Sunday, 14 May 2023

Aftermath Preliminary Review Part II

 

0 - unplayable in 40 card singleton

1 - effectively unplayable

2 - has low tier constructed decks it might go in

3 - has mid tier constructed decks it does go in

4 - pretty powerful stuff with several potential homes, able to perform well in lower powered cubes

5 - powerful stuff that is either just too narrow or has too many superior alternatives

6 - fringe cube worthy

7 - cube worthy

8 - cube staple

9 - unpowered cube bomb

10 - powered cube bomb 



Arni Metalbrow 2

Not useless but plenty of better options. Good EDH build around card but in cube this is hard to get value with. Arni by himself is just giving haste to things really, I guess bypassing countermagic somewhat too. Even with high cost dorks Arni is only ever offering mana savings and not card advantage. I guess the gimmick is to flop out some Myr Enforcer type card and cheat out a six drop. All very clever and not worth doing outside of commander.





Plargg and Nassari 3

Not as good in heads up play as it is in multiplayer. Slow and vulnerable is my main issue here. This will draw and play the worse of two cards each turn. That is a card and a couple of mana. Decent. New compleated Omnath decent. But still not good enough. 





Tazri, Stalwart Survivor 3

Another cool looking EDH build around card that is just a bit narrow for cube. 





Jirina, Dauntless General 3

Sure, this is great in a tribal humans deck and not elsewhere. 





Pia Nalaar, Consul of Revival 3

I like this one a lot. Easy to power up and lots of nice things it works with. Still however too narrow for most drafting cubes. 





Danitha, New Benalia's Light 3

I almost didn't bother reviewing this, only really a sense of OCD completion compelled me. Like so many new cards this is great in the places that want it and narrow enough to not be wanted much elsewhere. That, and the name was tediously long to copy. Turns out I am happier writing a paragraph complaining about something than I am copying out a couple of words... Oh, and the other thing I am saying a lot, specifically with this set, great looking EDH card. Basically this Aftermath set is just an EDH primer set. Hasbro experimenting with new and exotic ways to milk their fattest of cows - the commander community. 




Nashi, Moon's Legacy 5

I do rather like this one. Mostly for the ward. It is too many colours and a bit overly conditional to be a good cube card but there is something to this that I find appealing. 





Sigarda, Font of Blessings 6

Plenty of power here but I fear it is just not enough. Much as I want to be playing angels and humans I imagine that aspect of the card is netting you about a fifth of a card per cast. That in turn makes me prefer the likes of tame old Yasharn. I would rather guarantee two basics in hand than wait around for the wiff of playing an angel of a human. Yes, hexproof to my stuff is great but it doesn't protect the high value Sigarda while Yasharn actually can protect himself. This will just under perform in cube, the best thing about it will be the 4/4 flying body and that is not where I am at with my gold cards. I would still probably chose to play Shalai, Voice of Plenty over this in cube and I cut that long ago. 





Niv-Mizzet, Supreme 7

This is going to be pretty brutal in most cubes where colourless and gold answers to it will be in short supply. Just a flying hexproof 5/5 is winning a lot of games. The jump-start is cute but doesn't need to do much for this to be good. Sadly this is probably the wrong kind of good, I like cards to be interactive. If you support the mana and have a lot of five colour decks in your cube this is going to get play and results. Most cubes seem to be able to comfortably support five colour decks now with the full ten Triomes and with cards like Omnath kicking around they are pretty popular and powerful too. Whether you want to add this big True-Name Nemesis to that archetype it or not is another matter!





Nissa, Resurgent Animist 6

Big lotus cobra! Plucking elves and elementals out of the deck will be nice too, it should happen fairly often, lots of green dorks are elves and a couple of dorks in most colours are elementals. Good though this is it isn't really good enough. I would play Tireless Provisioner or just Lotus Cobra over this if I wanted mana. Llanowar Visionary if I wanted cards and mana. And like, a whole pile if cards if I am about the value. This Nissa just isn't quite powerful or reliable enough to be where it is at. Not good enough at any one role and not quite high enough raw power to ignore the previous shortcomings.  





Kiora, Sovereign of the Deep 2

Blah blah blah EDH. 





Sarkhan, Soul of Aflame 3

Blah blah blah mostly EDH. 




Samut, Vizier of Naktamun 6

If this draws you a card it is good. If it draws more than one it is great. If it draws removal from your opponent it is OK and the rest of the time it is likely bad. The keywords are a lot but they are paired with mediocre stats. I think the average cards drawn from this per cast will be close to 1 but assuredly below it. That means this isn't likely to be cube worthy despite being close. 




Ob Nixilus, Captive Kingpin 6

Big powerful body with fairly impressive effects. The effects are however ones that really need supporting and that could well result in this being too narrow. If you play this and get no triggers it is pretty rubbish. This is situational and top end payoff for an archetype that really doesn't lack for those things at all. I am pretty sure I would be paying Falkenrath Aristocrat over this in my aristocrat builds.




Tyvar the Bellicose 1

Expensive and a bit aimless. Yes, this can go all sorts of wild with the likes of Priest of Titania but there are far better ways one can win when you have an active Priest in elves... This might appeal in 100 card elf decks but it isn't getting a look in at 40 card lists. The card isn't bad or anything, nice big statline and some deathtouch. It is just always going to have a long list of superior options regardless of the task at hand. Cards want to either be narrow synergy bombs or generic all round power houses. Having a bit of narrow synergy scaling and a solid high power level just tends to mean the card will miss out on both potential homes rather than appealing in multiple places. 




Calix, Guided by Fate 3

All a bit wishy washy. This can line up to do powerful things but it can be a bit of a do nothing Grey Ogre. Enchantment decks, like aristocrat decks, do not want for payoff, what they want is support cards. Technically this is a bit of both and it is fun so it should get some play. Just manage ones expectations with this gimp.  




Narset, Enlightened Exile 4

Fine card. Some perks, some value. Mostly this is a 3 colour 4 drop value card that needs to attack to be said value. That rules it out two or three times over. And yet it is still pretty clearly a very powerful card. You could put it in cubes and it would not seem out of place, 





Nahiri, Forged in Fury 2

You can do some cool builds that drop the cost of this very quickly. Sadly the payoff then offered isn't really all that impressive. You might as well reduce down some Myr Enforcer and do so with better cards... I'll certainly play this in the right deck but it feels like that will be a 100 card one and not a 40 card one. 





Karn, Legacy Reforged 2

Um, so, prolly another EDH card. Tolarian Academy trigger is great even if only colourless. Having to pony up the 5 mana first and have your dork survive the turn cycle however is less enticing. 




Saturday, 13 May 2023

Aftermath Preliminary Review Part I

 0 - unplayable in 40 card singleton

1 - effectively unplayable

2 - has low tier constructed decks it might go in

3 - has mid tier constructed decks it does go in

4 - pretty powerful stuff with several potential homes, able to perform well in lower powered cubes

5 - powerful stuff that is either just too narrow or has too many superior alternatives

6 - fringe cube worthy

7 - cube worthy

8 - cube staple

9 - unpowered cube bomb

10 - powered cube bomb 



Cosmic Rebirth 5

Good card but a bit gold, fair, and needing of setup to be good. I think for cube that Renegade Rallier will typically perform better and that is too gold and fair for cube already. Instant speed allows for some cool trickery or combo safety and the three life helps boost the overall power but it just isn't the kind of card you generally want in draft cubes. Recursion is just too conditional for the most part.





Death-Rattle Oni 5

Not a fan of how situational this is but no denying the ceiling here. A one mana flash 5/4 is good already, have that finish off a dork or two and the exchange is off the charts. How often you can engineer a situation anywhere close to that is another matter. I think this is probably close to good on average but incredibly polar in performance and that isn't really what you want either. This with a Goblin Bombardment is going to be utterly disgusting. It is certainly very easy to make this more ceiling than floor if you are packing enough Mogg Fanatic effects. 




Reckless Handling 2

A more expensive and restricted Gamble with a pretty negligible upside. I barely ever play Gamble in decks and would anticipate playing several other cards before this as well. Even so, two mana Tutors are never to be fully over looked.




Markov Baron 4

Love the convoke madness combo. In the right deck this card is great. That is a tribal vampire deck with a discard/madness sub-theme. It is very much not a drafting cube, you need to lord side of things to be firing, ideally the madness too, and in cube they will be pretty minor. The power on Markov Baron is however very high, so much so that this is making any vampire list and possibly taking vampires in his direction. It is a power level worth pandering too and cards like that are not so common. Aspiring Spike already trying this out in modern, and modern viability is a strong indicator of a cards raw power. 





Feast of the Victorious Dead 2

Powerful but too conditional. I might think about playing this in a deck that is empowered by lifegain triggers that also has a lot of sacrificing going on. 




Coppercoat Vanguard 4

Lovely little human tribal card. It is almost playable in drafting cubes with the human count being so generally high. Another one of those cards I can imagine pushing modern builds. 





Blot Out 7

I literally just replaced Soul Shatter with Sheoldred's Edict! In 1v1 Blot Out is mostly an upgrade to Soul Shatter. Exiling is a lot better than the capacity to get around Ivory Mask effects - of which there are few to none! This is a fine card, playable, fair, reliable, but dull. Put it in your cube if you need more removal or black cards or whatever. Don't if you don't! I am sure it will be edged out soon enough, these role filler cards that are on the mark for power level do not last long in this wild world of power creep.





Campus Renovation 0

Far too gold and expensive for anything really. Pretty narrow too.





Animist's Might 1

I guess I might play this in a mono green deck that was all or nearly all legendary dorks....





Filter Out 5

Sideboard tech against constructed decks or potentially some kind of way to go off with a bunch of 0 mana artifacts, or at least support better cards like Paradoxical Outcome! I think cube is a bit too creature based for this to shine but it can still have some pretty devastating results. In EDH this is looking like a staple, a baby Rift. 




Harnessed Snubhorn 1

Powerful effect but a bit too much work to get the payoff, even in a build around setting. Certainly too narrow for draft. 





Kolaghan Warmoner 4

Nearly powerful enough with a negligible dragon count. Any time the cube happens to have a high-ish dragon count, say, above 10, this is probably worth looking at. Otherwise just a nice little tribal tool.

 




Gold-Forged Thopteryx 2

I mean sure, there is a deck that will want this. It does useful, if narrow, things. Not a drafting card but one that does quite a lot for the cost. 




Drannith Ruins 3

A bit aimless for drafting cubes but probably starting to look worth it when there are strong synergies at play. 





Rebuild the City 6

This seems really powerful. For six mana you make 9/9 in stats over three bodies which is decent although too vanilla to be exciting. What is more exciting is the land side of things. That makes these tokens a whole lot harder to handle. They are immune to a whole bunch of removal effects for one. You might get to copy a land with a cool effect and get some bonus value or utility there. Lastly, this ramps you to nine mana and that is pretty massive in some situations as well. This is a powerful card with lots of utility. It is a bit six mana and three colours so this still needs to perform above expectation to stand a chance of lasting in the cube. In a lot of ways it isn't even better than Broodmate Dragon so I doubt this will be a feature. None the less, I do like it! 




Urborg Scavengers 7.5

This is pretty egregious. It just grows. A 3/3 basic that can gain a selection of potent abilities as it grows and that also can disrupt graveyards. This seems scarier than Graveyard Tresspasser and way way more powerful if you can flop hexproof or indestructible onto it. I am not sure I love the design here, the variance is a bit high. The floor is good enough that this is certainly cube worthy, the ceiling however will not be any sort of fun to play against and that is a problem. 





Tranquil Frillback 6

Nice utility but I think this is a bit fair and a bit situational. You need at least one of the effects to be meaningful which it often will not be. Then you just have a bad dork too high up the curve. This is playable but it is a long way from powerful. Generally I loke these kind of utility dorks to be proactive, ie, ones I can cast regardless of situation and then not lose their utility. Cankerbloom for example. This is a bit reactive and either sits in hand waiting to be useful or comes out well under powered. 





Deification 2

This is very very cool. It is however quite hard to make playable. I guess I might play this in a planeswalker tribal deck or in one that is a combo in which a walkers is a key part. Otherwise this is just too cute and narrow. 





Ayara's Oathsworn 6

An evasive Slith style card. Usually you get this to a 6/6 and that game is over already. The Tutor isn't bad or anything, it just isn't adding much. The trigger doesn't work if you hit walkers or battles which lowers the value of the evasion. Overall this is fine but a bit dull. The more aggressive your black the more likely this is a good include. Where my black is at I doubt this is getting enough play. 





Metropolis Reformer 5

Another very powerful card that is just a bit aimless. Unless you want these things it is just a mediocre dork. Hexproof will wreck some people, the life will annoy the odd deck. A lot of decks will just ignor the low stats and other effects and be entirely un-phased by it. This kind of card, even with this power level, are not typically good in cube. They do not lead to better games. 





Open the Way 1

I guess in 1v1 play you can tutor a specific land into play if you are otherwise running a fully MDFC mana base like oops all spells. Otherwise just a multiplayer card. 





Nahiri's Resolve 2

Very odd card indeed. Buff my dorks and slowly flicker them? The first half is creature based aggression and would be amazing on the three mana card. The flicker is a midrange value tool and something you want with lots of EtB effect dorks (and perhaps instant Wrath effects!). The marriage of these two effects I think just results in an overcost and overly narrow card. Powerful and fun but not really cube material. 





Spark Rupture 3

Cool and interesting but likely no longer good disruption. Certainly not someone you want to use to "animate" walkers of your own, that is never looking like a good plan unless you can alpha strike the turn you lay this. People are just not playing enough walkers in cube for this to do enough. Perhaps one day this gets good enough again. 




Wednesday, 10 May 2023

The Colourless Cube - Drafting with low numbers

 

Drafting with fewer than 8 players upsets certain balances and causes some issues in drafting. Six or seven players is usually fine but four or five gets pretty rough and usually winds up with us playing sealed or rotisserie or rochester or some other format, even another game! You can do quite a lot of work solving the issues of fewer players by reducing booster size and increasing the number of packs, typically winding up with slightly more than 45 cards each. You can further improve things by increasing pack size again but discarding a chunk of the cards from each pack at the end. While this helps ease one side of the problems it does nothing to help with the loss of tension in the draft. As you play with fewer people relative to the colours there stops being too much interaction in the draft, you all just get into your lanes and pick uncontested in your colour. Not great. 





The obvious solution to this is to design a cube with fewer colours. Five colours with eight players so perhaps three colours for five drafters and two for four players? Certainly something I will get to testing eventually. I will probably also do some mono coloured cubes. The thing is that colours, even colour pairs, tend to have quite strong colour identity and I think it will wind up being a bit samey and stale quite quickly. The colours also have nearly 4,000 cards in them each allowing for rather more choice in the cube design process. On the other hand, colourless stuff doesn't really have an identity. It is certainly the most different place to start and so I have done so. Here is my first draft of a colourless cube;


https://cubecobra.com/cube/list/8e3f062e-2a5f-42e7-bd33-1f8fa5b20b04?view=spoiler


I am yet to test it and was aiming at a 360 card pool and have thus far fallen short. Given that it is intended for 4 or 5 players a pool of 240 should cover it fairly comfortably. I did elect to play a smattering of appropriate coloured cards. Not so much that you wind up in a lane but it should at least make the land choices relevant and interesting. As ever with this sort of preliminary concept, I am interested in taking suggestions as to good cards I am missing. There are some I have intentionally left out like Damping Matrix, Karn the Great Creator and Platinum dorks which seem like they would be egregious in a format with such little removal and such a high count of things shut down. I also didn't add a load of the older broken cards like Sol Ring, Mana Vault and Crypt or the original Mox. Cards that are just going to randomize the format. I was reticent to add the various prison cards like Tanglewire and Winter Orb. I may still cut them if they prove too oppressive in play. I was just finding I was a little short of the number of playable cards I had that I could add! I have scoured the actually colourless cards pretty hard. It is the odd hidden gem in the various coloured areas of magic I am likely missing. Thoughts, suggestions, feedback, or any info on other projects like this people have encountered all most welcome.



Thursday, 4 May 2023

The Best Creature (non-face) Burn


We are now very much in a place where red players are happy playing burn spells that cannot go to the dome. For well over a decade I would write off any burn spell that didn't do damage to someone's face. Even Searing Blaze was a bit touch and go when it first arrived as so many decks wouldn't have enough targets. Now so much power is to be found in dorks that basically all cube decks have to contain creatures. Creatures that are worth killing. Some extreme combo cubes might have too few targets in some decks but this is a pretty pointless discussion as they will not be packing burn for burn decks either! So, we can play burn that only hits dorks now because there are dorks everywhere to burn, and lots of them that really need it. That extra demand and openness to removal has opened up red rather. 




This is an article discussing the best non-face burn spells you can play in red. The reason you might do this is simply that you get a bit more bang for your buck in terms of your spell becoming purely removal rather than a modal removal/reach card. To balance things if you are reducing modality you have to increase something else and for the most part here that is power. There are a few kinds of cards that I am not going to look at here. I'm staying pure red so I don't have to deal with things like Izzet Charm. That should keep this article length and not book length! I am also dealing with spot removal only. Stuff that hits all dorks is mass removal not burn and is far better thought of in that regard, again it just muddies the other wise very pure waters. Lastly I am skipping the very powerful cards like Searing Blood and Blaze. While these are very specifically dork removal spells the perk they offer is face damage and so you are only playing these in aggressive decks making them the narrowest type of burn! They are effectively the opposite of what we are trying to do here! I am also avoiding all cards like Glorybringers, Fury, and Flametongue Yearling. They are more about tempo and value than purely being a removal spell. They are typically great cards and they partly occupy a similar portion of the cube to removal but you do want a mix. Glorybringer is of no help if you died to something you really needed to kill on turn two. 




Red damage based removal is very clean to assess. You have a cost for the spell and you have an amount of damage that deals. You then have spell type and other associated pros and cons. Removal is already pretty easy to assess as you almost always just want the most effective tool. This means how much it kills, how reliably, and how efficiently. Other stuff is secondary. A lot of the cards on this list are incredibly close and often just re-tweaks of the same idea. I am going to rate all the cards on this list out of 10 but not in the usual way, just in comparison to each other. All the cards here are cube playable and presently I run only five of these. I see this number going up although it does rather depend how many Glorbringer and Fury power level cards get dropped on us. 


Pyrokenisis 2

This is one of the weaker cards on the list and that is down to the somewhat forced lack of modality. At zero mana this can be a bomb but it can also just be an overly pricy thing to do. Six is always a lot to pay for this and so you are locked into always losing tempo or value unless you really luck out and get to wipe out three relevant things with it! Fury is good because it is amazing value at five mana and can help you out if needed when you can't afford that. Pyrokenisis only offers the latter of those things and is a bumb deal the rest of the time. It is an overcost insurance policy with a high ceiling but a frequent and poor floor.




Frost Bite 4

Skred 6


These are both similar cards that are only playable if you allow any basic lands to be snow, and even then these are still a little narrow, especially Skred. These are broadly the same sort of deal, Frost Bite trades off the nice high scaling ceiling of Skred for some more consistent early removal. It does achieve this but the overall cost in power is significant. Skred has the kind of punch to make it worth bothering to snow up, Bite does not. Skred however is too narrow for drafting cubes even allowing any basic as snow as it is pretty much a mono only card.





Soul Sear / Rebel Salvo 3

Technically Rebel Salvo is better but I cannot see it being that much less than 2.9 mana on average in cubes. That is not very exciting. It can have a 3.1/10 if you really like! Mostly these are just heavy hitters dealing 5 for 3 and at instant speed and with the ability to dodge indestructible. That last part had a period where it was quite nice in my cube and this punchy card did a bit of reasonable work. Well, Soul Sear did, I think we are past the point where I would even bother testing Salvo. It was just nice to have, it answered almost everything and that wasn't something red was used to being able to do. Decks absolutely had the room for such things but I think we are past such times. Exile removal effects are more useful currently as well. 





Lightning Axe 5

This lives and dies by the support you have for it. Pitch a Bloodghast and you have yourself the best one mana removal spell in the game. Pitch something useful and you do not. Equally, pay 6 total mana and fail to have a good removal spell in a different way. Mostly I think unless you are directly trying to support specific synergies it is best to avoid cards like this in cube. They are a bit polar and narrow. 





Harnessed Lightning 2/10

Hard to rate this one as by itself it is really poor, however with other energy cards it quickly starts to look very impressive. When you get energy back for killing a small thing or the ability to dump extra energy in to kill a big dork you have yourself a great scaling and highly dynamic card. In a deck with lots of energy cards this is a comfortably 7/10 but by itself it is just a bad Abrade or Searing Spear. 





Shivan Fire 5

Fiery Impulse 6

Unholy Heat 9


Here we have a bunch of Shocks that upgrade in some way to do more. Shock is a fine floor so all these cards are fine. Heat naturally starts out better because Modern Horizons.... So it has the floor of also being able to Shock planeswalkers. Shivan Fire is the worst of the three as paying 5 mana for 4 damage is a poor rate, and while more reliable than the others, a lot less powerful. Spell Mastery isn't any easier to get than delirium and it is a touch narrower too. Further to that you get +1 damage for it on Imulse and +4 damage (on your already broader spell) for delirium on Heat and the clear power difference becomes apparent. One mana for six damage is mentally good and it is far too easily achieved here. Being able to do so at instant speed or to planeswalkers is all extra gravy this card clearly didn't need. That being said, Fiery Impulse isn't quite enough gravy and could do with a jump to four damage to become enticing. 




Shatterskull Smashing 10

This one is tricky to rate as it wouldn't get near a deck without repping as a Mountain. An XRR spell is a long way from mana efficient, it never really gets to being efficient either, even when it does double damage! What it is however is an incredibly impactful and low inclusion cost card. It is a land when you need it to be which is already about the best mode any card can have. Then it can kill a small or medium thing at a shit rate if you need it to, or, occasionally in the late game you blow up all of your opponents relevant threats and murder them, with your mountain.... oops. Red decks basically always play this. They basically always play Cave as well so... Just appraising the burn part of this card and it is a 0/10 but add that on the back of a Mountain and you have one of the most played cards in cube. Quite the advertisement for modality and consistency... It is also the hidden modality of the X variable, not just removal land but big end game high impact removal, midgame low impact lower cost removal, or land. The ability to win a game with a card that should just be an insurance policy is a big part of this being a 10 on this scale too. If this were just a 3 mana Shock or a 8 mana double Dreadbore then it would be closer to the 7/10 mark. 





Obliterating Bolt 8

Flame-Blessed Bolt 6

Scorching Dragonfire 6


He we have the classic instant speed one mana for two damage or two mana for three damage or the sorcery speed two for four. I am sure at some point we will get the one for three at sorcery too. These are all fine to good. They all solve some issues red are not otherwise the best at solving. You don't need a lot of this effect in your cube but the odd one is nice. Incendiary Flow is also a card I like over these which offers a similar perk but more utility. While the power of these is comparable to each other I do lean towards Obliterating Bolt quite heavily. There are plenty of spells that offer one mana for two damage or two mana for three damage but there are fewer that do four at two making it that bit more unique.




Cathartic Pyre 2

Looks good but is actually poor. Neither of these options is good and one is actively bad in most cases. Two mana and a card is too much to spend for a bit of filtering, even in most decks looking for looting effects. There is no world in which I am not looking to play Tormenting Voice, Faithless Looting, or some kind of Searing Spear over this. If you want modality or extra fluff on your removal you have better options.





Fire Prophecy 7.5

Volcanic Spite 8

Jaya's Greeting 6


These are all a lot better than Cathartic Pyre as you get your card quality as well as your 3 damage. Yes, a pair of loots is better than what is on offer here but not by enough to be happy about turning an "and" into an "or". Fire Prophecy/Spite are generally the better effect, they immediately get you another new card and lets you put one of many back in the deck rather than potentially one of one card. It is also a really useful tool for setting up the likes of Indomitable Creativity in a singleton world. Both effects are impressive looking overall deals and seem like they should play a lot better than they do in cube. That however is forgetting that removal just wants to be clean and effective and suited to task. Why would I want a scry when I can get an exile effect or a cost reduction or a damage increase? There are so many options in red removal that you can always find a comparable card with a better removal attribute than you can with a card quality or other such perk. Prophecy was right on the edge of playabiliy and will be the next place I go when looking to expend on reds removal range. Spite and the increased target range is in my cube right now under testing but I am expecting it to last. It is rounded and will make games better even if it might not be the optimal card. 




Demon Bolt 6.5

Just a fairly nice rounded heavy hitting removal spell. Three mana for four damage isn't a great rate but it is still quite a high damage output. Being able to jiggle the cost up also allows the effective price to be a lot lower than three. A kind of big Seal of Fire! When this costs an effectively nearer two mana than three mana then the card is pretty good but sadly it is still mostly costing you three very real mana and those mild casting conveniences do not quite swing it. 




Thunderclap 5

We are now moving into the realm of the cost reducers. This is a pretty good one offering a fairly easy pitch mode and what appears to be a selection of stomachable numbers. You play burn that does three, you can even cast some for three! The issue again here is none of the modes are commonly good. Yes, when you can play this for free and have that be useful and painless the card is supremely good. Mostly however you have an underpowered and over cost removal spell, or worse still, one that later cripples you. There is certainly a tempo enough format where I would want this in my cube but we are not quite there yet. A fairly simple way you can approach considering this is to contrast how many times you play it for 3 mana and how many times you play it for free. Average the total mana spent to play it and unless it is under two we are looking pretty inefficient. We need to maintain over one free cast for every two hard casts and I cannot see that being the case in many cubes. 





Mine Collapse 8

The big Thunderclap. Hits walkers and does two more damage to just one more mana on the hard cast. This kills a whole lot more both in terms of targets and size there of than Thunderclap does. It is more efficient in hard cast mode and wildly so in free cast mode. We want to be under three on the average cost here to be good and so we only need to maintain just over one free cast per three normal four mana casts. Easier to achieve, especially when we consider the raw efficiency of the spell. Mine Collapse does have the one restriction of only being able to play it for free on your turn. This does stop it being quite so tricky but it doesn't really detract from the incredibly high tempo swinging potential of the card. I have been very impressed with the reliability and effectiveness of this in cube. Seemingly one of the most reasonable and rounded of the red removal you can employ for zero mana. 





Magmatic Sinkhole 7

This is the competition for Mine Collapse. Both are five damage heavy hitters that fire at instant speed and at both dorks and walkers. Both can cost a lot or very little! Sinkhole is a bit harder to fire off early but typically a whole lot less painful to fire off on the cheap. You can also cast it for one in the opponent's turn which is a lovely place to be. The issue with Sinkhole is that most builds now have ways in which they want to utilize the graveyard. As soon as you start factoring in other delve and escape cards the value of Sinkhole starts to dwindle. It is not that efficient of a use of stuff in the bin. I could have a Murktide or three brand spanking new cards from a range of different effects! In a world where this is the only thing utilizing the bin then it is premium removal. In the real world give me Mine Collapse instead. 




Mizzium Mortars 9

A bit of a dull card but a fully game breaking one. In two mana mode it is simply just an effective removal spell. Sorcery speed leads to lack of trickery and excitement, as does the simplicity. You kill a thing, sometimes you lose a mana, sometimes you gain a couple, it is all generally pretty fair stuff. Overall you probably fall a bit behind using this in normal mode due to EtB triggers and haste etc on so many dorks. It is all about that overload option which turns this from a playable but dull spot removal into a devastating one sided mass removal spell. Cube games tend to clutter. Stuff produces a lot of tokens. An overloaded Mortars might not kill it all but it will kill off most and leave the balance of what is in play rather in your favour. Very often a case of overload Mortars then attack for the win. A lot of game plans involve holding out until you get to six so you can pull the trigger on it and get back into or take over the game. It is a bit too expensive and unreliable to play this just as a mass removal spell, despite one sided mass removal being so broken in cube. The overload situation however means you just don't have to. This is basically a a really high impact game winning card with almost no downside. Quite Shatterskull Smashing in that regard. This trades the option to be a mountain for more efficient rates as removal. 




Abrade 9

Much as I poo pooed on Cathartic Pyre for being modal Abrade is rather different. It offers two removal modes and not one which is a card and tempo loss. Shatter is a perfect accompaniment to three damage at a dork. It basically just makes the removal spell a lot broader. It is going from Terminate to Putrify. You want access to Shatter but artifacts are not common enough to play cards purely about the Shatter. Abrade is good enough without artifacts to target and an absolute life saver sometimes where there are. Abrade offers the kind of deck security you are happy to pay a small power price for. I will play this over a Searing Spear in my aggressive decks if I have limited means to handle artifacts. I don't want to just be cold to some Batterskull or something. Abrade is the kind of modal card that makes cube and other singleton formats tick. Modes that you want but are too narrow to play directly. And Abrade is a pretty perfect example of a good card doing this. It obviously gets better the more you move away from aggro and if I am playing this in most of my aggro decks then I am basically playing this in every deck I can cast it in which feels about right. It is less Swingy than Mortars but it is also more playable as you don't need access to six mana and three red before Mortars goes above and beyond. Abrade is security, and at a low low price. It is the kind of interaction that allows you to play good magic.     





Flame Slash 9.5

And so here we are. The cleanest, simplest and most efficient of the options. It is hard to describe this as anything other than the best. This is four damage for one mana. No extra costs, no prerequisites or conditions, just one card, one mana, four damage. It kills that Birds on turn one, it kills that Questing Beast on turn four. It isn't so much about this being better than Mizzium Mortars or Oblitering Bolt but more about how much better your deck looks when you can replace a two drop with a one drop and lose almost nothing in doing so. Replace that Llanowar Loamspeaker with a Birds of Paradise you say? Great. Of the dorks you can kill with damage this kills 90% of them by itself. That is a hit rate higher than the various black two mana spells like Go for the Throat, Doomblade, and so forth. Wild Slash is also burn based allowing you to add it to something else if you need to take out a really big thing. Not ideal but better than not being able to do so. So yeah, Wild Slash is no frills removal but outside of white it is the cheapest, most efficient, and most reliable one on offer. Unholy Heat is a little more dynamic and so on average performs a little better but Wild Slash absolutely outputs more damage in my cube. More total damage, more damage per mana. I played Unholy Heat over this literally yesterday (I had a lot of sorcery speed spells and wanted to up my instant count) and regretted it as I failed to be able to kill a 3 toughness dork on turn two in multiple games. Heat is the better modern card but Slash is where you want to be in cube. Not by a lot but we were not expecting huge margins in this bunch of cards.