Had some friends visiting town over the weekend for the first time in long while and we were able to fire off an 8-man pod. I was pretty busy through much of 2022 with other projects and commitments so cubing went by the wayside as mostly a theoretical exercise, but nothing beats actually being able to play with the cards in person. Lots of interesting decks were drafted this time around and I finally got to see the many swaps from the last year in action. All but one player had played a previous iteration of my cube in the past, but for a few of them it had been years since their last session (with many iterations in between) so it was more or less a brand new cube experience.
This gave me a unique opportunity to see how experienced Magic players navigated the signals and archetypal signposts that I've been working on for the last few years (everyone who drafted has been playing the game on and off for much of the last decade). It also let me follow up and see if unfamiliar drafters felt like they were missing anything as they went into the archetypes they were able to identify. Lots of gameplay with cool decks and individual cards to analyze, let's jump right into it.
As we shuffled up and prepared packs, I gave everyone a brief refresher of the various draft enhancements and the ULD that would follow while reminding them of what the various stickers on cards meant in my cube. This process was made easier because earlier in the day I had finally gotten around to printing out this handy legend that a friend of mine put together a year ago along with my updated Duplicate Voucher:
I ended up drafting a classic U/B Reanimator deck:
U/B Reanimator [Shamim]
Usually I'm the one who ends going into an aggressive deck or trying to showcase a new archetype or feature of the cube when I see it open, but I decided to keep it simple this time with a basic UB Reanimator shell. I didn't have an incredible P1P1 as I somehow ended up with a pack that featured like 8 green cards but nothing that really stuck out so I kept open with a
Watery Grave. A few packs came around and I picked up a handful of different cards probing into different colors that ended up being outside my final build, but it wasn't until midway through that I saw reanimation support come my way with
Exhume and a big body that I had passed earlier. Over the next couple of picks I was able to supplement with some on-color fetches, a
Damnation, and wheeled back a
Noxious Gearhulk that left me firmly in the archetype. In almost every draft if I see an early wrath come my way I'm usually going to lean towards a grindier build so when I saw a
Languish not long afterwards I went all in. Picking up additional big targets in
Sheoldred, Whispering One and
Phyrexian Fleshgorger (I love this one's design for multiple archetypes), enablers like
Thirst for Knowledge and
Stitcher's Supplier, and wheeling
Dread Return all gave me a great base to work off.
Strangely I didn't actually see a ton of blue come my way (which will make sense later), so I was leaning mostly black. I didn't have too many great sideboard cards, but I did pick up a copy of
Thassa's Oracle to serve a potential secondary win-con for certain matches where I might not be able to pull off the reanimator plan effectively. What I was really hoping for during the draft to get some more consistency was
Mesmeric Orb, but it never came my way and was snapped up on the other side of the table.
In the first round I went up against classic Mono-Red Aggro:
Mono-Red Aggro [Michelle]
When she began with a T1
Monastery Swiftspear on the play all I was hoping for was to get to 4 mana so that I could get to the
Damnation in my hand and then find an opening to pitch and reanimate a big body. She got going with a few one drops, but got stuck on 2 lands early which gave me the time to stabilize with a board wipe and then pitch + reanimate a
Noxious Gearhulk to close out the game shortly thereafter. The second game was unfortunately more of the same with Michelle running into mana issues and not drawing a 3rd lane till later in the game which gave me the time to draw into some more action with a
Baleful Strix, dig deep and then pitch some fatties with
Thirst for Knowledge, and then finally bring back a
Sheoldred, Whispering One with
Dread Return to then lock the game up with extra value. She did get me all the way down to around 7 life and a swing would have put me at 2, but lucky for me she didn't have the burn necessary for the final points of damage.
If the red deck had been able to curve out as expected it's very likely that the result might have been flipped as my deck didn't have many ways to keep the board in check barring a timely wrath. After looking over the unopened packs with the 60 cards that didn't make the final 360 pool, it seems that's where the burn ala
Lightning Bolt and
Char ended up.
When the 2nd round came up, I went up against a classic in cube in Black-White Humans:
BW Humans [David]
Initially this felt like a good match-up if I could contain the board early with spot removal for relevant threats and then branch into either
Damnation or
Languish to clean up. I had the
Damnation in my opening hand and probably would have gone according to plan in Game 1 if I had ever seen a 2nd black source, but instead he was able to develop his board and stick a
Thalia, Guardian of Thraben that bought him the crucial extra turn before I could snipe a relevant threat. I did manage to draw into a Swamp at one point for a 2nd black source, but this was the turn after a
Dark Confidant flip netted him a
Wasteland which he then promptly used to take out my early
Watery Grave and effectively limited me to just blue cards.
The 2nd game was a little different, felt like I had a little more game, but ultimately he stuck a
Mother of Runes that let him protect a Thalia and other creatures which rendered my spot removal highly ineffective while my chump blockers couldn't buy me enough time to branch into a big play. I somehow got stuck on black sources again with a
Phyrexian Fleshgorger stuck in my hand, and by the time I drew my
Polluted Delta I had already fallen to 3 life from having to tank a few hits after a
Champion of the Parish and co. kept growing due to a
Siege Veteran and his board was too wide for me to come back from.
I was glad to see that someone who had not drafted this cube in years was able to identify the archetype and utilize the voucher system effectively. Vertical growth in W/x Aggro is such an important axis to design around because it's the one thing that allows it to differentiate itself from superior options in Red and now Black which has avenues for additional reach via burn and life drain. The additions of
Luminarch Aspirant and
Siege Veteran in recent years have really taken it to another level where they represent a walker-lite advantage engine for aggressive decks.
Maul of the Skyclaves is also great in being able to get in that one crucial hit via evasion that could drop someone from a healthy 10 to a worrisome 5 life out of nowhere. These also reinforce my take that
Champion of the Parish should be a 1 drop aggressive staple for the majority of traditional cubes with how easy it is to establish a humans subtheme with only a handful of swaps and design choices. Seriously, it just needs to get to a 3/3 to be better than almost every other aggressive one-drop you can think of.
Ajani Goldmane was a classic curve-topper a decade ago for W/x Aggro, but both of the creatures mentioned above are far more useful by contributing earlier to the damage output while having the crucial human subtype for relevant synergies. Maximization of the early game is the most important thing for aggressive decks to accomplish and vertical growth gives it so much additional game without have to rely upon brute force curve-toppers.
All that said, this was a pretty quick round with me getting unceremoniously stomped, so until my next match-up was ready to go I played a few games with another friend who drafted a B/R Aggro deck with a dash of Aristocrats and Stax action:
Rakdos Sacggro [Henry]
A lot of different possible lines in this deck ranging from going with the typical aggressive gameplan of cheap bodies and going wide, some additional reach via
Vraan, Executioner Thane and
Judith, the Scourge Diva, and some fallback options with
Tangle Wire and
Smokestack for stax action. There is potential for vertical growth (albeit with more steps) through
Carrion Feeder and
Champion of the Perished interactions with
Gravecrawler and the tokens from
Jadar, Ghoulcaller of Nephalia, a whole recursive creature suite in the 2 drop slot, and Rabblemasters at the 3 to keep the bodies coming and making the opponent make some touch decisions with how to reploy removal. The rest of us were pretty lucky that a duplicate voucher didn't come around his way because it would have been even more absurd with a 2nd
Gravecrawler and luckily someone else sniped the
Midnight Reaper in the draft to prevent the card draw engine. I would be interesting in seeing how far a full Aristocrats build might be able to go in the future so I'll definitely need to keep something like
Morbid Opportunist in mind as a potential add.
In my final round I played against a 4C Green deck that seemed to revolve around a base of
Wrenn and Six and
Felidar Retreat.
4C Green [Peicong]
This is a deck looks to be a base Naya build with centerpieces in
Wrenn and Six to fix colors and
Felidar Retreat to turn land drops into resources to outvalue the opponent. There are a lot of neat little synergies between the modern-lite utility land package via
Sokenzan, Crucible of Defiance and
Tranquil Thicket for generating W6 value, Kavu to rummage through the deck while also growing cards like
Knight of the Reliquary, and some good old classic ramp via dorks and
Garruk Wildspeaker into a Prime Time. The one Island looks to be just to enable a full Domain 5/5
Territorial Kavu every now and then.
We split the first two games but then he got the best of me in G3 when I fired off a
Damnation a turn too early as we were both slow to develop our boards but then he followed up with more action that I could answer by playing out a
Deep Forest Hermit and growing his wide board from
Felidar Retreat triggers off fetches. It was too much damage over too many bodies and I just couldn't answer them effectively before he sniped me with a
Red Sun's Zenith for the win. Another unfortunate thing that wound up happening was that I had churned through a good portion of my deck, nearly got to my final 2-3 cards, but it turns out I had sided out the
Thassa's Oracle I was previously mainboarding for a bit. I think there was a series of plays ala
Sticher's Supplier and
Master of Death recursion that might have been able to pull it off, but that SB decision backfired.
After our games he let me know of a sweet play he had done in the last round where he sideboarded into his copies of
Wildfire and
Burning of Xinye for a match and had managed to fire them both off, completely taking his opponent off lands, while retaining a Golos on his side of the field. Just brutal.
After wrapping up my final round I had enough time to check out the final game in the 2-0 bracket which was between the BW Humans deck from earlier and this ridiculous UW Control deck:
Classic UW Control [Ryan]
So this is where the cantrips ended up! I was looking for a few later in the draft to help smooth out some of my draws as filler, but they clearly ended up on the other side of the table with this classic UW Control shell. Three creatures, two manlands, and a whole suite of removal and counterspells. Not sure what else I can say about this as it just looks to be a disgustingly efficient version of this archetype. It was pushed to its limits with the BW Humans deck splitting the 1st two games, but by the time I tuned in the UW deck had already had 8 lands out and seems like it had managed the board effectively with a number of spot removal spells and a wrath in the graveyard. It's always nice to have tight lists like this crop up in my environment as a reminder that while 4c+ is a viable option for those looking to be extra greedy, the tighter builds for 2C archetypes usually tend to win out based off the 3-0 lists I've compiled over the years.
Finally, to close out the night I played a few games for fun against this unique 60 card Birthing Pod deck that featured Yorion as a companion:
5C Yorion [Michael]
This one was a little funny as the drafter went in pretty deep with an early
Yorion, Sky Nomad and somehow managed to put together this functional build. It's more a mash-up of Pod with some neat lines as well as value-driven ETB cards to rebuy cards and push some advantages. The cross section that arose with something like
Thassa, Deep-Dwelling being a poddable
Conjurer's Closet represented a number of interesting lines via resetting
Kitchen Finks, drawing cards through the
Zegana, Utopian Speaker, or just giving big beaters like Tasigur pseudo-vigilance. In our games he wasn't able to stick an early pod, but going to the blink plan was good enough to grind for a bit as we split the 1st two games. The final match was going in my favor and I had managed to stabilize + rebuy a Noxious Gearhulk that might have been able to close it out, but a Zealous Conscripts off the top let him flip the tables and get the win.
Yorion wasn't a thing during our matches, but there was one memorable sequence as I watched an earlier match. There was an active
Corpse Knight on the field as well as a flipped
Fable of the Mirror-Breaker. The game had ground to a stall, but he had a few other bodies on the field and had gotten to 8+ lands which gave him the ability to end step make a copy of the Knight, untap and make another copy of the Knight, and then put Yorion in hand + deploy it to blink other creatures to get a massive drain for 12+ and close it out. Really sweet interaction and Fable continues to be one of the most fun cards to play with from recent sets.
And the final deck that I didn't get to highlight here due to not playing against it is this GW Artifacts deck built around
Urza's Saga:
GW Artifact Saga [Will]
I'm going to hold off on on any analysis for this deck list because I'd like to dive deeper in a follow-up post later this week when I have more time. I've never considered the possibility of a GW artifact centric deck, but seeing someone P1P1 the Saga and then try to build one makes me wonder if a few swaps here and there is all it would take to make it a fully viable archetype. Most of my support is based in lands or +1/+1 counters oriented midrange decks, but this piqued my interest as a archetype subtheme and made me want to revisit a few cards from recent sets that didn't get there previously.
But for now, let's move onto some individual cards I wanted to highlight from these games:
Powerhouse piece of removal. I'm a big fan of edicts to keep the removal suite varied and this is the best variant we've ever gotten. Being able to snipe specific card types just adds a whole other level of play to this. I was able to use it throughout the day to snipe a Deep Forest Hermit off a board with squirrels, a Karnstruct token that might have grown out of control, and a walker that was otherwise safe behind blockers.
Figure of Destiny and
Warden of the First Tree have always put in work for me and the Sleeper is the latest version tailor-made for B/x Aggro decks. The two biggest issues you run into with aggressive decks, as I've mentioned many times in the past, is the brick wall you run into once the opponent stabilizes. Mitigation of this through alternative avenues to victory either via burn or drain is the most viable solution, but we've gotten two options in the last half year in Sleeper and
Recruitment Officer that allow aggro to channel that excess mana into cards. Threats that can continue to apply pressure and serve as a mana sink without further commitment to the board are essential for these archetypes.
I ran out to buy a copy of one of these from another store before my draft and I'm glad I did because I think it was a very solid card to see in action. I'm still not a fan of ability counters, but this one was self-contained enough that I can just think of it like I do other Figure style cards and appreciate the gameplay it provides.
I was impressed by this card when I played in my Brother's War Prerelease pool due to the recursive ability at 6 mana which gave me a lot of extra options in the late game, but this feels like it's got even greater potential in my cube. The zombie synergies are relevant for
Gravecrawler and
Cryptbreaker, the abundant fixing + ULD gives a higher probability of turning that recursion on for a mere
, and it's a perfectly serviceable 3/1 for 2 on its own. Being able to use it as sac fodder for triggers and then recur in the late game of grindier matches with a +1/+1 counter is just gravy. This is a very dense card and exactly the kind of addition I love for cube.
Simplicity in card design is something I've come to appreciate more in recent years with where Magic design has been headed. Seems like there are whole cards with paragraphs to parse through nowadays with weird fringe interactions and abilities that thrive in Limited but are tedious to track elsewhere. No such issues with the Devastator. It's equal parts modal hasty threat for R/x Aggro decks, a curve-topper in a ramp build, and just very efficient at getting the job done. Sometimes all you need is a
Lava Axe to close out the game and having the ability to play this effectively at all points of the game will give this staying power in my cube for a long time. Just a great clean design that does exactly what you would expect.
This final batch is just filled with cards that I like including in my cube with the hopes that they will reach the drafter in a particular archetype.
Lay Down Arms isn't premier removal on the level of Path or Swords, but it can be just as effective in W/x decks featuring a lot of plains and is very helpful for Aggro in clearing blockers at such a low CMC. Same for
Cut Down which isn't universal removal but can be crucial in killing creatures early in the game to buy time or clear the way. I especially like the counterplay that arises against +1/+1 counters where the right call might be to just fire it off at sorcery speed.
Exquisite Firecraft and
Radiant Flames are older cards getting another run, but it's nice to have cards that reward certain drafters for sticking to their gameplans. 4 damage to the face can be a lot when it comes to closing out the game and firing off a Flames with 3 colors is often times good enough to stabilize against aggressive decks even with the tempo hit of fetching tapped lands to fix the mana base. Little decision points make all the difference when it comes to a varied removal suite and lead to better gameplay from what I've seen the last decade.
And that's a wrap! I'm about to begin a small project of marking tokens + their producers with some stickers for easy reference which should give me a good opportunity to snap some pictures and recap some of the pick-ups I've made over the last year to bring my cube even closer towards completion (as promised last year). I hope to have a deeper dive into some ideas I've got for that GW Artifacts build later this week (with changes already made on Cobra). I've gone back and touched up the overview for my cube on Cobra so give it a look sometime and maybe a draft once Cobra gets their bots fixed up. Once I wrap up a few projects that are currently in the works by the summer time my goal is to re-establish cube drafts every 6-8 weeks so stay tuned for more of these reports later this year (hopefully!).
Thanks for reading!