Powerful Nothing

#46 - Aetherdrift Cube Set Review

Too Sweet MTG Season 1 Episode 46

We're going racing with our first set of 2025, Aetherdrift!! This is our cube set review, where we talk about all the best cards that you could sleeve up.

00:00:46 - Aetherdrift
00:06:01 - White
00:20:24 - Blue
00:32:26 - Black
01:01:56 - Red
01:17:51 - Green
01:30:36 - Multicoloured
01:59:17 - Colourless
02:14:19 - Lands
02:17:14 - Final Thoughts

My Cube: https://cubecobra.com/cube/list/sweet
James Cube: https://cubecobra.com/cube/list/ba642a54-a6c7-4587-b97e-1d95429c59b5
MTGO Vintage Cube: https://cubecobra.com/cube/list/modovintage

Social Links: https://linktr.ee/toosweetmtg

Runaway by Diamond Ace | https://soundcloud.com/diamond-ace-music
Music promoted by https://www.free-stock-music.com
Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US

TCG Player Affiliate Code: tcgplayer.pxf.io/toosweetmtg

TCG Player Affiliate Code: tcgplayer.pxf.io/toosweetmtg

Hello everyone, and welcome back to Powerful Nothing and Magic The Gathering Cube podcast. I'm your host, Dan Bender on the Test Tubes with MTG, and as always, I'm joined with my co-host James James. How's it going today? Are you suited and booted and ready to race? I sure am, I, I'm actually I'm pretty psyched. First, it feels like it's been a while since we've had a proper that I'm not really counting foundations, pioneer masters or any of this nonsense. I'm quite so. I have another office at, to draft and, talk about cube, so. Yeah. Yeah, I think I said it when we were talking about foundations. I didn't realize foundations was a set until someone messaged about the prerelease like I was before and but yeah, yeah yeah yeah yeah, this is a fun. And as we mentioned, we have a thrilling episode everyone today because today is our cube set review for Ether Drift. James are you looking forward to the set? Obviously we haven't had a chance to actually, play as of yet. We're we're recording this a few days before prerelease. But, yeah. Looks fun. Are you looking forward to it? Yeah. Looks cool. I'm looking forward to it. I mean, I look forward to all of these sets, to be honest. It's a new thing to draft, and that's great. The, the, I would say like, the sort of worldbuilding side of it is it's not really vibe for me from what I've seen. But that's fine. Not all of the sets I can, it kind of connect for everyone, and hopefully the gameplay is good. I think there's anything from my own kind of like, yeah, without touching it. I do feel the same way in terms of theming. I'm hoping it's not just going to be like like I want them to give us more than just magic characters go racing. Kind of like how we had magic characters in a haunted house, that kind of stuff last year. But like, like, like from a set point of view and from a limited environment just, just like it has some signs that I'm going to enjoy it. Like I've seen it kind of like cycling it in the set quite a bit. I think cycling generally makes good limited gameplay, just kind of smooths things out, make things nicer, and then also it seems like splashing and doing three colors seems quite easy as well, because it's like a full cycle of common game lands in there, plus like five red jewels and a bunch of other common ways of making any color of mana. So kind of like for me, that's like a good package of I'm going to get to do the things that the set is allowing me to do. If those are cool and pay me off, then I'm going to, then I'll hopefully enjoy it. Yeah, for sure, for sure. I think there's there's some interesting looking artifacts, synergies going on as well. On the set. There's a start your engines, which for limited looks like a pretty sort of aggro mechanic, which might make it a bit tricky to catch up if you fall behind, but hopefully the defensive tools are there and we get to not. We'll just die to that white. No. Exactly. Yeah yeah yeah yeah. As I mentioned, we haven't played the set yet, but like I watched a bit of the loading really run pre prerelease and those that is sealed. And those games did look a little bit grinding. But again that's the that's that could just be a sealed environment basically. But like like like there are token makers in this thing like servos and doctors can block. So that does lead to a bit more grinding. But it's like probably in draft. I'm assuming you will see the kind of the more difference between the decks. We're kind of like it isn't all just grinding yet. There will probably be a red X aggressive deck in here somewhere. Yes, sure. Nice. Well, with that little bit out of the way, let's get on to the preset review spiel. So first and foremost, when we talk about cards in the set, we are comparing them to every card that has ever come before it. So we don't mention a card. That doesn't mean it's bad and that you're bad for running 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, it's worth us breaking down how we're going to be talking about cards and importantly, the types of cubes out there. When we talk about cubes, it's normally in terms of things like power level restriction and size, the power level. We're basically trying to describe the pool of cores the rest of the cube is picked from. So an entry level cube we often describe as low power or budget. There's a lot of cool cards that you might run, but generally they're looking for fun games rather than doing broken things really quickly. Think of these as somewhere between a regular set draft and a master set. You then have your mid powered cubes. The games are getting a little faster. There's better fixing. You start seeing more stable from a lot of formats cause like lightning bolt counter spells and maybe fetch lands. Previously, these might have been known as standard modern or legacy cubes. We then move up to the really high powered cubes. These are generally environments that are optimized to run the best cards possible. The games are powerful and the decks need to be more focused, and you have to be doing a thing. Also, in terms of speed, if you go land, go for three turns in a powered cube, you probably lost that game. The best example of this is a cube at the MC Go or Modo Cube. Yeah for sure. And there's you often got cards which have really powerful effects and in front of the box set a lot, but just require an extra ten to set up for the amount of feet. Very, very high power level cubes, but do great work. And in more mid-level power mid power level cubes. Or you take out things that don't quite affect the board enough, but have interesting synergies which you can maybe only pull off at a lower power level cube. So that's often the but single factor between them over. Pretty much all of the cards we're talking about today have the potential to do powerful things. It's just do we have time set up for them. And that often dictates, which sort of cubes those cards end up being. Garden. Yeah, exactly. And there's a few other restrictions we might mention when we're talking about cubes. The most common what we're talking about today are things like warper, which is a cube only using commons, and peasant, which is a cube only using uncommon. There are others, but they tend not to really have an effect on our set reviews in terms of size. If we mentioned like size of a cube or numbers, generally the thinking is that the smaller the cube, the average card quality is going to be higher, like in a 360 cube, for example, where in an NBA draft you will draft every cube that to get into that environment, they generally need to be more powerful. With larger cubes like 540 or 720, there is room for less optimal bits, and you often look for duplicate of effects like you're looking for multiple types of lightning bolts just to pad out that numbers. So you're going to see them in the draft. Did we say a card to see play in a 720 cube? It probably means there are cards that do something similar or that could already see cube play. But if you're in a larger cube where there's more room and you might want an extra version of that effect, all right. But that little bit out the way, James, to take it away, the first card of the day which actually comes from the commander set. Yeah for sure. This one looks kind of sweet. First up we have wings of gold. This is three and a white fun enchantments. It says creatures you control that are zombies and or tokens get plus one plus one and half flying. And whenever one or more cards leave your graveyard, create A11 white zombie creature token. So that will be a two to fly out with because of fee starting on the champion. So first things first. If you're running Zombie Tribal in your cube, there's probably pretty good, for mana plus, one person flying for most of your creatures is going to be a very nice finisher. And, zombies tend to interact with the graveyard a lot. It's not going to be difficult to have some cards. Leave your credit card. Think grave crawler coming back, maybe upsized amalgam and triggers. At some point you can get it done. That pop is straightforward. I think the interesting thing is, where else can you use this? Because you do get, you know, whenever a card leaves your graveyard, you essentially get a two, two flier. That's that's a potentially pretty interesting built around. We've seen cards like insidious fruits, chalk outline, do some work in the sort of slower, cubes, since they've come out. And I think a very sweet and interesting build around actually, this is not as good of cards and City of Streets and City of Shoots is very powerful and explosive, potentially. But, this is certainly a way better cards and something like chalk outline, I think, which does see it see play as a sort of redundancy, pay off for that, that sort of, archetype being tricky thing here is it's in white, which is not traditionally like that, often a graveyard centric color. So might end up being a splash in a lot of decks, but I think it's maybe worth looking into. The fact that it's any card above and specifically a creature just is going to make it a lot easier in the games, right? So as for a lot of these fans who want cards which leave for graveyard to actively are great things like vice, amalgam, blood gas, this phenomenal hair, grave crawler, possibly the best you can ask for. You could really pump out, zombies very quickly with that. But also because, face it, this is any card, think things like, I guess the Soul cauldron even if you're not exiling a creature, you're just going to get a zombie when you like. When you use it. I, goes back to you, miss another one that's seen play recently. And even just things like delve again and get you, get you a, yeah. You was on B, right. But generally I think you want, you want to be looking for the pizza twice a trick this like if your plan is like I have a couple of delve spells and a couple of like one time enablers, I'm really not interested. I want to be pumping out zombies pretty quickly. So yeah, like that, the peaceful thing, especially wanting to do multiple times, then like maybe like Lion Smash or something could be can be pretty interesting with this card. Yeah, definitely. Yeah, I, I really like this card. And again as you mentioned, it's it is that kind of second and third copy of Insidious roots. Like insidious roots came out a year ago and I know everyone and I play group is really liked it. I mean, you liked it enough games that it was your prize card for winning ten of My cubes. You chose to add it permanently to my kid, so I'm assuming having another one is something that kind of. If you're thinking of going that way, it it really just helps it because just having more of these affects like you mentioned like like insidious roots, this chalk outline, even like a card like so Conrad kind of got to go in that they still does something when things are leaving your graveyard. It just means that you can actually make it an archetype or like at least a package. And then that kind of makes putting in things like dredges, putting in things like tortured existence a bit more kind of like you can defend those includes a bit more because it's not just like a, it's not a two card combo anymore. You could do is having more of these effects will definitely help you and like to an extent, I like that kind of package enough that kind of like, I don't think you actually need like to be doing zombies in your cube to support that. Like, I think this is a perfectly good build around if you have the torch resistance, insidious root style, a package that just works with this, I don't think like if you have zombies, cool. That's awesome. That will help them. Like like like this is like, got it. Got it. In a way, capture seems really scary. That's the one that makes like for for zombies. This with this will make them fly. Fly? Flying zombies. That's kind of quite terrifying, actually, but I, I think it is like it, it is an absent deck. It is. But for slower cubes. But I think that if you're doing something like that, I think this is a very cool card. I think this is a very cool look at like the I'm going to be adding into my like, I don't think we've mentioned on the podcast, but I built like a new, a slower cube that kind of lets people play multiple colors and do things a bit slower. The average CMC of that cube is also for this is this is kind of perfect for that kind of an environment. I think it's it's roots can get there in higher power level cubes because it is like two mana. This might struggle there, but as an archetype I think, yeah, this is cool. But for me this was like actually one of the main slam dunk tests for me from this set. Nice. Yeah, I yeah, I think the main thing is, yeah, that that pacing issue I have just, this is can often get a do nothing, but then you play it and it's for mana. So it needs to be in a cubic alignment where you can come back from that. But if that is the case for your cube, this is a cool little package to try, and it's nice to see it getting a bit of the tendency. Yeah, yeah, yeah. Another thing there's like like the only thing I wanted to add is like if I did triggers off of anything leaving your. But that is powerful because like, it means it can be like a win gone for like the, what'd you call it like that for the fast ball and Crucible. Play all your lands out of your deck or, like, fight your lands multiple times, like I know you don't. Anything will really go on a combo with that is your win. Go on. When you're when you have infinite land drops and in theory, infinite mana. But this is a outlet for that as well. But yeah, I thought that was cool. Yeah for sure, for sure. And even if you've just doing it with like events like fine, you hang like a couple lots and that's still very powerful with you're sending out two flights. Yeah. That is a great point. Like you, there'll be more stuff than you think triggers this fight. Like you will find things a game like. Yeah, you flash back a style as triggers. Stuff like, you just got to a currency converter. It goes to a graveyard. Then under the converse, if that's a trigger, that's. Yeah. You wait, you will sort of get some incidental ones, which are quite nice. So. Yeah. Yeah. Big fan of on on Wings of Gold. Yeah. Like this one. All right. Let's keep it with white. Next up we have perilous snare. So this is two and a white for an artifact with start your engines. So now I'm going to have to explain what start your engine does. If you have no speed it starts at one less. It actually means that if you play this and you have no current speed, you move to one speed. Your speed starts at one. That speed increases once on each of your turns. Whenever an opponent loses life and the maximum speed is four when you hit four, kind of like, cities. Blessing you have achieved max speed is what of the cars that you do outside of that? When this artifact enters exile online, permanent opponent controls until this artifact leaves the battlefield. Then it has. When you have max speed, tap it, but have run counter on target creature or vehicle you control. Activate only as a sorcery, but this is an interesting one. Effectively, it's an oblivion ring, on an artifact that if you're in an aggressive deck later in the game, once you've reached that max speed, it lets you start pumping up the power of your creatures once a turn. That's decent, I think. One of the things with max speed is that generally, I think, though, how it'll work is as a mechanic, it works better with multiple of them because you want to be getting max speed as early as possible. This effectively is a oblivion ring. If it comes later in the game, which is still fine, that's not an okay thing, for it to be. But like the actual pumping up your ability, the All Creatures will only really happen if this comes down early in the game. Like if you're hitting this on turn three, then attacking on turn three, getting the block out the way, that's pretty solid. I think the biggest issue I have with this is that it's an artifact, not an enchantment. I could just build. Artifacts are generally easier to remove, so there's not to. If you want an oblivion ring effect, are you just going to run a oblivion ring because there isn't a blaming ring just to just one on a white anyway, so like it's a bit cheaper now. Oblivion rings two in a white. It's it's the same cast. Yeah, but there is a it's a, a stuff like journey to know where it's you. So that only hits creatures. They're the one for any normal and permanent and, two. Anyway. Yeah, I, I think I don't massively believe in the start your engines part of this card. I mean, like, favorite games where it'll come up and be good. But for me, the reason you would put this in your cube is that you kind of want to know. Ring. That's not facts. If white is doing artifact things, like, we've seen sort of white artifact based aggro get a bit more veil, I think, in the last few years. So if I dig site engineer and all that nonsense fi is, is kind of strong. And I think if White's doing has some artifacts and she's in your cube, then, like, swapping out an O-ring type effect for this just to help you get that density of artifacts might be pretty good, and it doesn't cost you that much when you're not doing the artifact stack to get have this instead of knowing, right? I'm certainly not plugging this for like, super high power level cubes. I don't think I yeah, yeah. Because I actually goes in, in my main cube right now I'm running banished to another universe, which is the former white of an event for historic permanence and there's then, oblivion ring. But I if you're in that that kind of rewards you by it costing like a single white to be an o ring. But the fact that. But yeah, I didn't actually think that that this being an artifact is a plus for those because yeah, it does make your constructs bigger. It does make. Yeah, it does trigger all that stuff that cares about artifacts. That doesn't make sense. Yeah, I could, I could yeah, yeah. Okay. Yeah. I'm higher on this than I initially was I do okay. Yeah. Nice. Next up we have spectacular pile up. Certainly looks like some of the artwork spectacular pile up is for white. White for sorcery. All creatures and vehicles lose indestructible until end of turn and destroy all creatures and vehicles. And it has cycling for two mana. Cycling on a raft is fairly good. That's, very situational cards and very matchup dependent cards. Like employ control. You'll always play over. Right. But if you win, you know, like at Amazon mid-range attack, you've got some you've got some creatures, but you're not swarming the ball. Sometimes you don't, you don't play over, folks. It's just like, this is only going to be good in like, fights out of match ups, or even Sixth sense match of day. If it has cycling, then that becomes a lot lower of cost. I don't get me wrong. Like cycling too is slow. It's not good to have to pay to manage to cycle your card, but it makes it very glad it's there when you play against a combo deck or control deck, right? I said that for the vehicles thing does matter. Like there are enough vehicles where that's a real thing and vehicles are inherently quite resistant to a but so having that on there is nice that it's not a huge part of the card. But sometimes, like you'll blow off your opponent's AC because chariot as well. And that's, that's pretty good. Yeah. But having said all that, the the difference between 4 and 5 maneuvers is pretty huge for that, especially in like a high power level cube fight like that extra turns and I get to attack you if I lay low or whatever it is, is just a huge deal. And if you want a five man of vacuum, there's huge like, this is good. That sun feels really good to you know, that combat car is kind of a banger. Yeah. So I, I think this might struggle to make the cut in the super high pile. I will keep that reason, but, it's it's not a bad card at all. It's very solid. And I think now, if these things appeal to you and you want to live in a five manor RAF, like, make some cubes, you'll definitely not want full man traps, because you want to give a creature that a little bit more time to build up. Yeah. I think this is a very strong card and a pretty good option. Yeah, yeah, I'd agree with that. I think it's five man aggressive. Just have always struggled in higher powered level cubes like sun four was only really kind of really broken through because it leaves you with a big threat afterwards. Like it keeps you aboard state and is only five mana. Whereas this like, yeah, I do like what you were saying about the the mid-range. Like effectively if this was in a, in a pool of a mid-range deck, this is almost a sideboard card, but because it's got cycling it, you can main deck it kind of freely. I do like that, but yeah, I think it's just. Yeah, this is isn't a high amount of cubes five mana like like like you have to be doing something stronger than just having cycling. Just just it just just in terms of the, the bar of entry. But yeah, that's a is like a fiver. So if this is like 50 or something like that or you open it prerelease that, I, I don't think it's a bad card. I think it'd be perfectly fine. And you and a lot of dudes just not there for the highest, I think. Basically. Yeah. For sure. I mean, cycling too is the difference between Miss Calc and quant, right? So it's a big deal. We can miss calc. We boob quick on this spot. Nice. All right, let's keep it rolling. Let's move on to our first blue card of the day. Next up we have repurposing Bay. This is two in a blue for an artifact with pay two generic and tap it to sacrifice another artifact. Search a library for artifact card with mal a value equal to one for a sacrificed artifact. Managed value. Put that card on the battlefield, then shuffle activate only as a sorcery. So if I'm not mistaken, James, this is the first attempt at an artifact birthing pod. We've had. Well, Oswald, Fidel Bender, and Iron Man. Those haven't seen too much play. This doesn't die to removal, so I do like that. So you more like to be able to activate it? I think my gut is in. I think it's standard and pioneer. This could be good where you can build around it, and you can build your, like, chain going up, because there are there are a decent amount of artifacts that can untap this on their way in which I think is nice. Yeah. And constructed. You guys got the chain and cube. I think this will really struggle and partly just just because like the fact you can't turn a treasure into a lotus or anything like that, I think is really tricky. The only place I see this actually working in cube is specifically if you have time vault, as it's then a repeatable artifact tutor so you can get your time vault, you can get your key to untap it. Just having a just having the ability to get all of your combo pieces on one card, I think is strong. Outside of that, I think it's it's going to be too narrow because, like, that's the thing like, like birthing pod has struggled to get into a lot of cubes in the last like, I'll be honest, I probably should have out of cubes like eight years ago. I think everyone eventually cut it like five years ago. And there's more creatures in cubes than there are artifacts, and there's more strong orbs on creatures than there are generally artifacts. I think it's it's cool. I think it just need too many cards to build around it. To make it playable is my worry. But I'm. I'm open to be wrong. James, what do you think about repurposing by now? I think you're very correct, actually. And basically everything you said, I mean, because baffling pod service is pretty slow, right? Faffing part is often too slow. And this is significantly slower than barfing pod. It doesn't have a, real options pay for legacy and mana for vaccination. Like this card would have been slow in like 2005. Magic, you know? So it's pretty limited for cubes. You can put this in invite. But I think if you do have a super deadly cube, this is a very cool and unique effect. So I know yeah, we've had Oswald, but also just like a white two top. Like it just doesn't work in the cases. You want this to be like Iron Man. Honestly, I only I've seen the card when you mentioned, I don't know, it looks boring and universes beyond the. I'm not going to put that in a cube. This card on the other hand, this card sick like I'm, I'm a cube, but I think it one that this card, I think we could responsibly put a time vault and I want to like. Yeah, that's very sacrifice my chromatic star and go and get up there that just. Okay, just casually accumulate value. And then at some point I go and like, get a key and kill you, right? Like, yeah, yeah. And you've got the, like mayor retriever and stuff in that. Yeah. I think it's like a very slow accumulate some value spending a million manner along the way, sort of five you know, so yeah, I think if you have a cube that this is good and let me know, I kind of want to play it. It sounds sweet. Nice. Nice cubes. You can't be. You can't be messing around with this. But, if you have a cube and you can, and I think it's a pretty interesting, fun card because it does give you that the feasible to travel to kill massive artifacts. You can like assemble your two and three card combos, which, which give you some advantage, which there's a lot of. And in the artifact space. No. Yeah, 100%. Yeah. Like I do think no matter how you how you got it, you do need a lot of artifacts to make this work, but yeah. Yeah. Like, there will be cubes out there. Where where this is. This is what you want and. Yeah. Crack on. Yeah, I it does kind of take all that itch of like, ooh, birthing pot. You say ooh, that's a yeah. Nice now. Very cool. All right. Talking about artifacts. Don't take it away with our next blue card. James. Yes. Next up in blue, we have transit mage. This is exactly what you expect it to be. It's two in a blue for A22 creature human wizard. When this creature enters, you may search a library for an artifact card with mana value 4 or 5. Feel it, put it into your hand and shuffle. I'm not sure anyone was really clamoring for this cycle to be completed, but hey, it's complete I guess. Good for them. So Trinket mage fetch this one. Like, used to be a bit of a, I mean, staple might be strong in powered QVC sci fi. But is now light. Largely thought of as too slow. I've seen some people try. I think it's Tribute Mage, which is the two one that gets two's just it gets both halves of soft top to swords and it can get a time VI I don't really know what we want to get with this, and I think that the I don't think this is good if you're just, like, fetching some, like, generically powerful brats. Like, I don't really want to go and get a bash skull with s, you know, I guess the one thing you could say with for this one in particular is that it sort of curves into the thing it gets in a natural way, which three of us kind of don't. Right. Like, you play this one on three and then get a four top to play next. And like I guess that's something that on the C you should probably just put like some of like some cards see that on your deck and and do that instead. I, I kind of feel like the body is just not quite get enough of these. And it's not even like it's often that good to be flickering them because you're just only going to have a few targets, right? So, Oh, you good target. So yeah, I think in general and that's sort of like a very specific thing in mind. But you want to add redundancy for like, for example, like that. Top the sword example with the twos, you have that sort of thing between 4 and 5. I'm like, maybe you can justify this. But in general I think, so quite good enough. So I thought, yeah. So, so where I thought we were going with this, James is like, and again, this is going to be a bit of a hard sell because effectively where this goes is a cube where paradox engine and memory, are good enough. But Tinker is too good. Okay. Yeah, yeah, yeah, I'm into it. That's kind of the only real slot I feel, because, like, there's plenty of ways of two tearing up any artifact in, like, in blue. And, the one actually interesting one that I kind of, that I kind of searched on Skyfall while you were mentioning that it's like, there is a world where this is a human payoff, and this gets your coat of arms. That sounds very commandery. Now, I say it out loud. It has this matte. Yeah, I, I think it's almost like like it is, uncommon. I don't think there's any real payoffs combo wise in peasant cubes for this. I, I'm open to being wrong, but I don't think there's any kind of, like, super high payoffs out in common that this will get. So it'll probably mean that, it will struggle to find a place, but it is a card that if they do print some kind of combo piece out in common, then I think this becomes playable. Then basically just as a way of tutoring those, because I don't come in, you are lacking. I don't I don't think isn't uncommon. Isn't it okay. Ignore everything I said. Yeah, I think it's just for things like that. Essentially free mana to cheat for a card just isn't isn't quite what it used to be. So it is like you have to be doing something much more specific now. Why was it kind of his favorite? More like I played a guy, I got some value. And we're happy with that. No fair. Yeah. Yeah, I think we've just moved past the point where transit mages is it? But let's keep it going. We have another, coming next. Next up we have stock up. This is two in a blue for a sorcery. Look at the top five cards of your library. Put two of them into your hand, but the rest on the bottom of your library in any order. So five cards is a lot of digging. That is. I mean, it's not a dig through time, but it is an uncommon, yeah. Five cards. It is a lot. I'm getting two of them is very good. This obviously, I think it's better if you're doing some kind of combo type thing, because it will help dig you towards it. My gut is that this isn't for a lot of you. Just because, like, while dig through time is a rare treasure, cruse is a common like like common like like peasant. A pauper does still have access to a decent amount of cards or spells. I think this is more for larger cubes where you're looking for a level of redundancy, like three mana is a bit of an odd one in terms of like decent card draw. So there's there's also curved curve to consider. So I think if you want to like a five,$4,720 value cube and you just want a bit of decent card filtering and you've already got like, deep analysis, something like that. This is a solid this is a perfectly fine magic card. I have no real complaints about it. I just think power level wise, it might not be there for the most high amount of cubes, basically. But yeah, perfectly solid card if I sold it. I like, like like this is a card. I could see them sticking in the middle of a vintage cube for the rotation for the set, and then Amelia coming out, for example. Yeah, that sounds like almost certainly what's going to happen. Yeah. Didn't get this very good combination of cards, vantage and selection. Right. There's nothing wrong with that. I've cards of so many. It's kind of like you cast effects of fiction and then they made some. Okay, piles. On the. Yeah. It's just the thing that, like, it's 2025 and we're not allowed to cast divination, even, even really good divination and into powerful cubes anymore. You know, So I think the thing I'd be quite into it if it was an instant is the thing I think, like. Oh, sorry. Speed just means like, you can't. Yeah. Like that, that ability to, like, hold up, counterspell or control is like a lot of what's good about very manageable spells, which do sometimes silly Play-Doh things like fast for discovery. I think this this is a better effect and fast discovery. I think like two from the top five over 2 or 3 conditionally discard one. But, yeah, I think to start having to get a sorcery speed probably shields down is, it's a bit rough. It's probably better than someone that first discovered you in your storm deck, for example. Like, just see more cards. Yeah, but yeah, not a discard pile that doesn't feel the graveyard. Yeah, yeah. This is something that this is better in a deck, like. Like I mentioned, like, mean where you are going to be digging for a specific card rather than just looking generally for, like, the best thing to do at that time. Kind of like a cat, like opposite of, like a cantrip, basically. Exactly, exactly. And it is nice as well when it dodges the Twilight stuff, like you, you don't care about bow man or nasal hop, which identifies things with this card. That's not nothing. But yeah, I think in general, it's a good card. I'm not like, going out there and putting it straight into you by any means. Reasonable. All right, let's move on to some angry cats. Now, James, I'm want take you away with our first black card of the day. It's all some very angry cats. It's kind of disappointing. It doesn't make cats, actually. First up. Yeah. So first of In Black, we have cola chariot. This is being a black for an artifact vehicle. Lot of vehicles in the South has menace. And whenever you discard one or more cards, create. In fact, many tapped to to black zombie creature tokens. It's A55 when it's crude and the crew cost is two. So any one of those tokens will through it. This is not for Black Horse Chariot. Sadly, it's an the fact that you're often not used and that's you of like a lot of loot from the board already. If I'm not getting a token, that's when you play it. Right. And then the fact for the next turn, when you make a token, the tokens tapped and you come through it is, it's kind of savage rough, actually. Yeah. I didn't talk that, I think for this to be worth it, you need to be making, like, a lot of zombies. So maybe in, like, some, like, mid slope, low level cubes, you're doing, like, madness or something. Because not madness. You will, like, discard it, trigger this. Then you pay for madness. Cost. Right. I just something where you like churning for a lot of cards and starting a lot of cards like. And cycling and stuff as well. We'll work with this. Yeah. Cycling works. You cast a Wheel of Fortune with five cards in your hand. You get five. This, you know. Yeah. It's not often these are one or more of. Right. And you just have to one. This is like you discard five cards, you get five zombies, you activate bizarre pack that gets these all. Yeah. I have in my notes that this just makes me angry. That bazaar of Baghdad is expensive. Yeah, yeah. Donkey shit. With it in command like that, that seems great. But yeah, yeah, it's. Yeah. And I have been like, kind of some of a cards to pay you off for discarding smite like things like in TI. It's like currency converter. Drake Haven is a small one for more. Kind of like budget and slower type cubes. Yeah. For sure. There is also quite a fun combo with this as well with, two sage of for falls. I don't think I do. What is it? Absolutely banger of a card. It's, one and three for A25. And whenever. Enough. It or another non-human creature enters, you loot. Oh, so with this, if you if you got a decent player, you can sage of a false sage of a false loot. This creates zombie triggers your sage of a fall. Rinse and repeat. You can keep making zombies for as many cards you have in your deck. And if you had one card in your hand when you end when you did this, then you can end up with whatever cards in your that you want in your hand. Maybe you can like face alcohol in the game right away, or it can just be like, stay alive for ten and then hit you with 30 zombies. I made, so that's kind of sweet. That's like that. So I do like the fact sage of the falls is A25, so it can do this, but that does. That does sound very. Commander Jones is especially commander is now I think the first of us. But some nonsense like that. I need five to find something else possible to do with sage befalls, which I mean, there probably are some other companies, in fact cards. But yeah, it's it's a cool card. I'm. I'm not sure it adds up to a actually good card. I feel like I can imagine in the draft, convincing myself that this card was good in my deck and then just always dying when I cast that because I can, you know, I think my zombies for tapped. Yeah, I like this. I think this is this is one that's the potential for some cool upside. But yeah, this one is for this has to be for slower cubes. Like like yeah, I, I didn't actually see the zombies coming in tap. That really does just like like this isn't this isn't attacking on an empty board until like ten, six or something. Like that. That's just. Yeah. And it means they don't keep you alive as well. Right. Like the play pattern of I if I'm having a turn when I'm not doing stuff. So I'm casting this card the next turn, I want to make a bunch of zombies. Now I want those zombies spell to block and keep me alive. So I probably fell behind side tap out for this nonsense. And the fact of it is not Donbass can't block for ten. I make them is feels kind of tough. True. I I'm just looking at this though and like like like crew two isn't that much like I'm looking at things kind of like Matt, like Malcolm, or like, like other. Kind of like the two men are two men, a blue looters. They're kind of either do it with by themselves or do it on attack. They will kind of go with this, like the fact like they will kind of, I don't know, like, yeah, yeah, I, I very much sound like I'm convincing myself to play this, which I should not be doing. This is like, I think this is cool. If you have a slower cube and you already have some kind of discarded type stuff. Yeah. If you're doing madness, which is kind of more rack nowadays, I think this is it. It could be a test. There. I think outside of that, it's. Yeah, it is trickier. Yeah. For sure. All right. Well, let's keep it rolling. Let's next up we have gas guzzler. It is a single black for A21 creature. Vampire. Rogue with. Start your engines. This creature end is tapped and it has max speed. Pay a black, sacrifice another creature or vehicle to draw a card. So aggressive black one drops have come a long way. This entering tap doesn't matter. If you need it to block with this, then you've already lost that game of magic. Yeah. The idea with this is that it comes down early, it starts chipping in, and then later it can turn your other dorky creatures into cards or to draw you into, like, other threats or like a top end, I know it's James's favorite archetype, but black aggro does suck. The fact that this can be an aggressive threat in that deck and then in theory, has some late game is good. Sort of like, again, start your engines does nothing like like so your engine is very bad late game and is and it really does want you to have multiples. This will just be a really bad late game draw and for cube I think spaces are just too short for this. Like I can't think of a situation where I would pick like this over carrion feeder, which does everything that you want in theory out to this card, but for free. I can't imagine a world where I think that like maybe in larger cubes, maybe like 720, where you really are supporting like suicide black and also aristocrats, like if you're swatting all of that and you do want another black aggressive creature that isn't one that can recur. So because black has so many of those as well, kind of black one drops that are two ones I can bring myself back, which go in both of those decks, maybe a little bit better than this, I know it. I think this one, like I think this one will struggle to find a place even like in queue. I could see it in pioneer, I could see it in standard. But I just think the cube, because we have so many better, older, more efficient options, I don't see it. There. Yeah, I think you're mostly right. I don't say like this is passive and carrion feeder when it's on. Right. Like I know it's mana, but you draw cards like showing cards, right through the guaranteed is probably like A44 by the time that happens, though. Yeah, the trying cards tanking. If you have a drawing a card that is so good. Yeah, that won't matter for for I don't know. Yeah yeah yeah yeah yeah. I do mostly think this sucks because to the upsides of this fight is for a one mana creature is exactly the sort of card that you want start your engines on. Right. So when you have that on turn one is a good chance. It can be able to rumble next turn. And, there's also a thing of sort your engines is not like, you know, the initiative and that sort of stuff where you have to deal combat damage. There's just your opponent loses, like, yes, yes. So stuff like blood artist, that kind of stuff will trigger this. It is just on your turn. So you don't you can't, like, double dip, but like, yeah, yeah. Stuff like. Yeah, blood art is triggering. This does definitely help you out. Exactly, exactly. And, so I think there is a like if you have someone, an aristocrat, sort of aggressively slanted aristocrat stack would probably be quite good at getting to max speed and decent time, and then this would be a good defect. And it is a one man accel, one mana, two power crit chance of all that stuff is pretty good, but I think in general and those decks, I still just rather have the recursive black one drops and yeah, like how how many black Wall Manor idiots to do you really need to know? Like if this was an uncommon, I think it would be really good in peasant. So I think ones of all the comments as well. Right then I like only like one of them of as. Yeah. Okay. Like like oddly like I think there's like 6 or 7 of them and like one. Oh no, no, two. Now we got, forsaken minor last yet to, this is like a minor and like, cult. Like some something cultist. They're uncommon. The rest of all rares. Yeah. Okay. For me, that's thing that we have a thing to note about. Start your engines. Which I think is a bit annoying, is that, it's not as bad as day night, but it does have a bit of that sort of tracking issue where when this even once this is gone, you still have to track start your engines for the rest of the game and keep an eye on your speed. But I think it's less bad because it once you get to four, you can stop like, it's just just something about mind personally think it's more egregious that with start Your Engines, only three coaches with start your engine have haste at the seams. Well, it's because you're doing V, you start your engines before the race starts. Then you sit on the grid and your engine very aggressively for like ten minutes. So that's what you're doing the ten before you attack, I guess. Yeah. So our next black card, I'm actually a bit higher on James. You want to take it away with Grim Bauble. Yeah for sure. This one looks cool. The grim bauble is a single black man off an artifact. When this artifact enters target, creature and opponent controls gets minus two, minus two until end of turn. And you can play two in a black and sack this artifact to surveil two. So black from minus two. Minus two is disfigured. This figure is pretty good. But a lot of the reason this figure is good is that it's an instant. So you can use it even when you can't kill the big thing. You can, you can use it in combat to, take it down in combination with an attack. So I think for this to be good, you really need to be using the fact that it's an artifact that sits in play, and you can sacrifice time. I think just the ability to pay for it, to surveil, to laser, like. That's fine, obviously, but it's, I think if that's all you're doing, I'd still love to have this trigger. However, if you have a bunch of ways but like the care of artifacts from your graveyard, maybe of a lower stack, that would be three. Oh, you just, you know, you're playing the, some of the artifact coatings off of the ability to sacrifice artifacts. So something else is may be good for you. In in that scenario, I could see this card doing a lot of work because you're just not paying that much. The cost to put black minus two, minus two in your deck. Yeah I agree. Yeah. Yeah, I think that yeah, you mentioned it a couple of decks this goes into. But just the fact that there's can be like an overlap piece, just like a roll player in. Yeah. In the artifact decks. And also just in the self. No decks like this. Will, this is a solid removal spell that will surveil you when you need it to. And also the delirium decks, because it will, is an artifact that can put itself into the graveyard or just be in your game. But if you mill it for like make atomic like bigger, that kind of stuff. The one kind of issue with this is that, there is a limit to how many of these kind of incidentally, nice and good artifacts we can run. Kind of like I'm already kind of running like blood fountain, but there's like a similar thing of being like a one man thing that does stuff. Yeah, I can see it testing it, but I think that there's a kind of slot it's competing with, basically. What you said about Lloris is very. Yeah. Is kind of spot on, like in mine, versus kind of instantly got way better because I was trying to support the delirium deck. I mean, I put things like pyrite spell bomb and seal of fire in it, not really thinking that, oh, like there's also a great with Lloris. And then you utterly destroyed me with it in my creature deck. You just I, I play removal, I replay removal, I replay removal and yeah, it's like it does add up quite a lot. It can be quite scary when that thing comes together. And this is very, very good that. Yeah for sure sure. All right. Next up we have intimidation tactics. This is a single black mana for sorcery. Target player reveals their hand. You choose an artifact or creature card from it. Exiled that card that has cycling for three generic. So for me this kind of screams 720 cube. If you want another hand attack spell like there's room in larger cubes for like a card that's not like like like you're already running like duress. Your thoughts? These are Inquisition's. Those are kind of like the eight. Then you kind of have like, everything else after that. And I think this is fine, that like the cycling means that late game when they have no hand, this isn't dead. You can just cycle it, get it away. Free mana is actually quite a lot for cycling, oddly for 2025. But I go, in like more condensed cubes and like, like, like the reason why this doesn't get in over things like duress, stasis, and exertion is that yes, hitting a creature or artifact is good, but a lot of times your, doing these spells to try and get like their removal or their counter magic out of their hand so that you can then play, you can advance your game plan like this. Can still get like a combo piece, which is nice, but it not being as flexible, I think is a reason why it's probably not going to get there. But like as the fourth or fifth piece in a larger cube, I think it's fine. Yeah, cycling on a one mana discard spell sounds fairly appealing. But yeah, the the the cycling is too expensive and the discard spell is too narrow. I think basically, so again, I find out like there's a reason why, Jarvis is a much more heavily played discard spell than despise five, which is one that has creatures because, black already has a bunch of great ways to deal with creatures. It struggles a lot more with spells, so being able to just flip to spells is a lot of times more important. And like, yeah, it's fair. It feels good when you know, when you try it late and you don't think you're going to be happy, hit something. But sometimes you'll catch first because you have free cards in hand and you think you've got something, and then they'll just have like a land and an instance in the sorcery, you know, and you're just you're just bending your cards. Yeah. I, I don't quite believe in this card. I'm not a big fan of, like, teams of Steel Evo, which is I sometimes see things in play that I. I think they're just a bit narrow. This is maybe a little bit better than dreams. Spy to know. Like, the graveyard is sometimes good on dreams. So maybe that's something. Yeah. I'm mostly not buying, but I think if you need more discard, maybe at some point you go up to two and play, just plain, you know, interact and. Okay. FMA. Yeah. Yeah. So you also have like, collected brutality as well, the kind of thing that's probably where you're going with that. That makes sense. Do you want me to take the next one, James? Because I added it to the list. The death shadow one. Yes. Yeah, yeah. I mean, I'm happy for you, but, if you want. Yeah. Crack on, crack on. Yeah. Oh, no, I should, because I'm going to trash it. So you talk about it, okay? It's about the negative. Okay. So good. All right, next up we have the last ride. It is a single black for a 1313 legendary artifact. A vehicle where the last ride gets minus x minus x, where X is your life total. So that is effectively. Yeah. As I mentioned, that is death shadow, but it also has the ability to pay two and a black and pay two life to draw a card and crew two. So I will say that in our notes that this is bad, but I want to talk about it. This is the notes that me and James have. People have been trying to make this type of deck of working cube, the death shadow and scourge of the of the sky claims as payoffs that reward you for having a lower life, total kind of combined with cars like fire, covenant, toxic, diluted, and shot lands as ways of bringing your life totals down. And like that shell is where this card goes and effectively, what you're trying to do is lower your life total. Play a one mana 1313 and beat your opponent with it. Your deck is full of like your blue black control deck, your full of hand like hand attack removal board, wipes, that kind of stuff. You control the board and then you hit them with this. The fact you need to crew with this I know is not great. And like this eye which does not have evasion, that is not good. I will admit that. But unlike this shadow, you can actually cast this early to be more efficient. If you cast shadow when you're above 13 life, it just dies. This you can cast and not crew and then just pay the life to draw the card and give you a bit of extra card punch to get that and also lower your life total. I would like to test the archetype. I don't know how good it's going to be. I'm doing something in my big, more like live the dream, treat yourself style of cube. I think this could be possibly there. Where is a thing you kind of build around in there? I'm also have room for more Taryon demon Primark or Diamond Primark, which is a big flier that at the end of your turn you can pay manor equal to your life loss and make that many two to blackest parties. This is all very niche. This is all very. I think it's cool, but I think there's something there. I'm not sure what power level it goes in yet, or so I think. It also needs to probably go in a smaller cube, if I'm honest, because there aren't that many pieces for it. Like, I think this needs to be a 360 cube where you're drafting every bit where you're where you can draft your death shadows, your last ride, your schedules, your schedule, the Stargate, and the bits to make your life a little lower. I think you need to be getting those pieces because there aren't that many of them. The fact I'm talking about this vehicle, which isn't phenomenal as a potential show, is the kind of like we are looking for bits. I think there's something that death's shadow is a strong deck or has been a strong deck in the past in things like modern, and it has even been playing, like I say, trying to make like trying to make it work in cube. It's something that people will try and this will help it, I think, like I'm I'm open to giving it a go and I'm open to also James telling me now why I'm wrong. Give it a go. If you're. I don't believe in this archetype, to be honest. Like logic death. So for me, if through it as well, it's not great. Yeah, yeah. Like death shadow is already bad in groove. I don't know over giving it 2 to 2 is, it's an improvement. So, like, for me, the reason that Death Shadow was good stuff, like Modern Vibe is that it was free to make it work, like. Well, as for call, oh, no, I had to play some fetch lands and some shot lands and some thoughts. This is like the closest we got was to a costume. That's like playing for street, right? Like that's just. That's just pretty. That's just not a cast very. Well, that's realistic. And I have to like, prioritize stuff a bunch twiddling in your drafts. You're going to have to, and you're just not going to have that consistency. Like, you're not just not going to have access to that many shot plans and that many fat sounds. So you can have to play a bunch of weird stuff to get your life to be low. And on top of that, it's like you have a reason it was getting Mod Knight is because you have full if you're 60 card deck and you just see them a bunch and again, not going to be true. And in cube, I mean this May I'm sure like like most things, if you crank down the power level of the cube enough, maybe you can make something work. But I just feel like you're going to do all this work, get a death shadow out of this card out, and then they're going to kill it. And then it it will feel like you've wasted, quite a lot of effort. And you could have just, like, taken a different fat, but at least your game will be short. It will be. Yeah, I'll give you that. I'll give you that. You paid eight life toxic Daily's to kill that tissue. And then, and then they they cultured you, then you die, right? Necro is a hell of a card. Yeah. Next play. Since is cool, let's just call this half necrosis and. Okay. That seems. Yeah. Maybe you don't need the last right to make an error, but it's broken. I might concede that maybe I will say by fate of the dice, if you want to put that shadow stuff in your cube, make sure you understand how death's shadow rules work. Because that kind of weird, I how much you played that card? Like, if you say, for example, if someone if I attack you with two, two twos, you have a two, two death shadow. You blocked one of my two. Choose. Does your two does your shadow die? I'm gonna say yes, it does. Weirdly, it does not. Oh, okay. Because you, Cause damage happens. And then when you check and you check by step, okay, to see if your creature is that. And by that time you have a lower life total. So your def shadow is now four four by weird. But yeah, I'm not I'm not quite by the shadow archetype. But give it a try if you want. And I'm not here to stop. Okay. Better attack. What about our next card? James? I've heard a lot people talking about this one in cube, actually. What do you think about Quack Feast? Yeah, I think this is a pretty. It's a pretty interesting one. So Quack Feast is one of black for sorcery. Let's use target creature, planeswalker or vehicle Mill two cards, then destroy the chosen permanent if its mana value is less than or equal to the number of cards in your graveyard. So for example, on turn two, if I had nothing in my graveyard, I could target your two top two cars when it dies. But if it was a three top, then it would not die. I think in a deck for cares about its graveyard. This is pretty. I think this actually excellent. If you really care about killing yourself. But I think it's right. It's a pretty surface, a movable spammer base for, like, it kills the thing you need to kill. I'm fan to, And then as you get later into the game for the things you need to kill get more expensive. But also you. If you're a graveyard that you've presumably been putting cars in your graveyard in other ways, like I don't think it's unreasonable for like by the time you get to ten four, you've got two cards in your graveyard already, in which case this kills a four drop. Still great. To manor, you're not just, you know, we're used to paying two mana for, like, doom blade effects, but this kills planeswalker as well. That's really big. Vehicle will come up, I'm sure, from time to time. Like, obviously there is a downside here. You know, sometimes, like cast Layla on turn three, you look at face, you, put anything else in your graveyard just doesn't kill it. That's really annoying. I guess basically, I think if you have other things as well that care about you putting cards in your graveyard, then this is like, can it be of any song removal spell in your deck and enables for other things like the times those decks work really well is when you don't have to pay a big cost to, get your great self milk going. And this is like just tossing you two cards so freely. That, Yeah, I'm pretty into this in the VI cube. I'm probably not putting it in, like, powered cube. Like, I think you could definitely see decks where it's good. Like, if you just have a bunch of bad suns and cantrip, like, this is just going to kill what you need and kind of feel like a two mana. Here is example. I think my power cube right now just doesn't have the graveyard synergies that really make it worth it. But, I think a lot of cubes do. And I expect to see this in a lot of cubes. I, I feel I'm a lot lower on this than everyone else is. And I, I'm, I'm very open to being very wrong on that. I think the thing I have is like, I know, like bitter triumph exists, that also destroys creature and planeswalker. And it's an instant and it's still putting a card into your grave. But yes, it's coming from your hand. And there are some things that specifically care about things being meld rather than like discarding that kind of stuff. But I don't know, like I, I think this is fine. I think this is solid, but I just think I know black kill spells is just it's so highly contested and like, yeah, yeah, if you are doing them, if you are very high on the middle, I think, I think it's arguable, but I think I know like like, you know, some environments I think I want like I think better drop off is better. I think I know it does have a drawback. But even something like shriek more, it's like it puts itself into the graveyard. Those decks, like it's generally not the number of things in your graveyard that matters is it's. Most cards in cube tend to care about number of creatures specifically, or different types typically. That's why something like I like shriek more, more because it puts a creature into the bin and is also a kill spell. I don't know. Yeah, yeah, I'm open to being like, I can concede this rare magic card in 2025 is probably quite good. I just I'm not sold on it personally. Yeah, I guess so. For better comparison. For example, like, if I want to use better Triumph to feel like graveyard fight where you have to pay a cost, right? I need to discard a card in my hand, like, sure, if that was an option of cruelty and I'm going to reanimate it, amazing. But it makes a lot of time. That isn't the case and you just end up paying life does. You want to cast the cards in your hand, right? Whereas this is just so free, right? It's just throwing you two cards from the top of your deck. And like, yeah, I get the thing about, like, she's more playing a creature and having creatures is great, but, you know, you have to. You've got decent creature density. And I feel like the thing of middling types this is really good for, right? It's getting a sorcery and right away. And then two cards off the top, you probably, like, can land on the spell and like, that's pretty good. Like, you have a pretty good shot at hitting a creature that you, like, I do like shriek more for this text. For me. I just find it. So be none of the none. That's not off. I just find so incredibly annoying. That it makes me not want to run it. Like, I just feel like I always think it's great in my deck. And then whenever I draw, it doesn't work. You know? Yeah. Like, I'm not saying, obviously. Like, it will have games where I kind of sucks, but I just feel like in general, this is going to be in your deck phase of fueling its own graveyard. It's going to be like two mana sample quite a lot of the time. Like that is also fueling your graveyard, like it's putting three cards total in your graveyard. That seems pretty good. Like even if you're just using guys, cause, you know, like casting Oculus or a few times or something, I even seems pretty good. Okay, yeah, this is very much sounds like one that I should just test. I think that's kind of where I. Yeah, yeah, I'm open to being wrong. I guess I'm just not sure where the where the line is basically. But yeah. Yeah, I could see into like mono like like stack you have in Q if I would, I would try to get stuff. You know, I do love mono got sick. All right. Let's keep it going. Let's move on to our last black card of the day. Next up we have wreckage of wicker folk. This is one the black 313 are typically just scarecrow with flying eye. When this creature enters its avails. Two. So this is just a very quick mention for pauper. I think this is actually quite a lot of card for two mana in pauper. Especially in that kind of environment where like affinity is way more of a relevant archetype. This is being an artifact goes really well there. Get wrecked. Vault scourge is all I have. Yeah. So that card is. Yeah, it's it's it's very good for a common, but like, that's just where we are now, I guess. I feel like I don't play enough call for cube to comment. It looks obvious to me. In my pamphlet, it's got a funky. I just, I just I just think it does enough like it it I it being an artifact flier is quite big, I think because you can stick stick a cranial ram on this go to town. That's kind of for my. I have my brief experience of proper anyway that I still have. That is still quite a strong archetype, basically. Yeah. I'll sketch cost one though. As much as much mana, but as a male two you can. Yeah. No, it's not like nothing but this looks a little, like underwhelming to me again, for proper cube. I'm not I'm not going higher than that. It's like official. All right, read James from Take It Away with Jurati. He's back. He sure is in the form of DVC Rocketeer engineer. This is for an event for a legendary creature. Goblin Artificer. This a star hive by devotees. Power is equal to the greatest mana value among artifacts you control. Well, how am I going to have an expensive artifact in play, I hear you ask? Well, when Teresi enters or attacks, you can choose Target artifact card in your graveyard. You may sacrifice, not fact. If you do return the chosen card to for battlefield. Yeah, this is cool. It's like, trash for treasure on a big stick. They translate does it on a tax. It's kind of sweet. It's an, I find, like p o v trash Fitzpatrick Goblin Wilder shenanigans. That they're very, like, finicky to set up know and, and often like, it's quite hard to get all that to come together. But like, so I'm not like. And for that reason, like, I definitely don't recommend that as, like an archetype to go down in high power level cube, but that's fine. Cubes. It can be cool. You can do some powerful stuff. And if you're running fast for treasure, well, you maybe want a little bit of redundancy for that effect. And I think that's quite a nice way to go. Right. And because you're potentially getting the trigger on attacks again, it maybe feels a little bit faster. Something like fast for treasure. But if you're not getting something at C giant bait, you don't necessarily have to be getting a pulse effect. You have whatever you can, just like get some value cards with an ETB sucker. Again, get the f a thing back, move things for free cards and generate advantage as you get a. If you get a hand with Dougherty and if I killed it like hopefully you sort of got at least two cards worth of advantage on the way in and kind of Man City full on them. And I mean, it's five man, so it's not cheap, but at least you got something for that. Yeah. No, I, I agree with that. I think there was another one that I don't think you mentioned that is the original planeswalker directly, but that one's for mana and also does the trash for treasure. So I kind of I think the thing with this one is this is more for cubes, where swinging on ten six with a eight powered creature is kind of where you're at, and I'm a bit a bit slower, a bit more kind of battlecruiser. The thing with trash, with treasure and Goblin World is like, yes, I agree, they often have to kind of set up, but they do have the possible explosion of sort of being able to do quite early in the game, like you can like cheese asunder entitlement to play on, like turn to where the goblin will do like, like those kind of plays are possible. They're a lot less possible with this sort just because it generically costs five manor. But with this, if you're like wanting to be attacking with some B, if you're like bringing back a worm coil with this and you're attacking with it, that kind of stuff, that kind of seems more where this is rather than kind of like the weird goblin world that you're more kind of trying to take in, like, Sundering Titan, just kind of like hose your opponent on, like, turn two as quickly as possible. This is a bit more kind of fair. Mid range, if that makes sense. Yeah. For sure, for sure. All right. Let's keep it rolling. Next up we have fueled the flames. This is two in a red for an instant fuel. The flames deals two damage to each creature. And it has cycling for two generic mana. So this is also a uncommon. And this is going to be a shout out for peasant. There is definitely a lack of board wipes at uncommon. In general, we've had instant speed deal two damage before three mana, but sticking cycling on it means it's a basically a strict upgrade. If I had a peasant cube I would be excited for this. I think this is a very solid card. I don't think it gets in in higher power level cubes just because we have like rares. The sweltering sun I think is an extra damage bonus. That's cycling. And then there's also, I say brotherhood's end. It's the one with, XR and mature fighting and it can it, it deals with damage or it can destroy an artifact or something like that as well. It can be like a shatter. But specifically for some peasant cube. Yeah. This seems like a slam dunk where just there just isn't that density of board wipes available to you? I think it's going to be pretty solid. Yeah, yeah, seems quite strong. Creatures are often quite small and peasant cube been my experience. And, cycling makes this a lot easier. Main deck. Because classes are just inherently pretty narrow. They're not going to be good again, except for one. That's exactly the sort of card where cycling is great and yes, of course it would be better if it costs two mana, like five chasms and costing three. But higher class is a card. You often don't cast something too. So, it's not like the Action Manor is necessarily like a game changer. And the way it was with fee five mana vast, but we talked about compared to a four man off, it was actually. Yeah, I guess as well. The fact that this is an instance does mean that you can have the ability to trade up as well. You can arrange your blocks in a certain way so that you can potentially take out a bigger creature with this, because you can do it after combat damage if they swing at you, that kind of stuff. Bit of a bit of combat trickery. We love that. Exactly. And you just get to like, leave man off and sometimes they play an extra, extra small creature into your power class at night and you take your lovely free value. Nice. All right. Okay. Next up we have Castile available. As I'm sure there's. Oh, it's, it is two an event for a four to artifact vehicle has trample haste. And when this vehicle enters, it becomes an artifact creature until end of ten. So you get your first crew for three specific turns. It has crew two and then activates the ability of discard a card, a ten this card from your graveyard to the battlefield with a finality counter on it, activates only as a sorcery. I think you've got to be very aggressive, but if you are this kind of a scary card, right? You're just chucking a full for power haste to happen on turn three. If if I gets, like, one clean hits in, and then they have to fade to card for it. Yeah. And then you just have this, like, lover ax chilling out in your graveyard, waiting for later for the game. It seems like it's really pulled its way past, This is so amazing. I'm not getting map, like Champions Power Cube, but, I think if, like, you have a very aggressive artifact that can read this is this is going to do a lot of work, I think, like, I'll just a lot of times where, yeah, they hate you for, for that new like favorite for two feature, they trample over for a bit more. And then they look at you again later in the game and you have to trade for it again. You ended up like trading cards for it and taking like eight damage. That's that's just great. Yeah, yeah, I do like this card. Like, there was part of me there. Kind of like this feels a bit kind of like how vehicles initially felt. I kind of just like I've actually kind of like upgrade. Like there were ways of upgrading your creature. This feels very much like turn one goblin guide. Turn to something with haste. Turn three. This turn for crew. Got the crew. This with a goblin guide. Yeah, yeah. Looking at them like that does seem like that. That will deal a lot of damage to your opponents. And I think, like, I think for me, for the to play this, I would want a bit of synergy just in the rest of my cube and like, this does have plenty like specific like specifically if you're trying to if you're also trying to kill people with a venge vine. I think this is quite cool. Like if you're doing like madness discard stuff, then I like this a bit more of that. Discard a card becomes a real positive there. Yeah. Yeah, I won't be hitting my opponents with this and avenge mine. And then I want to be crewing this with two wallets. That's kind of the world I'm living with this chain. I. I know it doesn't need that extra bit of faffing around, but I do like it. But, yeah, what you said about kind of just the ability to sit in your graveyard and come back, I think is really strong that I've been really impressed with, like, Detective Phoenix. It's just like a late game thing that can come back and be relevant, that has the ability to give a creature flying and haste to make that creature relevant. But this is a yeah. As you mentioned, life just ability to for your opponent after a board wipe or something like that seems pretty solid. Yeah, I yeah, I think this is a cool one. I could see myself testing this, to be honest with you. Nice. All right, next up we have Grease Wrench Goblin. This is a single read for a two on creature Goblin Artificer. And it has exhaust. That's the first time that we're seeing this ability. Exhaust. It's actually the ability that you can use only once. So it's actually kind of similar to monstrosity. That we saw in ferrous. But yeah, it's not like the ability that is in theory more powerful than you would normally get on this type of card. But the drawback is you don't get to use it once. To the exhaust ability on this is pay two and a read. This got up to two cards. Then draw that many cards and put a personal encounter on this creature. So the base level of this is just a single mana for a two on that uncommon that aren't that many of those. I think you just have Ember Veteran and we got Norn Survivalist and Dusk Moon. Those are the only one one, two ones that we have and actually just jack up. That must be, uncommon by now. I'm not sure. But anyway, that's. I guess, is bad. Now, this ability, like, like this is, like, base level is just good. The aggressive body for one manner, moderate aggro decks appear in many different formats, including peasant where this is legal and this will be solid that it just has the ability to grow late game and help with card filtering. Like honestly in a red deck. Pitching to lands from your hand to draw a top end or a burn spell later in the game and make this A32 is just pretty good. Like this isn't one for a higher power level, cuz because Raghavan exists, but basically it got in a lot of cubes. This is going to be a very respectable one job. Yes for sure. Welcome to, newest member of the ever expanding passive, a Jackal Club. You know, it's it's it's getting personal now, James. I love doing this on purpose. Yeah. So I'm sure that's the only reason why I would possibly. It's hard to ascertain. Damn. Damn you. Fire design. Like that's something that we have a whole squad heavy. This is two an event for a creature Goblin mercenary. The first line of text is just start to your engines. I mean, it doesn't explain what start your engines means. So I think you're gonna have to explain that to some people in your key that they didn't play prerelease. Oh, I hate that. And this is also, this is the normal printing of this card, which means there isn't a printing of this card that has the the explain the text for it. Okay. Exactly, exactly. But we've already explained what start your engines does. You start with speed one. If you take a damage and your ten runs ten, you increase the speed time. It says other goblins you control have haste at the beginning of combat. And your turn. Create A11 red goblin creature token. That token attacks each turn if able. You know for trail. We've all that goblin level master. It also has max speed. So if you have full speed, you can tap it to add a red for each goblin you control. So growing equally as fast as the better Chocobo Pub club is me. Slightly worse. Goblin Bubble Master Club. But it's going down. Yeah, I love that. Okay, yeah. And I think that's why this is, I don't know why we need to differ on every stat, but we do, apparently. Yeah. Very. Just better ones from this, original bubble man I think is still probably the best. It just hit so hard. But, like, squee is better than this. So I guess the only time you'd think about this if you were doing, like, actual full on Goblin 500, like Goblin matron and Goblin pile driver and all the nonsense. And then maybe you care in some way about the max speed ability where you make a bunch of bad. But honestly, your Goblin deck is probably one out of cast cars by the time you have max speed. Yeah, as a no. Just put bubble master and ignore this one would be my suggestion. Yeah, yeah, I understand. Yeah, when I like my wife's really high on this and she plays a lot. She plays a lot of, like, ancient to me decks in like and like vintage and legacy and you would get get she gets excited at any card that's like two in a red and makes tokens but like, yeah, this this isn't a rebel Mastercard. This is a goblins card. Rebel Masters go in multiple different decks. They go in like aristocrats as well as aggro. This only, I think, goes in governments like like like in goblins. This is kind of like a goblin version of an Elvish arts druid. That bottom ability can make you a lot of mana. But just just the raw numbers in terms of, like, damage output, this is got to be the lowest. Like this is going to be like below like hand, where garrison and like Franco, like just in terms of just damage dealt by this, like amount of damage dealt by one card, that is the point of a rebel master. This is not good at that. That's why he's not a rebel monster. This is a yeah, a goblin synergy card, not a rebel monster in my eyes. Anyway, maybe we should do a Goblin rebel master tier list. I think I've say at some point. Yeah, this just got to be enough now. And there's got to be some loose I can. I reckon you can get to, like, eight easily. I think, I think just for clickbait, it needs to be a top ten. James. Okay. I think we can get to the top. We can get. Let's get this guy. Okay. Nice. Love that. All right, let's keep it rolling. Let's move on to marauding makos. This is a single red for A11 creature shot pirate. It has whenever you discard one or more cards. But that many possible encounters on this creature. And also has cycling for two generic. So this is very much build around if you're supporting the cycling deck. I don't think this is necessarily one for peasant, just because a lot of the payoff to that cycling deck, things like zenith Flare, things like Drake Haven, things like Astral Drift and Astral Slide tend to be rares. So this is very much one for like a slower synergy type of cube that just wants more cycling effects in general. This cycles itself. So it goes in that deck naturally, but then it's also a pay off for the deck if you have it on term, long as it can grow over the course of the game. I think there was like a white version of this, something similar in yeah, flourishing Fox. That's it, that's it. Yeah, yeah, this is another I like that deck is in this kind of in jest guy anyway. So this fits nicely there. I don't think it goes much other places. Just because like again this is another cool card I want to do, like I want to use with like a, bazaar of Baghdad. But one is going to be 5P1 is going to be two grand. You know, this is the this is the issue we have. But I hope yeah, it's a real shame. Yeah. Pretty much one for the cycling deck. The only thing, save one. The difference to invest in a flourishing folks is that if you discard three cards, then it gets three counters as pushing folks only gets one. So maybe that's something you can do that in the same way as for, bad vehicle we talked about earlier, there may be some sort of discard massive stack. This could do something that's a yard in general. Probably just fun for cycling. No. Gotcha. Makes sense. All right, we're going on to green James. Yeah. First off in green we have veggies insights. I hope you're feeling insightful Dan. It is one a green fruit enchantments. It says whenever one or more artifact and or creature cards leave your grave and you gain a life. And whenever this enchantment enters, you mill for cards and you can put an artifact, creature, or land card among the mills card into your hand. Yeah. This is like a solid enabler for graveyard deck, right? I think Malevolent Rumble is very sort of best in class here. For that two mana green melt some cards. I got a card back, check out carry on with my life, some sort of ideas. And sometimes can be a bit annoying for those decks. This actually doesn't go to the graveyard, right? Like. Yes. Actually, yes. Yeah. It's it's just one less card that you have, but, you know, maybe you get a few triggers as this over a game. And that could be for, I guess, it is, I think kind of interesting that I'm pretty sure originally this card would have said, right, whenever one or more artifacts, features or lands leave you. Okay. Yeah. Creature lands. And then they decided it was too annoying with, and like, fast fun shenanigans and with as estate fun seven they made it just artifacts or creatures leaving and that's a real shame. Yeah. But I mean, it gives you one life by default on the land. If you don't get land, then maybe you get a couple more and maybe that's fine. I guess it's also like if you're doing the types and graveyard thing. Sure, this doesn't put itself in the graveyard, but I mean, to be sad for just having an enough enchantment in your decks. It's, going to be you're not going to have a ton of, so when you millisieverts something else, it's slightly more likely to be like a unique type in the graveyard and fuel your bio glyphs and type hieroglyphs and all that good stuff. Yeah. But generally I think like, it's a solid effects, but they're just better versions, like even something like grapple with a past. I kind of prefer this because that gets the creature. You meld all the creature that was already in your graveyard. This can only show the meld cards. So yeah, I think like fine that there. But just better options. Yeah. So so I think I'm a little a little higher on this one than you, but not, not not massively I think it's, I think it's basically for me, I'm more comparing it to a card like say to Wayfinder, which is a card I am running in my cube to support the lack of shenanigans. And the thing with this is this is effectively another like it is technically better than, say, two way because I just like it brings back a land where this can break back an artifact or creature as well, which is more choice is good, but for me it's just an extra enchantment. As you mentioned, it's an extra enchantment. I get to run in that deck, for free. Kind of like the diamonds in green are kind of already pretty limited. Like it's all going kind of powered. You have like, fast bond, like other Druid survival. There isn't really too much room for them. Whereas like, if for me, it's very easy for me to argue. I'm cutting, say, to Wayfinder for this card to be an extra type. I think that's quite nice. Another thing also worth mentioning is that this is sort of the card for that insidious root that we mentioned earlier. It doesn't, it just kind of it does. This will gain you life in that deck. But that is still a nice little incidental bit of synergy. If you are thinking of going there. It doesn't make you creatures, but it does. It will still trigger when you're bringing your creatures out of your graveyard, back into your hand, that kind of stuff. Which is nice. Yeah. For sure. All right, moving on. I'm getting all the cool purple ones today. James. Next up we have hazard of the dunes. This is three and a green for a four for creature worm with trample reach and exhaust six in the green. But three possible encounters on this creature. So as a reminder exhaust you can only do one. So you can only do the exhaust ability once. This is just extremely efficient. Like how recently with this have been a rare James, I'm going to say there. Ross maybe a bit like original. I maybe a bit later, but this is a common now, which is kind of. Yeah. Like, yeah, I think ten years ago this would have been a rare and not a high pick. Rare, but still a rare. Yeah. But like it'd be, it'd be happy if you if invest in it I reckon that. Yeah. Yeah. Now it seems, it seems pretty solid for par for. Right. Like this sort of mid to high end threat is like a thing. The proper cubes fairly struggle with a lot of the time. Yeah. Because these cards are just so much more powerful at their from they are that stuff about is whereas like a lot of the other stuff cause like react because for me for the cantrip, the pop cards are great, but they're sort of they aren't. So that's why we're discussing at the top. Yeah, this even this seems very solid. Great inclusion there. We have another one I'm assuming for peasant next. James. Oh, like, yeah. People are very high on this card. I would like to know how high you are on malt tender. Yeah. So Malt Tundra is a single green mana for creature. Insect for it's it's A11. You can tap it to milk cards. Similarly yourself that is. Or you can tap it to exile a card from your graveyard and add one mana of any color. So I guess on its own, if you'd never for any other cards in your graveyard, it's sort of the play on said 1 million yourself on turn to you can make a mano sad for fee and you have to make yourself again. That sounds bad, but if kind of like a decent way of playing other cards in your graveyard, maybe this is fine, right? Like some pet Sounds or whatever. Go a long way. I think it's worth. I think it's quite a lot worse than something like that for shaman, but, obviously that's, that's not in peasant. And, and this is, it's, I think I think is fine. I think you have to be doing a graveyard thing, like, otherwise, just play an elvish mystic and move on with your life, you know? Yeah, but the thing is, some of the graveyard decks, like the fact that just every turn, you don't need to mana, you can still just, like, tap it and melee yourself and keep fueling all the rest of your graveyard shenanigans. Like, that's something. I feel like you have to be pretty committed to the graveyard stuff before you actually want this as an enabler. Once you ask for fangs. Yeah, it's enabling your stuff and it's fixing you. Yeah, I think. Yeah, probably not one for most cubes, but, I could imagine a spot where you'd want it. Okay, good. Yeah, I so I'm, I think this part is dreadful personally, but but I think that's because. Yeah, I think there is an element of people so desperate to play death. Right? Shaman. Because it's banned in modern abandoned legacy. People are like, oh my God, it's sort of similar. Therefore it's amazing. And like like, like like cube. We have that right. Shaman. My shaman is also about $2 so we can go in budget cubes. We also have other cheap talks that can guarantee to ramp us on turn to like, like we have managed talks that guarantee we can play R3 drop on, turn to, or guarantee we can play off for drop on two and three. This doesn't do that. We also have guards that are better at milling. I like gate and peasant. This is fine. I would not be like yeah, if I saw it, it wasn't. Okay, cool. They're trying something new until they realize this is bad. Yeah, but I like. The last I saw, Elvish mystic wasn't aware. Just, you know. Right. Yeah. It's like. Like it's. I'm. I'm open to this card not being as awful as I think it is, but I just don't think, like, I don't think it needs a cube slot. I don't this is me personally don't like. Yeah. And also just seeing and discourse around this card because people haven't got to play with death like shaman in a while and they're hungry to do that. I understand that before I shaman hell of a card but like to to to describe these two in similar sentences is is insulting to death right shaman. That's how worlds apart they are. I feel in power level. Yeah I do agree give you an honest. I see people playing shaman in a lot of cube tanks. If I shouldn't be so like, oh, I've got two two fetch slams in my back. That fight shaman amazing. No it isn't, it's exactly. And that's the thing against this card in peasant as well, where the man of base is aren't likely to have lands that you would like to have the ability. Oh like oh or, or your opponent's having the ability to have that and that kind of stuff. Just the environment is lower. There's going to be less stuff in the graveyard early investors. It's my soapbox of the day. You're putting cards in that graveyard does not fuel this as well. Like it's it's only like graveyard. I didn't even realize that. I thought it was all done. I still thought the card was bad. Okay. Yeah. All right. Tell us about a card that doesn't start. Yeah, this one's. Yeah. Okay. This one is a good magic card. I'll give you that. Next up we have Web Strike Elite. This is green. Green for three three. Creature. Insect Archer. It has reach and cycling for x green green, which means you discard this card and draw a card. When you cycle this card, destroy up to one target, artifact or enchantment with mana value x. So this is all good. So? So this is a strong card. Just casting it as a as an above rate creature is very good. But that's I'm assuming not why we are here. This is one that kind of like in most cubed is going to be I'm actually going to say middling. But in the higher power level cubes this gets better because the cycling you can use to answer a high power level artifact or enchantment. And in power cubes we see more of those like in power or in power gives you obviously have you do have your mocks says you have your candelabras of toughness. You have your sensei's divining top, the fact that this will even be zero mounted to blurb. And as a saga, I think it's hilarious. And I do like that. And because it's cycling, it is an ability. It's not a spell, so it can't be countered, it can be stifled. But I don't think we're yet at the point where we're where we're running that many stifles and cube. This card is very strong in powered cubes. I expected to see play where things like collect a roof are already played in those formats. Outside of that, I do think it is very sideboard and therefore probably not one I'm interested in for like for like even like unpowered cubes that I'll be like specifically, I want to be like if there's Mox there, oh, there's like top and that kind of really high powered motorbikes, then I really like this. Outside of that, I think it is a bit narrow. Yeah, I can see that. Yeah. I'm just very stoked to like hell that marks into our card on turn two. Yeah. That sounds kind of sick. So yeah, it's probably better in powered cube, another cubes, because, this doesn't scale that well to killing Bake Off. Yeah. And enchantments. Right. Like, even to kill, say, a, oblivion when you have to pay five mana. Like, that's kind of buff. But, yeah, killing for really cheap stuff. It's great. And it's not just acceleration that you've also got things like that trophy to foundry. But, very good to kill late game, but it's still cheap. And there is a thing of like, you know, you draw that on turn six and you can cycle and blow five. That thing, that big thing. That's great. Yeah. You'll just you'll just have targets against most attacks. The games where you just have this on turn two and they haven't played that target yet. You just fire two. Manaphy. That's great. And the. Which is nice for protecting players, walkers and stuff. And it's have cheap creature seeing cycle light. Very solid. So, yeah, I think this is a strong addition to most cubes and, but especially the more powerful ones, I think I'm going to be, oh, I guess inventive sheep. And frankly, I really hope it gets them to come out of the million like, canker bloom type nonsense cards for keep us in Motor Cube, which makes no sense to me. Yeah. So like so I think. Yeah. Okay. So there's like I like canker Bloom in mind, but that's because it's a three pack. Yeah. With this card I'm more interested in the fact there's a two out of three three in my cube. And yours is because of the cycling destroy knight. But I yeah, the nice overlap. Yeah, yeah. Oh my god. Keyword two two minus three. Power and toughness. Wow. Awesome. So long. Smack this. Marvelous. All right, let's keep it going. We're moving on to multicolored next with higher word again. This is two. Red red green green 377 artifact creature construct with vigilance menace. And when this creature enters, other creatures you can control up is two plus two and gain vigilance and menace until end of term damage can't be prevented. This turn that this is a lot of magic card. It is very expensive and the mana pips are tricky to cast it, but that's smart for me. This isn't a card that we are that we are hard casting. So when they printed a tractor and we got to play with that for a bit, it kind of showed me the creatures that can be cheating by different sources are really good. So to me, how I'm thinking about this is like, this is a creator hoof style of card that you can tinker for, or you can cheat into play with a goblin welder or steal natural order for it. I'm not sure if that's something that we need yet, but that is interesting. And that could be why. Like people test it. Like obviously as just the big green thing that wins the game. It is not as good as creator of light. This doesn't have this. Not having haste is kind of bad, actually. But it is still A77. So you might not kill your opponent on that one time, but you might be able to do it on the next turn. Finish them off with this. The fact, yeah, the fact that this in theory, can go in more decks than just create a hoof is interesting and is a reason why I could be tempted to run it. My gut is that we're not there yet. Like the I haven't really found the go wide green creature Goblin welder crossover deck yet, but it doesn't mean it might not exist in the future. For me, this is an interesting card. I'm probably gonna pick up if it's cheap and keep an eye on and maybe add later on if there is, if something kind of develops there as an archetype. Yeah, I see what you mean. But the thing was an artifact that gives you additional ways to shoot it in. But but my issue is, for me, artifact deck. I think you're just not going to have a wise enough board of creatures to actually be good. And if ETP isn't very good for that, it's kind of just a big idea that they can kill. And you didn't really get anything out of, so I think, yeah, it probably doesn't get far for me. Like, yeah, seven sevens big. And if I can't deal with that, I'll be in trouble. But when I'm going through the effort of chasing something into play, I don't want it to just be like, oh, if I had to doom blade. So I didn't do anything, you know? So. Yeah. So like like, do you still get the ATB of this? But like, yeah, if you don't finish them off, your board will shrink back to its normal size and you'll get to it with your seven seven. Yeah, yeah yeah I do that. Yeah yeah yeah I think this, I don't like none of the girls in this set. Astronomically amazing. I think they're all kind of cool and interesting. And if the synergy works for you, then, then there's a reason to run them rather than just raw power level. I think with with all of them, to be honest with you. Which does bring us nicely onto bright glass. Get Hulk. What do you think of the celestial one, James? Yeah, this is interesting. So it's, Green, green, white white. Hell of a man. Of course. For a for for artifact creature, construct, it has first strike and trample. And when this creature enters, you may search your library for up to two artifact creature and or enchantment cards with mana value one or less. The feel them, put them into your hand, then shuffle. That manacles stuff. White, white green green. The thing is, with white white green green is you have to actually be, as you know. Yeah. Like, that is truly the worst, worst case scenario. Yeah. It's just a face of it. Now, I'm I mean, I'm sure there that. So sometimes it's good. I tend to find for often my slashing attacks are also flagging some other colors and that's very tough. If we have white, white, green, green. Is that this is like a lot of magic card for for mana, right? Oh. For first like trample get two things is strong. The challenge with this card, as well as being able to cast it, is you have to be getting stuff that doesn't suck on turn five. Like if you're casting this and getting an Elvish mystic in the noble hierarchy. Yeah, this is no good for you. So you want to be thinking things like mother of runes keeps value, like game like that. Trophies and foundry could be a great one. Maybe you're doing some, like, retrofits, a guy's cradle shenanigans. Or you have some combo piece for this is factoring that honestly, I don't know what it is. It seems kind of tough to me. It's like it's a powerful card. So, you know, ones keep on your radar, but I just don't really see where this fits. All right. What what I've got is I have the note to mention that laziness, Alex. And that is a reason to possibly test this. Casting this and going to get a shadow spear and a bone splitter will deal your opponent a lot of damage. If we're going down that route, we could get a Sigurd is eight and a colossal hammer. Oh, that kind of slaps. So what would this be? Is it? Does that make it a 1414 strike? Trample. That's pretty large. That's that's big like that. Is. That seems worth doing. And there are some other cool I like. I kind of like that having hammer time is it's a cool answer. There's probably just enough equipment matter stuff in Celestria. But I mean white stone, a lot of heavy lifting there. But there is like there was I think there was a command, a precomp that had a couple like hammer, Hammer of Nasan and the creature that tutors it. So like there is some bits in Celestia that could be a potential way. Maybe you go with that. And I do, yeah. Colossal hammer similarly sort of to that that we mentioned earlier is something that people have been trying to make work in cube and maybe this could allow that, like, yeah. So God is I've effectively lets you cheat the equip cast on Colossal Hammer. So this becomes massive. That's pretty fun in terms of other actual like when the game combos, the best I've got is that this can get your fast bond on your Zorin Orb. You do still need a crucible effect, but those decks tend to be in like these colors anyway, so, I think that that's a bit more of a stretch because it's not getting your whole combo. Yeah, if they ever make a one mana crucible of worlds somehow, then maybe that's where we are. But yeah, look forward to that day. I know you'll love that. Yeah yeah yeah yeah, I think so. God, his eight colossal hammer is probably the swingy thing we can do with that. There is a bunch of that stuff, but I think we're not here for that normally. All right, let's move on to our next card. Next up we have Ashton Scarab Fest. This is a white in the black for A13 legendary creature zombie wizard it has. Whenever you discard a creature card, you may pay two and a blue. If you do create a tap token, there's a copy of that card, except there's a four for black zombie, so this is not one for every cube. I do know this. I put this on this list. On this list specifically because of the new cube I built, which is the goal of that cube is to do slower things over multiple colors. There are more. This keeps popping up like like the Live the Dream cube has been on a, mic go for a while. The Chromatic Cube has been on arena for a while. It's a slow environment where your where the manner of this isn't daunting and you have time to set up there. I think this is really cool that with like this is like a merfolk looter or some other repeatable discard effects just to pitch cards make them for four. Seems like a really strong build around like just like putting in a shriek more or a mole drifter with this getting your awesome strong ETB effect that seems really good and like the creatures are still going to the graveyard, so you can still do stuff with them when they're in the graveyard as well. I think that's cool. It is very slow, it needs a lot of support and prob I probably should just leave this in command, but I want to try this in my lower power level cube because although in my slower cube because I think this is a cool, very interesting build run card that doesn't like like there are just cause that make you discard cards just naturally in cubes and stuff like that. There's the looters, there's the, there's like the slow things. I know we're going into red there, but it's fine. Don't worry about it. Yeah, I think it's a cool card. Not one for every cube, but I want to test it. Yeah. No, I think this card. Sweet. But, yeah, if your cube contains, you know, reanimates, animate dead fan, you probably shouldn't put this card in that. But, this seems like kind of nice as a way to get a bunch of value and potentially, like, cheat something really big into play, but in a way that's a little bit more interactable and a little bit less, snowball leave and then just trace up for animation. And so I just quite like the design of this card. I think it's been a bit of a trend in magic in the last sort of five years for it felt like basically all the cards enabled themselves. Yeah, like a lot of time I think they defense at this card, and it would have had a way to discard a card. Yeah. And I think cube is like a of what you have to work right when you have to work to enable your cards. And I think I actually like that about this one. But again, that is a warning. You know, obviously you need a bunch of ways. Discard the card if you, kind of put this in your deck. Yeah. No, I think it's a sweet card. Yeah. Prioritize creatures with good heaps of facts, because especially the zombies tapped. Right? So it's not like defending UVA, and it comes in unless you're getting something off. It'd be. Yeah. No, it seems like a very sweet card. Okay, next up we have Cat for mouse, the new Dawn. This is one a white and a black for a legendary creature. God, it's a full, full with menace. Lifelink an indestructible. It sounds powerful, however, that can't attack or block. And thus there are seven or more cards in exile. And whenever one or more cards are put into exile from graveyards and or the battlefield, during your turn, you draw a card and lose one life. So in your average deck, fists is nothing. It's really, really bad. I do think it's kind of an interesting build around, I think that you can enable this to be like a really nice card advantage, but maybe eventually turns into a fast and gets to attack. I think very much the goal here is drawing cards first, because seven is so many to get into exile. That's really not a thing until later in the game. There are just a lot of ways you draw cards with this, right? Like exile them like guilt, exile them. Evil cantrip flickering stuff off the battlefield will now cantrip like your ephemeris is just going to be a draw, too. That's kind of sick. They want the peaceful ones for, like, failure. Seems. Seems kind of sacrifice. You just getting a card on every attack? And it's either player's thing, right? So, you know, even if you attack failure and you have to blink out that thing to get. So I don't blocker. You still get your card. And that's very cool. I think maybe one of the best things you do this is pounce. Parallax wave like parallax wave. So many cards with this, I mean, that card was already nuts, but, you know, that makes it better. And then even stuff like so. Colton, excellent stuff out of a graveyard. Ghost vacuum is one we've seen Skyloft play recently. I think if they do want those repeatable ways, because and we want to draw like three cards before we're starting to be happy with this. Fine. So I think just being like, I've got a source plowshares and a dull spell and stuff, that's not going to be enough. You need need of repeatable ways. And then any extras like a couple of bytes for a possibly enable this. And then if you have some skill one time stuff on top of that, then that. That's nice. But yeah, you do want those engines. I think, they also be pay attention to stuff like what's the flick of trigger this? I think there's some bits that are quite easy to miss. Things like, if you flip a Tamiya, it goes into a circle and then back. Same with like JVP. I think there'll be like quite a few of weird ones like that, which would be very easy to mess. And there's some that you kind of think would work and don't like. Flashback doesn't work because it it goes graveyard to stack and then stack to exile. So I wasn't actually put into exile from the graveyard. So yeah. Just play. Yeah. Pay attention to rules. But yeah, I think if you put this in your cube, it's going to be like, no strats, no one plays at that. I think it'll be quite sweet the times you do get that. Like, I can totally imagine, like you get this late impact log and then you just, like, see a bunch of things like, oh, yeah, you know, there's a file called and it's like a currency converter works for all of this. And you just, like, gradually accumulate stuff, stuff and ends up making the cut. And I think be very cool in those spots. No, that makes sense. No, I'm glad you said all that because. Yeah, because this is another one that has been very highly hyped before release is because people think, oh, I'm just on power level. Yeah. I think this one is really tricky to include just because it's a gold card and you don't have that many of them. There are some. Yeah, I just have other things to add in terms of points. So, with delve. So say you delve seven cards away with your treasure cruise to cast. Oh. With this out, you would only draw one additional card. You're not going to draw seven because it is the bad version of their sets whenever one or more. So you don't get multiple with multiple go at the same time. Also, with things like flicker, yes, you will trigger the draw a card, but they won't count towards it's being able to attack and block because they normally going to come back from where they've been flickered from. So I guess ones that flick until end of turn are better because there might be a world where you can get it up to attack and then it stops being able to do that after combat, maybe old or on the turn. Yeah, it's the quest for, okay, I can get a hazard card. Yeah. So yeah. But like like, yeah, I'm glad you're talking about this as an engine rather than as a oh, it's a three out of four four that you can attack with. Yeah. Yeah I'm glad that's where we are with this and like that. Like I think again that there will be so oddly. Yeah. So so so in my slower game I think this one might actually have more pace where, where there isn't, where there is that kind of engine or so I do run that components there and that does work with this. Because I go to exile and then do your hand. So, arguably, yeah. Knack for patience out. Do you need more ways to lose a life and try I can't I would question that, but this this does have lifelink at least so you can get some back. But yeah. Yes, I do see that. Yeah, yeah. Catch him. This is a very it is a cool and weird card. If I open one I'll probably give it a test. If not, it's probably gonna be expensive, so maybe not, but I got one card. Yeah. So I do kind of wish for number fit to attack of block was a little bit lower. Like seven. Just feels like a lot. Yeah. Like, if I was even, like five, you. I would feel like a lot easier to get that. Yeah. Yeah. Like Lose the menace maybe, or something like that and give us. Yeah. But a fun one I guess it's. Oh yeah. This is how they're doing gods for this particular cycle and this. There are other gods. But I think catch Most is the only one that we're chatting about today. All right, let's keep going. We're back to the gearbox. Next we have Riptide gear. Hulk. This is a one on white white blue blue for A25 artifact creature construct with double strike prowess. And when the switch enters for each opponent to put up to one target online permanent, that player controls into its own his library third from the top. So I think this is a cool card. Like the manner on this is difficult. Like, I know we've talked about this last night, one in the girl one, but like the ones with green just inherently to me seem a little bit more comfortable because of like ramp and fixing in those colors. This is tricky to cast. Do we say, in the decks that won't like in the colors? So in white and blue this does seem very solid enough to possibly get into cubes. I don't it kind of. It's not the best in class at a lot of things assimilate to the pile world. One it covers a lot of bases. So like, this is not our first choice in a spells deck as a payoff. It's not our first choice in the control deck is not our first choice in the slick attack, and it's not our first choice in an artifact deck. But it's fine in all of those. I can see all of those decks wanting this card, and that's effectively everything that I can immediately think of that as obvious could be doing in a cube when if you're doing multiple multiple of those things in a cube, then I think this is where like again, this is where this series of jokes appears to be kind of fitting in in terms of like it is a solid piece in multiple decks. It's not like a stand out. This is the best control card. This is the best artifact card. It is a fine card that can go in multiple decks, which is important in case you do want cards that cross over and make that. It makes more. It makes cube interesting. You're not just drafting on rails, you know, just here's a reward for this architecture that rewards this archetype. Multiple people in there, you might want it, which gives a bit more attention to the draft, makes a bit more interesting. So yeah, I think this is a fine roll player. Yeah, a perfectly solid card. Yeah, yeah, yeah I think Sims seems like very serviceable and obviously that's all stacked. I can reasonably cast it like it just interacts well, almost any board. Right. Ties in on land, permanent bottom creatures. Very nice. Up to five double strike towers. Just hits really hard blocks. Great. I will be scouring five toughness. There's so much to me for that deck. Yeah. Like, not easily say, quite like open ended as a gold card. Which I don't think is a bad thing at all. Yeah. Called flicker. You can do a lot of stuff that I think this could be a solid one. Very nice token off if we have another. Yeah, just, I think just bread and butter. Solid card. Next. James, what do you think about broadside? Barrage. Yeah. So broadside Forge is one a blue and a red for an instant. Broadside stills five damage to target creature or planeswalker. You draw a card and then discard a card. It's like very solid card. There's nothing bad to say about it. Really. Like kill. Oh, nice. Any creature planeswalker. And get a loot on top of it for free. Mana. Perfectly fine. Is it has a bunch of great gold cards, though, and you'll want some of them to be a bit more directional sort of synergy cards. This obviously isn't. And then if you want that sort of like, is it good spell that's say much competition, right? With like flame of honor fire. I electrolyzers, like primary command. I quite like, I like, I feel like a lot of these cards are a little bit above. It's just in terms of flexibility or like is actually putting up a card, whereas this is just loot. So I think yeah, like the faith solid like if you put it in people player. But I think there are kind of more exciting options. So maybe this works out as being one for for peasant. Yeah. Yeah, I can say that I, I do, I think I do like this card actually. I think in general if you are doing a is it spells a deck, I do think it does help to have at least one. Is it spell in there? If you chose this, I think that'd be fine. I think anyone that sees blade that you didn't mention, James is expressive iteration. That's the best part. Yeah, that's that's the thing. Yeah. It isn't lacking for these I. But I think it's like, I know that like, people have been favoring specifically Flame of Honor recently. And I think this might actually be better. It's you you get you you you you get the five damage and you get like you get both of them with that with like move I or it's a choice unless you control a wizard. Admittedly I don't keep track of how many wizards are in Power Cube nowadays, but it's interesting anyway. Yeah, it's certainly for is one to look into the testing. All right, let's keep going. Next up we have brewed Hot Engine. This is a black and a green beer, an artifact that has at the beginning of your upkeep, surveil one and you can pay to a black and a green and tap it. Sacrifices artifact, return ticket, creature or vehicle card from your grammar to the battlefield. Activate only as a sorcery. Okay, this is another nice little engine for the self meld x it's not as quick as you might want it to be, because it is at the beginning of upkeep, so you don't have to wait a whole turn to get it. Fine. Early game, not fantastic later later in the game, but it does guarantee you're putting something in the bin every turn. And then later in the game, when you have that for mana, you can cash it in to reanimate something that you either bake, that you've milled in, that you've put in there with a bin tomb or something like that, or something that died naturally from the course of playing a game of magic. I think this is slow, but it is solid. Yeah, but slower. And another power level cubes. I would very much consider testing this. There's definitely room and go for something like this. Like I mentioned, earlier with the this figure, there is a limit to how many of these little kind of like cool and good, but also small and dorky, like, artifact trinkets, things we can run. You can't run too many because you do need other cards to do other things. But this being an uncommon again seems like a very solid slam dunk testing present, and it seems potentially good enough to get there in higher power level cubes as well. If you're doing that self Mil. Yeah, this seems cool if you're doing sort of deadly self mil things. If you in a cube that requires you to assemble your game plan a little bit quicker, this this isn't really going to be it because, you also you if you're just planning to like, cast this and animate something, you talk about six mana, that's too much. So you need to be like, I want to play this and get a few snails off. And that's like mostly what is better for. And then I can buy something back later. Yeah, I think it's fine. I think it's, yeah, a low parallel card, kind of like slower. Such first cancer kind of vibes, like, Yeah. So solid inclusion, like a peasant. If there's a spider spawning in your cube, then consider this. If not, maybe not. It's not the way. Yeah, yeah. So very nice. All right. We have our last multicolored card. James, don't talk about loot. The Pathfinder. Sure do. A lot of words. They're good words. Loot for Pathfinder is to a green, a blue and a red. So two and a TMA for a two for legendary creature. Beast. Noble has double strike, vigilance and haste, and it has three exhaust abilities. This one is you can pay a green and tap loot member as haste so you can do a stand. It comes in to add three mana of any one color in Pay Blue and tap loot to draw three cards, or you can pay a red and tap to deal three damage to any target. None. These are Exhaustible abilities, so you can use each of these once per game. The foes are free, free pretty pretty bang in abilities. I get cast an ancestral vehicle, a lightning bolt in a better dark ritual. Sign me up. Flavor wise, shouldn't that be a black ability? But never mind. Yeah. So. Yeah, Venus never had vegetables. I don't I don't stand for that. Never mind if I have a game. Yeah. So this is why it's if you just want to, like, hazardous on the fair. It's basically a six shot fight because it's so bad to just cast loot and then don't get an ability, and then they kill it. That you most of the time, you kind of want to wait until you get six mana. Then you can like the then it's right. You can cast loot attack with it because two four double strike vigilance. Hey, fine. It's kind of hard to block so you can get your attack in and then just like cast an ancestral vehicle or bolt something that's an. And then like, even if they kill that like that six mana, you like, I'll trade it for an evil spell guard attack in and two three cards like that. That's kind of sick already. And that's the folks. If I don't kill it and you get stopped bolting things and making mano, I think make me mad will come up a lot less. I think that adds up to a really nice top end fat. And that's kind of only a fair application because, yeah, I was going to say there's there's more we can do with this isn't the gems. Yeah. I mean the six is the I think this is like possibly the best card for offensive thunder. Like for Sultan I have seen since. Yeah. Does how does exhaust work with that? So each creature, with a plus one fun can try and it can, you can only use the ability once, but obviously if an accidental access show, then that's still play as far you probably don't enough cards fire. Yeah. Yeah okay. That seems pretty. What you do right is the first one. You put it on ancestral and then the second one you put it on ancestral. Then the first one has managed to cast the cards. You ancestral then. Yeah. Yeah. It's, it's kind of wild under a full cauldron. And the really nice thing is, like a lot of, you know, previously you could sort of put a gristle brand in your Dex cauldron, right? And that was powerful. The crystal band was an uncatchable card for you. Lutes is like a song that can also sometimes just cast a loot. Yeah. Yeah, that that seems really sick. And I think soul cauldrons are really fun cards, so I kind of might put it in my power cubes just for that. No. Because I think people, unlike people, will cast it and have it be good anyway, right? It's not like it's a bad thing, but, chill. It obviously like that's a six top six drop stuff to cast. And, it's a lot of colors, but I think it's really powerful and yeah, like has that silly unfair combo potential. Which for me kind of like makes it where where's the spark. No. That's right. Yeah. Yeah I, I think yeah. This isn't, this might go in a deck as a bad creature, but it's not going to go in a cube only as a fair creature. Okay. The thing just to add is, the exhaust will only count like real exhaust doesn't track if you flicker it or bounce it because it comes back in as a new permanent. It doesn't, maintain that ability to maintain those abilities. So if you have a way of repeatedly flickering this, that is a way of repeatedly also getting value from it. So that's another way that you can do it. Again, I think you want something like that did ideally, I guess, in a cube that has potentially flicker and a soul cauldrons. So you can really it can really kind of find its place and someone can be like, hold on, I can do this dumb thing with this. Awesome. Yeah, that seems cool. But yeah, I like that. Nice. Yeah. Seems very sweet. My only concern with fans and for Soul Cauldron and it generally actually is how the hell are you meant to track what exhaust abilities have been use on each creature? I don't know. We we made it through. Now, James. We can make it too late now. There was only one turn. Like, this is the whole game. Like I can't remember if my creature uses lightning bolt to tend to go. I think your opponent might. Yeah, maybe I'm not fully functioning with that, you know. Yeah, that's the other, It seems I don't love the exhaust or squirt of of these a little bit. It feels like to be aimed at online play, and there's going to be a quite annoying to keep track on, on paper. Like monstrosity was kind of like that. But the thing is, monstrosity put the counters on the creature so you could remember which creature set to use their monstrous ability to have counters on them. This doesn't leave anything behind, it just has this side abstract. The ability attached to it for that exhaust has already been used. I'm just gonna include it anyway. I just think it's like, not amazing designed for that reason. No, I agree, I think I think exhaust came more from the fact they needed a keyword that sounded roughly racing. Yeah, yeah, yeah, yeah, it's vaguely car based. Sure. Nice. Go. Yeah, yeah, that one does seem that I'm actually I'm actually quite a bit higher on that one. Off to talking about it with you. Yeah, that one's home sweet. All right. Let's see if we're going. Oh we have a big one now. Next up we have Radiant Lotus. This is six generic for an artifact that says sacrifice one or more artifacts. Choose a color target. Player adds three man of the chosen color for each artifact. Sacrificed this way. So first things just get out there. This is a little tough to argue for inclusion in a world where crack clan ironwork exists. I'm aware of this, but we're going to talk about it anyway because I think this is cooler and probably less miserable. KCI, I think, is way too all in and way to kind of oppressive because you can do a bunch of like there's there's more combo potential with KCI. This kind of in theory does the big mana thing of KCI without doing the infinitely looping, taking all the game turns, making things last ages, that kind of game plan? But like this letting you cash. But like, if you're in a deck that's just making a bunch of artifacts. So if you're making, like food or blood or doctors or whatever, this is a very nice way of just cashing them in for a lot of manner. There is an element of should you be ramping to six to then ramp further? And I would say yes, some things cost because 12 mana and sometimes you want to be costing them. Yeah. I think this is a very cool card. I don't actually know how strong it is. I'm sure this goes infinite with something like Paradox Engine somehow, but then a lot of things do that. Cool, big splashy artifact. It might just end up just being one for commander, because it might end up being too expensive for us to even consider testing reasonably. This is another one where if I saw it in someone's cube with an artifact, something about. Yeah. Cool. Okay. Why not? Let's give it a go. How good it is. I'm not. I my gut is. It won't get there in a lot of cubes, but in slower cubes where there is a reason to generate more matter than God, then I'm kind of here for it. I feel like I kind of do know how good it is. I think it's not very. Yeah. This is a Lotus James cow six mana. Why? Why if I bumped into this like I could have had. But you have to sack three artifacts and then your, lotus matter. Great. So six mana I've made. Yeah. I'm amazing, in fact, like this for any works. Well, I already have six. It's repeatable and only requires me step size three. Yeah. For artifacts like, for, Yeah. No, I don't get it. Because the cool thing with KCI, right, was that you could, like, you could do it a bunch times a turn, right? Like, yeah, you have for tokens, you suck for tokens. You get a thing that gives you more artifacts back and you can keep going. This just being like, a one shot pattern because everything is now tapped, I think, like, really limits these sort of turns you can have with it. Like, it's basically only good for like, I already have a million artifacts in play, and I use this cast like an Amber call or something. And, I just feel like a better way. When you set, it's cooler and less miserable in Casey. I was like, I think the things I think are cool about Casey. Yeah, just the things that you think are miserable about it, like, that's. I think that's just, But that's not to me, that is not a bug. It's a feature I'm enjoying for this way. Yeah. Yeah. No, I this one. I think we leave this to a command to play. If you do it from this, my advice would be to find a group of command that plays nearby. So always ask them they're everywhere. And then you trade from this card for, like anything else to find your cube. And I think file a pretty good exchange. So yes. Itemize a James. But yeah. Yeah, I, I do, I do agree, I do agree with the ISO limits on this card. I could see myself playing it if I open one in my slower cube, because I think it's more fun. Like I, I will never play KCI in that cube. So I think that's fair. Yeah. Also, I do want to clarify when I go in advance about cards, like obviously if you think they're cool, put them in your decks and I tell you about two, I'm just giving you the vibes that I get from the cards and the vibes I get from this one, so I don't want to for that. I keep that, I'm not here to do it, I do what's fun. Go get play flavor cards. You want to know what we do, James? As we tinker into this because some of the new artifacts don't have orbs, they have cast triggers. Hi. All right, all right, let's move on. This one, we have two more artifacts left. The next one is from the commander set, and I quite like this one. James, what do you think of of straight hanger automaton? Yeah, this one, I think is kind of cool, actually. So striking a automaton is pretty generic manner for an artifact creature construct. So one for says copters you control get plus one plus one. If one or more artifact tokens would be created under your control, those tokens plus an additional one one color fop to artifact creature token flying, created instead. Yeah, that seems pretty sweet, actually. Like, I think if you have an artifact deck, which just creates a decent chunk of tokens, it's not that hard to do. This can be pretty strong. Like just every treasure, blood glue servo, whatever, whatever your cards are pooping out or other flopped it. I guess, other than you just come with a free two to fire. Yeah, that's really strong. Like Choo-Choo flies. Kevin. Bad, you know, it gets, like, fairly stupid with, that it's to foundry as well. Okay. Okay, nice. Because we have a template probably. That's very fat. You can just sack for fop to for no mana. That's very fair. You get a full for an another FOP to obviously, if you want to do it again, but then you need to pay for each one. Tap for veto feather. But just going to pay free to make a full force and is is pretty sick. And you can do it 1 to 10 for free. That seems great. I guess it's it goes infinite. Wish you have, cloth of omens, but I mean that cards that say probably. Shouldn't you just go for never cloth alignments, right. Like, Q is tax sacrifice off the tap for that tree fitter you get a full for an after you tap for two, you creature artifact features you just made to clock to untap for that tree feature. And you can go get any game for creature to go. I don't know for any cubes for the unlock variants that, you know, if I do get this guy, go in a map. Yeah, I think, but yeah, I think generally this is just like so many cards now, just create these dorky little artifact tokens, right? Like, yeah, like for maps, for clues, for treasures. But I like that. That's just so common. I think a decent amount of kids get just, like, slot this in. It would create a tree, respectable number of foxes pretty quickly and would be a whale fat. So yeah, I quite like it as like, a little color build around the thing, which I should get it going fine for variety of that by because those, those artifact tokens are created across like a lot of different colors and kind of different oxides. So it might be kind of a cool one. No, definitely. The other place I see this is a it's a archetype, but I've seen a couple of places like so I think the first place I saw it was at that, cube clash, London. There was a cube there that, had a wind con in its cube that was, effectively academy manufacturer and time civ and a bunch of ways of making tokens are basically you the way you won by. It was just making so many tokens every turn that you could take infinite terms with time, save. And I've added that to my slaver cube. And I think this card is perfect there because effectively it kind of does. Impressions of both sides of the combo. It does an impression of the academy manufacturer because it makes you an amount of tokens, not as much as a academy manufacturer, because that makes an obscene amount of tokens. But this will make you an additional token each time, which can help out with that plan. This might be a bit bit more of a stretch, but the time saver is, in theory, your win con. And this pooping out two fliers like this with this with an academy manufacturer will make you a lot of two fliers and that is a that is a effectively a wing con. So I like this because effectively it's now it's more than just two cards. It's now there's another card that kind of output. Is it. And it's in theory something that more people can add to their slower cubes as a cool thing to do with it. Yeah for sure. And I think it, it goes for a lot of play for like if you put it in your cube, like for example, the draft we did of it, I drafted food. I totally put this in my food deck as being great. So I was just like reliably making at least one food every turn after multiple, and the food is mostly in like instant in like you get multiple instances of creating a food, not like create free food. So you do get a swap that with each one. So yeah, I, I feel like if you put it in your cubelet like crop up in a lot of different places. Yeah. It's not just, like, put it in any deck. You do have to do some work. And I think that's like. I think that's quite cool. That's not a lot of cards, but many work like that. Yeah. It's a very. Yeah, this kind of element is still very unique. I, there's not many that does it. Yeah. It does seem cool. Well time for me to read James. Last artifact of the day is also our first planeswalker of the day, and also our first equipment of the day. I do not think I would be saying that sentence we have next, the eighth of spark. This is for generic for a legendary artifact. Planeswalker equipment with for starting loyalty has a think ability of. As long as the eighth spark is attached to a creature where the spark can be attacked and has. Whenever a equipped creature deals combat damage during your turn, but that many loyalty counters on the eighth of spark, it has a plus one of attacks. It's spiked up to one target creature you control prey encounter on that creature as a minus five of draw two cards and a minus ten of add ten manner of any color. So this is a weird card and is not something we have seen before or at all. Let's clear up some rules before we move on. So if it's unequipped then it can be attacked like a planeswalker. If it is equipped, then it can't be attacked. Either way, you only get to activate the abilities once a turn. Also, the wording on that static is the same as as I was in that the creature only has to do combat damage. It doesn't say to a player, so if you're prone blocks, you still get the counters on it. That is great. If the creature has something like double strike as you will get double counters. This part I might need you to clarify with me. James. I'm assuming that if it is equipped and goes to zero loyalty, it still dies, as it were. I believe that is the case. Ideally, what we're doing is we're casting this on turn four and equipping it to a green, aggressive creature. I'm assuming. Or maybe a flier, swinging in, getting a bunch of counters on to it, then attacking in the next turn, and then in the second main phase, ultimate it and add ten manner and cast something really big and win the game. The draw two cards is nice. That will also filter through your deck. You can use it for that if it is on a big creature. The thing with this package is it isn't incredibly interactable. The creature is equipped. Who needs to not die, as you can only equip this once a turn, meaning that if they do by your creature before you use combat damage, this is quite anemic. It'll be on five loyalty, but it won't be equipped to anything, so then you can just attack it. It'll it also die to destroy target planeswalker stuff. It'll destroy to artifact removal. That is all a bit of a tough sell. There are some cool things you can do with this, like being able to stone forge Mystic for a planeswalker is neat. And that alone might be a reason that it could be tested if you are doing more artifact stuff. Also more equipment stuff. This is a very cool and interesting equipment. My hot take is that this is fine. A long way of saying I think this card is okay. It's weird and it should probably be tested because it is unique, but my gut is. I'm not here for it. Yeah, I think I agree with you, actually. I think it's cool, dude. Not that powerful. It's just such a disaster. If they, like, kill or bounce a creature in response, you got nothing. And now your your planeswalker is open to be attacked. You don't. And it's not like, you know, normally when you play a planeswalker, you get an activation. Vaccination does some things. You already got value. It doesn't very do anything. The first time you play it like it aspires to put a counter on something. Yeah, but not even if you, if you interact with it. I yeah, I think that's a bit tough. And then the first time you're actually getting something meaningful out of this is a minus five to kill two cards. So that's so much you have have to be attacking it to something very big to get the. So you get a bunch of counters from that minus five actually becomes like a reasonable cost to pay. But if you're hitting them with a really big creature, the Peterlee, you're probably winning that game anyway. Yeah, there are other like if you do need an equipment like but a Baptiste got a long there or something like that, like that or just to even, bonus split it. It's probably more aggressive at killing your opponents than this is. Yeah, yeah. I've. Yeah, I've it's a three card. I know. Maybe you can workshop out your players. Okay. I know that sounds funny, but, Yeah, it doesn't seem good to me, I'm afraid. I mean, it seems good on loot in this set, because that's what double strike and haste. But I don't think that's the part making loot interesting. Yeah, yeah, I think you're probably winning because you had loot because you have less. Yeah, but that last thing, it is still a weird thought. And like, a part of me does want to like, I don't know, like print it out and test it because it is a unique style of card. But I just, I, I don't see it personally. Item. This feels like one that they've kind of played safe. Yes. Which is probably a good call. Yeah. Yeah yeah. It's it's I think it's tight. Yeah. Is a new card site with in theory text that is reminiscent of as I was git a famously fair and balanced magic card. So yeah, I can see why they have played it a little safe. Yeah, yeah, yeah. For in cube we like playing the ones where they should have played it safe and didn't. Yeah. For the sake given. Yeah. And this one I think it's quite safe. So yeah probably not one we're going to be seeing in too many cubes. I would guess. No. Very fair. Make sense. All right. We have a couple of cards to finish up for today. James, don't talk about, the completion of a cycle of lands. Yeah. So we got the, we got a bunch more verges. We got fields of, three. Is it three plus the Kalgoorlie and the Simic? Naturally, these are all the weird land cycle, and they're not sort of symmetrical. They all have a primary color and a secondary color. So, for example, you also have, screech. Bone verge comes in at the black all the time. You can at tap to add a white, but only if you control a plains or a swamp. So it very doesn't matter sort of which way round that is. So like if I, yeah. So if I'm like blue, black, flashing white, then we also have edge. It's great for me, right? Because I'm going to have a bunch of swamps for my this is going to be a black for, for me early. Let my cast ask my early black stuff. And then if I have time any of my splash color. I love it. I'll be almost certain to have another swamp and therefore this will be enabled. It's a lot less good if I was, say blue white splash black, because then this isn't a white sauce. Early necessarily, in the same way. I said that these are good lands. I think the verges we've had so far, I've played well, I don't see like, bear in mind that limitation when you're building and like, in just a two color attack this great. He's a he's like the black like verge will feel like a scrubland when you do all that and you're two full attack because it's just you're always going to have a plains or a swamp in your ass off that crap. That's that's almost universally going to be true. So, Yeah, man, it's just an untapped pool with no real downside. No. Make sense? Yeah, yeah, yeah, I think they played out pretty solidly from what I've seen of them. I guess anything I of want to ask is, is in theory. So now there's ten of these verges. Is that a full cycle or is that half a cycle. Because in theory they could friend like you mentioned, bleach brown verges. That's for a black and only taps for a white if you control the plains or a swamp, I mean, they could do the other way round. I don't think they need to, but they might at some point if they run out of ideas. But like it comes in taps for a white and that's I think that's for a black. If you have a plains or a swamp, is it is is this a half or a quarter? James. No, this is actually this counts as completing a cycle. That would be such a boring of a cycle across if I would just like reverse verges. I've got spoilers for what's next. There's, but just in talk here. We're not getting, like, triumphs or factories. We're getting more verges. Okay? We know for fun out of ideas for two lines. If we get the verges but void around. No that's fine. But yeah, yeah, these are been very solid cards. So I think that's. Yeah, we've done it. I think that's every card we have to talk about today. James. Quick, quick question before I get you out of a James is what card stands out to you. If you had to add one right now to your cube, what seems like, slam dunk test or slam slam dunk include view. Yeah, there's a couple I like. I really like the foxy card, actually, I think that's, Yeah. Like, not fit. It's sort of incredibly powerful, but I think it, I like for it's, it's a build around for something we haven't really built around that much before. Right? Like, obviously we've built around artifacts, but just, getting to trigger this in, like, a broader variety of decks. I think this doesn't just go in artifact decks. And I think that's kind of cool. I really like loot. I think loot skin. Then that does some, some very cool work. And I do like that black removal spell for Mel, too. And, and something else. I think that's just a very solid enabler. Yeah, I think there were a lot of cool cards with that, I think. Not a ton. They're going in super powerful cubes, but I, I kind of don't mind that. Like, not every set should is off. Should be modern horizons. And it's like it's debatable whether modern horizons should be like should be licensed. Yeah. And I think this was I judge fanfic about to focus on some different cards that go in other cubes. And I think there's some very cool vol players and some like cool, unique action cards. I look forward to casting a repurposing bay at some point in some Keith, and I'll have a very fun time. Nice. Yeah yeah yeah yeah yeah I yeah, I'm a big fan of destroyed hangar at a tournament. Any I you yeah. You added loot to loot to the list pretty late on a. Yeah. I'm really glad you did. Yeah, that seems like a really, really cool one. The only other one I want to show. Just cuz I think it's like on Wings of Gold, the first copy spoke of. It's the first card in a while. I've like, I think I messaged you being like, look at this card. It's sick. I haven't done that in a in a hot minute. So yeah, that was that one. Seems really cool for me. Yeah. Now I think that one will be sick. Like the only, the only thing that disappointed me about that card was I thought for a second that was going to do a thing with sort of make if like kind of you get the one more on the man that triggers your thoughts and then you like facade, then you get another one one, then that doesn't work because that come in as cuz that's a real shame. But now I think it's a really cool card. Yeah, hopefully gets that, insidious archetype a little bit more to hell. Yeah. Looking forward to it all right. Sweet. That's going to do it for today, James. Pleasure. Thank you very much, man. Yeah. Oh it's gets nicer. Another set of you not had one in a while. It's been a hot minute and. Yeah. Yeah, it does feel like a good return to a proper magic set. Yeah. Looking forward to prerelease at the weekend. We'll report back how it all goes. Right, let's get to it for today. Just leads me to thank you all very much for listening. Do make sure you like, share, subscribe, give us a five star review. Tell a friend. Whatever the positive affirmation your podcast platform of choice allows you to do, please do. It helps us grow and do cool and new things. But until next time, it's goodbye from me. It's goodbye from James. You've been listening to Powerful Nothing and we'll see you all soon. Goodbye.