Tuesday, 30 April 2013
Voice of Resurgence
Right, well, I got this card horribly wrong in my review of Dragon's Maze and much of that was down to me reading it wrong. I assumed that the token you got checked for other creatures you had while the ability was on the stack and then came in at that sized fixed. This of course would mean if you had no other guys it would die instantly as a 0/0 and would also mean if it was made as a poxy 1/1 or 2/2 it would stay that way rather than grow as you re-establish your board. Suffice it to say I have now properly read the card and played with it a little and my "2.0 B cube" rating is harsh and frankly wrong. You always get some value out of this dork when it dies making it good in all matchups and at all stages of the game unlike how I originally assumed it worked where it is a weak early play and poor against mass removal effects. This card has so much effect on the game and is such a good value dork for the mana it is well worthy of a permanent cube slot. It is very easy to slip in past counter magic and very disruptive once in play against that sort of deck. The problem with many disruptive dorks like Gaddok Teeg is that they are not abusive tempo cards and also die very easily often conceding card advantage at the same time to something like an Arc Trail. This you will play because it is good regardless of the disruption effect and sometimes it will be abusive because the disruption is working out for you while at worst it will just be a variation of Stangleroot Geist rather than the Grizzely Bear that Teeg becomes in that situation.
Voice of Resurgence 3.0
While this is the most powerful card per mana in Dragon's Maze by a reasonable margin I still am confident in will shake things up far less and see less play than Blood Scrivener as it is less well supported and a bit more niche. Despite the Scrivener taking the number one slot for cards in the set this jumps right in at number two up from not quite making the top five in my original assessment. Voice has given a huge boost to the hate bears archetype and will probably be a zoo mainstay as well. His generic high power level will see him into most WG denial decks and for his synergy any Birthing Pod deck in white will likely throw him in too. White green always used to be a colour pairing that had to fight very hard to form viable cube decks and was probably the second least played colour pairing after black red. Recent sets, but in particular the Return to Ravnica block, have gone a long way to making both of those colour combinations a lot more appealing with some very powerful gold cards complete with some invaluable coping abilities. Both Selesnya and Rakdos charm have been highly impressive since their addition to the cube and offer a great deal of flexibility to a wide selection of decks in those colours. It gives what used to be fairly narrow and rigid colours the kinds of effects they need to be able to compete in a metagame as diverse as cube where you can be facing brutally fast agro decks or combo decks utilising all manner of odd engines and hard to disrupt effects or incredibly efficient control decks with solutions to everything. Voice is pretty huge for WG as a colour pairing as it is above the curve in power yet very effective against a broad selection of archetypes, it will really help even out the favourability of the ten colour pairings. Lingering Souls and Vindicate have been keeping black and white buddies in this way for a while, without them the colour pairing doesn't have all that much going for it yet they are powerful enough allures all by themselves to offset the clumsy nature of the colour pairing. Kitchen Finks is still the best WG gold card but alot of that is down to the hybrid mana. Knight of the Reliquary and Qasali Pridemage however may both be knocked down a space by Voice. They offer more utility and perhaps fulfil more roles than Voice but neither pack quite as much power per mana ratio as Voice.
Monday, 22 April 2013
Dragon's Maze Set Review
Right, first draft of the Dragon's Maze review ready for the keen people. Pictures to follow later as ever. Happy reading.
Renounce the Guilds 0.2 (C cube)
An efficient and effective card, just not for the cube. Not enough things are reliably gold nor desperately need killing to merit playing this other than as an extreme sideboard card. In a very heavy gold cube then its going to be fine but not a very skilful or exiting card for building or play.
Riot Control 0.1 (C cube)
Expensive for a Fog effect but with the good synergy lifegain bolted on it may wall cover enough ground for the odd deck that really wants a bunch of Fogs. So far I have only found this to be mill decks and there are many better Fogs already out there so this is a rather a long shot card.
Wake the Reflections 0.2 (C cube)
I like this, it is cute, but it isn't much use sadly. I really want to see the blue version of this with proliferate as that would get much more done in the cube. If a good pitch casting cost card that made a big token were printed this would get a lot more interesting but as things stands it is too situational and unlikely to be cast early enough to enough effect. Being cheap is good but not much advantage in the early game when you have nothing to use it on.
Scion of Vhitu-Ghazi 1.7 (B cube)
This is basically a Cloudgoat Ranger with a few tweaks. I rather think I prefer the Giant to this as it makes more tokens and is able to offer more of a flying presence. The populate could get you better things than a 1/1 flier but is not something to rely on. This is a bit more robust than Cloudgoat with his extra toughness as well as being harder to knock out of the skies entirely. I wouldn't run both in the cube so I might swap these two around a bit to find out if this does deserve the slot over the Cloundgoat.
The Gatekeeper Cycle - no slot
Some might make the odd cube deck without the gate pre-requisite but as I don't think I'll be having gates anywhere near my cube these are a bit of a no brainer.
Hidden Strings - 0.7 (B cube)
I don't know why but I am drawn to this card, far more so than with Hands of Binding. The Hands are a very tenuous removal effect while the Hidden Strings cannot really be used in this manner. They can help you force through some attackers on the turn you make it but there after you need other ways to get in such as removal or evasion. Despite this I really love an untap effect, much more than a tap one, especially a sorcery speed tap. Being able to add two or more mana extra every time you connect with your encoded dork is very interesting and adds a lot of options to blue. You can also give your dorks pseudo-vigilance or abuse Aether Vial, Enclave Cryptologist etc. Being able to tap stuff will also be annoying on occasion but very much depends on what they are doing, you might lock out a Grim Monolith or be able to lock out lands to get past counter magic. All in all a cheap and versatile card that pays for itself when you cast it and offers a lot of potential tempo to the blue mage. I will definitely be trying this out in the A cube but have given it a tentative B cube slot as it is quite frilly and potentially very narrow in application.
Aetherling - 2.1
Much as I want this to just be rubbish it turns out it is pretty damn good. As a six drop it is a little low impact initially and rather vulnerable, however if you make it with a mana spare it is going to be a serious problem from then on in. My initial aversions to it stem from it not being a great thing to curve right into, not offering much extra value in cards or tapping that Titan and Sphinx give and requiring further mana investment to be its most effective. Once you have it active however you have immense control over the game. I suspect this will find more homes as a finisher in more combo or ramp style decks rather than the control ones although it will also definitely wind up in a few of them. The more mana you have spare the more you can put this to work. You can block almost any monster without evasion, you can get a guaranteed 8 damage in per turn and still have it block if you need and you can keep it alive through any removal for just one blue. This is a whole lot more dork than Morphling and seems to be cube worthy. I think it is most like Simic Sky Swallower in the role it will perform in control and ramp decks. Its main advantage over the leviathan is that it is only blue but it is also more flexible in controlling the board. On the flip side it doesn't have flying and needs ongoing dedicated mana ensuring it won't be a Reanimate target .
Runner's Bane 0.4 (C cube)
A very bad Smother style card for blue. Blue having basically no cheap non-bounce removal could still well be interested in this card from time to time. Most of the other cheaper ways blue has to deal with dorks in a more permanent way require some building around while this is stand alone. I could see this being viable in some mono blue decks and even the odd UG deck but it is such low power I think often people will find alternative solutions.
Uncovered Clues - 0.3 (C cube)
If only this were instant... As a three mana draw effect it digs pretty deep and will find you lots of tasty action but often what you need is lands for which this falls short. You would have to be playing a very high count of instants and sorceries, with control these days having many more planeswalkers and dorks I cannot see this being any good in almost all control builds, especially with something like Compulsive Research as an alternative. Perhaps this would be good in storm style combo decks but it is too restrictive and too liable to wiff to be top quality card draw.
Blood Scrivener - 3.0
Dark Confidant this is not yet it is still a fine card. An acceptable body and cost for most kinds of decks with a good creature type to boot. In black it is quite easy to get rid of your hand with such cards as Liliana to help out. This won't be drawing cards very often in the first few turns nor will it draw cards very often in anything but agro decks. Even in those just hitting two lands will turn him off for at least a turn. While you can play expensive cards with Blood Scrivener with no fear of chunking away your life total as Confidant does you sort of can't really if you actually want to be drawing cards. One life is only fractionally cheaper than Confidant will average you as well although at least with Scrivener you have control over turning the effect off should your life get dangerously low. Dark Confidant is one of the top three monsters in Magic and so comparing unfavourably to him is no big deal. Even if Scrivener only draws you one card each game he would still be highly cube worthy, as he is you can just play him as fine cheap filler that scales better than most into the late game, or you can build a deck a bit more focuses on using him effectively with cards like Small Pox, Liliana of the Veil, Raven's Crime and the like where he will be much closer to Dark Confidant in power and offer nice redundancy for you in that role. This is head and shoulders above the other cards in the set as a cube card. It will see a lot of play, going in the majority of non-splash black decks and giving a decent boost to the colour.
Crypt Incursion - no slot
Inconsistent and dependant on what your opponent is up to. Can be quite a lot of life but is a very narrow sideboard card at best.
Pontiff of Blight - no slot
An odd size and for six mana he has a very underwhelming effect on the game. I can't see what deck would ever want this.
Pyrewild Shaman 0.4 (C cube)
Despite my lack of confidence in this cards ability to perform to a high level in cube I am a big fan. I like the bloodrush mechanic and I love a card that has uses from beyond the grave. Sadly this dork is both unexciting as a body and very costly to recur meaning he shouldn't see any real play. I like the idea of him most in a goblin deck where you will be more able to freely attack with your key goblins due to his bloodrush and his weaker body is masked by a juicy creature type.
Weapon Surge 0.2 (C cube)
A very cheap and reasonably potent effect both for the normal cast and the overload option. This would be fine in a deck like red deck wins where you will be able to easily keep the early tempo against other creature decks with this card. Later on it would still be pretty good assuming you had three or so dorks out allowing you a big swing with lower chances of throwing dorks to their deaths. Combat tricks are very hard to justify in a cube deck as they are a touch situational, demand a very high dork count and thus tend to take a valuable slot away from another spell. For a deck with bigger spells such as RG beats this is too low impact to be that desirable and with red deck wins already having the much more powerful Reckless Charge should it resort to more situation cards I doubt this will ever get a game.
Renegade Krasis 0.2 (C cube)
A reasonable aggressive body with an OK effect. Big evolve monsters are much worse than small ones, very few cards level this guy up. He works pretty well with Oran Reef Vastwood but there is nowhere close to enough good support cards for this do be doing anything in the cube. It just has a synergistic and unique ability on an acceptable body making me unable to out and out reject it.
Phytoburst 0.3 (C cube)
Despite being a sorcery this is an awfully big pump for just two mana. I can almost see this being a combo card for something silly like a Glistener Elf. If you had enough trample or other evasion some decks could pack this as a bit of a finisher giving green a bit more reach in the very early game. It is much more comparable to Overrun than it is to Giant Growth, mostly as they are both sorceries and need to be used differently as such, but also because it is a very large stats bump. Decks not expecting to have three or more dorks in play or not get to five mana yet still having the desired evasion could want Phytoburst but I don't know what decks they are.
Skylasher 0.5 (C cube)
A very solid card but far too much of a hoser against blue for me to want it to have a slot. Green is also spoilt for two drops making it less likely to see play. I like the idea of reach on a grizely bear and flash is always handy. Pro blue and uncounterable do add to the value of the card and make it a lot of dork for the mana but will only come into play when up against blue mages. This makes it hard to put in a maindeck and not much fun as a sideboard spell.
The Cluestones - no slot
Three is too much mana to play for this kind of ramp in the cube, I would play the Diamond Cycle cards well before I touched these.
Maze's End - an honorary C cube slot?...
This is the card I have seen thus far that most tempts me towards gates. I would love a Mana Bond, Life from the Loam gate deck with this as its win condition, almost certainly terrible but also great fun.
Advent of the Wurm 0.3 (C cube)
A solid card that would be a top end staple in populate decks in the cube if any populate cards were ever played. As it is I think this is too much investment for something so easily killed and basically offering nothing more than a fairly hefty flash dork.
Ascended Lawmage 1.3 (B cube)
Despite being very dull this is deceptively good I think. If it had a third toughness or was just one colour it would be A cube material. Flying and hexproof are two of the best all round abilities a creature can have. This is a hard to stop midrange threat that will be a royal pain for planeswalkers to cope with. In a more agro or even Cawblade style deck it is an ideal creature to be equipping. As it stands I think it is a bit too bland, has too low immediate impact on the game and is rather too narrow to see enough play.
Blast of Genius 0.6 (B cube)
A great deal more powerful than Prophetic Bolt this being a sorcery sadly won't get played in any control decks. It does however have some powerful combo potential in the Erratic Explosion decks where it will do what the Explosion does without any setup. Much of why that deck isn't tier one is that it too often draws the Draco (or Emrakul) and struggles to put it back ontop of the library. Six mana is a fair amount for a combo deck but should win the game even disregarding the bolted on Ancestral Recall.
Blaze Commando 0.3 (C cube)
Quite hefty but really a card that is competing with things like Seige-Gang Commander or even Elspeth Tirrel rather than Hero of Bladehold. As he needs you to have other damage effects to power him up as well as being a restrictive gold card I as well as offering less utility than the comparisons I can't see this ever getting play.
Blood Baron of Vizkopa 0.2 (C cube)
This is a fairly decent dork and of enough power level to make the cut in the cube. Most of this power however derives from the protection effects which I don't especially like as it doesn't make for better magic. The +6/+6 and flying trigger is pretty unlikely and not something that one designs towards making it less relevant than most planeswalker ultimates. You probably won't be too unhappy with it power wise if you do put one in your cube but this is never going in my A cube. Not many decks would want this and those that do will only have it be top rate against a small fraction of the field.
Bred for the Hunt - no slot
Too little support cards, no effect on its own, unreliable, easily negated and so much worse than Edric no more needs to be said.
Bronzebeak Moa 0.1 (C cube)
While this is clearly far too unreliable to be worthy of a top end agro slot it does smack a little of funny combo potentials so I shall squirrel one away.
Deadbridge Chant 1.6 (B cube)
I rather like this, it is both fun and quite easily supported. You can cheat it into play with Academy Rector and Replenish, you can thin out your yard with cards like Life from the Loam and Deathrite Shaman to get better things back and so forth. It is sadly rather janky, being top heavy, of random effect and a gold card. I will definitely play this as much as I can but ultimately I suspect it will become a B cube card. There are many combo decks that set out to have infinite turns such as Panoptic Mirror plus Time Warp, and with this enchantment arrives another. All you have to do is remove everything in your graveyard except for a Timewalk effect! Perhaps not the best but both fun and quite easily incorporated into non-combo decks. I really like how the effect will influence what you cast as you probably don't want to fill up your yard with cards you don't want to get back over something more juicy. Typically the bar for cards that draw you one per turn is set at three mana with Jace Beleren and Phyrexian Arena but the Chant does a fair bit more and is worthy of experimentation despite being twice the price.
Carnage Gladiator 0.1 (C cube)
Almost certainly never going to get played at cube level I am still a little drawn to this card. He is a fairly ominous threat being able to relentlessly swing and forcing through some extra damage from your whole team regardless of blocks. His regenerate is very expensive but does make up for his low toughness a little. If you can curve into this against another creature deck you have a good chance of just overpowering them by constantly turning sideways slightly like with Hellrider. Many BR cards of this cost exist and most are of higher power making it more unlikely this will ever see play.
Council of the Absolute - no slot
This is an odd card, it does nothing in the cube and looks really rather awful next to Grand Arbiter Augustin IV. In Sphinx's Revelation formats it seems really rather tedious and silly but never mind.
Deputy of Acquittals - 0.6 (C cube)
This is another card I am fond of but it is too narrow and low powered to deserve any sort of top ranking cube place. It is cool for synergy and trickery but has an unexciting body and is little use in the early game making its low cost far less appealing.
Dragonshift - no slot
A very bad Overrun effect with the option of taking out a planeswalker or being a combat trick prior to seven mana. There are no decks that have enough creatures in them that will ever get to seven mana in which this could be played, hence no slot.
Drown in Filth - no slot
Unreliable, slow, gold sorcery speed removal with a minor graveyard themed perk that is not enough even in my books to get a slot in decks it supports well.
Exava, Rakdos Blood Witch - 0.2 (C cube)
Another high power card but sadly without enough support cards to benefit from her effect she doesn't come close to Falkenrath Aristocrat, Olivia Voldaren or Hellrider in power or ease of abuse. Situationally she will be better than those but overall she is outclassed by too many other cards to get much of a look in unless swarms of good black and red dorks with +1/+1 counters get printed.
Lavinia of the Tenth 1.2 (B cube)
One of the more interesting cards from this set, if the pro red was something more widely useful I would be more interested as this will primarily see play to hose red decks in my cube if added. As a hefty mid range dork she offers tempo and value with her comes into play effect. She is big enough to hold the ground fairly well and act as a fine threat on a clearer board. Less useful against control decks than agro ones against which she will often be a bit of a Timewalk but still not useless with most of the strong walkers costing four or less. With evasion, even just trample, she would be one of the better anti planeswalker dorks going but as she is I suspect she will be chumped on tokens an awful lot. I just struggle to review a card that will be fairly average against non-red decks and a complete beating against the heavy red mages. While protection effects rarely improve the game and are hard to evaluate I don't mind as much when an allied colour gold card has the protection from the enemy colour, it seems fair in flavour terms. I also don't mind as much when a card has protection from its own colour but that isn't relevant here...
Emmara Tandris 0.1 (C cube)
No thank you very much. Lots of mana, gold, legendary, low power, no evasion and a very niche ability. Perhaps there will be a specific combo use for this but I really doubt it. I am not sure this would make the A cube at 5 mana.
Fluxcharger 0.4 (C cube)
This is a very functional control dork in that it holds off almost all mid and early game threats yet it still usable as a fairly effective finisher or planeswalker control when that is what is required. Being forced into casting a spell in your turn to flip it into attack mode is what prevents this from being a top rate card but it might be just what someone needs one day.
Gaze of Granite 1.3 (B cube)
This is far off being Pernicious Deed. The only advantage it has over Deed is hitting planeswalkers however this will tend to make it a seven mana spell and as such not at all exciting. This cannot be used at instant speed and will never hit man lands or artifact lands. You cannot split the cost over two turns thus allowing you to kill most of what is on the board while still curving out which is the real reason this card is so much weaker than Deed. You just can't make much use of it early on nor rely on it to deal with anything at all expensive. It has a heavier black mana requirement which is inconvenient too. It is quite an effective card against weenie decks but shouldn't be doing much against control or midrange. It offers some questionable redundancy to Pernicious Deed but I cannot see me ever wanting this in that role over Damnation.
Gleam of Battle - no slot
Way too much mana for a card that needs dorks in play to do anything and isn't even that powerful an effect initially. This is a big old pile of needless winmore.
Gruul War Chant - no slot
More reasonable cost that Gleam of Battle and probably having more initial impact on the game but still not a threat on its own nor doing very much against certain archeypes to be a consideration.
Haunter of Nightveil - no slot
If this had flying it might be enough of a pain to be worth a slot. It is a fairly decent body and will be very powerful against most creature decks but for a five mana gold card it needs a little bit more to be getting any play. His effect works very nicely with some of the cards in his colours like the newest flavour of Jace and Night of Souls Betrayal.
Jelenn Sphinx - no slot
Too expensive and ineffective on its own for an agro deck to run and too little synergy with the attacking effect to be good in a control deck.
Korazda Gorgon - no slot
For the mana you pay you get an un-scary threat with a situational and overpriced ability. This is not the card you are looking for.
Legion's Initiative 0.2 (C cube)
A cute little card that would work a lot better if there were more cards like Figure of Destiny in the cube so as to easily get both pumps. As it stands the only way this would be viable is in a red deck with the smallest splash of white but then it is not looking much better than a Signal Pest, Goblin Wardriver or even a Goblin Bushwhacker. The exile ability confuses me a little bit but that mostly unfamiliar wording, it offers some semblance of Wrath proofing as well as the ability to trigger a bunch of comes into play effect which could be handy. I think Boros Charm does the Wrath proofing rather better overall however and don't see this being useful or mainstream enough to be making any decks.
Master of Cruelties - no slot
This is probably going to be one of those bombs I completely miss and disregard as poo. Having said that, this looks really poo to me. It can't even kill someone on its own, its clock is as pacey as an Ornithopter (although this is assuming a red deck will struggle to do a single point of damage). It has weak stats and no immediate impact. Sure, he forces chump blocks every turn and won't die to very much at all, trading with most of them. He is utterly useless at killing planeswalkers and just not the sort of card I would ever want in a cube deck of mine. With a card like Olivia Voldaren you get all the choices of what to kill and steal while with this they get to chose what they chump block with every turn. Olivia is able to control the skies as well as the ground and is likely a much faster clock, even with burn support for either.
Maw of the Obzedat - 0.1 (C cube)
This gets its very tenous slot mostly for being a sac outlet, all be it a very weak and odd one. The effect inversely scales with itself (the more you sac the less things will get the buff) and he is very pricey for quite a turdy body. Doubt this will ever see play in any guise.
Melek, Izzet Paragon - no slot
A fun card, especially with cascade however not a good card. It needs a deck full of targets, as well as some library manipulation ideally, to get you that much extra value. It gives information to your opponent, it restricts your options despite powering them up and it requires you to be spending more mana to get any value from it. His body is pitiful and would likely be better as an enchantment. Put this effect on a 5/5 flying dragon and I'd take another look but as it is I'll keep to my Consecrated Sphinx. Hold that, I'd rather have a Mulldrifter than this bag of garbage.
Mirko Vosk, Mind Drinker - 0.5 (C cube)
Compared to Master of Cruelties this is getting it done a lot better. His size gives him decent control over the skies and ensure you get hits in far sooner than with the Master. While one hit probably isn't death the second one usually is. In a mill style deck this guy would offer a bit of safety and generally end it in one hit. In cube the 40 card deck size makes me much more cautious of putting cards that mill or things like Shelldock Isle as they are inherently more powerful than the designed intent. Being better than Master of Cruelties is not any great achievement and so I am just going to leave this rotting in the C cube to see if someone else fancies showing me this guys worth.
Morgue Burst 0.1 (C cube)
Not quite Blast of Genius but offering some similar sorts of combo potential. All the highest power creatures don't like to be in graveyards and so this is unlikely to be used as a combo piece but it is always good to have the option to one day.
Nivix Cyclops 0.2 (C cube)
With this, Kiln Fiend and friends there is starting to be a critical mass of dorks that trigger off spells in red and blue. It would be quite easy to make a deck abusing these cards but I think even at three mana it is all going to be way too slow to be a better deck than the more simple red deck wins. It is an awful lot of fun to have sick turns where you have a few dorks out and then cast like six spells and hit them for over 30. In reality though they cast their Wingshards and you move to the next game.
Notion Thief 2.4
Hehe, stick that up your Brainstorm. This card is really quite a beating against a lot of blue mages. Sadly I think they can deck you with a Consecrated Sphinx should you have one of these about making it pretty useless against some of the best blue draw effects, including Fact or Fiction and Gifts Ungiven. Even Timetwister and Time Spiral go a long old way to decking you if you have Notion Thief active. The flash allows you to use this as a Plagiarize however it remains a powerful deterrent to any further card draw thus making it a much better answer to any ongoing effects such as a Phyrexian Arena. While very very effective against some card draw spells they are mostly in blue with some black ones. Most other colours, with the odd exception - Faithless Looting being the big one, have very little card draw and obtain their card advantage through effects. In those situations the best Notion Thief will get is turning off their Wall of Blossoms etc. His size makes him a little vulnerable however you should have managed to get good value from him even if just in play for a short time. Three power is decent and will get at least one good use to chunk down a planewalker or trade with something hefty. A cool card that will be fine most of the time and an utter beating once in a while, like Aven Mindcensor who every now and again Stone Rains due to a wiffing sac land.
Obzedat's Aid - no slot
Too expensive, let alone too restricted by colours. Getting back a Nicol Bolas does not excite me at all compared to the dorks you can get back for a lot less mana.
Ral Zarek 2.8
I rather like this guy and rate him above Ajani Vengeant despite being a little weaker in power and a very comparable card overall. Their costs for both mana and loyalty are identical and the flavour of the effects is not that far removed either. Ral has some immediate perks over Ajani, firstly he is in a better colour pairing that is far more likely to want a planeswalker like this and secondly he has an extra starting loyalty. I have only recently begun to appreciate how significant the difference between three and four loyalty is on the four mana walkers. For example, Ral has a far weaker -2 ability not gaining you any life but it is far more useful as you can get two off in two turns, or three of you want to keep him alive. It is also less of a risk using it immediately as you are left with twice the loyalty. The -7 on Ral is a bit silly and less able to be planned for than with Ajani but should still win most games for you. With planeswalkers it is most about their first plus loyalty effect as to how useful they will be as it is (with the possible exception of Elspth, Knight-Errant) the most commonly used. Ral has quite an interesting one as it doesn't protect him in isolation but can do in a number of ways. The untap is far more useful than the tap I suspect. Being a sorcery and not stopping an untap the tap can't be used to deny mana or prevent attackers like Ajani and only really works to disrupt things like Mana Vault and force through attacks here and there. The untap however lets you untap a dork to be able to block as well as attack with. It allows you to untap a land, perhaps an Izzet Boilerworks so as to have mana for some disruption open. Not having the plus loyalty as the main protective effect is fine, especially when you have such a solid -2 protective effect and enough loyalty to freely use it. I suspect this walker will show up in all manner of UR decks ranging from agro to control to the artifact ramp decks in which untapping Goblin Welders and Gilded Lotus becomes rather brutal. I have said it before and been a little off the mark but this looks to be the best gold planeswalker to date, perhaps not in raw power but certainly in palyability.
Plasm Capture 1.5 (B cube)
Normally when they do a modernized version of a completely broken old card they make it far far from playable. Mana Drain this is not but it is still quite a potent card. In a deck such as UG heartbeat or ramp if you manage to stop their 4 drop with this you will have a huge hand in going off the following turn. The fact that the mana is of any colour you desire is pretty significant meaning you will always be able to put it to good use unlike that from Mana Drain which you can end up wasting. In a UG ramp deck this also has some worth and I feel is better than Mystic Snake in general. The Snake works well for soft late game locks with bounce cards and some reasonable mid game tempo. Plasm Capture has no recursive synergies however offers a potentially game breaking tempo swing in the mid game. Quite a big broadcast as any 4 mana instant is but possibly just good enough for the A cube, certainly worthy of some testing.
Pilfered Plans - 0.5 (B cube)
A cute and useful little spell that can work in decks wanting to self mill as well as those trying to mill out someone else. It is a bit low power and colour restrictive to get much play but should be great filler in the odd unusual deck.
Progenitor Mimic - no slot
Expensive, phaffy, slow and dependant on your opponent most of the time. Does not like. On a poo monster like Sea Gate Oracle it gives you risky but powerful long term card advantage on something fat like a Titan is it way too much win more. You should always play what you need not something costly and risky like this. Despite my hating on this card it is a very powerful card that without an answer will bring games to a short close and is exactly the sort of card lots of people like in their cubes.
Reap Intellect - no slot
Very expensive and somewhat underpowered in a limited format making it a no go for cube although likely to be a sideboard staple in standard while people are Revalating the Sphinx.
Render Silent - 0.7 (C cube)
Better than Absorb I would say but not quite enough for a three mana counterspell in the cube. If you are white and scared of storm style decks play Abeyance or Orim's Chant. This is at its best against agro decks that are playing a bit around counter magic in the mid game by trying to make multiple cheaper threats. The thing is that mass removal is generally a better way of dealing with that kind of situation.
Restore the Peace 0.6 (C cube)
This is a very powerful way to put the boot into your opponents tempo. You do have to endure a combat and if you block with much more than walls you will be sending your own stuff back as well but this might be good if it is all Sea Gate Oracles and the like. It is brutal against token heavy strategies but probably a little too situational to be a mainstay disruption effect.
Rot Farm Skeleton - 0.2 (C cube)
Much as I love a returny dork this one is way to costly to bring back for what is quite a useless body. It does nothing on defence and is way to easily negated as an attacker. The dredge style mechanic could be good as a way of filling up your graveyard but again costs to much and doesn't have enough support yet to be a viable deck type in cube.
Ruric Thar, the Unbound - no slot
If you could cast this guy at all early he would destroy most combo decks. Unless against a fairly beefy creature deck he should always get six damage through and will always be the first card to eat removal so as to not do more hits for six. If they need to cast other cards to stall and find removal it will probably all be a bit too much to cope with. The reach is quite a nice perk, particularly with the vigilance ensuring you are pretty safe while you kill your opponent. Being gold, legendary, expensive and without any obvious archetypes however this guy shouldn't be getting any play. While fairly good against non-creature decks costing six mana really negates how useful it will be even in the optimal match up. He is of enough power and would be exactly the kind of card to get a cube slot if it were not so narrow due to being gold.
Savageborn Hydra - 0.9 (C cube)
This reminds me of Mikeaus, the Lunarch in that you can fairly usefully lay it at any point on your curve. This dork offers far less support and synergy than Mikeaus as well as being more colour restricted and starting out as a 3 drop not a 2 drop. You can at least get aggressive with it regardless of when you made it and how much you want to invest in growing it as it doesn't need to tap to do so. The biggest reason I like this is that while you generally want to end your curve by laying him you are still able to pad out your earlier curve with him and use your mana efficiently. It is quite a serious threat and not all that easy to block but suffers from having few potential archetypes, offering no added value and often needing further mana investment to do what you need from it. A high power card that will need to be tried out for sure although I don't hold out much hope of it remaining in the A cube.
Sin Collector 2.1
On the face of it this looks to be quite a lot weaker than Tidehollow Sculler. For one more mana you get one less toughness and are restricted more as to what you can take from your opponents hand. The upside is that whatever you take is gone forever which makes the body significantly more useful. With Sculler you are somewhat precious as losing it gives them the card back while with this you can chump, swing into blockers or sacrifice off from some other advantage. Vastly better against combo and control than against agro I think this card is still powerful enough to see cube play.
Sire of Insanity - no slot
The effect can be got far easier and far cheaper, the body can be far far surpassed for less mana as well leaving no place for this card in the cube. At its best it will be a Mind Twist on the back of a big old threat however so many things need to be just so that you are always going to be better off playing the separate effects.
Spike Jester 1.6
While this is no Goblin Guide it will still sit very well in Rakdos deck wins, an archetype that is quickly becoming the best of the Rx agro decks. He has two downsides, being gold and therefore only having one real home and having one toughness thus not always able to safely attack. Despite this there are no real comparable two drops that offer such a quick and cheap output of damage. You can clear the path of weenies easily in the early game and likely force them to trade with something fairly decent. Simple, effective and good value for mana.
Tajic, Blade of the Legion 0.8 (B cube)
I am rather unsure about this guy as I am not quite sure where he fits in. In a control deck where a 4 mana 2/2 indestructible would have a fair few uses you are not very often going to trigger the battalion making him a limp threat and probably worse than Solem Simulacrum or Hound of Griselbrand depending on which aspect of the card most appealed. Being a legend is tedious as it makes him so much easier to deal with thus negating a lot of the value of his indestructability. In an agro deck he is rather top end and requires you to have support to be much use aggressively. With no evasion his being so fat with battalion is negated a little too. As a presence of the board that is incredibly persistent I like this guy, he seems safe against mass removal, good with equipment and a pain to attack into. As a 4 mana legendary gold 2/2 with no obvious homes I don't like this guy. The four slot is no longer a place for stalling cards in control decks and there are far more immediate and powerful four drops for agro decks that lead me to think this won't get any play beyond the odd curious tester.
Tithe Drinker 0.7 (C cube)
I like little cards like this, it is both a fine dork for the cost and also quite a rounded lifegain source. Child of Night was too fragile to reliably gain you life as if it were important it would be the first guy to get blocked and killed. With Tithe Drinker you can hold back while still getting some value from the card until a more suitable time to get involved in combat again. Sadly it is both narrow and fairly low power meaning it will not wind up in that many lists but a great little utility filler card none the less. It might well be the card that gives us critical mass to build a vampire themed tribal cube deck which will be fairly bad but good fun.
Teysa, Envoy of Ghosts 0.4 (C cube)
This is just one mana too much. She does not end the game fast enough nor is hardy enough to be worthy of reanimation and seven is a big cut off point for cards for normal casting. This dork rather shuts down getting attacked and assures you 4 damage to them or a walker of their every turn, the thing is by the time you get to drop her the game will usually be over. As a 6/6 flier she would get reanimated, as she is I think I would rather play Elesh Norn. If played in a normal control deck they will just take a few hits for four while not attacking until they have enough to just alpha strike you.
Trostani's Summoner 0.1 (C cube)
While this is fairly awful compared to a lot of the big token making dorks it works really rather well with Torrent of Souls. 18 points of damage spread over several dorks in one big swing is potent. Myr Battlesphere does much the same and is easier to cast and far far better but in a quirky combo deck redundancy is good. I see no other uses for this dork beyond being a good Torrent target.
Unflinching Courage 0.5 (C cube)
Armadillo Cloak is a much cooler name for this effect. I haven't had the Cloak in my cube for a long time now although it is pretty decent as creature enchants go. With ever more hexproof dorks floating around the Cloak would probably be viable again which means this is too. Having built your deck somewhat to house the risky creature enchant you will benefit from being able to run two copies. When you manage to give a dork +2/+2, lifelink and trample the game ends pretty fast, it is an immense tempo swing and if done on the third or fourth turn will be vastly more powerful than what most other decks are up to. Sadly one copy is a bit narrow for the A cube and so I can't see the second copy getting in, especially with the weaker name.
Varolz, the Scar-Striped 1.9 (B Cube)
A bit of a combo card but also fairly reasonable as a generic dork. In the combo side of things he requires support, the best of which are narrow cards like Death's Shadow and Phyrexian Dreadnaught. It is a combo more akin to Reanimator than anything else as it doesn't win you the game, only put you quite far ahead. I think no dedicated combo deck will try and pull this off however I think many quirky types of BG deck may incorporate this combo from time to time. There are lots of ways to make use of unplayable creatures in black and green, putting them in the bin primed for scavenging. There are even fairly good ways of supporting Death's Shadow which is a fairly playable card with sufficient ways to control your life total. As a dork without any especially abusive scavenge effects he is having trample off being really powerful. In a weenie deck with lots on one mana two power dorks you will very easily be able to have the best guys of all the right sizes in play. You will also have lots of things your not so fussed about saccing to regenerate lying around making you far more able to curve out into Varolz. I think Varolz is better than Lotleth Troll as he can become a bigger threat more easily with less overall investment and aids your other dorks in play while being easier to curve with as well. Lotleth ideally wants regen mana up as often as possible making it rather clunky in the early game. I have given Varolz a lower rating than I first gave Lotleth but this is because I was very wrong about how good Lotleth was and vastly overrated him. The two work farily well together and so may both wind up with an A cube slot if testing proves Varolz to be both impressive and well played. I am tentatively giving him the B cube tag to begin with as he is narrow in some of his appliactions as well as being legendary and gold.
Voice of Resurgence 2.0 (B cube)
A powerful and annoying little critter that slots right into the hate bears archetype. As to whether any other decks would want this vamped up grizely bear is another matter, perhaps zoo. The effects are quite odd and work against some things well while others less so. Against mass removal he does nothing unless you have loads of things that persist or leave things behind like Thragtusk, Strangleroot Geist and Kitchen Finks in play at the time. Against spot removal he is naff in the early game and of increasing value as you get more dorks into play. This also applies to combat where in the early game he will be precious and frequently sit out of combat doing little for you while in the late game he will be something they really don't want to block or attack into. The other ability mostly just shuts down counterspells and helps protect things like man lands and the equipping of your dorks etc. It is an inconvenience if you have removal but it is brutal if you don't, particularly mass removal, but only if you do have countermagic you want to use. Without counter magic it is just quite an efficient but awkwardly scaling dork that replaces itself in some way. I much prefer Strangleroot Geist for being more consistent, more proactive. This has enough power to be in the A cube I am just afraid that it has only one or two homes as it is gold. I like the idea of this in a fairly token heavy deck using non creature state based pump effects like Honor the Pure so as to ensure the token lives through mass removal and can easily be powered up again to something fairly big. Perhaps also quite good in a Birthing Pod deck as you have control over when you turn it into a token.
Vorel of the Hull Clade 1.1 (C cube)
A funky effect but not good enough to build around and not having enough support to just throw into a deck and have it be good. He is of a nice safe size and will do some good blocking for you but he will do little more than River Kajin in all but the most dedicated deck, in which he will be win more rather than Grand Architect style support. Best cards to abuse with him that spring to mind are Tanglewire, Umezawa's Jitte although there are lots of fine creatures to ramp up as well. Cute and fun but not a wise use of a card or mana at cube level.
Warleader's Helix - no slot
Pff, at three mana this would be worthy but still not better than Lighning Helix which I don't rate much outside of control as it is. This is a good hoser against agro decks but really just a bit costly for this sort of ability.
Warped Physique - 0.3 (C cube)
A fairly versatile card that is cheap instant removal of high power in the early game while doubling up as an akward combat trick. You have a little control over how much you can pump or shrink things but not enough to make this a good late game removal card in non control decks and control decks have much less use of a combat trick and would prefer a more reliable removal spell. Nice design but not really enough for cube play.
Zhur-Taar Ancient - 0.4 (C cube)
I am not sure why you would want a Mana Flare on a dork and if you did I am sure you would rather a small 3 mana dork to a five mana fatty. Perhaps this is viable in ramp decks but I am never a fan of tapping out and giving my opponent double mana. It costs a bit too much to make it and have enough spare to compensate for your opponents turn.
Alive / Well - no slot
One situational yet reasonably cost ability and one generically useful yet overcost half. The fusion of the halves fails to offer an exciting package either. The only time I can see this getting play is when you really want to gain life in this way which is not something I see any cube decks wanting to do.
Armed / Dangerous - no slot
No working as a combat trick and being very costly make this card unwieldy and frankly unplayable in cube.
Beck / Call - 0.2 (C cube)
Very powerful when fused but too expensive to be commonly used as such. The halves when used independently really desire different archetypes, one being best in combo elves, the other in more control decks. As a split card this offers too little flexibility in how it is used to be good enough for cube although quite interesting and potentially powerful.
Breaking / Entering 0.1 (C cube)
Much like Beck / Call in that the effects are not good in the same decks when not fused. It is also far less powerful and reliable than Beck / Call when fused. It can be weak redundancy for Glimpse the Unthinkable in a mill deck. As a Reanimate effect it is really far too much mana, even with the added haste bonus, for any combo deck. Being so top end and of limited application this shouldn't see play in generic control or midrange decks either.
Catch / Release 0.8 (B cube)
While this is my favourite of the triple colour cold fuse cards I think it is still too narrow to find a consistent home in any cube archetypes. Nine mana to fuse is a stupendous amount and doesn't even do that much to put you ahead in the wrong situation. As it is all sorcery speed it cannot be used as a cheap combat trick and it requires you to have sacrifice effects for Catch to be worth playing as a control card. In more tempo based strategies Release is quite expensive and hard to abuse. It is a very powerful effect but, unlike Cataclysm or Death Cloud, both hard to build towards and highly dependant on what your opponent is up to. Overall a powerful but disjointed and highly situational card that is overly restricted by high cost and colours.
Down / Dirty 0.3 (C cube)
A versatile and useful card that is just a bit too expensive on each account for what you get. Regrowth effects are nice for certain decks and this one is reliable but not exciting. Being paired with discard is a pro and a con, it is good as discard is good early and tends to get worse while the opposite is the case for Regrowth effects. On the downside neither effect has any tempo at all and for already slightly overpriced cards I cannot see the flexibility of this spell outweighing the cost enough to see play. I see this as playable in the odd combo deck such as Oath of Druids and in Gifts Ungiven control decks but not likely to make any lists.
Far / Away 1.6 (B cube)
This is the most playable of all the fuse cards but it isn't exciting at all. Unsummon, Diabolic Edict or both always costing more mana than the individual cards. The strength in those spells is their cheapness however the cost is still passable on Far or Away. The effects work well together in that it makes the Edict far more likely to hit what you want it too. While a very rounded, versatile and well scaling removal effect it is only that and has no other uses like Fire / Ice or the various charms. All this does really is help against creatures which is fine but not exciting for a gold card which this must be consider as, unlike Fire / Ice, as it is never worth playing for just one of the halves. You might get forced into it through lack of other playables but then your deck is probably pretty bad. You can get some good value out of this card and it has an awful lot of fairly subtle flexibility but for what must be considered a gold removal spell it is actually a bit worse than plain old Terminate. When you want something dead you want cheap, no frills reliability more than a wide array of near miss options. I will most certainly be testing this as one of the flagship fuse cards in the hope it stays in the A cube but I really feel that it is ultimately a B cube quality spell.
Flesh / Blood 0.5 (C cube)
I am assuming the RG bit is Fling style aspect in which case it is a fairly powerful and undercost effect that has some strong applications in a couple of decks. Sadly the BG part of this card is really situational and massively overpriced. I am not sure you would ever really want the BG half in any deck and would only find yourself using it in the rarest of occasions which is a shame as the RG bit is almost good enough on its own.
Give / Take 0.1 (C cube)
More of an honorary slot for being novel as this card shouldn't see any play. It is all a little pricey let alone situational, risky and hard to really abuse with it being sorcery speed. One of the very worst cards when fused, for 4UG you may draw three cards if you have a dork in play (please don't utterly ruin me with instant removal).
Profit / Loss - no slot
Two words for why this gets no slot - Zealous Persecution.
Protect / Serve - no slot
Very unexciting combat trick, both overpriced and totally unwanted by all archetypes.
Ready / Willing 0.2 (C cube)
Very overpriced and highly situational on both halves, not to mention very colour restrictive. If it were not for having a use as a three mana mass removal counterspell there would be no place for this in my cube.
Toil / Trouble 0.8 (B cube)
One of the more interesting cards in the fuse collection as it has fairly playable generic effects that both work very well when fused and work towards different ends independently that could be desirable in the same deck. I am not sure this would have many homes as it is still a touch on the pricey side but I suspect it would rarely be a massive let down when you draw it.
Turn / Burn 1.7 (B cube)
Another card I will test but suspect it a little underpowered overall. With Far / Away both halves are of comparable use while with this Burn is vastly more useful than Turn. Turn is situational and fairly expensive to use on its own but does very reliably allow you to kill things when you do fuse, far more so than with Far / Away. Overall they are very similar cards but with burn being slightly more broadly useful than bounce Izzet seems to again be the king of split cards.
Wear / Tear 1.4 (B cube)
This could be almost a red Disenchant as it is totally playable in red decks without white mana and fairly easy to splash a bit of white into a mana base. A white deck would not play it in the same way as killing enchantments is a less maindeckable effect making the card often dead to either lack of targets and red mana. Better than Disenchant in a RW deck but probably not getting a slot on that fact alone and will need to prove itself as useful to the red mage as well.
Top 5 cards from Dragon's Maze
5. Aetherling
4. Sin Collector
3. Notion Thief
2. Ral Zarek
1. Blood Scrivener
I think Varolz, the Scar Striped and Voice of Resurgence will make more waves and be more powerful than some of this top five however they will appear in far fewer archetypes. It is certainly very close between them all for the coverted 4th and 5th slots. Overall the set is not especially powerful and has far less to offer the cube than Return to Ravnica which is surprising for a third gold set although less so for a small set.
Renounce the Guilds 0.2 (C cube)
An efficient and effective card, just not for the cube. Not enough things are reliably gold nor desperately need killing to merit playing this other than as an extreme sideboard card. In a very heavy gold cube then its going to be fine but not a very skilful or exiting card for building or play.
Riot Control 0.1 (C cube)
Expensive for a Fog effect but with the good synergy lifegain bolted on it may wall cover enough ground for the odd deck that really wants a bunch of Fogs. So far I have only found this to be mill decks and there are many better Fogs already out there so this is a rather a long shot card.
Wake the Reflections 0.2 (C cube)
I like this, it is cute, but it isn't much use sadly. I really want to see the blue version of this with proliferate as that would get much more done in the cube. If a good pitch casting cost card that made a big token were printed this would get a lot more interesting but as things stands it is too situational and unlikely to be cast early enough to enough effect. Being cheap is good but not much advantage in the early game when you have nothing to use it on.
Scion of Vhitu-Ghazi 1.7 (B cube)
This is basically a Cloudgoat Ranger with a few tweaks. I rather think I prefer the Giant to this as it makes more tokens and is able to offer more of a flying presence. The populate could get you better things than a 1/1 flier but is not something to rely on. This is a bit more robust than Cloudgoat with his extra toughness as well as being harder to knock out of the skies entirely. I wouldn't run both in the cube so I might swap these two around a bit to find out if this does deserve the slot over the Cloundgoat.
The Gatekeeper Cycle - no slot
Some might make the odd cube deck without the gate pre-requisite but as I don't think I'll be having gates anywhere near my cube these are a bit of a no brainer.
Hidden Strings - 0.7 (B cube)
I don't know why but I am drawn to this card, far more so than with Hands of Binding. The Hands are a very tenuous removal effect while the Hidden Strings cannot really be used in this manner. They can help you force through some attackers on the turn you make it but there after you need other ways to get in such as removal or evasion. Despite this I really love an untap effect, much more than a tap one, especially a sorcery speed tap. Being able to add two or more mana extra every time you connect with your encoded dork is very interesting and adds a lot of options to blue. You can also give your dorks pseudo-vigilance or abuse Aether Vial, Enclave Cryptologist etc. Being able to tap stuff will also be annoying on occasion but very much depends on what they are doing, you might lock out a Grim Monolith or be able to lock out lands to get past counter magic. All in all a cheap and versatile card that pays for itself when you cast it and offers a lot of potential tempo to the blue mage. I will definitely be trying this out in the A cube but have given it a tentative B cube slot as it is quite frilly and potentially very narrow in application.
Aetherling - 2.1
Much as I want this to just be rubbish it turns out it is pretty damn good. As a six drop it is a little low impact initially and rather vulnerable, however if you make it with a mana spare it is going to be a serious problem from then on in. My initial aversions to it stem from it not being a great thing to curve right into, not offering much extra value in cards or tapping that Titan and Sphinx give and requiring further mana investment to be its most effective. Once you have it active however you have immense control over the game. I suspect this will find more homes as a finisher in more combo or ramp style decks rather than the control ones although it will also definitely wind up in a few of them. The more mana you have spare the more you can put this to work. You can block almost any monster without evasion, you can get a guaranteed 8 damage in per turn and still have it block if you need and you can keep it alive through any removal for just one blue. This is a whole lot more dork than Morphling and seems to be cube worthy. I think it is most like Simic Sky Swallower in the role it will perform in control and ramp decks. Its main advantage over the leviathan is that it is only blue but it is also more flexible in controlling the board. On the flip side it doesn't have flying and needs ongoing dedicated mana ensuring it won't be a Reanimate target .
Runner's Bane 0.4 (C cube)
A very bad Smother style card for blue. Blue having basically no cheap non-bounce removal could still well be interested in this card from time to time. Most of the other cheaper ways blue has to deal with dorks in a more permanent way require some building around while this is stand alone. I could see this being viable in some mono blue decks and even the odd UG deck but it is such low power I think often people will find alternative solutions.
Uncovered Clues - 0.3 (C cube)
If only this were instant... As a three mana draw effect it digs pretty deep and will find you lots of tasty action but often what you need is lands for which this falls short. You would have to be playing a very high count of instants and sorceries, with control these days having many more planeswalkers and dorks I cannot see this being any good in almost all control builds, especially with something like Compulsive Research as an alternative. Perhaps this would be good in storm style combo decks but it is too restrictive and too liable to wiff to be top quality card draw.
Blood Scrivener - 3.0
Dark Confidant this is not yet it is still a fine card. An acceptable body and cost for most kinds of decks with a good creature type to boot. In black it is quite easy to get rid of your hand with such cards as Liliana to help out. This won't be drawing cards very often in the first few turns nor will it draw cards very often in anything but agro decks. Even in those just hitting two lands will turn him off for at least a turn. While you can play expensive cards with Blood Scrivener with no fear of chunking away your life total as Confidant does you sort of can't really if you actually want to be drawing cards. One life is only fractionally cheaper than Confidant will average you as well although at least with Scrivener you have control over turning the effect off should your life get dangerously low. Dark Confidant is one of the top three monsters in Magic and so comparing unfavourably to him is no big deal. Even if Scrivener only draws you one card each game he would still be highly cube worthy, as he is you can just play him as fine cheap filler that scales better than most into the late game, or you can build a deck a bit more focuses on using him effectively with cards like Small Pox, Liliana of the Veil, Raven's Crime and the like where he will be much closer to Dark Confidant in power and offer nice redundancy for you in that role. This is head and shoulders above the other cards in the set as a cube card. It will see a lot of play, going in the majority of non-splash black decks and giving a decent boost to the colour.
Crypt Incursion - no slot
Inconsistent and dependant on what your opponent is up to. Can be quite a lot of life but is a very narrow sideboard card at best.
Pontiff of Blight - no slot
An odd size and for six mana he has a very underwhelming effect on the game. I can't see what deck would ever want this.
Pyrewild Shaman 0.4 (C cube)
Despite my lack of confidence in this cards ability to perform to a high level in cube I am a big fan. I like the bloodrush mechanic and I love a card that has uses from beyond the grave. Sadly this dork is both unexciting as a body and very costly to recur meaning he shouldn't see any real play. I like the idea of him most in a goblin deck where you will be more able to freely attack with your key goblins due to his bloodrush and his weaker body is masked by a juicy creature type.
Weapon Surge 0.2 (C cube)
A very cheap and reasonably potent effect both for the normal cast and the overload option. This would be fine in a deck like red deck wins where you will be able to easily keep the early tempo against other creature decks with this card. Later on it would still be pretty good assuming you had three or so dorks out allowing you a big swing with lower chances of throwing dorks to their deaths. Combat tricks are very hard to justify in a cube deck as they are a touch situational, demand a very high dork count and thus tend to take a valuable slot away from another spell. For a deck with bigger spells such as RG beats this is too low impact to be that desirable and with red deck wins already having the much more powerful Reckless Charge should it resort to more situation cards I doubt this will ever get a game.
Renegade Krasis 0.2 (C cube)
A reasonable aggressive body with an OK effect. Big evolve monsters are much worse than small ones, very few cards level this guy up. He works pretty well with Oran Reef Vastwood but there is nowhere close to enough good support cards for this do be doing anything in the cube. It just has a synergistic and unique ability on an acceptable body making me unable to out and out reject it.
Phytoburst 0.3 (C cube)
Despite being a sorcery this is an awfully big pump for just two mana. I can almost see this being a combo card for something silly like a Glistener Elf. If you had enough trample or other evasion some decks could pack this as a bit of a finisher giving green a bit more reach in the very early game. It is much more comparable to Overrun than it is to Giant Growth, mostly as they are both sorceries and need to be used differently as such, but also because it is a very large stats bump. Decks not expecting to have three or more dorks in play or not get to five mana yet still having the desired evasion could want Phytoburst but I don't know what decks they are.
Skylasher 0.5 (C cube)
A very solid card but far too much of a hoser against blue for me to want it to have a slot. Green is also spoilt for two drops making it less likely to see play. I like the idea of reach on a grizely bear and flash is always handy. Pro blue and uncounterable do add to the value of the card and make it a lot of dork for the mana but will only come into play when up against blue mages. This makes it hard to put in a maindeck and not much fun as a sideboard spell.
The Cluestones - no slot
Three is too much mana to play for this kind of ramp in the cube, I would play the Diamond Cycle cards well before I touched these.
Maze's End - an honorary C cube slot?...
This is the card I have seen thus far that most tempts me towards gates. I would love a Mana Bond, Life from the Loam gate deck with this as its win condition, almost certainly terrible but also great fun.
Advent of the Wurm 0.3 (C cube)
A solid card that would be a top end staple in populate decks in the cube if any populate cards were ever played. As it is I think this is too much investment for something so easily killed and basically offering nothing more than a fairly hefty flash dork.
Ascended Lawmage 1.3 (B cube)
Despite being very dull this is deceptively good I think. If it had a third toughness or was just one colour it would be A cube material. Flying and hexproof are two of the best all round abilities a creature can have. This is a hard to stop midrange threat that will be a royal pain for planeswalkers to cope with. In a more agro or even Cawblade style deck it is an ideal creature to be equipping. As it stands I think it is a bit too bland, has too low immediate impact on the game and is rather too narrow to see enough play.
Blast of Genius 0.6 (B cube)
A great deal more powerful than Prophetic Bolt this being a sorcery sadly won't get played in any control decks. It does however have some powerful combo potential in the Erratic Explosion decks where it will do what the Explosion does without any setup. Much of why that deck isn't tier one is that it too often draws the Draco (or Emrakul) and struggles to put it back ontop of the library. Six mana is a fair amount for a combo deck but should win the game even disregarding the bolted on Ancestral Recall.
Blaze Commando 0.3 (C cube)
Quite hefty but really a card that is competing with things like Seige-Gang Commander or even Elspeth Tirrel rather than Hero of Bladehold. As he needs you to have other damage effects to power him up as well as being a restrictive gold card I as well as offering less utility than the comparisons I can't see this ever getting play.
Blood Baron of Vizkopa 0.2 (C cube)
This is a fairly decent dork and of enough power level to make the cut in the cube. Most of this power however derives from the protection effects which I don't especially like as it doesn't make for better magic. The +6/+6 and flying trigger is pretty unlikely and not something that one designs towards making it less relevant than most planeswalker ultimates. You probably won't be too unhappy with it power wise if you do put one in your cube but this is never going in my A cube. Not many decks would want this and those that do will only have it be top rate against a small fraction of the field.
Bred for the Hunt - no slot
Too little support cards, no effect on its own, unreliable, easily negated and so much worse than Edric no more needs to be said.
Bronzebeak Moa 0.1 (C cube)
While this is clearly far too unreliable to be worthy of a top end agro slot it does smack a little of funny combo potentials so I shall squirrel one away.
Deadbridge Chant 1.6 (B cube)
I rather like this, it is both fun and quite easily supported. You can cheat it into play with Academy Rector and Replenish, you can thin out your yard with cards like Life from the Loam and Deathrite Shaman to get better things back and so forth. It is sadly rather janky, being top heavy, of random effect and a gold card. I will definitely play this as much as I can but ultimately I suspect it will become a B cube card. There are many combo decks that set out to have infinite turns such as Panoptic Mirror plus Time Warp, and with this enchantment arrives another. All you have to do is remove everything in your graveyard except for a Timewalk effect! Perhaps not the best but both fun and quite easily incorporated into non-combo decks. I really like how the effect will influence what you cast as you probably don't want to fill up your yard with cards you don't want to get back over something more juicy. Typically the bar for cards that draw you one per turn is set at three mana with Jace Beleren and Phyrexian Arena but the Chant does a fair bit more and is worthy of experimentation despite being twice the price.
Carnage Gladiator 0.1 (C cube)
Almost certainly never going to get played at cube level I am still a little drawn to this card. He is a fairly ominous threat being able to relentlessly swing and forcing through some extra damage from your whole team regardless of blocks. His regenerate is very expensive but does make up for his low toughness a little. If you can curve into this against another creature deck you have a good chance of just overpowering them by constantly turning sideways slightly like with Hellrider. Many BR cards of this cost exist and most are of higher power making it more unlikely this will ever see play.
Council of the Absolute - no slot
This is an odd card, it does nothing in the cube and looks really rather awful next to Grand Arbiter Augustin IV. In Sphinx's Revelation formats it seems really rather tedious and silly but never mind.
Deputy of Acquittals - 0.6 (C cube)
This is another card I am fond of but it is too narrow and low powered to deserve any sort of top ranking cube place. It is cool for synergy and trickery but has an unexciting body and is little use in the early game making its low cost far less appealing.
Dragonshift - no slot
A very bad Overrun effect with the option of taking out a planeswalker or being a combat trick prior to seven mana. There are no decks that have enough creatures in them that will ever get to seven mana in which this could be played, hence no slot.
Drown in Filth - no slot
Unreliable, slow, gold sorcery speed removal with a minor graveyard themed perk that is not enough even in my books to get a slot in decks it supports well.
Exava, Rakdos Blood Witch - 0.2 (C cube)
Another high power card but sadly without enough support cards to benefit from her effect she doesn't come close to Falkenrath Aristocrat, Olivia Voldaren or Hellrider in power or ease of abuse. Situationally she will be better than those but overall she is outclassed by too many other cards to get much of a look in unless swarms of good black and red dorks with +1/+1 counters get printed.
Lavinia of the Tenth 1.2 (B cube)
One of the more interesting cards from this set, if the pro red was something more widely useful I would be more interested as this will primarily see play to hose red decks in my cube if added. As a hefty mid range dork she offers tempo and value with her comes into play effect. She is big enough to hold the ground fairly well and act as a fine threat on a clearer board. Less useful against control decks than agro ones against which she will often be a bit of a Timewalk but still not useless with most of the strong walkers costing four or less. With evasion, even just trample, she would be one of the better anti planeswalker dorks going but as she is I suspect she will be chumped on tokens an awful lot. I just struggle to review a card that will be fairly average against non-red decks and a complete beating against the heavy red mages. While protection effects rarely improve the game and are hard to evaluate I don't mind as much when an allied colour gold card has the protection from the enemy colour, it seems fair in flavour terms. I also don't mind as much when a card has protection from its own colour but that isn't relevant here...
Emmara Tandris 0.1 (C cube)
No thank you very much. Lots of mana, gold, legendary, low power, no evasion and a very niche ability. Perhaps there will be a specific combo use for this but I really doubt it. I am not sure this would make the A cube at 5 mana.
Fluxcharger 0.4 (C cube)
This is a very functional control dork in that it holds off almost all mid and early game threats yet it still usable as a fairly effective finisher or planeswalker control when that is what is required. Being forced into casting a spell in your turn to flip it into attack mode is what prevents this from being a top rate card but it might be just what someone needs one day.
Gaze of Granite 1.3 (B cube)
This is far off being Pernicious Deed. The only advantage it has over Deed is hitting planeswalkers however this will tend to make it a seven mana spell and as such not at all exciting. This cannot be used at instant speed and will never hit man lands or artifact lands. You cannot split the cost over two turns thus allowing you to kill most of what is on the board while still curving out which is the real reason this card is so much weaker than Deed. You just can't make much use of it early on nor rely on it to deal with anything at all expensive. It has a heavier black mana requirement which is inconvenient too. It is quite an effective card against weenie decks but shouldn't be doing much against control or midrange. It offers some questionable redundancy to Pernicious Deed but I cannot see me ever wanting this in that role over Damnation.
Gleam of Battle - no slot
Way too much mana for a card that needs dorks in play to do anything and isn't even that powerful an effect initially. This is a big old pile of needless winmore.
Gruul War Chant - no slot
More reasonable cost that Gleam of Battle and probably having more initial impact on the game but still not a threat on its own nor doing very much against certain archeypes to be a consideration.
Haunter of Nightveil - no slot
If this had flying it might be enough of a pain to be worth a slot. It is a fairly decent body and will be very powerful against most creature decks but for a five mana gold card it needs a little bit more to be getting any play. His effect works very nicely with some of the cards in his colours like the newest flavour of Jace and Night of Souls Betrayal.
Jelenn Sphinx - no slot
Too expensive and ineffective on its own for an agro deck to run and too little synergy with the attacking effect to be good in a control deck.
Korazda Gorgon - no slot
For the mana you pay you get an un-scary threat with a situational and overpriced ability. This is not the card you are looking for.
Legion's Initiative 0.2 (C cube)
A cute little card that would work a lot better if there were more cards like Figure of Destiny in the cube so as to easily get both pumps. As it stands the only way this would be viable is in a red deck with the smallest splash of white but then it is not looking much better than a Signal Pest, Goblin Wardriver or even a Goblin Bushwhacker. The exile ability confuses me a little bit but that mostly unfamiliar wording, it offers some semblance of Wrath proofing as well as the ability to trigger a bunch of comes into play effect which could be handy. I think Boros Charm does the Wrath proofing rather better overall however and don't see this being useful or mainstream enough to be making any decks.
Master of Cruelties - no slot
This is probably going to be one of those bombs I completely miss and disregard as poo. Having said that, this looks really poo to me. It can't even kill someone on its own, its clock is as pacey as an Ornithopter (although this is assuming a red deck will struggle to do a single point of damage). It has weak stats and no immediate impact. Sure, he forces chump blocks every turn and won't die to very much at all, trading with most of them. He is utterly useless at killing planeswalkers and just not the sort of card I would ever want in a cube deck of mine. With a card like Olivia Voldaren you get all the choices of what to kill and steal while with this they get to chose what they chump block with every turn. Olivia is able to control the skies as well as the ground and is likely a much faster clock, even with burn support for either.
Maw of the Obzedat - 0.1 (C cube)
This gets its very tenous slot mostly for being a sac outlet, all be it a very weak and odd one. The effect inversely scales with itself (the more you sac the less things will get the buff) and he is very pricey for quite a turdy body. Doubt this will ever see play in any guise.
Melek, Izzet Paragon - no slot
A fun card, especially with cascade however not a good card. It needs a deck full of targets, as well as some library manipulation ideally, to get you that much extra value. It gives information to your opponent, it restricts your options despite powering them up and it requires you to be spending more mana to get any value from it. His body is pitiful and would likely be better as an enchantment. Put this effect on a 5/5 flying dragon and I'd take another look but as it is I'll keep to my Consecrated Sphinx. Hold that, I'd rather have a Mulldrifter than this bag of garbage.
Mirko Vosk, Mind Drinker - 0.5 (C cube)
Compared to Master of Cruelties this is getting it done a lot better. His size gives him decent control over the skies and ensure you get hits in far sooner than with the Master. While one hit probably isn't death the second one usually is. In a mill style deck this guy would offer a bit of safety and generally end it in one hit. In cube the 40 card deck size makes me much more cautious of putting cards that mill or things like Shelldock Isle as they are inherently more powerful than the designed intent. Being better than Master of Cruelties is not any great achievement and so I am just going to leave this rotting in the C cube to see if someone else fancies showing me this guys worth.
Morgue Burst 0.1 (C cube)
Not quite Blast of Genius but offering some similar sorts of combo potential. All the highest power creatures don't like to be in graveyards and so this is unlikely to be used as a combo piece but it is always good to have the option to one day.
Nivix Cyclops 0.2 (C cube)
With this, Kiln Fiend and friends there is starting to be a critical mass of dorks that trigger off spells in red and blue. It would be quite easy to make a deck abusing these cards but I think even at three mana it is all going to be way too slow to be a better deck than the more simple red deck wins. It is an awful lot of fun to have sick turns where you have a few dorks out and then cast like six spells and hit them for over 30. In reality though they cast their Wingshards and you move to the next game.
Notion Thief 2.4
Hehe, stick that up your Brainstorm. This card is really quite a beating against a lot of blue mages. Sadly I think they can deck you with a Consecrated Sphinx should you have one of these about making it pretty useless against some of the best blue draw effects, including Fact or Fiction and Gifts Ungiven. Even Timetwister and Time Spiral go a long old way to decking you if you have Notion Thief active. The flash allows you to use this as a Plagiarize however it remains a powerful deterrent to any further card draw thus making it a much better answer to any ongoing effects such as a Phyrexian Arena. While very very effective against some card draw spells they are mostly in blue with some black ones. Most other colours, with the odd exception - Faithless Looting being the big one, have very little card draw and obtain their card advantage through effects. In those situations the best Notion Thief will get is turning off their Wall of Blossoms etc. His size makes him a little vulnerable however you should have managed to get good value from him even if just in play for a short time. Three power is decent and will get at least one good use to chunk down a planewalker or trade with something hefty. A cool card that will be fine most of the time and an utter beating once in a while, like Aven Mindcensor who every now and again Stone Rains due to a wiffing sac land.
Obzedat's Aid - no slot
Too expensive, let alone too restricted by colours. Getting back a Nicol Bolas does not excite me at all compared to the dorks you can get back for a lot less mana.
Ral Zarek 2.8
I rather like this guy and rate him above Ajani Vengeant despite being a little weaker in power and a very comparable card overall. Their costs for both mana and loyalty are identical and the flavour of the effects is not that far removed either. Ral has some immediate perks over Ajani, firstly he is in a better colour pairing that is far more likely to want a planeswalker like this and secondly he has an extra starting loyalty. I have only recently begun to appreciate how significant the difference between three and four loyalty is on the four mana walkers. For example, Ral has a far weaker -2 ability not gaining you any life but it is far more useful as you can get two off in two turns, or three of you want to keep him alive. It is also less of a risk using it immediately as you are left with twice the loyalty. The -7 on Ral is a bit silly and less able to be planned for than with Ajani but should still win most games for you. With planeswalkers it is most about their first plus loyalty effect as to how useful they will be as it is (with the possible exception of Elspth, Knight-Errant) the most commonly used. Ral has quite an interesting one as it doesn't protect him in isolation but can do in a number of ways. The untap is far more useful than the tap I suspect. Being a sorcery and not stopping an untap the tap can't be used to deny mana or prevent attackers like Ajani and only really works to disrupt things like Mana Vault and force through attacks here and there. The untap however lets you untap a dork to be able to block as well as attack with. It allows you to untap a land, perhaps an Izzet Boilerworks so as to have mana for some disruption open. Not having the plus loyalty as the main protective effect is fine, especially when you have such a solid -2 protective effect and enough loyalty to freely use it. I suspect this walker will show up in all manner of UR decks ranging from agro to control to the artifact ramp decks in which untapping Goblin Welders and Gilded Lotus becomes rather brutal. I have said it before and been a little off the mark but this looks to be the best gold planeswalker to date, perhaps not in raw power but certainly in palyability.
Plasm Capture 1.5 (B cube)
Normally when they do a modernized version of a completely broken old card they make it far far from playable. Mana Drain this is not but it is still quite a potent card. In a deck such as UG heartbeat or ramp if you manage to stop their 4 drop with this you will have a huge hand in going off the following turn. The fact that the mana is of any colour you desire is pretty significant meaning you will always be able to put it to good use unlike that from Mana Drain which you can end up wasting. In a UG ramp deck this also has some worth and I feel is better than Mystic Snake in general. The Snake works well for soft late game locks with bounce cards and some reasonable mid game tempo. Plasm Capture has no recursive synergies however offers a potentially game breaking tempo swing in the mid game. Quite a big broadcast as any 4 mana instant is but possibly just good enough for the A cube, certainly worthy of some testing.
Pilfered Plans - 0.5 (B cube)
A cute and useful little spell that can work in decks wanting to self mill as well as those trying to mill out someone else. It is a bit low power and colour restrictive to get much play but should be great filler in the odd unusual deck.
Progenitor Mimic - no slot
Expensive, phaffy, slow and dependant on your opponent most of the time. Does not like. On a poo monster like Sea Gate Oracle it gives you risky but powerful long term card advantage on something fat like a Titan is it way too much win more. You should always play what you need not something costly and risky like this. Despite my hating on this card it is a very powerful card that without an answer will bring games to a short close and is exactly the sort of card lots of people like in their cubes.
Reap Intellect - no slot
Very expensive and somewhat underpowered in a limited format making it a no go for cube although likely to be a sideboard staple in standard while people are Revalating the Sphinx.
Render Silent - 0.7 (C cube)
Better than Absorb I would say but not quite enough for a three mana counterspell in the cube. If you are white and scared of storm style decks play Abeyance or Orim's Chant. This is at its best against agro decks that are playing a bit around counter magic in the mid game by trying to make multiple cheaper threats. The thing is that mass removal is generally a better way of dealing with that kind of situation.
Restore the Peace 0.6 (C cube)
This is a very powerful way to put the boot into your opponents tempo. You do have to endure a combat and if you block with much more than walls you will be sending your own stuff back as well but this might be good if it is all Sea Gate Oracles and the like. It is brutal against token heavy strategies but probably a little too situational to be a mainstay disruption effect.
Rot Farm Skeleton - 0.2 (C cube)
Much as I love a returny dork this one is way to costly to bring back for what is quite a useless body. It does nothing on defence and is way to easily negated as an attacker. The dredge style mechanic could be good as a way of filling up your graveyard but again costs to much and doesn't have enough support yet to be a viable deck type in cube.
Ruric Thar, the Unbound - no slot
If you could cast this guy at all early he would destroy most combo decks. Unless against a fairly beefy creature deck he should always get six damage through and will always be the first card to eat removal so as to not do more hits for six. If they need to cast other cards to stall and find removal it will probably all be a bit too much to cope with. The reach is quite a nice perk, particularly with the vigilance ensuring you are pretty safe while you kill your opponent. Being gold, legendary, expensive and without any obvious archetypes however this guy shouldn't be getting any play. While fairly good against non-creature decks costing six mana really negates how useful it will be even in the optimal match up. He is of enough power and would be exactly the kind of card to get a cube slot if it were not so narrow due to being gold.
Savageborn Hydra - 0.9 (C cube)
This reminds me of Mikeaus, the Lunarch in that you can fairly usefully lay it at any point on your curve. This dork offers far less support and synergy than Mikeaus as well as being more colour restricted and starting out as a 3 drop not a 2 drop. You can at least get aggressive with it regardless of when you made it and how much you want to invest in growing it as it doesn't need to tap to do so. The biggest reason I like this is that while you generally want to end your curve by laying him you are still able to pad out your earlier curve with him and use your mana efficiently. It is quite a serious threat and not all that easy to block but suffers from having few potential archetypes, offering no added value and often needing further mana investment to do what you need from it. A high power card that will need to be tried out for sure although I don't hold out much hope of it remaining in the A cube.
Sin Collector 2.1
On the face of it this looks to be quite a lot weaker than Tidehollow Sculler. For one more mana you get one less toughness and are restricted more as to what you can take from your opponents hand. The upside is that whatever you take is gone forever which makes the body significantly more useful. With Sculler you are somewhat precious as losing it gives them the card back while with this you can chump, swing into blockers or sacrifice off from some other advantage. Vastly better against combo and control than against agro I think this card is still powerful enough to see cube play.
Sire of Insanity - no slot
The effect can be got far easier and far cheaper, the body can be far far surpassed for less mana as well leaving no place for this card in the cube. At its best it will be a Mind Twist on the back of a big old threat however so many things need to be just so that you are always going to be better off playing the separate effects.
Spike Jester 1.6
While this is no Goblin Guide it will still sit very well in Rakdos deck wins, an archetype that is quickly becoming the best of the Rx agro decks. He has two downsides, being gold and therefore only having one real home and having one toughness thus not always able to safely attack. Despite this there are no real comparable two drops that offer such a quick and cheap output of damage. You can clear the path of weenies easily in the early game and likely force them to trade with something fairly decent. Simple, effective and good value for mana.
Tajic, Blade of the Legion 0.8 (B cube)
I am rather unsure about this guy as I am not quite sure where he fits in. In a control deck where a 4 mana 2/2 indestructible would have a fair few uses you are not very often going to trigger the battalion making him a limp threat and probably worse than Solem Simulacrum or Hound of Griselbrand depending on which aspect of the card most appealed. Being a legend is tedious as it makes him so much easier to deal with thus negating a lot of the value of his indestructability. In an agro deck he is rather top end and requires you to have support to be much use aggressively. With no evasion his being so fat with battalion is negated a little too. As a presence of the board that is incredibly persistent I like this guy, he seems safe against mass removal, good with equipment and a pain to attack into. As a 4 mana legendary gold 2/2 with no obvious homes I don't like this guy. The four slot is no longer a place for stalling cards in control decks and there are far more immediate and powerful four drops for agro decks that lead me to think this won't get any play beyond the odd curious tester.
Tithe Drinker 0.7 (C cube)
I like little cards like this, it is both a fine dork for the cost and also quite a rounded lifegain source. Child of Night was too fragile to reliably gain you life as if it were important it would be the first guy to get blocked and killed. With Tithe Drinker you can hold back while still getting some value from the card until a more suitable time to get involved in combat again. Sadly it is both narrow and fairly low power meaning it will not wind up in that many lists but a great little utility filler card none the less. It might well be the card that gives us critical mass to build a vampire themed tribal cube deck which will be fairly bad but good fun.
Teysa, Envoy of Ghosts 0.4 (C cube)
This is just one mana too much. She does not end the game fast enough nor is hardy enough to be worthy of reanimation and seven is a big cut off point for cards for normal casting. This dork rather shuts down getting attacked and assures you 4 damage to them or a walker of their every turn, the thing is by the time you get to drop her the game will usually be over. As a 6/6 flier she would get reanimated, as she is I think I would rather play Elesh Norn. If played in a normal control deck they will just take a few hits for four while not attacking until they have enough to just alpha strike you.
Trostani's Summoner 0.1 (C cube)
While this is fairly awful compared to a lot of the big token making dorks it works really rather well with Torrent of Souls. 18 points of damage spread over several dorks in one big swing is potent. Myr Battlesphere does much the same and is easier to cast and far far better but in a quirky combo deck redundancy is good. I see no other uses for this dork beyond being a good Torrent target.
Unflinching Courage 0.5 (C cube)
Armadillo Cloak is a much cooler name for this effect. I haven't had the Cloak in my cube for a long time now although it is pretty decent as creature enchants go. With ever more hexproof dorks floating around the Cloak would probably be viable again which means this is too. Having built your deck somewhat to house the risky creature enchant you will benefit from being able to run two copies. When you manage to give a dork +2/+2, lifelink and trample the game ends pretty fast, it is an immense tempo swing and if done on the third or fourth turn will be vastly more powerful than what most other decks are up to. Sadly one copy is a bit narrow for the A cube and so I can't see the second copy getting in, especially with the weaker name.
Varolz, the Scar-Striped 1.9 (B Cube)
A bit of a combo card but also fairly reasonable as a generic dork. In the combo side of things he requires support, the best of which are narrow cards like Death's Shadow and Phyrexian Dreadnaught. It is a combo more akin to Reanimator than anything else as it doesn't win you the game, only put you quite far ahead. I think no dedicated combo deck will try and pull this off however I think many quirky types of BG deck may incorporate this combo from time to time. There are lots of ways to make use of unplayable creatures in black and green, putting them in the bin primed for scavenging. There are even fairly good ways of supporting Death's Shadow which is a fairly playable card with sufficient ways to control your life total. As a dork without any especially abusive scavenge effects he is having trample off being really powerful. In a weenie deck with lots on one mana two power dorks you will very easily be able to have the best guys of all the right sizes in play. You will also have lots of things your not so fussed about saccing to regenerate lying around making you far more able to curve out into Varolz. I think Varolz is better than Lotleth Troll as he can become a bigger threat more easily with less overall investment and aids your other dorks in play while being easier to curve with as well. Lotleth ideally wants regen mana up as often as possible making it rather clunky in the early game. I have given Varolz a lower rating than I first gave Lotleth but this is because I was very wrong about how good Lotleth was and vastly overrated him. The two work farily well together and so may both wind up with an A cube slot if testing proves Varolz to be both impressive and well played. I am tentatively giving him the B cube tag to begin with as he is narrow in some of his appliactions as well as being legendary and gold.
Voice of Resurgence 2.0 (B cube)
A powerful and annoying little critter that slots right into the hate bears archetype. As to whether any other decks would want this vamped up grizely bear is another matter, perhaps zoo. The effects are quite odd and work against some things well while others less so. Against mass removal he does nothing unless you have loads of things that persist or leave things behind like Thragtusk, Strangleroot Geist and Kitchen Finks in play at the time. Against spot removal he is naff in the early game and of increasing value as you get more dorks into play. This also applies to combat where in the early game he will be precious and frequently sit out of combat doing little for you while in the late game he will be something they really don't want to block or attack into. The other ability mostly just shuts down counterspells and helps protect things like man lands and the equipping of your dorks etc. It is an inconvenience if you have removal but it is brutal if you don't, particularly mass removal, but only if you do have countermagic you want to use. Without counter magic it is just quite an efficient but awkwardly scaling dork that replaces itself in some way. I much prefer Strangleroot Geist for being more consistent, more proactive. This has enough power to be in the A cube I am just afraid that it has only one or two homes as it is gold. I like the idea of this in a fairly token heavy deck using non creature state based pump effects like Honor the Pure so as to ensure the token lives through mass removal and can easily be powered up again to something fairly big. Perhaps also quite good in a Birthing Pod deck as you have control over when you turn it into a token.
Vorel of the Hull Clade 1.1 (C cube)
A funky effect but not good enough to build around and not having enough support to just throw into a deck and have it be good. He is of a nice safe size and will do some good blocking for you but he will do little more than River Kajin in all but the most dedicated deck, in which he will be win more rather than Grand Architect style support. Best cards to abuse with him that spring to mind are Tanglewire, Umezawa's Jitte although there are lots of fine creatures to ramp up as well. Cute and fun but not a wise use of a card or mana at cube level.
Warleader's Helix - no slot
Pff, at three mana this would be worthy but still not better than Lighning Helix which I don't rate much outside of control as it is. This is a good hoser against agro decks but really just a bit costly for this sort of ability.
Warped Physique - 0.3 (C cube)
A fairly versatile card that is cheap instant removal of high power in the early game while doubling up as an akward combat trick. You have a little control over how much you can pump or shrink things but not enough to make this a good late game removal card in non control decks and control decks have much less use of a combat trick and would prefer a more reliable removal spell. Nice design but not really enough for cube play.
Zhur-Taar Ancient - 0.4 (C cube)
I am not sure why you would want a Mana Flare on a dork and if you did I am sure you would rather a small 3 mana dork to a five mana fatty. Perhaps this is viable in ramp decks but I am never a fan of tapping out and giving my opponent double mana. It costs a bit too much to make it and have enough spare to compensate for your opponents turn.
Alive / Well - no slot
One situational yet reasonably cost ability and one generically useful yet overcost half. The fusion of the halves fails to offer an exciting package either. The only time I can see this getting play is when you really want to gain life in this way which is not something I see any cube decks wanting to do.
Armed / Dangerous - no slot
No working as a combat trick and being very costly make this card unwieldy and frankly unplayable in cube.
Beck / Call - 0.2 (C cube)
Very powerful when fused but too expensive to be commonly used as such. The halves when used independently really desire different archetypes, one being best in combo elves, the other in more control decks. As a split card this offers too little flexibility in how it is used to be good enough for cube although quite interesting and potentially powerful.
Breaking / Entering 0.1 (C cube)
Much like Beck / Call in that the effects are not good in the same decks when not fused. It is also far less powerful and reliable than Beck / Call when fused. It can be weak redundancy for Glimpse the Unthinkable in a mill deck. As a Reanimate effect it is really far too much mana, even with the added haste bonus, for any combo deck. Being so top end and of limited application this shouldn't see play in generic control or midrange decks either.
Catch / Release 0.8 (B cube)
While this is my favourite of the triple colour cold fuse cards I think it is still too narrow to find a consistent home in any cube archetypes. Nine mana to fuse is a stupendous amount and doesn't even do that much to put you ahead in the wrong situation. As it is all sorcery speed it cannot be used as a cheap combat trick and it requires you to have sacrifice effects for Catch to be worth playing as a control card. In more tempo based strategies Release is quite expensive and hard to abuse. It is a very powerful effect but, unlike Cataclysm or Death Cloud, both hard to build towards and highly dependant on what your opponent is up to. Overall a powerful but disjointed and highly situational card that is overly restricted by high cost and colours.
Down / Dirty 0.3 (C cube)
A versatile and useful card that is just a bit too expensive on each account for what you get. Regrowth effects are nice for certain decks and this one is reliable but not exciting. Being paired with discard is a pro and a con, it is good as discard is good early and tends to get worse while the opposite is the case for Regrowth effects. On the downside neither effect has any tempo at all and for already slightly overpriced cards I cannot see the flexibility of this spell outweighing the cost enough to see play. I see this as playable in the odd combo deck such as Oath of Druids and in Gifts Ungiven control decks but not likely to make any lists.
Far / Away 1.6 (B cube)
This is the most playable of all the fuse cards but it isn't exciting at all. Unsummon, Diabolic Edict or both always costing more mana than the individual cards. The strength in those spells is their cheapness however the cost is still passable on Far or Away. The effects work well together in that it makes the Edict far more likely to hit what you want it too. While a very rounded, versatile and well scaling removal effect it is only that and has no other uses like Fire / Ice or the various charms. All this does really is help against creatures which is fine but not exciting for a gold card which this must be consider as, unlike Fire / Ice, as it is never worth playing for just one of the halves. You might get forced into it through lack of other playables but then your deck is probably pretty bad. You can get some good value out of this card and it has an awful lot of fairly subtle flexibility but for what must be considered a gold removal spell it is actually a bit worse than plain old Terminate. When you want something dead you want cheap, no frills reliability more than a wide array of near miss options. I will most certainly be testing this as one of the flagship fuse cards in the hope it stays in the A cube but I really feel that it is ultimately a B cube quality spell.
Flesh / Blood 0.5 (C cube)
I am assuming the RG bit is Fling style aspect in which case it is a fairly powerful and undercost effect that has some strong applications in a couple of decks. Sadly the BG part of this card is really situational and massively overpriced. I am not sure you would ever really want the BG half in any deck and would only find yourself using it in the rarest of occasions which is a shame as the RG bit is almost good enough on its own.
Give / Take 0.1 (C cube)
More of an honorary slot for being novel as this card shouldn't see any play. It is all a little pricey let alone situational, risky and hard to really abuse with it being sorcery speed. One of the very worst cards when fused, for 4UG you may draw three cards if you have a dork in play (please don't utterly ruin me with instant removal).
Profit / Loss - no slot
Two words for why this gets no slot - Zealous Persecution.
Protect / Serve - no slot
Very unexciting combat trick, both overpriced and totally unwanted by all archetypes.
Ready / Willing 0.2 (C cube)
Very overpriced and highly situational on both halves, not to mention very colour restrictive. If it were not for having a use as a three mana mass removal counterspell there would be no place for this in my cube.
Toil / Trouble 0.8 (B cube)
One of the more interesting cards in the fuse collection as it has fairly playable generic effects that both work very well when fused and work towards different ends independently that could be desirable in the same deck. I am not sure this would have many homes as it is still a touch on the pricey side but I suspect it would rarely be a massive let down when you draw it.
Turn / Burn 1.7 (B cube)
Another card I will test but suspect it a little underpowered overall. With Far / Away both halves are of comparable use while with this Burn is vastly more useful than Turn. Turn is situational and fairly expensive to use on its own but does very reliably allow you to kill things when you do fuse, far more so than with Far / Away. Overall they are very similar cards but with burn being slightly more broadly useful than bounce Izzet seems to again be the king of split cards.
Wear / Tear 1.4 (B cube)
This could be almost a red Disenchant as it is totally playable in red decks without white mana and fairly easy to splash a bit of white into a mana base. A white deck would not play it in the same way as killing enchantments is a less maindeckable effect making the card often dead to either lack of targets and red mana. Better than Disenchant in a RW deck but probably not getting a slot on that fact alone and will need to prove itself as useful to the red mage as well.
Top 5 cards from Dragon's Maze
5. Aetherling
4. Sin Collector
3. Notion Thief
2. Ral Zarek
1. Blood Scrivener
I think Varolz, the Scar Striped and Voice of Resurgence will make more waves and be more powerful than some of this top five however they will appear in far fewer archetypes. It is certainly very close between them all for the coverted 4th and 5th slots. Overall the set is not especially powerful and has far less to offer the cube than Return to Ravnica which is surprising for a third gold set although less so for a small set.
Saturday, 20 April 2013
Red Storm
A mate of mine designed this new slant on red storm decks which has never really become an established archetype. Most storm decks have a blue base to get the required draw and card quality however red has some new tools at its disposal making it the viable main colour. There is sufficient redundancy in cost reducing effects and red rituals to have quite a reliable deck that uses a different mechanism to the other storm builds to generate its mana and storm count. The blue versions, being green, mono and red, all use effects that increase the amount of mana your lands tap for and effects that untap lands to go off. The blue untap effects tend to be more powerful when you have the right support cards such as High Tide or Heartbeat of Spring however the red rituals, despite being fairly weak, will work effectively regardless of what else you have giving you more options and more resiliance to disruption.
This deck is only really viable in rotissery formats as far too many of the key cards are narrow and wouldn't be in most cubes. So much of this deck was pulled out of the C cube but this has certain advantages in that you don't need to fight over things. Blue is always very heavily drafted in rotissery and this is correct, if half the field are not in blue, more so the case if it is a powered cube, then the players in blue will have much more powerful cards overall. This applies less in draft where blue is still very powerful but much harder to mould into a functioning archetype. It is always refreshing to find a powerful new build for a combo deck that has no need of blue, especially when it is one that is fairly robust against blue.
27 Spells
Lion's Eye Diamond
Mana Crypt
Mox Opal
Chrome Mox
Lotus Petal
Goblin Bushwhacker
Gitaxian Probe
Mana Vault
Faithless Looting
Elixir of Immortality
Recoup
Ruby Medallion
Helm of Awakening
Goblin Electromancer
Grapeshot
Manamorphose
Pyretic Ritual
Desperate Ritual
Scroll Rack
Grim Monolith
Seething Song
Wheel of Fortune
Priest of Urabrask
Simian Spirit Guide
Empty the Warrens
Memory Jar
Reforge the Soul
13 Lands
Great Furnace
Seat of the Synod
Ancient Tomb
City of Traitors
Volcanic Island
Scalding Tarn
Steam Vents
Shivan Reef
Cascade Bluffs
4 Mountains
Other possible sensible cards
Ignite Memories
Past in Flames
Mox Diamond
Goblin Welder
Lotus Bloom
Chromatic Star
Sensei's Divining Top
Wild Guess
Voltaic Key
Other possible tenuous cards
Gut Shot
Lava Dart
Gamble
Storm Entity
Scattershot (just to up the storm count)
Ground Rift (just to up the storm count)
As this is such an early evolution of the archetype the list is likely quite a bit off, usually in the ratios of things. Some cards are probably better off in the slots of others as they are fairly similar, Ingite Memories might be superior to having the Bushwhacker, Past in Flames might turn out to be more effective than Recoup etc etc. I will have to play around more wit the deck to be more confident in any preference but there is definitely enough choice and depth to tune this deck and have it be competitive. I would love more card draw effects but red isn't overdone with them and so I feel a touch light on win mechanisms and a little overdone with mana generation as it stands. The most common way presently for this list to lose is by not finding either one of the storm cards or one of the draw seven effects. If it gets at least one of each, preferably the draw seven into a storm card then it is usually way to fast to stop it going off. The most effective way of beating this deck is to deal with the tokens. A Pernicious Deed is very hard to beat and a Detention Sphere needs to be carefully played around using the Bushwhacker.
The deck is brutally fast and consistently goes off to some extent within the first three turns making somewhere between 8 and 22 goblins. It has to rely on speed as with such little card quality and tutoring you simply cannot play outs and have them be useful for you. Most blue storm decks pack at least once bounce spell to get a problem permanent out of the way prior to going off, this deck just has to go off first. Although probably never going to be quite of tier one standard this deck is certainly very close to tier one and a very good meta choice in a heavy blue field.
Most of your mana generation is cheap and works for you right there and then needing very little established infrastructure of lands. This means you can go off out of nowhere with no warning at all. The deck is fairly reliable at being able to cast most of the cards in its hand in one go allowing you to use a draw seven effect and unloading again. You are fairly all in once you start trying to go off as you rarely have the resources to have another go should your attempt fail. A great fun deck to play and really technical while refreshingly different.
.
This deck is only really viable in rotissery formats as far too many of the key cards are narrow and wouldn't be in most cubes. So much of this deck was pulled out of the C cube but this has certain advantages in that you don't need to fight over things. Blue is always very heavily drafted in rotissery and this is correct, if half the field are not in blue, more so the case if it is a powered cube, then the players in blue will have much more powerful cards overall. This applies less in draft where blue is still very powerful but much harder to mould into a functioning archetype. It is always refreshing to find a powerful new build for a combo deck that has no need of blue, especially when it is one that is fairly robust against blue.
27 Spells
Lion's Eye Diamond
Mana Crypt
Mox Opal
Chrome Mox
Lotus Petal
Goblin Bushwhacker
Gitaxian Probe
Mana Vault
Faithless Looting
Elixir of Immortality
Recoup
Ruby Medallion
Helm of Awakening
Goblin Electromancer
Grapeshot
Manamorphose
Pyretic Ritual
Desperate Ritual
Scroll Rack
Grim Monolith
Seething Song
Wheel of Fortune
Priest of Urabrask
Simian Spirit Guide
Empty the Warrens
Memory Jar
Reforge the Soul
13 Lands
Great Furnace
Seat of the Synod
Ancient Tomb
City of Traitors
Volcanic Island
Scalding Tarn
Steam Vents
Shivan Reef
Cascade Bluffs
4 Mountains
Other possible sensible cards
Ignite Memories
Past in Flames
Mox Diamond
Goblin Welder
Lotus Bloom
Chromatic Star
Sensei's Divining Top
Wild Guess
Voltaic Key
Other possible tenuous cards
Gut Shot
Lava Dart
Gamble
Storm Entity
Scattershot (just to up the storm count)
Ground Rift (just to up the storm count)
As this is such an early evolution of the archetype the list is likely quite a bit off, usually in the ratios of things. Some cards are probably better off in the slots of others as they are fairly similar, Ingite Memories might be superior to having the Bushwhacker, Past in Flames might turn out to be more effective than Recoup etc etc. I will have to play around more wit the deck to be more confident in any preference but there is definitely enough choice and depth to tune this deck and have it be competitive. I would love more card draw effects but red isn't overdone with them and so I feel a touch light on win mechanisms and a little overdone with mana generation as it stands. The most common way presently for this list to lose is by not finding either one of the storm cards or one of the draw seven effects. If it gets at least one of each, preferably the draw seven into a storm card then it is usually way to fast to stop it going off. The most effective way of beating this deck is to deal with the tokens. A Pernicious Deed is very hard to beat and a Detention Sphere needs to be carefully played around using the Bushwhacker.
The deck is brutally fast and consistently goes off to some extent within the first three turns making somewhere between 8 and 22 goblins. It has to rely on speed as with such little card quality and tutoring you simply cannot play outs and have them be useful for you. Most blue storm decks pack at least once bounce spell to get a problem permanent out of the way prior to going off, this deck just has to go off first. Although probably never going to be quite of tier one standard this deck is certainly very close to tier one and a very good meta choice in a heavy blue field.
Most of your mana generation is cheap and works for you right there and then needing very little established infrastructure of lands. This means you can go off out of nowhere with no warning at all. The deck is fairly reliable at being able to cast most of the cards in its hand in one go allowing you to use a draw seven effect and unloading again. You are fairly all in once you start trying to go off as you rarely have the resources to have another go should your attempt fail. A great fun deck to play and really technical while refreshingly different.
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Monday, 15 April 2013
Present Cube List: April 2013
I have been bulking out the cube for a while now, adding in more gold card, planeswalkers and mid to top end threats. This is to make it better for drafting with and it has a much closer feel to the Magic Online cube as a result. This means the cube is far closer to its upper cap of 720 cards, although I haven't bothered to counted it. Usually I do a list of what has gone in and out of the cube but I have been very disorganized and somewhat confused by the latest block. As the guilds have come out in patches and the various mechanics follow through to the last set it has been very hard to get a nice balance of cards. Gold cards are always the hardest to determine if they get a slot in the A cube, lots of the RtR block gold cards seem worthy but if you pack too much gold in your cube you will make drafting worse. I have been building loads of bad quirky decks to get some play time with the newer cards and thrown in all sorts of awful things that leave the cube right away again. So much has gone in and out of the cube on a regular basis since RtR and I doubt that will settle till a little while after Dragonmaze. All that is to say this isn't going to have an in-out list as it is fairly meaningless, you can work out what has changed by looking at the last cube list in the blog but it won't have any real context to gain any insight from.
There are still a bunch of cards in my A cube, both high powered ones with no real homes at the moment and some low power quirky potential cards, that are all from the latest block and that have not yet secured a permanent slot. These cards I am still testing are listed at the bottom but I suspect that the large majority of them won't stand the test of time.
Red
Chain Lightning
Lightning Bolt
Burst Lightning
Firebolt
Reckless Charge
Seal of Fire
Lava Dart
Faithless Looting
Gutshot
Pillar of Flame
Arc Trail
Searing Spear
Incinerate
Mizzium Mortars
Searing Blaze
Punishing Fire
Sulphuric Vortex
Wheel of Fortune
Molten Rain
Koth of the Hammer
Sneak Attack
Chandra, the Firebrand
Chandra Nalaar
Fireblast
Wildfire
Destructive Force
Rolling Earthquake
Devil's Play
Bonfire of the Damned
Mogg Fanatic
Grim Lavamancer
Goblin Guide
Stromkirk Noble
Kird Ape
Goblin Bushwhacker
Goblin Welder
Orcish Lumberjack
Kargan Dragonlord
Keldon Marauders
Hellspark Elemental
Ash Zealot
Tin-Street Hooligan
Torch Fiend
Plated Geopede
Zo-Zu the Punisher
Manic Vandal
Ball Lightning
Squee, Goblin Nabob
Chandra's Phoenix
Hellrider
Flametongue Kavu
Hound of Griselbrand
Thundermaw Hellkite
Siege-Gang Commander
Inferno Titan
Moltensteel Dragon
Green
Exploration
Nature's Claim
Rancor
Regrowth
Life from the Loam
Nature's Lore
Explore
Sylvan Library
Oath of Druids
Survival of the Fittest
Beast Within
Natural Order
Garruk Wildspeaker
Garruk Relentless
Birthing Pod
Primal Command
Plow Under
Overrun
Garruk, Primal Hunter
Hurricane
Llanowar Elves
Fyndhorn Elves
Elves of Deepshadow
Birds of Paradise
Basking Rootwalla
Noble Hierarch
Avacyn's Pilgrim
Wild Nacatl
Joraga Treespeaker
Llanowar Mentor
Quirion Ranger
Lotus Cobra
Strangleroot Geist
Fauna Shaman
Sakura-Tribe Elder
Viridian Shaman
Wall of Roots
Wall of Blossoms
Elvish Visionary
Kavu Predator
Scavenging Ooze
Tarmogoyf
Rofellos, Llanowar Emissary
Ohran Viper
Yavimaya Elder
Wood Elves
Eternal Witness
Wickerbough Elder
Vengevine
Master of the Wild Hunt
Wolfir Silverheart
Genesis
Thragtusk
Acidic Slime
Primeval Titan
Chancellor of the Tangle
Woodfall Primus
Craterhoof Behemoth
Worldspine Wurm
White
Enlightened Tutor
Orim's Chant
Mana Tithe
Swords to Plowshares
Land Tax
Path to Exile
Journey to Nowhere
Abeyance
Balance
Disenchant
Crusdade
Honor the Pure
Ajani, Caller of the Pride
Lingering Souls
Spectral Procession
Oblivion Ring
Wing Shards
Armageddon
Wrath of God
Cataclysm
Faith's Fetters
Ravages of War
Elspeth, Knight-Errant
Ajani Goldmane
Elspeth Tirel
Gideon Jura
Terminus
Austere Command
Gideon's Lawkeeper
Steppe Lynx
Mother of Runes
Champion of the Parash
Elite Vanguard
Student of Warfare
Isamaru, Hound of Konda
Thalia, Guardian of Threben
Stoneforge Mystic
Wall of Omens
Kor Skyfisher
Knight of the White Orchid
Loyal Cather
Kami of Ancient Law
Precinct Captain
Blade Splicer
Flickerwisp
Hero of Bladehold
Sublime Archangel
Restoration Angel
Academy Rector
Baneslayer Angel
Cluodgoat Ranger
Sun Titan
Iona, Shield of Emeria
Mikaes, the Lunarch
Blue
Brainstorm
Force Spike
Mental Misstep
Spell Pierce
Gitaxian Probe
Ponder
Preordain
Vapor Snag
Ancestral Vision
Think Twice
Lat-Nam's Legacy
See Beyond
Daze
Arcane Denial
Remand
Memory Laspe
Mana Leak
Counterspell
Cyclonic Rift
Negate
Capsize
Forbid
Timetwister
Frantic Search
Show and Tell
Jace Beleren
Tinker
Thrist for Knowledge
Fact or Fiction
Gifts Ungiven
Cryptic Command
Jace, the Mind Sculptor
Foil
Opposition
Gush
Time Warp
Temporal Manipulation
Treachery
Force of Will
Tezzeret the Seeker
Tamiyo, the Moon Sage
Upheaval
Time Spiral
Temporal Mastery
Stroke of Genius
Enclave Cryptologist
Phantasmal Bear
Cloudfin Raptor
Delver of Secrets
Phantasmal Image
Looter il-Kor
Snapcaster Mage
Augur of Bolas
Lighthouse Chronologist
Waterfront Bouncer
Spellstutter Sprite
Gilded Drake
Kira, Great Glass-Spinner
Grand Arbiter
Sea Gate Oracle
Trinket Mage
Serendib Efreet
Vendilion Clique
Venser, Shaper Savant
Glen Elandra Archmage
Sower of Temptation
Phyrexian Metamorph
Mulldrifter
Riftwing Cloudskate
Frost Titan
Consecrated Sphinx
Inkwell Leviathan
Black
Tragic Slip
Disfigure
Inquisition of Kozilek
Duress
Cabal Therapy
Thoughtseize
Reanimate
Entomb
Raven's Crime
Dark Ritual
Sarcomancy
Innocent Blood
Vampiric Tutor
Doom Blade
Go for the Throat
Demonic Tutor
Sinkhole
Smallpox
Exhume
Hymn to Tourach
Bitterblossom
Recurring Nightmare
Dismember
Phyrexian Arena
Infest
Necropotence
Liliana of the Veil
Yawgmoth's Will
Damnation
Hatred
Living Death
Yawgmoth's Bargain
Sorin Markov
Mind Twist
Death Cloud
Carnophage
Diregraf Ghoul
Carrion Feeder
Gravecrawler
Fume Spitter
Bloodghast
Dauthi Horror
Vampire Hexmage
Black Cat
Dark Confidant
Phyrexian Rager
Vampire Nighthawk
Geralf's Messengers
Hypnotic Specter
Skinrender
Abyssal Persecutor
Braids, Cabal Minion
Phyrexian Obliterator
Shriekmaw
Grave Titan
Griselbrand
Gold
Kitchen Finks
Knight of the Reliquary
Qasali Pridemage
Selesnya Charm
Bloodbraid Elf
Sarkhan Vol
Huntsmaster of the Fells
Rakdos Cackler
Dreadbore
Rakdos Charm
Blightning
Murderous Redcap
Olivia Volderan
Dimir Charm
Baleful Strix
Geist of Saint Traft
Supreme Verdict
Detention Sphere
Venser, the Sojourner
Stillmoon Cavalier
Sorin, Lord of Innistrad
Vindicate
Merciless Eviction
Lightning Helix
Ajani Vengeant
Figure of Destiny
Fire / Ice
Izzet Charm
Simic Sky Swallower
Trygon Predator
Edric, Spymaster of Trest
Shardless Agent
Abrupt Decay
Pernicious Deed
Deathrite Shaman
Vraska the Unseen
Sphinx of the Steel Wind
Nicol Bolas, Planeswalker
Artifact
Engineered Explosives
Mox Opal
Chrome Mox
Mox Diamond
Mana Crypt
Zuran Orb
Everflowing Chalice
Cursed Scroll
Mana Vault
Voltaic Key
Bonesplitter
Skullclamp
Sensei's Divining Top
Black Vise
Terrarion
Chromatic Sphere
Chromatic Star
Aether Vial
Pithing Needle
Ratchet Bomb
Scroll Rack
Isochron Scepter
Winter Orb
Ankh of Mishra
Umezawa's Jitte
Grim Monolith
Talisman of Progress
Talisman of Dominance
Talisman of Indulgence
Talisman of Unity
Talisman of Impulse
Sword of War and Peace
Sword of Fire and Ice
Sword of Feast and Famine
Crucible of Worlds
Tangle Wire
Vedalken Shackles
Thran Dynamo
Khalni Gem
Nevinyrral's Disk
Smokestack
Gilded Lotus
Batterskull
Memory Jar
Karn Liberated
Hex Parasite
Phyrexian Revoker
Spellstutter Sprite
Metalworker
Palladium Myr
Solem Simulacrum
Molten-Tail Masticore
Lodestone Golem
Precursor Golem
Wurmcoil Engine
Myr Battlesphere
Sundering Titan
Blightsteel Colossus
Emrakul, the Eons Torn
Lands
Flooded Strand
Bloodstained Mire
Windswept Heath
Wooded Foothills
Polluted Delta
Misty Rainforest
Arid Mesa
Marsh Flats
Scalding Tarn
Verdant Catacombs
Tropical Island
Underground Sea
Taiga
Savannah
Scrubland
Volcanic Island
Bayou
Badlands
Plateau
Tundra
Godless Shrine
Steam Vents
Overgrown Tomb
Blood Crypt
Hallowed Fountain
Sacred Foundry
Watery Grave
Breeding Pool
Stomping Ground
Temple Garden
Yavimaya Coast
Llanowar Wastes
Shivan Reef
Caves of Koilos
Battlefield Forge
Adarkar Wastes
Brushlands
Sulfurous Springs
Underground River
Karplusan Forest
Graven Cairns
Sunken Ruins
Wooded Bastion
Twilight Mire
Fetid Heath
Cascade Bluffs
Fire-Lit Thicket
Flooded Grove
Rugged Prairie
Mystic Gate
Azourious Chancery
Simic Growth Chamber
Orzhov Basilica
Golgari Rot Farm
Selesnya Sanctuary
Boros Garrison
Dimir Aqueduct
Gruul Turf
Rakdos Carnarium
Izzet Boilerworks
Glacial Fortress
Sunpetal Grove
Woodland Cemetery
Sulfur Falls
Isolated Chapel
Rootbound Crag
Drowned Catacombs
Hinterland Harbor
Dragonskull Summit
Clifftop Retreat
Raging Ravine
Stirring Wildwood
Creeping Tar Pit
Lavaclaw Reaches
Celestial Colonnade
Lonely Sandbar
Forgotten Cave
Tranquil Thicket
Barren Moor
Secluded Steppe
Ancient Den
Vault of Whispers
Tree of Tales
Great Furnace
Seat of the Synod
Darksteel Citadel
Windbrisk Heights
Karakas
Flagstones of Trokair
Smoldering Spires
Teetering Peaks
Barbarian Rings
Gaea's Cradel
Pendlehaven
Treetop Village
Faerie Conclave
Shelldock Isle
Urborg, Tomb of Yawgmoth
Lake of the Dead
Grove of the Burnwillows
Desolate Lighthouse
Ancient Tomb
City of Traitors
Wasteland
Rishindan Port
Mishra's Factory
Blinkmoth Nexus
The recent stuff provisionally in the cube getting tested:
Skullcrack
Legion Loyalist
Hellraiser Goblin
Boros Elite
Fencing Ace
Frontline Medic
Mana Bloom
Experiment One
Thrull Parasite
Goblin Electromancer
Lotleth Troll
Judges Familiar
Nightveil Specter
Burning-Tree Emissary
Boros Reckoner
Aurelia's Fury
Ghor-Clan Rampager
Dryad Militant
Simic Charm
Boros Charm
Shattering Blow
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