Lucky Paper is a small Magic site and podcast that, over about seven years, did more to turn cube design into a discipline than any card list ever has. The Lucky Paper cube writing gave the hobby a shared set of questions, a few named tests, and the first large data sets about how cubes actually get drafted. The site’s about page names four people behind it: Andy Mangold, Jett Crowdis, Anthony Mattox and Parker LaMascus.
This article is not a fan letter. It is an inventory of the specific ideas that came out of luckypaper.co and have since become standard vocabulary at cube tables, each linked to the piece it came from.
What is Lucky Paper, exactly?
The tagline is “A love letter to Magic: the Gathering.” The about page describes a focus on sandbox formats, Cube and Battle Box above all, because they have no ban lists, no rotation, no netdecking and no metagame to chase. That leaves the parts of the game the team cares about: game theory, statistics, data visualization and community.
The output is articles, a podcast (Lucky Paper Radio), two interactive maps, a Patreon, and a newsletter the site itself calls “infrequent, text-only.” The team says it shares all of its income and operating expenses publicly. None of that is normal for a Magic site, and the unusual shape is part of why the writing has carried weight: it does not sell cards.
The four questions
The single most reused Lucky Paper idea is Parker LaMascus’s October 2020 article “The First Four Questions Cube Designers Should Ask”. The questions:
- How will your cube be played? Who drafts it, how often, in what format, and how experienced they are.
- What are your restrictions? Budget, card pool, theme, singleton or not. Naming the limits filters out most suggestions.
- How powerful do you want your cube to be? A stated target gives you a yardstick for cards that over- or under-perform.
- How does your ideal environment play? Pace, variance, how clear the archetypes are. LaMascus calls this the most fundamental design question of all.
Before this article, most cube advice was card-level: run this, cut that. The four questions moved the conversation up a level to purpose. Our own what is your cube for? is a direct descendant.
The Vindicate Test
Andy Mangold’s October 2019 piece “The Vindicate Test” gave card evaluation a one-line heuristic: if you play a card and your opponent untaps and casts Vindicate on it, are you ahead or behind?
The reasoning is that players evaluate cards by their best case. The test forces the removal case. Vindicate is the stand-in because it is simple, hits any permanent, and costs about three mana at sorcery speed, which Mangold argues is “a reasonable average” of the answers a card will meet. He is explicit that it is not a complete method, only a shared baseline.
It is now common to hear “it fails the Vindicate test” at a draft table from people who have never read the article. That is what a good idea looks like when it works.
The land data
In July 2022 Mangold published “How Many Lands Should You Include in Your Cube?”, built on more than 75,000 draft decklists from more than 5,600 cubes on CubeCobra. The drafts were against bots, which the article flags as a limitation.
The findings most cube owners now quote:
| Finding | Figure |
|---|---|
| Share of fixing lands that get maindecked | About two-thirds; the article plans with 75% |
| Fixing in a typical CubeCobra cube | Roughly 8% to 12% of the list |
| Fixing to match two-color Legacy or Modern Constructed decks, 360 cards | 100 to 140 fixing lands (28% to 39%) |
| Suggested minimum for two-color decks, 360 cards | About 60 fixing lands (17%) |
| Uncastable cards per drafted pool | About 7 to 8 |
| Total lands (all kinds) in a 360 past which drafters risk running short of spells | About 96 to 120 |
The headline was that most cubes run far less fixing than their designers think, and far less than retail Constructed decks do. The article does not reconcile the top of its fixing range with that land ceiling, and it calls its numbers rough approximations. Its figures also imply a working formula: fixing lands in the cube is roughly fixing lands wanted per deck, times eight drafters, divided by the fraction that gets maindecked. Our cube land count article uses the same math.
Jett Crowdis’s earlier “Analyzing Your Own Cube Drafts” from October 2019, which worked through about 400 decklists from a single cube, is the home-scale version of the same habit.
If this is useful, the newsletter sends more like it.
The Cube Map
The site’s Cube Map is an interactive visualization that places tens of thousands of public CubeCobra cubes near one another based on the cards they share. Crowdis explained the method in “Mapping the Magic Landscape”, first published with the map in March 2021 and updated in July 2022, alongside a companion Commander Map built from more than a million EDHREC decklists.
Why it matters for design: for the first time a cube owner could see where their list sits relative to everyone else’s, and could find the cubes nearest theirs to compare against. “Your cube is a Legacy-ish midrange cube with a graveyard lean” stopped being a feeling and became a location. Our guide to reading someone else’s cube list is partly a guide to using it.
The later arguments
LaMascus’s writing since 2022 has pushed on taste rather than numbers, and several of these pieces have changed how people talk about theme.
- “Cube Power Level: A User’s Guide” (March 2022) made the case that power level is a design choice to be stated, not a tier to climb.
- “Weak Cards Are Good for Your Cube” (December 2025) argued that power upgrades do not add playable depth, they only raise the bar for what counts as playable, so weaker cards are tools for synergies, build-around quests and room for a format’s pillars to stand out.
- “Dinner Party Cube Design” (March 2026) argued that a weekly cube night lives or dies on hosting, not card choice. Its two rules: “everybody drafts, at the same time and place every week.” Then: “Everything else is secondary, including the cube’s gameplay.” A footnote traces the metaphor to a conversation between Usman Jamil and Patrick Chapin.
- “The Self-Defeating Irony of Cube Conceits” (September 2026) made the sharpest version of the case against single-theme cubes: “The more we warp a cube around a single conceit, the more we incentivize our players to beat that theme.” When every creature is a changeling, removal becomes the scarce resource and the best pick. When every spell costs two or less, mana sinks are. Scarcity, not theme, decides what drafters value.
That last piece names real cubes as examples, including Tim Myers’s all-changeling cube and LaMascus’s own list, which was a “mono midrange” experience in 2020 and was later pushed toward blue control, green ramp and combo to add variety and give midrange a reason to exist.
The “Dinner Party” argument is, almost word for word, what The Ludarium exists to say. The game is the pretext; the gathering is the product.
What the Lucky Paper method adds up to
Put the pieces together and you get a way of working, not a card list:
- State what the cube is for and how powerful it should be (the four questions).
- Evaluate cards against the removal case, not the dream case (the Vindicate Test).
- Count the things that matter and compare to data rather than to instinct (the land study, the Cube Map).
- Resist warping the list around one idea, because drafters will optimize against it (the conceits argument).
- Host well, on a schedule, and let the cards be secondary (the dinner party).
None of that requires a powerful cube or an expensive one. It requires writing down intentions and checking them.
FAQ
Who runs Lucky Paper?
The about page names Andy Mangold, Jett Crowdis, Anthony Mattox and Parker LaMascus.
What is the Vindicate Test?
A heuristic from Andy Mangold: imagine your opponent answers your card with Vindicate on their next turn. If you are still ahead, the card passed. It checks the removal case rather than the best case.
How many lands does Lucky Paper say a cube should have?
To give decks the fixing of two-color Legacy or Modern Constructed decks, roughly 100 to 140 fixing lands in a 360, with about 60 as a floor; it also warns that going past about 96 to 120 total lands is risky because drafters can run short of spells. The article does not reconcile the two ranges at the high end.
What is the Cube Map?
An interactive visualization on luckypaper.co that arranges thousands of public cubes by the cards they share, so you can see which cubes are most like yours.
Keep reading, then come draft
Lucky Paper’s best idea is that a cube should be designed on purpose and hosted with care. Subscribe to The Ludarium newsletter for new pieces on cube design and the people who play it, and to hear when Cube Commonwealth, our Indianapolis cube group, sets its first night as part of The Ludarium.
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