Description

A cube containing many of the joke and misfit cards you won't see elsewhere. The cube is as yet untested and a work in progress. I am trying not to include cards that don't actually do anything. I have tried to avoid including cards with manual dexterity or skill checks that are just annoying.

To play it is recommended you bring yourself, food, pen and paper, dice, some number of booster packs and a sense of humour.

Cards in the cube but not listed due to tapped out not supporting them include:

Our Market Research Shows That Players Like Really Long Card Names So We Made this Card to Have the Absolute Longest Card Name Ever Elemental

The Ultimate Nightmare of Wizards of the Coast® Customer Service

Thopter Pie Network

Many effects in this cube will require you to remove a card not only from your deck but also from your card pool. This may reduce your deck size below the required 40 card deck size. If this happens you may have a deck of less than 40 cards for as long as your deck remains unchanged. The next time you wish to change your deck in any way, e.g. sideboarding you must then add cards so that from that point forward your deck will be 40 cards or greater.

If as part of its resolution or abilities a card requires you to tear up or otherwise destroy a card from the cube instead remove the card from your draft pool, return it to the cube box. You may substitute another card from your collection (I would suggest a bulk common) to complete its effect.

All games in the cube are played with a modified version of the ante rules. All cards remain legally owned by the cube's owner at all times. Cards lost to ante are removed from one players card pool and added to the winning players card pool. Players must agree before looking at their opening hands of each game on a number of cards to ante. The ante may be 0, 1 or 2. If no agreement can be reached the number will be 0 by default. Even if the ante is 0 cards for a game, for the purposes of card rules that game is still considered as being played for ante. When a card is added to the ante it is revealed from the top of its owners library and added to the ante zone, effectively removed from the game. When a winner for the current game is determined that player returns all the cards they contributed to the ante to their deck and the cards their opponent contributed to their card pool. In the event of a draw both players keep any cards they contributed to the ante.

Non integer life totals and damage are allowed. A player doesn't lose if their life total is less than 1 but greater than 0. Similarly a 4/4 will not die if it has 3 (1/2) damage marked on it, nor a 3(1/2)/3(1/2) if it has 3 damage marked.

There are some effects that add half a mana to your mana pool or require a half mana to activate. You may combine halves of mana of the same colour together to create whole mana or split a whole mana in half to pay a cost leaving half a mana of that colour floating.

The cube contains cards that may require either skill or manual dexterity to use effectively. If you have a disability or impairment that you feel is in need of reasonable adjustment to enable you to participate in the cube you may appeal to a judge or agree with your opponent a suitable alternative way to play the card.

Please let players fail manual dexterity tests without any physical assistance. Some physical actions you might take to induce your opponent to fail a manual dexterity test could be considered battery (a criminal offence) in your country of residence, regardless all of them are against the rules, yes even that one you think I didn't think of. Tricking your opponent into failing a manual dexterity test on the other hand is positively encouraged.

If a card is sent to the "absolutely-removed-from-the-freaking-game-forever" zone, (e.g. with the card AWOL) it is removed from the game and may not be returned to your deck for any further games in the current match. It is not removed from your card pool and may be returned to your deck for any future matches.

Cards added to your hand by Booster Tutor or Stocking Tiger are not added to your card pool. They remain only for the current game. This could get expensive. A pack of truly dreadful cards is available for those who have bankrupted themselves playing this card earlier in the draft.

Collector Protector: You may only give cards from your card pool to your opponent. Basic lands do not count. NB these cards remain the legal property of the cube's owner.

Curse of the Fire Penguin: Regardless of the wording of the card this is just an aura that makes the enchanted creature a 6/5 trample with no other abilities. Note that when it is returned to play from the graveyard you must chose a new creature for it to enchant. This may mean you have to enchant your opponent's creature. In contrast to when cast this effect ignores shroud and hexproof as you are making a choice rather than selecting a target. If there are no legal choices the card will go back to the graveyard and stay there.

The effects of Double Cross, Double Deal, Double Dip, Double Play and Double Take only apply to the next game in the current match.

Please don't actually sign the Letter Bomb card, just put a piece of paper in the sleeve.

NB Moriok Rigger is a rigger in addition to the types printed on the card as per the card's oracle text.

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Cards 257
Date added 7 years
Last updated 7 years