Powerful Nothing

#55 - Edge of Eternities Cube Set Review

Too Sweet MTG Season 1 Episode 55

We're back from our summer break, and today we're doing our Cube set review for Edge of Eternities.

00:13:44 - White
00:25:54 - Blue
00:35:49 - Black
00:43:12 - Red
01:13:59 - Green
01:32:08 - Multicoloured
01:46:12 - Colourless
01:56:47 - Lands

Video Version: https://youtu.be/FJ5t3rZ-MLc

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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https://creativecommons.org/licenses/by-sa/3.0/deed.en_US

Hello everyone, and welcome back to Powerful Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, but not only for this two week mtg. And as always, I'm joined by my co-host James James. We're back from our summer break. How are you doing? Are you well? Yeah, I'm pretty good. I'm pretty good. I'm excited to be talking about some new magic cards. Just. We were in the last episode. We have become obsessed with this podcast. It's official back to back sets. For a few years we've been busy. I've been doing things over the summer. Yeah, I also don't think it's entirely on us. Like. But that was not a long time between these two sets, I think. Yeah, it was like less than seven weeks. Oh, it's. By the time Edge of Eternity is released, it will be seven weeks since, Final Fantasy came out. So at the time of recording, probably about four and a half, five weeks. Yeah, yeah, I think that's reasonable. Exactly. What's another spoiler season? We're all good. But anyway, yeah, yeah, it is nice to be back in the world of magic because this is our cube set review for Edge of Eternities. We've got a tesseract, we have a bunch of cool cards, and we also have some new mechanics. Some of these are a little bit weird, so we thought probably best to just touch on some of the mechanics ahead of time, just so we don't have to explain them every time as we go through the set. Review. One very flavorful mechanic. James, is station I space station. We're in space. We're in the edge opportunities. There's a bunch of really cool, awesome ships. Do you want to read station for us and give us your thoughts on it? Yeah for sure. So station of pairs on a bunch of cards, primarily ones for for some type of spacecraft. So station reads, you can tap another creature, you control, you do. You put charge counters equal to its power on this spacecraft station only as a sorcery. Then the station cards will all have sort of thresholds for abilities they gain as they get more charge counters. So, for example, here we've got pinnacle kill ship. It's a seven man artifact spacecraft. When it enters, you deal ten damage to one creature and then you station at, you put charge counts on it, and then vessels when it has seven or more charge counters on it, it becomes A77 creature with flying. So some of them will have sort of multiple levels you can go to. So some of them will be like, five charge counters. It does this thing, and then at ten charge counters, it does something bigger. This is an interesting mechanic for me. It's, it's kind of mechanically a little bit similar to crew, I guess. But, instead of getting the temporary effect of, becoming a creature for a turn where permanently adding these charge counters and then when we reach specific thresholds, we get some permanent bonuses, of of a really big difference from crew, though, is that this is sorcery speed only. So that means you have to tap your thing on your turn and probably not attack or block with it for a full turn cycle, which is very much giving something up. I think this what this is going to play out best is in aggressive, creature heavy decks, that the reason for that is that, when you cast a creature, it is summoning six for a turn anyway, so you can't attack with it. If you're an aggressive back, you probably don't care about blocking with it. So you can't sort of get that station activation in for three, pretty much, which is nice. And that's going to allow your spacecraft to sort of get up to a smallish number of charge counters, five at first level on a lot of them, without even without having to give up anything. Right, without having to give up attack. So blocks, obviously, if you don't have many creatures in your deck, this mechanic just doesn't work for you at all. If you're a, controlling that, like a more mid-range attack that's very into blocking, this isn't going to work for you very well. Also worth noting it's sorcery, space, sorcery, speed. You can't do things like, you know, cast your sledge. And then before I get sacrifice station, that that that stuff doesn't work. Yeah. It feels to me like we can get a small number of charge counters for free, but some of them have very big charge counter thresholds, like some of you have to get like 20 charge counters. That stuff feels like a very late game to me, and probably like it won't come up so much. Yeah, I'd agree with that. I think flavor wise I do like it. I get it kind of a big vehicles, I think in commander where you can really build around it. I think it's going to be fun. Like you can also add some proliferation in there, get the counters up. And I also think in limited like in set limited I think is going to be fine. I'm looking at the set. There's a bunch of like cheap, high power, low toughness creatures with defender that are really just they're just the crew vehicles. I, I'm putting it out there though for cube. I think station is really bad. That's just kind of my opinion. It's kind of like they went like the outlast mechanic was too quick. Let's make it slower. I mostly agree with you. I think it is passive than outlast in that you can station with a creature of the ten. You play the creature that is true. So you get that one while it's summoning sick and it doesn't cost manner. That bit's nice. So like, there's a couple of cards right where a first level is like station two, you can get to that really easily. I think that is on a good effect. That's fine, as long as you have a ton of creatures in your deck. But yeah, I think in general, the thing of I'm going to tap a bunch of creatures on my turn, the pizza, the cost of the game to eventually build to some big end goal, and then you might just blow up my spaceship anyway, that's kind of, I, like, some of them are like, so many charge counters that I really feel like you should have just your opponents at this fight. Yes. So there's some where it's like, like eight plus seven plus, like, why didn't we attack our opponent for that instead of doing that? Exactly. And it's also the the life swing because you're not you can't block with those creatures either. Like, like obviously creatures with vigilance will get better because you can at least attack with them. And then do it post combat, I guess. But just generally, yeah, just the play pattern just feels really not great for me. Like, like I don't think they're that good at breaking ball stores either. That kind of thing of like like they're big and they're splashy and kind of you can put all this resources into them, and then you can very win the game with them. But like, they I don't think they're good at breaking ball stores because if you have one of these stationed and didn't die in that time, then you could could probably have been attacking if you had spare creatures. And just because because of the amount of time, it's kind of like generally speaking, you're going to be putting like multiple turns into potentially proving one of these things, your opponent. It's not like it's the most obvious thing your opponent will see coming. They will just hold up that doom blade for for when it's crude and then just kill it immediately. And then at that point you've you've wasted three turns. Not maybe not attacking with some creatures, maybe like just yeah, I like I think the blow potential is really big with station and like like I again I think in commander. Very cool. When I think in limited, I think it's going to be maybe not as good as like vehicles initially was in like cowardice. But I think it'll be fine. It'll be solid. But I think in key races it's very slow for me and even in slower cubes, I think there's probably cooler things you can maybe do. But that's probably personal opinion. I guess. Yeah, I could see it being a bit tough. I think the other thing is because I think it's meant to be good in both styles, but also both souls just don't happen very much in most cubes at this point. Like cards are just powerful. They get they get stuff done. It I find it's not just not that many games. You end up with a bunch of like prefabs and fall balls staring into each other, and you can afford to start tapping some of them. Exactly. This incremental advantage. Yeah. Because the thing is, fight the, the turn when you tap your creatures and wake up your your big spacecraft. That sounds fine. It's the turn before where you had to have some creatures achieve literally nothing to build towards during this next turn. Like, that's the problematic turn, right? And a lot of these spacecraft, like the numbers are just big. That station cost and like it's like and like most mechanics are inherently good or bad. Very bad. Just it depends what the numbers are like on the cards. But exactly, numbers on the cards don't look like the same to me, to be honest. Yeah. Like like like the Modern Horizons four version of station is probably going to be cracked, but it's just generally speaking, most of the cheap ones have very high station numbers or or the very expensive ones have low ones. But it's basically nothing's happening soon. Like like there is a couple are we gonna be talking about? There are a couple that are interesting. We will save them for the set review. But yeah, I think yeah, I think I think to begin with I think they played it safe. But after not do, maybe they were being a bit more careful with this kind of stuff. Who knows. Like at some point that did not say sorcery speed. Yeah. Yeah for sure. Well I think to be fair I, I think yeah, I think it's gonna be a big thank you. But I think for limited gameplay points, sorcery speed on this is a very good move because yeah, otherwise it's way too free. Right. You just pass with all your blockers up station and the fan, and you didn't have to make a decision. You didn't have to give anything up to station where some speed you. I actually force you to make a decision. So I think that is good design. But it's it's just going to be tough for keep that make sense. The other mechanic we wanted to touch on before we jump in was warp. James, what do you think of warp? Do you want to give us an example of a card? Yes. It warps a bit more of a, a familiar style of mechanic, I guess. So warp says, the cards with warp will all have a warp cost. The warp cost is generally, but not always cheaper than the casting cost. Says you may cast this card for its warp cost. If you do, you exile this creature at the beginning of the end step. Then you may cast it from exile on a later turn. So basically this lets you put the creature into play for a turn for cheap, and then it's going to leave play. You can cast it again for its normal casting cost. It's almost like it's you sort of do it a folk thing, but instead of it dying when you a folk hit it, it's like it's gone on an adventure and you can cast it, but it's adventure cost. Yeah. So, so for example, we've got Star Starfish. Whale has one of the commons. It's, it's for the blue. But three five flying when it enters the battlefield you surveil two and you can have warp for one the blue. So one of for good things warp those few right is you get to trigger any and enter battlefield effect twice potentially right. You get to trigger it. When you cast it, it's warp casts and it goes into exile. And you can get your ACP again when you cast it normally. I think I think this is a, a very solid ability for cube as, there's some stone cards with, with warp I think will play fairly well. Yeah. Nothing. Nothing found taking care of it. So yeah, it's a bit like fate mashed together a couple of other mechanics they've done in the past, but I think it plays. It's going to play perfectly well. Yeah. A part of me thinks they got the name first and then worked backwards, but, Yeah, then I like what it is like. It does like in terms of homes, it will kind of feel similar to like a lot of the warp cards are either cards with like ETB effects, kind of like a mole drift, that kind of effect, or it's cards that come in and help other ETB effects. So I think in terms of shells will generally see them in things like flicker decks. That would be the main thing to look out for if you're doing, if you if you like, look at the warp creatures also like similar to evoke. If you flick a warped creature, it will come back in as a new permanent. So it will stay in play and turn. Let's say something nice you can do with with some of the warp cards if it works how you want it to. Like evoke does. So those are some of the mechanics. There are a couple more in the set, but they are generally pretty straightforward, so we'll touch on them when they come up. But let's quickly go over how we're going to be evaluating cards today. But these set reviews, it's important to remember that we are comparing cards in this set to every card that has ever been printed before it. When we talk about cards, were generally going to be talking about them in terms of what cubes they could see playing. Well, either be talking about them in terms of power level of cube. So you have like your vintage powered cube at the top with all the best and broken cards where things have to be quick and super efficient. And then as you go down the power level, you have your unpowered cubes, your more mid powered cubes like legacy and modern cubes. Things are getting a bit slower, and then you end up with your more entry level cubes and your budget cubes, where things don't have to be as fast. They don't have to be as broken. You can run cards that need a bit more time to do their thing. We'll also maybe talk about sizes of cubes. The rule here is that the larger the cube is, the more you're looking for multiples of the same effect. So if we say a card could see playing a 540 or a 720 cube, we're saying that there's probably a better version of this card out there. But if you want multiples, then you could look at running it as well. We'll also shout out where relevant. If the cards we're talking about, we think could make a splash in peasant, which is a cube made up of commons and commons, or pauper, which is a cube made up of just commons. For what it's worth as well, me and James both own our own cubes. James are very high powered vintage cube, and I have an unpowered vintage cube, which is a little slower and lower power than James, but still runs most of the broken cards. And I have the Treat Yourself cube, which is a lot slower and is trying to do bigger, more impactful things, but later in the game. So if we mentioned our own cubes, that's what we'll be talking about. So with that out of the way, let's jump in to the set review. Let's start with white. First up we have Cosmic Grand Zenith. It is two and a white raid two for creature human soldier. It has whenever you cast your second spell each turn, choose one. You can either create 211 white human soldier creature tokens, or one counter on each creature you control. Quite do like that. If you play this on turn four and a cantrip, or like a cheap spell, you can get your tokens right away. That is quite nice. I also like that it's a token maker that can also be a win on like once you made enough tokens, you can make make them bigger is nice. And I like that. It's a card that you can run in your token deck that also has crossover with plus one plus one counter Dex. It kind of it it takes a lot of different boxes and a lot of the different decks that white generally tends to be touching in, which is cool. The main issue I think with this card is the just white three drops is a really very competitive slot in most cubes, like Adeline and monetary mental I think do kind of do this effect, but like better. And now also monetary mentors listen to pound. I think this might struggle in lower powered cubes, but I do think that this is a very solid card. Like like this will definitely be in the rotation on the mic go vintage cube and I think it will be fine. We are definitely see seeing the, an uptick in more and more cards printed with the whenever you cast your second spell, it's done, which is nice. It's just a solid way of designs. It's kind of it's not prowess. It's different, if that makes sense. But just yeah, play with a bunch of cheap spells and I think you'll be pretty good. And most cubes generally run out of one drop. So yeah, yeah, solid card, nothing too exciting. But yeah, I think it's solid. Yeah, I quite like this one. I think that we've, we've seen with the recent success of Coy Steel cuts of the, the multi spelling condition is something you can definitely make working cube. And this has two different modes. They're both pretty powerful and they both synergize well with each other like if your first two triggers make tokens and then you start putting counters on them that that's a nice game plan, sort of self-contained in this card. I think the main question here is just where does it fit? Because the, if you just look at the modes that would suggest this is meant to go in some sort of go wide creature attack, that's something we're faced with it in those decks is that whilst they might have a low enough curve to help you multi spell each turn, they're just not going to be able to keep the cards flowing enough to cast two spells or turn multiple turns in a row after you've cast this, which is is really what you want to be doing to get your money back off next, right? If you're just oh, one, two and three mana creatures, you will just run out of cards before you can do that. So I think really why I'm looking at this is the sort of like blue white, just sky spells high. I think this could be really good. Like that's a mental I think this other maybe alongside mental and things like third second class can be poly feel cluster. That sounds like a pretty nice basis for for a deck. Yeah. With, just all this cheap spells you can muster. Yeah. It's again another thing that really very goes up a notch in power level if you have some zero magical spells in your deck. I see mocks and not so much to see. You're probably used to use Mox and cast casting this early rather than. But then trigger it. Then you cast it. But anything like this ball ball meshes ball ball attack to improve any of that stuff. This, is incredible. This because getting that trigger, the turn you cast it is very, very powerful. But yeah, but very solid cards, you say? I'm sure it will be in the new card slots in no time to achieve will. Yeah, we'll see if it sticks around, but I don't think it's a bad one. Yeah, yeah. Perfectly solid I think. Yeah. It's just a lot of competition of that slot. Right. What do you think about next card, Jane? What do you think of, like, stall Inquisitor? Yeah. This is a single white mana for A21 creature. Angel Wizard. Very weird. I have a one man. I did not realize this was an angel. But some weird angel tribal nonsense going on. Neil cube, there's not a lot of one man of angels, so I guess I got them. What does it do, though? It has vigilance and when this creature enters, each opponent exiles a card from their hand and may play that card for as long as it remains. Exiles. Each spell cast this way costs one more to cast, and each land played this way enters tap. So most of what's going on here say one mana. Two one, one mana. Two. One's a good. We like them. They have two power. This taxing effect is really not worth a ton because your opponent gets to choose what card is exiled. It's not terrible, but there's just going to be a lot of spots where they can make choices, where they're just not very hurt by this turn. Right? Like, for example, if they have a tap land in their hand, this effect does literally nothing. I exile the tap land. A player to turn this after was going to end taps anyway. It does synergize a little bit with a few cards, which I already played, like stuff like even interrupts. Makes all the spells you cast my exile more to cast. So that does stack with this, which is kind of nice. If you had a few of these as fact, like so five Spellbinder sets, you could you can maybe consider voting. John, if magistrate is like a particularly hateful build around. That sounds quite fun. But in general, I think you're here if you want the savanna lion. This is better than the dragon tamer you were voting before. But it's really not that exciting. Otherwise. I agree with that. I think this could be quite punishing on a mulligan if your opponent, like, mauls the six or something like that. And it's kind of a like like this punishes got greedy, Dex, I think like decently it's not like the most broken card, but I think it's. Yeah, it's solid. If you saw it in a cube, I don't think you would like think much against it. But for me, I think the main thing that kind of brings it work probably won't. Like I won't consider it cuz it's just like it's oddly just not a relevant creature type. Like it's not a human, it's not an artifact, and it's not a legend was a kind of like, if I'm going to be theming my white, aggressive creatures, it's it's normally one of those, and if you're just going for the most efficient, then there's, I guess generally more efficient. But again, like like there is only too much wrong you can do with a one man or two. One with upside like those will get played in cubes and they will be fine. But yeah, yeah. The first note I have is this is a solid card and I don't think I think that kind of sums it up quite nicely. Yeah for sure. Never embarrassing, but never exciting even. All right, let's keep the ball rolling. Next up we have reroute systems. This is a single white for an instant. Choose one target artifact or creature gains indestructible until end of term or reroll system deals two damage to target tapped creature. I do like this. Like the protection part is something I would like to running cube, but normally this doesn't deserve a slot like, It's good protecting key creatures like something like an ocelot pride or an Adeline, as I mentioned. Like something that, if left unanswered, can just run away with the game. Like if you can just dodge that first bit of removal, then it is quite nice. And obviously it can also protect like a combo card if you're doing creature combos, if you're doing a twin, if you're doing like pushes, combos, that kind of thing. And then on top of that, the fact that is a solid removal spell is nice. Like like obviously this this doesn't compare to like your swords or your paths, but a shock in white. It's solid. Like it's not like like effectively. This to me feels like a sideboard card that you can main deck. I think I quite like that. Like, like like this isn't going to rip up trees. I think it's a I think it's a cool like like like I think I prefer to like outlast or something like that, that kind of stuff. But like, yeah, I think we were systems is all right. Like, like it does like all these kind of cheap protection style cards do get better if you're doing like something that cares about cheap spells. So like like we mentioned Cosmograph zenith earlier, but also like the feather, the redeemed, that kind of deck. Like it does get better there. Yeah. Fine card. It isn't uncommon. Probably. We'll see more play in. It doesn't keep. But I could I could see myself playing this for a little bit until James yells at me. I know I just sort of in my checks. I need to defend the honor of ours. Now I know, just tell us everything else. Steals for five, six, six. This this still kills a parkside bump. It is like that's the main thing I want to kill with my one man. Oh, wait, wait. Spells only one safeguard attack. And, gets something. Yeah, I. This is, But listen, my delta is good. Should I have a if if this was an actual shock and it would shock anything, then I'd be into it. But, initiating attacks. Creature means this is only really. Hey, if, I guess for slow attacks, but then the slow attacks don't really want the protection spell as much, so I think there's there's a little bit of awkwardness for, Listen, it's not a terrible card. It's, it does something against aggro and it does something against them evil spells, and that's fine for one mana. I will say I get lower and lower on the protection spells, but just given this small, let's just, you know, there's so many of the middle spells, like it basically doesn't work against white removal most of the time. Right. And it doesn't work and simply bounce spells. It works against the second copy of a reroute systems. That is true. You have found that guy. Outside of that, please keep outside in your queue and don't look at this card, okay? That's just so good. Have you ever. Just like. I'll sit there, thought of profit for one mana, and that feels so good. Okay, okay. That's fair, but, I we have another removal spell next. James, what do you think of seam rip? Yes. If seam whip is a single white mana for an enchantment that uncommon says when this enchantment enters exile, target non land permanent and opponent controls with mana value two or less until this enchantment even battlefield. You may think you have seen this card before and it's because you have. It is called Possible Hole. Except that was an artifact. Possible holes. Basically been in a ton of cubes ever since it came out. It's been in mine since it. Yeah, since they got pretty. It's. Yeah, it's been in mine. It's been my power queue, but it's just that flexibility is is very powerful. You can hit creatures, you can hit artifacts and hit enchantment, for just one bite. Mana is very, very solid. I don't know that I'd want to double up on that effects very often, so I think the approach I would take is if white cares more about enchantments than artifacts in your cube, and I would cut possible hole for this if it cares more about artifacts and I would keep a possible hole I think is about where I end up. Yeah, I can make a great yeah yeah yeah, it's been in my key from the start, but I've also had a very portable always been in mind from the start. But that's because I've had a white X artifact deck in there the whole time. I would probably still run it if I didn't, but yeah, I agree, I only really want I want to run one. It's kind of it's whatever takes your fancy. Basically. Yeah for sure. Like, yeah. If you're if you're doing like green, white is Enchantress in my cube then getting cut possible hole for this card. Seems like a very big deal for that deck. Not very solid. I'm just looking at the art on this. Is Sam Gray related to Rebecca Gray? And have they just taken their art style? Do you see? This is very similar, actually. Is I like it? Yeah, it's very pretty, but it is kind of copying someone's own work a little bit. But hey. Oh it's lovely. It's nice to see it anyway. I mean, a family tradition, I suppose, but I'm assuming they're related. Otherwise, it's a massive coincidence. Yeah, yeah. All right, let's keep it rolling. We're moving on to blue next, and we have Starfield. Vocalist. This is three in a blue for a three for creature. Human bard. It has. If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger that ability triggers an additional time. And it also is our first example of warp. It has warp for one and a blue. So effectively here we have pan harmonica on a creature. So it can attack and block, which we like, but it can also die to a doom blade, which we don't like. For me, this is very much, if you're already running Pan harmonica on in your cube, then you might be tempted to add another version of this effect. I'm. I'm thinking really only one. But mainly we're here for the look at decks that would want this. Like it could also be nice in a landfall deck, but really that double up some based on your Mull Drifter or your cloud affair is that kind of thing. And in that deck, I do like the warp ability on this as it lets you kind of do your broken thing out of nowhere late in the game. Like, yes, you can run this out and hope it doesn't get killed, or you can all the time you need to pop off. You can pay to mana and then do your thing. Like going this into palace. Jailer on turn six seems really nice, like there's a bunch of broken things you can do with this, which might be too slow for the most powerful cubes, but there's some more mid-range stuff here that could be good. Like if you're a fan of combos like going this, that is Oracle. If you have six cards left in your deck, could be fun. Or this like Imperial recruiter, getting both parts of your creature combo could be quite nice. And there will be worlds where just going this like warping this on turn two and pitching grief will just ruin your opponent's game plan. Like that is pretty solid. Like, I think this is a cool card, but it's just not one for every two. But I do think it it's for cubes that want to go a little bit longer and kind of want to build up to some kind of big engine where like where Panamerican would normally be good. Yeah. What do you think, James? Yeah, for sure. Yeah. Basically a redundant pan. Harmonic junk. I feel like a deck. It's cool that it does for you if you already have a bunch of flicker effects in your deck, it does the thing where I can cast them to mana, maybe get a trigger out of it, and I suck at this and get to keep that. I don't need to invest, man. Envy recasting it. Like you're probably not going to actually invest a, you know, your family eight or whatever it and doing that. But you might it might be really good if you have say a block go in play where you can cast this will block out flicker s and you just gets paid two mana FTL for my spell basically. Which is cool. Except for if you want another pan harmonic, feel to life that could act like Elysium is just way more powerful than this card, right? Yes. Right. One and like just different card. That affected deck is blue white. And that card is frankly pretty obscene. That's one, but it doubles all of your triggers off. Permanent also prevents your opponent's CCTVs from occurring at all. Shockingly annoying to move, actually, when you're looking down at your handful of, your shrieking spells, can you not realize that all the CVS. Yeah, yeah. Yeah. I mean, yeah, this card is, is fine for that. More sort of like mid power level of cube flick attack, I guess. But yeah. Yeah, it's very much, if you're doing like a cool thing style of cube rather than, here is my efficient a BC way of killing you. This doesn't fit into that. If it's into like a you're going big, you're doing splashy, that kind of thing. And they're, they're I think a it could be fun. Yeah for sure for sure. All right. Next up we have our first spacecraft of the day. We have synthesizer lab ship. This is a single blue mana for an artifact spacecraft. And her station is all the spacecraft do. So you can type creatures, put, charge counselors on it that has two or more charge counters on it. It has, at the beginning of combat, on your turn up to one other target artifact you control becomes an artifact creature with base power and toughness to two, and gains flying until end of turn. And then if it has nine plus nine or more charge counters on it, it is a full, full creature with flying and vigilance. I like this is cheap, but it still doesn't seem worth it to me just because you actually need a fair amount to come together for this to be good, and your opening hand fight like I need to play this on turn one into like a two power creature on turn two to make it into a fight. Actually make it a full stacks. Then I also need a like redundant artifact lying around, but I can wake up into a 2 to 5 every ten. And if I put all of this together, all I get is to attack you for two. I, like that's just not a payoff. But I think you just attack evasion. Yeah. And then, like, maybe I make it a full fall after, like, a million turns, but, I think we can do better, you know? Just just play some better lions. This is worse than Savanna Lines, man. The issue is for first stations. I don't think we can do better. This is the one I'm the highest on. Like, there is some. There is some, like. So. So why I why I'm highest on this, is it? At least it's cheap. Like this will get into Dex because it is a cheap artifact. Like it is a tank. A target like it counts towards your constructs. It will get into Dex. And then I do think once it's in a deck, like, because this can come out early, unlike all the other stations, I think this is only one. This is the cheapest spacecraft by quite a long way. I think there's just more opportunity cost with this one. Like it's going to be around longer. You're going to have more time, I think, to do it like like like if you're in that deck, I'm thinking like, you will have a treasure or an artifact land that's gonna be pretty easy to animate and just jump in here to get in for some damage or. Well, I'm kind of all right with this. One is like like, say we get that to two, we do it once, we then can then like like if it's like a treasure token that we've animated, that's that is crewing this, then I'm then we haven't really invested that much into it. I know that we are actually giving up 9 or 10 worth of damage in the air to do that. But like there are worlds where sometimes we can't attack with a two to fly, it might not get through where just like it, if we if all we have to do is tap a creature once and then, like some artifact we have lying around makes this bigger, then I'm kind of okay with it. I'm not, like, excited. I'm not like, I don't think it's broken, but I think just like I run plenty of cheap artifacts in my queue because they are cheap artifacts. And I think this it does have the it has that threshold. And like if I was going to test, this this goes in, in and one thing I would say is my wife is excited for this vintage and she is often right about these things like that, like, like, so if I wanted to test a spacecraft, this would be the one. If I open one, I might try it. We'll see how that goes. I think it would be good if it could animate itself. You know, it would be. Yes. Yes. If it actually be, it would be really good. Well, fairly good. It would be quite good. But, it feels quite hard to be attacking for damage with this intent to right, which, like, you just need so much to come together for that, like it's almost impossible that you can actually have like a zero mana aspect. So if it's, if we're not attacking on turn two and we're kind of not getting our money for fighting, I supposedly I'd like a good one for mana fat. Right. And it's not that powerful later in the game. Like you have to put a bunch of you have to. You'd have to give up on damage to make it into a good like, like game for. So I don't I don't really see why we're getting paid for this. I see a whole bunch of scenarios where I just straight up nothing. Like if we do a vessel, not a two not so cheap creature to siphon and it does nothing if it does. If we draw this and we do have a creature that stations it, but we don't have an artifact lying around that it does nothing. Which is like, I, I, I would be okay with cards being conditional. That can be fine. But it means that the payoff has to be better. So when it works and the payoff isn't that good, I think, oh, I, I do agree like like so, so like the thing I will say is I'm looking at my artifact aggro section, which is quite deep, and it is much bigger than the average cube. And I'm looking at things like, I mean, hang back wall, curb walking ballista. They'd be fine to animate because they keep the counters that you turn into a flying beater. That's not nothing like I'm looking at arc bound Ravager animate. Like turning that into a 2D flier. It'll keep the cameras on top. That's solid. Like I'm looking at, I'm looking at patchwork, a patchwork automaton. It'll keep the counters on top and and the flag, like like like that's. I think I'm not saying this is a fantastic card, but I think this is. I think this is worth a test. I think that this is such an easy it's such a he's a he's willing to go in like like if the best thing that happens to it is it. Yeah. It it's tinkered away into something else. Then it's at least done its job. But like I, I okay, let me give you a, a comparison card here. I feel like blue y artifacts feet down that you either have this, or would you rather have caught a monkey less of. Yes. Caught a monkey? Yeah, but I love golden monkeys. James, look at that little that. Okay, cool. That's fine, that's fine. It's like a clown whether you like it. But lower got him I this. Yeah. This is like random common creatures from ten years ago. But it's got a set mechanic. James. All right, all right, let's move on. Let's move on. Let me take it away with our first black card of the day. Next up, we have tragic trajectory. This is a single black mana for sorcery that says target creature gets minus two, minus two until end of turn. And it has void. Void is also a new mechanic, but it's nice and straightforward. It says that creature gets minus ten minus ten, and when the turn instead if a non land permanent left the battlefield this turn or a spell was warped. This turn. This is a nice take on tragic slip. Like yes, you lose the innocent speed, but one manner to kill it to power at a two toughness creature is still very solid. Like we will still run that in cube and try to slip is basically only really usable if you trigger its morbid ability like meaning that secretly try to slip. As an aristocrat card. Like with this, you don't have to trigger a void for it to be good. Like like like like like killing creatures with two toughness. Real creatures, like I mentioned, broadside bumper is like, like gout. These are real things you want to be killing. And this does it without you having to worry about a permanent, an online permanent leaving play. Also, this is going for triggering off of non land. Permanent means it works with things like treasures, with blood, with clothes. All this kind of stuff is what it doesn't just have to go in a aristocratic kind of shell. And obviously there's a lot of competition in black removal spells, but I think this is a solid card and I think it deserves a test like this. The floor is just so low of just giving a quick I've just taking out a relevant region. And then the upside is you can take out the biggest thing on the board as well if you do a little bit of work basically. Yeah, for sure. I quite like this card. It's I think can be sort of one mana black removal spells. It's like tracer pushes us here and then there's as if a variety of other ones you can play if you want for more like, they compare to something like this figure of which is basically you don't get the, the minus ten, minus ten, but it's instant speed. I think they're probably comfortable power levels because the speed is really big on this effect. But I think it's cool to include a version like this where it actually has some synergy with some other stuff in your queue. Right? Yeah. I think this in a nice spot where this is playable in any depth. Right. You would put this in your blue that control that quick path out for any other permanents and just pay black for soul space minus two, minus two. And that's fine. But you can there will also be decks where this is excellent because it's because you have a bunch of pressure, a bunch of bloods, a bunch of creatures are dying, whatever it might be. And in the mid game, it's just going to be like reliably one mana hard removal, which is, which is phenomenal. I think just having your removal spells not all being exactly the same, and every deck just adds a nice bit of texture to the cube. Right. And that's, I think that sort of thing just makes the drafting experience a little more interesting. So, I mean, I quite like the spell for that reason. I think it's quite powerful. Yeah, I'd agree with what kind of get onto it when we go into some of the red spells, but like, I do it quite a lot with like, red burn. Smells like you kind of tailor them to what your cube is trying to do. Like again, like I've mentioned, I have artifact, so I have a pyrite spell bomb in there, that kind of stuff. So yeah, I could see. Yeah, tailoring it a little bit like that. Yeah. I don't really like generally with the Batman. Also I just generally going efficient. But yeah, I do like that. That's quite nice. Yeah, sure. I next up in black we have, Marvel Color zealot. This is one a black for A32 creature human cleric at uncommon says sacrifice another artifact or creature. Surveil one. Three sack out. That's a really good. And this one is kind of price to move, to be honest. Compare this to something like this of fear, which is be like one minor one one which, which has, skin of a sack, a creature to, to scry one, see if you're going sort of pure combo aristocrats, then you do have, just have one mana spell. But if you're the, aristocrat, speed down need that which sometimes does a combo thing. It the wave of I have this card fight because this is a two mana free two. It's perfectly respectable body going to do stuff in my game. It's going to attack, it's going to block. It's going to be a valiant piece of cardboard. And then is still a free sack outlet when you want to blood assess your opponent to death. That's a really nice place to be. Also, if you have sick, fat Dex often really care about feeling that graveyard. So having surveilled a subscriber is really nice. And sacking artifacts is is a pretty big part of it. Some decks you know, and we've seen them move in that direction with stuff like marionette. Francis was like Blood Festival. So check us out. Fast facts. Having that, that artifact sacrificing thing, it's now just a thing in quite a lot of cubes. So having this be a sack outlet for your artifacts is quite nice too. So could maybe even see play in like a food deck for that reason, right? Can just stack up a bunch of figures when you sack all your ass facts at once. Yeah, I quite like this is also quite nice with this. A veil that, if you're doing the, the persist thing, not all of those combos actually kill the opponent on the spot, right? Like, if you're doing that for this first save, it's, in fact kitchen. Thanks. Then you're not killing your opponent. You just get a bunch of scribes. This doesn't kill you around either, but you get a bunch of surveillance and therefore you get to stock up your graveyard and maybe, like, shred the firm or something that that tends to kill them that way. Yeah. I think this card has, like quite a few little things going for it. And, and I could see it. Same play. Certainly in Peasant Cube it seems, seems very powerful. But in plentiful cubes as well, I think. Yeah. 100% like, surveil is a massive upgrade on things like scry, which, you see, I've seen a couple of times on Substack outlets and like, especially in black, where you tend where you tend to find like sometimes in cubes, they run a lot of, like recursive black one and two drops, like things like blood cast or, creatures of that kind of black like, this gets really good with that because, like, it's you can put it into the bin, then recast it and then sack it and just keep filling up your bin again and again. That's pretty nice. And like, yeah, I agree there. Kind of like I think, I think I like this more than some of the three drop ones, like Genie or whoa, Strider. Just like, yes, you lose some abilities with them, but just, you know, is a lot less like I do. Quite like like like like if the if I was still running Genie or whatnot, I think I'd probably cut them for this just because. Just my manner efficiency point of view. Like, you're just kind of it's onto itself, basically. But I when I came back to playing magic, this would have been a rare games like, well, maybe like I yeah, I like this card. I think it's really solid. These aren't allowed to save attacks. Now if I am let's assume five tax I see. Yeah. Coming at me. Yeah. No I like this wave often. Yeah. Yeah I think like my card kind of sucks that I think that, Yeah. Like, I could see, like. Yeah, this over wave striders even seems like a pretty good place to be. All right, we're moving onto. Right. Next up, we have DEP Shaker Titan. It is a five red red, A55 artifact creature robot. It has. When this creature enters any number of targeting artifacts you control, become three three artifact creatures. Sacrifice them at the beginning of the next end step. It also has each artifact cohesion you control has melee, which means whenever a creature with melee attack click, it performs one until end of turn for each opponent. You attack this combat, and it also gives them trample and haste so that shockingly, this is a command card. Effectively, whenever an outbreak creature you control the attacks they get, it gets put. Plus one is one and that's the yield off of that. So I know this is a very command card, but I do think that this is cool. This is kind of like the red cyber cyber drive, which in itself is like a crater Hoover win con for your make a bunch of artifact token deck. The awaken animates non non creature artifacts and makes them for for fliers. No haste. So you do need to have had tokens on an earlier turn. So as a hoof, I do think this is worse than the waking up. But this does have upsides. The damage output on this is the same. Your treasure will still attack as a for for because of the melee ability that I mentioned. And this also gives other artifact creatures melee trampling haste as well. So it works with if you have other artifact creatures, it's not as dead as The Awakened. It was like you're waking. It does nothing to your artifact creatures, whereas this will give them trample and so on. When they attack, which is good. Having said that, seven mana is a lot and this is not the most cubes. Effectively, I think this falls into if you are already running cyber drive awakening in your slower cube, where you have time to get to seven mana and build a ball state. And basically you're looking for a way of pushing damage through like a big, splashy way of winning the game. Like. But I probably test this in my Treat Yourself cube because I have, which I've awakened in there as a way of killing people with like food tokens or clues and stuff. And this is another version of that effect. I think that's fine. They're like, is it the most efficient? No. Is it cool? Yes. So I'm probably going to give it a go for that reason. Yeah, I can certainly see this killing some people. It says it's for, a cube of a more leisurely pace, I think, seven manners a lot. And generally with seven drops, if you've gone to the effort of putting getting a seven off onto a battlefield, you really need it to very reliably do a thing. Right. And this this has further conditionalities on top of being able to get SMG up onto the battlefield. Exactly. It's four cubes that you do the big thing and then that there's still some game afterwards. Not here is my big thing. I win that contract. Exactly. Yeah. It could be a cool thing to like welder into or something that, you know. Yeah, that is quite fun. I do like that. It it it is kind of unfortunate, but like the main, the main sort of artifact token that makes is treasures. And if you crack for treasures to cast this, then a treasure, something, to attack from. Right. It's, it's a little bit unfortunate, but, Yeah, I could see it doing some stuff. And for that cube. Yeah, it's. I think this card is cool, but this is going nowhere near my regular cube where I'm trying to be efficient and, like, kill people with, like, two and three drops, like, yeah, I'm going to show like, like the average CMC of my treat Yourself cube is four. So this is perfect. Yeah yeah yeah yeah yeah. If you're if your cube contains two drops more aggressive than Wall of Omens, then then this might not be for you. Very very fair. But the next card you have James, I think this one's quite cool. What do you think of a window brush razor. Yeah. So this is two in a bed for a two to creature insect warrior. It says whenever you sacrifice a non token permanent exile, the top card of your library during your turn. As long as you've sacrificed a non token permanent rest. And you may play cards exile for this creature and you can tap it and sacrifice land to add to that. That. So so this is a three mana two two that doesn't have an end for battlefield effect, which kind of disqualifies it from some cubes. But moving on to the other cubes, where you're allowed to, where you're allowed to play this sort of nonsense and get away with that. I think this is actually quite a nice little engine piece. Especially if you're doing anything in the green wetlands space. So green red ax. Really? We're not really about being too color. Some of the effects. I think that I think this can be a very nice little value engine. Right. Let's see. It lets you just sacrifice your lands, get extra mana, draw yourself cards, and, then for the Catalans later. That's very nice. It feels for mana to play because you you exile with it. It's will also. Let's give you triggers. Just sacking your lands for any of a purpose. So you could go quite big with this potentially, right? If you have just say, sack outlet for your land, something like a seven all by self and safe keeper. You could go like sack all my lands, exile a whole bunch of cards, play a bunch of cards, then play one of these, like spend it reclamation type effects. Get my lands back. Do it all over again. You can potentially just go through your whole deck during that. That's pretty cool. Then there's also, it's quite nice that if you hit cards, you can't play. This tend to be that of manner. You can take them next turn if you just sack around again. It says you can as long as you sacrifice a non token pattern. At this point you may play cards exile. So you get do you get soft still the cards for later okay. Assuming you L2 to continues to survive. There's also it's I think that's the deck it's best in. But it I think has non-zero application inside it. And I was about to stack it is just non token permanent. It doesn't have to be a land. And those decks you can it the non token part is unfortunate but you know you sack your cheap value creatures, you you'll trick of us will be trying cards and those stacks tend to be a fact of a fairly low curve. So sacrificing your land for mana, it's maybe not the worst thing. Yeah, I think you would want a pretty low curve, because if you're. Yeah, exiling a bunch of cards to play this, then it's not so good. If feral foreign five drops, you know? Yeah. I think in the sort of cube way you can get away with playing this sort of value engine. I think this is actually quite strong. You'd like this card. It's got very much like orcish lumberjack vibes to it and kind of like one more thing to mention is, like you, you can still tap the land for mana before you socket. So effectively you are still up three with this like is quite nice and like yeah, I think it's like this is definitely better in cubes with like fetch lands and that kind of stuff. But like yeah, I was about to also be solid, as you mentioned, but like, I know, I know most people don't like stacking their lands, but like, if on turn four we can cast a six drop ahead of card, that's still pretty good. Like this is still like solid ramp. Like again. Yeah. This isn't for for every cube, but I think it's cool. I but like, do you think you need to be recurring lands like like this goes really hard with, like, the jet rock monster, but like, is that the kind of show you were thinking of? Or kind of like, do you think you need a crucible effect to make this card really good? Or is it just like it's just good enough with the card advantage? Basically? I think one of the things I like about this, cause it's, I think it's good in a lot of different shells, I think the shell that I think does the most exciting things with this is the, like, cycle. My lens to a seven of I've drawn like eight cards. Then I've returned more of a standard of explanation. I do it all again. I can go through my whole deck and like, powerful you or something. That sounds dope. But, the, I, I think is also very solid. And just like I play this on turn three, on turn four, I like subtle and make some mana. Play what? Play? Like land the land. I have the top cast, my six crop. That's pretty good. And then later on in that game, I can just start cashing in my lands for cards. The manner Manor, playing off the top. And I think that adds up to it, it being enough. And then. Yeah, like, and you know, even if you're just like, I've got some thatch lands and a wasteland and whatever, you know, like, you are just getting some value out of this and, and that's pretty nice. Like there's a lot of ways to set on non token permanence. It's not a big requirement to meet and it does fuel itself. So yeah I, I think there's a lot of different places you can go with this card. Yeah. This one's cool I do like it. Yeah. Good. Good find there James. Nice. All right. Let's keep it going. Next up we have covering. God I'm butchering that cover on Harrier is a single read for A21 artifact creature. Robot soldier. It has. Whenever this creature attacks, you may pay two generic. If you do try to two two colors robot automatically token this captain attacking sacrifice that token at the end of combat. So similar to. We talked about single amount of two ones and in white. They also have play in red. I like that this has game in multiple decks. Like as a savanna lion. Mono red will play it. Yes. It's not Raghavan, but there is still room for cards that aren't Raghavan in cube decks like later in the game. When you don't have a play, you can pay the money to make an additional taka, which is solid. It means is not. That is a draw later on. Also has a menacing red generally has the most free spells of any color. I'm thinking like things like fury, mind collapse, fire, blast, and power can exist. So like it can often just have spare mana lying around and it can do other things. Like it can still be. It can still be progressing its game plan without actually tapping for tapping mana. So this, this that I think is quite nice. And the fact that it makes a token means it has an A token deck and there's a cheap enable. And as a cheap enabler, if you care about having a bunch of tokens in play, and then importantly, the fact that it's also a cheap artifact that makes more artifacts means it can go obviously in the artifact deck. Like any deck that cares about having a number of artifact tokens in play is really solid. And also, the red version of the deck tends to care about sacrificing artifacts a little bit more. Like I'm thinking things like mayhem devil will really like this card because effectively it's dual for at every turn or so. Obviously we have the like. Like I mentioned brawls earlier, this does seem pretty solid. I just giving you a free thing or not free. But I don't have to have a card in hand to make a thing every time. Just fling with the blows of combat. It's. That seems pretty cool. Yeah, that's quite a lot of options for a one drop. And I think that's really nice. Like, I'm probably going to test this like it's an uncommon, but my guess is that we'll see playing more cubes than just peasant like I think it's pretty solid. Yeah we've done it guys. Spotlight bump it is is finally good. Clever. Yeah. No, I think this is solid. It's, the, the manner you've got front end to make for two one means, you know, you're not really like doing this on turn two very much. Right? I think you should mostly be viewing this as bad for a two on artifact creature. Which is a very good start for an aggressive artifact deck. That's already pretty much close ties to good enough. Sometimes you'll make, the token later on. That's fine. I do kind of wish the tokens stuck around until, like, the end step. Like, you know, for mobilized tokens do, for example. In fact, you sacrifice to the end of combat means it's kind of harder to use it. Like sacrificing the value, because you don't get to your main phase with the token right. But having said that, yeah, there's there's there's not a lot wrong with this card. It's, I will say that there are a lot of quite good, bad aggressive artifact cards now. So I also wouldn't be shocked if it didn't end up making the cut. No, definitely. I think it's if you like, if you have things like a token deck, if you have things like an art by deck, if you have these things already there, then it kind of slots in. There's like a nice little crossover piece quite nicely or quite easily basically. Yeah. Yeah for sure. All right. What do you think of our next card, James? I believe it's called Memorial Vault. We're working with the translation. So if we're wrong, blame mtg goldfish, not us. Yeah, that seems like fair. Disclaimer. We'll go with Memorial Vault. So Memorial vault is for an event for an artifact, you can tap for Memorial Vault and sacrifice another artifact to exile the top cards of your library, where X is one plus the sacrifice artifacts mana value. You may play those cards. This ten. Again, this is obviously one for, one for slower cubes, but I think it's fairly cool there. Have you ever cast of Focusrite? Daniel. Not. Not Massey. I think in bloom. Burrow. Seal. Does that count? That does definitely count. The vessel of affinity cards is really cool, right? You, like, you might you, you see five cards and you can cast as many as you can this turn. That's pretty cool. You really want to have a loca for this to be good. So think about the sort of deck, but would want fun. Something like experimental synthesizer. There's those sorts of decks I think will vary like this. Like lo have lots of artifacts in play early. And then you can custom affinity cars. The thing that really make this pop. But even just, you know, I stack my treasure. I see one card that's also pretty good. So yeah, I like this as a value engine for an artifact deck in a slow queue, basically. You can't put this in fast cubes. No one will play it because fell or that you'd be dead if I tried to. Yeah, you do need a density of artifacts in that. And yeah, I'll be honest with you, I was not that high on this card, but I do. I think the affinity line is quite hot. Like, I do want like that. Like like like like I am test like this is not going to go in my mind, cube. Like. Like I am testing a bunch of affinity stuff in there now because I've just read that density of like the artifact deck will easily have four artifacts on turn 2 or 3, that kind of stuff. Like Memorial Vault. If I was doing this in my solo cube, I think it could have a place. Yeah, yeah, I yeah, it does seem a bit commandery, but I think it's cool. That's fair, but you could sacrifice your moon for certain cards, you know, just to say. But then there are. Yeah, there are more affinity creatures now. Like, they keep printing more like fragments. Also got printed last year, and there's a bunch here. Maybe it is pretty true. Yeah, I think maybe it's just if you're doing the affinity thing in your cube, then this could be cool to try. Yeah, yeah, you can do it. The time it comes down, which is nice too. Okay. Interesting one. We do like it. All right. Let's keep it rolling James. Next up we have plasma bolt is a single read for sorcery deals. Two damage 20 target. It has a void plasma bolt deal three damage instead. If an online permanent left battlefield. This turn or spell was warp this time. So single red mana removal spells obviously have a lot of competition and base level sorcery. Speed shock is not really where we're at, but the potential for this to be three damage for a single mana is good. Like yes, we already have chain lightning, but I'd be tempted to test this over maybe something like Firebolt. Like in the majority of tubes, these burn spells are almost a flex spot, as we kind of mentioned earlier. Like, you can run cards that work with archetypes like a running, like I mentioned, I mentioned because I like deck, I'm running pyrite spell bomb, but also because I have like a delirium deck. I'm running like an unholy heat. Like this is a little more generic than those, but like, it does. Like, if you're doing stuff with aristocrats, then there is a little bit more there. Yeah, there you are. You're going to be triggering that three damage ability a bit more reliably. in those higher power level cubes where you want where you generally run cards that are more efficient, the fact that it's three damage there, much more likely there means, I think that it could be a better fit. Oh, maybe maybe test this there. What do you think, James? Like like what is what is the highest kind of cube you think plasma ball could see playing? It's always difficult with these. Like what you say. See playing because, you know, if if you put it in powered cube, then yes, sometimes people would put it in that deck, right. Because they want to shock. Because they want to kill their opponents fragments or whatever. But there are just better options. This for thing. Right. Like this isn't that often flameless isn't better than trade lightning. This is very much not better than lightning bolt. So I think it's more, it's more just a question of tuning to what power level of the move do you want for your cube, and to what extent do you want people to have to work for that? That one mana deal fee, you know, and the thing that is nice about this, and unlike stuff like Fiery Impulse or whatever is, is this also goes face. How it works feel it's set to get a little bit more burn and fewer aggressive decks as well. Yeah. This is, this is solid. It's not exciting. Sorcery speed hurts a lot. Yeah. I think you know better, better options. But it's it's as telling of removal for your cube. And if you know you're building, one of the things you're building around enables this. Very well then then maybe it's something you're interested in. You know, a few other like big number treasures stack or whatever. Solid. Make sense? All right. You have a couple more red cards. What do you think about rust Harvester? James I think this one is. What is Wall-E? If you ever seen that film. Oh, yeah. It is. Yeah. Look at him go. He's, Yeah. This is the bad times again for Wall-E. This is more like Wall-E. The source of fulfillment is that. Yeah. Yeah. This is one manna. A single red manna for A11 artifact creature robot. Wall-E would not be a red card for this for any. It's not very aggressive. It's a. Yeah, I think you. Yeah, yeah, yeah, very much a pacifist. I think Wall-E. So this harvester is what we are talking about is a single event. Manna for A11 artifact creature. Robots. It has menace. Wall-E definitely doesn't have menace. Eva. He's the least menacing little robot I've ever seen. But this harvester has menace, and you can pay two and tap it and exile an artifact card from your graveyard to put a plus one plus one counter on this creature. Then it deals damage Quill to its power to any target. Listen, if you can keep activating this a few times in a row, it's fairly powerful. It will take over again. Game. Like the first time deals to something that deals free. Then it deals all like you have. You're very stacking up for, if you're killing creatures with those activations, that's going to take care of the game for you. And that's a lot for one mana card. The thing is, you just, most games going to be able to activate this every ten, artifacts. Unlike incense and sorceries, they don't tend to just go to the graveyard by themselves when you play them. So for that reason, I think probably how you want to use this is in until I can aggressive artifact back and you'll kind of infer one mana, one one source for that creature. And then later in the game. But it's actually quite good at just buffing that creatures like you put an equipment on there. So you put some plus one plus one counters on this if it might be. And then even if you're just getting like 1 or 2 activations later in the game, you can make those activations count for a lot more because you have the the power of a face in some other way. Right? Like it's got a bonus special on it or whatever it might be. And I think in that scenario this could be pretty solid. But yeah, also really nice. If you do have, say, some and now as this bauble or whatever it might be, or the, maybe like a welding job, so make sure is generate just like some artifacts that naturally go for graveyard maybe like this pyrite spell bomb. Any of that stuff is very good with this. It will just give you those activations. Yeah, definitely. I'm. I'm quite high on this card. I'm going to be testing in mind, but like, I, I have a really deep artifact section in mind. And I have that aggressive deck that you mentioned. And like in that deck, just like also just like the creatures are artifacts and they go to the graveyard to they are food for this. That can kind of help push it through later on. And yeah, yeah, I think you really nailed it with the buffing up. It's power. Like. Yeah like like like equipment. Great. But like yeah. Like I run things like still overseer and like Scorpius Lord in my cube and they seem really solid. But this is just like, I like it becomes like a bit of, like inevitability, of an inevitability if your opponent is kind of like bait, like because it is an aggressive deck. If they kind of stabilize and you can't push their damage anymore, you can then just like effectively it becomes a grim lava mansa. You just kind of ping them out over a couple of turns and that's what finish. That's what does the last six points of damage, that kind of thing. Like. Yeah, the most cubes. Probably not if I'm honest with you. But like, I do think you need to be really deep with artifacts. Like I like every card chambers mentioned I have in my cube. I also have things like blood fountain, I had artifact lands, this kind of stuff. Like I'm going very deep on the artifact team and there I think this is going to be great because in that deck, artifacts are like instant and sorcery like there's enough of the bucket. Oh, but yeah, but yeah, yeah, I think in most cubes, like, it will struggle to like to work just because you like you need you need that density. But yeah, I, I'm very hot on this adorable little rust lad. Yeah, it does seem good when it works. It's way better than lava man, right. Like love man just feels to the steel to vent five and four. Or if you're busting its power in otherwise fun way more from that. Yeah, this one's sweet. I love this one. All right, we're ramping up the mana value. Next up, we have to nuke steadfast. Second, it is two red red for A35 legendary creature Carver pilot. Which is a vibe. It has other creatures you control have haste and artifact cards and red creature cards in your hand. Have a warp two and a red. So I think this is really cool. And I do like this card. So being limited to red creatures just off the bat will mean that it's not going to see play a large amount of cubes. But as a bonus, sneak attack that is nice. Like this gives the things we warp in haste, which is exactly what warp needs. So if you warp in a big red creature, it can attack. It is like a sneak attack for three mana. Like, for that, we do already have a card that does that which doesn't see that much play anymore. Per Frost, bronze blooded is very similar to this, but the main difference is that this can put in any artifact. They don't have to be creatures. So with this you can cheat in a positive direction and get that ETB effect, which is quite nice. I have played Perf Ross as a bonus copy of Sneak Attack in my cube in the past as another sneak attack, and when I was doing that, I mocked most of my like big reanimate and big cheat targets became red or artifacts, but we've moved so far beyond that. I think this is going to struggle because like, yes, Tali Primal Conqueror is great. And yes, trumpeting console is really nice, but because those decks. But like I would, I would a whole episode recently on, big cheat targets and like they're all different colors. They're not just red and they're not just artifacts. Like, because flash is so great, because Re-Animator is always a thing. This doesn't overlap as nicely with those. And so if the highest power level cubes, I don't think this is going to get there. But like I could see in like a more middle power level or a budget power level cube if this is reasonably priced like it is a mythic, but it's not a final fancy card, so it could be quite cheap. Like this. And like sneak attack, which is like less than £3 nowadays and like, so for us, like those three could be the cornerstones of a really solid like red base, cheap deck that can kind of go into any kind of like mid power level or budget cube. I think that this would be a really cool card to run. Like the effect is awesome. Like I love Sneak Attack is one of my favorite cards. That kind of effect is cool. It just is just some redundancy there. The main issue with this card, as I mentioned, is just that the things you're putting in a cube isn't going to have enough big red things to make this worth it. Most of the time, but I think that's kind of tricky with this card, right? Is that if you want to play and activate it at the same turn and not seven mana. So that's pretty tough. So, so mostly the game plan is going to be play at Passepartout and hope it survives. And that's fine though. That means it's just not that reliable. So it's quite not reliable enough. But you can, a bunch of big stuff in your deck with the plan of teaching it and with this. Right. Because. Yeah. With just. Yeah. Like if you'll have your puzzle fracture in hand ready to go and you cast this on 10 to 10, 12, then they just kill it, then your puzzle is now pretty stuck, right? So yeah, this feels like a little bit clunky to me. Maybe you could use it in the way of, because warp or so is kind of a value thing if you just have, have goody two B's. Fine. Maybe you can fine, just use it with bttV creatures. But it does seem kind of clunky to me. I mean, oh, I, I'm kind of up for just playing pirate dice a bunch of times. That's the San Fernando. All right. I'm. I'm in for that. Okay. Yeah, yeah, I actually think of the trumpeting Carnival is actually really good then. Because you do, you will get it twice like that. That is kind of part actually. Yeah. It's something the software is legendary as well. It's also fun to see. I didn't know Cobb was were in this set until we started reading the cards out loud. So this one, well, at least one of them is all right. We have one more red card for you all, James. And it's actually I'm going to say similar to this one. What do you think of terminal velocity. Yeah. So terminal velocity is for that word for sorcery. It says you may put an artifact or creature card from your hand on for battlefield. That permanence gains haste. And when this permanent leaves the battlefield, it deals damage equal to its mana value to each creature. And at the beginning of your end step, you sacrifice. That's permanent. That's really powerful when you combine it with a big creature. The issue I have is why do you want to play a six stop? That is only good when you have another very expensive card. Because this isn't so powerful. Like you're not doing something so ahead of the curve here that you have, That, to me, really justifies the, the putting a cheap target in your attack like, at five. I'd be really into this, but six feels like a little bit much to me for this fact. But basically, like a it's a, it's a free beach where you get potentially a sweeper on the way out. Right. Yeah. It's it's powerful. I just feel like, combo cards for themselves cost six mana is kind of tough. Yeah, like like it wants to go into a cube where, like, it's slow enough that you're through the breaching a turn later, basically. But then what are you putting in that manner like. Yeah. Because like in that kind of environment, big America is going to be too good. Like there'll be some other big owl draws you that kind of stuff. Like, like, yeah. I think it's just too expensive, like like a six mana. Can we just cost the trumpeting colonies or. I'm going to say that, James, even the Inferno Titan would be would be hotter. And could someone cut you to for that much mana like the one? Go with me on this. Again, this might be more commandery, but okay, so. So what if we are doing it for the sweeping value? And what if instead of the six instead of six mana, we put in something bigger? We we put in something like a memory jar? Is that good enough? But if we still need the magic because we don't, it doesn't have to be sacrifice seven steps to get the sweet thing right so you can put char and crack jar kill everything. The problem is, you've spent six mana fantastic hardcore into that. Does that mean that it's. Yeah, yeah. All to that. It is kind of good. I guess if you put in, for example. Well it's fine. Then when you sacrifice it in your own step, I think you can put the triggers on the stack. And what do you want? Right? So you can have, a sweep of resolve, and then you get your three, five, five, I think this is still just way worse than casting A35 each for one last mana. No, I think that's where my gut is. So with Tanooki, I was talking about a red cheap deck in in a cheaper like in a more budget cube. I think this this this would be fine there as well. Like, yes, I think this is way better than to look for what it's worth for. Yes, I guess it, yeah, the, the color restriction part really, or not having a conversation with this really does help discard. I think it opens the door to way more because when things. Yeah for sure. All right. We're moving on to green. Next up we have bail off Prime. It is three in a green for a 1010 creature beast. It enters with six stun counters on it, which as a reminder, if a permanent with a stun counter would become on tap to remove a stun counter from it. Instead. It also has. Whenever you sacrifice a land, create a tap for four Green Beast feature token and untap this creature, and on top of that it has pay for and sacrifice a land you gain to life. So this is another really cool card from the set. We're not here for that stun counterpart. Really. I'm honest with you. Although this being another target for Mirage Mirror is quite fun as it's already in play and becomes a copy of this creature, which is kind of cool. Like if you're running Mirage Member for some marital shenanigans. This is a nice and other thing you can do with it, but we are mainly here as this does a decent Catania picture of our goth impression, as in, it's a creature that makes beefy attackers. Whenever we set a land. So when we're doing our xur and or crucible of world style of loops, this is a cool way of actually winning the game. Once we have those loops and, up and running, those decks are very fun and having so much redundancy for it is really nice, especially if you're in a logic cube running this kind of deck where you might want specifically to detain as a way of winning the game with that kind of deck. The actually ability to pay for in second hand, I think is solid, but it's more of a back up if you need a creature rather than the main goal. With this, I do personally think you need more than just fetch lands to make this good. Like this isn't going to go in a deck or even really in a cube. If you're only planning on triggering it by either paying manor for it in the card or or fetch lands like, I think you need crucible effects. You need things like this are an old ways. Like Orcus, lumberjack like, the other new copy mentioned, like ways of sacrificing lands on top of that. But with those bits, I think this is actually gonna be a pretty solid card. And I do really like to tie in here. I love that deck, and I think this is a nice bonus one if you really want to go deep and make it. I make land sacrificing and moving them around zones. Its whole archetype. Yeah, for sure, for sure. I think Titania is a really cool card. I think this is for it does a lot of different things. I think this is great redundancy for one of the things that Titania does fairly well, which is the, cast mates on this case cast off. I'm. I have a zone in play. In your step. I sack all of my lands. I don't need to cast my spells because I'm going to attack you with 20 pounds worth of creatures on your nightstand, and you're going to be dead. I think that it does very well. Titania is a much more of, it's much more flexible card because it's also a strong value card and also has a mode of, like, pick up my strip mines fit my new. I made a five string Celtic land. That was fairly good. This doesn't do that. It's not a value card. I think it really needs a way to proactively tackle. And I think it's I think all the best things you can do with this involve sacrificing all of your lands very quickly, to be honest. I think I like, find where you want to be. I have very little interest in paying for a magnet to activate this ability. So five players could start a game with a ticking needle naming bail off time. It would not greatly affect my evaluation of the card. Let, But, yeah, I think being able to do this is definitely the, the seven of seven safe keeper thing. Also pretty good. Just like crucible and a land. Crucible. No wasteland or a strip mine. Also very powerful with this, psychic as well. By the way, we, in this podcast, I mean, do we doing offset ourselves? We generally only talk about the, the cards we think you're gonna see play in a very wide range of targets. So when there's a big theme, like there's a sacrificing lands theme in this set, which I only just pick out the best few cards, which we think are gonna I can actually claim the most cubes, but if you have a cube for is going really deep on doing land stuff and recurring to land from your graveyard, do take a full look through the spoiler for this set. For the, the green card specifically says quite a lot in there. We've picked up ones we think, I can see sort of wide ranging play, but as, if you're going very deep as there's a few more good options, a map. Yeah, definitely. Also also just worth flagging as well. But this is from the commander product as well. So, so so the jump command the deck as well. Like like I think the whole archetype of that deck is moving lands around zones. So yes, it looks kind of cool. Yes. Yeah. There's a number of us game. So I think I like oh this is going to be the one to buy. Yeah we have we already have a few win players in up in our pod. But I have all right. We have another bail off next. James what do you think about this frenzy, lad? It's it's, less exciting bail off. I would say it is. I'm afraid it is. An angrier, bay locked middle. Less exciting now. So frenzied. Bay lock is green. Green for a free to creature beast. It says this spell can't be counted. It has trample haste. Creature spells you control can't be counted. And combat damage can't be prevented. It's an. It's like nothing wrong with this card. It has lots of words for words. They're all fine. I just don't know if any green decks actually want this. Like green. Green means on a two, but you basically have to cast on ten two for it to be good means you have to be pretty much mana green. In reality, most monitoring decks would have, two top for tops. Man of. And that's two top for attacks for three most of the time. Listen, if you're doing the green aggro thing, then this is certainly good. It's one of the best shoot up effects for that deck. Probably. I, I just don't think that that is a deck in that many cubes. It's my concern, but. Yeah, if if it is for you, if your green decks of all about, like, the evolved ones off in sealed tasty two dwarf in the giant cliff, my dudes are still the champion. But yeah, this is the card for you. That from these cubes. This. This just doesn't fit. It's, You know, it would fit if it was that red and had to be sweats. It wouldn't fit. It doesn't fit a green. Green? No, I think that's fair. Like, so we are we do sort of already have this body as well on keen eyed curator that I am not super hot on but does seal playing games. But the utility of that is it can exile calls from graveyards. So I can see why people would be tempted by this card. James because I've been hurt by counterspell. I hate when I can't make by magic. I ran a lot of spell breaker behemoth in more decks than I should have because of my large things being counted. I did learn that the trick was to play cheap thing, so they're not as efficient for them when they come to yourself. Yeah, yeah, I'd agree. I think this is if you're doing like, mono colored and, and there's like a devotion or something, then maybe this could see a bit of play like, but like it. There's a few cards in this set. Actually we haven't. I think this is one of the only ones are actually talking about. But there is like some, some cards for mono green aggro, which isn't traditionally where we've been with cube. It's normal. Like like we are we doing a whole podcast on the issues of mono green, but it's like it's rampant to rampant to rampant to have that kind of thing. So, so this being another way of taking green, I do like I get as you mentioned, the issue is like, I would rather this be a gruel card than a green green card because like gruel monsters is exactly where I want to run this. But the double green makes it difficult. Yeah. For sure. And honestly, people, way too cavalier with, playing double pip cards. Especially cheap ones, like you pretty much shut and put this card in your cool deck. Right. Because when you don't have green, green on turn two and you can't cast this card until later, this card just isn't going to be good later, it has to come down on certain to to be effective. So, yeah, it's you probably don't want it, you know, to color deck. Yeah, yeah. If you stumble and they and they play a like for toughness for each other, then this is pointless. But yeah. But you agree. Ooh that's a Segway talking about for toughness creatures. Next up we're looking at ice till explorer. It is two green green for a two for creature. Insect Scout it has. You may play an additional land on each of your turns. And you may play lands from your graveyard. And land for whenever land you control enters milliard. Talking about it, I really like this. It kind of does everything in one card. I've just stapled every ability I want, including it being a two full of course of proof expands out there, its main abilities are that it's an exploration and a crucible of world stapled to one card. So I play effectively both of those in, I think both of my cubes I don't like maybe not specifically Crucible of Worlds, but a Crucible of Worlds effect. I play in both of my cubes. This seems like a pretty obvious test. Like the land deck is very good. Like, just this card alone with a strip mine is incredibly scary because you can play it as well as your land drop. I just know you can just both the I can just do it twice from the grave and take two of the lands out. That's that's kind of nuts. And, worth mentioning. Strip mine is on the bonus sheet, so that can happen at prerelease. Be aware of now. Be aware of that time. Right. Yeah. But but this with any land that can sacrifice itself is great as you can just keep replaying it from a graveyard. So he goes really hard with fetch lands or effectively you stack lands like zero and all that. We mentioned with the bail of prime like landfall, effects are getting better and it goes really, really hard with them. Like so I've got Cobb, bristly Bill, spring continental. These are some of the best things that green is doing right now. And having this be your top end to just make those cards better. I think is really good. The downside is that form is a lot of mana for a two for like, but I still like it. The other things as mentioned, which I think could be relevant because like, it's kind of I think these guys are exceptionally strong and you can really let it run away with the game. But that landfall trigger is not a meh. So do be careful milling out unless that's your plan, in which case crack on. Maybe this is leading the fast bomb that is Oracle deck that that makes you win the game somehow. Like, I'm sure it's easy to do, but there's kind of cards. But yeah, basically the question isn't does it go in my cube? It's what card do I cut? Probably ramming up excavator, if I'm honest with you, is my got one more mana, one more toughness and a bunch more abilities. I think that's the most obvious swap for me. Are you kind of on board with that change? What, like, are you as high on this as I am? Like, is it going to stick? Yeah, yeah. You're good. Crucible effects always feel like an order of magnitude more powerful when you have an exploration in play. So getting the exploration on the Crucible is kind of cracked. The thing is, even if you have, like, Crucible strip going, which is kind of a dream night, unless, like, even if your opponents just, like, a tiny bit ahead on board, it's still often not good enough because, you're not making forward progress. You're not developing your mana either. You're just hoping that they run out of land drops at some point, so you can stop stripping them and start actually doing stuff and progressing your mana. This gets around this, that problem because it can nuke Fermanagh really, really quickly going to effect Lands of Ten. And then you get to start playing your map and guessing your mana and actually dealing with the board. That's sick. And yeah, I think this card is basically just bad of an excavator, actually, because, you never cast exploration, when you just have three mana, right? You cast it when you have full mana so you can play the land right away. So this you can still cast for four mana, player land, right away, extra land for, and then if you want to on top of it, it's like way more powerful than the, the excavator. And you're more likely to on top of it. It has that softness. Yeah. I think this card sack, yeah, the the mandatory mill is kind of a thing if you're doing fast farm stuff right? Like if you have, like seven, all the seven or fast on thing going, it does stop you going infinite, which is kind of I don't hate it makes you find though. It can't be just like I've gained infinite life. Do you can seed. Yeah. I'm like it can be. And because the zone of fast. One thing is also infinite mana. Right? So, Yes. Of course. Yeah. So you can you know, but you do need to win the game that turn if you're going in for that TV. You can say, I have infinite life has return because you may have infinite life, but you have zero cards in your library that honestly, that I think that's fine. I think I live dangerously, it's fine. Yeah. It's not. You can figure out a way to win. Milling is never a downside. Don't worry about it. Yeah, yeah, that'll be fine. That's the true same. Yeah yeah I think I think this card slaps I, I am so here for I still it's probably like this is probably one of the cards I'm most excited for in this. Like it's, it's it's the card. I know I need multiple of I know. Yeah yeah yeah for sure. But it's like how many cubes do I have. How many green X commander decks do I have? Jesus. Okay. Yeah. Yeah, yeah. For real. All right. What do you think of a last green card, James? What do you think of seed? Ship impact? Yes. Ship impact is one nut green for an instant, it says destroy target artifacts or enchantments. It's not. Not twice. If its mana value is two or less. Create a lander token. It was the first time we've seen lander tokens. That artifacts with you can pay to tap and stack them to search a library for basic land card and put it onto a battlefield tap basically like it's a van. Think those token, I like it. I've every new set at this point. They just have a new trinket, the artifact token for you to do something with, which is kind of cool, I guess. This card is pretty powerful, actually. It's a little like, strictly like naturalize. It's not an embarrassing card. Like, we don't tend to play it because green has a lot of different options, but you will still see, like disenchant and cubes. Right. And this is a lot better because, sure, when you need to kill the big thing, you kill the big thing. It's just naturalized and that's fine. But anytime you get to snipe your opponents man havoc with this one turn to, it's kind of just a very seductive one, right? Because you're you're killing that thing and getting a vampiric flight. That's a pretty nice, I think the, The question will be, do you want your naturalized to be something like this, or do you want your naturalized to be a creature? Say like canker bloom is one sec play a lot, right? It's like a two man, a free two, which you can set in that size. Something which is worse than this when you want to use it. To blow up and artifacts. But it's a hell of a lot better than this when they don't have an artifact you want to kill, right? It's. It's a creature that attacks and blocks, but, yeah, I think if you want a green spell which blows up that artifact for enchantment, this is probably the best one at this point. I guess it's between this and nature's claim that I think a lot of specs for something would be better. But, yeah, I think the, like the pest infestation is kind of. It's kind of it's a similar effect. But like that also gets in because there's an infinite mana. I think for me a lot of the time, but like, like specifically the instant speed thing, like I think like I think this is really hard. I really like this. Like I yeah, as you mentioned, expect like especially in high power level cubes where there's just a bunch more on spikes running around, I think, like you almost you're guaranteed to see a naturalize like like a naturalized will just be fine. And this is yeah, this is all upside. And I think it's the first time we've seen Land of Tokens and like this is one I hope they do more of. Like I think that the tokens are very cool. Like like I don't know we're talking about many other cards with with them today. But like as a new, as a new artifact type, it's one I think is going to be very good and is kind of a I mean, it is green is getting more ramp, which is not what what it needs. But I think it's cool. So good to see. Yeah for sure. For sure. I had kind of forgotten about past infestation. We've got categorization. That's infestation is way better than this card. Pest infestation for me is like honestly when I think about like power cube, it might be the best only green card in the cube. Very possibly. This isn't that, but it is very solid. And yeah, I agree about land tokens. I think they're cool. I do kind of suspect they will only be here for this set though, just because they are called Lambda tokens, and it would be slightly weird to have Lambda tokens on like Takeo or something. Yeah, to be on. No, I think I think it would be like, oh, I'll do a Star Wars one at some point. Won't be able. It'll be like something Spider-Man based, like it'll be a pod or something like that. Like I'm trying to look at the Lambda token. Oh, it looks like a fish. It'll be on screen if you're watching the video. The, like, the token looks kind of like a cross between a Warhammer drop pod and a fish, which is weird. Cool. Marvelous. All right, moving on. All right. Onto multicolored. Because I've been multicolored, we have space time anomaly. This is two white and a blue for a sorcery. Target player Mills card equal to your light. Total. I think this is a pretty cool card. I say, it's technically. It is technically a win con for a life game deck, which is kind of nice. Like it gives you a reason to play souls. This is like a lot of cubes have been running died of souls recently because that card's really strong. Like, this kind of goes quite hard with that. It's a life. I like that it's a life game. Wink on that, actually. Good. And you don't have to like, untap with, like, feathered off sovereign, which is, I think about six mana or something like that. You need 40 life. It's just like with this, it's just have more life in your opponent's deck size at any point, and you win the game. That's kind of good. Like dedicated life game decks will deck will get there, but then it's also probably fine just in a control deck just throughout the game. With this in your deck, play walls, play ways of slowing down your opponent classes later that out of the classes later in the game. I kind of went out of nowhere. That is tempting to me. And then on top of that, it says target player. And the man is a bit tough for most kind of self-willed decks. They're not normally white, but there is some combat potential, like courses on turn four, mil 16 or so cards, and of course an underworld breach and play everything from your bin, maybe like win from that. Like, like probably win from there. Like like like like this does have like the brain freeze kind of tech as well. It's a bit more mana, but it does have that kind of ability as well. Like I think this probably gets in as a control when gone, but like I think it's solid. I'm kind of here for it. My issue with this card is that it's so very matchup dependent. Like against an aggregate deck. Having this card is horrible because thing is it it's kind of not a win column, right? Because if you're playing against an aggro deck and you have more life total than they have cards in deck, you have already won that game. You know? Yeah, it doesn't matter. You don't need fancy cards. And yeah, most of the time when you're against stack. So like with your control deck, you, get in a bunch of damage early. Hopefully you find a way to stabilize and then you need your, your full mana card to, like, turn the corner right. This doesn't do that. Like, it's going to meld seven cards and not matter. Against be against other ends of a control deck. So it's going to be bust. Like I think if this card was just inserted into a bunch of cubes, the way I would approach it is I would want it in my pile. And if I was either one of these colors, I would try and board into it against every control deck, because it's so incredibly hard to beat this card. Yeah. You basically play it whenever they're tapped out. It doesn't even matter if it's legal right away because, you know, you get through a lot of cards in games have limits, and you only start at 40. Like if you if like, you get them to tap out in like ten, six or so, they're probably down to like 27, 28 cards and deck. You just cast this, you're like cool. You have like six, seven turns to win the game. You probably can't use your control deck. Yeah, I feel I'm going to win. Yeah. It's maybe maybe you can get it in there as a as a life game payoff, I guess. If we kind of have to be gaining a lot of life, it's it's got an interesting tension in myself, life game payoffs. See, player like they reward you for each instance of life going right. Yeah. But, like, when you gave nice favors, this just wants you to gain a ton of life. But, like, I think you need to be on, like, 27, 28 life when you cast this, and I think you'll win. Yeah. Oh my God. Yeah, yeah. My point is that against aggressive decks, if you're on 27 life, you've probably won anyway. Yeah. In controlling decks. Yeah, sure. Maybe. So maybe there's like a controlling life game deck, where this can be a reasonable card to play. It will still be bad against factor decks, but maybe it's, like, good enough against everyone else for. That's okay. But, like, how would you feel about using it to kill yourself? So there's like like there are some delver spells. There is like the, the Oculus, which is kind of hot, like, do you? But is this anything with the fastest oracle, or am I just kind of looking to make that as Oracle better? I mean, it doesn't need to be, I don't like it for setting up things like dolphin oculus because, you know, the reason Treasure Cruises busted is because it costs four mana, right? If if I spent four minutes just set it up, then it it's no longer busted by. I could have just cast five manager off. And kind of the same thing with Oculus Valley. I it passes Oracle. So obviously if as for argument for like if you could mill yourself out then then a bunch of a time you could mill them out instead. So if I do that, you need for Oracle. Maybe there's like a deck where you're milling yourself a ton with stuff like your take away, find those in the like, and then this is, this gets you to the final. It sounds kind of tough to me, but. Yeah, maybe there's something there that makes sense. Okay. One card that might be tough to another one. What do you think of of of the Cosmo going for James? I think this proves the hypothesis that you will put any luck. I friends, into isotropy. That might be potentially true, but this is one that people are talking about. I do think part of the point of these reviews, it's a, it's an even cards. We don't think, super hot and like and like as play I'm like as playable to discuss why that's stuff and I can't see this. I think people are talking about this for, for. So maybe it's interesting to talk about it. Yeah. So cosmic Guy is a green and a black. So two mana fire creature elemental likely as all good guys. It is a star slash. One plus star. And this creature's power is equal to the number of cards you own in exile, and its toughness is equal to that number plus one. Cousin exile is is pretty tough. That's a lot harder for, its environment than graveyard. So, like, I'm not saying you could do it. You have to do a lot of work to get a large number of cards in exile. And the thing is, if you're going to do a bunch of work to set up something like, I have a bunch of cards in exile, you'll pay off has to be really good. And this just isn't like if you rarely do the thing, you get like six seconds in exile. Like congratulate wins, you got a six power creature, but this is probably like ten, 7 or 8 by the time you set this up. And, well done. You have a slightly under under costed vanilla creature. Like I can just kill it. I can block out whatever I need to do. Yeah. This I don't think is realistically something many people are going to be doing. And cube no I agree like why Tamagotchi is good is that it's basically free to run. It's easy to cast. It's one green and it gets better just by you playing magic like you, but you direct them, you kill their creature, you trade off a different creature. It's A34. That's really easy. That's nice and straightforward. The setup is easy and the reward scales with the game going on. This is not that. This is also a good choice that makes all your other glyphs worse, because how we generally get cards into exile is by putting them into the bin first, and then remove and then removing them. That's the like. Like there is a bunch of like impulse draw in red, but in these colors it is generally graveyard first, then exile. So you are actively making your other glyphs worth if you run this. So this does not go in like the delirium standard glyph deck. Ignore that. That is not where this belongs. There is a place for this. And if you're doing specifically the graveyard as a resource deck, like like like the like the, like the talk like like original talk here era, graveyard deck where basically turn one you're going stitches supplier turn to you're going say to Wayfinder, and then you're playing like a maggot angler like in that deck. Like that's the kind of shell where this is going, where basically you are putting is eventually able to get rid of it. Where you'll pay off is gone. Because in that scenario, turn one stitch supply, I tend to say to Wayfinder turn three, go mag angler and this and this is A67. But that is not bad. That is kind of hot. Like it's also good with the opponent Oculus, which I like, like it's basically it's how you are building your graveyard deck. And we have gone away from just we are putting things in our graveyard to delve them away. That's not really where they where we are anymore. We are in the more either things go to graveyard and we reanimate them all. We want different types of things in our graveyard to make our barrack life a pirate. Life and what's the name of the cheap? Like, like, like more delirium is kind of how graveyards tend to be nowadays. But like the the deck for this can exist. It's just how you want to build it. And, and I do think that could be better in more budget environments because most of the cards I mentioned like apart from opponent Oculus, which is probably expensive, I don't actually know. But like since supply, I say to find a gimmick angle and this should shouldn't be that expensive. So so in a more in a lower powered, minimal budget environment, I think, I think that could be work there. Also, I think this could be something that but this is definitely not one for the vast majority of games. That's fair. How do you feel about the absence catch for a cosmic guy? Get my cards and exiles you. Oh, that's kind of hot. How's the man? I'm in standard right now. Is that doable? So you can try. I kind of like that. Yeah, like it's the kind of like this. The kind of I want to play, but I just know that I have. I have no environment, so I like, I like, like, like when I first saw, I was like, sweet. Another low guy for my disa the relentless log life deck. Job done. And then I looked at I was like this, this will only ever be, oh one. Yeah, yeah, well, it's never going to be anything else, so there's no point me doing it. Yeah, I want more like ice. And I will make James talk about them, and I'm sorry about that, but that's fine. But like, you get like like there was a lot of talk. I have this card and it's kind of, Yeah. Sometimes you need to kind of be honest with your babies. All right, let's keep it going. Next up, we have reduced deft guest astronaut. Marvelous. It is a red and a white. Very two legendary creature. Lobster citizen. It has artichokes. You control our food in addition to their other types and have pay to pay to and sacrifices. Artifact. You gained three life, so they're all just foods. It also has pay one and tap sack of food resource deals three damage to each opponent. Now the beginning of each end step. If you gained like this, turn on rag lost. This is a nice little engine as a card by itself. It does need to go into Q that already has an artifact deck or has ways of constantly, or has ways of consistently making artifacts to really do anything that's not normally in borrows. But red does make artifacts, and white is starting to make more like, like there could be something there. It is slow, but it's an interesting way to stabilize yourself by gaining some life back or by finishing off your opponents. There is some neat things you can do with this card by turning all your artifacts into food. This and new color vending machine is cool. The vending machine says whenever you sack a food, make a treasure token. So then that combined with plant iron works the infinite mana. Or if you stop the item maxed out for grinding station, you can mill out your opponent. Those are cool, but definitely not for every cube. This is very much, if you're doing a cool engine type of thing, making people put things together in a slower cube. I think this gets interesting and could see you play there. This is not just, oh, I have a borrower section that does some bits with artifacts, slip this in like I don't think is that like like in that scenario it is either like you're only really running it for like the turn food in weapon like spicy throw food at your opponent, which is kind of funny, but that is just a bit too slow, I think. Yeah, definitely one for slow of all my budget in five minutes, but it could be fun that that there's some cool things you can do with this lobster chef yeah for sure. Shot for I think it's one of those cards where it sits slightly awkwardly in its color. Right. Yeah. Like if this was a black green card, set all my artifacts for cute food. That might be interesting. And if it was a blue, that card might be more interesting in the I just have good at making lots of artifact space. That why is doing that in a smaller amount of cubes? So I would say, and the pay off is, is not amazing. You guys face and feeds your opponent. Maybe that's enough to finish them off, but a lot of times it would be, a nuke cola vending machine thing is cool though. And, that's, it works for basically any stuff out of that pie that. Yes. Yeah, you can add anything you can sack an artifact to. You can do as many times as you want. So even if it's just like a, modular one way, you can sit on that and then move counters around. Oh. Man. Ravager moves. Yes. Thank you. Yes. That is just like, play infinite power on whatever you want, right? Like, you don't need a lot to make that work. But again, you probably need some other reasons because, like, you get cola vending machine into your cube. So it's it's a little tough I think. Right. We're moving on to artifacts and we have a very big spacecraft. James, what do you think of Dawn, sire? Sun. Star dreadnought. This is this is great. Making this very pretty. It is a five mana for a legendary artifact spacecraft. It has a power station, so you can have your creatures for charge. Can sit on it. Let's have ten charge counters on. It is very, quite a lot of attacks whenever you attack dawn fire deals 100 damage to up to one target creature. Planeswalker. But it's still not a creature, so it can't attack itself. That. But you have a creatures could trigger that. And if you get up to 20 or more charge counters. If you decided to not kill your opponent. Yeah. If you decided the best piece of advice would be to set that first, and it does become a fancy, fancy flying, now, this is so fun. This is five mana do so little. If you have enough features in play to make this good fake trigger, this, like, you should be doing other things for various creatures. Imagine. But with your board of features. But you have to play this. But instead of snapping them through this, you just played a different five prop which kills them even if you want. Even if you want spy flying boat things play sky something, sky something that much better. Flying boats. This. Yeah. No, this this isn't the way I'm afraid. This is so situational. Tapping ten power worth of creatures. Even if it's over, a bunch of fans. Like you can't just be sitting around doing nothing with your creatures for that long. Yeah. I don't think that that's. No. Yeah, it's where this is. Get over 100 damage to a creature. It's kind of cool to. Maybe you could do something with stuff it all. You know, I can't sweep that kind of stuff. I thought it would be cool if I had that effect on a card that you could play, you know? And this. This isn't a card you can play. Yeah. Yeah. Apologies. Yeah. I didn't make any notes on this card because this, I think is dreadful. I think I did add it to the list. I think you said I did, but but this one of the ones where like this is in theory, is like the big mythic spacecraft of the set. And I think it kind of sums up exactly, issues with station in its. Oh, as, as they have currently presented it to us, this could get like again, it's just the numbers are all over the place. Like five is still quite a lot. So you're not playing this until like the real this is not coming down early. And then you have to put so much power into this like so much to fit to do anything. Like it's not like you can cheat it into play and it will do anything. Like if you take care for this, cool, you're still waiting. Another infinite item amount of like like like if if in a game of limited you anyone ever attacks with this creature, I'm trying to work out how big I can give a reward for this. Like what? Like legitimately, could I like the game for imagining this being good? And I think this is where we have a big board store. Like I have a bunch of four files and five, five, seven. So to you and no one has good attacks and I can afford to tap a couple of them to this every ten while, and the remaining ones are still enough to hold that kill board. And then eventually this becomes a creature once again. I, I just don't think enough games of cube play out that way where you can realistically put this in a deck ever. I so again, we are talking now specifically cube when I say when I like like and commander cool crack on like like I could. But I kind of want to say this in commander but not get okay my hot take if this ever attacks in a cube, the cube has been built incorrectly. That should be means to end games before this. Is that fair to say? Like like it's like, what am I doing with this? Am I casting my creator of behemoth and then screwing this? Is that what we're doing? Is that the level that we're getting to like. Because because I can't think of another way of doing it. It's so much, I sneak attack in my vehicle, and then I attack that station mass. Yeah, yeah. Right. Yeah. It seems tough. Yeah, like like, flavor wise, I really like. I really like these spacecraft. And again, like, like, the commander decks do look cool and like, there is a bunch of ways that you can make it up. Like, like, like yeah, we mentioned proliferating that kind of stuff, but this just seems. Yeah, a stretch too far. All right. But from a card that probably won't see a lot of playing cube to a card that I think is going to see quite a lot of playing cube. Our last colorless card of the day is tesseract. Cruel. Captain. This is three generic manner for a four starting loyalty legendary planeswalker Tesseract. It has whenever it has a static ability of whenever an artifact you control enters. But a loyalty counter on Tesseract, it has a zero untap target, artifact, or creature. If it's an artifact creature encounter on it, it has a minus three of such a library for an artifact card with mana value one or less, reveal it to put it into your hand, then shuffle and a minus seven of you get an emblem with at the beginning of combat on your turn. But three possible encounters on target artifact you control. If it's not a creature, it becomes A00 robot artifact creature. So for three mana, this does seem like a lot of planeswalker. Like there's a lot of good off Math Matters card that we've mentioned just in this video, just in this podcast as well. But this does want to be in an environment where there is a lot of artifacts in the cube already, a lot of artifacts running around. They make this card playable like I don't. This is tricky to slot into just a general cube. Like I think you need an artifact metal deck in that environment to make this good. The static I think will be temperamental. They'll have some turns where you can't add any counters, and you'll have some terms where you play something like a blood fountain or a knight sight. Like these are artifacts that make other artifacts when they come in, and with those, you've got a couple counters on it here and there. I think that'll be fine. The zero ability, I think is okay. It has some flexibility, like doubling up the activation on a goblin. Well, that could be fun. Or in higher power level cubes. Obviously, on tapping your time vault is the most obvious way of winning a game. Why? I said I think this needs to go into cube that has an artifact deck is I really want artifact creatures in my deck with this to actually feel like I'm getting something out of it, but out of that zero, the counters, I think, will be nice in an aggressive shell and it kind of leads into the three, into the minus three, which again gets better in more powerful cubes that are running more broken. Cheap artifacts like Moxie's and Lotus are obviously good, but so is like this is divining since it's divining top. So it's skull clamp. It's quite flexible there. It's unlike other saga. This can go and get your walking but walking ballista there was a bit more interesting. As a combo tutor, you can also get things like candelabra of tunnels for your high tide deck, your lotus and your lines of diamond for your bridge combos, your zero node for your LAN combos. That is very flexible. I do quite like that, and I am so very glad that this cannot go and get time vault as time or as two mana as that would be stupid. The minus seven I do think is very powerful, and it does add some inevitability to a game. Like, again, if you're getting artifacts on the board consistently that will take over a game, and if the deck wants to do this, they will get three. That would make sense to play very quickly, like on turn four, playing this playing artifact land cast blood fountain. You could you could ultimate it straight away. Like there are decks that I have in my cube that could do this relatively consistently. So yeah, I think if you have a deck that has some cool things with artifact creatures or you have a bunch of high power cheap artifacts, I think this is probably a slam dunk. This does seem like quite a push card, but it does need that shell to do anything. Basically, yes. Yeah, I would agree with all of that. I quite like this in in Power Cubes specifically as well. I think this is one which, yeah, we say about a lot of cards. Oh, this is good. And mid power level cubes. This I think is better in more powerful cubes, because it scales so well with those, with the busted acceleration. Right. If you have it in your opening hand or if you're going to get it because I'm tapping it, it's really it's, like if, if you're a vessel manifold and you're opening hand, you will have eight mana on turn two. It is not reasonable. Jesus. You get to ten one manifold tap mana vault for this. This comes in untap manifold ten. To tap manifold, untap Mana Vault again. With this, tap it again. That six mana two lands is eight mana. On the second turn of the game, it's, That's obscene. Yeah. And even if you don't have a vault in your opening hand, right, you can still going to push into it and set that up. Yeah. Yeah. Like that's pretty powerful. I think it's one of those cards where it will be, you know, interesting if you're probably not like first picking this card, but once you have one of these cards, it's very strong with it will become quite a high pick. Because there's also just great value stuff to go and get with this as well. Things like that for if it's a foundry currency converter, like good valuable artifacts for the you know and that are good later into the game and they get better when you can untap them which restores and they add more artifacts. Football which is going to increase the loyalty on this. So I think those are very strong options for going and getting a skull clamp is good. It feels like if you have the artifact that you're going to have, like 3 or 4 really good things to get with this, you kind of want to be able to get something like that generates manner and some things that generate value. I think that's going to be difficult. Yeah. If you have something like a solving or a mana force in your deck, this, this goes up a ton even. Obviously you can't get it with this, but like for the monolith basalt monolith, a very strong with this as well. Just moai stone type firm is great. And yeah, obviously in that cube it is also relevant for the untap sign vault. So, Yeah, this this seems very strong. I'm gonna I'm gonna try. I'm gonna for my cube and. Yeah, I expect it to be good. Yeah, yeah, honestly, this does it just. It seems great. Yeah. Because. Right. Kind of busted and so cheap. Very generic. Yeah. All right, we're moving on to lands now, and we have two cards I want to mention. We have festering thicket and littering. Massive. So this is them starting to finish off, the cycle of cycling lands that I think originally were printed in Amman. Kat. This is them starting to work on the enemy cycle. So we have Festering Thicket. This is the Calgary one. It is a land swamp forest. It taps to add a black or a green and is tapped. And it has cycling for two. Obviously the borrows one is the same, but it taps for a red and a white. These aren't the most powerful lands, but as budget jewels, these are great. I think these are often played actually in cubes that are breaking rarity for lands, along with more, lower power or more budget environments. Not because they work with fetches, but because they work with cars like Fast Leak and they work with three. But it's that kind of stuff. Effects that get on basic jewels from a deck, like generally slower decks, thing like these attacks that are fine, taking off a turn early in the game to play a tap land or to ramp and fix. The cycling is nice, like like they are effectively card filtering later in the game when you like these are solid, like on turn, like 6 or 7 when you draw them, when you don't need to play land, when you just want to find a relevant spell. These bits can go to the bin. That's fine, but my gut is the gold one is going to be better because Calgary has more decks that care about lands. Going to the graveyard. And Boris doesn't traditionally want lands that enter the battlefield tapped. But these are great budget lands. Run them in your cube. Hopefully like, hopefully over more commander products. They will finish off this cycle and they'll just print them into oblivion because the the rest of the cycle is relatively cheap because they are very much the decks you see in every commander product. I'm glad they signed to finish off the cycle. Do it for the rest of the land cycles out there. That would be very nice, please. And thank you. Yeah, this feels a bit stingy off. Only giving us two more like five. There is only two commander decks in of these. When when the I guess for Journey lands commander died. Yeah. Okay. Like one's in the John Land deck, ones in the sky deck. That's to show from this. That makes sense. All right, so to finish off the set, you. We have a couple more lands to go. First up, we have gross. Titanic. God, call. This is a land planet, for land and to tap to tap for blue. And it also has station. So I guess planets are a type of land. Vulcan station. I guess everything is set up to this point is so cool. And it's about to get so much worse. Check. Anyway, when it has 12 charge counts, chances are that say, if you have 12 power worth of creatures to save for cost of the game, but then you can pay a blue and tap it to add the blue for each other back to you. Control. This this land isn't very good. It's 12 power worth of stuff is to 12 trash cans. Is just too much for this to, to be on by the time you need it to be on. Right. Having said that, I think it kind of has the redeeming quality of if you have a really deadly cube. Right. And you have a bunch of time to do this stuff, but this kind of lets you get a little bit of artillery and academy experience and a cube which can handle artillery and academy and, that's it. I think that's kind of cool. Because it will, you know, you can happen eventually. Right? And the long game is can become relevant. And if you've got a ton of mana sinks, then, you know, maybe that's something. I do find it bizarre, though. What? Once we tapped 12 power switches to this, can we at least have it be silvery and activate a blue and tap it? Oh, I didn't even notice that. Oh, yeah. Yeah, yeah. So you need another land and play. Oh, I mean, like, it doesn't matter a ton. Like, by the time you've done this, you'll you'll be able to save up blue. It's not a big deal. But it splashing is tricky because like I have. So I've splashed it like like I just had Italian Academy in my red black artifact. That cool tree. Yeah. And then it's just a colorless land, and that's fine in my deck, it makes colorless mana, and I'm fine with that. This, Yeah. No, but the short version is it's not very good. And, it up most of the time will be a tap island. And I believe untapped islands are normally available, so you should probably play those. No, I would agree with that. Do you want to read the, I, I have to also finish this off with the final end of the day. It is a vendo waiting haven. This is also a planet. It also enters tap. This one taps for green. This is also a station, and this one has 12 charge counters. So you can pay a green and it tap for a green for each creature you control. So we've gone for, building, fake clearing Academy to building our fake guy's cradle. This one's also quite bad. I guess this one's probably a bit better, because it is because of the thing you're building around. This having lots of features. These creatures can then ferry, tap to the station. This. If for some reason you can't attack with them. But very strictly the same stuff applies. 12 is too big of a number for this. I think these would have been kind of cool if I made that number, like a little bit smaller. That 12 just feels like too much. Oh, if they didn't come in, like, if it didn't come in tapped, at least they'd be free to run in your deck. Yeah, but they come in like it's everything is just working against you. Like, I very much feel these are just so unbelievably safe. Like. Like. Yeah. Oh, Earth rocks. And even though I think I think all cool cards like, vibes are phenomenal, but just in terms of my honest opinion of them, and, and I don't wanna come across too negative on them, but basically I understand why people are excited by them because it's like, ooh, I have access to Gaia's Cradle, or I get access to Turtle Island Academy in my cube or that kind of thing. And it's like my honest opinion is if cost is prohibitive, then proxy, Gaia's cradle, Slayer and Academy. And if power is prohibitive, run the ones from Excel and instead run growing rites of little amok and storm the vault. They both do a better job of being those cards, in my opinion. Like they both like they both come down, they both activate earlier, and they're already kind of like growing like a little amok. It's flip quote clause is it only works in a deck with a bunch of creatures. That's fine, because that's where you want the guy is cradled. Storm the vault, flips into a training academy, but it does that. If you have a bunch of artifacts, that's fine, because you're in the artifact deck. I think if you want those effects, those already exist. And I think they'll be more consistent than I actually do, but they do the job of obeying the budget. Lesser powered version of those powerful cards. I think this is kind of why why are these mythic, like, yeah, like mythic. And it really widens me up. But when you've put in this stupid amount of work, it's still not even quite hilarious. I can't yeah, okay. Yeah, yeah, that seems really needless. So growing writes a little amok and, storm the vault that you both flip into, into technically better versions of those cards. Because I can tap if you don't have creatures. Yeah. And I think it's a shame because it's, I think a mist opportunity. Yeah. Because I think lands like Flying Academy and Guy's Cradle are really cool lands, which I think I should have really good play experiences and very fun to build around. But you can't put in a bunch of cubes because they're too powerful and too expensive. And I think a worse version, a Nerf version of face cards, could be very cool. But they nerf from way too much, and they're not because they're not powerful enough for the other thing in commander, these are probably fine. Like everything's fine. And commander. Yeah, it doesn't matter. Commander. No, I know, yeah, too. Yeah yeah yeah yeah yeah, we are a cube podcast. Let's stick to cube and and again, I don't mean to come across negative on these cards. It is just again, as I said in the in the intro spiel, we are comparing these like we we don't need to accept like exact substitutes. If we want a guy who's cradle or to learn academy, I can run them or I can run one, or I can run a less efficient one, that it will do the job better. Like I, I think these two are both stands out unplayable is my honest opinion of these and yeah. And I think that's that's all I have to say about that. Yeah. Yeah I mean it's fine. Not all of the cards are aimed at us, right. But yeah, I think it is a just a bit of a shame that it feels like a bit of a missed opportunity to find some really cool cards that such as, like, I'd agree, I my gut is they very much tested a lot of this the death and these are the numbers they came up with to make them probably show up in standard, but not much beyond that is my previous testing ground standard, and I understand from being scared of Slayer Academy because it's a reasonably, you know. Yeah, reasonable you know. Yeah, that's fine. I know the last couple of cards I might have come across a bit down on, but like as a set, I think this is actually really cool. And there's a bunch of cool stuff that I'm looking forward to testing and, and both of my games, like James and anything stand out to you from the set that you're thinking of trying in your powered cube? Yeah, I'm stoked for this one. I'm I'm excited to do something completely degenerate with Tesseract. That sounds like a lot of fun. But I think, honestly, the card I may sit for here is the the I still excavator for the, the enough excavator with the explanation stapled on. I, I, I always kind of feel like. I feel like that deck needs a bit of a boost, and this seems like a great way to do it. I think it's actually a very good upgrade for that deck. It just does everything that deck is looking to do. Yeah, I think and, and I think the peel off time is, is like a reasonable addition to, Yeah, a lot of cool cards. Just this set also, just like a bunch of stuff. More like mid power level cubes, which I think will play really well. Stuff like the, the bus tray. So I think is, is quite a good one. Yeah. Really good. Really good start I think. Keith. Yeah I agree. Yeah, yeah. Both of those are really like yeah, yeah. As I mentioned, it's how many I still explore as I need to buy. Not am I buying just one. Yeah. There's a bunch of cool stuff in it. Yeah, I, I really like, Wall-E, like the rust harvester. I think that one's really cool. Like like it's. It does feel like. Like it's kind of this nice little sweet spot they've been in in the last couple of sets of, like, it's not like, like each set has like 1 or 2 cards, if we're being honest, that kind of like become cube staples. And then there's a but there are so many options for people trying interesting and different things. Like, like we're really in a point where you can you don't have to just go for like the stock list of just like, here are the best cards you can really go deep on on archetypes now. And I think that's really cool and really interesting. And there's a bunch of cool cards, for that from this set, but like like like like artifact especially has got so much stuff. And my cube is already in a point where I can take advantage of that. But like, I think it'll mean other people will start looking at it a bit more and do some cool stuff with it. So yeah. So all round really hyped for this set. Yeah, for sure. I think it's got a lot of cards to try out. Marvelous, right? That's going to do it for today. James, thank you very much man. Pleasure. Good to be back. Yeah I have always a pleasure. And, yeah, we should be back on our usual release schedule. I think from now on. That's right. We're back with another episode in a fortnight's time. All right, that's going to do it for today. 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. It's good. Buy from me. Buy from James. And until next time, we'll see you all soon. You'll take care. Goodbye.