Deadeye seems like a 0. Prior to having shadowmage infiltrator he was possibly a considerable thing but we just got shadowmage who is just better at the role they both fill.
Ulka, that is a good assessment on Deadeye Brawler. No reason to cube.
i0, I wondered if I was a bit down on them. There are a number of gold cards which are decent enough, but might be overshadowed by cards which usually do that job better. I suppose it isn't unreasonable to include Raging Regisaur in addition to the likes of Ghor-Clan Rampager. And the haste probably adds enough to be worth considering Storm Fleet Sprinter. The question is whether they are 'niche' or 'playable'. I think I'd only really consider Regisaur if I was promoting cute synergies with ways to grant it deathtouch, Curiosity effects, more than usual enrage triggers in your cube etc., but then it is still fine without those synergies.
Probably playable for both. I guess if they are in a cube, they will end up in decks without much in the way of synergy required.
Ended up changing the cards to the below. Let me know if these descriptions do them justice.
Stormfleet Sprinter - 2 Description - It hits for 2 every turn including when it comes into play which is fine, especially if you can give it some pants to wear. If you want to consider it a downside, while the haste is unique, you can get mono-blue unblockables instead of using up a gold slot. Anchors - Supports -
Raging Regisaur - 2 Description - It's a fine enough card, though it does compete with similar Gruul midrange beaters. You might weigh this a little higher if you ways to give it deathtouch, or other effects that trigger off dealing damage like Curiosity, or a number of other enrage Dinos. Anchors - Supports -
And figured we can throw in Unstable, as I've included the other Un-cards integrated with other lists. Most of these fall into the 'only for specific cubes' such as host and augment cards etc, though there are a few playable ones. I included Sly Spy as a group as I didn't think any worth worth playing, but I should figure out how to list some of those individually (if possible) given that there are a couple of Garbage Elementals that are probably worth considering. I've gone through the first half of the set here.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Old-Fashioned Vampire - 1 Description - I guess it's beefy enough if you only ever bring your cube out after dark. Anchors - Supports -
More or Less - 2 Description - A quirky card that has a lot of fringe uses, but you will often have something to use it on. Kill X/1's. Boost or reduce a power or toughness as a combat trick. It can cycle itself alongside most draw spells. Prevent Pyroclasm from wiping out your board... or make it kill all their 3 toughness creatures. Anchors - Supports -
Crow Storm - 1 Description - At peasant, it's probably just a bit too… fair. You really want 3 tokens to at least feel like you got enough, and at least 4 to feel like you are getting away with something. Getting three requires you to play two OTHER spells and then spend another 3 mana on this. You would want to have heavy support for storm to consider it. The tokens being evasive makes it reasonable if you can pump out a number of them. Anchors - Storm Supports -
Magic Word - 2 Description - If you don't mind the Un- aspect, it is a reasonable piece of blue removal. It can tap down immediately and every turn. Marginal upsides that it works even if your opponent can untap the target, with occasional downside compared to versions that don't let them untap (pingers or cards that tap for effect). Anchors - Supports -
Shellephant - 1 Description - Neither version alone is worth the cost, and flexibility on board probably doesn't quite get it there either. The primary reason to cube it is to create triggers or other minor synergies. Combos with Crackdown Construct (Shelly needs to be in play though) and it can be a 3 power unblockable with Tetsuko Umezawa, Fugitive, and there are probably a few other two-card combos. Anchors - Supports -
Novellamental - Add to Welkin Tern.
Wild Crocodile - Add to Sylvan Ranger (with host caveat)
Dirty Rat - Add to Corrupt Court Official (with host caveat)
Sly Spy - There are 6 versions, but I don't think any of them are quite good enough. They all have to get in for damage, and 2/2's for 3 aren't great for that, and the upsides aren't going to be consistent enough.
Numbing Jellyfish - Milling opponents isn’t a thing, and there are better self-mill options if you want those.
Spy Eye - Only for the fun of it. Drawing from your opponents deck means you draw cards that don't suit your game plan, or that you simply may not be able to cast.
Five-Finger Discount - Confiscate gives it to you without having to re-cast it. I can't imagine it is worth cubing this instead for the times when getting a cast / ETB trigger is worthwhile.
Ground Pounder - It's a bear with upside…There is potential to be attacking with an 8/8 trampler on turn 4, but the inconsistency is important. Darkthicket Wolf tops out at +2/+2, but the activation is cheaper, and if the opponent blocks this with a larger creature, you are never guaranteed to kill it after making the mana investment.
I was initially thinking about grouping Dirty Rat with Ravenous Rats / Corrupt Court Official, then realised it was a Host. I guess as cards on their own they are exactly the same, but I put all the host and augment cards in the 'only for specific cubes' camp by default. If I saw a Host, I'd have to assume there were augment cards in the cube. Maybe I should group the playable ones, and add caveats in the description about misleading drafters if you choose the Host version and don't have augments?
Magic Word is probably as good as Claustrophobia, which is currently a 2. Much easier mana cost in exchange for missing like the 1% of the cube that's pingers and looters.
I was initially thinking about grouping Dirty Rat with Ravenous Rats / Corrupt Court Official, then realised it was a Host. I guess as cards on their own they are exactly the same, but I put all the host and augment cards in the 'only for specific cubes' camp by default. If I saw a Host, I'd have to assume there were augment cards in the cube. Maybe I should group the playable ones, and add caveats in the description about misleading drafters if you choose the Host version and don't have augments?
There should be something like that in the descriptions I think. Paying attention to what kind of expectations you're setting by including certain cards is important. (edit: because with the augment cards it might actually influence drafting behavior)
I'll add the host versions to the other versions, and I also upped Magic Word, which I'd clearly underestimated.
The rest of the Unstable cards. A fair bit of chaff, and if anyone knows how to autocard the right Garbage Elementals, that would be great.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Garbage Elemental - 2 (the one with battlecry that can create Goblin tokens) Description - So it creates between 0 and 5 tokens, and you probably want at least 2. Youll get 1 or less about 45% of the time,and 3 or more 33% of the time. If you get 5/4 worth of stats that is probably reasonable, given the battlecry. The floor of 0 tokens certainly makes you unhappy, but if you are playing it in a 'go wide' strategy hopefully the battlecry still makes it useful in that scenario. Inconsistent, but can be strong when it works. Anchors - Supports -
Garbage Elemental - 2 (the one with cascade) Description - A 3/3 for 5 that draws you a card, AND casts it is pretty reasonable. Tack on some bonus damage and you are pretty happy. Anchors - Supports -
Garbage Elemental - ??? (The one with last strike) Description - I'm guessing this is not very good, but I'm not sure. Anchors - Supports -
Super-Duper Death Ray - 2 Description - 4 damage for 3 is a reasonable rate, and the upside of dealing some damage to the opponent is nice. Fairly interchangeable with other burn options. Anchors - Supports -
Hammer Helper - ??? Description - Maybe this is an ok Act of Treason variant? The average case is 3.5 extra power, which seems like a decent enough amount. Anchors - Supports -
GO TO JAIL - 2 Description - It can't last forever, and you will be upset if it only lasts a turn, but it might be something you cube to support aggro decks that just need to remove a threat cheaply for a few turns. Anchors - Supports -
Cogmentor - 1 Description - If you ignore the contraption clause, it gives you a colorless 1/1 flyer for 1 if you really want it. And you probably only do if you are reaching for support for an artifact archetype, or of course your cube supports contraptions. Anchors - Supports -
Buzzing Whack-a-Doodle - ??? Description - If you get Buzz, it's the best Jayemdae Tome we have… is gaining 3 every turn or pinging for 2 every turn worth 4 mana? Anchors - Supports -
Entirely Normal Armchair - During your turn, if Entirely Normal Armchair is in your hand, you may hide it on the battlefield.£{0}: Return Entirely Normal Armchair to its owner's hand. Only any opponent may activate this ability and only if he or she sees Entirely Normal Armchair.£{2}, Sacrifice Entirely Normal Armchair: Destroy target attacking creature.
"A 3/3 for 5 that draws you a card, AND casts it is pretty reasonable. Tack on some bonus damage and you are pretty happy." also sounds a lot better than 2.
My comment for Blurry Beeble seems to be missing. I think I excluded it because of the feel bads when it has arbitrary bias against some players in your group, but I'm not opposed to putting it at 1 with some caveats (and then your playgroup might just put their sunglasses on whenever they see an Island).
I've had a bunch of stuff on lately, and I spent some (tedious) time reviewing to make sure I hadn't missed anything. I found a handful of cards that seem to have slipped through the cracks. No-one probably would have noticed, but I'm a bit OCD about it.
Mostly unplayable stuff, but maybe there is something there for Innocent Blood and Oreskos Explorer based on some posts I seem to recall.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Courier's Capsule - 1 Description - The only reason to cube it is in support of an artifact theme. There are plenty of other options for card draw. However if you do cube it, it isn't so bad that other decks wouldn't play it from time to time. Anchors - Artifact Matters Supports -
Innocent Blood - 1 Description - It's the cheapest of this type of effect, which means you can cast it as soon as they have a creature out. But it is also symmetrical (compare to Diabolic Edict). Probably only worth cubing if you want to support creature light decks, or decks that want their stuff to go to the graveyard. Anchors - Supports -
Oreksos Explorer - The worst case is that this is an Eager Cadet, and the best case is that (in 1 on 1) you get 1 mana discount on a Borderland Ranger with a restriction on what you can find. It might be fine on the play, but the discrepancy doesn't seem worth it.
Thought Vessel - Mana rocks thats cost 2 mana are pretty good, but the maximum hand size clause will mean nothing in 99% of games, and you could be playing Mind Stone or other better artifacts instead.
Crimson Kobolds - The decks that would want it are so slim that they aren't worth cubing.
Crookshank Kobolds - The decks that would want it are so slim that they aren't worth cubing.
Kobolds of Kher Keep - The decks that would want it are so slim that they aren't worth cubing.
Altac Bloodseeker - If you can't kill something before combat though, it's just a 2/1 and that is going to be the standard case. Clearing your opponents board with Cone of Flame] or Incremental Blight and hitting for 8 is going to be awesome, but those highs are going to be complemented by a lot of mediocre or just ok plays.
Prismatic Boon - Doesn't really stack up to other similar mono-colour effects.
Essence Depleter - Does nothing without generic mana, and not worth going out of your way for.
I had Altac Bloodseeker in my cube very early on, and it basically didn't do anything. I don't think I've ever seen it with more than one trigger. It's also awkward conceptually, it's an aggro card, but if you play aggro you'll have lots of creatures and not as many removal spells. Maybe there is a creature-light aggro-control deck where it's good, but it didn't work for me. Not sure I'd even give it a 1, but I suppose it is 1, given other cards with that rating.
Yeah, I wondered whether I was optimistic. There is a nice ceiling to shoot for, but I'd guess it is a 2/1 more often than you'd like. I'm happy to drop it to no reason to cube.
I haven't cubed with it in a long time, so it's possible my memory is skewed. But then again, we've gotten a lot of cards in recent years, and if Bloodseeker wasn't working out back then, it's got even more competition now.
Adding Masters 25 downshifts. Surprisingly gave most of them a grade, though a few are a bit situational, maybe I'm a bit optimistic on a few.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Will-o'-the-Wisp - 1 Description - If you need your black control decks to survive to the late game, this is an option to absorb damage. Fills a role, albeit a narrow one. Anchors - Supports -
Undead Gladiator - 2 Description - It's a very grindy card, but in cubes of the right speed it can be a decent card filtering tool. A 3/1 isn't so good that trading your worst card for it is going to turn games around, but when it isn't going to have board impact, you can keep cycling away dead cards to dig deeper into your deck. Anchors - Supports -
Jalira, Master Polymorphist - 1 Description - It requires 7 mana before it does anything, but the ability can be useful in the right deck. Exchanging your worst creature for something better is good, especially if you've drafted a bunch of creatures with ETB effects, or you can upgrade multiple token makers (Hordeling Outburst) into other creatures. Make sure your cube can support that speed of play. Anchors - Supports - Sacrifice
Iwamori of the Open Fist - 3 Description - While there are handful of playable legendary creature cards at peasant (particularly with the release of Dominaria) this is about the biggest bang for buck green gets at 4 mana. It will be annoying on the occasions where the opponent does get to drop something, but that is going to pretty infrequent (they need to have drafted a legend and have it in their hand at the time you cast this). Anchors - Supports -
Ire Shaman - 2 Description - A 2/1 with menace as a baseline is boring but serviceable in an aggro deck. As long as you don't mind morph, it does get a decent bit of upside. You might get value out of the morph trigger, but the flexibility if you have the mana spare makes this decent. Anchors - Supports - +1/+1 counters
Zada, Hedron Grinder - 1 Description - By default most cubes have a narrow range of relevant spells; you can expand them to design around this, but they are still likely to be narrow. The most likely candidates are pump spells. Inconsistent, but it will be awesome when you pull it off. Anchors - Supports -
Kongming, "Sleeping Dragon" - 3 Description - It's an anthem on the stick, which can give it board impact the turn it comes down, while being an attacker in its own right if the board is clear. Being a creature makes it more vulnerable midcombat. You might also consider Soltari Champion and Pianna, Nomad Captain. They are more aggro-oriented; this provides the bonus on defense as well. Anchors - Supports -
Promise of Bunrei - 3 Description - 4 tokens for 3 mana is very strong, offset by making you jump through a hoop. It's not a hard hoop to jump through though, as creatures die often enough. Good in most decks, but gets better in token / go wide decks, sacrifice decks can both trigger it and get 4 more pieces of fodder. Enchantment recursion is a narrow or non-existent theme in most cubes, but this is very strong if you can get it back multiple times. Anchors - Supports - Tokens, Sacrifice
Shadowmage Infiltrator - 3 Description - It isn't great against the decks that can block it, but unless your opponent is playing monoblack you are still going to be able to sneak him past sometimes. Evasive damage and card draw every turn is very strong. Anchors - Supports -
Krosan Colossus - Unless you go way out of your way to enable it (massive amounts of flicker effects) it just isn't good.
Balduvian Horde - If the discard wasn't random it might have a home, but not at random.
Thanks, I've fixed Promise of Bunrei, must have just been a typo.
Time for Dominaria.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Knight of Malice - 2 Description - A 2/2 first striker for 2 is solid enough, and even if your opponent isn't playing white, you can also put white permanents in your own deck, making it more in your control. Some people don't like hexproof, but this version still allows a bit of interaction. Anchors - Supports -
Deathbloom Thallid - 1 Description - It's unassuming, but enough value to consider, particularly if you support sacrifice themes. Anchors - Supports - Sacrifice
Whisper, Blood Liturgist - 1 Description - It's a lot of set up cost; you have to have Whisper on the battlefield, waited a turn cycle to activate, AND have a creature in your graveyard that is better than your worst 2 creatures on board (Whisper can sacrifice itself though). Still, in the right deck (particularly with multiple token generators) you can get some value out of it. Anchors - Supports - Tokens, Graveyard Matters, graveyard recursion
Yargle, Glutton of Urborg - 1 Description - I don't see many cubes where this can be consistently good as it will trade with many cheaper creatures. But with 9 power, the stories it can generate might make it worth some cube owners time. Giving it some form of evasion is nice, but if you don't have enough ways to do that in your cube (or other ways to leverage the high power), you should definitely pass. Anchors - Supports -
Lingering Phantom - 1 Description - It's a pretty slim inclusion, but you might include it for an artifact matters deck. This plus Ovalchase Daredevil can give an artifact deck some late game punch (if they survive long enough). Anchors - Supports -
Divest - 2 Description - Hitting creatures is the most prevalent card type, but hitting the occasional equipment or troublesome artifact is nice upside when it comes up. Not the sort of effect you'd probably notice missing from a cube, but fine enough. You might also consider Harsh Scrutiny if you don't cube the best artifacts, which has more consistent upside in those scenarios. Anchors - Supports -
Fungal Infection - 2 Description - It's unassuming, but for a single mana it can do some work, particularly in aggro decks for keeping up pressure. Anchors - Supports -
Cast Down - 4 Description - Contender for the top three black removal spells (Go For The Throat and Ultimate Price being the other two). The drawback is small, cost is cheap, and instant speed. You might not need or want all of these variants, but it is top tier removal. Anchors - Supports -
Final Parting - 1 Description - It's certainly not efficient when you compare it to Demonic Tutor, but you might cube it to support graveyard themes. It can dump a fatty in the yard while finding a reanimation spell, though it might also be worth noting you've reached 5 mana by that point so you probably aren't getting major value. Anchors - Supports - Graveyard Matters, Reanimator
The Eldest Reborn - 2 Description - If you think about it as getting a Diabolic Edict, Raven's Crime and Zombify in one card that sounds like awesome value. If you consider it as only getting a Diabolic Edict for 5 mana on the turn you play it, it doesn't sound so hot. If you can survive the first couple of turns after you cast it though, you are getting good value. Bonus points if you reanimate Eternal Witness or some other retrieval spell for some grindy value. Anchors - Supports -
Chainer's Torment - It isn't fast, you are paying a decent amount of life if you expect to get a decent size token, and you will be extremely sad if it just gets removed.
Dark Bargain - It doesn't compare favourably enough to other card draw / filtering alternatives. It's instant, but costing 4 puts it out of contention.
I've been out of the loop for a while, but I thought maybe it was worth it to bring Innocent Blood back up. It is an efficient piece of removal for creature-light decks that wont be snapped up by every other deck. We gaveParalyze a 2 because it is good in a deck that wants to win quickly, I think Innocent blood is comparable for a deck that wants to win slowly. Probably both could be a 1?
I also agree with most things said on Altac Bloodseeker. Probably it was good enough when printed just because it was the next in line of red 2-drops with potential power >2, but no longer. I did once go T2 Bloodseeker into T3 Arc Lightning away their Hordeling Outburst though.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Merfolk Trickster - 3 Description - It has some flexibility in application; it can be used as a combat trick to turn off a key ability, tap down a potential attacker on the opponents turn, or tap a potential blocker. The double blue does push it out a little, but otherwise a very good card. Anchors - Supports -
Tetsuko Umezawa, Fugitive - 2 Description - An interesting build-around that can act as a serviceable 1/3 unblockable even if you don't have other threats, but can help blue aggro. Working with toughness makes it the most interesting, with a handful of 2/1's and 3/1's that can become unblockable and threaten some more serious damage. Best friends with Tandem Lookout. Anchors - Supports - Saboteurs
Vodalian Arcanist - 1 Description - It’s clear what deck wants this. Questionable whether this is better than a 2cmc mana rock; this is more vulnerable, but can enter combat when needed and be early defense, and is a signal card if you want it. Anchors - Spells Matter Supports -
Time of Ice - 3 Description - This can be a beating in aggro if you can curve into it, giving you plenty of time to put the nail in the coffin. Less relevant for a more ontrolling deck as it is inherent card disadvantage, but it does buy some time. It isn't like to come up often, but you can also return your own creatures and re-buy ETB effects if the opportunity arises. Anchors - Supports -
Untamed Kavu - 3 Description - You probably want to consider it a 5-drop, because you aren't going to want it as a 2-drop very often. But it is a great 5-drop, with good stats and abilities. Secondary synergy with +1/+1 counter 'lords'. Anchors - Supports -
Yavimaya Sapherd - 1 Description - It's 3/3 stats for 3 which is not exciting but ok. The fact that it is across 2 bodies is what might appeal. Anchors - Supports - Tokens, Go Wide
Thorn Elemental - 1 Description - It does do something unique, but it depends on what you want out of your green fatties. Alternatives that protect themselves or provide other value are probably going to be more desirable, but in the right circumstances this can take out the opponent in one hit. Anchors - Supports -
Adventurous Impulse - 2 Description - It's going to hit something the vast majority of the time and can help smooth your draws. Fine in general, though you may prefer similar alternatives that dump the rest of the cards in the yard to support graveyard decks. Anchors - Supports -
Saproling Migration - 1 Description - The base isn't great compared to what you could get for 2 green mana, but you do get 2 bodies… or 4 if you want to wait. Not a great card in and of itself, but you might cube it to support token themes. Anchors - Supports - Tokens
Song of Freyalise - 3 Description - Unique effect, and with any sort of board presence, you will probably end up with a pretty strong end to your Saga. Not so good as a top deck, but at least if you are at board parity you still get that attack and a board pump. With the right curve though, it can be an insane beating. Anchors - Supports -
Spore Swarm - 1 Description - There are a few similar alternatives, but at instant speed this can make for a combat trick while also just dumping three bodies on the board for go wide strategies. Anchors - Supports - Tokens
Artificer's Assistant - A 1/1 flyer alone usually doesn't make the cut, and while the upside here would be welcome in a deck with heavy artifacts, it doesn't seem worth cubing to support that deck alone.
Diligent Excavator - You aren't going to mill your opponent with this alone, and it doesn't seem worth cubing just to support other better mill cards. Self-mill is more relevant, but you won't be getting enough triggers to warrant it (although it is admittedly gets very good with Sensei's Divining Top).
Academy Drake - The baseline is ok, and the flexibility is nice, but there isnt likely a cube where other Wind Drakes with upside aren't better inclusions.
Slinn Voda, the Rising Deep - An 8/8 for 8 on its own is not great. The ability looks nice, but for the most part you are going to bounce everything (including your other creatures) except for this, but then your opponent has the opportunity to replay them… which is likely given that you need TEN mana.
Grunn, the Lonely King - It is unique, and it might generate some occasional good stories, but there are better top end creatures that will perform much more consistently.
Fungal Plots - It's a bit slow for peasant. If it was unlimited it would be fine, but relying on limited resources (a specific card type being in your graveyard) combined with the costs doesn't make it worth it.
I don't think Thorn Elemental is a 2 as a seven-drop with no protection or guaranteed value.
I also don't think Grunn is good enough, but maybe we should keep him at 1 for uniqueness..?
Does it help in rating Fungal Plots by comparing it to.. Squirrel Nest (which we gave 2)? The nest gives you creatures for 1 mana with no pressure on the graveyard, but can only be used once per turn, and of course you cant do the chump-->sac-->draw thing.
Is instant speed enough better than the pump-spell mode of Hunting Triad (which sits at 1)?
i0, I wondered if I was a bit down on them. There are a number of gold cards which are decent enough, but might be overshadowed by cards which usually do that job better. I suppose it isn't unreasonable to include Raging Regisaur in addition to the likes of Ghor-Clan Rampager. And the haste probably adds enough to be worth considering Storm Fleet Sprinter. The question is whether they are 'niche' or 'playable'. I think I'd only really consider Regisaur if I was promoting cute synergies with ways to grant it deathtouch, Curiosity effects, more than usual enrage triggers in your cube etc., but then it is still fine without those synergies.
Probably playable for both. I guess if they are in a cube, they will end up in decks without much in the way of synergy required.
Stormfleet Sprinter - 2
Description - It hits for 2 every turn including when it comes into play which is fine, especially if you can give it some pants to wear. If you want to consider it a downside, while the haste is unique, you can get mono-blue unblockables instead of using up a gold slot.
Anchors -
Supports -
Raging Regisaur - 2
Description - It's a fine enough card, though it does compete with similar Gruul midrange beaters. You might weigh this a little higher if you ways to give it deathtouch, or other effects that trigger off dealing damage like Curiosity, or a number of other enrage Dinos.
Anchors -
Supports -
And figured we can throw in Unstable, as I've included the other Un-cards integrated with other lists. Most of these fall into the 'only for specific cubes' such as host and augment cards etc, though there are a few playable ones. I included Sly Spy as a group as I didn't think any worth worth playing, but I should figure out how to list some of those individually (if possible) given that there are a couple of Garbage Elementals that are probably worth considering. I've gone through the first half of the set here.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Old-Fashioned Vampire - 1
Description - I guess it's beefy enough if you only ever bring your cube out after dark.
Anchors -
Supports -
More or Less - 2
Description - A quirky card that has a lot of fringe uses, but you will often have something to use it on. Kill X/1's. Boost or reduce a power or toughness as a combat trick. It can cycle itself alongside most draw spells. Prevent Pyroclasm from wiping out your board... or make it kill all their 3 toughness creatures.
Anchors -
Supports -
Crow Storm - 1
Description - At peasant, it's probably just a bit too… fair. You really want 3 tokens to at least feel like you got enough, and at least 4 to feel like you are getting away with something. Getting three requires you to play two OTHER spells and then spend another 3 mana on this. You would want to have heavy support for storm to consider it. The tokens being evasive makes it reasonable if you can pump out a number of them.
Anchors - Storm
Supports -
Magic Word - 2
Description - If you don't mind the Un- aspect, it is a reasonable piece of blue removal. It can tap down immediately and every turn. Marginal upsides that it works even if your opponent can untap the target, with occasional downside compared to versions that don't let them untap (pingers or cards that tap for effect).
Anchors -
Supports -
Shellephant - 1
Description - Neither version alone is worth the cost, and flexibility on board probably doesn't quite get it there either. The primary reason to cube it is to create triggers or other minor synergies. Combos with Crackdown Construct (Shelly needs to be in play though) and it can be a 3 power unblockable with Tetsuko Umezawa, Fugitive, and there are probably a few other two-card combos.
Anchors -
Supports -
Novellamental - Add to Welkin Tern.
Wild Crocodile - Add to Sylvan Ranger (with host caveat)
Dirty Rat - Add to Corrupt Court Official (with host caveat)
Dirty Rat is Ravenous Rats, which is currently a 1
The gold Ixalan cards look good!
There should be something like that in the descriptions I think. Paying attention to what kind of expectations you're setting by including certain cards is important. (edit: because with the augment cards it might actually influence drafting behavior)
The rest of the Unstable cards. A fair bit of chaff, and if anyone knows how to autocard the right Garbage Elementals, that would be great.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Garbage Elemental - 2 (the one with battlecry that can create Goblin tokens)
Description - So it creates between 0 and 5 tokens, and you probably want at least 2. Youll get 1 or less about 45% of the time,and 3 or more 33% of the time. If you get 5/4 worth of stats that is probably reasonable, given the battlecry. The floor of 0 tokens certainly makes you unhappy, but if you are playing it in a 'go wide' strategy hopefully the battlecry still makes it useful in that scenario. Inconsistent, but can be strong when it works.
Anchors -
Supports -
Garbage Elemental - 2 (the one with cascade)
Description - A 3/3 for 5 that draws you a card, AND casts it is pretty reasonable. Tack on some bonus damage and you are pretty happy.
Anchors -
Supports -
Garbage Elemental - ??? (The one with last strike)
Description - I'm guessing this is not very good, but I'm not sure.
Anchors -
Supports -
Super-Duper Death Ray - 2
Description - 4 damage for 3 is a reasonable rate, and the upside of dealing some damage to the opponent is nice. Fairly interchangeable with other burn options.
Anchors -
Supports -
Hammer Helper - ???
Description - Maybe this is an ok Act of Treason variant? The average case is 3.5 extra power, which seems like a decent enough amount.
Anchors -
Supports -
GO TO JAIL - 2
Description - It can't last forever, and you will be upset if it only lasts a turn, but it might be something you cube to support aggro decks that just need to remove a threat cheaply for a few turns.
Anchors -
Supports -
Cogmentor - 1
Description - If you ignore the contraption clause, it gives you a colorless 1/1 flyer for 1 if you really want it. And you probably only do if you are reaching for support for an artifact archetype, or of course your cube supports contraptions.
Anchors -
Supports -
Buzzing Whack-a-Doodle - ???
Description - If you get Buzz, it's the best Jayemdae Tome we have… is gaining 3 every turn or pinging for 2 every turn worth 4 mana?
Anchors -
Supports -
Amateur Auteur - Add to Felidar Cub.
Shaggy Camel - Add to Inspiring Captain.
Proper Laboratory Attire - Add to Trusty Machete.
"A 3/3 for 5 that draws you a card, AND casts it is pretty reasonable. Tack on some bonus damage and you are pretty happy." also sounds a lot better than 2.
EDIT: Also, Blurry Beeble is a better Looter il-kor if there are no glasses in your playgroup.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
My comment for Blurry Beeble seems to be missing. I think I excluded it because of the feel bads when it has arbitrary bias against some players in your group, but I'm not opposed to putting it at 1 with some caveats (and then your playgroup might just put their sunglasses on whenever they see an Island).
Mostly unplayable stuff, but maybe there is something there for Innocent Blood and Oreskos Explorer based on some posts I seem to recall.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Courier's Capsule - 1
Description - The only reason to cube it is in support of an artifact theme. There are plenty of other options for card draw. However if you do cube it, it isn't so bad that other decks wouldn't play it from time to time.
Anchors - Artifact Matters
Supports -
Innocent Blood - 1
Description - It's the cheapest of this type of effect, which means you can cast it as soon as they have a creature out. But it is also symmetrical (compare to Diabolic Edict). Probably only worth cubing if you want to support creature light decks, or decks that want their stuff to go to the graveyard.
Anchors -
Supports -
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Will-o'-the-Wisp - 1
Description - If you need your black control decks to survive to the late game, this is an option to absorb damage. Fills a role, albeit a narrow one.
Anchors -
Supports -
Undead Gladiator - 2
Description - It's a very grindy card, but in cubes of the right speed it can be a decent card filtering tool. A 3/1 isn't so good that trading your worst card for it is going to turn games around, but when it isn't going to have board impact, you can keep cycling away dead cards to dig deeper into your deck.
Anchors -
Supports -
Jalira, Master Polymorphist - 1
Description - It requires 7 mana before it does anything, but the ability can be useful in the right deck. Exchanging your worst creature for something better is good, especially if you've drafted a bunch of creatures with ETB effects, or you can upgrade multiple token makers (Hordeling Outburst) into other creatures. Make sure your cube can support that speed of play.
Anchors -
Supports - Sacrifice
Iwamori of the Open Fist - 3
Description - While there are handful of playable legendary creature cards at peasant (particularly with the release of Dominaria) this is about the biggest bang for buck green gets at 4 mana. It will be annoying on the occasions where the opponent does get to drop something, but that is going to pretty infrequent (they need to have drafted a legend and have it in their hand at the time you cast this).
Anchors -
Supports -
Ire Shaman - 2
Description - A 2/1 with menace as a baseline is boring but serviceable in an aggro deck. As long as you don't mind morph, it does get a decent bit of upside. You might get value out of the morph trigger, but the flexibility if you have the mana spare makes this decent.
Anchors -
Supports - +1/+1 counters
Zada, Hedron Grinder - 1
Description - By default most cubes have a narrow range of relevant spells; you can expand them to design around this, but they are still likely to be narrow. The most likely candidates are pump spells. Inconsistent, but it will be awesome when you pull it off.
Anchors -
Supports -
Kongming, "Sleeping Dragon" - 3
Description - It's an anthem on the stick, which can give it board impact the turn it comes down, while being an attacker in its own right if the board is clear. Being a creature makes it more vulnerable midcombat. You might also consider Soltari Champion and Pianna, Nomad Captain. They are more aggro-oriented; this provides the bonus on defense as well.
Anchors -
Supports -
Promise of Bunrei - 3
Description - 4 tokens for 3 mana is very strong, offset by making you jump through a hoop. It's not a hard hoop to jump through though, as creatures die often enough. Good in most decks, but gets better in token / go wide decks, sacrifice decks can both trigger it and get 4 more pieces of fodder. Enchantment recursion is a narrow or non-existent theme in most cubes, but this is very strong if you can get it back multiple times.
Anchors -
Supports - Tokens, Sacrifice
Shadowmage Infiltrator - 3
Description - It isn't great against the decks that can block it, but unless your opponent is playing monoblack you are still going to be able to sneak him past sometimes. Evasive damage and card draw every turn is very strong.
Anchors -
Supports -
Loyal Sentry - Add to Alaborn Zealot.
Balduvian Horde - If the discard wasn't random it might have a home, but not at random.
Rest generally looks good!
Time for Dominaria.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Knight of Malice - 2
Description - A 2/2 first striker for 2 is solid enough, and even if your opponent isn't playing white, you can also put white permanents in your own deck, making it more in your control. Some people don't like hexproof, but this version still allows a bit of interaction.
Anchors -
Supports -
Deathbloom Thallid - 1
Description - It's unassuming, but enough value to consider, particularly if you support sacrifice themes.
Anchors -
Supports - Sacrifice
Whisper, Blood Liturgist - 1
Description - It's a lot of set up cost; you have to have Whisper on the battlefield, waited a turn cycle to activate, AND have a creature in your graveyard that is better than your worst 2 creatures on board (Whisper can sacrifice itself though). Still, in the right deck (particularly with multiple token generators) you can get some value out of it.
Anchors -
Supports - Tokens, Graveyard Matters, graveyard recursion
Yargle, Glutton of Urborg - 1
Description - I don't see many cubes where this can be consistently good as it will trade with many cheaper creatures. But with 9 power, the stories it can generate might make it worth some cube owners time. Giving it some form of evasion is nice, but if you don't have enough ways to do that in your cube (or other ways to leverage the high power), you should definitely pass.
Anchors -
Supports -
Lingering Phantom - 1
Description - It's a pretty slim inclusion, but you might include it for an artifact matters deck. This plus Ovalchase Daredevil can give an artifact deck some late game punch (if they survive long enough).
Anchors -
Supports -
Divest - 2
Description - Hitting creatures is the most prevalent card type, but hitting the occasional equipment or troublesome artifact is nice upside when it comes up. Not the sort of effect you'd probably notice missing from a cube, but fine enough. You might also consider Harsh Scrutiny if you don't cube the best artifacts, which has more consistent upside in those scenarios.
Anchors -
Supports -
Fungal Infection - 2
Description - It's unassuming, but for a single mana it can do some work, particularly in aggro decks for keeping up pressure.
Anchors -
Supports -
Cast Down - 4
Description - Contender for the top three black removal spells (Go For The Throat and Ultimate Price being the other two). The drawback is small, cost is cheap, and instant speed. You might not need or want all of these variants, but it is top tier removal.
Anchors -
Supports -
Final Parting - 1
Description - It's certainly not efficient when you compare it to Demonic Tutor, but you might cube it to support graveyard themes. It can dump a fatty in the yard while finding a reanimation spell, though it might also be worth noting you've reached 5 mana by that point so you probably aren't getting major value.
Anchors -
Supports - Graveyard Matters, Reanimator
The Eldest Reborn - 2
Description - If you think about it as getting a Diabolic Edict, Raven's Crime and Zombify in one card that sounds like awesome value. If you consider it as only getting a Diabolic Edict for 5 mana on the turn you play it, it doesn't sound so hot. If you can survive the first couple of turns after you cast it though, you are getting good value. Bonus points if you reanimate Eternal Witness or some other retrieval spell for some grindy value.
Anchors -
Supports -
I also agree with most things said on Altac Bloodseeker. Probably it was good enough when printed just because it was the next in line of red 2-drops with potential power >2, but no longer. I did once go T2 Bloodseeker into T3 Arc Lightning away their Hordeling Outburst though.
Also, Punch-spells won't work with Zada, Hedron Grinder, will they?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I've moved Innocent Blood up to 1 with a slightly modified description.
Given no other comments, I'll go with my first instinct for the Dominaria cards.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Merfolk Trickster - 3
Description - It has some flexibility in application; it can be used as a combat trick to turn off a key ability, tap down a potential attacker on the opponents turn, or tap a potential blocker. The double blue does push it out a little, but otherwise a very good card.
Anchors -
Supports -
Tetsuko Umezawa, Fugitive - 2
Description - An interesting build-around that can act as a serviceable 1/3 unblockable even if you don't have other threats, but can help blue aggro. Working with toughness makes it the most interesting, with a handful of 2/1's and 3/1's that can become unblockable and threaten some more serious damage. Best friends with Tandem Lookout.
Anchors -
Supports - Saboteurs
Vodalian Arcanist - 1
Description - It’s clear what deck wants this. Questionable whether this is better than a 2cmc mana rock; this is more vulnerable, but can enter combat when needed and be early defense, and is a signal card if you want it.
Anchors - Spells Matter
Supports -
Time of Ice - 3
Description - This can be a beating in aggro if you can curve into it, giving you plenty of time to put the nail in the coffin. Less relevant for a more ontrolling deck as it is inherent card disadvantage, but it does buy some time. It isn't like to come up often, but you can also return your own creatures and re-buy ETB effects if the opportunity arises.
Anchors -
Supports -
Untamed Kavu - 3
Description - You probably want to consider it a 5-drop, because you aren't going to want it as a 2-drop very often. But it is a great 5-drop, with good stats and abilities. Secondary synergy with +1/+1 counter 'lords'.
Anchors -
Supports -
Yavimaya Sapherd - 1
Description - It's 3/3 stats for 3 which is not exciting but ok. The fact that it is across 2 bodies is what might appeal.
Anchors -
Supports - Tokens, Go Wide
Thorn Elemental - 1
Description - It does do something unique, but it depends on what you want out of your green fatties. Alternatives that protect themselves or provide other value are probably going to be more desirable, but in the right circumstances this can take out the opponent in one hit.
Anchors -
Supports -
Adventurous Impulse - 2
Description - It's going to hit something the vast majority of the time and can help smooth your draws. Fine in general, though you may prefer similar alternatives that dump the rest of the cards in the yard to support graveyard decks.
Anchors -
Supports -
Saproling Migration - 1
Description - The base isn't great compared to what you could get for 2 green mana, but you do get 2 bodies… or 4 if you want to wait. Not a great card in and of itself, but you might cube it to support token themes.
Anchors -
Supports - Tokens
Song of Freyalise - 3
Description - Unique effect, and with any sort of board presence, you will probably end up with a pretty strong end to your Saga. Not so good as a top deck, but at least if you are at board parity you still get that attack and a board pump. With the right curve though, it can be an insane beating.
Anchors -
Supports -
Spore Swarm - 1
Description - There are a few similar alternatives, but at instant speed this can make for a combat trick while also just dumping three bodies on the board for go wide strategies.
Anchors -
Supports - Tokens
Cold-Water Snapper - Add to Benthic Giant.
Blink of an Eye - Add to Into The Roil.
In Bolas's Clutches - Add to Confiscate.
I also don't think Grunn is good enough, but maybe we should keep him at 1 for uniqueness..?
Does it help in rating Fungal Plots by comparing it to.. Squirrel Nest (which we gave 2)? The nest gives you creatures for 1 mana with no pressure on the graveyard, but can only be used once per turn, and of course you cant do the chump-->sac-->draw thing.
Is instant speed enough better than the pump-spell mode of Hunting Triad (which sits at 1)?
In Bolas's Cluthces has slight upside over Confiscate if you cube Cast Down.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)