I have fallen victim to
my own OCD and continued to review every card in the set despite
Wizards increasing ability to release all the good cards first and
all the chaff at the end. As such a vast portion of the cards in this
part of the review simply have “- no slot” written about them.
Largely it should be obvious why those cards have no place in the
cube. They are very expensive, offer nothing unique nor anything that
cannot be found cheaper and better on other cards. OF the few cards
that were of interest for cube the vast majority are largely
unplayable niche cards that will sit in the C cube gathering dust.
Oreskos Swiftclaw – C
cube
Stashed away for the
cat tribal deck, gone are the days when a 3 power 2 drop was
exciting.
Akroan Mastiff – no
slot
Armament of Nyx – no
slot
Banishing Light – A
cube (2.8)
Oblivion Ring
redundancy is now suffering from diminishing returns and while this
is one of the better cube cards for the set it is deeply
uninteresting and will cause very little change in the cube.
Dictate of Heliod – C
cube
Although good as a
combat trick or end of turn blow out card five mana for a card that
needs others in play to do anything is really pushing it.
Eagle of the Watch –
no slot
Harvestgaurd Alseids –
no slot
Lagonna-Band
Trailblazer – no slot
Leonin Iconoclast –
no slot
Mortal Obstinacy – no
slot
Oppressive Rays – B
cube
For early removal this
is really top notch. Sorcery speed is a downer but for one mana you
will take a dork out regardless of its size or defensive abilities.
Other white early removal has target restrictions or concedes some
perk to your opponent which this does not. Sadly the recent increase
in value to enchantment removal combined with this being very poor at
dealing with the larger end game threats means it probably won't see
much if any play. Only really a deck like white weenie would want
this. Overall I peg this just below Oust in power and playability.
Phalanx Formation –
no slot
Quarry Colossus – no
slot
Skybind – C cube
Expensive and a bit
convoluted but very interesting and abusable. With enough cheap
enchantments and the capacity to do a load at instant speed Skybind
is going to dominate a game much like Astral Slide. The cost and need
to build around it do make this a niche card that will see play only
very occasionally but a fun one none the less.
Skyspear Cavalry – no
slot
Stonewise Fortifier –
no slot
Supply-Line Cranes –
no slot
Tethmos Highpriest –
C cube
A mini Sun Titan that
needs a heroic enabler seems tenuous but potentially very potent.
Ariel Formation - no
slot
Cloaked Siren – no
slot
Countermand – no slot
Hour of Need – B cube
Not often will you want
to give away 4/4 fliers even though you are exiling their creatures
at the same time. Upgrading your guys will be much more the thing to
be planning to do with this card. Having it as backup removal for
super serious fatties and a bit of extra bounce to cover yourself
when taking that route seems like the thing to do. If you have a lot
of cheap dorks that offer comes into play effects and poor stats then
being able to suddenly have a bunch of evasive 4/4s at the end of
their turn will be rather game winning. Mostly this will be played in
mono blue or blue green decks due to their lack of removal. It is
also limited in playability due to always needing to have a high
creature count of a somewhat select group. Five mana instant speed
Broodmate Dragon is hard to overlook and so fiddlyness aside this
oddball should have a big impact on the games it does get to see.
Hubris – no slot
Pin to the Earth – no
slot
Pull from the Deep –
C cube
A two for one
recursions spell that is a bit specific, sorcery and lacking in tempo
to make a mainstay cube appearance. The extra power of recursion in
singleton format makes me think this will be desirable in a couple of
quirky storm / High Tide style combo decks.
Rise of Eagles – no
slot
Thassa's Devourer –
no slot
Thassa's Ire – C cube
Cool card but too much
to activate to be of general use. With a way to reduce the activation
cost or simply abuse with a massive mana effect then the Ire is
viable for cube play.
Triton's Cavalry – no
slot
Tritons Shorestalker –
C cube
Merfolk decks are
fairly strong and lack one drops more than anything else so this
should see a lot of play in those and perhaps even some outside of
tribal decks. Obviously this is only playable in an aggressive deck
that also has a significant amount of creature pump effects. Agro
blue decks do tend to play those kinds of effects as their dorks are
the most feeble mana for mana compared to other colours. As such this
will be a welcome little annoyance. It will come down early, do an
unreasonable amount of damage, it will scale better than most other
cheap dorks as the game goes on and they get their own fat down to
block with, and it will be a huge help in sniping down planeswalkers.
Not a thrilling card but a welcome addition in an under subscribed
blue role.
War-Wing Siren – no
slot
Aspect of Gorgon – no
slot
Bloodcrazed Hoplite –
C cube
I know this will never
see play but it is too cute and different to not have one! Heroic is
sadly just such a poor ability in the cube.
Brain Maggot – C cube
Mesmeric Fiend is too
vulnerable to be good in cube most of the time, Ravenous Rats is
usually played in preference and both are pretty weak and unplayed.
This is no different.
Cast into Darkness –
no slot
Cruel Feeding – no
slot
Dictate of Erebos –
no slot
Not a powerful effect
in cube and the addition of flash barely covers the extra mana cost
on this version of the card.
Dreadbringer Lampads –
no slot
Feast of Dreams – no
slot
Felhide Petrifier – C
cube
The fact that this
would make the cut in a 40 card Minotaur themed deck only really
shows how far from viable such a deck still is in the cube...
Grim Guardian - C
cube
This looks utterly
unplayable at the moment but it is exactly the sort of junk that
might turn out to be really strong in some form of enchantress deck
and I would be annoyed to have not set one aside for that.
Nightmarish End – no
slot
Nyx Infusion – no
slot
Pharika's Chosen – no
slot
Returned – Reveller –
no slot
Rotted Hulk – no slot
Spiteful Blow – no
slot
Thoughtrender Lamia –
no slot
Tormented Thoughts –
C cube
I don't rate this at
all but do have to concede that it is about the cheapest way possible
to annihilate someone’s hand even if it is tedious to set up. I
wont be playing this card but I totally see others going for it.
Bladetusk Boar – no
slot
Blinding Flare – no
slot
Flamespeaker's Will –
no slot
Flurry of Horns – no
slot
Harness by Force – C
cube
Great blow out
potential but a rarely played effect where a variety of other
interesting alternatives exist.
Gluttonous Cyclops –
no slot
Knowledge and Power –
no slot
Lightning Diadem – no
slot
Pensive Minotaur – no
slot
Rollick of Abandon –
no slot
Rouse the Mob – no
slot
Sigiled Skink – B
cube
I am looking forward to
Skinks bouncing off Starfish in a sigiled orgy of scrying. Much as I
love a cheap scrying thing I am not convinced this has the legs to
compete with other red two drops. Without removal or support this
card is not getting you more than one scry very often at all. To make
it into the A cube this would need first strike or something so as to
make more impact on the board. Despite not quite being there for cube
I think this is exactly the sort of card needed in MtG and I hope to
see much more of the same sort of idea.
Starfall – no slot
Wildfire Cerebus – no
slot
Bassara Tower Archer –
B cube
Hexproof is a very
powerful ability and works particularly well with bestow, equipment
and auras. As much of the cube quotient of those things are from the
most recent block the cube meta is still a little unsettled but I can
easily see a desire for some more hexproof dorks. This is cheap, a
fine tempo play and comes with free reach to help cover a green weak
spot. A dull role filler but a fine enough card, mostly dull by
virtue of hexproof being dull.
Colossal Heroics – no
slot
Consign to Dust – no
slot
It seems a little odd
to leave no slot for this but I think when you want to kill loads of
artifacts or enchantments in green for a lot of mana you do so with a
fat dork of some description. These kinds of Naturalize effects are
strong as early removal and instant disruption for which there are
many vastly better alternatives despite their lack of card advantage
potential.
Desecration Plague –
C cube
A bit of a Befoul and
only really playable in a deck planning to kill a lot of lands. A far
from great spell but not totally disastrous redundancy.
Goldenhide Ox – no
slot
Humbler of Mortals –
no slot
Market Festival – no
slot
Wild Growth effects are
good in some enchantress archetypes however I think they lose a lot
of their value when priced at four, even if they do offer twice the
return in any flavour you like.
Nature's Panoply – no
slot
Oakheart Dryads – no
slot
Pheres-Band Thunderhoof
– no slot
Reviving Melody – B
cube
Yet more recursion that
offers two for one potential and this bad boy costs just three and
doesn't exile itself! This is cheap enough that you would happily
just use it as soon as you get a two for one as a green card draw
spell. Grim Discovery is both cheaper and easier to fulfil both
portions and that does not see much play however green is far less
able to draw cards than black. The limiting factor for Melody is
enchantments, without a good number, say five or so, it will not be
worth playing.
Satyr Grovedancer –
no slot
Solidarity of Heroes –
C cube
I hate this card a lot,
not the sort of thing I want to mess around doing at all in cube.
That said, I can't get over how much this and a Kalonian Hydra seems
like a one shot kill a lot of the time. Hopefully this will never be
a thing but it has the potential to give a lot of whack for very
little mana.
Strength from the
Fallen – C cube
A very very powerful
effect in a deck full of enchantment creatures and perhaps some self
mill. Not so many of those are cube worthy and so this seems like it
is too lacking in appropriate synergy to be played. Perhaps after
“Return to Theros” block...
Swarmborn Giant – no
slot
Cheap and fat but an
overly precarious drawback and a total lack of any complimentary
abilities to go with the fat. Not even trample.
Fleetfeather Cockatrice
– no slot
Revel of the Fallen God
– C cube
This is cool but a lot
of mana and a bit gold for my liking on this kind of niche card.
There are certainly places I would play this but only really because
the card is fun and cool, not because it is best in slot.
Stormchaser Chimera –
no slot
Armoury of Iroas – no
slot
Chariot of Victory –
no slot
Deserter's Quarters –
no slot
Gold-Forged Sentinel –
no slot
Nessian Game Warden –
no slot
Just a bit too
underpowered for the mana cost, very nearly there and a nice card but
not today.
Agent of Erebos – no
slot
Desperate Stand – no
slot
Disciple of Deceit –
C cube
Powerful tutoring
effect but overly awkward to trigger without anything else
interesting going on. Cool card but I only see this cutting it in
inspired themed decks or at least those with a vast array of self
tapping effects such as Opposition.
Nyx Weaver – C cube
Although slow and
terrible as a regrowth effect it is a great extra thing to have on
the card. If you are all about the self mill and quite want a
defensive three drop dork then this card is perfect (assuming you are
black green as well...). Niche doesn't really cover this card fully
but it still just gets a slot.
The Font Cycle – no
slot
A nice enchantment take
on the Spellbomb theme that I would like to have seen more of in this
block. While a like the set a lot none of them are cube worthy, the
blue one comes close but is ultimately too much mana for the return.
They are a great way to build up safe devotion early but they are not
going to be doing that in the cube.
In no specific order
these are the only cards that are likely to stay in the cube long or
see much play.
Temples of BG and UR
Master of Feasts
Prophetic Flamespeaker
Dictate of Kruphix
Ajani, Mentor of Heroes
Mana Confluence
Gnarled Scarhide
Dictate of Karametra
Doomwake Giant
Sigiled Starfish
Banishing Light
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