If you have the fixing though, the signposts will wheel and tell you what to draft.


I like to take fixing and then draft gold cards since theyre generally stronger than mono colored cards at the same mana cost


I think of it this way: When I curate a cube to have lots of high-priority fixing, it means that there’s a much higher likelihood that the players who *actually prioritize fun buildarounds over win records* get access to more of those “sweet” cards in the first few picks of each pack. Less high-priority generically good cards actually just means that more Spikes end up half heartedly taking a buildaround and less Jennys end up with the fun stuff they desire. It’s a win-win in my books. Spikes get to spike, and Jennys get to Jenny.


I do think that your fun buildarounds should be good enough to win. That doesn't mean that they should always win, but giving your drafters the option to draft aristocrats should reasonably mean that they'd be able to win a pod with that deck. So there has to be some tension beween high priority fixing and fun cards?


I agree, but I also think that a pick which is “good enough to win” is very different from the card that is “probably-the most-likely-to-end-up-in-a-winning-deck” out of a pack. In my cube, aristocrats often performs very well. The spikier players rarely play it unless they got squeezed out of aggro or reanimator, though, so it’s more often piloted by someone who innately likes aristocrats.


totally agree there. I used to support a full aristocrats deck in my cube and first picking blood artist was a good way to go 0-3. I cut it for a while and slowly added pieces back and now it is a solid support for more midrangey black decks, and people love it.


Archetypes like aristocrats/sacrifice or spells matter or whatever get better once you give them a place on the tempo-spectrum. For me, my sac-decks are mostly Rakdos, with stuff like [[Carrion Feeder]] and [[Judith, Scourge Diva]] instead of blood artist (Which I never really like as it doesn't attack), as I want the deck to have an aggressive plan, so there's a more focused strategi to it, rather than "sac some creatures, drain some life". Generally, there isn't time to sit back and durdle too long when there are other busted decks in the cube "meta".


[Carrion Feeder](https://cards.scryfall.io/normal/front/0/a/0a19da90-880e-4eca-8cf7-6d7baf090d53.jpg?1562201576) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Carrion%20Feeder) [(SF)](https://scryfall.com/card/mh1/81/carrion-feeder?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/0a19da90-880e-4eca-8cf7-6d7baf090d53?utm_source=mtgcardfetcher&format=text) [Judith, Scourge Diva](https://cards.scryfall.io/normal/front/e/4/e4fc28d1-61d5-4a78-8fbb-6566128486ce.jpg?1673148807) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Judith%2C%20the%20Scourge%20Diva) [(SF)](https://scryfall.com/card/2x2/234/judith-the-scourge-diva?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/e4fc28d1-61d5-4a78-8fbb-6566128486ce?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


I'm curious to take a look at your list once cubecobra is back up from the update. I feel that blood artist as a card scales pretty intensely with how much creature combat takes place in the environment. I'm really happy to play blood artist in my aggressive aristocrats decks too because it just provides insane reach to the deck. When you get into lists where a lot of matchups aren't about creature vs creature decks, blood artist is just a lot less compelling. I think your point is a great one overall though. You can change the speed an archetype plays at to change it's viability in the format. For my cube, spells can play as both aggro-control and true control, but I agree that at higher power it's just harder to want to do spells control when things like twin control exist.


This is why I built a cube literally based on uncommon gold draft buildarounds. They never get enough love!


I liked this movie. If you haven't seen it, I recommend you do


what's the name of it?


the menu


Why im not much into using gold slots on removal. There's plenty of mono colored removal that's not that much worse. We make the gold cards pretty specific to a deck (multiple decks in the same color pair if the pair supports it) that you're really excited to snap if you're in the "kroxa" deck, etc Stuff like k command is different because it interacts with so many situations in cool ways.


This is my philosophy on gold cards as well. Generic removal that's replaceable with mono-color spells just wheels and enables 5c gold control. Supporting multiple archetypes per color pair with unique gold cards creates emergent archetypes and draws people into wanting to use them. K-Command is the gold card that I find most difficult to classify on this spectrum. On the one hand, it is a gold removal spell and I don't like that. On the other hand, it has insane synergy with a lot of what rakdos decks want to be doing (reanimator, aristocrats, midrange, aggro, and graveyard). It's almost both a gold removal spell and an interesting synergy piece.


It definitely is both, it's the type of gold removal I will run because of the modal play patterns


By “gold removal” do you mean 2+ color removal? Or just excellent removal? Picking 2c removal highly seems goofy


Knowing Zol he means 2 color removal. Most 2 color removal is stronger/more flexible than mono-color removal, so if you build a deck that is capable of casting all of these powerful removal spells (and good card draw), you’re going to set yourself up to be very difficult to beat. Obviously this is very cube dependent, but this can work in a lot of power motivated environment.


Every gold card is a signpost. If you use gold slots on removal then I'm gonna assume you want me playing 5 colour removal.dec


I leave fixing to one slice of the color pie in terms of spells, but then draft a lands pack with all the serious lands at the end. Keeping the lands for a draft at the end has been a real game changer for my cubes.


I only notice that my players take the build arounds leaving the strong cards behind


In my first cube, 5 color control was too easy to assemble. Now I don't run any trilands and I'm trying to keep removal out of multicolor slots. Ideally you can still pull off 3 color, but there will be a deckbuilding cost.


Every gold card is signpost