Assault Strobe
Gitaxian Probe
Gut Shot
Mutagenic Growth
Lava Dart
Lightning Bolt
Reckless Charge
Faithless Looting
Titan's Strength
Brainstorm
Opt
Ponder
Preordain
Artful Dodge
Delver of Secrets
Goblin Guide
Vapour Snag
Kiln Fiend
Fire / Ice
Apostle's Blessing
Boros Charm
Nivix Cyclops
Guttersnipe
Force of Will
15 :Lands
Smouldering Spires
Plateau
Volcanic Island
Sacred Foundry
Steam Vents
Scalding Tarn
Arid Mesa
Cascade Bluffs
Shivan Reef
Sulphur Falls
Temple of Triumph
Temple of Epiphany
3 Mountains
Travis Woo went for a grixis list which makes sense in modern where you have a bit more redundancy in things. Tainted Strike is a better "doublestrike" card than Boros Charm in many ways should your kill always come from the combo. To work best with what the cube offers my mate's list is a lot burn heavier than Woo's modern list and as such getting half the job done with the combo is fine as you can finish them off with burn. This is not the case if you combo with poison. Being able to protect your few threats is more important in the cube version and so the indestructible portion of the Boros Charm is very significant. I should note that he had no Azorius dual lands when building this which might have changed his mana base somewhat although it is hard if you want to reliably play the free portions of Fireblast and Lava Dart.
I soon learned that you could not fool around with this deck and you had to play it more than just safe. Leaving them a Nivix Cyclops or Kiln Fiend in play usually meant you were going to die in their turn regardless of your board. This high restriction on how you could afford to play while being safe gave the deck a lot of wiggle room and time in which to assemble a safe combo and kill you with it. The random ongoing damage effects coupled with the threat of burn also forced you into playing it a little less safe against the combo side of the deck and resulted in losses as well. While I don't intuitively like Goblin Guide, Delver of Secrets or even the Guttersnipe (as he is so poo with the doublestrike effects) in this list they may well be the best way to go about winning with it. My preference for decks is trying to do the one this it is doing to the best of its ability and so with that in mind here is the list I then built to test the idea out with.
26 Spells
Serum Visions
Ponder
Preordain
Gitaxian Probe
Brainstorm
Opt
Vapour Snag
Artful Dodge
Shadow Rift
Titan's Strength
Faithless Looting
Lava Dart
Gut Shot
Assualt Strobe
Mutagenic Growth
Boros Charm
Fire / Ice
Kiln Fiend
Apsotle's Blessing
Double Cleave
Spellskite
Wee Dragonaughts
Spellheart Chimera
Fireblast
14 Lands
Plateau
Volcanic Island
Sacred Foundry
Steam Vents
Scalding Tarn
Arid Mesa
Flooded Strand
Tundra
Cascade Bluffs
Shivan Reef
Sulphur Falls
3 Mountains
I cut all the dorks that don't have synergy with instants and sorceries as well as all of those that are not abusive with double strike. I wanted to be more pure combo and less red deck wins. This meant I would be less vulnerable to spot removal, discard and other targeted disruption on my key dorks but also that I would have a lower power level of cards. Cutting Goblin Guide and Delver of Secrets for Spellheart Chimera and Wee Dragonauts is a painful thing to do. The burn portion of the deck is also a bit less exciting as the combo is more potent and reliable, you either go off and win or you fail with this list, while my mates was more resilient but not as extreme at going off. This list was easily able to set up hits for over thirty assuming it wasn't too heavily disrupted.
The Wee Dragonaughts are perfectly fine, the evasion is helpful and the deck has enough gas to power out a kill with them even with the weaker proc. Even with loads of protection three threats simply isn't enough. I did not want to go with Gelectrode, Young Pyromancer or Guttersnipe because of their only partial synergy, made worse by my extra redundancy in double strike and unblockable effects. I also felt Blistercoil Weird was going to be too underpowered and so I settled on Spellheart Chimera. He is very easy to have be fairly huge and in combination with the small amount of pump and the double strike cards it should be similarly easy to kill with them as the Dragonauts. Indeed with all the evasion and cantrip there is a good chance that the Nivix Cyclops is the hardest threat to win with.
Mutagenic Growth and Fire / Ice were in both our lists but were mostly filler, they work well with the deck and offer more than one role but are fairly cuttable should more direct cards become available. Gut Shot and Lava Dart were more in line with the combo and direct as required with also a little bit of versatility themselves however they are incredibly low powered and are also higher on the cutting list than most. Titan's Strength and Reckless Charge however were golden, not only do they power up the combo, they scale extra well with the double strike effects and each have their own extra bonus. Scry is always good in combo and Titan's Strength can be used in the upkeep of the turn you go off to dig for more of what you need. It also does a little bit of toughness so can protect threats as well as power them up. Reckless Charge adds a whole new dimesion to the deck in that you can easily kill on turn four from a position of having only lands in play and thus makes the deck that much more difficult to safely play around.
Although I think my list gives a better demonstration of the combo and is a more pure design I am fairly sure it is just worse than my mates attempt. I think the best version of the deck is most alike to my mates deck but with 14 lands and the inclusion of Dragonaughts and Shadow Rift. As with most cube combo decks, this list will crush you if you don't have a way to disrupt or interact, just making some blockers is not going to get it done. You need to take out their ability to cast many spells, kill their guys consistently and ideally at instant speed, destroy their hand or counter every threat to be able to win and a lot of decks can't do those things well enough. The latter is the most likely against this archetype however the threats are cheap so you can play the long game and force through something just by casting so much. Force of Will was also nice in that regard but I think I would prefer to run black discard or white Abeyance style things to combat countermagic than my own countermagic. All in all a great fun and different deck that has a lot of ways to build and a fairly different set of strengths and weaknesses to the meta.
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