Probably the best discard / cycling matters payoff card since it's cheap, versatile, and is also an enabler. I think this is stronger than it looks by itself for a lot of reasons:
- Has multiple archetype applications: reanimator / Recurring Nightmare / artifacts matters / combo filler / etc. Looting is more common than ever, so it's not hard to gain a good amount of value from this without activating its looting ability once.
- This is a pretty versatile turn 1 play since it allows you to loot on turn 2 and can ramp you to 4 mana by turn 3 if you discard a land. If you Careful Study on turn 2 and pitch two lands, you can ramp up to 5 mana by turn 3.
- As a discard outlet, it starts off at the same rate as an Enclave Cryptologist up until the first looting activation. While you have to pay for subsequent loots, this isn't as fragile and you can pay the 2 mana activation at instant speed.
- It's a second card filterer you can fetch with Urza's Saga kind of like Sensei's Divining Top. This being able to generate treasures pumps the Karnstructs.
- Goes well with Lurrus of the Dream-Den since you can exile a non-land permanent with 2-cmc or less, put it back into your graveyard, and then recur it with Lurrus for maximum value.
While this doesn't have the late game inevitability / cheesy combos like Retrofitter Foundry, this card is more versatile and has more archetype applications. Lower ceiling for sure, but I think there's a lot of sleeper potential with this card.
I think this could be pretty good with Welder/ Urza deck.
I could see this as a pretty good engine played on turn 1 and maybe not used until turns 4-5 until the player runs out of gas.
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The more I think about it, the better I think this card is. When paired with other discard outlets, it essentially becomes a 1 mana planeswalker. For example, it turns Liliana of the Veil into a dual threat planeswalker that can ramp or make bodies while whittling down your opponent's hand. This also gives you insurance against your opponent's discard effects.
This card looks super sweet. Cheap discard outlet, Saga target, value engine, card selection, mana sink, ramp, fixing, token engine ...and the discard caveat is a may, which means your activations are safe when they're critical. I think this is going to be good.
I'm waffling a lot back and forth on the card, but I'll give it a shot.
I think by itself, it's pretty weak. Very slow to generate value and the type of value it creates isn't that impactful.
2 mana to loot is nice in a grindy mid-late game, but early-mid game or in a tempo situation, it's unpractical.
WHY I still like it: Decks that will want this card, also tend to have a lot of other looting effects.
When paired with other looting effects, it can generate multiple permanents/mana for very little cost.
Cheap artifacts are always better than they look because of Tinker value, Tolarian academy value, hellbent value (draw 7's) and tutor value.
This is too clunky for me. Two mana is a lot to pay for looting. I think it's too dependant on other cards to fuel it.
It's slow in the long run if you don't have any other discard outlets, but looting and generating a treasure does a lot by turn 3 and can be converted into turn 3 Griselbrand / 4-drop of choice. This will always make the maindeck if I'm playing Reanimator, and that's just one of its applications. All it takes is 2 other discard effects to come out way ahead on your initial investment really. Could be just one in certain scenarios, like making a 2/2 off cycling a non-land card on turn 2, that's a one mana 2/2 for doing something you were already going to do in the first place.
I know this is different because it’s a colorless artifact, but Cryptbreaker was super disappointing for us. It was never even good or needed in Reanimator decks.
I like this better than Reckoner Bankbuster, which was close, but didn't make the cut. It can ramp you a bit and provide a board presence when you're behind. That goes a long way on a hand-manipulation artifact.
Running a filter through my 540 list, there are 53 cards that contain the word discard (pretty much 10% of all cards). That's not counting SNC / NCC editions, which will have this + at least one connive card. I could be running 60+ cards that mention the word discard if I really wanted to add the whole triome cycle to my cube.
To really grasp how deep this card can go, I think it's important to make a list of the type of discard outlets there are:
Looting / Rummaging effects (not including cycling since rummaging / cycling are fundamentally the same thing)
- 10 triomes (not currently in my list but very worth mentioning)
- Careful Study
- Occult Epiphany
- Chart a Course
- Jace, Vryn's Prodigy
- Suspicious Stowaway
- Faithless Looting
- Falkenrath Pit Fighter
- Cathartic Pyre
- Fable of the Mirror-Breaker
- Seasoned Pyromancer
- Izzet Charm
- Kaito Shizuki
- Prismari Command
- Smuggler's Copter
Discard as part of the cost (cycling / channel / kicker variants / etc that doesn't count as rummaging)
- All 5 NEO channel lands
- Mox Diamond (not technically part of the cost, but I'm including it here anyways)
- Touch the Spirit Realm
- Timeless Dragon
- Seasoned Hallowblade
- Miscalculation
- Forbid
- Shark Typhoon
- Collective Brutality
- Oona's Prowler
- Pack Rat
- Bomat Courier
- Twinshot Sniper
- Edge of Autumn
- Fauna Shaman
- Survival of the Fittest
- Ash Barrens
"Targeted" discard (effects that are normally aimed at the opponent)
- Dread Fugue
- Duress
- Inquisition of Kozilek
- Mind Twist
- Thoughtseize
- Collective Brutality (again)
- Hymn to Tourach
- Tourach, Dread Cantor
- Grief
- Archon of Cruelty
- Kroxa, Titan of Death's Hunger
- Kolaghan's Command
- Sword of Feast and Famine
Symmetrical discard effects
- Balance
- Liliana of the Veil
- Rankle, Master of Pranks
Now that we have a list of the possibilities, it's much easier to see a different lines of play such as
- Playing this on turn 1 in conjunction with Mox Diamond to potentially set you up for 4 mana by turn 2.
- Getting a 2/2 every turn for everytime you activate Survival of the Fittest / Fauna Shaman.
- Get a treasure every time you cycle / channel a land.
- Get a 2/2 every time you cycle / channel a non-land.
- Mitigate targeted discard effects against black decks.
- While technically not a discard outlet by itself, Library of Alexandria can be used to force a discard on end step if you really want to make a 2/2 or ramp next turn with a treasure.
When you combine all this with the fact that it also comes with its own built-in looting and is fetchable with Urza's Saga, I think the appeal of this card becomes much higher. There's so many broad applications, and the fact that it's a looting effect that reanimator will 100% maindeck means it'll always at least have an audience of one.
Now that we have a list of the possibilities, it's much easier to see a different lines of play such as
- Playing this on turn 1 in conjunction with Mox Diamond to potentially set you up for 4 mana by turn 2.
- Getting a 2/2 every turn for everytime you activate Survival of the Fittest / Fauna Shaman.
- Get a treasure every time you cycle / channel a land.
- Get a 2/2 every time you cycle / channel a non-land.
- Mitigate targeted discard effects against black decks.
- While technically not a discard outlet by itself, Library of Alexandria can be used to force a discard on end step if you really want to make a 2/2 or ramp next turn with a treasure.
When you combine all this with the fact that it also comes with its own built-in looting and is fetchable with Urza's Saga, I think the appeal of this card becomes much higher. There's so many broad applications, and the fact that it's a looting effect that reanimator will 100% maindeck means it'll always at least have an audience of one.
I agree with everything Steve_Man said, but it should also be mentioned that with even just 2 or 3 discards from another source, like a Liliana of the Veil or a Smuggler's Copter, this thing can actually represent a huge amount of stats for cheap, even pretty early in the game for fair decks. The fact that a cheap, colorless looter can also represent mana acceleration towards a big Living Death or Moat OR an army of 2/2 tokens is unreal. This can absolutely be a tangible win condition in the right circumstances. Gives me serious Jace, Vryn's Prodigy vibes.
Maybe I'm underestimating the inconvenience of that 2cmc activation cost, but I'm having trouble seeing this as anything short of fantastic. It can go in so many decks and be good, even without all the cute (but super easily utilized) synergies.
I feel like a 1 mana artifact that has tap and pay 2 to loot is already good enough to consider running. Which means that the extra value and discard synergy this card provides is just so much gravy. Ship it!
I really like this card. I've played Bag of Holding in the past, and this card alleviates many of the problems the bag had, namely the forced exile and high mana-intensiveness. Having more Urza's Saga targets is always nice.
I really like this card. I've played Bag of Holding in the past, and this card alleviates many of the problems the bag had, namely the forced exile and high mana-intensiveness. Having more Urza's Saga targets is always nice.
This card would be stone ucubable as a 1 mana artifact that cost 2 to loot, unless you were doing an all artifacts cube or something. That's just way too much mana to never be up a card. This card will live or die based on how many cards in a given cube combo with the 2nd ability, as that's where the actual value is. My guess is it won't actually get to activate that often in most games in my cube, which means I think it will be a miss, but I could be wrong.
I think I'd rather have Bankbuster in a fair deck over this every time.
I run an unpowered fair-ish cube - no Griselbrands or Urzas Sagas here. So I don't think it's going to pull it's weight.
I played bankbuster a lot during Neon draft and it was a fantastic card. The problem is the crew 3 - if it was crew 1 or 2 instead, it would be a very different story.
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Sure but spending 3 mana and pitching a real (nonland) card to get a 2/2 isn't worth it, nor really is spending 2 and a real card each time after (and you don't get a creature until turn 3, then 5), nor is spending 3 mana to loot and get a treasure, although having access to 4 mana on turn 3 in non-green decks is nice. But you're still down a card at that point because you had to play this durdly artifact. It's also a pretty heinous topdeck if you're hellbent.
This reminds me of a lot of cards we've seen before that do a lot of stuff, feel like they have a lot of cool interactions, but end up just not doing enough in most games. I'm getting strong trading post vibes from this card, which is another thing people were pretty high on initially that just ended up not doing enough (and that was a very different time when cube was slower). It just feels like in modern tuned cubes it's hard to justify cards like this as going turn 1 this, turn 2 loot, turn 3 get a 2/2 and a 3 drop just gets you run over by an aggro deck. Or a ramp deck. Or a combo deck.
Evaluating this based off a single activation where the discarded card isn't giving you value from the 'yard is an incomplete evaluation. This card will be going into decks that both want to be actively discarding cards and that have multiple instances of discard synergy (both deliberate and incidental). Paying 3 mana to loot and get a 2/2 isn't great. But that's not what this card will be doing. You'll be making a 2/2 while also discarding a Bloodghast or Griselbrand, which you wanted to discard anyways but are now stapling free value to it. You'll be adding free treasure tokens and 2/2 creatures to cards that you'll be discarding anyways, because you're casting a Faithless Looting, activating a Liliana/Dack, or connecting with a Seafaring Werewolf. There's value in a colorless discard outlet that can prep for T3 reanimation. There's value in early treasure creation for colorless ramp/fixing. There's value in stapling 2/2 creatures to your cards that were being cycled/discarded anyways. There's value in protecting your hand from discard effects. There's value in being able to have something to spend your mana on every turn for the rest of the game no matter what. Retrofitter Foundry has shown that 1 mana utility artifacts that provide mana outlets to do proactive things are useful things to have access to, and this card not only does something similar, but it also provides value to decks that can take advantage of the looting and the discard synergy. If you look at this and see Trading Post instead of Retrofitter Foundry, I would advise trying to take a closer look. 4 mana + activation costs ≠ 1 mana + activation costs. You're talking about playing this card and getting run over by aggro or combo, but in reality, this card will be the one IN the combo decks enabling reanimation or discard combo shenanigans. I look at this card and see a fixed version of cards that have tried to do something similar to this in the past and were missing components to make them competitive. The "may" clause is critical and the token/treasure activation costs 0 mana. And I actually disagree about this getting run over by aggro. Being able to make 2/2 blockers at instant speed is nothing to scoff at, and remember that you don't need to use this as your primary game plan unless that's the right line to take. Just because you can go "all in" on this card doesn't mean you have to. The card doesn't force you to play bad Magic. Activate it when you have the free mana at the end of your opponent's turn. Put it in decks that want a cheap discard outlet and have discard synergy. Basically, don't just chuck this into a random deck and assume that making 2/2's with it is all it does for you, because I agree that if that's all you're using it for, it's not amazing. Luckily, we won't be playing it in decks where it's bad, or activating it in situations where it's not ideal. So we expect it to play quite well for us.
Probably the best discard / cycling matters payoff card since it's cheap, versatile, and is also an enabler. I think this is stronger than it looks by itself for a lot of reasons:
- Has multiple archetype applications: reanimator / Recurring Nightmare / artifacts matters / combo filler / etc. Looting is more common than ever, so it's not hard to gain a good amount of value from this without activating its looting ability once.
- This is a pretty versatile turn 1 play since it allows you to loot on turn 2 and can ramp you to 4 mana by turn 3 if you discard a land. If you Careful Study on turn 2 and pitch two lands, you can ramp up to 5 mana by turn 3.
- As a discard outlet, it starts off at the same rate as an Enclave Cryptologist up until the first looting activation. While you have to pay for subsequent loots, this isn't as fragile and you can pay the 2 mana activation at instant speed.
- It's a second card filterer you can fetch with Urza's Saga kind of like Sensei's Divining Top. This being able to generate treasures pumps the Karnstructs.
- Goes well with Lurrus of the Dream-Den since you can exile a non-land permanent with 2-cmc or less, put it back into your graveyard, and then recur it with Lurrus for maximum value.
While this doesn't have the late game inevitability / cheesy combos like Retrofitter Foundry, this card is more versatile and has more archetype applications. Lower ceiling for sure, but I think there's a lot of sleeper potential with this card.
My High Octane Unpowered Cube on CubeCobra
I could see this as a pretty good engine played on turn 1 and maybe not used until turns 4-5 until the player runs out of gas.
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
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My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 46th Set (P)review - Discusses my top 20 Cube cards from MOM!
I think by itself, it's pretty weak. Very slow to generate value and the type of value it creates isn't that impactful.
2 mana to loot is nice in a grindy mid-late game, but early-mid game or in a tempo situation, it's unpractical.
WHY I still like it: Decks that will want this card, also tend to have a lot of other looting effects.
When paired with other looting effects, it can generate multiple permanents/mana for very little cost.
Cheap artifacts are always better than they look because of Tinker value, Tolarian academy value, hellbent value (draw 7's) and tutor value.
I'll give it a spin, but not convinced yet
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It's slow in the long run if you don't have any other discard outlets, but looting and generating a treasure does a lot by turn 3 and can be converted into turn 3 Griselbrand / 4-drop of choice. This will always make the maindeck if I'm playing Reanimator, and that's just one of its applications. All it takes is 2 other discard effects to come out way ahead on your initial investment really. Could be just one in certain scenarios, like making a 2/2 off cycling a non-land card on turn 2, that's a one mana 2/2 for doing something you were already going to do in the first place.
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To really grasp how deep this card can go, I think it's important to make a list of the type of discard outlets there are:
Looting / Rummaging effects (not including cycling since rummaging / cycling are fundamentally the same thing)
- 10 triomes (not currently in my list but very worth mentioning)
- Careful Study
- Occult Epiphany
- Chart a Course
- Jace, Vryn's Prodigy
- Suspicious Stowaway
- Faithless Looting
- Falkenrath Pit Fighter
- Cathartic Pyre
- Fable of the Mirror-Breaker
- Seasoned Pyromancer
- Izzet Charm
- Kaito Shizuki
- Prismari Command
- Smuggler's Copter
Discard as part of the cost (cycling / channel / kicker variants / etc that doesn't count as rummaging)
- All 5 NEO channel lands
- Mox Diamond (not technically part of the cost, but I'm including it here anyways)
- Touch the Spirit Realm
- Timeless Dragon
- Seasoned Hallowblade
- Miscalculation
- Forbid
- Shark Typhoon
- Collective Brutality
- Oona's Prowler
- Pack Rat
- Bomat Courier
- Twinshot Sniper
- Edge of Autumn
- Fauna Shaman
- Survival of the Fittest
- Ash Barrens
"Targeted" discard (effects that are normally aimed at the opponent)
- Dread Fugue
- Duress
- Inquisition of Kozilek
- Mind Twist
- Thoughtseize
- Collective Brutality (again)
- Hymn to Tourach
- Tourach, Dread Cantor
- Grief
- Archon of Cruelty
- Kroxa, Titan of Death's Hunger
- Kolaghan's Command
- Sword of Feast and Famine
Symmetrical discard effects
- Balance
- Liliana of the Veil
- Rankle, Master of Pranks
Now that we have a list of the possibilities, it's much easier to see a different lines of play such as
- Playing this on turn 1 in conjunction with Mox Diamond to potentially set you up for 4 mana by turn 2.
- Getting a 2/2 every turn for everytime you activate Survival of the Fittest / Fauna Shaman.
- Get a treasure every time you cycle / channel a land.
- Get a 2/2 every time you cycle / channel a non-land.
- Mitigate targeted discard effects against black decks.
- While technically not a discard outlet by itself, Library of Alexandria can be used to force a discard on end step if you really want to make a 2/2 or ramp next turn with a treasure.
When you combine all this with the fact that it also comes with its own built-in looting and is fetchable with Urza's Saga, I think the appeal of this card becomes much higher. There's so many broad applications, and the fact that it's a looting effect that reanimator will 100% maindeck means it'll always at least have an audience of one.
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I run an unpowered fair-ish cube - no Griselbrands or Urzas Sagas here. So I don't think it's going to pull it's weight.
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I agree with everything Steve_Man said, but it should also be mentioned that with even just 2 or 3 discards from another source, like a Liliana of the Veil or a Smuggler's Copter, this thing can actually represent a huge amount of stats for cheap, even pretty early in the game for fair decks. The fact that a cheap, colorless looter can also represent mana acceleration towards a big Living Death or Moat OR an army of 2/2 tokens is unreal. This can absolutely be a tangible win condition in the right circumstances. Gives me serious Jace, Vryn's Prodigy vibes.
Maybe I'm underestimating the inconvenience of that 2cmc activation cost, but I'm having trouble seeing this as anything short of fantastic. It can go in so many decks and be good, even without all the cute (but super easily utilized) synergies.
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This card would be stone ucubable as a 1 mana artifact that cost 2 to loot, unless you were doing an all artifacts cube or something. That's just way too much mana to never be up a card. This card will live or die based on how many cards in a given cube combo with the 2nd ability, as that's where the actual value is. My guess is it won't actually get to activate that often in most games in my cube, which means I think it will be a miss, but I could be wrong.
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I played bankbuster a lot during Neon draft and it was a fantastic card. The problem is the crew 3 - if it was crew 1 or 2 instead, it would be a very different story.
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
Sure but spending 3 mana and pitching a real (nonland) card to get a 2/2 isn't worth it, nor really is spending 2 and a real card each time after (and you don't get a creature until turn 3, then 5), nor is spending 3 mana to loot and get a treasure, although having access to 4 mana on turn 3 in non-green decks is nice. But you're still down a card at that point because you had to play this durdly artifact. It's also a pretty heinous topdeck if you're hellbent.
This reminds me of a lot of cards we've seen before that do a lot of stuff, feel like they have a lot of cool interactions, but end up just not doing enough in most games. I'm getting strong trading post vibes from this card, which is another thing people were pretty high on initially that just ended up not doing enough (and that was a very different time when cube was slower). It just feels like in modern tuned cubes it's hard to justify cards like this as going turn 1 this, turn 2 loot, turn 3 get a 2/2 and a 3 drop just gets you run over by an aggro deck. Or a ramp deck. Or a combo deck.
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My 540 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 46th Set (P)review - Discusses my top 20 Cube cards from MOM!