Tuesday, 14 August 2018

Winners and Losers from 2018 so far


Thrashing BrontodonThis is a list of all of the cards I said I was going to add to the drafting cube and the good performers from the cards I planned to test. As such, there will probably seem to be more winners than losers, due to me not bothering to talk about all the failures from the testing group. The verdict is still out on a few of the newer cards and there are some I have yet to bother picking up, as well. I have managed to form an opinion on a couple of the new Commander cards, but it is too early to say for most of those, despite having them all. Given that I am still testing Verix, Squee, Charge and some others from Dominaria, I do not anticipate I will be fully satisfied with my feelings on newer cards for quite some time yet, in many cases. Some cards are obvious when you play them and others far more subtle, requiring multiple uses and situations to properly get a feel for.


Thrashing Brontodon - big win

Great in basically every kind of deck. Good stats and good utility. Not by any means over-powered, just very suitable.


Ravenous ChupacabraRavenous Chupacabra - big win

Easily the best 187 dork, after Shriekmaw, and often outperforming the evoke elemental too. Unrestricted targetting and killing potential makes this reliable, and that is what you want most of all from cards like this. It is the Terminate 187 dork in a field of Terrors and Last Gasps!


Skymarcher Aspirant - big win

The city's blessing is easy to get - aggressive white decks usually achieve this around turn four or five. As such, this is not only a great turn one play, but is also one of the best one drop threats you can have in the midand late-game.


Warkite Marauder - lose

Not a bad card, just not really supported appropriately. With a meta-shift this could easily become good, but it wasn't getting the play to merit a slot as things currently stand.


Dusk Legion ZealotDusk Legion Zealot - big win

It sickens me that this is so good, just because I resent this being a bad Elvish Visionary so much. Just a 1/2, just some way to make it sometimes better and sometimes worse, but no... Anyway, 1 life isn't a big deal. Having an all-round playable, two drop filler card is. Black lacked those and so this is a big deal for it - Green doesn't lack such things and so to it, Visionary is merely OK. Despite how functionally Zealot is directly worse than Visionary, it turns out to be better in practice. Probably the most played card from Rivals in my cube.


Direfleet Poisoner - big lose

I don't really see why this was as poor as it turned out to be. I think it is relatively low power, combined with lack of suitability. It is either a poor threat or a poor removal spell, and no deck is in the market for those things.


Direfleet Daredevil - win
Dire Fleet Daredevil 
Great card - some value, some disruption. Sometimes better than Snapcaster and not miles behind it, on average. Playable in most red decks and leads to interesting games, due to red players getting access to more exotic cards.


Jadelight Ranger - big win

Value, options and tempo; what more could you want from a three drop? While this lacks the ceiling of the other three drop value dorks in green, Ranger is so well contained and direct with what it does that it is one of the most effective and suitable in many situations.


Twilight ProphetTwilight Prophet - mild win

This is dangerous enough in a few ways that it is holding on in cube. It’s a decent body, a bit like a flying Courser of Kruphix. It isn't great tempo for the mana, but it is still good enough once in play that low stats to cost don't overly hurt it. Then, once in play, the value and direct damage potential both offer passive ongoing dangers. Prophet is a big draw for removal, winning most games it is not dealt with before card drawing commences. It is a slow card, but it is fairly safe while it is winning.


Fanatical Firebrand - fine

I am yet to cut this. It is pretty comparable to Mogg Fanatic! It is filler in a few places and that makes it see enough play to keep around, but it is neither that potent or that exciting.


Unwind - big lose
Unwind 
Just a horrible card. The upside of having three mana after playing it comes nowhere near the drawback of not being able to play this without three to begin with. It doesnt take many times for you to have this and only two mana before you never want to play with it again.


Cast Down - pretty big lose

Legends are good, unreliable removal is bad. When a legend is in play, there is a good chance it is the best threat in play. That is all you really need to know about why Cast Down is inferior to a Doom Blade, even if the statistics don't agree. Doom Blade is also consistent in its unreliability, which Cast Down isn't even gracious enough to offer. Knowing your Doom Blade is going to shaft you allows you to play around itwhereas Cast Down shafts you without warning and as such, you often cant recover. It leads you to playing like you have an out, and then randomly their threat is a legend and you lose. Oops.


The Flame of KeldDivest - lose

Not enough of a lose for me to cut from the cube yet, but so far this is only seeing play to patch up gaps in decks. No deck actively wants this, they just play it when they lack disruption or one drops. Covering two different pitfalls is a big part of why this is still in my cube, but I would love to replace it with an actually good card.


The Flame of Keld - big lose

A great card still, but not one you can play without entirely building around it. That makes it terrible for drafts. It also isn't so busted good that you want to warp your red aggro deck to build with it. Certainly the card is good, but you can just build a more consistent, redundant, robust, refined and unfettered deck without it.


Dauntless BodyguardGhitu Lavamancer - win

This is getting lots of love. Arguably, reds fourth or fifth best one drop beater (in competition with Zurgo). It is very easy to turn on and not a total disaster of a play prior to then. While not scaling as well with instants and sorceries as the prowess dudes, Lavamancer is less reliant on them to perform.


Dauntless Bodyguard- win

Another fantastic one drop 2/1 in white for the year. This is an OK one drop on turn one and a great one drop on turns two through four. It is exactly the sort of card white needs to compete in a meta with good and abundant mass removal. It is a decently high powered card to begin with, but being so on theme while addressing one of the biggest problems faced by the archetype makes it really strong.


Benalish MarshalWizard's Lightning - big lose

No one wants to pay 3 for a two mana effect, especially when you can get it for 1! The real issue with this is that it is never a one mana card on turn one, which is when being one mana really makes a card immeasurably better than pricier iterations.


Benalish Marshal - fine

Good, solid card that does pretty much what you would expect. It is narrow and relatively far up the curve for the kinds of deck that do want it. With plenty of good aggressive three drop options, Marshall is just a an OK card, despite the immense power it has.


Karn, Scion of UrzaKarn, Scion of Urza - win

A bit too all-round playable not to be good, really. In decks without other artifacts, Karn is mediocre, but it doesn't take much at all for him to be really quite special. If you can make a 4/4 construct when you make Karn, you are in a very good position. A range of passable to exceptional that can be played anywhere is a good place to be.


Shalai, Voice of Plenty - win

I wasn't expecting this one to perform as well as it has been. What I failed to appreciate is how savagely it gates your opponents options. I simply thought if they have a Doom Blade they are killing your 3/4 flier anyway’, and so you don't really care about your other things having hexproof all that much. Well, that turned out to be awful logic. Loads of things want to ping little dorks or destroy planeswalkers, make you discard or sacrifice stuff, and so on and so forth. Shalai forces them to have appropriate removal, and locks them down from doing all that much else disruptive. Solid card and a significant part of why Cast Down is unplayable! Like so many good white cards, this has passable stand-alone stats, in addition to a significant passive disruptive effect.


Adventurous ImpulseAdventurous Impulse - big win

I am a bit embarrassed this was just in the test section and not down as an auto include. Obviously this is great, it is one mana card quality in green! It hits action and lands, which is really the main things you want your card quality to dig for. Impulse has had a huge effect on green, allowing for some vastly more consistent builds of aggro through to ramp. While green had loads of decent selection prior to Impulse, most of it was a bit higher on the curve. Impulse is so cheap it fits into decks pretty seamlessly and doesn't punish your tempo for going that little bit deeper on card quality. One of my favourite new builds Impulse facilitated was an aggressive green Eldrazi deck, using Oath of Nissa and Ancient Stirrings to great effect. So while Impulse is generally just a worse Oath of Nissa, the fact that it affords redundancy and depth in a highly valuable role has catapulted green decks forwards. Mono green zoo lists are somewhat my preference over Naya builds now, and a lot of green combo decks have also jumped in power with that extra cheap digging tool. I recently got destroyed by a very clean Melira/Vizier combo deck, that didn't even bother with Birthing Pod. Just combo cards, a pinch of disruption and card selection cards like this. I lost on turn three far too often for a green, creature based, cube combo deck! So yeah, me not being hyped for this is much like not rating Serum Visions due to there being Preordain - these are very much types of card that improve each other rather than being a replacement.


Mindblade RenderMindblade Render - lose

Not a big lose, as it still feels fine in cube, but it isn't as juicy as I had hoped. It rarely does much by itself and needs support to do work. Render is a filler two drop and sits in the same trough of power that the many other failed Dark Confidant attempts reside in. Mindblade is a bit safer than those X/1s and the 2/2, and it also has a better ceiling. Where it really falls down is when it is part of a board stall. In those cases it is just a Lumengrid Warden, while the others have a better chance of getting card advantage.


Cheering Fanatic - big lose

This is just inappropriate for what you want to do. As a 2/2 for 1R, it is a poor body. Needing to attack to ramp means you only want this in an aggro deck, but it is bad at attacking, thus making it bad as a threat and bad at ramping. Further to that, you don't really want two drop ramp in aggressive red decks. If this just tapped for a red, even a colourless it would be great. Aggro decks still wouldn't really want it, but midrange and even control decks would be all over it, due to the greater safety it offers itself (and you!).


IsolateIsolate - big lose

Oops. I got this well wrong for cube. I kind of looked at this in the light of legacy, where decks had four copies of brutal things like Deathrite, Death's Shadow and Delver of Secrets. While those cards are in cube, there is a far lower density of them, what with being a singleton format. There are not only fewer one drops in cube than in legacy and modern, but they are also weaker on average as well. Playing Isolate means you are playing a narrow card that has no chance of getting good value, with a reasonable chance of getting low value. Isolate in your opening hand is great, but it quickly loses strength. It also has far too much risk of just doing nothing for too long. Still a useful sideboard option, but nowhere near the playability or power it needs to work out in a drafting cube.


Dismissive PyromancerDismissive Pyromancer - mild lose

Still a nicely rounded playable and useful card, but certainly not any sort of bomb. It is a bit of a filler card in aggressive decks, while midrange decks love it (but absolutely for the utility rather than the power level.)


Dark-Dweller Oracle - lose

Also still playable in cube, but only just. I certainly over-rated this more than I did with Pyromancer. The main issue with Oracle is that the sacrifice ability is far less effective than it might appear. In principleit ticks all the boxes for being repeatable, instant speed, cheap and offering good returns. In practice, however, it is only any of those things in ideal circumstances. Short of instant and flash spells, nothing you exile is of much use outside of your turn and this is the main issue. You don't get to have much value from the ability in the face of their removal, as they just time it such that Oracle can't take advantage. It is also not all that cheap, as you get one land drop max, before you have to spend extra mana to access the value offered. A useful card, but one I only really want when I have a lot of appropriate synergies.


Runic Armasaur
Runic Armasaur - lose

This just doesn't do very much! I am yet to cut it, but if it continues much longer in its doing of nothing, it isnt going to stay. This is just one of those cards that is far too dependent on what your opponent is up to in order to be a valuable include in a deck. It is not a threat by itself and it gives too much control over its effect on the game to the opponent. While a good card against aggression, it is still probably less good than Carven Caryatid in that situation!


Plague Mare - massive win

This is mostly a win due to my meta and how rampant the go-wide tactics are. Chainwhirler is a known entity and is highly predictable, what with the triple red cost. You are also typically on guard against things like Forked Bolt from red anyway, so that has not been as brutal. In black, this rather more playable three drop has been pure filth. I walked into a six for one with it, the other day. On turn three... I had a lovely elf-heavy ramp deck in sealed and had a particularly bonkers start. Then I put my board in the bin to his Grey Ogre complete with Plague Wind. These stupid mistakes will pass as players catch up to quite how playable this little horsey is. Plague Mare is a little polar in terms of performance, but it is also a necessary evil given the state of my meta. It is essential that midrange decks have some good counter-play options to go-wide strategies and that is exactly what Plague Mare is. You struggle to win without it in some matchups,but it doesn't harm you in the others.

Plague Mare 
Goblin Instigator - win

It hasn't really out-performed expectation, it has merely met it. That being said, I expected it to be the most played card from M19 and thus far that is holding true. Living up to high expectations feels like a win.


Sarkhan, Fireblood - mild win

Just a fair and balanced Dack Fayden. You exchange the swingy -2 for a useful ultimate and that leads to a better card to play with. It is perhaps a little less powerful, but it is comparably playable and less unsatisfying. You don't need any dragons for Fireblood to be good, just looting (rummaging) and an ultimate to work towards make him suitable for a lot of decks. The dragon mana has been used and it is pretty naughty, it is a much fairer "situational" ability than Dack Faydens -2. This is mostly because it is on your build and not your opponents. A well designed card that is a useful addition to red.


Elvish Rejuvenator Elvish Rejuvenator - mild win

This is seeing play and doing work. Unexciting work, of which no odes will be sung, but good, solid work none the less. There are a lot of cards you can use that do this kind of thing and each have their perks. That being said, this is the most interesting and most unfettered of the options, which makes it doubly the best option for drafting cubes. This will rarely excite or impress, but I anticipate seeing a lot more of this card.


Nicol Bolas, the Ravager // Nicol Bolas, the Arisen - mild win

I have flipped this only twice so far and I can assure you I have forced playing this card at every possible occasion. I have double splashed this, I have drafted badly and I have built badly, all to get my monies worth on this expensive dragon! You don't need to flip Bolas for it to be good, but it certainly does make it seem very good indeed! I feel like despite not flipping Bolas loads, he has still flipped more than I would have expected. Power was never really the issue for Bolas, it was all about playability, and even with my aggressive playing of him taken into account this new Bolas is comfortably getting enough of that. I suspect that will dry up a little as the excitement at the card diminishes, but I think Bolas will survive so long as Grixis remains a premium three colour combo. He is just too powerful without having any flaws to not see play.


Fountain of RenewalFountain of Renewal - big win

I gave this a good review, but I was a little concerned I was over-rating it and now, it would seem as if I underrated it. A big part of why I keep playing this is new Karn and how much he loves supporting artifacts. Turns out, you don't need things to play off Fountain for it to be good. The card is just a good cube card. It is the Thraben Inspector of life gain. You just toss it down when you have a bit of spare mana and you sac it off when you need cards. It costs you very little to run and adds quite a lot to your deck. I have played with it a great deal, and against it a bunch too,  and it is surprisingly disheartening to play against, just a constant reminder the game is slipping away! Fountain has won me several games and it has yet to significantly impair me. Although three is quite a hefty price tag to turn it into a card, it turns out to be less onerous than it looks. Basically, when you are under pressure you tend to want life and so you rarely want to cash in your Fountain. By the time you might want to cash it in, you have used everything else and typically have mana spare. It is only in the slower games that the card is more urgent, and in thosethat three mana is less of an issue. Crowbarring a Wurmcoil Engine or Batterskull into a control deck comprised of Grixis colours just to have lifegain was quite common place, but it was a burden on construction and options. Fountain is a far easier and smoother card to build with and solve that particular problem. The low power of this card is totally offset and more by the convenience and suitability of the card. I have always maintained that good lifegain effects are those that come free on a card, where you would still play a card without that life gain aspect then you have a good life gain card (for example: Scavenging Ooze and Courser of Kruphix). Fountain is the only cube-worthy pure lifegain card and that is because it essentially comes free. 


Rustwing FalconRustwing Falcon - win

Mentally this has performed really well so far. It manages to tick two boxes that no other playable card does, which is being an evasive one drop with more than one toughness. This is not easily picked off with a Lava Dart or Plague Mare. It holds off the many potent 1/1 flying tokens that populate midrange cubes. Obviously, Falcon is only a good card when buffed, but it only takes the mildest of buffs to make it highly relevant. There are loads of good buff cards in cube and many archetypes vying to use them. As such, Rustwing fits into a surprisingly large number of decks and works well in them, too. Rustwing is even good in the planeswalker battles. A single life makes little difference to players, but a loyalty makes massive differences, especially early. Rustwing does surprisingly good work in making your walkers look safer and the ones across the table less valuable. 


Aminatou, the FateshifterAminatou, the Fateshifter - lose

I had hoped this would be playable in a drafting cube, but it just obviously isn't after running it in a single deck. It will still be a useful card for the high synergy build-around decks, but it is too much work getting it good in a limited format. Even if you support this with all the miracles and some other top of deck things in a draft cube, it isn't going to perform well. It too-rarely does anything at all if you make her on curve and that is a problem.


Saheeli, the Gifted - mild win

Hard to kill, like Elspeth, with her five loyalty and a 1/1 dork for four mana. It is some value and some tempo, with good odds on more. The second ability, while wildly different from what an Elspeth might do, is also proving good. Like Karn, Scion of Urza it benefits from being in a deck with a good number of supporting artifacts, but I found I was using it fairly often just for a one mana reduction and I was happy about it. The ultimate is a little annoying, in that it isn't much of a threat without support. If you can copy enough power, then great, but that will be super hard to do. Mostly the ultimate will seem worse than churning out more 1/1 tokens. This means that while Saheeli is versatile and reliable, she is rather less threatening than some of the premiumplaneswalkers. I do ultimately expect I will cull this Saheeli from the drafting cube for her various narrow attributes, but she is presently interesting and powerful enough to hold off that fate.




Thursday, 9 August 2018

Top Ten Cards of 2014


Siege RhinoI had remembered Khans being more impactful than the quantity of relevant cards from this year suggests. I think while numbers are relatively low, the impact of a few of the big names significantly changed the cube landscape and made it feel like a bigger year. Product-released-wise, 2014 was a huge year with three normal sets (Journey into Nyx, Born of the Gods, and Khans of Tarkir), a base set (M15), Commander 2014 and Conspiracy as well. Given the relatively large number of cards and the relatively few of them that are cube relevant, I think we can actually call 2014 a fairly low powered year, at least for a recent one. Regardless of all that, I remember this year, specifically Khans, most fondly.  Here are some of those cards that are cube relevant, before we get to the top ten;






Myriad LandscapeSong of Dryads
Malicious Affliction
Mana Confluence
Dictate of Heliod
Stoke the Flames
Bloodsoaked Champion
Brimaz, King of Oreskos
Chandra, Pyromaster
Sorin, Solemn Visitor
Murderous Cut
Nissa, Worldwaker
Myriad Landscape
Hallowed Spiritkeeper
Temple Cycle
Abzan Charm
Altar of the Brood
Anafenza, the Foremost
Arcane Lighthouse
Nissa, Worldwaker
Brimaz, King of OreskosBassara Tower Archer
Become Immense
Brago, King Eternal
Brain Maggot
Clever Impersonator
Coercive Portal
Containment Priest
Daretti, Scrap Savant
Defiant Strike
Doomwake Giant
Dualcaster Mage
Eidolon of Blossoms
Eidolon of the Great Revel
Freyalise, Llanowar's Fury
Garruk, Apex Predator
Gnarled Scarhide
Grim Haruspex
Hall of Triumph
Hardened Scales
Jeskai Ascendancy
Jeskai Charm
Mantis Rider
Mardu Charm
Necromantic Selection
Nyx Weaver
Pain Seer
Return to the Ranks
Sarkhan, the Dragonspeaker
Savage Knuckleblade
Seeker of the Way
Sidisi, Brood Tyrant
Seige Rhino
Sultai Charm
Teferi, Termporal Archmage
Temur Charm
Titania, Protector of Argoth
Waste Not



Dack Fayden10. Dack Fayden

Dack is a bit less common to see (being gold) but he is relatively high impact on the cube. He is so swing-y when he can steal something strong that he is one of the more played-around cards. You walk into Dack and you probably throw. Dack is unlike any other Walker – firstly, he is no threat all by himself, (well, not unless you can realistically expect to mill out your opponent by forcing them to loot (It has happened!)). Secondly, because he is so polar - he is playable, but low key when he has no potential targets to steal. Hes fine when he just loots, hes good when he only uses the +1, but he also makes your opponents play differently. He is game-winning when he opens up with a Steal Artifact, even if this is as minor as a Talisman or Terrarion. With it being steal rather than destroy, the impact is generally more than doubled, particularly in the early game. Resource development games have an exponential scaling (as a general rule) and so minor edges gained early get quite out of hand, over time. If it is devastating to lose a cheap support artefact, imagine how filthy it is to take a Wurmcoil Engine! All in all, one of the biggest swings that occurs in my cube, with a casual three-for-one into the mix, you being up a Walker and a thing, and them being down the thing. 



Creeperhulk9.   Creeperhulk

Not super-exciting, but pretty effective. This is basically the card you play when you want to play Craterhoof Behemoth, but can't reasonably expect to get near eight mana in any sort of useful time frame. In any creature based deck, if you get to untap with a Creeperhulk you have likely won. Failing that, you should be pretty ahead, or forcing your opponent into acts of desperation. Creeperhulk is fairly punchy just on its own, being a decent 5/5 in stats complete with that key trample. The one downside of the card is that if you curve him out and walk into removal, you are typically falling behind due to the relative cheapness of said removal. Creeperhulk has no bonus value to offer on cast, on entering play, or leaving it, nor does it have any protection beyond the reasonable health pool. A Doom Blade or Swords to Plowshares see him off cleanly and efficiently, and that is the danger. Fortunately, in a creature-heavy deck you, will expect to force that kind of removal a lot earlier on three drops. You can also top deck Creeperhulk late, with seven or even nine mana, and get a bit of that Craterhoof feel. Ultimately this is a good finisher and nothing more - it is OK on its own and offers a lot of reach, but its not a value card or a utility one, although it is sufficiently good at its main job for that to not matter at all. The drawback it has is akin to that of Baneslayer Angel's and if you can work around it, then you are in the winning position. Typically, this will be the last threat you play, so as to best avoid removal and best position yourself to use the game closing power of the card. 


Courser of Kruphix8.   Courser of Kruphix

Green has had so many great-value three drops printed since Courser that he no longer seems quite as nuts as he once was. When this came out in 2014, it was the absolute business. The perfect all-inclusive midrange and control dork. Despite the heavy defensive leaning, Courser cropped up in all sorts of more tempo-driven decks, like Jund and Zoo, simply for being so far above the curve. Good stats, lifegain, ongoing card advantage what’s not to love? Sure, he might concede some information, but you can also turn that drawback into a perk with sneaky mindgames, or simply shuffle effects timed well. Courser is no less great than it was, it just has more comparable alternatives that rather reduce the urgency on having this in your list. With punchier-value three drops like Tireless Tracker and Jadelight Ranger to choose from, Courser now tends to find play in the midrange and control decks more exclusively, and that is why I could only have him at the bottom end of this list. If I had done this list at the time, this would have been a lot higher. 



Goblin Rabblemaster7.   Goblin Rabblemaster

I misread this in my initial review of it in 2014 and thought it produced 1/1s only when it attacked. I ran with that assumption, because that would have been pretty appropriate for the era. When I saw it getting some play, I was confused and properly re-read the card and instantly added it to the cube. Rabblemaster has found itself in a wide array of archetypes. It might look aggressive, but it has plenty of applications in slower decks. The card gets out of hand really fast, as it needs an answer and will often leave some residual value, even when removed. Rabblemaster is the bar I measure the dangerous three drop threats by, and little comes close! It is cards like Rabblemaster that make uninteractive decks need to be exceptional. Most decks are pretty well equipped with answer cards these days, and it is cards like Rabblemaster that make this such a necessity. It is not too hard to mitigate, just a couple of 2/2s will be more than enough,but things get well out of hand if no mitigation is available. Rabblemaster really punishes, while still having an impressive floor. It applies a lot of damage very quickly and it manages to go both wide and tall. Often, they have to block the Rabblemaster itself due to the high damage it represents, and so they trade their big thing with your small thing while all the little goblins live and nibble away. Goblin Bombardment decks as well as tribal decks also love Rabblemaster for his cheap ongoing token production.



Flesh Carver6.   Flesh Carver

One of the big, underrated cube cards out there. Mostly this is down to it not being appropriate for eternal formats and not being legal in other competitive ones. It was never in a draft format. It isn't exciting for EDH, either – really, this guy only shines in cube. It usually takes some dominance in another popular format before people really tune into a cards potential in cube and Carver has never had such attention. So why is he so good? He just does it all, in a safe and efficient way. Carver is a decent tempo buffer against aggression, providing a couple of OK blockers and a tough time of clearing the path entirely. He makes a planeswalker safer than most other three drops do in an average cube setting. He also threatens planeswalkers in the midgame and players as well, when the time comes. Evasion combined with the ability to grow in size is pretty scary. It is relatively safe investing in growing Carver and pretty easy to make him bigger than anything that can block him. He is also nice and safe to most mass removal and allows for a little more extension than most threats. Carver has some of the best reach you can find on a three drop. He wins more games than the high tempo threats like Ahn Crop Crasher, say. The same is true for meaty powerful cards like Brimaz as well, but none have the staying power or ability to force through damage that Carver does. When Flesh Carver is holding down the fort against aggression, or winning the game for you, he is providing powerful utility and a useful sac outlet.



Satyr Wayfinder5.   Satyr Wayfinder

This little dork seems to just be everywhere at the moment. There is just such a depth of things that interact with graveyards, in basically all colours and archetypes, that a nice bit of controlled self mill does a lot of work. Two mana for a 1/1 body and a land is a nice cheap two for one, albeit a very low impact one. It gets some presence on the board and it gives you some consistency going forwards. Sylvan Ranger is a more reliable two for one and a more reliable fixer, but it offers no synergies, doesn't find exciting lands and requires a mild degree of building around (in that you need to include targets). You barely ever see Ranger anymore and it was never that exciting of a card. Wayfinder, however, is pretty busted! It is a pretty good starting point for a card and then it has so much scaling power. I have seen it be pretty filthy value when it flips three cards that do things from the bin and a land. Literally better than an Ancestral Recal (once, but still). Just reducing a delve card by 3 is more than enough to make Wayfinder great. It is the selection aspects, more than the value or tempo ones, that I have found most useful. It turns out that most colours have access to some recursion tools, which are already pretty desirable in the singleton formats. Card quality, dig and tutoring have historically been the preserve of blue and black,but increasing quantities of playable self mill and recursion tools has allowed all the colours to get involved to some extent. I often think of Wayfinder as giving you an extra Anticipate with suspend that concludes when you use your recursion effects. While most colours do now have some forms of dig, tutoring and card quality of their own, being able to supplement it with self mill and recursion is a huge help and has opened up the cube amazingly. Control and midrange options are all over the place. Not so long ago at all, the idea of any red deck that wasn't racing was a joke - either go combo, go aggro or go home. Now, though, slow red decks are great. Wayfinder isn't itself playing a huge part in red having a wider range, but Wayfinder is the poster boy for good self mill in cube. After the good one mana ramp cards, Wayfinder is the most played green card in my cube. 


Council's Judgment4.   Council's Judgement

A pretty dull card and a pretty fair one. Three mana is a lot to pay for a sorcery speed spot removal card. Council's Judgement is not really a card for getting you ahead, it is a get out of jail free card. The aspects of the card that carry it are simply that it is one of the very few catch-all cards. It will not kill man lands and utility lands, or I guess Viashano Sandstalker! It will however kill everything else, from Purphoros to Thrun, True-Name to Darksteel Colossus. No form of    protection actually protects against Council's Judgement, short of not being in play anymore! While that may not be great card design in a standard format, it is fantastic in cube. It ensures there are counter-play options and that leads to a healthy format. It is a card that makes a deck look worse on paper, but in practice it increases your win percentage overall and leads to better games. I rarely leave it out of a white deck and never did prior to Cast Out getting printed. 



Dig Through Time3.   Dig Through Time

I was super hot for this card when I first saw it. So hot for it that it blinded me to other good things! I was missing the Fact or Fiction days of card draw that planeswalkers had slowly made obsolete and in Dig Through Time I saw powerful card advantage that was playable in all the ways Fact or Fiction no longer was. Not only was Dig Through Time playable, but it is oh-so-powerful too. It is better than two Impulses and yet it is one card, not two! It can be played for the same amount of mana, as well! It feels like a tutor in cube, with seven cards being a large chunk of libraries in forty card decks. Dig is highly desirable for combo and control decks, while also getting plenty of play in aggro and midrange, as well. Drawing cards is never bad, certainly at a one for one rate with mana paid. Selection on cards is also never bad! The instant speed of Dig also drastically reduces the onus on powering out your delve. Paying four for an EoT Dig is totally fine, and it is still better than Fact or Fiction!


Treasure Cruise2.  Treasure Cruise

Not quite Ancestral Recall, but certainly the closest we have come to the original busted draw spell. You need to have some support for this, but it is all good cards, all pretty painless and easy to do and oh-so-well worth it! I underrated this on release, because I was in the mindset that only control and combo decks really want to invest in raw card advantage cards. Obviously there is a point at which a card is just too powerful to pass up on, despite how off theme it is, much like Courser of Kruphix in aggro decks. Suffice it to say, Treasure Cruise is well past that point. Sure, card draw might be the opposite of tempo, but it is never really off theme’, as such. Original affinity decks ran Thoughtcast, after all. So yeah, every deck that can expect to cast this for one within a half reasonable time frame plays this. The only reason they might not is because they don't have it, or they already have too many other cards taxing and using the graveyard. Or, I guess they could just be wrong! Delve saturation is the only really bad thing about all the bonkers good delve cards from 2014. I have had at least four big delve spells in decks before, but I never expect to cast more than three, usually only two, and even then I will have built to fuel the delve somewhat more than usual. Delve might be cheap, but they are not super early and each tends to reset your progress. I did Cruise turn two the last time I played cube, but I had over supported my self mill, I lost that game and most of my matches. Much as you can't overload on delve effects in a deck, it isn't too problematic for Cruise as it is the best of them on average and tends to oust the competition. 


Monastery Swiftspear1.   Monastery Swiftspear

What a dork. No downside, just pure upside. This might well have still been a premium red one drop as a 1/1 or without haste. The latter, we can somewhat support with the subsequent printing of Soul-Scar Mage. I certainly rate Soul-Scar as the second best red one mana beater in my cube, but I can see the arguments against that while I will not hear of any suggestion Swiftspear isn't the number one. She has great scaling and the cards that support it well are also powerful cards. You can play Swiftspear in most aggressive decks and it is rarely bad. Even with practically zero triggers, your opponent will need to respect that you might have some which means Swiftspear will trumps 2/2s and even some key cards that are bigger. Scare off that 4/3 with your ferocious 1/2! So while you could technically argue that Goblin Guide was better in a vacuum, in practice it never is. I don't just rate this as better than Goblin Guide and thus better than any other red one drop beater, I rate this as the best one drop beater of all time. Keep your static, narrow Nacatls, keep your needy Delver of Secrets, your sac land fueled Lynx and your tribe locked Parish Champions! Swiftspear is not only more powerful than those cards, but it is also much more insteresting and interactive. It is rare for something to be at the top of a pile of things and actually be a well designed card. Sure, it could be toned down, but it isn't oppressive as it is, just as good as it can be.