Morningtide :: Bitterblossom :: Cubes
RJ's Cube (360)
This is a 360 competitive unpowered cube. It is singleton with the exception of double fetchlands, which was one of the key features of the cube while I was designing it. I try to avoid running non-interactive cards and combo pieces since I believe they produce gameplay that is not fun. I want to force players to think real hard about their choices while drafting, The only archetype that can cheat creatures into play is reanimator.
Tristan's Cube (374)
Built simply for fun, with a focus on drafting. It works for Sealed as well, but many of the Conspiracy cards lose much/all of their value. This cube is balanced mainly around two-color combinations. It includes silver bordered cards from Unglued and Unhinged, but only in moderation.
Troll's Cube (720)
Enjoy drafting it and i hope that i can have your feedback when you draft it :)
Martin's 360 cube (360)
This cube is a 360 card pool focused on combo / synergy based theme. The cube supports multiple strategies and I put a emphasis on all them being viable. All the colors support different types of archetypes but some archetypes are more easy accessible with a specific color. White: White supports mainly aggro and control. The white weenie strategy revolves around getting quickly on board and getting your opponent of balance while you beat in with your beaters. Notable cards for this a...
Aeropaws''s Cube (420)
One snazzy cube, focusing on a collection of cards from my collection spanning several years. While the cube is still powerful, it's best enjoyed over a few beers and around close friends. The cube is taylored for a mono or two color experience. Themes: WB: Control GW: Rush RW: Tokens BR: Instant/Sorceries BG: Reanimation BW: Control/Midrange RB: Aggro GR: Stompy GB: Counters/Control UB: Midrange
Commander Cube (900)
This commander cube list is intended to be drafted as 5 packs of 15 for 8 to 12 participants, with each player building a 79 card deck with 1 commander. Color identity restrictions still apply. Prior to drafting this list, the commanders are drafted in one pack of 4 to 5 cards from a pool of commanders found here: http://www.cubetutor.com/cubeblog/50078 House Rules: 1. Arcane Savant can't be a 1 card infinite. 2. Any nonbasic land can produce colorless. 3. Partners can partner w...
Creatureless Cube (360)
This small (360 card) cube has no cards with the type 'Creature' (on their front face, at least). Otherwise, it's pretty cubey, with familiar archetypes like Burn, White Weenie, Mill Control, WG Enchantments and plenty of others to find. Planeswalkers are kind of nuts, but Enchantments aren't too shabby either, and Blue has the best creature removal. Make of that what you will. The sideboard listed here represents 'The Blind Eternities', and is there expressly to make 'Coax from the Bli...
Multicolor Cube (518)
The idea of this cube is to make multicolored decks possible. Usually 3 colors are a given, giving players the choice between more cards, and widening the field of choice during the draft. However, this design requires more mana fixing. Since decks are built from 40 cards, but you draft 45, land picks are a welcome opportunity to improve the mana base. 6 dual-colored lands per combination and some additional ones provide enough flexibility to play any choice of color-combination. This cube h...
Ken's Cube (600)
This is my cube. Unpowered but with powerful cards. Goals: - TBW Restrictions: - Very limited land destruction - No extreme-power lands (result of above) - More TBW Tags: - Watch: See if people play this card; candidate for removal - Out: This card is being removed during next cube update - Check: See if this card is physically in the cube during next cube update...
del lin 2016 (400)
A small (400-card) interesting cube. Recurring mechanics are limited to landfall, level up, flashback, convoke, and Conspiracy constructs; other non-evergreen keywords are avoided where possible. Strategies for two, three, and four+ colors are supported.
This cube is built for EDH cube Draft. I recommend using 7 packs of 15 cards when drafting. After drafting, the rules are the same as for regular commander : - 100 cards - Color identity - Command zone and commander tax - Vancouver mulligan Exceptions : - Banned cards present in the cube can be played You will need 2-3 hours to complete the drafting and the game, depending on the speed and experience of the players.
The Lunch Box (465)
Behold... The Lunch Box! A disgusting collection of terrible cards that you don't want to play!
Khrone Power Cube (450)
This is my powered cube, trying to pimp it slowly. Suggestions on archetypes will be welcome
A cube that started out as a modern cube and is slowly being powered up into a legacy cube.
JIMMYD's CUBE!!!! (458)
Jimmyd's answer to why he likes to cube can be summed up in 5 words: Upheaval, Tinker, Oath, Sneak and Armageddon. This cube is designed to offer players a variety of archetypes, synergies and lots of fun iconic magic cards with a slightly softened environment to allow these to be explored. Certain linear, powerful or stifling cards have been removed such as Jitte, Brimaz, Thalia Heretic Cathar and Wurmcoil to promote players going deep into unique decks.
HL DUEL CUBE (720)
DUEL CUBE! This is my Duel cube! A great cube to play. No bans, no strings! 1. Unpowered cube (but high power level) 2. 720 card cube designed to be drafted up to 16 players (2 tables of 8 players) for CUBE TOURNAMENT! 3. Many of the most powerful archetypes for deck building. 4. Competitive, fun but above all balanced! Be sure to try it out! Cheers!
Legacy Cube (360)
Archetypes: * U/x Control * Sneak and Show * Tinker * Mono W/B/R aggro * Stax * Burn * Reanimator * Ramp/Fatties * Upheaval * G/x Midrange
Vyre's Cube (361)
I curate my cube looking at some of the more popular 360-540 lists. Many thanks to wtwlf123, Krazedkarl, hardb0dy, TomTom, Ben, and everyone in the cube community!
Tiny Leaders (485)
Tags: Tiny Leaders
This is a tiny leaders cube. All cards in this cube are converted mana cost of three or less, and x spells. The leaders are drafted first, each player gets 6 leaders and uses one. If any of the other five leaders a player drafts share colors with the chosen leader they can be used in the final deck. The leaders and are listed on the sideboard, so try to draft a deck around a leader.