
Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
#38 - Duskmourn: House of Horror Cube Set Review
Our cube review for the spooktacular Duskmourn: House of Horror.
Video Version: https://youtu.be/9qjnA6cZYKg
00:04:42 - White
00:13:36 - Blue
00:29:10 - Black
00:45:14 - Red
00:56:24 - Green
01:20:24 - Multicoloured
01:34:50 - Land
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Hello everyone, and welcome back to Powerful Nothing a Magic The Gathering Cube podcast. I'm your host Dan. Known on the internet as too sweet MTG. And as always, I'm joined by my co-host James. how’s it going, dude, update. I am pretty good. Pretty good. We have an exciting new set of magic cuts. Talk about yes, we're going to have a spooktacular time today because today is our set review for cube for Dusk Moon House of horror. So at time of recording, the set comes out the end of the week. We've had spoiler season for this for what seems like a large amount of time now, but the set does look fun. James, what do you think of the set in total now that we've seen all the cards and now all the flavor and all that kind of stuff is fully revealed, it's cool. It's obviously like, flavor wise, a pretty new direction for magic. so it's horror, but very much like, I don't know, 80s horror film sort of horror. Very different from horror movie, like in a straight vampire sense of horror. and I think it's kind of cool, you know, they've, they've got some, some pretty flavorful cards I think in here and I think honestly, it is easier for them to make flavorful cards when they just have slightly new material to work off, like, they've just done all the flavor to do with elves and goblins to death at this point. and I think having some newer stuff is quite cool. in terms of the mechanics of a set, I'm kind of psyched for limited environments. It looks like I can maybe have one that's a little bit slower for stuff like rooms like good mana sink type cards. Later in the game. the survivor mechanic is pretty aggro, so hopefully we don't all get run over by that. But yeah, I have I have good hopes for fair limits and format as well. Yeah, yeah, I think the limited format does look quite fun from the games that I've seen like a lot. The mechanics do seem kind of like they want you to be like accruing value, like there's ones which like this area which kind of wants you to be playing and like, enchantments kind of go wide and get rewarded for that. And delirium is back, which I love as a mechanic. Delirium sick. Yeah. Yeah. it just I it's wanting you to get multiple, multiple types in the graveyard, which you can't do early in the game. It's kind of like. Like so hopefully. Yeah. As you said, that will kind of lead to some more interesting and slightly longer games. And yeah, from from five point of view it look similar. But yeah, the first time you went to shroud A is kind of they can just go hand with like top down design like like there's so many kind of individually cool and like there's a lot of kind of like oh yes, I remember that, that kind of thing. from the set. So looking forward to talking about it today. Before we jump into that review, let's quickly go over how we're going to be evaluating the cards and what cards are going to be talking about today. The first and foremost, with all of our cube reviews, we are comparing every card in this set to every card this ever come before it. So we don't mention a card. That doesn't mean that it's bad and that you shouldn't run it in your cube. It's just that we don't think it's going to find a place in the majority of cubes out there. In terms of those cubes themselves. It will be with us breaking down how we're gonna be talking about cards and and importantly, the types of cubes out there. When we talk about cubes, it's normally in terms of things like power level restrictions and size, but power level. We're basically trying to describe the pool of cards the rest of the cube is picked from. So an entry level cube we often describe as low powered or budget. There's lots of cool cards that you might run, but generally they're looking for fun games rather than doing broken things really, really quickly. Think of these as somewhere between like a regular set draft and a master set. You then have mid powered cubes. The games are getting a little bit faster, there's a bit of fixing, and you start seeing more stable cards with a lot of formats. You see cars like Lightning Bolt, Counterspell, maybe some fetch lands. Previously these might have been known as like standard, modern or legacy cubes. You then have the real high powered cubes, but generally environments that are optimized to run the best cards possible. The games are powerful and the decks need to be more focus, and you have to be doing a thing. Also, in terms of speed, if you go land, go for three turns, you've probably already lost the game. The best example of a high powered cube is the modo or MC Go Vintage Cube. Then when it comes to restrictions, the most common you find are pauper, which is a cube using only commons, and peasant, which is a cube using only uncommon. There are others out there, but they don't really have too many effect on our set. Reviews. Although actually now thinking about things like a spooky cube running all the scary cards or eldritch stuff probably gets quite a lot from this set. Now I think about it. That's for you to decide how you want to add these cards in. In terms of size, the general idea is that with smaller cubes, the average card quality is higher, like in the 360 card cube, for example. Whereas with larger cubes like a 540 or 720, there is room for less optimal bits, and you're often looking for duplicates or effects. If we say a card could see playing a 720 cube, it probably means that there are cards that do something similar to that already, that cube play. But you can run this in a larger cube where there is room, and you might want extra versions of that effect. Okay, so with that out of the way, let's kick it off with our first what card of the day. James won't take it away with the reluctant role model. Yeah. So first up in lights we have a lux interval model. This is one a white for a two to feature human survivor. It has the survival mechanic. So at the beginning of your second main phase if reluctant role model is to put a flying lifelink or plus one plus one counter on it. So survivals keyword, we're going to be seeing a few instances of a set. all has this it's tactic beginning of your main phase thing. So either it can attack and survive combat or it and you can find another way. Stop it. and I've looked at model also has whenever the look to involve model of another creature you control dies. If it had counters put phase counters on up to on okay feature. this is a pretty aggro, pretty scary card actually, I think because if you just get the first attack in with it, then you get a flying counter on it, and then this can be pretty easy to get. Subsequent attacks, like after your attacks got like a beefy fire. That's that's just great, great value. You feel two mana. You can pick up Lifelink later if you want. Faster. I'll just keep throwing it. plus, even if your opponent then finds a removal spell for it later, once it's got going a bit, you can just put all the counts on something else. Make that evasive, make that, I'm a lot more interested if I have even just 1 or 2 ways in my deck to tap it outside of combat, because if you if you don't, it's still going to be potentially good on turn two. If you can then like find a removal spell to get it, push it through on turn three and get that flying counter. But if you draw it later in the game, it's just the two to. It's going to be very hard to get that first counter on that. it's mostly not going to do it. Some, however, if you say a vehicle, implies and you can just tap it, fill up your vehicle, get in with your vehicle and second main face, you get your flying counter on it. Then this becomes a real attacker. and it's not like quite short of good vehicles to put in actually attacks. Right? Like smuggler's copters obviously an absolute slam dunk. But you've also got stuff like that. Knight side is very good. seekers chariot if you're in green white there's there's a few good options on the vehicle. Fun. this also works even things like Springleaf to, or whatever, but that's, a little less likely in your y square attack. just, you know, in just counter stack, you know, it's a thing that you can put counters on. And then later on, if it dies, you get somewhere else. yeah. I think this is just a good white beater. gets a lot better if you have vehicles. That's. Well, I'm looking at it. Yeah. Nice. Yeah, yeah, I like this card a lot. yeah. The only other thing I think I'd add is just, the bottom ability is effectively another copy of the list. that's a card that plus one plus one counter decks. One, because it kind of gives you redundancy, because the thing with those counters, Dex, is you're putting a lot of effort and time into them, putting counters on stuff. And if it gets removed, all your work is undone but feels like, well, acting role model as you move the counters to something else if it dies. The problem with yourself is it's a on its own. It's a do nothing artifact. It doesn't do anything. It's basically a reluctant role model can attack and block as well as do the thing like, yes, I know it dies the removal, but you trade that for being able to kill your opponent with it. And that's what I do like. So yeah, I'm, I'm kind of here for like that model. I think I'll probably be giving it a go. Yeah. And honestly for those counters, Dex, I really like moving effects off to enough enchantments on real creatures I think is a huge upgrade. Like, I kind of always say for V for vars and scale stack and cube often not. And scales isn't actually a good card, you know, because you just want to get your counter effect on creatures. So when you have software accounts on, you can have other places to move them. And your cards do something on that roll. And I think the Sigma example of that is exactly the only other thing I had it on this one is there is probably some stuff you can do with this with process, like you can't go infinite with it, but like it doesn't, you put put any counter on up to one target creature. So if your persist creature dies you can give your opponent creature minus one, minus one. That is kind of interesting, but like yeah, yeah, I think generally this is going to be a aggressive creature rather than a combo piece. I would say. Yeah, yeah, I don't feel like you can put counts on your offense creature. That's kind of cool. yeah. I'm not sure if there's, something we can do with that. And I'm on Cat, though. As far as features of you, I love creatures, but, like, entered and minus one, minus one counts something like you have this out, then you cancel something and then you kill one of that things. That's kind of cool. I don't know for any of those creatures, but actually they're good for a patch. Maybe. But I think that's more because it was a rare from the set and the command. But yeah. No. Awesome. All right, let's move on to our next white car of the day. Next up we have Unwanted remake. This is a single white. For an instant it says destroy target creature. It's controller manifest dread. The manifest Red is a new mechanic, and it might be one of the coolest named mechanics we've had in a while. What it does is that player looks at the top two cars of their library and puts one onto the battlefield. Face down is a two to creature and the other into that graveyard. If the facedown card is a creature card, it can be done face up at any time for its mana cost. So I think people are generally quite high on this card, and I don't think I'm as high as everyone else. Like yes, this is one man. Mana destroy a creature. But you think Manifest dread is actually quite powerful and giving your opponent it, I think is is definitely a drawback. Like, obviously Swords and Path are above this, and if you're doing artifacts, I think I like dispatches from white removal a bit more. the thing I would say, oddly, I think so. So this is an uncommon I think actually this is going to see more play in Peasant Cube than I think in more powerful cubes, because and in my opinion, anyway, once you kind of go above this, like a lot of the two mana removals that kind of destroy your exile, things like papal absence and, get lost their rares, there isn't really as like white gets really good efficient removal and then it kind of drops off a cliff once you go path swords and path. so I think this will see more play in peasant cubes than more powerful cubes. But if you are in a larger cube, like if you are on a 720 maybe and you just want more redundancy, then I could see this getting play. I am open to being wrong on this, James. I know, I know that a lot of people are very high on this. What do you think of unwanted remake? Oh, I think I may maybe even lower on f. And you are actually. Oh, God. Okay, good. Okay. Yeah, yeah, yeah, I kind of feel this kind of sets, I don't know. let's show I have VI. Is that you want you have a move against creature heavy backs against creature heavy tech, but, like, pretty likely to hit a veiled creature off a manifest that then they can slip up later, and then it's just horrible. You just exchanged a creature for another creature. Might even be better. yeah, I like I was already not that high on there. Like, you know, like Ponga Phi is is a card that people play and that cards. That's a command I can't do. Yeah, I can't I is batting cube. Like giving the free figures is just horrendous. be like the only excuse for it is is in a color that doesn't get of a removal. It's in a color like, I don't know, man, how does a color just play out out the sick? this. Yeah. Nah, I'm not into it. Like, the only scenario I can imagine. Monty is found, like some sort of insane speed creature combo scenario, and I just need a way to interact with that. But, Yeah, I think they're just better options you can put in your cube. Honestly, just put, like, an oblivion wing. It. It's fine. Yeah, I agree, I think that's fair. And I will say it as we go through the set. I, I think manifest Red is actually a quite a powerful mechanic. It's more honest with you. You get. Yeah. I get to look at two cards, pick the best one and get to put and get to fill up that graveyard. I mean, I'm saying this as the as the graveyard player, but like if someone casts this against me, it is so much better than, like, oh, well, for me, it's so much better than them exiling my creature with a different effect. Basically. Like like it's still destroys and gives me more card advantage and gives me. So it gives me selection and choice. Like that's just good. Good for the person who is manifesting dread I think. Yeah, for sure. Like, you know, we've obviously seen manifest this as a mechanic before, which is just best, but you don't get the selection. You just manifest for top card. this I think, is you're going to feel like invite that you're hitting a creature like a very good percentage of the time, like probably like approaching. Yeah, like 60% at the time in some packs. Right. and he can't be giving them that as, as a upside when you've already used a beautiful spell on that creature. but yeah, I think manifest. That is pretty powerful, right. Or we're about to see it on our first blue card of the day. You want to take it away with abhorrent, abhorrent, abhorrent Oculus for sure. So abhorrent. Oculus is two in a blue of five. Five. What kind of crushing vanilla test type creature I. I did not notice. Like creepy. yeah, I didn't notice the creature type, but it's just a giant eyeball. Says there's an additional cost to cast the spell exile. Six cards from your graveyard, so not the easiest thing from the stack as flying and at the beginning of each opponent upkeep manifest dread. So again, look at the top two cards here. Live one of them face down for 2 to 1 two graveyard. listen, I think even if you're doing the work, you can't make this can be quite there. You cast this on sense, right? is there even enough, like, I mean, you know, like, like inches the player and to say to Wayfinder and then cast or something like that, it's pretty tough. but it's like a super mana efficient play on ten five. Might be this. This seems kind of sick. but you do have to do for work. Like, you only want this in your cube if you've got a pretty dedicated self Mil theme going on like six cards is not trivial. it will be really quite late in the game before you instantly get to this. This isn't just like, oh, look, I've got a couple of fat sons and they can fit in my death. I can, I can play this. No, no, no, because we've got to be we've got to be doing some work. We've got to be playing a safe way. Find us full scholars of good stuff. I think if you do this work, this is kind of cool. it's such a huge threat, right? Like, even in the very worst case where they just have a removal spell. you're still getting a manifest shadow most of the time, and it's so mano efficient. Like, this is like five mana worth of power. for free money, you know, like, it's like, if you just look at what the creature does in play, like, this is significantly better, I think, than something like Whisper at Elemental nine, which is a card for so you play for quite a while for, like five mana fall for you manifest the top card of beginning a fan step like this is bigger. It flies, it gets selection on those cards and fuels your graveyard and that kind of five mana like just the idea of, you know, like turn five, you go like value feature male yourself. This guy seems really good. Or this guy have a counterspell up. It came to seems really hasn't come back from up. yeah. Like definitely not one for every cube. But if you're really pushing self Mel, I think this is a very really good powerful card. Yeah I agree with there that I think it's I think it's decent. I go I can also oddly kind of say it in Re-Animator because oddly, this is kind of a card I, I don't want to be casting this, if I'm honest with you. I like I when I first saw this card and was and was trying to evaluate it for me, I see this as like a nine drop with Dell Six, but you have to delve the six. There's no kind of like, isn't the flexibility in it? I mean, it's very powerful when you get it in play, but I think it kind of I see it as a piece in like, Re-Animator. Like like. Yeah, yeah, yeah. I think that self-healing that that can, either bring this back if you don't hit your bigger thing or can cash in your graveyard. So, if you haven't hit your reanimation spell, basically. yeah. Solid card, but yeah, yeah, I agree completely. I think that that that you have to build around it and have a I never did get a section for this to work. Yeah for sure. I'm kind of imagining that like, you know, you're like salty side spider spawning nonsense stack. You know, I kind of want it bad. And I think, okay, that be fine, but that. But but exiling your cards for all spiders spawning James. Yeah, but they've got this guy that dad's like, yeah, yeah that's true. It is big and is it's like it's your graveyard again, right? Yeah. And actually I guess the turn your causing this like yeah you could flash back spiders spawning and then cast this. there we go. Okay. Love that. All right. Let's move on to our next card. Next up we have enduring curiosity. This is two blue blue three for three. Enchantment creature cat glimmer. It has flash. And whenever a creature control does comment damage to a player, draw a card. And then when enduring crusty dies, if it was a creature returning to the battlefield under its own control, it's an enchantment in brackets if not a creature. So I really like coastal piracy effects. they're pretty strong. One on one, if I'm honest with you. If you have the right deck for it, the ones that have seen Q play in the past are things like Edric and Gex. this is the first one I blued one. This on a creature. I think that we'll see when I'm, I like the fact that this is a decent body with flash that can attack and block, rather than just being like, like, like coastal piracy and kind of, like, off the same manacles for enchantment that doesn't do anything apart from joy. Because when you look at my damage like this can draw you a card itself when it does combat damage to play. And that's pretty good. then I like the fact that when it dies, you still get this effect. Like, it actually turns off being a creature. It's kind of a flip card or something like that, but, yeah, yeah, it stops being a creature, but you still get the enchantment. So in theory, the only two removal spells to get rid of this effect. I know that kind of like the deck, the one that kind of supports this best isn't really like, like, like you normally see flying men in cubes. So much like the run as many unblockable, cheap blue creatures as possible. But I do like that archetype. And, probably in probably in more budget environments or ones that are kind of like already running ninjas. Maybe we're kind of you have that unblockable blue creature deck, things like literal cool, that kind of stuff. This is just another value engine for those decks. Kind of like it seems like a pretty decent top ender. this could just be one for command. But I like this card and I really like coastal piracy effects. I wanted to talk about this adorable cat glimmer. That seems cool. I think you really don't want to be relying on just attacking with this. I mean, it's one for free blue deck, because it has free toughness and it's just going to die in combat. But, if you have a bunch of invasive creatures, it's not like you need to be all on the fly, as you know, you just be like, you know, fairy mastermind. the loser one, Malcolm Ledger, Shredder, all that good stuff. And then click. You've got a bunch of nice guys in your attack. This seems pretty strong to say. Kind of resistance from evil. at least in terms of effect. This for mana, it's kind of a lot. I feel like we cut cards. Like I trick them both power cubes at least. but I think its cause is still pretty good in other cubes. this is maybe a little worse than that trick. Like, even though it has a bunch of upsides, it's just more mana. But it's only one color. And yeah, I could I could see this having a spot in in the white cube. but you do have to be, I think, supporting blue as a tempo deck, which a lot of cubes don't in a light and a lot of gives blue as a color of control and combo and off that stuff more than it is attacking with creatures. in which case you probably don't want this card, but in the light cube, I think it can do work it. Also, it just occurred to me there's like some janky combo potential. Is there? Let's go. Yeah. If you have like if you have like Star Field of Nyx. Right. Which tends all your not no enchantments and screeches and you sack this, it comes back not as a creature. It was a failed to make it a creature. And then you can sack it again. Okay, there is a full cycle or there's a cycle of these in every color. So so I'm assuming that works with all of them. Then all the ones that if it was a creature comes back as not not creature. That's pretty cool. Okay. So maybe that'll do some stuff. Field of goblin bombardment nonsense. That sounds that sounds nice. Okay, sweet. I'm here for that. But that's probably not the best use case that's got out of that. That's very much, I'm gonna get beaten down by that in commander, I think. Yeah. All right. But from one enchantment to another, James, I want to take it away with Entity Tracker. Yeah. So Entity tracker is a two and a blue for A23 creature human scouts with flash. It also has airy areas. A key word for triggers. Whenever an enchantment you control enters or whenever you fully unlock a doom. The room is the type of enchantment we haven't met yet. I think mostly for the purposes of cube, you can read this as whenever an intent control enters. So whenever an enchantment control enters, you draw a card this enchantress and and chances activate. yeah. Enchantress is kind of a whole deck in itself, really. which certainly isn't in every cube by any means. But, you do see quite a lot of cubes that go pretty hard down the Enchantress route. and most of what you're doing is you have and then transfer. So creature that tells you a card when you play an enchantment, and then you just train a bunch of enchantments together, get a ton of value. And with that, and I just want redundancy, right. Because they're just, real enough. Right. And Enchantress or a lot of them are quite expensive because they're quite old as well. Yeah, that's like a couple of really good old ones and then a bunch of new ones being more expensive. And this is only three minutes. That's great. And there's a two for you, which is nice. The issue is that it's blue. And this is not normally a criticism, something I will level as a criticism against any card. But in this case, Enchantress really is almost always green. White base. yeah. But now your dream horse draws you a card, James. Wow. Yeah. There you go. Got it. but, you know, and, Enchantress, it sounds like a perfectly legitimate place to base me. I think you can make this work. you know, if if you're looking at your cube and you have Enchantress and the theme is very narrow into green white, then maybe you don't want this, but if it spreads across a few colors, then I think this could be a very nice one to add. The flash is nice to buy. Business card just gives you a lot of options, right? Decent stats. I mean, not like good stats that you know better than Mesa Enchantress stats and flash. I think this is quite good, Enchantress. No, no, I agree, I don't. It isn't that generous. I actually quite like it. And I agree that. Yeah, traditionally the judges has generally been white, white green. But over the last couple of years, kind of sort of because of commander, I've been pushing it a little bit into blue. and there are plenty of good blue enchantments out there. But yeah, if you're fixing is good, I think you could include this and kind of give it as a nice reward for that enchanters tech, because it is going to be great in that deck. Awesome. Let's move on to our next blue card. Next up we have fear of isolation. This is one the blue 323 enchantment. Creature nightmare is an uncommon importantly, and it has an additional cost to cast a spell return opponent you control to his own his hand and it has flying. So this is a pretty much a color shifted core sky fissure. And that does see play in lower powered, more budget cubes. it's good at resetting your ETB effects. if you have anything cool in your deck. And also it can sort of ramp you it does say permanent. So if you haven't joined your third lounge, you can play this on to on turn three. Bouncer land back to your hand, replay it and then. And I cost a brainstorm to dig yourself out of the hole that you've just got yourself into. it's not a fantastic idea. It's not the most powerful guy in the world, but I do think this effect is pretty solid. And, at present, I could I could see a world where this is play probably not much higher than that in terms of power level, but yeah, interesting card anyway, thought was worth mentioning for sure. Like cost guy fish is kind of a peasant cube staple really, isn't it? yeah. I think for doing it as a cost versus an ETB is like sometimes I'll be better, sometimes that will be worse, I think nicely. It's kind of a wash. I think the color palette most likely to want this is actually blue white. So probably you can think about it is if you already have sky fish in your cube, maybe you want this. If if you don't want sky Fisher, probably you don't want this. yeah. I think that very solid card for sure. All right. We have one more blue card, James. Cool, cool. Next up in blue, we have silent. Oh, Clipper, this is one a blue for A11 enchantment creature horror. Silent hole creeper can't be blocks. And whenever Silent Hole creeper deals combat damage to a player, you choose one that has not been chosen. You can put two plus one for encounters on Silent Fall Creeper. Then you have a free three unblockable intro, a card, or have Silent Hole three for become a copy of another target creature you control. there's a lot of good things going on this card fight. and it has really nice optionality. If you just want damage, you can just push the, two cancels immediately. So it's better to do the two counters and then copy something else, because then you copy something else and that has for counters. Whereas if you do it the other way around, I've seen once you've copied, you no longer have this hit ability, so you can't get the counters later and you can just throw a card if you want value or to hit another land off. Whatever is off of get as aggro right away. and it's nice for, you know, sure, it only does your trigger three times, but once you've triggered three times, it's probably a fairly legit threat and it's own. Like, even if you didn't have another thing to copy, it's, a free for unblockable, right? That's that's a pretty legit. yeah. That will win games of magic. Like. Yeah. Right. Yeah. Like like like a more mid-range of cubes is just fantastic. I kind of like breaking up a board stall. Yeah. For sure. The only question I do have to get, actually, once I've done my counters and I have a card, if I hit them again and I don't have good things to copy, this isn't a meh, right? So I do have to make it into a copy potentially of like I11 token, which is kind of annoying. Like to send at least spam fuckable. Like most of the time you'll have something good to coffee and that will be fine by your blue back. You'll be fine. Yeah, yeah, we always have good features, right? I that is like something for that mind. I think generally that's a very strong card. the only criticism would just be. I mean, we talked about before, blue just has a lot of very good 212 features now with, with like a lot of tactical flexibility. You know, you've got your loners, you've got have fairy masterminds, you've got your Malcolm. But you've got JP. There's just a lot of strong options in this slot. I guess this is like a little more tempo orientated than some of those. So maybe if that's the direction you're going this is nice. Or if you care about it being enchantment in some way, then that might be a good reason to include this. Yeah I agree, but yeah, solid card seems cool. creepy as hell though. Yeah. On this gives me the yeah, yeah yeah. I would not block that either. Yeah. You know, what's, after you please go to. All right, let's move on to black. Now, next up we have ancient seller spawn. This is one black. Black for A33 enchantment, a creature horror. It has each spell you cast as a demon, horror or nightmare. Cons one generic list to cast. It then has the rather interesting line of text whenever you cast a spell. If the amount of money spent to cast it was less than is mana value, target opponent loses life equal to the difference. So I personally assuming we're not here for that top line of text, unless you really, really need to make a quiz around, call seven mana rather than eight, but the bottom of the bottom ability the opponent loses life. trigger does actually trigger from a bunch more things than I initially thought. Like, here are someone that seek play. So this triggers off of cost reduction from delve. It triggers from pitch elementals. It triggers from free spells with alternate costs. Things like thought of will snuff out and fire blast spells you cast from bonus to Citadel and dream halls will all make your opponent lose life. Cascade. And there's a bunch more. But, that's kind of a pretty solid list of cards that you're probably already running in a lot of your cubes anyway. and like the free spells, ultimate cost and cost especially seem really good and has really become more of a thing that we're just doing in cube nowadays. Like, yeah, things like snuff out fire blast, kind of like especially like the red like like pyro kinesis. Those effects are just seeing more and more cube like, kind of like this being an cool reward for that. It's an interesting kind of like that is something like kind of like black and Red has started doing a lot more over the last couple of years, and it's not an archetype yet, but it is a cool interaction. And yeah, it could be something that we could see in red black decks going forward. yeah, very weird card. but I think you'll be surprised at how much damage this could cause without without, like, effectively, this rewards you for playing good cards. You probably should be playing in your deck anyway, and that is quite strong. yes. For sure. Like manner reduction mechanics is just very powerful, right? So a lot of car mechanics end up in cubes. yeah. I think you have a lot of great ones there. I think it's one of those cards five where if you put it in your cube, there'll be a bunch of cubes for now in place. It I, I think I think that's probably just true, because I don't have enough of base spells that I think for drafts where you get like maybe a region of 4 to 5 things that do a decent chunk of damage off this, you could get pretty interested. when I saw this commonly failed and powered cubes. So I think you get the biggest hits off this island of Jericho. Found us, like ten helpful to me. That's kind of nice. Oh, okay. Yeah, yeah. Jesus. Okay. But, yeah, as you say, there's also, like, there just ways to, playstyles while playing their mana costs. You can do a lot. It's, I think this is one of those cards where it's like, put it in a cube, like, probably like six out of ten drafts. It won't get played. One seven. I'll put it in there that I probably shouldn't have, but they have a three. It might do some really cool stuff, you know, and I'm kind of bad for that. Yeah. but I think weirdly, the issue, the only issue you might have with this card is because of three spells are really, really good. It's kind of hard to get a ton of them right. Like people take some from you. but yeah, even like just the, like the slightly lower priority on there like pyro kinesis. So it's kind of phenomenal this size. Just like six and speed. Yeah. On top of the damage pyro Kinesis is also dealing. Yeah that's pretty bad. Oh my god you fire blast. This out is just ten as well. Yeah yeah that's pretty good I think you can play this can do some work. It makes you want to do one damage. That's pretty funny doesn't it. Yeah, yeah yeah yeah. This is a very weird one, but I. Yeah, I think this is cool. yeah. Yeah. if you're trying it out there, do let us know. That one seems pretty cool, but yeah, you want to take it away with demonic council? Yeah. For sure. So next up we have demonic council. It is one a black for sorcery may search a library for demon cards, reveal it and put it into your hand. Then shuffle. However, if you have delirium a foul fall on the card, type some cards in your graveyard. Instead, you search the library for any cards and put it into your hand. Is the most demonic of choices, and I'm kind of here for that. listen, this is it. Feel like a really high power level cube. And your idea of learning, like, actual demonic. So you turn your cube, and you probably shouldn't put this in, but if you're a bit lower power level and you have some graveyard stuff and you can get to delirium, and I think giving the delirium player a doubt that no one else can use is, is kind of a cool, cool addition to that deck, right? I don't think we're interested in searching for demons that much. Like, I'm sure a scenario would come up where you're like a very later player and wanted to find your aggressive band or whatever. But I think in general, yeah, you need to be getting to delirium. That's, Yeah, I think I think this is kind of a sweet payoff. I'm going to be honest. I don't like this card. Oh, I, I do, I think like the flute, like, I do like the idea of rewarding a certain deck, but I it's not those it's not the really the delirium deck that wants that you to. It is more that like if I want to put a two tone deck is more for the combo players, that kind of thing. And like like like so. So there is also a combo. Yeah. Like storm could probably get storm could get to this, but I think it would rather have like a like even something like cruel to to I think I might like more like it's very slow. It's that's two in a black to search for card and put a card on top of it. You lose two life. But like it's always going to guarantee you getting the card you want. You don't have to do any work for it. And maybe I am over or under evaluating this. Like like if delirium is a big part of your cube, like you're just supporting it, like, like I think other decks will just naturally get delirium a bit more, if that makes sense. Because you have more types, it's naturally supported in your deck. You have like your baubles, that kind of stuff. Like, so there is a world where like, yeah, you have the delirium to me. Like, like I just put this in another decks will still be able to use it, but like, I, I think that I think personally there's just a fair amount of charges out there that are kind of that are kind of that aren't too expensive and would still see play over this personally anyway. Yes. No, I do agree with you. I don't think it's a particularly good card. I'm more thinking about it in the sort of cubes where you kind of don't play tutors normally and like you, you don't give people tutors and maybe it's cool to like have. Yes, you get a tutor, but only if you do the work and it's a pay off and, you know, maybe you're going to get like a living death or something back, like, okay, now we're talking. Okay, you should have started with living debts now. I mean. You know, easily solved incredibly easily. Okay. Sick of that. All right, let's move on now to our next black card. Next up we have Metamorphosis Fanatic. This is for black. Black free for for creature. Human cleric with lifelink. I'm going to enter the battlefield. Return up to one a creature card from your graveyard to the battlefield with a lifelink counter on it. It also has miracle for one a black, which, if you know what that means, it means that, you may cost this card, but it's miracle cost when you draw it. If it's the first card you draw this turn, it's a literal miracle. So I do like this card. It has a very strong upside. The ETB is very good, but you could be really greedy with this and kind of, cast your reanimate on this. And then with this, bring back your icon of cruelty. That's pretty good because you often will then have like, things I do like that, but, if I'm being honest, I think for this to see play, you need support. Miracles or top of the deck matters in some kind of way. I don't think you can. Just miracles don't really work when you're just trying to like, rebuild and basically and just like luck into them. I do think you need some kind of support, for those decks to work. But miracles, it hasn't really seen much play in black. Traditionally it's been in white and blue. There were some 40 K, I think it was 140 K card with miracle that was white black though I do like, but maybe you could make an aspect out of it. But yeah, it's stupid and a master planeswalker an ass, but I guess. Right? Okay, just off with miracles. Oh, what is it? Just top of the back stuff. I can't remember exactly. Yeah, yeah, I, I do like the top of the deck stuff, but like, when I was doing it, it was more like, yes, there was some miracles, but it was more like infinite term stuff with like Jace, the mind sculptor and, got eternal catnip, that kind of stuff. That's more, that's more where I was going with it. this could end up just being one for commander, but I do think it is a very cool card. if it's cheap, I would kind of just give this a go in a lower power level, cuz because it'll be quite swingy and quite cool, and that could just be worth, worth of testing to play in those kind of environments. Yeah, yeah, I think I mostly agree, it's a very powerful, magical card, but, there just aren't on a throne somewhere in the world. that is the main issue for not, Yeah. The I guess the redeeming quality of this is that if so, v v v fingers. I'll this in my graveyard, I reanimate best reanimate. My outcome is like amazing, but so. Oh, yeah. Yeah. I'm animating. I'm living the dream. Yeah, yeah. But, it kind of matters a bit more if, reanimate, like, complete home runs, right? Like I know in your cube, for example, I'm not saying you should put this card, but in your cube, you cut the arc on and a couple of the other, like, kind of win the game on their own reanimated targets, right? Yeah. There's no arc on a no Gristle brand in mind. They're a bit too. Yeah. All into their animator. And when we're getting back, say, a Grave Titan or something, then it kind of feels like it mattered a lot more. But we animated this and then got our Grave Titan back like a different scene. Just getting a Grave Titan, getting a life linking Grave Titan. Plus a fall for Lifelink is actually is actually a difference that matters. Yeah. whereas like your outcome was going to win the game anyway, right? So it didn't really matter. so it's cool to do that if you're, like, really good at stocking your graveyard and, you know, maybe you're, like, going for a survival loop of caching buried alive or something. You have a way to bring lots of creatures in your yard, but then it can be cool to make your animate better. Basically. Plus, sometimes you get the random upside if you do just miracle this and miracle on this Jarvis farm when you didn't know it was coming, and it is kind of like, it's not like you never get to six, right? You know, if you get to Six Manor and then get your 7 or 812 pack, you're still like doing something powerful. you know, maybe you've got like, a basalt blob left for a dark ritual or something in your back. so just like you still got stuff like vamp two, Turvey sets this up really well. The miracle. That's true. Yeah, I can imagine, like, all those things together kind of make this an okay conclusion. but yeah, I think unless you're, like, actually trying to push miracles a theme, it's not like slam dunk by any means. No. Yeah, definitely. Yeah. I completely agree with that. Okay. Next up we have Overlord of the Bale mech. This is the black black for A55 enchantment creature avatar horror. It has whenever Overlord of the Bale Merc enters or attack you mill for cards, then you may return a non avatar creature card or the planeswalker card from your graveyard to your hand. So kind of like a Titan type thing. Powerful ETB powerful attack trigger, decent body for five mana. but it also has an impending cost. So we have impending five for one and a black. What that means is you can cast it for one, a black, but when it enters, enters with five time camp assignment as the beginning of your end step, you have a move, a time counter, and as long as there's a time counter on it, it is not a creature. So obviously you're not getting the attack. Figure out it's not a creature. So basically, you're playing this fan as a two mana male for get a creature back, back at some point later in the game. If a game goes that long, can turn into a creature with a powerful attack trigger. it seems kind of cool if you're doing some self melee stuff in your fire creature dance. it's kind of obviously like the cantrip thing is a lot less good than something like just grapple with the past, say an in that graveyard deck, because, you can hit creatures, right? Like you can't hit land, you can't have that other permanents, you can play with it or non avatar creatures. And Plains is like, yeah, yeah, a yes. You can have things like ancestry. but the upside is like when you draw it and you have five mana when you just cast as this, it's pretty powerful mid-range creature. I kind of think this adds up to a pretty good card. In this case, it's worth saying there's a whole cycle of this. I think this is the only one we're talking about. but I will. Fine. I think none of them are, like, plus incredible. But I think this is the most cost of all. Yes. And I think this is I think this is like a pretty nice black card like value creature, like big tycoon value creature slash cantrip seems very solid. This is also worth noting if you have ways to flicker. Enchantment fees can be very powerful because you play it for the impending costs. On ten two you flicker it, and when it comes back, it doesn't have the cam counts as an it's a creature again. but in a ton of ways, like the enchantments that get super regularly played and a lot of cubes like flicker with this may be like the most common one. this failure do it. Oh, failure maybe does do it. There's an online permanent. So that will. Yeah that failure is a good one. Yeah. That's that's very nice curve actually like 10 to $0.10 that if you flash ten to you flashing a failure you untap and pen this get a trigger attack with failure. Flicker it it comes back to the five five. You get another trigger. That's that's kind of hot. Yeah. Yeah. That kind of slaps actually. No. Nice. Yeah. I so yeah I think this is for cube. Anyway my favorite of the Overlord cycle that's probably one of these is like like this design when we're talking about it. yeah I but I want to include a mulch in my cube. But the tricky the thing is, is justifying putting a mulch in is a bit difficult in the fact. Yeah, this is a mulch. And like a raised deck, it doesn't actually have to be one of the things you've milled, but you returning it back to your hand, it can be any creature in your grip. So that is quite nice. And yeah, the fact that, so this kind of year is kind of seeing a bit of a, I see something we'll talk about more as we go through green and red, the kind of time ago for delirium. Different things, different types in your graveyard kind of deck has got a lot of pieces in the last six months or so, and I think this is a very solid piece to that, because although the impending pack doesn't go to your graveyard, it sits in play. If you were to meld this off of something else, the fact is, this is still two creature types in your graveyard, and you'll see that a lot with a lot of the dreams do in this set are two types that really help the older and just having more types in your cube. So this is enchantment creature having more things that are double type in your cube will generally help that deck. And this kind of seems like such a such a pretty solid role maker in a like a role play in that deck. The worst case scenario is a five, five, five that you can swing at your opponent with. Like, I think this is pretty solid, if I'm honest with you. I'm, I'm, I'm probably trying to give this go nice. Yeah I like it. Okay. We're moving on to read next. Next up we have fear of missing out something we can all relate to, I'm sure. it is one read for a 2 or 3 enchantment creature nightmare. When FOMO enters, discard a card, then draw a card. It also has delirium whenever fear of missing out attacks for the first time each turn. If there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase, so two man effort two three that rummages on ETB is solid. again, the kind of delirium graveyard a deck will like that kind of effect. and then also with the attack trigger, it's probably going to be pretty good. A lot of read decks will have creatures that you want to be attacking twice with, like at a base level. this out with a rebel master, or there's going to be some big dumb dragons that are attacking for ten over ten and could probably just win you the game on the spot. And also in red. I don't think delirium is any when it's not tricky at all to to activate like this rummages into the tournament creatures those two types. So again if this were in the bin it would help the help that deck out. Anyway, that kind of stuff. And like cubes nowadays generally have all a lot of cubes nowadays generally have things like fetch lands or baubles that kind of stuff. like like I've been running like pyrite spell boom in my cube to help out. That deck is just an artifact that puts itself into the game, but that kind of stuff, and it's not going to be. Yeah, I think it's just generally going to be pretty solid. Yeah, I think this card does a decent amount for just two mana. I think it's gonna be a pretty solid role player, and it's probably another one. I'm probably going to need to try and jam into this, make hieroglyph the best card in cube deck. That's. Yeah. I mean, it's it's two types of hieroglyphs as well. yeah. No, I like this card. I also just really like having delirium as a mechanic. I think it's interesting. It makes you think about it when you're drafting, right? Like there's massive stuff like take fetch lands, take pipes that wouldn't otherwise go to your graveyard, like, like, facts, enchantments or whatever. But there's also just like, if I have tons of instance in my deck and 90 sorceries, then you want to take sorcery over every instant because you want that balance. So you're you're better reliably getting full, yeah. But know, I think this is a play. This is a very solid ball player, actually. like compare this something like scrap work, which is being actually very solid and Power Cube like, there's a lot of upsides with this. but the one thing that's worth noting is, normally this sort of rummaging creature says when it enters, you may discard a card. If you do it via a card. This just says discard fend for as upsides and downsides to that. the downside is if you have two cards in your hand, one of them is this info on this. Phenomenal. You maybe don't want to cast this because you're going to have to discard to get a card that gives you a bit less optionality. And by that, scenario, the upside is if this is the only cards in your hands and you cast it and you just draw a card, and that's very nice. Now that's pretty good. Yeah, I like that. And then on top of that, I want to know how we can make this into a bad combo piece. Oh always James. Well he got for me. So if you have delirium this pretty much works as a pasta. Might feel chaos when someone does. Yeah that's pretty. Oh yeah. Yeah. Does do you have does it have to get through for combat damage though. Oh no no no. Well you just make a copy of it. Attack. Untap your key, Tiki. Yeah, they can block it, but yes. And then send another one then, unless they have an indestructible creature or something, they will just eventually run out of points of toughness to put them away. And then you start getting food for damage and you win. The only downside is you do have to rummage. So there's a scenario where you just run out of cards I swear. Yeah. But it's like well it's two damage a card right. So if you have 20 cards in your deck and they're on 28, tap like 20 points of toughness in the way, which seems kind of tough. Like obviously like super late game. You might run out of cards and it might not work, but like I wouldn't put it in a cube just for that. But it's it's a cool interaction to be aware of. Yeah, I think I, I, I like the fact that, yeah, it's it that's a cool bonus thing rather than like, yeah, it's not a combo piece, but it is. I think that's more interesting than like, if someone kicked me out with this, I'm like, well done. I've not seen that before. But yeah, if it's a party to see Rex Arc again, then none of that for sure. All right, next up we have Razer Kin needle head. This is red. Red for A22 creature human assassin. It has first strike during your turn, and whenever an opponent draws a card ways, it can needle head deals one damage to them. So this is just going to be a pretty solid card on its own. It's a nice little Punisher effect that can rumbling early. because got the first strike and then later in the game we can just sit there and if they do nothing, you will just kill them with this. Now, obviously this is up in, damage quite a lot. If you are supporting the wheel deck where you're making your opponent draw seven cards. the double red is harder to cast there, but I'm also kind of up for making my combo players work a bit for their mana. now, obviously this is not as good as things like Shield Druid or Bow Masters, but if I'm honest, like at more medium power levels, this is going to be more fun. I think like shield druid and bonuses are just a bit miserable in a lot of cubes. they kind of. They're like a power, like 1.1, if that makes sense. It sounds just like they are incredibly powerful cards. They kind of can win games by themselves. But I kind of like the Wil deck is very cool, and finding some middle ground I think is going to be nice. And this seems possibly great that like, yeah, I, I still have the wheel deck in my cube. I cut children and and bone masters because they're too strong. This seems like it's probably going to come in as a replacement for them. Yeah, I'd much rather run this than something like a direct parasite that I have considered before. That is a single black for A11 that whenever an opponent draws a card, if you control the red permanent, you may have it deal one damage to that player. I've considered running that card as a replacement shield to it. I would have got yelled at by my players, probably quite rightly, but this seems a bit more justifiable, shall we say, because it is a two man, two to that. Like, like effectively just pings them every turn, like at a base level. I'm on a red deck. Would be fine running this card. But yeah, if I goes up in value with the with the wheels deck, I think it's going to be fun. Yeah, I could see that. the red red is kind of tough as it is. because red is very often like your second or third color is very much a secondary color. Right. so that that is tricky. And it's only A22. It doesn't it does just tie to everything. having said that. Yeah, if you want, if you want a way to push that back in and you don't want to go go full shield, but on it then, then maybe there's a nice middle ground. And I do think it's pretty solid. And just like regular monitors that like when they actually have to kill your two tops when you play them on turn seven, that's that's quite a nice place to be. because they yeah, they can't really just let this sit around for a few tens. Yes. But I think it has been a trend recently that, you know, that aggressive back to a bit less likely to be actually maneuvered and, more likely to be bought off or whatever. And it is kind of like, do you want to be trying to cast this on turn two and to Sky claim that version on turn three is that it all seems a bit tough, but, you know, I think that's from what I've heard, this is good. And yes, maybe as, like, slightly powered on a shelf of a wheel set. Maybe this is a good place to be good for. You have that crossover at least. Yeah. Yeah, it's a good option at least. All right, next up in that, we have untimely malfunction. This is one a red for an instant. You can choose one destroy target artifact. Change your target of a spell or ability with a single target or 1 or 2 target creatures can't block its turn. So this card has some optionality which is really nice. and it has some blow up potential, which certainly have a second mode, but, just a scenario where they try and kill your creature, you redirect, set and kill that creature. Is is really, really good for you. For sure. The third mode is probably the weakest, but sometimes it will just kill them. I am not convinced this quite adds up to a card we actually want to be putting in our main decks. maybe if the cube was very, very artifact heavy and we just want to shatter that, that does some other stuff. the other thing with the ten year target of a special ability that just quite a lot is the removal spells now. So if I lay low, I'm binding. And that sort of effect. And then do you say creature for your opponent controls. Oh really. Okay. Yeah. That kind of makes this much worse by this. You can actually redirect symbol once you like. Sure you could redirected to your bad creature for me a good creature, but it's it's a hell of a lot worse and redirecting to better creature. yeah, it's an interesting card, but I kind of feel like if you put it in, it will end up inside bottom of the main deck. So maybe it's not where we want to be. No. That's where I think this is. Yeah, I think sideboard Card is definitely where this is going to end up. But like oddly, this is a card I think is probably better the more powerful the cube is because like, more powerful cubes, like, like power cubes tend to run more artifacts. You have more targets for. That's like those cubes naturally run shatters more basically like like I've seen them run like Rimrock Knight and that kind of stuff. Like they want the ability to interact with artifacts. And like in theory, they will have most efficient removal as well. So the middle ability gets better there. And yeah, the bottom ability will come up randomly, but yeah, it could when I'm on a red deck again. But yeah, there it is. Very much like each of those modes is very much one you want to see in the sideboard. And I'm just generally not a fan of running sideboard cards in cube, because you only have 360, 540 or 720 slots. And there's so many good magic cards out there, I want them all to do something so yeah, it's a bit tricky, but getting very powerful cubes is very good against ancestral vehicle. I guess at that. There we go. Now you've got them. That's a reason to run this car. Might be a bit now. Yeah. listen to. Oh, yeah. Oh, yeah. Some of the, some of the ten spells target. not all of them will work. Doesn't that like some of them, say, target connection. Okay. All right, let's move on to green now. Next up we have balustrade worm. It is three green. Green 355 creature one that has this spell can't be counted. It also has trample and haste. So we love that. It's a pretty good big green beater. Then it also has delirium for two green, green. If you do that, you can return balustrade one from your grammar to the battlefield with a finality counter on it. Activate only if there are four or more card types among cards in your graveyard, and only as a sorcery. So that's why this is a perfectly fine bit of beef. We basically see one of these in every set nowadays a rare five five with trample in haste. And and basically, if you're doing the delirium, get as many creature types or as many card types into the graveyard as possible and be rewarded for that, either with delirium creatures or with the aforementioned Tamagotchi, Spirograph, and Burrow. Go. If I'm going to say, then this does get better because you can actually trigger the delirium. the main issue that I see with this card is that effectively, this is like binge watching at home. but normally I found in those decks I do kind of want to second when drawing like a second big aggressive creature that I can get back from the graveyard, or if I miss it, I can get it back, or I can just come back if it gets removed. the penalty counter obviously sucks. I think every time I see the word finality count on a card, I'm a little bit sad. But hopefully it means in the future I can push things a little bit more because I have that vow of of it's not forever. yeah. I've been, as I mentioned already in this episode, I've been. Yeah, I'm running that kind of Tamagotchi feed Delirium deck in mind. There's a I could see myself testing this in the next couple of months, if I'm honest with you. depending on how deep I want to go with that archetype. Yeah, for sure, I think. Yeah. As if you're just a green deck trying to cast this. I think it's fine, but it's like five five. Sample haste is great. Can't be counted. Great. Maybe get it back later. Maybe you can. I think the time is actually going to shine. Is for the for the delirium tax for sure. South mill tax. That's the time where you won't even need to do it right. You'll smell it over. Which is there's just great upsides. I'm the vent fan comparison is an interesting one. Like suddenly they're not tools with this aren't as good as the not tasked with venturing right by you. Just get it back super early without paying any mana. But this is a lot more reliable that you don't. You kind of just don't need as much stuff to line up as you do for fans. Fine. It's fine. You need it to all come together in about 110. You can cast two creature spells when it's in your gray cards and sometimes, you know, goes into a graveyard later and you don't have those spells. whereas this is just once it's in your graveyard, it can hang out there, and then later in the game you will have delirium and it's the I5 temple haste. You know, it's, it's a scary bit of beef. yeah, I can see it in the South Militech fleet. probably another one for the south middle deck coming up next. Actually, do you want to take it away with haunts? Would trigger. Yeah, sure. So on Shrieker is one green green for a B3 creature? Beast mutant says when Hansford Shrieker attacks, you manifest threat. You can look at this up to one of them. Place down one of the graveyard and then you can pay one green to reveal target face and permanent. If it's creature card may turn it face up. So this one I think is maybe just, a green deck trying to beat down a little bit, like it's a Freeman. Manaphy fever makes it 2 to 1. It attacks. And those attacks tend to be creature dance. So, you know, when you, Questing Beast surface, you can just, for five, fighting that face up next turn or be at this lens. You get to turn it face up for two mana. That's kind of cool. and seems like kind of a scary thing for, you know, I'll found some turn to you. I think it would be fine. Them be in the south middle deck. Well, Yeah. Oh, nice. Cross over. Maybe. Is better is a better way of describing it. That's fair. Yeah. I think often in those decks you kind of because you're quite invested in getting the self meld. You kind of it's better to have the ones that do are on ETP. Right. So you always get it. Yes. the invest which needs to survive an attack. obviously the upside is very good when when you do get to attack with this, I kind of see this, like in a that green monster stack is a pretty serviceable 312. Like, sure, it dies from evil, but at some point you're just like, you play enough things that you think they need help. at some point, they can't kill one of them. Yeah. No. That's fair. Yeah, I, I really like this card personally. my notes are. It's a rabble master that can cheat in, like, an admiral. Yeah, that seems like it could be pretty good. Like. Yeah, obviously, I'm looking at the outermost upside with that. And, yes, I think it'd be great. Yeah. You're not getting your value straight away. Like you're. If you're doing more in your cube, then more power to you. you might get some more use out of out that bottom ability. It's a slam dunk if you're doing well. So I think so. Exactly. But, yeah. Yeah. I just think this is just it's just a very, very solid good card that has the potential for some very cool upside as well. So, but yeah, this is probably one of the slam dunk tests for me from the side, if I'm honest with you. Nice. Well, speaking of Chemical and Play wants to discuss our next green card. Yep. Next up we have Kona rescue bestie bestie rescue bestie rescue bestie. It is three and a green three for three. Legendary creature beast Survivor. It has survival, which as a reminder, is at the beginning of your second main phase. If Kona Rescue Beast is tapped, you may put a permanent card from your hand onto the battlefield. So if you are just if you're just cheating creatures, I think you can do better. Like, there's Monster Manual. I mean, there's even like Elvish paper, that kind of stuff. and this does have to attack, to get its value. But the cool part with this is that this says any permanent, not creature. So with this, you can cheat in stuff like Port of Rex here. Your best to see God. Like, is there a world, James, where we're casting omniscience with this? is that kind of where we're going? I like that a bit more than, like, like having the base level of cheating in a creature I think is cool. But yeah, to be excited about this, I think we're going big with this. Like, is it omni science time? James Omni science sounds like a great use of this. Yeah. yeah. I think this card you do have to put in the work to find ways to tap it, because I'm really not very interested in the play pattern of this pass past return. Hope you don't kill it. Hope you don't have a blocker. that sounds fun to me. but if you have a way to actively tap out, this is pretty phenomenal. Like, because you you don't give him a technique, you don't even give them the turn to move that they you just do it right away. Yes, I main phase. and yeah, five. Save a bunch of stuff we can cheat in. This is very nice there. let's. I think it's one for, like, the most powerful cubes because, kind of just more streamlined ways of doing this, right? Like, you want this, sneak attack. Really? Like a sneak attack. Is this a lot less work, isn't it? But why not? For. Yeah. Yeah, yeah, I feel like in an environment where sometimes you got to put in the work and. And I think this is kind of sick. Right. Like. Yeah, I think the challenge is right. Like one of the ways of tapping it. But you have in your deck. But like actually good cards in your deck. You don't want to just be putting in a random springleaf to, that sucks. Otherwise fairly. so I could kind of see this maybe in a sort of black green soul tie, survival tech for a bunch of creatures, man. It's like, am I doing my smuggler's cop for my secret carrier? Anyway, if I and I already have some big stuff, I'm doing my survival Re-Animator stuff. And then this sort of knits those two things together quite well. And sometimes you just get, to send your giant thing. I think that could be kind of cool, but yes, it's not, it's not the easiest card to make work, I guess. yeah, I'm sure there's some other good, good tapping options you could use outside of vehicles like opposition is pretty good, right? If, is a good one. Yeah. One other than me still has that and that. Give. No, I think that's why I, I yeah, I, I think if you can do that, I think, yeah, if you can find a way of, of dropping it down without too much. So I think that's great. yeah, I but for me, when I was there, I was more kind of like, is there a way to now support big cheating, big enchantments into play? Because you I mean, are we also just leaving up like, academy rector, cheating or omission? So that kind of stuff like like like like like we have it with artifacts that's existed since Tinker was printed. Is there a world now where we could potentially be cheating in big enchantments? This does let you do that. And I do like I think that's pretty cool. I do like I can do like has me back to replenish as well. Planet should do good. Okay. Maybe maybe an archetype episode is brewing in the mist there, right? You don't take it away there. Next green card, James. Sure. So next up we have Twitching doll. This is one a green three, two two artifact creature. Spider toy haunting. James, this is like King. Yeah. Most hideous. Like most hideous card in the set, but sorry. Please continue. Yeah, yeah. They made. I think it was in one of this artwork. Was like in one of the promo trailer things, and it was moving and I didn't enjoy it. Daniel. Reasonable. Reasonable? Yeah. The twitching doll. Fortunately not moving at the moment. It is a, two. So two, two, two in tap it, tap one man of any color and put a nest counter on twitching doll. Or you can tap it and sacrifice Twitching Doll to create a 2 to 3 in Spider creature token with reach for each counter on twisting doll face end is a sorcery. it's awesome stuff. so we kind of get one of these two mana tap for manner of any colors, and pretty much every set. It feels like a Malcolm with an upside, and it's kind of a sliding scale of I think basically the two things that matter when evaluating these are how easy is it to kill and how big is to be upside? this is very, very easy to kill. I think the upside is very, very good. so I see you don't like we've seen a few recently where it's like you can tap to put counters on it or tap to add to the mana. This you just get the counter when you add a mana. That's a huge deal. It means you're not like taking time off of your first use case for this, which is bumping out good falls and fives it just accumulating counters while you're doing that. Now, once you've done that for a few tens, you just stash this in for like 3 to 4 spiders. That's great. Like, you know, you could easily just have this man of a bunch and then put 8 pounds, like, that's so much. Yeah, I'll feel drop. it's also I literally just feel like reading would cut out, but it doesn't actually say each nest counter. Yep. It's any kind of counter. Yeah. So if you're in a plus one plus one counters NASA's stack. And this is kind of right. Right. Yeah. Like you can just load a bunch of accounts on heads and find, cache it in for a bunch of tutus like later. it also goes infinite with some veil, which is kind of cool and feature veil is a card that people find cubes sometimes. because Freeform really lets you pay a blue to untap it. So, you just tap it to add a blue use. For blue, it's one tap it, rinse and repeat. You have as many nest counters as you want, and then make as many two twos as one. That's kind of cool. the downside in all of this is it ties to piece, you know, artifact creatures, artifact creatures with less than three, toughness. probably the easiest things to kill in magic. Yeah, yeah, it's tough, isn't it? That's, begging for a giant waiting to stomp on this disgusting, spider infested toy. but I think maybe if you upsides, it's worth it. Hey, you know, Yeah. Is it better on cell phone carriers? It's probably not. They can never kill this at one. But I could imagine trying to save that, like Paradise period or something. That's not. Yeah. No, I, I'm, I'm quite high on this. Like. Yeah. Obviously the AI trading is a solitary means that you can't respond to the remote removal spells, but that does kind of suck a bit. But does the potential upside on this is really, really strong. And the fact that like your opponent has to answer your manner, otherwise they might just lose the game. I think it's quite funny and is quite strong. And yeah, I got like this card and there's one of the interactions that kind of going back to a card you mentioned last for the last one. this in an opposition deck actually seems pretty good. Like opposition deck seems like they like mounted orcs because they can ramp up the opposition and then tap and down. But this can make you this can do that and then make you a bunch of stuff to then keep your opponent lands top down every time. And like that deck hasn't got much love the last couple of years. I think this is actually very good that, if you're supporting opposition, maybe you should give this a go. Maybe that's James. There you go. Does that make you want to switching to a little bit more. Yeah, I'm kind of in. Yeah I think it's in scope. All right. Let's move on to I'm going to say this now, possibly my favorite card in the set. Next up we have ursine monstrosity. This is two in a green for A33 creature bear mutant with trample. It also has at the beginning of combat on your turn milk card and then choose an opponent at random. Assign monstrosity attacks that player. This combat is able to land up turn it gains in destructible, and get plus one plus one for each card. Type among cards in your graveyard. So this is a multiplayer card that basically when you transfer the rules to one on one, it just means it has to attack your one opponent every turn if able. but the upside of this bonus attacking is indestructible and in theory, pretty big. Like, you know, like if doing nothing and just playing this card because your million card is attacking on its first turn as A44, this could probably be A55 quite easily. And then the delirium decks that are actively trying to fill up the graveyard, if you're running the time, are going to be around the farmer guys. This could be like seven seven or an eight eight with trample really easily and for three mana and indestructible when it's attacking, that seems really, really good. Like but yeah, in one Horizon's three, we talked about the three mana trample or the three amount of time ago. Like with trample. This is just better than that in my opinion. Like I would run this over that. And I've been very close to running that card. I'm really high on, slain monstrosity. yeah, it's a graveyard matters card like that. Just you turn sideways and kill me with. I'm kind of a big fan of those, but I think this is really cool. And especially in this year, as we already mentioned, where M83 has brought so many cool cards for this kind of archetype, I think this might just be the best card from this set, actually, for that deck as well. yeah, I'm quite high on as I'm monstrosity, I get it. I think it's just going to kill your opponents dead. Yeah, this seems fairly good. like the two worst case scenario, right? Is you cast this and then it attacks for for trampled disposable like a million cards. You have to have one card. but, yeah, it seems fairly easy for this to attack on turn four as, like a six 6 or 7 seven. I think of eight, like just quickly salvageable. Something on time too. Like, if you're supporting yourself, you will have those nice ways to mill cards for 1 or 2 mana. and yeah, this can get real big real quick. the downside is just that when it's not attacking, it is just a free three. So it does die 12 for move. But you know, lots of features eventually if ever. Now for me those spells I, I think it's fun to highly tweet them. All right. I'm just going to assume you're going to be a big fan of our next card. James, you want to talk about, I think is this our first room of the day? Yeah. It is. So, let's discuss some beans for a quick minute, I guess. so beans are enchantments and they have sort of two, two parts of the room. So when you look at the card, it's like a split card. I've, they've parts of a card have their own casting customer in effect. And I basically have an enchantment. and when you cast for the, you can cast it for either one of these mana costs, and then you, you unlock that part of the bean. once it's in play, you can then say, hey, the cost of the other side of the bean. And that will unlock. Then you will get the effect of that side of the room as well. So you can eventually get both parts of the cards, but you only get one on initial cast, and then you have to pay to unlock the other. Yeah. And you can cast either side like like most of them have a cheap side and a more expensive side. You can pay. You can play the more expensive side first and then unlock the cheaper one later if you want. Yes, for sure, sure. The one thing I did notice with the insert as well, if you like cheat the room into play somehow without casting it, then neither side is unlocked, unfortunately. So you really do want to actually cast base cards? Not. I've been saying some other way that, like finality counters names and once. Exactly. Where's the. But this one I think is very good actually. So this one I think is very strong. Yeah. So this one is walk in closet slash forgotten seller. So walking closet is the cheaper side of the room. This you can cast for two in a green. It's an enchantment and says you may play lands from your graveyard. So we have a crucible of well so as a baseline as an enchantment in clean white. And yeah, that's very strong. Yeah. And then the other side is forgotten. Seller this is the green. Green. It says when you unlock this door. So then you unlock that side of the room. Essentially you may cast spells from your graveyard this turn. And if a card would be put into your graveyard from anywhere this turn exile. so I think with like 90% here for Crucible of Worlds. this crucible of worlds that is pretty hard to kill like compared to like vampire excavator, for example, which is is in a lot of cubes. this is, you know, it's just it's just a lot harder skill, enchantment free toughness creature. So that's that's a very nice starting point. the forgotten seller site is pretty manor intensive, like, it's basically a job. Well, but for five mana. I have my notes to ask you, is this a storm card? James? Kind of, I think. Yeah. I mean, it's going to be cheaper than New York's. Well, yeah. Yeah, I certainly, I guess worse than. Yeah. Well, in sum, thank you. it comes to my mana and it's double green, which is kind of rough, but I think the main thing you're doing with the other side by is you're doing your stupid fast on combo, making a ton of maps because you have a small world getting all the lands out of your deck, or maybe even enough, like fast bond seven off and then you're an infinite mana, and then you unlock the other side, which is when you, and then you cast all the stuff out of your graveyard, and Kelvin, but yeah, I'm kind of already in for like three mana crucible. That's an enchantment. And then, this is pretty nice upside on top of that, because Crucible can get you a lot of mana and the other side uses a lot of mana. Very well. yeah, kind of a lot of bad things to say about this. I guess the only question is like, how many crucibles do you want to put in cube? And, maybe some good ones. like, I can see some pretty strong arguments for cutting them in up for this. I guess the main downside is just that enough is quite to travel with stuff like Green sun's enough. why is this isn't. But isn't there the upside from anything I think could make this kind of fun? my take might be that I think it might be just correct to cut Crucible of Worlds for this. Yeah. what deck does not green actually wants Crucible of worlds. Like like like like like like like the mono white doing the strip mine or like Armageddon Crucible. The worlds thing has not been a thing for a long time. Like, yeah, I want a white with a strip. Mine is almost always a mistake to focus on your decks as part of a three off that kills enough to strip mine from want to like, that's fine. I guess. Yeah. You sometimes see it in, like, more controlling decks that have a strip mined in the wasteland by, like, this symbol that, you might not be wrong. I'm a bit sad about cussing actual fact based off of worlds that I know, but like, this is just crucible of worlds with the potential. But it's the crucible of worlds with the potential of a Yorks. Most will be free to staple to the card. Like like I don't really see the green peppers a like like I cannot think of a non-gaming deck that's played Crucible of Weld in my cube for years, and I think I was the last one to did it with the Armageddon thing in my way, and it didn't work. And I'm getting got cut from my cubes pretty shortly afterwards. But like, yeah, I'm on the green stuff. I think it's all the green stuff. Yeah, with the fast button. Sounds really cool with this I'm really happy about. Yeah, I think in my view I think it might just be feasible. It's a bit sad for, you know, it's like that is kind of a mad sentence. Yeah. Yeah. Because there's also even, like the contour of worlds. green green one, the large cast permanents is fairly strong as well. It does more I think it's that. Yeah. Yeah, it's a nice crucible like the fifth best crucible or something like. Yeah. Like there is a world where I think we might just be at that point now, which is kind of weird, but yeah, I think that's where we are, if I'm honest with you. I have. All right, let's move on now, next up we have wicker folk Thrasher. This is three in a Green Beret. Five for art. Typically just scarecrow. It has delirium whenever it attacks. If there are four more card types among cards in your grave, I'd look at the top card of your library with a lanyard. You may put it onto the battlefield if you don't put that card onto the battlefield, put it into your hand. So this is also an uncommon and eye for an eye for a fight. Four I think is pretty good. And if you are doing any kind of selfishly kind of deck, which you do see in in peasant like spiders, mourning is a real deck and peasant games and the delirium to just look at the just look out of your library and if it's a land, it just comes into play. It doesn't say Tapped Land comes into play. That's pretty good. This is a lot of card for an uncommon, I feel, and I think it's probably just like if you have a peasant cube, this seems like a slam dunk to me, if I'm honest with you. Yeah, yeah, yeah, yeah, I think it is probably just for peasant thing. You have to do all the things outside of that. But yeah. Peasant, it's, it's big and kind of fascinating. Yeah, exactly. Not a lot of expensive cards, but it's one I just wanted to mention because I do like I generally think this is actually going to make a decent amount of play. Nice. so moving on to our first gold card of the day. We have Arabella abandoned Doll. This is a red and a white or a one of three legendary artifact creature toy. Another hunting card. James, are you sure? Yeah. Yeah, yeah, yeah, that's real. They're into creepy toys. they're they're set. whenever Arabella abandoned doll hat, it deals ex damage to each opponent. And you gain x life where x is the number of features you control with power two or less. I think this is again, this is an uncommon. So I think this is probably one for passant. But if you're in like a red white, go wide back and peasant, this can get in for a chunk of damage. The challenge will be actually having a good attack with it. It is just the one fee. It doesn't have any evasion. It's have any keywords. but you can just use it as a one shot potentially. Right. If you have enough creatures, you just swing with a team and get like six off the trigger. And on that dice for combat, and you know, if you have it on turn two, then maybe you, like, play a token maker on turn three and they just have A22 and you can get in base hack and and they'll train in that way. yeah. I think for like red white go white and peasant. This is probably pretty good. It's also an artifact if you care about that, maybe are doing like, fancy servos, factors, all that good stuff. No, I agree with that. I think I'm, I could see this potentially being a little bit higher in our level, maybe, than just, and just peasant, but let's just just because it's kind of a, it is a way of forcing through some damage, I guess, like, if your opponent is kind of stabilized in a more powerful cube because, like, like there aren't any token makers and stuff and generally lying around in a lot of more powerful cubes. just, just just as a way of, Yeah, just pushing through some damage later in the game. Like, effectively, this is like a one time big lightning helix, I think, they're not the most fancy of cards, but I do. I think it's all that. Yeah. Right. Yeah. One thing I guess with that is there is a ton of support in Boris for token. He cards, like, I guess. Yeah. Okay. Maybe for their links is better. Maybe three is better. what's the other one? An owl, which is just a rebel mindset vote. Yeah. Okay, maybe those are probably better, but maybe in a more budget cube. or a less powerful game. Arabella. But it'll be quite cheap. And I think if it was in that section, it would be a perfectly solid role player. But yeah, I I'm looking at it. Yeah, there are better ones out there, I guess. All right, let's move on to our planeswalker of the set. Let's move on to Cato. Bane of nightmares. This is two blue and a black gray for starting loyalty. Legendary planeswalker. And look at Titan. It has ninjutsu for one blue and a black, which is kind of cool on a planeswalker. And if you don't know what that means, it means you can return an unblocked attacker you control to your hand. Put this card on the battlefield from your hand tapped and attacking. How does work with a planeswalker? Well, it has a static ability of during your turn. As long as Kaito has one or more loads of counters on him. He's a three for ninja creature and has hex proof. So that's how he's able to attack and deal combat damage. But he has some regular planeswalker abilities. He has a plus one or you get an emblem. With ninjas, you can try and get plus one plus one as a zero of surveil two. Then draw a card for each opponent who has lost like this. Turn and a minus two of tap target creature. Put two stun counters on it. So Planeswalker Ninjutsu is very cool, and that's not something we've seen before. The fact this still still does combat damage when it comes in is nice. so kind of I feel this card is actually a bit backwards in terms of a planeswalker, because normally with a planeswalker, the pluses and protection, the mentalism card advantage in the bottom is your ultimate. This kind of feels like the minus two is the protection, and you tap tography to put your tongue on it. That's what's protecting character. When it's not your turn, the zero is still your bit of card advantage helps you sculpt your hand, I guess. and then the plus one is kind of your win column. Like, realistically, if you're running this card, you're going to be surrounded with with other ninjas. It is nice that it will just slightly buff itself, because it is a ninja on your turn. But if you have ninjas in your cube just getting a plus one every turn look like like your opponent can't interact with those emblems. That's pretty good. Like I've run, but admittedly commando decks with with that kind of thing as well as a win condition. Just like going wild with tokens and just having these emblems just sit in play that your opponent can't do anything about, it means they can do it. But yes, you can rebuild and they still have that buff. And again, like, obviously we need ninjas. And one thing with that archetype is that you don't actually run too many ninjas in the ninja deck, because you need a portion of unblockable creatures to kind of get in for the combat damage first. But ninjas is a cool and vibey archetype. It's not really one for higher power level cubes anymore. but in more budget environments. Ninjas is a very cool thing to do with Damia. And if you open to Cato Bane A nightmare at your prerelease, I wanted to include it. I think that'd be perfectly cool. Yeah, for sure. I had a great fall for, I think it's really cool what wizards have done with planeswalker, because recently actually, like five years ago for like the one blue black planeswalker. Very well. Just like plus fire card, minus the creature Ultimates in the game, but you never get up. I'm really into for making that, like, more thematic build around things. I think that's really cool. I don't really understand why the ninjas one is in this. really? Any other ninjas? there's a there's a ley line that can turn all your creatures into ninjas. There you go. Cool. But, a combo unlocked. Yeah, I'm ready for these three. Release. yeah. No. Like, obviously, this is only for ninjas fight as you're not just putting this in as a value planeswalker, but yeah, I think that, play patterns pretty strong here. Like, get to end on turn three. If I do have a creature that could attack it back, you can just tap it down, put some counters on it, start thing with something like this creature bigger. Make you have an interest bigger. Even if I kill this, your ninjas are still big. Maybe draw cards in each cards? yeah. And very, very nice inclusion to be ninjas archetype. I think. Yeah, yeah, it is a fun one. And yeah, yeah, I guess this is what happens when they only do one blink, one planeswalker set. Like it gives them more time to come up with a cool one rather than I just feel like maybe they could have come up with a cool ninja planeswalker and then be like, this is sick. We'll save it. Until next time we do Ninja ninjas. I just like do this set. This set needs and then defines. Yeah, I'm sure there's some stoves. And then like I say, it's hanging around in the haunted house. So what? I thought that, yeah, I did, I, I don't know the sound value in this set. I get like, actually, I think that maybe there is a thing about, planeswalker is kind of take over limited. And this will not take over limited, I guess I see. Yeah. Yeah, that's like something, but. Yeah. Go on. All right, all right. you have another room ahead of you, James, I do. So next up we have revolving furnace slash steaming sauna is another room. You can cast the first side of a room which is revolving furnace for one event says when you unlock this door, this room deals damage equal to the number of cards in your hand, target creature and opponent controls. So on turn two, that's going to be a very solid removal spell. On turn six. It might still work as a removal spell if you've kept cards flowing, but it might not if you've emptied your hand. but you do have another side of this room, so you can also cast or unlock steaming sauna. This is three blue blue and it says you have no maximum hand size. And at the beginning of your end, step to a card. I quite like this, actually. I think it's better if you're something more controlling. Back with good card flow. So the removal spell is likely to be better for longer and a more aggressive deck feel. I'm seeing your hand at it. You know, work in the first few turns, but probably not after that. but it's nice for even if you draw it when the removal spell isn't good, you can just cast a personal howling mind for five. Like that's not a card you put in your deck, but when you're getting it as a bit of a five, all on a, on a fairly serviceable removal spell, I think this works pretty well. I'll say, you know, you can play the howling mind later and then, you know, maybe you keep a couple of cards in hand and unlock the other part later on, and then it does like some removal spell again, because you've chance to win a bunch of extra cards. yeah, kind of into this one. I think it's a fairly solid role player, if I'm honest. I see yeah, I see the play pattern is kind of like you're probably snapping off the left side the the instant the removal spell, probably as early as possible because it is a sorcery and it can be quite, quite, quite inefficient. But I think just generally. Yeah, I think the play button will then end up being you snap off the red side, kill something threatening in the first couple of turns, and then just leave it in play. And at some point when you're when you're out of cards in hand, this will just start drawing you two cards a turn. And that could be enough to stabilize you, pull you back into the game. I think it's pretty solid. would you consider this is it card, or would you consider this, like a red card? Okay. Kind of. Yeah. No, I'm not interested if I come out both halves because I, I don't think either half is a card you have put in your deck, right. One of red damage equals number of cards in hand is like it's a fine removal spell and it works. But I could just play a the middle spell that always does for here. No farther than one that sometimes late in the game, which is when you're more likely to need for extra damage will deal. Sam, I so yeah, I think you need both access to both halves, but I think if you do, it's it's pretty decent. No. So very nice. Let's move on to our Cimic sign post on coming next up we have Oblivious bookworm. This is a red and a blue for A23 creature human wizard. It has the beginning of you in step. You may draw a card if you do discard a card. Unless a parent entered the battlefield face down under your control. This turn or you turn to permanent face up this turn. So generally speaking, this is just a oh, this is a above rate in terms of mana value, free looter. It is also an uncommon and I think in Peasant Cube that's going to be pretty well and good. gold gold cards are always tricky because there's just so much competition for them. Like in Cimic. You do have some uncommon. You do have some very good ones like I personally love this guy too at all. Yeah. Yeah, I think it's it's going to be a very solid little card. this card is just generic. It's going to generically good. I think, but I haven't got too much more to say apart from that. James, what do you think about the bookworm? Yeah, I think it's generically pretty solid, but as you say, probably don't want to use a gold slot on it if it's just being generically solid, but also bluegreen moths. It's kind of a, yeah. I do love more classic archetype. Isn't that, sort of slightly lower power level. It is. Yeah. So, so so lower power level. Yes. Not peasant is weird like like a lot of the payoffs and actually. But when I say good and strong morphs, I am there is a ceiling to that power level. But like a lot of, like the cool things to do a so yeah. So yeah, if you're in a more kind of thematic or more kind of power restricted cube, then yeah, yeah, crack on with this and some morphs. I love that idea. But yeah, yeah, I feel like you might be besmirching the good name of Wooly Locks done with that statement, but you know, it was the last time you played it. we did it probably came up more recently than I like to think. Actually, last time we played about deluxe alone. Yeah. but, yeah, like, I can imagine if you're trying to do, if you're doing clear green moths, wouldn't like, you know, gold cards, secret plans and that's that. That seems kind of cool. Yeah. I'm kind of here for that. Yeah, yeah, that's pretty cool. Nice try to take it away of, final gold card. Yeah, sure. Last up in gold, we have wildfire wicker folk. This is a green and a red for A32 artifact creature. Scarecrow. It has haste and delirium. Wildfire. Wicker folk gets put almost one and has trample. As long as there are four or more card types among cards in your graveyard. So this is also an uncommon. And if I want to see this is just a pretty good and efficient beater in any deck that wants to be attacking with girl creatures. this could get into higher power level cubes. If you are specifically doing like a girl monsters kind of thing, because it's two mana for three damage that at some point in the game will become at four three with trample. that's pretty solid. It's going to be it's going to be good early game, just just attacking your opponent. And then late game when you're more like to have the delirium, the haste is going to be nice along with the trample. it's just a efficient beta for some, for not much mana is kind of why I added it to the list. And yeah, I think it's gonna be pretty solid. And unless you do more of the delirium stuff at peasant or lower power level cubes or ones operating on a bit more of a budget, basically because it's I think it's going be a good card in those and it's going to be really cheap. So, I wouldn't see this so much as a card that I'm taking and trying to draft the delirium deck. I think delirium tends to push you towards, slower, more attritional game plan just by its nature of working later in the game and not early in the game. but yeah, I think you can just put this in your aggro deck as a three to haste, and at some points it will end if the game goes long enough, it will instantly become A43. And that's. Yeah, yeah, I agree, I think you probably still run it in your delirium deck, but partly because it's a artifact creature, so does the two creature. It does the two, type thing that the deck is after, basically kind of the more multi type crit, multi type effects you can run in your cube in general help that deck out. So that's kind of I guess why this gets in as well a little bit potentially anyway for sure. Yeah. Yeah I think it's perfectly playable in the delirium deck. I think it doesn't have to be in those alone. That that's fair enough. Very cool. All right. We are powering straight through artifacts to go to lands. we have two new cycles of lands, in the set. James, you're up with the first one. do we have a name for these yet? birches, I think, Michael called Birch. nice. Well, do want to, take it away with. What do we have up a thorn spine? Verge is the cruel one. Yeah. So this is. We have a whole cycle of these lands, so using a little one as an example. This is fun. Spine verge to land for taps for red. And you can tap the green, but you activate only a few control a mountain or a forest. It's a really strong cycle of lands, I think. like if you think about this in a straight, brutal attack, this is really close to Tiger. In that scenario. Like the only time isn't a tiger is like if you have like a two there to land open, and the other land is also non-basic that doesn't have types, right? If you're just, mountains and forests, this and this is fairly close to tiger. The downside is by it's, if you have a mountain face and you open up, then this doesn't cast your land level from one. Is that you? You don't have the green until you have a mountain in play. but for lands that are just going to be jewels, food, 90% of the game and, and come in untapped all the time with no restriction. I, I think this is a really nice cycle. I will say they get a little bit worse the more colors you're playing quietly. just because, like they say, you're in, like, team attack right now, your your hand that has islands and this, this doesn't make green light. yeah. And that, that problems of compounds. The more colors you're playing, there's also the more colors you're playing. You're likely to be playing more non-basic, which potentially don't have types. but it's also really nice for this is just, you know, outside of things that hate on non basics or whatever, this is just strictly better than a mountain by like it's always on tap and tap so that you don't have to pay any life. None of that. and like it will very reliably be tapping for green as well throughout most of the game. so yeah, I'm really very high on this cycle. the land slots are competitive at this point, and and powerful cubes, I guess be ones you'd most likely cut for these looking at, like, how would cube lists at the moment are potentially for fast lands? I think that's actually kind of close for me. I'd be I'd be interested in trying these ones, at least. I think you're certainly you wouldn't want to cut like biomes. You won't. I wouldn't really want to cut some violence for these, because I think those are all great and work in your fat man base, but, Yeah, I could kind of see an argument for these over, over fast land. So maybe over some of, like, weaker creature lands. So I think that's fair. So. So one thing just to mention is, with the amount of pieces that are more colors, I think it depends like the these get better if you have like thatched tri, in your deck. Yeah. You could try as well. Just really easily turn this on basically. yeah. In terms of cycles, it kind of depends on the size of your cube, the ones with you, and kind of like the efficiency of all the power level. Like I think it's kind of, it's quite obvious they kind of let you have like sketches and modules at the top. And there's kind of an argument if there's shocks or trims next that's not there when you kind of get below that, I think there is definitely room to kind of personally that I've got less rigid about full cycles of stuff. So like I could see maybe in LED, like, like in Boris, you run the fast lane because you want the aggro deck to have its manner fixing guaranteed early, but maybe in kind of a more mid range deck, maybe like the green black one, maybe that's where you run this one. Like, in blue black. Maybe you run the artifact like, but like that kind of thing. But like, like I'm becoming more of a fan of, of, like, tailoring the lines to suit what the colors want. So I could say maybe you don't run the full cycle of this. Maybe you run like like some of them get basically any land that comes into play untapped is that clears the first barrier for me. Like unless it does something else like fixes me for three colors or the yeah, the surveilling court advantage of the surveillance I guess has been. Yeah, yeah, has been very solid. Like like I've been much better than I initially anticipated. Basically. And this it come from playing them and seeing them do a lot of things. Yeah. I could see maybe, maybe more in the blue colors or the stealth colors. That's what you kind of run that's available ones. yeah. Yeah. I think, but part of it also just depends on price. I think generally if you're looking to build a manor based on your cube. Yeah. The first bar is having them come to come into play on tap. So like they these are kind of similar to like Pinelands and fast lands in terms of how that works. It's basically if you're buying from scratch, buy the ones that work best for you, and then you kind of like come up with full cycles later basically. yeah. Yeah, I, I will say, I think if you building cubes on a budget, like the land, the fixing lands are not where I want to spend money, right? As it doesn't really matter. Like you just play the slightly less powerful ones. They're all very close and it's fine that someone has to pay like that. That land sometimes. at spend money on cool cards. Non? Not until land or you proxy or you take a marker pen to the duels that come into play tap. But, like both land types, that's the other fix for that. Also very valid. Yes. All right last up. We have our last card of the day and it is another cycle. So in this set there is also a common cycle of lands. and these do something pretty interesting. So I'm going to read the so there's me one, the white green one. There is one for the whole cycle. So this is only one is etched. Cornfield is a land. And as tapped as a player has 13 or less life, then obviously it taps for a green or a white. So why these are interesting is because I'm pretty positive these are the first dual lands that are common legal or proper legal that at any point in the game can come into play untapped. That's kind of a big deal. Like the if I'm honest. I think the reality with these is that by the time of players at 13 or less life, the act won't matter as much. It is mainly the first couple of turns where you're really after the lands, coming into untap. So you can kind of you're not your first combatants aren't held back. You are doing stuff. so in reality, I think these will play out the kind of like be play on, like, like to get the effect you are taking it or draw it or playing it on like turn 4 or 5 where a player could legitimately be under 13. or if they're not, it's not the end of the world as much because you might because you can. You probably have 3 or 4 manner in play. You can play a three drop rather than playing affordable cap. It's not the end of the world if you don't hit your manager up as much as it is in the early games. But the simple fact is these are dual lands. They can come into play that there is not a question. These are auto includes and pauper cubes going forward. that probably the best land cycle for proper but yeah, I just think these are fantastic. Like there is a world where like the bounce lands are probably I could be technically better because you get additional value from those. But in a world where you're just looking for fixing it, think you're playing these in every port will keep going forward? Yeah for sure. I think these also include and proper and passant probably. Right. Like the bar is just not high that you want in those formats. Yeah. yeah. I mean they seem like a great upgrade. All right. Fantastic. So that's going to do it for us. Set review. If there's any cards we missed, do let us know either on socials, links, links to them down description below or less. Or if you're listening to the video, let us know in the comments on YouTube. I'm James, thanks for that. That was awesome. Yeah. No it's good. Thank you. Sweet. Yeah, that's what it does look fun. what we have prerelease coming up next weekend. Looking forward to getting our hands on some of these awesome, cool cards, right? With all that being said, just lead me to thank you all very much for listening. Do give the podcast a five star review, give us a thumbs up, give it a positive review wherever you can. Tell a friend anything you do helps the podcast grow, helps us bring you more episodes and it's all greatly appreciated. But until next time, it's goodbye from me and it's goodbye from James. Until next time, we'll see you all soon. Goodbye.