Methodology
Guided by lots of cube hours and set design Nuts & Bolts methodology from Magic The Gathering Head Designer Mark Rosewater.
360-Card Midrange Cube Template
This cube design template works well for a creature combat focused 360-card cube. The sections below go into depth with examples, but a simple text file is available to View or Download as well.
- 275 mono-color cards
- 55 of each mono-color (White manaBlue manaBlack manaRed manaGreen mana)
- 30 two-color guild cards
- 3 of each two-color guild (5 ally and 5 enemy pairs)
- If you want to include guild mana rocks (adding +10 guild cards), lower the count of each mono color by 0-2 and take the rest from colorless cards
- 3 of each two-color guild (5 ally and 5 enemy pairs)
- 20 colorless cards
- 35 lands
- 3 of each two-color guild (5 ally and 5 enemy pairs)
- 5 additional multicolored or mono-colored utility lands
Guilds
It’s usually easier to do the guilds first to find out what those color pairs do to then inform what the mono color cards should support.
- 1 Signpost Card signaling to drafters this color pair’s strategy and play pattern
- 1 Support Card for this guilds play pattern strategy
- 1 Generically Good effect that fits well into decks playing either of the two colors
Azorius azorius (White manaBlue mana) Example
- Signpost Creature: Soulherder - Repeat ETB effects of creatures for value
- Support Card: Aethermage's Touch - Creature selection and cost discount with multiple ETB triggers
- Generically Good: No More Lies - Just a great permission spell
Mono Colors
Each mono color is part of 4 different guilds so you want to make sure you include cards that support each of those guilds’ strategies in roughly equal amounts with a selection of cards that are generally useful for any deck of that color or even mono-color deck. Aim for 6 to 10 cards per guild strategy for a total of 24 to 40 cards with the rest being generically good cards you want to include that support your cube’s overall goals.
With each of selection of the 6 to 10 guild aimed cards you want to keep these things in mind:
- Mana Value: You want a good distribution sprinkled about the range of different mana values (aggro will trend lower MV, control will trend higher MV)
- Versatility: You want a good distribution of contested and non-contested picks sprinkled about the versatility spectrum defined from Zero: “No deck but 1 wants to play this card” to Ten: “Every deck wants to play this card”
- 28 to 36 Creatures (or token creating instants & sorceries)
- Typical creature count by color:
- White mana White: 36
- Blue mana Blue: 28
- Black mana Black: 32
- Red mana Red: 30
- Green mana Green: 34
- Typical creature count by mana-value: (Flash and Reanimate style cards can highly alter mana value expectations)
- 2 to 4 one-drops
- 8 to 15 two-drops
- 6 to 10 three-drops
- 3 to 6 four-drops
- 2 to 5 five-drops
- 1 to 3 six+-drops
- Typical creature count by color:
- 7 to 15 Removal Spells A mix of hard, soft, conditional, and different mana value removal spells.
- Hard removal like Path to Exile and Murder
- Soft removal like Pacifism and Boomerang
- Conditional removal like Repeal Calamity and Victim of Night
- Mass Removal like Wrath of God and Meltdown
- Stack removal like Counterspell and Spell Snare
- Hand removal like Thoughtseize and Blackmail
- 8 to 16 Other Spells remainder to support the archetypes
- 5 to 8 instants
- 1 to 5 sorceries
- 2 to 4 enchantments / artifacts