Arjun's Eternal Cube
(540 Card Cube)
Arjun's Eternal Cube
Cube ID
Art by Chris RahnArt by Chris Rahn
540 Card Powered Vintage Cube2 followers
Designed by rpsbonjwa
Owned
$10,666
Buy
$18,702
Purchase
Mana Pool$12501.56
Overview
  • This is my eternal cube. There are many like it, but this one is mine.
  • I support a mix of "classic" vintage cube archetypes alongside many of the newer, more powerful midrange threats and answers
  • New cards are added in large, infrequent batches. More frequently, I cycle packages and cards from the maybeboard in and out.
  • I break singleton only for the 10 classic Fetchlands.
Design Tenets
  • My players are a mix of newer and more experienced magic players. The desired new player experience is to be able to construct a functional deck, and experience the wonder of the Magic game engine. Expert players should be able to build efficient, exciting, and interactive decks.

  • This cube is NOT merely about maximizing the power, or playing the most powerful cards in magic's history. Here's a brief list of some things that I exclude that similar cubes include:

  • Initiative: It's too hard to read and parse. There are too many things going on. Power level is too high, and centralizes midrange and aggressive decks around it. Requires too many external aids.
  • Combo decks, creature decks, and control decks should all be playable. This cube should showcase a variety of strategies and experiences enabled by the Magic game engine.

  • Players should be able to read a card during the draft without needing external resources such as Undercity. New players should be able to read the cards without having played with them before - so reminder text is crucial.

  • Cards and interactions that are commonly seen in newer constructed formats or EDH have many places to shine already. Prefer interactions unique to eternal formats. Specially prefer those unique to vintage cube. In this vein, key pillars that will probably never leave include Fastbond, Tolarian Academy, Timetwister, Mishra's Workshop, Strip Mine, Tinker, Flash, Oath of Druids.

  • Aesthetics and simplicity matter. Prefer Fell over Shoot the Sheriff.

  • Minimize proxies wherever possible. Cards like Candelabra of Tawnos aren't important enough to justify proxying.

  • Be skeptical of 2 card combos that win the game outright. Factors counseling against including a combo:
    [1] Combo requires many slots in the cube
    [2] Combo are only considered by 1 drafter at the table
    [3] Combo pieces aren't worth playing in your deck if you don't draft the other piece, combo piece isn't worth casting except for when winning the game.
    For example, I usually don't support Splinter Twin.

Additional Notes Cogwork Librarian Mode
  • This rule is optional - the idea is to assist players who are newer to the cube, but familiar with magic and encourage them to take more exciting build-around picks.
  • Every player begins the draft with a copy of Cogwork Librarian in their pool.
  • At the beginning of each match, each player reveals any number of Cogwork Librarian from their sideboard. The player with the greater number is on the play. If it's a tie, roll.
Specific Card Notes
  • Booster Tutor opens a new pack from the cube each time it resolves.
Mainboard Changelist+0, -1
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