Revised Edition :: Scrubland :: Cubes
Nostalgic Vintage Cube (360)
As an old school player from '94, this cube pulls on nostalgic heart strings while keeping pace with new Magic: The Gathering releases. Balanced draft archetypes combined with old favorites like Serra Angel and Royal Assassin make for a fun draft environment! Dual & Fetch Lands! // Inventions! // Invocations! // SDCC Walkers! Non-powered // Singleton Description of archetypes: - Junk Reanimator: Reanimator is a super fun cheat-into-play strategy. This archetype requires three key pi...
Control Cube (286)
A non-green cube designed to emulate control mirrors/various shades of control decks.
The Hypercube (534)
A semi-powered combo-riffic cube spanning pretty much every one of the 25 years of Magic.
Jacob's 750 Powered Cube (751)
An extra large cube focused on giving a variety of fun, powerful play experiences.
The Apex Cube (356)
The penultimate Magic: the Gathering cube drafting experience. A 360-card unpowered cube that can play like a Vintage constructed tournament or a Core Set draft. You can find the same cube over on CubeTutor as well: http://www.cubetutor.com/cubeblog/117519
Treachery Commander Cube (600)
Treachery is a custom political format where players are assigned teams and roles with specific goals to win the game, as opposed to a regular free-for-all. Treachery games are played with five players, separated into three teams: • The Leader's Team, comprised of one leader and one Guardian. Their goal as a team is to eliminate all other players. • The Assassin Team, which has two Assassin players. They win the game if they manage to eliminate the Leader player. • The last player is the T...
The Hexahedron (510)
My version of the most powerful cube possible. Created in partnership with my friend Jeremy.
Fun, versatile, and sometimes broken cube. Our playgroup indulges in multiplayer games occasionally which explains some odd choices. Always looking for input on how to improve, always adding, editing, and testing new cards.
Power Cube (565)
Powered Cube, focusing on powerful combos and synergies throughout Magic's history.
Cube of the Magi (360)
This is my combo cube. It focuses on engines, synergies, and emergent possibility rather than only A+B combos and pigeon-holed archetypes. 360 cards, minimal interactivity, and considering 5 Lore Seeker for 4-player drafts. Feedback welcome!
Multiplayer free-for-all (468)
This cube is designed to be played as a group game with an emphasis on politics. Cards tend to be higher cost, anticipate a slower game, and there is a preference for cards that take advantage of there being multiple players. The game is played with the monarch rule. I have been working on weeding out cards that slow the game down and encouraging aggressive/interactive play.
Marjhan's Cube (614)
A glimpse of Magic's history, with at least one card from each set. Variations of the aesthetics of card visuals is important to me. (with old border being preferred) Everything singleton, down to lands and tokens. (a few tokens still do not have multiple art options)
Jugend Cube (540)
An archetype-balanced cube with an emphasis on powerful synergies and player interaction.
The CCC (548)
Welcome to my Commander cube (I know, how original) This cube is designed to support pods of 4 and pods of 8. In pods of 4 each player gets 7 packs of 9 cards with an additional commander seeded into each pack. In pods of 8 each player starts with 4 packs of 15 with two additional commanders seeded into each pack.