07 May 2016

Shadows Over Innistrad Cube Update

Introduction

Welcome to the Shadows Over Innistrad Cube Update!  This was one of the more interesting sets in terms of cube in recent memory. There are tons of cards that are worth talking about and a good amount of them favor aggressive decks which is a novel thing. Usually there are only a couple of aggro cards each set and this one has tons. As always, I'll be talking about most of the cards that are debatable but if I miss something you are curious feel free to ask.  I'm also officially starting a watch list for cards that just need more time and experience to assess properly. I'll mention when I put a card on it and when I do, I will keep it in mind for future updates if cards aren't pulling their weight and I have a better idea of how good they actually are. 

Let's get going!

White
In
Archangel Avacyn Avacyn, the Purifier
Out
Geist-Honored Monk

I think Archangel Avacyn is the best 5 or 6 drop in white for cube now. It's great in either control or aggro and can swing a game in its favor immediately. The transform is not optional so it can lead to some awkward board states should something else die unexpectedly. Hitting your own creatures is a real drawback but giving this flash means you have the opportunity to gain so much value that it's tough to feel too bad about it you lose a couple of creatures.

Geist-Honored Monk is actively good when you are in a good spot on board but I've never been a huge fan of creatures whose power and toughness scales in this way. It just makes it underwhelming when you are behind. The best part about this are the tokens and there are enough other ways to get those already. Archangel is just so much more powerful and consistent.

In                      Out
Always Watching Stasis Snare

Always Watching is another anthem with a very relevant upside in the form of vigilance. Sure, it doesn't hit tokens but that limitation makes for interesting deck building decisions. The rate is great and most of your creatures probably aren't going to be tokens anyway. Giving vigilance always plays better and is more exciting in practice than it looks.

The flash on Stasis Snare is really only relevant against red decks playing big haste creatures. It's phenomenal against those decks but otherwise its almost exactly like Journey to Nowhere as it only hits creatures. It's fine but replaceable and looks more interesting than it actually plays.

In                   Out
Declaration in Stone Journey to Nowhere

Declaration in Stone is a very interesting removal spell. You can use it to efficiently counteract token strategies or use it against single targets. In a pinch you can also target your own creature to draw a card if you have something that is disposable. Other than that it's pretty similar to Journey to Nowhere except that you don't have to worry about enchantment removal. Once your target is gone, it's gone for good. That, along with the uniqueness of the investigate effect gives Declaration the edge here.

In
 Town Gossipmonger Incited Rabble
Out
Expedition Envoy

I was pretty impressed with Town Gossipmonger in limited and I have heard tales of it being productive in cube as well. It's very easy to flip since it doesn't require mana and once it flips the other side is pretty good as it gives the aggro decks a mana sink once the game gets going. Three toughness is a pretty big deal as it lets it survive a lot of things that it otherwise might not be able to. I don't think it's that far off from a generic 2/1 for W in terms of power and is infinitely more interesting to play with and against.

Expedition Envoy is a generic 2/1 for W that is infinitely less interesting to play with and against. Gosh, that sounds familiar. I've said before that we are at the point of saturation for white one drops and I am certainly fine cutting the uninteresting ones as we get more.

Didn't Make the Cut
Descend upon the Sinful

A note on Delirium. You are very rarely going to be able to reliably trigger Delirium in a timely manner. You are definitely going to be able to get creatures, instants and sorceries in your graveyard. The fourth card type will be the hard one. Fetch lands aren't plentiful and neither are enchantments, artifacts or planeswalkers going to be killed often enough to rely on. Therefore, I am going to base all Delirium cards on their base modes only. Delirium is a rare bonus only. This card is a very expensive wrath without Delirium and obviously not cube worthy. If you don't see Delirium cards mentioned you think are good enough this is probably why.

Watch List
Thraben Inspector

Thraben Inspector is actually very close to playable even if it looks underwhelming on first glance. A creature that even indirectly draws a card when it comes into play is always playable for a control deck as it makes it more likely they hit all their land drops and gets them to the late game more reliably. Cracking the clue isn't very expensive and it plays very well in practice. Aggressive decks will value the card draw and the cheap body but it's a combination of a little too expensive and too low impact for them to value it too highly. I don't want to cut a 2/1 for W for it but I am going to put it on the watch list for future assessment. 

Blue
In                       Out
Thing in the Ice Wall of Frost

Thing in the Ice is a nice defensive body for control decks while also providing late game utility and power. In the right deck this is an actual win condition while still being playable out of the sideboard to slow aggro decks in less spell heavy builds. It has a lot more going on than Wall of Frost which, while being a bigger and more effective body, can do nothing except block. There is not that much of a difference between 4 and 7 toughness making that difference smaller than it looks initially. 

In                    Out
Jace, Unraveler of Secrets Jace, the Living Guildpact

Unraveler is just a better version of the Living Guildpact. For one more mana to cast, and at the same loyalty, you get a huge boost in power in the first ability. The minus narrows in scope but increases in power making this feel more like a balanced Jace, the Mind Sculptor than Guildpact turned out to be. I still think this is on the chopping block as weakest blue planeswalker but it's definitely better than the Living Guildpact. 

Didn't Make the Cut
Startled Awake Epiphany at the Drownyard

Startled Awake is certainly cube level on a power level but isn't on a fun level. Similar to Jace, Memory Adept and other non-interactive mill cards it's a reusable effect that is lethal in two uses with a limited deck and isn't a terribly fun way to win with or lose to. The cube community finally came around to keeping this effect out of cubes and I think the trend will continue with this one.

I was excited about Epiphany at the Drownyard at first until, like with Steam Augury before it, I actually played with it. With these types of cards it's really difficult to make them playable if your opponent has the choice of what you get. It either needs to get a large amount of cards per mana spent or it just needs to be extremely inexpensive to the point where it doesn't matter what happens. This is too mana intensive to get a large amount of cards and doesn't have enough impact at lower mana costs. It's a trap.

Black
In                       Out
Asylum Visitor Pain Seer

Asylum Visitor is so much better than I had originally thought. At first, I thought that the opponent drew the card when it triggered on their turn. The draw triggers on both upkeeps but you draw both times if it does. Only losing one life per card is probably on average better than triggering Dark Confidant when you factor in the probability of drawing a land. While it looks like it could draw more cards it's more likely to only trigger a couple times at most. That said it presents a real clock and the madness is a nice bonus that will probably not come into play terribly often.  Being a power bigger and having an extra possible trigger makes it much better than Blood Scrivener which was not great in cube. I've been impressed so far.

I have been very unimpressed with Pain Seer so far. I knew it wasn't ever going to be a reliable card drawer but it's been even less then that. It's basically a Grizzly Bear that people have been hesitant to trade in combat with because of the perceived upside. Asylum Visitor is much better.

In                        Out
Relentless Dead Grim Haruspex

Relentless Dead is interesting in that it acts as a discard outlet and recursive threat if you have the available mana. That won't always be the case and sometimes you just aren't going to be able to pay for his abilities. The thing that puts him over the top is that he can actually block which hasn't been typical of this card design. Also, he has menace so he attacks fairly well when combined with other threats. This guy is pretty good in either control or aggro and does have random Zombie synergies although that won't be the main use of the card.

Even in a deck entirely designed to maximize its abilities like the constructed Aristocrats deck, Grim Haruspex is a role player. It serves a purpose but isn't a cog in the machine. Same in cube but in an environment that only sometimes can abuse it. Playing fair magic it has been just okay and never spectacular. Relentless Dead has a chance to do more work.

In                        Out
Heir of Falkenrath Mardu Strike Leader

Heir of Falkenrath has really impressed me with its raw power. Even late in the game, a 3/2 flier for 1B is very strong. Sure, you need to discard a card but at that point you should have an extra land or so if you are planning around it. Early game it's just absurd as black should be able to discard something without caring too much. The power is that it's not mandatory to discard so if you don't want to or can't afford to discard you don't have to. It's a 2 for 1 if they kill her but the upside is real. 

Mardu Strike Leader was a little too mana intensive for what you are getting when you Dash it as the body isn't big enough to get more than a single token. When you did it was great but it always just traded with something since it has no evasion. If you ever had to cast it you felt bad because it wasn't a great rate which makes it sit in hands awkwardly sometimes.

Didn't Make the Cut
To the Slaughter Mindwrack Demon

With tokens and a constant mix of utility creatures and single powerhouse creatures present in cube, edict effects have always been underwhelming. Instant speed helps To The Slaughter and there are time when it will spike a planeswalker but only after it gets to use its ability. The only reason Chainer's Edict is still in the cube is because of its flashback ability. This doesn't have that kind of utility and if you aren't hitting a planeswalker this is just bad.

Mindwrack Demon is a pretty nice evasive threat that will make the cut in some cubes. I like my mix of powerhouse four drops and I don't like this more than any of the utility options available. You are also almost always losing life which is a real cost as you are actively losing that race against itself since it doesn't have haste.

Didn't Make the Cut
Elusive Tormentor Pale Rider of Trostad

Everything I said about the four drops for Mindwrack Demon I can also say about this. I've played a lot with this card and while it can be very difficult to kill, in a cube with limited graveyard interactions and discard abusers compared to limited it loses a ton of value. The discards mean a lot more and the body isn't nearly as impressive when compared to the rest of the cube. It's still good and certainly playable but it's a much slower clock than something like Abyssal Persecutor and it's much more mana intensive to actually give evasion. I'm not convinced.

Two mana 3/3's with a drawback have happened before and have never been good. This is much closer to playable even if it does have the mostly irrelevant Skulk ability (for its body). However, I don't like that the discard is mandatory as it limits the amount of decks that can reliably play it. I don't think it's bad and if you support black aggro it's probably quite playable if you do. I don't have that much emphasis on the strategy so I am going to instead include the other new two drops instead.

Red
In
Village Messenger Moonrise Intruder
Out
Reckless Waif Merciless Predator

Village Messengers is a more reasonable Reckless Waif. It's better on both the flipped and nonflipped sides as it can actually get in for some damage and isn't brick walled as easily. It's still probably on the lower end of red one drops but it's more reliable and consistent.

Reckless Waif has too big of a range between its best case and worst case scenarios. The floor on this is abysmal. It's to the point where if you don't play this on turn one it's completely unplayable. The flipped side is just not strong enough after turn three or so to pose enough of a threat for the hoops it has to go through. 

In                      Out
Falkenrath Gorger Altac Bloodseeker

Red has a history of getting 2/1's for R with some sort of weird drawback so it's refreshing to see one with an upside instead. Sure, the upside is the most irrelevant thing ever in cube but....still...at least there isn't a downside. That said, it's an obvious inclusion.

Altac Bloodseeker hasn't been as good as I'd hoped. I had visions of burning blockers and getting this guy to deal combat damage to the opponent but it only ever happened like once. Just too reliant on using other resources to go all in and a lot of the time those spells are better pointed at the face.

In                      Out
Sin Prodder Siege-Gang Commander

Sin Prodder is so much better than the punisher mechanic would at first suggest. The fact that this has menace is what makes this playable. It's not just about the punisher mechanic on the card, this guy can actually attack and get through by itself. This makes it acceptable if you whiff a few times on the ability. Even in the case where you are binning lands without damaging the opponent you aren't drawing those lands and it feels great to get rid of excess lands. Even minor damage adds up if this isn't dealt with. 

I've been trying to find an excuse to cut Siege-Gang for a couple updates and kept finding a better option or talking myself into keeping it in. As it is, it's just really mana intensive and has been outclassed by the other expensive options. I had thought I had one too many for a while so it's nice to find something to trim.

Didn't Make the Cut
Scourge Wolf Goldnight Castigator

Scourge Wolf is not nearly good enough with double red in its cost without Delirium. 

Goldnight Castigator is great if you are attacking and horrible otherwise. The nine toughness is super irrelevant and it isn't as good as the other aggressive red four or fives.

Green
In                      Out
Rabid Bite Pit Fight

Rabid Bite is a sorcery-speed, one-sided Pit Fight. I'll trade the surprise aspect for no chance at trading creatures as it greatly changes what you can kill things with. All of a sudden a utility creature can kill another utility creature without trading. That's a huge upside.

In                   Out
Tireless Tracker Deadbridge Goliath

Tireless Tracker is a very grindy card. It really only takes one land drop for you to feel good about its body and the fact that you can cash in the clues at any time after you get them means you should feel a lot better about this getting involved in combat. If this gets to actually stay in play for a while you are going to bury your opponent in card advantage. Even if you are drawing lands with it, they only fuel future triggers.

Deadbridge is just a big vanilla creature and while I did win a game due to the scavenge ability it's really slow and the sorcery speed hurts a lot in cube. Scavenge is an ability that they designed to be very difficult to abuse and in cube that usually ticks down the value a lot.

In
Duskwatch Recruiter Krallenhorde Howler
Out
Viridian Zealot

Green gets even more card advantage in the form of a cheap, efficient beater that also gives late game versatility. It can be a little awkward when you really need the card advantage and it's flipped to the other side or when you have plenty to do and would rather have the cost reduction. However, you do have some control over it flipping and in practice it has shown to be worth the awkwardness. For only two mana up front it just does so much.

Zealot has lost a lot of power over the years. It's gone from a really effective creature to a really weird naturalize. The body just isn't worth the cost anymore with damage not stacking and with no swords in cube this is now replaceable.

Didn't Make the Cut
Pack Guardian Deathcap Cultivator

Pack Guardian compares very similarly to Yeva, Nature's Herald. Both have flash and are four power for the same cost. The difference is the extra wolf token vs. giving other creatures flash. Yeva has been only okay but is infinitely more interesting and I don't want both included. Also, lands don't grow on trees so it's not a free wolf.

If you could get Deathtouch or if this just had Deathtouch I think it would be good enough. Leaf Gilder always plays much better than it looks but Delirium just isn't reliable.

Watch List
Seasons Past

Seasons Past is really swingy. There are game states where it can return five or six cards of varying ranges of usefulness and in those games this is a huge bomb. However, there are also games where this is no better than a Restock; and that has been cut from the cube before.  The thing is, Restock wasn't that bad and this has a much higher upside. I am going to put it on the watch list for now because I really want to have the better idea of the floor and ceiling of it before I cut something. 

Colorless
In                      Out
Neglected Heirloom Leonin Scimitar

Leonin Scimitar is the most uninteresting and mediocre equipment in the cube. It has a job and it does it acceptably. Neglected Heirloom is only just barely better as it can rarely flip if you have the right card in your deck. There aren't a whole lot of transform creatures in cube but any upside is fine especially since it doesn't change your deck building strategy.

Boros
Didn't Make the Cut
Nahiri, the Harbinger

I like Nahiri but I wish that planeswalkers weren't so similar. At first they all made tokens and now they all draw cards with their plus and are removal with their minus. Rant over. I already have Ajani Vengeant in Boros and I prefer that to Nahiri. I think Nahiri is certainly playable if you prefer her but I have a special place in my heart for the big Leonin planeswalker. Also, tiebreaker goes to his unreal ultimate which is more exciting by a country mile. I limit gold to one planeswalker per combination in case you were confused.

Golgari
Didn't Make the Cut
The Gitrog Monster

This big frog is kind of like an abyss that will randomly draw you cards if you keep playing magic. If you don't have more lands this becomes unsustainable pretty quickly. Other than that it's just a big beat stick and Golgari has more interesting options. The dream where you "go off" isn't happening reliably and this color combination values its extra lands heavily.

Gruul
In
Arlinn Kord Arlinn, Embraced by the Moon
Out
Domri Rade

Arlinn Kord is an absolute house that acts as a threat, protects herself and destroys worlds in her spare time. Absolute...house.

Domri Rade is difficult. He only goes in creature heavy decks and even there he only really works if you have bigger creatures than your opponent. While those are both Gruul-like things to do, he's just not that interesting. He costs three mana and that's carries his value because and is kind of unexciting most of the time.

Orzhov
In                      Out
Sorin, Solemn Visitor Utter End

Sorin turned out to be a little more interesting than I had thought even if I had accurately predicted its power level. The plus ability is extremely interesting to play with providing both offensive and defensive applications and the ultimate is a realistic possibility. Sure, it tokens like planeswalkers do but they are evasive threats that line up really well. 

Utter End is a pretty good card but wasn't providing anything that Orzhov didn't already have access to in spades. This is a change simply in excitement level.

Didn't Make the Cut
Sorin, Grim Nemesis Anguished Unmaking

The new iteration of Sorin is very similar to the rest of the planeswalkers released this set. A plus ability that draws cards and a minus ability that serves as removal. For six mana you can't afford to miss with the life loss of the plus ability and while the minus ability is good, it's just really expensive. I was pretty high on this at first until I realized that they basically carbon copied all the planeswalkers from a template. Excitement and uniqueness waned. 

Anguished Unmaking is basically Utter End but you pay 3 life instead of paying a colorless mana. While paying the life is a real cost I think its still better and a likely upgrade. However, black and white already have a ton of removal spells between the two of them and this is certainly not better than Vindicate. I'm looking for unique and exciting effects in gold that provide the guilds with abilities they don't already possess. This is very good but redundant.

Rakdos
Didn't Make the Cut
Olivia, Mobilized for War

Olivia is a fine body for the cost because it has flying but the ability takes a turn to get going and runs out of gas very quickly. It doesn't let you sneak a better creature in play than you already would be able to and the vampire clause is irrelevant. Is getting a counter and gaining haste worth a single card each time you cast a creature spell? Some people are excited but I don't think so. This loses an absolute ton of value the later in the game it gets casted. With only one in your deck you can't trust getting this early and it's just too hard to rely on triggering it more than once or twice. If that was enough I say play it but I don't think it is.

Land
In                        Out
Westvale Abbey Reflecting Pool

Westvale Abbey is an interesting utility land in that it provides control decks with chump blockers and incremental value in the late game while also serving as a win condition for token decks or aggro decks that have been stone-walled on the ground. It is certainly more interesting and has a higher ceiling than Reflecting Pool. The pool can't fix your mana and is at its best in decks that have a lot of double color costs in their spells. It's always playable but rarely exciting.

Conclusion

I'm glad I officially added the Watch List as it gives me a new perspective to evaluate cards. I've been doing it unofficially before but now I have better tracking of it. Less likely that cards fall through the cracks. This was a very good set and I expect more of the same from Eldritch Moon.  I really hope there aren't more Eldrazi shenanigans but it does seem to be the prevailing theory. Oh well. Even if that's the case it looks like they are differentiating them from each other enough to feel unique. Comments are welcome!

See you under the Eldritch Moon!

10 February 2016

Oath of the Gatewatch Cube Update

Introduction

Hello everyone! Welcome to the Oath of the Gatewatch Cube Update! It's a very unique cube update this time. The reason for that is the new "diamond" colorless mana symbol utilized in Oath of the Gatewatch. There are some extremely powerful cards that require use of strictly colorless mana to either cast or activate abilities of cards in the set. Many cube designers are going out of their way to accommodate these new cards by either adding Wastes to their basic land boxes or drastically changing their artifact/mana sections to incorporate more ways to make colorless mana. I am taking a strong stance on this one. I do not believe that these cards are worth adding to ANY cube and I will not be adding ANY cards that require colorless mana in ANY way. I feel this requires some explanation so bare with me.

The new cards requiring colorless mana are undoubtedly powerful and if you were able to use these abilities without stressing your mana base there are many that are slam dunk inclusions and many more that are worth consideration. It's not a power level issue. The problem is that I do not like the idea of altering either my land or colorless sections to accommodate what will be at most 10 cards out of my 720. They just aren't going to come up frequently enough to validate changing around so much of my cube's composition. Furthermore, even when they do show up, you are never going to have a deck that wants so many Wastes or so much access to colorless mana that these are going to be anything more than splashes. And it is there that the real problem arises. Splashing what is essentially a full extra color is rarely worth it when you aren't going to have easy access to colorless mana. It stresses your mana base too much to be worth it, especially in decks that want to curve out. In Oath limited, playing cards that require colorless activations/costs is EXTREMELY debilitating to your mana base. And that is with a set specifically designed to support these spells to their fullest.

Drawing a Waste ranges from insane to horrible depending on the make up of the rest of your hand. It's way too swingy and unreliable. Because of this, I will not even be discussing any of the cards that require a colorless to cast. It's just not worth it. I will also not be talking about cards with colorless activation because people will draft those cards expecting support to be there and it's just not. It's like cubing with Gemhide Sliver. It's perfectly fine on its own but when people draft it they expect to see other slivers. It messes with expectations in a negative light, leading to bad feelings. I try to avoid cards like this.

Where does that leave us? Unfortunately, that leaves us with an underwhelming set for cube. There are still some changes to be made and some interesting cards though so let's get to it!

White
Didn't Make the Cut
Linvala, the Preserver

This is a really difficult card to evaluate for cube. On the one hand, its crazy when you are behind as gaining 5 life and getting a 3/3 flying token on top of the 5/5 flying angel is absurd. That said, if you aren't taking advantage of the bonus abilities, I never want to play a 5/5 flier for 6 in cube, it's just not up to snuff. Let's say on the average you are able to take advantage of one of the two abilities. I am guessing its going to be the gain life effect since white has tokens and naturally is the color that goes widest in cube. Would I play a 5/5 flier that gains 5 life for 6? Not over the existing options, I wouldn't. I would have to cut Baneslayer Angel to include this and I would rather have Baneslayer in most cases where you aren't getting a token AND gaining 5 life.

Blue
Didn't Make the Cut
Crush of Tentacles

Crush of Tentacles is just plain awful if you can't utilize the Surge ability reliably. Since this is a) a sorcery and b) doesn't bounce lands, your opponent gets to recast all of their permanents before you do. In almost all cases this is just worse than Evacuation without Surge and that isn't even in the cube. The question, then, is how often are you going to be able to use Surge. I don't think you are going to be able to reliably hold this until you have 7 mana, play a two drop and then cast this. In that scenario, you are just bouncing your two drop back to your hand as well. This is then best with two mana sorceries since you can't cast this at instant speed to take advantage of counterspells. Despite the initial hype, this is just a trap. Just a note, if you happen to play a lot of two-headed giant cube this is totally bonkers and a legit bomb.

Black
In                          Out
 Smothering Abomination

Kalitas is an interesting card. I am not entirely sure if his token ability is a little bit too grindy for cube but I want to try it out and see. The base body is great due to the lifelink and there are more than a few random vampire and zombies floating around that you can sacrifice to him. I think this is probably on the lower end of four drops for black in cube but the upside is very high. It allows you to make combat decisions you otherwise wouldn't makes life difficult for your opponent as trading in combat becomes extremely detrimental, let alone chump blocking. And this guy will have to be chump blocked because he gets very big with only a single activation of his ability. Again, I need to see it in practice to see how often this happens and get his average value so this could just be another failed experiment. Never be afraid to experiment, people!

Speaking of experiments, I both overestimated and underestimated Smothering Abomination. The gravy train that this guy rolls on is VERY strong when you have a bunch of ancillary creatures that you don't mind sacrificing each turn leading to many cards drawn. However, the downside of casting this without any of those things present is not only bad but feels SO much worse than I had anticipated. The Abomination has its place for sure but too often there was a sense of fear associated with casting it rather than excitement.

Didn't Make the Cut
Inverter of Truth 

Inverter of Truth is obviously up against the other 6/6 fliers for 2BB in Abyssal Persecutor and Desecration Demon for inclusion. The two demons have been great and part of the reason if that you aren't fighting against a clock, your opponent is. I wouldn't add this over either of the other options and I don't think there is room for three. The ability is just too unreliable and difficult to take advantage of for the payoff.

I actually think that Sifter of Skulls is close and would be playable if it triggered off of either tokens dying or your opponents creatures dying too. One or the other would be enough to put this over the edge. As it is, you have a mediocre body that you don't want to risk in combat for fear of wasting the ability. It also doesn't leave behind a Scion when itself dies. The black four drop is already pretty competitive so it takes a lot to plunge through.

Red
In                       Out
Abbot of Keral Keep Avaricious Dragon

I wanted to lower the overall curve in red creatures just a bit and I realized that Abbot of Keral Keep was consistently overperforming where I was seeing him in play. He's still not the greatest card ever and I wish red had better two drops in general but its a lot better than I initially thought. Even if you do have to wait until turn four or so to really maximize his value, you should have other early game plays if your curve is correct.

Avaricious Dragon wasn't bad but I just have too many 4 and 5 drops in red. I probably need to cut another five drop for the next good 2 drop that comes around as well. I think this is the worst four drop just because there are definitely feel bad hands when you draw this. I'll miss the little guy though.

In                    Out
Chandra, Flamecaller Beacon of Destruction

Chandra is a very interesting red card. Fitting more into the big red deck, it packs a TON of punch for the mana cost. Having played on both sides of this it's safe to say that it's worth the mana investment. The +1 ability is just so so good at pressuring the opponent as six haste damage turn after turn adds up very quickly and actually makes this very difficult to attack into unless you kill it in one shot. Red is back up to max planeswalkers so we will see what happens with future ones. Not sure which one would be on the chopping block from here.

Beacon of Destruction was always a little too expensive for what it did. The instant speed rarely mattered and oftentimes it was hard to take a turn off to cast it. Never horrible but rarely maindecked due to its cost.

Didn't Make the Cut
Goblin Dark-Dwellers 

I am not a huge fan of this card. The body really needs haste to compete with the other five drop options and the flashback is nice but not mind blowing like it could be in some constructed deck. Powerful, but the existing options are better, faster and more resilient. 

Maybe I am really undervaluing Surge here but I do not like this ability at the casting cost. Sometimes you are going to pop off a Lightning Bolt or something but most of the time this is just too expensive to kill what you want to kill and by the time you get the mana to kill a cheap threat, there are more pressing things in play. Great in Oath sealed and maybe in some constructed big mana deck but just underwhelming in cube.

Didn't Make the Cut
Kozilek's Return

I'm not playing any of the large Eldrazi in my cube so the second ability is an actual whiff in my cube. That makes this just an instant speed Pyroclasm for one more which I'm not playing. If your cube runs the big Eldrazi spells this definitely goes up in value but for me, it's pretty bad.

Green
In                     Out
Oath of Nissa Plummet

Oath of Nissa is essentially a green Ponder which is something every color can appreciate. Ponder and Preordain always serve important roles in smoothing out draws and the fact that this hits both creatures and lands makes it very mulligan friendly and smooths the curve with an inexpensive cantrip that green totally lacks. This fills a need and serves important utility. A huge addition. The only question is what to cut.

Plummet is strictly a sideboard card that never got maindecked for obvious reasons. I think I was stretching for more green non-creatures and thought this would help shore up a weakness to fliers. Sideboard cards are tough with a cube so big because you can't rely on seeing them so green just relies on other colors to shore up that weakness and it's been fine.

In                     Out
Prey Upon Beast Within

Let's talk about these together. Beast Within is just not worth the investment. The 3/3 body is very relevant and oftentimes results in this being left in sideboards in favor of removal in other colors that's both cheaper and cleaner. Prey Upon seems like a removal spell that will rarely get put in sideboards because its so cheap and clean. You can easily cast a spell and then "kick" the spell with Prey Upon or leave mana up for instant speed tricks.

In                    Out
Sylvan Advocate Wolfir Avenger

The land clause on Sylvan Advocate is going to be flavor text 90% of the time since there are just so few man lands and awaken cards in cube that you can play. Other than that, this guy is great in green aggro (which I don't support anymore) and acts kind of like a Scute Mob or Dragonmaster Outcast in that it sits around trying to avoid dying for a while until it gets out of control. The difference is that both the other cards are absolute must kill on sight since when they become active they take over a game entirely. This guy's high end is a vigilant Tarmogoyf at 4/5. If you cast this with six lands already in play its obviously bonkers and getting six mana should be doable in most games. I think this is a good way to lower your overall curve in your deck without sacrificing late game power. 

Wolfir Avenger was fine but unexciting. Having to wait for turn five to ambush and regenerate caused some headaches and his body is just a little too small to act as an attacking force. Oftentimes this was very defensive and slowed the game down as a Drudge Skeleton. Not bad, but not efficient or offensive enough.

In                       Out
Nissa, Voice of Zendikar Garruk, Primal Hunter

The newest iteration of Nissa is extremely powerful and easily cube worthy. If you are a doubter just trust me she plays SO much better than she looks. The only question is whether or not it beats out Garruk RelentlessGarruk, Primal Hunter or Nissa, Worldwaker because I only have three slots. All three are extremely powerful and work great in my cube. I am not cutting Worldwaker because she is both relatively new and extremely fun. I don't want to cut Primal Hunter because its a really great incentive to play green and a personal favorite. Relentless is one of the more varied planeswalkers in terms of abilities and leads to really interesting gameplay. If I had to pick one I would say Primal Hunter gets the axe just because its been around the longest and I like to switch up the planeswalkers from time to time. I'm holding on to my copy of Garruk though because I see a switch happening down the road sometime if I want to mix it up again.

Colorless
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Hedron Archive Smokestack

Hedron Archive serves the same role as Thran Dynamo while also providing some late game utility when the big mana deck runs out of gas. That second part is something that is sorely, sorely needed and I have been very impressed with the Archive when its been in play. This is a pleasant surprise and I hope more like it appear since they are always feel good stories.

Nobody plays Smokestack. Just nobody. Is it powerful? Sure. Is it fun and interactive? Not particularly. So what function does it serve? It hoses control decks by limiting the amount of lands they have in play while being simultaneously too expensive and slow for aggro decks to actually utilize. So what decks play it? Decks that can take advantage of sacrificing permanents better than their opponent. The problem is you can't control what your opponent is playing and tokens decks don't really need help. Also, NOBODY PLAYS SMOKESTACK. This is a sacred cow that is here on reputation more than actual results.

Didn't Make the Cut
Captain's Claws

If Captain's Claws made a 1/1 token that came into play not attacking this would be great. Even if it came into play tapped this would be great. The problem is that the 1/1 is almost always going to die by getting blocked by some random 2/2 utility creature that usually stays out of combat. The rest of this card isn't worth it by cube standards because it doesn't pump toughness meaning your creatures won't be winning any combats it otherwise would have been losing or trading in. The only time this is going to be good is when you can accrue tokens for the long term. I am skeptical that scenario exists more than a small percentage of the time. 

Azorius
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Reflector Mage Narset Transcendent

Reflector Mage is pretty solid. Bouncing a creature and giving yourself a turn of breathing room is nice since by the time they recast it you can plan around it and have mana open. The body is better than expected for this cost and effect and I like that you can just throw it into combat willy nilly after it does its thing. Is it great? Not really, but I don't think it has to be. I think it's on the bottom end for Azorius right now but it has room to move should it overperform.

Narset is just butts. That's it. The whole card is flavor text. I wasn't terribly high on her to begin with but wanted to try her out. The all spells decks doesn't really exist and you whiff on her way too often to be worth playing. Sure, you get a lot of loyalty but you don't do anything with it. Your best bet is to use the -2 ability over and over until she dies which isn't interesting or fun. I'm not bringing back Venser since he has his own problems and I don't think anyone will complain with fewer planeswalkers total. I know I'm not.

In                      Out
Azorius Charm Detention Sphere

Azorius Charm is pretty unassuming. What it does is usually unheralded but necessary. It works well in control or aggro decks which is perfect for this color combination and being able to cycle it just feels great. I'm always up for a little utility.

D Sphere has been solid, if unexciting. The problem is that it's just another Oblivion Ring effect when white now has tons of options with that ability. It's just not needed anymore and it being gold doesn't actually make it better since the ability to exile multiple things doesn't come up in cube. Times change. I still like you D Sphere, it's not you, it's me.

Golgari
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Baloth Null Deathrite Shaman

If you have ever seen Baloth Null in play you understand why I value it so highly. His body isn't as impressive in cube as it would be in regular limited but it's still large enough to rumble in the red zone. The ability is really strong in cube where each creature has a lot more value and it fits nicely in the Golgari guild where grindy advantages are key. I'm going to be honest, this isn't the most powerful cube card in the world but...damn is it just so much value. I'm excited to cast it at least!

I have not been very impressed with Deathrite Shaman in cube. If you can't use the mana ability this loses a lot of value and more often than not you can't use the mana ability because you don't have fetch lands (720 card cube) and neither does your opponent. At most you get one use out of the mana ability and then rely on gaining or losing life depending on what's available in graveyards and the board state. That's not bad but it's never what people want to do with this. The average case scenario is just so much lower than the best case scenario

Izzet
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Keranos, God of Storms Steam Augury

Keranos really provides a lot of value regardless of whether or not he is a creature. The abilities on him are just so good the longer the game goes regardless of which ability to trigger or how many times. If you are able to make him a creature he is totally out of control. Either way he's a lot more exciting than Steam Augury.

Steam Augury was accurately identified as a worse Fact or Fiction when it was released, the only question was how much worse was it. In actuality it's not all that much worse  but the problem is that Fact or Fiction isn't as strong as it used to be as creatures have gotten better. It's only still great because it gets you what you need no matter what. This oftentimes won't so you are banking on the greatest value. Much of the time though, you can't afford to not get what you need.

Didn't Make the Cut
Jori En, Ruin Diver Stormchaser Mage

Both of these cards are easily abusable in the correct constructed deck but putting that together in cube is very difficult. For the sake of consistency I am just leaving both of these on the outside looking in. Of the two, I think Stormchaser Mage is closer but I don't want to cut any of the noncreature spells for it and the other creatures are just way more splashy and exciting which is kind of the point of the gold section.

Orzhov
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Ayli, Eternal Pilgrim Putrid Warrior

With the removal of black aggro support, Putrid Warrior loses just enough value to fall out of contention. Ayli still works in decks that want to attack but is also just so much more powerful when things go wrong for you. You get an extra point of toughness plus deathtouch for the same cost and while the last ability is probably just not realistic the middle one can be very impactful. This is a pretty strong upgrade. 

Land
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Hissing Quagmire Woodland Cemetery

I think Wizards realized this time around that man lands are really, really oppressively good in constructed formats. The power level of the new man lands is nowhere near their Worldwake brethren, and that's ultimately okay. I think the deathtouch and cheaper cost here makes Quagmire the best of the three new lands even with the small body. It's certainly more exciting than Woodland Cemetery which is the ultimate "okay" land for cube.

In                      Out
Needle Spires Temple of Triumph

Boros really doesn't want too many come into play tapped lands so I want to limit those. In direct comparison, it would much rather have a land that becomes a creature over a one use Scry 1. I don't think the rate for this man land is all that great but it's a good mana sink for an aggressive deck once it empties its hand and man lands always play better than they look on the surface. That said, this is probably the worst of the three new ones.

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Wandering Fumarole Sulfur Falls

Sulfur Falls, like Woodland Cemetery above is fine but unexciting and can't be played on turn one for profit. I like getting the man land in there as its useful range is quite wide. Sometimes the blocker will be nice and if your opponent has an empty board it threatens a lot of damage that adds up quickly. It also acts as a very annoying attacker just as a 1/4 on the right board. Again, not as good as the Worldwake man lands but they should still be serviceable.

Conclusion

The intrigue of this set relies heavily on where you stand with colorless mana. If you are going out of your way to include these cards and maximize their potential, your cube is in for a massive overhaul because simply adding Wastes to basic lands isn't going to be worth the stress on your mana bases. With mine, there wasn't much going on once I set aside all these cards as they were some of the most interesting in the set. Regardless, I think that this was the correct decision for the overall health of my cube and I stand by it. I am really looking forward to Shadows Over Innistrad and a return to some graveyard synergy (no, it's not confirmed but...come on...let's get real, it's going to be in there). I'll see you all then.

Have some fun out there!

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...