Saturday, July 12, 2025

Ravnica Clue Cube Draft (WUBRG Drafting)

I did my first cube draft in a long time last night.  This was the first time I've done a Clube (Clue Cube) draft, though!

Some explanation may be necessary.  Last year Wizards released Ravnica: Clue Edition when Murders at Karlov Manor came out.  (There's some info at the bottom of this dying page.)  Recently, one of my friends created a really cool Cube with twelve packs of sixteen cards each to draft to use with this, instead of the jumpstart-style packs that come along with it.  Last night I got a chance to give it a try!  Here's a quick primer on the rules:

  • All players play a multi-player game of magic, starting at 30 live.  The Clube is designed for four players, which I think is how the normal game works.
  • You can still win via normal magic rules.
  • There are all the suspects, weapons, and rooms of Clue, but there's no board that people walk around on.  One suspect, one weapon, and one room is randomly picked without anyone seeing and put aside as the solution to the murder.
  • Two of the remaining rooms are dealt to the middle for everyone to see. 
  • The remaining sixteen cards are shuffled and dealt to everyone for only that player to see.  Players can use the process of elimination to determine which three cards remain as the elements of the murder.
  • At the end of their turn, and only once per game, a player can make an Accusation.  They pick one each of the suspects, weapons, and rooms.  Then they secretly look at the solution.  If they're right, then the win the game (the Clue way).  If they're wrong, they can no longer win the game via Clue rules and must win via normal Magic winning conditions.
  • Whenever a player deals combat damage to an opponent for the first time in the game, the player makes a Suggestion: they pick a suspect, a weapon, and a room.  For the opponents that were dealt damage, in turn order: 
    • If they have one of the cards listed, they must reveal that card to only the person who made the suggestion.  If they have multiple of the cards, they only reveal one.  At that point, the suggestion process ends completely and the opponent who revealed gets a free Treasure token.  
    • If they don't have one of the cards listed, then they just pass and it moves to the next player who took combat damage.  
    • If none of the players who took combat damage have anything to reveal, then... nothing happens.
    • I am not (yet) good at Clue (I usually play Kill Doctor Lucky instead) but during this process everyone is writing things down on the handy sheet everyone gets.  I'm not sure what I was supposed to be writing, but I took notes that were not consistent throughout the process.
  • Only one Suggestion can be made in a turn.  However, you can Suggest and then later Accuse.
  • If you don't deal combat damage to any players on your turn, then you can Collect Evidence 6 at the end of your turn in order to make a Suggestion.  Again, you can't do this if you already got one from combat damage. 
  • When a player dies via Magic rules, then they reveal all their hidden cards to the group.

I was told there were eleven draft archtypes in the packs (one for each guild and one five-color one).  I opened a pack with lots of gates and got right to work doing the thing everyone knew I was going to be doing.  (No Maze's End in the Clube.)  Here were my picks:

Drafting 13 non-basic lands normally makes choosing cuts pretty easy, but I had to cut a lot of stuff that seemed good.  Here's what I built:

You don't know the power of the Gate-Side!

The public rooms revealed were the Kitchen and Billiard Room.  My secret hand had Commander Mustard, Emissary Green, the Lead Pipe, and the Dining Room.  I'm sorry, but I didn't record everyone's suggestions.  I should have so you could solve the murder yourself before the end of this rundown!  

The game started off real good for me.  I got gates down in my first three turns, then played Gatebreaker Ram.  On turn four I hit the player across from me with the 6/6 Ram and suggested: Mastermind Plum, Lead Pipe, and Conservatory.  (I think it's good strategy to suggest some things you have to throw people off.)  They swung back on their turn and I revealed Commander Mustard.  On turn five I swung again with my vigilant, trample, growing Ram and Malcator's Watcher.  I Suggested Headliner Scarlett, the Wrench, and Dining Room.  Nothing was revealed to me that time.  

On turn 6, with a new Thunderclap Wyvern out, I had enough creatures to attack everyone.  I dealt combat damage to all and suggested Commander Mustard, the Rope, and the Secret Passage.  (I don't remember what I was told after all of these, sorry!  I guess me saying this is a bit useless.)  

On turn 7, I was at the most life and kept up the pressure, especially after getting the underrated Glaive of the Guildpact on one of my fliers.  

Sitting pretty, Magic-wise.

I suggested Emissary Green, the Knife, and the Study.  On their turn, the person across from me suggested Headliner Scarlett, the Lead Pipe, and the Ballroom.  Something about the way they asked convinced me that the Ballroom was where the murder took place, and I zeroed in on that.  Then the player to my right (running Golgari Food) swung a bunch of big stuff at me.  The reason wasn't to kill me, but to kill the player to my left, the Cube creator, who was undefeated at this so far.  They had a large 10/9 Rapacious Guest they needed me to kill with my big vigilant blockers.  That would have killed one of them, though, so I responded by killing it with Beast Within instead.  The attacker used the trigger to take the player to my left out.  The undefeated streak was over.  At that point they revealed their cards:

On my eighth turn I attacked both remaining players, bringing them to single digit life.  I suggested Apothecary White, the Knife, and the Ballroom, but Apothecary White got revealed to me.  Then I dropped Archway Angel to go up to 24.  If I couldn't win via Clue, I was going to win via Magic!  Still, I could make my Accusation and win right then, so I did: Mastermind Plum, the Knife, and the Ballroom.  I checked out the hidden solution cards.

Nope.  It was not the Ballroom at all.  Mastermind Plum did it with the Wrench in the Hall.

My opponent to my right attacked us both and killed the other player, who revealed their hand: Apothecary White, the Rope, the Library, and the Secret Passage.  The attacker suggested Mastermind Plum, the Wrench, and the Dining Room.  I had to reveal the Dining Room.  Then they accused: Mastermind Plum, the Wrench, and the Hall.  Game over!  My life advantage (17 to 3) did me nothing.  I probably should have tried to swing out for the win the turn before.

This was wicked fun!  I need to learn to play Clue, though, so I can logic out all the mess of everyone asking things during the game!  I was way off.

The cube linked above is great!  I hope you get a chance to try this out.  Happy Sleuthing and Magicking!

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