Cool card! I do think Bonesplitter is the swap for me, since I don't think a 360 card cube wants two of these effects.
I think that on balance, weighing the downside and upside, it ends up only slightly better than Bonesplitter. However, it's a more interesting and more fun card, so I prefer it.
The ability to hit Lands / Planeswalkers / Artifacts / Enchantments is huge.
This is going to have 2x the number of valid targets that scavenging ooze would have.
That being said, I think this is a mid teir / fringe card, because it still just dies to removal and requires a lot of mana investment to get it beefy, which is inefficient compared to something that's just naturally big like Tarmogoyf.
This seems very solid! Not sure if it will make my list at 360, but I'll definitely be watching it. I think I would play it at 450+ probably and 540+ definitely.
This card is great!
Not as good as the really pushed stuff like Hexdrinker and Ragavan, but I think this should be in all 450+ lists and is a consideration even at 360.
While I haven't played with this card in cube, I have played against it in Modern a decent amount, and I feel like this card is probably a fine cube card but not as good as it is in constructed certainly.
It has almost the same mana cost as Dig Through Time, but I think I'd rather have Dig in cube.
In modern, this card is good (but not dominant) because curves are so low to the ground that this dodges most of the spot removal - modern spot removal is mostly Lightning Bolt, Unholy Heat, Fatal Push and Prismatic Ending nowadays. In cube, I don't think this dodges nearly as high a percentage of the spot removal as in modern contructed, plus it's a bit harder to build a deck with ton of cheap cantrips.]
I do think this is significantly better than Tombstalker though, for sure. I think the thread is a bit too low on Murktide, but I think it's probably a 540+ or 450+ card, don't think I would play it at 360.
Omnath, Locus of Creation is a huge card for this deck - it should be a 4 of for sure in the 80 card deck. Valki, God of Lies is a strong additional bring to light target that should generally be a 1 of in this deck, and provides an incentive to play snow lands. Prismari Command is also a strong new card that slots right in to this deck.
Some recent MH2 goodies that make the deck more powerful are General Ferrous Rokiric and Vindicate. The general is particular is super strong and triggers twice off a bring to light and dodges most removal in the format. I've gone down to only 2 Niv to speed up the deck.
Ragavan, Nimble Pilferer is also not bad in this deck - I actually think it's better than Birds of Paradise. This deck runs a ton of spot removal to clear the way after all. T1 Ragavan followed by T2 Wrenn / Helix / Decay / Dreadbore is a very strong line.
Veil of Summer I think is an awesome sideboard card and should be a 3-4x of in the sideboard, it's just so strong.
Other marginal new cards worthy of consideration - Manamorphose and Expressive Iteration are multicolored cards that pair well with the general and smooth out mana and draws.
Here's my list - I've found it's decently well positioned in the metagame - Inquisition of Kozilek (which is being run way more than Thoughtseize right now) tends to whiff against us a lot and we can just go over the top of most decks because we have the strongest plays and tons of card advantage. Fracturing Gust is also extra powerful out of the board right now given all the food / hammer time / enchantress / affinity decks out there.
It's definitely a good card. A baseline sorcery speed Anticipate ain't bad considering the ceiling is a 2-cmc pseudo Divination. My only issue is space, for me this doesn't beat out the versatility of Izzet Charm / Prismari Command / Dack Fayden or the ubiquity of Lutri, the Spell Chaser.
I think it's better than Izzet Charm, but worse than the other 3 you mentioned.
As a result, it just barely on the outside looking in for my cube.
I like this card, every deck that drafts this will play it, but the question is ofif its worth a spot in the cube
This brings up a good question. What is the value of a card that will always be played if drafted? A common thing to look for cuts is to look at cards that end up in sideboards a lot. If this never ends up in the sideboard that would normally indicate an auto-include.
I think the best comparisons are other white utility lands like Emeria's Call and Castle Ardenvale.
For small cubes, you probably don't want to play more than one of these 3 while big cubes can maybe afford 2 or even 3.
Playing all three at 360 I think would be clearly too much imho - if you water the cube down too much in this way it's easier for people to end up without enough playables when the draft doesn't go exactly as planned, and it can also make 3 color brews tougher because you already need a lot of land slots to support 3 color decks.
Being careful about the number of lands in your cube is a real thing - I think you probably don't want more than 22% of your total cube cards to be lands, because at 22% that means the average drafter will draft 10 lands and 35 non-lands. Not all of the 35 cards will be playable / on-color, and in a standard 17 land deck drafters will need to play 23/35=66% of their drafted non-land cards in their maindeck.
That's doable, but going too high on the land count really punishes people who ended up with a bit of pile maybe because there was extra competition for their archetype.
I think that on balance, weighing the downside and upside, it ends up only slightly better than Bonesplitter. However, it's a more interesting and more fun card, so I prefer it.
This is going to have 2x the number of valid targets that scavenging ooze would have.
That being said, I think this is a mid teir / fringe card, because it still just dies to removal and requires a lot of mana investment to get it beefy, which is inefficient compared to something that's just naturally big like Tarmogoyf.
Not as good as the really pushed stuff like Hexdrinker and Ragavan, but I think this should be in all 450+ lists and is a consideration even at 360.
I might still actually prefer Heartless Act over this, but I'm glad they printed it!
Blue is really tough to crack slots.
Very Low cube cobra %:
Lutri, the Spellchaser
City of Ass
Jack-in-the-Mox
Omnath, Locus of Creation
Dragon's Rage Channeler
Archon of Cruelty
Hullbreacher
True-Name Nemesis
Cubecobra % in low teens (should be 20%+):
Lurrus of the Dream-Den
Force of Negation
Skyclave Apparition
It has almost the same mana cost as Dig Through Time, but I think I'd rather have Dig in cube.
In modern, this card is good (but not dominant) because curves are so low to the ground that this dodges most of the spot removal - modern spot removal is mostly Lightning Bolt, Unholy Heat, Fatal Push and Prismatic Ending nowadays. In cube, I don't think this dodges nearly as high a percentage of the spot removal as in modern contructed, plus it's a bit harder to build a deck with ton of cheap cantrips.]
I do think this is significantly better than Tombstalker though, for sure. I think the thread is a bit too low on Murktide, but I think it's probably a 540+ or 450+ card, don't think I would play it at 360.
In particular, the 80 card version runs Yorion, Sky Nomad as companion and the 60 card version runs Jegantha, the Wellspring.
Omnath, Locus of Creation is a huge card for this deck - it should be a 4 of for sure in the 80 card deck.
Valki, God of Lies is a strong additional bring to light target that should generally be a 1 of in this deck, and provides an incentive to play snow lands. Prismari Command is also a strong new card that slots right in to this deck.
Some recent MH2 goodies that make the deck more powerful are General Ferrous Rokiric and Vindicate. The general is particular is super strong and triggers twice off a bring to light and dodges most removal in the format. I've gone down to only 2 Niv to speed up the deck.
Ragavan, Nimble Pilferer is also not bad in this deck - I actually think it's better than Birds of Paradise. This deck runs a ton of spot removal to clear the way after all. T1 Ragavan followed by T2 Wrenn / Helix / Decay / Dreadbore is a very strong line.
Veil of Summer I think is an awesome sideboard card and should be a 3-4x of in the sideboard, it's just so strong.
Other marginal new cards worthy of consideration - Manamorphose and Expressive Iteration are multicolored cards that pair well with the general and smooth out mana and draws.
Here's my list - I've found it's decently well positioned in the metagame - Inquisition of Kozilek (which is being run way more than Thoughtseize right now) tends to whiff against us a lot and we can just go over the top of most decks because we have the strongest plays and tons of card advantage. Fracturing Gust is also extra powerful out of the board right now given all the food / hammer time / enchantress / affinity decks out there.
1 Breeding Pool
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
1 Indatha Triome
1 Ketria Triome
4 Misty Rainforest
1 Overgrown Tomb
4 Prismatic Vista
1 Steam Vents
1 Stomping Ground
1 Temple Garden
3 Windswept Heath
3 Wooded Foothills
4 Ragavan, Nimble Pilferer
3 Abundant Growth
4 Utopia Sprawl
1 Expressive Iteration
1 Valki, God of Lies
2 Dreadbore
2 Abrupt Decay
4 Wrenn and Six
4 Lightning Helix
3 Teferi, Time Raveler
3 Kaya's Guile
1 Vindicate
2 Prismari Command
1 Kolaghan's Command
3 General Ferrous Rokiric
1 Supreme Verdict
4 Omnath, Locus of Creation
4 Bring to Light
2 Niv-Mizzet Reborn
1 Yorion, Sky Nomad
4 Veil of Summer
1 Alpine Moon
1 Teferi, Time Raveler
1 Kataki, War's Wage
2 Wear // Tear
1 Crumble to Dust
1 Ashiok, Dream Render
1 Unmoored Ego
1 Supreme Verdict
1 Fracturing Gust
I think it's better than Izzet Charm, but worse than the other 3 you mentioned.
As a result, it just barely on the outside looking in for my cube.
I'd rather Mind Twist or Rakdos's Return away the opponents whole hand in this spot.
I think the best comparisons are other white utility lands like Emeria's Call and Castle Ardenvale.
For small cubes, you probably don't want to play more than one of these 3 while big cubes can maybe afford 2 or even 3.
Playing all three at 360 I think would be clearly too much imho - if you water the cube down too much in this way it's easier for people to end up without enough playables when the draft doesn't go exactly as planned, and it can also make 3 color brews tougher because you already need a lot of land slots to support 3 color decks.
Being careful about the number of lands in your cube is a real thing - I think you probably don't want more than 22% of your total cube cards to be lands, because at 22% that means the average drafter will draft 10 lands and 35 non-lands. Not all of the 35 cards will be playable / on-color, and in a standard 17 land deck drafters will need to play 23/35=66% of their drafted non-land cards in their maindeck.
That's doable, but going too high on the land count really punishes people who ended up with a bit of pile maybe because there was extra competition for their archetype.