Building my cube has been a very challenging and rewarding experience. I wanted to take a minute and explain some of the choices I made in the design process.
Peasant:
I wanted to craft a format that most accurately represented the power level of traditional booster drafts. Pauper's power level feels too low and traditional cubes (even unpowered) feel too high. Peasant ends up being just about right, having interesting card interactions and board states without anything being too degenerate.
Modern:
I believe that as time has gone on, Wizards has greatly improved at both designing and balancing cards. There are countless cards from older sets that would never see print under the current design philosophies. I'd like for my cube to be consistent with the direction that Wizards has taken the game over the last several years. The decision to make Modern my "line in the sand" was mostly arbitrary, but I'm definitely partial to the modern card frame.
Cube Size: 360 Breakdown: 55 per color, 40 guild, 45 colorless/land Standard or Theme: Peasant, Modern Average Number of Players: ~4 How Often Drafted: Twice a month
Card Selection
Since this is a Modern cube, I look at the rarity in which a card was printed in Modern legal sets. As a result, cards such as Clone and Hypnotic Specter are treated as rares and not included.
I have chosen to exclude function reprints. This includes creatures that are functionally the same but have different creature subtypes.
Conspiracy:
I'm allowing cards printed in the Conspiracy set, since it was a draftable set in the Modern era. This does allow in some powerful cards such as Fact or Fiction and Swords to Plowshares.
UW - Skies
UB - Control
BR - Aggro
GR - Beatdown
GW - Ramp
WB - Sacrifice
BG - Graveyard
UG - Tempo
UR - Spells
RW - Swarm
I've taken to using the half-hybrid system, which means that a card with two or less hybrid symbols counts as one half a card in each of it's colors. The following 13 cards account for 3 white, 3 blue, 2 black, 3 red, and 2 green cards.
Off-color flashback (Lingering Souls), split cards (Far // Away), off-color land triggers (Arctic Aven) and triple hybrid cost (Boggart Ram-Gang) are considered guild cards due to the fact that they are most effectively played in decks with both colors.
The cube is hard to evaluate due to set restrictions (Staples like Mulldrifter, that are auto-includes in most cubes don't make it in)
I'd say you hit most of the big staple cards, however the size of the cube is pretty large for the small pool of cards you've limited yourself to. In particular, your gold section feels very forced at 6 cards per color. I would cut some of the lower quality cards there to drop it to 5.
The evaluations below compare some of your gold cards to other cards (Which aren't always legal in the format of cube you're trying to build) - The comparisons are meant to illustrate only that the cards power level is lower than other similar cards from other sets.
2 Grisly Salvage - Graveyard cards rarely relevant, making this effect less useful than it could be in a limited format.
Simic section is hard to make a cut from. I'd remove
2 Simic Charm - Due to personal preference.
5 Teleportal - Overcosted, and in colors that don't effectively use this effect as red has heavy removal to deal with blockers, and blue has evasive creatures already.
Boros is another hard section to cut, I would remove
2 Sunhome Guildmage due to personal preference.
My heart dropped upon realizing that Zendikar is "extended".
I've been doing this for too long
I think that your gold sections are just too big in general, even if the cards were better that's a Lot of gold. I'd actually tell you to cut 2 from each section.
Urban evolution and zameck guildmage would be my simic cuts. The former because there are only two cards in the cube that I notice wanting you to have 7+ mana, and the latter because it takes forrreeevverrrrr.
It's hard to really think what cards are missing without comparing to a list and it's way too early in the morning for that, But Inquizition of Kozilek should probably be here. I don't think Rapid hybridization is worth a slot even in a limited cardpool. Hellraiser Goblin is insane in my cube but his supporting cast is better. Signal pest just doesn't work out in my experience, and you have too much stuff in the high CMC range for green especially considering how light you are in acceleration. Sylvok lifestaff is a good card and I don't think pith driller will be good enough.
Thanks for the feedback, I definitely got the feeling that my gold sections were too large. I'm moving the keyrunes and guildgates to the guild section and cut each guild by one card. I'm probably going to trim another card from each guild but I want to get more testing in first.
I've made the following changes to cut down to 370:
Made another wave of cuts to the guild sections, down to 360 now which is what I want to try to stay at for as long as possible. I've only just started, but making cuts is tough!!! And I feel like it's only going to get harder from here.
Got some solid playtesting in this weekend, and some feedback from players. I wanted to put in more support for the black sacrifice archtype, as well as cutting most of the miracle cards and narrow removal spells.
Out -> In
Aven Squire -> Daring Skyjek
Revoke Existence -> Knightly Valor
Fog Bank -> Halimar Wavewatch
Vanishment -> Water Servant
Thunderous Wrath -> Lust for War
Warmind Infantry -> Fervant Cathar
Ravenous Rats -> Blood Artist
Grim Roustabout -> Onyx Mage
Evernight Shade -> Slum Reaper
Despise -> Cower in Fear
Victim of the Night -> Nantuko Husk
Naturalize -> Vines of Vastwood
Drudge Beetle -> Dawntreader Elk
Huge Update! Added cards from Lorwyn and Alara blocks, as well as from Dragon's Maze.
I've also decided to move to the half-hybrid system: -2 white, black, red, green cards and -1 blue card in exchange for an equivalently colored 9 hybrid cards.
Ended up going 4-0 this weekend in a 6-man draft with this Esper value/tokens deck. I had never played with Cloudgoat Ranger before and holy hell is that card powerful. My favorite play of the afternoon was Makeshift Mannequin on Cloudgoat with a Goldnight Commander in play after my opponent had attacked with his board... om nom nom.
Reduced my artifact section by five in exchange for more colored cards. I'm (slowly) starting to add some older staples, when Modern Master's is released I'm hoping to pick up a ton of cards and make the conversion fully to a Modern Peasant Cube.
Might as well pick up a Lightning blast to replace flame javelin with.
I've have had Tower Above cast for GGG and Spectral Procession cast for WWW, it's pretty rare but I think the upside is there on Flame Javelin even if it usually plays like 2RR most of the time. I'm fine with a handful of cards that give nods to single-color focused decks as opposed to being easily splashable.
Massive update, finally upgraded my cube to fully modern (plus a couple of cheat cards). I'm pretty happy with where it is right now, but I'm always interested in suggestions/questions/comments.
I had been on the fence about using the out-of-color-pie timeshifted cards from Planar Chaos, but Calciderm is such a powerful/interesting creature that I caved. And of course with one "derm" comes another.
I'm assuming Marsh Flitter plays better than it looks, so it's about time to give it a go.
I love Bull Cerodon, but I want to try and support R/W aggro better.
Green three drops make me sad, as does Elusive Krasis never living up to my expectations.
Out > In Looter il-Kor > Turn to Mist Temporal Isolation > Curse of Chains
Having just a couple shadow cards in my cube felt unnatural, and didn't resonate with my player base. This also gave me a chance to bring in a pair of W/U hybrids.
http://www.cubetutor.com/viewcube/709
Visual:
http://www.cubetutor.com/visualspoiler//709
Building my cube has been a very challenging and rewarding experience. I wanted to take a minute and explain some of the choices I made in the design process.
Peasant:
I wanted to craft a format that most accurately represented the power level of traditional booster drafts. Pauper's power level feels too low and traditional cubes (even unpowered) feel too high. Peasant ends up being just about right, having interesting card interactions and board states without anything being too degenerate.
Modern:
I believe that as time has gone on, Wizards has greatly improved at both designing and balancing cards. There are countless cards from older sets that would never see print under the current design philosophies. I'd like for my cube to be consistent with the direction that Wizards has taken the game over the last several years. The decision to make Modern my "line in the sand" was mostly arbitrary, but I'm definitely partial to the modern card frame.
Cube Size: 360
Breakdown: 55 per color, 40 guild, 45 colorless/land
Standard or Theme: Peasant, Modern
Average Number of Players: ~4
How Often Drafted: Twice a month
Card Selection
Since this is a Modern cube, I look at the rarity in which a card was printed in Modern legal sets. As a result, cards such as Clone and Hypnotic Specter are treated as rares and not included.
I have chosen to exclude function reprints. This includes creatures that are functionally the same but have different creature subtypes.
Banned:
Skullclamp
Behemoth Sledge
Grafted Wargear
Ghostly Prison
Timely Reinforcements
Protection (Knight of Infamy)
Landwalk (River Boa)
Shadow (Looter il-Kor)
Conspiracy:
I'm allowing cards printed in the Conspiracy set, since it was a draftable set in the Modern era. This does allow in some powerful cards such as Fact or Fiction and Swords to Plowshares.
Supplemental Products:
Cards that see their first printing in Modern supplemental products such as Commander and Planechase are allowed. This includes Curse of Shallow Graves, Curse of Predation, Baleful Strix.
I'm keeping an eye on the power level of these cards.
Flametongue Kavu:
Because Flametongue Kavue
Cube Design
UW - Skies
UB - Control
BR - Aggro
GR - Beatdown
GW - Ramp
WB - Sacrifice
BG - Graveyard
UG - Tempo
UR - Spells
RW - Swarm
I've taken to using the half-hybrid system, which means that a card with two or less hybrid symbols counts as one half a card in each of it's colors. The following 13 cards account for 3 white, 3 blue, 2 black, 3 red, and 2 green cards.
Off-color flashback (Lingering Souls), split cards (Far // Away), off-color land triggers (Arctic Aven) and triple hybrid cost (Boggart Ram-Gang) are considered guild cards due to the fact that they are most effectively played in decks with both colors.
Formerly hedgehogger
I'd say you hit most of the big staple cards, however the size of the cube is pretty large for the small pool of cards you've limited yourself to. In particular, your gold section feels very forced at 6 cards per color. I would cut some of the lower quality cards there to drop it to 5.
The evaluations below compare some of your gold cards to other cards (Which aren't always legal in the format of cube you're trying to build) - The comparisons are meant to illustrate only that the cards power level is lower than other similar cards from other sets.
4 Hussar Patrol - Overcosted (And less effective) Village Bell-Ringer
3 Harbor Bandit - Better options available in mono blue.
3 Fires of Undeath - A heavily overcosted Firebolt or Staggershock.
2 Burning Tree Emissary - Personal opinion on this one, I don't find it nearly as good in limited as I do in constructed.
4 Prized Elephant - Better options available in mono green.
4 One Thousand Lashes - An overcosted Pillory of the Sleeplessin many cases.
2 Grisly Salvage - Graveyard cards rarely relevant, making this effect less useful than it could be in a limited format.
Simic section is hard to make a cut from. I'd remove
2 Simic Charm - Due to personal preference.
5 Teleportal - Overcosted, and in colors that don't effectively use this effect as red has heavy removal to deal with blockers, and blue has evasive creatures already.
Boros is another hard section to cut, I would remove
2 Sunhome Guildmage due to personal preference.
I've been doing this for too long
I think that your gold sections are just too big in general, even if the cards were better that's a Lot of gold. I'd actually tell you to cut 2 from each section.
Urban evolution and zameck guildmage would be my simic cuts. The former because there are only two cards in the cube that I notice wanting you to have 7+ mana, and the latter because it takes forrreeevverrrrr.
It's hard to really think what cards are missing without comparing to a list and it's way too early in the morning for that, But Inquizition of Kozilek should probably be here. I don't think Rapid hybridization is worth a slot even in a limited cardpool. Hellraiser Goblin is insane in my cube but his supporting cast is better. Signal pest just doesn't work out in my experience, and you have too much stuff in the high CMC range for green especially considering how light you are in acceleration.
Sylvok lifestaff is a good card and I don't think pith driller will be good enough.
Sorry for the rambling. It's soooo late...
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I've made the following changes to cut down to 370:
Out:
Hussar Patrol
Harbor Bandit
Fires of Undeath
Burning-Tree Emissary
Prized Elephant
One Thousand Lashes
Trestle Troll
Urban Evolution
Teleportal
Boros Keyrune
Out -> In:
Signal Pest -> Sylvok Lifestaff
Grisly Salvage -> Treasured Find
Simic Keyrune -> Nimbus Swimmer
Rummaging Goblin -> Hellraiser Goblin
Plummet -> Crushing Vines
Selesnya Keyrune -> Dryad Militant
Rapid Hybridization -> Favorable Winds
Pith Driller -> Forked Bolt (Act of Aggression to Colorless)
Cards in the consideration box are:
Daring Skyjek
Village Bell-Ringer
Halimar Wavewatch
Air Servant
Water Servant
Cower in Fear
Slum Reaper
Torch Fiend
Fervent Cathar
Lust for War
Dawntreader Elk
Formerly hedgehogger
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Out:
Sejiri Merfolk
Deathcult Rogue
Auger Spree
Gruul Keyrune
Call of the Conclave
Orzhov Charm
Treasured Find
Zameck Guildmage
Goblin Electromancer
Burning Oil
I'm really excited for these Fuse cards from Dragon's Maze. Far//Away and Turn//Burn look excellent, even Armed//Dangerous could be fun.
Formerly hedgehogger
Out -> In
Aven Squire -> Daring Skyjek
Revoke Existence -> Knightly Valor
Fog Bank -> Halimar Wavewatch
Vanishment -> Water Servant
Thunderous Wrath -> Lust for War
Warmind Infantry -> Fervant Cathar
Ravenous Rats -> Blood Artist
Grim Roustabout -> Onyx Mage
Evernight Shade -> Slum Reaper
Despise -> Cower in Fear
Victim of the Night -> Nantuko Husk
Naturalize -> Vines of Vastwood
Drudge Beetle -> Dawntreader Elk
Deadly Allure -> Treasured Find
Formerly hedgehogger
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I've also decided to move to the half-hybrid system: -2 white, black, red, green cards and -1 blue card in exchange for an equivalently colored 9 hybrid cards.
Out -> In:
Azorius Arrester -> Knight of Meadowgrain
Blinding Souleater -> Flickerwisp
Phantom General -> Spectral Procession
Razor Hippogriff -> Cloudgoat Ranger
Faith's Shield -> Cloudshift
Safe Passage -> Swift Justice
Knightly Valor -> Cenn's Enlistment
Delver of Secrets -> Faerie Conclave
Simic Fluxmage -> Benthicore
Gryff Vanguard -> Mulldrifter
Jace's Ingenuity -> Tidings
Syncopate -> Domestication
Duty-Bound Dead -> Fleshbag Marauder
Bloodhunter Bat -> Nekrataal
Farbog Boneflinger -> Shriekmaw
Dead Weight -> Raven's Crime
Grasp of Darkness -> Incremental Blight
Cower in Fear -> Infest
Rise from the Grave -> Makeshift Mannequin
Skitter of Lizards -> Ghitu Encampment
Goblin Bushwacker -> Kruin Striker
Tormentor Exarch -> Torch Fiend
Fire Servant -> Markov Warlord
Galvanic Blast -> Weapon Surge
Rolling Temblor -> Cone of Flame
Young Wolf -> Treetop Village
Sylvan Ranger -> Rampant Growth
Crowned Ceratok -> Briarhorn
Bellowing Tanglewurm -> Wickerbough Elder
Giant Growth -> Tower Above
Azorius Charm -> Jelenn Sphinx
Forbidden Alchemy -> Agony Warp
Dimir Charm -> Far//Away
Rakdos Keyrune -> Bituminous Blast
Rakdos Cackler (to hybrid) -> Blightning
Skarrg Guildmage -> Bloodbraid Elf
Zhur-Taa Swine -> Boggart Ram Gang
Ground Assault -> Gruul War Chant
Dryad Militant (to hybrid) -> Qasali Pridemage
Centaur Healer -> Enlisted Wurm
Travel Preparations -> Trostani's Summoner
Selesnya Charm -> Unflinching Courage
Orzhov Keyrune -> Tidehollow Sculler
Gift of Orzhova (to hybrid) -> Maw of the Obzedat
Sluiceway Scorpion -> Putrid Leech
Golgari Keyrune -> Putrefy
Treasured Find -> Down//Dirty
Drakewing Krasis -> Lorescale Coatl
Frostburn Weird -> Nivix Cyclops
Thoughtflare -> Turn//Burn
Skyknight Legionnaire -> Warleader's Helix
Pilgrim's Eye -> Mind Stone
Thundering Tanadon -> Ulamog's Crusher
Vault Skirge -> Icy Manipulator
Out for hybrid section:
In for hybrid section:
I'm hoping I didn't miss any staples, there are a lot of great cards in Lorwyn/Alara.
Formerly hedgehogger
1 Thrill-Kill Assassin
1 Tidehollow Sculler
1 Kingpin's Pet
1 Kitchen Finks
1 Flickerwisp
1 Glimmerpoint Stag
1 Goldnight Commander
1 Cloudgoat Ranger
1 Mulldrifter
1 Shriekmaw
1 Dinrova Horror
1 Cloudshift
1 Condemn
1 Lingering Souls
1 Spectral Procession
1 Timely Reinforcements
1 Makeshift Mannequin
1 Faith’s Fetters
1 Far / Away
1 Unburial Rites
1 Switcheroo
1 Dimir Guildgate
1 Transguild Promenade
8 Plains
4 Swamp
2 Island
Formerly hedgehogger
Way to be more excited than me
Also yeah cloudgoat ranger is like top 20 cards in the cube.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Out -> In:
Archaeomancer -> Thieving Magpie
Goblin Arsonist -> Intimidator Initiate
Cinder Elemental -> Flame Jab
Street Spasm -> Flame Javelin
Mask of Avacyn -> Silver-Inlaid Dagger
Alloy Myr -> Prismatic Lens
Everflowing Chalice -> Faith's Fetters
Manalith -> Compulsive Research
Strandwalker -> Darkblast
Skinwing -> Frenzied Goblin
Tumble Magnet -> Sprout Swarm
Formerly hedgehogger
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I've have had Tower Above cast for GGG and Spectral Procession cast for WWW, it's pretty rare but I think the upside is there on Flame Javelin even if it usually plays like 2RR most of the time. I'm fine with a handful of cards that give nods to single-color focused decks as opposed to being easily splashable.
Formerly hedgehogger
I've also moved to cubetutor for managing my cube:
http://www.cubetutor.com/viewcube/709
My most recent update:
http://www.cubetutor.com/cubeblog/709
Formerly hedgehogger
Arrest -> Temporal Isolation
Court Street Denizen -> Calciderm
Agoraphobia -> Fact or Fiction
Nirkana Cutthroat -> Marsh Flitter
Weapon Surge -> Genju of the Spires
Gloomwidow -> Blastoderm
Slaughterhorn -> Moldervine Cloak
Vitu-Ghazi Guildmage -> Pale Recluse
Elusive Krasis -> Jhessian Infiltrator
Down // Dirty -> Rot Farm Skeleton
Bull Cerodon -> Sunhome Guildmage
Swiftfoot Boots -> Cathodion
I can't believe I never noticed that Temporal Isolation has flash.
I had been on the fence about using the out-of-color-pie timeshifted cards from Planar Chaos, but Calciderm is such a powerful/interesting creature that I caved. And of course with one "derm" comes another.
I'm assuming Marsh Flitter plays better than it looks, so it's about time to give it a go.
I love Bull Cerodon, but I want to try and support R/W aggro better.
Green three drops make me sad, as does Elusive Krasis never living up to my expectations.
Formerly hedgehogger
Out -> In
Aven Riftwatcher -> Master of Diversion
Timely Reinforcements -> Heliod's Emissary
Augur of Bolas -> Omenspeaker
Azure Mage -> Stealer of Secrets
Fettergeist -> Thassa's Emissary
Dissipate -> Dissolve
Sea Gate Oracle -> Calcite Snapper
Dead Reveler -> Mogis's Marauder
Slum Reaper -> Gray Merchant of Asphodel
Sign in Blood -> Read the Bones
Murder -> Wight of Precinct Six
Flame Slash -> Magma Jet
Kruin Striker -> Riot Piker
Reckless Waif -> Mark of Mutiny
Ghost-Lit Raider -> Vulshok Sorcerer
Furnace Whelp -> Keldon Champion
Prey Upon -> Search for Tomorrow
Viridian Emissary -> Sakura-Tribe Elder
Reach of Branches -> Nessian Asp
Kozilek's Predator -> Nemesis of Mortals
Bestial Menace -> Village Survivors
Tidehollow Sculler -> Tithe Drinker
Korozda Guildmage -> Pharika's Mender
Gruul War Chant -> Armed // Dangerous
Formerly hedgehogger
Out > In
Looter il-Kor > Turn to Mist
Temporal Isolation > Curse of Chains
Having just a couple shadow cards in my cube felt unnatural, and didn't resonate with my player base. This also gave me a chance to bring in a pair of W/U hybrids.
Goldnight Commander > Ornitharch
Basilica Guards > Archetype of Courage
Nearheath Pilgrim > Lone Missionary
As much as I love soulbond, Lone Missionary is more consistent and works better with flicker support.
Switcheroo > Ghostly Flicker
Speaking of flicker, I want to see if Ghostly lives up to expectation.
Infest > Drown in Sorrow
Thrull Parasite > Bloodhunter Bat
Syphon Life > Curse of Shallow Graves
Sengir Vampire > Phyrexian Gargantua
Getting a chance to trim some underperformers in black.
Vulshok Sorcerer > Archetype of Aggression
Riot Piker > Kiln Fiend
Kiln Fiend returns to support the "spells matter" archetype.
Moldervine Cloak > Curse of Predation
Vines of Vastwood > Evolution Charm
Gatstaf Shepherd > Leafcrown Dryad
I've probably been underestimating Evolution Charm so I wanted to give it a go.
Werewolves never seem to play out as well as I hope.
Boggart Ram-Gang > Fanatic of Xenagos
Unflinching Courage > Wilt-Leaf Cavaliers
Nimbus Swimmer > Horizon Chimera
Wilt-Leaf should be more consistent than Courage, even though Courage has the higher upside.
Horizon Chimera seems much more in line with what U/G wants to be doing.
The B/G curse pair arrives on the scene, I'm really excited to see them in action.
Formerly hedgehogger
Soulsworn Spirit > Gryff Vanguard
Searing Spear > Madcap Skills
Forked Bolt > Flame Slash
Raven's Crime > Despise
Benthic seems about as relentless as the Skaabs and usually easier to cast.
Trying to reduce how much non-creature red is straight burn.
Formerly hedgehogger
Negate > Remand
Agony Warp > Baleful Strix
Finally got my hands on a couple of the more pricey uncommons
Flame Javelin > Blind with Anger
Act of Aggression > Infused Arrows
Act of Aggression basically played as a red card, not colorless. This swap made sense and lets me try out a shiny new artifact.
Firespout > Safehold Elite
Turn to Mist > Frostburn Weird
More tweaks to the hybrid section. Again, firespout basically played as a red card, not a hybrid.
Otherworldly Journey > Sunlance
Hideous Laughter > Rescue from the Underworld
Nezumi Graverobber > Spiteful Returned
Plumeveil > Momentary Blink
Trygon Predator > Kiora's Follower
Palladium Myr > Guardian Idol
Formerly hedgehogger
Out > In
Condemn > Swords to Plowshares
Pacifism > Mother of Runes
Domestication > Control Magic
Repulse > Repeal
Keening Banshee > Bone Shredder
Enslave > Diabolic Servitude
Explore > Regrowth
Formerly hedgehogger
Blind Creeper > Gnarled Scarhide
Oblivion Ring > Banishing Light
Putrefy > Nyx Weaver
Kiora's Follower > Fleetfeather Cockatrice
Village Survivors > Nessian Game Warden
Murder of Crows > Hour of Need
Ogre Marauder > Pawn of Ulamog
Silver-Inlaid Dagger > Mask of Memory
Markov Warlord > Pyrohemia
Formerly hedgehogger
Prophetic Prism > Coldsteel Heart
Infused Arrows > Serrated Arrows
Crystal Ball > Tumble Magnet
Wall of Tanglecord > Griffin Guide
Cathodion > Archaeomancer
Viridian Claw > Inquisition of Kozilek
Rupture Spire > Forked Bolt
Transguild Promenade > Wild Nacatl
Formerly hedgehogger
Knight of Meadowgrain > Fencing Ace
Ember Hauler > Viashino Slaughtermaster
Other changes:
Rescue from the Underworld > Twisted Abomination
Diabolic Servitude > Victimize
Hellraiser Goblin > Everflame Eidolon
Wilt-Leaf Cavaliers > Unflinching Courage
Formerly hedgehogger