Draft Recap: One-on-One-Middle-of-the-Night Winston Cube Draft
by Babbs
My name is Babbs, and I love great games of magic. Because of this, I love my cube.
If you are unfamiliar, a cube is a custom draft set. There are various styles of cube, but most of them are geared towards getting a group of extremely powerful cards together in one room and letting intrepid cardboard-slinging planeswalkers (such as you and I) battle to the death with them in blazes of glory and, frequently, doing things which would be just plain absurd in any other limited format. Cubes can vary in sizes, rarity limitations, and other things, but the important part of a cube is that it does what it is designed to do: Make for fun games of Magic.
My cube is the product of many helping hands and collections, and numerous less than ideal trades on my part. About ten people are responsible for the current state of it, and those people are always welcome to enjoy it. It started out as an Alara-block-only cube, but for various reasons has exploded into a monstrous amalgamation of the best cards my friends and I could get our hands on, regardless of set. We have kept the cube down to just 360 cards (enough for an eight person draft) by process of careful review, and the occasional “This card sucks, get you binder and let’s replace it before the round starts”. I cannot express how wonderful a cube can be, as it brings people together for some wacky and frequently enlightening moments of pure magic fun (as well as some intermittent, usually blue-related dickery).
One of the most convenient things about having a cube constructed and residing in my apartment, full of cards loaned to it from generous friends and cube enthusiasts, is that when my roommate and I wake up in the middle of the night and feel like playing magic, we can shuffle it up and rumble with either sealed or Winston drafts of our beloved cube between the two of us.
For those of you not familiar with Winston drafting, it is a form of drafting that is geared more toward fewer drafters, and works perfectly well (with idiosyncrasies, of course) with as few as two players. I prefer not to Winston draft with more than four players, but I presume it would not be a horrible experience. You can find the full rules on the official site, but the basic rundown is this.
1. Make a stack of cards by adding 45 cards per participant and shuffle them all together. In all honesty, it could be more cards than this, or less. It’s up to you what cards you use and how many you use, but I recommend 45 per person because it at least gives all players a reasonable chance to get enough cards to make a deck, but not so many that the decks will be overpowered (as sometimes happens with sealed).
2. Begin the draft with the stack in the center of the table, and deal one face down card from the stack into three separate piles all drafters can access. The piles are like packs in Winston draft.
3. In turn order, each player picks up the first pile (use some form of designation, I like to go by proximity to the stack in a row) looks at it, and decides whether to draft it or not. If that player drafts it, they must deal a face down card from the stack to replace it. If a player does not wish to draft a pile he or she returns it, adds a face down card from the stack on top of the pile, and moves to the next pile. This process repeats for the next two piles. If a player does not choose to draft the final (third) pile, that player will instead draft a card (blindly) off of the top of the stack after adding the last card to the pile.
4. This process repeats until the stack runs out.
As you can see, this form of drafting contains far less information than other forms, where you get to see which cards make it around, and probably see close to 80% of the cards everybody has to choose from, short of what people grab early. There is also an element of suspense in passing mediocre cards for the chance to see something better… because after a while even a pile full of random enabling spells or manafixing can become pretty appetizing if there are five or more cards in it. Also, and I cannot stress this enough, drafting random cards off the stack is exhilarating when they are bombs and soul crushing when they are grizzly bears.
On this particular evening, I was watching television around 2 in the morning when Dan, my roommate, walked into the kitchen from his bedroom looking as though he was having trouble sleeping. After expressing concern for his wellbeing, my soul lit up with glorious fanfare and a cherubic smile graced my face as I asked him a common question amongst our close circle of friends…
“…Cube?”
He agreed, and away we went. I neglected to take notes on the cards I passed for the most part, so here is an abridged version of the draft.
THE DRAFT
Pick one: Bloodbraid Elf. AWESOME
Pick Two: Random Savage Lands off the top. No complaints. Dan generally does not draft red or green, so I will be looking to build a nice agro deck in jund colors.
Three: Last Gasp. Gotta kill some stuff, besides I hate to give cheap removal to the control player.
Four: Whoop! Maelstrom Pulse!!!! I AM A GOD.
Five: Comet Storm and Soul’s Majesty in one pack. That seems fair.
Six: Random White Knight… could be worse… that card kind of hoses me.
Seven: Sarkhan Vol sounds like a perfect fit…. Should probably draft creatures though.
Eight: Ignore my last statement. Mana fixing comes first. Dragonskull summit sounds tasty.
Nine: I refuse to pass a Nemesis of Reason to Dan and give him a win condition.
Ten: Bituminous Blast is pretty good with Bloodbraid Elf… and just about anything else really.
Eleven: Sphinx of Steel Wind seems like game over for this deck. Better take it.
Twelve: Gruul Draz Spectre and Lilliana’s Spectre. Two specters is awesome, though could be rough on my mana.
Thirteen: Magma Phoenix and Oracle of Mul Daya . There. Mana fixed, recurring flyer/burn. Good pick.
Fourteen: Murmuring Bosk and Merfolk Seastalkers. The bosk I picked to try it out, but the seastalkers are really annoying and I would rather be allowed to bash to my heart’s content…. Could use some critters though.
Fifteen; Wild Nacatl, Plumeveil, and Volcanic Fallout. Fallout is a board card versus annoying token creation strategies, Plumeveil is a hate card from Dan, and the Nacatl is the first real agro creature I have picked up to accommodate Bloodbraid Elf.
Sixteen: Marsh Flats and Vexing Shusher. A fixer and deck tech against dan, and the numerous counterspells I have passed him.
Seventeen: Defiler of Souls and Elvish Visionary. Defiler is game over for decks not designed for him, and the elf is a solid card which will smooth out my draws and occasionally work well with Sarkhan.
Eighteen: Passed a Jenara, Asura of War for a Vampire Nighthawk. I felt really bad, but hopefully Dan won’t be in green. Jenara is worth splashing for, however… not for me.
Nineteen: Tuktuk the Explorer. I have no idea how good he will be but he sounds fun!
Twenty: Goblin Guide. Go team goblins.
Twenty-One: Cultivate and Hada Spy Patrol. Could care less about spying, that cultivate should solve any awkward mana issues I may have.
Twenty-Two: Scute Mob and Vedalken Outlander. Finally, another big threat agro creature.
Twenty-Three: Power Sink, Sedraxis Specter, and Kor Firewalker. Because I would hate to play against all of those cards.
Twenty-Four: Kor Sanctifiers, Mutavault, Marisi’s Twinclaws, and Seismic Assault. The sanctifiers I could claim to be tech off of a splash, but I took this pack for the twinclaws. Double strike is awesome. Mutavault will probably make the deck, and the assault is a decent way to make lands useful late game.
Twenty-Five: Dauntless Escort seems like a decent splash off of bosk if Dan has a wrath effect.
Twenty-Six: Rafiq of the Many last pick… sweet
I built the deck as Jund with a white splash for Dauntless Escort and to power up the Nacatl. Would have liked a Ranger of Eos with all these one drops, but the deck looks alright as is. The problem is I’m pretty sure I passed Dan a gross blue white deck, even if I ganked some of his better cards, like the Sphinx of Steel Wind because my deck can literally not win against it. The Mumuring Bosk Is actually pretty sweet here fixing for all of its colors, too bad the only fetch I have isn’t green. We shall see.
Game One: I win the roll and play first.
I lead on Savage Lands to Dan’s Island. My hand after my draw is pretty nutty. I play Elvish Visionary and pass with no action for next turn. Dan plays Swamp and Prophetic Prism. Yay cantrips! I play Dragonskull Summit tapped, bash for one with the elf, and pass. Dan plays Bant Panorama and passes… in true blue deck style. He fetches on my turn for a plains. I play Mountain, Oracle of Mul Daya revealing Vexing Shusher, and bash for another damage. Go Elf! Dan plays the villain and plays plains, Magus of the Disk, pass.
I untap, draw, reveal Murmuring Bosk and play it, revealing a Mountain which I play revealing a Vampire Nighthawk which I cascade into off of the Bituminous Blast I cast on his magus. Bash for three. Seemed like a sweet turn, until Dan replies with Persuasion on my vampire… SAD. I get no free land on my turn and simply run out the shusher and a Gruul Draz Specter. Dan has a potential backbreaker in Sorin Markhov, now that Maelstrom Pulse in my hand will probably have to hit him instead of Persuasion. He drains my specter and passes.
On my turn I do some math, pulse the Persuasion, play my topdecked Tuktuk and bash Sorin for six. YAY. Dan is, again, a jerk and plays Luminarch Ascension on his turn with no backup, which gives me pause. He has mana open so I figure there is a trick, until he mentions he missed a land drop. I untap and bash with my army, which triggers a Pitfall Trap on my Oracle of Mul Daya… damn. I follow up with a Scute Mob and Marisi’s Twinclaws, setting myself up for a Wrath of God if he has it, but oh well you can’t play around it if you don’t know it’s there. The life totals stand at Me: 22, Dan: 12.
Dan looks frustrated as he casts See Beyond digging for answers on his next turn. He finds one in a Swamp apparently, before he plays Mnemonic Wall for Pitfall Trap. I untap, play Goblin Guide, and bash for lethal because Scute Mob got hugeasuarus rex on my upkeep.
I sideboard nothing. Go team aggro!
Game Two
Dan likes his hand and opens on Arcane Sanctum. I rip out Forest, Wild Nacatl. Dan plays Island…go to which I respond with a Savage Lands setting up a big turn four. Dan continues to fix with a Bant Panorama, and I counter with a Mountain into a Cultivate, superpowering my nacatl and bashing for three. Dan fetches another Island with the panorama… which makes me sad as that can only mean Cryptic Command in my world. Dan actually plays a Crumbling Necropolis and Fatespinner, which is possibly even worse… I choose not to draw, run out Bloodbraid Elf into Goblin Guide and bash Dan for eight!!! It is now Me: 20, Dan: 8
Dan runs out a twice kicked Quag Vampires on his turn and passes. I skip draw again, cast Sarkhan Vol, threaten his vampires, and bash for lethal again. We decide to play another game for funsies.
Game Three
I notice to myself that I have yet to use Murmuring Bosk as anything but a forest, which is alright I suppose. The games have been awfully short.
Dan opens again on Arcane Sanctum. I open on Mutavault because my mana is awkward. Dan has no such issue untapping with Reflecting Pool. I play Marsh Flats and pass, needing to draw into black, but crack it in response to his Cosi’s trickster… damn. I play a Mountain and pass back, wary of removal for my creature land. Dan attacks me on his turn, so I bite and activate/block it. No tricks however, free removal!!!! I am still missing green as I run out a Plains and pass with a handful of unplayable spells… bummer. Dan fetches with a panorama and takes his turn playing a Sejiri refuge and Halimar Wavewatch… I am in trouble… Still no Forest turn five, and now I am seriously regretting not just giving him Grizzly Bear with that fetch since there was a Savage Lands on top… he runs out Magus of the Disk and passes to me with two Arcane Sanctums open…
I finally draw green, but Dan is ready with Counterspell for my Scute Mob. I pass back a little frustrated. He taps out for Sorin again on his turn and that’s probably the game as he halves my life and bashes with the magus… ow. It is now Me: 8, Dan: 21
I rip another forest and play Bloodbraid Elf into Wild Nacatl, then bash with Bloodbraid and Mutavault at Sorin. Sorin dies. On his turn Dan casts Into the Roil on his wavewatch and plays the land he drew, preparing to wipe me on my turn with his magus. I cast Soul’s Majesty to force him to wipe the field, which he does, and pass. In retrospect, the card draw was probably worth committing another creature to the board, but I can’t remember now if I had a playable one. Dan plays Stirring Wildwood and Prophetic Prism on his turn, which is bad news for me (the land…) before seeing beyond again and passing after dumping an Executioner’s Capsule. NICE TURN.
I bait him to crack his capsule by attacking with Mutavault, he bites, and I run out Marisi’s Twinclaws postcombat. Dan responds with a leveled Halimar Wavewatch. I use my Last Gasp to kill it after it blocks my Twinclaws, but Dan pacifies them next turn and bashes me with his wildwood. I am at five.
I tank for a bit on my turn and pass back to Dan. He attacks again, but I have Comet Storm to kill his woods and burn him down to 17. He passes to me. I draw a second black and try to Liliiana’s Specter his last card, but it’s an Essence Scatter. Dan topdecks land fortunately, so I think I can beat him. I play Goblin Guide and Gruul Draz Specter, but my attack reveals Persuasion. Dan steals my Specter on his turn and it is Me: 5, Dan: 15.
I Maelstrom Pulse the Persuasion and bash for two, netting Dan a free land. Dan has no play on his turn, sandbagging cards for the specter. I bash him down to nine, but curse again as he reveals Jenara, Asura of War to the guide. He discards land and I dump Vampire Nighthawk and Seismic Assault onto the board. Dan draws and plays Induce Despair revealing Jenara to kill my specter, then runs out Jenara. My nighthawk cannot attack.
I draw and play Oracle of Mul Daya, putting myself in the awkward situation of not using her ability in order to draw the lands to power up seismic assault. I pass. Dan runs out a Fatespinner and charges up Jenara, before I discard a Dragonskull Summit to kill off the spinner. I am drawing land a ton if the top card of my library is any indication, as I draw a Forest only to see a Swamp back on top. I pass, and Dan simply passes the turn back to me, which scares me. Jenara gets huge on my turn as I stockpile another land for an alpha strike. I possibly should have attacked that turn to either kill his Jenara or win, but I try it the next turn and Dan had Pitfall Trap for my oracle, and blocks the Goblin Guide, dropping to seven each, because of the nighthawk, with a 15/15 Jenara on his side and me with no blockers. I stare miserably at the three lands in my hand, before torching Dan to one with Seismic Assault and conceding.
That’s that! Had I waited for the Magma Phoenix the Oracle of Mul Daya revealed on top of my deck, Dan still would have untapped into Crystallization for my Vampire Nighthawk and the win. Perhaps I should have played lands with the oracle instead of waiting to draw them. Oh well, the deck ran well enough to win the game, and even dying to a 15/15 Jenara was pretty sweet. After checking our Dan’s deck I noticed an Iona and a Triskelion I was fairly glad I never ran into, as well as a Rite of Replication. The only cards I never got a chance to use were Defiler of Souls, Dauntless Escort, and the Magma Phoenix.
Well, hope you all liked this! I hope this convinces those of you without cube’s to build them!