In summary. Think of a Cube as a custom built set if magic. A hand picked collection of the most powerful singles from across all of magic. Brought into one large pool of cards to accommodate a Draft.
What is a "Draft?"
In summary. Each player starts with 3 packs of 15 randomized face down cards. Each player all at once looks at one of their packs. Picks one card out of it. Passes the remaining cards from that pack to their neighbor. And repeats the process until they are left with a 15 card stack of the cards that they have chosen. The players then sets the chosen piles aside. And begin the process again with the next pack, and the next after that. Now that all three of every players randomized 15 card packs have been drafted into what should now be one 45 card stack of the cards they have chosen. They can now build a 40 (or more) card deck. Utilizing the cards that are in there stack of 45, and the basic lands provided on the side. With their decks built, all players may begin to play one on one games of the best 2 of 3. Side Boarding any number of cards remaining from their initially chosen 45 card stack.
Good basic rule of thumb when selecting cards in a draft:
B.R.E.A.D
BOMBS, REMOVAL, EVASION, AGGRO, & DIRT
BOMBS - are your biggest threats. If not removed, they will essentially win you the game. BIG creatures, card advantage, plainswalkers, etc.
REMOVAL - provides you with interaction. Ways for you to remove threats. For dealing with your opponent's "BOMBS." Counterspells, destroy/exile/bounce spells, etc.
EVASION - Attackers that are difficult to block. Flying, menace, trample, etc.
AGGRO - Creatures that are neither bombs nor have evasion. But are meant to fill in your mana curve. Don't necessarily win you the game. but help you to win the game. Often least important to draft.
DIRT - Your worst cards. Your duds. These are best to be chosen as your sideboard. Not to contribute too much to your deck or strategy. But to be side boarded in between games to help accommodate your ability to appose with your opponents strategy. For example. My opponent is playing a lot of counter spells. In my sideboard is a creature that can't be countered that normally is kind of ok. But in this case, will be a great card to swap into the deck for game 2+
Strategies to expect to see:
To be updated.
Combos to maybe look out for:
To be updated.
Mechanics that you will likely encounter:
Adventure - You may cast this card for its adventure spell. If you do, Then exile this card. You may cast the creature later from exile.
|Afterlife(#) - When this creature dies, create # 1/1 white and black Spirit creature token(s) with flying.
|Alliance - an ability word that highlights triggered abilities that trigger whenever another creature enters the battlefield under your control.
|Annihilator(#) - Whenever this creature attacks, defending player sacrifices # permanents.
|Battalion - an ability that gives a beneficial effect when a creature with battalion attacks along with at least two other creatures.
|Battle Cry - Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn
|Boast - an activated ability that can be activated once a turn if the creature that has the ability has attacked that turn.
|Buyback(#) - You may pay an additional amount of mana when you play this spell. If you do, put it into your hand instead of your hand instead of your graveyard as part of the spell's effect.
|Cascade - When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell's mana value. You may cast that card without paying its mana cost if the resulting spell's mana value is less than this spell's mana value. When you cast the spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.
|Casualty(Cost) - As an additional cost to cast this spell, you may sacrifice a creature with power (#) or greater
|Channel - an activated ability that allows a player to discard a card to get a temporary effect.
|Cloak - To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward(2). Turn it face up any time for its mana cost if it's a creature card.
|Clommit a crime - Targeting opponents, anything they control, and/or cards in their graveyards is a crime.
|Companion(Condition) - Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. Once each game, you may play it from outside the game. (House rule - ignore the errata of paying 3 mana at sorcery speed to move it to your hand from outside the game instead of casting it from there)
|Connives(#) - a keyword ability that lets a player draw and discard a card. If the discarded card is a nonland card, the creature that connived gets a +1/+1 counter.
|Crew(#) - Tap any number of creatures you control with total power # or more: This Vehicle becomes an artifact creature until end of turn.
|Cycling - Discard this card: Draw a card.
|Dash - a keyword ability that lets players pay an alternative cost to cast a creature spell with haste in exchange for returning it to their hand at the end of their turn.
|Daybound/Nightbound - Daybound and nightbound are static abilities that change if a card with daybound enters the battlefield. Once it is either day or night, the game will be precisely one of those designations until the game ends. At the end of each turn, if no spells were cast during Daybound it becomes Nightbound. At the end of each turn, if two or more spells were cast during Nightbound it becomes Daybound. Various permanent cards have the ability to transform (flip) into stronger permanents during Nightbound.
|Deathtouch - Any amount of damage this deals to a creature is enough to destroy it.
|Defender - This creature can't attack.
|Delirium - You have Delirium as long as there are four or more card types among cards in your graveyard.
|Delve - Each card you exile from your graveyard while casting this spell pays for 1.
|Descend - You descended if a permanent card was put into your graveyard from anywhere.
|Devotion - Each mana Symbol (,,,, or ) in the mana costs of permanents you control counts toward your devotion to that mana symbol. Note: Hybrid cost (example:), count for both. Phyrexian mana (Example ) counts towards your devotion as well.
|Discover(#) - a mechanic that allows players to reveal cards from the top of their library until the player reveals a card with CMC equal to or less than the discover value, then cast it without playing its mana cost or put it into their hand.
|Domain - a keyword ability that checks the number of basic land types you control on the battlefield, with the domain effect scaling depending on this result.
|Domain(#) - the owner of a card in a graveyard with Dredge can return the card to their hand by choosing to skip their next draw and mill cards equal to the Dredge number instead.
|Echo - is a keyword ability on permanents that requires the permanent's controller to pay its echo cost at the beginning of their next upkeep after they gain control of it, or sacrifice it.
|Entwine - Choose all if you pay the entwine cost.
|Escalate - Pay this cost for each mode chosen beyond the first.
|Escape - You may cast this card from your graveyard for its escape cost.
|Evoke - You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.
|Exalted - Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
|Exert - An exerted creature won't untap during your next untap step, in exchange for a certain benefit.
|Fading(#) - This permanent enters the battlefield with # fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.
|Fear - It can't be blocked except by artifact creatures and/or black creatures.
|Finality - If a permanent with a finality counter on it would die, it is exiled instead.
|First Strike - This creature deals combat damage before creatures without first strike.
|Flash - You may cast this spell any time you could cast an instant.
|Flashback - You may cast this card from your graveyard for its flashback cost. Then exile it.
|Flying - This creature can't be blocked except by creatures with flying or reach.
|Foretell - During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.
|Fuse - You may cast one or both halves of this card from your hand.
|Gift a (xxx) - a mechanic that allows a player to promise an opponent a benefit when casting a spell in exchange for improving the spells effects.
|Haste - This creature can attack and Tap as soon as it comes under your control.
|Hexproof - Can't be the target of spells or abilities your opponents control.
|Impending(#) - Functions similar to suspend. It offers an alternative cost. If you choose to cast a spell for its impending cost, it enters with (#) time counters and isn't a creature until the last counter is removed. At the beginning of your end step, you remove a time counter from the enchantment card.
|Imprint - When this card enters the battlefield, you may exile a card from a specified zone such as your library, hand, graveyard, etc.
|Indestructible - Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.
|Infect - This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters. Note: If a player has accumulated 10 or more poison counters, they lose they game.
|Initiative - a card ability that gives a player a status that allows them to venture into the Undercity dungeon. The undercity dungeon acts similarly to Monarchy where the player with gets persisting benefits.
|Investigate - Create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card."
|Kicker - You may pay the additional kicker cost as you cast this spell.
|Landfall - Whenever a land enters the battlefield under your control, trigger this cards landfall effect.
|Level Up(Cost) - Put a level counter on this. Level up only as a sorcery.
|Living Weapon - When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.
|Magecraft - an ability word that highlights triggered abilities that give you some sort of benefit whenever you cast—or copy—an instant or sorcery spell.
|Manifest Dread - Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.
|Menace - This creature can't be blocked except by two or more creatures.
|Mill - a keyword action used in Magic to describe the action of a player taking cards from the top of their library and putting them into their graveyard.
|Monarch - a game mechanic that gives a player the following ability for as long as they have the monarchy: "At the beginning of the monarch's end step, that player draws a card. Dealing combat damage to a player with the monarchy transfers the monarchy to the attacking player.
|Mutate - If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.
|Ninjutsu - Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
|Overload - an alternative mana cost for a card that replaces all instances of the word "target" with the word "each" in the card's effects.
|Persist - When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.
|Phase out - While this card is phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.
|Plainscycling - Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
|Plot - a keyword that lets you exile a card from your hand to cast it later without paying its mana cost.
|Proliferate - a keyword action that allows a player to add more counters to players or permanents that already have those same counters.
|Protection(from...) - This card can't be blocked, targeted, dealt damage, or enchanted by anything that it has protection from.
|Prototype - a keyword ability which allows an alternate version of a card to be cast for less than its normal mana cost.
|Prowess - Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
|Reach - This creature can block creatures with flying.
|Rebound - If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
|Reconfigure - a keyword that allows a player to attach an artifact creature with the ability to another creature they control.
|Revolt - If a permanent you controlled left the battlefield this turn, you have Revolt.
|Riot - This creature enters the battlefield with your choice of a +1/+1 counter or haste.
|Sadle(#) - an activated ability that allows a player to tap other creatures to temporarily saddle a mount in order to get certain benefits.
|Scry(#) - To scry, look at the top # cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.
|Shadow - An attacking creature with shadow can only be blocked by a defending creature with shadow, and a defending creature with shadow can only block an attacking creature with shadow.
|Shroud - Can't be the targets of spells or abilities.
|Splice Onto Arcane - As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.
|Spree(Cost) - a mechanic that allows players to pay additional costs to make a spell more effective.
|Storm - When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.
|Surveil(#) - a keyword action that allows a player to look at a certain number of cards from the top of their library and put them in the graveyard or back on top in any order.
|Suspend(#) - Rather than cast this card from your hand, you may pay the suspend cost and exile it with # time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.
|Swampwalk - This creature can't be blocked as long as defending player controls a Swamp.
|Threshold - As long as seven or more cards are in your graveyard, you have threshold.
|Toxic(#) - a keyword ability that causes a player to receive a number of poison counters when hit by a toxic creature.
|Trample - Can deal excess combat damage to the player or planeswalker they're attacking.
|Unearth - returns a permanent to the battlefield and gives it haste, at the expense of the permanent being exiled at the end of turn, or if it would leave the battlefield.
|Vanishing(#) - a permanent with vanishing enters the battlefield with a given number of time counters on it. At the beginning of its controller's upkeep step, it loses a time counter. When the last time counter is removed, the permanent must be sacrificed.
|Vigilance - Attacking doesn't cause this creature to tap.
|Ward(Cost) - Whenever a permanent with ward becomes the target of a spell or ability an opponent controls, counter it unless that player pays the additional Ward cost.
|Will of the council - a voting mechanic that allows players to vote between two options.
|Wither - This deals damage to creatures in the form of -1/-1 counters.
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