V3 Primer below. V5 Primer to come.
Graveyard Combo Cube
Cube Size: 384
6-8 players
Design constraints:
Singleton. No morph, monarch, dfc, companion, conspiracy, or tribal.
Format:
The Graveyard Combo Cube (GCC) is a graveyard cube in the sense that the graveyard ties most strategies together. This is not a graveyard-themed cube.
Zone interactions, complexity, and a variety of axes of play define the format. The pace is fast for a turn-2 aggro environment without mana elves or fast mana. Decision-making is dense with many moving parts, triggers, and exchanges in zones (hand to graveyard, graveyard to library, play to library, play to hand, etc). Games are punctuated by big turns and splashy sequences.
This is a medium+ powered format (6.5/10?) that seeks to capture the highs that one might find within a more degenerate pool of cards. Most strategies have access to something reasonably unfair to do, you just have to work a little harder for it.
This is not a suitable cube for beginners, but this version is less esoteric than some earlier iterations.
Cards:
There are no Eldrazi for your Sneak Attacks. There are no two-card infinite combos. While cards are generally two steps below powermax, promoting fast and smooth gameplay through mana-efficient effects remains a top priority.
Egalitarian card pool with a narrowed power band. Modality and versatility is important. The best card at its job may not be the best at its role. An innocuous glue card could define your deck as much as that sweet build around. Cards may feel like pieces of a puzzle, but most should have a baseline utility.
With some regards to elegance, I try to pare down keywords when convenient. I avoid mechanics that reference multiplayer formats as much as possible. I try to reduce the types of tokens whenever convenient. At the end of the day, these rules are loose and subject to be abandoned if a card provides something essential to the cube architecture.
Draft:
This is a choose your own adventure draft experience. There are often no clear first picks and the path to deck construction is splintered with decision trees. My goal is to foster a draft experience that is exploratory, indulgent, expressive, and challenging. I want a drafter to have multiple opportunities to pivot their deck’s focus before drafting their 45th card, but I also want them to be rewarded for committing to an early whim and trusting an impulse.
Deck Construction:
When looking at your draft pool, you may find that what you drafted does something very different than what you expected. Familiar archetypes are approached from unfamiliar angles. Deck styles vary significantly and operate at a lot of different frequencies. Cohesive themes and experimentation is rewarded. The sum is greater than the parts, and careful deck construction unlocks higher ceilings.
Card & Mechanic Spotlights:
Below are a few mechanics/cards that I get especially excited about in the GCC. I selected the following to show the types of things that are taken into consideration when assessing a card or mechanic's value and utility to the GCC.
Archetype Overview:
WU: Blinkets, Mill, Tokens, Reanimator Control
UB: Tempo Dredge, Mill, Delve Control, Artifact Stax
BR: Hellbent Aggro, Welder Sneak, Aristocrats, Wildfire
RG: Madness Berserkers, Creature Sneak, Wildfire, Turboland
GW: Land Tilling, Rampinator, Tokens, Creature Value
WB: Aristocrats, Stax, Artifact Aggro, Reanimator
BG: Delirium Aggro, Sac Combo, Stax, Living Death
GU: Madness/Dredge Tempo, Self-Mill Combo, Turboland, Oath
UR: Aggro Loot, Artifacts, Wildfire, Spell Volume Control
RW: Artifact Aggro, Wildfire, Creature Cheat, Tokens
Archetypes Snapshots:
Below you will find archetype snapshots for each guild. These snapshots are only one example of a way you can tailor a strategy. Most archetypes fall on a spectrum. Comparing the snapshots within a guild may help you see other possibilities that aren’t explicitly spelled out here.
Inspiration:
I began playing around 1998, and started playing competitively around 2000. One of my favorite metas to this day was the 2001 Extended Metagame, it was my preliminary jumping off point for this cube 5 years ago, and it is something I still consider when thinking about my cube's meta.
20 years later, what remains interesting to me about this format was the variety of decks played, how extreme many of the strategies were, and how combo and resource denial weaves through and defines much of the format: decks with 0-2 creatures, decks with 10 lands, prison, land destruction, ramp, creature cheat, creature toolbox, turboland, metagamed aggro decks, glacially slow control, blistering aggro, etc.
Its relationship to this cube is far from 1:1. The original version of the cube was a little more nostalgic, but I’m much more entrenched in contemporary mechanics and fascinated by how intricate and granular strategies can be now. In comparing 2001 extended to this cube, I’m speaking in terms of the general spirit, the deck creativity, and the structure of the format. Take a look at these beauties and maybe you can see how this format has impacted my cube design:
Cubes of Influence:
The riptide community has been an endless well of inspiration for me for half of a decade. I couldn’t possibly touch on all of the members that have provided helpful insights and inspiration over the years. Just know I appreciate all of you.
That said, there have been a handful of cubes that have been particularly influential to the evolution of the GCC:
Alfonzo Bonzo’s Alchemist Crucible 3.1
dbs’ Mox Cube
Zubat’s Graveyard Cube
This cube is an ever-work in progress. I appreciate any feedback, criticisms, and samples drafts.
Archived Lists:
V2.0
V1.0
V0.0 (Lost to time)
Original Post:
First Main Revision:
Graveyard Combo Cube
Cube Size: 384
6-8 players
Design constraints:
Singleton. No morph, monarch, dfc, companion, conspiracy, or tribal.
Format:
The Graveyard Combo Cube (GCC) is a graveyard cube in the sense that the graveyard ties most strategies together. This is not a graveyard-themed cube.
Zone interactions, complexity, and a variety of axes of play define the format. The pace is fast for a turn-2 aggro environment without mana elves or fast mana. Decision-making is dense with many moving parts, triggers, and exchanges in zones (hand to graveyard, graveyard to library, play to library, play to hand, etc). Games are punctuated by big turns and splashy sequences.
This is a medium+ powered format (6.5/10?) that seeks to capture the highs that one might find within a more degenerate pool of cards. Most strategies have access to something reasonably unfair to do, you just have to work a little harder for it.
This is not a suitable cube for beginners, but this version is less esoteric than some earlier iterations.
Cards:
There are no Eldrazi for your Sneak Attacks. There are no two-card infinite combos. While cards are generally two steps below powermax, promoting fast and smooth gameplay through mana-efficient effects remains a top priority.
Egalitarian card pool with a narrowed power band. Modality and versatility is important. The best card at its job may not be the best at its role. An innocuous glue card could define your deck as much as that sweet build around. Cards may feel like pieces of a puzzle, but most should have a baseline utility.
With some regards to elegance, I try to pare down keywords when convenient. I avoid mechanics that reference multiplayer formats as much as possible. I try to reduce the types of tokens whenever convenient. At the end of the day, these rules are loose and subject to be abandoned if a card provides something essential to the cube architecture.
Draft:
This is a choose your own adventure draft experience. There are often no clear first picks and the path to deck construction is splintered with decision trees. My goal is to foster a draft experience that is exploratory, indulgent, expressive, and challenging. I want a drafter to have multiple opportunities to pivot their deck’s focus before drafting their 45th card, but I also want them to be rewarded for committing to an early whim and trusting an impulse.
Deck Construction:
When looking at your draft pool, you may find that what you drafted does something very different than what you expected. Familiar archetypes are approached from unfamiliar angles. Deck styles vary significantly and operate at a lot of different frequencies. Cohesive themes and experimentation is rewarded. The sum is greater than the parts, and careful deck construction unlocks higher ceilings.
Card & Mechanic Spotlights:
Below are a few mechanics/cards that I get especially excited about in the GCC. I selected the following to show the types of things that are taken into consideration when assessing a card or mechanic's value and utility to the GCC.
Cycling:
(+ others)
Cycling is one of the most prevalent mechanics in the GCC. I could write a lot about the merits of cycling in this cube, but I’ll sum it to these points:
Target Player Mill:
This is a graveyard cube so mill gets a lot of mileage here. Mill that can target either player is especially dynamic. Depending on your support cards you can easily switch gears on how mill is utilized when constructing your deck. You may even find yourself switching gears mid-game.
Target player mill can:
Squee:
I chose to pair these two cards together, because they are both equally unassuming, but provide something immensely valuable to this cube that isn’t necessarily apparent without having experience with the format.
Squee has obvious utility to the point that it is essentially a colorless card in this cube. It's almost like a static more or less. It can help some decks be a little more competitive by pushing the card parity of looting effects into pure card advantage. This is useful when you are lacking in mechanical payoffs like madness or flashback which is often, because I actually don't run as many of these cards as your average graveyard cube. It’s usefulness is context dependent even within a discard-centric archetype, there will be many times when it doesn’t crack your 40, but there will be plenty of times where it is the card that consistently gains you the upper hand.
To a lesser extent, Golgari Grave-Troll is another card in this family of glue cards, and there are others. I just wanted to take a moment to highlight a couple of less obvious ways to circumvent the mechanical demands of the format.
Vesperlark:
Vesperlark is a good example of how a card can be leveraged in unexpected ways in this cube:
From this pool you can see that Vesperlark can facilitate reanimator, artifact, blink, sacrifice, mill, and ramp strategies....all while being a solid card in its own right. Vesperlark can sometimes be the best card in your deck or the star in a game-ending sequence, and it doesn’t seem particularly special at first glance.
(+ others)
Cycling is one of the most prevalent mechanics in the GCC. I could write a lot about the merits of cycling in this cube, but I’ll sum it to these points:
- Cards with narrow windows of relevance remain relevant when drawn at the incorrect phase of the game (Decree of Justice and Waker of Waves in the early game, Censor and Migration Path in the late game, etc)
- Smoothes the sequencing in the early turns. Spells that cycle help you hunt for mana when you are low on lands, Lands that cycle mitigate mana flood
- Increases opportunities for decision-making
- The draw and discard interact favorably with other cards in the cube
- Cards that self-bin are useful for reanimation/recursion strategies as well as graveyard counting effects
- Having built in cantrips is useful when hunting for combo pieces
- Sideboard cards are always relevant (Forsake the Worldly, Wilt, etc)
Target Player Mill:
This is a graveyard cube so mill gets a lot of mileage here. Mill that can target either player is especially dynamic. Depending on your support cards you can easily switch gears on how mill is utilized when constructing your deck. You may even find yourself switching gears mid-game.
Target player mill can:
- Kill your opponent by milling them out.
- Win you the game via Thassa’s Oracle or Jace, Wielder of Mysteries
- Fill your opponent’s graveyard for your own advantage via Beacon of Unrest, Dire Fleet Daredevil, etc
- “Permanently” deals with cards tucked by soft reactive spells like Oust, Memory Lapse, etc. Conversely, mill can help you hunt for something like Approach of the Second Sun to cast for a second time or Nexus of Fate for an end of game infinite turn loop.
- Fuel graveyard counting effects such as Bonehoard or Rise from the Tides
- Setup a one-time reanimation (Karmic Guide), mass reanimation (Living Death), or engines (Scrap Trawler)
- Ramps out delve spells like Tombstalker and Treasure Cruise
Squee:
I chose to pair these two cards together, because they are both equally unassuming, but provide something immensely valuable to this cube that isn’t necessarily apparent without having experience with the format.
Squee has obvious utility to the point that it is essentially a colorless card in this cube. It's almost like a static more or less. It can help some decks be a little more competitive by pushing the card parity of looting effects into pure card advantage. This is useful when you are lacking in mechanical payoffs like madness or flashback which is often, because I actually don't run as many of these cards as your average graveyard cube. It’s usefulness is context dependent even within a discard-centric archetype, there will be many times when it doesn’t crack your 40, but there will be plenty of times where it is the card that consistently gains you the upper hand.
To a lesser extent, Golgari Grave-Troll is another card in this family of glue cards, and there are others. I just wanted to take a moment to highlight a couple of less obvious ways to circumvent the mechanical demands of the format.
Vesperlark:
Vesperlark is a good example of how a card can be leveraged in unexpected ways in this cube:
From this pool you can see that Vesperlark can facilitate reanimator, artifact, blink, sacrifice, mill, and ramp strategies....all while being a solid card in its own right. Vesperlark can sometimes be the best card in your deck or the star in a game-ending sequence, and it doesn’t seem particularly special at first glance.
Archetype Overview:
WU: Blinkets, Mill, Tokens, Reanimator Control
UB: Tempo Dredge, Mill, Delve Control, Artifact Stax
BR: Hellbent Aggro, Welder Sneak, Aristocrats, Wildfire
RG: Madness Berserkers, Creature Sneak, Wildfire, Turboland
GW: Land Tilling, Rampinator, Tokens, Creature Value
WB: Aristocrats, Stax, Artifact Aggro, Reanimator
BG: Delirium Aggro, Sac Combo, Stax, Living Death
GU: Madness/Dredge Tempo, Self-Mill Combo, Turboland, Oath
UR: Aggro Loot, Artifacts, Wildfire, Spell Volume Control
RW: Artifact Aggro, Wildfire, Creature Cheat, Tokens
Archetypes Snapshots:
Below you will find archetype snapshots for each guild. These snapshots are only one example of a way you can tailor a strategy. Most archetypes fall on a spectrum. Comparing the snapshots within a guild may help you see other possibilities that aren’t explicitly spelled out here.
Azorius:
Blinkets: Grind out value by reusing valuable artifacts and baubles through recursion and blink.
Mill: A control/combo deck that can switch gears from milling your opponent out to milling yourself to end a game via alternate win conditions.
Tokens: Midrange deck that uses cast triggers and graveyard-fueling effects to go wide.
Reanimator Control: Typical control deck with an organic reanimation component.
Dimir:
Tempo Dredge: Aggressive deck using the graveyard as fuel for recursive and undercosted large bodies
Mill: Self-mill deck that can quickly whittle your library away to win via alternate win conditions or a combo finish.
Delve Control: Control deck that utilizes a stocked graveyard as a second hand as well as ramp.
Artifact Stax: Grindy resource denial deck with an artifact backbone.
Rakdos:
Hellbent Aggro: Discard-driven aggro deck that thrives on having little to no cards in hand.
Sneaky Welder: Cheat out large hasted creatures and artifact creatures with board-warping impact.
Aristocrats: Sacrifice deck with multiple death triggers that can lead to combo-like finish.
Wildfire: The graveyard fuels undercosted fatties that break through symmetrical resource denial.
Gruul:
Madness Berserkers: Aggressive creature pump deck that converts wheel effects to bursts of damage.
Creature Sneak: Cheat out hasty/bomby creatures with board-warping impact.
Wildfire: Resource denial deck with a discard slant and larger than Wildfire bodies.
Turboland: Exploration effects and wheels combine to generate lots of mana for large creatures and spells.
Can have a graveyard bent with things like:
Selesnya:
Land Tilling: Midrange deck that grows creatures via land triggers and has a land destruction component
Rampinator: A ramp and reanimator hybrid deck made possible by key cycling cards.
Tokens: Go-wide deck with team pump effects tied together with land synergies
Creature Value: Toolbox midrange deck employing blink, recursion and sacrifice effects for maximum value.
Orzhov:
Aristocrats: Sacrifice deck with multiple death triggers that can lead to combo-like finish.
Stax: Use small recursive creatures to whittle away your land-locked opponent’s life total.
Artifact Aggro: Resilient aggro deck with an artifact backbone and ample disruption.
Reanimator: Classic reanimator deck.
Golgari:
Delirium Aggro: Graveyard-focused aggro deck pumping out oversized and recursive bodies backed with creature pump and disruption.
Sacrifice Combo: A sacrifice deck with toolbox utility, infinite creature loops, and a combo finish.
Stax: Resource denial deck centered around profiting on "lands to graveyard" triggers.
Living Death: Bin creatures in your graveyard via dredge and mill, reanimate, profit.
Simic:
Madness/Dredge Tempo: Discard-centric tempo deck utilizing the graveyard as a second hand.
Self-Mill Combo: Self-mill deck that can quickly whittle your library away, shuffling key cards back to win via alternate win conditions.
Turboland: Generate lots of mana to pump out big spells via exploration effects, draw spells and a stocked graveyard.
Oath: Contemporary take on an extended classic
Izzet:
Aggro Loot: Aggressive deck centered around looting effects and discard triggers
Artifacts: Recycle and cheat out artifacts for incremental or monumental advantage
Recycle:
Cheat:
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Spells Volume Control: Control deck utilizing a variety of graveyard-counting effects.
Boros:
Artifact Aggro: Explosive ggro deck centered around artifacts and recursion.
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Creature Cheat: Cheat out bomby hasted creatures via reanimation or sneak effects.
Tokens: Go-wide off the back of token-generating permanents
Blinkets: Grind out value by reusing valuable artifacts and baubles through recursion and blink.
Mill: A control/combo deck that can switch gears from milling your opponent out to milling yourself to end a game via alternate win conditions.
Tokens: Midrange deck that uses cast triggers and graveyard-fueling effects to go wide.
Reanimator Control: Typical control deck with an organic reanimation component.
Dimir:
Tempo Dredge: Aggressive deck using the graveyard as fuel for recursive and undercosted large bodies
Mill: Self-mill deck that can quickly whittle your library away to win via alternate win conditions or a combo finish.
Delve Control: Control deck that utilizes a stocked graveyard as a second hand as well as ramp.
Artifact Stax: Grindy resource denial deck with an artifact backbone.
Rakdos:
Hellbent Aggro: Discard-driven aggro deck that thrives on having little to no cards in hand.
Sneaky Welder: Cheat out large hasted creatures and artifact creatures with board-warping impact.
Aristocrats: Sacrifice deck with multiple death triggers that can lead to combo-like finish.
Wildfire: The graveyard fuels undercosted fatties that break through symmetrical resource denial.
Gruul:
Madness Berserkers: Aggressive creature pump deck that converts wheel effects to bursts of damage.
Creature Sneak: Cheat out hasty/bomby creatures with board-warping impact.
Wildfire: Resource denial deck with a discard slant and larger than Wildfire bodies.
Turboland: Exploration effects and wheels combine to generate lots of mana for large creatures and spells.
Can have a graveyard bent with things like:
Selesnya:
Land Tilling: Midrange deck that grows creatures via land triggers and has a land destruction component
Rampinator: A ramp and reanimator hybrid deck made possible by key cycling cards.
Tokens: Go-wide deck with team pump effects tied together with land synergies
Creature Value: Toolbox midrange deck employing blink, recursion and sacrifice effects for maximum value.
Orzhov:
Aristocrats: Sacrifice deck with multiple death triggers that can lead to combo-like finish.
Stax: Use small recursive creatures to whittle away your land-locked opponent’s life total.
Artifact Aggro: Resilient aggro deck with an artifact backbone and ample disruption.
Reanimator: Classic reanimator deck.
Golgari:
Delirium Aggro: Graveyard-focused aggro deck pumping out oversized and recursive bodies backed with creature pump and disruption.
Sacrifice Combo: A sacrifice deck with toolbox utility, infinite creature loops, and a combo finish.
Stax: Resource denial deck centered around profiting on "lands to graveyard" triggers.
Living Death: Bin creatures in your graveyard via dredge and mill, reanimate, profit.
Simic:
Madness/Dredge Tempo: Discard-centric tempo deck utilizing the graveyard as a second hand.
Self-Mill Combo: Self-mill deck that can quickly whittle your library away, shuffling key cards back to win via alternate win conditions.
Turboland: Generate lots of mana to pump out big spells via exploration effects, draw spells and a stocked graveyard.
Oath: Contemporary take on an extended classic
Izzet:
Aggro Loot: Aggressive deck centered around looting effects and discard triggers
Artifacts: Recycle and cheat out artifacts for incremental or monumental advantage
Recycle:
Cheat:
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Spells Volume Control: Control deck utilizing a variety of graveyard-counting effects.
Boros:
Artifact Aggro: Explosive ggro deck centered around artifacts and recursion.
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Creature Cheat: Cheat out bomby hasted creatures via reanimation or sneak effects.
Tokens: Go-wide off the back of token-generating permanents
Inspiration:
I began playing around 1998, and started playing competitively around 2000. One of my favorite metas to this day was the 2001 Extended Metagame, it was my preliminary jumping off point for this cube 5 years ago, and it is something I still consider when thinking about my cube's meta.
20 years later, what remains interesting to me about this format was the variety of decks played, how extreme many of the strategies were, and how combo and resource denial weaves through and defines much of the format: decks with 0-2 creatures, decks with 10 lands, prison, land destruction, ramp, creature cheat, creature toolbox, turboland, metagamed aggro decks, glacially slow control, blistering aggro, etc.
Its relationship to this cube is far from 1:1. The original version of the cube was a little more nostalgic, but I’m much more entrenched in contemporary mechanics and fascinated by how intricate and granular strategies can be now. In comparing 2001 extended to this cube, I’m speaking in terms of the general spirit, the deck creativity, and the structure of the format. Take a look at these beauties and maybe you can see how this format has impacted my cube design:
Creature (4) 1 Crater Hellion 1 Shivan Hellkite 1 Spike Feeder 1 Spike Weaver Sorcery (16) 3 Creeping Mold 3 Gaea's Blessing 2 Hammer of Bogardan 4 Pillage 4 Stone Rain Instant (7) 4 Incinerate 3 Urza's Rage Enchantment (8) 4 Oath of Druids 4 Seal of Fire | Land (25) 1 Dust Bowl 2 Forest 4 Karplusan Forest 6 Mountain 4 Taiga 4 Treetop Village 4 Wasteland |
Creature (33) 4 Elvish Lyrist 4 Elvish Spirit Guide 4 Quirion Ranger 4 River Boa 4 Rogue Elephant 1 Rushwood Legate 4 Skyshroud Elite 4 Vine Dryad 4 Wild Dogs Sorcery (4) 4 Land Grant Instant (3) 3 Bounty of the Hunt Artifact (2) 2 Winter Orb Enchantment (8) 4 Briar Shield 4 Rancor | Land (10) 10 Forest |
Creature (3) 3 Shard Phoenix Sorcery (1) 1 Hammer of Bogardan Instant (11) 4 Disenchant 4 Enlightened Tutor 3 Tithe Artifact (14) 4 Cursed Scroll 4 Ensnaring Bridge 2 Jester's Cap 4 Mox Diamond Enchantment (6) 1 Aura of Silence 1 Humility 3 Peace of Mind 1 Seal of Cleansing | Land (25) 1 Forbidding Watchtower 2 Ghitu Encampment 5 Mountain 8 Plains 4 Plateau 1 Shivan Gorge 4 Wasteland |
Creature (36) 4 Deranged Hermit 3 Elvish Lyrist 4 Llanowar Elves 2 Masticore 4 Priest of Titania 4 Quirion Ranger 2 Rofellos, Llanowar Emissary 1 Skyshroud Poacher 1 Spike Weaver 1 Squallmonger 4 Uktabi Orangutan 1 Verdant Force 4 Wall of Roots 1 Woodripper Sorcery (4) 4 Natural Order | Land (20) 13 Forest 3 Gaea's Cradle 4 Wasteland |
Creature (24) 4 Ashen Ghoul 4 Birds of Paradise 4 Elvish Lyrist 4 Hermit Druid 1 Krovikan Horror 4 Spike Feeder 1 Spike Weaver 2 Tradewind Rider Sorcery (8) 4 Duress 4 Land Grant Instant (4) 4 Intuition Enchantment (4) 4 Oath of Ghouls | Land (20) 4 Bayou 2 City of Brass 5 Forest 2 Swamp 4 Tropical Island 3 Underground Sea |
Creature (19) 4 Ball Lightning 4 Goblin Patrol 4 Jackal Pup 4 Mogg Fanatic 3 Viashino Sandstalker Sorcery (3) 3 Hammer of Bogardan Instant (12) 4 Fireblast 4 Incinerate 4 Shock Artifact (4) 4 Cursed Scroll | Land (22) 2 Ghitu Encampment 16 Mountain 4 Wasteland |
Creature (3) 3 Nether Spirit Sorcery (18) 4 Choking Sands 4 Duress 4 Pox 4 Rain of Tears 2 Unmask Instant (7) 3 Contagion 3 Spinning Darkness 1 Vampiric Tutor Artifact (10) 4 Chimeric Idol 3 Cursed Scroll 3 Mox Diamond | Land (22) 18 Swamp 4 Wasteland |
Creature (20) 4 Meddling Mage 4 Mother of Runes 4 Ramosian Sergeant 4 Soltari Priest 4 Steadfast Guard Instant (12) 4 Brainstorm 4 Swords to Plowshares 4 Tithe Artifact (4) 4 Cursed Scroll Enchantment (6) 4 Seal of Cleansing 2 Crusade | Land (18) 4 Flood Plain 8 Plains 2 Scrubland 4 Tundra |
Creature (24) 3 Academy Rector 1 Anarchist 4 Birds of Paradise 4 Hermit Druid 1 Masticore 1 Monk Idealist 1 Phyrexian Plaguelord 3 Spike Feeder 1 Spike Weaver 1 Verdant Force 4 Wall of Blossoms Sorcery (6) 4 Duress 2 Living Death Enchantment (7) 1 Attunement 1 Aura of Silence 1 Oath of Ghouls 1 Pernicious Deed 3 Recurring Nightmare | Land (23) 4 Bayou 4 Forest 2 Gemstone Mine 1 Mountain Valley 3 Phyrexian Tower 1 Reflecting Pool 4 Savannah 3 Swamp 1 Undiscovered Paradise |
Instant (24) 4 Counterspell 3 Enlightened Tutor 2 Foil 4 Force of Will 4 Gush 2 Mana Leak 2 Rescue 3 Thwart Artifact (6) 1 Claws of Gix 1 Feldon's Cane 4 Powder Keg Enchantment (6) 1 Aura Fracture 1 Kismet 4 Stasis | Land (24) 2 Adarkar Wastes 4 Forsaken City 12 Island 2 Treva's Ruins 4 Tundra |
Creature (14) 4 Avalanche Riders 2 Dwarven Miner 4 Jackal Pup 4 Mogg Fanatic Sorcery (12) 2 Earthquake 2 Hammer of Bogardan 4 Pillage 4 Stone Rain Instant (3) 3 Incinerate Artifact (3) 3 Cursed Scroll Enchantment (3) 3 Seal of Fire | Land (25) 2 Dust Bowl 2 Ghitu Encampment 13 Mountain 4 Rishadan Port 4 Wasteland |
Creature (23) 4 Birds of Paradise 2 Deranged Hermit 2 Elvish Lyrist 3 Ophidian 4 Quirion Ranger 4 Tradewind Rider 4 Wall of Roots Instant (8) 4 Force of Will 4 Impulse Artifact (3) 3 Winter Orb Enchantment (4) 4 Opposition | Land (22) 9 Forest 7 Island 4 Tropical Island 2 Yavimaya Coast |
Creature (14) 4 Hunted Wumpus 3 Phyrexian Negator 4 River Boa 3 Skyshroud Elite Sorcery (8) 4 Duress 4 Vindicate Instant (7) 3 Swords to Plowshares 4 Tithe Artifact (7) 2 Cursed Scroll 3 Mox Diamond 2 Powder Keg Enchantment (2) 2 Rancor | Land (22) 4 Bayou 2 Grasslands 4 Savannah 4 Scrubland 4 Treetop Village 4 Wasteland |
Creature (22) 2 Longbow Archer 4 Mother of Runes 1 Paladin en-Vec 1 Soltari Foot Soldier 4 Soltari Monk 4 Soltari Priest 1 Soltari Visionary 1 Standard Bearer 4 White Knight Sorcery (4) 4 Armageddon Instant (7) 4 Disenchant 3 Swords to Plowshares Artifact (3) 3 Cursed Scroll Enchantment (4) 4 Crusade | Land (20) 1 Kor Haven 19 Plains |
Cubes of Influence:
The riptide community has been an endless well of inspiration for me for half of a decade. I couldn’t possibly touch on all of the members that have provided helpful insights and inspiration over the years. Just know I appreciate all of you.
That said, there have been a handful of cubes that have been particularly influential to the evolution of the GCC:
Alfonzo Bonzo’s Alchemist Crucible 3.1
dbs’ Mox Cube
Zubat’s Graveyard Cube
This cube is an ever-work in progress. I appreciate any feedback, criticisms, and samples drafts.
Archived Lists:
V2.0
V1.0
V0.0 (Lost to time)
Original Post:
Hi guys,
Apologies in advance for this vague garbagepost, but I wanted to get some ideas out for discussion.
The last cube I shared on here was a penny-inspired cube: http://riptidelab.com/forum/threads/inschos-turn-2-cube.1075/
Over the course of this year, I've been having a difficult time settling on my cube's power level. It's become so bad that my cube has been in complete shambles for the better part of the year while I endlessly tinker with iterations of the same idea on cubetutor...meanwhile my playgroup has only been meeting once every couple months due to my cube being out of commission.
The idea I've become fixated on originates with a card pairing posted on here a few months ago:
Sneak AttackWeatherseed Treefolk
Powerful dynamic enablers with a cast of lower-powered support cards. I started playing around mirage, but really started to delve into deck construction around Tempest and Urza Blocks. I wax nostalgic over Hammer of Bogardan and Ensnaring Bridge....Phyrexian Plaguelord and Deranged Hermit...Tradewind Rider and Armageddon. I've been trying to recapture some of these interactions in a contemporary context.
The list that feels the most promising at the moment is the one with the highest power level:
http://www.cubetutor.com/viewcube/59868
The other defined aspect of this cube is the mana base:
full set of bouncelands
full sets of both cycle lands
full set of fetches
This emphasizes hand and graveyard interactions as a foundation of the cube. Magic is a game of resource management, and this is amplified in many of the cube's archetypes as lands, hand, library, and graveyard are leveraged for value.
The land suite also establishes fixing as a hot commodity, which is a tension I enjoy when drafting. The land base is intentionally anemic and I foresee a lot of micro decisions occurring when developing your mana base in a game.
I've been wavering on the removal suite, ETB effects, and the general power level so I won't go into depth on that at this time.
Some sample decks:
Thanks for taking the time to look.
Apologies in advance for this vague garbagepost, but I wanted to get some ideas out for discussion.
The last cube I shared on here was a penny-inspired cube: http://riptidelab.com/forum/threads/inschos-turn-2-cube.1075/
Over the course of this year, I've been having a difficult time settling on my cube's power level. It's become so bad that my cube has been in complete shambles for the better part of the year while I endlessly tinker with iterations of the same idea on cubetutor...meanwhile my playgroup has only been meeting once every couple months due to my cube being out of commission.
The idea I've become fixated on originates with a card pairing posted on here a few months ago:
Sneak AttackWeatherseed Treefolk
Powerful dynamic enablers with a cast of lower-powered support cards. I started playing around mirage, but really started to delve into deck construction around Tempest and Urza Blocks. I wax nostalgic over Hammer of Bogardan and Ensnaring Bridge....Phyrexian Plaguelord and Deranged Hermit...Tradewind Rider and Armageddon. I've been trying to recapture some of these interactions in a contemporary context.
The list that feels the most promising at the moment is the one with the highest power level:
http://www.cubetutor.com/viewcube/59868
The other defined aspect of this cube is the mana base:
full set of bouncelands
full sets of both cycle lands
full set of fetches
This emphasizes hand and graveyard interactions as a foundation of the cube. Magic is a game of resource management, and this is amplified in many of the cube's archetypes as lands, hand, library, and graveyard are leveraged for value.
The land suite also establishes fixing as a hot commodity, which is a tension I enjoy when drafting. The land base is intentionally anemic and I foresee a lot of micro decisions occurring when developing your mana base in a game.
I've been wavering on the removal suite, ETB effects, and the general power level so I won't go into depth on that at this time.
Some sample decks:
Jund Hellbent
Ones
1 Basking Rootwalla
1 Berserk
1 Bonesplitter
1 Carrion Feeder
1 Gravecrawler
1 Lightning Axe
1 Reckless Charge
Twos
1 Asylum Visitor
1 Avacyn's Judgment
1 Blood Scrivener
1 Hellspark Elemental
1 Lightning Mauler
1 Lupine Prototype
1 Noose Constrictor
1 Oona's Prowler
1 Pale Rider of Trostad
1 Wild Mongrel
Threes
1 Fiery Temper
1 Gathan Raiders
Fours
1 Bloodhall Priest
1 Briarhorn
1 Snuff Out
Sixes+
1 Become Immense
1 Hooting Mandrills
Lands
1 City of Brass
5 Swamp
5 Mountain
5 Forest
Lands Matter Beats
Ones
1 Benevolent Bodyguard
1 Birds of Paradise
1 Bonesplitter
1 Emerge Unscathed
1 Gryff's Boon
1 Kytheon, Hero of Akros
1 Land Tax
1 Noble Hierarch
1 Rogue Elephant
1 Sylvan Safekeeper
1 Tithe
Twos
1 Knight of the White Orchid
1 Kor Skyfisher
1 Noose Constrictor
1 Oreskos Explorer
1 Porcelain Legionnaire
1 Qasali Pridemage
1 Selfless Spirit
1 Tarmogoyf
Threes
1 Angelic Purge
1 Griffin Guide
1 Knight of the Reliquary
Fours
1 Pack Guardian
1 Ranger of Eos
Lands
1 Selesnya Sanctuary
1 Windswept Heath
8 Plains
6 Forest
Token Stax
Zeroes
1 Mox Diamond
Ones
1 Land Tax
1 Raven's Crime
1 Tithe
Twos
1 Bloodthrone Vampire
1 Kor Skyfisher
1 Oreskos Explorer
1 Perilous Myr
1 Scrapheap Scrounger
1 Seeker of the Way
1 Selfless Spirit
1 Smallpox
1 Zulaport Cutthroat
Threes
1 Flickerwisp
1 Liliana, Heretical Healer
1 Lingering Souls
1 Midnight Haunting
1 Tangle Wire
Fours
1 Battle Screech
1 Braids, Cabal Minion
Fives
1 Murderous Cut
Sixes+
1 Mikaeus, the Lunarch
1 Unexpectedly Absent
Lands
1 Orzhov Basilica
1 Windbrisk Heights
8 Plains
7 Swamp
Simic Lab Man
Ones
1 Brainstorm
1 Traverse the Ulvenwald
Twos
1 Krosan Reclamation
1 Miscalculation
1 Mulch
1 Nostalgic Dreams
1 Remand
1 Satyr Wayfinder
1 Snapcaster Mage
1 Tarmogoyf
1 Thing in the Ice
Threes
1 Filigree Familiar
1 Frantic Search
1 Laboratory Maniac
1 Loaming Shaman
1 Trygon Predator
Fours
1 Kiora, the Crashing Wave
1 Mystic Snake
1 Stunt Double
Fives
1 Body Double
Sixes+
1 Crush of Tentacles
1 Seasons Past
1 Temporal Mastery
Lands
1 Lonely Sandbar
1 Remote Isle
1 Simic Growth Chamber
7 Island
7 Forest
Sneak Attack
Ones
1 Darkblast
1 Dead Weight
1 Vampiric Tutor
1 Gamble
Twos
1 Perilous Myr
1 Tormenting Voice
1 Magma Jet
Threes
1 Blast from the Past
1 Drown in Sorrow
1 Feldon of the Third Path
1 Fleshbag Marauder
1 Necromancy
1 Tuktuk the Explorer
Fours
1 Erratic Portal
1 Murderous Redcap
1 Pattern of Rebirth
1 Sneak Attack
Fives
1 Puppeteer Clique
1 Shriekmaw
Sixes+
1 Crater Hellion
1 Soul of Innistrad
1 Symbiotic Wurm
1 Artisan of Kozilek
Lands
1 Bloodstained Mire
1 Golgari Rot Farm
1 Gruul Turf
1 Mortuary Mire
1 Vesuva
6 Swamp
5 Mountain
1 Forest
Miracles
Ones
1 Brainstorm
1 Sensei's Divining Top
1 Enlightened Tutor
1 Gitaxian Probe
1 Harm's Way
1 Land Tax
Twos
1 Counterspell
1 Declaration in Stone
1 Miscalculation
1 Regrowth
1 Remand
1 Scroll Rack
1 Think Twice
1 Wall of Omens
Threes
1 Forbid
1 Oblivion Ring
Fours
1 Archaeomancer
1 Hedron Archive
Sixes+
1 Rise from the Tides
1 Syncopate
1 Entreat the Angels
1 Temporal Mastery
1 Unexpectedly Absent
Lands
1 Azorius Chancery
1 Lonely Sandbar
1 Remote Isle
1 Secluded Steppe
1 Shelldock Isle
5 Plains
5 Island
2 Forest
Ones
1 Basking Rootwalla
1 Berserk
1 Bonesplitter
1 Carrion Feeder
1 Gravecrawler
1 Lightning Axe
1 Reckless Charge
Twos
1 Asylum Visitor
1 Avacyn's Judgment
1 Blood Scrivener
1 Hellspark Elemental
1 Lightning Mauler
1 Lupine Prototype
1 Noose Constrictor
1 Oona's Prowler
1 Pale Rider of Trostad
1 Wild Mongrel
Threes
1 Fiery Temper
1 Gathan Raiders
Fours
1 Bloodhall Priest
1 Briarhorn
1 Snuff Out
Sixes+
1 Become Immense
1 Hooting Mandrills
Lands
1 City of Brass
5 Swamp
5 Mountain
5 Forest
Lands Matter Beats
Ones
1 Benevolent Bodyguard
1 Birds of Paradise
1 Bonesplitter
1 Emerge Unscathed
1 Gryff's Boon
1 Kytheon, Hero of Akros
1 Land Tax
1 Noble Hierarch
1 Rogue Elephant
1 Sylvan Safekeeper
1 Tithe
Twos
1 Knight of the White Orchid
1 Kor Skyfisher
1 Noose Constrictor
1 Oreskos Explorer
1 Porcelain Legionnaire
1 Qasali Pridemage
1 Selfless Spirit
1 Tarmogoyf
Threes
1 Angelic Purge
1 Griffin Guide
1 Knight of the Reliquary
Fours
1 Pack Guardian
1 Ranger of Eos
Lands
1 Selesnya Sanctuary
1 Windswept Heath
8 Plains
6 Forest
Token Stax
Zeroes
1 Mox Diamond
Ones
1 Land Tax
1 Raven's Crime
1 Tithe
Twos
1 Bloodthrone Vampire
1 Kor Skyfisher
1 Oreskos Explorer
1 Perilous Myr
1 Scrapheap Scrounger
1 Seeker of the Way
1 Selfless Spirit
1 Smallpox
1 Zulaport Cutthroat
Threes
1 Flickerwisp
1 Liliana, Heretical Healer
1 Lingering Souls
1 Midnight Haunting
1 Tangle Wire
Fours
1 Battle Screech
1 Braids, Cabal Minion
Fives
1 Murderous Cut
Sixes+
1 Mikaeus, the Lunarch
1 Unexpectedly Absent
Lands
1 Orzhov Basilica
1 Windbrisk Heights
8 Plains
7 Swamp
Simic Lab Man
Ones
1 Brainstorm
1 Traverse the Ulvenwald
Twos
1 Krosan Reclamation
1 Miscalculation
1 Mulch
1 Nostalgic Dreams
1 Remand
1 Satyr Wayfinder
1 Snapcaster Mage
1 Tarmogoyf
1 Thing in the Ice
Threes
1 Filigree Familiar
1 Frantic Search
1 Laboratory Maniac
1 Loaming Shaman
1 Trygon Predator
Fours
1 Kiora, the Crashing Wave
1 Mystic Snake
1 Stunt Double
Fives
1 Body Double
Sixes+
1 Crush of Tentacles
1 Seasons Past
1 Temporal Mastery
Lands
1 Lonely Sandbar
1 Remote Isle
1 Simic Growth Chamber
7 Island
7 Forest
Sneak Attack
Ones
1 Darkblast
1 Dead Weight
1 Vampiric Tutor
1 Gamble
Twos
1 Perilous Myr
1 Tormenting Voice
1 Magma Jet
Threes
1 Blast from the Past
1 Drown in Sorrow
1 Feldon of the Third Path
1 Fleshbag Marauder
1 Necromancy
1 Tuktuk the Explorer
Fours
1 Erratic Portal
1 Murderous Redcap
1 Pattern of Rebirth
1 Sneak Attack
Fives
1 Puppeteer Clique
1 Shriekmaw
Sixes+
1 Crater Hellion
1 Soul of Innistrad
1 Symbiotic Wurm
1 Artisan of Kozilek
Lands
1 Bloodstained Mire
1 Golgari Rot Farm
1 Gruul Turf
1 Mortuary Mire
1 Vesuva
6 Swamp
5 Mountain
1 Forest
Miracles
Ones
1 Brainstorm
1 Sensei's Divining Top
1 Enlightened Tutor
1 Gitaxian Probe
1 Harm's Way
1 Land Tax
Twos
1 Counterspell
1 Declaration in Stone
1 Miscalculation
1 Regrowth
1 Remand
1 Scroll Rack
1 Think Twice
1 Wall of Omens
Threes
1 Forbid
1 Oblivion Ring
Fours
1 Archaeomancer
1 Hedron Archive
Sixes+
1 Rise from the Tides
1 Syncopate
1 Entreat the Angels
1 Temporal Mastery
1 Unexpectedly Absent
Lands
1 Azorius Chancery
1 Lonely Sandbar
1 Remote Isle
1 Secluded Steppe
1 Shelldock Isle
5 Plains
5 Island
2 Forest
Thanks for taking the time to look.
First Main Revision:
Archetype Overview:
WU: Prowess Tokens, Show Control, Skies, Reanimator
UB: Dredge, Gifts Control, Reanimator, Dreams Combo
BR: Hellbent Aggro, Aristocrats, Sneak Attack, Deathcloud
RG: Madness Aggro, Sneak Attack, Wildfire, Turboland
GW: Oath, Elfball, Lands, Hatebears/Company
WB: Stax, Aristocrats, Hatebears, Control
BG: Delirium Aggro, Stax, Sac Combo, Living Death
GU: Madness, Turboland, Seasons Combo, Oath
UR: Storm, Artifacts, Madness, Wildfire
RW: Tokens, Wildfire, Sneak Attack, Artifact Aggro
Azorius
Dimir
Rakdos
Gruul
Selesnya
Orzhov
Golgari
Simic
Izzet
Boros
WU: Prowess Tokens, Show Control, Skies, Reanimator
UB: Dredge, Gifts Control, Reanimator, Dreams Combo
BR: Hellbent Aggro, Aristocrats, Sneak Attack, Deathcloud
RG: Madness Aggro, Sneak Attack, Wildfire, Turboland
GW: Oath, Elfball, Lands, Hatebears/Company
WB: Stax, Aristocrats, Hatebears, Control
BG: Delirium Aggro, Stax, Sac Combo, Living Death
GU: Madness, Turboland, Seasons Combo, Oath
UR: Storm, Artifacts, Madness, Wildfire
RW: Tokens, Wildfire, Sneak Attack, Artifact Aggro
Azorius
Prowess Tokens: Storm-based token deck
Monastery Mentor
Recruiter of the Guard
Talrand, Sky Summoner
Gitaxian Probe
Crow Storm
Battle Screech
Show Control: Typical draw-go control with or without a twist
Mystical Tutor
Forbid
Show and Tell
Fumigate
Sphinx's Revelation
Alhammarret's Archive
w/ Artifact Twist
Torrential Gearhulk
Tinker
Mindslaver
w/ Enchantment Twist
Replenish
The Mirari Conjecture
Overwhelming Splendor
Skies: Evasive tempo deck with hatebears-like disruption
Riftwing Cloudskate
Remorseful Cleric
Vendilion Clique
Force of Will
Chart a Course
Unexpectedly Absent
Reanimator: Atypical color combination for a classic deck that plays a more reactive game
Snapcaster Mage
Artisan of Kozilek
Show and Tell
Gifts Ungiven
Miraculous Recovery
Unburial Rites
Monastery Mentor
Recruiter of the Guard
Talrand, Sky Summoner
Gitaxian Probe
Crow Storm
Battle Screech
Show Control: Typical draw-go control with or without a twist
Mystical Tutor
Forbid
Show and Tell
Fumigate
Sphinx's Revelation
Alhammarret's Archive
w/ Artifact Twist
Torrential Gearhulk
Tinker
Mindslaver
w/ Enchantment Twist
Replenish
The Mirari Conjecture
Overwhelming Splendor
Skies: Evasive tempo deck with hatebears-like disruption
Riftwing Cloudskate
Remorseful Cleric
Vendilion Clique
Force of Will
Chart a Course
Unexpectedly Absent
Reanimator: Atypical color combination for a classic deck that plays a more reactive game
Snapcaster Mage
Artisan of Kozilek
Show and Tell
Gifts Ungiven
Miraculous Recovery
Unburial Rites
Dimir
Dredge Aggro: Aggressive deck using the graveyard as fuel for recursive and undercosted large bodies
Scrapheap Scrounger
Eternal Scourge
Skaab Ruinator
Tombstalker
Unearth
Mesmeric Orb
Gifts Control: Control deck utilizing the graveyard as a second hand
Psychatog
Torrential Gearhulk
Darkblast
Circular Logic
Ancient Excavation
Gifts Ungiven
Reanimator: Typical reanimator deck
Body Double
Simic Sky Swallower
Collective Brutality
Entomb
Show and Tell
Necromancy
Dreams Combo: Sneak out a key enchantment, and proceed to play out your deck using wheel effects to keep your grip full.
Show and Tell
Windfall
Yawgmoth's Will
Dream Halls
Yawgmoth's Bargain
Omniscience
Scrapheap Scrounger
Eternal Scourge
Skaab Ruinator
Tombstalker
Unearth
Mesmeric Orb
Gifts Control: Control deck utilizing the graveyard as a second hand
Psychatog
Torrential Gearhulk
Darkblast
Circular Logic
Ancient Excavation
Gifts Ungiven
Reanimator: Typical reanimator deck
Body Double
Simic Sky Swallower
Collective Brutality
Entomb
Show and Tell
Necromancy
Dreams Combo: Sneak out a key enchantment, and proceed to play out your deck using wheel effects to keep your grip full.
Show and Tell
Windfall
Yawgmoth's Will
Dream Halls
Yawgmoth's Bargain
Omniscience
Rakdos
Hellbent: Discard-driven aggro deck that thrives on having little to no cards in hand
Asylum Visitor
Bloodghast
Olivia, Mobilized for War
Anger
Faithless Looting
Raven's Crime
Aristocrats: Sacrifice deck with repeated death triggers leading to a combo-like finish
Blood Artist
Goblin Sharpshooter
Imperial Recruiter
Midnight Reaper
Living Death
Goblin Bombardment
(Midnight Reaper is the broken link)
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Apprentice Necromancer
Feldon of the Third Path
Scuttling Doom Engine
Artisan of Kozilek
Sneak Attack
Volrath's Stronghold
Death Cloud: Recursive creatures and artifacts maintain a board presence while the world burns
Greater Gargadon
Bloodghast
Scrap Trawler
Death Cloud
Daretti, Scrap Savant
Smokestack
Asylum Visitor
Bloodghast
Olivia, Mobilized for War
Anger
Faithless Looting
Raven's Crime
Aristocrats: Sacrifice deck with repeated death triggers leading to a combo-like finish
Blood Artist
Goblin Sharpshooter
Imperial Recruiter
Midnight Reaper
Living Death
Goblin Bombardment
(Midnight Reaper is the broken link)
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Apprentice Necromancer
Feldon of the Third Path
Scuttling Doom Engine
Artisan of Kozilek
Sneak Attack
Volrath's Stronghold
Death Cloud: Recursive creatures and artifacts maintain a board presence while the world burns
Greater Gargadon
Bloodghast
Scrap Trawler
Death Cloud
Daretti, Scrap Savant
Smokestack
Gruul
Madness Berserkers: Aggressive deck converting Wheel effects to bursts of damage
Wild Mongrel
Anger
Honored Hydra
Berserk
Reckless Charge
Wheel of Fortune
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Feldon of the Third Path
Greenwarden of Murasa
Woodfall Primus
Evolutionary Leap
Sneak Attack
Pattern of Rebirth
Wildfire: Resource denial deck with a discard slant and bigger-than-wildfire bodies
Lupine Prototype
Tarmogoyf
Devastating Dreams
Life from the Loam
Roar of the Wurm
Wildfire
Turboland: Dump your hand on the back of mana from explore effects and mana-doublers. Wheels keep your grip full. Win with a large fireball or something else degenerate.
Oracle of Mul Daya
Devil's Play
Exploration
Heartbeat of Spring
Mana Flare
Memory Jar
Wild Mongrel
Anger
Honored Hydra
Berserk
Reckless Charge
Wheel of Fortune
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Feldon of the Third Path
Greenwarden of Murasa
Woodfall Primus
Evolutionary Leap
Sneak Attack
Pattern of Rebirth
Wildfire: Resource denial deck with a discard slant and bigger-than-wildfire bodies
Lupine Prototype
Tarmogoyf
Devastating Dreams
Life from the Loam
Roar of the Wurm
Wildfire
Turboland: Dump your hand on the back of mana from explore effects and mana-doublers. Wheels keep your grip full. Win with a large fireball or something else degenerate.
Oracle of Mul Daya
Devil's Play
Exploration
Heartbeat of Spring
Mana Flare
Memory Jar
Selesnya
Oath: Use board-altering enchantments to cheat out bomby permanents and creatures
Enlightened Tutor
Replenish
Decree of Justice
Oath of Druids
Mirari's Wake
Overwhelming Splendor
Elfball: Go-wide with small bodies and convert them into big mana or overrun with combat damage
Llanowar Elves
Rishkar, Peema Renegade
Ranger of Eos
Woodfall Primus
Chord of Calling
Earthcraft
Lands: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Magus of the Balance
Knight of the Reliquary
World Shaper
Life from the Loam
Cataclysm
Land Tax
Hatebears/Company: Toolbox midrange deck with creature-chaining card advantage and disruptive bears
Fauna Shaman
Remorseful Cleric
Reclamation Sage
Recruiter of the Guard
Collected Company
Linvala, Keeper of Silence
Enlightened Tutor
Replenish
Decree of Justice
Oath of Druids
Mirari's Wake
Overwhelming Splendor
Elfball: Go-wide with small bodies and convert them into big mana or overrun with combat damage
Llanowar Elves
Rishkar, Peema Renegade
Ranger of Eos
Woodfall Primus
Chord of Calling
Earthcraft
Lands: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Magus of the Balance
Knight of the Reliquary
World Shaper
Life from the Loam
Cataclysm
Land Tax
Hatebears/Company: Toolbox midrange deck with creature-chaining card advantage and disruptive bears
Fauna Shaman
Remorseful Cleric
Reclamation Sage
Recruiter of the Guard
Collected Company
Linvala, Keeper of Silence
Orzhov
Stax: Use small recursive creatures to whittle away your land-locked opponent
Bloodghast
Braids, Cabal Minion
Tombstalker
Land Tax
Lingering Souls
Death Cloud
Aristocrats: Sacrifice deck with repeated death triggers leading to a combo-like finish
Carrion Feeder
Blood Artist
Recruiter of the Guard
Weaponcraft Enthusiast
Reveillark
Blasting Station
Hatebears: Swiss-army knife white weenie deck tuned with all the tools to disrupt "flashier" strategies in the metagame
Tidehollow Sculler
Phyrexian Revoker
Stoneforge Mystic
Linvala, Keeper of Silence
Path to Exile
Cranial Plating
Control: Atypical control deck with copious amounts of removal, life gain, and game-ending permanents
Academy Rector
Vampiric Tutor
Renewed Faith
Fumigate
Alhammarret's Archive
Yawgmoth's Bargain
Bloodghast
Braids, Cabal Minion
Tombstalker
Land Tax
Lingering Souls
Death Cloud
Aristocrats: Sacrifice deck with repeated death triggers leading to a combo-like finish
Carrion Feeder
Blood Artist
Recruiter of the Guard
Weaponcraft Enthusiast
Reveillark
Blasting Station
Hatebears: Swiss-army knife white weenie deck tuned with all the tools to disrupt "flashier" strategies in the metagame
Tidehollow Sculler
Phyrexian Revoker
Stoneforge Mystic
Linvala, Keeper of Silence
Path to Exile
Cranial Plating
Control: Atypical control deck with copious amounts of removal, life gain, and game-ending permanents
Academy Rector
Vampiric Tutor
Renewed Faith
Fumigate
Alhammarret's Archive
Yawgmoth's Bargain
Golgari
Delirum: Graveyard-focused aggro deck pumping out oversized and recursive bodies backed with creature pump and disruption
Bloodsoaked Champion
Grim Flayer
Tarmogoyf
Mindwrack Demon
Collective Brutality
Moldervine Cloak
Stax: Resource denial deck centered around profiting on "lands to graveyard" triggers
Turntimber Sower
Braids, Cabal Minion
The Gitrog Monster
Raven's Crime
Life from the Loam
Death Cloud
Sac Combo: A sacrifice deck with toolbox utility, infinite creature loops, and a combo finish
Carrion Feeder
Blood Artist
Midnight Reaper
Fecundity
Protean Hulk
Pattern of Rebirth
(Midnight Reaper is the broken link)
Living Death: Bin creatures in your graveyard via dredge and mill, reanimate, profit
Satyr Wayfinder
Archfiend of Ifnir
Extractor Demon
Living Death
Altar of Dementia
Tombstone Stairwell
Bloodsoaked Champion
Grim Flayer
Tarmogoyf
Mindwrack Demon
Collective Brutality
Moldervine Cloak
Stax: Resource denial deck centered around profiting on "lands to graveyard" triggers
Turntimber Sower
Braids, Cabal Minion
The Gitrog Monster
Raven's Crime
Life from the Loam
Death Cloud
Sac Combo: A sacrifice deck with toolbox utility, infinite creature loops, and a combo finish
Carrion Feeder
Blood Artist
Midnight Reaper
Fecundity
Protean Hulk
Pattern of Rebirth
(Midnight Reaper is the broken link)
Living Death: Bin creatures in your graveyard via dredge and mill, reanimate, profit
Satyr Wayfinder
Archfiend of Ifnir
Extractor Demon
Living Death
Altar of Dementia
Tombstone Stairwell
Simic
Madness: Discard-driven aggro deck using the graveyard as a toolbox
Fauna Shaman
Edric, Spymaster of Trest
Wonder
Silent Departure
Gifts Ungiven
Roar of the Wurm
Turboland: Play lots of lands early and often. Use your overwhelming mana advantage to outpower your opponent
Lotus Cobra
Oracle of Mul Daya
Meloku the Clouded Mirror
Simic Sky Swallower
Urban Evolution
Exploration
Seasons Combo: A storm deck with our without storm cards. Sneak out a key enchantment, and combo out your opponent using the largest spells in the game
Baral, Chief of Compliance
Show and Tell
Heartbeat of Spring
Dream Halls
Seasons Past
Omniscience
Oath: Contemporary take on an old extended classic
Greenwarden of Murasa
Moment's Peace
Deep Analysis
Gifts Ungiven
Rise from the Tides
Oath of Druids
Fauna Shaman
Edric, Spymaster of Trest
Wonder
Silent Departure
Gifts Ungiven
Roar of the Wurm
Turboland: Play lots of lands early and often. Use your overwhelming mana advantage to outpower your opponent
Lotus Cobra
Oracle of Mul Daya
Meloku the Clouded Mirror
Simic Sky Swallower
Urban Evolution
Exploration
Seasons Combo: A storm deck with our without storm cards. Sneak out a key enchantment, and combo out your opponent using the largest spells in the game
Baral, Chief of Compliance
Show and Tell
Heartbeat of Spring
Dream Halls
Seasons Past
Omniscience
Oath: Contemporary take on an old extended classic
Greenwarden of Murasa
Moment's Peace
Deep Analysis
Gifts Ungiven
Rise from the Tides
Oath of Druids
Izzet
Madness: A counter-burn version of the madness deck. Burn, counterspells, flyers, and haste
Looter il-Kor
Waterfront Bouncer
Flamewake Phoenix
Curator of Mysteries
Blast from the Past
Circular Logic
Storm: Textbook storm deck revolving around cycling through your deck with free/cheap spells to get a critical amount of storm triggers
Baral, Chief of Compliance
Crow Storm
Wheel of Fortune
Dream Halls
Mind's Desire
Rise from the Tides
Artifacts: Recycle and cheat out artifacts to gain incremental or monumental advantage
Scrap Trawler
Daretti, Scrap Savant
Combustible Gearhulk
Tinker
Ichor Wellspring
Mindslaver
Wildfire: Resource denial deck with heavy emphasis on wildfire-dodging permanents like artifacts, gods, and planewalkers
Goblin Dark-Dwellers
Keranos, God of Storms
Devastating Dreams
Tinker
Wildfire
Smokestack
Looter il-Kor
Waterfront Bouncer
Flamewake Phoenix
Curator of Mysteries
Blast from the Past
Circular Logic
Storm: Textbook storm deck revolving around cycling through your deck with free/cheap spells to get a critical amount of storm triggers
Baral, Chief of Compliance
Crow Storm
Wheel of Fortune
Dream Halls
Mind's Desire
Rise from the Tides
Artifacts: Recycle and cheat out artifacts to gain incremental or monumental advantage
Scrap Trawler
Daretti, Scrap Savant
Combustible Gearhulk
Tinker
Ichor Wellspring
Mindslaver
Wildfire: Resource denial deck with heavy emphasis on wildfire-dodging permanents like artifacts, gods, and planewalkers
Goblin Dark-Dwellers
Keranos, God of Storms
Devastating Dreams
Tinker
Wildfire
Smokestack
Boros
Tokens: Go-wide token strategy with anthem effects and combo potential
Young Pyromancer
Imperial Recruiter
Monastery Mentor
Purphoros, God of the Forge
Rally the Peasants
Battle Screech
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Greater Gargadon
Countryside Crusher
Devastating Dreams
Cataclysm
Wildfire
Crucible of Worlds
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Imperial Recruiter
Feldon of the Third Path
Magus of the Wheel
Karmic Guide
Angel of Serenity
Sneak Attack
Artifact Aggro: Utilitarian aggro deck capable of shifting between resource denial, go-wide, and go-tall strategies
Goblin Welder
Bygone Bishop
Scrap Trawler
Pia and Kiran Nalaar
Pyrite Spellbomb
Tangle Wire
Young Pyromancer
Imperial Recruiter
Monastery Mentor
Purphoros, God of the Forge
Rally the Peasants
Battle Screech
Wildfire: Midrange deck that gains advantage through seemingly symmetrical resource denial cards
Greater Gargadon
Countryside Crusher
Devastating Dreams
Cataclysm
Wildfire
Crucible of Worlds
Sneak Attack: Cheat out bomby hasted creatures with board-warping impact or death triggers
Imperial Recruiter
Feldon of the Third Path
Magus of the Wheel
Karmic Guide
Angel of Serenity
Sneak Attack
Artifact Aggro: Utilitarian aggro deck capable of shifting between resource denial, go-wide, and go-tall strategies
Goblin Welder
Bygone Bishop
Scrap Trawler
Pia and Kiran Nalaar
Pyrite Spellbomb
Tangle Wire
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