Common themes include: Aggro thats real : low curves, sticky threats, burn/reach, disruptive creatures Tempo : cheap interaction, evasive threats, protecting a lead Midrange value : two-for-ones, planeswalkers, ETB creatures, grind plans Control : sweepers, card draw, removal suites, win conditions that stabilize Synergy decks (but still interactive): +1/+1 counters / tokens graveyard value (not always full reanimator) spells-matter artifacts (more value engine than Tinker you) The big difference vs Vintage is that Modern cubes generally have more games decided in combat , and fewer games decided by did you draw the broken accelerant. Who this category is for Pick a Modern MTG cube if: You want lower variance and fewer non-games
My ranking: Very Fun Eivor, Battle-Ready I like this take on Boros Equipment
And how you answer that changes how you must approach a match
Dethrone is fine, and it gives you something useful to do with the guy
The majority of your deck should be Pokmon fighters, so that would be around 12 to14 Pokmon
Trample, first strike and vigilance are three keyworded abilities in Magic that, as it turns out, are three such abilities that are not worth a card on their own