It has been over a year since I did any updates on the Homemade Cube. Some of this is because such articles are not my most popular. Much of it however is because things have been quite chaotic and subject to change at any moment with it. I have certainly been avidly still at work on the Homemade Cube project. So what have I been doing with it over the last year and a bit? And do we think the title gives anything away?
Obviously my brain sees the finish line of a project in sight and is like "no, we need more hurdles". And quite what a hurdle designing cards for combo is proving to be. Not really a surprise given everything. Typically combo elements do not improve a cube in my experience, not at least from a technical point of view. You get more parasitic cards, more un-interactive games, less consistency, all the things I criticise in real Magic. Combo is different and fun and somewhat baked in if you are running a powered cube. I think it is a great part of Magic, I just typically want smaller portions of it spread about my cube experience. Combo exacerbates the issues that are fundamental to magic and so unless I specifically want to be playing combo I tend to prefer formats where it isn't really an option, or are at least decidedly tier two. This is why my bread and butter of cube for the past decade and a half had been unpowered cube without combo.
Knowing this, and that combo is going to be a lot more awkward of a design prospect I didn't look to include any combo in the Homemade Cube. I put the odd generic support card in the original set of 720 cards in the very first print run, tutors and the like, mostly as a nod to those things being a core part of Magic. I figured they might be useful if a random combo deck did emerge unplanned and was also accidentally quite fun. Such things didn't materialize and most, if not all, of the nod to combo support cards, even the fairly well pushed tutor effects, got cut.
Jump forwards a couple of years to spring of 2025. The homemade cube has been improving steadily but it is still long and dry compared to my conventional cube, and while I have been making improvements on that front it is slow progress. It is still very much the chess of Magic. This is fine for every now and again but I am trying to make something I want to play as much or more than real Magic. It seemed wise to start experimenting with combo, what with the usual negatives of having combo in a cube format likely being a push in the right direction for once! I like combo and so this had win win potential. Being able to have a cube with a combo option while being an improvement rather than an impediment was an exciting prospect, but a daunting one. The homemade cube had somewhat devolved into everything being somewhat of a midrange affair, and combo is the antidote to midrange dominance. It seemed like the path was clearly set out ahead of me.
As such I tentatively starting messing around with designs. Scratching that itch to try my hand at more design. Combo felt like an organic accident in real Magic and making intentional two card combos that broke the rules felt a bit risky and against the grain. With that in mind I tried to build iterations of the various engine combo archetypes. Storm and Reanimate first (in the 4th or 5th printrun, but they then just sat in a box for a long time untouched), a dice factory/KCI artifact style thing (in the 6th printrun), which was when I added those combo cards and the pre existing support cards for them back into the cube. While they were in I had sufficiently under supplied and underpowered the cards that the intended decks were not showing up. Then in the 7th printrun I added a bunch more support for those initial combo plans and a sort of lands matters combo affair with a mish mash of angles and ideas. In the 7th print run I also tried to focus on making some exotic combo leaning cards that could be built around in fun ways or do fun things rather than other actual or intentional combos. I was trying to seed the ground for more two and three card combos to emerge rather than the more planned out engine decks. A few have emerged but they are all embedded ones within broader engine decks.
Unsurprisingly it is taking a long time to get the balance right. Simply put I had not managed to get over the critical mass of support tools prior to the 7th print run and so combo decks were not really draftable or openable in sealed. The 7th print run solved this and was a good time. It gave a lot of useful information quickly and sparked one of my most creative periods since the start of the whole thing three and a half years ago. That became the 8th printrun which had loads of everything in it and we are still in the early stages of testing for that. I expect to be able to chisel out a good format from the present oversized mess of cards eventually! I am starting to get the shape of what some of the archetypes will look like but am yet to really have any notion of balance. Combo being so easy to move the needle on with card additions and teaks will just dominate suddenly where before it was unplayable with a couple of cards less. It is going to be a long and bumpy ride getting it right. And even if I do, there is no assurance that it will be an improvement. It was good at being a "chess" cube, it just turned out that isn't what I wanted. Perhaps some do. Improvement is a pretty subjective term. Especially as I have changed my objectives within the course of the project. I started out wanting a balanced and fair format but when I got that I realized I wanted a fun one. To that end the move towards a combo cube has and is making it a better cube for what I want, even if that isn't the case in relation to the original goals.
Despite all my anticipated difficulties I am pleased to say that the events we have done so far with all the latest iteration of the combo cube in the 7th and 8th printruns have gone rather well. Certainly plenty of room to improve still but kicking off from a much higher place than I dared hope. Most shockingly there have been multiple storm games that are interactive back and forth affairs. Fun for both players...! Decks have become more interesting and varied, as have the games. The combo stuff is still the minority with your classic aggro, control, and still even midrange lists getting more play. I would love to be able to make a format where all four main archetypes could co-exist in relatively equal proportion but one step at a time. Nothing too clear has emerged. A reanimate strategy using white blink cards bubbled to the top of the meta at one point but it quickly fell back in line with a slight trimming of its tools. The best bits have been the random decks doing wild things but not specifically combo things. Just half decks with some cool ideas winging it. You couldn't call them combo but you couldn't call them anything else either. By adding in cards that have big enticing effects but no purpose or specific support I have managed to get a little bit of that organic development of ideas. I have dumped a fair chunk of Time Twister / Wheel of Fortune effects into the mix - people do love drawing cards after all. These kinds of cards have managed to bleed across the archetypes and see a good dose of play all over the shop. The same is somewhat true of the Tutor effects new and old.
All the cards shown here are first printrun nods to the notion of combo I made over three years ago, many of which are only now becoming useful. Those poor early support cards which had nothing that they were actually supporting! I shall eventually this with more articles containing the various cards I have designed and printed to support combo in the more recent print runs. I have held of doing so thus far due to the chaos. I don't think I will be able to comment to usefully on the various cards and changes until I have a much healthier dose of hindsight and playtesting under the belt. Testing is taking a lot longer for a couple of reasons. Prior to the combo is was pretty easy to know what you were looking for and as such it was easy to appraise cards within those defined aggro, midrange, and control roles. The combo stuff is much more hidden and unknown, you simply have to tweak the conditions and see if something emerges. I feel like I am sat on the tuning knob of a radio slowly moving it and listening to try and find clear signals. Hunting blind. Further to that I now have a pretty hefty pool of homemade cube cards I am happy running. It turns out the best way to go about the project (or so I found at least), is to print an oversupply of all the various elements you are looking for and then chisel away the excess. Like sculpting, and interestingly, the exact opposite way I advocate for deck building. When building a format you need enough material to see the form in. If you don't have enough supply for a thing then that thing will never happen and so you can't work on it and give it good definition. I have at least 1800 unique cards now, and of those I am happy with the design of at least 1500. I am running a large 680ish card cube and doing a lot of rotating things in and out of roles. This helps maximizes the chances of getting to see stuff emerge but it is a whole lot slower than early testing was for the project. I am hoping to provide a list of the new cards and the various changes to older ones since this transition to a combo cube started, along with an update to my preferred 540 to 720 starters but I do not anticipate this happening quickly, nor would I be surprised if there were multiple more printruns in the meantime!

































