Would you play these variants of existing cube cards?
Phyrexian Coliseum2BB
Enchantment (R)
At the beginning of your upkeep draw an additional card and each opponent loses 1 life.
Would you pay an extra mana to have your opponent lose the life instead? Would this need something extra to be playable in your cube?
Asymetrical Rift1U
Instant (U)
Kicker - U, Return a permanent you control to your hand.
Return target non-land permanent to its owner's hand. If Asymetrical Rift was kicked you may return another target non-creature, non-land permanent an opponent controls to its owner's hand.
Potential double bounce for three! Would you run this?
Negotiated Sacrifice3B
Instant (R)
Target player sacrifices two creatures. You lose life equal to half of the combined power of the sacrificed creatures rounded up.
Would you play a costly edict effect like this? It's a cheaper dead drop with a life loss drawback.
Kor Distiller1W
Creature - Kor Cleric (U)
When Kor Distiller enters the battlefield target opponent gains 3 life. You may destroy target artifact or enchantment that player controls.
2/2
Naturalize on a stick in white for 2 mana, but you have to give them some life whether they have a target or not.
Keldon Destroyers3R
Creature - Human Warrior (R)
Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Destroyers enters the battlefield or leaves the battlefield, it deals 2 damage to any target.
4/4
Fauna Seeker1G
Creature - Human Druid (R)
When Fauna Seeker attacks or dies look at the top 2 cards of your library. You may reveal a creature card from among those 2 cards and put it into your hand. Put the unrevealed cards back on top of your library in any order.
2/3
Good body for a 2-drop and a mini-creature only impulse upon attack or death. Also let's you reorganize the top two cards if neither are creatures.
Would you play these variants of existing cube cards?
Phyrexian Coliseum2BB
Enchantment (R)
At the beginning of your upkeep draw an additional card and each opponent loses 1 life.
Would you pay an extra mana to have your opponent lose the life instead? Would this need something extra to be playable in your cube?
Four mana is a pretty significant upcost from three, but basically tacking on a drain every turn is pretty solid. This is probably worth considering.
Asymetrical Rift2U
Instant (R)
Kicker - Return target permanent you control to your hand.
Return target non-land permanent to its owner's hand. If Asymetrical Rift was kicked you may return another non-creature, non-land permanent an opponent controls to its owner's hand.
Potential double bounce for three! Would you run this?
Has some wording issues, needs to be "Return a permanent you control to your hand" since you can't target as part of the cost, and the second target needs to actually, y'know, target.
Not being able to hit a creature with the second bounce is a pretty big drawback and would make me think twice about this. Bouncing two dudes would be super strong though.
Negotiated Sacrifice3B
Instant (R)
Target player sacrifices two creatures. You lose life equal to half of the combined power of the sacrificed creatures rounded up.
Would you play a costly edict effect like this? It's a cheaper dead drop with a life loss drawback.
Kor Distiller1W
Creature - Kor Cleric (U)
Lifelink
When Kor Distiller enters the battlefield target opponent gains 3 life. You may destroy target artifact or enchantment that player controls.
2/2
Naturalize on a stick in white for 2 mana, but you have to give them some life whether they have a target or not.
This card is absurd. It doesn't really matter that they gain 3 life, it's a 2/2 lifelink for 2 AND a Disenchant?
Keldon Destroyers3R
Creature - Human Warrior (R)
Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Destroyers enters the battlefield or leaves the battlefield, it deals 2 damage to any target.
4/4
"Any Target" makes this seem really strong. It's a Staggershock that also beats in for four and has flicker/reanimation abuse potential.
Fauna Seeker1G
Creature - Human Druid (R)
When Fauna Seeker attacks or dies look at the top 2 cards of your library. You may reveal a creature card from among those 2 cards and put it into your hand. Put the unrevealed cards back on top of your library in any order.
2/3
Good body for a 2-drop and a mini-creature only impulse upon attack or death. Also let's you reorganize the top two cards if neither are creatures.
That's a LOT of potential for card advantage on a 2/3 for 2. Cards should probably go on the bottom of the library, though.
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Coliseum isn't a drain necessarily since you don't gain the one life they lose, I'm not sure if adding 1 to the cost is enough to switch the lifeloss to your opponent and gain life to boot.
Rift - Noted, will fix the wording. The non-creature clause for the second bounce is intentional. The nonkicked mode here is extremely unattractive though and that's the bigger issue to me. I want to switch this to costing 1U and adding U to the kicker.
Sacrifice - I think the average lifeloss is a lot less with this card thanAshes to Ashes or Reckless Spite. Also instant speed double edict would be a strong play even at 4 in cube I think. Would need testing to be sure.
Distiller shouldn't have lifelink. Otherwise though I think the drawback of giving an opponent life if you cast this whether you have a target for its effect or not is a tough decision. Maybe it should give 4 instead of 3?
I think Red needs better creatures overall so if this is on the strong side I am okay with this.
I mean, it only digs two cards deep so it will whiff decently often even in creature heavy decks. I like that it keeps the cards on top, reminds me a bit of Mirri's Guile.
Coliseum isn't a drain necessarily since you don't gain the one life they lose, I'm not sure if adding 1 to the cost is enough to switch the lifeloss to your opponent and gain life to boot.
Sure. I'm just saying the net effect is the same as if you had an Arena plus, say, Subversion in play. You end up at net 0 life change, they lose one. It's a weird line where I'm not sure they'd print it as is but it's probably not quite good enough for cube.
What about Phyrexian Arena + Extort for 1 more? That'd be more printable IMO, about the same power level, but it'd be even better for multiplayer/EDH cubes.
Rift - Noted, will fix the wording. The non-creature clause for the second bounce is intentional. The nonkicked mode here is extremely unattractive though and that's the bigger issue to me. I want to switch this to costing 1U and adding U to the kicker.
Either way, it ends up similar to Rushing River, which hasn't been Cube-playable in ages. I'm not sure what you can do to make this good enough, but it doesn't seem like it is right now.
Sacrifice - I think the average lifeloss is a lot less with this card thanAshes to Ashes or Reckless Spite. Also instant speed double edict would be a strong play even at 4 in cube I think. Would need testing to be sure.
Well that's the thing, isn't it? The average lifeloss is generally going to be lower, but you're going to hit their two worst creatures instead of their two best. And when you DO take out two high-value targets, it's going to cost you a solid chunk of life and four mana.
This seems really impactful in midrange cubes without a lot of token support, but this also seems like it's going to have a lot of times where you're staring down two high-value targets and then two fodder creatures and you'd really wish this was Reckless Spite, which isn't a position I'd love to be in.
Distiller shouldn't have lifelink. Otherwise though I think the drawback of giving an opponent life if you cast this whether you have a target for its effect or not is a tough decision. Maybe it should give 4 instead of 3?
No lifelink probably makes this more balanced. Do note that, the way the ability is worded now, they won't gain the life if they don't control an artifact, since it's "may" and not "up to" meaning the trigger will never go on the stack without a target. To make this work how you want, it needs to be "When ~ etbs, target opponent gains 3 life. Destroy up to one target artifact or enchantment that player controls."
I think Red needs better creatures overall so if this is on the strong side I am okay with this.
I mean, it only digs two cards deep so it will whiff decently often even in creature heavy decks. I like that it keeps the cards on top, reminds me a bit of Mirri's Guile.
Yeah, it seems like it's in an awkward place where, when it's good, it's INSANE, easily drawing you 3-4 cards over a couple of turns including when they deal with it, and when it's bad, it's pretty darn mediocre, since you just keep looking at the same two non-creature cards. Like, if your opponent sees you whiff, they know they can Bolt it and get out scott-free, but if you hit, they risk giving you ANOTHER card when they kill it.
I think the card needs to be a 2/2 regardless, and probably should lose the death trigger.
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Love the extort arena idea. That, IMO, strikes the perfect balance.
I think rift having a base mode that is the same as disperse would make it more attractive then rushing river. Also being able to return any permanent--which can often work to your advantage in many archetypes--is way better than having to sacrifice a land even if you can't get a creature with the second bounce effect on my design.
Of the red four drops you list I would only consider Hellrider and Pia and Kiran Nalaar to be high-quality options. FTK and Hero are fine and the others don't do it for me at all.
I'm sold on losing the death trigger for Seeker, when it attacks and then dies in combat you are potentially looking 3 cards deep and drawing two of them in one turn which is absurd even as a best case scenario for a green 2-drop.
The 3rd point of toughness is just so important for this card though. It gives green a good blocker against aggro and improves the likelihood that Fauna Seeker will survive to see another trigger of its ability.
I think rift having a base mode that is the same as disperse would make it more attractive then rushing river. Also being able to return any permanent--which can often work to your advantage in many archetypes--is way better than having to sacrifice a land even if you can't get a creature with the second bounce effect on my design.
Disperse as the base case seems fine given that Into the Roil and Blink of An Eye exist. I'm just not convinced that a kicker of "U, bounce a permanent you control" to get a second bounce that can't hit the two most common card types is that attractive. I don't think I'd run this over the aforementioned bounce spells, and those are borderline playable as it stands.
Of the red four drops you list I would only consider Hellrider and Pia and Kiran Nalaar to be high-quality options. FTK and Hero are fine and the others don't do it for me at all.
Well, this guy seems most similar to FTK. It's kind of a wash which is better - this guy is more durable, but goes away on its own, and can't take out 4-toughness dudes, but can burn face and can potentially kill two things.
I'm sold on losing the death trigger for Seeker, when it attacks and then dies in combat you are potentially looking 3 cards deep and drawing two of them in one turn which is absurd even as a best case scenario for a green 2-drop.
The 3rd point of toughness is just so important for this card though. It gives green a good blocker against aggro and improves the likelihood that Fauna Seeker will survive to see another trigger of its ability.
Sounds reasonable.
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Xeo, Adept Necromancer1BB
Legendary Creature - Human Wizard (M)
When Xeo, Adept Necromancer enters the battlefield search your library for a creature card and put it into your graveyard. Shuffle your library afterwards.
When Xeo, Adept Necromancer dies you may return another target creature from your graveyard to the battlefield. If you do, you lose life equal to that creature’s converted mana cost. Exile Xeo, Adept Necromancer.
3/2
Ilixis, Fae Illusionist1UU
Legendary Creature - Faerie Wizard (M)
Flash, Flying
When Ilixis, Fae Illusionist enters the battlefield create two 1/2 Blue illusion creature tokens with flying and “if this creature dies from lethal combat damage, draw a card.”. Exile them at the beginning of the next end step. 1: Ilixis, Fae Illusionist gets +1/-1
1/3
Self-Assembling Scrapyard
Land (R)
: Add C 4: Self-Assembling Scrapyard becomes a 3/3 Construct artifact creature until end of turn. 8: Self-Assembling Scrapyard becomes a 6/6 Construct artifact creature with trample that's still a land.
Notes: Kind of a Dread Statuary/Stalking Stones hybrid. Would the added flexibility be enough to make your cube as a colorless land? Torn between costing the last ability at 7 or 8. Seven might be too efficient to print.
Adaptive AnthemW
Enchantment (R)
Creatures with a converted mana cost within one of adaptive anthem’s converted mana cost gain +1/+1. 2: Add or remove up to two charge counters to adaptive anthem. Adaptive Anthem’s converted mana cost is equal to the number of charge counters on it.
Notes: OG design also granted vigilance but figured that might be too pushed as this is already really strong in aggro builds.
Quickstudy ApprenticeUU
Creature - Human Wizard (R)
Prowess
Whenever you cast an instant or sorcery put a +1/+1 counter on Quickstudy Apprentice and it gains hexproof until end of turn.
0/1
Notes: Something fun for spells matter decks.
Thunder Pillar1RR
Creature - Elemental (R)
Haste, Trample
At the beginning of your end step, sacrifice Thunder Pillar.
When Thunder Pillar leaves the battlefield you may pay X, if you do create X 1/1 Red elemental tokens.
4/4
Notes: Hell's Thunder trades flying for token creation giving this some added value beyond the early game.
Aven Recruiter2U
Creature - Bird Soldier (U)
Flying
When Aven Recruiter deals combat damage to a player you may exile it and return it the battlefield tapped during the next end step.
When Aven Recruiter leaves the battlefield you may pay U, if you do, create a 1/1 Blue bird token with flying.
2/1
Notes: Something fun for blink or just value even when dying.
Adaptive AnthemW
Enchantment (R)
Creatures with a converted mana cost within one of adaptive anthem’s converted mana cost gain +1/+1. 2: Add or remove up to two charge counters to adaptive anthem. Adaptive Anthem’s converted mana cost is equal to the number of charge counters on it.
Notes: OG design also granted vigilance but figured that might be too pushed as this is already really strong in aggro builds.
I see a lot of problems with this. For starters, just leaving it on 1 pumps all your tokens, 1 drops, and 2 drops, which is pretty absurd for a one-mana anthem. Secondly, the changing its converted mana cost thing seems confusing and unnecessary (as you could just have it enter with a charge counter and add/remove counters and compare to the number of counters).
Quickstudy ApprenticeUU
Creature - Human Wizard (R)
Prowess
Whenever you cast an instant or sorcery put a +1/+1 counter on Quickstudy Apprentice and it gains hexproof until end of turn.
0/1
Notes: Something fun for spells matter decks.
At first I thought this was a one drop, which would have been DISGUSTING. As it stands, this seems kinda lackluster between the double-blue mana cost and needing a spell to even be able to attack for damage.
Thunder Pillar1RR
Creature - Elemental (R)
Haste, Trample
At the beginning of your end step, sacrifice Thunder Pillar.
When Thunder Pillar leaves the battlefield you may pay X, if you do create X 1/1 Red elemental tokens.
4/4
Notes: Hell's Thunder trades flying for token creation giving this some added value beyond the early game.
Hell's Thunder doesn't even make most cubes these days, and you've made it worse in two significant ways (lack of Unearth hurts) while adding back something fairly lackluster. I'd pass on this.
Aven Recruiter2U
Creature - Bird Soldier (U)
Flying
When Aven Recruiter deals combat damage to a player you may exile it and return it the battlefield tapped during the next end step.
When Aven Recruiter leaves the battlefield you may pay U, if you do, create a 1/1 Blue bird token with flying.
2/1
Notes: Something fun for blink or just value even when dying.
It's cute, but I'm wondering if it even needs the mana cost on the trigger. It seems like it'd be probably fine without it.
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What if Adaptive Anthem started with a set number of counters. Say five. and you could pay 1 to add/reduce the number of counters by 1? Then it would take a bit more work for aggro/tokens to benefit but could immediately benefit midrange/control cards making it a strong late game draw as well? Also 1 mana to 1 counter added or removed would be more intuitive.
I think Quickstudy Apprentice is a lot more absurd then you give it credit for. Thing in the Ice sits as a 0/4 brick until you cast 4 instants or sorceries. By the time you cast one instant or sorcery, this becomes an Elvish Warrior. If you cast two on turn 3 this is a 4/5 for UU. Aditionally, that instant speed draw spell is now a pump spell that leaves half of the pump for good and is an answer to your opponent's O-Ring, Go for the Throat, etc.
Very strong upside in a spells matter archetype.
I think Pillar could work, just needs a bit more push (something I rarely need).
Wall of Eyes1 Creature - Wall Horror
Flying t: Each opponent exiles the top three cards from their library. 0/4
Bloodlust Dream1 Enchantment - Aura
Enchant Creature.
Enchanted creature gains menace and +2/+0.
When Bloodlust Dream leaves the battlefield, scry 3.
Paranoid Orangutan1 Creature - Ape
This spell can't be countered.
Reach, Defender
When Paranoid Orangutan dies, it deals 1 damage to any target. 2/4
Ward of Mystery1 Instant
Target creature gets +0/+4, vigilance, hexproof and indestructible until the start of your next turn. Untap it.
Until the start of your next turn, you gain hexproof and spells and abilities you don't control can't cause you to sacrifice permanents.
If a spell or ability you don't control would cause you to discard Ward of Mystery, shuffle it into your library instead and then draw two cards at the next end step.
Back to Life2 Sorcery
Return target creature card from your graveyard to the battlefield.
Brave Fighter Creature - Human Soldier 2/1
Spell Resonance1 Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
Scry 3.
Island Turtle3 Creature - Turtle
This spell can't be countered.
Hexproof, Defender t: Untap up to two other target permanents, island turtle does not untap during your next untap step.
When Island Turtle leaves the battlefield, draw a card. 2/5
Refuse Roaches Creature - Insect
Refuse Roaches can't be cast from your hand. 1, Exile a creature card from your graveyard: Discard Refuse Roaches and gain 1 life.
You may cast Refuse Roaches from the graveyard if a creature died during the previous turn. 1/1
Edit: This is actually mostly just my way of saying I want more hybrid mana cards.
Azorius Dampener W/U
Creature - Cat Wizard
Instants cost 1 more to cast
2/1
Dimir Underminer U/B
Creature - Shade Rogue
If you control more creatures than every other player, Dimir Underminer can't be blocked. Otherwise, creatures you control can't block
2/1
Rakdos Bloodletter B/R
Creature - Devil Berserker
Whenever Rakdos Bloodletter is dealt damage, it deals 2 damage to you.
Whenever an opponent is dealt damage, return Rakdos Bloodletter from your graveyard to the battlefield
2/1
Gruul Usurper R/G
Creature - Ogre Barbarian
Gruul Usurper attacks each turn if able
Whenever Gruul Usurper deals combat damage to a player, you may pay R/G. If you do, destroy target artifact that player controls and put a +1/+1 counter on Gruul Usurper
2/1
Selesnya Warden G/W
Creature - Centaur Cleric
Whenever two or more creatures attack, the attacking player gains 2 life
2/1
Orzhov Guide W/B
Creature - Spirit Scout
Orzhov Guide enters the battlefield tapped
If you've gained life this turn, you may cast Orzhov Guide from your graveyard
2/1
Izzet Concoction U/R
Creature - Elemental
When Izzet Concoction becomes the target of a spell, sacrifice it. If you do, discard a card, then draw a card.
2/1
Golgari Creeper B/G
Creature - Plant Zombie
Golgari Creeper can't block
1G/B: Exile target creature or artifact card in a graveyard and return Golgari Creature to the battlefield.
2/1
Simic Strider G/U
Creature - Spider Frog
Graft 1
Simic Strider can't attack or block unless you control another creature with a +1/+1 counter on it
1/1
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Some of those cards are absolutely insane. You really can't give a 1 drop that much power, especially a Hybrid one. Like, a Hybrid 2/1 that makes instants cost 1 more is pretty busted.
@Wildfire. You always give such great and thorough feedback, I'd like to return the favor.
I agree with Salmo that most of these are far too strong and in certain color pairs a 2/1 hybrid 1 drop isn't appropriate (particularly with blue).
Dampener and Underminer both have the blue problem, but ironically blue decks won't often want them as they are generally spell heavy.
Bloodletter's drawback is actually better than Jackal Pup because the damage is capped at two. On top of this you have free recursion and hybrid casting. Too good.
I think the counter is too much for Usurper, but without it this could work and its still an upgrade over Tattermunge Maniac.
A 2/1 Centaur is a little strange. I might go with three for three life personally, but this is probably fine.
I think the Orzhov Guide is fine actually.
Concoction doesn't suggest elemental but that's a small quibble. I just don't like Blue getting a 2/1 for 1 even if it is just phantasmal bear with 1 shot looting.
Creeper's recursion might be a little too efficient as is. Maybe if you have to exile from your opponent's graveyard only?
Militia has rate issues. I think we are at the point where we could get a 2/1 for and for 1 we could get a double striking 1/1.
Strider is fine. Kind of loses impact once it has given its counter away though. I think this might be fun if it couldn't be blocked when it has no counters or something.
Some of those cards are absolutely insane. You really can't give a 1 drop that much power, especially a Hybrid one. Like, a Hybrid 2/1 that makes instants cost 1 more is pretty busted.
@Wildfire. You always give such great and thorough feedback, I'd like to return the favor.
I agree with Salmo that most of these are far too strong and in certain color pairs a 2/1 hybrid 1 drop isn't appropriate (particularly with blue).
Dampener and Underminer both have the blue problem, but ironically blue decks won't often want them as they are generally spell heavy.
The way I looked at it was, White can get a 2/1 with upside (compare to Dryad Militant or Soldier of the Pantheon)) and the "upside" is more likely to be a downside in blue since blue is the most instant-heavy.
As for the Underminer, it carries a pretty hefty drawback if your opponent can keep a board advantage on you.
Bloodletter's drawback is actually better than Jackal Pup because the damage is capped at two. On top of this you have free recursion and hybrid casting. Too good.
Jackal Pup has already been heavily obsoleted by Firedrinker Satyr. Recursion does probably need a cost though/
I think the counter is too much for Usurper, but without it this could work and its still an upgrade over Tattermunge Maniac.
Maniac is just such a disappointing card, I was looking for a way to make it better. Agreed that it probably does too much, should likely EITHER get the shatter or the counter but not both.
A 2/1 Centaur is a little strange. I might go with three for three life personally, but this is probably fine.
Yeah, I wanted it to be a slight reward for a go-wide strategy with a chance of backfiring. I think going higher than 2 life probably makes this too good TBH, especially as it makes it harder for your opponent to take advantage of.
I think the Orzhov Guide is fine actually.
Still pretty pushed, for sure.
Concoction doesn't suggest elemental but that's a small quibble. I just don't like Blue getting a 2/1 for 1 even if it is just phantasmal bear with 1 shot looting.
Phantasmal Bear means this is almost certainly printable. "Concoction" was supposed to denote that this is something incredibly unstable, which is why it flies apart when you look at it. Elemental might not be the best typing, maybe Weird.
Creeper's recursion might be a little too efficient as is. Maybe if you have to exile from your opponent's graveyard only?
Opponent's yard is a fine compromise here.
Militia has rate issues. I think we are at the point where we could get a 2/1 for and for 1 we could get a double striking 1/1.
We've gotten a few 2 mana doublestrike dudes with extra baggage like Viashino Slaughtermaster and Adorned Pouncer so I don't think this is entirely unprintable, but it could definitely be nerfed to "Doublestrike while attacking" if it's a touch too good.
Strider is fine. Kind of loses impact once it has given its counter away though. I think this might be fun if it couldn't be blocked when it has no counters or something.
Yeah, this one I'm not so sure on. It's really strong if you can curve it into a two drop with a counter on it, but there's not a ton of those. Getting a +1/+1 counter on your 2 drop and a free 1/1 is not awful, but it's not as pushed as the rest of these. But GU is also the color least likely to get a 2-power one drop.
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Thought I'd create a tribal 3 drop that corresponds with the most prominent low CC tribes in White weenie. Started to make a cycle with this but it didn't feel as inspired as the design below so I left it with this.
Patron of the Ranks1WW
Creature - Human Advisor (R)
When Patron of the Ranks enters the battlefield if you control fewer creatures than any opponent you may search your library for a Knight or Soldier card, reveal it, and put it into your hand. Shuffle your library afterwards.
Knights and Soldiers you control get +1/+1
2/3
Thought I'd make some Red high CC (6+) creatures that could slot into some cubes.
Shivan Firebird4RR
Creature - Phoenix (R)
Flying, Haste
Shivan Firebird’s casting cost is reduced by X where X is the greatest amount of damage dealt this turn to any one opponent by instants or sorceries you control. This effect reduces only the amount of colorless mana you pay.
4/3
Notes: Wanted to create a creature with an acceptable floor that ties cost reduction and damage to an opponent together. At worst this is a Volcanic Dragon with 1 less toughness. At best this is following up a burn spell to an opponent's face with an undercosted evasive beatstick for more damage. I contemplated allowing the cost reduction to happen based on damage to creatures as well--not just players, but I think that makes this way too good and it is plenty strong as is.
Warstorm Mage4RR
Creature - Human Wizard (R)
Whenever Warstorm Mage or another creature enters the battlefield under your control, it deals damage equal to its power to any target.
During your main phase you may pay XRR if you do create an X/1 red Elemental with haste and “sacrifice this creature at the beginning of your next end step.”
2/2
Notes: Warstorm Surge on a stick that creates its own twin threats (Hasty aggro tokens plus surge damage). I contemplated giving this one hexproof as a six-drop should be resilient, but I decided to let this guy's ability trigger off of itself instead to guarantee a minimum of value and then become a major threat on your next turn. I also chose to make the creature creation trigger a main phase trigger instead of an upkeep trigger so that you don't have to make that decision between making a threat and potentially not being able to cast what you draw.
Rushing Rockslide5RR
Creature - Elemental (R)
Trample, Haste
At the beginning of your end step sacrifice Rushing Rockslide.
Unearth 7RRR
10/1
Overexcitement2RR Enchantment
When ~ enters the battlefield, add R.
At the start of your combat phase each turn, exile the top card of your library. Until end of turn, you may play cards exiled this way.
(more focused non-option variation on Outpost Siege, but starts during combat phase in exchange for more color restriction mana cost and faster ability to cast something the turn it comes down, horay for chandrawing)
Forced Flare1R Sorcery
Tap target land, it doesn't untap during it's controller's next untap step. It's controller takes 1 damage, or 2 damage if the targeted land was a non-basic land.
Scry 1.
Impulsive Mage2R Creature - Orc Wizard
Haste
When ~ enters the battlefield, exile the top card of your library. Add R, you may only use it to cast spells exiled with this ability. You may play cards exiled that way this turn. 2/1
(trying to make more playable chandrawing mechanic on a stick)
Charming Dancer2R Creature - Elf Warrior
Haste
When ~ enters the battlefield tap target land an opponent controlls. That land doesn't untap during it's controller's next untap step. 2/3
(Stensia Innkeeper mechanic)
Dream Barrier1U Creature - Illusion Wall
Flying, Defender
When ~ enters the battlefield, draw a card. 0/4
Boros Private
(vanilla or uses the new keyword)
2/1
For my artifact cube, which is sorely needing better green cards.
Doubling Mutation1UG
Whenever a counter is put into a non-planeswalker permanent you control, put twice the number of counters instead.
ReassembleRG
Destroy target artifact. It can't be regenerated. Create X 1/1 colorless Servo artifact creature tokens, where X is that artifact's converted mana cost.
(servo version of Artifact mutation)
Periled Tracker1G
When this enters the battlefield or dies, investigate.
2/1
Venser's Remnant1W
Creature - Spirit (R)
Flash
Flying
When Venser’s Remnant enters the battlefield you may pay 2, if you do exile another target permanent you own and return it to the battlefield under your control at the beginning of the next end step.
2/1
Seachiller Serpent
Creature - Serpent (M)
Seachiller Serpent has hexproof as long as there are five tapped non-land permanents on the battlefield.
When Seachiller Serpent enters the battlefield tap up to two target non-land permanents. They remain tapped as long as Seachiller Serpent is on the battlefield
5/5
Boneyard Boss3BB
Creature - Skeleton (R)
When Boneyard Boss enters the battlefield create two 1/1 Black skeleton tokens.
Tap an untapped skeleton you control: Boneyard Boss gains +1/+1 and indestructible until end of turn.
Sacrifice a skeleton you control: Return target creature from your graveyard to your hand.
3/3
Tempo Critter1UU Creature - Type
Flash
Prowess
Whenever you cast a non-creature spell ~ gets hexproof until end of turn and can't be blocked this turn. 2/3
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Phyrexian Coliseum 2BB
Enchantment (R)
At the beginning of your upkeep draw an additional card and each opponent loses 1 life.
Would you pay an extra mana to have your opponent lose the life instead? Would this need something extra to be playable in your cube?
Asymetrical Rift 1U
Instant (U)
Kicker - U, Return a permanent you control to your hand.
Return target non-land permanent to its owner's hand. If Asymetrical Rift was kicked you may return another target non-creature, non-land permanent an opponent controls to its owner's hand.
Potential double bounce for three! Would you run this?
Negotiated Sacrifice 3B
Instant (R)
Target player sacrifices two creatures. You lose life equal to half of the combined power of the sacrificed creatures rounded up.
Would you play a costly edict effect like this? It's a cheaper dead drop with a life loss drawback.
Kor Distiller 1W
Creature - Kor Cleric (U)
When Kor Distiller enters the battlefield target opponent gains 3 life. You may destroy target artifact or enchantment that player controls.
2/2
Naturalize on a stick in white for 2 mana, but you have to give them some life whether they have a target or not.
Keldon Destroyers 3R
Creature - Human Warrior (R)
Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Destroyers enters the battlefield or leaves the battlefield, it deals 2 damage to any target.
4/4
Keldon Marauders big brother.
Fauna Seeker 1G
Creature - Human Druid (R)
When Fauna Seeker attacks or dies look at the top 2 cards of your library. You may reveal a creature card from among those 2 cards and put it into your hand. Put the unrevealed cards back on top of your library in any order.
2/3
Good body for a 2-drop and a mini-creature only impulse upon attack or death. Also let's you reorganize the top two cards if neither are creatures.
Four mana is a pretty significant upcost from three, but basically tacking on a drain every turn is pretty solid. This is probably worth considering.
Has some wording issues, needs to be "Return a permanent you control to your hand" since you can't target as part of the cost, and the second target needs to actually, y'know, target.
Not being able to hit a creature with the second bounce is a pretty big drawback and would make me think twice about this. Bouncing two dudes would be super strong though.
This seems like Ashes to Ashes/Reckless Spite which aren't particularly great. And costing 4 is a downside too.
This card is absurd. It doesn't really matter that they gain 3 life, it's a 2/2 lifelink for 2 AND a Disenchant?
"Any Target" makes this seem really strong. It's a Staggershock that also beats in for four and has flicker/reanimation abuse potential.
That's a LOT of potential for card advantage on a 2/3 for 2. Cards should probably go on the bottom of the library, though.
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Rift - Noted, will fix the wording. The non-creature clause for the second bounce is intentional. The nonkicked mode here is extremely unattractive though and that's the bigger issue to me. I want to switch this to costing 1U and adding U to the kicker.
Sacrifice - I think the average lifeloss is a lot less with this card thanAshes to Ashes or Reckless Spite. Also instant speed double edict would be a strong play even at 4 in cube I think. Would need testing to be sure.
Distiller shouldn't have lifelink. Otherwise though I think the drawback of giving an opponent life if you cast this whether you have a target for its effect or not is a tough decision. Maybe it should give 4 instead of 3?
I think Red needs better creatures overall so if this is on the strong side I am okay with this.
I mean, it only digs two cards deep so it will whiff decently often even in creature heavy decks. I like that it keeps the cards on top, reminds me a bit of Mirri's Guile.
Sure. I'm just saying the net effect is the same as if you had an Arena plus, say, Subversion in play. You end up at net 0 life change, they lose one. It's a weird line where I'm not sure they'd print it as is but it's probably not quite good enough for cube.
What about Phyrexian Arena + Extort for 1 more? That'd be more printable IMO, about the same power level, but it'd be even better for multiplayer/EDH cubes.
Either way, it ends up similar to Rushing River, which hasn't been Cube-playable in ages. I'm not sure what you can do to make this good enough, but it doesn't seem like it is right now.
Well that's the thing, isn't it? The average lifeloss is generally going to be lower, but you're going to hit their two worst creatures instead of their two best. And when you DO take out two high-value targets, it's going to cost you a solid chunk of life and four mana.
This seems really impactful in midrange cubes without a lot of token support, but this also seems like it's going to have a lot of times where you're staring down two high-value targets and then two fodder creatures and you'd really wish this was Reckless Spite, which isn't a position I'd love to be in.
No lifelink probably makes this more balanced. Do note that, the way the ability is worded now, they won't gain the life if they don't control an artifact, since it's "may" and not "up to" meaning the trigger will never go on the stack without a target. To make this work how you want, it needs to be "When ~ etbs, target opponent gains 3 life. Destroy up to one target artifact or enchantment that player controls."
Red's four drop slot is fairly stacked with high-quality options like Flametongue Kavu, Hellrider, Hero of Oxid Ridge, Avalanche Riders, Thundebreak Regent, Pia and Kiran Nalaar, and a few others. I'm not sure there's actually room for this guy, good as he is.
Yeah, it seems like it's in an awkward place where, when it's good, it's INSANE, easily drawing you 3-4 cards over a couple of turns including when they deal with it, and when it's bad, it's pretty darn mediocre, since you just keep looking at the same two non-creature cards. Like, if your opponent sees you whiff, they know they can Bolt it and get out scott-free, but if you hit, they risk giving you ANOTHER card when they kill it.
I think the card needs to be a 2/2 regardless, and probably should lose the death trigger.
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I think rift having a base mode that is the same as disperse would make it more attractive then rushing river. Also being able to return any permanent--which can often work to your advantage in many archetypes--is way better than having to sacrifice a land even if you can't get a creature with the second bounce effect on my design.
Of the red four drops you list I would only consider Hellrider and Pia and Kiran Nalaar to be high-quality options. FTK and Hero are fine and the others don't do it for me at all.
I'm sold on losing the death trigger for Seeker, when it attacks and then dies in combat you are potentially looking 3 cards deep and drawing two of them in one turn which is absurd even as a best case scenario for a green 2-drop.
The 3rd point of toughness is just so important for this card though. It gives green a good blocker against aggro and improves the likelihood that Fauna Seeker will survive to see another trigger of its ability.
Disperse as the base case seems fine given that Into the Roil and Blink of An Eye exist. I'm just not convinced that a kicker of "U, bounce a permanent you control" to get a second bounce that can't hit the two most common card types is that attractive. I don't think I'd run this over the aforementioned bounce spells, and those are borderline playable as it stands.
Well, this guy seems most similar to FTK. It's kind of a wash which is better - this guy is more durable, but goes away on its own, and can't take out 4-toughness dudes, but can burn face and can potentially kill two things.
Sounds reasonable.
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Xeo, Adept Necromancer 1BB
Legendary Creature - Human Wizard (M)
When Xeo, Adept Necromancer enters the battlefield search your library for a creature card and put it into your graveyard. Shuffle your library afterwards.
When Xeo, Adept Necromancer dies you may return another target creature from your graveyard to the battlefield. If you do, you lose life equal to that creature’s converted mana cost. Exile Xeo, Adept Necromancer.
3/2
Ilixis, Fae Illusionist 1UU
Legendary Creature - Faerie Wizard (M)
Flash, Flying
When Ilixis, Fae Illusionist enters the battlefield create two 1/2 Blue illusion creature tokens with flying and “if this creature dies from lethal combat damage, draw a card.”. Exile them at the beginning of the next end step.
1: Ilixis, Fae Illusionist gets +1/-1
1/3
Land (R)
: Add C
4: Self-Assembling Scrapyard becomes a 3/3 Construct artifact creature until end of turn.
8: Self-Assembling Scrapyard becomes a 6/6 Construct artifact creature with trample that's still a land.
Notes: Kind of a Dread Statuary/Stalking Stones hybrid. Would the added flexibility be enough to make your cube as a colorless land? Torn between costing the last ability at 7 or 8. Seven might be too efficient to print.
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Adaptive Anthem W
Enchantment (R)
Creatures with a converted mana cost within one of adaptive anthem’s converted mana cost gain +1/+1.
2: Add or remove up to two charge counters to adaptive anthem. Adaptive Anthem’s converted mana cost is equal to the number of charge counters on it.
Notes: OG design also granted vigilance but figured that might be too pushed as this is already really strong in aggro builds.
Quickstudy Apprentice UU
Creature - Human Wizard (R)
Prowess
Whenever you cast an instant or sorcery put a +1/+1 counter on Quickstudy Apprentice and it gains hexproof until end of turn.
0/1
Notes: Something fun for spells matter decks.
Thunder Pillar 1RR
Creature - Elemental (R)
Haste, Trample
At the beginning of your end step, sacrifice Thunder Pillar.
When Thunder Pillar leaves the battlefield you may pay X, if you do create X 1/1 Red elemental tokens.
4/4
Notes: Hell's Thunder trades flying for token creation giving this some added value beyond the early game.
Aven Recruiter 2U
Creature - Bird Soldier (U)
Flying
When Aven Recruiter deals combat damage to a player you may exile it and return it the battlefield tapped during the next end step.
When Aven Recruiter leaves the battlefield you may pay U, if you do, create a 1/1 Blue bird token with flying.
2/1
Notes: Something fun for blink or just value even when dying.
I see a lot of problems with this. For starters, just leaving it on 1 pumps all your tokens, 1 drops, and 2 drops, which is pretty absurd for a one-mana anthem. Secondly, the changing its converted mana cost thing seems confusing and unnecessary (as you could just have it enter with a charge counter and add/remove counters and compare to the number of counters).
At first I thought this was a one drop, which would have been DISGUSTING. As it stands, this seems kinda lackluster between the double-blue mana cost and needing a spell to even be able to attack for damage.
Hell's Thunder doesn't even make most cubes these days, and you've made it worse in two significant ways (lack of Unearth hurts) while adding back something fairly lackluster. I'd pass on this.
It's cute, but I'm wondering if it even needs the mana cost on the trigger. It seems like it'd be probably fine without it.
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I think Quickstudy Apprentice is a lot more absurd then you give it credit for. Thing in the Ice sits as a 0/4 brick until you cast 4 instants or sorceries. By the time you cast one instant or sorcery, this becomes an Elvish Warrior. If you cast two on turn 3 this is a 4/5 for UU. Aditionally, that instant speed draw spell is now a pump spell that leaves half of the pump for good and is an answer to your opponent's O-Ring, Go for the Throat, etc.
Very strong upside in a spells matter archetype.
I think Pillar could work, just needs a bit more push (something I rarely need).
Creature - Spirit Avatar
Flying
When Wind Mystery dies, scry 1.
1/1
Wall of Eyes 1
Creature - Wall Horror
Flying
t: Each opponent exiles the top three cards from their library.
0/4
Bloodlust Dream 1
Enchantment - Aura
Enchant Creature.
Enchanted creature gains menace and +2/+0.
When Bloodlust Dream leaves the battlefield, scry 3.
Paranoid Orangutan 1
Creature - Ape
This spell can't be countered.
Reach, Defender
When Paranoid Orangutan dies, it deals 1 damage to any target.
2/4
Ward of Mystery 1
Instant
Target creature gets +0/+4, vigilance, hexproof and indestructible until the start of your next turn. Untap it.
Until the start of your next turn, you gain hexproof and spells and abilities you don't control can't cause you to sacrifice permanents.
If a spell or ability you don't control would cause you to discard Ward of Mystery, shuffle it into your library instead and then draw two cards at the next end step.
Back to Life 2
Sorcery
Return target creature card from your graveyard to the battlefield.
Brave Fighter
Creature - Human Soldier
2/1
Spell Resonance 1
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
Scry 3.
Island Turtle 3
Creature - Turtle
This spell can't be countered.
Hexproof, Defender
t: Untap up to two other target permanents, island turtle does not untap during your next untap step.
When Island Turtle leaves the battlefield, draw a card.
2/5
Refuse Roaches
Creature - Insect
Refuse Roaches can't be cast from your hand.
1, Exile a creature card from your graveyard: Discard Refuse Roaches and gain 1 life.
You may cast Refuse Roaches from the graveyard if a creature died during the previous turn.
1/1
Edit: This is actually mostly just my way of saying I want more hybrid mana cards.
Azorius Dampener W/U
Creature - Cat Wizard
Instants cost 1 more to cast
2/1
Dimir Underminer U/B
Creature - Shade Rogue
If you control more creatures than every other player, Dimir Underminer can't be blocked. Otherwise, creatures you control can't block
2/1
Rakdos Bloodletter B/R
Creature - Devil Berserker
Whenever Rakdos Bloodletter is dealt damage, it deals 2 damage to you.
Whenever an opponent is dealt damage, return Rakdos Bloodletter from your graveyard to the battlefield
2/1
Gruul Usurper R/G
Creature - Ogre Barbarian
Gruul Usurper attacks each turn if able
Whenever Gruul Usurper deals combat damage to a player, you may pay R/G. If you do, destroy target artifact that player controls and put a +1/+1 counter on Gruul Usurper
2/1
Selesnya Warden G/W
Creature - Centaur Cleric
Whenever two or more creatures attack, the attacking player gains 2 life
2/1
Orzhov Guide W/B
Creature - Spirit Scout
Orzhov Guide enters the battlefield tapped
If you've gained life this turn, you may cast Orzhov Guide from your graveyard
2/1
Izzet Concoction U/R
Creature - Elemental
When Izzet Concoction becomes the target of a spell, sacrifice it. If you do, discard a card, then draw a card.
2/1
Golgari Creeper B/G
Creature - Plant Zombie
Golgari Creeper can't block
1G/B: Exile target creature or artifact card in a graveyard and return Golgari Creature to the battlefield.
2/1
Boros Militia R/W
Creature - Minotaur Soldier
Doublestrike
1/1
Simic Strider G/U
Creature - Spider Frog
Graft 1
Simic Strider can't attack or block unless you control another creature with a +1/+1 counter on it
1/1
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I agree with Salmo that most of these are far too strong and in certain color pairs a 2/1 hybrid 1 drop isn't appropriate (particularly with blue).
Dampener and Underminer both have the blue problem, but ironically blue decks won't often want them as they are generally spell heavy.
Bloodletter's drawback is actually better than Jackal Pup because the damage is capped at two. On top of this you have free recursion and hybrid casting. Too good.
I think the counter is too much for Usurper, but without it this could work and its still an upgrade over Tattermunge Maniac.
A 2/1 Centaur is a little strange. I might go with three for three life personally, but this is probably fine.
I think the Orzhov Guide is fine actually.
Concoction doesn't suggest elemental but that's a small quibble. I just don't like Blue getting a 2/1 for 1 even if it is just phantasmal bear with 1 shot looting.
Creeper's recursion might be a little too efficient as is. Maybe if you have to exile from your opponent's graveyard only?
Militia has rate issues. I think we are at the point where we could get a 2/1 for and for 1 we could get a double striking 1/1.
Strider is fine. Kind of loses impact once it has given its counter away though. I think this might be fun if it couldn't be blocked when it has no counters or something.
I did say that these were supposed to be pushed
The way I looked at it was, White can get a 2/1 with upside (compare to Dryad Militant or Soldier of the Pantheon)) and the "upside" is more likely to be a downside in blue since blue is the most instant-heavy.
As for the Underminer, it carries a pretty hefty drawback if your opponent can keep a board advantage on you.
Jackal Pup has already been heavily obsoleted by Firedrinker Satyr. Recursion does probably need a cost though/
Maniac is just such a disappointing card, I was looking for a way to make it better. Agreed that it probably does too much, should likely EITHER get the shatter or the counter but not both.
Yeah, I wanted it to be a slight reward for a go-wide strategy with a chance of backfiring. I think going higher than 2 life probably makes this too good TBH, especially as it makes it harder for your opponent to take advantage of.
Still pretty pushed, for sure.
Phantasmal Bear means this is almost certainly printable. "Concoction" was supposed to denote that this is something incredibly unstable, which is why it flies apart when you look at it. Elemental might not be the best typing, maybe Weird.
Opponent's yard is a fine compromise here.
We've gotten a few 2 mana doublestrike dudes with extra baggage like Viashino Slaughtermaster and Adorned Pouncer so I don't think this is entirely unprintable, but it could definitely be nerfed to "Doublestrike while attacking" if it's a touch too good.
Yeah, this one I'm not so sure on. It's really strong if you can curve it into a two drop with a counter on it, but there's not a ton of those. Getting a +1/+1 counter on your 2 drop and a free 1/1 is not awful, but it's not as pushed as the rest of these. But GU is also the color least likely to get a 2-power one drop.
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Patron of the Ranks 1WW
Creature - Human Advisor (R)
When Patron of the Ranks enters the battlefield if you control fewer creatures than any opponent you may search your library for a Knight or Soldier card, reveal it, and put it into your hand. Shuffle your library afterwards.
Knights and Soldiers you control get +1/+1
2/3
Shivan Firebird 4RR
Creature - Phoenix (R)
Flying, Haste
Shivan Firebird’s casting cost is reduced by X where X is the greatest amount of damage dealt this turn to any one opponent by instants or sorceries you control. This effect reduces only the amount of colorless mana you pay.
4/3
Notes: Wanted to create a creature with an acceptable floor that ties cost reduction and damage to an opponent together. At worst this is a Volcanic Dragon with 1 less toughness. At best this is following up a burn spell to an opponent's face with an undercosted evasive beatstick for more damage. I contemplated allowing the cost reduction to happen based on damage to creatures as well--not just players, but I think that makes this way too good and it is plenty strong as is.
Warstorm Mage 4RR
Creature - Human Wizard (R)
Whenever Warstorm Mage or another creature enters the battlefield under your control, it deals damage equal to its power to any target.
During your main phase you may pay XRR if you do create an X/1 red Elemental with haste and “sacrifice this creature at the beginning of your next end step.”
2/2
Notes: Warstorm Surge on a stick that creates its own twin threats (Hasty aggro tokens plus surge damage). I contemplated giving this one hexproof as a six-drop should be resilient, but I decided to let this guy's ability trigger off of itself instead to guarantee a minimum of value and then become a major threat on your next turn. I also chose to make the creature creation trigger a main phase trigger instead of an upkeep trigger so that you don't have to make that decision between making a threat and potentially not being able to cast what you draw.
Rushing Rockslide 5RR
Creature - Elemental (R)
Trample, Haste
At the beginning of your end step sacrifice Rushing Rockslide.
Unearth 7RRR
10/1
Notes: The card to make everyone hate you.
Enchantment
When ~ enters the battlefield, add R.
At the start of your combat phase each turn, exile the top card of your library. Until end of turn, you may play cards exiled this way.
(more focused non-option variation on Outpost Siege, but starts during combat phase in exchange for more color restriction mana cost and faster ability to cast something the turn it comes down, horay for chandrawing)
Forced Flare 1R
Sorcery
Tap target land, it doesn't untap during it's controller's next untap step. It's controller takes 1 damage, or 2 damage if the targeted land was a non-basic land.
Scry 1.
(Stensia Innkeeper mechanic on a sorcery)
Impulsive Mage 2R
Creature - Orc Wizard
Haste
When ~ enters the battlefield, exile the top card of your library. Add R, you may only use it to cast spells exiled with this ability. You may play cards exiled that way this turn.
2/1
(trying to make more playable chandrawing mechanic on a stick)
Charming Dancer 2R
Creature - Elf Warrior
Haste
When ~ enters the battlefield tap target land an opponent controlls. That land doesn't untap during it's controller's next untap step.
2/3
(Stensia Innkeeper mechanic)
Dream Barrier 1U
Creature - Illusion Wall
Flying, Defender
When ~ enters the battlefield, draw a card.
0/4
(Better than Wall of Blossoms/Omens since card draw is more in blue's color pie)
Boros Private
(vanilla or uses the new keyword)
2/1
For my artifact cube, which is sorely needing better green cards.
Doubling Mutation 1UG
Whenever a counter is put into a non-planeswalker permanent you control, put twice the number of counters instead.
Reassemble RG
Destroy target artifact. It can't be regenerated. Create X 1/1 colorless Servo artifact creature tokens, where X is that artifact's converted mana cost.
(servo version of Artifact mutation)
Periled Tracker 1G
When this enters the battlefield or dies, investigate.
2/1
Creature - Spirit (R)
Flash
Flying
When Venser’s Remnant enters the battlefield you may pay 2, if you do exile another target permanent you own and return it to the battlefield under your control at the beginning of the next end step.
2/1
Seachiller Serpent
Creature - Serpent (M)
Seachiller Serpent has hexproof as long as there are five tapped non-land permanents on the battlefield.
When Seachiller Serpent enters the battlefield tap up to two target non-land permanents. They remain tapped as long as Seachiller Serpent is on the battlefield
5/5
Boneyard Boss 3BB
Creature - Skeleton (R)
When Boneyard Boss enters the battlefield create two 1/1 Black skeleton tokens.
Tap an untapped skeleton you control: Boneyard Boss gains +1/+1 and indestructible until end of turn.
Sacrifice a skeleton you control: Return target creature from your graveyard to your hand.
3/3
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Benalish Elite W
Creature - Soldier
Banding, Provoke
1/1
Calvin and Hobbes
Cube Tutor
Creature - Type
Flash
Prowess
Whenever you cast a non-creature spell ~ gets hexproof until end of turn and can't be blocked this turn.
2/3