Cube For Two
By Evan on Apr 14, 2010 in Draft Strategy, HowTo, Submission
This guest post is written by Thea Steele. For those wishing to contribute to cubedrafting.com, contact eerwin at gmail dot com.
I have a confession to make- I’m a magic player without a playgroup. I’ve recently moved across the country, and my magic-playing community consists of myself and my boyfriend. The good news is that the cube is a great format for two. Here are my tips for designing and playing the cube with less than 8 people, and my observations of how a smaller group changes the format.
Stick to Limited
Nearly all of the cards in the cube should be playable in every deck of their color. In other words, your cube shouldn’t be made up of combo pieces or cards that rely strongly on finding the cards that go with them. For example, would you play Entomb in a deck without reanimation? Of course not. But not every black deck will be a dedicated Reanimator deck. Likewise, would you want Darksteel Colossus if you didn’t have Tinker? There is a reason that the Colossus is a late pick even in M10 limited. If you include too many cards like this, there will be more dead cards and the overall power level of your decks will decrease- and that’s not the point of the cube! This piece of advice is relevant for any cube, but it really becomes necessary if you intend to draft with two or four people. Since you see fewer cards – we draft with 100 for two people – you have less of a chance of seeing combo pieces with their other halves. A good rule of thumb is that every card should have been good (or great!) in its limited format. Furthermore, it’s worthwhile to limit cards that require a very strong commitment to one color, since virtually all decks in small-group drafts will be at least two colors. Some cards are worth the commitment- Sacred Mesa and Teferi, Mage of Zhalfir come to mind- but too many cards like that make decks hard to build.
Emphasize Utility Effects
It goes without saying that some pretty broken things can happen in the cube. Turn 2 Sphinx of the Steel Wind? Turn 1 Library of Alexandria? Sometimes, that is going to be game over, but it doesn’t have to be. The solution is to make sure utility effects like creature and artifact removal are plentiful, and LD is present especially in green and red, since those decks can otherwise have trouble fighting control. It’s a good idea to articulate what a deck of a certain color should always have and then include that effect at a high level. For example, I want nearly every white and black deck to have efficient spot removal, and every green deck to have some sort of ramp or land fetch. The downside is that some spots in your cube are going to be devoted to less-than-sexy effects like Naturalize or Scrabbling Claws. However, those effects are absolutely vital to fighting otherwise game-ending cards like Recurring Nightmare or Jitte. Our cube used to run Apocalypse Hydra as a big, must-answer monster. Recently, we replaced it with Vithian Renegades. Is that a strict increase in power level? No. But it makes it more likely that red/green decks will have a way to deal with problem cards like Icy Manipulator or Forcefield.
Watch the Curve
The last few times a new set has been spoiled, there has been a really cool white creature at the high end. We thought about both Iona, Shield of Emeria and Admonition Angel for the cube. However, the reality is that our cube doesn’t lack for high-end white finishers. Until there is a white creature strong enough to replace something that is already there, it’s unlikely that a creature that costs 5 or more is going into white. It’s valuable to know what the average cost in each color is to help you make informed decisions about what can go in and what can’t. When we calculated the average CMC in black, we found it was surprising low and that we were able to add another big monster. Likewise, it’s important to keep in mind what each color lacks. For example, I’m constantly on the lookout for good early red creatures for the cube, since we’ve struggled to find ones that feel strong.
The Game Determines the Archetypes
There is a delicate balance in the cube- the choice between playing to each color’s strengths, and including unique effects that stretch the bounds of what that color is allowed to do. In the cube, it’s important to do both. However, you’ll find that if you just choose the best cards, you will naturally accomplish both goals. For example, just by including excellent cards, your cube will support white weenie, reanimator, and both control and aggro-control in blue- that’s just the reality of what Wizards has printed for those colors. You’ll also want to include the strong out-of-color effects, like Harmonize, Magma Jet, and Damnation.
However, there is a difference between supporting an archetype and enabling decks that look exactly like constructed decks. The cube is still a limited format, and the chances that you will have a white weenie deck of entirely one- and two-drops and Crusade effects are slim. Forcing that possibility means doing so at the expense of white control archetypes, which are also intrinsically really strong. The cube produces incredibly powerful decks, but that is not the same as producing exact copies of constructed decks. This is especially true in two –player drafts, where all decks tend to be slightly midrange because of the smaller cardpool. Don’t try too hard to do so, and you’ll end up with more variety and more interesting decks and games.
When you can support more than one archetype with one card, do so! Cards that fit into control and aggro archetypes are gold. One of the prime examples of this is Vendilion Clique. Some other examples I’m fond of are Brigid, Hero of Kinsbaile, Pestermite, Swans of Bryn Argoll, and Aether Vial.
If you’re in the position of playing the cube with a small group, take advantage of the benefits this offers. When we draft, we usually play to best of five (the official games) and then as many more as we like. When we used to play with more people, it was sometimes frustrating to have a disproportionate number of mulligans or lack of lands knock you out of a match without ever really getting to play your deck. With just two people, that virtually never happens, and we usually play enough games to experience all the strange interactions and powerful effects the cube offers.
How to Play
We’ve developed a pretty good system of drafting with two people, so I thought I would share it here. First, our cube is divided into nine sections- five colors, artifacts, multicolor, hybrid, and land. We take ten cards from each section at random, and then add an additional ten cards selected randomly from any pile. This means that we have a bit more variety in terms of which colors are supported in a given draft. After these cards have been shuffled thoroughly, we do a “Let’s Make a Deal” draft. We put one card each in three piles, face down, then one person looks at the first pile. They can either take that card or add one from the stack of remaining cards to the pile and look at the second pile. If after the third pile, they haven’t taken a pile, they take one card off the top of the stack. Then it’s the other person’s turn to repeat the process. In this way, you simulate the normal draft process of seeing some but not all the cards the other person takes, and retain the ability to hate-draft, which is pretty crucial in the cube.
Recently, we’ve decided that it is advantageous to go second while drafting. You have the potential when you go second to see more cards, and have an idea of what the other person is not drafting. I’m not completely sure on that point, though. If you have any thoughts, I’d love to hear them. Thanks for reading!
- Thea Steele
http://crib-swap.blogspot.com/
Special thanks to Thea Steele for sending this in! – Evan




Nice article, well written!
The headline is a bit misleading, because most of your article is excellent advise for everybody that hasn’t some deeper insight of this format, yet.
“Cards that fit into control and aggro archetypes are gold.(…) Some other examples I’m fond of are Brigid, Hero of Kinsbaile, Pestermite, Swans of Bryn Argoll, and Aether Vial.”
While this is kind of true for Pestermite, competitive blue aggro is almost nonexistent.
Using Brigid, Hero of Kinsbaile offensively doesn’t sound like a good idea, if this means attacking your guys into bigger creatures and getting crushed by a midcombat Terror on your Kithkin.
Similar to this, Swans seem so much worse in a control deck than Plumeveil, unless you want to give your opponent a bunch of extra cards every time he attacks you.
“Real” control decks that have 2-5 creatures don’t really want to play with Aether Vial, since this is even more likely to be a dead card later in the game than in aggro where you at least can flash in some 2 drops.
I would have used something like Vampire Nighthawk, Kitchen Finks, Tangle Wire and Bitterblossom as an example for cards that work well in aggro and control.
Big multicolor / hybrid sections often end in the inclusion of a very suboptimal cards if they are colorbalanced or the balance is heavily shifted in favor of certain color pairs(GW!).
The rule of thumb for most cubers in the MTGS forum is a combined gold section with 1 card for each color combination for each 100 cards of your cube.
If you are currently only drafting 1on1, you might also consider setting all the multicolor cards aside, since they will end up being dead cards way too often.
Btw your draft format is called Winston Draft:
http://www.wizards.com/MagiC/Magazine/Article.aspx?x=mtgcom/daily/af59
Happy cubing, eidolon
eidolon | Apr 14, 2010 | Reply
Can we see your cube list pls? Preferably in Google Docs/.csv for easy export
I think the interwebs has its fair share of “typical” 8-man cubes. A smaller cube list with its appropriate scaled power level would be a great alternative for people like me who have smaller playgroups!
Also, care to comment on the winning % of of control-aggro-combo builds in your cube? I know 8-man cube builds can be rather all over the place depending on how big the cube is.
zaaba | Apr 15, 2010 | Reply
Hi,
Thanks for the comments!
@eidolon:
I take your point about Pestermite and Swans. The Swans are probably one of the strangest cards in the cube. Sometimes it’s just good enough to have a 4 power flying infini-blocker, but obviously the drawback is real. I personally think that while Aether Vial isn’t a good topdeck in any deck, it’s actually really good in control because even control decks often have ~8-10 creatures, and the effect is really “make all my dudes Palinchron”
We do hybrid and multicolor separately because they fulfill really different functions, but I know that’s not a usual choice. We have one “cheated” hybrid card (Fire // Ice) and it’s taken a lot of experimenting, but I’m actually very happy now with the power level in hybrid. The wedges are another story
@zaaba:
My cube list is at http://crib-swap.blogspot.com/, and I’ll work on a google docs version.
I would say that combo is very rare in my cube, although occasionally individual games are won with combos: Brine Elemental/Vesuvan Shapeshifter is the only hard lock, but there are others like Witness/Cryptic Command and Triskelion/Corpse Dance that are pretty devastating and I think could fairly be considered combo. I’m still waiting for Reveillark/ Mirror Entity/ Venser/ Body Double to show up
I think control and aggro/midrange are fairly even. Control might have the edge, but I would say it’s not more than 55/45.
Thea Steele | Apr 15, 2010 | Reply
Great article! This is just what I’ve been looking for, as I find myself in a very similar situation.
As a matter of fact, we’re getting ready to do a Winston draft tonight. Another draft format you might want to try is called Solomon Draft:
Take the 100 cards, and shuffle them into a single pile. Determine who picks first. That player then turns the top four cards of the pile face-up. That player chooses a card, then the other player chooses *two* cards, leaving the fourth card for Player One. It’s sort of like a mini-Rochester draft.
allanhowls | Apr 22, 2010 | Reply
You mention naturalize above, but I don’t see it in your cube list. You do have disenchant, however, and I’ve noticed a few other cube lists on the internet have disenchant but not naturalize. I realize green has a few similar effects stuck to bodies, but it seems that this card fits into one of greens key strengths, so how come I don’t see it more often?
smitty | May 10, 2010 | Reply
Naturalize is in my list. I agree, I think that it deserves a place in every cube.
Thea Steele | May 14, 2010 | Reply
For what it’s worth, I have Krosan Grip instead of Naturalize — because it’s the best Naturalize ever printed. I also have Disenchant
Evan | May 14, 2010 | Reply
great article! im in a similar situation, but i have 3 in my playgroup. i’m planning on setting up a winston draft soon! and that “mini-rochester draft” as you called it sounds pretty fun too. it works in my group especially as we don’t keep secret what we draft.
Alex | May 24, 2010 | Reply
I must admit that I’m a little disappointed that this wasn’t an article about ways to conduct a two person draft. It should be noted that the two-player draft mode you mentioned is simply known as a standard Winston draft.
Winston Drafting:
http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/af59
There is also Solomon drafting. The two players combine all six packs into one face down pile. The first player draws 8 cards, seperates them into two piles, turns them face up, and the other person picks one of those piles. This continues until there are no cards left.
Solomon drafting:
http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/sw31
Open face drafting-
Both players turn one pack face up. They lay all 30 cards in front of them and draft 1-2-2-etc…2-1 until the first round is complete. Then the other player goes first in the 1-2-2-…-2-1 format
I’m leaving work, but I hope this helps the people that are looking for better ways to draft with only two people.
–Sean
Sean Gibbons | Jun 18, 2010 | Reply