Saturday, 15 April 2023

March of the Machines Commander Preliminary Review

 


Death Greeter's Champion 6.5

A bit dull but rather versatile. A passable 3/2 doublestrike for 3 as a floor with some potential to output some serious burst damage with the backup and/or dash. Just some random 2 power dork already in play is getting a +4 damage boost from this backing it up. If this is dashed that is another 4 damage from the Champion himself. This can hit very hard and has synergy potential. It has an OK floor and a reasonable amount of flexibility in how you play it. I fear it is a bit win more as the best it can be is when you have other things with it that can attack but at least considering a the various other win more cards we have just seen this is all pretty calm and reasonable. This feels like a calmer and fairer Embercleave. No trample or instant speed should stop it just wrecking people out of nowhere. I am not super excited by this but it probably performs fine. Red isn't short of suitable three drops however so a meta suitability check is likely in order if you are considering this. 




Path of the Pyromancer 2

This can be a lot of stuff. Seven cards in hand and this is +1 mana and a whole new hand with a nice full bin to work with. That being said, keeping a full hand all the way to five mana is no easy feat and this quickly loses oomph as your hand size shrivels. 





Guardian Scalelord 7

Non-land is a shame but not really that big of a deal given that this is a five drop. The floor of this is rough against removal but it is still super powerful. A 4/5 flier that gets card and mana value on attacking is all good and will win games quite happily when not killed. The ceiling here is rather more impressive however. Get in a free hit with some random dork immediately and get something of value back. A 3/4 flier, a bit of bonus damage, a slightly buffed dork, and a thing back from the bin. A very welcome package of goodies. While it is quite a rounded value play rather than a finisher it is flying and immediate and will do decent enough work in helping to close the game. All told this seems pretty good for my midrange cube as it stands. It is just a lot for not very much. 




Chivalric Alliance 5

Unbelievably this is white card draw I don't think white needs! Glimmer Lens basically is this card but more contained. It gives you that 2/2 there and then ready to be half the attack force needed to draw. Making 2/2 dorks for 2 mana and a card is rubbish and so I would just rather get the one off dude that Lens affords. It might be OK late game if you milked a Land Tax but before that and you are falling behind, even if it is enabling you to trigger the draw from Chivalric Alliance. In a knight deck or perhaps even a white deck wanting discard outlets for some reason I might want this. Just in a cube generally I think white has enough more reliable and powerful options to draw cards than this now. 





Conjurer's Mantle 2

Expensive, zero tempo, and doubly conditional card draw. No thanks. White really has better options on card advantage than this. 




Exsanguinator Cavalry 3

Decent in tribal knights but might struggle to get in to a 40 card list as a relatively generic three drop payoff card. 




Moira and Teshar 2

Well, you can flop this out, drop a couple of Baubles or Mox for zero mana a piece and one shot an opponent. Probably a sneaky one shot kill combo in commander this can enable. No real use for cube being so costly and narrow. 

 



Excise the Imperfect 2

Big Fateful Absence. Much as I quite like this it seems dodgy. Against small things it is just a very expensive removal spell you are losing tempo with. Against big things the incubate is an issue. Clues don't scale, these do. I kill your Glorybringer and you get a 5/5 for 2 mana? I might as well just be playing Generous Gift. And I am most certainly not playing Gift. 




Bitterhorn, Nissa's Animus 2

I like it but it is shockingly slow. A 3 drop 1/1 that has to attack to get value? Nope. A crap bit of equipment left behind? Still no. 




Kasla, the Broken Halo 3

Good fun build around card. A little too gold for cube considering the amount of convoke there isn't. Potent but all a bit build around.





Wildfire Awakener 3

A great convoke building tool being both an enabler and a payoff. Even so, it takes a bunch of dorks and mana to really get this going and opens you up to mass removal really hard. Even soft mass removal is going to hurt. 




Rashmi and Ragavan 6

All a bit wordy for my liking and a little gimped by an inability to trigger it on the turn you make it. Also very gold! Even so, this effect is very potent in cube and this is super easy to trigger. It is making mana and value most turns, possibly both theirs and yours. It is winning for you even if you never hit anything you want to play just because mill is so relevant in cube when games go long. This has a real shot in cubes. 




Infernal Sovereign 5

Recycle on legs. Big legs. This very much reminds me of Consecrated Sphinx. This is a bit more powerful and a bit lower risk. With time you can drop this and ensure you get at least a card back, perhaps a couple. Getting locked out of playing stuff isn't the worst as you can just slap people for 6 with your big demon and win that way instead. Much as this seems impressive I think insane value six drops are a relic of the past. We want game ending things and devastating plays, not quite big dorks with some cards to back them up. This probably wins most games but slowly, and less effectively than too many other viable six drops. 




Firemane Commando 4

Another trip to this new means of card draw for white. This is OK but I fear too win more. If you drop this and get a card back right away the card is great but you were already winning. Fail to do that and your card is poor, likely never to draw you that card freely. Four mana is a bit much for that range on performance.




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