Monday, 28 July 2014

Aluren

Aluren
Historically Aluren was one of the combo decks that did not translate very well into the cube format. Having only one of so many of the various cards you want to have most of the time made it inconsistent and unreliable. As such I have not played around with it for ages, it was infact just using Cavern Harpy in a tempo based tricksy BUG deck that made me think that Aluren could be a real powerhouse in the current meta. A lot of the cards you previously needed to make the combo work have been replaced by much more powerful stand alone cards and as such you can have a deck that can just win even if it utterly fails to combo off. I didn't do any looking into the most suitable cards and just threw a list together out of what seemed sensible, I went as middle of the road as I could so as to gauge whether I wanted to be more combo focused in future or more powerful stand alone cards.

Cavern HarpyThe basic premise of the Aluren combo for those of you too new to the game to remember these silly old school extended combo decks I shall briefly outline the idea. Find and make the Aluren such that you can then make all your dorks for zero mana and at instant speed. Then find a Cavern Harpy which you can use to return a blue or black creature to your hand and thus allow you to abuse the comes into play effect over and over. This will cost one life per go so you need to find an Essence Warden so you can gain infinite life (if you bounce the Cavern Harpy with itself you don't need to pay a life each time) should you not be able to get a kill off with the life you are on.







Here is my list:

25 Spells

Essence Warden
Vampiric Tutor
Brainstrom
Ponder
Duress

Bird of Paradise
Noble Hierarch
Elves of Deep Shadow
Essence Warden

Baleful Strix
Coiling Oracle
Mesmeric Fiend
Cavern Harpy

Demonic Tutor
Geralf's MessengerSurvival of the Fittest
Quickling
Spellstutter Sprite

Quirion Dryad?
Spellskite

Geralf's Messenger
Reclaimation Sage
Shardless Agent
Eternal Witness

Vendilion Clique
Boneshredder

Aluren

15 Lands
Shardless Agent
3x Sac lands
3x Shock lands
3x Dual lands

Llanowar Wastes
Yavimaya Coast
City of Brass
Mana Confluence
Urborg, Tomb of Yawgmoth
Forest



Other Potential Cards

Kira, Great Glass-Spinner
Force of Will
Sea Gate Oracle
Inquisition of Kozilek
Maggot Carrier
Soul Warden



QuicklingWhile the deck still relies on the use of Cavern Harpy and Aluren to go off there are now so many more options for the various other things you want to do with the deck that it filled out very quickly. I was most vulnerable to Path and Plow as they could take out the Messenger's or the Essence Warden and completely close those avenues off to me. I threw in a Quirion Dryad as a backup win condition but it was awful, I would have been much better off running redundancy in my infinite life gain and life loss tactics. I had intended to use clever disruption effects in the form of Quickling and Spellskite to protect my dorks and these were good but made life difficult knowing I had to set things up just so to remain protected. Just having redundancy would have allowed for more reckless "safe" play which means you can go for the win much sooner. There must be better options that Soul Warden and Maggot Carrier as the back up. There might even be something out there than can operate as a makeshift Cavern Harpy that I forgot about. Suggestions on a postcard, er, comments section.

Coiling Oracle
Shardless Agent is a great addition as it means you can tap out to make an Aluren and still cast everything in your deck, with Brainstorm you can even cast two things from your hand. Strix and Coiling Oracle are just better cards than Raven Familiar and so although they are not quite as good for digging they do greatly increase the power and consistency of the deck. A full Tutor package of Demonic, Vampiric and Survival seems essential in a deck that not only needs two specific cards to go off but then also wants to find other bits and bobs to finish the job once going off. The rest of the deck was just glue like the ramp dorks and Ponder effects and some synergic disruption. I actually had Deathrite in the list I played over the Boneshredder but that was a massive oversight. Deathrite was just a weak mana elf and I was really struggling with a few cards like the humble Soldier of the Pantheon!

With midrange decks being all the rage this kind of thing is a real beating in cube. It is not even that onerous of a deck to include within a cube design as most of the cards are cube worthy alone or perform interesting other roles. As combos go it is not the best but it has the huge advantage of just having loads of reasonable dorks which can get the job done. It is also great fun and rather different even if it can't beat a Hushwing Gryff...

Friday, 18 July 2014

Top 10 Dual Land Cycles


Murmuring Bosk
I have basically all the good dual land cycles in my cube, about a quarter of the total cards in my cube are land and I would happily add more. Decks are usually about a third land so on that basis alone there is justification for a very high land count in the cube. Land are not always the most interesting of cards or picks however they underpin everything else. Have a bad mana base and lose regardless of the quality of your spells. I heavily emphasise consistency and cards that offer it within the cube. Magic is at its best when both players get to curve out as their deck should and neither screw nor flood. Things like the humble cycling land allow you to fine tune your mana base so as to minimise screws and floods.

Without dual lands it would be near impossible to construct competitive two or more colour decks and the result would be a very boring and narrow meta game. The mono colour decks are still more consistent than multicolour decks in the cube however the increased power potential from another colour tends to offset the loss of consistency reasonably evenly. Not until there were at least 16 dual lands of the same kind of quality as the original duals would the two colour deck be as consistent as the mono coloured. Things like Path to Exile, Land Tax and Waste Lands also naturally increase the consistency of decks using basic lands and so even with unlimited duals there are still advantages to the mono coloured decks.

Seaside CitadelThere is one awkward outcome of having very high quantities of dual land in the cube as it allows three colour decks to have comparable consistency to two colour decks in terms of having the right coloured mana. An even split two colour deck is usually 4 of each basic and about 8 dual lands however a three colour deck is usually about 6 dual lands from each of the three colour pairings. So while your mana base has little change in consistency in going from 2 to 3 colours your access to powerful gold cards and synergies rises by about the largest possible margin (theoretically this should just increase ever more as you add colours but in practice and with 40 card decks you just start to run out of space to include all the power and synergy you might want). The result is that three colour decks are one of the more dominant "archetypes" in my cube although they are typically just a pile of good cards rather than a honed archetype. The three colour decks are a little more vulnerable to mana base disruption and the mana bases are harder to optimise so can turn out very clunky in a small draft where you see less cards.


Overall I can live with three colour decks having relatively more strength than other kinds as a result of very high quantities of dual lands because it gives the best games. I recently went on a look through the Magic archives to see if there was any more viable land to be added to the cube and found very little left of interest. There are many more options for allied colours and I was mainly looking for ones that I could add to bolster the off colour pairings. Here is a list of the most powerful to the most unplayable of the dual land cycles in all of Magic. I will try to spend less time on the obvious ones we all know why they are good and focus on the relative qualities of the less commonly used options.


Polluted Delta1. Sac Lands

Obviously these are only the best lands because of the original duals and the shock lands allowing you to basically fix any two colours with any sac land in the right deck. They allow you at least two colours of mana untapped from turn one. This last sentence is of huge importance and one of the main factors in determining land quality. Sac lands do this most important thing impressively and then they come with a whole bunch of added utility in shuffling libraries, thinning lands from your deck, filling up the graveyard, generating landfall and so on. The sac lands are so good they can wind up in mono coloured decks just to take advantage of the added utility.




Tropical Island



2. Original Duals

So, they tap for two colours of mana from turn one and they basically present no downside for doing this. They make sac lands incredibly comfortable to abuse for fixing and are just a delight of convenience. Like Lightning Bolt and Ancestral Recall they are so painfully simple that there is little to say about them beyond their obvious goodness.






Stirring Wildwood
3. Man Lands

Only coming in allied colours gives a huge advantage to the allied colour players. Not only are these five lands perfectly good fixing but they come complete with a free, powerful and hard to kill threat. For cards that have closed out the most numbers of games the man lands would be well up there with all the best threats in the cube. Unlike other cycles these lands are all of different power level due to the different bodies they turn into. Colonnade is likely the best however all the others bar the Lavaclaw Reaches are incredibly strong and Reaches is still always played when on colour. Why wouldn't you? It is still a threat at little or no cost to you.



Steam Vents
4. Shock Lands

These would surpass the man lands in this list if it were not for the Original Dual lands doing what these do better. These are fairer lands, they tap for two colours and can do so from turn one and so are very good lands but they do become painful if used with abandon. If, like in modern, you had no original duals to go with your sac lands then the shock lands would be essential rather than just high quality redundancy. Regardless of the sac land synergy it is very rare to see this cycle of lands left on the sidelines in any multicolour deck.






5. Pain Lands
Caves of Koilos
I don't know why but there is not much love for the humble pain land in the world of magic. If the pain lands had basic land types or the shock lands did not then there would be basically nothing to chose between these two cycles of dual lands. These are the last lands that you will find on this list that, without any stipulations or requirements, that will provide you one of two colours of mana from turn one. You don't take much damage from pain lands in the course of a game of magic, zero pain is the most common by far as you barely ever need to tap for colour later on. One is the next most common amount of pain and I don't think I have seen over three which is very rare as it is. The average damage they do you over the course of a game is lower than that for shock lands, if only by a tiny amount. They are also much more convenient to lay as a land drop later in the game than shock lands. The cube is a fast and powerful format, you want to be involved from the outset and you never want to be prevented from casting something because you couldn't have the right mana at the right time. Nothing is more frustrating that having a mana creature to play on turn one yet only having a filter land and a check land to offer you green mana. If tempo and curving out in the early turns is important to your deck then you should be playing your on colour pain land and no excuses! They might look mean but pain lands are your friends. They get worse the more you have of them but in singleton this is fine. I almost never don't run them (horrible horrible sentence, I'm sorry) if I am a two colour deck, the times I wouldn't would be a red splash in a Gr ramp deck where I wanted maximum forests for other synergies and I can reliably fix with spells as well. In three or more colour decks I am less likely to run the full set, usually one or two tidies up your mana nicely, often one colour has no one drops and so you can afford not to have pain lands over slower options.


Temple of Enlightenment6. Scry Lands


It was very hard to chose between these and pain lands because they are somewhat different in application. The pain lands are purely about offering convenience of mana options with no tempo cost. Scry lands offer you mana convenience for a tempo cost but add a little scry sweetener into the mix. Tap lands first arrived in invasion block and did feature in my cube for a time. They were only allied colours and simply came into play tapped and tapped for two colours. This was the fair benchmark for a dual land, any worse was unplayably bad, better made it quite good, and as they were they were very unexciting. Dull though they are I would 100% have off colour tap lands in my cube now if there were any on offer. Then Refuges came along a few blocks back and put any chances of the original tap lands seeing play out to pasture. A free life isn't exciting but it is a whole bunch better than nothing. Again, being only allied colour made the Refuge cycle rather uninspiring although they have all seen a bit of play they have never been mainstays. Typically it is when you know you are facing a burny red deck that you think the Refuges are a good thing to add in, or perhaps you are running a few too many pay life black cards without enough life gain and you are getting scared! So, with the Refuges, over the history of my cube, seeing a comparable amount of play to the original tap lands yet offering a fairly similar seeming perk to the scry lands, why is it that the scry lands are so highly played? Firstly, a scry is worth more than 1 life in magic, not a lot more but definitely more. Secondly, and much more importantly, life is a resource that has no baring on the game until the end of the game while a scry has an immediate impact that can continue to accelerate your momentum throughout the game. Just imagine the situation where you are going to miss your next land drop but have the rest of the lands you need on top of your deck after the one dud draw. Should you scry than one non land away with a scry land you will have more powerful things sooner and more mana on each of your subsequent turns. While this is an extreme example you can kind of say that the scry in this case is worth a free mana and a free +1/+1 counter (to account for the higher power of cards played) on each of your next three turns. The earlier you scry the more powerful it is yet it retains value throughout the game. It greatly increases the consistency of your deck and is kind of free. It basically feels like casting an Opt or I guess more accurately a Serum Visions with scry 1 (as the card you "draw" is the land you make thus you draw it first which is not the case with Opt but I digress...) whenever you make one. Typically coming into play tapped is most annoying in the earlier portions of the game however the increased value of scry at that stage rather tempers that drawback. Also, with check and filter lands not working better than Scry lands on turn one you are far happier making a Temple than either of those. There are only four other dual lands that can be better to make on turn one and without a one drop there is no better land to make. There after they are a little clumsier to lay but this is made more comfortable with the scry and a well worth it trade off. The final thing scry lands have strongly in their favour in the cube is their synergy with a wide array of other card. Ponder, Brainstorm, Divining Top and Sylvan Library all become much more potent card quality in combination with a bit of incidental scry for 1. Domri Rade, Courser of Kruphix, Delver of Secrets, cascade and any other card/ability that has effects based on the top of your library also enjoy the company of scry lands. Scry is more powerful in 40 card decks than in 60 card decks as well. Despite being a lowly six on this list I really love a scry land, there is a huge gap in power between the best six land cycles in the cube and those after.


Graven Cairns7. Filter Lands

These can be a little awkward if used in large numbers or with other awkward mana sources and loads of colourless lands etc however in singleton format that is rarely an issue. I am generally happy to play two although one is optimal. Three however will tend to bite you. After turn one the filter lands are pretty much the best mana fixing in the cube. They come untapped and ready for use, they provide two colours of mana themselves but in addition are able to convert another one of either of the two colours to the other. In effect a filter land turns one of your mono coloured lands in to a dual land as well. Although they do not offer much in the way of fixing on turn one they do at least tap for mana and can help throw out an Aether Vial or Divining Top etc. Typically you cannot tap them for coloured mana on turn but if you run the original Mox in your cube or just have a deck with loads of fair Mox then the Filter Lands get even better. Not only because they are then powerful fixing from turn one but also because the draw back of Chrome and the Original Mox is that they usually only offer one colour of mana and can be a little restrictive on the casting of colour intense spells. Turn one Mox plus Filter Land usually equates to casting whatever two drops are in your deck which is far less consistently so with any other land you could make. Another reason I am fond of the filter lands is the increased ability you have to play colour heavy spells like Cryptic Command and Necropotence in multicoloured decks. Prior to filter lands you could splash cards into Necro decks such as Vindicate or Pernicious Deed but the splash could never extend to a point where you wanted to run lands that didn't tap for black like Forests and Plains. With the presence of the filter lands I am happier to go a little deeper on a splash in such decks. This is the practical result of filter lands being able to count as two dual lands in certain situations.



Clifftop Retreat8. Check Lands

Boring lands that get the job done. At worst these are the same as the original tap lands from Invasion block but with off colour options. At best they are without fault. Check lands are safe duals that will never royally screw you. Yes, they might sometimes come into play tapped or not turn on your Kird Ape but this is a minor inconvenience compared to having a bounce land bounced or having only filter lands and colourless lands. They obviously scale in quality with both the length you are trying to make the game go on for and with your count of appropriate basic land types. With dual, sac and shock lands taking the first spots in most decks mana bases the Check Lands are still good with one or zero basics in a three land deck. The longer a game goes the more lands you are likely to have out therefore an increased chance of having the right basic to have your check land be optimal. This makes them more suited to control decks, especially as they cause you no pain or option to take pain. Agro decks will still resort to the Check Lands a lot of the time but do typically prefer the quick lands when they are an option. No turn one mana from them can be a kick right in the tempo and with no scry perk to dampen the blow you feel really ripped off when you make one of these tapped and fail to curve as you would like.


Copperline Gorge9. Quick Lands

I hate a lot about these lands, I hate them being only on colour, I hate them being inflexible and devoid of choices, both in play and in construction. I really hate the art, metal and nature are an ugly mix (no fault of the artists at least). I hate the term Quick lands too... they are not quick, they are just not shit early on. All said and done however these lands get the job done, they are never worse than the benchmark Invasion tap lands and are about as good as you can get in the all important first few turns of the game. I would have these above the Check lands if there were a full cycle on offer in the ratings. The early turns are the more important ones in magic as the rest of the game has to follow from them so any momentum you gain in them helps for all the subsequent ones. When a Check land is bad it can cripple your whole game plan, when a Quick land is bad you will have that many more alternate plays and options that they are fairly negligible most of the time.
Quick lands are "bad" more often than a Check land will be however they are comparably less bad when both are being bad as well as of more benefit when both are being good.


Golgari Rot Farm10. Bounce Lands

The lands which have the highest variance of all the offerings. When these are good they are mana fixing, card advantage and potentially a ramp in mana (when used with untap land effects). When they are bad they are crippling. An early land destruction or even simple bounce spell will usually be game over if it hits a Bounce Land. One land handers with bounce lands are worse than those with Filter lands. Even when you have other lands and can make them later in the game a bounce land is still a slow and clumsy land that is more awkward to use efficiently than any other in the cube. Their variance makes them interesting as it leads to difficult deck building choices. You can be greedy and play fewer lands by ramming these into your list or you can sure up a weak looking mana base by replacing lands with these. They work well with Frantic Search, Garruk Wildspeaker and other such cards thus making deck building more interesting due to the potential synergies on offer. You can just run them as you think your deck is weak and needs to take risks on lucking out and getting the good end of the variance to be able to win much. They have been seeing a lot less play since the introduction of scry lands as they have similar perks and flaws yet the scry lands are far far safer and more consistent.


Honourable Mentions

Mirage Sac Lands are in my cube but tend to only see play when you are really pushing landfall and shuffle synergies and the other viable painful sac lands have all be used up. As sac lands only really need to have one appropriate colour to work amazingly these offerings are seldom needed. They are fine but annoyingly slow and see less play than the bounce lands although I suspect this would not be the case if we had off colour ones to chose from.

The Vivid lands are outstanding fixers and unlike most dual lands they work better the more colours you have in your deck. The thing with the Vivid lands is that the more colours you have the more options you have on other dual lands. As I mentioned before, 3 colour decks in my cube have equally good mana bases to 2 colour decks and so having these in the cube just adds unneeded redundancy to decks already well catered for.

In much the same vein we have the Alara block triple lands that are a little less versatile in where you can play them but are more powerful when in the right deck than the Vivid lands. They would probably also see play in opposing two colour decks due to lack of other options. I do not have these in my cube for similar reasons to the Vivid lands however this might well be wrong due to the off colour fixing potential in two colour decks. For prettiness sake I think I would rather just play the off colour Guildgates instead!

Grove of the Burnwillows is not yet a cycle but supposedly will be one day. As Check lands are to Quick lands these will be to pain lands. Essentially really good quality dual lands that favour control decks. They will also offer some better synergies than the pain lands such as the beloved Kavu Predator or the not so well liked Punishing Fire. All in all they will be instantly added to the cube and would probably rank 7th or so.

The Horizon Canopy cycle is a little too niche due to the certainty of the pain and as such only a few archetypes will want them, mostly I suspect the red and green ones. The Nimbus Maze cycle is more interesting and is probably on balance a tiny bit better than the Check lands due to always being untapped and having colourless options. The blue/black Time Spiralled dual of the cycle is gross and has a far too unreliable trigger to be interesting for cube play and the Graven Cairns cycle has been printed and does rank 7th currently!

Original Filter lands from Odyssey block are not good lands but they do offer you the ability to turn colourless into coloured mana and as such are quite interesting for decks that both produce a lot of colourless mana and have lots of coloured spells to play. Despite being far from good these are occasionally dug up to sooth such problems in decks.












Tuesday, 8 July 2014

Cube Set Breakdown

This is just a very quick article for those of you who like me love some statistics. I organized my cube into the various blocks from which cards were first printed in. I did this because I wanted to see evidence for the power creep I am always on about but also just to see if the blocks and times that I associate with powerful Magic were better represented in the cube. I have done this once before a long while back, I think around the time of Ravnica or Timespiral. Then I had power in my cube and the stand out piles were Mirroden, Urza's and of course the original base set. Those sets still represent little bumps of power in the overall curve but have no way near the same sort of potion of the cube they held before. Obviously the fact that we have so many new blocks since then will dilute everything as well but you can easily account for that.

Here is how my cube as it currently stands breaks down. Most cards are in blocks which I have arranged as chronologically as possible. I split those cards in the base sets into two groups which are basically the old ones and then the most recent ones where they started printed new cards and not just reprints in the base sets. All the non-base sets before Ice Age were not arranged in blocks and so I have just rolled them all up into one group including Arabian Nights, Legends, The Dark, Antiquities, Fallen Empires and I guess probably Homelands if they had anything to offer...). Finally there are those cards first printed in Portal sets and promotional cards as well as Commander box sets. This group spans the largest time frame but is rather on the small side so is fairly negligible. I have put the dual lands offered from each group in brackets to the side of the other number (which is all the cards inclusive of dual lands). The fact that dual lands a such big cycles and that my cube is so land heavy means that to just ignore their contributions would really skew the data. Dual lands feel like they run a somewhat removed and separate path to spells in terms of power creep etc. I probably should have included the mono land cycles I include such as the cycling lands and the artifact lands within the dual land remit as it makes Mirroden and Onslaught look more powerful overall.



Promo/Portal                                                           8          

Coldsnap                                                                1

Base Set                                                                 32 (10)

Arabian Nights - > Fallen Empires                           13

Ice Age                                                                   19 (5)

Mirage                                                                    11 (5)

Tempest                                                                   20

Urza's                                                                      27

Masques                                                                   7

Invasion                                                                    15 (5)

Oddessy                                                                    10

Onslaught                                                                   19 (5)

Mirroden                                                                    30

Kamigawa                                                                   10

Ravnica                                                                       31 (20)

Time Spiral                                                                   17 (3)

Lorwyn                                                                       39 (9)

Alara                                                                            16

Zendikar                                                                       52 (10)

Mirroden Besiged                                                          38 (5)

Innistrad                                                                         44 (5)

Return to Rav                                                                 39

Theros                                                                            45 (10)

M sets                                                                             38 (5)


As you can clearly see, the last five sets and the base set cards from that time contribute about as much to the cube as the previous 15 or so years of Magic cards combined. Zenikar and Theros blocks have felt like the most powerful in Magic and the statistics support that. There is certainly a bias I have towards new cards and so the last couple of blocks tend to be a bit higher than they really deserve but it certainly doesn't stretch as far back as Zendikar.

Alara surprised me a little, I didn't think it stood out as being that weak compared to the previous blocks to it. Return to Ravnica also surprised me as I thought it was one of the weaker sets to come out recently but statistics suggest it is comparable to its neighbours. Primarily it added gold cards which I have less respect for but can't think of a sensible way to analyse separately.

A further breakdown into spells and permanents, or a few groups there of, would also be fairly telling I feel of the kinds of power shift going on in Magic. Most of the best disruption and acceleration and even card draw is found in the earlier cards and sets. There is more power in the newer cards but it is a much more balanced and narrow kind of power. Magic I feel has changed from being about exploring the full range of things you can do within the game to a more symmetrical affair where both players are playing within the same sphere of the game.





Monday, 7 July 2014

Top 10 Orzhov Cards

EvershrikeOrzhov is an odd guild, you might think black and white are the most different, distinct and opposite of the possible pairs in the colour pie for flavour reasons however in reality they are very similar colours. Clunky is how I would describe both overall. Not because they lack good cheap cards but because their cards tend to be very one dimensional, they do one thing well but are dead weight when you don't need to be doing that thing. Neither have great card quality either so you tend to have just work with what you have got. There are not even that many things one colour can do that the other cannot. White can Disenchant things and black has the capacity to draw cards are the two major ones. Most times that you play a black white deck you are basically playing a mono archetype and splashing a few power cards from the other. Even split black white decks tend not to add much over a splash and are typically awkward on the mana base. More control black white decks can be made but they are slow, vulnerable and rather boring to play. This doesn't mean that they can't be really good but I do try and avoid them.

Specifically looking at the gold cards and we have a fairly odd bunch. As the colours are quite similar the most powerful cards tend to be versions of things that the mono colours basically do but just that bit cheaper or better. There is a decent number of fairly powerful and worthy cards however they are less played than the weaker Azorius and Izzet cards because the colour pairing is uninspiring rather than the gold cards themselves. Some of the best Orzhov cards are not technically gold cards but do need to be played with access to both colours of mana to be worth it, as such the top ten is a top thirteen just in case you don't think they should count! Before the top thirteen however I am going to talk about the cards that are not on the list but have had a little cube love in their time.
Necrotic Sliver
Evershrike
Zealous Persecution
Necrotic Sliver
Edgewalker
Deathgrasp
Cartel Aristocrat


Deathgrasp is a good combo kill card and an OK midrange utility card. It is a bit like Aurelia's Fury, very occasionally you still want it but overall it is just slightly too expensive to be convenient. With black devotion decks being able to produce epic amounts of mana and still have no problem splashing I could see Deathgrasp increasing a little in popularity but then Drain Life works pretty fine in that slot too without the phaff of a splash.

Zealous Persecution is great in a weenie deck against another weenie deck. Thing is, this is not a common occurence in cube even before you consider that to play this you need to be black and white, which means that less black and white drafters should be at the table, and so with black and white being the main weenie colours you will find this to be rarely at its best. It can be OK as a cheap mini wrath for a control player who can get some use out of the other ability with tokens etc but at that it is not worth a cube slot, certainly not a gold one.


EdgewalkerNecrotic Sliver is a great sliver to the point it is fully playable with no other slivers at all. Sadly it totally epitomises Orzhov in that it is the slowest clunkiest midrange card you can find. Great draft all rounder but too expensive to be a good removal spell and too impotent a body to be gaining much tempo.

Edgewalker is wonderful, you can cast BW clerics for free! Very few cards reduce the coloured mana requirement of spells and so this will always be a very interesting card even if clerics are a fairly awkward tribe to try and build with. As yet I have not had one stand out but it is only a matter of time before we hit some good cleric lords or top quality stand alone clerics that make the tribe and the Edgewalker viable.

Evershrike is one of the more interesting  Orzhov cards. Graveyard recursion is easy to build around and abuse and this does so in an unusual way. I have not found a deck that easily breaks the Shrike but I have not tried that hard at doing so. Too narrow for most cube situations but easily cube power level in the right deck.

Cartel AristocratCartel Aristocrat is the most played of all those card not in the Top 13 list and gets a bit more play than some on the list. I have always deemed it too niche and low powered for the cube as it not only narrow but a support card in an archetype that is itself narrow. Having a sacrifice outlet is very powerful in certain decks, it is useful in general to fizzle things like Lightning Helix and when it makes your guy unblockable and very hard to kill into the bargain a humble 2/2 starts to look pretty good. It won't make a huge impact on the board but it will be annoying and will probably still be there when the game ends. Great in the BW humans and tokens themed decks but otherwise basically unplayed.

Orzhov Charm is one of the few that has seen no play at all and it probably wont unless some graveyard based combo deck operates around a one drop. The removal portion is fine but not good enough without at least one of the other effects being really powerful which they struggle to be close to in any present archetype.


Right, on with the top 13.


Gerrard's Verdict13. Gerrad's Verdict

A cheap way to get a two for one but usually far less brutal than a Thoughtsieze or similar. The life aspect is nice and gave the card some added utility when you needed to just gain life and used it on yourself. In very much the same way that a bit of life doesn't make Lightning Helix better than simple old Bolt the life on this comes nowhere near making it better than Hymn to Tourach. With this being double colours and a bit too far down the pecking order of card discard spells it has not had a main cube slot for very many years now. It is hard to time it well compared to other discard, use it too early when their hand is full and allow them to pitch irrelevant cards, save it too long and it doesn't hit much of anything at all. This on top of black white having little card quality of its own means you cannot have too many cards that do nothing for your position but cost you a valuable card.




Unburial Rites12. Unburial Rites

Unburial Rites is the first of the cards that isn't really gold, infact, to play it you don't even need to have black mana which at least is the case for the other versions. In reality this is too slow for the cube. Reanimation needs to be done early to be having the most advantage from your stupid fatty, by the time you can be doing this your opponent can have easily hard cast things that don't look to bad compared to what you plan to cheat down. The only places you can suitably play this is in controlly decks using cards like Gifts Ungiven to tutor up the bits you needs. Basically it is OK if it is consistently going to be a card you get to your bin before casting it. Getting a two for one out of it is fine as well but really you should either be making something with it that is going to make the 2 for 1 off the Rites irrelevant. Nine is also a lot of mana for a two for one, see Gerrads Verdict and how that doesn't make the cut at two...





Tidehollow Sculler11. Tidehollow Sculler

A fine 2/2 body for 2 with both Mesmeric Fiend and potential artifact synergy bolted on. The artifact synergy makes him a lot more viable in a lot of different decks however the intense colour requirement on him usually rules him out of those in the end. Mesmeric Fiend effect on a 2/2 is usually some decent tempo, it is back breaking against removal light decks (typically combo) and at worst tends to eat a removal spell they would rather have aimed at something more than a Grizzly Bear. Sadly the quality of creatures has risen so much that Sculler is no longer played much. Combo is weak and uncommon, there is lots more removal floating around and a 2/2 will just trade badly with any number of similar dorks that have already obtained card advantage (Snapcaster, Trinket Mage etc) or sit on the sidelines and do nothing compared to actual threats people might make. He don't do that well against lots of the agro one drops so from two mana onwards he is basically an Oblivion Ring waiting to be removed. That being said any deck entirely relying on black for it's removal will struggle more than usual to deal with Sculler what with it being black, gold and an artifact leaving only Edict effects, mass removal and -X/-X effects.



Stillmoon Cavalier10. Stillmoon Cavalier

This is a great draft card as it is such great filler. You can play it in either mono coloured deck to good effect, it is very strong when you come up against white or black mages, it is a fine early play and it scales well into the late game. It is a zombie too for all those lovely Gravecrawlers... Outside of draft it gets basically no play by virtue of costing three mana, doing nothing immediately and nothing much without further mana investment all the while being utterly dead to a single ping. The red mages chuckle to themselves at this kind of card. I don't typically like protection cards but this somehow feels fairer as it is only its own colours!






Spectral Lynx9. Spectral Lynx


A golden oldie that just about manages to keep up with the times. Most comparable to River/Mire Boas but essentially two colours not one. Protection is usually better than a landwalk effect, it is vastly better defensively and usually about as good offensively but this probably only makes the Lynx equal to the Boas in light of being a gold card. People avoid specific colour hosers in all but draft formats in the cube and so it is more that gentlemanly behaviour than the power of the cards that means they get little play. The Lynx is more commonly found in people's decks than the Boas because there is less similar sorts of cards in white and black while green is full of high endurance cheap threats.





8. Ashen Rider

Ashen RiderI don't think I have seen this hard cast yet in my cube but then you don't really play 8 mana 5/5s to hard cast them. Generally speaking this is the insurance card in the cheat it into play decks. It is good in that it works fairly well with most of the ways you can go about doing this from Oath to Reanimate and co to Sneak Attack, Show and Tell and even Flash. You don't tend to play it to win the game but as a way to not lose the game. It turns out a 5/5 flier is not that quick of a clock nor that scary of a threat but it is certainly a lot better than no body attached. You are of course playing it to exile one or two things you have few other ways to deal with in the deck and in this capacity there is no better card to play. It condenses your list being both a combo piece as well as a valuable out card allowing your deck to be more consistent and powerful at once. Fairly niche card, even when you play with it you usually don't want to have to find it and play it, but as it is the best at doing what it does it has retained its main cube slot.




Sin Collector7. Sin Collector

While Sin Collector deals with all the problems Tidehollow Sculler has it is a little bit narrow and looks most like a sideboard card in the cube. Costing one more than Sculler would be totally fine to pay to ensure the card doesn't return when you lose your dork, sadly the reduction in possible targets makes it dead far too often against the meta. Even if it just had Duress functionality it would be a commonly played card but as it is you risk having a 2/1 for 3 too often.


6. Mortify

Mortify used to look like the runt of the litter when placed next to Putrify but Theros block has thrown in a bunch more targets for the card. Most of those are also creatures and so the Mortify has not gained as much value as Ronom Unicorn has. The thing with Mortify is that there are not many quality cards you can play that kill enchantments but also have other useful functionality. Mortify will basically never be dead and it will give you a whole added bit of security over something like a Doom Blade. When your options are play Disenchant and risk having a do nothing card, play nothing and risk losing to awkward enchantments, play Kami of Ancient Law and have a weak card, or play Mortify I know where I am going most of the time with my control decks. It is not a bargain price but it is fair, comes with no restrictions and has the all important instant speed.


Sorin, Lord of Innistrad5. Sorin, Lord of Innistrad

Not the best planeswalker and not the worst. Compared to Elspeth, Knight-Errant he is really limp but then most things are. She is the walker he is most comparable to in effects at least. Sorin is fairly slow to grow but has some useful things you can be getting on with right away. He has reasonable in built synergy and fairly unusually a really strong ultimate. It is cheap and not only gives you great legs to win with it will stop your opponents onslaught dead in its tracks. I thought he would be better than he is and don't know exactly why he hasn't performed that well. Lifelinking 1/1s don't do that much to the board state, three loyalty to begin with is low and only a single +1 to grow keep him quite calm. On colour and in a draft situation it is hard not to play him as basically all planeswalkers that do something are good. In more constructed events it is very hard to include him because you have so many more powerful or direct options.



Obzedat, Ghost Council4. Obzedat, Ghost Council

Another fantastic reason why sorcery speed removal is the nut low. This dork is very powerful for the mana cost and he is also just a stand alone powerful threat. On top of this he is a clunky gold card in clunky colours with a horrendous coloured mana requirement. Typically these are the kinds of cards I avoid putting in the cube but at just five mana rather than the six plus you tend to find most stand alone gold legendary threats occupying Obzedat has seen a fairly decent amount of play, and not just in two colour decks I should add! I like that he gives you choices, do you blink them out to protect from sorceries and to trigger the Syphon Soul or do you leave them about to block? A 5/5 for 5 with no firststrike/flying/trample etc is not that great of a deal. While the body is fine it is the versatility of the card that makes it good. You can slap it down and go full steam ahead doing 23 points of damage over 3 attacks and gaining you 8 to boot. You can leave it there doing nothing bar flickering in and out and just apply the Vampire Nighthawk effect. It has great synergy with any instant speed global removal and he is very hard to kill. Five toughness, immune to sorcery speed things should you like and being black heavily limit what actually deals with him and unlike other medium sized no frills fatties you have to kill him, you can't just stale mate and wait for something else.



Merciless Eviction3. Merciless Eviction

This is the accept no substitutes wrath card. When you absolutely positively need to kill all of one kind of thing this is your spell. It is not cheap, it is not that tricksy or clever, it isn't instant or one sided but it totally deals with stuff and that is what you want your Wraths to do. Usually this is just killing creatures and so it can seem weak compared to a 4 mana wrath but in reality the cube dorks are so robust the four mana wraths tend to me more like a mild cull. Merciless Eviction will clear a board and it will do so without a whole bunch of them jumping right back out of the graveyard and into your face. In addition to being a super Wrath you can also use this card as the worlds worst Revoke Existance come Dreadbore. Often you really need to kill a non creature (non land) permanent more than the dorks in play but it is really rare to hit more than one of those targets. It feels terrible when you have to spend six mana to take out one thing but then it is a lot better than not having that option and losing to that one thing. You will occasionally play against artifact based decks such as big red or affinity with Merciless Eviction and if you are not already dead by the time you can cast it you will pretty much end them. Safety and versatility at the cost of being unwieldy.


Lingering Souls2. Lingering Souls

One of those fairly generic cards that is just a good chunk above the curve of what you should expect for your mana. This makes useful tokens more effectively than any other token generating card. It is cheap, it is powerful, it is flexible, it has synergy with graveyardy things and global pump things and is made of win. It is one of those cards plenty good enough that it winds up in control decks and agro decks. As you get to cast it twice and as each half provides you with a suitably annoying board presence that you generally have to deal with it you can fairly easily turn Lingering Souls into a two for one at worst. It is very splashable both in white and black decks, the latter due to heavy numbers of good discard outlets enabling you to play it even without any white mana.




1. Vindicate
Vindicate
Obviously Vindicate at number one, one of the greatest ever gold spells. Like Lingering Souls it goes in most decks that have black and white mana yet much more so. Desert Twister is the functional comparison of this card and that bad boy is an unplayable six mana which doesn't seem an unreasonable price for the effect. Vindicate just always solves your current problem, it isn't often that unfair when you do so as paying three mana to kill a single target is the top end of what you expect to pay. The quality of the card lies in the fact that it is which ever removal spell you want it to be from Dreadbore to Pillage to Creeping Mould. It is the least dead a card can ever be. On top of this it grabs the occasional free win by virtue of kicking someone right in the mana base when they are struggling. The very best cards are always hardest to explain why they are so good. They do a very basic thing cheaper than any alternatives without any fiddly stipulations such as Lightning Bolt. They do what they say on the tin, they do it effectively and they do it for a bargain.


Sunday, 6 July 2014

UB Tempo

Vapor SnagSomeone commented on the How to Mox article with simply "UB tempo". Whoever they are they are on the money, UB tempo decks are hard to build but are one of the very best places for Chrome Mox and Mox Diamond. One of the reasons they are not easy to build is the many number of different ways to go about building such a deck. I have two fairly polar examples here, both of which I fairly recently played with. The first is very much like UR tempo in cube however it uses more disruption in the slots burn would occupy. The second list is far more like a Pox deck or even a GW hatebears deck. Essentially both decks are very similar but they go about getting tempo in a different way, the former works on being cheaper and faster while the second deck is all about making your opponents slower.




Gnarled Scarhide
UB Cheap Tempo

25 Spells

Chrome Mox

Black Vice
Delver of Secrets
Cloudfin Raptor
Phantasmal Bear

Gravecrawler
Diregraf Goul
Gnarled Scarhide
Vapour Snag

RemandSpell Pierce
Disfigure
Brainstorm

Sinkhole
Boomerang
Dark Confidant
Blood Scrivener

Pain Seer
Snapcaster Mage
Remand
Memory Lapse

Daze
Arcane Denial
Looter il-Kor
SinkholeBitterblossom

Riftwing Cloudskate

15 lands

Wasteland
Rishidan Port
Underground Sea
Underground River

Polluted Delta
Watery Grave
Darkslick Shores
Drowned Catacomb

Urborg, Tomb of Yawgmoth
Sunken Ruins
Temple of Deciet
Creeping Tarpit

Faerie Conclave
1 Island
1 Swamp


Chrome MoxSo this list is fairly simple, the aim being to make a one drop threat and then back that up with enough disruption that it basically goes the distance. Mana Leak is an excellent card I am not playing, Deathrite would also fit in this list very easily but would likely command a higher land count with more sac lands to get the best from him. With so few lands a green splash to use his life gain is probably not worth it unless you know your match ups and really want life gain. If that is the case this is not the best kind of deck to be playing! This list can run either Mox or both however it is so cheap that a second Mox is somewhat overkill, you are not ramping into much useful beyond two mana. The Chrome is easier to fit in around a greedy mana base and I have a lot of low power cards I am going to be happier losing than land.


The playing of this deck is the hardest part as you need to know when to carry on laying threats and when you need to be representing counter magic. A Wrath effect will really take a lot of the wind out of your sails and with no red to burn people out you really need to be making mass removal as awkward as possible for your opponent. This deck commands a really strong knowledge of what is in the format and what cards your opponent is likely to have. As a result Gitaxian Probe might be more value than Brainstorm in the deck. You can of course go the targetted discard route however they are not great tempo cards nor do they work brilliantly with Black Vise or mana denial strategies. A nice safe Inquisition of Kozilek is still going to be very strong in this deck even with a few anti-synergies on the go. While this deck may be a little weaker than the red version due to having to play narrow cards like Disfigure instead of juicy burn it rather compensates by being a total free win should there be any kind of hiccough from your opponent. Woe betide the player who misses a land drop against you or is forced to keep a hand with nothing cheaper than a three drop. It also has a lot more late game than the red version due to the card advantage from Dark Confidant and company. Both Pain Seer and Blood Scrivener are able to perform near their best in this kind of deck as you have other more pressing threats out and the ability to expend your hand very fast.


Smallpox
UB Pox Tempo

23 Spells

Chrome Mox
Mox Diamond

Vapour Snag
Black Vice
Skullclamp
Deathrite Shaman

Baleful Strix
Smallpox
Sinkhole
Boomerang

Bloodghast
Baleful StrixBitterblossom
Talisman of Dominance
Snapcaster Mage

Remand

Dictate of Kruphix
Jace Beleren
Tanglewire
Trinket Mage

Braids
Smokestack
Venser, Shaper Savant

Deathcloud

Braids, Cabal Minion17 Lands

Tropical Island
Bayou
Underground Sea
Underground River

Verdant Catacombs
Misty Rainforest
Polluted Delta
Watery Grave

Darkslick Shores
Drowned Catacomb
Urborg, Tomb of Yawgmoth
Sunken Ruins

Temple of Deciet
Seat of Synod
Vault of Whispers
Creeping Tar Pit

Island


Eye of NowhereThis list is not as refined as the former one. Bitterblossom and Bloodghast are awkward in this deck and do not usually offer a complementary game plan. There are a lot of cards that would really love more support such as the Skullclamp however there just isn't the space and so sometimes they will really under perform.
I was really tempted to sling a Mox Opal into this deck while speaking of cards that need more support! Although it leaves you very light on ways to actually kill people I would be tempted to cut all three of the afore mentioned cards in this list in favour of more cheap mana denial in the form of Eye of Nowhere, Hoodwink and likely Cryptic Command. Such a change would make games more one sided, should you get on top of the game and get a mana advantage then you should be able to sustain them doing nothing at you for the rest of the game however if they were to sneak some stuff out before you got going then you are much more likely to just fold to it. The deck is a little one sided anyway, it will obliterate any midrange thing you run against it yet it will fold pretty hard to a white weenie or red deck wins list. It can even struggle against certain builds of control and combo as they can respectively disrupt your few key spells or they can sneak their key spells out despite the very low economy of the game.

Jace Beleren
Jace Beleren is one of your best cards. The +2 is usually better than the -1 to draw yourself cards and so you have a very powerful cheap card draw tool that drastically reduces the pressure you are under and doubles up as an actual threat, something you are light on even with the Bitterblossom etc in the list. The Dictate is basically just your backup Jace and between the two of them they allow you to be able to expand so much of your resources on killing and bouncing lands. Small Pox is one of your other best cards although it is also a little awkward. The best way to beat a turn one Goblin Guide is to lay a pair of Mox and Small Pox, sure you will only have a couple of cards to work with from there on but they are going to be restarting the game while you already have a huge mana advantage. You simultaneously can cripple someone's economy and their tempo and you can do it early. Death Cloud is obviously better overall and will end most games for you in your favour but it does nothing for you in the early game. Unfortunately Small Pox is about the worst card you can play should you be doing a Deathrite Shaman opener and so you have to make your game plan work around your various awkward cards.

Black ViseSadly there is no viable redundancy for Black Vice because it is your best win condition. You will win most games where you are on the play and you open with the Vice, the rest of the deck just supports it so well. Follow it up with thigns like Remand and Boomerang and you will find that sometimes the damage goes up from three rather than down! Black Vice is the only real chance this deck has of ending the game quickly, otherwise you will usually end up just de-permanenting your opponent and have them concede.


These decks look like they have completely different game plans which they kind of do but if you reduce it down they are both just tempo decks. The former tries to go quicker and earlier with the things it does while the latter wreaks havoc with the economy of the game so that its opponent has to go slower than it. The first is full of threats while the second has very few but I reckon if you could plot some curve of threat density per turn assuming an average number of turns for each deck specifically they would wind up about the same. In some ways the same analogy can be drawn between a ramp deck and a control deck, their plan is both to place a large powerful threat into play, the ramp deck goes fast to get to that point while the control deck slows the opponent down so as to get to the same point. The main point of these decks was to reinforce the previous article on Mox use by giving some examples of decks that can utilize, and compensate for, them in many ways I discussed.

Tuesday, 1 July 2014

How to Mox

I recently read a really good PV article on how to use planeswalkers. A friend of mine commented that a similar article regarding the use of Moxen would be a great help. While I fear I may not have the literary grace of PV nor his magical prowess I have played a whole lot of Moxen in my time. I was playing the heaviest Magic of my life around the era of Mirrodin and did not play a deck in any tournament that did not support at least 3 Chrome Mox. Obviously this article will focus on the cube usage of the various Moxen however much of what I say here will apply generally when playing and building with Mox.

There are four distinct types of Mox presently in Magic, the original five making one group, Jet, Sapphire, Emerald, Ruby and Pearl and then there are the unique Chrome, Diamond and Opal which collectively make up the fair Moxen but work differently as so must be looked at separately. I no longer play with the original Moxen in my cube, they are fun and allow a lot of cool things to happen and compared to the other power cards I have stopped using they are the most fair and ruin the least games. Despite this they are so outrageously powerful that every single deck possible in Magic would play at the very least the on colour ones. There is little to say about the original Moxen and you can't go too far wrong with them even if used in a noob like manner. Pick on colour ones incredibly highly with only other power or the absolute bomb cards like Jitte and Jace giving you pause for thought in terms of what to take. Only the most extreme agro decks and mono colour decks might not want off colour Mox in their list and only then when they have the nuts version. A good RDW isn't going to get much out of a non Ruby Mox as at least 80% of the mana requirement on all spells and abilities in the deck will be R not colourless. You don't need much of your mana expenditure to be colourless, say 35%,  before off colour original Moxes become high picks, things that should be going 1st to 3rd in packs.

The original Moxes you do get you should play unless the afore mentioned RDW or similar situation occurs. To play these you should generally remove land however it is not always this cut and dry. Lets say you are a three colour Naya Zoo deck and you were going to run 17 lands and 23 spells but then you realised you picked up a handy Mox Emerald, Pearl and Ruby. By removing 3 lands and playing all three Mox you have increased your early mana potential however you will be regularly missing early lands drops and thus won't have much of a notable mana advantage on the no Mox version in the mid and late game. You will have hopefully gotten good mileage with the early mana advantage and potentially not need to have much mana later but this is not always the case, especailly if your deck is running any sort of powerful top end (four and five drops for the agro decks). In this situation you are best of cutting the least powerful card from your deck, perhaps even the two least powerful cards, usually one drops and keeping a reasonably high land count. Rather than just exploding out with three drops and staying at three mana for several turns you will curve out more normally but skip the first turn or two and thus have a huge tempo advantage right the way through to your finishers as opposed to just to the midgame. In this hypothetical situution I would play all three of my Moxen and either 15 or 16 land and then 21 or 22 other spells respectively (this final distinction would be down to the quality of my colour fixing and the power of my top end. More powerful top end and/or worse fixing lend to higher land counts. I think this is the only really pertinent advice I can offer on these simple, supremely powerful little cards. You can see them as a land you can lay without restriction and just cut lands which is fine to do and often correct in the really cheap decks like white weenie or RDW but in the more control or midrange deck you are often wiser to view the Mox as a Time Walk and replace a cheap spell with it instead. A Force Spike is something I chose to play as it gives me an OK card than has a lot of power on turn one when I am feeling vulnerable. This is the right sort of card to be replacing with a Mox if I feel that level of early boost is sufficient as the Mox will provide way more both on turn one and as the game goes on than the Spike will.

There are some great synergies with Mox such as Kor Shyfisher and there are some nombos such as Pernicious Deed, in the latter case you play both anyway as they are just so very good. Trinket Mage loves a Mox and Gorilla Shaman are great at breaking them. Decks with Upheaval love a Mox, or all the Mox! Decks with Armageddon, affinity, metalcraft, storm etc etc love the Mox. They banned artifact lands for being too good and the Mox have all the artifact lands perks as an incidental side effect and would still be first picks and in every deck regardless of that fact!

Mox Opal is the most niche of the Moxen as well as the one I have played with least, and exclusively in the singleton cube format thus making this part of the essay least relevant for non cuber readers. Rather useless I realize as it is the only Modern legal Mox but never mind, on with the show. Despite being the most niche it is also the most powerful Mox in a singleton format as it has no card disadvantage and taps for any colour. This is of course assuming you have metalcraft. When you can reliably and, importantly, at the stage of the game you most want the mana, be able to activate metalcraft then you should ALWAYS play Mox Opal. As I said, you always play an on colour Original Mox and this is better than that... Lots of decks have a high artifact count, or certainly sufficient to make the Mox Opal good but then you realize that most of those artifacts are near the top of the curve with little use for excess mana beyond that point and so the Opal is actually fairly useless. For all the artifact based combo decks and affinity/robots style agro decks the card is the absolute nut high. In most other kinds of deck it can be rather awkward, even in some of the less optimal artifact based ramp decks it can just wind up being less use than a land when you needed it in the all important early game. This is of course assuming you took the greedy route and played it as a good land and not a Time Walk by replacing a spell rather than a land with it.

The most interesting aspect of Mox Opal is that it is so powerful yet so dependant on your (cheap) artifact count that it has a very smooth curve of power in a variety of archetypes and deck lists. In some it will be blank and in others it will be one of the very very best cards possible in MtG with every possible power level inbetween accounted for. This means in a lot of decks the Mox will be roughly as powerful as the weaker cards in your deck list and will present some very interesting deck building options. In such situations you are essentially looking at taking a risk on the potential for the lucky high power outcomes rather than the blank card possibilities. You can consider ramming in a few more artifacts to increase the power of the Mox but this might well just be counter productive as the power level of the deck overall goes down due to the other changes. Ultimately I find it comes down to two things, one, do I need to be lucky to win verses what my opponents have? If I feel my matchups are good I will be inclined not to run the hopeful Mox, otherwise I will take the gambit. Two, do I have other non Mox uses I can put the card to? Do I have things like Tangle Wire and Smoke Stack that I just want to feed blank permanents too? Do I have a sac outlet I could use it for such as Goblin Welder? Do I have card quality and filter that I can throw it away with should it be miss firing? Finally, do I have powerful card draw mechanisms which can negate its deadness some of the time or abuse the extra mana with when I do explode? The more of these questions I can answer with a strong yes to the more inclined I will be towards running a hopeful Mox Opal. I can't recall what the lowest artifact count I have run a Mox Opal in a deck with but it was definitely below ten, which when a couple of them cost four of more, is more than just a hopeful Mox. I can't say either what rigid levels of artifacts you must have for it to become good / playable / bomb like. This depends on the synergies and support in your deck as well as the cost of your cards, the other artifacts in particular. Ball park I would say fifteen other artifacts with at least two thrids of them costing two or less in 40 cards and you are looking at a good card. You don't need to pick it very high though as so few other decks could dream of supporting it, eapecially given most of the appropriate support cards should be in your pool.

Chrome Mox is my favourite of the Moxen mostly because of the options it gives you compared to the others. With all the other Moxen you are either getting on predetermined colour or any colour you like, with Chrome you control the colour output. With Chrome and Diamond you have to lose a card in your hand to activate them however the choice is very easy with Diamond as to what to lose and has no bearing on the utility of the card once in play. Lands are lands and the worst one is usually obvious, the only real choice with Diamond is whether it is worth tossing the land and playing the Mox or keeping it and not. Chrome is easier to fit into a deck than Diamond but neither are easy cards to include sensibly within a deck list. Chrome is much like any other Mox and can simply replace a land card if you are inclined while this is not so much the case for Diamond as it needs lands itself and so commands a slightly higher land count.

So what is it about a deck that makes a Chrome or Diamond worth playing? Broadly speaking I would say three kinds of different thing potentially qualify your deck for one of these two card disadvantage Mox. One, the most common reason you can include one of these Mox is that your deck is full of card draw in some way, either an engine or just lots of powerful raw draw. Usually these decks are ones supporting Necropotence, Skullclamp and Land Tax or the symmetrical draw seven cards. Two, your deck is fairly non-interactive which is usually a combo deck but can be an all in agro or heavy disruption kind of deck. In these situations you have far more complete knowledge about what you can afford to lose in order to do your thing and so the frequency with which your Mox is viable to play increases a lot, this is especially the case with Chrome. These all in or non interactive decks do have a strong tendency to rely on the speed at which you make things happen as well which further increases the value of the Mox. Finally, three, decks that stand to gain a huge amount by being able to do a particular thing a turn early or having an extra mana at a particular point in the game. This may sound a bit silly as all decks are going to be keen to have an extra mana, in this case I mean much more specifically. A control deck reliant on having counter mana up from turn one due to lack of ability to deal with certain things. A mana denial deck where you need to be able to get those expensive mana denial spells down before they can cast serious things you are not set to deal with. The only time in history I can recall of red deck wins playing Chrome Mox is when Slith Firewalker was one of it's best threats and the potential to get it going on turn one was sufficiently powerful that it merited the card disadvantage of the Mox.

None of these are simple yes no answers and all come with a variety of shades, you simply have to judge when your deck has enough of these qualities that a Chrome or Diamond become viable. It is much like and increasing artifact count with Mox Opal but harder to judge. There are all sorts of sweeteners that have some synergy with your Mox which also encourage their play. Cards like Cataclysm, Upheaval and Armageddon all love a Mox go a way to making your deck more suitable for them should you be a little light on the more general reasons to play the Mox. There are other more subtle cards that like a Mox such as Kor Skyfisher, storm cards, Smokestack and Tanglewire, Balance, hellbent cards although most specifically Blood Scrivener, any card that involves a discard of your hand such as Liliana of the Veil or Wheel of Fortune, things that miss artifacts such as Death Cloud and so on that also help to make your Moxen get value. The two most common decks I find myself playing Chrome and/or Diamond in these days are black based Skullclamp and Necropotence decks and a wide array of mono blue decks. Both of these colours are fairly slow compared to what tempo Naya colours can lay on. To offset these both black and blue have far more raw card drawing potential. Blue in particular has very few strong cheap cards, notably for more permanent based strategies and by using Mox you can offset this deficiency and hope to skip that part of the curve.

So the next big question is when do you reach for Chrome and when do you reach for Diamond? Typically you want them for the same reasons and so in principle either would get the job done however usually one will be far more suitable than the other based on the nature of your deck. There are bunch of trends which will help you chose between the two. Chrome is better with fewer colours in your deck and can work well with low land counts as well as high. Diamond gets better as your deck includes more colours and not just for the obvious fixing but also because of the ratio of what you can pitch to help you out favours it as you increase colour count compared to Chrome. Diamond obviously operates better with higher land counts but awkwardly with lower mana curves. Should you want to boost up to two or three mana and stay there Diamond is likely better than Chrome while in the deck where you just want to skip one drops and carry on curving from two upwards then Chrome has the edge. When your deck is more about redundancy then Diamond has an edge while decks more about solutions favours a Chrome. Diamond discards a land rather than exiling it and so offers a bit of utility which can act as a sweetener for it, Deathrite Shaman, Tarmogoyf, Life from the Loam, Yawgmoth's Will and even Eternal Witness all have better synergy with Diamond than Chrome. Life from the Loam is also in another category of cards that make Diamond vastly more playable than Chrome, things like Land Tax, bounce lands, Treasure Hunt, Tithe and basically anything that offers card advantage but specifically in the form of land cards. I will basically never play a Chrome Mox in a white weenie deck as you have fairly little card advantage and the deck is a lot about redundancy. I will however fairly often play Mox Diamond as I have a lot of ways to get the lands I need and more plus the fact that my curve typically ends at four (and this is a key one, it means any land beyond my 4th is pretty irrelevant and so I can afford to lose one for an early boost).

There are those glorious decks than can run both Chrome and Diamond. I have done it in affinity which is a bit of a stretch in terms of using the cards as intended but given that cube affinity has so much artifact based synergy and the ability to pack a lot of card draw it is perfectly doable. This is of course on top of Mox Opal! Mono black Necropotence decks are the other place I find I can usually ram both into. It is an unusual deck in that it operates well off both low mana and few cards yet has the capacity to explode and run well off lots of cards and lots of mana. This makes both Chrome and Diamond good at giving you a tempo and options boost in the early game without overly gimping you on the things you will need later on while allowing you to go off later in the game in a more explosive way at minimal or no cost. Turn one Sinkholes, Hymns to Tourach, Pack Rats and Dark Confidants also add appeal to both Mox in question for the Necro deck.

The power and versatility of the original five Mox demonstrate very well how powerful Opal, Diamond and Chrome can be when you effectively negate their downside. Knowing when you have a deck that is able to negate the drawbacks and that has the sufficient qualities to be able to include one of the fair Mox is the hard part. For those areas my article failed to shed sufficient light on which Mox and when my advice would be to air on the side of playing the Mox you think is right. You can only learn from experience and by getting it wrong, if you never take the plunge and risk that Mox you will never master the art of Moxing and never be able to fully unleash their power on your hapless opponents. Even in the best decks for them you will still have them be the worst possible top deck. I notice the fair Moxen going very late in MODO cube drafts, I think this is in part due to inexperience with how and where to play them well but also about human bias and association. With Chrome and Diamond you always feel a little hurt when you play them because you have to lose something to do so, once you have them down you basically forget about them as they are a boring old land. The times they stand out most are when you draw them dead in the late game and they are more of an insult than a basic land at that point. Our memories of the Mox tend to be negative ones even when it has done great work for us and won us several games. We often accredit the win to the threat and not the mana that got it there for us however we are more than happy to blame the Mox for our losses. Certainly the Mox are not for every deck but I feel they are an undervalued and underplayed card by the Magic community. They are among the more niche cards in the cube yet they still utterly deserve their place in any good one!





Saturday, 28 June 2014

M15 Set Review

Edit:
I missread a card and so reviewed it wrong here, for the review on the card doing what the texts says go here :-
http://mtgcube.blogspot.co.uk/2014/08/goblin-rabblemaster.html



Spectra Ward - C cube

Dull and way overcost for normal use however might be good in some capacity at some point with all the aura themed juice on the go at present.

Paragon of the Gathering Mists  - C cube

This has been out on the spoiler for a very long time but I feel I may have overlooked this one of the Paragon cycle. For the other colours they seem a bit over cost for just a 2/2 body however with all blue guys being so flimsy and flying being so handy this could see play in some blue weenie decks. I doubt it is worth it but blue global pump cards are rarer and more interesting than the others.


Feast of the Fallen - C cube

This smacks of being way too fiddly to set up consistently as well as being dependant on you having enough guys out each trigger to make that exciting. Potentially very powerful, particularly in a deck with ways to abuse +1/+1 counters but not close to the consistency of power required for main cube use.


Xathrid Slyblade - B cube

Another card I have probably overlooked, not stunningly exciting but hard to deal with, great to equip and potentially very irksome to go near in combat should you lack the removal to deal with him. I lose more games to Geist of Saint Traft because of the hexproof than because of the 4/4 angel so perhaps there is a role for this little Grey Ogre.


Altac Bloodseeker - A/B cube

If this were to go in the cube it would have to take the place of something like a Stormblood Berserker or Lightning Mauler as they are all a bit samey in terms of where you play them while also not having that broad a range of places you can play them. All of these cards are brutal in the right situation however underwhelm a bit too often. For the Bloodseeker to be brutal you want to make it on the same turn you kill one of their dorks, you also want to be able to threaten removal in combat making blocking very hard which could be harder than it seems as often the best play would be just to kill their guy and then attack. If they don't have many dorks this will suck massively, if they do and you have good removal then it should be a kicking.

Hammerhand - C cube

This card does a lot for the mana and given that it is a single mana this card should wind up getting play somewhere. It is very niche but in cube as well as things like modern this will just perform a very specific role better than any other card at some point.


Back to Nature - B cube

Although a reprint I need to remind myself to get one of these. A bit of a hoser but very cheap and powerful and with Theros block out it has way more targets across the meta making it that bit more viable as a main deck card (still not viable I should point out, but getting there).

Invasive Species - C cube

I can't think of a deck that wants to be bouncing its own things enough to run Trained Armadon but it is the sort of useful thing I will likely want if I don't get me one of these. Obviously a bit poo but will have some strength as a support card in the right deck.


Profane Momento - C cube

Low impact and situational, would need good mass removal or milling effects and a strong urge to gain life before this was close to playable but as a one mana artifact that can scale well with synergy it would be negligent to entirely overlook it.


Edit: cards 215-223


Act on Impulse - C cube

Act on Impulse is a kind of red Three Wishes. In blue Three Wishes did not get it done as you can fairly comparably just draw actual cards. In red this is not possible and so there are some situations I might want to run this pseudo-card draw effect. Some cards exists than can give you sufficient information about the top of your deck that this could be good such as Scroll Rack however there probably are not enough of those you would want in a deck that could make this playable unless the deck also highly suited it. By suiting it I mean being able to reliably play three random cards from your deck at the times you would want to play this. Red deck wins can have an average mana cost below one if it likes however you still need to be at turn five to play this, lay and land and cast two one drops from it. As such this will never be well suited to red deck wins style decks. A big fat midrange style deck also can't really dream of playing this and consistently using two of the cards, let alone all three. As such the only places I can see this being of much use are artifact ramp red decks and storm decks without blue. Ultimately resulting in a nice card that won't see much cube play.


Kurkesh, Onakke Ancient - C cube

A bit costly and "made safe" for combo use which is the only place this card really could get a shot in. Just for having lots of raw synergy with stuff to be playable a lot more cards like Jitte and Cursed Scroll need to be printed. Quite cube but unlikely to ever see play.


The Chain Veil - C cube

Clearly the most over priced pile of turds but I cannot pass up on unique effects so this will have itself a slot. This should never see play and if it does there is no chance it will be good. Hopefully we will see more of this kind of effect that tinkers with the functionality of planeswalkers.


Hornet's Nest - C cube

Very elegant design but sadly a little pricey and small to make waves in cube. This is fairly good all round at holding back attackers but has its flaws such as doing nothing to an exclusively airborne assault. If you can get damage on this yourself, be it one per turn or just a total massive chunk then it increases in value but still probably not to a cube worthy level. It sadly offers too little reliably and leaves too much control with your opponent.


Scuttling Doom Engine - B cube

Another far cry from the Wurmcoil benchmark however this does have some of its own special utility. Unblockable by weenies is like a super lame trample but is still likely more use than reach, vigilance or deathtouch. Being a 6/6 for 6 colourless and an artifact makes it quite playable in its own right, not good, but not a dead card like your Hornet's Nest can wind up being. The reason you play this card is because you have some kind of engine focused around Recurring Nightmare, Birthing Pod or Goblin Welder that will allow you easily to cheaply bring this guy into play and just as easily sac him off for a six damage hit and likely some other bonus damage. Six damage will kill off most planeswalkers or it will be a fairly significant blow to the face and will represent a threat with no need of attacks. It might well be that scary Sundering Titan card you can't afford to remove as it will wreak you so you are forced into having some awkward game plan involving surviving the fatty for a long period of time and winning around it. Utility filler threat is another potential role I can see this in, not unlike the Genesis Hydra but for the other main kind of ramp deck.


Ensoul Artifact - C cube

The C cube seems harsh for this little card which simply does too much for very little to not end up seeing play in a variety of formats. I can't exactly see where you might want this in the cube at present hence the low position but I am sure its uses will soon come to light and be fairly diverse and effective. This on a Darksteel Citadel seems like a very awkward threat to have to deal with. The only other thing much like this that has seen play is the ability on Tezzeret, Agent of Bolas which had strong synergies with infect but was a little all over the place to find play in any other decks. Perhaps with the added redundancy with both at your disposal some build around options exist.



Edit: cards 207-214

Necromancer's Stockpile - B cube

Compulsion meets Survival of the Fittest with a smattering of Zombie Infestation about it. I like this card a lot but it is clearly way too narrow for main cube consideration. Black has very little in the way of card quality and even less still that you can get going with fairly early in the game which makes the Stockpile stand out. In addition to this it is a discard outlet for dorks which has several applications in black. Sadly it is all a bit too slow and low powered unless you are mainly discarding zombies, and if you are mainly discarding zombies you are likely an agro deck and probably shouldn't be running this. That said, turning all your guys into 2 mana 2/2's that draw you a card seems pretty decent. This will also work well with the vast number of return creature from graveyard to hand effects in black that are usually so uninspiring. I heartily want this to be good and will build many decks based somewhat around this card but ultimately I think we have a B cube card at best here.


Boonweaver Giant - C cube

I am not sure how this compares to Soverigns of Lost Alara for a way to abuse Eldrazi Conscription and as it neither are viable for running in a main cube for being too narrow it doesn't really matter. Should you want to play some sort of fun aura combo deck then you will play both, at all other times you will play neither. Cube is about different and extreme which this provides in abundance, sadly at seven mana this does rather lack power which is the other thing the cube is all about.


Aether Whirlwind - B cube

Part of me sees this as the blue Terminus, another part of me sees this as some sort of Time Ebb dribble. Five mana is not a cheap way to deal with dorks, especially just Azorius Chraming them, but it is very cheap for a one sided instant speed Wrath. For the decks where you most want to be Wrathing I think this is usually better than a Wrath. Something like White Weenie or RG beats where most of the dorks turn sideways each turn the Whirlwind will be about as good as it gets. It will leave your dorks intact and on the board, it will clear away all their attackers regardless of hexproof, indestructible or the various persist, undying, regenerate type effects, it will generate powerful card advantage and a huge tempo swing. It also really slows up and hurts man lands. Normally I am greatly averse to giving my opponent choices however on this occasion I am not so bothered by it. The objective of this card is to halt any tempo, clear the board of threats and generate card advantage, all of which it does regardless of whether they put their dorks top or bottom. Certainly it means they will likely redraw and cast the most obnoxious threat the next turn and perhaps do so again the turn after meaning you still have to ultimately either race or deal with these returning threats. For the decks like RG agro and white weenie I think that dealing with these slow returning threats will be no trouble and the Whirlwind will provide enough tempo and card advantage to be in a great position to win the game. The problem with the Whirlwind is how useless it is when you are playing a matchup where Wrath of God is not so important. Something like a mid-range rock deck which has loads of walls, mana creatures, value cards like Eternal Witness and just the occasional real threat like a Thrugtusk. In this kind of situation you are usually going to hit very few creatures that the Rock player will either not care about at all or that are able to generate more value by being replayed. A lot of the time you will miss half their board as they are not attacking with them. Against a control deck you will only ever go one for one with the card too making it the nut low Repulse. While blue has very little creature removal and even less in the way of mass removal I don't think this card will be overly sought after as blue is so very used to taking on red, white or black to support it in this role. This does make pure mono blue control decks much more viable but there is not much call for such an archetype and so there should not be that much call for this card. Nicely designed and very interesting  but I think a little too niche.


Sliver Hive Lord - C cube

Kind of fine as the various Sliver Lords go but likely now over the limit on the number of RGWBU cards you can play in a deck. Not a card you would ever want outside of a slivers tribal deck although it is a bit of a mini Progenitus!


Generator Servant - A cube

Tinder Wall has returned to us in a non-gold form with a useful body and a potential haste perk. Any mana ramp card is interesting and this one seems to tick most of the boxes. It is cheap to play in the first place, it ramps for quite a decent chunk and it is not a dead card assuming you don't want the ramp. On the down side a 2/1 for 2 is about as low powered as you can get in the cube before you become exclusively about the effect. Also the mana ramp is a one off that costs you card advantage and so unlike a mana elf you have to really do something worthwhile with the bonus mana to justify the card cost. Turn four Inferno Titan is the first thing to spring to mind regarding getting sufficient value from the ramp. The haste alone would be nearly enough to justify the loss of the card in the case of Titan but it is an extreme example. Most of the other good red cards to ramp into have anti synergy instead such as Thundermaw or Seige-Gang Commander. I can see this getting more play in RX decks than mono red as red has less exciting targets on the whole to ramp out with haste. I see this getting played somewhat in the role of a Lotus Cobra or an Orcish Lumberjack. Powerful, fun and explosive but a little bit of a coinflip card in terms of how reliably good it will be for you.


Garruk, Apex Predator - A cube

This is an incredibly hard planeswalker to judge mostly becuase of his cost. Obviously his effects are very rounded and very powerful, in this regard he is not unlike Nicol Bolas or Karn Liberated. Both tend to win games unless immediately dealt with but they are also hard to get into play. Karn is widely played as he is so easy to throw into a any old deck with a bit of ramp but Bolas is very rarely played because he is in non rampy colours and has such an intense and diverse colour requirement. Apex Predator is nestled somewhere between Karn and Bolas in his attributes that should determine his playability. Seven is a world less than eight mana but still a much more significant jump over six than any other mana jump prior to then. Typically the BG decks do not bother with curves that high, preferring to peak at five, occasionally six in the Pod/Recurring Nightmare or controlly versions. I am not sure how a BG deck aiming to get to seven mana looks as I have not had much experience with them in cube. It could be heavily ramp focused and look much like the mono green or Gr ramp decks or it could look more like mono black control and be better at slowing the game down. The problem I see with this is that the main disruption you have at your disposal in BG is discard effects and these scale poorly as the game goes on. The longer you try and make the game to facilitate your high curve high power cards the less effective your control cards become. The cube is slowing down over time with far more emphasis being placed on the power of cards rather than their cost or synergy meaning the meta in cube is as good as it has ever been for such a card to shine.

Looking just at Garruk's new abilities rather than how he will fit into archetypes or the meta game and he is incredibly convenient. Two plus loyalty abilities and four total between them all covering a lot of ground in terms of what you want most in games of magic. Making 3/3 death touchers for +1 is never dead and gives you good protection and board presence even if it feels like you could get much the same deal on a planeswalker for two less mana  and one less colour! Killing another planeswalker for +1 is huge, you will likely only every get to use it once per time you make Garruk but that is certainly not the only time it will affect the game. Very few other walkers can come down and snipe off a planeswalker and so once Garruk is down your opponent basically cannot make their own until Garruk is dead, a not so easy task when he is throwing out 3/3 deathtouchers and growing from a healthy 5 starting loyalty each time and periodically eating their best monster. His loyalty is enough that you can likely make him unprotected and take down an obnoxious planeswalker and then still survive the swing back so that he can start to churn out beasts. Essentially I am saying he looks like he is versatile and strong enough to recover very dire situations where few other cards would help you survive and no other cards do so while also offering you a potential threat to end the game with after. The killing of a dork and gaining life seems a little expensive in comaprison to the others however it is well designed as the most common time you will be using this is when you are very near death and likely would be attacked to the face the following turn instead of in the Garruk. By gaining a load of life and taking out their best threat you can stabilize where other walkers would do too little to help. In all Garruk has a complete set of abilities than ensure you can do what you need to recover and take control of the vast majority of game states. His ultimate is fairly dull but should get the job done when you need it too and is a good giggle in multiplayer (not that you would catch me playing multi-player magic but there are some masochists out there...). For the most part I think people will have conceded well before you go ultimate with this Garruk. While I think he is good enough for the cube I doubt it will be a commonly played card at all with the two colours and seven mana thing going on.



Devouring Light – A/B cube

While this is a reprint from Ravnica I had pretty much forgotten about the existence of the card. Back then spot removal was not such a big thing in the cube, nor was the capacity to exile so valuable against such a wide array of threats. Fast forward to now and an instant speed exile spell that is never more than three to cast and can cost zero at the very least raises an eyebrow. After Path and Plow white has real issues with its removal, either is is situational like Last Breath and Reprisal or it is sorcery speed and vulnerable in the case of Journey to Nowhere and pals. There is also a swath of removal which, like Devouring Light, falls into the region of only targetting attackers or blockers. Usually this means it is too unreliable and also inappropriate for agro decks to play. With the cost reduction aspect working best with the more agro decks and the exile sweetener I feel I am going to have to give this a belated chance in the cube. There are just too many Bloodghasts, Strangleroot Giests, Voices of Resurgence, Vengevines and ways to get non recursive monsters out of the graveyard for Path and Plow to cope with!


Heliods Pilgrim – C cube

A cross between a Trinket Mage and a Stoneforge Mystic but an offspring that gets mostly the bad genes. A three mana 1/2 does so little to the state of the board it needs to be doing something else broken or highly important to the deck. While you do get some card advantage it is neither good cards (3 mana 1/2s...) nor that great value. As it seems you cannot get bestow creatures the Pilgrim is looking like it will only see a tiny bit of play, typically in exotic decks.


Dauntless River Marshall – C cube

A nice little card that is cost efficient for the stats and has powerful ability as the game goes longer. Sadly this dork is only suited to one deck type and is therefore far too narrow for main cube consideration.


Avacyn, Guardian Angel – C cube

Certainly no Baneslayer but also no Serra Angel either. I peg this Angel at a just below Archangel of Thune level but similar sorts of card. Both fairly generic mid range all rounders that offer some good value and utility but that both are a little fluffy should you want to maximise all of their abilities. The body on this is good but a touch vulnerable with only 4 toughness. Flying and vigilance make this a decent threat that also controls the board fairly well. Being able to protect your other guys from damage for 1W is a help but more often than not Avacyn will be the thing they are going to be trying to take down and so will not feature. Mother of Runes is leagues better as a card to be protecting your other dorks with. The protecting players aspect just seems far too expensive to be useful very often, certainly there are some decks that simply can't beat you should you get to seven mana with this in play but they are few and far between. If I were playing this card it would mostly be for the body and as such I find five mana a bit too steep for something with just 4 toughness.


Ajani Steadfast - A/B cube

I am glad to finally see a way to increase the loyalty on planeswalkers other than proliferate and Doubling Season which are a bit too niche to be much of a thing. Although not niche, it is also not a very powerful way to gain loyalty and will be far less of a feature of this Ajani than just pumping up your dorks in a variety of brutal ways. I am overall not a huge fan of this planeswalker, he is much like the various other pure white Ajani's in that he really needs you to have dorks in play to be doing anything for you. Steadfast is probably the best all round planeswalker of Goldmane and Caller of the Pride. He is easy to play, has more loyalty (assuming you do something relevant with Goldmane!), works well with having many dorks in play or just one, is able to assist in his own protection while gaining value (due to the vigilance given by the +1) and is overall slightly more powerful in what it does that the other two. Certainly it is not quite as good as Goldmane at powering up an army of tokens while still protecting himself but then Goldmane is very disjointed in design and hard to get much utility from with the lifegain being pretty much a do nothing, like the other Ajani's when you have no dorks in play! Steadfast has a fairly lame ultimate but it could be useful now and again and the other two abilities should end games themselves assuming you are able to make dorks. Mostly I have just compared Ajani to his other pure white versions and while Steadfast seems better, neither of the others have held onto an A cube slot consistently and Steadfast is not all that much better so will likely be having to work hard to stay in the big league.


Hushwing Gryff – A/B cube

Much like the Aven Mindsencor in both body and disruptive effect. It does negate your effects too however white has surprisingly few of those so it is not a big deal to build around should you want this in your arsenal. Mindsensor has fewer things that it disrupts however when it does do something brutal like counterspelling the early use of a sacland then it is often game over. The cube is chock full of good enter the battlefield effect creatures and almost every deck uses them so even though it is less powerful than the Aven I think it more cube viable. The body is not very powerful at all but flying is enough to make it worth it. Flash also means that you can ensure you get some value from it by countering the significant part of some card like Eternal Witness, Shreikmaw, Thragtusk, Snapcaster etc etc. It is a bit costly and cute for a dedicated agro deck, it is a bit small and weak for a sturdy midrange deck and so I can see it mainly getting play in a cute GW hatebears or UW agro disruption deck like Mindsensor does. There is some potential for control decks to run it a bit like how they sometimes run Vendilion Clique. Flying flash monsters are a great help in taking out planeswalkers, a thing UW control decks struggle with, and with some added value on them as well they are viable all round solutions.


Return to the Ranks – C cube

Rather situational, clumsy and niche to be a cube mainstay but a very interesting little card that can provide some redundancy for Immortal Servitude or Revileark in some way. I think it is broadly speaking a lot better than the Servitude, it is cheaper and less restrictive.


Soul of Theros – no slot

Not the worst Soul and not the best. The cost of the ability as well as the unexciting vigilance it has lead me to think this will never see cube play.


Spirit Bonds – tentative A cube slot

My friend likened this to Bitterblossom and I find myself agreeing with that more and more. Spirit Bond has far more requirements from your deck design than Bitterblossom due to needing creatures to trigger it. With this inconsistency and the mana cost to trigger it the advantage it offers is slower than Bitterblossom, a card not renown for speed itself... That said the Spirit Bonds has no clock that it places on you and will just generate you a healthy advantage as long as the game carries on. The sac a spirit to gain indestructible till end of turn ability is also far from irrelevant is it gives you some great protection against removal. Board sweepers are a real killer for white weenie decks and being able to save a few of your best guys will win a lot of games. This card has what it takes to see enough play to deserve a top flight cube slot. It is a little narrow, I can't see many places it would crop up outside of white weenie but as white weenie makes up a significant portion of what you can viably do with white in the cube it is OK to be a little narrow.


Warden of the Beyond – no slot

Terrible if not getting the bonus, too unreliably at having the bonus and not exactly jaw droppingly worth having when it is having the bonus. Moving on.

Coral Barrier – C cube

I want this to be good, I love it but I think it just doesn't offer enough to merit playing the card. This may look like a lot of stats for a blue card but compared to something like a Blade Splicer it is found more than wanting. A mono blue opposition deck is where I see this being most viable but probably still not quite there.


Chief Engineer – C cube

An interesting card that could easily feature in a combo deck of some description or just be good rampy filler in a fairly wide array of blue artifact decks packing some creatures. Between this, Grand Architect, Etherium Sculptor and Vedalken Engineer blue has some very powerful artifact based ramp and good redundancy in it as well. Few of those, including the Chief Engineer, are all round powerful and good enough to be a cube mainstay. Despite it being a narrow card it is very much one to keep an eye on. In modern I can fully see convoke being more prevelent in robots than affinity is! Turn one, Memnite, Ornithoptor, Darksteel Citadel, Mox Opal into chief Engineer into tapping all three to drop out a Master of Etherium then mise tapping him to drop a Signal Pest seems good.

Illusory Angel – C cube (still)

Another one of those Commander set cards finding a printing in a base set. Too niche for a mainstay cube slot but a very powerful all round pile of value in a well tailored agro blue deck. The reason this is niche is not because the support cards are not there or are not good enough because they are with Gitaxian Probe, Aether Vial and Chrome Mox all springing to mind. What Illusory Angel lacks is other good cards that want the same kinds of prerequisite so you can double up on your synergies.


Jace, the Living Guildpact – no slot

This Jace I shall hence for be referring to as Jace, the Underachiever. Frankly this is just awful, I would rather have Liliana of the Dark Realms or Tibalt in my deck. At least they do things in some reasonable proportion to their cost. For +1 we get to scry for about one and a half, fine but this is something I can get free on a dual land these days and it doesn't give me any tempo advantage, protection, board presence or card advantage. For a joke cost of -3 I can Disperse, not even Boomerang, ruddy Disperse.... So, this protects Jace a little bit, one time. Odds on the second time you use it you are killing Jace to do so. Best case scenario is that you use the bounce to return a costly planeswalker to hand that had greater loyalty than it began with. The thing is, the worst thing they can then do is just remake their walker and start to do actual stuff with it compared to you with your walker doing basically nothing. This Jace has a good ultimate but it is slow to get there and nets you little advantage prior to that. This Jace also has decent starting loyalty but that is just utterly negated by the fact that for its cost and their respective effects the +1 should be a +2 and the -3 should be a -2. The worst Jace printed by quite some distance.

Edit: It has been put to me that I am being overly harsh on this Jace, while all of the above is true if you ignore the existence of the other Jace's this is not unplayably bad. Sure you are always going to want another Jace but this one's manipulation does scale very well with a lot of blue cards, the bounce is a good utility out and the ultimate is still game winningly powerful. There are places where this is a fine inclusion, all be it with better alternatives, if that were a criteria by which cards qualified for the cube there would be very few cards indeed. I still don't plan on getting one but I would be less incredulous if others were to have this in their cubes.


Military Intelligence – C cube

Another card fairly well summed up by my mate - “feels like if you are attacking with two guys your winning anyway”. This does not account for the fact this card allows for chump attacking where you just throw guys away to trigger a card draw. Cheap and powerful but unreliable and narrow would be my synopsis of the card. Basically my mate is right, you cannot really afford to play optimistic fluff like this in cube these days. I suspect it will get some play just because we all love to draw cards, both white weenie with tokens and black with recursive dorks should be able to design a deck that can trigger this reliably enough to make it good. The problem with forcing the design of your deck such that you can draw more cards is that you lose so much potential power per card overall that you don't compensate for it enough with the extra cards you draw. Sure, you draw three extra cards than you would have with a bog standard most powerful card in slot deck buy turn five but that doesn't help you beat the incoming Inferno Titan when they are all Raise the Alarm and Bloodghast...


Quickling - A cube

While this is not really a two drop it is still a very interesting card. Kor Skyfisher has been a powerful white weenie trickster for many years now in a fairly similar sort of capacity as this dork. Mostly it is a cheap evasive threat that can afford you added value if combined with comes into play triggers. Skyfisher is a little fatter and has a broader range of things to bounce making him fairly abusive with things like Moxen and handy to turn on Land Tax however it is sorcery speed making it very hard to use as protection or as a combat trick. The flash on Quickling will make it a very annoying card and far more played than Skyfisher as a result. Snapcaster Mage and Spellstutter Sprite spring to mind when looking at the Quickling, it is a faerie as well! Not having to return a blue creature will also make this powerful in a fairly wide range of deck types with all colours having strong enter the battlefield effect creatures. While this is far from what you would call overly powerful it is the kind of card that with good play and good deck design you will be able to get a vast amount of mileage.


Void Snare – C cube

Very cheap and to the point but a bit sorcery speed for my liking. Obviously it couldn't hit lands at one mana but increasingly more that is a thing I look for in bounce spells for the cube.


Chasm Skulker – B cube but potential to be a sleeper

Potentially very powerful however I am wary of the cards vulnerability as well as a strong desire to be paired with cards like Brainstorm so as to easily and quickly grow it. There are a lot of cheap ways to power this up as well as some more serious ways to turn it into a giant such as Time Spiral. Really though, you want this in a sort of creature based tempo deck where it is a growing threat that has a bit of built if Sprouting Thrynax. Oddly Wake Thrasher is the card I find most comparable to this in cube and the Skulker has that well beat. Thrasher only sees play in Merfolk tribal decks and not even all of those so it remains to be seen if the Skulker can cut it in the A cube. The existence of Opposition certainly gives strength to its chances.


Master of Predicaments – no slot

Nice design on the card but Air Elemental has to do a lot more than this to be cube worthy.


Soul of Ravnica – C cube (if it is lucky)

Flying is a whole lot more exciting than vigilance, first strike, deathtouch or reach. It is a good chunk better than trample as well making it a long way to playable before we get to the abilities unlike the other Souls. Sadly the abilities on this Soul leave a lot to be desired. Seven mana for starters is a gross amount of mana to pay, you will almost never be able to do that without having to wait a turn after playing it making Consecrated Sphinx greatly superior as a threat that nets you cards as well. Needing to have a selection of coloured permanents in play as well means you will likely average less than two cards at the times you could activate it unless you have grossly warped your deck to include lots of enduring coloured permanents. An overcost, underpowered situational ability, even if it is a card drawing one does not come close to cutting it. All we are really left with is the fact that you can play this from the graveyard, a thing that the might Consecrated Sphinx cannot do! So lets just compare that potential to Deep Analysis and then we can move on...


Endless Obedience – C cube

I think this is just that tiny bit too much mana to be cube viable. Not many decks both want to reanimate things and have lots of dorks in play leading up to that which are the only decks that would ever want this over the various 3 mana or less reanimate cards. Interesting for sure, perhaps good in some way with Bridge from Below and Dread Return but far too narrow for a cube slot.


Indulgent Tormentor – no slot

There are no ways in which this is better than Bloodgift Demon. Giving control of parts of your card to your opponent is very bad.

Necromancer's Assistant – C cube

Not a powerful card at all but sometimes you are building a heaving synergy deck and this is the exact piece of filler you need.


Ulcerate – B cube

I am really struggling with the evaluation of this card which is odd for one so cheap. 3 life is a massive amount to have to pay for a card, especially when so frequently in black life is a resource you want to spend on lots of things. In the kind of roles you would want to play this card for there is little better in the cube. This kills most creatures in the cube and more importantly it kills almost every single one of the cheaper creatures which is the main reason you would be playing it. Certainly direct damage has more utility than -X/-X effects as it goes to the dome at hits planeswalkers however pound for pound Ulcerate is much more effective than Lightning Bolt at killing creatures. It gets around indestructible, regenerate and can combine with combat damage to kill off bigger creatures without going two for one. All this said and done I think I would suck it up and play Disfigure or Tragic Slip to avoid the severe life cost or I would run Contagion or Sickening Shoal and pay cards rather than life so that I could better spend that life later on recouperating the cards.


Cruel Sadist – no slot

Nice design and a versatile little one drop that is just a tiny bit too expensive and slow to be cube worthy.


In Garruk's Wake – no slot

Nine mana! Ouch.. No exile, no instant speed, able to regenerate. Even with Nykthos, Lake of the Dead and whatever ramp you want to throw at it really this is far too expensive for what it does, and more to the point, doesn't do. You want Wraths over four mana to be doing something more than killing all creatures, something a bit different that helps to get around the robust cube threats survivability. Sure, this hits walkers and it doesn't touch your guys but then Bonfire does all that without being prohibitively cost to do anything for the first 8 or so turns. I would play Decree of Pain in preference to this, at least you can cycle it off...


Ob Nixilis, Unshackled – no slot

A very odd card indeed. Some sort of Sengir Vampire meets Aven Mindcensor. With no way to flash it into play easily it might just as well say opponents can't search libraries as the penalty is pretty much death. Having disruption effects like that on a six drop is poor, you want them on two drops so that they can effect the game from as soon as possible. Once you take all that out of the equation you have a really awful Vulturous Zombie, a 4/4 flying trample for six, even with a minor growth ability, is so far from the cube bar that I shouldn't really have wasted the time reviewing it.


Soul of Innistrad – no slot

For my money, the worst of the Soul series. Where I come from a 6/6 deathtouch for six isn't good until it dumps out a couplet of zombies whenever it does anything. Returning dorks from graveyard to hand has never been much to get excited about it magic, you need to get dorks in the bin somehow to get back and then you need to recast them again. All of this means you are being incredibly slow and have probably already lost to someone who is not investing six mana in little more than a Craw Wurm and then five mana to affect the board in no way.


Waste Not – A cube

One of the most interesting cards of M15 thus far. Waste Not is cheap and powerful yet it is unpredictable in what form of power it will offer you and it requires a lot of building around to get it working at all. Free zombies and cards are never bad but free mana needs to be spent and this means having things to spend it on, sounds simple but black is a clunky colour that often doesn't have much it wants to play at any given time. I think ensuring you don't let the mana side of the card go unused will be almost as significant in your deck design as the inclusion and selection of discard spells used to trigger it in the first place. We are real men and so we play mana burn which will further increase the importance of getting that mana spent. Lands are clearly going to be the most commonly discarded cards and so mana will be your most frequent bonus. Effects that allow you to make people discard at instant speed will be sought after to pair with Waste Not. Once you get someone's hand empty very few decks get into a position where you can hit them with sorcery speed discard again and thus render your Waste Not useless for the rest of the game. I think Waste Not is probably powerful enough that you can run it in decks not built directly around it and that are surprisingly light on discard effects. There are a lot of uses, synergies and applications for a card like this, many of which will not be obvious at first.


Burning Anger – C cube

A combo potential card like Splinter Twin, only worse. Only likely to see play in standard and only should a good creature to pair with it show up.


Goblin Rabblemaster – C cube

Too slow and clunky with not enough immediate value or impact to be good enough. In a goblin tribal deck where having haste, +1/+1 for him and his tokens, one off his cost, a wider range of uses for tokens to sacrifice and suddenly he is looking a lot more playable. Even so, there are a lot of good goblins and the three slot is one of the most contested. I certainly wont be rushing out to get one of these for the one time it will get played.

Inferno Fist – C cube

Not a great card, low power, a bit situational and vulnerable etc. However, herioc and enchantress decks are a thing and this is fairly good as a filler aura goes. It is cheap and kind of doubles up as a Seal of Fire which is a thing lacking in enchantment themed decks. I am sure I will build some exotic decks out of mostly C cube cards with a wack enchantment theme where this will be a consideration. I doubt such decks will be a mainstay in the cube for a long while yet but it is always fun to do something very different for which this could help.



Aggressive Mining – A cube

This is the other big card of interest in the set along with Waste Not and I think this is the better of the two as it affords you more control. Any card that costs four mana and means you can be operating with six more cards on your following turn need to be seriously looked at. Necropotence was a complete game changer in Magic and there are many comparisons between that and this. While they cannot be played in the same way due to the nature of their various costs and restrictions they do line up fairly well on analysis. Both cost a mid range mana curve amount, both allow you to trade a resource for cards at a powerful rate and both impose restrictions on what you get to do in a turn. Even if this is only half the card Necropotence is/was it will still have some impact on most formats. Being only a single red to play greatly increases the scope of this card, most likely with green for its ability to get lands into play. This is not a luxury afforded by Necropotence, a card who would love to be able to easily find homes in green and white decks that are flush with life gain. The difficulty is in knowing quite what new decks can be built around this card and which old ones can adapt to take advantage of it. I suspect any deck with Wolf Run and Primeval Titan would be happy to throw this in. I also think a very cheap red burn deck would happily pack this to give it some late game legs. Wheel of Fortune gave too much to your opponent to be frequently played in such a role but this gets the job done a lot better. I am sure we will all bork ourselves and lose to getting locked out of land but then I have done this countless times with Necropotence and that doesn't make it bad (it might make me bad however...). I wonder if Magmaw and/or Crack the Earth will get a bit of play just as ways to get out of the land lock.


Goblin Kaboomist – C cube

A fun little card that is fiddly, slow and not actually all that powerful. I like it mostly as a way to get artifacts into play just to power up other things rather than to use as land mines. Food for a ravager or Goblin Welder, contributing to affinity and metalcraft etc. There are few decks that could make good use of Kaboomist and I doubt he would make the final cut in many of those which is a bit of a shame.


Soul of Shandalar – A cube

For my money, the best of the Soul cycle. A 6/6 first striker for six is not that exciting, or wouldn't be if it wasn't for the cube meta in which almost no other creatures survive or even trade with in combat. All the best threats and big dorks seem to be 6/6s themselves and so Soul of Shandalar is a fairly tedious dork in combat. He is still vastly worse than Inferno Titan due to its greater mana cost to take full advantage of as well as for providing less immediate impact on the game. If you do get to untap with Soul then it will be similarly brutal to what Inferno Titan does to a game, assuming you still have at least five mana available. The reason I like Soul so much is not how it compares to Inferno Titan as a six drop but how it compares to Firebolt as a card I want in my graveyard. Sure, Soul has no one mana cast option with which to get it into the graveyard in the first place so cannot be directly compared to Firebolt as a card. Most colours, including red, are flush with ways to get cards from various places into the graveyard and so I am not too concerned with the task of getting it there. Once Soul is in the bin you have an uncounterable, perma-landfalled, non creature dependant, instant Searing Blaze on offer for the same cost as the flashback on Firebolt. Bargain. It is quite an odd pairing of effects and unlike a lot of cards with split functionality or roles it is fairly dead weight in the early part of the game except that you feel like you have gotten bonus value if you somehow wind up with it in the bin. I can see this working in a lot of different decks fairly well, the test will be whether it is ever preferable to Inferno Titan and if so how much supporting synergy you need to make that the case. If it is the case of just having the odd thing like a Survival of the Fittest and a Faithless Looting in your deck make Soul the better card then it should be an cube mainstay, if you need to be going near all out with some sort of Forbidden Squee style deck to make it good enough then it will be too narrow for the cube.


Stoke the Flames – A cube

Interesting like Endless Obedience is however more acceptable in base cost as well as more all round in purpose. As soon as this costs two mana it is very powerful indeed. At three it is fine and even at full whack it is still doing something you need even if the cost isn't great. Not many viable burn spells deal four damage and so it is a really annoying toughness for red to deal with as it so often 2 for 1s you. Flame Javelin and Char were never exciting options, they were clumsy and very poor damage per mana. Stoke the Flames has none of their mana or life style drawbacks and is vastly more flexible in terms of when and how it is played. Oddly the card I liken it to most is Fireblast. Sure, it is not as consistently able to be played for free but then the standard cost is significantly more affordable while the reduction cost is substantially less detrimental to your board state and other resources. I can see loads of plays where you dump out a hand full of guys, end of turn or while blocking you convoke out the Stoke and then alpha strike for the rest the following turn. Stoke scales well with vigilance dorks and token generators. I doubt control will often play it as they lack the guys to optemize its use however I think both midrange and red deck wins will play it a surprising amount. Mid range just because you get a lot more burn for your card than with most other spells and in red deck wins because you will often enough have the dorks about to make it cost two or less in a way that costs you no damage output loss. I am keen to wrong foot someone by tapping out to make a Siege-Gang Commander onto an empty board then fire off a Stoke the Flames from nowhere to ruin their plans. I think this is the sort of card that is very easy to overlook and underrate but I think it will be one of the most played cube cards from this set. It has all the most important attributes in a burn spell, it is instant and it hits creatures and players. It then has the two perks of being a whopping 4 damage per card out pacing the likes of the mighty Lightning Bolt combined with the potential cost reduction all the way to zero. Yummy.


Hornet Queen – C cube

I have had one of these flitting in and out of my cube since it was first printed but on balance I would say it has deservedly spent a lot more time out than in. If you want tokens then Avenger of Zendikar is your man, if you want to deal with fliers then Cloudthresher and Chancellor of the Tangle are the dorks for you. Hornet Queen is a nice all round powerful card that is just never best in slot.


Phytotitan – no slot

I am not a fan, six mana dorks without trample or some kind of evasions are deeply unreliable as threats. This is slow to recur, easy to kill and offers no particularly exciting synergies. Cube removal is set to be able to deal with awkward things and with all the bounce, graveyard removal, exile and returning to library the Phytotitan is not half as durable or difficult to race as you would like a card of this cost to be.


Reclaimation Sage – A cube

This is clearly the card that will see most cube play from M15. Not the most exciting or even the most powerful, this little elf just does exactly what you want it to. Back in the day (when I had power in my cube) Viridian Shaman and Uktabi Orangutan were complete staples. Almost every deck had multiple good targets for them and they let decks like RG agro and the Rock be competitive with stupidity like Tinker and Mana Vault. Creatures have gotten better and so you cannot now afford to run Grey Ogres when there are not targets which is more often the case now without Sol Rings and Moxen all over the place. Acidic Slime and Wickerbough Elder have taken over in that role in green both for having wider ranges of targets and for being more useful bodies. Although the weakest body of the lot the Reclaimation Sage is not relevantly weaker than Viridian Shaman and can generate a lot more tempo than you can with Slime or Elder. Being able to take out a Jitte or Sword before they get a swing in is obviously great however the value you get by spending turn three rather than turn five dealing with a problem rather than furthering your own game is often overlooked. The opportunity cost of not making the Thragtusk (or other cube five drop) on turn five because you had to make the Acidic Slime is going to be greater than the opportunity cost of making Reclaimation Sage over some other three drop. With Theros littering the cube with all sorts of enchantments it is becoming the case again that the vast majority of decks have Disenchant/Naturalize targets, many of which are irksome creatures. I actually think this card will see more play than Eternal Witness despite being a bit less powerful. Decks with only 40 cards yet that are of the power level and diversity of the cube need certain tools and have to dedicate slots to these tools or they will be cold to a variety of different cards or archetypes. Reclaimation Sage kind of allows you to jam a tool into your deck without it costing a complete slot. The Sage is still a dork and satisfies all those kinds of quota, it is a threat and it is something you can curve with and so although it might be a little lower power than another three drop that does all of those things it is also a naturalize as well. By being able to compress and condense your deck so that your cards overlap on the various roles you need from your tools then you have a lot more space left in your deck to ram full of power. I suspect every mid range upwards green deck will run the Sage if it can, any deck with creature engine cards as well such as Birthing Pod or Recurring Nightmare will also have the Sage very high on the team sheet. It is single green, it kills things, it is an elf, it is fit for the Skullclamp, there is just nothing not to love about this little fella.


Genesis Hydra – A cube (but not a secure or solid slot)

The merging of Green Sun's Zenith and some basic X casting cost hydra of old I cannot be bothered to look up just to reference... I don't love this card but I suspect it is actually fairly good. I don't love it because it is just a bad dork bolted onto a very unpredictable effect. Without spending a lot of mana or having some knowledge of what is on the top of your deck you are risking winding up with the worlds worst 2/2 or 3/3. Should you have a Sylvan Library or some such down then it might be OK to make it as a 1/1 just to get that mana elf into play or something but for the most part this card should cost at least six mana and could still be wiffing for you until about 8 mana spent where your odds are pretty low at not getting value. As such I think the X is misleading and really you have a card that is really quite awful till about seven mana. Primordial Hydra can be made at a wide range of X costs to good effect and is solid as a result. You can build your deck so that a Green Sun's Zenith will be useful the whole way along the curve. All that is why I don't like the card, why I suspect it will be good is that green ramp decks lack card quality and card advantage and are prone to over manaing. Genesis Hydra scales very well with your mana production, sure, it is only a card you want to play from seven mana up but you can often get to fifteen mana no problems at which point your Primeval Titan is looking awful while your Hydra is looking really spicy. When you do just make it for seven it is at least getting you something else of value. It greatly increases your chances of getting the card you really want or need as well. Often you simply need to find your Karn to deal with something or just can only win by finding that Craterhoof Behemoth. The green ramp decks need to play a certain mass of top end to merit ramping there however a lot of the top end cards are just sort of good fat you don't really need, like I say, it is usually a case of find Karn or find Craterhoof. Along comes Genesis Hydra and promises not only to fill the role of being a top end threat but also that it can greatly increase your odds on having what you really wanted. Sure, you have to pay nine and ten respectively to find those cards however I have found myself with the mana and not the right cards more often than I find myself without the mana in green ramp decks. Like I was saying with Reclamation Sage being able to condense and compress the deck I think you can do a similar sort of thing with Hydra therefore making it playable.


Nissa, Worldwaker – A cube

A very awkward planeswalker yet also a rather powerful one. To be able to attack with a 4/4 trampler on the turn you make her she effectively costs six as unlike Koth, she does not do you the kindness of untapping the land. This would probably make her bad if not for the fact that she has a second plus one ability that can free up a whole bunch of mana. Between the two plus abilties you can probably find one to work well for your situation, when you have other stuff to do you can make Nissa, untap lands, grow her loyalty and carry on with your doing of things. When you don't have stuff to do you are probably past the five mana stage or have already got the Nissa in play and so can start to beat down with 4/4 tramplers. Even with two plus loyalty abilities the ultimate is a fair way off with four activations and no loyalty loss needed to get to sufficient loyalty to use it. It is powerful and both poses a serious threat likely to end the game the following turn while also greatly increasing the draw quality you get for the rest of the game should they survive the land onslaught. It is not as robust as some of the emblem ultimates but is none the less fairly decent. I doubt it will be used much as the combination of +1 effects should get it done before, or she will die before then most of the time. The ultimate also gets worse as time goes on in the cube and requires you to have a decent chunk of basics in the deck, the latter is also the case to make use of the untap 4 lands ability which overall makes Nissa rather niche, I suspect only to feature in mono green decks with the likes of Dungrove Elder and Rofellos. Another thing in Nissa's favour is she effectively has two different ways to protect herself, both of which increase her loyalty. Unlike Koth the land you animate does not revert and so while this does have some awkward issues regarding the lands getting killed or just spending time attacking and not allowing you to cast things it also has some serious upsides. Firstly, you don't have to attack and 4/4 blockers are pretty decent and secondly, should you attack the damage will increase rather fast should you continue to animate lands each turn. Assuming you start animating and attacking from the turn you make her, in the turn after your next, again assuming no blocks or removal happened you have gone in for 24 damage total, 40 the following!. It is hard to say which is better out of five mana Garruk and this Nissa without having played it. Garruk is triple green making him almost as exclusive to mostly green decks as Nissa. They both make reasonably fat dorks and grow, they both have a fairly overkill fatty ultimate that should see little use and they both have a middle ability that offers you a pile of resources. Pound for pound I think Nissa is slightly stronger than Garruk but also more awkward than Garruk to a greater degree than it is more powerful. Having to force your mana base in a certain direction to accommodate a few cards is painful, also Garruk offers card draw rather than a mana boost and green has plenty of mana boost yet little good card draw. Overall I think the best thing in favour of Nissa getting lots of play is that there are no other good Nissa planeswalkers yet there are plenty of good Garruks to chose from meaning your second and third planeswalkers are that much more likely to be Nissa than the increasingly awkward alternative Garruks.


Life's Legacy – Starting life in the A cube, likely winding up in the B cube

Big potential for cheap card draw in green. Lots of cards have this kind of effect such as Momentous Fall and Greater Good but they cost a lot and are rather unwieldy as a result. Greater Good has seen a decent chunk of cube play as you can build engines around it but it is too niche to be much use in more normal decks. This cheap little card can cycle away something like an Eternal Witness much like Lat-Nam's Legacy works in blue. It can desperation dig by tossing a 1/1 mana elf or it can fully be an extreme Ancestral Recall should you have the luxury of something like a Thragtusk to throw under the bus. It is a touch risky as the sacrifice is part of the cost and the spell is sorcery so against countermagic it might be too much of a liability. The fact that you can use it on weak utility creatures to reasonable effect and thus not really losing anything by losing the body will help when faced with counterspells. With green having such little choice of card draw and this being so direct, convenient and cheap I am sure this will be ridiculous in a selection of situations and matchups. It does savagely suffer from the win more or do nothing dicotomy where by in lots of situations you won't have anything to sac and in lots of other you could just attack with the guy you are sacing and win that way instead. I am certainly keen to play with this and have lots of fun drawing piles of cards on the cheap but if it will be consistent enough or desirable in enough archetypes to be main cube worthy remains to be seen.


Soul of Zendikar – no slot

While Soul of Shandalar has the being a lot better than Firebolt going for it this very much does not have the being better than Call of the Herd. As a dork, Rampaging Baloths are going to be a more fruitful investment. As a thing to have in the bin, aside from Call of the Herd, there are plenty of creatures I would still rather have than this. No trample is a real killer for this Soul and so I think we can fairly well write this fatty off.


Sunblade Elf – B cube

Likely the best of this cycle and while powerful enough for the cube I think it is a bit too narrow. Wild Nacatl is a lot better than this, and Loam Lion is close, much better in the early game when you want the card and much worse in the late game. I think this card will fall into exactly the same category as Flinthoof Boar, a card I always cull from the cube when drafting as only one archetype wants it at all yet always returns to the cube as soon as that archetype is constructed. This will certainly see play, it will be a strong one drop and it will scale into the late game better than most but it is not a card than any archetype will miss much and as said, not a card with many suitable homes.


Yisan the Wandere Bard – no slot

Cool card, Elvish Piper meets Aether Vial, however all rather slow and costly for cube play.


Sliver Hive – C cube

I guess viable in a non slivers deck but certainly not the best utility land I can think of... Should you have a slivers theme in your cube this is a must, an utterly insanely good tribal land. Without slivers this is not a thing you need.


Obelisk of Urd – C cube

Much as I am a big fan of this card I think that Hall of Triumph is just all round more useful and reliable. Six is an awful lot to pay for a card that has no impact on its own, especially in a tribal deck. If you cannot conveniently convoke this out it will be pretty awful and odds on you will have a turn of do nothings in order to get it out. The bonus is huge but I think mostly unnecessary, tribal decks should have sufficient inbuilt synergy within their guys to not need this kind of thing.


Perilous Vault – A cube (just)

The new Oblvion Stone, it costs one more to kill things and doesn't give you the option to save some of your own stuff however it exiles rather than destroys. Normally a mana more to do much the same thing would rule something out however on this case the detonate ability on both costs five so unless we are at stupid mana then the speed at which you can use either is very much the same. Neither are quick cards and in many ways are slower than Nevinyyral's Disk simply for total mana expenditure required. When you have mega mana in super late game or because you are a ramp deck then the Disk becomes much weaker as you can't use it right away. The difference in cost between Vault and Stone at this stage of the game is more negligible than in the early game. When, for normal use the speed of all three cards is much the same then the focus should be more on the benefits of exile compared with those of saving your own stuff. Generally speaking I think the exile wins out, it is more in line with the intended purpose of the card and it is more direct. Increasingly in cube you need to exile threats to properly deal with them. Oblivion Stone is not a high powered cube card but it earns its keep, much more so in draft than the more constructed formats. Overall I think they are much of a muchness and it rather depends on the fine details of your deck and your opponent's as to which is the superior of the two. The cube certainly doesn't have space for both and so I am going to run with the fresh new card for a while and see how we get on.


Soul of New Phyrexia – C cube

Probably the second best soul but really nowhere close to what a Wurmcoil offers. A 6/6 trample artifact for 6 is fine but not good. A five mana way to protect things while in play or in the bin as a one off will win the late game but won't be doing much before then. Unlike Boros/Golgari charms which can utterly wreak someone planning on using mass removal or even just spot removal and combat, the Soul ability is not only 250% of the cost but is also fully visible to your opponent so assuming they are not asleep or terrible they are not going to just walk into a losing play. A playable card with some late game utility but greatly underwhelming compared to other 6 mana threats or ways to protect your stuff.


So, the M15 top ten list looks something like this in my mind at present. Garruk the only late entry and he is far from a lock in to the main cube at present.

  1. Reclamation Sage
  2. Aggressive Mining
  3. Waste Not
  4. Stoke the Flames
  5. Nissa, Worldwaker
  6. Soul of Shandalar
  7. Garruk, Apex Predator
  8. Quickling
  9. Genesis Hydra
  10. Ajani Steadfast