Incidentally, there is an Extra Pulled card that is a close riff on Time Walk but the kicker is that you have to "sacrifice a kidney: to cast it. In the write up, Rosewater says that they wanted to limit you to two casts of the card with the restriction but that made no sense to us. Obviously you are limited to ONE cast of the card (if you sacrifice two kidneys you are DEAD). However, we did modify it slightly so that you could ask other players to donate you a kidney to sacrifice
I don't have enough big artifact bombs to support Tinker currently, and Puresteel Angel is definitely a bomb. I also happen to run 8 colored artifacts for it to hit. It may end up being too strong, but it's hard to resist trying.
Unicycle is more interesting than Lightning Greaves, and has enough board impact to see a lot more play in aggro. I expect the common play pattern to be crewing it with an existing creature the turn it's played, and then either crewing with a new creature or equipping on a new creature on subsequent turns, so that it gets much more value.
Growth Charm is playable combat trick and a much better Regrowth, which are both things I'm happy to see.
Generated Horizons is a simple, slow ramp engine. It might not last since it takes a while to pay off.
Vazal, the Compleat is a very fun-looking green fatty. The body is fine by itself, and I don't know what shenanigans it's going to enable.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
https://magic.wizards.com/en/articles/archive/feature/extra-pulled-archives-2010-05-10
I don't have enough big artifact bombs to support Tinker currently, and Puresteel Angel is definitely a bomb. I also happen to run 8 colored artifacts for it to hit. It may end up being too strong, but it's hard to resist trying.
Unicycle is more interesting than Lightning Greaves, and has enough board impact to see a lot more play in aggro. I expect the common play pattern to be crewing it with an existing creature the turn it's played, and then either crewing with a new creature or equipping on a new creature on subsequent turns, so that it gets much more value.
Growth Charm is playable combat trick and a much better Regrowth, which are both things I'm happy to see.
Generated Horizons is a simple, slow ramp engine. It might not last since it takes a while to pay off.
Vazal, the Compleat is a very fun-looking green fatty. The body is fine by itself, and I don't know what shenanigans it's going to enable.
I recommend trying this over the Pyretic Ritual, Desperate Ritual, Past in Flames and cutting down on the 2nd tier storm enablers.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i