Cube Generator
Build a cube, plan the night for 2 to 16 players, and draft it here.
Reading 32,452 cards…
How the numbers are made, and where they come from
How the numbers are made
Play rate
A card's play rate is how much constructed Magic plays it: for each format in the Meta Lens data (Vintage, Legacy, Duel Commander, Modern, Pioneer, Standard, Pauper), the share of decks on file that run it in the main deck, with a deck that runs it only in the sideboard counting a quarter, since sideboard cards like Rest in Peace are narrow in a cube. Each card pool weighs the formats that fit it (a Legacy cube leans on Legacy and Duel Commander, a Pauper cube on Pauper alone; a cube from chosen sets weighs every format on file alike), and adds a small tiebreak from EDHREC rank for cards no deck on file runs. The seed moves every score up to 15% either way, so another seed gives another cube from the same pool. A theme raises matching cards (by role tags, rules text or type) to 1.6 times their score plus a small fixed amount, so on-theme cards with little constructed play still get in. The play-rate floor keeps a card only when some format on file runs it in at least that share of its decks.
play rate = sum over formats of (format weight x share of that format's decks running the card) + small EDHREC tiebreak
From chosen sets
Pick any of the sets the site knows (Scryfall's list, less token, promo, memorabilia and minigame sets). A draft set counts the cards its boosters held: a card is in a set when one of its printings there is found in boosters, by Scryfall's booster field, so starter kit cards numbered in the set (Serra Redeemer and four others in Dominaria United) and a Commander Legends deck's reprints stay out; other sets keep every card. Each set's row counts its cards once each, at the rarity printed there, and how many of them each format allows today; the counting runs in a worker so the page stays quick. A card printed in more than one chosen set counts once in the cube, and when it was printed at more than one rarity in those sets, it counts at the lowest. Then the rules, each with the count it leaves: rarity (as printed in the chosen sets; special rarity goes with rares and mythics), colors (lands are kept or left by the card type rule instead), card types (the front face), the play-rate floor, the budget and your Collection.
Size: every card that passes, or a size, which the slots below fill by play rate. Copies: one of each; by rarity, as Lucky Paper's set cube (4 of each common, 2 of each uncommon, 1 of each rare and mythic); or the same number of each. Basic lands are kept beside the cube, not in its packs or its card count, and go into the text and .dek lists only when you ask. Beside the rules, a table shows the cards that pass in each color against the slots a cube of that size gives, and how many times over each color could fill its slots.
Who gets in
The card pool is every card legal in the chosen pool (Vintage, Legacy, Modern or Pioneer legality; the Pauper cube means a common printing on paper or Magic Online, which is Scryfall's Pauper legality with Pauper's own banned cards kept, as The Pauper Cube keeps them, and the cards every format bans left out; the Peasant cube means a common or uncommon printing of a Vintage-legal card, the cube convention, not the Peasant constructed format, which allows five uncommons a deck and has its own list; the Arena pool means cards on MTG Arena), or the chosen sets, minus basics, the ante cards (their rules text plays for ante, and every format bans them), and card types that aren't played in a game (conspiracies, schemes, planes, attractions, contraptions, stickers and the like), then the rules. A card that mentions a commander (Minsc & Boo, Timeless Heroes, Fierce Guardianship) is a real card and stays. Creatures count by their front face, as the card type rule reads it, so Fable of the Mirror-Breaker and the Invasion battles count as what they are when cast. Slots: 8% lands (6% for Pauper and Peasant), 10% gold cards, 8% colorless cards, and the rest split evenly across the five colors. Inside a color, cards go in by play rate while the curve has room (targets of 16% at one mana, 26% at two, 22% at three, 16% at four, 11% at five and 9% at six or more), with creatures and noncreature spells each capped at 60%, and then the lowest play-rate cards give way to removal, counterspells and bounce until 15% of the color can interact. Gold cards are split evenly across the ten color pairs; lands start with one land that makes both colors of each pair. The filling runs in a worker.
Players and formats
Choose the players (2 to 16, where the format allows) and a way to draft: booster draft, Pick-Two, Rochester, Rotisserie, burn draft (Glimpse), sealed, team sealed, Winston, Grid, Winchester, Solomon or Housman. Each is written as its source states it, with the source linked, and the page works out the night: the cards it deals out, what each player ends with, the packs and pack size, and for a cube, how many cards stay in the box and what share of the cube is dealt, which is also the chance a given card is in play that night when the cards are dealt at random. In Rotisserie every card is face up and chosen, not dealt, so it isn't a chance there. Draft Sim seats you first in Rotisserie's snake unless you choose another seat or a random one. A cube too small for the choice says by how much, the most players it seats at those settings, and the pack size or pick count that fits. Where a source leaves a number open, the page says what it assumes (burn draft's last pass; Winchester's card count for 3 or 4 players).
booster draft: cards = players x packs x cards a pack; each player drafts packs x cards a pack
burn draft: picks a pack = cards a pack / (1 + cards burned with each pick), rounded up
share of the cube dealt = cards dealt / cube size; cards left in the box = cube size - cards dealt
Times, from the Magic Tournament Rules, Appendix B: a booster draft with the pick clock (40 seconds for a full pack down to 5) and a review period after each pack but the last: "The time for review after the first booster pack is 60 seconds. Each subsequent review period increases by 30 seconds." So 60 and 90 for three packs, then 120, 150 and on for more. Rochester: "The review period for a booster after it has been laid out on the table and before the first card is drafted is 20 seconds. Players have 5 seconds for each pick."
booster draft time = packs x (the clock for one pack) + 60 + 90 + ... (one review after each pack but the last)
Rochester time = packs opened x (20 + 5 x cards a pack) seconds; 8 players, 3 packs of 15: 24 x 95 = 2,280 seconds, about 38 minutes
Rotisserie: two or three hours in person (Lucky Paper). Winchester for three or four players follows Lucky Paper's page: "Add another 40 or 45 cards for each player", and "Each player builds a 40+ card deck from their draft pool"; the page lets you choose 40 or 45 (45 to start). Pick-Two follows Wizards' Pick-Two Draft page, a tabletop format for 4 to 7 players: "players always select two cards from each booster pack", and "each player will have about 42 cards" from three Play Boosters of 14; from a cube, packs of 15 give 45.
A Captain cube and the Admiral Phase
Captain drafts open with the Admiral Phase (Chad's league charter: "Admiral Phase first: snake-draft Captains before anything else"): legendary creatures that can take the Seat only, 8 to 12 Captains each, then the main draft. On the players and formats tab, switch it on for any cube: the page states how many Seat-eligible legends the phase uses against how many the cube has, what that leaves for the main draft, and the cube's legends by color identity (each pair exactly, and those holding both of a pair's colors), as counts.
legends used = players x Captains each (Winston: 2 x Captains each; Grid: 9 x the grids that give each player at least that many)
"A Captain cube" builds one: the legends the phase uses plus the legends kept for the main draft (10 unless chosen), into slots, then the rest of the cube from the rules above with Seat-eligible legends left out. Two players drafting Winston unless chosen.
pair slots = 60% of the legends / 10, to the nearest whole number (at least 1); single-color slots = 25% / 5, rounded down (at least 1); the rest: three or more colors and colorless
size = the smallest multiple of 45 holding the legends used plus the main draft's cards, and at least 180
Each slot takes legends by play rate, as every card here is chosen; a slot the card pool can't fill passes its count on to the rest. The cube opens on its night with the Admiral Phase on, and Draft Sim starts it that way.
A Captain cube is held to Captain's lists unless you choose "Cracked cube": its card pool is Captain's own, it holds no card on the banned list or the Reserved List, no legend on Banned as Captain goes into the Admiral Phase, and it holds at most the Game Changers chosen for each player's pool (3, Comp's limit for a deck, unless chosen), the legends' first by play rate. The cube says what it holds ("0 banned, 0 Reserved List, 6 Game Changers"), and its list marks each Game Changer. From the Captain page, Cube Generator opens with the Captain cube builder first.
Game Changers in the cube <= Game Changers for each player x players
The cube night tab keeps no log of its own: every match is logged once, in the game diary, carrying the cube's id, and the record by colors is read from there (a deck's colors: its Captain's color identity, else its spells' colors). Matches logged from a Draft Sim deck drafted from the cube carry it too.
The balance check
For any cube, generated or brought in: each color's cards, creatures, removal, interaction, card draw, average mana value and curve, and each color pair's gold cards, fixing lands, the cards and removal it can cast, and what its gold cards wait for with how many cards supply it and wait for it. Removal and the themes are read with Set Lab's rules: removal is a card whose card facts say it can exile, destroy, damage, shrink, make its controller sacrifice, put into the library, take or shut off a creature, confirmed by a line of its text; a pair's themes are what its gold cards wait for, read sentence by sentence with the Interaction Oracle's reader, and a card supplies a theme when a line of its own text (or a card fact) says so. Interaction counts cards whose role tags include spot removal, board wipes, edicts, counterspells, bounce, pacifism effects or theft. Every count counts each copy.
Against the night on the players and formats tab: what a pack holds on average and what a player's pool holds if the cards came at random.
per pack = count x cards a pack / cube size; per player = count x cards each player ends with / cube size
It lists a line, with the count and the threshold, when a color's count is more than 15% off the average, when its interaction is under 15% of its cards (or under 60% of the colors' average, a check that leaves green out unless you tick it in, since green has the least interaction in most cubes), when it's under 30% creatures or under 30% one- and two-drops, when removal comes to under 2 a pack, when a pair has no gold cards or no land that makes both its colors, when fewer than 4 cards a pair can cast supply what its gold cards wait for, when gold cards are over 12% of the cube while lands are under 6%, when the list isn't singleton, and when the cube is too small for the night. Every threshold can be changed on the page, and is kept in this browser; each runs from 0 to 100, and a number typed outside that is set to the nearest end, in the box too, with a note.
Lists in and out
In: plain text (one card per line, counts and set codes allowed, a sideboard section skipped; a line that is a card's whole name is that card before any count or set code is read off it; a count is a number under 1,000, so 1996 World Champion is a name; and a set code is written in capitals or lower case, so Hazmat Suit (Used) keeps its (Used)), Cube Cobra's CSV export (its name, set and collector number columns; maybeboard rows skipped), Draftmancer card lists (settings and custom card blocks skipped) and MTGO .dek files. A row or line with a set code and collector number is found by those first, in Scryfall's printings, so a card printed under another name (Universes Within and Secret Lair renames: "Kefka Palazzo" in FCA is Purphoros, God of the Forge) is the card it is, and the balance tab lists each one found that way. A printing found that way whose card isn't in the card list cubes are built from (an acorn card, a non-tournament promo) is listed apart, with its set and number. Other names are matched to the site's card list; lines that don't match are listed. Out: a text list with counts, a CSV with Cube Cobra's column names (a row for each copy), and an MTGO .dek file; each reads back into the page card for card. A share link carries the whole list, compressed, in the address itself, and opening it shows the cube under a banner with “save a copy”; nothing is uploaded, and a link's names are matched to the site's card list. A link opens up to 12,000 different cards and 250 copies of one (the cap for an imported list); past either, the page says what it left out. The printable pick list goes by color, a box to tick for each card, and prints without the rest of the page.
Versions
Every save keeps a version: what was added and cut, with the date. Changes within ten minutes are one version; up to 300 are kept. Bringing a version back is itself a version, and can be undone. Compare sets any two versions, cubes, pasted lists or share links side by side, by name.
Pack rules
A pack is slots, each a Super Search query and a count. Packs are dealt with the most restrictive slot first, a card used once at most, and cards named together (a bundle) placed in the same pack; a slot with nothing left is filled from the rest of the cube, and the sample packs and the draft say how often. A query matches a card on either face, as Super Search does.
Drafted 1,000 times
Draft Sim runs the cube with its pick model in every seat (about one seat in six on the top-player fit), the cube's own pack rules if it has them, seeds sim-1 to sim-N so a run can be repeated. For each card: how often it was dealt and taken, its average pick, how often it was a first pick, and how often it made a deck; for each color pair, how many decks. The cube rating it uses is 60% constructed play rate and 40% a reading of the card text, so these are counts of a model, not records of real cube drafts.
Sources
- Meta Lens decklists (see the Meta Lens page for its sources and dates): the play shares behind the play rate.
- EDHREC rank as published by Scryfall: the tiebreak.
- Card roles, answer methods and effect classes from the site's card facts data; legality, sets, printings and prices from Scryfall.
- The draft formats and cube sizes, read September 25, 2026: Lucky Paper's format guides (booster, Rochester, Rotisserie, Winston, Winchester, Grid, Solomon, burn, Housman, team sealed), Lucky Paper's cube FAQ and set cubes articles (Anthony Mattox), Wizards' Winston Draft (2005), Wizards' Arena Cube Draft (September 8, 2025: 540 cards), Magic Online's Vintage Cube (540 cards), MTG Wiki's Pauper Cube page (450 cards), Draftsim on Commander cubes, MTG Salvation's two-player guide and Rochester basics, and Wikipedia's formats page for Rochester's pick order.
- Magic Tournament Rules (effective February 27, 2026), Appendix B: the pick clock, the review periods and Rochester draft timing, quoted above; read September 26, 2026.
- Wizards of the Coast, "Pick-Two Draft" (the formats page) and Lucky Paper, "Winchester", read September 26, 2026.
- Which cards a set's boosters held: Scryfall's booster field, read with its search (-is:booster game:paper) September 26, 2026, matched against every paper printing's set and collector number. It applies to draft sets (expansions, core sets, Masters and draft innovation sets).
About Cube Generator
What it does
- Choose one or more of the sets the site knows (each with its release date, its cards by rarity and how many each format allows), or a card pool from Vintage down to Pauper or Arena, then set the rules: rarities, colors, card types, a play-rate floor, one of each or copies by rarity (a set cube's 4, 2, 1 and 1), and basic lands kept beside the cube. The count left by each rule is shown as you go.
- Every card that fits, or a size filled into equal color slots with a curve in each color and at least 15% interaction where the pool has it, picked by how much constructed Magic plays each card (Meta Lens decklists).
- Players and formats: booster draft, Pick-Two, Rochester, Rotisserie, burn draft (Glimpse), sealed, team sealed, Winston, Grid, Winchester, Solomon and Housman, each with its rules and source. For your players and your cube: the cards dealt, what each player ends with, packs and pack size, how much of the cube a night uses, the pick clock, and when the cube is too small, by how much and what fits.
- A balance check against that night: each color's cards, creatures, removal (Set Lab's rules), interaction and curve, removal a pack, each pair's gold cards, fixing lands, and the cards that supply what its gold cards wait for, with every threshold shown and yours to change.
- Draft it in Draft Sim as a booster draft or Pick-Two for 2 to 16 players with your pack settings, as Rochester or Rotisserie, as Winston or Grid for two, or as sealed, against modeled drafters whose pick rules are stated.
- Lists in from Cube Cobra CSV, Draftmancer, MTGO .dek or plain text, and out as text, CSV or MTGO .dek; a share link that carries the whole list; a printable pick list; and cube night results by color pair.
- Captain cubes: the Admiral Phase's arithmetic for any cube (the Seat-eligible legends a night needs against the ones it has, by color identity, as counts), and a Captain cube built by stated slots, two players drafting Winston unless you choose otherwise.
- Versions and a changelog for every cube, with compare and export; pack rules by search query; the cube drafted a thousand times by Draft Sim's pick model.
Why
A cube is a hundred small balancing decisions, and a cube night is arithmetic: players, packs, cards. Most of it is counting, and counting is what tools are for.
Asked for by players
- Build a cube from only the cards you own on Arena, then export it to Draftmancer to draft with friends. shipped
- Import and export that survive odd cards: Cube Cobra, Draftmancer, MTGO, and Arena lists. shipped
- Pack rules: no duplicates in a pack, rarity slots, and packs that feel like real boosters.
- Cube night results: log who played what and see which archetypes actually win. shipped
On the list because players asked for them in public feature requests and forums, September 2026.
Changelog
- Every save keeps a version: a dated changelog of adds and cuts, any version brought back (with undo), and any two versions or cubes compared, exported as text. Pack rules: slots by a Super Search query, no duplicates, cards that travel together, previewed as sample packs and dealt by Draft Sim. Drafted 1,000 times: Draft Sim's pick model in every seat, with each card's average pick, how often it made a deck, and the color pairs that came together. Hover pictures on the list.
- The Pauper cube pool is every card with a common printing on paper or Magic Online, Pauper's own banned cards kept as The Pauper Cube keeps them; the Peasant cube says it is commons and uncommons, apart from the Peasant constructed format, with sources.
- A Captain cube is held to Captain's lists unless you choose "Cracked cube": Captain's card pool, no banned or Reserved List cards, no legend on Banned as Captain in the Admiral Phase, and at most 3 Game Changers for each player's pool unless you choose another number. The cube says what it holds, like "0 banned, 0 Reserved List, 6 Game Changers", and marks each Game Changer in its list. "A cube for Captain drafts" puts the Captain cube builder first.
- One match log: the cube night tab logs each match in the game diary, marked with the cube, and builds its record by colors from there (records logged on the tab before stay listed). A night for two offers "against a modeled drafter" or "pass and play" in Draft Sim. Back from the printable pick list returns to the cube.
- Building a cube starts with your night: the players and the draft style, and the cards that night deals. While you choose sets or rules, a line says what the night needs against what they give. A cube too small for the night chosen says so beside its draft button. Sets not out yet come after the released ones and say when they release, and every set tile shows its whole date and count.
- Captain cubes. The players and formats tab has a Captain draft switch: the Admiral Phase (legendary creatures that can take the Seat first, 8 to 12 Captains each) with the legends it uses against the ones the cube has, what that leaves for the main draft, and the cube's legends by color identity; "draft it here" carries it into Draft Sim. A new "a Captain cube" builder picks the legends by stated slots (every color pair, every color alone, the rest) and builds the rest of the cube from your rules, for two players drafting Winston unless you choose otherwise.
- Cards that mention a commander (Minsc & Boo, Fierce Guardianship, Timeless Heroes) are in the card pools and set counts again; only ante cards and the card types that aren't played in a game are left out. A set counts the cards its boosters held (Scryfall's booster field), so starter kit cards and a Commander deck's reprints stay out of a set cube. Creatures count by the front face. Cube Cobra CSVs and "(SET) number" lines find cards by set and collector number first, so cards printed under another name come in. Rochester's time uses the tournament rules' 20 seconds a pack and 5 a pick, quoted; a booster draft's reviews grow 30 seconds a pack; Winchester for 3 or 4 players adds 40 or 45 cards each, as Lucky Paper says; Pick-Two cites Wizards' format page. The draft button always matches the players and format shown, share links open up to 12,000 cards and say what they leave out, thresholds outside 0 to 100 are set to the nearest end where you can see it, and the interaction check against the colors' average can be changed, green included if you like. Very large cubes draw their list, export and Rotisserie table in a moment.
- Cubes from chosen sets, with rules for rarity, color, card type, a play-rate floor, copies (a set cube's 4, 2, 1 and 1) and basic lands, and the count each rule leaves. A players and formats tab: twelve ways to draft a cube for 2 to 16 players, each with its source and the night's arithmetic, and a warning with the numbers when the cube is too small. The balance check now counts removal by Set Lab's rules, checks each pair's fixing lands and what its gold cards wait for, measures everything against the chosen night, and lets you change every threshold. Draft it here as Rochester, Rotisserie, Winston or Grid too, or as a booster draft for up to 16. MTGO .dek export, share links and a printable pick list. The set counts and the slot filling run in a worker.
- "Power level" is now "card pool", since what it sets is which cards are eligible and how much each format's play counts. Every balance check line states its count and the threshold that flagged it, instead of a guess at how the draft will go.
- Live. Generated cubes from 180 to 720 cards from seven card pools with six themes, a budget cap and an owned-cards filter; a balance check for any list; import and export for Cube Cobra, Draftmancer, MTGO and text; sample packs; drafting in Draft Sim; and cube night results by color pair.
- Added features players asked for in public feature requests.
- Planned.