I like this. It is an instant over an Aura; either type has their purpose. But aggressively costed and less vulnerable to hate as it can be done EoT and no disenchantment to take it out once given.
Do you emphasise 1/2/3 CMC ramp?
What is the point of Green Midrange? (Is it better as G/x or X/g)
Can Red handle X/5s?
I am probably the biggest fan of Hessian Asp here. It does much of what I want, and I prefer Sentinel Spider (3GG) over its 4G counterpart. If your red cannot easily handle X/5s, then those are best. Vigilance is AWESOME on bodies where they get pushed from Borderline to Cubeable with it. IMO, Reach is better than Trample in the cube as a vacuum. It stops the advantages of Blue and White better than Trample. And if you are worried about 5 drops, you are already challenging aggro with fatties opposed to rushing them with bigger bodies via ramp.
I like Treat. I also run 2 other Monarchs (W/B) because it is so unique for the cube. So my answers support more generalized decks with unique stories
Sidenote:
Humph's build is prob the best home for Anurid vs other 5cmc as opposed to the generic amalgamation model we have otherwise. Anutid fits the hyper aggressive design better than the average cube
You have some cool conclusions. On a typical Cube 360 way of looking at things, "real" Control is very hard to accomplish as most do not run enough piece to make such a deck exist. Peregrine Drake is more or less just a 2/3 Flier for free. Some ran Spire Golem for similar effect, but is much harder to get it for free.
I am 273% pro-Ninjas and Al and Imhave discussed at length about Ninjas vs Blink for an Archetype. Peregrine is one of the many optio s for 5cmc Blue finishers, and in the end it comes down to preference and body count, becausetoomany will really hurt Blue's viability as a U/x style deck and sill get it cut to X/u
So does Typhon invalidate any other Cubeable 4cmc 4/4s?
Doesn't shaving a mana off Strider Harness (and -0/-1) seem worth the upgrade, or are we just upper tier Borderline?
What is the clunky part of Omen? I would assume the activated ability. But it becoming a permanent with other interactions and still have Flash does not override that?
For this discussion, why is Omen of the Sea not Cubeable but Typhon is? (I am aware archetype needs)
And is Crystal Slipper not liked because it is colored equipment?
Eldrane Higlight Reel Ardenvale Tactician - CUBEABLE- Rate body and ability. But the extra Adventure makes this a flexible, and split payment, card. Everything is rate, but having flexible in any archetype is invaluable.
Crashijg Drawbridge - BORDERLINE- Surprisingly rare ability, especially as it can go in any color. Sad the ability to tap for haste, takes out a defender from the turn.
Crystal Slippper - CUBEABLE- Cheaper than other Pauper options, and still gives a stat boost for little mana invested.
Dawrven Mine (all ELD land type nonbasics) - BORDERLINE- harder to trigger in non-mono lists and those are usually rarer. If your cube supports Mono more than most, W/B/U are very good and the others are passable. Even better with ways to reuse.
Faerie Guidemother- BORDERLINE- Surprisingly useable. While it is underwhelming on paper, there is a value to the flexibility of being playable on any given turn in one way or the other. Finding a spot is harder as this doesn't fit as universally as the Tactician
Fierce Witchstalker - CUBEABLE- While 4cmc simone of the highest contested spots, this has trample AND gives a 3 life kickback. It really can go in any Green deck as this body is always good.
Forbidding Fruit - BORDERLINE- Black Divinations co e I. A variety, this giving 3 life back (or generating an artifact) is suitable in certain cubes.
Giant's Skewer - BAD - The costs are just too high. Needing colored mana to cast, 3 to equip, and then only getting the Food when the body is in combat... AND that life needs mana to be activated! Too much for a perfect storm of events to happen.
Gingerbrute - BORDERLINE- Semi-evasive, cheap, and any color. If you like Aggro, and/or run heavy equipment, this should be included. The Food ability is what seals the deal for pro-Aggro usage.
Rimrock Knight -BORDERLINE- It is flexible, and "cannot block" isn't a dealbreaker. But everything combines to just be par for 1R Red aggro bodies. The Adventure portion is going to be why you run it over its competitors if you do.
Silverflame Ritual - BORDERLINE- If WWW is realistic in your cube, this is a decent finisher. If not. We have other options.
So Tiny -Borderline- While the front portion of -2/-0 is not as impressive, having Flash and being able to grom to -6/-0 for only U is actual a rather impressive aggro/tempo card. Depending on setup, Flash Enchantment has its uses too.
Trapped in the Tower - CUBEABLE- 2 mana Arrest that cannot hit Flying, kinda a fair trade for costing 1 less. Most Flying creatures do not have activated abilities worth using.
Weapon Rack - BORDERLINE- Yes it activates at Sorcery speed. But being able to spread out 3 counters in any color may have uses depending on your other options. It is not unplayable, but it is likely not a top tier include either.
Wicked Guardian - BORDERLINE- 4cmc 4/2 that draws a card is better than average fodder. And depending on when it is played, it may not even cost you a Creature. It may only cost a useless token. The bigger problem is the take-down proclivity.
Wildwood Tracker - BORDERLINE- Very aggressive for Pauper. And most Green bodies are not humans. Main downside is it is an attack bonus.
Witching Well - BORDERLINE- Very playable. Depends on your Cube's needs. Smoothing draws, then eventually being an Inspiration is decent. Omen of the Seas seems more powerful in a vacuum.
Theros Beyond Death - Highlights (Cubeable/Borederline/Bad) Daybreak Chimera - Cubeable - The scaling price for a 3/3 Flier means this often will find a speedy arrival or cheap deploy. Only real negative is the WW in the cost, but that means it will not be a splash
Discordant Piper - Borderline - Strictly for the Sac-themed archetype. It is good there, but otherwise it is a 2/1 that makes a spare blocker
Arena Trickster - Bad (with room to improve - No evasion. Needs more stuff to play on opponent's turn, so it doesn't get better for likely 2 turns; play, their turn, back to you who keeps mana open, their next turn when you can play something.
Ilysian Caryatid - BORDERLINE- The jump in mana from 1->3 vs 2->4 has mana articles written. Being splashable, fixing and acceleration in a co,or known for fat bodies may make this a Midrange-exclusive, or slower Tempo. But it will allow greedy decks more options. Better in 4-5C supported cubes
Irreverent Revealers - BORDERLINE- The joke of calling them "irrelevant" will be said no less than twice per draft. However, this allows a flexible slot that is basically Sideboard (Pre-Board here) answer to equipment and the threatening Serrated Arrows. If not, it is a Goblin Chariot. Better in Average Cubes.
Lampad of Death's Vigil - Borderline - Not just for Sac-Archetype, this is on par with the Rusalka. Being an Enchantment Creature has it's own interactions to consider. Many of the stats and features (colorless activation, 1/3 for 1b) can be useful. It is not a heavy signal to play Sacrifice though.
Leonin of the Lost Pride - CUBEABLE- We have seen 3/1s before. But the incidental graveyard hate is becoming more relevant. Fighting Escape, Gravediggers, Dredge, etc may warrant this over most others in its class. Not the best of the 3/1s, but Top 3 likely.
Loathesome Chimera - BORDERLINE- Depending on your experiences with this card, it is either a Hidden Gem, or Average Fodder. Escapemis proving a useful ability in limited. And Green can be part of the GBU self-mill rather easily, or simply get more oomph late game for less cards
Mindwrack Harpy - BORDERLINE- Unique in that it works first turn, and every turn after as well as having an on-rate body. If this is for you, you already know.
Mire's Grasp - BORDERLINE- Best in Orzhov Control/Tempo with Heliod's Pilgrim and co. It is Last Gasp meets Dead Weight. Not much more to say. It fits your needs or it doesn't.
Mogi's Favor- BORDERLINE- Flexible and recurring. But likely it is just a ping spell. It can be everything from a very aggressive pseudo-equipment that sometimes kills tokens and weenies. Or it can be a black Flame Jab
Naiad of Hidden Coves -Borderline- This is an obvious combo for Capsize. But it also works with Flash, Retrace and Flashback Instznts. Combined with Familiars for redundancy, this can start to form a spell slinger archetype.
Omen of the Sea - CUBEABLE - It is very good for being a multitude card with Auramancer and Skyfisher effects. As-is it also give draw smoothing later when a mana-oppurtunity is available. Fits in any deck that splashes blue.
Pharika's Libation- BORDERLINE- Edicts are useful for keeping in check Hexproof and less Creature dense decks. Allowing black decks to also address Pesilence and Pacifism is useful for diversity in decks that normally need a 3rd color to do so; mostly B/R.
Relentless Pursuit - BORDERLINE- Saruration of the Green Dig->Graveyard. But for 3cmc getting mana and gas off the top is not the greatest, but a very welcomed addition to almost any green deck.
Satyrs Cunning - BAD - Slow, expensive, impactless. Even for Sacrifice type, this is an early cut.
Rumbling Sentry - BAD - So close to being acceptable. But JUST Scry 1 does not validate a very white midrange body
Sentinel's Eyes - CUBEABLE- Works great with Exert, but also with almost any body to turn it into a better threat. Vigilance can change threat evaluation for tight races. Low costs every way of casting makes this a great deal.
Skophos Warleader - BORDERLINE- Sac outlet that is also a threat. Menace on big bodies feels different from cheap smaller ones.
Thirst For Meaning - BORDERLINE- Every set will have this card's value reevaluated. It is an instant, but unlike Compulsive Research, it will almost always be discard 2. Many times the Enchantment in hand will be removal you want.
Underworld Charger - CUBEABLE- Aggro has an on-curve threat and late game threat. If this is not dealt with properly, it will always be a viable play that doesn't use another card.
Underworld Rage-hound - BORDERLINE- Being a 3/1 on first pass is less exciting in Red. But, always being able to field a 4/2 after its death/discard is a legitimate threat, if a slightly costly one. Always having gas is a problem for Red, and this addresses that.
Voracious Typhon - BORDERLINE- 4/4 for 4 is the standard, adding a flood/ramp mode is viable. Depends on the needs of an over-taced 4cmc Green Creature slot
Warbirar Blessing - BORDERLINE- Cartouche should be played first. If the appeal of an Aura with Fight needs a 2nd card, here it is. Otherwise it feels underwhelming, despite an appropriate cost.
Wings of Hubris - BORDERLINE- "Just Flying" is not always worth it. Sometimes it is; looks at Midrange decks. The sacrifice option giving the final blow makes this a tempting slot to include.
Witness of Tomorrows - BAD - All the other 5cmc 3/4 Fliers blue has that have ETBs are much more impactful. This would need 13 mana (!) to do what the other ETB Scry/Surveil 2 bodies do.
lol... yeah Sorcery. But if you have lots of 1-2cmc then a 5cmc Sorcery is not as difficult because you have 6-7 mana turns where you can still make a play afterwards and you are not skipping.
In mine, it would almost always be a turn skip.
I like the "divided payments": (explains my like of Well and Omen)
Courier Capsule
Think Twice
Font
Can Train be good? Yes. Have I seen it pull its weight w/o a Familiar? No. Sorcery kills it for me. Same reason Rush feels too much. For your cube though Humph, you curve is shallower, so the 5+ costs of surgeries is felt less.
I will add more tonight, but with the Naiad (-1 to non-turn spells), some of these can reach a saturation if backed with U/W/B familiars. Bush's combo aside, many times in an "average" Cube it is a Tier 2-3, as having the lands be islands-only can be a bit troublesome. But free is free.
Tier 1: (Arguably the best)
Preordain - Bestbuse of a single blue
Impulse - Deep dig, instant, splashable
Foresee - While one of the deeper digs, and nets card advantage, this is the upper limit of what Splashable Card Advantage can be in a normal setting. 4cmc Sorcery is a hard sell, but this does deliver.
Deep Analysis - Also a semi-modal spell. And it functions with all those Loot-effects, and Mill types. And in the end it is 4 cards over 2 payments.
Compulsive Research - Top expensive I feel comfortable paying in faster decks. And of the other "Discard 2, or X", land is the most universal.
Tier 2 (Very good and can be useful more often than not)
Omen of The Sea - I prefer this in my mix over most because it is valid twice. Admittedly it is only card selection. But it is basically an instant, and can be activated for 3 as an instant to smooth a mid-/late-game when pulling ahead is harder.
Winged Words - Fits only certain decks or it becomes Divination
Hieroglyphic Illumination- Never dead unless you have no Blue mana. It is a modal spell that basically does what you need; maybe not as amazingly. This is where I am polar from most, I REALLY like this for 2 reasons: Never dead + Does not suit any archetype better than another. This means good for Sealed, and always a solid pick when the packs start to dry up.
Rain of Revelation- I can see this being Tier 1, but it is stopped by the fact it is only an Inspiration that digs 1 further, and can combo with Deep Analysis and other Flashback/Escape. So if there is enough graveyard usage, this goes to T1. In a vacuum it has many to fight against.
See Beyond - This is a skill tester. Great when ahead, average when behind or lower hand size. But 2cmc for 2 new cards is acceptable; even as Sorcery.
Witching Well - Also a skill tester unless in an Affinity Cube. Being cheap means it is never dead. However unlike Omen of the Sea, it is Sorcery on the front. It does not card advantage down the road. I like that it is not dead, like Hieroglyphic Illumination. I like it being a permanent for those interactions in the cube. But if we are fighting for a spot, this loses currently to Omen because of the front end. Both want 5 mana over 2 times, but 1 & 4 vs 2 & 3 feel very different in terms of "when"
Treasure Cruise - this is another skill-tester, but also a gamble. The neutral price is 4 mana, below that is advantage, but also VERY hard to trigger unless the deck comes together. I like it being splashable for those 5C "Silliness" designs. More toward Tier 1.5 if there is more trading and spellslinging.
Tier 3 or lower Secrets of the Golden City - Divination with a tougher cost, and the times it is Draw 3 prob means things are in a wierd Place
Rush of Mnowledge - 5 mana could say "Draw 5" and I would still think about it. Tapping out is dangerous and waiting too lo long needs a superior deck
Frantic Search - Free, yet card disadvantage. I still like it, but only because it can be cast on your turn if needed.
*Perilous Research - I like it. I do recognize it is more or less Bad/Tier 4
The Test
Being different an new is always appealing. But we have a clear precident for what one through 4 mana can do, at Sor dry, Instant, and Permanent with Activations. I would not pay more than 2 at instant to Card Selection, and Sorecery stops at 4 and had better Net +2, or dig real deep for +1.
I prefer Modal, but I am almost an island there (no pun intended). The real debates usually center around: Are you playing 4 of the big spelled, and what do you play beyond them.
@Al-
Start the MCD thread, we are all usually starved for things to disagree about ;-p
Another question to ask is: In 360, how many draw/filter spells is the threshold for a Blue section?
I run prob 5 hard CA draw spells, and prob another 4 or so Filter to roj d out my support for basic archetypes.
Yeah, I was thinking about Lifestaff, which when we voted was in like my Top 3 Artifacts.
Equip 2 is passable. Most games are not a judo match where any weakness is crush able. There are some slower turns; albeit in rougher games.
I see their biggest problem is they need to be relevant. This means adding 10+/- cards every set. Constantly including, and removing, archetypes for each other.Literally change for the sake of change. Contravery arising because they MUST keep swingy rotation of cards. I get it, appreciate it, but also am amazed that people simply want to be involved for the sake of being involved. That Scour the Possibilities discussion is basically a snapshot ofm"their" cube
**I personally like 3C as an old Ravnica drafter, it feels like comfort food.
Giant Skewer and Prying Blade
I advocate so rather Tier 2 and 3 ideas for the sake of broadening my cube as a whole and not just shoehorning archetypes that are fringe. I run both of these less played equipment and wanted to put some context and results up.
Giant Skewer-
It is a bit of a mess but also a hilarious usage. It is terrible on-curve. It basically needs either your 5 mana turn, or two turns to be active (I also run Cultist's Staff. However, this is an equipment that WANTS to see combat. So this is at home in decks with lots of non-evasive (un-evasive?) bodies. So it feels most at home in actual Sealed pools where you may need to run Grizzly Bears, Grey Ogres and Hill Giants. For Pauper Cubr, it has a harder time being the right play. Getting 2+ Food tokens is nice. But here are the factors: you need 3 to equip each time, your creature must be in combat, and the Food needs 2 MORE mana to become the 3 life.
What.... The.... Hell....
I really, really want to like it. But everything is expensive just to keep a better life total in Aggro mirror matches where it really works. And it must be in a X/b or B/x deck?!?!? Basically I really want this in say W/G Midrange, Token-heavier Midrange, and just other decks where large bodies are the threat. Those tend to have less Black and Evasion. But then all the mana and need for a color hurt the inclusion.literally any cost here reduced by one, or star increased by 1 could save this in my eyes. Or at the least not have Black in the cost (I know it was a cycle).
Grade: D+
Prying Blade-
Is better than it may seem. For starters, this is a curveable artifact. It can be Trinket Mage-able, if that matters. It also gets mana that fixes as well as carries over. This is obviously better in things like Tempo where you have some Welkin Terns. But even in Aggro, having Suntail Hawk (Carrie Guidemother) or a 2cmc evasive with say Menace, can start to add 2+ damage total for the creature be for it dies. Retaining colored mana between turns gets to be more impressive when you run things among to GBw or non-G decks with a splash like UBr for July and another removal. It threatens perfect mana in an aggressive way that also adds damage. If your able to try it, it may surprise
Instant
Target creature gets +1/+1 counter and Lifelink counter.
I like this. It is an instant over an Aura; either type has their purpose. But aggressively costed and less vulnerable to hate as it can be done EoT and no disenchantment to take it out once given.
Do you emphasise 1/2/3 CMC ramp?
What is the point of Green Midrange? (Is it better as G/x or X/g)
Can Red handle X/5s?
I am probably the biggest fan of Hessian Asp here. It does much of what I want, and I prefer Sentinel Spider (3GG) over its 4G counterpart. If your red cannot easily handle X/5s, then those are best. Vigilance is AWESOME on bodies where they get pushed from Borderline to Cubeable with it. IMO, Reach is better than Trample in the cube as a vacuum. It stops the advantages of Blue and White better than Trample. And if you are worried about 5 drops, you are already challenging aggro with fatties opposed to rushing them with bigger bodies via ramp.
I like Treat. I also run 2 other Monarchs (W/B) because it is so unique for the cube. So my answers support more generalized decks with unique stories
Sidenote:
Humph's build is prob the best home for Anurid vs other 5cmc as opposed to the generic amalgamation model we have otherwise. Anutid fits the hyper aggressive design better than the average cube
I am 273% pro-Ninjas and Al and Imhave discussed at length about Ninjas vs Blink for an Archetype. Peregrine is one of the many optio s for 5cmc Blue finishers, and in the end it comes down to preference and body count, becausetoomany will really hurt Blue's viability as a U/x style deck and sill get it cut to X/u
Slower, and costlier
Also, Death Denied is as close to Stroke of Genius as we get. Not a perfect analogy, but X-spell with major threat.
Doesn't shaving a mana off Strider Harness (and -0/-1) seem worth the upgrade, or are we just upper tier Borderline?
What is the clunky part of Omen? I would assume the activated ability. But it becoming a permanent with other interactions and still have Flash does not override that?
For this discussion, why is Omen of the Sea not Cubeable but Typhon is? (I am aware archetype needs)
And is Crystal Slipper not liked because it is colored equipment?
Ardenvale Tactician - CUBEABLE- Rate body and ability. But the extra Adventure makes this a flexible, and split payment, card. Everything is rate, but having flexible in any archetype is invaluable.
Crashijg Drawbridge - BORDERLINE- Surprisingly rare ability, especially as it can go in any color. Sad the ability to tap for haste, takes out a defender from the turn.
Crystal Slippper - CUBEABLE- Cheaper than other Pauper options, and still gives a stat boost for little mana invested.
Dawrven Mine (all ELD land type nonbasics) - BORDERLINE- harder to trigger in non-mono lists and those are usually rarer. If your cube supports Mono more than most, W/B/U are very good and the others are passable. Even better with ways to reuse.
Faerie Guidemother- BORDERLINE- Surprisingly useable. While it is underwhelming on paper, there is a value to the flexibility of being playable on any given turn in one way or the other. Finding a spot is harder as this doesn't fit as universally as the Tactician
Fierce Witchstalker - CUBEABLE- While 4cmc simone of the highest contested spots, this has trample AND gives a 3 life kickback. It really can go in any Green deck as this body is always good.
Forbidding Fruit - BORDERLINE- Black Divinations co e I. A variety, this giving 3 life back (or generating an artifact) is suitable in certain cubes.
Giant's Skewer - BAD - The costs are just too high. Needing colored mana to cast, 3 to equip, and then only getting the Food when the body is in combat... AND that life needs mana to be activated! Too much for a perfect storm of events to happen.
Gingerbrute - BORDERLINE- Semi-evasive, cheap, and any color. If you like Aggro, and/or run heavy equipment, this should be included. The Food ability is what seals the deal for pro-Aggro usage.
Rimrock Knight -BORDERLINE- It is flexible, and "cannot block" isn't a dealbreaker. But everything combines to just be par for 1R Red aggro bodies. The Adventure portion is going to be why you run it over its competitors if you do.
Silverflame Ritual - BORDERLINE- If WWW is realistic in your cube, this is a decent finisher. If not. We have other options.
So Tiny -Borderline- While the front portion of -2/-0 is not as impressive, having Flash and being able to grom to -6/-0 for only U is actual a rather impressive aggro/tempo card. Depending on setup, Flash Enchantment has its uses too.
Trapped in the Tower - CUBEABLE- 2 mana Arrest that cannot hit Flying, kinda a fair trade for costing 1 less. Most Flying creatures do not have activated abilities worth using.
Weapon Rack - BORDERLINE- Yes it activates at Sorcery speed. But being able to spread out 3 counters in any color may have uses depending on your other options. It is not unplayable, but it is likely not a top tier include either.
Wicked Guardian - BORDERLINE- 4cmc 4/2 that draws a card is better than average fodder. And depending on when it is played, it may not even cost you a Creature. It may only cost a useless token. The bigger problem is the take-down proclivity.
Wildwood Tracker - BORDERLINE- Very aggressive for Pauper. And most Green bodies are not humans. Main downside is it is an attack bonus.
Witching Well - BORDERLINE- Very playable. Depends on your Cube's needs. Smoothing draws, then eventually being an Inspiration is decent. Omen of the Seas seems more powerful in a vacuum.
Daybreak Chimera - Cubeable - The scaling price for a 3/3 Flier means this often will find a speedy arrival or cheap deploy. Only real negative is the WW in the cost, but that means it will not be a splash
Discordant Piper - Borderline - Strictly for the Sac-themed archetype. It is good there, but otherwise it is a 2/1 that makes a spare blocker
Arena Trickster - Bad (with room to improve - No evasion. Needs more stuff to play on opponent's turn, so it doesn't get better for likely 2 turns; play, their turn, back to you who keeps mana open, their next turn when you can play something.
Ilysian Caryatid - BORDERLINE- The jump in mana from 1->3 vs 2->4 has mana articles written. Being splashable, fixing and acceleration in a co,or known for fat bodies may make this a Midrange-exclusive, or slower Tempo. But it will allow greedy decks more options. Better in 4-5C supported cubes
Irreverent Revealers - BORDERLINE- The joke of calling them "irrelevant" will be said no less than twice per draft. However, this allows a flexible slot that is basically Sideboard (Pre-Board here) answer to equipment and the threatening Serrated Arrows. If not, it is a Goblin Chariot. Better in Average Cubes.
Lampad of Death's Vigil - Borderline - Not just for Sac-Archetype, this is on par with the Rusalka. Being an Enchantment Creature has it's own interactions to consider. Many of the stats and features (colorless activation, 1/3 for 1b) can be useful. It is not a heavy signal to play Sacrifice though.
Leonin of the Lost Pride - CUBEABLE- We have seen 3/1s before. But the incidental graveyard hate is becoming more relevant. Fighting Escape, Gravediggers, Dredge, etc may warrant this over most others in its class. Not the best of the 3/1s, but Top 3 likely.
Loathesome Chimera - BORDERLINE- Depending on your experiences with this card, it is either a Hidden Gem, or Average Fodder. Escapemis proving a useful ability in limited. And Green can be part of the GBU self-mill rather easily, or simply get more oomph late game for less cards
Mindwrack Harpy - BORDERLINE- Unique in that it works first turn, and every turn after as well as having an on-rate body. If this is for you, you already know.
Mire's Grasp - BORDERLINE- Best in Orzhov Control/Tempo with Heliod's Pilgrim and co. It is Last Gasp meets Dead Weight. Not much more to say. It fits your needs or it doesn't.
Mogi's Favor- BORDERLINE- Flexible and recurring. But likely it is just a ping spell. It can be everything from a very aggressive pseudo-equipment that sometimes kills tokens and weenies. Or it can be a black Flame Jab
Naiad of Hidden Coves -Borderline- This is an obvious combo for Capsize. But it also works with Flash, Retrace and Flashback Instznts. Combined with Familiars for redundancy, this can start to form a spell slinger archetype.
Omen of the Sea - CUBEABLE - It is very good for being a multitude card with Auramancer and Skyfisher effects. As-is it also give draw smoothing later when a mana-oppurtunity is available. Fits in any deck that splashes blue.
Pharika's Libation- BORDERLINE- Edicts are useful for keeping in check Hexproof and less Creature dense decks. Allowing black decks to also address Pesilence and Pacifism is useful for diversity in decks that normally need a 3rd color to do so; mostly B/R.
Relentless Pursuit - BORDERLINE- Saruration of the Green Dig->Graveyard. But for 3cmc getting mana and gas off the top is not the greatest, but a very welcomed addition to almost any green deck.
Return to Nautre - REPRINT - Escape is a thing, just FYI
Satyrs Cunning - BAD - Slow, expensive, impactless. Even for Sacrifice type, this is an early cut.
Rumbling Sentry - BAD - So close to being acceptable. But JUST Scry 1 does not validate a very white midrange body
Sentinel's Eyes - CUBEABLE- Works great with Exert, but also with almost any body to turn it into a better threat. Vigilance can change threat evaluation for tight races. Low costs every way of casting makes this a great deal.
Skophos Warleader - BORDERLINE- Sac outlet that is also a threat. Menace on big bodies feels different from cheap smaller ones.
Thirst For Meaning - BORDERLINE- Every set will have this card's value reevaluated. It is an instant, but unlike Compulsive Research, it will almost always be discard 2. Many times the Enchantment in hand will be removal you want.
Underworld Charger - CUBEABLE- Aggro has an on-curve threat and late game threat. If this is not dealt with properly, it will always be a viable play that doesn't use another card.
Underworld Rage-hound - BORDERLINE- Being a 3/1 on first pass is less exciting in Red. But, always being able to field a 4/2 after its death/discard is a legitimate threat, if a slightly costly one. Always having gas is a problem for Red, and this addresses that.
Voracious Typhon - BORDERLINE- 4/4 for 4 is the standard, adding a flood/ramp mode is viable. Depends on the needs of an over-taced 4cmc Green Creature slot
Warbirar Blessing - BORDERLINE- Cartouche should be played first. If the appeal of an Aura with Fight needs a 2nd card, here it is. Otherwise it feels underwhelming, despite an appropriate cost.
Wings of Hubris - BORDERLINE- "Just Flying" is not always worth it. Sometimes it is; looks at Midrange decks. The sacrifice option giving the final blow makes this a tempting slot to include.
Witness of Tomorrows - BAD - All the other 5cmc 3/4 Fliers blue has that have ETBs are much more impactful. This would need 13 mana (!) to do what the other ETB Scry/Surveil 2 bodies do.
In mine, it would almost always be a turn skip.
Courier Capsule
Think Twice
Font
Can Train be good? Yes. Have I seen it pull its weight w/o a Familiar? No. Sorcery kills it for me. Same reason Rush feels too much. For your cube though Humph, you curve is shallower, so the 5+ costs of surgeries is felt less.
I will add more tonight, but with the Naiad (-1 to non-turn spells), some of these can reach a saturation if backed with U/W/B familiars. Bush's combo aside, many times in an "average" Cube it is a Tier 2-3, as having the lands be islands-only can be a bit troublesome. But free is free.
Preordain - Bestbuse of a single blue
Impulse - Deep dig, instant, splashable
Foresee - While one of the deeper digs, and nets card advantage, this is the upper limit of what Splashable Card Advantage can be in a normal setting. 4cmc Sorcery is a hard sell, but this does deliver.
Deep Analysis - Also a semi-modal spell. And it functions with all those Loot-effects, and Mill types. And in the end it is 4 cards over 2 payments.
Compulsive Research - Top expensive I feel comfortable paying in faster decks. And of the other "Discard 2, or X", land is the most universal.
Tier 2 (Very good and can be useful more often than not)
Omen of The Sea - I prefer this in my mix over most because it is valid twice. Admittedly it is only card selection. But it is basically an instant, and can be activated for 3 as an instant to smooth a mid-/late-game when pulling ahead is harder.
Winged Words - Fits only certain decks or it becomes Divination
Hieroglyphic Illumination- Never dead unless you have no Blue mana. It is a modal spell that basically does what you need; maybe not as amazingly. This is where I am polar from most, I REALLY like this for 2 reasons: Never dead + Does not suit any archetype better than another. This means good for Sealed, and always a solid pick when the packs start to dry up.
Rain of Revelation- I can see this being Tier 1, but it is stopped by the fact it is only an Inspiration that digs 1 further, and can combo with Deep Analysis and other Flashback/Escape. So if there is enough graveyard usage, this goes to T1. In a vacuum it has many to fight against.
See Beyond - This is a skill tester. Great when ahead, average when behind or lower hand size. But 2cmc for 2 new cards is acceptable; even as Sorcery.
Witching Well - Also a skill tester unless in an Affinity Cube. Being cheap means it is never dead. However unlike Omen of the Sea, it is Sorcery on the front. It does not card advantage down the road. I like that it is not dead, like Hieroglyphic Illumination. I like it being a permanent for those interactions in the cube. But if we are fighting for a spot, this loses currently to Omen because of the front end. Both want 5 mana over 2 times, but 1 & 4 vs 2 & 3 feel very different in terms of "when"
Treasure Cruise - this is another skill-tester, but also a gamble. The neutral price is 4 mana, below that is advantage, but also VERY hard to trigger unless the deck comes together. I like it being splashable for those 5C "Silliness" designs. More toward Tier 1.5 if there is more trading and spellslinging.
Tier 3 or lower
Secrets of the Golden City - Divination with a tougher cost, and the times it is Draw 3 prob means things are in a wierd Place
Rush of Mnowledge - 5 mana could say "Draw 5" and I would still think about it. Tapping out is dangerous and waiting too lo long needs a superior deck
Frantic Search - Free, yet card disadvantage. I still like it, but only because it can be cast on your turn if needed.
*Perilous Research - I like it. I do recognize it is more or less Bad/Tier 4
The Test
Being different an new is always appealing. But we have a clear precident for what one through 4 mana can do, at Sor dry, Instant, and Permanent with Activations. I would not pay more than 2 at instant to Card Selection, and Sorecery stops at 4 and had better Net +2, or dig real deep for +1.
I prefer Modal, but I am almost an island there (no pun intended). The real debates usually center around: Are you playing 4 of the big spelled, and what do you play beyond them.
Start the MCD thread, we are all usually starved for things to disagree about ;-p
Another question to ask is: In 360, how many draw/filter spells is the threshold for a Blue section?
I run prob 5 hard CA draw spells, and prob another 4 or so Filter to roj d out my support for basic archetypes.
Equip 2 is passable. Most games are not a judo match where any weakness is crush able. There are some slower turns; albeit in rougher games.
**I personally like 3C as an old Ravnica drafter, it feels like comfort food.
I advocate so rather Tier 2 and 3 ideas for the sake of broadening my cube as a whole and not just shoehorning archetypes that are fringe. I run both of these less played equipment and wanted to put some context and results up.
Giant Skewer-
It is a bit of a mess but also a hilarious usage. It is terrible on-curve. It basically needs either your 5 mana turn, or two turns to be active (I also run Cultist's Staff. However, this is an equipment that WANTS to see combat. So this is at home in decks with lots of non-evasive (un-evasive?) bodies. So it feels most at home in actual Sealed pools where you may need to run Grizzly Bears, Grey Ogres and Hill Giants. For Pauper Cubr, it has a harder time being the right play. Getting 2+ Food tokens is nice. But here are the factors: you need 3 to equip each time, your creature must be in combat, and the Food needs 2 MORE mana to become the 3 life.
What.... The.... Hell....
I really, really want to like it. But everything is expensive just to keep a better life total in Aggro mirror matches where it really works. And it must be in a X/b or B/x deck?!?!? Basically I really want this in say W/G Midrange, Token-heavier Midrange, and just other decks where large bodies are the threat. Those tend to have less Black and Evasion. But then all the mana and need for a color hurt the inclusion.literally any cost here reduced by one, or star increased by 1 could save this in my eyes. Or at the least not have Black in the cost (I know it was a cycle).
Grade: D+
Prying Blade-
Is better than it may seem. For starters, this is a curveable artifact. It can be Trinket Mage-able, if that matters. It also gets mana that fixes as well as carries over. This is obviously better in things like Tempo where you have some Welkin Terns. But even in Aggro, having Suntail Hawk (Carrie Guidemother) or a 2cmc evasive with say Menace, can start to add 2+ damage total for the creature be for it dies. Retaining colored mana between turns gets to be more impressive when you run things among to GBw or non-G decks with a splash like UBr for July and another removal. It threatens perfect mana in an aggressive way that also adds damage. If your able to try it, it may surprise
Grade: B