I've been trying to put together a lower power, more nostalgic list, but I'm having trouble coming up with an initial list of 360 cards to curate. So I am trying a different approach than normal and will be adding packages to the cube based on cards I like and archetypes I want represented.
I'll be documenting the packages here so I can come back on my reasoning and maybe some of you will even have suggestions to flesh out certain archetypes or themes.
Here is the cube that I'll be updating as I add packages: https://cubecobra.com/cube/list/LPRiptide
Cube Info
360 singleton
No Universes Beyond cards
No flip/MDFC cards
Focus on broad synergistic themes bridging across multiple archetypes
Themes
Discard/GY
Artifacts
Enchantments
Lands
Bounce/ETB/Blink
Sacrifice
Counters?
Packages























I would like to include grindy engines in this cube and there are some sweet ones here. Loam + cycling lands is a classic, as is the Gitrog Monster + dredgers. I am excited to try out Embrace the Unknown as it seems perfect for this archetype. Also present is some land destruction which adds a unique control element to the cube.




I am excited for this mana base as it adds both early game smoothing and late game relevance. I don't foresee a particularly fast environment and therefore the Bounce + Surveil land combo looks great. You mitigate the risk of missing land drops early and later, you can either bounce a Surveil land or one of the Cycling lands from the above package. I still want some untapped duals for faster decks, which is why the Fetch + Shock land is present. Bounce + Fetch is also a great way to trigger landfall multiple times.
I am also considering adding a 5th cycle of lands to go from 11.1% to 13.8% fixing. I would go for the Landscape cycle:

These also trigger landfall, cycle later and work well with Bouncelands.







This package needs to be fleshed out some more, but I do know I'd love to have the Riptide classic Demonic Pact. Probably a few more bounce spells and maybe some sacrifice any permanent effect in Black to clear the enchantment.



A small spread of payoffs that are also pretty fine by themselves. Tymaret + Giant would go well in a slower more controlling build and Aphemia + Tymaret is a fine start to a GY/enchantment centric aggressive deck.






This first suite of enchantments is on the aggressive side and opens the door to an aura/heroic theme down the line. Will need some more controlling ones to give decks of all speeds the right tools.






The idea with this package is to provide ramp in conjunction to the 10 Bouncelands. I know the 2 1 mana enchantments fix mana rather than ramp, but they can also be used to smooth draws or fuel Delirium so I'll be adding them sooner or later. I can't resist adding Underworld Connections, it fits with Black enchantments and seems like a cool build around to abuse.







Simic is getting all the untapping love which will lead to some big splashy plays. I am adding some of the "free" untappers in Blue and Rude Awakening with the hope of seeding in a spell velocity/Storm archetype down the line. Snap and Peregrine Drake would be good adds for that, but I am afraid of free mana that impacts the board here.
I am not sure which multicolored card to include as Kiora's Follower and Kiora, Behemoth Beckoner are both solid. I love the simplicity of the Follower, but it's also not super splashy for a guild slot. I worry that Behemoth Beckoner is too easy value for this cube. Because it also goes into GY decks, I'll be trying Master of the Depths, but could see it being a bit too strong for the cube.
EDIT: decided to cut planeswalkers for now. So the Follower gets the spot.







Two directions for the enchantment theme. One is a grindy control deck where you try to outlast your opponent and the other is more of an aggro deck focused around auras. Seeker, Pilgrim and Specialist bridge the gap between the two decks as they are valuable and work in both fast and slow builds. The enchantment theme is out of my comfort zone, but I do want to try a cube supporting it. Feedback from those who've done this before is appreciated!








These are plants for the aggressive and controlling builds or enchantment matters. Not a huge fan of how little overlap there is for both speeds of decks. The sagas and Cast Out binning themselves is important for the recursion we are going for.






Now that we have a trinkets that we can sacrifice and a bunch of artifact creatures, I want to try introducing a counters archetype. I don’t know how expansive I want it yet, but these few cards seem safe and fun. I’d like to have some proliferate down the line if I keep the theme.











I decided to include a big Storm deck, but I that doesn't exclude a lower to the ground spells matter deck. There are great cheap Prowess creatures in Temur and this looks like a fun aggressive deck. Search, Bolt and Flames are "free" spells that would go well in both fast and slow spells matter decks and will help a card like Thousand-Year Storm pop off.
Other neat cards
Abbot of Keral Keep
Emberheart Challenger
Jeskai Elder
Monastery Swiftspear
Shipwreck Dowser



This is really random, but a lot of the GY matters cards I want to run in Black are actually demons. This made me take a second look at Demonic Counsel which could actually be playable without Delirium. Liliana's Contract is a decent draw spell in this cube, is an enchantment and the upside of winning the game is pretty wild! Finally, Cellarspawn is a tiny payoff, but there are actually a bunch of cards that cheat on mana making it a cool build around and also an enchantment. Delve, Suspend, Affinity, Flashback (sometimes) and so on.







Look at this Demon curve! Extractor Demon and Mindwrack Demon are fantastic enablers for the GY deck, While Archfiend of Sorrows and Tombstalker are great payoffs. I haven't yet checked for all possible demons, but this is a good start to a unique archetype.



Going to start simple in Green with some enchantress effects. Archivist is one of the few ways to tie together artifacts and enchantments. Presence and Eidolon promise a lot of cards in the right deck, but are somewhat narrow. I am thinking of replacing one of those in favor of Sythis, Harvest's Hand. It would give Selesnya a nice payoff, but being multicolored reduces the amount of decks that can play it obviously.



These will probably go in slower, grindier decks. The Visionary is nice since it bounces itself and discards itself for a lot of synergy potential.



Will be trying these auras. I like cantrips and being able to cast them on either equipments or creatures reduces dead draws and the risk of being blown out by removal.
Generous Visitor
Renata, Called to the Hunt
Won't play these right now, but they have good potential, so listing them as to not forget.



Going to add a bit more White enchantment creatures to boost enchantment density.


I am liking these two Selesnya cards for the enchantment theme and more. Danitha recurring auras is a nice one since they are more likely to end up in the GY. The reconfigure creatures being equipments mean that you can potentially recur them even if it is less likely because they aren't in GW. Danitha also has amazing keywords making her a good target for auras and equipments.
I'll be documenting the packages here so I can come back on my reasoning and maybe some of you will even have suggestions to flesh out certain archetypes or themes.
Here is the cube that I'll be updating as I add packages: https://cubecobra.com/cube/list/LPRiptide
Cube Info
360 singleton
No Universes Beyond cards
No flip/MDFC cards
Focus on broad synergistic themes bridging across multiple archetypes
Themes
Discard/GY
Artifacts
Enchantments
Lands
Bounce/ETB/Blink
Sacrifice
Counters?
Packages
I would like to include grindy engines in this cube and there are some sweet ones here. Loam + cycling lands is a classic, as is the Gitrog Monster + dredgers. I am excited to try out Embrace the Unknown as it seems perfect for this archetype. Also present is some land destruction which adds a unique control element to the cube.
I am excited for this mana base as it adds both early game smoothing and late game relevance. I don't foresee a particularly fast environment and therefore the Bounce + Surveil land combo looks great. You mitigate the risk of missing land drops early and later, you can either bounce a Surveil land or one of the Cycling lands from the above package. I still want some untapped duals for faster decks, which is why the Fetch + Shock land is present. Bounce + Fetch is also a great way to trigger landfall multiple times.
I am also considering adding a 5th cycle of lands to go from 11.1% to 13.8% fixing. I would go for the Landscape cycle:
These also trigger landfall, cycle later and work well with Bouncelands.
This package needs to be fleshed out some more, but I do know I'd love to have the Riptide classic Demonic Pact. Probably a few more bounce spells and maybe some sacrifice any permanent effect in Black to clear the enchantment.
A small spread of payoffs that are also pretty fine by themselves. Tymaret + Giant would go well in a slower more controlling build and Aphemia + Tymaret is a fine start to a GY/enchantment centric aggressive deck.
This first suite of enchantments is on the aggressive side and opens the door to an aura/heroic theme down the line. Will need some more controlling ones to give decks of all speeds the right tools.
The idea with this package is to provide ramp in conjunction to the 10 Bouncelands. I know the 2 1 mana enchantments fix mana rather than ramp, but they can also be used to smooth draws or fuel Delirium so I'll be adding them sooner or later. I can't resist adding Underworld Connections, it fits with Black enchantments and seems like a cool build around to abuse.
Simic is getting all the untapping love which will lead to some big splashy plays. I am adding some of the "free" untappers in Blue and Rude Awakening with the hope of seeding in a spell velocity/Storm archetype down the line. Snap and Peregrine Drake would be good adds for that, but I am afraid of free mana that impacts the board here.
I am not sure which multicolored card to include as Kiora's Follower and Kiora, Behemoth Beckoner are both solid. I love the simplicity of the Follower, but it's also not super splashy for a guild slot. I worry that Behemoth Beckoner is too easy value for this cube. Because it also goes into GY decks, I'll be trying Master of the Depths, but could see it being a bit too strong for the cube.
EDIT: decided to cut planeswalkers for now. So the Follower gets the spot.
Two directions for the enchantment theme. One is a grindy control deck where you try to outlast your opponent and the other is more of an aggro deck focused around auras. Seeker, Pilgrim and Specialist bridge the gap between the two decks as they are valuable and work in both fast and slow builds. The enchantment theme is out of my comfort zone, but I do want to try a cube supporting it. Feedback from those who've done this before is appreciated!
These are plants for the aggressive and controlling builds or enchantment matters. Not a huge fan of how little overlap there is for both speeds of decks. The sagas and Cast Out binning themselves is important for the recursion we are going for.
The goal here isn't to go for a quick and dirty Storm kill, but more of a late game finish. The idea is to chain 3 or 4 spells together and get rewarded. It wouldn't be a classic Riptide cube without a bunch of do nothing trinkets to set up the kill and I am here for it.
Payoffs






I'd like the payoffs to go for the kill if possible. Setting up a big turn only to spin more wheels isn't the gameplay I have in mind for this cube. Murmuration gives me an enchantment and is Prowess adjacent which I like (since I am eschewing the too powerful Monastery Mentor).
Elemental Eruption's base rate won't be too horrible here which is a good sign for the deck.
Thousand-Year Storm is the great unknown. Who knows what you'll get out of it, but that is also part of the fun, no two kills will be the same.
Aeve, Progenitor Ooze is one I have 0 experience with. With three spells cast you get a 2/2, a 3/3 and a 4/4. That's 9 power spread on 3 bodies. Not bad, not great (see Precursor Golem). What it does open up though is the option for non-Red Storm decks. For example, a GW deck might use Aeve, Progenitor Ooze, Murmuration and Mirari's Wake as the core cards to a combo deck.
Grapeshot and Chatterstorm are kind of odd ducks here. They need a lot more spells to kill, but I figure they are a nice bridge between the mid and late game for these spell velocity decks since they affect the board.
Maybe
Mind's Desire is another one I am unsure about. You can cast 3 spells and hit all lands and look like an idiot. Or you can run hot and cast 20 mana's worth of cards. This uncertainty has me off it for now, but could see myself changing my mind for much the same reason as Aeve: it opens up different color combinations of Storm decks.
Engines
Here are some engines I think would work nicely at setting up a big turn. I would love to have a few more though.


Mana
In addition to the Simic untap package from above, Red and Green have great options for generating mana.








Missing is Pyromancer's Goggles which might make an appearance down the line. Right now, I find it a little too restrictive because the spell has to be Red. Harrow and Crop Rotation also look good in the context of the GY lands package.
Do nothings







These might seem like a lot of support for the Storm deck, but the artifact deck or the delirium deck will also be using them. These cards cantrip and are cheap, so they also smooth draws which is a plus.
Payoffs
I'd like the payoffs to go for the kill if possible. Setting up a big turn only to spin more wheels isn't the gameplay I have in mind for this cube. Murmuration gives me an enchantment and is Prowess adjacent which I like (since I am eschewing the too powerful Monastery Mentor).
Elemental Eruption's base rate won't be too horrible here which is a good sign for the deck.
Thousand-Year Storm is the great unknown. Who knows what you'll get out of it, but that is also part of the fun, no two kills will be the same.
Aeve, Progenitor Ooze is one I have 0 experience with. With three spells cast you get a 2/2, a 3/3 and a 4/4. That's 9 power spread on 3 bodies. Not bad, not great (see Precursor Golem). What it does open up though is the option for non-Red Storm decks. For example, a GW deck might use Aeve, Progenitor Ooze, Murmuration and Mirari's Wake as the core cards to a combo deck.
Grapeshot and Chatterstorm are kind of odd ducks here. They need a lot more spells to kill, but I figure they are a nice bridge between the mid and late game for these spell velocity decks since they affect the board.
Maybe
Mind's Desire is another one I am unsure about. You can cast 3 spells and hit all lands and look like an idiot. Or you can run hot and cast 20 mana's worth of cards. This uncertainty has me off it for now, but could see myself changing my mind for much the same reason as Aeve: it opens up different color combinations of Storm decks.
Engines
Here are some engines I think would work nicely at setting up a big turn. I would love to have a few more though.
Mana
In addition to the Simic untap package from above, Red and Green have great options for generating mana.
Missing is Pyromancer's Goggles which might make an appearance down the line. Right now, I find it a little too restrictive because the spell has to be Red. Harrow and Crop Rotation also look good in the context of the GY lands package.
Do nothings
These might seem like a lot of support for the Storm deck, but the artifact deck or the delirium deck will also be using them. These cards cantrip and are cheap, so they also smooth draws which is a plus.
Payoffs













Synergistic aggro decks are among my favorite archetypes and I definitely want them represented in this cube. This first pass is going to set up the GY aggro decks for Gruul. I plan on having some counters and artifact synergies too, but this is a good start. Your threats are resilient since they can come back from the GY and can be discarded for value making mill and discard neutral or even card advantage. There are two creatures from recent sets that would also work nicely here Marauding Mako and Ivora, Insatiable Heir. Not sure that I dig the vibe though.
Enablers








I like a lot of Red's GY fillers and I probably need to work on balancing that a little more in Green's favor. Wild Mongrel might need to come in! Blood tokens make sense, but there aren't a ton of cards that I like with them, so they may end up cut. RG artifacts seems like a natural next step for RG to go.
Synergistic aggro decks are among my favorite archetypes and I definitely want them represented in this cube. This first pass is going to set up the GY aggro decks for Gruul. I plan on having some counters and artifact synergies too, but this is a good start. Your threats are resilient since they can come back from the GY and can be discarded for value making mill and discard neutral or even card advantage. There are two creatures from recent sets that would also work nicely here Marauding Mako and Ivora, Insatiable Heir. Not sure that I dig the vibe though.
Enablers
I like a lot of Red's GY fillers and I probably need to work on balancing that a little more in Green's favor. Wild Mongrel might need to come in! Blood tokens make sense, but there aren't a ton of cards that I like with them, so they may end up cut. RG artifacts seems like a natural next step for RG to go.
I am thinking there are two directions the Rakdos artifact deck can go. One is an aggressive deck and the other a grindy late game deck.
Payoffs





I have other artifact matter cards in mind, but I know that I want these for sure. Goblin Welder and Pia Nalaar might eventually be added, but let's go with this barebones support for now. I really like the Condor since it can be used offensively or defensively and works with counters + sacrifice. I am excluding colorless payoffs even though they will obviously play a part in the archetype.
EDIT: decided to cut planeswalkers for now. So in comes Welder instead of Daretti.









Red's spread is pretty aggressive, I will need to find a few late game cards for the grindy deck. I like Black's offerings though they seem balanced.
Payoffs
I have other artifact matter cards in mind, but I know that I want these for sure. Goblin Welder and Pia Nalaar might eventually be added, but let's go with this barebones support for now. I really like the Condor since it can be used offensively or defensively and works with counters + sacrifice. I am excluding colorless payoffs even though they will obviously play a part in the archetype.
EDIT: decided to cut planeswalkers for now. So in comes Welder instead of Daretti.
Red's spread is pretty aggressive, I will need to find a few late game cards for the grindy deck. I like Black's offerings though they seem balanced.
I think the tools are available to go both fast and slow for this archetype. Green already has a bunch of aggressive GY oriented cards from the Gruul package, Blue could help with great enablers that should work well in all speeds.








Slam dunk cards that play well and will be useful for a lot of decks.




There aren't a ton of payoffs for filling the GY in Blue that I am happy with (Labman and Champion of Wits are in from a previous package), except for some spells matter ones that I'll be adding later on.







I am quite excited by the GY enablers in Green. The Hedge Shredder in particular looks like a spicy one! Fills the GY, pays you off for it and is an artifact. Flotsam // Jetsam is pretty unique in it's ability to provide 2 card types in the GY and an artifact in play. There are other cards that are being considered like Slogurk, the Overslime, Spitting Image, Six, Smuggler's Surprise, World Shaper, Sudden Reclamation, Gaea's Blessing and Grapple with the Past. Listing them here for future reference.
Slam dunk cards that play well and will be useful for a lot of decks.
There aren't a ton of payoffs for filling the GY in Blue that I am happy with (Labman and Champion of Wits are in from a previous package), except for some spells matter ones that I'll be adding later on.
I am quite excited by the GY enablers in Green. The Hedge Shredder in particular looks like a spicy one! Fills the GY, pays you off for it and is an artifact. Flotsam // Jetsam is pretty unique in it's ability to provide 2 card types in the GY and an artifact in play. There are other cards that are being considered like Slogurk, the Overslime, Spitting Image, Six, Smuggler's Surprise, World Shaper, Sudden Reclamation, Gaea's Blessing and Grapple with the Past. Listing them here for future reference.
Already present in the Storm package are two great spells matter engines, Mizzix's Mastery and The Mirari Conjecture. These are pushing me in a control/GY direction which has me looking at these




In this context, Rielle is just a big beater, but a discard and Berserkers archetype should make him feel more versatile. Tide is a sweet control finisher, while the Reveler is just an under costed beater hopefully. With Bouncelands, I couldn't resist adding Mystic Sanctuary, I don't think it will be too overbearing.
There are two more cards that jump out at me Backdraft Hellkite and Goblin Dark-Dwellers. If the curve allows it, I'll want one of these as having recursion is valuable when you are discarding and milling yourself, but I don't know which one. The mini combo of the Goblin + Seething Song is tempting, but I find myself lured by all that the dragon promises!
As for the spells themselves, I know I want some cheap bread and butter effects like bounce, draw and burn. I have quite a few cantrips from the UG GY package, but could use a few more








I love split cards and this cube is just an excuse to play more of them!
In this context, Rielle is just a big beater, but a discard and Berserkers archetype should make him feel more versatile. Tide is a sweet control finisher, while the Reveler is just an under costed beater hopefully. With Bouncelands, I couldn't resist adding Mystic Sanctuary, I don't think it will be too overbearing.
There are two more cards that jump out at me Backdraft Hellkite and Goblin Dark-Dwellers. If the curve allows it, I'll want one of these as having recursion is valuable when you are discarding and milling yourself, but I don't know which one. The mini combo of the Goblin + Seething Song is tempting, but I find myself lured by all that the dragon promises!
As for the spells themselves, I know I want some cheap bread and butter effects like bounce, draw and burn. I have quite a few cantrips from the UG GY package, but could use a few more
I love split cards and this cube is just an excuse to play more of them!
One thing I am realizing is that with the plan to support both enchantments and artifacts, having payoffs that ask for a critical mass of either is going to be rough. With that in mind, Daretti and Engineer are already in and those tend to play the grindy game without needing a ton of artifacts. We have a few cards to enable this further and tie it into an Izzet theme with


I think that it's enough! You get a lot of value over time, but not in an oppressive way which is just what I want here. We do need some fodder though





Going to keep this limited to these + Stars, Spheres and Baubles from the Storm package. Prized Statue and Noble's Prize seem like they could make an impact, but will depend on available space. Same with Myr Retreiver.
I think that it's enough! You get a lot of value over time, but not in an oppressive way which is just what I want here. We do need some fodder though
Going to keep this limited to these + Stars, Spheres and Baubles from the Storm package. Prized Statue and Noble's Prize seem like they could make an impact, but will depend on available space. Same with Myr Retreiver.
Now that we have a trinkets that we can sacrifice and a bunch of artifact creatures, I want to try introducing a counters archetype. I don’t know how expansive I want it yet, but these few cards seem safe and fun. I’d like to have some proliferate down the line if I keep the theme.
Equipments
Equipments don't need a ton of help to get there. Have a creature, equip and profit. For that reason, I don't want to spend a lot of slots on payoffs and whatnot since the general artifact payoffs already reward you for casting them. I have Sram and Danitha that are in, but aren't locks by any means as I find them kind of narrow. That said, there is a sweet one that I am interested in

Either half is serviceable, but I especially like the creature side. I don't think you will often get to live the dream as a 2/2 double striker is a prime target for removal, but that doesn't mean that I won't try! It's also one of the rare cards that allow you to bridge auras and equipments in Red. The other being Valduk, Keeper of the Flame, which could come in later if I really want to support the themes more. There are also the [CRune of Speed]Red[/C] and White runes that work in a similar space. I also like the incidental sorcery that the Adventure half brings as tying all the themes together will be a challenge.


A few more equipment/artifact creatures are welcome. Cloudsteel Kirin's reconfigure cost is just too prohibitive to count as an equipment.
Grindy artifacts


I have Engineer and Welder in Red, these two in White in addition to Emry in Blue. That should be enough for the archetype to come together reasonably often. If not, then my secret weapon would be Osgir, the Reconstructor.





Unsure how much I want to push the token angle. Having both Tote and Cake is likely too much. I like the artifact tokens Tote creates so that likely gets the edge. With how many creatures are going to be either artifacts or enchantments, the Capsule might just be too powerful! I'll be looking at the removal aspect later in development.
Artifact counters







I don't want all of these, but the Javelineer, Tracker and Charge for sure. Zabaz is tempting, but pretty limited by the number of actual Modular creatures. Filigree Vector is an interesting one that will come in should I have the space for it. Being both a counter enabler and payoff (proliferate) is good place to be! Knighted Myr is another lower powered one, but double strike is a scary mechanic which might be enough.
Stuff

Solid beater, let's go!

Fun puzzle, especially because I expect to limit the amount of blink effects. However, most cheat effects are going to be from the grindy artifact deck which might not want a 4/3 double strike. Actually, I don't want them to have it since it shortens the games too much. Pass for now.

Convoke is an interesting mechanic especially when you have a Storm deck. This seems unique enough to warrant a try.


Both of these loves to get sacrificed or recurred. Leaning towards the monkey because the curve is likely to be higher making it difficult to abuse the Synthesizer and it brings a unique token.

A nice token payoff that ties together multiple themes. Seems worth a try!

Aggressive oinker that likely plays well here. A little bland, but definitely maybe.
Equipments don't need a ton of help to get there. Have a creature, equip and profit. For that reason, I don't want to spend a lot of slots on payoffs and whatnot since the general artifact payoffs already reward you for casting them. I have Sram and Danitha that are in, but aren't locks by any means as I find them kind of narrow. That said, there is a sweet one that I am interested in
Either half is serviceable, but I especially like the creature side. I don't think you will often get to live the dream as a 2/2 double striker is a prime target for removal, but that doesn't mean that I won't try! It's also one of the rare cards that allow you to bridge auras and equipments in Red. The other being Valduk, Keeper of the Flame, which could come in later if I really want to support the themes more. There are also the [CRune of Speed]Red[/C] and White runes that work in a similar space. I also like the incidental sorcery that the Adventure half brings as tying all the themes together will be a challenge.
A few more equipment/artifact creatures are welcome. Cloudsteel Kirin's reconfigure cost is just too prohibitive to count as an equipment.
Grindy artifacts
I have Engineer and Welder in Red, these two in White in addition to Emry in Blue. That should be enough for the archetype to come together reasonably often. If not, then my secret weapon would be Osgir, the Reconstructor.
Unsure how much I want to push the token angle. Having both Tote and Cake is likely too much. I like the artifact tokens Tote creates so that likely gets the edge. With how many creatures are going to be either artifacts or enchantments, the Capsule might just be too powerful! I'll be looking at the removal aspect later in development.
Artifact counters
I don't want all of these, but the Javelineer, Tracker and Charge for sure. Zabaz is tempting, but pretty limited by the number of actual Modular creatures. Filigree Vector is an interesting one that will come in should I have the space for it. Being both a counter enabler and payoff (proliferate) is good place to be! Knighted Myr is another lower powered one, but double strike is a scary mechanic which might be enough.
Stuff
Solid beater, let's go!
Fun puzzle, especially because I expect to limit the amount of blink effects. However, most cheat effects are going to be from the grindy artifact deck which might not want a 4/3 double strike. Actually, I don't want them to have it since it shortens the games too much. Pass for now.
Convoke is an interesting mechanic especially when you have a Storm deck. This seems unique enough to warrant a try.
Both of these loves to get sacrificed or recurred. Leaning towards the monkey because the curve is likely to be higher making it difficult to abuse the Synthesizer and it brings a unique token.
A nice token payoff that ties together multiple themes. Seems worth a try!
Aggressive oinker that likely plays well here. A little bland, but definitely maybe.
Green has limited artifact payoffs, so I won't try to force this one. I'll be adding some artifacts creatures/trinkets that should fit with what the rest of the cube is doing.




Mite is actually really cool since it doesn't hit creatures. Cookie can be a build around in some decks and the Doll is just a mana dork. I'm kind of excited by Heaped Harvest though. Sacrificing artifacts is going to be a part of the cube and this is good value to chain together!
There is also a Modified angle I can steer towards, but it's unclear if I want to add that keyword at the moment.

I am going to be trying Peer as a versatile Gruul slot. It fits with the various themes including Storm as a way to refill and Madness aggro as an enabler or gas. There are other enticing Gruul value cards like Bloodbraid Challenger, Worldsoul's Rage or Escape to the Wild, but this one seems the most universally playable.
Mite is actually really cool since it doesn't hit creatures. Cookie can be a build around in some decks and the Doll is just a mana dork. I'm kind of excited by Heaped Harvest though. Sacrificing artifacts is going to be a part of the cube and this is good value to chain together!
There is also a Modified angle I can steer towards, but it's unclear if I want to add that keyword at the moment.
I am going to be trying Peer as a versatile Gruul slot. It fits with the various themes including Storm as a way to refill and Madness aggro as an enabler or gas. There are other enticing Gruul value cards like Bloodbraid Challenger, Worldsoul's Rage or Escape to the Wild, but this one seems the most universally playable.
Here I am looking for versatility. Cards that can fit into multiple archetypes


A nice little landfall package. Roaring Earth is fun because it bins itself for Delirium which can come up. I am not trying to make turbo landfall a thing, but between fetches and Bounces, I expect to be able to trigger this reliably.


A few self-contained payoffs that can become real engines in the right deck.


These go into a bunch of decks and are solid on rate threats as well.

Love this card, I think it has legs in this cube too!
There are a whole bunch of other cool cards. I'll post my favorites for reference
Quirion beastcaller
Voracious Hydra
Rishkar, peema Renegade
Song of Freyalise
Snakeskin Veil
Fangs of Kalonia
Forgotten Ancient
Primeval bounty
Cankerbloom
Jadelight Spelunker
Ravenous Squirrel
Yotian Dissident
Reyhan, Last of the Abzan
Travel Preperations
Zegana, Utopian Speaker
A nice little landfall package. Roaring Earth is fun because it bins itself for Delirium which can come up. I am not trying to make turbo landfall a thing, but between fetches and Bounces, I expect to be able to trigger this reliably.
A few self-contained payoffs that can become real engines in the right deck.
These go into a bunch of decks and are solid on rate threats as well.
Love this card, I think it has legs in this cube too!
There are a whole bunch of other cool cards. I'll post my favorites for reference
Quirion beastcaller
Voracious Hydra
Rishkar, peema Renegade
Song of Freyalise
Snakeskin Veil
Fangs of Kalonia
Forgotten Ancient
Primeval bounty
Cankerbloom
Jadelight Spelunker
Ravenous Squirrel
Yotian Dissident
Reyhan, Last of the Abzan
Travel Preperations
Zegana, Utopian Speaker
I decided to include a big Storm deck, but I that doesn't exclude a lower to the ground spells matter deck. There are great cheap Prowess creatures in Temur and this looks like a fun aggressive deck. Search, Bolt and Flames are "free" spells that would go well in both fast and slow spells matter decks and will help a card like Thousand-Year Storm pop off.
Other neat cards
Abbot of Keral Keep
Emberheart Challenger
Jeskai Elder
Monastery Swiftspear
Shipwreck Dowser
This is really random, but a lot of the GY matters cards I want to run in Black are actually demons. This made me take a second look at Demonic Counsel which could actually be playable without Delirium. Liliana's Contract is a decent draw spell in this cube, is an enchantment and the upside of winning the game is pretty wild! Finally, Cellarspawn is a tiny payoff, but there are actually a bunch of cards that cheat on mana making it a cool build around and also an enchantment. Delve, Suspend, Affinity, Flashback (sometimes) and so on.
Look at this Demon curve! Extractor Demon and Mindwrack Demon are fantastic enablers for the GY deck, While Archfiend of Sorrows and Tombstalker are great payoffs. I haven't yet checked for all possible demons, but this is a good start to a unique archetype.
I think the pieces are already present in Black for the dredge side of things with removal that can be recurred (Archfiend of Sorrows, Darkblast) and solid enablers (Tymaret Calls the Dead, Mindwrack Demon). I'd like a few more pieces so in come



Blue on the other hand has mediocre self-mill effects, but great spells matter GY payoffs. Rise from the Tide, The Mirari Conjecture and more. I like

As a cheap threat, but worry that between Delve and number of cards in the GY, it gets confusing. To be potentially optimized.

The Archaeologist is a nice bridge between a lot of themes and that gets it the nod.
There are a few cute ones like Chronic Flooding that go with the untap theme. Seems very low impact though. Founding the Third Path was perfect until I noticed it was a Read Ahead saga. Zellix, Sanity Flayer is a nice mill payoff, but being restricted to creatures is a bit limiting in the decks that want it. Bond of Insight is one I do like though if there is enough room.
To tie the various themes together, I will need more instant/sorceries in Black. I don't have much interaction in the list yet, so this is a good place to put it.
Blue on the other hand has mediocre self-mill effects, but great spells matter GY payoffs. Rise from the Tide, The Mirari Conjecture and more. I like
As a cheap threat, but worry that between Delve and number of cards in the GY, it gets confusing. To be potentially optimized.
The Archaeologist is a nice bridge between a lot of themes and that gets it the nod.
There are a few cute ones like Chronic Flooding that go with the untap theme. Seems very low impact though. Founding the Third Path was perfect until I noticed it was a Read Ahead saga. Zellix, Sanity Flayer is a nice mill payoff, but being restricted to creatures is a bit limiting in the decks that want it. Bond of Insight is one I do like though if there is enough room.
To tie the various themes together, I will need more instant/sorceries in Black. I don't have much interaction in the list yet, so this is a good place to put it.
I know I want a few colorless payoffs



These will go in any deck of any color which means I don't need a ton of other payoffs. Outside of Archfiend of Ifnir, I think these will suffice


I like the idea of having a -1/-1 counter theme with proliferate cards as a cool way to turbo charge removal. Haven is a classic that might be too powerful, but I want to give it a shot.
As for enablers, I desperately need some in Black!



A bit of cheap synergistic interaction can't hurt, especially since I was looking for some instant/sorceries.

Not sure how good this is, but seems like a fun puzzle to solve.

I've always wanted a cube with this guy for some reason and this seems like the one for it! Two types for the GY, discard and artifact synergies. Encourages attacking. Now to show some restraint and not add all the Splicers...
Other cool discard outlets to consider
Cryptbreaker
Rotting Regisaur
Skirge Familiar
Skirk Ridge Exhumer
Souls of the Lost
Tortured Existence
Putrid Imp
Scuttletide
Psychatog
And some payoffs
The Raven Man
From Under the Floorboards
Gisa’s Bidding
Necrogoyf
Bone Miser
Oskar, Rubbish Reclaimer
Lazotep Chancellor
These will go in any deck of any color which means I don't need a ton of other payoffs. Outside of Archfiend of Ifnir, I think these will suffice
I like the idea of having a -1/-1 counter theme with proliferate cards as a cool way to turbo charge removal. Haven is a classic that might be too powerful, but I want to give it a shot.
As for enablers, I desperately need some in Black!
A bit of cheap synergistic interaction can't hurt, especially since I was looking for some instant/sorceries.
Not sure how good this is, but seems like a fun puzzle to solve.
I've always wanted a cube with this guy for some reason and this seems like the one for it! Two types for the GY, discard and artifact synergies. Encourages attacking. Now to show some restraint and not add all the Splicers...
Other cool discard outlets to consider
Cryptbreaker
Rotting Regisaur
Skirge Familiar
Skirk Ridge Exhumer
Souls of the Lost
Tortured Existence
Putrid Imp
Scuttletide
Psychatog
And some payoffs
The Raven Man
From Under the Floorboards
Gisa’s Bidding
Necrogoyf
Bone Miser
Oskar, Rubbish Reclaimer
Lazotep Chancellor
For whatever reason, I like the idea of having some -1/-1 counters alongside proliferate effects. It creates competition between fast and slow decks that now both want the proliferate cards, but for different reasons. Some decks also might just play both types of counters. There is bound to be a bit of confusion with both types of counters, but I don't think it's too bad. Black has the most -1/-1 effects, but there are some colorless ones too that will slot into any deck.





The proliferate effects here are cheap and can go into fast and slow decks. The Modular cards will appreciate the sacrifice effect of the Throne and I will add some other targets too. Poppet and Arrows might be too slow, but I want to try.


These two removal spells are the type of cards I want, but Drown in Ichor might be too good. If so, I'll swap for Grim Affliction.


BSZ is pretty slow and might be better off as Incremental Blight. I do want some sweepers though and this one is "thematic". The Spitter is a little dude that will fit into the sacrifice archetype down the line.
Other colors have limited options, but they do seem worth it



There is also Volt Charge that is already in. Wither is a tempting mechanic to add and I might check it out more thoroughly down the line.


These could be interesting especially if I replace the one mana cycling lands with the desert ones. But 2 mana cycling is so clunky!




The White proliferate effects are more proactive than reactive, limiting the decks that will want them. Metastatic Evangel seems too powerful for this cube unfortunately. There are a bunch of Green effects, for now the versatile Regrowth(ish) is what I want alongside Evolution Sage. The Channeler is bound to create a flurry of effects in the right deck which sounds exciting!

This is the first one that comes to mind. Will try to find more artifacts that benefit from proliferation.
The proliferate effects here are cheap and can go into fast and slow decks. The Modular cards will appreciate the sacrifice effect of the Throne and I will add some other targets too. Poppet and Arrows might be too slow, but I want to try.
These two removal spells are the type of cards I want, but Drown in Ichor might be too good. If so, I'll swap for Grim Affliction.
BSZ is pretty slow and might be better off as Incremental Blight. I do want some sweepers though and this one is "thematic". The Spitter is a little dude that will fit into the sacrifice archetype down the line.
Other colors have limited options, but they do seem worth it
There is also Volt Charge that is already in. Wither is a tempting mechanic to add and I might check it out more thoroughly down the line.
These could be interesting especially if I replace the one mana cycling lands with the desert ones. But 2 mana cycling is so clunky!
The White proliferate effects are more proactive than reactive, limiting the decks that will want them. Metastatic Evangel seems too powerful for this cube unfortunately. There are a bunch of Green effects, for now the versatile Regrowth(ish) is what I want alongside Evolution Sage. The Channeler is bound to create a flurry of effects in the right deck which sounds exciting!
This is the first one that comes to mind. Will try to find more artifacts that benefit from proliferation.
This is one of the tough themes to add. Blue isn't great at doing enchantments, but luckily, it does noncreature really well. I have 3 Blue Prowess one drops so having some aggressively slanted enchantments should be a good match.




Siren can wear equipment or be bounced later in the game while chipping in damage. I'm going to add a little Ninja action in UB, so in goes the Hacker (might as well add Ninja of the Deep Hours now
). Memory and Investigation are the perfect follow up to the 1 drops I mentioned.

A nice little saga that ties GY/Discard/Artifacts/Enchantments.
I'm considering a little counter subtheme where you remove lore counters from sagas to loop them. Listing some cool ones for reference: Scholar of New Horizons, Hex Parasite, Mutated Cultist, Power Conduit, Thrull Parasite.
The best Blue enchantment matters card I could find actually include the Bargain mechanic



Ice Out is a little sus, but I love the other two! I'll add all three for now and this sets us up nicely to explore the sacrifice theme.
Siren can wear equipment or be bounced later in the game while chipping in damage. I'm going to add a little Ninja action in UB, so in goes the Hacker (might as well add Ninja of the Deep Hours now
A nice little saga that ties GY/Discard/Artifacts/Enchantments.
I'm considering a little counter subtheme where you remove lore counters from sagas to loop them. Listing some cool ones for reference: Scholar of New Horizons, Hex Parasite, Mutated Cultist, Power Conduit, Thrull Parasite.
The best Blue enchantment matters card I could find actually include the Bargain mechanic
Ice Out is a little sus, but I love the other two! I'll add all three for now and this sets us up nicely to explore the sacrifice theme.
Continuing the sacrifice an enchantment theme, we have these cards I am interested in







These cards tie together a lot of card types and should work as decent glue cards. Perilous Research might be a little off, but not by a ton since Village Rites is a very playable card.
What I'd like to find now are enchantments that want to hit the GY. Here is what I have so far (in addition to Demonic Pact)




Hatching Plans deserves a mention, but is so do nothing I can't put it in the cube.
These cards tie together a lot of card types and should work as decent glue cards. Perilous Research might be a little off, but not by a ton since Village Rites is a very playable card.
What I'd like to find now are enchantments that want to hit the GY. Here is what I have so far (in addition to Demonic Pact)
Hatching Plans deserves a mention, but is so do nothing I can't put it in the cube.
Just thought of a fun way to tie all of my themes together in BW with Extort!




I have a spell velocity theme in Storm and Black is absent there. White's participation is limited so this is a nice way to use all the set up pieces to build an aggressive deck. Enchantments, artifacts, creatures, instants and sorceries all trigger Extort so your creativity is the limit.
I have a spell velocity theme in Storm and Black is absent there. White's participation is limited so this is a nice way to use all the set up pieces to build an aggressive deck. Enchantments, artifacts, creatures, instants and sorceries all trigger Extort so your creativity is the limit.
Going to start simple in Green with some enchantress effects. Archivist is one of the few ways to tie together artifacts and enchantments. Presence and Eidolon promise a lot of cards in the right deck, but are somewhat narrow. I am thinking of replacing one of those in favor of Sythis, Harvest's Hand. It would give Selesnya a nice payoff, but being multicolored reduces the amount of decks that can play it obviously.
These will probably go in slower, grindier decks. The Visionary is nice since it bounces itself and discards itself for a lot of synergy potential.
Will be trying these auras. I like cantrips and being able to cast them on either equipments or creatures reduces dead draws and the risk of being blown out by removal.
Generous Visitor
Renata, Called to the Hunt
Won't play these right now, but they have good potential, so listing them as to not forget.
Going to add a bit more White enchantment creatures to boost enchantment density.
I am liking these two Selesnya cards for the enchantment theme and more. Danitha recurring auras is a nice one since they are more likely to end up in the GY. The reconfigure creatures being equipments mean that you can potentially recur them even if it is less likely because they aren't in GW. Danitha also has amazing keywords making her a good target for auras and equipments.
This is a collection of sacrifice cards that I want to include. These are pretty nice because they care just as much about artifacts as they do creatures.






I like the descended mechanic as an easy way to tie mill, discard and sacrifice. Not a lot of cards are worth it though. Corpses of the Lost would be nice, but is wordy as hell.
Here some more artifact fodder. Not sure what I am going to do with Cathodion or Su-Chi, but I like the idea of getting mana for some big turns. The bodies are pretty reasonable too.





I like the descended mechanic as an easy way to tie mill, discard and sacrifice. Not a lot of cards are worth it though. Corpses of the Lost would be nice, but is wordy as hell.
Here some more artifact fodder. Not sure what I am going to do with Cathodion or Su-Chi, but I like the idea of getting mana for some big turns. The bodies are pretty reasonable too.
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