This is my 8th installment of the "top 20" set preview articles.
Just like the previous review, it will be in a spoiled top 20 countdown format, with each section having an image, a brief summary/description, and my verdict on what cubes I think it could potentially see some play in. I have changed it up in one small way this time though. I will have each section broken down into a "Description", "Things I like", "Things I don't like" and the "Verdict" instead of having all the info thrown into one big blob of text. Hopefully it'll be easier to read that way.
Keep in mind (just like the others) that this is a set preview. Similar to draft predictions in professional sports, this list is an educated guess at best. Some cards I value highly in here may turn out to not last long in the cube. Other cards that are lower down on the list (or even missed entirely) could (well, very likely may) turn out to be great cards. Even Tom Brady was drafted in the 6th round! Again, this is not intended to be gospel, set in stone or written as a review for posterity. This is simply written to be an enjoyable guess at cards I like for cubes, and hopefully it'll allow some cube managers to evaluate cards they may have otherwise overlooked and/or put some cards in perspective that may've been overhyped. Nothing more.
Born of the Gods was a relatively disappointing set for the cube. This is very much the mood-killer that Gatecrash was to Return to Ravnica; a sub-par (for the cube anyways) follow-up set to a glorious cube release that was Theros. I really had to scrape the bottom of the barrel and be particularly generous with some of the evaluations towards the bottom.
Hope you enjoy!
Bile Blight
A pretty basic removal spell that has opportunities to remove multiple threats when dealing with tokens.
What I Like: -3/-3 at instant speed for 2 mana isn't an awful way to start a removal spell. I like that it can deal with token generators and potentially multiple threats/blockers at once. Even the bigger tokens like Beasts and Elephants can be dealt with by one card, which previous similar effects like Echoing Decay cannot.
What I Don't Like: When it's being used as a regular removal spell, it's pretty bad. For the same cost, you can get -4/-4 on other spells that already don't see much (if any) cube play. I also don't like the cost. If you really need the effect to deal with a good early utility creature or aggressive threat that's beating you down, Having to wait until T3 before your becomes available can be really bad for you.
Verdict: It's a sub-par removal spell that only has real value in huge cubes that heavily support a token subtheme. I can't see cubes smaller than 810 really being interested in the card unless token themes are winning draft after draft.
Fated Intervention
A green 5-drop that has reasonable powerlevel, and flexibility between essentially flash and scry.
What I Like: 6 power for 5 mana isn't bad. Getting two threats is good for token/anthem type strategies. The instant speed is good for generating blockers that can double as removal spells. OR scry is available when you're the aggressor, which can tuck lands and keep you in gas.
What I Don't Like: Plain and simply, the competition. The green 5cc slot is crowded with excellent cube cards. Even on top of the deep suite I run at 450, there's 3 more 5cc green cards on deck that I'd add before this card. I also don't like the fact that it's a spell and not a creature. If it were a 3/3 creature with flash that put a token down instead, it would open itself up for more tutor opportunities, reanimation/blink/bounce shenanigans and really give it a chance to compete against the other better options that are out there.
Verdict: A solid 5-drop that will miss the cut because of competition, and not because of the quality of the card itself. It wouldn't make the cut for me unless my cube was at least 810 cards or so.
Archetype of Courage
A white 3-drop that changes how combat works in a big way.
What I Like: Global first strike is much better than it looks on paper. There's a lot of combat in the cube, and this changes how it works. Your opponent can't offer up combat trades. Double-blocking becomes extremely good. You can attack into board states you otherwise wouldn't be able to swing into. It's an effect you'll have to play in limited in order to fully respect.
What I Don't Like: The body. White has stellar options for efficiently costed 3cc creatures in terms of the threats they represent. While the impact is big, the body is not. Plus, even though the "dies to removal" argument usually doesn't hold much weight in terms of evaluating 3-drops, it's absolutely crucial for this kind of effect. Because, once you elect to make attacking and blocking decisions based on the ability, a single removal spell can wreck you. Just imagine how devastating it would be to make all your blocking assignments with the information that all your dudes are first strikers, and have all those abilities disappear before combat damage. Goodness, that would be painful.
Verdict: Powerful effect on a risky body. I would definitely consider the card for larger cubes, because once the top layer of white 3-drops is gone, this will be a more attractive inclusion. I could see people running 720 card cubes being interested in giving this creature some extended playtesting.
Satyr Firedancer
A fragile red 2-drop that has potential for assisting in big damage plays.
What I Like: The ceiling! He's a small splashable investment, and it turns all your Lightning Strikes into instant-speed, landfall-triggered Searing Blazes. In decks that are playing a really high number of burn spells (counterburn, spells matter.dec, etc) it can really do some work for you.
What I Don't Like: A couple of things. In a deck where he's really going to be good, you're not going to have a lot of other creatures. That means that the body will be ripe for your opponent's removal, potentially early on. Secondly, the body is really fragile, and frankly, pretty useless. A 1/1 isn't great, and it can be disenchanted to boot. As a 2/1 this could've been our red Lotus Cobra, but as a 1/1, it just doesn't do enough on its own. There will be times where you'll resolve this and follow it up with back to back burn spells. But there will be times where you draw it late, have no burn to back it up, or it simply dies before doing much, and in those cases, it'll be really bad.
Verdict: Bigger cubes (~720-ish?) looking for more playables in the spells matter.dec will be happy to give this dude a trial run, I think. When you have a Young Pyromancer, Kiln Fiend, Guttersnipe and this guy in play, your Lightning Bolt becomes one hell of a spell.
Astral Cornucopia
Another Darksteel Ingot/Chromatic Lantern variant with a 6cc double-ramp mode and some 0cc interactions.
What I Like: I like the fact that it can be tutored by Trinket Mage, and occasionally cast for for the purpose of Tinkering away a free artifact or getting a free threat for your Tezzeret, Agent of Bolas. Plus, if you're totally flooded or playing a super-ramp deck, you can cast it in 6cc mode to get an expensive Sissay's Ring that taps for colored mana. It can be a free spell for your Storm decks too, if you support that deck. Plus, the nickname "The Porn Horn" is fun.
What I Don't Like: Even with all those interactions, the average performance of the card will just be a 3cc artifact that taps for one colored mana. I don't think the corner-case interactions and the 6cc (and/or 9cc) modes put it ahead of its better fixing/indestructible brethren.
Verdict: Large cubes that have multiple ways to interact with the fact it can be a 0cc artifact that ALSO play a super-ramp package where the 6cc and/or 9cc modes aren't irrelevant might get enough value from it to play it over (or in addition to) the other options. 720-ish material, if all of the above interactions/modes are relevant to your list (particularly if the Storm portion is also important).
Felhide Spiritbinder
Another ETB trigger abuse support creature in red.
What I Like: I like that the 4 toughness helps to get his trigger to occur. I like that there's a wealth of ETB creatures in the cube to help this guy generate some real value. I like that he can help red play to an identity outside of aggro/burn.
What I Don't Like: The competition is too huge. Red has a ton of more important cards for this slot, because aggro will always be critical to support. If you support LD, it makes it harder for this guy to get in. If you support tokens, it becomes even harder. It's hard to breach the 4cc slot in any section, but makes it harder to do it with a creature that doesn't really appeal to a color's primary strengths.
Verdict: Some cubes love to abuse the ETB triggers any way they can, and just like Kiki-Jiki, Mirror Breaker and friends, this is another red tool that contributes to that deck. So if you don't play LD or token support in red, and you do support the patriot bounce/blink/copy kinds of decks, this might be a usable 4-drop for larger cube lists. I know I'd want to give it a spin in a 720 card cube that supports that archetype.
Kiora's Follower
A Simic 2-drop that can abuse powerful tap effects.
What I Like: For a 2-mana investment, the potential ceiling is pretty high. I mean, if it's untapping cards like Mana Vault, Grim Monolith or Rofellos, Llanowar Emissary, you can really be producing huge quantities of mana in the middle portions of the game. Which can be big game with cards like Upheaval and stuff. If you support a super-ramp package and lots of cards that A) can produce multiple units of mana at a time and B) cards with high enough casting costs where having two of those effects on the board at the same time is actually useful (Eldrazi!), this may be a valuable creature. Also, has value as part of the Time Vault combo, randomly untapping your creatures for pseudo-vigilance, or even the WCS of untapping a land to ramp for 1, it will always be doing something.
What I Don't Like: 2 major things. For one, I don't support enough high casting cost cards where having two Mana Vault activations in a turn will be particularly needed. And secondly, in all the cases where I'm not untapping and subsequently using a card that is really broken to get a second activation out of it, I'm playing a gold creature with a really lackluster ability.
Verdict: Larger cubes supporting a super-ramp package that have multiple enablers for broken plays and multiple outlets to dump those broken plays into will get good use from this 2-drop. A 720 card cube supporting those kinds of decks will probably find a permanent home, and smaller cubes that focus on creating the kinds of plays she enables might use her too.
Xenagos, God of Revels
A Gruul 5-drop focussed on making the most out of your high-power creatures.
What I Like: There are a good many cards in the cube that are made pretty insane when both the power ability and the haste ability are relevant for the creature's impact. For example, curving from this God into a Primeval Titan is lights-out good. It's a strong Fires of Yavimaya variant, that as the sets continue to come out, there is more and more support towards making that archetype a real thing. This Xenagos is no different. If you're playing a midrange ramp deck with lots of mana ramp cards and a bulky supply of 4-6cc baddies that can really break both modes of his ability, he's a nasty customer.
What I Don't Like: I want my haste-granting cards to not cost 5 mana. I also want my pump spells to not cost 5 mana. I realize that he grants both, but even still, it's a lot of mana to sink into a supporting-role-only kind of card. It has a really high ceiling, but it also has a really bad BCS. If all I wind up doing with this guy is making one of my existing beast tokens get +3 power, it's a terrible investment. So it's draw dependent and really needs to have a bonkers creature right around its casting cost to be available (and resolve) or it'll totally whiff.
Verdict: Fires archetype is certainly a thing. And this guy is a good contributor for that deck. I think Gruul is too tight (particularly in smaller lists) to find room for this card, but cubes that are both big in size and big on making the Fires archetype a reality will probably be testing him at the very least. I'd say that ~720 (with a Fires support subtheme) will be the only home for this guy when the "OMG Haste + Berserk(ish) God!" phase wears off.
Drown in Sorrow
A strict upgrade to Infest.
What I Like: Infest isn't an awful spell, and this is a better one. 3-mana is cheep, and sweeping tokens/aggro beaters/mana dorks and utility creatures off the table early is valuable.
What I Don't Like: This would've been great not too long ago. But since the arrival of Toxic Deluge (which blows this card out of the water) and even cards like Black Sun's Zenith ...small to medium-sized cubes simply don't need that many sweepers, and the other existing options are better. I wish this had been part of the "Fated" cycle. Having the option between instant speed and scry 2 on an Infest would've been sick-nasty. As is, it's only fair.
Verdict: Larger cubes already using the better sweeper options will want to add this in as the next best card in its role. I'd play this at 720 myself, and players that heavily support MBC (mono-black control) in the cube might find room for this at ~630.
Herald of Torment
Black's best shot at a decent Bestow creature.
What I Like: I like the fact that it has flexible options. The 3cc mode isn't great, but it's there in a pinch. Likewise, the 5-mana mode is a solid investment. What's cool is that it's both cards. It plays different roles in both modes, and fills different spots in the curve, allowing you to fill two potential "gaps" with one card.
What I Don't Like: Neither mode is great. The creature mode isn't an improved option over several 3-drops that aren't even considered cubeworthy, and the spell mode costs 5 mana. 5 mana is worth a lot in the cube. It wouldn't have taken much to turn this guy into a card that even small, tight lists would legitimately consider, but flexibility doesn't make up for all the other shortcomings this card has. The Bestow is 1 mana too expensive, and the creature mode is worse than a truly cubeworthy creature in at least 3 different ways.
Verdict: Don't let my dislikes undersell the creature. Larger cubes will probably get decent use from this guy for quite a while. In fact, I'd play it myself in a 720 card cube. But I wouldn't be able to make room in anything smaller. Hell, Boon Satyr didn't even hack it for us, and it's much better (and provides effects that are much more valuable to its respective color) than this guy is.
Temple of Enlightenment
The Temple that's in the right color combination.
What I Like: Azorius control decks will get the most value from the effect, and be the least impacted by the ETB drawback. Making it a good fit for that color combination.
What I Don't Like: Even though this is probably the best combination for the Temple lands, this is still pretty far back on my list of support lands. Beyond the ones that I play, there's probably 2 or 3 more I'd add in as my cube grew in size. Nothing against the Temples, it's just that I think several other options are better.
Verdict: I'd add in a handful of other lands at the 540 and 630 sizes if I expended my cube, but at 720, I'd definitely be testing out this card over the other #7 land options.
Unravel the Æther
A functional reprint of Deglamer.
What I Like: I tested out Deglamer a while back, and I really like the effect for the cube. Compared to Naturalize, it circumvents some death triggers, prevents regrowth/reanimation effects, stops regeneration, gets around indestructible, etc. Additionally, I found value in tucking mana-related effects that my opponent really doesn't want to re-draw in the later stages of the game.
What I Don't Like: I prefer to have my green Naturalize-type effects stapled to creatures wherever possible, but when I can't have that, these are the best of the worse options. With this effect in particular, it will occasionally allow your opponent to re-tutor up the same big-game threat you just undid, or even allow them to raw-draw the same card you just tucked off the top. It sucks to have the answer to their big-game Sword just to see it re-drawn a turn later. But even so, those occasions will be rare.
Verdict: I prefer these effects to Naturalize. I would definitely play one of the two at 540, and I would probably play a pair of them at 630. I'd be playing both for sure at 720.
Reckless Reveler
A functional reprint of Torch Fiend.
What I Like: Cheap creature with built-in artifact removal utility. Most cubers are familiar with how Torch Fiend plays, and this is, well ...the same.
What I Don't Like: Needing in Shatter mode is a bummer, and unlike its buddy Hearth Kami, it can't blow up moxen for or Sol Rings for . More of an issue for powered cubes than unpowered ones though.
Verdict: I would play 1 of these three guys at 450-540, two at 540-630 and probably all three at 630-720.
Searing Blood
A 2cc burn spell that represents a lot of damage, and can clear a path without sacrificing player damage.
What I Like: 5 total damage for 2 mana is a lot. And being able to get both creature removal and player damage from the same burn spell is really valuable. Searing Blaze is a lot of damage for cheap, and this is similar, playing better in instant mode but worse as a landfall-live spell.
What I Don't Like: Mainly the cost. There are times when I really need my burn spells to be live in the early stages of the game (either to clear a path for my 1-drop or remove an important creature my opponent has out) and the double-red can keep me from being able to do so. Additionally, if my opponent doesn't have a target that I can kill with this spell, I can't use it as reach or planeswalker damage. And unlike the basic burn spells, I can't kill X/3 creatures with it either.
Verdict: I think this card is about on par with Searing Blaze, which I don't use in my current list. I would cube one of the two at 630, and probably both at 720.
Mogis, God of Slaughter
A 4cc indestructible enchantment that's a hybrid between a Sulfuric Vortex/The Abyss and a 7-power beater.
What I Like: The cost is relatively low for a god with the potential to swing as a 7-power indestructible guy. Both of the abilities are strong, but they're diminished by the opponent to choose which they suffer from. In a deck with a lot of removal and life-loss effects (like a burn-heavy deck or a Pox/Stax deck) you can eliminate the better choice for your opponent, and have the effect be more consistently powerful.
What I Don't Like: Your opponent gets to choose which effect they have to deal with. Both effects are bad for them, but if they have bodies on the board and you need the reach, you won't get it. If they have plenty of life and they need to preserve their board, they can just take the damage. So either way, you'll be getting an effect you want, but not the effect you need.
Verdict: It's no secret that I'm not a huge fan of the Rakdos guild cards that are available past the few that I think are cubeworthy. I could see this being the #6 card for me in that guild, which means I'd play it at 630. Figure out a way to get his devotion live, and a 7-power monster with those abilities is a serious threat.
Spirit of the Labyrinth
A 3-power 2-drop that shuts off sorcery-speed draw and neuters instant-speed draw.
What I Like: This creature represents the potential for powerful disruption on the cheap. It really changes how a lot of cards play in the cube. It shuts off sorcery-speed draw, and it severely hinders instant-speed draw that draws multiple cards. Instant speed cantrips are largely unaffected, but for the most part, draw is neutered. Draw-7 spells essentially become weird discard variants. It has the potential to hugely impact the way a game plays out, and it does it for cheap.
What I Don't Like: 1-toughness is a huge liability on a creature that you need to survive in order to keep the disruption going. When your opponent really wants it gone, not only is it killed by pretty much every removal spell in the verse, but it dies to Disenchant effects as well. There's also a chance that your opponent might not care about the creature being there, as they might not have any effects that it cripples. Or, there's a chance that it'll wind up preventing you from playing good draw magic that might be more valuable than the creature itself! Lastly, it only really has a huge impact on slower draw-dependent blue decks. Well, decks that play 3/1 creatures for don't usually have too many issues with slow control decks. So when this creature is at its best, the rest of your deck is firing on all cylinders anyways.
Verdict: I'll be testing this creature out for a bit in my 450 card cube, but my guess is that it'll wind up as a solid but not stellar white 2-drop, usable in cubes from the 540-630 range. However, the potential the card represents is too much for me to let it go without giving it a fair shot to prove its worth.
Pain Seer
A creature that's doing its darndest to be the next Bob.
What I Like: Dark Confidant #2 this is not. Lets get that cleared up right now. However, whenever you look at a card with a 1X casting cost and 2 power that represents even the potential for card advantage, you should pay attention to it. On average, I would expect to draw about a card a game off this guy. There will be times where he'll fall short, but there will also be times where he runs amok and draws you a bunch of cards. Also, he's really cool with Opposition.
What I Don't Like: Having to dodge 2 turns of removal and then attack into your opponent's board without dying before drawing a card (on the following upkeep!) ...is a lot of hoops to jump through to draw cards, and slowly.
Verdict: After some preliminary testing, this card is about on par with Blood Scrivener. Both cards have some hoop jumping required to draw cards. They both draw about 1 card per time they hit play. The Seer has a second toughness. The Scrivener activates Gravecrawler. The Seer is better in a removal-heavy aggro deck. The Scrivener is better in a Pox/Stax package. Scrivener costs you less life-loss on average when raw-drawing; Seer is really good with top-of-library manipulation effects. So really, it's 6-in-1, half-a-dozen in the other when it comes to these two dudes. I don't need both at 450, but I'm going to be testing Seer over Scrivener for a while to see how it goes. At 540, I'd very likely play both.
Courser of Kruphix
Oracle of Mul Daya's little brother may be the bigger player.
What I Like: I like Oracle, but I've always wanted a creature with some more survivability and combat prowess. Enter: Courser. The 2/4 body allows it to be a much better blocker and attack into more congested boards. I like that it's only a 3-mana investment and still represents potential card advantage. I also like the lifegain. It's like an Oracle that's more geared towards control than super ramp. Oracle was only really valuable when I had several 7+cc cards I needed to ramp into, and was constantly dying to ...everything. This creature costs me less mana, is much more survivable, and has abilities that I think will be relevant in more matchups.
What I Don't Like: Showing all my draws to my opponent. You can occasionally get good value from the information too, but it's definitely more of a drawback than a benefit. Additionally, it's a little lackluster on offense. Most 3-drops represent more damage than this guy does, but I'm willing to forgive that because of how valuable it can be on defense.
Verdict: I'm always interested in building interesting green control decks, and this is the perfect tool for that. I'm going to be playing it in my 450 cube, where I expect it to do good work. It could prove to be slightly out of the 450 wheelhouse and drop down to the 540 size comfortably, but I expect it to stay for a while.
Kiora, the Crashing Wave
"Kiora the Explorer"
What I Like: My midrange Simic decks tend to beat up on aggro decks pretty well, but can suffer in the midrange mirror and against control. This happens to be Kiora's specialty. Isolating a threat is a much bigger deal against decks that have smaller numbers of creatures, so Kiora is at her best against control when the rest of your deck is at its worst. It's always nice to have a handful of cards available that shore up your deck's greatest weaknesses. The threat isolation is great. It frees up attacking lanes on your turn, and protects you (and herself) on your opponent's turn. Also keeps things like manlands and other planeswalker damage under control. And the card advantage (that doubles as tempo advantage sometimes too) is great. It's always nice to be able to out-resource your opponent in the mirror match, where all of her abilities are relevant. Lastly, the ultimate is pretty sick. It's time to unleash the Kraken.
What I Don't Like: She struggles against aggro and burn. When your opponent is playing swarm aggro with lots of threats or has lots of burn available, she crumbles after having very little impact on the game. Even though the rest of your deck is good against aggro so this shortcoming isn't a deal breaker, it's still a damn bummer to have your 4cc multicolored spell be countered swiftly by a Lightning Bolt.
Verdict: She's been very good in playtesting, and I'd currently have her ranked as either the #4 or #5 card in Simic, depending on what you like to do with that color combination. I like Simic's gold cards more than the average cube drafter though, so there's a chance that quite a few people will slot her in the top 3 just because they dislike the competition. For me, she's a 450 card with a chance to get bumped down to 540 if things start to turn sour. But others might find room for her in even smaller lists.
Brimaz, King of Oreskos
The Oreo King.
What I Like: Well, everything. This creature is probably the best white 3cc creature in the cube. Not only does it represent the greatest raw damage output of any white 3-drop in the cube, but it also contributes to the token/anthem archetype as well. Oh, and it's a stellar defensive card as well, without having to give up any of the offensive capabilities. It effectively swings for 4, and then the vigilance provides you with what essentially amounts to a 4/5 blocker. Even if a 4-power creature is able to take it down on offense, it still leaves a cat token behind for you. Bring in any sort of anthem/battle cry type effects and this thing goes from broken to way beyond broken. Again, on offense and defense simultaneously. For 3 mana.
What I Don't Like: The 1/1 it creates on defense is usually irrelevant, as it will just die and keep some damage off the main body. But oh well, you can't have everything. You won't lose everything on defense unless you elect to block a 5-power attacker with it, so I suppose 5-power attackers are this guy's Achilles heel?
Verdict: It's been spectacular in playtesting. Often leaving the opponent to have to trade creatures and burn spells to remove the body, and still leaving a couple of tokens behind. I'd play this at 360 and everything smaller.
Thanks for reading! Please leave a comment and let me know what you thought.
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cant believe this is the 18th installment. Feels like just yesterday we were just talking about your classic cube and why Desolation Angel was such a sweet card.
anyways.. thanks for the write up and keep it up.
AznO
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no real qualms about the rankings~
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like a few other cubers I took the majority of the green aggro out of my cube since it was just completely unplayed.
maybe with warden of the first tree, i will try to bring that archetype back. Still wishing for 2/1 for G with no drawback
always nice to have a few aggro cards at the top of the list!
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(Jk, I know it is One Piece )
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can't really disagree too much with the order.
i probably undervalued how good Imposing Sovereign could be, might need to give that one a shot
Depending on your the size of cube, 3-7 solid cards for cube from a core set aint bad imho.
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As usual your statistical knowledge has been invaluable to the cube forum
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Hi Eidolon
Math question (apologies for being n00b)
having a hard time getting to the Y=0.27
Would this be
43/(58*270/450) = 0.27?
I cant seem to get that.