I think this card is worth revisiting - from what I've seen in constructed and limited for GRN, this card is bonkers. I think it's in a weird spot with cube, since spending 4 mana to not affect the board is bad (you're not afforded the same amount of time as regular limited). But you also don't have the same density of cheap burn effects, where Experimental Frenzy is at its best (like in constructed).
That said, I think the card is better than Outpost Siege (and hence better than Vance's Blasting Cannons). Outpost Siege nets you 2 cards per turn - one from your draw step and 1 from the enchantment. Frenzy removes your draw step, so how could it be better than either? Here's I think why:
1. It enables a steady stream of cards -- For you to stop playing cards off the top of your deck, one of two things will happen: either you've run out of mana, or you've run into your second land on top. I wrote a simulation that does the following: assume that we untap on turn n with Experimental Frenzy in play. How many cards can we play off the top of our deck?
I ran a simulation to help me figure this out (for the more technical, a Monte Carlo simulation with 1 million trials). Consider two decks:
A very aggressive aggro deck (16 lands, 8 1 drops, 8 2 drops, 6 3 drops, 2 4 drops)
A typical midrange deck (17 lands, 2 1 drops, 5 2 drops, 6 3 drops, 5 4 drops, 4 5 drops, 2 6 drops)
Produces the following results:
What does this show? It shows that, Experimental Frenzy gets you more than one card on average even if you play it on turn 4, even in a midrange deck. But that's not when you should play Frenzy - you play it when your hand is empty (probably around t6 or t7). At that point, you're getting at least 2 cards off Frenzy. This shows that in terms of raw card advantage, Frenzy is always better in aggro decks than Siege, and usually better in midrange decks.
2. The cards you draw are not lost -- After reading the above, you might say "So what? Frenzy isn't better in terms of card advantage than Siege/Cannons in a midrange deck until turn 7, and it locks me out of access to cards in my hand". But the cards in your hand are not lost. If I don't cast the card revealed off Siege, it's lost forever. I can continue to stockpile cards in my hand with Frenzy, and then pop Frenzy when the cards in my hand are good, regaining access to these cards. There's no real way to quantify this, but there is extra card advantage than what is just shown on the left graph. This is what pushes it above Siege generally imo.
Conclusions
Outpost Siege and Experimental Frenzy are fundamentally different cards. I see Outpost Siege as a big midrange/control card - it's grindy, it's reliable, and it's mediocre (which is why most of us don't cube it). Frenzy is (mostly) unplayable in control; reactive cards, especially counterspells, do not pair well with Frenzy. But in decks that are mostly just pushing their own gameplan, like aggro and many proactive flavors of midrange/ramp, with just removal as reactive cards, I think that Frenzy is quite good (as shown above).
TL;DR - Frenzy is better in many decks than Outpost Siege is in those decks, even if Frenzy is bad in control. I personally think this makes Frenzy the better cube card:
Now, is it cubeable? Maybe not - slots are tight for a 4 cmc red card that does not the turn it hits play. It's a high variance card - the floor is abysmal but can be raised with the right deck. Its ceiling is enormous. I think it deserves more attention than it is getting. I'll be testing it, and I hope that it performs well.
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Tjornan posted a message on [GRN] [CUBE] Experimental FrenzyPosted in: Cube Card and Archetype Discussion -
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wtwlf123 posted a message on Set (P)review - My top 20 Guilds of Ravnica cards for the cube!Hello again fellow cube enthusiasts!Posted in: Articles, Podcasts, and Guides
This is my 27th installment of the "top 20" set preview articles! Just like the previous reviews, it will be in a spoiled top X countdown format, with each section having an image, a brief summary/description, and my verdict on what cubes I think it could potentially see some play in. I got a lot of positive feedback on the format from the last few articles, so I’m going to keep the “what I like” and “what I don’t like” sections.
Keep in mind (just like the others) that this is a set preview. Similar to draft predictions in professional sports, this list is an educated guess at best. Some cards I value highly in here may turn out to not last long in the cube. Other cards that are lower down on the list (or even missed entirely!) could (well, very likely may) turn out to be great cards. Even Tom Brady was drafted in the 6th round! Again, this is not intended to be gospel, set in stone or written as a review for posterity. This is simply written to be an enjoyable guess at cards I like for cubes, and hopefully it'll allow some cube managers to evaluate cards they may have otherwise overlooked and/or put some cards in perspective that may've been overhyped. Nothing more.
It’s the Return to the Return to Ravnica! And as expected, the set delivers cards that are steeped in Ravnica flavor, and it’s heavily centered around the individual guilds. The set features good cards in both mono-colored and multi-colored sections, and was a real joy to follow during spoiler season. It’s a powerful set for cubes of all sizes, and I’ve had great success in testing with a lot of Guilds of Ravnica cards so far.
Without further ado, I can start the countdown!
Trostani Discordant
A good Selesnya token support card.
What I Like: Trostani gives you 5 power and 8 toughness for 5 mana; some of which has lifelink, and simultaneously buffs all your other creatures on the battlefield. As a 1-power creature, it works with Reveillark and Imperial Recruiter, and the anthem effect and ETB trigger make it an easy include for decks that function around making tokens and providing buffs for them. The main body also has 4 toughness, so it stays out of Bolt range, and has a built-in mechanism to counteract Control Magic effects.
What I Don't Like: Unlike Mirari’s Wake, Trostani can’t help to support both token decks and super ramp decks. And both white and green are saturated with great 5cc creatures in small- to medium-sized cubes, making the dedication of a guild slot to that role less than desirable.
Verdict: If you have a cube that utilizes ~7 or so guild slots and you play a lot of midrange Selesnya token decks, Trostani is going to be a good card to try out.
Ionize
A splashable Izzet Undermine.
What I Like: It is very rare to see “Counter Target Spell” on a card without at least two blue mana symbols in the upper right-hand corner. Undermine isn’t a card that sees much cube play anymore, but I could see the splashable nature of Ionize be appealing to players that want hard counters but like to stretch their mana. You can get access to a hard counter with only ~6 sources of blue in your deck …which is kinda unheard of unless it’s strapped to a spell that has a significant drawback attached. Plus, countering a spell and burning the opponent does play well in an established archetype that dates back to the early ‘90s. If that’s your kind of deck, this could be your kinda Izzet card.
What I Don't Like: The inability to redirect damage to planeswalkers hurts the value of this card now. I feel like it could’ve been a Bolt, and maybe just that 3rd damage would’ve been enough to push it. But I’m not sure. It’ll probably play well in practice, but it just feels so unexciting.
Verdict: Izzet is nowhere near as dry as it used to be, and unless you play the kinds of decks where needing to dodge the double-blue for other hard counters is a big issue, I don’t see Ionize making it into too many cubes. But if you find value in the splashable nature of the countermagic, this could be playable in cubes dedicating ~7 or so slots to each guild.
Chamber Sentry
A “multi-color” Walking Ballista variant.
What I Like: In multi-color decks, the initial body that’s produced is quite a bit bigger than one of the other scaleable colorless creatures. If you can make 3-4 colors on mana on curve, it can function like an Endless One that also has the ability to shoot down targets as the game progresses. And in a true 5-color deck, the recursion can be a powerful effect if the game winds up going long.
What I Don't Like: The colored-mana restrictions, the requirement to tap and the inability to grow makes this a lot less versatile and thus a lot worse than a card like Walking Ballista. Sentry is going to have to rely on the bigger initial body to make up for its other deficiencies.
Verdict: I think at the end of the day the limitations will outweigh the upsides, and this ultimately won’t be the next Walking Ballista. But it’s still a flexible creature for multicolor decks that can drop on-curve as a decent body, and then be used to snipe off an important target if one presents itself later on. I might test this out in a cube that’s maybe 720 in size, but I wouldn’t be overly optimistic about it.
Sinister Sabotage
A new and improved Dissolve.
What I Like: Surveil is a great ability. Scry is good, and Surveil is just better in a huge majority of situations. It feeds the ‘yard for delve, flashback, Snapcaster targets, reanimation, Loam, recursive threats, Azcanta, ‘Goyf and a whole lot more things. If you were playing Dissolve before, replacing it with Sabotage seems like a very easy exchange.
What I Don't Like: 3cc counters need to be pretty pushed to be worthwhile, and I haven’t had much success with them in small- to medium-sized cubes. But larger cubes run low in the counterspell department rather quickly, and I could see this spell stacking up against the competition pretty well.
Verdict: If you were playing Dissolve before, I’d probably replace it with Sabotage. And I think Dissolve is a spell that’s fringe playable at 720. So this feels like a relatively solid 720+ inclusion to me.
Conclave Tribunal
An Oblivion Ring variant with Convoke.
What I Like: The ceiling on this card as a 0-2cc Oblivion Ring is relatively high, and there are a lot of white shells that have either a high creature count or play a lot of token-generating cards. In those kinds of shells, you can shoehorn Tribunal into your curve alongside army-in-a-can creatures and cheap critters to drop a proactive O-Ring on the cheap. And despite having a base CMC of 4, this is more of an X spell during deck construction, since you won’t often be priced into tapping 4 lands to play it. Which is important, because the 4cc white non-creature section is too competitive for a card like this.
What I Don't Like: Convoke cards have a fundamental issue with consistency, and that prevents them from competing with the more reliable forms of removal. And white has a lot of better versions of this effect available that aren’t dependent on your board, curve and current game state to control their effect. Plus, it’s limited to decks that have high creature/token counts. In a creature-light deck, this is largely unplayable, and that’s a big restriction on a card that sells at least part of its value on its universal playability.
Verdict: Larger cubes that have a focus on white swarm decks and token shells might want to give this a trial run at the very least. It has a high ceiling in decks that can maximize the windows where it can be cast for cheap.
Thief of Sanity
An evasive card advantage engine.
What I Like: In decks that are trying to apply pressure, an evasive beater that can generate card advantage can shore up some weaknesses. If it exiles threats, it can mitigate the risk of over-extension, and if it hits removal and utility cards, you can cast them when opportunities present themselves. Plus, the effect is fun and exciting. Casting your opponent’s spells makes the card feel different every time it’s used. Plus, Thief provides some backdoor mill support, if that’s a thing your cube is trying to do.
What I Don't Like: The competition in blue/black is stiff, and Thief is only going to be an ideal inclusion for some decks. Unlike a card like Hypnotic Specter, the Thief doesn’t provide any reliable disruption. And unlike something like Shadowmage Infiltrator, you can’t secure additional lands, and you’re at the mercy of your opponent’s deck composition to find cards that reliably interact with your own game plan. Not to mention that you may be spilling cards into your opponent’s ‘yard that they can interact with positively, which will occasionally be problematic. Plus, unlike similar engines, you have to pay mana for Thief’s card advantage. Unless you’re playing an aggressively-slanted deck, this effect will often be worse than what you can get from Ashiok too, which is something to consider.
Verdict: Depending on the composition of your Dimir section and how you want that color-combination to play out, Thief of Sanity can be a fun and interesting card to include. And even if you want the card and desire the effect, the competition will still keep it out of all but the largest of multicolor sections. It might be playable in the 630-720 range if all of its upsides apply to your vision for how Dimir should work. Plus, the art is gorgeous.
Midnight Reaper
A splashable 3-power 3-drop with some card advantage potential.
What I Like: The most similar card to this that we’ve seen is Grim Haruspex. The biggest differences between the two are that the Reaper counts itself, and functions as a Zombie for Gravecrawler shenanigans. Even though Reaper makes you pay a life for the draw, I think the fact that it counts itself makes it better than Haruspex unless it’s used for a Morph subtheme. On its own, it has a splashable casting cost and gives you 3 power still, and it allows you to play out extra threats without as much risk for over-extending. With a board of him and one or two other creatures, the opponent has to give you a Night’s Whisper or an Ancient Craving if they want to sweep the board away, which can be pretty punishing.
What I Don't Like: Black’s 3cc creatures are more competitive than they used to be, and I fear that the 2-toughness on Reaper will just cause him to trade away in combat too often. If the ACS on Reaper is a trade in combat, I might as well play something like Phyrexian Rager, since I get the draw right away and it has some blink interactions.
Verdict: Certainly not a bad creature, and I could see cubes in the 630-720 range wanting to see how it plays out for them.
Bounty Agent
A bullet for legendary cards strapped to a 2-power 2-drop.
What I Like: There are a fair number of good targets for the Agent in the cube, and the opportunity cost is relatively low considering the body and the casting cost. The vigilance works well with the ability since it requires it to tap, so it’ll always be at the ready to deal with a freshly-played Kalitas or Meloku or whatever. It can also deal with Jittes and Search for Azcantas since it can hit artifacts and enchantments in addition to legendary creatures.
What I Don't Like: A 2/2 vigilance isn’t a good body. It trades away with too many things in the cube, and since the ability won’t always be relevant, you have to keep in mind what you get when it’s not sniping permanents. Unlike cards like Selfless Spirit and Remorseful Cleric, Agent doesn’t give you a serviceable body while you’re waiting for an opportunistic window to use its ability. That’s what will ultimately limit this creature’s playability.
Verdict: There becomes a point where all the better universally playable 2cc options are exhausted though, and depending on the composition of the cube and your saturation of targets, Bounty Agent might be a very worthwhile inclusion somewhere in the 630+ range.
Mission Briefing
A surveilling spell form of Snapcaster Mage.
What I Like: We know the effect is powerful. Flashing back instants and sorceries at instant-speed is good, plain and simple. And Surveil 2 is a good additional upside to feature on a card like this, because it can add more tools to the ‘yard, and can help orchestrate future draws. And, it’s a spell itself for cards like Mentor, Pyromancer, Thing in the Ice, and others. There’s not much not to like about the effect Briefing provides.
What I Don't Like: Snapcaster Mage this is not. Not just because the Surveil trigger is not as good as a 2/1 body, but because of the double-blue casting cost. The cost is the big issue here, because it pigeonholes the spell into decks that can reliably afford the double-blue PLUS any additional blue sources that might be required to flash back any blue spells in the ‘yard that you want to target. Snapcaster Mage can reliably flash back a spell like Mana Leak in a deck with about 10 or so sources of blue mana. Briefing can’t. Snapcaster Mage can reliably flash back an off-color 1cc spell like Bolt or Thoughtseize on turn 3 in a deck with approximately 6 sources of blue. For Briefing to fill that same role, you need to double that number of blue sources. That’s hard to do, and it’s brutally limiting to the number of decks that will be able to reliably use this spell the same way they might use a card like Snapcaster Mage.
Verdict: The double-blue cost is what will prevent this card from cracking into smaller cube lists. But in larger powered cubes, the effect itself will still be strong enough to justify testing. I’d test this out in a 630+ card powered cube, but probably not anywhere else.
Ritual of Soot
An anti-aggro sweeper that dodges your 4+cc creatures.
What I Like: By limiting the restriction to casting cost instead of toughness, it opens up opportunities for midrange and control decks to get access to a sweeper effect that will be wildly asymmetrical. I can put this into a deck with no creatures with a cmc < 4, and still play all the 4+cc utility creatures and finishers I want with impunity. While not as reliable at killing everything as Languish or Damnation, there are some decks that might actually prefer an effect like this so it leaves all my creatures alone.
What I Don't Like: In the windows where I absolutely have to kill all my opponent’s creatures because their Hero or Bladehold or whatever has me on the ropes, Soot missing those kinds of cards will be critically problematic. Which is why cards like Damnation and Languish are ultimately better.
Verdict: I really like the idea of having access to a sweeper that is so easy for the deckbuilder to break symmetry on. And there are a lot of creatures in the 4+cc range that midrange and control decks might want to have access to, but ultimately don’t play in their final 40s because there’s too much collateral damage with your Wraths. Soot provides those decks with a tool that can guarantee asymmetry and give you more deckbuilding options because of that. I would want to test this card out at 630+, and it might very well be worth trying out at 540 if you want to construct decks around it.
Nullhide Ferox
A big beater.
What I Like: Well, in decks where it’s potential drawback won’t matter much (due to a large creature count and/or lower CMC of noncreature spells) it’s a big beater for cheap. It gives the cube access to at least one tool that can punish discard shenanigans, which when it shows up will likely be backbreaking. And I like the 2-mana tax as a defensive measure a lot more on a 4cc card than on a 6cc card like Frost Titan. It makes it much harder for the opponent to effectively deal with this via O-Rings, Vindicates and Chupacabras.
What I Don't Like: The noncreature spell restriction hurts. It means that the deck needs to have very few (if any) noncreature spells that cost more than 2 or 3 mana at the most. I think ultimately that’s going to cause the biggest problem.
Verdict: A hard to kill 6/6 creature for 4 mana is no joke. But the restrictions provide difficult issues to work around. In the right deck against an opponent with a specific array of answers it can be insanely powerful. But in other situations, the card is unplayable. Hard to evaluate, but since the green 4cc creature competition isn’t particularly stiff, I could see this being a card that people want to test. It might be good enough for cubes all the way down into the 540-630 range …or it may be wildly unplayable. It’s a unique card that’s kinda hard to evaluate until I’ve seen it on the battlefield a few times, to be sure.
Aurelia, Exemplar of Justice
Now this is a 4-drop.
What I Like: She’s a stat beast. On offense 4/5 flying, trample, mentor is big game. And a 2/5 flying creature is big game (thanks to her vigilance) on defense. Not to mention that she can pump an existing creature the turn she resolves to provide a little extra pressure. Her specific combination of abilities makes her a monstrous 4-drop for creature mirrors, and she’ll be hard to beat if they can’t answer he quickly. She also has 5-toughness, so she’s a playable threat in Wildfire decks, and has flying so she’s good in the Moat/‘Quake shells as well.
What I Don't Like: Despite how powerful she is on paper, I’m not sure how needed she is in practice. Neither white nor red are short on the playable 4cc card department, and she doesn’t provide anything specific to decks that are currently lacking tools. If her white ability was lifelink and/or her red ability was haste, she could give tools to decks that are lacking in them now and/or straight-up replace existing options. But as is, I like my existing 4cc aggro curve-toppers more for my aggro decks, and I like my existing suite of slower 4-drops for my creature light midrange/control decks or token-centric builds. As nice as it is to have another 5-toughness 4-drop for Wildfire, those decks are pretty creature-light, so her initial combat boost will often miss, and her mentor effect will likely never trigger.
Verdict: She’s probably the 5th or 6th best Boros card post-Guilds of Ravnica, which means that despite her “need”, she’s just too good to be excluded from larger cubes. Depending on how you evaluate the powerlevel of the existing Boros options, she could easily be squeezed into even the smallest of cubes, and her powerlevel alone will make her an easily justifiable inclusion. She’s good enough for 540-630 card cubes at a very minimum, and not ranking her higher will likely be my biggest miss from this set preview.
Connive // Concoct
A strange but versatile split card.
What I Like: The Connive half is a good defensive measure. It has a flexible casting cost, and can be used as a Chupacabra variant of sorts to kill a small body and give you a small body. Trading Connive away for two of your opponent’s bears (one via theft and one in combat) is a good way to help stabilize against early pressure. Unlike a card like Chupacabra, you can’t kill big creatures with it, but you can often steal bodies that are better than a vanilla 2/2, including some powerful ones like Mentor, Cryptologist, Jace, Meloku, Confidant, Ophiomancer, Welder, Pyromancer, the Rabblemasters, mana dorks, Cobra, Courser, Excavator, Elder, Oracle, Edric, Metalworker and a slew of creatures with activated abilities, flying/first strike/deathtouch and more. Unlike similar effects like Threads of Disloyalty, Connive can be cast with only black mana and it can’t be disrupted by Disenchant effects. And that’s half the card. Concoct isn’t the reanimation spell you want for a dedicated reanimator deck, but it is a very good utility spell in the midgame to return a powerful ETB creature or finisher from the ‘yard, and you strap Surveil 3 to the effect. Which is a really good effect. Even if I’m only returning a utility creature with it, adding Surveil 3 to a Nekrataal or whatever is well worth the extra 1 mana. Plus, the Surveil can actually feed your graveyard before you choose a target! In a deck with a reasonable number of targets for it, by the time you’re casting 5cc spells, 3 cards out of your library is a decent percentage, and there’s a good chance you’ll spill over another target for you to consider. The hybrid/splashable nature of the costs makes this spell really appealing on splashes too, since a heavy-blue deck splashing black with like 4-5 sources can get access to a Chupacabra-esque type of effect without double-black, and a black deck splashing blue can get access to a Control Magic-esque type effect with only 4-5 sources of blue in the deck. And lastly, if you play the Corpse Dance/Shallow Grave kind of reanimation, it’s important to note that you can return Eldrazi super-titans and the like to the battlefield with Concoct before they get reshuffled.
What I Don't Like: The competition in the Dimir slot is high, and that might limit the number of cubes that can find room for such a card.
Verdict: The card is pretty versatile, and with such an odd combination of effects, it’s hard to properly analyze the card without giving it reps. But I think it’s relatively comparable to the middle group of Dimir cards like Hostage Taker, The Scarab God and Dragonlord Silumgar. Not better than any one of those cards at a specific job, but the added flexibility adds a lot of value. It’s probably testable in the 540-630 range.
Pelt Collector
A solid green aggro beater.
What I Like: Experiment Two! (A nickname coined by the ever-witty Dr.Ruler.) I like Experiment One, and I feel Pelt Collector is comparable. It trades the ability to trigger off toughness for the ability to re-trigger when creatures die, and exchanges the regeneration clause for a trample one. And it trades human sub-theme interactions for warrior and elf sub-theme interactions. But otherwise, it’s largely the same creature. I look forward to interactions with cards like Shriekmaw (as pointed out by our very own Krazedkarl) and Flickerwisp that can immediately double-trigger the Collector.
What I Don't Like: I wish he gained trample with two +1/+1 counters, since a 3/3 will often be where he settles. Alternatively, if it gained trample at 4 power (instead of basing it off his counter count) I could pump him with equipment and still get the trample. C'est la vie.
Verdict: If you play green aggro, cube with this card. If you don’t, pass on it. That means that this card’s playability is not based on size, but on composition. But I’ll split the difference and estimate ~540 just for article position.
Legion Warboss
Another Rabblemaster variant.
What I Like: Legion Warboss enters the fray as the 2nd fastest clock in the history of Magic. When cast on curve and left alone, with no support other than him and no additional resources needing to be spent, he attacks for more than 20 damage by the end of combat on T6. And while he’s slightly behind Goblin Rabblemaster in terms of overall damage output, he’s not strictly worse. If the opponent deals with Warboss after an attack or two, you’ll be left with some number of 2/2 creatures on the board instead of 1/1s. And, he only forces the token he creates to attack, and only on the turn its created.
What I Don't Like: The damage output is less than that of Rabblemaster. The combat survivability is less than that of Garrison. And the value extracted by interactions is less than that of Najeela. So despite being a fantastic card and a fast clock, he’s probably the 4th best version of this effect we can find for cubes.
Verdict: Warboss is good, and just off its raw powerlevel alone it should see play in cubes in the 450-540 range. Perhaps even smaller if it’s an effect you really gravitate towards.
Doom Whisperer
A good black 5cc creature.
What I Like: This is a 6/6 flying trample for 5 mana, and that’s not even the best part about the card. Look, however good you think the Surveil ability on this card is, it’s better than you think. If feeds your graveyard. It sculpts your draws. It digs for outs. It fixes flood issues. Basically, every single time you either don’t know what the top of your library is or you’re unhappy with the top card of your library, Surveil. And then Surveil again. If this card has performance issues, it’ll be because players are unwilling to Surveil with it as often as they should. Similarly to how newer players approach Sylvan Library, I think people will be far too conservative with Whisperer on average. It’s going to be a hell of a card for black midrange decks to resolve in the mirrors and against control, because the Surveil ability is just so strong in those matchups.
What I Don't Like: It doesn’t shine in aggressive matchups or when your life total is dangerously low. And for some reason, my brain keeps creating a correlation between the 6/6 body and a casting cost of 6. I guarantee you there’ll be at least one time where I mistakenly pass with this in hand and 5 mana available because I’ll make the incorrect assumption that it costs 6 mana.
Verdict: Cubes need access to playable 5cc black creatures, and this is a good one. I would play this at 450 for sure; perhaps even 360 if you can find a reasonable cut.
Tajic, Legion's Edge
A hard-hitting Boros 3-drop.
What I Like: Fast, early pressure and abilities that make the body relevant in the later stages of the game. When the mentor triggers matter, Tajic is one of the fastest clocks in the history of Magic. And more importantly, his explosiveness starts right out of the gate. Haste + mentor means that he can attack for NINE damage by the end of combat on T4, which is just unprecedented explosive damage (a value pointed out by Swarles_Barkley in their analysis of the card). The ability to gain first strike has big implications as the game progresses and the board gets more congested. And I like how Tajic’s impact can be felt after he leaves the battlefield; you never know when that +1/+1 counter you added to that random flying creature makes the difference. In comparison to the other big-damage 3-drops when left unchecked, Tajic represents the most damage as a later-game topdeck, making him potent on both open board T3 situations and congested board turn 5+ game states. Tajic is just too explosive and good in too many windows to not play it in my Boros aggro decks. Oh ya, he also makes all your other creatures immune to Lightning Bolts, Walking Ballistas, Earthquakes and Wildfires …even if they’re your own.
What I Don't Like: Just like the other Rabblemasters, an untapped Grizzly Bears on the other side of the table can limit the immediate impact Tajic can have, and you may have to wait until you can threaten the first strike activation in order to attack into certain board states.
Verdict: I’m not sure if Tajic is the 3rd or 4th best Boros card, but I would certainly play it in the vast majority of cubes. I would find room for it in at least 450+ card cubes, if not smaller.
Assassin's Trophy
A premium removal spell.
What I Like: I have designed a “Path to Vindicate” multiple times for various wishlists and custom cubes. I designed instant speed onea at 1WB & 1WW and a sorcery speed one at 2W. Never in a million years did I assume we’d get this effect at instant speed at 2 mana. And without white! It destroys any permanent. The drawback in the early game can matter, but the flexibility of the range of targets just makes this card too good not to play. Unlike a comparable spell like Abrupt Decay, Trophy continues to get better and better as the game goes on instead of getting worse.
What I Don't Like: It’s a little unfortunate that all of the best Golgari spells for this format are just various removal spells. It would be nice if they printed a good graveyard-centric Loam/Recursion engine or a nice Stax support card or something. But oh well, if my Golgari theme becomes “Great Removal Spells” …that’s a theme I can live with.
Verdict: If I was being honest, this is probably the best Golgari card. I have it ranked #2 in my personal rankings behind Pernicious Deed just because of what that card is capable of when it’s built around. And there will be cubes that due to certain speeds or structures this may be worse than Malestrom Pulse too. But I have a hard time imagining a case where a cube has 3+ cards per guild and it doesn’t have Trophy in its Golgari section. I think this is an easy 360+ playable.
Knight of Autumn
An incredibly flexible 3-drop.
What I Like: No matter what situation is presenting itself to you, Knight of Autumn is good. If you’re on the offensive and need to beat down, make a 4-power beater for 3. If there’s a problematic or powerful artifact or enchantment that needs to be removed, give yourself a Reclamation Sage. If you’re on the back foot and need some breathing room against aggro, cast Knight in Lone Missionary mode. It fills so many rolls, and it wraps up effects that are valuable in each game quadrant into one effect. And it’s also really easy to abuse. With bounce and blink effects, it’s the perfect card, because as the landscape of the game changes, you can switch modes with the card. Smash that Monolith with it, flicker it in and out of play with Resto, and bring it back as a 4-power beater the 2nd time around. It also has interactions with the Recruiters and ‘Lark because of the size of the base body.
What I Don't Like: Not much to complain about. I wish it was a 2/2 so it could be a 4/4 in beatdown mode, but that’s just being greedy.
Verdict: This is my current #2 Selesnya card, and that’s only because I support green aggro and Dryad Militant is such an important card there. As a pure GW card, this is the best one, and it’s probably not close. It can replace any like effect for you to make room for it, which covers pretty much everything since this card does a bit of everything. If you have green-white gold cards in your cube, you should be playing Knight of Autumn. Easy 360+ slam dunk.
Goblin Cratermaker
A really flexible red 2-drop.
What I Like: This creature shames all previous iterations of its kind. It’s a creature-killing, artifact smashing, Eldrazi slaying, Karn/Ugin murdering, splashable …2cc goblin. I was just wondering if it would be worth bringing back Torch Fiend when we got this gift spoiled, which eclipses that kind of effect by miles. If the coast is clear, you can bash in for 2. If there’s a utility body preventing the rest of your team from attacking, you can kill it. If the opponent presents a must-kill artifact, you can shatter it. If they drop a big colorless monster/planeswalker, you can snipe it off. You can use it as a flexible 3cc removal spell if you need to. It can be brought back by other effects for re-use. It can be tutored up by the recruiter(s). There’s just so much flexibility, and the opportunity cost is almost free.
What I Don't Like: If this could shock any target, it would be better, but it’s not at all necessary to make the card great.
Verdict: I was comparing this to the existing 2cc creature suite in red, and it probably falls #2 or #3 on the overall list of all-time playable red cube 2-drops. Which means, as long as your cube has 3 or more red 2-drops in it, you should be cubing the Cratermaker. Which makes this the easiest slam-dunk inclusion we’ve seen in a while.
Thanks for reading! I hope you enjoyed the article. Please comment below and we can discuss any and all things Guilds of Ravnica and the cube!
Cheers, and happy cubing.
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bondafong posted a message on Card Æsthetics Evaluation ThreadPosted in: The Cube ForumQuote from palanthas »I am thinking about upgrading my original Coalition Relic to a foil one from M25. Has anyone been fortunate enough to see one in person yet or, at least, have an opinion? The new art looks great.
I waited for a reprint because of the old art and the price.
I luckily had both so just purchased one - it’s on its way. When it arrives I’ll take a pic for you. -
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kjsharp posted a message on December 2017 MCC Round 1 — Toyin' AroundPosted in: Monthly Contests ArchiveDesign -
(2.5/3) Appeal: Johnny (1/1) is most excited about this card, and Spike (1/1) is aware of its potential power. Timmy (.5/1) perceives the possibility of creating a huge army, but it is a bit distant for him.
(3/3) Elegance: Everything fits together nicely, and the card has a lot of hidden depth.
Development -
(2/3) Viability: With slight alterations this could fit into any color, but Red makes the most sense. I also like the "any player" callback to some Red cards of old. One concern I have is that this adds a lot of gameplay complexity to the battlefield for an uncommon. Only advanced players will recognize the Rally the Ancestors abuse, and its instant-speed nature increases gameplay complexity. The card is definitely more reminiscent of pre-New World Order cards, but I think it's probably fine for one or two uncommons in a set to have this level of gameplay complexity and play. Depending on the environment it would receive my seal of approval
(2.75/3) Balance: That you can activate the ability at instant speed bothers me (especially for an uncommon), but the card is fundamentally balanced because the activation cost is so high. I think anything between 2-4 could be perceived as balanced, and 3 seems like a good sweet spot.
Creativity -
(2.5/3) Uniqueness: Feels fresh and unique. Not determined by the horizons of any of the cards it calls back to from the Mercadian Masques Block. Most similar to Saproling Cluster.
(3/3) Flavor: All parts of the card help to paint a distinct and appealing picture. Flavor text is excellent. Gameplay matches the flavor.
Polish -
(3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 22.75/25Design -
(1.5/3) Appeal: I think more of the appeal of this card comes from its flavor. Spike (.75/1) and Johnny (.25/1) are aware of all the little upsides (artifact and discard synergies), and Spike muses about a card-neutral two mana burn spell. Timmy (.5/1) likes explosions and burning the face seems big and fun.
(2.25/3) Elegance: Good mechanical execution of a difficult top-down design. It takes a few times to read, but it is understandable and introduces a short-term subgame to the game. I question whether that subgame should be so long (why not Vanishing 1 or Vanishing 2?), and I wish the card had a broader applicability than direct burn damage. The answer to the above question might have to do with trying to make this a viable burn card for Constructed, but I'd be less concerned about that in an Un-Set.
Development -
(1.75/3) Viability: Colorless or Red is good. Uncommon or Rare is appropriate. The card could only be printed in a narrow range of Un-set environments because "Burn" would need to be a supported archetype. I question whether this effect is worth the gameplay complexity it introduces.
(3/3) Balance: Instead of reducing damage in exchange for being card-neutral like Needle Drop, you delay the damage for a few turns and give the opponent some say to compensate for being card-neutral. That's an innovative approach and I think Burn players would enjoy having access to a card like this, especially out of the sideboard.
Creativity -
(3/3) Uniqueness: see "Balance" above. Weird in an Un-set way and includes a noteworthy mechanical innovation.
(2.5/3) Flavor: Good fun flavor.
Polish -
(3/3) Quality:
(2/2) *Main Challenge: Not exactly the toy you want Santa to put in your stocking!
(2/2) Subchallenges:
Total: 21/25
Design -
(1/3) Appeal: Timmy (.25/1) and Johnny (.25/1) aren't particularly thrilled about it but recognize its potential utility. Spike (.5/1) is a little more willing to see how he can leverage the card.
(2/3) Elegance: Overall very elegant. Simple and clean. The problem with the elegance is that this card is going to play out quite differently from how it appears because the equip cost is actually an instant speed activated ability. The card is thus not entirely intuitive.
Development -
(1.5/3) Viability: Sorcerer's Spyglass shows that you don't *have* to include a provision excluding mana-producing abilities in contemporary card design. Good color and rarity. Gameplay and reading complexity would be pitch perfect too if the ability were a sorcery-speed equip cost instead of an instant-speed activated ability. That would add a certain elegance to the card as well, for the card becomes a tool both players have access to whenever it is their turn instead of a mana-sink game between the players. This would make the card a lot more fun, and it might even have been your design intention.
(2.5/3) Balance: It's definitely in the right ballpark. 3 is the going rate for a Pacifism effect these days. I would consider tweaking the card in ways to where the owner of the card isn't getting punished a bit if playing a traditional and fair game of Magic. Right now he is getting slightly punished because he's paying 3 for an effect that costs the opponent 2. I wouldn't mind a 0 casting cost with an equip cost of 3 (that would actually spice up the card a bit). All this to say that I don't think this is a card that people should will be happy twisting their deck construction around to make it an appealing inclusion because it's ceiling is low, so I'd try to tweak it with that in mind.
Creativity -
(1.75/3) Uniqueness: The flavor is so good that you managed to make a Pacifism effect feel fresh and fun to play with.
(3/3) Flavor: Sophisticated, a bit subdued, and definitely funny. Flavor text helps someone a bit dimwhitted catch on to the joke (I thought of "Putting a bird on a unicycle probably isn't its idea of paradise" as well).
Polish -
(2.5/3) Quality: You probably should change "The owner of that creature" to "That creature's controller" because the shenanigans you introduce with that unorthodox phrasing are not altogether appealing.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 18.25/25Design -
(2.5/3) Appeal: Timmy (.5/1) likes having the most stuff and big splashy effects like "you can't lose the game", but he wants to be more proactive. Johnny (1/1) intuits that he has to design his deck in off-beat ways to maximize the card's potential, and off-beat is his jam. He drools at the concept of storming off with artifact sacrifice. Spike (1/1) likes easy artifact creation and sees potential for abuse.
(3/3) Elegance: It does a lot, but it's clear and easy to follow.
Development -
(.5/3) Viability: Anything in the Jeskai colors is appropriate, and rare or mythic is the appropriate rarity. The main reason to be skeptical of the card's viability is that it turns every game into a ubiquitous Storm game because you have to count every time you cast a spell, which is really tedious. So long as the game is also a paper game I'm skeptical that this would see print. Might need to be banned in commander as well for being supremely annoying and tedious. Appropriately costed, although I suspect that putting it in the CMC 3 or CMC 4 ballpark would be better.
(2/3) Balance: I suspect the card is balanced because the generation of tokens is dependent upon casting spells, not upon battlefield triggers or the activation of abilities (I'd have to test it of course). Designing anything with this level of combo potential takes delicate care, and I think this card clears the bar. With that said, while I like that the card has hidden depth and play, I dislike that this depth lends itself toward going way over the top of whatever your opponent is doing, so it doesn't promote the sort of interactivity that is more highly valued in contemporary Magic design. I wish, too, that you had raised its CMC to 3 or 4 to reduce its potential power in Vintage or Legacy, although maybe adding a new combo piece to those formats is a good thing (I'd have to test it).
Creativity -
(3/3) Uniqueness: Definitely fresh. It feels like a new toy many would be excited to brew with.
(2/3) Flavor: I like the flavor, so don't let my docking points off suggest otherwise. Two things bother me that I'm sure could be fixed. First is that I don't understand the connection between owning the most toys and being unable to lose the game. Maybe (maybe) that could work, but the flavor text and card name should help sell it. Second is that the flavor text doesn't contribute to the flavor at all, it merely regurgitates what we already know by reading the card. Do something with the flavor text - give it a purpose.
Polish -
(2.75/3) Quality: "As long as a player controls the most Toys".
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 19.75/25Design -
(2/3) Appeal: Some cards, like basic lands and mana rocks, are difficult to evaluate using psychological metrics. Newer players tend to undervalue them, but all psychological profiles like them. A lot of this card's appeal comes from being imbalanced, so that makes it difficult to measure as well. Timmy (.5/1) and Spike (.5/1) see its potential. Johnny (1/1) is more enthusiastic and thinks that if he can win the game with a combo then the downside doesn't matter.
(3/3) Elegance: Simple clean design.
Development -
(1.5/3) Viability: A tried and true genre of card. Appropriate rarity and color. Ultimately I'm skeptical of this card's viability because there hasn't been a single one mana artifact printed in the past 15 years that has gone *up* on colored mana.
I really wish you had noted that this card was going to be put in an Un-set. It would have scored a lot higher in the Development department because I don't think that this card would "break" Unstable in the same way that it could "break" traditional Constructed formats.
(1.5/3) Balance: I'm worried about this card's power level. I could be wrong, but my suspicion is that going up two mana off of a CMC 1 card is just too intrinsically good to see print. You have given it two very real downsides, but I'm not confident that that is enough. I would have appreciated a further nerf, either adding colorless or perhaps adding two mana of any color of mana your lands could produce. I think the card would be balanced if it simply added one mana instead of two. I admit that I'd need to test it out, and maybe it is okay for Commander, but my impression is that this card is imbalanced.
Creativity -
(1.5/3) Uniqueness: I'm torn on how to score this. Much of the card's uniqueness comes from being the only CMC 1 egg printed in the past 15 years that combined both color fixing and mana ramp. I don't know if that's a good thing! And of course this sort of card has been done before, albeit without the challenge's stipulation of giving both players access to it. However, Magic always needs these sorts of effects, and this is definitely an innovative way to get a mana rock in an Un-set. It's a wonderful take on a childhood toy that will resonate with many players.
(3/3) Flavor: Sometimes the best designs are the ones where the player can't tell whether this was a bottom-up or top-down design. This is one where I can't tell, and that suggests a really good and well-executed design!
Polish -
(2.75/3) Quality: You chose to use the templating found on Assault Suit. It's functional like that, but I'm pretty confident Wizards would have templated it more like Humble Defector.
(2/2) *Main Challenge:
(2/2) Subchallenges:
Total: 19/25Design -
(1/3) Appeal: Most of the appeal of this card comes from its flavor, not its gameplay utility, which means that this card is going to score a bit lower than it should. It feels like a better Planechase plane design or something for a future Explorers of Ixalan boardgame "World Artifact". Timmy (0/1) is largely uninterested. Spike (.75/1) enjoys this sort of game. Johnny (.25/1) sees potential in the haste.
(2/3) Elegance: An executed top-down design that is clean and clear. It takes reading it a few times to get a good grasp of the card because the pieces of the card only fit together in your mind once you realize that your card is simulating a soccer game, but once you do that image is locked in and both players are all set (it compares favorably to cards like Mayor of Avarbuck or Archangel Avacyn that you always have to read because all the details don't mesh together well to form an image). The only other thing I should mention is that the card promises something that it often won't deliver upon (a back and forth game).
Development -
(1.5/3) Viability: I don't like haste on artifacts, but we have God-Pharaoh's Gift so that's a non-issue. The reason I don't find it wholly viable is that it doesn't feel like a tool to me. Its ceiling is too low and it depends too much on external factors to work as intended (are both players running creature decks? do both players feel like they can race and thus feel comfortable giving the opponent the ball?). This card becomes more viable in a multiplayer environment, and I think something like this could see print in a controlled environment that helped guarantee its utility. Something like the Explorers of Ixalan boardgame strikes me as an ideal place for something like this, since external objects that shape the game in unique ways is something that Explorers of Ixalan and Planechase introduce to the world of Magic.
(2/3) Balance: I think the card is too weak for the gameplay complexity it introduces, and thus will likely feel tedious when on the battlefield. It is "balanced" though.
Creativity -
(3/3) Uniqueness: I don't know if "fresh" is the right word, but importing contemporary life into a Magic card is fine for some un-Set cards to do. Some will do it more with regard to flavor, and others like Soccer Ball will alter gameplay and introduce novel experiences.
(2.5/3) Flavor: Flavor is on-point. As I noted earlier, I worry whether the card's flavor will manifest itself during gameplay.
Polish -
(3/3) Quality:
(2/2) Main Challenge:
(2/2) Subchallenges:
Total: 19/25
Final Scores:
The Hittite: 22.75
Flatline: 21
Palanthas: 19.75
Hemlock: 19
StonerOfKruphix: 19
Freyleyes: 18
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Salmo posted a message on The Official Cube Discussion ThreadI've liked prowler in cubes w/o aggressive support, since it works pretty great in midrange decks too as it gives those decks some boost in the control match up and something to trade with aggressive deck's early threats if need be.Posted in: The Cube Forum -
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wtwlf123 posted a message on The Official Cube Discussion ThreadBoth Wolfbitten Captive and Kessig Prowler are good flip cards if you're playing green aggro.Posted in: The Cube Forum
In a powered cube that small, you can probably pass on Huntmaster. -
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Bread Connoisseur posted a message on [[SCD]] Fulminator MageI wouldn't care that much if a B/x drafter took fulminator mage depriving a red drafter of one card when cube already has basically all playables/red drafter(s) aren't going to get hosed out of playables in the end. Versatility is a good reason to run a card in a cube as then it ends up in the sideboard less often.Posted in: Cube Card and Archetype Discussion -
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Spike Rogue posted a message on [[SCD]] Fulminator MagePosted in: Cube Card and Archetype DiscussionQuote from Tactuz »I don't think Fulminator Mage fits into the top 6-7 Rakdos cards required for inclusion in my cube. It's a bit sad because I would have included it if it were mono-red, but I define hybrid cards as multicolor.
This doesn't make sense to me. The reason to restrict gold cards is that they can't be cast in as many kinds of decks as monocolored cards, but 1 can be cast in more decks than 1RR. If you think it's good enough to include at 1RR, you should definitely find a way to make room for it because it's a more flexible card than that. -
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IcariiFA posted a message on [Monthly Card Contest] ***MCC*** Discussion ThreadPosted in: Custom Card Contests and GamesQuote from palanthas »Thank you, IcariiFA and the judges, for hosting and running an inspiring contest this month.
for hosting and running an inspiring contest this month.
inspiring
What you did. I see it.
You're welcome! -
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FiveFingers posted a message on These are not real! Promotional and non-sanctioned Magic cards.Posted in: Cube Card and Archetype DiscussionThe Promotional and Non-Sanctioned Magic Card Thread
There are cards in magic history which are lesser-known in the cube, and in extension, the magic community. I was entirely oblivious to a few of them myself until I met a a playgroup that embraced them. I'm going to explain what some of these rarer cards in magic existence are, what my experiences with them has been and why you might want to consider them. The cards include: 5 Color Magic, Magic Online, Media promotion and Non-traditional cards.
I'd like to preface that the following cards for consideration aren't kosher. At all. Some cards have the potential to warp a player's outcome in games and it might cause a different, and potentially less enjoyable, experience for them. For some players, like myself, we search for new ways to bring a dynamic and unique experience to cubing. With my cube being appropriately titled, "Beyond Power" these cards were meant to find refuge within my cube.
Let's start with 5 Color Magic cards. They're a little less ridiculous in power level and should provide fair alternatives to guild sections or as a neat inclusion to a spot in your cube.
Mox Crystal
The "6th Mox". Originating from the earliest forms of table top magic, 5 Color Magic premiered at actual Magic sanctioned tournaments held across cities in the united states. 5 Color Magic is an entirely separate format in magic, now no-longer officially sanctioned, because it supports Ante - a mechanic that Richard Garfield abandoned quickly after the creation of Magic the Gathering. Mox Crystal was given to tournament winners as a sticker placed over a magic card which looked exactly as it appears above.
My experiences with Mox Crystal have been fairly straight-forward. Any free ramp, even when it only provides colorless mana, is an incredibly powerful effect. Anyone who plays powered cube understands that, regardless of what color deck you're playing, a first pick off-color mox will still beat-out some mega-bomb (almost always) in your colors. If you view Mox Crystal in this fashion it becomes an excellent inclusion. I'd play it over Mox Diamond if you run it.
Aku Fehling and Franky
I am not really sure when these were created and added to 5 Color Magic. I would imagine at one point tournament winners were given the opportunity to design a card to be officially supported in the format which resulted in these cards. Whatever the case, they're neat and I play them.
Aku Fehling, the Predictor
A Gruul/RUG powerhouse. When evaluating him in his worst-case scenario he's a 2/2 for 2 and cantrips himself when he's no longer relevant. With all of the various top-of-deck manipulation spells - Ponder, Preordain and Brainstorm to name a few - his high-end becomes absurdly powerful at RUG which is a fairly popular color archetype in powered cube. A lot of people run Sarkhan Vol however, I think he's become less and less relevant in cube and with Xenagos, the Reveler, Bloodbraid Elf and all of the other powerful 4-drops in Red and Green I think Aku Fehling becomes a welcome replacement to lower the Gruul curve.
Franky
An Izzet trickster. Immediately you will notice Franky's second ability is related to Ante. The playgroups I have seen run Franky decided translating the ability to straight-across affect all spells or activated abilities was far too powerful so instead, he has been errata'd to read for his second ability:
"Sacrifice Franky: Draw a card."
When played this way he becomes a pretty neat creature. Again, he's a bear at 2 which can shock something or cantrip. Often he cantrips if the shock or his body is no longer relevant. The modes on Franky is what makes him so powerful and I like him a lot. I've seen versions of him printed looking like the Cheshire Cat from Alice and Wonderland - which looks pretty neat, too! The "Big Three" in Izzet are Dack Fayden, Dack's Duplicate and Ral Zarek. The 4th slot has been up for contention for a long time and I think Franky can easily overpower Fire // Ice, Izzet Charm or Electrolyze.
Magic Online Cards
Currently there's one Magic Online card (to my knowledge) that only exists within that universe:
Gleemox
The "7th Mox". Gleemox is another self-explanatory card. It's uncontested as the best Mox, if you play it, and you should. I'd play it over Chrome Mox or just straight-up add it if you have room. Again, you should have room for this card.
Media Related Promotional Cards
There have been a few cards released over the years given as gifts to actors, studios or to be used as movie props. Some of these cards haven't even been discovered or officially recognized. For example there is rumored to exist a magic card, named after each actor and given to them, from the movie "Inception". One is known - Joseph Gordon-Levitt - and the rest are ambiguous as to their existence.
Drake Stone
Drake Stone was created to be gifted to, and used by the actor Toby Kebbell, in the movie The Sorcerer's Apprentice. Drake Stone instantly becomes the best Dimir card in existence if you recognize him as a cube-worthy card, and I highly suggest you do. He makes UB Reanimator better, acts as an absurdly powerful removal spell and he's fairly costed. The only downside is his art, which isn't awful, but isn't anything to write home about either. I'd replace Psychatog or Shadowmage Infiltrator for him.
Robot Chicken
My understanding is that when the cast of "Robot Chicken" visited Pro Tour San Diego they were given a unique promotional magic card, Robot Chicken. The number of them in existence and the size of the card in relation to tournament-legal magic cards is up for discussion. The Chicken is a fairly unexciting bear for 4 which makes him on the low-end a pretty low power card. The Chicken's engine however, easily becomes absurd if allowed to survive on the battlefield. The only downside to it's engine is that once your opponent's field is clear of threats to destroy, any additional destroyed eggs you control forces you to assault your own board. Usually at this point the Chicken has done his job and targeting himself with an egg becomes a fine choice. How you find room for him is your choice but I do recommend giving him a try!
NO IMAGE AVAILABLE
Joseph Gordon-Levitt - 1U - 2/1
Legendary Human Wizard
Sacrifice Joseph Gordon-Levitt: Copy target Instant or Sorcery spell with converted mana cost 2 or less.
As mentioned earlier, there was a card given to JGL himself after the release of the movie, Inception. I'm not sure which team at Wizard's decided to make him a card but the hit movie merited their support by gifting him a powerful magic card. I've only seen proxies that display his character as dressed in the movie. I think his sacrifice ability relates to the fact that, JGL being a fan of Magic the Gathering, had never gotten the opportunity to play with Time Walk. Wizard's made him a card that pokes fun of his plight by designing the card's ability to copy a spell two mana cost or less. If you're dicey on the existence of the card then by all means don't play it. I'm still working on getting the source image of the proxies that I've seen going around before I include it in my cube but I think he's strong enough to merit inclusion. If you've played around with Stratus Dancer or Willbender then I think this guy's inclusion would be about similar in play-style if you were trying to grasp how it might play.
Non-Traditional Magic Cards
These are cards which aren't "real" Magic cards that either playgroup communities created or have been adopted into cubes as neat mechanics. If the above cards have been too erroneous for you then check yourself out the door because things are about to get weird.
NO IMAGE AVAILABLE
Colin's Bag o' Tricks - 2 -
Artifact
At the beginning of your upkeep, exile a card at random from the Cube. You may play cards under Colin's Bag o' Tricks as though they were in your hand.
I don't have my story 100% straight but my understanding is that there is a cube playgroup in Canada that has done cube tournaments and such for the last decade or longer and at one point they designed the card? Deep_Woods, a MTG Salvation user, has a brief discussion about it on his cube thread which has had no activity for years. I haven't drafted it personally but I have seen it used before. It's about the same power-level as Booster Tutor if you've ever played with that. It's neat but I don't run it.
There are also other cards that playgroup has designed like Wamposki's Bauble, McBain, Balls Out Goblin and more. I'd only ever consider Colin's Bag o' Tricks of any of them. At some point even I draw the line about how many fabricated magic cards I include in my cube.
Joker
In the early 90s when Magic first came out players were gifted a DCI Poker Deck when signing up for the "Legend Membership". Additionally there was another poker deck created that portrayed cards printed in the base set and they really look quite beautiful. They're a bit pricey - be warned. You can read about their history, here.
I play two Joker cards in my cube. They can be played as whatever has been public knowledge in the current game being played. You still have to cast it with the correct mana though. The idea is similar as a Joker's function in Poker - use it as the best possible card to give you the best hand in poker. Similarly, Joker often becomes the best possible card cast in the game's history or, at the time, the best use possible. I've seen it used as a much-needed land drop, a Black Lotus, an Ancestral Recall, a Garruk, Apex Predator to destroy another Garruk, Apex Predator, and in many more awesome situations. It's a neat one. I've had some players end their games a bit salty from a well-timed Joker and so be mindful it may not always give everyone at the table a great experience. I'd say it's almost as nasty as Cheatyface however, I haven't had nearly the arguments result from a Joker as I have had from Cheatyface.
Discard
Some playgroups I have played with run one to two copies of a card which is just text that reads, "Discard". They behave exactly as it reads - Discard! Need to discard that Terastodon from your hand to Reanimate it? Play discard and target yourself! Want to thoughtseize an opponent? Target them with Discard. Want each player to discard a card of their choice from their hand? Play Discard!
With that in consideration, I have yet to include Discard in my cube. I've been on the fence on including it because it almost always behaves as a free Thoughtseize which is borderline too powerful in my mind. That said, if you feel as though you want more discard engines in your cube you can always consider it.
Conclusion
Maybe you'll read through this thread and scoff at the consideration at any or all of the cards I discussed. Or maybe I provided to some of you a new avenue to tackle in cube design and philosophy. Wherever your allegiance lay in Magic the Gathering card authenticity, I hope you enjoyed a look into the weird and lesser known cards.
That's it - for now! Wizard's and the Magic Community are always coming up with new and exciting cards. There's always potential for more in the future.
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Thanks admirableadmiral for hosting.
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Let me chime in my praise for TTTF's mats. I am the proud owner of these two, and everyone I've shown them to is floored by the quality of the art.
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