Powerful Nothing

Introducing the Basic Boomer Cube - #74

Too Sweet MTG Season 1 Episode 74

We've built a new cube!! This is a love letter to early magic, and in this episode we're going to break it down, along with what we learned from putting it together.

The Basic Boomer Cube List: https://cubecobra.com/cube/overview/BasicBoomer

Card Gallery: https://moxfield.com/decks/lACT8cinWUm76lLZ79e4Vg

Timecodes: 
4:24 - Starting Point
19:25 - Design Process
28:49 - Archetypes
1:12:28 - Thoughts/Things to Consider

Scryfall Search Term: (game:paper) (is:firstprint is:old) eur<50 include:extras unique:prints prefer:best year<=2004

My Cube: https://cubecobra.com/cube/list/sweet
The Treat Yourself Cube: https://cubecobra.com/cube/overview/treatyourself
James Cube: https://cubecobra.com/cube/list/ba642a54-a6c7-4587-b97e-1d95429c59b5
MTGO Vintage Cube: https://cubecobra.com/cube/list/modovintage

Social Links: https://linktr.ee/toosweetmtg

Runaway by Diamond Ace | https://soundcloud.com/diamond-ace-music
Music promoted by https://www.free-stock-music.com
Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US

Hello everyone, and welcome back to Powerful Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, and as always, I'm joined by James. James. How are you doing, my boy? You? Well I'm well, I'm well. It's all very festive. It is. We are rapidly approaching the end of the year. We have a couple of episodes before we finish up for 2025. This week. I've made a little present for myself. I've built a new cube, and that's what we're going to be talking about today. Before we jump into the episode, quick reminder, if you like what we're doing, do give the podcast a, like a thumbs up. A five star rating really helps us out. Also, all relevant links to the cube we're gonna be talking about today will be down in the show notes and we'll also try and read out every card. But if not, there will also be a link to a card gallery down in the show notes below with every card listed. If you want to look at that and see to see some pretty pictures while we're talking about cards. And also and also there's time codes if you want to jump around. But on to our main topic. So James, I built a new cube I have I've christened it the Basic Boom, a cube, I like it, I'm I'm really here for this cute and look sweet. It's, good, good retro vibes. You know, I think the best thing to do now is to give us a very quick overview of the cube before we kind of dive into it in more detail. So this is a 450 I unpowered old board of the cube. And while it is an old ported cube, the goal of it as well was to play like a modern cube and also, importantly, play with the modern rule set. Like there's no more mulligans in this, there's no manor burn, there's no damage on the stack. And while that means that some cards, like cards like Mog fanatic, aren't as good as they were back in the day, it just means that as a cube, it's more open to everyone to play it right. So with that out the way, let's talk about what we're gonna be doing today. So the goal of today is to introduce this new cube to you all, talk about it and talk about kind of like how I put it together, the inspirations and then do a bit of, but like, like I'm not gonna type summary that's going to go through the cube because I've really enjoyed building this and we have a cube podcast. So I want to share it with all of you. But let's kind of start off at the beginning with this, because listeners to the podcast will know that this is not my first cube. This is not actually my second, but I think together this would be actually my fourth view. But in the notes it's three. But I've forgotten about the, dominoes. That cube this year has really, I guess, made me focus on playing the magic that I enjoy. And somewhere around Spider-Man and spoiler season and they announced of Teenage Mutant Ninja Turtles, I realized that I wanted to play some old magic, and that is where the idea for this cube has come from. James, I know you played a bunch of pre-modern this year. Kind of like it's playing with old cards. Makes me feel something like again, it's probably a nostalgia for being a child, but part of it is that that element of, like, playing with old cool cards that just don't really get to see much play in magic anymore. Yeah, for sure. It's been cool. I've really enjoyed Free Mars, and actually, although it's kind of not a nostalgia thing for me because I was not playing magic during the time period, but for Modern Coven. So I started in like cons. So I'm the I'm the only person casting lightning Angel and getting nostalgic for mantis. Friday, you know? But we've always been a ton of fun, and it's just, you know, it's a time when they approached Magic Design very differently. And that really plays out in the games, right? The creatures don't all kill you, and free hits, the cards don't snowball in the same way the the interactions a lot stronger. The permissions a lot stronger. And it's, yeah, it just rewards different sorts of gameplay. And I think that's quite cool. Not not to say that, you know, one is better than the other, but it's nice to have some variety. No, definitely. And it was definitely like like this is definitely something that I wanted to put together because I'll be honest, just like looking the list, like now I've got it together, just kind of going through the pile of cards before I start to sleeve it. It just makes me happy. But kind of like, let's start at the beginning. So kind of the inspiration for this. I think it's really important with any cube that you really need to help define the kind of box you're working within. Like for me, I knew I wanted to make a cube with old cards with like old border cards, but that is a quite a large swathe. Like like I think with any cube, it's important when when you sort of to try and like work out what you are doing. Like what box are you working in? Are you trying to build the most powerful cube possible? Cool. In which case you're looking to build a powered cube. Are you trying to build a cube with just commons? Cool. You're working on a proper cube. For me, as I said, I know I want it to be old border, but also not new boarded, but not new cards with old borders. For me, it was important to kind of keep that feel of old magic, that element of nostalgia, that kind of because also like the like one of the things I wanted to escape from with this cube, anyway, is the element of like, fire design and like, I mean, there's probably an old board in Minsk and somewhere in magic, like we don't like it was I want to capture old magic without any of the new stuff I like. I want the old. I wanted the old cards to shine and not be kind of like, just have their teeth kicked in by, not by an old boarded modern horizon three card you didn't need for. That's for fame. So SpongeBob SquarePants in Yankee. Exactly, exactly. But, some of the things that I thought were important for me was that I knew I wanted it to play like a modern cube because, for example, look like like like like as I said, I had nostalgia for this era. But James, you're going to want to people playing it. You weren't playing back then, like, like like we want the cube to be functional and play like a modern cube, but we don't want some of like, like, like I want all the good parts of old magic, but without some of the, the drawbacks, things like, like, like when they were building old magic, they put bad cards in. We're not doing any of that nonsense. Things like look like we're going to be balancing the colors in this cube. We're going to have like signpost cards for architects who actually know what they're getting into. These weren't really thing, but it took him a long time to kind of work out how to build sets back in the day and like so, so, so it meant that kind of all the cubes. And because I didn't really have those style of like, like if you built it, it if he was an old board of cube thematically two old border, it wouldn't play like a modern cube. Yeah for sure. Like you did that very well. I think a lot of parts of the play experience of these really old sets in terms of like bootstrap, by which you kind of don't want to replicate. They, say because they had a lot of really bad cards, and I have a lot of traps, I think in those, in those sets. And, it wasn't really that format for more skill testing or anything. That was just like a barrier to entry, where you have to know a bunch of stuff and you have to know that this card that looks cool just doesn't work. And there's a lot of potential for real feel that feel bad experiences. Fair, right. Especially, you know, with basically all play groups, you're going to have a mixture of, like levels of knowledge about these cards. Right? And just like a different level of experience with magic in general. And yeah, I think you want to capture the positive bits of these cool wild cards without without the traps and without the fail bad. Right? Yeah, exactly. So so so making the cube play like people expect was important to me. Also, from a size point of view, I knew I wanted variety, I wanted the ability to replay this and have a bit of, different outcomes every time we played it. So that meant that from a size point of view, I knew was going to be larger than a 360. But importantly, as this isn't my main cube that is drafted more regularly, this is kind of like a four times a year. I can kind of imagine getting this cube out, for example. It doesn't need to be a 540 then, so it can be a bit smaller. It doesn't. You want some variety, but not the full variety that comes with leaving a third in the box, that kind of thing. I think that was like a good middle ground for me. Yeah, that checks out. Yeah, I should say the size is probably not as important as if you're if you're drafting it, you know, every couple of weeks makes sense. Exactly. And then some other things that I think are important when you're looking for inspirations of like a cube is looking at format. So we touched on pre-modern at the start. That one stood out to me quite early because it is a format made up of old cards. Now, this is not a pre-modern cube. Pre-modern I think starts at fourth edition and goes up to scourge. There are some older cards I wanted to include, and also, pre-modern has a banned list and I didn't want to stick to. I didn't want to be constrained by a banned list of cards. I kind of, I basically think like like if my personal opinion is if you're doing a if you're branding a cube a certain way, people kind of expect that ban list if you're going into it. If you say Vintage Cube, we expect cars that are legal in vintage. If we say Modern Cube, we expect cars that are legal in modern. It doesn't have to be that way. You obviously, if you're building a modern cube, you can include banned cards. But just from a purely esthetic point of way, I didn't want to be constrained by a particular banned list, but looking at Freeman definitely helped with some archetypes, and that I will get into that a little bit later. But I do think that that kind of like finding formats and looking at different things can be really helpful in terms of just such, just as helping with archetypes and finding decks. Yeah, I think that makes sense. And it's, it's sort of indicative of the sort of play experience you're going for, I guess Fey and sort of vaguely for parallel level. I mean, it's always weird when you say power level, like obviously the power level of any constructs it's on that it's almost always can be higher than the kids just because of the level of consistency. But, the, in terms of you want those archetypes that are good in pre-modern to, to shine through. And I think we've definitely got that right. We've got stuff like the Parallax Tide combo and stuff is, for example, which you don't really see in cubes very much. And I think it's fairly cool to see it here. And it's some see, it's like an interesting interaction between otherwise playable cards. But, can do some fun things. Yeah, yeah, yeah. Well, we'll get into that one in more detail when we get to what the archetypes are doing, because that is a big one for, for white blue. But another reason I didn't stick specifically to pre-modern was that, I don't think it also includes portal. And I bought all three Kingdom cards. So there's some very cool cards in there that I wanted to get in, as well. And also from a personal point of view, and this is just how my collection has grown over the years, but I rarely I think it's how I started. I had a bunch of world championship decks as a kid, a bunch of the gold of decks. So I knew I kind of wanted to include world championship decks and like using them as basis for archetypes as well was quite helpful because like, I think I think like like one like there's like 2 or 3 decks, they're just effectively ported over as archetypes into this cube. So that was another good kind of like effectively you're doing research to kind of find decks that you think are cool, like, like for my, vintage powered cube. I do all the time with like Canadian Highlander. I think it's a very good resource for kind of finding cool decks and stuff like, but there's plenty of, like, modern decks ported over to Power Cube, like all the time, that kind of stuff. But like, I definitely because because this is like, older style of the card pool is older. Looking for older style decks was important to me. Yes. That checks out. And also which because we just, you know, we're not playing with these cards every week anymore, right? So it's probably going to need a bit of inspiration. Right? And looking at the, as fit for, like, the stuff you can do if, and, yeah, looking at looking at vs else constructed format seems like a great place to start. And then the other the kind of the last main, point for me in terms of like trying to narrow down this box of what I'm trying to build was budget. On this podcast, we are extremely proxy friendly for me, however, for this one specifically because, portion because a large reason I was building this was for that nostalgia value. It was something well, I want this to I wanted to own every card. Now, a bunch of the cards I was kind of working from, because especially having all those old gold border cards, most of the cards that you kind of like I quite like would normally be quite expensive. I had those that were kind of ticked off, but it's things like dual lands or fetch lands. They're quite pricey and for me setting. So for me, I set a cap on £50 per card being the maximum threshold. And what that actually kind of meant was that all of the super broken stuff, like boxes and, and jewels were kind of taken out of it. And what you're kind of left with is like, like 50 would actually worked out to be quite a nice budget because I got, I got I was able to keep all of the kind of cool decks and engine cards, but just kind of let you miss out on just like a bunch of the just like, obscene power level outliers, basically. Yeah, like most of the expensive cards and not actually interesting cards, you know, but, efficiency cards. Right. But and that's why that staples and across multiple formats and that's why they're expensive. And honestly they don't if you want to spend money on a cube, like that's not an interesting place to spend it because they don't actually add to the play experience. They just they, they power up for cube, but in a very flat way. No. Exactly. And, and for me, that says that's setting that £50 kind of threshold was nice because it's like if I'm ever going to like, like there's a world where I know in the next ten years I become really rich. That would be sick. And in that world, maybe we do upgrade this where we get all jewels, but like, that's not like, that's not not like a gradual uptick. It can't be like one month, like every month I add a jewel line or something like that because like I, because part of putting this ticket together is like, I've just been spending like a £20 here and there, that kind of stuff over the last like six months or so to kind of put the final bits together. But like anything above that£50 cap is a huge jump up. So like you can't add one box, you can't add one jewel and you know what I mean? Honestly, I kind of feel like if we're going for the old magic experience, I think stuff like Jewel and actually, you know, she'll be here for the very, very start of magic. But for most of the next like ten years, Magic Manor was always really bad, right? Yes. I think we'll get on to that coffee experience you want, you know, give give me a layer any day over schedule. And I think it's exactly because. Because there is that there's now just back to I did want to play with card like like like with this cube. I only really had to buy like 80 to 100 cards, a bunch of it I owned from playing over the years, doing chaos drafts and importantly, playing when I was younger. That is where a large portion of this is going to come from. But kind of what I'm going to do is going to pull everything together. So we going to have all our different threads, what we were left with it. Everything I wanted was a cube that's printed in the old border. Before 2004, with cars that are worth less than £50. And size wise, we ended up on 450 a nice in between. Between three 6540 we get some variety. It can fit up to ten people. That seems like a nice round number. So that was our cardboard. And what's nice like why I'm wanted to do this bit at the start of this episode of just like stressing how it's helpful to kind of work work out the box that you are building your Cuban is because you can enter that into Skyfall. So I'll put the actual string that I used for this cube in the show notes, but it's really powerful to have. Like in Skyfall, you can list. Do you want to see the first printing? You can list the border type. You can include your budget in there as well. You can list the year you want it printed, or to show all cards printed before a certain year as well. And by doing that, by having that search time, you create your card pool, you can just have it filtered out nicely in front of you. So instead of 25,000 cards, however many magic cars there are now, it's probably a lot more, but it kind of immediately narrows it down to like a reasonable amount that you actually just start scrolling through. And I think that's really important for anyone starting off building a cube. Work out what you are. What is the starting point? It's the same as like a command, the deck. What what are you trying to do? What is the jumping off point? If you can narrow that down, it just helps you like there are so many cards printed in the history of magic. Just just being able to narrow it down to all cards that are suitable to you, I think is really important. Yep. Even, Scrabble sets is interesting. I actually didn't know you could, filter by a bunch of these things. Clearly, clearly some knowledge I need to gain skill on this podcast stands for Skyfall Query language. Okay, well, well, for that, this is what doing for years of building commanded building a come on the deck every week do will do just really getting to narrow it down. But yeah. And what's nice about when you have this like when you have this like search term that you can just copy and paste into the search bar in Skyfall, if you are looking for a specific thing like say, I need a white two drop, I can just search for white two drop in Skyfall and then add this string at the end of it, and it will give me all the playable white two drops that I need to that I can consider. So you can really see. So it's helpful at the start just giving you this card full. But then later when you're doing the final touches like like like oh my my, my blue instance are a bit light, what can I look for? I can narrow it down with this string as well. It's really helpful. And really I would really recommend anyone who's building a cube doing something like this just to really help you kind of, again, work out that box and just help your design process. It'll be much nicer and easier. Yeah, that sounds so useful. Having having a restriction on your cube that you can express in this guide for queries and sounds like cut some corners for sure. And it's also also like like like I know like the art search isn't, but the art search is fine. It does have some issues, but like I like, I know I only really did like, everyone one has to wear a hat, that kind of thing. Like like you can do that with this as well, but you can do like no matter what your niche is, it could be like like if you're building like, like like yeah, I know, like like the horror cubes are quite popular around kind of like spooky time of the year. You can type in like Halloween or Moon or that kind of stuff, like as a way of narrowing down what you're find. So. So I think that's really for me, just finding that starting point is what I do for every cube now. And it's just a really good little tool that I would recommend. Everyone does go. So that was kind of like that for me. That was the starting point. Again, finding that box that we're working in, the next thing I'm going to go through is effectively the design process or some notes and some things that I kind of that stood out to me while putting a cube like this together, because I have a lot of experience tinkering and meddling with like, cubes, where you can use every card in all of magic. Every cube I built so far has been every card available to me, but this card pool was a lot smaller. We were working with around 6000 cards, but a lot of them are very bad. I don't know if you've like the drop off in terms of quality from like the like the the best card in a color at a mana value to like the third card in a color in a manner value is a big drop off. So these were things that kind of we found going on and card quality especially was important when it came to things like manner. I'm going to be honest, the fixing in this cube in my notes it says terrible, but I think that's a little bit harsh, but it's not optimal. I think it's fair to say, the period of time we are working with in terms of a card pool, this is a time where there weren't complete cycles of things. So in this cube, allied colors. So that's a serious demand rack. DOS gruel. And so Lesnar there you get three lands. There you get a pain land. So I'll read the desert as one, darker wastes land taps for a colorless or I can tap for a white and a blue, but it will deal one damage to you when it does that. I like colors. Also get a tap land. So again, in a Zora that's coastal tower comes into play tap and taps for a white or a blue. And they also get a filter land. So again the one is Sky Cloud expanse. It's a land that you have to pay one and tap it. And it then taps for a white in the blue. So those are the three lands that the allied colors get the enemy colors. That's, awesome. Is it? Go gari, Borras and Simic. They only get two lands each. Just because of. That's the card pool that's available to us. Fortunately, they do get a pain land as well, which is great. We love that. But the other land they get is a slow pain land. So I read the ores of one now. Salt flats. Salt flats comes into play. Taps. It taps to add a colorless mana, or it can tap to add a white or a black to your mana pool. And it deals one damage to you. So that means just off the bat, because of the period of time we're dealing with, it is harder to play enemy colors than it is to play allied colors. I mean, that was kind of a point initially, right? That the allied colors meant to be way easier to play from the enemy colors. I know, like magic doesn't really do that anymore, but that for this period of magic, that was that was an intentional design choice made right. Exactly 100%. And the only other lands I could consider like like like the original fetches are just all kind of around the budget, but like, some of them are, are more than 50. Great. So again, it didn't make sense just to include windswept Heath because that's the cheapest one. And even then we could you don't have for complete cycle I physically. Yeah. Yes. You only have the onslaught ones which I'm assuming are allied. Yeah, yeah, yeah. So that's just something that we're dealing with. We do get five layers. James might disagree with this. My notes say basically try ohms. They're more like Kavalan. 675. I'm not. Yes, they are bounce lands that come in and you have to return another land to your hand. They, there's one for the shards. So band expert, Grexit, John Denier, basically, it's again the fix. The fixing is present. Yeah. No, I mean, but, you know, very tough way to do it because you things you really don't want to play a live on like tend to, you know, that's that's this know exactly when you sell and you have to manage on free back for like splashing a third club for a more expensive card. They're actually fine because they, they don't actually cost you a man at the turn. You play it, right? Because you you can return a land that is tapped and they enter untapped. But it stymies your mana development beyond that point. So you just, you just if you have to play them early, they're really bad. But if you play them later on, that, I mean, they're never great, but that kind of like, you know. No. Exactly. And that's the thing. Kind of like I always like to go to lands first when I'm building any cube, because it kind of helps you see what you're playing with. And with this, it was quite apparent that multicolor decks like, like two colors we're fine with, like, like we every deck will be able to be two colors because everyone's working with the same kind of tools. It's it's not like everyone's going to have perfect mana if everyone is gonna want to be on an even playing field, two color decks will just be fine. But I think it's a yes to color. Dax will be fine, but I think a lot of the colors do have cards, which you wouldn't want to include in a straight or even two color deck, right? Like your blue black deck for playing like nine Island tonight. Swamps probably doesn't want to put like tuco, shade and Counterspell in the same deck. You know, I have and I think that's good. I think like having a bit of texture where I have, some cards sort of demand you to be heavier and to have a primary color and a secondary color that would be be straight up two colors down the middle is is kind of good. Exactly. And I think as well with this, I do think that like I think splashing is definitely possible. I think taking a land and splashing for like a, a balmy spell that's in like a into a third color I think is doable but isn't going to be as free as it is in modern type of tubes. And that is something I was actually like I wanted, I didn't, I like land constraints, I think is like like there was a world where in 2026, like start making the manor in my keeps to us because it is a bit it's very free at the moment. But in old magic the fixing was not free. You had to work for it. And I like the element of I like that kind of that part of it. There's one other cycle of lands in the shards that is technically a form of fixing. They're a bit all in, but they again, they what we're working with. I'm going to read the banter one. This is irrigation ditch comes into play. Tap taps for a white or you can suck it to add green and a blue. This is what I mean in terms of you are going to have to work for your fixing a little bit. And again, like I said, like these are like one time ways of getting of splashing that one card in your deck. You might be playing like like like like if you want to play like lightning Angel, these are the ways that you can do it, basically. Yeah. That's cool. I actually hadn't seen these countless these, these lands before. They seem interesting. I like for, for gameplay tension. And if you're using these two splash, you probably only want to splash one card in that color right? Because once you've used it for that color, it's just gone now. Definitely. Yeah. So so so yeah. So that's kind of where we're working with in terms of our fixing. And yeah, as I said, I was thinking it's a to kind of do that quite early on in your design process of work out what you're working with, that kind of lets you kind of know how splashy you can go with your with your multi-colored spells, with that kind of stuff. So after sorting out the manner for a cube, the second thing I like to do is work out what my gold cards are doing, primarily because the gold cards, like nowadays anyway, are generally the signposts to what the archetypes within the cubes are doing. And again, because of the period of magic that where working with for this cube, they just aren't that many multicolored options. Like I think like the allied colors had a couple more, but the but like for the enemy colors like there's only like 10 or 11 choices to choose from. So in my regular cubes, with a modern full card pool where we have things like Rademacher and another multicolored set, they will generally have more multicolored cards in them. In this cube, I was limited to each guild only having three cards with each guild having three, I was able to keep it for matic and keep them like signpost cards without having to just make up numbers with some unplayable rubbish basically. So at that point we had lands and we had our gold signpost cards, but because there's less lands available to us and because there's this gold cards available to us, it means that the multicolored section actually makes up a less proportion of the cube than normal. Like in this cube, only 15% of the cube is made up with dual lands and gold colored cards. In my regular cube, it's 25%. That is a bigger number. So what it ends up meaning is that you have more mono colored cards in this cube like white, blue, black, red and green. Higher percentage of this cube. And that's kind of just a byproduct of the card pool that we're dealing with. And from a design point of view, that was really interesting because it meant I couldn't just take like the template from one of my modern cubes. I couldn't just be like, oh, I need this amount of red cards, that kind of stuff. I had to adapt it based on the card pool that we had. I think with that, let's actually move on into archetypes. We'll kind of run through these. James, give me your thoughts on them as we go. White. Pretty straightforward. White is white weenie. So. So we have access to things like savanna lions. We have a bunch of cards like Silver Knight, white, white, two to first strike protection from red. There's a lot of this, like. Like this is way more like a white aggro deck. Like. But like it's every every card in your deck is a really cheap white creature. We have a bit with a bit of interaction, and then we kind of win with that card like glorious anthem One White white or which is you can all get plus one was one like proper white weenie aggro. Yeah. Seems powerful. You've got the, the cheap features and the evasion to go for top seems quite good too. You've got, like, sour Angel. Exalted angel. These cards are very hard to beat if we put in this cube, I think if, if, if you don't have an answer for them. Yeah. She seems like what we need would be in a good place. And plus, you get the, there's kind of a couple of power out lines, right? And, like salsa, plowshares and muffins that can attack terror, terraform, screw. But so, yeah, why we need. Seems like a nice place to be. But I would guess you need to be, for a lot of these tools. Right? You're going to want to be, I mean, if not mono white, kind of close to it. Like, given the amount of fixing we have and are you going to put Silver Knight in and straight up to kill attack? So I'm not sure. Yeah. I don't think you either. Like this is very much based on magic at the time. This is not the the current form of where of, where the best aggro deck is. Boris, I think like if you're going mono, if you're going mono aggro, you are going mono white or mono red. You are not. But I don't think you're going full borros like like you might splash like one card, maybe as, like a top end, but generally speaking, I think like mono white aggro is mono white. I got it is white weenie as I literally as Richard Garfield intended. Yeah, I like it, I like him. The Blue Deck is kind of like a frantic storm type of deck. Like there's a bunch of cards in this cube, and at this time, mainly from like there's a block that come into play it, untap a bunch of lands. So cause like, frantic search, I think we have, we have like Palin Cronin here. Love of Palin gone. But these with cards like high tide to make do a bunch of mana and then a card like Brain Freeze, which is the storm went on to actually kind of win the game. I think mono blue by itself will. I think people will be splashing quite heavily in this deck. I think people will go into black for like Yocum as well, or red record like manipulated, that kind of thing. I think that's generally where this deck will go, but I think at its core that is kind of what base blue is doing. Basically, it's generating manner and value by tapping your lands and making glanced at the moment. That's kind of generally where blue is in this cube. Yeah, this looks really cool. And we've got, we've got brain freeze is a really strong wing column, which I'll see, especially in, you know, compared to like fielding unstructured when party card decks, it's a lot easier to get to the brain freeze. This looks fairly powerful. I will say this is down as a mono blue archetype. I, I can only imagine doing it as straight mono blue if I have high tide. I think, if I don't have high tide, I think there's, there's enough cards in black that seem to support this strategy quite well that I would, I think, often end up pre black if I was doing this. Jet black gives you access to like, dark ritual. Cabal ritual. Yeah. Well, that, that there's just a lot of extra power that all mana. Right? But, Yeah. No. Right. But the high tide engine, if you get that going, is fairly powerful light for, high tide with cloud of fairies, frantic search. That's, that that is a matter engine and that's, you know, that's always the, the key point for these attacks, right, is managed generation. Yeah. It seems really good. Yes I think yeah, yeah, yeah. I definitely agree that this deck is, is going to be splashing another color most likely, but kind of like at its core I do think it's blue or as intended. Anyway. Again I want my players to break it. That's. But like if they splash for like a like a fireball as their went on, I'm totally cool with that black is also and I a aggressive deck. This is suicide black very similar to White Weenie but with a bit more hand attack. Baked into the strategy though. Has removal, but it's using to fight proper aggressive creatures. Things like kind of H1, single black two do during your upkeep, you might pay a life or tap kind of age. You always get it in the. But also also great creatures, things like that. Two shade black, black. Two one and you can pay a black to to give it plus one plus one and let it turn things dump all your manner into it. Really solid card. And also great cards like cannot expect. I kind of like I know that black aggro has been a bit of a butt of the joke on this channel for the last couple of years, because in modern cubes it doesn't get there anymore. But the reason why people were playing it in cubes for so long was because it was a real strategy in magic for a long time. And I think in this cube, it's the perfect place for like, oh, the deck like this to still shine. Yeah. No, this is cool. This is I mean, this is what Men in Black should be doing, right? And, in a modern cube, I think, I like the hatred inclusion as well. That's banger free black, black instant pay acts like target creature. Yes. Perfect for silent until on the fence. You just need to be ahead on five on live total. Have an unlocked creature and five mana. Yeah. Is it like this? Feels very much like how black used to for me in terms of like a can do a bunch of broken stuff, but like, there's always a cost. It was going to be losing some life or having some kind of downside. But yeah, very strong. Mono black is going to be quite a good one. Red was interesting. Red is goblins. It's an aggressive deck, but it's using goblin synergies for some extra power. So like individual card quality wise, they're not as good as just white aggressive creatures or black aggressive creatures. But when you combine things like. But when you combine goblins with some goblin lords, things like Goblin Warchief makes your goblins one less to play. Get all your goblins haste and some of the other. And I got like Sparks Smith, which is a very broken magic card one the red one one goblin tap. It deals damage to target creature. Next damage to you X is number of goblins in play. Repeatable creature removal is fantastic. The reason why this deck is in here is because most of the good creatures in this period of time are goblins, like we do still have in red things like fire slinger one, the red one, one tap still do damage to target creature one damage to you. Great magic card we have cause like avalanche riders for Manitou two. Haste echo when it comes into play, destroy target land. We have flames on kaboom! But the rest of the good creatures in this kind of period of time. Goblins like we have, siege guy in command. We have Goblin. We have Goblin sharpshooter. We have Goblin King as a nice lord. Like, it just happens that so many of the creatures were goblins at this time, it was almost impossible to not include a large amount of goblins. So if you're including a large amount of goblins, you might as well include the goblin Lords and make red a bit more interesting in that way. I thought, yeah, no, I think this is cool. I we've only spoken before about, trying to make our aggro decks be doing something other than just being aggro and, like, tribal decks are kind of a very nice, easy way to do that, right? And also a lot of the old goblin pay offs. So, you know, they're not just a bunch of plus one plus one for my companies, right? They they do other stuff as well. Like, Lackey is kind of a master of card. Taskmaster is, does some good stuff. Even, like, the, pile driver is is pretty powerful. More concepts, than, scary back specter can can generate you a bunch of mana like that. They have they have some more plates from that. Yeah. I think goblins are great inclusion. Yeah. I'm also, I guess, play a Mog fanatic. Proper, proper Magikarp, I love that. Cool. And then moving on to green. Great. I've got it down as ls, but it's kind of in quotation L's. It's kind of like how you think the classic elf deck plays where it's turn one land, else turn to find Horned elves, elves of deep shadow, turn three, maybe a lord, maybe just a bunch of more creatures finish off with an overrun, that kind of thing. It's more that kind of elf deck where just you, you're putting a bunch of creatures into play, you're ramping, and then you're winning. Yet with an overrun or with like a camel festive across, which is like a big six manor four three that has overrun baked into it. Basically, that's kind of what the green is like classic this green ramp. But but again, similar to similar to goblins because just so many of the creatures that you're running anyway are elves. Just by throwing in like an Elvis champion, you kind of get a little more synergy out of being a mono green. Basically. Yeah, for sure. And this looks this looks like it has potential to be really explosive, right. Like, yeah, you've got stuff like, Priest of Titanium to some messed up card fight with this density of elves meant by Aquarian mania to on top. It just got a lot of ones that tap for mana. Yeah, I think we could go. You know, we can go all the way up to, to casting the very big stuff, which is, you know, if I looks like it's just there as the animated targets for, that that would force a lot. Not like the elves. That can probably just cast those things as well. Like. Yeah. Oh, definitely. Yeah, I think that's fine. And also, this is kind of the deck and the cube where we're going to make Plow under great again. James. Oh, flower, I still not accepted for talent. This isn't great. It's the furthest absolute banger of a card. Let's keep going through these. So the colorless archetype is really a colorless and red archetype. And it's big mana fight like wildfires. So you're using things like a gold bordered grim monolith, a gold bordered metal worker to just basically, you're using artifacts to make a large amount of mana. You're using things like vacate the key to untap them. Like we have things like worn power stone, we have threatened Dynamo, we're big cutlass ramp, and we're casting things like wildfire. But, for Red, Red destroy for you to find the errata for that is still far from each creature and each player stats fall on. Yeah, I have not. I have not cast a wildfire in so long as I've seen phenomenal magic card. I've got two in here. Like we've got the the burning, the possible Three Kingdoms one as well. Yeah, we have burning of Zinzi. Yeah, yeah. That was one of the reasons why I wanted portal cards in here. That's why it's not specifically the, pre-modern ban list. Because this is legal here. I'm absolutely on board with that choice. Yeah. All the wildfires. Okay. Yeah. That was that was a great deck that I'm very nostalgic for. And I'm glad to see it. Like, like one of the first decks I had was a gold board, a deck that had like, it had like Mistress Helix. And I did not know how to play this as a kid. But helix is a five man of enchantment. You pay X and you tap X lands. So the goal here is you make more money than your opponent, and you just tap down their lands, and then you win with something like a mystical, which is a phenomenal creature. Or something like a covetous dragon. Four and a red six. Five dragon with flying. And when you control no artifacts, sacrifice it. So a great payoff. So. So is it. In theory, this is the colorless deck, but you are taking a couple of big spells in red for a bit of extra variety and some wind cons, basically, but yeah, I, I am a big fan of the deck. I think it's great. Proper big mana. Like, yeah, ramping into a thread. Dynamo is proper magic as far as I'm concerned. Yeah, this looks really cool. I will fight you of wildfires, but fortunately there's two, so we can both have. We can have I mean, flavor wildfire. Man. That's phenomenal. So let's move on to multicolored. So. And as aureus, I've labeled this as miserable. Enchantments control. So this does take a lot of influence from the pre-modern deck that's using things like Parallax wave and parallax tide, and instant speed ways of removing them, because this is old magic. You can do some cool things with timings changes, and I throw this to you, if that's all right. Do you wanna kind of explain some of the cool interactions with the card, like parallax tied and a card like disenchant? How you can combine them to do some cool things. Yeah for sure. So parallax tied this is like the blue equivalent of parallax right. So parallax tie this two blue blue enchantment fading five. So that's he comes in with five counts. As you move one of each upkeep you can move on. You, you stack for parallax side says, and it has an activates ability for move a fade counter from parallax tide a move target land from the game. And when parallax tide leaves play, each of the ten spell lands he or she controls. And this game with parallax side. So, on the fair, this can be like either move three of your lands for two turns or something like that, and I need to try and win the game in that time. And that's why I can't kill all your lands. However you can get them first is if you have something like a disenchant in play in hand. Or actually even better for this is like a seal of cleansing, which I think you also have in here. Because that you can have sort of played on the previous ten. So let's say you have the seal sensing and phase player parallax side. What you can do now is you just remove all the fade counters from parallax tide immediately taxing. So you take off five phase counters, taxing your opponent's five lands and weave all those triggers on the stack. You're then going to sack your seal of cleansing and destroy parallax side. So then you destroy parallax tide. I shake, sack two says, The 10th player lands exiles with parallax tied, but because you've sacked for triggers and then responded to them, no lands have been exiled to parallax side yet because face triggers haven't resolved yet. So the the trick is going to resolve to return the lands. No lands come back. Then you dissolve for the triggers to move to lands in the first place in the land. So just gone forever. So yeah, without night. Combination of two cards. You can just then exile five of your opponents lands, which is generally going to end for game. We also have the parallax wave in here, which can you can do a similar check for creatures. Exactly. And it's going to go along. So that's very much, the way I describe it is like when someone does that, like when someone parallax tides you like, you technically haven't lost, the game will go on, but you have lost like this is like, this is this is the most controlled deck in here. Like we also have things like standstill. We also have things like stasis. I basically taking the deck, the, friend of the channel, firetruck Moto plays everyone and and, condemned everyone else to play against them in cube with this. But we do have things like hand as ways of getting enchantments back that can be quite conservative like like I like. And when it's backed up with the like, quite good, like quite good interaction in white and blue in this cube, like we have counterspell, we have days, we have Menelik like, they're like, we, we have force of will. We have a bunch of the good blue interaction like we have sort of plowshares, we have exile. We have some very solid like we have balance, like we have some very good interaction. And like this is the period of magic where all the like most of the spells, like the instance and sorceries were very good. And like if any cards are going to be seen in like a modern power level cube, it's probably going to be those ones. And I think this deck takes the most use of that, because it's doing something kind of like cool and controlling it, but then it's topping it up with just like the cards that you would still play today. Yes. Yeah. I think this is very cool. And these, these cards just feel very, very feeble to me. And I think that they're like perfect. Five A key fact. Exactly. All right. Moving on to de mer. De mer is Re-Animator control. Similar to what I was saying about the interaction we have, most of the good recursion spells. We have, like, we can still dark ritual entomb reanimate in this cube like that. Still here. We also we still have things like, exhume we have buried alive for some additional searching. We have animate dead. We have necromancy. These are all cards that are here. We even have I. I'm assuming. Yes, we even have life. Death. There's some back up where this deck differs from a modern version of this is the creatures. There's no guys around. There's no attracts a. We're bringing back things. Like what? Like a scion of darkness. Now, this is a proper magic card. James five black black, black six six. Trample. It has cycling for three. So it goes into the being like it's basically troll of chasm. And when it does combat damage to a player, you might put target creature card from that player's graveyard into play under your control. This is a sick magic card, but it is eight mana. But it's for the reanimated deck. We also have things like Avatar of whoa! And actually, probably just actually the best reanimated card is not, black or a blue card. It is a chroma Angel of wrath five white white white. Six. Six. Flying first right. Trample eight. Protection from black. Protection from red. Attacking. Doesn't court vigilance? I'm looking at the other one. And vigilance. Yes. Again, like that is probably the most powerful card in the cube. And that is, probably the most powerful one off creature in the cube. And that's basically what you're trying to look to get back with Re-Animator. Yeah. I'll see. Yeah. Be the targets. You don't need to be restricted by colors. You can survive pageant. False, right? Perfectly fine. V animates the target. Yeah. V, this looks pretty powerful to me. Like, intuitively animate is, is if you get it all together, it's going to be, it's going to be very powerful. You don't need you know, it doesn't need to be grasslands to, to to do the thing, you know, and amount of creatures are still going to win the game even in these days. And plus we've got stuff like mystical tutor, vampiric tutor, they're going to be at the absolute best in this stack, right? Having said that, it's, you know, I expect you people will fight you for this stack because, it's quite a it's a familiar, powerful thing to do. Right? And, yeah, I get you and. Yeah, I think if you, if you get the full, the full version, this looks like one of the better things to be doing for sure. Yeah, it does say like like my gut is that most of the time this will play out. Not like a reanimated deck in a powered cube, more like a reanimated deck. And like, legacy palette, where it's like it's more of a control deck that can do this, that can steal a game very early on by doing a combat. But a lot of time, you're going to be kind of running, like, again, some good counter magic. You're going to be running like chain is edicts and like smothers and just good interaction and some good annoying twitches. And then at some point you can reanimate a big thing, and that's how you push the game over the edge. So yeah, I think that I'm going to I was going to be a very solid one. Yeah for sure. I think as I the card which can flip it over that line into going fan controlled out for a combo finish into turbo is is entomb like if you get the Entomb then it and makes it's the whole thing is on easy mode because you don't need to find your discard outlet, your creature, you just need to find an entomb. And that's when you can get the really quick ones. Yeah. No, definitely. Rack dos. I have called it 12 Removals on Deck. Basically, I'll read out the note on this. This is less of a deck and more of a state of mind. Everything you play removes something and then eventually your opponent will be out of threads. Basically, you have you have you have access to all the good interaction, all the ways of killing their creatures. So you we have like all the good burn spells in red, we have this is before we got like a like this is before Doom Blade. But we do have things like terror and smother and like snuff out that kind of stuff. So it's like we'll struggle to answer black creatures, but everything else we've got on lockdown, it'll be fine. But anyway, we also have some cool creatures like Necro Troll and Flame Tongue, taboo, along with terms like this is like a yeah, we are just like basically we have one of the most interactive creature base decks and because the creatures are quite bad, but that's still how most things are going to be winning the game. I think this could also be quite a, but this feels like kind of like a go gory deck in a modern keyword that makes sense. Like you draw some interaction, you draw some creatures that kind of, I think, like this will play out quite solidly in this, in this queue, because it's creatures do stuff, and a lot of the creatures like when I was talking about Lazarus and saying that like a lot of their spells are still played in powered cubes, it's less true with the creatures. That is primarily where the cube shows its age, but that's for me a selling point. But I think this deck is going to be really good at just keeping the board in check and just being able to put some damage through. Yeah, for sure. For sure. It'll be, I think in most matchups this will be really solid and there will be some matchups where you feel like you don't have the right tools. Right. As always, with save, evolve. Oh, black removal spells, they all don't kill black creatures. So, you may have some hypnotic effects and shape problems if you run into that. And also, you know, you can run into the, you know, the bigger combo, dark side for brain Freeze stack or the, or the, the animated to a certain extent. You might, you might be a little bit flooded on creature answers and, and they get a little bit bigger, but, I think this will be a pretty solid place to be most of the time now. Anyway, I we do we do have a little bit of hand attack. There is a duress. But yeah, outside of that, maybe not too much. Maybe that's one thing I can look at for a future update. Just give it a bit more game. Growl. Next. Very classic, fires style attack. It's primarily built around the card, like five of you have in my one red and green enchantment, which is you control her house and you can sacrifice it to give target, which you can drop as two plus two until end of turn. So basically you're just ramping into threats. So you're using the ramp from green and you are just playing more power than mana a lot of the time. Or you're looking to restrict your opponent's mana with things like avalanche riders and some other red base interaction. Yeah, this is going to be a pretty bread and butter format for a lot of people. A lot of people were played a variants of this in lots of cube. I think in this cube is going to be very solid, but there's a lot of good green like three and four drops while not questing based a card like blasted term slaps to green green by five with fading three. But it can't be the target. But it has shroud, which is nice. Cause like that, that's kind of what you're doing. Or, like, ravenous beggars might be a good one. You're ramping into a it's a format of four four. You can second base to gain for life. You are playing this because this is probably is one of the bigger creatures in the queue that you can get out early. It's that kind of day, like, like a very classic ramp into things that hit like a truck deck. Yeah, this seems like I like the little, panzer element we have as well with our avalanche fighters and the, there's a pillage and various. There was a pillage. Yes. That's quite a nice way to, you know, stop people carrying over the top few, right? You just have that little bit of, mana destruction and then, go a long way, especially in a in a format like this where, the mana bases can be a little bit fragile, like, imagine you avalanche light as well. Like, it's just it's just backbreaking. Yeah, yeah. Look at the Celestia deck. I actually quite like it. This, this this might actually be the period of time where Celestia was like, was strongest. And that's because the deck is it's I've listed as threshold, but it's more of just like a you have a lot of good creatures in both white and green. You have rampant green and you're going to play them, and eventually you're going to end up with a bunch of stuff in your graveyard that will turn on threshold. So you have a card like Mystic Crusader, which I'm like very nostalgic for this card. It's like one white white, two one protection from black and from red. And if you have a threshold, which means if you have seven normal cards in your graveyard, it gets plus one was one and flying like it makes a lot. Your creatures get better over the course of the game. Basically, as you're just doing stuff. You also have a really solid creature. And a red brush hopper one green, white, three, four. Discard two cards from your hand. Remove it from the game. Return it to play the arms, control it end of turn so it can dodge interaction. Basically, which is a nice cool little like like for this period of time. That is a very cool creature. It's so big. Yes, I've been on a three card. You can do. You kind have three Manaphy Falls and, it all fodder. Yeah. No, that was great. This deck looks cool. I'm a obsessed, there's a bit of tension right in the green by that. Has a lot of creatures, and the creatures don't naturally go to a graveyard. And then how we getting threshold is, I guess, is kind of my concern. I guess there's little bits of self smell, like. So for me, it's more things, like you're just running your creatures into your opponent's sharp stuff, but that's kind of that's general how you're going to be doing it a lot of the time, I think. Okay. So you're not trying to turbo to it. You're just, we play a game of magic stuff straight off, and then later in the game. But like, there will be cards, like, like Wild Mango is probably the best creature in this cube. Potentially one the green two to discard a card from your hand. I guess this one was one becomes the color of your choice and then its own. Like like there are ways of turbo showing it if you get these out early. But like generally speaking, I think a lot of it would just be you'll trade off some resources and then like this is not a so like nimble mongoose is in this cube. But it's not a we are playing nimble mongoose on turn one and making it, three three immediately. It's more when we draw it on turn 7 or 8. It is a it is a one mana three three. Basically. Yeah. Now seems reasonable. I like it, I like it. Maybe I'll be good, but. And it's not Celestia plus one plus one counters. So that's that's always a positive and possible to do at this period of time. But yes. But yeah there's got to like like like it does also have I think one of the more stronger like like Maurice Wake is incredibly strong in this period of time. Three green and a white two is control gets one plus one. And whenever you tap amber mana, add one man, two amount of any type that Lang could produce in this period of magic like that, that lets you control that build around this card at this period of time. But yeah, very cool card. I think it's going to be I think Celestia is going to be the sleeper, one of the best decks in this, white black horse of is under dead Guy ale. Again, this is based on a, on a pre-modern deck that is similar to the RAC dos deck. Play good creatures with better interaction, and take out and control the game because you like when you add white to the mix, you also get things like vindicate you, get your swords to plowshares, that kind of stuff. As well as like the decent aggressive white creatures. And again, this might be where the mana starts to show. This is a deck that I think could be quite wrong, but the player will need to worry about mana more because obviously also of is an enemy color, so it gets less dual lands. It only has two fixing lands and a lot of the black cards are double black pips. A lot of the white cards are double white pips. It's something they'll have to consider when putting this deck together. Basically. Like, is it worth going into the, like probably with all of the enemy color decks, if I'm honest with you. But it is something that the person is going to have to work out like, is it worth me going into this extra card like that? It's not as free as it is in Modern Magic. Yeah for sure. I would guess for probably a lot of for white black decks. You're not looking to play those cheap, death intensive creatures, right? And you're just being more of a control attack. And you're trying to grind them out. You know, I've got, like, Jevons verdict, for example, in the in the gold slot. That's not really banger. And, and you're more looking to win with like, a sour angel or something like that. Right. Yeah. No, this looks cool I agree. In is it. We have counter burn very very classic strategy here of you are going to stop your opponent from doing what they're doing. You're going to buy some counter spells to stop their spells. You're going to play some burn to stop that creatures. And then you're going to win with a big late game threat. Something like a ex. What blade ring like this one could play out more like a tempo deck, if I'm honest. If you if you go get get get things like days, and like some bounce spells, things like boomerang, that kind of stuff. But I get, counter burn. Very classic strategy for as long as there's been blue and red cards, I think, and I think is again, like the perfect one to include in this cube. Yeah. No. If it's a classic, can't go wrong via the free selected cards heavily indicative of vault magic in general. Right counter spell lightning Volvo. Let's played wing V, this is what the creatures look like. This is what the stars look like. There was a time where Royce Plating was one of the best creatures. Three. Red red red. Six. Five. Flying haste. Nothing else. You don't need anything else. Yeah, yeah. For go. We have gone classic again. It's under the rock. I know the rock can be multiple different guys, but effectively, this is mid-range. This is. The notes are the most mid-range deck to ever mid-range. Play some strong creatures with the facts, trade them off, get them back with some recursion like you will have interaction in black. You will have ramp and green and you'll have ways of getting them back. Like this. This could be a bit token if I'm honest with you, because you do have cards like for in play Lord and I've highlighted, three black black for for tap it to sacrifice it and it talk which you get minus four minus four and then turn or even sacrifice creature and target could just guess minus one. Minus one is like a turn like that combined with a card like deranged hermit. That's the big alpha that spits out, 411 tokens. Nice of the way of just like, mopping up what your opponent is doing. And then we can get it back with some of the recursion that we've gone over, or auto a card like Recurring nightmare, which is always a phenomenal card. And I love playing with and especially in this kind of era of cube recurring nightmares going to be very strong. I think. Yeah, for sure. And there's plenty of, we also have survival of the fittest obviously available to you in this color. And, I can say, well, recurring nightmare. Very well with, the black reanimation stuff. And yeah, there's also stuff like Squee Goblin about this in this cube so that can solve Q A lot of, Q survival stuff. So that seems like a nice, this this clip here seems like a nice home for that thing. That stuff. Exactly. In boss, we have it labeled as aggro. I think in this cube, it's probably a mistake to try and do a full aggro Boris tech, but that's just because that is, again, this is free. 2004 magic. This is not the world where sanguine evangelists is the best card in all of magic, as has been proven by the data. My gut is that it will be a that any Boris deck will be a primarily white deck, splashing a red card or two, or a primarily red deck splashing a white card or two. I don't think you're going to get a full 5050 mix, because again, Boris is an enemy color pair. We only have one pain land and one bad pain land. Like the slow pain line. I guess they call like like the fixing for these is trickier and it's. This was a problem with Boris for ages, until the point where the fixing got good and the power level kind of went to three manner. The power level in these decks is cheaper creatures, so I think Boris might struggle a little, but it is definitely something that I think can be like it is supported like like some of the gold cards I think are very cool. Like Energy Bolt is a really strong card. Ex red white sorcery deals X damage to target player auto. Your player gains ex life can be useful both ways. You also have goblin trenches one red and white. Two Mount a sack of land, but 211 red and white Goblin soldier which comes into play. So I think maybe that kind of like help. I'm going to be closer to the white deck because white has the anthems. It's kind of that's kind of where I'm seeing it kind of play out, but I think a Goblin deck would definitely splash a card like Goblin Trenches, but that's kind of going back to old, all the magic you bring up some of the trickier aspects of it, with something like bottles aggro being trickier in this type of environment, but I think it's there and I think people will draft it and I think it will exist. I just think it won't be as consistent as the monoculture versions. Yeah, and I think that's fine. I think we have enough exposure to consistent power sci clear decks available enough for cubes. That's fine. Yes, yes. Unfortunately broadside Bombardiers and got didn't make it into the list. It's a shame. It's a shame. All right. Simic, I'm going to read what I've put in this. I think it summarizes it pretty well and my opinions on it. So green. So Simic is madness. This is the worst I can. The cube that no one apart from me should ever draft. Stay out of my lane. You will hate playing wild mongrel and cheating in an arrogant way. I'm on your opponent's turn, and you'll especially hate the salty version that plays with this. Like a dog. This is everything I want to do in magic. I love this deck so much. Yeah, this looks great. No doubt. We've got very, very good enablers. We've got the lazy. I think we have, like, very clean. Also has some nasty stuff. Right. But this appears to be so much more because we have a very powerful due to simply. Right. We've got, like, metaphorically, our careful study, frantic search. Oh, this stuff is just nuts to things when you're about to sing off the actual due above and just to another discard out. Let your madness cards, sentence cards, advantage cards as well, right? Yeah, this looks great. My only my only criticism here is where is the factual logic? You know, whilst Mongolians have sex, the logic of this, is silent. I am open to notes. We can have a look at that. Actually, when we're circle logic printed, though. Oh, no, it must be legal. It must be the ban. Yeah. Okay. Okay. Nice. We can we can change that. So like we do, because it's like, I, we do have some back ups for cheat targets. So we do also have row of the worm and corner of the head and have like, their sorceries with flash flashback, but also can make creatures like roar them especially. I think it's very strong in this deck. Effectively. It's so, seven man, sorcery. But A66 green worm, which token into play, but has flash back for three and a green. So you discard it, get it in the button, and then you get a four of six six. Oh yeah. In this period of magic, that is obscene. I was kind of cracked. Yeah. There's a, a pre-modern storm deck, which does. It's, so it has all its lines, I diamonds and shenanigans and people bought in hate for it. And the way they get around the hate is they just go by bored in of his of the worms. And they just go ten one line side diamond discards by hand, flash back off of, For when I've looked at A66. I've said, what'd you fall out? Yeah. So it's a flash. Yes. Incredible. Nice. Unfortunately, yeah. Landslide diamond, is not in, primarily because of the, £50 limit. Yeah, that that checks out. Yeah. So those are the monocle it and gold color pairs. Again, this is not really something I kind of like. Oh the magic didn't think about them. Like, think about this in this kind of granular data. But I wanted to have these Q2 because when people draft it like most people we play with or will we draw from this regularly, won't have been playing at this time or like, even like I'm nostalgia for it, but I'm also like, this is called the basic Boomer cube. I'm only 37. Like when I was playing with these cards, I was like ten. I didn't know at the time. I didn't know there was a second main face. For example, for example. But like having this as having the modern design principles of it, I think is important, just because it will mean it's open to a wider range of people and that I like. I basically I'm thinking about who's going to be playing it, and that's something that anyone building a cube should also be considering as well. Like other modern games, we also have some packages. We'll kind of go through these pretty quickly. We have opposition as a package. There's a bunch of token makers in this cube, like we have squirrel nest in green. There's some other token makers and that we've mentioned. Any of those with opposition. Great way of controlling the board. We have a three color controlled three four color control deck. I think it will be possible for one player to play a bunch of like, it will be going to be a green X deck, if I'm honest with you, but like be able to cast things like lightning Angel and is rage really kind of big impactful like game spells I think is going to be possible? We also have some combos. I'll put we have, sapling cluster combos. James, do you have you ever seen Spring Cluster? Before this? I'm reading it for the first time as we. So these are quite cool. So if sapling cut cluster is one the green for enchantment, you can pay a generic to discard a card from your hand and put A11 green sapling for each token into play. And any player may play this ability when you combine that with a card like fecundity, that's two in a green, for enchantment, whenever a creature card is put into a grave from play, that creature's controller may draw a card so we can start going through our deck. And when we combine that with Delta three mana artifact, sacrifice a creature and make two manner. This effectively lets us go through our whole deck and make a and we are up. We are up a mana from this as well. So we are limited by the creatures, by the cards in our deck. But we can make a bunch of mana, not one of an infinite combo. It is a cool combo and having some kind of things like this as well, I think is important as well because. Because people expect packages and combos in a cube and we were able to find some with the card list we were working with. Yeah. So it's really cool. Like back out when you have a game like this. Sure, sure. It's not technically infinite, but if you just have like some some big Excel in your deck, like how to win the game with us. Yeah. Nice. Exactly. Like like like there is like as I mentioned, there is there is fireball. There is earthquake in here for the big fires. Like anyway. So just having these as a win game for those I think it is quite cool. We have some common guy shenanigans as well. One Fang Drake and Comic Guide and a couple. It goes infinite. I've actually one fan. Drake is another common guy. Like when it leaves, you can bring a creature back from your graveyard, and when you have two of them, you just effectively keep flickering them in and out. When you combine that with like goblin bombardment, you can ping out your opponent infinitely. That's quite fun. We have sneak attack and cron for infinite mana. Polygon comes in on taps, a bunch of lands. But you can also pay to play loot to bring it to your hand. With Sneak attack, you can keep putting it in in play and bouncing it. Make a bunch of mana. We have some pandemonium shenanigans. I'll read this card. It's very cool. Three and a red enchantment. Whenever, whenever any creature comes into play, we just control them. May choose to have it deal it, damage equal to its power to target creature or player so that with the card like sapling burst is incredibly strong. There's another enchantment for the green enchantment. With fading seven, you can remove a counter from Sapling burst or put a green sapling creature token into play. It has this, which is power and toughness are equal to the number of fight counters on it, and when it leaves, play. Destroy all tokens put into play. But you can do a lot of damage with something, but because you can make a seven mana than a six amount and all that kind of stuff, oh, like it's very strong. You can kill some people pretty strong. And then something. Brass also does a lot of good milling with Altar of Dimension. Again, you can make a bunch of very large creatures and then mill out your opponent with an altar of dementia. Again, while not infinite, these are cool when I think having some level of packages is nice, it really does tie the room together. It means that people aren't just in their lanes the whole time. It's not just like, oh, I know I'm in, I'm in, is it? I'm just going to be doing the spells deck. But if you see a link on if you see a sneak attack, you can kind of take it in a different direction. I think that it makes a draw. It makes a cube environment feel more natural. Basically it's richer, like it's like it's like adding wine to a casserole. It's richer, it's fuller. You know what I'm saying? Such profound words that, you know, really tell us, thinking about your knowledge and, your wisdom on our listeners. Yeah. No, please. Vehicle condos, I like fun. It's it's. Yeah, it gives you replayability. Right. And it's cool to, when you just find this stuff Midwest as well. Like, I quite often don't you? Cuz I don't, I pick up all this stuff for Q5A page. I tend to not read it because I'm like, I just want to figure out as I go, you know, it's quite fun. No definitely no no no. Yeah, yeah. But I've listed some of these because it's not like but there's some combos that everyone knows, some combos. We have done episodes on like like I, we did a episode recently on possessed combos. People know about them. It's less likely people are going to know how to win with a were from Drake, a comic guide, that kind of thing. So with those kind of things I thought important to list out. But yeah, yeah, I would agree. It's cool things that people can find in a draft. Cool. So those are the archetypes, the awesome things that occur. I'm open to criticism on, from some of my choices. And again, this is a cube that I put together as a list because it is nostalgia, nostalgic to me, if that makes sense. Like, like for me, I have a I own like ten gold bordered green monoliths because I had those decks as a kid. For me, they are nostalgic. I have put them in. I am open to that being a mistake like James, like like, are there any other like outliers that you think that you've kind of seen that maybe like I get like all cubes. This is the first draft. It's a work in progress. Like is there anything that stands out to you as maybe I've gone a bit too far on or maybe you think might, might not work as, as I have intended? I guess, like, mostly I'm, I'm just fine for that being, like, a wide range of power levels. I think that's okay. You can have some spikes. I wouldn't have included solving in this cube. Personally, I don't think it's. I think it leads to good play experiences. I think like, yeah, we've even got stuff like manifold here. I think is is okay. Right. Because you're gonna use it to turbo out one big thing and Sean might win. You've a game, but if it doesn't and I deal with it, then, you know, you all kind of down that card. Whereas solving is just like the games where someone has ten one solving in this cube and you can't, like, immediately answer is going to be so tough, I think. And it's not it doesn't ask you to do anything to be busted. Right. So I would have stopped short of solving, but I think obvious ones are fine. Like, Yeah, I think we have, like, vim on this and stuff I think is, you know, like, sure, they're powerful, but, you know, it's not like the five drops. I'll tell you straight away, you know, exactly. There is time and like. And there answers to a lot of the threats, but yeah, I guess so ring being just I mean, it is it is power. It's like exactly. Yeah. It's having battle like being repeatedly ahead two manner. It's just so much on the CV of for like Fang I think is a pretty big power about like is the but a couple of it because like some of the things that saw plowshares I think like on that line as well. But I think they're fine, like very, you know, you can beat them. But yeah, I think for the ten on the 15 seconds, it could have been very powerful. But yeah, no, I think I think solving is the only one by far. I wouldn't have included that, you know, that's, No, I'm open to making adjustments. I'm just looking at the. Yeah. That there is definitely a world where I added that because I own an old board. Had one guys, the fairies, and. Yeah. So. Yeah. So. So yeah. So that that one's fair. I think I could, I could sort that out. There is a, like, there is a car that there's a swap that I want your opinion on. So currently I do have flash in this. So flash we know is a way of cheating big things into play. It dies right away, but you can get value from it. There is some stuff you can do, like we have cause like symbiotic worm. This one is put. That's a seven man. No, that's an eight man, A77. When it's put it into a game from play, put seven one one's into play. There's turning the throttle into an instant speed threat. Might not be the best one, actually. Like like like that. There are some other things that kind of come in and reasons of I'll give you some value, but it's not as impactful as flash in modern games, for example, like, there's no there's no wood for Primus, there's no, Torsten, that kind of stuff. Like, do you like from looking at the list names, do you think flash should be a card like show and Tell? Yeah, I think the because of the big, sort of big features we have is kind of only that one that really works with flash, right. All the other ones of, more cards that need to actually be in play and be activate or whatever. So it seems kind of tough to me just because the natural place where you put flash right is in where you would put flash be in a reanimated deck, because you have less of a big you have, you can animate your flash targets as well when you don't buy a flash. But actually like just for specific big features, we have had done quite work. So yeah, I kind of like show and tell. Like it's a very high vis cards. Sometimes it goes very poorly for you, sometimes it's great. But I don't think that's a bad thing. Like, you know, it, it has good story accuracy. Show and tell. I think that's important. And, in designing, cuz, so I kind of like that switch. I think. Yeah, I think I can make that. Yeah. I think that's very much a flash. Was better than we thought it was for a long time, but not at this point. Yeah. It's I think just the specific features that are available. And and being the cube I am thinking flash as well. And I'm no definitely not a great some other things like I, I try to get this deck in but it just require too many cards and I couldn't make it work. I really wanted to get kind of like a cycling deck in here, with something like an actual slide and a lightning riff, that kind of stuff, but it just required too many cards. I would have loved to get in. Like, you have a bunch of the bits, like, like we can run the cycling lands as well as umbrella. I don't see like like each color could have two, but I just there wasn't enough payoffs, if that makes sense. Like, it just didn't like it would effectively it wouldn't have been an archetype, it would have been a package, but it would require too many cards to make work, I think. Yeah, I'm always a bit skeptical because the cycling deck really is a sort of critical mass stack. Right? And it's just so hard to get that in cube. And it's also, it's just a thing, like, why Adventure Time? You put in so many slots to get this cycling thing in. And because it's not actually, like, more powerful than the other decks, you know, it's just a bunch of faster. No, Jackson. And there's just, you know, infinite like mediocre cycling cards going round at the end of all the packs. I think part of the issue with it here, right, is that because we're locked into the old payoffs, yes. The new ones all say whenever you cycle or discard a card, and they're much easier to get in because they also trigger off effect. You, you turn your compulsion and all this stuff where there's, the older ones like astral, slide and lightning left, than only when you cycle. So you really do just need a ton of cards. A safer way of cycling on them. Yeah, it's it's just such a like like it's a very cool day, but it's very it's very it's kind of I guess it's a good comparison is like trying to fit like, in fact, into, cube nowadays. That kind of thing is like, it just requires too many individual bits. There is one card that I didn't have room for. This might be the weirdest cut of all time. Maybe I'll cut ring for fraction the gator. I really wanted to get this card and I love this card. It's two in a black for X in horror trample and it's A55. But obviously there's a downside. Whenever this creature is dealt damage, sacrifice that many permanents. The flavor test is that the flavor tech says they exist to cease. This is such a cool magic card, but no part of me could justify including this because it's just going to go really badly. So I think it is very cool. I love I know this is not a reason why we normally like including cards and cubes, but it's great. Sideboard card I guess. Yeah, like or it can even be like when you start a new board out a lot, but, because the reason it's bad is, you know, you play against someone with lightning bolt. It's horrendous. Like, some of them have a bunch of blockers that you kind of can't just jam into blockers. Right? But when you play against for, like, money, blue Fire, it's the best card in your deck, right? Yeah. I guess it does beat up on or like, like from deep background on the controller. Yeah, yeah, yeah, yeah. Maybe there's a world I do own a gold, but you just get turn one dark ritual fact in the game. Say, you know. Oh that, that. Yeah. That was part of that. That was one of the decks I had as a kid. Yeah. Messed up. But like, yeah, there is a world where you do that and then they go lightning bolt. Yeah. This on, on their time on a new skill or, or even even they hold it until turn two and then do it and then you sack your two lands and you're and your. Yeah, yeah, yeah, yeah. I think they take five in order for you to have three permanent sacrifice. Yeah. But yeah, maybe, maybe I'll swap that in for, I'm, I'm open to soloing, being too much, and maybe. Yeah, I'm not to the same car. Just make that space. Yeah, yeah, yeah, yeah. Solving for the gator like a nice, cool one thing. Cool. Yeah. I think we're kind of coming to an end because there's one thing about this cube is I can wax lyrical about all 450 of the cards in this cube. That really does. Like, this might be my favorite cube I've ever built, just because I look at every car and it's like, oh, that card's cool with that card called that card. So like, like it's that's what I wanted to get out of this building. Oh, that was the main thing I want to get out of building this. I wanted to share my nostalgia with the group, but I think by doing it by. But by building it in the way that I've gone over in terms of making it work like a normal cube, work like how people expect but but have the confines of pre like like pre like I was bought, printed before a certain time. I, I'm really hyped to play some more of this James like yeah. Hopefully we can get some like, It's annoying. Everyone's going away for Christmas now. Damn you all. But we'll get some games in in the new year, I think. Yeah. For sure. Hi, Travis. It looks great. Yeah, I think that's how building a cube should be. Like building cubes way off of my, you know, excited about all the cards. Just playing like I need, like, another ball player of the stack that I don't like. At the end of the day. Yeah, every card in this is sick, and I'm really. I'm really hyped for it. I'm cool. Yeah, I think that's where we're going to end it for today. James. Pleasure. And thank you for, letting me talk at my cube at two for a little bit now. I'll. Good. I'm excited, but nice one. All right. Just leads me to thank you all very much for listening. Again, please give the podcast a five star review, tell a friend all that good stuff. If you have any notes on the cube. There'll be a link to the YouTube version where you can leave a comment. We'll also be posting this in Reddit and all that. Kind of like in Reddit. In the cube. Discord will be around there. If you have any suggestions, let us know with any kind of feedback and input is always greatly appreciated. Until next time, it's goodbye from me and it's goodbye from James and we'll see you all soon. Goodbye.