Hello guys,
After a veeery long absence, I decided to rebuild my cube.
While the present iteration is new and untested, it is based on data and impressions from my older Cubes - with some new design ideas thrown in.
Here is the list on CubeCobra.
Some key elements about this Cube:
Modern power level with nostalgia elements
My aim for this Cube is to hit a fairly high power level, close to that of the Modern format, while incorporating as many nostalgia elements as possible. This means including powerhouses from older formats, but putting them in a context where their ability to cause harm is limited. Some of these cards function very differently here than they do in Vintage, for example. Take Timetwister: a powerful and iconic card, but in a very graveyard-centric list like mine, it comes with the huge downside of obliterating your own graveyard. At the same time, it can act as a hate card against opposing graveyard strategies. Or Yawgmoth's Will, which is much more manageable in a list without Rituals or Moxen and with incidental graveyard hate happening quite a lot.
The balancing is not easy and I might have under/overlooked some cards. If you have opinions on this, I'm all ears.
The 'mechanics diet'
Some time ago there was a very interesting discussion about 'Elegance in card selection' on this forum. It made me think about what 'elegance' meant to me. I came to the conclusion that I wanted to limit the amount of keyworded mechanics in my Cube. I thought this would make it friendlier to new players, make drafting faster, and reduce the overall complexity of board states. The restriction definitely affects Cube building, as you can't always count on the usual go-to choices to fill certain roles. However, I think the resulting list feels much more like a coherent drafting environment rather than a complete mess.
The keyworded mechanics in the Cube are:
- Delirium
- Devotion
- Flashback
- Landfall
- Ninjutsu
Plus these two, which aren't really keyworded mechanics, but still:
- Phyrexian Mana
- Sagas
If you propose additions or changes to the list, please take this design restriction into account. I am open to replacing some of these mechanics, or even adding extra ones, but I would only do so if a new mechanic can offer multiple interesting cards.
Broad archetypes
In previous versions of my Cube, I associated each colour pair with one or two key archetypes. That worked decently, but I was not fully satisfied. It felt a lot like drafting on rails, and it was difficult to maintain balance between all the archetypes without filling the list with narrow cards. So this time I decided to take a different approach, focusing on 5 macro-archetypes - each one loosely based on 4 colours. This should improve replayability. The archetypes are as follows:
- Artifacts. The biggest players here are blue and red, but there are good incentives to branch out in white and black. The deck can be aggressive or more controllish. There are also combo-ish versions possible, courtesy of Daretti, Scrap Savant and others.
- Graveyard matters. With self-mill and looting scattered across all 4 colours, graveyards are easily exploited. There are multiple possible decks, from Delirium-based midrange to a controllish Reanimator deck. There is also our friend Laboratory Maniac with the whole crew.
- Aristocrats. This is a pet archetype of mine, and its Rakdos version used to be one of the strongest decks in my old Cube. I tried to water it down a bit and open it to more colours. Black and red remain the key colours, especially for the most aggro version of the archetype. However, it's possible to branch out in white for a prison-style deck, or in green for a midrange strategy.
- Ramp / lands matter. Green is the undisputed king of this archetype, but the payoffs are scattered across all 4 colours. Blue is a good supporting colour for a landfall-focused deck, while red and white are better if you just want to slam fatties on the board.
- 'Tricky aggro', as I call it It is a collection of aggro or midrange decks trying to do cool things. Esper has a focus on blinking and ninjas, while Bant is a flash midrange deck. This is the least-defined archetype, although there is some overlap: some of the best ETB creatures have Flash, or are evasive, or both, which makes them interesting for multiple decks.
This is it, for now.
Having moved to a new country, I cannot really count on my old play group. I hope that, once I build this list, I will manage to gather a new group of people to draft somewhat consistently. That's quite a long shot, I know, but hey! Gotta start somewhere.
I'd be happy to hear your opinions on this new list And if you happen to live in or near Brussels, drop me a message. Let's draft!
After a veeery long absence, I decided to rebuild my cube.
While the present iteration is new and untested, it is based on data and impressions from my older Cubes - with some new design ideas thrown in.
Here is the list on CubeCobra.
Some key elements about this Cube:
Modern power level with nostalgia elements
My aim for this Cube is to hit a fairly high power level, close to that of the Modern format, while incorporating as many nostalgia elements as possible. This means including powerhouses from older formats, but putting them in a context where their ability to cause harm is limited. Some of these cards function very differently here than they do in Vintage, for example. Take Timetwister: a powerful and iconic card, but in a very graveyard-centric list like mine, it comes with the huge downside of obliterating your own graveyard. At the same time, it can act as a hate card against opposing graveyard strategies. Or Yawgmoth's Will, which is much more manageable in a list without Rituals or Moxen and with incidental graveyard hate happening quite a lot.
The balancing is not easy and I might have under/overlooked some cards. If you have opinions on this, I'm all ears.
The 'mechanics diet'
Some time ago there was a very interesting discussion about 'Elegance in card selection' on this forum. It made me think about what 'elegance' meant to me. I came to the conclusion that I wanted to limit the amount of keyworded mechanics in my Cube. I thought this would make it friendlier to new players, make drafting faster, and reduce the overall complexity of board states. The restriction definitely affects Cube building, as you can't always count on the usual go-to choices to fill certain roles. However, I think the resulting list feels much more like a coherent drafting environment rather than a complete mess.
The keyworded mechanics in the Cube are:
- Delirium
- Devotion
- Flashback
- Landfall
- Ninjutsu
Plus these two, which aren't really keyworded mechanics, but still:
- Phyrexian Mana
- Sagas
If you propose additions or changes to the list, please take this design restriction into account. I am open to replacing some of these mechanics, or even adding extra ones, but I would only do so if a new mechanic can offer multiple interesting cards.
Broad archetypes
In previous versions of my Cube, I associated each colour pair with one or two key archetypes. That worked decently, but I was not fully satisfied. It felt a lot like drafting on rails, and it was difficult to maintain balance between all the archetypes without filling the list with narrow cards. So this time I decided to take a different approach, focusing on 5 macro-archetypes - each one loosely based on 4 colours. This should improve replayability. The archetypes are as follows:
- Artifacts. The biggest players here are blue and red, but there are good incentives to branch out in white and black. The deck can be aggressive or more controllish. There are also combo-ish versions possible, courtesy of Daretti, Scrap Savant and others.
- Graveyard matters. With self-mill and looting scattered across all 4 colours, graveyards are easily exploited. There are multiple possible decks, from Delirium-based midrange to a controllish Reanimator deck. There is also our friend Laboratory Maniac with the whole crew.
- Aristocrats. This is a pet archetype of mine, and its Rakdos version used to be one of the strongest decks in my old Cube. I tried to water it down a bit and open it to more colours. Black and red remain the key colours, especially for the most aggro version of the archetype. However, it's possible to branch out in white for a prison-style deck, or in green for a midrange strategy.
- Ramp / lands matter. Green is the undisputed king of this archetype, but the payoffs are scattered across all 4 colours. Blue is a good supporting colour for a landfall-focused deck, while red and white are better if you just want to slam fatties on the board.
- 'Tricky aggro', as I call it It is a collection of aggro or midrange decks trying to do cool things. Esper has a focus on blinking and ninjas, while Bant is a flash midrange deck. This is the least-defined archetype, although there is some overlap: some of the best ETB creatures have Flash, or are evasive, or both, which makes them interesting for multiple decks.
This is it, for now.
Having moved to a new country, I cannot really count on my old play group. I hope that, once I build this list, I will manage to gather a new group of people to draft somewhat consistently. That's quite a long shot, I know, but hey! Gotta start somewhere.
I'd be happy to hear your opinions on this new list And if you happen to live in or near Brussels, drop me a message. Let's draft!