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Vintage Cube July 2021 Update
Howdy, gamers!
It's that time again. The time for everyone's favorite part of Magic Online: Vintage Cube! It's only been gone a few months, but there's surprisingly a ton of changes going into this update. Why?
Modern Horizons 2 being pointed at Modern means that there's a potpourri of new flavors being added to Eternal formats, and Vintage Cube is no exception. The biggest winner easily being red.
A lot of the updates this time around are pointed at giving Mono-Red Aggro a bit extra heat. After a few iterations of small downgrades, it felt like the archetype was coming up a bit short, and some shifts have been made to compensate for that fact. Not everything is about killing the opponent, however:
Unholy Heat replacing Flame Slash is exactly the kind of card that a lot of slower decks could use to ensure their early removal translates well into the late game. Having the ability to tag creature lands and planeswalkers is a huge upgrade in that slot, and I'd expect that to be felt in anything trying to go long.
Red isn't the only thing getting a bit of a makeover. Green's also seeing a bit of an adjustment to refine what the color is about.
Green is about ramping early. Green is about getting out ahead and getting its biggest cards out first. Green is about smashing. A lot of the new cards being introduced to the cube in this take of Vintage Cube are with the intent of having a bit more generic power in green's early-game spells and giving them a bit of consistency to make up for their lack of selection.
Finally, it'd be remiss of me not to mention a bit of power being added to a color combination: Golgari.
Previously, most of Golgari's gold cards in the cube really only contributed to removal. Shifting some of the power in its removal to grindier planeswalkers allows the decks to do a bit more in games that go long. Grist, the Hunger Tide even has the bonus of playing in Recurring Nightmare and green creature decks.
I like to think the rest of the changes are straightforward, but as always, I'll be keeping an eye on how things play out and expect the Power Nine and friends to be the strongest and coolest parts of drafting. I'll see y'all in the queues!
Check out the change list here and the full Vintage Cube card list below.
Vintage Cube Card List

Wizards of the Coast
Howdy, gamers!
It's that time again. The time for everyone's favorite part of Magic Online: Vintage Cube! It's only been gone a few months, but there's surprisingly a ton of changes going into this update. Why?
Modern Horizons 2 being pointed at Modern means that there's a potpourri of new flavors being added to Eternal formats, and Vintage Cube is no exception. The biggest winner easily being red.
A lot of the updates this time around are pointed at giving Mono-Red Aggro a bit extra heat. After a few iterations of small downgrades, it felt like the archetype was coming up a bit short, and some shifts have been made to compensate for that fact. Not everything is about killing the opponent, however:
Unholy Heat replacing Flame Slash is exactly the kind of card that a lot of slower decks could use to ensure their early removal translates well into the late game. Having the ability to tag creature lands and planeswalkers is a huge upgrade in that slot, and I'd expect that to be felt in anything trying to go long.
Red isn't the only thing getting a bit of a makeover. Green's also seeing a bit of an adjustment to refine what the color is about.
Green is about ramping early. Green is about getting out ahead and getting its biggest cards out first. Green is about smashing. A lot of the new cards being introduced to the cube in this take of Vintage Cube are with the intent of having a bit more generic power in green's early-game spells and giving them a bit of consistency to make up for their lack of selection.
Finally, it'd be remiss of me not to mention a bit of power being added to a color combination: Golgari.
Previously, most of Golgari's gold cards in the cube really only contributed to removal. Shifting some of the power in its removal to grindier planeswalkers allows the decks to do a bit more in games that go long. Grist, the Hunger Tide even has the bonus of playing in Recurring Nightmare and green creature decks.
I like to think the rest of the changes are straightforward, but as always, I'll be keeping an eye on how things play out and expect the Power Nine and friends to be the strongest and coolest parts of drafting. I'll see y'all in the queues!
Check out the change list here and the full Vintage Cube card list below.
Vintage Cube Card List