Introduction and inspiration
Hello again. I have been hard at work after making my first cube from scratch
This project (Cubecobra link.) has been going on for much longer. It dates back to my days as a poor student. I came across Grillo Parlantes penny pincher cube (vol. 2) and was immediately on board with the concept. I like giving cool cards that do not quite cut it in constructed a chance to shine. I also hate the idea of these cards gathering dust in people's attics or garages. I have been known to rummage through draft chaff/free cards boxes at LGSes looking for inspiration.
The second source of inspiration was Waddells article on constructing a cube with a rearranged color-pie and constructing different constellations of wedges or shards. I really enjoyed guilds of ravnica and ravnica allegiance and wish I were around for Khans of Tarkir (I started playing when Shadows over Innistrad came out). I also came into posession of a lot of cards from the other ravnica sets and Shards of Alara with some donations from colleagues. The idea of making my own cube based on this has been kicking around for a long time until I one day sat down and decided which guilds and shards to support (and which to discard).
Layered power level - Mono > Bi- > Tri-color
My thinking is that in order to incentivize drafting the shards you have to entice drafters with powerful, flashy and fun gold cards. Mono color cards are the least powerful followed by guild cards. Most powerful are cards that require three different colors of mana. This allowed me to combine low power budget draft chaff with powerful hay-makers. Another upside with low powered cards is that it reduces the density of rules text. One example I found was in choosing between Neheb, Dreadhorde Champion and Keldon Raider. The rules text of the latter is easier to grasp while still being a warrior with 4 power that rummages (as it enters, no less). I suspect that my playgroup will include players who are not so well-versed in magic's mechanics or cube staples. I dislike the idea of an inexperienced player being passed a really powerful card like Sylvan Library only to pass it because of it's convoluted rules text.
Unique and "fun" effects
I have really taken Jasons tip of avoiding power maximization to heart. Sometimes however I find myself straying from the aforementioned thinking. I may have pet cards (Diregraf colossus was the first rare I ever drafted) that are hard to part with. More often though I have been scouring scryfall for a specific effect. I was looking for cards that could sacrifice different permanentes to tie artifacts into Jund. Magmaw was a PERFECT fit - it is an elemental with 4 power for Temur while being able to sac different types of permanents in Jund. I then remembered my old friend Greater Gargodon with its unique sac effect. The card stands out as blatantly more powerful, but it's effect is quite unique. It has been hard to come by outside of the king himself.
Overlapping synergies and archetypes
I strive to have cards be useful in multiple shards and archetypes. A few examples.:
Gutterbones: Its most basic use is a recursive black aggressive dork. It's also OK sacrifice fodder (Grave Crawler would be better). It is at the same time a perfect enabler for Faith of the Devoted with a discard outlet - damaging the opponent and allowing (though only on your turn). Deathless knight also serves this purpose.
Another example is the unassuming Chromatic Sphere (or Chromatic star, were it not for the price). It's an artifact for Esper decks. It fills your yard counts as an artifact for delirium (Abzan). It triggers prowess and draws a card for Jeskai/Izzet. And it has a sacrifice trigger for Jund (in the case of Star it can also be sacrifice fodder)
I have been pushing a heavy tribal theme. Human decks based in white is becoming a staple. Zombies is also a well supported tribe. Outside of those I find it easier to support class tribals (warrior, wizard etc.) rather than races, to use DnD terminology. Changelings and cards like Metallic Mimic and Heirloom blade is the glue that holds it all together. The interaction that lead me down the tribal path was Haakon, Stromgald scourge and Diregraf collossus referencing Knight and Zombie CARDS. Thus allowing you to with [/c] With Haakon or Diregraf Colossus on the field you can mow down their creatures one by one or making a zombie as you exile and downgrade their big threats.
I find that there is a divide between 1: decks that want creatures with spell effects for Spider Spawning, God-Pharaoh's Gift and triggering Bloodbriar or Zulaport Cutthroat.
and 2: decks that want noncreature spells that can also act as creatures. Being enamored with the archetype in retail limited and having played it a bunch I find that only spinning your wheels trying to find your buildarounds is less compelling than also putting a body on the board to protect yourself.
Abzan and jund are examples of the former while jeskai (and temur decks with Kalamax) represent the latter.
Mechanics/themes
Guilds

Orzhov: This pair has the most changelings to support either humans, zombies or warriors. It cares about artifacts and sacrificing creatures. There are also some reanimation spells

Golgari: Zombies, Warriors (for both abzan and jund), +1/+1 counters.

Gruul: Warriors and elemental tribal. Or you can combine cards from each that care about +1/+1 counters. There is also a minor theme surrounding c=flame jab]discarding lands[/c], number of lands in yard" or buying them back

Izzet.: The classic spellslinger deck. MH1 and ELD also gave the color pair new tools with a "draw 2 matters theme". I like how this interacts with looting, cycling and just plain ol' cantripping. The marquee cards are Improbable Alliance and Gavi

Azorius.: artifacts, blinking evoked elementals, perhaps?). Token creation and augmenting
Shards


Abzan - selfmill and graveyard recursion +1/+1 counters and warriors. I have been trying to support delirium as I feel it is an interesting mini-game in the draft to be cognizant of card types. It also ties in with the cantrip artifacts.


Jund - Sacrifice and discard shenanigans, +1/+1 counters and warriors/zombies

Temur - Ramp. Ferocious (> 4 power), elementals


Jeskai - Prowess/spellslinger. I prioritize cards that care about noncreature (as opposed to instants and sorceries). This gives the artifact cantrips a use outside of Esper. Draw 2/Discard/Cycling to support Gavi, Nest Warden


Esper - Artifacts matters. Creating and augmenting tokens. Enchantments is a minor theme to support Zur the enchanter.
Other decks
Shoutouts
Hello again. I have been hard at work after making my first cube from scratch
This project (Cubecobra link.) has been going on for much longer. It dates back to my days as a poor student. I came across Grillo Parlantes penny pincher cube (vol. 2) and was immediately on board with the concept. I like giving cool cards that do not quite cut it in constructed a chance to shine. I also hate the idea of these cards gathering dust in people's attics or garages. I have been known to rummage through draft chaff/free cards boxes at LGSes looking for inspiration.
The second source of inspiration was Waddells article on constructing a cube with a rearranged color-pie and constructing different constellations of wedges or shards. I really enjoyed guilds of ravnica and ravnica allegiance and wish I were around for Khans of Tarkir (I started playing when Shadows over Innistrad came out). I also came into posession of a lot of cards from the other ravnica sets and Shards of Alara with some donations from colleagues. The idea of making my own cube based on this has been kicking around for a long time until I one day sat down and decided which guilds and shards to support (and which to discard).
Layered power level - Mono > Bi- > Tri-color
My thinking is that in order to incentivize drafting the shards you have to entice drafters with powerful, flashy and fun gold cards. Mono color cards are the least powerful followed by guild cards. Most powerful are cards that require three different colors of mana. This allowed me to combine low power budget draft chaff with powerful hay-makers. Another upside with low powered cards is that it reduces the density of rules text. One example I found was in choosing between Neheb, Dreadhorde Champion and Keldon Raider. The rules text of the latter is easier to grasp while still being a warrior with 4 power that rummages (as it enters, no less). I suspect that my playgroup will include players who are not so well-versed in magic's mechanics or cube staples. I dislike the idea of an inexperienced player being passed a really powerful card like Sylvan Library only to pass it because of it's convoluted rules text.
Unique and "fun" effects
I have really taken Jasons tip of avoiding power maximization to heart. Sometimes however I find myself straying from the aforementioned thinking. I may have pet cards (Diregraf colossus was the first rare I ever drafted) that are hard to part with. More often though I have been scouring scryfall for a specific effect. I was looking for cards that could sacrifice different permanentes to tie artifacts into Jund. Magmaw was a PERFECT fit - it is an elemental with 4 power for Temur while being able to sac different types of permanents in Jund. I then remembered my old friend Greater Gargodon with its unique sac effect. The card stands out as blatantly more powerful, but it's effect is quite unique. It has been hard to come by outside of the king himself.
Overlapping synergies and archetypes
I strive to have cards be useful in multiple shards and archetypes. A few examples.:
Gutterbones: Its most basic use is a recursive black aggressive dork. It's also OK sacrifice fodder (Grave Crawler would be better). It is at the same time a perfect enabler for Faith of the Devoted with a discard outlet - damaging the opponent and allowing (though only on your turn). Deathless knight also serves this purpose.
Another example is the unassuming Chromatic Sphere (or Chromatic star, were it not for the price). It's an artifact for Esper decks. It fills your yard counts as an artifact for delirium (Abzan). It triggers prowess and draws a card for Jeskai/Izzet. And it has a sacrifice trigger for Jund (in the case of Star it can also be sacrifice fodder)
I have been pushing a heavy tribal theme. Human decks based in white is becoming a staple. Zombies is also a well supported tribe. Outside of those I find it easier to support class tribals (warrior, wizard etc.) rather than races, to use DnD terminology. Changelings and cards like Metallic Mimic and Heirloom blade is the glue that holds it all together. The interaction that lead me down the tribal path was Haakon, Stromgald scourge and Diregraf collossus referencing Knight and Zombie CARDS. Thus allowing you to with [/c] With Haakon or Diregraf Colossus on the field you can mow down their creatures one by one or making a zombie as you exile and downgrade their big threats.
I find that there is a divide between 1: decks that want creatures with spell effects for Spider Spawning, God-Pharaoh's Gift and triggering Bloodbriar or Zulaport Cutthroat.
and 2: decks that want noncreature spells that can also act as creatures. Being enamored with the archetype in retail limited and having played it a bunch I find that only spinning your wheels trying to find your buildarounds is less compelling than also putting a body on the board to protect yourself.
Abzan and jund are examples of the former while jeskai (and temur decks with Kalamax) represent the latter.
Mechanics/themes
Guilds
Shards
Other decks
- 5 color tribal decks or creature decks. I really want Unclaimed Territory and/or Ancient ziggurat either in the 450 or in a utility land draft. I am just not sure if its feasible in a cube. So far I have put in support for 5C elementals (courtesy of Jason waddell and his eldrazi domain cube). With the help of the territory, ziggurat and similar lands I envision a 5 color humans or warrrior decks coming together. Or a 5 color deck built around Hero of Precinct One triggered by cards like Rakdos Cackler, Slitherhead or Esper Stormblade. Lastly I think there might be a deck built around creatures with +1/+1 counters and proliferate.
- In order to contest Espers monopoly on artifacts I want to support a true affinity style artifact deck that merely splashes key spells. So far it's mostly based in white with Toolcraft exemplar and All that glitters. I was thinking of including cards like Galvanic Blast and Carapace Forger, but I fear that this will wrongfully signal support for artifacts in those colors.
- Cards with multiple hybrid symbols enabling mono color devotion decks. (this might come back). Stillmoon Cavalier (and to some extent Deathless Knight) is a remnant of this thinking.
- Changelings imitating dragons and powering up Draconic Roar and Silumgar's Scorn. This would include Sarkhan, Fireblood to allow casting Niv-Mizzet Reborn. I would then also be more inclined to include more powerful dragons
- While looking for playable changelings I came across Cairn Wanderer. I like how it feeds off cycling creatures. The real combo however is with Chromanticore. If I try and make this a reality I guess I should include other key-word soups for the ramp/reanimator decks.
- I tried and include Verdant Eidolon (Jeskai Ascendancy tech), but it seemed like it would rarely or never be cast, just discarded. It doesn't have the same loop-potential as Deathless Knight with Faith of the Devoted. Thet definitely occupy the same limited space in the cube for such effects.
- White zombies to make Varina tick.
- Cards that only care about cycling. I found that this deck did not mesh well with jeskai's "cast noncreature spells" package and thus I had to let it go.
- "Aggro discard matters" - headlined by Flameblade Adept trying to emulate Hollow one decks in modern https://mtgdecks.net/Modern/hollow-one-decklist-by-breal2-940515. I have a lot of cards in the cube that can trigger the adept. I was even prepared to make bloodrush one of gruul's signature mehanic in the set. The problem is that outside of Grisly Survivor and Cunning survivor I can't seem to find other aggressive cards that care about cards being discarded. Does anybody have a good idea for a custom card?
- Do I need more morphs to make cards like Den Protector and hidden dragonslayer more of a surprise? I replaced Den protector with Jadelight Ranger for the time being. This still leaves Rattleclaw mystic.
- Striking the right power level while also not making mono colored cards to bland. See the discussion above about Keldon Raider versus Neheb and unique effects on powerful cards.
- Balancing the shards - you can see that I try and tag each cards with the shardthat I feel it most represents. Some cards are just "perfect fits" for my environment like Magmaw as it hits on many themes at the same time. Magmaw is an elemental with 4 power that can sacrifice many different permanents (for Jund).
- Finding other good alternatives for Jeskai. I like Mantis Rider for its tribe, but Lightning Angel seems better for most other decks. Warden of the Eye seems a little lackluster.
- Many of the decks I like to theorize and support skew aggressive. I fear that nearly every color pair or shard lends itself to agression, but that control will suffer from lack of good answers. Should I tone down some of the aggressive esper drops and rather facilitate a more midrange-y or controlling decks in this shard? Thoughts?
Shoutouts
Jason Waddell for much of the theoretical footwork as well as his eldrazi domain for the jund section and elemental support.
Grillo Parlante - penny pincher cube. (Transmute <3 and discard abound)
Onderzebot and his tinkering with Khans of Alara, Wheel of change etc.
Chris Taylor for his custom cards.
My girlfriend for putting up with me spending more time scrolling through scryfall than with her :'(
Grillo Parlante - penny pincher cube. (Transmute <3 and discard abound)
Onderzebot and his tinkering with Khans of Alara, Wheel of change etc.
Chris Taylor for his custom cards.
My girlfriend for putting up with me spending more time scrolling through scryfall than with her :'(