A Comprehensive Guide to MTG Arena Cube Draft – June 2021 Update
Hello everyone! Today I’m going to go over one of my favorite Arena events ever: Arena Cube. Arena Cube is a combination of all the coolest cards ever released on Arena and bundled together for a fun, yet competitive Limited format. There’s a lot of people who are unfamiliar with Cube in general, but lucky for them, Drifter wrote an amazing guide on Cube drafting philosophy some time ago that is still relevant now! If you want a general strategy guide to how to draft Cube, give that article a read.
If you want a full list of the cards in this iteration of Arena Cube, you can check out the full updated card list here, and the changes made since the last iteration! For best results, also be sure to check out Arena Cube Draft Deep Dive where I’m going to show you all of my picks, tell you what I went with, explain the reasoning why, and talk about anything else I was considering.
Without further adieu, I’ll be focusing on the best archetypes in Cube and the key cards to look out for to see if that archetype is open. Happy Drafting!
IMPORTANT NOTES FOR ARENA CUBE
MANY MYSTICAL ARCHIVE CARDS WERE ADDED
Generally speaking, Cube always feels like a strong format even with a card pool limited to just Arena cards. That being said, the Mystical Archive really bumped up the power level of Cube in general. We aren’t just talking about the Historic legal Archive cards either. Swords to Plowshares, Counterspell, Demonic Tutor, and Lightning Bolt were all added as well as a host of the other Archive cards. Be on the lookout for these 4 specifically, but the Archives cards in general.
RED IS INSANE
Out of all the colors, I would say Red has the highest amount of playables overall and the highest amount of the “best” cards in the cube. Between removal, aggressive threats, and bombs like Chandra, Torch of Defiance, Embercleave, and Experimental Frenzy. Realistically you can pair Red with any color and your deck should work out pretty well.
BLUE IS ALSO INSANE
In the last iteration of the Arena Cube, Blue was strong but was splintered as there were the great Blue cards and a bunch of random tempo cards included. Now that functionally all the random tempo filler have been replaced by mostly universally good cards, Blue is easily tied for first with Red, if not just outright better than it. Red I would still consider a safer color as it pairs well with everything where Blue isn’t as easy to pair with colors like Green or Black, but it’s still extremely good.
GREEN ISN’T AS OBVIOUSLY NUTS AS RED OR BLUE, BUT IT’S EXTREMELY SOLID
The last iteration of Arena cube I slated Red to be the best color to draft as it has a lot of great cards and pairs with other colors easily and slated Green to be the “best” color in terms of power level. With the Cube changes, I think Green is now firmly in the camp of being the third best color, but it’s not that far from the power level of Red and Blue. My issue with Green is that it doesn’t pair the best with Blue or Black, but a lot of the cards are pretty replaceable beyond the ramp/mana dorks which makes this a color that can generally support multiple drafters.
WHITE IS DECENT, BUT FRAGMENTED
White is an interesting color as the card quality is solid, but it feels like its split down the middle between aggressive cards and control cards. With that, I would say if a White card doesn’t fall into one of those 2 categories, it’s either extremely narrow in application or just not very good. Since the cards are so divisive, if you sense that someone is both in White and the same subtype as you, it’s going to be very hard to get good picks as White generally isn’t deep enough to support two players in the same subtype.
BLACK IS VERY WEAK
I feel like this has been the case in most iterations of Arena Cube, but Black has been the lowest power color for as long as I can remember. When you look at the list of cards, it just isn’t very good. Unlike the last iteration of the Cube, Black finally has a really strong card in Demonic Tutor, but the rest of the card pool is still very weak compared to the other colors.
Although this may sound like I’m telling you to stay away from Black, that’s not necessarily what I mean. Personally, I love when people think they should avoid the weakest color in a set as it can constantly be open for you to make highly synergistic deck when you can bet on key cards wheeling.
That being said, if you want to go base black and you feel like someone else may be doing the same, I’d immediately jump ship if you have the option. Black is definitely not strong enough to support 2 players going for it at the same time.
BEST ARENA CUBE ARCHETYPES
Monowhite unsurprisingly, is one of the premiere aggro decks of Arena Cube. The deck looks to get on the board extremely quickly and overwhelm the opponent before they have a chance to enact their game plan. Although many people assume that Monowhite and Monored play out and are drafted similarly, that couldn’t be further from the truth. Monowhite’s greatest strength is also its greatest weakness, most of the cards you want are geared towards the early game.
The issue with this plan is that once the game starts getting towards turns 5+, you will start easily getting outvalued every turn until you can either close (another issue Monowhite can have) or you lose. Although this may seem like a massive downside, a good Monowhite deck can easily win the game between 4-6 very consistently anyway, so assuming you can get most of the cards you need, this downside is completely mitigated by the power of your deck.
To summarize, the advantage of going Monowhite is that it’s the fastest deck when you get the cards together, but you need to have a very low curve and this archetype won’t come together easily if someone else is also going for it.
Like Monowhite, Monored is the other great Aggro deck you can get in Arena Cube. For better or for worse, Monored is generally a better Monowhite. You can be almost as fast, you can grind way better, and the card quality is generally higher. This may sound like I’m saying to always choose Red over White, but that’s not exactly the case. As I said before, since Reds card quality is so much higher, the chance of you fighting over the good Red cards is significantly higher than you fighting over the good White cards. Beyond Red being more highly drafted, Monored doesn’t really have any significant weakness. If you’re a Red mage, Arena cube is definitely for you!
KEY SPLASH CARDS
I think there’s a big misconception that a lot of people have about aggro decks when drafting not just Arena Cube, but any Cube. I see so many people go for 2 color aggro decks where your colors are split down the middle, and that’s the easiest way to end up with an extremely mediocre deck. The sad reality about Cube is that you almost always can’t get the mana to work when you need to cast cheap cards that are different colors.
With that, I almost always opt going completely one color or to go for a very light splash of a color. If you decide you want to splash for a powerful card, make sure it’s a more expensive card so it gives you more time to find the colors you need to cast it. For Monored or Monowhite, Heroic Reinforcements and Showdown of the Skalds are more than worth the splash. They’re both 4 drops, both only require one off color mana, and both are insanely powerful.
Keep in mind though, if you’re looking to splash this, I would limit it to just one or two cards. Don’t start adding Lightning Strike to your Monowhite deck. In a similar vein, although Lightning Helix is a solid card, destroying your mana base to play it is definitely not worth it.
Big Green is as straightforward as it is powerful, ramp a bit, play a bunch of good spells, win the game. On top of being one of the best archetypes in the Cube, it’s also very easy to draft. The only issue I stated with it before is that since it can be so easy to draft, it’s easy to fight over green with other players at the table. The nice part about Green though, is that there’s a lot of good green cards and splashing for random good cards is relatively easy as Green is the color of ramp and color fixing.
The main issue with Big Green is that most of the decks lack interaction, so getting creatures that help you stabilize like Elder Gargaroth, Kogla, the Titan Ape, and Thragtusk are extremely important.
This is a deck that I completely missed last Cube as I didn’t expect Selesnya to be so good, but the Magic community disagreed! I was seeing all over Twitter that many players were just forcing Selesnya every cube and crushing, but now that the archetype is more well known and the power level of the cube increased, I doubt it’ll be as dominant, but still a great choice.
Although the archetype is proactive and powerful, my issue is that the general lack of interaction can make it hard to beat decks that are better than yours where weak decks with solid interaction can more easily cheese out wins. That being said, a fast go wide deck is also inherently good at beating out the opponent before they can get their plan set up, so it’s hard to say how well positioned this archetype is compared to the other top archetypes.
Rakdos Sacrifice is an interesting archetype as of all the decks listed, this is probably the weakest overall and the deck most reliant on what cards you see. That being said, all the cards that go in this deck generally don’t pair with any other deck well (beyond Orzhov), so there’s a pretty good chance that if you see a bunch of Rakdos cards, you can easily get them.
I would say the best way to draft this deck is to take the universally best cards in the deck first and let the specific cards wheel. If something like Judith wheels, you can safely assume you’re the only Rakdos drafter and go all in. If a Rakdos card doesn’t wheel, you may be fighting with someone else and you should probably not try to win that fight. This archetype is not powerful enough to support multiple players in it so be ready to switch out when possible.
I know what you’re thinking though, why would you go through the trouble if the archetype isn’t that powerful? You should consider it as the archetype is really well positioned. Although none of the cards are that powerful, this may be the best synergy deck in the cube and can destroy most decks in Cube beyond pure Control when it comes together.
Although there are a lot of ways to build Control in Arena Cube, I think Azorius stands out as the best among all the color combinations. Having access to Wraths, cheap removal, and the busted Azorius cards makes it really easy to get a great UW Control deck together. The most underrated aspect of UW though is easily Approach the Second Sun. A big issue Control can have in Cube is not having enough ways to win the game, but Approach functionally solves that problem single handedly.
A well built Control deck can easily smash every creature deck and most midrange strategies, but will struggle against decks that are just back to back powerful cards. When drafting the archetype, make sure to prioritize early removal and counterspells higher than everything else. The easiest way to get a mediocre Control deck is that you have a bunch of payoffs, but not enough ways to live early in the game leading you to get run over constantly.
Blue did lose a lot of tempo cards, but most of those cards weren’t that good anyway so it’s no great loss. Izzet is one of the scariest archetypes when it comes together as it’s such a good blend of aggression and interaction that it’s easily capable of crushing any other archetype pretty handily. You’re predominately looking for cheap spells and threats as your ability to cast way more spells than the opponent can carry you to victory.
The main issue with Izzet is that it’s the blend of the 2 best colors so the odds are you’re going to get a bunch of great Red and Blue cards seems very low most of the time. That being said, a lot of the tempo based Blue cards can go pretty late so if this deck is going to come together, it’s most likely off the back of the multicolor cards and the Blue cards nobody else wanted.
5 COLOR SOUP
The last and potentially best archetype in Arena Cube is 5 Color Soup. Unlike all the other archetypes, this is by far the easiest to draft as there’s two rules: take lands and take bombs. The goal of this deck is to have as much fixing as possible so any good card you happen across becomes playable. Furthermore, if you notice that a lot of the packs are missing lands, that’s a huge signal that someone else is going for this strategy as well and you can decide what to do from there.
Although it may seem like you’ll end up with a mish mosh of random cards, 5 color soup can very easily come together assuming you have enough fixing for it. The few issues that 5 color can have is that it can be hard to know when to know when to pick a land over a spell and since the deck is naturally slow, aggro decks can be problematic if you don’t have adequate ways to deal with creatures.
Beyond that, the archetype is consistently powerful and is easily the deck I drafted the most, and to the most frequent success, in Arena Cube.
Although I listed what I believe to be the best archetypes, realistically speaking, every deck in Arena Cube is more than viable if you draft correctly. Don’t be dissuaded to try out other Color combinations if they seem open and/or you just want to try it out. Arena Cube is meant to be fun first, but use this guide to get more acquainted with the format or to try and break even as often as possible.
Chasing the Rainbow
In Chromatic Cube, be prepared to draft decks with more expensive spells, more colors, and more dreams to live in the newest addition to MTG Arena's growing cube offerings! Read on for more event details and the philosophy of this big-mana environment.
Chromatic Cube is a Phantom event. Cards you draft are not added to your collection.
Dates: June 25–July 8
Format: Draft Best-of-One and traditional Best-of-Three
Entry: 4,000 gold or 600 gems
Historic ICRs grant cards from pack releases on MTG Arena. They do not include cards that were released outside of packs (e.g., cards from Historic Anthologies). Historic uncommon ICRs have a 5% upgrade rate to rare. Historic rare ICRs may upgrade to a mythic rare; each rare is twice as likely to be awarded as each mythic rare.
The main goal of this cube is to deliver a cube experience unlike Arena Cube or Tinkerer's Cube. If you've followed my exploits elsewhere, on Magic Online I created the Live the Dream Cube. So, I simply applied that cube's philosophy to MTG Arena and its Historic card pool: lots of big-mana decks and a plethora of crazy interactions to help emulate Commander, all in the context of a cube!
While Arena Cube is a great overall representation of Cube and Magic, and Tinkerer's Cube involves a great deal of synergistic small pieces to craft a deck with a unique and holistically strong mechanical identity, Chromatic Cube replaces aggressive creatures with mana rocks so we can get to the good stuff: cards that cost more and do more! This is a cube where Alloy Myr makes a great ally, and there's more to Maskwood Nexus than meets the eye
Some cubes are pure "good stuff," meaning all the cards are individually powerful, and you take the "best card per pack" in your deck of two or maybe three colors. Other cubes are synergy driven, which means you may draft a deck that is "on rails" and is looking for a very specific piece to complete your linear, sometimes parasitic, puzzle.
This is the dichotomy of Arena Cube and Tinkerer's Cube. Chromatic Cube lies somewhere in the middle. A lot of the cards are individually good in decks, but there are eleven archetypes for ten color pairs in the game to guide drafters. Not all decks of the same two colors will be the same of course, but if you see an off-the-wall card, you can trust that the cube can support it. And since this is Chromatic Cube, you can bet that there will be enough fixing available to often play more than two colors.
Of course, there are many, many small strategies outside of these eleven archetypes; these are just the loud directions the cube will call out for you to try. Just don't try too hard to draft an aggressive deck that aims to curve out in the early turns with small creatures. This ain't that kind of cube.
Let's just take a look at the ten archetypes, shall we?
In an unusually aggressive archetype for these two colors, you'll want to "go-wide" and create a veritable cornucopia of creatures for your opponents to handle. Hint: they won't be able to. Sure, this strategy is normally green's territory, but can green cards draw as many cards as blue? Actually, don't answer that.
Sure, your deck might be sweet, but what about your opponent's? Utilize your opponent's cards in this controlling archetype to beat them at their own game. Just make sure you've got enough removal, as this is the slowest archetype, and you better hope your opponent drafted a good deck! Take all the fun, and give nothing back.
Dragons! Ramp into Dragons! Destroy creatures that aren't Dragons! This deck often splashes for Dragons. Dragons are better than the creatures your opponents will play. Make sure you can cast your Dragons by picking up some mana acceleration. And if your Dragons die, reanimate them back to the battlefield. Dragons.
Red-Green Power Matters
Power is powerful. In this deck, you'll want some mana acceleration, but then you'll be pumping out creatures that are large and in charge with big numbers in the bottom right of the card. But not only do they hit hard, they also draw cards hard? There's more payoff than just damage for the discerning Gruul mage in this cube, but still lots of damage.
In perhaps the most aggressive archetype in the cube, you'll be placing fat stacks of counters onto your critters. How tall can a creature get? If each +1/+1 counter is a foot, then you'll be able to make creatures as tall as Matt Tabak, and almost as fun.
This deck tends to go wide, which blends well with the White-Blue deck. Since this is Chromatic Cube, three-color decks tend to be the norm, so go ahead and dip into blue for some goodies. I won't mind.
Use legendary creatures and removal spells to lead your ragtag band of heroes (and villains) to victory! Like most strategies in this cube, this can be relatively slow, but this color pair tends to even the odds by killing anything that moves. And if your champions were to be killed in turn, they won't be dead for long. There are lots of sneaky synergies with everybody's favorite supertype, and since your opponent's creatures won't even have name tags, they'll have no chance.
Draft some mana ramp, big spells, and some copy effects, and what do you get? The most fun you can have! There are lots of pieces to this strategy, but if the plan all comes together, you'll be playing a completely different game than your opponents. Extra turn effects are particularly potent in this cube, so don't waste any time in taking them.
This deck likes things to die: your creatures, your opponent's creatures, your opponents. While this deck is generally fairly creature heavy, it's so you can utilize their delicious life force to further your plans of total game domination. In other words, make more mana, play more creatures, and stop your opponent from doing those things. So, for black-green decks, just a regular Tuesday.
Rule number fifteen says a hero is only as good as their weapon. Red-White takes that rule to heart, and you won't be lacking in steel or sorcery in this archetype. This color combination is both fast and furious, so try to draft the Equipment-loving family first, and then their implements later. Once you play both edges of this double-edged sword of creatures and swords, you'll have more edges in the game than you'll know what to do with!
Every deck should have lands, but this deck should have the most, since that's how you win! Often in Magic, the player with the most mana wins. And in this cube, that axiom is especially true, so be sure to grab all the land acceleration you can! You'll most likely be able to splash all the other good cards you see, so you mustn't be afraid to dream a little bigger, darling.
And finally, we have the bonus eleventh archetype that uses every color we can throw at you. You'll be the slowest deck, the most eccentric deck, and the deck with the most lands (I hope). What you'll also be, though, is the deck with the sweetest turns, as you'll be playing some of the most individually powerful cards in the cube. If you can dream it, you can do it!
Chromatic Cube Card List
Card Name Color Giant Killer White Mikaeus, the Lunarch White Rhys the Redeemed White Thraben Inspector White Usher of the Fallen White Adorned Pouncer White Bounty Agent White Charming Prince White Grateful Apparition White Hero of Precinct One White Luminarch Aspirant White Shaile, Dean of Radiance White Sram, Senior Edificer White Elite Spellbinder White Heliod, Sun-Crowned White Lurrus of the Dream-Den White Mentor of the Meek White Mila, Crafty Companion White Skyclave Apparition White Basri's Lieutenant White Bishop of Binding White Emiel the Blessed White Halvar, God of Battle White High Sentinels of Arashin White Leonin Warleader White Shalai, Voice of Plenty White Angel of Invention White Angel of Sanctions White Cavalier of Dawn White God-Eternal Oketra White Lyra Dawnbringer White Regal Caracal White Harmonious Archon White Elesh Norn, Grand Cenobite White Realm-Cloaked Giant White Basri Ket White Elspeth, Sun's Nemesis White Ephemerate White Raise the Alarm White Unbreakable Formation White Response // Resurgence White Warrant // Warden White Finale of Glory White Release the Dogs White Sram's Expertise White Starnheim Unleashed White Urza's Ruinous Blast White Ancestral Blade White Maul of the Skyclaves White The Circle of Loyalty White Banishing Light White History of Benalia White Anointed Procession White Cast Out White Faith's Fetters White Felidar Retreat White On Serra's Wings White Cathars' Crusade White Divine Visitation White Elspeth Conquers Death White Fae of Wishes Blue Ghostly Pilferer Blue Tetsuko Umezawa, Fugitive Blue Thieving Skydiver Blue Alirios, Enraptured Blue Barrin, Tolarian Archmage Blue Champion of Wits Blue Cosima, God of the Voyage Blue Glasspool Mimic Blue Nadir Kraken Blue Vizier of Tumbling Sands Blue Crafty Cutpurse Blue Murmuring Mystic Blue Orvar, the All-Form Blue Spark Double Blue Talrand, Sky Summoner Blue Vizier of Many Faces Blue Whirler Rogue Blue Alrund, God of the Cosmos Blue Cavalier of Gales Blue Djinn of Wishes Blue Mesmerizing Benthid Blue Omnispell Adept Blue Voracious Greatshark Blue Yorion, Sky Nomad Blue Dream Eater Blue Scholar of the Lost Trove Blue Kiora, Behemoth Beckoner Blue Rowan, Scholar of Sparks Blue Saheeli, Sublime Artificer Blue Kasmina, Enigmatic Mentor Blue Mystic Reflection Blue Resculpt Blue Thassa's Intervention Blue Hornswoggle Blue Supreme Will Blue Whirlwind Denial Blue Crush Dissent Blue Spell Swindle Blue Commence the Endgame Blue Sublime Epiphany Blue Nexus of Fate Blue Commit // Memory Blue Multiple Choice Blue Callous Dismissal Blue Chart a Course Blue Discovery // Dispersal Blue Quasiduplicate Blue Inscription of Insight Blue Mythos of Illuna Blue Talrand's Invocation Blue Baral's Expertise Blue Karn's Temporal Sundering Blue Alrund's Epiphany Blue Midnight Clock Blue Search for Azcanta Blue Reconnaissance Mission Blue The Mirari Conjecture Blue In Bolas's Clutches Blue Shark Typhoon Blue Valentin, Dean of the Vein Black Blood Artist Black Brain Maggot Black Fiend Artisan Black Glint-Sleeve Siphoner Black Kitesail Freebooter Black Mire Triton Black Nullpriest of Oblivion Black Blex, Vexing Pest Black Callous Bloodmage Black Doomed Necromancer Black Isareth the Awakener Black Midnight Reaper Black Murderous Rider Black Plaguecrafter Black Sedgemoor Witch Black Selfless Glyphweaver Black Varragoth, Bloodsky Sire Black Woe Strider Black Yahenni, Undying Partisan Black Eradicator Valkyrie Black Erebos, Bleak-Hearted Black Gonti, Lord of Luxury Black Kels, Fight Fixer Black Nightmare Shepherd Black Rankle, Master of Pranks Black Ravenous Chupacabra Black Cavalier of Night Black Doom Whisperer Black Ghoulcaller Gisa Black Gravebreaker Lamia Black Syr Konrad, the Grim Black Tergrid, God of Fright Black Gyruda, Doom of Depths Black Massacre Wurm Black Noxious Gearhulk Black Sheoldred, Whispering One Black Vraska, Swarm's Eminence Black Liliana, Death's Majesty Black Liliana, Dreadhorde General Black Erebos's Intervention Black Heartless Act Black Mythos of Nethroi Black Eat to Extinction Black Price of Fame Black Vraska's Contempt Black Innocent Blood Black Agonizing Remorse Black Chainer's Edict Black Feed the Swarm Black Finale of Eternity Black Blood for Bones Black Extinction Event Black Crux of Fate Black Unburial Rites Black Yawgmoth's Vile Offering Black Thwart the Grave Black Never // Return Black Dreadhorde Invasion Black Phyrexian Arena Black The Eldest Reborn Black Dire Fleet Daredevil Red Dragonkin Berserker Red Earthshaker Khenra Red Magda, Brazen Outlaw Red Magmatic Channeler Red Plargg, Dean of Chaos Red Robber of the Rich Red Arni Brokenbrow Red Birgi, God of Storytelling Red Bonecrusher Giant Red Captain Lannery Storm Red Combat Celebrant Red Gadrak, the Crown-Scourge Red Grinning Ignus Red Krenko, Tin Street Kingpin Red Sin Prodder Red Captivating Crew Red Efreet Flamepainter Red Leyline Tyrant Red Neheb, Dreadhorde Champion Red Opportunistic Dragon Red Toralf, God of Fury Red Brash Taunter Red Cavalier of Flame Red Goldspan Dragon Red Ilharg, the Raze-Boar Red Jegantha, the Wellspring Red Obosh, the Preypiercer Red Terror of the Peaks Red Urabrask the Hidden Red Combustible Gearhulk Red Etali, Primal Storm Red Drakuseth, Maw of Flames Red Sarkhan, Fireblood Red Lukka, Coppercoat Outcast Red Sarkhan the Masterless Red Lightning Bolt Red Abrade Red Electrodominance Red Fire Prophecy Red Kazuul's Fury Red Spit Flame Red Faithless Looting Red Purphoros's Intervention Red Crackle with Power Red Shatterskull Smashing Red Fight with Fire Red Seize the Spoils Red Cut // Ribbons Red Mizzix's Mastery Red Hour of Devastation Red Star of Extinction Red Crystal Slipper Red Mask of Immolation Red Scavenged Blade Red Dwarven Hammer Red Embercleave Red Fires of Invention Red Sarkhan's Unsealing Red Double Vision Red Fiery Emancipation Red Gilded Goose Green Llanowar Elves Green Pelt Collector Green Swarm Shambler Green Dragonsguard Elite Green Dryad Greenseeker Green Fauna Shaman Green Ilysian Caryatid Green Incubation Druid Green Lotus Cobra Green Scavenging Ooze Green Voracious Hydra Green Wildborn Preserver Green Augmenter Pugilist Green Beanstalk Giant Green Dryad of the Ilysian Grove Green Evolution Sage Green Fertilid Green Jadelight Ranger Green Kianne, Dean of Substance Green Llanowar Visionary Green Oran-Rief Ooze Green Reclamation Sage Green Rishkar, Peema Renegade Green Selvala, Heart of the Wilds Green Beast Whisperer Green Bristling Hydra Green Canopy Tactician Green Champion of Rhonas Green Neyith of the Dire Hunt Green Oracle of Mul Daya Green Vizier of the Menagerie Green Ashaya, Soul of the Wild Green Biogenic Ooze Green Cavalier of Thorns Green God-Eternal Rhonas Green Keruga, the Macrosage Green Verdurous Gearhulk Green Kogla, the Titan Ape Green Ulvenwald Hydra Green Vorinclex, Monstrous Raider Green Nyxbloom Ancient Green End-Raze Forerunners Green Tyvar Kell Green Nissa, Vital Force Green Vivien, Monsters' Advocate Green Inscription of Abundance Green Ram Through Green Primal Might Green Emergent Sequence Green Explore Green Finale of Devastation Green Regrowth Green Scale the Heights Green Planewide Celebration Green Find // Finality Green Lifecrafter's Bestiary Green The Great Henge Green In Search of Greatness Green The First Iroan Games Green Guardian Project Green Temmet, Vizier of Naktamun Multicolor Dovin, Grand Arbiter Multicolor Niko Aris Multicolor The Raven's Warning Multicolor Aven Wind Guide Multicolor Ojutai's Command Multicolor Cloudblazer Multicolor Banish into Fable Multicolor Depose // Deploy Multicolor Thief of Sanity Multicolor Atris, Oracle of Half-Truths Multicolor Etrata, the Silencer Multicolor Hostage Taker Multicolor Ashiok, Nightmare Muse Multicolor Enter the God-Eternals Multicolor Silumgar's Command Multicolor Zareth San, the Trickster Multicolor Angrath's Rampage Multicolor Rix Maadi Reveler Multicolor Valki, God of Lies Multicolor Kolaghan's Command Multicolor Immersturm Predator Multicolor Angrath, the Flame-Chained Multicolor Rakdos, the Showstopper Multicolor Bladewing the Risen Multicolor Domri, Anarch of Bolas Multicolor Radha, Heart of Keld Multicolor Svella, Ice Shaper Multicolor Escape to the Wilds Multicolor Nikya of the Old Ways Multicolor Samut, Voice of Dissent Multicolor Zilortha, Strength Incarnate Multicolor Ravager Wurm Multicolor Conclave Mentor Multicolor Dromoka's Command Multicolor Faeburrow Elder Multicolor Knight of Autumn Multicolor Ajani, the Greathearted Multicolor Captain Sisay Multicolor Mirari's Wake Multicolor Trostani Discordant Multicolor Hamza, Guardian of Arashin Multicolor Assure // Assemble Multicolor Killian, Ink Duelist Multicolor Aryel, Knight of Windgrace Multicolor Teysa Karlov Multicolor Arvad the Cursed Multicolor Kaya the Inexorable Multicolor Shadrix Silverquill Multicolor Athreos, Shroud-Veiled Multicolor Primevals' Glorious Rebirth Multicolor Electrolyze Multicolor Prismari Command Multicolor Rootha, Mercurial Artist Multicolor Galazeth Prismari Multicolor Jhoira, Weatherlight Captain Multicolor Ral, Storm Conduit Multicolor Ral's Outburst Multicolor Expansion // Explosion Multicolor Magma Opus Multicolor Deadly Brew Multicolor Rushed Rebirth Multicolor Grakmaw, Skyclave Ravager Multicolor Leyline Prowler Multicolor Binding the Old Gods Multicolor Poison-Tip Archer Multicolor Polukranos, Unchained Multicolor Vraska, Golgari Queen Multicolor The Gitrog Monster Multicolor Beledros Witherbloom Multicolor Koll, the Forgemaster Multicolor Rip Apart Multicolor Swiftblade Vindicator Multicolor Akiri, Fearless Voyager Multicolor Forging the Tyrite Sword Multicolor Venerable Warsinger Multicolor Nahiri, Heir of the Ancients Multicolor Winota, Joiner of Forces Multicolor Lorehold Command Multicolor Velomachus Lorehold Multicolor Growth Spiral Multicolor Kinnan, Bonder Prodigy Multicolor Nissa, Steward of Elements Multicolor Zimone, Quandrix Prodigy Multicolor Uro, Titan of Nature's Wrath Multicolor Eureka Moment Multicolor Quandrix Cultivator Multicolor Rashmi, Eternities Crafter Multicolor Tatyova, Benthic Druid Multicolor Chulane, Teller of Tales Multicolor Alela, Artful Provocateur Multicolor Nicol Bolas, the Ravager Multicolor Nicol Bolas, Dragon-God Multicolor Nicol Bolas, God-Pharaoh Multicolor Korvold, Fae-Cursed King Multicolor Vaevictis Asmadi, the Dire Multicolor Rienne, Angel of Rebirth Multicolor Zacama, Primal Calamity Multicolor Extus, Oriq Overlord Multicolor Snapdax, Apex of the Hunt Multicolor Syr Gwyn, Hero of Ashvale Multicolor Ruinous Ultimatum Multicolor Omnath, Locus of the Roil Multicolor Illuna, Apex of Wishes Multicolor Genesis Ultimatum Multicolor Nethroi, Apex of Death Multicolor Eerie Ultimatum Multicolor Kykar, Wind's Fury Multicolor Inspired Ultimatum Multicolor Titans' Nest Multicolor Yarok, the Desecrated Multicolor Muldrotha, the Gravetide Multicolor Omnath, Locus of Creation Multicolor Path to the World Tree Multicolor Codie, Vociferous Codex Multicolor Esika, God of the Tree Multicolor Golos, Tireless Pilgrim Multicolor Kenrith, the Returned King Multicolor Maelstrom Archangel Multicolor Niv-Mizzet Reborn Multicolor Tazri, Beacon of Unity Multicolor Chamber Sentry Colorless Stonecoil Serpent Colorless Alloy Myr Colorless Farfinder Colorless Palladium Myr Colorless Scuttlemutt Colorless Skittering Surveyor Colorless Myriad Construct Colorless Solemn Simulacrum Colorless Platinum Angel Colorless Karn, Scion of Urza Colorless Ugin, the Ineffable Colorless Tezzeret's Gambit Colorless Mascot Exhibition Colorless Mox Amber Colorless Animation Module Colorless Bonesplitter Colorless Shadowspear Colorless Zephyr Boots Colorless Azor's Gateway Colorless Blackblade Reforged Colorless Coldsteel Heart Colorless Dowsing Dagger Colorless Goldvein Pick Colorless Guardian Idol Colorless Mazemind Tome Colorless Mind Stone Colorless Treasure Map Colorless Chromatic Lantern Colorless Cultivator's Caravan Colorless Dragon's Hoard Colorless Heraldic Banner Colorless Letter of Acceptance Colorless Mirage Mirror Colorless Replicating Ring Colorless Sigiled Sword of Valeron Colorless Skyclave Relic Colorless Firemind Vessel Colorless Hedron Archive Colorless Lithoform Engine Colorless Maskwood Nexus Colorless Gilded Lotus Colorless Tome of the Guildpact Colorless The Immortal Sun Colorless Chromatic Orrery Colorless God-Pharaoh's Gift Colorless Glacial Fortress Land Hallowed Fountain Land Hengegate Pathway Land Irrigated Farmland Land Temple of Enlightenment Land Clearwater Pathway Land Drowned Catacomb Land Fetid Pools Land Temple of Deceit Land Watery Grave Land Blightstep Pathway Land Blood Crypt Land Canyon Slough Land Dragonskull Summit Land Temple of Malice Land Cragcrown Pathway Land Rootbound Crag Land Sheltered Thicket Land Stomping Ground Land Temple of Abandon Land Branchloft Pathway Land Scattered Groves Land Sunpetal Grove Land Temple Garden Land Temple of Plenty Land Brightclimb Pathway Land Concealed Courtyard Land Godless Shrine Land Isolated Chapel Land Shineshadow Snarl Land Frostboil Snarl Land Riverglide Pathway Land Spirebluff Canal Land Steam Vents Land Sulfur Falls Land Blooming Marsh Land Darkbore Pathway Land Necroblossom Snarl Land Overgrown Tomb Land Woodland Cemetery Land Clifftop Retreat Land Furycalm Snarl Land Inspiring Vantage Land Needleverge Pathway Land Sacred Foundry Land Barkchannel Pathway Land Botanical Sanctum Land Breeding Pool Land Hinterland Harbor Land Vineglimmer Snarl Land Savai Triome Land Ketria Triome Land Indatha Triome Land Raugrin Triome Land Zagoth Triome Land The World Tree Land Evolving Wilds Land Fabled Passage Land Field of the Dead Land Guildmages' Forum Land Hall of Oracles Land Lotus Field Land Mirrodin's Core Land Shimmerdrift Vale Land Terramorphic Expanse Land Thriving Bluff Land Thriving Grove Land Thriving Heath Land Thriving Isle Land Thriving Moor Land
I hope this has given you a brief insight into the machinations this cube can assemble and some of my thought processes. I truly love designing Magic cards, cubes, and experiences for you all to play and hope this brings you some joy.
Magic creates amazing stories, but none more powerful than the journey of meeting new friends through it. So, safely join a friend and get ready to draft the most colorful experience MTG Arena can offer, and you can let me know what you think of Chromatic Cube on Twitter @J_Beleren.
I'll see you in the queues!
@J_Beleren on Twitter
@Linuka on Twitch
Cube Draft is a casualMagic: The Gatheringformat where players create a cube, a large pool of cards selected for the purposes of playing a limited game.
Cube Draft encompasses many of the most enjoyable aspects of Magic, combining elements of both Constructed and Limited play, trading, and playing the game with friends. To prepare for this format, a player (or, if you prefer, your entire playgroup) prepares a "cube" — a specifically selected set of at least 360 different cards. Many cubes contain upwards of 720 cards to provide more variety among drafts.
Once the cube has been built, you can use it for any draft format. The most popular option is to build makeshift "booster packs" out of 15 randomly selected cards from the cube and then run a regular Booster Draft. But you can also use your cube for Winston Draft, Solomon Draft, or any other kind of draft format.
Building a cube is a great way to get some extra play value out of your favorite cards, or even out of cards that haven't found a home in your Constructed decks. The best aspect of it is how personalized it is. Every cube is different, and you can build the pool of cards you'll draft with however you choose. Some players even create intricate lists of the most powerful Magic cards ever created and try to include each one in their cube.
In 2015, UltraPro sold the MOX CUB3™ deck box, which was especially designed for Cubing.
Cube Draft is a popular format on Magic Online which is held on occasionally on selected periods. The Magic Online Championship Series occasionally adopted Cube Draft as one of the formats they played throughout the whole season. Various Cubes are on offer, usually based on the format; Vintage and Legacy Cubes are popular, while Modern cubes and other personally curated cubes rotate in and out.
MTG Arena released its first Cube experience in April 2020 with Cube Sealed, primarily to showcase the card list and potential gameplay. The pool was drawn from the Historic format. With pod drafting released during the Ikoria: Lair of Behemoths update, the Arena Cube premiered on June 12th and ran for two weeks, until the release of Core Set 2021.
A second iteration of the cube, the lower-powered Tinkerer's Cube, was released on September 4th in advance of Zendikar Rising. A third iteration was announced for June 25th, ahead of Dungeons & Dragons: Adventures in the Forgotten Realms, called the Chromatic Cube.
Having been on offer in January 2021 and April 2021, it seems clear that the Cube will be open for play for a fortnight before each new Standard set comes out.
It was one of the formats played at the 2007 Magic Invitational. The 2012 Players Championship also adopted Cube Draft as one of their formats played.
Original cube booster for Magic Online
Legacy cube booster for Magic Online
Legendary cube booster for Magic Online
Holiday cube boosters for Magic Online
Ultra Pro deck box for a Cube
- Monty Ashley (March 13, 2012). "Magic Online Cube". magicthegathering.com. Wizards of the Coast.
- Monty Ashley (September 26, 2012). "The Cube Is Back". magicthegathering.com. Wizards of the Coast.
- Trick Jarrett (April 30, 2013). "MTGO Cube Returns". magicthegathering.com. Wizards of the Coast.
- Randy Buehler (November 3, 2014). "The New Magic Online Legacy Cube". magicthegathering.com. Wizards of the Coast.
- David Whitfield (August 5, 2015). "Announcing the Legendary Cube". magicthegathering.com. Wizards of the Coast.
- Jules Robins (March 23, 2016). "Legendary Cube Returns!". magicthegathering.com. Wizards of the Coast.
- Wizards of the Coast (March 2, 2017). "Modern Cube Cardlist". magicthegathering.com. Wizards of the Coast.
- Paul Cheon (March 19, 2019). "March 2019 Legacy Cube Overhaul". magicthegathering.com. Wizards of the Coast.
- Wizards of the Coast (July 17, 2019). "Magic Online Legacy Cube Returns In Time for Gen Con". magicthegathering.com. Wizards of the Coast.
- Emma Handy (October 13, 2020). "Cube Spotlight Series - Emma Handy's Proliferate Cube". magicthegathering.com. Wizards of the Coast.
- Natalie Weizenbaum (March 30, 2021). "Cube Spotlight Series - Nega Cube". magicthegathering.com. Wizards of the Coast.
- Emma Handy (June 22, 2021). "Modern Cube on Magic Online". magicthegathering.com. Wizards of the Coast.
NikkiJune 15, 2020Cube, Limited, MTG Arena
Last updated on September 29, 2021
Fblthp, the Lost | Illustration by Jesper Ejsing
The MTG Arena Cube event is back! From December 12 to 20, 2020 you can play the Arena Cube. It’s only here for a week, so make sure you jump on it quickly.
We’re getting a bit ahead of ourselves, though. First things first. If you’re like me, you weren’t really all that familiar with Cube before it was introduced to Arena. So, what is this format, how does it work, and where did it come from? Let’s talk about that.
The Full Story of Cube, Simplified
So, Cube. It’s pretty simple, in that it’s basically a custom draft format. A “cube” is created containing whatever cards the organizer wants to include (360 is the recommended size of a cube for beginners, which can support eight players just like a regular draft), usually using powerful cards.
Players then pick cards to build their deck one at a time from rotating 15-card packs that use cards from the cube, just like you would in draft. After the game, the cards go back to the cube. Basically, Cube is a custom draft game where the players use the organizer’s cards and then give them back afterwards.
Some cubes follow other themes or restrictions or are built around specific archetypes/synergies. Cube is also generally singleton, meaning there’s only one copy of each card in the cube. We’ll get to all that in just a bit, though.
MTG Arena and Cube: The Juicy Details
Arena’s Cube is Historic, mainly to offer a larger card pool (550, if you were wondering). Standard Cube is a thing, but the format is much better with a larger card pool.
Since MTGA has sets from Ixalan forward along with the Historic anthologies and remasters of Kaladesh and Amonkhet, it makes the most sense to have a Historic Cube event. It’s generally more fun and provides more variety and opportunity for interesting/unique gameplay that you just can’t get in any of the other formats on Arena. Which, really, is the biggest appeal for Cube to begin with.
The best example of this is Vintage Cube, which you can play on MTG Online. There’s plenty of different ways to create a cube, with different “rules” and requirements going into it. Pauper Cube includes only common cards, Legacy Cube allows cards from all sets, and Powered Cube (referring to the Power Nine cards) uses cards considered “too powerful” in other cubes.
Power Nine cards
Now that we’ve covered the “technical” side of Cube on MTG Arena, let’s jump into the event itself.
Chromatic Cube Draft
This new Cube event will be quite similar to previous versions. It remains a phantom event with BO1 and traditional BO3 formats. The entry fee is the same if you’re paying in gems (600) but the price has scaled up to 4,000 in gold.
|# of Wins||Rewards|
|0||2 uncommon + 1 rare ICRs|
|1||500 gold + 2 uncommon + 1 rare ICRs|
|2||1,000 gold + 2 uncommon + 1 rare ICRs|
|3||2,000 gold + 2 uncommon + 1 rare ICRs|
|4||3,000 gold + 2 uncommon + 1 rare ICRs|
|5||4,000 gold + 1 uncommon + 2 rare ICRs|
|6||5,000 gold + 1 uncommon + 2 rare ICRs|
|7||6,000 gold + 1 uncommon + 2 rare ICRs|
|# of Wins||Rewards|
|0||2 uncommon + 1 rare ICRs|
|1||2 uncommon + 1 rare ICRs|
|2||4,000 gold + 2 uncommon + 1 rare ICRs|
|3||6,000 gold + 1 uncommon + 2 rare ICRs|
The Cards in Chromatic Cube
With a total of 540 cards, the idea behind this particular Cube format is to be somewhere in between the Arena Cube and the Tinkerer’s Cube. In Arena Cube, the focus was on individually powerful cards thrown into your deck to increase the power level. Tinkerer’s Cube’s was aimed towards a more puzzle-like style of deckbuilding. The idea was to draft cards that worked with your other cards to build a deck that worked well.
Chromatic Cube has a lot of cards that are individually good in almost any deck, but the cards in the pool were also chosen to fit one of eleven archetypes. These were based on each of the ten color pairs plus 5-color “good stuff.” The idea is to have a variety of strategies to consider when building your deck while also including clear directions for players who may be unsure what direction to take their build in.
Following this logic, a lot of the archetypes are classic strategies for their color combo. Something to keep in mind is that aggressive decks that curve out in the early game will not work in this cube.
I’d dare say this is one of the archetypes where the colors are the most out of their comfort zones. Tokens are usually seen in other color combos. But with cards like Temmet, Vizier of Naktamun, Rhys the Redeemed, and Quasiduplicate, you can build a massive token army and then compliment it with things like Reconnaissance Mission to draw a ton of cards.
This one is very much within its comfort zone. It was one of the Zendikar Commander deck strategies not long ago, after all. The idea behind this deck is to use rogues and thieves like Zareth San, the Trickster, Gonti, Lord of Luxury, and Thief of Sanity to steal as many cards from your opponent as you can.
Here’s where those “individually powerful cards” shine. If you stole a combo piece that doesn’t do much on its own, this archetype wouldn’t be great. This cube’s emphasis on good individual cards makes sure the chances of that happening are as low as possible.
Power Matters ()
We all know what makes Gruul strong. There’s nothing particularly new to this archetype. A lot of ramp for big creatures that deal a ton of damage to your opponent. There’s some additional benefits since you can draw a lot of cards in this archetype, because green does everything the other colors can do.
Some ramp, some reanimation, and a whole lot of dragons. This one is pretty self-explanatory. Put Sarkhan, Fireblood in your deck and make Sarkhan himself proud by playing a terrifying army of dragons, then cast Crux of Fate and you’re good to go.
This is easily the most aggro out of all the archetypes. Play plenty of smaller creatures and then make sure they don’t stay small. Throw in Vorinclex, Monstrous Raider and Cathars’ Crusade and your creatures will become massive in no time. This archetype mixes well with the tokens. Add some blue and you’ll have a terrifying deck on your hands.
This archetype is more on the slower end of things. Legendaries take a long time to flood the battlefield, but it’s absolutely terrifying when they do. There’s tons of removal and recursion so you can keep your opponent slowed down and make sure you’re not at a disadvantage while you get set up.
Spell slinging is Izzet’s signature move. This archetype depends on cards like Double Vision and Ral, Storm Conduit to make every spell you cast explosive. Especially with stuff like Magma Opus in the card pool.
Just like with the Gruul archetype, this one stays pretty close to its colors’ common strategies. You’re sure to have a ton of support among the cards you can pick.
This archetype does what Golgari archetypes do best: take advantage of killing any and all creatures you can, both your opponent’s and your own. Get cards like Liliana, Dreadhorde General and Poison-Tip Archer to make killing all those creatures worth your time.
I mentioned it with the release of the Strixhaven Commander precons, but I love that Boros is turning to a more artifact- and equipment-heavy theme. This isn’t an exception.
Equipment cards like Embercleave are absurdly powerful. Combined with Akiri, Fearless Voyager or Sram, Senior Edificer, you’re not gonna stay behind on card advantage either.
This archetype is all about ramping. Get as many lands as you can then get a ton of ramp and creatures that support the archetype like Zimone, Quandrix Prodigy and Cosima, God of the Voyage.
Once you’ve got that done, you can grab any creature you want. The bigger the better. It’s not like you’re gonna run out of mana to cast them.
I’ve mentioned that this Cube tries to balance archetypes and combos with individually strong cards. This archetype consists of a lot of individually strong cards. Obviously you’ll have a lot of cards that work to further this strategy.
With things like Maelstrom Archangel and Chromatic Orrery, you can cast essentially any and every card in your hand. Not only will you play a lot of powerful cards, you’ll also be playing with a huge variety of good stuff.
The Complete Card List
- Blood Artist
- Brain Maggot
- Glint-Sleeve Siphoner
- Kitesail Freebooter
- Mire Triton
- Nullpriest of Oblivion
- Callous Bloodmage
- Doomed Necromancer
- Isareth the Awakener
- Midnight Reaper
- Murderous Rider
- Sedgemoor Witch
- Varragoth, Bloodsky Sire
- Woe Strider
- Yahenni, Undying Partisan
- Eradicator Valkyrie
- Erebos, Bleak-Hearted
- Gonti, Lord of Luxury
- Nightmare Shepherd
- Rankle, Master of Pranks
- Ravenous Chupacabra
- Cavalier of Night
- Doom Whisperer
- Ghoulcaller Gisa
- Gravebreaker Lamia
- Syr Konrad, the Grim
- Tergrid, God of Fright
- Massacre Wurm
- Noxious Gearhulk
- Sheoldred, Whispering One
- Liliana, Death’s Majesty
- Liliana, Dreadhorde General
- Erebos’s Intervention
- Heartless Act
- Eat to Extinction
- Price of Fame
- Vraska’s Contempt
- Innocent Blood
- Agonizing Remorse
- Chainer’s Edict
- Feed the Swarm
- Finale of Eternity
- Blood for Bones
- Extinction Event
- Crux of Fate
- Yawgmoth’s Vile Offering
- Thwart the Grave
- Dreadhorde Invasion
- Phyrexian Arena
- The Eldest Reborn
- Dire Fleet Daredevil
- Dragonkin Berserker
- Earthshaker Khenra
- Magda, Brazen Outlaw
- Magmatic Channeler
- Robber of the Rich
- Arni Brokenbrow
- Birgi, God of Storytelling
- Bonecrusher Giant
- Captain Lannery Storm
- Combat Celebrant
- Gadrak, the Crown-Scourge
- Grinning Ignus
- Krenko, Tin Street Kingpin
- Sin Prodder
- Captivating Crew
- Efreet Flamepainter
- Leyline Tyrant
- Neheb, Dreadhorde Champion
- Opportunistic Dragon
- Toralf, God of Fury
- Brash Taunter
- Cavalier of Flame
- Goldspan Dragon
- Ilharg, the Raze-Boar
- Terror of the Peaks
- Urabrask the Hidden
- Combustible Gearhulk
- Etali, Primal Storm
- Drakuseth, Maw of Flames
- Sarkhan, Fireblood
- Lukka, Coppercoat Outcast
- Sarkhan the Masterless
- Lightning Bolt
- Fire Prophecy
- Kazuul’s Fury
- Spit Flame
- Faithless Looting
- Purphoros’s Intervention
- Crackle with Power
- Shatterskull Smashing
- Fight with Fire
- Seize the Spoils
- Mizzix’s Mastery
- Hour of Devastation
- Star of Extinction
- Crystal Slipper
- Mask of Immolation
- Scavenged Blade
- Dwarven Hammer
- Fires of Invention
- Sarkhan’s Unsealing
- Double Vision
- Fiery Emancipation
- Temmet, Vizier of Naktamun
- Dovin, Grand Arbiter
- Niko Aris
- The Raven’s Warning
- Aven Wind Guide
- Ojutai’s Command
- Yorion, Sky Nomad
- Banish into Fable
- Thief of Sanity
- Atris, Oracle of Half-Truths
- Etrata, the Silencer
- Hostage Taker
- Kels, Fight Fixer
- Ashiok, Nightmare Muse
- Enter the God-Eternals
- Silumgar’s Command
- Zareth San, the Trickster
- Gyruda, Doom of Depths
- Angrath’s Rampage
- Rix Maadi Reveler
- Valki, God of Lies
- Kolaghan’s Command
- Immersturm Predator
- Angrath, the Flame-Chained
- Obosh, the Preypiercer
- Rakdos, the Showstopper
- Bladewing the Risen
- Domri, Anarch of Bolas
- Radha, Heart of Keld
- Svella, Ice Shaper
- Neyith of the Dire Hunt
- Escape to the Wilds
- Nikya of the Old Ways
- Zilortha, Strength Incarnate
- Ravager Wurm
- Rhys the Redeemed
- Conclave Mentor
- Dromoka’s Command
- Faeburrow Elder
- Knight of Autumn
- Ajani, the Greathearted
- Captain Sisay
- Emiel the Blessed
- Shalai, Voice of Plenty
- Mirari’s Wake
- Trostani Discordant
- Hamza, Guardian of Arashin
- Killian, Ink Duelist
- Shaile, Dean of Radiance
- Lurrus of the Dream-Den
- Selfless Glyphweaver
- Aryel, Knight of Windgrace
- Teysa Karlov
- Arvad the Cursed
- Kaya the Inexorable
- Shadrix Silverquill
- Unburial Rites
- Athreos, Shroud-Veiled
- Primevals’ Glorious Rebirth
- Prismari Command
- Rootha, Mercurial Artist
- Rowan, Scholar of Sparks
- Saheeli, Sublime Artificer
- Galazeth Prismari
- Jhoira, Weatherlight Captain
- Ral, Storm Conduit
- Ral’s Outburst
- Magma Opus
- Valentin, Dean of the Vein
- Deadly Brew
- Fiend Artisan
- Rushed Rebirth
- Blex, Vexing Pest
- Grakmaw, Skyclave Ravager
- Leyline Prowler
- Binding the Old Gods
- Poison-Tip Archer
- Polukranos, Unchained
- Tyvar Kell
- Vraska, Golgari Queen
- Vraska, Swarm’s Eminence
- The Gitrog Monster
- Beledros Witherbloom
- Koll, the Forgemaster
- Plargg, Dean of Chaos
- Rip Apart
- Swiftblade Vindicator
- Akiri, Fearless Voyager
- Forging the Tyrite Sword
- Mila, Crafty Companion
- Venerable Warsinger
- Nahiri, Heir of the Ancients
- Winota, Joiner of Forces
- Lorehold Command
- Velomachus Lorehold
- Growth Spiral
- Kinnan, Bonder Prodigy
- Nissa, Steward of Elements
- Zimone, Quandrix Prodigy
- Augmenter Pugilist
- Kianne, Dean of Substance
- Kiora, Behemoth Beckoner
- Uro, Titan of Nature’s Wrath
- Eureka Moment
- Quandrix Cultivator
- Rashmi, Eternities Crafter
- Keruga, the Macrosage
- Tatyova, Benthic Druid
- Chulane, Teller of Tales
- Alela, Artful Provocateur
- Nicol Bolas, the Ravager
- Nicol Bolas, Dragon-God
- Nicol Bolas, God-Pharaoh
- Korvold, Fae-Cursed King
- Vaevictis Asmadi, the Dire
- Rienne, Angel of Rebirth
- Samut, Voice of Dissent
- Zacama, Primal Calamity
- Extus, Oriq Overlord
- Snapdax, Apex of the Hunt
- Syr Gwyn, Hero of Ashvale
- Ruinous Ultimatum
- Mythos of Illuna
- Omnath, Locus of the Roil
- Illuna, Apex of Wishes
- Genesis Ultimatum
- Mythos of Nethroi
- Nethroi, Apex of Death
- Eerie Ultimatum
- Kykar, Wind’s Fury
- Inspired Ultimatum
- Titans’ Nest
- Yarok, the Desecrated
- Muldrotha, the Gravetide
- Omnath, Locus of Creation
- Chamber Sentry
- Path to the World Tree
- Codie, Vociferous Codex
- Esika, God of the Tree
- Golos, Tireless Pilgrim
- Jegantha, the Wellspring
- Kenrith, the Returned King
- Maelstrom Archangel
- Niv-Mizzet Reborn
- Tazri, Beacon of Unity
Tinkerer’s Cube Draft
This Cube draft format is also phantom, so nothing’s changed on that front. But what else is special about this new introduction to the Cube drafts in Arena?
This draft focuses on card interactions over raw power. Synergies and combos are the name of the game here, so massive cards that don’t really do anything for a team don’t really fit in. It’s all about the little guys that work together to make something really cool as a whole.
We’ve seen Tinkerer’s Cube draft pop up a few times now with the most recent event taking place September 3 through 16. It featured the same buy-in as usual with a 600 gems or 4,000 gold price tag and the option for BO1 or BO3 which featured the same win/loss record as ranked (7 / 3) and traditional draft (3 matches regardless of wins/losses) respectively.
|# of Wins||Rewards|
|0||2 uncommon + 1 rare ICRs|
|1||500 gold + 2 uncommon + 1 rare ICRs|
|2||1,000 gold + 2 uncommon + 1 rare ICRs|
|3||2,000 gold + 2 uncommon + 1 rare ICRs|
|4||3,000 gold + 2 uncommon + 1 rare ICRs|
|5||4,000 gold + 1 uncommon + 2 rare ICRs|
|6||5,000 gold + 1 uncommon + 2 rare ICRs|
|7||6,000 gold + 1 uncommon + 2 rare ICRs|
|# of Wins||Rewards|
|0||2 uncommon + 1 rare ICRs|
|1||2 uncommon + 1 rare ICRs|
|2||4,000 gold + 2 uncommon + 1 rare ICRs|
|3||6,000 gold + 1 uncommon + 2 rare ICRs|
The most recent Tinkerer’s Cube in the beginning of September saw some new additions from Jumpstart: Historic Horizons as well as a learn and lesson package from Strixhaven. A lot of the archetypes and themes featured in this cube had some overlap and definitely brushed elbows a bit. Wizards specifically mentioned that this was to “create a lot of interlocking pieces that can be put to a variety of interesting uses.”
They also said that you’d probably end up dabbling in more than one archetype to make a strong deck. There was a lot of emphasis on the key to victory, so do with that info what you will.
All that said, here are the themes and archetypes that shine the most in Tinkerer’s Cube:
- : Flying creatures and blinking
- : Discard and reanimate plus “on hit” effects
- : Treasure and sacrificing creatures
- : Large creatures and fighting
- : Tokens and enchantment
- : Lifegain and +1/+1 counters
- : Deathtouch and self-mill
- : Lands and artifact tokens
- : Looting and spells
- : Equipment and graveyard matters
The Complete Card List
Cube guide draft arena mtg
Last summer, I wrote a guide to Arena Cube, and with it coming back and getting heavily updated, it’s time to revisit the topic in Deep Dive fashion.
Here’s the current Arena Cube list:
MTG Arena Cube Draft Card List
View the upcoming card list for MTG Arena’s Cube Draft.
A few things to note about the Arena Cube:
- It’s grown even more powerful as time goes on. The first couple iterations felt fairly underpowered, but it’s really come into its own.
- Synergy definitely matters. Each color pair has a theme, and even though not all of them get there, some do. Past that, synergies between pairs of cards is important, as getting the most out of your cards requires finding ways to amplify them with other cards.
- It’s proactive. This isn’t a Cube from 2012 where you want all seven-drops and battle solely on the axis of card advantage. Even your control decks need good early plays, as there are tons of good aggro cards and assertive midrange decks that’ll ruin you if you come out of the gates too slowly.
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Tags: Arena Cube, Cube, Cube mtg, Deep Dive, Draft, Draft mtg, Limited, Limited MTG, lsv, Luis Scott-Vargas
Tinkerer's Cube is a Phantom Draft format. Players will draft three 14-card packs, but cards you pick will not be added to your collection.
Dates: September 3–16, 2021
Format: Phantom Draft Best-of-One and Phantom Draft Traditional Best-of-Three
Entry: 4,000 gold or 600 gems
- Best-of-One: 7 wins or 3 losses (whichever comes first)
- Traditional Best-of-Three: 3 matches (regardless of win/loss record)
Historic individual card rewards (ICRs) grant cards from pack releases on MTG Arena. They do not include cards that were released outside of packs (e.g., cards from Historic Anthologies). Historic uncommon ICRs have a 5% upgrade rate to rare. Historic rare ICRs may upgrade to a mythic rare; each rare is twice as likely to be awarded as each mythic rare.
The Tinkerer's Cube focuses more on card interactions than individual power, and new additions from Jumpstart: Historic Horizons haven't changed that. This draft experience emphasizes cards that fit together in multiple ways, even surprising ways that you didn't expect going in. Each color pair features multiple mechanical themes, and cards that can interact with several possible themes (both on- and off-color!) will be especially useful to players trying to make the most out of their picks. Decks will often end up dabbling in several different archetypes, and it can easily be your second or even third theme that provides the key to victory.
Themes emphasized in this Tinkerer's Cube include:
- White/Blue: flying creatures and blinking
- Blue/Black: discard-and-reanimate and on-hit effects (dealing combat damage to the opponent)
- Black/Red: treasure and sacrificing creatures
- Red/Green: large creatures and fighting
- Green/White: tokens and enchantments
- White/Black: lifegain and +1/+1 counters
- Black/Green: deathtouch and self-mill
- Green/Blue: lands and artifact tokens
- Blue/Red: looting and spells
- Red/White: equipment and graveyard matters
You may be thinking that many of these themes push up against each other and steal from each other's territory—and you would be right! These themes and the cards that feed into them create a lot of interlocking pieces that can be put to a variety of interesting uses. Each deck will have a unique blend of this, that, and the other. How you put those pieces to use will be the key!
This iteration also includes a learn and lesson package from Strixhaven: School of Mages, allowing players to put even more of their picks to use in each game. The lower raw power level of Tinkerer's Cube leaves room for learn cards to still make the grade, and their versatility plays directly into the modular, interactive gameplay that this cube is all about. And to better flesh out players' lesson plans, the cube contains four copies of the mana-fixing lesson card, Environmental Sciences. (Of course, since each draft only uses two-thirds of the cards from the entire cube, you'll still need to properly prioritize your studies if you want to make sure you have access!)
Battle Cry Goblin
Boots of Speed
Captain Lannery Storm
Chandra, Acolyte of Flame
Dragon's Rage Channeler
Gadrak, the Crown-Scourge
Go for Blood
Krenko, Mob Boss
Krenko, Tin Street Kingpin
Magda, Brazen Outlaw
Mask of Immolation
Neheb, Dreadhorde Champion
Omen of the Forge
Ox of Agonas
Pillar of Flame
Seize the Spoils
Sethron, Hurloon General
Skewer the Critics
Squee, the Immortal
Star of Extinction
Start from Scratch
Strike It Rich
Terror of Mount Velus
Toralf, God of Fury
You See a Pair of Goblins
Arni Slays the Troll
Battle for Bretagard
Calix, Destiny's Hand
Consign // Oblivion
Domri, Anarch of Bolas
Elenda, the Dusk Rose
Kalain, Reclusive Painter
Knight of Autumn
Krydle of Baldur's Gate
Lazav, the Multifarious
Nahiri, Heir of the Ancients
Orcus, Prince of Undeath
Quintorius, Field Historian
Rielle, the Everwise
Rise of Extus
Samut, the Tested
Slaughter-Priest of Mogis
Sythis, Harvest's Hand
Targ Nar, Demon-Fang Gnoll
Tolsimir, Friend to Wolves
Vona, Butcher of Magan
Vraska, Swarm's Eminence
Zilortha, Strength Incarnate
Zimone, Quandrix Prodigy
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