Thursday, 1 October 2026

White Decks Don't Jump

 

White decks do something no other colour does, or rather they don't. All the other colours relish a bit more mana, it is just fuel for the fire. White, not so much. Now I am not for one minute suggesting white don't need mana. White still absolutely wishes to curve out with a fresh juicy Plains each turn for the first portion of the game, be that just three or four lands in modern or five or six in slower formats. What I mean is that white has no interest in spending time, cards, or mana upfront, in developing their mana beyond this one land a turn. This obviously excludes Pearl Mox with it being a potential boost in mana at no real cost or risk. However, even the likes of Chrome Mox and Mox Diamond are not lock in cards for a white aggressive deck and will need concessions or otherwise appropriate lists to get the nod. This is something I find interesting and wish to probe.




Intuitively it doesn't make that much sense that a strategy that uses speed and tempo to its advantage eschews ramp and burst mana options. Generally speaking we understand more mana to be synonymous with more tempo, and if that is how you are winning then that sounds great. I always sort of assumed that it was lack of card advantage, and to some extend good mana sinks, that meant white didn't go for ramp. In my homemade cube however there is significantly greater access for all colours to high quality card advantage. Even with all the cards white could ever want, and some really quite tasty options to boost mana, the white builds still seemed to just want to pay normal prices for things and develop at the one land per turn rate. The mystery was becoming more interesting and I had more information to try and solve it with!





Black and blue simply draw cards in order to spend any extra mana they might find them selves in possession of. Both are very mana hungry colours. Red being red, and so direct, just seems to win a bit quicker, at minor consistency cost, when afforded ramp tools. Green will invest in high impact, high threat cards, so as to put extra mana to effective work. White and green are effectively opposite in this regard.

I now think whites aversion to investing in ramp comes from two factors working in tandem. The first of those is efficiency. If you can use Sword to Plowshares to kill something then you are probably pulling quite a significant mana advantage from that. To compliament whites incredibly efficient removal tools white also has some of the most effective cheap threats. Whites dorks might get rather more lacklustre as you go up the curve relative to to other colours but it is hard to compete with what they got in the low end. Why waste time and consistency on ramping when you could just be getting on with deploying your cards that are already above rate at that point in the game. Simply put, it is better casting a Savannah Lion on turn one and another two on turn two than it is to ramp on turn one and then dump out all three "Lions" on turn two. You are a card down and an attack for two damage worse off, not to mention the consistency cost if you take the ramp path.




The second factor is how white aggro decks tend to win. It isn't that explosive flurry in which a red deck ends it but much more a slowly ratcheted end, akin to how a boa constrictor defeats prey. Each little threat is part of a web of threats that lock you in place and secure the kill. It might be that Suntail Hawk equivalent that gets in the final points of damage but it was that Luminarch Aspirant that made it sufficiently threatening, and that Giver of Runes that protected both of them from spot removal, and the Selfless Spirit that protected everything from the mass removal, the Voice of Victory that allowed them to resolve etc. etc. White just has this kindof inherent self synergy where the various tools all empower each other a little towards the same end goal. If your goal is inevitable victory from a thousand small cuts then you are better off with more cuts than quicker cuts. Ramping out your threats in white simply means you will wind up with fewer or less well supported threats. Green will put their eggs in few baskets but those baskets will be huge. White likes to present every egg in a basket of its own and thus has no need of big baskets. 







Thursday, 10 September 2026

Curves Like Modern

 

My go-to bog-standard format for playing cube with just two players is a large sealed pool where we each make two decks and then play each matchup for a total of four best of three games. Normally I showcase just one deck when I play such events but in this case we are getting both of the decks that I built. This is to demonstrate curve in the current era of cube. I would class these decks as below average in most senses. They are a bit thin on the synergy pieces that make these archetypes powerful nor do they have a high density of those stand alone bomb cards. There is a bit of a lack of focus and some less than ideal mana bases. This was the kind of pool where I was patching over holes and making the best out of the situation. These are the opposite sort of decks to those that I normally showcase. There is one thing both of these decks do correctly however and that is their mana curves. I managed to cobble together enough cards within two colours, that work towards roughly the same ends, while costing two or less mana, that the end results were impressive. I didn't drop a match with either deck and I thought that exemplifies the value of a low mana curve. 




Most games and sports have a strategy that is used by underdogs to defeat more powerful opponents. In cube it is what I did with these decks. Essentially going as low as you can with decks posing questions. This gives opponents least time and mana with which to find their better cards. In constructed Magic a player might elect to run an aggressive deck so as to minimize choices for both players and mitigate a skill difference that way. In constructed Magic there is no difference in the power level of your pool of cards so player skill is the only thing we might look to compensate for. Going as low as possible with your curve in cube actually gives you a greater chance to outplay someone as you will greatly increase your depth of options by reducing the cost of your cards. Going as low to the ground as possible in cube can help mitigate a poor pool, it will not help much with a skill difference. Cube is not a kind environment to beginners and there are not many things you can do to mitigate a skill gap. If anything it is the opposite of going low to the ground. The easiest deck to pilot is likely a green ramp kind of a build which will have some of the highest curves in the whole meta. We were not looking for easy, we were looking to maximize our chances and so I presented a black base half Hogaak, half aristocrats deck, and an Izzet discard spells deck that are cheap and poor all at once!



Hogaak / Aristocrats    



Stalactite Stalker

Concealing Curtain

Bone Shards

Bloodchief's Thirst


Stitcher's Supplier

Gravecrawler

Forsaken Miner

Carrion Feeder


Evolved Sleeper 


Haywire Mite


Emperor of Bones

Orcish Bowmaster

Overlord of the Balemurk

Blood Artist


Priest of the Forgotten Gods

Satyr Wayfinder

Caustic Bronco

Smuggler's Copter


Tear Asunder

Deeproot Wayfinder  


Grist, The Hunger Tide

Midnight Reaper

Bastion of Remembrance

Hogaak, Arisen Necropolis



16 Lands

6 Swamps

3 Forest 

Bayou

BG Tri-land

B Sac Land

Lair of the Hydra

Boseiju, Who Endures

Fell the Profane

Hagra Mauling





This Golgari list is the weaker of the two decks being split across two different synergies. While I did have Hogaak, who is by far and away the best payoff for such builds, I had little else of note coming from the bin, and was a little thin on support. The mana base is really shoddy too. This is one of the most pressing issues when going so low on curve. You can ill afford having the wrong balance of lands as you have such a high colour intensity in your spells. You undo a lot of the good your high option density can do if you are struggling to play the sequence of spells you want to. I played a bit more lands, filtering, and value than I might normally do in these kinds of deck so that I wouldn't suffer as much from the bad mana. Mostly what I am trying to say here is that you should be predominantly lead by your lands if you are looking to go low and all in on a two colour deck. My Izzet fixing was decent, the Golgari was still one of my better supported pairs but it was much in need of some assistance. Having so many lands in a deck with such a low curve and not an endless means of good ways to convert excess lands into something useful I went pretty ham on utility lands and tossed in any suitable mana sinks I had. 





If you assume the MDFC are lands, and that Hogaak costs zero mana, and we always impend our Overlords, then this deck comes in under one mana average CMC and 1.625 average cost excluding the lands thanks to its curve topping out at three three drops. Yes, cards like Concealing Curtain and Evolved Sleeper are not great without further mana investment but that isn't really the point here. They are infact part of what lets you go so all in on low cost cards.

The Izzet list comes in even cheaper with a 1.54 average CMC across the nonlands with a smidge more free spells and fewer three drops. I found that I was casting Epiphay for X = 1 or 2 most commonly and so have counted that and the Eddymurk as costing 2.5 mana each. This list is generally fine. The mana base is OK and it has all the right sorts of things. It is a little muddled with some prowess stuff, some flurry things, and a selection of somewhat uncoordinated threats. It is not a very robust list but it is not found wanting in any area really. It is just a little underpowered compared to what I am looking for when I build a deck like this. While both of these decks are some degree under par in terms of power level, they are also both noticeably cheaper than what I might consider an ideal list, and that allows them to perform a little closer than you might expect. 




Izzet Discard Spells


24 Spells


Mishra's Bauble  

Careful Study

Faithless Looting

Lightning Bolt


Lava Dart

Opt

Ponder

Gitaxian Probe   


Spell Pierce

Marauding Mako  

Pteramander

Grim Lavamancer


Abrade

Fire / Ice

Inti, Seneschal of the Sun

Electrostatic Infantry


Occult Epiphany

Cori Steel Cutter

Suspicious Stowaway

Hobgoblin, Mantled Marauder


Tersa Lightshatter

Abhorrent Occulus

Eddymurk Crab   

Ethereal Forager


16 Lands


4 Mountains

5 Islands

Spikefield Hazard

Hall of the Storm Giants

Ash Barrens

Volcanic Island

Shivan Reef

Thundering Falls

Spirebluff Canal


Optimal looking curves in cube naturally fluctuate up and down over time as people adapt and alter the meta. Things typically get cheaper and faster to a point then everyone starts to pack as much Arc Trail type cards as possible which really prey on low curve decks and it goes the other way for a bit. Once someone flops out an Ugin and wins with it on the spot it will start to swing the other way again! Very much like natural undulations in population levels of predator/prey relationships in the wild. This natural tidal change is brought about by the players responding and adapting and is unique to each different player base. There is also a slower and more subtle underlying trend in cube mana curves and to no ones surprise that it downward. The more cards we get access to and the more powerful they are the more it forces things down. What prompted me to write this article was noting that both my decks had curves below the average of what I would expect from modern constructed decks. I think the ideal cube curves are at that crossover point for the first time ever with modern decks and that is interesting. Probably not useful or meaningful, but at least interesting! Really all we have to say here is that three drops are the new curve toppers. Keep those curves low and if your deck still looks shit, go lower.


Sunday, 16 August 2026

Chumping with a Bollock

 

All we really have in life are a series of choices. We don't control what life throws at us, only how to respond to it. That is where games offer their best lessons. If you make good choices you will win more at games. Now, we don't "win" in life in quite the same way as we do in games, but you can absolutely make the best out of life and get more of what you want from it with good decision making. I have been gaming my whole life so I don't know if I was good at making choices so naturally became more attracted to games, or if I simply liked games and by playing them lots they helped me to be a better decision maker. It it likely some of both, but I do pile the majority of the credit for my ease at making decisions in life upon Magic the Gathering. This is however not really about Magic.

Nearly four years ago I was diagnosed with testicular cancer. While mindlessly rummaging around in my pants one day, as any boy in private with idle hands often finds themselves doing, I noticed a difference. One of the nuts was rather less grape shaped than I recalled and had gone a bit more kidney bean. Not very significant in size or shape but certainly the first decision point. Not a hard one at that. It is either nothing or something and you can either check it out or ignore it. Two choices with four possible outcomes. This really felt like having a Shock land in your opener and some reactive card like a Fatal Push. The greedy line is hoping you don't need to use the Push on turn one, laying your land tapped and saving that two life. If however they curve out at you and you don't have access to that turn one removal the game can so easily spiral away from you. You end up missing out on your turn two play to Push the thing you should have had access to Push on the previous turn, and before you know it, it is all she wrote. I hate doing much of much, I certainly hate admin, appointments, talking to strangers, and all things associated with going to the doctor. I am not sure paying two life for an untapped land is quite the comparison most would go with but it feels apt. I almost always translate my life choices into Magic terms as a little means of sanity checking them. Suffice it to say I was not about to punt this best of one game by greedily laying my lands tapped. And so I called the doctor. 




This next little bit is mostly reassurance to any fellow UK residents. We have the National Health Service, which is a great institution. Notoriously however it has been hard and slow to see a doctor since the pandemic. I rang my surgery and asked to make an appointment. The tone of the receptionist was professional but very much had the air of  "I'll bet you would like to see a doctor, you and everyone else mate". When however she asked what the appointment was for and I said "I found a lump on my testicle" the mood immediately changed. It was as if I had announced I was the king of all England. All very much yes sir, no sir, whatever we can do for you sir. I was given an appointment on the next working day simply by asking politely and providing the information asked for. They made it as little hassle for me as possible. Suffice it to say the doctor had a rummage and was like, yeah, that is indeed a lump, lets get an ultrasound. A couple of days later and I am at my ultrasound appointment and some poor young lass of a doctor is having to ultrasound my bollock. I felt worse for her than I did for myself at that point! There was a brief moment upon seeing her (she wasn't an ugly lady) that I was concerned I might disgrace myself but it transpires that the general subject of cancer is powerfully unerotic and no such danger was anywhere near the vicinity. It was when she kindly said "I would just like to get a second opinion from the senior doctor" that I knew we had a positive result. I knew that paying the 2 for that early interaction was coming good. I think many would be hit hard by that moment but somehow I was mostly just pleased with myself for making the right call in the first place. Like the satisfaction of running into the problem card you suspected your opponent might have and that you played around accordingly.

Within about two weeks of that scan I was having an appointment with an oncology specialist. They were like "yeah, very likely cancer". We can do a biopsy to be sure or we can just whip it out. The biopsy sounded more invasive and tedious than the orchidectomy (the whipping it out technical term) itself, not to mention more time consuming, and so I sent that bollock out to chump block the cancer!  We had already used some decision matrices, now we were using some probability to direct our choices. I had the operation in less than two weeks from that appointment meaning it was almost exactly a month from when I discovered the lump to when it was removed. That is some impressive pace. The NHS do not mess about when it comes to these sorts of things and for that I am very grateful. 

I was in and out of hospital on the same day. I was mostly recovered and back to playing sport in about three weeks and back to playing at full intensity in about six. I had my appendix removed when I was about eighteen years old and that was a longer recovery and a more serious operation. I have noticed zero side effects since the orchidectomy. I was offered a prosthetic option but given I'm mid forties, am still with the same girl I was with when the appendix went, nor have never been one to use the aesthetics of my groin to achieve anything, it seemed like such things would be a waste of time. You wouldn't even really notice unless you were able to get a good look! The NHS have been checking up on me pretty diligently since too with regular blood tests and CT scans. Coming up four years and so far so good. 

One thing that really stuck with me was the general concern the NHS staff had over the post op findings of the pathology labs. They would be testing the offending nut once removed and generally the staff seemed concerned about how I would react to those results. One doctor tentatively asked "How would you feel about the results coming back as not having been cancer once removed?" This would mean no chance of it spreading elsewhere and so seemed obviously like the very best outcome to me. It had been my choice not to bother with the biopsy. The Magic analogy here is looking at the top of your deck once you have made the call to mulligan. We all know it is about making the right call at the appropriate time and that future events don't change whether a historical call was "correct" or not. The hospital were clearly very scared I would get all litigious should they remove a healthy bollock despite it being the best outcome at the end of a string of correct decisions. I think this simply shone a light on how useful gaming can be on framing decisions in life. Not just in making good ones but also how you feel about those choices. Or how bias and emotions can get the better of us and cloud our choices or make us act badly. Every single doctor looked shocked when I revealed that I thought that I would be glad if the pathology labs came back with a clear result. This means most people clearly wouldn't react that way. This in turn makes me think we should do more to encourage people to play and engage with games. I would love to see it on curriculums one day. 

Equally, I entirely encourage all the boys having frequent private rummages, checking what is going on down there and taking it to the professionals as soon as there is anything unexpected. Fighting cancer is a tempo game in Magic terms, so always give yourself the best chance to stay ahead. Feel free to ask any questions in the comments. I think people are generally more scared of this sort of thing than they need to be and a lot of that is due to the unknown factors. On the physical side of things I have had multiple appointments with the dentists that have been worse! Obviously things went as well for me as they could have and that helps a lot. The emotional toll mostly stemmed from it being a load of unknowns. That in tern is likely because it is all a bit stigmatized. Cancer is general is not a good time conversation topic and it does certainly seem the case that us men are pretty rubbish at talking about things like this. I have had significantly more words of support from the appropriate whatsapp group about a dicky knee that is keeping me off that regular football game than I did when I was off with this. People just seem pretty in the dark about how to approach talking about such things and revert to simply not doing so. One of the most helpful things to me was talking with an old university friend who had had the same thing a few years prior. He said many of the things I have said here and they made me calm and confident going forwards with everything. One of the starting principles of this blog was to "help" people be better at, and enjoy cubing more. While not magic related I have a little platform here and if I can get one person to check themselves out, or to call the doctor, or even just to be less worried about engaging with the process then I will have managed to be a lot more helpful than all my other articles combined.


Wednesday, 5 August 2026

What Makes a Format Good?


There are several things that go into making a format a fun thing to play in. In short, these are having fun cards, having decent balance between the cards and archetypes, and having a good depth of options. These apply to all formats but they do so in different measure if we are looking at constructed or limited. Most of the formats are predetermined for us by Wizards, they design the cards then say which ones are allowed in which places. As such it is not very important for the average magic player to understand how to make a format good. These are game design skills rather than game play skills. It is a skill that comes in handy as a cube curator but even then you only have control over which cards to include. You can use simple metrics to determine what is worthy and it is simply a binary yes/no on each card. If you open the door to the individual card design in terms of creating a format then the possibilities literally become infinite. In trying to completely design my own cube from the ground up I have learned a lot about how to make a format good and hopefully I can use those skills to be a better cube curator across the board. 





Individually fun cards is the hardest part to design, but luckily Wizards are pretty good at that. There are plenty out there to chose from. The key is that you can't all be front men or strikers (insert some NFL reference here, would it be the quarterback for yall?), you need drummers and defenders to make the band/team perform. Omnath might be the fun thing your deck is built around but you are leaning on those dull Farseeks really hard. The most fun cube doesn't just have as many fun cards as it can ram in, it has as many fun cards in it as it can suitably support with your more standard cards. A fun card is only fun if you get to use it and you need those foundational cards, the Shocks, Preordains, and that sort of jazz are what will lead to you getting to cast and use the fun stuff. 




Balance is important to a point but in some lights it just looks like the third category - options. More cards that are suitably powerful means more playable stuff and hence more option rich format. There is also a strong point for not over balancing too much. A bit of variety is no bad thing. If it is all too flat in power level things can get a bit generic card soup and games can become a slow grindy trudge. Balance between archetypes is more important than between individual cards. Ideally all cards within a format should be playable in some circumstances, ideally more than one. Equally you don't want any card being an auto-include if you can help it. If your cards sit within that range then great. Even if they don't it is still fine, you are just reducing your options a bit and having some dead space. Dead wood is worst for limited formats where cards of little power or use get in the way and lower consistency. You can just ignore them in constructed settings where they are just background noise.

Depth of options is the area that a cube curator or designer has most scope to improve their format. A healthy format should look like a healthy ecosystem. There should be lots of interconnecting and crisscross synergies. Balance is all well and good but if your cube supports eight archetypes but there is no overlap between them then the draft portion is far less fun and relevant. Everyone just gets in their lane and has far fewer meaningful choices. If those eight archetypes all share cards they want with various others then the draft gets a whole lot more interesting. Building and playing decks also gets more fun if your cards have lots of little synergies between them. This is where the dead wood in a cube harms you most as it really reduces your synergy density. The higher the synergy density the more interconnecting interactions your cards have the better the format. You get more control over the direction your deck and draft go in, more interactions with your opponents at all stages, and just have more cool and quirky little interactions popping up and giving novel and cool experiences. 



Saturday, 13 June 2026

The Fourth Resource

 

We are all very familiar with Magic's three main resources; mana, cards, and life. The fourth however we are taught to ignore and perceive as more of a rounding error in our various draw probabilities. The resource of "cards" really means "cards in hand and/or in play", those that we have immediate access to use. Those that have already been drawn or had resources spent to get them in some way. Cards however also exist in other zones and have implications as a resource in those zones. Most notably this is ones from the graveyard where they can be recurred or simply used as currency to perform another action such as escape or delve. Cards in the library also are themselves a resource of sorts. There are some cards like Arc Slogger and Orcish Librarian which directly consume the library although these are uncommon in magic, likely down to the difficulty of balancing them across formats of different deck sizes. There is also the notion that cards in library are a kind of life total. You start with some and that is all spare and good, but when you run out it is game over. We are taught that the first 19 life don't matter and that they are a resource that you should spend to get ahead and the same is essentially true of your library. So long as it never runs out too fast it is there to exploit. When not feeding ones library to an Arc Slogger you are either trying to draw a lot of cards from it to use against your opponent, or milling it into the bin because you have cards that will let you emulate card draw that way.




There is of course tension in considering ones library a resource. Unlike you starting life total which is set, you get to choose how large your library is. A larger library lets you draw and mill harder and longer without the danger of overdoing it and killing yourself. It also just inherently gives you the ability to play a longer game. It happens in every format I have played in, where two slow decks have a really close game and the eventual winner is the one who has taken fewer cards out of their library, be that from card draw or mill or sac lands or whatever. One deck runs out of time to kill the other. In these matchups a larger deck is typically an advantage. It was really noticeable that control builds of Yorion decks in cube would generally beat 40 card control lists simply because they could be far more liberal with their card resources. Drawing and milling more and not needing to use them once obtained for quite the same amount of return. 





Now we all know it not worth making your deck over the minimum size in almost every situation because of how it negatively effects your optimal draw odds and draw consistency. We all have had it drilled into us that the smallest deck is the optimal deck and in all but the most corner of cases this is very much the case. It is however becoming less the case over time. Obviously the smaller deck sizes feel it the most. Constructed and commander have quite the buffer over those 40 card decks and are substantially less sensitive to it to the point of it being irrelevant. Fifteen card highlander on the other hand is so sensitive to it that it needs a huge helping hand with bannings and different rules for decking oneself to even be a format, and it is still a format where cards that draw more cards are typically bad!  Limited magic has always been 40 card deck sizes though and that is a place where I am starting to notice the dwindlign size of my deck more and more. It is the ever increasing number of cards with more wild and wonderful abilities along with power creep and consistency creep that has resulted in more games being concerned about cards as a total quantity. Especially in cube. Hearthstone was also rather like 15 card highlander in that you tended to want cards that generated value over cards that drew more cards in your slower decks as it was just exposing yourself against slower matchups. Magic is at least very tempo focused at present and so the control decks, certainly those in cube, just fail to keep up most of the time. As such it is only really infrequently and in corner cases where we see deck size matter too much. I have had a bunch of Hogaak lists where I need to stop attacking with my Overlord or not cast a Malevolent Rumble etc because I'll deck myself before I win if I do. This tends not to be too much of a problem because the archetype can close out a game so quickly. 




It is of course the homemade cube where this has become an issue I have really felt. With cards pretty even on the power level and games super tight, plenty of midrange games, let alone the control ones, have been getting decided by deck size. I have had to forcibly increase the threat and tempo of cards and toss in a bit more randomness to get games ending in good order for the health of that format. Having a player at a huge advantage because they played less card draw or had a reshuffle mechanic felt a bit of an anticlimax. Boarding in your playables just to bulk out is also something I really want to avoid being anything other than an extremely fringe tactic. I was pretty well on my way to achieving those ends but fully solved the issue by introducing combo archetypes to the mix. For real magic I don't think there is too much to worry about. There would need to be a huge swing from tempo towards value that I just can't see happening before deck size in cube, powered, combo, or otherwise, becomes problematic. If you do happen to find yourself in a rare control on control cube mirror and you do have some bulk playables in your sideboard, going up in deck size a tad is probably no bad thing. It is likely that slower self mill strategies will self limit in cube, or already have, and that will be about the extent of this aspect of the game. I do find it fascinating none the less that there is this whole resource hidden in plain sight we rarely ever consider as such (reasonable as it may be given its general relevance), however with a couple of small tweaks to the meta it can fully rear up and be a prominent and visible bottleneck effecting deck and card design alike! One can start to draw parallels between cards like Yawgmoth's Bargain and Necropotence that turn life into card advantage and Thoughtscour and Stitcher's Supplier which turn library into useable mulch, be that of escape, delve, or other flavour. I think it is good to understand library size as a resource, even if we wish to minimize it most of the time. I love how we have a game resource we set ourselves outside of the game and that comes with its own unique cost of consistency. A fully self balancing and uniquely unintuitive mechanic. We work in game to draw cards and develop mana. We are set at 20 life and work to protect some of ours while depleting all of theirs and we must do all this within the timeframe we have given ourselves based on our deck size and contents! You want better contents or more time? Mostly we don't need the latter, but it is well remembered in these terms none the less. 


Thursday, 21 May 2026

Hogaak in Cube in 2026

 

All my current favourite cube decks are somewhat graveyard focused. I am loving Izzet and blue decks that fill up the bin with instants and sorcery cards, Rakdos ones simply profiting from the act of discard itself, and the Golgari leaning builds which tend to be more about creatures in the bin. While the Golgari builds have not gained many new payoffs since Hogaak, they have gained a lot in the support camp, and it turns out that is where they needed it most. Hogaak is comfortably the best of graveyard payoffs already, you don't need too much more. You even find him with relative consistency thanks to all the self mill. What has pushed this kind of deck are the Malevolent Rumbles, Overlords of Balemurk, and Town Greeters, all giving consistent and powerful means to fill up the bin. There are good cards I no longer run in the cube because there is sufficient and higher power redundancy. 




We have also had a wealth of useful one drops arrive that work nicely with the archetype. Classic ramp dorks and discard spells have historically been the one drops of choice for black and green, and while you can run some of these things in a self mill deck and have them be fine, they offer less to you than they would more traditional builds and suffer diminishing returns a lot quicker. It is cards like Stalactite Stalker, Nethergoyf, Boneshards, that are rounding out the edges of the deck while retaining a really high power level. You get to replace your 2nd and 3rd discard spell and ramp dork with meaningful threats and removal and it is delightful.

Unlike most cube archetypes, Hogaak is one that really all hinges on the namesake. Without the guy you might as well do something else, it simply isn't worth the setup cards. Once you have the big fella it is off to the races and you can build in a wide array of directions. You pack some self mill, some good cheap cards ideally including a smattering of interaction and most of the stuff that does something from the graveyard and off we go. It is comic how consistent a singleton deck can be. If you open with Supplier and a Satyr Wayfinder you will mill 7 cards in addition to the minimum 8 you will have seen through normal draws. Toss in a sec land and we are looking at 40% of the deck seen, meaning a shockingly frequent instance of turn two Hogaak. It seems like it should be one of those out there silly god draws but comically the least likely part is having the Supplier! With such a wealth of good two drop mill you can be pretty sure of consistently firing those off on cue. And then we can consider that a turn two Hogaak isn't even the ceiling, it is doing that with a Vengevine accomplice or more that really seems unfair! 




As most of the viable self mill effects in Golgari as two mana we need to be very effective with our one slot. Lots of premium cards and ideally a bunch of things you would often find in the two slow. One mana removal and interaction is premium, as are the few (single) good mill tools. Beyond navigating this little bottleneck the archetype has a huge array of options. You can go super aggro, you can go more control, and of course there is midrange bridging the gap. you can go all in on the graveyard and mill synergies or you can touch upon them and pad out the deck with good high powered cards. One of the most effective things I have found to be doing with the list recently is dipping a toe into an aristocrats/Blood Artist theme. There is significant overlap in the support and it provides a dangerous alternate means of attack.




One of the main vulnerabilities of the archetype is that you lean so heavily on your namesake Hogaak. Winning is easy when you have access to him. Without and it gets a lot harder. This is where a Blood Artist can suddently go a really long way. You have tools to get things back out of the bin and so assembling a little engine when required is a lot easier than you might think. Because you naturally have so much self mill and recursion your deck becomes very consistent. That means a couple of Blood Artist effects and a couple of sac outlets and you can consistently just be doing that if you need to. A huge advantage to having cards like Woe Strider and Carrion Feeder in your list regardless of any Blood Artists is that you can use them to dodge the wrong kind of removal. Putting a Vengevine or a Hogaak in the bin does relatively little. Exiling them is brutal. One of many useful overlaps.




Ebondeath Dracolich keeps making the cut in my lists lately too. This is not because the card is very good, it is pretty mid. It is because it is about as good a backup win condition you can find in a single card. Easy to find and get back, cheap enough to be easily cast most games, and big and evasive enough to actually threaten to end a game. Short of anything else I'll even lean on cards like Hexdrinker to offer additional lines of threat. Certainly I have a preference for the various scaling and mana sinking one drops that be actual late game threats to any of the pricier options beynd Ebondeath. Below is an example list of the archetype that is pretty close to optimal, all be it a touch light on interaction. Being so brutally fast and powerful you can afford to go leaner than most;



25 Spells


Stitcher's Supplier

Deathrite Shaman

Boneshards

Nethergoyf


Carrion Feeder

Gravecrawler

Moonshadow


Elves of Deepshadow

Stalactite Stalker

Thoughtsieze

Pick Your Poison


Overlord of the Balemurk

Malevolent Rumble 

Town Greeter

Satyr Wayfinder


Blood Artist

Dogged Detective

Bloodghast

Smuggler's Copter


Woe Strider


Yawgmoth, Thran Physician

Vengevine

Ebondeath, Dracolich

Fell the Profane


Hogaak, Arisen Necropolis



15 Lands






Dogged Detective is an unsung hero of this list being one of few cards that work both ends of the synergy. A little bit of selective mill when you make him greases the wheels nicely. He comes back quick and often in cube where everybody loves to draw cards and simply does a fine job of cheaply adding consistency and gas to the list. An oddly good defensive tool as well being able to somewhat profitably block where a lot of your deck cannot. 





There are a couple of general considerations you want to take into account when building this archetype and those are keeping a high creature count and having good mana. You are a quick deck that loses a lot of potential advantage if it is being held back by the wrong coloured lands or ones that come in tapped. Good lands over most other picks. Sac lands are also better than usual for all those delve and escape goodies, a few specific cards like Deathrite Shaman (and the comically good Deeproot Wayfinder!), and simply thinning your list so as to have a higher dork density. We are looking to have high dork density so that things like Vengevine are easier to trigger, so we have two dorks in play to convoke a Hogaak at the drop of a hat, to ensure we do not wiff on things like Overlord of the Balemurk triggers etc. etc.





Good mana is so important it is the main consideration for a splash. Red and blue both offer absolutely fantastic tools to this list. Some powerful payoffs to bolster Hogaak as well as some premium one mana enablers and interaction. All well and good but if you cannot cast these things as and when you want they are hurting a lot more than helping. I am talking multiple untapped dual lands for all three colour pairings, including at least one untapped fetchable for each pair and at least two sac lands. That is the minimum I would be happy running a third colour with. Once you can fulfil that entry requirement you can look out for these premium reasons to step outside of Golgari;



The Red Splash



Faithless Looting

Dragons Rage Channeler (Fear of Missing Out)

Detective's Phoenix



The Blue Splash


Careful Study

Hedron Crab

Uro, Titan of Nature's Wrath

Psychic Frog



There are of course plenty of other good and fine cards you can pad out your list with, a spot of burn to bolster your one mana interactive counts is fine. A lovely little Thoughtscour is almost imposible to argue against etc. but it is really about the top tier one mana graveyard enablers and the best payoff cards. Even with perfect mana you will hurt the list a bit if you start to go three colour even split. Red and blue creatures convoke out a Hogaak a lot less effectively! Red and blue also typically do a lot more of their work through spells and not creatures, or they want you to have delirium, and this can weaken the core creature count synergies. I have found that Detective's Phoenix is really naughty, in most lists, but especially this one. I think this is one card you can afford to splash even if it is with poorer mana. The Phoenix is useful late so isn't crippling if you can't use early. The rest ideally want to be deployable on turn one and lose too much of their value if you cannot do so consistently.


Absolutely a tier one deck. It comes out fast and consistently and hits like a train. It is just one of those decks where their viability depends on a few key cards. 


Below is a list of the various good cards I am more than happy to play in the archetype performing their various roles. Plenty of generically god cards here.






Bitter Triumph

Tear Asunder 

Lethal Scheme

Bastion of Remembrance

Skyclave Shade

Deeproot Wayfinder

Emperor of Bones

Grist, the Hungertide

Liliana of the Veil

Lilian, the Last Hope

Skullclamp

Fatal Push 

Cling to Dust

Concealed Curtain

Hexdrinker

Orcish Bowmasters

Springheart Nantuko








Lastly here is a list of less commonly seen cube curds that do quite well suit the archetype, or commonly seen cube cards that are unexpectedly effective in this kind of a deck. Also some cute Golgari one drop support tools given that that is the main bottleneck, all be it very low power one drops that are pretty unplayable outside of this deck. 





Winding Way

Grapple With the Past

Witherbloom Command

Cache Grab

Mulch

Dredger's Insight

Patchwork Beastie

Crop Sigil

Molt Tender

Cenote Scout

Faerie Dreamthief

Seed of Hope

Tenacious Underdog

Gorex, the Tombshell

Death Tyrant

Huskburster Swarm

Moulderhulk 

Stubborn Barrowfiend

Wight of the Reliquary

Barrowgoyf

Ichorid

Scrapheap Scrounger



Monday, 11 May 2026

Card Spotlight: Spawning Pit

 


If you support Blood Artist/Aristocrat synergies in your cube and Spawning Pit isn't on your radar, then it very much should be. Allow me to try and persuade you of that. The more I play with and against this tool the more it seems to be one of the clear premium sac outlets available alongside Carrion Feeder and Goblin Bombardment, despite never having had a breakout performance in any constructed setting. Spawning Pit is free and convenient to sac, cheap to deploy and good returns all being key factors in why it is good. Colourless is a nice perk allowing you to play it anywhere although in practice I am not often playing this outside of a black deck. As such this marks it a little above Bombardment for playability but not Feeder. On the flip side, it is a non creature card making it more resilient to removal, and is thus more consistently able to perform its role for you. Better than Feeder but not Bombardment on that metric. Note that while it is sharing floors, it is exceeding ceilings in these comparisons. Always a strong start.




Another noteworthy thing to consider when comparing Carrion Feeder and Goblin Bombardment is that they scale in power in an inverse way. Feeder is best early when it can be a growing threat and it is mostly just a sac outlet late. Goblin Bombardment on the other hand, is a phenomenal finisher late and a bit low tempo and low impact early on. Both do at least retain use throughout the game hence why they are such premium cards in a strong archetype. Spawning Pit on the other hand retains a much flatter performance line over the course of a game with a greater area underneath it (better average power level). As with Carrion Feeder, sacrifices translate into stats on the board which is pressure and tempo. This means earlier sacrifices hurt your board position a lot less. Yes, with Bombardment you will typically take out their board and so it might seem like a more equal trade but this type of deck wants to develop a board rather than trade off for one. Stagnant or growing are the states to be in.





Now, stats are great. They win combats and apply damage to face. The more you have the more you are typically winning. I said Spawning Pit and Carrion Feeder are both better earlier sac outlets as they do a better job of conserving stats but this is barely scratching the surface. Pit is so vastly superior to Feeder in this aspect that I remain surprised that the Pit has not broken out into common knowledge sooner. Firstly, the stats afforded you from Pit can block. This is pretty significant. Doubly so for a deck looking to clog up the board. Next, the stats from Pit are in convenient discrete 2/2 chunks. Going wide is generally better than going tall and it absolutely is when you are wanting to trigger things like Blood Artist. You cannot lose all your stats to a single spot removal spell when you are going wide either. They are easier to get damage through with. The only real advantage of going tall on one dork is being able to win combat. Not even close to outweighing the many things on the other side of the scale. 





There is also the ability that Pit has to deploy bodies to the board at instant speed. It allows you to recover very quickly in the face of mass removal and generally be annoying when it comes to playing around your opponents sorcery speed actions. It feels a bit like a Currency Converter when it is chucking out 2/2s at the end of turn. The real hidden power of the Spawning Pit is however something I have saved until last. It is not at all impossible that until now you have considered the Feeder and the Pit equivalent in terms of return for a sac; that being a total of +1/+1. The pit however is self fuelling. Every dork it makes it can then sacrifice again and reuse to make another dork. So your sac is worth +1.5/+1.5 each. But hang on, that second dork you make from sacrificing the first, that can also be reused and so we are now looking at +1.75/+1.75 stats yield from a single initial set of sacrifices. You can in theory carry this series on indefinitely but in practice you are only getting more than a couple of generations deep with some of your sacrifices. An assumed average of close to +1.5/+1.5 is probably pretty reasonable. Even so, it is lots of bodies and lots of stats. Lots more than you think. And this is exactly what you want.

Envisage a board where you have two Blood Artist effects and three other creatures. Lay a Pit into that with three or more mana spare and you can deal over 10 damage before you even need to touch either of the Blood Artists, you even find yourself with a counter left on the Pit so assuming they can trigger themselves and you have a mana more the damage can continue on to potentially 14. That will stun opponents when it happens. They will want to recount the damage because it doesn't seem plausible or correct!

I did earlier mention that I wouldn't likely be playing the Pit outside of a Blood Artist style deck however the more I thought on this the more I would be happy playing this card in any creature heavy deck that found itself facing a relatively wide selection of problems to which it could help. I might have a white weenie deck that really struggled to have a good way to play around mass removal. I might proactively play it in a white weenie deck if I had enough cards that buff and are triggered by the making of creature tokens. I may well find myself playing the card as a means to prevent Jitte counters. I might even play it in a deck vulnerable to exile based removal that really wants to ensure your dorks can only die as far as the graveyard, be that for on death triggers or as a place to return them to action from. It didn't take me long at all to think of an impressive chunk of reasons that I might want to play this powerful and versatile card. I hope I have persuaded you that you should give it a whirl yourself.