A little more condensed
than normal, in part as I didn't start reviewing until recently to
avoid confusions as per last set review which came out well well
after set release. Secondly the set itself is really quite weak and
has less to offer even my bloated cube and reserve cubes! Hopefully
the important information on the interesting and key cards is still
all there.
Brimaz, King of Oreskos
3.5
One of the obvious
highest power level cards in this set. Compared to Hero of Bladehold
you really don't get that much less of a card despite paying one less
mana for it. Brimaz is a slower clock than Hero but is a more rounded
card being able to offer an advantage in defence as well as on the
offence. Brimaz is a high power and quality tempo card that will
quickly get out of hand in terms of added value should he survive too
long. He should easily see play in both agro and control for being
such a well rounded and high power card.
Eidolon of Countless
Battles 2.0 (B cube)
At worst this is a grey
ogre, at best it turns a dork into a very serious card that has
decent protection against removal effects. While a little bit fluffy,
slow and random for the cube this card offers a lot of synergy and
trickery with a good range of uses without ever being a dead card.
Bestow is a fun and interesting mechanic however very few bestow
cards are close to cube worthy. This Eidolon is one of the better
bestow cards for cube play and although perhaps not worthy on power
alone the added interest, diversity and fun value do count for
something in cube. Enough cards like this will one day make an agro
aura deck actually viable.
Fated Retribution 2.5
Seven mana is an awful
lot to pat for a Wrath effect but this one has enough extra on it to
make it interesting. Killing planeswalkers is a big deal now as they
tend to be the second most common threat type. Planar Cleansing has
seen basically no cube play and is one mana less for a card that
kills creatures and planeswalkers however it has several issues of
its own that Fated Retribution does not. Firstly Planar Cleansing
kills all non-land permanents making it a much harder card to abuse
and leave yourself in an ahead position rather than just an equalized
one. Fated Retribution will leave all your Oblivion Rings and Land
Taxes in play and just be easier to play and build around. Secondly
Planar Cleansing is a sorcery which not only makes the high casting
cost far more restrictive in a control deck but also makes it useless
at killing man lands and other pesky threats (not that an instant
Planar Cleansing would solve this as it hits only non-land cards but
in general instant speed Wrath effects are substantially more useful
in cube). With the importance of instant speed I suspect the bonus
scry will not frequently come into play in the cube however it is
certainly only to the cards merit having the option available.
Loyal Pegasus 1.5 (B
cube)
My kind of card! Not
really a cube worthy card as it is that little bit too unreliable
however a one mana 2/1 evasion dork is hard to ignore. I am sure this
will be dug up to feature in evasion based white weenie meta game
choice decks but I am also sure it would be last pick most of the
time in your standard cube.
Spirit of the Labyrinth
2.5
A fine aggressive body
with a classic white weenie disruption ability. While a little
vulnerable the disruption is generic enough that it should hit lots
of decks, and some of them very hard. Card draw is something white
weenie tends to lack and so the disruption effect will have little
impact on your game and of build of the deck unlike cards such as
Thalia who greatly change the structure of your deck. It can be saved
so as to come down the turn before they might resolve an Ancestral
Visions so as to greatly increase the chances of you getting value
out of the card and minimise the downside of its low toughness. White
has many “hate bears” in its arsenal however this one is more
comfortable to play, has one of the broadest ranges of impact and
comes on an acceptable body for the cost, all of which should lead to
it being one of the more commonly played disruption dorks in white
agro decks.
Deepwater Hypnotist 0.5
(B cube)
Only a card that is
playable in merfolk themed decks but one of the better cheap filler
merfolk currently availaible.
Perplexing Chimera 2.5
This is one of the most
interesting and potentially abusable cards in the set. This is Gilded
Drake meets Seal of Counterspell! All the possible abuses of Gilded
Drake will apply to this card while being that much more powerful in
its overall effect. As soon as you have made your Perplexing Chimera
they really don't want to make anything more powerful than a 3/3 and
cannot make anything that is able to deal with it such as a Jace, the
Mind Sculptor, Molten-Tail Masticore or Karn Liberated. The Chimera
will be very hard to play around and will have the potential to lock
out games all the while beating down for 3 each turn. Cheap removal
is the obvious answer to the Chimera however it is risky to throw
removal at the Chimera if you have any targets for it to redirect to,
even if they are less powerful than the Chimera themselves. Lets say
you lightning Bolt my Perplexing Chimera and I chose to redirect it
to your 2/2 token and give you the 3/3 in exchange. This may seem
like a bad play immediately but from then any bounce effect I might
have will eventaully return the Chimera to my side of the board. If I
have a permanent in play such as a Waterfront Bouncer I don't even
give them the option to redirect the effect. A very tricksy and
powerful card that will require a fairly focused build to make the
best use of it.
Whelming Wave 2.0
Despite the lack of
many good serpents, kraken and other giants of the sea to abuse this
with in cube I think a four mana global dork bounce has a place in
blue. Mostly I see this as a stopgap wrath when you are not playing
white in your control deck or just a delay card in combo decks as you
might use a Crypic Command. While it lacks the utility and card draw
of other bounce and tap effects Whelming Wave will be able to cope
with almost any board position and will tend to buy quite a lot more
time than the single turn you often get from single bounce or mass
tap. If you do get to bounce things and leave yourself with some big
fish then good for you but I don't think it needs to be doing that to
be a useful card. The single mana cost less than Sunder makes a great
deal of difference to the playability of the card and brings it up to
cube power level.
Bile Blight 2.5
For BB instead of 1B
you get 50% more effect than you do with Echoing Decay. A lot of
blacks 2 mana spot removal is currently 1B and tends to have target
limitation but will get the possible targets well dead. As such there
is very much room for a freely targettable cheap spot removal spell
with some bonus utility even if it won't always outright kill all of
its potential targets. The added utility of Bile Blight being able to
take out multiple dorks of the same name is less powerful in cube
than non-singleton formats however the abundance of tokens and clone
effects in the cube will ensure that Bile Blight is getting extra
value at least some of the time.
Drown in Sorrow 3.0
A direct upgrade on
Infest so no questions about the inclusion of this in my cube. What
remains to be seen is if there is sufficient demand for both this and
Infest which I doubt due to the recent commander offerings to the
cube pool.
Herald of Torment 2.0
Another fat flying dork
with a typical black drawback but with an exotic bestow sweetener to
peak my interest. While I suspect the bestow will be used
infrequently in a cube environment it will transform the worst of
dorks into a decent threat when it is while offering card advantage
at the same time. Despite the fairly high cost to bestow the fact
that you will tend to get haste with your +3/+3 and flying means that
you can get some good tempo out of the card as well. Solid as a three
drop and powerful when bestowed make this another one of the top
bestow dorks for cube play. Not a thrilling card when you can't wait
to bestow it but still decent enough to be doing what you need.
Gild 1.0 (B cube)
I want Gild to be good
enough for cube as black always feels jipped compared to white in
terms of spot removal and a bit of good exile would help that along.
Sadly four mana sorceries, even ones with bonus Lotus Petals are not
keeping pace with cube spot removal of any sort.
Marshmist Titan 1.0 (B
cube)
Black, unsurprisingly,
has been the colour to most take advantage of devotion so far in
cube. While this is a fairly vanilla card it is exactly the sort of
thing you want in a black deck if you can get it with at least four
devotion. It is just fat and cheap with no drawbacks or anti synergy.
If you can reliably have a high devotion then this will fill a sort
of Tarmogoyf role although in reality it will play more like a Myr
Enforcer. I doubt any but the most dedicated devotion theme decks
will make use of this and so it should not be a cube mainstay but it
is a card of very high power potential none the less.
Pain Seer 3.0
Another attempt at a
fair Dark Confidant that shall join the ranks of the more situational
Blood Scrivener. In normal decks this is quite a lot worse than
confidant, even in best case scenarios where you get to attack and
survive each turn so as to inspire the following one you have to wait
a whole extra turn over the confidant to draw your first card. A
single point of toughness is not compensation for this significant
drawback. Add to this the fact that most of the time it will get
blocked and killed my guess is that the average cards you draw from
this in your average suitable deck will be comparable to that of
Blood Scrivener, which is to say about a fifth of what you would
expect from confidant on average. Despite how much worse than
Confidant is in its primary role as a card draw engine you are still
getting an ok body with the potential to draw many cards which is a
fine deal. The thing that is nice about both Blood Scrivener and Pain
Seer is that you have to work at making them good and when you get it
spot on both can be more powerful draw than Dark Confidant. For Pain
Seer I think there is less support than there is for Scrivener
however I think the Pain Seer support cards are generally less
restrictive on your deck type and flavour. Cards like Springleaf Drum
are the best to help abuse Pain Seer as they both speed up getting to
inspire him and allow you to tap without having to attack. I am sure
there are silly combo ways to go infinite and draw your whole deck
with Seer (or at least kill yourself!) but you are probably best of
using him in more standard decks with appropriate support cards.
Courser of Kuphix 3.0
The balance on this
card feels just right for it to be solid in the various ramping green
decks in the cube. Oracle of Mul Daya does more to ramp you than
Courser however at four mana you are not that desperate to ramp from
the card and tend to want it most for card advantage. Oracle is also
very vulnerable which is not ideal on four drops. Four toughness as
well as a mana less make this much better than Oracle as a card
advantage card which to my mind is the main reason to play either.
Having the option of both certainly will be nice for some heavily
focused decks too. The Grazing Gladeheart aspect of Courser is
generically useful in the decks that will play it, will sure up
certain matchups where life is important and will have combo abuses
with Fastbond. It not only has synergy with the types of decks that
play it but also with the other mechanisms on the card and so courser
should be decent in decks without any specific need of the card. Even
simple synergies with courser and other stand alone good cards seem
strong such as Sylvan Library or sac lands.
Satyr Wayfinder 2.0
Sylvan Ranger is fairly
frequently called upon to be appropriate filler in a selection of
decks. While Satyr Wayfinder is no elf and won't be helping out
tribal decks his ability is overall more powerful. Not only will it
help find non basic lands but it will also help to fill up your
graveyard which is desirable in many kinds of deck. From time to time
you will miss lands all together which means you have to quite want
to fill up your yard or find non basics to make this better than the
elf. Despite being somewhat unexciting nor loaded with power it is
this kind of wide application, usually good, cheap support that keeps
cube a broad and interesting format.
Kiora, the Crashing
Wave 2.0
Earlier I stated that
the cube had no worthy dorks to have remain in play post Whelming
Wave and now I notice this planeswalker can make kraken! Sadly this
has very lows odds of working as a synergy, ultimates are not
commonly used and I suspect Kiora's will be activated less than the
average. It not only takes a long time to get to the required loyalty
but pretty much precludes the use of the -1 ability which is to my
mind the main reason you should be playing Kiora in your deck. The
ultimate may seem nominally cheap however it is only really worth
looking at it in comparison to her starting loyalty and her + loyalty
effects, both of which are very low thus making for a very hard
ultimate to pull off. As we know planeswalkers are judged mostly on
the quality of their easily reusable cheaper effects and in this
regard Kiora has two very nice ones. A nice plus loyalty protection
ability which may not deal with threats but will be able to negate a
much broader array of threats than other planeswalker protection
abilities. Man lands, fat tramplers, fliers, other planeswalkers all
can be calmed down by Kiora's +1. All the best planeswalkers have
some capacity to protect themselves so you play them into more
competed boards and so Kiora scores highly for her self protecting
effect. Sadly she does rather need to be strong in this regard as a
starting loyaty of just 2 is really fragile and leaves little margin
for error. The -1 ability is also very nice as it both gets you card
advantage as well as potentially ramping you. Again, due to the low
starting loyalty you cannot just hammer the -1 effect and wind up
with rediculous value over a few turns as you are able with cards
like Ajani Goldmane and Jace Beleren. To get the requierd value out
of Kiora you will need to use the +1 a few times and have her survive
at least 3 turns worth of activations. Overall this is a powerful and
rounded planeswalker that would be top tier if it were single colour
and started with 3 loyalty. As a gold card with two loyalty I suspect
Kiora will be relatively niche.
Kiora's Follower 2.0
A lovely little utility
bear that has elegant synergy with the inspire mechanic from the set.
This dork can beat, he can ramp, he can offer combat trickery, he can
inspire and he can help double up activations. He scales very well
with things like Gaea's Cradle or even just a Joraga Treespeaker. All
this utility on a two drop with a reasonable body. Not itself a game
winning card or total powerhouse, it is instead the kind of card that
acts as the essential glue that holds other powerhouses cards
together. No specific decks jump to mind for where this might find a
home however lots and lots of cards and interactions where this guy
shines do come to mind and so I am sure this will see some play.
Being gold I suspect it will not however become a support card
mainstay in the cube but still definitely worth a long trial.
Ragemonger 1.5 (B cube)
Cards that reduce mana
cost cannot easily be overlooked and the few that reduce coloured
mana symbols have some frightening potential. I love an Edgewalker
and this minataur version offers a bit more body for your what you
pay as well as the abusive mana cost reductions. Sadly the only
application for this deck is a tribal one and there are not that many
quality mancows to choose from compared to the other top rate tribes
even with all the other recent strong additions. Certainly not a card
for the main cube however also a card I have to try to abuse at some
stage!
Xenagos, God of Revels
1.0 (B cube)
Not overly exciting as
on both accounts you need other cards to make this five mana card do
anything. Either you need high devotion to have an indestructible
fatty or you need to be following him up with dorks to pump and haste
in with. Having no trample himself or on the effect makes it a lot
less powerful and likely slower to have a significant impact. It will
be very hard to build a cube deck where this is used to most of its
potential without the deck being really awful. It is a card like Ogre
Battledriver, lots of power but very awkward to make use of it. Being
gold I cannot see this getting close to enough play to deserve a top
flight cube slot which does not bode well for the other weaker gold
gods.
Temples of Scry 3.0
The last lot I knew
would be good and they were better than I thought. I was only going
to throw in the off colour ones to even up the balance however they
are too good not to have the full suite.
C cube stuff
Hero of Iroas – only
good in aura themed deck but very powerful there.
Sanguimancy – worse
than Necrologia, Ad-Nauseum etc so unlikely to ever see play despite
high power.
Asctral Conucopia –
worse than most 3 mana ramp but has synergy with Trinket Mage and
proliferate effects so some potential.
Fate Unraveler – a
bit of a hate card that doesn't do enough else for the mana unless in
some weird combo kind of deck I cannot imaging being worth it or
good.
Fated Conflagration –
I can't see a four mana burn spell that can't dome people being good
enough. Scry is nice but burn is far less good at sorcery speed so
the trade off will always hurt some. Tripple red as well makes me
really not see this in the cube but I could be wrong if red ends up
having some more controlly options where reliable removal is desired.
Reckless Reveler –
Another Torch Fiend, I can't see any reason to play one over the
other at present so all about the art work! I cannot imagine a deck
or a cube wanting both.
Searing Blood – on
the surface seems like it is another Searing Blaze but in reality is
a lot worse. Only dealing two damage to the dork and only then
hurting the player if the dork dies. Situational with not enough
power to offset that.
Fated Intervention –
good card but five mana to do rather unexciting things. This would
not be out of place in a cube as it is powerful and offers a decent
quantity of utility as token generators go. Other five drops either
do something more specifically desirable or are just a lot more
powerful.
Hunter's Prowess –
powerful both as card draw and for a big smack to the face but a
little to easily disrupted and situational for my liking.
Karametra's Favour –
the kind of dull annoying card you will inevitably want one day and
regret not setting aside, although you will probably then go on to
regret having done that when your deck is awful rather than the
novelty fun you had hoped for.