cube colorwheel

(420) Land cube

By vagueabond

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Description

~work in progress~

This cube is biased towards two- and three-colour decks. I tried to include a healthy number of both fixing and utility lands, as I believe that a varied manabase can be incredibly important in deck construction.

Archetypes:

White is the colour of Angels and Spirits. White creatures tend to be fliers, but there's still room to draft White Weenie if that's your thing. White has lots of efficient removal in cards like Journey to Nowhere and even some countermagic in Mana Tithe and Rebuff the Wicked.

Blue is the colour of Merfolk, Drakes and Birds. Blue has a mix of fliers and non-fliers, and has both card draw and countermagic. It also has the capacity to support someone who really wants to draft mill as a strategy, particularly in concert with Black.

Black is the colour of Vampires, Zombies and, to an extent, Humans. It contains combo pieces galore, with particular emphasis on Reanimator as an archetype. Card advantage is secondary to this colour, but it comes at a steep cost.

Red is the colour of Elementals and Dragons. Elementals are ephemeral: being summoned, attacking, and dying soon after. Dragons...are not. Dragons also appear in many of the cube's tri-colour spaces, so if you're planning on drafting them keep an eye out for those. It's also home to direct damage.

Green is the colour of Elves and Humans. While Humans may appear from time to time in the other four colours, Green is where they make their home. Green disdains flying creatures, running none of its own as well as several pieces of targeted removal against them (Whirlwind, Femeref Archers). If you're planning on only running fliers, beware the Green mage, for she or he may spell your downfall. Green is also the colour of mana acceleration, running both mana dorks and land enchantments.

Five-Colour The cube contains allowances for those who want access to some not inconsiderable bombs; mana-fixing artifacts, creatures and enchantments which tap for mana of the colour of your choice, and spells like Channel the Suns and Kaleidostone in case you can't quite make it otherwise.

Fun build-around cards: Channel the Suns - 5-colour archetype discussed above. Fix your mana just right, and then activate Dragonsoul Knight or Etched Monstrosity.

Gilt-Leaf Archdruid - if you can find this guy early on, Druids tribal might just be your ticket to win. They're almost exclusively in Green, but there are one or two in Red and Black as well. If you're having trouble, look for Conspiracy or Infinite Reflection.

Laboratory Maniac - You know the drill by now. Self-mill, possibly paired with Reanimator in case you lose the poor sap.

~to be continued~

Colorless (113)


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Cards 420
Date added 11 years
Last updated 11 years