24 November 2015

Commander 2015 Cube Update

Introduction

I know we were just here not too long ago but I don't feel the need to wait as long as usual with the Commander 2015 cards. The reason is two-fold. Firstly, there just aren't that many cards that apply to cube. This is par for the course for commander products as they are tailored to multiplayer games. Secondly, I won't see any of these cards in play in formats for a while because they aren't standard legal. That means a faster cube update and maybe a card or two surprises me, I can handle both of those things.

White
In                        Out
Quarantine Field Return to Dust

Quarantine Field got rave reviews in cube and as I was already on the fence this was all I needed to give this a try of my own. This is especially true when eminently cuttable cards still exist...which brings me to...

Return to Dust served as a sideboard card for when you REALLY REALLY needed to kill an artifact/enchantment and weren't worried about playing a card much worse than anything else in your deck or sideboard. I actually think we have gotten to such a high number of Oblivion Ring effects that this is just unnecessary.

In                     Out
Righteous Confluence Decree of Justice

I absolutely love the Confluence cycle. However, I think on average they are going to be a little overpriced or underwhelming in cube. I do not think that this card is super powerful but I do think it matches up favorably to something like Decree of Justice, a cube mainstay since its inception. I think, on average, the angel mode of Decree gets used 1/100 times at best. This makes the spell good but hardly game breaking and always inefficient. I think the most secretly powerful effect on the Confluence is the gain 5 life mode. Being able to gain 10 or 15 life is really, really powerful in certain match ups. It's rarely a dead card and being able to destroy an enchantment is not flavor text. Again, not a slam dunk but I think it's fine until something better comes along.

Didn't Make the Cut
Grasp of Fate

The extra white mana and irrelevant multiple opponent cause makes this a marginally worse Oblivion Ring effect than what we already have. I don't want millions of these running around because they have always been good not great in cube. We are also reaching critical mass for total number of this type of effect.

Blue
In                     Out
Illusory Ambusher Time Warp

Illusory Ambusher is my pet card from this set. I am kind of convinced that it's a real thing. What's the worst case scenario? You cast it and attack/block a 1/1 token and draw a card or it gets killed by a removal spell. That's going to happen sometimes. Every other scenario...even the one where you flash it in and trade with a 2/2...it's a removal spell that drew two cards...that's insane! The ceiling on this is WAY up there. Drawing three or four cards on this and killing a creature is bonkers. it also triggers off of any damage so your opponent can't just Lightning Bolt without giving up value. It even attacks pretty well as opponents won't want to block it with many non-token creatures. I think this could very well end up being poop but I really see a situation where it surprises people. Here's hoping.

Time Warp just isn't a very good card. If you are behind, it may sometimes get you to parity and if you are ahead, sure, sometimes it wins you the game. But in that case you are probably winning the game anyway and this would just be a different card providing value. In any sort of parity it acts as an awkward rampant growth. The problem is you can almost never cast this and another spell in the same turn meaning the value on this is entirely related to the board state. It's just too expensive to be great in cube.

In                   Out
Mystic Confluence Dictate of Kruphix

Mystic Confluence compares favorably to both Cryptic Command (less U mana) and Jace's Ingenuity, both of which are cube staples in many lists. Five mana is too much to keep up for a counterspell. That has been shows over and over again to be true. However, you can easily keep up that mana to draw some cards and bounce some creatures. Throwing on an extra mode to counter a spell is really, really powerful and makes my mouth water with value.

Dictate of Kruphix is just awful. I really wish it turned out a little bit better but it just didn't work out and I am totally fine with it being gone.

Black
Didn't Make the Cut
Wretched Confluence

The black Confluence is really overpowered for what it does. The middle mode is not Plague Wind and the other two effects are very underpowered for five mana, even if instant-speed makes these effects more tolerable. Instant-speed is the only thing that makes this card even close to cube worthy but I don't think its enough to make up for the rest of its short comings.

Red
Didn't Make the Cut
Fiery Confluence

The red Confluence is even worse than the black one. The artifact clause, much like the white one, is nice but unexciting. It's really the first two abilities and neither is worth the price of admission. The real question is how many times are you going to trigger the middle ability every time you cast this. I think that unless you are wiping your opponent's board it's going to be two or three times every time. I just don't think this card is going to end up being as confluence-y as it appears at first glance.

Green
In                      Out
Great Oak Guardian Mold Shambler

Great Oak Guardian was going to be on the outside until I realized that Mold Shambler isn't really required reading anymore.  It was really important back in the day when you didn't have any answers for planeswalkers but even then it wasn't super exciting. Also, Mold Shambler is a six drop since you aren't EVER casting this as a 3/3 without tears rolling down your eyes. Great Oak Guardian allows you to play defensively or offensively since it has flash. It also has respectable stats on either side since it gets +2/+2 the turn it comes into play. It also allows you to cast it after blockers for full surprise effects. I think this addition is a little fluid since this isn't a slam dunk but it's good enough to try out at least.

Didn't Make the Cut
 Verdant Confluence

Ibex is just a slower, bigger version of the Great Oak Guardian. It's useless the turn its casted and I think that's its undoing. I think it's reasonably close though and I could consider it if green needs more of this effect.

This card is awful. My love for the cycle (card design and strategy-wise) is the only reason I am even talking about this. At six mana the last thing I want is any more mana ramping. The only thing I would want less is sorcery-speed +1/+1 counters. Oh. But at least we get to cast Restock that only hits permaments! Oh yeah, I cut Restock because it was so expensive. This is clearly the butt of the cycle.

Golgari
In                       Out
Meren of Clan Nel Toth Varolz, the Scar-Striped

Meren serves a similar role as Varolz in that its a grindy card-advantage machine. However, it does it much, much better. It's body is more impactful and getting your cards back to your hand is much stronger. You don't even really need the experience counters, they are just a bonus. I don't think this card is amazing but I think it has a chance to prove its worth over time. I'm also pretty sure it's a must kill creature on sight...what are you going to do point your removal spells at the OTHER creatures? 

Varolz ended up working exactly as planned. It provided long lasting annoyance at a small cost. The problem is that cube is more filled with creatures whose mana costs pay for interesting and powerful abilities as opposed to large power. This makes this less exciting in hindsight especially since your target can get killed in response to your sorcery-speed scavenge.

Conclusion

As expected, there were only a few cards that were even worth consideration but, like the other supplemental products, they were pretty cool and I am very excited to play with them. This short reprieve from normal sets was brought to you by Oath of the Gatewatch..a set that might allegedly be using a sixth color of mana...let's hope it's going to be used like snow mana or phyrexian mana (one set only - which would be awesome) and not be the start of a new age of magic (god that would be awful). For the record, I'm betting heavily on the former. Until then though, enjoy your cubing!

05 November 2015

Battle for Zendikar Cube Update

Introduction

Welcome to the Battle for Zendikar cube update! We have a ton of cards to talk about (as usual) so I won't waste too much time here. I just wanted to briefly talk about a couple main keywords from the new set. Both "Allies" and "Ingest" are incredibly parasitic keywords. This means they only work well in their own set, surrounded by like-minded cards. Because of that, don't expect too many of those to even be discussed as both are fairly irrelevant in cube. With that out of the way, let's take a look at the Battle for Zendikar cards!

White
In                     Out
Expedition Envoy Savannah Lions

I am still not sure the exact number of one drops that cube needs but we are getting really close to that number in white. I am willing at this point to start upgrading cards. This is a pretty clear upgrade in creature type (Human > Cat). Not too much else to say here other than the fact that I'm pretty happy with my one drops for now. 

In                     Out
Gideon, Ally of Zendikar Ajani Steadfast

Gideon was originally going to be excluded on the grounds of uninteresting gameplay. After getting some experience I can safely say that there are a lot of decisions involved in this particular planeswalker. It's power level is very high but you definitely have the ability to increase or decrease its power by how you use it. A steady stream of tokens is strong but I think it's figuring out when to attack or use the emblem ability that makes this much more skill intensive than it seems at first glance. 

Ajani Steadfast isn't bad but clearly isn't in the same league as the newest incarnation of Gideon. He did his job but was rarely overwhelming and that ultimate is just pretty stupid. Gideon has more interesting play with it's ultimate as well.

In                     Out
Stasis Snare Devouring Light

Stasis Snare is an unassuming uncommon mostly used in limited but here it's actually a little bit better than an existing cube option. Devouring Light is a very similar card but is limited to only creatures participating in combat. I think opening that up to all creatures is a much better option than randomly being able to make the spell cheaper. That came up from time to time but rarely in a significant way, not like it does in a regular limited environment. Either way, this is a pretty tame upgrade.

In                     Out
Mastery of the Unseen Luminarch Ascension

Mastery finally gets in the cube after a lot of soul searching. It's much more flexible than I gave it credit for. It works very well in any type of deck and while it's a little bit slow to active it presents a constant threat that only gets better if you actually have creatures in your deck. I don't think this is a bomb or anything but it will serve a more consistent purpose than Luminarch Ascension did.

Luminarch Ascension is a solid win condition for a control deck and stone unplayable everywhere else. As it is you still need to cast this and then wait at least four turns before getting any value at all. It's effective when it works but slow.

Didn't Make the Cut
Planar Outburst Quarantine Field

Five mana may be the new norm for wraths in standard but for cube it has to have some pretty significant upside. In this case the only upside is that for three more mana you get a 4/4. That really isn't the kind of upside I had in mind. It's nice, but not enough.

Quarantine Field is just a fancy Oblivion Ring with kicker 2. That's certainly strong enough for cube but very expensive and I don't really think it's anything it needs at this point. There are enough expensive wrath-like options and I don't want another. This is especially true since the base mode is well below par for four mana. I love the mechanic but its tough to make cube-able awaken cards because of the ability for them to be busted in constructed formats. 

Blue
In                     Out
Eldrazi Skyspawner Skywinder Drake

Skywinder Drake was present to assist the blue tempo deck and it did its job favorably. The only real problem is that in a vaccuum, it's not a very powerful card and mostly got passed around the table by people wondering "why is this in the cube?". Eldrazi Skyspawner serves a similar role while also giving flexibility and spreading the bodies around. This weakens its role in blue tempo but strengthens it considerably everywhere else. It can serve a similar role but people will be more excited to actually draft and play it.

Didn't Make the Cut
Clutch of Currents Coastal Discovery

I'm going to talk about both these cards together because they have the same strengths and weaknesses. They are comparable to Man-o'-War and Mulldrifter, respectively. They both provide larger bodies at an additional cost with some utility of just casting the spell without awaken. I think they are both just over the line of cost efficiency that Mulldrifter toes. I think if these were instants they would be great but at sorcery speed they are just a little too expensive, especially since if you want the creature untapped it costs even one more mana. I love the mechanic...but like I said before, in order to be cubeable it would probably wreck standard.

Didn't Make the Cut
Scatter to the Winds

Like with the previous awaken cards, Cancel isn't in the cube and the awaken doesn't do enough specifically in cube to warrant its inclusion. It's a nice bonus that won't come up often enough. This is especially true because it's a counterspell and holding up six mana is very difficult to do without raising red flags. And seriously, for six/seven mana I would like something larger than a 3/3.

Black
In                       Out
Drana, Liberator of Malakir Nekrataal

I do not think that Drana is busted. The ceiling is very high for any sort of decks that actually want to attack and I think this might end up being a little slower than it seems. The power is obviously in the fact that she has first strike to trigger her ability before everything else deals damage. But even if she hits once by herself, all of a sudden she's pretty intimidating and much more difficult to block. She really only fits in attacking decks but I think that's okay as creatures attack in cube....get used to it.

For what seems like forever, Nekrataal and Flametongue Kavu have stood as the epitome of 186 creatures (those that come into play and kill something) with Kavu clearly being the best. I think the time has finally come for Nekrataal to move onto greener pastures. It's become a little bit too expensive for the body. First strike used to be what kept this a threat but times they are a changin and it's just not as impressive anymore. It's gone from threat to annoyance and we can do better. Thanks for all the kills, little guy!

In                      Out
Smothering Abomination Priest of the Blood Rite

Smothering Abomination is a house. It's a very reasonable flying body for the cost and on average you end up drawing a couple of cards in a fair game. You can also just abuse it with tokens and recursive threats to draw continuously but abuse aside you are getting a very good deal and a threat to go with it. You are reasonably happy in any scenario where this dies whether it be to a removal spell, in combat or by sacrificing itself at upkeep (you still draw a card). It's a little awkward if it's you only creature but even then it buys you a turn and replaces itself. t's a feel good all around.

Priest of the Blood Rite got a lot of hype and I now believe it to be completely unwarranted. The hype was always a huge flier and a tiny guy that you can just kill to get rid of the drawback. Big vanilla creatures aren't where cube wants to be and if you aren't abusing this guy with blinking or continued reanimation the one big flier isn't worth it.

In                    Out
Ob Nixilis Reignited Palace Siege

Ob Nixilis Reignited becomes the second black planeswalker in my cube (Liliana of the Veil). I have warmed to this guy a little bit after seeing him in action and I think he is much more powerful than I thought at first glance. He's not as overwhelming as Gideon but I think he still performs well by destroying threats and gaining card advantage. Even if he comes in, kills a threat and soak up damage he will feel like he's pulled his weight. If he doesn't get answered quickly he also threatens to put the game out of reach as using the minus ability more than once is really powerful. Decks only have so many individual threats.

Palace Siege is really slow and clunky. The second mode is terrible if you are behind and the first mode is kind of unexciting at all points. It's not a bad card it just doesn't impact the game consistently enough for cube.

In                   Out
Ruinous Path Eyeblight's Ending

Ruinous Path is almost a parallel change from Eyeblight's Ending. It costs the same, kills planeswalkers, and has a mostly irrelevant awaken ability that will be great if you use it. The big change is instant to sorcery but I'm okay with that. Black has plenty of spot removal at instant speed even with this switch. I would love to see another Doom Blade effect since I think cube could use one more cheaper option but for now this is strictly personal preference.

Didn't Make the Cut
Painful Truths

I am strongly in the camp that believes that this card is just bad. I do not understand why this sees play in standard over Read the Bones. The extra card drawn is not worth the extra life lost combined with the loss of scry for the same cost. Sure, you can sometimes only draw one card or two but in that case it's still worse and the flexibility does not even come close to making up for it. Read the Bones isn't even in my cube so you know this isn't going in either. 

Red
Didn't Make the Cut
Akoum Firebird Radiant Flames

Akoum Firebird feels like the ten-thousandth four mana phoenix that just isn't better than the existing options in the four slot in red. Why can't one of these things cost three mana so I can actually cut a four drop for it?! Frustrating but it's where we are....the good news is that these cards aren't bad so I can look to the future. The main problem is that they aren't ever that great by themselves as a threat, they just don't go away. A lot of the times that makes them much more grindy annoyances than I want them to be. Also, you are rarely going to hit the six mana required to return this. Let alone using it multiple times...since each time requires more lands...

Much like with Painful Truths, above, Radiant Flames isn't that much better than a comparable cube card in Pyroclasm. The extra mana isn't really worth the extra damage all the time. Sure, you can control how much damage you deal but that involves you playing more colors, something that red really doesn't do that much...actually in cube you rarely play more than two colors and even if you are playing three it's usually just a splash of one of them. That, combined with the fact that I am definitely not looking for more sweepers leaves this in an awkward spot. 

Green
In                     Out
Greenwarden of Murasa Vorapede

Greenwarden isn't overwhlemingly powerful but double Eternal Witness is no joke. It's also infinitely more interesting than Vorapede which has the same P/T but is itself resilient instead of allowing shenanigans. It's powerful, but triple green is annoying and it still dies to exile spells, which are definitely a thing so it's not like its an unanswerable threat.

In                       Out
From Beyond Regrowth

Because the devoid and eldrazi clauses are entirely flavor text in cube, this is exactly Awakening Zone with two MAJOR differences. Firstly, it costs an extra mana. This is huge considering it does stone nothing the turn it comes into play. Secondly, the tokens have a point of power vs. no power with the Zone. This is significant because once you get more than one of those tokens in play, all of a sudden you are able to throw them around as meaningful blockers on the ground. You can always sacrifice them for mana but you no longer need pump effects to make them helpful in combat. The games where you flood the board with tokens will now put you WAY farther ahead than with the Zone. I like having both in cube as they are key cards in sacrifice and ramp archetypes. 

Regrowth has always been okay but not great in nonpowered cube. You aren't returning Time Walks or Black Lotus, you are returning creatures and removal spells, in which case you would probably be better suited to just run a different creature or removal spell in your main deck...which is what people do. This is in sideboards a lot.

Didn't Make the Cut
Beastcaller Savant Undergrowth Champion

I think that Beastcaller Savant could end up being a little bit more powerful than I am giving it credit for. However, in my experience the ramp cards that only use their mana for creatures are extremely limiting. There have been many like this over the years and they always underperform. This having haste is nice but you are still casting it that turn so you aren't gaining mana by using it immediately. It won't be attacking as much as it will in regular limited so I am going to pass on this one for now.

Undergrowth Champion reminds me a lot of the phantom cards from way back in the day. See Phantom Centaur for reference. In experience they are incredibly defensive because they are rarely large enough to actually swing through anything but will block literally everything for consecutive turns. This is even more defensive. Because of the shortage of fetch lands in a single deck in cube you are rarely ever going to put more than one counter on this in a given turn. Sure, you might cast Kodama's Reach or something but even then this will primarily end up as an infinite chump blocker. Not really what dreams are made of and a total waste of potential.

Didn't Make the Cut
Woodland Wanderer

If Woodland Wanderer was a guaranteed 6/6 every time you casted it, it would be much more powerful (obviously....seriously, duh). My problem with it is that you are hardly ever going to get more than an extra two or three counters on it because, like I said before, you just aren't playing that many colors in cube. And if it's not gigantic, it's not particularly interesting either so what do you have?

Colorless
Didn't Make the Cut
Ulamog, the Ceaseless Hunger Endless One

My cube doesn't really support uncastable creatures that are only playable if you cheat them in play. Partially because it makes the gameplay less swingy and more fun but also because I just don't have the cards that are built to abuse them in my cube. Things like Sneak Attack or Show and Tell are not in my list. I would say that in almost all games you just aren't getting to 10 mana so it doesn't matter how good this card is, you aren't going to be able to cast it consistently enough for it to matter.

Endless One is a study in efficiency and flexibility. How strong does something need to be vs. efficient? In this case you can cast this on curve at every point as long as you are okay with it being a little underpowered at every point. In limited this is crazy good but in cube the fact that it's only ever a vanilla creature that only survives if hardcasted really limits its usefulness. Sure, every deck might play it but I don't think they will be excited about it once its in play or see it as being that impactful.

Dimir
Didn't Make the Cut
Fathom Feeder

I both really love and really hate this card. On the one hand it has a fantastic (albeit expensive) ability that can really allow a control deck to pull away in the late game. It also has a body that opponents will not want to attack into on the ground. On the other hand, the correct way to play against this is just to swing into it and damn the consequences. As the owner of this you really don't want to attack or block. It's not like Typhoid Rats that exists solely to kill something. And it's not like Baleful Strix that has already accomplished its job when it comes into play so you are more willing to trade with it. This you actively don't want to die which makes things really awkward.

Golgari
Didn't Make the Cut
Catacomb Sifter Brood Butcher

Both of these cards are actually closer to inclusion than it may seem at first glance. The reason for that is that Golgari Token/Sacrifice is a solid theme and these live in that archetype. Ultimately, I don't think either one is a big enough board presence for the cost with Sifter's ability being too minor and Brood Butcher's ability being a combo of a little too expensive and not impactful enough. It's good, but it's not worth the cost upfront (5 mana to cast and 2 to use). I wouldn't be surprised to see these in someone's list but I like my current options better right now.

Izzet
Didn't Make the Cut
Brutal Expulsion

This is an interesting take on Jilt. The difference there is that the kicker allows it to be used for reduced value if you need it to. This doesn't have that functionality but instead widens both abilities. Hitting a planeswalker is mostly useless as is the exile ability. If this hit players I think it would be good enough. Bouncing a spell is very nice but is not worth the cost. As it is, if I was interested in this ability I would just use Jilt, and that isn't even in my list.

Orzhov
In                     Out
Shambling Vent Isolated Chapel

I think Wizards realized that they pushed the bar a little high with the previous crop of man-lands from Worldwake (sorry Lavaclaw Reaches, but nobody likes you). Shambling Vent is still better than Isolated Chapel as it provides a moderate roadblock and life gain for slower decks. It's not as good as the old cycle but it's still got a place.

Simic
In                      Out
Lumbering Falls Hinterland Harbor

Everything I said about Shambling Vent also applies to Lumbering Falls and Hinterland Harbor.

Didn't Make the Cut
Kiora, Master of the Depths

Kiora is certainly powerful enough for cube but since I am already running the other Kiora and I like that she is able to actually protect herself a little bit. The drawing abilities on this are better but being unable to lock something down is a huge detriment. I'm sticking with what I have. Oh, on a final note, planeswalkers still have ultimates.

Land
Didn't Make the Cut
Canopy Vista Cinder Glade Smoldering Marsh Sunken Hollow Prairie Stream

Because of the tightness of non-basic lands in the cube, these aren't going to make the cut. The only thing they have going for them is that they have the basic land type and it just doesn't come up very often in a 720 card cube that you have fetch lands. Certainly not enough to put cards in that are only good if you have the fetches. Especially considering that I am cutting Isolated Chapel and Hinterland Harbor, and those are just a better cycle of lands in cube.

Conclusion

Although the cube benefitted from this set, it's always a little disappointing when the mechanics aren't a reason for it at all. Still glad I get some cool new cards and looking forward to Oath of the Gatewatch. I am going to keep doing these set reviews later than I had in the past to get a better feel for the cards. It's working out well so far so expect the trend to continue in the future. Until then...

Enjoy!

Kaldheim Cube Update

  Introduction Hello everyone and welcome to the Kaldheim Cube Update! I'd like to talk about the set mechanics before we get into the i...