender

I love Willbender. It has a unique ability that catches everyone offguard and leads to some memorable game states (remember that time I redirected your Door to Nothingness? Good Times...), except in this cube. It isn't that it doesn't have anything to redirect, only that it won't catch anyone offguard, expect for a particular group of players, and they are the ones you don't want to put at a disadvantage. They are the people who haven't seen/played your cube before.
Let me explain by showing the other morphs in the cube:

So there are a total of 3 morphs in the cube. None of which share a colour, so when someone plays a facedown card, you have a decent idea as to what card it would be. This is where the detriment of not knowing cube comes in. By all accounts everyone should be able to see a Willbender in play in this cube and then try to play around it. The fact that the other two are proactive spells, where you want to flip them up straight away for value, while willbender is the only reactive one adds to this facade of it being 'hidden information'. If it was a face up card with the ability to redirect something once, then I wouldn't have a problem with it. If there were a couple of other blue morphs, then I wouldn't have a problem with it. As it stands though, I can't justify the amount of feel bads that this card would produce to include for it's unique effect.

Cut 5 Suggested Addition:

I mentioned before that each colour has a +1/+1 counter theme. There is also this bird horror that seems out of place in the blue section:

It needs a little bit of help. That is where the plunderer comes in. It can't spread as many counters at the bird, but it hits a bit harder, and in a cube where there seems to be a theme of 2 1/1's for 2 mana, taking to the skies seems like a good archetype option. Plus, curving Cloudfin Raptor into the Plunderer sounds like a really quick clock.

Cut 6: Deadly Designs

Have you ever wanted to invest 12 mana to be able to get 2 Murder's? Because that is exactly what this card is asking. This card was printed in Conspiracy 2, as it was a multi-player limited format you could use politics to get another player to do some activations for you. This cube was not built for multiplayer, and I don't think most people who buy it would be looking to play multiplayer with it either. There is enough removal in this cube that drafters don't need to dig that deep to play this card. Did anyone ever play this in Masters 25? I don't know why it was reprinted there either. Surely there was a better card to get from that set. Anyway, moving on...

Cut 6 Suggested Additions:

I feel that the black section is pretty solid and I am not sure what it needs. Here are just a couple of suggestions to help buff a couple of the random archetypes. Dread Wanderer give the black based aggro decks another one drop, and allows the sacrifice decks have a recursive creature (at a bit of a cost. Swarm of Bloodflies gives both control and the sacrifice decks a decent sized evasive beater. The only difference is what side the creatures would be dying on to give it the counters. Fallen Ideal was a spicy card I thought of to give the token/sacrifice deck a free sac outlet. It may be a little too swingy, as most people won't expect you to swing in the air with haste for a possible 10 damage out of nowhere. Probably best left in magical Christmas land, but it didn't hurt to but the idea in your head ;)

Cut 7: Goblin Trailblazer

When I decided I would cut a card from each colour there wasn't anything in red that stood out to me that much. Then I realised in the spoiler that these two cards are right next to each other:


While this kind of card did used to be uncommon and was a good card in it's own right, I don't think this cube needs two cards that are practically the same at this point in the curve (even though Ire Shaman will probably never be cast as a 2-mana spell). I mean the card isn't bad, it is just boring and doesn't contribute to any archetype in a meaningful way.

Cut 7 Suggested Addition:

All of reds creatures are aggressive. The gold cards for RG want it to be midrange and UR wants to be control. There needs to be something to fit the stop-gap. I was going to have multiple other suggestions, but I have been such an advocate for this card, that I want it to be highly considered for this cube (I am surprised it isn't in to be honest, as I assume they would have bulk stock of it). It can hold off a decent amount of attacks in the early game and late game it can get you back a piece of removal to help get you back in the game, or just get back a game winning spell (Fight with Fire anyone?). It is the flexibility that makes this card great and gets picked relatively highly in various DOM draft archetypes, so it should have the ability to shine here as well.

Cut 8: Naturalize

Remember how I said that I don't like non-maindeckable spells. Yeah, well, I probably just should have put this in the same category as Invoke the Divine. But in saying that, I think there is enough artifact hate in green already (there aren't really that many enchantments in this cube worth removing) with:

All of these are fine as they have other uses (Crushing Vines is pretty narrow, but closer to maindeckable than Naturalize). This is more than what white had, so I am fine with not trying to replace it with any similar effect like I did there. Instead let's add a card to fix green's other issue.

Cut 8 Suggested Additions:

Green needs some kind of sifting effect to help reduce variance. CardKingdom added in Krosan Tusker between versions 1 and 3, which is a nice addition, but there needs to be a couple more. These are all nice cheap ways to ensure you either hit the land at the start that you need or hit a creature later on when you have started to flood out. I am quite partial to Grapple the Past, as it can get any creature that has died throughout the game. Can even act as a surprise pump spell for Multani, which is a little too cute to matter, but interactions like this are what make cube games great.

Cut 9: Bloodtallow Candle

Colourless cards are tricky to evaluate. They can go in any deck, so they are usually picked pretty highly. This is even a piece of removal, which also gets picked highly. The real question is how much does this have to cost for someone not to play it? This kind of card is decent enough as filler, and was slightly more useful in DOM drafts as it could trigger historic. The only problem is that this has no secondary purpose in this cube other than a Scour From Existence, and while the difference between 6 and 7 mana in limited is quite a decent step, it doesn't save this card from it's inflexibility.
This will most likely be a 12-15th pick everytime and only see play in green/white decks that didn't pick up any other removal.

Cut 9 Suggested Additions:

It came to me in a dream. This card hits so many different archetypes that it seems like a shoo-in to be included. It hits the equipment theme mentioned before, plus the sacrifice theme. If we want to stretch it even hits the token theme. It is also a piece of mediocre colourless removal that the candle was trying to be, but actually being wanted by a variety of decks. What more could you want from a card?

Cut 10: The Deserts

This is a little bit of a cheat, as there are technically 5 cards here, but I want to bring these cards to people's attention. While most of the changes between versions 1 and 3 of the cube were fine, the decision to cut the trilands (Arcane Sanctum and friends) was a bit of a blow to the cube. They replaced them with the cycle of memorials (see cut 2) and this cycle of deserts. Good mana fixing and make or break a draft and cutting a whole 10 lands worth of fixing was a bit harsh. The good part was that they also cut the amount of gold cards, meaning that fixing wasn't as required.

It is just mean to include this cycle of lands as a replacement, as they don't really do anything in the context of this cube. There are no desert interactions, there is nothing that cares about cycling these away (Like Drake Haven for example). Looking through the list, Multani is the only card where having a cycling land matters. They may claim that they are there to help prevent flood, but if that is the case, why not include Drifting Meadow or Secluded Steppe cycles instead? They are both just strictly better in this case. This is an obvious change for $$$ reasons, as the trilands can sometimes go for $1 a piece, and the deserts are worthless and from a current standard set, so they would have heaps of them lying around.

I am fine for budget cuts, but manabases are what make magic function and we need to right this wrong.

Cut 10 Suggested Additions:

These are probably the best uncommon fixing lands ever printed. They are like a double Aether Hub/Tendo Ice Bridge, allowing for ridiculous splashes and giving you the right mana you need at the right time. These get picked highly and won't be a mediocre middling pick like the deserts, and actually contribute to making the deck function rather than mitigating mana flood, plus that is what the Memorials were put into the cube for, and they are doing a much better job (well other than Memorial to War, but we dealt with that issue). These isn't another cycle of 5 lands that help fix mana, as they are usually 10 card cycles, so the vivid's have found their perfect home.

Conclusion
There are several other cards that are subpar in this list, but the goal of this article wasn't to give you a hard and fast route to converting the CardKingdom starter cube into a 'perfect cube'. In essence, there is no such thing as a perfect cube, and even if there is, it won't exist for long with the amount of cards wizards output each year, there will be some that are better suited to go in more cubes than others. Just know that this product is a great way to get started, and that there is no correct answer as to what cards should replace others. These are just suggestions from years of pouring over cube lists and drafting more cubes than I can count. Just personal opinions that may help edge to a more enjoyable play experience.
 

Kirblinx

Developer
Staff member
Little was I aware that v4 dropped about a week ago :\

At least all of my cuts are still applicable. I can't believe they kept all those cards in.
 

Onderzeeboot

Ecstatic Orb
Great, now your advice helps two generations of Card Kingdom Starter Cube-ists! Just add a disclaimer that the text works for both v3 and v4 of the cube! :)
 
There was one guy who commented in his deck his review of the cube. They make a good point, and I think the main reason they are in the cube is because no one wants to buy them, as they are useless outside of draft. I don't mind them, some of them are annoying (Paliano Vanguard needs a giant list, Whispergear sneak is useless, Spire Phantasm leads to too many feel bads).

It appears my Riptide Senpais have noticed me. Cool.

Nice article Kirblinx!!
 
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