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Card Total = 150
Numbers by Card Type:
7 Planeswalkers
9 Enchantments
11 Boss Encounters
14 Artifacts
14 Sorceries
24 Creatures
35 Instants
36 Lands
X Tokens (under construction)
Unique Mechanics:
Boss: Inspired by Saga Enchantments and the world of Final Fantasy 7, Boss Encounters depict the biggest and baddest boss fights from FF7. Once a boss receives its 4th “Phase” counter, they exile and then transform into their “final phase." Each front is given split second and shroud in order to almost guarantee the complete encounter can’t be skipped, just like in the video game. These cards also have a unique set symbol, FF7’s "Meteor," to pay respects to this Universe Beyond-themed mini-set within the set. Each new expansion will also have its own Universe Beyond mini-set with its own set symbol. Keep a look out!
Terra Triad/Diode: These lands count as multiple lands on the battlefield. Inspired by an original Type 4 Cube custom card, “Three Islands" (basically The Eternal Island design) by Paul Mastriano (OG Type 4 Cube pioneer who introduced Noah to the format), our team loved the concept so much that we expanded upon the idea by also giving the lands various searchable types in order to make more cards viable in the format. These abilities also inspired us to complete the “Betrayal” cycle. Betrayal of Flesh (black) is in the Core Set. Side note, we also just wanted many more power/relevant lands in the cube. The World Lands break game rules and enable archetypes, and the land-type lands enable landcycling effects and the new custom token type “Conqueror Token”” which is basically Lander Token on steroids.
Super Epic: We found the Epic mechanic to be too weak but interesting to consider. We chose to level it up, make the resolution of the spell extremely powerful, and occur every upkeep to make the drawback desirable enough to build around. We love how these turned out!
Prelate Lore: The five original female Planeswalker Prelates and their signature Decree spell were also previously designed custom cards from back in the day when Type 4 was relatively new, circa 2005. Along with Dream World and The Lightspeed Matrix, these eight cards set the bar for how we chose to design this foundational custom set. Our goal is to bring this format back to life and show the world that extreme chaos and extremely powerful interactions are some of the most interesting and skill-testing experiences. It’s also fun. We love fun!
Triplet Siblings: These are our attempt at developing lore-based characters within the Type 4 Cube universe. We intend to develop a wide range of signature spells and abilities based on these creatures in future sets to come.
Matrix Artifacts: We considered splitting these up, but we wanted to prioritize a well-rounded draft experience for this primary custom set. These artifacts are all excellent build-arounds and help enable archetypes and synergies that otherwise would be too challenging to achieve. Think of these like format glue. We intend to experiment with specializing in our smaller expansion sets.
Pregame Effects: These we also considered releasing gradually, but we wanted more pregame effects after every draft, so we decided there likely couldn’t be enough. Between the Draconic Artifact Lands, Leylines, and Chancellors, games have immediately become considerably more explosive and exciting!
Granted: There are a handful of Booster Tutor-like cards in the Core Set (Cunning Wish, etc.), but after each game, those cards need to be removed from our decks, and sometimes we forget and end up cheating involuntarily when playing new games with the same decks. Plus, with the new tournament format for our Side Event Qualifiers, we had the idea of designing Wish-like cards that actually allowed players to keep the cards they add to their decks for the rest of a tournament round. Example: If Player 1 casts Enchanting Wish andadds a Historic card to their hand but loses that game, Player 1 is “Granted” the choice to leave it in their deck or move it to their sideboard in future games during that round. Easily one of our favorite custom mechanics in the set!
Lastly, there are a handful of unique cards that aren’t part of a specific cycle. At least not yet. These are also intended to act like glue and potential build-arounds that create corner-case synergies and play patterns that wouldn’t normally occur. We do intend to expand upon some of these already in our scheduled upcoming expansions this summer and fall. Stay tuned!
Overall, the Custom Set is designed to mix with the 600-card Core Set of existing MTG cards for a total of 750 cards. This number is recommended for a 16-player tournament environment, leaving 30 cards undrafted so Wish-like cards have “packs” for players to add cards to hand from.
Future 100-card expansion sets are intended to replace the 100-card Moxfield Core Set sideboard list in order to maximize power-level density and archetype support.
We’re excited to be sharing this experience with the world. Be sure to join us on Discord to connect and share your experiences and potential card ideas with us!
PS, there are a handful of tokens. If you’re reading this PS, they will be added to this card gallery shortly. They will also be included in all Custom Set Precon orders for free. Not just one of each, but as many as our team would like to safely have on hand in case we max out the need for them . You’re welcome :)
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Proxy Friendly house rules:
Players share an infinite mana pool that never empties between turns and phases.
Players can use the infinite mana pool to pay the cost in the top right corner of a spell once per turn. Alternate costs, additional costs, and activated abilities are unrestricted.
Infinite responding abilities are won by the defending ability.
Spells and abilities that can directly win the game are banned.
Players start games with 5 cards in hand.
One mulligan for a new hand of 5 cards.
Seat 1 draws a card to start their 1st turn.
The maximum hand size is 7 cards.
Rule exception:
If mana from an ability, like Cascading Cataracts, filters the infinite mana pool and pays the entire converted mana cost (top right mana value of a card), that spell doesn’t count towards your one spell per turn limit.
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Casual Type 4 Cube draft:
Generally, a minimum of four players randomize the cube; each creates three piles of 15 cards and then uses those piles as makeshift booster packs to draft a total of 45-card decks. Similar to traditional FNM booster drafting.
After the draft experience is complete, players choose a minimum of 40/45 as their main decks and then shuffle up to play a 4-player free-for-all game. The Proxy Friendly team tends to play multiple games with the same decks and then start a new draft with a portion of the cube that hasn’t been drafted yet. Keeps it fresh all night!
Competitive Type 4 Cube draft:
Our Side Event Qualifier events are 16-player capped tournaments that start with four draft pods. Visit our events page for format details.
Each pod follows a judge's call for when it’s time to pick up and pass their packs until all three packs have been drafted.
Players then receive time to finalize their decks before playing. Tournament seating and turn order are determined randomly by topdeck.gg tournament software.
Round 1: Players play against the players they drafted with in a “first to two wins” match with a maximum game total of five. Games are 30 minutes with 1 additional turn. Highest life total wins. Time extensions are granted if multiple players are tied for the highest life.
Round 2: Round 1 winners play against each other in a “first to three wins” match with a maximum game total of nine. Games are 50 minutes with 3 additional turns. Highest life total wins. Time extensions are granted if multiple players are tied for the highest life.
1st Place is granted a 1-round bye into our 2026 Series Finale Event; the Top 4 are granted free entry into the Finale Event, and the Top 4 also receive a variety of high-end Magic singles and Precon EDH decks to choose from.