After about 18 months, I was finally able to get around to hosting a cube draft (two actually) last week of August into early September. A couple of buddies from my college days and I have made it a semi-annual tradition to meet up for a week of backpacking/hanging out at a cabin up near Yosemite. Aside from interacting with nature and taking some much needed time away from work, the big thing we do is just play a lot of Magic ranging from EDH to Modern to drafting my cube a few times. I was finally able to get some real reps with the cube after being on the shelf for a long while. Finally get to see a year plus worth of updates and card swaps in action!
We were able to get in two drafts during the 6 days we were at the cabin after backpacking, the 1st draft was a 6 man and the 2nd draft was a 7 man with one of our friends flying in later in the week to hang out. Draft process was the usual with 3 x 15 card packs followed by a Utility Land Draft. And now, after
two three four weeks, I’ve finally finished uploading decklists and a brief write up. Here’s what the rest of the table (that I didn't play) ended up with after the 1st draft:
Simic Slaw (Jeff - 1st Draft)
Jund 'Em Out (Reeves - 1st Draft)
Usually for a draft my goal isn’t necessarily to build the most powerful or greedy deck, but to try out new cards and strategies to see where they end up. As you can see by some of the decklists above, I can leave it to some drafters to force multiple colors while others might try to focus on build arounds. For myself initially I wanted to build out something a bit more adventurous, but I saw an early
Ragavan, Nimble Pilferer and figured this was the perfect chance to see it in action. I ended with a kind of middling R/W Aggro deck that had a bunch of 1 drops and could curve out well, but didn’t have as much top of the curve reach that I usually want to see from an aggressive deck:
RW Aggro (Shamim - 1st Draft)
Still, this was the first time that many of my friends had drafted my cube in nearly two years, so I figured that now was as good a time as any for me to keep it simple with deckbuilding and see what other people could come up with. My goal was to basically play "fun police" with an aggressive deck that would keep greedier decks in check. Except that didn't quite work out as well as I was hoping.
Honestly my deck didn’t quite perform as well as I thought it would, but it was mostly due to really stagnant draws or rough mulls in many of my games. I think part of it was being very greedy with 14 lands, but also I think I made a mistake with some utility land inclusions that I could have done without. The few times I was able to curve out well the deck was very strong in establishing itself on board and applying pressure, but other times I’d just draw a clump of 4 lands or just run out of resources. It was a bit unfortunate but that just happens sometimes. In the 1st round I played against Will and his grindy U/B deck:
Dimir Midrange (Will - 1st Draft)
We split the 1st two games with me blitzing him early and then firing off a Red Sun's Zenith to push through damage, kind of get held up on board, but then topdecking RSZ again to finish him off with lethal damage. However, I got stomped by a board wipe the following game that kept me from being able to rebuild and get in the final points of damage while he 2-for-1ed me with
Control Magic and a
Dragonlord Silumgar. In game 3 I was off to a nice start but then he was able to stabilize with larger creatures and just completely outvalued me once the game kept progressing with cards like
Hostage Taker. Once he was able to resolve a
Walking Ballista with X = 3, he pretty much locked me down on the ground and I was unable to push through any more damage. Still, great match and it felt like it could have gone either way depending upon the draws we each had.
The 2nd match was against this GW Coco deck featuring Lurrus:
GW Coco (Yichin - 1st Draft)
Similar story where my quick development + burn spells picked off his board and put him on the backfoot in one game but then a midrange-y board development kept me from being able to put him in striking range in the other game. Game 3 again started off with a hot start for me, but then he stabilize with a
Lurrus of the Dream-Den. Then he stuck a
Maul of the Skyclaves on that bad boy and I couldn’t draw removal to save my life before he got in two hits in the air and effectively locked the game up. A 4 point swing in the air is just impossible to race as an aggro deck on the ground. Two hits? That's just game.
For fun I played against Leo who drafted a super greedy 4C deck that my deck should have feasted on, but instead I got stuck with mulls to 5 and got routed pretty quickly in 2 out of 3 games that we played:
4C Greed.dec (Leo - 1st Draft)
What's insane to me here is the audacity to play two Wasteland in this greedy pile. The funny thing was that I was the one who actually got punished as Wasteland knocked me off red mana after sniping my
Den of the Bugbear while my other red source came from a
Cavern of Souls on human. No burn for me I suppose. It was absolutely a mistake to keep them in for later games after remembering that he drafted 2 Wasteland from the ULD, but I didn't and I ended up paying for it handily by not drawing into another red source the rest of that match.
We had a 2nd draft a few days later, this time with 7 people, and I decided to get a little more adventurous with the deck I was drafting. This time around I decided to prioritize fixing in pack 1 and then use the rest of my picks to build a solid 3 color deck. Initially I was going for a midrange grindy UB deck after getting an early JTMS and Control Magic, but then I got some green fixing as well as a
Hallowed Fountain so I was hedging towards splashing either green or white as a possibility. A bit after that I drafted a
Gilded Goose and a
Pernicious Deed so I went full on into Sultai colors. Partway through Pack 3 I saw some blue artifact support starting to come my way and decided to try a feeler on a few picks like
Urza Lord High Artificer and
Noxious Gearhulk. I passed a
Tinker early in the 2nd pack but it was halfway through the pod and I was certain that it would wheel so I decided to keep picking up incidental artifact support to flesh out my deck and had it come back around. I ended up building a Sultai Artifacts deck (one that I didn’t even know was possible) featuring
Tinker as a way to jump far ahead into either
Myr Battlesphere or
Noxious Gearhulk:
Sultai Tinkerer (Shamim - 2nd Draft)
EDIT:
For whatever reason the deck formatting doesn't like me displaying my 5+ drops. The other cards missing above are Mystic Confluence, Black Gearhulk, Myr Battlesphere and Thought Monitor. I'll try and see if I can fix it up tomorrow, I don't really see anything wrong when I look it over compared to every other list posted.
EDIT 2: Thanks for the fix Kirb, all lists should now be accurate!
In the 1st round I got paired up against my friend Yichin who somehow also ended up drafting an artifact deck featuring
Goblin Welder and
Goblin Engineer with a U/W core with some high impact cards like
Teleportation Circle and
Angel of Invention:
Jeskai Assembly Line (Yichin - 2nd Draft)
There was a lot of interplay on both sides with both of our decks being a little slow to get going, but if the engines were set up correctly we could each pull off some explosive plays. In Game 1 I ended up facing down some gross loops with
Goblin Welder and
Cursed Mirror alongside
Teleportation Circle to recur some artifact threats from the grave and slowly whittle down my life total with threat like
Epochrasite to apply pressure and
Perilous Myr to shock me as it comes in and out of the graveyard. In Game 2 I was able to punish him thoroughly with a
Pernicious Deed for 2 that just decimated his board (killed two of his artifact lands!) and allowed me the time to rebuild and get back into the game with
Urza, Lord High Artificer and
Skinrender]. I jumped pretty far ahead once I stuck
Mu Yanling, Sky Dancer (one of my favorite support walkers ever printed) and was able to create a 4/4 Elemental with flying to apply a ton of pressure. Some timely removal and rebuying with
Eternal Witness let me clear the way and get in for lethal. Game 3 was a little less exciting for me as I kept drawing into lands as he developed his board out before topping it off with a copy of
he Antiquities War. I was able to draw into some removal to try and stem the bleeding, but by the time the Saga had gotten its 3rd counter he still had around 25 power on board courtesy of a
Teleportation Circle blinking a
Whirler Rogue and I was unable to prevent lethal damage.
My biggest takeaway from that match was that Teleportation Circle is the real deal and being able to blink artifacts is highly underrated and something that I mostly glossed over on first read. Being able to blink a card like
Cursed Mirror can allow for some downright nutty plays with any relevant ETBs with creatures that generate multiple bodies. Blinking an
Epochrasite lets it return as a 4/4 instead of a lowly 1/1. Blinking
Retrofitter Foundry (which is already a strong card) allows for double activations on a turn. You can even do super niche stuff like blinking an artifact land to keep mana up for a potential counterspell. Card is excellent and worth inclusion in a majority of cubes, doubly so if you have any blink subtheme.
In my second match I played against this grindy U/B deck drafted by my buddy Will who is addicted to playing Black decks in all formats and apparently my cube. I think this is like the 4th time I've seen a U/B deck from him. Anyways, here's the list:
Dimir Midrange 2: Electric Boogaloo (Will - 2nd Draft)
His deck featured a lot of removal, some 2-for-1s, and a minor reanimation subtheme hoping to bin and bring back a
Sheoldred, Whispering One. He was able to grind me down in G1 with a sequence of removal spells and plays that generated a solid amount of card advantage including a
Hostage Taker followed up by a
Phyrexian Metamorph. G2 was in my favor with me finally being able to live the dream with an early
Gilded Goose that allowed me to pull off a Tinker on the food token and turn it into a
Myr Battlesphere that just locked the game after he couldn’t draw into removal. He fired off one removal spell to try and deal with it, but I had the timely Arcane Denial to keep him in check and close it out. G3 was a back-and-forth and I was able to pull off a value
Tinker into a
Thought Monitor + later follow it up with a Battlesphere, but he had the right answers at the right time to keep me in check. Unfortunately he didn’t have a way to apply pressure and I kept having my threats answered so it came down to a LOT of surveiling via
Master of Death to dig deep until he eventually pulled off a win by decking himself and casting
Thassa’s Oracle with back-up protection/recursion available. Not the worst way to go out, first time I've actually had an Oracle win in my cube. It was cool seeing how deep he was able to dig to enable the win-con.
Master of Death was super impressive to me by playing the exact role that I had initially envisioned for it. I was envisioning it to be another way to help pitch cards into the grave for a reanimator based U/B deck, but serving as a conduit to an Oracle win was a cool side benefit. Being a 3/1 gives it some actual blocking power and it’s really just a neat all-in-one package with a ton of tiny synergies that just work overall. Even outside of reanimator, I think it's just a super solid card for any UBx deck just by filtering the quality of your draws if you're able to deploy it more than once. Excellent support card, yet another gem from the cube goldmine that was MH2!
To wrap up the cube session, I just played another game for fun with my friend Jeff who was waiting for his 3rd match as two more of our friends were engaged in a midrange back-and-forth matchup. He drafted the RW Aggro deck that I was hoping for in the 1st draft:
Superior RW Aggro (Jeff - 2nd Draft)
Just completely tore my deck in half in the two (very) brief games we played. There were just a lot of ways to push through extra damage ranging from
Hero of Oxid Ridge with the Battle Cry, jumping one of his attackers over with
Elspeth, Knight-Errant, or even just a surprise Embercleave to push through lethal. Not a whole lot to discuss here, I got absolutely wrecked and was on the backfoot from the jump unable to set up before he fired off removal and burn to clear the way and close things out. Theoretically this is the exact kind of aggressive deck that should be available in any given draft pool to keep greedy manabases in check. You'd usually supplement it with something like Wastelands out of the ULD to keep decks honest. He ended up winning his 3rd match as well which gave him a cool 6-0 across both drafts with two very different decks (RW Aggro and Simic Slaw).
Bonus story: We had also had a Time Spiral Remastered draft where we went through a whole box and I had also played against Jeff. I think this was the 2nd round? We had both drafted decks that featured UGx with Suspend stuff, except he also had
Venser, Shaper Savant which was pretty damn solid in that draft environment. He pretty much ended up drafting a better version of my deck and that became abundantly clear through two games, but the real kicker was in game 2 after I thought I got off to an insane suspend start. I was imagining a huge T6 that would culminate in a massive swing where I’d be able to get him with a few big hasty boys. Instead I got got by
Mystic Confluence. A card that would have never existed in that time period due to sheer power. A time-shifted old bordered copy that somehow made it between dimensions all the way from a multiplayer set. I don't even remember what my timeshifted card was, but it definitely was not a Mystic Confluence. Anyway, I think it was two bounces and draw a card as the modes he chose to end my career. I don’t even remember the specifics of what was bounced; I was so shook by that that I had already given up any hope of winning.
Anyway, aside from the decks I’ve already posted above, here are a few other decks that I didn’t actually get a chance to play against:
Naya Coco (Leo - 2nd Draft)
Neat build, a Naya Coco list that had a similar GW core to the one from the first draft (and also features the Stoneforge package). I was only able to watch part of a game, but I did see the nasty line of
Wasteland into
Renegade Rallier into recurring the Wasteland to kill a 2nd land. Like I mentioned earlier, the GW base is pretty much the expected core of the Coco decks that are drafted in my cube with the plethora of white and green 3 drops available so it’s great to see drafters identify and be able to build out this deck in back to back drafts. I’m a really big fan of
Maul of the Skyclaves as well after seeing it in action over these two drafts. Can really shift the momentum of a match by vaulting one of your dudes over ground blockers, but having the right answers will also leave it mostly stranded with a higher re-equip cost. Super solid.
5C Titans (Reeves - 2nd Draft)
Here’s another deck that went deep with the 5C manabase. Somehow even greedier than the other one, but it looks like
Lotus Cobra,
Uro, Titan of Nature's Wrath, and the 3 mana ramp alongside the 5C pain lands are what held this together. Just an extremely midrange build that will probably out-value any grinder match, but I could see this folding to something like the RW Aggro deck I mentioned earlier if it stumbles early on. If we have one of these greedy decks in a session, with the drafter having prioritized fixing in the draft, then I think that’s a healthy enough place to be at despite my dislike of midrange piles. As much as I'd love to just see very synergistic decks come together following defined archetypes I've developed, letting drafters find their own way and have an archetype or deck that feels comfortable to slide into like 4C Midrange or generic UW Control is important as a designer. Also I need to consider that it might have just been our limited pool of 315/420 cards with 7 drafters just ended up with a nice sampling of the abundant fixing in my cube. I've definitely seen the flipside where we somehow didn't have enough fixing in the draft pool and many people just ended up with two color decks with many basics.
Third, and this might be a shocker, but it seems that Uro is just a pretty strong Magic card. I don’t think it’s anywhere near as busted or oppressive in Cube compared to Constructed with 4 copies in each deck, but even as just a super
Growth Spiral it can do a hell of a lot to help with early development in this format. I don’t think it’s exactly a power outlier relative to my cube, but it’s definitely something I’ll keep an eye on in the future. At least it’s not as dumb as
Oko, Thief of Crowns which took all of one game in our last cube draft pre-pandemic (I think it was Reeves who drafted it then as well). It took all of one game where he went T1
Birds of Paradise into a T2 Oko when I realized that I could do nothing to meaningfully interact and would probably just die to the immense value. For now though? Uro can stay as one of the main draws to UG for your final deck. It took many years for WoTC to figure out what to do for UG and while they definitely overshot it for Constructed, I think we're at a pretty good place right now for cube design as a whole.
Sultai Manly Lands (Hip - 2nd Draft)
Didn’t get to see much of this is acti0n but did hear later that
Sylvan Advocate was the truth with that little bit of text growing his two manlands in
Creeping Tar Pit and potentially
Hall of Storm Giants to huge sizes. I remember when Advocate was first printed around 5 years ago I thought it was a pretty pushed card with its stats and upside, and that was true for quite a while, but nowadays I’ve come around to it merely being a fine card within current design standards.
Now for some brief ramblings since we’re on the topic of Advocate. A lot of former boogeyman that I was hesitant to include in earlier iterations of my cube 5+ years back are much more tenable nowadays given the gradual power creep we’ve gotten and the efficient tools we have to deal with them. I think of cards like
Thrun, the Last Troll or
Elspeth Knight Errant that were way above par in 2014 Magic, but aren't really anything out of the ordinary 7 years later. A 2/3 Vigilance is still a roadblock against a super low to the ground aggro deck, but unlike in 2016, there is just so much more potential depth to the gameplay with aggressive decks that they aren’t just shit out of luck if this resolves against them. Yes, it’s more difficult to get through as it’ll kill attackers, but that just means you need to prioritize where removal is headed to maximize damage output. For a long time I was against including Advocate type statlines, but I’ve definitely come around after thinking about what it presents on a gameplay level. I think players should have to make these sort of decisions. I also think it’s good to have cards that create certains “spikes” in gameplay to keep things fresh and interesting with combat. Not so much on the level of something super swingy that presents an answer me or die conundrum which isn’t great, but something like being able to resolve a 2/3 blocker on T2 versus a well-tuned aggressive deck present a very different game than one where you’re just blitzed out from the start and can’t mount any defense. That can be equally as frustrating as being stonewalled. I think with the tools we have nowadays across various archetypes with Aggro getting very efficient early game removal ala
Portable Hole and the upsides being pushed on cards at lower CMCs, there’s just a different definition of what constitutes powerful in my environment. As such, including a ⅔ for two like Advocate or the new
Tainted Adversary are just fine for me in my current configuration. As long as I can continue to provide my drafters with the necessary tools and potential options to deal with these types of cards, I think overall they’re a healthy inclusion and only serve to enrich interactions and deckbuilding decisions within my environment as a whole. In other words, I’m an advocate for the Advocate and it’s super sweet with any manlands you’re running. 100% worth it just to see the realization dawn on your opponent's face when that
Creeping Tar Pit is actually a 5/5 unblockable that can close things out in 2 turns rather than 4.
So if you were keeping track through this report, I actually did not win a single match throughout the cube sessions but had a blast pushing nearly all matches (except RW Aggro) to G3. I’d say probably one of my worst showings, but as the designer most of the time I’m more excited to see what people can come up with with the environment I’ve laid out while I’m there experimenting and trying out cards instead. Previous decks I’ve drafted were MUCH more successful like WB Humans and UR Artifacts, but it looks like the stars didn’t quite align this time around.
I’m currently finalizing my pickups for Midnight Hunt and figuring out all the swaps/inclusions I’m going to be making. I think I might be at the point where a jump to 450 may be necessary with the number of sweet cards that I just can’t seem to find slots for within a 420 configuration. There are just way too many cool cards nowadays and I’m expecting another batch of stuff with the 2nd Innistrad set in a few months. I just know that cuts are going to be extremely tough by that point.
Oh man, I've had this report on the backburner for most of the last month as I slowly filled it out and uploaded + formatted the decklists. I can't wait until Cubecobra gets around to my request for Riptide Lab format as a deck export option, will save so much time when finishing up these recaps. Big part of the reason for this taking as long as it did to write up included being busy with work but also just dreading the process of manually formatting and linking everything for 13 different decks.
As always, thanks for reading! Hopefully there's less of a delay to my next cube draft and I can get another 6 man going before the end of this year.