So rare is it to have a new archetype in the cube that even those that are slightly different are fairly exciting. This deck is essentially just another mono black good stuff deck that has a devotion focus rather than some other inbuilt main focus synergy. Despite only really having two worthwhile devotion cards in Grey Marchant and Nykthos the capabilities of the deck quite improved on the more standard mono black style decks. Many of the highest power black cards are heavy on the black mana, which of course devotion rewards you for. Black also has a bit of burst with Dark Ritual and Lake of the Dead which really help get Nykthos online that much faster. The combination of all those cards ensure you will have access to a lot more mana than a standard midrange deck and as such can build to exploit that.
Another reason that devotion naturally slots in with mono black so well is the life gain on Grey Merchant. Black loves to spend its life on other luxuries and so having worthy cards that can replenish the life total are of much higher value that they are in other colours. I was a bit surprised by quite how effective the Grey Merchant is, initially intending it to reside in the C cube only to come out for quirky decks but it seems comfortably powerful enough for a main cube slot. A quickly dangerous and very swingy comes into play effect on a reasonably decent body complete with a great array of support cards mean that black can be a little more nimble and keep their opponents playing more cautiously. Gray Mechant, as I am sure all of you standard players are all too aware, will simply end games out of nowhere.
23 Spells
Sarcomancy
Gravecrawler
Inquisition of Kozilek
Skullclamp
Tragic Slip
Deathrite Shaman
Vampiric Tutor
Dark Ritual
Pack Rat
Bloodghast
Nantuko Shade
Vampire Hexmage
Geralf's Messengers
Vampire Nighthawk
Liliana of the Veil
Hero's Downfall
Necropotence
Pernicious Deed
Phyrexian Obliterator
Skinrender
Grey Merchant of Asphodel
Sorin Markov
Ink-Eye, Servant of the Oni
17 Lands
Lake of the Dead
Nykthos, Shrine to Nix
Urborg, Tomb of Yawgmoth
Verdant Catacombs
Bayou
Overgrown Tomb
11 Swamps
Other Considered Cards
Doomblade
Sickening Shoal
Drana Kalistrasa, Bloodchief
Nezumi Graverobber
Thoughtsieze
Mox Diamond
Drain Life
Carrion Feeder
The deck itself is fairly straight forwards and rarely presents those complicated turns chock full of complicated choices. The trick to being good with this kind of deck is being able to recognize the direction the game is taking as early on as possible. This will allow you to set up so that you always have something you want to be doing on the few following turns despite not having the breadth of options. The splash of green is painless and greatly increases the overall integrity of the deck, particularly with the Vampiric Tutor.
I tried this out using Boarderposts so as to increase my devotion but it really isn't worth it. The few devotion cards all work so well with the other black staples that you don't need to bother going to any extra effort to make them better. Having better consistency overall vastly outweighs powering up the devotion mechanic, this applies in black based decks more so than most other kind of deck.
The most notable thing to me in this list is the absence of Death Cloud, a card I rate as one of the most powerful in the cube and an auto include in heavy black decks. The simple answer is this deck is the first I have built in which I didn't feel forced into playing the Cloud. Black is typically limited in the ways in which it can deal with a lot of situations and is also a fairly inflexible colour. Death Cloud is not only highly versatile in what it allows you to do to a game but it also has great crippling potential. The logic being that you can't deal with certain things that might befall you should you leave your opponent sufficiently undisrupted and so you use the power of Death Cloud to pro actively sabotage what is going on.
The reusable power of Nykthos combined with powerful card draw engines means that you don't want to hobble the momentum of the game as you will be powering out much harder than your opponent. The safety of newer cards like Hero's Downfall and good old Pernicious Deed mean you can feel more secure against scary things you might otherwise want a Cloud to prevent ever being cast.
Black doesn't have that many great mana sinks which are useful in this kind of deck should you fail to get a card advantage engine running. Pack Rat is fine but needs more fuel than just mana and so I found myself in the rare situation of bringing back an old retired monster of old - the Nantuko Shade. Despite its age it is still a fine little threat and can quickly become a must block dork.
I wanted a little more meat to the deck as I had so many slots filled with piddly little critters to enable quicker devotion and the Skullclamp engine. Grave Titan is certainly a lot more power than Ink-Eyes however the utility in being able to reuse various enter the battlefield effects was too tempting. This version worked fine despite the some what anti-synergy of Pernicious Deed and small critters.
I have since done several other incarnations of this kind of deck that range from the very agro to the much slower control. The only main theme is that they all use Gray Merchant, Lake of the Dead and Nykthos combined with a selection of other heavy black costing dorks. Light splashes offer a lot and work fine but you cannot afford to have lands that don't tap for black and you want lots of swamps for your Lake of the Dead so the splashes have to stay light. Mono black also works perfectly well and can cover the full range of agro to control well. It even works pretty well just playing the most powerful spells you can without paying mind to what direction you are going in.
For the first time ever I have more black cards I want in the main cube than any other colour. Black has gained more than any other colour in recent magic sets and Theros block by far the most significant for the colour. It is the most powerful and versatile colour to go mono with and is a great support colour chock full of golden goodies. Black has so much inbuilt synergy with paying life and gaining it, discarding things and recurring them, sacrificing things in abusive ways etc. all on stand alone good cards that the hardest part is knowing which bits to let go of. In this list I was doing a bit too much but it was still a good way to learn about the new goodies and where they are most powerful, to which the answer seems to be everywhere heavy black.
Wednesday, 30 April 2014
Tuesday, 29 April 2014
UR Seismic Control - A design exercise
I like to set myself challenges in terms of deck building. I find it helps creativity and provides unusual and entertaining experiences that I learn a lot from. A common challenge is to remove a typically included colour from an established archetype. My most recent attempt at this was to have a straight red blue Seismic Assualt deck. Normally they would use green to find, recur and ramp lands or white to tutor easily for enchantments and have the Swans of Brynn Argol engine, or both! Obviously you can run Swans in RU but this felt a bit like cheating - I wanted to see if you could get it done without that sort of thing.
The plan was two fold, one involved using a high quantity of draw seven effects to both find your Assault and have sufficient lands in hand for the kill. The second involved getting to a high number of land in play and using either Trade Routes or Upheaval to get them back in hand ready to throw at your opponents face. Neither were quick nor that reliable and so a fairly control style deck was needed to house the elements. I wanted most of my cards to cycle and I was very happy to have lots of scry style effects and exile effects so that I could increase the frequency of my action cards.
Chrome Mox, the various Time Walk effects and Solemn Simulacrum were all simply to ramp up my mana in play. You need nine mana to be able to Upheaval and cast Seismic Assualt which is not a realistic thing to survive to in such a threadbare control deck. All of those bar the Mox effectively cycle as well so they comply with the general decks design.
As I didn't need any card advantage due to the big draw seven effects I could focus on card quality in things like Impulse. This was to make up for the lack of appropriate tutors for Seismic Assault - a card I simply needed to be able to win. I also played Spellskite to potentially offer some protection for the Assault due to its importance.
24 Spells
Chrome Mox
Brainstorm
Divining Top
Preordain
Trade Routes
Treasure Hunt
Impulse
Snapcaster Mage
Fire / Ice
Arcane Denial
Remand
Spellskite
Lat-Nam's Legacy
Seismic Assault
Time Twister
Wheel of Fortune
Cryptic Command
Solemn Simulacrum
Force of Will
Temporal Manipulation
Time Spiral
Upheval
Temporal Manipulation
Bonfire of the Damned
16 Lands
Temple of Epiphany
Scalding Tarn
Volcanic Island
Steam Vents
Sulphur Falls
Izzet Boilerworks
Cascade Bluffs
Shivan Reef
Oboro, Palace in the Clouds
Shelldock Isle
2 Mountains
4 Islands
Some other stuff I wanted to play:
Electrolyse
Trinket Mage
Sunder
Ponder
Reforge the Soul
The only awful card was the Treasure Hunt which should have been something else. The deck did not have the land count nor the capacity to mould the library enough to abuse properly. There were a few other cards that could have easily been swapped for other things, Simulacrum for Electrolyse would have been fine, Ponder for Impulse etc. Not direct replacements but as a lot of the deck was simply appropriate filler cards these sorts of changes will make subtle differences but have little overall effect across lots of games versus lots of different decks.
Bonfire of the Damned was the only card I played simply as a powerful control card able to buy me lots of time and handle things. It felt a bit cheaty but mainly this was because it was really good, almost a necessity in what is essentially a combo deck trying to curve out like a control deck to nine mana. The combo was very hard to set up so that it could kill someone and was especially vulnerable to life gain. This was offset somewhat by the fairly unfair combination of draw seven effects and the taking of extra turns which I have seen obtain wins for far more tenuous things that Seismic Assault.
Ultimately the deck would have been quite fun and fair if it were not for Shelldock Isle which utterly broke it and let all sorts of abusive things happen. With all the card filter and draw it was incredibly easy to turn on the Isle and common place to set it up to get a big spell under it for its obscene mana saving potential. Several games I used it multiple times with all the bounce land effects for extra card advantage goodness. Casting my spells at instant speed was also of great help. All this from a land felt unfair, and was frankly. It allowed me to go off that much faster and that much more dangerously.
A very fun deck to play but gets both of the slow aspects of control and combo leaving your opponents bored and miserable.
The plan was two fold, one involved using a high quantity of draw seven effects to both find your Assault and have sufficient lands in hand for the kill. The second involved getting to a high number of land in play and using either Trade Routes or Upheaval to get them back in hand ready to throw at your opponents face. Neither were quick nor that reliable and so a fairly control style deck was needed to house the elements. I wanted most of my cards to cycle and I was very happy to have lots of scry style effects and exile effects so that I could increase the frequency of my action cards.
Chrome Mox, the various Time Walk effects and Solemn Simulacrum were all simply to ramp up my mana in play. You need nine mana to be able to Upheaval and cast Seismic Assualt which is not a realistic thing to survive to in such a threadbare control deck. All of those bar the Mox effectively cycle as well so they comply with the general decks design.
As I didn't need any card advantage due to the big draw seven effects I could focus on card quality in things like Impulse. This was to make up for the lack of appropriate tutors for Seismic Assault - a card I simply needed to be able to win. I also played Spellskite to potentially offer some protection for the Assault due to its importance.
24 Spells
Chrome Mox
Brainstorm
Divining Top
Preordain
Trade Routes
Treasure Hunt
Impulse
Snapcaster Mage
Fire / Ice
Arcane Denial
Remand
Spellskite
Lat-Nam's Legacy
Seismic Assault
Time Twister
Wheel of Fortune
Cryptic Command
Solemn Simulacrum
Force of Will
Temporal Manipulation
Time Spiral
Upheval
Temporal Manipulation
Bonfire of the Damned
16 Lands
Temple of Epiphany
Scalding Tarn
Volcanic Island
Steam Vents
Sulphur Falls
Izzet Boilerworks
Cascade Bluffs
Shivan Reef
Oboro, Palace in the Clouds
Shelldock Isle
2 Mountains
4 Islands
Some other stuff I wanted to play:
Electrolyse
Trinket Mage
Sunder
Ponder
Reforge the Soul
The only awful card was the Treasure Hunt which should have been something else. The deck did not have the land count nor the capacity to mould the library enough to abuse properly. There were a few other cards that could have easily been swapped for other things, Simulacrum for Electrolyse would have been fine, Ponder for Impulse etc. Not direct replacements but as a lot of the deck was simply appropriate filler cards these sorts of changes will make subtle differences but have little overall effect across lots of games versus lots of different decks.
Bonfire of the Damned was the only card I played simply as a powerful control card able to buy me lots of time and handle things. It felt a bit cheaty but mainly this was because it was really good, almost a necessity in what is essentially a combo deck trying to curve out like a control deck to nine mana. The combo was very hard to set up so that it could kill someone and was especially vulnerable to life gain. This was offset somewhat by the fairly unfair combination of draw seven effects and the taking of extra turns which I have seen obtain wins for far more tenuous things that Seismic Assault.
Ultimately the deck would have been quite fun and fair if it were not for Shelldock Isle which utterly broke it and let all sorts of abusive things happen. With all the card filter and draw it was incredibly easy to turn on the Isle and common place to set it up to get a big spell under it for its obscene mana saving potential. Several games I used it multiple times with all the bounce land effects for extra card advantage goodness. Casting my spells at instant speed was also of great help. All this from a land felt unfair, and was frankly. It allowed me to go off that much faster and that much more dangerously.
A very fun deck to play but gets both of the slow aspects of control and combo leaving your opponents bored and miserable.
Friday, 18 April 2014
Journey into Nyx Review: Part 2
I have fallen victim to
my own OCD and continued to review every card in the set despite
Wizards increasing ability to release all the good cards first and
all the chaff at the end. As such a vast portion of the cards in this
part of the review simply have “- no slot” written about them.
Largely it should be obvious why those cards have no place in the
cube. They are very expensive, offer nothing unique nor anything that
cannot be found cheaper and better on other cards. OF the few cards
that were of interest for cube the vast majority are largely
unplayable niche cards that will sit in the C cube gathering dust.
Oreskos Swiftclaw – C
cube
Stashed away for the
cat tribal deck, gone are the days when a 3 power 2 drop was
exciting.
Akroan Mastiff – no
slot
Armament of Nyx – no
slot
Banishing Light – A
cube (2.8)
Oblivion Ring
redundancy is now suffering from diminishing returns and while this
is one of the better cube cards for the set it is deeply
uninteresting and will cause very little change in the cube.
Dictate of Heliod – C
cube
Although good as a
combat trick or end of turn blow out card five mana for a card that
needs others in play to do anything is really pushing it.
Eagle of the Watch –
no slot
Harvestgaurd Alseids –
no slot
Lagonna-Band
Trailblazer – no slot
Leonin Iconoclast –
no slot
Mortal Obstinacy – no
slot
Oppressive Rays – B
cube
For early removal this
is really top notch. Sorcery speed is a downer but for one mana you
will take a dork out regardless of its size or defensive abilities.
Other white early removal has target restrictions or concedes some
perk to your opponent which this does not. Sadly the recent increase
in value to enchantment removal combined with this being very poor at
dealing with the larger end game threats means it probably won't see
much if any play. Only really a deck like white weenie would want
this. Overall I peg this just below Oust in power and playability.
Phalanx Formation –
no slot
Quarry Colossus – no
slot
Skybind – C cube
Expensive and a bit
convoluted but very interesting and abusable. With enough cheap
enchantments and the capacity to do a load at instant speed Skybind
is going to dominate a game much like Astral Slide. The cost and need
to build around it do make this a niche card that will see play only
very occasionally but a fun one none the less.
Skyspear Cavalry – no
slot
Stonewise Fortifier –
no slot
Supply-Line Cranes –
no slot
Tethmos Highpriest –
C cube
A mini Sun Titan that
needs a heroic enabler seems tenuous but potentially very potent.
Ariel Formation - no
slot
Cloaked Siren – no
slot
Countermand – no slot
Hour of Need – B cube
Not often will you want
to give away 4/4 fliers even though you are exiling their creatures
at the same time. Upgrading your guys will be much more the thing to
be planning to do with this card. Having it as backup removal for
super serious fatties and a bit of extra bounce to cover yourself
when taking that route seems like the thing to do. If you have a lot
of cheap dorks that offer comes into play effects and poor stats then
being able to suddenly have a bunch of evasive 4/4s at the end of
their turn will be rather game winning. Mostly this will be played in
mono blue or blue green decks due to their lack of removal. It is
also limited in playability due to always needing to have a high
creature count of a somewhat select group. Five mana instant speed
Broodmate Dragon is hard to overlook and so fiddlyness aside this
oddball should have a big impact on the games it does get to see.
Hubris – no slot
Pin to the Earth – no
slot
Pull from the Deep –
C cube
A two for one
recursions spell that is a bit specific, sorcery and lacking in tempo
to make a mainstay cube appearance. The extra power of recursion in
singleton format makes me think this will be desirable in a couple of
quirky storm / High Tide style combo decks.
Rise of Eagles – no
slot
Thassa's Devourer –
no slot
Thassa's Ire – C cube
Cool card but too much
to activate to be of general use. With a way to reduce the activation
cost or simply abuse with a massive mana effect then the Ire is
viable for cube play.
Triton's Cavalry – no
slot
Tritons Shorestalker –
C cube
Merfolk decks are
fairly strong and lack one drops more than anything else so this
should see a lot of play in those and perhaps even some outside of
tribal decks. Obviously this is only playable in an aggressive deck
that also has a significant amount of creature pump effects. Agro
blue decks do tend to play those kinds of effects as their dorks are
the most feeble mana for mana compared to other colours. As such this
will be a welcome little annoyance. It will come down early, do an
unreasonable amount of damage, it will scale better than most other
cheap dorks as the game goes on and they get their own fat down to
block with, and it will be a huge help in sniping down planeswalkers.
Not a thrilling card but a welcome addition in an under subscribed
blue role.
War-Wing Siren – no
slot
Aspect of Gorgon – no
slot
Bloodcrazed Hoplite –
C cube
I know this will never
see play but it is too cute and different to not have one! Heroic is
sadly just such a poor ability in the cube.
Brain Maggot – C cube
Mesmeric Fiend is too
vulnerable to be good in cube most of the time, Ravenous Rats is
usually played in preference and both are pretty weak and unplayed.
This is no different.
Cast into Darkness –
no slot
Cruel Feeding – no
slot
Dictate of Erebos –
no slot
Not a powerful effect
in cube and the addition of flash barely covers the extra mana cost
on this version of the card.
Dreadbringer Lampads –
no slot
Feast of Dreams – no
slot
Felhide Petrifier – C
cube
The fact that this
would make the cut in a 40 card Minotaur themed deck only really
shows how far from viable such a deck still is in the cube...
Grim Guardian - C
cube
This looks utterly
unplayable at the moment but it is exactly the sort of junk that
might turn out to be really strong in some form of enchantress deck
and I would be annoyed to have not set one aside for that.
Nightmarish End – no
slot
Nyx Infusion – no
slot
Pharika's Chosen – no
slot
Returned – Reveller –
no slot
Rotted Hulk – no slot
Spiteful Blow – no
slot
Thoughtrender Lamia –
no slot
Tormented Thoughts –
C cube
I don't rate this at
all but do have to concede that it is about the cheapest way possible
to annihilate someone’s hand even if it is tedious to set up. I
wont be playing this card but I totally see others going for it.
Bladetusk Boar – no
slot
Blinding Flare – no
slot
Flamespeaker's Will –
no slot
Flurry of Horns – no
slot
Harness by Force – C
cube
Great blow out
potential but a rarely played effect where a variety of other
interesting alternatives exist.
Gluttonous Cyclops –
no slot
Knowledge and Power –
no slot
Lightning Diadem – no
slot
Pensive Minotaur – no
slot
Rollick of Abandon –
no slot
Rouse the Mob – no
slot
Sigiled Skink – B
cube
I am looking forward to
Skinks bouncing off Starfish in a sigiled orgy of scrying. Much as I
love a cheap scrying thing I am not convinced this has the legs to
compete with other red two drops. Without removal or support this
card is not getting you more than one scry very often at all. To make
it into the A cube this would need first strike or something so as to
make more impact on the board. Despite not quite being there for cube
I think this is exactly the sort of card needed in MtG and I hope to
see much more of the same sort of idea.
Starfall – no slot
Wildfire Cerebus – no
slot
Bassara Tower Archer –
B cube
Hexproof is a very
powerful ability and works particularly well with bestow, equipment
and auras. As much of the cube quotient of those things are from the
most recent block the cube meta is still a little unsettled but I can
easily see a desire for some more hexproof dorks. This is cheap, a
fine tempo play and comes with free reach to help cover a green weak
spot. A dull role filler but a fine enough card, mostly dull by
virtue of hexproof being dull.
Colossal Heroics – no
slot
Consign to Dust – no
slot
It seems a little odd
to leave no slot for this but I think when you want to kill loads of
artifacts or enchantments in green for a lot of mana you do so with a
fat dork of some description. These kinds of Naturalize effects are
strong as early removal and instant disruption for which there are
many vastly better alternatives despite their lack of card advantage
potential.
Desecration Plague –
C cube
A bit of a Befoul and
only really playable in a deck planning to kill a lot of lands. A far
from great spell but not totally disastrous redundancy.
Goldenhide Ox – no
slot
Humbler of Mortals –
no slot
Market Festival – no
slot
Wild Growth effects are
good in some enchantress archetypes however I think they lose a lot
of their value when priced at four, even if they do offer twice the
return in any flavour you like.
Nature's Panoply – no
slot
Oakheart Dryads – no
slot
Pheres-Band Thunderhoof
– no slot
Reviving Melody – B
cube
Yet more recursion that
offers two for one potential and this bad boy costs just three and
doesn't exile itself! This is cheap enough that you would happily
just use it as soon as you get a two for one as a green card draw
spell. Grim Discovery is both cheaper and easier to fulfil both
portions and that does not see much play however green is far less
able to draw cards than black. The limiting factor for Melody is
enchantments, without a good number, say five or so, it will not be
worth playing.
Satyr Grovedancer –
no slot
Solidarity of Heroes –
C cube
I hate this card a lot,
not the sort of thing I want to mess around doing at all in cube.
That said, I can't get over how much this and a Kalonian Hydra seems
like a one shot kill a lot of the time. Hopefully this will never be
a thing but it has the potential to give a lot of whack for very
little mana.
Strength from the
Fallen – C cube
A very very powerful
effect in a deck full of enchantment creatures and perhaps some self
mill. Not so many of those are cube worthy and so this seems like it
is too lacking in appropriate synergy to be played. Perhaps after
“Return to Theros” block...
Swarmborn Giant – no
slot
Cheap and fat but an
overly precarious drawback and a total lack of any complimentary
abilities to go with the fat. Not even trample.
Fleetfeather Cockatrice
– no slot
Revel of the Fallen God
– C cube
This is cool but a lot
of mana and a bit gold for my liking on this kind of niche card.
There are certainly places I would play this but only really because
the card is fun and cool, not because it is best in slot.
Stormchaser Chimera –
no slot
Armoury of Iroas – no
slot
Chariot of Victory –
no slot
Deserter's Quarters –
no slot
Gold-Forged Sentinel –
no slot
Nessian Game Warden –
no slot
Just a bit too
underpowered for the mana cost, very nearly there and a nice card but
not today.
Agent of Erebos – no
slot
Desperate Stand – no
slot
Disciple of Deceit –
C cube
Powerful tutoring
effect but overly awkward to trigger without anything else
interesting going on. Cool card but I only see this cutting it in
inspired themed decks or at least those with a vast array of self
tapping effects such as Opposition.
Nyx Weaver – C cube
Although slow and
terrible as a regrowth effect it is a great extra thing to have on
the card. If you are all about the self mill and quite want a
defensive three drop dork then this card is perfect (assuming you are
black green as well...). Niche doesn't really cover this card fully
but it still just gets a slot.
The Font Cycle – no
slot
A nice enchantment take
on the Spellbomb theme that I would like to have seen more of in this
block. While a like the set a lot none of them are cube worthy, the
blue one comes close but is ultimately too much mana for the return.
They are a great way to build up safe devotion early but they are not
going to be doing that in the cube.
In no specific order
these are the only cards that are likely to stay in the cube long or
see much play.
Temples of BG and UR
Master of Feasts
Prophetic Flamespeaker
Dictate of Kruphix
Ajani, Mentor of Heroes
Mana Confluence
Gnarled Scarhide
Dictate of Karametra
Doomwake Giant
Sigiled Starfish
Banishing Light
Wednesday, 9 April 2014
Journey Into Nyx: Review so far
I am just going to review the cards as they come out and add them to the top of the post until the set is fully out so watch this space!
15/4/14
Bearer of the Heavens - B cube
A very cool card that has a lot of power and a lot of potential for abuse. Panic button for Sneak Attack style decks are a use I can think of for this bad boy but as you should probably just try and win in such a situation I am at a bit of a loss thinking of homes for this giant. No evasion also limits the uses of Mr Atlas.
Aegis of the Gods - B cube
An easier to cast True Believer with one less toughness. Very annoying for some decks and nothing more than a bad Grizzly Bear to others. The redundancy this offers is nice but it has very few natural homes when it is not being played directly to counter a specific deck (not something that leads to great games) and as such will not be getting a top flight spot.
Eidolon of Rhetoric - C Cube
The decks that want these effects on dorks want more aggressively cost dorks and so this shouldn't see much, if any play.
Battlefield Thuamaturge - C Cube
Less exciting than Goblin Electromancer. Not really useful or abuseable enough to merit a slot in any deck I can think of.
Daring Thief - C Cube
Not quite sure if this is even worth it as redundancy for Donate, it is a bad combo and this is about as bad away of completing it as there is. Still quite an unusual effect and not too costly, in mana terms at least...
Prophetic Flamespeaker 3.0 (A Cube)
A card with multiple strong applications that is most comparable to Ohran Viper. The Viper is perhaps more consistent however Flamespeaker dumps on it for power level. A 1/3 doublestrike trample dork for three mana is quite robust, offers a reasonable board presence and scales unreasonably well with and power boosting effects. The body is good enough that it can be a useful damage dealer in things like red deck wins and other agro decks. On top of this abusable body throw in the ability to get +2 card advantage each time it swings and you have a winning card. Red is a difficult colour in which to draw extra cards, it is also a streamlined colour that can rarely afford "exotic" cards in its archetypes. While Flamespeaker is certainly exotic it is pegged at an unusual middle ground in red that I think will see it played in a far wider spread of decks than almost all other red creatures. Despite no proper evasion and needing to connect to gain card advantage the allure of a whopping two cards per swing, in a colour hard pressed to get cards, all while not having to stop aggression will get this little guy a lot of play. Not drawing the cards and having to play them immediately is significantly worse than just drawing cards, in some decks it will be a little tedious and in others such as red deck wins it will only really matter for haste dorks and when you hit two lands.
15/4/14
Bearer of the Heavens - B cube
A very cool card that has a lot of power and a lot of potential for abuse. Panic button for Sneak Attack style decks are a use I can think of for this bad boy but as you should probably just try and win in such a situation I am at a bit of a loss thinking of homes for this giant. No evasion also limits the uses of Mr Atlas.
Aegis of the Gods - B cube
An easier to cast True Believer with one less toughness. Very annoying for some decks and nothing more than a bad Grizzly Bear to others. The redundancy this offers is nice but it has very few natural homes when it is not being played directly to counter a specific deck (not something that leads to great games) and as such will not be getting a top flight spot.
Eidolon of Rhetoric - C Cube
The decks that want these effects on dorks want more aggressively cost dorks and so this shouldn't see much, if any play.
Battlefield Thuamaturge - C Cube
Less exciting than Goblin Electromancer. Not really useful or abuseable enough to merit a slot in any deck I can think of.
Daring Thief - C Cube
Not quite sure if this is even worth it as redundancy for Donate, it is a bad combo and this is about as bad away of completing it as there is. Still quite an unusual effect and not too costly, in mana terms at least...
Prophetic Flamespeaker 3.0 (A Cube)
A card with multiple strong applications that is most comparable to Ohran Viper. The Viper is perhaps more consistent however Flamespeaker dumps on it for power level. A 1/3 doublestrike trample dork for three mana is quite robust, offers a reasonable board presence and scales unreasonably well with and power boosting effects. The body is good enough that it can be a useful damage dealer in things like red deck wins and other agro decks. On top of this abusable body throw in the ability to get +2 card advantage each time it swings and you have a winning card. Red is a difficult colour in which to draw extra cards, it is also a streamlined colour that can rarely afford "exotic" cards in its archetypes. While Flamespeaker is certainly exotic it is pegged at an unusual middle ground in red that I think will see it played in a far wider spread of decks than almost all other red creatures. Despite no proper evasion and needing to connect to gain card advantage the allure of a whopping two cards per swing, in a colour hard pressed to get cards, all while not having to stop aggression will get this little guy a lot of play. Not drawing the cards and having to play them immediately is significantly worse than just drawing cards, in some decks it will be a little tedious and in others such as red deck wins it will only really matter for haste dorks and when you hit two lands.
14/4/14
Eidolon of the Great
Revel – B cube
While this is a potent
looking card that would have gone straight into the cube a few years
back it is looking a bit like it needs more abilities to make the cut
now. Pyrostatic Pillar is a more secure way to achieve this affect
and it is not played as it is variable in its quality due to the
diversity of the format. Adding a 2/2 body means you can get some
extra damage in but does make your card vulnerable. Ash Zealot is a
far less potent damage effect than Eidolon but the body it is on
makes it a better all round investment of mana. There are also a vast
number of very good RR costing dorks competing for cube slots so
despite Eidolon being comparable in power to some like Ember Hauler
it is too dull and offers too few choices to take their slots.
Kruphix, God of
Horizons – C cube
A bit different and fun
but hard to abuse, costly and clunky with somewhat disparate effects.
I see no decks where this would be really strong and only a few where
this would even be playable.
Spite of Mogis – C
cube
While this is cheap
removal it is not easy to use early - when cheap removal is at its
best. It is hard to rule out a one mana scrying, scaling removal
spell, even if it is sorcery speed and so this does merit some
inclusion although I doubt anyone will bother digging this up to play
it over one of the many reasonable alternatives.
Silence the Believers –
B cube
While this costs an
awful lot it does offer a lot as far as black removal goes. Exile is
as good as it gets, as is instant speed and no target restrictions.
On top of this you have the option to take out several dorks
generating tasty card advantage. The aura exile aspect is not doing a
great deal with only a couple of bestow cards and I guess Rancor in
the cube to be that bothered about it. If slower black control decks
come back into strength in the cube meta then this might be A cube
material but for now I remain sceptical of four mana spot removal.
Interpret the Signs –
no slot
Very powerful card draw
that is easily abusable. As a six mana sorcery however this has no
place in the cube.
Kruphix's Insight –
no slot
Any deck where this
will be good will be using Enchantress effects to draw cards and will
not want to dilute the deck with sorceries doing the same thing.
Dictate of Karametra –
B cube (A if supporting UG storm archetypes)
As the rating would
suggest this is only not in my A cube due to the present lack of
support cards for it. Heartbeat of Spring is still the better card in
that kind of deck however the redundancy and utility from this
version will be very welcome. The card I suspect it will compete with
is Mirari's Wake rather than Heartbeat. The Wake requires white and
is sorcery speed for the same mana cost but makes up for this a great
deal by not being symmetrical. I think overall the extra playability
of Dictate as a result of being just one colour will mean it gets a
slot over Wake despite it being very close indeed for the main
archetype that plays them.
Launch the Fleet – B
cube
An interesting little
token generator that is quite cheap and has good tempo. Needing other
dorks in play makes this risky compared to Raise the Alarm style
cards but the potential power it offers is easily enough to offset
this in some decks. The question is really whether enough decks will
find that this is good enough and I feel it will just fall short of
being broad enough to get the slot. I will most certainly be building
a token and Crusade heavy deck to push this card to the max. Token
decks are the most able to get much benefit from the scaling portion
of Launch the Fleet and the presence of a Crusade doubles the potency
of that good scaling. You likely kill someone by going one drop dork,
two drop crusade, three drop Spectral Procession and then turn four
Launch the Fleet for four more guys.
Hypnotic Siren – C
cube
Being a one drop that
can scale in usefulness into the late game carries a lot of weight in
the cube. Sadly just being a Flying Man really restricts which decks
might have use for the one drop portion of the card. Essentially only
those decks with significant amounts of creature pump will be able to
support this and very very few of those will be able to realistically
support a 7 mana control magic. The extreme polar nature of this card
makes it incredibly niche and unlikely so see play more than a couple
of times.
Mana Confluence – 2.6
(A cube)
This is a tiny bit
better than City of Brass. While both have pros and cons I think the
cons of not being able to pay life to activate this in weird combo
decks are negligible compared to the forced damage people can apply
to you with a City of Brass in play. This card will see play in
almost every fast three or more colour deck and perhaps even a few
slower ones. With combo less in the picture and a wealth of good dual
lands to chose from the City of Brass style lands are seeing less
cube play than ever so despite the quality of this card it will have
very little impact on things.
Worst Fears – B cube
A somewhat unique
effect (excuse the horrible use of words but they somehow capture the
nature of the card). 8 mana is a lot and would see infrequent play
with Mind Slaver being easier to cast for most of the decks that
might consider it. The interest in this card lies in it being a
sorcery not an artifact and as such having a different selection of
synergies. Nothing immediately springs to mind where this would be
broken however it is not a card to entirely disregard for cube. Just
casting it a second time with a Snap Caster seems quite obnoxious.
Kiora's Dismissal –
no slot
This isn't doing
anything powerful or useful in cube.
Ritual of the Returned
– C cube
A little bit combo like
Sutured Ghoul but not very exciting. Would mostly just rather have a
Zombify over this and would in turn rather most other reanimate
effects over Zombify. Moving on.
Pheres-Band Warchief –
C cube
Centaurs are a long way
down the list of viable tribal cube decks and this clunker doesn't do
a great deal to move them up that list.
Athreos, God of Passage
– B cube
I am drawn to this card
but I am pretty sure it is awful. Any time you give your opponent a
choice you slash at least half the power of that effect. I like how
the effect helps you keep up your devotion but then I dislike paying
three mana for what will almost certainly be no effect on the board
for the whole early portion of the game. Ultimately it is being gold
and thus reduced playability that will keep this out of the A cube.
King Macar, the Gold
Cursed – C cube
I will likely play this
one time only in a silly inspired theme deck that is terrible. Macar
wouldn't even be that great in such a deck but you kind of have to go
for it when you do a mechanic theme. In normal cube circumstances
this is unplayable bad, small for the cost, far too pricey and slow
with little going for him beyond flavour. I kind of just wish they
had kept the antiquity names for their Trojan horses and King Midas,
hardly like Homer etc will be litigious.
Hydra Broodmaster – C
cube
A good mana dump come
fatty but not doing anything better or more interesting that a vast
swathe of other green fatties. Hydra are not exactly a tribal
archetype...
Polymorphous Rush – C
cube
Situational and fiddly,
only reason this gets a C cube slot is that I can't be bothered to
rule it out as a possible combo despite looking very unlikely for
one.
Forgeborn Oreads – C
cube
It seems unfair to lump
this in the same pile as Polymorphous Rush as this is vastly more
interesting and playable. This isn't awful with few or no other
enchantments and could be very potent in a themed deck. RR in the
cost is a bit of a boon as most enchantment based decks are GW base
but this block is adding a lot to the potential pool of enchantments.
Perhaps this will become a B cuber when the new enchantment heavy
meta is established in cube.
Twinflame – no slot
This is remarkably
similar to Polymorphous Rush although agro rather than combo and as
such gets no chance of a slot despite seeming to be the more powerful
card all round.
Master of the Feast –
2.2 (A cube)
I love a 3 mana 5/5
flier and a lot of decks will just fold to it, especially when
supported by other game enders like Phyrexian Obliterator. It is down
to your opponents not getting to draw until your upkeep and thus
having no downside if killed with sorcery speed effects that makes
this just about viable for the A cube. Black has a selection of ways
to negate the influx of extra cards the surviving Master of Feasts
will deliver from its own extreme card advantage to land destruction
strategies. You can even keep their hands low with a lot of discard
and then remove many of the extra cards with things like Liliana. Or
you could just ignor the few extra cards they probably wont get to
play before they are very dead to your huge fat flier. I suspect many
a game will just be over to this and a Dark Ritaul on turn one, let
alone followed up with Duress or Sinkhole....
Parika, God of
Affliction – B cube
This has most use as an
indestructible dork. A lot of black green decks do not want to remove
their own dorks from the bin very much. The odd free 1/1 deathtoucher
for 2 is a decent blocker against non evasive, non trampling things
but otherwise is doing very little for you. There are far better ways
to make tokens on offer in the cube. As a potential 3 mana 5/5
indestructible Pharika is powerful but not exciting nor particularly
easy to build around. If you work hard on having devotion she will be
strong but not broken nor very exciting. Even with this work you will
never be able to have a reliable early dork which makes her a lot
less interesting. Overall this card is too much work for too little
return despite the high power level.
Riddle of Lightning –
C cube
Erratic Explosion is
fairly good in the cube but not one of the top flight combo decks.
This will improve it a fair degree but not enough to grant it an A
cube slot, for that we need an easily tutorable 20 mana plus card!
Being instant is a real perk for control matches where all the other
effects that are like Erratic Explosion are I think sorcery speed.
The scry is also going to help a great deal when you are going for
the last ditch effort or just using the card as a more normal burn
spell. Certainly a card worth picking up for cube play.
Riptide Chimera – C
cube
Sarcomancy is what this
card screams to me and I am sure there are plenty of other fairly
nice enchantments to pair this up with. A Serendib Efreet body does
not excite all that much, good but not doing something you need or
are unable to get elsewhere. There will be the odd deck where this
guy really gets it done and is the perfect filler but no where near
enough decks for this to get near the A cube.
Nyx-Fleece Lamb –
B cube
This feels like a bit
of a hoser card against agro strategies, especially red ones. It is
not quite enough life gain to be used solely in that fashion and so
also needs to be pulling weight as a blocker. Combining these two
facts makes it only really worth it when you know what you are facing
which are not the sort of cards that should have slots in cube. As an
enchantment support card it might see some play but would be little
more than appropriate filler in such builds.
9/4/14
Spirespine – C cube
This is not good enough
for cube as a card in its own right however it has some potential at
getting play for having a lot of possible synergy and just filling a
slot or role reasonably well in some enchantment based deck. It has
quirkiness in effectively being able to provoke a blocker of theirs
and force a trade leaving you with a 4/1. Great design and
exploration of a mechanic just lacking in power and purpose.
Sightless Brawler – C
cube
Similar good design on
this card as with Spirespine resulting in a card that has three
potential uses. Again it is rather underpowered and will therefore
only make the cut in a deck with very heavy enchantment synergy.
While the stats for the cost are very decent for a utility card the
inability to attack without company makes it overly risky as an agro
card with it too often doing nothing for you.
Mogis Warhound – C
cube
I don't think this will
ever see play as it is worse than Spiresine and Sightless Brawler
while also being in a less enchantment themed colour. It is a very
substandard body, the bestow is unlikely to be useful on their dorks
very often and so you are left with a very average creature
enchantment. That said, it is a unique card and so one day may be
called upon and so I cannot just disregard it.
Crystalline Nautilus –
C cube
Expensive as well as a
risky clunky body but does offer blue an easy option for killing
troublesome enemy creatures. The power level of this cycle of utility
bestow creatures is sufficiently low that all three options need to
be reasonably useful and likely to come up for them to stand a chance
of being good enough. The Nautilus is struggling to be useful on any
of its options so while it is fairly unplayable it is interesting,
well designed and perhaps better than Mogis Warhound!
Gnarled Scarhide – A
cube (3.1)
The clear best of the
lot being a perfectly acceptable agro one drop in its own right while
also having some of the most likely useful bestow gimmicks. For
relatively cheap you can remove one of their blockers permanently,
sure it will be attacking you back and a bit harder than before but
assuming you are an agro deck you are probably OK with that.
Alternatively you can just slightly boost one of your dorks so that
you can carry on swinging. No part of the card is bad or that far
under par making it one of the most versatile agro one drops on
offer. I cannot really stress enough the value of redundancy in your
one drops and for the simple reason that this is a fine agro one drop
the small perks offered by the rest of the card are vastly scaled up
in their worth.
Temples of The
Remaining Three Colours – A cube (3.6)
The other scry lands
have all been among the most popular duals, especially the off colour
ones who are not as tied up with coming into play tap lands without
any man land duals to play. The dual lands come in, roughly speaking,
three classes in cube, the all ofs, the most ofs and the one ofs. It
turns out that the scry lands find themselves at the top of the most
ofs category over a lot of quality duals. This would make them about
the 5th best cycle of dual lands which is pretty
impressive. Kind of free card quality and information is really good
it turns out, certainly well worth the cost.
Ajani, Mentor of Heroes
– A cube (2.9)
A very powerful
planeswalker with a healthy chunk of starting loyalty and two strong
+1 effects. Elspeth, Knight-Errant is one of the very best
planeswalkers in the cube primarily for these sorts of reasons. As
Ajani is five mana across two colours he is not going to have
anything like the wide playability as Elspeth but he should give her
a decent run for her money in power level once both in play.
Certainly he will be one of the top gold planeswalkers in cube and an
unreasonably good midrange sort of card. Power level aside he
shouldn't make that much of a wave in the cube as he will be
relatively unplayed. He is not always going to neatly fit into a
green white deck as he will typically need a high creature count to
be good. There are lots of alternate top quality five mana green and
white cards making him a fairly low pick priority. As this kind of
card are very dangerous a lot of decks will be able to win before it
is relevant, deal with it immediately or utterly ignore it for a
little while. So not only will he not see as much play as a card like
Gideon Jura or Thragtusk but when he is in decks he will typically
spend less time being relevant and will be cast less often. He should
end games fairly fast in the more midrange attrition style games,
either growing in size while generating powerful card advantage or
still growing in size while making your board position terrifying
very quickly. Not a must have card but one that will never look out
of place when in a cube.
Sage of Hours – C
cube
A huge amount of effort
is needed for this to get much done in a normal deck and without
synergy for the heroic ability it is unplayable. It gets a C cube
slot only because it has some combo potential, I suspect a few modern
decks will be packing one of these for the infinite turns it can
offer.
Godsend – no slot
Being restricted to
white and having an ability that has a significantly reduced effect
in singleton formats makes this substantially worse than most
comparably cost equipment in the cube. Not a terrible card and would
certainly still win a lot of games but just not the kind of card you
want to take up cube slots with.
Keranos, God of Storms
– C cube
Much as I like this
card I don't quite see it being enough. To make full use of the card
you would need a fairly midrange deck as control decks would rarely
be able to get the devotion up and agro decks are not going to want
five mana clunk. A control deck could still play this but I don't
then see how it is better than a Future Sight or a Seismic Assault
even if you have good control over which kind of card you draw on
each of your turns. If you could trigger it in their turn as well it
would be far more abusable and interesting. As a five mana gold card
I am not sold, perhaps powerful enough but sadly no where near close
to playable enough for a cube slot.
Dictate of Kruphix –
A cube (3.5)
This is a card I am
very drawn to. It seems outstanding in a wide selection of decks and
is a very elegant card to boot. Having flash is huge for pure card
draw spells. You typically want to hold mana up to be reactive so
that you don't fall too far behind in tempo and only casting your
card advantage effects when you don't need to be reactive. On this
particular symmetrical card having flash is even better as it allows
you to always get the first trigger and thus get a head start on
things. There are many combo decks that delight in taking extra turns
where symmetrical card draw spells are fairly strong anyway, this one
will still be fairly strong when the deck is miss-firing a bit. I
kind of see this as the blue Phyrexian Arena and imagine the card it
will compete with most for getting slots in decks is Jace Beleren.
Although combo abuse will be where this card is more powerful I can
totally see it being played in simple control decks that are fairly
happy to give their opponents some extra cards along the way. There
is precious little in the way of instant speed middle ground card
draw in blue and also not that much in the way of reliable card
influx. As this is an enchantment it is about as safe as you can get,
it should almost always cycle and should most of the time still be in
play at the end of the game. A card like this will allow you to
remain safe while getting it down and will stay down more reliably
than most alternatives ensuring you continue to hit your land drops
and have the necessary answers for the rest of the game. Control
decks rely on things like Wrath of God to deal with loads of things
at once and big efficient finishers which ultimately means that even
if you are both drawing the same number of extra cards, in most match
ups the control player is getting more value from those draws. In
terms of widely playable new effects go I think this will be one of
the more interesting and impactive cards from the set. It is also one
of the better blue devotion enablers on offer giving us a better
chance of an agro blue devotion themed deck.
Dictate of the Twin
Gods – C cube
Sadly this is not
cutting it in cube play. Five mana is an awful lot to pay simply to
boost subsequent spells. Flash certainly helps this be playable but
with it doing nothing on its own I think another burn spell is just
going to be the better call over this optimistic pissing about card.
Underworld Coinsmith –
C cube
If it were not for the
joy that is Edgewalker I would not be at all excited by this bear.
Neither ability is that exciting, while neither are useless or bad
they are both just rather marginal and unlikely to be worth abusing
or even providing synergy for.
Doomwake Giant – A
cube (2.7)
This gets a tentative
slot for now. It is hard to kill, of decent size and very spalshable
which is a rare trait for a black card. It also offers a nice bit of
one sided mass removal that you can fairly easily power up with the
addition of extra enchantments to the deck. The ability to play out
your own dorks while also not worrying about them just responding by
overextending themselves and swarming you to death is of great value.
While this won't ever be killing fatties, you have good spot removal
for that, it is far more the swell of tokens and cheap dorks that
causes trouble for black, especially black decks wanting to play
creatures. Bane of the Living spent a lot of time in the early days
of my cube and was a valuable powerful card but sadly the power creep
has made him far too expensive and slow. While Doomwake might look
the more expensive card it is in fact cheaper while being fatter and
not having any negative effect on your team. Black has missed having
decent mass removal creatures that are convenient and I feel this
Giant is sufficiently powerful and convenient to see a slot worthy
amount of play.
Spawn of Thraxes – C
cube
Sadly I think Boggarden
Hellkite has more playability and utility than this. Essentially this
is a trumped up Flametongue Kavu that might hit players but does need
you to have mountains in play. As such a control deck is rarely going
to get more than a shot for four off while in big red deck, the only
other likely home for this, I suspect the average shot would be
lower.
Scourge of Fleets – B
cube
This is nearly good
enough but I think not quite. Something as simple as being a 7/7
might even have been enough. The effect is very powerful but won't
always do what you need which for a seven mana card isn't really
acceptable. The way it scales with islands as well makes it far less
effective in a cheating creatures into play strategy like reanimate
further reducing its playability. I think the best place for this
card is a mono blue control deck not just for the island count but
also because blue lacks much in the way of mass removal.
Dawnbringer Charioteers
– no slot
Moving on.
Squelching Leaches –
no slot
Clunky, unexciting and
unabuseable.
Heroes Bane – B cube
Another in a long line
of fat growing hydra. Both Kalonian and Primordial have this well
beat in convenience and power and so while this is a fine threat I
doubt I'll ever bother putting one in the A cube.
Iroas God of Victory –
B cube
Very powerful in any
agro Boros deck but pretty poor outside of that single archetype. The
terrible trouble with gold cards and cube slots! Being able to
fearlessly always turn your dorks sideways and require them to
outnumber you two to one just to be able to block everything is going
to make winning with weenies fairly easy. This also doesn't do much
to protect your army from mass removal, the thing the agro creature
deck is most afraid of. On balance I don't like the idea of this
having a cube slot but it might just be powerful enough anyway.
Draka Mystic – B cube
Much as I want this in
the A cube I think the number of decks that would actually play it
are too few in number. A very cool card on the cheap with a powerful
effect that also has a high skill requirement. This should always see
play in a merfolk themed deck as they are so light on decent one
drops however this offers very little board presence or tempo making
it a vulnerable and risky investment in most other creature or
control based decks.
Eidolon of Blossoms –
B cube
This will be a
significant part in a wide selection of Enchantress decks. It is the
holy trinity of things in that it is an Enchantress effect and an
enchantment and a dork. You can put auras on it and you get to draw
lots with it. Four is not cheap but as it is so perfect for so many
enchantment based decks I think this will be overlooked. Enchantress
is unfortunately not something you can support in the cube at present
although this block has offered a lot to potentially change that
soon. It is a broad, different and fun archetype but it is vulnerable
and inconsistent and while it is not viable in the A cube none of its
component cards will get in on that alone. There is potential for
this to be OK in a more normal sort of deck that has a few incidental
synergies but I suspect there will be more appealing alternatives
most of the time.
Extinguish all Hope –
C cube
At five I would be
interested simply as black is light on reliable Wrath effects rather
than because this is that exciting. Six however is too much, the
enchantment aspect is likely to be annoying rather than helpful as
well.
Hall of Triumph – C
cube
I cannot see this
having enough synergy to be wanted. Only in blue can I see this being
interesting but there is probably just never going to be the creature
density in such decks to merit this over another dork. Many years ago
this might have been interesting to green decks but that era is long
gone.
Ravenous Leucrocota –
no slot
Below the curve
uninteresting dork.
Sigiled Starfish – A
cube (3.0)
My kind of card! A
decent tempo staller and complete with a great card quality
mechanism. Although Merfolk Looter is usually more powerful scry does
give it a good run for its money in cube with it being less prone to
decking and allowing the preservation of late game cards for the late
game. The thing with Looter is that it is a vulnerable 1/1 while this
bad boy is a tough old 0/3 that can get involved in blocking and save
you a lot of early nibbling. Starfish also helps to protect any
planeswalkers you might want to lay. It is somewhat the blue
equivalent of Wall of Omens/Blossoms in the role it will end up
playing rather than the role of the Looter. As a result I think it
will see a lot more play.
Satyr Hoplite – no
slot
Not worth the effort
nor are there many good cards that would help in making this work.
Cyclops of Eternal Fury
– C cube
Perhaps the best card
in some mass reanimate combo deck but otherwise unplayable in cube
simply for his immense cost.
Ajani's Presence – A
cube
Will likely need to try
this out as it is a pretty powerful combat trick as well as good
insurance against mass removal. Compared to the various cards like
this that give protection rather than indestructible this is worse in
creature vs creature games as you cannot use it to force through
damage. I think however that this is more than made up for by the
fact it is so much more useful against mass removal. Not only is mass
removal the worst enemy of the type of deck that would want this but
it is played by a different archetype to the creature decks. As this
card is still fine against the creature decks yet so much better
against the control decks I think it is a winner, all be it a rather
unexciting one.
Whitewater Niads – no
slot
Pricey, slow and not
for cube.
Setassan Tactics – C
cube
I don't see me ever
wanting this although it is pretty good. It is just a bit too
convoluted to be reliably good in cube and reliability is key in the
decks this card would shine.
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