LotR Update part 3 – Green, multicolored and colorless

Green

Gilded Goose; +Delighted Halfling

An anti-control mana elf

Why cut Goose?

Not ramping every turn is a serious drawback. Creating food for repeated life gain is not a good mana sink and rarely affects game outcomes.

What I like about Halfling

We play Boreal Druid, and Halfling is better in three ways:
1) It has two toughness, a rarity for a mana elf. Halfling survives Wrenn and Six and Plague Engineer.
2) It fixes colors of mana for legendaries. There are 94 colored legendaries in the cube. Several of them are bombs you want to splash for in most green decks, such as Minsc and Boo, Oko, and Grist.
3) It makes legendary spells uncounterable. There are 107 legendary spells in the cube.

What I dislike about Halfling

As a control player facing this, it can feel random that some spells are uncounterable while others aren’t. Halfling didn’t need the anti counters rider text to be great.

Prediction

This fantastic card will stay in the cube for many years. It is about as good as, if not slightly better, than Llanowar Elves.

Duskwatch Recruiter; +Scavenging Ooze

The grave hate is on

Why cut Recruiter?

Not only is it a DFC, it is the only werewolf that works under the old rules. Combine it with a mediocre card, and you get a card we really wanted out of the cube.

What I like about Ooze

It is one of the most maindeckable graveyard hate options. See the discussion in the intro of this update into why we want to add a little now. Ooze is a scalable threat with some lifegain and ongoing instant speed disruption.

What I dislike about Ooze

Ooze has been in and out of the cube a few times now. Ooze is green-heavy, requires to keep mana open if you want that instant speed disruption, and is not an efficient threat. It doesn’t have a lot of synergies, either.

Prediction

Ooze is still the best for maindeckable grave hate in green. I hope we can get something better to fill this role.

Outland Liberator; +Cankerbloom

Less tracking

Why cut Liberator?

It is a double-faced card, and tracking night // day is a chore. It seldom flipped, so Cankerbloom is a pretty direct upgrade.

What I like about Cankerbloom

It is a mono-colored Qasali Pridemage with three points of power instead of exalted. The ability to proliferate will let you ultimate planeswalkers a turn early or add +1/+1 counters to potentially several creatures.

What I dislike about Cankerbloom

Proliferate is still narrow. The main point against Cankerbloom is that there are many Disenchant effects, so it is not a high-priority card to pick up.

Prediction

Cankerbloom is aggressive, disruptive, reactive, and proactive. Green has few good two-drops that don’t ramp, so Cankerbloom isn’t competing against strong contenders. Cankerbloom would be a hard card to cut from the final 20, and it has the potential to create some incredible stories on top of that.

Wall of Roots; +Llanowar Loamspeaker

A two mana ramp dork upgrade

Why cut Wall of Roots?

The last few years have made zero-power and defender creatures much less desirable. Not being able to carry equipment, crew a vehicle, or retrieve the monarch is sad. The general power creep also makes a 0/4 defender a lot less attractive. A wall is not helping you as much against a Rabblemaster, an evasive dork, or nearly anything. Wall of Roots can produce mana the turn it comes into play, even two mana at a turn cycle (once during each turn). That is not enough when the body is quickly meaningless and when it doesn’t help with splashes.

What I like about Loamspeaker

A 1/3 gold mana elf is a good baseline. A 1/3 body can arguably be better on defense than Wall of Roots, as it can kill a token or Ragavan, where a pair of goblin tokens would smash right into Wall of Roots. Fixing for every color is also a huge deal, significantly increasing playability and reducing color screws.
Animating lands is a way to make your mana elf relevant offensively later in the game. If you are flooded, or it is the late game, Loamspeaker is a sort of “recurring” threat – if the land is killed in combat, a new land can be animated and attack next turn.
Almost equally important is the threat of activation. Having Loamspeaker on the battlefield can prevent your opponent from deploying a planeswalker to the board.

What I dislike about Loamspeaker

Two-mana elves that are vulnerable to removal and produce only one mana will never be the most exciting cards. At least Loamspeaker has enough advantages over a talisman to see play.
Losing a land to removal/in combat after animating it hurts a lot. It basically resets back the ramp the elf provided you. It can very well be that by the time you can afford to lose a land, the 3/3 body is not relevant anymore.

Prediction

It’s an improvement, but Loamspeaker is not an amazing card. It could be better than Biophagus, though.

Primal Adversary; +Endurance

A massive three drops that solves several of Green’s problems

Why cut Adversary?

Adversary was a colossal letdown. A 4/3 trampler is less strong than it reads, as it is very easy to take down in combat. Adversary’s ability to animate lands is expensive and comes online so late that it rarely matters. No deck wanted this card – aggressive decks have far better three-drops and ramp decks have better mana sinks.

What I like about Endurance

Endurance has a beefy body for its cost. On top of that, Green has several weaknesses that Endurance solves quite well. First, Green has few instant speed plays. Endurance can eat an attacker by surprise. With four toughness, it is easy to block with Endurance and have it survive.
Second, Green is weak to fliers, which Endurance stops (or surprise blocks to kill) very well. It blocks like a Restoration Angel.
Third, Endurance can shuffle a graveyard to disrupt reanimation, escape, flashback, and more. You can also shuffle your graveyard if you fear running out of cards in your library.
Endurance also has an evoke ability, which lets you emergency stop a reanimation without open mana. It is nice for Green to have some disruptive capabilities against combo decks.

What I dislike about Endurance

In matchups where a 3/4 reach creature is not strong, Endurance will underperform – this will be the case against some midrange decks with larger creatures or combos that do not care about the graveyard, like cheat or wheel decks.
The evoke ability is card disadvantage, so it is unlikely to be used much in practice. There is also some in-built tension where you want to keep Endurance in hand to disrupt graveyards at the right moment, yet playing it as a three drop is often a bigger priority, and holding up three mana is seldom feasible.
The double green in the mana cost limits its use, especially as green typically loves splashing several colors.

Prediction

While Endurance is less potent than other cards from its cycle, it has seen constructed play in eternal formats. Endurance was not included because we feared disrupting reanimator, not because we thought it was weak. It is a rounded card that will perform well in most matchups.

Oracle of Mul Daya; +Collected Company

Is the powehouse that defined formats now positioned to take over the cube?

Why cut Oracle?

A 2/2 for four mana is fragile and nearly irrelevant in combat. Oracle only generates value when you have lands on top of your library, which is unreliable. She was weak for a very long time now.

What I like about Company

Playing two creatures out of the top six at instant speed is of immense value. The ceiling is hitting two three-drops and netting two mana, but even if at mana parity (a one-drop and a three-drop or a pair of two-drops), adding instant speed and selection are well worth it. The power of low drops, especially three drops, has skyrocketed in the cube recently.

Company’s light-green cost makes it easy to splash for.

What I dislike about Company

It is an inherently narrow card – you must have a mass of creatures costing less than four. Ideally, that should be most of your deck, thus widening your choices when looking at the top six cards of your library. You also want the creatures to be good in the mid-game; a pair of mana elves usually do very little for you at that game stage. Company is not a good fit for ramp or cheat, which are the majority of decks in Green.
Company has a decent chance of missing at least one creature. It can even miss on both, becoming a literal do-nothing.

Prediction

Company is a narrow card. However, in decks where it is good, the card advantage, selection, and board advantage are rare. It seems like there is one deck in every draft that would love it. We have seen Lurrus as a companion enough times to believe that the Collected Company challenge is surmountable. I hope it will see enough play and that decks of other colors will splash it.

Play Tip

If you have haste creatures, it is wiser to play CoCo before the attack phase.

Verdurous Gearhulk; +Thrun, Breaker of Silence

A cheaper Carnage Tyrant?

Why cut Gearhulk?

Gearhulk’s average case is a 6/6 trampler that puts two +1/+1 counters on a mana elf. It can be an 8/8 trampler, but that is putting all eggs in one basket, especially as Gearhulk dies to Shatter effects. Pumping a mana elf is not often relevant. Gearhulk is best when you have other creatures out, is not great on defense, and offers little utility but stats.

What I like about Thrun

Thrun is like a cheaper Carnage Tyrant. A 5/5 uncounterable trampler is a good start. Hexproof from nongreen abilities is very strong and almost identical to shroud. The only cards in the cube that can target and kill it are Grist, Maelstrom Pulse, Assassin’s Trophy, Dragonlord Atarka, and Oko.
Thrun is better than Tyrant at attacking, as blockers can never trade with it. It’s almost a green True-Name Nemesis.

What I dislike about Thrun

It has no indestructible on defense, so it is not a great blocker. It can also die to board wipes. A 5/5 is not a massive body for five mana, and Thrun is not fast at closing out games.

Prediction

It is better than Thrun, the Last Troll, and Carnage Tyrant.

Paradox Zone; +Nissa, Ascended Animist

A planeswalker that does it all

Why cut Zone?

Zone is slow, with an initial board impact of just a 2/2 for 5 mana. It could be a better defensive card, too.

What I like about Nissa

Nissa has three different modes. She immediately generates a 4/4 that protects her for five mana and four life. The tokens Nissa produces become larger with time. If Nissa is cast at six mana, she generates a 6/6 token. This is similar to the Minsc and Boo situation, where both the token and the planeswalker are threats you need to answer. She can immediately ultimate at seven mana and potentially do a Craterhoof imitation.
In addition to that, Nissa can Disenchant on consecutive turns for a long time. The flexibility to play Nissa as a 5-drop token engine, a 7-drop finisher, or a Disenchant makes her a fantastic card.

What I dislike about Nissa

At the five-mana mode, losing four life hurts a lot and makes her a not-so-hot card against aggressive decks. A flicker/bounce removes the token and leaves her defenseless; killing her hurts a lot after you have paid four life to cast her.
Her ultimate wants many forests, as does her mana cost if you wish to have the option to cast her for 6 and 7 mana, limiting her number of potential decks.
Burning Nissa in response to the +1 ability will shrink the token. Note that if you burn Nissa to death in response, the resulting token would be a 0/0, but if she is killed with a Hero’s Downfall, the token would still be the same size.

Prediction

Nissa is a fantastic card that fills several different roles exceptionally well. She is in the top 8 planeswalkers in the cube.

End-Raze Forerunners; +Worldspine Wurm

Cheating it up

Why cut Forerunners?

Forerunners are a lower-tier redundancy for Craterhoof Behemoth. Craterhoof and Forerunners are narrow cards, only fitting into ramp decks with many creatures on board. Forerunner have a better body, which is an afterthought on those cards as the goal is to one-shot people. Forerunner’s pump is weaker, so it is much harder to one-shot people with the boars.

What I like about Worldspine Wurm

It is a gigantic threat that leaves behind a massive trampling army. Wurm is excellent with Sneak Attack, Natural Order, and the newly added Flash. It is also barely affected by board wipes or spot removal.

What I dislike about Wurm

Wurm is cold to exile removal. It is also pathetic against bounce and Maze of Ith. Wurm is only significant on defense if you can sacrifice it. Finally, it doesn’t work with reanimation spells.

Prediction

These are both narrow cards. Let’s see if Wurm can pick up enough play now that we push the cheat archetype more – it has already been tested in the cube once and got cut. There are also some concerns about binary play – either you have an answer, and the Wurm didn’t do much, or you do, and the Wurm kills you very quickly.

Multicolored

Dreadbore; +Atraxa, Grand Unifier

The new best cheat target in the game?

Why cut Dreadbore?

Black has now many Hero’s Downfall effects. Red always had spades of burn spells that could kill a creature or a planeswalker. This makes Dreadbore an efficient spell but far from a needed one. It does not solve any problem for either color; therefore, it is a card you rarely splash for.

What I like about Atraxa

Atraxa has a potent ETB effect. On average, she will draw 3-4 cards with some selection. You are all but guaranteed to hit a land and a creature, and every other card type is a bonus on top. Atraxa passes the removal test with flying colors. On top of that, Atraxa has a fantastic body. It attacks for 7 lifelink damage in the air while staying untapped to defend you. Atraxa is basically impossible to race.
Atraxa is a prime reanimation target. If she is cheated with Sneak Attack, Atraxa can find you another target pretty consistently. Since Atraxa is green, she can also be fetched by Natural Order. Her ETB is strong enough to make her a good Flash target (for example, her trigger can dig for a reanimation spell on Atraxa for the next turn).
Compare Atraxa to Griselbrand. They have the same body, with Atraxa having a slight edge with vigilance and deathtouch. Atraxa is one mana cheaper, and four black mana are not necessarily easier to get than four colors. Griselbrand can draw more cards immediately, but Atraxa draws cards without paying any life. This makes a big difference when on the back foot, especially when fearing removal. Griselbrand also doesn’t work with Flash or Natural Order. Overall, Atraxa is likely the better cheat target.

What I dislike about Atraxa

With four colors, casting Atraxa is tough. Atraxa would be the only four-colored spell in the cube.

Prediction

Atraxa has been an all-star in every constructed format she has been a part of. There are good reasons to think Atraxa is the best cheat target in the cube. Mana fixing in the cube is good, especially in green, so I expect Atraxa to be cast often.

Ob Nixilis, the Adversary; +Kroxa, Titan of Death’s Hunger

The inevitable finisher returns

Why cut Ob?

Ob is narrow. It only goes in aggressive decks with many cheap creatures, ideally with some you don’t mind sacrificing. On turn three and with casualty, the card is a powerhouse. Without casualty or when on the back foot, Ob is very disappointing. It didn’t make enough main decks to earn a permanent cube spot.

What I like about Kroxa

Kroxa has the meaty escape, like Uro. It is a card you can cast again if killed or countered, and don’t mind discarding or milling. Kroxa is enormous, and the ETB + attack trigger makes it a fast clock.

What I dislike about Kroxa

The escape is color-heavy. Getting six cards in the graveyard is not trivial. We have tried Kroxa in the cube before, and it didn’t yield good results.

Prediction

Kroxa is a more playable card that has seen more success in constructed formats, and one of our players is keen to try it. I am skeptical, but Ob was such a dud it will definitely be an improvement.

King Darien XLVIII; +Arwen, Mortal Queen

A nightmare for aggro decks

Why cut Darien?

Darien is underpowered on a small board. Darien has the power of a below-average mono-white three-drop – even in the decks best suited for it, the white three drops often best it.

What I like about Arwen

An indestructible 2/2 is very annoying. It blocks forever, survives board wipes, and most removals, including burn. Arwen is a great defender of planeswalkers. Some decks have few or no ways to answer her.
Arwen’s activated ability is a pain in the ass to play around. If you have a mana open, you can save any creature from spot removal. The threat of activation will render many cards dead in your opponent’s hand. Then, it also makes Arwen a 3/3 lifelinker forever, pumping and granting lifelink to the other creature. Racing after that would be seriously hard.
Arwen plays well with blink effects. She is one of the safest bodies ever to carry equipment around.

What I dislike about Arwen

Arwen is not great alone on the board – while being indestructible is annoying, a 2/2 can ultimately be ignored in many game states. It can be outclassed, bypassed by fliers, or overrun with a wide board. Some colors, like white, easily answer an indestructible creature.
There is a genuine concern the card is oppressive against aggro. Burn cannot kill Arwen. Attacking into her will cost a creature, and a pair of lifelinkers can put the game way beyond reach.

Prediction

Arwen is a unique card that is rounded against most deck types. Against control, she survives board wipes or saves your best threat. Against aggro, she is an insurmountable blocker that gains an ungodly amount of life. Against midrange, she still represents 4/4 in stats for four mana, along with double lifelink and perhaps some removal/trade blanking. Selesnya is a very lacking guild, so there are pretty good chances for Arwen to stick in the cube.

Play Tip

Arwen comes into with the indestructible counter – it is not an ETB trigger, so there is no window to kill her with removal.

Plargg, Dean of Chaos; +Forth Eorlingas!

Reach, board, and card advantage rolled into an incredible package

Why cut Plargg?

Plargg was played quite often, actually. I have seen Augusta played a lot without red and Plargg without white, though more rarely. However, in both roles, it is a filler card – you play Plargg in a slow deck that needs more early plays, or Augusta in an aggressive deck that needs more three-drops. It is not a card you splash for, pick highly, or pulls you strongly into a second color.

What I like about Forth Eorlingas!

Forth Eorlingas has several unprecedented qualities. At first, it is the cheapest monarch enabler. If you have a one drop, you can gain monarch as early as turn two. Then, it is also a scalable burn spell at a better rate than we have ever seen before. A Fireball that costs one more but deals twice X damage to your opponent will end many games on the spot. The tokens can be blocked or killed, true, but they stick around for another hit next turn, and they have trample, so they cannot be chumped with tokens.
Combining both results in a card that gains both tempo and card advantage. For 4 mana, you get 4 power and 4 toughness in stats with haste and become the monarch, which is absurd. This card will take a lot of work to recover from.

What I dislike about Forth Eorlingas!

The card is far worse if you are very far behind. If you cannot afford to attack or cannot connect with creatures, you don’t become the monarch. Also, scalable token makers haven’t performed well in the cube historically.

Prediction

The card was tearing up constructed formats and cubes alike. It has a very good shot at being the best gold card in the cube alongside Minsc and Boo, and it is by far the best Boros card.

Scheming Fence; +Shorikai, Genesis Engine

A card advantage engine that’s also an 8/8

Why cut Fence?

It didn’t have targets as often as needed, especially on turn two. Even fewer were abilities that are positive for you. For a multicolored card, it is too narrow. A huge letdown.

What I like about Shorikai

Every activation nets you a three-for-one. That’s a bit of cheating, though, as a 1/1 does not equate to a full card. But it is a stream of chump blockers to protect your planeswalkers or keep your crown. It is also a quick way to recoup after a mass removal. When the tide is turned, you can use the tokens to crew the massive 8/8 vehicle that finishes your opponents in short order. Shorikai is immune to sorcery speed creature removal, and with 8 toughness, it is almost impossible to burn down.
Shorikai fits into several strategies. The constant stream of creatures works well with Opposition and Skullclamp. It can be fetched with Tinker. Shorikai is also a respectable discard engine, although that is less often relevant in Azorius.

What I dislike about Shorikai

It is not a fast card – it requires 5 mana for the first token to see play. To crew it by itself, you need three tokens. A 1/1 token is not always enough to stabilize you after such a severe tempo hit.

Prediction

Surprisingly, the card sees play in eternal formats and other cubes. As it is so broad, safe, and well-fitting into popular archetypes, I think this vehicle will be a success story.

The Scarab God; +Ashen Rider

A general-purpose fattie for the cheat deck near you

Why cut God?

It is slow and has a low initial board impact. It can win the game if it survives and has cards to exile, but that’s a big if. It’s one of the cards I most want to see against me when I have a Jace TMS on the board.

What I like about Rider

You don’t want to cast this card, but it works well with many cheat cards. This includes reanimation, the newly added Flash, Sneak Attack, and Show and Tell, to name a few. Rider is good at stabilizing, removing their best permanent, and adding a sizable flier they don’t want to kill.
Rider is one of the few cards that can answer lands. And yes, with Flash it is a double Stone Rain on turn two!

What I dislike about Rider

It is not great at finishing games. A 5/5 flier is a relatively slow clock for a creature this expensive.

Prediction

Rider will be a card that tables to the reanimation/cheat player. It is probably one of the worst targets, but it is a glue that holds several cheat archetypes together.

Ashiok, Nightmare Muse; +Riders of Rohan

A Boros Grave Titan?!

Why cut Ashiok?

Ashiok is underpowered for her price – the tokens are small, she doesn’t permanently answer anything, and her ultimate depends on your opponent’s carts. Ashiok was functional but definitely replaceable.

What I like about Riders

Riders put down 8 power and 8 toughness spread across three bodies. That is quite a lot for the price, and it is hard to answer all of it. It can attack for 4 damage immediately, or if you wait for 6 mana, you can dash it for 8 face damage and two more tokens next turn. Dash allows Riders to avoid board wipes and sorcery speed removals. Riders are a prime blink target.

What I dislike about Riders

While the army is wide, it is not big – a pair of opposing 3/3s blocks Riders pretty effectively. Then, there is the question of which deck will play it. Five is a bit high for aggro decks, let alone six, yet it is not sticky enough to be a control finisher. It should be noted it is a decent reanimate and cheat target for sheer stats alone.

Prediction

Riders were printed with another direct competitor in its guild – Eomer, King of Rohan, which we should try some day too.

Colorless

Sword of Sinew and Steel; +Reckoner Bankbuster

A mana sink that comes with a body

Why cut SOSAS?

The opponent didn’t always have a permanent to destroy with the sword, which meant it wasn’t effective enough. 5 mana to cast + equip is a lot to ask for. If there isn’t some guaranteed value for it, you’d probably have been better off playing another threat.

What I like about Reckoner Bankbuster

It’s a 2 drop mana sink that draws cards, meaning it can go in any deck. Then, after drawing 3 cards, which will probably mean that you’ve stabilized somewhat, you get a 1/1 token and a treasure. The treasure helps fix in cases where you’ve been mana or color screwed, and the body can directly crew the Bankbuster for it to become a 4/4, a respectable body. For one card, that is a good amount of value to guarantee yourself, especially early in the game.

In parallel to all of the above, Bankbuster is a vehicle that can grant your creatures pseudo haste should you need to apply pressure, or you don’t have the mana to activate it. A Bankbuster on board will deter many planeswalkers from being played.

What I dislike about Bankbuster

4 turns of sinking 2 mana is a lot of time and resources. The only deck that would consistently like to do so is control, which wants to spend its mana after it holds it up for counterspells. Midrange could also do so, but it often has better things to do, especially as the cube gets faster.
Furthermore, it’s much harder to utilize the vehicle if the token gets killed since Crew 3 is no small feat. However, considering that you’ll have drawn 3 cards by then, this drawback is acceptable.

Prediction

This card has proven itself in standard, where it saw considerable play simply because of how easy it was to slot in decks and the Swiss army knife of value that it brings. The cube’s competition is much fiercer than the standard format, so it remains to be seen whether the card will truly shine in the same way, but its best function is helping struggling decks – which is a good thing to have in the cube.

Advantageous Proclamation; +The One Ring

The namesake of the famous trilogy comes to bind the cube to its will

Why cut Proclamation?

Proclamation, being a conspiracy, can undoubtedly be strong for the player that picks it – fewer cards means better odds for combo decks and consistently drawing the best threats for aggro decks. However, the card was never exciting, and its effect was never flashy or worthy of a good story after the game. As conspiracies are gradually being phased out of the cube, its time has come, even if it did good work.

What I like about The One Ring

This is truly a unique Magic card that takes work to evaluate. When you cast it, you gain a turn of invulnerability, giving you a precious break from the terrifying aggro clock and letting you attack with your less important creatures without repercussions to your life total.

More importantly, its active ability stacks, drawing you cards at increasing rates. This means that on the first activation, you draw 1 card, then 2 on the second activation, then 3, and so on. Within the first 2 activations, you get the value of the mana you paid for, and from then on, anything else you get is a big bonus. Such incredible card draw rates are rarely seen and are reminiscent of Necropotence and friends, except that The One Ring doesn’t require you to give up your draw step!

Additionally, you lose life each turn, according to the number of times you activated the ability – the number of counters on the ring. The best way to go about this is to draw with the ability only after the upkeep life loss trigger – then, you will draw the same number of cards but lose less life.

Finally, the Ring is not only good by itself, but it has some significant synergies. In the cube, Sheoldred, the Apocalypse can give you back the life that you lost and then some. The Ring can be bounced or flickered to reset the life loss and gain another turn of damage prevention.

What I dislike about The One Ring

Firstly, it’s crucial to note that you don’t get protection from the ring if you don’t cast it. This means that any tactic to cheat it into play, like with Channel or Tinker, will probably not be worth it.

Secondly, the Ring’s life loss is pretty much inevitable unless you happen to run Vampire Hexmage. This is because the Ring itself is indestructible, meaning any plan to draw cards and then kill off your own Ring without a sacrifice outlet would require you to have exile removal, which is much rarer and more valuable.

It also makes drawing more cards with the Ring much more dangerous – the life loss clock is already problematic with a few cards drawn, but once you reach 3-4 life loss each turn, you surely won’t survive for long. And don’t forget, the protection you gained was only for one turn – you still have to deal with your opponent’s board, or they’ll kill you much more quickly with the Ring’s damage!

Lastly, just as there are synergies with card draw, there are countermeasures from the opponent’s side. With Consecrated Sphinx, your opponent will draw more than you with none of the life loss. With Narset and Hullbreacher, the card draw will be completely negated, and if your opponent has Sheoldred or the new Orcish Bowmasters, they will gun down your life total even more quickly.

Prediction

The One Ring is a powerful Magic card, especially if you build around it. It’s proven this in all three of Modern, Legacy, and Vintage, where it saved games out of nowhere with its protection, and its card draw was enough to completely blow opponents out of the water.

However, a big part of this was because the Ring could draw into another copy of itself, and playing the second copy would give you another instance of protection and reset the card draw and life loss. The Ring’s ability to dig would be so extreme that you could consistently reach 2 of your other Rings, drawing enough cards to drown the opponent with card advantage, especially with the free MH2 evoke elementals not requiring mana to get you ahead.

As the cube doesn’t support multiple copies of the Ring, this aspect is significantly less dangerous, and the life loss might be strong enough to lose the game for the Ring’s wearer. But there is exile removal, and there is the ability to sacrifice it for other benefits (i.e., Tinker, Pia and Kiran), so there is no telling how it might turn out. One thing is for sure – it will be fascinating and create very precious opportunities.

Play Tip

Did your opponent play the Ring? If it’s still early and the Ring barely has any counters, you might want to exile it with removal to prevent the opponent from drawing cards. However, if it already has 3 or more counters, it might be preferable to let them keep it and defend themselves from their card advantage or lifegain synergies until the loss of life costs them the game.

Everflowing Chalice; +Noble’s Purse

Scaling colorless mana to single use colored mana

Why cut Chalice?

Chalice was never an all-star, merely a filler in midrange and ramp decks. The cube’s rapidly increasing speed meant it was getting multikicked less and less, lending little use to it over similar choices. It will probably not be missed.

What I like about Noble’s Purse

It’s cheap and colorless, requires no effort to use outside of its casting cost, and gives you treasure tokens. Splashing other colors has become more and more of a priority for midrange to fit as many bombs as possible, and the purse will lend those decks much use for that goal. Another pleasant interaction is the artifact synergies that would love more artifact permanents, like Urza’s Saga, 4mv Urza, and more.

What I dislike about Noble’s Purse

It comes into play tapped, costing you a precious turn before you can use its fixing, which might be deadly versus aggro or when drawn as a topdeck. Even then, its treasures are limited, and after expending its treasures, the purse becomes completely useless without synergies like sacrificing artifacts or turning them into Elks.

Prediction

Purse will most likely be more generally useful than Chalice, but I don’t see it staying for long.

Karn liberated; + Cityscape Leveler

An old planeswalker evolves into a giant destructive mech

Why cut Karn?

Karn was once the only colorless planeswalker, but he’s been showing his age in recent years. Most often, even when played, he would come into play, exile a threat, and then die on the backswing. The recent newcomer 6mv Ugin has been performing a very similar role, except 6 mana is much easier to play than 7, and a +1 to create a creature that draws a card on death is much more reliable than a +4 that exiles a card from hand. Now outclassed, Karn can rest easy knowing it was an MTG icon.

What I like about Leveler

Leveler is a cheat target and a threat in multiple types of decks. Firstly, it immediately destroys a threat when cast, making it ideal for Channel cheat decks and green ramp. It also tramples and destroys a threat every time it attacks, making it equally great for Sneak Attack and TTB decks. Its artifact type makes it ideal for Tinker decks, and finally, it has unearth 8, strengthening it even more as a late-game surprise option from the graveyard.

What I dislike about Leveler

While it excels in the decks mentioned above, it still doesn’t shine in other cheat decks, like reanimator, Oath, Show and Tell, etc. since it does nothing on ETB if not cast, and it’s terrible with other cheat spells like the newly added Flash. Its artifact type also opens it up to many removals, meaning if you cheated it in and your opponent killed it, you gain nothing for your trouble besides unearth. Your opponent also gains a powerstone token when you kill their stuff with Leveler, and they could potentially use it to their advantage.

Prediction

Leveler has seen some play in eternal Tron decks that can easily cast it to utilize the cast effect. While it is a bit of a polarizer, I have faith that it will see play in more decks than Karn did and be more effective in those roles.

Heirloom Blade; +Anduril, Flame of the West

A sword worthy of the King of Gondor

Why cut Heirloom Blade?

The cheap equip cost is great, but the equipment does not really affect the board. This makes it too inefficient, with Grafted Wargear being an exception, since a free equip is infinitely cheaper than an equip costing 1. The card draw upon the death of the equipped creature was also inconsistent since it wouldn’t trigger if the creature was bounced or exiled, and even when it did trigger, it whiffed a noticeable amount of times.

What I like about Anduril

The new Flame of the West has the same bonus stats as the Heirloom Blade, which are pretty aggressive and great. Even a 1/1 can kill a blocking wall, and a 3/1 can kill a titan.
The best part is that you gain two 1/1 fliers when you attack. In fact, if you equip and attack with a legendary creature, like Kytheon or Ragavan, the two evasive tokens enter the battlefield attacking, boosting your damage and putting severe pressure on your opponent, like Hero of Bladehold.
However, unlike Hero of Bladehold, the effect survives any Doom Blade effect. If the original equipped creature dies, you can still reequip Anduril onto one of your newly generated tokens to swing and create more.

What I dislike about Anduril

The cost is higher, up to the level of Sword of X and Y, which we’ve already mentioned is inefficient and slow for the rapid pace of the cube today, and lacking protection for two colors is a significant reduction in value compared to a standard Sword.
Also, if not equipped to a legendary creature, the new tokens neither attack nor defend for the first round, giving the opponent an opportunity to deal with the threats. Finally, all of the value you gained with Anduril can be deleted with a single board wipe from the opponent, unlike a card like Jitte or Sword of Fire and Ice, which can give you a longer-lasting advantage.

Prediction

Anduril seems to have a clock fast enough to be played in aggro, and midrange will also like the board presence that the sword generates. The fact that it’s generated on attack instead of on hit, like a Sword of X and Y, will give it many points compared to other equipment.

Sentinel Dispatch; +Unlicensed Hearse

Grave hate is officially in the house

Why cut Sentinel Dispatch?

As mentioned earlier, conspiracies are slowly being phased out of the cube, and this card is no exception. Sentinel Dispatch is more polarizing than the aforementioned Advantageous Proclamation since it’s usually very relevant to specific deck types (i.e., Tinker) or against certain matchups (i.e., versus aggro).

What I like about Hearse

This vehicle is very cheap and can provide a significant advantage over time. Its main effect is constant grave hate – tap it each turn to exile two cards from your opponent’s graveyard, hosing synergies like reanimator and effects like unearth or flashback. But this is only part of its appeal: as the game goes on and the exiled cards stack, it becomes a vehicle with power and toughness equal to the total number of the exiled cards, essentially gaining +2/+2 each turn, and with a crew cost of merely 2 power. This means that even most 1 drops can crew it, giving most of your creatures haste and a big p/t bonus, which is excellent for defending from big threats or attacking once the opposing board is empty.

What I dislike about Hearse

It’s an abysmal topdeck, doing next to nothing when it enters. Moreover, it’s not best at suiting the cube’s decks that like value over time: control does not like crew 2, as it rarely has enough creatures to consistently crew the vehicle, and midrange does not care for the vanilla body that the vehicle grants, large as it may be. Finally, cheap artifacts are pretty easy to kill for most cube decks at this stage of the cube, making the big body flimsier than it reads. The vehicle might be relegated to a sideboard card from the start.

Prediction

Hearse has seen play in multiple eternal formats: Pioneer, Modern, and even Legacy, setting it up for a good track record. However, the cube is a different format to constructed. The vehicle’s future remains to be seen.

Hangarback Walker; +Palantir of Orthanc

A third legendary LOTR artifact can really flip things over

Why cut Hangarback Walker?

Walker was not loved. While it slotted into every deck in theory, in practice, it was horribly inefficient at every cost, and being an artifact meant it was easily killed. While in previous iterations of the cube it managed to buy time to defend and grow with its tap ability and eventually unleash a thopter army, nowadays it would be lucky to see 3 or even 2 counters before dying to defend your life total. Walking Ballista’s immediate splittable damage has proven much more useful, even with its much more expensive ability.

What I like about Palanthir of Orthanc

This is another unique artifact with the potential to swing games. This orb gains counters each turn, you scry (flavor win), then the opponent has to choose whether to let you draw a card after scrying – essentially giving you a free Preordain – or milling your top cards, taking damage to the face equal to their total cost. The number of cards milled increases each turn, posing more of a risk for your opponent’s life total over time. Even if your opponent never chooses to mill you, this artifact still gives you a free Preordain each turn, which is much better than Coercive Portal, and we already know how much a single card every end step is worth from the monarch.
As the counters increase, so do the odds of your opponent letting you draw a card instead of taking damage and milling you. But in the first few turns, your opponent faces a dilemma: either let you draw a card or mill it and potentially take a lot of damage to their face, maybe even losing the game there and then with a card like Emrakul, the Promised End. Cheat decks have high-cost threats, and aggro decks want to pressure the opponent’s life total, so both could possibly be interested in this unique gem of a card.

What I dislike about Palanthir of Orthanc

The effect, unique as it may be, is strapped to a 3-drop artifact that doesn’t affect the board immediately; something we’ve already covered is on the verge of being too slow for the cube. It’s still a punisher effect, meaning the opponent can choose the more convenient option. If the opponent never takes damage from it at a low life total, aggro will probably not like it enough, especially since it costs 3 and isn’t a creature. The amount of damage it deals is variable and unpredictable. Finally, an opponent may deck you out with Palantir if the game went on long before it was cast.

Prediction

Palantir of Orthanc has been added to the MTGO Vintage Cube and seems to be doing quite well there. Sometimes, it’s an artifact that draws cards. Sometimes, your opponent chooses to mill you and finds a fattie – which quickly reduces your life total within Fiery Confluence range or even lower. It will be a solid and interesting card if it performs just as well in this cube.

Terramorphic Expanse; +Shire Terrace

It is a simple exchange with little to say about it. Shire Terrace is an interesting option for fetching basics, as it can help pay costs early while later being easily switched to a basic land that you need. The ability to hold up the ability until the end of turn seems favorable for control decks, which is at least one deck that would like the ability to fetch a basic land so slowly. It’s also possibly playable in midrange or ramp that both care about playing early mana rocks or important spells to leverage later in the game, so this new hobbit house is ready to be tested.

Middle-Earth Update Part 2 – Black and Red

Black

Graf Reaver; +Orcish Bowmasters

Two proven archers that will bring the pain to cube

Why cut Graf?

Graf is not a great creature – it is lousy on defense and functions as a two-powered creature in a race. The interesting part about it is the planeswalker removal. However, it is conflicted with the card’s role as a two-drop, as you are unlikely to face one on turn two. The removal is also not great, as a two-mana sorcery speed that discards a card. Planeswalkers are not common enough that answering them can be the primary function of a cube card. Finally, as mentioned above, there are now many more answers in the cube to planeswalkers in all colors, including black, on one hand, and fewer planeswalkers on the other, reducing demand for their answers.

What I like about Bowmasters

It’s a 1/1 flash creature for 2 that pings any target for 1 when it enters and creates a 1/1 token. This already provides pretty good value, enabling you to wipe three */1 attackers from your opponent’s board during combat, threaten a planeswalker or opponent with 3 damage (2 from attackers) on their end step, or even just get two 1/1 bodies and kill a mana elf whenever you want. Multiple small bodies are already known to be useful when combined with cards such as Skullclamp, Opposition, Recurring Nightmare, and so on, and the card itself can be blinked to trigger again.

The real deal about this card is that it gets to repeat this effect whenever your opponent draws any card beyond the first one in their draw phase. As we’ve seen from Narset and Hullbreacher, drawing extra cards happens occasionally since card advantage is quite good, which means that this card will have plenty of effects to prey on for value. Cantrips, planeswalkers, monarch, wheels, and many straight-up good cards become fodder for your archers to shine. Moreover, since the damage is to any target, the trigger becomes an incredibly flexible must-kill threat on multiple levels, from threatening lethal damage to your opponent if they activate Sylvan Library to killing their threats if they Brainstorm with JTMS or +1 with Dack Fayden and even committing orcish war crimes (i.e. 7 damage spread across the board) if either side resolves a Timetwister effect.

Note that the token ability is amass, meaning that if you don’t have an army token, you get to create a new one, but if you already have one, you enlarge it by +1/+1 instead of creating a new one. Black is just the color to be taking advantage of such an effect since it can keep sacrificing army triggers to cards such as Yawgmoth, Woe Strider, and Recurring Nightmare, causing the effect to generate more and more bodies. However, even if you don’t do so, you can still easily gain a threat as your one army token grows larger and larger, possibly taking on titans or even larger threats if you stack it enough.

What I dislike about Bowmasters

To take advantage of the archers’ effect, you must protect a meager 1/1 body that dies to a stiff breeze. This means you need to give up on a blocker if you want to rely on the pings or the armies, a dire choice on defense.
Furthermore, an army token is notoriously unreliable as a threat since by the time you stack it with power and try to attack, your opponent can bounce it – or remove it in any other way – to quickly eliminate it and of all the effort you’ve gone through.

Prediction

The Bowmasters are being played in ~40% of decks in Modern as of the time this article is being written. While this is in part to a particular Ring we’ll be talking about later, the card is still one of the best in the format on its own, and while it probably won’t be clearing that bar in cube, it’ll still possibly be the best 2 drop.

Soul Shatter; +Sheoldred’s Edict

An edict to end all edicts

Why cut Soul Shatter?

Soul Shatter is a decent card, but the few cases where the card misses are quite significant – it rarely hits tokens like those from Batterskull, and sometimes you want to kill the 3 mana Grist and not the 5 mana Hermit defending it, a difference which can even cost you the game. Minsc & Boo, in particular, prove to be a challenge that’s nearly impossible for this card to tackle alone. Furthermore, black answers are getting cheaper, and 3 mana has become too much for single-target removal in black.

What I like about Sheoldred’s Edict

This card is so power-crept that it’s barely believable that it originated from Diabolic Edict. The older card could only force an opponent to sacrifice a creature, which meant that it did nothing when an opponent had creatures to spare or when they had none – so it was mostly a dead card versus both control and token decks. The new card lets you divide and conquer multiple types of problems with its 3 modes of removal, all dodging protection such as Hexproof and Indestructible: it can focus priority targets with a dedicated edict for each of planeswalkers and nontoken creatures while ignoring tokens that your opponent keeps to protect them. Conversely, if tokens are a nuisance, you can target them with an edict without cards, such as mana elves, blocking your removal.

What I dislike about Sheoldred’s Edict

Creatures are easily massed, and it only requires 2 creatures of each type (token and non-token) for your edict’s power to go down. The token edict is a particularly poor mode since most tokens aren’t even close to becoming threats. Therefore, The token mode will rarely matter – it would have been far better to have additional card type adversity as the third mode, like an artifact edict akin to Angrath’s Rampage.

Prediction

The token edict is excellent insurance on a great 2-mana instant speed removal for multiple card types. I expect this card to rarely leave the mainboard.

Hero’s Downfall; +Infernal Grasp

An old classic becomes a quick catch-all kill card

Why cut Hero’s Downfall?

Hero’s Downfall has been a marquee removal card for a long time, but the cube’s ever-accelerating speed is putting a strain on this card’s utility. Requiring double black pips meant it sees play in fewer decks. As mentioned, 3 mana for single target removal is no longer considered efficient in black, even removal that’s as flexible as this card. There are now many more answers in the cube to planeswalkers in all colors, including black, on one hand, and fewer planeswalkers on the other, reducing demand for their answers.

What I like about Grasp

We’ve been anticipating the 2 mana Murder for years, and it eventually arrived in Innistrad. Initial impressions were mixed because of its drawback. Still, over time, it became clear in other cubes that 2 life was a worthwhile cost to unconditionally remove your opponent’s strongest card at instant speed as early as turn 2.
It’s also worth comparing this card to Dismember in particular. While it loses all modes except the 2 mana one, the removal effect is similar, losing to indestructible but winning versus any creature size.

What I dislike about Grasp

The lifeloss remains a very relevant drawback, especially in this cube where aggro reaching lethal damage inches ever so steadily to earlier and earlier turns. The comparison to Dismember is poor, as it can also cost a single generic mana or completely dodge the life requirement – both of which make it far superior to this card.

Prediction

This card will primarily compete against Power Word Kill, as they both serve the same role in similar slots. It will be up to the playtesters to decide if they prefer Grasp’s reach or dislike its life loss compared to its nemesis, which lacks both.

Buried Alive; +Pile On

A dead card becomes a killing card

Why cut Buried Alive?

Buried Alive sucked. 3 mana for sorcery that does not affect the board is a harsh rate for the cube’s raw power and speed, and its effect was such that only reanimator wanted it. Even then, the card rarely saw the mainboard because it was slow and inefficient.

What I like about Pile On

Lethal Scheme was added in the last update, and now it has a friend to keep it company. Both are 4mv instants with convoke that remove a creature or planeswalker. While Lethal Scheme lets you loot for each creature that convoked it, Pile On exiles instead of destroys, costs 1 colored pip less (making it playable in a wider variety of decks) and provides consistent value with surveil 2. Creature and planeswalker removal cards are at a premium in the cube, so the flexibility and consistency are much appreciated, especially in other colors.

What I dislike about Pile On

What Pile On gains with consistency, it loses with its ceiling – as soon as you start to tap creatures for Lethal Scheme, it gains value over Pile On incredibly quickly. Both cards are boring when not convoked for, meaning cast for 4 mana, as they are little more than Vraska’s Contempt, which is clearly below par for the cube.

Prediction

The importance of casting flexibility has been emphasized in previous discussions, and Pile On potentially embodies this concept better than Scheme. If it is cast for 4 mana 33% of the time or more, then I believe its high floor would prove more valuable than Scheme’s ceiling.

Dead of Winter; +The Meathook Massacre

A weak conditional card becomes another format-warper

Why cut Dead of Winter?

Dead of Winter served its purpose well at first and protected many black control decks. However, as the number of basic lands in decks decreased due to MDFC lands and mono-color manlands, so did DOW’s utility and reach. Its mana cost is misleading because it requires many basic lands, making it difficult to play multiple colors. It became inflexible and outdated.

What I like about The Meathook Massacre

The card has two main modes. The first is as an artifact costing BB, which gains you life when your opponent’s creatures die and drains the opponent whenever your creatures die. While this is a niche mode, it is not without its uses, especially since black needs lifegain pretty desperately, and sacrifice is gaining power ever so slowly. Classics like Bitterblossom will play well alongside it.
The other mode is adding a mass removal spell costing X generic on top of that artifact, providing an immediate effect to start benefitting from the enchantment’s life swing. The cost being so flexible means that you can fit it in wherever you need on the curve and that you can also try and kill your opponent’s smaller creatures while leaving your bigger threats on the board. If you manage to somehow bounce your own enchantment, you will also be able to replay it again for another mass removal.

What I dislike about The Meathook Massacre

Paying X upfront means opening yourself up to a big blowout in the form of a counterspell, especially if you are tapping out to play it. If it resolves, it’s possible to kill the enchantment before the mass removal goes off, negating the potential life swing. The removal itself is inefficient for the mana you pay, making it unreliable to kill creatures with 4+ toughness and near impossible to kill creatures with 6+ toughness, which weakens the midrange matchup for the card. Finally, double black pips also limit the number of decks that can play this card.

Prediction

The Meathook Massacre was banned in standard for its unrivaled power in and against sacrifice decks, which are far rarer in cube and less powerful. This cube also has more cheat and ramp decks, which are a bad matchup for the card, but it is still being played successfully in some eternal formats, and plenty of other cards report positively on it. I doubt it will reach its constructed glory here, but the card unquestionably deserves a test.

Custodi Lich; +Troll of Khazad-Dum

A generally playable reanimator card?

Why cut Custodi Lich?

Even though monarch is a good mechanic, Lich’s staying power was not by its own merit but rather by the general weakness of black 5 drops that has persisted for ages. The sudden resurgence in black midrange cards proves it a relic of the past, so the restless undead will finally get well-deserved rest.

What I like about the Troll

As a creature, it only requires one black pip for a 6/5 highly evasive body. Many decks won’t be able to rely on having 3 creatures to block the Troll consistently, meaning that it will represent a severe threat to their face or planeswalkers. Even decks that can put 3 blockers in front of the Troll will rarely be happy to do so, as you’ll get to pick whichever blockers you want to kill with the combat damage.
As another option, it can be cycled for 1 generic mana to fetch any swamp, including duals, shocks, and Triomes. This means multiple-colored decks will more easily fetch fixing, and reanimator decks can discard it only to reanimate it. The floor of Troll is incredibly high as it cycles itself and lets you keep more starting hands.

What I dislike about the Troll

The body is a French vanilla creature, which is horrible for a cheat target, and the evasion grants no bonus on defense, which sucks if you want to stabilize. Paying 6 mana for this card will probably not feel great, and even cheating it out is far from a consistent game-winner.

Prediction

I am optimistic about the card. While it’s not a format-warper like some of the cards mentioned before, the flexibility is significant, and there is potential for a solid “glue” card.

Red

Rimrock Knight; +Bloodfeather Phoenix

An evasive, recurring threat

Why cut Knight?

Knight is a fine card but is the weakest aggro-only red two-drop. Its body is not that good as it trades down with tokens, and the pump, as all pump, is situational. We’d rather keep the number of creatures that are aggro-only low, and this swap does not increase the number of creatures that cannot block.

What I like about Phoenix

This is the first red Vampire Interloper, a two-drop with flying and two-power. We have many of these in white and blue, which are not that powerful. However, red stands to benefit more from evasion – red wants reach and to burn down the opponent in long games. Getting that four extra damage with evasive attacks can be the difference between a win or a loss for a red deck, more so than gaining board advantage.
Phoenix can also recur from the graveyard. This is an excellent form of added reach and board wipe recovery. Phoenix is a card your opponent will feel bad about killing. You, on the other hand, can discard or sacrifice Phoenix for value. Once Phoenix is in your graveyard, your opponent will have to play with it in mind for the rest of the game, even when you have no means or intentions to recur it.

What I dislike about Phoenix

Not blocking limits Phoenix to aggro decks only. Phoenix has a lower damage output than most red two drops, as it lacks a third point of power or haste.
Recurring Phoenix requires wasting burn on your opponent’s face and stomaching card disadvantage. Of course, it won’t matter if it is enough to kill the opponent, but it is highly wasteful otherwise. It should be mentioned that most decks will have few ways to recur Phoenix, and you might be forced to use burn at creatures or planeswalkers in various game stages.

Prediction

Phoenix brings new attrition tools to red, which will help red decks make more comebacks.

Rampaging Ferocidon; +Death-Greeter’s Champion

Power with a dashing amount of options

Why cut Ferocidon?

Ferocidon is the weakest red three-drop. It has the lowest damage output, low resiliency, and is not great against creature (and token) light decks. The damage hit you quite often for a few points, which hurt Ferocidon’s performance in the mirror.

What I like about Champion

The card’s floor is a 3/2 double striker for three mana, a never-seen-before rate. You can also dash it for six hasty damage if you need to close a game or fear over-extending. Greeter is even better than that if you have other creatures out. Dashing Greeter out with another 3-powered creature adds 9 immediate attacking damage to the board, which will get even better next turn.

What I dislike about Champion

The creature buffed with Champion doesn’t get evasion, so it will likely be blocked and lose the double strike at the end of turn. Also, an instant speed removal in that scenario hurts you greatly.
Four or higher toughness creatures comfortably trade with Greeter as a 3/2 double striker. It remains to be seen how often you can dash, backup another creature, and attack with Champion, as a 3-toughness creature is enough to deter this attack.

Prediction

There are so many good options and a high floor on this card. Compared to Embercleave, it is less situational, but also cannot get past blockers easily to kill out of nowhere, resulting in a better play experience.

Play tip

This should arguably be considered a 4 drop when building the deck.

Hazoret the Fervent; +Rampaging Raptor

The red Questing Beast

Why cut Hazoret?

The main reason is that Hazoret is an aggro-only card, while Raptor is a fine midrange card. Additionally, Hazoret has a poor play pattern – sometimes it is an entirely dead draw even in an aggro deck, and sometimes it is nigh unanswerable by your opponent.

What I like about Raptor

It is the red Questing Beast. This is a tried and true template of a 4/4 for four mana with haste and evasion that damages both planeswalkers and players simultaneously. Raptor also has a firebreathing ability to kill even more quickly.

What I dislike about Raptor

Raptor is weaker than Questing Beast. The evasion is worse, and a pair of 2/1s can kill it on defense. Raptor does not have vigilance to protect you. The firebreathing is expensive and unlikely to be activated more than twice in aggro decks.

Prediction

This is a tried and true recipe, Raptor should be great

Emissary of Grudges; +Etali, Primal Conqueror

A mono-red cheat target

Why cut Emissary?

While Emissary is a hasty, evasive, and hard-to-answer monster, it has two significant shortcomings: it is poo on defense and with Sneak Attack (and Flash). Etali does both things better while arguably being as hard to fully answer with spot removal.

What I like about Etali

Etali has an impressive ETB ability. Etali is a three-for-one, and the combined mana value of the things it casts can even be higher than its own cost. You can improve the trigger with top-of-library manipulation like Brainstorm. Etali’s ceiling is stupid in cheat decks, hitting things like Emrakul or Delayed Blast Fireball.
Etali is a good target for Sneak Attack and most other forms of cheat, including reanimation and Flash. Red is a strong player in cheat deck, and it is nice it finally gets a castable monster in color.
Etali is just about castable in ramp decks. The 7/7 trampling body is a severe clock. The other face of Etali is basically a Blightsteel Colossus.

What I dislike about Etali

The trigger is inconsistent. Sometimes, you will hit mana elves or counterspells. Also, I wish it didn’t have another face. It will transform so rarely that I wish it just wasn’t there and the card was simpler.

Prediction

Etali has a fun trigger that will generate good stories. You only need one good hit with Etali to pass the removal test, and whiffing on both cascades is very unlikely. The card made waves in constructed, and I am sure it will be good in cube too.

Mishra’s Command; +Wheel of Fortune

Wheels combo is in, baby

Why cut Command?

Command is expensive and situational. So far, the only red X spell that performed well enough to stay in the cube is Light Up the Night.

What about Wheel?

Wheel of Fortune is the namesake of the Wheels combo, and one of the top two such effects alongside Timetwister. See the discussion in the first part of this update to understand its role in the cube.

Reckless Impulse; +Bitter Reunion

A sweet card despite its name

Why cut Impulse?

Lack of play. It turns out that Light up the Stage’s one mana mode is just way more powerful. The one mana difference is vast when you have a limited time window to cast the card. When you play Light Up the Stage, it is in a deck that can reach its ceiling.

What I like about Bitter Reunion

Bitter Reunion is a Tormenting Voice with the upside of giving all your creatures haste for a turn. It is a highly desirable effect for creature cheat decks – giving your Griselbrand, Atraxa, or even a mere titan haste is a powerful thing to do. Reunion helps to dig into your cheat enablers and targets. It is also a discard outlet for reanimator.
Bitter Reunion leaves behind an enchantment that can be blinked for value, replayed with Lurrus, or copied with Astral Dragon. It is also an enchantment that sacrifices itself so it helps reach delirium for Unholy Heat.

What I dislike about Bitter Reunion

Tormenting Voice is not a good card in generic decks without synergies, like aggro or control. You absolutely want biog creatures that will benefit from haste, and you want the card filtering to matter enough to be worth the tempo loss of casting it.

Prediction

Red now has more combo elements with Wheels. I hope Bitter Reunion will see enough play to earn a spot – I have no doubt it will be great in combo decks.

Play Tip

Do not slam this in your aggro deck – it is tempo negative and card neutral.

Fire Ambush; +Volcanic Spite

A versatile removal that improves your hand

Why cut Ambush?

Sorcery-speed Lightning Strikes are incredibly playable but never exciting. There are many red burn spells for two that deal 3 damage, and this is one of the worst.

What I like about Spite

Improving card quality in your hand is very helpful to get you out of mana screws and floods. It is even more critical now that we try to push more combo decks in red, like cheat and wheels, as red needs more card-quality tools. Putting cards back in your deck is a rare effect that helps you tuck the cheat target for the Tinker you drew.

What I dislike about Spite

Not hitting players makes it a tough sell for aggro decks.

Prediction

The value of non-player burn increased in the cube in recent sets. There are many more creatures you must remove, and many of your threats can win the game by themselves and don’t need as much extra help. Jaya’s Greeting and Fire Prophecy fit this description, but hitting only creatures makes them too narrow.
I believe Spite will see a lot of play and improve games.

Fire//Ice; +Flame Slash

Th best creature-only burn

Why cut Fire//Ice?

Fire//Ice is almost always just Fire, an underpowered burn spell. Labeling it as mono-red was also annoying, as the frame is so clearly multicolored. Fire is a fitting cut, as it almost always targets a creature.

What I like about Slash

It is the most efficient creature-only burn spell there is. It kills a mana elf on turn one or a questing beast on turn four. Flame Slash kills 242 creatures out of 296 (before this update, ignoring tokens, ignoring shroud/indestructible). This is one of the top rates for one mana removal out there. Cut down only hits 195 cards. It is worth noting that Slash is still not dead to creatures with 5 or more toughness like the other removal spells are, as it can be combined with combat damage or another burn.

What I dislike about Slash

It is sorcery speed and only hits creatures. Is this a card aggro decks will main board?

Prediction

I think that killing creatures is becoming more and more important. Slash is the best at the job. Too many burn spells that do not go to the face can weaken aggro, so we should be mindful of how many we add.

Aether Chaser; +Scrapwork Mutt

A good boi for many deck types

Why cut Chaser?

Chaser is a filler aggro two-drop with secondary uses as an honorary artifact for artifact decks and a cheap blocker against aggro. Mutt fills these roles better, besides blocking aggro low drops. Mutt is also a discard outlet that is playable in non-red decks sometimes. Tracking energy is also a pain.

What I like about Mutt

At face value, Mutt is a two-drop body that fixes your hand. In aggro, it will ensure you are curving out more consistently. Unearth will help recover after a board wipe.
Mutt is a cheap, colorless discard outlet that also puts a roadblock. Reanimator decks would never pass on it. You don’t need to be red to play it, although 2-3 red sources vastly improve Mutt. Mutt is a cheap artifact, so it not only increases your artifact density, it also helps to dig for artifact payoffs such as Urza and Tinker. Unearth means Mutt can be sacrificed twice for Skullclamp, Gut, or Rankle. Finally, Mutt is neat if Lurrus is your companion (again, no need for red mana to play it).

What I dislike about Mutt

A 2/1 body without abilities is very feeble. You will prefer a more substantial body to further your game plan in aggro decks. Rummaging is far worse than looting, and if you have nothing you wish to discard or topdeck it with an empty hand, Mutt is poor.

Prediction

It is a filler card, but it fills holes for several decks. I do think it will wheel during drafts. Aether Chaser will not return to the cube.

Middle Earth Update Part 1: White and Blue

This update encompasses Phyrexia: All Will Be One, March of the Machine, and Lord of the Rings, along with the commander sets. This update comes with changes in cube philosophy and a new combo archetype: wheels.

Complexity control

From this update and in the future, we will aim to minimize the number of double-faced cards, especially those without a land on their other side. This prevents complexity creep, as the cards are actively hostile to infrequent players and bog down the draft process. We don’t play often enough that everyone remembers all the cards by heart. But even if we did, I don’t think the MFCs are worth it for several reasons:

1. We want to enlarge the playgroup, which these cards make harder

2. They add a mental tax – there is just more to remember

3. Logistics – cards need to get in and out of the sleeve

In general, we are a group of advanced players who can handle complexity. But we should still be mindful of this issue. We will not cut JVP, a powerful, fun card that our group of enfranchised players already knows by heart. However, we will skip cards already on the cusp of playability and/or have roughly equal replacements, like Sheoldred (not added) and Archangel Avacyn (cut).

In addition, we continue to avoid overly complex mechanics that only add a few cards to the cube. No cards with the tempt the ring mechanic were added due to complexity and memory issues, like enter the dungeon. No battles were added due to their low power level and higher bar due to having multiple card faces.

Wheel combo

The last update set the ground to this. Sheoldred, Hullbreacher, and Narset have proven to play very well as standalone cards. With the printings of Orcish Bowmasters, which also seems amazing as a standalone card, it seemed criminal to skip playing wheels. This will add another dimension to the cube as a combo that is not creature-based.

The wheels are iconic, fun cards that are playable in low-curve decks, or decks with a lot of artifact mana. As such, this combo is in a unique position: an A + B combo, where both parts are playable without the combo, and both parts have redundancy. It is not even based in that many colors, with the center of gravity being clearly in blue then black.

At this first stage, we are only playing the best wheel effects, and no payoffs that are not good on their own (besides arguably Teferi, Temporal Pilgrim that still needs to prove itself). How fun the combo is still remains to be seen, but this possibly an archetype that is not very fun to play against so seeing it less often could be better for the cube experience as a whole.

If we see that there is demand for more wheel effects, the next wheels in line are Memory Jar, Day’s Undoing, and Echo of Eons.

The last few sets have introduced more monarch cards. Monarch has historically featured some of the best cube cards, and top offerings like Forth Eorlingas! are breaking new efficiency records. The One Ring is another monster that draws an absurd amount of cards. In a happy coincidence, wheel combo enablers are also amazing hosers against the monarch and the Ring, boosting their playability. The following payoffs in line if the wheels combo sticks are Leovold and Notion Thief.


Nothing feels worse than being powerless against a combo that comes out of nowhere. Therefore, several cards were added to combat spell-based combo in this update. Green got a few cards that hit graveyards to have a way to fight reanimator decks better; reanimator feels strong enough to handle some hate, and Green should be able to fight at least some of the combo decks.

White

Ancestral Blade; +Reprieve

A white Remand!

Why cut Blade?

Blade is a fine white two-drop that offers value and choices and is underappreciated overall. However, it is not a powerful card. With the addition of reconfigure cards like Lion Sash, Citizen’s Crowbar, and additional vehicles, this effect is in lower demand.

What I like about Reprieve

Remand is amazing. Reprieve is slightly better, as it can delay cards like Carnage Tyrant. White is a more tempo-driven color than blue, and white can more efficiently utilize an extra turn for a win. With the addition of spell-based combos like Flash and draw-seven to the cube, white needs more ways to interact with non-permanent spells. Reprieve is a unique effect in white, meaning far fewer people would play around it than blue counters.

What I dislike about Reprieve

White still has far fewer things to hold up mana for during the opponent’s turn than blue, which means it will be less natural to hold back Reprieve.

Prediction

Both aggro and control white decks will want this card.

Borrowed Time; +Ossification

The era of three-mana catch-all removal is ending

Why cut Time?

Three mana for a 1-for-1 removal is a lot, and being sorcery speed and vulnerable to Disenchant effects makes it the worst mono-white removal.

What I like about Ossification

Hitting creatures and planeswalkers covers most win conditions and ensure the card is playable against every deck. No other mono-white two-mana removal can hit every creature or planeswalker without restrictions.

What I dislike about Ossification

Requiring a basic land could limit which decks can play it. It will also sometimes be uncastable because you keep a hand without basics. Land destruction/bounce can kill your Ossification.

Prediction

On Thin Ice sees a lot of play despite having the same restriction, so Ossification should not be too narrow. More aggro decks will play it than three-color control decks, which is fine. There are only five cards that destroy and/or bounce basic lands in the cube – Strip Mine, Flickerwisp, Vindicate, Woodfall Primus, and Cryptic Command.

Oblivion Ring; +Planar Disruption

The era of three-mana catch-all removal has officially ended

Why cut Ring?

See above about Banishing Light

What I like about Disruption

It is even more flexible than Ossification. When Ossification is destroyed, it will not trigger an ETB ability again. Also, it is nice to finally have a playable Pacifism for variety.

What I dislike about Disruption

If Disruption attahced a creature, and then Disruption is destroyed, the creature will have no summoning sickness and be able to immediately attack – something you will always have to keep in mind and play around. But worse, Disruption does not prevent static and/or triggered abilities. This is not the removal you want against Goblin Rabblemaster/Dark Confidant/Consecrated Sphinx.

Prediction

I believe it will be better than Oblivion Ring but worse than Ossification.

Play Tip

Although Disruption reads like a catch-all removal, it isn’t in practice, as there are many cards it is an awful answer to. You should prioritize using it early if a suitable target shows up and perhaps keep in hand broader removal cards.

Dragon Hunter; +Soul Partition

A flexible tempo white removal

Why cut Hunter?

We found out that white aggro decks now seek to play fewer one-drops. As creatures in the midgame got better, a 2/1 gets invalidated earlier and more often. Hunter is the worst W 2/1, with its barely relevant ability.

What I dislike about Partition

Partition is card disadvantage, a removal that doesn’t kill anything and plays more like a bounce spell. It is almost a blank draw in the late game when mana is not an issue.

What I like about Partition

Partition forces your opponent to pay at least two mana to recast their permanent, as much as Partition costs you. Therefore, you are gaining tempo. If your opponent can never get enough mana to recast the card, then Partition was a no-drawback instant speed removal for any permanent type.
There are two relevant comparisons to Partition. The first is Baleful Mastery, which, for two mana, also kills a creature or planeswalker and draws your opponent a card. Partition also draws your opponent a card identical to what you destroyed, except it costs two more mana. Is the “card” your opponent gets with Partition better than a random card from their deck? It will often be worse, as a two-mana tax is hefty.
The other comparison is Fateful Absence, a card that performed well. Partition’s tax is the same as cracking the clue. However, Fateful Absence has several disadvantages. One, the clue can be sacrificed at instant speed, while Partition will force your opponent to tap two mana on their turn (unless you targeted a permanent with flash). Two, Partition can answer indestructible permanents.
Unlike Mastery and Absence, Partition has no drawback whatsoever if it targets a card the opponent cannot hope to recast, like a cheat target or a token. Partition is capable of answering artifacts and enchantments. Partition can also be used to save your permanent from removal – the tax only applies to your opponent.

Prediction

Partition is a great card that reads poorly. Cheap, interactive cards with a broad range of targets are good for gameplay.

Play Tip

Partition is best against expensive targets and in aggressive decks that kill your opponent before they can recast the card.

Elspeth, Sun’s Nemesis; +Archangel Elspeth

An Elspeth, Knight-Errant remake

Why cut Nemesis?

Nemesis is underpowered. It is best when pumping two attacking creatures. She is good in that position but not the best in class (Knight-Errant, for example, is better). The problems begin when you don’t have two creatures that can attack profitably when pumped. All the other abilities reduce her loyalty considerably. The escape ability is underwhelming – Elspeth is not worth six mana in any capacity, and it is not easy for white to fill the graveyard. In practice, Elspeth was a filler value card, but the other white four-drops are all stars.

What I like about Archangel Elspeth

Elspeth, Knight-Errant is still the strongest white four-drop planeswalker, even after over a decade. Archangel appears very similar to her. Archangel’s plus ability helps defend her, and the tokens are better than Errant’s due to lifelink, which enables you to stabilize even further.
The pump ability is permanently buffing the creature, making it a must-answer. Just pumping Archangel’s own token generates a 3/3 flying lifelinking attackers, which are hard to race.
Finally, Archangel has a significantly more attainable ultimate. It generates value and tempo and is a great recovery mechanism after mass removals in aggressive decks.

What I dislike about Archangel Elspeth

Compared to Knight-Errant, the pump ability is a -2 instead of a +1. If you cast Archangel and immediately pump, she is left highly vulnerable, possibly forcing you to skip attacking with the pumped creature to protect her. In this scenario, killing the creature in response to the pump is a massive swing. Archangel’s וltimate is still situational and deck-dependent.

Prediction

Errant’s best ability by a significant margin is the pump. Errant’s pump is not permanent but has a more immediate impact and a far higher floor against removal. Therefore, Errant is still likely the queen of white planeswalkers. Although Archangel seems not too far, which speaks leagues of her power.

Archangel Avacyn; +Elesh Norn, Mother of Machines

Can a five mana “Baneslayer” still make it?

Why cut Avacyn?

Avacyn saw little play in the last few years. Her most significant selling point was flash, which makes her a potent combo with counterspells. Avacyn is in a weird spot in that you also want to have other creatures out so that her protection and transformation are relevant, which is not easy in control decks. Her flash is less unique now that white has Solitude, The Wandering Emperor, Reprieve, and Cathar Commando.

The final nail in her coffin is the desire to cut marginal double-faced cards.

What I like about Elesh Norn

Elesh Norn is a robust package. Her most abusable and most fun part is Panharmonicon. The cube is infested with potent ETB triggers in all colors. She is positioned for even greater abuse with white and its flickers. Elesh Norn is a uniquely splashable white five-drop, which makes it easy to play her in decks with strong triggers.
Elesh Norn also shuts down opposing ETB effects, which is significant. Almost any card with an ETB has a flimsy body for its cost. Whirler Rogue is a 2/2 for 4 mana, Craterhoof Behemoth is a 5/5 haste for 8, and Solitude a 3/2 lifelink for 5.
Elesh Norn also has a massive toughness of 7, which is hard to take down in combat or with burn. With vigilance, she can also apply pressure decently while generating value and disrupting.

What I dislike about Elesh Norn

Elesh Norn is soft to removal. She costs five mana, yet many two-mana removal spells answer her cleanly. Elesh Norn is miserable on her own. Elesh Norn really wants ETB triggers to copy, and some decks will not be able to accommodate that.
Turning off ETB triggers can backfire – an opposing Uro would be a beating.

Prediction

While Elesh Norn is soft to removal, 7 toughness guarantees she survives burn. She also cannot die to ETB effects like Shriekmaw or On Thin Ice, so she is more protected than it seems. Still, there is not a single other five drop in the cube that doesn’t survive the Vindicate test – what’s different about Norn?
One, Norn has actually proven herself in competitive constructed formats and cubes. Two, she seems like a fun and novel buildaround.

Elesh Norn, Grand Cenobite; +The Eternal Wanderer

An asymmetric board wipe that leaves behind a planeswalker

Why cut Elesh Norn?

Elesh Norn is too low-impact these days to be an attractive cheat target, a death knell for a seven-mana creature. Elesh Norn + Sneak Attack is often just an Infest with some extra damage. Elesh Norn can be good if it kills many opposing creatures and pumps many of yours, but these are inconsistent conditions that are rare in decks that can cast her.

What I like about Wanderer

Wanderer’s power lies in her final ability. It is a board wipe that leaves your best creature on board. Your opponent also gets a creature, but you choose which one it will be – how convenient!
But what if your opponent has only one giant creature or a vehicle? Wanderer can neutralize it with the first ability repeatedly while growing loyalty. The first ability also permanently exiles tokens, drops off Control Magic effects, and resets cards brought back with Serra Paragon or your Portable Hole. It is also a repeatable blink engine for your creatures.
If you must close the game and apply pressure, the middle ability generates 4 powered attackers. With Wanderer’s static ability, she can survive forever against ground attackers.

What I dislike about Wanderer

If your opponent has a single big creature, Wanderer can exile it, but 6 mana is a lot to pay for a 1-for-1 removal. Targeting your opponent’s critter will net them a new ETB each turn, which will be poor in practice against many targets.
Wanderer’s wipe will not save her from the retaliatory attack if you don’t have a creature out. Wanderer cannot defend herself from manlands. The tokens she produces are slow, fragile, and lack evasion, making her a very slow win condition.

Prediction

Wanderer’s competition is Elspeth, Sun’s Champion. Currently, I think we have room for both, but not forever.

Elspeth Conquers Death; +Guardian Scalelord

A flying Sun Titan

Why cut ECD?

ECD is too slow to accumulate value, and the value is too situational. It’s not a great fit for any deck in the cube.

What I like about Scalelord

The most common play pattern would be to backup another creature, fly in for some damage, and recur something. You get a 3/4 flying Sun Titan, a recurred permanent, a +1/+1 counter, and some flying damage out of the deal. Scalelord is still a 4/5 flying value machine if you don’t have a target.
With Lurrus and Serra Paragon, we finally get some redundancy for the cheap recursion effect. Like Lurrus and unlike Paragon, Scalelord can set repeatable protection layers with Selfless Spirit and Dauntless Bodyguard. Scalelord can potentially return more expensive permanents with pump effects, which white has plenty of.

What I dislike about Scalelord

An instant speed removal negates a lot of the sting out of Scalelord. And the ceiling is situational – you need a creature to attack with and a target in the graveyard.

Prediction

I hope Scalelord is good enough so that we have redundancy for this effect.

Gideon Blackblade; +Guardian of Ghirapur

Another Flickerwisp

Why cut Blackblade?

Blackblade is unsplashable, only works offensively, wants another creature for optimal performance, and has a low initial impact on the board. When things lined up well, it was a PITA for control decks, but the card was lacking against midrange or aggro.

What I like about Guardian

Guardian has a floor of a 3/3 flier for 2W, which is fine. Guardian is the most reminiscent of Flickerwisp, yet it has two key advantages. First, it has three toughness, not a measly one, so it is not stopped by a spirit or thopter token or by the small end of Arc Trail. Second, it is easier to cast, a crucial trait for a card that wants to be played with payoffs from other colors.

What I dislike about Guardian

Guardian cannot target your opponent’s permanents, which is what Flickerwisp is doing more than half the time – it cannot kill tokens, remove blockers for a turn, take off equipment, or regain control of a stolen permanent. Flickerwisp can also blink enchantments like On Thin Ice, planeswalkers to replenish some loyalty or a land to untap it.
As Guardian only works with your own stuff, it requires more support from your deck to fully eek the potential. In white, only seven cards cost less than three that benefit from a flicker, so Guardian is not so strong on curve.

Being an angel is a drawback for Restoration Angel.

Prediction

Guardian will be worse than Flickerwisp. The more maindeckable flicker effects we have, the better the payoffs and the more viable the deck becomes. I hope Guardian is good enough; if it is, it will increase the stock of cheap white ETB creatures.

Mirror Entity; +Anointed Peacekeeper

Another Elite Spellbinder to fight combo

Why cut Entity?

Entity requires particular conditions to be great – you must have several creatures and a lot of mana. Entity is weak to removal, soft on defense, and unimpressive alone. It was a fun card, but unfortunately, the meta has different needs.

What I like about Peacekeeper

Peacekeeper gives white hand disruption. Like Elite Spellbinder, it can keep crucial spells at bay for a long enough time to be able to kill your opponent. White has few ways to deal with spells like Upheaval, and now, with the wheels combo, it will need more interaction.
Peacekeeper has some advantages over Elite Spellbinder. Peacekeeper can tax cards on the board with activated abilities, like planeswalkers, vehicles, Jitte, etc. Peacekeeper also has more toughness, and with vigilance, it can play both offense and defense at the same time. Peacekeeper is less likely to whiff – if your opponent has no relevant targets in hand, you can still name something on the board.

What I dislike about Peacekeeper

A 3/3 vigilance for 2W is far from exciting. This body gets outclassed quickly against midrange and control and will trade with a two-drop against aggro.
Unlike Spellbinder, when Peacekeeper dies, the tax goes away. Your opponent also gets to keep the card in hand so it can be discarded for looting effects, etc. Obviously, Peacekeeper lacks the crucial flying.

Prediction

Peacekeeper has seen heavy play in constructed and is a rare effect in white. This type of card gets better the stronger the cube is. White needs ways to combat spell-based combo decks, and I believe Peacekeeper will play well. Yes, it is likely weaker than Spellbinder, but we want several cards with this effect.

Grand Crescendo; +Ultramarines Honor Guard

An anthem and a mana sink

Why cut Crescendo?

Holding out double white mana for protection is too much. As a token maker, it is inefficient. The combination turns out not to be very desirable.

What I like about Guard

It is an anthem effect with great scalability into the late game. The floor is a 2/2 anthem, which is far from impressive, but it still affects the board and often needs an answer. We get 6 power, 6 toughness, and a Dictate of Heliod at six mana. At 8 or more, it is immense value that can win the game on the spot.
Guard is splashable and, therefore, a suitable mana sink for Channel and Gaea’s Cradle.

What I dislike about Guard

A 2/2 anthem for 4 is a low floor. Guard wants several other creatures on board and a high mana production floor to be at its best, which might be too slow.

Prediction

Squad played well on Space Marine Devastator and should play even better with Guard as the effect compounds instead of having diminishing returns. I hope Guard will be decent at four and excellent at six, and therefore, many midrange decks would desire it.

Space marine Devastator; +Westfold Rider

A slow version of Cathar Commando

Why cut Devastator?

Devastator is a solid value card, but it is too expensive. Plus, with Ultramarines Honor Guard, we already have a white mana sink that fills a similar role.

What I like about Rider

At two mana, it is as cheap as a Disenchant. If your opponent has no good target, it can still be played as a 3/1 for two mana. The flexibility is excellent. White now has several cards that recur cheap creatures: Lurrus, Serra Paragon, Guardian Scalelord, and Archangel Elspeth. Rider is great with all of them.

What I dislike about Rider

Rider can only disenchant at sorcery speed, so your opponent can still play their Jitte/SoFaI/enchantment removal to kill Rider. A 3/1 body without abilities is not exciting, as it dies to everything. Cathar Commando has the much-needed flash that Rider lacks.

Prediction

Rider is a simple card that provides interesting options, acceptable floor, and synergies. Cathar Commando definitely overshadows it, though, and Rider will be a card that always tables.

Sevinne’s Reclamation; +Staff of the Storyteller

White card advantage

Why cut Reclamation?

It is just too narrow in practice. It requires very specific curves to work, and is a dead card unless something great is already in the graveyard.

What I like about Staff

White card advantage is always intriguing. Staff can be repeatable card advantage. White has many ways to generate tokens, many of which are repeatable. Before this update, white had 23 cards that made tokens, and 14 could create tokens for multiple turns. The effect compounds with itself – drawing cards helps you dig toward the next token generator.

The floor of Staff is a 1/1 flier for two that draws a card later. The neat thing is that you can cash the cards when you have the time and mana. Staff can help you keep two land hands if one of them produces white mana.
Staff doesn’t just combo with token cards but also with Flickerwisp and Guardian of Ghirapur.

What I dislike about Staff

A 1/1 flier for two mana is a low initial impact on the board. Staff is a card that generates value slowly and incrementally, so it is not naturally an aggro card. Finally, Staff needs building around to some degree to shine.

Prediction

I think tokens are common enough in white to make Staff an exciting card. White card advantage that is this accessible merits some testing.

Blue

Thieving Skydiver; +Faerie Mastermind

A flash flier with decent combo options

Why cut Skydiver?

Skydiver excels in fast and focused formats such as MTGO Vintage Cube, yet its prime targets are much less concentrated in a 720 cube. As a result, its kicker was rarely used in practice, and without it, the card is merely a blue Stormfront Pegasus. The card saw surprising play from blue tempo decks, but if no other decks want to play it, it cannot stay.

What I like about Mastermind

To start, the card is a flash 2/1 flier for 2. The body is great for a surprise blocker, popping it at EOT to threaten planeswalkers or equipping it and swinging, and the cost is cheap and flexible enough to be paid with mana held up for an unused counterspell.
If that weren’t enough, the little Faerie also offers you a card every time your opponent draws their second card each turn, providing more opportunities to flash it in for value. Hullbreacher has shown how often players draw cards and how powerful it can be to gain value from opposing card draws. While Mastermind is nowhere near as oppressive as the pirate, its better body makes it more consistent and reliable.
Finally, if you’re having trouble finding opportunities and have left over mana after holding up counter magic, you can pay 4 to make you and your opponent draw a card, except if it’s their turn, they’ll have already drawn one – making you draw 2 instead of 1. This is a solid deal, and it becomes even better if you have other pieces out, like the aforementioned Hullbreacher.
Mastermind is good at taking the monarch, and keeps you at parity even if the monarch is stolen from you.

What I dislike about Mastermind

The body is still fragile as a Stormfront Pegasus, dying to a stiff breeze. The ability can be dodged by minded play from the opponent. Popping clue tokens, sacrificing canopy lands, and some cantrips can all be played during your turn. Other times, the opponent’s card advantage won’t be by drawing cards, like with Dark Confidant, Light Up the Stage, etc., which also dodge the ability. Even when it does trigger, it only does so once per turn, and when it does, it isn’t always a good deal, such as versus Hydroid Krasis and Skullclamp. Mastermind can also be killed in response to the ability, making the draw symmetrical.

Prediction

Mastermind has already seen some play in Modern shells, and it is a nice card there. I expect control in the cube will like this card the same, but it can also easily see play in midrange or tempo builds.

Champion of Wits; +Sicarian Infiltrator

A slow zombie becomes a scalable multiplier

Why cut Champion?

The Eternalize ability has become too slow, the game having already been decided once 7 mana has been reached. Without it, there’s no card advantage – only card selection – and the body is quite weak. This card will probably not see a second coming in the cube.

What I like about Infiltrator

It’s a 3 mana body that can be flashed in, giving you a card, much like Sharknado’s cycling. Flash again lends itself well to holding up mana for counterspells or defending at a moment’s notice. However, if you pay any amount of Squad for this card, it will gain you additional bodies and cards, scaling well in the late game in addition to its early defense of your lifetotal or monarchy. This card also being an artifact is beneficial for Tinker decks and Karn golems. Infiltrator is a BFF with Opposition.

What I dislike about Infiltrator

The body being small, unthreatening, and lacking any evasion means that this card will mostly not stop your opponents, only offer a bit of a road bump. Being an artifact offers more downside than upside, as there are many maindeckable artifact destruction in most colors these days. Finally, since Squad is not Replicate and doesn’t copy the spell itself, you get nothing if you overextend and pay into the Squad, and your opponent counters your spell.

Prediction

Sometimes, all you need is a good road bump to give you the last bit of time to stabilize. The multiple bodies and artifact type also lend themselves well to combo in addition to midrange and control, so I don’t see a lack of homes for this card.

Nadir Kraken; +Chrome Host Seedshark

A slow dude becomes a flying Monastery Mentor

Why cut Kraken?

Kraken’s growth was notable but most often linear and slow. Many decks had trouble triggering it beyond their draw step, which meant they started the turn with 1 less mana or had to keep a subpar creature. Triggering the card multiple times meant having both card draw and mana available simultaneously, a challenging task. The double pip cost added to the card’s troubles and limited its playability.

What I like about Seedshark

At base rate, it’s a 2/4 flier for 3 and only one colored mana. This makes it a solid defender out of burn range while presenting somewhat of a threat in the air. To top it off, it generates tokens from noncreature spells, similar to Monastery Mentor and Saheeli, Sublime Artificer. The tokens gain size from the spell played, but they begin as duds and require 2 mana more each to transform into creatures. This cost can be paid at any time, though, meaning you can wipe all creatures, keeping your tokens alive since they are not creatures, then transforming them to activate their bodies later. Transforming can be activated at instant speed with mana that was held up for counterspells. Like the enchantment version of Sharknado, experienced players will know that repeatable tokens with solid bodies can easily stabilize and even end games.

What I dislike about Seedshark

It doesn’t pass the Vindicate test, and its tokens are slow. Having to pay for each token will mean that they will take longer till they can defend, which may be long enough for the opponent to deal the finishing blow to you or the shark. Tracking the various tokens and their different counters will probably annoy the player with the shark and confuse the opponent.

Prediction

Control decks will appreciate the flexibility in the activation cost of the Incubator tokens letting them wipe the board. Ramp decks will turn their ramp spells into creatures with mana that they do not lack for. Even midrange will probably like the body and the possibility of some tokens down the road. I can easily see this card finding multiple homes.

Sower of Temptation; +Fealty to the Realm

Everyone wants to be friends with the king

Why cut Sower?

Control Magic is great, but a 2/2 guarding the stolen creature instead of an enchantment has grown to be challenging. Red can burn the faerie, and white and black have cheap removals like On Thin Ice and Cut Down. Sower is a good card being benched after a long period of play, but if the new card does not measure up, it might have to come back to play again.

What I like about Fealty to the Realm

For 1 more mana and 1 less colored pip, you not only get to steal the creature, but you also become the monarch. The stolen creature stays with you as long as you’re the monarch, so you both draw cards and get ahead on board. Even if you lose the monarch and the creature returns to them, it can’t attack you, so you are safe from Griselbrand hits or Titans snowballing out of control. Like Fall From Favor, targeting your own creature is possible if you desperately want to gain the monarch.

What I dislike about Fealty to the Realm

The creature can’t help defending the monarch for you since it must attack if able. Also, since it leaves your control if you’re no longer the monarch, it’s less reliable as a removal spell. This is because even if the creature can’t attack you on the opponent’s side, it stays untapped, meaning it can still block and defend the monarch for them. Targeting your own creature means that if your opponent steals the monarchy, they will steal your creature right along with it. Lastly, all it takes is a simple Disenchant, and your opponent’s fattie is back on their board and ready to take the monarchy for themselves.

Prediction

This will be a phenomenal end of the curve for aggressive and tempo decks looking to get in the red zone, perhaps competing with Fractured Identity. Midrange decks will find keeping the monarch more challenging, but stealing a bomb with this card will probably still be worth it. If control decks manage to make this card work for them somehow, we’ll know we have an all-star.

Syncopate; +Stern Scolding

Will it save Middle Earth, or will it fall down the well?

Why cut Syncopate?

X counterspells are mostly pretty bad – they are best early game when mana is tight, and extra costs are rarely paid but become close to irrelevant late game or when playing versus a ramp player. In both cases, mana rarely means anything. Syncopate is no exception to this rule.

What I like about Stern Scolding

One mana counterspells are hard to come by, and those that are printed are most often restricted based on mana value. This counterspell is restricted based on power and/or toughness, and while it may appear to be too harsh, after using some filters, I’ve deduced that this card addresses ~205 out of the cube’s 306 creatures, which is upwards of two-thirds of the creatures in the cube. This card will always counter them in any state of the game, regardless of the amount of mana you and your opponent have.
In a way, this card is similar in its criteria to Cut Down, which has already been added to the cube. Both can address a decent variety of creatures spread across different mana values very cheaply at instant speed.

What I dislike about Stern Scolding

Unlike Cut Down, Scolding is restricted to the stack, which means it’s an infinitely worse topdeck. Generous as the criteria may be, it still hits little more than ~20% of the cards in the cube, and there are several “creatures” that are not creature spells, like Esika’s Chariot and Gideon Blackblade. This card’s ceiling is a one-mana Remove Soul, which is not certain to be a good card for the cube.

Prediction

The cube is becoming faster and deadlier, and early answers are hard to come by for blue. Spell Pierce has returned to the cube and tested well, so there is reason to be optimistic about this card.

Jace, Architect of Thought; +Dress Down

Bringing blue a little bit of Humility

Why cut Jace?

Jace is good at stabilizing but doesn’t really win the game. We are letting him go as competition grows more and more fierce in the blue 4 drop section, though we will always have a Jace in the 4mv slot.

What I like about Dress Down

Dress Down is yet another form of an early blue answer to creatures. It comes at instant speed for 2 mana and negates creatures’ abilities. It’s excellent for negating dangerous triggers, like Ulamog 2.0 or Craterhoof Behemoth, and it’s also great to help deal with problematic life-risking fatties like Emrakul 2.0 or Carnage Tyrant, which can now be chumped and even killed when paired with removal. Lastly, it’s a potent combat trick, causing attacking threats like Thalia or TNN to become vanilla and letting you trade quite favorably with them, and it even draws you a card for your troubles.

What I dislike about Dress Down

Much like Humility, there are still a LOT of intricate layers of rules and interactions with this card. For example, equipping a creature after Dress Down was played still gives it the equipment’s abilities, but if it’s flashed in during combat, the equipment’s abilities are wiped away. Furthermore, playing this while you have an empty board and no removal spells does little to give you more time or help you survive. Lastly, if your opponents are not a creature deck, this card is next to useless.

Prediction

Dress Down sees plenty of modern play, mostly in control, but that is no guarantee for cube. We will have to monitor its performance and player satisfaction from players who draft it to find out for ourselves.

Thirst for Discovery; +Lórien Revealed

Cheap tutor for nonbasic lands

Why cut Thirst?

Many of the blue control decks have many colors and few nonbasic lands. A bit too few decks wanted it as a result. A similar card that discarded any land would be great for the cube.

What I like about Lórien

Don’t be fooled by the mana cost and first three words – this card is meant to be cycled. It can fetch any island, including a shock, dual, or triome. It can do so no matter which color of mana you have available, and it can do so at instant speed. Lórien is seeing Modern and Legacy play for this function.
While the spell side is expensive, it is not entirely useless – it is a fine enough card-draw spell on a stalement or when the board is empty. It is a far superior topdeck to a land or most mana fixers.
Lórien is a blue card for Force of Will and Force of Negation. It is a sorcery in your graveyard for delirium and Murktide Regent.

What I dislike about Lórien

The spell side really is bad by cube standards. Lorien is a bit of a fluff card if you do not have multicolored lands to find with it.

Prediction

The card should see heavy main deck play, given the suitable lands – why would you not play it?

Play tip

Treat this card as a one-mana fixer in your curve, not a five-mana spell.

Jacob Hauken; +Flash

A flimsy detective for a classic cheat enabler

Why cut Jacob?

Jacob was ultimately a glorified looter that reanimator decks didn’t want. Its weak body and its danger of dying were enough to dissuade players from pitching any threats to the detective, so even in the few times it was transformed, there was nothing worthwhile casting with it from the exiled cards.

What I like about Flash

Flash is an old card, old enough to have existed before the inception of this cube, and yet it has never been played here until now. This is because even though it’s playable at instant speed, the creatures it most often cheats into play don’t stick but die immediately, leaving behind nothing but their ETB and LTB triggers.

While this was nice with a few value creatures like Thragtusk, the number of cheat targets strong enough to link with this card has only reached a good threshold recently. Some of the recently printed amazing targets for Flash include Atraxa, Archon of Cruelty, Titan of Industry, Chaos Defiler, and Old One Eye. This is in addition to older creatures like Woodfall Primus, Wurmcoil Engine, Triplicate Titan, Myr Battlesphere, and more.

Finally, since the cheated creature lands in the yard, Flash can also be considered somewhat of a discard outlet for reanimator and works well with the strategy.

As an added note, it’s also possible to keep the creature in play if you can pay for its actual mana cost (not mana value!), which is yet again valuable with easily playable creatures like Thragtusk but less so for more expensive ones like Dragonlord Atarka.

What I dislike about Flash

Flash’s resolution does not leave time for you to interact with the creature before it dies, which means Griselbrand won’t be drawing cards for you, and no blink or sac outlet can utilize the cheated creature before it goes to the yard. Furthermore, the creature’s death triggers will be muted if your opponent has a replacement grave hate effect, like Misery’s Shadow.

Prediction

Together with Show and Tell and Tinker, this makes for a solid blue cheat suite, especially considering multiple artifact fatties can be cheated with all 3 of them. Flash’s instant speed and low cost make it very flexible in playability, so if you have enough compatible targets, there is little reason not to run it.

This update includes several creatures that work well with Flash like Ashen Rider, Worldspine Wurm, Astral Dragon and Atraxa.

Lord of Change; +Astral Dragon

A lackluster bird demon becomes an evasive Terastodon

Why cut Lord of Change?

It was inefficient as both control finisher and cheat target. It is incapable of stabilizing your board versus wide decks, something both control and cheat decks desperately need to be able to stay alive.

What I like about Astral Dragon

As it comes into play, it creates two copies of a noncreature permanent. It gives 3/3 flying bodies, which means this card comes into play with 10/10 worth of flying power/toughness, stabilizing the board and threatening a fast clock if left unchecked. Creating multiple bodies means that this card plays very well with Recurring Nightmare and Altar of Bhaal as well as blink and pairs up well with the new Flash. Also, selecting a noncreature permanent includes some very interesting choices, such as the various Courts, Sulfuric Vortex, vehicles that permanently become creatures like Smuggler’s Copter, lands that make your fliers into mana dorks, and enchantment removals.

What I dislike about Astral Dragon

8 mana means it’s not really within reach of control decks. Moreover, many noncreature permanents will not translate well to creatures. Equipments that are creatures cannot be equipped (only reconfigured) and will not gain themselves the abilities that they could have granted the equipped creature. Auras that are creatures cannot be attached to other permanents, and so unattach themselves and die. Planeswalkers are legendary so you gain only one, and planeswalkers that are also creatures are a rules nightmare. Even without these restrictions, several noncreature permanents become redundant when copied, like Survival of the Fittest, Sneak Attack, Moat, and more.

Prediction

There’s no argument that the dragon is a better cheat target than the demon, the question is whether it will be good enough to stay.

Combo cards

Mu Yanling, Sky Dancer; +Timetwister

Power 9 comes back to combo

Why cut Mu Yanling?

The card does not substantially impact the board, especially if it’s targeted down early, and two blue pips hurt its chances of inclusion in decks that aren’t heavy on blue. It’s another blue planeswalker that doesn’t win the game, even with its ultimate.

What I like about Timetwister

One of the original wheels and a piece of the power 9, it’s a classic draw 7 for 3 that also shuffles graveyards back into decks and allows reusing expended cards. The main reason that it’s being slotted back in, though, is for the combo potential when played alongside cards like Hullbreacher, Narset, Sheoldred, and the new Orcish Bowmasters (spoilers!), resulting in either an empty hand for your opponent or massive life swing, a potentially game-ending combo.

What I dislike about Timetwister

When not playing for the combo, Twister is best in a deck that empties its hand quickly, and since the Storm archetype is not played in the cube, the card may not find enough homes. Blue tempo is uncommon, and control will likely not want a card that draws cards for their opponent and doesn’t affect the board. This risky experiment could bait players to include a card they may be better off without.

Prediction

Timetwister has been in the cube before but was cut due to not contributing enough to Blue’s game plan. Whether this has changed is unclear, but we are giving it a shot anyway. If the card works out well regardless of the combo, the full power 9 will be reunited for the long term.

God-Eternal Kefnet; +Commit // Memory

A counterspell/removal with new combo potential

Why cut Kefnet?

Kefnet was fine as a big, beefy creature that was hard to get rid of but did nothing else. Kefnet was added mainly as an inevitable threat for blue control decks that were light on threats and sometimes ran out of ways to close the game. This is no longer a problem, as many more cards serve a dual purpose as a win condition, from planeswalkers to manlands.

Its ability rarely copied spells, even when it could, because they were often counterspells or cantrips that were not worth expending precious blue mana to copy. I’m hoping Blue gets more interesting threats in the future.

What I like about Commit // Memory

Another card that was already in the cube is now reinstated with the purpose of combo. Commit is a decent card on its own, reminiscent of a Venser, Shaper Savant, except swapping the 2/2 body for a lost draw for your opponent. There aren’t many blue cards that interact with nonland permanents, and each one that does is a precious resource. Memory is exactly Timetwister, simply more expensive and castable only from the yard, but the usable initial mode helps the player live to 6 mana to execute the combo. It can even be discarded to skip Commit and go right to cast the combo from the yard.

What I dislike about Commit // Memory

Like Venser, Commit is not a permanent solution, only a temporary setback, except it isn’t as abusable with blink – and a setback at 4 mana may not be enough for the cube’s current speed. Memory is twice as expensive as its original version, and being castable only from the yard makes it vulnerable to graveyard hate and may cause unwanted delays.

Prediction

Commit’s utility makes this card less of a one-trick and more of a rounded card. I hope that it’s enough for it to be useful and make up for Memory’s high cost.

-Tezzeret, Artifice Master; +Time Spiral

The return of big blue broken spells

Why cut Tezzeret?

Tez hasn’t been pulling his weight for a while. While he technically affects the board and wins the game, 1/1 thopters are a very slow and inefficient way of doing so, especially for 5 mana, and his ultimate does next to nothing if you have no big threats. New Teferi seems to be able to fill this role better than the artificer, so there is no reason left for him to stay.

What I like about Time Spiral

While Memory has to jump through hoops and pay 6 mana for a 3 mana effect, Time Spiral does away with the hoops and even refunds your mana after cast. Refreshing your hand AND refunding your mana gives you a straight shot at dealing with problems on the board or finding a big threat that you can immediately cast to put your opponent on the defense. If you cast this card with the combo on board, there is next to nothing your opponent can do to get themselves back in the game.

What I dislike about Time Spiral

While Time Spiral is a great card, it still draws your opponent cards and arrives only on turn 6, a dead card versus early aggressive decks. If you manage to ramp it out, you get less mana refunded, so the board swing you can later represent is lessened. Lastly, you depend on the 7 cards you draw to stabilize – nothing will if they don’t help you.

Prediction

Time Spiral is undoubtedly the most powerful of the 3 combo cards to reenter the cube, to the point where if Arcane Savant were still around, it would have been overjoyed to imprint it. However, the cube has generally turned away from expensive spells, and the ones it does have are usually cheat targets or otherwise game-enders by themselves. Time Spiral will still have its work cut out, trying to convince players to play it in the main deck.

BRO & DMU Update Part 3 – Green, Multicolored & Colorless

Green

Somberwald Beastmaster; +Old One Eye

Perhaps the new best 6 drop in the entire cube

Why cut Beastmaster?

We want to win the game at seven mana, not play a bunch of small tokens on the ground. Turning off the deathtouch is very easy. Beastmaster was very underwhelming and was the worst 7+ drop in green.

What I like about Old One Eye

Remember Armada Wurm? Old One Eye is like that card, except it costs a single G over GGWW. Oh, and besides being as splashable as it gets, it has three upsideד on top:

(1) it is 11/11 in stats – that is more than Grave Titan! Finally, some historical justice for green to get the best fatty.

(2) It gives all your other creature trample cause why not.

(3) If a 5/5 token was not enough protection against removal, Old One Eye is easily recurrable for no mana cost. Old One Eye is resilient to mass removals, counters, and even discard spells. There are no restrictions on the cards you discard, so you can get it back online every other turn if necessary.

Want to break OOE even further? It is a great blink target. Old One Eye is a great card to fetch with Entomb et al.; it can easily get from the grave to your hand and discard your other reanimation targets on the way.

What I dislike about Old One Eye

It is kinda weak to exile removal? Moat? I am grasping at straws here. If anything, Old One Eye may prove to be very annoying to play against, as it comes back again and again.

Prediction

I expect decks to splash for this card. It is that good.

Jadelight Ranger; +Caldaia Guardian

A tempo Llanowar Visionary

Why cut Ranger?

Ranger’s double green cost hurts its playability a lot. For example, it is not a card that can dig you out of a color screw. It is also not reliable. It might be a 4/3, or it might be a 2/1. It might provide value, or it might be a vanilla creature. Due to its randomness, it is not an effective synergy card, just a value card, and Guardian beats Ranger in this game.

What I like about Guardian

The primary mode of Guardian is the blitz mode. Three mana for a card, four damage, and two 1/1 tokens is great. If the four hasty damage kills something, be that a planeswalker or a creature that chump-blocked Guardian to protect a planeswalker, that is a great value.
Guardian can be seen as the aggressive version of Llanowar Visionary. You don’t get the ramp, but you get immediate damage. Guardian cannot be blinked for value, but a pair of tokens can be better than a 2/2 body in green with Gaea’s Cradle or one of the many Overrun effects like Craterhoof Behemoth.
Guardian can also be cast for four mana. While I don’t expect this mode to come up often, it allows you to kill larger creatures on defense. Guardian also triggers off your other creatures if you can set that up.
Guardian gives you three bodies to sacrifice, say for Rankle, and three triggers with Skullclamp. It is a one-piece combo with Recurring Nightmare, as it generates tokens and dumps itself into the yard.

What I dislike about Guardian

Many green decks will not easily capitalize on the four damage. This is a midrange card, not a ramp card.

An instant exile removal denies you both the card draw and the tokens.

Prediction

It tested very well in other cubes. The package you get is great for the price. I think you will rarely regret playing it.

Oath of Nissa; +Monster Manual

Another enabler for cheat decks

Why cut Oath?

The card type restriction is too harsh. In many decks, there are not enough good nonland targets. Oath became worse recently as some practical creature cards are with a different card type (Esika’s Chariot, Jugan Defends the Temple). Oath usually misses the maindeck.

What I like about Monster Manual

Like Eureka, or Show and Tell, it allows you to put an Eldrazi from your hand into play without paying its mana cost. However, unlike other cheat enablers, Manual is still doing something when you don’t have a fatty in hand. Manual also doesn’t suffer as much from diminishing returns with other enablers – it is still useful if you have a Sneak Attack in play.
Zoological Study digs quite deep for action and, while not exciting, directly advances you toward your game plan. Filling the graveyard is always nice for a myriad of synergies.

What I dislike about Monster Manual

You must pay six mana and two green to cheat the first creature. You can split it into two turns, but then you rely on an artifact with zero board impact to survive an entire turn. Zoological Study is poor on tempo, although you effectively draw two cards – the creature and the book. The biggest drawback is that non-cheat decks will have no interest in Manual whatsoever.

Prediction

We never tried Quicksilver Amulet, and I am curious. We don’t get many cheat effects, so whenever a decent one is printed, it is compelling to try it out. Green is the most popular color for cheat decks (barring reanimator), so I think Manual will have enough homes.

Voracious Hydra; +Tear Asunder

Exiling Naturalize or Utter End

Why cut Hydra?

Hydra is an inefficient removal or an inefficient creature. It is a mana sink but not a replacement for a good late-game or early-game card.

What I like about Tear

A Naturalize that exiles is already powerful. The number of artifacts and enchantments increased enough to make it an excellent effect to have access to. While a Naturalize would sometimes be dead, Tear has the late-game option to be a Golgari Utter End. This is a boon to the card that prevents it from being too narrow for the maindeck.
I think Tear Asunder is the green card for two reasons. One, it should be cast for 2 mana a lot more often. Two, green has an easy time splashing with a random mana dork. As the kicker is a late-game option, you won’t need any dedicated black sources to enjoy this card mode.

What I dislike about Tear

Against aggro decks with little targets to Naturalize, the card will underperform. Four mana is a lot to pay for a spot removal spell.

Prediction

This is a top removal spell. If it turns out you really need black mana to play this card, I think it can even compete with the gold Golgari cards.

Merfolk Branchwalker; +Tarmogoyf

The beast is back

Why cut Branchwalker?

It is a super filler card. No deck really wants it other than to make up numbers. You have little control over what you get, and the chance to not draw a land is too large to rely on Branchwalker as your turn two over other ramp spells.

What I like about Tarmogoyf

It is a big guy for cheap. Tarmogoyf was played and cut before from the cube, but I think now it will be better. Recent sets have added a lot of card types. Kamigawa added creatures that are enchantments as sagas and artifact creatures with reconfigure. This update, with BRO and 40K, adds many more artifact creatures. MDFCs are card types that would otherwise be just lands when building your deck. Black has more discard spells now too. If goyf is a 3/4, it is solid. If it is 4/5 or higher, then it starts to be good.

What I dislike about Goyf

Sometimes it will be small, especially on turn two. It doesn’t work as well with exile removals.

Prediction

I think Goyf will be good enough to stay now.

Into the North; +Biophagus

A ramp spell that pumps all your future creatures

Why cut Into the North?

It is currently the weakest two mana ramp spell – the land enters the battlefield tapped, and it can only fetch a basic land. When Rampant Growth went away, it was clear Into the North was the next in line.

What I like about Biophagus

1/3 is quite a decent stat line for a mana dork. It can block one drops and survive while outright killing most of them. In addition, it produces mana of any color, allowing splashes.
The show’s star is putting a +1/+1 on every creature played with Biophagus. This is a powerful ability. Ramp lets you play creatures ahead of the curve; Biophagus will also grow them to further press that advantage. As cards like Luminarch Aspirant have taught us, free +1/+1 counters are very powerful.
Biophagus is good with any creature but is especially strong with creatures that care about +1/+1 counters, like Walking Ballista or have evasion/trample, like Carnage Tyrant.

What I dislike about Biophagus

If you use the mana to cast noncreatures, you get nothing. Biophagus’s strength depends on the number of creatures in your deck. Like all ramp cards, it is a bad topdeck.

Prediction

If you get two buffs out of Biophagus, it did its job. Currently, the creature-based ramp is getting stronger due to a large number of equipment and buffs, with mass removals not getting more efficient to keep the creatures in check. In addition, rainbow fixers are also getting more potent, with cards like Prismatic Ending and Tear Asunder enjoying extra mana colors. Biophagus is a part of these trends, so it will play better than usual in the cube.

Multicolored

Master of Death; +Ertai Resurrected

The tainted love child of Venser and Ravenous Chupacabra

Why cut Master?

It is challenging to have enough discard outlets in a deck to make Master playable. Unfortunately, we have a shortage of discard outlets that weakens reanimator. Without discard outlets, it is not an exciting card.

What I like about Ertai

It is a swiss army knife to the extreme. It is most akin to Venser. Compared to it, letting the opponent draw a random card instead of having access to the problematic spell or permanent is a sizable upside. Countering abilities will be less common but situationally devastating, like countering a mana/color-screwed opponent’s fetch land activation.
Ertai can be used on your own spells, abilities, or permanents. You can kill your own creature in response to removal or a self-recurring black creature. You can grant a spell cycling in the late game or counter a cheap activated ability. Of course, just being a surprise flash blocker/attacker has many uses in and of itself.

Ertai is even stronger than Venser with Karakas. It is a strong creature to blink or reanimate.

What I dislike about Ertai

It is just a 2 for 2. If the tempo swing is not something your deck can leverage, it will not be much more exciting than Venser. Unlike Venser, it cannot bounce a land on the battlefield.

Prediction

I am excited to finally have a Stifle effect. Ertai is a very broad card with many lines of play, many of which are not obvious. Cards like Ertai are not just fun; they keep gameplay flesh with the surprising things they can do. It is also always good to have broad interaction, which reduces the number of non-games even if it is inefficient.

Armada Wurm; +King Darien XLVIII

A cheap creature anthem

Why cut Wurm?

Wurm is tough to cast, despite only costing six mana. Selesnya is not exactly the creature cheating color pair. Old One Eye was a big nail in its coffin, and with the addition of many cheatable fatties in this update, Wurm is not needed for hole filling.

What I like about Darien

Darien is the cheapest anthem on a creature ever (tied with Benalish Marshal). Selesnya decks usually have many creatures and a low curve, so the King will fit right in. Darien is a mana sink that grows your board both tall and wide. Finally, it can protect your tokens for board wipes. White is a color with a lot of token production; to a lesser extent, so is green.

What I dislike about Darien

Without other creatures to protect, he is underwhelming with a bad body for the cost. The activated ability is expensive for what you get. Saving only tokens from death is not so exciting. Darien is a card you play if it fits your deck, but it is not a critical card, a build-around, or a card you splash for.

Prediction

Darien is an upgrade, but it will ultimately still be a filler. Selesnya is now solidly the worst guild in the cube.

Ice Fang Coatl; +Third Path Iconoclast

A Young Pyromancer that triggers from all noncreatures

Why cut Coatl?

Simic had too many gold cards. Currently, the number of basics in the average cube deck is lower than ever. This is due to MDFC lands, the Kamigawa channel lands, and Triomes. It is not as rare to see decks with very few basics, especially if they have 3 or more colors. Without consistent access to 3+ snow basics, Coatl is feeble.

What I like about Iconoclast

The difference between Monastery Mentor and Young Pyromancer is vast. In an average deck not built around the trigger, Iconoclast triggers roughly twice as often. Furthermore, it slots right into artifact decks – not only does it trigger off artifacts, but the tokens are also artifacts themselves!

What I dislike about Iconoclast

You want to cast this card as early as possible so as not to miss triggers from your curve. Costing two different colored mana makes Iconoclast difficult to cast outside of firmly Izzet decks (not splashing one of the two colors). Iconoclast is a dire top deck when your hand is empty or near. Iconoclast dies to every single piece of removal.

Prediction

We like Pyromancer, and we used to like Saheeli, Sublime Artificer – I cannot see Iconoclast failing us.

Domri, Anarch of Bolas; +Mawloc

mega upgrade

Why cut Domri?

Domri has several problems. The biggest is that it does nothing alone. Ramp is nice, but three is expensive for it. Dodging counters is great, situationally. The pump and fight are good, but only if you have a board. Domri cannot defend itself and is especially disappointing when ramped into turn 2, where none of his abilities have an immediate impact. In fact, it is not so rare to have no use for any of Domri’s loyalty abilities.

What I like about Mawloc

Mawloc is always an on-curve creature that comes with free removal. And it is impressive, really. You can kill a mana elf for two mana and get a 2/2. For three, you obliterate most two drops and get a 3/3. It is a great mana sink for a card that plays well in the early game. And hey, if you ever cast it for 7 or more mana, you draw a free card!

Unlike Flametongue Kavu, you never have to keep Mawloc in your hand for fear of suicide if your opponent has a single cheated monster on board. And yes, Mawloc fights creatures to oblivion, exiling self-recurring creatures and not granting death effects to your opponent.

What I dislike about Mawloc

When killing an opposing on-curve creature, you will often need to wait a turn or let Mawloc die in the fight. Mawloc is nothing special against an opponent with a low creature count. Mawloc doesn’t handle well creatures with deathtouch.

Prediction

Mawloc is an efficient card for any deck. It is a scalable threat with removal and disruption while efficient in the early game. I can easily see decks splashing for it, especially green ramp decks.

Falkenrath Aristocrat; +Chaos Defiler

A new mecha that will defile cube games

Why cut Aristocrat?

Aggro doesn’t need many four drops, and the red mono-colored four drops are not too far behind aristocrat. Not a bad card, but the most replaceable.

What I like about Defiler

I guess anyone who has read Defiler knew it was going to make it into the cube. This card is insane. A 5/4 for five that Vindicates their best permanent would be great. Chaos Defiler casts a second Anyone who has read Defiler knew it would make it into the cube. This card is insane. A 5/4 for five that Vindicates their best permanent would be excellent. Chaos Defiler casts a second Maelstrom Pulse upon death for a clean 3 for 1. Oh, and it has trample, so it is not easy to ignore the demon and not kill it. The way Defiler is worded, you are not even targeting the creature. Like Council’s Judgment, you can nuke a True-Name Nemesis or creatures with shroud/hexproof/ward/protection.

Defiler is an artifact, so it can be fetched with Tinker or sacrificed to Pia Nalaar on a whim. Defiler is ridiculous with Recurring Nightmare and Fable of the Mirror-Breaker. It is a surprisingly good card for its good for both Sneak Attack and reanimation.

What I dislike about Defiler

Exiling Defiler evades the death trigger… but that is still a 2-for-1. Defiler is easier to kill as an artifact, although I’m not sure your opponent will want to bite that.
If your opponent does not have a single nonland permanent out, then it is just a 5/4 trampler that will cast a Council’s judgment upon death? Yeah, the card is ridiculous and, if anything, may be oppressive.

Prediction

One of the most splash-worthy cards ever. Hard to see it not being a complete bomb.

Vanishing Verse; +Legions to Ashes

An exiling Maelstrom Pulse

Why cut Verse?

The target range is less extensive than one would think. Artifacts and multicolored cards are common, making Verse an unreliable removal. I’ve often tried to use Verse earlier than other removals, in fear it would not answer the later threats. On the other hand, black and white are flushed with removal, and many of them can deal with multiple permanent types.

What I like about Ashes

It is a Maelstrom Pulse that exiles. It can answer any non-land permanent or token army for three mana, no questions asked.

What I dislike about Ashes

Maelstrom Pulse can answer a card + its clone, while Ashes cannot. The relevant drawback is that Orzhov does not need removal in its gold section – the mono-colored options are already excellent.

Prediction

Orzhov has many similar cards, so let’s look at them to assess power level. Vindicate is likely still better; hitting land is brutal and is not covered by any other Orzhov removal spell. Anguished Unmaking is significantly worse – bolting yourself is a severe drawback that renders it unplayable against aggro decks.
So where does it leave us? I think Ashes is still a benchwarmer. But as far as benchwarmers go, it is a good one. I don’t think many decks that could cast it would opt not to play it.

Showdown of the Skalds; +Comet, Stellar Pup

Easy to be Stellar amongst Boros gold cards

Why cut Showdown?

It did not end u seeing play in non-aggro decks. Aggro doesn’t need many four drops; the mono-colored options are ridiculous and numerous already in both colors for aggro.

What I like about Comet

Comet is a powerful planeswalker. Let’s break it down a bit. 33% of the time, you will get a planeswalker with 7 loyalty and two ground defenders (which can attack with haste if the board is empty). 33% of the time, Comet deals 5 damage to any target and is left with 3 loyalty. 5 is a severe amount of damage that can either be used to protect Comet by killing a creature or kill your opponent. That ability makes Comet very appealing to aggro.
~17% of the time, you get to reroll. This is where things get really nasty. The most common outcomes are some combination of 5-7 damage anywhere, 2 creatures, and 5 loyalty. It gets even more ridiculous with a double reroll.

What I dislike about Comet

Rolling 3 can completely whiff if you have nothing to return. If you do, it is still card advantage, and potentially it is a creature that blocks to protect Comet. But most often, it will be a blank ability, especially the turn you cast Comet. Getting back a fetch is a nice consolation prize, though.
The thing to really dislike, though, is the utterly random nature of the card. You never know what you get. I am not a fan of dice-rolling cards, and I am unsure if the playgroup will receive Comet well.

Prediction

This is a bomb. Boros never had a splash-worthy card in the 10+ years of this cube’s existence. I’m interested to see how Comet is received by the playgroup.

Colorless

Kaldra Compleat; +Thunderhawk Gunship

A vehicle army in a can

Why cut Kaldra?

Kaldra is not a great win condition – it is easy to race and slow to do 20 damage. In addition, Kaldra cannot play both offense and defense simultaneously and is a bad defender against a wide board or evasive attackers. Again, good with Stoneforge Mystic, but in a large cube, that is not a frequent enough occurrence to keep it.

What I like about Gunship

Gunship is a finisher with some removal protection and value. It immediately produces two blockers; the vehicle can block in the air and eat almost any attacker. Offensively, it attacks for eight damage alone and lifts your entire team up in the air. It will be hard for your opponent to neuter Gunship. Sorcery speed creature removal cannot touch it, and it comes with two bodies that can crew it.
A board wipe is only a temporary solution to Gunship, which can attack you as soon as the next turn if the opponent has a two or more powered creature. Conversely, an artifact removal will still leave Gunship’s controller with a pair of 2/2 vigilance creatures, a good consolation prize.
Gunship is cheap enough to be hard cast by either control or ramp decks. Of course, it is a good Tinker or Channel target. It is a solid blink trigger as well.

What I dislike about Gunship

As it is not a creature, it misses out on many synergies. It cannot be reanimated or tutored for in green.

Prediction

There are no other colorless six drops besides Wurmcoil Engine. Gunship is not as good as Wurmcoil, but so are many cube cards.

Blightsteel Colossus; +Currency Converter

A colorless discard outlet and discard payoff

Why cut Blightsteel Colossus?

It is a binary card. It is overpowered with Tinker and Channel. With Sneak Attack, if your opponent has a 2-toughness blocker, Blightsteel is doing nothing but kill that blocker, as 9 poison is irrelevant. If it isn’t blocked, you win. Colossus doesn’t have fun play patterns.

What I like about Converter

Converted serves a few different roles. The first is as a colorless, unconditional discard outlet for reanimator decks. It discards just on curve for a turn-three reanimation spell.

The Second role is as a synergy piece, where you try and abuse the passive ability. There are a lot of self-discard effects in the cube, divided into the following groups:
1. Repeatable looting effects (11): Jace, Vryn’s Prodigy, Smuggler’s Copter, Survival of the Fittest, Suspicious Stowaway, All-Seeing Arbiter, Fauna Shaman, Kaito Shizuki, Dack Fayden, Plargg, Dean of Chaos, Looter Il-Kor, Ledger Shredder
2. One-shot looters (10): Seasoned Pyromancer, Fable of the Mirror Breaker, Chart a Course, Bomat Courier, Thirst for Discovery, Champion of Wits, Occult Epiphany, Lethal Scheme, Falkenrath Pit Fighter, Prismari Command
3. Cyclers (16) – Timeless Dragon, Angel of the Ruins, Censor, Shark Typhoon, Miscalculation, Ash Barrens, ten Triomes
4. Discard as a cost (18) – Seasoned Hallowblade, Balance, Waker of Waves, Oona’s Prowler, Pack Rat, Rotting Regisaur, Yawgmoth, Thran Physician, Liliana of the Veil, Rankle, Master of Pranks, Bone Shards, Collective Brutality, Hazoret the Fervent, Dream Trawler, Twinshot Sniper, the channel lands (we play 4)

These are 55 cards that enable Converter. Converter is a powerful combo piece with cards from group 1, providing a 2/2 body or a treasure every turn. It is just some free value with cards from groups 2-4. You probably need only one “free” activation of Converter’s second ability for it to be worth its going price.
Currency Converter works well against your opponent’s discard spells. It can ramp any deck to four mana on turn three. It is a mana sink that can go well with permission decks.
Cheap artifacts that do something always tend to oveperform. For example, Converter can be sacrificed to Tinker, found with Trinket Mage or Urza’s Saga, and produce mana with Urza.

What I dislike about Converter

The card is way too slow and expensive if you don’t have other discard effects. Also, converted is a terrible topdeck if you have no cards in hand.
If the deck does not need a discard outlet or a cheap artifact and doesn’t have a large amount of self-discard, then Currency is a bad main deck. I guess it can be a rare sideboard card against black discard decks? Most decks in a draft would not want to play Converter.

Prediction

We wanted to up the number of discard outlets for reanimator. Converter played very well in other cubes. Since it will at least find homes in reanimator and artifact decks, I am optimistic that there will be more than one deck that desires it in every draft.

Coldsteel Heart; +Talisman of Conviction

A faster mana rock

Why cut Heart?

Entering tapped makes it too slow. Yes, it fixes colors. But, it is a slow piece of fixing when top-decked. More crucially, it is hard to curve out with this mana rock compared to those that add mana immediately. You cannot cast it on turn three and keep two mana open for a counterspell, for example. Likewise, you cannot cast it on turn four with a three-drop.

What I like about Talisman

Talismans are strong. We often play half-colored talismans. Talisman of Conviction would see play in Azorius control, Izzet artifacts, and even maybe Rakdos midrange. Probably not an aggro deck, but that’s fine.

What I dislike about Talisman

Borors deck are almost always aggro and don’t care for it.

Prediction

The talismans see widespread play. They are suitable for ramp, enable for splashes, and increase the artifact count in your deck. I don’t think anyone would mourn for the loss of Heart.

Sword of Feast and Famine; +Night Scythe

Two creatures for the price of one

Why cut Sword?

With the reconfigure creatures and the white equipment that come with a creature, we have access to much more equipment. Nowadays, the cube is faster, and paying five mana to cast + equip the sword is harsher. SoFaF is one of the weaker swords as it inconsistently creates card advantage, and decks often need to use more of their mana for the turn twice. Besides, vehicles occupy the same role in deck building as equipment.

What I like about Scythe?

A three-powered evasive attacker that’s hard to kill reminds us of Smuggler’s Copter. Except Scythe can crew itself. If you use a summoning-sick creature to equip Scythe, it attacks for five mana, spread across two bodies.
Scythe is a lot of board presence for the cost in a form that is hard to answer. You can trade the token on defense and still have a vehicle left over. If your opponent kills the vehicle in combat, the token still survives. It’s a very safe play that prevents overextending before a board wipe.
Night Scythe’s token is also an artifact, so you get two artifacts for synergies. Scythe is also suitable for blinking and Recurring Nightmare.

What I dislike about Scythe

Scythe is more value than raw power. The vehicle is killed by anything as a creature and trades down with spirit or thopter tokens. It is also not as easy to crew as Smuggler’s Copter.

Prediction

Night Scythe is a solid piece of value that contributes to the board in several ways and contributes to several synergies. It is a glue card, but a broad and powerful one.

Blast Zone, –Power Play; +Mishra’s Bauble, +Urza’s Bauble

Synergistic deck thinners

Why cut Blast Zone?

Blast Zone has several problems. One, it is slow and expensive for its impact – it usually takes at least two full turns to kill something valuable. Two, it cannot kill tokens. Three, real estate for colorless lands is limited, and their demand has dropped with the rise of cards like Prismatic Ending and Tear Asunder. Also, there are now a lot of lands that are mana sinks in addition to producing colored mana, like the MDFCs, channel lands, AFR manlands, etc.

Why cut Power Play?

Power Play makes games, especially those in the same match, too repetitive. It’s also a strong card you cannot interact with.

What I like about Baubles

Starting from the obvious – they make your deck smaller at no mana cost and give you some information. This baseline is already very close to playable, almost like a Gitaxian Probe. The main drawback is that the draw is not immediate, so they are not as good top decks. So what propels them to playable status?
Well, nearly everything. The Baubles are artifacts, so they can be sacrificed to Tinker, tap for mana like a mox with Urza and grow its token, be sacrificed for Pia and Kira Naalar, and more. They cost zero, so they can be fetched with Urza’s Saga and Trinket Mage.
They increase your graveyard size and pay for delve cards. They are an artifact in the graveyard for delirium and Tarmogoyf. They are a free trigger for Monastery Mentor, Third Path Iconoclast, and friends. They can be brought back every turn for a new card with Lurrus.

What I dislike about Baubles

At face value, drawing your card next turn is quite the drawback, especially as a topdeck where you effectively have drawn nothing at all this turn. And while synergies are plentiful, they will not be present in every deck.

Prediction

The average draft will have about half the decks with enough synergies. They are just playable everywhere and will certainly make bad decks better.

Play Tip

If your deck has no synergies with them and doesn’t lack playables, then you probably shouldn’t play them. This quickly reverses where with even one strong synergy (like Lurrus or Urza’s Saga) or two weaker ones, I’d almost always main-deck them.

Mobilized District; +Porcelain Legionnaire

A reorg

Why cut District?

It suffers from being a colorless manlands; see Blast Zone Above. Additionally, there are a lot of manlands now in the cube, and this is the most inefficient of them all.

What about Legionnaire?

Legionnaire just moved here from the white section because red decks play it all the time.

Backup Plan; +Thran Portal

Broad aggro fixing

Why cut Backup Plan?

Backup Plan was agreed upon as the cube’s most powerful card. Yes, more than Sol Ring or Black Lotus. Backup Plan is primarily a card that increases a deck’s floor, not its ceiling. Although the ceiling is also heightened, as you can build decks with fewer lands and riskier mana bases because you have such a high degree of control over your opening hand.
Using Backup Plan to reduce mana screws, mana floods, and color screws is mostly acceptable. However, consistently drawing combos, game after game for the entire draft, is disruptive and reduces variance in an unfun way. I think Backup Plan is a fun card compared to the top tier of cube bombs, but it is less liked by our group. We have played it for many years, and it is time to let go.

What I like about Portal

Thran Portal produces any color of mana you want as early as turn one and comes into play untapped. Very few lands can claim that. Having a basic land type is handy for cards like Rofellos.

What I dislike about Portal

Once you choose a color, it can only produce mana of that color after that. Also, tapping it costs one life. It is more painful than a painland but produces only one color of mana. It is so painful that only aggressive decks will be interested. It is not a good land for splashing, as it is painful and produces a useless color the rest of the time.

Prediction

Aggro decks are common, and they usually have two main colors. Portal is a weak land, but it will likely still see heavy play and improve decks. It is the aggro version of Terramorphic Expanse.

BRO & DMU Update Part 2 – Black and Red

Black

Tormented Hero; +Cult Conscript

Another recurring black one drop joins the ranks

Why cut Hero?

It is nearly a strictly worse card. There are very few ways to trigger Heroic in the cube. In fact, I don’t think I ever saw it trigger. The most significant upside it has is being a Warrior, which is minor compared to being recurrable.

What I like about Conscript

It is a recurrable aggressive one-drop, like Bloodsoaked Champion, Dread Wanderer, and Gutterbones. It comes back for more action after a mass removal. You can sacrifice or discard it for value with Rankle, Liliana of the Veil, Skullclamp, or Collective Brutality. Besides, many black one-drops still cannot block, and another one that can is welcomed.

What I dislike about Conscript

The trigger is annoying. You do not want to hold up two mana just so you can reanimate Conscript in response to removal. It also doesn’t trigger off of Gutterbones.

Prediction

A massive upgrade. While it is not Bloodsoaked Champion, black still has several worse drops that would be cut before it, like Vampire Lacerator and Gravecrawler.

Vampire Lacerator; +Evolved Sleeper

It’s time to put Lacerator to sleep and let the cube evolve

Why cut Lacerator?

The self-inflicted damage is a considerable drawback, especially in black, a color that likes to pay life for things. So, finally, the last self-inflicting black one drop is cut from the cube. I am waiting for the day Black will be like white and have no one drops worse than a Savannah Lions.

What I like about Evolved Sleeper

Evolved Sleeper reminds me of Figure of Destiny. Sleeper can attack for two on turn two and three on turn three. He doesn’t have to choke your curve; upgrade him at the end of your opponent’s turn when you have free mana. Deathtouch lets him trade up on either offense or defense. Investing in Sleeper allows you to advance your board position without over-extending to a board wipe. Sleeper is an excellent top deck for a one-drop.
His final activated ability is repeatable, so Sleeper is a card draw engine in the late game. This makes Sleeper appealing to more than just aggro decks.

What I dislike about Sleeper

Sleeper is slow for aggro decks. You need two invest two mana to make it a 2/2, or 4 mana just to make it a deathtouch Hill Giant. The card draw is even less efficient in mana, and it costs you life as well. Sleeper is also incredibly black heavy; it costs 1BBB if you want to upgrade him to the top level immediately. Finally, the card draw costs double black, making it difficult to cast a freshly drawn black card at the same turn.

Prediction

Figure of Destiny is great still after all these years, and Sleeper has a more realistic final ability, so I expect great things from it.

Midnight Reaper; +Gix, Yawgmoth Praetor

Black Edric

Why cut Reaper?

Reaper is a filler. It is usually a 2-for-1, as it will die to removal or in combat. However, it has a weak body that doesn’t pressure much and is often kept out of combat entirely. Reaper plays closer to a Phyrexian Rager, but the card draw is not immediate. It can be abused with sacrifice outlets and recursive dorks, but that is all too fiddly, slow, and win more. Unless we decide to fully support aristocrats, I do not see Reaper returning to the cube again, and probably even then.

What I like about Gix

Gix is a black Edric. Drawing cards costs life, but you can skip it will never kill or deck you. Unlike Edric, Gix is in a single color and an aggressive one. Black has recursive one-drops and small deathtouch creatures that you are happy to attack with. Gix pairs well with tokens, be that from Bitterblossom or tokens from white or red aggro decks. Gix also has a larger body than Edric, which makes Gix better if it is lonely on your board.
Why would I want a card that is only good when I have creatures that deal damage to my opponent? Isn’t that win more? Well, not always. The hits can be from a Kitesail Freebooter or an Ophiomancer token. Gix lets you commit more to the board in ways that would otherwise be overextension.
Gix’s last ability is mighty expensive and doesn’t suit decks that want to go wide. It is even less likely that you will hold many cards in hand after having seven lands on board. However, it is still pure upside, a way to end the game if it is severely stalled. Perhaps it will be relevant once against Moat.

What I dislike about Gix

Like Edric, you really want a wide board, preferably with creatures that can connect. Gix is nothing special alone and terrible on defense. Black is not thrilled to lose even more life. The double black cost limits the card, which could have been a happy splash in token decks of all colors. Gix still dies to almost every removal.

Prediction

Gix is an exciting card. I think it will usually be killed on the spot, but it is a reason to play black aggro, which we need more of.

Tasigur, the Golden Fang; +Misery’s Shadow

Best shade ever

Why cut Tasigur?

Tasigur is a fine card, but his ability is slow and relies on luck. It does a fine job as a cheap body, but we want more than fine.

What I like about Shadow

It is the best Shade ever. Growing with colorless mana, and starting as a bear, makes it a decently-sized beater at any point in the curve. In addition, the threat of activation is enough to deter blockers most of the time. This, in turn, means that Shadow is an easy way to convert unused mana to damage:

1. Attack with Shadow

2. Shadow could potentially be big enough to kill any blocker, so it goes unblocked

3. Pump Shadow will all the mana you didn’t plan to use in your second main phase

Shadow is obviously a good topdeck for a two drop, and a decent mana sink. I am eager to see a turn three kill with Shade + Channel!

The passive exile ability, like that of Kalitas, can be very relevant. No more death triggers or recursion for you!

What I dislike about Shadow

Shadow could be better on defense. You don’t want to keep a lot of mana open every turn to deter attackers. It is also a bit soft to instant speed removal, where killing it after a bunch of mana was dumped into pumping it is a serious swing. Finally, the exile ability will not be relevant in most games.

Prediction

It is all about having reasonable expectations for a two-drop. Yes, it is not burnproof, removal resistant, or great on defense, but it translates mana to damage efficiently and is a two-drop that is relevant in the late game. It will be a fine card for aggro and midrange decks.

Kalitas, Traitor of Ghet; +Sheoldred, the Apocalypse

The mono black Siege Rhino

Why cut Kalitas?

Sheoldred and Kalitas share the same weaknesses and strengths. As cards that are mostly midrange and don’t contribute to a specific strategy, their real estate is limited in the cube.

What I like about Sheoldred

Black is a color hungry for life gain. Sheoldred gains 2 life per turn, and unlike Kalitas, she doesn’t have to attack or block. Sheoldred is perfectly fine lying back with her giant toughness, slowly draining your opponent. She is out of burn range, oversized for her cost, and kills top ends threats with her deathtouch.
For aggro, Sheoldred is a lot of reach, a one-sided Sulfuric Vortex. For control, Sheoldred is a stabilizer. For midrange, she is a big creature that wins races with her triggers. Sheoldred is an 8-point life swing per cycle if she can connect.
That is not even her ceiling, however. Sheoldred is even better combined with card draw (Sylvan Library, hmmm), and especially with ways to force your opponent to draw cards, like Dack Fayden.
While Sheoldred doesn’t exile cards or generate tokens, she severely punishes your opponent’s card draw spells. Brainstorm? Lose 6 life!

What I dislike about Sheoldred

She is weak to removal. Instant speed removal completely hoses her, and you still come behind to sorcery speed removal. Let’s not even talk about Karakas

Prediction

I think this is a clear upgrade. If she and Hullbreacher perform well, we may add a Timetwister to the cube for the combo potential.

Death Tyrant; +Royal Warden

Finally a respectable black army-in-a-can

Why cut Tyrant?

Tyrant has a low initial impact, and its value hinges on board presence. No deck is excited to play it. Definitely one of the weaker black five drops.

What I like about Warden

Since the cube’s inception as a format, people wished for a black army-in-a-can, an equivalent to Siege-Gang Commander or Deranged Hermit. This recipe of a creature that creates an army when it ETB worked well across all other colors. Black is better positioned than most to use it. Black can sacrifice creatures for value, black can reanimate midrange beaters to gain even more value, and it can do both simultaneously with Recurring Nightmare.

Warden is a near-perfect manifestation of the wishlist item. While Siege-Gang Commander is no longer efficient enough to compete, Warden provides seven power and six toughness in combined stats. Warden can be unearthed for a second round of zombies after a board wipe. Warden is a fine card to discard for value early on in the game. As a nice gravy on top, Warden and its token are artifacts, so things that scale linearly with the number of artifacts get a serious boost, like Karn tokens, and it is an instant metalcraft for Galvanic Blast.

What I dislike about Warden

The tokens entering tapped prevents Warden from being a good stabilizer the turn it is played. It is hard to see control decks playing it without strong synergies. If anything can be the card’s Achilles’ heel, it will be this.

Prediction

Warden is likely the new best black five drop. It has a high base power level and synergies within almost any black deck.

Noxious Gearhulk; +Necron Deathmark

An instant Chupacabra

Why cut Gearhulk?

A significant part of Gearhulk’s appeal was that it was another big artifact for Tinker. With all the new robots in this update, including Necron Deathmark, it is not needed as much. While Gearhulk is a better reanimation target, it is worse in control and arguably worse at stabilizing, even ignoring the difference in mana cost.

What I like about Deathmark

This is an instant-speed Chupacabra. Like all instant speed removal, you can gain tempo from removing a creature after it is equipped, answer a hasty threat before it damages you, or kill a man land. But Deathmark gains even more from flash as it can ambush a 2 powered attacker, generating a clean three-for-one. Furthermore, even if it cannot survive combat, Deathmark can kill their best creature and block to kill any ground attacker with five or less toughness – Deathmark should stabilize most boards.
Just a 5/3 flash creature can do a lot of work. It has pseudo-haste and can punch a defenseless planeswalker or opponent for a considerable amount of surprise damage.
Counterspell-based Dimir decks love it. The self-mill makes Deathmark a fine card in reanimation decks, too – not only is it a passable reanimation target, especially if you need urgent removal, but it also helps at binning fatties when it enters the battlefield.

What I dislike about Deathmark

An artifact creature with three toughness is super fragile. Deathmark is still bad if your opponent has no creatures for it to kill. Five mana is too much for a removal to rely on for surviving the early game. Noxious Gearhulk and Ravenous Chupacabra have performed poorly as of late; will Deathmark be any different?

Prediction

I think Deathmark is the best Chupacabra variant. Black has few instant spells; I am happy it got a worthy one.

Ob Nixilis Reignited; +Primaris Eliminator

A Massacre Wurm come Ravenous Chupacabra

Why cut Ob Nixilis?

Ob Nixilis is also a 5-mana spell that kills a creature and leaves a permanent behind. Ob is not great at defending itself or you; most board states contain more than a single opposing creature. Ob draws cards if you can stabilize, but he is not a threat. Ob was an acceptable placeholder, but with 40K’s black five drops, Ob is no longer needed.

What I like about Eliminator

A one-sided infest is an excellent way to stabilize and is very often a complete blowout. We know from Massacre Wurm how it can wipe away token armies and weenies and swing the game. Eliminator has the major advantage of being significantly easier to cast than Massacre Wurm and being cheaper, a crucial advantage when facing an opposing army and trying to stabilize.
Massacre Wurm is not a universally strong card in all matchups, however. Sometimes you face larger creatures. Eliminator got you covered there as well with its Murder mode. Eliminator can help you out in the vast majority of matchups and situations.

What I dislike about Eliminator

Eliminator has a flimsy body that trades with anything. Unlike Wurm, it is nearly unplayable on an empty board and is not a threat after it hits the battlefield.

Prediction

Eliminator is rounded; even control decks will have tokens and utility bodies lying around. It might be underrated at first, as it doesn’t read well, but I predict it will be amazing. I think it is a better Massacre Wurm and better designed, too – it is good against a broader range of decks and not as crippling against the decks it is best against.

Ravenous Chupacabra; +Buried Alive

An overkill Entomb is still an Entomb

Why cut Chupacabra?

If you have read this far, you have already seen two new 5 CMC Chupacabras, and another multicolored Chup is also in this update. Chupacabra was already eyed for cuts before 40K, and it certainly got serious competition now.

What I like about Buried Alive

Entomb has always been one of the best picks for reanimator decks. Usually, reanimation is a three-piece combo: a fat creature, a discard outlet, and a reanimation spell. Entomb cuts that number to two while adding a choice of what you get.
Unmarked Grave came out in MM2. It is weaker than Entomb on three fronts – it costs more, it is a sorcery, and it cannot fetch legendary creatures. But, surprisingly, Unmarked Grave was barely any worse in actual gameplay. You can rarely reanimate on turn two anyway because most reanimation spells cost more than two mana. Being a sorcery and reducing the target range is inconvenient but still vastly superior to the alternative of fatty in hand + discard outlet.
Buried Alive takes it another step further. Reanimator decks in this cube need more discard outlets. So why not skip the discard outlet, and send the monster straight to the bin from your library?

What I dislike about Buried Alive

Costing three mana and not affecting the board is a heavy ask. Especially since you don’t need three targets in your graveyard – you cannot reanimate all of them and often don’t need to. For all intents and purposes, this is overkill. In some ways, it is also overextension – a Lion Sash after a Buried Alive can leave you without win conditions!
Like Entomb, Buried Alive is a narrow card that only goes in reanimator decks. However, I can see it in some rare decks with Recurring Nightmare and Meren or Lurrus – that would be cool!

Prediction

Reanimator decks will always play it; even if they have both Entomb and Unmarked Grave, they will want more redundancy. Until we find several broader discard outlets, it should fill its role well and increase the consistency of reanimation decks.

Play Tip

If you don’t have three reanimation fatties left in your deck or fear graveyard removal, bin bad topdecks like mana elves.

Volrath’s Stronghold; +Altar of Bhaal

Another Recurring Nightmare?

Why cut Stronghold?

Stronghold is expensive and slow. The cube is too fast for slow value like Stronghold to take over games. Only producing colorless is a severe drawback seldom offset by the late-game activated ability. The land missed main decks pretty often in recent years as better colorless-producing lands took priority.

What I like about Altar

Repeatedly reanimating creatures for the price of sacrificing creatures and 2B reminds us of Recurring Nightmare. Altar has several disadvantages over Nightmare, which will be analyzed in the next section. However, it also has one significant advantage – it is never dead. Recurring Nightmare is useless if you have nothing to sacrifice or nothing to reanimate. Altar of Bhaal always has the token as a fail case, which can also serve as fodder.
A 4/1 menace is a nightmare to block decently. It is particularly good at killing planeswalkers, as they often rely on a token to defend themselves. Altar can be seen as a 4/1 menace for 2B that draws a late-game spell.

What I dislike about Altar

As an engine, it is far off Recurring Nightmare:

  1. You have the upfront cost of two mana.
  2. You can only activate it once a turn. 
  3. You exile the creature instead of sacrificing it, so there are no recurring chains with it, and it plays badly with other reanimation spells.
  4. While Recurring Nightmare cannot be answered by removal, Altar is a sitting artifact in play.

Prediction

Playable reanimation spells are so seldom printed that we must test them whenever we get any.
Not looping creatures makes it less of a value engine and more of a cheat card. You don’t need to reanimate most fatties more than once to win the game. Note that the reanimated creature is not exiled upon death, so it can be brought back several times if killed.

Liliana, Death’s Majesty; +The Cruelty of Gix

A reanimation spell that can set itself up

Why cut Liliana?

Liliana is only playable in reanimator decks. Any reanimation spell is maindeckable close to 100% of the time in them, even if it costs five mana. Liliana is too expensive for aggro and mills you out too quickly for control. While a reanimate that leaves a planeswalker behind is good, Cruelty has a much higher floor inside and outside reanimation decks.

What I like about Cruelty

Due to read ahead, Cruelty is a 3BB zombify at its worst. Unlike all other reanimation spells, it can tutor up either a fattie or a discard outlet with its second chapter, increasing its consistency. You can leverage peeking at your opponent’s hand in chapter one to know what to look for in chapter 2 or what to reanimate in chapter 3.
Cruelty is also a value card in the ilk of The Eldest Reborn. Not only is it a 3-for-1 if going through the entire story, but it also reanimates from your opponent’s graveyard – a massive boon for non-reanimator decks. In addition, Cruelty is one of the few reanimation cards you are happy to accelerate into via fast mana like Mana Vault.

What I dislike about Cruelty

It is slower at setting a reanimation than it might seem at first glance. For example, say you have an expensive creature in hand you want to reanimate. If you play Cruelty and read ahead to the second chapter, you can immediately tutor up a discard outlet. However, you are already tapped out for the turn, and unless the discard outlet is an instant, you won’t be able to play it before chapter 3 triggers. So unless it is the late game and you have enough mana for casting both Cruelty and the card you look for, or you already have a discard outlet on board and are looking for a target to reanimate, Cruelty takes full 3 turns to set itself up.
Chapters 1 and 2 have a very low impact at the turn you play Cruelty. Chapter 1 can whiff and cannot bait removals to protect your soon-to-be-reanimated creature. Chapter 2 casts a Lightning Bolt on your face. Black certainly doesn’t yearn for more life-loss cards.

Prediction

It is the best 5 mana reanimation spell, but that is not saying all that much.

Sorin the Mirthless; +Phyrexian Fleshgorger

A powerhouse at multiple points of the curve

Why cut Sorin?

You are rarely so far ahead that you don’t make a token with Sorin immediately. Once you do, Sorin is left with very vulnerable two loyalty. Sorin is not great when you are behind nor when you are ahead, and overall very replaceable.

What I like about Fleshgorger

The primary mode of Fleshgorger is its prototype. For three mana, you get a 3/3 menace lifelink – an evasive creature that is hard to block or race. While it dies to almost any burn and artifact removal, ward makes it painful for your opponent. The prototype mode by itself is already playable in aggro decks.
Casting Fleshgorger for full price is expensive and never your primary goal with the card. However, if you manage to cast it, it is a significant threat that attacks for 14-point life swings. Targeting it costs hefty 7 life.
Fleshgorger is a decent reanimation target, especially as it can be played early to stabilize, pressure planeswalkers, or fight the monarch game if needed. Black midrange and control could realistically hard cast a seven-mana card, and they appreciate in-color ways to offset life loss.
Fleshgorger is also a nice Tinker target. Gorger benefits heavily from flicker effects. In addition, it can quickly regain your life that was paid to cast it with Channel.

What I dislike about Fleshgorger

It is not a perfect fit for any deck. Against reanimator or control, paying life for its ward is likely a non-factor. In aggro, reaching seven mana is unattainable. The double black cost is painful on a card that enjoys many incidental synergies in other colors.

Prediction

Fleshgorger is a versatile card. It is not your plan A cheat target but provides much-needed redundancy while still being an appealing card for aggro decks. It is more of a glue card than a bomb.

Eliminate; +Cut Down

One mana removal

Why cut Eliminate?

There are 17 planeswalkers with a mana cost of three or less. This means one per drafter on average, and the main deck average is lower than that. Eliminate is too close to Smother to be good. Black has gotten a lot of answers to planeswalkers lately, so the color is not as desperate for this effect.

What I like about Cut

At one mana and instant, it is as cheap and convenient as it gets. However, so are Fatal Push and Disfigure. Cut kills Wall of Roots and Murderous Rider, but Disfigure kills Flametongue Kavu. What makes Cut better?
Let’s crunch some numbers for different one mana removal spells. Disclaimer: I’ve used a simple cube cobra filter on creatures for the figures below. This is a rough estimate. Some creatures may be indestructible or have shroud or protection. Some are seldom sensible targets for a removal spell in the first place. On the other hand, not all token makers are counted.

Total creatures in the cube – 287

Dismember – 248, 86.4%

Vendetta – 239, 83.2%

Fatal Push with Revolt – 224, 78%

Lightning Bolt – 205, 71.4%

Cut Down – 190, 66.2%

Shock/Disfigure – 174, 60.6%

Bloodchief’s Thirst, unkicked – 123, 42.8%

Cut down is significantly better than Disfigure based on numbers alone, as it is close to Lightning Bolt. Also, it is more important to kill high-toughness targets for aggressive decks, as your creatures can attack into anything with 2 or less toughness and trade.

What I dislike about Cut Down

A random +1/+1 counter from, for example, Luminarch Aspirant can get the target out of the size range. When Cut Down doesn’t kill the target, it is unplayable; Disfigure at least can be a combat trick.

Prediction

It is better than Disfigure, but is it better by enough to make it in the cube?

Henrika Domnathi; +Uchuulon

An insect that keeps multiplying

Why cut Henrika?

Henrika is slow value over time. She is not an aggro curve topper nor a reanimator card. She is weaker in control because she requires other things to sacrifice, though she is a fine sideboard against aggro. Henrika is a lot narrower than she seems, and combined with low power, she is replaceable.

What I like about Uchuulon

Uchuulon grows exponentially – on the first turn, you create one copy, on the second, each Uchuulon creates another, so two more, on the third, you get four, and so on. Of course, your opponent’s graveyard is finite, so 2-3 Uchuulons seems like the average case. At the late game of midrange mirrors, there could be 10.
Uchuulon kills fast. Given an opponent’s graveyard full of creatures, on the first attack, you will have two Uchuulons that will attack for a combined power of four. On the second attack, four Uchuulons will attack for 16 damage. Uchuulon’s ceiling is killing cleanly in two turns!
When even a single Uchuulon is on the field, every trade in combat, removal in hand, or discard spell can generate another Uchuulon. It has the Pack-Rat-like quality of being hard to stop unless eliminated completely. Even a pair of 2/4 blockers are bad news for aggro decks, and they can still eat up a 4/4 on defense.
Uchuulon is a maindeckable form of graveyard hate – it hoses reanimation and self-recurring creatures hard. Moreover, it has a splashable cost, a rarity for a black four-drop.

What I dislike about Uchuulon

It entirely depends on what your opponent has in their graveyard. Many control decks have very few creatures for the crab to exile. You wouldn’t play a four-drop with 4/8 in stats – getting two tokens is the bare minimum. Uchuulon is also not hot when ramped into, as it may face an empty graveyard.
On the other hand, an army of four toughness blockers is almost impenetrable to aggro decks, and reanimator decks don’t currently need the hate. As a result, I fear Uchuulon will be very matchup dependant and feel like a sideboard card.
Currently, the only Crab, Ooze, or Horror in the cube is Mirror Entity 😦

Prediction

I think it is a strong card, but I am fearful of its polarity.

Bontu’s Last Reckoning; +Extinction Event

A selective mass removal

Why cut Reckoning?

Not untapping lands on your next turn is a big drawback. It makes any follow-up they have to the mass removal get a free attack. Costing only three is definitely good, but I noticed Reckoning doesn’t get cast on curve often – both because there is not enough of a board to clear and because skipping the fourth turn is crippling and something you only do if there is no choice.

What I like about Event

Event is splashable, and it exiles. While Event doesn’t wipe up all creatures, it will always snag the highest priority. It is easy to engineer a 2-for-1 or better with it by killing the correct creatures with spot removal or blocking accordingly.
You don’t need to be a control deck to play Event. It is not hard to engineer a board situation where you will suffer more than your opponent for one of the choices. Its ceiling is a one-sided board wipe.
Event is an acceptable sideboard card against reanimator and cheat cards, as it doesn’t target and gets around indestructible.

What I dislike about Event

There will be situations where you face single odd and even creatures, at which Event would be a mere 1-for-1. It is not as good at stopping aggression – you can kill a Rabblemaster but not its tokens, etc.

Prediction

Event is a 2nd tier mass removal in control but shines when you have some creatures yourself. It serves enough functions to be a good cube card. The mind games that ensue when your opponent plays around it makes it an interesting card that makes you care about a characteristic you never cared about before.

Red

Kumano Faces Kakkazan; +Reinforced Ronin

A dash-only Zurgo Bellstriker

Why cut Kumano?

Kumano is an aggressive one-drop; you’ll always play it on turn one if possible. However, we found out that having a creature benefit from the second ability is not consistent enough. Kumano is worse than a 2/1 for R and was the weakest red one drop.

What I like about Ronin

Ronin is like a Zurgo Bellstiker that you can dash for a single mana. Have a spare red mana, and the coast is clear? Bash in for two. Ronin cannot be answered by sorcery speed removal, including board wipes.
The best part about Ronin is that you can cycle it when it becomes irrelevant. The ground blockers are too large? Need to dig for an answer or that final burn spell? Cycle Ronin away. Because the floor is so high, Ronin can see play in non-aggro decks. For example, Tinker decks with red would likely play it. It is even fetchable with Trinket Mage.
Ronin is excellent for getting Delirium, as it bins itself and has two card types.

What I dislike about Ronin

It sucks as an aggro one-drop. The mana per damage ratio is bad and interferes with your curve. Ronin doesn’t replace a 2/1 for R; it is a card that serves a different function. Unfortunately, it cannot block, so it naturally lands itself into mostly aggro decks.

Prediction

This is a weird card, but as a one-drop that sees play in multiple formats, it is worth testing it out.

Flamescroll Celebrant; +Radha’s Firebrand

Blocking? Think again

Why cut Celebrant?

It is so poor in combat that it is one of the most useless cards. The ability is situational, and the fire breathing is expensive. A flop.

What I like about Firebrand

Negating a blocker per attack is a severe upside, granting partial evasion to your entire team. We played Ahn-Crop Crasher for a long time, and Firebrand has a more competitive body for its cost and does not exert itself. Kargan Intimidator needs mana to get the same effect, just for warriors. An opposing Courser of Kruphix is far more manageable with a Firebrand out.
The activated ability is a decent bonus. You can get two basic land types naturally in most decks, especially by the late game, so the realistic floor is usually a cost of four mana. A +2/+2 combined with the potential to remove fatter blockers from contention is a lovely mana sink on an already sound card. If you have a Triome, the ability could cost 3 or even 2.

What I dislike about Firebrand

With its low toughness, a pair of tokens is terrible news for Firebrand. A fat creature will be beyond the reach of Firebrand’s ability, at least without the pump.
A cost reduction of 2 will be extremely close to the average case; the only decks interested in a card like Firebrand are aggro, and they are not known for their multicolored mana bases.

Prediction

Firebrand is hard to evaluate, primarily due to the toughness limitation. If it taps the largest blocker consistently, it is a great card.

Heartfire Immolator; +Feldon, Ronom Excavator

Legendary beats

Why cut Immolator?

Immolator appeared to be comparable to Goblin Cratermaker. However, it isn’t – holding up red mana open is much more cumbersome than a colorless mana. Playing + popping Immolator on the same turn costs double red. Killing artifacts is stronger than doing 2 or 3 damage to a planeswalker in red and gives Cratermaker an application on a broader range of board states. Prowess is nice, but it is not like it competes with aggressive creatures – you use Immolator or Cratermaker for their removal option.

What I like about Feldon

A 2/2 haste is a good body for the cost and a relatively good topdeck. Feldon’s death trigger is very interesting. Since you can play lands, have time until the end of your next turn, and will typically have the selection between at least two cards, Feldon will almost always at least replace itself. If it can trade with a blocker, it is card advantage.
Blocking it with a one-powered creature is a bad idea (such as chumping it with a 1/1 token). If Feldon is blocked by a mid-sized threat, you see far more cards when it dies, creating a unique incentive not to block it with large creatures. Sometimes in an aggro deck, you have no choice but to attack unfavorably so you can finish off a blocker with burn; in such scenarios, Feldon brings you up to card parity.
Feldon is not a card you want to answer with burn! If they elect to use a destroy or exile effect on Feldon, don’t be mad – that’s still a good deal for a two-drop.
Feldon can get damage from your own dividable spells to gain card advantage, like from Arc Trail. Spikefield Hazard can cycle itself with Feldon out.

What I dislike about Feldon

Not blocking makes it an aggro-only card. Destroy effects that kill Feldon will not net you a card. In particular, Feldon doesn’t draw after a mass removal, so he cannot be spammed thoughtlessly to every board state.

Prediction

Hasty two-powered two drops have been among the most successful, and Feldon is undoubtedly a good iteration of that formula. It competes with Robber of the Rich and Bloodthirsty Adversary, which is a good place to be.

Kargan intimidator; +Ardoz, Cobbler of War

3 haste damage for two mana

Why cut Intimidator?

Intimidator is too mana hungry to be anything more than a 3/1 on curve.

What I like about Ardoz

Ardoz attacks for 3 haste damage immediately, more than any other red two drop. At turn three, it will attack for 1 more and a total of 4 damage, still on par with a 2-powered haste two drop. Only at the third turn does it start to lag behind. As usual, you care more about the first few turns because there is no guarantee a creature will survive long.
Ardoz’s ability is a mana sink that generates a 3/1 haste creature per turn, heavily pressuring your opponents. Ardoz also combos with haste creatures. There are 42 of them in the cube, and 26 are mono-red. It is especially strong with Goblin Rabblemaster. Flametongue Yearling is another nice combo with Ardoz.

What I dislike about Ardoz

A 2-toughness creature stops Ardoz from attacking after the first turn. The goblins are small for the amount of mana paid and are bricked by 4 toughness creatures. Rabblemaster is good enough without extra help.

Prediction

I think Ardoz will be roughly equivalent to a 2 powered haste creature. In decks with plenty of haste creatures it will be significantly better, in others it might be worse.

Krenko, Tin Street Kingpin; +Squee, Dubious Monarch

A hasty, recurring Rabblemaster

Why cut Krenko?

Having to attack makes it worse than Goblin Rabblemaster and its ilk. Krenko combos with equipment but is very slow alone, as the tokens do not come into play attacking.

What I like about Squee

Squee has haste, which makes it one of the fastest Rabblemasters. In fact, it is the fastest of them all on the turn it is played, assuming it is not blocked. If we count cumulative damage, Rabblemaster outpaces it only after two turns!
Squee also has an ability that is effectively escape. Squee is excellent against mass removals. If your opponent wipes the board, you can escape Squee the following turn for three immediate damage and two bodies, almost necessitating a second board wipe!
Squee has a considerable threat of activation from the graveyard. It can do immediate three damage that requires two blockers to completely contain. Just having it there will limit your opponent’s lines of play.
Squee has a few things to offer in the synergy department too. Squee can be discarded for card advantage by one of the many red rummaging effects, such as Seasoned Pyromancer. The tokens are goblins, so it is a wicked combo with Goblin Rabblemaster.

What I dislike about Squee

What Squee gains against mass removals, it loses against blockers. As it has to attack to generate value, it can be wholly bricked by a beefy blocker. Even if it is not bricked, at two toughness and no evasion, it is effortless to kill it on defense. The other Rabblemasters keep generating tokens without having to attack themselves and do not have this vulnerability.
Cards in the graveyard are a finite resource, and Squee will not play very nicely with Grim Lavamancer or Phoenix of Ash.

Prediction

If Squee trades down with something, it is still a decent deal. This is because you still earned a token and have an escapable Squee in the graveyard to threaten your opponent.

Najeela, the Blade-Blossom; +Gut, True Soul Zealot

A Rabblemaster variant that is not stopped dead by blockers

Why cut Najeela?

Having enough warriors is inconsistent. Najeela is much weaker if she cannot generate a token or more the turn you play her and is forced to attack to create tokens.

What I like about Gut

A 4-powered menace creature is enormous. It is almost guaranteed to kill at least one blocker and often both blockers. It is excellent at killing planeswalkers. Gut doesn’t have to attack and risk itself in combat to upgrade your permanents to skeletons.
What exactly are we sacrificing? Any one or two drop is inferior to a 4/1 menace creature, so it’s good at face value. Note that the creature you sacrifice doesn’t have to be one of the attacking creatures, so effectively, Gut also grants haste to whatever you sacrifice. You can also sacrifice artifacts, so all those treasure tokens, food, and moxen can be put to good use.
As with all sacrifice outlets, Gut loves to eat tokens. If you want to get naughty, you can sacrifice a black self-recurring creature to get a new skeleton every turn. And yes, this is yet another broken card with Rabblemaster and its ilk. BFF with Kari Zev (on curve, too!).

What I dislike about Gut

Gut is about as fragile as it gets. It is doing close to nothing if you don’t have a creature without summoning sickness, though it can at least sacrifice itself if it survives a turn. The tokens are not easy to block but die to any removal or bounce.
The choose a background text is super ugly and has no relevance in this format.

Prediction

Gut would slot into aggro and artifact decks. I think it will be a strong card.

Valakut Awakening; +Shivan Devastator

A scalable dragon

Why cut Awakening?

Abysmal play rate. I don’t recall seeing Awakening cast, and it doesn’t even make the main deck often. ETB tapped is a harsh drawback for a front that serves no specific purpose.

What I like about Devastator

It is like a Fireball that sticks around to deal damage again the next turn. Devastator can kill planeswalkers out of nowhere. It is a mana sink for ramp decks and Channel. It fits into your curve, always filling a hole where you need to use your mana. For five mana, it is a Goldspan Dragon without the money. For three, it is a Phoenix of Ash without extra mana sinked into it. For even more mana, you get into the territory where you can one-shot opponents.

What I dislike about Devastator

Like all scalable threats, it is inefficient. It is not really an aggro card either; you want to have the option to cast it for X=4 or more (although I have seen worse cards played in aggro decks). Devastator is pure aggression; it has no value and little defensive capabilities.

Prediction

This card’s success is primarily a question of demand for its effect, not its power level. Gruul ramp decks and UR control are the natural candidates to play it.

Pyroclasm; +Delayed Blast Fireball

A cheap, instant Bonfire of the Damned

Why cut Pyroclasm?

Pyroclasm is only good in control and only against specific decks (aggro, tokens, elf-based ramp). Fireball appeals to more decks in more situations.

What I like about Fireball

Only damaging your opponent’s creatures makes this a different card than Pyroclasm. Now aggro decks, which are the majority of decks in red, can play it. Fireball breaks open the aggro mirror, kills opposing mana elves, or cleans up a bunch of tokens and utility creatures at instant speed.
The opposing board doesn’t have small creatures? Fireball also burns their face. Fireball also has a Foretell mode. A one-sided sweeper with a Lava Axe attached. Fireball is good for stabilizing early and is a finisher late.
As a disgusting combo, you can play the foretell mode and pay only the retail price if you cast Fireball with Light up the Stage, Chandra ToD, Laelia, Expressive Iteration, Shelldock Isle, etc.

What I dislike about Fireball

The double red cost makes it unsplashable. This hurts control decks, which are often not mainly in red. As the only foretell card in the cube, you would always know which card hides face down.

Prediction

This is a great card, bordering on oppressive against many decks.

Goblin Bombardment; +Unholy Heat

The bad boi from constructed is in town

Why cut Bombardment?

We no longer support token decks in red. It really has no home and should have gone a long time ago. Didn’t see the main deck in years. A Lightning Strike is so much better.

What I like about Heat

The base mode is like a Shock to deal with small creatures. Then, if you hit delirium, you can kill everything, from a titan to an Oko – an instant-speed Dreadbore.

What I dislike about Heat

There are two issues with this card. First, hitting delirium is hard; without it, it is worse than any red burn spells. You would also rather get delirium quickly; Unholy Heat is an answer you rely on to survive, not a finisher.
The second and more significant issue is that it doesn’t go to the face. Aggro likes these spells a lot less, and control usually doesn’t care much. Therefore, their real estate in the cube is limited. Is heat better than the much more efficient on-average Flame Slash or the consistent and exiling Obliterating Bolt?

Prediction

This is a flex slot. There is a low chance heat is good enough, and if not, then at least we have tried a proven card and learned how removal-only burn stands in the cube in 2022.

Chandra, Flamecaller; +The Elder Dragon War

A cheaper mass removal and value spell

Why cut Chandra?

Red decks rarely get to six mana; if they do, they can cast better things. Chandra is not a great stabilizer, as she is left with low loyalty after she wipes the board and cannot answer 4 or higher toughness creatures without dying. Chandra, Awakened Inferno really took her job.

What I like about War

It is a maindeckable Pyroclasm effect that is not dead when your opponent doesn’t have a suitable board. The second chapter is card quality, and the third is a solid dragon for the cost. The entire package of stabilizing, card quality, and value can fit red midrange and control decks well.

What I dislike about War

Four is late to the party for a Pyroclasm effect. Looting is nice, but waiting for an entire turn for the dragon is more of a drawback than an advantage. As a token and the meat of this card, the dragon is vulnerable to bounce and flicker effects.

Prediction

This is an upgrade. War will be a decent card until we get a better maindeckable red board wipe.

Arc Lightning; +Mishra’s Command

A flexible red removal and finisher

Why cut Arc?

Burn for three mana is not that exciting. The damage output to mana ratio is bad. Splitting damage can be excellent but has become less impressive as average creature toughness increases. It is a horrible Lightning Strike when you don’t split the damage.

What I like about Command

Command is very flexible and serves several roles. It is a removal spell that can generate card advantage by killing both a planeswalker and the token it created. It can serve as a finisher by clearing a blocker and pumping the power of an attacker that can now go through. It can filter away lands late game to get you more gas. Finally, it is a discard outlet.

What I dislike about Command

It is inefficient. All x-based damage spells have performed poorly, and while Command is flexible, I don’t think it solves the core problem. Things have to line up pretty well for you to kill both a planeswalker and a creature, with your mana being the greatest constraint.

Prediction

It is an experiment worth doing, but I am pessimistic about the card.

BRO & DMU Update Part 1 – White and Blue

SO MANY sets were printed lately! The decision not to update the cube after every set pays off! DMU brought strong cards to all colors, but especially to black, with three new cards that cost one mana. BRO was an even more exciting set that brought many more big artifact monsters that are playable in non-cheat decks and good roleplayers for many archetypes. On the other hand, Jump Start and Unfinity were uneventful and brought only about a card each.

The most exciting set for the cube was, by far, Warhammer 40K. It caused a massive revamp of black midrange and might singlehandedly revive the color. Warhammer also provided a rare Gruul powerhouse and some ridiculous bombs in other colors. 40K is a deep set, and we will likely explore more cards from this wonderful expansion in future updates.

Older cards are also making a debut in the cube. There is an attempt to support delirium more, including re-adding Goyf and even baubles. There are more discard outlets for reanimation that were sorely lacking. More cards care about playing several spells a turn or playing non-creature spells.

As for future trends, there is a high likelihood we will try out the Timetwister combo if we like the enablers enough. As two new vehicles entered the cube in this update, this puts a greater liability on creatures with zero power.

White

Venerable Knight; +Recruitment Officer

Upgrade me, officer

Why cut Knight?

The trigger is irrelevant. There are 12 knights in the entire cube, only 5 of which are mono white. It never added a counter to my knowledge.

Knight is in a neck-and-neck fight with Dragon Hunter for the most useless trinket text on a Savannah Lions. While blocking dragons is even less relevant (unless they are Mutavault), being a warrior has a slight relevance with Mardu Woe-Reaper. Dragon Hunter’s days are definitely numbered.

What I like about Officer

Drawing cards is always good, especially in a color light in card advantage. Officer is an aggressive body early and a mana sink late that keeps drawing you gas to fight the long game. Officer is a much better topdeck than most one drops and has some game in more midrange decks. White decks that play one drops will usually have many cheap creatures to hit with the ability.

What I dislike about Officer

The ability is expensive and doesn’t dig that deep. Duskwatch Recruiter’s ability isn’t great, and while it digs less deep, it can find any creature. However, it costs only three mana, so it is very common to use it twice a turn in the late game, an obscenely expensive thing to do with Officer.

Activating the ability and casting a 2 or 3 drop at the same turn will take a lot of mana. Officer’s ability doesn’t affect the board, and with the real chance of whiffing, it is likely to be activated only as a last resort. Also, it is doubtful how effective it is even when things go well; cheap creatures are usually less relevant at the game stage where you have the mana to spare. Especially in aggro, the deck that is most excited about a Savannah Lions, the average hit will be another one drop.

Prediction

The ability is not strong, but what can you expect from a Savannah Lions? Officer is likely less strong than Usher of the Fallen and Skymarcher Aspirant in aggro decks. However, it still beats Dragon Hunter and Soldier of the Pantheon, at the very least. I’m excited to see how it fares in midrange shells.

Play Tip

Your plan A is to never activate the ability in the first place. Also, better keep in mind which of Officer’s potential hits are answers that can get you out of trouble (Skyclave Apparition, Flickerwisp etc).

Giada, Font of Hope; +Guardian of New Benalia

White trash out, white scry in

Why cut Giada?

She was a filler from the get-go. Vigilance is not hot on a bad blocker. The angel ramp is trinket text.

What I like about Guardian

Seasoned Hallowblade’s ability proved to be great. It survives removals and continually trades your worst card in hand with their worst blocker unless it hits. As a result, Hallowblade is a prime carrier of equipment. Guardian has several substantial advantages over Hallowblade, though. First, it has more toughness; it doesn’t “trade” with any token, forcing you to discard a card to keep it alive.

The second advantage is the enlist ability. On average, an aggressive creature in a white deck has two power. So Guardian can combine two small creatures into one monster that kills blockers and survives to do it again the next turn. On top of that, you get to scry 2, an effect sorely needed in white.

Like Hallowblade, it is also a discard outlet, which is not too relevant but could be as redundancy can create a critical mass. If I had both Hallowblade and Guardian, I’d consider playing white in my reanimator deck.

What I dislike about Guardian

If you control no other creature without summoning sickness, it deals less damage than Hallowblade. It is also unclear how often it is better to enlist with a creature than attack with it, especially if that creature has evasion.

Prediction

I think Guardian beats Hallowblade. However, as you never want Hallowblade and Guardian out simultaneously, the cube likely doesn’t want a third version of this creature.

Barbed Spike; +Scholar of New Horizons

White card advantage entered the chat

Why cut Spike?

White has many creature equipments like this now, with Ancestral Blade, Citizen’s Crowbar, and Lion Sash just in the two drop slot. They are all at least decent, but they suffer from diminishing returns. You don’t have enough leftover mana to move them around in multiples. Wire has the best body, so it is the best carrier of other equipment but by far the worst equipment itself. In most games, the equip cost of two colorless for +1/+0 is not worth it, so Wire is often just a Mistral Charger.

What I like about Scholar

White rarely gets a way to draw cards, even less so repeatedly. Scholar by itself starts as a bear that will draw you a plains next turn. It is any plains, so it can grab duals and fix your mana. It can even ramp you if you are mana screwed or in response to your fetch land sacrifice.

Where Scholar gets really strong is when combined with other cards with counters. The obvious best combos are sagas – you get a land every turn and more saga triggers. Another naughty combo is with פersist creatures such as Kitchen Finks and Glen Elendra Archmage. Luminarch Aspirant, Devoted Druid, Wall of Roots, and Mazemind Tome give a fresh counter every turn to remove, as do all planeswalkers.

Scholar will get a fresh counter, and eventually a fresh plains, when flickered.

What I dislike about Scholar

As a ramp card, it fetches a tapped land on turn three – not fast or exciting. Its stats are also miserable. This is not a card for aggro.

Prediction

This card will live and die off of synergies. White card advantage is worth testing, but I could see this swap being reversed (or, more likely, a new white two-drop taking Scholar’s place).

Eldrazi Displacer; +Ephemerate

No more colorless mana costs

Why cut Displacer?

Colorless mana activations are hard to support. Some otherwise great decks for Displacer have excluded it on those grounds before. Also, we have Emiel, which has the same ability but dies to far less burn.

What I like about Ephemerate

It is the cheapest blink version one can find, and with two triggers and instant speed, it is one of the best, too. Many cubes had success with it.
ETB triggers have become great recently, with prime examples being the evoke elementals. Of course, Ephemerate can also save a creature from removal in a pinch, but that is not its primary use case.

What I dislike about Ephemerate

Ephemerate is a pure synergy card – it does nothing on its own. The floor is literally a dead card.

Prediction

I think Ephemerate is the better card, but perhaps a card with a higher floor is better. Worth a shot.

Porcelain Legionnaire; +Clarion Spirit

Go wide with fliers

Why cut Legionnaire?

Legionnaire is not cut; it just moves to colorless.

What I like about Spirit

Spirit is somewhat of a white Young Pyromancer or a mini Monastery Mentor. The condition to generate tokens is limited to one token per turn, but the tokens fly. Double spelling twice is more than enough for Spirit to pay back its worth; anything more than that is just gravy. Often your opponent will kill Spirit out of fear that it will create an army of tokens.

Which decks would play Spirit? Aggro decks with a low curve are one example. The other decks that can exploit Monastery Mentor are those with mana rocks, blue cantrips, red burns spells, and the like. With Spirit providing some redundancy to Monastery Mentor, they may be worth building around more.
Clarion Spirit had great results in other cubes that tested it. It is also a fun card.

What I dislike about Spirit

It is a terrible top deck. It is also not great when you curve out.

Prediction

I am very curious to see how it fares. This is not a card for every deck, so it must deliver on the power level front.

Hallowed Spiritkeeper; +Siege Veteran

Luminarch Aspirant’s bigger brother

Why cut Spiritkeeper?

Spiritkeeper is not a bad card, but an often disappointing one. First, it is relatively easy to ignore a 3-powered creature. Yes, killing it is dangerous, or even fatal, especially late. But the body does nearly nothing alone. Second, Spiritkeeper is a narrow card that requires a heavy white deck full of creatures; it is not splashable, and control doesn’t want it.

White had gotten many new tools to combat mass removals, from equipment creatures to Seasoned Hallowblade, and the effect is less needed now.

What I like about Veteran

Luminarch Aspirant is a fantastic two-drop. It snowballs quickly, has an immediate impact when drawn late, and is self-sufficient. Aspirant usually pumps another creature to a troublesome size, at which point your opponent must answer it and keep Luminarch alive to do it again.

Veteran has the same effect. It is more expensive but is a rare splashable white three-drop. It is still a 3/3 for 2W alone the turn you play it, and will attack the next turn for four. There are currently 14 white soldiers, so the death trigger still provides some mass removal insurance.

What I dislike about Veteran

Three is exponentially worse than two on snowballing effects like this. Also, white’s three drops are stacked. The death trigger is unreliable as it doesn’t count Veteran itself.

Prediction

I think Veteran will do well. Well enough to stay in this competitive slot? That remains to be seen.

Touch the Spirit Realm; +Loran of the Third Path

A better white Reclamation Sage

Why cut Touch?

Touch was terrible. The channel flicker is not worth the decrease in target range compared to Oblivion Ring, which is a somewhat outdated removal. Hitting enchantments and planeswalkers is essential.

What I like about Loran

Reclamation Sage is a powerful green card. White is an arguably better color for this effect, as it can abuse it with blink effects. White is also the color that cares the most about having a random body, as it has the most ways to pump creatures.

Loran also has vigilance, which is not very useful on such a fragile body except for the activated ability. That ability is the most exciting part of the card. When is it actually good to use it?

A simple decision is when you are desperate, be that for a land drop, a removal, a board wipe, or that last piece of burn. Loran is quite effective at digging, as you can tap at your opponent’s end of turn and at your turn to draw two cards in a row. Another scenario is when your opponent passes the turn with seven cards in hand – you can activate Loran at instant speed. Loran can also make your discard spells relevant again against an opponent with a (nearly) empty hand. Finally, Loran can also speed up the decking clock against durdly control opponents.

Loran has a fantastic synergy with Narset, Hullbreacher, and Sheoldred. She is excellent to recast with Karakas.

What I dislike about Loran

The symmetric draw will most often be unplayably dangerous. Also, while green has no blink effect, it has far more ways to tutor a creature, so Reclamation Sage is not a clearly worse card after all.

Prediction

Kamigawa, 40K, and BRO brought many new artifacts and enchantments that need to be answered. I cannot see Loran being disappointed if we are happy with Citizen’s Crowbar.

Mirran Crusader; +Steel Seraph

Mecha Gideon Blackblade

Why cut Crusader?

It is just outclassed. We now get a 2/2 double striker for three colorless with a substantial upside (Phyrexian Dragon Engine), and it doesn’t even make the cut. Yes, protection is some form of removal protection and evasion, but Crusader is still a card only for aggressive decks (including aggressive midrange) that is hard to splash for and easy to kill with burn. Plus, there are matchups where you line up exactly against Golgari and make their life miserable by random chance. Crusader has been in the cube since its inception. It has been real, but it is time to let go.

What I like about Seraph

I’ll start assuming Seraph is cast with Prototype. For three mana, Seraph is similar to and arguably better than Gideon Blackblade. Seraph has a more immediate impact on the board. If you have another creature, giving it flying will often equate to a damage boost or a dead planeswalker. If you have no other creatures out, Seraph can at least block. Giving lifelink or flying is more potent than any keyword Gideon grants, as it allows one to break through a board stall or stabilize in a race. The 3/3 flying body is often better than a 4/4 on the ground, especially as Seraph can give itself lifelink.

Seraph can also be hard cast. It is inefficient, but a 5/4 flying lifelinker will close games. I foresee it being hardcast mostly in Azorius control decks or Selesnya decks with ramp. Casting Seraph off of a Channel is a neat play.

Seraph has several strong synergies. The first is with flickers; blinking Seraph makes it come back as a 5/4. Seraph also enjoys artifact synergies – it is an acceptable Tinker target and pumps your Urza tokens. Lastly, Seraph is excellent with and against Moat.

What I dislike about Seraph

Seraph dies to basically everything. Burn, creature destruction, and Shatter effects. It is still quite vulnerable even at full price, making it a plan B creature at best to cheat or win with. Seraph cannot give lifelink or flying on the defense, reducing its stabilization value.

Restoration Angel cannot blink Seraph 😦

Prediction

While I think this is an upgrade, there is a good chance that Seraph will be the new worst white three-drop. It competes directly with Gideon Blackblade.

Sublime Archangel; +Serra Paragon

A discounted Sun Titan

Why cut Sublime Archangel?

Archangel is only suitable for offense, only really impressive when you have board presence, and dies to Lightning Bolt. It is a well-liked card in our group, but let’s be honest, it has been underperforming for a few years.

What I like about Paragon

Paragon has a trigger very reminiscent of Sun Titan or Lurrus. You can replay three drops or fetchlands and get a much-needed card advantage in white while advancing your board position. In White Weenie, almost your entire deck can be recast with Paragon. You can even cast permanents with X in their mana cost, such as Walking Ballista.

Paragon is a rare way for white aggro or midrange to endure a long game. Paragon recovers you from board wipes well, if slowly. With Paragon on board, trading with or wasting cards on your <=3 drops is highly disadvantageous to your opponent.

All of this is on top of a good body for the cost that is also evasive and survives Incinerate. The life gain helps you further stabilize in long games. Paragon has an absurd ceiling with Black Lotus and Strip Mine.

Rules note: flickering the returned permanent causes it to lose the exile trigger. Kitchen Finks is still unearthed if you stack triggers correctly and comes back without an exile clause, ready to be replayed with paragon again after its second death.

What I dislike about Paragon

Paragon usually has a low impact on the turn you cast it, especially on curve, as you need mana to both cast Paragon and the permanent. Immediately playing a land helps alleviate this issue, but that’s only relevant turns five and on.

Another problem with Paragon is that you need good things to recur from your graveyard, which may not be there. Sometimes you don’t draw the cheap impactful permanents, the permanents are on board being stalled and outclassed, or they were exiled by removal.

Paragon also cannot recur the same permanent twice. There are no sick combos like Lurrus or Meren. The value to be had with Paragon is finite. Paragon cannot be saved from removal by Restoration Angel.

Prediction

Paragon is slow, but it is a rare effect for white. Nevertheless, Paragon seems fun, and I hope it survives so a small archetype can be built around it and Lurrus.

Secure the Wastes; +Space Marine Devastator

A white Pest Infestation (in space!)

Why cut Secure?

Secure is another scalable threat, but it could have performed better. It is always a 22-23 filler that doesn’t fit any deck.

What I like about Devastator

Disenchant effects are strong, especially as recent sets have introduced many strong artifact creatures in many colors. Devastator combats them and works with white blink effects. Like Pest Infestation, a mighty card, you can pay 2 more mana to destroy another permanent and get more P/T. Devastator is an excellent deal at six mana, getting 6/6 in P/T and two Disenchants.

Devastator’s splashable cost is a real boon here, as it can be abused by green decks and Channel. It could also see play in white control decks. Devastator also works well with white blink effects.

What I dislike about Devastator

The base rate is far worse than Pest Infestation, primarily due to the increased cost. In addition, as you squad Devastator more times, you have a lower chance of finding enough meaningful targets to destroy. Finally, Pest Infestation is in a color flush with ramp; far fewer white decks can reach 6 mana.

Prediction

Devastator is an experiment with low success chance. Secure is just bad enough, especially now with Grand Crescendo, that the cost of testing Devastator is low. In the worst case, the Devastator will be a good sideboard card for the time being and serve as a security valve against the proliferation of artifacts in the last few sets and incoming Phyrexia sets.

Blue

Search for Azcanta; +Looter il-Kor

A better discard outlet. Did you miss shadow?

Why cut Search?

We want to increase the number of discard outlets for reanimator. Search is only really a discard outlet if you get extremely lucky. It is an easy swap, as Search is worse than Looter in retrospect.

What I like about Looter

Looter improves your hand and fills your graveyard while consistently damaging your opponent. Looter is a strong carrier of swords and other equipment, being virtually unblockable (the only way to block it in this cube is by cloning it). Looter has gotten a boost recently with the proliferation of monarch cards. It is also good at making the final point of damage to planeswalkers, therefore limiting your opponent’s lines of play with them.

What I dislike about Looter

Looter has zero defensive value and zero impact the turn it is played. In addition, spell-based card selection is usually cheaper and immediate, so control decks are not hot about playing it. All of that is also for Search of Azcanta, however.

Prediction

Reanimator decks will love Looter as they did before. Blue tempo decks with equipment will also gladly play it, as well as the generic blue deck that didn’t get enough cheap playable. Yes, Suspicious Stowaway is strictly better, but we currently need both. Search for Azcanta is gone for good.

Thing in the Ice; +Ledger Shredder

The constructed all-star is coming

Why cut Thing?

Transforming Thing is mighty hard. Many of the blue decks that play it have no realistic chance of ever doing that. TITI has been an underperformer for a long while.

What I like about Shredder

Shredder has a better body. It can attack in the air to nibble at planeswalkers, get back the crown or carry equipment. However, it is also arguably a better blocker, as it can keep thopter and faerie tokens at bay or a pair of 2/1s on the ground.

Shredder has less toughness initially, but it can grow with the connive trigger. We know from the werewolves how often double spelling from any player happens organically. Shredder disincentivizes your opponent from playing multiple spells a turn, especially aggro decks. You can build around it yourself by playing card draw and mana rocks. A typical pattern is to play Shredder on turn three and immediately follow with a one-mana cantrip.

Shredder will excel at the same decks that play Monastery Mentor, Clarion Spirit, Young Pyromancer, Third Path Iconoclast, Saheeli, Sublime Artificer, and the like. However, it can also be half a discard outlet for reanimator decks. Shredder is, of course, just a generically rounded card, where the body is suitable as a blocker against aggro, and the repeated connive is good against control. I see both control and tempo decks playing it.

Shredder has very high recommendations from other cubes and is a constructed powerhouse.

What I dislike about Shredder

If you do not connive, the card is very unimpressive. It is also a bad topdeck. Additionally, the cube has a higher curve than most constructed formats, so we should expect Shredder to be worse.

Prediction

Shredder is in a different league than JVP, but it could be the new king of the blue two-drop roadblocks.

Thassa’s Intervention; +Spell Pierce

A better counter spell

Why cut Intervention?

Intervention sucks. It costs like a Cancel at the minimum and is a weak counter at that cost. In addition, intervention is ideally cast for 4+ mana, which is not easy to hold up.

What I like about Spell Pierce

It is as cheap as a counter can get. The number of noncreatures has increased a lot, and now even aggro decks play more vehicles and equipment that are also creatures. Unlike Force Spike, there is no easy way to play around Spell Pierce.

What I dislike about Spell Pierce

It is not an effective counter in the late game. Obviously, not hitting creatures is a substantial limitation.

Prediction

It is worth revisiting Spell Pierce as the curve gets tighter. It has a chance to be a fantastic counterspell, but this swap is more about not tolerating seeing Intervention in packs anymore without willing to go lower on counterspells.

Svyelun of Sea and Sky; +Aether Channeler

The best Man-O-War to date

Why cut Svyelun?

Svyelun has a large body, and it draws cards. However, most blue decks are control decks and are not interested in playing a 3 drop and repeatedly attacking with it. The double blue cost makes it unsplashable and challenging to lay down and protect with a counterspell (as it requires three blue sources). Aggressive decks will want a higher damage output out of their three drops.

What I like about Channeler

Channeler has three modes, and each is useful. The Disperse mode already puts it above cards like Barrin. It is a giant tempo swing, especially against aggro, where Channeler can likely trade with a creature. Bounce is a strong effect that is underrepresented in the cube, so more of it is welcome. Bounce is a good answer to cheated or reanimated fatties, as most of the time, they will not be able to recast the creature. It is also a way to kill tokens, including clues and food.

Channeler can return to your hand another creature with an enters the battlefield trigger and cast it a second time, like Shriekmaw, or to wear off Swift Reconfiguration. It can even return to your hand a planeswalker for a double activation in the same turn. Slow, but lots of value.

One of the drawbacks cards like Barrin and Man-O-War had was they were feeble proactively. Channeler doesn’t have that problem as it has two other modes. Creating a bird is always a reliable way to block two creatures. The bird is good at picking up equipment or stealing back the crown if your opponent is the monarch. Channeler works very well with Opposition, and as a creature that creates a token on ETB, it loops with Recurring Nightmare.

The third option of drawing a card is an always-solid card advantage. At its worst, Channeler is no worse than a Phyrexian Rager. Channeler is also a good target for flicker effects because of its high floor and versatility.

What I dislike about Channeler

The card’s primary mode is still the bounce, as it has the most significant effect on the board. Bounce is a situational effect as so many creatures have ETB effects, and you don’t want your opponents to have a free second trigger. Also, it has been a while since Man-O-War was in the cube, and Barrin was a flop. It needs to be a league above these two to have a chance at staying in the cube.

Prediction

The two other modes remove the conditionality of the bounce effect. As the floor is so high, players will rarely find Channeler disappointing.

Inkwell Leviathan; +Lord of Change

A removal resistant finisher with card advantage. Praise the lord

Why cut Leviathan?

Leviathan was never great, really. Even though it was in the cube since its inception well over a decade ago, it was a placeholder. The only real reason to play it was for Tinker target density, and with so many good artifacts being added in this update, this role no longer needs to be filled in blue.

Why is Leviathan subpar? Leviathan has an unrealistically high mana cost – it is there to be cheated. Second, it is weak with Sneak Attack, which is not necessarily a deal breaker. Third, Leviathan has that all-annoying shroud plus very often unblockability. The problem is that it is still a 3-turn clock. Many decks these days can race it fairly easily, so it is not uncommon to see Leviathan being left back as a blocker. This leads us to the next significant disadvantage – Leviathan is not a great stabilizer. It only blocks one creature on the ground. We can do better, especially as the card is not very fun.

What I like about Lord

Lord is a control finisher – big, evasive, hard to kill, and provides card advantage. It works well with reanimation and even Sneak Attack, with the floor being a four-for-one. Obviously, it is an immense target for blink.

What I dislike about Lord

While ward 3 makes spot removal against Lord expensive, it still dies to many removals. Furthermore, it is not the best defensively, as the card draw does not affect the board.

Prediction

I expect Lord to be at least decent. The question is how it stacks up to other control finishers or cheat targets – the Lord might not be needed.

Arcane Savant; +Teferi, Temporal Pilgrim

A planeswalker that creates snowballing threats

Why cut Savant?

Savant’s power difference is wild. When it names Upheaval, it is a downright unfun card. It is a repeating reset button that may not even be that strong in a given deck but drags games forever. Any expensive enough spell is an offender with Savant, like Emeria’s Call. Savant creates a cap as spells that cost above five mana will still cost only five and come with a 3/3 body on top.

The other pole is when you have nothing to cast. It happened to me before that I had literally nothing to name with Savant, considering that it doesn’t work with counterspells. A scenario that is actually quite common is that you have spells to name with Savant, but they are just not worth the mana cost. One mana cantrips, Thoughtseize variants, and Play with Fire are examples.

The average case scenario would be a removal of some form. The low end would be something like Abrade, with the high end being Vindicate. This is a sweet spot where Savant is not exactly powerful but fills a role as blue removal. Unfortunately, that average case scenario is not worth the two polar performances and other restrictions it imposes on the cube.

What I like about Teferi

Teferi’s power lies in the spirits it creates, which are Lorescale Coatls. Not only do they defend Teferi, but they also grow stronger every turn and apply pressure while defending you. Note that Teferi’s loyalty grows in your draw step, so it can create two spirits back to back without dying.

While Teferi is not hard to answer, as it will be left with only two loyalty after generating a spirit, the spirits are a threat in their own right. All you need to do is wait; they will get big enough to win the game. Obviously, if Teferi survives, his first ability pumps all its spirits.

Teferi and its tokens benefit significantly from other card draw spells you may play. It is not hard to grow the tokens by 2-3 counters per turn cycle, as well as Teferi’s loyalty. A single looter lets Teferi make a token every turn. Then there’s Brainstorm or Sylvan Library

What I dislike about Teferi

The initial impact is low – a 2/2 token and a planeswalker with only 2 loyalty. Teferi is a slow card that generates value and protection over time, and a five drop is a bit late for that.

Teferi’s ultimate is too expensive to be relevant without drawing an unrealistic amount of cards.

Prediction

I am intrigued by how Teferi will perform and don’t know how to judge it compared to Iymrith or Tezzeret, Artifice Master.

Cavalier of Gales; +Murktide Regent

A two mana dragon

Why cut Cavalier?

Cavalier has a difficult mana cost and is similar to cards like Iymrith. Cavalier gets shuffled back to your library upon death, so it gives control decks a reliable way to win the game. However, it is weak to exile removal and not great at either offense or defense. The emergence of control decks with no ways to close the game was not spotted recently, so I think we can slowly remove some of those “redraw” threats (Kefnet is also on the radar).

What I like about Regent

Regent is a huge flier and often costs only two mana in the late game. Blue is the best color for filling the graveyard. Regent can get more triggers later in the game with cards like Snapcaster Mage, but this is not really something you need to build around. Regent has seen heavy constructed play and was voted one of the most beloved MH2 cards for cubes.

What I dislike about Regent

It costs double blue mana. Playing it for cheap and protecting it with another counter in the late game will be blue-heavy. Regent requires instants and sorceries – it will not be all that in an artifact or planeswalker deck. Finally, there is some cannibalism with other cards that use the graveyard, such as Dig Through Time.

Prediction

There are only a few delve cards left in the cube. Regent reads bad, but the overwhelming feedback is hard to ignore.

Imprisoned in the Moon; +Evasive Action

Another cheap counter

Why cut Imprisoned in the Moon?

Three mana for a spot removal is not cheap, and Imprisoned is limited in what it can hit and gives them a land. So why is Song of the Dryads so much better? Besides killing artifacts and enchantments, green is much more desperate for interaction than blue. Blue has counters, bounce, and Control Magic effects. Blue can dig for its answers, or win through milling. Green has non of that.

What I like about Action

Quench is a pretty good card in the cube. We don’t play Quench but Make Disappear is not too far off. Evasive Action can be quite reliably a Quench on turn two by playing a dual or simply two basics. In a 3+ colored deck, Action will eventually be a Mana Leak. A single Triome makes it a great card!

What I dislike about Action

Its inconsistency. A lot of the dual lands do not have basic land types. For example, action can be a two-mana Force Spike often. In a two-colored deck, Quench is also its ceiling.

Prediction

A Censor is not even a terrible card at two mana. Action will see heavy play as blue decks thirst for cheap interaction. I even see decks playing off-color duals with basic land types to power Action up.

Streets of New Capenna and Kamigawa: Neon Dynasty update

Both sets have been relatively strong for cube. The most significant changes are in the lands department, with a new fixing cycle and almost an entire utility cycle added. With all the reconfigure cards, equipment will be much more common. More artifacts and enchantments will be running around after Kamigawa, but more answers to them were added. A lot more removals at white are now instant or have Flash. Reanimator got more relevant fatties.

Fixing Lands

+cycle of wedge triomes (Ziatora’s Proving Ground, Xander’s Lounge, Spara’s Headquarters, Raffine’s Tower, Jetmir’s Garden);

-10 fixing lands: Irrigated Farmland, Fetid Pools, Canyon Slough, Sheltered Thicket, Scattered Groves, Isolated Chapel, Wandering Fumarole, Hissing Quagmire, Needle Spires, Hinterland Harbor

This time around, we will start with the lands. A card was cut from each color when the half-cycle of Triomes was introduced to the cube in Ikoria. Now, the entire cycle is complete, and a land of each guild is cut to make room for the new Triomes and one card per color. These changes restore the cube to its state before Ikoria. You will see a card added without any cuts at the end of each color’s section. It was added over a guild land.

Why cut a land per guild?

Having nine 10-card land cycles is too much. Also, there are diminishing returns for lands that enter the battlefield tapped.

Why cut those specific lands?

The cycling lands have the same tradeoffs as the Triomes. The cheaper cycling doesn’t offset being so much narrower. There are now plenty of fetchable lands, so we don’t need more duals with basic land types, and certainly not more duals that enter the battlefield tapped.

Chapel and Harbor rely on basic land types. Triomes improve them, but the Kamigawa channel lands weaken them, as do all the MDFC lands from Zendikar.

Fumarole, Quagmire, and Spires are weaker than the AFR manlands. Entering tapped is a severe drawback for aggro decks, and Spires is in the most aggressive guild. Quagmire and Fumarole are weak offensively and are not finishers. Fewer lands that enter the battlefield tapped improves the cube.

What I like about Triomes

Guild-specific lands are among the narrowest cards in the cube. In basically every draft, some guild lands will be present in the last picks because a deck using those colors didn’t form in that particular draft. Triomes are virtually always valuable for someone. Of course, they can be fetched with 9 out the 10 fetches and have other basic land type synergies like Rofellos.

ETB tapped is less of a drawback on fetchable lands, as you have more control over when can you stomach the tempo loss. Cycling is a nice bonus, although usually relevant only in the late game. I like the tension they present – late game, you might not want to take a Triome with a fetchland because topdecking a cycling land is far better than topdecking a basic.

What I dislike about Triomes

They enter the battlefield tapped. Triomes are not exciting in a deck that only uses two of their colors and has no fetches.

Prediction

Triomes are here to stay.

White

Maul of the Skyclaves; +Lion Sash

A white build-your-own Scavenging Ooze

Why cut Maul?

If the creature is answered, the equip cost is prohibitive. The equipped creature is killed often enough that you really need the option of re equipping Maul, making it unsplashable. Like all equipment, Maul requires attacking creatures to perform. In this update, several cards that function both as equipment and as a creature were added, including all reconfigure cards and Citizen’s Crowbar, reducing the need for Maul.

What I like about Sash

Sash is very similar to Scavenging Ooze. However, it has several critical advantages over it. Sash grows from every permanent, not just creatures. As a result, Sash is much better against control decks, where it can exile fetchlands and other discarded cards.

Sash can also be reconfigured to other creatures and pump evasive or life-linking dorks. When Sash is reconfigured, it serves as mass removal protection; if your opponent wipes the board, you will be left with a sash with plenty of fodder to eat and a clear path to attack through.

Sash is quite resistant to creature removals in the mid-game and later. If you have already reconfigured Sash, your opponent needs to use two creature removals to prevent you from reconfiguring the Sash to another creature.

Sash can be fetched by Stoneforge Mystic and Enlightened tutor.

What I dislike about Sash

Unlike Ooze, Sash starts with a smaller body that dies to Disenchant effects. It is a much worse tempo play. Compounding this issue is the lack of life gain, which is big against aggro decks. Ooze was cut from the cube, and Sash may suffer from the same issues. It is weak early, requires a lot of colored mana investment to grow, relies on cards in graveyards to do anything, and disproportionately hoses reanimator decks.

Prediction

One of white’s problems is reach – if its creatures get outclassed, it cannot do much to finish the game. Sash makes every other creature a threat while being a threat on its own and providing mass removal protection. Against aggro decks, the card is worse, but it is still likely good enough. Reanimator decks will suffer against Sash, but it is still answerable with spot removals. I predict both aggro and midrange decks will play Sash.

Basri’s Lieutenant; +The Wandering Emperor

An instant speed planeswalker

Why cut Lieutenant?

White’s four drops are tough to compete with. Lieutenant is one of the worst ones and was clearly a placeholder from the moment he got into the list. Lieutenant has no evasion, is slow, and weak to exile removals.

What I like about Emperor

We never had a planeswalker with flash before. Control decks can happily keep up counter mana, then flash in an emperor at the end of turn. Emperor can exile an attacker, gain you life, and leave a planeswalker behind. After that, it can generate a vigilant token every other turn.

Alternatively, Emperor can be a combat trick. Declare blockers, play Emperor to pump, and give first strike to your blocker. Now your blocker survives, and you have a four loyalty planeswalker on board. Don’t have a blocker to pump? Emperor can create you one. Eating an attacking 1/1 with a samurai will be a massive swing.

What I dislike about Emperor

It is hard to extract her full potential. Control decks have few creatures to pump. Midrange decks have less use for the flash. Her last ability is almost useless in aggro decks, and she has less immediate impact than most four drops.

Speaking of her peers, Elspeth, Knight Errant and Gideon, Ally of Zendikar generate a token every turn. Emperor cannot, and her tokens are smaller than Serra’s.

Prediction

She is a versatile planeswalker. I believe she will be one of the few cubeable combat tricks and be embraced by control decks and midrange decks.

Cast Out; +March of Otherworldly Light

A cheaper removal

Why cut Cast Out?

While flash is a good bonus, costing four mana is a lot for an Oblivion Ring. Cycling is a backup mode since you rarely want to throw away versatile answers.

What I like about March

March is another instant speed removal that can target creatures, artifacts, or enchantments. Unlike Cast out, it is castable before you have four mana to answer a Goblin Guide or Dark Confidant. However, it shines brightest against fast mana – it exiles a mox for one mana and a Sol Ring for two! March is inefficient against expensive permanents, but exiling white cards is a bit of a workaround for that.

What I dislike about March

It cannot hit planeswalkers, which reduces the target range significantly. Also, March always costs more than the permanent it exiles, making it hard to gain tempo with it. Unless you exile white cards – but that is likely the last resort, not something you will do if you can at all avoid it. White has no ways to recoup the card disadvantage. Finally, March cannot exile reanimated or cheated creatures with a high mana value.

Prediction

On average, March will still be a better tempo play than Cast Out, with the average mana value in the cube being a bit less than three. Answering fast mana in time is more impactful than answering cheated fatties. March is an improvement, and its exile ability will make for some difficult decisions.

Imposing Sovereign; +Citizen’s Crowbar

An Ancestral Blade that Disenchants

Why cut Sovereign?

While the static ability is great against most decks, the body is fragile in combat. Sovereign often cannot attack or block profitably. As an aggressive card, it is a bit conflicted, as you want to cast it early for the ability to matter, yet your other two drops probably deal more damage, more consistently.

What I like about Crowbar

We have been pleased with Ancestral Blade. It is a body you do not care to trade away. It pumps your evasive creature or makes your low drops large enough to attack through a blocker. In the late game, it plays both offense and defense. Stoneforge Mystic can fetch it. On top of it all, Crowbar can Disenchant. In the late game, you can Disenchant at the same turn you play the Crowbar.

What I dislike about Crowbar

It is twice as expensive to move the equipment around as Ancestral Blade. Disenchanting at the same turn you play crowbar costs 3WW, more than twice the going rate. Crowbar requires the creature to tap, so if you have a single creature out, a spot removal will deny your Disenchant, and a top-decked creature will not be able to use that ability either.

Prediction

Between Crowbar, Ancestral Blade, and Barbed Spike, it is unclear which is the best. We probably do not want all three as they have diminishing returns. I predict Crowbar is the best, followed by Ancestral Blade. We might even like all three enough to keep them.

Archon of Coronation; +Sanctuary Warden

The perfect control finisher?

Why cut Archon?

Control has problems maintaining the crown. Archon is weak to removals and leaves a crown behind that can be easily stolen.

What I like about Warden

It is a larger flier with removal protection that generates blockers and draws cards. Next turn, it can remove even more counters for more cards and blockers. It can do so perpetually with planeswalkers that give it a consistent stream of counters to remove. Warden even plays nicely with your own board wipes.

What I dislike about Warden

Warden is weak to exile removals and bounce. Such instant removals can deny the card draw. If you block with Warden, it will lose its shield counter. Also, you must attack to draw cards with the angel, leaving you without a sizable blocker.

Prediction

Warden will be a nightmare for many decks to deal with. As it can immediately block two creatures, one of them in the air, I expect it to even be a decent reanimation target.

Banishing Light; +Touch the Spirit Realm

A removal that can protect from other removals

Why cut Banishing Light?

We don’t want all four of Borrowed Time, Banishing Light, Oblivion Ring, and Touch the Spirit Realm. They are all expensive sorcery-speed removals that share the weakness of leaving an enchantment behind. Oblivion Ring has a slightly favorable rules text (if you remove Ring in response to its first trigger, the permanent will stay forever in exile).

What I like about Touch

Touch almost functions as an Oblivion Ring but has the added channel ability. It can be used to protect a creature from opposing removal spells or get a new enters the battlefield trigger. It removes a blocker temporarily in an instant speed, uncounterable way.

What I dislike about Touch

Touch has a reduced range of targets, as it cannot hit enchantments or planeswalkers. In practice, it will be challenging to discard a catch-all removal spell for an ETB trigger, barring maybe extreme cases.

Prediction

More interesting doesn’t necessarily mean better. From my experience in Kamigawa drafts, having your removal be relevant when there is nothing to remove feels very good. I’d say there is a 50% chance that we will revert this change. The more other cheaper broad removals are printed like March of the Otherworldly Light, the greater is Touch’s chance of staying.

Starnheim Unleashed; +Eiganjo, Seat of the Empire

A land and a removal in a single card

Why cut Starnheim?

Starnheim is both expensive and slow. It is not as good of a topdeck as it would seem, as you need to wait a turn. Taking turn two off rarely happened. It is also far narrower than it appears, as aggro decks don’t touch it, and it is not exciting in midrange either. Only ramp and control love it since they can generate large amounts of mana. Even there, better options exist. It had abysmal main-deck percentages.

What I like about Eiganjo

It is a strictly better Plains. An uncounterable instant speed ability to remove a creature is just gas on an otherwise playable card.

What I dislike about Eiganjo

The removal is overcosted, considering it can only kill a creature that engages in combat and only does four damage. The deck that is most likely to get the cost reduction is aggro, but aggressive decks want to remove creatures before they block and are least likely to hold up mana.

Prediction

Eiganjo will be a much better control card than an aggro one. It is the sort of card that wheels but sees 100% maindeck play. It will be easily worth its slot if it is channeled ~25% of the time. If it is closer to 10%, then probably not.

Doomskar; +Depopulate

Is it a better Shatter the Sky?

Why cut Doomskar?

After cutting Starnheim Unleashed, Doomskar would be the only Foretell card. It is better to purge the mechanic completely. Also, it costs more overall mana than Depopulate for the same effect.

What I like about Depopulate

It is like Shatter the Sky – a mass removal for 2WW that sometimes draws your opponent a card. Controlling a multicolored creature is far less common than having a high-powered creature, so Depopulate is closer to Day of Judgment.

What I dislike about Depopulate

It is harder to break the symmetry in your favor and draw a card with Depopulate than with Shatter. Shatter combos with Gideons.

Prediction

I think it will overall be better than Shatter the Sky. The next weakest white board wipe might actually be Settle the Wreckage.

Remorseful Cleric; +Giada, Font of Hope

A better body over a conditional ability

Why cut Cleric?

Removing a graveyard was seldom a useful ability. It is barely better than a Stormfront Pegasus.

What I like about Giada

A 2/2 flying vigilance body is quite good for the mana cost. It kills thopter tokens, doesn’t die to pings, and can attack while preventing your opponent’s Goblin Rabblemaster from attacking you. Ramping out angels will not often matter, as there are only four in this cube (Restoration Angel, Sublime Archangel, Archangel Avacyn, Angel of the Ruins). However, the ramp is free as Giada has vigilance. White has no other ramp effect, and it is definitely powerful when it matters. Giada is a lovely creature to buff, and white has plenty of ways to do that. Giada can be protected with Karakas.

What I dislike about Giada

Two toughness is not that much; most one drops trade with Giada. Therefore, vigilance is not that exciting on Giada. At the end of the day, she is also just a slightly better Stormfront Pegasus.

Prediction

Giada will not be amazing, and is still likely one of the worst white two drops.

Finale of Glory; +Grand Crescendo

Versatility is key

Why cut Finale?

Lack of play. Finale is too inefficient and unsplashable.

What I like about Crescendo

It is instant, so Azorius decks like it a lot more. Playing for 3WW generates three chump blockers that will survive until your next turn, being either a combat trick or quite an effective staller as they can block twice.

Even casting Crescendo for WW seems good. It protects your team from mass removals, can save a single creature from a spot removal, or serve as a combat trick that winds trades. On the other end of the spectrum, Crescendo is a mana sink.

What I dislike about Crescendo

Purely as a token maker, it is significantly worse than Secure the Wastes. It creates a token less and requires more white mana.

Prediction

I think that the protection will be the more useful part of the cards, and the 1/1s are just an added bonus in most decks. I think the card is versatile, although weak. I’m curious to see how it holds up.

+Swift Reconfiguration

A strong removal and a combo card

What I like about Reconfiguration

Crew 5 is so ridiculously hard that it is very close to a one-mana instant speed Pacifism. Reconfiguration is as cheap as removals can get, and at instant speed, it is incredibly efficient. Unlike other Pacifism effects, the enchanted creature cannot be tapped with Opposition or sacrificed by Recurring Nightmare.

Reconfiguration is a lot more than that, though. You can use it to save your own creatures with noncombat abilities from removal. Your opponent Lightning Bolts your Rofellos? A Swift Reconfiguration will protect it! Reconfiguration is an infinite mana combo with Devoted Druid.

Reconfiguration is weird with planeswalkers. They retain their abilities, but combat damage now does not remove their loyalty. They also don’t die from having zero loyalty.

What I dislike about Reconfiguration

It doesn’t remove abilities. You certainly prefer another removal to deal with that Goblin Rabblemaster. While the enchanted creature cannot be sacrificed to Rankle, as an artifact, it can generate mana with Urza or be sacrificed to Tinker.

While crew 5 is unattainable for many decks and is not worth it for most creatures, there are exceptions. A reconfigured Ulamog can attack you potentially next turn if your opponent draws their five drop. The same sudden attack will also happen when Reconfiguration is destroyed.

Prediction

On average, Reconfiguration will be an efficient removal and an interesting, unique protection spell more often than it will suck.

Blue

Subtlety; +Otawara, Soaring City

An uncountrable bounce

Why cut Subtlety?

Blue tempo is not that popular in this cube. Subtlety does not counter most card types. People are very unexcited about the card, so much so that we cut it with relatively little testing.

What I like about Otawara

An instant speed, uncounterable bounce is not worth a card, but when attached to a land offers so many options. It removes a blocker for a turn, kills a token, or foils an equip. It is an extra good fit in blue decks that like to keep mana open anyway. When push comes to shovel, you have a perfectly good Island in your hand (quote this sentence out of context and make my day).

What I dislike about Otawara

Blue is the least likely color to have legendary permanents out to enjoy the cost reduction. There is also no denying the bounce is expensive.

Prediction

Since it is so convenient and how often a bounce is a blowout, I predict Otawara will be one of the most channeled lands.

Vedalken Shackles; +Spellseeker

Did Spellspeaker find just what she seeked for to become a cube staple?

Why cut Shackles?

Two trends make Shackles weaker than before. One, with the MDFCs, AFR manlands, and now the Kamigawa channel lands, there are many more lands around without basic land types. Two, creatures have more power than ever before. You need at least three islands before Shackles can steal even two drops. I remember many cube games where having three islands out of seven lands was problematic for the opponent. These days are long gone. Shackles requires an almost mono-blue deck – it is narrow and limits your land base options.

What I like about Spellseeker

We have played and cut Spellseeker. It is not common for a card to make a successful comeback to the cube. However, recent printings made Spellseeker significantly broader.

Let’s start with Spellseeker’s previous performance. Spellseeker is fantastic with the cream of the crop of instants and sorceries – Ancestral Recall, Time Walk, Mana Drain, Channel, Mind Twist, etc. In decks with those cards, it saw consistent play. It is also appealing when seeking a build-around card, such as Reanimate or Balance. It’s “fair” use case of finding a counterspell or removal like Swords to Plowshares served as a fallback, and you never included Spellseeker in your deck without the potential to do something better.

What new cards printed make Spellseeker better?

1. MDFCs – Jwari Disruption and, to a lesser extent, Spikefield Hazard allow Spellseeker to fetch a land. Mana screw is a common occurrence, and we see that in practice, even cards like Demonic Tutor look for a land ~40% of the time.

2. Reanimation – previously, Spellseeker could find Reanimate, Life//Death, and Entomb. Now, it can also find Persist and Unmarked Grave. A reanimator deck really likes tutors for its combo pieces, and Spellseeker can be sacrificed for Recurring Nightmare or crew Smuggler’s Copter to fulfill various other roles in these decks.

3. Board Wipes – Spellseeker can now seek Damn, an on-curve board wipe in Azorius decks. Winds of Abandon is another, more expensive mass removal.

4. Broader removal options – Spellseeker can find a planeswalker removal in Bloodchief’s Thirst or Fateful Absence. Artifact or Enchantment removals now don’t have to be the sideboard-only Disenchant; they can be Prismatic Ending or Rip Apart.

What I dislike about Spellseeker

It is still a 1/1 for three mana. You are giving a lot of tempo away, so the card you are looking for is better be worth it. You still need at least a few cheap things to find to play it, so it will not see play in every deck – for example, artifact decks don’t care for it much. Finally, it makes strong decks with power even stronger while not improving weak and unfocused decks.

Prediction

I hope Spellseeker will see plenty of play to justify its slot as it helps enable more niche decks.

Neutralize; +Malevolent Hermit

Glen-Elendra lite

Why cut Neutralize?

Both modes of the card are subpar. You rarely want to cycle a catch-all counter if you can cast it, so you almost always end up keeping up three mana turn after turn, even if it can be cycled. Better than a Cancel, but not by much.

What I like about Hermit

Glen Elendra is a high pick, and Hermit is similar. It hoses noncreature spells hard and even provides value from the graveyard, with an ability that can break control mirrors. When you are on the defense against an aggro deck, Hermit can trade on turn two and provide another blocker on turn three. Hermit is always a nice option to mill or discard to a looter if you don’t want to threaten a Negate or want the flier more.

What I dislike about Hermit

Unlike Glen, the body sucks. Benevolent Geist is basically a Wind Drake against all but a single opponent at the table. Late game, it doesn’t counter anything.

Prediction

Glen Elendra is fantastic, and Hermit should be great in the same matchups. It doesn’t generate card advantage as easily, but it can start countering stuff earlier and block sooner. I don’t expect it to be a bomb, but it should see a decent amount of play. A great sideboard card too.

Power Sink; +Make Disappear

A quench with upside

Why cut Power Sink?

Power Sink is the weakest of the XU counters by a fair margin. It is primarily there to counter a spell on turn two. It is pretty bad on the draw. It was basically a filler until a better counter came along.

What I like about Make Disappear

A Quench with upside is a good recipe for a cube card. At a 720 cube, we have a large appetite for early game counterspells. Make Disappear has casualty that requires a hefty four mana tax. When copied, it creates two tokens with Sedgemoor Witch. A doubled Make Disappear wins the counter war as it must be countered twice. Make Disappear can counter both copies of Ob Nixilis, the Adversary (hey, that’s barely a spoiler). It even acts as a sacrifice outlet.

What I dislike about Make Disappear

Most blue decks that will play this will have few creatures and even fewer disposable ones. Decks that want sacrifice outlets seldom play blue. It will mostly be a Quench unless you are desperate.

Prediction

If Power Sink saw heavy play, Make Disppear will have no trouble impressing.

Curse of Unbinding; +All-Seeing Arbiter

A titan-quality creature

Why cut Curse?

Curse is slow in practice to finish the game. All-Seeing Arbiter can perform the same role as a control finisher but also serves as a reanimation/cheat target.

What I like about Arbiter

Like a Titan, it has a trigger that generates card advantages upon entering the battlefield or attacking. Unlike titans, Arbiter has flying and weakens an opposing creature, allowing it to simultaneously play both offense and defense. Arbiter digs two cards deep every turn, fills the graveyard, and generates value even if immediately answered.

What I dislike about Arbiter

It has no form of removal protection – it is not a reliable finisher. An instant speed removal can deny the shrink, leading to a massive tempo swing. Arbiter is also not a great blocker due to its low toughness. Drawing two cards a turn is mandatory, so you will be unable to attack with it in some games because it will deck you.

Prediction

Blue doesn’t have a titan – it has Consecrated Sphinx. And while Arbiter is not Sphinx, it is not too far behind either. A massive upgrade.

Fae of Wishes; +Sinister Concierge

A super-deathtouch blocker that just keeps coming back

Why cut Fae?

It was only ever used for its body. People usually preferred to put their best cards maindeck. Granted is expensive. Fae is a good blocker, but that’s only relevant in some matchups. I believe Concierge will be an even better blocker.

What I like about Concierge

Concierge has super deathtouch. If your opponent blocks it or lets it chump block them, you will remove their best creature on board for three turns. That’s right, even if Concierge didn’t block it, Concierge can trade with a lesser attacker and take a little walk with their giant flying dragon. Concierge can even time hop with creatures that didn’t engage in combat! Have a mass removal in hand? Suspend your other creature just to wipe the board next turn.

If your opponent tries to kill Concierge with removal, it will just come back later. When your opponent has no creatures out to suspend, Concierge can suspend one of your own creatures to reuse an ETB trigger (think of Blade Splicer).

If you have a sacrifice outlet, you can exile at instant speed and never give your opponent a chance to attack with their bomb when it comes back. Concierge is also a free sacrifice fodder every three turns.

What I dislike about Concierge

Three turns will often be neither here nor there. Three turns is a long time, and an aggressive player might not mind too much if Concierge comes back in three turns since you should be dead by then. Conversely, in a control mirror, answering a threat just for three turns is not a hard removal, and if their bomb has trample, it merely slows down the clock.

Obviously, it is weak to exile removal. Fliers can fly over Concierge, unlike Fae. Many cube creatures have potent ETB triggers and giving your opponent an extra one is not appealing.

Prediction

You are thrilled if an opponent spends an exile removal on your two-drop. Slowing down the clock is often all you want as a control player. This card is broad enough in its application and interesting enough that it should be beneficial to the cube.

Jace, Mirror Mage; +Narset, Parter of Veils

Narset makes a comeback

Why cut Jace?

Jace has proven to be too weak and low tempo. Getting two Jaces in one card is excellent, but a draw-only spell is not exciting at five mana.

What I like about Narset

Narset has two abilities. The static ability shuts down many of the cube’s strongest cards, like Skullclamp, Sylvan Library, and all cantrips. She works well with Arcane Denial and Remand in blue. She makes an opposing Dack Fayden unable to grow loyalty or makes your Dack crazy. In our experience, it is easy to forget about her static ability, as most players are not used to looking at the non-loyalty abilities of Planeswalkers.

Her loyalty ability can fetch a board wipe, mana rock, or a counterspell in every control deck. However, it can also dig for build-around cards, as most are non creatures, be they reanimation spells, cheat cards, Balance, or Upheaval. Narset works in artifact and planeswalker decks.

What I dislike about Narset

Let’s start with the elephant in the room – she is not a fun card. I think this time around, it is a bit different. Creatures have been power crept, and non-creature-based decks need a boost. There are many more answers to planeswalkers, especially in black and white. Narset is also an excellent counter to Monarch, a mechanic control decks often struggle with.

Narset needs a high concentration of noncreature cards in the deck; else, the chance to whiff is too high. Probably ~10 is the minimum. Even with 15 hits in a deck, the chance to miss on activation is not so small.

Narset doesn’t affect the board, so aggro decks can pretty much ignore her completely.

Prediction

There are some blue decks in every draft that are not based on creatures. Even if the deck doesn’t fit Narset well, she is still a helpful sideboard card in the control mirror. I want to boost the build-around decks and noncreature decks in general, and I think she will not be oppressive anymore.

+Hullbreacher

The flash creature Narset

What I like about Hullbreacher

Hullbreacher has a similar ability to Narset. It hates on your opponent’s draw spells and combos with your Remand/Arcane Denial/Dack Fayden etc. Unlike Narset, Hullbreacher has flash, which fits better into blue control decks. Also, your opponent doesn’t see the replacement effect coming, so Hullbreacher will often actually waste their draw. Oh, and you get a treasure in return!

Hullbreacher can still be a surprise blocker that trades with something when you are behind on board.

What I dislike about Hullbreacher

A 3/2 flash is not the worst fallback, but it is not up to cube standards. It might be too hard to deny draws with it. Also, like Narset, the card might not be enjoyable.

Prediction

I think the card redeems itself after a single denied draw. In this case, it can be considered a 3/2 Phyrexian Rager without life loss for two mana (since you get a treasure). It was tested to great results in other cubes. It will be more fun than Narset since you have those gotcha moments when it enters, and it is easily answered, so it will create fewer non-games.

Black

Drana, Liberator of Malakir; +Blade of the Oni

An aggressive two drop that gives your other aggro low drops legs

Why cut Drana?

Drana has several weaknesses. One, she is slow and fails the removal test. Two, the double black cost is difficult, especially in aggro decks. Three, she is an aggro-only card. Four, black is full of unsplashable cards.

What I like about Blade

It has a great aggressive body for a two-drop. Menace is very tough to handle this early in the game and basically ensures it trades with two blockers until the mid game. Unlike most black aggro two drops, it can block.

Then we get to the reconfigure. It makes every creature of yours into a sizable threat. Put it onto a token, and your opponent will have to waste an answer on it. Blade brakes board stall wide open if you have a creature to attach it to. Luckily, black has many recursive creatures, so having none will not be typical.

Reconfigure doesn’t remove the abilities of the creature. It pairs well with Murderous Rider, Nighthawk Scavenger, or Kitesail Freebooter. As a major upside, if an opponent plays a mass removal and the Oni is configured on something, it will fall off, not die. It is an excellent proactive move that also grants protection.

Blade can be tutored with Stoneforge Mystic and Enlightened Tutor.

What I dislike about Blade

The base body is as fragile as it can be. Not only does it have only one toughness, but it also dies to Disenchant effects.

The reconfigure cost is prohibitive. Removing the creature in response to the ability will be a massive tempo swing. It also isn’t as attractive on larger creatures. Paying four mana to give +2/+1 to Kalitas, Traitor of Ghet is very inefficient.

Because it doesn’t scale well with larger creatures and the aggressive nature of the main body, I’m not sure it will perform well in midrange decks.

Prediction

We support black aggro, and this is one of the best black two drops ever printed for that deck. Good early, good late, this is the entire package.

Agadeem’s Awakening; +Takenuma, Abandoned Mire

A slight upgrade

Why cut Awakening?

Awakening is much harder to use profitably than one might think. A deck needs a plethora of small creatures for Awakening to generate value. Low to the ground decks usually have a hard time getting to six mana (the point when Awakening break even on mana returns), and most of them are not so black heavy. The downside, however, is serious in aggro mirrors.

What I like about Takenuma

Late game, you can redraw your best creature. Takenuma is unique among Raise Dead effects as it can bring back a planeswalker, making it relevant for control decks. The self-mill is also a pertinent perk in many black decks that use the graveyard as a resource. Of course, all of it comes on top of a Swamp.

What I dislike about Takenuma

Four is a lot to play just for card quality, especially one as conditional. You don’t strictly need a target in your graveyard, as it self-mills, but you have a high chance to whiff if you risk it.

Prediction

Takenuma is still better than a Swamp, so it will see play. But seeing play isn’t enough, and if it is not channeled often, it will get cut. Lucky for Takenuma, Volrath’s Stronghold might get the axe first.

Play Tip

This is a luxury card. Don’t take it highly.

Diabolic Servitude; +Junji, the Midnight Sky

A dragon you don’t want to slay

Why cut Servitude?

It is expensive, dies to Disenchant, and exiles the creature. Plenty of solid reanimation spells have some of these drawbacks, but not all of them together.

What I like about Junji

It is tough to block it. If it dies, you get your choice of one of two potent triggers. Because it reanimates other creatures and has a decent body, it is decent in reanimator and Sneak Attack decks.

What I dislike about Junji

It is weak to exile removal and bounce. Junji wants to be played with other creatures, or his death trigger is far worse. But it is also too expensive for aggro decks, leaving it as a midrange or cheat deck only card. To top it off, Junji is not great at stabilizing the board.

Prediction

It is probably the second-best black five drop after Custodi Lich but before Death Tyrant. Unless Junji performs decently in cheat decks, I cannot say I am a fan.

Bloodghast; +Tenacious Underdog

It can block, it can draw cards, and it really isn’t an underdog

Why cut Bloodghast?

Narrowness. Bloodghast has a difficult casting cost for aggro decks, and since it cannot block, the only decks that want it are those that can abuse it.

What I like about Underdog

Unlike most black two drops, it can block! A 3/2 body for two mana is decent. Blitzing from the graveyard ensures a stream of cards when you run out of action. It is an excellent way to come back from a mass removal. The threat of hasty three damage on damage will prevent many planeswalkers from being cast.

Underdog can still be discarded, sacrificed, and milled for value. It can even be sacrificed every turn if you have the mana and life.

What I dislike about Underdog

Inefficiency. Paying four mana and two life for three damage and a card is expensive. The base body has no evasion or other relevant combat abilities. Of course, it is weak to exile removals. Underdog justifies its name in control decks as the blitz costs life and leaves no board presence behind. The main point against it is the competition. Black aggro has many ways to spend its mana in the late game, and self-recurring creatures are a dime a dozen.

Prediction

It can block and draw cards, which might be enough to make it appealing to midrange decks. At some point, the diminishing returns will be too small, and some black recursive dorks will be cut.

+Lethal Scheme

A flexible removal that loots

What I like about Scheme

It removes planeswalkers and creatures at instant speed. It is already as good as Hero’s Downfall when tapping one creature, but it can cost as little as zero mana. Also, you get connive triggers. Scheme sculpts your hand and fills your graveyard. Black is a color that loves playing off of its graveyard, whether for reanimation or just value from self-recurring creatures.

Connive can also buff your existing creatures. The best scenario for Scheme is when you block, maybe even with multiple creatures, then use Scheme, kill the most significant threat, buff all the blockers, and win in combat.

What I dislike about Scheme

Without creatures that you can tap, it’s just a Vraska’s Contempt. Control has few creatures, and aggro really wants to attack with them. Stoke the Flames underperformed, and it is somewhat similar to Scheme.

Prediction

Connive makes a considerable difference. Scheme is perhaps a bit narrow for a removal spell, but it is powerful. A loot tacked on a removal spell significantly improves reanimator decks and other graveyard synergies.

Red

Orcish Hellraiser; +Rabbit Battery

A Raging Goblin, Fervor, and Ancestral Blade rolled into one rabbit

Why cut Hellraiser?

The guaranteed damage is a good upside, but paying echo sucks. Hellraiser is an aggro-only card.

What I like about Battery

Battery gives everything haste. This puts huge pressure on your opponent, which must prepare for a large threat beating them next turn. Historically, cards that grant haste for mana have proven worse than just playing on curve. Rabbit alleviates this issue in two ways.

First, it’s a Raging Goblin. It’s much better than playing nothing on your first turn, and red loves its one drops. Second, it pumps the creature, like Ancestral Blade. Rabbit will let your creatures trade up. Additionally, it is a form of mass removal protection because if the battery is configured to a creature, the rabbit won’t die.

What I dislike about Rabbit

A lot of red creatures already come with haste. Granting haste is most impactful on midrange creatures, but midrange decks are less interested in a Raging Goblin. Aggro decks might still prefer a 2/1 one drop for greater damage output.

The red cost to equip is a real bummer. Casting a red creature and granting it haste costs double red mana, which might be hard to do in many scenarios, especially if you also want to cast burn spells to clear blockers.

Prediction

I hope the Rabbit does enough to be played in midrange decks. We had a good experience with Ancestral Blade, so I’m optimistic about Rabbit.

Stromkirk Noble; +Kumano Faces Kakkazan

A present noble becomes a past legend

Why cut Noble?

Noble is a very polar one drop. If you are on the play against a control deck, it will quickly grow to be a 4/4. If you are on the play against a deck with non-human blockers, it is worse than a 2/1. Also, it is the worst one drop to topdeck.

What I like about Kumano

Kumano is an aggro one drop and should be evaluated as such. Doing immediate damage, and to planeswalkers as well, makes it one of the better red one drop topdecks. If you have a creature to pump for the second chapter, then compared to a two power one drop, you are:

Turn 1: 1 damage ahead

Turn 2: 1 damage behind

Turn 3: Parity

Turn 4: 1 damage ahead

Turn 5: 2 damage ahead

Et cetera. Kumano can even perform better if your turn two play has haste.

What I dislike about Kumano

It’s quite bad if you have nothing to pump for his second chapter. It might be a better topdeck than Noble, but still quite terrible if you cannot follow it up with a creature next turn.

Prediction

I think the two cards are fairly close in power level, and I can see this change being reversed.

Flames of the Firebrand; +Twinshot Sniper

A red Shriekmaw?

Why cut Flames?

Flames is just inefficient. Burn for three mana was never exciting, and as creatures grow stronger, it removes less of them per casting on average.

What I like about Sniper

It’s so flexible. Doing two uncounterable damage for two mana at instant speed is not a bargain but still kills most cube creatures. The full price of Sniper nets you somewhat of a Flametounge Kavu – less damage, but it can shoot planeswalkers and players and be played to an empty board. Reach and more toughness are relevant perks. Against aggro, both will play basically the same – they will come down on turn three off of a mana rock, kill a creature on ETB, and trade with another on the block

Sniper is an artifact that puts itself into the graveyard. This opens a world of synergies. Artifact decks often struggle to balance artifacts and burn; Sniper is both. Sacrifice it to Pia and Kiran Nalaar, blink it, even reanimate it – Sniper goes well with all other colors.

What I dislike about Sniper

The body is small for the cost. Sniper is not impressive in any mode.

Prediction

I think control decks will prefer it to Searing Spear, and synergy decks will love it. That is enough to make it a good burn spell or a great four drop. I think it is better than FTK.

Rolling Earthquake; +Seismic Wave

A better sweeper

Why cut Earthquake?

Many more creatures nowadays have toughness equal to their mana cost or higher. Wave just cannot keep up with the power creep. Inflicting self-damage is really bad against an aggressive deck. We wanted to cut this card for a long while.

What I like about Wave

It can deal three damage to a creature, on par with the mana you pay. It is instant and can lead to blowouts. It doesn’t damage the caster. It doesn’t hurt your creatures, so it can be played in aggressive decks (probably as a sideboard tool). Compared to Arc Lightning, it probably deals more damage and kills more creatures on average.

It sweeps clean Hornet Queen, Deranged Hermit, or Rabblemaster and slaughters random mana dorks. Also, Wave can deal two damage to a planeswalker and even your opponent.

What I dislike about Wave

Not hitting artifacts is a relevant drawback in a world full of thopters. Wave cannot kill anything with more than 3 toughness or a wide board of creatures with more than one toughness.

Prediction

This is probably the best red sweeper for the cube. Better than Pyroclasm too. Prepare to blast token armies away with it!

+Fable of the Mirror Breaker

Fabulous value

What I like about Fable

It provides a lot of value – two bodies and two rummages for three mana. The first body generates artifact tokens and ramps. The second body is ripe for abuse with ETB or death effects. The rummage trigger digs for the synergy pieces. A single removal spell cannot answer the entirety of this saga, and it is splashable.

Which decks will play Fable? I expect it to be played in several shells. The first is creature-based value piles. The ramp and fixing are relevant in those decks, and the Reflection is at its best. Those decks will probably be splashing red. The second is reanimator decks because they will take any decent card that can discard.

What I dislike about Fable

As this card is not for control decks and not for aggro, I am unsure if it will find a home. A 2/2 on turn three is weak, let alone turn six.

Prediction

We have been looking for a while for non-aggro red cards. Fable was successful in constructed and other cubes. I’m not sure exactly how it will be used, but I’m willing to try.

Green

Bala Ged Recovery; +Boseiju, Who Endures

The best channel land

Why cut Recovery?

Regrowth is just too far off of a good card these days. Bala Ged Sanctuary is so bad that it doesn’t add enough to the card to offset the land coming into play tapped. Also, there is a limit to how many lands we want in green.

What I like about Boseiju

Finding maindeckable versions of Naturalize effects is always a challenge. There are no targets for it in many board states, but when you need one, it can decide a game. Disenchant effects that can be main boarded make cube games more interactive and less swingy. What could be more maindeckable than a card that cleanly replaces a forest without any drawback? You are not even paying a premium on the activation either.

Boseiju is perhaps the channel effect that benefits the most from being uncounterable. There are so many powerful cards it cleanly answers. It is one of the rare answers to Library of Alexandria and kills manlands.

Boseiju can be channeled repeatedly with Wrenn and Six.

What I dislike about Boseiju

It is a lousy answer to mana rocks and fixing lands, which form a considerable percentage of its target range. In general, channeling early might do more damage than good, like Path to Exile. Boseiju is even worse, as it allows your opponent to fetch a shockland, Triome, or an original dual.

Prediction

Boseiju is by far the best channel land and actually one of green’s best removals.

Worldspine Wurm; +Titan of Industry

Carnegie and Rockefeller beware, there is a new titan in town

Why cut Wurm?

Wurm is a cheat-only card. Not only is it narrow, it is not that powerful in practice, as it is so weak to exile removals and bounce.

What I like about Titan

The more I read it (over ten times), the better it keeps getting. At its base mode, it is a 7/7 trampler with a shield counter that adds a 4/4. This is an evasive, resilient threat that deals 11 damage per attack while blocking two creatures, one in the air. You need three spot removals to answer its entirety or some combination of blockers, spot removals, and/or mass removals, and Titan will probably deal some trample damage in the process. An artifact or enchantment is troubling you? No problem, Titan will smash it. Low on life? Titan will gain you some.

Titan is cheap enough to be played in ramp decks. Yet, it is also strong enough to be a reanimation target. Natural order finds it. Titan generates enough value to be good with Sneak Attack. You can even blink Titan, and it comes with a token for Recurring Nightmare.

What I dislike about Titan

Exile removal is pretty effective against him. Unless, of course, he destroyed a permanent and generated a 4/4 token.

Prediction

This Titan is in the big league. It is for sure better than Somberwald Beastmaster. There is a debate, but it is likely better than Woodfall Primus.

Vorinclex; +Workshop Warchief

The civilized Thragtusk is less resilient but more threatening

Why cut Vorinclex?

No deck really wants such an aggressive green six drop. It is often answered the following turn, and then what? You dealt six damage? Green decks are not usually aggressive, and Vorinclex is a terrible blocker and a subpar cheat target.

What I like about Warchief

Warchief is very similar to Thragtusk. Unlike Tusk, it has trample, and the token it makes is larger. On top of that, the blitz ability is big game: it can surprise-kill planeswalkers or opponents. An extra card is always nice. I expect the blitz ability to be used fairly often, especially when fearing exile removal. The rhino blitzes straight into the graveyard, from where it can be reanimated.

What I dislike about Warchief

The major disadvantage is that the token generation is only upon death. Warchief is soft to exile removal spells and bounce effect. It doesn’t generate a token when blinked. Warchief is less splashable than Thragtus. Less importantly, it gains less life.

Prediction

Warchief is in stiff competition with Thragtusk. Thragtusk is a bit tired these days and mostly excels as an anti-aggro card. I don’t expect the two to coexist for long.

+Jugan Defends the Temple

A scaly Llanowar Visionary that both ramps and is a mana sink

What I like about Jugan

Jugan is very reminiscent of Llanowar Visionary. It costs the same, ramps the same type of mana the turn after you play it, and nets you another card. The saga starts at 1/1, but the token is a 2/2 the turn after, and it might pump another guy so let’s say it is even.

While Visionary draws you a card, Remnant of the Rising Star enters the battlefield directly, without requiring extra mana. Remnant ensures you use all your mana every turn. Each creature, no matter how small, is a threat. In the meanwhile, Remnant is a rare green flier. I think Remnant is a card that demands removal.

Ramp decks often needs to have a delicate balance between mana ramp and mana sinks. Draw one without the other and you’ll lose. Jugan is both roles in one card.

What I dislike about Jugan

It is slow. With Visionary, you have access to the card the next turn. The same turn, actually, given you have the mana to cast both. Jugan may very well be the worse topdeck in the late game. I see many scenarios where you will not have two creatures to give counters to at chapter two, given how early in the game it triggers.

Prediction

Jugan is around the power level of Llanowar Visionary. But we love Visionary, so I expect it to see frequent play.

Multicolored

Klothys, God of Destiny; +Minsc & Boo, Timeless Heroes

The solution to Gruul competitiveness problems might be hamsters

Why cut Klothys?

Lack of homes. Klothys is a powerful effect in the wrong colors. Red decks don’t splash for it, as their three drops are absurd. Green decks don’t splash for it, as it has no board impact and doesn’t ramp. I’ll mention that I prefer Klothys to Domri, anarch of Bolas, but Domri is beloved here. Maybe Klothys will return in a future iteration when Gruul is more fleshed out as a guild.

What I like about Minsc

It is a hasty 4/4 trampler for four, just like Ulvenwald Oddity and Questing Beast. However, it just keeps growing. Next turn, Boo is a 7/7 and is even larger after.

A smart opponent might think, better kill that hamster. However, Minsc was prepared for that, and he pulls a new boo up his sleeve every turn. The best option is to kill Minsc, that still has four loyalty. Removing Minsc still leaves the caster with a 4/4 trampling hamster that has already attacked once. But Minsc can do much more than that. Minsc can turn the hamster into removal and more cards. In fact, Minsc can Fling any creature as soon as it enters, winning out of nowhere. If you have other creatures with trample or haste out, you can pump them while leaving the small, small hamster to block and protect Minsc from harm.

What I dislike about Minsc

Minsc has a unique, hidden weakness. When Minsc enters the battlefield, the trigger that creates Boo goes on the stack. Minsc can be killed by a Lightning Bolt at that time, leaving behind a brave yet 1/1 Boo. Most planeswalkers can increase their loyalty without passing priority, but the trigger gives the opponent a window of opportunity.

Your opponent can kill Boo in response to the -2 ability: the sacrifice is part of the effect, not the cost. A timely bounce or removal can not only kill Boo but may force you to sacrifice another creature if you have one.

Minsc is far worse on defense. It’s still not bad, as it generates repeated big ground blockers or kills opposing creatures. Minsc and Boo get answered quite hard by Karakas.

Prediction

This is easily the best Gruul card. I can see both red and green decks splashing for the duo. Finally, a Gruul bomb!

Kroxa, Titan of Death’s Hunger; +Ob Nixilis, the Adversary

Two planeswalkers at three mana

Why cut Kroxa?

Kroxa’s effect is quite similar to Ob, and both are narrow cards that go into the same decks. Is Kroxa narrower than Ob? Hard to say, but cube feedback has been low overall for Kroxa and very supportive of Ob. Dreadbore is not an exciting effect in Rakdos anymore, now that black has so many Hero’s Downfall variants, but it sees play in every Rakdos deck, including control and reanimator.

What I like about Ob

The typical play pattern will probably be to play a recursive black creature as your first or second drop, then sacrifice it for Ob on turn three. The Ob with 3 loyalty generates a Devil to protect the duo, and the second Ob now leeches. A devil is a surprisingly good blocker – it trades with two toughness creatures and can ping creatures that didn’t enter combat, such as mana elves.

Two planeswalkers (the devil replaces the sacrificed creature) are tough to answer on turn three. Note that even a counterspell can only answer a single Ob.

Ob also has an ultimate that is probably game-winning, choosing either player as a target. While ticking up to it will be very hard, sacrificing a giant creature to the casualty ability might make it very achievable.

Ob can be supported in several ways. One, you want plenty of things to sacrifice. Two, by playing other discard spells, you limit your opponent’s options. Three, demons and Devils make Ob a much-needed source of life gain in black, and there are two aggressive ones in its color – Rakdos Cackler and Hellrider.

What I dislike about Ob

Ob is unexciting without casualty, so your deck better includes many cheap creatures. Also, Ob is quite terrible on defense. The two factors together make Ob a narrow card. Also, Ob is not the best topdeck unless your opponent is already on a low life total.

Prediction

This is a card for aggro decks, but it is probably an actual powerhouse judging by its performance in standard and other cubes.

Supreme Verdict; +Scheming Fence

Fight power with a fence

Why cut Verdict?

Verdict is a hard to cast mass removal. Being uncounterable is not useless but is not a significant perk on the card and does not make up for the problematic casting cost. Now there are many four mana board wipes in white, and we recently got Damn. Verdict is just the least needed of all Azorius cards.

What I like about Fence

It starts off as a beefier non-artifact Phyrexian Revoker, a solid cube card. Revoker almost always has targets. The obvious choices are planeswalkers and cards like Opposition, Survival of the Fittest, equipment, and Hexdrinker. However, the most common ability to steal is a mana ability, be that from a mana elf or a mana rock.

This is where Fence starts to shine – you don’t just deny them the ability; Fence now has it. Hitting a mox/mana elf/ mana rock with it is a major mana swing. It is reminiscent of Dack Fayden’s ability to steal mana rocks. In some cases, Fence can be significantly better than the original card, as it gets ONLY the activated ability, none of the other text. Taking a Mana Vault or a Phyrexian Tower is downright filthy.

Fence is still a somewhat acceptable 2/3 for two mana – a fine blocker and much better than a targetless Revoker when you have nothing to steal.

Want to have fun? Target your own permanents with Fence to remove the color requirements of activated abilities. Using Golos, Tireless Pilgrim, or Najeela, the Blade Blossom has never been easier!

What I dislike about Fence

Unlike Revoker, it must name cards already in play. No shutting down Recurring Nightmare with this scheme. An opponent can flicker their permanent, or bounce/return it to hand to get out of the lock. Additionally, if your opponent creates a copy of the targetted card, the copy could still use its abilities.

Prediction

The swing potential is impressive. I expect Fence’s average performance to be slightly lower than stealing a mana rock, which should be good enough.

Colorless

Faceless Haven; +Eater of Virtue

A Bonesplitter with some extra souls on the side

Why cut Haven?

Getting three basics into play became hard with the MDFCs, AFR manlands, and now the Kamigawa channel lands. There are plenty of colorless manlands around still, so the loss of one is insignificant.

What I like about Eater

It is a Bonesplitter first and foremost, a tried and true aggro card. Granting keyword abilities can be very significant, especially evasion or lifelink. Ability words are common, so getting something relevant should be easy. Especially so if we consider that Eater doesn’t boost toughness, and creatures are likely to trade when wielding it.

What I dislike about Eater

Exiling the creature is mandatory. This is a significant drawback if the creature is self-recurring. As so many black aggressive creatures fit this criteria, it is a weaker Bonesplitter in those decks and might not make the final 40 in black aggro. As an aggro-only card, this is a severe reduction in playability.

Prediction

It hovers somewhere around Bonesplitter in power. Considering Bonesplitter has been in the cube since its inception with no plans of cutting it, we probably have an eternal card here.

2021 Update – Green, Multicolored, Colorless, and Lands

This is a continuation of the cube update post for most sets of 2021. Part one covered White and Blue, part two covered Black and Red, this part covers Green, Multicolored, Colorless, and Lands.


Green

Satyr Wayfinder; +Lair of the Hydra

A scalable manland

Why cut Satyr?

Satyr is only good with heavy synergies. As it is neither ramp nor a threat, it is a filler for most decks. The following swap changed a three-drop for a two-drop, breaking the slots even.

What I like about Lair of the Hydra

Lair is a great mana sink. If the board is empty, you can fireball your opponent repeatedly. Green decks can generate large amounts of mana, so it is likely the largest creature on board in the late game. This is one of the best targets for Primeval Titan.

What I dislike about Lair

It has no evasion, so a token maker could comfortably block for a very long time. For small values of X, it is very inefficient.

Prediction

This manland fits green’s game plan very well. I am very optimistic about this land.


Rampant Growth; +Rift Sower

The creature version of Search for Tomorrow

Why cut Rampant Growth?

Growth is the worst ramp spell. It can only fetch basic lands, unlike Farseek and Into the North. The land always enters tapped, unlike Three Visits and Nature’s Lore. One drop ramp is more potent than those that cost two mana.

What I like about Rift Sower

Rift Sower is similar to Search for Tomorrow. However, unlike Search, it fixes all colors of mana – it is not locked to a choice of basic land. In addition, Sower is a better topdeck than Search, as it is a creature that can block or carry equipment.

What I dislike about Sower

It dies to spot and mass removals, while Search doesn’t. As a topdeck, Search fixes mana immediately while Sower doesn’t due to summoning sickness. Of course, mana elves are better as Sower cannot ramp you into a three-drop turn two.

Prediction

Sower sits somewhere between most two-mana ramp spells and mana elves in power. Splash-heavy decks would love Sower.


Thrashing Brontodon; +Outland Liberator

The mono green Qasali Pridemage

Why cut Brontodon?

The cheaper Liberator outclasses it. The double green can be awkward sometimes.

What I like about Liberator

It is a mono-green Qasali Pridemage, or rather the green version of Goblin Cratermaker. You can play it early and attack/block with it until your opponent plays a dangerous artifact or enchantment. You can also keep it in hand until an appropriate target shows up.

Liberator does not have exalted like Pridemage, but it is monocolored and has a strong backside. Note that Frenzied Trapbreaker does not have to connect to destroy something. Trapbreaker generates card advantage and can kill multiple permanents throughout the game.

Being a cheap green Disenchant on a creature is a boon as Liberator can be tutored easily.

What I dislike about Liberator

The card is very fair if it doesn’t flip. Some decks have a low number of artifacts and enchantments, and against them, Liberator should be sided out. A Grizzly Bear is terrible, and so is a three-mana Naturalize.

Prediction

Liberator is cheap and adds a lot of utility. I think it should be playable in most green decks unless they have many Naturalize effects.


Wall of Blossoms; +Briarbridge Tracker

An undercosted beater that replaces itself

Why cut Wall?

Wall is good only in certain matchups – a giant ground blocker is not always relevant. It’s true that at worse, it cycles, but so does Tracker, and it’s the more proactive cards that more decks will desire.

What I like about Tracker

Tracker is an undercost beater, being a 4/3 vigilance for three mana. Green can play it as early as turn two with a mana elf. Once Tracker trades or dies to removal, you can cash in the clue for card advantage. At the very late game, Tracker can immediately cycle itself. Again, green needs more card advantage.

Tracker gets the power boost if you control any token, not just the clue it provided. Green is heavy with tokens, and in Selesnya decks, it will be elementary to meet this condition even after popping the clue. Tracker can be flickered to gain more clues.

What I dislike about Tracker

Three toughness is not too hot against aggro. It trades down with many two drops and burn spells. Yes, you get a card on this exchange, but if the game is fast enough, you might not realistically have the time to crack the clue.

Prediction

This is a beautiful value creature. Not being good in ramp is problematic for a green card, but it is still one of the better proactive green three drops.


Nissa, Vastwood Seer; +Augur of Autumn

The second coming of Courser of Kruphix

Why cut Nissa?

Getting to seven lands is not easy and far more demanding than getting to seven mana. Nissa only finds a basic forest, so she does not fix mana colors. While the planeswalker is good for three mana, it is not a late-game bomb. Nissa is not bad, but there are so many new three drops coming in.

What I like about Augur

It is almost a Courser of Kruphix. Both play lands from the top of your library to generate card advantage. Both cost the same and have two power. Augur has three advantages, though. First, it does not reveal the top card of your library to your opponent. Two, it cannot be destroyed by Disenchant effects.

On top of that, Augur has the coven ability. It is unclear how easy it is to get coven. Green usually has a lot of creatures, but are they diverse enough in power? A random token or mana elf will have one power quite consistently, and Augur has two power itself. It is fair to say that eventually, the green deck will get coven in every game. It is very rare for it to be active turn three, though.

How good is the coven ability? If your deck is creature-heavy, it can generate consistent card advantage. The problem is that it encourages you to overcommit to the board – you already have a least three creatures out due to coven, and now you pay even more. But, overall, Augur should be playable even in light creature decks.

What I dislike about Augur

Having only three toughness means it is a far worse blocker and is vulnerable to most burn spells. This is a far more significant vulnerability than not being an enchantment is a plus. No life gain compared to Courser is also a bummer. Augur, unlike the centaur, is not an anti-aggro kingpin.

Prediction

Augur will be the second fiddle to the tried and true Courser.


Wolfbriar Elemental; +Primal Adversary

An undercost beater with a mana sink

Why cut Wolfbriar?

Wolfbriar fills the same worse far worse. The baseline is terrible, and scaling is very green-heavy.

What I like about Adversary

At its base, Adversary is an undercost beater. You can cast it on turn two after a mana elf in green. A 4/3 with trample is enormous for this stage of the game, and it is a must-answer threat if you want to deploy planeswalkers.

Adversary can also be a midrange creature. You get 8 power and seven toughness spread over two bodies for five mana. You get the same stats for six mana, except 3/3 of them have haste. The same scaling continues, making Adversary a good mana sink.

What I dislike about Adversary

Turning lands into creatures makes them vulnerable to creature removals. Primal Adversary exposes you hard to a mass removal if it is kicked, perhaps even kicked several times.

Prediction

As Adversary is good across many deck types, it should easily find homes.


Polukranos, World Eater; +Ulvenwald Oddity

Questing Beast lite

Why cut Polukranos?

Polukranos is a big midrange body for its cost and a mana sink for super ramp decks. It is also a form of green removal. It is, however, relatively weak all around. As a midrange monster, it has no evasion and doesn’t pass the removal test. As a removal, it is expensive and limited to small creatures. Oddity just outclasses it.

What I like about Oddity

The base body is the better part of Questing Beast. While smaller than Polukranos, it has haste and evasion, so it will deal significantly more damage on average. Oddity is good at sniping down planeswalkers, especially as it tramples over the tokens they make. It also gets to attack once before being answered by sorcery speed removal.

Later in the game, it can be flipped to a huge, game-winning bomb at instant speed.

What I dislike about Oddity

Transforming Oddity is very expensive and will not realistically happen in most games. Compared to Polukranos, it has no utility in the midgame besides attacking. Compared to Questing Beast, it cannot play both offense and defense and is stopped by larger dorks.

It’s not a great card unless you have the chance to get to seven mana some of the time when it matters. However, as a ramp target, it doesn’t work with any cheat cards you might be playing.

Prediction

I think it will play better than Polukranos, but it will not be a bomb. Oddity is another small step at letting green have more proactive midrange decks, not just ramp decks. This, in turn, should make Gruul decks better. Oddity does this while also being a mana sink for ramp decks. I hope it will fill both roles well.


Acidic Slime; +Foundation Breaker

Cheaper disruption

Why cut Slime?

Green five drops have become extraordinary. On the other hand, we have a lot more Naturalize effects strapped unto creatures in green, so Slime often feels like the most cuttable green five drops. Yes, it is a two-for-one, but it is not a threat like most five drops.

What I like about Foundation Breaker

Breaker is similar to Reclamation Sage. The significant advantage it has is that you can Naturalize something for less mana and potentially a turn earlier. If cast as a creature, Breaker has one more toughness. Evoking Breaker lets you reanimate it if you need to destroy two targets. You can cast a Naturalize a turn with Meren.

What I dislike about Breaker

It is unclear how often you want to evoke Breaker and ignore the card advantage. If not evoked, Sage is close to being strictly better than the elemental.

Prediction

Breaker is about the same as Reclamation Sage. I think it is slightly weaker, but it shouldn’t matter. Reclamation Sage is an excellent creature, and a second version is welcome.


Vivien Reid; +Paradox Zone

Green inevitability

Why cut Vivien?

Vivien offers some utility and card advantage, but she is not a threat. Vivien wins the long game, but Zone is better at this role.

What I like about Zone

Enchantments are hard to stop, and Zone makes a 2/2, then a 4/4, then an 8/8, continuing in an endless stream. Your opponent might be able to kill the first few tokens, but it is not enough to outlast Zone. Zone is especially brutal when ramped into, perhaps as soon as turn three with a mana elf plus any other ramp spell. Zone is not too far from Liliana, the Last Hope’s emblem.

What I dislike about Zone

It is a bit slow to start. The first token is a meager 2/2, and the second is only a 4/4. Zone is not great when you are behind, and fliers can go over it.

Prediction

This is a reliable way to eventually win the game. I predict control decks will splash for this card.


Kogla, the Titan Ape; +Tovolar’s Huntmaster

A green Grave Titan

Why cut Kogla?

Kogla has several shortcomings. The biggest is not having evasion, so it can be blocked for ages. The other is having no removal protection. Having a creature to fight with is not common in every matchup. The triple green mana cost is also annoying.

What I like about Huntmaster

Huntmaster is reminiscent of Grave Titan. It creates three blockers immediately and passes the removal test with flying colors. Like Titan, it is a solid reanimation, ramp, and cheat target. The card is better in green than black because of all the creature tutors, Natural Order, and cards that encourage going wide, like Craterhoof Behemoth and Gaea’s Cradle.

Huntmaster does not create two new tokens per attack until it transforms to Packleader. However, Packleader is even larger than Titan and has an activated ability. It is nice that you can skip casting spells on your turn to transform Huntmaster, then immediately use the mana for the activated ability rather than waste it.

What I dislike about Huntmaster

Skipping an entire turn to transform it is very painful, especially as your opponent can double spell to transform it back again. Furthermore, Packleader’s activated ability is very inefficient, costing four mana to do two damage and likely killing a token in the process.

Prediction

Huntmaster is weaker than Grave Titan. This is not a bar creatures need to pass, however. Huntmaster is a multipurpose top-end creature that I see staying in the cube for a long while.


Terastodon; +Somberwald Beastmaster

A giant army in a can

Why cut Terastodon?

Terastodon’s effect is somewhat of a double-edged sword. Sometimes it’s fantastic; other times, the tokens are a real problem and contribute to a board clog. The elephant itself has no evasion, so it is poor at closing the game.

What I like about Beastmaster

Beastmaster has 10 power and 10 toughness spread across four different bodies. This value cannot be easily undone by spot removals. While usually a 2/2 or a 3/3 creature is unexciting at the late stages of the game, Beastmaster gives all your tokens deathtouch.

Beastmaster is splashable and a good cheat/ramp/reanimation target. Beastmaster is perhaps the most potent ETB effect to abuse with flickers and Recurring Nightmare. It can be tutored with Recruiter of the Guard.

What I dislike about Beastmaster

Beastmaster produces fewer deathtouch bodies than Hornet Queen and has the same P/T as Tovolar’s Huntmaster. While the effect is good, the competition is also powerful. In addition, producing three tokens of different sizes at once is annoying.

Prediction

This is a significant upgrade, but Beastmaster may still be one of the weaker 7+ creatures in green.


Multicolored

Lutri, the Spellchaser; +Expressive Iteration

Maximal efficiency card advantage

Why cut Lutri?

Lutri is playable in every deck, for free. But we play with the errata for companion. Paying to put Lutri into your hand is so inefficient, it is a last resort. We did see it cast once or twice, total. If you could pay the companion tax at instant speed, it would have still been viable. Currently, this is a card you don’t particularly care if you have access to or not. It constantly tables and does not add much to the gameplay.

What I like about Expressive Iteration

Drawing two cards for two mana is up there with the most efficient draw spells in the game (barring Ancestral Recall). Iteration is that, on top of some card selection. You don’t need a low curve either; you have a high chance of finding a land drop in the top three cards of your library.

What I dislike about Iteration

On turn two, it is not really card advantage. Also, there is always a chance to draw three expensive or situational cards and lose the card advantage.

Prediction

Iteration proved itself across multiple constructed formats. I think its inclusion rate in Izzet decks would be close to 100%. It is just that good.

Play tip

Play Iteration before your land drop for the turn.


Mirari’s Wake; +Armada Wurm

A multipurpose fatty

Why cut Wake?

Wake has several problems. First, it does absolutely nothing by itself. This is pretty unacceptable for a gold five drop. Second, it is very narrow. No aggro or token deck would pay five mana for an anthem, so you really need the ramp to matter. Similarly, for Wake to be better than any cheaper ramp spell, you need to have a use for 10+ mana. Some decks do, but most don’t, especially in Selesnya.

What I like about Wurm

What I dislike about Wurm

The casting cost is ugly. Only Selesnya decks will be able to hard cast it. The full impact of the card can be undone with a board wipe.

Prediction

Wurm is an upgrade but likely still a placeholder more than anything else. Selesnya didn’t get good gold cards in a long while.


Valki, God of Lies; +Kroxa, Titan of Death’s Hunger

The Rakdos Uro

Why cut Valki?

The creature mode is very disappointing. The hitting rate is low with the discard. Imitating creatures is even rarer – most one and two drops have similar bodies to Valki. Many creatures have a significant part of their value tied to their ETB effect and are expensive compared to their stats. Tibalt wins games but is very expensive.

What I like about Kroxa

Kroxa, like Uro, provides lasting power. If your opponent has a board wipe, Kroxa is a strong follow-up. Black and red are relatively spell-heavy colors, so getting one escape should be easier than Simic. Repeatable discard/burn is strong. You do not even have to cast Kroxa; it can be discarded for value.

Kroxa can be cast every turn with Lurrus.

What I dislike about Kroxa

Playing Kroxa is low value, as your opponent chooses what to discard. I do not see aggro decks preferring to play Kroxa over their two-drop. As Kroxa still requires a spell-heavy deck, I am not sure it will have enough homes.

Prediction

I have a hard time evaluating Kroxa. It looks weak to me, but so did Uro, which is a powerhouse. Judging by constructed precedence, Kroxa deserves testing.


Judith, Scourge Diva; +Falkenrath Aristocrat

A fast, evasive, durable four drop doubling as a sac outlet

Why cut Judith?

Judith is an aggro three-drop in Rakdos, weaker than the mono-red three drops. A playable but entirely unnecessary card.

What I like about Aristocrat

We have played Aristocrat before, so we know what to expect. Aristocrat hits fast and hard and survives mass removals and most spot removals. It slays most planeswalkers in the air.

Aristocrat is also a sacrifice outlet, which adds value in various situations. For example, you can chump block and sacrifice the blocker to prevent lifegain from Wurmcoil Engine or Jitte from accumulating counters. Your opponent cannot play Control Magic on your other creatures. You can sacrifice a creature to reanimate it if it has a sufficiently strong ETB trigger.

What I dislike about Aristocrat

It is soft to exile removal. Without other creatures out, Aristocrat is easy to kill. Plus, there is the known competition in red aggro four drop slots.

Prediction

We think Aristocrat is strong enough to compete with the red aggressive four drops, especially since we have cut a few in this update.


Qasali Pridemage; +Kaito Shizuki

Tempo, card advantage and discard outlet rolled into one card

Why cut Pridemage?

With the additions of Cathar Commando and Outland Liberator, it got outclassed very hard. When you have several Disenchants on creatures, the value of a card like Pridemage drops significantly.

What I like about Kaito

Kaito’s most common play pattern would be to create a token. After the token is created, Kaito phases out and is immune to attacks for a turn. You can use the first ability to draw a card the next turn. Kaito almost always replaces itself (unless your opponent kills the token). If the token survives, then you have a Phyrexian Arena set up. Kaito curves very well into a mass removal on turn four – it is protected during turn three, and you can have a ninja right after the board wipe.

Kaito can sometimes start drawing cards immediately when drawn later in the game. The ninjas are excellent equipment carriers, can easily steal the crown, and can deal the final few points of damage to planeswalkers.

In addition, Kaito serves as an immediate and consistent discard outlet for reanimator decks. We are always looking for discard outlets that are good in other roles.

What I dislike about Kaito

Kaito doesn’t defend itself well after the first turn. Killing the ninja from your own mass removal would be awkward. The ninja dies to burn, and generating card advantage off of the planeswalker is hard without it on the battlefield.

Prediction

Three mana planeswalkers have a history of being overpowered. Due to its multi-purpose nature, Kaito is incredibly appealing. However, if it is not good in control decks, it will likely be too narrow to stay in the cube.


Garruk, Cursed Huntsman; +Vraska, Golgari Queen

A cheaper removal/card advantage planeswalker

Why cut Garruk?

Garruk has actually been very strong. The problem is that real estate for six drops is limited – most decks just don’t need a lot of them. So, if possible, we prefer six drops to belong to multiple archetypes, which usually means creatures you can reanimate and/or cheat in Golgari colors.

What I like about Vraska

Abrupt Decay is a tried and true removal that solves myriad problems, and that’s her floor. Vraska’s plus ability gains two loyalty, so she is not easy to take down in combat. Sacrificing permanents for cards can help cycle excess lands away. You can abuse this ability with Bloodghast and the self-recurring black one drops, as well with the green token makers. Her ultimate is threatening, but she should be plenty good enough by alternating between Abrupt Decay and some card draw.

What I dislike about Vraska

When you cannot afford to sacrifice anything, her plus ability does nothing but increase Vraska’s Loyalty. Obviously, Vraska cannot protect herself from permanents costing four or more mana.

Prediction

Vraska has performed very well in other cubes. She is cheap and exciting, and I hope she lasts.


Colorless

Mox Diamond; +Liquimetal Torque

Letting green destroy EVERYTHING

Why cut Mox?

It is card disadvantage. Few decks can stomach that. Most of the time, it’s also a weaker topdeck than a basic land.

What I like about Torque

Torque’s floor is a mana rock. On top of that, it has two more uses. The main one is turning your opponent’s planeswalkers or creatures into artifacts and then killing them with Naturalize effects. This is especially appealing to green as it has plenty of ways to destroy artifacts but few ways to kill creatures or planeswalkers. White and red could also use this effect sometimes.

The other use case is to turn your own stuff into an artifact. You can do this for various reasons, like creating more fodder for Daretti, Ingenious Iconoclast, or pumping an Urza token.

What I dislike about Torque

When you don’t have a reason to turn something into an artifact, Torque is just a colorless mana rock.

Prediction

The floor is high enough for it to see play. The question is whether or not it is better than other mana rocks, which will be interesting to see.


Double Stroke; +Grand Coliseum

A gold land we haven’t tried yet

Why cut Stroke?

Stroke is too powerful. While Backup Plan is likely even stronger, it doesn’t let you do things you otherwise wouldn’t be able to do in a game. Plan raises the floor; Stroke literally doubles the ceiling. It really feels unfair to double any burn spell, for example. We grew tired of it.

What I like about Coliseum

It provides mana for all colors, which makes it incredibly playable. Coliseum’s pain is optional. Coliseum is perfect for little flashes, such as flashing back Lingering Souls or adding a color to Prismatic Ending. Coliseum is also a source of colorless mana for Eldrazi Displacer.

What I dislike about Coliseum

It both enters the battlefield tapped AND deals you damage. This is one of the worst duals out there in a two-colored deck.

Prediction

I believe 3+ colored decks would always play it, while 2 colored decks won’t touch it (except if they have Eldrazi Displacer).


Fixing Lands

Glacial Fortress; +Deserted Beach

Drowned Catacomb; +Shipwreck Marsh

Slowlands enter the battlefield untapped most of the time. They do not require basic land types and are very good for splashes. However, the first few turns of the game are generally the most important. I think they are worse than the fastlands, for example. We can add the rest of the cycle if they are very successful.

Checklands worsened after adding more nonbasic lands, especially the MDFCs that lack basic land types.

2021 Update – Black and Red

This is a continuation of the cube update post for most sets of 2021. Part one covered White and Blue, this part covers Black and Red.

Black

Carnophage; +Dungeon Crawler

There are no dungeons in the cube, so ignore that ability. Crawler doesn’t cost extra life, so it fits black better. A weak card for a slightly weaker one.

Dusk Legion Zealot; +Graf Reaver

A new bane of planeswalkers

Why cut Zealot?

Zealot is a filler two drop. It is a perennial 24th playable.

What I like about Graf

Graf has a good body for the cost. Aggro decks do not mind the life loss too much, and with three toughness, it doesn’t trade down too often. Also, it is refreshing to have a black aggro two-drop that can block!

Graf can destroy planeswalkers. Remember that it can exploit itself to be a planeswalker kill spell for two mana. Graf can be abused this way with Lurrus for a planeswalker kill spell per turn. You can sacrifice a self-recurring creature to gain card advantage.

As a cherry on top, Graf reaver has two relevant creature types: zombie for Gravecrawler and warrior for Najeela, among other synergies.

What I dislike about Graf

There will not be a planeswalker to kill most of the time, especially on turn two. In that case, it is just a middling card. Black has many life loss cards, so the drawback can be very relevant in conjunction.

Prediction

Black has pretty bad aggro two drops, so I am optimistic. Worse case, Graf will be a serviceable sideboard card.

Ruin Raider; +Midnight Reaper

The broader card, with the more reliable trigger

Why cut Raider?

Raider has several problems:

  1. It only goes into aggressive decks. When you cannot attack, it’s just a 3/2 for three mana.
  2. Even in aggro decks, sometimes your opponent answers your earlier drop, and Raider has to do the dirty work itself. The thing is, Raider has to survive combat to draw cards, but it dies to any blocker.
  3. An instant speed removal denies the draw, including one mana shocks.

What I like about Reaper

It draws a card when it dies. You don’t care as much if it trades on offense or defense. It can draw more than one card a turn, making combat a bit of a nightmare, and all trades are bad for your opponent. Reaper is excellent mass removal protection. It can be abused by sacrifice outlets and self-recurring creatures. Finally, compared to Raider, it costs a predictable amount of life per card draw and less life per card on average.

What I dislike about Reaper

Again, the body is weak. Not triggering off tokens makes it far less abusable.

Prediction

Reaper is playable in more decks and more situations.

Nekrataal; +Henrika Domnathi

Options are power

Why cut Nekrataal?

Nekrataal’s body is not impressive at the time of the game it lands. The non-black, non-artifact makes Nekrataal an often-sideboarded card. As the quality of black removals rose, you are increasingly less happy to spend four mana (or wait until turn four) to remove a dork. Nekrataal held its spot primarily for synergies – a removal on a stick is useful for flicker, reanimation, Recurring nightmare, etcetera. Now we have Ravenous Chupacabra to fill the same role much more reliably, and Henrika does too.

What I like about Henrika

Henrika, Infernal seer is akin to Nighthawk Scavenger. Her power is capped, but she doesn’t die to a Lightning Strike. With its abundant life loss, black is hungry for ways to gain life. The problem with Baneslayer Angel like creatures is their weakness to spot removal. Henrika solves that by drawing a card the turn she is played – we gain card advantage at that scenario.

I believe drawing a card, then transforming the next turn will be Henrika’s most common play pattern. When you are on the back foot, you may opt to transform Henrika immediately. This way, she doesn’t die to Bolts at sorcery speed.

An Edict is a valuable utility to add on top of the base mode. Usually, it is weak as it just kills a token, but it can dictate the game against a single giant monster, especially those with shroud or flash, which are common forms of protection for reanimator and cheat decks. I’m always happy for more cubeable edict effects. To break her symmetry, you can sacrifice one of black’s many self-recurring creatures or your own token.

Henrika’s choices can be reset by Karakas or flicker effects. In addition, Henrika can sacrifice herself, so you could reanimate her for another edict.

What I dislike about Henrika

She provides no value if answered by instant removals, including most burn spells. Henrika gives many options, but it is unclear if any are cube-level powerful.

Prediction

I think Henrika will do enough different things to see frequent play. She will be a fun card that will play differently in different scenarios.

Doom Whisperer; +Death Tyrant

An unkillable token making monster

Why cut Doom Whisperer?

Doom Whisperer is bad against removal spells and bounce. It is also not great at stabilizing. It was always a placeholder.

What I like about Death Tyrant

The beholder is hard to kill, attacks reasonably and is evasive. The recursion makes it a slow but inevitable way to win the game. You can abuse it a little by discarding or milling Death Tyrant. Tyrant is a nice target for Entomb in the late game. Being reanimatable at instant speed is a nice touch.

Cone of Death is an interesting ability. If you have attacking creatures out, it ensures some immediate value for Tyrant. Your creatures can attack freely since a fresh zombie will replace them if they die. Note that it doesn’t say non-token, so the zombies trigger upon death to make a new one. Chump blocking will be quite a bad deal for your opponent, not to mention trades that will provide you two tokens.

You can do a neat trick – if you have a sacrifice outlet, you can sacrifice your creatures at the end of combat, after they dealt damage, to get both the sacrifice effect and a zombie.

What I dislike about Death Tyrant

If you don’t have creatures that can attack, Tyrant is a slow threat himself. Tyrant is weak to exile removal spells. You can get blown out if you count on the death cone tokens, making otherwise unfavorable attacks, then Tyrant is killed mid-combat.

Tyrant is not an attractive reanimation target, likely too slow for control decks, and too expensive for aggro decks. This might make the card too narrow.

Prediction

Tyrant is better, but still just a placeholder until we get a good black five drop.

Feed the Swarm; +Bone Shards

An efficient, broad removal that doubles as a sacrifice and discard outlet

Why cut Feed?

It costs a lot of life in a color full of life loss cards. Being expensive, sorcery, and painful made the primary mode of the card close to unplayable. Mono black enchantment removal is handy, but not at this cost.

What I like about Shards

Shards is the cheapest it can get to remove any creature or any planeswalkers. In reanimator decks, this is an excellent discard outlet. The symmetry can be broken by either discarding or sacrificing a self-recurring creature. You can sacrifice a token or discard excess land in fairer use cases.

Destroying either a creature or a planeswalkers makes this removal rarely dead in a matchup. Additionally, the cheap cost allows you to play two spells a turn, creating significant tempo swings.

What I dislike about Shards

Ultimately, it is card disadvantages in the average deck and average hand. Many black decks will not accommodate it, such as control decks. Reanimator decks cannot reliably set up a turn 2 or 3 reanimation, as it requires a target.

Prediction

Reanimator decks would love it; I hope it is good enough for aggro and token decks.

Heartless Act; +Power Word Kill

An ever so slight upgrade

Why cut Heartless Act?

Cube has become less tolerant of spells that cost two and only kill creatures in black. More creatures these days provide value in the face of removal. Unfortunately, many decks pack barely any creatures (that are not just tokens), and against them, spot removal is dead. This is why we do not want more than one card to fill this spot.

In theory, Act can still do something against creatures with +1/+1 counters on them. But, unfortunately, this mode is almost always akin to throwing away a card in practice.

What I like about Power Word Kill

It misses 18 creatures in the whole cube. I counted cards that belong to this type, or one of their primary functions is to create a token of that type: 9 angels, 5 dragons, 2 demons, and 2 devils. Mirror Entity was counted once as an Angel.

In contrast, if we count how many cards Act misses, there are 36 cards that either grant +1/+1 counters or enter the battlefield with them.

What I dislike about Power Word Kill

The targets it misses are usually of a high priority to kill. They are almost all expensive creatures. Additionally, it is easy to miss creature types. Did you know that Hellrider is a devil?

Prediction

This is an upgrade in an almost strict sense. However, I’m unsure if PWK will stay for long, given how quickly removals that also kill planeswalkers are printed.

Regicide; +Dread Fugue

A much-needed one mana targeted discard spell

Why cut Regicide?

While it is as cheap as removal can be, it is situational in two ways. One is that you are limited by colors, which sometimes forces you to side it out. The second is that it removes only creatures, making it even more situational, as some decks don’t pack many creatures. Additionally, black has got many removal spells that can also deal with planeswalkers as of late. These removals are usually prioritized over Regicide. Lastly, there are some memory issues regarding the card.

What I like about Dread Fugue

One mana targeted discard is perhaps the most demanded spot in the cube. They are universally desirable in all black decks, akin to mana elves in green or cantrips in blue. Non-aggro black decks generally lack one drops, and they fit this role perfectly.

Dread Fugue hits 290 cards compared to Inquisition of Kozilek’s 409, but it can still nab all mana rocks, counterspells, all power, most spot removals, and all the early creatures. Every deck has a high number of one and/or two drops. When you are in the later stages in the game and have mana, you can cleave Fugue to a Coercion. While not a brilliant return on mana, this ensures you won’t whiff and hit the relevant cards.

What I dislike about Fugue

Compared to Inquisition, missing three drops is a considerable disadvantage. First, it reduces the target range by 30% and increases the chance of missing entirely. Worse, the three mana cards are usually the highest priority to discard.

Fugue especially suffers when you are on the draw. By that time, your opponent already had the chance to play their best one drop. It is a minor concern for Inquisition, but for Fugue, it significantly reduces its available targets. In addition, Fugue is probably worse against a green ramp deck – an opponent can go mana elf into a three-drop, and if you are on the draw, you cannot disrupt this plan with Fugue.

Prediction

I don’t think the mana value limitation is that bad. Bloodchief’s Thirst is another one mana black card that only deals with cheap permanent, and it is excellent. Fugue is likely the third-best one mana black discard spell right after Thoughtseize and Inquisition of Kozilek.

Languish; +Sorin the Mirthless

The best mono black 4 MV planeswalker

Why cut Languish?

When Languish doesn’t kill all opposing creatures, it is miserable. It doesn’t kill cheat/reanimation targets, ramp monsters, and control finishers. This is an anti-aggro card mostly, but black has cheaper mass removals for that matchups.

What I like about Sorin

Sorin is a planeswalker of the proven formula. He creates tokens to defend himself, has a {+1} that generates card advantage, and a game-winning ultimate. Sorin’s vampire tokens protect him in the air. Their lifelink is very welcome in the life-loss heavy black, especially with Sorin’s first ability. The ultimate will outright kill most opponents at that stage of the game, but a card advantage or vampires machine should win the long game even regardless.

Sorin’s {+1} ability’s life loss is optional, unlike Dark Confidant. Sorin will never accidentally kill you and is safe to play in decks with a high average converted mana cost. In general, Sorin’s {+1} shines in slower matchups, while his {-2} excels against aggression.

What I dislike about Sorin

When behind on board, using Sorin’s {-2} leaves him with meager two loyalty. Sorin is relatively weak to burn and wide boards. However, the flying lifelink tokens are at their best against burn and aggro decks, mitigating this matchup somewhat.

Sorin is not a perfect fit for most decks. He is too slow for aggro. The average MV is high in control, meaning you will likely skip on many draws.

Prediction

Sorin is not the best four mana planeswalker, but there are none in black currently. Black control and midrange decks crave a card to fill that role. Hell, we still play Ob Nixilis, Reignited!

Play Tip

Don’t automatically draw with Sorin; consider the life loss.

Corpse Dance; +Concealing Curtains

Early defense, targetted discard with an evasive threat later

Why cut Corpse Dance?

It is a narrow reanimation spell for two reasons. One, the creature coming back doesn’t stay. Two, it can only reanimate the top creature card in the graveyard, which was surprisingly relevant. It felt like a trap card that highly disappointed us.

What I like about Curtains

Revealing Eye reminds me of Thought-Knot Seer the most. Both cost four (for full effect), both let you choose what to discard, and both have four toughness. TKS was the most potent colorless-costing card and was cut because it was too hard to cast.

Revealing Eye is better than TKS in several aspects. The first and least significant advantage is the addition of menace over a point of power. Revealing Eye is a decent body to close games with and beat planeswalkers. In fact, the threat of activation might deter opponents from deploying planeswalkers when Curtains are on the field.

The second advantage is that Eye can start bashing as soon as turn three. The third and most important advantage is the ability to cast the front face, Concealing Curtains. The wall is good at stopping aggression. Also, it is a rare playable one drop for non-aggressive black decks. Curtains can be reanimated by Lurrus.

What I dislike about Curtains

The obvious disadvantage compared to TKS is the lack of temporary card advantage. Discarding your opponent’s card just so they draw another cannot compare to true card advantage. Exiling the card instead of discarding it is preferable, but it hardly matters when you choose the card and may even choose nothing. Also, flickering or reanimating the Eldrazi doesn’t require extra mana payment. TKS’s strength was most pronounced in green decks; black decks are not desperate for disruption.

Curtains is a bit conflicted. The front face is not relevant in aggro decks. On the other hand, in control decks, a three-powered menace body attacking on turn three is not exciting, and so you will not want to transform to Eye on turn three that often. That said, the discard ability is stronger early.

Prediction

I think this will be an excellent black midrange card. I believe the Steel Wall is enough to make it appeal to control decks. If not, Curtains will likely be too narrow for cube play.

Castle Locthwain; +Hive of the Eye Tyrant

Evasive manlands – the tried and true recipe

Why cut Castle?

Like the rest of the castle cycle, the abilities are so inefficient that you only use them as a last resort. Castle’s activation costs triple black. You also lose a lot of life, which is a worse drawback in black, with its many self-inflicted life loss cards. I have seen people draw cards with Castle in the cube but never saw them winning after that.

What I like about Hive

Menace is a good form of evasion, and the manlands with evasion perform the best. Hive is good at attacking planeswalkers. Hive can somewhat reliably close games, so it’s a decent finisher. An opponent has to hold back two blockers if they want to defend against a land that you might not even activate.

The graveyard hate is a nice bonus on top. It will not always be relevant, but it may decide games when it is. Your opponent will have to be very careful about their graveyard for fear of you activating Hive and destroying their plan.

What I dislike about Hive

Menace is not the most consistent form of evasion. The graveyard hate comes online late, sometimes too late to prevent the reanimation. Finally, you get low power for the mana you pay.

Prediction

Evasive manlands are hard to pass. The free bonus you get here is far more helpful than Castle’s.

Red

Wild Slash; +Play with Fire

Another straightforward swap. Slash is the weakest Shock, basically having an irrelevant upside as it is narrow in both the condition and the effect. Play with Fire seems similar at first glance because why would you point it at an opponent’s face?

The main reason is if you are desperately digging for a specific answer. Scry one is not a lot, but it is something, especially in red. A typical pattern might be to search for another burn spell to finish off your opponent. The other rarer scenario is when you play PwF for a trigger – Monastery Mentor, Young Pyromancer, Thing in the Ice, etc.

Play tip

It is often wiser to keep PwF in your hand waiting for a removal opportunity than wasting the card on your opponent’s life total for a scry 1.

Jackal Pup; +Falkenrath Pit Fighter

A strict upgrade

Why cut Jackal Pup?

It was by far the weakest red one drop. It is still somewhat playable, but it is strictly outclassed by several cards now, so it feels awful to maindeck Pup.

What I like about Pit Fighter

It’s a red 2/1 for one mana without a downside. This would be good enough to replace the Jackal. The ability is quite good, however. Replacing Fighter and excess land for two new cards is great in the late game. In red, especially in the aggro decks interested in one drop creatures, dealing damage to your opponent should be easy. Fighter also works when your opponent cracks a fetchland or pays life for their own cards. Pit Fighter can sacrifice other vampires, like Falkenrath Gorger or Bloodghast.

Pit Fighter can be used in other ways, too – it is a discard outlet, and you can reanimate it to filter cards again. However, I don’t see this being too relevant, as the effect is still conditional and only card parity.

What I dislike about Fighter

I like everything about it.

Prediction

Pit Fighter is not Ragavan, but it is far better than Falkenrath Gorger. Realistically, it is here to stay for at least a decade.

Castle Embereth; +Den of the Bugbear

A mono red Raging Ravine

Why cut Castle?

Like the rest of the cycle, the activated ability is so inefficient, you only use it when you have nothing else to do. The number of basics was reduced after the MDFC lands were introduced, so it enters the battlefield tapped more often. Castle is color intensive and fits only into red-heavy decks. It has an added narrowness on top: it is only relevant when you have board presence, and not always then either, depending on your opponent’s board.

What I like about Den

Den is comparable to Raging Ravine. Both cost the same to activate. Both attack for four on the first activation, then attack for one more damage per attack, assuming the tokens live. They can both be activated twice to trigger twice per attack.

Den is well suited to red. Most red decks are aggro, and aggro decks care a lot about the land entering untapped. Requiring one less color than Ravine is a significant boost to playability too. While Ravine grows tall, Den grows wide, which also fits red better. A wide board is harder to block, and the tokens scale well with mass pump. Another way to think about it is that Castle Ardenvale costs the same amount of mana to create a single token!

What I dislike about Den

Having only two toughness and no evasion means blockers can easily stop it. Even a lowly one drop is an obstacle. Like Brimaz, the token can be easily blocked to death.

Prediction

Den is game-winningly strong against a board cleared of blockers by burn or after mass removal. It had great reviews from other cubes that tested it. I expect great things from it.

Keldon Marauders; +Cemetery Gatekeeper

A potentially cheaper Zo-Zu, the Punisher!

Why cut Marauders?

Marauders are capped to do 5 damage at most. Regular creatures have the potential to do far more during a game. Marauders fit more into a burn-style deck than the traditional aggro decks that deploy early threats then clear their path. Marauders are not great on defense.

What I like about Gatekeeper

Gatekeeper’s floor is an acceptable 2/1 first striker. It doesn’t trade with tokens and is often problematic to block. Gatekeeper scales well with burn, equipment, and +1/+1 counters. Gatekeeper is actually a good blocker for its cost too.

Gatekeeper’s triggered ability could cause a very high amount of damage. The best-case scenario is to exile a fetch land on the second turn. An Ankh of Mishra on a body is might strong. The more probable case of exiling a creature or an instant/sorcery is also likely to cause 2-4 damage per game. Gatekeeper is more consistent when paired with discard. In particular, it is a good follow-up to one mana discard spells.

Exiling a card from a graveyard is an advantage by itself – red has few answers to Uro, and black’s recurring two drops.

What I dislike about Gatekeeper

The first issue of Gatekeeper is the consistency of the trigger. On the second turn of the game, the graveyards are likely empty. Later in the game, the ability’s damage potential is significantly reduced.

The second issue is the symmetry of the trigger. In our experience, symmetrical hate bears have been quite bad, from Harsh Mentor to Eidolon of the Great Revel. You have a limited choice over what you can exile, and you do not know what you will draw, so you can end up damaging yourself far more than your opponent. It will really hurt when you cannot cast creatures due to your own Gatekeeper.

Prediction

I think the ability has a lot of text with little impact. I predict that Aether Chaser and Dire-Fleet Daredevil are better. If Gatekeeper underperforms, we may try Dragonkin Berserker.

Koth of the Hammer; +Bloodthirsty Adversary

A Robber of the Rich and a Goblin Dark-Dwellers hybrid

Why cut Koth?

Red aggro decks have too many four drops to choose from compared to their limited number in the deck. Koth is only suitable in red-heavy decks and only in aggro. Hence it is superfluous.

What I like about Adversary

For two mana, Adversary is a fine beater due to Haste. In aggro decks, that is enough for it to see play over many two drops. In aggro, you have the option to cast it late-game for probably 3 more burn damage, and the 3/3 haste body on top of that should close many games.

In slower decks, the base mode would likely be for five mana. As a five drop, Adversary is card advantage and has a sizable immediate impact. It is never stuck in your hand, as you have the fallback of casting it for two mana. Casting Hymn to Tourach or Kolaghan’s Command will be amazing. The ceiling is to recast Time Walk or Ancestral Recall. You can cast it for 8 mana for even more value as an added advantage.

It’s a vampire for Falkenrath Pit Fighter. You can cast and kick it with Lurrus.

What I dislike about Adversary

The two mana mode does not contribute to the game plan in slower decks. You need a critical mass of cheap proactive spells for Adversary to consistently perform as a five drop.

Prediction

This is a very solid two-drop for aggro decks. I have no doubts slower decks would try Adversary too, but I am less sure the card will perform well in them.

Stoke the Flames; +Dragon’s Rage Channeler

Card selection, with a chance of an undercosted beater

Why cut Stoke?

In aggro decks, you really don’t like to tap your creatures, so this burn spell is just expensive and inefficient.

What I like about DRC

Repeatable card selection can win games. Red is a color with many burn spells to trigger Channeler. Even better, DRC is triggered by any noncreature spell, not just instant and sorceries. Izzet, superfriends, artifact decks, and fatty cheating all play a high amount of noncreature spells. It is estimated that the card was worth casting after two triggers. On top of card selection, DRC fills the graveyard for escape and delve cards.

DRC is not just a surveil machine; it is a threat. DRC can be a 3/3 flier for one mana in the late game!

What I dislike about DRC

Hitting delirium is not easy in the cube. Getting instant, sorcery, and creature is easy. If you have fetchlands and canopies, lands will be easy, and otherwise, you will have to surveil them away. Other card types will be harder to get to your bin consistently.

It is hard to unlock the card’s full potential. In aggro decks, you will often prefer two power one drops. Graveyard synergies will not usually be present in the spell-heavy decks that can trigger DRC reliably.

Prediction

Red is a very homogenous color – it is almost always aggressive. DRC is a rare powerful one drop for non-aggressive decks. Adding it might be a solid step for diversifying the color. The risk is whether the card will have enough homes.

Risk Factor; +Reckless Impulse

Efficient red card draw

Why cut Risk Factor?

Burn for three mana is just not that exciting. Risk Factor in an aggressive deck eventually gets you card draw and damage, but slowly, for a high amount of mana. Red three drops just close games out far too quickly for this spell, which is only playable in them.

What I like about Impulse

It is the middle ground of Light Up the Stage. Impulse will never cost one mana, but also never more than two. Most notably, it is better than Light Up the Stage when you are behind. Impulse is close to a Divination as long as you didn’t play your land drop for the turn. Red doesn’t have many card advantage spells, so a card like this opens up possibilities to build slower red decks.

What I dislike about Impulse

Impulse is still only playable in low curve decks. Many of those decks will be aggro decks, and they might prefer business spells to card advantage.

Prediction

This is another attempt at diversifying red. It is playable in aggro decks but more as a fallback than plan A.

Wildfire Devils; +Court of Ire

The red installment to powerful court cycle. Will it live up to expectations?

Why cut Devils?

Devils have a fragile body for their cost. Their effect is highly inconsistent – you can hit the wrong graveyard, and your opponent can give you a lousy target if they have any at all. A flop.

What I like about Court

Court of Grace and Court of Cunning overperformed, so we test the next best card in the cycle. Red doesn’t have access to card draw, so the monarch is welcomed. If you can retain the monarch, Court kills your opponent very fast. It is easy to keep the crown if you can freely deal 7 damage to every creature your opponent might play.

If you cannot retain the monarch, Court still casts a shock per turn to win the game. When the crown goes back and forth, Court can kill your opponent’s small creatures to ensure you will be the one to keep the crown in the long run.

Like the rest of its brethren, it shines against control decks that are ill-equipped to fight over the crown. Enchantments are difficult to interact with, and Court of Ire gives you the capacity to win the late game.

What I dislike about Court

In aggro decks, it costs too much mana. Like every monarch card, it can heavily backfire if your opponent takes and keeps the crown.

Prediction

This is a powerful red five drop. It gives red midrange decks a better chance against control, both as a stream of card advantage and as a hard-to-deal-with threat.

Ramunap Ruins; +Spikefield Hazard

The better land cross burn card

Why cut Ruins?

The activated ability is so inefficient, it barely mattered. Most games were won or lost before it was ever relevant. I have yet to see a game where it won, and the player couldn’t win without it anyway. Ruins is a card only for red aggro and not a high priority, so it is a perennial late-pick. It adds little to the draft or gameplay.

What I like about Spikefield

Spikefield is a land first, spell second. The option of casting Hazard is well worth entering the battlefield tapped. It counters ramp decks hard by killing their mana elf on the first turn. Hazard kills aggressive one drops and most two drops. In fact, there are 92 creature cards in the cube with one toughness, and that does not include tokens.

You can combine Hazard with another burn to finish off a big creature or with an attacker to remove a planeswalker. Late game, just having another spell trigger for prowess and a card in your graveyard for Grim Lavamancer makes it a far better topdeck than a mountain. Exiling is a very relevant advantage, too – Bloodghast and the one mana black recurring one drops are cleanly answered by it.

What I dislike about Spikefield

Pinging will not be relevant in all matchups and situations. When it isn’t, Spikefield Cave is worse than a mountain.

Prediction

MDFCs have performed well in the cube so far. Hazard is one of the most playable options, which saw a lot of constructed play and success in other cubes. Therefore, I am very optimistic about it. Unlike Ruins, there is little reason it shouldn’t see play in all types of red decks.

Purphoros’ Intervention; +Light Up the Night

A mana efficient Fireball

Why cut Intervention?

We do not need two red X damage spells.

What I like about LUtN

It does more damage to creatures and planeswalkers than a Fireball. It is castable for one mana to ping creatures and planeswalkers (see Spikefield Hazard above to explain what it is suitable for). But all throughout the curve, dealing more damage for less mana can be critical. Consider facing Laelia on the draw, for example.

Intervention is an even better removal for X > 0. However, it is far worse at finishing players, as the token can be killed or blocked.

The flashback should not be dismissed either. It will probably be mainly used to deal the final few points of damage. With LUtN in the graveyard, every planeswalker becomes a direct threat. Having flashback means you don’t hesitate to kill small creatures in the early game with it – you will still have access to game-ending burn in the late game. LUtN is splash-worthy in planeswalker decks.

What I dislike about LUtN

X spells have never been great, as they are so inefficient compared to the fixed-rate burn spells. Unfortunately, most red decks cannot produce large amounts of mana to utilize this kind of spell, so it is inherently narrow.

Prediction

I think this is the best red X spell, and it will retain its place until Wizards prints a better version.

2021 Update – White and Blue

I haven’t updated the cube since Modern Horizons 2 for several reasons. First, I have some fatigue – wizards just print too many new cards and sets. Second, we did meet less frequently throughout covid. It took us longer to test new cards, to the point that some cards were cut without us even trying them. Updating more often just felt futile.

This update includes three major releases. Adventures in the Forgotten Realms was a weak set but did bring us a good cycle of man lands. Innistrad: Midnight Hunt was a powerful set and the most represented one in this update. Innistrad: Crimson Vow was somewhere in the middle of these two sets. Besides them, a few more loose ends from Modern Horizons 2 and some commander sets were added.

This update is so huge that I am splitting it into different articles for the first time to ease both writing and reading.

White

Kor Haven; +Cave of the Frost Dragon

The mono-white Celestial Collonade

Why cut Haven?

Producing colorless is a severe drawback. The ability is good but doesn’t advance you in any way. In addition, keeping three mana open for this reactive ability is very demanding.

What I like about Cave

Manlands with evasion are currently the best performing. Cave is most similar to Celestial Colonnade –  they cost the same to activate, and both attack in the air and have four toughness. Collonade fixes your mana, has more power and vigilance. All are significant advantages. Cave, however, doesn’t require blue mana to animate and may enter the battlefield untapped.

Cave is reliable at closing games, killing planeswalkers, and getting back the crown. It is a win condition for control decks and late-game reach for aggro. It fits perfectly with Moat shells.

What I dislike about Cave

Three damage is a poor return for six mana.

Prediction

I think this will be the best manland in the cycle. I see it dealing the final points of damage in many games to come.

Unexpectedly Absent; +Fateful Absence

An upgraded Declaration in Stone

Why cut Unexpectedly Absence?

Absence is instant and hits every nonland permanent type. There are two main drawbacks: the double white cost and that it is a tempo card at lower values of X, not a removal. Both disadvantages make it a doubly narrow card, only fitting white aggro decks. Even in white weenie, playing a removal spell of the power level of FA can easily replace it.

What I like about Fateful Absence

It kills both creatures and planeswalkers, with no restrictions, at instant speed. Declaration in Stone has been a decent card, and FA has two advantages over it. FA has unparalleled coverage for a monocolored removal this cheap. Even if your opponent pops the clue, you suffer from card disadvantage, not tempo disadvantage. Chances are, whatever you have destroyed will be better than a random card off the top of their deck.

What I dislike about FA

It only destroys instead of exiles. It cannot answer indestructible creatures or self-recurring ones, and your opponent will get death triggers and be able to reanimate the creature after. This is not a significant drawback, especially since your other removals should cover this weakness in white. It also doesn’t kill all tokens at once, but that’s much less common than facing a planeswalker is.

 In slower matchups, the tempo aspect of FA is less prominent, and the card disadvantage can be significant. Some decks would use the clue for other purposes than drawing a card – like for Daretti, Ingenious Iconoclast, or Urza.

Prediction

Giving a clue is undoubtedly a drawback but not necessarily worse than the ramp of Winds of Abandon or Path to Exile.

Fateful Absence is likely one of the best white removals. It will be in high demand by blue counterspell-based decks since few white removals are instants. It will perform best in aggro decks, where your opponent might never have the time to crack the clue. It is pretty interchangeable with other removals in other decks.

Adorned Pouncer; +Esper Sentinel

A cheaper Thalia?

Why cut Pouncer?

Pouncer has a weak body. It is a two-drop that is marginally better than a vanilla 2/1. It scales well with pump effects but less than Sentinel. Pouncer has Eternalize, which is eventually card advantage and some mass removal protection. I have never seen the eternalize token win a game – it is easy to remove, dies to bounce, and the opponent sees it coming. Sentinel provides more direct card advantage and mass removal protection while hopefully being playable in more decks.

The low-hanging fruit was to cut Venerable Knight, but I think 8 two-power one-drops is the lowest we can go without hurting white aggro. Pouncer is an almost-exclusive aggro card, and in most situations, Knight is better.

What I like about Sentinel

Sentinel is like Thalia, Guardian of Thraben – their noncreature spells cost one more mana. However, Sentinel is one mana cheaper than Thalia and can be online from the very first turn of the game. On the play, it is a pretty strong play against moxen, Sol Ring, one mana discard, and cantrips. It is cheap enough to come online before most counterspells even on the draw.

Sentinel’s tax is one-sided. You can play Sentinel in control decks (likely in the mirror). Unlike Thalia, it will never delay your planeswalkers by a turn.

Sentinel scales very well with equipment and pumps, which white has a lot of. Sentinel is an artifact, so it can be found by Trinket Mage, sacrificed to Tinker, and so on.

Sentinel provides white with much-needed disruption and even card advantage. It is playable not just in aggro decks but also in midrange, and it is a strong sideboard card against spell-heavy decks at the very least.

What I dislike about Sentinel

Unlike Thalia, it is an anemic 1/1 against creature-heavy decks when the ability is irrelevant. Unlike Thalia, your opponent may still cast their spells on curve by giving you a card. The choice is ultimately theirs, and offering options to your opponent is never good. A 2/1 might still be preferred for the increased clock in aggro decks.

Prediction

You only need to draw one card for Sentinel to be good. Even aggro and midrange decks have many planeswalkers and artifacts in the cube. Sentinel will be easy to undervalue because a significant part of its impact is unseen – you don’t know which card it made your opponent NOT play.

Soltari Trooper; +Cathar Commando

A mono white Qasali Pridemage

Why cut Trooper?

Trooper is not very efficient, only attacking for two. In addition, the inability to block is terrible in the mirror and makes the card unappealing to slower decks.

What I like about Commando

Qasali Pridemage is a great card, and Commando is the mono-white version. Most answers to artifacts and enchantments are sorcery speed, especially in white, so I am delighted to have an instant version of the effect. Flash destruction can be a blowout if your opponent took a turn to play and equip a sword and can be the difference between a win and a loss against Opposition.

The fallback option compared to Disenchant is a 3/1 creature. Commando can be played proactively on turn two and be cached in later when the removal is relevant. As a flash blocker, it can trade with most cheap creatures. In addition, it can attack unsuspecting planeswalkers by surprise.

Commando has a few synergies in color. Cathar can be sacrificed repeatedly with Lurrus, fetched by Recruiter of the Guard, or brought back by Sevinne’s Reclamation.

What I dislike about Commando

The 3/1 stat line has been historically bad on white two-drops. Commando will trade down often, even to tokens. The disenchant mode is expensive if you do not care about the body.

Prediction

This is a lot of utility on a two-drop and definitely a step up from Qasali Pridemage. This type of card will wheel and sometimes be a sideboard plan. This is okay, as he is still far more maindeckable than narrow answers. I can even see control decks boarding him in against aggressive decks as he trades well on defense.

Knight of the Holy Nimbus; +Intrepid Adversary

An anthem on a body

Why cut Knight?

The double white cost is very tough, especially on a card that goes into just one deck. Knight is hard to kill, yes, but it just beats for two on the ground at the end of the day. White has enough ways to combat mass removals, and a 2/2 is frankly not worth a spot removal many times.

What I like about Adversary

Adversary has many different modes. The cheapest is a 3/1 lifelinker for two mana, which is excellent if you want to stabilize – it trades up and gains 3 life. It is an efficient beater against an empty board too.

The more typical mode will likely be at four mana, as a 4/2 lifelinker with an anthem. White excels at going wide, so an anthem that still contributes to an empty board is very welcomed. You can have a double anthem at six mana, which will likely close out many games on the spot.

Adversary plays well with flicker effects – you can repay it when Adversary returns into play. Additionally, you can “kick” Adversary when you reanimate it with Lurrus. This is a high-powered target for Recruiter of the Guard in the late game.

What I dislike about Adversary

That low toughness. As a two-drop, even a lowly token trades with it. As an anthem, any two drop trades with it, and it dies to a Shock, causing a massive tempo swing. Additionally, lifelink is not relevant in all matchups.

Prediction

Adversary does not lack homes, being good in aggro decks, against aggro decks, and in token decks. The low toughness is concerning, but Adversary is likely among the top half of white two drops.

Spectral Procession; +Adeline, Resplendent Cathar

The aggressive Brimaz, King of Oreskos

Why cut Procession?

It is very heavy white. For three mana, the card is fantastic, and for four, it is still okay. But both the three drop and four drop slots are very competitive in white.

What I like about Adeline

Adeline is very comparable to Brimaz. She creates tokens, has 4 toughness to evade most burn, and provides both offense and defense simultaneously with vigilance. Adeline has several substantial advantages, however. The most important is that she creates a token the turn she comes into play, provided that you have a creature to attack with. Most white decks satisfy this condition easily, so Adeline provides value against sorcery speed removal.

Adeline can have more than three power, letting her attack and trade up with green fatties. Adeline adds a token and 1 point of power to herself each turn, increasing the damage output by two. If you have one other creature capable of attacking each turn, she represents a clock like Goblin Rabblemaster, the fastest in Magic. If you have two attacking creatures, she is faster than that!

Another slight advantage over Brimaz, she doesn’t need to attack herself to create the token. Opposition and Moat will not stop token production as long as one other creature can still attack.

Regarding synergies, Adeline is both a token support card and a tokens payoff since the power scales. Additionally, Adeline can be protected by Karakas.

What I dislike about Adeline

Adeline does not create tokens when blocking, compared to Brimaz. The tokens are tapped and do not have vigilance. As a result, Adeline has less power than Brimaz on an empty board.

Prediction

Adeline has Brimaz outclassed in most decks and situations. However, considering how good Brimaz is, she should be near the top of white’s three drops.

Prison Realm; +Borrowed Time

This is a very straightforward swap. Burrowed Time is just another Banishing Light. Exiling problematic artifacts and enchantments was better than scry 1 by quite a bit. We still like Oblivion Rings as a catch-all answer, but one of them will inevitably be replaced for a new form of removal not too long from now.

Lyra Dawnbringer; +Elspeth Conquers Death

White value

Why cut Lyra?

She doesn’t provide any value if answered. Lyra can be removed by many one and two mana removals in black and white, which is atrocious tempo. She is also the prime target for bouncing. We now have cards like Nighthawk Scavenger (and another new black card added in this update) that fill the same role for less mana. Lyra is weaker than the average white four drop.

What I like about ECD

ECD is a pretty solid two-for-one. The removal exiles and is permanent – it cannot be undone by removing ECD. Reanimating either a creature or planeswalker appeals to both midrange and planeswalker control decks. If what you bring back costs four mana, it means that ECD essentially costs you one extra mana for the removal, a turn of disruption, and the additional counter.

White doesn’t have many ways to generate value, so each is more valuable. Additionally, ECD can be reused with Flickerwisp and be fetched by Enlightened Tutor.

What I dislike about ECD

The removal might miss key targets like Dark Confidant or a Wrenn and Six about to ultimate. The middle chapter is low-impact at turn six and will not be relevant against many opponents. To get the full value, you need to wait for three turns, which is very slow compared to the cube’s speed.

Prediction

ECD is a hard card to evaluate, as it is so unique. However, other cubes had success with it, and it seems fun, so we will give it a try.

Tithe; +Angel of the Ruins

A white reanimation and Tinker target

Why cut Tithe?

Tithe is white card advantage but in a hard-to-use form. Unlike Land Tax, the card advantage here is not worth falling behind on lands for. If it happens naturally, then great, but about half the time, it won’t. Space in white decks is limited. Would you play Tithe over a threat or answer? Most of the time, the answer is no. Angel can also fetch dual lands that are plains.

What I like about Angel

This finisher also has an early-game mode, somewhat like Emeria’s Call. You can cycle it for mana in the early game and even find dual lands. In control decks, you can cycle when you don’t use mana saved up for a counterspell.

Exile is better than destroy, and hitting both artifacts and enchantments gives it a decent amount of tempo and card advantage. We are used to evaluating disenchant effects through the lanes of a dedicated removal, like Reclamation Sage. For Angel, the destruction, especially the second target, is really just gravy. This means you should be totally fine with exiling a clue or a treasure even. Angel has a high chance of finding one target and a decent chance of finding two.

It is a very convenient fatty for many decks. It discards itself for reanimator and Recurring Nightmare decks and does not actually require access to white mana either. It is also a Tinker target. Of course, ramp and various cheat decks will use it too.

Angel can be abused by flicker effects if there are new targets (but not with Restoration Angel). Angel is a finisher that flies over Moat. It can be found by Enlightened Tutor.

What I dislike about Angel

A 5/7 flier with no protection is a slow and unreliable finisher. Its impact really depends on the board state.

Prediction

Angel fills two roles in one card that are in high demand. Its power level is not exceptional, but playability counts for a lot in the cube.

Blue

Fblthp, the Lost; +Jacob Hauken, Inspector

The looter that cheats Eldrazis

Why cut Fblthp?

Fblthp is just a filler in the cheap blue cards slot. No deck is going to miss it.

What I like about Jacob

Like any looter, Jacob saves you from mana screws, find action in mana floods, and dig for specific answers. It is a tried and proven recipe.

Before assessing Hauken’s Insight, we need to understand how the rules work. Once Jacob’s activated ability resolves, there is no window where your opponent can kill Jacob for a massive tempo swing. Also, you can go on and cast a free spell without passing priority.

Insight is a slow but steady way to overwhelm your opponent. It nets an extra card a turn, and often mana too. The most exciting application is to cheat expensive cards such as Eldrazi. Insight can be another way to win the long game in control decks or a combo piece like Show and Tell, Arcane Artisan, or Shelldock Isle.

What I dislike about Jacob

Unlike other looters, Jacob doesn’t serve as a discard outlet. As a result, it is not an enabler in the reanimator decks, and it doesn’t synergize with blue cards like JVP and Dig through Time.

Jacob requires a lot of mana before it can be transformed. Even when topdecked, Jacob must lose his summoning sickness to transform. Until that happens, he is a most fragile creature – you cannot rely on Hauken’s Insight being online.

Prediction

A two-mana card that demands a removal spell is not the wrong place to be. We are aching for more cheat enablers redundancy in a large cube, so Jacob must be tested. Six mana might turn out to be too much in practice.

Play tip

If Jacob is killed prematurely, you lose access to all the exiled cards. Don’t throw away all your late-game just because you might be able to cast it for free. Instead, use Jacob like a regular looter until you activate and intend to pay (at which point exiling is risk-free).

Looter Il-Kor; +Suspicious Stowaway

A straight upgrade

Why cut Looter?

Looter is still good, but in this update, we add both Suspicious Stowaway and Jacob Hauken, and we do not need two extra looters. Il-Kor is still worse than JVP, and as Suspicious Stowaway is basically the same card but better, it will not be missed as much.

What I like about Stowaway

Like Looter, it sculpts your hand while applying pressure. Stowaway is an excellent discard outlet. Stowaway helps chip at planeswalkers, taking back the monarch, or connecting with swords.

What Stowaway has over Looter is the ability to block. Additionally, it can transform into a card advantage machine that bolts your opponent every turn. Unlike most nightbound cards, Stowaway fits naturally into reactive blue decks that will not need to skip a turn to transform it.

What I dislike about Stowaway

It ceases to be a discard outlet when it transforms. However, I don’t think you will be mad about it when drawing your free cards.

Prediction

Stowaway starts at a better Looter Il-Kor and can transform into a must-answer threat. An excellent card.

Sphinx of Jwar Isle; +Iymrith, Desert Doom

A mono blue Dragonlord Ojutai

Why cut Sphinx?

Sphinx is quite a solid control finisher. However, he has significant downsides. One, he cannot play both offense and defense. Many times I have seen the Sphinx forced to stay back. Two, he is not a great blocker – many midrange threats can overdo him in combat. Three, the card is boring.

What I like about Iymrith

This is the style of finishers control decks want. Iymrith is large enough to end games quickly, and she can draw multiple cards per attack. After one hit, she basically returned the investment. Ward 4 is a good combination with counterspells, turning them to almost a time walk. Iymrith will trade down in tempo with removal when she is untapped, and if your opponent stumbles on mana, it will not be removable at all.

What I dislike about Iymrith

Sometimes you will be behind on board and will not be able to attack with Iymrith. Unfortunately, ward 4 is not adequate protection in the late game, although Iymrith is still pretty unkillable by burn spells. Iymrith is soft to instant speed removal if you don’t have counterspell backup. Thopters and spirit tokens can stall against Iymrith and deny the card draw.

Prediction

In this age of Magic, tempo is preferred over invincibility in control finishers. Iymrith is likely worse than Cavalier of Gales, but we need more blue ways to end the game in a large cube.

Torrential Gearhulk; +Curse of Unbinding

A more reliable control finisher

Why cut Gearhulk?

Gearhulk needs a density of instants before it is playable. They cannot be X spells like Condescend either. The bare minimum is around 5 if they are strong enough, but ideally, you want 6+. This was just too difficult to assemble. I am tired of seeing Gearhulk sit on the side.

What I like about Curse

Curse is a very reliable finisher against most opponents. Against control decks, you mill them out very quickly, potentially even in one hit! Against cheat and reanimation decks, you get a huge discount on getting game-winning fatties. The card and tempo advantage will be insurmountable over time in the midrange matchup. Your opponent will not draw a creature every turn, but you will. As a hard-to-remove enchantment, your win is inevitable.

What I dislike about Curse

It is pretty poor against aggro decks. The average mana value of an aggro creature is about two mana on average. It means you need 3 to 4 activation to get back your mana’s worth. Even against other decks, you can have pretty dismal hits like a mana elf, a scalable threat (like Walking Ballista), have additional costs you cannot pay (Tourach, Dread Cantor), or require more support (Monastery Mentor).

Not every creature is equally good at your side of the table. For example, many creatures cannot block (like Skyclave Shade), require a wide board (Craterhoof Behemoth), have an activated ability you don’t have the colors for (The Scarab God, Figure of Destiny).

Curse can be removed at instant speed before the next upkeep, resulting in a tremendous mana loss.

Prediction

Seven drops are not exactly great against aggro no matter what you do. If Curse is not good enough, I will try Kiora Bests the Sea God in this slot.

Ethereal Forager; +Occult Epiphany

A flying Secure the Wastes with card selection on top

Why cut Forager?

A lot has to go right for Forager to be a workhorse – you need to have several instant and sorceries in your graveyard, and Forager has to attack. Surviving as a three toughness creature is tough. The worse problem it faces, however, is the lack of homes. Control decks would want a proper finisher, and that makes Forager narrow. Lastly, there is often some tension between other blue cards that care about the graveyard and delve.

What I like about Epiphany

It should not be hard to turn this into an instant speed Spectral Procession at four mana, which is a fantastic rate for blue. By discarding cards with multiple types, you can generate more than X tokens, the most common of them being artifact creatures. Also, being instant, it can be played at the end of the turn in which you have unused mana, kept up for a counterspell.

Flash flying creatures are good, as we know from Shark Typhoon. They can ambush planeswalker with pseudo-haste, kill a large attacking creature, or trade with several attacking 2/1s and stabilize you. Even just a supply of chump blockers will save your skin sometimes. This is Opposition’s new best friend in blue.

Epiphany is a discard outlet. Big graveyards are beneficial to numerous blue cards, such as Dig through Time, Snapcaster Mage, and JVP. It can discard as soon as turn two, and it digs deep for your reanimation target. It both sets up a target in the bin and provides fodder, just in curve for Recurring Nightmare.

What I dislike about Epiphany

The amount of tokens is capped and doesn’t scale linearly with the mana spent. You will not be able to generate more than four tokens in any consistency, even if you pay 7 mana for X. There is also the problem of whether it will be worth it in practice to diversify the card types discarded. For example, how often would you dump a planeswalker for an extra flying token? The most desirable cards to discard are often lands, but ditching more than one has no payoff.

Prediction

Epiphany can still pack enough punch in the late game to be a control finisher that doesn’t die to spot removals. I see this as a high-risk test. Because it plays multiple roles, I am hopeful it stays.

Play tip

Don’t just automatically discard all the card types for tokens, leaving you with no action. Equally, don’t keep that Ugin in hand at turn four. This is a difficult card to play well.

Impulse; +Consider

Another straightforward swap. Impulse offers more card selection, but costing one more is not worth it. Consider digs up to two cards deep, while Impulse digs for four, so it seems fine for it to cost double. However, that is false because most of the effect of either card is tied to drawing a card.

Costing one mana makes finding windows to cast Consider far easier. One such window is the first turn of the game. When digging for a specific card, Impulse might dig deeper, but it will be harder to cast both Impulse and the found card at the same turn. In practice, one mana cantrips have seen far more play than Impulse.

Consider is an Opt, except it sends the card to the graveyard, not the bottom of your library. Cards in the graveyard can be delved, reanimated, flashed back, escaped, etc.

Play tip

When building a reanimator deck, don’t count Consider as a discard outlet. The chances of your reanimation target being on top are low.

Mulldrifter; +Thirst for Discovery

An instant Compulsive Research

Why cut Mulldrifter?

While we remember when Mulldrifter was a bomb, it has two mediocre modes today. Divination is slow and a significant loss of tempo, and four mana we expect to win the game or close. Mulldrifter can be cute with flicker effects or reanimation, but that hasn’t been a winning synergy in a long while.

What I like about Thirst

Thirst is an instant speed card draw spell, making all the difference – it doesn’t tie up your mana, and you can keep it open for countering spells. Lands are abundant and are usually what you want to discard anyway. Thirst is a discard outlet for reanimator decks.

What I dislike about Thirst

In the cube, many decks pack few basic lands. Their number drops slowly but steadily with time. In particular, the MDFC lands visibly reduced the average number of basics.

Prediction

Thirst will live and die by the basic limitation. It will likely stay if it turns out to be worth it in decks with 10+ basics. If that number is 12+, it might be too narrow.

Castle Vantress; +Hall of Storm Giants

A manland finisher

Why cut Castle Vantress?

Castle Vantress is the best of her cycle because the effect actually wins the long game. However, Castle is still highly inefficient. Blue decks sometimes struggle to have enough finishers, and Castle still relies on other finishers to do the job. As a result, games won by Castle are long and drawn-out; a manland does the job faster.

What I like about Hall

It’s a manland that often enters the battlefield untapped. A 7/7 is huge and closes games fast. Ward 3 and the built-in protection against sorcery speed removal means that your opponent cannot realistically cast anything in their turn to remove it.

What I dislike about Hall

A 7/7 with no evasion is very easy to stall with chump blockers. While ward helps recover some tempo, your opponent likely has the mana to spend by the time you attack with the Giant, so Hall is not a durable finisher.

Prediction

Castle and Hall fill basically the same role, and Hall likely wins the game less reliably but much faster. This should be a better cube experience overall. Hall is the weakest of its cycle by far, but it will see play as it is a free inclusion. If it is not activated enough, it will be cut.