Community Voices
2023 — Cube in Review
2023 has come and gone, so we have once again reached out to friends from around the Cube community to help us summarize the past twelve months in Magic. In a year of Universes Beyond, Booster Fun, and an ever increasing pace of new releases, some cube designers have fully embraced these trends while others eschew them, choosing instead to focus on other aspects of the game. Here are the sets that Wizards of the Coast gave us in 2023:
- Jumpstart 2022
- Phyrexia: All Will Be One and Phyrexia: All Will Be One Commander
- March of the Machine, March of the Machine Commander, and March of the Machine: Aftermath
- The Lord of the Rings: Tales of Middle Earth and Tales of Middle-earth Commander
- Wilds of Eldraine and Wilds of Eldraine Commander
- Doctor Who
- The Lost Caverns of Ixalan and The Lost Caverns of Ixalan Commander
As always, we tried to find people with a set of diverse perspectives on the game for our annual wrap up. Let’s meet this year’s contributors:
is one of the most prolific Cube design theorists working today with over 250 articles to his name on Star City Games, most of which focused on Cube. He is a cohost of the much-missed Cube podcast The 540 and is known for coining the term “Twobert” to describe small, 180 card cubes meant to be drafted by 2-4 players.
is a Magic writer, content manager for TCGPlayer, a member of the Pauper Format Panel, cohost of the Heralds Horn podcast, and number one Thraben Inspector stan.
is a Cube designer from New York City. He’s one of the organizing members of the ‘Bar Cube’ event at CubeCon 2023, which kicked off a wave of new Cubes designed for casual, unsleeved play in public spaces.
is a core member of Madison’s vibrant Cube community. She is an accomplished constructed player, winning the modern event at NRG Chicago 2022, an experienced Cube curator, and an occasional Twitch Streamer.
, aka “DSB”, is a public artist and old-school Magic afficianodo. He is reknowned for his charming, impomptu hand-drawn tokens from CubeCon and can be found penning striking eloquent Cube theory on the MTG Cube Talk Discord.
Cube “Hit” of the Year
I’m going to go with an unorthodox answer here and say Universes Beyond as a whole. The concept had a rough start with The Walking Dead release, but the Warhammer 40K Commander decks showed us that there was something special with these product lines. The care with which The Lord of the Rings: Tales of Middle-earth and the Doctor Who Commander decks were cultivated offers rich designs on a per-card level, motivations for new Cube designs, and the basis for environments unto themselves. In a lot of ways Universes Beyond gives us stuff we might never see in Magic otherwise mechanically, and of course aesthetically. The releases this year were great, and I’m looking forward to the future of Universes Beyond and the impact these releases will continue to have on Cube.
Seeing the return of the Adventure mechanic with a color twist in Wilds of Eldraine was my highlight of the year, where Woodland Acolyte became an immediate favorite in my Peasant Cube. Adventure is one of my favorite Magic: The Gathering mechanics in recent times, as condensing two spells onto a card promotes flexibility, synergy, and in some cases, raw power. With a cycle from Wilds of Eldraine offering a second color on the Adventure side, this means you can also be flexible when it comes to Draft, where you’ll gain the best value if you happen to be in both colors, but it isn’t always necessary. Cards like Woodland Acolyte are some of the best examples when it comes to lower-rarity Cubes such as Peasant in terms of play patterns, as they provide a concise design that is immediately understandable regardless of the player’s background in Magic.
My qualifier for this considers any mechanical developments applicable to the widest possible range of Cube designs. It is perhaps on-brand at this point to point towards effective mana fixing, but alas. Here we are. While the Lord of the Rings Landcyclers can (insufficiently) harken back to Ash Barrens, the Landcyclers are more strategically complex and farther reaching on what, exactly, they can cycle for.
Landcycling 1 is the innovation, and it’s obvious to many why this is the case, but it bears stressing here: pricing these at one mana makes them feel like supercharged, colorless Lay of the Land that are also another entire card when needed. They’re commons, they fix for dual lands at every power level (thanks DMU!), are relevant in the graveyard and acceptable late-game top decks. They’re affordable, yet scale well into high power formats. It’s flexibility and smoothing at a very low cost.
As far as ‘hits’ go by my metric, there’s nothing this year that comes close to the Landcyclers impact on our Cubes.
For me, CubeCon 2 electric boogaloo was an amazing time, meeting new friends and hanging with old, but that’s not the hit of the year for me. I was in NYC for two days seeing some broadway shows, and I wanted to see some of my magic friends for a bit, but was not going to have enough time to do so. So we arranged to meet to draft my friend Rebell’s Ravnica cube. It was so wonderful being able to connect a bunch of friends through a shared love of Magic from different parts of the game, be it constructed, limited, and commander through the drafting of cube.
Cube designers don’t win or lose. Success in Cube design is not reached through binary competition and points, but rather through subjective community experiences. So when 400+ cube designers get together in one place…it really just comes down to vibes.
CubeCon 2023 was by far the Hit of the year. The way this event solidifies, energizes, and creates community is beautiful and important. Sure, there’s a “competition” or whatever to appease the status quo, but the real meat (“ham”) of the event is the sharing of creativity, of ideas and possibilities. It is a constant rallying of minds to explore artfully curated probabilities, all in service to the goals of enjoyment, intrigue, and community.
It’s easy to cover CubeCon as a competition because these lines of thought and media structure are prevalent and engrained everywhere in our lives. But it is far more interesting to see it as a conceptual world’s fair of mathematical experiments, a think tank for game design in general, and a networking event for community organizers. It is a nexus for a nascent multi-dimensional society of minds.
Cube “Miss” of the Year
Descend! There’s not a single exciting card with descend 4 or 8 in The Lost Caverns of Ixalan and I’m honestly kind of mad about it! It’s clear that the mechanic was not developed with anything beyond retail Limited in mind, to the point where it looks like they were afraid of the idea of any of the cards being strong. Would it be so wrong if Coati Scavenger had the capacity to be more powerful than Eternal Witness in any meaningful way? I understand that the graveyard is a scary zone, but I feel kind of bullied to have seen this mechanic during preview season only to receive zero exciting cards in this space.
Similarly to what could be considered a ‘hit’, my ‘miss’ concerns a mechanic that fell flat across the widest possible range of Cubes. The introduction of Battles to Magic was the most excited I’d been about a mechanic all year long, and I was deeply wrong on how these cards would play out. I’m unsure if any of you have had similar experiences, or were just off the card type entirely from the start. But it’s worth going over why I think these missed as hard as they did.
To paraphrase David McDarby, “The more life matters, the worse Battles will play.” At first I couldn’t see how much I took the damage race for granted, or how punished I would be for trying to defeat a Battle until I played with the cards in MOM limited. Because you have to play with the cards. Theorycrafting alone does not make good gameplay. Well, after a few drafts I went from being in love with Battles to actively avoiding them under most circumstances.
If life matters in your cube it’s because mana and tempo matter. Under these conditions Battles should be evaluated purely for their front side, and the majority of Battles aren’t worth the front side cost.
I’m looking forward to different expressions of Battles, but I’m not holding my breath.
Wilds of Eldraine did not deliver on cube haymakers as its predecessor did. While it gave us some cool new tools like Agatha's Soul Cauldron, the black and white virtues, a new creature land cycle, and some beans, the long term impact of this set on cubes just isn’t there.
In Spice8Rack’s ‘The Entire Story of Magic: The Gathering’ video, a little over an hour in, it lays out how Elesh Norn is beaten and how that causes an extremely cliche ‘ripple’ effect destroying all of Phyexia everywhere or something. The more important point it makes is that this entire story arc is basically crammed in, cut short, and disrespected considering its enormity of effect on the metaverse. Spice8Rack rightly points the blame at the capitalist system and I compleatly agree with it.
Market Forces are the biggest Cube ‘Miss’ of the Year. Such that it creates an environment where creativity is pushed towards, as Reinhold Niebuhr would say, ‘emotionally potent oversimplifications’. Thus it is no surprise to see Universes Beyond mining our emotional nostalgia for that quickly recognizable hit, no surprise that power creep is edging out vanillas, and no surprise that huge story arcs get cut off with cliches to make way for the ‘next new thing’.
What the Market Forces are taking away from Cube is the fermentation of the meta. The epiphanies only realized from moments of stagnation (sligh anyone?). Slow down WotC. Give your stories more space, and give us some more time to get weird with the stuff we already have.
Cube Card of the Year
It’s still pretty new, but I’m going to go with Bitter Triumph. Infernal Grasp was an awesome upgrade in the Doom Blade department and Bitter Triumph improves considerably even on that. Black hasn’t ever gotten a removal spell that is better than Swords to Plowshares, which always made it kind of silly that black was “the removal color”. Bitter Triumph not only gives us a rate that makes sense for combatting the value-generating creatures and planeswalkers of today, but it does so while opening up synergies as a discard outlet. It’s a card that fits naturally in high-powered environments while technically having a drawback in lower powered ones. An absolute home run.
