Monday, 13 June 2016

The Rotisserie II Decklists

These are the final decks from the cardpool I published a little while back from our most recent rotisserie. We battle this Saturday, fame and glory await!



Captain Chicken - BG Reanimator

24 Spells

Llanowar Elves
Elves of Deepshadow
Entomb
Reanimate

Wall of Roots
Overgrown Battlement
Sylvan Caryatid
Animate Dead
Exhume
Survival of the Fittest
Doomblade

Recurring Nightmare
Boneshredder
Liliana of the Veil
Buried Alive

Thragtusk
Garruk, Primal Hunter
Shriekmaw
Deranged Hermit

Grave Titan

Sheoldred, Whispering One

Grisselbrand
Craterhoof Behemoth
Terastodon


16 Lands

Overgrown Tomb
Bayou
Gaea's Cradle
Temple of Malady
Llanowar Wastes
Twilight Mire
Woodland Cematery
5x Forest
4x Swamp

SB

Choke
Braids, Cabal Minion
Obstinate Baloth
Reclamation Sage
Stormtide Leviathan


Me - Esper Dump Truck

25 Spells

Mox Diamond

Brainstorm
Inquisition of Kozilek
Delver of Secrets      
Deathrite Shaman    
Cabal Therapy
Spell Pierce                  

Thing in the Ice
Balance
Arcane Denial
Baleful Strix
Asylum Visitor            
Looter  il-Kor
Heir of Falkenrath
Counterspell
Fire / Ice    
Demonic Tutor

Ashiok, Nightmare Weaver
Vindicate                
True-Name Nemesis                    
Sword of Fire and Ice
Anguished Unmaking
Reflector Mage
Liliana, Heretical Healer

Damnation
           
16 Lands

Scalding Tarn
Verdant Catacombs
Underground Sea
Hallowed Fountain

Scrubland
Watery Grave
Sunken Hollow
Underground River

Island
Swamp
Celestial Colonnade
Shambling Vent

Chocked Estuary
Vivid Creek
Seachrome Coast
Temple of Deceit

SB:

Gilded Drake
Powder Keg
Leyline of Sanctity
Supreme Verdict
Declaration in Stone


Swanker - Tokens (White Mardu)

24 Spells

Monastery Swiftspear
Kytheon, Hero of Akros
Signal Pest
Doomed Traveler
Goblin Bushwhacker
Rites of Initiation
Swords to Plowshares

Young Pyromancer
Hangarback Walker
Gather the Townsfolk
Dragon Fodder
Krenko's Command
Raise the Alarm
Arc Trail
Intangible Virtue

Monastery Mentor
Goblin Rabblemaster
Reckless Bushwhacker
Lingering Souls
Spectral Procession
Spear of Heliod

Eidolon of Countless Battles
Gideon, Ally of Zendikar

Secure the Wastes

16 Lands

Arid Mesa
Marsh Flats
Windswept Heath
Plateau
Sacred Foundry
Godless Shrine
Rugged Prairie
Clifftop Retreat
Isolated Chapel
Needle Spires
Windbrisk Heights
Nomad Outpost
Westvale Abbey
3 Plains

SB

Jotun Grunt
Null Rod
Containment Priest
Revoke Existence
Boros Charm


Action Dan - Rg Ramp

24 Spells

Elvish Mystic
Joraga Treespeaker
Noble Hierarch
Birds of Paradise
Oath of Nissa

Lotus Cobra
Sylvan Library
Rofellos, Llanowar Emissary
Living Wish
Scavenging Ooze

Courser of Kruphix
Kitchen Finks
Eternal Witness
Bow of Nylea

Xenagos, the Reveler
Natural Order
Harmonize

Xenagos, God of Revels
Freyalise, Llanowar's Fury

Primeval Titan

Woodfall Primus
Dragonlord Atarka

Worldspine Wurm

Green Sun's Zenith

16 Lands

Wooded Foothills
Nykthos, Shrine to Nyx
Taiga
Stomping Ground
Kessig Wolf Run
Cinder Glade
Dryad Arbor
9 Forest

SB

Rootbound Crag
Hornet Queen
Den Protector
Creeper Hulk
Vexing Shusher


The Phyrexian - Goblins!

24 Spells
16 Lands


Bloodstained Mire
Chrome Mox
Skirk Prospector
Goblin Piledriver
Goblin Warchief
Krenko, Mob Boss
Siege-Gang Commander
Sideboard
Badlands
Goblin Sledder
Warren Instigator
Goblin Chieftain
Goblin Ringleader
Magus of the Moon
Blood Crypt
Goblin Lackey
Sparksmith
Goblin Sharpshooter
Red Elemental Blast
Sulfurous Springs
Mogg Raider
Stingscourger
Goblin King
Fiery Confluence
Blackcleave Cliffs
Goblin Arsonist
Mogg War Marshal
Duress
Auntie's Hovel
Goblin Recruiter
Rakdos Charm
Foreboding Ruins
Urborg, Tomb of Yawgmoth
Mutavault
Lightning Bolt
Kolaghan's Command
Purphoros, God of the Forge
Patriarch's Bidding
Graven Cairns
Skullclamp
6x Mountains



Sideshow Cob - Bant Oath


Maindeck: 24

Careful Study
Opt
Path to exile
Ponder
Enlightened tutor

Deep Analysis
Cyclonic Rift
Lat-Nams Legacy
Oath of Druids
Scroll Rack
Muddle the mixture

Show and Tell
Cunning wish
Frantic Search
Moments Peace
Detention Sphere

Jace, the mind sculptor
Cryptic Command
Wrath of god
Day of Judgement

Force of Will

Emrakul, The Eons Torn
Ulamog, the Infinite Gyre
Iona, Shield of Emeria

16 Lands

Tundra
Misty Rainforest
Flooded Strand
Tropical Island
Savannah
Glacial Fortress
Breeding Pool
Mystic Gate
Forbidden Orchard
Adarkar Wastes
Yayimaya Coast
Hinterland Harbour
Flooded Grove
Stirring wild wood
Temple garden
Island

Sideboard:

Hibernation
Elesh Norn, Grand Cenobite
Hurkyl's Recall
Bant Charm
Azorius Charm


Old Fava Beens - Grindstone Foundry

15 Lands

6x Artifact
City of Brass
Mana Confluence
Glimmervoid
City of Traitors
Ancient Tomb
2x Island
Academy Ruins
Volcanic Island

25 Spells

Mox Opal

Welder
Faithless Looting
Mana Vault
Chromatic Sphere
Chromatic Star
Grindstone


Grim Monolith
Talisman of Dominance
Talisman of Indulgence
Sword of the Meek
Time Seive
Thopter Foundry
Myr Retriver
Painter's Servant
Spellskite

Tanglewire
Yawgmoth's Will
Tinker

Daretti, Scrap Savant
Krark Clan Ironworks

Tezzeret
Thoughtcast

Upheval
Wurmcoil Engine

SB

Ensnaring Bridge
Engineered Explosives
Disenchant
Negate
Pact of Negation

Copperline George - Dimir Mill

16 Lands

Shelldock Isle

Drowned Catacombs 
Polluted Delta 
Sunken Hollow 
Creeping Tar Pit 
Darkslick Shores 
Tainted Isle 
6 islands 
3 swamps 

24 Spells

Hedron Crab 
Preordain 
Sensei's Divining Top 
Thought scour 
Thoughtseize 
Vapor Snag 
Visions of Beyond 

Breaking & entering
Glimpse the Unthinkable 
Jace, Vryn's Prodigy 
Memory Lapse 
Overburden 
Remand 
Shred Memory 
Snapcaster Mage 

Curse of the bloody tome 
Mind Funeral 

Induce Paranoia
Ravenous Trap

Archive Trap 
Devastation Tide 
Jace, Memory Adept 
Keening stone 

Dig Through Time 

SB

Jace's Phantasm
Cranial Extraction
Massacre
Fact or Fiction
Consuming Aberration





Sunday, 12 June 2016

Mill

Glimpse the Unthinkable
I don't overly encourage mill decks in the cube. The cube has a constructed power level and feel of deck despite the 40 card sizes however mill cards are balanced on 60 card decks. It is even worse than the 50% improvement the deck sizes imply as it doesn't account for initial hands drawn, the minimum number of cards you will have to draw before you can win a game, sac lands etc. In reality a 60 card deck is going to be needing a mill of about 45 while in cube it is more like 25 to close the game. This means mill cards are about twice as powerful or effective in cube than they are intended to be. One of the reasons Ashiok is such a powerhouse in the cube is because he threatens to end games via the mill option far far more quickly or even viably than he ever could hope to in constructed. So, mill cards are overpowered is one reason I don't encourage mill but there are more. No one likes to lose to mill, it is fairly un-interactive and very dull to fight. Lots of decks have this drawback, things like land destruction decks or infinite turn combos however they are typically fairer and use cards that are not entirely useless outside of their archetype. I discourage mill in draft by simply not having those cards in the cube however in other formats like open rotisserie it is always an option. The final reason I don't much like the deck is that it is really easy to hose but in a really non-fun way. Plenty of main cube cards like Emrakul really hamper the mill strategy but there are plenty of other cards you can use to prevent mill actually working like Feldons Cane, Gaea's Blessing, Jotun Grunt.

Ashiok, Nightmare WeaverWe have been doing some rotisserie of late and so I figured I should actually dabble in the dirty mill rather than just hating on it from afar! I have been at the receiving end of mill before and know well how to build a good list for it in cube however I have never as yet joined the dark side and gone for a (non storm) mill deck myself. Against all the odds one of the other players boldly decided to try out mill for himself forcing me out of the archetype. This is roughly the list I was aiming for. In reality this means I should have opened up blue with the Cryptic. Having gone blue previously and wanting to keep my options as open as possible with committing to blue I opened with Demonic Tutor instead. The list is still fine without the top tier generic blue cards but they are the most contested. Sadly I only got about half a dozen picks in before I was forced out but this is still a good example of how to go mill in cube and what I would have ideally wanted in a rotisserie format.


Manic Scribe24 Spells

Thoughtscour
Darkness
Duress
Elixir of Immortality

Spell Pierce
Visions of Beyond
Extract

Manic Scribe
Baleful Strix
Glimpse the Unthinkable
Mesmeric Orb

Spellskite / Thing in the Ice
DarknessArcane Denial
Snapcaster Mage
Cyclonic Rift

Go for the Throat

Ashiok
Mind Funeral
Toxic Deluge
Jace Beleren

Heroes Downfall

Damnation
Cryptic Command

Archive Trap

16 Land

Nephalia Drownyard
Shelldock Isle
14 More


Nephalia DrownyardLooking at this list it reminds me most of a Spliter Twin list. Basically a control deck shell but padded out with either the combo bits in Twin or mill stuff in this list. The idea is that you win reasonably quickly and effectively compared to control decks hell bent on controlling everything, and as such can get away with lighter and cheaper control cards. This list has 4 dedicated powerful mill cards and a couple of light dual purpose mill cards. Most games are done should you resolve two of the powerful ones which does make this list a lot more consistent than combo decks and far less interested in tutor effects.


This list was designed with rotisserie in mind hence it having both the Elixir of Immortality and the Extract. The Elixir is a real pain to beat, makes up for not getting top quality recursion effects and is one of the better sources of life gain on offer. Not a great card for the deck but reasonable filler utility. The Extract is for things like Emrakul that will be main and will really ruin your day. It is somewhat of a necessary evil in those kinds of format where people will sensibly hedge against you. You totally don't need Spellskite either, it does a good job of protecting your stuff and your face but I would probably cut it if I wasn't running the Mesmeric Orb. Thing in the Ice offers nearly as much defensive power early and a lot more late game all round.

Extract
You can go white or green with this list, it offers lots more options on good, cheap and powerful control cards but more importantly it gives you loads more options on good Fog effects. While black and blue has all the best mill it only has Darkness and the highly sought after Cryptic Command. In this kind of deck Fog's are just Time Walks against any deck planning to win with attacks in a fairly standard manner. This is most decks and so 3 or 4 main deck Fog effects is really powerful.


There are some good cards not included in this list. Hedron Crab is a powerful little card but it is easily killable and only really exciting if you make it turn one. If you were really trying to rush mill them down then it would be the thing but a more steady pace suits the deck best. The new delirium mage, Manic Scribe, is punchier in immediate mill as well as ongoing mill and can be of use blocking things. Thoughtscour is fine because it cycles, it might mean a turn or twos difference as well and so is a decent inclusion. Other cheap mill cards tend not to be worth it, they don't really speed you up but they do take a toll on your own resources. Predict would be a fine enough inclusion in the same lines as Thoughtscour but even cards like Mind Sculpt I don't feel do quite enough to merit the cost of a card.

Mesmeric OrbJace, Memory Adept is probably the biggest name mill card not included. It is very powerful mill and an ongoing threat however it is five mana sorcery speed which leaves you vulnerable. You can get similar one hit mill effects on much cheaper cards and not being able to rely on Jace's 2nd hit while at the same time needing to ensure you have around 4 big hits in your deck total, you might as well just run the cheaper cards.

Glimpse is cheap, powerful and easy, Archive Trap is generally very very cheap while always being powerful and easy. I would run it over Jace (Memory Adept) even if I knew my opponent had no shuffle effects. Again, it is better to have fewer mill cards of greater power in your list such that you can play a higher number and better spread of control cards. Mind Funeral is pretty cheap and can be utterly ruinous, I have had it mill for over twenty before (on me, it was sad). Mesmeric Orb is the one most people don't run which I think is a big mistake. It is cheap, does a lot of mill and most importantly punishes the more explosive decks that are typically your worse matchups. Ongoing mill effects are less important because of the scaling to 40 card decks  meaning you can easily end games with just single shot mill cards. Jace's Erasure for example looks good but even made turn two it is still going to be under performing compared to Mind Sculpt most games. You want your mill cards to be good late in the game. Orb is the exception, later in the game it is often as powerful as the good two mana mill cards but you can also drop it turn two and have it be even better.


Visions of BeyondJece Beleren and Arcane Denial are nice tools, just good cards that slightly help your game plan. Visions of Beyond is cute, it is an OK substitute for Treasure Cruise but it isn't anywhere near as good. 20 cards in a bin is so many the game is likely already over. Card advantage is a little more important in this list than in pure control decks as a bunch of your cards do nothing immediately or directly. A lot of these cards are fairly cheap too so you can find you are running out of gas before you get the job done without a good amount of card draw and advantage.

There are not that many great value defensive dorks other than the Baleful Strix and the Delirium Mage in black and blue. I have the Spellskite filling out this role a bit but Sea Gate Oracle is decent. You can even pack Trinket Mage if you want. Solemn Simulacrum is likely one of the better cards for this purpose too, you are just trying to delay or force them to over extend into a Wrath.


Against the unprepared player this deck is near unbeatable. It savagely wreaks control and most midrange decks. A lot of combo decks have a hard time against it too although the occasional one gets a boost from the mill! As with so many decks, the Achilles Heel of the mill deck is the burn deck and the potential hate cards out there.

Sunday, 5 June 2016

The Decline of Countermagic


CounterspellFirstly let me be clear as the title may be misleading, counterspells are still very very good, they are just not as good as they once were, hence the decline. They have not declined to a point where they are weak nor do I expect them to. The best way to describe the change is to compare them to black discard effects like Thoughtsieze, Duress and Inquisition. These are cards that are used to help out against problem cards like Umezawa's Jitte. Black has difficulty removing it, everyone has difficulty beating it and so you make life a lot easier if on turn one you pluck it from their hand. What you cannot do is rely on your discard as a complete solution to the Jitte or any other problem card. They can always top deck the problem and evade your discard. Ideally therefore a good black deck will have some discard to hedge against these problem cards and then it will have a dash of other things that can help out retrospectively. In the case of Jitte this might just be a bunch of creature removal so as to stall out one that resolves. These discard effects have diminishing returns as well, later in the game they can be dead draws. Each subsequent discard spell you play that can hit a card will add less to your odds of stopping any given thing than the previous discard spell gave.



Back in the day it felt like you could almost entirely rely on a heavy base of counterspells to solve the problems your deck might face. Threats were weaker, cost more, less tenacious and decks were more synergy driven than raw power based. This meant more irrelevant cards like Zuran Orb that you didn't need to do anything about while now most cards are relevant in most games most of the time. A control deck could be mostly countermagic with a couple of threats, a bit of card draw and a few bits of removal that just wound up being more efficient than using more countermagic on the things you would use them on. This would get the job done six or so years ago. Now it doesn't, you need really powerful, diverse and effective removal so as to deal with the myriad of things you can face off against that will just kill you, from Gods to manlands to planeswalkers to persistent creatures, hexproof ones, indestructible ones, all of which are coming down at much cheaper costs relative to countermagic than ever before. You also need more threats of your own at all points of the curve so as to have some hope at keeping pace with the tempo of the game. Things like Blade Splicer are much more commonly seen in control lists because it is a much more effective way of dealing with a lot of threats than countering them or killing them. By playing more removal and more threats you have less room for countermagic which is all well and good if you appreciate it. Flipped around, if you play too much countermagic you will not have sufficient removal or threats and will roll over to most midrange and aggro decks.

Raging RavineCountermagic used to be something you could have as your game plan, now it has to support another plan. The correct numbers for countermagic in a typical deck far more resembles those for discard spells now than it used to. Discard has diminishing returns because of how they are useless on an empty hand yet they bring that state about more rapidly. Countermagic has diminishing returns whenever you fall behind. Drawing a counterspell when there is a 3/3 smashing in your face does nothing to help you. It has always been the case that drawing countermagic when you need an answer to something in play is bad, the significant change is that there are so many more dangerous threats that are unreasonably cheap or are uncounterable or even just have flash and decks have a higher density of them within decks. The Zendikar man lands had quite a big impact on the performance of countermagic. Other cards along the way have chipped away at it too.


While using cards like Bladesplicer is a great solution to things like Goblin Guide, Kitchen Finks and Treetop Village it not only takes the slot of a counterspell but also makes other counterspells weaker in your deck. The same is true of any sorcery speed solution, the player relying too hard on contermagic for protection is left pants down whenever they spend too much mana in their turn. This effect is self perpetuating, once you are playing some things you will need to tap out for you find some of your instant speed cards become less appealing compared to more sorcery speed stuff. Tap out style control decks are some of the most successful at the moment, they still play blue, still have card draw and control mechanics but they are robust enough to cope with most things well enough that they don't need the universal denial of countermagic. The next most successful form of blue control decks play no more than four counterspells of which some are multipurpose or soft. It is not at all uncommon for a deck to just play one Negate  or Arcane Denial plus something like a Remand supplemented with either a Cryptic Command or Mystic Confluence as a late game option on more counter magic. That sort of balance keeps your opponents honest but doesn't cost you in tempo or options. Countermgic is at its most powerful when you are able to have most of your stuff instant speed and spent very little mana on your turns. That is harder and harder to do well and so decks are simply not as well suited to ramming them full of counterspells.

Wrath of GodI make it sound like control decks never used to have to tap out, this is not at all true. Wrath has always been a control staple and a sorcery speed effect for the most part. The difference is much more in how such things were used and are now used. If you don't have stuff on the board you commonly find yourself needing to Wrath in a way that is effectively a 1 for 1 trade, you are often Wrathing things that cost less total mana than the Wrath and you also commonly find things left behind after a Wrath. Back in the day you only needed to Wrath early, like before you could do so with countermagic backup, if that Wrath was going to be getting you a 3 for 1 anyway. Those kinds of Wrath are so devastating that it doesn't matter nearly as much that you leave yourself a turn of vulnerability. Counterspells have always been weak against dangerous cheap things but dangerous cheap things used to be highly vulnerable to Wraths. Wraths have changed somewhat in their utility, they are still great cards and still see a lot of play but it is the change in how Wraths effect the game that has had such a notable effect on countermagic. Wraths are just a way to keep people honest, they are not that far off glorified spot removal that scales well against greed! Wing Shards, even Arc Trail seem like they kill more actual cards worth of creatures than Wrath of God does these days! Wraths and countermagic used to cover evreything between them enough, now they don't and so you need a much smoother transition and balance of things filling in the spectrum between those two somewhat polar and distinct type of effect.

The decline in countermagic has gone hand in hand with the decline of Wrath effects but they have manifest this decline differently. For countermagic it is a decline in the ratios you want to play, they have declined in numbers. Wraths are still played about as much, they just do less than they used to! It is the tenacity and increased power of threats that has caused both counters and Wraths to decline. It is not just that threats are better but also there are more of them. Before your threats were threats, your answers were answers, your land were land and your card advantage was just card advantage. Now, especially due to planeswalkers, you can find that all of these groups of cards will contain threats in them. Conscrated Sphinx and Jaces have broadly replaced cards like Fact or Fiction. Cards like Karn Liberated, Domri Rade, Polukranos and so sit in part in the removal slots for your decks. There are substantially more manlands than before, good and powerful ones as well as utility lands like Wolf Run that can end games too.

All this analysis can be summarised into two bits of advice. The first I have already given and that is to treat countermagic more like black discard effects than anything else. The second is simply to build decks that can win without counterspells and only once you have done that start filling it out with some counters. If your control deck can't beat certain cards without countering them then that is going to make life quite difficult.

Friday, 3 June 2016

Cube Tutor List (Update)



I hadn't been keeping the Cube Tutor list of my cube well updated and it seems a useful thing to do so I am going to try and keep on top of that a bit more. Potentially I will also try and have a list for a combo/powered cube and then one for my more commonly used midrange version but that is for another time. For now I have added all the things from the last year of releases. My actual cube is only about 540 usually, it might be 560-580 at present but that won't last long. I have trimmed out some lands to make room for the new better ones, the gold is thinner and some of the more niche cards have gone. I'll get to removing those things shortly but they are not bad cube cards, just not great in booster drafts or not the optimal cards to get the desired balance of stuff. Here is the fleshed out list of my cube with all the most recent goodies.

http://www.cubetutor.com/viewcube/36623

Enjoy!

Edit: Mostly now tidied up the things that shouldn't be there anymore.

Thursday, 2 June 2016

Winners and Loser from Shadows Over Innistrad Part 1

I find comparing my testing results to my initial thoughts on a card to be highly revealing. It has been an invaluable tool at improving my card evaluation. Shadows Over Innistrad, like most of the last 2 years worth of releases, has been hard to review. Wizards are getting better at making a higher number of interesting cards per set. They are also getting much better at concealing lots of power within cards either by making them situational or with other cleverer means such as the counter synergy on cards like Avacyn. The power creep on creatures seems ongoing as well which simply makes for more viable cube candidates each release. Shadows had so many interesting cards I am still yet to play with nearly half of them at all and only those on this list are ones I have played with enough to feel I can reasonably appraise them for cube use. So far I haven't been wildly off with anything but slighly off with more than I would like. Despite being overly optimisitic about cards and quite generous with my initial ratings to my surprise I feel I underrated more Shadows cards than not.

Topplegeist
Overrated



Topplegiest 6 > 3.5 (cut)

Not too shocking that this one mana 1/1 didn't make the cut when Judge's Familiar also failed to do so. The effect plus the body seem like good value which is somewhat true, the thing is that neither half of the card is worth a card. You need lots of buffs or equips to make your Suntail Hawk do anything useful and when it doesn't you are getting a bum deal. There will certainly be decks where this is fine but for a drafting cube this is going last pick an awful lot of the time! Either you play a real tapper or you play a real threat. There will be occasions this seems like the thing you want on one but they will be far too rare for this to be maincube.




Indulgent AristocratIndulgent Aristocrat 6.5 > 4.5 (cut)

Another one mana 1/1 I got over excited about! Basically, there are no things you want to have so that you can sac them to a one drop. This becomes even more the case when you have to pay 2 mana to do so. With Carrion Feeder the sacs are incidental as you can always do them, with Aristocrat you have to plan to do them and this makes it pretty weak. Either you have to invest far too much to make it relevant or it is a pretty irrelevant one drop. It will certainly still be playable in a selection of different decks but they will tend to be niche things like tribal vampires. If you want a sac outlet but are able to pay mana to do it then you might as well run an actually good card like Flesh Carver.





Asylum Visitor
Asylum Visitor 8.5 > 6.5

Still a great card but a significant amount of the time this is Oreskos Swiftclaw. It is a two drop that can't attack or block with any chaff about at all and live to tell the tale. He has no evasion and so his high power isn't all that useful. The madness aspect of the card has yet to happen and so it seems like a drawback as people force discard outlets into their lists for the "synergy". It does draw cards but seemingly less than Pain Seer thus far in testing (that claim is not backed up by a statistically relevant sample size as yet I should make clear!). A whole lot of card that resists releasing its power or potential more than expected.






Thing in the IceThing in the Ice 6.5 > 6

I actually thought I raved about this card when first seeing it but apparently I only gave it a 6.5 despite comparing it (in some cases) favourably to Jace, Vryn's Prodigy!!! So, why is Thing in the Ice not living upto the hype? Like Asylum Visitor it is a lot of power well concealed and hard to unlock.
Awoken HorrorThe first half of the card is exactly what you want a lot of the time but it is still well under par compared to Wall of Omens or Spellskite. You therefore have to threaten to flip Thing in the Ice for it to be at all interesting. A Sylvan Advocate is still all kinds of fine if you never get to six lands in play for example. What this means is that you have to build with Thing in the Ice in mind when making your deck rather too much for it to be an all round power house. Jace, Vryn's Prodigy can basically be thrown into and list than can cast it and improve that list. Thing in the Ice cannot, it can only go in some archetypes and it will cause those to adapt around it. You might build a deck and have a healthy 14 cards that remove counters from Thing in the Ice which sounds like enough however in practice many spells are not that effective at doing what you need. Things like Wraths don't work, counterspells need targets and so don't give you much control over the flip. Bounce spells are rather wasted when used to flip Thing in the Ice and so on. The best stuff are the cheap things, cards like Ponder in blue and then burn and discard outside of blue. As such Thing in the Ice is far more awkward to use than at first glance. In the right deck it is still about the most power you can find for two mana but in the wrong deck it is a pretty limp speed bump.





Stern Constable


Stern Constable 6 > 4 (cut)

Too few decks can justify discarding cards in an ongoing capacity just to tap stuff. In the right deck this is one of the best one drops on offer but those decks are niche and not supported by many good drafting cubes at all. This will be last pick an awful lot if you try putting it in a midrange cube. Even if you do support madness or graveyard themes white has nothing much else to offer on that front at all and so even then this guy still winds up not getting used much at all. A real shame as this guy had such promise, if only he were another colour!



Underrated


Anguished UnmakingAnguished Unmaking  8 > 8.5

Not a big change but still, any card I rate at 8+ that retains that rating is a pretty huge win. This is what you want when you have problems. Recently I lost a game to Westvale Abbey when I had Vindicate in hand and mana up to use it. What made it worse was that I was playing the Vindicate over the Anguished Unmaking because I was being a pussy about the life and felt I needed some cheap Stone Rain wins to make up for my weak deck. Suffice it to say I am pretty sold on the Unmaking, the number of times it fully bails you where Vindicate fails your significantly outweigh the number of times that hitting a land is good. The three life difference is negligible compared to the difference not being able to exile something or do it at instant speed is. I think it will be rare the occasions now in which I play Vindicate or any other three mana removal spell over Anguished Unmaking again.



Falkenrath Gorger

Falkenrath Gorger 8 > 8

Kind of hard to give a Savannah Lion more than an 8 but the card has not let down at all, I mean it hardly could, it didn't need to do more than be a R 2/1 to be a highly prized red card. Red was low on playable high quality one drops that are not overly dangerous or situational. RDW is more consistent and more draftable just because this card exists.












Ormendahl, Profane PrinceWestvale Abbey 5.5 > 7

Westvale AbbeyNot a card for every deck by any means but for those than can support it Westvale is the business. Having played with it some I think it is most alike to Kessig Wolf Run. A land that doesn't do that much early on but poses a really serious late game problem. With so many token generators in cube combined with lots of cheap utility dorks it really isn't uncommon for boards to stalemate with enough spare to flip the Abbey. It turns out a 9/7 flying lifelink indestructible is really swingy. Sure, there are some good answers to it, Path, Plow, Wingshards, Anguished Unmaking, bounce, er, running out of answers... Even things like Council's Judgement still mean you get hit once by it. As he is on a land you can't counter him. Basically, even if you do have answers, you don't have many. Whenever there is a good chance you have an answer Westvale Abbey will sit secretly and safely in hand and then surprise 9 your face when you are foolish enough to tap out. In decks that can produce enough chaff dorks to realistically flip Westvale Abbey from turn six I find it to be better than things like Mishra's Factory. Typically these man lands give you a bit of extra umph and power for a tiny trade off in consistency (from having colourless or slower lands). In weenies decks the value of the manland style cards is almost entirely in their ability to evade Wrath effects. The extra bit of damage they can push through is pretty negligible on the whole. If your Factory is getting work done then you are probably just winning with the one and two drop beaters in the deck anyway. Westvale Abbey offers something totally different, a threat of a whole different style to the simpler manlands. It is hugely impactful and requires specific solutions. You may find your opponent doesn't Plow/Path one of your dorks that they really wanted too because if they do they have very low odds on beating Ormendahl. It is one of those cards you need to respect, like a Force Spike or an Armageddon, they do a lot of damage without ever being used or even seen as you have to play around the possiblity of them as the outcome can be so savage. Westvale Abbey isn't a disaster when you don't flip it, it still taps for mana on the turn it comes in. Even the making of dorks has its uses although it is by far the least relevant aspect of the card.

Heir of Falkenrath



Heir of Falkenrath 7 > 7.5

Heir to the NightOne of the cards that has impressed me most from the set is this humble little dork. I always want to play it turn two, it gives me all the options and control over the game. I can flip it and start smacking hard in the air or I can trade with their early drops and slow the pace of the game down. Late game the card is also decent, a three power flier is never dead. Late in the game lands are so much lower value the flipping of Heir is easy. Heir is great when you have zero synergy with the discard, you can turn that cost into a perk in many ways, even just having delve spells makes it less of an early cost. Black lacked versatile cheap dorks and this is the king of the bunch at present. Pack Rat costs too much mana to do much of much, Dark Confidant and Co are all a little dangerous to throw in any old list, most of the rest are BB to play which leaves Heir and Carrier Thrall as the best on offer. Heir is more proactive and far more dangerous than Carrier Thrall, Heir is certainly the aggressive card of choice but it is still a close call at the other end of the spectrum as to which of the two I would want in my deck.














Bygone BishopBygone Bishop 6.5 > 7

Not a huge jump on expectation but the card is impressing none the less. Most of what it seems to be coming down to is that three toughness, much like with Sylvan Advocate and Reflector Mage. A 2/3 just gets so much more work done than a 2/2 in a cube setting. Bishop comes down, it has good control on the board and can apply pressure in damage and card advantage simultaneously. The rounded nature of the Bishop is meaning it is getting played not just in white weenie but in most midrange white decks too.










Declaration in StoneDeclaration in Stone 7 > 7.5

So if this were instant it would give Path to Exile a really good run for its money. It would no longer be Path or Plow but Path or Declaration as the choice you were faced with when building. It isn't instant sadly and so it has to sit no higher than 3rd on the removal spell of choice list. The card isn't great, you often have to eat a smack in the face or curve really badly to use it but it still makes you feel really safe having it in hand. It deals with most things and it deals with them well. You can use it on early things without the fear you get from Path to Exile. Two mana is still cheap enough that in the midgame onwards you gain a lot of tempo when using Declaration. The Maelstrom Pulse aspect of the card has not happened as yet and wont frequently at all but never the less adds fairly well to the safety feeling the card offers. Having non-Wrath solutions to cards like Avenger of Zendikar or Entreat the Angels goes a long way in some matchups and will have you saving your Declaration because it is the only card you have than can help. Instant probably does give more value and utility than exile on removal cards however exile is far far rarer to come by on cube worthy cards that Declaration in Stone fetches a real premium. Go for the Throat, Doom Blade, Ultimate Price are all ten a penny cards if instant is what you need. Decks want a mix of removal with some exile and some instant and so Declaration in Stone is one of the most premium removal spells going. Cheap, effective, colour light, splashable and fantastically permanent. Journey to Nowhere is just too much of a liability to see cube play consistently. I have lost games where I had to use it on a comes into play effect dork and then had the Journey destroyed. Let them have clues over those kinds of swing any day!


Thraben InspectorThraben Inspector 7 > 8.5

One of the best cards in the set, certainly one of the best performers so far. Aggro, control and midrange are all packing this dude most of the time they get the option to do so. A body is never dead, it can attack, be made bigger, trade or chump, they can be sacrificed for all sorts of perks. Ones like Inspector with EtBT can be flickered and bounced and so on for bonus value. A 1/2 body isn't the best but it does do work in the early game and is always still a body. For one white mana it is a bargain and the fact that it basically doesn't cost you a card makes it insane value where ever you play it. It is the closest thing to Baleful Strix (as in, a free dork you want in every kind of list) to have ever seen print and it is in just one colour! Investigate is a great mechanic and Inspector is likely the best card with it.




Port TownReveal (Shadow) Lands 7.5 > 8

I was pretty on the money with my review of these but didn't anticipate quite the value of the subtleties at play. These lands are very similar to the Quick Lands from the second Mirrodin block, they come into play tapped a little more but offer more options and flexibility. I thought that Quick lands would still be a little better just going on the numbers and the fact that cube is a quick and cheap format. It turns out that having the choices and flexibility is more valuable overall and much more useful in the slower decks. The reveal lands are seeing more play than the quick lands and will continue to do so. They are perhaps not quite as good in the really aggressive decks as the quick lands but still plenty good enough however they are exceptionally good in midrange and control lists making them that little bit more premium overall. Quick lands force some awkward choices before you want to make them while reveal lands don't seem to.


Tireless TrackerTireless Tracker 6 > 7.5

I initially suggested this was a weaker version of Courser of Kruphix. It certainly is like the Courser but now I am not so sure about the weaker. Two toughness is low but this is only when you make it as an on curve play. Save it till a little later in the game and you can often pack as much toughness as the Courser. It turns out that Tracker does a lot more for you overall than Courser. Yes, Courser is still a far better anti aggro card and a far better three drop in most cases but the later the game goes on the more Tracker destroys Courser in terms of value. Tracker draws extra cards and so can land a lot more punch on the turns you need them. Courser just gets you value from free lands meaning you get a much slower influx of value. Facing a late game Tracker is terrifying, not only does it basically cut out all the dead draws but it is also probably one of the largest dorks on the battlefield. It has that sort of Scavenging Ooze threat where it will eventually just be too big to deal with for a lot of decks. It applies pressure on two fronts like Bygone Bishop being both a card advantage tool and a decent tempo play. A solid midrange card, a great aggro card and one of the best late game scaling three drops in the cube, perhaps the best late game scaling three drop.

Town Gossipmonger


Town Gossipmonger 5 > 6

Incited RabbleSo this card has been played in ever single even I have done since adding it to the cube which is only about 10 things ranging from heads up sealed to big drafts. I initially likened it to Boros Elite, a potent one drop that needs a little bit of setup. Boros Elite was fine, it saw some play but really it was just less consistent than generic 2/1s. As your deck got worse, so did Boros Elite. Another issue with Boros Elite is that when you are facing several threats you can kill the others and make Boros Elite pretty irrelevant. Town Gossipmonger is arguably a little slower than Elite for much the same sort of card. The difference is that Town Gossipmonger is an actual relevant threat on its own. You cannot just kill the other things and ignore it. Town Gossipmonger is not high power but it offers enough. It is a one drop, it is versatile and it offers a more dangerous card ultimately than most other one drops out there. Great card design and a welcome addition to the cube even if it is a bit of a fair oddball one.













Skin InvasionSkin Invasion 3 > 5.5


Skin ShedderThis is like a more extreme version of the Town Gossipmonger. It is significantly less useful as a one drop and far fiddlier to flip into a threat. A vanilla 3/4 is also nutty good as threats go despite seeming so dull. It trumps almost everything upto three mana and will likely be your biggest dork in a RDW style list. Town Gossipmonger would be one of the very best one drops if you could make it pre-flipped but Skin Shredder would be the best. I thought that Skin Invasion would just be too narrow and convoluted to go in any deck what so ever but in testing, again much like Gossipmonger, the Skin Invasion keeps getting played. It has had somewhat mixed performances but given it is already outperforming a signifcant portion of the cube for playability I can't justify cutting it. What I can do is try and justify why it is that it is seeing so much play. There are several reasons for this but the main one is simply that despite being the best offensive colour red is one of the more deficient in quality one drop permanents. Even if you are not making them on turn one there is a huge inherent value in having one mana cost cards in an aggressive deck. A lot of the time Skin Invasion is simply being played because he is on theme (as in aggressive in nature) and a one drop. You get a sealed pool with loads of great RDW cards but are a little light on one drops and so you pad out the ranks with cards like this. That argument is only valid if Skin Invasion is superior to the myriad low quality or niche one drop cards you could fill out cubes with. What makes Skin Invasion better than Goblin Arsonist, Frenzied Goblin, Jackal Pup, Tattermunge Maniac and so on? Power is a big part of it, simply put a Goblin Arsonist is never winning a game on its own, it isn't really ever doing anything significant on its own while you are more than happy to "just" be beating with a 3/4! It might not always be a 3/4 but when it is it is pretty relevant. Putting in cards that are mostly pretty do nothing just to fill out your curve properly isn't a good strategy. The next reason is minor but not irrelevant and that is synergy, specifically with prowess effects which are popular in many aggressive red decks. Lastly we have utility, something that is fairly hard to come by in red cards, especially those suitable for pure archetypes such as RDW and again even more so for a one drop. You expect some utility when you pay five for a card like Eldrazi Obligator but at one it can be a lot less powerful and still be very interesting. So what can you do with Skin Invasion that gives it so much utility? Well, you can put it on one of their utility dorks and force it to suicide into your blocks. You can put it on one of their blockers like a Courser of Kruphix and start to slowly attack past it. You can dump it on any old dork and have it be disincentive towards removal and wrath effects. You can put it on something that you can send to the graveyard at instant speed so that you have the ability to generate an instant dork, say to do some surprise blocking with. All somewhat situational but still, a whole lot of potential for a cheap and powerful card. I remain cautious with my ratings but wouldn't be shocked to find I was actually giving it high ratings in a few years time. Equally I wouldn't be too shocked if a couple of better all round reliable one drops got printed for red and this never saw play again!