Decouvrez des cubes crees par la communaute
This cube is intended to be ideal for newer drafters and players. The aim is for a flexible cube where every card is easy to analyse even for newer players. I have also tried my best to include all of the card types and mechanics that I believe are central components of the game.
It's the Junction ya'll.. yeehaw? What started as a desire for cowboys and outlaws turned into this. It's thematic with a hope of keeping the field fair and fun.
This Jumpstart cube uses custom packs from the excellent Jumpstarter project. Each deck represents a unique theme—from Bears and Goblins to Dungeon crawling and Morph tricks. Quick to set up and easy to play.
180-card Bloomburrow twobert cube for two-player draft. Focused on tight archetypes, balanced gameplay, and consistent 1v1 sessions within a compact, synergy-driven cube environment.
Curated commander cube inspired by the Commander Legends draft experience. Includes quintessential commander staples alongside several spicy sleepers which promote creative drafting and inventive gameplay even in well-established archetypes.
Every card must cost $0.50 (fifty cents) or cheaper at its cheapest printing. Singleton. Synergy cube based on 8 archetypes. Hypothetically beginner-friendly. Imported from CubeCobra, where price is easier to see.
This is insanity incarnate. No removal under 3 CMC. Un-sets, Arabian Nights, Homelands, Modern Horizons 1, Kaladesh block, Aetherdrift, and Eternal Masters only.
A small twobert cube with cards from the Lorwyn block ( Lorwyn Eclipsed not included )
Welcome to my power vintage cube. This is my version of a supped up cube with some of magic's most powerful spells ever printed while still being a fun and engaging environment.
Welcome to my pauper cube! It showcases some of the best commons from throughout magic's history! Many archetypes are supported across all colors! Please take a look and constructive feedback is always welcome.
The cube is designed around the principle of casting spells from anywhere other than your hand. Spells will be plotted, foretold, impulse drawn, cascaded, and flashbacked. Sequencing of spells and figuring out when you cast spells are key to drafting and playing this cube. There are many payoffs located throughout all colors that reward you for casting spells from the void!
3-player, 135-card (3 players x 3 boosters x 15 non-basic-land cards) 135 cards for a 3-player, Winston Draft or Grid Draft Cube. The design is to feature all the most powerful cards in equal distribution among WUBRG colours + multi-colour + colourless being equally represented. This results in approximately 19 cards per "colour".
This is my peasant (i.e., rarity restricted) cube. All cards in the list have been printed at either common and uncommon. It is designed around three color archetypes with very few to no trap cards. The cube is designed to be heavy on interaction with fast game play as the norm.
This cube is mechanics focused on graveyard interactions and graveyard adjacent mechanics. You will make heavy use of mechanics such as, reanimator, self-mill, cycling, dredge, flashback, draw/discard, land matters, madness, sacrifice, and pod archetypes. Synergy rules over raw power here and will allow drafters to build a machine with cards that are included to work with each other.
Every color has its own use for an artifact. Which one strikes your fancy? New to building cubes, figured this would be a fun concept, nowhere near optimized.
Traditional Powered Vintage Cube