Powerful Nothing

#54 - Final Fantasy Cube Set Review

Too Sweet MTG Season 1 Episode 54

We're back, and today we're doing our Cube set review for Final Fantasty.

00:05:33 - White
00:27:28 - Blue
00:35:27 - Black
00:46:40 - Red
01:13:14 - Green
01:28:10 - Colourless
01:34:36 - Multicoloured
01:50:23 - Lands

My Cube: https://cubecobra.com/cube/list/sweet
The Treat Yourself Cube: https://cubecobra.com/cube/overview/treatyourself
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

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Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US

Hello everyone. Welcome back to Powerful Nothing a Magic The Gathering Cube podcast. I'm your host Dan better known on the internet as too sweet MTG. And as always I'm joined by my co-host James James. How are you doing? You. Well I'm well I'm well we have it is new set time in cube land, so that's very exciting. We have, we have many new magic cards to talk about from a universe I don't understand, but it seems like coolcuttz. I'm trying to work out how you can have, like, 18 final of some things, but never mind. Today we're doing our cube set review for the Final Fantasy set. There's a lot of cool cards for us to talk about today, and there's cards for a bunch of different cubes as well, one for myself. Anyway. I'm not the biggest Final Fantasy fan at the end of the day from any magic set. What I want is cool cube cards. And we and we do have a bunch of going to talk about today from experience of with other universes beyond sets. They, they've generally done a really good job at top down design. So hopefully for the fans of Final Fantasy, there's a lot of cool cards that kind of really sit with you in terms of how we're looking at cards today, we're gonna be looking at the cards as cards for cube. The flavor won't come into it too much. We're not building a set cube in today's episode. Yeah for sure. I think I know from fans who, and Final Fantasy I it sounds like the flavor really is fitting with these cards, which is great to hear. It's back into universe beyond stuff. You obviously want the flavor to work. That's kind of the point. But, yeah, we're very much going to be focusing on how the cards will play out and cube in the set of you. Yeah, 100%. So when we are talking about cards today, we are going to be comparing them to every other card that's ever been printed in the history of magic, in the history of universes beyond as well. So if we don't mention the card, that doesn't mean that it's bad and 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, let's break down how we're gonna be talking about cars and anybody 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 cards. The rest of the cube is going to be picked from. So an entry level cube we often describe as low powered 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, really quickly. Think of these as somewhere between, like a regular set draft and like a master's set. You then have your mid powered level cubes. The games are getting a little faster, there's better fixing. You start seeing more stable cards from a lot of formats. Things like lightning bolt, Counterspell maybe we start seeing fetch lands. Previously these might have been known as standard modern or legacy cubes. You then have the real high powered cubes. They're 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, you probably lost that game. The best example of a high power level cube that most people will know is the Mitko or Modo vintage. You, James. You also have a power cube, so if you mentioned cars that's going to power level for your cube. That's kind of where we're talking about. For what it's worth, I also have two cubes. I have an unpowered vintage cube. Which ones? All the broken cars that you get with a vintage cube but doesn't have, like the power. My other cube is also a slower go bigger cube. Kind of like the Live the Dream cube on modo. So we might talk about cars that go in our cubes just because one of the cool things about this kind of set is we are talking about cars that interest us, but not just for cubes, but also for a wide variety of cubes as well. When it comes to restrictions, the most common that you find, proper, which is a cube using only commons, and peasant, which is a cube using only commons and commons. There are others, but they won't really have an effect on our set with you. Obviously, if you're building a thematic Final Fantasy cube, then most of the cars will be open for you. But we're looking at cars. I kind of go into the types of cubes you see more regularly in terms of size. The general idea is that with smaller cubes, the average card quality is higher, like in a 360 cube, whereas with larger cubes like 540 or 720 there is room for less optimal bits. You're often looking for duplicate of effects as well. So if we say a card could see play in the 720 cube, it probably means there are cars that do something similar that might already see playing cube, but you can run this in a larger cube where there is more room, and you might want an extra version of that effect. So one thing that actually just mentioned before we kind of go into this set is that originally this set, I believe, was going to be designed as a modern set in the way that, like Lord of the rings, was. But this is like the actual main set of this is a standard legal set. So we're going to expect that from a, from the power level, all the of the cards we're gonna be talking about today. But because there is also the commander precautions attached to this, that is definitely a bit of a power spike in some of the commander cards. So today are going to be talking about both, about both the standard set and also the commander product that comes with it as well. Yeah for sure. I think the they seem to have done, I'd say on some fashion, a pretty good job of, shifting these base of the cards in this main set down for standard power level, there's nothing that jumps out at me as, this is way to bust. It's been a normal standard set, which means that I think a lot of the, the most powerful cards we're going to be talking about for Q power, in that commander set. But, hey, that's a good thing about having commander sets, right? Gives us, it means we get a little bit more a few more interesting cards for cube and standard sets, which is nice. And it also means this set review is one episode rather than the five we did for Modern Horizon three, which, I mean, we're not doing that again, I don't care. We never do that again. We made a mistake. We made that. That was on the mainland. We made a mistake on that. But anyway, there's a lot of cool cards to get through today. James, you kick us off with. Wait, what do you think of champions from beyond? Yeah, champions from beyond is ex white. White enchantment says when this enchantment enters, you create X11 colorless heather creature tokens. And it has two static abilities. It has lights. Party. Whenever you attack with four or more creatures, try to vent your card and it has full party. Whenever you attack with eight or more creatures, those creatures get plus four plus four until end of turn. I think the cards we're talking about today, this is one of ones I'm a bit low on. But when I see this, I think is just a token generator. It's just not quite efficient enough. I understand not everything has to be for failing us, but, like, this is half as much power and toughness as you get from Finale of glory, and that cards are not exactly tearing up any trees, you know? So it really needs to get some of the juice from these two to triggered abilities it has on the card. And for me, vs Reed is pretty Whitmore. Like when you're most of the time when you're attacking with four creatures and it's not a horrible attack, you're probably winning that game anyway. When you're attacking with a creatures, your opponent almost always bad regardless. I just don't see these abilities being impactful enough in games where you're either at parity or behind, to then to vaguely justify putting this card in your back. Like, I know what, I don't know what value of x you're happy like a performance you're getting two on ones for five money. You're going for you on ones. I'm not happy about any of these deals. You know, honestly, the time I could see this being most backwards, I. Maybe you already have a really big ball to you. Play this for two mana player removal spell and swing of a bunch of stuff. But again, did you need for help in that game? Well, face that much better than just having like a 4 or 5 mana creature. I so I would agree with that. This is definitely one for slower keeps. I'm like like for me this is either a two drop where you're playing X is zero or it's like a 6 to 10 drop or something like that. Like this doesn't really like one of the things with that spells that is normally quite nice is that they are quite flexible, like you can play them at different points in the curve. Whereas this you're either playing it for like for two, for two white for a reason, or you are pumping a bunch of mana into it later. I think it's just like I, I could see myself testing this in my slower game, but just purely because it is nice. I kind of like it is a that kind of does give you something extra. It's not just making bodies. I, I think there is room for these spells that aren't for their links. Because for the like, this is a not so magic card that I think should just be in the highest level of cubes. There is room for some of below that. But yeah, I think as you mentioned, kind of like, finale of Glory makes two twos, which is double the power of this. And also also I have secure the waste, which is an instant and one white cheaper. I think if you're just looking for something with a bit more interesting of an effect, then I think you could test this. It is also an enchantment, so there might be some kind of synergy there, but yeah, generally speaking, not super high on this one. But I do think it was worth mentioning because it is I do like like like like like like these kind of token makers I do think are solid. There is room for at least one in the cube like that. Good in like a go white token, like they're good in aristocrats. But yeah, I do can see that. Kind of like if you already have eight creatures, then you've probably one. Yeah. For sure. And in that scenario, if you're not comparing this to what happened, if you drew a blank instead of it, right, it's like, what happens if you do like any of like 4 or 5 manifest instead of this. Like that's if you have good attack to a bunch of creatures. Oh they had you play a reasonable standalone that's going to win the other game. Right. Like whereas this is just because it's doing so less or when you're behind the parity. I think it, it doesn't quite by itself. Yeah. I'd rather have like I say, skillful wastes finale of glory. I think these are stronger cards on my own benefit. Like I do like the idea of a token maker. That's also an anthem effect. But I just think, yeah, with this, it's just both halves. It just to an optimal. Is that the right word? Yeah. Like the, the, the amount of taxes you need is just a bit too high, right? Like if it was three attackers and six attackers, then maybe you could get five. I yeah. And for an eight just feels like a bit too many hundred percent. All right. Let's keep it going. Next up we have clouds. Limit break. This is one on a white for an instant with tiered which is a new mechanic. But it's basically kicker. So you all know how it works. So with tiered, when you cast a spell, you can pay one additional cost. So you can pay zero. So one to white and zero across clash destroy target tapped creature. You have blade B which is an additional colorless to destroy any number of target top creatures with different controllers. Wait for the benefits of one on one. We're going to be ignoring that line of text. And you have omni slash, which is three and a white to destroy all tapped creatures. So I do like this sort of effect. Again, this is not one for cubes where swords to plowshares or path to exile. Kind of like gold standard premium bits of removal. But again, in inside the cubes. I think this is a cool, flexible spell. It's like a two mana ambush effect or a six mana set. All the wreckage. And I think that's okay. Like, we had final showdown and I also found a junction, which is either a board which is either a protection spell or an instance bead board wipe. I've been impressed with that card in my slower cube. I do like having that kind of interaction, which isn't as miserable as the other way. So inside of cubes, I think this could be a pretty solid test. Basically, like, like if you're flying with a two mana removal spell or a six mana instance bead ball by then. Yeah, it's it, it's decent. It's flexible. I think it'll be a, solid magic card. Yeah, for sure. I think like 90% of the time when you cast versus it's just going to be the two mana destroy target types creature. Right. Which we have a couple of already. But the upside of this one is, is sometimes you get a subtle package when you do, like late game, and that's kind of nice. It's part of why to include this card is a design decision about just who you want your removal spells to work for, because this is very explicitly for controlling deck. Any sort of remotely aggressive deck is not going to be interesting. It's just it can never get a blocker out of the way. Right. It's out. It's only working one slave attack to effect features, which can also lead to slow fitness when they just have creatures that are doing things outside of combat by and they don't stack you. And this doesn't answer them. So yeah, so certainly not one high power level cubes. But if you're running some of the destroy types creature stuff already, this is kind of a nice upgrade because yeah like that about six mana mode is there like especially in a slow cube that will win you some games. Yeah. I think I'm going to test this in my, solo cube. And I think I'm just going to scribble out the middle ability because then you can see new light effects in that creature. Acts of treason happened with it. I need to, so I just try. Yeah. No, it's not going to come up. You know, I'm sure you could find something nice. All right, well, we're going a bit more iconic now. I at least know who this character is. James, I actually don't, but, you know, it seems like there's, like, two characters. I know who they are, and this is one of them. I've seen the giant sword. I have seen the giant sign. Okay. Yeah, he's in Smash Bros. That's why. That's why you might know him from. Okay. Sure. Yeah, yeah. Okay. Next up, we have cloud Midgar. Mercenary. This is white. Wait for A21 legendary creature. Human soldier. Mercenary says when cloud enters such a library for an equipment card, reveal it, put it into your hand and then shuffle. And as long as cloud is equipped, if an ability of cloud or an equipment attached to it triggers that ability, triggers an additional time. So see, like a bit of an equipment build around here. Equipment x an interesting spotting cube. They've kind of historically struggled a little bit just because it tricky to end up in a spot where you have enough equipment, may call your equipment, build around stuff, work, and have enough creatures to attach that equipment to and still have a functional tech with some interactions, some memorable spells, and all the other things you need. I think it has improved quite a lot recently though, just because they've rented a lot of equipment, which is kind of fake equipment, like you don't actually need to attach it to anything. Stuff like quarry steel. Customer last set. I think that card works very well in cube, as well as every constructed format under the sun. Also stuff like chainsaw, which is just like a very reasonable removal spell. Glimmer lens is a I'm a creature of the, equipment of the things are creature with it. We've have quite a few of those as more in the set. I think that stuff is actually what makes the equipment work now. All just fine. Cards on their own, right. So also means you don't have to dedicate a million slots in your cube to a bunch of janky equipment that only one type, narrow archetype, is going to use. You can just have a decent number of equipment in your in your cube, naturally. Plus, this is kind of an equipment build around which doesn't require you to have like eight equipment in your deck, right? You just need to have find something good. One. Yeah, yeah. Like I think ideally you'd have like 3 or 4. And of ones that are good in different spots. Right. You don't want like three and they're all sort of x and y because sometimes you don't have enough to do that. You know, it's 2025 games when we're not sure. But yeah, but you know, if you had exactly you but you invest you have like a, you know one. Very good. Well I'm thinking of like a skull clamp and then you have a glimmer lens and a chainsaw and that's, that's something like I think that's enough to justify this card. And the trigger thing is pretty nice. That'll come up fans in search out. Skull clamp, skull clamp, vest. And it will draw four cards. That's pretty nice. Yeah. Plus and. Yeah, yeah, I think mostly this is just like a nice little value creature. If you have a decent number of equipment in your deck. Not one that's going in like, ultra high level cubes, but I think, like, pretty reasonable. And I think beyond that, if you have a decent number of equipment, I think that's a I think I think my issue has always been with the equipment archetype. Is that just it just never come together for me. And like one of like, I agree with everything you said in terms of just like, like bringing some good equipment, but like the other way that the deck has been trying to tackle or like the designs I've been trying to tackle, how is my equipment working? Limited is by making cleat shit, by making like, exploring the equipment that are also creatures. So like the reconfigure creatures, the Samaritan like there's job selecting this, which I will give out on a little bit later, but like, those don't work with this because it doesn't, like, make you two tokens because it has to be equipped to this to get the double up so that it is. So what I think cloud is going is kind of like it's going it's taking an archetype that didn't really have enough support and base down a different direction to where some of it was already going, which I think is a bit tricky, where we kind of see equipment generally in most people as an equipment package normally revolves around like cheating, like stone forging for the big things. And this doesn't like, yes, this can find your better skill or your culture complete, but doesn't let you cheat into play the same way that like the same way that Stone forge kind of does. Yeah, I guess I just don't think you need to get that much mileage out of the extra triggers spent. Like a two mana to one that draws a card is is kind of already decent, right? And this is presumably slightly better than for a card because you, like, is giving you some choice. So I think I'm more seeing the extra triggers as a bonus. Honestly, my main issue with this card is just for this double light. If it was off. Yeah, if it was one that why should we pay into this? But, I think lightweight just it's right on the two top is very like you're just in a two color deck. There's just not going to be able to reliably cast it on to you. Which, I mean, this may involve like, it's still, you know, a perfectly acceptable play on turn four or whatever, but, it does definitely take it down a notch. No, I'd agree with that. I like it is a it is also a card that could get better in the future if there's more, if there is any like equipment based combos that get printed, something to consider for the future. Like this is a tutor for that. For any equipment that none immediately spring to mind on, like 3 or 4 card root Rube Goldberg machines. But there will be a common base combos. But yeah, yeah, I think you're probably on the right lane. Same. Just just like, just use it to get good, cheap, efficient, equipment like the is still gotcha. And just equip it to this and start swinging. Like that's probably where this is going to be most efficient. I think maybe I was getting a bit too fancy with it, but like, all right, let's move on. Next up we have another new card type. Next up we're talking about Summon Knights of the round. This is six white white three enchantment. Creature. Saga Knight. It is an indestructible three three. Because it's a saga. It also has lore counters. So this. So this is chapters one, two, three and four are create three, two, two white Knight creature tokens. So I think of the first one like an ETB. Effectively you'll come in and the first one will check out because it's a saga. The fifth chapter on this is Ultimate End are the creatures you can get for super two until the turn, but put put an indestructible counter on each of them and an importantly, because this is a saga, it will sacrifice even though it's a creature after as the fifth chapter goes off. So firstly, I do want to talk about summons a little bit. James, you have a bit of a chat about them before we can talk about this card specifically. So yeah, as I mentioned, these are sacrifices as the last chapter goes off and they also have summoning sickness if you want to attack with them. You only get to do that on the middle chapters, or they need to have haste. So just in generally the way I'm looking at these anyway, I don't know how you are, but like there's only three chapters, I kind of I'm out immediately because they come in on one, they attack on two and they sacrifice on three. So you can't attack. So like, yes, you can block twice, but like this is an eight minus. But like most of the summons are cost like beefy creatures. There isn't really a no. They're not under costed for their effect. They are costed for their stats most of the time. And I like I think summons are cool and there is a couple of very powerful ones. So I kind of like what's your initial thought on this? I because I've actually this is a new car type. Yeah I quite like them. I think it's, I think the amount of chapters just informs how much you're caring about the actual body the card is giving you. So this rate is sticking around it, just five chapters sticking around long enough that I really care about sacrifice. Like it's a. Yeah, by the time the fifth chapter goes off, I assume I'm winning the game, to be honest. So, I don't really see it as a downside, but yeah, if it's if you're excited about body, but it has three chapters and doesn't have haste for you only getting to talk about one. So if you need more value or for effects rather than just the, love and just the body of the creature in that scenario. But yeah, I, I kind of like from this like card type. In fact, I think they will lead to interesting gameplay decisions about when you want to trade off the saga as a creature, or do you want to keep it around so that you get the subsequent chapters of it? Yeah, I think it's it's an interesting direction to take Saga's I know I'm, I'm waiting to see how they play, but I'm not opposed to, and I really like sagas in general. I think they tend to play very well. So I think I'm kind of here for a new twist on sagas. No, I agree, they're kind of like fixed planes always. But like, I couple of other bits with these as well. Actually, before I get to you again, get back to this card. Apologies. But like because they are enchantments, they do work with things like like Academy rector, which is cool. They can work with cards like replenish that bring all your enchantments back into play. That is quite cool. But then because they are sagas, they also work with cards that you remove or add counters. So, so like proliferating, you can break through the stages and get like, get your value quicker. But then because like creatures, they also die to removal. Like this isn't like this is a saga creature. So you can doom like this effectively. Oh, not not this one. This one's indestructible. But like for other ones, you can do like them, but like, you can also reanimate them and sneak attack them. That is quite interesting. That is something that kind of like, for some of the more expensive ones, are things to consider. But sorry. Let's get back to summon Knights of the round this eight mana saga. This does make a lot of bodies by itself. Like is it 12 bodies over four turns? Like 24 power is a lot of power. And when the first chapter goes off, you will probably have won the game. But the flipside of that is that this is an eight mana spell that takes five turns to win the game. After you play it, which is not all, which is not the speed for a lot of cubes. I will consider that change. I think this is incredibly cool, but incredibly inefficient is my initial gut with this. I don't hate it as a sneak attack target. You swing for nine and you get to maybe keep six of that power back. My gut is not one cup for fast guys, but I do think this is a lot like this. This is one I want to cheat into play somehow. Like. Like I want to discard and replenish it, or I want to academy rector forward. If I didn't get to in on omniscience or something like that. Like, how are we swinging for nine with a sneak attack? I was swinging for as I was swinging for three, but we making six, I think six power, which is that. Yeah, that is worse. Okay, I will that's worse. I don't have haste. Dreadful. I literally said that in the, Yeah. I think this is like a medium reanimate target is how I do it. Because so but the upside of this is, yes, it makes a ton of dudes. It will very reliably when you've a game, if it sticks around and it's quite hard to kill, it's indestructible. It also, in the meantime, makes it very hard for them to kill you by just attacking on the ground. Yeah, but beefy, indestructible. And three, two twos. That's, that's going to be hard to get through, but it doesn't stop them. Can you? In the end, it doesn't like the move any of their creatures. It doesn't actually, if they can go over the top of this fight, it's my point. If that on a game plan, there isn't just attacks, maybe it's on the ground. It's actually doesn't stop them killing you and it doesn't kill them that quickly would be my concerns. Plus, on top of that, it kind of doesn't work with a lot of the other ways for cheating stuff into play. Right? Like this is isn't good to sneak attack, in my opinion. Definitely not good. Middling to sneak attack. I will admit that it's middling to sneak attack. I'd be pretty embarrassed if I sneak attack. Okay, yeah, this is the micro flash. Of course. All right. So, like. That's fine. But the interesting part is it is an enchantment. And we haven't really had before a the animate target that's also an enchantment. And, I think it's kind of interesting for cards like Academy of Seconds, like The Flash because my issue is vector, putting it in cubes has always been like, do I really want to put in like an omniscient saw, something that's basically never going to see play with unless someone has exactly academy vector. It's kind of like a one card fan. When the factor isn't open, then it's just a complete blank. Whereas I get to invest in your cube. Plus, like there's another giant, someone we're going to talk about. So which is decent. Having phase two, which are like reasonable reanimate target and really good to have, except for maybe that kind of unlocks vector to be used in some cubes where it was a bit hard to justify previously. Plus you said costs like replenish, as a couple of other, like slightly less efficient ways of cheating and enchantments. So yeah, I think it's it's not like naturally going in a bunch of cubes as they're set up now, but maybe it kind of opens up a little bit of new ground in terms of ways to sneak, cheats in enchantments. Oh, definitely. Like like like there are a bunch of different ways of, like, either copying enchantments or like, I was like a whole new realm of things, which would be out entirely. These open up. So. Yeah. So that's why. Yeah, I kind of want to talk about them in general. And also this card specifically on this card, I did just look up and cura best. The C guide is one of cheaper and that's a better magic. I mean that card is very good. But yeah I think yeah I think she's ambiguous on that. It just sounds like a cool space to me for like know that they achieve, guest star field of Nyx in my own ghost town. Nice. Like with everything. On to blue. James. What do you think of Hermes? Yeah. So, Hermes, overseer of lapis is Vienna blue for A24 legendary creature. Elder wizard says whenever you cast a non creature spell, create A11 blue bird creature token with flying and vigilance. And whenever you attack with one or more birds, you scry two. So this is basically a better murmuring mystic. And that card is kind of cool. I guess you're down one toughness, but you're then cutting out of any non creature other than just instance sorcerers, which are very big upgrade. The birds of vigilance. Can't imagine we care about that too often. But you also get this scry to when you attack with with one or more birds. That's pretty nice. My issue with this sort of card of misspelled matter, Dex, is I find they generally work a lot better. If your threats are cheaper, and you can place your bets on the first couple of turns and then start playing your non creature spells to trigger them. This sort of asked you to see if you play this on ten for your fight, not triggering it the same turn when it's like ten five before you start actually getting paid off for this. It also obviously makes it harder to play this and trigger it in the same turn or like play this and have a way to protect it available. I said that it is powerful, like one on one fliers, they reveal cards and, display trigger will just scry you to more. More actions trigger this. So, if you cast this and they don't do anything to it, and you get to on top of it, you're going to be in a very good spot. My concern is just for it. It's, it's for mana and that can be kind of tough. So, yeah, I think it's, like, definitely worse than, you know, things like young pyromancer, set off iconoclasts, monastery mentor. But if you're like, downside, take it a little bit slower. I think this is certainly a really powerful card. Yeah, definitely. Yeah. Yeah. I agree with a little slow at all. Yeah. I can say this as I say in a 720, we're kind of like it's looking for something cool in an in and it's four drops off in blue. Yeah. Like like I like when we've definitely cubed with memory mystic in relatively high power level cubes up until a couple of years ago. Yeah. Just like, generally I would the more expensive token makers. It's things like shot like you either go cheap and efficient that trigger off of individual spells, then make you like one creature that's a set power and toughness like this. Or it's things like Sharp Typhoon that's making you like seven sevens. If you cast a seven, like, like like I feel like where the size is more related to the size of the spell, your casting, I'm thinking shark typhoon. I'm thinking that I like crime. I kind of like those both care about, like the size of spell. So kind of like this is in a bit of a weird spot, just because generally these type of things generally go in decks with a with a curve. It curve is a little bit cheaper basically. But yeah, fine card. Like if I saw this in a mid power level cube, I wouldn't think anything of it. But yeah, maybe not one for higher power levels. Right. Let's keep going. Next up we have sleep magic. This is a single blue from enchantment aura. When this aura enters tap. Enchanted creature. Johnny Creature doesn't untap during his control is on tap step. And when enchanted creature is dealt damage, sacrifice this aura. So this is a cool removal spell for a peasant. Q because importantly, this is an uncommon those group did already have bind the monsters, which I have been impressed by. That one deals you damage equal to the creature's power when it taps it. This in theory, can be removed if you have a way of the creature dealing damage. But I think effectively, this is just going to be a strict upgrade to bind the monsters in most occasions. Like unless ping is there in your cube, like even if they end up like lightning bolting their own creature, like they're still down a card to get this off, and that's kind of fine. Not for cubes with rares would be my gut, but I still think this is a solid card. So even in high power level cubes, I don't mind running like one for to of fee cheap blue or the base removal spells just because, like, as creatures get more power, I've got more powerful and like the cheap creature specifically like, oh, way more powerful than they used to be. I think blue kind of does sometimes just need a way to catch up a little bit. And, it just doesn't have a lot of tools that, you know, like, you know, obviously this isn't as good as, like, facial posture than flame or something, but do doesn't have face cards. This is kind of what blue has, right. And we've had a couple of pretty good ones recently, so, I think this is pretty solid. It's it doesn't work against everything, right? Like, if I, if plays like a shield return as or something, it doesn't remove the ability. So your, it's not going to deal with face cards particularly well. But like basically any creature which is mostly getting value by attacking and blocking or using a tap effect, this is going to be pretty strong, right? And it, now kills for Alphonse and one or it kills and it kills better. You know, Questing Beast or whatever. The massive mana advantage, right? Obviously being an over, you're opening yourself up to things like them flickering, that creature bouncing, that creature, having enchantment removal. Fear for this. But, I'll say this kind of is just the the move over blue has access to. Right? Beggars can't be choosers in a lot of ways. I think if you're just in for one of these effects, we got, unable to scream a couple of sets ago and dusk, man. But like, one bluefin of, it becomes a zero to, toy, I think with, with no abilities, that car does, I think a little bit better because it does remove all the abilities, which this one doesn't. Quite nice. Yeah, but this one actually stops. That one does give them A02 blocker. So maybe in a more aggressive deck this one's a little bit better. There's also like fresh start which is two mana, but it has flash on them and also removes the abilities. So I think this is like not a zero for those cubes. I think it could be worth looking at. My hunch is that enabled scream is a little bit better, but, yeah, I, I don't mind having 1 or 2 of these. These are cheap blue removal spells just to, just to give for control and combo decks. A way to not get run over too quickly. So I have these found they found their way into like, go into tickety boo or like, I, Yeah, we have, let's say like the time I trusted leaves. Cube was running fresh start and bar, which is for like one a blue slash of which gives minus five minus I and removes all abilities. Okay. I can't remember if it was in the last iteration of Vintage Cube. It might have been, but those cubes tend to be pretty closely aligned because. Yeah, yeah, I guess my thought with with blue just in Vintage cube is just like, oh, it's got all the power, it's fine. But I guess like broadside and got do kill people. So you do need to wait to answer the answer. The board I guess so, yeah. Yeah okay okay. Yeah. So yeah, maybe like. Yeah I don't intend that. That might be something of cube design that. Yeah it's a new little upgrade. So yeah. Okay. Very cool. Yeah. So okay. Maybe not so sweet magic maybe not. But yeah, the single mana blue way of interacting seems like a solid include nowadays. Okay. Awesome. All right, next up, we, moving on to black cards. And I think one of the more powerful cards in the SAS. Actually, we have Cecil Dark Knight. This is a single black mana for A23 legendary creature. Human knight with death touch. So one mana, two free death dodge, kind of crushing alpha that has the ability darkness whenever Cecil is deals damage, you lose that much life. Then if your life total is less than or equal to half your starting life total, untap Cecil and transform it. It transforms into Cecil, the Demon Paladin. It's a full, full legendary creature, human knight with lifelink. And whenever Cecil attacks, other attacking creatures, gain indestructible until end of turn. This is a lock for one mana. It is? Yes. See how, It's. Yeah. One mana, two free death. Which is kind of an insane, right? She's got a bunch games. It's got a downside. So cheap theft, which is already great and like, a bunch of matchups. Like, there's a bunch of cheap matchups where you would just, like, put a typhoid fats in your deck if you could fight 100%. The issue is with normally with face creatures is that when your opponent isn't attacking you on the ground, they don't do anything. This really does. It's, it's very hard to block like, it's hard to trade off for a two, three deft touch. Feel good about it when it costs one mana. And, it hits, it gets him for two and will just flip pretty quickly. After a couple of sacks with this, you fetched you sharks? Maybe you cast a 40s. This. This can be flipping like, you know, tenfold. Pretty reasonably, I think, and show you down a bunch of life at that point. But if it lives, you're getting that life back, you know, sure, this may be an issue. Like, if you're playing against if you're, like, racing against an aggressive deck. I like this from a couple of times it deals damage to them. Then they kill. Maybe that's a problem. But also, being against the aggressive that tune just block with that. It's can be very strong. Five will be like one mana trade with one of their better creatures and and sure you lose to life, but who really cares? And like, yeah, like black just has a lot of ways to deal it. Self damage. So you can really turbo this if you want to, you know, stuff like.com for Dom forces. Better try and like Nickelodeon's James Necro potions. That's. Yeah that's that's the answer of course is no grand. No. Yeah. Also I like because this is like hard to block and feel good about it. Yeah. It's then there's just not going to block it. And I quite like for you black ninjas package moment. I. Oh, like with a new Cato. I think that was a very big beast. That this attack, and this is just a great enabler for that. So you really want cheap creatures that are cheap to replay and. Yeah, like, I just feel like 90% of the time they're not blocking this because mostly they need to block with like at least a two drop, maybe a free drop to, to trade with this and then you're just getting a good mana advantage anyway. So, yeah, I think this is really strong. I'm certainly trying it in Power Cube. I think for those just like interactive midrange, midrange or like assertive slash midrange, like blue, black or vector stats, it seems really strong right in the lower stack as well. That's why. Yeah, I'm glad you clarified, mid-range decline because I did think you've finally gone down and given into mono black aggro. But yeah, yeah, I agree with everything. You everything you said. The one thing I do want to touch on is that I've seen some people online discussing this as like, a way of making death shadow work and cube. And I want to say as a warning, don't do that. I don't think that's good enough. The death shadow, kind of like the gimmick with both of them is they both want you to have a low life, and then you get a reward for having low life. But if you have both of them in play, then you're talking death shadow dies. Yeah, exactly. And it will kill you. A death shadow with, for for life thing. Like like like. I think this doesn't ask you too much to go into a deck to be good. It's just a one drop. The worst case scenario will just trade for a real creature. And the potential upside is like a solid life for one man of investment. This is actually quite nuts. Like. Yeah, so free to flip it most of the time. Like in the average game of magic, you're probably going to go down to less than your average daily life total. So yeah. Yeah, I think Special Night and Paladin are both, pretty solid cards for sure. It's also wild fit. You got you. You get an untap when you flip it as well. So like are you do wow and a racing. So yeah. You like it. You pay a bit of life from with this flip it and then you just have a full fall lifelink blocks ready to go. Kind of wild. One man. Jesus lapsed. Maybe this was a, one for one for when it was modern. All right, let's move on to our next card. This is a lot of magic card games. I have a lot of reading, but it's quite cool. This is Sapphire of Fable, soldier. This is the other character I know. Right in the comments. If you can guess what kind of game I played. It is two and a black three, three three legendary creature, human avatar, soldier. When it enters or attacks, you may sacrifice another creature. If you do draw a card. Whenever another creature dies, target opponent loses one life and you gain one life. If this is the fourth time this ability has resolved. Transforms Sephiroth. Zephyr off. Transforms into Zephyr off. One winged Angel It is A55 legendary creature. Angel nightmare avatar with flying. It has supernova, which is evident as this creature transforms into Zephyr of one winged Angel. You get an emblem with. Whenever a creature dies, target opponent loses one life and you gain one life. Now whenever it attacks, you may sacrifice any number of other creatures. If you do draw that many cards. So I want to test it in my cuz I'm I'm not sure. Power level, what lies power level wise where it ends up. The reason for being is that we have a bunch of these effects already at two man, and we have things like Blood Artist, we have Magnet Apprentice that also triggers off of artifacts. At three mana. We also have Mayhem Devil which triggers of everything being sacrificed, including treasures, bloods and blood and fetch lands. And I think specifically in power cubes. My gut is that those are stronger. I do like that this is both a blood effect and a second look, you don't often get it. Like I mentioned earlier, having a token make it an anthem. It's the two things we want on one card. This, in theory, is that it is a way of sacrificing things for card advantage, which we love, as well as being a blood artist. Effect. But the flip side, I just don't think we're getting to in lights and like super efficient higher power level cubes, I guess with the flip, like, like maybe I maybe I shouldn't be thinking about this in terms of I need to sacrifice for things. It can just be like, we attack, we sacked one thing, we trade off to other things. And, some of things die in combat. Maybe, like, I know games like for me, I think the, the back off, it's going to be pretty tricky to get to, but like, I might miss it, I might undervaluing that. Do you think are you going to be getting to the back side of this quite quickly? Because if you do, I think the back side is very strong. Yeah, for sure. I think mostly I'm evaluating this like the back side isn't going to happen very often. But I think that's fine. I actually wouldn't really put this in the same category as stuff like blood assets, because Blood Artist is a card purely forward. Aristocrat stack, right? You need to combine it with like a bunch of stuff to sacrifice and a way to sacrifice stuff this doesn't ask about up to you. It just asks you to have some disposable things lying around. But you want to cash in the cards and then it's going to give you life on top of that. And this is triggering off every creature. So it's not like you're just getting the life of the thing. You suck. You're also getting life when stuff trades in combat, when you remove all spells of that creatures, when they point the middle spells at your creatures, it will just be a pretty big life. Swing most games when it gets to stick around. So I'm mostly viewing this as a midrange card, for the most powerful cubes just because, I've tried putting our stick flat stuff in my powered cube. I don't think it's good enough. I've cut most of it. But this I I'm kind of think is maybe fine as a midrange card. You just need to have a bunch of ways to make tokens fit. You don't mind cashing in, but, like, I know you play better, balsam. You play there, so it sounds really good. Like, if I kill it, you've got your card of fun, you've got a bit of life. And if I don't gets to stick around, you get more cards and attacks. It seems kind of strong to me. But that's not to say it can't do messed up stuff in a dedicated cat stack. It absolutely can. If you're if you combine it with an actual stack outlets and you're reliably getting to like getting four things in it and flipping it, then it goes kind of nuts because the, the other side is kind of wild. Just again, it needs some fuel to in the form of tokens. But, if you can do that when you've a game very, very quickly. Yeah. I, I think this is strong. I'm kind of tempted to try it. And Power Cube, I don't know if it's going to be good enough, but, I think it's the interesting and kind of using it in the same category as your glyph. Okay. Yeah. Which is a card I like about cube, even though I'm not doing out of scrap stuff. It's just a really strong card. Yeah, yeah, that's a very good question. Like aristocrat adjacent, but it is just a good magic card, I guess. Yeah. For sure. Like, I don't think it's as good as your math, but I think it's, it might be worth trying, you know? That's fair. Yeah, yeah, I, I and the thing of the flip happening to fruit combat and stuff, I think is pretty real to you. Like, obviously it's on board. So they're not going to probably block in such a way. As for things just die naturally. But you can do stuff like you make a bunch of attacks like three things die, and then you use a face, a push paste combat kill. One more thing and this slaps like that, that stuff will just come up. But honestly, if a bunch of stuff is fighting in combat and there's simply you're probably getting such a big example of advantage on live facial VR. Pretty happy. Anyway. No, I think that tracks. Yeah, yeah, I'm. Yeah, I'm definitely I'll be trying this in both of my games. My gut is the probably not for unpowered vintage, but I think my slower treat yourself cube. I think this is kind of a slam don't there because I I'm that that is making a lot of tokens. This is everyone. I'll be proxying because currently this is pre-ordering for, ungodly dumb James. But, yeah, it's fair. Cool. All right, we're on to red. What do you think of Gao? Feral youth? James. Yeah, Gao. Feral youth is one of for a two to legendary creature human berserker has to be able to evade whenever Gao attacks. But a plus on song counter on it and of of getting of each end set. If a card left your graveyard this turn, Gao deals damage equal to its power to each opponent. Yeah, that's a pretty aggressive tree. Drops like it attacks the free three on turn three. That's fine. And if I don't kill it, it's getting away from five. The second ability, I don't think is a huge part of this card, actually, like, listen, we talked a lot about the insidious root stack and of all the adjacent stuff to that on this podcast. I think that that's really cool. That deck is very rarely read, and I don't think that this is the card for which put a card, but would put you into that because like doing 3 or 4 damage to a face just isn't really for pay off. That deck is looking forward most of the time. It's a pretty slow grind deck, which is going to slowly assemble an overwhelming bored state. It's not, I think, that interested in a bit of face damage. Having said that, you will occasionally get some like incidental ways to trigger this in your in your red decks. I, I like a lot of these. Like red discard theme flag file. I think that works very well as a way to make your acrobatic spend more interesting. And a few of those payoffs you like incidents that trigger this stuff, like currency converter. If you discard a card, it goes to a graveyard, then gets exiled on the Vulcan versus if that would trigger this, and even stuff like containment construct triggers this, with a discard outlet. So you'll get the old trigger off, stuff like that. But I don't. My instinct is that that isn't a big part of this card. I think mostly what this card is doing is that it's a two by two. If it gets plus one, some counter one attacks and that's fine. It's not. Yeah, I think there were enough passive add two drops that I'm not going to be looking at it for super high power level cubes. But I think in most cubes this is perfectly reasonable. No, I, I think I'm a little higher on the bottom ability, but not specifically in like I don't think we're going into a fifth color in our, insidious roots deck because we already had some white ones. I think it's more kind of like if you have that in a cube and you're also looking at doing like maybe like a flashback burning vengeance thing and like, is it spells or something like that? Like, flashing back spells, delving things away is as a way of tricking this. I think it's like if there's like a more interesting version of an effect that deals damage when you cast an incident or sorcery, something like that. It's like like, I think it's a cool card and and there's a place for it. But yeah, it's it's kind of like you are overlapping certain archetypes. It's kind of where I'm thinking basically rather than like, yeah, yeah, I don't, I don't think we're going Jund in serious roots just yet. Yeah, yeah. I think that one might be tough. Yeah, I guess I'd be more into it if you could get, like, multiple triggers in a turn, but, that's a. Yeah. Because, like, if it's a turn, you play it, then you're only getting the, the you're getting two damage and you're unstaffed. It's just not that big of a payoff. Right. And then if this has got to attack a couple of times for its power to be back, then it's probably doing okay anyway. And you didn't, like, need visibility that much, like it's only upsides. Nice to have. But, my gut is. But we're not, like, building around that a ton, you know? We know exactly like it is each in step. So if you do it on your opponent's turn and then then then that is something. But again like that does seem a bit more build around then I think we have the ability to do in Q but like I could kind of want to build this in command. I think this could actually be quite fun. Because it's each opponent. This is a command to guard. Yeah, I thought guy was cool, but yeah, I do agree with what you said, but like like if I, I think this is like, one of the first times we've seen them do the insidious route text in red. So this is you have completed the move. A trifecta of now like this is this is just an effect. They are putting on cards now, which is which is cool. One is worth talking about. But, so let's move on to the next one. This one I think, could see quite a lot of play. This is opera, love song. This is a one and a red for an instant. And you choose one of the top two cards of your library. You may play those cards until your next and step, or 1 or 2 target, 1 or 2 target which is each get plus two. So I went to lend a turn. So this is an uncommon. So you will see this in peasant cubes. And I think you might see this in higher powered level cards as well, because it's a nice flexible spell that gives you these decent card selection. Or it can help you push some damage through. And that's kind of exactly what Red wants from a card. A lot of the time. It's nice that you can be leaving mana up on your on your opponent's turn to either counter something or remove something. And then if they don't do anything, you can just cash this in and get two cards to play on your next turn. Also, adding four damage to an attack is a lot like you don't really get combat tricks in cube nowadays. So people aren't thinking about them when they're doing their math. And like four is not three. Like people play around lightning bolts, they tend not to play around for damage. So maybe I'm kind of dreaming too big with this, but like, you could like like there are worlds where you can get your opponent's out of nowhere with this or just. Or I can help you trade up in combat because again, people aren't expecting combat trick. So I think this one is solid. Like, what do you think of opera love song jams? Like I'm tempted to test this and then like in my high powered cube, I'm sure it's fine. And peasant I my instinct is if that's probably as far as it goes. I think the main reason is that both modes for me just don't quite get that for, I'm a lot lower, for that, like impulse control when you have to play at the same turn. So something like Reckless Impulse, right? Lets you play it until the end of your next turn. So you spend the manner on the spell now, and it if you had a cheap thing, then you spent like, in a sense. And then that if not in just cash, next time when you have all your manner on top and that's fine. It doesn't do that. So I feel like just snapping it off, on your turn is kind of the you can kind of get around it by doing it in your opponents and stuff. So then you have something you can play it until the next and snap so you can and untap, have all your mana on your turn. But in that case you're just delaying seeing the cards right. So if you needed to get a landmark that turn that isn't doing that for you, right? Or if you needed to deck for removal, spell to enable attack. And honestly, you don't know what you're going to hit. You're kind of going to be doing a lot of guesswork balancing those two things. Well, something with like feckless impulse. You can kind of just snap it off on your turn and be like, if I hit something, I can cast now and impact the board. Think that if not, then I'll cast it next turn. No worse. I mean, certainly fine, most haven't because I've. I think because it's worse, most of the effects we need the second part of effect to carry more weight and even a combat trick that doesn't win combat just isn't quite doing enough for me. Like, it will push damage. It will steal some games. I, I just feel like it's a bit too situational because you basically only want to use it when it's lethal and a lot of a lot of time. Right? Oh, I feel like and like quite specific scenarios when I feel like trading up for bigger creature. Maybe. But then you're still kind of down the card, right. I know, I think it's fine, like you could you'd put it in, I'm sure some people would run it, but my instinct is very bad options for this stuff. I could see it and maybe I, if you're supporting, like, heroic or like, you know, like a team, that sort of stuff, is a thing that targets which also has of mortality. So that's kind of a nice that I guess I can say that. Yeah, I guess that again, like get the two sides aren't as efficient. But my goal is I'm going to test this and and see how it goes. I yeah, I'm open to be wrong in about it. I'm open to being wrong about it. But yeah, yeah I think I think there's something here. But yeah. Well I guess we'll see where it ends up for sure. I will just say with the, the impulse control as well, just in general, it is much better the lower your curve is, because you don't want to be, like, if you have a bunch of five and six flops in your deck, then you very feel like you can't cast this on turn three, right? Because you're just too likely to hit something too expensive to cast. Even if it's in your third step, you're going to have all your mana well, so you really want to be running an attack just with the maximum possible amount of like one and two mana plays? No, that makes sense. Yeah, yeah. I mean, we are just coming off the cons. There's like like a pro sea flurry aggro deck. Seems quite solid with this, but yeah, see that. All right. What do you think about, this strapping young lad, James Sabin, master monk? Yeah. Let's go with Sabin. Sabin. Mr. monk is for an event for a legendary creature. Human. Noble monk. They five manor. It is A43 with double strike. Also has a blitz cost. So let's face it. Don't remember. You can cast it from your graveyard face. Let's cast it gains haste. And when this creature dies, draw a card and you stack it in your end step. And the blitz cost for this is two red, red. And you have to discard a card. But you will obviously get that card back when creature dies. And you can cast and crucially, you can cast this card from your graveyard using its blitz ability. So a bit of a similar vibe to Tenacious Underdog if you played for that card. But, on a larger scale, I guess, this is for a lot of damage. The second eight, if I don't block it, eight is a large number. I think it's solid, like the top end of your red aggro deck, but five is just kind of a lot of mana. And, you know, there's some very good five drops if you want to go up that high. And I my issue with this is when they just, like, bolt it and you're just down so much mana, I think you're going to feel that feel pretty bad. So I, I kind of think you have to be doing a little bit more than just testing this. Some of the faith. But I could kind of see it if you're, like, milling yourself and then you're kind of getting this blitz ability for free, that does seem quite good, because it is, it's just a lot of damage to have hanging out in your graveyard. Maybe also, if you're doing the, like that discard massive aggro thing where you're talking about it, like you can just press away early and find, like your opponent's not going to be feeling very comfortable with, with it. So, like even a slightly low life table if it's hanging out in the graveyard, it's just so much out of nowhere. Yeah, exactly. If I get a feel like I always have to, like, leave up a removal spell for it, and then you can just knock out and do something else, right? Of leaving pack boxes for it. You know, you can just go like Ender for and the veteran Mayfield blocker untap. Blitz this out of your graveyard. Get in for eight. You even get your card back at. I think there's some cool stuff going on there. I, I guess I don't like it and just generic beat down deck that much, but I think if you're somehow putting this proactively in the graveyard, I think it's kind of good. Yeah, I, I completely agree. Like, like you're not playing this to cost. You are playing this as a I've mailed half my deck. How am I winning the game type job. I have written down whether you will agree with this or not. James. I do not know. The Red Venge vine. This is like this issue of playing for manifest bounties. I tried I podcast avenge mine before. Don't worry about it. It's fine. Yeah. No, no. Yeah, I think Simon's a cool one. I think, oddly, despite how how how much of a cooler card I think this is, I do think it is a little generic in that the end result is you are just hitting them for eight, which is like, generally you either going for raw power level, which I think there's more as, as, as we discussed, there's higher top end ones or, or there's higher upside ones or going like more synergistic in an archetype. And this kind of is like a like 27 card in a lot of kind of like self, no aggro decks, basically. I think a lot of time like, like like I could say in like if you're doing like a 540 or 720 Q where you're doing like a Jund graveyard aggro, like it's this, this is the card I want to put in my, like, Canadian Highlander dredge list. Basically, I think this card is sweet, but I hate it's a card I will add and then we'll probably remove off that base once at once. Some of the more efficient creatures come out, basically that I kind of like can't just like it's if this were to go into my coop, it'd be a very obvious cut at a later point. Basically, even though I think it's sweet. Can I interest you in, discarding a root while a super blitz cost? Always time for ten to shine, you know? Yeah. So? So, yeah, if you have like like you have nailed. Exactly. If you, if you have root wall as in your cube, then consider this safely. I think that's where we go. Well all right let's keep it going. Next we have some Jetta. Okay. Yatta. It is a six manor. Seven five enchantment creature. Saga ox with trample and haste. Chapter one is lightning. This creature does three damage to each of up to two target creatures. Chapter two is ice up to three targets. We just can't block this turn in chapter three is a fire. Discard a card, then draw two cards. When you discard a card this way this creature deals damage equal to that two cards. Mana value to each opponent. So this is so I know I said at the start, I don't like sagas with less than four chapters, but this does have haste. That is important because if you're this is in red, if we're spending six mana on A75 trample creature, we want to get a couple of attacks in, so, so important that you do get two attacks in with this. And then the last ability has has ability to throw a bunch of damage at your opponent. And if you do all that, I again, I think you probably win the game with this. It does kind of like again, these are like fixed plains markers in my head. Like so I guess I've always been that. But yeah. So just getting the ETB and just cleaning up the board I think is nice. Effectively this is always going to be it. Yes, it has trample. But the first two, the first two ability just clean up the board very nicely. Like you're either destroying the creatures or they can't block this turn. Because this is a command card, it's kind of meant for multiplayer games where there's lots of blockers around. But in theory, you're like chapters one and two on this will really mop up your opponent's board quite nicely. Yeah. Very big. It's like a truck. It kind of reminds me of Drac. SS more flames, actually, a little bit. That was like a big dragon. That was more of a sneak attack target that kind of comes in, hits for a bunch of damage and spreads around. Okay. It kind of like, hits a bunch of damage and mops up your opponent's board as well. This kind of feels similar, but it's cheaper to cast while still hitting with the same amount of damage. Yeah, I think it's all that card. What do you think of. Yeah. James. Yeah, it's quite a lot. It's just so much damage. Eight, seven, five, trample haste. And that just really going to strongholds. Block it with the, you know, comes down. They don't know it's coming. It's going to kill. I'll get some blockers out of the way. Hit the seven the next turn. They're certainly not blocking it. Says up to free target creatures. Can't block. Yeah. At that point this on its own has hit them for 14. You know, assuming they haven't killed it. And then the last chapter's just also going to deal a bunch of damage to them on the way out. Which might also be the way out for them, I imagine. I quite like this is sort of the top end of a red green monsters beat stack, and I, I think I can kick be really powerful that. Yeah. Causing this earlier than ten six. I think it'll be great. Like if you can get this, that one like four or something like that. And that is incredible. Yeah. Exactly. Like I think if the, if you're running something like Inferno Titan, I, I kind of think this is probably better. Yeah, I, I'd agree with that. Yeah. Yeah. Like the haste is just such a big deal. Like, it means that if, you know, if I have a removal spell for this, you're already getting a bunch of damage out of it. Like you're going to kill two features a lot of time with the, the possessed ability. And if it's not, like, instant speed, you can also get him for seven. And then at that point, you're kind of okay with it. And I like you got a lot for your six man already. And they really need to kill it because otherwise next some are not blocking again. They're taking seven more. Yeah, I, I think this is really strong. Like, six is a lot of mana. I'm, I'm considering it for Power Cube, but, it might just be that six is too much, you know, I think the things you've cut and maybe something like Gold Fan Dragon for this, I think could be a reasonable switch. But yeah, six is obviously a lot more than five, I think. Yeah. If you want a six chop. Yeah, that's going to kill your opponent. This is kind of, you know, but this does feel that it's a dragon in all but creature type, if that makes sense. It's a six drop hasty thing that comes down and kills your opponent. It's a dragon, basically. Yeah, for sure. It doesn't technically have flying, but my block is already dead, so it doesn't exactly, exactly. This next card is called Suplex James. What does a suplex do? I mean, if we're going off the artwork it to me it looks like a man about to be over by a train more and going, oh, I thought about that. I think, I think in one of the games this man does suplex a train. Okay, great. Great respect for him because yeah, my money's on the train, right? Yeah. And I, anyway, what the card does is suplex is one a red for sorcery. You choose one, a two, leave a suplex, deals free target creature. And if that creature would divest ten exile instead or exile target off fat. So basically it's a sorcery speed, a blade that exiles stuff. I think most of the time this is worse than a blade, but it has some pretty useful upsides, like killing a Vegas really nice. And kind of down for more ways to exile, for one thing. Also killing things, like. But I just quite a lot of indestructible artifacts, like killing a culture complete save for a big deal. Kills a blight like steel colossus. Even if you're running the, like, the indestructible tapped artifact plans. Let's let's just. You gotta send this into a sinkhole. That's quite nice. It's also pretty good, I guess if you're letting it in that one ring in your deck, having 1 or 2 answers to your own is. It's actually pretty nice because you see so many cards when you have a ring going right that you will find it. And sometimes if you can't kill your opponent back quickly, you do need to wait but not be taking full damage. Next. This can do that for you. So yeah, I think my instincts is still is that a blade is mostly better, but, I think this is certainly one to bear in mind. I think it it it fills some interesting roles. Yeah. For me, the lack of instant speed kind of kind of kills it for me. Like like like like like, you brought up the use case of, one ring and blight. So causes. So, so again, like, maybe it is if you're like, specifically in, in a higher power level, cuz but then my thought is kind of like, effectively we're all already running a braid because it's, less efficient version of those effects, but it's flexible and just losing the flexibility of it being instant speed, I think is quite a lot for me, if I'm honest with you. I think, but yeah, but the limited I think there's going to be a great card is going to be a slam dunk in like limited drop and stuff, like in, in actual set. But for me, yeah, yeah. Outside of the use case as you mentioned at the end. But even then is it just you're running a worst card to make your good cards better? I'm not sure. Like I, I got is. Yeah. Yeah. I think we stick with a braid for the time being, but. Yeah, if if there is a rise in indestructible artifacts and such, then I think maybe we can we can come back to suplex. But what it's worth, I have, been doing research and yes, he does suplex the dream in Final Fantasy six. It is very eight bit 24 bit. I don't know what how many bits it is or what content this is wrong, but yes, the the boy Sabin. Oh, Sabin who we just talked about, I love him even more now. Okay. He does indeed flip A-Train I love that for him. Nice. What a game. Yeah. No, I think I yeah, I think it's like, not it's not amazing. Maybe in like a 720 cube, like. And you just want, like, another flexible shatter effects or whatever on top of it. Right. And you want both. That's like like it is also a common as well. And yeah in like in like I could see a world where you run both like also import but where like artifact lands exist and like eight OG's are quite good and so your ram just having two versions of a braid might actually be correct. Yeah, for sure. Not enough sinkholes. Skeletons came to my side. My right. Yeah, am I right? Cool. All right, let's keep it going. Next up we have Eufy Materia Hunter. This is two in a red for three. Three legendary creature, human ninja. It has ninjutsu for one and a red, which, as a reminder is you can pay one to red and return an unblocked attacker. You control to your hand and put this card on your from your hand. Tap them. Attacking when you see enters, gain control of target non creature artifact for as long as you control you see, then you may attach an equipment you control to it. So importantly, this is the first ever Red Ninja which is kind of cool because it will mean that people will not be expecting it. To add this to a deck, I don't think you can be just playing it and hoping for your opponent to have an artifact. We don't want to be stealing a treasure with this. It needs to be a real card. So, like, if I'm dropping this, I personally, I want this to be in a deck with equipment that I want to equip. And I'm specifically thinking about Colossus hammer here. One minor artifact eight to equip gives us ten plus ten. Very good. This is an interesting this is a more interesting way of equipping and attacking with it because effectively you can get them out of nowhere with this. Like you can, what, 13 them. That's pretty cool. Like we've already talked about issues with equipment matters as an archetype in this video. I, I in this podcast, I could be more interested in a card like this that we can equip something like the hammer to and have it like be a small package rather than a whole archetype. So rather than like my Boris section is equipment, we have like, treat it more like a two card combo in like Gruel or Boris, that kind of thing. Like, right. Like if we had Colossus hammer, a belt of giant strength, which is like a green version of it's, it's it's a green equipment that makes a creature power, toughness. 1010 then you have something like this, or like magnetic theft, which also equips and, and equipment you control for one instant speed. That's a cool little package that you might be able to, like, add to a cube. I think that could be interesting as it doesn't need too many slots, and it doesn't take away from what kind of like Boris is just good at doing now anyway, which is more kind of like token. He, go light stuff, I think is cool. Outside of trying to do stuff with Colossus Hammer, which I know people have been drawing in cube for a while because it is a it is a cool modern deck. I think it might struggle, but worth mentioning because yeah, I just saw first Red Ninja. I don't think people will be expecting it too much. The point of a ninja, as it were. That's true. Maybe I'll try and, try and kill your creatures. Space blocks. You know, you get them? Yeah, I mostly agree this isn't really good enough on the fair. It's just it's the fact that I get the creature artifact back if I kill it, you know? Yeah, yeah, I think this is a lot worse than something like thieving skydive. But doing that, I guess the upside is you can take big stuff that, I know how often that's going to come up. Incredibly. Sideboard. If you're putting it in your decks at that thing, I think. Yeah, sure. The hammer thing, like, it's fine, but this doesn't have any keywords, right? So, you're kind of just assembling in theory, it's already, blocked. Should it coming in is is my thinking, and it's like a one shot. Hey. Yeah. Do them 13. But, yeah, I do see that. It does require a fair bit of setup. Yeah. So. Yeah, but I think that you have to be able to get get a creature through as well as having the hammer. Right. Yeah. This is the challenging part, I guess. Yeah. Maybe. Maybe if you're doing Colossal Hammer stuff. Anyway, this is a card you could put in. It wouldn't be, It doesn't inspire me to go in at colossal Tab. So any of my cube. So I'll say that, Yeah. Maybe I showed you where you could. You can try this. It is something that people have been like I have been talking about for a while because the modern deck and like, yeah, I think my goal is at some point in the next six months, I will try it as a package and this could be part of it. We'll see. Okay. Yeah, I like that. All right. We're on to green. Green now James. Yeah. First thing green we have Balam to vex all this. I'm going to say those words. It is for green. Green for A66 creature dinosaur. A common. It has trample. Whenever this creature enters, you gain free life. And it has forest cycling for two generic mana Vep colossal treadmill. I guess how equipped on so many access. It seems pretty good for poor for actually. The top and traps are generally not amazing in that format. And like, this is just a lot of stats on the land cycler. I will say like two mana land cycling is very, very different from one man's on cycling. Yes. Know you're playing this primarily because you want a sex shop and if you really need a lap forest, you can cycle it. But, you know, certainly not counting this as land where, like, I think this is a much weaker card and sort of like general sense, for example, but said the sexes in pulps aren't amazing. This is a fine one. It's going to stabilize you very well. It's hard to kill this. Six toughness A life gains always plays out really well on these creatures. And yeah fire cycling just adding more consistency to your deck is always good. Yeah. No, not anything to write home about, but I think it probably will get into quite a few pop cubes for that reason. Yeah, I agree, yeah, I like it most probably games. I think I can see this like I, I personally love land Cyclers. I think they're just very good and very solid too, just smoothing out your draws and making it more consistent. But yeah, I agree that generous that being a single mana to to for a cycle is going to be a bit more consistent. Like like there are now, common common dual lands as well. So you can fix with these as well. It's worth mentioning there's like the snow cycle. And then there's the one from Domino United. So it can be a bit of fixing at a push, but yeah. Yeah. Solid card. Yeah. It is mainly here for as a as A66 beta. But yeah for sure it's the vigilance impulse. Very well I think we've all tapped. Right. So it's like it's a fairly tough way to do this then to man, that's a cycle I guess. Really want to splash that fourth color. James you do have to do it sometimes. Oh you know I do. Yeah. For that hold on. Tribal deck. It'll reward you for being slow base by gathering all the horns. Don't worry. Yeah, yeah. All right, let's keep it going. Next up we have SA's Chocobo is a single green mana ray. Zero one creature bird. It has landfall whenever land you can enters, but it puts one counter on this creature. So we do like this effect. And while this is not as strong as bristly. Bill inside cat cub, this isn't uncommon. And while peasant cubes generally don't have fetch lands, and that's even the ones that break rarity for the land, this is still a really nice effect. Like it goes in the lands deck, it goes into counters deck. If I had a peasant cube, I think this is a very solid test. Like, play this on one. You're going to be hopefully playing around for the next couple of times. This is going to be this is just going to grow over the course of the game and be pretty solid. But there's no fetch lands. There are things like evolving wilds in terms of expanse as well as things like ramp and growth. Could be something cool there. Yeah, yeah, I think a perfectly solid little card. Yeah, for sure. This is going to be pretty good when you have it on turn one. Pretty bad for us. Time. Think this is a dreadful top deck. Yeah yeah yeah. You top deck this and it's going to accept vampire zero one for a for a couple of bands a lot of the time. But yeah. Yeah it's a one drop at uncommon. You can't ask it that much. And this will have games where it's great. Right. And so it's not like there's an abundance of a great beat down the one tops at uncommon for green. So if you want to support green doing maybe a counter thing, a more of an aggressive thing, then this seems quite nice. I think the way some hasn't. Cubes are set up. You'd maybe rather your one tops just be like elves and stuff. But yeah, it's, it's certainly like, fill the vocal, which felt, a lot of great options for otherwise. So it's, definitely worth considering. Like, I think I have seen people I mean, I've seen people try this in higher power level cubes. I think it might not work there, but, like, there is like a land full aggro deck that I like probably does exist with like Acomb Hound, South Leopards and like step links, like basically a bunch of cards from Zendikar. There's a bunch of land voyages from Zendikar, like maybe there's enough now. Like like I'm looking like brush fire elemental will kill people. Like, maybe there is something that like like like like if like like I'm thinking of this more as just like a as a peasant Tamagotchi style of card rather than a land fully aggro card. But maybe there is like an archetype behind it as well. If you if it is something you're trying to push. Yeah, I can see that. I, I think this is just a personal thing for me, but I kind of just whenever I try and play decks like that, they just feel so like RNG, you know, like, yes, it's just so much about like, do your cards come off the top of the deck in the right order because all your cards do nothing when you don't play them? Yeah. The first couple of fans of the game, you know, it's it can be really rough. And then you've got a and you can like, chime can play. You can play all these like, bad enablers where you can get a bunch of hands off plates and then they kill your guy. I find them kind of frustrating to play sometimes, but I think that's maybe more of a personal thing. I think, like, there definitely are not not felt bad and you can do some powerful stuff now. I would agree with that. For someone from someone who's been around for at least two. Return to Zendikar. I have tried dropping those decks in both formats and just been like, yeah, just get just like that. They're good while you make your land drops, and then you quickly stop making your land drops and die. That, hey, maybe the point of this is we break singleton facades chocobo. It is adorable. It is adorable. But we're going to a bigger chocobo next. James, take it away with traveling Chocobo. Traveling Chocobo is also adorable. It is free and a green for a free two creature bird at mythic for as you may look at the top card of your library at any time, you may play lands and cast bird spells from the top of your library. And if a land of the to control entering the battlefield causes a trigger, the ability of a permanent to control to trigger that ability triggers an additional time. Okay, so most of what's going on here is that it's a cost of crew fix. That's a free to, that's a lot worse than a cost with glue fix being a two for, because this is this isn't effects that you kind of need to stick around for a couple of fans for you to get paid off from it. And free to. It's just kind of rough stats to have that happen. On top of that, Corsair is a pretty good blocker. This is basically never going to survive blocking. So that's a bunch of downsides versus Corsair. There are some upsides though here which will come up, the biggest thing is going to be doubling up all your landfall figures. And there are a lot of ways the landfall features now, which see the pretty widespread play in a lot of cubes. It's like festival size cot cup, spring hot, none too cold. Lotus Cove is pretty nice with this, it also gets pretty hard with, like, on the beach. Oh, I'm not okay. Not like you just make one land and you get the manuscript and live straight away. That's pretty good. If she. I guess you play a fetch and you get the damage, too, which is cool. You can maybe even do stuff with, like, field of a dead invalid cursor. Will. It'll double up for triggers. Yeah, it's a little bit more niche. And even just stuff like, your surveillance will surveil twice, right? Like that's not nothing. It goes quite nice, I guess, in a nod to death as well, because that's often using though it doesn't actually double up here, nor do triggers directly. But it does double up for landfall triggers. And those landfall creatures, I think, go very well in and on to track. Plus on top of that, they can also cast not do off the top, not do as a bat. And that's. Yeah I'll occasionally come off I guess. Yeah. Basically just vampire Nadu. We need to get go off from there I guess. Overall I kind of suspect for this is probably slightly worse than Corso and Acharya. I just feel like for dying to a lot more of a movable and not blocking is is kind of tough, but it might be worth a test, you know, maybe that landfall stuff is is just enough to get it. Get it over line. Oh, like if you just want two courses in your cube. I mean, this is probably a bit bad of an upgrade. Autumn would be the next best one of wise, which I think is better than. Yeah, yeah, yeah, I think I think this is better than that card. So, yeah, I could certainly see trying it. And some kids. Yeah, yeah. My gut is that as an individual card. This is this, this is worse than, of course, the graphics because the, the yeah. Just because it just really holds down the board. And also this, this doesn't go infinite with fastball, which I'm assuming is at a deal breaker for you, James. But, so for me, I'm, I will be swapping this for course, in my Kubernetes because this does the effect, of course. That I kind of want from it. It's like, yes, it doesn't hold down the board, but green has other ways of holding down the board. I think that's not the end of the world. But just like the fact that this has quite a high potential upside with a bunch of really strong cards that we've been at, like, like things like bristly build, things like this type of cup that you mentioned and something authentic. I think that you also mentioned those are the strongest cards in green right now. And this just having the potential of just really upping them at the cost of just being a slightly worse version of a card. I'm already running. That seems like quite like a very easy test for me, and potentially something I will keep in for a while. Like I I'll be like, I'm promising this with test, like it's going to be in the cube I did this weekend. Maybe draw for this without any of the other bits. Yes, it's going to be definitely worse than course of effects, but if you drive this with with the other good cards that green has nowadays, I think is going to be a quite nice combination. And the new stuff is, is is cute, shall we say. Yeah, for sure, for sure. Yeah. I guess it's, it's always worth time. How about size cards? Right. And it's, it's easier to cast as well, which is not nothing. Yeah, I think this will be a fun one. All right, let's keep it going. We have a last green card. Next up, we have town greeter. So this is one the green tree. One one creature, human citizen. When it enters mail four cards, you may put a land card from among them into your hand. If you put a town card into your hand this way you gain to life. Virtually ignore the town part. I don't think it's gonna come out. It's primarily not going to come up outside of set limited, but effectively this is a power crypt version of, say, to Wayfinder, which still sees play in cubes that want that self meld. I think I run say Wayfinder in both of my cubes. It's just a great card at fueling what those decks want to do. It comes in, it knows it, it comes in and puts things into your bin. It's not a broken card, but it then lets you do broken things later in the game. And importantly, this is still a common. This is not just better because of the town clause in cubes that won't come up. The human part could come up. There are human matters that touches green. But what's different to the wayfinder is the way the town greeter interacts with the land, with town greeter, the lands go into your graveyard and then go to your hand. So while it won't trigger specifically insidious roots, it will trigger all the adjacent insidious root effects that care about lands or permanent cards leaving your graveyard. So technically that is a that is a technical upside oversight of Wayfinder. If you don't like universes beyond and want to keep safe away from it because it's iconic and from Telos, then by all means I think keep it. But I think technically, if you are supporting that insidious root stack and you are doing stuff with things leaving the graveyard, then technically I think this is better. Like my gut is I'm just going to swap this for the time being. But if you're in a larger cube, I think probably 720, you might want both. If you have a self mal deck. That's kind of where I am with town director James. What do you think? Yeah, I mean, it's basically I say to Wayfinder, but I think, say to Wayfinder is the source of cards that a lot of cubes will want redundancy for. I think it's really important, for a lot of the graveyard decks, I'm open to two, but I just, I always think, like, like, basically, I always stop myself adding more graveyard cards, James, because I know that's just what I want to play. So. Yeah, the, I think part of the thing I really like about, say, to Wayfinder versus some of feet of, self mell effects is that it's a creature. And I think like the stuff like insidious fruit stuff like spider spawning. If you're doing that event. Yeah, you do just run into the issue for a bunch of good ways to yourselves and not creatures, and therefore it can be tough to just end up with the creature count. You need to make those cards work and say to Wayfinder, just kind of does it all whilst just being a creature. Also like is a green creature at top. So got, you know. Yeah, stuff like that actually does just really matter. So yeah, I think, I think there will be quite a lot of cubes which will just want the second copy of, say, to Wayfinder. Yeah. I think the differences are pretty marginal. Yeah, yeah, I guess this triggers a catch for those, but I think I think nicely, it's incredibly technical. It's incredibly, incredibly, actually, I can basically, if you're running one look at these two cards, decide which one is your favorite. And for that and I oh, it's right away. Find it say to find it makes me feel something I do not like. Well, I mean, I'm sure this stage is iconic for someone. It's not me that. Yeah, I'm. First of all, I'm. First of all, I guess, I guess flashbacks. Oh, this is my my fantasy 76 or something to that. I'm not sure. I think this is final Fantasy one. According to the in the bottom left corner of the card, I think it's Final Fantasy one. So yeah. Okay. Cool. Shout out to the OGs out there. All right. The next card though, James, I'm incredibly high on. What do you think about this card? Talk to us about Summon Bahamut. Yeah, I think this one's cool. Summon back mode is nine generic mana for a enchantment creature. Sargon Dragon. So again, another summon. It's A99 with flying as four chapters. The first two chapters of a same destroy up to one targeting on land. Permanent. The third chapter is draw two cards and the fourth chapter is a mega flash. This creature deals damage equal to the total mana value of of a permanent to control to each opponent's. So first thing first, this is nine mana. We're mostly has Chivas into play. We're not so much about casting this on the farm unless it's channel. We're not casting this. Exactly. Yeah, but you do get quite a lot for nine mana. Firstly, it's A99995. It's really big. It's big enough, but it doesn't really massive it. You have to sack this after four chapters because it will get to attack twice. Most of the time. That will be enough. The first two chapters are fine. So as I'm assume we're treating this interface, we're mostly looking at this as a reanimates the target or a channel targets. I think of the the two major things here. I will say or show and tell that, that's where I liked it last time because in theory, you're answering what your opponent's putting in was my thought of it anyway. But sure. Yeah, show and tell isn't terrible. The issue I have with this is an animate target specifically, is that the first two chapters say non land. And you're James, you're like, well, the thing is, like, if I have my nuts fairly quickly animate to draw, I want my animate pocket to actually kind of crush them, you know. And sometimes if it's early, they just won't have a very meaningful thing to target with this. And then if I just kill it, I didn't really get anything. So I think that's a pretty big downside as a, as an animate target. It's less of an issue, some something like show and tell. It is kind of good because yeah, I'd say it looks for things like that. You know, even though a lot of powerful things I could play in that have a TBS, but that, that is something that's not playable. And it is huge. Like, if I don't kill it, it will kill them. But that's kind of a minimum you expect from that cheap target, right? I think it's fine as a thing to reanimate. I think I again, I'm kind of in if you're doing vector stuff or if you just want another thing to channel. I quite like this because, a lot of the other stuff you can channel, like isn't great for animate, like Chelsea FC. You have to do it in speed, which makes it a lot tougher. So I think if it takes a couple of different boxes for V configuration of cheat effects you have in your cube, then it could certainly make sense. I think like obviously it's not on the tier of like kind of cool tier tracks, Gristle brand. I think if. Yeah, I think if you're looking beyond fat, you're looking at, how many of a different boxes does it take of how to cheat this? And I think this is solid reanimate. I don't love it as a sneak thing, I think. Oh, I think yeah, just one bottom removal is you're kind of hoping for a little bit more. Obviously not good to flash. I it is good channel. I say, like, maybe that takes enough boxes, but you can look at it, I think as a pure Re-Animator target I like I think there are still better options beyond that. I think even something like, zip file give off. Dustman. Yeah. I think is, maybe stronger than this if you're just looking at animates. But again, that doesn't have, the channel stuff. So yeah, I think this is reasonable. I think it could find a home. I don't think it's sort of ground breaking. And I think the only new thing it offers you is, again, a a v Re-Animator target. But it's also an enchantment, if you care about that. Like, I'm a little higher on this than you, but I think that's also because I. In the power level of cube I'm running, I've cut arc on a tracksuit and gristle brand just because of game game warping ness of those cards. And like for me, I think this is quite high up there in terms of the ones I have left. Like I think like I think I'd rather have this than any L draws outside of the two big admirals would be my gut. Yeah. Does that just as a big colorless threat. Like there's definitely room for a couple of those in key, but I think this is a bit like, I think this is a card they will be testing in the going to tube, and I think it will be fine there. I think it'll be solid, like, yeah, I like this card. And and again, yeah, yeah, I'm a little warped because arc on an attractor. As we discussed last week on this episode, I kind of like for Re-Animator, kind of like quite far above everything else. But then you kind of then below that you have gristle, fatty, and then there's a big drop off below those. And I think this is it's enough in that pool of cards that I think it could be considered and should be tested. Yeah, I think it's called like. Yes, I think it's, I think yeah, I agree. If I think there's yeah, like as a good healthy mix of cards that you can reanimate below our card and I think it is very solidly involved, it's like, you know, do you want to run this or a Tali or bulk of, of I think like none of these choices are unreasonable. And yeah. Thank you. Caleb, which of these targets you want to include by what else is in your cube? How are you putting them in tonight? Right. And I think this being a channel target is, is a pretty legit reason to play it. Yeah. Yeah, I do also agree with what you said about, this is not nowhere near as good if you're doing if you are doing the nuts, like if you have the ability to to reanimate something big on turn one. I don't think this gets in your queue for that. For the reason of this. This does nothing from being annoying, nothing like that. That's still fine. But like, yeah. Like if the plan if the randomness deck is doing it more on, like turn 3 to 4, a bit more fairly in in quotation marks, then I think this does get a bit better. But yeah, yeah, it's a circus. I feel like I might not I might not hit my nine on a mythic. There's also going to be 1 million pounds that I have proxied already. That's right. That's fine. All right. Next up we have lights hexed. It is one light and a Blu ray. Two to legendary creature, human rebel monk. It has prowess and non creature spells. You cast control one, you notice the cast as well as. As long as you've cast two or more non-google spells. This turn list hex has double strike. I think it's a very cool card. It is very much one for the spells monsters deck. I those tend to be is it? But you do get a little overlap into Jeff's guy every so often. We've run Elektra mansour effects in the past like your barrels, though the effects that will just generically make your non creature spells or against the sorceress cost one generic less the cost. This is kind of cool because similarly to us, as some of the other calls it, it does both of things. It reduces the cost of our spells and also can win us the game. Like if you cast two spells, this is a four for double strike. That's good. That's not that hard in those spells matters. Dex, you also have the threat of activation of Activation Lock. You can cast your spells after blockers. Being honest, though, I like a lot of the cards we've seen from the set. It's probably one for slightly slower cubes where you can build up to this and just have one big explosive turn. But if you have a spells matter section that has other prowess, features like Mastery Mentor and Switch Spear and the Corey steel cutter that James mentioned earlier, I think this could be a cool little test. One last thing I will add is that this does say non creature spells, so this could secretly be an artifact aggro card as well. So is there only blocker play bone splitter and a quit will win a game of of limited gems? But more here for the spells thing. But like. Yeah, like there is like white white, blue can be artifact dagger as well. So maybe a little overlap card there, but yeah. Yeah. Neat card. I think it's cool. Yeah, I could see it. I think this is fine in a, in the far west temporary deck. I think there's, I think there's a lot of threats that are sort of in this bracket. Yes. Yeah. Three mana under costed with prowess. Yeah, yeah. And this certainly isn't in like, very higher tier of bets that tax fight like, it's not as good even if you're like going into why it's not as good as something like monastery Mantle, I'd say. Honestly, I don't really believe in the electrum answers in general in base stacks just because the issue five stacks have five isn't not playing enough spells, it's that people kill the payoffs. And so you really need when one of your creatures lives for that creature to be a threat. And the electrum answers on to fat. And this one is survival, that does make it better. Yeah, exactly. If I was going to run an electric man. So I'm glad this one kills my opponent. If it does. Yeah, for sure, for sure. But you do also want to issue vax, in the good versions of that deck. So many of your spells cost one mana that you don't actually get the discount. Right. That is a very real issue with that is like most of them cost one or. Yeah, I guess single color, like the ones you want to run some like, lightning bolt or power or something like that. Yeah. This doesn't help with. Yeah for sure, for sure. So I guess where I'm landing on with it is, if you're doing like a jest guide force thing in a sort of mid power level cube, then this is probably a good include. If you're more like I'm doing blue red process, I wouldn't say, oh, we can smash white for this card because there's like 15 of a power supply offs. But you could just play in blue that I don't think it's it's worth stretching the manifold, but, Yeah. If, if it's already nicely fits into an archetype you have and yeah. Blue white, I'll just given to running it. I think it's fine. All right. Next up James, this is a lot of magic card. What do you think of M itself. Sure is emit self unscented is one a blue and a black for a two for legendary creature. Elder wizards at mythic. That it has vigilance. And whenever emit enters or attacks four cards and discard a card, and at the beginning of your upkeep, there have 40 normal cards in your graveyard. You may transform and that self it flips into Hades. Sorcerer of eld, which is a 66 legendary creature avatar with vigilance. And during your turn, you may play cards from the graveyard. If a card or token would be put into your graveyard from anywhere, exile this instead. This is quite a lot for, your free mana. If you can obviously bust it if you can flip it. But phosphine causes a hell of a lot. I think the way I'm looking at this is, in, in very high power level cubes. I think you just can't be paying for fealty to, like, even if it does all this other stuff. But anyway, outside, like, just I think there are too many great two matter ones, you know? Like Malcolm's great. The whole trip is really good. There's a bunch of good options. But anywhere you. I think you're in need to go a little bit down that power level. Why? It's a little bit less emphasis on efficiency. And I think this becomes quite good because it's very nice. You get your loot on it as well. It means even if they kill this, you still got something out of it. If there's a key card you need it put in your graveyard, you can put it back. So you're not as reliant on it. Surviving plus two four is just nice stats for this in terms of you will often be able to block with this and it has vigilance. So that's that's pretty good upside. You will probably need some removal spells to clear the way. Like too far. It's just not always going to have a good attack. But even dimmer I imagine you can you can find a removal spell or two. It even I guess it takes you for one. And thoughtfulness is just, you know, it's going to be a lot more resistant to removal than most space of at least this, which is pretty nice, to me, can also be pretty good at fueling its graveyard. So I think there will be games where you flip this and you basically just win the game. If you flip this, I can't imagine not what you're good game, but I flipped this because they obviously didn't have a removal spell for that. Or you want to stuff on upkeep. So, then you're just done tapping with your whole 14 guard cards in your hands. Like, I can't imagine losing that game. So yeah, I think I think there's enough going on here for I, I consider it like basically anywhere outside of V, like either, like, I wouldn't consider it in Power Cube or V, like, you know, unpowered, but basically maxed out power level of wise cubes. I think, yeah. Anywhere outside of that, I'm kind of in first card. I think it does a lot of good stuff. Oh yeah. Yeah, I this is a slam dunk in my, slower cube just because getting to play with the most will that's permanent is really sick and cool. Like I don't have storm in that cube. And this does seem kind of obviously with storm it will be quite good because you can almost storm of over two turns like this with a brain freeze seems incredibly strong, like brain freeze males. You, put a bunch of stuff in your grave, but then you can build up your storm count nice and big, and then brain freeze them on the second turn. Once this is flipped like, that seems very strong, but just like it's in the colors of Re-Animator. Just like even just like any kind of self male deck that, like, the touch of Re-Animator. Just a bunch of your deck. Flip this, cast your reanimates straight out of your graveyard. Brings something big into play and win with it. Like is. That's just the most obvious thing I think you can do with it, but there's just so many cool things that I think this card opens up. And like, if you're in the environment that's slow enough where you can get there and you can flip this. I think this is worth testing because it seems like a very cool, very fun card that is like quite unique, like, like again, proxy this one, because this one is also probably going to be I see, I see, I have no clue the preorders for this set are kind of wild in terms of prices. Wait a couple of weeks, but like this seems like a very cool card. So I'm going to proxy, and I think it'll be really fun. But I do agree, like just from a raw efficiency, just the front side just doesn't get there because it'll either it'll either be dead before it flips because as in a higher power level environment, or you'll just never get there because the game won't go that long. I think is the issue with it in hybrid with like, yeah, if you can flip it or you're playing commander, I don't know. But I think it'd be fun. I think it'd be fun. Yeah, I will say be the flip version five VR. Well, I wouldn't be building around making it good when it flips it anyway. Like I want to like in other ways, you might think about building on something like iOS. Well, like, you don't need to be like, I think like storming off somewhere, you flip it and you like, cast your removal spell like and cast your home evil spell again, announce your graveyard with your counterspell in it and your opponent concedes. Game consecutive title 6XI think it's mostly what happens when you flip that. Yeah, no, exactly. Like like I don't think this gets into our storm pile, but I think like if there is a brain freeze floating around in that cube, I think it could work quite nicely with it. But yeah, yeah, I like the idea of brain freezing to flip first. I think that's kind of cool, right? Cool. So yeah, we love this card. All right. Well let's keep it going. We haven't actually this next one's also pretty sweet too. And I saw the, Vivi on it. Here is one, blue and a red 303 legendary creature Wizard. It has an X rated ability for zero manner to add X manner in any combination of blue and red. Where x is vivi on it is power. Activate only during your turn and only once each turn. It also has the ability whenever you cast a non creature spell, but it puts on counter on Vivi on it it and it does one damage to each opponent. So this is a very weird card. My. But my gut is that if this comes out early, it'll be incredibly good and will do a lot. That manner ability will add up very quickly, and it's a lot of manipulation. Like you cast three spells and you get a black Lotus every turn. That's kind of insane. Like, I think this is much better in Powered Cube, where there is a high, just amount of cheap, good, efficient spells you're gonna be putting in your deck. Like the fact that this turns your mocks into a second mocks is kind of dumb. Like it is a thing if you have to play after you've played this. And the pinging I think will actually add up enough over time. If left unchecked. My worry is that, as we kind of mentioned, with something I guys like, if this is a top deck, it will do nothing. No evasion and no power is really bad. Like game. Also, if this is in the queue, but you don't have a bunch of cheap spells, then I think it's also really bad. Like, you want to play this on turn two and then on turn three, go one, drop, one drop, play a five drop. That's ideally what you're doing with this. I don't like this. If this is just a lanaya. Well, I think just a line of elves with extra steps basically. Yeah, that makes sense. I invest certainly a lot of power. Have I this can this can start producing a lot of mana very, very quickly. I think my issue with it in high power level cubes is just I don't quite know where it fits stack wise. James, I don't know. So here's the thing that I like that is, I agree, like the natural place, you kind of want to push it, but like like even like a dedicated solid deck or just like a big mana combo deck with, like, tool sevens. Then, you know, I have a dream whole stack. That's actually bye bye. But yeah, I would like this off effect stack and just not so much mana and that can that can cast a lot of spells and keep using the mana really well. The issue is for Wraith, those decks tend to have almost no creatures in them. And I think we've all had the situation where you're playing against a combo deck and looking at your plate flash in your face and flash in hand, and then you play makes a creature deal. Oh, thank God, I have something to use this on. You know, because it's quite hard for this card to like. Net man, the turn. You play it right? Yeah. Like, once you spent a free man on. It's hard to then get more than that back in the same turn. So mostly you do need tips to survive a turn before it's good. And, I think, you know, if this is, like, one of only a couple of creatures in your deck and mostly just going to be able to kill it because they haven't had anything else. Point omegalul spell. Sigh. You know, honestly, one of the ways those decks do get a big edge is that they are blanking upon their patterns cards because because you have their features to count. And then it doesn't, I think, naturally fit that well in the more like temporary proact deck, because it does start at zero power and it's free mana. And those decks, well, they have some cards where they're not going to make amazing use of having a bunch of mana later in the game. In the way the combo decks are so I think it's I, I'm kind of interested in trying it and just seeing what people do with it, but, that is kind of my not on this. Yeah, that is my concern and high power level cuz. But I think if you go down a little bit and whether the removal is like a little bit less efficient and you maybe have a little bit more breathing room like this seems like a card for your treat yourself to me. Seems like something like that. I think it would be quite a nice for it is probably quite good with spells that you can cast twice like back and harmonize and that kind of stuff. Like it seems quite nice because you're kind of double dipping, you're getting mana on both ends and like very the first way around, will will help you cast it the second time. Like, yeah, for sure. That seems kind of nice. Like maybe they literally designed it after harmonizing. It's almost like they know what they're doing. Yeah, maybe I'll just say yeah, yeah. I think the thing of having some zeros in your deck is a big deal with this, right? Like, I think, yeah, there have to be marks and maybe even just like a measure, like the measures bubble of, get phobes set. A thing like that is going to go quite a long way. No idea. Yeah, yeah. And that's the one thing with it going, like like the end goal of this I think is great in my slower to yourself queue. But just like that cube doesn't have that many one drops. The curve averages at like four and like yeah okay. That's a lot of things like but yeah I know like yeah like the the end game of it I think is cool there. But just the actual getting to that point I think might be tricky. But yeah I know like I'm open like I'm going to try it in my unpowered vintage to begin with and then adjust on that because this is a very cool card. I think. Like it does open up. So some cool gameplay. Yeah, you could do some, I guess some very explosive stuff with it if you cast some pump spells like that. But I think that might be more of a commander thing maybe than a cube thing. Yeah, yeah. I mean, like, there is a yeah, there is a red, giant growth that is one mana might make three manner, one man to make four mana. That's pretty. Exactly. Yeah, yeah, I do like that green. It's like become immense for us, you know, make, make seven mana for. Yeah. Yeah. It again, like, I feel like a lot of cards in this, they are, cool and unique, and I'm kind of. Yeah, I agree, I'm not sure where this goes, but I'm interested to see what what players do with it. Basically. Yeah, for sure. All right. Our first Lambo James I think we know what to do with this. It seems like a cop you've seen before. What do you think of starting town. Yeah I think this one's pretty good actually. So starting town is a land town. It says this land and says taps. Unless it's your first, second or third turn of the game, which is a very weird way of templating for fast lands. Utterly hate that. But yeah. Yeah, I don't love that. It's very arena. It is very. Yeah. But basically it's in effect it's mostly going to be the same text as, Yeah, yeah, it's fast lands, right. Your speed of left canals and whatnot of world. So untapped early it can tap to other colors, or you can pay one life to add one mana of any color. So it's like obviously comparable something like City of Grass, which is, always enters untapped. But doesn't have a coalesce ability. Just pay a life to add a manor of any color. Since your past manor conference type lands, I've tended to not liking cube just because the games you have to play them live, they just feel so much damage over the course of that game. Like, you know, you you play since you pass on ten two and that's just like gonna deal you six damage fight and that's not acceptable. But this having the coolest ability I think is, is very huge like that because you if you're basically only going to play pay for life when you don't have the other sources of that color that you need. And that's going to take this from dealing like 6 or 7 damage to over cost of a game. If you play it early to maybe you can probably only take two, right. And once you and with that this then becomes a very powerful lot. And I think because it's, it's five color land was untapped early. That's kind of exactly what you want. Five cool lands are really powerful because you get to take them early in the draft, and wherever you end up, they will be useful for your deck. I found that advice should be a really big deal. Just getting to, like, make a safe, picking a land early and know you're going to get to play. It is is pretty strong. Most cube teams are pretty quick now, so I think untap early is is a lot better than untapped late. I think like a lot of, you know, hyperlapse useless events of like fabled passage. I think I like this quite a lot more. Yeah. I got one by. It's like a fetch land them. The land to fetch is on tap. If it's, if you got four or more lands, I think I think just having this be untapped early is, a big enough deal for. I would probably make that swap in a lot of cubes. I could see that. I think this is going to see you play in, like, a really wide range of cubes. I expect to see this on the battlefield a lot. Yeah. I think this gets into any cube that runs rares and probably most cubes that are breaking land rarity or and breaking rarity for the land as well. Just because this is just a just really good in like aggro decks and like I agree, it's probably a staple in most keeps going forward. Yeah, I said at the stop. I truly hate the wood on this card. It should have just been a fast land tech. It will play exactly the same until the a couple of times when it won't. And you'll get, actually all it'll be like or you'll forget or some shit like that. It's just, it's it's a needless change I don't think they needed to make. And I hope they don't do it more in the future. Also, like the time it makes a difference is where you've missed a bunch of land drops and then you find your land and you're like, this should come in untapped and eventually. Yeah, yeah, no, I agree, the colorless part might be relevant for like, outdoorsy stuff, but we haven't seen too much of that. If we go back to then they go again and there's a bunch of colors of drawers running around. I mean, it is. I think it's pulling up numbers in legacy. So maybe it's something we'll look at in an episode at some point. But, having another way of making Colors Matter might be relevant for some things as well. Yeah. Very cool card. Yeah for sure. Like we got a bunch of new Chelsea and MH three. Right. Which which you do see cropping up. Right. So yeah. Yeah, yeah. Like city of Brussels. I never like your first choice of fixing, but you will take them for fixing. And I definitely sat there with unable to tap one of my lands for the last couple of turns of the game. All right, let's move on to our last card of the day. Last up we have Zanarkand, ancient metropolis. It is a land town. This land enters, tapped and taps to add a green. But wait, there's more. It is also a sorcery adventure. Lasting faith. It is for green. Green? And it says create A11 colorless hero creature token, but it doesn't count it on it for each land you control. So this is there is a whole cycle of these in the set. This is the only one we're gonna be talking about today. It is Adventures on Lands. Like with all adventures, getting two cards of value on one card is good. It's why we like them. So this is a land and a spell. Like as a card type. My guys that it will play similar to like an MDF. See, I want to say with this particularly early game it is always just a land. Just play this as a land. Don't try and draw some later to play it as a land. If you need to make a land drop, late game. This effectively is going to be A77. That is then our land up on the next turn. That's quite nice. I think that's fine. I kind of want to compare it like it's like a beanstalk giant variant, to be honest with you. Like, we also had the dragon from the last set that got you to Boris out, which I haven't had a chance to test yet, but I am planning on it. Where I like this is if you're in a deck that wants to run an 18th land, like a landfall deck or something with fast fastball and or a four color or anything like you want to be running more land in your deck, but you still need spells to actually do stuff. As a card, I like it. And as a psychic, like, do like most of these, if it was in your pool, I think you would definitely run it if you're in green. The main issue is that we only have so many slots in cube, and especially for higher power level cubes like this is really not a Gaia's cradle, and it's really not at this age. You there's a bit that's a bit too much competition for me to consider with this. I think, like for me, when I'm putting this in my like deck, I'm putting this in a land slot rather than a ramp smoke. It doesn't actually ramp me ahead. It kind of. It's a unlike the Beanstalk giant, if that makes sense. Like it's a real, It's not ramping me at age. I say land, I'm putting in my deck. It's kind of how I'm thinking about. It's a land with upside rather than a spell. That's a land I think is how I'm considering it. Yeah, I think when someone told me they were playing adventures on land, so I was like, oh, that sounds really, really powerful. And then I saw them all and they're all very expensive. And, actually, it doesn't matter that I have played it very safe. Yeah, yeah, yeah. Just because like the, Yeah, the upside is you got two spells, two cards, but, with these, like, once you've played your six job, how much does having the land top fold up for the next ten actually matter by? Like, it's better than not having it, but that will just be a bunch of games where that's not super relevant. But yeah, I think I think that's true. It's it's totally fine. You would basically never cut it from a deck, but also, how are you finding room for this? Because I find you can generally afford to have like 1 to 2 non-basic, like single colored land for each color. And this is not one of the best ones. And even with like not now if you look at like the FCS in modern horizons, right. Like we talked about a bunch of phase, they're all really solid and yeah, I know about you, I've not put any of them in any of my cubes because it's just not them for them. Right. The only one I have run in the past is the, is it the 1 or 2 minor one? That is an undying effect just because that's kind of cool with, pitch elementals I show. Yeah, yeah. Apart from that, no, I don't think I've run, but none have stayed in for a prolonged amount of time. Basically, yeah. Make sense? Yeah. So, like, there's nothing wrong with a card, but, Yeah. So tough to find spots. Please. Yeah, I think I have two. I have one comment and one question. James. The comment when this was, modern legal set, this did not enter tapped. It's second, second version which might give it a bit more play. Can I both expedition map for this and mythical tutor to get this card? Oh, yes. Yes you can. I think so. That is something like. That's a little bit of flexibility that I do like. I'm not, I'm not sure you can mystical tutor for this, actually. Oh, okay. I think it might just be a land in your deck. Like, I don't think you could teach us that being so shiny. Right? Oh, is it, is it is it only a sorcery or something? I think in your deck it is right. Sun should I? It doesn't see the adventure when it's in your deck. That's for. In fact, I know this to be true. That was a very weird combo deck based on that, where, you like possibility. The, via the sorcery and the attack was a, like, enter the Infinites because you, because all your sources were advanced, so. Yeah. You can't you can't miss this for this, but you can access in that fight. Okay. So exhibition mapping for a creature is kind of is. Yeah. Yeah. For a spell is something. Yeah. It that there is a world where like four slower and lower power level cubes where just like this, like this cycle could be quite cool, like, especially if you're building IQ from scratch and you like Final Fantasy, then I think these are, these are fine cards to I what we I get again this guy comes back to the very fact that they kind of speed like able to start a we're comparing it to like 20,000 or 100,000, however many cards there are. We're comparing it to all the other cars. And just like land slots are particularly difficult to get into. But thank you. Yeah. Show. All right. Marvelous. So that's going to do it for the episode James. My takeaway from this set is the little bit of everything in this that it does feel like the last couple of standard set, which is nice, where basically I think there's like 4 or 5, like I think most tests and a lot of very interesting cards for specific archetypes and for specific decks, like, is there anything specifically that stands out to you from this set that you're thinking of trying in, in your powered cube? Yeah. For Powers Cube, I think it's, definitely Cecil, I think is the one that I will be putting in, and I'm would be surprised if it didn't stick around for a while. I think that cards looks very strong. Outside of that, I'm also interested in set off by, the blood artist guy that lets you stack things. I'm interested in someone. Could ya? So I think that cards very strong. But yeah, I think there's not a ton of, like, standout super high power level cards there, but there are a lot of really nice vocal players, which I think is good. I'm down for stats for like invest power level. Yeah, it's been a nice base, I'll be honest. Yeah, it's been every set since since after, Modern Horizons. So you have been this nice level about it basically. Yeah. You can really, find cards that work for you. Like for me. Yeah. Because you mentioned. But also like, traveling chocobo. I'm like, I'm here for it. I think it's going to be very solid. Like, same with town greeter and someone. Bahamut. I think those cards I'm. I'm interested in trying. One of them. I'm going to try. I like, like one thing I think of think it's not sleep magic, but the other, the other cheap blue removal spell. I should probably been able to scream. That's it. Yeah. It would be checking the chat box immediately. See if I got one ready for that today, but yeah. Yeah, I think that's another cool little thing to try. Yeah, I'll be honest, as someone who doesn't know the most about Final Fantasy, there's a lot of cool cards in the set. They've done it again. They've given me. They're giving me some coolness. And at the end of the day, that's all I wanted. So we love that for sure. For sure. Like, I don't understand any of the reference effects. I've never loaded a Final Fantasy game, but, I think a lot of the cards do just work as magic cards. And that's nice, because I think you do sometimes get with a very top down design cards where it's like, I think that's true of some of the cards in this that they see. But we haven't talked about today where it's like, I understand that this is probably a really cool joke for a person who understands the joke, but it doesn't make sense as a magic card. But I think there's lots of them that do the work very well as much as magic cards. And yeah, I think there's some nice additions for future. Definitely fantastic. All right. Well James pleasure man. Thank you very much for that. Yeah, that was a lot of fun. Yeah I'm looking forward. Yeah. As I said I've already proxied some of these off. We will be playing with them on Saturday. So nice. Nice. We can give it updates on the next episode. Sounds good, sounds good. 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. That's goodbye from James and we will see you all soon. Goodbye.