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  • published the article BfZ

    Allies: The Allies in this set are aggressively slanted and tend to have very little defensive value due to the nature of Rally. While I recognize that there's a small number of cards that can generate them at instant-speed by and large they're anemic threats on your opponents' turns. In a duel setting this isn't usually going to be a serious concern but in a multiplayer setting it worries me greatly. Moreover, none of the cards struck me as being especially pushed and I personally don't foresee the Ally deck/strategy being especially competitive. As such you won't see me covering many of the Ally cards in this set review. I'm sure that people will use Allies (both old and new) to build fun and interesting decks but from a competitive standpoint I don't feel especially compelled to analyze the tribe and its long-term impact on the multiplayer sphere. I'm just not expecting it to be a significant player. Beyond that I just don't see the value in stating things like "Munda, Ambush Leader, March from the Tomb and Ally Encampment are good in Ally decks." No kidding dude. I'm just not going to bother rating the Allies because I think they're all terrible Magic cards.

     

    Eldrazi: When it comes to keywords such as Devoid and Ingest I'm not going to assign much value to them. They're interesting bonuses (well, Ingest is at least) but not inherent reasons to play with the cards. Moreover, most Eldrazi have cast triggers which makes them resilient to Counterspells but weak Reanimate targets. I'm not going to state that each and every time I analyze one so consider this the blanket statement that covers all of them. Beyond that I'll tress that processors such as Blight Herder do have very real drawbacks but a the same time cards like Bojuka Bog, Scavenging Ooze and Return to Dust help to ensure that it's substantially mitigated in Constructed formats.

     

    Awaken: Random evasionless dorks don't have much value in lategame multiplayer situations. Additional blockers never hurt but at the same time an additional 4/4 isn't going to dramatically improve your relative board position. As such this isn't a mechanic that particularly interests me. Don't expect to see me assign much value to it.

     

    Landfall: Multiplayer games tend to run long and feature decks that have higher land counts to support higher quality cards. As a result Landfall tends to over-perform within the sphere and you can expect my ratings to reflect that.

     

    Converge: Converge, for the purposes of BfZ, is basically a joke keyword. Virtually every card with the keyword has strictly better counterparts in the sense that they always provide the maximum effect at no additional cost. See Radiant Flames vs Slagstorm or Exert Influence vs Mind Control. While the mechanic isn't inherently good or bad it's implementation was horrendous so don't expect to see much in the way of favorable reviews. It's a trash mechanic that isn't worth your time.

     

    Bane of Bala Ged: I think that most 5+ CMC threats that die to removal at no benefit and that provide people with heavy incentives to remove them are unplayable pieces of trash. BoBG is no exception. Some exceptions exist (think Jin-Gitaxias, Core Augur) but by and large you won't catch me playing with these kinds of cards in my lists. One thing that I need to stress is that the Exile trigger is basically just a drawback in my mind. Just compare this card to Shivan Dragon for example. It's not a playable Magic card or anything but at the very least no one is going to kill it until it becomes a problem. That is, if I'm holding a Doom Blade I have no incentive to kill the Dragon until it's attacking me. Until then it could easily be used to defeat my adversaries for me or even bait my opponent into using a ton of mana for nothing. Either way I'm going to wait until the last second to deal with it because I can easily afford to wait. The problem (yes, problem) with cards like Bane of Bala Ged is that anyone with removal is priced-in to using it before it becomes a threat. Once it's declared as an attacker it's too late to stop the trigger and so people have a lot of incentive to axe the thing beforehand. Given that it's otherwise just a dorky 7 drop with no ETB/dies trigger I really don't think that it's a playable Magic card. Even in the Urzatron decks that frequently produce 7 mana on turn 3 I still just expect this thing to die for no value. As such I personally think that it's trash tier and don't recommend fielding it.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Blight Herder: Despite the fact that this card has a relatively high setup cost the payoff is definitely there. The problem with cards like Cloudgoat Ranger is that they don't actually win multiplayer games of Magic. A variation that swarms the board and ramps you towards your game-enders that can is very appealing in that sense because it stabilizes you early on but also helps to secure the lategame. This isn't a "must have" by any means but insofar as your deck is playing cards like Withered Wretch, Scavenging Ooze, Return to Dust, etc. this is certainly a passable 5 drop. Bluntly put I'm not exactly sure why I like this card, I probably shouldn't, but something about a 7/8 across 4 bodies for 5 that also Black Lotuses you into your game-ending bombs sounds powerful to me. The fact that it's conditional means that it'll probably never see play in super serious competitive decks but I mean I generally play Bojuka Bogs and Withered Wretched in my Black decks anyways and insofar as you're reliably meeting the condition the card seems fine. It's not Primeval Titan or anything but it's still a creature that can generate a fairly large amount of extra mana and that's certainly going to enable some busted sequences a reasonable % of the time.

     

    Constructed Grade [b]C-[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]F[/b]

     

    Conduit of Ruin: Anything that tutors and ramps piques my interest for EDH and as far as Constructed is concerned there are plenty of Urzatron/Cloudpost decks that are always on the lookout for new, powerful additions to their roster. Unfortunately the body is rather anemic and "top of deck" tutoring is many orders of magnitude weaker than its "to hand" counterpart which leaves me skeptical that this card will do much work outside of EDH. People have a lot of incentive to remove this thing and it doesn't actually generate card advantage so running it out as your first real play doesn't seem especially competitive to me. It's obviously great if it survives, it's extremely easy to curve this into a big Eldrazi, but most people should see that coming from a mile away so I wouldn't get too greedy with the tutor trigger if you can help it. All-in-all I think that this card looks a lot better than it'll play out so I don't expect to see it much outside of combo decks like Animar, Soul of Elements in EDH that can really "go off" with tutors and ramp. You can obviously play it in most EDH decks (insofar as you have some powerful things to nab with it) but please don't fool yourself into thinking that this is a bomb in the format or anything. Paying 6 mana to Vampiric Tutor for a small subset of threats is extremely marginal and because it's a cast trigger you can't even find things like Artisan of Kozilek to propagate some sort of chain. I want to stress that it's certainly a playable card but not one that you should necessarily get excited over.

     

    Constructed Grade [b]C-[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]F[/b]

     

    Oblivion Sower: This is my favorite Eldrazi in the set and it's not particularly close. As-is it does a decent Primeval Titan impersonation and that's before you take into account the fact that cards like Bojuka Bog, Deathrite Shaman, Scavenging Ooze, Withered Wretch, etc. are all things that you probably want to be running in your MP lists anyways. It's extremely easy to build your decks in such a way that you'll routinely be jamming ~3 lands into play with this thing and that just seems absurd to me. Now, the fact that you can't Reanimate this thing is obviously unfortunate but at the same time it does improve the overall health of the game. The problem with cards like Sylvan Primordial is that as soon as someone plays one every Clone and Reanimate effect will be headed towards it because it's just the best possible thing to be doing at all times. Sower is "fixed" in the sense that you have to cast it "the fair way" for 6 mana and from then on you can't just copy/recur the thing to oblivion. This means that you can actually plays games of Magic as opposed to having matches end as soon as the first "ramp fatty" hits the field. What I love most about this card is that you can blindly jam it in any deck as a pseudo-Primeval Titan and a very large % of the time you'll just get 2 lands and a big body. It's obviously at its best in decks that do have some forms of exile but I personally think that you can still run this thing "as is." Now, the one caveat is that these kinds of cards tend to fare better in "competitive" metas than they do in overly casual ones. This is because newer players don't always own Fetchlands and they often cheat on lands in their lists which reduces the likelihood of thing hitting ~2 lands. I don't want to bore you with too much math but at 25 lands you have ~36.6% probability of hitting 2 or more lands but 20 lands you only have a ~40% probability. In metas devoid of Fetchlands filled with decks "cheating" on lands the card is only "powerful" 40% of the time which isn't mind-blowing by any means. It's a rather anemic threat if you're just getting 1 land off of the trigger so you do have to be somewhat mindful about when and where to field the thing. Still, again, I need to stress is that there's no opportunity cost to playing a card like Scavenging Ooze in a multiplayer setting to begin with so as long as you're already playing with exile effects this is a completely absurd Magic card.

     

    Constructed Grade [b]A-[/b] 

    EDH Grade [b]B+[/b]

    Cube Grade [b]B[/b]

     

    Scour from Existence: To anyone wondering if 1-2 color decks will play this thing the answer is a resounding "no." I'd love to be able to remove Enchantments in Black decks as much as the next guy but 7 mana is just way too high of a price to pay to remove a single threat from a single opponent. Even in formats like EDH I just wouldn't add this to my deck "as an out to Iona, Shield of Emeria/Humility" or whatever because that doesn't feel like a winning line to me. All is Dust is reasonably affordable and way more powerful so I'll personally stick to running that in my lists for the time being.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]D-[/b]

     

    Titan's Presence: This card is way too over-hyped and I can guarantee you that it's significantly weaker than it seems. Decks like mono-Blue Tron can consider running 1, MAYBE 2, but to anyone out there who thinks that they'll be slamming 4 of these in those lists you are very much mistaken my friend. 3 mana spot removal with multiple conditions is as marginal as it gets so please don't start thinking about this as some Swords to Plowshares "savior" for colors that lack hard removal. It's a marginal playable at best and even the best decks for it will only run a small number of copies.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]F[/b]

     

    Ulamog, the Ceaseless Hunger: In Cube he seems like an extremely busted Renimator target but at the same time I won't be adding him to my own. Much like Sword of Body and Mind he'll just create too many "non-games" where some of the players die on the 4th-5th turn because they ate 1-2 attacks from a threat that promptly milled them out of the game. Trust me when I say that no one at the table wins when things like that happen. From a purely competitive standpoint he's God-tier but I personally recommend taking a pass on this one.

     

    With respect to Constructed he's a 10 drop that doesn't immediately win the game so he's not going to see play outside of Reanimator (or possibly Oath of Druids) and Cloudpost/Tron decks. With respect to Reanimator he's definitely in top 5 best targets (at least in my opinion) and I'd happily field him myself. He's better at actually killing people than Griselbrand is and he's less vulnerable to removal than Jin-Gitaxias, Core Augur is but realistically his average clock is still slower than either. I do, however, think that he's quite a bit better than Inkwell Leviathan even though I recognize the fact that he can be Swords to Plowsharesed, bounced, etc. It really just depends on your meta and the types of interaction (i.e. removal) being fielded by the other players. Either way the card seems fine in the archetype but he's certainly not going to revolutionize it like Griselbrand has. With respect to Tron/Post decks I think that he's generally worse than the old Eldrazi if for no other reason than his lack of Annihilator and anti-death clause (relevant for Eye of Ugin abuse and mill protection). Exiling cards is cool and all but you really do need at least 2 attacks to kill a player off whereas old Eldrazi generally only need 1. I do like his ETB trigger, nabbing 2 perms is sweet, but the cards fall flat otherwise. That being said I would still happily play the guy in most Post/Tron decks because he's definitely in the top 1% of big dumb idiots to ramp out.

     

    Despite the hype surrounding this card I personally think that he's a bit overrated in EDH. he's fine because he's a huge threat who exiles multiple permanents and even though the "exile on attack" trigger is weaker in 100 card formats the singleton nature means that you'll randomly hose combos and such which is always sweet. Unfortunately the vanilla 10/10 body is relatively anemic for 10 mana and it takes way too many hits to actually mill someone out so he's definitely not a bomb or anything. Old Ulamog is significantly scarier in my mind because Annihilator is just so absurdly powerful. I know that this one can be Reanimated and such, that's cool and all, but I think that people are blowing his power-level out of proportion. Unlike Jin-Gitaxias, Core Augur he can't be thwarted with most forms of spot removal but at the same time it takes millennium for this guy to actually clear a table out. He's simply not going to race degenerate combo/prison decks to a win given that he needs to hit players ~4 times each to seal the deal. Obviously if you're playing with an unfair deck and your opponent aren't then he'll probably do a lot of work but I mean what does that prove exactly? That good decks can beat bad ones? I'm pretty sure we all had that one figured out already. Still, I want to credit where it's due and this guy does bring something new to EDH. Before if you were playing a non-Blue deck you didn't always have a super powerful creature that you could just revive on turn 2 off of a natural discard, Faithless Looting, Entomb, etc. Most of your options were too weak, slow or vulnerable to removal but this new Ulamog is extremely difficult to remove once he sticks. His clock isn't insanely fast or anything but if your meta isn't riddled with Blue-based combo and/or Prison/Stax/Mana Denial he does in fact present a significant clock. That is, the more "fair" your meta is the more unfair this card becomes.

     

    Constructed Grade [b]A[/b] 

    EDH Grade [b]B[/b]

    Cube Grade [b]B[/b]

     

    Void Winnower: If this card isn't on your radar then let me assure you that it should be. Most people are dismissing it as being too weird, slow, unreliable, whatever but I can assure you that this is an extremely competitive Magic card. Stax strategies which seek to prevent your opponents from ever resolving spells is one of the most powerful multiplayer tactics that you can possibly employ. Any creature/artifact that reads "your opponents can't cast 50%+ of the spells in their deck" is definitely going to see play within them. Ignore the cost, ignore the body, ignore the block clause, you are playing this thing for one sentence and one sentence alone. Now, let me be clear, I understand that this card doesn't just win the game when it hits the field. That's not the point. I'm not telling you to play a generic ramp deck that tops out with this guy in the foolish hope that it'll seal the deal. No sir. I'm telling you to play this in a deck with cards like Winter Orb, Tangle Wire, Smokestack, Possessed Portal and Nullstone Gargoyle that're already making it extremely difficult for your opponents to play Magic. Black decks in particular are best suited to using these kinds of creatures because of its ability to recur them on the cheap. Your cards like Smallpox, Contamination, Necrogen Mists,  Death CloudBraids, Cabal Minion, Mindslicer, etc. are all fantastic at limiting your opponent's options at which point you can lean on things like Animate Dead and/or Necromancy to recur threats such as Void Winnower and Nullstone Gargoyle to seal the game up.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]B[/b]

    Cube Grade [b]F[/b]

     

    Emeria Shepherd: I'm sure that most players are aware of the Sakura-Tribe Elder combo by now and it only takes a sac outlet (say Altar of Dementia) for this to do silly things with cards like Kor Cartographer and/or Solemn Simulacrum. There's also cards like Prismatic Omen which, again, can lead to some rather absurd sequences involving this spicy little vixen. My problem with all of these combos is that they feel significantly slower and weaker than plain old Land Tax/Endless Horizons into Goblin Charbelcher so suffice it to say that I'm not sold on her just yet. While you arguably jam her in a Reanimator style deck given that the color already has bombs such as Avacyn, Angel of Hope, Iona, Shield of Emeria, Elesh Norn, Grand Cenobite, etc. it's not as though it needed another one. A pseudo Sheoldred, Whispering One in White is "fine" but it already has that in Reya Dawnbringer. The problem with Emeria Shepher, which is the same problem that Reya has by the way, is that the card is too weak to cast "the fair way." She's virtually an 8 drop if you want to get immediate value from her (hint: you do) and, again, it's not as though her "combo kills" are any better than what the color can already muster. If you're just looking for a generic, value finisher it's tough to field her over Angel of Serenity if for no other reason than the fact the one is actually a 7 drop whereas the other is a phony. Bear in mind that I've basically ignored the fact that most decks (especially EDH lists) don't even have that many actual Plains in them to begin with and it's not as though mono-White is much of a thing. Even the 4/4 stats leave something to be desired but realistically that doesn't matter all that much. Avid EDH players should probably pick these up at some point but not until you're paying bottom dollar for them. I don't hate her in in the format but that's mostly because I see her as a decent card in Stax decks (think Hokori, Dust Drinker and Avacyn, Angel of Hope). She fuels cards like Smokestack and Possessed Portal insanely well, especially if you're constantly cycling a mana rock (such as Gilded Lotus) while hiding behind cards like Winter Orb and Tangle Wire. I'm not sold on playing her as much a combo/generic value finisher though.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C[/b]

     

    Felidar Sovereign: "You win the game" on a trivial condition? You don't have to twist my arm on this one. This one of the most criminally underplayed White cards in the game since it's basically a free shot to win games out of nowhere (especially in formats such as EDH). I get that MP Magic tends to be casual in nature and so these kinds of cards are frowned-upon but from a purely competitive perspective this is a card that you definitely want to have in your collection. As we'll soon see the Soul Warden, Soul's Attendant deck got a lot better with BfZ so I highly recommend grabbing these at some point. You don't have to ruin the game by slotting them in your go-to decks but if you're ever looking for cheap and easy wins then this is the perfect card for you. It only takes 1-2 White lifegain spells to put you well over 40 life (think Congrgate) and with Emeria, the Sky Ruin it's not as though 1-2 pieces of interaction are going to thwart your well-laid plans.

     

    Constructed Grade [b]B[/b] 

    EDH Grade [b]A[/b]

    Cube Grade [b]D[/b]

     

    Gideon, Ally of Zendikar: This is a perfect example of 'Walker that has next-to-no value in an MP setting in my mind. Beating in for 5 doesn't interest me in the slightest and while I'm assuming that Ally lists will appreciate the 2/2 Token I'm not scrambling to jam that effect into most of my decks. The ultimate is arguable reasonable but I can't remember the last time that I've seen a "good deck" play Honor of the Pure so an indestructible version of the thing doesn't seem very appealing to me. It's not some game-ending effect that will grind the table out even if you manage to get multiples into play. Like most 'Walkers I expect him to see more play than he deserves and being in the Wrath of God color certainly helps but I'd still happily play against this guy any day of the week. He just doesn't have enough of an impact on the game to justify his inclusion into most decks.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Planar Outburst: Wrath of God and Day of Judgment aren't so expensive that most players will be forced to play with these marginal 5 CMC alternatives but for players looking to field decks that're Standard/Modern legal you don't have much say in the matter. In EDH you have vastly superior options (think Hallowed Burial) but at the same time any Wrath is going to be playable so there's a relatively high floor on this type of effect. Cube is similar in the sense the best ones won't be able to find room for a card like this but at the same time it's probably going to cheap and easy to acquire which is usually more important than most other factors. This isn't a "must own" by any means, Tragic Arrogance from Magic Origins is a significantly more powerful card than this, but you can still feel decent about playing this spell in any multiplayer sphere.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C[/b]

     

    Quarantine Field: I think that Banishing Light is an incredibly overrated Magic card and this feels like a strictly worse version to me. That should give you a good idea on my opinion of it. I think that baseline card of "pay 4-6 to exile 2-3 things" is completely unplayable and I don't care if scales to 10+ mana some % of the time. Paying 4 mana to exile a single threat from a single opponent is just such a horrendous rate that I can't possibly envision myself playing with this thing. Even in Nykthos, Shrine to Nyx decks I'm just never going to field it over actual game-enders because this does not just end the game if you sink 12 mana into it. The only role that this card serves, in my mind, is that if you're able to generate infinite mana then you can use it to exile everyone's nonland perms. That's it. Don't buy-in to the hype surrounding this card because I can guarantee you that it's significantly weaker than people think.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Retreat to Emeria: I can understand not wanting to play Luminarch Ascension in 100% of your White decks but even then things like Sacred Mesa and Mastery of the Unseen are probably going to significantly outperform something like this in the long-run. I get that Retreat is a "fire-and-forget" spell that doesn't require further investments but the problem with these kinds of cards is that they're best played early and very little value later on. Still, the 1/1s aren't going to accomplish much in a MP setting so unless you can somehow sit on a throng of them and go off with some Fetchlands I can't imagine actually closing a game out with this type of effect.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]D-[/b]

     

    Serene Steward: If you've overlooked this card go back and take another glance. The biggest weakness of most Soul Sister decks is that other than the 4x Ajani's Pridemate the deck doesn't have much access to affordable meat. Obviously in an ideal world we'd all have Serra Ascendants and Archangel of Thunes but those just aren't affordable cards for the masses. What I like this Steward is that she allows you to field another set of "big dumb bears" who, while weaker, are less vulnerable to removal. Those decks frequently play cards like Squadron Hawk and Spectral Procession so splitting the counters is definitely relevant. She's also cheap and a threat herself, unlike Cradle of Vitality, a card which is probably now obsolete. I won't BS you and act like having to pay W isn't significant, it's definitely a huge drawback compared to Ajani's Pridemate, but even then I still think that most budget versions of the deck are going to want some number of these to help them close games out. Finally, as I previously alluded to, this archetype was further "buffed" with the reprinting of Felidar Sovereign which further reduces its reliance on cards such as Serra Ascendant to close games out. A simple Emeria, the Sky Ruin + Sovereign recursion suite will probably get there eventually so as long as you have meaty blockers (such as Serene Steward) to buy some time you'll easily pick up some wins every now and then.

    [spoiler=Soul Sisters]

    [/spoiler]

    Constructed Grade [b]C[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Stasis Snare:  I expect to see this card played more than it should but I'm personally not a big fan of marginal 1-for-1s. It doesn't have the same flexibility that Oblivion Ring/Banishing Light have (not that I'm a huge fan of those cards either mind you) nor the efficiency that Swords to Plowshares offers. On the plus side it's easier to cast than Unmake, it adds 2 Devotion for Nykthos, Shrine to Nyx and being an Enchantment definitely matters when you have things like Eidolon of Blossoms in your 60. Still, the point of this entry (and the upcoming one for Ruinous Path) is to caution the reader that these kinds of removal effects lose a significant amount of value in multiplayer and to remind you to carefully consider whether or not it's in your best interest to include them. 3 mana to remove a single threat from a single opponent is a steep price to pay and decks that lack sufficient ways to generate card advantage will suffer if they field too many marginal effects such as that.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Anticipate: Cards like Ponder, Preordain, Impulse and Anticipate are solid playables in every Blue deck in every format. Not only do they they smooth your draws and help you dig into the strongest cards in your deck but they also require absolutely no support in order to function optionally. They also offer additional minor benefits such as enabling Treasure Cruise and/or triggering Prowess but let's ignore that for the time being and stick to the basics. These cards are infinitely superior to alternatives such as Brainstorm (and Ponder to a lesser extent) if your deck doesn't have access to a critical mass of cheap shuffle effects such as Fetchlands and Tutors. Brainstorm, on its own, is a draw 1 for 1. That's completely unplayable and makes it one of the most overrated casual cards in the game. If you can use something like Fabricate to shuffle 2 useless lands/cards away with it then you have a worthwhile effect but if you're just drawing the same cards that you put back then you haven't significantly changed anything. Given that many players don't own all of the awesome Fetchlands and Tutors and given that you still should play with cheap cantrips I highly recommend acquiring things like Preordain and Anticipate that don't require any support in order to function. You can blindly jam them into any Blue deck of any format and consistently expect to get full value from your spell. Anticipate, at 2 mana, is clearly a step below something like Preordain but by no means does that make it terrible. A huge % of your decks won't have many 2 drops to begin with so the difference in mana isn't always that significant. The fixing really does go a long way to giving you consistently powerful draws and enables you to avoid playing marginal cards. To the people who don't think that these cards are good in formats like EDH I hope that you'll take this opportunity to reconsider your position on the cards. After all, they're good in EDH for exactly the same reasons that they're good in Constructed. At the end of the day very few cards in your list are better than your Cyclonic Rift, Rite of Replication, Fact or Fiction, Bribery, Diluvian Primordial etc. and drawing into spells that aren't on that level is just plain worse than hitting your 10/10 bombs as frequently and consistently as possible. Rather than fielding a bunch of marginal filler that you'll inevitably draw you can simply jam a bunch of cantrips into those slots and dig your way into the cards that actually matter (while hitting your land drops along the way). This is especially relevant if you're playing with combos because at some point you'll want to stop hitting things like mana rocks and Counterspells in order to assemble them. For all these reasons and more you really do want to be playing with cheap cantrips in your Blue decks as opposed to fielding marginal garbage that help you hit 100 cards. Drawing your best cards in a favorable order is just so much better than playing with a bunch of filler that can't compete with your strongest threats and/or combos.

     

    Constructed Grade [b]C+[/b] 

    EDH Grade [b]C+[/b]

    Cube Grade [b]C+[/b]

     

    Coastal Discovery: Unlike Mulldrifter you're never happy to cast the spell half of this card and the fact that it's virtually an 7 mana creature (assuming that actually you want to block with it) means that people calling this a "better" Phyrexian Gargantua are missing an extremely important distinction. If you're going to slot this into your decks try to take advantage of the fact that it's a "spell creature" and pair it with things like Augur of Bolas and Archaeomancer if at all possible. An even better idea would be to simply exclude it ;).

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Dampening Pulse: I've never seen a competitive Cumber Stone deck and I don't expect that to change regardless of the number of versions that they print. Multiplayer isn't a format where players are generally winning games by turning small creatures sideways so this is basically just a mulligan as far as I'm concerned. Much like Fog Bank this is a card that I would actively choose to have in my opponents' decks because no Control, Combo, Ramp, Stax, Prison, Mana Denial, etc. deck will ever care about this type of effect. Even token decks are going to win with Overruns, they're not going to clear a table out with small threats, so please don't kid yourself into thinking that this is a powerful, playable Magic card. I can assure you that it's not.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Part the Waterveil: Every "take and extra turn spell" is a competitive Magic card. EVERY. SINGLE. ONE. If you're a Blue EDH/2HG player you simply must acquire one of these and even if FFA Constructed is more your speed there's still plenty of powerful ways to abuse taking extra turns. Now, I realize that Wizards has finally caught on the fact that players were just taking all of the turns using cards like Archaeomancer and Crystal Shard but even though the new variations Exile themselves they're still must-haves in rampy, combo-centric formats such as EDH and Constructed Multiplayer. As much I'd like to provide examples of specific decks that will play this card, the answer is basically "any big mana Blue deck." Insofar as your deck has powerful ramp and a strong endgame you'll probably benefit wildly from taking extra turns. I'm already thinking about generals such as Narset, Enlightened Master, Teferi, Temporal Archmage, Arcanis the Omnipotent, Damia, Sage of Stone and Jin-Gitaxias, Core Augur and with respect to Constructed I'm mostly thinking about rampy Cloudpost style decks that win with things like Upheaval fueled by Thran Dynamo style ramp.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]A[/b]

    Cube Grade [b]C-[/b]

     

    Retreat to Coralhelm: If Mind Over Matter has taught us anything it's that free triggers on free effects leads to degenerate outcomes. Playing a land is a free effect that generates mana and given that we live in a world of Fetchlands you can basically think of this thing as a Lotus Cobra of sorts. Right now I'm mostly thinking about Simic/Bant decks that use things like Arbor Elf and Kiora's Follower to untap lands Enchanted with things like Utopia Sprawl but also ones where you can go "infinite" with a card like Knight of the Reliquary. The card does a ton of work in Genesis Wave decks since you can basically just stack a million untap triggers, use Kiora's Follower to untap Nykthos, Shrine to Nyx or Gaea's Cradle and as long as you have something like Eternal Witness or Greenwarden of Murasa to re-buy your Genesis Waves you should be able to slam your entire deck into play. Another aspect of Retreat to Coralhelm that we shouldn't overlook is that even when your deck isn't ready to do busted things just yet it digs deeper towards the cards that you're missing. I don't want to oversell this point because I wouldn't play this card if it were just a 3 mana Enchantment that let me Scry 1 every turn (and Landfall isn't guaranteed by any means) but it's a bit of extra, marginal value that should be accounted for. The point is that there's going to be powerful, unfair applications for this thing so there's absolutely no reason to avoid picking them up assuming that it's just a bulk uncommon. I'm almost positive that it'll slot right into the degenerate Prophet of Kruphix decks that generate ridiculous sums of mana to do absurd things.

     

    Constructed Grade [b]C+[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]D[/b]

     

    Ugin's Insight: With Recurring Insight at 6 CMC you have to be getting a lot of Scry value to make this type of card worthwhile. If I'm paying 5 mana at Sorcery speed to draw 3 cards I better be getting at least a Scry 4 in the interim. That way I may not be getting the exact quantity of cards that I'm looking for but at least the quality will be relatively high. As such I'd be relatively happy to play this in decks that have a bunch of Archaeomancers and various 5-7 drops (such as Future Sight and Diluvian Primordial) but I'm not going to jam in in creature-light shells that cap out with Snapcaster Mages and Rhystic Studys. It's relatively niche in that sense so I wouldn't put a high priority on acquiring them. While you could arguably jam them in the Omniscience deck the reality is that if you're casting big draw spells with an Omni in play then you've probably already won. Scry 10 is cool and all but likely win-more at that point. With respect to EDH I really like this card in big Blue combo + ramp decks such as Sharuum the Hegemon and Oona, Queen of the Fae that feature an expensive Commander and plenty of 2 card combo kills. Always having access to a 6-10 drop General makes the card significantly more promising and Scrying 6+ to find key combo pieces is very relevant in the format. Past a certain point you stop needing quantity and simply need the highest quality cards that your deck can muster.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]B[/b]

    Cube Grade [b]C[/b]

     

    Ulamog's Reclaimer: Mnemonic Wall is a marginal playable as far as I'm concerned and as such I'm completely unwilling to work for a similar alternative. In a world of creatures such as Snapcaster Mage and Archaeomancer I don't consider this to be a playable Magic card.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]F[/b]

    Cube Grade [b]F[/b]

     

    Defiant Bloodlord: Sanguine Bond #2 for EDH is where this guy will see the most play but please don't misinterpret that as me calling him "good  in EDH." I like that you can tutor for him with cards like Survival of the Fittest and I do think that being a creature (as opposed to an Enchantment) is generally a buff in that specific format. Green and Black are two of the strongest colors and Green has a ton of creature-based tutors whereas Black has a plethora of powerful + cheap recursion options. That being said at 7 mana it's extremely difficult to do anything truly abusive with this guy. The Exquisite Blood infinite combos have never been especially competitive and this guy certainly isn't going to change that. While you could arguably play him as a value beater alongside Exsanguinate, Gray Merchant of Asphodel, Kokusho, the Evening Star, etc. as someone who loves to playing those kinds of decks I can assure you that I'd personally never field the thing myself. It's a 7 mana spell that doesn't win the game whereas something like Necrologia almost always will. It's a cool card that will probably make some casual players happy but until I can Buried Alive this + something else and win the game off of Victimize or Living Death I'm just not going to bother with weak combo kills when I can just lean on Mikaeus, the Unhallowed + Triskelion and/or Necrotic Ooze + Triskelion + Phyrexian Devourer, etc. It's entirely possible that I'm being unfairly critical towards this thing but I'm just never going to run it over things like Rune-Scarred Demon, Sheoldred Whispering One or even Sepulchral Primordial in most decks. I don't want to be playing with conditional 7 drops that die to removal even if they enable a small number of marginal combos.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]F[/b]

     

    Kalastria Healer: Ally decks aren't a "thing" as far as I'm concerned and the trigger is too weak to actually abuse. Given that I would never play a 2 mana 1/2 that drains for 1 (which is what this card will be 99% of the time) I don't see a compelling reason to acquire them. 

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]F[/b]

     

    Mind Raker: I'm definitely not willing to work for a weak Unnerve on a useless body.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]F[/b]

     

    Ob Nixilis Reignited: Casting this guy on a clear board is going to be virtually impossible and his -3 isn't going to drastically change anything the vast majority of the time. His average use-case will be a 5 mana removal spell and even if you live the dream it's not as though his ultimate actually wins you the game. Much like Gideon I have no interest in this card whatsoever and recommend avoiding him if possible.

     

    Constructed Grade [b]D+[/b] 

    EDH Grade [b]D+[/b]

    Cube Grade [b]D[/b]

     

    Painful Truths: With respect to Constructed this is basically just a draw 3 for 3 in the right shells and that's a relatively powerful Magic card. It's not going to run away with the game like Syphon Mind can but you get your ROI immediately which isn't a feat that draw engines such as Phyrexian Arena can boast. It's just a middling draw spell that you should feel relatively happy to resolve at basically any stage of the game. If I don't sound excited it's because I'm not. You literally have to be playing a 3 color, non-Blue deck to make this card playable and even then it's just a marginally improved Ambition's Cost. If you're playing Mardu or Abzan or whatever then you can certainly consider playing this thing but even then I'm probably just going to stick to things like Outpost Siege and Syphon Mind that have a higher power-ceiling.

     

    Moving on to EDH, a draw 3 for 3 is interesting but I can guarantee you that this card is significantly weaker than it seems. To anyone thinking "oh, but it's better than Ambition's Cost et al." you are just plain wrong. The fact that you have pay 3 colored mana to cast the thing means that you can't use your colorless mana rocks such as Sol Ring, Mana Vault, Basalt Monolith, Worn Powerstone, Thran Dynamo etc. so more often than not you're just going to float your colorless mana anyways. You're also never going to find room for this thing in your Blue decks and since you need to be playing with 3 or more colors just to make it playable it's  really asking for a lot. In that sense I think that it's almost strictly worse than cards like Ambition's Cost and Ancient Craving in EDH and those aren't even draw spells that I play in my competitive decks. Don't even get me started with this card in 1-2 color decks when you already have access to Sign in Blood, Night's Whisper, Read the Bones, etc. I get that not everyone plays with a bunch of ramp and card draw in their MP decks (be it EDH or not) but it's hard for me to get excited over a draw spell that's difficult to ramp out.

     

    To anyone who just wants a "buy or not buy" answer, I'm firmly in the "not buy" camp. For this card to be good you have to be playing 3 colors, none of which are Blue, in a deck that doesn't have much colorless ramp. That's such a trivial % of my multiplayer decks that I couldn't possibly imagine getting a worthwhile return on this thing.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]F[/b]

     

    Retreat to Hagra: Even if this were simply a 3 mana Subversion it still wouldn't be a competitive multiplayer card and this doesn't even gain 1 life for each opponent that you drain. I personally think that these kinds of cards are actively bad because they piss the entire table off without improving your board nor providing a significant clock. Since multiplayer tends to be an "all things being equal" format you never want to provide people with an incentive to focus their attention on you if it can be avoided. Do not play with this card.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]D-[/b]

     

    Rising Miasma: I don't even think that Infest is a playable Magic card in most MP settings let alone this POS. It's too much mana for too little impact.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Ruinous Path: Hero's Downfall is extremely overrated in my opinion and this card is basically strictly worse as far as I'm concerned. Spot removal isn't good for much other than disrupting combos and killing attackers both of which are things that you can't really do at Sorcery speed. I'm not saying that you shouldn't ever run spot removal in multiplayer, you gotta do what you gotta do, but 9 times out of 10 these 3 CMC removal spells are just flat-out worse than Go for the Throat in my experience. 'Walkers lose a lot of their value in an MP setting where you can virtually never stabilize the board and tend to draw a lot of hate anyways so it's almost never worthwhile paying more than 1-2 mana for your removal.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C[/b]

     

    Smothering Abomination: I'm a fan of big, cheap fliers and drawing cards so I can kinda get behind this badboy. I know that it's an unpopular opinion but I love to whip out Contamination/Smokestack/Braids, Cabal Minion decks every now and then and this guy seems like he could slot directly into that style of deck. Even if you're not going deep on a Stax strategy there's always things like Attrition and Grave Pact which reward you for fielding recursive threats such as Reassembling Skeleton and Bloodghast. I want to stress that this is a fringe playable at best (think Blight Herder, not Oblivion Sower) but once it falls to ~50 cents or whatever I see no harm in acquiring some to fool around with. Drawing cards for free is a powerful effect and the body is big, cheap and evasive which is perfect given that Reassembling Skeleton decks are already have incentive to field some Equipment.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C-[/b]

     

    Vampiric Rites: Ever since tucking stopped being a thing the value of sac outlets plummeted in EDH. They were never that great to begin with (people overrate them in general IMO) but at this point it's almost pointless to even bother with the things unless they're supporting various infinite combos. Protecting your dudes from exile effects is still mildly relevant at times but in general the effect isn't worth a card. The format is just too fast and too powerful for you to be messing around with expensive, do-nothing effects. The reason I highlight this is because people often fall into habits/mindsets that can be difficult to break even after they become obsolete. Once upon a time I happily played cards like Infernal Tribute in my Black decks (even outside of EDH) and I almost tricked myself into thinking that Vampiric Rites was a real card as a result. I mean, look at how cheap it is! And that free lifegain! Wow! Yeah... no. If you're playing 4 mana to draw a card via Reassembling Skeleton (or whatever) you're not actually doing something especially powerful/competitive. It feels good because it's "infinite value" but in reality you're just spinning your wheels for marginal value. I will still happily play free sac outlets sac as Viscera Seer and Sadistic Hypnotist, they enable some extremely degenerate sequences of plays, but I'm basically done with 2+ mana sac outlets at this point. I'm willing to fool around with legitimate threats (such as Flesh Carver) but if I'm just looking to draw cards and generate value this isn't where I want to be anymore. Now, obviously this is just a bulk uncommon that won't cost you a dime, feel free to grab some for your collection, but don't hold your breath waiting for some uber Bloodghast value deck to crop out after its released. You might play it as a 1-of every now and then but this effect isn't exciting by any means.

     

    Constructed Grade [b]D+[/b] 

    EDH Grade [b]D+[/b]

    Cube Grade [b]F[/b]

     

    Wasteland Strangler: I'm not willing to work for a conditional, weak version of Shriekmaw/Bone Shredder/Nekrataal. Pass.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]F[/b]

    Cube Grade [b]F[/b]

     

    Zulaport Cutthroat: This is the "good version" of Kalastria Healer and it reminds me a lot of Blood Artist. I'm ashamed to admit that I criminally underrated the Artist for an extremely long time since I often thought of it as a do-nothing 2 drop who could be combo'd with mass removal to gain a bit of life and deal a bit of damage. Whoop-de-doo! In practice the card is actually exceptionally powerful to the point where it can easily cause another player to lose the game outright. Obviously you can gun it down with removal but I don't exactly mind if people are focusing on my 1 and 2 drops. While the Cutthroat arguably doesn't scale as well in big FFA games the effect is still extremely powerful when it's properly supported. Black and White has access to tons of powerful mass recursion spells (Living Death, Immortal Servitude, Return to the Ranks, Rally the Ancestors, etc.) which can often be paired with free sac outlets (such as Viscera Seer) in order to combo kill players/tables out of the game. he even has the Human subtype which is perfect for the Xathrid Necromancer "Humans matter" archetype that naturally wants to be using cards like Skirsdag High Priest and Angel of Glory's Rise. As you can probably imagine creatures are played, killed, and recurred en masse in that style of deck so I can easily envision scenarios where this does obscene amounts of work. Unlike some of the other Black entries I personally this to be a "must have" and highly recommend that you make a concerted effort to acquire some. It's good in both fair and unfair strategies, it's a relevant 2 drop for any creature-based deck (something that Black sorely lacks) and I can't imagine that it'll cost you anything so this seems like a no-brainer to me.

    [spoiler]

    [/spoiler]

    Constructed Grade [b]B[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]C[/b]

     

    Akoum Firebird: 6 mana and a condition to recur a 3/3 that (basically) can't block? Thanks Wizards /sarcasm! Please don't waste your time with this steaming pile of trash. You are not going to grind a multiplayer table out with one of these and there's no sac outlet in the world powerful enough to abuse 6 mana, conditional recursion.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]D-[/b]

     

    Barrage Tyrant: Bosh, Iron Golem this card is not. Red is actually extremely capable at recurring Artifacts and being unable to sac itself is a huge drawback. Given that Bosh only see fringe EDH play to begin with I don't see a reason to acquire this card. 2+ mana sac outlets are just so freaking hard to abuse in Constructed formats. Even if you have creatures such as Wight of Precinct Six/Mortivore in your deck these Fling effects are still almost always way too slow, unreliable and weak given that they're at-best killing players off one at a time. More often than not they simply succumb to pressure/interaction at which point they maybe become king-makers. Play to win, not crown another champion yourself.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Boiling Earth: These kinds of cards are strictly worse than Earthquake as far I'm concerned (a card which is grotesquely underplayed by the way) and should never see play as a result. I realize that EQ hits your own stuff as well but the fact that it scales extremely well into every stage of the game while simultaneously acting as a potential win condition makes it many orders of magnitude more powerful than marginal crap such as Boiling Earth.

     

    Constructed Grade [b]F[/b] 

    EDH Grade [b]F[/b]

    Cube Grade [b]F[/b]

     

    Dragonmaster Outcast: As much as I try and step outside of my own meta and biases I've never been able to get a good sense for how powerful these "Scute Mob" style cards are. I'm personally of the opinion that having something, anything on your side of the field is significantly better than having nothing because I've noticed that newer/weaker/inexperienced players often get overwhelmed with the sheer volume of cards in play. As a result they usually shy away from attacks against players who have some semblance of a board. That being said as seasoned player I'm personally never going to be intimidated by 1/1s for 1 which is exactly what this card is for most of the game. It literally just sits there (either in your hand or in play), does nothing, then hopefully people ignore it once you hit the required number of lands. They don't, I've never seen someone "go off" and make a bunch of Dragons with this thing, but maybe it works for other players? Where I don't mind this card is in Nykthos, Shrine to Nyx decks because you really do want to be casting as many Red permanents as possible in those lists and things like Outpost Siege make hitting the requisite number of lands a trivial pursuit. It is likely the best generic Red 1 drop if only because it can theoretically win the game on its own despite the fact that in my many years of playing I've yet to see it actually happen. If you like building Nykthos decks I recommend acquiring them but otherwise I probably wouldn't bother unless your meta is removal-light.

     

    Constructed Grade [b]B[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C[/b]

     

    Nettle Drone, Tunneling Geopede: Cards can say "each opponent" and still be unplayable garbage. These are irrelevant threats that provide irrelevant clocks and aren't going to do anything other than paint a huge target on your back as you simultaneously piss the entire table off while casting marginal threats.

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]F[/b]

     

    Radiant Flames: Uhh... a Slagstorm variant that only works in 3+ color decks and that can't use colorless ramp? Cool? This card is clearly "fine" under those conditions but why in God's name would you ever purchase these over things like Anger of the Gods that always do their job? Again, this card isn't unplayable in 3+ color decks but it's so freaking conditional at no benefit that I'll just refuse to ever play with and/or purchase it out of spite.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]F[/b]

     

    Rolling Thunder: While moderately versatile these kinds of cards tend to be significantly weaker than their Earthquake/Comet Storm variants in a MP setting. While it's easy to get a 2-for-1 with this thing or even dome a player for 8 later on this just isn't the kind of card that's going to win you games of Magic.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]D[/b]

     

    Serpentine Spike: 7 mana at Sorcery speed to conditionally kill 3 creatures is so wildly unplayable that it's not even funny. At that point you may as well just wait for Insurrection or jam something like Mob Rule to deliver some savage beatdowns. 

     

    Constructed Grade [b]D-[/b] 

    EDH Grade [b]D-[/b]

    Cube Grade [b]D-[/b]

     

    Zada, Hedron Grinder: While I'm generally supportive of 4 CMC threats that can win games on their own I tend to prefer things like Master Transmuter and Crypt Ghast that don't require big boards. This guy's power-ceiling is crazy high but he's basically just another variation of Purphoros, God of the Forge who players can actually interact with. He just doesn't do all that much unless you have a board full of tokens but at that point all you're doing is enabling people to turn spot removal into legitimate spells against you. Whereas a card like Coat of Arms would force them into "mass removal or bust" scenarios this card literally dies to everything. You also need a board full of dudes, this guy in play AND some Hatred-esque spell to get value from his effect which means that he's extremely conditional, unreliable, inconsistent and demanding (with respect to deckbuilding). This is troublesome for a color such as Red which doesn't have access to consistent tutors (Gamble doesn't count) or cheap + powerful forms of card draw. With respect to EDH, again, I struggle to believe that this guy could possibly be superior to Purphoros, God of the Forge as a Commander. I'm more than happy to be proven wrong but I just don't see it happening.

     

    Constructed Grade [b]D[/b] 

    EDH Grade [b]D[/b]

    Cube Grade [b]F[/b]

     

    From Beyond: This is definitely one of the most overrated cards in the set, especially in formats such as EDH. I like tutors as much as the next guy but paying 6 mana to find one of ~three cards in your deck is an atrocious rate. This is also a piss-poor form of ramp given that it doesn't start paying dividends until turn 3-4 (and that's assuming that you ramp this out in the first place) given that there's a ton of Basalt Monolith-esque cards that will just enable you to jam 7 drops on turn 3. I've never considered Awakening Zone to be a playable Magic card and while thing is arguably more powerful I just can't imagine slotting it into a competitive ramp shell (in any format). If you're putting this card in your deck it's because you want a Green Bitterblossom to fuel your Smokestacks or whatever and not because you're looking for some OP form of ramp. I can definitely see it being played in Mass Polymorph decks and whatnot too but I just don't understand why players are clamoring to slot these into their typical ramp decks. Green just got Frontier Siege, a way better card that no one plays (I have no idea why, the card is absurd) but then this gets released and everyone loses their mind? Much like Awakening Zone (another massively hyper card that flopped) I sincerely doubt that this card will have many competitive applications so prepare to disappointed my friends.

     

    Constructed Grade [b]C[/b] 

    EDH Grade [b]C[/b]

    Cube Grade [b]C[/b]

     

    Greenwarden of Murasa: Even a bad Eternal Witness is still a very powerful Magic card and you should expect this thing to see a ton of play. Most modern Green decks win by extracting value from powerful spells/tutors such as Genesis Wave and Nissa's Revelation and your single best answer to removal/counters etc. is to simply "go infinite" and recur them indefinitely. This, by the way, is what makes this card is miles better than Deadwood Treefolk so you can just go ahead and ignore people making that comparison, It's one thing to recur creatures but it's another to nab that Primal Surge. If you're an avid Green mage you'll definitely want to pick these up to compliment your Witnesses since you can realistically play them in any Green shell. Worst-case scenario it's still a pseudo-Primeval Titan in the sense that it's another value 6 drop that beats removal. Even if you're not recurring a busted spell like Tooth and Nail you're still getting 1-2 things back and at that point it doesn't really matter what happens to the thing. If people want to Doom Blade the threat that recurred the 2 strongest cards that you played that game, God bless them! Obviously this card isn't on the same level as Primetime but it's still a powerful effect and it's one that you really do want to have on a body whenever possible. This is especially relevant for formats such as EDH where you're almost always playing cards like Survival of the Fittest, Yisan, the Wanderer Bard, Chord of Calling, Birthing Pod, etc.

     

    Sylvan Scrying: A 2 mana, 50 cent tutor for Eye of Ugin, Cloudpost and Urza's Tower? Count me in! If you're ever planning on building a Tron/Post deck you're going to want 4 of these and since they're now affordable you don't have any excuse to omit them from your lists. I've never played the thing in EDH but I've played Crop Rotation enough that I have to imagine that it's playable. Not being able to fetch Bojuka Bog at instant-speed kinda sucks but if you're playing a Gaea's Cradle deck (or even a Cabal Coffers + Urborg Tomb of Yawgmoth shell) I could imagine a world where you'd want a second Crop Rotation. There's just absolutely no reason not to own ~6 of these if they're only like a buck each so just grab them at some point.

     

    Tajuru Warcaller: While I have no intention of ever playing this in an Ally deck it's a card that Sylvan Messenger can find (and that Wirewood Symbiote can bounce) and that conceivably wins games if you have a ton of Elves in play. I know that it doesn't grant Trample and I know that it costs 5 mana but I also know that Craterhoof Behemoth costs millions of dollars so I always like to keep an eye out for budget alternatives. I've always hated Joraga Warcaller since people can just kill it during combat at which point your Elf army does nothing. I don't think that it's especially playable in that sense. Tajuru Warcaller, at the very least, doesn't die to removal. Basically I would just keep an eye for this thing and try to pick one up at some point. Elves are the most competitive tribe by far in my mind and I certainly wouldn't be embarrassed to play this in a list.

     

    Bring to Light: From Hypergenesis to Show and Tell to Doomsday there's no shortage of busted things that ~3+ color decks can find with this thing. It reminds me a lot of Wargate but it clearly has a significantly higher power-ceiling if you build your deck to support and ultimately abuse it. You really do have to think about this card as a Demonic Tutor of sorts because you're plain going to get a rebate on a bunch of that mana. If Dark Petition has taught us anything it's that you can still build hyper-competitive combo decks even if you need to front-load 5 mana on your tutors. As such I'm excited to see what people come up with to break this thing. Otherwise, even if you're just a casual player building fair, interactive decks then this is still a card for you. 4+ color decks really can treat it like a Green Sun's Zenith of sorts which they can even be used to fetch powerful + bizarre silver bullets such as Living End. It's still going to be a creature, Wrath, draw spell, whatever when you need it but the option is there to nab some relatively wild things in a pinch. Still, if you just want to Doomsday into a Laboratory Maniac or Hypergenesis a bunch of Eldrazi into play then this is definitely a card that you'll want 4 of. It's the perfect mix of fair and unfair without being horrendously overpowered (you're not going to see these played in every deck across every format or anything) to the point of ruining the game for others. This is definitely a "must have" from the set as it's one of the few cards that could easily see play for years to come. Tutors are just that good, especially in formats such as EDH.

     

    Catacomb Sifter: This is another card that's generating a lot of hype but I'm personally not a fan of it. It has the same problem as Reaper of Wilds in the sense that they're both powerful-yet-fair Magic cards. If you're just looking for a pile of stats and some marginal upside, feel free to run these, but don't expect to ever beat the other BG player who curved Commune with the Gods into Animate Dead on a Sylvan Primordial. You're never going to consistently win games by casting generic threats that just attack/block. If you're just looking to play a fair game of Magic and want something solid to cast on turn 3 then this is fine. It's no Courser of Kruphix but it probably won't cost more than a few cents (as opposed to a few dollars) so there's always that to consider. Still, again, I feel compelled to remind you that this type of card just isn't going to win you a game of Magic and that you should probably consider adding a card like Basalt Monolith to your deck instead. Generating 7 mana on turn 3-4 (turn 1 Wild Growth, Utopia Sprawl, Arbor Elf, etc.) is probably going to win you a lot more games than dropping a decent body will.

     

    Drana's Emissary: Kingpin's Pet has never made the cut in any of my lists and this card is significantly weaker as far as I'm concerned. This card, much like Retreat to Hagra, is actively bad as far as I'm concerned since it draws attention to yourself without providing sufficient defense against retaliation. Whereas Extort cards can be combo'd with things like No Mercy to put yourself out of "burn range" the same cannot be said about these variations that don't get the health scaling. Be it 2 or 10 players afflicted you're still only gaining the 1 life and that's not nearly enough to justify the fact that you just gave everyone at the table incentive to target you over someone else (all other things being equal obviously).

     

    Fathom Feeder: While not on the same level as Baleful Strix I could definitely see myself playing with this card. It's a good blocker on turn 2 and a card draw engine on turn 10 so it's almost never going to be an actively terrible draw. Moreover, it's a really good attacker and one the more relevant Ingesters as a result. People just plain won't want to block this and you'll easily be able to chip a few cards away with it. In base you're wondering why that's relevant, the answer is Oblivion Sower. Between Bojuka Bog, the Feeder and Nightveil Specter UB can run a ton of low opportunity-cost exile effects which all make Oblivion Sower an unreal powerful Magic card. Given that the color combo already has Notion Thief an an insane value engine all it really lacked was a solid 6 drop that could gum up the ground. Grave Titan is cool and all but it doesn't exactly win games of Magic whereas ramping to ~11 mana almost certainly will. At that point all of your Rite of Replication and Rise of the Dark Realms style spells will easily seal the deal.

     

    Kiora, Master of the Depths: This is another card that I think that most players are criminally underrating. The ability to immediately untap multiple mana producing permanents in an extremely powerful effect and everything else is a bonus as far I'm concerned. Blue/Green decks often feature powerful forms of acceleration such as Gaea's Cradle, Nykthos, Shrine to Nyx, Arbor Elf and Kiora's Follower and hastily untapping multiples enables exceptionally degenerate sequences. From Genesis Wave to Tooth and Nail to Primal Surge it becomes trivially easy to slam your entire deck into play and defeat the table in one fell swoop. Moreover, Kiora will serve a vital role in Stasis, Winter Orb, Tangle Wire, Rising Waters, etc. style decks as a constant source of mana production. This is an extremely competitive archetype in formats such as EDH where come Denial Commanders (such as Derevi, Empyrial Tactician) are the tippity-top of the S tier. Beyond that she works well alongside Doubling Season and even if you're just using her to draw cards then that's fine too. Paying 4 to draw at Sorcery speed isn't special by any means but it's certainly not horrendous. The key concept that I need to stress is that untapping a Kiora's Follower and a Gaea's Cradle (or whatever) is just ridiculously strong and so I do expect to see her function as Garruk Wildspeakers 5 and 6 in big mana decks looking to chain Genesis Waves into Eternal Witnesses +  Garruks/Kioras to slam your entire deck into play on turn ~4.

     

     

    Omnath, Locus of Rage: As with every other Landfall creature it's fairly important to treat this an N+1 drop where N is its converted mana cost. Omnath is clearly a powerful card, he even technically beats removal (not that anyone is going to lose sleep over a Lava Spike), but there's only so much room for 8 drops in modern Magic. If you can ramp this thing out on turn 4 or 5 and have him stick he'll easily take control of the game assuming that there isn't much mass removal floating around. He can also do silly things with cards like Scapeshift and he's even in the perfect colors for the Wildfire archetype. That being he's still a conditional 8 drop and so it's difficult for me to get very excited about him. This is especially true for Green cards in general because there's just so many ways to win the game once you reach that mana threshold. At that point Tooth and Nail is just about ready to end the game and even things like Genesis Wave or Primal Surge are primed to seal the deal. Whereas I see Omnath as a card who slowly wins the game if he's allowed to live for ~3 turns there's just a throng of alternatives who can do it immediately. I also have to emphasize the fact that Omnath is in fact conditional because it's not a God-given right that you'll have more lands to play in the later stages of the game. Curving Omnath into Sylvan Primordial or Scapeshift s obviously sweet but it certainly doesn't win the game on the spot and for that amount of mana and cards you easily could. I certainly don't think that Omnath is unplayable or anything but in a world of Rampaging Baloths and Avenger of Zendikars he's just another in a long line of strong beaters In Green.

     

    Sire of Stagnation: I actually think that this card is underrated, if such a thing is actually possible. A lot of people have correctly analyzed that it's significantly weaker than Consecrated Sphinx but at the same time what good does it do to compare everything to the best card in a given CMC slot? I recognize that players have the ability to stop playing lands pas ta certain point and I also understand that in a MP setting you can do things like say to the table "Ok, who can kill this? Alright guys, let's just not play lands until X's turn." That is, I recognize that this card isn't going to run away with the game 100% of the time it gets left unchecked for 2-3 upkeeps. Even with that in mind I don't see why people are so skeptical about how powerful this thing figures to be. In the grand scheme of things this easily an S tier 6 drop threat because it's one of the few that can just plain win the game on its own. Blue already has access to cards like Sunder and Upheaval but even as a standalone threat it still realistically demands an answer. As much as I love cards like Grave Titan I've never actually beat a table down with one whereas this type card can actually just run away with the game by enabling unlimited Forbids and whatnot. Sire is certainly going to have high-highs and low-lows (it's a 6 drop that dies to removal) but any card that can win the game on its own in a MP setting is definitely worth acquiring and playtesting. Blue Black is already an extremely competitive color combo what with cards like Baleful Strix, Nightveil Specter, Notion Thief and Memory Plunder and it just got that much stronger.

     

    Aligned Hedron Network: This is an interesting 1-2 of for creature-based decks that don't top-out with much in the way of actual fatties (think Wizards or Elves). That being said I don't plan on jamming this in my generic Control lists anytime soon because it's just way too slow and situational for most of the game. It's going to miss a throng of important targets each and every time that it's cast and it's not as though you're getting an insane rate to begin with. I'm not particularly worried about the fact that people will have the option to remove this thing at some point, temporary disruption is still fine, but what does worry me is the fact that most 5+ power creatures are going to be things like Titans/Primordials/Massacre Wurms/etc. that have amazing ETB triggers. Given that those creatures already generated valued to begin with and will then generate it again it's hard to argue that you significantly benefited from removing them for a couple of turns. What I'm trying to say is that this card is quite overrated so please don't think of it as the next "must have" colorless sweeper. 

     

    Hedron Archive: Since you can already play things like Basalt Monolith, Worn Powerstone and Thran Dynamo in Constructed it's hard to imagine that this thing is going to make the cut in most competitive ramp decks. Paying 4 to ramp 2 just isn't an overpowered effect and the ability to cycle this thing for a couple cards later on isn't going to change that. If this is what you can acquire/afford, so be it, but in general I'd encourage you to pursue more unfair cards if at all possible.

     

    What I don't understand is why this card is taking so much flak from the EDH community. I'm not saying this thing belongs in every deck or anything but off the top of my head it's going to make the cut in things like Kothophed, Soul Horder, Arcanis, the Omnipotent and Damia, Sage of Stone. Basically all of the expensive, card-advantage focused Generals are going to play this because they're already happily playing Ur-Golem's Eye so worst comes to worst you'll just make that swap. I'm clearly not arguing that this thing will edge out the OP ramp such as Sol Ring, Mana Vault, Worn Powerstone, Basalt Monolith, Thran Dynamo, etc. but some Generals want to run a lot more ramp than that so I really don't understand how people can bash on this thing. Again, I'm not saying that it's a must-have for every deck or anything, but if your General costs 6+ mana and generates card advantage then I doubt you'll be cutting this from your list.

     

    Blighted Cataract, Blighted Woodland: The entire Blighted cycle is arguably playable but the 2-for-1s interest me more than the others. Most 1-2 color decks can support 4-8 colorless lands in general and even 3 color decks can usually support 2-3. I don't expect any of these to blow you away in practice but I also think that it's pointless to jam 12x Island and 12x Forest in your decks so if you don't have anything better to run I see absolutely no reason to omit these kinds of spell-lands from your lists.

     

    Canopy Vista et al: Fetchlands and Farseeks around the world are rejoicing at this new infusion of blood. 

     

    Lumbering Falls, Shambling Vent: It's important to stress the fact that these manlands aren't on the same level as others which can act as cheap blockers (Mishra's Factory) or legitimate win conditions (Celestial Colonnade). These are extremely marginal "Stirring Wildwoods" style manlands that you probably shouldn't feel excited to play. I would much rather have things like Simic Growth Chamber or Vault of the Archangel in my lists. I'm not saying that they're complete trash or anything but I mean I just wouldn't even add them to my UG or WB decks respectively even if I owned them. They're obviously strictly better than things like Orzhov Guildgate, feel free to play with them if you own them, but please don't go out of way to purchase these for casual play.

     

    Mortuary Mire: I'm generally not a fan of marginal ETBT lands and this one is no exception. It doesn't for multiple colors, it doesn't tap for more than 1 mana, it doesn't have any meaningful effect in the first few turns of the game and even when it does recur something it's not as though you're suddenly up a card or anything. This will occasionally improve the average quality of your next draw at the cost of always costing you some tempo. As an avid Black Mage I'll probably acquire these but I don't expect to field them very often. I think that some casual decks will want 1 or 2 but I just would never slam 4 of these into my own lists. This just isn't on the same level as a card like Bojuka Bog which can provide some serious value at very little opportunity cost. You'll still play it in small quantities here and there but it's not an auto-include by any means. Look for places to weave them in but don't worry about jamming full playsets into anything.

     

    Sanctum of Ugin: These "flood protection" lands that have value both early and late are interesting but you can tell that Wizards was playing scared with them. Eye of Ugin this thing is not. You basically have to be playing an Eldrazi deck to want this thing but even then it's hard to imagine how you could make room for it. In Constructed you're just plain going to run Cloudposts or UrzaTron and since this thing doesn't tap for colored mana your remaining lands will probably have to used to help you cast your key spells. I suppose that you could jam one of these into your EDH lists assuming that you were running a bunch of Eldrazi but that's a fairly niche application if you ask me. I mean the thing taps for mana and provides solid value on turn 10 so it's hard to hate on it but at the same time I'm not scrambling to play with and/or acquire them. It a boring, lackluster effect that can only ever see a fringe amount of play.

     

    Shrine of the Forsaken Gods: I don't even think that this will make the cut in most colorless EDH decks lol. I have no what the Hell wizards was thinking with this one.

     

    Spawning Bed: 7 mana is a lot to pay for a colorless Black Lotus. If your deck has 9+ drops or an absurd amount of card draw I could foresee wanting to run a couple of these to ensure that you'll be able to cast your important finishers at a reasonable pace. If, however, your deck starts at 2 and stops at ~7 then I certainly wouldn't bother with this thing. I recognize that it represents a 3/3 and 3 mana but you're just never going to be able to leverage those 1/1s into anything meaningful by that stage of the game.

    Posted in: BfZ
  • published the article BfZ

    Hero of Goma Fada, Lantern Scout: I'm not going to discuss each Ally individually because I personally don't think that there's much of a reason to. From what I remember the first time around the Tribe never had what it took to compete with the "top tier" Tribes of the game and the primary reason for that is that Allies have always played a rather fair game of Magic. Whereas Elf decks draw a million cards, ramp a ton of mana and stampede across the table with cards like Craterhoof Behemoth Ally decks (in my experience) struggle to do anything unfair. Giving creature lifelink, vigilance, etc. doesn't really accomplish much and their card advantage engines (such as Sea Gate Loremaster) always felt very slow, vulnerable and fair. As such I'm still not expecting much from the Tribe this time around and cards like Hero of Goma Fada and Lantern Scout seem to support that prediction. These cards are fine, don't get me wrong, but I'm certainly not worried about these kinds of cards making the Ally Tribe extremely powerful and competitive. 

     

    When it comes to Cube the cards are basically unplayable unless you actually support the Tribe and until I see a freaking good EDH General to support it they're basically unplayable there as well. I understand that the ETB trigger affects all of your creatures, you don't need Allies to get value from them, but no one is going to play marginal threats such as these unless they can actually abuse them.

     

    Constructed Rating D-

    Cube and EDH Rating F
    Not Cubeworthy

     

    Gideon, Ally of Zendikar: This is a perfect example of 'Walker that has next-to-no value in an MP setting in my mind. Beating in for 5 doesn't interest me in the slightest and while I'm assuming that Ally lists will appreciate the 2/2 Token I'm not scrambling to jam that effect into most of my decks. The ultimate is arguable reasonable but I can't remember the last time that I've seen a "good deck" play Honor of the Pure so an indestructible version of the thing doesn't seem that appealing to me. It's not some game-ending effect that will grind the table out even if you manage to get multiples into play. Like most 'Walkers I expect him to see more play than he deserves and being in the Wrath of God color certainly helps but I'd still happily play against this guy any day of the week. He just doesn't have enough of an impact on the game to justify his inclusion into most decks.

     

    Global Rating D
    Not Cubeworthy

     

    Planar Outburst: Wrath of God and Day of Judgment aren't so expensive that most players will be forced to play with these marginal 5 CMC alternatives but for players looking to field decks that're Standard/Modern legal you don't have much say in the matter. In EDH you have vastly superior options but at the same time any Wrath is going to be playable so there's a pretty high floor on this type of effect. Cube is similar in the sense the best ones won't be able to find room for a card like this but at the same time it's probably going to cheap and easy to acquire which is usually more important than most other factors. This isn't a "must own" by any means, Tragic Arrogance from Magic Origins is a significantly more powerful card than this, but you can still feel decent about playing this spell in any multiplayer sphere.

     

    Global Rating C-
    Cubeworthy

     

    Retreat to Emria: I can understand not wanting to play Luminarch Ascension in 100% of your White decks but even then things like Sacred Mesa and Mastery of the Unseen are probably going to significantly outperform something like this in the long-run. I get that Retreat is a "fire-and-forget" spell that doesn't require further investments but the problem with these kinds of cards is that they're best played early and very little value later on. Still, the 1/1s aren't going to accomplish much in a MP setting so unless you can somehow sit on a throng of them and go off with some Fetchlands I can't imagine actually closing a game out with this type of effect.

     

    Global Rating D-
    Not Cubeworthy

     

    Stasis Snare: I expect to see this card played more than it should but I'm personally not a big fan of marginal 1-for-1s. It doesn't have the same flexibility that Oblivion Ring has (not that I'm a huge fan of that card either mind you) nor the efficiency that Swords to Plowshares offers. On the plus side it's easier to cast than Unmake, it adds 2 Devotion for Nykthos, Shrine to Nyx and being an Enchantment definitely matters when you have things like Eidolon of Blossoms in your 60. Still, the point of this entry (and the upcoming one for Ruinous Path) is to caution the reader that these kinds of removal effects lose a significant amount of value in multiplayer and to remind you to carefully consider whether or not it's the best option. 3 mana to remove single threat from a single opponent is a steep price to pay and decks that lack sufficient ways to generate card advantage will suffer if they field too many effects such as that.

     

    Global Rating D
    Not Cubeworthy

     

     

    Guardian of Tazeem: Even in a world of Fetchlands these kinds of tempo plays are mostly insignificant in a multiplayer setting, namely in games involving 4 or more players. While I'll concede the fact that you're almost never facing down a slew of equally threatening opponents (there's usually a mix of strong and weak ones) the fact that you're only disrupting 1-2 of them still means that you're not usually accomplishing very much with these kinds of threats. I think that you're much better off playing threats such as Prognostic Sphinx that actually benefit you as opposed to ones that simply focus on hindering one of your adversaries. 

     

    Global Rating F
    Not Cubeworthy

     

    Coastal Discovery: Unlike Mulldrifter you're never happy to cast the spell half of this card and the fact that it's virtually an 7 mana creature (assuming that actually you want to block with it) means that people calling this a "better" Phyrexian Gargantua are missing an extremely important distinction. This isn't a plaayble Magic card and don't let anyone fool you into thinking otherwise.

     

    Global Rating D
    Not Cubeworthy

     

    Incubator Drone:  

     

    Q: Blue doesn't have much in the way of solid creatures that you can just blindly jam into your lists and run out on curve. How do these kinds of cards hold up? After all, the body is "fine" and ramp allows you to curve into your powerful 6 drops such as Recurring Insight.

     

    A: They don't. Rather than making a weak turn 4 play you're much better off slotting your ramp into a lower CMC slot (such as Sky Medallion at 2 CMC) and leaning on those to curve into powerful finishers. The stats on cards like Incubator Drone are simply too weak and the one-shot ramp isn't strong enough to justify their inclusion in your lists.

     

    Global Rating F
    Not Cubeworthy

     

    Drowner of Hope: The Blue Primeval Titan! Nah, just kidding, this card is also trash. A 6 mana 7/7 that adds a Dark Ritual to your hand might seem decent but that's just not going to win you a game of Magic. Stick to things like Recurring Insight.

     

    Global Rating D
    Not Cubeworthy

     

    Defiant Bloodlord: Sanguine Bond #2 for EDH is where this guy will see the most play but please don't misinterpret that as me calling him a "good card in EDH." I like that you can tutor for him with cards like Survival of the Fittest, I do think that being a creature as opposed to an Enchantment is generally a buff in that specific format (Green and Black are 2 of the best colors and Green has a ton of creature tutors), but at 7 mana isn't pretty hard to something truly abusive with this guy. The Exquisite Blood infinite combos have never been especially competitive and this guy certainly isn't going to change that. While you could just arguably play him as a value beater alongside Exsanguinate, Gray Merchant of Asphodel, Kokusho, the Evening Star, etc. as someone who loves to play those kinds of decks I can assure you that I'd personally never field the thing myself. It's a 7 mana spell that doesn't win the game whereas something like Necrologia almost always will. It's a cool card that will probably make some casual players happy but until I can Buried Alive this + something else and win the game off of Victimize or Living Death I'm just not going to bother with weak combo kills when I can just lean on Mikaeus, the Unhallowed + Triskelion, Necrotic Ooze + Triskelion + Phyrexian Devourer, etc.

     

    EDH Rating D-

    Constructed + Cube Rating F
    Not Cubeworthy

     

    Dominator Drone: Card isn't remotely playable even if you assume that the colorless condition will always be met (which it won't).

     

    Global Rating F
    Not Cubeworthy

     

    Ruinous Path

     

    Ob Nixilis Reignited

    Posted in: BfZ
  • published the article Prid3's Dragons of Tarkir Multiplayer Set Review (59/264)

    Ojutai Exemplars: A Blinking 4 mana 4/4 with lifelink and first strike sounds powerful enough to consider fielding this guy. Isochron Scepter and such are real cards and it even triggers off of things like Oblivion Ring. I don't think that an avergae White deck will be interested in this guy but a RW/Jeskai spell-based deck could probably use them as a resilient blocker.

     

    Rating: 1.5/5

    Not Cubeworthy

     

    Profound Journey: At 7 mana you have to be recurring endgame bombs to get any legitimate value from this thing. It's nice that it can buy Enchantments and whatnot back but ultimately it's not better than things like Emeria, the Sky Ruin. Sun Titan, Angel of Serenity, etc. on average. It's just not consistently powerful enough to warrant its 7 CMC pricetag.

     

    Rating: 1.5/5

    Not Cubeworthy

     

    Sunscorch Regent: I've come down a lot on Forgotten Ancient and I don't foresee myself being excited to jam a weaker version that costs more mana in my lists. The evasion and lifegain are obviously swell bonuses but they'll never change the fact that this guy is just another big, dumb 5+ CMC creature that dies to removal at no benefit. If you're looking for a generic playable that won't cost you any money then it's certainly reasonable but I'm not expecting miracles from this type of threat. I'd rather just play Archon of Justice.

     

    Rating: 2/5

    Cubeworthy

     

    Shorecrash Elemental: WOOHOOOOO! A good Blue creature that costs <= 3 mana! It's not quite a Boros Reckoner but I'll take something that can legitimately threaten opposing creatures looking to get into the Red Zone. I love the synergy that this thing has with Master of Waves (it's an Elemental) and I can't wait to build a deck that fields 4 of each. The pseudo vigilance is also nice and makes this thing feel like a mini Aetherling. Lategame you can sink a ton of mana into it if needed which is  always going to be better than doing nothing. This isn't some insane bomb that will dominate games and it's probably too weak for EDH but if you're someone like me who's always looking out for solid bodies that you can cast on turns 1-3 then it certainly qualifies. This is a "must buy" from the set for someone like me.

     

    Rating: 3.5/5

    Not Cubeworthy (too color intensive)

     

    Stratus Dancer: A 3/2 flier that counters a spell that you can also run out on turn 2 as a blocker seems like a "something." The reality of the matter is that some people play in exceptionally aggressive metas that necessitate curving out so I could envision a world in which this card is played. I wouldn't advocate sleeving it up and treating it as a generic playable or anything but Blue doesn't have amazing 2 drops in general so I wouldn't be flabbergasted to see this thing flipped up at some point in my lifetime.

     

    Rating: 1/5

    Not Cubeworthy

     

    Deathbringer Regent: 7 mana is a lot to pay for a  Wrath of God with an upside which leaves me doubtful that I'll be seeing much of this card. I'd rather play things like Crux of Fate that're cheaper or Decree of Pain that're significantly stronger. Even Necromantic Selection has the upside of being able to recur things like Titans and Primordials which are are almost always going to be infinitely more valuable than a 5/6 flier. I like that this guy is a creature i.e. that he's recurrable but the conditions are a big turn-off. At that point you may as well just play with Reiver Demon and/or Dread Cacodemon to avoid hitting your mobs entirely. Last time I checked Sepulchral Primordial is still a buck and it's still completely ridiculous so until that changes I don't see much of a reason to play with cards like these.

     

    Rating: 2/5

    Cubeworthy

     

    Risen Executioner: As much as I'd want to like a self-recurring zombie lord the combination of "can't block" and "**** you self-mill" kills the card for me. There's just no world where I'd play this over Graveborn Muse, Vengeful Dead, Undead Warchief, Tombstone Stairwell or just about anything really.

     

    Rating: 1/5

    Not Cubeworthy

     

    Sidisi, Undead Vizier: Diabolic Intent has never been the strongest card in the world but tacking it on to a creature makes it infinitely more enticing. This card seems absolutely busted in EDH given her ability to tutor up any number of 2 card kill combos and if nothing else you can just fetch your Skullclamp/Contamination and put your Bloodghast/Reassembling Skeleton/Nether Traitor to work. She seems completely absurd in that sense and I look forward to finding some oppressively obnoxious things to do with her. With respect to Constructed/Cube she's obviously going to be less good but that isn't really saying much now is it? At 4/6 she's realistically going to eat most 1-5 CMC critters and even if people power out some bombs she can still trade with anything. Black has the best recursive threats to begin with and plenty of solid equipment (such as Lashwrithe) to ensure that they'll be relevant draws at every stage of the game so you don't need to feel bad about slotting them into your lists to support her. Remember, there are plenty of Flesh Carvers and Sadistic Hypnotists out there so you shouldn't have a problem finding enough incentive to jam a few recursive durdles in your brews. The biggest strike against Sidisi is that she competes with Gray Merchant of Asphodel (and even Bloodgift Demon to a lesser extent), a fight she'll probably never win, but I still like the card as a generic playable. Again, I want to stress that I expect her to be an EDH powerhouse but she does lose a lot of value outside of the format. With respect to Cube, you really need to be playing with recursive durdles to justify slotting her in. The base stats are "fine" and Diabolic Intent is "fine" but if you're pitching a legitimate threat then she's definitely not worthwhile. 

     

    Rating: 4/5 in EDH, 2.5/5 in Constructed, 3/5 in Cubes with support

    Conditionally Cubeworthy

     

    Silumgar Asssassin: I'm not exactly scrambling to play with Gatekeeper of Malakir in any of my decks and the pseudo-evasion is nigh worthless. If it were just plain unblockable I would actually like this card but the fact that it turns-off if you equip a Lashwrithe (or whatever) to it is a big letdown. 

     

    Rating: 1/5

    Not Cubeworthy

     

    Assault Force: Even a significantly better version of Hellion Eruption doesn't seem especially appealing to me. Red-based token decks aren't amazing to begin with and there are significantly better alternatives that don't lose horrendously to removal. Eldrazi Conscription provides resilience, Coat of Arms provides immediate burst, etc. It's obviously nice that you can use this to nuke key threats and downgrade them to 4/4 fliers but that's still a real card that needs to be dealt with. All-in-all I just can't think of a compelling reason to play with this card.

     

    Rating: 1/5

    Not Cubeworthy

     

    Dragon Tempest: Now THIS is a card that I can get behind. Dragon decks have always suffered immensely in the face of removal primarily because it's hard to fit good draw into Red decks and if you're playing with 6-8 CMC dragons then you need to field some ramp. Given that most Dragons don't offer much in the way of significant + immediate benefit the strategy has never been especially powerful. You play some dudes, they die, you lose because you're now out of gas and you're drawing into do-nothing ramp. Dragon Tempest is stellar in the sense that it provides all of your threats with immediate impact. Haste is a very powerful keyword to tack on to to things like Balefire Dragon and Utvara Hellkite and the ping definitely adds up, especially if Scourge of Valkas is also floating around. It's also something cheap to do with your mana before you start chaining your bombs which is something that most ramp decks sorely need. This is way, way, way better than Crucible of Fire and I highly recommend that you play with it in your Dragon lists.

     

    Rating: 3/5 (in Dragon decks)

    Not Cubeworthy

     

    Lightning Berserker: A good 1 drop, to me, should be something that you won't feel embarrassed to draw on turn 8. Fireball, to no one's surprise, is a good draw on turn 10. While I wouldn't go around jamming this into every Red deck that you build this is certainly a solid playable in extremely aggressive metas. I'm a big fan of playing with defensive Shades in Nykthos,Shrine to Nyx decks who can randomly kill people later on if left unchecked. You need a reason to play with this kind of card, there's no reason to play with 1 drops if you don't have to, but I could legitimately see myself playing this card in Constructed if I were worried about being aggro'd down.

     

    Rating: 2/5

    Not Cubeworthy

     

    Deathmist Raptor: I'm a fan of recursive threats with Deathtouch but the condition is far too narrow for this to ever be a generic playable. It's obviously fine in dedicated Morph/Manifest decks but that's not saying very much in my mind.

     

    Rating: 3/5 (when supported)

    Cubeworth

     

    Den Protector: I've come around on Eternal Witness a lot in the past few years to the point where I'm willing to play a weaker version of it in singleton formats such as EDH and Cube. My problem with these kinds of cards has always been that they're usually bad on turn 3 because most people don't actually own Fetchlands which means that they're basically just 6-7 drops at which point you may as well play with more 6-7 drops. Sylvan Primordial changed everything though (at least for me) and made it realistic for you to cast giant Genesis Waves/cPrimal Surges and to buy them back with Eternal Witnesses. Den Protector is obviously worse but Sylvan Primordial renders mana requirements  irrelevant anyways so paying 5 for a 3 mana effect becomes much more tolerable. It's fine to recur this with Genesis and it even works nicely with Kessig Wolf Run. Granted, KWR grants Trample so blockers aren't especially troublesome but it's still nice to pump up unblockable critters whenever possible. This card is too much weaker than Eternal Witness for me to give it a serious grade but it's still a serviceable Magic card.

     

    Rating: 2/5

    Not Cubeworthy

     

    Foe-Razer Regent: The bar for Green 7 drops is way too high for me to even consider playing one that loses to spot removal. Rampaging Baloths (it's a virtual 7 drop), Sepulchral Primordial, Hornet Queen, Avenger of Zendikar and more are all infinitely superior.

     

    Rating: 1/5

    Not Cubeworthy

     

    Shaman of Forgotten Ways: A Worn Powerstone with a relevant body that gets a free Biorhythm tacked-on? I'll take 10 please! Remember, this kind of card isn't replacing Craterhoof Behemoth/Tooth and Nail in your lists. It's a ramp card that just so happens to act as another big finisher if needed. This means that even when do you draw it on turn 7 when you have access to 30 mana that it'll still be a relevant draw, unlike say Carpet of Flowers or Frontier Siege. I'm a huge fan of this card in that sense I can't wait to whip it out in EDH. It's somewhat unfortunate that you have untap with this guy to get his effect but Lightning Greaves and Thousand-Year Elixir are cards that're making the cut in your Elf-ball EDH decks anyways so you'll definitely have outs to activate this thing immediately. It's also worth noting that being a creature is a massive upside because it means that you're able to Summoner's Pact, Green Sun's Zenith, Chord of Calling, Birthing Pod, etc. this guy into play as needed. Sure, Craterhoof Behemoth is USUALLY better but gaining infinite life is a real thing in EDH and activating this on turn ~4-5 in an 8 player game is probably significantly more damage. 

     

    Rating 3.5/5

    Cubeworthy

     

    Arashi Sovereign: "Aetherlings" are significantly weaker in a multiplayer setting in the sense that they kill far too slowly to ever provide true inevitability. These kinds of cards are never as good as they may otherwise appear in that sense.

     

    Rating 1/5

    Not Cubeworthy

     

    Atarka's Command: I think that "Sizzle" decks filled with Price of Progresseses and whatnot are almost unplayable so I couldn't foresee myself ever playing with this card nowadays. It's far too aggressively slanted for my tastes.

     

    Rating 1/5

    Not Cubeworthy

     

    Dragonlord Atarka: I'll still take Bogardan Hellkite any day of the week thanks. That being said I don't mind this card because it's enormous + it provides an immediate impact. I'm nto overly concerned about the fact that she can't dome players because I've basically never seen Bogardan Hellkite go to the dome to begin with. Someone always has something more threatening to remove. She's not exciting by any means but if she crept her way into an EDH deck I wouldn't be surprised to see her hit the field. I wouldn't expect to see much of her in Constructed outside of uber-Budget decks but hey, you never know.

     

    Rating 2/5

    Cubeworthy

     

    Dragonlord Dromoka, Dragonlord Kolaghan: There's some merit to fielding threats that force your opponents to react in specific ways but I generally dislike these kinds of threats in multiplayer. Far more often than not their textboxes are relatively blank which makes them overcosted, underpowered finishers that never accomplish much of anything.

     

    Rating 1.5/5

    Not Cubeworthy

     

    Dragonlord Ojutai: It has "Hexproof" and "draw a card" on it so it immediately intrigues me more than the other dragons. Barring a Wrath it's not going to die the turn that you play it and even though it's vulnerable on O by then you'll have untapped mana to protect it with Forbid, Dismiss, Cryptic Command, etc. At that point you have a giant Thieving Magpie who still has legitimate defensive value if needed. 

     

    Rating 2.5/5

    Cubeworthy

     

    Dragonlord Silumgar: Callous Oppressor, at 3 mana, is good. Sower of Temptation, at 4 mana, is playable. Silumgar, at 6 mana, is horrible. The obvious saving grace to the card is that you can steal and ult/self-kill Planeswalkers but that's a difficult thing to evaluate in a vacuum. In the dark I'd say that the card is stone-unplayable but that opinion is heavily biased in the sense that I think 'Walkers are horrendous in general. In my experience they come down, do their +1 or +2 and die to some evasive beater immediately. I can count the number of 'Walker ultimates that I've seen on 1 hand (it's 1) because there's just no reason to ever leave those things alive and it's virtually impossible to cast them on stable boards. In that sense I see Silumgar as a very expensive and bad Sower of Temptation who'll rarely provide adequate value. His stock clearly rises in decks with dedicated sacrifice outlets but in general I wouldn't want to have this type of 6 drop in my lists.

     

    Rating 1.5/5

    Not Cubeworthy

     

    Harbinger of the Hunt: A 5/3 flier with an upside for 5 is "fine" but at 3 mana I just couldn't imagine playing this thing and expecting to get any worthwhile value from it. Killing 1-2 drops is "something" but that's not what I want to be doing with my time and mana on turn ~6.

     

    Rating 1/5

    Not Cubeworthy

     

    Narset Transcendent: 'Walkers like these are unplayable trash in my opinion. She's going to be a 4 mana draw .3 cards spell in my circles which is exactly as unplayable as it sounds. Doubling up on draw spells/Swords to Plowshares/ etc. is "fine" but it's snot something that I'll willing to tap out at Sorcery speed to do in the vast majority of my games. Her ultimate is also garbage in the sense that it basically doesn't do anything. Obviously you can combo it with Humility and whatnot to make it relevant but if your combo involves ulting a 'Walker then you're living in Magical Christmas Land. I like that Doubling Season allows for an instant ult activation but, again, you need at least 1 more card (Humility/Moat) to lock the game up from there and that's way too fair + slow + unreliable for my tastes. I woudl actively put this card in opposing UW decks because I just don't care if people play these kinds of cards in a multiplayer setting.

     

    Rating 2/5

    Not Cubeworthy

     

    Necromaster Dragon: A 5 drop that has to deal combat damage and pay mana to produce a 2/2 and a bit of mill? In one of the strongest color combinations in the game? Dear God no.

     

    Rating 1/5

    Not Cubeworthy

     

    Ojutai's Command: People love toolbox cards/enablers in general and Commands certainly qualify. Even if they're not the best cards in the world their flexibility and power will always make them fan favorites. Besides, I'll happily play with the card Dismiss in any multiplayer format and this is ostensibly a more flexible version of the card. The inability to counter game-ending bombs such as Rite of Replication, Insurrection and Exsanguinate is obviously a legitimate drawback but you'll always nail something amazing and nab your free card in the process. This card's stock rises dramatically in lists that have access to Stoneforge Mystic because then your 2-for-1 becomes a 3-for-1 and it all happens at instant speed at EOT. I'm not thrilled with this card or anything, the 4 life seems relatively useless and not every deck is going to have amazing 2 drops to recur but at the end of the day it's hard for a Dismiss with additional modes to be bad (just look at Cryptic Command) so I'm sure this will have some amount of long-term value in the multiplayer sphere.

     

    Rating 2/5

    Cubeworthy

     

    Pristine Skywise: How the Hell is that a name for a Dragon? Either way I don't actively hate this card like I do with his brothers because it's a legitimately good threat on both O and D. A 6/4 evasive beater is a real clock and it's difficult to attack into a critter that can untap itself and gain coloreds protections. It's not amazing by any means, it's no Sun Titan or whatever, but it's a big evasive body that always threatens favorable blocks making it a solid (but unexciting) playable.

     

    Rating 2.5/5

    Cubeworthy

     

    Sarkhan Unbroken: This is what a multiplayer Planeswalker needs to look like. The obvious application of this guy is to play him in a Double Season deck, fetch Karrthus, Tyrant of Jund and a whack of other Dragons and win on the spot. Scion of the Ur-Dragon EDH maybe. Even without Haste his ultimate will probably win the game more often than not. otherwise the card is a baseline 4/4 flyer for 5 with an upside. Clearly no one would play a Serra Angel by choice but it's not atrocious given the upside of having a card that can win the game on the spot. Otherwise you can always use it to cycle (which clearly isn't great) which is still better than what a lot of other Walkers can provide for you. Again, the key here is that the card can just plain win the game on the spot if cast alongside Doubling Season and since every Green EDH deck already plays that card I have to think that this card will see some play. All of the abilities are powerful, aggressively costed and generate card advantage which means that you don't need him to survive for very long to get your mana's worth. Obviously he's not some bomb that will dominate the game every time that he's cast but there's more than enough going on here to interest someone like me who typically despises Planeswalkers. 

     

    Rating 3/5

    Not Cubeworthy

     

    Silumgar's Command: Why does this thing cost 5 mana? It's absolutely awful. Counter-kill is a nice swing, I'll give it that, but every other combo just seems atrocious. I do expect to see this card played a fair amount if only because it's a Command and "it's cool" but this isn't what you want to be doing in a multiplayer setting in my mind. Profane Command was amazing because it was almost impossible to construct a scenario where you weren't ecstatic to cast some combination of it. This card feels similar except I could easily see myself not feeling good about most of the options. I do realize that it's Instant vs Sorcery and obviously the Sorcery will have the stronger effect but I just don't see why I'd want to cast this at EOT in my UB decks. I'd much rather resolve a Fact of Fiction/Jace's Ingenuity or something and draw a whack of cards than go for some small tempo play.

     

    Rating 1.5/5

    Not Cubeworthy

     

    Evolving Wilds: Every player needs 10 of these. It's cheap color fixing, Delve enabling, library manipulation, etc. Reprint it as much as you Wizards.

     

    Rating: 4/5

    Cubeworthy

    Posted in: Prid3's Dragons of Tarkir Multiplayer Set Review (59/264)
  • published the article Nykson's Back: The Power of Nykthos in Casual Multiplayer Magic
    A lot of people probably know me as a mono-Black mage. I fell in love with the color many years ago back when Torment was first released and I got my hands on a playset of Cabal Coffers. It only took a single activation to hook me for life and here I am 11 years later still sleeving them up as a proud mono-Black mage. Playing with "broken mana" often feels like a drug. The high that it gives you is typically so potent that if you use it once you'll never want to stop. It feels so disgustingly unfair that you'll sometimes catch yourself looking around and thinking "are these people stupid? Why isn't everyone playing with these kinds of cards?" For the longest time I couldn't justify playing a lot of color combinations and archetypes simply because they just plain didn't have access to the amount of broken mana that I'm accustomed to using. Fair decks with fair mana bases and fair cards just don't interest someone like me any more.

    The topic that I'd like to discuss today is Nykthos, Shrine to Nyx and why everyone should probably purchase 4 copies of it sooner rather than later. This is a card that basically everyone (myself included) grossly undervalued when it was initially spoiled but we've long since discovered that the card is completely insane. The reality of the matter is that when this card is good it's the best draw in your deck by a country mile and that it's incredibly easy to construct your lists with it in mind. When it does its thing, which happens more often than not, it feels like a 0 mana, uncounterable, Indestructible, colorless win condition. While that may be a somewhat~ hyperbolic statement I legitimately believe that it's a fairly accurate representation of what the card routinely does to games. Every time that I play with it I'm flooded with memories of Cabal Coffers and how it enabled me to crush my meta despite the fact that I was frequently teamed-up on. I was able to win because while everyone else was playing fair Magic I was the lone wolf playing unfair Magic. Nykthos operates in the same way. When you play this card and it works it often makes the actions of others seem trivial by comparison.

    Let's start by talking about everything that is right about Nykthos, Shrine to Nyx and why it's almost always right to play with it. The first thing that the card has going for it is that it's a land that comes into play untapped and that taps for mana. Since it isn't obvious the key word in that phrase is "land." Worn Powerstone has long since been a casual staple of mine and I've gone on record calling it one of the best casual cards in the game. I've often recommended aggressively mulliganing for it given that you're allotted a freebie in a multiplayer setting. Starting every game with Sol Ring Jr. is still pretty damned good all things considered. The problem that the Powerstone and every other mana rock has (other than Sol Ring) is that they're A) vulnerable B) they cost mana (that could otherwise be spent on defense) and C) typically come at the cost of spell slots (often cheap defense) in your decks. What this means is that you're often playing decks with ~30ish sources of mana (many of which Time Walk over your turn by eating up your available mana) that eventually become very bad topdecks. They're also vulnerable to any number of board sweepers and since you can't play ramp to sandbag it (it makes absolutely no sense to do so) it usually means that you'll get set massively behind when you do encounter heavy resistance. Playing ramp early on also means that you're not playing defensive bodies and so you run the risk of falling too far behind on life and dying to random beats before your deck can hit its stride.

    Nykthos, on the other hand, doesn't have those kinds of issues. You can just blindly play 2-4 in 26 land decks and call it a day. You don't have to remove defense for it, you don't waste early turns casting it, it can't get ripped from hand with discard, it can't be countered, it won't be easily destroyed, etc. You run a small risk of drawing them in large quantities but more often than not you'll just draw 1 or 2 and play Magic with a ~26 land deck that has 34 "live draws" in it instead of durdly (and potentially risky) ramp. Still, hey, that's only part of the reason why we're running Nykthos and not the traditional fare. In addition to freeing up deck slots Nykthos is awesome because it's almost impossible to remove in casual, kitchen-table games. Land destruction is typically frowned upon/banned/avoided and so you can usually expect to have it stick around. Moreover, Nykthos doesn't have a slow setup time like most ramp does. You can typically just cast and immediately activate it like a giant ritual if need be. This mitigates the risk of drawing multiples and having them be "dead" cards because you can always just treat them like 0 mana Seething Songs or whatever. That may not be an ideal use for a card but it's certainly not horrendous.

    Moreover, one of the most compelling reasons to run Nykthos in your decks is that it allows for your cheap, defensive drops to double as ramp spells enabling you to get the best of both worlds. Bluntly put I don't like the fact that my decks have to field early threats such as Nantuko Shade and Geralf's Messenger or Strangleroot Geist and Predator Ooze just to avoid dying to random critter beats early on. In an ideal world I'd rather skimp out on defense as much as possible so that I can focus on playing big, dumb, powerful spells. Nyktos is unique in that it turns all of your early drops into ramp spells. Vampire Nighthawk is always going to be a "fine" play but when it starts acting like a mini-Sol Ring then it suddenly becomes an amazing one. What this means is that I can run Ash Zealot instead of Fire Diamond, not die, but still have plenty of mana to cast my Magmatic Force over the next few turns. I cannot stress how powerful that is. Nykthos is just such a stupid card because you're paying 0 mana and 1 card to get that Gilded Lotus effect while simultaneously playing defensive bodies who'll ensure that you'll be able to survive long enough to abuse it.

    Some of you might be concerned that Nykthos won't work for you and your meta. Understandable. What I will say is that there are some very important things to remember about kitchen table magic. First of all, most people tend to build synergy decks of some sort and synergy decks very rarely want mass removal. As such multiplayer metas tend to have far less mass removal than they reasonably should. Yours may be an exception, I recognize that, but I'm willing to wager that the average deck in the average meta doesn't have 4 Wraths in it. Moreover, devotion is fairly easy to trigger with Enchantments and durable threats. A common sequence that I've employed many times myself is Utopia Sprawl into Predator Ooze in Green or Bloodchief Ascension into Phyrexian Arena/Geralf's Messenger in Black. By weaving cheap Enchantments with resilient threats you can substantially mitigate the dangers of mass removal. Finally, very few playgroups encourage the use of land destruction. It's typically despised, banned, cautioned against, etc. This means that you can, on average, feel relatively safe relying on lands to do the heavy-lifting for you. Odds are the only thing that could threaten them is the odd Vindicate at best.

    With respect to building decks with Nykthos in mind, I don't think that there's actually much of a trade-off at all. First of all, casual mana bases tend to be budget-minded which means that most people are playing 3+ color decks very often. Most of us just plain don't have the means to create workable mana bases for them. In the context of 1-2 color decks Nykthos is perfect because it literally doesn't matter what you pair with it to fill out your early game curve. You can't afford Predator Ooze? You can probably get some Wistful Selkies instead. Wild Growth? Pretty sure that anyone can find those. Nykthos is a fantastic card because it accelerates the game in a big way and offsets the value of your early drops. Wistful Selkie may only be a 2/2 but when you consider the fact that she draws a card and Thran Dynamos you then she starts to look very appealing. Pretty soon you're chaining Sylvan Primordials with Clones with Progenitor Mimics and it doesn't matter what you cast on turns 1-3 because you started casting your 7 drops on turns 4-5. You can't afford Primeval Titan but you can afford Sylvan Primordial and he's just as good (if not better) in these kinds of decks. There are enough cards in Magic that you'll be able to fill your early curves with solid bodies who enable devotion and from there it's just a matter of putting your Insurrections to use. Some of the most overpowered 6+ CMC spells in the game are relatively cheap because it's not realistic to have them cast in most competitive spheres. The one place where they can shine is typically casual, kitchen-table Magic. I guarantee that anyone out there can build affordable decks with tons of power and plenty of early defense insofar as they incorporate Nykthos into the 60.

    With that in mind, let's start talking about building with inevitability and Nykthos in mind. Some of the strongest cards in Magic are commonly referred to as "split cards" because they have 2 "virtual" modes to them. A good example would be something like Mizzium Mortars. On the one hand it can be fired off early on to kill a troublesome threat. Later on it can be Overloaded to Plague Wind the rest of the table in some instances. Both modes are desirable because the first mode helps you survive long enough to take advantage of the second. The card is good whether it's drawn early or later in that sense. Nykthos, in my mind, breaks these kinds of cards wide open. Think Divine Deflection, Cyclonic Rift, Profane Command, Aurelia's Fury, Clan Defiance, Genesis Wave, Rite of Replication, Decree of Pain and more. Think beyond spells to creatures as well. Student of Warfare, Figure of Destiny, Lighthouse Chronologist, Kargan Dragonlord, Hundred-Handed One, Ember Swallower, Arbor Colossus, Stormbreath Dragon, etc. These are all great examples of cards who are strong early on and who're still valuable in the later stages of the game. Why? Because they can convert mana directly into additional power. What this means is that it becomes incredibly easy to build fiercely competitive decks that will post strong finishes. I mean even if you completely ignore "split cards" are just play a deck with a solid curve that also has a bunch of Titans, Primordials, Forces, obnoxious Enchantments, big dumb spells, etc. then that's a perfectly viable way to go about it as well. It's literally as simple as "play a deck with early drops and overpowered bombs." All roads lead to Rome in this instance.

    Nykthos is a perfect investment card. I'm not saying that you should buy a ton of them or anything but why wouldn't you buy 4 for example? They work in any mono-colored and most dual-colored decks and that fact will probably never change. You can shift the same 4 across every deck that you'll ever play if you want to. I've been doing that with my same 4 Cabal Coffers for like 11 years. When a land is this powerful you don't need an excuse to play it because more often than not your deck just becomes objectively better in its presence. It's colorless, it's timeless, it's affordable... what's not to love about the card? The best part is that you don't even need mint condition copies of it. Find any, even if they're all beat-up. Who cares? You're not going to trade them away and it's not like the effect is going to be obsoleted in the near future. I could legitimately see myself still playing with them 10 years down the road in the same way that my Cabal Cofferss are still as amazing today as they were back in the Torment era. If you can grab a playset of these for under 30 bucks, really, why wouldn't you? Why wouldn't you want to start building decks with one of the most powerful lands in the game?
    Posted in: Nykson's Back: The Power of Nykthos in Casual Multiplayer Magic
  • published the article Born of the Gods Multiplayer Set Review (165/165)
    Rating Scale:
    5: Would strongly consider playing this card in any deck that could reasonably support it. Powerful enough to build around if needed since it figures to dominate a table. These are format definers that can warp metas entirely if your playgroup is still getting their feet wet in the Magic world. Think Exsanguinate, Land Tax, Consecrated Sphinx, Doubling Season, Insurrection.

    4: Powerful card that I will usually play but that doesn't offer anything truly unique. It's certainly good but it's interchangeable with enough cards that you'll never be scrambling to play it in everything. It's probably good enough to build around and at the very least you'll be keeping it in mind as you're fleshing the rest of the list out. That being said it's much more likely that you'll play these cards as key supporting pillars to give your deck some inherent strength. Think Syphon Mind, Earthquake, Wrath of God, Rite of Replication, Defense of the Heart.

    3: This is a generically good card that won't make a deck much better or worse. It's not going to blow you away but it's not going to disappoint you very often either. A deck full of these won't crush a table but it will usually be good enough (tm) to keep you competitive. Think Vampire Nighthawk, Clone, Chandra's Spitfire, Calming Verse, Austere Command.

    2: This card has some niche application but I wouldn't put much effort in acquiring it since it's unlikely to be a key player in many of your current/future decks. It's not great but it's somewhat multiplayer orientated so you should probably keep it on your radar.

    1: This card wouldn't be played in an ideal world.

    +/-: Used to distinguish between a "better" N and a "worse" N. That is, a 3+ dictates a high-quality 3 whereas a 3- would be on the lower end of the spectrum.

    Cubeworthy: simple "yes" or "no" of whether or not I'd Cube with the card myself. That is, would I both put this card in one of Cubes and actively draft it a reasonably high % of the time with plans to maindeck it.

    White
    Archetype of Courage: I'm buying whatever this guy is selling. I've played 4x Blade Splicer in enough White decks to know that this type of card is exactly where you want to be early on in order to stave aggression off. 1WW means that he pairs well with Nykthos, Shrine to Nyx and Heliod, God of the Sun. Since decks that feature either just need to survive in order to win this guy is perfect because attacking in to a wall of First Strikers just plain isn't possible. I'm not expecting the anti-First Strike clause to be especially relevant on average but I'll certainly take it. It's basically free value given how reasonably priced this guy is. I don't think that he's outright better than Blade Splicer in a vacuum or anything but in the context of a defensive White deck that has some Devotion elements he can do a lot of work. I know that I explain this every review but I'm always on the lookout for powerful sub 4 CMC spells that I can use to flesh out my curves. Every color has amazing 4+ drops and so the real challenge is finding good early game plays. This guy has value on turn 8 when cast on a reasonable board and he's great on turn 3 if you're looking to abuse Heliod/Nykthos in the near future. I'm happy to see him and I'll probably give him a go in a couple of lists.

    EDIT: Bear in mind that this card was spoiled before Brimaz ^^.

    Rating: 3
    Cubeworthy.

    Brimaz, King of Oreskos: Ahem. Now I feel kind of bad for Archetype of Courage >_<. You can basically ignore everything that I just finished saying about him because this card is obviously off-the-wall powerful. Someone has a slow start? Slam them, nab a free blocker and still have your threat untapped. Someone plays an Obstinate Baloth or something? He can't even attack you profitably. Your deck has Nykthos, Shrine to Nyx? This guy is basically a Worn Powerstone. I know that I'm picking the low-hanging fruit here but let's call a spade a spade and agree that this is one of (if not the) most pushed cards in the set. The go-to "solid" 3 drop in White has basically always been Blade Splicer in my mind and this guy puts her to shame. He's a clear example of power-creep because there's no trade-offs or decisions or risks. Your card is simply worth much more than 3 mana but that's all that you have to pay for him. I would happily slam multiples of these in my decks (legendary or not) because he just seems like such a powerful creature to play early on. As it stands he's my clear winner for "best overall card in the set." I have to imagine that he'll cost a fortune because I expect that people will want to test him in Standard but I mean if he doesn't become the next Boros Reckoner then casual White decks are going to have access to an amazing new 3 drop.

    Rating: 4
    Cubeworthy

    Fated Retribution: This card is unplayable trash in every format (including EDH). I don't care if it's an Instant that Scrys and kills Walkers because at the of the day it's just going to be a terrible 7 mana Wrath of God that offers marginal value at the cost of being a complete mulligan for the vast majority of the game. It's easily one of the worst Wraths that's ever been printed and you'd have to be desperate as all Hell to field it. Rout, Planar Cleansing and Mass Calcify and more all spring to mind as budget alternatives that I would virtually always play over it. I'm obviously not even touching things like Day of Judgment, Wrath of God or Austere Command which are clearly leagues better. I don't think that every Cube/White EDH deck has room for 10 Wraths and this one isn't even close to pushing any of the standard ones out of their slot. Do not play with this card unless budget and/or card availability is a big concern for you.

    Rating: 1
    Not Cubeworthy

    Hero of Iroas: I make it a point to check and double-check every rare 1-2 CMC creature gets printed since it's just so hard to fill out your early curves in a multiplayer setting. Unfortunately I don't expect this guy to change anything on that front. I would always play Kor Spiritdancer over him because when I'm playing with Auras I'm just worried about card disadvantage and not tempo loss from mana. He also gets half of the combat bonus which is a significant downgrade. If you couldn't afford the Spiritdancer I would simply not play either and instead opt to play cheap Hexproof durdles such as Silhana Ledgewalker. I know that I'm pidgeon-holing the card into the Selesnya/Bant Hexproof Aura decks but I mean what other archetype can really afford to play Auras in a multiplayer setting? Maybe Bruna, Light of Alabaster in say EDH? That's a stretch. I would never purchase nor play with this card and I certainly wouldn't let it come near any of my Cubes.

    Rating: 1
    Not Cubeworthy

    Plea for Guidance: Hey, it tutors for Sphere of Safety and Enchanted Evening in EDH. God knows the Bant pillow-fort decks will play the heck out of this. Doesn't seem especially playable anywhere else.

    Rating: 2
    Not Cubeworthy

    Silent Sentinel: Anytime I see a 6+ drop I can't help but to mentally compare it to hits such as Sun Titan, Elesh Norn, Grand Cenobite, Luminate Primordial, Angel of Serenity, Avacyn, Angel of Hope and Celestial Force. Given that this thing is a 7 drop that has to attack before it provides value to its controller you can color me unimpressed. He's not even especially large and while recurring Enchantments is fine the decks that want that type of effect will basically always want Replenish/Open the Vaults or something instead. Nothing about this card feels pushed or powerful and I certainly couldn't see myself ever fielding him in anything. He seems way too slow, marginal and weak to see play in EDH and I cannot fathom a reason why anyone would be rushing to draft and play him in Cube. There are far more powerful things that you can do with 7ish mana. As much as I love recursion if I'm paying 7 mana I'm expecting something close to an Angel of Glory's Rise.

    Rating: 1
    Not Cubeworthy

    Spirit of the Labyrinth: I like the effect and the body is fine but I've never seen hatebears fare especially well in a multiplayer setting. The problem, more often than not, is that people play enough mass removed or bomby creatures to render them obsolete. I like it, it's fine, but in no way, shape or form am I expecting to see her haunting kitchen tables in the near future.

    Rating: 2
    Cubeworthy

    Blue
    Arbiter of the Ideal: Of all the terrible prerelease promos spoiled this one has the most potential by far. I'm a very big fan of playing decks filled with permanents and it only takes a Mind Over Matter or a Freed from the Reel to make this guy insane. Obviously those kinds of combos are slow and durdly but this card can legitimately do powerful things which is more than I can say about his brethren. I recognize that he doesn't combo amazingly well with Enchantments, something clearly designed to restrict his power, but he still has potential. Obviously he's worse than Consecrated Sphinx, Frost Titan or Diluvian Primordial if you're just looking for a generic finisher but I could easily see myself losing to this card at some point. I would never play with him myself because he's just not very good in a vacuum and I want all of my 6+ CMC spells to be unconditional bombs. Still, hey, there's enough potential here that I'm sure someone will do something insane with him in EDH or in some crazy combo deck.

    Rating: 2
    Not Cubeworthy

    Archetype of Imagination: I want to like this card but there's something about a 6 mana 3/2 flier that screams "I'm too expensive for what I do." I love the fact that he destroys stalemates since he essentially makes your entire team unblockable while simultaneously stripping evasion away from opposing beaters. That being said how many Blue decks actually win via early pressure from creature beats? How many find themselves unable to break board stalls? Not many. I would have legitimately liked this card at 5 mana and while I have no idea if it would be overpowered in Limited at that cost I would have actually tested it. As it stands I couldn't ever see myself cutting a Consecrated Sphinx, Aetherling, Frost Titan, Wurmcoil Engine, Diluvian Primordial, etc. from my decks to make room for it. It's deceptively close to being a solid, playable, powerful card but I think it's slightly overcosted to ever be a serious contender.

    Rating: 2
    Not Cubeworthy

    Fated Infatuation: Cackling Counterpart is a bad card. What does that make this? I have no idea why this thing's mana cost is so obnoxious. I would never take Scry over Flashback (even though it's expensive) and since I would never play more than 1 or 2 of these I don't think that this card has a home. I wouldn't put it in any of my Cubes mostly because the mana cost is so ridiculous. Like this card is significantly weaker than Clone in a multiplayer setting to begin with let alone the threat of having it get stuck in your hand. I've seen Cackling Counterpart played in EDH to copy (the now banned) Primeval Titan and Sylvan Primordial so I guess it might have some value in that sphere. My guess is that no Blue deck would ever play all of the "Clone" effects and this is probably one of the worst (it's right up there with Artisan of Forms) so I'm not expecting it to see much play but at the same time I wouldn't be shocked to see it pop up every now and then.

    Rating: 1+? Who cares...
    Not Cubeworthy

    Perplexing Chimera: This card is "funny" and "cool" so I expect to see it pop up every now and then in janky Blue decks. I'm too jaded to see the value in these silly little creature that can make for cool stories but I also know that I'm on the extreme end of the competitive spectrum. I don't really know how to rate these kinds of cards in that sense. People don't play them because they're powerful; people play them because they're unique and interesting. Don't play this card if you're looking for something powerful that can significantly improve your overall win% but by all means you should play with the damned thing if you're looking for a laugh.

    Rating: N/A
    Not Cubeworthy

    Tromokratis: I don't like this card. I think that it's expensive, risky, underwhelming (even when it works) and that any number of similarly costed finishers are all vastly superior alternatives. I wouldn't play him myself and I don't expect to ever see one cast. My best friend plays Braids, Conjurer Adept in EDH but I mean this card isn't remotely good enough to push any of the other creatures out of his deck and I don't think for a second that this is a good card in that format. Again, the alternatives are all significantly better. What bothers me is how dumb his Hexproof ability is. "This card is resilient unless you want to do something with it." Umm... ok... You're paying 7 mana for an 8/8 semi-evasive durdle in my mind. That's not a solid investment at all. Why they decided to give him Hexproof... but not really... doesn't make much sense to me.

    Rating: 2-
    Not Cubeworthy

    Vortex Elemental: People call this the Blue Typhoid Rats but I mean do they not realize how hard it is to hold mana up for these kinds of cards early on? You can't like cast spells and still threaten to eat attackers. This card is way worse than it may seem for that reason alone. With respect to its removal aspect, meh, 6 mana is a lot. Still, as much as I want to completely dismiss this card, the fact of the matter is that Blue has terrible early creatures and this one is defensive and still has relevance in the mid-to-late game (it can axe a big threat). All things considered that's not bad. I wouldn't be excited to play with the card in my decks but I'm starting to think that I'll be using it more than I think.

    Rating: 2
    Cubeworthy

    Whelming Wave: My only issue with this card is that Cylonic Rift is vastly superior. You don't cast these kinds of cards on turn 4; you use them on turns 8+ to finish people off. I mean, really, what Krakens are you casting on turn 3 lol? Anyways, Cyclonic Rift just does everything that this card does and much more all at instant speed. I like the idea of having a Blue "Plague Wind," believe me, I just couldn't imagine ever playing this over Rift.

    Rating: 2 in general, 3 in the Quest for Ula's Temple deck
    Not Cubeworthy

    Black
    Archetype of Finality: So this is what passes off for 6 drops nowadays eh? I'm not going to waste any time on this overcosted, underwhelming defensive pile of trash.

    Rating: 1
    Not Cubeworthy

    Ashiok's Adept: Too small, too slow, too vulnerable, too situational. I set the bar high for Black cards given the extreme levels of competition in the color and this one falls far short of the mark. Even in the Tormented Hero, Skirsdag High Priest, Agent of the Fates, Xathrid Necromancer deck with Undying Evil and Nighthowler he's still not something that I would seriously consider playing. At 2 mana I MIGHT have given him a go but 3 is just too slow for my blood.

    Rating: 1
    Not Cubeworthy

    Champion of Stray Souls: Mass Recurring Nightmare on a recursive stick has never looked so bad. This card is horrendously unplayable in every format and that includes EDH as far as I'm concerned. I get that every meta is different and that EDH is often viewed as casual format but I refuse to believe that playing this guy figures to help more than hinder on average. I don't normally take the time to explain every reason why a card is bad but I really do feel compelled to make an exception for this guy. First of all he's a 4/4 for 6 which is already laughable. He's outclassed by most slightly above-average 4 drops at that rate. You're paying Grave Titan for that? Given me a break… Anyways, from there we have a 7 mana Haunted Crossroads ability which I can guarantee you is a trap. Using it will, more often than not, cause you to lose games as you spend endless amounts of time and mana dicking around with this useless durdle. In fact I think that he would almost be strictly better if the ability were removed because then you'd never be accidentally tricked into using it. Now, the one redeeming feature of the guy is that if you have 5 mana, a bunch of dudes and a full GY he can revive an army. Why that's better than say playing a Living Death or Sepulchral Primordial is beyond me but let's roll with it I guess. Anyways, what this means is that instead of having your 6 mana do-nothing killed immediately people can just wait until you skip your next turn too before Wrathing and forcing you to spend another 3 turns doing, well, nothing. The option is always there to kill him prior to that if needed but that won't usually be the case I imagine. This is EDH that we're talking about after all. The fact that he has to Tap meaning that you can't even abuse "big mana" with him is just utterly pathetic. There's literally no scenario in which this card can feel abusable. I know that he will get played in EDH, way more than he deserves, but the least I can do is urge my readers to reconsider and to critically asses his worth. Just how bad do your opponents' decks have to be for this card to be good? Pretty damn bad.

    Drown in Sorrow: Until Massacre stops being a card I see no reason to play this in Constructed decks. Infest has never been powerful enough to make the cut in my Cubes and I've yet to see the card played in EDH. It's not horrendous or anything but the effect has always felt far too weak for me. Scry 1 isn't enough to pull it out of the gutter in my mind.

    Rating: 2-
    Not Cubeworthy

    Eater of Hope: I had to read this card 2 or 3 times just to make sure that I wasn't missing anything. Enormous cost, terrible stats, marginal activated abilities. The trifecta of unplayableness has been achieved! This card seems horrendous in every casual format including EDH and I could never see myself wanting to play with it in Cube. Black has some amazing finishers at 6+ mana and he falls way short of the mark. He's a terrible sac outlet given that both of abilities have non-zero mana costs which means that he'll never be able compete with Altars, Attritions or Sadistic Hynotists. All-in-all he's just a very bad card that I would never recommend playing. Even if you're looking for something budget-friendly you're still much better off running something like Sepulchral Primordial as your big finisher who's resilient to spot removal.

    Rating: 1
    Not Cubeworthy

    Fate Unraveler: I expect this card to have the most overall impact for "kitchen-table Black" if only because Nekusar, the Mindrazer is such a beloved EDH general and he's very clearly designed to work in that archetype. He will see a ton of play in that format as a result. I like that he's a 3/4 and not say a 2/3 which he very easily could have been. That deck needs every blocker that it can get. I don't expect to see him played much outside of EDH because the "discard= damage" archetype is just so weak, slow, vulnerable, marginal, etc. in a Constructed setting. I would also never play this card "just because" because that's not a winning line. He's not strong enough to justify the heat that he'll put on you.

    Rating: 1 outside of EDH, 3+ in the context of Nekusar combo
    Not Cubeworthy

    Fated Return: People call this an EDH card but I don't really see it. 7 mana is enough for Sepulchral Primordial, Sheoldred, Whispering One, Grave Betrayal and I mean I could list a ton of sweet 6 and 8 drops that you'd also always field first. The actual EDH Reanimator decks still want the 1-3 mana revival such as Animate Dead because you don't need to worry about removal when that Jin Gitaxias, Core-Augur is coming out on turn 2-3 or whatever. I dunno, I couldn't see myself ever slotting this into any of my Black EDH decks and I mean it's way too overcosted to see play anywhere else.

    Rating: 2
    Cubeworthy

    Gild: Until Sever the Bloodline stops being a thing I don't see why you'd ever play with this card.

    Rating: 1
    Not Cubeworthy

    Herald of Torment: He's like Vampire Nighthawk except instead of gaining life you lose it :3. I don't mind aggressive cards, I've played a fair number of Hunted Horrors in my day, I just can't see myself ever playing this thing over the Nighthawk.

    Rating: 1
    Not Cubeworthy

    Pain Seer: I don't know about the rest of you but my Black decks typically have way too many 4+ drops in them to ever support a card such as this. Besides, how often can a 2/2 actually get a hit in? Anyone unable to handle a 2/2 probably isn't going to stay alive for very long. The best case scenario for this card is that he comes down on turn 2 and gets a few hits off on someone who has a slow start. You lose ~4 life and draw 2 cards and are now stuck with a useless Grizzly Bears. All subsequent copies are now mulligans. That's the BEST CASE scenario in my mind. Maybe there's some card out there that can tap him but it's probably not something that I'd want to play regardless. If we're talking about 2 card combos that draw cards at the cost of life in the color that already has access to Syphon Mind and Phyrexian Arena among other things, well, let's just say that I've already lost interest in the subject.

    Rating: 2
    Not Cubeworthy

    Servant of Tymaret: It's a zombie that causes global lifeloss. As much as I hate everything about it I imagine that it's still playable in the Leechridden Swamp, Maggot Carrier, Shepherd of Rot, Vengeful Dead, Gray Merchant of Asphodel Zombie deck. The current 3 drop of choice is Gangrenous Zombies who are severely underpowered when you don't actually have the snow-covered Swamps (and, well, even if you do...). As bad as this card is it's the worst if you want another budget drainer in the list. I would never play this card "as is" though. Paying 3 mana a turn to drain everyone for 1 just seems like a losing proposition.

    Rating: 2
    Not Cubeworthy

    Red
    Felhide Spiritbinder: I try to like Red. I really do. The problem is that Wizards sure as Hell doesn't make it easy for me. This is the kind of card that could have been a something. This was a strong piece of design space that could have been explored. Instead they gave us some garbage 4 drop with weak stats and a marginal, mana-intensive and conditional ability. I would never play with this card. It would never come anywhere near my decks and if I accidentally shuffled some basic lands in my Cubes I would always draft those over this because someone might accidentally put him in their deck if I passed him. There is no competitive sphere where this card is remotely playable. He's just another joke.

    Rating: 1
    Not Cubeworthy

    Flame-Wreathed Phoenix: I was thinking about this card for a while and I eventually concluded that I could see myself consistently wanting both versions of this card. A big flier for 4 mana is always worthwhile and even if it just becomes a glorified Chandra's Phoenix I'm ok with that because I'm always ok with playing Chandra's Phoenix in my decks to begin with. Given that this one has an easier time recurring I don't see why I wouldn't be able to make it work to some extent. This is by no means a bomb and it's not going to revolutionize the 4 drop slot in Red or anything. It just seems like a solid playable who's good on both offence and defence.

    Rating: 3
    Cubeworthy

    Firestoker Dragon: Let's just say that I'm anything but stoked to play with this travesty of a card.

    Rating: 1
    Not Cubeworthy

    Pharagax Giant: I feel like someone from the naming department lost a game of Scrabble once after getting an "x" and a "g" and said to himself "never again." This card isn't actually worth discussing because it's just going to be a 5 mana 5/5 98% of the time (which is obviously unplayable) but I did want to briefly touch on the Tribute mechanic. I'm a little disappointed with it from a multiplayer perspective because I'm basically expecting it to produce nothing but slightly above-curve creatures and little else. Since we live in a world of Taurean Maulers and Malignuses who are are already huge for their cost I really don't expect to see many playable ones. I find that to be unfortunate :(.

    Rating: 1
    Not Cubeworthy

    Satyr Firedancer: As much as I'd like to say that this card could be playable in the Flame Rift, Sizzle, Breath of Malfegor etc. deck the problem is that he just becomes another Guttersnipe. People aren't idiots; they'll kill your stupid creature and then kill you. I want to like this card because I do like that ability but this guy really needed to be an Enchantment.

    Rating: 2
    Not Cubeworthy

    Whim of the Fates: Oh, goody, the token ****ty Red chaos spell... Thanks Wizards...

    Rating: 0
    Not Cubeworthy

    Green
    Archetype of Endurance: I would be shocked to see this card played in any format (including EDH). The effect is fine and all but I mean 8 mana? Really? My bar for Green is set very high because Sylvan Primordial is a thing and if you're not betting than an easily accessible, $1.00, top-tier alternative then you're probably not going to make the cut. I like Hexproof, I do, I just want it at some point before turn 10. I would never play this card over Asceticism for example and I would almost always play Dense Foliage over either. I just don't want to play this guy and get crushed by a Wrath or something and feel like an idiot. Anyways, I don't see how this guy could ever edge other Green monsters out so I really don't expect to ever see this guy cast. 8 mana... come on >.<...

    Rating: 2-
    Not Cubeworthy

    Courser of Kruphix: HOLY **** A PLAYABLE CARD. The second including Brimaz in case anyone was counting. There's not much to say about this card that hasn't already been said but I'll give my 2 cents on it. I love the fact that she fuels Nykthos, Shrine to Nyx, that she gains life and that she draws you a card every 2-3 turns. I'm also a big fan of her big butt since blocking is exactly what you want to be doing when you have something like this in play. As long as you can survive then you'll probably be in a good shape. Green has always had a relatively weak 3 drop slot and it looks like Yavimaya Elder might have some legitimate competition on the "rampy-esque card advantage" front. She's not strictly better or worse, just different, and I like that about her. I'm glad there's a small ray of hope in this otherwise miserable set.

    Rating: 3+
    Cubeworthy

    Fated Intervention: Let's cut to the chase; this isn't Thragtusk. SHOCKER! As such I cannot in good conscience call this a solid 5 drop or anything. It's not. With that in mind let's talk about what it can do. First of all I don't really care about the dumb "ambush the attacker" tricks in multiplayer. It rarely has a significant impact on the game in my experience. When, then, could I see myself playing with or against this thing to promising results? One option would be to play it in Enchantress since it triggers your Enchantress's Presences and Argothian Enchantresses and such. On that note it can also be played in Bant/Selesnya Hexproof Aura decks to pump Ethereal Armor and Ancestral Mask while providing you with some defence. In addition, you can play it in your Epic Experiments deck filled with spells that produce creature tokens. In fact, you can pair it with any creatures or spells who care about Instants and Sorceries over creatures. Maybe your deck has Delver of Secrets or even Guttersnipe. Are all of these niche uses that are arguably pretty bad to begin with? Absolutely. Is the card completely unplayable though? Probably not. If you're just playing a "dumb Green dudes" deck then Thragtusk is always the better option. Roll with him and never look back. That being said I can envision scenarios where this card sees play and possibly holds his own. I mean you never know, someone might get you the turn after they cast Ajani's Chosen by eating your attacker and drawing 2 cards. Who knows, maybe that'll activate their Sphere of Safety in a big way. There's enough "Enchantments matter" cards out there that I'm never going to completely discount this type of effect. A couple of instant speed 3/3s for 5 isn't horrendous (it's not good but it's conceivably playable) so as long as you can abuse the Enchantment card type then you're probably in a decent position.

    Rating: 2-
    Not Cube worthy

    Nessian Wilds Ravager: I would never play a 6 mana 12/12 because Multani, Maro-Sorcerer and Primeval Titan are things and I don't expect him to ever consistently be a giant Flame-Tongue Kavu. Heck I'd probably just play Gruul Ragebeast if that's what I was looking for. Obviously the card synergizes with Doubling Season effects and whatnot but I mean I still see a big dumb Green monster who dies to Doom Blade at no benefit. I think that he's better than most of his prerelease promo counterparts (the Blue one is probably marginally better) because a 6 mana 12/12 is still something but I mean I've been playing against Lord of Extinction for years and the card has basically never done anything. I don't see why this card would fare any better. I would literally never play with this card myself because even something as simple as Sylvan Primordial is just infinitely more versatile in my mind.

    Rating: 2
    Not Cubeworthy

    Unravel the Aether: Deglamer has always been playable in a world of Darksteel Colossuses and Sundering Titans. I realize that Fade into Antiquity et al. work too but sometimes speed is far more important than power. I expect this to see a tiny amount of play in very broken metas.

    Rating: 1 in general but 2 in very broken circles
    Not Cubeworthy in general

    Multicolor
    Chromanticore: Yeah I'm not playing 5 colors for a bad version of Sphinx of the Steel Wind. I get that it "beats" removal and I know that it virtually has Haste but I just can't get past the fact that I have to play all 5 colors for a card that isn't even above the curve in terms of power-level. I woulfd much rather slam a Sepulchral Primordial or Sylvan Primordial in to play for that price. It's obviously not a bad or anything but it's not in-your-face good even though it really needed to be.

    Rating: 2
    Not Cubeworthy

    Ephara, God of Polis: I like this card for her applications in UW pillow-fort decks packed with Propagandas and Ghostly Prisons. You have the Luminarch Ascensions and Sacred Mesas to fuel her and plenty of resilient Enchantments to trigger her. Not having to splash Green for Enchantress's Presence is a big deal, especially for budget decks with bad mana bases. I fully expect to see her a lot in EDH as a result because everyone seems to love playing these "don't attack me" decks. While she obviously has other combo applications they all seem to involve splashing Green. Hexproof Auras with Verdant Embrace, Sprout Swarm, Prophet of Kruphix and more can all reliably trigger her at each upkeep. Getting her devoted might be difficult in those lists but I mean who cares about that when you're drawing ~5 cards per turn? I mean this card says "Indestructible," "each upkeep" and "draw a card." She's going to see play and she's going to feel overpowered when she works. I don't think for a second that she's broken or anything but I do like that she's both powerful and abusable. The other major Gods have all impressed me thusfar and even though the new minor ones will be harder to trigger when you're talking about something in the same vein as a Mind's Eye who can randomly attack/block as a 6/5 Indestructible bastion of death for 4 mana than who am I to complain?

    Rating: 3 (she's more of a build-around-me than a generically good card)
    Cubeworthy insofar as there's support for the pillow-fort Enchantment deck

    Karametra, God of Harvests: I love this card in EDH and she seems perfectly playable in Constructed Bant/Selesnya ramp as well. Prophet of Kruphix anyone? Green is very good at triggering devotion and I love her long-term impact on games. She's obviously no Mirari's Wake, Primeval Titan nor a Sylvan Primordial but there's just enough potential here to keep me interested. The obvious card to pair her with is Knight of the Reliquary but I mean ramp is just so generically powerful that it doesn't really matter what direction you take the deck in. Churning out Stoneforge Mystics, Thragtusks, Sigarda, Host of Herons, Sylvan Primordials, etc. and fueling Aura Shards seems sweet. Oh, for what it's worth the body is just a bonus but it's totally reasonable in Green. Utopia Sprawl into Predator Ooze anyone? If you trigger her, awesome! If not, hey, that's fine too.

    Rating: 3
    Cubeworthy

    Kiora, the Crashing Wave: Costs 4 mana, starts with a low amount of loyalty, only thwarts 1 creature from 1 opponent with her +1 and has a ludicrously scary Emblem. This is a recipe for "generically unplayable 'Walker" if I've ever seen one. Casting her on a stable board in a multiplayer setting is a pipe-dream at best and no self-respecting group is going to stand idly by and watch you tick her up. She's going to come down, activate once and promptly die. If you want to play with a 4 mana Explore, good on you, that's not just not something that interests me personally. I could have maybe seen myself playing her if she could ult straight out of a Doubling Season or something but as it stands I just don't see how you could reasonably expect to get consistent value out of her. She's too scary to ignore and she's woefully ill-equipped to protect herself in a multiplayer setting.

    Rating: 2-
    Not Cubeworthy

    Kiora's Follower: Nykthos, Shrine to Nyx is a big game and this is a solid enabler for it in UG decks. It's bigger than say Voyaging Satyr and can even bestow Vigilance on your best beater which is always sweet. The card's stiffest competition is likely Coiling Oracle and while it's a worse "generic value" critter I could easily see it winning out in Nykthos decks. Multiplayer can be a rough format at times because anyone can hit 6-8 mana and play some stupidly powerful card and win and so it's nice when you can field some powerful early drops that will enable you to get there. This is the kind of 2 drop that you don't have to hate life to play because it will almost always be relevant. I will admit that you'll probably never want to see it on turn 7 but I mean I can just imagine curving out with Utopia Srpawl, this and a Wistful Selkie in your Nykthos decks and proceeding to cast, well, anything! I like it a lot in that sense. This is clearly a pushed card and I do think that it has legitimate multiplayer applications. I would probably always draft and play this in Cube and I could easily see people fielding it in EDH. Again, it not only ramps but it can untap your key lands and provide Vigilance to your best beaters. That's a very powerful skillset for a 2 drop.

    Rating: 3
    Cubeworthy

    Mogis, God of Slaughter: People are on this guy like white on rice and I just don't see it. Let's get something out of the way right now; he's not even half as good as Purphoros is. To even compare him to Purphoros is a bit of an insult in my mind. Sulfuric Vortex is a good card because it comes down 3 on turn and shuts life gain out of the equation. This guy costs 4 and I don't think that he's ever beaten an Exsanguinate in his life. Triggering his body seems like a stretch at best although I will concede that Demigod of Revenge is an amazing card for that. Still this card isn't going to just beat a table or anything and if you think that triggering his body will be easy then prepare to be woefully disappointed. The fact that you can always pitch a random dork/token/whatever to him certainly doesn't help because it just plain gives people that much more breathing room to find a way to deal with him… or you. Taking 2 a turn isn't a lot and I'm not expecting him to do a very good impression of The Abyss (as many people are suggesting) but the option is ever-present if it's required. I am very underwhelmed with the guy in general and I don't believe for a second that he'll prove to be a generically powerful spell. Now, if you are interested in playing him, I have cooked some ideas up. We covered Demigod of Revenge and he's fine and all but there has to be more to the deck than that. Luckily for us you also have access to Veinfire Borderpost and War Elemental to fuel him. How do we go about casting the Elemental on curve? Dragonmaster Outcast, Figure of Destiny, Kargan Dragonlord, Ash Zealot and Stigma Lasher all spring to mind. The Lasher is obviously great against life gain. When your deck is that aggressive suddenly Rakdos, Lord of Riots is probably viable. While we're at it let's play Gray Merchant of Asphodel, Erebos, God of the Dead to hose lifegain even more and even Purphoros himself could make an appearance. Round out the deck with Wight of Precinct Six, Taurean Mauler, Boros Reckoner, Ember Swallower, Stormbreath Dragon, etc. Braid of Fire starts to look insane at that point because so many of your creatures have expensive activated abilities. Toss in a bit of Black draw (Syphon Mind) and revival (Oversold Cemetery) and the deck is done.

    Rating: 2+
    Cubeworthy

    Siren of the Silent Song: This has to be fringe playable in some sort of budget Zombie mill deck with Undead Alchemist or something. I'm never going to touch the thing myself but a global Specter can't be the worst.

    Rating: 2-
    Not Cubeworthy

    Xenagos, God of Revels: This card is trash outside of EDH. I dislike Mogis but I could somewhat see myself playing him at the very least. Xenagos, on the other hand, just seems awful and I would never touch him in 60 card formats. This card wants to be Kessig Wolf Run except that it fails on every front. No Trample, no synergy with mana dorks, spell slot vs land slot, etc. Maybe it's narrow-minded of me to compare the two but I mean how can I not? To be clear this guy is literally the word "Trample" away from being solid but as it stands I think that he's utterly unplayable in most settings. RG already has huge dudes and the only thing that it needs to close games out is some form of evasion. Given that Xenagos doesn't offer any I don't see why you'd ever want to field him. With respect to EDH, I don't actually know how good/bad he figures to be but my gut says that he's good enough to make the cut in most fair decks. Doubling your General's power and giving him Haste seems very good and triggering him seems easily do-able. Then again I don't think that triggering his body is very relevant when you have the ability to kill players in 1 or 2 hits (assuming equipment or self-pump). I've never really played an EDH deck that wins by attacking with its general that didn't already plan to 1 or 2 shot people hence my uncertainty about his worth in the format. Please correct me if I'm wrong/over-estimating his worth in that sphere. I just don't see how a resilient + free "Berserk/Reckless Charge love-child" for your General could fail to make the cut in most reasonably fair metas.

    Rating: 1 in Constructed, 3+ in EDH
    Not Cubeworthy

    Artifact
    Astral Cornucopia: This card is garbage at 3 CMC, garbage at 6 CMC and if you can ever cast it for more then you probably don't need it. Why they printed this is beyond me. If you want to fool around with Charge counters, by all means, I'm just looking for Coalition Relics and whatnot.

    Rating: 1
    Not Cubeworthy

    Gorgon's Head: People seem like to like this effect on equipment and this is cheaper than Basilisk Collar $ wise and cheaper than Gorgon Flail mana wise. I fully expect it to see a minor amount of casual play.

    Rating: 2-
    Not Cubeworthy

    Lands
    Scry Lands: My opinion on these hasn't changed. They're definitely not worth paying top dollar for and so I don't expect to see them in the casual scene until they rotate out of Standard. The Scry is nice and all but it's not worth shelling out your hard-earned dollars for. Guildgates and Karoos are inexpensive and get the job done.
    Posted in: Born of the Gods Multiplayer Set Review (165/165)
  • published the article The "Don'ts" of Multiplayer Deckbuilding Etiquette
    Introduction
    Earlier this week I received a great suggestion to discuss my views on the "don'ts" of multiplayer deckbuilding etiquette. That is, what kinds of cards should people, in general, avoid playing on a consistent basis (or even at all). I personally believe that it's virtually impossible to create a stable multiplayer banned and restricted list but what I can tell you is that there are plenty of guidelines that I adhere to when building decks or constructing multiplayer Cubes. While everything that I'm about to tell you is obviously subjective and anecdotal I still believe that most people should be able to extract some sort of value from my insights on the subject.

    Legacy B&R List
    I'll start by saying that, in general, adhering to the Legacy banned and restricted list found here is a great place to start with respect to your constructed decks. It keeps a lot of the least fun cards out of the equation and helps to mitigate the "pay to win" aspect of Magic to some degree. There's just no world in which you can resolve a turn 1 Mishra's Workshop/Mox jet/Sol Ring/Skullclamp or an early Tinker (or all 3!) and not put the onus on the entire table to pull a rabbit out of their collective hats to beat it. If you've ever played with a Skullclamp deck against a non-Skullclamp deck you'll probably know exactly what I'm talking about. It's a less-than-fair fight. People shouldn't be forced into teaming up against a player starting as early as turn 1 in order to stand a remote chance of winning. While that cannot be achieved with this restriction alone it's a good starting point in my mind. While the power of these cards is somewhat mitigated in Cube I still do my best to avoid fielding the vast majority of them even if we're just talking about proxies. No one is ever going to do something "fun" with Channel after all.

    No Turn 1-3 Decks
    Building on the premise that it's unreasonable to force players to react or lose on the opening turns I personally believe that you shouldn't play decks that enact powerful gameplans and/or virtually win the game on turns 1-3 in anything other than the most competitive metas. An average deck can't compete with that kind of clock and so those kinds of lists typically creature short, boring and uninteractive games. Common examples are Balustrade Spy-based Dredge decks, Show and Tell decks, Jin-Gitaxias, Core Augur-based Reanimator decks, Contamination decks, Smokestack decks and Limited Resources-based White Weenie decks. While other archetypes exist these are some of the the most common ones that I've seen. Luckily for me these archetypes alone are enough to get my point across with respect to discussing why I believe that turn 1-3 decks are unhealthy outside of extremely competitive metagames. My biggest argument against them is that it's unreasonable to suggest that an average deck of any color combination should have a solid game against all of the aforementioned archetypes. Moreover I believe that if something is unreasonable then it should be removed from the equation altogether. I've heard plenty of counter-arguments along the lines of "oh you just need more spot removal" but I personally believe that that those comments are ridiculous. I mean what? Is every deck supposed to play White for Swords to Plowshares and Demystify and Blue for Force of Will? That's your solution? How does a Green deck beat a Jin or a Show and Tell? How does a Black deck beat Limited Resources? How does a Red deck beat anything? Are you just supposed to never play decks that don't have either Blue or White in them period? It's absurd to suggest that every deck should be required to have outs to turn 1-3 decks in my mind. If we assume that turn 1 decks are fine we have to assume that anyone could play any of the aforementioned decks at any point after all. That imposes completely unreasonable deckbuilding restrictions on people. I don't care if your meta is making it work because only one player is playing with those kinds of decks. What if other people started to field them as well? What if people had multiple decks that attacked from different angles? It's entirely possible to create balance in the short run but in the long run there's just way to create a healthy, stable environment when these kinds of lists are present. Don't play them unless you're given the green light to do so because your playgroup is just that competitive.

    No Instant Wins or Infinites
    Moving on I'd like to address infinite combos and instant wins. The overwhelming majority of the multiplayer communities that I've played in (and read about) bans them outright. I have to say that I wholeheartedly support that decision. Bluntly put they tend to ruin the gaming experience for the newer and/or less competitive players at the table who will usually feel cheated by the outcome. Instead of playing an actual game of Magic someone just played a Hive Mind on turn 4 and cast a Pact of the Titan. It's the unquestionably best thing to do because the alternatives all suck. If you try to beat unfair decks with fair decks then you will usually lose. Either the unfair decks will beat you themselves or you'll thwart them and proceed to lose to the other fair decks who aren't down on cards and playing marginal answers to combo decks in their lists. If everyone switches over to unfair decks then you're just playing goldfish Magic with 0 meaningful interaction. Your games will last 4 turns tops and will feel about as skill intensive as a game of rock-paper-scissors. If you try and hate the unfair decks by playing horrible cards such as Cranial Extraction then you'll be unhappy and your opponents will be unhappy. Why? Playing with bad cards sucks and losing to bad cards sucks. No one is excited to play with or against these kinds of cards. Additionally decks with horrendous combo answers will struggle to beat other fair decks which only compounds the problem further. There's no point in beating combo if it means you can't beat ramp and/or control strategies afterwards. Alternatively you could simply try to encourage the entire table to team up against the combo players. That will either A) happen at which point the combo players will complain and/or feel cheated or B) not happen at which point everyone else will complain and/or feel cheated. This is even ignoring the fact that people are often unwilling to team up against combo players because it seems "cheap" even though it's basically necessary. All of these options miserable. While you could argue that it's easy enough to ban the worst offenders in practice I don't find that to be a reasonable solution. I don't believe that people should be forced to memorize a secondary B&R list especially if it's something that will vary wildly from meta-to-meta. There are far too many instant wins/infinites out there and all of them, even the marginal ones, tend to leave a bad taste in people's mouths. There's just no reasonable way to handle combo decks and so they should be removed from the equation in everything but the most competitive metas in my mind.

    No Wishes
    The first variety of cards that I would never advocate playing are Wishes such as Burning Wish. Simply put there's no guaranteed way to ensure that the player will be able find the card in a reasonable time-frame. In magical Christmas land where everyone automatically had a pile of relevant cards sitting next to them I would be fine with them. That being said I think that planning for the worst and hoping for the best will, on average, be the superior course of action. I actually really like Wishes, don't get me wrong, I just personally believe that you can't blindly assume that everyone is always going to be extremely prepared and competent. I wouldn't want the worst player(s) in my games to play Wishes and by extension I don't believe that anyone should. It either has to be ok for everyone or no one. The option which will result in the least frustration on average in this instance is "no one."

    No Time Sinks
    The next variety of cards that I would never advocate playing are persistent time sinks that require decision making such as Sensei's Divining Top, Sylvan Library and Crystal Ball. I refuse to add them to Cubes and whenever I play with one that does I always ask if they could be (temporarily if need be) removed. I also object to their use in constructed games in the interest of time. I completely despise these cards and I strongly discourage their use period. Putting power-level and functionality aside these cards are horrendous for the game because they hemorrhage time like you wouldn't believe. You might try and justify it and say "oh it's just a few seconds every turn" and to those people I say "time it." I have and it's disgusting, absolutely disgusting. Now some of you might be thinking "ok but you don't have to Top at EOT. You can just do it whenever it's convenient." I used to think like that too and I tried that out in my games. It doesn't work. First of all you can't enforce those kinds of procedures nor can you expect everyone to follow them. Moreover it's virtually impossible to overcome the instinctual reaction to wait for the effect to resolve before continuing play. Even if you attempt to Top discretely a huge % of the time the active player will wait for the ability to resolve because that's how the game is played. You can try to explain to people that you want them to keep playing so that you're not wasting time but I mean that only goes so far. The only time that you can really Top "for free" is during combat or something when other people are making decisions. I've repeatedly tried to make Top work in multiplayer but it's always a massive time sink unless you literally stop announcing the ability. It probably comes across as being shady but nothing else has even come remotely close to working in my experience. Because of this I personally believe that you should never play cards like Top and I strongly discourage their use in Cubes. You cannot play the card properly without wasting copious amounts of time and if you ever have a less-experienced player fielding it then you might as well buckle down for your 3 hour grind-fest. I wouldn't want the least experienced players in my games playing Top and, by extension, I don't believe that anyone should play with them.

    No (Semi-)Infinite Turns
    Building on the idea that time-sinks shouldn't be played it's probably worth discussing "extra turn" cards. I think that most people will agree with me when I say that, in general, there's nothing wrong with taking an extra turn or two in your games. If someone wants to live the Time Walk dream and jam a few Temporal Masterys in his or her list there's no harm in that. It only becomes a problem when your deck's entire purpose is to take "all" the turns. Panoptic Mirror and Mind Slaver (+ Academy Ruins) are the biggest offenders by far but I mean it's not hard to chain Time Stretches with Snapcaster Mages either. These kinds of decks just plain shouldn't be played in my opinion. No one, and I mean no one wants to sit around and watch you play Solitaire for 30 minutes. While you could argue that people could always scoop in practice that's not a reasonable solution in my experience. I mean what if you run out of gas? How are we supposed to know if the game is actually over? If you have Panoptic Mirror then it's easy but otherwise it's not. Actually that's not even true because I've seen plenty of people refuse to scoop to a Panoptic Mirror out of stubbornness/stupidly/the ability to say "I came in second!" Now, realistically speaking most people don't build those kinds of decks anyways so why should anyone care about extra turns? The card that I'd like to discuss is Lighthouse Chronologist. I've gone back and forth on this card a lot. On the one hand it's slow, mana intensive and easy to interact with. It's just a creature after all. I like that it's a relevant Blue 2 drop who has value at every stage of the game. I like that he can win games if left unchecked. This guy has always been in my Cubes and he's always been fine because in practice he just can't survive long enough to accomplish anything relevant. That being said I could see a world where his effect could be overpowered. If people had actual 0 removal, which is a possibility that I can't discount, he's fairly obnoxious. Ultimately I can't make any definitive statements about the guy but what I can tell you is that I'd err on the "you can play him" side of the fence. Most people can't interact with Time Warp and I personally believe that it's unreasonable to expect them to be able to. On the other hand most people can interact with a defenseless durdle. While it may seem academic to pair him with Forbid or Spellburst or something the reality of the matter is that spot removal is typically instant speed and this guy draws a proper amount (i.e. all of the) hate. It only takes a reasonable amount of coordination to take him out in my experience.

    Limited Prison and Land Destruction
    Moving on I'd like to discuss an over-arching branch of spells and effects that I wouldn't advocate playing any degree of consistency; prison and land destruction. I don't think that your go-to deck should ever have 4x Armageddon in it nor do I think that people should be forced to play against a Winter Orb every other game. There are any number of spells and effects that fit in to these categories but the scariest ones are obviously the Stasises, Contaminations and Smokestacks that can quickly lock everyone out of the game. With respect to land destruction it's often things such as curving Assemble the Legion into Jokulhaups or even casting a Hunted Dragon into a Destructive Force. The reason why these cards are so troublesome is because it's basically impossible to get a table to scoop to them (namely prison strategies). People are often either too inept or too inexperienced to know when they're drawing dead. The idea of "declaring a winner" just isn't a consideration for them with so many people left in the game. What this often means is that you'll play a game of Magic that isn't remotely close to being a game of Magic. Just some dumb 2 hour draw-go session where no other player actually stood a ghost of a chance. I mean what if someone has an answer? Better hold out and see! God... The other problem stems from the fact that Prison decks suck at killing people. It makes sense, win conditions are entirely win-more and so it's illogical to dedicate a ton of slots for them. They're only relevant when the game is completely locked-up in your favor after all. Now you have a situation where people won't scoop and where you can't even kill them quickly. Ugh. The game ends eventually, sure, but no one other than the Prison player has any fun at all.

    Tangent: Is Land Destruction A Necessary Evil?
    The only defense that I can offer for playing Prison and land destruction a small % of the time is that it helps to keep things somewhat honest and healthy. I know that some metas are still filled with aggro decks but I mean I don't understand how an aggro deck ever beats a turn 2 mana rock into a turn 3 Wrath into a 4-5 drop on turn 4. Once you reach a certain point aggro stops being a thing and so everyone just plays Control, Ramp, Midrange, etc. At that stage there's virtually no reason not to employ big mana strategies such as Cloudpost, Cabal Coffers, Nykthos, Shrine to Nyx, etc. Prison decks and land destruction helps to keep those strategies in check because otherwise they're unquestionably the best things to do. If you have to factor Armageddon into the equation then suddenly the aggro decks actually have game. They're not drawing stone-dead to a Wrath into 4+ drops followed by draw spells and lifegain. This is why I personally think that it's fine to whip out the Wildfires and such every now and then. Again, I would never recommend having these be go-to cards but I mean they're not on the Sensei's Divining Top level of "never play these cards" in my mind. Red and White are traditionally colors that struggle to consistently win games in my experience because they lack reasonably priced big mana engines and card draw. They offer some advantages but that can only take you so far when your adversaries are playing things like Syphon Mind and Rhystic Study and are fueling them with Cloudposts and Cabal Coffers. Land destruction allows these colors to attack the "unfair" fair decks at a powerful angle.

    Limited Board Stallers
    The final variety of cards that I'd caution you to play are "Moats" and "immortality" spells such as Energy Field (+ Rest in Peace or whatever), Grave Pact, Humility, Solitary Confinement and Ensnaring Bridge. As much as I love playing with these cards I would never put them in my Cubes nor would I recommend treating them as staples that should be played with any decree of consistency. They basically put the entire game on hold until they can be answered which is a little bit too obnoxious in practice in my experience. It's not hard to read a table's mood and I've never played in one that was happy to see a Humility stick. It's difficult to remove these kinds of cards especially for colors such as Black and Red who can only field marginal solutions at best. They're basically all Enchantments after all and people, in general, tend to maindeck little-if-any hate for those. Blue isn't well-equipped to handle them either but at least it can bounce + counter them eventually. Anyways the point is that these kinds of cards stalemate games far too easily and far too frequently and there usually isn't nearly enough answers floating around to adequately handle the most oppressive ones. I wouldn't say "never play them" but I mean I wouldn't go out of my way to field them outside of "special occasion" decks that I'd whip out once a month or something. I think that it's reasonable to keep creature decks honest but I mean these kinds of cards can trivialize the strategy altogether which is a bit severe for 2-4 mana spells. If everyone had their Calming Verses and Oblivion Stones, sure. That's just not the world that we live in unfortunately.

    Be Mindful of your Enchantments and Artifacts
    In case anyone was still in the dark about it the most oppressive cards tend to be oldschool Enchantments and Artifacts. Not only are they some of the most powerful cards in the game but people rarely-if-ever maindeck strong solutions to them. Too many people have permanently adopted the "duel mindset" in which they're relegated to the sideboard at best. While it would be extremely easy to build nothing but Survival of the Fittest, Recurring Nightmare and Sneak Attack decks and win the vast majority of your games but try to cut people some slack and assume that they won't be able to interact with them (because they usually won't). This is especially true for newer multiplayer metas with inexperienced players or ones with new/shallow card collections. I'm not saying that you shouldn't play with powerful cards but whenever possible I believe that you should opt for ones that your opponents can interact with. Losing a big % of your games actually behooves you in my opinion because it keeps the game fun and interesting for everyone. Powerful Enchantments and Artifacts tend to dominate games and crush tables and so I personally believe that you shouldn't go out of your way to acquire them and to play them as frequently as possible. Even if it's a superior from an "I want to win at all costs" perspective this isn't a competitive tournament that we're talking about. People should want to play with and against you. Don't play the worst deck at the table that but don't play the one that everybody hates either. While this lesson applies to any deck regardless of its contents what I will say is that far more often than not it's an Enchantment or Artifact and not some random Land/Creature/Planeswalker that's oppressing an entire table. This isn't about doing what's best for your stats. This about doing what's best for you as a person who has to maintain positive relationships with other human beings. Go ahead and play your powerful cards a small % of the time just don't slam an Oath of Druids on turn 2 every game. It's for your own good.

    Conclusion
    Although I'm not exactly sure what I'm looking to achieve with this entry I'm hoping that someone will be able to extract some worthwhile information out of it. I've been playing in large multiplayer games for the better part of 13 years and so I like to think that I have a pretty good bead on what can ruin an otherwise perfectly awesome game of Magic. The overarching philosophy behind my points of view is that some things just aren't reasonable and thus people shouldn't be forced into accounting for them (because realistically they can't). In that sense it's better to remove these concerns from the equation entirely. While I fully expect each and every meta to develop their own sense for what's right and wrong it can't hurt to get an outside perspective and that's basically what I've provided you with. If nothing else it should be a solid guideline for you during your deckbuilding career.
    Posted in: The "Don'ts" of Multiplayer Deckbuilding Etiquette
  • published the article Tips on Effectively Using Mass Removal in Multiplayer
    Introduction
    I've received some suggestions and PMs over the past few weeks to talk about the role of mass removal in multiplayer games. What kinds to use, what decks to field it in, when to play it, the correct quantity to field and various other information of that nature. While I can only speak for myself and my personal experiences I hope that I'll be able to shed some light on the subject nonetheless.

    Why Field It
    Simply put mass removal is the ultimate form of checks and balances. It keeps everyone playing a fair game of Magic in which they can't just blindly run out their spells right off the bat and reasonably expect to get there. Anyone too fast out of the gates is often at a significant risk of losing outright which is a great way to keep aggressive decks out of the format (more or less). It forces people to build their lists with turns 8 through 10 in the back of their minds and so things like card advantage and haymakers that can come over-the-top become important considerations for each player to make. Moreover, mass removal prevents the game from ever becoming overly stalemated. If everyone just runs out a creature ever turn it doesn't take very long for attacking to become virtually impossible outside of evasive threats. This leads to prolonged and uninteractive games which are won and lost on the backs of a few fliers or something equally trivial. Frequent board wipes keep the game moving in the sense that players who draw action can keep playing threats and pressuring others with them whereas people who fail to do so will inevitably fall behind and lose. I know that it may seem counter-intuitive to suggest that mass removal helps to hasten games but try to remember that it's way easier to swing a 5/5 at someone with nothing than it is to attack an 8/8 and a 5/5 into someone with 7 creatures on the table (regardless of their size). In addition, mass removal keeps synergy decks in check and ensures that they're not free to durdle around and nut-draw the table every game. Simply put you will rarely-if-ever have the most powerful gameplan nor the most powerful board state at all times and so having access to cards that bring everyone back to the stone-age is usually a solid contingency plan. Moreover, mass removal virtually cannot be a bad draw in a multiplayer setting. While this is more of a subjective and/or anecdotal defense I'd struggle to believe that you could sit down at an average multiplayer game in which you wouldn't stack a Wrath of God on the top of your deck a huge % of the time. It's incredibly difficult to ever feel in complete control or even comfortable with the board state. Mass removal is a fantastic way to alleviate those concerns because it's much easier to feel safe when no one has anything going on. Even though a clean slate won't inherently favor you over anyone else it will usually make you "feel better" about the game and having a positive mental outlook is an invaluable asset regardless of the task that you're performing.

    What Kinds To Use
    Mass removal, to me, can be broken down into 3 categories. The first category is what I like to call "Wraths" which are basically just Wrath of Gods. That is to say 4-5 mana cards that destroy all creatures (more or less). I personally believe that Wraths are the overall strongest cards to field in a multiplayer setting and that you'll want to run them in largest quantities relative to the other 2 categories. The reason for this is because they A) answer every creature and B) do it for a relatively low sum of mana. They're cheap and powerful cards that will allow you to stabilize the board early on to ensure that you can play a real game of Magic in which you can cast all of your spells and make strong decisions. The best examples of Wraths are things like Wrath of God, Day of Judgment, Hallowed Burial, Rout, Damnation, Mutilate, Chain Reaction, Blasphemous Act, Evacuation and Supreme Verdict. I'm going to skip the middling level of mass removal for now and skip right to the third variety which I like to call "board wipes." These are basically cards that handle everything. Think Planar Cleansing. While they tend to range from 6-8 mana which is noticeably more expensive than Wraths they obviously have the added benefit of handling troublesome non-creature permanents as well. These, to me, are the second most important variety of mass removal spells to field in a multiplayer setting. While you usually can't afford to run many of them the small number that you will field are typically invaluable assets in my experience. Sometimes you'll reach the late-game and realize that other players have a significantly stronger gameplan that you do which could otherwise leave you drawing dead. Whereas Wraths ensure that you can consistently reach the lategame board wipes ensure that you're never drawing completely dead once you get there. Some of the best board wipes include things like Planar Cleansing, Akroma's Vengeance, Cyclonic Rift, Oblivion Stone, Nevinyrral's Disk and All is Dust. The final variety of mass removal is simply utility sweepers. These fall somewhere in between the other categories and serve niche roles. Good examples would be cards such as Barter in Blood, Fracturing Gust, Hex, Merciless Eviction and Austere Command. They tend to cost 5-7 mana which means that they're inefficient if you're simply looking to wipe creatures off of the board but they attempt to make up for that in other ways. There's no right or wrong time to play them nor cast them and they typically don't fill a specific role in your lists. They tend to be value singletons that can randomly "get" people who weren't expecting to see that type of effect.

    No Love for Utility?
    I don't see the value in running utility sweepers in large numbers. Let's use Merciless Eviction for example. The vast majority of the time (80%+ in my experience) you are probably just using it as a 6 mana Wrath spell. Why pay 6 mana for an effect that you can get for 4? If you don't think that the extra mana will never come back to bite you then you are sorely mistaken. Hitting 6 lands is significantly harder than hitting 4 after all. You don't run 6 for 6 every game and when you need a Wrath now you need a Wrath NOW. This is why I strongly advocate playing Wraths in large quantities instead. They do the same job for less. Still, hey, what about that 20% of the time where you need to remove X enchantment or artifact? Well guess what, you're probably always going to want (or even need) an out to X except each opponent is going to have an X, Y and/or Z and they're also going to have a throng of scary creatures to boot. Why are you playing Austere Command when what you actually want is Planar Cleansing or Oblivion Stone? I mean really, how frequently do players not have incredibly powerful "everythings" in play? Basically I just don't see the point in having options when what you usually need is something that provides you with an answer to everything. Again, I can get behind adding some spicy singletons into any list but I just personally don't think that utility sweepers serve much of a purpose in constructed multiplayer decks. The cross between an overpriced Wrath and a bad board wipe just doesn't cut it in my books.

    When to Field it in Creature-Based Decks
    Alright so now we know the 3 basics types of mass removal and what purpose they serve in your decks. That doesn't exactly help you understand when to jam it in them though. Mass removal is realistically always going to be relevant in multiplayer games and so you typically don't need an actual reason/excuse to field it. You can basically just blindly slam it into any deck and you'll rarely regret it. Still there are some decks that should be weary of fielding it in general. The problem that most people have is that the vast majority of their decks are creatures-based and so they never know if fielding mass removal is a good idea. Since I can't possibly cover every archetype I can only leave you with a couple rules of thumb. In general synergy decks don't want to field mass removal whereas good-stuffs decks do. Since most creature-based decks fall into one of those categories this guideline should serve you relatively well. Synergy decks are basically critical-mass decks that rely on the whole being greater than the sum of the parts. If your deck has a bunch of marginal creatures who work well in unison with one another then you probably don't want to Wrath the field very often. A good example of a synergy deck would be a typical Elf list. While each individual Elf is relatively weak it's their amalgamated strength that allows the tribe to shine. Another example of a synergy deck would be a Black devotion deck that curves out into Gray Merchant of Asphodel. It's the critical-mass of Black symbols that allows the deck to demolish its opposition and so Wraths aren't ideal in those types of brews. Good-stuff decks are rather self explanatory and typically want to field some amount of mass removal. They're decks filled with cards that have plenty of standalone value but which don't necessarily build off-of one another. Every creature in the deck is designed to work on its own and should have value at many stages of the game. This includes 1 and 2 drops which may end up being cards such as Figure of Destiny and Scavenging Ooze. You're not building up to some critical-mass; your cards are just very good at all times regardless of your current board state. These decks, in general, want mass removal. Now, you might be asking yourself "why?" Why would a deck filled with good cards want to nuke them all away? Wouldn't it hurt the good creatures more than the bad creatures? No! Synergy decks are scary because once they get going they can really get going. A few elves on turns 1-3 might not seem significant but for all you know they could suddenly become 20/20 monstrosities via Mirror Entity and you might just find yourself dead on turn 5. Wheeeee! Even though synergy decks feature cards that lack standalone strength they make up for it by curving out with unbeatable sequences of plays. Your generically powerful spells are good but they usually can't compete with synergy decks that are left to their own devices. Think about it like this. A nut Elf draw will beat your 4/4s for 3 and 5/5s for 4 by eventually ramping out a Craterhoof Behemoth or making all of their guys huge with Joraga Warcaller. However if you Wrath every 3-4 turns then your big dudes will crush their piddly 1/1 mana dorks and such. As such you want to field mass removal in good-stuffs decks but you typically want to avoid fielding it in synergy decks.

    When to Field it in Control Decks
    Always. It's literally that simple. Spot removal is horrendously inefficient in a multiplayer setting because you'll never be able to compete with the sheer threat density of many opponents if you're trying to go 1-for-1. If you still want to play a small number (4ish) of spot removal spells, that's fine, just don't make it your primary source of interaction with the other players. While you may be able to sit back with untapped mana in very casual metas and emerge unscathed it literally shouldn't ever happen once your competition reaches a certain skill threshold. It's completely and utterly nonsensical to let a Control player sit back and make land drops unmolested if your deck wins by turning creatures sideways after all. You'll need to routinely clear the board as a result and so you'll want to jam a lot of mass removal in your Control shells.

    How Much to Play
    Alright so now we've gone over the basic varieties of mass removal and which decks should be looking to play them. Now we can start touching on quantity. There's no exact science here or anything but I'll do my best to cover what I believe to be the basics. My personal mass removal ratios tend to hover around 4:2:1 with respect to Wraths, board wipes and utility sweepers. That is to say that on average I play roughly 4 Wraths 2 board wipes and 1 utility sweeper when I'm playing a good-stuffs or Control deck and I tend to keep those rough rations in check. If I cut back then I'll move to 2 Wraths and 1 board wipe or something similar. If I move up a notch I'll jump straight to 8 Wraths, 3ish board wipes and maybe 1-2 utility effects. Here's my reasoning. When you're playing a good-stuffs/Control deck the easiest way to lose games is to aggro decks and God draws from synergy decks. What this means is that you'll want to Wrath early and often. To meet the "early" requirement you'll need a large quantity of cheap mass removal which basically means Wraths should always be your go-tos. It's rather pointless to jam a bunch of 6+ mana mass removal into your lists prior to fielding a critical mass of those because odds are you'll be dead before they ever come into effect. Now, in order to meet the "often" requirement you basically have to play a relatively large quantity of them in your lists. When paired with some solid card draw you should almost always rip them at an acceptable clip. The reason to field a small number (2 or so) of board wipes is so that you're never actually drawing dead to anything. Simply put people will frequently have stronger gameplans than you and you'll need something more powerful than a Wrath to overcome it usually. Even though it often means losing a whack of stuff yourself it's better than outright losing the game. Still, these cards have little-if-any value early on nor when you're in a stable position which basically makes them useless for a huge % of the game. You typically cannot afford to load up on them for that reason alone. Utility sweepers I run in very small numbers (0-1) because they just plain don't serve much of a role in my opinion. You can't slam them on turn 4 to stabilize and you can't fire them off on turn 10 to reset the board. I'm not saying that Austere Command won't perform miracles at times but what I am saying is that, in general, having either Day of Judgment on turn 4 or Planar Cleansing on turn 9 instead will provide you with superior control over the game during the periods in which the spells are relevant. You may still elect to run 1 in the hopes of randomly filling a niche role but that's about as far as I'd go with it.

    When to Cast it
    The trickiest part about fielding Wraths is probably knowing when to play them. This is especially true if you're a newer player who doesn't have much experience wielding them. The effect is blatantly powerful, that much is clear, but how are you supposed to maximize their value? You're not. I'm going to teach you all a lesson that took me many many, many, many, many years of playing Control decks to learn myself. Removal is your deck to be played. I'm not even going to qualify it as "mass removal" because this lesson applies equally to spot removal. The most common mistake that amateur players make when wielding mass removal is that they often convince themselves that if they just sit on it then they'll get a ton of extra value out of it down the road. They blindly overlook the fact that their deck is drawing to ~7 more every turn and focus on getting that blowout Wrath that wins the game outright. While this works at very low levels on play it's the Achilles heel that will lead to your downfall if you're playing against seasoned Magicians. Strong players will not over-extend into Wraths by ceasing to commit threats once they feel secure with their current board state. Moreover, strong players will usually pressure ones who are trying to under-commit resources in order to bolster their lategame strength. If you start passing turns with a weak board state (you're obviously not going to commit threats if you plan to Wrath in the near future) what will usually happen is that you'll get pressured by people with stronger ones who will probably take that opportunity to resolve something other than a body or to simply pass the turn. They're in a winning position at that point after all which means that the onus isn't on them to act. They can simply sit back and wait for the people in weaker positions to make a move first. They'll lose if they don't. Since it doesn't make sense to pursue a losing line your best bet is basically just to Wrath the moment that you start to feel uncomfortable with your current board state. It doesn't make much sense to slam threats if you have Wraths in hand but I mean sitting around doing nothing shouldn't work either. Now, this doesn't mean that you can't make a bit of magic happen. More often than not you'll find yourself in a relatively stable board state when you rip a Wrath. What this means is that you'll frequently have a 1 turn window before you'll need to play it. You can use this opportunity to resolve a draw spell or even just pass the turn and I would strongly advocate avoiding any unnecessary attacks before doing so. Let everyone take their turn and when it comes back around to you should basically always Wrath almost regardless of what everyone else did. Smart players will pick up on cues and stop committing threats once other players start to do so as well and so people who stopped playing threats probably won't start up again until someone else takes the first step. This often happens once everyone has 2-3 threats (or so) on the table because attacking with ground-pounders become almost impossible at that stage of the game. If you pick up an extra card or two from people who are overzealous, good on you. If not, hey, you didn't lose out on much.

    Wrathing When You're Ahead
    ... is obviously bad. If you're way ahead on board then you should clearly sandbag your Wraths for a rainy day. I'm not telling you to blindly Wrath regardless of the board state. If you're in a position in which you can apply pressure and pressure isn't being applied on you then it would be foolish to do anything really. The onus would be on others to take action first after all. What I will say is that you'll virtually never be ahead in a midway competitive multiplayer match especially if you're playing around Wraths yourself. You'll know that you're in a strong position if you're making strides to actively win the game without the receiving reciprocation from the afflicted parties. The second that the board stalemates or that you start to get pressured, hey, it's about time to consider wiping the board because you're suddenly not as ahead as you realistically need to be in order to justify not playing your spells.

    Common Fallacies
    The first fallacy that I'd like to stomp out of your heads is the idea that your deck only has a single mass removal spell or that you can't start casting them until you draw additional copies. People tend to tunnel hard on the cards (not) in their hands and ignore the fact that their decks are usually chock full of live draws at all times. You will typically rip more as the game progresses and so you shouldn't feel the need to sandbag the ones that you do collect until you reach a critical mass of them. Play your spells and keep the game going at a slow pace. An easy way to die is to randomly get Sleeped or something and get hit for a million. By clearing the field often you'll have more opportunities to draw more cards which increases the likelihood of ripping more mass removal. Moving on I'd like to address the idea that mass removal is bad because it hurts you. Newsflash: your deck probably isn't as powerful as you think that it is. It's pretty ridiculous to assume that you'll always have a strong board position regardless of your draws and the draws of your opponents. Even though casting a Planar Cleansing will nuke your important permanents you're doing it because you wouldn't have beaten that Lurking Predators anyways. Given the choice of keeping a Sword of Light and Shadow and losing the game or stabilizing, hey, they choice is clear. Yes it sucks to hurt yourself but your decks play cards in multiples for a reason. You're not just drawing dead because you lost some stuff so bite the bullet and the make the play that will keep you in the game.

    Is it Really That Easy?
    I think that it is and here's why. Magic is a very skill intensive game that rewards strong decision making and mechanical ability. The best way to consistently win games (be they multiplayer or not) is to create gamestates where you can leverage your skill over players who are weaker and/or less knowledgeable than you are. That is, you typically want the game to consist of many small decisions that add up over time rather than having the game be decided by small numbers of incredibly significant plays. When you Wrath early and often you're essentially keeping the game at a relatively tame state. Of all the things that could be going on "nothing" is a fantastic way to ensure that you'll have plenty of time to lean on your skill and experience to see it through to the end. The less that people have going on the less that can go horribly wrong for you after all. Prolonging the game helps to ensure that you'll find opportunities to outplay and/or outwit your opposition which should benefit you insofar as you're a solid player. Moreover, it somewhat ensures that when something does go wrong (and it will) that it won't be nearly as catastrophic as it could have otherwise been. This, again, tends to favor the stronger players at the table. To put a bit of a personal touch on the subject I can tell you anecdotally that I always regret the games where I greedily withheld my removal blindly hoping that my opponents would make poor decisions. I have extensive memories of getting unbelievably punished for my "crimes" and this is why I play my removal fast and hard nowadays. What it boils down to is that you'll virtually never regret Wrathing the board and taking things back to square one but you'll kick yourself every time that you get punished for playing greedy. You're playing 4 or more Wraths in your deck for a reason and so there's no need to rack up a ton of dumb losses that you could have absolutely prevented. It will always be the best draw in your deck so you may as well let it do its job rather than trying to get fancy. The "do nothing" plan just doesn't work past a certain point.

    Conclusion
    I hope that this has helped to shed some light on the subject of mass removal. While it exists in many forms that you should run in different quantities at the end of the day it exists to be the best draw in your deck at all times. Insofar as you field reasonable quantities of it you shouldn't ever feel bad about firing it off fast and furiously. Long games favor strong players with solid decks who can make good strategic decisions after all. By learning from the critical mistakes that others have made about mass removal I hope that we can all learn to play it more effectively moving forward.
    Posted in: Tips on Effectively Using Mass Removal in Multiplayer
  • published the article A second look at Theros in Multiplayer (now with actual experience!)
    A few weeks ago I did a "first impression" set review of Theros which can be found here. Now that I have some actual experience with the set I'd like to take this opportunity to revisit some of the cards that I definitely overlooked or undervalued from the set.

    Abhorrent Overlord
    I don't like paying 7 mana for Grave Titan, especially one that's sketchy to cast post-Wrath. Nothing has changed on that front. That being said this card has still exceeded my expectations when cast. The way that I build my decks is basically all on-board stuff anyways and so this card tends to plop out way more harpies than I previously anticipated. The thing about Grave Titan is that if you lose the 6/6 then the 2/2s are meh. Overlord is different in the sense that you're often left with a "6/6 flier" still which means that it's Wrath or lose when it comes to handling it. This isn't a card that I like running multiples of but the 1 that I've tested has always been pleasantly powerful enough to earn a permanent slot for the entire session.

    Gray Merchant of Asphodel
    This card is Exsanguinate 2.0 and giving it a rating of 4 was ridiculous. It's a straight-up 5. The card is just not beatable under normal circumstances since unless people are literally removing everything that you play it's just going to ranch everyone in a few short turns. That just plain shouldn't happen with a 15 cent common which anyone can acquire. I have been completely blown away with its power since you basically have EXILE (not just kill) it the instant that it's played (before the trigger resolves) or it's just game over. You can obviously beat exile effects with sac outlets too so that's far from a foolproof answer.

    Fanatic of Mogis
    This was a card that I thought that needed to cost 2RR to ever become a true multiplayer staple. I couldn't have been more wrong. This card is absolutely absurd and plays amazingly well in the Figure of Destiny into Ash Zealot/Stigma Lasher/Kargan Dragonlord into Boros Reckoner/War Elemental/Sulfuric Vortex/Chandra's Phoenix/Blood Moon decks that top out with Purphoros, God of the Forge/Burning Earth/Mana Barbs/Stormbreath Dragon and Price of Progress to finish things off (meta dependent obviously). I've even gone as far as to play Burning-Tree Emissary in some lists just to enable the actual God draws. I typically play Mogg Maniac in those decks though and run some number of Earthquakes or Flamebreaks to trigger the Maniacs + Reckoners. Basically this card is AWESOME because it's usually something close to a global Lava Axe that also comes with a 4/2. I'll take that any day of the week and twice on Sunday. What I love about this achetype is that it doesn't suck! Cards like Sizzle and Flame Rift are fine but they don't protect you and so I find it difficult to win games with them. You usually dome people for 12 and die. That's obviously not ideal.

    Nykthos, Shrine to Nyx
    Bluntly put I've been spoiled with Cabal Coffers and various Cloudpost shenanigans for my entire life and so when I saw a card that required me to have on-board colored perms I was unexcited to say the least. That was wrong of me and in hindsight I feel somewhat foolish about it. This card is bonkers ridiculous and enables for some nigh-unbeatable sequence of plays. You can't really run more than 2 in your lists but basically EVERY mono-colored deck should run them. Unfortunately for most people this card's price keeps going up and up but I mean it's completely absurd once it gets going. Ok, sure, it's not fantastic against Wraths but at worst it taps for a colorless mana so it never has those Cabal Coffers issues. There's virtually no downside and a huge upside on any reasonable curve of permanents and so I don't see why you wouldn't blindly jam them into your mono-colored lists. Amassing a ton of mana and firing off a powerful sequence of spells wins games and this card can and will snag you a whack of free victories over time.

    Temples
    Alright I bashed these pretty hard even though they're actually pretty good. To be fair I was just annoyed that they're rare which means that they won't be affordable for, well, anyone. They're not "just barely" better than Guildgates though. They're significantly stronger than that. I'm not saying that people should go out and purchase them, they shouldn't, but it was silly of me to call the cards marginal.
    Posted in: A second look at Theros in Multiplayer (now with actual experience!)
  • published the article 6 on 4: Multiplayer Deckbuilding and Mulliganing Strategy
    Today I'd like to quickly discuss a somewhat recent deckbuilding philosophy + mulliganing strategy of mine. In the not-too distant past I learned that the comprehensive rules state that you can take a free mulligan in a multiplayer setting.

    103.4b In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of as many cards as he or she had before. Subsequent hands decrease by one card as normal.
    It's a rule and like it or not I'm going to abide by it. Anyways, this got me thinking about how frequently I could find a specific 4-of in my deck assuming that I mulled to it. Turns out the answer is 63% probability of seeing it in a grip of 7 and it further increases to 77% if you're willing to go down to 6. Since I'm personally fine with that but at the same time I don't feel comfortable dropping down to 5 that's basically where I stopped calculating. Just to be clear I'm referring to the idea of blindly mulling to 1 specific card in your deck assuming a 7-7-6 mulligan pattern (i.e. like you can do in multiplayer).

    Now obviously that number is somewhat inflated. You can look at a 7 card hand with X alongside 6 other spells or even 6 lands. You may very well draw X but that doesn't mean that you can always keep the hand. In that sense this isn't perfect math or anything and I'm not trying to pretend like it is. The only concept that I'm trying to express here is that if you're willing to blindly mull to 6 for a card then, statistically speaking, you have a very good chance of seeing it in say 3 out of 4 games. Let's not worry too much about the exact math because that's less important than the overall concept.

    This piqued my interest to say the least. I'm not really interested in building combo decks to abuse this rule because they ruin casual magic metas in my opinion. I did still want to find some way to abuse this little factoid however. What cards can you mull to in order to win games? After trying a few things out I realized that no one card is really going to get you a win. Rather, you need an entire sequence of powerful plays in order to consistent go deep and take home the W. How, then, can you abuse lenient mulligan rules to consistently nut-draw your opponents into oblivion?

    As many of you probably already know by now I'm a big proponent of running ramp in my decks. I typically assume that Sol Ring is banned (it is for me) but its little brother Worn Powerstone is still a big game. The way I see it is that it's 6 mana on turn 4 (hence 6 on 4) which is pretty freaking ridiculous if you ask me. That's mana for Titans, big spells, 4 drop + 2 drop, draw spell + protective body, etc. And like, that mana isn't going anywhere. Assuming a bit of draw and time you'll quickly ramp up to 7, 8 and 9 where other players will just be getting up to 6. In a world of Primordials and Insurrections that's fairly significant. Before moving on I want to quickly state that I am not cutting lands to make room for these ramp spells. I still run ~25 or so in my decks with 6+ drops. Cutting lands for ramp is nonsensical and defeats the purpose of adding them in my opinion. You may as well just run lands at that point. Where ramp truly shines are in games where you make the vast majority of your early-to-midgame land drops (i.e the first 4 to 6) in addition to the ramp itself in order to enact ridiculous sequences of nut draws that will absolutely God-crush the table. It's not about any one card but rather an entire sequence of powerful plays fueled by ramp in a deck that has few-if-any marginal cards and effects period.

    Since you've obviously figured it out already I'll just come out and say that lately I've been playing 4x Worn Powerstone in the vast majority of my Constructed decks and blindly mulling as low as 6 for them. I'm also building my decks accordingly and emphasizing 5+ drops as much as possible. I still typically run some number of 2 drops because I have 0 intention of committing threats to the board on turns 1 or 3 and I'm not really looking for other 3 drops (unless I would run them anyways for power-level reasons) because they'll basically always lose out to the ramp spell on turn 3. A good way to visualize my decks of late is a playset or so of 2 drops, 4-6 Powerstones (running some number of Coalition Relics to act as weaker versions of the card) and then pure 5+ drops. Instead of having a nice CMC bell-curve I just have something straight from a Timmy's wet dream. All big stuff all the time. There's nothing like good old turn 4 Life's Finale into Sepulchral Primordial on 5 and Rise of the Dark Realms shortly after on 7 or 8 while chaining Syphon Minds as needed (in the same way that other people chain Sphinx's Revelations). The graveyards tend to fill so fast that Wight of Precinct Six and Avatar of Woe become sick "2 drops" to use on my Syphon Mind turns because I'm basically just casting haymakers otherwise. You get the idea. While Coalition Relic can only act as a Worn Powerstone every other turn that's A) good enough the vast majority of the time and B) acceptable given that the Relic also acts a color fixer which is certainly relevant in some decks. I still tend to max out on the Powerstones myself but I wouldn't fault anyone for using Relics in 3+ color decks.

    For what it's worth I jot down some quick numbers for people to see. This is basically just your probably of keeping an opening 6-7 cards (assuming one free mulligan) given X ramp spells in your deck (X being 4, 5 or 6 in this example).

    4 ramp spells, 2 cracks at 7: 63% chance of starting with a ramp spell.
    4 ramp spells, mull to 6: 77% chance of starting with a ramp spell.

    5 ramp spells, 2 cracks at 7: 72% chance of starting with a ramp spell.
    5 ramp spells, mull to 6: 84% chance of starting with a ramp spell.

    6 ramp spells, 2 cracks at 7: 79% chance of starting with a ramp spell.
    6 ramp spells, mull to 6: 89% chance of starting with a ramp spell.

    "Mull to 6" displays a willingness to blindly mull to as low as 6 for a ramp spell using the 7-7-6 multiplayer rules. I stopped at 6 ramp spells because ~25 lands and ~4-6 ramp spells means ~30 sources of mana which is about as much as I'd ever feel comfortable running, especially if I'm planning to mulligan in some % of my games. I also know that you can't run 6x Worn Powerstone but Coalition Relic is typically good enough and you could always run things like Thran Dynamo or Mind Stone too. It may not be 6 mana on turn 4 but it's probably good enough because your deck probably isn't just 6+ drops anyways.

    For what it's worth the number that "feels" the best to me is 5. 5 ramp spells in 25 land decks. 30 sources of mana means tons of land drops, tons of haymakers, tons of lategame, tons of consistency, etc. It's slightly awkward, sure, but it just feels better than 4 and 6 in my personal (albeit limited) experience. That being said I'm prone to being lazy and just rolling with 4 Powerstones for simplicity's sake but I mean I think that the ideal number is probably slightly higher.
    Something worth noting is that I've also tried this tactic with 2 CMC rampers such as Wayfarer's Bauble, Signets, Mind Stone, Everflowing Chalice, Fellwar Stone, Medallions etc. If you're Green then it's even easier but realistically speaking every color has access to a ton of them. The core concept here is still the same except you have to pull things back slightly. You should basically never run any 1 drops and by-and-large you should avoid loading up on 2 drops since that's ideally going to be your ramp turn. This leads to consistently having 4 mana by turn 3 which, all things considered, is fairly powerful. There tends to be a substantial power disparity between 3 drops and 4 drops and it's not as though most 1-2 drops are particularly relevant past a certain point. What this basically allows you to do is build decks which focus solely on 4+ CMC spells barring powerful exceptions. Every card in your deck can just be a massive bomb and so you'll virtually never find yourself ripping those marginal 1-3 CMC spells during the mid-to-lategame. While I wouldn't favor the people ramping at 2 over the people ramping at 3 this strategy is much more effective in very fast metas which may still have a strong aggressive showing. I personally don't see many early aggro decks in my circles (they tend to get crushed) but I mean if you still do then this is your free ticket to victory in my mind. By consistently coming over-the-top of your adversaries with strong sweepers and powerful threats you'll quickly overwhelm them in the mid game and on. 2 CMC ramp is quite literally the bane of an aggro player's existence and you'll be able to consistently draw the best ones.

    Some of you are probably sold on the concept already but others are probably sitting there thinking "yeah but what happens if you miss?" Bluntly put I never sit down at 4+ player table and expect to win every game. My games tend to feature 7+ players and it would be foolish of me to expect anything remotely close to a winning record. I'm sure that some of you are big fish in small ponds who can boast such feats but that's largely due to the incompetency of your opposition and not your own skill. Beating bad players with shallow card pools isn't exactly difficult after all. Random tangent aside the point is that once your level of competition reaches a certain threshold then the idea of consistently winning flies out of the window. Knowing this I'm typically fine with employing strategies and tactics that are inherently risky because I personally believe that they still increase your overall win %. Let's use my "mull to 6 for Powerstone" example. The probably of seeing it, as we discussed earlier, is 77%. Let's pretend that 7% of those hands are unkeepable (random number chosen for simplicity's sake). Let's just pretend that 70% of the time we'll have a solid hand of 6-7 cards with a Powerstone. I will take having a very strong hand 70% of the time and a very weak hand 30% of the time over a medium-strengthed hand 100% of the time in a winner-take-all format. Second is little more than the first loser and so I don't see the point in playing for anything other than the top prize. I respect my opponents enough to know that a "reasonable" hand isn't going to cut it and that I'll have a very weak record if that's the only thing that I strive to achieve in my opening grip. My overall win % will probably hover close to 1/N where N is the number of players. That obviously shifts up and down based on your relative skill and the depth of your card pool but it's still a decent approximation. That doesn't cut it for me. Even if it means having to lose in a spectacular fashion a decent % of the time (which isn't a guarantee by any means mind you) I'll take it if it means that a big % of the time I'm in there with a good chance to take the whole thing down. This won't get you a winning record or anything but I mean you should be able to muster something significantly higher than 1/N (adjusted for skill and card quality of course).

    The other primary weaknesses of this strategy tends to concern public perception. Simply put I don't live in a world where people slam removal on mana rocks. It might be objectively correct to do so but I mean people who run things like Oblivion Ring tend to save them for permanents that threaten them in obvious ways. I'm not saying that mana rocks aren't threats or anything but rather that they're not always perceived as obvious ones. Not enough of a threat to warrant removal anyways. The strategy that I'm proposing does, in fact, look quite foolish if everyone is packing a bunch of versatile removal that they're willing to expend. This hasn't been my personal experience but I could certainly envision a meta where it does. The other problem of perception that could arise involves people banding together against any would-be rampers. My personal experiences lead me to believe that the people playing marginal, ulta-early game threats aren't prone to targeting the people playing draw/ramp spells over people doing actual nothing. When people do attack it's either A) at random or using some predetermined order (clockwise, highest life total, etc.) or B) someone who they hold a grudge against (i.e. a rival). What people are doing seems to rarely be a significant factor in the decision-making process. It matters for some % of the players at the table, that much is clear, but I mean the people who recognize that draw and ramp are good typically aren't people with a whack of early-game threats in their lists to begin with (for obvious reasons). That is, the people who would target you probably can't because they're probably smart enough to also be drawing and ramping their way to victory. What this means is that, in practice, this type of strategy is usually fairly safe to enact. The players who can punish you probably won't (not with any consistency anyways) and the players who would probably can't. With these 2 general rules of thumb in mind I feel quite confident in employing this gambit. While your meta could very easily differ, I'm not suggesting otherwise, I'm sure that there's a good % of you who has one similar to my own.

    Since I've only known about the mulligan rule for a few months I haven't had that long to test this but I've tried in both Cube and Constructed games since to reasonable finishes. It's obviously different in Cube because your ramp tends to be 2 CMC stuff and at best you get 1 Powerstone but the core concept remains the same. Mulling for ramp and building your decks accordingly is still a powerful and effective way to ensure a strong showing in the vast majority of your games.

    Comments, criticisms, concerns, outbursts?
    Posted in: 6 on 4: Multiplayer Deckbuilding and Mulliganing Strategy
  • published the article Commander 2013 Multiplayer Set Review (51/51)
    Rating Scale:
    5: Would strongly consider playing this card in any deck that could reasonably support it. Powerful enough to build around if needed since it figures to dominate a table. These are format definers that can warp metas entirely if your playgroup is still getting their feet wet in the Magic world. Think Exsanguinate, Land Tax, Consecrated Spinx, Doubling Season, Insurrection.

    4: Powerful card that I will usually play but that doesn't offer anything truly unique. It's certainly good but it's interchangeable with enough cards that you'll never be scrambling to play it in everything. It's probably good enough to build around and at the very least you'll be keeping it in mind as you're fleshing the rest of the list out. That being said it's much more likely that you'll play these cards as key supporting pillars to give your deck some inherent strength. Think Syphon Mind, Earthquake, Wrath of God, Rite of Replication, Defense of the Heart.

    3: This is a generically good card that won't make a deck much better or worse. It's not going to blow you away but it's not going to disappoint you very often either. A deck full of these won't crush a table but it will usually be good enough (tm) to keep you competitive. Think Vampire Nighthawk, Clone, Chandra's Spitfire, Calming Verse, Austere Command.

    2: This card has some niche application but I wouldn't put much effort in acquiring it since it's unlikely to be a key player in many of your current/future decks. It's not great but it's somewhat multiplayer orientated so you should probably keep it on your radar.

    1: This card wouldn't be played in an ideal world.

    +/-: Used to distinguish between a "better" N and a "worse" N. That is, a 3+ dictates a high-quality 3 whereas a 3- would be on the lower end of the spectrum.

    Cubeworthy: simple "yes" or "no" of whether or not I'd Cube with the card myself. That is, would I both put this card in one of Cubes and actively draft it a reasonably high % of the time with plans to maindeck it.

    White
    Act of Authority
    This card seems fine but unimpressive. It answers something permanently for 3 mana and if you're satisfied with that then you can call it quits right then and there. Otherwise you can keep the chain going which will undoubtedly result in everyone slowly losing everything important. Either option seems fine to me personally. You can obviously also blink this thing to keep sniping key threats but there aren't that many ways to blink enchantments so I wouldn't rely on that. The clear downside of the card is that it can't hit creatures which means that it'll never outright replace a card like Oblivion Ring.

    The only thing that I don't like about this card is that it seems like it could very easily create a boring game-state where no one can play artifacts and enchantment except for one person. Until the person with the Act pulls the trigger and starts playing things him/herself it really doesn't make any sense for anyone to commit anything valuable to the board. I'm not a fan of cards that prolong games needlessly and this seems like it could be one of those at times.

    Rating: 2
    Cuebworthy

    Angel of Finality
    A 3/4 flying for 4 with a solid ETB ability. What more needs to be said really? While the effect isn't going to be great against everyone at the table I'd be completely shocked if it wasn't soul crushing for a few of them. Being able to stifle recursion shenanigans is a big game and one that shouldn't be overlooked given that it's attached to such a reasonable body. This will obviously find an immediate home in the Blink decks as a 1-of if needed and could easily be played "as is" as an out to recursive shells. Realistically you shouldn't need an excuse to play with this type of effect since it'll virtually always be good.

    Rating: 3
    Cubeworthy

    Curse of the Forsaken
    Fringe playable as a 1-of in White lifegain decks with Soul's Attendant, Soul Warden, Serra Ascendant, Ajani's Pridemate, Archangel of Thune, Well of Lost Dreams, etc. It's not a good card by any stretch of the imagination though. It's easily one of the worst curses in a vacuum and can only be conceivably be played in small numbers in fringe archetypes. The only thing going for it is the large quantity of triggers (over say Path of Bravery) which is relevant for the Pridemate and and Archangel. If It just so happens to incite attacks from others, so be it, I just highly doubt that a bit of life will make-or-break the decision with any frequency.

    Rating: 2-
    Not Cubeworthy

    Darksteel mutation
    This thing is an answer to someone's annoying general and makes it so they can't just nuke it themselves to easily get it back in the command zone. Seems pretty bad to me. If your EDH deck doesn't have a bunch of sacrifice outlets then you're just plain doing it wrong in my opinion. I mean I suppose this is a something in Pariah decks and whatnot and could be fringe playable in those BW Pestilence decks. Ultimately this just seems like an extremely niche card that shouldn't ever be played outside of extreme exceptions. That being said I'm pretty sure that most Pariah and Worship decks would run this type of card so I'm not going to call it completely unplayable.

    Rating: 2-
    Not Cubeworthy

    Mystic Barrier
    At 5 mana this doesn't exactly offer anything in the way of early defense but it's probably still fringe playable in the pillow-fort deck filled with Ghostly Prisons and Sphere of Safetys. Not as a 4-of or anything but I could see a world where having 1 or 2 could do some work. I know that I'm ignoring the political implications of this card by stating claims like that but realistically speaking I don't care about those kinds of things when I play. If something beneficial springs from it, cool. I'll take it. That being said I focus on what my cards will do for me. While most deck won't want this type of effect the ones that do are probably glad that they finally have access to it.

    Rating: 2
    Not Cubeworthy

    Serene Master
    Busted defensive 2 drop. Let me explain to you the difference between this and Fog Bank. Fog Bank is a bad card because it doesn't threaten anything. If I have 2 dudes to your 1 Fog Bank then swinging at you is still free. Swinging at this guy is basically never free. At worst he blanks one attacker but I mean if you try and get in there with 2-3 dudes it's incredibly likely that one of them will get eaten in the process. With that in mind the attack just plain won't happen period. This guy will often feel like a self-only Moat in that sense. If you want a defensive 2 drop then this is a great place to start.

    Rating: 3+
    Cubeworthy

    Tempt with Glory
    I literally burst out laughing when I read this thing. If I have to explain why it's bad then may God have mercy on us all.

    Rating: 1
    Not Cubeworthy

    Unexpectedly Absent
    This isn't a multiplayer card. It's designed to be played solely in EDH and/or Legacy since you can respond to any shuffle effect (say a Fetchland or a cheap tutor) to "tuck" something away (say a Commander or a Jace). It doesn't seem great in Legacy by any means and I don't know enough about EDH to make any definitive claims about it there but it seems playable as another Oblation. I've never seen a "bad" tuck effect in the format and people seem happy enough to run Oblation and so I have to believe that this one is fine too. It's more conditional, sure, but it's value should roughly correlate with the overall power-level and competitiveness of the decks in your area.

    Rating: N/A
    Not Cubeworthy

    Blue
    Curse of Inertia
    If this card said "tap or untap a permanent for each attacking creature" then it would actually read "target player loses the game" and you better believe that I would play the Hell out of that. That's obviously overpowered as sin but one can dream. What I like about this Curse is that it makes attacking with one big, evasive creature free. Just swing + untap it to stay defensive. All things being equal that's actually quite powerful since you're potentially looking at the entire table doing it. It's basically free value after all. The biggest problem with that plan is that it assumes that players will always make free attacks. Because of the dreaded word "politics" that isn't always the case. I'm not going to play this just to give one of my guys Vigilance and sit there with my fingers crossed hoping that other players will follow suit. It may very well be effective in practice but it just seems like such a sketchy gameplan to me personally. I just really hate relying on other people to make the "right" decision because they often don't :P.

    Rating: 1
    Not Cubeworthy

    Diviner Spirit
    As someone who champions cards like Hunted Horror and Trade Secrets I can't completely bash this card. Giving the weakest player at the table a few cards is trivial at best but drawing cards yourself is always amazing. Drawing an extra 2 per turn is just absurd. The fact that it flies means that it will almost always be able to hit someone (even if it's not an ideal target) and I'll take drawing cards even if it means that someone else gets to as well. It's also worth nothing that this card pairs extremely well with equipment. Toss a Sword/Grafted Wargear on this thing and star going to town. It's good in those Cephalid Constable decks in that sense. Ultimately the best applications of this card involve some sort of pump be it via equipment or by lords such as Grand Architect. 2 is good but 5 is insane.

    That being said I still can't overlook this card's mana cost and lack of stats. Sturmgeist, to me, is just a better card on average. It's certainly worse when built-around but in terms of a card that you can just blindly jam into your decks then I think that it's significantly stronger ob average. It can actually kill people and even though it only draws half as many cards I'm never putting myself in a situation where I'm helping a stronger player out. With Trade Secrets and Hunted Horror it's different because I can always target the worst player at the table with the effect. I cannot swing this into a flying blocker. It's entirely possible that people will just take the hit to draw cards, that's reasonable, especially if you make explicit deals. "Hey, who wants to draw some cards?" The more that I think about it the more that I actually like it but it still feels a little under-tuned. Bluntly put I'm probably just going to play Sturmgeist instead the vast majority of the time if only because I like it when my 5+ CMC creatures can actually kill people. I'm probably underrating this card because the extra card(s) is likely worth more than the extra damage but you do need to win the game at some point and 5/5 fliers (or whatever) are actually solid ways to go about it. I'm more than willing to accept that I could be completely wrong about how good this card actually is though. Pairing it with equipment is a really big game after all and that could easily push it over-the-top.

    Rating: 3
    Cubeworthy

    Djinn of Infinite Deceits
    This card has a lot of things working against it. First of all it's a 6 mana creature that doesn't offer any immediate value. Moreover it will literally scare every player at the table with a decent threat in play. The idea of trading up all of your 1-4 drops for their 5-7 drops is a frightening proposition after all. You're basically begging to have this thing killed in that sense. In addition it's a fairly weak post-Wrath play (for obvious reasons) and it's ill-equipped to win games on its own. It can certainly take a game over if it's left unchecked but you're not exactly going to sneak this past the other players or anything. If anyone can interact with it then they probably will. Where this card will shine is in metas that are light on removal, namely mass removal, that favor creature-based decks. I mean the effect is blatantly powerful and I'm not trying to suggest that this card is marginal once it gets going. If no one has an answer for it (which is going to be the case some % of the time) then it's probably going to put its controlled in an incredibly powerful position over the course of a few short turns. That, to me, isn't good enough however. These kinds of cards and effects will certainly appeal to some but I just can't quite bring myself my justify their inclusion in my lists. Cut the mana cost and the stats and maybe then you're cooking with gas. At 6 mana I just can't get excited to play this thing.

    Rating: 2
    Not Cubeworthy

    Illusionist's Gambit
    I'm not a fan of Fogs (especially 4 mana versions) but this one's power-level is potentially high enough to make some waves. My biggest concern with this card is that I don't see how you can play it outside of EDH. First of all, holding up 4 mana is a lot in multiplayer. This isn't a duel where you can just counter/kill everything as needed at instant speed. You need to have some sort of defensive board presence or else you should get attacked by basically every player at the table until you commit resources. Not alpha struck mind you but they should have a spare guy to send your way to force you into acting. What this means is that you realistically can't just sit there and threaten to screw people over in combat. It might work against very weak players but I mean good ones will still get their attacks in and force your hand. That's where the true flaw of this card surfaces. It's not actually that big of a blowout early on. Ok, you stopped an attack by 1-2 creatures tops and someone else got hit instead. That's not even especially favorable for you. It obviously has value against lategame alpha strikes and Insurrections but I mean that's kind of a narrow application for a combat trick if you ask me. The problem that most people will probably have is that they'll remember the 1 or 2 times that this card truly shined and overlook all of the instances where it was rotting in their hand as an uncastable and/or weak trick. People often remember and/or perceive these kinds of cards as being a better than they actually are in that sense. The effect is certainly powerful and unique and the card is worth testing it out but as it stands I don't think that we're looking at a staple or anything.

    Rating: 2
    Cubeworthy: I don't like the card but I know that this effect appeals to a large % of players.

    Order of Succession
    This card isn't quite Control Magic however 4 mana permanent theft is never a bad place to be. The proximity restrictions are annoying to say the least to the point where I just plain wouldn't field this thing in 6+ player games for that reason alone. The drawback seems manageable in smaller games though. Blue isn't exactly known for having the best creatures and that ones that you will play are often marginal bodies with good ETB abilities such as Augur of Bolas and Mulldrifter. You can also field finishers which are impossible to interact with such as Aetherling. What this is means is that you can quite readily construct your deck with this card in mind and ensure that you never lose anything valuable in the process. The dream is obviously to run this out on turns 4 or later with an empty board but I mean that's a bit ambitious unless your meta is especially slow. It's certainly possible mind you but I wouldn't expect it to happen very often. Ultimately this comes across as being more of a zany "watch the world burn" card and less of a "I want to win at all costs" one. There are better things that you could be doing with 4 mana after all. It certainly seems playable in decks with specific subsets of creatures but I mean you probably can't just blindly jam this into your brews.

    Rating: 2
    Cubeworthy

    Tempt with Reflections
    As much as the phrase "you control" makes my soul bleed this thing is still a 4 mana copy effect which can potentially spiral out of control. It'll always be fringe playable for that reason alone. It's not going to be the next Rite of Replication by any means but it may very well do a passable impression at times. I can't say that I'm in love with the card and I wouldn't even claim to like it however. No one is going to give you additional copies of anything important unless they have the Wrath ready to go and are simply looking to push some damage through before clearing the board. There's probably always going to be that "one guy" who tried to ruin things for everyone by "taking the offer" but that's certainly manageable for most lists. I dunno, I just don't see how this card is ever going to be actively good.

    Rating: 2
    Cubeworthy

    Tidal Force
    The best use that I can think of for this card is to permanently keep someone's blockers tapped down to hopefully sure their imminent demise. It also enables for some pseudo-vigilance which is always somewhat relevant. I still can't help but think that it's the worst of the "Forces" and I really can't envision myself ever playing it in something. The payoff isn't there for something that costs 8 mana in my opinion. I think that deep down we all knew that this is what the Blue one was going to do as soon as we saw that the Black one wasn't "target creature gets -2/-2" or whatever but that still doesn't make it an easier pill to swallow. It feels boring and weak to me.

    Rating: 2
    Not Cubeworthy

    True-Name Nemesis
    I actively dislike protection cards in multiplayer because I hate what they do to games. A 3 power creature for 3 that can blank a player isn't terrible but it makes me sick to think that someone will a toss a Sword/Grafted Wargear on this thing and prevent someone from playing Magic. That's not fun or interactive in my mind. That's just Invisible Stalker 2.0. I just don't like what this kind of cards does to games and so I don't recommend playing it. It has nothing to do with the card being too weak or too strong and everything to do with its "fun factor" of 0. Like this thing is just extremely marginal against the vast majority of your opponents but it's the absolute nuts against one of them. I hate that kind of design.

    Rating: 1
    Not Cubeworthy

    Black
    Baleful Force: Let me tell you why I like this card. I think that most of us can agree that you're probably only going to play this guy in a Reanimator style deck. Your top-end threat can't be an evasionless, protectionless 7/7 who draws cards after all. You need a game-ender for that kind of mana. What I like about this card is that it's not Jin-Gitaxias, Core Augur nor Griselbrand. My problem with Jin is that he's a horrendous Magic card. If you revive him on turn 2 or 3 unanswered then your opponents don't even get to play Magic. That's horrible in my opinion. No meta should be that quick/stale in my mind. Griselbrand isn't as oppressive but he's like what, $20.00? Good luck affording those in your casual decks. This card, at some point, is going to drop down to Celestial Force prices. At that point it's a decent, budget, cool Reanimator target. It's fine if people kill it eventually and it's fine if other people still get to play Magic. That's an actively good thing in my opinion. You still put yourself in a solid position but it's not so solid that you can't possibly lose. I don't expect to play much of him as an "as is" creature in a regular "Big Black" deck but he seems like a great card to run out on turn 4ish.

    As far as cards to pair him with are concerned the obvious inclusions are things like Gray Merchant of Asphodel and Soul Spike. Crypt Ghast would be solid as well for a plethora of reasons. It allows you to hardcast him, he gains you life, he allows you to dump your hand at a reasonable clip, etc. Obvious synergy is obvious. I also like pairing him with Demigod of Revenge who is a card that I'd want to run anyways in a Buried Alive deck. You can discard excess Demigods to hand size at no real cost after all. Massacre, Contagion, Spinning Darkness, any "free" spell seems good in this type of shell. Again we're basically talking about a very bad Griselbrand here. Maybe not "very bad" but significantly weaker at the very least. Just get him into play and chain drain spells until you win really.

    Rating: 2+
    Cubeworthy: Assuming a moderate Reanimation + drain theme this is easily worth running.

    Curse of Shallow Graves
    The only compelling reason to play this card, in my mind, stems from the existence of recursive beaters such as Gravecrawler. It's probably the most playable Curse for that reason alone. It's not as powerful as say Lord of the Undead or Death Baron but I mean it'll be cheap and it'll survive Wraths so I won't call this one unplayable. I don't think that it's good outside of decks with recursive beaters though. A tapped 2/2 just plain isn't good enough if you're not consistently getting one every turn. It is by far and away the best Curse though because a free body is a free body and you'd (i.e. other players) be foolish not to take advantage of the opportunity if it presented itself. So yeah, not amazing but not terrible either. Just a decent, resilient token producer for lists with recursive threats.

    Rating: 2
    Not Cubeworthy

    Fell Shepherd
    This is kind of card that needed to be a 4 mana 3/2 or something. As it stands it just seems completely unplayable to me. First of all you are just plain never going all-in on this thing and hoping to dodge removal. That would be moronic. If you're going to pair this card with creatures it's going to be things such as Gravecrawler and Bloodghast who wouldn't need to be recurred by the Keeper to begin with. Moreover you still have to pay mana to activate his effect despite the fact that he's a 7 drop. He's not even a good sac outlet in that sense. I mean if you can ever untap with him then it won't be especially difficult to hold mana up for it but that offers little consolation in my mind. I suppose that you could play this guy in a Grave Pact shell but how is he ever going to be anything beyond a win-more effect in those? Or any deck for that matter? Everything about this card is just a big miss in my opinion and I can't really ever see myself playing it. I can be doing much more powerful things for 7 mana and there's no world where this becomes a priority Reanimation target. I would have loved to have seen a 4-5 mana variation of this card or something because at 7 he seems wildly underpowered.

    Rating: 1
    Not Cubeworthy

    Hooded Horror
    A 5 mana 4/4 with pseudo-evasion is complete garbage in my opinion. I'm in disbelief that they printed this POS.

    Rating: 1
    Not Cubeworthy

    Ophiomancer
    As long as your deck has sac outlets of some sort I can't imagine ever being upset to field this thing. It's a defensive 3 drop that can provide a steady stream of offerings after all. The card that immediately springs to mind is Attrition and even things like Carnage Altar seem fine too. Obviously it's just a 2/2 for 3 so it's vulnerable to removal but I mean it's still 2 bodies (one of which has deathtouch) for 3 mana a huge % of the time. If he dies immediately, that sucks, but he's just a dumb little 3 drop lol. The card also has just enough standalone value that you'll never be embarassed to run him out "as is" even if you can't sac the snake every turn if needed. He's not amazing or anything but for 3 mana you could do much worse.

    Rating: 3-
    Cubeworthy

    Price of Knowledge
    The only thing that this card has going for it is the fact that it triggers on Upkeep which means that it can conceivably kill players off before they can pressure you for tapping out on turn 7 to "do nothing." I've started to develop an appreciation for Wound Reflection which is now a card that I consider to be an absolute staple in most Black EDH decks. This serves a similar purpose even though it's probably more of a Blue card than anything else. Forced Fruition and whatnot. Ultimately it seems too expensive and too conditional to be anything other than a niche player and I really can't envision myself playing it in Cube nor Constructed. Maybe I'm undervaluing its ability to kill multiple players off over the course of a few upkeeps but I just can't shake the feeling that it'll consistently fail to deliver the goods. The only time that I'd feel comfortable casting it is when it'd be entirely win-more (probably anyways). That being said I'm sure that it'll play well in the Blue Ebony Owl Netsuke deck because there's just no way that you could omit a win condition this powerful in that archetype. I think that it plays much better in EDH than it does in Constructed though because I'm not convinced that you'd want a 7 CMC win condition in the 60 card variations of the deck. Powerful or not that's a tall order for a combo deck to fill.

    Rating: 2
    Not Cubeworthy

    Tempt With Immortality
    Something that you quickly realize when brewing with this card is that it's basically impossible to actually break it. You can't just have a Buried Alive into Living Death style list and it's pretty pointless to pair it with Withered Wretch effects as well. At the end of the day you're always jumping through hoops to play a fairly marginal 5 mana revival spell. I think that the best applications for this card involve normal Control decks with lots of creatures and plenty of Wraths. Nothing special, nothing combo-esque, just field it as a decent revival spell.n blowe you away with power because most people should refuse the offer but if 1-2 accept it then you'll probably be a in strong position. Maybe that's wishful thinking but there's always one guy who tries to ruin it for everyone. I don't foresee it being a staple because it's just never going to rival cards like Living Death and Sepulchral Primordial however.

    Rating: 2
    Cubeworthy

    Toxic Deluge
    10/10 would print again. 3 mana mass removal in Black is stellar and I've been waiting for a card like this for a long time. Damnation is ungodly expensive and Life's Finale is too slow. While it's possible that this card could see some Legacy play I'm hoping that it'll remain relative inexpensive so that more people will have access to decent Black Wraths. Mutilate just doesn't always cut it after all. It really only takes a single lifegain spell to offset the cost and anyone who's ever cast an Exsanguinate or a Gray merchant of Asphodel can probably attest to that fact. This thing kills anything dead even if it'll sometimes mean paying 15 life to axe an Emrakul or something. That sucks, don't get me wrong, but it's significantly better than outright losing the game. I am just enamored with this card and I'm very excited that Wizards decided to go ahead and print it. It's exactly what the doctor ordered.

    Rating: 4
    Cubeworthy

    Red
    Curse of Chaos: I wouldn't touch this with a 10-foot pole. People are going to use words like "politics" to justify it and will undoubtedly compare it Edric, Spymaster of Trest. To those people I say "have a nice life." This card costs too much and offers an incredibly marginal effect that will rarely-if-ever rally a table against someone. Random discard usually sucks and everyone knows it. If there's card advantage involved (Desperate Ravings), sure, maybe. But a 1-for-1? And I might lose my best card? God no. I could see myself NOT attacking that person for that reason alone. It's not a good card. Don't run it.

    Rating: 1
    Not Cubeworthy

    From the Ashes
    This is clearly designed to be a "fair" EDH spell and nothing more. Mass land d is typically frowned upon in casual formats but at the same time you kind of need an answers to lands such as Cabal Coffers, Kessig Wolf Run, Urborg, Tomb of Yawgmoth, etc. at times. Spot removal isn't always going to cut it either. This card answer all of them at once but doesn't outright prevent people from playing Magic like oh say Ruination would. Even though that strictly worse from an "I only care about winning" point of view it's better from an "I want people to enjoy playing with me" perspective. It's annoying but it's also necessary and relatively fair. So no, this card clearly isn't as powerful as a Blood Moon or a Ruination but it isn't supposed to be. This is what you run if you want to keep things very casual.

    Rating: 2
    Not Cubeworthy

    Sudden Demise
    Ok this card is just sweet. Perish in Red for any color? This feels like Bonfire of the Damned 2.0 in many ways because this thing is just going to God crush people. Red already has cards like Mass Mutiny which often do the same thing but you can never have too many of those effects now can you? I realize that this card doesn't deal damage to players which is easily the biggest strike against it but it still seems like it'll be a massive blowout the vast majority of the time that it's cast. "Plague Wind you" is just such a devastating effect after all.

    Rating: 4
    Cubeworthy

    Tempt with Vengeance
    This card seems tailor made for Purphoros, God of the Forge decks even though no one will ever accept the offer. No one who wants to win anyways. This "Offer" spell is clearly stronger than most because even if no one accept is you're still getting X bodies for X-1 mana and we've all played the game enough to know that there's any number of ways to abuse throngs of small creatures. Your one Beastmaster Ascension away from killing everyone after all. Red White Token decks will surely love this card for example. Again, I don't really expect anyone to ever increase your token count but I mean it only takes one jerk to ruin it for everyone and that type of thing could potentially end games on the spot.

    Rating: 2
    Cubeworthy

    Terra Ravager
    This card is bad on defense and marginal on offense. I couldn't imagine ever playing him in anything.

    Rating: 1
    Not Cubeworthy

    Widespread Panic
    I've never seen these "shuffle hate" spells earn their keep. Maybe this was designed for Legacy use but it just doesn't strike as being good enough to field in general in a multiplayer setting. Someone somewhere will probably play it to some success but I'm not going to hold my breath on having that happen for me.

    Rating: 1
    Not Cubeworthy

    Witch Hunt
    Wizards keeps trying to print fixed versions of Sulfuric Vortex and they keep failing miserably. This costs too much mana and kills too slowly to ever be an actual playable in my mind. What this card needed was a clause that prevented it from ever returning to its original controller or something. It's just woefully unexciting as is.

    Rating: 2-
    Not Cubeworthy

    Green
    Bane of Progress: My only gripe about this card is that I don't believe that the best Green decks will even run it. Simply put enchantments such as Lurking Predators will snag you more free wins than destroying opposing perms ever will. This is still a big upgrade to Fracturing Gust for many reasons though, especially once you start considering tutors such as Green Sun's Zenith and Birthing Pod and revival engines such as Genesis. Obviously Pod doesn't have the best synergy with it but if the alternative is to lose then sacrifices must be made. The point is that being a creature is a tremendous advantage since it enables recursion to be truly back-breaking for decks vulnerable to the effect. The only reason why I wouldn't slam this in everything is because I just plain don't want to lose my Survival of the Fittests, Doubling Seasons, Lurking Predators, etc. in order to support it. Even if Acidic Slime or Calming Verse are weaker, hey, they do the job that I want them to. It's probably worth noting that since Sylvan Primordial is a card this one's value further decreases. You can nuke anything back-breaking without losing access to your own goodies. It's a solid card that I'm glad to see but I wouldn't go crazy tossing these into everything. Obviously if you do't have any Artis/Enchs, by all means, run as many as you want. I mean maybe Garruk, Caller of Beasts is your "big finisher" after all. That's perfectly reasonable.

    Rating: 3+
    Cubeworthy

    Curse of Predation
    I wouldn't even run this in Primal Vigor decks.

    Rating: 1
    Not Cubeworthy

    Naya Soulbeast
    The fact that Lurking Predators and friends can't cheat it out really hurts this card's stock. It's probably still a fringe playable in the Doubling Season decks with Primal Vigor and Kalonian Hydra but that's only because it has Trample and realistically it should be fairly large on average. I don't like the fact that it's an 8 drop without protection and who doesn't offer any immediate value though. That's just such a crippling drawback. I would never play this card in a generic Green deck and for example and I wouldn't be excited to play it in the +1/+1 counter decks. It's probably just barely good enough to play in those but the margin is razor thin. I wouldn't fault anyone for avoiding this thing.

    Rating: 2-
    Not Cubeworthy

    Primal Vigor
    Believe it or not I'm not going to hate on this card. Symmetrical effects are always questionable to field in a multiplayer setting and you certainly run the risk of helping your opposition out when you play a card such as this. Realistically speaking I would actually be shocked if you resolved one of these and were the only person to benefit from it in an average game. That being said a bad Doubling Season is still a Doubling Season and it doesn't take a genius to see just how powerful the effect can be in the right deck. Scavening Ooze, Predator Ooze, Forgotten Ancient, Spike Weaver any Triskelion variant, any token generator and much more all become absolutely nutty. It doesn't affect Planeswalkers and it has a drawback, sure, but it's still really freaking overpowered in the right shell. Anyone who's ever played with Doubling Season can probably attest to the raw power that it offers. Furthermore it's not really a symmetrical effect in practice because your deck will be much more suited to abuse it (on average). It can completely take over as game and allow for some relatively unbeatable nut draws. I've seen my fair share of Doubling Season decks in action to know this and so I fully expect this to become incredibly popular in the casual scene. Not on Doubling Season's level obviously but I mean budget alternatives to broken cards are typically well-received. Here's hoping that it doesn't become another million dollar monstrosity.

    Rating: 4
    Cubeworthy

    Restore
    In order for this card to be truly nuts you basically have to be playing with a critical mass of Fetchlands in your deck or be reasonably certain that others will. The ability to recur any land is cool and all but I mean that's an extremely narrow effect given the existence of Regrowth-esque cards. If you're playing this card it's so that you can ramp a large % of the time and recur something special a small % of the time. Everything about this card is meta dependent in that sense. If you can recur Fetches then it's great. If there's also relevant spell lands to recur then that's even better. Otherwise it's probably complete trash because this isn't a generically good spell by any means.

    Rating: 2-
    Not Cubeworthy

    Spawning Grounds
    I actually like this card a lot in Primeval Titan decks. It reminds me a lot of Dragon Roost except that it's significantly more powerful once it gets going. 8 mana is a lot, don't get me wrong, it's just not that much in a world of Sylvan Primordials and whatnot. I mean realistically it's closer to a 9 drop because you probably don't really want to tap out for it without creating the 5/5 blocker immediately but you get the idea. I would 100% play this in "Big Green" decks with plenty of high-end rampers. Maybe not as a 4-of but 1 or 2 copies could go a long way.

    Rating: 2
    Not Cubeworthy

    Tempt with Discovery
    This card annoys me because for two reasons. First of all it fetches "any" land and not just "basics" lands. Moreover people can be really stupid at times. I don't think that this card is especially good if we assume that our opponents are competent but I mean it only takes one moron to search and suddenly the controller now has Cabal Coffers + Urborg, Tomb of Yawgmoth or whatever. Like Reap and Sow has always been a playable card in my experience so this thing is clearly worthwhile even if everyone refuses the "Offer" but I mean if 1 or 2 people accept it then the game will probably just end on the spot. That's Tron, 3x Cloudpost, Urborg + Coffers, etc. This is a very difficult card to evaluate in that sense. If we assume that people are idiots then this will snag you a ton of free wins. If we assume that most people are competent then this card is still potentially absurd. If we assume that your opponents are all competent all the time then it's still marginally playable. Because the worst case scenario is "this card is fine" and the best case scenario is "you win the game" I kind of have to conclude that this will be a fairly strong card.

    Rating: 3+
    Cubeworthy

    Multicolor
    Note that I purposely excluded the 5 "big" generals because they have little-if-any generic multiplayer value.

    Gahiji, Honored One
    I'm actually somewhat intrigued by this card. The body sucks almost as much as the mana cost but the effect is compelling to say the least. +2 power is no joke and it will tip the scales in the decision more often than not I imagine. It's ALMOST like a No Mercy + Bullwhip in that sense. Not only are you encouraging more attacks to happen but they'll often be directed at people other than you. This card still suffers from being a 5 mana do-nothing who is basically only good if you're already in a solid position but by no means does that make it unplayable. It's not simpy another "win-more" effect in my mind. When cast in a neutral or slightly (un)favorable board state it can really shake things up because all attacks against anyone but you start to look significantly better. I wouldn't fault you for running one of these in your Naya Beast decks with Godsire, Tragtusk and Taurean Mauler or whatever.

    Rating: 2+
    Not Cubeworthy (3 colors, too conditional)

    Jeleva, Nephalia's Scourge
    I don't play much Commander but I would gladly play against this than any mainstream general so that probably means that it sucks horribly. The card offers very little in "generic" multiplayer games for obvious reasons. Not going to rate it because this basically only exists to be a general.

    Rating: N/A
    Not Cubeworthy

    Nekusar, the Mindrazer
    This card is so bad that it hurts. It's ridiculously expensive, marginal and has a terrible body for something that is obviously supposed to be a combo card. It's just complete crap in that sense. Like I get that Wizards wants to support the "Windfall" deck with Liliana's Caress and Underworld Dreams but this isn't even remotely close to being playable in those kinds of shells. I won't pretend to be an EDH expert but if this card is a viable commander then may God have mercy on us all. I mean, what's the plan exactly? Cast it, let everyone Phyrexian Arena, have it die (it's turn freaking 5) and repeat? That's your gameplan? Jesus...

    Rating: 1
    Not Cubeworthy.

    Roon of the Hidden Realm
    There's not much to say here really. The body is fine since a vigilant 4/4 for 5 with additional upsides is borderline playable already. Beyond that it's another powerful card for the Deadeye Navigator deck. The only difference this time is that you can use it as your general to guarantee access to a recurring form of blink effects. It's obviously playable outside of EDH as well but it's probably a bit too slow and mana intensive to make many waves in the casual scene. Most people will probably just play Venser, Sojourner or something. Anyways, you'll pair it with Wood Elves, Solemn Simulacrum, Wayfarer Elf, Restoration Angel, Mystic Snake, Acidic Slime, Mulldrifter, Thragtusk, Prophet of Kruphix, Draining Whelk, Primespeaker Zegana, Titans, Primordials, etc. and it'll be solid. It's obviously not the same as a true Blink effect but having your Primordial dodge a Wrath or something is a big game. You can also just use him to protect Deadeye Navigator because hey, let's be honest with ourselves, he's the real star of the show. He's going to see a lot of EDH play and I mean he's certainly reasonable to field in your Bant Blink decks as a 1-of at the very least. This is exactly what casual players have been looking for in a Bant general (no more Rafiq please :() because it's both fun and powerful without being utterly oppressive (at least I hope not lol).

    Rating: 2
    Not Cubeworthy

    Shattergang Brothers
    Alright let's get the obvious answers out of the way. The best Enchantment to sac is probably Rancor for very obvious reasons. The best creatures to sac are things like Bloodghast and Reassembling Skeleton and it doesn't take a genius to see why. For artifacts I'd be looking at things like Fellwar Stone and Myconsynth Wellspring which I would likely pair with Trading Post or something. You could even jam Goblin Welder in the deck and get dirty with various Myr Battlesphere effects. All of that is well and good but the problem with this card is how freaking slow it is. 4 mana for a 3/3 is certainly playable but if you're looking to get immediate value out of this guy then we're talking about something that costs you at least 7 mana. Wizards clearly didn't want this guy to prevent people from playing Magic because there's virtually no way to truly abuse him unless you can stick a Training Grounds or something (which you obviously can't do in EDH if he's your general). He could, in theory, clear the board over time but in practice I'd fully expect him to die before it ever came to that. Alternatively people may very well let him do his thing but only insofar as it benefits them. Having one player spend all of his or her time and resources to clearing the board every turn certainly favors some players more than others. I would happily sit there, make land draws and play card draw spells while creatures like him durdle around keeping the field clear for me. Anyone who wants to handle this guy probably can and anyone who doesn't likely won't have to. He just comes across as being another marginal playable who won't make any waves in casual and who probably won't be able to compete with any of the mainstream generals in EDH. Nothing special but probably not complete trash in either format.

    Rating: 2
    Not Cubeworthy

    Sydri, Galvanic Genis
    Now this is a card. It has a reasonable CMC, fantastic creature types and most important it has 2 amazing and inexpensive activated abilities. Esper lends itself amazing well to artifact decks and you can bet your boots this this little vixen will fit snugly into many preexisting shells. Deathtouch and lifelink is just such a potent combination (as seen on Wurmcoul Engine) which will enable you to grind people out over time. The March of the Machines effect certainly isn't trivial either, especially when it comes at such a reasonable price. Being able to block with that Unwinding Clock or whatever seems like a good deal to me. This is just a fantastic card for so many reasons and I can't wait to see her in action. She's everything that I'm looking for in a multiplayer card. A cheap body that I'm just as happy to slam on turn 8 as I am on turn 3 that enables you to grind people out should the game run long. 2 big thumbs up on this one.

    Rating: 4
    Not Cubeworthy unless your Cube is designed specifically to support an Esper artifact theme.

    Artifact
    Eye of Doom
    I personally hate this card and I'd be shocked if it became a staple in either EDH or regular casual constructed. It's so much weaker than Nevinyrral's Disk, Oblivion Stone and All is Dust that it's not even funny. The reason to play these cards is that sometimes you just plain need to blow up "the everything" and when that happens you can't have something that's going to get crushed by some idiot who's trying to play "politics." And by politics I obviously mean some sap who's going to target something useless instead of Dave's Survival of the Fittest because he doesn't want to make any enemies. Great. "Oh ****" buttons are fantastic and I highly recommend them but this isn't even close to being a playable version of one. I'm basically looking at a 6 mana Vindicate with potential drawbacks. Super. If there's someone out there excited to see this maybe you can explain to me what you see in it. I'm drawing a blank myself. I mean maybe a 6 mana Vindicate is actually good enough but I mean that seems pretty loose to me personally. I could see myself running it in Red decks as a last resort or something but even then Karn just seems superior.

    For the record I don't really care about its interaction with Oblivion Stone, Triad of Fates, That Which Was Taken, etc. Maybe they want it to be some sort of janky combo card but that's just not something that I'm even remotely interested in. I do not see a card with much standalone value and I'm certainly not interested in a slow, mana intensive combo that Plague Wind + Calming Verses the table or whatever. I understand that different metas have varying levels of competitiveness but I mean you're pushing your luck with that.

    Rating: 2
    Not Cubeworthy

    Surveyor's Scope
    I like this card a lot but I'll probably never play with it. I wouldn't feel comfortable going all-in on some Mox Diamond, Bounceland, Borderpost plan and I virtually never try to cheat on my mana base in multiplayer. I'm the first guy to play 25+ lands in my lists and I know that relatively few people follow suit. If anything people will piggy-back off of me to enable this type of effect. What I love about this card is that it takes you from a position where you can't possibly win to being straight back into the thick of things. What I hate about this card is that it's completely useless in an "average" game. If you live in a world where everyone is slamming Skyshroud Claims, ok, sure, you've found yourself a winner. Play the heck out of this thing. I'm guessing that most of us live in a world that's not the case however. At the end of the day the best decks will never play this kind of card because it's completely reliant on A) having a draw or B) your opponent's doing something to enable it. I'm not fond of relying on either.

    Of all the cards spoiled this is probably the one that I'm the least sure of. I can't tell if this is just a good Rampant Growth which can potentially pull you back from unwinnable positions or if it's a 2 mana Gilded Lotus. I'm also not sure if it's simply correct to just blindly mull to this card and then sit on 1-2 lands (assuming Bouncelands, Mox Diamond, Borderposts) until everyone else hits 3-4. That could in fact be quite reasonable in 4+ player games. That does sound kind of sweet actually. You could even bluff that you're mana screwed and hope to fly under the radar for a few turns while sitting behind some defensive bodies. Hmmm. That's not terrible now is it? Gah, help me out here guys, what do you think about it? It does seem like it could be quite powerful doesn't it? It probably is just completely overpowered if you build around it.

    Rating: 4
    Cubeworthy

    Land
    Opal Palace
    Good in EDH. No, really, that's all I got. There's basically no reason not to play this thing unless you're fielding some 5 color monstrosity that never plans to cast its general and/or have it participate in combat. Shimmering Grotto's big brother may not be an exciting land but I mean I can't imagine that you'd exclude this from very many of your shells. Combo generals, sure, it's conceivable, but really, how frequently are you never going to use your general in combat? This obviously makes some generals very good (Animar, Malath, Skullbriar) and it's certainly lackluster for others but I mean the cost of running it just seems so trivial that I don't see how you could hold anything against this card's existence. It's simply a decent way to splice a bit of additional value on your Commander whenever you have the spare mana to do so. That seems solid enough to me.

    Rating: N/A
    Not Cubeworthy
    Posted in: Commander 2013 Multiplayer Set Review (51/51)
  • published the article Waste Not's implications on Multiplayer.
    Now that Wizards has finally spoiled the finished product it's clear that we have ourselves one very powerful Magic card at our disposal. While you could immediately jam it in to an existing discard shell I like how this card opens up the possibilities for "combo wins." That is, it feels very much like a 1 card win condition since the draw and mana production abilities will ramp out of control in big, multiplayer games. Take for example a typical draw of Land, Land + Waste Not, Land + Pox/Delirium Skeins. That sequence would easily chain in to a Syphon Mind or more Poxes or whatever in my big 8 player games and I could easily see a world where no one has lands/cards in hand whereas I'm able to ritual out a Sepulchral Primordial (or whatever) with my free mana to ultimately win the game. It reminds me of a Reanimator card in that sense except that it feels like it's potentially much more powerful.

    It's probably worth noting that this card loves Windfalls and Memory Jars too. You could easily build a deck that abuses it and Notion Thief to wreck people. Even something as simple as Lore Broker starts to look menacing at that point and you could even turn to cards such as Jace's Archivist to get the job done. I don't see myself building these kinds of decks personally but I wouldn't be surprised if others seized the opportunity to do it themselves.

    The biggest problem with these strategies is that they're incredibly reliant on drawing Waste Not quickly and consistently every game. While cards such as Vampiric Tutor and Demonic Tutor exist those definitely won't be in everyone's pricerange. They also won't be legal in a large % of metas. Other alternatives include things like Shred Memory, Beseech the Queen and Serum Powder. I like Serum Powder a lot since this feels like a Dredge deck in the sense that it just plain wants to see 1 card in its opening hand 100% of the time. Bazaar of Baghdad Waste Not is not but hey, what are you going to do :P? I think I'll be rolling with that option myself but I wouldn't fault anyone for trying Dark Ritual + Shred Memory either.

    If you do decide to pair Black with Blue then you can always turn to various Ponder and Preordain effects as well. It's not as though they'll ever be bad draws in combo decks after all. You'd have to play them in Windfall variations of the deck that use Notion Thief but that's fine.

    As far as building decks around it are concerned, it depends on how big your meta is. I personally want to play it like a combo card but some people with smaller metas will probably want something more fair and grindy.

    An example of a combo version of the deck might be something like:



    I'd be inclined to test something like this in the dark. I don't actually know what the best win condition is (or if I even need one period) but I like AotD because it has Flashback so I can always discard it to my initial Poxes and such and just flash it back later on if needed. I also don't expect anyone to be able to handle my Zombies since no one should really have lands, spells or creatures. Deck seems really sweet actually :P. It could obviously be played without the broken Vintage stuff but I mean most people aren't playing combo decks to be "fair" so I'm not too concerned about that type of thing. Pretty much anything could be tested as a win condition although it would be nice to have one that could beat a single removal spell. If anyone has any good suggestions feel free to post it in the comments.

    Next deck that I'd want to try would be something like:



    Basically a Words of Waste deck with Geth's Grimoire and Waste Not. Noetic Scales would a sweet lockdown mechanism and so the rest of the deck would be cheap removal to keep me alive early on. Maybe it needs less removal and more discard/Dark Rituals but that could always be tweaked if needed.


    Examples of plain-old control decks could be things like:



    And:



    Nothing too special here. Lots of constant discard, protection, removal and a few win conditions. Necrogen Mists and Bottomless Pit may not be good ways to abuse the fast mana but I mean getting cards and creatures is always relevant and you can still employ the Waste Not + Pox/Smallpox strategy for big bursts of cards/mana/bodies.

    With respect to the BU deck it would probably be something like:



    Probably not a good version of this deck but it's something.

    The card definitely seems sweet to me anyways. I think that it has a ton of potential in prison, combo and control decks. I'll be looking forward to brewing with it a bit more :).
    Posted in: Waste Not's implications on Multiplayer.
  • published the article Multiplayer Theros Review (249/249) - Part 2
    Curse you 50, 0000 character limits :(.

    Part 1

    Reading Guide:
    This review is ordered as the cards appear on the MTGS visual spoiler (aka alphabetically). This is to make things easier for you to follow along at home. If you're looking for a specific card (one that was recently spoiled for example) good old ctrl + f is just as handy as it's ever been. You don't have to scour the entire review to find it :P.

    Rating Scale:
    5: Would strongly consider playing this card in any deck that could reasonably support it. Powerful enough to build around if needed since it figures to dominate a table. These are format definers that can warp metas entirely if your playgroup is still getting their feet wet in the Magic world. Think Exsanguinate, Land Tax, Consecrated Spinx, Doubling Season, Insurrection.

    4: Powerful card that I will usually play but that doesn't offer anything truly unique. It's certainly good but it's interchangeable with enough cards that you'll never be scrambling to play it in everything. It's probably good enough to build around and at the very least you'll be keeping it in mind as you're fleshing the rest of the list out. That being said it's much more likely that you'll play these cards as key supporting pillars to give your deck some inherent strength. Think Syphon Mind, Earthquake, Wrath of God, Rite of Replication, Defense of the Heart.

    3: This is a generically good card that won't make a deck much better or worse. It's not going to blow you away but it's not going to disappoint you very often either. A deck full of these won't crush a table but it will usually be good enough (tm) to keep you competitive. Think Vampire Nighthawk, Clone, Chandra's Spitfire, Calming Verse, Austere Command.

    2: This card has some niche application but I wouldn't put much effort in acquiring it since it's unlikely to be a key player in many of your current/future decks. It's not great but it's somewhat multiplayer orientated so you should probably keep it on your radar.

    1: This card wouldn't be played in an ideal world.

    +/-: Used to distinguish between a "better" N and a "worse" N. That is, a 3+ dictates a high-quality 3 whereas a 3- would be on the lower end of the spectrum.

    Cubeworthy: simple "yes" or "no" of whether or not I'd Cube with the card myself. That is, would I both put this card in one of Cubes and actively draft it a reasonably high % of the time with plans to maindeck it.

    Multicolor

    Anax and Cymede
    It's hard to overlook a 3 mana 3/2 vigilant first striker with an upside. I don't think that heroic is remotely playable but I mean R/W decks are often token orientated in my experience and pumping a team of whatevers is never going to be horrendous. Hell, I don't know, maybe you target them with a Rally the Righteous to God crush somebody. This clearly isn't my kind of card but I mean there's way too much potential and raw power here to overlook. At worst it's just a good card and at best it's going to obliterate someone.

    Rating: 3
    Not Cubeworthy

    Ashen Rider
    8 is a lot of mana for a glorified Angel of Despair and she doesn't strike me as being that great of a "cheat into play" target. She's not the worst obviously but her effect isn't exactly global in nature and a 5/5 flier isn't that domineering. I'm kind of torn on this card because it's obviously good but I mean it'll probably just end up being another big expensive creature that doesn't really see much play. What I will say is that this card is a beast in blink decks and I mean she pairs insanely well with Undying Evil which is a card that I already have a high opinion of. She's not half bad with Victimize or Rescue from the Underworld either. I mean she's clearly good with the typical Restoration Angel effects as well but this card actually rewards you for killing her off too. So yeah, not too sure how much play she'll see in the end but I mean she's a big flier who'll usually end up being a 3-for-1 at the very worst so there's absolutely no way she could ever be an outright bad card. I'm not convinced that she's the best fatty to cheat out but you could stand to do much worse than this. In the end I think she'll find a home in Black ramp decks with revival since playing her and having her die over and over is pretty sweet. She's a great EDH card in that sense. Exiling multiple things is just such a big game after all.

    Rating: She's like a 4 or 5 in the decks that want this specific kind of effect but I mean she probably averages out at something closer to a 2 since 8 mana cards that don't win games are... well... pretty freaking terrible lol.
    Not cubeworthy (I couldn't see myself cutting anything for an 8 drop without a global effect)

    Daxos of Meletis
    This is just a very cool "gotcha" card. He's probably going to be able to hit someone and I mean he's kind of like a Phyrexian Arena who gains you life at that point. Not quite obviously but I mean you have 2 rips at lands and I mean you can and will have an opportunity to cast cool spells off of him. Again, it only takes 1 open player to get some pretty solid value out of this guy and that's not bad for a dorky little 3 drop. This doesn't seem like a card that will appeal to most casual players so I'm not expecting to see him a lot but I mean he seems like a moderately powerful card to me personally.

    Rating: 3
    Cubeworthy

    Fleecemane Lion
    If you need 2 drops in your deck then this is where you want to be. He hits early to protect your life total and I mean he becomes a really obnoxious threat on turn 5 if he's still around. You can also just treat him like a 7 mana 4/4 indestructible hexproofer which is better than it probably sounds. Obviously good card is obviously good, I'm not offering much insight in that sense, but I mean that's basically the reality of modern Magic unfortunately. Creatures are cheap, devoid of downsides and packed with upsides nowadays. All you have to do is mix and match the best ones and you'll probably do fine in most of your games.

    Rating: 3+ assuming that your meta is aggressive enough to warrant defensive 2 drops. 2+ otherwise.
    Cubeworthy

    Medomai the Ageless
    Every time I see a 6 mana Blue sphinx I can't help but think of Consecrated Sphinx and how nothing will ever come close to toppling it in terms of power. This card is no exception. That being said taking extra turns is one of the most powerful things that you can possibly do in Magic, especially if it's not costing you any mana. However, I dislike extra turn cards in general in multiplayer. Not for power-level reasons but for "fun" reasons. I want everyone to play as much Magic as possible and that basically never involves having one player spend an obnoxious amount of time in the driver's seat. This card certainly seems powerful but I'm pretty opposed to playing it/supporting its use for moral reasons. With that in mind I'm not going to give it much of a plug because I just plain don't want someone to play card because of something that I said.

    Rating: 1 in terms of how I feel about it (i.e. it wouldn't see play in an ideal world)
    Not cubeworthy (assuming we stick to the criteria that it has to be a card that I would put in one of my Cubes)

    Polis Crusher
    While this is a 4 mana 4/4 with upsides the fact that it's 2 colors and the fact that all of its benefits are marginal leave much to be desired in my mind. I mean it's not possible for this card to ever be horrendous I don't think but at the same time I would not play this in basically any RG deck that I ever made. It just seems like such a niche card to me.

    Rating: 1+
    Not cubeworthy

    Prophet of Kruphix
    Now THIS is a card. Holy Hannah Montana. Ok, like, I don't think people realize just how absurd Awakening is. The card is bonkers busted bananas in the right deck but I mean no one plays it for whatever reason. This card is a one-sided Awakening and that also acts as a Leyline of Anticipation for 5. FIVE! That is disgusting value. Ok, yes, it's a dorky little 2/3 that's probably going to eat removal. That sucks. Still, I mean, I can't not love this card in metas where spot removal isn't very prevalent. Like, you will straight up win the game after a few circuits if you have anything remotely relevant to do with your mana. The biggest thing holding this card back is the fact that absolutely no one likes UG as a color combo and that most people won't be willing to do things like cast Sprout Swarm a bajillion times. I legitimately believe that this is the single most busted card in the set from a purely theoretical sense even though I don't expect to see it played much in practice. The thing about Blue/Green decks is that they get to field a ton of awesome draw and any number of absurd creatures. Once you have any sort of Mystic Remora/Rhystic Study/Mind's Eye/Consecrated Sphinx online you can just start going off Lurking Predators style. The nice thing about this effect is that all you need is a single mana sink, even something as simple as Ant Queen, to just immediately start putting a ton of pressure on people. So yeah, you can either play out your entire hand or just play out 1-2 key threats and blow your mana on creating bodies with various Jade Mage effects. This is a 1 card win condition in my mind and that's not a bad deal for 5 mana. Again, I really don't expect to see it played very often, but the people who are willing to play Simic will probably see a ton of success with this monstrosity.

    Rating: 4
    Cubeworthy

    Steam Augury
    This card is close to Fact or Fiction and Fact or Fiction is amazing, even in multiplayer. It's an instant speed draw ~2-3 with no real downside. It's no Rhystic Study obviously but I mean it's a good instant speed draw spell and that will never be bad thing to have in your deck. Oh, before anyone asks, the fact that an opponent gets to make a decision is meaningless in this instance. You either draw cards or draw cards. That's not much control lol. As to which card is better betwen it and FoF, meh, it doesn't really matter much in my opinion. FoF is better but not by an insane amount. Put some draw in your decks and don't worry about trivial differences such as that.

    Rating: 3
    Cubeworthy

    Triad of the Fates
    I'll be blunt and say that I think that this card is God-awful. It just seems completely abysmal to me. First of all, I don't see how it even remotely combos with Oblivion Stone unless our opponents are just goldfish. Whatever 4 turn, 15 mana sequence you need to do something powerful I don't want any part of it lol. Moreover I don't see how this card has any relevance on an average game. Comes down on turn 4, taps for a counter on turn 5, does something on turn 6? That something isn't even good though... And like, what if we draw this on turn 7? Are we going to spend the next few turns relying on this to accomplish a useful task? I just don't see it. I'm not a "fun" person so maybe I'm just not seeing how people could have a blast playing this card but it just seems like another unplayable "engine" tacked on to a terrible body for no real benefit. Like, if this thing wasn't a creature, maaaaaaaaaybe. At least then you wouldn't be vulnerable to every piece of removal known to man tacked on to your card which clearly telegraphs what it's going to do over the next few turns. As it stands I just could not see myself getting paid to play with this horrendous do-nothing.

    Rating: 2-
    Not cubeworthy

    Reaper of the Wild
    There's basically nothing bad about this card. No, that's not doing it justice. This is just plain one of the best multiplayer cards in the set period. 4 mana 4/5s are never going to be terrible and all 3 effects are insanely relevant in a multiplayer setting. It trades with anything, dodges spot removal and I mean it only has to exist to provide value. 4/5s eat most 1-4 drops and it'll always trade-if needed so it's basically never a bad draw. This is especially true since it virtually digs you in to more action as the game progresses. It's just a super-solid defensive 4 drop who doesn't have to lift a finger to be impactful. It could easily be the backbone of any number of decks and I could easily foresee playing this type of threat for years to come. welcome to pure-upside Magic where your 4 drops obsolete the vast majority of the critters printed over the last few decades.

    Rating: 4+
    Cubeworthy

    Tymaret, the Murder King
    Cool card, cool flavour, cool art, way too mana intensive and way too slow. Love the idea here but I mean I just can't envision a world where this type of effect is powerful enough and relevant enough to matter. Yeah, sure, he triggers Purphoros a bunch and I mean you can abuse him with Reassembling Skeleton/Bloodghast/Gravecrawler-esque spells but I mean that's just not good enough in my mind.

    Rating: 1
    Not cubeworthy

    Underworld Cerebus
    Great art, great flavour, mediocre card. He's very aggressive but that doesn't really appeal to me personally. A 6/6 isn't exactly bad on turn 5 though since that figures to be big enough to eat most 4-5 drops and trade with most 6 drops. It's also cool that he survives both Wildfire and Destructive Force and he even hits before either becomes castable. Beyond that he can randomly hose reanimation spells and whatnot, which is fine, but I don't think that it figures to be especially relevant on average. Maybe I'm wrong on that account but I wouldn't put much faith in it myself. The last ability is slightly intriguing but why are we not just casting Living End if we want that effect at 5 mana? Like, my issue with this card is that it's a 6/6 "unblockable" beater for 5 first and a "Buried Alive abuser" second. That's just the Control player in me coming out though I guess. I mean realistically this guys is HUGE and most decks have fairly empty 5 drop slots but I mean I just don't think that he's better than say Breath of Malfegor or Lightning Reaver and such. Eh, I dunno, I'm so torn on this guy. A 6/6 "unblockable" for 5 is just such a big game and I mean he will be good in decks that pitch cards to their GY.

    Rating: 3+
    Cubeworthy (I couldn't imagine not playing him in my decks with Earthquake/Wildife/Destructive Force etc)

    Xenagos, the Reveler
    This is a perfect example of a 'Walker that I wouldn't touch with a 50-foot pole. It does nothing relevant but will draw an absurd amount of hate just because "it's a 'Walker." Like, I don't know about everyone else, but given the choice of hitting players or hitting 'Walkers people will bend over backwards twice to hit 'Walkers in my experience. Like this could easily just be a meta thing and maybe this card is actually good but I know that it would do absolutely nothing for me in my games and that no one would maindeck it in our Cube games. I would never advocate playing this card.

    Rating: 1
    Not cubeworthy

    Artifact

    Akroan Horse
    Since this is a "competitive" review I don't have anything pleasant to say about this card. I fully expect to see it played in some sort of horrendous combo/synergy deck designed to get a laugh out of the table. If that's your prerogative, hey, by all means. Have fun and enjoy life. If you're looking for something legitimately powerful then I encourage you to beware of the mare.

    Rating: 1
    Not cubeworthy

    Colossus of Akros
    Everyone's favorite creatures, indestructible 20/20s for big sums of mana, are back! Woohoo!

    :3

    Yeah, I know lol. Here we have another card that big mana decks can field to make our casual lives miserable XD. If you don't have an exile effect you just auto lose and that's always so fun and skill intensive :P. This card isn't absurd, it's not too fast and it's not too powerful, but it's never going to be a fun. It will ruin games and it will make people groan. Deep down I don't really like these kinds of non-interactive "I win" spells but I mean if games go long and you want to win then you kind of have to play some number of them or risk losing to them yourself. I don't think that they're especially good for the game in that sense. Still, hey, I like winning and so I'll probably end up giving this card a go. Being able to pay 8 and then 10 beats paying 11+ and this card, unlike say Emrakul, can actually block for you for a bit if needed. It eats 2 turns of mana but like when they're turns 11 and 12 it doesn't exactly matter lol.

    Rating: 2
    Not cubeworthy

    Pyrix of Pandemonium
    ... just no.

    Rating: 0
    Not cubeworthy

    Lands

    Nykthos, Shrine to Nyx
    It's hard to imagine a world where this is going to be an actively bad land in most 1-2 color decks. The problem that I have with it is that it's competing with a bunch of other, awesome "special" lands. I mean it does make Boros Reckoners and Geralf's Messengers pretty beastly but that's not good enough in my mind. I'd probably never play this card myself (I'd field any number of superior alternatives) and I couldn't foresee ever suggesting it to someone and in that sense I don't think that the card is especially playable. Again, I doubt that it'll ever be really bad, but I mean it just doesn't seem worthwhile to expend your "open" land slots on something as marginal as this.

    Rating: 1
    Not cubeworthy

    All 5 Temples
    Why are these rare? I mean they're better than vanilla ETB tapped dual lands but only just barely... If you acquire some naturally, great, just don't pay real money for these over say Guildgates lol. Such a disappointing cycle.

    Rating: 2-
    Cubeworthy but I'd personally never shell out a cent for these over Guildgates and whatnot.

    Unknown Shores
    I won't hate on any land that can help players build a budget mana base that can still cast its spells (even if it's at a slightly slower clip). It's never going to be good but I mean sometimes it's exactly what the wallet ordered.

    Rating: 2
    Not cubeworthy

    Part 1
    Posted in: Multiplayer Theros Review (249/249) - Part 2
  • published the article Multiplayer Theros Review (249/249) - Part 1
    Part 2

    Reading Guide:
    This review is ordered as the cards appear on the MTGS visual spoiler (aka alphabetically). This is to make things easier for you to follow along at home. If you're looking for a specific card (one that was recently spoiled for example) good old ctrl + f is just as handy as it's ever been. You don't have to scour the entire review to find it :P.

    Rating Scale:
    5: Would strongly consider playing this card in any deck that could reasonably support it. Powerful enough to build around if needed since it figures to dominate a table. These are format definers that can warp metas entirely if your playgroup is still getting their feet wet in the Magic world. Think Exsanguinate, Land Tax, Consecrated Spinx, Doubling Season, Insurrection.

    4: Powerful card that I will usually play but that doesn't offer anything truly unique. It's certainly good but it's interchangeable with enough cards that you'll never be scrambling to play it in everything. It's probably good enough to build around and at the very least you'll be keeping it in mind as you're fleshing the rest of the list out. That being said it's much more likely that you'll play these cards as key supporting pillars to give your deck some inherent strength. Think Syphon Mind, Earthquake, Wrath of God, Rite of Replication, Defense of the Heart.

    3: This is a generically good card that won't make a deck much better or worse. It's not going to blow you away but it's not going to disappoint you very often either. A deck full of these won't crush a table but it will usually be good enough (tm) to keep you competitive. Think Vampire Nighthawk, Clone, Chandra's Spitfire, Calming Verse, Austere Command.

    2: This card has some niche application but I wouldn't put much effort in acquiring it since it's unlikely to be a key player in many of your current/future decks. It's not great but it's somewhat multiplayer orientated so you should probably keep it on your radar.

    1: This card wouldn't be played in an ideal world.

    +/-: Used to distinguish between a "better" N and a "worse" N. That is, a 3+ dictates a high-quality 3 whereas a 3- would be on the lower end of the spectrum.

    Cubeworthy: simple "yes" or "no" of whether or not I'd Cube with the card myself. That is, would I both put this card in one of Cubes and actively draft it a reasonably high % of the time with plans to maindeck it.

    White
    Celestial Archon
    4/4 fliers for 5 are never going to be horrendous and adding First Strike is never going to hurt. The fact that this things gets Bestow "for free" makes it a fairly sweet card in that sense. Even if your target bites the dust you still have a reasonable creature to work with. Keep in mind that if you do manage to cast this on something decently large and connect with someone then they're probably going to die at some point in the near future. Even if someone kills your critter, hey, you still have a big flier. That's not a bad deal for 7 mana. I just don't see how this card could possibly be bad in that sense. Angelic Destiny is a real card and this is basically the same thing except it pumps out another body for the second go-around and it's not vulnerable to spot removal. I'm not saying that you should run out and buy them or anything but I mean if you acquire some naturally it seems perfectly playable to me

    Rating: 2+
    Not cubeworthy

    Elspeth, Sun's Champion
    I'm not a big fan of Planeswalkers in general in MP but this one is a bit of an exception. I like the fact that she can Wrath immediately and even survives to tell the tale. Her +1 puts a lot of bodies into play which is never a bad thing when you're putting a big target on your head. Her ultimate is cool but that's true for every 'Walker and getting there isn't usually realistic. That being said her -3 is good enough that any time you can use her other 2 modes are just gravy in my mind. Well, that might be downplaying her +1 too much actually. Her +1 is just very, very good. Any + ability that spits out that many blockers is a big game. Getting her on a stable board isn't easy but Wraths are plentiful, especially in White. Of all the 'Walkers printed she's probably one of the best multiplayer-orientated ones. I could actually see myself playing her and that's pretty rare for a guy like me who typically hates 'Walkers. She's super defensive and super powerful and only costs 6 mana. So yeah, I mean, how could I possibly hate on a card like that?

    Rating: 4
    Cubeworthy

    Fabled Hero
    3 mana 2 power doublestrikers with upsides are playable. Mirran Crusader is amazing and I mean if you ever put a single counter on this guy then he gets pretty absurd. Obviously I'd rather have the protections the vast majority of the time but I mean dropping a Gift of Immortality or something on this guy is never going to be the worst. I'm not thrilled about this card and I wouldn't chuck in the old cube or anything but I mean you can't just ignore these kinds of cards nor can you ever completely write them off. It literally only takes a single activation for this card to become insane after all. The decks that want this kind of creature will probably really want this card.

    Rating: 2
    Not cubeworthy

    Gift of Immortality
    It's hard to hate on recursion this powerful. Zur the Enchanter just got that much more obnoxious XD. The card isn't amazing since it has to be played preemptively and it still gets hosed by instant speed spot removal but I mean the upside is certainly there if this thing ever gets left unchecked. Being able to trigger and retrigger all your sweet enters the battle (ETB) effects is a big game after all, especially when we're talking about things like Sun Titan. Not a windmill slam in every deck, that much is clear, but I mean this is strong card that can make a deck full of good creatures better.

    Rating: 3-
    Cubeworthy

    Heliod, Sun God
    This card is flat-out amazing. Vigilance is one of the best keywords in the game since it enables you to be both offensive and defensive. That's a huge advantage in a multiplayer setting when you want to stay alive but you still have to end the game at some point. Moreover, this guy is big enough to threaten just about everything on turn 4. Beyond that he's just plain spitting guys out every time that you find yourself with open mana. 4 mana for a 2/1 isn't amazing but I mean it's certainly not bad. This is especially true if you consider the fact that it triggers Ajani's Chosen and powers Sphere of Safety up. The fact that they're enchantments is certainly relevant! Heck, Mesa Enchantress herself starts to look playable! Land Tax, Blind Obedience, Luminarch Ascension, Ghostly Prison, Replenish, Sigil of the Empty Throne... how is that not a deck? The weakest aspect of the card is obviously the Devotion requirement and realistically White isn't the best color at maintaining it. Their draw/recursion sucks and there's only so many Boros Reckoner-esque cards out there. Still, getting 2 double White cards isn't that hard and there are plenty of powerful ones at your disposal. Precinct Captain, Crusade, Gideon's Avenger, Hundred-Handed One, Hunted Lammasu, any Elspeth, etc. all do the trick in pairs.

    Rating: 4+
    Cubeworthy

    Hundred-Handed One
    This card is just absurd. Like, a vigilant 3/5 for 4 is already insane value. That's not an easy card to beat past and I mean you can and will get in for 3 fairly often. That's only part 1 though. When you hit 6 mana this guy becomes a BEAST. 6/8 vigilance, reach? That's insane for a White creature. Paying 6 mana isn't nothing but I mean you can always do it at EOT so it's not like you're forced to commit anything at Sorcery speed. Being able to block "the everything" is fine too and it will make this a very hard card to race. Alpha strikes don't look very appealing against that body and effect lol. This is just an insane creature and should strongly be considered in any deck that needs a 4 drop creature. It's probably worth noting that he's half of what you need to activate a Heliod and even though they don't have much synergy the cards are good enough that you don't really need any.

    Rating: 3+
    Cubeworthy

    Scholar of Athreos
    A 1/4 for 3 isn't normally great but it's exactly what the doctor ordered when you have this type of activated ability. Blocking is the only thing that you need to be worried about doing. This card is mana intensive as sin but I mean it will eventually grind an entire table out if left unchecked. This card seems worse than basically any reasonable Extort spell but I mean it's a 3 drop that you be happy to see on turn 12 when you have 9 in play so that's something. Ultimately this card is probably too weak on turn 3 and too marginal on turn 12 to actually turn the table in your favor so it's realistically not going to be that great in practice I don't think. Urborg Syphon-Mage has never impressed me for example and this card doesn't seem significantly more powerful. Still, this is a fun little common who could obviously see some amount of play in metas with shallow card pools.

    Rating: 1+
    Not cubeworthy

    Solider of the Pantheon
    Bluntly put I don't think that this card is better than Soul Warden/Soul's Attendant and I'm not convinced that those decks would want a creature as conditional as this. I just don't see how it could possibly gain you more life on average than one of the creature variants figures to accumulate. He obviously has a better body but I use the better loosely. The difference between a 1/1 and a 2/1 is fairly insignificant in my experience because games are not going to be decided in the opening turns. Both of these cards are equally worthless on turn 4 and beyond in terms of their combat potential. In order for this card to be playable the "protection from multicolor" clause would have to be insanely relevant every game. I'm just not seeing that happen personally. I'm probably biased since I Cube a lot and so I don't see many multicolor creatures/removal but I mean come on... really? This is among the worst protections in the game and it isn't close in my mind. Ultimately I just don't see this card being better than any of the Soul Sister variants and I don't think that it's worthwhile to cut something powerful for this type of card in your lifegain-orientated decks.

    Rating: 2
    Not cubeworthy

    Spear of Heliod
    I will blindly play a No Mercy in all of my Black decks and I can't think of any good reason why I wouldn't play one of these in my White ones. Glorious Anthem is a playable card to begin with and this is just a super defensive version of it. I like that. +1/+1 doesn't sound like a lot but remember that White has a ton of token generators. There's a huge difference between 1/1s and 2/2s when you're talking about cards such as Cloudgoat Ranger and Increasing Devotion for example. The persistent effect isn't top tier, I'll give you that, but I mean this is a pumper that I could see myself playing on a regular basis. As long as your deck has creatures and wants to survive then both modes are a fairly big game. For what it's worth I really like this card in the Ajani's Chosen decks with Heliod himself, Luminarch Ascension, Sigil of the Empty Throne, etc. It pairs amazingly well with Intangible Virtue since it enables you to be both offensive and defensive. I love that style of deck myself. Yeah, nothing but love for this card from me. I see 2 strong effects on a 3 mana Heliod enabler that works well in any Enchantment-based deck.

    Rating: 3+
    Cubeworthy

    Blue

    Artisan of Forms
    She's a Clone and since Clones are usually insane in Multiplayer I felt compelled to say something about her. I think that she's utter garbage and I'd never touch her with a 10-foot pole. She can't abuse ETB effects and she needs support to do anything and I consider both of those downsides to be crippling.

    Rating: 1
    Not cubeworthy

    Bident of Thassa
    Coastal Piracy with a fairly relevant upside is never going to be an outright bad card. Blue isn't a color that attacks very often in multiplayer in my experience so I don't have a high opinion of this card in that sense. It helps your Devotion to Blue out though and I mean it will force people to suicide their key creatures into meat-shields and so I could envision games where this thing does work. It's among the worst of the "weapons" in the set but it's a reasonable card. I think that this card is at its best in the Coralhelm Commander + Master of the Pearl Trident + Lord of Atlantis + Merfolk Sovereign deck with Thassa, God of the Sea herself. It's your draw engine and any 2 cards in the deck enable Thassa to become a critter. Thassa helps trigger the draw and forces a ton of damage through in the process. The activated ability is always going to be fine since you force small things to run into big things which is never a bad place to be. Could be legit.

    Rating: 2 in most decks, 3+ when it's in an aggressive shell with evasive beaters.
    Not Cubeworthy

    Curse of the Swine
    Mass Exile in Blue. What's not to love? This card is just a better version of Ixidron and reminds me a lot of Hex. It's the perfect answer to all of those recursion shenanigans that plague most metas and it's always going to be reasonable removal against various Colossi and whatnot. I mean this thing can always act as a Beast Within if that's what you need. I fully expect it to see a ton of play.

    Rating: 4
    Cubeworthy

    Master of Waves
    A lord who makes minions is never going to be unplayable. A worst he's a pair of 2/1s for 4 mana but realistically he'll be better than that on average. It only takes a single UU card (say Hunted Phantasm) to turn him in to a real threat after all. Sure, you lose your tokens if he bites the dust, but Blue isn't really an "army-in-a-can" color anyways. Not an amazing card by any means but I mean I could see a world where he does something. One thing I will say is that Cryptoplasm is the nuts with this guy assuming they survive. Not only do you get at least 3 2/1s but you can then have the Plasm become a copy of the Master to turn them into 3/2s! That is sick value if you ask me. I expect Cryptoplasm to do a lot of disgusting things with Blue Devotion come THS.

    Rating: 2
    Not Cubeworthy

    Meletis Charlatan
    I don't know how to rate these "copy" cards because no one ever plays them and even on the rare occasions when they do they always under-perform. My personal experiences lead me to believe that this card is crap like all the others but I could easily be proven wrong by others since I doubt I'll ever see this card in action myself. I'm sure this kind of effect appeals to some % of the player base after all. Not too sure what else to say about it really since this kind of card is fairly self-explanatory. If it's allowed to live and if people play with powerful instants and if you can hold mana up for it then it'll probably do something cool. Never seen it happen myself but like it must be possible. I dunno, this effect just needs to have a "surprise" factor to be relevant in my mind. It's too easy to play around it otherwise.

    Rating: 2
    Not cubeworthy

    Prognostic Sphinx
    The funny thing about this card is that you'd have every reason to love it if it had a remotely relevant combat trigger. My Blue decks tend to have a whack of Rhystic Studys and Consecrated Sphinxes in them anyways and so I see a 3/5 flying hexproofer for 5. Sadly that's not actually competitive but I mean this card would have been real if its last line of text was even remotely significant. Since this is a topic that often confuses people, deck manipulation and mass draw is NOT a combo. You don't need to smooth your draws when you're ripping more spells than you could possibly cast. There's nothing to "smooth" when you're at that stage of the game lol. If this card did something other than Scry 3 on attack I would be all over it because I'm usually swimming in cards anyways and so having a big, evasive, resilient beater is exactly what I'm looking for to close games out. Sadly the 3 power and irrelevant fixing just isn't up to snuff. There was definitely potential for this card to be a "something" though. I know that some people are going to read this and think "Cz you newb, this card is good when you to dig for your key spells." No it's not. 5 drops that need to connect for combat damage are not good solutions when you're behind. Scrying on turn 6 to maybe dig for an answer on turn 7... just no lol.

    Rating: 1
    Not Cubeworthy

    Shipbreaker Kraken
    A 6/6 for 6 isn't the worst but it's far from good in a world of Frost Titans, Consecrated Sphinxes and Wurmcoil Engines. He can and will kill someone for 8 mana which is cool and I mean sometimes you're a newer player with a limited cardpool so you need to "settle" for things that are easy to obtain. It's not going to make any waves but I've seen worse cards played to win games.

    Rating: 1
    Not Cubeworthy

    Thassa, God of the Sea
    This card is better than it looks (although a 5/5 indestructible for 3 probably looks pretty good). The fact of the matter is that this card ends games fast. The Scry is pretty bad (she's no Rhystic Study) but it's not nothing either. Really just doming people with your best beaters when needed is a very powerful effect in a multiplayer setting. Sometimes a player HAS to die and she enables that nicely. The real tricky part is finding good ways to enable her. I like things such as Keeper of the Mind, Legacy's Allure, Ludevic's Test Subject (bam, 13 you!), Azure Mage, Callous Oppressor, Shape Stealer, Cryptoplasm, Steal Enchantment, Vedalken Mastermind and Hunted Phantasm all come to mind. Any number of Merfolk also work and they actually benefit immensely from being able to turn unblockable. I mean, Coralhelm Commander, Lord of Atlantis, Master of the Pearl Trident, Merfolk Sovereign, etc. all activate her in pairs and 4/4s are good things to turn unblockable.

    Rating: 2 or 3 in "typical" Blue decks but closer to 3+ or 4 in ones that want to get their beatdown on.
    Cubeworthy

    Black

    Abhorrent Overlord
    ... why does this card have a drawback exactly? An ~11 power flier for 7 doesn't seem that special to me : /. I mean if you have a big board when you cast this then it's going to end games but that's true of many cards in Magic. If your meta has basically no removal at all then I could see him doing some amount of work since he could dump like... I dunno... 12 guys on the field assuming 2, 3, 4, 5, 6, 7 curve of double black cards? That's pretty damn ambitious lol, very "magical Christmas land," but maybe it'll happen for some people? Possibly? Probably not :P.

    Rating: 2+
    Not Cubeworthy

    Agent of the Fates
    Deathtouch is amazing keyword to have on cheap creatures because it means that they'll be relevant at many stages of the game. The Heroic ability means that Undying Evil is going to be the biggest blowout that the world has ever seen and I mean even a Profane Command is going to cause some groans. A 3/2 for 3 isn't exactly impressive and it's somewhat unfortunately that he'll often be trading with most 1-2 drops. That's a fairly minor consideration to make however and I'm not going to hold that against the card. I like that he's a human because Xathrid Necromancer is sweet and I do like that he has some sort of global effect. The biggest problem that I have with this card is that it's no Vampire Nighthawk with respect to being a standalone threat. I want to believe that the Tormented Hero + Agent of the Fates + Xathrid Necromancer deck could be a thing but like I'm drawing a total blank on what to support them with other than a few token goodies. There just aren't many targeted spells that come to mind. Nighthowler is another obvious inclusion but I mean you're not going to find 12 or so playable "target" spells I don't think. It's not like you want to max out cards like Undying Evil and Profane Command after all (then again maybe you do). This card, much like Tormented Hero, just strikes me as being fine but not amazing. He's way better than Tormented Hero obviously, the raw stats are fine, but I'd be shocked if people out there couldn't acquire/afford Vampire Nighthawks and the Nighthawk is just the superior card in general. The sad reality is that I'd basically always rather Bestow a Nighthowler on a Nighthawk anyways because I'd rather have a giant, lifelinking flier than a Fleshbag Marauder effect. This is a cool card and I'm glad that it exists but I mean it just doesn't strike me as being that powerful. Even though a 3 mana deathtoucher is fine in a vacuum the fact that Nighthawk exists means that this card will never be actively good unless you're consistently targeting it with something to get value out of his Heroic effect. That means having something like 12+ spells that can target him in your deck. If you can, hey, by all means, get him in there. Just stick to Nighthawk otherwise.

    Rating: 3-
    Not cubeworthy

    Blood-Toll Harpy
    Take any detours necessary to avoid paying this toll.

    Rating: 1
    Not cubeworthy

    Erebos, God of the Dead
    I've come around on this guy since he was first spoiled. I was skeptical at first since the persistent effect won't always be relevant and I mean Greed isn't played for a reason (and he's a bad greed at that). That being said neither ability is ever going to be horrendous since any draw spell is good when you're ripping into Exsanguinates and Gray Merchant of Asphodels or whatever. 2 mana and 2 life is a lot but even bad draw is relevant when your deck is packed with powerful spells. Moreover, the body is always nice and Black is one of the best color at triggering Devotion (hello Hunted Horror, Vampire Nighthawk, Geralf's Messenger, Phyrexian Obliterator, Gray Merchant of Asphodel). I think that this card goes from good to great if his lifegain hosing effect becomes relevant which it probably figures to do in a typical multiplayer match. Finally, Black has tons of awesome revival at its disposal and plenty of cards with heavy-Black mana costs so he's really just an amazing beater/blocker who draws you cards and hoses lifegain. He may not be the best draw engine ever but he shuts certain strategies down and protects you while you while he's at it. That's not something that a Phyrexian Arena or whatever can offer a Black mage.

    Rating: 4+
    Cubeworthy

    Gray Merchant of Asphodel
    This card excites way more than it probably should. I just can't wait to pair it with Phyrexian Reclamation, Oversold Cemetery, Lord of the Undead (look at that BB mana cost), etc. A Syphon Soul with legs isn't horrendous for 5 and toss in the fact that cards such as Phyrexian Arena, Geralf's Messenger, Phyrexian Obliterator, etc. exist and you have one scary creature. I love that he's a zombie and I do think that he'll find an immediate home in the Zombie drain deck with Vengeful Dead. Maggot Carrier, Shepherd of Rot, Wight of Precinct Six, Geralf's Messenger, Death Baron, Lord of the Undead, Undead Warchief, Vengeful Dead, Zombie Apocalypse and more all make it absurd.

    Rating: 4
    Cubeworthy

    Hero's Downfall
    Even as someone who despises spot removal I can't not like this card. I'm not suggesting that Planeswalkers are particularly powerful multiplayer cards in general but being able to snipe any creature/'Walker at instant speed for 3 mana is something. I dunno, the duelist in me likes that this card exists moreso than anything else I guess. Anyways, this is the kind of card that will see more multiplayer play than it probably should but I mean I do understand why this type of effect would appeal to people. I won't be scrambling to play it myself, not in multiplayer anyways, but like I can't possibly hate on this card.

    Rating: 2+
    Cubeworthy

    Hythonia the Cruel
    ;_;
    I mean I really don't know what to say beyond how disappointed I am with this card. I was so hoping that the "good" Black monstrosity card was going to be a something. Instead we got a Reiver Demon and a bad one at that. For starters the initial body is awful for the mana cost. Like, this is not a pushed body. Grave Titan is a pushed body. This is a 4/6 for 6 who trades with... other 6-7 drops lol. Like, Deathtouch on a 3-4 mana creature is something. Trading up with one of those is nice. Trading up with a 6 drop not so relevant XD. With that in mind you're only playing this card if you plan on consistently monstrifying it. When that happens you nuke the board and have a 7/9 deathtoucher. Deathtouch not the most relevant effect on a giant, 14 mana creature :3. 7/9 isn't exactly huge either. I dunno, this card is playable only because it's still a Wrath on a body. You can Cabal Coffers your way to 14 mana and nuke the field + get a 7/9 out of this card and then sac it with your whatever and revive her with your whatever to do it again every turn as needed. I'm not sure why you aren't using Dread Cacodemon for that but hey, it's your life, not mine. That is something... I guess. I really actively dislike this card and wish that it was even slightly pushed though. I do not recommend running out to buy it or anything. Get 1 for your Cube or EDH or something when it drops to 50 cents or get it "for free" in a trade as a throw-in. I'm not even convinced that she's good in EDH given how terrible her 6 mana "form" is but I mean I'm sure that she'll see some amount of play. Just... yeah... was really hoping for more. It's just as unexciting as Shipbreaker Kraken is in my eyes. At that least that card reads "someone loses the game" whereas this card just kind of prolongs the game. Yeah... gah... really sad panda about this one :(.

    Rating: 1
    Not cubeworthy

    Nighthowler
    The Mortivore line doesn't have much at 3 CMC but I mean it's probably not even castable on turn 3 half of the time so that isn't saying much. I like that this card can be cast on your lifelinkers such as Vampire Nighthawk and Wurmcoil Engine later on if needed. You don't always need more bodies; sometimes you just need a whack of life. The biggest weakness of this card is that it's not as cheap/flexible as Wight of Precinct Six and if you want something to pump creatures well Bonehoard is a card. One advantage of playing it is that you can cast it on something (anything), Wrath, and then swing with your huge beater on a relatively empty board. That's probably going to kill a player or two off. At the end of the day it's always going to be a Motivore and that's just always going to be a reasonable card. I don't think that it's quite as good as most of the other ones but that's not saying much now is it? You could do worse than to play some number of these in your Black decks. It's always going to be a reasonable threat and some % of the time it will just crush the table. For a 3-4 mana creature that's pretty reasonable lol.

    Rating: 3+
    Cubeworthy

    Rescue from the Underworld
    I don't hate any good instant speed trick that can wreck removal. Undying Evil only costs 1 mana whereas this one costs 5 but I mean you do get 2 dudes back which obviously isn't nothing. There are any number of powerful ETB effects that you could look to abuse with this thing so it's not hard to concoct scenarios where it could be the nut draw. Not a fantastic card by any means but I could easily see myself running 1 as a complete blowout card to cast in the later stages of the game.

    Rating: 2+
    Cubeworthy (I would legitimately pick and maindeck this card in most of my Black decks)

    Tormented Hero
    Diregraf Ghoul isn't a playable card in a multiplayer setting (in my opinion obviously) and this card isn't significantly stronger. While it does indeed say "each opponent" I can't even conceive of a deck that would have enough relevant spells to support this kind of card. I like that he's a human for Xathrid Necromancer and I like that it exists in case it ever becomes relevant in the future. As of right now I don't think that it's even remotely playable. I probably wouldn't even play him in the Agent of Fates deck because I'm just never going to waste an Undying Evil or whatever on a 2/1 that occasionally drains for 1. It's just such a miserable standalone threat at every stage of the game after all. Any number of Extorters, even ones as simple as Thrull Parasite, are vastly superior if that's what you're looking for in a 1 drop. Unless you desperately need another cheap human for your Xathrid Necromancer deck I just can't think of a good reason to run this guy.

    Rating: 1
    Not cubeworthy

    Whip of Erebos
    Lifelink was the effect that everyone wanted on the Black whip. It enables it to combo insanely well with Erebos himself and all of those stupid Hunted Horrors and Geralf's Messengers that Black has. It ain't bad on Phyrexian Obliterator or Abyssal Persecutor either. Black has a bevy of ginormous early game beaters who can put that lifegain to great use. I can see myself playing this card for that effect alone. With respect to the revival, well, Wizards obviously went out of their way to make it as mediocre as possible. Yes, I get that you get to swing in, get your damage across and get some life back. That's not insane by any means, not for 4 mana at Sorcery speed. Black has plenty of "real" revival and so I don't foresee leaning on that part of the card too heavily in my games. Still, I mean, I'm not exactly upset to have another way to recur my Fleshbag Marauders and Sepulchral Primordials and whatnot. It may be a one time deal but that's often good enough (tm) to get the board stabilized long enough to rip into some action. I'm just more than happy to pay 4 mana to give my dudes lifelink, trigger my Black Devotion cards (Erebos, Merchant) and I mean the recursion will matter some % of the time. Nothing but love for this card.

    Rating: 4
    Cubeworthy

    Red

    Anger of the Gods
    This isn't a significant upgrade to any of your existing options (Slagstorm, Flamebreak, Firespout) and so it's not a priority card to acquire in my mind. The fact that it can't damage players relegates it to Control decks alone (more-or-less) but I mean it's tough to argue with Firespout's versatility and ease of casting in those shells. Exiling is obviously a relevant clause but this card doesn't exile most of the important recursive threats in my mind. It'll handle some % of them but by no means will it guarantee your safety. Obviously this card was designed to hose things like Voice of Resurgence but at 40 bucks a pop those aren't making big waves in casual games lol. It's clearly a fine card but there's nothing exceptionally powerful about it so I wouldn't make acquiring them a priority. As long as you have some sort of 3 CMC burn sweeper you should be fine so don't worry too much about this card if you've already got something that you like to use. it's fine, it's playable, it's not exactly new or exciting. You'll play them if you get them but if you don't, meh, you'll find a way to solider on.

    Rating: 3-
    Cubeworthy

    Ember Swallower
    4 mana 4/5s are hard to come by in Red. I play Obsidian Fireheart all the time just to get a reasonable blocker early on. I also think that Red decks typically struggle to win the ultra-late game so anything that can slow the mana development down of the Black/Blue/Green decks is fairly strong in my mind. I like that he survives Wildfire and plays well with that type of strategy. His "first half" may not live through a Destructive Force but his better half certainly will. I like that this card is a solid beater/blocker at multiple stages of the game and I like that it can slow the game down to give the Red and White decks a chance. It's worth noting that he has a RR cost which helps with respect to enabling Purphoros. He's also a creature which never hurts in that respect either.

    Rating: 3
    Cubeworthy

    Fanatic of Mogis
    I'm not quite sure how this card fits in to Red. On the one hand it's kind of like a Sizzle that can trade with something. On the other hand it's fairly expensive and a bit risky/inconsistent. Moreover, the 4 CMC slot in Red decks is started to look fairly crowded. That's kind of where all of its game enders lie and you're not going to cut Purphoros or Mana Barbs for something like this. This card is obviously good if you can curve Kargan Dragonlord/Ash Zealot into Boros Reckoner/War Elemental into this but I mean that's a wee bit ambitious. At the end of the day I just seem a "fine" but unexciting burn spell with a somewhat reasonable body tacked on. Doesn't seem amazing by any means but I'm sure it would play moderately well in the "dome you all for 20" decks.

    Rating: 3-
    My gut says that it's probably not cubeworthy

    Hammer of Purphoros
    One-sided Fervor that enables your Red Devotion cards to do stuff is fine. The ability is God-awful sadly. Only play this card if you would have played Fervor in your deck anyways. I do like that it lets you curve Kargan Dragonlord into this into Purphoros himself and then swing at someone for 8 with gas still in hand. Red doesn't have a ton of good double Red cards at 3 (War Elemental, Boros Reckoner, Chandra's Phoenix is fine I guess) but it has Ash Zealot and Kargan Dragonlord at 2 so that curve is kind of sweet. You then have Stormbreath Dragon at 5 who is another RR card and helps with the global damage theme.

    Rating: 2
    Not cubeworthy

    Purphoros, God of the Forge
    Mini-Sizzle on a stick is never a bad thing to have at your disposal. This is especially true when it's triggering from every creature ETB. Young Pyromancer, Krenko, Mob Boss and Siege-Gang Commander are going to do some work! Even Mogg War Marshal starts to look pretty good. Goblin Tribal anyone :3? While Red isn't usually flooding field it does have a fair amount of First Strikers so any power pump is usually welcomed. And like, it does have a fair amount of token producers so I mean it can certainly swarm out on occasion. He also has 6 power as opposed to 5 like most of the others do and when coupled with his mini-Sizzle does mean that he'll kill players quicker than most of the other Gods. It's interesting that this guy really rewards you for playing Chandra's Phoenix and other similar creatures which historically haven't been amazing in multiplayer. It'll be nice to see whether or not his addition changes that in any way. I mean, maybe Firewing Phoenix will start seeing some legitimate use! Never know! Obviously you can just curve Ash Zealot or Kargan Dragonlord into War Elemental and/or Boros Reckoner and I mean good old Taurean Mauler is never going to be bad either. This card is just a great way to close games out, especially in those Earthquake decks filled with Chandra's Spitfires and Stormbreath Dragons. He's among the best of the Gods in my opinion simply because he brings a solid body and a great finisher to a color that sorely needs both. This is likely the best Red multiplayer card that we've seen in years and I can't imagine seeing something on this level again in the foreseeable future.

    Rating: 5+
    Cubeworthy

    Stormbreath Dragon
    4/4 fliers with haste for 5 aren't bad in-of-themselves. Toss in a random protection (no more StP/Oring troubles!) and a random global Sudden Impact and you suddenly have a very real card. Red doesn't have much in the way of 7 drops to begin with and I like how this is something can potentially end games before they drag on to the point where the big mana decks can't lose. It's a very good card in the Earthquake decks which severely needed a good body that does global damage. He's really good with Purphoros for what it's worth since he's a creature who deals global damage and he has a RR cost which helps with hitting the 5 required Devotion.

    Rating: 4
    Cubeworthy

    Green

    Arbor Colossus
    This is a card that's easy to overlook but he's worth a second read. A 5 mana 6/6 reach is already solid and I mean you can nuke an angel and smash for 9 on turn 6 if you want. Not having Trample makes that plan a bit loose but I mean it's not hard to envision scenarios where he stabilizes the board for you. Obviously he's not that much better or worse than say Cloudthresher or Sylvan Primordial that you'll want to run out and acquire him but this card isn't a joke either.

    Rating: 3
    Cubeworthy

    Boon Satyr
    3 mana 4/2 Flashers aren't high picks in my book. I can't call that a bad card or anything but I'd never play it myself and nor would most of you I imagine. Let's look beyond that though and consider the best case scenario for this card. You cast him in combat to eat a smallish creature (1 card) and later on someone uses removal on your huge beater to stay alive (2 cards). Now you have a 4/2 (3 cards). If you can reliably get the full 3-for-1, hey, you got your 5 mana's worth. Otherwise, eh, you were probably better off playing something else. What bothers me is that if your creature gets blasted by removal in response to his Bestow then you just have a 4/2 left to work with. Again, that's basically not a p/t that I consider to be especially relevant myself. I just don't like how any random 2/2 can threaten to trade with or beat past it. No one can look at this obviously pushed creature and call it bad, I'm not suggesting otherwise, it just doesn't thrill me. I mean, we do have to consider the fact that it's a split card in the sense that you can just run out a 4/2 on turn 3 at instant speed if needed but like there's basically no deck that I play that's looking for a body of that size (i.e. no toughness) on that turn. I'm all for getting my aggro on but I want to use creatures with big butts who can still protect me even when I find myself on the back-foot. Cool card but not one that I value highly myself.

    Rating: 2+
    Not cubeworthy

    Bow of Nylea
    My initial reaction to this card was "meh" but I think that it's probably better than I give credit for. Realistically speaking Deathtouch is an amazing multiplayer keyword and there are any number of pingers/fighters/regenerators/etc. that can abuse it. Yavimaya Hollow and Kessig Wolf Run alone are going to cause people headaches when this thing rears its ugly head. Beyond that it's a great enabler for Nylea herself and I mean all 4 abilities are arguably relevant. Some more than others but I mean it gives you options and good players can and will extract a bunch of value from that type of flexibility. I think that the best applications of this card lie outside of Green but at the same time I don't see how you could play this card and have it be a complete dud. Like, pair it with Ulvenwald Tracker, Strangleroot Geist, Predator Ooze, Trol lAscetic, Thrun, the Last Troll, etc. and something good will happen... right?

    Rating: 3
    Cubeworthy

    Mistcutter Hydra
    Ivy Elemental has always performed admirably in our games and I can't imagine how a pure-upside version could fail to impress. This is the kind of card that is never insane but that's always "fine" because it's a reasonable draw at stage of the game insofar as you have 3 or more lands in play. Every single one of its abilities is somewhat relevant in a multiplayer setting and I mean some of them, such as Haste, are just plain good. This will never be the best card in your deck but a deck full of these will always be competitive in my mind

    Rating: 3+
    Cubeworthy

    Nemesis of Mortals
    I like synergy as much as anyone else but the payoff just isn't there if you're in green. There's enough Multani, Maro-Sorcerers out there that something big and dumb for 4 + 6 (or whatever) mana doesn't really impress me.

    Rating: 1
    Not cubeworthy

    Nylea, God of the Hunt
    I think that of all Gods Nylea brings the most relevant persistent effect. Every Green deck realistically wants to have access to a Brawn effect but it's always so hard to make room for it. Now you get to run it on a card that it just plain legitimately awesome at all times. Paying 4 mana to pump something isn't fantastic, especially since most Green decks run Kessig Wolf Run anyways (at least in my experience), but it's not nothing either. She probably has the worst activated ability, not suggesting otherwise, but I mean it does make life pretty miserable for people. Like, at that point every dumb little dork in your deck is a legitimate threat that must be answered. Otherwise you'll just Fireball players out of the game. Beyond that she's a 6/6 for 4 and I mean triggering her just plain isn't that hard in Green. Strangleroot Geist, Predator Ooze, Vorapede, Cloudthresher, Primalcrux, Khalni Hydra and much more all make it a cinch really. Green may not have the best revival ever but I mean Genesis and Eternal Witness are things and the Witness is a solid enabler herself. You can also factor in cards such as Wild Growth/Utopia Sprawl and Survival of the Fittest that will make trigger her a complete joke.

    Rating: 4
    Cubeworthy

    Polukranos, World Eater
    I see a 4 mana 5/5 with an upside and that's going to be good enough a huge % of the time in my mind. He may not knock your socks off with sheer power but how often will you ever cast this guy on turn 4 and have him be a non-factor? The answer is likely "not very." Green isn't lacking in the powerful 4 drop department, Forgotten Ancient says hi, but this is a good card who can somewhat handle other good cards if the game drags on long enough.

    Rating: 3
    Cubeworthy

    Part 2
    Posted in: Multiplayer Theros Review (249/249) - Part 1
  • published the article Multiplayer Cube Primer Part 2: Getting Started
    Part 1 of the Cube Primer

    Selecting a Size

    For the sake of argument let's say that you're on board with the idea of building a Cube. That's all fine and good but where do you actually start? The first thing that you'll want to assess is the size of your current player pool. The minimum number of cards that a typical Cube should run is usually thought to be 360 cards. This enables it to support exactly one draft pod. For anyone unfamiliar with what a draft pod is, it's simply an 8-man draft group. When you draft at a professional level it will almost always be done in pods of 8 and so that number has been generally accepted to be the norm. I don't recommend running fewer than 360 for that reason alone but you'll certainly need more if your meta is larger than 8 players. Just remember that each player needs 45 cards (3 packs of 15) and so if nothing else you can always fall back on a (N x 45) card Cube where N is the maximum number of expected drafters.

    Moving more towards the total cost aspect of building a Cube, I think that it's fairly obvious to everyone that a 720 card Cube is going to cost significantly more than a 360 carder will on average. Your wisest course of action is likely to start small and to slowly build your Cube up over time if desired. You can always purchase or trade for new cards as needed but it's not always easy to downsize without netting a hefty loss overall. Cards are typically only purchased for ~40% of their total value, especially if you're looking for cash, so you don't want to find yourself in a position where you'll be forced to sell some cards immediately after you've acquired them. You'll stand to lose out a lot of money in the process if you do. That is why I highly recommend starting small and slowly building your Cube up as you deem necessary.

    Building a List
    Now that you've selected your Cube size it's time to plan it out and list its contents. Since this is a fairly complicated process I'll tackle it in a future section of this Primer. For the time being let's merely pretend as though we've settled on the contents of our Cube.

    Chip-In
    Once your design is complete there's one final consideration to make before you run out and purchase everything yourself. Designing, building and maintaining a Cube requires times, effort and cash. As of right now those burdens are all going to fall squarely on your shoulders. It's equally important to remember that Cubes are designed to be played and enjoyed by groups of people and that a single person has nothing to gain from building the entire thing for him or herself. This is why I recommend that people undertake the project as a group whenever possible, at least to some extent, in an attempt to share the burdens associated with it (namely the cost). How you go about doing that will depend on your comfort level with the people that you play with and your overall relationship with them. You're probably not going to get a casual acquaintance to write you a cheque but your lifelong friends and family are probably willing to chip in a 20-spotter or something if you bring them in on the proposal. This is especially true if some of them are experienced Magic players who're already familiar with the format. While I respect the fact that some people won't feel comfortable trying to split the cost I do what to stress that it's a legitimate option and it's one that I've relied upon many, many times. I find that it's extremely easy to locate enough motivated individuals willing to undertake a group-venture.

    Furthermore, I want to stress that money isn't the only resource that you'll be looking to scrounge up at this stage of the process. Physical cards themselves are equally valuable. You don't want random crap for reasons that I explained in Part 1 of this Primer but if people are willing to donate cards that you'd gladly field normally then this is a perfect way to cut costs and save time down the road. A decent rule of thumb is to check if the card is listed in one of my guides. This can be easily accomplished by quoting and/or multi-quoting the first 2 posts in my colored multiplayer guides, typing ctrl + f and then typing the card name to see if it comes up. It's not a perfect solution but if all else fails it's not a bad place to start. Every little bit helps because every free card that you receive at this stage of the process is another buck in your pocket or whatever.

    Proxies
    This is another subject that I want to tackle early on because it's one that carries a lot of negative connotations in the MTG community. I'm often under the impression that people would rather die than play with proxies. I also get the vibe that some people consider proxy-users to be the lowest scum of the Earth. For the life of me I'll never understand why this is but at the same time I'm not going to waste my breath trying to convince everyone to embrace them. Still, I want to briefly discuss this topic for the people who aren't completely jaded on the topic. I personally believe that you can and should consider proxying a portion of your Cube. You could obvious proxy the entire thing if you were so inclined but I don't think that that's completely necessary. Anyways, I personally see proxying as a way to acquire fair cards that aren't reasonable to acquire otherwise. The best example that I can provide is Rolling Earthquake. The card costs 80 million dollars (trust me, I googled it) because it's old and rare; not because it's overpowered. Still, it's bar-none the best Red card in the vast majority of multiplayer Cubes in my opinion. By proxying this type of card you can gain access to a rare and powerful effect without having to shell out completely unreasonable sums of cash. How heavily you proxy will ultimately boil down to your budget and willingness to use them but I personally use them for cards that cost more than $15.00. Again, I'm not trying to push you into using proxies if you're one of those people who just plain refuses to use them. I just don't see what the big deal is myself. If I can make my Cube more fun and more powerful without breaking my checking account then I'm all for it. You can call frugal, cheap, scum, whatever, I don't really care. No one that I've ever played with has cared if my Cubes have had proxies and I'm not above proxying fun, fair cards that I just plain can't afford. Make of that whatever you will.

    Coming Soon

    I feel comfortable that I've covered the Whys and Hows of Cubing to the point where I want to start discussion completed Cubes and how you can go about building them and adjusting them yourself. Also, I haven't really decided on how I'll format this thing in the end which is why I'm just putting words on paper for the time being. I'm doing my best to start from the top and work my way down in chronological order using a step by step process whenever possible. For now it's just blocks of text that have my thoughts however. Still, I want to start discussion finished Cubes before I say too much which is why I kept this entry short. Hopefully we can more on to more relevant topics in the near future.

    Also, keep the comments coming! They're great at reminding me of things that I may forget to cover otherwise.
    Posted in: Multiplayer Cube Primer Part 2: Getting Started
  • published the article Multiplayer Cube Primer Part 1: Introduction to the Hows and Whys
    Introduction
    Today I'll begin what I can only imagine will be an endless discussion on multiplayer Cubing. It's a subject that's near and dear to to me since I've been playing it almost exclusively for the past 5 or so years. Our ratio of Cube games to constructed ones is probably 10:1. It's an endlessly fun and variable format that seemingly hooks people for life immediately. Whether you're a seasoned veteran or a eager fledging everyone seems to get bitten by the Cube bug once they've gotten a taste. I'd like to start my discussion on the topic with an overview of what prompted my love of Cubing and why other people should consider investing in one. I'll also briefly discuss a method to constructing one. That being said, if you're looking for a full Cube build then I'm going to save you some time since I won't be posting one today. I'd rather start by discussing why I Cube and why everyone else should too. I'll also lay the foundation for how to tackle the process but I won't be able to provide people with a list until a future date. If you don't care about "how" or "why" then feel free to skip this entry. Otherwise I suggest you buckle up because we have too much to cover in far too little time.

    What is Cubing?
    If you have no idea what I'm even talking about then you should probably consult this website. It can explain the concept of Cubing better than I can.

    Why Cube?
    Let's start with the obvious question: why should anyone invest in a Cube? Isn't it better to let people purchase and play with their own cards? The answer is a resounding "no" in my experience. The problem with Magic is that it's virtually a "pay-to-win" game in which there is a enormous gap between "haves" and a "have nots." As much as anyone would like to think otherwise the person with the deeper pockets will usually win. Furthermore, there's also the issue of player skill. People with weak card pools tend to be newer players who are just getting their feet wet when it comes to Magic. They often have years less experience than the other players and have a loose understanding of the game at best. What this is means is that multiplayer Magic is often comprised of seasoned veterans with extensive card pools and a firm grasp on the game playing against complete greenhorns with limited resources who barely know what they're doing. The outcome of this disparity is typically a scenario in which the minority of players win the vast majority of the games played (to the point of being oppressive). That doesn't create a happy, healthy environment in my experience. Multiplayer Cubing, in my opinion, is the best way to shift this unbalance in a big way.

    More Reasons To Cube
    While that may be the primary reason to Cube there's a ton of other persuasive arguments as well. First and foremost, it's insanely fun! Drafting a sweet Cube deck and showing it off to your friends is always a blast and everyone at every skill level can find joy in it. I respect the fact that not everyone enjoys the process of drafting and building a limited deck but most people that I've interacted with do and so I can only speak for myself. People flock to our Cube sessions regardless of their level and so I have to believe that there's more to this than meets the eye. If you're worried that your meta will resist its adoption, well, all I can say is that mine have always happily embraced it. Moreover, Cubing is a fantastic alternative than dealing with banned lists, combos, locks, "dick decks," etc. I've read countless replies on Internet forums over the years and I know that many people struggle to deal with sociopathic jerks who're oblivious to the fact that they ruin games with their overpowered decks. Rather than trying to reason with these people (a tactic which typically fails from what I've read) you're probably much better off limiting their deckbuilding options to cards that you feel comfortable with. The awesome part about Cubes is that you get to build them which means that you can exclude whatever you want. If you avoid obvious infinite combos and refuse to add cards such as Skullclamp then you can create a relatively fun and balanced environment in which everyone gets to play creatures and spells for 20 turns. No dumb locks, no combos, just casual Magic between friends. You may not be able to change people but if you throw enough money at a problem then it will eventually disappear ^^.

    Popping My Cherry
    This reality is what prompted me to build my first Cube. My friend and I wanted something that could conceivably level the playing field that didn't involve buying decks for other people and forcing them to play it. While we both understood that we couldn't magically make people better players we did know that we could create some level of card parity. Player skill would inevitably increase as we coached and advised people but some of them just plain didn't have the option/the desire to purchase the most powerful spells. We knew that we could solve the problem of player skill over time and a Cube seemed like an easy way to solve the power level disparity between decks. All-in-all it seemed like a perfect solution. To this day our Cube games have been so wildly successful that our meta has more than doubled in size (from 4 to 9) and people are literally flocking to games whenever they occur. Everyone wins games on a semi-regular basis and people love the fact that they get to build sweet decks without having to invest money in to the game. Some of players have no cards at all but they still cherish and follow the game to this day. I'm incredibly proud of my decision to build a Cube and I can't recommend it enough to anyone out there who's looking for something fresh and new.

    The Issue Of Cost
    Before moving on it's probably important to touch on the aspect of cost. I'm going to go ahead and guess that a lot of people out there have small-ish budgets like we did back when I was 20 or whatever. I'm not saying that I was dirt poor or anything, I wasn't, but I mean I couldn't afford to drop a grand on a crazy Cube. I'm sure that a lot of people reading this are hesitant to purchase a Cube because every Cube that they've every seen has been absolutely filled with 50$+ dollar cards. A typical Cube is probably worth more than what most of us drive. That's a scary thought! Thankfully I'm here to deliver some semi-positive news but at the same I'm not going to bull**** you about the financial aspects of Cubing. A legitimate Cube is probably going to cost you a couple hundred dollars at the very least. This is especially true if you're using a local game store instead of something online. The reality of the matter is that Cubes are large and virtually every card within them will cost you something. Even if you're learning heavily on commons and uncommons you're still going to set yourself back a pretty penny. It's important to remember that you're probably not going to factor in things like sleeves and a deckbox which will both cost you legitimate sums of money. It all adds up in the end after all. That being said, a couple hundred dollars is actually fairly reasonable when you think about it. It's an investment, sure, but like any other investment it will work its magic in the long-run. While a Cube may cot you $250.00 today it's important to remember that you could easily get 4-5 years worth of play out of it. Sure, you'll make updates as time goes on, but I mean you won't need to make many serious investments after the initial one. If you're someone who's going to purchase a new deck every month or so anyways then investing in a Cube could easily save you a ton of money over time. You might have to dial back on the parties and booze for a month while you recoup your loss but the new gain could easily be massive. To give you an idea, my personal expenditure on cards reduced to basically 0 ever since I started Cubing. I've spent less in the past 6 years on cards than I shelled-out in my first. Insofar as you can afford to make the initial investment without compromising your current quality of life then I can virtually assure you that your checking account will thank me at some point in the future.

    Don't Be Cheap
    I realize that some people out there are probably thinking "yeah, but Cz, I could just fill my Cube with commons and it wouldn't cost me much." You are technically correct. A Cube could, in theory, cost you virtually nothing. The problem is that I feel as though you'd be completely sabotaging yourself at that point. A Cube is something special that should make people feel good about playing Magic. You want a bright-eyed young player to look at 15 amazing cards and imagine the possibilities that lies within them. If you throw 800 trash commons into a box and draft it you will not create a positive experience for anyone. People look at stone-unplayable crap and call you a loonatic for wasting their time. No one, and I mean no one, enjoys playing with terrible cards. If you're not willing to make a reasonable investment in to a Cube then I highly recommend that you just stop reading now and save yourself some time and energy. It doesn't have to cost you thousands of dollars but if you can't afford to shell out a couple hundred bucks then you should probably wait until you can. What I will say is that you shouldn't feel as though you're required to bear the entire burden yourself. If you can go-in on a Cube with someone, hey, that's awesome. It's exactly what I did. It only takes a few people to pitch in to offset the cost in in a big way. It also helps if people are willing to make card donations to start the ball rolling. Most of you should have semi-reasonable collections and there's no reason why you shouldn't put them to use. If cards are just rotting away in binders people are more than happy to gift them to the cause in my experience.

    An Introductory Glance
    As I explained earlier, I do not plan on offering a finished product in today's entry. That being said I will offer some advice. Some people have probably wondered what prompted me to create my multiplayer guides. Why on Earth would I waste time writing those huge lists? In hindsight it seems fairly obvious doesn't it? The fact of the matter is that Cubing was the inspiration for my guides. I wanted lists of powerful cards that I could test and acquire whenever I felt as though our Cube needed a bit of extra punch. To give everyone an idea, our first Cube was little more than a mismatch of random cards that seemed reasonably powerful. We basically just opened Gatherer and looked for mass removal, good bodies, sweet spells, etc. Well by "we" I mean "me." I have literally looked over every card in the game multiple times. Yes, I have gone over Gatherer in is entirety on multiple occasions. My guides are my "Coles Notes" on what I should I keep on my radar and what I can ignore. I created them so that no one else would ever have to. Instead of pouring over Gatherer for days like I did (I do mean days) you can use my guides as cheat sheets. If you're just looking for mindlessly powerful cards then they're probably the best resource at your disposal. I want to champion the "scaling cards" in particular since they're the ones that seem to appeal to people the most (for obvious reasons). It's not hard to see why someone would want to play with Wight of Precinct Six in an 8 player game after all. You obviously can't build a perfect Cube using my guide alone but I mean it should give you a good idea of where to start and what to buy. If nothing else you could easily throw something together that would be powerful and fun while showcasing the best that multiplayer Magic has to offer.

    Looking Forward
    I'm going to leave this here for today but this isn't even close to being my final thoughts on the subject. We've barely scratched the surface. In future entries I'll provide sample lists and explain some conclusions that I've drawn about what to play and why. It's not all sunshine and flowers and I guarantee that you'll encounter some hiccups when you're first starting out. I'll do my best to guide you along your journey to building your first Cube and what pitfalls to prepare for.
    Posted in: Multiplayer Cube Primer Part 1: Introduction to the Hows and Whys