Fifteen-Card Highlander Cube Update #2

First off, let me just say that this cube remains the most entertaining way to play Magic that I’ve ever encountered.  I am happy to be a part of the testing team but cannot take credit for the design of the cube which functions so well due to its careful construction by my good friend Max Hero.

View the updating Fifteen-Card Highlander Cube on CubeTutor.com

As we continue to test, I’ve made a special effort to draft the cards that have been thought to be potentially too powerful in this format.  In the process, I’ve had to reconsider what I thought was strong in this strange world of tiny tiny decks…

I have to say, I initially agreed with the concerns that I most commonly heard in response to Introducing Fifteen-Card Highlander:

I was able to test out a few of these claims in our last draft…


Corey’s Shelldock Emrakul

Spells (5)
Mana Drain
Time Walk
Noxious Revival
Ancestral Recall
Rolling Earthquake

Artifacts (1)
Crystal Shard

Creatures (3)
Wurmcoil Engine
Isleback Spawn
Emrakul, the Aeons Torn
Lands (6)
Shelldock Isle
Bojuka Bog
Molten Slagheap
Volrath’s Stronghold
Island

Conspiracy (1)
Unexpected Potential (naming Rolling Earthquake)

With just fifteen cards in my deck, it wasn’t hard to mulligan into a hand with Shelldock Isle.  If I was really picky, I could mulligan into a hand with JUST Shelldock Isle, making sure to leave Emrakul, the Aeons Torn in my deck to “hide away”.  We’ve had many discussions about the drawbacks of taking a mulligan in this format and the consensus has been that as long as you aren’t up against a mill strategy, the setback is minimal.  Knowing that you’ll likely reach ‘no deck mode’ in every game, you can generally mulligan until you see what you need and will only suffer a small disadvantage – that being the variety of choices in your first few turns.  Beyond that, Ancestral Recall‘s purpose in the cube became clear to me as a way to instantly recoup this disadvantage and function as a way to reach maximum hand size to discard cards like Emrakul, the Aeons Torn.

This seems like a good spot to stop and address the concern around cards like Ancestral Recall

Wilson!?

If you are allowed exactly fifteen items to survive on a deserted island, do you even consider bringing something that can only replace itself with something you already brought?

If you answered no, you are among the majority who, in this case, would prefer the widest variety of tools in an extremely limited suite of resources.

If you answered yes, it’s likely that your fourteen other choices include one or two extremely valuable items that present a clear path to your survival.  An airplane plus a tank of gas perhaps?

In the case of my deck, I hoped to ride Emrakul to victory and needed Shelldock Isle to make it possible.  This isn’t always the case, however, as many of the drafted decks in this format focus so heavily on card advantage and recursion.  There are plenty of other options to fill the need for affordable card selection but Ancestral Recall is, hands down, the best choice here.  The drawback of taking a place of any other card with functions other than drawing cards is enough to make this a surprisingly late pick in a FCHC draft but its usefulness in the previously described situations make it an important inclusion in the cube.

Regarding other power 9 cards, we’ve also included Black Lotus and Time Walk as well.  Both of them are low picks in the cube despite being some of the “most powerful magic cards ever printed”.  They have a home, though, as they each serve a unique function that few other cards can provide in the same way (or as affordably, in Time Walk‘s case).  Black Lotus is not necessarily needed as mana fixing but can either accelerate an aggressive strategy or function as a piece of an engine with cards like Academy Ruins.  Obviously, there are many other clever uses of such a thing.  Hence, its place in the cube.

Annihilator Irrelevant

But isn’t a turn four Emrakul just unbeatable!?

It certainly felt that way in my first game in which I played turn three Shelldock Isle (hiding Emrakul) into a turn four Time Walk and Shelldock activation.  Bam!

In order to draft this deck, however, I had to watch Emrakul pass by me in the first pack (I took Mana Drain instead) and only took interest in it after I picked Shelldock Isle in pack three.  Once this strategy was known by my opponents, they wouldn’t let these two cards end up in the same player’s hands ever again.

Beyond that, another card being passed around the table provided an interesting anti-Emrakul strategy.  In my second game, I was giddly anticipating the coming of this giant Eldrazi when my opponent simply dropped Karakas and passed the turn with no idea at how badly my hopes and dreams were just crushed.  At a certain point, when Emrakul was bounced to my hand there was nothing that I could do to have it discarded as I would never reach maximum hand size again (no cards left in my deck).


BW Tokens

Creatures (4)
Braids, Cabal Minion
Restoration Angel
Hangarback Walker
Stonecloaker

Spells (3)
Lingering Souls
Mana Tithe
Mind Twist

Enchantments (3)
Leyline of the Void
Leyline of Sanctity
Bitterblossom
Lands (5)
Plains
Swamp
Karakas

Conspiracy (1)
Backup Plan

I was fortunate enough to have drafted a backup plan in both Isleback Spawn (heh, appropriately thematic) and Wurmcoil Engine, which has the upside of being entirely castable from the mana produced by Mana Drain.  With these two options, I was still able to win this match.

Consensus

Emrakul, the Aeons Torn just might be too much alongside Shelldock Isle but it is unclear which of these two is the piece that needs to be addressed.  It is quite possible that Shelldock Isle can be effective (but not too effective) alongside any other large finisher creature in the format.  Emrakul provides a useful tool in its reshuffle trigger that seems too valuable to lose.  Currently, no changes are made but we’ll keep an eye on these two.

Mill

Another deck in this particular draft fell a bit short of the mark despite running some of the cards that are high on our “watch list”.


Esper Mill

Creatures (1)
Chancellor of the Spires

Spells (5)
Breaking // Entering
Dream Twist
Kefnet’s Last Word
Black Sun’s Zenith
Path to Exile

Artifacts (3)
Codex Shredder
Elixir of Immortality
Grim Monolith
Lands (6)
Island
Swamp
Plains

This deck, which happened to include all three of the questionable mill cards mentioned above succeeded at resolving early mill spells that would typically be rather debilitating to an opposing strategy but met a few hurdles…

…and there are more!  Cards like Memory’s Journey, Bow of Nylea, Canal Dredger have also found a home in the cube.

The cube is relatively small in size.  In fact, if eight players draft two ten-card packs, you’ll be seeing ALL 160 cards included.  With that in mind, the odds of running into one of these types of spells, especially the automatic graveyard shufflers like Gaea’s Blessing and Emrakul is quite high rendering a mill strategy quite risky.  Beyond that, playing a card like Breaking (of Breaking // Entering) represents another situation where you are replacing one of fifteen valuable resources in your deck with a card that may do little to advance your own strategy.  Based on our testing, the value of assembling your own engine and advancing your own game plan (be it sticking a threat or creating a lockdown) is quite a bit more effective than using your resources to deny your opponent of theirs.  Breaking has nothing to say about the Student of Warfare that your opponent has already played and is leveling up every turn.

I have, however, spoken about the value of mill spells in my last post on the cube.  You can read that here.

Consensus

These mill spells are far from too good.  They serve a specific purpose in the format but are certainly not being considered as the centerpiece of an over-powered strategy within the cube.

Surprisingly Potent

There are a few cards that haven’t been mentioned that have caused us to scratch our heads.  These cards may not appear egregious on paper but certainly pack some punch in this crazy world of fifteen card decks.  I’ll tease you with one and go into more detail next time.

Sovereign’s Realm not only provides a ridiculous opportunity to draft any card regardless of color or mana cost but also does so without taking up a place in your deck.  As previously mentioned, the drawback of a mulligan is significantly less detrimental than in other formats.  The automatic “mill to five” here hurts a little but is severely outweighed by the value it provides.

Thanks for checking in.  We hope you’re having as much fun as we are with this.  Leave your comments about your findings below or on our Facebook and follow us (on Facebook or Twitter) to keep up with updates to the cube.

 

Corey Murphy is one of two hosts of the Card Knock Life Podcast. He started playing magic in 1999, lives in Wisconsin, can touch his tongue to his nose, plays the trombone, and focuses his MTG content efforts on Modern. Blah, blah, blah, blah, blah. You’re here for the magic content right? Ok, I’ll shut up now…

1 thought on “Fifteen-Card Highlander Cube Update #2

  1. I’ve been following along with these blogs, as I find this format encourages some very interesting play patterns. Please keep updating us on any changes you find improve the cube. We’ve found Approach, Chronosavant, and Darksteel Reactor to be underwhelming to whelming. It seems as if its hard for any beatdown to really occur with the powerful removal floating around. To that end I was debating cutting the Black Sun’s Zenith as well. Any thoughts on creating more powerful aggressive decks, rather than having everyone play recursion strats (which just makes graveyard hate that much more OP in the format)?

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