However, there is an issue with retail limited. Formats become solved over time. The wealth of content produced by folks like Limited Resources, Sam Pratt(Rough Drafts) and Alex with Limited Level-Ups combined with data from thousands of drafts and games on 17lands.com widens the gap between your average Joe and a seasoned limited grinder. The later understands what archetypes are best, what rares/mythics are worth building around and what a good deck in each color pair should look like. This creates a huge discrepancy between these two types of players and their end results.
Second Nature above all is meant to be the most accessible cube I have built thus far. It is comprised entirely of cards that are available to craft on MTG Arena. I know this is nothing new. However, I wanted to take it a few steps further and of course make it somewhat unique. MTG Arena does not allow you to just play with whatever they have outside of their own formats without first acquiring each card using their wildcard system. You're basically spending in-game currency to purchase a digital copy of whatever card you wish to play with. Commons and uncommons are plentiful and earned at a faster clip than higher rarity slots like mythic and rare. Given that I want to be able to play this cube with a newer player, I minimized the need for higher rarity cards.
I want to evoke the feeling you get from sitting down and drafting a pack of retail limited, but with some fixes. I won't go too deep on this topic, but the recent changes Wizards of the Coast has made to retail sets includes cards that are not meant for limited play. In Second Nature, I have included 3 copies of each common, 2 of each uncommon and 1 of each rare. So, you will still be able to easily construct your draft deck with minimal wildcards on MTG Arena, but will also be able to power up your card pool with impactful and synergistic rares.
The mana base in this cube is mainly common and some uncommons, so expect to be more 2 color than not. The traditional Gx multicolor soup decks that are prevalent in cubes these days doesnt really exist. Instead this Landfall archetype is aggressive and looks to push damage with landfall effects that buff creatures or deal damage to your opponent directly. Brushfire Elemental and Akoum Hellhound do serious work in this deck.
Lastly, I want to call out some notable rares and further dive into the manabase.
A lot of times folks will tank their manabase or warp their draft around cards that are just too good not to play. However, as we lead into the rares, most of the rares are synergistic and need some support to really shine. So, I hope that these inclusions will lead to better draft navigation and really reward folks that find their lanes.
Rares that do work in a lot of decks:
These are generically good in most decks. Company was an include for Flash, and Collar for modified strategies, but either of these cards can be impactful on their own. Company is a powerful one time effect, so I am less worried about it taking over a game. Collar could warp a game and make combat very difficult, so it is something I will keep an eye on.
Notable rares for each color:
White: Avatar's Wrath - This is a unique effect in this cube. Outside of Black, this is the only mass removal effect in the cube. It also requires the drafter to build around it to make the best use of it. White is able to buff creatures with auras and heroic stuff, so the ability to have your one pumped threat stay in play is the ideal scenario for this card. Bonus for rebuying ETB creatures in white.
Blue: Bident of Thassa - The card draw is very much a blue thing and leans into the evasive threats in the blue archetypes pretty well. I like the powerlevel of this card vs something like Enduring Curiousity. Being Sorcery Speed and not attached to a creature that comes into play after being removed makes this a powerful, yet fair piece.
Black: Deadly Cover Up - The mass removal is a thing that will only come up sometimes due to the size of the cube, but I like the added benefit here of removing key commons and uncommons from your opponent's deck. This won't come up in many other cubes, so it's something I wanted to take advantage of here. Great card, and very much a black thing.
Red: Emberheart Challenger - Exactly the type of engine and powerful creature Red wants. Creatures can be dealth with in a lot of colors, but the haste and all-in nature of challenger is very much a red trait and I am happy to say this is a power outlier in this cube.
Green: Scythecat Cub + Nightpack Ambusher - I am calling out 2 rares here. Cub is a generically powerful card that doesn't require much to pop off. However, this cube doesn't have ways to play multiple lands per turn without an investment of a card. So, I am ok with it being here and playing a similar role to Emberheart Challenger in Red. Nightpack Ambusher is the main reason to play Flash, outside of tempo/control proclivities. Ambusher just sits there and generates value every single turn. However, it is a creature and there are plenty of ways to interact with it.
That is my overview for the cube. If you are reading this and have access to playing online, I want to encourage you to check out the list and hit me up to jam a draft sometime. I am looking forward to future iterations and changing the format on the regular. I go by Last Abzan on Discord and BlueSky















































