Community Voices
2020 — Cube in Review
If you’re reading this, congratulations, you officially made it through 2020. While this was a challenging year for many of us, and for our favorite way to play Magic, that’s even more reason to gather our friends from around the community and reminisce about the highlights of 2020 for Cube. Each year, we ask Cube designers of many stripes to tell us what they thought of the new cards from that year and how their approach to the format has evolved over the year. Let’s remind ourselves of what 2020 brought us:
Introducing this year’s respondents:
is a
seasoned competitive player and streamer. Her
Proliferate Cube
was featured on Magic: the Gathering Online earlier this year. She recently
accepted a position on Wizards of the Coast’s Play Design team, and can be
found on Twitch and
Twitter.
has been
making Cube content for MTG Salvation for over
a decade, producing 35+ set preview articles that focus on Cube. You can follow
his cube on Cube Cobra and his
posts on Twitter.
,
is one of the members of the committee that currently stewards
The Pauper Cube — also known as “The Stybs Pauper
Cube”. He sporadically tweets as @phizzled.
is the
winner of the inaugural
Great Designer Search
and is credited with working on the design or development of nine different
sets. She maintains her own
High-End Synergy Cube and is
@alexisjanson on Twitter.
is a
founding contributor to Lucky Paper and a co-host of
Lucky Paper Radio. He is a champion of lower power environments,
most notably his own
Regular Cube.
is a moderator of the MTG Cube Brainstorming
Discord server and espouses a rigorously competitive approach to Cube design.
You can find him on Twitter and follow
his numerous and frequently updated cube lists
on Cube Cobra.
is
a former competitive constructed player turned Cube designer. She’s been
thoughtfully curating her own
Peasant Cube
for years.
is behind
the Château Cube Podcast, the YouTube series
Cultic Cube, and is the designer of the
cube of the same name, which was
featured on Magic: the Gathering Online this spring. He is one of the
organizers of CubeCon, which has unfortunately
been indefinitely delayed due to COVID-19.
The white/x
creatures really stuck out for me here. A lot of cards like Skyclave
Apparition and Winota, Joiner of Forces were printed this year that are
absolute slam dunks for mid-power level cube, without being as oppressive as
something like Palace Jailer.
Modal
double-faced cards. And this is saying a lot, because I adore Escape, and was
pretty sure they weren’t going to be able to outdo that until I started
playtesting the MDFCs. Cards that can be both lands and spells are so valuable;
they smooth curves, increase the range of keepable hands, and can fundamentally
change the mana flood/mana screw dynamic that can be such a frustrating
experience. Most of them are mediocre spells strapped to mediocre lands, but the
whole is greater than the sum of their parts, and having modal options as
polarizing in function as spell//land is a split card dream. I’ve been very
impressed with these cards in cube so far.
The Pauper Cube got a bunch of playables this
year, but my favorites are the least flashy. The Jumpstart thriving land cycle
freed up some space and added flexibility in a slot that has been rigid for our
cube in the past. Dual lands in aggro color pairs would often just do laps
around the draft table, but the Thriving lands always find a home.
Seeing the
results of R&D’s
“F.I.R.E.”
and
“Booster Fun”
philosophies come to fruition. For me, 2020 was all about watching R&D take
things to the next level and throw all the constraints out the window. They
pushed Magic on all axes — design maxims, visual and graphic design, IP
crossovers, etc. This began in 2018 and 2019 (playtest cards, adventures,
sagas), but this year took it to a whole new level with companion, mutate,
keyword counters, modal double faced cards, Godzilla cards, all the showcases
and variant arts, and all the secret lairs, notably Prime Slime, The Walking
Dead, and Party Hard, Shred Harder. They’re even trying entirely new card
treatments with the foil etched cards.
If you’re someone who wants to collect every card, 2020 was probably an overwhelming nightmare; but if you’re someone like me who just wants a wide swath of unique-looking cards and as much mechanical variety as possible, it feels like a whole new era is upon us.
It’s not
splashy, but as Wizards is really hitting a powerful stride in limited sets,
they’ve also designed some excellent ‘core set’ cards. Simple and cleanly
designed, these cards are filling gaps in my lower-powered cube. Examples
include Fearless Fledgling, Bubble Snare, Malefic Scythe, Goblin
Wizardry, and Fire Prophecy just to name a few.
2020 has certainly been a dumpster fire of a year for many of us due to the,
uhhh — waves hands around, gesturing at everything — you know why. But, there
has been one consistently good thing this year and that’s been pretty, shiny
cardboard. If you’re a fan of collecting overly expensive pieces of paper like
myself, then 2020 has had quite a lot to offer as we’ve seen the continuation
and ramp up of Secret Lair, collector’s boosters, box toppers, extended art,
full art, alternate frame, foil-etched super mcdeluxe versions of cards. There
has never been a greater range of options for premium editions of cards before
and if I know cubers, the one thing that generally unites us is our love of
these fancy trinkets. Even though the world around us has been quite the mess —
to put it mildly — we’ve still had some cool stuff to look forward to. The
recently released “Shred Harder” Secret Lair in particular features some of the
most unique artwork I’ve ever seen featured on a Magic card, and I am all for
it!
Modal
double-faced cards. Truthfully, I am skeptical of the overall direction that
Wizards has been pushing cards in by adding tons of value across the board and
reducing variance — Bonecrusher Giant is a frustratingly good card. But the
MDFCs have been fantastic. I love that they allow for flexibility but force
players to choose one side or the other when they’re played, as opposed to
giving them both, like Adventures. They also succeed in making otherwise too
narrow effects like Makindi Stampede playable.
Modal
double-faced cards were the great contribution this year, for similar reasons
that Adventure was a cube home run last year. Flexible cards that are
self-contained toolboxes are precious both for opening up additional design
space and for giving players legitimate choices in game play.
The “punisher”
cards from Commander Legends feel like a pretty big miss for me. These are the
Hullbreacher-esque cards that permanently lock out an entire effect. I don’t
love cards that lock out a ton of cards from specific colors in a drafted,
limited format where interaction is spread incredibly thin and sometimes
completely nonexistent.
The
Companion mechanic. What a cluster that turned out to be. We’re trapped with
either playing them as intended and having them be broken or playing them as
adjusted and having them be lackluster. It was a frustrating experience testing
them out, and having to flip back and forth between inclusion and exclusion was
unpleasant. I basically dislike everything about that mechanic, and the
frustration surrounding how it was handled has led to me simply leaving them out
of my cube. Ugh.
I
disliked the “non-human matters” cards we saw in Throne of Eldraine, and the
further support we saw in 2020 for the concept. I want to love the mutate
mechanic, and honestly, even at common we have some pretty appealing cards, like
Cavern Whisperer and Vulpikeet. However, the ability creates some minor
memory issues and the occasional feel-bad moment for new drafters. Savannah
Lions and Elite Vanguard look functionally the same if you’re drafting
them, but when you pick up your first mutate card later in the game, you can
easily discover that the creature type on an otherwise vanilla card is a
detriment. Keeping an eye on mutate’s requirements, especially the promo
printings without the reminder text, can create concerns looking to the future
and gives me worries.
The “green
flash” archetype. Nightpack Ambusher into Glademuse gave me hope that
there could be a cool Simic archetype based around not casting spells on your
own turn. But Glademuse being symmetrical sucks, and the rest of 2020 had
nothing for this archetype. I’m still holding out hope that this concept can be
fleshed out eventually, but for now I’m still looking for more depth to my Simic
themes (and Boros themes, but I don’t see a light at the end of that tunnel).
Honorable mention to the companion rules change, which neuters the reward enough that I don’t bother stretching to hit the constraint; other than Lutri, companions just end up in our maindecks rather than forcing us to play cards we wouldn’t otherwise.
The
COVID-19 crisis. The last handful of cards for my second cube arrived in the
mail mere moments into the pandemic and it’s languished untouched and unshuffled
ever since.
Almost as disappointing was Commander Legends. Cube and Commander scratch so many of the same itches as casual, social ways to play that allow exploring the depth of the game. Cube does a lot of this much more elegantly, not forcing players to awkwardly balance the same level of un-optimization. To me, the cleanest synthesis of commander and limited is Cube. Providing an inroad to Cube for EDH players was obviously not and shouldn’t have been their goal for Commander Legends, but selfishly I think they’ve canonized a way to play ‘limited commander’ which is clumsy and will be hard to shake.
Companions. There’s not really much to say about this mechanic that hasn’t
already been said. We saw companions totally upend every single constructed
format they were legal in, resulting in some pretty ridiculous things like
Lurrus getting banned from Vintage for power level
reasons, Lutri being banned from Commander before it
was even released, and eventually Wizards stepping in and nerfing the mechanic
itself, forcing companions to effectively cost an extra 3 mana than originally
intended (the difference between Sol Ring and Sisay's Ring). Despite
this colossal nerf, Lurrus and Zirda remain banned in Legacy. It’s not a mechanic I’m willing to play
with in any of my cubes.
The
uncommon commanders in Commander Legends. I love the uncommon legends we got
in sets like Theros Beyond Death, but the offerings from Commander Legends
all feel too narrow to make reliably work in a draft environment like
my cube. I
think my expectations were just too high.
COVID-19. It is
perfectly frivolous to complain of the pandemic’s effect on Cube life when it
has taken loved ones from us and profoundly changed the lives of everyone in the
world. Nevertheless, I very much miss having friends at the draft table.
I’m gonna go a
bit out there on this one, but The Prismatic Piper is my favorite. Themed
cubes and cube variants are my favorite things in Magic, and official Wizards of
the Coast cards that allow people to explore those spaces are wonderful for
opening up the kinds of cubes that are possible. I hope we see more cards like
this in the future.
I think
my cube card of the year is Shatterskull Smashing // Shatterskull, The Hammer
Pass. The other card I was considering for this title was Uro, Titan of
Nature’s Wrath, but I’m giving the nod to Shatterskull because of its raw flexibility. As I said in
my preview article,
I’m not sure if I’ve ever evaluated a more versatile card than Shatterskull
Smashing. Not only does it have the advantage of
being a tapped land or an untapped land, but it scales in value from 3-mana all
the way up. It can kill critical 1-toughness targets for 3 mana, kill bears,
beasts, and/or multiple small creatures in the midgame, and kill two bomb
targets in the late game. Hard to imagine wanting anything more out of a card
that can also function as a land.
It feels
weird to say this, but Warded Battlements is a heck of a lord for white-X
pairings. It and Tuktuk Rubblefort both give aggro decks interesting options
at the three-drop spot, and I’ve learned to be excited about clean aggressive
threats.
So far,
Fiend Artisan stands out as the card that most commonly influences a draft
on it’s own, with Lurrus as a close second. Fiend
Artisan let me cut Vannifar and still have multiple
pod effects available in any green-X combination. I like my
cards to create maximal variety in experience, so I really like how it
complements Pod while contrasting it in several ways. It sits
at a different spot on the curve, can jump to any CMC, and can act as a
significant threat in a graveyard-focused deck.
Baleful
Strix, fantastically illustrated by Allen Douglas’ in Secret Lair:
Ornithological Studies. Despite the strix being a dubious, overpowered
inclusion in my primary cube,
this edition has secured its tenure. No disrespect to Nils Hamm for the
original, which was already an all time favorite of mine!
I don’t think any card other than Uro, Titan of Nature's Wrath deserves the
crown this year; what an utterly ridiculous card. Wizards, if you’re reading
this, can we please give Boros “the Simic treatment”?
I think
the Cube card of the year is Skyclave Apparition. It’s powerful and
cleanly designed.
My personal card of the year is Waker of Waves. It fills so many roles: cheap card selection, control finisher, ramp target, and importantly is 2/3rds of the necessary pieces for reanimator combo.
Shark
Typhoon is a gift. It is a cheap cantrip. It is a great draw at any point in
the game. It is a threat that is instant speed, uncounterable, scalable, and
evasive. It represents a legitimate wincon for control that need not necessarily
cost some grotesque amount of mana. And lest we forget (I often do!): the card
can be hard cast, and it does… good things? I jest, but this maelstrom of
razor-toothed fish does it all.
Commander
Legends. After my last answer it’s hardly surprising, but Commander Legends,
despite its handful of flaws, knocks a lot of things out of the park. In a lot
of ways Commander Legends is the roadmap for Commander Cubes in the same way
that Commander Precons nudge newer Commander players into building their own
decks. Products that expand the pool of people who want to be part of the cube
community are invaluable, and I think Commander Legends did that better than
any other official Wizards of the Coast product in 2020.
Zendikar Rising is my favorite set for the cube in 2020. In fact, it’s one of
the most represented sets of all time in my cube. A close second would be the
new Bob Ross Secret Lair lands.
While
novelty has me most excited about the cards I’m currently testing from
Commander Legends, Theros Beyond Death is my favorite set. I really liked
the Escape mechanic, having the opportunity to revisit Devotion, and testing out
every member of the Omen cycle.
My cube focuses on two things:
pushing drafters towards new archetypes and synergies, and maximizing visual and
thematic variety. Ikoria was a homerun on both ends. Even with the rules
change, companions still push in new deckbuilding directions while using hybrid
mana to increase playability. Triomes revolutionize my mana
fixing while being visually striking in showcase foil. Kogla, Mothra, and Rielle make
you think about something you weren’t thinking about before you drafted them.
Shark Typhoon lets me have a 6-mana “win the game” enchantment that isn’t a
dead draw on turn three. Fiend Artisan was mentioned earlier. And Godzilla
cards are the first salvo in what I expect to be a long run of layering
non-Magic IP into my cube.
I enjoyed
Jumpstart tremendously. I expected it to be a great introductory format to new
players, but turned out to be a format I just delighted in playing on Arena,
despite being holed up without paper Magic. I loved the resonant deck themes,
varied gameplay and a new precedent for a ‘sandbox’ environment. I don’t expect
to build a Jumpstart cube myself, but it plants a flag as style of sandbox deck
building involving just two important and engaging decisions.
The best set of the year for cube, at least as far as I’m concerned, has to be
Double Masters; I don’t even think it’s close. Double Masters contains
tons of highly desirable reprints and the increased print run, coupled with
both collector’s boosters and packs containing twice as many rares as normal,
has obliterated the prices of singles. As far as Magic sets that have made
powerful cards available to a wider audience, it’s hard to even think of any
that have achieved this goal better than Double Masters. If anyone out there
has been waiting for a while to pick up some of the bigger ticket cards like
Jace, the Mind Sculptor, Dark Confidant and Stoneforge Mystic,
Double Masters has made this a significantly more budget-friendly endeavor.
Definitely
Zendikar Rising. Modal double-faced cards, powerful standouts like Skyclave
Apparition and Omnath, Locus of Creation, scaleable kicker cards like
Nullpriest of Oblivion and Skyclave Shade, and the styling of the
showcase cards are all home-runs. The limited format has been a challenge for
me, but enjoyable even dozens of drafts in, and I got lots of great cards for
my cube
from the set as well.
Wizards has once
again graced us with a bumper crop of great cards this year. THB, IKO, and ZNR
are all outstanding sets. For me, Zendikar Rising is the stand-out, and this
is thanks almost entirely to lands. The introduction of enemy
Pathway lands is great, especially for larger cubes.
And I am delighted that the cycle will be completed in Kaldheim! But of
course, the most exciting additions are the MDFCs. A Murder that can be a
land? Sign me up! And give me that Censor, that Clone, that Raise Dead,
those angels, and heck even the
indifferent-looking creatures such as Skyclave Cleric or Umara Wizard . The fact that these spells need not occupy a spell slot in
one’s deck makes more of our picks matter in draft and expands in-game
decisions.
I was
brainstorming on ideas for my Proliferate Cube a bit with Ryan Overturf, and he
basically made a point about emphasizing gameplay that blew me away. I think in
Cube it’s tempting to show off how cool some cards can sound on paper… Only for
those cards to end up going 15th every draft and almost never making it into
decks.
Emphasizing the importance of good gameplay is going to lead to more memorable cube moments than hoping that someone calls you clever for remembering some obscure 15-year old uncommon.
Shifting
the focus back onto combo a bit. It gives my drafters more tools to draft,
different ways to win games, and almost adds a bit of a puzzle solving component
to the event. Looking for synergies, interactions, and combos, keeping track of
what components I’ve drafted and what I’m still looking for — it has added some
complexity to the drafting and deckbuilding process that has been fun and
challenging to explore. If you’re looking for a way to spice up the white and
green creature decks to have a little more flair to their function, I highly
recommend discussing and experimenting with creature-based combos for your
playgroup.
I spent
a lot of downtime during the summer months looking at other people’s color
restricted cubes and considering how they viewed the foundations of varied
archetypes to allow replayability. I’ve been thinking for most of the year about
how to ensure that our cube has support for doing cool things with commons
without feeling completely on rails, and I appreciated the reminder from other
cube owners and managers that our players can puzzle together cogent archetypes
with fewer archetype signposts. I’m hoping to revisit some utility spells and
ensure that we’re not painting players into a corner in 2021.
This year
was spent realizing how malleable the drafting experience truly is. Designing a
cube is just designing a game, and part of that includes how the draft
functions. COVID put me in an environment where the only way I got to play cube
was heads up against my roommate. All of the heads-up draft formats I knew of
were kinda crap for my cube, so instead we just started with “why not literally
just do 2 player draft?” and changed the rules a little bit each time to make it
better.
As of the latest iteration, we’re drafting 7 packs each heads up, first taking 1 card faceup from each pack (14 total), then circling back to take 2 more cards from each pack. This lets us quickly figure out what the full card pool is so we can plan deck direction and synergies, know where to prioritize mana fixing, and not have to spend mental energy on memorizing picks.
Figure out what you want your cube experience to be, and don’t be afraid to tweak pack counts and sizes, add rules, modify collation, or do whatever else is needed to help maximize that experience.
I’ve
shifted the way I think about the relationship between power level, rarity, and
card advantage. My cube has a
fairly low, floating power level and drawing the line of how powerful is too
powerful has always been one of the biggest challenges. I’ve realized that line
needs to be different depending on why a card is powerful. At the speed and
power level of the cube, sources of repeated card advantage proved to be
overwhelmingly optimal and the meta game degenerated entirely toward value
oriented strategies. There’s always more work to do, but after cutting a number
of the biggest offenders
here, many of which I love and hoped would be more like
synergistic build arounds, there’s more tension between tempo and value
strategies and plays. At the same time I’ve been much more willing to increase
the power level in cards that effect tempo: faster mana fixing
and proactive cards.
Lands. With the release of Zendikar Rising and its modal double faced cards,
myself and many cubers in the community were very excited to trial a more robust
package of utility lands. While I certainly enjoyed the higher density of flood
mitigation that comes with running these cards, what I ended up finding out was
I actually just liked playing with more lands in general. This process put me in
the direction of increasing the density of dual lands in my cube (and gold cards
alongside them). Currently, I happily cube
over 100 lands at 384
(the 16 card pack equivalent of a 360 cube), and I haven’t been as excited about
cubing in years.
The moral, I think, of this story is that cubers shouldn’t be afraid to try new and weird ideas. There are many ways to build cubes of all shapes and sizes that achieve a myriad of wildly different design goals. In 2020 I’ve seen a huge surge in the number of extremely unique cubes such as Lucky Paper’s own Andy Mangold’s Degenerate Micro Cube, MinorBug’s Tringleton experiments, Derek Gallen’s Limited Cube and a host of others I wish I had the time to name. Gone are the days where cubers simply pick between Powered, Unpowered, Peasant and Pauper and we’ve even seen Wizards of the Coast showcase some of these unique designs on MTGO this year. There honestly hasn’t been a more exciting time to be cubing, and I for one can’t wait to see what new things 2021 brings us.
Reassessing the rarity restriction in
my Peasant cube.
I love playing with just commons and uncommons, but I’ve realized that although
my design goals are very closely associated with the play patterns at these
rarities, it’s not a perfect overlap. In some cases, this restriction has
needlessly hindered the pursuit of my desired gameplay. This year, I decided to
introduce rare fixing lands and it’s felt great. It has me questioning whether I
should introduce more rares into my environment. I’ve been asking myself what it
is about peasant that I really like. One of the appeals is getting to play with
good limited commons and uncommons that you otherwise would not get to play with
outside of their respective draft formats. I love Rakshasa Gravecaller, a
card that people who don’t play peasant or didn’t draft Dragons of Tarkir may
have never even heard of. I also like that peasant doesn’t really include huge
bombs and power outliers that show up in retail limited and more powerful cube
environments. Moving forward, I am asking myself if I can make my cube better by
adding more rares while still protecting what I love about peasant.
I’m honored that
Wizards featured one of my cubes
on Magic: the Gathering Online in May 2020. That experience was amazing all
around. I not only benefited from direct community feedback on a massive scale,
but I was able to peek into how many people tackled the format on stream and on
video. And crucially, Wizards very kindly lent me a wealth of play data for the
cube. I am so grateful to good friends in the community who tackled the dataset
with me — and who taught me ever so much about data analysis.
I won’t get out in the weeds here about specific lessons I learned. See my video series on this topic if you want a breakdown! But I will mention a couple of large scale take-aways:
- Environment is important: even in cubes that appear quite similar, cards may play quite differently.
- People are important: different groups may approach the same environment very differently.
- Time is important: people will play an environment differently over time; metagames will coalesce and shift.
In short, despite a designer’s best efforts to create a controlled environment, our players will surprise us. And that is part of the joy of cube design!
Thank you to all our contributors who lent their perspectives to this article. At Lucky Paper, we value representing a diverse approach to Cube design, and we can’t do it alone. Here’s to next year and getting to play Magic, in person, with our friends again.