Degenerate Micro MTG Cube | 160 Cards

$45.00

Full Cube List

192 cards
Mother of Runes
W
Creature — Human Cleric
White
Creatures
Instants
Sorceries
Blue
Creatures
Instants
Sorceries
Artifacts
Enchantments
Black
Creatures
Planeswalkers
Instants
Sorceries
Artifacts
Enchantments
Red
Creatures
Instants
Sorceries
Artifacts
Enchantments
Green
Creatures
Instants
Sorceries
Enchantments
Multicolor
Creatures
Instants
Sorceries
Colorless
Creatures
Planeswalkers
Instants
Sorceries
Artifacts
Lands
Enchantments
Other
Unknown
Unknown

– Degenerate Micro MTG Cube 160 — https://cubecobra.com/cube/list/degenerate-micro-cube?board=mainboard

This is Vintage Cube energy, condensed into a micro format: tiny decks, brutally efficient interaction, and “did that just happen?” combo turns.

Origin / why this list exists

The Degenerate Micro Cube is a well-known micro-cube concept popularized with a full primer: it takes inspiration from Max Hero’s “15 Card Singularity” idea and asks a simple question: what if cube drafts felt closer to high-powered Constructed? The answer is 15-card decks, ultra-consistent draws, and an environment where combo, prison, and control are the main “macro-archetypes.”

What’s in the list / how it plays

This list is powered (it includes Ancestral Recall, Time Walk, and Timetwister) and you feel it immediately.

Expect the core “degenerate” lanes:

  • Fast mana + lock pieces: Workshop-style starts (Sphere/Thorn/Trinisphere/Tangle Wire), Chalice lines, and mana denial.

  • Cheat-and-win packages: Tinker, Show and Tell, Sneak Attack, Oath of Druids, Reanimator, Channel.

  • Free/cheap interaction wars: Forces, Daze, Misstep, Flusterstorm, Pyroblast effects—games hinge on sequencing and reading the matchup.

  • Iconic A+B finishes: Depths/Stage, Bomberman-style lines, Welder/Engineer artifacts, and “one threat is enough” haymakers.

It’s swingy, but not random—because the decks are so small, sideboarding and mulligans matter a ton, and you’ll often feel like you’re piloting a sharp 15-card Constructed deck rather than a traditional 40-card limited pile.

Draft + gameplay rules (the “micro” part)

The classic Degenerate Micro Cube rules look like this:

  • Draft: each player drafts 2 packs of 10 cards.

  • Build: 15-card minimum deck size (basics added as needed).

  • Gameplay twist: you don’t lose for trying to draw from an empty library.

For 2-player sessions, a commonly recommended approach is grid drafting 12 packs of 16 so you see the full 192-card environment and don’t miss critical A+B combos.

Who it’s for

  • You want Vintage-style broken decks, but you usually play with 2–4 people, not 8.

  • Your pod likes combo math, stack fights, prison puzzles, and “find the line” gameplay.

  • You want a cube night that can be short, intense, and replayable.

If your group wants classic midrange mirrors and slow value piles, this is… not that.

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