According to Webster – Cube Draft #24

Pack 1, pick 1:

[draft]Stoneforge Mystic
Legacy’s Allure
Spinning Darkness
Red Elemental Blast
Beast Within
Lavaclaw Reaches
Ajani Vengeant
Fyndhorn Elves
Loam Lion
Glen Elendra Archmage
Seething Song[/draft]

[card]Stoneforge Mystic[/card] is good if you can get equipment also, but that doesn’t happen very often, and you’re left with a bad creature. The better cards include [card]Ajani Vengeant[/card], [card]Fyndhorn Elves[/card], and [card]Glen Elendra Archmage[/card]. Green-based ramp decks are quite good, and that increases the value of [card]Fyndhorn Elves[/card]. However, I’d prefer to pick one of the other cards because each is singularly more powerful, and it’s better to start by taking good cards rather than forcing a specific archetype. Most cards are good, so you won’t get punished as much if you end up not playing your first few picks. The Archmage is a better choice because it’s one color and more likely to change the way your opponent plays. They’ll be forced to waste time trying to “bait” you to use the Archmage. Ajani also forces the opponent to alter their game plan, but it’s easier to deal with.

My pick: [card]Glen Elendra Archmage[/card]

Pack 1, pick 2:

[draft]Wrath of God
Voidmage Prodigy
Wheel of Fortune
Krosan Grip
Faerie Conclave
Strangleroot Geist
Glacial Fortress
Hinterland Harbor
Thieving Magpie
Smash to Smithereens[/draft]

[card]Cataclysm[/card] is the most powerful card. [card]Thieving Magpie[/card], [card]Bayou[/card], and [card]Hinterland Harbor[/card] are okay. [card]Cataclysm[/card] is at its best in a white-based aggro deck, or simply one with white that wants to attack. It’s important to remember that planeswalkers won’t survive Cataclysm. I don’t like white because it’s somewhat underpowered, so we’ll pass on Cataclysm in favor of the Magpie.

My pick: [card]Thieving Magpie[/card]

Pack 1, pick 3:

[draft]Nearheath Pilgrim
Goblin Guide
Eternal Witness
Sunpetal Grove
Gilded Lotus
Baleful Strix
Avalanche Riders
Solemn Simulacrum
Gore-House Chainwalker

[card]Goblin Guide[/card] is one of the best red creatures while [card]Gore-House Chainwalker[/card] and [card]Avalanche Riders[/card] are average. [card]Daze[/card] can be quite disrupting because it’s a free spell and difficult to play around the first time it’s encountered. There’s nothing exciting in this pick except [card]Goblin Guide[/card], and there hasn’t been anything in the last two picks that would make red a good choice during the wheel. It’s unclear where we’re heading, so it’s fine to take [card]Solemn Simulacrum[/card]. It’s not amazing in any deck, but it lets you splash more easily while providing a bit of incremental card advantage.

My pick: [card]Solemn Simulacrum[/card]

Pack 1, pick 4:

[draft]Mana Tithe
Kokusho, the Evening Star
Kargan Dragonlord
Avacyn’s Pilgrim
Murmuring Bosk
Palladium Myr
Blade Splicer
Maze of Ith

[card]Blade Splicer[/card], [card]Avacyn’s Pilgrim[/card], [card]Cultivate[/card], and [card]Palladium Myr[/card] are okay. [card]Blade Splicer[/card] doesn’t do much and is only worth considering if we are already in white. Green seems like it may be the most open, and if that were a certainty, then one of the green cards would be good. [card]Palladium Myr[/card] plays a similar role to the green cards and doesn’t commit to the color, so taking it makes sense for now until we’re sure that green is open.

My pick: [card]Palladium Myr[/card]

Pack 1, pick 5:

[draft]Ranger of Eos
Tradewind Rider
Arbor Elf
Wooded Foothills
Mystic Snake
Battlefield Forge[/draft]

Green seems safe to go into. [card]Tradewind Rider[/card] and [card]Wooded Foothills[/card] are also options. Having as many fetchlands as possible to get Breeding Pool and Tropical Island is important because the deck is usually green-based but needs to be able to play double-blue spells. Waiting for one of the duals before taking fetchlands is a better idea because there aren’t many lands that make them live. [card]Tradewind Rider[/card] is a good pick because it creates flexible lines of play, which also makes it difficult for the opponent to have great options.

My pick: [card]Tradewind Rider[/card]

Pack 1, pick 6:

[draft]Ravenous Rats
Rift Bolt
Vedalken Shackles
Treetop Village
Angel of Serenity
Overgrown Tomb
Kitchen Finks[/draft]

[card]Harmonize[/card] may draw a few cards, but it doesn’t provide the same level of card advantage that [card]Vedalken Shackles[/card] does.

My pick: [card]Vedalken Shackles[/card]

Pack 1, pick 7:

[draft]Weathered Wayfarer
Priest of Urabrask
Stunted Growth
Simic Growth Chamber
Mirari’s Wake
Aurelia’s Fury
Ash Zealot
Green Sun’s Zenith[/draft]

White has been represented in most picks, but the options haven’t been impressive. [card]Stunted Growth[/card], [card]Green Sun’s Zenith[/card], and [card]Mirari’s Wake[/card] are fairly mediocre because they’re clunky. [card]Simic Growth Chamber[/card] is a better choice because it’s completely on-color.

My pick: [card]Simic Growth Chamber[/card]

Pack 1, pick 8:

Tooth and Nail
Urborg, Tomb of Yawgmoth
Golgari Rot Farm
Serendib Efreet
Falkenrath Aristocrat
Zealous Conscripts[/draft]

[card]Serendib Efreet[/card] is better in a beatdown deck and doesn’t function well on defense. [card]Palinchron[/card] is fairly mediocre also because it’s expensive and doesn’t impact the board well enough for its cost. [card]Tooth and Nail[/card] is a different story. It does cost a lot of mana, but it’s normally a game-ending spell.

My pick: [card]Tooth and Nail[/card]

Pack 1, pick 9:

[draft]Spinning Darkness
Red Elemental Blast
Beast Within
Lavaclaw Reaches
Loam Lion
Seething Song[/draft]

Running a lot of removal in a green deck ends up slowing it down too much because it becomes reactive, and that’s not the role you want to play. Going over the top is the plan, and [card]Terror[/card] isn’t going to help do that. However, it’s still fine to run a few pieces of disruption, and [card]Beast Within[/card] is one of the better green options because it deals with everything. Giving the opponent a 3/3 to bash you with doesn’t sound appealing, but it usually won’t matter much because of how most games play out. You just want to be able to deal with whatever their biggest threat is.

My pick: [card]Beast Within[/card]

Pack 1, pick 10:

Wheel of Fortune
Krosan Grip
Hinterland Harbor
Smash to Smithereens[/draft]

[card]Krosan Grip[/card] is a fine sideboard card, but there are many [card]Naturalize[/card] effects available, and they’re not worth taking over playable cards like [card]Hinterland Harbor[/card]. The Harbor is similar to [card]Simic Growth Chamber[/card] because it fixes both green and blue mana, but it’s not fetchable with lands, other search spells, and doesn’t work with [card]Vedalken Shackles[/card].

My pick: [card]Hinterland Harbor[/card]

Pack 1, pick 11:

Goblin Guide
Sunpetal Grove
Avalanche Riders
Gore-House Chainwalker[/draft]

My pick: [card]Sunpetal Grove[/card]

Pack 1, pick 12:

[draft]Kargan Dragonlord
Avacyn’s Pilgrim
Murmuring Bosk

[card]Taiga[/card] is good if we see [card]Scalding Tarn[/card], because that would turn the Tarn into a blue/green land, but it’s more important to take one-drop accelerators, even if they produce colorless mana.

My pick: [card]Avacyn’s Pilgrim[/card]

Pack 1, pick 13:

[draft]Arbor Elf

My pick: [card]Arbor Elf[/card]

Pack 1, pick 14:


My pick: [card]Exploration[/card]

Pack 1, pick 15:


The first pack was good. Blue dried up after the sixth-pick [card]Vedalken Shackles[/card], but green started flowing soon afterwards. We are on track with a solid number of playables and should be able to pick up many more in the next two packs given how open green was. We also have the option of easily splashing white with [card]Avacyn’s Pilgrim[/card], [card]Solemn Simulacrum[/card], and [card]Sunpetal Grove[/card] if we get passed anything amazing.

Pack 2, pick 1:

[draft]Decree of Justice
Forbidden Alchemy
Fertile Ground
Verdant Catacombs
Underground River
Snapcaster Mage
Augur of Bolas
Mox Diamond
Woolly Thoctar
Relic of Progenitus[/draft]

[card]Snapcaster Mage[/card] is normally good, but green has more permanents than anything else, and it’s difficult to get value with it. [card]Decree of Justice[/card] is an option as a splash, but that seems likely to wheel because of how the first pack flowed. [card]Fertile Ground[/card] is an option, and it can work overtime with the help of [card]Arbor Elf[/card]. Miscalculation is an option, but it leads in a more reactive direction, which isn’t what this archetype wants to do. There’s nothing else to consider, so [card]Fertile Ground[/card] is the pick.

My pick: [card]Fertile Ground[/card]

Pack 2, pick 2:

Jace, Architect of Thought
Knight of Infamy
Goblin Cadets
Heartbeat of Spring
Yavimaya Coast
Fiend Hunter
Ultimate Price
Adarkar Wastes
Woodfall Primus
Rakdos Cackler
Sensei’s Divining Top[/draft]

[card]Woodfall Primus[/card] and [card]Jace, Architect of Thought[/card] are the options. [card]Yavimaya Coast[/card] is mediocre and likely to wheel. It would be better if our lands didn’t damage us, or at least counted as Islands/Forests if they do. Primus and Jace are different types of cards, each one with its own set of benefits. The Primus is great at dealing with problematic permanents like planeswalkers and is resilient to creature removal, punishing the opponent again when it persists. It’s also large enough to not care about most other creatures, so the only real downside is its mana cost.

Jace helps more against small aggro because most of their creatures have 1/2 power, and its +1 ability buys a lot of additional time you wouldn’t normally have. Ramp decks also tend to be light on threats, and having the ability to [card]Fact or Fiction[/card] multiple times helps ensure you don’t run out of steam. [card]Tooth and Nail[/card] is a good reason to take the Primus, but Jace is will have an impact in more games simply because it’s half the cost.

My pick: [card]Jace, Architect of Thought[/card]

Pack 2, pick 3:

[draft]Academy Rector
Force of Will
Undead Gladiator
Frenzied Goblin
Lotus Cobra
Crucible of Worlds
Shadowmage Infiltrator
Civic Wayfinder
Kird Ape
Nezumi Graverobber
Tainted Pact
Crumbling Necropolis
Dragonskull Summit[/draft]

[card]Force of Will[/card], [card]Lotus Cobra[/card], and [card]Civic Wayfinder[/card] are options. I imagine Force won’t have many cards to support it, and so it will likely just be an expensive counterspell. Between [card]Civic Wayfinder[/card] and [card]Lotus Cobra[/card] the Snake has a higher potential because of extra land drops and fetchlands, but we don’t have many of those cards. [card]Civic Wayfinder[/card] is not broken, but it’s not required to survive for its utility to function, so it can defend planeswalkers without concern. It seems more likely to be in the situation of needing an extra land to play an expensive spell with [card]Lotus Cobra[/card] on the battlefield, and that is completely unacceptable.

My pick: [card]Civic Wayfinder[/card]

Pack 2, pick 4:

[draft]Trinket Mage
Graveborn Muse
Cunning Sparkmage
Rocky Tar Pit
Iona, Shield of Emeria
Bant Charm
Destructive Force
Spreading Seas
Everflowing Chalice
Aether Vial[/draft]

[card]Spreading Seas[/card] is a form of mana fixing if we’re looking for a second blue and want to flood a Forest, but that’s narrow. It can be used on offense to disrupt a non-blue opponent, but that’s also unlikely to be worth the cost. [card]Everflowing Chalice[/card] is the best option because it ramps at any point in the game, whether at two mana for +1 or six mana for +3. It’s a very versatile ramp spell and definitely worth taking. [card]Bant Charm[/card] and [card]Willbender[/card] are also options. [card]Willbender[/card] is somewhat narrow though, and there’s a chance [card]Bant Charm[/card] will wheel because of its mana cost.

My pick: [card]Everflowing Chalice[/card]

Pack 2, pick 5:

[draft]Ronom Unicorn
Hypnotic Specter
Searing Blaze
Izzet Boilerworks
Experiment One
Wild Nacatl
Glorious Anthem
Shardless Agent[/draft]

[card]Tinker[/card] for [card]Vedalken Shackles[/card] could be good, but we don’t have a sufficient number of artifacts to sacrifice. [card]Shardless Agent[/card] is a better option, functioning as a ramp spell, although it will be bad to hit the [card]Everflowing Chalice[/card].

My pick: [card]Shardless Agent[/card]

Pack 2, pick 6:

Fathom Seer
Ink-Eyes, Servant of Oni
Halimar Depths
Flame Javelin
Visara the Dreadful
Thawing Glaciers
Moment’s Peace[/draft]

[card]Terastodon[/card] thankfully overlaps with [card]Woodfall Primus[/card] which was another reason why Jace was a better pick earlier on, and this time there’s nothing competing with the large, green creature. [card]Terastodon[/card] is quite flexible because it can create an army for you or just deal with whatever troublesome permanents the opponent has.

My pick: [card]Terastodon[/card]

Pack 2, pick 7:

[draft]Wall of Omens
Korlash, Heir to Blackblade
Hero of Oxid Ridge
All Suns’ Dawn
Empty the Warrens
Seal of Cleansing
Volcanic Fallout
Elixir of Immortality
Tendrils of Corruption[/draft]

[card]Wall of Omens[/card] and [card]Seal of Cleansing[/card] are splash options, but not great. Still, they’re better than [card]All Suns’ Dawn[/card] because there is rarely a good number of targets to return. [card]Wall of Omens[/card] is weaker when splashed because it’s difficult to summon early, which is when you want it against aggro.

My pick: [card]Seal of Cleansing[/card]

Pack 2, pick 8:

[draft]Serum Visions
Living Death
Volrath’s Stronghold
Frantic Search
Karplusan Forest
Tangle Wire
Chrome Mox[/draft]

[card]Chrome Mox[/card] and [card]Tangle Wire[/card] are fairly mediocre here. The utility that [card]Tangle Wire[/card] provides is utilized the best when your deck is attacking and has a low curve, so that you can still play spells while under its soft lock. The advantage the [card]Chrome Mox[/card] provides is taken away by its imprint requirement, and that’s usually not worth the tradeoff. [card]Serum Visions[/card] isn’t great, but it helps smooth draws and dig to a crucial action spell.

My pick: [card]Serum Visions[/card]

Pack 2, pick 9:

[draft]Decree of Justice
Forbidden Alchemy
Underground River
Relic of Progenitus[/draft]

[card]Decree of Justice[/card] isn’t amazing, but it could be a reasonable way to change the game dynamic against a control deck.

My pick: [card]Decree of Justice[/card]

Pack 2, pick 10:

Knight of Infamy
Goblin Cadets
Ultimate Price
Adarkar Wastes

[card]Adarkar Wastes[/card] is an option if we splash white, but likely an unnecessary one unless we plan on playing double-white spells.

My pick: [card]Adarkar Wastes[/card]

Pack 2, pick 11:

[draft]Undead Gladiator
Crucible of Worlds
Shadowmage Infiltrator
Nezumi Graverobber
Tainted Pact[/draft]

My pick: [card]Crucible of Worlds[/card]

Pack 2, pick 12:

[draft]Trinket Mage
Graveborn Muse
Bant Charm
Destructive Force[/draft]

I meant to take [card]Bant Charm[/card] but timed out and was rewarded with a [card]Trinket Mage[/card]. Even though we have [card]Everflowing Chalice[/card], there isn’t anything else to justify including [card]Trinket Mage[/card], which makes him a mulligan whenever we draw the Chalice first.

My pick: [card]Trinket Mage[/card]

Pack 2, pick 13:

[draft]Hypnotic Specter
Wild Nacatl
Glorious Anthem[/draft]

[card]Glorious Anthem[/card] and [card]Decree of Justice[/card] is a combo, but it’s more likely that we’ll be torn apart by a [card]Hypnotic Specter[/card] than sideboard in the 1WW enchantment.

My pick: [card]Hypnotic Specter[/card]

Pack 2, pick 14:

[draft]Fathom Seer
Moment’s Peace[/draft]

[card]Moment’s Peace[/card] is a reasonable sideboard card whereas [card]Fathom Seer[/card] is a slow way to draw a few cards.

My pick: [card]Moment’s Peace[/card]

Pack 2, pick 15:

[draft]Korlash, Heir to Blackblade[/draft]

The second pack was much worse than the first. Not only did we get fewer cards in pack two, they were less powerful. We are still fine and should be able to hit our target number of playables to construct a good deck. Hopefully the last pack is a repeat of the first. We can still use more ramp spells, so prioritizing them is still important.

Pack 3, pick 1:

Jace, the Mind Sculptor
Liliana of the Veil
Ancient Grudge
Wolfir Silverheart
Bad River
Prophetic Bolt
Flooded Strand
Cloudgoat Ranger
Student of Warfare
Sorin, Lord of Innistrad
Trygon Predator
Countryside Crusher
Consecrated Sphinx
Lightning Mauler[/draft]

What a pack! [card]Jace, the Mind Sculptor[/card] and [card]Consecrated Sphinx[/card] are both good, but the Sphinx is more expensive and doesn’t give you as much play. The Sphinx will draw a lot of cards, but sometimes you need to do more than just that, and sooner.

My pick: [card]Jace, the Mind Sculptor[/card]

Pack 3, pick 2:

Court Hussar
Buried Alive
Desperate Ravings
Avenger of Zendikar
Twilight Mire
Molten-Tail Masticore
Plow Under
Reckless Charge
Putrid Imp
Seaside Citadel
Merciless Eviction[/draft]

Here’s another haymaker: [card]Avenger of Zendikar[/card]. It’s one of the best finishers green has, making it nearly impossible to attack on the ground. There’s nothing else in the pack except [card]Plow Under[/card], and that’s barely playable because it’s only fine against midrange and control.

My pick: [card]Avenger of Zendikar[/card]

Pack 3, pick 3:

[draft]Hokori, Dust Drinker
Goblin Patrol
Sakura-Tribe Elder
Savage Lands
Stillmoon Cavalier
Mishra’s Factory
Force Spike
Mother of Runes
Dimir Charm
Nicol Bolas, Planeswalker
Goblin Welder
Chain Lightning
Wood Elves[/draft]

[card]Wood Elves[/card] is good, but [card]Sakura-Tribe Elder[/card] is cheaper—although, the Elder doesn’t combo with [card]Tradewind Rider[/card] like the Elves.

My pick: [card]Sakura-Tribe Elder[/card]

Pack 3, pick 4:

Tragic Slip
Spikeshot Elder
Teetering Peaks
Brimstone Volley
Ulamog, the Infinite Gyre
Flinthoof Boar

[card]Spellskite[/card] is an option, protecting our planeswalkers and the few good creatures we have, but [card]Ulamog, the Infinite Gyre[/card] is a better choice. It’s unlikely we’ll be able to cast Ulamog without [card]Tooth and Nail[/card] or [card]Everflowing Chalice[/card] unless the game goes long, but it’s another good finisher that’s tough to deal with. The other options are too unimpressive.

My pick: [card]Ulamog, the Infinite Gyre[/card]

Pack 3, pick 5:

Blue Elemental Blast
Plague Sliver
Ember Hauler
Birthing Pod
Scalding Tarn
Godless Shrine

There’s not much here to take besides sideboard cards and [card]Scalding Tarn[/card]. At this point it’s unlikely that we’ll see any duals to make the Tarn useful, but it’s still a possibility.

My pick: [card]Scalding Tarn[/card]

Pack 3, pick 6:

[draft]Tendrils of Agony
Thundermaw Hellkite
Yeva, Nature’s Herald
Ghitu Encampment
Barbarian Ring
Mind’s Desire
Spell Pierce
Pithing Needle
Siege-Gang Commander
Plated Geopede[/draft]

Yeva is a very midrange-style creature, but it’s playable against aggro, and keeps opponents guessing whenever they attack.

My pick: [card]Yeva, Nature’s Herald[/card]

Pack 3, pick 7:

[draft]Akroma, Angel of Wrath
Diabolic Servitude
Magma Jet
Oona’s Prowler
Scroll Rack
Search for Tomorrow
Nostalgic Dreams

More acceleration is always welcome, and [card]Search for Tomorrow[/card] is no exception.

My pick: [card]Search for Tomorrow[/card]

Pack 3, pick 8:

[draft]Thirst for Knowledge
Giant Solifuge
Keldon Champion
Caves of Koilos

[card]Giant Solifuge[/card] is another midrange creature that’s never too impressive in this archetype. [card]Thirst for Knowledge[/card] isn’t exceptional with our lack of artifacts, but it can still filter in the games we’re flooded and need action.

My pick: [card]Thirst for Knowledge[/card]

Pack 3, pick 9:

Ancient Grudge
Bad River
Prophetic Bolt
Flooded Strand
Countryside Crusher
Lightning Mauler[/draft]

[card]Flooded Strand[/card] is good for fixing white, but we have enough of that already. Reducing the amount of artifact destruction for our [card]Vedalken Shackles[/card] is a better idea.

My pick: [card]Ancient Grudge[/card]

Pack 3, pick 10:

[draft]Desperate Ravings
Molten-Tail Masticore
Plow Under
Reckless Charge
Putrid Imp[/draft]

My pick: [card]Plow Under[/card]

Pack 3, pick 11:

[draft]Hokori, Dust Drinker
Goblin Patrol
Dimir Charm
Goblin Welder
Chain Lightning[/draft]

My pick: [card]Chain Lightning[/card]

Pack 3, pick 12:

[draft]Spikeshot Elder
Flinthoof Boar[/draft]

My pick: [card]Spikeshot Elder[/card]

Pack 3, pick 13:

[draft]Plague Sliver
Ember Hauler

My pick: [card]Flashfreeze[/card]

Pack 3, pick 14:

[draft]Barbarian Ring
Siege-Gang Commander[/draft]

My pick: [card]Siege-Gang Commander[/card]

Pack 3, pick 15:

[draft]Nostalgic Dreams[/draft]

The last pack was only okay, but it was still better than the second. Overall, we have a decent deck with a reasonable amount of ramp and play to it. Hopefully that translates into a victory for us. The next set of videos includes deck construction as well as all the rounds played in the draft. Enjoy!

Happy Drafting.

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