Monday 21 October 2024

Homemade Cube Card Reviews: J

 



Jet Knight (cut)

Power 5

Design 4

Aesthetically very pleasing card and a nice homage to the classic Knight theme. Sadly a card that doesn't play well or excite that much in draft. Low nominal power and relevance curtailed behind a paywall of high black mana intensity. Very few decks want this card. An OK blocker or a hard to block attacker. It isn't enough threat for an aggro deck, especailly as black doesnt' seem to have one, nor it is enough value or tempo for a midrange list. This is filler, perhaps it is devotion support. Regardless, it is not worth a slot. 





Jessica, Firemind

Power 7

Design 7

Generally happy with this one. Very red feeling in both play pattern and offered abilities. It is hard to get value with Jess but there is plenty of utility. I really like the include of Threaten. It is a hard effect to include in a cube being rather situational  but it sits nicely on a walker in the pseudo ultimate slot. I toyed with -1 on the ping but that was a bit too harsh. It is more the case that walkers in general are a little good in my meta rather than this one being out of line. As such this is likely best left alone while some other cards are designed and tuned such that walkers are more suitably placed overall. 





Jet Dragon (retuning)

Power 8

Design 4

Inherently a polar card in that it wipes the board and leaves a big old dragon in play. In control decks this is fine but actually underperforms relative to elsewhere. Control don't need their answers and threats on the same card and in this case it might well limit you. A six mana Wrath with restricted range is not going to be sufficient a lot of the time when compared to an actual Wrath of God. That 5/5 flying body means nothing if you died a a turn ago! Equally, if you are leaning on the body to close out the game it is slow and answerable as far as control threats go. A four turn clock isn't terrible but it isn't impressive either. I have considered an array of tweaks to this to try and make it more suitable but I fear it is a more fundamental design issue with this type of card. Most of the tweaks lower playability on the wrong way, such as making it 3BBB or scaled up to a seven drop. If they are not reducing playability they are reducing elegance. A 4/5 statline does a bit but not relevantly. all the actual issues still remain. The jury is still out on this one. It could ultimately get a bit of a rework, it could just get cut, or it could remain in the cube as it is. Very few cards still sit so openly on their future potentials. Especially none with quite so much testing as this, for this certainly gets play. As you would expect from a limited format, the bell curve of decks is slap on the midrange, and the midrange is where this shines most. It is fine to have a few cards you need to know to play around, but few is the key component there. A card has to be really worth it for that accolade and I am not yet persuaded as to the worth of this dude.







Jizzum Djinn (retuning)

Power 9

Design 6

These are the saclands of the set and really glue everything together. This is one of the best of the land cycling dorks. Big stats with a relevant ability make this consequential late game in flood mode. It is also in black which has a bunch of extra upsides for getting dorks in the bin. Turn one cycle into turn two recur in some way for value is a common and good feeling line. Much as I am happy with the way it plays having an abundance of cheap land cyclers I do want to get the power level of the card side as on point as possible. You can go pretty terrible and still have them see play. Keeping them just above playable isn't the objective with these cards as it is with most others. The ideal I think for these is having them be somewhat close to 50/50 on the play to cycle ratio. That usually means having the card side a lot more potent than you would expect of a real card. Regardless, dropping this from a 5/4 to a 4/3 isn't actually going to move the ratio very much on this card. You will still play it when you don't want a land and have nothing  better to do. The ratio it would change more significantly is how often you win when you cast it. There is no real pressure to sort this out, it is not ruining games by being over tuned. Pretty sure the final iteration will cost this and be either a 5/3. a 4/4, or a 4/3. 




Jonny Mono

Power 7

Design 8

This card isn't super exciting but it does exactly the design brief and does so in a really clean and balanced way, all while being one of the hardest card types to balance. This dude could even be a 5/5 and remain fair and reasonable. He is just a Jegantha style big dork. Jonny is a payoff for being mono, all be it a small one. His relative high cost makes him little more than some mild late game value in an aggro deck. Control loses a lot more from being mono than it is ever gaining from an over priced vanilla dork. Midrange sits in the sweet spot. Ideally midrange against five colour green, the only archetype where the protection becomes anything other than cute flavour. It is nice that the mono deck gets a potent tool against the gold deck as it is often a dodgy matchup for the mono player. Jonny isn't interesting is his problem. You play him as your companion if you can, otherwise you don't. You are almost never trying to play him. He doesn't change much. What he brings is a nice warm feeling when you get a free card. He is feel good rather than play good. That is no bad thing however. He is simple and not taking up much space or anything. 





Jonny, Golden Nugget (retuning)

Power 8?

Design 3

A really dangerous and dodgy walker here. Suffice it to say I got this well wrong the first couple of goes. I wanted a very high cost walker you could instantly use all the loyalty on to counter something, or that left behind a low value walker when you could afford to slip him out. The problem was that having an effective Seal of Counterspell planeswalker was just game winning. Whenever you got it down safely it was as good as winning. You need to have to work upto that counterspell loyalty. I suspect even the iteration shown here is still too powerful. It is one of those dodgy combinations of types and effects that plays poorly in terms of fun and so needs to be balanced on the lower side of the power range. I wouldn't be shocked if this never quite came together. There is a lot of novel stuff trying to happen here so perhaps best to split some of those ideas off. Losing the flash certainly takes an element of the danger away from this and would open up some design space. I really like the few walkers that allow for instant speed play and/or use and that is where the inspiration for this arose. Much as I am on revision three of this now I have as yet still done relatively little testing on this as I have had to cut shraply each time given how egregious it was. I am not in the habit of leaving cards this bad in the format too long else no one is going to want to play it. The homemade cube has to appeal more than my other cubes for it to get play and leaving cards as devoid of fun as this are not how that is done.





Journeying Disciple

Power 7

Design 9

Always loved the Cloudfin Raptor but it was never that well supported in cube. I was trying to make more interesting one drops that potentially did more in a longer game than the generic 2/1 beater with some mild upside. This was my attempt to fix Cloudfin Raptor into a more playable card and I think I managed that very well. This is a scaling one drop that isn't too snowbally or oppressive. There is lots going on too, both with consideration in deck building, and plenty of options in game. It all came together really nicely with this one and it feels like an even bigger win than usual as I get to replace a boring 2/1 aggro dork with it.






Jubilations

Power 8

Design 6

Initially this cost 2W and was underwhelming. At this price it is rather scarier. It probably needs to be that way though as this was very much made with the brief of giving white aggro decks a means to paly well passed their 40 card deck size. This is an inevitability tool and quite the potent one. It is most dangerous in aggressive decks where the counters are at their most scary. Even so, the range of utility this brings makes it perfectly acceptable in basically any deck. I am not entirely sure how fun of a party hosted by a white mage is going to be. I feel like I want my revels red based! Not about to make this gold for flavour though. 






Jumpy Goblin

Power 5.5

Design 7

Take Ragavan. Strip away his two best modes and you wind up with a card still very playable. Dash it transpires is quite a good mechanic. This is just a generic 2/1 beater for 1. You can make them all day and they are rarely super interesting. This one does very well on interest to complexity even if nominal interest isn't wild! It is super clean, highly plausible, and spot on for fair. It is even a little bit option dense. You need a critical mass of these one drops to support certain archetypes and you do not need them all to be masterpieces, indeed the odd simpler one can help keep things running smoothly. Cards like this that do the job efficiently are likely pretty optimal. It is hard to get excited by this guy, especially when so eclipsed by naughty thieving monkeys. But, Jumpy fucking Goblin mate. The Ronseal of one drops.






Jungle River

Power 8

Design 7





Jungle Troll

Power 6

Design 6

This was a card made to plug a hole. I simply didn't make enough green three drops first time round, particularly not enough stat focused ones, and I needed some. This is the kind of dull creation I flop out when going full bottom up process in an area that I lack interest and inspiration! It hit all the deign parameters. It feels and plays about right but it is pretty dull. It even tends towards duller games. Toughness heavy statlines favour blocking. Regenerate also stagnates and slows games. Get this guy some juicy equipment and things get pretty wild. As he comes he is just a nice safe way to curve with tempo. Mana dork into Troll is very green feeling. You get to be the big cheese with your big numbers. This is the kind of card that should probably have some complicated exotic card in its place, and perhaps one day it might. In these early stages of development however, these clean and simple cards that do the job at hand are a great help and have done wonders for general accessibility. The thing I most like about this is card feel. This evokes green both mechanically and aesthetically. It feels like a pure old school magic card, like straight out of a Mirage booster! I think that cards like this that are real flavour and aesthetic wins have done wonders for making my homemade cube appealing.






Jungle Valley 

Power 8

Design 7





Junior Monk (retuning)

Power 5

Design 6


I worded this poorly and somewhat broke the card as a result. It needs a clause to allow on a single activation else this has more of a Blessing than prowess! Even so, not as broken as you might think with it relatively rarely coming up. Basically, by the time you have mana spare to mess around with giving this prowess it is usually irrelevant on the board or long since left it! The ratio of turns this is in play to the turns it is activated are low. I could happily lower the cost of the activation somehow and have the card remain fair. If done right it could well make the card more interesting as well. A fine generic 2/1 filler card with a dash of scaling but nothing like the power of Swiftspear to actually push an archetype. This would likely be better as a 1/2 if the prowess were sufficiently easy to turn on.







Junk Monkey

Power 6

Design 7

I wanted to make a real disposable dork, one you could afford to be real wasteful with, a red Thraben Inspector ideally. Junk gave that opportunity in a very red way but any sort of 2/1 with a junk was going to be too good. I could have gone with a 1/1 but that felt boring. Instead we have put frenzy to work. This is able to beat up players and planeswalkers but it does a very poor job of trading in combat. As such it is hard to gain or lose value with this dork, but it can take advantage of tempo and apply some more on that front. This card plays almost like it is from another game, but it is interesting and plays well. The worst thing about it is that frenzy is not well known by players and as such the card isn't at all intuitive. A card that I presently deem worth the extra effort in understanding as it adds so much to the format. I love a Thraben Inspector, I even love a Voldaren Epicure, but I also resent the Epicure for not quite being what I want. This is what I want for red, it is my little red Inspector!





Saturday 19 October 2024

Homemade Cube Card Reviews: I

 

Icatian Charm (cut)

Power 7

Design 5


One of the few charm cards I pushed enough so as to see a lot of play. This is just a very brutal interaction card with a bit of bonus removal tagged on. Mini Overrun at instant speed puts in a lot of work from the humble combat trick to the alpha strike. Undying also puts in a good stint being a powerful counterspell for removal, allowing EtB effects to retrigger, and trading nicely in combat. It is rare not to be able to put this card to use and when you do it ranges from powerful to game breaking. Ultimately I cut this as it is a bit homogenous, it adds too much situational swing for too little cost. It also doesn't feel all that white. It isn't that the effects don't feel white, it is just a vague card as with most modal cards. An issue I have found with trying to make for a really consistent set is that I have priced out Charms. Modal cards are there to offer a bit of consistency. If you have a more consistent format the Charms need to be more powerful that usual to compete. Passed a point they simply become too powerful and never get left out of decks. My home made cube seems to have the point at which they are too powerful to see anything other than ubiquitous play reached before the point they are powerful enough to see any play at all. To any chemists out there it is like the states or phases of matter graph by which at certain pressures/temps you can bypass certain states all together and go direct from solid to gas without having to go via liquid. 




Icatian Constable

Power 7

Design 7


Thraben Inspector given a little rejig. I like how adventure cards play out and I love Thraben Inspector. This guy is about as close as I could get to Thraben without it just being another one. I quite like the tension in this as an aggressive card, do you deploy this on turn one as a 2/1 or do you deploy the adventure first to ensure value?





Ignorance of Bliss (reworking)

Power 5

Design 5


This sits right in the middle of this cycle neither being scary like the black or green, nor unsuited like the white and red. This is a very powerful and effective threat that it is hard to meet the necessary support for. Blue is not an easy colour to get devotion in. With a few more good blue enchantments that you would want to play with this the card might well become oppressive. As it stands the card does not have devotion very often and it is easy to turn off by killing a weak blue dork. I suspect that this will ultimately get cut unless I somehow manage to get a working blue based creature deck that also wants five drops. That or I try it scaled back a bit to a four drop with lower stats as seems the best solution to getting the red one to work.





Immobile Dead (cut)

Power 3

Design 3


I wanted a Gravecrawler style card that was both cheap enough to recur and didn't have overly narrow  prerequisites. No one is paying 3 mana for a shit 2/1 in cube and winning that game. Equally, it is not often you have sufficient zombies in your deck that Gravecrawler is everything you hoped and dreamed it would be. I decided to make this a 1/1 to allow for a rather lower burden on recursion which feels balanced but sadly also makes it not all that desirable. This just doesn't do enough by itself. There is no Skullclamp here! Initially this saw no play as the Blood Artist style deck was just a long way from viable. As that archetype has now received love this probably would stand a better chance of getting some play but it is still a low powered card that only goes one place and fails to stand up well on its own. That is a fully parasitic limited card and not worth the trouble. I will try and find a sweet spot where a recursive dork can be played in a wider variety of archetypes but it feels like a relatively tall order. 






Immutable

Power 6

Design 7

I like the way non-blue colours can get on-pie feeling spell disruption through this sort of effect. This is counter a removal spell with a little side dish of combat trick. These are effects I want a smattering of but are hard to provide due to them being pretty unplayable stand alone cards. Just way too situational. And we all know how to fix situational cards - we give them landcycling and effectively make them MDFCs! White and green both got one and they both play pretty well for such things. I should perhaps have given this one to green, mostly because the hexproof one can be applied to yourself and that feels rather more white than green. 





In Absentia (cut)

Power 7

Design 5


Some where between Declaration in Stone and Get Lost lies this beast. It is actually closest to Baleful Mastery once you peel back the dressing. This is a nice clean iteration of the "powerful removal spell that concedes something" camp, which in turn tend to be some of the most interesting options out there. This was cut because I wasn't short of removal and the catch-up experiement failed. This card is however quite reasonable. I think I might simply remove the catch-up and either add exile or an additional target option to the card and call it a day. I might not need more removal but I think this is probably one of the better playing ones. Direct and thus playable but also rather more interesting than your typical direct removal.




Incendiary Device (reworking)

Power 7.5

Design 3

A serves all Powder Keg come Ratchet Bomb type thing. I overdid this in functionality and consequently power. It looks a bit messy and it is an overly versatile and powerful control tool. Very much going to start chipping away at the power of this one, ideally in a way that also reduces the number of words it has on it. Increasing the untap cost will do a lot to sort the power level but it doesn't reduce the complexity satisfactorily. 





Induce Apathy (cut)

Power 4

Design 4


A cute but ultimately failed attempt to add more planeswalker removal to the cube. This doesn't hit enough targets and so so the low cost and cheap cycling are not even enough to get this action. This is also a rather unprintable card due to naughty things like Dark Depths. I am OK with making cards that would be problems in real magic meta if they are bringing a lot of the table in my meta. This however is not doing that and so got cut. 





Induce Dementia (banned)

Power 8

Design 2

Yikes does this play badly. Thought I had solved this issue with discard spells by slapping on the cycle. What I had infact done was make them oppressive. When this was dead, no problem, happy to cycle away for little cost. When this was not dead it was just a bit of a free win at great expense to your opponents enjoyment of the day. You simply can't be putting such feel bad effects on cards that are so free to play. This has to hurt everyone a bit to be closer to fair and not quite so much of a soul destroying experience. In terms of objective power and play pattern this was within the right limits but cards are not just about that it turns out. The net enjoyment this would bring to the games was one of, if not, the lowest, of all the cards I made and that alone is more than enough to see it gone. I could try and fix it but I am not sure there is much point to that. The fix would be something uncomfortable such as adding a hefty life cost to the cycling mode or something. 




Infection

Power 8

Design 7

The overload removal spells have performed well in cube over the years. They really help bridge the gap between the aggressive and the control decks. My one gripe with them is that they are too polar. They are fine mostly and occasionally they win the game. This is because they are one sided mass removal in overload mode. This offering is a much more reasonable and symmetrical effect. Very happy with how it is playing and the power level of both ends. While I certainly ripped it off I would at least argue that I also managed to improve upon Mizzium Mortars. 







Infirm (cut)

Power 3

Design 4


I thought this was clever design but in practice this is just an overly restrictive removal spell that fails to do what you want removal to do for you. The various cards that remove things that only just entered are terrible so I figured flipping that downside would leave mostly upside. Sadly, leaving problems tends to make them worse and that is what we have here. While there are no horror stories like Sheoldred in my format there are still haste creatures, things with effects and abilities. Infirm forces you to let someone "untap" with their fresh summon, and should that summon have a tap ability you cannot now avoid it being used. This could cost one and I suspect it would still avoid too much play. 







Into the Long Night (cut)

Power 4

Design 4


This is the perfectly balanced removal spell. Sadly, it is not clean. The wording confuses people and that isn't good design. It should probably be worded with an X+1 in there to make it clearer, and ever messier! This is a great example of where suitability isn't always what it is about. This card isn't very fun. It isn't very powerful either. You play it when you need to, and that isn't very often as I made a lot of removal spells. Perfect balance, certainly in this case, equates to a very boring card indeed! 






Insatiable Troublemakers

Power 7

Design 8


Really happy with how this card plays but I kept getting it a bit wrong with the power level. It has already had two nerfs! This card has all those lovely scaling synergies at play that so tantalize the deck builders out there. This works with food, with sacrifice, with self mill and discard. There are a lot of ways you can put this to good use while it is just generically fine and useful by itself. A persistent cheap threat that imposes disincentives on the opponent is welcome as an aggressor. Equally a recursive value producing blocker than can supply ongoing life gain sounds perfect for the defending player. All in all this is one of the more interesting and unique cards I produced. Hopefully I will find the right balance of stuff that allows a self mill Golgari archetype to exist, in which this can have a place of prominence.







 


Instant Growth (cut)

Power 7

Design 6

Instant speed rampant Growth is a little naughty, so slapping on some bonus upside is extra naughty. This may be pushed but it is fine. The awaken is more flavour than anything else, it has to be super late game to be something you use and at that point the extra body isn't too impressive. Mostly I cut this as I cut the whole cycle of pseudo gold cards. This was one of the most playable without the second colour, while also being one of the most reasonable and playable generally. It is just a bit unnecessary. I also didn't love the way the awaken works as you can awaken other lands which feels wrong in this instance. 





Inquisitor

Power 8

Design 7

Not the most novel of cards. Not even that powerful of one excepting the fact that clues are abundant. This guy is so potent at letting you cash in a big stockpile of clues that I have found myself holding him. Wait till you have like 6 mana, drop this guy and cash in four clues before they can kill him off. This guy is played everywhere, he is a free low cost body that does all the good things Thraben Inspector does. His stats make him a bit more proactive but his cost splitting makes him less convenient to slot into the curve. He would probably make the cut in most decks without other clues on the go just because he is very suitable in a limited setting. Finding these decks without other clues is not the easiest of tasks.... and there in lies the real strength of this guy. Either he is drawing you extra as you can sac twice the clues for the same exposure to tempo loss, or just a massive mana saving overall. 






Inquisitive Jackal (cut)

Power 6

Design 4


I like the concept of this card, which is a subpar red beater that dies into potential value. I do not however love the execution. It just feels a bit off, most likely an aesthetic/flavour issue. Play and balance and all that sort of thing are fine, I just don't like the end result enough. I also unwittingly made another card with the same vague design premise called Junk Monkey, who is a much happier medly of stuff flavour wise. Although it is not a one in one out policy on cards like this it certainly shines a light on how much less happy I am with the Jackal. As it stands I'll either find a way to rework this or I'll just leave it cut. 





Invasive Larceny

Power 8

Design 9

Accidentally one of my favourite cards from the set. The idea was to have a discard spell that shouldn't miss and that secures you through their next draw as well. It was always a bit feel bad when you clear the way with a Duress and they just beat you off the top of their deck instead. This design achieves all of those things and does so while remaining impressively fair. One mana discard is one of the hardest things to make and balance with most being unplayably bad, yet with tiny buffs to them suddenly making them way too good. Somehow this landed on power level for discard while also having an unexpected second mode. Turns out if you target yourself with this it becomes a bit of a Brainstorm. Comically, a Brainstorm which is also of a more suitable and appropriate power level. The worst part is having to reveal your hand! Needs must however. We are certainly not going to get too uppity about the Brainstorm/Thoughtsieze split card.... It is really quite even split on uses too, slightly more as disruption than card quality. I suspect if it were not for the information disparity that it would move closer to 50/50 on who it targets. Generally, if you got things to do you aim it at them, and if you are about to do nothing or stutter in someway it is aimed at yourself. A comically huge card in regards the options it provides. I wish I could take more credit for this one but it really was just a happy accident. 






Island Paradise 

Power 8

Design 6




Izzet Confluence


Power 6

Design 6


A poor mans Expressive Iteration. This gets quite a lot of play but tends to under perform. The average here seems to be Scry 2 into Sleight of Hand which is fine but not up to scratch for a gold two mana card quality sorcery. This is not a card you can use too early if you want to get value out of it, nor is it reliable. If you want to use it early it is probably card disadvantage. Sure, a massive pile of looting can be useful but in limited and at both tempo and card costs, not often. I like this card a lot from a technical point of view but it is a bit fair and a bit gold for cubes in practice. I might tinker slightly with it but there isn't much wiggle room in this design and I fear it would quickly jump to being too good. At lest it scales well and offers pretty good odds on a two for one, and even a three for one if you fancy a it in the late game.





Thursday 17 October 2024

Homemade Cube Card Reviews: H

 



Halting Order (reworking)

Power 9

Design 3


Much as I really like this tweak to Remand I rather misunderstood the core premise for time based interaction. Lowest cost is always paramount and so while this is technically a 3 mana Remand, it is practically a half price Remand as you can get that card at your leisure while interacting powerfully as and when you need it. This needs to go back to the drawing board, likely to have some kind of stipulation placed on it. Things that spring to mind are making it target cards cheaper than 3 or 4 mana only, or perhaps giving away a treasure. I might experiment with turning the clue into something else that means this is card disadvantage such as scry 2, or just nothing at all. In principle I still like the card but it has a way to go before it is acceptable and good. Remand was already a bit good so the side grade was never a safe path to tread!





Hamhatter Efreet (retuning)

Power 9

Design 4

Another wild overshoot that I have nerfed and nerfted. Turns out the haste is just the ticket on this card keeping it super relevant. I think 3/1 is probably the correct size for this naughty Efreet. This confluence of generic haste dork and cheap basic land cycling really shines a light on quite how good these two effects are 





Hammer of the Gods (retuning)

Power 3

Design 5

This reuse of the Amonket gods "Last" cycle mechanic worked out really well. Of those I made this was the least exciting and least powerful for a number of reasons. First and foremost burn spells are two a penny and are mostly about balance and quantity. There are not many that stand out as that much more or less fun than others. Secondly, the way burn plays out is so direct that this drawback isn't leading to quite as many interesting choices. The go to face mode of burn is almost always indifferent to the lands untapping. That means it is only interesting when used as removal. It is fine on turn one, great on the last turn and increasingly dodgy towards the middle of the game. This power scaling curve not only makes this a very polar card but also one with a very low average power level. Probably this just wants to do 4 damage and should lose the cycling to add in some tension and make it all a bit cleaner. Hone in on this being a bit of a Fireblast of a card. One of my all time favourites. 




Hammer of the Navarone (retuning)

Power 7

Design 4

For some reason Hammer of Boggarden has always held an alluring spell over me. It was the limited card to open in Mirage block. I loved the art, the flavour, the inevitability and directness. Recover is interesting in that you cannot have too much control over it and it allows for some counterplay, all while letting me recreate my nostalgia burn. The right cost on this is probably somewhere between 3 and 4 to recover. The usual fix for this is slapping a phyrexian mana into the mix. Here that is likely not super relevant and probably not as clean as just adding a ping of self harm to the main effect. It is a very fine line, too good and the card gets universal play and too bad and it sees none. For a recursive spell that is like walking a tightrope in multiple dimensions at once. I wouldn't be at all surprised if I ultimately failed to find a sweet spot that I was happy with for this one. No great loss either, Volcanic Hammer is not a thrilling magic card. I would like to try and have more instant speed burn as it has much more game to it. That puts this right at the back of the que for a tuning session. 




Hardened General (reworking)

Power 8.5

Design 2

Convoluted and wildly overpowered. I had a notion of what I wanted from this that I chased too hard and didn't let go of, resulting in a card that was way off. I got lost in the process with it going through loads of iterations confusing the final picture. Not only does this fail to be the card I had in mind, it fails at being itself too. 





Hardhome

Power 8

Design 6




Harrowing (cut)

Power 3

Design 4


Much as I think this is quite a cute card it is a long way from getting it done. This kills little and rarely gets a 2 for 1. Which begs the question, why not just play a better removal spell that does kill things or can get two for ones. This has some cute synergy with prowess but it is in the wrong colours. It has some with proliferate, but there isn't much of that. All in all it just isn't enough and if I want to keep this in the cube I am going to need to find a way to bolt it onto something a whole lot more overall playable. 





Harvest (cut)

Power 6

Design 3

My attempt at a white feeling card quality spell. While pretty powerful filler it is just that. Control decks were interested but few others were. It costs tempo, it costs your deck some total power. Really however this just got utterly outclassed by the land cycling cards which took all the deck slots this and cards like it might have had. Really this is just a tool to draw out a game, and I have too much of that going on. Also, I could have done a lot better in art regarding flavour, the wild flower harvest doesn't sound like a thing...






Hasran Charm (cut)

Power 3

Design 5


As with basically all the Charm style cards I made this got cut. Too aimless. Too fair. Same sort of story. I am happy with the feel and spread of them but they are a long way off being something you want to put in your deck. In a world with lower power or fewer playables these carsd would go down well, in a cube type setting struggle to get a look in.






Healing

Power 4

Design 5


My attempt at fixing Healing Salve, or indeed Harms Way. The first is just woefully powerless while the latter is all a bit situational and polar. This card is fine, just rather dull. It is never dead as you can just cycle it and gain some life, but sometimes it saves a dork in combat and offers a big tempo swing. The issue, as ever is simply that the card itself is low power with a conditional ceiling and so people play meatier threats instead. 




Heart of Temptation 

Power 6

Design 6


Certainly one of the better of the cycle being relatively hard to remove even when there isn't the devotion. Also quite the board presence when it does stick with the lifelink giving great racing and stabilizing power. A little on the dull side and a little too white in feel. I think I should probably flip this into a 5/4 or something to make it seem more black. This card does do what you want from it most of the time but it is just so hard to get excited by it and that is the biggest failing here. Big flashy cards should excite and tempt, not just perform their role in a satisfactory way... A big fail on the name as a result, tempt is not what this does. 





Heat Tracers (reworking)

Power 9

Design 3

Far too good given the ease of drawing cards and getting lands. The simple fix was to stop this hitting players at which point it becomes entirely fair. This is low tempo removal that rarely gets you value. It is a bit of a value converter in that you can turn land value into damage but at a rate that excites no one. The power is more like 7 once it no longer acts as a win condition. 





Heathland

Power 8

Design 7




Hellhounds

Power 7

Design 4

I am majoring in dull threats. This is just a beater. Quite a meaty on theme one at that. This gets a reasonable amount of play but I think that speaks more to a deficit in my cube than it does about this card. Red does dragons and they mostly come in from five mana making this sort of card a rarity at four. 




Hellsteed

Power 7

Design 5

The facts that this and Heart of Temptation both ended up with the same mana value, statline, and keyword is a design fail in and of itself. This also should be more power and less toughness to feel more black although it should perhaps just have a different combat keyword all together. This is a fine card that does a fine job. You play it to bolster a list. It adds top end, which most decks are looking for, without too much cost to your low end. In general I liked this cycle of cards and while this is decent, I think it has a good amount of room to improve. Both design wise but also in imagination, the overlap between the devotion demigods and the single mana colour cyclers is huge. All five drops with black, blue, and green all having the same keyword...





Hemimorphite Powerstone

Power 8

Desigm 6








Herald (retuning)

Power 8

Design 5


I like the tension in the two mechanics here but overall this card is just waay too powerful. It hits hard as a one drop by itself early, curves really nicely, and threatens to hit like an absolute train in the late game. The fix is a 0/2 or a 1/1 body. The former makes it more of a mid to late game card with the latter just makes it more polar. Obviously I dislike the sound of polar so am leaning the other way. 





Herded Wumpus (reworking)


Got real lost in the sauce with this one and forgot what it was about. One of those where I had an idea for what I wanted and never quite managed to get the right design and spent so long tinkering that I lost sight of the more important basic things. This is not the version we are playing in the cube, nor is the one below it. Just various ambiguous iterations along the way. As you can see, both these cards are quite different in what they are trying to do despite looking similar on the surface. I am leaning towards a card more like the second of these but who knows where we will end up, or even if we will end up with anything viable at all.








Heroic Confluence (cut)

Power 5

Design 4


Nothing wrong with this one but it is surprisingly bad. It is poor card draw and life gain isn't something you often want making this mostly just a Hordling Outburst. In the right colours and versatile but low on power. The sort of thing a cheap modal card should be. Despite lots of choice this still fails pretty hard to be interesting. It also does a really good job of looking white in terms of flavour. A sad correlation. Ultimately the combination of not seeing much play and not being that interesting have ended up costing this one its slot. 




Hexfire

Power 8

Design 7


This was top down design entirely as I liked the picture. I saw the picture, it made me think of the name, and from there I filled in the blanks. It is one of those luck out good cards that was popular and played pretty well. A lot of damage spread as you chose. Spread over targets and/or turns giving this some real flex. A reasonable threat in that it can push through pretty good damage, but an even better stabilizing tool. Not to mention impressive scaling. This certainly sits at the top end of the power threshold, but it is accidentally the kind of fun top end card I otherwise suck at designing and so I am reluctant to do much with this.






Hexmage (retuning)

Power 7.5

Design 5


This is too playable and needs to cost 2BB to keep reasonable. The other solution is reducing the power level. The flexibility of this ensures it is almost always a value and tempo swing, even if relatively minor on one of those fronts. While not exactly oppressive it does see universal play and I want other cards to get more of a chance to see action.






Hidden Dragon

Power 6

Design 6


Top down design to fit the name and surprisingly popular despite being so plain. This offers a good amount of threat without the usual risk of such a slow vanilla four drop dork. Despite the scary looking ward 3 this card has not over performed at all nor been that unpleasant of a play experience for opponents. In many ways it is nice to be able to play with cards so simple. It is like playing Alpha! 






High Captain of the Inquisition

Power 7

Design 6

I don't really like the design on this as it feels off somehow but I do like how it plays. I don't like the stat line, it is too tough for a generic human. It is also not all that well suited to the more creature focused aggro decks you want this kind of card in. A 3/2 would be lower power but more suitably aggressive and more in line with the expectations of humanity in the realm of magic! I might go to a 2/2 and give ward 1 or first strike however I need to be careful, both of those abilities want to be used sparingly. The reason I have given it a relatively high design rating despite not being fully happy with the card is that it is playing well. It is seeing a healthy amount of play and performing nicely, not too strong, not too weak. As such it has not been earmarked for a retune, I am only going to do that if I have a good idea. The old, if it ain't broke don't fix heuristic. 




High Hillary

Power 7

Design 8


Really really happy with this cycle of mana doublers. They are something I always want to play with and build around. They offer a huge amount of power but do none of the work for you. You need to work hard to milk these. You have a lot of fun when they stick but it isn't always a death sentence for the opponent. You need to have the things to do with them. Yes, these are big targets for removal spells and that can set you back if you rush into things however the mana doubling does mean you can negate a lot of the potential tempo risks if you can deploy them a bit later with some mana up. This essentially only costs 2 if you have a pair of islands untapped and can do a four mana thing off the back of it. Obviously a single island can represent some serious protection and disruption with double mana which is why this has the least impressive body of the cycle. A 1/3 might even be more reasonable here. As yet this has performed second worst of the cycle only beating out white. This is probably for the best, blue isn't a colour we really want having all the mana! Equally it is likely that this is underperforming because mono blue struggles in cubes rather than this card being weak.






Highveld

Power 8

Design 7






Hill Giant (banned)

Power 9

Design 1


Exactly the sort of card you just don't want. The floor of this is effectively Hill Giant while the ceiling is winning the game. It isn't fun or skilful when this wins. Land disruption should never be put on cheap things, proactive things, or value things. Simply put, it should never really be playable, let alone good. I played this once and instantly cut it, I think it was my first cut and I have entirely zero plan to try and fix this. There just isn't any point, it won't improve the game and I won't find the sweet spot for balance as there isn't one. 




Historian

Power 6

Design 6

Arguably the weakest of the cycle of two drop graveyard hosers. This is a limp body that doesn't achieve much in combat. The yard disruption is nice of course but the perks it returns are super slow and pretty hard to trigger. The percentage of cards in the bin that are artifacts and enchantments is low, the percentage of those that are problematic when in the bin is even lower. You often end up putting in a bit of extra work supporting this guy so that you can be assured of a couple of clues via your own bin. I would like to slap something extra on this but I am not sure what exactly, the combat stuff feels a bit of a flavour fail. Perhaps the activation wants to be colourless, perhaps I could get away with making this a 1/2 for W? Presently this isn't an issue so I've no burning urge to change but one day in my strive for perfection we can turn our gaze to this little dude. He is a third print run card making him that much less tested. Results to tweaks are better if there is more testing on those cards before said tweak. Shocking I know!





Hoarding Wurm

Power 5

Design 6

I like this, I think it is quite cute. A bit of value, a bit of threat, and a decent range on how you want to use it. Initially this was smaller and drew cards and it was a bit good. Then the format got a bit power crept and this rebalanced version is seeming a bit too fair and now the original version might be better suited. This area of high mana value threats in the cube is the one that has felt the most change in performance hence finding some unusual outcomes in testing  and tuning of specific cards.





Holy Command (cut)

Power 5

Design 5


I thought this would perform better than it has. This is never bad, it is technically always a two for one although 1/1 tokens and clues are very much on the low end of power for what we might call a "one". Turns out this is less exciting than Ambitious Farmhand as you cannot flicker it for value. The problem with Holy Command is that it is never really good either. The best it gets is killing an enchantment and that is the rarest mode. It is also pretty bad compared to other cards at dealing with enchantments. So much as I am happy with this one it is not something I think does much to improve the format. It is the kind of filler card I am thinning from the cube to make room for more exciting and impactful cards. Before making the homemade cube I was under the impression I loved modal cards. In reality I hated inconsistency and thus in other cubes modal cards did the thing I wanted and I was keen. In a consistent format I do not need the assist from ambiguous underpowered modal cards anywhere near as much and would just rather play the right balance of things that do their thing well. 





Homecoming

Power 6

Design 5

As printed this is pretty poor however it is now X or less which is rather more viable. This is very playable thanks to the cycling and a very blue take on mass removal. It doesn't kill anything and needs quite a lot of mana sunk into it to reliably clear the board. It leans pretty hard on being instant to perform. Control decks sometimes play this to give a bit of flexibility in their ways to control the board. If you just play Wraths things like vehicles and manlands can cause issues. Mostly I play this in mono blue decks so that there is some hope you can sneak tempo wins or recover when you fall behind. Mostly these decks are bad and so this doesn't look great however those decks wouldn't even be viable without the kind of support cards like this offer. 







Homelands Trumpet

Power 7

Design 7

Originally cost at four this was winding up in a lot of places and being generically vey good. At five it still gets a good amount of play and does good work. Due to the convoke the cost of going up a mana is less than usual, further to that, this card is one you want to play in a list with lots of dorks and so the odds on you having them to convoke are higher. There are a number of cards you can simply play this on the back of for free. The old five mana, make five guys into free Glorious Anthem is quite nice. This is just a nice enabler that promotes aggro and does so for all the colours.








Honey Bear (retuning)

Power 8

Design 7

Big fan of this one but it is a little good. It loses all the flavour wins if I try and balance it more properly. It just has to be a 2/2 for two. Really I should remove the EtB option and have it just as an attack trigger. That puts this where it needs to be. Otherwise really flavourful and fun little card. A good way to be mana efficient and lots of options and synergy without anything complicated going on. 





Honey Trap

Power 7

Design 7

Not the most innovative of cards being a bit of a mash up of black flashback legends and a fairly standard modern day Edict effect. Although not exactly novel it does a lot of good work. Flashback is a lovely thing to have in general, feels good to mill, discard, use in general etc. It being this low cost on an Edict also makes a lot of progress towards fixing the issues with Edicts as removal. As does the non-token clause. In many ways this is a really really improved Barter in Blood! What I like most about this card is that it is a bit interesting but it takes the job of typically boring card.




Horn of Anger (reworking)

Power 4

Design 4

Where this falls down is lack of evasion. Who cares if you are one or two stats bigger than your average dragon of the same cost? If you aint connecting with face that power means a lot less. The devotion is hard to achieve in red and the card already has haste which does a reasonable amount of the work you want protective effects for. This is too costly for aggressive decks and too one dimensional for the slower decks. I get the impression this cycle is going to wind up with about two remaining cards once all is said and done, with this not being one of them. If I want this to work out it needs to be a four mana 5/4 or there abouts. It will end up looking like a rather vanilla Hazoret but at least it is then in teh realms of playable. 





Hot Rocks

Power 7

Design 8


A cute little card that reminds me of Harnessed Lightning. While you cannot increase the output of this it does still convert any excess damage into value. Direct face damage here rather than energy but that is probably preferable. To me this is a properly balanced Searing Blaze being neither hard to include and wildly polar. There is something slightly off with this and I think it is that the trample isn't first on the card rather than it being an instant with trample! 





Huhu, Titan of the Storm (cut)

Power 9

Design 4


This predates Phlage and likely wouldn't have come to pass if I had seen quite how potent Phlage was first! I had to cut this as it was just so far above the curve compared to the rest of the stuff. It also didn't teach me much. I simply copied an existing thing and so learned nothing. Yes, these Titans are interesting and powerful and work well in cubes. Are they something I feel the need to play and see more of? No. There are cards I tried to emulate because they are important. This was more of a tribute and intended to fill out the ranks and should never have come into being in the first place. 





Humming Symbiote

Power 7

Design 8


Wirewood Symbiote plus Quirion Ranger loosely trying to disguise itself as a harmless bird. This is a dangerous card and not something you could print at all comfortably in the real magic metagames. Because the inspirations for this are such synergy cards I had to go really hard on making this generic. It is still only something you can play with synergy but that is relatively easy to do with good EtB effects all over the shop on both dorks and lands, as well as plenty of dorks you want to untap, and even some lands and fortifications that are especially spicy to untap. This is a card I really enjoy playing with and building around. It was borne out of me thinking about my favourite types of card and trying to bring that to this cube. On this occasion it worked out well!






Hunger

Power 7

Design 7

This is a top down design card but ported over from the art set. Initially it was Goya's Saturn devouring his son. Kroxa also had an influence on this and was pretty much the art I wanted. Kroxa is a bit too prominent in magic so I was happy to use this old ratty incarnation that all bar the commander folk are going to be somewhat oblivious of. I ported this across as I felt it was going to perform significantly differently in different metas and wanted to test that but mostly it is because it was a unique, interesting and elegantly designed top end card, of which I managed pitifully few. Black is fairly well supported with top end so this dude gets a little less time getting play. As such I don't fully know how good this is yet. It is certainly a little polar in that when you have a significant board and you deploy it the game is pretty much over. In a close game however this does rather less. I think perhaps the Control Magic effect should be sorcery speed only as the card is quite complex already in terms of rules interactions.





Hunter Class

Power 6

Design 6


As a card I am very fond of this but it is a little aimless and a little over bearing. I like my cards to be cleaner and less word soup. Much as I feel as if this is a good green card and a good representation of a hunter I am unsure if this improves the format. The first mode is a little bit of a do nothing, not that far off a cycle for the most part. The second mode is super conditional and can do almost nothing for your mana or lock someone out of the game. That is a bit of dodgy design. The level three is also just a way to sneak in some situational green effects, it isn't really adding to the card as a whole. 





Huntsman (retuning)

Power 4

Design 4


Trying to hit two birds with one stone here offering green some removal and energy extra support. Absolutely feel like this could be a 2/1 and still be below par. In energy lists it is fine but unexciting and in green decks it is still dodgy removal a lot of the time with a "free" 1/1 not exactly tipping the scales much. The art is lifted from that wanna be green Grave Titan which just offended me on principle. He was such a long way from a 6/6 dork and looks absolutely in place as a 1/1, or indeed a 2/1. I didn't feel like I was upcycling that artwork or giving it a second lease of life, I just felt like I was doing it the proper service of being used as intended. 





Hungering Corpse (cut)

Power 3

Design 3


Similar situation to the above card. It is removal? Is it a cheap dork? Yes. Yes to both but also not very good ones. It is either a very underpowered and over priced Smother or a Grizly Bear. Not good cards, certainly not cube level cards. Much as I could boost this a bit I have little interest in doing so as the card isn't very exciting, it doesn't play especially well. 





Huorn

Power 7

Design 7


Somewhere between Oracle of Mul Daya and Ramunap Excavator lies this Courser of Kruphix style of card. This sort of card is now emblematic of green but I fear I missed the cleanest baseline version of this card which is a shame. It is probably just this without the exert, and perhaps reach to make up for it, but I am fine with the power level of this as it is and have no desire to weaken the card. Possibly I should have just made two cards around this theme rather than trying to reflect all these sort of past cube staples in one. Regardless of the design mistakes this card is played a lot, plays well, and feels very green. 





Hydro Confluence (cut)

Power 8.5

Design 3

A little too universally playable in addition to being no fun to run into. This is just a tedious card to face regardless of what you are playing. Normally this is counter a spell and get a couple of scry. Sometimes it is Fog an attack, others it is tap down blockers for an alpha strike. It is a more efficient and reliable counter than Condescend with substantially more modality. Equally, it matches Mana Leak for countering power while piling on the added value and utility. Turns out that outclassing two decent counterspells is not the place you want to end up. This needs to be UU at the very least but this makes it somewhat unnatractive to include in the cube. I would much rather just have a 1U card in its place. I would be OK with it if the card were a fun and rewarding card but it isn't and so it is cut. Making it three mana kills it and so I feel as if I have come to a design dead end.