The Mighty Morphin' Cube

The Mighty Morphin' Cube

Basic Information

  • Cube Size: 360 Cards
  • Powered: No
  • Portal: No
  • Un- Cards: No
  • Perfect Color Balance: Yes
  • Perfect CMC Balance: No
  • Errata: Yes - Research / Development shuffles cards from the exiled zone, not the sideboard.


The Mighty Morphin' Cube is everything I love about Magic crammed into a single format. The things you should know about my MTG history is that I started playing in middle school when Revised was first released, in my years in and beyond high school my most played sets were Invasion/Oddessey/Onslaught, and after taking a long break from the game my most drafted format was easily Innistrad on Magic Online. Given all that information, it should be no surprise that the following themes are all featured in this cube:

  • Morph w/ Illusionary Mask
  • Major Tribes - Rebels, Wizards, Zombies, Goblins, and Elves
  • Minor Tribes - Beasts, Birds, Clerics, Dragons, and Soldiers
  • Multicolor - Split Cards, Flashback, Hybrid, and Invasion/Planar Chaos Dragons
  • Creature Combat - Equipment, Auras, and Buffs
  • Graveyard - Mill, Reanimator, and Spider Spawning

This cube is everything I've ever loved, jumbled together in a super structured format. The cube is 100% color balanced and unlike other standard cubes out there, this cube only includes entire "cycles" of cards (commands, dragons, split cards, etc.) in order for it to feel more like an actual format instead of simply a random assortment of cards. Keep in mind that this is an unpowered cube. Because the morph mechanic is the focus (and because morph is a relatively slow mechanic), all other cards are of the appropriate power level.

Additional Links

  • You can find my MTG Salvation thread for this cube HERE.
  • You can find my Reddit thread for this cube HERE.
  • You can find the Deck Stats information for this cube HERE.


White (43)

Rebels (21)

1 Amrou Scout
1 Aven Riftwatcher
1 Ballista Squad
1 Blade of the Sixth Pride
1 Bound in Silence
1 Defiant Falcon
1 Defiant Vanguard
1 Errant Doomsayers
1 Fresh Volunteers
1 Knight of the Holy Nimbus
1 Lin Sivvi, Defiant Hero
1 Nightwind Glider
1 Ramosian Captain
1 Ramosian Commander
1 Ramosian Lieutenant
1 Ramosian Revivalist
1 Ramosian Sergeant
1 Ramosian Sky Marshal
1 Steadfast Guard
1 Thermal Glider
1 Whipcorder

Changelings (2)

1 Changeling Hero
1 Mirror Entity

Other White Creatures (14)

1 Aven Liberator
1 Crude Rampart
1 Daru Healer
1 Daru Lancer
1 Daru Sanctifier
1 Dawning Purist
1 Defender of the Order
1 Exalted Angel
1 Frontline Strategist
1 Gravel Slinger
1 Karona's Zealot
1 Liege of the Axe
1 Weathered Bodyguards
1 Wingbeat Warrior

White Flashback (2)

1 Ancestral Tribute
1 Ray of Distortion

White Cycles (4)

1 Balance
1 Eternal Dragon
1 Dragon Scales
1 Austere Command

Blue (43)

Wizards (15)

1 Aphetto Alchemist
1 Disruptive Pitmage
1 Echo Tracer
1 Ixidor, Reality Sculptor
1 Magus of the Bazaar
1 Master of the Veil
1 Nameless One
1 Raven Guild Master
1 Riptide Entrancer
1 Riptide Survivor
1 Sower of Temptation
1 Thought Courier
1 Voidmage Apprentice
1 Voidmage Prodigy
1 Willbender

Changelings (1)

1 Shapesharer

Other Blue Creatures (19)

1 Ascending Aven
1 Brine Elemental
1 Chromeshell Crab
1 Dermoplasm
1 Fledgling Mawcor
1 Ixidron
1 Maelstrom Djinn
1 Makeshift Mauler
1 Mischievous Quanar
1 Mistform Seaswift
1 Mistform Shrieker
1 Quicksilver Dragon
1 Screeching Skaab
1 Shaper Parasite
1 Skaab Ruinator
1 Undead Alchemist
1 Vesuvan Shapeshifter
1 Wall of Deceit
1 Weaver of Lies

Blue Flashback (4)

1 Deep Analysis
1 Dream Twist
1 Grasp of Phantoms
1 Silent Departure

Blue Cycles (4)

1 Braingeyser
1 Shoreline Ranger
1 Dragon Wings
1 Cryptic Command

Black (43)

Zombies (19)

1 Ashen Ghoul
1 Bladewing's Thrall
1 Boenknitter
1 Carnophage
1 Carrion Feeder
1 Graveborn Muse
1 Gravecrawler
1 Grave Defiler
1 Gravedigger
1 Haunted Cadaver
1 Putrid Imp
1 Putrid Raptor
1 Shepherd of Rot
1 Skinthinner
1 Undead Gladiator
1 Undead Warchief
1 Vengeful Pharaoh
1 Wretched Anurid
1 Zombie Cutthroat

Changelings (1)

1 Cairn Wanderer

Other Black Creatures (14)

1 Aphetto Exterminator
1 Bane of the Living
1 Big Game Hunter
1 Blightspeaker
1 Cabal Archon
1 Cabal Executioner
1 Ebonblade Reaper
1 Grinning Demon
1 Headhunter
1 Infernal Caretaker
1 Liege of the Pit
1 Rathi Trapper
1 Rebel Informer
1 Silent Specter
1 Soul Collector

Black Flashback (5)

1 Army of the Damned
1 Chainer's Edict
1 Dread Return
1 Moan of the Unhallowed
1 Sever the Bloodline

Black Cycles (4)

1 Demonic Tutor
1 Twisted Abomination
1 Dragon Shadow
1 Profane Command

Red (43)

Goblins (17)

1 Goblin Guide
1 Goblin Lackey
1 Goblin Piledriver
1 Goblin Recruiter
1 Goblin Ringleader
1 Goblin Taskmaster
1 Goblin Tunneler
1 Krenko, Mob Boss
1 Mogg Flunkies
1 Mogg War Marshal
1 Siege-Gang Commander
1 Skirk Commando
1 Skirk Marauder
1 Skirk Volcanist
1 Sparksmith
1 Squee, Goblin Nabob
1 Warbreak Trumpeteer

Changelings (2)

1 Changeling Berserker
1 Fire-Belly Changeling

Other Red Creatures (13)

1 Akroma, Angel of Fury
1 Battering Craghorn
1 Blistering Firecat
1 Bloodstoke Howler
1 Fortune Thief
1 Gathan Raiders
1 Grim Lavamancer
1 Imperial Hellkite
1 Magus of the Scroll
1 Rockshard Elemental
1 Shaleskin Plower
1 Skirk Alarmist
1 Snapping Thragg

Planar Chaos Split Cards (3)

1 Boom / Bust
1 Dead / Gone
1 Rough / Tumble

Red Flashback (4)

1 Devil's Play
1 Faithless Looting
1 Firebolt
1 Rolling Temblor

Red Cycles (4)

1 Wheel of Fortune
1 Chartooth Cougar
1 Dragon Breath
1 Incendiary Command

Green (43)

Elves (20)

1 Birchlore Rangers
1 Bloodline Shaman
1 Bloom Tender
1 Druid of the Anima
1 Elvish Piper
1 Elvish Soultiller
1 Fauna Shaman
1 Patron of the Wild
1 Priest of Titania
1 Primal Whisperer
1 Quirion Elves
1 Seeker of Skybreak
1 Sylvan Messenger
1 Thelonite Hermit
1 Tribal Forcemage
1 Urborg Elf
1 Voice of the Woods
1 Wellwisher
1 Wirewood Channeler
1 Wirewood Herald

Changelings (2)

1 Changeling Titan
1 Woodland Changeling

Other Green Creatures (13)

1 Krosan Cloudscraper
1 Krosan Colossus
1 Hystrodon
1 Towering Baloth
1 Nantuko Vigilante
1 Root Elemental
1 Treespring Lorian
1 Broodhatch Nantuko
1 Serpentine Basilisk
1 Venomspout Brakus
1 Titanic Bulvox
1 Spitting Gourna

Green Flashback (4)

1 Creeping Renaissance
1 Gnaw to the Bone
1 Moment's Peace
1 Parallel Evolution

Green Cycles (4)

1 Regrowth
1 Elvish Aberration
1 Dragon Fangs
1 Primal Command

Multicolor (60)

Invasion/Planar Chaos Dragons (10)

1 Crosis, the Purger
1 Darigaaz, the Igniter
1 Dromar, the Banisher
1 Intet, the Dreamer
1 Numot, the Devastator
1 Oros, the Avenger
1 Rith, the Awakener
1 Teneb, the Harvester
1 Treva, the Renewer
1 Vorosh, the Hunter

Ravnica Guildmages (10)

1 Azorius Guildmage
1 Boros Guildmage
1 Dimir Guildmage
1 Golgari Guildmage
1 Gruul Guildmage
1 Izzet Guildmage
1 Orzhov Guildmage
1 Rakdos Guildmage
1 Selesnya Guildmage
1 Simic Guildmage

Invasion Split Cards (10)

1 Assault / Battery
1 Fire / Ice
1 Illusion / Reality
1 Life / Death
1 Night / Day
1 Order / Chaos
1 Pain / Suffering
1 Spite / Malice
1 Stand / Deliver
1 Wax / Wane

Ravnica Split Cards (10)

1 Bound / Determined
1 Crime / Punishment
1 Hide / Seek
1 Hit / Run
1 Odds / Ends
1 Pure / Simple
1 Research / Development
1 Rise / Fall
1 Supply / Demand
1 Trial / Error

Allied Flashback (10)

1 Ancient Grudge
1 Fires of Undeath
1 Forbidden Alchemy
1 Momentary Blink
1 Ray of Revelation
1 Reap the Seagraf
1 Saving Grasp
1 Strangling Soot
1 Travel Preparations
1 Wild Hunger

Enemy Flashback (10)

1 Burning Oil
1 Deadly Allure
1 Desperate Ravings
1 Lingering Souls
1 Memory's Journey
1 Mystic Retrieval
1 Rally the Peasants
1 Spider Spawning
1 Tracker's Instincts
1 Unburial Rites

Artifact (36)

Masks (4)

4 Illusionary Mask

Swords (5)

1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace

M13 Rings (5)

1 Ring of Evos Isle
1 Ring of Kolonia
1 Ring of Thune
1 Ring of Valkas
1 Ring of Xathrid

Mirage Diamonds (5)

1 Charcoal Diamond
1 Fire Diamond
1 Marble Diamond
1 Moss Diamond
1 Sky Diamond

Talismen (5)

1 Talisman of Dominance
1 Talisman of Impulse
1 Talisman of Indulgence
1 Talisman of Progress
1 Talisman of Unity

Signets (10)

1 Azorius Signet
1 Boros Signet
1 Dimir Signet
1 Golgari Signet
1 Gruul Signet
1 Izzet Signet
1 Orzhov Signet
1 Rakdos Signet
1 Selesnya Signet
1 Simic Signet

Other Artifacts (2)

1 Proteus Machine
1 Whetwheel

Lands (49)

Dual Lands (10)

1 Badlands
1 Bayou
1 Plateau
1 Savannah
1 Scrubland
1 Taiga
1 Tropical Island
1 Tundra
1 Underground Sea
1 Volcanic Island

Fetch Lands (10)

1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills

Bounce Lands (10)

1 Azorius Chancery
1 Boros Garrison
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Gruul Turf
1 Izzet Boilerworks
1 Orzhov Basilica
1 Rakdos Carnarium
1 Selesnya Sanctuary
1 Simic Growth Chamber

Onslaught Tribal Lands (8)

1 Contested Cliffs
1 Daru Encampment
1 Goblin Burrows
1 Riptide Laboratory
1 Seaside Haven
1 Starlit Sanctum
1 Unholy Grotto
1 Wirewood Lodge

Innistrad/Ravnica Utility Lands (10)

1 Alchemist's Refuge
1 Desolate Lighthouse
1 Gavony Township
1 Kessig Wolf Run
1 Prahv, Spires of Order
1 Nephalia Drownyard
1 Rix Maadi, Dungeon Palace
1 Slayers' Stronghold
1 Svogthose, the Restless Tomb
1 Vault of the Archangel

Other Lands (1)

1 Zoetic Cavern

* * *

Super Structured Cube

One of the first decisions I made when making this off-beat cube was that I wanted it to feel like an actual "format" instead of just a smattering of cards. Those cubes can be fun too (especially when powered), but I just wanted to see how tightly I could design the cube and see if it would still work. Because of this, I decided early on that I would only be including entire "cycles" of cards when it came to non-tribal spells. I think this design makes the cube feel much different than other cubes when drafting, during deck construction, and in game when anticipating your opponent's potential plays (for better or for worse).

Illusionary Masks

That's right. There is a full set of 4 Illusionary Masks in this cube and it is my one exception to the traditional singleton rule for the cube format. I figure that if I'm going to commit to the cube theme, I might as well go all the way. If I want players to be able to commit to morph themed decks, I better give them the tools. On top of that, before I increased the count to 4, Illusionary Mask had never been the most powerful card in the cube. And with 4 copies, players will no longer feel obligated to snatch the mask early if there is something more powerful in the pack. (For a lot of people, this may be the only chance they ever have to play with the mask.)

Powder Keg, Engineered Explosives, and Ratchet Bomb have all been replaced. I realized that the cube really didn't need colorless removal, especially since the cube is already about "easy splashes" and if you want removal, you better put in the effort to support those splashes if you really need it for your deck. With those 3 artifacts gone, the only artifacts left in the cube are masks, swords, rings, mana rocks, and a pair of morphs. Very simple, nice, and neat.

Tribal Information

There are a total of 10 tribes featured in this cube and I categorized them into 2 categories. There are 5 major tribes (rebels, wizards, zombies, goblins, and elves); one for each of the five colors. I consider them "major tribes" because they make up the bulk of non-morph creatures in each of their respective colors. This is what differentiates them from the minor tribes. It's possible to draft a deck of only a single major tribe. The same can't be said of the minor tribes. There just aren't enough of them.

Even though there is only one rebel with morph and even though each of the other major tribes come from the Onslaught Block, rebels were just too much fun to pass up. In a previous version of this cube, the soldier tribe just wasn't strong enough. Soldiers still exist and can assist in any White Weenie strategies, but it's the rebels that make that archetype possible.

Morph Information

Make no mistake; this is a "morph cube" first and a "tribal cube" a close second. It just so happened that the morph mechanic was featured in the Onslaught Block, which also had a tribal theme. Those tribes became a natural extension of existing archetypes and themes of the cube, but many non-tribal creatures with morph co-exist with the other tribes. When drafting a deck in this cube, the first decision you have to make is if you're going for a morph archetype, a tribal archetype, or both? It's entirely possible to disregard tribes altogether and draft a non-tribal deck that can compete with the rest of them.

There are a total of 90 creature with morph in The Mighty Morphin' Cube. Since this is a 360 card cube, that means 1 out of every 4 cards in the cube is a creature with morph. I've always felt that in other cubes (and constructed decks of the past), it was too easy to guess the identities of any face-down card on the battlefield through the process of elimination. People just don't normally include that many different morph creatures in decks of other formats. I've always felt that the strength of the morph mechanic (and what made it so fun) was never knowing what was going to pop up once a face-down cards turned over. And the easiest way to get this to work is to jam as many creatures with morph as possible into any given format. There are always going to be exactly 90 creatures with morph in this cube and I hope WotC decides to bring this mechanic back one of these days.

What makes this a "morph cube"?

  • Morph Enablers: Flicker-type effects allow players to cheat huge morph creatures into play. Changeling champions do the same by similar means. And then you have Venser, the Sojourner who is an archetype all on his own.
  • Unsummon: Unsummon-type effects have priority in this cube as removal because whenever a face-down creature is bounced, that creature's true identity must be revealed. The owner of that creature may choose to play another face-down creature... but is it the same one?
  • Peek: Peek-type effects are rampant in this cube because peeking at your opponent's hand is extremely important information in this cube.
  • Shock: All red spot removal in the cube is always in 2's. Morph creatures come down as 2/2 creatures and this type of spot removal will keep early morphs in check, but will have less effect as the game goes on and creatures begin unmorphing.
  • Convereted Mana Cost Morphed creatures have a converted mana cost of zero. This means that cards like Crime/Punishment can really wreck the board.
  • Split Cards: Including all 23 split cards may not be optimal for the cube, but they're too fun for me not to include. They are of the appropriate power level for morph, they also induce interesting splashes, and this cube is all about having multiple options, so they fit thematically. It's the same reason why I paired morph with ninjutsu and of all the big sorcery cycles, I included commands & decrees--I like presenting players with an overwhelming amount of options.
  • Stagnant Board States: The commands, swords, and dragons are all included to bust open stagnant board states (which were common in Onslaught block). They are all slightly above the power level of most other cards and demand immediate answers once they hit the battlefield.

Converted Mana Cost 3 & 6+

There are absolutely zero non-morph creatures that have a converted mana cost of 3 if they can't be cheated into play any other way. There are plenty of rebels that have CMC 3, but all rebels can be searched for by many other rebels, for example. This is because the 3cc slot is strictly reserved for playing face-down creatures with morph. Similarly, there are absolutely zero non-morph creatures that have a hard casting cost of 6+ in the cube. This is because the Invasion & Planar Chaos dragons are the top of the food chain in this cube and ramping up to 6 mana means something.

It all has to do with the flow of the game.

I want face-down creatures to be consistently played on turn 3 and I want the beginning of the end to be marked by 6 available mana.

Multicolor Consideration

The vast majority of non-creature spells found in this cube are multicolor spells and I designed it this way for many reasons:
  1. Split cards, hybrid guildmages, and off-color flashback spells all promote interesting splashes during draft and deck construction. I consider them "soft" splashes because they're so easy on the mana and are rarely dead cards in hand (as opposed to normal gold cards). Tribal decks in particular tend to be either 1 or 2 color decks and no more. But when the majority of non-creature spells are multicolor, sometimes you'll find yourself branching out into additional colors.
  2. The more competition for cards between players of difference archetypes, the better the draft format (IMO). The absolute worst draft environment I can think of is one where everyone settles into an archetype within their first 4 picks of their first pack and there is little to no overlap between picks for the rest of the draft with anyone else. (a.k.a. "cookie cutter syndrome")

Invasion/Planar Chaos Dragons

Similar to the non-creature multicolor spells, the dragons are included in this cube for a few reasons of their own:
  1. You'll notice that the dragons are the only cards in the cube that specifically promote and lock you into 3-color strategies. So while tribal themes will pull you towards a mono-color deck and multicolor non-creature spells will pull you towards 2-color decks, the dragons are begging you to play a 3-color deck. Put all 3 of those ideas together and you have a lot of competition for cards with other players during the draft process.
  2. The dragons rule the skies in a format with very few fliers. They also have abilities that only trigger whenever they attack in a format that favors creature combat.
  3. Each of the dragons are definitely a notch above in terms of power level among creatures and they're begging to be forced into your deck during the draft process no matter what colors you find yourself in at the moment. Because they're so powerful, I think they may introduce a nice wrinkle into a player's current drafting plan. And I think tough decisions during the actual draft is one of the key elements needed in any good draft environment.
  4. Imperial Hellkite already ensured that "dragons" would be a sub-theme and he needed more targets other than Quicksilver Dragon and changelings.

Creature Combat

This is an extremely creature heavy format by design (59% of cards). This is the only way "morph" becomes a major deciding factor between matches. Because of this I've decided to include a full set of Mirrodin/Scars Swords, M13 Rings, and Scourge Dragon Auras to put an emphasis on creature combat. The funny thing is that even though the swords are (obviously) much more powerful than the rings, there are many times when players are happy to pick up a ring if they happen to be in the correct color. And in a strange way, they both co-exist peacefully because the rings can potentially be the most powerful permanent in play, given enough time.


The Ravnica guildmages are perfect for this cube for many reasons:
  1. 9 of the 10 Guildmages fit into the Onslaught tibes. There are 5 Wizards, 2 Elf Wizards, 1 Elf, and 1 Zombie. Only the Gruul Guildmage doesn't fit (Human Shaman).
  2. Multicolor Hybrid. Just like off-color flashback cards and split cards, the hybrid guildmages are very easy to splash.
  3. 2 power creatures for 2 mana. The guildmages enter the battlefield a turn earlier with all 90 face-down creatures with morph and they all trade evenly with them.
  4. On-board tricks. Just like the morph creatures, Onslaught Tribal Lands, and Innistrad Utility Lands, the guildmages add to the many on-board tricks that can be played in this format. Not only does this benefit players able to calculate combat math and manipulate the stack, but they increase the value of all mana rocks. It's almost as if you can never have enough mana each turn because there are so many ways to dump it.
  5. Abilities. Combat damage, buffs, debuffs, targeted -2/-2, and graveyard manipulation are all themes of this cube.

Spider Spawning Lives!

Anyone who drafted triple Innistrad or DII regularly will tell you that "The Spider Spawning Deck" was probably the most powerful archetype in that draft format. And it's amazing how much of that deck can be emulated in a cube that features a complete set of off-color flashback cards and already has a graveyard theme.

  • Off-color Flashback Cards: Spider Spawning, Memory's Journey, Forbidden Alchemy, and Tracker's Instincts.
  • The Runic Repetition effect is replaced by things like Research / Development and Primal Command.
  • Relevant Creatures (Zombies): Screeching Skaab,Geralf's Mindcrusher, Putrid Imp, Gravecrawler, Undead Gladiator, and Ashen Ghoul.
  • Supporting Creatures: Urborg Elf, Druid of the Anima, Thought Courier, Magus of the Bazaar, Fauna Shaman, and Cairn Wanderer.

There are plenty other supporting cards found throughout the cube, but the point is that it's entirely possible to pack 1, pick 1 a Spider Spawning and never look back. Much like Morph Archetypes vs. Tribal Archetypes may pull you in different directions, there are also other nuggets to be found in the cube.

Aggro vs. Control vs. Combo

The three main pillars of Magic are represented in this cube in very non-traditional shells:

  • Tribal Archetypes - In general, tribal decks make up the bulk of aggro strategies in the cube. This is because the tribal creatures make up the bulk of 1cc and 2cc creatures which can get the beats started early.
  • Morph Archetypes - In general, morph decks make up the bulk of control strategies in the cube. This is because many morph creatures come with a trick when flipped (and flipping them face-up is itself a trick). Many of these tricks help control the board. Also, because the morph creatures require 3 colorless mana to hit the table, they're naturally going to be slower than their tribal counterparts.
  • Graveyard Archetypes - In general, graveyard decks make up the bulk of combo strategies in the cube. These decks include things like The Mill Deck, Reanimator, and Spider Spawning.

There is obviously a lot of cross over between tribal, morph, and graveyard decks. Elf decks can go the aggro route with Timberwatch Elf, topping off with Voice of the Woods, but they can also just ramp into huge beasts (with morph) that just take over the game. On the other hand, the majority of wizards have morph and if you get your hands on Skirk Alarmist and Ixidor it's hard not to be both tribal and morph in a deck that has a more control-type feel. And then there are the graveyard decks that are a natural fit for zombies which have the ability to both fill your own graveyard and mill your opponent.

(There will always be exactly 90 creatures with morph in this cube.)

~ LAND ~

(I use 40 of each basic land for my cube.)

I love John Avon's art, but if I had to pick between the two for lands I'd be using in the "last" great format I'd ever play, I have to go with Revised. John Avon can't compete with the nostalgia I feel for Revised.

It should be noted that I feel absolutely zero temptation to dump even more money into Beta basic lands, Unhinged basic lands, or full art Zendikar basic lands. Even if I had a stack of any of those lands right now sitting next to me, I'd still use the Revised lands instead. They just hold so much more nostalgic value for me personally.


I prefer using a very cheap storage option for my cube which includes:

  • The entire cube is double sleeved with KMC Perfect Fits & KMC Super Blues.
  • The 360 cube perfectly fits into a standard "550 Box."
  • 40 of each land fits nicely into a "330 Box."
  • The deck box is large enough to hold all my creature tokens.
  • A full set of 55mm Jumbo d20 Dice fits into a large 5" x 8" bag.
  • I also have 50 d6's, 10 of each color.

(Some people have custom wooden boxes made specifically to hold their cube, but I prefer this much cheaper option where I can just throw everything I need into a backpack and I'm ready to start cubing.)


  1. No Daru Stinger? It now counts humans as well as soldiers.

  2. Well, in general I try to avoid cards that care about errata just because when I play (the rare times that I do) it's with people who much more casual than me.

    Also, it's a little too narrow for me. It's basically only useful if you're straight up soldiers. I tried to limit all the narrow tribal cards to just a single tribe (goblins).


  3. I just posted a blog which will better describes my tribal design for the Cube.