Usman’s Cube Theory Articles

This is a listing of all of the Cube Design articles I’ve done over the years (since 2010) as I’ve included the set reviews elsewhere.

I’ll eventually revisit some of these concepts with a more long-term lens since some of these are over a decade old – not that I think the concepts are outdated, but time always does tend to give the gift of a long-term POV.

I’ve enjoyed all of the articles I’ve written but I’ve bolded the ones that I think were the most impactful – at least for my old articles; it’s a bit of a cliche for people to think their most recent work is their best (although I do think that my recent articles are generally amongst my best work.)

Self-Published:

  • Paving Desire Paths in Cube Design and Cube Drafting – as my 60th article on cube design, I wanted to cover the topic of desire paths in cube, as it’s something that I’ve seen manifest in cube, as designers tend to have lofty visions of what their cube looks like, but drafters may not align to those visions.
  • Going through Cube Changes – this started in 2016 as an article talking about how updating a cube via best practices that I’ve learned over the years is more like shaping a bonsai tree than tending to a garden. I ended up finding that it’s somewhere in the middle.
  • Micro and Macro Aspects of Cube Design – I wrote this article to talk about two lenses to look at cube through: the micro (individual cards) and the macro (big picture) views. I tended to see a lot more weight put on the latter, and this article talks about why both are important.
  • The Cube is Bigger Than You – For years, I’d wanted to do an article about defensiveness in cube design, as it’s something I’ve seen my fair share of over the years. I recently thought of the phrase “The Cube is Bigger Than You” which made me realize that cube design isn’t just for the designer and this article goes into that.
  • Stoneforge Mystic, Metallica’s Load/Reload and Changing Contexts over Time – I’ve written a lot over the years about context can change how a card can perform in different environments. This article is about how in a cube, a card’s role can change over time, and how time doesn’t necessarily make cards worse over time.
  • How Heirloom Blade Made Me a Better Cube Designer – I had a gut feeling that Heirloom Blade was a card that could work in a cube world and it ended up being a card that taught me some valuable lessons in cube design. Probably as a drafter too, but there’s some red meat for drafting POV as well.
  • Challenging Dogma in My Own Cube – Something that I’d posted about looking to challenge some long-standing dogma that still exists in cubes in 2025 (even with the explosion in challenging things in cube design) and making some small design changes in my cube to symbolically be the change in the world. The main example I brought up was cubes strictly adhering to 15-card multiples as the strict guideline but it’s not solely limited to that.
  • Additive Distraction and Idealized Thinking – I’ve had this article in the works since 2017 but it was mostly just on an old drive and abandoned, picked back up in 2024. I’ve been wanting to talk about the concept of Additive Distraction in cube, as it’s been something I’d seen over the years from misevaluation of cards, and creating an article made more sense than linking a MaRo article that had the concept partway through the article.

Cube Expansion Pack – I discuss the use of an expansion pack to accommodate for more drafters and talk about the pros and cons of smaller and larger cube sizes. I’ve expounded more on it in future content, but this was one of the first pieces of content talking about that.

Articles for Star City Games:
(if an article link doesn’t work, go to the articles under my name right above this as SCG has changed the way that article links work.)

Articles for Quiet Speculation:

  • Six Degrees of Foundations.   This article talks about how to start a cube – like the restrictions (power/no power/no fast mana, commons vs com/unc vs “rare”, etc.)
  • Six Degrees: Jump in the Pool!  This article talks about developing a pool of cards to draw from when starting the cube design process.  It talks about using other online lists, the Cube Comparison Thread on MTGSalvation, etc.  (Back in my day, we didn’t have these things and we had to walk 3 miles uphill in the snow!)
  • Six Degrees of Newness.  This article talks about how to critically evaluate new cards.  The article briefly touched on a lot of concepts (BCSM, exaggeration of drawbacks/benefits) which I’ve gone into in future articles and will do so in the future.
  • Six Degrees: Get Out of the Pool! This article talks about taking an initial pool of cards and paring it down into a final list.  It talks about how paralysis of analysis can happen and how breaking down information can help, since a cube is a pretty daunting task.

The next 7 articles are the “Cube SWOT” series, analyzing the 5 colors in cube from a holistic point of view, showing that understanding the strengths, weaknesses and archetypes in each color is key to a solid cube (ie since red is mostly aggressive, putting a ton of red X-spells isn’t going to be good as they’re not that great in aggressive decks.)

Since this was written in 2010, some things have changed, like with green card advantage, but it’s important to take a holistic look at what your colors are doing in your cube, even in a post-Covid timeline.

  • Cube SWOT: White
  • Cube SWOT: Blue
  • Cube SWOT: Black
  • Cube SWOT: Red
  • Cube SWOT: Green
  • Cube SWOT: Multicolor
  • Cube SWOT: Lands and Artifacts
  • Six Degrees: Governing the Guildless.  This article talks about the various methods used to classify multicolor and multi-color aligned cards: Literal (Stormbind is red-green, Kird Ape is red, Raging Ravine is a land,) Functional (Stormbind is red-green, Kird Ape is red-green, Raging Ravine is a land) and Guild (Stormbind, Kird Ape and Raging Ravine are all red-green)  along with how these classifications affect a cube overall.  It also talks about, if you don’t like any of these but want to use your own, how to do so.
  • Six Degrees: Don’t You Forget About Timmy.  As spike-y as a cube is,  this article talks about how to appeal to the Timmy types with “build-around-me” cards like Venser, the Sojourner that are “big and flashy” but still win games in cube. It always seemed funny when people thought I always wrote about “power maxing” when I was writing things like this in 2010.

Articles written before I became a regular cube writer:

  • Cube Design Theory: Aggro in Cube.  This article was originally written for MTGSalvation back when the idea of aggro in cube was winning on turn 12 instead of turn 18.  It talks about how to support aggressive strategies in your cube (something that many cubes still struggle with.)  Arguably in need of an upgrade but the tale of “play a lot of small creatures to make sure that aggro decks have a good clock” hasn’t changed over time.
  • Six Sides of Context for ManaNation (now CoolstuffInc) an article addressing the role of context and how to use it when evaluating cards for a cube.

These articles seem to be dead, but still have links on archive.org.
The video drafts of videos on SCG are dead, because they were hosted on non-YouTube sites, like blip and archive.org doesn’t archive those.  RIP my draft where I got to get Jon Loucks out by bringing in Reckless Charge from the sideboard to win in games 2 and 3 (me on Boros aggro, him on Jund.)

  • Holistic Wisdom: Hosers in Cube.  (note – this article seems to be dead.)
    In this article, I talked about the use of hosers in cube, talking about traditional ones (Great Sable Stag is obviously good against blue and black) as well as others which attack archetypes (Smash to Smithereens and Gatekeeper of Malakir both being solid control-hosers, since those decks tend to use a lot of artifacts and few creatures respectively while having enough “universal” use to make them maindeckable.)
  • Holistic Wisdom: Holistic Approach. In what should have been my debut article, I talk about what exactly a “holistic approach” to cube entails, by looking at a cube from an overall “big picture” view and other such things I learned when I went to grad school.
  • A Grizzly Fate for a 5 Mana Sorcery. This article talks about how sometimes, you really want a card to be good, but it just doesn’t compete with similar cards (similar cost and/or function) anymore.  (on archive.org, so its existence may be temporary.)