It’s just a bit of fun: The story of a personal Revelation

I’m about to tell you the story of a Magic deck; but first, a disclaimer:

If you absolutely, positively must win the next Standard tournament you enter, don’t play this deck.

Ahhh. It’s great to have that off my chest.

You see, I’m not the guy who slips you the secret, mind blowing strategy a few days before the tournament; neither am I the one who takes promising decks and lathes them into killing machines via a week of 8-hour sessions grinding the 2-man queues of MTGO. My brews will not provide you with a surefire ticket to a blue envelope.

I, my friends, am at best a bad beat generator.

A deck designed by me:

  • Won’t turbocharge your bid for the Pro Tour, but it will derail someone else’s – probably in round 3 or 4, when they’re trying desperately not to pick up a second loss (after that tight, tight round 2 defeat in extra turns).
  • Won’t prompt early concessions from highly skilled opponents, but it will prompt those opponents to express disbelief that they have lost to the cards on the table in front of them.
  • Won’t turn your mid-table performances into an X-0 record, but it will turn each game into an intricate, Rubik’s Cube of a puzzle… which those who share my love of complex decision trees will finding outrageously rewarding.

The deck I’m about to describe is hugely, hugely fun – and not terribly expensive. It can wriggle its way out of many different tight spots which commonly present themselves in Standard, but will fold like a nervous gambler to certain hate cards or opportune plays.

This is the way of things: the way of the force (for ‘force’, read ‘bad deckbuilders’).

The Acorn

Before the last rotation of Standard, when Insectile Aberrations still roamed the skies and all your best monsters were just a vapor snag away from becoming your biggest frustrations, a very clever man named Sam Black wrote about his experiments with a trio of cards which had a special interaction:

  

If your deck contains this package (and provided no-one disrupts the chain of events) you will, given sufficient mana, be able to execute a slow and unending loop which will deliver whatever cards you want, over and over again.

  • Step 1: Cast Revelation for a number greater than 2.
  • Step 2: Select the other Revelation and Elixir of Immortality as your first 2 cards, then whatever you like in the remaining slots.
  • Step 3: At some point, play and activate Elixir of Immortality, shuffling it, the first Revelation and the rest of your graveyard back into your library.
  • Step 4: (return to step 1)

I found this concept tantalising. Resolving one Demonic Tutor feels great; resolving as many as I like for the rest of the game sounds like a euphoric drug experience.

I was in. I didn’t care that such a deck would be clunky and require embarrassing amounts of mana to function. I was emotionally committed.

It looks like a deck, but it’s really an enormous sweet shop

I set about brewing at once, cramming literally every pet card at my disposal into a decidedly precarious list. My first draft looked something like this:

Diabolic Revelation x2
Elixir of Immortality x1
Divination x4
Pillar of Flame x4
Augur of Bolas x4
Chromatic Lantern x4
Gilded Lotus x2
Thoughtflare x2
Niv Mizzet, Dracogenius x2
Mizzium Mortars x1
Dreadbore x1
Cyclonic Rift x1
Devil’s Play x1
Dissipate x3
Duress x2
Blasphemous Act x1
Nicol Bolas, Planeswalker x1

+ 24 lands in some meaningless configuration

There are lots of cool things going on in this build. Sadly, none of them stopped me from losing to literally every deck in the format.

It rolled over to Aggro, because a playset of Pillar just isn’t enough, even with some Augurs to help out. I would weather the first wave, then get murdered once they drew some more threats, short of the Revelations I needed or of the mana to cast them.

It lost to Mid-Range because… well, Thragtusk. Not so much the life gain, more the hitting for 5 and laughing at removal. It was painful.

It couldn’t win a control war, because their card advantage came on line much earlier in the form of Jace, who I then couldn’t reliably remove. If you have to wait to deal with that guy until you draw a singleton Dreadbore, Bolas, or a Legendary Dragon who disappears at the flutter of an Angel’s serene eyelashes… you are in trouble.

All in all, the deck was a disaster. It was trying to be too many different things at once – and many of those things were unnecessary.

Surgery

I decided that I needed to be doing fewer clunky things.

Au Revoir, chaps

Out came the first Thoughtflare, then grudgingly, the second. I wanted the card to be good, but it simply wasn’t in this shell. I needed to be getting through my deck earlier in the game, an effort to which a 5 mana spell was not going to contribute. By the time I got up to 5… well, I had better things to be doing.

If you haven’t untapped with one of these guys in play… please, try it soon.

The particular ‘better thing’ I had in mind was casting a Gilded Lotus. The Lotus almost guaranteed that I could do something excellent the next turn; I didn’t want to clog up my 5 spot with an instant speed option which would just make decisions more difficult. I realised that I was not the kind of control deck which did clever things at the end of my opponent’s turn, but one that rumbled along at sorcery speed doing big things.

If I have to choose between casting you and a Divination/Mana Rock, I am a saaaaaad panda

This made the decision to cut all but one Dissipate a simple one. A singleton counterspell was a nice surprise package and, thanks to my infinite recycling plan, could be burned early in the game and return later to force through game-ending threats.

There can only be one

Out came one of the Niv-Mizzets, as much as I loved him. He was great, but he was expensive and mana hungry; a single copy would be plenty in my turbo-tutoring strategy.

Maybe some other deck, big guy

Devil’s Play was OK, but it wasn’t doing enough and the Flashback ability was encouraging me to burn it from the graveyard, rather than recycle it for the long game. Out it came.

Saying goodbye to you broke my durdly little heart 😥

Finally, I gave up on the ultimate sacred cow: Chromatic Lantern. While I loved the lantern and rarely had mana troubles, I felt like a 3 colour deck shouldn’t really need it to function. Standard offered better accelerators at 3 mana which could give me extra value.

My additions were simple and focussed:

  • 4 Think Twice would add velocity, hitting my land drops and drawing me into gas and Divinations. It was important to see more cards to make sure I was finding a Lotus and a Revelation to start going crazy, so even though I’d be losing the draw spells from my recycling engine as I flashed them back, I reasoned that it would be irrelevant once I could reliably start the tutoring chain.
  • 3 Rakdos Keyrune would give me a mana rock which could also play defense against everything from a Gravecrawler to a Thragtusk. I hoped they would help stop the bleeding which set in so quickly in my matches, particularly since my only lifegain was the singleton Elixir.
  • +1 Dreadbore and Mizzium Mortars would make it easier for me to draw creature and planeswalker control measures before getting a tutor-loop going.
  • 1 Rakdos’s Return would give me a big leveller against control, which also offered the reach I had originally sought from Devil’s Play. The possibility of sticking one of these after an EOT Cyclonic Rift was also at the forefront of my mind – few problems are beyond the ability of that tag-team to answer.
  • +1 land would take take me to the more sensible total of 25 and cut down on the irritating number of 2-land hands I had to ship back.

 

Revelation: the next generation

This time around, things were better. Much better.

The draw-smoothing effects of full Think Twice and Divination playsets were very much in evidence, as I routinely made 4th or 5th turn Lotuses and proceeded to power out big spells on the critical turns. In other games, I would simply hit my land drops and trade removal spells before eventually tutoring up a Revelation/Elixir/Lotus package once the attrition war had ground to a halt.

I got in a lot of game time with this version, but eventually, a couple of niggling problems sent me back to the drawing board.

  • Problem 1: Niv Mizzet kept dying. He was my only legitimate removal target, since people hate throwing good spells at Augurs – so he was turning all the removal I was blanking back on. It was a sad state of affairs, particularly given the fact that it was very difficult to lose if he lived.
  • Problem 2: Top-decked Burn was wrecking me. I was tending to stabilize on low life and, unless I wanted to spend my turns tutoring and looping elixirs but nothing else, I would be walking a tightrope against decks which could simply draw the last few points off the top. I needed a way to consistently regain life without being forced to invest mana every turn, so I could pull back from the precipice whilst having time to advance my own gameplan.

Before I go on, let me make something clear: I realise that I could have solved many of this deck’s issues by simply playing Bant control. Shelling out for the ‘other’ Revelation and some Thragtusks, Jaces etc would have taken care of my weaknesses… but I’m not made of money and really, that’s not what I’m about. I want to do something cool, for an affordable price, which is a bit different. Hopefully this explains why I didn’t just ‘build the better version’.

A revelation within a Revelation

I needed to find a way to replace Niv Mizzet with a more resilient creature, but I didn’t want to lose the card advantage he provided entirely; I also needed a way to recover life after stabilising that didn’t involve hypnotising everyone in the Magic community into believing Wurmcoil Engine was still legal.

Browsing through Gatherer, I stumbled upon a card so near and dear to my heart I couldn’t believe I’d forgotten about it thus far… and which solved the first part of my problem.

Oh, Rev, where had you been? Why had you hidden that pre-mizziumed skin of yours away for so long? I still remembered how awesome it was to Impulse every turn, so I was on-board with the Right Rev. Revenant in about 5 seconds.

That decision, in its own special way, pushed me toward the next (and much more questionable) one.

If I’m already planning to have 1 creature in play, what’s the best way to gain life on a regular basis?

That’s right, folks. Do not adjust your monitor; you are seeing correctly. I am running a deck which can produce huge amounts of mana, tutor whichever cards it wants and play them… and I’m choosing to include Homicidal Seclusion.

And it’s insane.

As soon as I considered running a single Revenant as my creature win condition, then thought about pairing it with the Seclusion, I had a sudden moment of realisation: In all my experience with the deck, one of the most routine scenarios was for my board to include a single creature.

  • I frequently had a single Augur of Bolas standing front and centre, stonewalling 2-power beaters or pecking at the opponent’s life total.
  • Similarly, I had lost count of how many times my board included one or more Rakdos Keyrunes, which could step forward handily to become a solo creature at my command.

Do you know how good Rakdos Keyrune is when it’s a 6-power lifelinker, friends? Too good for me to describe in a family friendly way.

Can you guess how much easier it is for an Augur to go all the way when he’s generating an 8-pt life-swing every turn? ‘Much’ is probably an adequate answer.

Revelated, cogitated, digested

The current iteration of the deck is listed below, followed by a sideboard – although be warned, I am really, really rough at sideboards.

The Right Rev

Diabolic Revelation x2
Elixir of Immortality x1
Think Twice x4
Divination x4
Pillar of Flame x3
Augur of Bolas x3
Rakdos Keyrune x3
Gilded Lotus x2
Mizzium Mortars x2
Dreadbore x2
Cyclonic Rift x1
Rakdos Return x1
Dissipate x1
Duress x1
Blasphemous Act x1
Barter in Blood x1
Nicol Bolas, Planeswalker x1
Lone Revenant x1
Homicidal Seclusion x1

Steam Vents x2
Blood Crypt x2
Sulfur Falls x4
Drowned Catacomb x4
Mountain x2
Swamp x2
Island x6
Evolving Wilds x3

SB

Duress x2
Dreadbore x2
Vampire Nighthawk x3
Dissipate x1
Curse of Death’s Hold x2
Rakdos Charm x2
Niv Mizzet x1
Griselbrand x1
Slaughter Games x1

The sideboard plan is pretty simple – in some matchups, you’ll want more of certain effects, like Duress or another counter; or the other decks will be aggressive enough that you’ll need the additional lifegain of the Nighthawks; or you’ll want to prevent hordes of small men from getting out of hand, hence the curses; or Planeswalkers will be ruining your day and you’ll need more Dreadbores.

Rakdos charm is included because it’s a flexible answer to Artifact and Graveyard shenanigans – it’s actually the card I’d most want to play against our deck.

Niv Mizzet and Griselbrand are both too fragile to feature maindeck, but after board they allow us to turn into a different kind of Revelation deck. If the opponent brings in Graveyard hate, we want to be able to cast Revelation for a fistful of haymakers rather than a slow, grindy loop – these guys fit the bill perfectly.

Finally, Slaughter games is for a match in which you don’t fear graveyard hate, but you think it might be easier to grind out a deck by recurring an extraction effect. Bant doesn’t tend to run Rest in peace, because they’re an elixir deck too – so at some point taking their revelations, followed by their elixir is a pretty nice sequence.

I’ve had fun – now it’s your turn

Some of you out there will roll your eyes at an article like this; others will think the deck sounds like a laugh and have a shot at building it; some may even take their superior skills and turn it into something truly competitive.

Frankly, as long as even one person has as much fun with this big, slow, complicated thing as I have, I’ll be overjoyed.

A deck like this is a labour of love, not a bid for prizes. Here’s to all the durdlers, who will find their dreams coming true as they activate a huge, life-linking Keyrune to block the 4-toughness attacker sent in by an unthinking opponent. You are, all of you, my brothers and sisters.

Clash of the Titans

Tonight, we do something… different.

Tonight, we push the boundaries of what is possible with the meager resource pool of 12 geeks and 540 pre-sleeved Magic cards.

Tonight, we play team cube sealed.

Dear reader, you will of course recall my primer on the nature and appeal of cube-drafting… skimmed it again? Good.

With all that in mind, let me tell you a tale of triumph, tragedy and camaraderie.

Late in the evening, we descended like a cloud of geeky, chuckling locusts upon Spellbound Games (Glasgow’s premier gaming store – and arguably the most community-integrated business I have ever encountered). Huddling in our threes, we filtered through the stacks of over-powered cards, trying to find amongst them the most appalling, degenerate things we could possibly do to each other.

What’s that, you ask? Who’s ‘we’? Let me break it down for you:

Team Handsome AKA The Thawing Glaciers

Gerry, Duncan and Billy

Bacon Buddies

Antwan, Stuie and Chris

Doomgape

Paul, Doug and Peter

Inter YerMaw

Gordon, James and Yours Truly

I would spout lavish biographies for each contestant, but I’d only end up failing to do the other gents justice before musing for several paragraphs about why I make a twat of myself in every photo; that would be a painful process for all involved. Let’s get to the meat of the thing.

How it goes down

Each of the four teams receives a stack of 135 randomly determined cards, a quarter of the total cube pool of 540. Over the following 50 minutes, they must collaborate to build three decks from the cards available in that stack, adding basic lands as required from a separate pool.

The deck-building process is a delicate balancing act. The teams must consider several factors:

  • What archetypes are available?
    • Does the stack contain a host of small, efficient creatures and burn which lend themselves to aggro decks?
    • Is it jammed full of controlling effects which clear the board, draw cards and present enormous threats late in the game?
    • Are there any highly synergistic combinations of cards which suggest a particular type of gimmick deck?
  • What colour combinations and splits are viable?
    • Most decks in a cube event will be in at least two colours, even if one is very clearly the primary colour and the other a splash.
    • When building three decks, it’s important to consider which colours are strongest in the pool; which colours will sit most easily together, based on the mana-fixing which is available; and how it is appropriate to split up certain colours.
    • Some colours lend themselves to being split as splashes amongst multiple decks, if the right cards are present; for instance, red and black typically have removal options without heavy mana commitments, so they might be apportioned to several decks in order that they all have a chance to deal with problem creatures.
  • What is the appropriate power distribution amongst the decks?
    • Once a pool is opened, certain combinations of cards may represent a powerful core or theme for a deck.
    • If multiple packages like this exist, how hard should the team work to split them across the decks? Should they be as evenly spaced as possible, or crammed into one deck to create a monster which will almost guarantee a match win each round?

There’s more, but hopefully this will give you a flavour of how difficult the decisions faced by each team are.

Our personal challenge

In last night’s event, the men of Inter YerMaw were faced with a series of tough calls. a quick glance at our pool revealed:

  • The tools for a powerful green ramp deck
  • The mana fixing and variety of effects for a fairly interactive White/Blue/Black (Esper) midrange deck
  • The creatures and burn for a Red/White (Boros) aggressive deck with a clunky curve, but brilliant equipment

In the process of building, a few things became clear:

  • It was difficult to decide on the optimum configuration for the Esper deck, as the effects were almost universally of medium power and the options were so varied. Even today, we are still debating card choices!
  • The Boros deck was walking a difficult tightrope between including all the amazing equipment in our pool and ensuring that it had enough creatures to actually carry that equipment.
  • Close to the end of deck-building, with the clock ticking loudly, it started to dawn on us that the Green deck (now including black and a series of very neat interactions) was absurdly powerful.

With the ‘end of deck-construction’ alarm ringing, we were forced to accept that complete optimisation of our strategies was a pipe-dream. Now we had to roll the dice, sling some spells and hope that it all came together.

Playing the event

Once deck construction is complete, each team chooses a seating order for its members, which will determine the opponents each will face in their matches: Team A’s player 1 will face Team B’s player 1, etc.

The teams are then randomly drawn against each other, after which point the players will sit down opposite their numbered counterparts and play a match. The team’s result overall is determined by the aggregate of the match results: if Team A’s players 1 and 2 win and their player 3 loses, Team A will win the round 2-1.

One endearing feature of the team format is the ability to confer with your wing-men (or gal-pals; cube is a gender-equitable pursuit) throughout the event. In practice, this means consultations over whether starting hands are suitable or should be mulliganed, or guarded discussions about which sequence of plays will produce the best results on key turns.

Round 1: Inter YerMaw vs. Doomgape

Nervous and excited, we took up our positions.

  • In seat 1, wielding our strong Green/Black (Golgari) deck, I faced off against Peter.
  • In seat 2 was James, packing the Esper midrange brew against Paul.
  • In seat 3, Gordon rounded out the line-up, facing Doug with our Boros concoction.

With apologies to the Magic-illiterate segment of my audience, I’m afraid I must now get technical.

The Golgari deck was exceedingly complex, running a toolbox of creatures which could be fetched by Fauna Shaman and recurred with Genesis and Volrath’s Stronghold. Squee was one of these creatures, greatly enhancing the strength of the interaction. This made it very powerful in the long game and incentivised me either to slow down the play, or accelerate my own game plan.

   

Luckily, acceleration was not a problem, as the deck also had a suite of ramp spells to put me turns ahead in mana development. It also had some strong cards to abuse the early ramp, in Grave Titan and Wurmcoil Engine.

 

Finally, it was packing a Crucible of Worlds engine, which included Strip Mine, Wasteland and Evolving Wilds.

   

Yes, folks, we really opened this in a sealed deck.

My games against Peter, who was playing a Red/Green (Gruul) beatdown deck, went largely as follows:

  • Peter would mulligan, then deploy some early threats whilst I developed my board.
  • I would activate Fauna Shaman, resolve a Plow Under, or play a strip mine and start to improve my hand while attacking Peter’s mana.
  • Eventually, I would stabilise on a low life total, with Peter hoping to draw a burn spell which could finish me off while I tried to close that window of opportunity by gaining life or killing him quickly.

The range of powerful options and trickery available to the deck made it a joy to play. Peter fought valiantly to make an impression for his team – and twice had me dead to any burn spell on top of his deck – but ultimately didn’t have the tools to push through a ridiculous series of interactions. In fact, in our second game the board state became so stupidly lopsided that his teammate Paul was only able to laugh out loud when consulted.

Of course, Paul himself was playing a deck which created either laughter or despair for his opponents. James found out, to his cost, what it was to play a deck full of solid spells against a who’s-who of the cube’s top 20 cards. Paul started the match with a first-turn Sol Ring and things went downhill from there. Each time I glanced to my right, he had added a Kokusho, or a Liliana of the Veil, or a Griselbrand, or a Recurring Nightmare to his side of the table.

   

James’ face was, increasingly, a work of dark poetry.

When the match was over, Paul even managed to flash a Mind Twist which he had never deployed, leaving us to roll our eyes and wonder why a cold, distant god despised us so.

In the pivotal clash, Gordon lost out narrowly to Doug’s slightly ‘bigger’ aggro deck, whose creatures slightly overmatched his own. After the fact, he declared himself unhappy with the overall feel of his deck, foreshadowing a lesson we would eventually learn for future Team events.

With the next clash looming, Gordon and I broke for some much-needed chicken snacks.

The only thing I regret is waiting until 9pm to get started on this bad boy.

Result: Doomgape 2-1 Inter YerMaw

Round 2: Inter YerMaw vs. Team Handsome

As if it wasn’t intimidating enough to face a crack unit named for their formidable beauty, I had the misfortune of lining up against ‘The Handsomest Man in Scottish Magic’ himself, Billy Logan.

Seat 1: I faced Billy, sporting a Blue/Red (Izzet) control deck.

Seat 2: James took on Gerry, who was playing a base-Green ramp deck which included the brutally powerful Mirari’s wake.

Seat 3: Gordon’s opponent was Duncan, whose deck I didn’t get a great look at – suffice to say it was also playing some red spells.

My games against Billy were extremely uninteractive, with one player or the other gaining the ascendancy through a series of powerful and inevitable plays.

In the first, I managed to win despite the fact that Billy resolved a Bribery which put my Grave Titan into play under his control. The secret? Pack Rat, an egregious card in limited formats which was part of my Fauna Shaman toolbox.

Suffice to say that, without true mass removal, Billy’s otherwise excellent deck had very little in the way of answers to a rat.

In the second, Billy countered my Fauna Shaman to cut off early access to the rat, then locked me out with a Frost Titan as I stumbled slightly on mana.

The third game was a true testament to the power of Pack Rat. I kept a hand without green mana, but with a rat and two colourless utility lands. A rat on the second turn essentially ended the game, although Billy played like a man possessed to try and cut it off. Eventually I drew Squee setting up an unbeatable engine which quickly ended the match.

Sadly, in seat 2, James had been overrun by the powerful, early monsters Gerry had ramped onto the board; while in seat 3, Duncan had similarly claimed the spoils for Team Handsome.

As we prepared for the next round, James and Gordon were both expressing dissatisfaction with their decks, while it was increasingly obvious that a traffic cone could have piloted my degenerate stack to a winning record.

“Activate Pack Rat, discarding Squee. GG mate.”

Had we made an error in not consciously splitting its powerful combinations across all three decks? It certainly felt that way to my teammates – and I was left to regret waiting until so late in deck construction to start focussing on those cards, which if addressed earlier might have yielded a more even distribution of our pool’s ‘oomph’.

Result: Team Handsome 2-1 Inter YerMaw

Round 3: Inter YerMaw vs. Bacon Buddies

Entering the home straight, our team had the dubious honour of being the only one firmly out of contention for 1st place. Nonetheless, a quick pep talk had us firing on all cylinders again, determined not to go quietly into the night. Imagine Judi Dench quoting Tennyson in Skyfall and you won’t be far off.

Seat 1: I faced Chris, running classic Blue/White (Azorius) control.

Seat 2: James was up against Antwan, piloting a spicy Boros recipe which included Stoneforge Mystic plus Sword of Body and Mind.

Seat 3: Gordon met Stuie, rocking a pretty nutty Green ramp deck himself.

My matches with Chris were not tremendously well-balanced. Although he set a high standard for power with his opening play, Library of Alexandria, I was able to fire off Plow Unders in both games and get my engines online to grind out the wins handily. I cannot overstate how powerful the axis of Fauna Shama/Squee/Genesis/Pack Rat was when my opponent had  no way to interact with my graveyard.

The fun stuff was happening elsewhere, however…

Gordon had the joy of staring down the following sequence of plays from Stuie in their first skirmish:

  • T1: Forest, Elf, Mana Crypt, signet.
  • T2: Forest, Primeval Titan, cheeky wink.

   

Predictably, he did not take the game from that position.

As Stuie continued to demonstrate why fast, plentiful mana is a bad thing for game design, the deciding exchanges were taking place in seat 2. James and Antwan were reaching the climax of their third game as I wrapped up my own match and I was able to join in the final decision of the game.

The board state:

  • James on high life, with 4 cards in library and Consecrated Sphinx in play alongside Celestial Colonade and oodles of Mana.

 

 

  • Antwan on 3 life, with 2 cards in hand and two mana available, a Stoneforge sporting the Sword of Body and Mind.

 

It was Antwan’s end step and James cast Impulse, which in that situation, read: “Tutor your library for a card, then stack your library as you choose.”

The choices were: three uninteractive cards and Remand.

“I take the Remand, right?” asked James.

“Definitely,” I replied, adding nothing to the process except an opportunity to claim later that I was partially responsible for his triumph. Yes, I am that guy.

Seconds later, James swung with vastly more than lethal damage and counterspell backup against a defenseless opponent. It’s testament to just how hard we’d been kicked in previous rounds that we flinched when Antwan pretended to tap mana… before extending the hand with a broad smile.

We had done it! At least one victory was ours – and a greater one had been delivered to Team Handsome, who took down the tournament thanks to our result and some dubiously calculated tie-breakers.

Result: Inter YerMaw 2-1 Bacon Buddies

As the dust settles…

Based on Billy’s stated position of being so pumped about winning that he could, “…play a trumpet with his c**k,” alongside the general sounds of laughter and enjoyment heard around the shop during the event, I’m happy to conclude that this one was a hit. We’re certainly keen to run more team cube in the future – and I expect the only problem we’ll have is oversubscription.

On our next outing, I’ll be particularly conscious not to concentrate all the power in one deck; also, I’ll try to ensure that all the players are involved and invested in the deck they’re playing, so that we don’t have a situation where someone is less than comfortable with their build (as Gordon ended up being this time).

I’d like to offer thanks to Joao, for generously donating his premises to make our cube dreams come true; and to our cubers, who were just a fabulous bunch to rock some cards and some laughs with.

Before I sign off, I just have to share some of my idiotic deck with you all. Ask yourself: does this seem fair? Until next time, cube-lovers…

Wrong, on so many levels