Miasmir's 800-card cube

Good day, ladies and gentlemen!

CubeTutor link!

A few (plenty of) points of design philosophy:
  1. I want every draft to be very different. This cube was built to replace a game I already played called 'take 100 random cards of each color from my collection and draft it.' Variance of this kind can be fun.
  2. I want to play with a bunch of old cards I'm nostalgic for and I want to sometimes win games with them. My cube contains such heartstring-pullers as Crash of Rhinos and Mahamoti Djinn, and each has actually been relevant to at least one game. With a very large cube, I can include such cards without wrecking whole strategies by denying them key cards. Sometimes your finisher will be Keiga, the Tide Star and sometimes it'll be Lorthos, the Tidemaker and that will inform your other pick choices.
  3. I want each color combination to have multiple viable strategies.
  4. I want people to be able to play goofy slow decks and be able to win sometimes. Those decks obviously still need to be able to do stuff on early turns but they should be able to survive to execute their game plan. So aggro shouldn't be able to consistently turn 4-5 people through removal and blockers, and likewise control doesn't need to consistently wrath on turn 4. This has informed the choice of fixing. I expect many of you to become furious at my land section.
  5. I want to play with interactive cards. Actually I want to play games of magic where the players interact often over the course of the game. Removal is good, counterspells are good, sweepers are good, and discard is individually good but has low representation. Regeneration, shroud, hexproof, and protection are always watched carefully. I've been looking for creatures that are good against removal without literally blanking it, such as Deathpact Angel, but there aren't many.
  6. The veterans here are okay with certain cards that cause massive blowouts but not others. We have a rich history of beating each other with cards like Control Magic and Mind Twist but find it boring and painful to lose to Lodestone Golem. I build for my audience.
  7. The cube is played by several people who do not have intimate familiarity with every card in Magic. Therefore I include no transform cards so that all the information about a card is easily accessible. I've been gradually removing tribal themes from my cube for the same reason.
  8. Because those newer players typically have trouble shuffling quickly, effects that force your opponent to shuffle are included sparingly. Thus my cube does not contain Path to Exile although it contains Swords to Plowshares. Cards that make their controller shuffle are okay because you can choose whether or not to play a strategy that relies on them.
  9. We tend to have round time limit issues, which have lead to shuffling and card selection being toned down somewhat. There are no fetchlands and two cards I love playing with, Sylvan Library and Sensei's Divining Top are not included for time purposes. They're much worse without fetches anyway.
  10. A large cube leads to more pack shapes that are skewed in favor of one strategy over another. For this reason it's very important to have cards that go in many different decks, and among those cards to have a varying power level. Jeweled Amulet, for example, is generally not considered cubeworthy but can go in many one or two color aggro decks, especially if they find themselves light on one drops and heavy on three drops. It's not the one drop you're hoping to open but it's the one you'll be able to table.
  11. A large cube creates more feel-bad about planeswalkers. It's more likely that the packs will contain only one or two, which means that each person is more likely to have zero planeswalkers to their opponent's one planeswalker through no fault in drafting strategy. Even though planeswalkers are not necessarily more impactful than other cards, most people feel as though they are missing out in those situations, much more so than if their opponent merely has a strong card like Aurelia, the Warleader. So I have included no planeswalkers.
  12. I personally like singleton formats and haven't yet seen a need to include multiples of any card.
As I am voracious for design I have made a few of my own cards to fill holes in the file. I have not yet had the chance to test these but I have high hopes. If anyone has suggestions for where I might be able to find sweet art for these cards, please let me know!

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Everyone loves Mirran Crusader, oh wait, we don't. This card is a great beater for aggro with the ability to go over the top in the right colors (colors whose aggro sections needed a boost) and is also a great combination blocker/finisher for control decks.
Also a big part of the flavor of Esper, to me anyway, was the idea of continuous self-improvement by re-engineering one's own body and I don't think the block mechanics really captured that.

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Okay, I admit, this card is really goofy and its templating doesn't actually work under the official rules. And it has trinket text and an absurd mana cost. Nevertheless it sounds like an absolute blast to actually play with so I'm giving it a shot. Also the controlling builds in those colors were lacking four drops besides Nekrataal and friends.

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Consecrated Sphinx puts games away a bit too securely for my taste when they don't have instant speed removal and does nothing when they do. People have removal quite often in my cube, control finishers needed to get a little better, Flickerwisp hasn't been getting picked high enough, my control players have a fetish for library manipulation, and ramp wants to block Calciderm while finding its Genesis Wave. Everyone wins! Except you, you're drawing three lands next.

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Another control finisher that does something when it comes into play but doesn't completely put the game out of reach. I would like to retemplate this to not use a creature type but I couldn't find a satisfying way to do it. This card is evidence that I am printing cards merely to have an opportunity to type out some old card wording.

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I typically find when I'm playing a BGx graveyard focused deck that what I really want is to draw more copies of Grisly Salvage. This is my attempt to answer that call.

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This card is the direct result of a discussion on the old mailing list about how good Fungusaur would have to be for it to see play. I really like the low-impact synergy between the two abilities on this card, and green needed a bear that played well with red sweepers like Volcanic Spray, Slice and Dice, and Pyroclasm.

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I really like chess. I think this card is strong but not imbalanced for my environment. Only testing can tell. Oh, and it's yet another reason to pick Volt Charge. I like that it can save up lots of flame to burn out a big creature.

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So here we have the first of many cards that exist to support every aggro deck. I'm also righting the great wrong that is Brass Gnat. I think I accomplish more in my large cube by putting in a card like this than I do by putting in another painland, because it's inherently very hard to consistently have fixing for all color pairs available in each draft and a card like this helps every aggro deck stumble less, not just the decks for one color pair.

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So this card is very strange. I think a lot of aggro decks do want to run it, but you run the risk of losing every race very badly. It may be that it's simply too strong with the fourth point of power.

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So there's this big hole in the power curve of the living weapons that have actually been printed. There are all these completely unplayable cards, and then niche roleplayers like Bonehoard and Lashwrithe, and then there's Batterskull. So this is an aggro card for everyone that has some marginal late game utility. Aggro decks in my cube like the option of late game utility without having to devote an extra slot to it because they so frequently get very close to winning and have to draw into some reach. Shoutout to Mortarpod which I should probably put in sometime soon.

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This one highlights the power of living weapons to help aggro bounce back from wraths. Having this in play makes many more of your one drops live pressure draws after a sweeper. And, of course, it's a blue haste creature.

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I think this card would be pretty broken if it was surrounded by a Tempered Steel kind of shell, but most decks in my cube won't have the opportunity to pull off multiple regenerations simply because they won't have the artifact density. Instead, this card just quietly regenerates Porcelain Legionnaire and lets you turn that Talisman of Indulgence you topdecked late game into a 2/1. Signet ramp likes it too because it's a recurring blocker.

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So this is an artifact lord that works with living weapons, screws with combat math, and makes Grafted Wargear absolutely insane. As a bonus it lets you maindeck cards like Smash more often because you can aim them at your opponent's finishers. Like the Myr above, the Captain isn't very impressive on his own but rewards you for picking up all sorts of artifacts and for committing to a board position.

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What is nine mana really worth to you as a Magic player? Teeka's Dragon isn't really good enough, is it? Another card that is good against removal without blanking it.

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Forgot this the first time. I am steeped in irony. I like Horizon Canopy but I didn't think any particular color pair in my cube needed that effect more than any other, so I made a colorless version with some hopefully-fun selection built in.

So that's the gallery! I assume you guys have some things to say about my zany card choices. Let's just say I'm on board with not being on board with power maximization. What do you think?
 

Jason Waddell

Administrator
Staff member
Yes, custom cards! I'll dig into more later, but I have long wanted a non-Mirran Crusader double-striker. I really hate the protection, and would include a straight 1WW double strike guy over Mirran Crusader in my cube.
 

Eric Chan

Hyalopterous Lemure
Staff member
That was one hell of an introductory post, Miasmir, and that's one hell of a cube. I really like that your large but honed cube is the polar opposite of a lot of the small, tight cubes that are prevalent on this forum. For a cube of this size, I'm impressed that the curve is as svelte and sleek as it is, and that the multicolor section is a model of restraint. This is a cube I'd love to play!

It's hard for me to get a sense of how this cube plays out by just staring at your giant list, so let me ask, what do you find are the best cards in your cube? And what are the build-arounds that get people to dive into an archetype?
 
In general when I've tried to include dedicated build-arounds such as Tinker I've found that they simply don't work in a cube of this size; supporting them adequately without stepping on 'real' archetypes is hard. Powerful but narrow cards can still be included, but more as a bonus for being in the correct archetype when you see the card than as a reason to go that direction. For example, it's dangerous to first pick Channel, expecting to be able to power out a huge colorless monster or burn spell, because the card is so weak when it doesn't go big. You could easily end up in a totally different archetype simply because the person to your right first picked Primeval Titan. If you're already a Gruul ramp deck with a Fireball, then Channel is a real pick.

There are a lot of no-brainer first picks right now, and I think that's okay because you still have to stay on your toes to make sure you end up with a deck. Because you're playing with only half the cube, whole strategies can be completely absent from the card pool. We had one draft in which no one played white. This kind of thing actually happens. Therefore something like Aurelia, the Warleader can be your best card or a giant trap and I would advise against first picking it unless the rest of the pack is truly pathetic.

That said, there absolutely are cards that I pick to get a direction. The wrinkle is that most of them are totally fine in a variety of other decks, so I don't get burned too badly if I get cut. Baleful Strix is one such card. The cube has the possibility for a straight up UB control deck for which a value removal spell that attacks is as good as it gets, and there's also BUG value creature decks. One thing all of those decks have in common is the option for value reanimator, so I pick cards like Animate Dead more highly with a strix. Other early picks that have ended up in the value archetype for me include Wall of Blossoms, Birthing Pod, Grave-Shell Scarab, and Sakura-Tribe Elder. Picks that tell you to be UB control are a bit more rare despite the large number of cards that fit into the deck, but it's something I'm looking at if I have Condescend, Miscalculation, or especially Life's Finale. Far // Away is great for the deck but is an easy wheel because you need to be both colors to access the flexibility that makes it strong.

Most ramp decks are GUx so if an early pick has few exciting cards it can be correct to pick Simic Signet and move in there. Primeval Titan, Birds of Paradise, Search for Tomorrow, Green Sun's Zenith, and so forth are great picks to end up in that kind of deck. If you do, you want to keep an eye on the number of vivid lands and bad 5-color fixers (like Armillary Sphere) you see because if there are a lot then you can move into 5 color control by picking good fixing high and picking up bad fixing on the wheel.

Aggro cards have to be truly exceptional to merit committing to picking all the cheap creatures you see. I would say Figure of Destiny, Accorder Paladin, Porcelain Legionnaire, Dark Confidant, Firemane Avenger, Bloodbraid Elf, and Wild Nacatl set your direction more than most. Although cards like Lightning Bolt, Isamaru, Hound of Konda, Grim Lavamancer, and Thrull Parasite are good in aggressive decks, they're all-around reasonable cards that don't give you a direction. Some other aggressive cards like Boros Elite and Taunting Elf are too reliant on the rest of the aggro shell coming together to be good early picks. I've been known to first pick Tuktuk the Explorer or Keldon Champion but my playgroup assures me it's incorrect.

Token aggro is a real deck and it starts with an early pick of Mikaeus, the Lunarch, Glorious Anthem, Twilight Drover, Spectral Procession, Increasing Devotion, or something like that. It has a combo feel to it because whenever you actually assemble anthem + token spell and can protect it somehow (Mana Leak, Rootborn Defenses, Dauntless Escort) you just run them over. If I have a weak early pick that provides some selection, such as Crystal Ball or Ponder, this is one of the decks I'm looking for. Note that Twilight Drover is quietly synergistic with a ton of other good cards like Goblin Bombardment, Thopter Assembly, and Firecat Blitz.

Mono black happens sometimes and it can be a true house. It's dangerous to commit to a Griselbrand early but if it's in the same pack as Crypt Ghast then a fist pump is in order. Life's Finale, Black Sun's Zenith, Pestilence, Hymn to Tourach, and Vampire Nighthawk push people in this direction. Many black cards have a stringent color requirement and play best with more of the same, which helps the mono black drafter because, once established, he or she can comfortably take the splashable black removal first and wheel things like Midnight Banshee, Dark Ritual, Necroskitter, and Drain Life without fear. Note that while mono black munches on aggro decks like nothing else it can have a miserable Counterspell matchup so cards like Phyrexian Rager and Animate Dead are important picks to ensure you have enough gas to close out a game.

It's always fine to first pick Wrath of God or Day of Judgment and end up Wx control. Sun Titan and Twilight Shepherd are fine too. White has a good selection of finishers all to itself but the cards that reward you for staying mono are Honor of the Pure and Armored Ascension, neither of which is a playable control card, so in many cases white control has to pick up another color due to the drafting pressure from a white aggro player.

UR control has been having a hard time being a real deck recently, but it theoretically leans on Nucklavee and other repeatable sources of recursion, so that's the kind of card I'd pick if I wanted to try it again. I've first picked Electrolyze before but I think it's greedy.

One of the things that happens when you try to support a huge number of archetypes is you type ridiculously long posts trying to explain how everything works. Evidently.
 

CML

Contributor
my god, there's way too much for me to do justice to it, so i'll just say that i love the custom cards, especially the esper dude. have you checked out (i believe) ali aintrazi's custom cube? really awesome

jason -- re. double strikers you could always double up on silverblade, one of my all-time favorites. there's also hearthfire hobgoblin
 

Chris Taylor

Contributor
Ahem.
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!

Love the ideas behind the cube, love the custom cards (Might have to steal a few), interesting choices in archetype and design.
My cube has a plethora of custom cards as well, but we disagree on a few fundamental levels: the idea of a cube that large just kinda rubs me the wrong way, and personally I think planeswalkers add more than they take away, so long as you keep them in check.
I'll be back for a full examination of all the custom cards in a bit, but for now, check out these two threads:
My cube
The custom cards thread, which does have some stuff about where to find art in the OP.

First impressions: the 2/1 haste living weapon is probably a bit too strong, though I appreciate aggro colorless guys. I'd run a R1 haste guy, and for a long time I ran essentially a RR haste guy (Rakdos Shred-Freak), so I'm a little wary. I might just be overthinking things.

I'd probably prefer esper-mans if it were UB3 to activate, he seems a little too easy to make insane at the moment, slotting perfectly into Blue/White control of all things as a hell of a wall and then a 6 power flier seems a bit much for something you added to give their aggro sections a boost. Do love the flavor though
 
It's completely possible that several of my custom cards are too strong. My feeling has been recently that midrange, especially Naya, is so good and so often available that many players, having picked an aggressive white card early, are not looking at blue or black. The most recent patch (before I posted the list online) made some 70 changes, including adding the custom cards, moving the curve away from 4, and giving pure aggro and pure control more tools. When I actually test next week I'll have a firmer idea of what it is I've done to my archetypes.
 

Chris Taylor

Contributor
You know what, after some thought the haste thing is printable. Strong, but printable, one of those Qasali pridemage or Inquisition of Kozilek level cards.
The larger a cube gets the more it tends to lean towards strong midrange decks because of the required density of an aggro deck. If a successful red aggro deck has 5 1 drops and 7 2 drops, the odds that those cards are even being drafted are much much lower. The first cube I designed was well over a thousand cards, so I feel your pain. But I never did find an answer.
 
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