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It too offers a tempo advantage but (usually) in exchange for card disadvantage, an even steeper cost in this environment given the small deck size. To many, Vintage Cube is the pinnacle of limited Magic — the most powerful way to draft — but it’s a far cry from constructed eternal formats. The track was also on the Dream Within a Dream Tour (2001–02), where Spears emerged from the middle of a giant music box on the stage as a ballerina, to perform the song in a medley with “Born to Make You Happy” and “Sometimes”, right after the performance of “Overprotected”. David Veitch of the Calgary Sun and Chuck Taylor of Billboard compared the song’s rhythm to the ones of Spears’s previous singles “…Baby One More Time” (1998) and “Sometimes” (1999). According to the digital music sheet published at Musicnotes.com, the song is composed in the key of D♭ major (but will later modulate to E♭ major at the end of the bridge) and is set in the time signature of common time with a moderate tempo of 95 beats per minute, while Spears’s vocal range spans over an octave, from A♭3 to E♭5.
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- The presence of these decks is a defining feature of the Degenerate Micro Cube — if you’re not drafting one yourself, you’d better have an answer to a turn one channelled Eldrazi Titan.
- Given the global pandemic, I don’t know when I will ever be able to draft it in person, but even if it’s not for years, I am grateful to have it as a token of all the work that I put into this project over the past nine months.
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- 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.
In the Degenerate Micro Cube, you’re likely to lose every single game of a bad matchup. All the mana fixing in the Degenerate Micro Cube fixes for any color and comes into play untapped. One of the most reliable and repeatable ways to recycle your resources is to combine one of the three Eldrazi titans with any discard outlet. Some of them, like Goblin Welder and Auriok Salvagers, are also components of fast combos, while others simply reset your library, like Serene Remembrance, Feldon’s Cane, or Memory’s Journey. That was their only answer to my combo, so it would be a mistake for them to keep a hand without it on the draw.
If you do have a narrow removal spell for your opponent’s Shelldock, their win condition is now stranded in exile. First, discard spells are dead against it, as you can’t discard the Shelldock itself, and the target is plucked from your opponent’s library and never in their hand to begin with. Topdeck manipulation in the form of Brainstorm, Sensei’s Divining Top, or Sphinx of Foresight was key to making it work reliably.
- On the other hand, you might flip half their combo into the yard and win on the spot by pure chance.
- But, there are a number of cards that lead to play patterns that I don’t think are healthy for the environment or would require narrow answers to keep them appropriately in check.
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- Because they are so situationally powerful and relatively easy to guarantee in your opener, they would completely shut out certain decks and demand enchantment removal or else lose on turn 0.
- I thought the cube would be the Magic equivalent of taking turns shooting sawn-off shortguns at eachother at point blank range.
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Because they are so situationally powerful and relatively easy to guarantee in your opener, they would completely shut out certain decks and demand enchantment removal or else lose on turn 0. However, because of the small deck size, they can easily be mulled to and therefore play out more like conspiracies. They are actually much stronger because they negate methods of recurring the milled cards, and would be oppressive in my opinion. The relevant Ashioks, Dream Render and Nightmare Weaver, which exile cards from your opponent’s library, are excluded for similar reasons to mill cards. I don’t like the idea of such wildly variable cards, whose variance is largely out of the control of the caster. On the other hand, you might flip half their combo into the yard and win on the spot by pure chance.
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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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, lucky max 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.
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.
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 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.
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When the stars align, game-winning combos are usually too much for opponents playing a fair deck to handle, but in most games, you’re playing a compromised deck in order to support a combo that you won’t often draw. One might expect they would be less complicated than games between typical cube decks, as each has fewer unique cards and therefore fewer possible opening lines, threats, and answers. As demonstrated in the “cheat matrix” at the beginning of this article, all of the creature cheat combo decks have a swath of overlapping cards, so “supporting” Sneak Attack or Show and Tell is just a matter of adding them to the cube. I don’t think any cards in existence are too powerful for the cube in the sense that they would be overly dominant, result in unbalanced win-percentages, or push other decks out of viability.
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The acute impact of sideboarding has a profound effect on otherwise dead draft picks. Smaller deck size and potent, narrow answers mean that a Degenerate Micro Cube deck can be radically transformed by sideboarding. In the Degenerate Micro Cube, even more so than in typical cube, you’re always looking for a hand with a focused plan — ideally one that is advantaged against your opponent’s strategy. I make boneheaded punts at a higher frequency in this format than in any other I’ve played. Mistakes are inevitable, and they’re often more noticeable than they would be in a typical game of limited.
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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.
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Don’t forget, one answer to your opponent’s combo is simply to have a better combo. Whether protecting your own combo or answering an opponent’s, a range of answers is essential, ideally with options to sideboard into depending on the matchup. With such compact win-conditions, most of your picks will be spent on interaction. A willingness to stay open and spend a few speculative picks on varied combo pieces is key to success in the Degenerate Micro Cube. With only twenty picks across two packs, a draft of the Degenerate Micro Cube moves quickly, and each pick is critical.
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The presence of these decks is a defining feature of the Degenerate Micro Cube — if you’re not drafting one yourself, you’d better have an answer to a turn one channelled Eldrazi Titan. The following effects can be combined to help maximize magic find. Please ensure you meet all legal and regulatory requirements based on your country before playing at any casino listed on this site.
They passively improve your deck, with some being exclusive to certain archetypes, such as adding one Soldier piece every turn. I like that the order of pieces triggering makes sense and tries to make the most of them, and the game isn’t completely random as it does like setting up merges if possible. All you have to do is make the right choices in making your deck better, or else your enemies will outpace you. Once all your pieces have merged and activated and your opponents deal their damage, you then get to select a new piece to add to your deck.
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.
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I expected we’d get a few laughs from playing broken cards and appeasing our latent Timmy/Tammy urges, but ultimately I didn’t think the cube would have much replay value. Each player ends up drafting a rather large pool of cards, but due to the constraints of the draft format — picking an entire row or column at a time — many of those picks are incidental. The nature of this cube, which is full of narrow combo cards, also precludes drafting with a smaller number of people. However, because other aspects of the game are unchanged, like starting hand size, decks in the Degenerate Micro Cube are more consistent than a 60-card deck with playsets of each card would be. Despite the sky-high power level and abundance of swingy plays, almost every loss is attributable to some draft, deckbuilding, or gameplay mistake rather than bad luck or variance. Bomberman and Welder/Emry decks, for example, have many moving parts, and truthfully I myself have struggled to draft and play them properly — others players in our online playtesting group have had more success with them than I have.
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.