Here's a thread to compile your likely inclusions and/or cards you want to test from ZNR. As always, feel free to expand your list as spoilers continue to drop or just drop your list at the end of spoiler season.
Likely In Luminarch Aspirant - A free +1/+1 counter wherever you want on each of your turns is huge value. Works great in aggro/tempo and isn't a poor late game draw either. Also a human, which is huge for those running Champion of the Parish. Jace, Mirror Mage - Seems to be about on par with Jace Beleren, but infinitely more interesting. Thieving Skydiver- Great tempo card, but that steal a mox, steal an equipment (not you Skullclamp)ability is what makes this a shoe-in for powered cubes and still a strong option for unpowered. Nighthawk Scavenger- Nearly a strict upgrade to Vampire Nighthawk. Easy swap for those running that and probably better than some of the options people are running over Vampire Nighthawk. Kargan Intimidator- The only other cubed red 2-drop threatening 4 damage on turn 3 is Bloodrage Brawler and discarding a card is a steep price for aggro (less steep if reanimator is part of the gameplan). This threatens 4 damage, can turn off a blocker, can trample over blockers, and may have incidental warrior synergies. Turntimber, Serpentine Wood - The best of the MDFC's by a lot. The mythic cycle allows players the option to negate the loss of tempo when an untapped land is needed by taking a bolt to the face. Turntimber Symbiosis digs a respectable seven cards deep for 4GGG which is doable for green decks and most importantly has built in insurance by putting counters on any 3CC or less creature you grab with this - which makes picking a utility creature totally fine. Also, some beautiful art on this one.
Testing Skyclave Apparition - This is not a Banisher Priest variant. It hits permanents. This is a big upgrade. Nice Sylvan Library, here's a 2/2 (if you get rid of me). The X/X token might turn out to be too troublesome, but I'm thinking more often than not, it will be worth it. Bloodchief's Thirst - Initially was a bit turned off by the sorcery speed. Thinking now though that the flexibility of being either an early game Fatal Push or a later game Never from Never // Return for 1 more all in one card might actually be good enough. Skyclave Shade - A recursive beat stick that can be either a 3/1 or a 5/3 each time you cast it. This is a flexible threat that keeps coming back for more. This is a harder slot to find cuts for, but this is worth a test. Agadeem, the Undercrypt // Agadeem's Awakening - Probably the second best of the MDFC's. There are suggestions that all of the mythic MDFC's are auto-includes and I don't find that to be true. There is a lot of opportunity cost involved with these. They take up cube real estate over more efficient spells and they often will require you to draft them over another viable option. The overriding question for me is if the spell is strong enough factoring in the land option to justify its inclusion. A fair spell with a land option is a good card. A bad spell with a land option is a fair card. Even with the triple black in this spells cost. A land that can also recur a single aggro creature straight to the battlefield for 1BBB or bring back a suite of creatures at 4BBB is quite strong. The cut for this is hard. Nullpriest of Oblivion - Child of Night with menace as a floor? A Zombify kicker that puts two bodies on the battlefield? This plays well at multiple stages in the game and provides a late reanimator backup. Kazandu Mammoth // Kazandu Valley - Remember when five power four drops were the cream of the crop? Blastoderm remembers. If you can "somehow" manage to trigger landfall in green, this is a 3CC 5/5. Off of an elf this beats for 5 on turn 3. It also curves right into The Great Henge (w/ Landfall). Also, it can be a land if you just need to smooth out your hand. Only downside here is the lack of trample, but this might be good enough as is. Inscription of Abundance- I continue to look for green non-creature spells for cube and this is a promising option. All of the modes are helpful individually and work well in combination with each other when kicked.
Watching Sea Gate Stormcaller- Snapcaster Mage this is not. That said, it can still generate a good amount of value for 3-4 mana. My biggest issue here is that between the CMC restrictions and the lack of flash, the pool of spells for this to copy is a bit small. Seems a little bit too much of a "if this and this and this come together" type of card for me to want to test this, but I will watch to see how it is performing. Shatterskull, the Hammer Pass // Shatterskull Smashing- I'm watching this one based on initial reception alone, my own evaluation of the card is that the spell side is too inefficient to justify running a land that bolts you or causes a loss in tempo. Magmatic Channeler - This card is getting a lot of hype. This is a very good impulse effect and I don't see it as card disadvantage so long as you're using the ability correctly. In a spells matter deck, this card is very powerful. I'm just not sure if it has enough general appeal outside of that shell. Crawling Barrens- I think the cost will make this too slow to be impactful. I do like that you can pump without animating, I hope WOTC continues to experiment with this area.
Summary
ZNR is shaping up to be a good cube set, but almost entirely in ways that are not consistent with the themes of the plane. Most of the land/X type cards we've seen so far appear to be under-powered despite their flexibility. Not a single landfall card is on my list as of yet, and most of the definite inclusions are aggressively costed generic effects (+1/+1 counters, permanent stealing, O-Ring on a body, etc.). Only kicker, which isn't a Zendikar specific mechanic, is represented among the cards currently being included or tested. On the other hand, this set is going a long ways to improve slots that were sorely in need of improvement.
I'll be adding a slot to my utility lands section. Right now I've got two utility lands and a Vivid in each color, plus an extra in black. I think I'll just add an extra slot in each color. Black can replace Ifnir Deadlands with Hagra Mauling // Hagra Broodpit. Mayyyyyybe I could even add a second slot if they come out with more great ones, or if I end up getting the mythics.
I was so disappointed by the end of battle for zendikar spoilers.. one of my least favourite sets with so much potential.
I'm feeling the complete opposite for this one. This is the best I've ever seen a set mitigate both mana flooding and screw simultaneously...
Lots of great, powerful cards too. Wheee
I was thinking that having gone down to 360 cards it would help with limiting new cards which are good enough but I have several cards in each colour which look appealing and not out of place for 360 unpowered... Cuts are going to be brutal.
Even in my 410 I'm looking at a huge number of includes/tests. Set is extremely stacked. I'm not even bothering to list them yet since WotC keeps dropping bombs every few hours.
I stopped updating my cube when Modern Horizons dropped. This spoiler season changed my mind and I’m dusting everything off and catching up! This set is sick.
If all of the above make it into my cube and nothing else gets spoiled that I want, then this set will exceed ELD for me. There are 19 ELD cards in my cube, and 20 cards I'm considering from ZNR.
Incidentally, this caused me to go back and look at the top sets for my cube, and I was surprised. I tried to move everything around to their "original" printing, but my method was an imperfect science. Here are all the sets (lumping ABUR together) with 10+ cards. I hadn't realized that MH1 has more presence in the cube than ABUR does.
MH1 (28)
ABUR (23)
ELD (19)
IKO (17)
KLD (13)
ZEN (12)
MRD (12)
THB (11)
ULG (10)
BFZ (10)
XLN (10)
WAR (10)
I’ll go ahead and post which Spell Lands I’m adding since there won’t be any cuts. I have a separate „colored/utility“ land module (for my 540 powered cube) and I’m adding each mythic bolt land in addition to each of the following 5, bringing my mono-colored lands in the module to 5 each (I’m also running the Mammoth as a green creature, cutting Yavimaya Elder).
So no real estate lost in the cube, and a reliable source of these as separate picks instead of feeling bad picking this over a more powerful „spell side“ effect (To clarify, we draft one land each out of the land module between each pack for a total of 3 additional picks)
For those interested, here’s a link to my land module:
(By the way if anyone has feedback on this feel free to share)
EDIT: I forgot to add that I’m considering the pathways (once the cycle is complete) to be a full addition or perhaps replace my current 2 color land slots (they are a bit all over the place)
Double Edit: you all taking up tons of real estate with lands know you want to solve the entire problem of cuts and instead make a land module, include all these sweet MDFCs, while at the same time OPENING more slots. (Just kidding... or?)
Incidentally, this caused me to go back and look at the top sets for my cube, and I was surprised. I tried to move everything around to their "original" printing, but my method was an imperfect science. Here are all the sets (lumping ABUR together) with 10+ cards. I hadn't realized that MH1 has more presence in the cube than ABUR does.
MH1 (18 inclusions) was a monster of a set largely due to the Canopy land cycle and the talismans. ELD has 13 inclusions for me and none are land cycles.
Fabled Passage
Stonecoil Serpent
Gilded Goose
Once Upon a Time
Bonecrusher Giant
Brazen Borrower
Murderous Rider
Oko, Thief of Crowns
Questing Beast
Rankle, Master of Pranks
Embercleave
Garruk, Cursed Huntsman
The Great Henge
No other set comes close (so far) if you take out land cycles (shocks/fetches). This one will come very close I expect at least 10 to stick.
My main issue with cubing, or just magic in general (reason why I don't play competitive anymore) is losing games simply because of mana issues (specifically when you're stuck on 2 - 3 lands).
These cards that can play as either land or spell, seem like a very good way to combat this issue. For that reason, even though the spells themselves might not be the most powerful, it feels like I should auto include almost all, if not all, of them for this reason. My only concern really is that it's bit of a hassle to keep switching the modes with paper cards...
Thoughts?
Edit: Also these spell/land cards doesn't need to take up a spell slot in the deck, rather they can replace a land, which makes building decks more interesting.
I was thinking that having gone down to 360 cards it would help with limiting new cards which are good enough but I have several cards in each colour which look appealing and not out of place for 360 unpowered... Cuts are going to be brutal.
This!!
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Retired DCI Level 2 Judge
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
Incidentally, this caused me to go back and look at the top sets for my cube, and I was surprised. I tried to move everything around to their "original" printing, but my method was an imperfect science. Here are all the sets (lumping ABUR together) with 10+ cards. I hadn't realized that MH1 has more presence in the cube than ABUR does.
MH1 (28)
ABUR (23)
ELD (19)
IKO (17)
KLD (13)
ZEN (12)
MRD (12)
THB (11)
ULG (10)
BFZ (10)
XLN (10)
WAR (10)
Seeing this list confirms something I've been worrying about--the gradual power creep in sets. It's crazy how many of the top sets are from the past couple of years. On the one hand, I'm always excited to try new cards and I love the idea of creating a powerful environment for my drafters. On the other hand, a lot of what makes cube special is getting to play powerful/interesting old cards. Hopefully we don't get to the point where there are so many new cards that I have to start cutting some old favorites. This is a bigger deal for creatures than spells, but I'll be sad when cards like Wild Mongrel and FTK no longer make the cut
This set is pretty overwhelming for 360 cubes for sure. I'm kind of tempted to let the dust settle a bit and see some results from other people before making huge amounts of changes.
This set is pretty overwhelming for 360 cubes for sure. I'm kind of tempted to let the dust settle a bit and see some results from other people before making huge amounts of changes.
I of where I am at. I will be cracking a box of collectors boosters and just play around with whatever is in there. For sure I will pursue the Naya colored mythic flip cards and do a bit of wait and see. We are getting so much turnover now I am less likely to jump on my full list right away. Certain cards like Shark Typhoon stand out enough for me to invest in foil alt art (many of the flip lands are on that list) but even at 360, I might have a list of 15-20 I am excited about. I think I will wait for the full spoiler to really think this through.
Likely In
Luminarch Aspirant - A free +1/+1 counter wherever you want on each of your turns is huge value. Works great in aggro/tempo and isn't a poor late game draw either. Also a human, which is huge for those running Champion of the Parish.
Jace, Mirror Mage - Seems to be about on par with Jace Beleren, but infinitely more interesting.
Thieving Skydiver- Great tempo card, but that steal a mox, steal an equipment (not you Skullclamp)ability is what makes this a shoe-in for powered cubes and still a strong option for unpowered.
Nighthawk Scavenger- Nearly a strict upgrade to Vampire Nighthawk. Easy swap for those running that and probably better than some of the options people are running over Vampire Nighthawk.
Kargan Intimidator- The only other cubed red 2-drop threatening 4 damage on turn 3 is Bloodrage Brawler and discarding a card is a steep price for aggro (less steep if reanimator is part of the gameplan). This threatens 4 damage, can turn off a blocker, can trample over blockers, and may have incidental warrior synergies.
Turntimber, Serpentine Wood - The best of the MDFC's by a lot. The mythic cycle allows players the option to negate the loss of tempo when an untapped land is needed by taking a bolt to the face. Turntimber Symbiosis digs a respectable seven cards deep for 4GGG which is doable for green decks and most importantly has built in insurance by putting counters on any 3CC or less creature you grab with this - which makes picking a utility creature totally fine. Also, some beautiful art on this one.
Testing
Skyclave Apparition - This is not a Banisher Priest variant. It hits permanents. This is a big upgrade. Nice Sylvan Library, here's a 2/2 (if you get rid of me). The X/X token might turn out to be too troublesome, but I'm thinking more often than not, it will be worth it.
Bloodchief's Thirst - Initially was a bit turned off by the sorcery speed. Thinking now though that the flexibility of being either an early game Fatal Push or a later game Never from Never // Return for 1 more all in one card might actually be good enough.
Skyclave Shade - A recursive beat stick that can be either a 3/1 or a 5/3 each time you cast it. This is a flexible threat that keeps coming back for more. This is a harder slot to find cuts for, but this is worth a test.
Agadeem, the Undercrypt // Agadeem's Awakening - Probably the second best of the MDFC's. There are suggestions that all of the mythic MDFC's are auto-includes and I don't find that to be true. There is a lot of opportunity cost involved with these. They take up cube real estate over more efficient spells and they often will require you to draft them over another viable option. The overriding question for me is if the spell is strong enough factoring in the land option to justify its inclusion. A fair spell with a land option is a good card. A bad spell with a land option is a fair card. Even with the triple black in this spells cost. A land that can also recur a single aggro creature straight to the battlefield for 1BBB or bring back a suite of creatures at 4BBB is quite strong. The cut for this is hard.
Nullpriest of Oblivion - Child of Night with menace as a floor? A Zombify kicker that puts two bodies on the battlefield? This plays well at multiple stages in the game and provides a late reanimator backup.
Kazandu Mammoth // Kazandu Valley - Remember when five power four drops were the cream of the crop? Blastoderm remembers. If you can "somehow" manage to trigger landfall in green, this is a 3CC 5/5. Off of an elf this beats for 5 on turn 3. It also curves right into The Great Henge (w/ Landfall). Also, it can be a land if you just need to smooth out your hand. Only downside here is the lack of trample, but this might be good enough as is.
Inscription of Abundance- I continue to look for green non-creature spells for cube and this is a promising option. All of the modes are helpful individually and work well in combination with each other when kicked.
Watching
Sea Gate Stormcaller- Snapcaster Mage this is not. That said, it can still generate a good amount of value for 3-4 mana. My biggest issue here is that between the CMC restrictions and the lack of flash, the pool of spells for this to copy is a bit small. Seems a little bit too much of a "if this and this and this come together" type of card for me to want to test this, but I will watch to see how it is performing.
Shatterskull, the Hammer Pass // Shatterskull Smashing- I'm watching this one based on initial reception alone, my own evaluation of the card is that the spell side is too inefficient to justify running a land that bolts you or causes a loss in tempo.
Magmatic Channeler - This card is getting a lot of hype. This is a very good impulse effect and I don't see it as card disadvantage so long as you're using the ability correctly. In a spells matter deck, this card is very powerful. I'm just not sure if it has enough general appeal outside of that shell.
Crawling Barrens- I think the cost will make this too slow to be impactful. I do like that you can pump without animating, I hope WOTC continues to experiment with this area.
Summary
ZNR is shaping up to be a good cube set, but almost entirely in ways that are not consistent with the themes of the plane. Most of the land/X type cards we've seen so far appear to be under-powered despite their flexibility. Not a single landfall card is on my list as of yet, and most of the definite inclusions are aggressively costed generic effects (+1/+1 counters, permanent stealing, O-Ring on a body, etc.). Only kicker, which isn't a Zendikar specific mechanic, is represented among the cards currently being included or tested. On the other hand, this set is going a long ways to improve slots that were sorely in need of improvement.
Bala Ged Recovery
As many Pathways as I can get
Nonrares I'm highly interested in:
Rares/mythics I'm interested to try if I get them:
Powerful cards I'm actively not interested in:
Nighthawk Scavenger
I'll be adding a slot to my utility lands section. Right now I've got two utility lands and a Vivid in each color, plus an extra in black. I think I'll just add an extra slot in each color. Black can replace Ifnir Deadlands with Hagra Mauling // Hagra Broodpit. Mayyyyyybe I could even add a second slot if they come out with more great ones, or if I end up getting the mythics.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
INCLUDE:
Luminarch Aspirant
Thieving Skydiver
Nighthawk Scavenger
Kargan Intimidator
Kazandu Mammoth // Kazandu Valley
TESTING:
Skyclave Shade
Bloodchief's Thirst
Emeria's Call // Emeria, Shattered Skyclave
Agadeem's Awakening // Agadeem, the Undercrypt
Shatterskull Smashing // Shatterskull, the Hammer Pass
Turntimber Symbiosis // Turntimber, Serpentine Wood
Hagra Mauling // Hagra Broodpit
WATCHING:
Everything else
I'm feeling the complete opposite for this one. This is the best I've ever seen a set mitigate both mana flooding and screw simultaneously...
Lots of great, powerful cards too. Wheee
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
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My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
You're gonna need to make this set's article like a top 30 list =P
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Thread Cubetutor
My Other Cubes
Pauper Cube
One-Drop Cube
On spoiled card wishlisting and 'should-have-had'-isms:
I stopped updating my cube when Modern Horizons dropped. This spoiler season changed my mind and I’m dusting everything off and catching up! This set is sick.
Un-Spiracy Module - http://www.cubetutor.com/viewcube/63204
Utility Land Module - http://www.cubetutor.com/viewcube/53258
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
EDIT: I was going to wait to post actual contents, but I'm trying to sort out cuts, which is the hard part here.
White:
Accorder Paladin -> Luminarch Aspirant. I was considering cutting Leonin Relic-Warder but decided I'd prefer to cut a more aggro-oriented card for Aspirant.
Thalia, Heretic Cathar -> Skyclave Apparition. I don't like this cut, but can't think of a better one. I may not cube Apparition. I'm not excited about cutting a noncreature spell here, but that's theoretically another option.
Winds of Abandon -> Emeria's Call // Emeria, Shattered Skyclave. I want to cut a spell here, and I think this is low-hanging fruit relative to other spells.
Blue:
Ghostly Pilferer -> Thieving Skydiver. Despite barely having any time in the cube, I think Pilferer is a lower-hanging 2-drop creature.
Spell Pierce -> Sea Gate Stormcaller. I really like this guy, and Spell Pierce is a lower-tier counterspell. This is more of a test than an auto-add, though.
Gifts Ungiven -> Glasspool Mimic // Glasspool Shore. Gifts was added when I expanded to 630, but I don't support Storm or Unburial Rites for reanimator.
Jace Beleren -> Jace, Mirror Mage. I love OG Beleren, but I think the newer one is interesting. I may hold off on this one until I get some testing in.
Ancestral Vision -> Jwari Disruption -> Jwari Ruins. This is probably what I'd cut for Censor if needed, and it's not as exciting with less cascade nowadays and overall better early spells.
Thirst for Knowledge -> Sea Gate Restoration // Sea Gate, Restored. Thirst was also added at 630, and I think the flexibility here will be better.
Black:
Nezumi Graverobber -> Nullpriest of Oblivion. This guy is nuts and Graverobber is sorta showing its age.
Night Incarnate -> Skyclave Shade. I want another recursive 2-drop, and Night Incarnate is lower-tier for the 5-drops and was added at 630.
Vampire Nighthawk -> Nighthawk Scavenger. Clean upgrade.
Eliminate -> Bloodchief's Thirst. New removal spell replaces slightly older removal spell. Thirst is better, and I don't want to go up on removal.
Profane Command -> Agadeem's Awakening // Agadeem, the Undercrypt. I'm very unsure about this cut, but it seems like the closest swap unless I want to move more stuff around. I'm pondering on this one, though.
Red:
Abbot of Keral Keep -> Kargan Intimidator. Seems like a solid aggro upgrade.
Flames of the Firebrand -> Shatterskull Smashing // Shatterskull, the Hammer Pass. Shatterskull seems great, and Flames is a bit outdated now (and in a similar spot).
Green:
Manglehorn -> Kazandu Mammoth // Kazandu Valley. I was just talking about how another aggro beater would replace this because I didn't like it or Thrashing Brontodon. Here we are!
Den Protector -> Bala Ged Recovery // Bala Ged Sanctuary. I've been convinced this is the better third Regrowth variant.
Oath of Nissa -> Turntimber Symbiosis // Turntimber, Serpentine Wood. Maybe a weird swap, but seems closest to me in terms of finding a land versus being a tapland and being able to find creatures (albeit at different times).
Multicolor:
None.
Colorless:
Worn Powerstone -> Skyclave Relic. Not sure yet, but will test this.
Draft my cube! (630 cards)
Draft my cube! (630 cards)
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Draft my cube! (630 cards)
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
MH1 (28)
ABUR (23)
ELD (19)
IKO (17)
KLD (13)
ZEN (12)
MRD (12)
THB (11)
ULG (10)
BFZ (10)
XLN (10)
WAR (10)
Draft my cube! (630 cards)
White: Kabira Takedown
Blue: Jwari Disruption
Black: Hagra Mauling
Red: Valakut Awakening
Green: Bala Ged Recovery
So no real estate lost in the cube, and a reliable source of these as separate picks instead of feeling bad picking this over a more powerful „spell side“ effect (To clarify, we draft one land each out of the land module between each pack for a total of 3 additional picks)
For those interested, here’s a link to my land module:
https://www.cubecobra.com/cube/list/5f55c6dea382126d07c1b266
and my cube for land reference:
https://www.cubecobra.com/cube/list/deathisthemessage
(By the way if anyone has feedback on this feel free to share)
EDIT: I forgot to add that I’m considering the pathways (once the cycle is complete) to be a full addition or perhaps replace my current 2 color land slots (they are a bit all over the place)
Double Edit: you all taking up tons of real estate with lands know you want to solve the entire problem of cuts and instead make a land module, include all these sweet MDFCs, while at the same time OPENING more slots. (Just kidding... or?)
Un-Spiracy Module - http://www.cubetutor.com/viewcube/63204
Utility Land Module - http://www.cubetutor.com/viewcube/53258
MH1 (18 inclusions) was a monster of a set largely due to the Canopy land cycle and the talismans. ELD has 13 inclusions for me and none are land cycles.
Stonecoil Serpent
Gilded Goose
Once Upon a Time
Bonecrusher Giant
Brazen Borrower
Murderous Rider
Oko, Thief of Crowns
Questing Beast
Rankle, Master of Pranks
Embercleave
Garruk, Cursed Huntsman
The Great Henge
These cards that can play as either land or spell, seem like a very good way to combat this issue. For that reason, even though the spells themselves might not be the most powerful, it feels like I should auto include almost all, if not all, of them for this reason. My only concern really is that it's bit of a hassle to keep switching the modes with paper cards...
Thoughts?
Edit: Also these spell/land cards doesn't need to take up a spell slot in the deck, rather they can replace a land, which makes building decks more interesting.
This!!
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered CubeSeeing this list confirms something I've been worrying about--the gradual power creep in sets. It's crazy how many of the top sets are from the past couple of years. On the one hand, I'm always excited to try new cards and I love the idea of creating a powerful environment for my drafters. On the other hand, a lot of what makes cube special is getting to play powerful/interesting old cards. Hopefully we don't get to the point where there are so many new cards that I have to start cutting some old favorites. This is a bigger deal for creatures than spells, but I'll be sad when cards like Wild Mongrel and FTK no longer make the cut
I of where I am at. I will be cracking a box of collectors boosters and just play around with whatever is in there. For sure I will pursue the Naya colored mythic flip cards and do a bit of wait and see. We are getting so much turnover now I am less likely to jump on my full list right away. Certain cards like Shark Typhoon stand out enough for me to invest in foil alt art (many of the flip lands are on that list) but even at 360, I might have a list of 15-20 I am excited about. I think I will wait for the full spoiler to really think this through.