Saturday 17 September 2016

Kaladesh Conclusions and Additions

Kaladesh is a nice set. It has lovely flavour and some interesting mechanics. Planeswalkers and combat tricks got a bit of a boost all round. Energy as a theme didn't seem to make it although there are still a couple of viable standalone energy cards. Perhaps Aether Revolt will bring some more cards to reopen the case! Vehicles I still don't know about but look forward to playing them. Overall the set is very powerful. There are a lot of those sleeper cards that will crop up in modern years down the line and dominate for a bit until something is banned! A lot of the power is higher up the curve which reduces their cube utility but there is still plenty of juice to be added into the cube. Loads into the main drafing cube but also loads needing to be squirreled away for various constructed cube uses. Kaladesh is bringing a lot more to the cube than most sets in all the areas that I look at cube cards for.

The Auto Includes (and Top Cube Cards from Kaladesh)

1.   The Enemy Quick Lands
2.   Smuggler's Copter
3.   Chandra, Torch of Defiance
4.   Nissa, Vital Force
5.   Verdurous Gearhulk
6.   Voltaic Brawler
7.   Veteran Motorist
8.   Dovin Baan
9.   Gonti, Lord of Luxury
10. Servo Exhibition
11. Angel of Invention
12. Filigree Familiar

The Ones I Will Test

Saheeli Rai
Demon of Dark Schemes
Skysovereign, Consul Flagship
Renegade Freighter
Fleetwheel Cruiser
Sky Skiff
Cultivator's Caravan
Cataclysmic Gearhulk
Combustible Gearhulk
Torrential Gearhulk
Thriving Turtle
Kambal, Consul of Allocation
Blossoming Defence
Bomat Courier
Harsh Scrutiny
Aether Theorist
Creative Spark
Cathartic Reunion

Other Cards of Interest that will go into the cube reserves

Inventor's Fair
Sequestererd Stash
Aetherwork's Marvel
Foundry Inspector
Era of Innovation
Brazen Scourge
Insidious Will
Syndicate Trafficker
Perpuetual Timepiece
Fateful Showdown
Aether Hub
Dramatic Reversal
Master of Inquiries
Select for Inspection
Authority of the Consul
Ceremonious Rejection
Larger than Life
Animation Module
Paradoxical Outcome
Aetherflux Reservior
Key to the City
Metalwork Colossus
Inventor's Apprentice
Toolcraft Exemplar


  1. Thanks for this list, I have a 360 unpowered no planeswalker cube, my Kaladesh review:

    Top 10 I'm gonna try

    Cataclysmic Gearhulk
    Gonti, Lord of Luxury
    Thriving Grubs
    Wildest Dreams
    Filigree Familiar
    Scrapheap Scrounger
    Ovalchase Dragster
    Skysoverign, Consul Flagship
    Smuggler's Copter

    Others I'm likely to try

    Aerial Responder
    Skywhaler's Shot
    Torrential Gearhulk
    Select for Inspection
    Essence Extraction
    Harsh Scrutiny
    Morbid Curiosity
    Noxious Gearhulk
    Lanthnu Hellion
    Speedway Fanatic
    Arborback Stomper
    Longtusk Cub
    Verdurous Gearhulk
    Kambal, Counsul of Allocation
    Rashmi, Eternities Crafter
    Veteran Motorist
    Unliscensed Disintegration
    Voltaic Brawler
    Cultivator's Caravan
    Renegade Freighter
    Fleetwheel Cruiser

    1. Really interested in why you chose to not run planeswalkers in your cube?

  2. The Auto Includes (and Top Cube Cards from Kaladesh) for my 540 Unpowered Cube

    The Enemy Quick Lands (Izzet and Boros only)
    Smuggler's Copter (Insane card)
    Chandra, Torch of Defiance (Red walkers have got so much better in last 2 years! Not sure to cut Chandra, Flamecaller or Sarkhan for new Chandra)
    Verdurous Gearhulk (I get to try the Seleysnia counters theme again)
    Voltaic Brawler
    Veteran Motorist
    Filigree Familiar
    Noktious Gearhulk (love Value creatures in black and this hits any creature, lifegain welcome too)
    Torrential Gearhulk (Flashing back Dig through time!)

    Everything else you listed is close and will be tested/on hand but these are definitely going in and I expect to stay in past testing

    1. That is a good disciplined set of additions indeed. Starting to think I undervalue the Noxious Gearhulk, lots of ppl are quite into it.

  3. I am a bit surprised you do not even consider Rashmi in your list, even as a cube reserve card. The effect seems powerful in any u/g deck.

    1. Rashmi is either one of those cards that is either good enough and gets play or doesn't and won't. There are not specific archetypes that want her or specific reasons to play her. She is just a powerful card advantage tool. I don't think she will be quite powerful enough and so I wasn't bothering to get one for the reserves. Certainly her effect is nutty good but it is slow and bolted on to a puny body. There are much better ways to get card advantage in blue and/or green. I should probably test this out just to make sure I'm not grossly underestimating her effect.