Board games
mtg cubes · custom designs
I build cubes and design custom games from scratch.
cube lists, design notes, and card previews live here.
Autumn Magic
active
Autumn Magic
W
U
B
R
G
360
cards
8
players
8th–JOU
era
High power cube built entirely from the original Modern frame era,
Eighth Edition (2003) through Journey into Nyx (2014).
Rather than recreating a single format, it celebrates the first decade
of Modern-era Magic by bringing together the defining archetypes of
Standard, Extended, and early Modern.
Efficiency matters more than raw power. Most games are decided through tempo, incremental card advantage, and tight sequencing, every archetype represents a strategy that earned its place through years of tournament success.
Efficiency matters more than raw power. Most games are decided through tempo, incremental card advantage, and tight sequencing, every archetype represents a strategy that earned its place through years of tournament success.
archetypes
W
Death & Taxes
Flickerwisp, Thalia, Aether Vial, tax every spell, deny mana, grind small edges
B
Mono Black Midrange
Thoughtseize, Liliana, Gravecrawler, dismantle resources, deploy resilient threats
R
Burn
Goblin Guide, Lightning Bolt, Lava Spike, every card is damage, count to 21
G
Stompy
Experiment One, Rancor, Aspect of Hydra, make combat impossible to navigate profitably
WU
Control
Cryptic Command, Celestial Colonnade, planeswalkers, patience and precision over speed
WB
Tokens
Lingering Souls, Elspeth, Intangible virtue, flood the board, anthem, overwhelm
WR
Metalcraft
Glint Hawk, Ichor Wellspring, Kuldotha Rebirth, artifacts as recursive value engines
UB
Delver Ninjas
Delver, Ninja of the Deep Hours, one evasive threat, cheap interaction, tempo forever
UR
Tempo
Young Pyromancer, Lightning Bolt, every spell is both an answer and a threat multiplier
UR
Splinter Twin
Deceiver Exarch/Pestermite/Zealous Conscripts + Splinter Twin/Kiki-Jiki, control shell with an instant-win at four mana always open
BRG
Jund
Tarmogoyf, Dark Confidant, Bloodbraid Elf, trade aggressively, every card generates value
WBG
Junk
Lingering Souls, Scavengeing Ooze, Abrupt Decay, resilience over explosiveness, grind every exchange
WUG
Blink
Restoration Angel, Kitchen Finks, Eternal Witness, every creature worth casting multiple times
WRG
Zoo
Wild Nacatl, Kird Ape, Knight of the Reliquary, efficient creatures backed by the best removal
WUR
Jeskai Midrange
Snapcaster, Restoration Angel, Vendilion Clique, flash threats, instant speed, flexible role
WUB
Esper Control
Esper Charm, Damnation, Wrath, answer everything, exhaust opponents, close with card adcantage
Premodern Masters
active
PreModern Masters
W
U
B
R
G
540
cards
4-8
players
4.2
version
Draft format built entirely from the classic frame era,
Fourth Edition (1995) through Scourge (2003).
It recreates the Standard and Extended ecosystems of Magic's formative
competitive years, where gameplay sits between the resource denial
paradigms of the mid-90s and the synergy driven strategies that defined
Odyssey and Onslaught.
Games are decided by card advantage, mana development, and converting small tempo edges into game-winning board states rather than single-turn combo kills or deterministic inevitability.
Games are decided by card advantage, mana development, and converting small tempo edges into game-winning board states rather than single-turn combo kills or deterministic inevitability.
archetypes
W
Rebels
Lin Sivvi recursive tutoring, chain creatures from your library, convert mana into a self-sustaining board
B
Mono Black Tempo
Dark Ritual, Hypnotic Specter, fast evasive threats, strip the hand before they can use it
R
Red Deck Wins
Every card is damage, curve out with creatures, burn the rest of the way, ignore the board
WU
Control
Counterspell, Wrath of God, Draw-Go permission, exhaust resources, pull ahead with card draw
UB
Reanimator
Entomb, looting, reanimation, fill the graveyard, cheat expensive creatures in well ahead of curve
BR
Sligh Aggro
Mana curve as a weapon, trade card quality for speed, close with burn before they stabilize
RG
Fires Midrange
Fires of Yavimaya, Blastoderm, deploy massive threats ahead of schedule, trample before they find footing
GW
Threshold
Mongrel, Werebear, patient graveyard development, flip the script once your spells outclass everything
WB
Deadguy Ale
Hymn to Tourach, Hypnotic Specter, Dark Ritual, dismantle hand and board while a clock demands an answer
UR
CounterBurn
Counterspell, Lightning Bolt, permission plus reach, convert 2-for-1s until they're too far behind
BG
The Rock
Phyrexian Plaguelord, Deranged Hermit, Yavimaya Elder, develop mana, deploy threats, dismantle resources, grind them out
RW
Cycling
Astral Slide, Lightning Rift, never miss a land drop, convert cycling triggers into steady tempo
UG
Madness
Wild Mongrel, Aquamoeba, Basking Rootwalla, discard at instant speed, every discarded card is a threat not a loss
A two to sixplayer card game themed the ancient mediterranean late bronze age, played on a hexagonal board. Each player builds
a 30 card unit deck and a 15 card land deck, recruiting armies from one
of six ancient factions. Units fight across a shared hex map, placing
lands to expand territory, contesting mines for gold, and leveraging
each faction's unique mechanics to overwhelm the opponent.
Culture is the second resource, permanents generate culture matching their faction symbol, which is required to recruit faction cards. Mercenaries bypass culture entirely but have no faction synergies.
Culture is the second resource, permanents generate culture matching their faction symbol, which is required to recruit faction cards. Mercenaries bypass culture entirely but have no faction synergies.
Turn structure
maintenance
collect gold from mines, heal units
draw
one card from each deck
main
move units, play cards, play lands
end
end-of-turn effects resolve
Card types
unit
land
ritual
intervention
artifact
building
vehicle
Ritual: played on your turn.
Intervention: played on the opponent's turn.
Artifact: one per deck, powerful ongoing effects.
Vehicle: requires crew to activate; some can carry units across sea.
Intervention: played on the opponent's turn.
Artifact: one per deck, powerful ongoing effects.
Vehicle: requires crew to activate; some can carry units across sea.
Factions
Iberians
Death matters · Traps · Grind game
Celts
Forests matter · Big units · Menhirs
Etruscans
Strength in numbers · Tokens · Anthems
Myceneans
Control · Card draw · Removal
Phoenicians
Trade and loot · Card advantage · Sea mobility
Hittites
Aggression · Land destruction · Sacrifices for gain
Card previews
click to enlarge
Lusitanian Guerilla · Iberian
Palatine Hill · Etruscan · Land
Hoplite Phalanx · Mycenean
Keywords
Ranged N: Attacks reach N hexes further than melee; unit takes no damage attacking but deals none defending; cannot attack the turn it moves.
Move N: Unit may move N hexes per turn.
Crew N: Requires N units on or adjacent to crew it; vehicle cannot move uncrew'd.
Dash: Can move after attacking.
Sacrifice: Destroy a permanent you control as a cost.
Move N: Unit may move N hexes per turn.
Crew N: Requires N units on or adjacent to crew it; vehicle cannot move uncrew'd.
Dash: Can move after attacking.
Sacrifice: Destroy a permanent you control as a cost.