
Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
#51 - Tarkir: Dragonstorm Cube Set Review - Part Two
We're back to Tarkir, in part two of our cube set review, where we cover Green, Multicoloured, Colourless and Lands.
00:00:42 - Green
00:19:05 - Multicoloured
00:53:37 - Colourless
01:03:21 - Lands
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Hello everyone, and welcome back to Powerful Nothing and Magic The Gathering Cube podcast. Me and James are back with part two of a cube set review for Talking Dragon Storm James. There's just so many good cards we couldn't contain it into one episode. Yeah, the civil parts in this set I've been I've been having a ton of fun drafting it, and I think there's a bunch. It translates over very well for cube, actually. So yeah, plenty more good stuff. Stuff about today. I still have not. I have opened my booster box, but the wife had to go away for work conference, so I am waiting until next weekend to get some games in. But the box was spicy. I got an Elspeth. So Elspeth coming to cube near you soon, but, But, James, take it away with our first green card of the day. We have another omen. And these. These seems to be pretty good. Yeah, sure. So first off, in green, we have bloom vine region. This is three green green for a full five creature dragon with flying. It says whenever this creature or another dragon you control enters you gain free life. And it has an omen, says my dad. No, man. They say Ultimate White Castle because it's set. It's not sorcery. When it resolves, it shuffles back into the library. So this omen is claim territory. It is two in a green for sorcery. Sexual. I if up to two basic fights cards reveal them one on for battlefield tap and via that into your hand. Then shuffle. I think this card is really close to being really good. The dragon's just fine, right? But dragons like you wouldn't look twice there if I was all that dead, but I it will come up and be good. The cultivate mode. It would have been really good if it was any basic land. It would have been really good if it was just such a library for two forests. And you could get to a land your free mana ramp spell. Not giving you any fixing, I think is very valuable info. And I, I think that's enough for me to just not really want to put this card in like I know I did. I just don't think mono green is a thing in that many cubes anymore. And if I'm playing green with a bunch of other colors, I still need my three mana ramp spell to get those other colors. So I kind of just don't really believe in this card. Like, yeah, the dragon's fine, but, you know, if you want a five drop for like 15, five drops that are better than this in every single set. Now. So, I think close, but not fair for me. So I would agree. For the majority of cubes, I think ones that are going specifically slower, I'm a bit higher on this, but it is seven types of cubes. It's basically, I have a slower cube and in that I have beanstalk giant as I, ramp spell in green, there's also like a bit of a late game threat. And I think that's where this is comparable. I think in maybe lower bound things are going a bit slower. I think I for me, I'm going to test this in my cave where I'm already running Beanstalk Giant because this does get you to land. Yes. Beanstalk giant does let you splash and has the potential to be larger, but realistically, like a 4 or 5 fly is on, turn five is pretty good. Like compared to Beanstalk Giant, which does come out quite a few turns later. The added evasion I think is nice in that specific slot and also oddly in my. But I also have a, food deck, so gaining three life is oddly relevant. This could be one that kind of like fits in I cube I have, therefore I'm a bit high on it, but I. I don't think it's a bad test, but I do agree that kind of generally want to green up isn't as good as it used to be in high powered level games, I, I think in more budget environments or in solidity. I think this is fine. I don't think it's amazing. Like probably like like basically the reason to run this is, is, is if you want a color to make this also a creature. Basically there's two options. This all being sort of giant and kind of like whichever one flavor you're feeling is kind of what is the one you end up with. Yeah. That's fine. Maybe I just, just play too many colors and that's why I want Beanstalk Giant. But I do want Beanstalk shine in this card in general, I think, probably worth flagging as well. The reason we're not really talking about V of the Dragons gaining new life parts of this card is just that this sort of dragon tribal stuff is always worse than it would be on most other tribes. Not because dragons are bad, but because dragons are all expensive. So you're just not going to trigger this that often. And when you do, you're winning the game anyway. It doesn't matter that you gained two life if you cast two dragons after this, you cast three dragons. You're already winning. So yeah, and that applies for like a lot of the Dragons synergies in this set by just just because they're, cheap dragons like, we, we sort of value from a little bit lower than if it was when another elephant as you gain free life, for example. I mean, I'm assuming that's literally why they made omen as a way of getting more dragons into this set. Yeah for sure. Yeah, yeah, that's exactly it, right? It lets you convince yourself that your dragons are two drops and that's great on the curve. It looks way better. Yeah, yeah I agree it kind of look like it'll come up more when we get to another card later on, but kind of like in my Dragon command attack, this time to John. Is the dragon in charge of that deck is a dragon deck. There are 16 dragons in that deck. You compare that to an elf deck, where you might have like 40 elves, or a zombie deck where you might have 40 zombies. Like so much low and like that is very much true in like, anywhere but those kind of decks. Just because you can't run 46 drops as much as we all want to. And commander, as much as that is like baby's first command, the deck is just a wedge of six top. You can't do that. And and the same is true in case of. Unfortunately. Yeah for sure. All right. We have another omen up next. Next up we have disruptive storm brood. It is four and green. 333 creature dragon with flying. And when this creature enters destroy up to one target artifact or enchantment. But it also is an omen called petty revenge, which is one the black for sorcery. Omen. Destroy target creature with power three or less. I mean, I think this is a this is similar vein in terms of power level to a bunch of the other, comments that we've seen. I think it's a really solid split card it wants to do. I really like this, like, I know, like smother was playable up until not in the last like five years or so. I would I think smother isn't a terrible card, and while it is a sorcery, it does come on, a dragon. But yeah, now we get three. Now we get a free three flier attached to us. Mother, that's also a rex age, I think I like that, I like the last one, and with mostly split cards, it is a slightly slower cubes. Rather that rather than the less efficient ones I like. I think that's where we settled on, on on a lot of them. And in the last episode, the basically the all of these will struggle in super high power level cubes just because while the flexibility is good, you need to be more efficient. Like five mana for a Rex, sage and a cube where you need a three mana rex sage isn't going to cut it, but in slower cubes and in more budget cubes, I think this is pretty good that basically once you kind of cross that border of like efficiency and go into flexibility, if that's more where your cube is, if your cube is more mid-range, then I really like this card. It answers the things early and late game. It can blow up something big and dumb that like a portal to victory or something like that, that someone's taken over the game with. And there's also A33 body as well that flies, I think very solid card. I'm probably gonna test this in much lower cube. Yeah for sure. I, I like this quite a lot for anything that isn't super high power level. The middle spells just totally find like five a deck. Plenty of decks that would run this, without being able to cast a green half, I think, like, you wouldn't be thrilled about it, but it's not the best removal spell in the world. But it is perfectly serviceable. And if you need a two man army, all valued player, if you can cast the green side, it gets a decent amount better. It means it has fewer bad matchups. The vax age aspect of this is really nice because a lot of cubes you can't just be running around main deck being a bunch of decent champs, and this is a way to get one into your main deck without letting very narrow cards to do so. And it's sometimes you need a free, free fly, you know? Yeah. I think this is a really solid card, like, certainly for peasant and, maybe for some more like mid power level, non rarity restricted cubes as well. One final thing worth worth mentioning with this guy is that outside of pest infestation, which is just a very good magic card and also an infinite amount, I think generally these Rex age effects in green are better on creatures because you can do things like green, sun, zenith for them and like, well, you don't really want to be natural ordering for this. It's technically a thing you can do. Green is better at shooting at creatures of having those effects on creatures is slightly more optimal, if that makes sense. So yeah, just having just we're touching on it. Being a creature is something that. Yeah, if you natural order for this, your brain is probably like there's a reason for it. But yeah for sure, I will say very it is. You should think about this as like 90% removal spell, 10% flying disenchant, right? Yes, yes. It's just so expensive for Dragonflight you're getting. I wonder, Sam, when I put this in my cube, it's going to be a black card. Yeah, yeah. Like that. That's where I that's where I will be tagging this. Yeah, I think that makes sense. Like, I think they're, like very match ups where you really want the disenchant that you'd actually probably bought this out. Right. If I don't have good targets for removal spell and just try and find a more efficient disenchant because five is just a lot. It's more it's more v situational. Sometimes this comes up, for card than what you're actually planning to do with it. No definitely not agree with that. And all right James we're three for three. We have another omen next. But this is our last one I have the house shutters. So next up we have Saga Wildling. This is for the green for a free for creature dragon with flying. When this creature enters, you gain free life. And it has an omen of chic. This is a single green mana for sorcery. Omen. Such a library for a basic land card. Reveal it, put it into your hand, then shuffle. I think this is again, I think this one probably is just for pop. Her maybe peasant. Because in higher verity cubes, if you you you're only going to want like probably one lay of the land type cards. Yeah. Something like traversal malls is probably better in most cubes. But there's not a lot wrong with this card. If you want to support, like, clean decks, splash a bunch of colors for. This is a fun way to do it. You know, you're playing this again, 90% for The Omen. This is upside in the same way as, like, the, you know, there's a version of this card that makes two energy when you get a basic. But the upside here is when you're flooding out later, you get a very, not very good crack in the a not very good dragon is better than a layer for land when you have eight lands in play. And I but yeah, not not a lot on the card, but probably probably just peasant and pop. I imagine. I completely agree, I think it's Yeah, it's almost like despite the manor bases, I see plenty of people trying to do like five color decks and both pauper and peasant. I think the classic one is Hond and tribal and peasant and, I that it's kind of strong, but like a bit. Yeah. Shockingly, the amount of base, if you're not breaking reality for the villains isn't phenomenal. And this is like the best version of this, like bread and butter effect to, like, allow your other decks to do cool things. I'm not super excited about this card, but this is like a very solid bread and butter card that will just allow your other coolness. If you're trying a fight card, a deck, or a fork on the deck like kind of stuff in your in your peasant and in your pauper cubes, this will allow it to exist like like for me, this is kind of like evolving wilds copy four or something like that, if that makes sense. Like a very solid card. It will see a lot of play. And it yeah, I think will just be good. I think in in those in those more budget, in those lower power level environments. Yeah for sure. And deck building plans, I think it is evolving wild forward in a lot of ways in that you're probably casting land for most of the time, but it does give you a restriction in that you need a lot of green sources in your deck before this card is good. If your mana base is based on casting green spells to find your other colors, you really need like ten green sources off the bat. But then once you have those, this obviously counts as the source value of a colors, right? Cool. All right. Have an interesting card. Next. Next up we have steward of the harvest. It is three in a green for A33 creature human druid. When this creature enters eggs up to three target land cards from your graveyard. And creatures you control have all activated abilities of all land cards. Exiled with this card. All right, I'm going to be all to James. I think this card is a trap. I know the dream is to put, Gaia's cradle or to learn Academy, or maybe even a bazaar of Bagdad under this, I think. Like, I don't really know how it works. An as a saga, but I'm assuming it's probably good. It does not work at all if necessary. No, sadly, no. It doesn't have the activated ability. When it's in the graveyard, it gains it as part of. I get to see him. Oh, okay. That makes it worth noting that, but ignore that. But all the other busted lands I mentioned, that's kind of the dream, but that's realistically how I think this is going to play out, like the vast majority of the time is we're going to be exiling a basic or a batch land, maybe that we've got in our bin. And then at best, all of our things become land laterals, which is kind of fine. But we could just play the Gaia's Cradle in our deck. But the main part I don't like about this actually is the fact that we have like, is this a much that we have to get the lands into a graveyard? It's like we don't have to exile them. And the only way of using them is this three three, which is a very obvious target for any removal afterwards. And then we've just and then we've permanently exiled the best land in our deck. I said this last episode about a car. I wonder if you guys, I'm gonna say it again. I, I think this one is very common there, if I'm honest with you, but, like, it'd be very cool. And I think you can do some very awesome things with it, but I just don't. I just think in cube, if it was a format of four four, we might be talking. But I got oddly, the fact that it's the car said nowadays I think it's just a it is a bit of a no for me. I like it also doesn't mail yourself. It doesn't have mail. Maybe I'm asking too much from cards in 2025, but I'm used to having things to do. Everything. Yeah, for sure. It's kind of janky. I think it's it has some upside though. I've seen this card cast in vintage and it was cool. How were they casting it? I should I say cast very dread for sending it. Okay, like I I've asking root while as of this artifact that's not a five. That does sound cool. That does sound like something I would like to, Yeah. And cube, this is. I think this is janky. I think it's cool. And I think it I think they will it will have really good game. I'm not saying it will be good for your deck in the aggregate. I think there will be games, which is phenomenal. Yeah. The stuff I'm excited to do with this, cradle, as you mentioned, that makes a lot of mana. Show. I think, too, I'm very excited about Pho, Bazaar of Baghdad and strip line. Like, oh, my feature strip mines in a lot of decks. We'll just end the game right away. Bazaar you're going to get for your deck so quickly. So you need kind of like, one thing to actually pay you off of that, and then you can probably win. If you're going down a level there like you have cradles good Academy feels, I just don't know that you're putting this in an artifact that, So I think that might be tough. Exiling effects planned most of the time isn't great. You can turn your creatures into lands, but that's not amazing. You can kind of get something going if you have a creature of land falls to make a token like a spring hunt, that something is, then you can stack those tokens to get more lands and trigger again. But it's all kind of on those lakes that something sick, less of a time. The. Yeah. So I think really we're here for like, Bazaar of Baghdad. They'll strip mine most of the time. It's probably like, obviously this isn't for super high powered kids. But if you're like, well, like slow, janky, but you have powerful cards like Bazaar in your cube, then maybe this is something, I, I think the point about removal is, is the issue. Very right. Like, I always wish with these really high set up cost features that they were like, I don't care about this having free powers, you know, make this A15 with like war to and I'm so much more invested, you know. Yeah yeah yeah. Yeah. Like, if you do all this work, right, you get your land in the graveyard and you pass this board off, and you have assembled all these other little tokens in play to do the thing, and then they're just a lightning bolt creature after that. Yeah. No, I know yeah, I think that's what I mainly write like, like, this is I, I feel this is very commander, but, link down to a fire truck, Moto's video where he does do the this with bazaar thing. I'm assuming he. Yeah. I'm doing he's having a lovely time with that. But yeah, I mean, this was it seems like it was tailor made for Josh to like to fear that literally quit. You know, sabotage Josh's challenge. She'll go from, okay, from winning with actual events. Right. So losing to advertising their source of that, that's that's, there is a video up. I haven't watched it yet. Maybe Josh could make it work itself. So the question that that's. But, I can't imagine this is the tier one strategy. No, definitely. Yeah. We'll we'll do a cheap plug for Josh. Probably top five to ever tap up Bazaar of Baghdad. I'm gonna put it out there. Love that boy. All right, let's keep it going. We have our first multicolor card of the day. Also works with lens. Let's take it away. James, don't take it away with Glacier Wood. Siege. Yes, the Glacier Wood siege is one. A green and a blue fin. Enchantment says. As this enchantment enters, you choose timer or full time. If you choose Kima, you get whenever you cast an instant or sorcery spell. Target player mills fall cards or salty. You may play lands from your graveyard. Okay, so we've got a three mana crucible effect. The when blue green is, I think, the baseline we're at here. Yeah, I I something's gone very wrong. If you're ever baking timber with this card, I'm going to be honest with you, I. I've never baking dema in my life with this card. I don't know, man. Four cards is a lot of cards. Yeah, but I'm already in a I'm already in a self hijack. I have other ways of milling now. I don't want to mill me. I want to mill that I guess. Yeah I again yet this is our different states. This is, this is I different. Yeah. Sorry. Yeah, yeah. Please carry on. Yeah. So obviously like, if we were just looking at the Crucible side, we'd rather just play Crucible. That is colorless. So, I'll play one of. Once we've got upside, I think for reason you'd consider this is, you know, cube decks only have 40 cards in them. And, especially, like, for a sort of blue green, fast on time to mystery type decks, those decks cast a lot of instance of sorceries in a turn. You know, I think you can mail someone out with this very legitimately. I do think that I could very see that working, there's also maybe applications with like, underworld breach. Yeah, and Brain freeze and stuff that like, in theory, like how many cards you need to cast with this before, before you just kill your opponent, like eight incidents or sorceries over the course of a game, but realistically a lot fewer, right? Because they've thrown a lot of their cards right. Yeah. I'm generally assuming this is going to be more in the region of like six, nine, six hour time. Because people do just take, you know, people play Fat Sands, they play cantrip space. You know, they do tend to help you a bit. This is, I think, good with beach. So sort of as the I didn't get brain freeze, but I have an underworld free version because, so you have, like this, an underworld breach. Nic attacks the, probe, then you escape probe, exiling three cards from your graveyard and smells you for fall cards. And then you can just rinse and repeat, and you're drawing a card and going off a card in your graveyard every time. By heart. James, I do like that. I think. I think there's something there. Right. And then you you melee for your whole deck and then, like, maybe I have a faster call or something. I know that that feels like something to me. I think probably most of the time when this is played, it will still be for the Crucible as well as the fact, which I mean, we don't need to talk about like this feels good. I think having people know that. But, I sort of wonder if there's enough utility off of that middling effects, but maybe it's better than some of the other options. I know how you solve vanquish for crucible effects. We have available. I think I have walk in closet forgotten cellar first, because the front half of that is a three man, crucible in green, with only one with only one green pepper. But then the back side is a yoga moss will attached to it, which is kind of vibes. I then from have round up excavate a second because it's a creature and because of creature tutors in green. I mentioned earlier and then that I have Conduit of Worlds because it lets you cast a spell from your graveyard each turn, like, I think, ramming up Conduit of Worlds maybe in general, but like I have Crucible after that. Primarily because I think the days of like running Crucible of Worlds and strip mining your white deck is like so far gone now that it's only green X decks that want to crucible death, or it being a green isn't the downside. And like so like I think this being a crucible for the soul is the reason why you would consider it. But like the fact that that combo potential you mentioned is quite spicy, like, that's very much the thing of like in my cubes, I am perfectly fine running a card that's slightly less efficient. If it does something, if it opens up something really cool. And what you described about the team, a thing of like like like of it being another wind gone for a storm adjacent deck. That's really cool. If I'm already wanting to run three Crucible of X in my cube anyway, I'm just going to cut the worst one and add that, because that sounds interesting and gives those decks another out. And I don't like the sound of that. You've kind of like, I think you've talked me into into testing this. And the other thing as well that I will say is that, Crucible, I think it's still the most expensive one because of commander and color identity being more important. There. The other ones are kind of a between 5 and $10, but this is currently 58, which if you want a crucible effect in your more budget environment, I would snap this up immediately. 50 people. This type of effect is very, very strong. It is kind of the world we're in where we're like, we've had like two sets in a row or two sets in six months that have had them in, but, this kind of effect for such a cheap price is like, I don't only tell people to buy cards, do what you want with your own money, but that seems very good, if I'm honest with you. Yeah. For sure. It's not cheap, to be honest. Yeah. And I've. And obviously all of this is, is cube dependent, right. If you're saying that listening to this thinking. No, actually, in my cube, bunch of dumb green decks that are infested and playing lands like graveyard, then absolutely. You should include Crucible. That's in the green options that I've been getting a lot of in a lot of cubes is pretty much just for green decks. And, yeah, there's there's a lot of interesting upside in the green versions. I agree with you. I think, I think Walking Closet probably is the best bass. But y'all grill effects, it only comes up like 10% of games, but when it does, it's really, really good. Oddly kind of works with this actually. Yeah. Yeah. Interesting. Maybe that's it. You've done both. Is there, land storm? Okay. This is this is a brew. This is a fruit for another episode, I think. Yeah. Yeah, I'm I was already kind of like I had a base level of the word sage I thought was cool, but yeah, I think you kind of talked me into, into trying this, but. Yeah, I think I'm going to find room for this. Nice. All right, let's keep it rolling. We have another SIM card. Next. We have wishlist skimmer. This is a green and a blue for A22 creature bird scout with flying. And whenever a card leaves your graveyard during your turn. DrawCard. This ability triggers only once each turn. So this is a really cool card. And basically we're talking about this because Insidious Roots is also a cool magic card. And that deck is awesome. Basically, this deck is kind of getting a bunch more pieces and there's more more pieces in the set that will come on to it basically rewards you for moving cards between zones. Like previously, the graveyard decks basically counted like the number of things in your graveyard on number, Cletus in your graveyard, that kind of stuff. And it was only really mattered, like how much stuff was in your grave, but it didn't really reward you when things were going in or coming out or moving around that kind of stuff. Whereas raising a bunch more cards brain now that rewards you when you move cards between zones. So like this is this is an uncommon and so is insidious roots. But you also have cause like chalk outline. Another kind of insidious roots. You have to combat the grim, which is like a ping when you move cards around zones. Treasures. Insight is an uncommon term. What the descriptor is. There's an uncommon. And also a bunch of the dredges are uncommon. And so we've tortured existence. This with dredges is it's importantly really cool because this is when the card plays your graveyard. During your turn, draw a card. You can eventually. And as you double dip with your dredges, if on your upkeep you have this in play, you dredge one card, you mail a bunch of stuff. I card has left your graveyard. Therefore you get to draw again. So there's another dredge on your graveyard. You get to replace that draw with another dredge. That's all gravy for me. This all seems really cool. And like, there's a whole deck for this because also, you still have your original graveyard wink ons with, like, dread returning a lot of giant or spider spawning. These things already exist in the format, but it's just getting way better. And on top of that, it's a two fly at the base level is not that bad. I think this is a very cool way you can take the graveyard decks in your peasant coop. I don't think this one gets into the version with rares because of cards. We'll get onto in a moment, but I think this is a very cool card, and if I was doing a peasant group, I would be kind of I'd be I'd be slam dunk ING with this archetype because I think it's really cool. And it's a very interesting. It's more interesting than just my mail, a bunch of cards. I got spiders spawning twice. There's way more you can do with it. And that's and that's very interesting to me. Yeah, for sure. I, I think this card is pretty sweet and I like this direction to go as well because it's, especially because with this it's not limited to creature cards in the same way as it was with things like insidious fruit. So you will definitely, I think, have decks where you wouldn't even really categorize yourself as the graveyard deck, but you have like five ways to trigger this, and then it just gets in because your sister to fly it and it'll tell you like one cause and average in the game. And that's really good. And then but you can go hard and properly do the thing. It is gated to one c span. But, for your two drop bats that spell great effect. Yeah. Like fish a lot. Certainly a peasant. If you're doing see if blue green is doing anything with your graveyard, this is probably pretty good. You don't have to be, like, specifically building around things. Leave your graveyard. If you're building a graveyard, that stuff is going to enter the graveyard and then leave the graveyard. But that's generally how it works. So, Yeah, I like this card a lot, but yeah, it also works off just like I flashback a spell or whatever. It's kind of nice. Yeah. Well, I yeah, yeah, that there's a bunch more that triggers this than, than you might initially think like like del trick. Is this any like on Earth effect any animation all triggers it. And just having like a additional draw turned like tacked onto a two to fly it. Yeah. For sure. Pretty good. Your, your mystic sanctuary is not just a straight up regrowth. That's that's pretty how that is. What? Nice. That's what nice art. If you don't mind, James, I'm going to take the next one as well, because it does kind of play into what we were just talking about. Next up we have table the balance scale. This is God's perfect amount of base one black, green and a blue berry for four legendary creatures. Spirit dragon flying when it attacks male three cards. Then you may return a land card from the grave automatically tapped when one or more cards leave your graveyard with a two to black zombie Druid. Which token? So this is effectively for the same deck, but with no no rarity restriction. With it, you get a bunch of the previous cards, but you also get better dredges. You get effects that, you get better token makers. So things like, zoo swamps, discarded tomb skeleton crew, and on wings of gold, you get those on top of what we've already mentioned. And this has been a really cool look that I am very aware. Again, I, I have talked about being too commandery, and I literally brewed this deck on stream earlier today, but I don't care. I think there's room for it in commander because it is that base level, a four manifold for fly, and I think that's okay. This is not for every cute. I fully admit that this is for slower cubes or more budget environments where you have time to build an engine. I think in peasant that that actually exists more just because the power level of like the cap, but like in in non-relative restricted cubes, this is a phenomenal signpost card for this archetype. It's literally a kind of there is an element of it's a bit, but it could be a bit boring that it does everything by itself. That's kind of modern command design that I'm not the biggest fan of, but hey ho, I'll take it for cube anyway. I think this is very I think the deck is very cool. And if you're a slower cube, I think this is a very cool archetype. A couple of important things is with this card, if you don't mind me, James. Is that the fact that this brings back a land is incredibly important? It's more important than people might think, because dredges often end up missing land drops because you're replacing your drawers with dredges. And this this has everything the deck wants and lets you hit your land drops. And, Yeah, I love this card. I'm gonna stop talking about it because I will just keep gushing. This is a slam dunk in my slower cube. I literally have this archetype in my cube. Before this card was spoiled. So I'm going to stop now. Please continue to. Yeah. If you if you did not skip ahead for your that, Yeah. I v I think the cards cool. I do think the cards cool. My only quibble with it is it's almost like too efficient if you're not doing the thing, you know, like. Yeah. How good it like for mana for for like, even if you had no synergy. Right. For Manafort, for flier, when you attack, you get a land and a 2 to 1. Yes. Very good. Yeah. Really good. Like like I like, like this is clearly a card designed for commander, but in one on one that has a lot of value. It's a lot of value. It's, I almost wish they, like, made you do a bit of work, you know, I agree, I like it's the. It's what I think I did the all it's one I love to hash it on from a, from the previous set where that was like, it's a cool card that rewarded you for discarding spells, but it didn't actually discard any spells itself. You had to work around it a bit more, whereas this is just you just put this in your deck with an amount of lands and it's great. Yeah, yeah, yeah, it's kind of wild. Yeah. But but it is even better if you are doing the thing that is true. You just don't need to build around it to make it good. But it does have is potential upside over for a base level where, it's also again, doesn't isn't restricted to creatures in the way. And City of Streets says this could also do things stuff with say like you doing fast bond crucible stuff. This could easily. Yeah. If you have a lot of zombies, that's kind of cool. But yeah, I think 90% of what we're here for is, you know, we can put this in our Dex in attack, and that's can be very powerful. But yeah, unless of because the thing is, it's also fueling all you have a create your synergies at the same time, right? When it's attacking, there's really not a lot of bad. I mean, the only bad thing to say about this card is they might kill it, but this is what happens to creatures and magic for gathering. And you do have to be able to cast it like like it is like like it it being a like you don't get do you get a limited amount of guilds or slots in your cube and you get even less three card slots. So like, I don't think you can run this card unless you already have like in your cube designed, you already have like a three color card in each color or like or like it's already the manor base is already designed and like the speed of the cube is already there, that people are getting to three colors like this and this like, like this isn't so much like a, this isn't like a multicolored payoff. If I make sense in the same way that something like, nerf is, I think just this, this in a regular slower cube might be a bit tricky. I do think you need a decent amount of base because like, do you want to get this that one on curve basically keep saying slower cube. I don't feel like this card is that slow. At three it's it's four mana in three colors. You won't go out until at least ten three. But I attack with my four, four, five and and stop making seeds. I know I'm not saying I'm putting it in cube, but I figured like most stuff outside of that, this is this is probably at least solid. Yeah. You have see if I, if I like people in these fails, it's not a to cast and you can't just be throwing in three color cards if your cube doesn't really support that. So I guess probably for that reason, I would only put it in if it was for Matically works with. Well, so Ty is doing in my cube. Yeah. Like, honestly, I would put it invite say you have blue. Green is doing great stuff. Black is green, black is doing graveyard stuff. Even if you're not explicitly support saying like, hey, so Ty is doing the thing. This is this is still splash money for phase contacts fight and it's quite strong. So I think in that spot I'd be inclined to at least give this a test. Generally with three color cards, I'm not like, there's like two color cards you'll often try and have, like roughly the same number in each colors. I don't think in general that's a great approach for free color unless it's very explicitly a free color cube. I just say like default to don't put them in. But if there's one that's really cool for what the for what my cube is doing and it's flushable, then we'll put it in. And I think that this in the like cube will meet those criteria. So yeah I think that's very fair because I like like like that's the thing. Like like I have a yeah, unpowered vintage group that has for I've sat here inspiring ultimatum live old and cruel ultimatum as like trick on the cards. But in my multicolored cube I have two of each, at least two of each three. So we're kind of like, yeah, I think my thinking was, this is a very easy slot into my slower, multicolored cube because I know people can cast it. I guess there is an element of like, it might not be as reliable in my regular cube, but yeah, yeah, I see what you mean. Like like like I if I was close to this archetype, I yeah, it it's just really good. So maybe, maybe we should just be testing it. But I think I have waxed lyrical about this card a bit too long. I've literally spent an hour talking about earlier today as well, so let's. So James, let's crack on. Talk to me about songcraft and age. Yeah, this is a cool, so song crafter mage is a green, a blue an event. So team my mana for, three two creature, human bard. It has flash. And when this creature enters target instant or sorcery card in your graveyard gains harmonize until end of turn. It's harmonized cost is equal to its manacles. Says reminder. To harmonize. You can cast a spell from your graveyard. You exile it whenever soul. So it's like flashback, but you can tap creature as an additional cost to harmonize that. And if you do, then the mana cost you have to pay is reduced by that creature's power. I like this card a lot, actually. Again, runs into all the issues with physical cards that we just discussed. I think this has a lot going on. So kind of the obvious comparison is Snap Custom Mage, right? But I think this has very different deck building incentives from Snap caster. Snap caster really pushes you to play very, very cheap incense and sorceress because you want to be able to like snap caster cantrip of the movable spell on Set Free, for example. This isn't that good if you're flashing back one mana spells, right? But then you're just paying more for very hard cast snap custom mage. That's not like the time. This feels powerful to me is if you're you want for and sorceries with a lot of generic manner in better mana cost so you can maximize that harmonize ability. Like say for example, you had a fact or fiction in your graveyard 110 four you can get you can flash rison, you even get to block that creature. And then before damage, you tap this to harmonize and flash back your facts of fiction. Just just paying the one Blue Manor that that actually feels very powerful to me. Like going to use this a block by. It's got three power. It will trade for stuff and like, you know, you pay for the equivalent of just casting the fact or fiction, but you and you got your free two on the way through. Right. Like that actually feels nice for me. So yeah, I think there's something here. It's, it does run into the issue of, like, it's a free color card that isn't real, doesn't really isn't super directional. You know, it's kind of just a good card. And it's hard to cast aside. I don't think this is one you're realistically going to put in outside of cubes that are explicitly supporting playing three plus colors. I think if your cube is doing that, this is probably a good test. At least. So I think the main. So I think the one thing I would add to that is, yeah, it's it's a multicolored card that doesn't actually really help you cast other multicolored cards. That is a bit of an issue with this because the harmonize, it's not like convoke. It doesn't take off colored pips, it only takes off colorless pips, which is quite tricky in a like this cost team at a cast. So like this doesn't help you cost like ultimatum or anything like that, for example. That is a bit of a drawback to me. So this is more things like Uno, like a card costing your loan a bit like I guess it's quite good with like extra turn spells, like in like I think this maybe in like a lower powered and less slow environment where like you don't have time walk but you do have like time warp or temple manipulation. You have like the slightly chunkier extra turn spells that cost like five manor. This will turn them into time walks like that's that's kind of cool. Yeah. I think that's where I kind of see it's got like like if you're trying to do a big spells deck, but the big spells are mono colored. I think that's that's where this kind of has a potentially has a place. And that does feel more like a slow environment, if I'm honest with you. Yeah. For sure. Like you made a good point that it's it's a Pip intensive card already, and it's actually even more Pip intensive than it looks because you have to pay for some of the thing you flash back like to go this flashback time warp is you need blue, blue, blue, green, red. Right. It's it is kind of tough. Yeah. It's a very cool gold. And it is also a very like it is still a very powerful effect. Like I think the other thing as well as worth mentioning is its own graph. The mage can't be sunk after mage is currently around $0.60. And despite how many times that cast a mage has been printed, that class of mage is, still around $15. So again, so, so, so budget versions of, of that strong effect. Again, if you're in a more, more budget environment, I think it's a very solid card, especially if you just don't have access to snap cast mates because of that cost of entry. So that is a cool reason to play this card. And I like that the harmonize part is nice. Like the the fact you can tap this, it does reduce the cost of your spell by three, but it is just the the pip intensity I think is the is the issue. But by keeping it team up with our next card, we have a already the song unending. This is a very big card James. This is five green, blue and a red for a 1010 legendary creature spirit dragon with flying protection from white and from black. And when it enters, it deals damage, divided as you choose among any number of target creatures and or plains as your opponent's control, or X the number of lands that you control. So I acknowledge this is a big bit of beef, and ten power is a lot like two attacks. Your opponent's dead. That's kind of terrifying. I am struggling to work out what deck this goes into though. Like you have sneak and show. It's like a fine top end there. Like you have like like you have natural order. You can reanimate it. The issue with this in two decks, though, is that you're often not going to have like, a bunch of lands in play like this. Doesn't like if you're treating this in, it's not going to call like deal eight damage. It's going to deal 4 or 5 maybe. And if it's only getting 4 or 5 then I'm struggling to look past Dragon or to Taka, which while it's seven mana and slow clubs, you can actually hard cast if you ramp into it. Whereas I think going I doubt your ever cast like hard casting that's ever. And it's just the fact the dragon or the target has been power crapped out on most cubes. Now, is the reason why I'm not super high on this. Like Dragon, Dragon target only has eight power, so it's probably still three swings with that to kill your opponent. This is only two, and there is like. Oddly, there aren't as many just massive creatures as you might think there are. Like, there's literally kind of like the 20 or so you can remember, and then it kind of drops off a cliff, basically, like at times just big power drama. So if you just want a massive amount of power and toughness, sure. And you open one, the one on the bigger downside with this card, if I'm honest with you, is that it's a mythic dragon, so it's probably going to be quite expensive. Whereas dragon wood talk is probably quite cheap. What what do you think, James? I know, I know, you you added this one to the list, and you do like a good dragon. So what's your thoughts on it? Honor. Any love a good dragon? Yeah. The thing that has me interested in this is the pro white. Pro black part. Okay. That's right. Because. So the reason we think that you're Vietnamese on that for a lot of abilities generally can't just be stats. Right. They need to do something on the way in is that if you get something that's just a bunch of stats and then they kill it, but it's horrendous for you. How the hell of a killing this card for lightning bolts? Exactly. It's real time. Like, it is definitely very white for black. That's all. The exile removal, all the destroyer moves, all, very good points, right? Yeah. People don't put plummets and cube. So green can't kill this. Good luck finding enough band spells that can't kill it. I guess you can bounce it in blue. That's not that many. Bounce spells. See a ton of play, but, I guess you could bounce it. But that's kind of about it. So I think, sure, maybe your own, if you're teaching it into play, you're not dishing around as much damage as you would ideally like with ECP, but it feels like because this is so overwhelmingly likely to stick. But maybe that's okay. And I like, fit. It's obvious to me to think that you can also natural order for, I just like it when the, the Pharisees have a bit of overlap in that sense. It's not amazing to sneak. I guess it's fine. I don't think it's great to sneak. That certain event, unless it's dealing the last ten damage, I guess. Yes. Yeah. Yeah, yeah, for sure. It's a massive lava ax at that point. Yeah, yeah, yeah, yeah. And, yeah, it's pretty difficult to cast. I mean, you, you can make plays that green by the time you get to eight, but it's just really hard to get. Right. So yeah, I'm not I'm not factoring in hot casting this thankfully highly. But, yeah, I think to reanimate or to natural or to fall, I kind of like this card because I just think it's going to kill something and then they're not going to be able to kill it, and then they can die. No, that is a very good point. Yeah, I guess, and I am kind of when I'm thinking about big targets, it is stuff that to an effect, I guess just maybe flashes just ruined my, evaluation of cards. I guess I want, like, a full card's worth of value out of a card before. And to be fair, probably the rise of flash is probably the main reason why Dragonball of Taka has been ripped out because it only deals five to something, whereas we could be making A77 or making a hunt, discard a card and drawing a bunch of. So yeah, so so so I guess. Yeah yeah yeah I yeah okay. I'm, I'm higher on already than I initially was. So yeah yeah yeah I could say. Yeah. Just how would they deal with it. It's very good point. Yeah. All right, next up, we have a cycle of cards that I just wanted to mention before we jump into more specific individual cards from the cycle. In this set, there are ten gold con cards. There are five at common and five at uncommon. That are all very interesting and I think all at least warranted test at Peasant and Pauper because there's a yeah, there's five commons and five uncommon. The way that these kind of work is that they're kind of this if you look at them, you can immediately see how the manner works. But to say them out loud sounds weird. So I've got the, abs. I'm one in front of me. The Amazon uncommon one is king. Three sevens is an incident that says exile target permanent with manor value three or greater. The manor value for it is either a two and a white, a two and a black or a two and a green. So you can either spend an Amazon to cast it, or six generic or any kind of combination in between that why I want to talk about these as a whole cycle is that these are incredibly flexible cards, and because they are common and uncommon, we've already kind of discussed that kind of like how in super high powerful cubes you can't like, you need cards to be efficient, but at common and on and like I know there are some very strong and powerful commons and on commons, but you do have a bit more time. I think that could lead to more flexibility. Like, like like I think I mentioned like a Hond and deck earlier. Like like like 4 or 5. Other decks do exist in these formats. And in those types of environments, I think like, like like they all do. There's a wide range of very cool and very interesting cards here. And they do also open up effects that you don't always get in those kind of. So for example, the King Sevens we mentioned is an Amazon card that we'll talk about it back with with mana value three or greater. But it can be for generic and a green to exile a permanent. But that's not something that green normally gets hold of. Green doesn't exile permanence. That's a white and black. So it's kind of tacking on the ability of all the other colors, and you pay more to get it in. But like, like you could run this in a team, a deck in, a peasant in and a peasant cube, but it costs five that, that kind of thing. But like, it's, it's the these cards are interesting. James, what do you think about this whole cycle of cards? Yeah, I think that that's really interesting for for pull from peasant. It's kind of nice that they give you access to five flexible, efficient cards, but you might not always get have that power level. You have to go into three calls to get that maximum efficiency. But they're not super punishing. If you went in, that falls where you don't get that right. Like if you're a black green slash white, then sometimes some of them will spell coffee and it's very flexible and it exiles. And that's great. And you got a premium card. But you don't get massively punished when you didn't buy a splash color because you just cast it before. And it's still fine for, there's one in particular I think I'm interested in at higher rarity cubes. Which is that fast bargain. This one's kind of a most interesting to me in, I think it might see play outside of, like, peasant and pop. So that justice bargain is I'm going to trial to Brit as a way to describe. I like that 150. Yeah. So it's a black to red, a green to red and a blue to Brit. So you can play a little tie or you can pay to, to offset one of those, for an instant, you look at the top four cards of your library, put two of them into your hand for rest in your graveyard. This is just an effect for as generally costs for mana in the past, you look for things like glimmer of genius, for instance, speed. Look up, look up. I mean, glimmer doesn't even always look awful, but, you know, look at four. Take to has generally cost for, some of this will sometimes cost four. But it'll sometimes cost three if you do the work, you know, I think that makes this in a multicolor cube where you'll sometimes going to be able to play this for free because it's not bad if you play it for four. And I think it's very good if you play it for free. I think that makes this worth testing. Also, unlike a bunch of these other options, puts for rest in your graveyard is really nice. That's going to fuel a lot of your graveyard synergies. I think this card is worth try, because you will sometimes just put this in your demand deck. Right. And that will be fine. I think it will do what you need it to do, but, also, most of the time you can find, like a jewel, a green jewel, and put in your deck and then, hey, you at least have some stochastic free time. That's really nice. Also, I think seeing playing constructed because bizarrely, it triggers up the beanstalk. Yeah, I yeah, I have a note from the wife to mention that it triggers up the Beanstalk. Yeah, yeah. I don't know how much recurring cube the deck triggers up the beanstalk, but maybe that's the thing you're doing. Yeah. Kind of like this card. I think it'll keep playing quite a lot of cubes. Very cool. Yeah, yeah, yeah, yeah, kind of on brand with all of them. It's very flexible, but I guess it kind of like if you. If you can make them work, then possibly worth it. All right. Oh, we have a big colorless card. Next we have bug an eye of the storms. This is seven generic manor, but there's no planeswalker again with seven starting loyalty. And it has. Whenever you cast a spell, I think. Is it up to one targeted permanent? That's one or more colors along with the static. Whenever you cast a colorless spell, exile up to one target permanent. That's one or more colors. There's a plus. Two of you gain three life and draw a card, a zero of add, three generic mana and a -11 of such a library for any number of colorless non non cards. Exile them, then shuffle until end of turn. You may cast those cards without paying their mana cost. Jesus, this is a beefy magic card. So for a very long time most more powerful leaning cubes did run a big colorless planeswalker like I'm thinking like on on liberated and original OG plugin. It's kind of like a generic top end for any control deck or big mana deck. That kind of card and cube is generally fallen out of favor. I found if we're going for big colorless of threats, it's normally things we can cheat into play in other decks, like our Drowsy Titans or like Pulsipher for that kind of stuff. This card is certainly strong. I guess kind of the dream of this is like, because that if you cast this and then zero, it cast a mana rock exile you. In that turn, you exiled your opponent's two best things. That's kind of scary. And you probably won the game at that point. Was a seven starting like it? Yes, it is a seven mana planeswalker, but seven starting loyalty is so much. It requires so much, so many things to kill this in combat. And if you can't, if you can't play it, I know this blows right away. You can just game three life and draw a card like it will stabilize you and then be on nine loyalty. Jesus up. Just because that slot, though, isn't something that we're after as much anymore. My gut is the most efficient cubes, but, won't want this. But again, I think it's lower cubes where a control deck has time to get to seven mana. This could definitely be tested. And like this. It seems like a high pick in like the arena cube or something like that. And you know the note I have. James, I think you'll like this one. There's probably something fun you can do with this with a bunch of cheap mana rocks and paradoxical outcome. That seems pretty cool. But yeah, yeah. What do you think of, big and James? I think this card is really good. I'm going to try it and keep, nice. I think this is the card liberated we need for 2025. You know, that's fair. That's what, the issue with convey is that if you play it, if you play it and you go down, then it's just not on there, but slightly. And they can just attack it with some something else because you play it the cash trigger, kill something and then it goes up to nine and they can never kill it. Right? Nine is so much like attacking this with damage is just like, unless you can kill it that tens of probably don't bother probably go face, but then even that it gains you free life like I think it puts them in a very tough position. Yeah, it's great if you have a bunch of color spells and you can cast them after it, but honestly, I don't think you need to be doing that. I think mostly you just need to be able to put this card on the stack, and it will be very strong for you. I'll. Nice. But it's, it's a thing to channel out that doesn't suck for us of a time. Like it is reasonably possible for vamp decks as well. Yeah. I think there's a lot of good stuff going on here. Yeah. I'm not a great I think I it's the, the requirement of this card is that you can cast it. That does seem doable in, in in a lot of decks. Yeah. Yeah, yeah. Milestone is probably going to be a good one. It's a really nice thing to do in Pilot Cube as well with the, like the big colors flocks, you know, like Grim Monolith, basalt monolith manifold, which are like obviously super powerful. But some decks struggle to use the U6. It's only colorless mana, right. This is this is a very good thing to do with that. No. Very cool, very good. Glad the wife opened one at prerelease. So love that rust. Sounds profitable. Sounds good. Yeah, yeah. All right, talking of dragons, what do you think of this next card? James, this is the other chase. Rare of this that I'm going to say, but I have. I have notes, but I'll let you go first with this one. Sure. So, I think the only artifact we have for today is Mox Jasper. This is zero. Mana is all good Mox, and should be for a legendary artifact. You can tap it to add one man of any color. Activate only if you control a dragon. So it's quite hard for him to make Mox and that we're not interested then. I certainly tried really hard with this one. It's, it is not very good most of the time. And most cubes have no interest in this for, for reasons we spoke about before with dragon stuff. Right. Like the dragon tool. Just too expensive. You can't wait for Mox to work until you have paid your, like, very sick of the cheapest dragons of that for So why are we talking about? I think there's a narrow place where this card is interesting. I've seen in quite a eon and a decent chunk of fee like wackier cubes, shall we say the, the theme where they have just a bunch of disparate tribal lords and then a bunch of changelings. Yes. If you have, like, a bunch of one and two mana changelings. I think this is kind of interesting to put in, like a low power level cube. And hey, sometimes you get this Mox, right? Because it's not going to be even when it comes together, it's not going to be buffs. It doesn't help you cast the first spell you play, but it does accelerate you from like 2 to 4 or whatever. And it's fun to play with Moxon and it's cool if you can do that in a cube way you wouldn't normally be able to. Yeah, but I think keep changing, says the only context in which I'm interested in this card. No, I'd agree. I think the fact that kind of like naturally with with changelings, they are generally slightly over costed because they have that benefit of being every creature type. So throwing it, if you're trying to do that, that, that, that archetype, throwing it a bone by giving it a moxie as kind of vibe, I do quite like that. I yeah, I when they give us, like the elf version of this card or like the goblin version of the card, then we'll talk. I think that would be disgusting. I don't know, like like like like any of the major tribes. I like, like the human one would be. Not like it's any made it like is just. Excuse me. The fact that most dragons cost on average six matter is the main issue with this. Yes, I think Dragon is the only major tribe that they would have this card for. Or demon. Maybe there's like demon would be cool. Yeah, I think there are some cheap demons though. Okay. Yeah, but are they good? Is the question date? Probably. Maybe not. Maybe the. Yeah. But yeah, yeah. Fun card. If you open one. Well done. You've prepared for your booster pack. But yeah, I was honestly shocked at how expensive this card is. At no command. The players make no sense to me. I don't I, I my whole take is I think this is trashing. Oh, trashing commanders is a hard thing for me to say, but like, it is a thing. Like, like in in your, dragon shapeshifter deck, I think. Very good, I think. Yeah. Because you have all the generators and they will. And it is a mox in that deck, and that's cool. But in a dragon deck like. So this is the thing that I agree with you. It's probably not good in the Dragon deck. And I can't put one in my shapeshifter deck because all the dragon people are dying and it's like £60. I don't want to spend six secret on this. It's gone down, if that helps. It's currently we are recording this a week after release. So Cat says now, but it is about $20. Okay. I'm gonna I'm getting interested at 20. You're gonna get like that. Like like that. Realistically, this is an unplayable match. You got my hot take is like, I'm fully, fully prepared for it to get for someone to break it in modern in a similar way. Like like it took, what was the one that taps the legends box? Amber. That that was expensive and then a lot cheaper for a long time until someone did something with it in like Pioneer and Modern or something like that. I think this will be similar. I think that this will preorder more expensive than it should, because it has the word mox in the name, and then it'll go down to like a ten. And then it will go back up eventually once someone does something like once, there's like a good two mana dragon in Modern Horizons four or something like that, or in, I don't know, Spider-Man? What if I can't? Like, yeah, I dunno, I make some words. I there's a lot of one man legends, you know, I can't imagine there's going to be that many more mellow dragons. Like, yeah, it's part of the best modern DAC at the moment because it's, underworld for each artifact stack with like, this Mox opal to go with cameo and movie. Oh, shit. Yeah, yeah, yeah. Very powerful. But, I just I just don't see I'm fencing one Man of Dragons. I think it would be like, for example, if it'll go down, I'm not sure it's coming back. Fair, fair again, I again, we don't get financial advice normally on this podcast, but but like I think with this one you'll be fine giving it, giving it a month if you want one. Yeah, but don't like massive fat loss. Yeah, yeah. Do not blame us. Yeah, but not financial advisors. But for real proxy. Have a wonderful time. All right, all right. Next up. Well, we're moving on to lands now with Curry Mountain Monastery. This is a land that enter the battlefield taps. Unless you controlled a plains or an island, but it taps to where the red. So I guess this is the sky one. And it has the ability of pay three and a red eggs on the top card of your library until enemies. And then the next turn, you might play that card. So this is quite expensive because basically it's five mana to get this ability because you have to tap this land as well. So it's five mana to impulse yourself a card on a land that is a very bad rate. However, it's free to run because it's on a land, and that is like the opportunity cost of this is so low because it's on a land you're probably going to include in your deck anyway, obviously. Like if you're any kind of like aggressive missile attack like you do probably want to have, a way of this coming in on tap at some point in the game. But if you're in a red heavy deck, this is just free card advantage. Like if you're just top decking and you just need that burn spell to finish off your opponent, this is a great magic card. Also grating. More like chunky Red death where I kind of like Ancient Tomb is in them again. It's just that impulse card draw. And on top of that, red doesn't really get too many utility lines. Like, I, I know you have the, arena, arena of glory on top of it. Yeah. That's. Yeah, I perform. Yeah, I, I my opinion is what went up on that guard when when you hasted two creatures against me like like. Wow, you can do that. That's pretty good. So. But apart from that, it is more just, like, generic. Kind of like make a token, that kind of stuff. Which red doesn't really have that much of an issue doing. Now, if it does normally have a bit of an issue doing and this card advantage and this being on a land, I think it's quite solid, like it's the bigger issue with this card is just finding a slot for it on your cube. If I'm honest with you, that's more like that's more of the bigger issue with any utility land. Like, but I think this is a very solid card. Like, I can't think in commander. I can't think of a red deck where I don't run this. And probably the same for most of the cycle. But the cube, it is just it's finding the slot to get it in in the first place. But red is probably the weakest in terms of those utility lines. Like, I think the only red land I have in my main cube is Great furnace because it's an artifact. But like, yeah, outside of that, there aren't many, many that that excite me. But I think this is a very solid card. Yeah. For sure. I mean, viability is expensive, but I think in a lot of decks it's going to be so free. So run this land. But you're okay with that. And yeah, it's expensive obviously, but it is an ability that actually matters in the late game. You know this will if you pay for that of resources, this will actually win the game eventually. And that is that that does make it interesting to me. Interestingly, it's kind of better if red isn't your primary color in some ways. Right? Yeah. This is your splash, I guess. Although, yeah, like I actual heavy blue splash red. This is always coming in the top. Almost. Right it is. But then the ability is harder because it this can be your only source of red because you need a red to activate it. It is. But equally like you're you're basically only activating this when you've already played all your other cards. That's right. Yes. So like you can probably find another red by then. Yeah. Like obviously it's it's good to have like two other bad sources, but I think yeah, you know, feel like. I know like ten blue sources, seven red sources, maybe this like this is, this becomes very free, like, Yeah. I think the only reason it won't see a play in a ton of cubes, I imagine, is just what you said about slots like these cards. I see a lot more play and stuff like constructed where you can just add all the non-basic C like in this, as long as you have like one play basics, fetch off a field of fruit and you're fine. And cube, all of these things are slots and there's quite a lot of really good utility lands. And so you would if you put this in your cube, it would always end up in someone's deck. If I, if I end up if I take it and end up that basically not cutting it. But is it better than the of event utility lands like if. Yeah, I think I mean of Glory's quite good even something like skull smashing right. They and they have, some double face cards, a pretty strong, So. Yeah, I think it's a it's a good option if you want to give that a little bit of, a little bit more ability to grind into for like game maybe this is fun to look at, but, yeah, very just only so many slots for lands that don't fix you. Yeah. Completely agree. The next one though, I think is an incredibly strong magic card, is the issue. It's kind of has the opposite issue of it's in the colors with probably the most utility lands you want to play. What do you think of Mysteries Village James. Yes. Mr.. Is village is a land which enters tapped unless you control a mountain or forest and it taps for blue services. For my part of the cycle. And you can pay a blue and tap it. And the next spell you cast this turn can't be counted. It's a very powerful effect. It's going to see a lot of play in a lot of formats. I don't know if cube is going to be one of them. To me, this feels like if I'm using a slot for a utility land, I want it to do something in those matchups and this just only has text in like 20% of match ups, right? 5% of match ups. I should probably even less, right? Because if I put this in my deck, I'm one of the blue draft. Yeah. So I have some of the challenges. Balance. Yeah, exactly. Relatively few of my opponents have kind of spells. To cube. To me personally, this feels a little bit narrow, actually. Yeah, I think. Yeah. You'll put it in your constructor, Dex. It's free, but I don't know if that gets the slot and cube for me. I think that's fair. I like I think this is one of the best cards for Amanda from the set. You can go in any blue. Like it doesn't have to go in a team. It can go in any any blue base deck. Why this really goes to me is because blue also has shell exile into I and Academy. And I'm not cutting those cards for this. Like, those cards are just so much stronger. Rules. Question for you, James. I pretty positive this is going to work. How? I don't want it to, but because this is the next spell, you cast this out, I can't be counted. You can't do this in response to someone countering your spell, can you? Correct. Yeah. You have to proactively do it before you spell this. That makes sense, I guess. Kind of like like it's hard to make out then when I when you have a rough idea of what their hand is or if they just left up mana, but like it's a thing of like, like like like it's not going to get run for all the reasons that we've mentioned. But like, there are some upsides. Like they can't counter this because it is a land like that is very strong. Oh yeah. No, in fact in the matchups it will be good. It'll be devastating. Like they'll be holding up their permission. And if you play this and then like Tinker or something, it's it's so over and in the right matchup you would like alter your tinker and try and set that up. Right. I yeah, my, my issue is just, I'm not that invested in putting a land in my cube that doesn't fix colors. And is only interesting in a vault of very small percentage of the guidance. Because, you know, the entire rest of the time is just has no tax, right? It's, it's an island for occasionally and taps in like 70% of the matchups. Yeah. I yeah, my guy is not one for cube but definitely one for commander if you like like well oh probably Canadian Highlanders. Well I know I know as much about that format, but as any where where you really want to protect a combo or a key card like a commander. If your deck revolves around a couple of key cards, then I think this is phenomenal. I think it's very, very good. Oh yeah. Canadian Highlander players are gotta love this card. Canadian Highlander people still used to play like old sages sometimes. I can't so bad. Like, I just tap, tap for class. Haha. It's a vibe though. It's a vibe. Yeah yeah yeah, rose village I think it's a very strong card again. I just think, yeah, it'll struggle for you. Get into most cubes. All right. And that's where I think we're going to end for today. James, overall thoughts of the target Dragon Storm. I really like that. Actually. I think there's a lot of really interesting stuff in here. Nothing. Not much. Feels like busted. Going to be a premium card and power cube fly away sort of thing, but possible exception of you get nothing you can say strong. But I think some very interesting stuff that's going it will support a whole bunch of different archetypes and a whole bunch of different cubes. I'm frankly more of a visceral fat beast. I honestly, I like getting to make these sort of cards good a lot more than I enjoy playing the busted modern Horizons cards. So, yeah, really, it's this one. It's like they have. I think the last couple of sets have been like this. If anyone's who there's been like, if you just going from most efficient cards possible, there's maybe like a handful. But there are so many cool and interesting cards like the fact that I, I still want to talk more about travel. My story color for that whole amount of build around like that is awesome. Like like it's I these kind of sets like, yeah. Again, maybe not there for a five hour level, but there's so many course energy guys and like I, I am super. I really want to try Glacier Wood seeds now. I think people will find some cool stuff to do with that. Like like like there's so many cool and interesting and yeah, yeah, on top of it sounding like a very cool draft environment. So yeah, I need to just play some arena, get some drops in this that looks sick. Yeah. For sure. I've been playing so many colors, man. It's unreasonable. I've. I first picked a Dragon storm globe for my best draft. It was great. Oh, that's. Oh, James. Nice. So that's going to do it for the episode James man thank you very much. Yeah it was a pleasure. Nice one. All right. So do make sure you like the podcast. Give us a five star review. Tell a friend all that good stuff. Whatever positive affirmation you can give us, we would greatly appreciate it. Until next time, it's goodbye from me. Ask goodbye from James and we will see you all soon. Goodbye.