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  <author>
    <name>Michael DeCosta</name>
  </author>
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  <id>https://tcg-heights.com/</id>
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  <rights>All rights reserved 2026, Michael DeCosta</rights>
  <subtitle>MTG Cube Design, Guides, Formats, Templates, and Gear</subtitle>
  <title>TCG Heights</title>
  <updated>2026-10-13T19:00:03.000Z</updated>
  <entry>
    <author>
      <name>Michael DeCosta</name>
    </author>
    <category term="Cube Design" scheme="https://tcg-heights.com/categories/Cube-Design/"/>
    <category term="mtg-cube" scheme="https://tcg-heights.com/tags/mtg-cube/"/>
    <category term="drafting" scheme="https://tcg-heights.com/tags/drafting/"/>
    <category term="cube-design" scheme="https://tcg-heights.com/tags/cube-design/"/>
    <category term="card-selection" scheme="https://tcg-heights.com/tags/card-selection/"/>
    <category term="game-design" scheme="https://tcg-heights.com/tags/game-design/"/>
    <content>
      <![CDATA[<h2 id="Why-“Strictly-Better”-Isn’t-Always-Better"><a href="#Why-“Strictly-Better”-Isn’t-Always-Better" class="headerlink" title="Why “Strictly Better” Isn’t Always Better"></a>Why “Strictly Better” Isn’t Always Better</h2><p>Cube design is more than just grabbing a collection of great cards. It’s about building an environment players enjoy, where draft picks, deck-building choices, and gameplay decisions actually matter.</p><div class="note primary">  <h4><p>Strictly Better</p></h4>  <ul><li>A card that does the same thing as another card but better: lower cost, better timing, more flexibility, etc. Like <a href="https://scryfall.com/card/cn2/143/murder?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/c/1cde89d1-b789-4bd6-8dcb-856b525f775f.webp?1783937311" target="_blank" rel="noopener">Murder</a> vs <a href="https://scryfall.com/card/ths/90/heros-downfall?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/5/9/596822f6-dbd4-4cc8-aa50-9331ff42544e.webp?1783939779" target="_blank" rel="noopener">Hero’s Downfall</a>.</li><li>(Even when there are small niche examples where the <em>strictly better</em> card would actually be worse, we still use the term. Like where <a href="https://scryfall.com/card/bng/60/asphyxiate?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/8/9/894f3f5f-586d-45e4-9af7-4de80e44dfae.webp?1783939560" target="_blank" rel="noopener">Asphyxiate</a> can kill <a href="https://scryfall.com/card/inr/5/emrakul-the-promised-end?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/7/1/71911392-42b0-4b6d-baf7-918a4bd3b924.webp?1783908188" target="_blank" rel="noopener">Emrakul, the Promised End</a> but <a href="https://scryfall.com/card/cn2/143/murder?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/c/1cde89d1-b789-4bd6-8dcb-856b525f775f.webp?1783937311" target="_blank" rel="noopener">Murder</a> can’t.)</li></ul></div><p>When building a Cube, exclusively choosing <strong>strictly better</strong> versions of effects is a common mistake that can lead to a cube that has no identity of its own. The more interesting cards that can give the cube a fun unique feeling end up being forced out because they pale in comparison to the rest of the cube environment. You end up with a cube that just feels like another vintage cube which is fine if that’s what you’re going for, but it’s not if you’re not.</p><p>In constructed Magic, players rightfully seek the most efficient value producing cards to gain a competitive edge. But in Cube design where you are the architect of the entire format, outside of the high powered vintage cubes a rigid adherence to raw power can be a detriment. When every threat is a <strong>must-answer</strong> value engine, games can spiral and end too quickly and feel more like a coin flip than a test of <strong>player agency</strong>. Variance will always play a role in games of Magic, but it’s good to mitigate those instances and curate a cube that presents the opportunity to make interesting decisions <strong>during the draft</strong>, <strong>while deck-building</strong>, and <strong>during gameplay</strong>.</p><div class="note warning">  <h4><p>Drawbacks are one way, but they aren’t the only way</p></h4>  <p>While drawbacks can be a good way to add draft signals and create more interesting and fun gameplay, they are far from the only way to achieve this which we’ll cover in depth in future posts.</p></div><h2 id="Drawbacks-Inform-Decisions"><a href="#Drawbacks-Inform-Decisions" class="headerlink" title="Drawbacks Inform Decisions"></a>Drawbacks Inform Decisions</h2><p>Cards with drawbacks provide context to create more meaningful decisions for players to evaluate context, synergy, and strategy instead of just raw power. Instead of just asking <strong>“is this card good?”</strong> they’ll ask, <strong>“how can I <em>make</em> this good?”</strong> and be rewarded for their creativity.</p><p><img src="/../images/a_hand_of_drawbacks.webp" alt="A small selection of cards all with drawbacks: Boros Guildgate, Mogg Flunkies, Bone Splinters, Lunar Rejection, Kor Skyfisher"></p><h3 id="Signals-During-The-Draft"><a href="#Signals-During-The-Draft" class="headerlink" title="Signals During The Draft"></a>Signals During The Draft</h3><p><strong>A card’s drawback can be a powerful signal</strong> that points drafters toward a specific archetype. A powerful creature that can’t block is a signal it belongs in an aggressive deck. A spell that requires you to discard a card can signal that a reanimator archetype exists. A card that requires you to return something you control back to your hand would slow down an aggressive deck, but an ETB deck could benefit from this.</p><p>Cards that have drawbacks for most decks but are actually benefits in the right deck are great inclusions for your cube. Rewarding players that pay attention to those drawbacks and lean into them will make for better decks, drafts, and cubing. Players will be able to understand the whole cube environment you’ve created from information gathered on just the cards they’ve seen so far. </p><div class="note danger">  <h4><p>Don’t Include False Signals</p></h4>  <p>A false signal is anything that is printed on a card that looks relevant to a person seeing just that card but is actually irrelevant, or when a card is part of a known combo but the other half is absent in the rest of the cube:</p><ul><li><a href="https://scryfall.com/card/dom/152/wizards-lightning?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/5/9/59bf371a-164c-4db8-9207-197c2e7c3c10.webp?1783934984" target="_blank" rel="noopener">Wizard’s Lightning</a> in a cube with few or zero wizards</li><li>Just one half of the <a href="https://scryfall.com/card/mma/59/pestermite?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/b/5/b58a6a63-c7d8-4f2f-acaf-b0a871eb5a7c.webp?1783939995" target="_blank" rel="noopener">Pestermite</a>, <a href="https://scryfall.com/card/cma/36/deceiver-exarch?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/3/5/35437d86-6f92-480a-aa0c-c17c3943c00c.webp?1783936296" target="_blank" rel="noopener">Deceiver Exarch</a>, and <a href="https://scryfall.com/card/mm2/129/splinter-twin?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/5/8/580fbbf8-ba7e-4889-a5ea-d066f3ea8cea.webp?1783938401" target="_blank" rel="noopener">Splinter Twin</a> combo</li><li><a href="https://scryfall.com/card/2xm/55/inkwell-leviathan?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/9/f/9f7a6dfb-a8f8-4899-b2db-c48d542dfd55.webp?1783930197" target="_blank" rel="noopener">Inkwell Leviathan</a> in a cube without <a href="https://scryfall.com/card/mb2/176/tinker?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/f/f/ff616131-289b-4eec-bef0-5f519d5a81a5.webp?1783910566" target="_blank" rel="noopener">Tinker</a></li><li><a href="https://scryfall.com/card/mm3/40/gifts-ungiven?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/4/b/4b11f693-716e-41de-a0ea-2a5178a284dc.webp?1783936668" target="_blank" rel="noopener">Gifts Ungiven</a> in a cube without <a href="https://scryfall.com/card/mm3/85/unburial-rites?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/9/69f3dce1-4e78-4a5f-bc35-0c008669308a.webp?1783936650" target="_blank" rel="noopener">Unburial Rites</a></li></ul></div><h3 id="Better-Deck-Building"><a href="#Better-Deck-Building" class="headerlink" title="Better Deck-Building"></a>Better Deck-Building</h3><p>Cards that are great in the right deck but underwhelming without the proper support can help streamline the deck-building process for some. For others, it can create some nice tension when deciding if you’ll be able to overcome that downside enough to make the card work in your deck or not.</p><h3 id="Interesting-Gameplay"><a href="#Interesting-Gameplay" class="headerlink" title="Interesting Gameplay"></a>Interesting Gameplay</h3><p>During gameplay, drawbacks can create more novel situations and memorable moments. A player might have to navigate a difficult turn playing a card with a significant downside than they otherwise would. This leads to more <strong>dynamic and interactive games</strong> than those dominated by generically powerful cards that offer simple, obvious lines of play with only upsides.</p><h2 id="Drawbacks-Can-Balance-Archetypes"><a href="#Drawbacks-Can-Balance-Archetypes" class="headerlink" title="Drawbacks Can Balance Archetypes"></a>Drawbacks Can Balance Archetypes</h2><p>Cards with drawbacks can help to tamp down or lower the power level of certain decks thus giving other decks more of a chance against them.</p><ul><li>Higher mana costed cards to delay certain decks like <a href="https://scryfall.com/card/me2/84/dark-banishing?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/5/e/5e36b7c9-aa3b-4746-8b65-002bca8bf761.webp?1783942624" target="_blank" rel="noopener">Dark Banishing</a> instead of <a href="https://scryfall.com/card/m14/96/doom-blade?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/7/5/75d96a37-bdbe-46ae-926f-8742699a0b20.webp?1783939924" target="_blank" rel="noopener">Doom Blade</a></li><li>Shock and tap lands over better fast mana for certain colors like <a href="https://scryfall.com/card/rav/280/sacred-foundry?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/6/168ef687-5797-4b45-b75b-393d8117cebd.webp?1783943590" target="_blank" rel="noopener">Sacred Foundry</a> or <a href="https://scryfall.com/card/dmu/254/sacred-peaks?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/2/4/24957d64-ad17-4d4f-8a00-3cdd83e1ce88.webp?1783921260" target="_blank" rel="noopener">Sacred Peaks</a> instead of <a href="https://scryfall.com/card/vma/308/plateau?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/b/b/bb979a96-a57d-4fb5-8ebe-0bd398272abe.webp?1783939220" target="_blank" rel="noopener">Plateau</a> and <a href="https://scryfall.com/card/otj/269/inspiring-vantage?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/8/5/85df6b6a-2dcf-4828-a4a8-e07d52e1fddd.webp?1783911772" target="_blank" rel="noopener">Inspiring Vantage</a></li><li>Non-perfect answers that leave something behind like <a href="https://scryfall.com/card/c16/98/swan-song?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/9/d/9d968dde-c406-48ef-a1ab-373aebc24693.webp?1783937071" target="_blank" rel="noopener">Swan Song</a> or that ramp the opponent like <a href="https://scryfall.com/card/2xm/25/path-to-exile?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/e/9/e9d36855-c38a-4bba-a642-cff3f81e057e.webp?1783930212" target="_blank" rel="noopener">Path to Exile</a></li></ul><p>These can allow lower tier cards and strategies to be viable in your cube that are normally outclassed by better options.</p><h2 id="Counterspell-Vs-Familiar’s-Ruse"><a href="#Counterspell-Vs-Familiar’s-Ruse" class="headerlink" title="Counterspell Vs. Familiar’s Ruse"></a>Counterspell Vs. Familiar’s Ruse</h2><p>Most of the time, <a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a> is a better card than <a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a>. But for your cube, the drawback of having to have a creature on the board to cast likely makes for a better experience. </p><p><img src="/../images/counterspell_vs_familiars_ruse.webp" alt="A side-by-side comparison of the Magic cards Counterspell and Familiar&#39;s Ruse."></p><p>In a vacuum, <a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a> is <em>strictly better</em> than <a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a> countering a spell for two blue mana with no additional cost. It’s almost an auto-include for any blue deck. <a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a> also costs two blue mana, but it has a drawback: “<code>as an additional cost to cast this spell, return a creature you control to its owner&#39;s hand.</code>“ So why would a cube designer choose the <em>“worse”</em> card? It creates a strong signal for an <strong>enters-the-battlefield</strong> (ETB) strategy. It creates tension for decks that need access to countermagic, but will have a more difficult time having a creature on board. These two things encourage card synergy during draft, more complex deck-building decisions, and different gameplay lines. Whereas <a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a> is just a generically powerful card that fits into any blue deck without promoting any specific themes.</p><table><thead><tr><th align="left">Feature</th><th align="left"><a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a></th><th align="left"><a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a></th></tr></thead><tbody><tr><td align="left"><strong>Draft Signal</strong></td><td align="left">Signals that blue might be open.</td><td align="left">Signals an “enters-the-battlefield” (ETB) theme is present.</td></tr><tr><td align="left"><strong>Deck-Building</strong></td><td align="left">An easy inclusion in any blue deck.</td><td align="left">Requires a critical mass of creatures with valuable ETB effects.</td></tr><tr><td align="left"><strong>Gameplay Pattern</strong></td><td align="left">Draw go control, tempo strategy, combo protection</td><td align="left">Value enabler, like reusing a <a href="https://scryfall.com/card/inr/478/snapcaster-mage?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/2/2/22b36ad5-bf4d-436a-9c3c-fa4acd0052fe.webp?1783907976" target="_blank" rel="noopener">Snapcaster Mage</a>.</td></tr><tr><td align="left"><strong>Design Impact</strong></td><td align="left">Increases the answers blue has access to.</td><td align="left">Fosters a specific, synergy-based archetype.</td></tr></tbody></table><p>By choosing <a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a>, you send a clear message. You’re telling drafters that a blue deck in your cube will want to reuse powerful ETB effects. A player then might prioritize drafting creatures like <a href="https://scryfall.com/card/2x2/60/mulldrifter?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/e/0/e0fed1e5-fcbd-4597-91b5-ba809571573b.webp?1783921913" target="_blank" rel="noopener">Mulldrifter</a> or <a href="https://scryfall.com/card/dmu/42/aether-channeler?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/0/60afeb75-2c1e-4634-8c83-88b1dddb77c2.webp?1783921355" target="_blank" rel="noopener">Aether Channeler</a>. They will figure out the drawback can be an upside. This offers a level of strategic depth that <a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a> does not.</p><p>This doesn’t mean you should always pick <a href="https://scryfall.com/card/mm3/37/familiars-ruse?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/6/1/6179d2a5-4694-4dcc-9261-9f5201c53a67.webp?1783936670" target="_blank" rel="noopener">Familiar's Ruse</a> over <a href="https://scryfall.com/card/dmr/457/counterspell?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/1/b/1b73577a-8ca1-41d7-9b2b-7300286fde43.webp?1787728324" target="_blank" rel="noopener">Counterspell</a> or that you can’t run both, it depends on the rest of your cube and what your goals are. Consider it if you want to boost the ETB deck and want to hinder draw-go control. For a cube that wants traditional aggro vs. control, this may be the wrong swap.</p><h2 id="Not-Every-Drawback-Is-Good"><a href="#Not-Every-Drawback-Is-Good" class="headerlink" title="Not Every Drawback Is Good"></a>Not Every Drawback Is Good</h2><p>So you shouldn’t just ignore cards that don’t have drawbacks, or think that every card with a drawback is secretly great for your cube. Like most things in cube design, when to include cards with drawbacks is a delicate balancing act to ensure the card is having the impact you’re aiming for.</p><p>It’s an ongoing process of finding the right balance of <strong>payoffs</strong> and <strong>enablers</strong> for your deck archetypes, <strong>contested picks</strong> that fit into multiple decks like <strong>removal</strong> and <strong>mana fixing</strong>, and everything else that goes into creating a great cube.</p><ul><li>You want to be sure the drawback isn’t too severe that it’s killing a deck archetype from being viable in your cube.</li><li>You also want to be sure the card isn’t so narrowly tailored that just one specific deck archetype will actually play the card. (We’re talking about cards outside of your <strong>signpost</strong> and <strong>payoff</strong> cards which might only fit into a single deck.)</li></ul><div class="note primary">  <h4><p>Signpost Cards</p></h4>  <p>Cards that create or require a certain play pattern such that they <em>“signal”</em> to players during the draft <em>“this deck archetype exists in the cube”</em>, and you’ll be paid off for building around it, like <a href="https://scryfall.com/card/dmr/82/entomb?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/3/c/3caa9c55-5e3b-436b-84a9-b7ccebf63799.webp?1783918480" target="_blank" rel="noopener">Entomb</a> is a signpost for the reanimator archetype. (This is a term coined by MTG set designer Mark Rosewater for the default inclusion of a full 10-card guild pair cycle of creatures at the uncommon rarity that are there to communicate to players what each two-color archetype is meant to be doing. Many cube designers use the term <strong>Signpost</strong> to strictly be about the two-color cards that convey that guild’s archetype but for many reasons I’m not imposing that restriction when talking about a “Signpost” card.)</p></div><h2 id="How-to-Evaluate-a-Drawback"><a href="#How-to-Evaluate-a-Drawback" class="headerlink" title="How to Evaluate a Drawback"></a>How to Evaluate a Drawback</h2><p>You need to look at the card’s ceiling vs the card’s floor, what deck archetypes want the card, and if it helps reinforce the overall cube’s design goals.</p><p><img src="/../images/a_hand_of_drawbacks.webp" alt="A selection of cards that have different drawbacks"></p><p>When considering a card with a drawback, ask these questions:</p><ul><li>Does it help signal a deck archetype?</li><li>Would many decks take this specifically for the downside making it an upside?</li><li>Would many decks consider taking this trying to work around the downside?<ul><li>How important is the card’s effect vs how prevalent is that effect in the rest of the cube?</li></ul></li><li>Is the card still playable at its floor?</li><li>Is the drawback a way to balance a specific archetype against the rest of your cube?</li></ul><p>The more <em><strong>yes</strong></em> answers you get, the more it makes sense to include that card in your cube to at least test it out. </p><p>While testing a card, look for this information:</p><ul><li>How often is the card left in the sideboard? (particularly when it’s of a deck archetype that could or should play it)</li><li>How often is the card left stranded in a player’s hand because they couldn’t overcome the drawback?</li><li>How often does a player lose the game because of the drawback that they otherwise might not have?</li></ul><p>The higher percentage of each of these types of situations that occur vs the card being played successfully will help determine if the drawback is too oppressive or not for your cube.</p><h2 id="More-Examples-of-Good-Drawbacks"><a href="#More-Examples-of-Good-Drawbacks" class="headerlink" title="More Examples of Good Drawbacks"></a>More Examples of Good Drawbacks</h2><p>Here are some other drawback cards worth considering:</p><table><thead><tr><th align="left">Drawback Card</th><th align="left">What It Can Signal or Pair With</th></tr></thead><tbody><tr><td align="left"><a href="https://scryfall.com/card/mm3/11/kor-skyfisher?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/d/7/d7501662-1216-4e08-bd2b-e0a459057942.webp?1783936681" target="_blank" rel="noopener">Kor Skyfisher</a></td><td align="left">ETB, <a href="https://scryfall.com/card/mm2/9/arrest?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/9/f/9fc0be19-e041-4347-a51c-7e93a3d9e712.webp?1783938429" target="_blank" rel="noopener">Arrest</a> style removal</td></tr><tr><td align="left"><a href="https://scryfall.com/card/c13/28/arcane-denial?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/a/b/ab175817-da6a-4ae7-a016-c3bfb087eae0.webp?1783939687" target="_blank" rel="noopener">Arcane Denial</a></td><td align="left">Combo protection, card draw denial&#x2F;punish cards</td></tr><tr><td align="left"><a href="https://scryfall.com/card/m20/111/rotting-regisaur?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/d/8/d88c61cb-dbf9-46c3-8795-8896ba1208d5.webp?1783932989" target="_blank" rel="noopener">Rotting Regisaur</a></td><td align="left">All-in aggro, Graveyard matters (madness, flashback, reanimator)</td></tr><tr><td align="left"><a href="https://scryfall.com/card/ori/131/avaricious-dragon?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/3/5/354255d7-dc29-403b-aa90-9044cde669d0.webp?1783938333" target="_blank" rel="noopener">Avaricious Dragon</a></td><td align="left">Non-reactive aggro, GY matters</td></tr><tr><td align="left"><a href="https://scryfall.com/card/mma/148/imperiosaur?utm_source=api" class="card-view" data-image-uri="https://cards.scryfall.io/grid/front/b/6/b6d0f09b-cab8-42d8-ac93-1fd7c1244560.webp?1783939975" target="_blank" rel="noopener">Imperiosaur</a></td><td align="left">Mono-green stompy, Domain keyword cards</td></tr></tbody></table><h2 id="Drawbacks-Are-A-Tool"><a href="#Drawbacks-Are-A-Tool" class="headerlink" title="Drawbacks Are A Tool"></a>Drawbacks Are A Tool</h2><p>Understanding the different types of drawbacks helps a designer craft a balanced and intentional environment. Not all drawbacks are created equal; they range from minor inconveniences that slightly lower a card’s efficiency to major costs that demand an entire deck be built around them to function effectively. Minor drawbacks can help balance colors or slightly de-power generically good effects. Major drawbacks can be the signposts for entire archetypes signaling rewards to players who commit to that strategy, but if the drawback is too steep, it just means that card will never actually make it to any player’s deck.</p><p>This understanding should be a tool to utilize as a cube designer. A healthy cube environment will allow for a variety of strategic pathways for drafters of many persuasions to explore. A good drawback can create more interesting decisions, signal archetypes, balance the environment, or foster unique gameplay moments that align with your cube’s design goals and intended experience.</p>]]>
    </content>
    <id>https://tcg-heights.com/why-worse-cards-can-improve-mtg-cubes/</id>
    <link href="https://tcg-heights.com/why-worse-cards-can-improve-mtg-cubes/"/>
    <published>2026-10-13T19:00:03.000Z</published>
    <summary>Learn how cards with drawbacks can improve your MTG cube by creating draft signals, deck-building tension, and more interesting gameplay situations.</summary>
    <title>Why &quot;Worse&quot; Cards Can Improve MTG Cubes</title>
    <updated>2026-10-13T19:00:03.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Michael DeCosta</name>
    </author>
    <category term="Guides" scheme="https://tcg-heights.com/categories/Guides/"/>
    <category term="mtg-cube" scheme="https://tcg-heights.com/tags/mtg-cube/"/>
    <category term="beginner-guide" scheme="https://tcg-heights.com/tags/beginner-guide/"/>
    <category term="360-card-cube" scheme="https://tcg-heights.com/tags/360-card-cube/"/>
    <category term="cube-size" scheme="https://tcg-heights.com/tags/cube-size/"/>
    <category term="cube-design" scheme="https://tcg-heights.com/tags/cube-design/"/>
    <category term="180-card-cube" scheme="https://tcg-heights.com/tags/180-card-cube/"/>
    <category term="450-card-cube" scheme="https://tcg-heights.com/tags/450-card-cube/"/>
    <category term="540-card-cube" scheme="https://tcg-heights.com/tags/540-card-cube/"/>
    <category term="twobert" scheme="https://tcg-heights.com/tags/twobert/"/>
    <content>
      <![CDATA[<h2 id="Quick-Recommendation"><a href="#Quick-Recommendation" class="headerlink" title="Quick Recommendation"></a>Quick Recommendation</h2><p>If you’re unsure, start with a <strong>360-card cube</strong>. It supports the standard <strong>8-player draft</strong>, keeps the environment focused, and lets every card appear in each draft.</p><p>New to cube entirely? Start with <a href="/what-is-an-mtg-cube/">What Is an MTG Cube?</a> first.</p><p>Use a <strong>180-card Twobert</strong> if you mostly play with <strong>2–4 people</strong>. Consider <strong>450 cards</strong> for <strong>10 players</strong> or you draft often. Go higher to <strong>540 cards</strong> for <strong>12 players</strong> or your group drafts <em>a lot</em> for more variety.</p><div class="note danger">  <h4><p>Avoid <em>720 cards</em> unless you have a specific reason</p></h4>  <p>Two separate <strong>360-card</strong> cubes are easier to manage and provide the same ability of playing with <strong>16 players</strong> at the same time</p></div><table><thead><tr><th align="left">Group Size</th><th align="right">Cube Size</th><th align="left">Primary Benefit</th><th align="left">Primary Challenge</th></tr></thead><tbody><tr><td align="left">2 to 4</td><td align="right"><strong>180</strong></td><td align="left"><strong>Twobert;</strong> quick portable games</td><td align="left">Hard to make drafts compelling</td></tr><tr><td align="left">5 to 8</td><td align="right"><strong>360</strong></td><td align="left">Strong consistent identity</td><td align="left">Lower replayability and variance</td></tr><tr><td align="left">8 to 10</td><td align="right"><strong>450</strong></td><td align="left">Slight variance if you draft often*</td><td align="left">When the 11th player shows up</td></tr><tr><td align="left">8 to 12</td><td align="right"><strong>540</strong></td><td align="left">Good variance if you draft <em>A LOT**</em></td><td align="left">Balancing is difficult</td></tr><tr><td align="left">12 to 16</td><td align="right">2x <strong>360</strong></td><td align="left">Supports two 8-player drafts at once</td><td align="left">More upkeep but easier than <strong>720</strong> card</td></tr></tbody></table><h2 id="What-Does-Cube-Size-Impact"><a href="#What-Does-Cube-Size-Impact" class="headerlink" title="What Does Cube Size Impact?"></a>What Does Cube Size Impact?</h2><p>A cube’s size is a foundational choice that dictates the number of players it supports but also impacts cost, portability, variance, replayability, and the identity and feel of the format. Understanding the trade-offs is the first step for any designer looking to create a specific, intentional cube experience.</p><p><img src="/../images/clear_cube_stack.webp" alt="A small cube stacked on top of a land station"></p><p>Most importantly <strong>cube size dictates the number of players</strong> it can support. So you should decide your cube size based on expected playgroup size, BUT that’s not the only thing cube size impacts:</p><ul><li><strong>Cost:</strong> Larger cubes mean more money spent on cards, sleeves, and require larger storage solutions and basic lands.</li><li><strong>Logistics:</strong> Smaller cubes are easier to carry around physically, and faster to shuffle, sleeve, play-test and update.</li><li><strong>Flexibility:</strong> Sealed requires twice as many cards as draft, so a 360-card cube can support an 8-player draft or just a 4-player sealed event.</li><li><strong>Archetype Support:</strong> Unseen cards during a draft can put certain archetypes at risk of being unplayable if payoffs aren’t opened and required to make a deck work (storm for instance).</li><li><strong>Replayability:</strong> 100% of cards seen every draft will start to feel the same after just a couple drafts, this might be a feature for cubes that aren’t drafted often where you want that exact feel every time.</li><li><strong>Identity:</strong> Larger cubes are harder to establish the identity of the different deck archetypes and the cube overall than smaller cubes, and require more drafts to playtest changes.</li></ul><h2 id="Why-360-Cards"><a href="#Why-360-Cards" class="headerlink" title="Why 360 Cards?"></a>Why 360 Cards?</h2><p>The 360-card cube is the traditional starting point because the math works out easily for an 8-player draft pod. It creates a consistent environment where every single card will be seen during the draft by someone, making it easy to design a specific and consistent cube experience.</p><div class="note primary">  <h4><p>Cube Minimum Size Math</p></h4>  <ul><li>Draft cube size  &#x3D; players × 45 cards</li><li>Sealed cube size &#x3D; players × 90 cards</li></ul></div><p>The standard Magic The Gathering draft gives each player <strong>3 packs of 15 cards</strong> for a total of <strong>45 cards</strong> in each player’s pool (3 * 15) to build their deck. So to determine the minimum cube size, just multiply the number of players by 45. So <strong>8 players * 45 cards &#x3D; 360</strong>. (For sealed, use pools of <strong>90 cards</strong> for each player). The minimum size means that every single card in the cube is seen by at least 1 player every time the cube is drafted. This fact can either be a feature or a drawback of your cube, it all depends on what your goals are. For a cube that is drafted infrequently, guaranteeing the “full experience” every time is a huge plus. However, if your group drafts the same 360 cards a lot, the cube may start to feel “solved” or stale quickly.</p><div class="note warning">  <h4><p><em>276 unique cards</em> are seen by each player during an 8-player 15-card pack draft</p></h4>  <p>15+14+13+12+11+10+9+8&#x3D;<strong>92 unique cards</strong> per pack * 3 packs</p></div><p>It’s also important to remember, that even though you get twice the number of cards in your pool for sealed versus draft, draft decks are usually much stronger than sealed decks from the same cube. Building a deck with 90 random cards usually isn’t as good as building a deck with 45 specifically chosen cards from the <strong>276 unique cards!</strong> that a player sees during a typical draft. Here’s the math: <code>15+14+13+12+11+10+9+8=**92 unique cards**</code> seen per round * 3 rounds &#x3D;&gt; 276 unique cards seen. (Picks after the 8th pack will be cards you’ve seen before)</p><h2 id="Why-3-Packs-of-15"><a href="#Why-3-Packs-of-15" class="headerlink" title="Why 3 Packs of 15?"></a>Why 3 Packs of 15?</h2><p>Traditional booster packs used for draft contained 15 cards so that was the starting point. For a cube draft with 8 drafters, this configuration strikes a great balance between number of first picks, the ability to look at packs on subsequent picks to read draft signals, and times seeing the same pack more than once (Also called <em><strong>Wheeling</strong></em>). These variables influence the ability to see and read draft signals and the strength of those signals as well as the luck aspect and potential power concentration that can result from first picks.</p><p><img src="/../images/pack_of_15_bangers.webp" alt="A pack of 15 cards featuring Hypnotic Specter, Frozen Shade, and Dark Ritual"></p><p>For a standard 8-player draft with <strong>3 packs of 15 cards</strong>, you’ll usually see the pack that you open twice: once with all 15 cards, and again when it comes back with 7 cards remaining. (You’ll actually see <strong>7 of the 8 packs</strong> opened during a typical draft <strong>twice</strong> while the final 8th pack you’ll only see once) This is what allows some of the skill of drafting to manifest beyond just card power evaluation. By taking note of what’s in each pack when you see it the first time vs what’s still there when you see it the second time, you can determine what archetypes are not currently being drafted by other players and decide to potentially pivot your picks towards that archetype. </p><ul><li>Use the standard <code>3 x 15 = 45</code> setup as your starting baseline when experimenting with pack count and cards per pack.</li><li>For 4 drafters, try <strong>5 packs of 9 cards</strong>. You’ll still get 45 cards in your pool and strikes a good balance of first picks to pack wheels.</li></ul><h3 id="Downstream-Effects-Of-Changes"><a href="#Downstream-Effects-Of-Changes" class="headerlink" title="Downstream Effects Of Changes"></a>Downstream Effects Of Changes</h3><p>Changing the draft pool size, the number of packs and or cards per pack can have downstream effects which can be helpful to understand if you’re looking for that particular experience.</p><ul><li><strong>Larger draft pool</strong><ul><li>Longer amount of time needed to build decks</li><li>Trends toward higher power level of decks</li><li>Ample room for combos and speculative picks to be drafted</li><li>Tends to leave cards consistently in sideboards that aren’t at the same power level of the default archetype decks</li></ul></li><li><strong>Smaller draft pool</strong><ul><li>Fewer cuts to make</li><li>Trends toward lower power level midrange decks that are just hoping to curve out</li><li>Less room for combo and speculative picks to be drafted</li><li>Can result in having to play more lands or off-color picks to have a functional deck</li></ul></li><li><strong>More packs with fewer cards</strong><ul><li>More first picks which can increase the luck aspect of draft at the cost of skill</li><li>Fewer packs (if any) you see multiple times which removes some of the opportunity to leverage the draft skill of reading signals</li></ul></li><li><strong>Fewer packs with more cards</strong><ul><li>More chances to read signals but muddles the signal as it increases the likelihood of two scenarios:<ul><li>Having a pack that contains ALL the cards you want for your deck so you choose 1 and the next player still sees 3 great cards for that archetype and thinks it’s still open</li><li>Having a pack that contains NO cards you want from it making your choice just “hating” out a card from the pack</li></ul></li></ul></li></ul><h2 id="Minimum-Size-vs-Oversized-Cube"><a href="#Minimum-Size-vs-Oversized-Cube" class="headerlink" title="Minimum Size vs. Oversized Cube"></a>Minimum Size vs. Oversized Cube</h2><p>A minimum-size cube gives you consistency and an oversized cube gives you variety and replayability.</p><p>Neither is automatically better. Seeing every card during every draft is great for consistency and a strong cube identity, but can feel stale quickly especially if your group drafts the same cube a lot. A larger cube leaves some cards out each draft, which makes the cube feel fresher as you’re always seeing slightly different cards but it becomes harder to balance and establish the cube’s identity.</p><table><thead><tr><th align="left">Minimum Cube Size</th><th align="left">Oversized Cube</th></tr></thead><tbody><tr><td align="left">Cheaper to build and maintain</td><td align="left">More expensive to build and maintain</td></tr><tr><td align="left">More consistent per draft</td><td align="left">More variety per draft</td></tr><tr><td align="left">All card feedback every draft</td><td align="left">Card feedback can take multiple drafts</td></tr><tr><td align="left">Gets stale faster</td><td align="left">Archetype support requires multiples</td></tr></tbody></table><p>Larger cubes also support more drafters of 10, even 12 drafters, but I’d advise against going higher than 12 player support for most cube environments. <strong>720 cards</strong> can support 16 players to participate in two 8 person draft pods simultaneously but different draft pods shouldn’t play against each other if your group values fair competition. So while you could spend the time and effort to maintain and curate a 720-card cube, you could probably more easily use two completely separate and different <strong>360-card</strong> cubes for each pod and have the same if not better experience. If the goal of your cube is less about keeping draft fair and competitive and you just want to play magic with your friends, then restricting cross pod matches may not be as important. It’s your cube so make and play it how you want.</p><h2 id="What’s-a-Twobert"><a href="#What’s-a-Twobert" class="headerlink" title="What’s a Twobert?"></a>What’s a Twobert?</h2><p>The 180-card <em><strong>TWO</strong></em> Person <em><strong>cuBE-RT</strong></em>. This small cube is ideal for small groups and fast games.</p><p><img src="/../images/choices_twobert.webp" alt="My &#39;Make A Choice&#39; Twobert"></p><p>While large cubes cater to bigger groups and expansive card pools, <strong>Twoberts</strong> offer a tailored experience for fast games between 2 to 4 players. They are easy to bring to a game store and have a quick grid-draft, deck build, and game all in 30 minutes between rounds.</p><p>Twoberts are harder to design than they might first appear. Fewer drafters means fewer contested picks which can lead to players drafting on their own respective “rails” or decks from the get go. When players aren’t overlapping at all during the draft and there’s no decisions to make, you might as well split your 180-card Twobert into 4 preconstructed decks and battle them against each other skipping the draft altogether.</p><p>It is also easy to fall into the trap of every card being able to fit into the same two 180-card cohesive deck. This makes each decision during the draft and deck-building not that meaningful, yet also difficult at the same time as every card needs to be evaluated rather than just a few that would reasonably slot into your deck. This is especially true in mono-colored cubes and makes defining archetypes much more difficult and important.</p><h2 id="So-What-Size-Is-Best"><a href="#So-What-Size-Is-Best" class="headerlink" title="So What Size Is Best?"></a>So What Size Is Best?</h2><p>The best starting point is a <strong>360-card</strong> cube for 5 to 8 players. It supports a full 8-player draft, keeps the environment focused, and there are lots of great lists online that have been tested and vetted a bunch.</p><ul><li>If your group size is only 2-4, go with a <strong>180-card</strong> Twobert.</li><li>If your group size is 9 to 12, consider <strong>450</strong> or <strong>540</strong> card cubes.</li><li>If your group wants to draft the same cube over and over, consider an oversized cube.</li></ul><p>Ultimately, finding the <strong>right Magic The Gathering Cube size</strong> is down to preferences and understanding the downstream impact of cube size will help you choose the right size for your needs.</p>]]>
    </content>
    <id>https://tcg-heights.com/what-size-should-an-mtg-cube-be/</id>
    <link href="https://tcg-heights.com/what-size-should-an-mtg-cube-be/"/>
    <published>2026-10-12T19:00:02.000Z</published>
    <summary>Compare MTG cube sizes and learn how more than just player count factors into choosing the right size for your group.</summary>
    <title>What Size Should an MTG Cube Be? 180 vs 360 vs 450 vs 540+</title>
    <updated>2026-10-12T19:00:02.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Michael DeCosta</name>
    </author>
    <category term="Guides" scheme="https://tcg-heights.com/categories/Guides/"/>
    <category term="mtg-cube" scheme="https://tcg-heights.com/tags/mtg-cube/"/>
    <category term="beginner-guide" scheme="https://tcg-heights.com/tags/beginner-guide/"/>
    <category term="360-card-cube" scheme="https://tcg-heights.com/tags/360-card-cube/"/>
    <category term="drafting" scheme="https://tcg-heights.com/tags/drafting/"/>
    <category term="singleton" scheme="https://tcg-heights.com/tags/singleton/"/>
    <category term="card-sourcing" scheme="https://tcg-heights.com/tags/card-sourcing/"/>
    <category term="cube-draft" scheme="https://tcg-heights.com/tags/cube-draft/"/>
    <content>
      <![CDATA[<h2 id="What-Is-an-MTG-Cube"><a href="#What-Is-an-MTG-Cube" class="headerlink" title="What Is an MTG Cube?"></a>What Is an MTG Cube?</h2><p>An MTG Cube is a reusable, curated collection of Magic The Gathering cards built primarily for draft. Instead of buying booster packs every time, you shuffle the cube into packs to draft, play matches, then put the cards back and do it again.</p><p>The most common cube size is <strong>360 cards</strong> which is exactly enough for <strong>8 players</strong> to draft <strong>3 packs of 15</strong> cards. Most cubes are <strong>singleton</strong>, meaning only one copy of each card, but that’s a design choice rather than a hard rule. You’ll also need a <strong>basic land station</strong> with around <strong>40 basic lands</strong> of each color so players can finish building their <strong>40-card</strong> decks after the draft. It’s also helpful to keep any tokens that can be created <em><strong>WITH the cube.</strong></em></p><div class="note info">  <h4><p><a href="/what-size-should-an-mtg-cube-be/">Why 360 cards?</a></p></h4>  <p>I wrote a deeper guide on <a href="/what-size-should-an-mtg-cube-be/">choosing the right cube size</a>.</p></div><h2 id="What-Is-Draft"><a href="#What-Is-Draft" class="headerlink" title="What Is Draft?"></a>What Is Draft?</h2><p>Draft is a Magic The Gathering format where players select cards one at a time from a shared pool of cards from which to build their decks as part of the event rather than before it. It makes the skills of card evaluation and deck-building an important real-time aspect of the overall competition between players. It also removes much of the financial inequality and time-intensive pre-event meta analyses required to be successful in other constructed formats.</p><div class="note primary">  <h4><p>Draft is playing Magic the Gathering in its purest form</p></h4>  <p><em>Just like Richard Garfield intended</em></p></div><p>At the heart of the Cube format is draft. This is the most common way to utilize an MTG cube and there is good reason for that. There are many players of all skill levels that would agree <strong>draft is the purest form</strong> of playing Magic the Gathering as it fixes many of the problems with other constructed formats.</p><h2 id="Why-Cube"><a href="#Why-Cube" class="headerlink" title="Why Cube?"></a>Why Cube?</h2><p>Cube is the best way to play Magic The Gathering because it offers a replayable draft experience without the recurring cost of buying booster packs. It provides a balanced, customizable format where you control the power level, include your favorite cards, and provide the circumstances for a fun and fair event.</p><p><img src="/../images/modern_masters_2017.webp" alt="A sealed booster box of Modern Masters 2017 Edition"></p><p>While official Wizards of the Coast drafts exist, they involve continually <strong>buying sealed product</strong>. This can quickly become expensive, especially for players who enjoy frequent drafting or wish to explore cards across multiple sets. The <strong>cube format</strong> offers a superior alternative, providing <strong>replayability</strong> and customization without the recurring cost of booster packs.</p><p>Cube gives you a <strong>customized environment</strong>, specifically tailored to your preferences. You can curate the card pool with the kind of Magic that you actually enjoy playing. You choose the themes, the power level, and eliminate all the stuff you never want to see again. This makes every draft exciting, and consistently enjoyable for you and the playgroup it’s designed for.</p><p>Building a cube doesn’t have to be daunting. Many <a href="#Where-Can-I-Find-A-Cube-List">great cube lists are already available online</a>, offering proven designs that can be copied or adapted.</p><p>Players can source cards affordably through singles or proxies, making <strong>cube design accessible</strong> to a wide range of budgets and time commitments. If these cards are never going to be played outside of the cube, there is no need for them to be tournament legal.</p><h3 id="Problems-With-Constructed"><a href="#Problems-With-Constructed" class="headerlink" title="Problems With Constructed"></a>Problems With Constructed</h3><p>Constructed formats amplify disparities in budgets between players and lock in pre event meta analysis which diminish the test of skill that happens during the constructed event.</p><p><img src="/../images/game_store_tables.webp" alt="A game store with an array of gaming tables"></p><p>When going to play in a <strong>constructed Magic</strong> event, an edge has already been established between players simply by the decks each player decided to bring with them. All deck-building decisions including what goes into your sideboard have to be made prior to the event. You need to predict the current “meta” or popularity of certain cards and strategies you expect to face at the event to decide what to play. If you make decisions based on some incorrect assumptions, you can end up having a less than ideal day that was largely decided before you even sat down for your first match.</p><p>Getting this right for each event demands substantial <strong>monetary and time investment</strong>. Keeping pace with an ever-shifting meta requires constant testing and extensive research into new cards and archetypes and then purchasing those cards to play with. You might have a slim chance of being able to compete with cards within your budget because you’ve quite reasonably decided that $50 is way too much to spend on a single <em>“luxury cardboard rectangle”</em>. This financial and time commitment deters many players, making competitive Magic feel inaccessible and not worth the investment. This gets even more daunting with the feverish pace at which Wizards of the Coast is creating new sets and cards.</p><p><strong>Drafting fixes</strong> many of these issues and mitigates others. It helps level the playing field to a flat monetary commitment from each player. There’s no need for pre-event meta analysis or expensive deck registrations. Every player starts with the same opportunity, acquiring cards through in-the-moment choices as part of the draft. This process makes the contest of skill far more equitable and engaging. There is still benefit from understanding the draft format and what decks and archetypes that can be built from all cards in the cube or set, but it’s a much more manageable space than constructed Magic.</p><h3 id="Cube-vs-Commander"><a href="#Cube-vs-Commander" class="headerlink" title="Cube vs. Commander"></a>Cube vs. Commander</h3><p>Commander can fix many of the issues with the other competitive constructed formats but can often suffer from similar budget disparities and “power level” disagreements that don’t happen in Draft as it is still a constructed format.</p><table><thead><tr><th align="left">Feature</th><th align="left">Magic The Gathering Cube</th><th align="left">Commander (EDH)</th></tr></thead><tbody><tr><td align="left"><strong>Deck Construction</strong></td><td align="left">Drafted from a curated pool; temporary decks for each session</td><td align="left">Similar issues to other formats “solved” by deck power levels</td></tr><tr><td align="left"><strong>Time Investment</strong></td><td align="left">High upfront to build; minimal to 0 thereafter</td><td align="left">Varies by group, pre-cons to same as constructed for CEDH</td></tr><tr><td align="left"><strong>Cost Investment</strong></td><td align="left">Can be high Upfront for cube cards; free play thereafter</td><td align="left">Ongoing for new upgrades; can be very expensive; group dependent</td></tr><tr><td align="left"><strong>Power Level</strong></td><td align="left">Dictated by cube designer; often balanced within itself</td><td align="left">Varies wildly; player consensus on “power level” is often needed</td></tr><tr><td align="left"><strong>Replayability</strong></td><td align="left">Extremely high; different decks&#x2F;strategies every draft</td><td align="left">High; but can become stale without deck changes or new opponents</td></tr><tr><td align="left"><strong>Setup Time</strong></td><td align="left">High; shuffling and pack distribution</td><td align="left">Minimal; choose your deck then just shuffle and play</td></tr></tbody></table><h2 id="How-Do-I-Draft-a-Cube"><a href="#How-Do-I-Draft-a-Cube" class="headerlink" title="How Do I Draft a Cube?"></a>How Do I <strong>Draft</strong> a Cube?</h2><p>The most common way to play with a Magic The Gathering cube is to do a <a href="/cube-formats/booster-draft/">Booster Draft</a>. Once you’re done with the draft, you’ll have a 45-card pool plus additional basic lands to build a 40-card deck with.</p><h3 id="Draft-Time-Expectations"><a href="#Draft-Time-Expectations" class="headerlink" title="Draft Time Expectations"></a>Draft Time Expectations</h3><p>Here are some expected time commitment estimates for seasoned players vs average or new players for planning a typical cube draft night:</p><table><thead><tr><th align="left">Activity</th><th align="right">Minimum Time</th><th align="right">Maximum Time</th></tr></thead><tbody><tr><td align="left">Drafting</td><td align="right">20 mins</td><td align="right">30 mins</td></tr><tr><td align="left">Deck-building</td><td align="right">10 mins</td><td align="right">20 mins</td></tr><tr><td align="left">Single Round</td><td align="right">30 mins</td><td align="right">50 mins</td></tr><tr><td align="left"><strong>Total Time for 3 Round Event</strong></td><td align="right">3 hrs</td><td align="right">5 hrs</td></tr></tbody></table><h3 id="Draft-Deck-Building"><a href="#Draft-Deck-Building" class="headerlink" title="Draft Deck-Building"></a>Draft Deck-Building</h3><p>Here are some guidelines for constructing a functional deck from your drafted pool or cards:</p><ul><li><strong>Deck Size:</strong> Your final deck must contain at least <strong>40</strong> cards.</li><li><strong>The 23&#x2F;17 Rule:</strong> A solid starting ratio is <strong>23</strong> non-land cards and <strong>17</strong> lands for a consistent mana base. (Maybe go down on lands if you have a low curve, or lots of cantrips, or mana dorks, etc.)</li><li><strong>Sourcing Lands:</strong> You will draft non-basic lands during the draft. Fill the rest of your land slots with basics from the <strong>basic land station</strong>.</li><li><strong>Unused Cards:</strong> All cards from your pool that didn’t make it to your final deck are considered your <strong>sideboard</strong>, available for adjustments between games.</li></ul><h2 id="How-To-Run-Swiss-Tournament"><a href="#How-To-Run-Swiss-Tournament" class="headerlink" title="How To Run Swiss Tournament?"></a>How To Run Swiss Tournament?</h2><p>To run a three-round Swiss draft for 8 players, your first-round pairings should be against people who were sitting furthest from you. For the next rounds, you’ll pair players with the same win-loss record against each other, which keeps the games competitive for everyone all night long.</p><p><img src="/../images/swiss_demo.webp" alt="A Swiss tournament&#39;s final round pairings board"></p><p>A Swiss tournament is the best structure for a fair cube tournament when you care about crowning a winner all the way to last place of the event where nobody gets eliminated. Everyone gets to play in all three rounds, no matter their record. The system is designed to pair players with similar records together, which usually leads to closer and more exciting matches as you go. Other structures are better suited depending on your goals and the cube being drafted but a Swiss is most common. Here’s a simple way to run one.</p><h3 id="Step-1-Round-1-Pairings"><a href="#Step-1-Round-1-Pairings" class="headerlink" title="Step 1: Round 1 Pairings"></a>Step 1: Round 1 Pairings</h3><p>For each player at the table, assign and remember their seat number starting at 1 and going in order around the table up to 8. You’ll need this to set up fair pairings. The goal here is to have players play against someone they weren’t sitting next to. This stops players who were passing to each other and have a good idea of what’s in each other’s decks from playing right away. A simple and fair way to do this is to have players play the person sitting furthest away from them (that’s four seats away for 8 people):</p><ul><li><strong>Player 1 plays Player 5</strong></li><li><strong>Player 2 plays Player 6</strong></li><li><strong>Player 3 plays Player 7</strong></li><li><strong>Player 4 plays Player 8</strong></li></ul><p>After the round, use each player’s record to make new pairings. Assuming no draws, you’ll have four players with a 1-0 record and four with a 0-1 record. </p><h3 id="Step-2-Round-2-Pairings"><a href="#Step-2-Round-2-Pairings" class="headerlink" title="Step 2: Round 2 Pairings"></a>Step 2: Round 2 Pairings</h3><p>For Round 2, you can imagine everyone sat back in their original seat and do the same thing as round 1 for each set of players who have the same record pretending the other set of players isn’t there. So you’ll now have two groups of four, and the person furthest away from them will be 2 seats away now.</p><ul><li><strong>1-0 Player 1 plays 1-0 Player 3</strong></li><li><strong>1-0 Player 2 plays 1-0 Player 4</strong></li><li><strong>0-1 Player 1 plays 0-1 Player 3</strong></li><li><strong>0-1 Player 2 plays 0-1 Player 4</strong></li></ul><p>After this round, you’ll have two players at 2-0, four at 1-1, and two at 0-2.</p><h3 id="Step-3-Round-3-Pairings"><a href="#Step-3-Round-3-Pairings" class="headerlink" title="Step 3: Round 3 Pairings"></a>Step 3: Round 3 Pairings</h3><p>The last round works the same way. Pair up players with the same record.</p><ul><li>The two 2-0 players play each other in the “finals.”</li><li>The two 0-2 players play each other.</li><li>Do the same as round 2 for the four 1-1 players<ul><li>If this would result in a match between two players that have already faced each other, instead assign their opponent randomly from the other remaining players they haven’t played.</li></ul></li></ul><p>After three rounds, you’ll have one undefeated 3-0 player who wins the draft!</p><p>While there are countless ways to customize a Magic cube for varying player counts and play styles, the 360-card cube draft for 8 players into a 3 round Swiss-style tournament is the most common. If someone asks you <strong>“Cube?”</strong>, this is likely what they mean.</p><h2 id="Where-To-Get-A-Cube"><a href="#Where-To-Get-A-Cube" class="headerlink" title="Where To Get A Cube?"></a>Where To Get A Cube?</h2><p>You can get a Magic The Gathering Cube by buying a pre-made one, purchasing individual cards (singles) to assemble a list you find online, printing proxy versions of cards, or building one from your existing collection. Each method offers a different balance of cost, effort, and customization.</p><p>There are several paths to obtaining a <strong>Magic The Gathering Cube</strong>, each with varying levels of effort and cost. Aside from buying a pre-built complete cube, most paths will require additional purchases like <strong>storage solutions</strong>, <strong>sleeves</strong>, and a <strong>basic land station</strong>. Consider the following methods to start your cube journey:</p><table><thead><tr><th align="left">Method of Acquisition</th><th align="center">Effort Level</th><th align="center">Cost Level</th><th align="left">Description</th></tr></thead><tbody><tr><td align="left"><strong>Buy a Complete Cube</strong></td><td align="center">Low</td><td align="center">Medium-High</td><td align="left">Purchase a pre-assembled cube, often from a third-party vendor or another player. Minimal effort but can be expensive.</td></tr><tr><td align="left"><strong>Print a Complete Cube</strong></td><td align="center">Low</td><td align="center">Medium</td><td align="left">Purchase a pre-assembled <strong>proxied</strong> cube, from a third-party vendor or another player. Minimal effort but the cards can never be used for any sanctioned events.</td></tr><tr><td align="left"><strong>Buy Singles &#x2F; Print Proxies</strong></td><td align="center">Medium</td><td align="center">Low-Variable</td><td align="left">Select a list online (e.g., from CubeCobra) and acquire individual cards (e.g., via TCGPlayer affiliate links) or create high-quality proxies. Cost depends heavily on card choices.</td></tr><tr><td align="left"><strong>Open Sealed Packs</strong></td><td align="center">Low</td><td align="center">Medium</td><td align="left">Utilize a collection of sealed booster packs as the starting point for your cube. Requires opening packs and curating.</td></tr><tr><td align="left"><strong>Build from Existing Collection</strong></td><td align="center">Medium-High</td><td align="center">Low</td><td align="left">Curate a cube using cards you already own, potentially supplementing with a few new purchases.</td></tr><tr><td align="left"><strong>Design Your Own from Scratch</strong></td><td align="center">High</td><td align="center">Low-Variable</td><td align="left">Undertake the full design process, selecting every card to meet specific design goals. Most effort, but allows ultimate customization.</td></tr></tbody></table><p>Each approach offers a unique balance of <strong>investment</strong> and <strong>personalization</strong>. Your choice will depend on your budget, available time, and desire for creative control over the cube’s contents. Regardless of the method, the reward is a uniquely engaging and infinitely replayable Magic experience.</p><h2 id="Where-Can-I-Find-A-Cube-List"><a href="#Where-Can-I-Find-A-Cube-List" class="headerlink" title="Where Can I Find A Cube List?"></a>Where Can I Find A Cube List?</h2><p>The best place to find Magic The Gathering cube lists is Cube Cobra, a powerful online tool for cube management and browsing. Its search page defaults to the most popular and highly-rated cubes. Community forums and content creators’ blogs are also excellent sources for discovering new and interesting cube lists.</p><p><img src="/../images/cube_cobra_website.webp" alt="Cube Cobra website"></p><p>The Cube Cobra website is a great place to look for cubes, particularly the <a href="https://cubecobra.com/search">Most Popular Cubes</a> (which is what the default &#x2F;search page opens to). Other good cube lists include:</p><ul><li><a href="https://cubecobra.com/cube/about/noobcube" class="cobra-link" target="_blank" rel="noopener">Beginner 'Noob' Cube</a> - This cube is a great option for those new to magic or drafting in general. It's affordable, well designed, and has a good introductory "primer" on what to expect from the draft.</li><li><a href="https://cubecobra.com/cube/about/LSVCube" class="cobra-link" target="_blank" rel="noopener">LSV's Vintage Cube (no initiative)</a> - This is a great cube for those looking to play the most broken cards and combos throughout MTG history. It's drafted a TON by some of the best draft players in all of MTG history.</li><li><a href="https://cubecobra.com/cube/about/thepaupercube" class="cobra-link" target="_blank" rel="noopener">Powerful Pauper Cube (common rarity)</a> - One of the most beloved and iconic cubes featuring just cards that have at one time or another been printed at the common rarity (Don't be fooled into thinking the "common" rarity means not powerful, there are some busted cards and synergies in this cube)</li></ul><h2 id="How-To-Maintain-A-Cube"><a href="#How-To-Maintain-A-Cube" class="headerlink" title="How To Maintain A Cube?"></a>How To Maintain A Cube?</h2><p>To store and maintain a cube, you should use quality sleeves to prevent wear and ensure smooth shuffling and store the cube in a dedicated card case for protection and portability. Have spare sleeves with you for replacing damaged sleeves. Periodically look at new sets and cards to consider updating the cube with to keep it fresh.</p><p><img src="/../images/card_sleeves.webp" alt="A collection of different card sleeves in the middle of a table"></p><p>Proper storage and regular maintenance are important for preserving your <strong>Magic The Gathering Cube</strong> so it can be played for years. A well-maintained cube will provide a consistent and enjoyable draft experience that can evolve over time. Investing in quality storage accessories for some is part of the fun and protects your valuable cards but is not necessary. Many cubes are just paper proxies sleeved in front of a basic land stored in a white card box and that works just fine.</p><h3 id="Sleeves"><a href="#Sleeves" class="headerlink" title="Sleeves"></a>Sleeves</h3><p><strong>Sleeves</strong> are perhaps the most important decision for cube protection. You’re going to be shuffling this cube a lot so shuffle feel is important. If you decide to have multiple cubes, you can go one of two ways; Make each cube have a unique sleeve that can be easily distinguished from each other. OR, use the same sleeve for every cube to reduce the different sleeves required, and allow for a single land station to be used for all of your cubes.</p><h3 id="Storage"><a href="#Storage" class="headerlink" title="Storage"></a>Storage</h3><p>For <strong>storage</strong>, consider dedicated card boxes or carrying cases designed for Magic cards. These keep your cube organized, protected, and easily transportable. There are tons of options and even higher quality customized wooden boxes but choose a solution that fits your cube’s size and your personal aesthetic and budget.</p><h3 id="Maintenance"><a href="#Maintenance" class="headerlink" title="Maintenance"></a>Maintenance</h3><p><strong>Maintenance</strong> involves occasional updates. When new Magic sets are released, consider giving some of those new cards trial inclusions in your cube to see if they positively impact the experience. Regular play-testing and feedback from your draft group are invaluable for keeping your cube fresh and engaging. Here are some useful things to find out from players during the draft:</p><ul><li><strong>First Picks:</strong> Which cards are consistently first picks to either keep to maintain as part of the cube’s identity, <em>OR</em> maybe rotate these out to force some new life into the cube if it’s starting to feel stale</li><li><strong>Last Picks:</strong> Which cards are consistently overlooked and likely end up in sideboards to either cut for something else, <em>OR</em> maybe make some changes to the cube as a whole to get those last picks more viable in the cube</li><li><strong>Power Outliers:</strong> Are there cards that took over games by themselves that had few to no answers from a certain archetype or deck that need to be cut, <em>OR</em> there need to be more answers for available to each archetype</li><li><strong>Love or Hate:</strong> Were there any cards that players LOVED to see or play with that you’d like to support more, <em>OR</em> cards they hated to see that maybe should be cut or supported less</li></ul><h2 id="Is-Cube-Right-For-You"><a href="#Is-Cube-Right-For-You" class="headerlink" title="Is Cube Right For You?"></a>Is Cube Right For You?</h2><p>Cube is best when you want a reusable balanced format that your group can make its own. You can become the set designer creating a balanced (or unbalanced if you choose) and exciting environment that’s free from the pressures of the constructed meta. It can be free from all the cards and decks that make you groan and full of the cards that you find fun and exciting about Magic The Gathering.</p><p>Cube is probably for you if:</p><ul><li>You like draft but hate buying packs every time</li><li>Your group can’t agree on Commander power levels</li><li>You are a Johnny at heart and enjoy tuning and playing on your own terms</li><li>You want to replay your favorite cards forever</li></ul><p>Cube may not be for you if:</p><ul><li>You only want official sanctioned play</li><li>You dislike shuffling and setup time</li><li>You want zero upfront work</li><li>Your group prefers prebuilt decks</li></ul>]]>
    </content>
    <id>https://tcg-heights.com/what-is-an-mtg-cube/</id>
    <link href="https://tcg-heights.com/what-is-an-mtg-cube/"/>
    <published>2026-10-11T19:00:01.000Z</published>
    <summary>Learn what an MTG Cube is, how cube draft works and why players love it, how it compares to Commander, and how to get your first cube.</summary>
    <title>What Is an MTG Cube? Beginner’s Guide to Building, Sourcing, and Drafting One</title>
    <updated>2026-10-11T19:00:01.000Z</updated>
  </entry>
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