
Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
#56 - CubeJanusza Discussion & Cube Design Level Up
This week we're taking a look at the Vintage Cube Janusza 450, in both a cube review, but also as part of a Level Up episode, where we discuss the questions that cube designers should be asking themselves when they are putting a cube together.
Cube Link: https://cubecobra.com/cube/overview/CubeJanusza
Video Version: https://youtu.be/f0hCZZAAoGc
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
Runaway by Diamond Ace | https://soundcloud.com/diamond-ace-music
Music promoted by https://www.free-stock-music.com
Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
Hello everyone. Welcome to Power Nothing and Magic the Gathering Cube podcast. I'm your host, Dan, and as always, I'm with my co-host, James. James. How've you been? You good? I'm well. I'm well. Excited to talk some cube. Awesome. Yeah. We have a fun episode. Travel today. What we're going to be doing is we're going to be doing both a cube review and also a bit of a level up in terms of cube design. Let's all take you back to the start of the year when we received a nice email from a chap named Putra. He was asking if we could do a cube review for his friend. New new series Unpowered Vintage Cube. Now, me and James thought that this was a great idea, but because life gets in the way sometimes, we haven't really had a chance to get to it up until now. So today we're firstly going to give a bit of a review of this tube and what we think about it, but then also we're going to look at it and see what we can learn from it. With any cube, there is always a bunch of decisions and choices that have gone into getting a cube to its current state, and you can really learn a lot about cube design by breaking a cube down and looking at these choices. Not only are we going to be discussing today what we like about the cube, we're also going to be talking about some important questions that any cube designer can be asking about their own cube to try and help improve that cube experience. And what makes this cube in particular so nice is that it's a cube that they've had together for a number of years now, so within it you can see how it's grown and how it's changed over time. James, let's just start with an overview of what type of cube is it that we're gonna be looking at today? Yes. This is a unpowered vintage cube. So we have all of the majority of the broken old cards, just not the power nine plus, you know, manuscripts, etc.. Which totally makes sense, but the lack of power does not mean there are not a lot of tremendously powerful cards and a lot of broken stuff to do in this cube. So we have, for example, full power reanimates this here. We've got like into, animate that animates all that good stuff. We've got a lot of, really powerful standalone cards down here, stuff like for failing us. And this is going to be a very, I think, a pretty unforgiving high power level environment. It for decks can be pretty highly optimized and, not something you're going to be able to hang around and not, not interact in lights. I'm expecting some some pretty decisive gameplay here. But there's also certainly the very good interactions line up with effects as well. So yeah, I think, it looks like a very nicely balanced cube power level wise. But with a few outliers, as you'd expect, stuff like the animate stuff like for Fire Lingus, that's that's potential for some depth and stuff there. Yeah. This is very much going to my kind of perfect cube because while I love playing with power, this is kind of like the actual conversation when it comes to Powered Cube, but I kind of like it. It can make the draft a bit less interesting. It's like, oh, there's an awesome build around card, or there's just a Mox. Which do I take with this? You kind of get like, with this, I feel that your choices matter a little bit more, if that makes sense. Yes, for sure, for sure. Also worth flagging up this is, 450 cards cube, which is a number we don't see a lot, but there's no reason we shouldn't. So, obviously, if you're drafting with eight players, you're using 360 of the cards. So you'll get and see not that three cards, but the majority of cards in each draft. It's similar to the power level, like the the size of this I think is in that nice sweet spot because like like I as we kind of touch on it and we do asset reviews. And when I do that spiel at the start of each of each cube review of each community, it's like if you're if you have a 360 cube, if you're drafting that with your eight person pod, you're seeing every card with 450, you still get a nice bit of variety each time without having to go, really without having to take it up to that 540 that 720 level. You get some nice variety, but you're not seeing the same cards every time. It means the draft is a little bit different. So I'm a big fan of going above the 360 mark basically. And and 450 importantly does mean you can do a ten person draft, which is a nice level. Yeah, for sure. I think having a bit of flexibility in how many people you draft with is is also a big benefit here. Like if you could actually get eight people for a draft, then sometimes you'll have ten people or 12 people who want to draft and I'd be able to spot that is quite nice I think. Yeah, mine's a 540 and I think we've done 12 like once or twice in the past like 6 or 7 years. Does happen. But yeah, yeah, it is nice to have that ability of just like not being up. You don't have to turn your friends down. More is more, especially when it comes to cube. But, James, like, talk about some of the strategies you mentioned. Some, some of the very broken ones, things like Re-Animator. But talk about some of the other decks that kind of, are available in this cube. Yeah. So quite a lot of what we've got here is, will be familiar to people who've drafted something like for Modo Vintage. Q in the last ten years, it's, so you've got, like, whites and red based aggressive backs look very strong. But something we don't see in that is Gibbs. Especially for that deck has has quite an artifact centric theme, potentially. That spills over into black as well. I think that that's our source. That's aggro. Looks like a pretty veil to prevail. That care. Yeah. So I'm a big fan. That big fan of that. Yeah. I love a bit of artifact aggro. I've also got some nice aristocrat space stuff. Both. I think for as, like, value based very stories about stack, but also with some combo elements, like you've got the, one soul, great full of combo stuff, which is quite nice. We've got, a bunch of blue based artifact stuff as well as you'd expect, and then we've got a few soft classics of the, but have maybe been, power crops out of something like some very dark use you've got, like, spent Gwent combo, which is cool. We've got, I'd say some, some of football, like old school green cards like the fellows then have, with, crater and all that good stuff. Which I think can still be fine. It's, we and we've discussed before the, the issues that can run into that. I can certainly have some strong draws. But overwhelmingly, like, there are not bad cards in this cube. So, you're going to be able to put together something powerful and basically any kind of combination. Just some of them will be more synergistic than others. Like, we have a long list of stated archetypes. I'd say some of them that more than others, like, for example, slash, neo plus one plus one counters like like a good slash nia cards, which put counters on things that I'm not seeing, like a ton of cards here, which are paying you for having those counters that much. I think there's like for the also left for green ones and half of them maybe about it. But yeah, overwhelmingly we're looking at, good cards. There's a lot of different axiom bells here. Which which have a lot of synergistic essential. I'd say a lot of for most folk and stuff, it looks like you can do centers around cheating big creatures into plays like, I've got full power for Anima, but we've also got, flash, we've got sneak attack, we've got show and tell. If all of a good, a good fact is that if you're looking to do something but Sims Cube, that seems like a pretty good way to go. Yeah. We also have a channel for, three big titans. We have, two M records and Nolan Morgan here as well for that channel pay off, which seems quite strong. Do you like to see that? Yeah, they're touching on something. He said that, it's good to see no matter who the cube designer is. Everyone's struggling to find out what to do with Lesniak, but it's fine. We will get there eventually. But. Yeah, just going to just keep the ball rolling. James. A couple of things that kind of stand out to me about this game is that it definitely feels like a cube that's grown over time, like in the email that we got, they kind of mentioned that this had been something that it's a labor of love. It's something that is kind of continuing to grow. And it does. From looking at the list, it feels like this cube has been drafted a lot. It feels like it's constantly evolving. And like you already mentioned some archetypes and some themes that kind of like maybe even crept out of the most powerful cubes, but but like, but still seeing things like Kijiji. Kevin Quinn I mean, it's probably there because that play group likes it and that's like, if you're playing like these archetypes, it is still a reason to keep them in. It keeps people playing, some of the classic cube cards that it's really nice to say either kind of like you don't see in the most powerful vintage cubes any more. But, when I think about the ID like Vintage Cube, these are these are cards, but they might not be in there anymore. So things like figure of Destiny is is a classic cube card. Things like Cloud Coalition, relic, seeing a warm power stone in a round, Dynamo in a cube in 2025 like that warms my heart. James I love that. Cause like saying like rank order as well. I can't remember the on my cube with rankle. But I love that card. It was in the first deck I ever had. And also, you touched on green was quite. I was quite deep. There's a plow under in this cube. James, let's go to the sick, I think. I don't think talent is ever really for crafts. I've seen that cards busted as long as your opponent hasn't done anything is really just classic creature. The first couple of sets that. It's just not that small for Isaac. But, That's great. I love a plow on that. Yeah. Know there's some. That's some really good old school tigers have the, constrained Sphinx as well as in that. Yes. They're like ten feet, 1000. And for consecrated Sphinx, it's, it's over. It's over. Proper magic. James. And I think there's a nice balance of that with the new stuff I like. There's, there's, I'd be interested to see, like, how it plays in terms of, like balancing those power levels. But yeah, there's, there's this isn't to say. It's like old, old cards. There's, there is a bunch of a powerful monologues and stuff in here and Yeah. You've got your bow masters and your bow guys and your four phalanxes. It's where we're not lacking powerful new cars either. No. Exactly. Yeah. It's definitely a cube that is being up to date but at all that's being kept up to date. And they're trying new cards, which is something I like, something I'm always doing. I am really bad. Just like not tinkering with a cube. But every time we meet up and play, I feel like I have to change ten cards. I'm like, what's the point? I think I've done, I think I've submitted the same cube list, but once in the past, like five years is not great. Don't do that. Do as I say, not as I do. Yeah, I think we're probably on sort of different ends of the extreme here, whereas I'm good at tinkering with the list on cube paper, but then badge, it's actually doing the admin of guessing the cards and making the changes before we cube. Yeah. I think it's, I, I'm personally in favor of like, I tend to like sort of one big update every six months or so because, I definitely get where you're coming from, where you feel like, I don't have any cards from the new set that came out a week ago, so we can't possibly do, you know, physically, what do I get? Yes. Yeah, exactly. Why is I envious if people just want to show off and play cube, you know, no one's actually first, if you have, then you slightly better. It drops and then you. I've got a bit better. I've started proxying them, just like from a printer, rather than, like, waiting a week and buying them all. So that's at least a but I now I now only buy the ones I know are good, not the ones that are expensive and I don't know a good. So that's a fair question. Yeah. But no but like like like yeah like like what was touching on about to seeing this cube being played a bunch of like there's a bunch of cards that kind of like I have played with over the last couple of years, I'm glad to say. Yeah. So like rampaging for Rusted On is in this cube. Like was that banned in standard? James? Bizarrely, yes. So without ever being that good, I think. Okay. I mean it was okay. They, I think they it was one of those where they were banning a bunch of stuff from other archetypes and then fall after they'd done that motto that was going to be good. That's fine with them. I saw a few of the banned first at and I think one was, I know around the time of Goblin Chain. Well, about I thought was it that one to read deck? But they do kind of blended into one them on a read decks and standard a little bit. Yeah, yeah, I wasn't sure. Maybe it. Well, I wasn't sure if it was like if I'm an app ruins man, I read that. Can I miss. Excellent. So it might be still be in standard at that time. I'll probably be better. Right there. Yeah. Like like I can just go wrong in the comments. Yeah, yeah I there's a bunch of other cards I like like that. They're kind of they've clearly tested and tried over the years. And the ones that the play group have liked has stayed in. That's really nice. So you have like Archangel Iverson in here. That's a really cool one. I like that that is a really cool card, but just one you don't see as much more like a scandal. This is a sick card. It's kind of like it was one of the first cards I bought when I was going to put my cube together, because it was like it was a powerful card in like, I think also, it was a powerful card and standard at the time. I was like, I'm building a cube. This goes in, good to see that one too. So that is a very cool engine. And it is something it's a bit of a slower card, but in an unpowered cube you do have a bit more time. So it's nice to kind of see that there. Yeah for sure. And it's, it's nice for there's a generically powerful card but also one that you can optimize. You know, it's I tend to find those are the two more interesting contrasting experience in the long term than just, cards, which are generically powerful on their own, and they're basically the same power level and everything like such is a lot better than if you have a bunch of fat fans and a bunch of ways to yourself, and you flip it much earlier, like there will be decks Invest, you've actually flipped, like playing fetch from ten to and maybe flipping it on turn for. If you just put it in a generic blue deck, that's not going to be the case. No, no, it's very strong. Yeah. Also then there's cards from the brand new set. So our last episode was the CubeSat review. We have a couple of edge of maternity cards in here. We see like like store Inquisitor, Umbro colors, the free psychology I'm really hot on heaven Harrier, the cheap, red aggro creature. And then I still explorer which is a card I did buy two of it because I have at least two things that need it. Yeah, that checks out. I think that's my favorite card from the last set. Actually, I it's it's very powerful. Yeah. One one copies going in my key. I have two copies and I think I need them to be both for both cubes. I might not update the treat yourself one for, like, an extra couple of months so I can play it in command or a couple of times at least. First. Hey ho. Yeah. That's fair. Yeah, I do get the sense of this cube that, you know, does want to be testing new things like, like, like for me, it's cool to keep a cube fresh, but that does make it tricky. Like like like it it is hard keeping track of a cube over like a over a number of years, as this cube has been like, like keeping the right number of, like aggressive creatures in this color or cheap creatures in this color or like, like keeping the curves relevant and keeping things on track. It's very tricky. And it does seem that kind of like, like it's really nice to see a cube that feels like it's had this fluid, natural growth. But if you look at the underlying numbers, everything is still good. Like the curve of the cube still looks good, that there's the it looks to be a healthy number of like one drops, two drops and three drops. This kind of stuff there's like ramp that there's everything that you want to see from a cube while they're also trying new things and can have callbacks to like cool stories I had from a couple of years ago. So, so as a as a fellow cube enthusiast, this is a really nice cube to look at. Yeah, seems like it's evolved really well. And so looks to be really balanced across, different archetypes, which can be, yeah, generally that comes about a big mechanism for that is you're getting feedback from your playing group as well. It's not just about, your personal experiences of the cube as a designer. It's about listening to your play group, because different people will draft your cube in different ways, and you want it to be a fun experience for all of them. And this cube definitely looks like it would be a good experience for a lot of different players, right? Like there's more and, there's more intricate text that you can draft, but there's also some like pretty straightforward decks to draft. And so, yeah, it looks like it would be, a very fun cube, for basically any sort of player to jump in with. Right. So it's a nice overview of the cube. What we're gonna move on to now is more like the level up part of the episode. And basically we're still going to be going through the cube, but we're going to be kind of like highlighting things that we think are either interesting or like, decision points that the designer has made in order to get the cube to where it is now, hopefully going like these are questions that me and James will have asked ourselves when we are putting our own cubes together and hopefully pointing out these questions. These are things that you can ask yourself on your cube to kind of help improve the environment and help generate this. Again, we're talking about this cube not just because we got a nice email, but also because we do think it is a cool and interesting cube that's designed well. And you see that growth has that cool story about it. So one thing, that is in the description of this cube is that there are no proxies. Now this is a pro proxy podcast, but I do understand this choice kind of. James, how do you feel about like, what's your thoughts on a cube that doesn't have any proxies in it? Oh yeah, I think it's really cool to build a cube like this that focuses. It's like something you're personally passionate about. I think it's great because also a cube like this, which has existed for a really long time, is also kind of a extension of you build taking care of magic collection. And like the cards themselves, can have a lot of nostalgic value. Right? Like, so yeah, I think it's awesome building cube like this that focuses like it's obviously it's like a really big commitment. I probably wouldn't recommend for someone who didn't own any of the cards to go in and just go and buy all these cards in order to build a cube without outfox. But if you're in a position where you already own a bunch of the cards and, it's something you you want to do and that is important to you, then I think it's great. Yeah, I think it's, it can be worth making some some small concessions. And they are small concessions, like, there's there's not a ton of cards you would put in this cube, but, yeah, I think that, like Spence reasons, one thing he doesn't like it is a extension of the cube of the cube designer. Like like the cards you choose to go in your cube are also a reflection of you. Like like like like like like a bunch of the the, cards in this cube off tagged with the word also. So you would assume there's cool altars in here, but like, I definitely had this thing when I built my cube. Like like like like like I don't need the Bob Ross evolving wilds in my cube, but I wanted it because I thought it was cool, and it was a choice that I got to make, and it kind of like, oh, I like that. That reflects me. Like, like, like if you're the biggest Final Fantasy fan, then maybe you want all the Final Fantasy cards and you'll keep all those versions. That's cool. If that reflects you, then you are doing it correctly, I think, and that is one thing that comes with choosing to be proxies or not is that, there are less and there are more options for proxies, if that makes sense. Like you are kind of working with the archive that already exists online. Yeah, I think a big part of why the the reason to build a cube like this that folks, is like is to, polish to like, scratch that collector itch as well. Like, I like magic is a collectible card game. And I think, some nice magic play is somewhere on the spectrum between like, yeah, they're a bunch of people who just collect magic cards, right? And don't really play the game that much. And there's a whole spectrum between that. And, basically, are you interested in playing the game and don't really care about a collection, which is basically where I'm at actually, if if I could sign up for like, mana traders that pay for cards where someone just gives me the card, do I need to put it in a cube or a deck and then takes it away? When I've had done, I would sign up for that in a heartbeat. But if if you're into the collecting side of a game, then having a cube like this built without any proxies and having like really unique artworks and also and stuff, that's that's an awesome way to do the collecting thing because you're actually building something that people are getting you a ton of use. And I, I, you know, gaining joy from, from your collection. I that's way cooler than just having a collection that sits around in a binder. Yeah. No, no. Yeah, I really appreciate that because like, yeah. Like, in my mind, like in the, in the two cubes I currently have, I have all arts, I have fancy versions and I have proxies, but I am currently working on a third cube because it's not enough. That is going to be all real cards. No proxies, but it's like an old bordered cube. It's like a pre eighth edition old board of cube. So I'm putting together partly because it's the nostalgia thing of like, these look like magic cards from when I was a kid. So like, I've made the decision not to put proxies in there because I want them to be the old cards. I don't want them to be printed before a certain date. That's kind of like a thing I put on myself. I'm kind of like. Like I'm probably doing that because the cards make me feel in a certain way about them. I look at them and it's like I'm a kid again. These are the first cards I got from a car boot sale, that kind of thing. It's kind of like that kind of feeling is what I'm going for with this cube. So yeah, I can fully appreciate kind of if you don't want to, like if you want to have proxies to crack on, if you don't have proxies, cool. Crack on, do you? But I guess the flip side that does come with not proxying is that it does mean that some cards you might not have just from a just because they are stupidly expensive, like there's a very strong one, a green deck in here. But there's no guys fatal. That's probably just because guys cradle is like £800 now. It's a very expensive card. Now, it might not be worth it for just one card to go out and get it fully. Appreciate that. Same with things like Mox, Opal or survival of the fittest. Like these are cards that kind of just have gone up in price massively over the last couple of years because the reserve lists, we can't save reprints of them. We also don't have things like Wheel of Fortune and Time, twister and those ones a bit more in particular, like like cause like guys are good in, like the mono green deck, but the monitoring deck can still exist, whereas cars like Wheel of Fortune and Time Twister mean that kind of like you can't have the wheel deck existing as much. Like there are more budget wheels, but just from a like competing with everything power level wise from this cube would mean that the budget versions probably won't cut it. Because like initially I saw this and thought like, oh, she'll dread the apocalypse. Might be a bit of a power outlier, but then when there's no Wheel of Fortune in no time twist. That makes it a bit more reasonable from from a power level point of view. Like, like do you agree with that, James? Yeah, for sure. I think, yeah. Most of the things we have, assume pleading like not have because of costs, I, I think have not cause to like disqualify an archetype five oxide so exists I think. But one archetype is pretty hard to do without these super expensive cards. Is is storm. Because I mean, firstly, light lines like diamond is a stupidly expensive car and that's, if you're building a stone deck and obviously we don't have like, Lotus and stuff and the diamond is kind of essential, right? And then the wheels also are very expensive. But the thing is, you just design around that, right? Like, there's a ton of different there's a ton of scope and a cube, like, best of ways to design that. There's a bunch of interesting combo decks you can build on storm and don't require you to spend £500 on lines that are diamond. Right. So, I think it's. Yeah, it's not a huge design constraints. You just have to bear in mind what you limitations are as you're designing with cube. It's I think and that we're not saying that a storm deck can't exist in a budget cube. We are it's more we're saying that this is a very powerful cube. And the version that would compete in this cube is quite expensive. Exactly. Yeah. Yeah, yeah. If if you want the storm deck to be able to compete without like, wheel of Fortune line side, and then you'd have to not have for failing us in pirate Gotham. The cube. But exactly. That makes sense. Let's move on to another design choice that we're kind of seeing in this cube, and that is that there's a lot of redundant effects. And I don't just mean that there's like a lot of lightning bolts and a lot of like, doom blades. Like we have things like we see like two copies of like, but there's deep Cavern Bat and Kite Sail Free Bridge. These are both two black mana creatures that do some hand attack, but we have both Adeline, resplendent Cathar and Bremer's King of Rest, cos they're both three mana white token makers. There's 14 green ramp effects. Eight at one manor. That's five. One man, white, two ones. There's eight aggressive red one drops. There's four blood at this type, type of effect. And what this will mean is that these the decks that these cards go in will come up more regularly. By having this level of redundancy, you are going to see these decks appear more regularly, and they will be more consistent because the pieces are always going to be like like this. Is this is a 450 cube. So not every card is going to be opened, but there's going to be a good chance you are going to see a decent amount of land while variants in this cube, like in a draw, like you won't see the same cards every time, but you gonna see similar cards every time. That is definitely a choice that they have looked at making, but basically they have said we want these decks to appear and we want them to appear regularly and be supported. Yeah, for sure. And it gives you the confidence in the draft, right? If you've identified the green as open, but you don't have the one mana accelerants yet, you can kind of draft, assuming you will get a couple of them at some point. Because your green deck would look very different, right? If you assumed you were getting, say, two on that accelerants versus not, then the way you and like how many tap plans you play is different. How many trees you can realistically play as depth and and having that critical mass in there means that you, you can like pretty reliably make fair assumption that if green is pretty open and you're not fighting for them, then there'll be a decent number five amount of accelerant siphoned. And yeah, same logic applies. You save like four by one drops for example. Yeah, it makes mono white a real thing. Right. But you have, you're going to be able to reliably start, one, is, is a very different proposition to an accurate Dex start on two. I'm not sure it is a great way of describing it, but like if it feels roomy, if that makes sense. Like, like my cube is kind of the opposite of this. My cube feels very, at times, very constrict it. And what I mean by that is I don't have anywhere near as much redundancy in effects. So in the draft, in mine. Anyway, I definitely feel like there's I don't want to say the picks are harder, but it's if you don't take that line of URLs, then you might not see another one if that makes sense. Whereas in this it's again, it's it's it's different playstyles. It's it's what cube. It's what your Q group likes. But in this it it does feel nice. I kind of like you maybe in this cube. And I'd like your opinion on this games. Do you think you can stay open longer in this cube if you that just because there's more density of effect. So kind of you don't like there's there's more bread and butter pieces for a deck. So kind of like you can wait it back out. Like when you see a signpost card, you can take it, but then you still have more redundant effects coming afterwards. I fill in mine sometimes and maybe I'm just not as good a draft or some of the other people. Basically, I get into my archetype and then kind of like the good cards are already gone, if that makes sense. Like they're like, I don't want as many kind of like or like bread and butter cards in my keep, like, is that a fair statement? I do see what you mean. I it's an interesting question. I think a lot of the reason I think you definitely could say for a long time, this cube, a lot of the reason is that I think compared to something like your, three yourself cube, there were not a lot more cards in here which are just generically good, right? Which I think is like a pretty deliberate choice in your cube that the cards have very contextually powerful or not. Right. But, you know, looking down, for example, the black cards got like, okay, Bow Masters, D7, Bad Ducky, Void Walker. These are not cards. You have to be that are good in a specific deck or a specific color combination. These are just powerful cards which are going to be good. Whatever color you have them with. So, it allows you to, for example, I take like five black cards and assassin for draft. Maybe I pick up a couple of blue cards and a couple of red cards, invest of a pack and I can. And going into pack two, I just know that I'm black and I don't. I've done it on my other color yet, and I can, I can make that. I can push that decision further down the road. Which is, it's nice and it gives you, it, it means you have a lot of agency in your draft, right? And means you're not, you're not just planting your flag early and hoping that it's open. You actually get to figure out what's open. Which is is a pretty good place to be. Not to say I think you can't do that in in something like your cube, but it's, It can be. You sometimes have to be quite inventive to make it work in cubes, where the cards are a bit more contextual because you end up, like trying to find uses for the cards, specific cards in places which aren't a natural home. Right. Which can be like, which is, I think, a good thing as well. But it's, it is different experience than just being like, I have six black cards. They're all great, basically in every deck. So it doesn't matter. I know, I think that's fair. I might also be the curse of the cube designer, where it's like this archetype is open. I'm going to do exactly this archetype and then you don't take a negative. I'm definitely guilty of like, I'm going to show them that this is a good archetype, haha. And then I got this last year and so, so what? No. You know, it's you know, it's madness. You know, with me it's madness. Don't worry about it. It's like, yeah for sure, for sure of rave to Calgary. Great trouble will win a cube at some point. Don't worry about it. But, once, I do wanna kind of keep the ball rolling, but I one of the thing that kind of, we have seen just from the, from the cube list is, that there does appear to be fewer fixing lands than you would tend to see on average, of a cube of this size. So whenever you are looking at a cube, one of the first things to look at is the manner. But base kind of like what lands are you working with the generally in this cube we see for each color pair we have three lands. We have fetch, shock and surveil land. I think all the way down. We do also have a celestial colonnade, but that's more of an a zero waste card in. This is like a control wink on, we then have a full cycle of triumphs. There's times a great, and then the. And then and then the standard kind of mana confluence, Prismatic Vista, kind of five color lands, that kind of stuff. James, as someone who I know loves drafting his lands and I'm like, if you saw this land spread available to you before you started drafting, would that change the way that you were going to go into the draft? Yeah, for sure. I think this is saying to me that if, if I want to be more than two colors, then I'm going to have to take the lands pretty highly because, yeah, there's fewer lands relative to the size of cubes than you'd see in a lot of kids. Fight like, I think, my cube, I think my 540, I think I'm on six in each color pass. So, it's a scale that down to a 450, that would be, five, or at least for some this set fair. These felt that I didn't think this is a bad thing. I think it's just but I think it is something you would have to take into account as you're drafting because, you still have a bunch of color intensive cards, right? So, so you're going to need some lands to make your two color stack work. Nice of the time. It means that if you're if you're very aggressive, that cube being 1 or 1, the splash is probably very good. And if you're a more interactive deck, then trying to keep it to two colors or two and a light splash is probably where you're going to want to be a lot of the time. So in the draft, the way I'll be thinking about fist fight is if, I start off with, like a good blue card, a good red card into a good black card in some cubes, that might be thinking I can be like a good access control deck in this cube. I'm probably thinking I'm going to be two of those three colors. Right. And less likely to splash in there sets to something very powerful. Unless I just get a lot of land. And it's not like front lands, right? If you're prioritizing the lands available to people. And, yeah, I'm sure you can play a lot of colors, but, I'm expecting that in most drafts. You're going to be fighting for the lands, and, and maybe you can be, like, two, two and a splash, but you're not going to be drafting a ton of, like, 4 or 5 color decks. I would, I would expect in this cube, I think the only exception to that I'd say, is maybe if you're base heavy, base green, to tile quite a lot of the dogs that give you access multiple colors. So maybe you can do something in that space. But obviously if you have, relying on them for fixing it is somewhat fragile. If a lightning bolt your birds of Paradise and then you don't cast any more spells that you don't have access to colors, that might be a problem for you. It's very rude, but it people do do it. I guess one thing that might have led into that choice of only having three, dual lands in each color is that in this cube? It does look like mono color. Dexter. Support it like mono red. Aggro is like the first line of text of strategies available is mono red aggro. We also have a white aggro deck. We have blue artifacts. We have a black control deck and we have green ramp that it does look like, but like it's kind of like a limited environment where basically like, I lot of kind of the best way to describe it is like a lot of vintage cube right now is kind of like, cons you can it's three colors is kind of free, if that makes sense. Like, like to an extent, there might have been a choice made when designing this cube to be now I want I want to support mono call the decks more than three and a splash color decks if that makes sense. That's more important. And like, I kind of that kind of framing three lands per slot does kind of make a bit more sense to me anyway. I think. Yeah, for sure, I get it because I think as well, the addition of all the very powerful threats we've had with like, not. No, since a lot of like snap, the thing, has just naturally led to people playing more colors because, there's more very powerful stuff you want to splash. And I, I think one way you can push back against that is saying, okay, but we're going to make it harder for you to splash, right? I quite like that. I think that's cool. I'm kind of on board with my damage control deck not being able to splash forth. English Jones. I mean, I'll still try that, but yeah, it's reasonable, but yeah, but I do like that. Like like it. If it's if it's a choice to just not make the mana is free to kind of stop there because like, I've, I've been I've been afraid of the soup decks for ages. And like one of the ways I stopped it was just I cut for tiling as I cut a bunch of different gods to kind of stop the soup deck from just being the strongest thing. Maybe double fetch shock try. Jewel is not the most like cutting. That might have been another way to do it. So that so so that is an interesting thing to kind of to consider from this group. So yeah, that's very cool. One other choice that they've made and I'm, I think I'm getting more and more on board with this is there is no talismans or signals. Now, when I first put my cube together, it was all cubes. Or like all powerful cubes, has to have a full cycle of thickness. And that's only because we don't have the full cycle of talismans. Then they can be the full cycle of talismans. And so like I get every cube has to have the full cycle of talismans. I've kind of gone down in my cube. So, in my regular cube to just having talismans in the corners that care about artifacts. But there is a question of like, do you think talismans and things are both too slow nowadays? I think in a cube like this, I would say there are plenty of decks that would play uncle, talismans or cygnets. But certainly not every deck. Right? Yeah. I could see an argument for maybe just putting in a couple in this cube. To say, like, the decks for care about artifacts from the LTV, like the vac dice artifact archivist who probably actually doesn't want talismans like this. Trying to be aggressive, but maybe like the blue VAD stack does. So I could see like a blue red talisman being a thing that you want. But yeah, we certainly don't need to have the full cycle of ten, I think, because we are just kind of past the point where, two mana accelerant, like where where you're playing then the goddess of the colors, right? Yeah. And if you're not fussed about the colors, then you can put in something like nine stone, which we do have in this cube. Yeah. I guess with our threads getting cheaper in a lot of sets that you don't need to, you don't need to ramp to the 3 or 4 because the same, you get the same effect on a 2 or 3 nowadays. But I, I guess maybe the fixing aspect of a thing might lead, might be part of the decision with the land of not having as many sources of fixing outside of green, that could be part of the choice. They kind of take to curtail those five color soup decks. So that could be part of it as well, because you get like Talisman and Cygnus are asked fixing as well as Ram. So yeah, for sure. So if you look at for Man of Ox for other than the cube, they're very much feel like they're you. You have to really mean it, right? Because they're, like coalition relic one power Stone fan Dynamo. These are cards for a very specific deck. They're not cards for just trying to cast my powerful forge off eternally. Yeah. And you have known Shadows and Mind Stone, but they're just both colorless mana. They don't. They don't help you with the fixing or anything like that. Which I think does make sense. Talking of color, one thing I am a fan of seeing in this cube is there is not. There isn't really much, there isn't really balancing for multi-color. And by that I mean there isn't. Like each color pair doesn't have the same amount of cards like we see, like as aureus has five slots to me has four. Right. As for rule two selection here too, I kind of like it's it's kind of in between the two and format all the way down, but it's not the same amount. That's quite nice and like it that to me that is a cube that has grown to that point because like, I think the starting point for a cube is you have the same amount of cards in each color, and you have the same amount of cards in each multi color to kind of to start off as an evening, as an even base in each archetype, just to just have a base point of view. Every color has the same amount of resources. Therefore it. But as you start playing the cube more, you're supporting Dex more than colors. It kind of moves away from like limited like like limited draft to more a to like a, more like a meta, if that makes sense. And that's what kind of your supporting Dex more than your supporting colors. And that's definitely something where kind of like, as obvious as a control thing needs a bit more help. Let's give it an extra resource, that kind of thing. So let me just suck. So let's just remove all this Lesniak cards, that kind of thing. You know what I mean? Gems. Yeah, for sure, I, I stopped trying to balance the color cards about half an hour and, creating a list. My first, to be honest, because I just I'm iffy opinion. I'm. It's got to be reasonable that you can't just put in, like, 15 as it calls cards because that be cool. But, like, you do have to respect the balance of the cube. But having said that, if like you have a color pair where you just buy want gold cards for, you're excited to put in your cube, then don't put them in just to make up the numbers. Just adds mono colored cards to those colors that you are excited to pass in, and may be biased towards ones that you think would work well in map color path, but they don't have to be literal. Gold cards, right? Like if you if you can't, if you don't have good near gold cards you want to add, then put in a green card but you think works well in the near deck. Don't just like add them to make up for numbers, even though, you know, kind of not excited about them and they might not even see that much play 100%. And it's it's just the thing that, like, not all color pairs are treated equally. There is a thing of like allied color pairs have generally traditionally got more over the years. I say this as gold gallery fan who's angry. They haven't completed cycles of stuff, but it is just a thing of like, there are more colors of that of certain cards in there are this to choose from. Yeah. I think part of the reason for this is that, we have and what we're doing in cube, but a lot of the time for gold cards is we're taking the gold cards, from limited environments and in limited environments, for gold cards, generally supporting the thing that that color pair was doing and limited. They're extremely fine. Posty. Exactly, exactly. And very often. And if you look at, the recurring themes, we guess in limited sets, the ones that crop up in certain co-op has just convert very well to cube and, quite consistent. Like how often is blue that spells a thing that's like every other limited stat, right? And that translates really well to cube. Compare that to something like, you know, black. Red. I don't know. What was most of the last services that I didn't play any final things. Yeah. Like, oh, like, I know, like red white vehicles matter or something like vehicles matter does not translate well to, to a cube because they just haven't been enough vehicles sets. Well, like blue green energy if I just aren't enough energy cards. So those gold cards are going to be a mess. A cube, and that just leads to very color paths where they print gold cards like every other set, which look very exciting for cube and their color paths where that isn't the case. Like, I think for me, it's always is. It has so many cool options. Good options. Right? Because they have a bunch of gray artifact bells around and a bunch of great spells cards and often some like of a kind of unique cards that just end up in a set and, something like green white. There's. Yeah, like some counters stuff or there's some token stuff, but that's about it. Right. Yeah, I think I could name like 50, to make cards. I struggled to get past five Lesniak cards. Yeah, for sure, for sure. And it's, I think you don't have to try and force it that right. Having a balance cube does thusly. Doesn't mean that every color pair is drafted an equal amount of the time. The second the how often magical powers drafted is not just about how many calls cards Foer, it's about the mono color cards working well together. Far more often it's about the gold cards. So, yeah, I'm I'm not at all worried about the number of calls cards. I my only thing would be you do need to exercise some discipline if you have, 12 to make gold cards in your, oh, 50 cards cube, then you maybe need to chill out and pick your five favorites, you know? But, it's fine to not have to have lower numbers for certain color patterns. It's not an issue. I think it's definitely fair. Is definitely something nicer with having a larger cube. When you have a 360 every card, as you said, every card in the cube is being drafted. So. I'm not I, I want to say that the larger the cube, the less rigid you have to be about balancing, because there is an element of randomness and things kind of working themselves out in the wash of, of, of that still being a third of the cards left in the box, if that makes sense. Like, I like is one of the things I like more about, like the environments I generally more forgiving in terms of like like, oh, I like like in mind, I think that there is a world where colony, broadside bombardiers might be too strong, but because it's a 540 cube, it might anyway, it's not appearing every drop. So it's not like the train wrecking throw off the draft. Off the draft. That's something nice you can do with with adjectives. And I think it's something that will probably come up with this one a little bit. Talking of unfair cards, James, we do want to touch on some of the unfair strategies that have been included in this cube. So we already mentioned kind of full power Re-Animator. We have Entomb. We have we we have the best random targets in here. We have Archon, we have gristle, brand and attractor. In no particular order. Me mentioning that, we mentioned we have, flash and sneak attack, with all the best targets. So we have things like World Spine Worm, we have, what? Oh, fly mass as well. Yeah. And we have, Triple Titans and, yeah, you've got, you've got nice, good flash targets inside vault ball tyrants. And they're even like bulletproof triplets. Flash's is very good, actually. You end up with two six sixes. It is nice. And yeah, I was actually on Channel and Rook close up. But also we do have we have Tinker. And we can go and get a Sundering Titan with that. You've got, you put a note in here, James, that you would like a portal to for action. Maybe I do like a portal with a, like a fossils of threats. Yeah. We have a goblin welder as well. Right. So we have a few ways to cheat in our artifact. Yeah. And, I think it's cool if some of our ways to cheat stuff, if some of our unfair decks are not just different ways of putting giant creatures into playing, and versus citadels like, have a very. The house is fun. Yes. Yeah, I would go but I think the the other thing to cheat cheating because it's not game over. It's not like absurdly powerful. Like you can definitely tinker for 6000 views, but it is a really cool game gameplay experience. It's, you can do a bunch of really powerful stuff that feels very powerful at the time. You can go off if like sensei stuff is cool, you can basically try a whole deck with that. You just pay to do your cards. I think it just, it's nice to give, have a wide variety of, powerful stuff you can do in your cube fight and stuff that feels very different. And I think at the moment most of the combo stuff we have is basically different ways of putting a giant creature in play. I think like having something that feels better. Be cool. Yeah, yeah, I could imagine maybe the choice to not go, but is that you do normally think of it like as a storm adjacent card. And because that's not supported in here, maybe that was a reason they didn't include it, but just bonuses is just quite a fun card. Like like it it can do dumb and broken things by itself. And we do have mono black kind of like control in here. And that is a nice kind of like top end old wing, kind of like like I have lost games to the is it tap ten permanents deal ten damage or something like that. Oh yeah. It's a very real thing. And it's like actually kind of collapsible in some decks as well. Like just dark ritual palaces. This island turn fall is it's kind of a thing. I think the house does fit in very nicely because yeah, like a it also goes in with all of the other broken things that, that the cube is doing. But like I do think the designer has found a good job, has done a good job at finding that power level. And this is something that every cube is on it, no matter what the cube is. It could be real edge of eternity set cube. It could be vintage power level, like, finding the finding the right power level for your cube is incredibly important because effectively, you want everyone to have the same amount of fun and same amount of chance of having fun in a cube environment. And like, if one person is just bulldozing everyone every game because they just they have worked out what the best decades and then get every time. That isn't the most fun experience. And I do think they've done a really good job at finding the power level and how they've done that is like, firstly, we do have a list of banned cards. James, I want to go through the cards that they've listed as not being in this cube. Yeah for sure, so I don't yeah, it's visa cards for us. They flag flagged as being removed on power level I guess. So how a nine solving. Yeah, obviously makes sense. Okay. Fifth of crowns. This is interesting to me. I wonder if this was sort of excluded a while ago because to me something like, like Roadside Bombardiers is to me a much more powerful card for no taxi for bans. I agree, I think it's more fun though. I think Ocho is a bit more of a miserable card. That's kind of. Yeah. Yeah, maybe not to everyone's tastes. The next one I completely agree with. I think this next card is bullshit, but these. Yeah, but they agree with you about comments telephone over luck. And that's, That card is obviously nonsense. It's in things like Hobson's mediocre. The whole dice rolling thing sucks. If you've ever had your opponent chain together some sixes off that comment and, I had one of our friends roll two sixes. Oh, I, I can't entirely remember how the turn went, because I think I had a mini aneurysm while I was while the guy while it was happening at me. But I know they were doing a bunch of, comments. Stellar like sixes and and going. But I know that basically the turn ended with them getting that key infinite off just from getting enough value of there. I think they returned a bunch of cards as well that let them reanimate that keg combo, as well as making a bunch of a bunch of squiggles. It was just, dreadful, James. Tragic like. And it's like magic's already a high variance game, right? Like just the action of drawing cards off the top of your deck makes magic of a high variance game. You don't need to artificially, artificially introduce more variance with stuff like dice falling. In my opinion. I think it's kind of nonsense. Yeah. So I'm. I'm bored of that. I can do this. Let's do the band card. Yeah. I've cards I would agree with this is my cards. Is not that fun? Yeah. It's not fine. Like it's almost power. Like it's it's kind of where we are with like. Yeah, I, I would say that the only the most powerful games. Yeah. For sure, for sure. It's, is amongst the most, the least interesting ways to win a game by its side. It's like it's elements can be. You couldn't immediately answer it, say that it's I guess it does like, okay, it takes all the boxes of power because it's a card you take no matter what you're doing. I mean, the, the only thing that makes it not to me like like you do have to be able to make red and green mana like that is a thing. That is true. But I if I, if in this cube, if in part three, I see a mince combo and I'm not in the colors. I think I hate drafted games because I'm a bitter bastard, right? I'm sure I'm passing too, you know. Yeah. That's what. Yeah, well, it but like if it is a card that you think is so powerful, maybe I wouldn't draft it because I'm a sucker for like, oh, there's a synergy card. I'll take that. That's what I would do. And then lose to the person who takes the medicine. But but like, there is a world where I kind of like you remove it for the greater good, but, let's keep going. Like, another thing that they have, put us as in their banned list is zero quit artifacts like zero. I quit equipment, and that's because we do have a nado in here. I think I'm on board with this from a power point of, like I still have. I'm still full on the knowledge. And in my keep, I have a shugo and a lightning greaves. Part of that is the 540 thing of it. Hasn't all those people, every cube, it hasn't. They say, I got it now. I'll do. And it did. And it was really fun and did very well, but didn't win, but did very well in the first. Kind of like 5 or 6 cubes and like the last 3 or 4, it hasn't actually shown up as much though. Maybe people have kind of forgotten that. Not who can train my cube, but it is something I could see. Like if it if I have another couple of people coming to me being like saying that wasn't that fun or or of or for the power level of my cube, it's too strong. Then that is a nice way of toning it down while still having the cool Na do stuff, but just toning it down a little bit so that you don't have that broken environment. I could, I could take those off doing this at some point in the future, like like what they have instead of Zuko and Lightning goes, they have what? Lava? Spare boots. It's pretty hot. They have Shadow Spear, but then they also have, like the I think I said Sylvan safe keepers in that as well. That's not very powerful with nada. But then there's also just for good value stuff like as Pressley Bill, there's even you know, like you have a map of runes and a Naidoo. It's fairly powerful. I do still have a high pick on this cube, but yeah, it's just not a combo card. That said, value card. Yeah. No, that makes sense. So. Yeah. So so as you mentioned, they still have nor do they. Yeah. We also mentioned they do have ports I bombardiers and gut. I do think these are some of the strongest things that like that you can be doing in cubes nowadays. We have touched on it and it's the one card from a single card point of view. I could consider being too strong in this cube, and that is the fourth Air Lingus the lands, meaning it's not free to splash off of like your non-porous deck is. Maybe the nice check there, but just from a single card point of view. I think like like everything else we've like, that could be too strong. So like broadside guns and like, nah, do they all need something else to work? It's like a plus. Another thing is good. Like you can just win a game with a fourth day good. So that so that's the one card from a power level point of view I think might be a bit too high. James, what do you think? If I was designing this cube, would I put it in? Maybe not. But my my inclination with stuff like this is if you're unsure, like, put it in and see how people feel about it, because, I mean, it's not like a super expensive card or anything, right? I would say. Yeah, put it in, play it for a few drafts. If everyone's like, this is kind of miserable. Like I would suspect with a card like that, there will come a point where you're playing favorites like, yo, we've been for failing us enough. We're kind of sick of it and great. Take it out at that point. You know, it doesn't necessarily mean it was a mistake to add it in the first place. Like, I agree with that. Some cards, fun to have around for a bit. And then everyone's kind of over it, you know, at a certain point, like, I think you experience a bit with initiative creatures in your cube, right? Okay. So, yeah, and we've done episodes on the initiative and Naidoo and talked to the moon about these are very cool, very powerful cards and to an extent like, like if they found a balance in their cube where these are all fine, then that's really nice. For me, I couldn't find that balance, so I kind of. I ended up cutting down the power level of my cube for the first time. I kind of was very much pushing. I always like adding more things to try and push things out, basically. But, one of the reasons I was specifically mentioning fourth is that they do list, the most winning strategies. It was Boris Aggro three color control. You then have go GA with removal and I think green base ramp is really nice to see on one of the top winning decks. It's just a quick aside I'm on a green James. It's back. I love that, but just like, those top two like, Boris aggro in three color control, those do seem like for their linguistics, if that makes sense. Yes. Yeah, I think that's certainly true. Even green based ramp can be off of that linguistic turn. Real go go do removals. This might be a bit tougher. Yeah, but I mean, that doesn't mean only winning with a fight, but, Yeah, but not directly, but, Yeah, certainly, boss. Just looks. Looks pretty push to me. Like, we're not really missing any of the most powerful boss cards except for the initiative breaches. Right. But, yeah, I mean, I think on the whole, I'd say this cube looks very balanced, but, yeah, it would make sense to me that they both stack very modern, wise aggro and mono aggro would all vanilla. Looking at the cube, that would seem like a reasonable place to me. I would guess in this cube you're more likely to be white aggro splashing there, or that aggro splashing white than straight up boss aggro because, to be putting like a Z like that one drops and white one drops in your deck next to each other, just like here's my Bhagavan, here's my mother fins. You need a lot of dual land. And because you're an accurate DAC, you don't want to have a ton of tap lands. So it's, so you need to get a lot of untapped dual lands, and that looks like a very tough thing to do in this tube. So I guess my scifi bar stats, well, one color splashing baobab. But, I mean, there's some very powerful cards to splashes of spam that make sense to the place to be. That's likely. And and when it comes to balancing things like how it comes to balancing something like boss aggro, there are different ways you can go at it. Like you can go the way of cutting a couple of cards, or you can go the way of powering up the other decks. And that's kind of it's it's not a one. It's not like it's not like one lever. That's kind of the point of a cube is it's, well, this cube is 450 individual levers that you can adjust to push something up or pull something down. Like, like we are not saying cut, cut some bars, Lego cards, but like we just are using it as an example in this cube because it is a winning strategy of like a way of adjusting that isn't it isn't just cut the cards from an archetype. It's give other archetypes real game against them. So it could be like add a couple more board wipes, something like that so that your more controlling decks have answers to your aggressive quick just like like at like you, you've got a creature like thing in the ice, which is really good at kind of slowing down a game of magic and giving a more slow, more mid-range deck some kind of like, like some sum game against aggro day if aggro is taking control of the cube. Yeah, for sure, for sure. Just give give of attacks cards that line up well in that match up, and then the end time of the time you may want to start looking at cuts is if people have all those tools in the attack and they look like they should be well set up against that deck, but still not a good match up for them. That's probably when you want to look at like making cuts on power level. But, I think starting with the approach of giving other people more tools and then only looking to cut from those powerful cards if that doesn't work, is is the reasonable approach. The other thing on cutting cards just want to touch on is, and this isn't specific for this cube, but just in general, when you are looking to address stuff, just keeping an eye on what cards are consistently going. Last pick kind of you've pinpointed maybe a couple in this cube. James. That just like again, we're not saying cut these cards, but just keep an eye on them. Talk with your play group afterwards. See if these cards are getting played, that kind of thing. Yeah for sure. So I mean, it's it's I think we all like adds cards speculatively to cuz that plays like that need to keep an eye on them, see if they're working out. So like cards I would just from looking at this cube have doubts about this like the final looks kind of Scott Chase me like you've got to be pretty. You've got to be pretty committed to make that card good in general to like mailing it over for free. So it's just not that good to cast. And it's kind of hard to turn. So, you need to have like a ton of self meld madness stuff or discard stuff. And I feel like there's not that much support here. And kind of Hogarth, in the same vein of a Hogarth, is a much more generically powerful card. So maybe you can kind of swing that one. Anyway. I, I suspect it doesn't. It won't c play a lot of the time, but maybe the occasional deck comes together where it's really good and it's worth keeping in. But yeah, there's some more general points about, As well as looking at what's winning. Look at just like, what cards are not seeing play because that those are just dead slots. Right. And that's an opportunity for you to add something new and cool. Talking of new and cool, there's a couple of cards in here that I have not cubed with yet, but I did kind of want to shout out, this is definitely one that we missed on our set review. Oh, it's it's on one Horizon's three, commander. That would be why I see, you know, we did find I don't think anyone criticizes for not having enough modern horizon seven days. Okay. But I do think this is a cool card. Let's talk about mutated cultist. This one is not one I'd seen before. Saying that it might have actually been in the deck that I own, but I let's go with like, never seen it before. Maybe we think the cultist is two in the black for A13 creature. Elder Aussie horror with the void. And when you cast a spell, remove all counters or up to one target, permanent or opponent. The next spell you cast is turned cos one. So that's two cards for each counter removed. This way. And and also has death touch. I am right in thinking, James. This is a way of triggering dark depths. Yeah, yeah, this is a dead space. That's kind of cool, but but it's a depth space that also makes your M recall costs like 503305 minor afterwards is how it works. Yeah, yeah, yeah. That's kind of how it's just, you know, like spellcaster mass affect. That might be somewhat winnable. Trying to be fair. Yeah. I make my 2020, and now I have another cool, but I think it's a it's not a bad card anyway, but it also kills a planeswalker. Right. That's a pretty big deal. One three depth touch. I mean, that's not good, but it's, occasionally you'll be getting beaten down, you'll cast less, and it'll block something, and that's fine. But as a body, it's nicely annoying. But yeah, you are mainly here for that ability, which I think is kind of I do kind of like it. Like like they're not they don't have the battle in here, which can play forever. That could also be a nice little thing with this, the battle that flips into like an eight seven or something like that, like kind of like the other piece we were using with, the, with Vampire Hex Mage. Yeah. I had not seen Mutated Cultist before. I think that's quite a hot tub. Like a hot bit of tech. I might try that in the treat yourself. Also, one other one that I really like. I've mainly played this more in commander, but I could see it doing work. It's rise and shine. So this is for the back deck, which is kind of blue based in this cube. It's one the blue for sorcery target non creature that you control becomes A00 artifact creature. Put four person counters on each artifact that became a creature this way. But it has overload for for blue. Blue. I quite like this. This is quite neat. Like, worst case, it turns your treasure into A44. But it does have, like the kind of overrun tech, if that makes sense. Yeah, I think it's cool. It's like a Tesla Ultimate, right. But, but you get it by way. The challenge for this card is you need no need to be going away with your non creature artifact. Right. So your, it's the, cyber drive awakening style of text. Right. Exactly, exactly. So it's you're like third party iconoclast. So the Heelys or whatever, which is often a easy way to go wild with artifacts. And cube doesn't work for this, but something like, farmhouse seat shock is really good here. Oh, just like that. Well, it's just making a ton of treasures of food or blood or whatever it might be. There's so many cards in magic at this point, just some bits out, some disposable artifacts. So, yeah, yeah, yeah. The card at this point, yeah. No, this is this is a nice bit of chat. It seems like a nice I wouldn't that's an for for for the fact that now that's cool. And then a card that. So this cube does have the is it spells like the. I've struggled for ages to make work in my cube, just primarily because players take the lightning bolts and the ponders, which kind of makes it a bit trickier, but like, they're running slick shots show off, which is a card I really like. Like, I've really had a lot of fun with this in the auto battler that we played a bunch of times, like the three hand deck type thing, where it's like this pump spell berserk is sick, but like, yeah, I was glad to see this one because this is a this is an incredibly cool and awesome magic card that I want to I it's the kind of card I want to see work in cube similar to like dread hold arcanist. Like I want these cards to be good in a cube environment, but just mind it, they haven't worked in mine yet, so it's nice to see them here. I was it was one anything I set out to. James. Yeah, I like the shelf. I think it's I see it much more. There's a aggressive burn card when like a dreadful darkness, which is like a accumulate value sort of spells play off. I see the show off as, like, I want it in my deck with fire blast and char, you know, that's, like, maybe I have a couple of blue cards in there too, but, I see it very much just being about killing my opponent because it has it has the haste. Right. Is it's a big selling point to me. I found actually, I have my card and cube. I found you swatting. It is surprisingly real. Really? Okay. Because you don't care about getting in for one that much, right? So most of the time. And, often if your opponent has left up mana so they can have a removal spell up on send to be able to plot this instead of casting it twice that mana. And then the next turn, you cast this, play some spells and get in for a ton of damage right away with five tap oh on a turn where they've tapped out for something. I've found that to be very good because, in those band decks, right? It's often about it's not so much about trading my creatures in an advantageous way. It's about getting damage out of my creature before they have killed it. And that plot allows you to cast fierce and long creature spells in the same turn, when your opponent's defenses are down and sort of guarantee that you're getting like, if you have two spells, like you're getting five points of damage out of this creature and then they have to kill it, that's a very big deal. That's so much better. When you tap tap on turn to got in for one hair to. I'm shocked, you know. Yeah. Like five card. Of, cool ones, I think for, Maha, it's, I hate the name of this card. I don't understand, Maha. It's Travis Knight to, Alan Partridge. Maha. No. Sorry. Yeah. Maybe that's I just, I, I it doesn't look like it's meant to be an Alan Partridge tribute card, but, maybe it is, but this is the three black, black, six five legendary creature, elemental bird with flying trample war. Discard a card and creatures your opponents control have base toughness. I think this card's pretty cool. Like real black. Doesn't get a ton of, just like big tactile threats, right? Like, they tend to be more for, getting value right away rather than this sort of real big fat football book. Just win the game. It's it's in play for a turn or two. This is super big, but that war, this huge likes it. It kind of negates the downside of five shops in general, especially five shops that don't have a need to be effects. But you, they just trade really badly. And for me, though, they have the what helps a lot. They're I would I think it would be really cool. I, I don't have a specific card in mind, but if we could have some sort of a deal one tool if you offhand creatures to combine with this I think this that would be quite nice. Chainmail is a bit hard to cast, but maybe there's, and then if there's a good value on that, I think about it. Maybe, plague engineer like engineers. I that's like lot that's what. Yeah. I mean, it's better than just like, infest, I guess. Like, yeah, it's got to be something that's like, actually a real card outside of this, right? But yeah, maybe Plague Engine is good. I think that could be a nice little, way to maximize that ability. Yeah, there's a lot of cool cards on this cube. The the that stag I like as well. That's for, green. 312 when you evolve that, you make a copy of it. That is a cool. I do like that card. Yeah, yeah. I've not I've not really got to play that much yet, but I, I like the idea of it. It seems like cool. Tweaked. All right. Yeah. We're kind of coming to the end, but I thought we'd just end with, again. Like, we are both, I think, fair to say. Kind of like quite high on this, quite high on how this cube has been put together. It seems like. Yeah, as you mentioned a bunch of times, that there's been a lot of care, to get to this point. And it does seem it does seem really fun and it does seem very well balanced. But as I mentioned, I like adding cards to my cube. So I am going to make some suggestions on what could be added to this. I just a couple of quick ones. I think just off the bat, like James already mentioned bonuses, which I think would be a great include, but so just like individual cards. So because we already have some of the combo pieces already there, I'd be tempted to add Goblin Bombardment if I just really love this card. I think it's very good and very efficient and, like, it's definitely the right power level for this type of cube. And obviously it does go infinite with, like, like any kind of sack based combo though, like, the grave crawler. Warrants sole trader stuff. It can be a sack out in that, like, it doesn't like, that's pretty hot. And then it does also open you up to maybe swapping something like a Blood Soap champion for, Forsaken Miner, which then you can start doing some combo stuff with, because that's the one that comes back. If you commit a crime, hitting people in the face for the Goblin bombardment is committing a crime. That's a nice little interaction that I like. That could be just one nice little swap ball. A little add there kind of just makes that deck a little bit, a little bit hotter. Yeah. I like the idea of the miners really sick with your mess as well, which we already have in. Now, I buy that a lot for, what I quite liked the idea of was, dark faded, which I think is just a very cool card anyway. But, I specifically like it here because we have, like, a whole bleach, and we have a, draw punishes in the cube. But no wheels. And I'm down with that, like, I, I can see how a wheel is kind of miserable and we're not spending money on wheels anyway. But I think hope which to me is a lot less cool as a card if we don't have anything proactive to do with it. Like, it's not a bad card like anyone who's had their brainstorm featured will tell you you don't need the wheel to make hold, which is good. But to me, if all it is doing is like punishing other people's chore spells, it's not that fun. It is. It's just Iva is great. Again, some people it's great when you get people, but then it has no tax symbol for match ups and that's not that fun to me. Whereas back Phaeton it gives you like a nice like not busted proactive thing to do with that stuff like I did my whole feature and of your turn untap you you discard two cards, I get two treasures. It's like pretty cool, very powerful synergy, but not plus LEDs and that fade ins, I'll say just a great card. So I think I might fit quite well here. Kind of feel a little bit of a gap. That's kind of hard. A couple of other just kind of bread and butter cards that I think could do quite well. Like I've just generally been. I take bubble like as this bubble and miserable measures bubble quite highly because I just go in so many decks, like they're not just artifact decks, but these are both the zero mana baubles that effectively you can stack them to do a thing. And the end result was you draw a card. I think these are just fantastic bread and butter cards, like, but I'm just going off to back decks. I run these in aggro decks like, these are what kind of let you run 16 lands in an agro jet? Because it does a nice bit of free filtering on top of, on top of going in the upper decks, but also because we have tomahawks, because we have pyro guys, because we have barrel and nether glyph that just artifacts that put themselves into the bin, which I think is quite nice and quite like it's almost free to include like, like like it's not free from a they need a slot to go in the queue, but in a deck, I think they just really make some decks really convincing. And in a similar vein to those, I would also probably consider pyrite spell boom. I know we spoke about it, I think a bunch on the last episode of just like, being a good way of just, synergize ING a bit with some of your archetypes. Because we have artifacts in here, and because we have that delirium stuff. Just swapping. But I know it's not as good as something like incinerate or I think, I think swapping it for a play with fire, which is in, like, there's a one minus shock that, if a player was dealt damage scry one, I'd be. I think I'd be fine swapping play with fire for a pyrite spell. One personally, it's a bit more mana intensive to kind of get going, but I think it just will bring things together a bit nicer, if that makes sense. I'm a big fan of that kind of stuff. Yeah, like that switch just has has more synergies and more decks, and the bubbles certainly seem good. Like very honestly. Like it's one of those cards where you need a little bit of synergy to play it. But it's also on this difficult to draft a deck that doesn't have a little bit of synergy for for bubbles. Yeah. Like they even if you're a aggressive deck five, I trigger your slick shot show off my trigger yell Dragon. Sorry, channel. Yeah, but those cards just do a lot. And you know, we do have a television academy in the nursery in the cube. But that seems like a good place for them. Okay, another gold card I thought would be a nice addition was, Kaito Bane of nightmares that for planes, the blue black planeswalker with ninjutsu. I've quite liked this card in my cube because. So we have in here already the, Fallen Shinobi, which is the, the myth five for you. Ninjutsu it for four mana. Very powerful, very powerful trigger when it hits them. And that's a cool garden you can build around that by. And having the second powerful ninjutsu cards makes you black ninjas feel a little bit more like a thing. You can actually do afterwards, rather than just having the one ninja to enable. If you have both of them, you'll end up a point of making much more of an effort to include good, cheap, evasive creatures, good features, or TP effects that are powerful. Too often that sort of stuff it makes it starts to make it feel like a bit more of a fleshed out package, having just that second payoff, and the card is just quite powerful on its own. I think it it will see it, see play and plenty of that. Yeah, I do like titles. I've been meaning to put it into one of my games. I do love a, I do love ninjas. We should we should really look at the archetype at some point James up and then because I think there is room in this cube. I do think there's room for a couple of packages. There's one in particular that I'm gonna suggest just because it's, it's probably my favorite thing to do in cube. And it's not delirium and it's not graveyard. It's sort of graveyard base, but it's not. It's, it's the Dream Halls package. So Dream Halls is there's the five man enchantment where? And it is symmetrical. But don't worry about it. Any player can discard a card, and then they can cast a card from their hand that shares a color with it. But the package, is effectively dream halls and misfits is mastery. These are your ways of casting your spells for free. I we do already have a torrential gear in here, which goes great with a magma opus, which I think is a great magic card and could also have play in the as it spells deck. But then you kind of do those. You add brutal ultimatum inspired ultimatum is just really busted, like top end spells are going to be casting. And then I think there is room with that to add an echo of eons, which is a cheap, it's probably one of the, cheaper wheels out there, I think, it's about $15 or about €14 of that kind of stuff, but like, it's a six man, a draw seven or with flashback for two and a blue to do the Wheel of Fortune type stuff, which I think it ought to do the time to test out a thing, at least by shuffles the hand and graven at the library, then draw seven like. I will be honest, the dream mosaic does get better with wheels and but like, I think there's enough of them in here already. Like, there's, sailing to the west, which would be great. Like like sailing to west is already in the cube. That would be great with dream halls. It's just so much fun. Like, Dream Halls is, like, my favorite thing to show and tell him on turn three. I know that doesn't sound the most optimal, but just do that and you just dump your hand, draw a bunch of cards. You really feel like you are playing powerful magic, and it's big and it's swingy. And that would be my like, like, I think there is room for some packages in here, but like if I was going to add one, I think Dream Halls would be it because, it's not super expensive. Like, like I think Dream Halls is about £20 right now, which is actually, I think the cheapest has been for quite a while. But, as a package, I think it's the most fun, like I. Oh, it is if I say a dream halls, I'm happy and that would be my recommendation for a package out anyway. Yeah. Three halls. A sack is a lot of fun. I guess the only downside to this cube is because we don't already have four wheels. Like, I think it can work without having, like, wheel fortune, time pressure and stuff, but it feels like we need to add slightly more cars. But, basically just there for the dream whole stack. That's there. And there is a way we're kind of that is a bit antithesis to a lot of how this cube has been made. A lot of cards do tend to like, look like they have, they have a place or they're or they're very good, if that makes sense. I'm very much, to me when it comes to it of like, oh, this this card does something cool with this other card. Cool. And they go to my 540. Let's see if let's see if in three cubes someone does have something with them. I am quite guilty of that, I guess. Yeah. That's fair. The final card I wanted five, which I think would be a pretty good add, is Elvish reclaimer. So this is the one mana one two. You can pay two and tap and cycle and go and get the land from your deck. It, basically, the reason I would like this is we have quite a lot of figured land stuff, and I think specifically a lot of the, we've got like a farming app. We've got the new I still excavator, we've got, we've got a crucible. I think we're quite good at the stuff like the carrying skull, which recurring strip mine. And wasteland. So I think just one more way to go and get your strip mine or go and get your wasteland. Could be pretty good. And it also helps set up your dark, that thespian stage stuff, which is in hand. We have crop for already, but I think just like a little bit more redundancy for that effect would would be pretty good. Because it looks like that would often be the pain point to me would be how you go and find for lands, but for film, like having the land nice we get in general, I think we both land that this is a really lovely cube, and I would love to see some of these cards, like some of the altars in person. I do see that there is a promo from, Magical in Amsterdam last year and I am currently looking at going again next year. They've announced next, summer we're going back to Amsterdam. And if I go, my plan has been as much of it as cubing as possible. So if you're looking for an eighth, look me up, maybe James up to see how it goes. All right, so that's the end of our main topic, but let's crack on. We have one final topic for today, and that is what have we been playing. And James, you've been playing quite a bit of Edge of Eternity's Limited, haven't you. Like, I had a really fun time at prerelease. I think this is pretty fun. I think this is really fun. But what are your overall impressions of Edge of Eternities as a draft format? Yeah, I think it's played really well. I've been, spacecraft, I guess. Was the field fierce? New and exciting mechanic? I think it's been solid for the common ones aren't amazing, but there's some pretty good common ones. You've got to build for right back for them. I think they're currently slightly overplayed because people just pop from index where they don't belong. But I think in the right decks, space spacecraft play play very well. I think the format, I think it will eventually be a fairly balanced format, but at this stage people haven't quite figured out what the best cards are. And, I think green specifically is still really under drafted. Like the the Green Commons is just very, very powerful on this site. There's I think they just line up very well. I think a lot of what this draft format is about is stats, and just the way the cars line up against each other, I've found it to be much better to be the guy playing the five fives than the guy trying to kill over five fives and, Right. Okay. Yeah, I think and green does a really good job at that. And complain quite a lot of different ways as well, actually. But I think there's just a few green comments that are a bit underrated, like especially the cheap ones that make landers and then the you vamp with your landers and then you get to play big expansive ones, which you also great. Yeah. Like specifically, for example, Galactic Wayfarer, which is V, two in a green for free for you make a lander. I think that's just the best comment in the South. I don't think it's particularly close. Like is free. Free? I'd argue in a lot of Green Decks versus about on par with like free, free draw card and free amount of free free draw card. Is is way better than you get for a comment, right? Like when you play that on one frame and the next thing you get to back Yolanda and then get a accelerates immediately. It's, very powerful. Yeah, I that prerelease and most of the time it worked out to be exactly the same as my white rant just has the same manner and stats. Yeah, yeah, I think very strong. Yeah. I think green just pairs really well with all the other colors. Well, I think green black doesn't work so well, but like green, red, green, white, green blue. I think all at all very strong places to be. We've kind of similar game plans of accelerate with Landers play big stuff. I'd say blue green. You tend to be a bit more like accelerate to follow a bunch of cards, and you're more of a like classic make boss manage what's called blue green ramp deck. Green red, slightly more like accelerate. Play a five shot slightly ahead of curve, a bit more aggressive, but pretty similar game plans really. Like if you stick in the strong core of green creatures, you can't go that far along. And then I guess, what are the best non green decks, James. Like if you're high on green, like what kind of comes close to it? I really like blue black blue black is, it's a fairly light artifact film. But it's very much a sort of artifact based control deck, which is an interesting place to be. And it has sort of a base. They have a good control deck in the black, has probably the best removal spells in the format. And, blue has great control, as you'd expect. I like for black to move a lot better from the that's removal actually, because the black removal lines up much better against other people casting large green creatures. I think it's just it's pretty well positioned. There's a lot of really, really good ones as well. What? There's, GraphQL is awesome art on a pretty solid card. There's depressurize to mana instant that they can kill quite a lot of stuff. But there's a bunch, there's try to try to trajectory as well. I11 we were quite high out on the set review and also vote out as well. I didn't want yeah I kind of forgot convoke was in the set, but it is on that card. Yeah. Yeah, yeah. The trajectory especially feels obsessed is so easy to enable an for forward to in this format. It's really powerful and actually plays really well with what blue black is trying to do in terms of synergies outside of just being a control like it has. Basically it has a lot of ways to sacrifice artifacts for value. And, ton of artifacts which are very good to sacrifice for value. So I think, for example, blue's best common is five cryogenic black, which is the, like one the blue artifact ETB or tied in socket. And when it leaves, play it for another card. And crucially, like, you don't have to sacrifice it to get the second card due to its own ability. You can sacrifice it to something else. And yeah, nice. That gives you. That's, So I don't Spencer's variant, for example, which lets you stack artifacts as well as creatures of, that's like, two, four flow, which when you attack, you can stack an artifact to draw a card. So if you have if you catch your cry general sack, it's that thing you kind of played essentially two manner to draw three cards. So you got one on the way and one on the way out, and then one from the, from the black creature. That's with so that's the follow up. Well. Oh, works very well, I think. So. With that being a, a bunch of very strong removal in black and such, like, I like when we're talking in the set review about stations, the kind of my biggest fear about them was that they would get crude and then immediately die because your opponent's seen it coming like that. That was generally my experience at prerelease anyway, but like I had when I was ahead, they were great, but it was just like, yeah, I just play my three drop and roll and it can't attack. So I only station that kind of stuff. But like, I think in all in all of prerelease, I animated it twice. One game I won, the other game they just killed it immediately. Was that like like, is that something you found to be true with, with stations, or had they played a bit better in limited than we won't then impressions of of how they would be in cube. Yeah. It's very much it's an issue of stations. I basically only solve for ones I like have some sort of good answers for battlefield effect. Yeah. Not that you don't care about stationing them that you very much do, but, you know, you're getting enough out of fans as the battlefield effect that even if they kill it, once you've turned it into a creature, at least you still got something out of your card, right? So, for example, there's a, blue on commons that's, like for mana for Firefly. If you station it up to like eight, but when it enters battlefield, you 12 to discard one. So and that that plays very well. It's, it's like an okay ish card for effects upfront. And then once you turn it into a creature, you kind of don't care that much if they kill it because you already got cards out of it. If they're, they have to use of a movable spell on that. That's probably okay for you, right? Having said that, it's like you. It's still not good enough if you don't station it right. So you do need to put it in attack with creatures that are good at stationing. So this is again, another reason why the green creatures are very good is that they just have very high power. So let's when you play your five five and it's summoning sake, that's five station counters on your, on your spaceship, right. And that they play really on the green deck saying for that reason, even like for, Cause, like, looks pretty unassuming, but like v two and a green for to. When NetBSD dies, you should fail one. But I found to be quite good, actually, just because station's fairly well and gets you a better selection. Yeah, I guess kind of warp does play into stationing a bit more limited than we were thinking about with you, but I could see how I could see how in green it just being a bit more, just because the creatures are beefier, like in like the, the common and uncommon ones you're warping in, like there's the germinating worm five minus five five with walk for one green at is getting to life like that's a pretty solid creature that that you'll run as a kind of topper, but it can station your station, pretty easily. Basically, when you warp it in early. Yeah, very much so. Like you get to a turn where you have two mana, you're not spending, you can just pay two mana gain to like five charge counters on my spaceship. Happy days. No. Nice. How have you found the fixing in this that James like my pre. Like, I definitely did well in the games I played by just having a deck that only had single mana pips in the two color decks in the two colors I was playing, and just curved out consistently. Like, it doesn't seem like there isn't a great amount of fixing in this set. Like I like outside of Landers. It doesn't seem a great amount of like, fixing, but like, like on like lands and stuff. Anyway, there's no like, common jewels or anything like that. How are you finding playing more than two colors in this set? James yeah, I think, I mean, it's very much not free. It's something you have to work for. And really, only certain colors are going to be able to pull it off that well. But, I have found base green slash, a bunch of different stuff to be pretty viable. Because green has that density of good commons that make land tokens. I've had a few pretty powerful that few decks have played very well, but I've been basically I have like ten, 11 forests and then like two islands, two mountains and a plains, and my lands are just going to go, I'm going to reliably have green on the first ten of every game. And my landscape against that. I have, my other colors. So like a card I think is going way too late at the moment is Sammy's curiosity. That's, single green for sorcery. You gain two life and make a lander, which just kind of swell with itself. But you cast on turn one, you crack the lander on turn two. It's kind of like you vamping five and going to life. But that if you have sort of far as, like ten, 11 green sources, that's like ideal fixing for this sort of deck. Right. And then you just only need to play 1 or 2 of, of the other colors of basics. And the other thing which I think makes this quite powerful is that there's a nice little subtheme in this set of, cards for care about how many lands with different names you have. So be it. Yeah. If I play the best one here is survey McCann. So this be for mana one free playing hex proof artifact creature. And you can pay ten manor to Sackett. Deals free to any target. You draw free and gain free life. So very powerful I ability very expensive, but it cost access to activate where X is a number of definitely name land to control. Set a two color deck with no non basic. This cost eight. It's not great. But, if you're say a green decks flashing a bunch of stuff, you might have four different types of basics in your deck later in the game. You've cracked a bunch of landers, so you've got each of those different sorts of basics. Then this source card gets really good. This theme also incidentally, makes for, the if I have like a bonus sheet, but which just lands, yes, I did get some surprisingly relevant. That's true. Yes, I think I've put a Advisee temple in my deck every other day with Noel Jazzy Justice of Cold Slam. I've wanted to land with a different name, and that was one, but yeah, I think, I found the the multicolored decks can work well if you're base green. I've not generally liked splashing. If you're not base green, I wouldn't recommend, like Vesper, for example, as a place to be. Oh, that tracks. Yeah. Yeah, yeah, I think that does feel more like a regular. That's a nice place for like. I think that's the starting place for most sets, to be honest with you. The thing of it's a two color set you can splash if you really try. Otherwise, like not all sets are like cons. We can't be treated that off that much. Yeah for sure, for sure. Nice. There was one card I wanted to touch on. James. I, we didn't I didn't talk about this during the set review, but. And I don't think it's one for regular cube. I think for slower cubes, like my treat yourself cube, this is going to be a test because I opened it. And do you know what the aura boy does? James or Roberta Boyd does is one what punch counters on that for fun? Yeah, it's, two green. Green for A13 at the beginning. Comment on your turn. Put it exposed on counters on each creature you control. Where X is this creature's power? This card slaps like this I if I went several times where like, I was able. I think anywhere I played on turn five, but then immediately was able to put a counter on it with the bad mana. It just so just like three creatures. Game two power. Then the next time they gain four power, it's. I think I do think it is too slow for most like most kind of like high powered or tuned cubes, but in a cube where you're able to play a four drop that you need to one tap with for it to be good. I think this is incredible. It's very messed up. It escalates very quickly. James. Yeah, and even if I do killer on that side like if you went wide enough, you still got some counters, right? Exactly. Yeah. Yeah. It's it's a disaster if you cast it and they just have lightning bolt, like, then, but I think it seems worth fasting for sure. I would if I, if I'm honest, I like it more that it doesn't because it doesn't have ward. It's a god. Goddess like god. Honest to four man 013. And I love that. Yeah, I'm loving families proper proper stats. Fantastic. All right. So that's going to do it for today. Thank you all very much for listening. James pleasure as always. Thank you very much for your time today. Yeah, always a pleasure. Always a pleasure. And, thank you for, to, Pyotr and Yaniv, Persia for sending in the list and Janusz for the cute. The cube list looks very cool. Yeah, 100%. Thank you very much to both of you. And, I guess one thing we forgot to mention at the start was the, This was meant to be a birthday present. I'm assuming the fact that we recording this eight months after we got the email that we have missed your birthday, Janusz. So apologies for that. If anything, we're early for Janusz. Just next birthday. Yeah, we'll go with that. We'll go with that. Yeah, yeah. Pyotr, don't let me listen to this episode until January. Exactly. But anyway, that's going to do it from today. Thank again. Do make sure you give the podcast a five star review a thumbs up. Whatever. Positive affirmation your podcast platform this you do, please do it. Tell a friend greatly helps us out, lets us do more cool, interesting things. But until next time, goodbye from me. Let's get back and James and we'll see you all soon. Goodbye.