It would also be quite a lot to try and summarize three years.
I suppose that the big thing is that thematic considerations in terms of aesthetic are becoming more prominent. There are a lot of powerful cards from sets like Kamigawa Neon Dynasty or the WH40K Commander packs which do not fit a traditional MtG aesthetic. It becomes a question of whether you are willing to include them, similar to grey border cards. Which is ironic, given how the newest unset also has eternal legal cards, including some that we could use.
Oh, I somehow missed the 'Menace' on Horned Stoneseeker. I think that that warrants an inclusion, then, yeah. I liked the concept before then but pseudo evasion makes it worthwhile, for sure. Mostly useful for abilities and possibly equipment stuff.
I agree that a lot of the stuff ended up being overcosted because of the expectation that you will have tons of powerstones lying around. Though, I think that powerstones can also be nice additions to cube as a means to support mana sink activated abilities.
Staple: Recruitment Officer: Discussed early and still among the stronger effects for white 2/1s for 1. Zephyr Sentinel: Same as above - almost a strict upgrade over alternatives in terms of sheer efficiency.
Likely Inclusion: Meticulous Excavation: I think that this kind of effect has value. You cannot use it against removal on an opponent's turn but you can also bounce stuff that they try to kill in combat and there is value in the ability to self-bounce, especially in white. Very borderline on this, though, since it is inefficient. Recommission: There are some damn fine artifacts that you might want to get back and it is not overcosted reanimation for small key creatures, either. Combat Thresher: Still worth it for the Prototype. Gruesome Realization: Good modal options. Gurgling Anointer: Synergy with boosts to power and a growing evasive creature. Ashnod's Harvester: Good enough on the front, especially for colourless, and a cheap enough Unearth to be worth it. Giant Cindermaw: Efficient. Horned Stoneseeker: 2/2 with pseudo evasion and gives mana for abilities, equipment, and equip abilities. Scrapwork Mutt: A bit similar to the Harvester. Bushwhack: Also a good modal card. Third Path Iconoclast: Boring but an extra Young Pyromancer is good for that archetype. Demolition Field: Old design but still good for redundancy.
Interesting: Yotian Frontliner: Rather unlikely but not impossible. Fallaji Archaeologist: Could be interesting even if it has the usual issues with the chance of whiffing. But even then, it would be milling unlike many of those cards. Thopter Mechanic: Possibly. Does several things without starting at 1 power. Combat Courier: 1 more mana on the front side for a Think Twice on a stick. While the body is unimpressive, it definitely helps. Hulking Metamorph: The static P/T is often an issue but could prove interesting. Emergency Weld: Indeed a cheap small Gravekeeper (that also gets back artifacts) even if it does require you to have something in your GY to play it. Thraxodemon: I do not remember if there are more efficient versions of this on usable bodies. Scrapwork Rager: Could be interesting. Bitter Reunion: Interesting design space for this effect. Notably, you do not discard if it gets countered. Obstinate Baloth: Probably not good enough for this format but it is an interesting downgrade, still. Especially for a standard set. Haywire Mite: Efficient but I would prefer a somewhat better body for a niche card. Especially when it cannot even target artifact creatures. Mask of the Jadecrafter: Yeah, non-creatures with Unearth are interesting and this is not terrible in concept. Hero of the Dunes: Probably not but I like reanimation on a stick and anthems. Levitating Statue: The evasion matters, as does being colourless rather than white.
Yeah, Zephyr Sentinel is such an upgrade over blue's '2/1 with flying and a niche/minor upside for 2' that is is not even funny.
Hmm. With all the big Prototype artifact creatures and other huge artifact creatures coming in, I wonder if I might have reason to cut remaining huge Eldrazi and put Tinker back in just for fun...
I used to run Mogis's Warhound on and off for a long time. It's cheap enough on both sides to have at least one use be usable on most boards in an aggressive deck. It was also nice filler for red pants as a result since it was not completely dead to draw in most situations.
I also had Nyxborn Wolf in my cube for a decently long run even though I would probably not call it that good.
Agreed. It's another basically staple. Admittedly, 2 power 1-drops that do something more relevant to their primary role and suit the decks that want them better are a tier above something like this. But it shores up a major weakness of those kinds of decks with a mana sink that you will (only) use when you really need it: running out of gas. I suppose that it could also be interesting for some kind of UW tempo deck which leaves mana open on the regular for stuff like counters.
They said 'where one of the cards is a better Raise the Alarm' so they were counting the bodies on the board as equivalent to drawing one card.
The problem with that is that at that point, two 1/2 bodies is very low impact except as chump-blockers. So, their relative value suffers even if a random card that you draw could also always be low impact as well.
Alrighty. Let's see what my own final thoughts are. While I really dislike external IPs being used like this, especially when they are so removed from MtG's own core aesthetic, I have to admit that the designs are pretty solid otherwise.
Staple (if you are willing): Triarch Praetorian: Very solid base plus extra value. Even better if you can find some way to recur this repeatedly.
Likely inclusion: Purestrain Genestealer: You can keep it as a 3/3 for 3 if you do not want the lands but you can also pile on more counters for more value. Noise Marine: Cascade is still excellent value even if you hit lower targets and this can hit both creatures and players. Heralds of Tzeentch: Like I said, 'cascade is still...'. The base body feels good enough because of the evasion. Night Scythe: Solid self-fueled vehicle. Sanguinary Priest: Finally, a properly statted for the role durdling enabler. Thunderwolf Cavalry: 4/4 first striker that permapumps the rest of the team every time it hits? Good body on its own and strong effect if not stopped. Space Marine Scout: Finally, white pseudo-ramp on a good enough body at Peasant, too. Grey Knight Paragon: Might be rather signalled but can easily be a 2-for-1 on a good base body to boot. And the worst case scenarios if they see it coming are that they do not attack that turn and you still get the 4/4 on the field or that they sacrifice their worst creature to call your bluff.
Interesting: Genestealer Locus: Yeah, a Cumber Stone on legs at a suitable mana cost feels new and it has other benefits, too. Acolyte Hybrid: Feels more intended for cashing out your own artifact tokens and such but cannot really attack into a lot. Aberrant: Too ineffective at X<5, agreed. Though, might be decent if considered a 7+ drop with alternative modes to avoid it being completely dead in your hand. Goliath Truck: Requires both a crew and another attacking creature for value which might be asking a bit much. Trygon Prime: Possible inclusion. Just a bit unsure if I want this or Parcelbeast more. Venomthrope: Good keywords but boring for a guild slot. Chaos Terminator Lord: I really like Blood Mist because of good prerelease experiences and putting that on a stick might just make the cut. The Lost and the Damned: Has some real build-around potential that also synergizes with other things but not for me. Plasmancer: The body is better than Liliana's Shade and I like this effect in black. Hexmark Destroyer: Unearth this for almost unavoidable 6 damage if they have no instant speed removal. That can easily be game-ending. Sicarian Infiltrator: Never really bad per se but the rate feels a little expensive, still.
Other comments: Bloodcrusher of Khorne: Just to elaborate on why I am not interested: 3 power hardly takes advantage of the Trample itself so this would have needed +1 power and its ability inherently basically requires not only other creatures on board but other big creatures.
Though, I specifically live in Kuopio which is far from most places and would have to physically update my CU/be since I have not been keeping it up to date because of stuff like covid.
I would be game to make the trip at some point (from Turku)
It's not like Kuopio's unfamiliar to me, I'm originally from the area!
Cool! I might have to look into the local MtG scene to have six other players available if this ever materializes. Unless you still know other local players, too. And I should also probably consider finally doing that update in terms of physical cards to have the CU/be ready.
Though, I specifically live in Kuopio which is far from most places and would have to physically update my CU/be since I have not been keeping it up to date because of stuff like covid.
I suppose that the big thing is that thematic considerations in terms of aesthetic are becoming more prominent. There are a lot of powerful cards from sets like Kamigawa Neon Dynasty or the WH40K Commander packs which do not fit a traditional MtG aesthetic. It becomes a question of whether you are willing to include them, similar to grey border cards. Which is ironic, given how the newest unset also has eternal legal cards, including some that we could use.
Staple:
Recruitment Officer: Discussed early and still among the stronger effects for white 2/1s for 1.
Zephyr Sentinel: Same as above - almost a strict upgrade over alternatives in terms of sheer efficiency.
Likely Inclusion:
Meticulous Excavation: I think that this kind of effect has value. You cannot use it against removal on an opponent's turn but you can also bounce stuff that they try to kill in combat and there is value in the ability to self-bounce, especially in white. Very borderline on this, though, since it is inefficient.
Recommission: There are some damn fine artifacts that you might want to get back and it is not overcosted reanimation for small key creatures, either.
Combat Thresher: Still worth it for the Prototype.
Gruesome Realization: Good modal options.
Gurgling Anointer: Synergy with boosts to power and a growing evasive creature.
Ashnod's Harvester: Good enough on the front, especially for colourless, and a cheap enough Unearth to be worth it.
Giant Cindermaw: Efficient.
Horned Stoneseeker: 2/2 with pseudo evasion and gives mana for abilities, equipment, and equip abilities.
Scrapwork Mutt: A bit similar to the Harvester.
Bushwhack: Also a good modal card.
Third Path Iconoclast: Boring but an extra Young Pyromancer is good for that archetype.
Demolition Field: Old design but still good for redundancy.
Interesting:
Yotian Frontliner: Rather unlikely but not impossible.
Fallaji Archaeologist: Could be interesting even if it has the usual issues with the chance of whiffing. But even then, it would be milling unlike many of those cards.
Thopter Mechanic: Possibly. Does several things without starting at 1 power.
Combat Courier: 1 more mana on the front side for a Think Twice on a stick. While the body is unimpressive, it definitely helps.
Hulking Metamorph: The static P/T is often an issue but could prove interesting.
Emergency Weld: Indeed a cheap small Gravekeeper (that also gets back artifacts) even if it does require you to have something in your GY to play it.
Thraxodemon: I do not remember if there are more efficient versions of this on usable bodies.
Scrapwork Rager: Could be interesting.
Bitter Reunion: Interesting design space for this effect. Notably, you do not discard if it gets countered.
Obstinate Baloth: Probably not good enough for this format but it is an interesting downgrade, still. Especially for a standard set.
Haywire Mite: Efficient but I would prefer a somewhat better body for a niche card. Especially when it cannot even target artifact creatures.
Mask of the Jadecrafter: Yeah, non-creatures with Unearth are interesting and this is not terrible in concept.
Hero of the Dunes: Probably not but I like reanimation on a stick and anthems.
Levitating Statue: The evasion matters, as does being colourless rather than white.
I also kind of like the idea of Gurgling Anointer.
Hmm. With all the big Prototype artifact creatures and other huge artifact creatures coming in, I wonder if I might have reason to cut remaining huge Eldrazi and put Tinker back in just for fun...
New cards today:
Harvester might be interesting. The two prodigies feel a little too dependent on artifact synergies to get enough value out of them.
You need a minimum of 3 basic land types to make it better than an overpriced Night's Whisper. Not that common. Minimum of 2 to even get the 2 cards.
Also, yeah, card filtering and drawing multiple cards for CA are really different kinds of effects.
I used to run Mogis's Warhound on and off for a long time. It's cheap enough on both sides to have at least one use be usable on most boards in an aggressive deck. It was also nice filler for red pants as a result since it was not completely dead to draw in most situations.
I also had Nyxborn Wolf in my cube for a decently long run even though I would probably not call it that good.
I suppose that Thassa's Emissary was also popular at one point.
They said 'where one of the cards is a better Raise the Alarm' so they were counting the bodies on the board as equivalent to drawing one card.
The problem with that is that at that point, two 1/2 bodies is very low impact except as chump-blockers. So, their relative value suffers even if a random card that you draw could also always be low impact as well.
Staple (if you are willing):
Triarch Praetorian: Very solid base plus extra value. Even better if you can find some way to recur this repeatedly.
Likely inclusion:
Purestrain Genestealer: You can keep it as a 3/3 for 3 if you do not want the lands but you can also pile on more counters for more value.
Noise Marine: Cascade is still excellent value even if you hit lower targets and this can hit both creatures and players.
Heralds of Tzeentch: Like I said, 'cascade is still...'. The base body feels good enough because of the evasion.
Night Scythe: Solid self-fueled vehicle.
Sanguinary Priest: Finally, a properly statted for the role durdling enabler.
Thunderwolf Cavalry: 4/4 first striker that permapumps the rest of the team every time it hits? Good body on its own and strong effect if not stopped.
Space Marine Scout: Finally, white pseudo-ramp on a good enough body at Peasant, too.
Grey Knight Paragon: Might be rather signalled but can easily be a 2-for-1 on a good base body to boot. And the worst case scenarios if they see it coming are that they do not attack that turn and you still get the 4/4 on the field or that they sacrifice their worst creature to call your bluff.
Interesting:
Genestealer Locus: Yeah, a Cumber Stone on legs at a suitable mana cost feels new and it has other benefits, too.
Acolyte Hybrid: Feels more intended for cashing out your own artifact tokens and such but cannot really attack into a lot.
Aberrant: Too ineffective at X<5, agreed. Though, might be decent if considered a 7+ drop with alternative modes to avoid it being completely dead in your hand.
Goliath Truck: Requires both a crew and another attacking creature for value which might be asking a bit much.
Trygon Prime: Possible inclusion. Just a bit unsure if I want this or Parcelbeast more.
Venomthrope: Good keywords but boring for a guild slot.
Chaos Terminator Lord: I really like Blood Mist because of good prerelease experiences and putting that on a stick might just make the cut.
The Lost and the Damned: Has some real build-around potential that also synergizes with other things but not for me.
Plasmancer: The body is better than Liliana's Shade and I like this effect in black.
Hexmark Destroyer: Unearth this for almost unavoidable 6 damage if they have no instant speed removal. That can easily be game-ending.
Sicarian Infiltrator: Never really bad per se but the rate feels a little expensive, still.
Other comments:
Bloodcrusher of Khorne: Just to elaborate on why I am not interested: 3 power hardly takes advantage of the Trample itself so this would have needed +1 power and its ability inherently basically requires not only other creatures on board but other big creatures.
Cool! I might have to look into the local MtG scene to have six other players available if this ever materializes. Unless you still know other local players, too. And I should also probably consider finally doing that update in terms of physical cards to have the CU/be ready.
Definitely some serious considerations among those. Including *2* white 5-drops. That feels almost invasive in terms of the slot.
Though, I specifically live in Kuopio which is far from most places and would have to physically update my CU/be since I have not been keeping it up to date because of stuff like covid.