Powerful Nothing

Spider-Man Cube Set Review P2 - #62

Too Sweet MTG Season 1 Episode 62

Part two of our cube set review, for the Marvel's Spider-man set for MTG. In this episode we cover Green, Multicoloured, Colourless and Lands.

00:00:13 - Green
00:10:51 - Multicoloured
00:31:24 - Colourless
00:39:38 - Lands

Video Version: https://youtu.be/erT6Z3Sz3Pw

Card Gallery: https://moxfield.com/decks/OWNpsGfh1UeGdkBamuOF9A

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

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Hello everyone. Welcome back to Powerful Nothing and Magic The Gathering Cube podcast. Me and James are back with part two of our cube set review for Marvel's Spider-Man. I'm kicking things off today. Our first card is our first green card, and we're looking at Lizard Connor's curse. It is two green green. 355 legendary creature, lizard villain with trample and lizard formula, which is when lizard con occurs, enters up to one of the target creature, loses all abilities and becomes a green lizard creature with base power and toughness for four. So this is a very solid card like base stats is about right for a Griffey, green for drop. Like we generally get one of these in every set. Nowadays there is a little box they have to take of red green beef. And here is our one for this set. I think to get the most out of this, you do need another creature in play. A five mana for four trample is fine, but it is 2025. So if I'm casting this, I do want to make something A44. But fortunately this card is in green where often the play pattern will be on. On turn 1 to 2 we play a mana dork. On turn three, we use the amount of dork to play this. We then turn the Matador into a four for yes, it's tapped, but next turn we're going to be on tapping and attacking with nine power and toughness on turn four. That's solid. That will end games. Also as well as this as this is an ATB, if you can flick it or Re-Animator it, you will get the effect again. That is quite nice. If you're supporting that then I would consider this over like so maybe some other options. Like because like best in class is things like questing based and alterity. But if you want a bit of extra synergy then this has that, this has that with like if Emirates and with some of the other flicker stuff. It but if you want, if you want raw kill an opponent probably I would stick with the ones I've mentioned, but still a very solid card. If you tested this because you like Spider-Man or because you have like a I wouldn't question it, to be honest with you. So pick a lot of that. Yeah. Like it's a full mana five five trample and then you're getting like most of the time you'll get a like another plus two plus or something of stats on top of that by just beefing up what I feel it's, also worth noting it's a snake oil abilities as well, so you can target your opponent's creatures with this. Oh, okay. So you could shrink their gristle brand that. Yeah. Yeah, yeah. Like it's not, you know, green decks aren't very good at killing big creatures. Yeah. In general, it's just not something green. Really does that. Yeah. I didn't think about because, like, yes, they'll have A44, but you have A55, so you'll still win to fight. Okay. That's kind of it actually. Yeah. Like it's not you know it's not plan, but it's, you'll be really glad you have it. Like, it's not in trivial amounts of cases. You know, it is a nice I'm going to say. Yeah, it's a nice flexibility to have on the card basically. Yeah. Yeah. No, this seems really strong. I do have a bit of a rant about this card though, actually. I'm going. So it just makes it A44 permanently. Yeah. Which it doesn't, but it doesn't gives you a way to to note for that. It's a far full. You've just got to like, annoyingly like vice on a bit of paper, like you put some dice on there and it's like counters. It's like, I don't know, magic. Cuz, this is why we used to do like, oh, you put counters on stuff and then it gains this attributes or something. Right? And it's for pay for play like in most games it's fine. But if you're playing like a big game. But I think you'll stay. I think this get unlike your flickering. Yeah. I feel like it's just going to get annoying trying to remember what the fall for. Yeah, okay. It doesn't like put counters on them or anything. I mean they can't even use the excuse the oh, it's going to be fine on arena because it's a, it's a different magic card on arena. Yeah. But I feel like that's the thing that they just like designing for arena. And they've got to use during play for players will work it out. Yeah, yeah, yeah, I like the way this will be reflected is for is like a dice with a four on it, just on your laterals most of the time. And then it's like, yeah, in a big like in a game where that where those are the only two things on the board. Cool. But in a, in a game where there's counters and stuff lying around. Yeah, I see that it could be very easy to kind of forget what this is now. Yeah. Yeah for sure. Yeah. I mean, I think it's fine. I don't think it's a reason not to put it in, but it is something that slightly bugs me and that for having a podcast where I can rant about things I will do. So that's what cool. That's what it's all. Oh, great to get out. Right. Do you want to take it away with, next MDC, our first one of the day? Yeah. Okay. I'm convinced you cunningly took for first card having lined press ups. I mean, I, I it's more I planned out which ones I was talking about before we started recording the last episode. I, I and coincidentally, it happened that you ended up with two MDF season. I ended end up with one in total. I've been outplayed. Have, Okay. Next up in green, we have Miles Morales. This is a one. A green for a one to legendary creature. Human citizen hero. When Miles Morales enters for a plus one plus from counter on each of up to two target creatures. But you can also pay three a red, a green, and a white chance for Miles Morales. Activate own is a sorcery. Yes, this is another MDF, so you can also cast it for the other side or transform and you have a side. If you have a side as ultimate Spider-Man, this is three and a Nia for six mana total for a full fee. Legendary creature human spider hero as first strike. And he also has the ability camouflage. So that's you pay two mana for a plus one plus one cancer. On ultimate Spider-Man. He gains hex proof and becomes colorless until end of season. And finally, whenever you attack, double the number of each kind of counter on each spider and legendary creature you control. Okay, so let's go back to the front side. Starts off with, This is two mana creature. So often you won't have another, another creature in play if you've missed out on turn two. But even in that scenario, if I can put one of the counters on itself. So. So two Manitou three, which is the side stop. And you throw it later, you have an elf out there, then you're getting three, four stats for two mana. And that's, that's really pretty solid. So we do quite like that. The transform ability bow to a lot of mana and it is sure it's going to be you're going to carry that counter over. So it's like a five for first track haste and then you, you double your counters. The issue is that you never know. Almost never gonna have the six managed to flick it up and then the two extra mana to protect it. So you flip it over, you hit them for bonus damage. That's great. But, Oh, you fight like Trump or whatever, but then they do probably have a turn to kill this before you on top and have that protection ability up. So I think it's not like a six mana investments go that I'm not that excited about it. Like it'll be good when you have a six mana, but I'm not really. I'm not really here for that. And the front side I think is like weaker than the front side of the of us who we talked about. I think this is weak of certain. Even the blue one. Yeah, I think of that one as well. Like it's a lot of the time it's just a few mana. Two, three. Just solid, but not amazing. I think this comes out, so this isn't like a bad card, but I think it's. I'm not as psyched about as I was about the blue of that one. Yeah. I'm pretty low on this one, to be honest with you. Just kind of purely because to get, like, effectively, if we do the thing of like, we play this and then we pay to flip it, we're spending eight mana to get us A65, no, that's three colors. Like, now I'm, I just like these cards all have a lot of text. And I think the dream of this card is that we kind of get it in play and we flip it, and then we have a board like this full of a bunch of stuff with counters on it, like the this is kind of, I think going in a counter in a plus one on counter style of deck. And the dream is that we get the backside out and then we attack and then we make all the creatures bigger, and then that's what kills them. But in reality, what will kill them is the other creatures that we're running that are already in this deck, like bristly bill loom like aspirant and psychic cup. Those are the cards. The easiest in those, in that kind of counter deck that don't need the help of a six mana three color card. They can just do it by themselves. All we need to do is just curve out normally. I think even in slower cubes there's other better engines that I would want to do. Like if I'm doing stuff with counters and I want an engine then, then I could go into like possessed combos or something, like there's plenty of other stuff that you can kind of do, like there's like the oscillating kind of stacking stuff. There's a bunch of other cool stuff you can do with counters. This is just for me, too expensive and just not worth the squeeze. Like like commander. Sure, build around it. It'll be awesome. Have a great time. You have your whole game plan on a card. Love that for you. The cube where we have access to every card. I don't think this gets in. Yeah for sure. I think the way I would patch this is if you have a counter stack and you're basically in for like a two mana, two fever puts a counter on something else. Then by all means, that's not a terrible card to crack on with that, but I wouldn't expect a ton from the back side. Yeah, I would do way more into the back side instantly if I had trample as well. I know we're very much getting into the realms of, oh, this card would be better if it was a better card, but, no, I'm like, yeah, yeah. You can't, like, stack up for counters on that and then flip it over and double and get that huge invite because they can just jump up. Wild. Yeah yeah yeah yeah yeah. I think this, like, yeah, I think this has the potential for some cool upside. And it is an iconic character, but I just don't think it gets that. The key is kind of is, is my god. Yeah. Let's get the ball rolling. Next up we have Spider woman stunning savior. This is one and hybrid as aureus meaning you can play one and a white or one and a blue to cast that 322. Legendary creature. Spider human hero with flying and venom. Blast artifacts and creatures your opponents control and attacked. But I think this is again another solo card. If you're doing something aggressive in these colors, this is a nice tempo play, like getting this out early and then all your opponents players come in tabs and are off curve afterwards. Like, l mean, you're actually just going to get through for damage. In theory, if you're both playing the same manner of creatures going up and up, that will come in tact. So you can always get that bigger creature in, especially if you're on the play. That's quite nice. Also, this has evasion. So even if they get to a point where they can finally stabilize this, can see this, and keep getting pushing damage through, that's quite good. Like in most cubes, this will play out as a white card most of the time. Because that's kind of where we see those more kind of like white annoying creatures that kind of let go that are kind of aggro adjacent. That's generally so we generally see them in white, but in a lot of, but in cubes where like, like like but in, in more mid-range cubes, like blue base tempo is a deck that exists, and in that situation that I think this could maybe go into a blue deck as well. This isn't the most game changing card, but I think it's solid. Like, I would not be surprised if this saw a bunch of play and like added like the arena cube or like, a modern power level or something like that. I think this would be a very solid card. Yeah, for sure. I can see that. Especially in your why we need deck. Right. Just, you know, you're if you play your one mana to one into this and you're one mana to one just gets in one more and it would otherwise basically vie to send a player blocker for that. Blocker is tapped. Yeah, I, I think this is really solid actually. Like and like two mandatory two flying is just it's just a very reasonable body as a baseline. And it will just be annoying for them. It also, you know, some big thing. Well that also stops them having like mana efficient turns where they, you know, play a talisman and then tap it right away and play another spell. Yeah. I think this is going to do enough annoying stuff for your time. And, yeah, that it's going to feel pretty worthwhile. I agree, it's way more of a white card for a blue card, because also even in the old like tempo in blue decks, like I would play this card, but, in basics generally, like most of your creatures are already evasive. So to a certain extent, I don't care as much about your opponent's blockers coming into play taps. That's very fair. Yeah, it just kind of like, don't cut his creatures a bit though, as well, which is nice. I was going to stuck. Yeah, those kind of nerf the guard deck a little bit, which is quite cool. Yeah. Yeah. No, but really solid inclusion. Nice. The next one I'm quite hot on James, but talk to us about, our second but not last green Goblin of the set review. I don't have it. Yeah. So next up, we have Green Goblin nemesis. This is two events in a black for a free three legendary creature. Goblin a human villain. Yeah. Has flying whenever you discard a non land card, but a plus one plus one count on target. Goblin. You control. And whenever you discard land card, create a tap treasure token. So obviously you've got to be pretty about discarding cards. This should be good because it doesn't give you a discard out left in of itself, and if you're not discarding cards, then full manifest fire is certainly not a card you can put in most cube decks. If you are like repeatedly discarding cards, then yes, this could be quite good. But it really does need to be repeated, right? This isn't the sort of discard payoff where like, you trigger it once and you're happy. I don't really think, So even if you'd like to start the non land card, which five one you're happy about and make first of all four five like yeah that's fine. That's not like you're really doing it as a and discarding the land cards like treasure is good. But I don't know why they made for fresh attacks. Really? It seems like that was unnecessary. I guess they're scared of some sort of engine. It is a it is a commander. So they are generally a bit if it can be in the command zone, they are a bit more tighter on those kind of things. So there's probably some combos. Yeah. Yeah. It does sort of make it less, less explosive. Right. Yeah I think it's fine. Like if you're, if you're really pushing that black discard, I think this is like an okay gold off. But as like the gold card. But you need to enable but you need to do quite a lot of work to enable. I'm not like jumping out of my chair at this point off, you know. Oh, I think that's reasonable. Again, this isn't one for high power level cubes like this is more for cubes, where you are putting in gold cards that are signposts to your drafters that a deck exists. So yeah, again, more budget cubes, more mid-range cubes. This this I think is a very good signpost card that the madness discard deck exists and that is open to drop because like in that deck where you do have things like where you're making blood tokens, where you have your faces lootings, you have a bunch of the mayhem stuff. We've been talking about mighty, maybe even have a cheeky proxy bazaar of Baghdad in there. This is quite solid. Like, it's like we've both liked it for insatiable, before. And this is kind of a bigger version of that card. Like, like aura is two manner. It's a two minor one, one that has the whenever you discard it can't put a counter on it. So like like it's better in more powerful cubes and can exist in more powerful cubes because you can run it's cheap and efficient and it has the explosive start. Basically, you can buff it up quite early and go to town, whereas this comes down on four and then has to untap and then attack, and then you have to do your counters up to make it big so it comes down later. It's less efficient, but it does have baked in evasion, which is quite nice. Like this is in this deck. I see this is like your top end and a nice way of breaking a board stall. Like like like again. Yeah, yeah, you are completely right. You need all the bits already there. But I am going with like in the cube. This is going in. We have all the discard matter stuff already there. This is just like the nice little signpost card on top there. Like maybe this is like replacing like Angie, for example, as the madness signpost card because Angie doesn't work with my hand, whereas this does work with all of those cards on top of the enable or something like that. It's going to where I'm saying this card. But yeah, I think an inner deck, which is is really committed to it. It will do some work for sure. Nice. All right. Let's keep it going. Okay. We have our last Green Goblin of the set review. I need to count if we did more, Peter Parker's, then we did green Goblins. But, that's something for later. The ultimate Green Goblin is one hybrid wrecked off hybrid ragdolls. Three, five, four. Legendary creature. Goblin villain. It has a beginning of your upkeep. Discard a card, then create a treasure token and it has mayhem for two hybrid right? Those the hybrid ragdolls. So again, another card that has a place in the madness discard deck as both an enabler as on your upkeep index. You just got a card. But then also as a pay off as it's a card you'll find discarding because you can then cast it for as mayhem cost. So it having both sides of the coin on one card is quite nice, but wow. I think this could actually see play just as a single card and see play in more cubes is that it has enough utility in that it's an efficient enough body to be good in its own. Like a lot of cubes are still running a card like rotting register. I do love Reggie. It is a bigger creature. Like, how big is it? So is it like A97 or something like that, or is it a seven foot seven six? I think it's a seven. Say so. So it is bigger, but this does more things like, like they both can go in the reanimated deck as a way of discarding your reanimation target, or as they're both pretty well costed for their stats, they can just be the big thing we'd be opponent with if we don't draw our reanimation spell. But like, yeah, well, the stats are lower than what I just saw. Making the treasure when we discard can be important like that. There's a splash. If we're in a two color deck, something like that. It lets us, It means we're not punished if we just. It means if we have to discard a land to it, we're not punished as much. We still we don't. For we can still play our next card on curve. We don't have to make the decision of, like, do I discard my spell that will win me the game? Or do I still have my land that will help me pay for the card that will help me win the game? We don't have that that turn because we can make the treasure. Because what? We're just always a card that we know about and still sees by my gut is this would be a nice little swap to begin with and see how it goes. There is a world where maybe the mana requirements make it a bit harder because running, which is always only two in a black bosses, does require two colors of mana, albeit you can swap it over red or black. I'm a I'm quite high on this one. I think people should test this card. What are your thoughts? James? I think if you're really like I've said this a lot in this set of you, if you're really committed to doing the discard thing, then yes, absolutely. Because as you say, it's both a discard. I'll let. And I think that is good to discard. The way those decks work a lot is combining those two things together. And this being able to leave a part of us is great. In any other scenario, I don't like it because the thing is, fight. That thing that you saw is actually a birthright, right? Like it's a three man, A76. You don't get three mana. Seven, six. But you don't really get a three amount of five fours either. Like if this is, if a discard is a downside, I don't think it's worth it. It's kind of my ultimate fight. Like, shall we do? But we do sometimes get three manifold at this point. So it's like, I don't think this like just having a slightly at a buffet creature is is like enough of a payoff. If this is actually just a downside for us that we are discarding the cards. But, the I never think of rotting register the discard being a downside though. Like I'm like like it will get run in some deck where you're not wanting the discard. But like I've generally saying, seen it run in decks that are flying with the discard all have some kind of profit from it. Like I've never seen the discard of a I. I never see discarding cards as downsides. James. The the graveyard is king and everything will be fine. So so maybe that's like me evaluating rotting. Which is all because like, maybe it can just be played in like a more grindy deck. Where is my Strat? This is how I beat you, that kind of thing. And yeah, I do. It is a smaller creature, but I just think, I think this will play well, as is my gut on this card. I think it will. I think it will play decently. That's fair. Yeah. Yeah, yeah, I guess kind of feel, because one of the things that I think that you saw does fight is that sometimes once you put it in, you have reanimated decks to discard cards, but then sometimes you go like turn one dark ritual of that you saw. Yeah. And that, that so quickly that it doesn't matter that you were down a bunch of cards. And this like, doesn't quite do that in the. No. Yeah. The. Yeah it is one it's a whole extra turn on. Yeah. Like it's on the full time clock where Reggie is only three which. Yeah. Like yeah that is a real cost. But yeah this is like this isn't to say that I think that this is a better card. I think nice cubes probably like red sauce. Not not wears up anymore. But Yeah I think this system good stuff. And it's also nice that it's, you don't actually have to be full vax outs, right? Like, you could imagine running this in your, like, Red Queen to study deck. That could do a thing. Kind of a competition. It has a this spot I guess is carnage interceptor. Right. Oh, that's that's the one that also makes treasure, isn't it? Oh, no. You that's the investigate you want, isn't it? It's. Yeah. When it enters, you discard your hand and make, clues. I think for clues. And then it's a free amount of free fee, but if you have one of your cards in hand, it's a three mana, five five menace. And the menace is very big, right? I think this card, I think this is, like, a very reasonable conclusion. It's obviously you can play in some decks which don't care as much about discarding. Like I said, just trying to get low on cards and then, and then it's seven, five, five minutes, then two of them, a bunch of cards doesn't quite do that. So I think this card, you need to be a bit more committed to discarding. But I think, yeah, if you are, it seems cool. That's what I mean. They both seem great together in the same deck, so maybe that's where we are but yeah okay. No. Yeah, yeah. Again, I'm. I will take note that I, I am the reason why we're talking about so many mayhem cards today. Because I like it and like it's something in the set that's got me excited. So I'm going to make you all listen to me and wax lyrical about them, because I think that go and like it like like madness is generally one of my favorite mechanics. I play in every format I can because I think it's fun and awesome, and this is a bunch of cool stuff. I say a bunch of new toys that can breathe new life into it. So I think this might be. No. There's one more. All right. Spoilers. There's one more, but only tangentially. Anyway, enough of that, James. Take it away. Take it away with a girl card. Talk to us about Rhino's rampage. Yeah. So this is a cruel, hybrid manner, so you can pay for that. Or a green. The sorcery says creature you control gets plus one for. So until end of turn it fights target creature opponent controls when excess damage is dealt to the creature and opponent controls this way destroy up to one target. Non creature artifacts with mana value three or less. Listen, there's there's going to be times where everything lines up, and this feels like the best card of my world, right? You, They've run out like a mano, mana rock into a 312, and then you you have a bigger creature, and you kill that 312 and you kill that mana rock, and you win the game, and you feel like a god. I don't actually think for the the upside of occasionally getting killed. The fact is, is quite enough to justify playing this, because I don't really like fight cards, which don't boost the toughness of a creature you're fighting with. They just put a lot of pressure on you to have very, very big creatures which can consistently win the fight and kill the thing you need to kill. As well as obviously needing to, pick your spot when your opponent isn't holding the move up. Because these, these sorts of spells do need she vulnerable to speech removal and getting to want, theoretically, the other side of this fight is that it doesn't have to go in a green pack, as most fight spells do. You could theoretically put this in your power stack if you wanted to, right? I'm not sure I massively care about that bit, though, because I don't think many non green decks, they're going to have enough really beefy creatures to support. Like because it's a fight, you don't just need to be to have power, you need to have power and toughness to actually win that fight. And, I think that's going to be tough in your power stack most of the time. So I'm a little bit skeptical on this. I can see the appeal. I like the times when it works. It will feel great. And it is only one mana. And it it is easy to cast, but, I just mostly feel that. And cube, I don't really believe in the the fight spells that much. And, if I want to play a fight spell, I'm kind of looking at Fez. Now that's one way. It's also a lay of land. You can go and search out a basic. I kind of prefer that. Right? Because that at least when I don't have my creatures that fight for it. So. Yeah, so does something I know I'd agree, I think so, I think bushwhack is one of the few fight spells is the scene play and like I think I saw that. So see you play in the vintage group. Play a scene like higher power level play. Generally these fight spells off a lower power level cubes and like I this one isn't uncommon. I think there is room for this in like in peasant, if I'm honest with you. Like there is like like affinity does tend to float around those things like this killing like a cranial ram or something like that, on top of like becoming a two for one. There. I think it's fine. And like, I like the like there's only like 1 or 2, but instant speed fights like, like once you get into sorcery, it's like, this is probably one of the best instance beats source like, oh, sorry, one of the best sorcery speed fights. And it's very flexible to casting like like in theory group like I completely agree. They're kind of like it not pumping. Toughness is great, but if I'm in a group deck, like in any format nowadays, I'm just going have more like writhing Chrysalis this, you know, like like I was going to have more power and stuff. It's like, yeah, yeah, again, like maybe, maybe this is like, yeah, I don't think this gets there in high up out of a case like the shatter is nice and like I thought, level cubes do have, wider range of artifacts you want to remove. But again, yeah, maybe is a thing of, like, just run a more efficient spell if you want a way of removing the artifact as well. Yeah. Or running a braid basically, because that kind of does both. Yeah. Okay. All right I got I okay, I forgot a braid existed. Gems okay. So grateful and no less. Yeah. Just a bright, powerful magic God. All right, let's keep it going. Next up we have Gallant Citizen. This is a hybrid Celestia hybrid. Celestia. A11 creature human citizen. When this enters, draw a card. So just a quick note on this one. This is an effect we've seen a bunch of times. There is a quite a number of creatures that are around two mana ETB draw a card, solid row players and flicker decks. If you can get the if you can get the effects, you can get that effect again. Again. Nice little engine. We love drawing cards on creatures. Fantastic. This oddly being hybrid green white hybrid green white is does make it has a cast than quite a lot of the ones we've seen. There's like a very cute dog that does this. There's, an out. There's a one in a green elf that does it. Why? I have add this one to the list and why I want to talk about it is that it is a human, and that is important. This is the first one of these effects. As far as I'm aware. That's two mana and has been on a human. A lot of cute like cubes do have creature type matters in there, and human is the easiest to support. And a lot of those are on like or like count when humans come into play. So there is definitely a place for this card. And it's, it's not in the majority of games, but like someone out there will have a human matter section and a blink section. I'm like, this is like the best card printed for them in their set. And like, that's why I want to shout out, like, again, not for it, not for every cube. But like it will see, it will fill an important role in a number of cubes. Yeah, I hadn't really thought about that for humans. Angle. That's cool. I could see it doing some stuff there because yeah, for this, humans matter. Synergies do involve quite a lot of free trickery https right. So, I can see some upside there. Yeah. I guess I would just highlight that mana cost. Yeah. I do think there's because a hybrid makes you think, oh, this can go in my white stack on my green deck. And that's, that's kind of I'm like, yeah. Like this goes in your near deck, your mono white deck, or your mono green deck. Most of the time. Yeah. Like, I mean, obviously like, it depends, how good your mother is type in in general, I'm not looking to put this in my, like, blue light like that. It's just too difficult to cast. But I agree, we're on to artifacts now, James. I'm quite high on this card. What do you think of Iron Spider? Stark? Upgrade? Yeah, this was cool. So Iron Spider is free generic mana for a two free legendary artifacts creature. Spider hero has vigilance, and you can tap it to put a plus one plus one counter on each artifact, creature, and or vehicle you control. Or you can pay two mana and then move two plus, some counters for the lung artifacts to control to draw a card. I just realized that you can't read the first ability. That's very ambiguous. It is not each artifact, comma, creature, or vehicle. It's artifacts. Creature. So I need to be both creatures and artifacts to get these to get answers. And it's gets even if you're reading that out, it's actually very ambiguous. So basically this is a female, a steel overseer, but it has a bunch of upsides. And I think Steel Overseer is actually a cool and kind of underplayed card and cube. I love. So I would say, yeah, I think like if you're going wild with artifact steel overseer set, that's, that's basically just, a two mana one one with this ability basically capture. But I can find all of your artifact creatures. So obviously you're paying extra mana. That's a very big deal. That sucks. But you're getting a lot of that. You're getting vigilance. I mean, vigilance is very big. You. It means you get to attack and use viability. And especially because obviously this grows itself, as the game goes on, that issue becomes more and more relevant. It's unlocking it and attack with, you know, once it's activated a few times I see a very big creature. So that's cool. It's also, it's a two feature start off with. So that means it's more likely to get those good attacks right. It's the turn after you play this. It's attacking as a free fall essentially. Right. Because you're attacking. And then you're able to tap in. Plus, if this isn't something that the bot stalls out a little bit and you get to the late game, you have some mana lying around, then you're going to have a bunch of counters by that stage, and you can start cashing from cards, which seems very, very strong to, I think I would, I think if you have a cube for once, steal over save it on this also on they certainly want this card too. I think it's, it's definitely worth looking at ice cubes 100%. I so I have steel overseer in my game and that for me, this is the card I'm most excited about because I do love the artifact project, and I think it's this is just going to be a solid slam dunk, right? Like it is it is slower than steel overseer. Like one of the strength of steel I would say, is it comes out early and it can tap on turn three and just start buffing on your teams right away. This does come down a turn later, which means like it is an aggro deck, primarily like old or how I've seen it. Beyblade. And that is. That is a real cost. Like, there is a world where maybe this and steel overseer kind of like help us out. Like, we got a bunch of modular creatures, I think in modern horizons, too, like, like we already had Ark bound Ravager, but like, there's, like, Zabar's and a bunch of other modular creatures, like having a second steel overseer with a bunch of modular creatures that when they die, we can move that counters around. That sounds actually quite a nice little place to be. I like, I like this card, and just like in general, like, like unlike steel, I will say this actually can get into damage itself because it has vigilance like there as well. But you can still put the counters on stuff after you've done your attack, or you can attack with it and then put the counters on it and response attacking. That's all quite hot. I yeah, I like this card. Interesting. Like like I hadn't really thought about the vehicle side of it too much, but like, because we don't like the only vehicles I tend to run and things like Smuggler's Top tier. But like again, it's it's all upside basically. Yeah, I quite like this card. Like, like I would say for this to get in, you do need a deck in your cube that exists where you're kind of aiming to put like 12 aspect features into play. If you don't have that, then you probably can't run this card. But if you do, because you're doing the stable steel overseer artifact to beat down a type deck, that is quite nice. Do you think this could like this does work quite nicely with, like, a mishra's workshop. James, is this three mana like, is that a possibility in higher power level cubes or. Yeah, for sure. I mean, I think that that attack chakra attack is, is very real. Like, I remember when you first put it in your cube and it just start cleaning house with the, like, vex. So soft fact beat down that, and that cube. Yeah. Over time was pretty high power level. Like, I'm not expecting to see this card in an actual vintage cube, but I think, like, basically anything below that, I, I mean, you can't just put it in and spin the right back, but I think that deck is powerful enough to go in some, some fairly high power level cubes. I'm just going to say it, you would not be seeing at this card in a vintage cube because you if you were to say it, it would be called physic Ethereum mechanic. And course it would. I think it would make sense. And physic scientist doctor guy is inexplicably a spider. Some of these things. Spider hero. Yeah, exactly. Exactly. All right, let's move on to our last artifact. Next we're going to talk about Steel Wrecking Ball. This is five generic for an artifact. When it enters, it deals five damage to target creature or one read discard. Discard. Destroy. Target artifact. So this is kind of an interesting card. Like we're not here really in any format to pay five mind to deal five damage to target creature. That is not good in any cube. I don't know, I, I don't care what you say. Why we're here is for that bottom ability is this effectively is a shatter that can't be like countered by a counterspell. It has to be stifled, in cubes with really powerful artifacts. This could be really strong. Like this might be narrow, but like this will either be played in no cube whatsoever or the go vintage cube. That is my realm of this card. Like like interesting. So it is an 80 B, so you can do some goblin well stuff with it. Like that's my shenanigans. It becomes repeatable. But like generally like you play a lot more vintage cube than me. Change. What do you think about a steel wrecking ball? Do you think it has a place or. I think if I have two options and this is going to see play in their for fun. Okay, yeah I did I like I just think you can put an upgrade in your deck and show mighty Viscounts value upgrade for your trade. Does something in F3 match up? You know this is you can't be fighting just two mana shatter and your deck. I, I really think I am kind of how accountable are those? Like, I'm pretty sure if we wanted to man of uncountable shatter like, isn't that a split second shatter? I feel like that exists. I don't know. I, I don't think this is good enough. I think it's just straight up shatter is is, I think, just not flexible enough. Right. I think we need. Yeah, but when, you know, a blade is right there, suplexes, like, this would definitely be instant speed, though. It would be I was. I'm not a fan. All right, so the real question, actually, because I had, Skyfall open when I was searching for the last card. This. So the paper version of this is Steel Wrecking Ball Y. The online version is called Temple Trap. But you can't claim a steel wrecking ball is marble, can you? So many construction companies. Oh, my awful bunny. Yeah, just like I just, I. Sorry. That's the first one where I've just been like, I like it was already kind of a silly situation, but that's hilarious. Anyway, James, talk to us. We have an allied cycle of lands, but might see some player input, but what do you think of, you want to read out? University campus? This is the Azores. One in the cycle. Yeah. So this is very similar to a cycle lands we have in in Strix Haven a common which but basically exactly this. But they glide off and surveilling, spellings obviously better. In general, but I, I remember these playing out great. And these two draft actually like that. Just having that late game, repeatable card selection as a menacing on your own virtual land is is pretty strong and I think in Pulp Cube that kind of just translate like it's not every game by any means, but but games can go really long in those and those pop cubes fight just because the answers tend to be a lot more powerful than the threats. A lot of the time. So can lead some long games. Like, yeah, I could kind of see this football cube being pretty good. Having said that, I don't think it gets in really any cubes beyond that because higher power level cubes is just kind of one on top lands. But yeah, I think as, as a menacing cube, this, this is quite a nice 100%. I think at a minimum, like the De one is incredibly a no brainer. I know that there is like, what we have, like, the best ones must, must, must be the bounce lands. And I think everything else is probably worse is my gut. But yeah, the lands are not good. And PopCap like evolving wilds is the best last. Yeah. I mean, I, I guess like there are I'm looking at it so yeah. So there are like game lands but like the I think these are a lot better than Game lands I think my hot take there are ones with like so there are like ones with like basic land types. They might be good if domain is attacked, you might go that way. But yeah, my gut is run this half cycle until the rest of the cycle is completed and then run that as well. Then in your pop games would probably be my gut with this. Or even if you've done these and they're very good, you can even just include the half cycle we got in Strix Haven, which is the same thing, but scry. Yeah. Okay. Lovely. All right, let's get the ball rolling. We have a couple more lines to get through. Next up we have multiversal passage. This is a land that says, as this land enters, choose a basic land type. Then you may pay to life. If you don't, it enters tapped. This land is the chosen type, so I yes, this can be fixing and two life is not that much of a cost. The main issue is that there's a bunch of options I like more than this. Like, I think if you want a land that can be any color, like City of Brass, mana, confluence and Starting Town, do that job better. Like, yes. Over the course of the game, they will probably, deal you more damage. But if you're drafting this land, it's probably because you'll have a greedy amount of base and you didn't draft the other lands. So you're kind of pulling it together. So I think there's better options in terms of, like, the land that stays in play and can generate other colors. If you compare this to, like, evolve, evolving while it sees play in basically every cube from a raw power level, this is probably better than evolving, wild and terrible. If we get spans, it's probably better than fable passage. I don't think it's as good as Prismatic Vista, but that is importantly in a vacuum, just in terms of just like a card that kind of like becomes a land of color and they can then fix me for that color, like it does have that flexibility if I do it once. In reality though, because like term of The Expanse evolving wild stable passage, they trigger landfall, twice. Whereas this one you have trigger once and they work really well that like bristly Bill and other great landfall staples, love evolving wilds. They are much less fussed by this. This will be fine in Q, but my gut is this won't see much play because it's like competing against cards that are the, that have more flexibility, do more cool things. And if I'm being completely honest with you, like, cause like terms of, like, expansion, evolving wilds that you could bet get power cut for quite a bit longer. But because there's so many of them, you can choose your artwork for your cube. I in this I can only ever have a Spider-Man option, whereas for like my evolving wilds has Bob Ross art and my turmoil will get expanse as the full text box like the full text rules explanation on it. For me, as a Q builder, that is kind of a cooler thing. And like, when I think the level is so minimal in terms of like which one is technically better, the one that means more to me and is cooler will probably layout and I for everyone watching like that will be a thing for you as well. Like like like Spider-Man is entirely your jam then. Yeah. Slam this overtime off like expanse back on. It'll probably it's within realms of conversation, whether it's correct or not, but, Yeah, fine card, but I'm not blown away by it. I think Bob Ross say the Spider-Man art is a you don't need more of a justification, but I think that you can justify anything with that. Having said that, I, I kind of disagree. I do think this is a lot better than something like Tab off. It sounds like it's an untapped land for any of the five colors. You don't normally get that outside of like Mana conference this year. Fast stuff. And the issue with those fans is like, if you have to play them, it's like your first or second land of the game game. It's just a disaster, right? It's going to daily like 6 or 7 damage cost for a game. That's not like just too many. Where is this? Can it gives you options? It costs you maximum to live. So if you don't need it on top two, it can cost, you know, life, for the whole game. It also, it is the basic land type that can be very fun. I actually think this is like, if you're just going on power level, I think this, like, gets an nice high power level, kids. Good. Just because, like, untapped, I think a lot like this is like a fairly safe bet you can take it fairly early and know you're going to get to make sure that it's going to make your deck better. Like, yes. It's never going to be, you know, the ideal land for you is never going to be the the perfect piece of fixing. But it it's always going to be solid. The more close you are, see, the better it is. Yeah, I think it's worse than Vista. I think this versus Tossing Town is like, maybe kind of close. I think I lean towards starting town, but I think this is very, very solid. My only issue with it is the end knife me and paper having to, like, even just remember what color my land is saying. Yeah, that's it on the left paper and put on the land. That annoys me. So I don't like, like I don't like those surviving lands for the same reason people sometimes pop them in, like, offer. Cuz, but outside of that, I think this is a very solid include my skips. Now that's where I'll take that. I'll take the, The next one I think is quite sweet. What do you think about Oscorp Industries? James? Yeah, this is really cool. I'll skip industries is land and just taps. When this land enters from a graveyard, you lose two life. It can tap for a blue, a black or red. So a this dry land. But it has mayhem. So when you discard it, you can play it from your graveyard best. And that's really cool. I think this. Yeah. I think this is sweet. I love this crowd. Yeah, yeah yeah, yeah. No, this is I want to put this in, like, all of my cubes. Yeah, I think this is very cool because, like, your grid, Thailand doesn't have to do that much, to make the cut. Right? But, with any amount of just cut out, I think it was like, this is just such a nice little bit of value to get on the way through, you know? And it's cool having, like, fixing lands, which actually have a bit of context to how good they are. Right? It's not just like the same level of fixing in every deck. Yeah. I think this is really cool. I'm kind of curious, like I don't want to try him for this is my only issue, right? Like the idea of of having like nine frames, but then not having the quickest biome and having this instead. Which ones? He doesn't have the land types I find weird. So it's kind of like, I guess I just have a second quickest dry land. I think you fudge it on Cube Cobra and you cut a ragdolls land. Okay, and, for as long as I don't have to cut a demand that that's fine. Yeah. No no no no no, it's it's base. I think if you're doing it that way, you add it for the deck. That's most likely to run it. So yeah, if you think there's going to be demand, then you cut it to me. What do you think is going to be wrecked? Austin. Right. So, it's probably not going to be, is it? But like, that would be how I do it. But like, there is like, I know, technically, yeah, I don't want to be cutting dry. But there is like, I know we had that conversation about, are we doing it recently? And we had the conversation about maybe mana bases are too good. I can say a world where I cut, I'm like like at the moment, at the minute, there is no conversation on cutting trims. There's nothing to replace them. I would like there to be at least a like a conversation point. And this does and I know like this does not compared to a try from a fixing point of view, but from a utility for a deck point of view. It is way more interesting than I try. And like I just at the moment I can't have. Yeah, you are correct. I don't want to run nine trims and cut one for this, but if we got to a point where there was ten interesting ones in different colors or in the tri colors, then it's at least a conversation we can have. At the moment we only have Let's Go Industries and our next card, which we will get onto in a little bit. But like as a card, I think this is sweet. I am very high on this. I like it very much. Let's you have your cake and eat it. It's the thing of like it turns you're like the most likely to think of like, oh, I discard my land. I can still make my land drop. It's great. I'm like, the only downside is I would have to run a card that is called Oscorp Industries in my cube. That is a fortune. I can't even find three omen paths. One guy I know, I must say, I'm not actually like that down on Spider-Man as, that theming. It's just a it's just, there was no other option. Basically, it's. Oh, actually, no. Hell, yeah. I just the the, through the own boss version is called exclusive Nightclub. Oh, that is good. That is actually way more rad. Oh, yeah. Yeah. Okay, okay. I'm not even doing that to be, like, a hater. And Spider-Man. That is just cooler. I'm afraid. So. I'll put an exclusive nightclub in my case. I understand. Okay, that sounds way better. Okay. Yes. Yeah. No, I think so. I, I, I don't mean I'm opposed to cutting films in general. I'm, I am opposed, I think, to having nine films, you know, I agree. Yeah. Yeah. Just mainly because if just things a cube and I'm the greatest player and I haven't looked like now I'm, I've not gone through every card on cube if I not my cube. I would be like slightly annoyed when I realize that like request by my nieces wasn't in the cube, despite Van Dyne being there now, I would yeah, I would completely agree with that. All right, last card of the day is sort of in its in the same vein. So basically Oscorp Industries is the villains. One urban retreat is the heroes like, retreat, shall we say, urban retreat is a land and is tapped. It taps for a green, white and a blue and it has pay two generic return a tap creature you control to its own as hand. Put this card from your hand onto the battlefield. Activate only as a sorcery. So I really, really want to like this card, but every time I read it, it keeps getting a little bit worse. Like enters entering taps, I can forget like, and like, but and like banned is the color flicker where this could see play because again, it lets you rebuy your BS, but you have to return a tap creature, which is kind of annoying. It means you have to have attacked with it affecting again or found a way to tap it. Like again with crewing a vehicle, all that kind of stuff. And like even with that, I'm like, okay, there's still a way we can probably work around that. But then it says sorcery speed as well. It's like it's three layers of negatives that just mean I don't want to play this card. Like, like if it wasn't a sorcery speed like, then it could at least be used as like protection. When you swing in with a creature that that's kind of cool. But it's just, it's this. Every part is a drawback on a card that I think could have been quite cool. Like like I like, like, am I wrong, James? Is there something that with this card, I guess the only thing I would say is that like a three color plan just isn't that bad. I like that I definitely put the cons try lands and g that's fine. So yeah, I think we don't need much upside here for this card to be good. Like if you only use viability like 5 or 10% of the games, I think that's fine. But yeah, I mean, you're not wrong. And there is a bit of a, a soft tension here with having to attach creature because most of the time, the features for the time in your eyes, sorcery, speed, and your second main phase level creatures that could attack and the creatures that have good attacks and not for creatures you want to return to your hand, right? You want to keep them in play and keep fighting with them. But yeah, but yeah, it doesn't need to be good often, right? For, like, there will just be games where like I play player tend to spirited companion like the two out of one one that does card and then they have a slate for whatever they like. Cast of cards will spawn ten two or something. And then I do get to attack my spiritual companion, my useless land, and I'm vamping like, so I'm putting an extra land into play. I'm getting my first companion back, which in the long term is going to show me a card that's really good. But I'll be stuff with like, maybe a very fey play, like claustrophobia type effects. This is really good against that. Right. And and I don't need to get much value out of this one to be, like, kind of interested, right. So I, I'd be all, I guess, if I was sort of naturally the manual cube for this land, then I think it's a fine one to add. But unlike for this one, I'm not like, looking to make room. But, you know. No. Yeah, maybe that's fair. Yeah, maybe I am. Kind of. Yeah. Tray lands are just okay. Like like like from a fixing point of view, this will fix you. It will get in like the Celestia Draftable draft at the earliest draft, they will draft it. And, one I forgot draft it will draft it until I forget. Send it. And this in the draft or draft it? Yeah. Yeah. That's fair. I think it's just more. I am just frustrated by the potential of the card. Should we say yes? I agree, the text sort of looks better than it is, right? Yeah. All right. Marvelous. So that's gonna do it for our set review before we get you all out of here. James, what are you most excited for from the Spider-Man set? So I think Norman Osborn for, the blue MDF sea is is very powerful. I think that's, for that, I saw two mana blue loose, slots. I think that's a, a very powerful new contender, which we've got. I'm also quite excited for this. A smattering of mayhem cards that, I think maybe open up some interesting new design space in various cubes, like the Magnus stuff. Unless you of where they're, like, quite low power level was just a bit tough to try and get to work, but, and, but and a lot of that was just fight for matters. Features went back good. I think I think just getting a bunch of new options for that is, is pretty cool because I think that, you know, it's a cool mechanic by and I know I've tried to make it work, but I think you have to previous I think the they sort of discard massive stuff does work well, but it hasn't tended to actually feature actual madness cards, you know, whereas I think maybe some of these mayhem cards could get, and I think that could be very cool. No, I can agree with that. Yeah. Like, I'll be honest, like the the mayhem cards were the ones that kind of got me like, damn, I think I like the Spider-Man set if I want to be, like, very much tipped, I was like because of just a smattering of cards that I am, I see him, I might buy these. I want to play these. They're really cool. I completely agree about Norman Osborn. Green Goblin. Yeah, we touched on it in this episode, but Iron Spider, I think is a really cool card. Definitely one I'm gonna be picking up and testing. I think that's really cool. And, yeah, I think spectacular Spider-Man, the one, the white three two flash. Self respect. I think we'll probably see quite a bit of play. I think it very much depends if I open one at prerelease, whether I will play it in mind. But yeah, I think it's a very pushed, very cool card. And actually we should probably also mention the card that probably, I should say the most play in all cubes. Romantic rendezvous because that's a common you'll probably see play in every cube that can run out like proper upwards. I think it probably has a place nowadays. I don't to like if I actually have one, you might ask in a better off games. I don't think it gets into like Power Cube, but yeah, yeah, it gets into a lot of games for sure. No. Very fair. All right. Marvelous. Well, that's going to do it for today James. Pleasure, man. Thank you for that. Always good to chat. Some new cards. Yeah. Always a pleasure. All right. Fantastic everyone. Thank you all very much for listening. Do make sure you give the podcast a five star review. Tell a friend all that good stuff. Whatever positive affirmation you can do greatly helps us out. Do cool and new things. Until next time. It's goodbye from me and it's goodbye from James. And we'll see you all soon. Goodbye.