Da Cube Guide

What goes together in da_cube. Archetypes are the decks you can draft, Combos are the two- and three-card loops and locks, and Mana works out your basics. Where a column shows several cards, any one of them fills that role. Click a card to open it on Scryfall; hover it, or tap its name on a phone, for a larger view.

  1. Flash
  2. Artifacts
  3. Boros aggro
  4. Reanimator
  5. Draw-sevens
  6. Storm
  7. Lands
  8. Sneak and Show
  9. Green ramp
  10. Arcane Savant
  11. Displacer Kitten
  12. Lurrus
  13. Extra turns

Flash

Flash puts a creature from your hand onto the battlefield at instant speed for two mana, then makes you sacrifice it unless you pay its cost minus two. Every enter trigger still happens, and so does every dies trigger.

Flash + a creature that wants to die

Flash
+
any one of
Worldspine Wurm
Torsten, Founder of Benalia
Atraxa, Grand Unifier
Woodfall Primus
Vaultborn Tyrant
Triplicate Titan
Murderous Redcap
Details

Put the creature in with Flash, decline to pay, and let it die. Worldspine Wurm leaves three 5/5 tramplers and shuffles itself back in. Torsten digs seven cards for creatures and lands on the way in and leaves seven 1/1 Soldiers on the way out. Woodfall Primus destroys a noncreature permanent, dies, and persists back as a 5/5. Vaultborn Tyrant draws a card and gains 3, dies, and leaves a 6/6 token copy that draws and gains again. Triplicate Titan leaves three 3/3s. Murderous Redcap shoots for two, dies, persists, and shoots for two again. Atraxa does not care about dying at all: her enter trigger reveals ten cards and takes up to one of each type, so Flash into Atraxa is four or five cards for two mana. With Luminous Broodmoth in play, anything Flashed in that dies without flying comes straight back with a flying counter: Torsten after his seven Soldiers, Primus after its Vindicate, Metamorphosis Fanatic for a third enter trigger.

Two mana, at instant speed, on the opponent's end step: 15 power of Wurms, or a 5/5 plus a Vindicate, or seven Soldiers and a full hand. Nothing else in the cube is close to this rate.

also mentioned
Luminous Broodmoth

Flash + Metamorphosis Fanatic

Flash
+
Metamorphosis Fanatic
Details

Flash puts Fanatic in and sacrifices it during Flash's own resolution. Fanatic's enter trigger goes on the stack afterwards, when Fanatic is already in the graveyard, so the trigger can target Fanatic itself and return it with a lifelink counter. Always do that: Fanatic entering again gives you a second enter trigger, and if a Griselbrand or Archon is also in the graveyard, that second trigger takes it. You get both.

A 4/4 lifelink for two mana at instant speed, and a two-mana instant-speed Reanimate on top if a Griselbrand is already in the graveyard. Fanatic's miracle cost does the same job on your draw step if Brainstorm or Top sets it up.

also mentioned
Griselbrand
Archon of Cruelty
Brainstorm
Sensei's Divining Top

Artifacts

Fast artifact mana into things that reward you for having lots of artifacts.

Artifact mana + artifact payoffs

Mana
Black Lotus
Mox Sapphire
Mox Diamond
Mox Opal
Chrome Mox
Sol Ring
Mana Crypt
Mana Vault
Grim Monolith
Basalt Monolith
Tolarian Academy
Mishra's Workshop
+
Payoffs
Urza, Lord High Artificer
Tezzeret, Cruel Captain
Karn, Scion of Urza
Kappa Cannoneer
Emry, Lurker of the Loch
Forensic Gadgeteer
Mystic Forge
Nettlecyst
Myr Battlesphere
Kinnan, Bonder Prodigy
Saheeli, Sublime Artificer
Details

The five Moxen (Sapphire shown for all of them) and Sol Ring make turn 1 and 2 plays that a normal deck cannot: turn 1 Karn or Tezzeret, turn 2 Urza or Kappa Cannoneer. Tolarian Academy taps for one per artifact. Urza turns every artifact into a blue mana and makes a Construct the size of your board. Mystic Forge and Emry give card advantage off the artifacts you already play. Kinnan doubles every rock. Balance is one-sided when your mana is artifacts.

Explosive starts and a mana engine that also fuels Tinker and the Monolith combos on the Combos tab.

also mentioned
Balance
Coveted Jewel

Tinker + artifact

Tinker
+
any one of
Blightsteel Colossus
Bolas's Citadel
Portal to Phyrexia
Myr Battlesphere
Sundering Titan
Triplicate Titan
Kaldra Compleat
Memory Jar
Mystic Forge
Details

Sacrifice a Mox or bauble, put the best artifact in your deck onto the battlefield.

Blightsteel kills in one hit; Citadel and Portal take over the game; Battlesphere and the Titans are just very large for three mana.

Boros aggro

Cheap creatures, a little burn, and mana denial to keep the combo decks off balance.

White weenie and red aggro core

One-drops
Ocelot Pride
Guide of Souls
Mother of Runes
Giver of Runes
Thraben Inspector
Descendant of Storms
Isamaru and Yoshimaru
Usher of the Fallen
Esper Sentinel
Ragavan, Nimble Pilferer
Dragon's Rage Channeler
+
Two and three drops
Ajani, Nacatl Pariah
Luminarch Aspirant
Adeline, Resplendent Cathar
Thalia, Guardian of Thraben
Stoneforge Mystic
Phelia, Exuberant Shepherd
Selfless Spirit
Goblin Rabblemaster
Robber of the Rich
Inti, Seneschal of the Sun
Cathar Commando
Voice of Victory
Jacked Rabbit
Laelia, the Blade Reforged
Seasoned Pyromancer
Hero of Bladehold
+
Reach and disruption
Lightning Bolt
Chain Lightning
Fireblast
Umezawa's Jitte
Skullclamp
Forth Eorlingas!
Phlage, Titan of Fire's Fury
Otharri, Suns' Glory
Fury
Ravages of War
Luminous Broodmoth
Thalia, Guardian of Thraben
Details

Curve out with one- and two-drops, then punish the slow decks: Thalia taxes every ritual and cantrip, Ravages of War locks a board that already has your creatures on it, Luminous Broodmoth brings every non-flier back once, Jitte and Skullclamp win any creature fight. Ocelot Pride, Guide of Souls and Ajani snowball if left alone. Burn finishes what combat started.

The fastest clock in the cube against decks that spend turns 1 to 3 setting up. Beats reanimator and storm on speed; struggles against Balance, wraths and a well-timed Sheoldred.

Stoneforge Mystic + big equipment

Stoneforge Mystic
+
any one of
Kaldra Compleat
Batterskull
Umezawa's Jitte
Details

Tutor the equipment, then cheat it in for two mana with Stoneforge's ability.

Kaldra is a 5/5 indestructible hasty first-striker that exiles what it fights, on turn 3. Batterskull is the slower, safer version; Jitte is the one that just wins combat.

Skullclamp + a token maker

Skullclamp
+
any one of
Lingering Souls
Sedgemoor Witch
Monastery Mentor
Third Path Iconoclast
Goblin Rabblemaster
Retrofitter Foundry
Myr Battlesphere
Forth Eorlingas!
Details

Clamp a 1/1 token, it dies, draw two.

Lingering Souls alone is eight cards for five mana. Any of the others turn a spare mana into two cards every turn.

Reanimator

Put an eight-drop in the graveyard on turn 1, bring it back on turn 1 or 2.

Reanimation

Fill the graveyard
Entomb
Unmarked Grave
Faithless Looting
Frantic Search
Thoughtseize
Liliana of the Veil
Psychic Frog
Collective Brutality
Seasoned Pyromancer
Fear of Missing Out
Buried Ogre
Troll of Khazad-dûm
Overlord of the Balemurk
+
Bring it back
Reanimate
Animate Dead
Necromancy
Dance of the Dead
Persist
Shallow Grave
Corpse Dance
Goryo's Vengeance
Life // Death
Metamorphosis Fanatic
Emperor of Bones
Recurring Nightmare
Portal to Phyrexia
+
Targets
Griselbrand
Archon of Cruelty
Atraxa, Grand Unifier
Emrakul, the Aeons Torn
Worldspine Wurm
Craterhoof Behemoth
Etali, Primal Conqueror
Sheoldred, the Apocalypse
Woodfall Primus
Details

Entomb plus Reanimate is a turn 1 Griselbrand or Archon of Cruelty. Any self-discard does the same job a turn later: Thoughtseize yourself, Liliana's +1, a Psychic Frog activation, Collective Brutality's escalate cost, or the loot on Seasoned Pyromancer and Fear of Missing Out. Persist and Unmarked Grave only hit nonlegendary cards (Archon, Worldspine Wurm, Craterhoof, Troll, Woodfall Primus). Goryo's Vengeance only hits legendary ones (Griselbrand, Emrakul, Atraxa, Etali, Sheoldred). Emrakul shuffles itself away when it hits the graveyard, so only the instants (Goryo's, Shallow Grave, Corpse Dance) can get it, cast in response to the shuffle trigger. Buried Ogre starts the game in your graveyard, so Reanimate on turn 1 is a 6/4. Metamorphosis Fanatic reanimates for two mana if you miracle it (set up with Brainstorm, Top or Mystical Tutor). Emperor of Bones borrows a creature from a graveyard each turn for two mana.

An eight-drop on turn 1 or 2. Griselbrand refills your hand, Archon is a one-card Mind Twist plus Ancestral, Atraxa draws four or five.

Sheoldred, the Apocalypse + Griselbrand

Sheoldred, the Apocalypse
+
Griselbrand
Details

Pay seven life, draw seven, Sheoldred gives back fourteen.

Draw your deck at a profit of life.

Draw-sevens

Symmetric wheels stop being symmetric with a punisher in play.

Wheel + punisher

Wheel
Wheel of Fortune
Timetwister
Echo of Eons
Time Spiral
Memory Jar
+
Punisher
Narset, Parter of Veils
Leovold, Emissary of Trest
Hullbreacher
Orcish Bowmasters
Sheoldred, the Apocalypse
Details

Narset and Leovold cap the opponent at one card, so you draw seven and they draw one. Hullbreacher turns each of their draws into a Treasure for you. Bowmasters pings once per card drawn and amasses a 7/7. Sheoldred makes them lose 14 life.

With Sheoldred or Bowmasters a wheel is often just lethal; with Narset or Hullbreacher it is a one-sided double Ancestral.

Storm

Rituals and fast mana into a spell that counts the spells you cast.

Fast mana + replay + finisher

Mana
Dark Ritual
Cabal Ritual
Seething Song
Lion's Eye Diamond
Black Lotus
Lotus Petal
Simian Spirit Guide
Elvish Spirit Guide
+
Replay it
Yawgmoth's Will
Underworld Breach
+
Finisher
Tendrils of Agony
Mind's Desire
Brain Freeze
Doomsday
Details

Crack the Lotus and rituals, then replay all of them from the graveyard with Yawgmoth's Will or Breach, along with your tutors and cantrips. Doomsday is its own finisher: it builds a five-card pile that ends in Thassa's Oracle (see the Combos tab).

Double your mana and storm count, then Tendrils drains for 20 or Brain Freeze mills the opponent out.

Lands

Extra land drops, lands from the graveyard, and things that pay you for lands entering or leaving.

Land engine + landfall payoffs

Extra drops and recursion
Fastbond
Exploration
Icetill Explorer
Crucible of Worlds
Ramunap Excavator
Wrenn and Six
Six
Gush
+
Payoffs
Titania, Protector of Argoth
Lotus Cobra
Bristly Bill, Spine Sower
Scythecat Cub
Springheart Nantuko
Tireless Tracker
Nissa, Who Shakes the World
Sylvan Safekeeper
Zuran Orb
Gaea's Cradle
+
Lands that do something
Strip Mine
Wasteland
Prismatic Vista
Shifting Woodland
Urza's Saga
Boseiju, Who Endures
Sheltering Landscape
Details

Fetchlands are the fuel: every fetch is a land entering (landfall) and a land leaving (Titania, Tracker's Clues) and, with Icetill Explorer, Crucible or Ramunap Excavator, you play the same fetch again from the graveyard next turn. Icetill Explorer is Crucible and Exploration in one card. Wrenn and Six and Six put lands back in hand. Fastbond turns a handful of lands and Gush into a burst of landfall triggers.

Grinding card advantage from your mana base, and a Strip Mine every turn against anything greedy. The Titania and Fastbond loops on the Combos tab live in this deck.

also mentioned
Misty Rainforest

Titania, Protector of Argoth + land sacrifice

Titania, Protector of Argoth
+
any one of
Zuran Orb
Sylvan Safekeeper
Strip Mine
Wasteland
Wooded Foothills
Details

Every land you sacrifice with Titania in play makes a 5/3 Elemental. Zuran Orb and Safekeeper are free outlets at instant speed, and every fetchland you crack counts (Wooded Foothills stands in for all of them). Add Icetill Explorer, Crucible or Ramunap Excavator and the same fetchland or Strip Mine makes a 5/3 every turn.

Turn your lands into an army. Icetill Explorer plus a fetchland is two 5/3s a turn; with Strip Mine it is a 5/3 and a land kill every turn.

also mentioned
Icetill Explorer
Crucible of Worlds
Ramunap Excavator

Nadu, Winged Wisdom + free targeting

Nadu, Winged Wisdom
+
any one of
Sylvan Safekeeper
Lightning Greaves
Mother of Runes
Giver of Runes
Details

Each time one of your creatures is targeted it draws a card or drops a land, twice per creature per turn. Safekeeper (sacrifice a land), Greaves (equip 0), and the Mothers all target for free. Springheart Nantuko copies whatever the lands land on.

Two extra cards per creature per turn for nothing. Not infinite here, but it buries the opponent in cards.

also mentioned
Springheart Nantuko

Sneak and Show

Put the big creature onto the battlefield instead of casting it.

Put it straight onto the battlefield

Enabler
Show and Tell
Sneak Attack
Through the Breach
Eureka
Oath of Druids
Channel
+
Target
Emrakul, the Aeons Torn
Griselbrand
Archon of Cruelty
Atraxa, Grand Unifier
Worldspine Wurm
Craterhoof Behemoth
Etali, Primal Conqueror
Blightsteel Colossus
Portal to Phyrexia
Bolas's Citadel
Sundering Titan
Ugin, Eye of the Storms
Details

Show and Tell puts anything onto the battlefield, artifacts included, so Blightsteel, Portal to Phyrexia and Bolas's Citadel are live. Sneak Attack and Through the Breach give haste for one turn: Emrakul attacks for 15 and annihilates six, Griselbrand draws 14, and Worldspine Wurm leaves three 5/5 tramplers behind when it is sacrificed at end of turn. Oath only needs the opponent to control more creatures than you. Luminous Broodmoth turns Sneak Attack's end-of-turn sacrifice into a permanent creature for anything without flying: Craterhoof and Etali stay, though Griselbrand, Emrakul and Atraxa already fly and still leave. Channel is the odd one out: it pays for the colorless bombs (Emrakul, Blightsteel, Portal, Sundering Titan, Ugin) on turn 2, but you cast them normally, so no haste and you are at very low life.

A turn 2 or 3 Emrakul or Griselbrand. Karakas bounces your legendary creature in response to the Sneak Attack or Breach sacrifice so you keep it, and in the other seat it is the land that answers the same creatures for a tap.

also mentioned
Karakas
Luminous Broodmoth

Green ramp

Mana creatures on turn 1, something enormous on turn 3.

Mana creatures + big green payoffs

Dorks
Llanowar Elves
Elvish Mystic
Birds of Paradise
Noble Hierarch
Ignoble Hierarch
Avacyn's Pilgrim
Elves of Deep Shadow
Delighted Halfling
Wall of Roots
Sylvan Caryatid
Lotus Cobra
Gaea's Cradle
+
Payoffs
Natural Order
Green Sun's Zenith
Craterhoof Behemoth
Primeval Titan
Worldspine Wurm
Vaultborn Tyrant
Woodfall Primus
Kinnan, Bonder Prodigy
Nissa, Who Shakes the World
Eureka
Questing Beast
Titania, Protector of Argoth
Details

Eight one-mana dorks plus Gaea's Cradle mean four or five mana on turn 2. Green Sun's Zenith is a dork on turn 1 and a finisher later. Kinnan doubles every dork. Nissa doubles every Forest and animates them.

Turn 3 Primeval Titan, or Natural Order into a lethal Craterhoof by turn 4. Natural Order for Worldspine Wurm is 15 power of trample for four mana; Woodfall Primus is a Vindicate on a 6/6 that persists.

Arcane Savant

One creature that casts a free copy of a spell you drafted but left out of your deck, every time it enters.

Arcane Savant + Ephemerate exiled before the game

Arcane Savant
+
Drafted
Ephemerate
+
Payoffs
Witherbloom Apprentice
Sedgemoor Witch
Vivi Ornitier
Rusko, Clockmaker
Monastery Mentor
Third Path Iconoclast
Saheeli, Sublime Artificer
Anafenza, Kin-Tree Spirit
Guide of Souls
Brain Freeze
Tendrils of Agony
Details

Draft Ephemerate, leave it in your sideboard, and reveal Savant before shuffling to exile it. Savant enters, casts a free copy of Ephemerate targeting itself, blinks, enters again, casts another copy. That is one card in your deck making infinite enter triggers and infinite cast spells. Dualcaster Mage does the same loop with an Ephemerate cast from hand, and both feed the cast-payoff entry on the Combos tab. Anything that triggers on a creature entering, on a spell being cast, or on magecraft goes off: Witherbloom drains, Sedgemoor Witch makes Pests, Vivi and Rusko ping, Mentor and Iconoclast make tokens, Anafenza and Guide of Souls put counters and life on the board, and the storm count is whatever you want it to be for Brain Freeze or Tendrils.

A five-mana creature that is a one-card infinite combo, with the second card chosen at draft time. It also survives every removal spell aimed at it, since the copy of Ephemerate resolves in response.

Arcane Savant + another exiled spell + a way to re-enter

Arcane Savant
+
Drafted
Time Walk
Show and Tell
Chain of Smog
Ancestral Recall
Natural Order
Reanimate
Wheel of Fortune
Eureka
Upheaval
+
Enter again
Ephemerate
Displacer Kitten
Flickerwisp
Restoration Angel
Phelia, Exuberant Shepherd
Kiki-Jiki, Mirror Breaker
Recurring Nightmare
Details

The exiled card does not have to be Ephemerate. Savant with an exiled Time Walk is an extra turn every time it enters, so every Ephemerate, Kitten trigger or Kiki copy is another turn. Show and Tell, Natural Order and Reanimate put your best card into play on the enter trigger. Chain of Smog is the magecraft engine on the Combos tab. Kiki-Jiki copies of Savant each cast the copy again.

Whichever spell you exiled, on repeat. Savant plus Kiki-Jiki plus an exiled Time Walk is infinite turns.

Displacer Kitten

Every noncreature spell you cast blinks one of your permanents. Blink the right permanent and every cheap spell pays for itself or better.

Displacer Kitten + a rock that re-enters untapped

Displacer Kitten
+
any one of
Mana Vault
Grim Monolith
Basalt Monolith
Mana Crypt
Sol Ring
Coveted Jewel
Relic of Sauron
The Mightstone and Weakstone
Manifold Key
Details

Tap the rock, cast a cheap spell, Kitten blinks the rock and it comes back untapped, tap it again. Mana Vault and the Monoliths, which normally stay tapped, untap on every spell. Coveted Jewel is three mana and three cards per spell. Manifold Key untaps a second artifact on top. With Teferi, Time Raveler bouncing the rock this is infinite (Combos tab).

Each cantrip nets mana and often cards, so a hand of one-mana spells becomes a whole turn of free casting. Coveted Jewel is the best of the rocks: three mana and three cards for every noncreature spell you cast, and if the opponent steals the Jewel by attacking, the next blink returns it to you.

Displacer Kitten + a creature or planeswalker that wants to enter again

Displacer Kitten
+
any one of
Arcane Savant
Clocknapper
Spellseeker
Tamiyo, Collector of Tales
Teferi, Time Raveler
Coveted Jewel
Eternal Witness
Lurrus of the Dream-Den
Details

Arcane Savant casts a free copy of its exiled spell on every blink. Clocknapper steals another phase of the opponent's next turn on every blink. Spellseeker tutors a two-mana spell, you cast it, and Spellseeker tutors the next one. Planeswalkers come back with fresh loyalty, which is how the Teferi and Tamiyo loops on the Combos tab work.

A tutor chain, a phase-stealing lock, or the one-card Savant loop, all driven by the spells you were casting anyway.

Lurrus

A companion that recasts your cheap permanents from the graveyard every turn.

Lurrus of the Dream-Den + a two-drop that keeps dying

any one of
Lurrus of the Dream-Den
Unearth
+
any one of
Baleful Strix
Caustic Bronco
Dark Confidant
Jacked Rabbit
Lion's Eye Diamond
Mishra's Bauble
Urza's Bauble
Walking Ballista
Snapcaster Mage
Spellseeker
Details

Lurrus lets you cast one permanent with mana value two or less from your graveyard each turn. Baleful Strix is a deathtouch cantrip every turn, Dark Confidant and Caustic Bronco keep drawing after they die, Jacked Rabbit comes back for whatever X you have, and Lion's Eye Diamond or a Bauble is a free spell each turn. Unearth does the same job once for anything up to mana value three, including Snapcaster and Spellseeker.

Chump-block, trade, and sacrifice freely: the two-drops always come back. With Displacer Kitten and a Petal it is infinite (Combos tab).

Extra turns

Time Walk is two mana; the rest of the deck is about casting it more than once.

Extra turn + take it again

any one of
Time Walk
Time Warp
+
any one of
Snapcaster Mage
Eternal Witness
Tamiyo, Collector of Tales
Noxious Revival
Yawgmoth's Will
Underworld Breach
Lutri, the Spellchaser
Spellseeker
Details

Snapcaster flashes Time Walk back for two more mana. Witness and Tamiyo return it to hand. Noxious Revival puts it on top. Yawgmoth's Will and Breach cast it from the graveyard. Lutri copies it on the way in. Spellseeker finds it in the first place. Each of those is one extra turn; the Kiki-Jiki, Ephemerate and Scepter loops on the Combos tab are how it becomes infinite.

Three or four turns in a row, which with any clock on the board is the game.