While we can expect a product like this to not be packed with financially valuable cards at this price, I do believe the set can be a perfect starting point for someone looking to begin building their own cube.
Card Kingdom has iterated on its starter cube some number of times now, and it recently became clear a new review was warranted for the Starter Cube Redux. Just scanning through, this cube is absolutely packed with commons, uncommons, and even a few rares that I recognize as high draft picks in various Booster Draft formats or even as staples of high-powered Cube formats.
The addition of uncommon planeswalkers to Magic adds a lot of power to the list as well. More than 10 percent of this list, 43 cards, are rare. None of them are worth much more than bulk, if that, but most of them are powerhouses in their respective Draft formats, and there are even a few Commander-playables on this list. There are no mythic rares in this iteration of the Starter Cube. You could purchase this product and leave it exactly as it is designed.
It looks like a decently fun list and it would let you play with other people without having them own their own cards. There are many ways one could upgrade or streamline this cube list, but I see three distinct approaches that make a lot of sense to me:. You probably already own these cards, meaning that you can have a playable and powerful Peasant cube for the price of this product alone. Going the Pauper route will take more initial work to get something playable set up, but it will make those upgrades even cheaper over time.
Both of these cube designs also offer another intangible worth considering: minimal worry around other people playing with your cards.
The good news is that you can play with the cube while you develop it. Each time you add 10 or 20 new acquisitions to your list, you will feel the power level of your cube increase and witness the games get more outlandish. In truth, people going this route are probably least likely to find the Card Kingdom Starter Cube a good bargain. If you want to lovingly craft your cube from scratch, this is probably not where you want to start.
As I said above, this list is packed with a number of cards that were among the best commons or uncommons in their respective sets for Booster Draft. The rares in this list also include a ton of Booster Draft bombs that never really broke through in any Constructed formats. Here are just a few examples from this list of cards I would personally put in that category:.
There are plenty more.
I do think, however, the idea of a cube that recreates and combines various fun drafting experiences one has had over the years could have a lot of value to a draft-centric playgroup. More Posts. Follow Me:. Learn More. Sign Up. If you haven't, you're leaving value on the table! Join our community of experts, enthusiasts, entertainers, and educators and enjoy exclusive podcasts, questions asked and answered, trades, sales, and everything else Discord has to offer.
Join Discord. Go to Discord. All you need to succeed is a passion for Magic: The Gatheringan aptitude for getting value from your cards, and the ability to write coherently. Share your knowledge of MTG and how you leverage it to play the game for less — or even turn a profit. More Posts Follow Me:. Enjoy what you just read? Share it with the world!Hello and welcome to Only On Tuesdays! This Tuesday I am doing something different. I will be talking about Magic the Gathering instead of Dungeons and Dragons.
Traditionally, Magic posts on my blog have been shorter and focused on just showing off a particular deck, while my Tuesday posts would be more detailed on a particular subject in Dnd.
Instead of talking about Dnd, today I would like to talk more in-depth about another subject that I am deeply passionate about; in this case cube. This is a very accurate description of cube, but cube is more than what is said here. What makes cube one of the greatest formats of all time, is that it can be whatever you want it to be. Cube is an even greater extension of this, it is a collection of cards that define what you love in Magic, and describe who you are as a Magic player.
What makes cube a unique experience from traditional booster draft is that every single card you look at in a cube has the potential of being the best card in the pack. In regular booster draft there is often a clear-cut choice as to what the best card is in the pack, but in cube, every single pick is often an agonizing decision. For example, in this sample pack from my cube, there are multiple cards that could easily be justified as the first choice.
Want to play hard control? Damnation or Search for Azcanta are phenomenal cards for that. Want to beat face? Monastery Swiftspear and Gravecrawler work well for that.
MTG – How to Start Your First Cube
Want to stay open? Pack 1 Pick 1 Flooded Strand is a very solid option and will slide into many decks.
Now, looking at this pack you might see a card that would surprise you. Hidden among all of the Rares and Mythics in this cube is a little common from Amonkhet called Miasmic Mummy.
On the other hand, this card is also great for the reanimation archetype, pitching powerful cards such as Griselbrand or Elesh Norn to the graveyard to be reanimated later. Another great thing about cube is that it allows you to play cards that may not see play in other formats. My personal favorite combination for Gift of Immortality is with Selfless Spirit. I created a modern deck around this interaction which you can learn more about here.
Cube is the ultimate form of expression in Magic. When you design a cube, you get to choose what goes in and comes out, and this can allow you to craft an experience that is uniquely you. Cube allows you to make use of cards that will never see a Pro Tour top 8, in tandem with some of the most powerful cards ever printed. Cube is whatever you want it to be, and that is what makes it one of the greatest formats ever.
As great of a format as cube is, getting into can be very daunting.
Building Your First Cube
Looking at a cube like mine, you will see a lot of powerful cards with very expensive price tags such as Jace, the Mind Sculptor, Scalding Tarn and Tarmogoyf. Many cubes tend to boast hefty price tags, especially if their owner has gone down the path of foiling each card in their cube. This can dissuade many people from building their own cube, and rightfully so. As of now, there are currently over 20, unique cards printed, with hundreds more coming each year.
Designing a cube with this many options available is staggering and can lead to choice paralysis. The single most difficult aspect about cube is simply starting one.In part oneI wrote about evaluating the different types of cards in Cube, and today we get started on archetypes.
Blue is the best color in Cube, hands down, and the average Cube Draft can support five blue drafters without much trouble. Because Cube has so many playables, you can be cut on blue in both directions and still have a lot of powerful blue cards. Blue represents a bunch of different decks rolled into one, and is the deck most people think of when they imagine Vintage Cube. This is the deck you end up in when you just take good blue cards, and as such once you learn the core, you can customize it with various win conditions.
This is a hard one to learn because of how many ways it branches drafting mono-green is much simpler, for examplebut once you know how to draft a good blue deck you can always have a good fallback plan.
This is the baseline on which I start every Cube Draft, at least until I pick up a more specific engine card that pushes me into a theme. This deck relies on artifacts, and is the best deck when you have picked up good acceleration. Bonus points if you spike a Sol Ring or Mana Drainas this uses those cards better than any other deck.
Game Plan : Use artifact ramp to turbo out a finisher and go over the top of whatever the opponent is doing. The Sneak Attack deck is my pick for the most reliable broken deck in the Cube. This deck is usually Grixis, mainly blue-red with a light black splash. Part of the beauty of this deck is that the whole Sneak package is very small—the addition of Sneak AttackVampiric Tutorand 2 Eldrazi can make any blue deck into one with a busted endgame.
Under no circumstances should you play Show and Tell and especially not Eureka. Casting Show and Tell and having to wait a turn while also letting the opponent put their best permanent into play is just a recipe for disaster. It is Izzet with a white splash for Restoration Angel or Recruiter of the Guard, and usually plays like a control deck with a combo finish though some version can be more aggressive, with Geist of Saint Traft and Vendilion Clique as pressure.
Like the Sneak deck, this deck can be a finishing package for any blue control deck, and as such is a desirable place to be. It even dovetails nicely with Sneak, as Sneak Attack makes the combo very cheap to assemble. I am willing to take Kiki very early as a result, which unsurprisingly is one of the ways to end up in this deck. Ahh, Storm. I love drafting Storm because of how fun it is to solve the puzzles it presents, and because sometimes you end up winning the game with Corpse Dance plus Siege-Gang Commander.
We drafted a storm deck but failed to pick up a win condition. It was something else lsv pic. These are the main three engines, and you want as many of these as possible in your Storm decks. The key cards for Storm are as follows, roughly in order.Discussion in ' Cube Talk ' started by safraApr 1, Log in or Sign up. Card Kingdom put out a 'starter cube' - presleeved, reasonably budget while still powerful, comes with basics.
A perfect starter cube product IMO! The fact that they've done this is really cool and will probably introduce a number of people to cube design who'd previously considered it to be too daunting. We should reach out to those people. My idea was to write an article about the starter cube, and include, say, ish 'suggested swaps' to increase fun. I think this is card kingdom trying to move some draft-only mythics from their inventory - the grixis mythics feel pretty surface-level.
WR wide aggro WG tokens? UB control? I'd like to swap those out a little so that new drafters can get signposted a little easier. I'll write the article and include y'all's suggestions. AstonApr 1, At a glance, the format actually looks pretty legit: very riptide. The only reason to not run them would be if the format was concerned about universal ramp, but I don't really see that.
They might not be considering the scry lands due to cost reasons? Its too bad though, the format already has a lot of really good variance reducers. I also think it would greatly benefit from running the mardu artifact pieces, red shifters, and some of the lower power black draw--that would probably open up the format quite a bit.
Really good restraint, not stuffing it with overpowered blue draw. It also looks like they gave some grindy power to the low cc decks. It would be fun to have some back and forth with the designer, as their are some interesting card choices here. I wonder if the choice to run razormane masticore was because it tested as more balanced than regular masticore? BG value grind RG Beserkers that sometimes annoyingly kills you out of nowhere but is otherwise pretty sweet.
I'm confident razormane is in it because it's cheaper and more available. Card Kingdom doesn't have any OG Masticores in stock and it's on the reserve list. Yeah, a number of the card choices here seem like they're also working at cross purposes to sell cards that don't move very quickly. But once a buyer has their cube, I would hope they could look at the article and make some number of the suggested changes in order to improve their draft environment.
I don't want to completely overhaul the cube - and I don't think it needs it - as the goal should be to come up with a reasonably-sized list of suggested swaps. I am happy enough with their manabase. KirblinxApr 1, TrainmasterGTvennythekidAlfonzo Bonzo and 5 others like this.
Why does Paliano Vanguard need a giant list? Most of the time you're going to need to write down two creature types. I think it's a fine card honestly. Edit: It also feels like a shame to cut the draft matters theme from blue completely. Is Arcane Savant too much in this list? I also feel like Aether Searcher and Deal Broker should be there, as those are two of the most fun draft matters cards! OnderzeebootApr 2, KirblinxApr 2, It would come pre-sleeved and in a nice couple of cardboard boxes.
This would be a great way for people to get started on a cube without the hours and hours of trying to figure out the right configuration of cards to start building your own cube. You can think of it like a pre-packaged board game. Both of which have praised the product, and if I was going to review I would be mentioning a lot of the points that they have already made.
What I am trying to do is to give anyone out there who has picked up the cube, or is looking it pick it up, a simple guide to improving the cube. While this is a good product, it is still an outlet for CardKingdom to dump a pile of unused draft chaff into peoples laps. I will explain why I believe each of these cards should be cut, and offer some suggestions to replace them.
Cut 1: Crook of Condemnation Does this card even do anything in the cube? Here are all the cards that care about the graveyard in this cube: Actually, now listing them all out, there is more than I thought there was. Cards like this are meant to be a flexible answer to a deck that may be too strong if all the pieces come together. This would leave this card to never being played, and if it actually did get played, the drafter must have been really struggling for variables.
Cut 1 Suggested Addition: While Mimic Vat is a bit hard to parse on first read through it does a lot in the context of this cube. This strategy is based in GW but you can bleed it into any colour as they all have creature tokens in this cube, so a colourless reward is nice.
It is also quite spicy in the black sacrifice decks. Mask of Memory was a first pickable card in Mirrodin block draft, and is still a great card today.
Cut 2: Memorial to War The memorial cycle from Dominaria are all here, and they have been great in that draft format… Well, all except one of them. It is only there to cut off an ambitious splash, but even that is a stretch. War is only here because of this fact and none of its own merits. The reason the Encampment was picked over those cards is because it is the closest in power level to the memorial cycle, it helps support what red wants to do beat down when flooding out and mimics the memorial by coming in tapped and producing a mana of that colour.
I know it may look awkward to have 4 of a cycle and 1 being different, but some times you need to put functionality over aesthetics. Cut 3: Resolute Survivors This makes you think that there may be a RW exert strategy in this cube right?Mono-Green Artifacts One of the oldest mechanical themes in the history of Magic: The Gathering is that of artifacts matter. Magic's second expansion While some of these are worth running as Wizards intende It would come Last month while honeymooning in Japan, I decided I should extend my day-to-day Japanese cultural intake beyond eating westernized sushi, cuddling Rilakkuma pillows and marathoning episodes of Terrace House konbanwa, btw.MTG - Is it worth it to buy a Starter Cube for Magic: The Gathering?
For the first part of the trip I thought that, perhaps, I would end my decade-long anime drought. I had known of the card game since its inception, even dabbled in some trading, but had never actually played a single game of it. I started with Tropical Takedown, a five-color deck whose primary game plan is to load the graveyard with energies to fuel its main attacker.
The only real restriction is that only one Supporter card can be played per turn. All told, the Theme deck ladder is quite enjoyable until you climb to high ELO, where nearly every player is queuing up with Relentless Flame, a powerful and innevitable deck with a boring, linear gameplan that is boring to play with or against.
Instead, in each physical Pokemon card back comes a code for a digital card pack. In practice, the way to build a deck is to buy these card codes from the secondary market for cents a pop, then trade them through the in-game marketplace for the cards you need. I dropped about 20 euros to build a slightly stripped-down version of a Tier 1 deck. Turns are explosive with the quality of card draw and card search at your disposal, and although luck plays a part as it does in every card game, the decks themselves require skill-intensive piloting.
Often when I lose, I have the feeling that a better player would have been able to maneuver their way to victory, which is a pretty good indicator for a game. Almost the entirety of the card base is useless. But in Pokemon, between the 9 energy types, the hundreds of evolutions and shockingly low power level of most commons relative to other cards, even as a beginner you might not be able to use anything.
This problem was further highlighted when I went to a retail prerelease yesterday. For deckbuilding materials, they give you a build-and-battle kit, consisting of two or three complete pokemon evolution lines from a selection of 6 or so and nearly a dozen Trainer cards, and four packs of cards.
Since the contents of a random pack of cards are so useless, your deck consists almost entirely of those pre-made evolution lines, preselected Trainer cards and some basic energies.
My build-and-battle kit consisted of premade Water and Fighting evolution lines. I pulled a Rainbow Rare fighting-type Aerodactyl GX from my packs, and while this should have been exciting, without a Unidentified Fossil in the card pool, there was no way to put it onto the battlefield. Fortunately, the build-and-battle kits are thoughtfully constructed in a way that ensures the games themselves are fun to play, even if the diversity of cards that you play against the same premade evolution lines over and over is non-existent.
Pokemon TCG has fun Theme Deck and competitive Constructed format, but the nature of the card pool is not conducive to enjoyable casual or limited deckbuilding. One of the oldest mechanical themes in the history of Magic: The Gathering is that of artifacts matter. However, Antiquities set an unfortunate precedent for Magic: Green, as a color, is not allowed to interact with artifacts positively. It took nearly 20 years before the first wave of green cards to synergize with artifacts to be printed en mass, and even these cards were fairly sub-par.
By now, there are swaths of cards across the other four colors that can be playable in an artifact deck. For some colors, artifacts are even a defining trait. With all of this support, one would expect artifact subthemes to slide into the majority of cubes with ease.
Every mechanical theme requires some level of support, but artifacts seem to take a lot more than others.
So You Want to Build a Cube: A Card Kingdom Starter Cube Review for 2019
If an artifact theme is to become something that every cube can use to the best extent, then green is going to need to embrace artifacts instead of just blowing them up all of the time.So you want to build a cube? So go ahead. I concede that it could use Storm support.
This process took a lot of time and work. Worst of all was getting started. Not even knowing what cards are included in the list yet, I can tell that this is an aggressively costed product. Personally, the first thing I did here was to compare their list to mine and see what cards overlapped. A total of 34 cards do, nearly 10 percent of the cube. While roughly five or ten mainly the aggressive creatures of these are potentially cuttable or just interchangeable with other similar cards, the majority of these cards are mainstays of the Cube format.
Tracking them all down via trade would be difficult if not impossible, and buying from stores would likely require you to hit multiple shops, potentially incurring shipping fees and running into the frequent card priced above 27 cents. For the record, while only 34 cards are currently in my cube, at least that many again are in my on-deck binder and could be put in the cube at any moment.
I thought for sure this would be a product filled with mostly commons and uncommons, and it is, but I am surprised by the number of rares and mythics included here. A lot of these cards spent time in my cube as it developed.
Lots of Commander cards here. While not all of these cards can compete on the ultimate stage of Powered Cube, Booster Draft enthusiasts are going to have a ton of fun playing with these relatively high-powered nostalgia pieces again.
All of the uncommon tri-lands and common dual lands are here. Think of all the work Card Kingdom is saving you from having to dig through draft leftovers. Out of cards, these 11 are the ones that immediately popped out to me as objectionable.
These should be the first cards you replace if you are purchasing this product. Cancelfor example, could be replaced by better counters like CensorMemory LapseMiscalculationRemandForbidor even Mana Drain if you want to go really big. Throwing in several hundred sleeves is no small perk, and might be the main factor to encourage one to pull the trigger on this product.
On the other hand, if you are trying to stretch every penny, you could absolutely pick out the subset of cards that you actually want to play here, order them separately, and fill in from the collection you already have. But how much is your time worth? More Posts. Follow Me:. I think the point you make about the placeholders is a great one. The other key thing to consider is that the cube comes with preset draft archetypes.
I like the concept that I can build this from my collection in about an hour and then take it along to my local game store. Because there is not a lot of super valuable cards in the cube, I am happy to let anybody draft it in my LGS which is not the case when I pull out my Innistrad or Shards of Alara all foil draft sets. The Best Cards Personally, the first thing I did here was to compare their list to mine and see what cards overlapped. Mana Drain Promo Cards.
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