Excited to have more of these! Just gotta find a cut. I've been considering cutting Urza's Saga for not having enough hits, but that's still probably incorrect.
Can't find an English image, but will add when available. Here's the German images for now
Restless Reef
Land (R)
Restless Reef enters the battlefield tapped.
T: Add U or B
2UB: Until end of turn, Restless Reef becomes a 4/4 blue and black Shark creature with deathtouch.
Whenever Restless Reef attacks, target player mills four cards.
This is no Creeping Tar Pit. I'm a bit disappointed by it being mill, which can very much be a double-edge sword depending on the matchup, but it is a 4/4 with deathtouch, which are pretty solid stats. I'll still run it alongside Tar Pit, but it's definitely one of the less exciting ones for me.
This is a lot of value for 2G. A 3/4 vigilance upfront that comes with one Map token seems like a decent failure case, and it generates an additional token when it attacks? There's a decent chance that it's attacking as a 4/5 on turn 4, or you're drawing an extra (land) card. Not sure what the cut is for this, but the stat line plus artifact tokens seems like an easy include at 630. Not sure exactly how small of a cube this makes it into, but stats + tokens feels great.
I haven't run Dreadbore in a while, but have considered putting it back in (that or Fire Covenant). The number of hits in an unpowered cube is pretty low (I have 15 hits at 630), but it is still upside, and most of the hits are great hits. I expect to cut SNC Ob Nixilis to make room for this.
I'm not sure about this one, but comparing it to Mosswood Dreadknight isn't super fair when Golgari has stronger guild options than Selesnya does. Selesnya has a fair number of creatures that cost 3 or less in the cube, including pretty much all of the other Selesnya guild slots for me. It would be competing against Voice of Resurgence for me, so it would depend on how the value generated from the attack triggers stack up against the elemental on death + play pattern warping from Voice.
I’d maybe consider it if it had some form of evasion, but there are so many looters available at this cost with evasion (or some other additional upside) that don’t require a second permanent for value. I don’t think this is that comparable to the Battle Bus.
I'm still planning to run all of the Restless lands, given my cube size, but this one seems like it's the one most likely to just replace the existing creature land for the guild if you can only run one. Being able to push damage and rummage (and +1 toughness) feels a lot more relevant than being a mana sink that dies to shock.
It might actually be on par with some of the stronger original ones?
EDIT: Being in BR, this is also not the worst way to get a reanimator creature rotting in your hand into the bin in a pinch. It's slow, but it helps that it's on a land.
This seems like a pretty solid removal spell. It doesn't solve a token flood problem like Declaration in Stone, which I've seen some lists still run, but it is an instant and can also hit planeswalkers and enchantments. I'm not quite sure how much of a drawback two Map tokens will be, but being able to answer two relevant permanent types (and enchantments as a bonus) for 1W seems like a good deal to me.
I probably will be cutting an unrelated card to go up a removal spell here (likely Heliod, Sun-Crowned, who I run but don't run consistent enough combos with).
I was surprised to find that this was the first repeatable noncreature loot effect that doesn’t require additional mana to loot (and that actually puts the card into the graveyard).
I don’t really care about the mana ramp, but just having a colorless, repeatable loot that doesn’t otherwise mess with my curve is worth considering for sure.
This card fails the Vindicate test for not having haste, but the potential value on this seems great, and it most likely bricks your opponent's attack before you untap with it, since it has Baneslayer stats. A 5-drop that creates Treasure tokens feels a little weird, but overall I think that the stats plus how much card advantage it threatens to offer makes it worth testing.
This card seems decent, and moreover, this presumably means that the entire cycle will be completed quickly. I think I'd give this the nod over Stirring Wildwood, but I'm not in the position to have to choose currently. This plays pretty nicely into a GW go-wide theme, and I think it'll probably stick around for a while for me.
I completely missed that this triggers on ETB and was very underwhelmed. I think that my cube is big enough to test this, so I'm excited to give it a try!
White
Get Lost replaces Heliod, Sun Crowned
Blue
Malcolm, Alluring Siren replaces Meloku the Clouded Mirror
Kitesail Larcenist replaces Spellseeker
Black
Deep-Cavern Bat replaces Blade of the Oni
Spitting Dilophosaur replaces Woe Strider
Bitter Triumph replaces Cut Down
Red
Inti, Seneschal of the Sun replaces Dire Fleet Daredevil
Trumpeting Carnosaur replaces Strangle
Green
Sentinel of the Lost City replaces Nightpack Ambusher
Multicolor
Restless Anchorage replaces Glacial Fortress
Restless Reef replaces Drowned Catacomb
Restless Vents replaces Dragonskull Summit
Molten Collapse replaces Ob Nixilis, the Adversary
Restless Ridgeline replaces Rootbound Crag
Restless Prairie replaces Sunpetal Grove
Kellan, Daring Traveler replaces Voice of Resurgence (test)
Indoraptor, the Perfect Hybrid replaces Ognis, the Dragon's Lash
Colorless
Promising Vein replaces Shimmerdrift Veil (or possibly Urza's Saga, which I'm still unsure of in unpowered)
Restless Reef
Land (R)
Restless Reef enters the battlefield tapped.
T: Add U or B
2UB: Until end of turn, Restless Reef becomes a 4/4 blue and black Shark creature with deathtouch.
Whenever Restless Reef attacks, target player mills four cards.
This is no Creeping Tar Pit. I'm a bit disappointed by it being mill, which can very much be a double-edge sword depending on the matchup, but it is a 4/4 with deathtouch, which are pretty solid stats. I'll still run it alongside Tar Pit, but it's definitely one of the less exciting ones for me.
This is a lot of value for 2G. A 3/4 vigilance upfront that comes with one Map token seems like a decent failure case, and it generates an additional token when it attacks? There's a decent chance that it's attacking as a 4/5 on turn 4, or you're drawing an extra (land) card. Not sure what the cut is for this, but the stat line plus artifact tokens seems like an easy include at 630. Not sure exactly how small of a cube this makes it into, but stats + tokens feels great.
It might actually be on par with some of the stronger original ones?
EDIT: Being in BR, this is also not the worst way to get a reanimator creature rotting in your hand into the bin in a pinch. It's slow, but it helps that it's on a land.
This seems like a pretty solid removal spell. It doesn't solve a token flood problem like Declaration in Stone, which I've seen some lists still run, but it is an instant and can also hit planeswalkers and enchantments. I'm not quite sure how much of a drawback two Map tokens will be, but being able to answer two relevant permanent types (and enchantments as a bonus) for 1W seems like a good deal to me.
I probably will be cutting an unrelated card to go up a removal spell here (likely Heliod, Sun-Crowned, who I run but don't run consistent enough combos with).
I don’t really care about the mana ramp, but just having a colorless, repeatable loot that doesn’t otherwise mess with my curve is worth considering for sure.
This card fails the Vindicate test for not having haste, but the potential value on this seems great, and it most likely bricks your opponent's attack before you untap with it, since it has Baneslayer stats. A 5-drop that creates Treasure tokens feels a little weird, but overall I think that the stats plus how much card advantage it threatens to offer makes it worth testing.
This card seems decent, and moreover, this presumably means that the entire cycle will be completed quickly. I think I'd give this the nod over Stirring Wildwood, but I'm not in the position to have to choose currently. This plays pretty nicely into a GW go-wide theme, and I think it'll probably stick around for a while for me.