Type: Deck Idea
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staStandard
Approx. Value:
$11,525.57

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Reality Fracture
releases on October 02, 2026!

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Main Deck - 0 cards, 0 distinct
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Sideboard - 6001 cards, 3300 distinct
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3300 total results       First Previous Page 15 of 33 Next Last
Name  Ed. Price Type Cost Modified
Rarity Color
1 Hypothesizzle
$0.09
Instant
22-Sep-2020 20:28
1 Hysterical Blindness
$0.05
Instant
22-Sep-2020 20:28
1 Ice-Fang Coatl
$0.35
Snow Creature - Snake
22-Sep-2020 20:29
1 Ichor Slick
$0.10
Sorcery
22-Sep-2020 20:26
1 Icy Blast
$1.76
Instant
22-Sep-2020 20:28
1 Igneous Pouncer
$0.21
Creature - Elemental
22-Sep-2020 20:29
2 Ignite Disorder
$0.08
Instant
22-Sep-2020 20:28
1 Ignite Memories
$0.36
Sorcery
22-Sep-2020 20:26
1 Ignite the Beacon
$0.28
Instant
22-Sep-2020 20:28
1 Ignorant Bliss
$0.17
Instant
22-Sep-2020 20:28
1 Illumination
$0.60
Instant
22-Sep-2020 20:28
1 Illusion of Choice
$2.53
Instant
22-Sep-2020 20:28
1 Illusionist's Gambit
$0.34
Instant
22-Sep-2020 20:28
1 Illusionist's Stratagem
$0.39
Instant
22-Sep-2020 20:28
3 Illusory Ambusher
$0.21
Creature - Cat Illusion
22-Sep-2020 20:29
2 Imaginary Threats
$0.21
Instant
22-Sep-2020 20:28
1 Immerwolf
$0.52
Creature - Wolf
22-Sep-2020 20:29
1 Immolating Glare
$0.07
Instant
22-Sep-2020 20:28
1 Imp's Mischief
$8.20
Instant
22-Sep-2020 20:28
2 Impact Resonance
$0.73
Instant
22-Sep-2020 20:28
2 Impeccable Timing
$0.04
Instant
22-Sep-2020 20:28
1 Improvised Armor
$0.26
Enchantment - Aura
22-Sep-2020 20:26
1 Imps' Taunt
$0.17
Instant
22-Sep-2020 20:28
5 Impulse
$0.29
Instant
22-Sep-2020 20:28
1 In Oketra's Name
$0.21
Instant
22-Sep-2020 20:28
1 Incendiary Sabotage
$0.06
Instant
22-Sep-2020 20:28
8 Incinerate
$0.21
Instant
22-Sep-2020 20:28
1 Incite
$0.06
Instant
22-Sep-2020 20:27
1 Incite War
$0.15
Instant
22-Sep-2020 20:27
2 Increasing Vengeance
$0.85
Instant
22-Sep-2020 20:27
1 Incubation // Incongruity
$0.33
Sorcery // Instant
// 22-Sep-2020 20:26
2 Indestructible Aura
$0.48
Instant
22-Sep-2020 20:27
3 Indomitable Will
$0.19
Enchantment - Aura
22-Sep-2020 20:26
2 Induce Despair
$0.07
Instant
22-Sep-2020 20:27
1 Induce Paranoia
$0.23
Instant
22-Sep-2020 20:27
1 Inescapable Blaze
$0.16
Instant
22-Sep-2020 20:27
1 Infernal Reckoning
$0.32
Instant
22-Sep-2020 20:27
6 Inferno
$0.48
Instant
22-Sep-2020 20:27
1 Inferno Jet
$0.06
Sorcery
22-Sep-2020 20:26
3 Inferno Trap
$0.08
Instant - Trap
22-Sep-2020 20:27
1 Infiltrate
$0.20
Instant
22-Sep-2020 20:27
2 Inflame
$0.11
Instant
22-Sep-2020 20:27
2 Infuriate
$0.14
Instant
22-Sep-2020 20:27
2 Infuse
$0.17
Instant
22-Sep-2020 20:27
1 Infuse with the Elements
$0.12
Instant
22-Sep-2020 20:27
1 Inner Calm, Outer Strength
$0.26
Instant - Arcane
22-Sep-2020 20:27
1 Inner Struggle
$0.06
Instant
22-Sep-2020 20:27
1 Innocuous Insect
$0.23
Creature - Eldrazi Insect
22-Sep-2020 20:29
1 Inquisitive Puppet
$0.09
Artifact Creature - Construct
22-Sep-2020 20:29
1 Inquisitor's Snare
$0.29
Instant
22-Sep-2020 20:27
1 Insatiable Appetite
$0.13
Instant
22-Sep-2020 20:27
1 Inside Out
$0.32
Instant
22-Sep-2020 20:27
1 Insidious Dreams
$16.72
Instant
22-Sep-2020 20:27
1 Insidious Will
$0.56
Instant
22-Sep-2020 20:27
7 Inspiration
$0.07
Instant
22-Sep-2020 20:27
1 Inspire Awe
$0.19
Instant
22-Sep-2020 20:27
8 Inspired Charge
$0.12
Instant
22-Sep-2020 20:27
1 Inspired Sprite
$0.21
Creature - Faerie Wizard
22-Sep-2020 20:29
5 Inspiring Call
$0.36
Instant
22-Sep-2020 20:27
2 Inspirit
$0.16
Instant
22-Sep-2020 20:27
1 Instigator Gang // Wildblood Pack
$0.96
Creature - Human Werewolf // Creature - Werewolf
22-Sep-2020 20:29
2 Instill Infection
$0.13
Instant
22-Sep-2020 20:27
1 Integrity // Intervention
$0.16
Instant // Instant
// 22-Sep-2020 20:27
1 Intellectual Offering
$0.27
Instant
22-Sep-2020 20:27
1 Interdict
$0.35
Instant
22-Sep-2020 20:27
1 Interpret the Signs
$0.13
Sorcery
22-Sep-2020 20:26
1 Intervene
$0.33
Instant
22-Sep-2020 20:27
1 Intervention Pact
$4.55
Instant
22-Sep-2020 20:27
1 Intimidation Bolt
$0.46
Instant
22-Sep-2020 20:27
1 Into the Core
$0.17
Instant
22-Sep-2020 20:27
1 Into the Fray
$0.29
Instant - Arcane
22-Sep-2020 20:27
5 Into the Roil
$0.08
Instant
22-Sep-2020 20:27
1 Into the Story
$0.30
Instant
22-Sep-2020 20:27
1 Into Thin Air
$0.24
Instant
22-Sep-2020 20:27
2 Intuition
$362.21
Instant
22-Sep-2020 20:27
1 Invasive Surgery
$0.19
Instant
22-Sep-2020 20:27
1 Invert // Invent
$0.15
Instant // Instant
// 22-Sep-2020 20:27
1 Invert the Skies
$0.19
Instant
22-Sep-2020 20:27
7 Invigorate
$0.35
Instant
22-Sep-2020 20:27
1 Invigorated Rampage
$0.31
Instant
22-Sep-2020 20:27
1 Invigorating Boon
$0.16
Enchantment
22-Sep-2020 20:26
1 Invigorating Surge
$0.30
Instant
22-Sep-2020 20:27
2 Invoke the Divine
$0.27
Instant
22-Sep-2020 20:27
1 Invulnerability
$0.31
Instant
22-Sep-2020 20:27
1 Ionize
$0.38
Instant
22-Sep-2020 20:27
1 Ire of Kaminari
$0.21
Instant - Arcane
22-Sep-2020 20:27
2 Iron Will
$0.09
Instant
22-Sep-2020 20:27
1 Irradiate
$0.04
Instant
22-Sep-2020 20:27
1 Irrigated Farmland
$0.27
Land - Plains Island
22-Sep-2020 20:26
1 Isochron Scepter
$8.07
Artifact
22-Sep-2020 20:26
1 Isolate
$0.16
Instant
22-Sep-2020 20:27
1 Isolated Watchtower
$1.35
Land
22-Sep-2020 20:26
1 Ivory Charm
$0.10
Instant
22-Sep-2020 20:27
1 Ixidor's Will
$0.17
Instant
22-Sep-2020 20:27
5 Izzet Charm
$0.26
Instant
22-Sep-2020 20:27
1 Izzet Staticaster
$0.32
Creature - Human Wizard
22-Sep-2020 20:29
1 Jabari's Influence
$1.28
Instant
22-Sep-2020 20:27
1 Jace, Unraveler of Secrets
$1.24
Legendary Planeswalker - Jace
22-Sep-2020 20:26
2 Jace's Defeat
$0.07
Instant
22-Sep-2020 20:27
1 Jace's Erasure
$0.26
Enchantment
22-Sep-2020 20:26
3300 total results       First Previous Page 15 of 33 Next Last

Notes
 
Flash, Instants, Cycling, Scry. Almost nothing that doesn't not have an instant speed option. Things that do have a big payoff but at a big cost of tapping out. Everyone is holding out for end step, things happen on the stack. Very tense games, counterspells are king. Combo's and flash beats abound, aggro options will very non traditional, or perhaps lean into more direct damage. Blue hosers shall abound, all the anti blue green hate like seedtime go way up. Maybe stack subthemes, like surge, storm, werewolves, addendum, the fated cycle. The opposite of prowess. With all that scrying miracles seem cool too.

Instants are the last big pull I got to do with the gatherer checklist method I've devised. 2613 currently (and always growing), like 26 full pages of checklist. I got about 40 minutes left at my work computer today, and this is bigger than a 40 minute job. I should be able to really sculpt an interesting cube from this full list though.

Actually the excel/gatherer/list import from checklist takes less than 20 minutes, so shazaam! I've got some cleaning up to do in terms of numbers and manual entry of split cards but damn that's efficient.

What's more is that if I get my cards inputed into an excel this way, I can appaise my whole collection pretty easily.

In the sideboard are the trumps. Spells that be countered or have split second. I have to be thoughtful about how I use these cards in the cube. Trumps are an important part of the stack in their own right, but I don't want to provide an overly simple way to ignore the stack. Players should do well in the cube because they understand and have mastery over the stack. Also, What trumps are too good versus what is interesting? Carnage Tyrant is likely too good, but what about Great Sable Stag? Also I could use trumps to balance the color pie. For example, outside of through the breach, I have not identified a way that red put's creatures in at instant speed. Perhaps to make up for this defecit, they could have the lion's share of trumps.

The Stack is a cube environment that rewards and teaches players the ways of the stack. An Advanced concept, but basically everything being done for the most part at Instant speed means that those who can manuveur timing and the stack should do better. Also, the most iconic flash spells gain admittance.

So creature balancing is a little trickier than usual. Red and Green get werewolves which are probably some of the biggest "The stack matters" cards for those colors on creatures, so they need to be playable in the cube. Luckily all of the low drops upgrade really well. We start to get in trouble with 3,4,5 drops, as many are below rate and not neccessarily worth the restriction. For these to be good, many creatures at the same CMC need to be appreciably weaker for these to be played. For example, if many of the best 5 drop flash creatures look like archangel avacyn, Gatsraf Arsonists is going to be pretty bad. If instead they look more like 5 3/3 flying flash, that's more compatible. We also trim the top end werewolves, leaving the low drop wolves as good payoffs.

So what's my plan here? I'm going to cycle multiple times with these big pulls. I need to do some parameter setting and work backwords. I do like my 450 usual for variability, but a 360 cube might make the concept tight. Let's tray a 360 version. A Concise battle of the stack, as opposed to the larger exploration of a theme. This might help the non-blue colors show off what they can do more. Stack matters versus all the good flash stuff. What if it was about 1 artifact per pack, 2 land per pack, 2 multicolor, and then 2 of each color?

24 Artifact + a little variance= 25
48 everything else + a little variance= 50 everything else
375 cube
For Cards of Color, 2/5 threats (20), 3/5 (30) interaction seem right.

So far my initial pull from red has reinforced some lessons about the stack for me. Mastery of the stack is not just a preponderance of instant speed effects. Mastery means skills around evaluation of what you have and what your opponent has both in hand, in their deck, on the field, and what mana they have available. It means creating lines through interaction. Card advantage and mana advantage are key aspects of winning a fight on the stack, so these need to be non-issues for the cube. Fixing should be somewhat automatic, meaning high end land cycles and perhaps signet's. Card advantage should be available to all colors, so i need to actively prioritize 2-1's in all colors and low cost artifacts that assist in this as well as selection. Also the reason why cycling and scrying are desirable. Green's ability to put lands into play are a key feature, but can get overwpowering. I think it will be pretty feasible to seed the cube with enough anti-blue tech to keep the counterspell wars interesting.

Deciding on utilizing bouncelands and flip lands I an incentivized to play things that flicker only your own permanents (if it hits lands) and limit the number of boomerang/LD effects as they will more powerful than they ought to be usually. I've also realized that a smaller cube size enables me to have more specific combos like splinter twin, pergrine drake, Ral, Storm conduit but not bigger combos like storm.
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