The Gathering
The History of The Cube Format
Cube is not a monolith; it is a tapestry. The fan-made Magic format constantly reinvents itself, weaving together the foibles and masterstrokes of the designers and players who have touched it. These threads of game design are easy to take for granted, but they contribute to the diverse expression of Cube today, each different and equally important ways to love and enjoy Magic. Woven together, they define, restrict, and enrich the format we all love.
A history of Cube is a history of the players who have loved Magic. Tracing the threads of Magic’s history reveals the tapestry of Cube, full of insights and wisdom for those who come after.
Lucky Paper proudly presents: the first written history of Cube.
Richard Garfield
In 1993, Richard Garfield’s Magic: The Gathering hits stores. Mostly, Magic players chose cards for their own decks, but some players stretched further, curating a much larger set of cards for multiple players to use. This curated, many-player collection of cards is today known as a “Cube,” but the core idea is deeply, intuitively entwined in Magic’s DNA. The game of Magic is defined by the people who play it.
“When I get back into Magic, I usually set up a Cube, and that's what I play.”
Patrick Chapin, Magic Hall of Famer and PT Champion, recalls on the Unsleeved podcast that he played “player-curated collections of cards” as early as the ‘97 Pro Tour. In Chapin’s words, “Richard Garfield invented Cube” when he invented a game so amenable to replay and curation.
The Curator
1999
The earliest glimmer of Cube first appears in 1999, just 6 years after Magic’s inception. A group of draft junkies create “Big Box Drafts”, containing single copies of every card in Magic, all 4,000 of them (except for ante cards and dexterity cards, but never fear — Apocalypse Chime still made the cut!). Otherwise, this enormous box of cards operated a lot like a really big cube. Each draft included a random selection of cards from Magic’s entire history.
Simultaneously, around the release of Urza’s Legacy another custom Limited format crops up in the French pro scene: Wagic. The creator, a now-retired French pro, used Winchester-like drafting to catch pick-up games with other competitive players at European tournaments. The contents of “a Wagic” were whatever its owner liked, like a lightly curated Big Box. There were even rarity-restricted versions called “mini-Wag”s. I can only assume that the name “Wagic” didn’t catch on in North America because Anglophones couldn’t pronounce it (it’s “ouagic”).
“They were playing Power and even Contract from Below even at the beginning. But apparently they weren't playing for ante, so Contract was just a draw 7. Seems fair.”
Wagic and “Big Box Drafts” are the first thread in Cube’s tapestry: the singleton nature of these formats may inform many Cube designers’ preferences to this day. There’s also a pleasing symmetry between the Big Box and the “shoebox of cards I own” as the starting point for many a Cube. As Magic grows, these Big Box collections grow too unwieldy to maintain, laying the groundwork for the Cube curator, even though “Cube” per se didn’t exist — yet.
2000
“I'm going to bring you immeasurable joy, like nothing you've seen before.”
The local Magic scene in Toronto, Canada is the earliest known genesis of the formalized Cube format. Reports vary on its exact inception — Usman Jamil writes that Brett Allen began documenting an early Cube in 2002, but Allen himself attributes the idea to others. It’s likely that the first Cube by that name formed in the playgroups of Mark Zadner, Elijah Pollock, and Gabriel (Gab) Tsang. Tsang, Pro Tour Atlanta Champion, is credited by Atlanta teammate David Rood as the inventor of the Cube. (Weird coincidence — the head judge in Atlanta was Sheldon Menery, who popularized Commander, while Atlanta’s winning team created Cube.)
We don’t have a list for Tsang’s cube, but Allen, also Toronto-based, writes about his heavily proxied cube in 2000 in the first cube primer, titled simply “The Cube”. Shortly thereafter, Allen starts swapping out his proxies — perhaps in anticipation of the 2022 collectible price bubble. Concurrently, the popularity of Invasion block leads players like Aaron Forsythe to create “Invasion Draft Boxes” for infinitely replayable, free drafting — essentially the first set cubes. (In both cases, we see custom Limited formats providing an antidote to the micro-capitalism of collectible card games.)
Tsang, Forsythe, Allen, and these other progenitors of cube are essentially curators. They are taking the 4,800 cards in existence and selecting their favorite subset for a custom draft format, like a museum exhibit selecting the right Monet and Van Gogh to pair on the gallery wall. And these curators were eager to share the results with their community! As we’ll see, this curatorial and community-centric attitude had profound impacts on the nascent Cube format.
2001-2006
Cube begins to proliferate during the early aughts. Some folks who started around this time are still prominent members of the Cube community 20 years later (although they may use their influence to cancel me when this sentence reminds them how old they are). Anthony Avitollo, who inspired this article, starts his cube sometime before 2005. Tom LaPille frequently blogs about cube on “cubedrafting.com”. Star City Games also begins to host content concerning Cube, including draft reports of Brett Allen’s “The Cube” and at least one Cube primer. These early Star City authors frequently reference game nights of “the cube” with each other — that is, cubes in the pattern of Tsang’s and Allen’s.
Another early author, Evan Erwin, introduced Cube in 2006 by saying, “I’m going to bring you immeasurable joy, like nothing you’ve seen before.” A fitting manifesto for this format… even if the rest of the article goes off the rails. Not only does Erwin rate Skullclamp as worse than Forcefield, he says with a straight face that ”Gaea’s Skyfolk is the best card in the cube”. Gaea’s. Sky. Folk. Really?
The incredibly short shelf life of these sentiments reveals a couple more threads in Cube’s tapestry. Erwin’s liking for Gaea’s Skyfolk reflects the initial symmetry of Cube as an idea. As Usman Jamil would later explain, just as the geometric cube is defined by six faces of equal size, the name for this new Magic format stuck because of 6 equally sized sections of 60 cards each (the sixth being an agglomerate of artifacts, multicolored, and lands). In other words, Erwin and his friends had to include a card, because if they didn’t, their format wouldn’t be a Cube. Cube began as a collective project between a friends-of-friends group of highly invested (in 2005, read: extremely skilled) players, which is why these early writers talk about “the cube” as a singular idea.
For Cube to spread beyond that group, it needed a catchy description, and there’s nothing catchier than “six equal faces of the best cards in Magic.” These curators’ attention to aesthetic symmetries enabled their homebrew format’s growth. Proof of that viral growth comes in 2007 — when Wizards of the Coast itself created a cube.
The Grinder
2007-2012The Invitational Era
“All the cool cards from Magic are in here... Library of Alexandria, Rakdos Augermage, Mox Sapphire, Ancient Hydra... This is a crazy, wacky, very fun format.”
The 2007 Magic Invitational, hosted on October 18, included two Cube drafts, including Paulo Vitor Damo da Rosa, Shota Yasooka, Tiago Chan, Shuhei Nakamura, and many others. Four other formats were played at the event, but this was by far the biggest spotlight Cube Draft had ever received. Tiago Chan goes 1-2 in the Cube events but goes on to win the Invitational. His victory is commemorated by an iconic card in Cube and many other formats: Snapcaster Mage. Meanwhile, the spry and ever-energetic Mark Rosewater makes a promotional video for the event in which he shows off an unsleeved(!) powered cube, and credits Aaron Forsythe for making the Invitational Cube event a reality.
“Cube started as the pro player's kitchen-table Magic.”
The 2007 Invitational further highlights the tight connection between early Cube and high-level tournament Magic, a thread starting with Gab Tsang’s early influence and continuing to the present day. Cube’s progenitors were often highly competitive players, invested tourmanent grinders who would shrug off one-sided cards like Abeyance, Necropotence, and Mistbind Clique like it was just another Grizzly Bears. There’s no social contract against maddeningly one-sided cards on the Pro Tour; you just take it on the chin and pray to Urza that you’ll be the one to dish it out in Game Two. The ethos of the grinder contributed to Cube a preference for these dramatic cards — especially ones with a history in Constructed. Cube started as the pro player’s kitchen-table Magic; another thread in the tapestry.
2008
“They blow you up today; you blow them up tomorrow. It's just business.”
Adam Styborski creates The Pauper Cube. It’s unknown whether this was the first cube to adopt a rarity restriction, but it would certainly grow to be among the most famous. Among its other firsts, it was certainly ahead of the curve on the True-Name experience thanks to its inclusion of Guardian of the Guildpact. This is more evidence of the Grinder approach to cube, where a format’s one-sided blowouts recapture the spirit of Constructed formats past. The early players of The Pauper Cube had survived Combo Winter and Affinity Standard; what’s a 2/3 with protection compared to that?
The Playtester
2010
Tom LaPille, who at this time is a designer of Magic (and responsible for bannings during the Caw-Blade period of Standard) wrote the first Cube primer on the Magic website itself, further legitimizing the ten-year-old format.
“Everyone who played Cube left the experience a happier person, and that was enough to convince me something awesome was going on.”
Around this time (2009 or earlier) began the MTG Salvation forum for Cube design discussion. Much like the present day, conversation topics centered on individual cube projects, archetype discussions, and new cards (Obelisk of Alara was all the hotness back then, and Noble Hierarch was greeted with comments like “this seems like it’ll be an uncommon; it’s too weak to be rare”). Many of these first threads still referred to “the” Cube as if it were a monolith. Even so, users like wtwlf123 built up a community that was extremely passionate about Cube and its design.
“Powerful cards are not at all required to create a good cube.”
Usman Jamil, another early MTGSalvation user, first sets pen to page in a series of Cube theory articles, proposing a critical-mass-based, linear aggro support strategy heavily sourced from Constructed knowledge. The year-old podcast Limited Resources hosts Jamil to talk about Cube.
“Cube is a cool and legitimate thing.”
During Jamil’s interview, it’s clear that the Cube community is actually beginning to flex its design muscles, actively shaping the contours of their format’s metagame, but it has inherited a lot of assumptions from Cube’s beginnings — namely, powerful Magic derived from Constructed history. This is much like the approach of a tournament playtester, who optimizes their decklist with the intent to maximize power, but allows the nuances of the format to shape their card choice.
Thea Steele, a competitive player and SCG Open grinder, also writes about Cube on Star City Games and cubedrafting.com. Preposterously, Steele is the only non-male Cube-focused author in these early days, as far as I can tell. (Cube’s close ties to competitive Magic may be partly responsible for this less-than-admirable tapestry thread.) She advocates for the use of proxies to finish a powered cube, echoing sentiments from the earliest Cube curators like Brett Allen and Evan Erwin. She also argues for one of the first instances of running uneven sections, breaking the original symmetry Cube for better gameplay. It’s a small change — lumping hybrid cards in with guilds rather than running a full cycle — but we had to start somewhere!
“When I was new, I anticipated that most cube changes would be strict upgrades... As you begin to think of the cube as a set, other reasons become more prominent.”
Simultaneously, Simon Walker and Thea Steele bring a series of design articles to cubedrafting.com. This is one of the first rumblings of treating Cube as a design challenge like any other multiplayer board game, i.e. explicitly questioning the core principles of Cube like budget and singleton restrictions.
2011
Usman Jamil and Anthony Avitollo begin The Third Power, the earliest and longest-running Cube podcast to date.
