Introducing The Mox Cube: a combo-centric environment intended to serve as a deck-building puzzle for the players. I've been putting this cube through regular play-testing with my group for around three/four months, and I think it's finally reached a point where I feel happy sharing. Besides, I've been using this website for close to four years now, so I thought it'd be good to make an account and try to contribute something back.
Cube Tutor Link: http://www.cubetutor.com/viewcube/97600
In a normal cube blog this is where I would give the breakdown of color combinations by archetype. In this cube, the archetypes are more like very broad links in a chain to be assembled, so color combinations aren't an especially useful abstraction. I'll give a rough sketch along with some structural notes in the section labeled "Structure" below, but the Mox Cube really all comes down to assembling engines. If you want to see a sampling of specific cards we found to be good or exciting based on our play-testing, then skip down to the following section and maybe that can give a general flavor. Frankly, the only real way to convey the flavor of any cube is decklists - but I haven't been recording decklists. Next time we sit down to draft, I'll make sure to save a few and update this thread!
Structure:
1) The format. The Mox Cube, is first and foremost a combo cube. The drafting process usually involves constructing an engine out of overlapping themes to produce an overwhelming amount of mana, card advantage, damage, or board presence - often all in one turn. Aggro, midrange, and control also exist, but it is not competitive to build an aggro deck by picking efficiently-costed creatures on curve, or to build a control deck by choosing the best removal, counterspells, and card draw. Over half of decks, including many aggressive creature decks, can win without resorting to the combat step, and control decks must tax and deny the opponent's ability to "go-off". Very often decks are organized around powerful artifacts and enchantments.
However, this is not a combo cube in the sense that there's a huge collection of two-card infinite combos. And many popular powered cube win conditions (e.g. Emrakul, the Aeons Torn) have been left out. I really wanted to center "deck-building as puzzle" in a way that would reward creative thinking, rather than just playing super broken magic for its own sake.
2) The moxen. The namesake for the cube are the ten moxen - two of each original mox. They have become so iconic with my players that a recent suggestion to test swapping them for the signets was greeted with intense scorn, and fighting over the moxen has become an almost ritualistic part of the drafting experience. Most games start with a turn one mox from one or both players (note we usually draft with 4-6 people), and the extra mana combined with the nature of the decks produces a fairly unusual play experience.
3) Card evaluation. Card evaluation has been extremely difficult, because the Mox Cube does not play like a typical limited environment. Many cards that I would normally consider busted (Recurring Nightmare) turn out to be quite fair, and cards that don't come to mind as powered-cube all-stars (Ogre Battledriver) consistently over-perform. Duress might be the single most sought-out disruptive spell in the environment - not something I realized until I saw players jamming two in the maindeck. Given the fast mana, the raw resources decks can develop, and the de-emphasis of traditional creature-combat win conditions, this makes sense but nonetheless presents a challenge. I've certainly made a lot of cube-construction errors, and I've had to lean almost exclusively on empirical evidence - I'm sure the cube will continue to evolve substantially in the next few months.
A corollary to card evaluation: I've found this format to be very challenging to play. Due to the high volume of tutor effects, and the general goal of building up a critical mass of resources before going-off, players need to be thinking about their entire library on most turns. While the format is fast (it's been normal to win on turn five and six), I've found the total playtime of games to be longer than my typical cube games due to players tanking.
4) A Few Features and Principles. Here are a handful of features and design principles I've tried more-or-less to stick to:
- not a lot of super-efficient or bomb-y creatures
- relatively weak removal suites, and no four mana wraths
- emphasis on artifacts and enchantments
- a variety of alternative win-conditions
- many decks that win with damage should be able to do so outside of combat
- strong representation of consistency and tutor effects
- two of each fetch has been absolutely critical
Finally, the archetypes. Again, this is a rough sketch because it's very difficult to delimit many of these archetypes. They blend and overlap, and different overlappings can lead to vastly different decks. It would be much more sensible to organize the cube into engines and their support, but I think giving a broad color-based breakdown is still potentially insightful:
Big Mana - UGRB. Sample cards: heartbeat, mul-daya, turnabout.
Mana Cheat - RUG. Sample cards: sneak, dream halls, tinker.
Big Spells - RGB. Sample cards: vial smasher, terastodon, villanous wealth.
Reanimator - BGR. Sample cards: golgari grave-troll, entomb, living death.
Discard - UBR. Sample cards: waste not, wheels, rise from the tides.
Storm - URGB. Sample cards: time spiral, rituals, mind's desire, bargain.
Mill - UB. Sample cards: psychic corrosion, codex shredder, grinding station.
Prison - UW. Sample cards: stasis, hokori, lantern.
Taxes - WG. Sample cards: sphere, thalia, spirit of the labyrinth.
Lands - GBWR. Sample cards: crucible, titania, global ruin, worm harvest.
Tokens - WRGU. Sample cards: anointed procession, sprout swarm, young pyro.
Sacrifice - BWRG. Sample cards: second sunrise, birthing pod, blood artist.
Tap/Untap - URG. Sample cards: intruder alarm, earthcraft, fatestitcher.
Elves - GU. Sample cards: beck, wellwisher, lys alana.
Artifacts - URBW. Sample cards: krark-clan, maroinette master, mycosynth lattice.
Spells Matter - URB. Sample cards: guttersnipe, baral, pyromancer's goggles.
Lifegain - WBG. Sample cards: archangel of thune, cliffhaven vampire, soul warden).
Mana Cheat - RUG. Sample cards: sneak, dream halls, tinker.
Big Spells - RGB. Sample cards: vial smasher, terastodon, villanous wealth.
Reanimator - BGR. Sample cards: golgari grave-troll, entomb, living death.
Discard - UBR. Sample cards: waste not, wheels, rise from the tides.
Storm - URGB. Sample cards: time spiral, rituals, mind's desire, bargain.
Mill - UB. Sample cards: psychic corrosion, codex shredder, grinding station.
Prison - UW. Sample cards: stasis, hokori, lantern.
Taxes - WG. Sample cards: sphere, thalia, spirit of the labyrinth.
Lands - GBWR. Sample cards: crucible, titania, global ruin, worm harvest.
Tokens - WRGU. Sample cards: anointed procession, sprout swarm, young pyro.
Sacrifice - BWRG. Sample cards: second sunrise, birthing pod, blood artist.
Tap/Untap - URG. Sample cards: intruder alarm, earthcraft, fatestitcher.
Elves - GU. Sample cards: beck, wellwisher, lys alana.
Artifacts - URBW. Sample cards: krark-clan, maroinette master, mycosynth lattice.
Spells Matter - URB. Sample cards: guttersnipe, baral, pyromancer's goggles.
Lifegain - WBG. Sample cards: archangel of thune, cliffhaven vampire, soul warden).
Very Powerful First Picks:
If You Pass You Won't Wheel:
Cards That We Cut For Being Too Good:
A Selection of Various Player-Favorites:
Closing Remarks:
So far, the Mox Cube has been an absolute blast to draft and play. I plan on getting many many more cube nights done in the following months, and I'll update this thread with decklists when I actually remember to record them, and with card updates as they inevitably come up. I'd be happy to answer any questions - reading the back-and-forth conversations has always been the most useful part of riptide for me and I would love to take part in that! Any comments and criticism also welcome. Thanks!
Follow-Up Topics:
I'm considering doing follow-up posts covering the following topics in the Mox Cube in greater detail (if anyone is interested).
- Regarding Spheres, Stasis, and Duress
- All About Zuran Orb