This is my 13th installment of the "top 20" set preview articles!
Just like the previous review, it will be in a spoiled top 20 countdown format, with each section having an image, a brief summary/description, and my verdict on what cubes I think it could potentially see some play in. I got a lot of positive feedback on the format from the last several articles, so I’m going to keep the “what I like” and “what I don’t like” sections.
Keep in mind (just like the others) that this is a set preview. Similar to draft predictions in professional sports, this list is an educated guess at best. Some cards I value highly in here may turn out to not last long in the cube. Other cards that are lower down on the list (or even missed entirely!) could (well, very likely may) turn out to be great cards. Even Tom Brady was drafted in the 6th round! Again, this is not intended to be gospel, set in stone or written as a review for posterity. This is simply written to be an enjoyable guess at cards I like for cubes, and hopefully it'll allow some cube managers to evaluate cards they may have otherwise overlooked and/or put some cards in perspective that may've been overhyped. Nothing more.
DTK is a really good cube set. I think that there's a good chance that all 20 of the cards in this article can see play in a variety of cubes of all sizes, depending on objectives and composition. There were even some "on deck" cards to discuss in the 21-25 range that will likely be good enough. Without further ado...
What I Like: A 5-power 4-drop that can come down with haste, and give subsequent threats haste has a high ceiling. Resolving this in a deck that has enough power to have it be formidable upon resolution and follow it up with singular high-power 5 and 6 drops will be rewarded for assembling their curve in the right way.
What I Don't Like: The floor on this card is disappointing. Having this guy wind up as a 4-mana Woolly Thoctar due to lack of additional board presence when it comes down or failing to curve it directly into a second high-power threat will likely show up more often than I'd like. I hate to look at my 4cmc investments and wish that they were any number of other cards that have been purged from the cube list over the years due to consistency issues ...it's a tough pill to swallow.
Verdict: The ceiling on this card is absurd enough that players will be tempted to test this card until it happens. Personally, the variance is too high for me to be willing to run this in cubes that are under ~720 cards, but it will likely see extended testing play in cubes of various sizes. If you're the kind of cube manager that's comfortable with higher levels of variance in order to see the bomb plays when they're available will get a kick out of this guy.
What I Like: That is so much starting loyalty! If you can resolve this in a board position where you know you'll have the time to generate the value from this card, it will win long grindy games like control mirror matches and the like. The rebound effect is strong with a lot of cube spells, and the {+1} can generate value over the long haul if the board state gives you the time to do so.
What I Don't Like: The {+1} effect will miss a lot. Even in an ideal deck for this effect, like a really low creature-count control deck, you're only able to expect this to hit about 40% of the time. And the color combination this card falls in doesn't have a ton of spells that will benefit greatly from the rebound effect. I think it compares to Chandra, the Firebrand pretty fairly. Obviously Narset has a much higher starting loyalty (making it arguably more robust) but the {+1} effect on Chandra always hits, can remove early threats that pressure her, it's only one color instead of two, it's in a better color for the spell copying trigger, it has a better cube-centric ultimate, it's more splashable and the spell copying is better than the rebound trigger for a lot of the cards that you'll want to target with the ability. And even that card was ultimately cut from a lot of small- to medium-sized cubes.
Verdict: I think that a lot of cube managers will be tempted to run this card, and it's a fine choice in the 2nd tier of Azorius options. I think it's likely the 6th or 7th best WU card, so it will ultimately settle into larger cubes (like the 630-720 range) after some extended testing.
What I Like: It interacts with a couple different black decks that get value from sacrificing their own cards, like token decks and recursion themed decks. It has an okay defensive body for the cost, and tutor effects are always welcome. Black's 5cc creature section is a vast plane of mediocrity, and this will likely be decent enough to float to the top (or near the top) of that bowl.
What I Don't Like: A lot of the decks engineered to mitigate the sacrifice trigger tend to have lower curves, and they may not want a 5-drop that won't tutor up big mana bombs. 5 mana is a lot for a utility effect in a value-engine deck, and the deathtouch keyword is largely wasted on a 4/6 body. I think that flying, lifelink or a 5/6 body could've gone a long way with this creature.
Verdict: Outside of Shriekmaw and possibly Ob Nixilis of the Black Oath, there simply aren't good options for the 5cc black creature slot. So cubes in the 630+ range are probably looking for the next placeholder until we actually get something unfair at that mana cost to include.
What I Like: 5 power for 3 mana is a lot, and the splashable casting cost is nice too. There are creature-light decks that will be abused by this guy coming down so early, and it trades up with most creatures in the cube once they have to block it (which is pretty soon after it comes down). And the Dash is really relevant on this card, because bashing for 5 with haste off the top is strong, and dodging sorcery removal and mitigating its own drawback are both relevant things to do.
What I Don't Like: The competition in the black 3cc creature slot was really weak about 5-6 sets ago. But now, there's a deep shelf of options at that slot. But other than the competition, there's not much to complain about, other than running into a never-ending stream of chump blockers that token decks can string together against it; amplifying its drawback.
Verdict: Small and medium sized cubes are set on black 3-drops for a while now. But this card hits hard, and outside of the top shelf of 3-drops, I think this is definitely the next best option. I'd very likely snap-include this creature at anything 630 or bigger.
What I Like: This has a higher power/cost ratio than most of the other Xcc token generators in white. It can create a small army of blockers at instant speed against aggro in combat, and it can benefit in a big way from token/anthem effects.
What I Don't Like: There are a lot of good "army-in-a-can" kinds of effects available that will generally have a better return on its fixed value investment than this card will no matter where you play it. The X cost adds flexibility as to where you can drop in in the curve, but I have a hard time seeing this being better than something like Spectral Procession or the 5cc creature engines that make tokens even with that added flexibility.
Verdict: Medium-sized cubes with a dedicated token support package will be happy to see a flexible cost threat engine that can drop anywhere in the curve. I expect this to settle in the 630+ range, but depending on the depth of your support cards, it may slot into cubes that are smaller in size.
What I Like: After the top shelf of green fatties, there aren't a ton of options for good value dudes to ramp into that can impact the board. If played early, this will deal with your opponent's biggest threat and leave a 6/7 flying dragon on the table. Not a bad investment, especially in a color that's light on playable removal spells.
What I Don't Like: A 7cc 2-for-1 isn't amazing, and there will be targets in the late game that this guy can't profitably fight. I feel like there are several other 7+cc fatties in green that are better than this guy on average, so most smaller and medium-sized cubes will have the fatties they need without it.
Verdict: A good "next best" option for green fatties when the top shelf is exhausted. I think this a perfectly reasonable creature for 630+ sized cubes that want another ramp target.
What I Like: The white 4cc creature slot isn't particularly competitive after the best of the best are included. So there's a lot of flexibility in what that second tier of creatures can consist of. All three of this guy's triggers are relevant in most stages of the game, and decks that have a lower creature count and higher spell count will be sure to include this in their final 40. Creature tapping is good on offense and defense, the first strike/lifelink trigger makes it combat-dominant and good for life-total preservation, and it can protect itself from targeted removal.
What I Don't Like: With effects like this, you always run the risk of bricking on hand composition and topdecks, so it has a pretty low floor for value if it goes into decks that aren't ideally suited to maximize his return.
Verdict: I may be higher on this creature than most because I don't like a lot of the existing options that white has for tier-2 4cc creatures. I would play this at 630 for sure, and probably give it a long trial run at 540 in a cube I'd manage, simply because I think this card has a really high expected return in the right decks.
What I Like: It has a splashable cost for a card that can still counter a powerful creature and draw a card at the very least. Tempo decks that are loaded with targets for the recursion mode will likely be happy enough to even splash for this effect if the deck's off-color, because counter creature + recur body, or get body + draw is fantastic at instant speed. And even the lifegain will be crippling against some decks; countering a 5cc creature and gaining 4 against burn/aggro can be backbreaking.
What I Don't Like: Man, that Remove Soul effect! If that had been a Mana Leak instead, even the smallest of cubes would've been forced to some tough decisions. And if the creature had been power instead of converted mana cost, this would likely be an "all cubes of all sizes" staple. As is, it's more than fair, has a nice cost and slots into several decks nicely.
Verdict: When I originally read this card as power 2 or less instead of CMC 2 or less, I was jazzed. As it stands, I think it's a solid option for the tier-2 Azorius options, and will likely drop into the 5th or 6th best option, making it a fine inclusion for cubes in the 540-630 range.
What I Like: Comparing it to Sower of Temptation means you get +1/+3, deathtouch, and the ability to steal planeswalkers in addition to taking creatures. The added toughness protects it from burn (and makes it better on both sides of combat) and the fact that it's black protects it from Terror effects. It also doesn't require double-blue, so decks that are only splashing blue as one of its colors will have access to creature theft effects.
What I Don't Like: It's still vulnerable to a lot of removal spells, which is an issue for a 6-mana investment. It has the ability to pass the sorcery removal test by taking a 'walker and getting an activation from it, but a lot of the time you run the risk of sinking 6 mana into something that gets hit by Oblivion Ring and winds up failing to guarantee value.
Verdict: Despite it's vulnerabilities and cost, it's still likely one of the better options for Dimir midrange and control decks, and will likely make the final 40 in almost all of those shells. This card probably sits near the top of Dimir's tier-2 options, and I think it has a good chance of being the 5th or 6th best Dimir card over the long haul (meaning it's likely solidly in the 540 range).
What I Like: 5 dividable damage is a lot. And an 8/8 flying trample is big. It's easy to ramp into, fits RG ramp strategies and is a good target for Natural Order.
What I Don't Like: I feel that most small- to medium-sized cubes are well suited to have good green ramp targets, making this guy's multicolor nature less appealing. There's nothing wrong with the creature itself, but I prefer to save those slots whenever I can when mono-color options can fill that role for me, simply because more decks can use them.
Verdict: I think my 450 list is set on the quantity of green ramp and NO targets without adding this in. But I certainly think this is the next-best creature in that vein, so I'd personally add this in once the cube ran up to 540 cards or more.
What I Like: This card does everything I need my Magic cards to do in order to win games. It provides cards, mana and threats. The {+1} ability provides card advantage, and can ramp me to my 6+ drops (and fix mana for them!) and the {-2} ability creates board presence that can protect himself and double as reasonable win conditions. It compares to Ob Nixilis of the Black Oath pretty well, in that it's a 5cc card that plays like a creature that leaves a 'walker body behind as an ETB trigger. Ob Nix has the advantages of making 5/5s and only being 1 color, but has the drawback of costing you life and having a MUCH worse {+1} ability than Sarkhan does. Making flying bodies and leaving 'walkers on the table is not why Ob Nix wound up getting cut. It was cut because the {+1} ability was so ...fair. Sarkhan provides a strong advantage there, as every mode creates card advantage, and it can be cast and curved into really well in the color combination it sits in.
What I Don't Like: The only real strike against the card is its tri-color nature. But I feel that if your multicolor sorting allows for cards of this color identity, the fact that it's green makes it much easier to cast than other 3-color cards out there (not unlike Siege Rhino).
Verdict: If you include cards of this color identity, this is one of the best options for its multicolor slot, and I think cubes in the 450-540 range start to manipulate their composition to fit cards like this into their lists.
What I Like: As we all know by now, this set allows cube managers to re-include Morph packages if they're interested. Personally, I think that a Morph subtheme provides an interesting dynamic to cube gameplay, and all we were really lacking were a couple of solid options in every color to reintroduce such a theme. (NOTE: If you hate morphs, you're not going to like the next stretch of cards in this article ...you've been warned.) This card is unexciting, but a solid option for a second green morph if/when that subtheme becomes a design goal. This card has a couple of advantages over it's predecessor, mainly being able to be played as a body for 2 mana, and being able to morph into a 3-power creature without blowing up one of your own targets if the board calls for such a play. It's not strictly better than Vigilante, but it's better enough to get the nod over it once morphs are part of your gameplan.
What I Don't Like: It's an unexciting card, but it's a solid effect I'm always glad to have available to me.
Verdict: Once the morph subtheme is initiated, I think this is the 2nd best green morph available. So I'd include this at either 450 or 540, whenever the breakover point occurs for you to want a second morph creature in the color.
An evasive red beater with a solid morph value option.
What I Like: Red doesn't have a deep shelf of options for evasive 2-drops. Most of them require a raid variant in order to have them work. What I like most about the Shaman is the ability to be a serviceable evasive 2cc beater if the curve needs it, or get morphed for value when you can. The face-up trigger is cheap, and will generate card advantage on curve in about 90% of the cases you do so. It then becomes an evasive 3-power creature, and doesn't require a specific board or your opponent to make a specific move for you to turn it face-up. Red isn't loaded with good evasion, nor is it loaded with value-generating bodies. This card gives you both, filling two desirable holes in red's gameplan.
What I Don't Like: This guy doesn't really do anything unfair. If your opponent can reach two good-sized blockers (like green 2/2 and 3/3 token engines, for example) the evasion can me mitigated by the opponent.
Verdict: I don't know if this is red's best morph or red's second best morph, so as of now, I erred on the side of caution and assumed this might be slightly worse for the average red deck than the Mack truck that is Blistering Firecat. So again, this could fall in either the 450 or 540 range, depending on how deep you want your morph theme to go.
What I Like: White doesn't have many options for value creatures with removal attached to them. Dragonslayer can deal with your opponent's biggest threat and leave you with a 3-power lifelink creature on the board when you're done. It also can be played as a 2-power lifelinker on T2 if your curve is in need of such a play, and the matchup limits his face-up trigger. Most importantly, if your opponent predicts that your face-down creatures are Dragonslayers, they may have to sandbag powerful threats until they can deal with this body. That makes him a lightning rod of sorts that can protect your other threats and keep the opponent's board crippled until it's dealt with, which is a great effect for 3.
What I Don't Like: There are going to be matchups where the opponent's deck has a small number of targets for him, which may leave him face-down for longer than you'd like.
Verdict: This is white's second best morph, so again, I'd play it in the 450-540 range, wherever you decide a second morph in the color is something you want.
A black morph with evasion that kills a lot of cube creatures.
What I Like: It has evasion (even if the evasion isn't great) and it kills a HUGE number of cube creatures while leaving a body behind. You never need more than 2B available to deal with a good creature and give you a 3-power critter with a useful ability. It's all around solid and generates value and card advantage for black cube decks of all kinds. Aggro decks can play it as a 2-power evasive beater, but it's lackluster in that role, and will only be relegated to that position if the curve situation is dire.
What I Don't Like: Even with the evasion, there are a TON of creatures that can still block it effectively. And the evasion actually gets worse once a +1/+1 counter is added to it, which is a little disappointing.
Verdict: Like red's Shaman, I don't yet know if this is black's best or second best option for morhps. So it'll be either a 450 card or a 540 card after more extensive testing can be done.
A flexible blue morph with multiple playable casting options.
What I Like: Even in its 2cc mode, it's a solid beater for blue tempo decks. Being a blue Stormfront Pegasus in its WCS is not bad at all, and there will be decks happy to play it on T2 and apply the beats. When it's morphed, the face-up trigger protects against a wealth of scary things for you to face, and then becomes a 3-power flying creature after countering the threat. So it has 2 very playable modes, both of which are justifiably the right plays depending on the board and the matchup.
What I Don't Like: If you opt down the Morph path and you brick against a parade of non-instant/sorcery spells from the opponent, your threat loses evasion and winds up just trading on the ground when things get dire. It being contingent on the opponent's spell selection for value in morph mode can be a liability against spell-light decks, which puts it into Pegasus mode for games 2 and 3 sometimes.
Verdict: Due to its flexibility, this is very likely blue's best Morph. I'd play it at 450 even if the "theme" only winds up 1 card deep in each color.
What I Like: The evasion is relevant, and gets better with the +1/+1 counter on it. Regrowth effects are powerful, and when they come attached to bodies... even more so. It's a turn slower than Eternal Witness when it comes to getting a card back, but it's bigger and has evasion too. And unlike morphs that are contingent on the board or your opponent playing certain kinds of spells, YOU get to be in the driver's seat for a lot of Den Protector's value.
What I Don't Like: If the opponent targets it with removal before you have ideal targets in the graveyard, it can be forced to get back an effect of lesser value than something you might've planned to get back. But if you have a chance to turn it face-up, it's still going to give you value and card advantage, even if it eats removal.
Verdict: Green's best morph for sure. I'd play this card at 450, with or without a morph subtheme, simply as an evasive value creature that can get your best spell back from the bin.
Another 2/1 for W that's better than Lions/Vanguards.
What I Like: It's a strictly better Elite Vanguard. Which means that even small cubes will be playing this spell, even if all it winds up being is a minor upgrade to a cube staple. It blocks about 4-5 big cube creatures without dying, which is less than irrelevant, but not a tremendous upside or anything.
What I Don't Like: I just wish the cube had more Dragons for this creature to block.
Verdict: This still fits all cubes 360 or larger pretty easily.
What I Like: This card has 6 different ways to create a 2-for-1 at instant speed, and every mode on this spell will be relevant in commonly found cube situations. Raise Dead effects aren't common for cubes, but it's not because the effect isn't good. It's because there aren't instant speed card advantage cards that the effect is strapped to (before now). As we continue to explore all the value this card can bring, the creature recursion trigger will show us how valuable it can be from one situation to the next. The Discard trigger won't be critical all the time, but there will be times when the opponent has 1 card in hand and instances where they're hellbent (and you can cast this at the end of their draw step to clip their only card, thanks to this being an instant) and the discard will be clutch when it's relevant. Whenever the opponent has a creature in play that can be Shocked, that mode will be great, and every time they have an artifact out, the Shatter effect will be nice too. All 4 modes are cube-relevant, and every combination builds great value.
What I Don't Like: It would've been nice if the recursion effect was Unearth or if the discard effect was Duress or Inquisition of Kozilek, but those are minor nitpicks on a card that should prove to be a cube staple.
Verdict: I think this card is the best true BR gold card, and I'd play it in all cubes of all sizes.
What I Like: This card is a better Isamaru, Hound of Konda in a color still praying for more Jackal Pups. The blocking drawback isn't of much concern to aggro players, but Dash is an amazing upside. This card is just gas in all phases of the game, and is likely the best 2-power 1-drop you can topdeck in the late game. Just amazing.
What I Don't Like: Nothing. Anything more than this would've been unreal, as this card is a gift as it is.
Verdict: Every cube, every size. Until we have 9 Goblin Guides, this card isn't going anywhere.
Surrak, the Hunt Caller will never just be a Wooly Thoctar.
I think it's bold to say that Surrak will never just be a Thoctar. If he's not hasted when you play him and you don't have an immediate 3+ power creature to follow him up with, he can absolutely be a Thoctar.
Quote from hopefulhawkeye »
I already Predict Secure the Wastes is the card that will Jump the most slots for you.
Meh. The haste on Tempt with Vengeance is just as relevant as the flash on Wastes, and that card was only okay. I don't think the flexibility on the cost will wind up being as valuable as the pure power/cost ratio of the pre-canned army cards. Not for smaller cubes anyways. It's likely the best Xcc token engine card we have right now, but I don't know what that actually means, since none of the other ones are very good.
Quote from hopefulhawkeye »
Dragonlord Atarka is easily top 5 in Gruul.
Sounds like we're in perfect agreement, and I'm glad you agree with the assessment in the article.
Quote from hopefulhawkeye »
I also think you have Den Protector too high. Regrowth is great, but the evasion is not.
The evasion is actually really good in megamorph mode. It dodges a huge percentage of cube creatures.
Quote from hopefulhawkeye »
I feel very comfortable saying it is worse than Stratus Dancer and probably the Assassin.
The Dancer can get stranded (and it doesn't always fit blue's gameplan as much as Den Protector fits the green gameplan) and the Assassin's evasion is really lackluster in comparison to Den Protector's. After testing them out since they've been spoiled, Den Protector has definitely been the best of the bunch.
The fact we can omit a card as good as Pitiless Horde shows how far black's threes have come, as you mention. There are already a few cards at that slot I'm not running that would make it elsewhere in the cube and would still be interchangeable or just as good as the stuff I am running.
We are adding a few Morphs from the set, so there are a number of older ones in consideration to come back in as well. Silent Specter was a fan favourite and helps shore up that 5 slot you were talking about in the Sidisi entry. Exalted Angel probably makes the cut now there's more ambiguity as to what it is. Sagu Mauler fills in for green's six drops when hardcast and is a really hard to deal with beater that can swing for lots early on when morphed, so we'll find a space for that as well.
I think outside of the Morphs and obvious includes for 360-ish cubes, we will end up trying Ojutai Exemplars as well. White's four drop creatures after Hero and Resto Angel aren't really pushing for inclusion, and this looks fun enough to enjoy running in the meantime. We're looking to add more viable non-creature alternatives in certain slots where possible; for example, I will probably cut one of Manic Vandal or Keldon Vandals for Vandalblast. Adds to diversity and helps to support cards like this one, Mentor, and the like. Plus, Turn 1 artifact removal is never unwelcome in powered...
Sarkhan is a really good 'hard' Temur card but on reflection we like Yasova's wider playability, but it could probably compete in a larger cube. Also, Yasova does something more unusual in cube.
Zurgo is a red drop without precedent in how good it is. Usually they are smaller and weaker than B/W ones or have a significant drawback like Jackal Pup. Very pleased with that, it's going to be a beating!
Sarkhan is a really good 'hard' Temur card but on reflection we like Yasova's wider playability, but it could probably compete in a larger cube. Also, Yasova does something more unusual in cube.
I just wound up making a 10-card "multicolor" section that allowed me to put all cards in there that didn't fit into existing categories. So I don't need exactly 1 per shard/wedge, but just 10 cards with 3+ colors in its identity. And it actually created a section with better color balance. I can talk more about it in my cube thread if you're interested.
I find that all the morph guys are still underwhelming at 720, but most of the other stuff I agree with for the most part.
If I had tricolor sections I would say sarkhan is way, way playable.
If you take the morphs out of your list I would say these are what I would cube at least in a 720. Corpseweft - Gets value out of lost dudes even if you don't run reanimation package. Silumgar Sorcerer - This dude is amazing and under-rated. Evasive, cheap, and can trade a early game creature for an opponent's late game bomb. Solid. Profaner of the Dead - A recurrable boardwipe at 4 mana? It bounces like 50% or more of a cube's creatures, on top of being 1 sided. Absolutely bonkers. Myth Realized - Early game drop for control that can be a late game threat. I can see this played in some popular control shells. Silkwrap - Oblivion ring variant for small dudes, but can get rid of around 50% of cube creature threats, even 3 drops from an opponent on the play in most cases. Avatar of the Resolute - A 2 drop 3/2 reach, trample that could potentially be bigger? If you support green aggro, this is a solid creature. Dragon Whisperer - Early game body and late game threat. I don't really know what else to say. Anafenza, Kin-Tree Spirit - At two drop in white is super tight, but she makes those white aggro lists even stronger. Collected Company - This card is absolutely insane. You can whiff of course, but the upside is so strong, that I would probably run this in a 450. Thunderbreak Regent 4 mana 4/4 flyer in red. Already decent. Free lightning bolt to their dome when they target it? Seems good.
Modern: UUUBlue Man Group
Legacy: UWBMiracles
Edh: UUUThassa Control WWWHokori Stax GGGJolrael, Empress of Land Stompy BBBGriselbrand French List RBGShattergang(Super Villians) RWGHazezon Flicker UBRMarchesa Aggro URGMaelstom Wanderer (Maelstorm)
Your testing is obviously very different from mine.
Corpseweft - Gets value out of lost dudes even if you don't run reanimation package.
Or you could run just about any other reanimation spell and get more value from lost dudes.
Silumgar Sorcerer - This dude is amazing and under-rated. Evasive, cheap, and can trade a early game creature for an opponent's late game bomb. Solid.
Unless the creature I'm sacrificing is worse than a 2/1 flying, I'm better off with Remove Soul. Unless you plan on using it without the ability often, which I wouldn't suggest.
Profaner of the Dead - A recurrable boardwipe at 4 mana? It bounces like 50% or more of a cube's creatures, on top of being 1 sided. Absolutely bonkers.
It'll be good for regular limited, but the cube has much better things to be investing 4 mana in.
Myth Realized - Early game drop for control that can be a late game threat. I can see this played in some popular control Shells.
Really? I wouldn't play this card in a cube control deck.
Silkwrap - Oblivion Ring variant for small dudes, but can get rid of around 50% of cube creature threats, even 3 drops from an opponent on the play in most cases.
This is the second bad Journey to Nowhere that they've printed, and it's just as bad as the other one. Journey's only okay buy cube standards as it is.
Avatar of the Resolute - A 2 drop 3/2 reach, trample that could potentially be bigger? If you support green aggro, this is a solid creature.
This will be a Garruk's Companion the vast majority of the time. A card that's no good, even if you support green aggro. Green aggro doesn't want double-green creatures.
Dragon Whisperer - Early game body and late game threat. I don't really know what else to say.
A bad Stromgald Crusader in red? I wish the overcosted and narrow formidable ability was as useful as protection.
Anafenza, Kin-Tree Spirit - At two drop in white is super tight, but she makes those white aggro lists even stronger.
She's not bad in mono white, but she either needed a 1W cost, or to be a 2/1 with flying or first strike to justify that WW cost.
Collected Company - This card is absolutely insane. You can whiff of course, but the upside is so strong, that I would probably run this in a 450.
The math doesn't support your optimism.
Thunderbreak Regent 4 mana 4/4 flyer in red. Already decent. Free Lightning Bolt to their dome when they target it? Seems good.
Red's 4-drops are bonkers. Ashcloud Phoenix provides the same pressure, and leaves a body instead of a bolt when it dies. And even that card's not good enough.
Sarkhan is a really good 'hard' Temur card but on reflection we like Yasova's wider playability, but it could probably compete in a larger cube. Also, Yasova does something more unusual in cube.
I just wound up making a 10-card "multicolor" section that allowed me to put all cards in there that didn't fit into existing categories. So I don't need exactly 1 per shard/wedge, but just 10 cards with 3+ colors in its identity. And it actually created a section with better color balance. I can talk more about it in my cube thread if you're interested.
I had a look at your flex section, it makes sense. I would probably devote a space to something similar at 450, but as it is, I'm just running 5 such cards at 360.
I can't believe Corpseweft is getting attention, that card is just awful IMO. Of the cards theonecalledrune mentioned I quite like Profaner of the Dead, I'll certainly run it in my Marchesa EDH but I'm not convinced how well it will translate to cube.
@theonecalledrune: I just reread my response to your post, and I want to apologize if it came off as harsh. It wasn't intended to be, I was just pinched for time and had a lot of cards to reply to. Thanks for posting here, I value your feedback.
Sarkhan is a really good 'hard' Temur card but on reflection we like Yasova's wider playability, but it could probably compete in a larger cube. Also, Yasova does something more unusual in cube.
Zurgo is a red drop without precedent in how good it is. Usually they are smaller and weaker than B/W ones or have a significant drawback like Jackal Pup. Very pleased with that, it's going to be a beating!
I'm also going to try and find room for temur cards with a slush tri color section but you probably don't have that luxury at 360.
And Zurgo is a really special one drop. It was an amazing combination of standard being able to handle it, the plot called for something special to counterpoint the Khans version, and a cubeable keyword being in the right color. I think it will be 5 years until we get another red one drop of this high caliber.
Zurgo is a really special one drop. It was an amazing combination of standard being able to handle it, the plot called for something special to counterpoint the Khans version, and a cubeable keyword being in the right color. I think it will be 5 years until we get another red one drop of this high caliber.
Agreed. It was the biggest surprise of the set for me.
Bit late on the draw here, but thanks for the review. Thorough and insightful as always.
That said, any regard for Dragonlord Ojutai? He's been quite good in testing so far, and I think he's better for large Azorius sections than Ojutai's Command is. Generally, the decks that cast him also have the tools to protect him once you untap.
I have Silumgar dragonlord much higher on the list simply because he is a card that generates stories like no other card. Every cube draft I've had since putting him in, as well as the prerelease i pulled a foil in :D, he has been the center of attention and star player of just huge plays, to me thats pretty amazing. My problem is I'm trying to cut an amazing dimir card for him.
Bit late on the draw here, but thanks for the review. Thorough and insightful as always.
That said, any regard for Dragonlord Ojutai? He's been quite good in testing so far, and I think he's better for large Azorius sections than Ojutai's Command is. Generally, the decks that cast him also have the tools to protect him once you untap.
The decks that can cast him also have access to a really deep suite of insane 5-drops too. Neither white nor blue need this card, and it just doesn't interest me for the cube.
I have Silumgar dragonlord much higher on the list simply because he is a card that generates stories like no other card. Every cube draft I've had since putting him in, as well as the prerelease i pulled a foil in :D, he has been the center of attention and star player of just huge plays, to me thats pretty amazing. My problem is I'm trying to cut an amazing dimir card for him.
Ya, it's hard to find room in small Dimir sections. In addition to having awesome stories, it'll also have those stories that'll go "you remember when you paid 6 mana for that Silumgar guy and I killed it with a Go for the Throat and you got nothing?" ...and those kinds of stories I can do without.
Unpowered dimir is actually pretty weak imo. Tezzeret and strix are so much better with moxen and artifact.deck and ashiok is so good with fast mana. I think in unpowered silumgar is better then these three in unpowered. Hes resilient to burn and most black removal. GftT is one of the only black removal pieces that hits it.
Unpowered or not, I think that Strix is significantly better. And I've heard success stories with the artifact.dec in unpowered lists, where I assume Tezz is still a must. I agree that Silumgar's better than Ashiok, but I don't think that card's good in the cube.
I can confirm that Tezzeret, Agent of Bolas is quite good in an unpowered artifact.dec. I'm sure he's better with jewelry, but he's still good without out.
This is my 13th installment of the "top 20" set preview articles!
Just like the previous review, it will be in a spoiled top 20 countdown format, with each section having an image, a brief summary/description, and my verdict on what cubes I think it could potentially see some play in. I got a lot of positive feedback on the format from the last several articles, so I’m going to keep the “what I like” and “what I don’t like” sections.
DTK is a really good cube set. I think that there's a good chance that all 20 of the cards in this article can see play in a variety of cubes of all sizes, depending on objectives and composition. There were even some "on deck" cards to discuss in the 21-25 range that will likely be good enough. Without further ado...
Hope you enjoy!
Surrak, the Hunt Caller
A 5-power Venvevine/Fervor mashup.
What I Like: A 5-power 4-drop that can come down with haste, and give subsequent threats haste has a high ceiling. Resolving this in a deck that has enough power to have it be formidable upon resolution and follow it up with singular high-power 5 and 6 drops will be rewarded for assembling their curve in the right way.
What I Don't Like: The floor on this card is disappointing. Having this guy wind up as a 4-mana Woolly Thoctar due to lack of additional board presence when it comes down or failing to curve it directly into a second high-power threat will likely show up more often than I'd like. I hate to look at my 4cmc investments and wish that they were any number of other cards that have been purged from the cube list over the years due to consistency issues ...it's a tough pill to swallow.
Verdict: The ceiling on this card is absurd enough that players will be tempted to test this card until it happens. Personally, the variance is too high for me to be willing to run this in cubes that are under ~720 cards, but it will likely see extended testing play in cubes of various sizes. If you're the kind of cube manager that's comfortable with higher levels of variance in order to see the bomb plays when they're available will get a kick out of this guy.
Narset Transcendent
A 4-mana value engine.
What I Like: That is so much starting loyalty! If you can resolve this in a board position where you know you'll have the time to generate the value from this card, it will win long grindy games like control mirror matches and the like. The rebound effect is strong with a lot of cube spells, and the {+1} can generate value over the long haul if the board state gives you the time to do so.
What I Don't Like: The {+1} effect will miss a lot. Even in an ideal deck for this effect, like a really low creature-count control deck, you're only able to expect this to hit about 40% of the time. And the color combination this card falls in doesn't have a ton of spells that will benefit greatly from the rebound effect. I think it compares to Chandra, the Firebrand pretty fairly. Obviously Narset has a much higher starting loyalty (making it arguably more robust) but the {+1} effect on Chandra always hits, can remove early threats that pressure her, it's only one color instead of two, it's in a better color for the spell copying trigger, it has a better cube-centric ultimate, it's more splashable and the spell copying is better than the rebound trigger for a lot of the cards that you'll want to target with the ability. And even that card was ultimately cut from a lot of small- to medium-sized cubes.
Verdict: I think that a lot of cube managers will be tempted to run this card, and it's a fine choice in the 2nd tier of Azorius options. I think it's likely the 6th or 7th best WU card, so it will ultimately settle into larger cubes (like the 630-720 range) after some extended testing.
Sidisi, Undead Vizier
A playable black 5-drop.
What I Like: It interacts with a couple different black decks that get value from sacrificing their own cards, like token decks and recursion themed decks. It has an okay defensive body for the cost, and tutor effects are always welcome. Black's 5cc creature section is a vast plane of mediocrity, and this will likely be decent enough to float to the top (or near the top) of that bowl.
What I Don't Like: A lot of the decks engineered to mitigate the sacrifice trigger tend to have lower curves, and they may not want a 5-drop that won't tutor up big mana bombs. 5 mana is a lot for a utility effect in a value-engine deck, and the deathtouch keyword is largely wasted on a 4/6 body. I think that flying, lifelink or a 5/6 body could've gone a long way with this creature.
Verdict: Outside of Shriekmaw and possibly Ob Nixilis of the Black Oath, there simply aren't good options for the 5cc black creature slot. So cubes in the 630+ range are probably looking for the next placeholder until we actually get something unfair at that mana cost to include.
Pitiless Horde
A 5-power 3-drop.
What I Like: 5 power for 3 mana is a lot, and the splashable casting cost is nice too. There are creature-light decks that will be abused by this guy coming down so early, and it trades up with most creatures in the cube once they have to block it (which is pretty soon after it comes down). And the Dash is really relevant on this card, because bashing for 5 with haste off the top is strong, and dodging sorcery removal and mitigating its own drawback are both relevant things to do.
What I Don't Like: The competition in the black 3cc creature slot was really weak about 5-6 sets ago. But now, there's a deep shelf of options at that slot. But other than the competition, there's not much to complain about, other than running into a never-ending stream of chump blockers that token decks can string together against it; amplifying its drawback.
Verdict: Small and medium sized cubes are set on black 3-drops for a while now. But this card hits hard, and outside of the top shelf of 3-drops, I think this is definitely the next best option. I'd very likely snap-include this creature at anything 630 or bigger.
Secure the Wastes
An instant speed Xcc token generator.
What I Like: This has a higher power/cost ratio than most of the other Xcc token generators in white. It can create a small army of blockers at instant speed against aggro in combat, and it can benefit in a big way from token/anthem effects.
What I Don't Like: There are a lot of good "army-in-a-can" kinds of effects available that will generally have a better return on its fixed value investment than this card will no matter where you play it. The X cost adds flexibility as to where you can drop in in the curve, but I have a hard time seeing this being better than something like Spectral Procession or the 5cc creature engines that make tokens even with that added flexibility.
Verdict: Medium-sized cubes with a dedicated token support package will be happy to see a flexible cost threat engine that can drop anywhere in the curve. I expect this to settle in the 630+ range, but depending on the depth of your support cards, it may slot into cubes that are smaller in size.
Foe-Razer Regent
A big, flying, green Flametongue Kavu.
What I Like: After the top shelf of green fatties, there aren't a ton of options for good value dudes to ramp into that can impact the board. If played early, this will deal with your opponent's biggest threat and leave a 6/7 flying dragon on the table. Not a bad investment, especially in a color that's light on playable removal spells.
What I Don't Like: A 7cc 2-for-1 isn't amazing, and there will be targets in the late game that this guy can't profitably fight. I feel like there are several other 7+cc fatties in green that are better than this guy on average, so most smaller and medium-sized cubes will have the fatties they need without it.
Verdict: A good "next best" option for green fatties when the top shelf is exhausted. I think this a perfectly reasonable creature for 630+ sized cubes that want another ramp target.
Ojatai Exemplars
A 4cc "spells matters" value creature.
What I Like: The white 4cc creature slot isn't particularly competitive after the best of the best are included. So there's a lot of flexibility in what that second tier of creatures can consist of. All three of this guy's triggers are relevant in most stages of the game, and decks that have a lower creature count and higher spell count will be sure to include this in their final 40. Creature tapping is good on offense and defense, the first strike/lifelink trigger makes it combat-dominant and good for life-total preservation, and it can protect itself from targeted removal.
What I Don't Like: With effects like this, you always run the risk of bricking on hand composition and topdecks, so it has a pretty low floor for value if it goes into decks that aren't ideally suited to maximize his return.
Verdict: I may be higher on this creature than most because I don't like a lot of the existing options that white has for tier-2 4cc creatures. I would play this at 630 for sure, and probably give it a long trial run at 540 in a cube I'd manage, simply because I think this card has a really high expected return in the right decks.
Ojatai's Command
A WU Command with several solid modes.
What I Like: It has a splashable cost for a card that can still counter a powerful creature and draw a card at the very least. Tempo decks that are loaded with targets for the recursion mode will likely be happy enough to even splash for this effect if the deck's off-color, because counter creature + recur body, or get body + draw is fantastic at instant speed. And even the lifegain will be crippling against some decks; countering a 5cc creature and gaining 4 against burn/aggro can be backbreaking.
What I Don't Like: Man, that Remove Soul effect! If that had been a Mana Leak instead, even the smallest of cubes would've been forced to some tough decisions. And if the creature had been power instead of converted mana cost, this would likely be an "all cubes of all sizes" staple. As is, it's more than fair, has a nice cost and slots into several decks nicely.
Verdict: When I originally read this card as power 2 or less instead of CMC 2 or less, I was jazzed. As it stands, I think it's a solid option for the tier-2 Azorius options, and will likely drop into the 5th or 6th best option, making it a fine inclusion for cubes in the 540-630 range.
Dragonlord Silumgar
A big Sower of Temptation variant that can also steal planeswalkers.
What I Like: Comparing it to Sower of Temptation means you get +1/+3, deathtouch, and the ability to steal planeswalkers in addition to taking creatures. The added toughness protects it from burn (and makes it better on both sides of combat) and the fact that it's black protects it from Terror effects. It also doesn't require double-blue, so decks that are only splashing blue as one of its colors will have access to creature theft effects.
What I Don't Like: It's still vulnerable to a lot of removal spells, which is an issue for a 6-mana investment. It has the ability to pass the sorcery removal test by taking a 'walker and getting an activation from it, but a lot of the time you run the risk of sinking 6 mana into something that gets hit by Oblivion Ring and winds up failing to guarantee value.
Verdict: Despite it's vulnerabilities and cost, it's still likely one of the better options for Dimir midrange and control decks, and will likely make the final 40 in almost all of those shells. This card probably sits near the top of Dimir's tier-2 options, and I think it has a good chance of being the 5th or 6th best Dimir card over the long haul (meaning it's likely solidly in the 540 range).
Dragonlord Atarka
A big Gruul dragon with a powerful ETB trigger.
What I Like: 5 dividable damage is a lot. And an 8/8 flying trample is big. It's easy to ramp into, fits RG ramp strategies and is a good target for Natural Order.
What I Don't Like: I feel that most small- to medium-sized cubes are well suited to have good green ramp targets, making this guy's multicolor nature less appealing. There's nothing wrong with the creature itself, but I prefer to save those slots whenever I can when mono-color options can fill that role for me, simply because more decks can use them.
Verdict: I think my 450 list is set on the quantity of green ramp and NO targets without adding this in. But I certainly think this is the next-best creature in that vein, so I'd personally add this in once the cube ran up to 540 cards or more.
Sarkhan Unbroken
A 5cc value engine.
What I Like: This card does everything I need my Magic cards to do in order to win games. It provides cards, mana and threats. The {+1} ability provides card advantage, and can ramp me to my 6+ drops (and fix mana for them!) and the {-2} ability creates board presence that can protect himself and double as reasonable win conditions. It compares to Ob Nixilis of the Black Oath pretty well, in that it's a 5cc card that plays like a creature that leaves a 'walker body behind as an ETB trigger. Ob Nix has the advantages of making 5/5s and only being 1 color, but has the drawback of costing you life and having a MUCH worse {+1} ability than Sarkhan does. Making flying bodies and leaving 'walkers on the table is not why Ob Nix wound up getting cut. It was cut because the {+1} ability was so ...fair. Sarkhan provides a strong advantage there, as every mode creates card advantage, and it can be cast and curved into really well in the color combination it sits in.
What I Don't Like: The only real strike against the card is its tri-color nature. But I feel that if your multicolor sorting allows for cards of this color identity, the fact that it's green makes it much easier to cast than other 3-color cards out there (not unlike Siege Rhino).
Verdict: If you include cards of this color identity, this is one of the best options for its multicolor slot, and I think cubes in the 450-540 range start to manipulate their composition to fit cards like this into their lists.
Ainok Survivalist
A better Nantuko Vigilante.
What I Like: As we all know by now, this set allows cube managers to re-include Morph packages if they're interested. Personally, I think that a Morph subtheme provides an interesting dynamic to cube gameplay, and all we were really lacking were a couple of solid options in every color to reintroduce such a theme. (NOTE: If you hate morphs, you're not going to like the next stretch of cards in this article ...you've been warned.) This card is unexciting, but a solid option for a second green morph if/when that subtheme becomes a design goal. This card has a couple of advantages over it's predecessor, mainly being able to be played as a body for 2 mana, and being able to morph into a 3-power creature without blowing up one of your own targets if the board calls for such a play. It's not strictly better than Vigilante, but it's better enough to get the nod over it once morphs are part of your gameplan.
What I Don't Like: It's an unexciting card, but it's a solid effect I'm always glad to have available to me.
Verdict: Once the morph subtheme is initiated, I think this is the 2nd best green morph available. So I'd include this at either 450 or 540, whenever the breakover point occurs for you to want a second morph creature in the color.
Ire Shaman
An evasive red beater with a solid morph value option.
What I Like: Red doesn't have a deep shelf of options for evasive 2-drops. Most of them require a raid variant in order to have them work. What I like most about the Shaman is the ability to be a serviceable evasive 2cc beater if the curve needs it, or get morphed for value when you can. The face-up trigger is cheap, and will generate card advantage on curve in about 90% of the cases you do so. It then becomes an evasive 3-power creature, and doesn't require a specific board or your opponent to make a specific move for you to turn it face-up. Red isn't loaded with good evasion, nor is it loaded with value-generating bodies. This card gives you both, filling two desirable holes in red's gameplan.
What I Don't Like: This guy doesn't really do anything unfair. If your opponent can reach two good-sized blockers (like green 2/2 and 3/3 token engines, for example) the evasion can me mitigated by the opponent.
Verdict: I don't know if this is red's best morph or red's second best morph, so as of now, I erred on the side of caution and assumed this might be slightly worse for the average red deck than the Mack truck that is Blistering Firecat. So again, this could fall in either the 450 or 540 range, depending on how deep you want your morph theme to go.
Hidden Dragonslayer
A lifelinking card advantage creature for white.
What I Like: White doesn't have many options for value creatures with removal attached to them. Dragonslayer can deal with your opponent's biggest threat and leave you with a 3-power lifelink creature on the board when you're done. It also can be played as a 2-power lifelinker on T2 if your curve is in need of such a play, and the matchup limits his face-up trigger. Most importantly, if your opponent predicts that your face-down creatures are Dragonslayers, they may have to sandbag powerful threats until they can deal with this body. That makes him a lightning rod of sorts that can protect your other threats and keep the opponent's board crippled until it's dealt with, which is a great effect for 3.
What I Don't Like: There are going to be matchups where the opponent's deck has a small number of targets for him, which may leave him face-down for longer than you'd like.
Verdict: This is white's second best morph, so again, I'd play it in the 450-540 range, wherever you decide a second morph in the color is something you want.
Silumgar Assassin
A black morph with evasion that kills a lot of cube creatures.
What I Like: It has evasion (even if the evasion isn't great) and it kills a HUGE number of cube creatures while leaving a body behind. You never need more than 2B available to deal with a good creature and give you a 3-power critter with a useful ability. It's all around solid and generates value and card advantage for black cube decks of all kinds. Aggro decks can play it as a 2-power evasive beater, but it's lackluster in that role, and will only be relegated to that position if the curve situation is dire.
What I Don't Like: Even with the evasion, there are a TON of creatures that can still block it effectively. And the evasion actually gets worse once a +1/+1 counter is added to it, which is a little disappointing.
Verdict: Like red's Shaman, I don't yet know if this is black's best or second best option for morhps. So it'll be either a 450 card or a 540 card after more extensive testing can be done.
Stratus Dancer
A flexible blue morph with multiple playable casting options.
What I Like: Even in its 2cc mode, it's a solid beater for blue tempo decks. Being a blue Stormfront Pegasus in its WCS is not bad at all, and there will be decks happy to play it on T2 and apply the beats. When it's morphed, the face-up trigger protects against a wealth of scary things for you to face, and then becomes a 3-power flying creature after countering the threat. So it has 2 very playable modes, both of which are justifiably the right plays depending on the board and the matchup.
What I Don't Like: If you opt down the Morph path and you brick against a parade of non-instant/sorcery spells from the opponent, your threat loses evasion and winds up just trading on the ground when things get dire. It being contingent on the opponent's spell selection for value in morph mode can be a liability against spell-light decks, which puts it into Pegasus mode for games 2 and 3 sometimes.
Verdict: Due to its flexibility, this is very likely blue's best Morph. I'd play it at 450 even if the "theme" only winds up 1 card deep in each color.
Den Protector
Another playable Regrowth with legs in green.
What I Like: The evasion is relevant, and gets better with the +1/+1 counter on it. Regrowth effects are powerful, and when they come attached to bodies... even more so. It's a turn slower than Eternal Witness when it comes to getting a card back, but it's bigger and has evasion too. And unlike morphs that are contingent on the board or your opponent playing certain kinds of spells, YOU get to be in the driver's seat for a lot of Den Protector's value.
What I Don't Like: If the opponent targets it with removal before you have ideal targets in the graveyard, it can be forced to get back an effect of lesser value than something you might've planned to get back. But if you have a chance to turn it face-up, it's still going to give you value and card advantage, even if it eats removal.
Verdict: Green's best morph for sure. I'd play this card at 450, with or without a morph subtheme, simply as an evasive value creature that can get your best spell back from the bin.
Dragon Hunter
Another 2/1 for W that's better than Lions/Vanguards.
What I Like: It's a strictly better Elite Vanguard. Which means that even small cubes will be playing this spell, even if all it winds up being is a minor upgrade to a cube staple. It blocks about 4-5 big cube creatures without dying, which is less than irrelevant, but not a tremendous upside or anything.
What I Don't Like: I just wish the cube had more Dragons for this creature to block.
Verdict: This still fits all cubes 360 or larger pretty easily.
Kolaghan's Command
A 3cc instant-speed card advantage spell.
What I Like: This card has 6 different ways to create a 2-for-1 at instant speed, and every mode on this spell will be relevant in commonly found cube situations. Raise Dead effects aren't common for cubes, but it's not because the effect isn't good. It's because there aren't instant speed card advantage cards that the effect is strapped to (before now). As we continue to explore all the value this card can bring, the creature recursion trigger will show us how valuable it can be from one situation to the next. The Discard trigger won't be critical all the time, but there will be times when the opponent has 1 card in hand and instances where they're hellbent (and you can cast this at the end of their draw step to clip their only card, thanks to this being an instant) and the discard will be clutch when it's relevant. Whenever the opponent has a creature in play that can be Shocked, that mode will be great, and every time they have an artifact out, the Shatter effect will be nice too. All 4 modes are cube-relevant, and every combination builds great value.
What I Don't Like: It would've been nice if the recursion effect was Unearth or if the discard effect was Duress or Inquisition of Kozilek, but those are minor nitpicks on a card that should prove to be a cube staple.
Verdict: I think this card is the best true BR gold card, and I'd play it in all cubes of all sizes.
Zurgo Bellstriker
One of the best aggro 1-drops of all time.
What I Like: This card is a better Isamaru, Hound of Konda in a color still praying for more Jackal Pups. The blocking drawback isn't of much concern to aggro players, but Dash is an amazing upside. This card is just gas in all phases of the game, and is likely the best 2-power 1-drop you can topdeck in the late game. Just amazing.
What I Don't Like: Nothing. Anything more than this would've been unreal, as this card is a gift as it is.
Verdict: Every cube, every size. Until we have 9 Goblin Guides, this card isn't going anywhere.
Thanks for reading!
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Have you thought about adding any cards that benefit morph cards such as Ghostfire Blade?
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
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My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
I think it's bold to say that Surrak will never just be a Thoctar. If he's not hasted when you play him and you don't have an immediate 3+ power creature to follow him up with, he can absolutely be a Thoctar.
Meh. The haste on Tempt with Vengeance is just as relevant as the flash on Wastes, and that card was only okay. I don't think the flexibility on the cost will wind up being as valuable as the pure power/cost ratio of the pre-canned army cards. Not for smaller cubes anyways. It's likely the best Xcc token engine card we have right now, but I don't know what that actually means, since none of the other ones are very good.
Sounds like we're in perfect agreement, and I'm glad you agree with the assessment in the article.
The evasion is actually really good in megamorph mode. It dodges a huge percentage of cube creatures.
The Dancer can get stranded (and it doesn't always fit blue's gameplan as much as Den Protector fits the green gameplan) and the Assassin's evasion is really lackluster in comparison to Den Protector's. After testing them out since they've been spoiled, Den Protector has definitely been the best of the bunch.
..........
Thanks for commenting!
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Also, let us know how some of the more fringe morphs work out with a deep theme supported. Voidmage Prodigy, Hystrodon, Silent Specter, Ashcloud Phoenix and Master of Pearls may be worth looking into with a suite that deep.
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The fact we can omit a card as good as Pitiless Horde shows how far black's threes have come, as you mention. There are already a few cards at that slot I'm not running that would make it elsewhere in the cube and would still be interchangeable or just as good as the stuff I am running.
We are adding a few Morphs from the set, so there are a number of older ones in consideration to come back in as well. Silent Specter was a fan favourite and helps shore up that 5 slot you were talking about in the Sidisi entry. Exalted Angel probably makes the cut now there's more ambiguity as to what it is. Sagu Mauler fills in for green's six drops when hardcast and is a really hard to deal with beater that can swing for lots early on when morphed, so we'll find a space for that as well.
I think outside of the Morphs and obvious includes for 360-ish cubes, we will end up trying Ojutai Exemplars as well. White's four drop creatures after Hero and Resto Angel aren't really pushing for inclusion, and this looks fun enough to enjoy running in the meantime. We're looking to add more viable non-creature alternatives in certain slots where possible; for example, I will probably cut one of Manic Vandal or Keldon Vandals for Vandalblast. Adds to diversity and helps to support cards like this one, Mentor, and the like. Plus, Turn 1 artifact removal is never unwelcome in powered...
Sarkhan is a really good 'hard' Temur card but on reflection we like Yasova's wider playability, but it could probably compete in a larger cube. Also, Yasova does something more unusual in cube.
Zurgo is a red drop without precedent in how good it is. Usually they are smaller and weaker than B/W ones or have a significant drawback like Jackal Pup. Very pleased with that, it's going to be a beating!
On spoiled card wishlisting and 'should-have-had'-isms:
I just wound up making a 10-card "multicolor" section that allowed me to put all cards in there that didn't fit into existing categories. So I don't need exactly 1 per shard/wedge, but just 10 cards with 3+ colors in its identity. And it actually created a section with better color balance. I can talk more about it in my cube thread if you're interested.
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If I had tricolor sections I would say sarkhan is way, way playable.
If you take the morphs out of your list I would say these are what I would cube at least in a 720.
Corpseweft - Gets value out of lost dudes even if you don't run reanimation package.
Silumgar Sorcerer - This dude is amazing and under-rated. Evasive, cheap, and can trade a early game creature for an opponent's late game bomb. Solid.
Profaner of the Dead - A recurrable boardwipe at 4 mana? It bounces like 50% or more of a cube's creatures, on top of being 1 sided. Absolutely bonkers.
Myth Realized - Early game drop for control that can be a late game threat. I can see this played in some popular control shells.
Silkwrap - Oblivion ring variant for small dudes, but can get rid of around 50% of cube creature threats, even 3 drops from an opponent on the play in most cases.
Avatar of the Resolute - A 2 drop 3/2 reach, trample that could potentially be bigger? If you support green aggro, this is a solid creature.
Dragon Whisperer - Early game body and late game threat. I don't really know what else to say.
Anafenza, Kin-Tree Spirit - At two drop in white is super tight, but she makes those white aggro lists even stronger.
Collected Company - This card is absolutely insane. You can whiff of course, but the upside is so strong, that I would probably run this in a 450.
Thunderbreak Regent 4 mana 4/4 flyer in red. Already decent. Free lightning bolt to their dome when they target it? Seems good.
Draft it Here!
UUUBlue Man Group
Legacy:
UWBMiracles
Edh:
UUUThassa Control
WWWHokori Stax
GGGJolrael, Empress of Land Stompy
BBBGriselbrand French List
RBGShattergang(Super Villians)
RWGHazezon Flicker
UBRMarchesa Aggro
URGMaelstom Wanderer (Maelstorm)
Your testing is obviously very different from mine.
Or you could run just about any other reanimation spell and get more value from lost dudes.
Unless the creature I'm sacrificing is worse than a 2/1 flying, I'm better off with Remove Soul. Unless you plan on using it without the ability often, which I wouldn't suggest.
It'll be good for regular limited, but the cube has much better things to be investing 4 mana in.
Really? I wouldn't play this card in a cube control deck.
This is the second bad Journey to Nowhere that they've printed, and it's just as bad as the other one. Journey's only okay buy cube standards as it is.
This will be a Garruk's Companion the vast majority of the time. A card that's no good, even if you support green aggro. Green aggro doesn't want double-green creatures.
A bad Stromgald Crusader in red? I wish the overcosted and narrow formidable ability was as useful as protection.
She's not bad in mono white, but she either needed a 1W cost, or to be a 2/1 with flying or first strike to justify that WW cost.
The math doesn't support your optimism.
Red's 4-drops are bonkers. Ashcloud Phoenix provides the same pressure, and leaves a body instead of a bolt when it dies. And even that card's not good enough.
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I had a look at your flex section, it makes sense. I would probably devote a space to something similar at 450, but as it is, I'm just running 5 such cards at 360.
I can't believe Corpseweft is getting attention, that card is just awful IMO. Of the cards theonecalledrune mentioned I quite like Profaner of the Dead, I'll certainly run it in my Marchesa EDH but I'm not convinced how well it will translate to cube.
On spoiled card wishlisting and 'should-have-had'-isms:
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I'm also going to try and find room for temur cards with a slush tri color section but you probably don't have that luxury at 360.
And Zurgo is a really special one drop. It was an amazing combination of standard being able to handle it, the plot called for something special to counterpoint the Khans version, and a cubeable keyword being in the right color. I think it will be 5 years until we get another red one drop of this high caliber.
Agreed. It was the biggest surprise of the set for me.
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That said, any regard for Dragonlord Ojutai? He's been quite good in testing so far, and I think he's better for large Azorius sections than Ojutai's Command is. Generally, the decks that cast him also have the tools to protect him once you untap.
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thats my cube
The decks that can cast him also have access to a really deep suite of insane 5-drops too. Neither white nor blue need this card, and it just doesn't interest me for the cube.
Ya, it's hard to find room in small Dimir sections. In addition to having awesome stories, it'll also have those stories that'll go "you remember when you paid 6 mana for that Silumgar guy and I killed it with a Go for the Throat and you got nothing?" ...and those kinds of stories I can do without.
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thats my cube
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thats my cube
Also, do like Silumgar a lot in unpowered larger multicolored sections.
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Not sure if I missed this while skimming through the rest of the thread, but could you elaborate on some of these "on deck cards" you also liked?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani