Powerful Nothing

Spider-Man Cube Set Review P1 - #61

Too Sweet MTG Season 1 Episode 61

Part one of our cube set review, for the Marvel's Spider-man set for MTG. In this episode we cover White, Blue, Black and Red.

00:02:02 - Mechanics Overview
00:10:35 - White
00:18:06 - Blue
00:27:08 - Black
00:37:32 - Red

Video Version: https://youtu.be/J_457q_lFdg

Card Gallery: https://moxfield.com/decks/C4Tglkom0Uu4BNro1rFqqw

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

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

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

Hello everyone. Welcome back to power for Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, and as always, I'm joined by James. James, how are you doing? Are you well? I'm well, I'm well. It is a new magic card. Time once again. Yeah. They're coming thick and fast this week. And next week we're going to be doing our cube set reviews for Magic The Gathering, Marvel's Spider-Man. We're going to be looking at all of the different products that are coming out for this. So there's the main set, there are some intro decks, and there's also some like scenic panorama cards. Either way, this weekend next we are gonna be talking all things Spider-Man. But let's quickly go over how we're going to be evaluating cards today. But these set reviews, it's important to remember that we are comparing cards in this set to every card that has ever been printed before it. When we talk about cards, were generally going to be talking about them in terms of what cubes they could see playing. Well, either be talking about them in terms of power level of cube. So you have like your vintage powered cube at the top with all the best and broken cards where things have to be quick and super efficient. And then as you go down the power level, you have your unpowered cubes, your more mid powered cubes like legacy and modern cubes. Things are getting a bit slower, and then you end up with your more entry level cubes and your budget cubes, where things don't have to be as far as they don't have to be as broken. You can run cards that need a bit more time to do their thing. We'll also maybe talk about sizes of cubes. The rule here is that the larger the cube is, the more you're looking for multiples of the same effect. So if we say a card could see playing a 540 or a 720 cube, we're saying that there's probably a better version of this card out there. But if you want multiples, then you could look at running it as well. We'll also shout out where relevant. If the cards we're talking about, we think could make a splash in peasant, which is a cube made up of commons and uncommon, or pauper, which is a cube made up of just commons. For what it's worth as well, me and James both own our own cubes. James, a very high powered vintage cube, and I have an unpowered vintage cube, which is a little slower and lower power than James, but still runs most of the broken cards. And I have the Treat Yourself cube, which is a lot slower and is trying to do bigger, more impactful things, but later in the game. So if we mentioned our own cubes, that's what we'll be talking about. But one last thing before we jump into the set review, let's actually talk a bit about some of the mechanics. There are two new shiny mechanics that are featuring in the set. James, this one seems quite flavorful and a good place to start. Talk to us about web slinging. Yeah, for sure. So web slinging is an ultimate casting call. So the example we've got here is Spider-Man Webslinger. This is tuna White for three three, and it has web slinging for a single white. So to tastic for its web swing cast, you can pay white instead of a normal two and a white if you also return a tap creature you control to its owner's hand. So tap the creature. We need to, most of the time, be able to attack with one of our creatures to get a top creature, and then post combat. A creature needs to survive through combat. We can return this half creature to our hand and cast off by demand for its webs thing, and cast. So this is kind of think about the enablers for this similar how you would think about enablers for something like ninjutsu. You need a base of creatures that are going to get in and survive combat. But the difference is here we can pay our webbing costs in our second main phase, but it's not a activated ability. We're not ignoring timing restrictions. Half. I said that there's some upside here. Like, you are actually casting the spell. So if you get any triggers from, you know, when you cast a creature spell, something like that, those will trigger here. But also you can counterspell a spell cast to its website and cast. That's pretty cool. I didn't actually realize that. Yeah, yeah, I think, you could, you mentioned something in the middle of it, which I think kind of summarizes it pretty well. And this is like a fixed modern ninjutsu, in terms of, like how it will play. It is at sorcery speed, as you mentioned. Generally, it will play like ninjutsu, I think, most of the time. But there are some cool ways around it. Like, if you can find other ways of tapping your creatures. So like crewing vehicles or crewing stations, I guess, ways of putting our ways of activating webs slinging. I like things like managed dorks will tap themselves. If you can find a dock that generates the mana, there is a world where you can tap it, return it to your hand and use that manage to play to pay for the web slinging cost. Yeah, I think that's quite a good one actually. Like because for webs the suffer cost for lapsing free can be a pretty powerful card. So if you can go turn one mana dock ten to web slinging for free. But that seems like a fairly powerful cover. Definitely. I think there's like I think there's definitely some cool, but some cool things you can do with web slinging. I think it is called slightly something slightly different on modo. So if you're playing this on the Mega Vintage Cube, it will be something else, because web slinging is, tied up in the IP is a fair way of putting it. Yeah, we are not doing a crossing the omen paths that reveal or after that dotted syscalls. We did have a conversation of do we do one or the other or do we do both, but we're just doing the ones that are printed in paper, because those will be the ones I will be playing with anyway. The irony is, I find very funny because I've had just a call snap! But then they've had to try and justify why half of the cards are inexplicably spiders. Yet I think that they've sort of spiders and humans. Yeah, yeah, I liked one of them was it was like a spider and a dude who are having a fight over a kite, and that was a justified a spider human with flying. That's it. Love it. Yeah. I mean, I mean, when it's Marvel money, they'll find a way to make it work. But, yeah, I think you've got to feel for the people in that design team, that idea. Because I can't afford much budget for The Omen. Yes, the omen cast designs. Yeah, but either way, I think web slinging it seems like an interesting mechanic with a lot to play it. I like with most mechanics, it will depend on the cards, but we do have a couple with with webs going in that I sort of you're going to be looking at. The second mechanic we wanted to touch on is mayhem. And this is what I'm particularly hot on. But Jamie's going to talk to us about mayhem a little bit. Yeah, sure. So, for example, Katia, we've got Spider Islanders. This is three in a red for a full three and it has mayhem for two. So again this is an alternate casting call. A may catfish card from your Graveyard Forest Mayhem cast. If you discard this ten timing rule, still apply. So this is very much a sort of updated version of madness. You discard the card, you can cast it. This ten ends with madness, but you're casting it from your graveyard. So madness. You normally have some exile and timing restrictions still apply. It doesn't automatically get that go on the stack. When you discard it, you discard it, it goes to your graveyard and you can cast it for remainder of a turn using the normal timing restrictions of magic. I think this is a very nice implementation. And sounds like this, I guess person like got she things, which I maybe didn't want to just see madness again. And that this mechanic seems pretty good. The only thing that is kind of I feel bad for to me is like, it's so similar to madness, but then there's a bunch of cards which call out madness, specifically, you know, stuff like, the, the there legend where you, tap it when you play a madness card and that and give then like, don't trigger off your mayhem cards, which is kind of annoying, right? Yeah. No, in general, I think this is a very nice implementation. Also interesting thing about how they've they've done it this time does trigger your insidious roots. I would just say I was wondering as how quickly we would mention that, but yeah that's what. Yeah yeah, yeah. Similar to how web slinging is like a modern day fixed fair version of ninjutsu. This is this is the modern day, fixed, fair version of madness. I'm like, I don't actually think it's it's not a case of madness is strictly better or mayhem is strictly worse. They are. They will play similarly, but they are different. Like like like like it's not just insidious. Roots like mayhem will trigger a lot more than you think. Like there's a lot more cars nowadays that care about things leaving your graveyard than necessarily being cast from exile, which is quite nice. So mayhem will work with, with just I think we'll find it will work with a lot more things. Just naturally. And one of the other things, I'm really high on it as a mechanic anyway with mayhem is because madness I think, is quite high on morrow's storm scale of of like mechanics that they don't reprint that often. It has to be in like a world, like it's what we always say and like in a Strat, because there's an element of like it kind of it works with the setting, but just like it's a mechanic that they don't like bringing back because it does muck around with the rules of magic. Like being cast into exile and ignoring all timing restrictions is something they have to be very careful of. They've really not been like printing cards for the madness deck for quite a while. You see them very rarely and like Red black madness, I think is is a fantastic archetype for, like peasant cubes and for lower powered, more budget environments is a really fun deck that just really hasn't got that much love in the last couple of years. And and the thing is, madness will still work with most of the enablers in that deck. Like all the discard outlets, everything. That's kind of like putting the madness cards into the graveyard. Mayhem will still work with that. It's just sorcery speed. But if the cards are powerful enough, they can still get in despite that fact. Basically. Yeah, for sure. For sure. I think it's, It's cool. It's, we will just gradually, figure out, like, there's a bunch of stuff that takes out one and not feel for. Right, like graveyard haste is effective against mayhem, doesn't do anything against madness. Not necessarily the issue of, three mana suffering something madness in your cards. Oh, that may happen, but might have got on that, which is nice. Yeah. No, I think it's, good information for sure. No, definitely. I think this is kind of my fault. I think I'm making James talk about quite a lot of the mayhem cards that have been printed in this set, but when we are talking about it is primarily I kind of get this out the way. Now, if we're talking about a card with mayhem, if we don't mention it, it's primarily for that existence in like a deck that already exists. Basically, it has to kind of go in that archetype, but I'm very hot on it. I think it's going to be a lot of fun. All right, James. And that's all our preamble out the way. Do you want to take it away with our first card of the day for sure. So first card of the day is the first card that everybody now has to pronounce. I'm going to go with a that snake style neck weaver. Surely it's a raccoon that I mean okay, I'm not the snake. I'm, I'm I'm taking a fun I have, I am, I see. No, no, I'm saying that with confidence. If I'm wrong, right, I really I don't really think about the spider angle, you know, everything's a spider on side. Okay, let's try that again. First off, we're going to go with arachnid style neck weaver. This is two and a white for A33 legendary creature spider human hero has webs singing for single white mana. And as a back, the answers look at an opponent's hand, then choose card type. Other than creature, spells of the chosen type costs one more cast. Okay, so a lot of fact, I think the fundamental thing that is going on pretty good here is that this is a free fee, but you can web for one. It is just a lot of stats for mana and that, that I try to check it ability is is no joke. It's it's not it's not going to be great against every hand, but some hands of attacks will line up fairly well. And even when it doesn't, the information can be very, very important. I'm not really thinking about this cards in terms of, like, ninjas and evasive creatures. I'm more thinking about this cause in terms of I have a bunch of Savannah lions, and on turn two I return my one top. I tap for my one top, the turn it cast this, and then we cast my one jumped I. That seems like a really good start to me. Yeah, the the taxing thing is like not always going to be great, but there will be like a lot of hands where they have one important value expensive non creature spell. Like imagine you cast this and you see a vast right and it and that taxing. That is amazing right. It pushes that sweeper from ten 5 to 10 five. That can be that can be the difference between them getting casted of them that and even when it doesn't line up like that, you get the information. The information is really good. Yeah. It's unfortunate that I can't name creature, but I'm kind of picturing this in a very creature hat heavy deck anyway, so you probably don't want to name it that much. Yeah, I think I think this card is fairly solid. It's probably not like, you know, there's there's so much competition for these white weeny creatures. I find not getting better in Power Cube, but, I think in a lot of cubes, it's pretty nice. And it does do the value thing later on still. But, if you have a top creature with a good ATB, then it gets better and you get to redo the ETB, and that's nice as well. Yeah, I completely agree with that. I think in high power level cubes there's just more efficient options in terms of killing your opponents. And if you want to run something that kind of mucks up your opponents hands, I think something like Elite Spellbinder is just kind of a little bit best in class one, because it's a three powered creature as well, but it also has flying, so the evasion is quite nice. I do like this card though, like I, I would agree, maybe in lower power level cubes because like one thing with this is like white as a color. You, you do often see in like flicker and blink decks, web slinging back a creature with a good ATB back to your hand can be quite so that you can get your value again when you recast it. That's not nothing. Also, in lower power level cubes, white tends to run creatures that tap things down. That could work quite nicely with this. Tap down that creature. Then put this creature in. That's quite nice. And and yeah, I, I do think the, the, the information part of it might secretly be kind of actually one of the better part of it. Just knowing what your pants up to. Yeah. Yeah. I don't think this is going to see its way into like the Mega Vintage Cube, but there's plenty of cubes where an effect like this is going to be pretty solid, well colored, which is in a ton of cubes and looks really well with web slinging. Lower than the, two in a white, reclamation stage, where you can tap at both players for cards. It's not. It's like a powerful ETB, but you want for the Cup, but you can just tap for creature. You don't have to get it in this combat. So you can just toss your feet on your side. And first you tap that with your hand. Let's clean this guy out the cast and blow up another thing that seems very nice. Nice. Yeah. Yeah, yeah, there's definitely some. Yeah, there's a lot of cool play to the web slinging and yeah, that combination seems quite nice. Right. Let's keep it going. We have a Spider-Man. We have The Spectacular Spider-Man. It is a one and a white for A32 legendary creature. Spider human hero with flash. It has one generic spectacular Spider-Man gains flying until end of turn. And you can pay one generic and sacrifice it. Creatures you control gain hex proof and indestructible until end of turn. So I think this is actually quite a push card. Like it's a nice above rate body. The flash is a nice ability unless you trade up in combat. If you do want to get rid of something troublesome that is coming at you, or you can hold up counter magic or removal on your opponent's turn. If they don't do anything cool, we can be magnificient and put in a threat to attack with next turn. That's quite nice. You're in a white aggressive deck where you're coming out quite quickly. You will have the manner to push some damage through, which is good, and that the last ability to protect your whole board. But we know where strong, like selfless spirit is a card that sees play in cubes and ice that in white we need decks. That is one of the strongest cards because it is the thing that protects you from that board. Wipe like it's normally your opponent has to answer that card before they can answer the rest of your board. And what's nice about this is that because this has black flash like you can, it is a selfless spirit that you can do at instant speed for three mana in response to your opponent running out the board, wipe. That's quite nice. That is like like effectively that kind of protection out of nowhere. Like. Yeah, like like like that's something we can run in queue, but like like there's a bunch of spells kind of like to fairies protection that kind of like and like heroic intervention, that kind of that, like you could run and protect your whole board, but that's all they do. Whereas this is also a two mana three two that can kill your opponent if it's a if it needs to be a creature that can swing through for damage. My gut is that kind of like at the moment we probably just swap, selfless spirit to test for this for a little bit, and then we see which one we like more. But this is very pushed. I think this is quite a strong card. Yeah, I think it's good. I think it's pretty close. Which is better to invest and selfless bear like a splash is really big, right. Because selfless spirit never actually counts as fast sweeper, right? Because it just means they have to find a removal spell before they cast their sweeper. This because it has flash. We don't know it's coming. It will sometimes actually stop flash sweeper, which is is pretty good. And you can get some good blowouts. But the downside is that, when you have selfless spirit into a free drop, they can't point a move or spell out the drop when you kind of fishing for a free drop your tap out and they can be dropped. Right. So I do think it's close. I think, but I think it's powerful card and certainly worth trying. But anyway, that was our first Spider-Man. James, do you want to take it away with our first Green Goblin of the day? Yeah, for sure. So next up we have Norman Osborn. This is. Oh, there's so many words on this card. All right. Okay, okay, so this is a modal double faced card. So you can cast it for, either one of the two sides. The first side is called Norman Osborn. It is one a blue, for A11 legendary creature, human scientist, film. Norman Osborn can't be blocked whenever Norman Osborn deals combat damage to a player he canines. So you don't remember that? That's for, You draw a card and you discard a card. If you discard non, non land cards and you put up for some count on this creature. But unlike all the other metal double face cards, they printed the for this one. Once it's in play, you can actually transform it from one side to the other. So in this case you can also play a one and a Greek SS. So one a blue a black no. That's to transform Norman Osborn into the other side which is a green Goblin. But you can also spend the same amount of mana. One is to just pass the Green Goblin straight up, if that's what you want to do. So if a Green Goblin is, one access for a 50 legendary creature, a goblin, a human villain, it has flying and menace says spells you cast from your graveyard cast to last cast. That's an exciting line of text and each non land card in your graveyard has mayhem. It's mayhem. Cast is equal to this mana cost. So again, that's, If you discarded it this turn gets cast set from your graveyard. Oh, that was a lot of words. This cast. Phenomenal. So this card's really, really powerful. Spoiler alert. I think that's the best card in the set. I feel cool. Is, like, not a terrible baseline, right? One bomb unblockable. Do when you have, This is so much upside over that. Firstly, like growing your unblockable fast is already just great. But because of this, isn't the sort of transform where you for a lesson, it comes back first, you just transform it. So you get to keep all those counters when you transform it. That is fun especially. Yeah. And it transforms into this flying menace. Peter. You also, you can hit them, get your loot, then transform it. And then because you discarded that, now has mayhem and cost you less, or if you have another way to discard, you can just cast for the greater side of this right away. And that's that's a great little engine on its own. Right? You, if you have the back side with another, let's say, your every cars you do to where you're going to cast from your graveyard with a not very big mana discount. You can also do some random combos stuff with like an underworld each. Sounds great. Yeah, I was going to say stuff like Underworld Breach and, your most will must be kind of must go quite hard with this card. Yeah, yeah. For real? Yeah. Like crack your lines by diamond and then fly off. Yeah. There's there's really nothing bad to say about this card. And the, the front side coming down just two manner is, is a really great deal. The very nice thing about it is, it's a good reason to cut suspicious stow away, and then you get to have one less and to. I cut to this really good fact. Like, if it didn't say play nice on there, it would be sick. And this is really good and doesn't say not. I think where we were at the point where there's a bunch of it, but there's enough good enough good versions of these where if we just wanted to not run that we like, there's Malcolm, there's cats, there's like there's other mythic about. But yeah, I think that this card is also incredibly pushed and like, I, I don't think you can just free ball this in a cube, though I do think you need ways of filling up your graveyard at least a little bit. You either need ways of discarding stuff so you can play them with mayhem, or you need some kind of enabler to actually let you cast cards from your graveyard. Like this doesn't really do much with does it? Just like a grid access control deck, for example. I think you need things like freighters, looting. I think you need like and a lot of people have the basic and the basic bits like like they'll have a fight. I still think the more powerful cubes will have an LED and and an underworld breach. I do think you might. My gut is with this kind of stuff. Yeah. You need, like, a couple of looters. You need some other ways of getting the most out of this. Because if, like in a world where where you don't cut this out or you don't, I don't play it on turn two and then flip it on full and kind of do the conniving stuff. I think you do need a way of actively putting stuff into your graveyard to get the most out of this card. That would be my one fear, because if you're playing this like the if you draw this later in the game and you need to get something down to stabilize, this is a the backside is a hard to cast under costed creature. That is a downside. I still think this card is very push and like the potentials with this card is insane. But I do think it needs to be in an environment that has bits that will support it. I just think the front side's pretty good on its own, right? The fact that you're unblockable looter those as you loot seems really good to me. I don't know, like, I'll see you on a bounce map. If I could, I could certainly imagine. That's why to play this card, even if I don't have a mana splatter, you know, know that's fair. I, I think for me that I like. It's just when I was looking at the front side, like there was just so many options at to bloom if you just want, if you just wanted the loot, variant. Like for me, if I'm putting this in my cube, it's because the backside exists and I want someone to do it, like for me to put this in, because also this is not going to be a cheap magic card. The buy is gonna pop in my head when like, yeah, like I mentioned kits, I mentioned like, there's also cards, like ledger Shredder, there's, Jake twins, prodigy. I think these are kind of like just on the front side. Those are comparable I think maybe slightly better in my opinion, anyway. But like, like, I think, because this only does grow if you discard a non LAN card. So you do have to put a spell in the bin. It's not like Kizza or like other looters where you can draw a playable spell and been a land for this to grow and be better, you do need to be discarding like a real spell. So for me, if I'm including this, it's because I want the backstory to be a thing. Because like, like I mentioned, the back side is cool, so I kind of like, I like if I'm putting it in, I want it to be supported because I want people to get to flip it. Yeah, yeah, for sure, for sure. I just think that, yeah, your cube has like, quite a lot of ways to discard cards without trying. Right. And like, sure. Like, this gets a lot better if you have a few of those in your deck, but, I kind of think if you have, like, even one of two of those in your deck, like, I kind of think the front side of this is sort of as good as something like cats. I think it's like, I think it's not as good as Malcolm if you're just on the front side. Malcolm is really powerful. But, I think compared to, like, cats of a larger shot, I kind of just like this more. And the, you know, and so, like, sometimes you just want to discard lands and that's fine, but then, you know, it's still doing what you want it to do, right? It's it's doing your filtering. But when but when, like your hand lines up in such a way where you are discarding spells, this is growing. It's becoming a real unblockable threat. And then, you know, you're just gonna flip this and it's going to be like a six, six, five mannerism. And that's going to be really good. You know, like I know that you necessarily need percentages. Like obviously if I have this in my deck, I'm like on the lookout for getting more discard if I can. But I don't think it it doesn't seem essential to me to for running this card. No, no, no, I think that's fine. Quick rules question for you, James. Sorry. There's gonna be a bit of a curveball. I'm assuming this works with the card bring to light as we want it to. So bring to light is three and a Simic for a sorcery that basically lets you tutor for a creature instead of solely with mana value less than the number of colors cast to spend it. There's a thing that was vintage you for a while where you could go and find the front side of alchemy, but play the back side as an MDF. See, as a planeswalker, is that a thing you can do? Does that work with no one? I was born in Green Goblin. Can I cast bring to light? Go tutor up the no one I was going to side but cast the Green Goblin side. You can yeah believe that will work. Although in reality like there's a good chance you could get full colors anyway. And yeah, but yes, that does work. Yeah, maybe not something specific for this one, but like, there are a couple more MDS we're gonna be talking about today, which some of them have higher mana cost than for. So my best shot. That's a good shout out. Marvelous. All right. We're moving on to black next. And next up we have the venom remorseless. It is three black black three for four. Legendary creature symbiote spider hero with death touch lifelink and one hell of an ability. It says whenever it attacks until the end of turn. You may look at the top card of your library any time, and you may play cards on the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost. So creature wise, this is a little underpowered in terms of cost per stat point of view. The death of the death. Such is nice, but that package isn't really why we're here. We're here because effectively this is a bonuses citadel on a creature, and that's kind of rad. It being a creature overall, I think we'll probably agree is a downside. Like, yes, you can reanimate it, you can blink it. You could on Earth. It's that kind of stuff. But it does die to a doom blade. It does die to any removal board, wipes, all this kind of stuff, as a combo piece. But it's always probably a bit more protected. But just having more could be, could be a reason to do it. Both of do as we kind of learned from that a couple days is a very powerful magic card, like using life as a resource, is incredibly strong. Just being able to just rip through the top of our deck, play spells, spend life for free. Cosmos is very, very strong. Especially if you have ways of manipulating the top of your library, like a fetch line or something like that, so you can shuffle away and keep going with spells. The obvious downside is that I've definitely won games where my opponents have been to greedy, which I'm always here for. On the plus side of this card, like like like like that ability on on a creature is interesting and black five drops in cube is not as a competitive slot as other slots like I think the only really like standout five drop favorite creature we're not cutting is Overlord of the base mark, which is also secretly a two drop anyway. Oh, that is room for a card like this. My issue is just the I. I'm trying to work out what deck wants this, like in high powered cubes. I don't think. Kind of like the storm deck that was going to use bonuses. Citadel was like an engine piece. Wants to be, tapping with a creature at any point. My gut is the. This is more for lower power level cubes who maybe run by the Citadel just for vibes. Just because it's a fun card that lets you do some dumb things like it's not there is a storm wind condition or a doomsday wind condition. It's there because it's cool and lets you have some explosive turns. Maybe that's where this has a place. Yeah, that would be gonna be my God with this one. Yeah, for sure. I think this card is really fun and it will have some really good moments, you know? Whether it is good in the aggregate sense of how much you when, when you draft it, I think remains to be seen. Like, I think if your plan is to just top five mana and cast sand, hope you're on top with like it will. You know, when you're on top of it, it will be really good because it's nice. It doesn't even need to survive combat, right? Yeah. You get in there, you gain your full life in your second main phase, you still have this ability. And they had to block on their shatter loser creatures, block access stuff such a cool. But that's the way I'm really excited to do it, so I'm excited to see if it is. I mean, if I say ten, convince. Why is that name familiar? Explain it to me, James. What are we doing? So. So it's like if you match together, reanimates a deck in a storm deck, right? Okay. Normally what you're trying to do with that is like a shallow grave, a vessel of, the animates in some way aggressive and. Right. Getting your life to throw a bunch of cards, you find ways to make mana. Whatever it is, you keep going. You, And you, when that turn, you sell off. This is a card, but you can, like Shallow Grave and Glorious Vengeance and all those things, and then you don't have to on tap with it. Yeah, you can do your you can do your some shenanigans. Okay. So there is a storm way of winning it then if you're, if you're doing the instant speed effects because it gives them haste when it, when they come in exactly, exactly. I'm I'm way more interested in this card fast okay. Because I, I think it kind of sucks if you're just passing with the invite most of the time. But if it has some kind of interesting, and that sounds really cool. I don't know if that's, you know, it's certainly worse than Gristle brand that Vol. But maybe it's, maybe it's a bit of redundancy if of, if you want to try and, like, push that as a little bit of a strategy. And you know, it does. And there will be those. That's great. Like, you know, especially if you can find, top and then top just gets you all the way through your deck. Right. And you get the full life and it seems. I think it's cool. I, I don't know if it's good. It probably isn't in most cubes, but I'm excited to try. Yeah. No, no, that is kind of hot. I actually like I didn't think like, yeah, it being a backup Gristle brand is quite nice and like that is most people I don't think of greater brand do think of it as the, it's the Re-Animator payoff. It's the sneak attack payoff. Not so much the combo payoff, but there is the part of of of with around that says pay like to draw cards. That's very strong, especially in its dome deck, because we know they're kind of like, mana and card draw is two things that the deck really needs, and we'll sort that out. So yeah, Brennan being a nice little backup for that, it's quite all I got. Yeah, I'm yeah, I would definitely struggling to see where this fit, but I think that could be going on. I also definitely remembered why I forgot to invent it. I think I tried it in modern once. I proxy that I, I was rubbish at it. I was like, well, I'm burning this. That's fine. But now very, very hot. All right. What do you think about next card, James? What do you think of swarm being of bees? Oh, this is such a weird card to be legendary to me, you know, like, why does this need to be legendary? But pauper? It is miserable. This is legendary for cube. I'm fine with it. It doesn't matter for me. Sure. That's fair. Okay, so swarm being of bees is, I guess, a dude made out of bees. He is tuna black for a two legendary creature insect. A villain that's flash flying and mayhem. First single, Black Mana. I think this is pretty good. If you have enough disk outlets, like you've got to be pretty pretty about discarding cards to want this, right? Because, you know, it's 2025. We can't be over here. Casting. When Drake's Island cast smash. But if you're really motoring with discard outlets, and that is, you know, that can't just be a little package in your cube, I think that has to be a very, Yeah, an archetype for you are fully supporting. But if that is the case, I think this is pretty good. Because one mana two two and it's better than one minus two two. Right. Because it it gave you a thing to discard that didn't cost you a card. And one minus two two flying is very powerful. The flash is nice as well. It lets you, you know, lets you sandbag and discard when you want to discard them. That's, nice. Do you prefer that? Yeah. I like this card. If you're really committed to a discard thing, I wouldn't care narrative otherwise. Yeah, 100%. Yeah, like like why I want to do this. This. Because actually, this is effectively, this is actual fixed madness. Because this does this allows you to get around this timing restriction like madness does, because it's got flash, which is hot. This is like they have shown me this templating. Give me the Modern Horizons version of this card at some point, please. But like, I'm glad that this exists. Yeah, yeah, you are completely right in terms of the deck it goes into is not like like this probably isn't getting into most cubes with rares, if I'm honest with you. Unless you're like very friendly in terms of like like like it's and that's what your archetypes are. Like I like a card that already exists that does see a bunch of pull up a play where this might see, like, I actually this is the fifth and sixth copy in those axes. Kitchen imp that's a four mana two to with flying haste madness for a black like effectively what swarm being swarm being a bees and a bunch of other mayhem causing the set are allowing it to be as like I see this is like a very good peasant archetype. I think there's a bunch of cool cards from this set that will really go in there and like, like some cubes with rares potentially. But I think it will struggle from a power level point of view. But just like in a cube with Commons and on Commons, I think this is a really good card. Yeah we can I obviously not like super high power level cubes, but I think the sort of, mid power level cubes if you're leading in for this thing, like I saw you put that clear slab and top of that, this card's a lot better for that class. You know. But realism is so much bigger James. It's a five for. Starters. What I, I know, but and for anyone listening I would like to make it clear I put reckless way. I mean, at least before Modern Horizons two. It's also only four for now I'm looking at the card, but, that is there is some context. It has been in my cube, in fact multiple times, as has I reckon. But if not when, not when modern like from. Yeah, I don't think Minsk and Vu, for example, ever crossed paths with reckless when it was close, but they didn't overlap. They that they never expect when you eve when they cast damage can be if I attack, if I leave out of an end of turn madness in a fact lab and kill them instantly hack back like, oh, nice. But yeah, yeah, yeah, I, I, I like some of these. I think it's a cool card, but I think it's kind of like it's it's showing. It's kind of nodding the hat to the fact that the we can see mayhem again probably. And this is a kind of direction they can go with this. I, I do like this card. All right. It's my turn to read a long one now, James. Next up we have Gwen Stacy. We're moving on to read. It is a one and a read for A21 legendary creature, human performer. Hero. That's a new one. When Gwen Stacy enters exile, the top card of your library. You may play that card for as long as you control this creature. And for two in a jet sky, you can transform Gwen Stacy. Activate only as a sorcery. The other side, because this is an MSI, is Ghost Spider, which is also two in a Jess going for a four for legendary creature. Spider human hero with flying vigilance and haste. It has the abilities whenever you play a land from exile or cast a spell from exile. Previous encounter on Ghost Spider and it also has remove to counter some ghost spider of top card of your library. You may play that card this turn. So again, like the Green Goblin, this is a card that we can play for the front side and flip it. Or we can play it for the back side later on the game if we have the manor. So let's break it down. So the, the front side first. We do like the kind of impulse card draw. It's the way that red is only getting card advantage nowadays. But as a two drop, this does line up very badly compared to some of the other things we have out that like what I want this like like unlike the Green Goblin, which I kind of that was a conversation I thought, at least in terms of where it sort of power level wise, like Gwen Stacy looked like the front side of Gwen Stacy compares really badly to something like indie, for example, a similar kind of thread that goes and gets bigger. So I actually don't want to run this at all for the front side. I'm only here if the back side is worth it personally, and body wise and stats wise it is an annoying attack. F5 man for for flying which its haste is nice, but unlike the Green Goblin where there are more things naturally in a cube and you can add them more easily, a ways of discarding and getting ability I'm causing things would be great, but to really get the most out of the mayhem, I think you're going to really struggle to get the most out of this card in a cube deck. Like we just don't have the spells, but unnaturally in it in our cube. It's gonna need a lot of support. Like like playing lands from exile, causing monsters like like it comes up, but it's not as free as discard is not. For instance, this is incidental as well. Like, like like we would have to support it. And like at that point, what are we really supporting like a five mana beta in three colors? If we want that, I could just run like mantis, right? If I wanted to. Just a beta that can get come down and deal some damage. So I'm, I'm gonna say, James, I think I'd rather run the lightning angel than this card. I think this is one more for commander. I'm open to being wrong on this. What kind of. What's your take? I like people, this was one where on like, I like the cube discords and Reddit people were quite high on in terms of testing. I personally don't see it, but I'm open to being wrong. What do you think of Gwen Stacy? James I think lightning angels. Second, I want to put it a cheer. Let's go, let's go. Yeah. So I think it's an interesting card. I agree, I'm not that fussed about the flying lands from exile and kind of encounters on it. Part of this card. I don't think that, like, it will come up sometimes, but I don't think it's a big part of this card. I think I am quite a lot higher on the front side when you go. So if we have something like, say, Abbot of Carol, keep as a card for seeing quite a lot of cube play. Right. This show, it does not tell us, but it gives us the card. We don't have to play the card right now. I it's, it's worse into our card because they can kill it, and then we don't get the card. But it's not that much worse than draw a card. And, because, you know, fate point removal spells that there's probably time for a lot of time, right? So it's like a two mana value creature that gets us a card most of the time, and then later game if we don't have much else to do with our mana, we can flip it into like, a pretty good, hasty, evasive I. I think that is enough. But I'm interested in running this, It's not like it's not busted or anything, but it's, I think it is a nice combination of cheap value creature that you can write. Yeah. Think mana into to be a fact later in the game that says, it says like you're saying the flip. More like like monstrous or something like that. It's a thing you activate to just make the creature like the cheap value creature you were already going to play, just better and kind of give it like it's its kicker. That's what I'm sorry. Exactly. Yeah, yeah. Yeah. Okay. Yeah, exactly. Yeah, I think okay. You know, you get to like ten, five, ten, six, like your two one isn't doing anything anymore. Right? So this will just feel like two casts, a decent, tasty five drop. And you get that sort of for free on your value creature. I think that's pretty good, but I'm. I'm so, so with all these MDPs, he's like. Like, are we all also assuming that so so with this one more than the last one though I are you assuming like like you need to make the manor work in your deck to be able to flip this. Are you are you running this in a, in a deck where you don't have the ability to splash like one of the colors? Like like white or blue? I think it's kind of mediocre. If you come out like it's not unplayable, like, two mana, two one exile, the top card team player. I think that's fine. I don't think it's super exciting, though. But with the I. Yeah, I think, but if you can make a chess guy and you don't have to prove thing is like, because it's a like game thing. So you don't need to be very good at making the just guy least, like, you can be a blue red deck. And generally there's enough landing to cube that if you're looking out for them, you can pick up a couple of like fixing lands, right, and get your back. But yeah, I try, I am or a way of making a treasure like game. Yeah. Like that. That would make sense. Yeah, exactly. Okay. That's fair. Yeah. Yeah, yeah I guess. Yeah. I guess with both of these things, I have looked at them a bit too much on, like, what is the engine? How am I doing it type thing where just if the front side can get in a deck because it's a good enough pitch to get in the deck, then that's at least a base level that you're kind of fine with. Yeah, for sure. And I think for Green Goblin, the engine part of it is really this card. I don't think the engine part of it is that real. But yeah, I think for a card. So this is sort of fine. Everything this is where stacking up with these is. It says top is telling you there's two modes like casting the front half and casting the back half as so secretly a third mode. If you have loads of mana where you cast the front half to get your card. Yeah. And then immediately set it to the back half because you want to attack it right away as a seven mana play, right? Okay. Yeah. Yeah yeah yeah. If you have the mana like game, it is a pretty it is a nice, well this is a decent like payoff. I like it is a bit annoying that kind of like you don't. It doesn't. It's not a self-perpetuating engine. It doesn't put two counters on it like the Green Goblin gives you a card to play straight away. If you flip it, Gwen only puts one counter on it. Although Gwen will only give you one thing to play that turn. But yeah, it doesn't. It never gets you to that first activation of its its own card, right? But yeah, seems like a fun card. Definitely one that will be saying on the commander tables. This is a three column on sometime soon. All right. This next card, James, we've we've kind of seen this before. Talk to us about masked me our. Yeah I'm masked me our is a single that mana for A11 creature spider cat hero with haste. You can discard a card and sacrifice this creature to draw a card. So basically, this is insulin nanites for people who remember whatever that strats that was. Except instead of menace as, hey, I suspect that's a little bit better. Because I think you care about getting the damage in early, and then by the time you actually need for menace, often you're solving and sacking it. Anyway. But it's a tiny bit better if it is, but, you know, it's fairly marginal. It's kind of low power, but it gets in a few points, right? And then it's a discard pile. And importantly, like a free discard out of that. Right. If you're if you're looking for, madness cards or math mayhem cards or whatever we're calling it now, it's nice to have discard outlets you don't have to pay for right. It's, it's much harder to have your madness manner ready if you've already like a paid to manage cast or mounting price. With this, you can discard a card not having tapped any manifests. So I think it's fine. It's not a card I'm excited about though. No, this is very much a roll player. Get in the deck. If you're trying to support this as an archetype like, like instantly and I. Haven't you seen a fair bit of Q play over the years? But for people who are trying to support this discard deck, make it a thing. Goes great with your reckless William James. That's what I'm saying. Yeah. I think to me, this is if you if you're either already running into that instantly and I have a second one, or maybe you run to if you really want this to be a thing that kind of like exists in you'll keep. This is also a common again, I think this is probably for the, or a peasant version where we don't have like LED or of any might randomly be an uncommon. Actually, I think this might be as bad recently, but like, I like, you know, like like it's like where the power level is a bit lower. Stuff like this is very solid. So yeah. Yeah, yeah. I not not the most powerful guy in the world, but I think might be our will have a place in a fair number of games. Right. Ratcheting up the power level. Similar sort of deck. We have pumpkin bombs. This is one the read for an artifact. It has tap, discard, two cards. When you do, you draw three cards and then put a fuze counter on this artifact. It deals damage equal to the number of fuze counters on it. To target opponent. They gain control of this artifact. This is a bit of a weird one, but I do quite like it. Importantly with this, you do have to have two cards in hand to activate this. Then I do think this is this has interesting play in in a number of decks, and I like the play pattern of this. So go with me on this story. James is kind of like it's kind of reminiscent of something like The Initiative, in that it's adding an extra like gameplay element to a game, but it's all you keep track of it all on one card, so it adds a new kind of like way of playing a game, but it doesn't involve another bit of paper and like dice and stuff. It's just it's all on the cards. So like the like the what I like about this is like the if you're playing this in like an aggro deck, you're fine getting some cards, giving it to your opponent. They might wanna get some cards and then you're kind of like you're ratcheting up the damage. I can say it's going back and forth. That could be quite fun from a pure efficiency point of view. Let's not worry about that. Like from a do I want to give my opponents the ability to draw cards? Let's not worry about that right now. Let's talk about the fun of this card. And like I think in in the Niagara deck, I think this is quite solid. And if you are doing the Magnus stuff, this is being a discard enabler. I think is going to be very, very solid. It's a it's quite an interesting way of discarding your cards because it kind of adds an extra element of I'm good, I'm gonna say fun, which I think is the correct way of doing it, because fun is kind of a hard way to kind of like evaluate how strong a card is. I think this could bite you in the ass quite easily, this card, but I think it adds a nice element to it. Where I think we kind of can break the symmetry is, again, if we are getting more value out of it. So if we're doing the badness deck, if we're doing like a read adjacent graveyard deck, if we're doing like delirium, if we're getting more value out of the situation than our opponents. And I think if we come out on top from that point of view, then I think this card can have a place. We have talked a bunch about, the read this card deck recently like, this is really great with a card like Évora. Put two calendars on it with this. That's quite nice. On top of drawing three cards. So that's the kind of breaking symmetry that we're kind of after. Like, if you can do that and there's a deck for it. And I think this card is quite strong. This is the kind of card I like. But I could like I do know that kind of like in a high power level environment, me, the red aggro player. Here we go. I'm going to draw two. Discard three. Cool. My opponent have this. Give them three cards to find the board. White might not be the most smartest thing to do, but I think this card is cool. Yeah. What do you think, James? I think I agree that it's cool. I'm a little bit unconvinced about it being good. So my concern is right that if we if we, Purvis say cathartic for union, right. Which is just a sorcery where you just got two cards and for free cards. The difference between this and cathartic for Union, assuming you don't particularly care about it being an artifact is for you've given them this, this artifacts, and then so if it goes back and forth, maybe in the long term that's good for you. But they get to choose whether that happens or not. Right. If they didn't want that to happen, it can just sever. So I see when I see this compared to classic Queen Union, it's just I gave them a choice. Giving your opponents choices as is generally a really bad thing to do in magic. But maybe there's some upside in. But like, you get to potentially discard five cards and 12 cards on a different turn when when you cast it. That's something. And if you want to pay your mayhem costs or whatever. But, it's also oddly amazing with exactly Goblin welder. So come with me on the journey here. So we ready? James? I'm ready. Turn on a welder. Tend to this. And the wavy. This is written right. Discarding is part of the cast that they don't get the artifacts until viability is resolved. Oh okay. We like that. Yes. So I can discard my big expensive artifacts, put visibility on the stack, and with the ability on the stack, I sack my pumpkin bombs, get back my bonuses to sell whatever. I still get my free cards. That's that's pretty good. In general, that I don't think this card is great. And I think maybe I should just play, like, scrap work myself. So I am fully ready to, like, agree that this is not a. Yeah, correct. It's cool. It is cool. Yeah yeah yeah yeah yeah I vibe's phenomenal power level. Questionable. Yeah, yeah. I just find opponents who are willing to play ball and just toss this around for that. No. Seems fun. Seems fun. All right, we have another mayhem card. I think you should talk about James. And what do you think of Raging Goblin? Lloyd's? We shall do this. This one's. This one's kind of cool, actually. To raging Goblin. Lloyd's is four and a red for a five for heist, but it has mayhem for two and a red. This is if Reckless venom wasn't already how a crap sounds. It sure is. Now, yeah. It's reckless burn with an extra power and haste. That's just pretty good. I we do lose trample. We do lose, champ. Off. That's true, that's true. Oh, this is still better. I, I yeah, I think if you are really doing madness as a thing, I don't know if that gets them the source of higher power. Discard Matt and Stack. Very well. About a year into snowfall, as I that I think it's maybe still not quite efficient enough for that. Outside that if you're doing like just a madness theme in your cube. I think this is like an also include pretty much, like three mana. Five for haste is kind of cracked, I don't know. Yeah. You've got to be you've got to be really building around it. You've got to have a lot of discard outlets, because in those cubes you certainly can't be out five casting five, five manner, five for haste. But, if you have five just got out, let's I think this is this is pretty good. Yeah, definitely. Like you, you really have to mean it to run this car. But if you are putting in those free discard outlets as as enablers, you're running your faith as lootings. If you're doing all those bits, then I think this will have a place in kind of like like similarly to how the flash on swarm being of bees was like a way around, like of making it being like a more like a stronger version of mayhem. Kind of like like I'm making it closer to man. This the haste on this is at least a nod to it because like, yes, you can't do it on your opponent's turn, but you can still do it on your turn and attack straight away so it doesn't feel as it doesn't feel as slow. It doesn't feel as like fixed or fair. It feels like, oh, if I'm doing the thing, I can like rumble in the turn, I put it down. That's quite nice. But like that feels better to me. So yeah. Yeah, I'm kind of hot. I'm, I'm, I'm relatively high on rage and all the noise again, if you're doing that, that kind of that deck. Yeah. The haste is good. So that means. Well if you have your survival chain going right, you go for your avenge. Fine. Okay. You've never been when you go through your lizard scales is to the top. And then you've madness fish out and then you're cracking on with A54, and you'll then find that, that's where you get. Right. So what? I'm right. Moving on. I just I was just talking about enablers. Well, we have one. We have romantic rendezvous. This is one and a read to discard a card, then draw two cards. I believe this also won best kiss at MTV Movie Awards, like 2001 or something like that, because it is the, Spider-Man upside down kiss thing. I'd love to see it. The back of the card. These are very bread and butter and cube like, even if you don't have cards that care about the direct discard. Like, like even if you don't have the mayhem deck. We talked about all the madness strategies or like, even if you're not really doing like delirium, like card filtering in a red deck, like turning a land into, like a threat, like game is really good. Like like we will run those in cube. Those are solid cards in terms of rate as a card. This is not as good as similar effects like highway robbery is a version of this effect. Same same sort of speed with sorcery, but it has plot so you can do it over two turns. Demand answers at the same rate, but as an instant. The where this card is really good, is that with every other version you have to discard a card as part of the cost. With this, you do not, with this, you don't have to discard a card to draw two cards. If you're empty handed, you can spend two manner to draw two cards. That's pretty good. And a bad aggressive deck. Emptying your hand and then causing this last to draw two cards is going to be really, really good. And that's on top of the general filtering that like other like that that's on top of it. So like the general utility that slower deck or a control deck will get out of this card or, or the reanimated deck that's looking to discard, like those decks will still run it because of the roll it feels. But it's now, I think, specifically better for aggressive decks that are just looking to empty their hand and draw some extra cards. Like for that reason, I think this probably becomes an auto, including maybe every power level of Q, because is a common. Would you agree with that? James? Where am I going? Two Pi on this one. Yeah. If I put the tormenting vice cards in every set and I always feel like this time I'm not putting it in the set with you, then it's always better than the last one if I know it always has to go in. I kind of think this might be the new best one line. Yeah. Like it has always been a real issue with base cards, but you top deck from when you're empty handed and that just that and this one now it's just a straight up 2 or 2 for two mana. I think this is I think was pretty good. If you're running, most of you have a ton of choices. I'd probably cut them for this. Maybe you should just add it. Is a good card if you're not interested in the discard there. Maybe. Maybe not. But, I do think this is a pretty big upgrade for this fact. And also as well, lying you can't say with an empty hand also means you don't get vexed by a counterspell in the same way as as a commenting my stack does. So that's pretty nice. Yeah. Listen, I spent a bunch of these facts and, you know, if you have some particular synergy with one of the other variants, fight like, maybe a bit of a union of haste is contextually very good. And you have to. But you care about having me enchantments in play that maybe you keep time at. But, I would say sort of in the dark. This is maybe the. So, the new best in classes of tormenting voice variants. So, quite good, quite, not quite a nice printing and, interesting to see, like a, it looks like a, small change, but I think actually it's fairly big change a scarf. Yeah I agree. Yeah, yeah, very, very strong. All right. We'll get one of these. Give James. All right. What do you think the next one. James, this is our final card for the day. What do you think of shadow of the Goblin? Yes. This is one event for an enchanting and with some abilities. The first ability is unreliable visions. It says at the beginning of your first main phase. Discard a card. If you do a card. And the second ability says. Whenever you play a land or cast a spell from anywhere other than your hand, this enchantment deals one damage to each opponent. So in the context of this set, I guess that's mostly triggering off mayhem. But in cube, that can certainly trigger off a lot of other things. So most of what we're getting here is we're getting a major return. That's fine. But it's in my experience, most of what for the deck. Third one, this effect five, the discard mass effect decks and that tend to be trying to get on the board and attack people. And for that reason, I feel like most of them would rather have the the be the peaceful, damaging effect on a creature than, and on the enchantment. It will get in for a few points over the course of a game, right? Like you cast about having pointed cards. It deals with damage, decimate, discard deals. Damage. Yeah. Maybe there's something fancy you can do with an underworld breach. But let's be real. There's battle wind conditions. I think I don't think there's a ton wrong with this card, but I. I sort of struggle to see it ever being the best option. You know. No, I, I so for me, I'm actually not here for the like the rummage is fine, but I am I am more here for the damage. And that's purely because again this is one for slower cubes. But I think this is actually fills the role that we wanted Burning Vengeance to fill. The burning vengeance, two in a red for an enchantment. That. And have you cast a spell from your graveyard? This enchantment deals to damage to any target. That's fun. But that doesn't work with with as many of the effects that we running cube as you think it does, it's kind of. It's actually quite like it doesn't work with like flashback because I go to exile like that kind of I mean, it doesn't work with on Earth. It doesn't need to process everything. But like effects like this covers more bases as a build around like like that. Again, this is not for the most powerful level of cube. This is for very much kind of like we're doing a thing or we're doing we're on it, or we're trying to market up there a bit slower, but like in a slower cube, this, this is a build around like and I think it could be quite cool when con like this still works with flashback, but it still deals the damage with madness, with plots with like foretell and any other of like the exile cast spells later type of effects like that's quite nice. Like, there are a couple of other cars that do similar things that could be like pay offs. Like there was the lost in the damned from 40 K, I, it's is it spells as an enchantment that, when you do this, you make three, three red spawn, which. Okay, so kind of like there's, there's enough bits now where kind of like this could be like, what is it section is doing? I'm just like casting spells from multiple places, getting value as we're doing it. Like, I think there's enough for that to actually be a deck in cube. Now I get we're not talking like, but we're going nowhere near the vintage cube with this. But like, I've built a bunch of, like a lot of power level cubes where this is like a fun thing to do and like, like Burning vengeance is a card that people like still try and keep, like still cube with like is a cool god that people like but just hasn't. The wording of it hasn't kept up with how cards are printed nowadays, whereas, shadow of the Goblin keeps up with the kind of like how cards are printed and kind of does the thing on top of obviously being an engine as well, because it's a 2025 card. Yeah, sure. I think and it's cool that it triggers even like playing something on the top of your deck, right? Like you play a lot of your call service triggers. So it just that it's certainly going to trigger a lot more synthetic vengeance. I'd be way more into it if you could deal damage to creatures, though, like, like diving. It's normally like. Yeah, it's not like you're just going face fight over invite. You actually use your head to stabilize the bot, and then you can use kill them later. Because that's the kind of, I guess kind of my issue with this is 71 damage in Ghost Face. The deck you're describing like does I'm assuming isn't very aggressive. Right. We're not getting much damage in early. It's like like you are building, you you're building an engine with this and cars like, lost and and. Yeah, yeah. Like think like ominous roots is another version of this effect. Yeah, yeah. But kind of my point, right, is like we're not doing 20 with this card. It's really hot doing, we're doing like seven and eight while also filling up our bin for our other effects. That thing like it's it's helping fill up and give us a bit of card selection while incidentally pinning our opponent to bring down their like total so that we're kind of when we do have a turn where we kind of pop off with like some of the creatures that we're making or spells that we're casting. Like that's kind of where I see it basically. Like, yeah, I agree, we are not landing this and we're writing it to the end of the game like we are not we're not dealing to any damage. I think if we can do like six, we're probably happy. I think. Yeah, yeah, it's just a thing of like, you know like total doesn't matter affects the game until like that's right. Like yeah. It doesn't do anything to keep us alive. It's kind of my point. I think it's I think that's true. You know, it's just for looking at it in a slower deck. It's, I don't know if it was, like, gaining us life or something, you know? That's fair. No, no, I could. Yeah, I can see that. Just like it stabilizes, like. Yeah, it's an engine piece that's kind of. If it's keeping you alive, you can find your other engine better. So I think that's fair. Like like like I, I think this card will see some play and like and I like, I mean we're doing we should do an episode about the. We are doing the blue nothing cube. The whole point of that cube is to build an engine and do something with it. I think there's cards actually perfect there, if I'm honest with you. Yeah, this sounds great. That cube for sure, where you have time to dawdle. Basically. And yeah, basically I'm saying this, this two mana engine that this two mana slow engine car can only go in a cube where you can run a tumor. So I think I think it's kind of the nice way of putting it. But yeah. Yeah. For context, I think the other cards in this set that that might go in that cube is, for mana one five where you can pay seven manor and for two cards, just to give you a context property for like, reasonable, reasonable. No. Marvelous. All right. So that's going to do it for episode one. Make sure you all come back next week for episode two where we were looking at green, multicolored, colorless and land. There still are plenty of bangers from the set for us to go through. James. Pleasure, man. Thank you very much for that. Yeah, always a pleasure. Wonderful. All right, everyone, we'll see you all soon. You will take care. Until next week. It's goodbye from me as goodbye from James. And we'll see you all soon. Goodbye.