I would not Cube Ice Cage. There are just too many ways that my opponent can make it fall off in my cube, without even scratching his creature. A quick look through showed over 30 cards that can either benefit or at least not harm the Caged creature. I would cheerfully play it if I was in heavy blue in an M10 draft but that's about it.
The Pact of Negation and Slaughter Pact are both great cards in cube. I particularly like them in multiplayer, as you keep the mana open retrospectively, if you see what I mean. There's no point killing a creature or countering a spell unless it is harming you more than the other players, so you don't have to delay developing your board.
Tainted Pact we tried but didn't really like. You just always wished it was a proper tutor. It doesn't really feel like a tutor, more like a cycling card that you can keep cycling until you hit something you like. The basic land thing isn't too bad. In a two colour deck you might have 7 of each colour of basic land, so if you turn over a basic land with the pact you have a less than 1 in 5 chance of turning over an identical one. The problem was more that the card you really wanted would be too near the bottom, and you would end up settling for something less to avoid the risk of decking.
I don't know if it was the first rare I cracked ( I didn't realise there were different rarities in the packs when I started) but Nightmare was the first I remember. I liked playing black and in a mono black deck it was essentially a flying 6/6 for 6 that would only get bigger; pretty good back then. Decks were terrible back then: we would pool our cards and each pick a colour at random, then build a deck out of cards of that colour. Basic lands were a third of the deck. If I could travel back in time and teach myself what I know now about deck building... This story is pretty common amongst players who started with A/B/U. It's not that we were stupid (hey, we worked out Banding from a rulebook with 2 point type) but the concept of a CCG was so novel we were starting from nothing.
Metamind's list seems very fair. At first I wondered at how white is particularly benefiting from the new cards, but I don't think it will unbalance the cube. Of all the colours it probably needs the most help.
Loam is a card that does almost nothing by itself. I try to avoid such cards in my cube if possible. It has managed to cling on to its position because when it is good it can be very good. It can provide raw card advantage for things like Stormbind; can wreck an opponent's mana with Strip Mine; can fill your graveyard for reanimation; get lands for playing retrace spells. Each draft it crops up, someone seems to find a new combo for it. I think that is why it stays.
The cube has been updated over the weekend, thanks to a bit of trading in response to suggestions.
Red has seen the most cards swapped and is now playing a lot better. Other changes have been to get rid of cute cards and replace them with more powerful ones. There have also been a few experimental swaps, just to tr out some cards that seem interesting.
I have logged the changes and updated my lists on the 1st post.
Bondafog's suggestion for Multiplayer cards worked well. We started out as an even number (6) and drafted regularly, but if you had a "MP" (written on the sleeve in permanent marker) card in your booster you could discard it and add a replacement. When one of our group had to leave after that draft, we redrafted for multiplayer (star format) but you were not allowed to discard the "MP" cards. This was very easy to get, quick to implement and we were happy with the result.
Because of this we may add back in some of the more egregious multiplayer cards (e.g. Blatant Thievery) which would be rubbish in duel. There is still some debate as to where the line is drawn for the MP cards, so this will take a bit more working. The aim would be to have maybe 5 cards in each section that are MP, and the rest be a fairly traditional power cube. So far it is looking like a good plan.
I'd cut Rare-B-Gone from BR. The effect is similar to Void but harder to control (and of course one mana cheaper). Such a fun card, though.
I'd cut Firespout from RG. It seems to run contrary to the RG theme of efficient beaters as it kills many of said beaters. I'd like it more if it dealt that damage to players as well, as Earthquake or Hurricane do. I will admit to an unhealthy attachment to Hull Breach: my cube is used for multiplayer and with several other players at the table you are practically guaranteed a 2-for-1.
@wingedcoyote: Mmm, pie... This would of course be the ideal. If you could find a way of explaining the credit card statements to my wife to her satisfaction then I will take this approach.
@bondafog: I quite like this idea. As an aside, when I used to play in limited tourneys I marked my sleeves (on the faces obviously) with a permanent marker so I could easily identify what cards I had sided in. Tht idea I got from the gold bordered decks which had the sideboard cards marked with a little SB symbol. It sounds, though as if you are suggesting, the cards would effectively cycle for free! I think I would have it that if there was a multiplayer card in one of the boosters, that player could reveal it and draw another at random. If they wanted to leave it in or pick it that would be up to them, but it would probably be a sub-par card for duel.
@Calibretto: I agree that the cube should be the best of the best. "Best", however, is context dependent. Some cards that are great in duel are much worse in multiplayer. For example, Dark Confidant would typically be a higher pick than Graveborn Muse for duel, but in long multiplayer games (probably with a higher mana curve) he may well kill you before a player does.
At the moment I am liking bondafog's plan. I think I will aim for a fairly standard cube (perhaps favouring cards that are even better in multiplayer, like Taurean Mauler) but add in a handful of marked cards that are only used in multiplayer.
My cube thread has a huge excel spreadsheet that includes most cube-worthy cards, as well as cmc, power, toughness, oracle text, power rankings comparison to other cubes, etc. Alter the "# in cube" column to match your cube and the man curve for each section is on the statistics page.
The cmc's are highlighted if they are not standard, e.g with kicker, evoke, morph, etc.
@Calibretto: Thanks, I'll give those lands a try. They're not too pricey so I'll give them a go. The point about helping black is a good one, as several cards have heavy B in the casting cost. Does it allow you to run cards like Consume Spirit?
@wtwlf123: A valid point. The converse is also true, however. Many cards that are excellent in duel do not scale well to multiplayer, for example weenies, counterspells, targeted discard, burn and sorcery speed removal. My options would seem to be:
1) Accept that there will be some cards that go late if they are intended for the "other" format (what we do now).
2) Only have cards that are good in both duel and multiplayer (means missing out on a lot of great stuff).
3) Have a "transformational sideboard" swapping cards for the format we are playing (a hassle).
Thanks for the responses and encouragement! This is not exactly a first draft: the cube has seen some significant play in its previous iterations. As you can tell from some cards on the spreadsheet, some of our early choices were pretty daft. At the weekend, however, I went to a legacy tournament and traded away a bunch of revised duals and onslaught fetches. I was trading 3 out of 4 from playsets, as the only MtG I play now is Cube or EDH. It was very pleasing to see how much those cards had gone up in value since I bought them! Anyway, I traded for stuff I needed for the cube and got it approaching respectability.
Darkmindtone suggested additions:
Obviously, as they are on my watch list these are all cards I considered. I wish I could gather up those missing electrons from your longer post!
Planeswalkers: Perhaps the greatest omission, there are none of these in our cube. For various reasons, I and my fellow cubers stopped going to drafts/tournaments during Time Spiral block. This means we missed out on both playing and picking up this shiny new card type. They are ubiquitous amongst serious cubes, so I don't doubt their worthiness. We would have to figure out how to draft and play them, though, plus they are all pretty pricey. The plan is to add them as they rotate out of Standard and/or we get bored with the cube and need a new card type to play with.
Ravages of War/Rout: Catastrophe fills the slot of extra Wrath/2nd Amageddon. I feel I have enough White mass removal already.
White 3 drops: My white 3-drop creatures are a little sparse. I particularly like the Flickerwisp and Soltari Champion, as they have a single W in their casting cost.
Careful Consideration/Foresee/Concentrate/Tidings/Opportunity: I'm still trying to get a feel of how much blue card draw/card selection is the right amount. Careful Consideration is the first of these I would put back in, as it can be played as an instant and supports my reanimator theme.
Confiscate/Persuasion/Take Posession: Similarly, how many stealing cards does a 550 card cube need? I love these effects, particularly in multiplayer, but cut back a little on them. Would you recommend any of these over, for example, Dominate?
Court Hussar: This guy keeps coming in and out. I love comes into play effects, especially in blue and white. Our plan is to keep the cube small, but have a "Substitutions Bench" to mix things up and give a bit of variety. This guy is on that bench.
Juzam Djinn: We have Plague Sliver instead. I like how the Sliver interacts with the Shapeshifters in the cube, making it more intersting (though less evocative) than the Djinn.
My red definitely needs attention: messy mana curve, sub-par choices, etc. I think this is because I find it a boring colour (my least favourite in MtG) so when I allocate my card buying budget I have tended to buy cards in other colours that are more interesting than yet another do X damage spell. I need more discipline in the colour that hates discipline.
Tarmogoyf, Chameleon Colossus, Kodama of the North Tree, Cloudthresher, Plow Under: These should be in the cube. I am funny about proxies: I am happy to proxy for cards that are hard to get and super costly, e.g. power 9, or for older cards where the oracle text differs greatly from the printed text, but I baulk at buying more recent cards that I could one day see myself buying for real, particularly if they might drop in price once they rotate out of standard. Utterly irrational I know, but there you go.
Behemoth Sledge: This would be swapped for Armadillo Cloak. Which is better? I am inclined to go for the equipment, as its reusability in multiplayer outweighs the fact it is slower.
Rav Duals: These are kind of all or none, so represent a significant investment. Maybe I just need to save up a few months magic investment and take the plunge.
Rishadan Port: I have a playset of these and have no idea why one is not in the cube.
Mutavault: Cost issues again. How much do you get on ebay for a kidney? I have a full playset but only need one to play Cube.
Shelldock Isle: I have tried to keep the coloured activation lands even. Maybe I'll try this instead of Faerie Conclave.
wtwlf123 suggested some weaker cards:
These cards fall into two broad camps, cards that are bad in duel but great in multiplayer, and cards that should probably be cut.
Beloved Chaplain is a bit of a pet card. He has uses as he can block all day (if attackers have no evasion) and is unblockable (and can do great things with equipment like SoFaI or SoLaS). And he just seems like such a nice guy with his quiet dignity, pet hummingbird and cue-ball noggin. He should go. Bye bye, baldie.
Furnace of Rath: This card is, in my opinion, vital for Red in multiplayer. It scales up all the burn helping Red to compete, and it ends games more quickly, altering the game to be plyed more on Red's terms.
Copper Myr: Entry error. I'd better check what this card should have been.
Shizo, Death's Storehouse, Kher Keep: These are attempts to keep coloured activation cards balanced. I should probably just not bother trying to do this unless you have better Black or red suggestions.
Thanks for the feedback. As well as the outright errors it is good to be challenged on card choices. I don't want my cube to be overly clogged with pet cards or inclusions that are only good in perfect circumstances.
I have read this thread with interest as I feel it raises an important point.
First a caveat: I don't think we should agonize too much over this. Because we are designing a cube for drafting, the process of drafting and deck construction will smooth out any minor irregularities in the curve. In designing the cube, we don't want to be designing players decks for them.
Nevertheless, it is interesting to hear other people's opinions on where cards fall on a mana curve, as I think it would help me when I come to draft and construct decks with the cube.
The mechanics that may affect us are as follows:
Cycling - Particularly where a card cycles for an effect. I tend to think of Decree of Pain as a 5cc card.
Buyback - All buyback cards are overcosted for their basic effect, but they do at least have an effect. I think
Morph - Tricky one. Most morphs in the cube will be played face down in order to benefit from their effect. I like the idea of taking the higher of the two costs, but sometimes a morph can be great even without flipping it, for example with equipment.
Evoke - I think this one varies from card to card.
Convoke - Just to make Chord of Calling even less straightforward.
Kicker - Again this is variable. Some cards are pretty unplayable without the kicker, for others it is just an occasional bonus.
Entwine - The cards included in the cube I think would tend to be played with entwine.
Suspend - Anyone ever hardcast Greater Gargadon?
Madness - Because it is hard to guarantee a madness outlet, I would put these at their printed costs.
Echo - I would tend to leave these at their printed costs as well, unless I was playing one where the Echo was higher than the casting cost. Never seen one in a cube, though.
X-spells - So variable. The reason these spells are good is because they can fit anywhere on your curve.
split cards - I guess it depends on which half is more commonly played, or perhaps just splitting the difference.
I have gone through my cube spreadsheet and found the cards that I think need to be considered. Some are pretty obvious, some less so.
The other thing I would question is the utility of being guided just by Average Casting Cost. I try to have a man curve for each section peaking around 2 (3 for Blue and Multicolour) then curving off towards the higher cc cards.
About my Cube
Size: 460
Breakdown:62 per colour, 60 colourless, 90 multicolour
Average Draft: 5-7 players
Powered: Yes
Un-Cards: Yes, Chaos Orb played as per Oracle text
Banned Cards: No
Standard or Multiplayer: Standard, but with a 17 card "Multiplayer Addendum" of cards added in for multiplayer games. These cards are marked on the face of the sleeve and are not used in duel drafts.
Snow Cube: No
Sideboards: Usually, but no "sideboard only" cards
Proxies?: No
Functional Reprints?: Yes
Perfect Creature/Non-Creature Balance: No
Gold "As Printed" or "As Played": As Played
Cube CMC: 3.08
Quirks: No planeswalkers, using 6th edition rules (nothing against Planeswalkers or M10 rules, just we stopped playing anything other than Cube around the start of Lorwyn Block)
Tainted Pact we tried but didn't really like. You just always wished it was a proper tutor. It doesn't really feel like a tutor, more like a cycling card that you can keep cycling until you hit something you like. The basic land thing isn't too bad. In a two colour deck you might have 7 of each colour of basic land, so if you turn over a basic land with the pact you have a less than 1 in 5 chance of turning over an identical one. The problem was more that the card you really wanted would be too near the bottom, and you would end up settling for something less to avoid the risk of decking.
I don't know if it was the first rare I cracked ( I didn't realise there were different rarities in the packs when I started) but Nightmare was the first I remember. I liked playing black and in a mono black deck it was essentially a flying 6/6 for 6 that would only get bigger; pretty good back then. Decks were terrible back then: we would pool our cards and each pick a colour at random, then build a deck out of cards of that colour. Basic lands were a third of the deck. If I could travel back in time and teach myself what I know now about deck building... This story is pretty common amongst players who started with A/B/U. It's not that we were stupid (hey, we worked out Banding from a rulebook with 2 point type) but the concept of a CCG was so novel we were starting from nothing.
Is it legal to go to a copy shop with a pdf file from, for example Magic Set Editor?
Red has seen the most cards swapped and is now playing a lot better. Other changes have been to get rid of cute cards and replace them with more powerful ones. There have also been a few experimental swaps, just to tr out some cards that seem interesting.
I have logged the changes and updated my lists on the 1st post.
Bondafog's suggestion for Multiplayer cards worked well. We started out as an even number (6) and drafted regularly, but if you had a "MP" (written on the sleeve in permanent marker) card in your booster you could discard it and add a replacement. When one of our group had to leave after that draft, we redrafted for multiplayer (star format) but you were not allowed to discard the "MP" cards. This was very easy to get, quick to implement and we were happy with the result.
Because of this we may add back in some of the more egregious multiplayer cards (e.g. Blatant Thievery) which would be rubbish in duel. There is still some debate as to where the line is drawn for the MP cards, so this will take a bit more working. The aim would be to have maybe 5 cards in each section that are MP, and the rest be a fairly traditional power cube. So far it is looking like a good plan.
Our group baked Bondafog a :cookie:.
I'd cut Firespout from RG. It seems to run contrary to the RG theme of efficient beaters as it kills many of said beaters. I'd like it more if it dealt that damage to players as well, as Earthquake or Hurricane do. I will admit to an unhealthy attachment to Hull Breach: my cube is used for multiplayer and with several other players at the table you are practically guaranteed a 2-for-1.
@bondafog: I quite like this idea. As an aside, when I used to play in limited tourneys I marked my sleeves (on the faces obviously) with a permanent marker so I could easily identify what cards I had sided in. Tht idea I got from the gold bordered decks which had the sideboard cards marked with a little SB symbol. It sounds, though as if you are suggesting, the cards would effectively cycle for free! I think I would have it that if there was a multiplayer card in one of the boosters, that player could reveal it and draw another at random. If they wanted to leave it in or pick it that would be up to them, but it would probably be a sub-par card for duel.
@Calibretto: I agree that the cube should be the best of the best. "Best", however, is context dependent. Some cards that are great in duel are much worse in multiplayer. For example, Dark Confidant would typically be a higher pick than Graveborn Muse for duel, but in long multiplayer games (probably with a higher mana curve) he may well kill you before a player does.
At the moment I am liking bondafog's plan. I think I will aim for a fairly standard cube (perhaps favouring cards that are even better in multiplayer, like Taurean Mauler) but add in a handful of marked cards that are only used in multiplayer.
The cmc's are highlighted if they are not standard, e.g with kicker, evoke, morph, etc.
@wtwlf123: A valid point. The converse is also true, however. Many cards that are excellent in duel do not scale well to multiplayer, for example weenies, counterspells, targeted discard, burn and sorcery speed removal. My options would seem to be:
1) Accept that there will be some cards that go late if they are intended for the "other" format (what we do now).
2) Only have cards that are good in both duel and multiplayer (means missing out on a lot of great stuff).
3) Have a "transformational sideboard" swapping cards for the format we are playing (a hassle).
Any suggestions?
Darkmindtone suggested additions:
Obviously, as they are on my watch list these are all cards I considered. I wish I could gather up those missing electrons from your longer post!
Planeswalkers: Perhaps the greatest omission, there are none of these in our cube. For various reasons, I and my fellow cubers stopped going to drafts/tournaments during Time Spiral block. This means we missed out on both playing and picking up this shiny new card type. They are ubiquitous amongst serious cubes, so I don't doubt their worthiness. We would have to figure out how to draft and play them, though, plus they are all pretty pricey. The plan is to add them as they rotate out of Standard and/or we get bored with the cube and need a new card type to play with.
Ravages of War/Rout: Catastrophe fills the slot of extra Wrath/2nd Amageddon. I feel I have enough White mass removal already.
White 3 drops: My white 3-drop creatures are a little sparse. I particularly like the Flickerwisp and Soltari Champion, as they have a single W in their casting cost.
Parallax Wave/Savannah Lions: Still need to get hold of these.
Careful Consideration/Foresee/Concentrate/Tidings/Opportunity: I'm still trying to get a feel of how much blue card draw/card selection is the right amount. Careful Consideration is the first of these I would put back in, as it can be played as an instant and supports my reanimator theme.
Confiscate/Persuasion/Take Posession: Similarly, how many stealing cards does a 550 card cube need? I love these effects, particularly in multiplayer, but cut back a little on them. Would you recommend any of these over, for example, Dominate?
Court Hussar: This guy keeps coming in and out. I love comes into play effects, especially in blue and white. Our plan is to keep the cube small, but have a "Substitutions Bench" to mix things up and give a bit of variety. This guy is on that bench.
Dark Confidant: This is one to get.
Juzam Djinn: We have Plague Sliver instead. I like how the Sliver interacts with the Shapeshifters in the cube, making it more intersting (though less evocative) than the Djinn.
My red definitely needs attention: messy mana curve, sub-par choices, etc. I think this is because I find it a boring colour (my least favourite in MtG) so when I allocate my card buying budget I have tended to buy cards in other colours that are more interesting than yet another do X damage spell. I need more discipline in the colour that hates discipline.
Tarmogoyf, Chameleon Colossus, Kodama of the North Tree, Cloudthresher, Plow Under: These should be in the cube. I am funny about proxies: I am happy to proxy for cards that are hard to get and super costly, e.g. power 9, or for older cards where the oracle text differs greatly from the printed text, but I baulk at buying more recent cards that I could one day see myself buying for real, particularly if they might drop in price once they rotate out of standard. Utterly irrational I know, but there you go.
Nantuko Vigilante: Very cube worthy, but is out because of Indrik Stomphowler and Wickerbough Elder.
Arashi, the Sky Asunder: I keep meaning to get this one, as he shines in multiplayer which we cube quite a lot.
Maelstrom Pulse, Murderous Redcap, Broodmate Dragon, Giant Solifuge: These are all on my to get list, again I may wait for rotations to see if prices drop.
Behemoth Sledge: This would be swapped for Armadillo Cloak. Which is better? I am inclined to go for the equipment, as its reusability in multiplayer outweighs the fact it is slower.
Rav Duals: These are kind of all or none, so represent a significant investment. Maybe I just need to save up a few months magic investment and take the plunge.
Rishadan Port: I have a playset of these and have no idea why one is not in the cube.
Mutavault: Cost issues again. How much do you get on ebay for a kidney? I have a full playset but only need one to play Cube.
Shelldock Isle: I have tried to keep the coloured activation lands even. Maybe I'll try this instead of Faerie Conclave.
wtwlf123 suggested some weaker cards:
These cards fall into two broad camps, cards that are bad in duel but great in multiplayer, and cards that should probably be cut.
Beloved Chaplain is a bit of a pet card. He has uses as he can block all day (if attackers have no evasion) and is unblockable (and can do great things with equipment like SoFaI or SoLaS). And he just seems like such a nice guy with his quiet dignity, pet hummingbird and cue-ball noggin. He should go. Bye bye, baldie.
Whispers of the Muse, Mystical Teachings, Pyrohemia, Violent Eruption, Life // Death: I agree these should be better cards. The last certainly should be replaced by Maelstrom Pulse.
Deep-Sea Kraken, Forgotten Ancient: More spells being played in multiplayer makes these cards much better. Similarly...
Mindslicer: More opponents hands.
Mortivore: More cards in graveyards.
Seedborn Muse: More upkeeps.
Furnace of Rath: This card is, in my opinion, vital for Red in multiplayer. It scales up all the burn helping Red to compete, and it ends games more quickly, altering the game to be plyed more on Red's terms.
Copper Myr: Entry error. I'd better check what this card should have been.
Shizo, Death's Storehouse, Kher Keep: These are attempts to keep coloured activation cards balanced. I should probably just not bother trying to do this unless you have better Black or red suggestions.
Thanks for the feedback. As well as the outright errors it is good to be challenged on card choices. I don't want my cube to be overly clogged with pet cards or inclusions that are only good in perfect circumstances.
First a caveat: I don't think we should agonize too much over this. Because we are designing a cube for drafting, the process of drafting and deck construction will smooth out any minor irregularities in the curve. In designing the cube, we don't want to be designing players decks for them.
Nevertheless, it is interesting to hear other people's opinions on where cards fall on a mana curve, as I think it would help me when I come to draft and construct decks with the cube.
The mechanics that may affect us are as follows:
Cycling - Particularly where a card cycles for an effect. I tend to think of Decree of Pain as a 5cc card.
Buyback - All buyback cards are overcosted for their basic effect, but they do at least have an effect. I think
Morph - Tricky one. Most morphs in the cube will be played face down in order to benefit from their effect. I like the idea of taking the higher of the two costs, but sometimes a morph can be great even without flipping it, for example with equipment.
Evoke - I think this one varies from card to card.
Convoke - Just to make Chord of Calling even less straightforward.
Kicker - Again this is variable. Some cards are pretty unplayable without the kicker, for others it is just an occasional bonus.
Entwine - The cards included in the cube I think would tend to be played with entwine.
Suspend - Anyone ever hardcast Greater Gargadon?
Madness - Because it is hard to guarantee a madness outlet, I would put these at their printed costs.
Echo - I would tend to leave these at their printed costs as well, unless I was playing one where the Echo was higher than the casting cost. Never seen one in a cube, though.
X-spells - So variable. The reason these spells are good is because they can fit anywhere on your curve.
split cards - I guess it depends on which half is more commonly played, or perhaps just splitting the difference.
I have gone through my cube spreadsheet and found the cards that I think need to be considered. Some are pretty obvious, some less so.
White:
Blue:
Black:
Red:
Green:
Multi:
Artifact:
The other thing I would question is the utility of being guided just by Average Casting Cost. I try to have a man curve for each section peaking around 2 (3 for Blue and Multicolour) then curving off towards the higher cc cards.
About my Cube
Size: 460
Breakdown:62 per colour, 60 colourless, 90 multicolour
Average Draft: 5-7 players
Powered: Yes
Un-Cards: Yes, Chaos Orb played as per Oracle text
Banned Cards: No
Standard or Multiplayer: Standard, but with a 17 card "Multiplayer Addendum" of cards added in for multiplayer games. These cards are marked on the face of the sleeve and are not used in duel drafts.
Snow Cube: No
Sideboards: Usually, but no "sideboard only" cards
Proxies?: No
Functional Reprints?: Yes
Perfect Creature/Non-Creature Balance: No
Gold "As Printed" or "As Played": As Played
Cube CMC: 3.08
Quirks: No planeswalkers, using 6th edition rules (nothing against Planeswalkers or M10 rules, just we stopped playing anything other than Cube around the start of Lorwyn Block)
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Savannah Lions
1 Steppe Lynx
1 Student of Warfare
1 Weathered Wayfarer
1 Accorder Paladin
1 Cloistered Youth
1 Knight of Meadowgrain
1 Kor Skyfisher
1 Lone Missionary
1 Mistral Charger
1 Porcelain Legionnaire
1 Soltari Monk
1 Soltari Priest
1 Soltari Trooper
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Flickerwisp
1 Mirran Crusader
1 Mirror Entity
1 Pianna, Nomad Captain
1 Soltari Champion
1 Spectral Procession
1 Exalted Angel
1 Hero of Bladehold
1 Kor Sanctifiers
1 Restoration Angel
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Karmic Guide
1 Reveillark
1 Yosei, the Morning Star
1 Eternal Dragon
1 Akroma, Angel of Wrath
1 Enlightened Tutor
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
1 Balance
1 Disenchant
1 Journey to Nowhere
1 Seal of Cleansing
1 Oblivion Ring
1 Sacred Mesa
1 Armageddon
1 Day of Judgment
1 Faith's Fetters
1 Parallax Wave
1 Wrath of God
1 Catastrophe
1 Decree of Justice
1 Kjeldoran Outpost
1 Kor Haven
1 Enclave Cryptologist
1 Gilded Drake
1 Looter il-Kor
1 Phantasmal Image
1 Snapcaster Mage
1 Waterfront Bouncer
1 Aether Adept
1 Man-o'-War
1 Phyrexian Metamorph
1 Serendib Efreet
1 Vendilion Clique
1 Willbender
1 Sower of Temptation
1 Venser, Shaper Savant
1 Meloku the Clouded Mirror
1 Morphling
1 Mulldrifter
1 Consecreted Sphinx
1 Keiga, the Tide Star
1 Inkwell Leviathan
1 Daze
1 Ancestral Recall
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Preordain
1 Arcane Denial
1 Counterspell
1 Impulse
1 Into the Roil
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Time Walk
1 Crystal Shard
1 Forbid
1 Frantic Search
1 Psionic Blast
1 Thirst for Knowledge
1 Timetwister
1 Tinker
1 Topsy Turvy
1 Vedalken Shackles
1 Control Magic
1 Cryptic Command
1 Deep Analysis
1 Fact or Fiction
1 Gifts Ungiven
1 Opposition
1 Future Sight
1 Treachery
1 Time Spiral
1 Upheaval
1 Condescend
1 Academy Ruins
1 Faerie Conclave
1 Shelldock Isle
1 Carnophage
1 Diregraf Ghoul
1 Gravecrawler
1 Sarcomancy
1 Vampire Lacerator
1 Bloodghast
1 Dark Confidant
1 Dauthi Horror
1 Nantuko Shade
1 Nezumi Graverobber
1 Oona's Prowler
1 Pack Rat
1 Bone Shredder
1 Hypnotic Specter
1 Liliana's Specter
1 Vampire Nighthawk
1 Braids, Cabal Minion
1 Graveborn Muse
1 Nekrataal
1 Sewer Nemesis
1 Skinrender
1 Ob Nixilis, the Fallen
1 Shriekmaw
1 Grave Titan
1 Kokusho, the Evening Star
1 Tombstalker
1 Griselbrand
1 Snuff Out
1 Dark Ritual
1 Duress
1 Entomb
1 Reanimate
1 Thoughtseize
1 Vampiric Tutor
1 Animate Dead
1 Bitterblossom
1 Chainer's Edict
1 Dance of the Dead
1 Demonic Tutor
1 Diabolic Edict
1 Doom Blade
1 Exhume
1 Go for the Throat
1 Hymn to Tourach
1 Sinkhole
1 Necromancy
1 Phyrexian Arena
1 Recurring Nightmare
1 Yawgmoth's Will
1 Barter in Blood
1 Consuming Vapors
1 Damnation
1 Makeshift Mannequin
1 Living Death
1 Mind Twist
1 Profane Command
1 Volrath's Stronghold
1 Goblin Guide
1 Goblin Patrol
1 Goblin Welder
1 Greater Gargadon
1 Grim Lavamancer
1 Jackal Pup
1 Mogg Fanatic
1 Spikeshot Elder
1 Ash Zealot
1 Fireslinger
1 Gore-House Chainwalker
1 Hearth Kami
1 Hellspark Elemental
1 Keldon Marauders
1 Lightning Mauler
1 Plated Geopede
1 Stormblood Berserker
1 Torch Fiend
1 Manic Vandal
1 Squee, Goblin Nabob
1 Avalanche Riders
1 Flametongue Kavu
1 Goblin Ruinblaster
1 Hero of Oxid Ridge
1 Keldon Champion
1 Kiki-Jiki, Mirror Breaker
1 Siege-Gang Commander
1 Zealous Conscripts
1 Inferno Titan
1 Bogardan Hellkite
1 Fireblast
1 Burst Lightning
1 Chain Lightning
1 Faithless Looting
1 Firebolt
1 Firestorm
1 Lightning Bolt
1 Reckless Charge
1 Arc Trail
1 Incinerate
1 Magma Jet
1 Pyroclasm
1 Searing Blaze
1 Searing Spear
1 Blast from the Past
1 Char
1 Flames of the Firebrand
1 Molten Rain
1 Pillage
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
1 Wildfire
1 Devil's Play
1 Earthquake
1 Starstorm
1 Barbarian Ring
1 Arbor Elf
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Noble Hierarch
1 Wild Nacatl
1 Albino Troll
1 Fauna Shaman
1 Lotus Cobra
1 River Boa
1 Sakura-Tribe Elder
1 Strangleroot Geist
1 Vinelasher Kudzu
1 Wall of Blossoms
1 Wall of Roots
1 Wild Mongrel
1 Eternal Witness
1 Nantuko Vigilante
1 Ohran Viper
1 Troll Ascetic
1 Uktabi Orangutan
1 Viridian Shaman
1 Yavimaya Elder
1 Blastoderm
1 Chameleon Colossus
1 Phantom Centaur
1 Thrun, the Last Troll
1 Vengevine
1 Wickerbough Elder
1 Deranged Hermit
1 Genesis
1 Indrik Stomphowler
1 Thornling
1 Thragtusk
1 Vorapede
1 Pelakka Wurm
1 Terastodon
1 Woodfall Primus
1 Berserk
1 Fastbond
1 Rancor
1 Vines of Vastwood
1 Worldly Tutor
1 Channel
1 Life from the Loam
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Ice Storm
1 Kodama's Reach
1 Krosan Tusker
1 Creeping Mold
1 Natural Order
1 Green Sun's Zenith
1 Treetop Village
1 Lodestone Golem
1 Masticore
1 Molten-Tail Masticore
1 Solemn Simulacrum
1 Triskelion
1 Wurmcoil Engine
1 Sundering Titan
1 Basilisk Collar
1 Bonesplitter
1 Skullclamp
1 Umezawa's Jitte
1 Grafted Wargear
1 Loxodon Warhammer
1 Sword of Body and Mind
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Black Lotus
1 Chrome Mox
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Grim Monolith
1 Mind Stone
1 Chromatic Lantern
1 Coalition Relic
1 Black Vise
1 Cursed Scroll
1 Sensei's Divining Top
1 Ankh of Mishra
1 Chaos Orb
1 Scroll Rack
1 Winter Orb
1 Mimic Vat
1 Oblivion Stone
1 Ring of Gix
1 Tangle Wire
1 Erratic Portal
1 Icy Manipulator
1 Nevinyrral's Disk
1 Phyrexian Processor
1 Smokestack
1 Mindslaver
1 Engineered Explosives
1 Evolving Wilds
1 Gemstone Mine
1 Grand Coliseum
1 Maze of Ith
1 Mishra’s Factory
1 Mutavault
1 Rishadan Port
1 Strip Mine
1 Thawing Glaciers
1 Wasteland
WU
1 Detention Sphere
1 Supreme Verdict
1 Talisman of Progress
1 Celestial Colonnade
1 Flooded Strand
1 Hallowed Fountain
1 Tundra
UB
1 Shadowmage Infiltrator
1 Talisman of Dominance
1 Dimir Aqueduct
1 Polluted Delta
1 Underground Sea
1 Watery Grave
BR
1 Rakdos Cackler
1 Rakdos Shred-Freak
1 Terminate
1 Blackcleave Cliffs
1 Blood Crypt
1 Bloodstained Mire
1 Lavaclaw Reaches
RG
1 Kird Ape
1 Stormbind
1 Raging Ravine
1 Stomping Ground
1 Taiga
1 Wooded Foothills
GW
1 Kitchen Finks
1 Loam Lion
1 Mirari's Wake
1 Qasali Pridemage
1 Savannah
1 Temple Garden
1 Windswept Heath
WB
1 Lingering Souls
1 Orzhov Signet
1 Stillmoon Cavalier
1 Vindicate
1 Godless Shrine
1 Marsh Flats
1 Scrubland
BG
1 Maelstrom Pulse
1 Pernicious Deed
1 Spiritmonger
1 Golgari Rot Farm
1 Llanowar Wastes
1 Overgrown Tomb
1 Verdant Catacombs
GU
1 Mystic Snake
1 Simic Signet
1 Simic Sky Swallower
1 Trygon Predator
1 Misty Rainforest
1 Simic Growth Chamber
1 Tropical Island
UR
1 Fire // Ice
1 Izzet Charm
1 Izzet Signet
1 Prophetic Bolt
1 Scalding Tarn
1 Steam Vents
1 Volcanic Island
WR
1 Figure of Destiny
1 Lightning Helix
1 Slayer's Stronghold
1 Battlefied Forge
1 Plateau
1 Sacred Foundry
1 Luminarch Ascension
1 World Queller
1 Blatant Thievery
1 Rhystic Study
1 Evacuation
1 Butcher of Malakir
1 Cunning Lethemancer
1 Grave Pact
1 Furnace of Rath
1 Insurrection
1 Wild Ricochet
1 Forgotten Ancient
1 Seedborn Muse
1 Spike Weaver
1 Verdant Force
1 Decimate
1 Sygg, River Cutthroat
1 Mind's Eye