In a format where everyone is playing 15 card decks, the storm deck is relatively much worse off, as it’s super power has been limited more harshly than other strategies. With a reduced, 15 card minimum deck size, I saw an opportunity to play combo decks I would never consider viable in a typical cube, like Oath of Druids, Flash, Bomberman, and Dark Depths. New players can often be heard muttering “hold on, let me check my decklist” within the first few turns of their inaugural game, as they realize their potential draws are very much a known quantity relative to typical cube games. 40 card singleton decks are too large and varied to predict precisely when a given card will be drawn, so players largely rely on abstract gameplay heuristics.
After seeing a Strip Mine in game one, it felt correct to sideboard above the minimum deck size and pack 2-3 additional lands, but even that couldn’t guarantee that you’d get to cast your spells. Maybe more relevantly, that same small deck size means the Strip Mine player has reliable access to it. Conspiracies and silver border cards have been excluded, even though some of them are strong enough to warrant inclusion on the basis of power level. Hatebears whose ability is not relevant are still bodies that can attack and block, cards like Pithing Needle and Sorcerous Spyglass can almost always find a target, Scrabbling Claws cycles in a pinch, etc. There are a lot of good blue and black cards here; why didn’t you include Veil of Summer?
Like the 15 card deck size, I do not know why the rules were modified in the Singularity Cube to remove losing to drawing from an empty library. For this reason, constructed decks are much better models for what can work in the Degenerate Micro Cube than heuristics derived from traditional cubes. However, more likely still isn’t very likely — in our many hundreds of playtest games we had four draws, two due to Ensnaring Bridge and two due to a locked up board where neither player could profitably attack. Games are more likely to end in a draw in the Degenerate Micro Cube because players don’t lose to drawing from an empty library.
Five-color fixing lands are played in any deck with more than one color, and allow drafters to make choices about how much they want to prioritize fixing instead of just rewarding them for the luck of getting passed the right dual land. An early version of the cube included the more typical cycle of original duals, but decks are so small that they don’t really adhere to typical “two-color” models. Under these circumstances, the 15 card minimum deck size becomes a liability, and you need ways to recycle your cards or otherwise assemble some kind of inevitability. However, sometimes unstoppable combos run up against immovable disruption and the game grinds to a halt. With so much free disruption in the cube, players must assume even their tapped-out opponents have interaction and sequence their plays accordingly.
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While fast mana is one of the most powerful and sought-after classes of cards in the cube, it is not without costs. Conversely, the same fast mana allows disruptive decks to stifle their opponent or answer any threat as swiftly as it was played. An abundance of fast mana and free spells mean that players face critical, game-defining decisions from the first actions of the game. There is substantial overlap between the cheat strategies, and this fact, in conjunction with their prevalence, makes their component cards less committal picks than they would be in a tradtional cube.
Siding in a single card changes ~10 percent of your non-land cards, the rough equivalent of bringing in four copies of a card in constructed. Recursion cards like Elixir of Immortality or Serene Remembrance are best if they’re the last card you draw, so you’re happy to bottom them on a mull to six. If you’re playing Oath or Tinker, you may choose to mulligan a good opening seven to explicitly bottom your cheat target. Playing to your outs in the Degenerate Micro Cube means mulliganing, scrying, and playing strategically so you deploy all of your threats at the right moments and have access to your answers when you need them. Playing to your outs in normal limited often means throwing up a hail mary, making sacrifices to give yourself one extra 4% chance to draw the single card you need to win. Decks with a diverse toolbox of interaction fared best in playtesting, and drafting the right balance is a challenge.
The small deck size means that Shelldock Isle is always “turned on” and allows you to cast any spell in your deck, at instant speed, as early as turn two. While it might be possible to play enough Sinkholes and Ghost Quarters to make these lands reliably answerable, almost all land destruction is very narrow. Once we started to seriously consider adding Tomik to the cube I knew Strip Mine had to go. The final nail in the coffin for Strip Mine is that it’s a land and therefore is basically impossible to interact with. In addition to being a card I loathe, Veil is strictly a sideboard card. You might mill them out then just die the next turn to a combo they already had in their hand.
Even a turn one Flash or Channel has a variety of potential answers, but once you have an empty library, winning with any one of these cards can only be disrupted with countermagic. Wheel of Fortune always draws your whole deck in this format, but sometimes that’s only two or three cards. With no mill as a win condition, Brain Freeze is useless, and why jump through hoops to cast a big Empty the Warrens when you could just Flash in a Worldspine Wurm instead, and use all those other cards to protect your combo? To get a high enough storm count for a lethal Tendrils, storm decks need almost all of their non-land cards to be cantrips, rituals, or key enablers like wheel effects or Yawgmoth's Will. ” While you can definitely compose a 15 card storm deck that can reliably threaten turn one wins, drafting that deck and, more importantly, winning through disruption, proved much more challenging. I have long dreamt of a cube where storm is consistently viable and has even matchups against other draftable decks.
Discussion of potential cards and archetypes was near constant, and we drafted the cube every weekend for months. I was fascinated by the novel constraints, radical recontextualization of cards and effects, and the idea of playing Magic with dramatically increased consistency. Not including all of the cards in lucky max a given draft risks splitting up combos, potentially torpedoing someone’s draft by pure chance. While I don’t think the draft format is ideal, it hasn’t kept us from having fun with the cube and drafting functional decks. The draft, which consists of 2 packs of 10 cards, is the aspect of the cube I am least happy with.
I thought the cube would be the Magic equivalent of taking turns shooting sawn-off shortguns at eachother at point blank range. The concept behind the Singularity Cube wedged it’s way into a corner of my brain when I first read about it in 2017. With so few picks and dramatically fewer wheels, there is much less time to find the open lane at the table. With such small libraries, if winning through mill were possible, I believe it would be a meta-warping and possibly dominant strategy.
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By the time they realize they aren’t getting there, it’s much too late to pivot. A common beginner’s mistake is to take a combo piece early and commit to the deck, assuming that no one else will take the other half of the combo. Drafts and games harshly punish inexperience with the primary strategies, and with games often decided by one or two spells, there is no such thing as a “small” mistake.
This environment, more than any other I’ve played, rewards familiarity with the list and knowledge of how the cards interact with one another. Games between decks drafted from the Degenerate Micro Cube are a uniquely brain-bending experience. Many people’s first inclinations are to build “the counterspell deck” or “the discard deck”, but counterspells line up poorly against fairer decks, like hate bears, and discard spells can’t stop a topdecking opponent.
You also might mill them out while they have Serene Remembrance, Conjurer's Bauble, or Memory's Journey in hand, allowing them to actually improve their draws and benefit from it. I thought this cube was my chance to make it work, and while I tried every version of Storm I could think of, all fell short. It’s more like Dark Ritual on steroids, which has more play to it than a Mox or Crypt, which is basically just an upgraded land. As I mentioned above, I like the fast mana I do include, such as Mox Diamond and Sol Ring, because they are not actually “free” autopicks that every deck will run.
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In a 15 card deck, you have a 47% chance of having a given card in your opening hand, compared to a 40% chance in a 60 card deck running a full playset of the card in question, or a 17% chance in a typical, 40 card, singleton cube deck. Since my goal is to emulate powerful constructed combos, this allows singleton decks to mimic the proportions of their 60 card equivalents. With small decks and short games, those mistakes are often easier to spot. Instead of thinking about card advantage or tempo or who’s the beatdown, players must determine which cards and interactions matter in the matchup and play accordingly. In the Degenerate Micro Cube, however, that range is greatly reduced, enough so that it is almost always correct to plan in terms of specific, singular cards in yours and your opponent’s decks.
Preordain and Ponder, cards I assumed quite strong given their revered status in constructed Magic, were total duds. Instead, our first draft and the reactions of my playgroup blew me away. For a little over a year I tinkered with it on and off, drafting against bots (which are especially bad at drafting this cube), and occasionally discussing it in various online cube communities. 10 card packs at an 8 player table means that you only get a single pick from three quarters of the packs in each direction. I am sure a cube built under these conditions could be engaging, skill-testing, and dynamic, but it’s not what I was interested in exploring. These draws were also somewhat attributable to mistakes on the part of one of the players.
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Your deck/inventory consists of pieces, which are scattered around a grid at the start of every turn. Well, by throwing enough soldiers, ninjas, slimes, alchemists, and hackers, of course! As with other roguelite deckbuilders, you’ll be travelling along a map, choosing which path to take to the end, fighting off increasingly tougher encounters and improving your deck bit by bit. There is some backstory if you check the Hunter Record and give the villagers items, but you don’t have to engage with it and it’s not really important in the long run. You play as a hunter who goes out on a quest for his village to kill the Demon Lord that’s eroding the land, while also bringing back resources to provide for your home. So, let’s see if I’m lucky enough to review this or if this is just a slog.
For just two cards and four generic mana, which can be paid in installments over two turns, you can take infinite turns and win easily. While it was a controversial decision at the time, even some of the players that were opposed to cutting it have since conceded that it is not missed. Second, and more importantly, Shelldock proved one of the most polarizing cards in the cube. Shelldock Isle — Shelldock Isle was in the cube for a long time, from the first iteration through months of playtesting. Counterspells and discard spells are useful against many cards and are excellent maindeck inclusions, but the 5-10 land removal spells needed to keep Karakas and Maze of Ith in check would mostly clog up sideboards.