Cube Maxim
I aim to create the most fun, exciting, powerful and balanced custom limited environment
that I can for my playgroup within the confines of a Vintage legal and Singleton legal frame.
that I can for my playgroup within the confines of a Vintage legal and Singleton legal frame.
Basic Info
Cube Size: 450 Cards
Breakdown: 55 Each Color, 105 Guild/Multicolor, 70 Colorless
Standard or Theme Cube: Standard
Average Draft: 3-6 players
Cube CMC: 2.762
Design Restrictions
Powered?: Yes
Vintage Legal?: Yes
Singleton Legal?: Yes
The only cards I ban from the cube are cards that aren't Vintage legal (Ante cards, Dexterity cards, Un- Cards, Conspiracies & Holiday Promos, etc), cards that can't function within all game types (like draft manipulators that are blanks in Sealed Deck, or cards that would require a commander to function, etc) and cards thar reference "outside of the game" as a zone (Wishes, Companions, etc).
Color Balance?: Yes
Guild Balance?: Yes
Mana Support?: No
Mana Support?: No
Other Info
Here's a link to the cube on CubeCobra if you want to mock draft it:
https://cubecobra.com/cube/list/wtwlf123
I wrote a cube article about the fundamental cube design questions, and how I decided to build my cube to cater to my playgroup. The article was designed to help those folks that are still in the incipient phase of cube building, and may need some pointers on how to balance the cube for smoother drafts and gameplay. But hopefully even the veteran cube managers can find at least some useful information on how to streamline the cube and better enable aggressive archetypes. Here's a link:
"Cube Design Philosophy"
I also wrote an article that deals with managing your manabase when cubing, and the impact those mana demands have on drafting, deck-building and constructing the cube. Here's a link to that one:
"Mana Short: A study in limited resource management."
Feel free to post comments on the article page or here in this thread with any questions or comments!
Additionally, I've written some Set Reviews in the form of top 20 countdowns based on set previews. Note, these are written as set previews, not necessarily set reviews, but here's the links to them anyways:
My Review #01 - Discusses my top 20 Cube cards from AVR!
My Review #02 - Discusses my top 20 Cube cards from M13!
My Review #03 - Discusses my top 20 Cube cards from RTR!
My Review #04 - Discusses my top 20 Cube cards from GTC!
My Review #05 - Discusses my top 20 Cube cards from DGM!
My Review #06 - Discusses my top 20 Cube cards from M14!
My Review #07 - Discusses my top 20 Cube cards from THS!
My Review #08 - Discusses my top 20 Cube cards from BNG!
My Review #09 - Discusses my top 20 Cube cards from JOU!
My Review #10 - Discusses my top 20 Cube cards from M15!
My Review #11 - Discusses my top 20 Cube cards from KTK!
My Review #12 - Discusses my top 20 Cube cards from FRF!
My Review #13 - Discusses my top 20 Cube cards from DTK!
My Review #14 - Discusses my top 20 Cube cards from ORI!
My Review #15 - Discusses my top 20 Cube cards from BFZ!
My Review #16 - Discusses my top 20 Cube cards from OGW!
My Review #17 - Discusses my top 20 Cube cards from SOI!
My Review #18 - Discusses my top 20 Cube cards from EMN!
My Review #19 - Discusses my top 20 Cube cards from KLD!
My Review #20 - Discusses my top 20 Cube cards from AER!
My Review #21 - Discusses my top 20 Cube cards from AKH!
My Review #22 - Discusses my top 20 Cube cards from HOU!
My Review #23 - Discusses my top 20 Cube cards from XLN!
My Review #24 - Discusses my top 20 Cube cards from RIX!
My Review #25 - Discusses my top 20 Cube cards from DOM!
My Review #26 - Discusses my top 20 Cube cards from M19!
My Review #27 - Discusses my top 20 Cube cards from GRN!
My Review #28 - Discusses my top 20 Cube cards from RNA!
My Review #29 - Discusses my top 20 Cube cards from WAR!
My Review #30 - Discusses my top 20 Cube cards from M20!
My Review #31 - Discusses my top 20 Cube cards from ELD!
My Review #32 - Discusses my top 20 Cube cards from THB!
My Review #33 - Discusses my top 20 Cube cards from IKO!
My Review #34 - Discusses my top 20 Cube cards from M21!
My Review #35 - Discusses my top 20 Cube cards from ZNR!
My Review #36 - Discusses my top 20 Cube cards from KHM!
My Review #37 - Discusses my top 20 Cube cards from STX!
My Review #38 - Discusses my top 20 Cube cards from AFR!
My Review #39 - Discusses my top 20 Cube cards from MID!
My Review #40 - Discusses my top 20 Cube cards from VOW!
My Review #41 - Discusses my top 20 Cube cards from NEO!
My Review #42 - Discusses my top 20 Cube cards from SNC!
My Review #43 - Discusses my top 20 Cube cards from DMU!
My Review #44 - Discusses my top 20 Cube cards from BRO!
My Review #45 - Discusses my top 20 Cube cards from ONE!
My Review #46 - Discusses my top 20 Cube cards from MOM!
My Review #47 - Discusses my top 20 Cube cards from WOE!
My Review #48 - Discusses my top 20 Cube cards from LCI!
My Review #49 - Discusses my top 20 Cube cards from MKM!
My Review #50 - Discusses my top 20 Cube cards from OTJ!
Enjoy!
I was invited to be a guest on the MTGin3D Podcast with Liam and Pedro. Here's a link to that episode ...give it a listen!
MTGin3D Episode #5 - Exploration
I was invited on as a guest for the "What's In The Box!?" Podcast with Zakeel and Drew. Here's a link to that episode:
What's in the Box EP8 - Community Spotlight: wtwlf123
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4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
6 Island
2 River of Tears
1 Field of Ruin
1 Blast Zone
1 Tolaria West
1 Academy Ruins
Creatures (7)
3 Walking Ballista
1 Snapcaster Mage
3 Wurmcoil Engine
4 Expedition Map
1 Oblivion Stone
2 Mindslaver
Spells(20)
4 Condescend
3 Repeal
1 Cyclonic Rift
3 Remand
2 Dismember
2 Force of Negation
4 Thirst For Knowledge
1 Fact or Fiction
PlanesWalkers (2)
1 Karn, Scion of Urza
1 Ugin, The Spirit Dragon
2 Engineered Explosives
1 Tormod's Crypt
3 Surgical Extraction
3 Spreading Seas
3 Spatial Contortion
3 Thought-Knot Seer
This is a list I play in paper. My current LGS does not have any Hogaak and is just a pile of Midrange and Combo. I probably do not need the spatial contortions but there is always the rogue humans player that I need them for.
If I was playing my list on MTGO or at a large paper event, I would likely change the sideboard to:
2 Surgical Extraction
2 Spreading Seas
2 Spatial Contortion
3 Thought-Knot Seer
4 Leyline of the Void
My main reason for not having the Leylines in my current deck is that I just don't own any in paper and don't have the funds to acquire them.
Force of Negation has been insane for me. I have won several games off of my opponents not expecting it, or not being able to play around 2-3+ counterspells in a turn.
A lack of Chalice of the Void, I currently do not own any but I feel that they aren't always necessary for us to win games. When they are relevant and we have them on a meaningful turn, they always feel amazing. But aside from that they feel horrid. In a Great Creator build I would certainly have chalices, as you are sacrificing some of your defensive spells to be more all in on that wincon.
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I'm very excited about trying Fact or Fiction
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The cards do look good and I would love to play Narset, but we'd need drastically more blue sources for us to reliably cast them by turn 3.
I do think narset is probably better against us than it would be in our deck (even if we shifted our Mana to be able to cast it). The static shuts down our main way to survive through the control mirror. Only drawing one card a turn is probably game ending if not dealt with.
Ashiok is probably not good in our deck, just like Narset. I personally play a lower number of tutors than other versions (only maps and new Karn). The incidental graveyard hate would be nice but Relic of Progenitus is a card we can maindeck that is on theme and draws cards.
I think Teferi, time raveler is also a rough card for us to play against UWx control. Losing instant speed is rough. I haven't played against UW since war has been released and I can't imagine that the match up is slightly in our favor anymore. It's probably more so in theirs now (assuming both players are on an even playing ability).
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Overall I'm looking forward to trying this new Karn as a potential new combo and value engine in our deck. The plus can allow us to either remove non creature artifacts with our mainboard removal, or use our talismans and/or other artifacts to present a clock. The tutor is obvious reason we would play this card, allowing us more answers and a more diverse threat suite without having to dilute our main deck too much.
The card is obviously slow and better when we are already ahead. But its not a terrible topdeck if we already have tons of mana and no threats in hand/no academy ruins targets.
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This is something I would try from my current list as a way to try out Karn.
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
6 Island
1 Tolaria West
2 Field of Ruin
1 Academy Ruins
3 River Of Tears
Creatures (9)
4 Walking Ballista
1 Snapcaster Mage
2 Wurmcoil Engine
2 Thought-Knot Seer
1 Ugin, the Spirit Dragon
2 Karn, The Great Creator
Spells (18)
4 Condescend
3 Repeal
3 Remand
3 Dismember
1 Cyclonic Rift
4 Thirst For Knowledge
Artifacts(5)
4 Expedition Map
1 Mindslaver
1 Engineered Explosives
1 Tormod's Crypt
3 Surgical Extraction
2 Negate
4 Spatial Contortion
1 Oblivion Stone
1 Mindslaver
1 Mycosynth Lattice
1 Wurmcoil engine
I don't know if we can afford to go so low on wincons in the main and hope we draw the Karn (even if it is a 4 of) to win the game. Although I guess if set up more similar to yours, we could try to mimic UW control with basically no win cons besides the walkers. Maybe something like:
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
6 Island
3 River Of Tears
1 Academy Ruins
1 Field of Ruin
1 Tectonic Edge
1 Tolaria West
Creatures (2)
2 Snapcaster Mage
Planeswalkers (6)
4 Karn, The Great Creator
2 Ugin, the Spirit Dragon
4 Condescend
1 Spell Snare
3 Repeal
3 Remand
3 Dismember
3 spatial contortion
1 Cyclonic Rift
4 Thirst For Knowledge
Artifacts(5)
4 Expedition Map
1 Mindslaver
1 Engineered Explosives
2 Walking Ballista
2 Tormod's Crypt
2 Surgical Extraction
1 Pithing Needle
1 Crucible of Worlds
1 Oblivion Stone
1 Mindslaver
1 Mycosynth Lattice
1 Wurmcoil Engine
1 Platinum Angel
1 Sundering Titan
I very much like the consistency have 3s and 4s in our deck gives. This also allows us to have that tutor package a lot of us really love about this deck. There perhaps should be some number of Chalice of the Void in the main but its always 50/50 whether its good in any given matchup in modern.
With the Karn, Lattice combo as long as the opponent doesn't already have creatures out we win the game so this is definitely a strong potential wincon.
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If you are worried about burn you can play more wurmcoils or more chalice in the maindeck. Wurmcoil is also good against humans, same with walking ballista.
I don't know if pithing needle is needed in the board, the things with activated abilities we are really worried about we normally can answer pretty easily (e.g. Teferi), they are spending 5 and we'll probably win that counter war with them down 5 mana.
I used to play batterskull and Sundering titan. They were fun when they got people but I've that wurmcoil engine is just way better. It comes in the same turn as batterskull if we have fast tron, or a turn faster than titan. I think titan is a win more rather than a win condition.
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Round 1: Tezzerator (won 2-1)
I had lent cards to my opponent so they could actually play tonight, so I knew what they were on and what kind of hands to keep.
Game 1: Kept a pretty controlling hand that still had access to quick tron with counterspell backup. turn 7 I played and cracked mindslaver with the opponent tapped out. They conceded.
SideBoard:
In: 3 Surgical Extraction, 2 Negate, 3 Thought-Knot Seer
Out: 3 Wurmcoil Engine, 4 Dismember, 1 Expedition Map
Game 2: This Game I thought would be easy with an opening hand with 2 surgicals, 3 lands and 2 condescend. This game went very long and everytime I tried surgically he had 2 thopterfoundry which basically made it impossible. It went back and forth but I was definitely outplayed in the long game. I did not draw any real threats and my repeals had been surgicalled early on in the game. I had done a cool play with remanding my surgical 2 times (the first remand drawing a second) but stil my opponent had enough mana and artifacts so sac. I probably could have played better in that scenario as my opponent was always leaving up 1 mana when comboing to avoid the surgical.
Game 3: This game also went extremely long but was a really good back and forth game. I played early counterspells and my opponent tapped out to play a pithing needle on oblivion stone, and play a thopter foundry. I didn't have a counterspell, but this was going to my turn 4 and I played a Thought-Knot Seer taking their last card, a Whir of Invention. My opponent then topdecks the sword I gets back up in life, evening it out. I end up drawing a surgical and they play around it. I drew the oblivion stone with tron mana and got their sword. The game was pretty much over at this point as I had academy ruins and tron.
Round 2: Grixis Death's Shadow (2-0)
Being a smaller store, every person who plays consistently knows what decks people are on.
Game 1: I kept an okay 6card hand; 2 lands, a dismember, a condescend and a Thirst For Knowledge, scrying a land to the top. My opponent landed some early hand disruption leaving me nearly threatless however both of us draw runner lands. (feels bad for both of us but my opponent especially). I then land Wurmcoil Engine the turn after they play a Gurmag Angler. we both pass, I draw a second Wurmcoil Engine and play it.
SideBoard:
In: 1 Engineered Explosives
Out: 1 Field of Ruin
Game 2: My hand is kind of slow but has quick tron and a Wurmcoil Engine. My Opponent Fetch shocks and thoughtscours. I play land map. Turn 2 they thoughtseize my wurmcoil and play a gurmag angler. Turn 2 I play another tron land. they play 2 death shadows after cycling a Street Wraith. the next turn I play island in order to have thirst up. They temur battle rage and get me down to 2 from 15. I land tron and a topdeck a wurmcoil engine. They fail to draw an card that can deal me 2 damage. I drew a mindslaver with having another tower in hand. I then proceed slaver them and attack the gurmag into me, blocking with the wurmcoil. I drew bolt for them and killed their 3/3 Death's Shadow as well. Leaving them at 10, zero cards and 1 Death's Shadow. I attack in with the wurmcoil putting them at 4, but I drew a second wurmcoil and play it second mainphase.
Round 3: Mardu Pyromancer (2-1)
We agreed to split prizes because its better for both of us, but we decided to play it out for fun anyway.
Game 1: This is a super back and forth game where both of us answer eachother's threats. I didn't draw a wurmcoil making the game a little more difficult. I dismembered an early pyromancer but it didn't matter, I pretty much drew mono counterspells and lands. I had a slaver but all I did with it was kill another one of their own pyromancers with it. Then thoughtseized their Lotv. They drew Kolaghan's Command and both back a reveler they discarded earlier in the game to a faithless looting. that Reveler killed me.
SideBoard:
In: 1 Engineered Explosives
Out: 1 Field of Ruin
Both Games 2 and 3 Looked fairly similar.
I had early tron in game 2 with an EE on zero to kill tokens for early aggression. Landed mindslaver to screw them up and then drew the academy ruins with 12 mana.
Game 3:
This was a little longer than game 2 with me drawing multiple walking ballista killing off early threats and drawing out removal. I drew a wurmcoil engine and blocked an attacking Young Pyromancer, after blocks they Kolaghan's Command it and buyback a reveler. I managed to have the counter for that and it Scrys me into the mindslaver lock.
My lgs meta is fairly good for us, the decks last night being; 2 Mardu Pyromancer, 1 Grixis Death's Shadow, 1 Kiki-Evolution, 1 8-Rack, 1 Storm, 1 Tezzerator and myself.
Somethings I've noticed from starting the youtube videos and taking slightly better notes, Is I tend to play a little hastily and get punished when I do. So i'll try to slowdown and play a little more conservatively. I tend to think I've turned the corner a turn earlier than I actually have.
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