Powerful Nothing

The Blue Do Nothing Cube w/FiretruckModo - #64

Too Sweet MTG Season 1 Episode 64

In this episode we're joined by FiretruckModo, to talk about his creation, The Blue Do Nothing Cube. Designed to make players build engines, and featuring majority Blue cards, we dive into the process of putting such a unique cube together.

Follow FiretruckModo - https://www.youtube.com/@firetruckmodo

Blue Do Nothing List - https://cubecobra.com/cube/list/DoNothingCube

00:00:54 - Overview
00:10:04 - Makeup of the cube
00:19:09 - How is the cube to play?
00:31:35 - How do you add cards?
00:36:51 - Archetypes of the cube
01:01:45 - What is the most powerful thing in the cube?

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

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

Runaway by Diamond Ace | https://soundcloud.com/diamond-ace-music
Music promoted by https://www.free-stock-music.com
Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US

Birmingham Cube Clash Tickets - https://www.tickettailor.com/events/cubeclash/1878248

I love everyone. Welcome back to powerful 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 today? Yeah. Pretty good, pretty good. Got some, we've got some excite and exciting cubes to talk about today. Well, subjectively exciting, I guess. The two of us are not alone. Today. We are joined by Josh, better known online as Fire Truck Modo. Josh, welcome. Hello. Thank you. Awesome. Yeah. Thanks for coming back on the podcast. I think you were actually our first guest all those episodes ago. And for those who don't know, Josh is one of the greatest to ever tap a bazaar of Baghdad. You can normally find him slinging vintage on his YouTube channel, Fire Truck Moto, but today we're going to be looking at one of your creations known as the Blue. Nothing Cube. The plan for today is we're going to have a chat with Josh, see how he put it together, what was inspirations and what was his process. And obviously there will also be a link to the cube down in the show notes below. I think the best place to start here is Josh, can you give us an overview of the cube? And if you have to give it a tagline, what is the blue Nothing cube all about? So it's like an engine building cube. But the original concept was that you draft and then play games, and during the draft, there's a amount of stress and angst because you don't know how you're going to close out a game. That was conceptually where it started. And then. Yeah, and then it slowly developed into an actual list. So at the beginning, I think it's just a joke, but yeah, I feel that the way I describe is it's, it's not for nothing and that your deck will end up doing nothing, but none of the cards do anything at all on their own. Right? Yeah, exactly, exactly. They're all it's all very slow. The, it's very different to. I quite like, you know, a normal vintage cube or even a, even a peasant of pop a cube. Your cards are going to do less than most of those, but you're going to see a lot of cards, you're going to take a lot of game actions. And fundamentally, your cards are gonna move around a lot of different game zones, and it's going to be, hopefully fun. Yeah. The conceptual part of it, I think, makes more sense because I've definitely taken, I think, more like on average, more game actions in this cube than most other cubes I play. But it is kind of like, I guess the the goal is to build the engine, as it were. You know, not beating down with A33. Is that fair? Yeah. No, exactly, exactly. I think where it like initially started was with James and I chatting on discord cause I, and I think it goes back to like Midnight Hunt. Much of the machines where there was like ladders on became out. Invasion of ren which is like a shift, a battle shift. And I think it was around that time as well where the vintage cube online dropped regrowth and all of these cards, you know, very slow. Dudley sorts of cards, which, I don't know, my sort of fun cards. I enjoy playing like. So. Yeah. And then I think in a, we joked about a cube where we got to play all of these cards and nothing ever happened. And eventually it became this, this physical list that we've played with a handful of times now. Yeah, we'll we'll do a deep dive into the archetypes a little bit later on, but just kind of like some of the things that you have to that. Yeah. Yeah. It's, it's a, it's a cube that's very well to me, if it was a cube built around, build around, if that makes sense. There's a lot of very cool engine pieces, like, like there's things like Burning Vengeance. There's like cool, that's cool cars that you see that kind of like you inspire deck building. Is that fair? Yeah, exactly. That's it. Yeah. There's a lot of cards where the the cards are going to send you on their own little quests there and little build around something like there is burning vengeance. There's Lich as mastery is another one as slide time. Save these sorts of cards where you look at it and you go, that's sick, but it does nothing on its own, and you have to go off in the draft and find a way to enable this to the point where you can somehow, I guess I just accrue cards and repeatedly go over the top of whatever your opponents call dope engine is. And then to enable all of these, you know, glacial cards. I've cut a lot of efficient creatures. There's not many to Manitou to sort of thing. There is an aggressive amount of ball of omens for one list of 540 cards. And yeah, so the gameplay is nice and slow, and it allows these really fun engines to come to the forefront of, of your deck in your gameplay experience, I guess, is the idea. I think the thing I find interesting about it is that in a lot of cubes fight, we have these built around and you can draft around them and they can be good. But also like even when you do draft around them, put them in your deck, just a bunch of games. You're winning because you, Castle and two twos and 50s because you action pieces also have power and toughness. And you got out of had two that's actually opponent. Right. And you kind of can't do that in this cube fight like it's it's really hard to just win with, with some dudes. And kind of it's like a prerequisite for, for closing a game to have assembled some sort of engine most of the time. Right? Yeah, exactly, exactly. At some point I'm going to add up the total amount of power in this cube, like in terms of like creature stats, compare it to something else. So I'm guessing is going to be quite a lot. But like I, I mean, part of what you said is to make that is to make the engines possible because again, you you don't want to put in all these cool pieces if just like a gut is in the cube or something like that, I'm assuming. But there's been a lot of considerations in terms of power level of cards to make things work. Yes and no. Like this. There's there's some major power outliers, but like, I think it's just mainly the creatures and then by extension as well the interaction like if I'm asking you to make a a full card engine, then I can't have minor league ball plow in the environment sort of thing. So and the creatures as well, I'm not going to be able to close games quickly because the creatures that you are playing as an engine piece, typically these, one three, two fours, zero fives, whatever, so the boards can get a little bit silly if there are creatures in play. But but yeah, there are also power outliers on the other end as well, sort of thing. Like I try to enable tinker in this. And the best way to enable Tinker is to have, you know, not the traditional payoffs, like there's no blight. Still, there's no Leviathan. And the best thing you can think of is like timeless Lotus or there's also some creature. This meta golem is the biggest. But is it just. Well, let me just kind of slap that's a banger. That is a you can. Yeah. But then also in In Blue as well, you've got the Wizard's spellbook, the Magic Mirror. These are going to draw you a bunch of cards, flash back a bunch, the cards, that sort of thing. So yeah, like we did, we did drop Chevron on power level reasons. Isn't that A6X player? Yeah, it's too big A55 plus. I'm massive. Much too much. And it brings brings back the thing. We take it away too much about it. Yeah. Yeah, I guess it's. But there's a, there's kind of a mindset with this cube that I think it's a little bit similar, to my Treat Yourself cube in that I kind of like you do the thing, but then the game doesn't end. There's still more game afterwards, which you know exactly. Exactly. I mean, there's a lot more game afterwards, but. Yeah. Yeah, it's that sort of thing. And I think it's similar to, I think it's somewhat similar to like at least our, kind of command degree as well. Right? Where the winning is secondary, I just want to achieve my cool thing. I don't care if I win or lose, just, you know, maybe we do care a bit more in a cube draft, but also it's more about, for me at least, is you sit down and draft, you come up with a cool engine, and then the gameplay that follows encourage just the use of it as well. So I, I feel that kind of a nicely summarized, the do nothing part of the cube, but we should touch on the blue part of the cube because just look at the cube. Cobra. The make up of the cube is very outside the norm. Like, not like it's a 540 cubes. But I'm seeing 171 blue cards here, like 40 of each color. So I guess there's two questions to that. Firstly, why this big wedge of blue? And secondly, what was your process in terms of actually, finding the right blue cards to play if you can or if, you know, you, you can run so many of them. So the blue, you know, is, as we know, is just the coolest and best color in magic. So that helps. But I did try and make like a balanced, you know what? If it would be 6060, 60, 60 version of this cube? However, the issue I found was red cards. Typically they kind of come in, as you know, three minus three threes, two tattoos, five six sixes or whatever. They're going to be aggressively started plus have an ability. And I kept finding that I couldn't find enough red cards to that I was happy with, but also because blue is a very deadly color in a lot of sets. Anyway, it's got the most dirt or support. I was always cutting pool cards, which you can build engines around, or at least just enable archetypes as well. So in the end I just saw actually I'll play all the cool cards, which happened to be blue, and then this will lead on to archetypes as well. And then the color, the colored single color cards also like support or signposting you towards a specific kind of archetype. So I think that's 10 or 11 archetypes in here, such as archetypes of every blue guild and every blue what your shard and each non blue color will touch four of those and they will have ten cards give or take. But it start off as ten pushed specifically for that. So for example in white there's gonna be ten cards that fit across into an enchantress. There's gonna be ten cards that fit across into a Aurora's blink. There's gonna be ten cards that go into esper artifacts, that sort of thing. And then that gives us a nice clean and even 40 across white, black, red, green. We got some artifacts. We got some colorless, some multicolored cards, and then. Yeah, just round it out with blue cards because blue cards, yeah. The ones which have the nice engines and the really good support for the engines as well. Yeah. I think if you're going to do not equivalent amounts of each color, then this is a good way to do it, where you have one very big color and everything else is the same because it's the issue you can run into when you have big differences in just quantity of cards, and each color is. But when people are going in, if there's like, you know, 30 red cards, 60 black cards, 80 green cards, then it's ready to pass all that information in order to inform how they're going to draft. Right. And it gets somewhat, somewhat confusing if they can't work out what's open. Whereas with this is just pretty clear. Like you're basically always drafting blue because like half the cube is blue and then you, you have the equivalent amounts of all other colors. So you can think that whatever color this opens in that way. Exactly. And like a lot of the blue cards, that can be quite generic. But then also you're going to have blue cards which are specific to archetypes as well. So yeah, they all that the idea was that everything feeds like up a level into a, into a specific archetype when it's not blue. So have you seen many people drafting non-player decks? No one has succeeded. People have stated that they aim to. I think these are people trying to force it. But yeah, it's exactly if you to people want to force non blue and it's like you but be my guest. Give it a go. I think the deck that gets closest to being outside of blue is the is the so I deck the the black green blue deck because there's a lot of graveyard action, graveyard stuff going on across those two colors. Anyway. And you can build a very good deck and then just have blue as, like a little splash towards the end sort of thing. I think that's the only color play kind of like combination, which has come close to being not core blue. No, no, I just I just wanna jump back to something you were talking about the second ago. You said that kind of when you were building it, you kind of jotted out each color is going to have ten for each kind of archetype. I think that kind of skeleton is very it's a great idea and it's especially important for cubes that aren't kind of conceptually the norm, kind of like if you're building this like a vintage cube or a modern cube, there's things to base it on. You can look at other cubes for inspiration. You can see, the vintage cube runs five white, one drops. If I'm building a similar cube, I can kind of copy that. With that skeleton. Like, like, is there something you just came up with with yourself, or was it like, just just going into it? You needed some kind of plan to actually kind of make this thing doable? You know, there was a there was a point when I was trying to make it balanced in colors. Then there was a point where I'd given up on red. And it's just like, fine, I won't have red cards. Or I might have been like, completely, I have no red cards, or I just play the cool red cards. And then I think I was not pleased with that, and I decided that I would just heavily lean into blue, and that I would cap myself on how many other colors I could play. And I think I just ended up on ten or like 40 of each color, and then ten for each archetype that those colors touch. And I think that was just an arbitrary decision at some point. Just ten is a nice number. It means I get to play all the cool cards, but also have a number that I have to stick to, and I then won't be like, you know, you only get ten apart from green gets these six other regrowth. You know. So yeah, yeah I think it's worked well as well because I by making it that small. Oh like that lower number. It is every single card in not blue is going to be signposting you into an archetype that that color pair is going to, that color is going to touch, or is going to be like a really good payoff in that or enabler in that sort of thing. So they all kind of point you down that direction. By and large. Yeah, yeah. In general, I think we're kind of Cubans aren't going to like the starting point. Is everything distributed evenly? Everything, every curve nice and in place. Green has a bit more five drops, white and red have a bit more one. Just kind of as you kind of get more in tune with your cube, as it were. It's kind of supporting the archetype is more important than supporting the colors, and I think it's definitely something they kind of look at with. With a cube like this, you are really kind of pushing to the full because there's 140 blue cards. It is actually really like I want to think just just on the design before we kind of move on into some of the architecture a bit more specifically, it's like, I see from like, looking at the multi-colored sections, you're kind of going a bit further with that. So like, any dual color that has blue in it is more supported. So there's that. There's six dual ends of each blue x, color and ten multicolored cards of each blue X color. So like as always, has ten, but but the non blue colors aren't supported as much to the non blue colors tend to only have five dual color gold cards and two lands. Is that is that. But for me that seems like a very blatant sign of you really need to be playing blue. Yeah, yeah. No, I yeah, you, in my mind you are blue. And what you do outside of that is up to you. Every. Yeah. So like the, the archetypes to me is a Greek society, right. So and all the way down, it's just all blue, like, I don't envision you playing a deck where you do not have islands in it, right? Like it's just. Yeah, blue is on the house. And where you take it from there is, is is up to you and up to the cards you draft and open. Yeah. That tracks. Yeah, yeah I, I think the first time I did this, the first time I got this deep, I definitely went into it being like, oh knowing that that was a lot of blue cards, but not really saying that in my head as I started to draft, be like, okay, what colors am I? Am I this the second one? I was just like, I know I'm blue. Therefore I'm just going to take every like all the best blue cards quite highly because I know they're going to be in my deck. Yeah, it's like blue cards are basically colorless when you're drafting. Right? Because yeah, yeah. You're just not committing to anything when you take blue cards. Especially for ones which are kind of generic and powerful like that, as an archetype specific. And then you, you get your base of good blue cards and then you have to pick a lane. I exactly, exactly. And like some of the blue cards are also going to push you down lanes as well. So you might just get like a like I guess tinkers. The best example for this right thinker is going to really encourage you to go towards the artifacts. And then after that you're going to find that, oh, a few of these white cards that are coming past me, a few of these demure cards, like coming past me, these are going to encourage you more into that lane as well. So I think, I think, I think is like the most obvious sort of build around in that sort of sense. But there's going to be more going down, like what's it called? Entity Tracker is the, Blue Enchantress. That's another blue card that's going to signpost you off somewhere else. And there's a lot of those throughout the list. Yeah. Like, I generally found the draws. I've done better in this, Kuba. When I've finding that engine piece that kind of inspires you. Like, like it might not be the strongest one, but it's the one that you think is coolest and really kind of being like. Like this has got to me. Therefore, like this Drake Haven has got to me. I think this is rad. Therefore, I am now doing a art thing and kind of then moving into it. I generally found that to be quite a good way of kind of like I've, I've dropped in this game anyway. Yeah, for sure, for sure. So we've, we've all played this, keeps it quite a bit now. And we talked about how the drafts go. How have you found for the actual games progressing. How do you think the game plays? Interesting. I don't like it. Use the word progressing in your question. I the games played out how I wanted the games to play out. Right. So that is that I feel like everyone achieves their goal in some games throughout the day. Right? Like the games are slow, but they're also quite intricate. Right? So you are putting together multi card combos and by combo I mean the combination of cards that you've got might accrue you an additional card each turn. That's you know it's not like the game ends is it. You put it together. And I found that really quite fun. Quite intricate and I don't know. Yeah. How have you guys found it? I think that's more, more important as the, as the main audience of this cube, like, because there's this with when you're trying to make the games slow down a lot. There is a very I think at times and I think it's we've even reached the border of it where the game's, fun for a while, but then the game becomes tedious, I think in the last draft done, you said it is okay if people die. Josh, no, no no no no no. For games to end, I, I just, I just did that was probably me trying to convince you to put some power, like that approach with evasion. So like, like I think the first time I did this, I think I struggled a little bit because I didn't lean into it enough. And basically by that, I mean I didn't have any kind of engine. I had some cool stuff, but like the main and to be fair, it probably is an archetype. And like, like the things I was between different things, I wasn't all in on doing something awesome. So like, I think the first time I do off of this, I had like a grip. This pile that was kind of just like, generic spells pile and like, like I was doing some cool stuff, like, like like I like, I think is potentially a deck of just like, how many times can you copy a psionic blast and burning someone out with it? I've done that a couple of times in that. Like, that was really cool. And like, I like in that deck. I also had, I had, Drake Haven and Bizarro Baghdad. So on turn four just made three Drakes. That was really cool and strong, but like, like I definitely in that one, I missed. And I feel like I definitely undervalued, just like card draw and card selection. Because basically with this cube I find the quicker you are doing your thing, the better your deck is and the more fun you're having, I think. I think with that one it was like I with my first draft, it was very much to like rip the top deck and see what happens. While everyone else around me has really leant into the we're doing blue stuff and he's drawing cards and like has where am I going to build their engine a bit quicker? So so I think the first time I did it, I didn't get the most out of it. The every other time since then, I feel like I've got my life and I've really enjoyed it. But the last one I think like what I packed one, picked one, containment construct, the one that, the 2.21. Whenever you just got a card, you might exile that card from your grade. Or if you do, you may play that card this time. And I just went kind of time with, moving cards around the deck or, like, around zone's deck, and I loved it. I had a great time. That's how I like playing magic. So I, I think there is like with any cube like this, I do think you need to do like the players do is that it is on the there's a bit of onus on the people drafting it to at least get into the vibe of a cube when it is a bit outside the norm, and I think I've definitely done that as we've kind of gone on and drafted more. But basically, yeah. And that that's also like being a core part of designing it as well. Of a lot of just like put the onus on the players to come up with their how they're going to get into other colors, how they're going to close out a game like I've largely not thought about. How does this deck finish the game? I've more thought about how does this deck get to the point of having an engine sort of thing, which I really like. I really like that in cubes as well, just in general, like because multiple cubes are. I've been like, can we already put, you know, doomsday in this cube? And the question we always get is, what are you going to do with it? I'm like, I don't know. And I'm largely don't care. Yeah, I took that. Give it to me and I'll find that out on the day. Right. And this is kind of, I guess my version of that where it's just, you know, these are all the pieces. You guys go have fun and work out what you're going to do with it. On the way through. Yeah. In cube design myself, I've generally found myself going a bit. I think it also helps the kind of, player group is generally quite experienced now. Like, I've definitely found is catering for new players less because all of us have been playing like ten plus years at this point. Kind of like like like like for example, like, yeah, when I, when I built my Treat Yourself cube, I very much kind of like put the bits in with the intention of work it out yourselves. There's some cool stuff here. I know that it goes together like the act like, but like when I first built my vintage cube is like, okay, here is what the mono red deck looks like. What does it need here is like the reanimated deck. Here is it laid out in front of me? This is what it is. I know it has all the bits as kind of things have gone on. And you do see this more with like, cubes that are iterated upon, like, yeah, I like the vintage cube. Like some the other cubes that we've looked at, there's, there's an element of the cube design was putting cool things in there, and it's up to the players to work out the best to get like to get the best things from them, basically. And I think that's it's it's definitely I find more rewarding, especially if you're planning on dropping a cube multiple times. Yeah, for sure. I think the other thing, which is pretty interesting about gameplay in this, is it makes you think about the games very differently from Ice Cubes, because in like almost all like magic really now is is pretty much about the bullets, right? And, you can't be not using your mana and you can't be not affecting the bullet, and you can't not be being efficient and you totally can in this cube. And that's kind of interesting, like, because it makes you think from very early in the game, like what is actually going to matter in the late game? And, you know, you might want to save your TP some interaction, for example, and not kill the thing that's dealing you damage. Now, because actually I need that disenchant for like the magic mirror that they might play in like ten yet 10s time. Because I know that's my only way to answer it. And, And I can't beat that card late game. Actually, while you are ahead on board, it's not killing me that quickly because all the creatures are small and I know I have tools to deal with the board later. I need to save my my interaction for the stuff that is actually going to matter in the late game. Not just kill the thing that's in front of me because I have manner of spell that does that. You know. Yeah, it is. It is very interesting playing games of magic where you know, there's going to be a late game. And that doesn't mean that every game is like lasting like an hour or two hours, like I said, like I just means I kind of like the early turns are kind of more condensed because you kind of you're like filtering all that kind of stuff, but like, but like there's been a few cause I kind of like like I've seen them in the draft. I just monumentally undervalued them because it's like there's like Invasion of Segovia, which is like, it's a battle that, makes them tokens. And there's also like, Waterlogged Hulk, which is a card with craft, kind of like these are cards that I generally think of as being quite slow, but like in an environment where you're going to have the time to get them off, they become a lot more powerful. Kind of like like, like, like it's a nice byproduct of the cube. Was that design choice going into it? I've just like, we know we're going to get to the like game. Therefore, I can put in these kind of big payoffs that are a bit slower. So I think part of it is just a byproduct of I want the games to go long and I want things to be achieved. But then there's also a point where when I was deciding what I wanted my archetypes to do, I decided that one of the most fun draft archetypes from the last 25 years or so was that secret Plans deck, right? That morph deck from whatever it is. James, you will tell me in a minute, but that secret plan set because I think so. But I tons of target and key. So I knew that I couldn't just have, you know, if I want you to play Wall of Omens, I need the wall of elements to be acceptable as well. Otherwise you just play a different cantrip. Right? But like, I made one of the archetypes, team morph. So that gave me a really good baseline of what a creature is in this format. And it is just a it's just a scale zombie. So yeah. So then that's like the aggressive deck is the morph deck, right? So everything else has to be somewhat balanced around that. So like there's no so pyroclastic is a card I really like in general. There's not like a really efficient pyro class, in the cube. And the one that is, is like fire spout, but that's across the team of colors. So that's there for the morph deck, and it's scalable for the morph player to nuke the skies or nuke the ground at a time that's acceptable for them sort of thing. I guess. Actually, one rules thing we should touch on is do you play every face down mechanical like morph. So like manifest dread and like the, the other one from that, the one that gives them water or something like that. We've scrapped the ward. It's every face down thing is basically played like a morph. Is that right? Yeah. Yeah, yeah. There's no there's no ward to, We don't need that. Mega morph is fine. Yeah. You can just encounter it. Yeah, yeah, but you don't get a yes. I just, I just wanted it to all be the same face down. So the manifest. So it'll manifest that on. Oh. Like, I think it's disguise on that one. And I kind of got the more circled but. Yeah. So disguise disguises the more where you get Ward. And I think cloak is the version of manifest where they get what. Yeah. So they don't have Ward and they are morphs or manifests. And it's not just so you don't have to. So you can narrow down which morph it is by the fact. But like, oh, there's only three disguise creatures in the set. So so it's a lot of that little part of that is, there's not a lot of spot removal in here. And the stuff that is, is a billion mana already because we don't have efficient removal. So I think just having a random ward guy is is annoying and I think is who cube where three two is actually an acceptable rate that you can play and not feel embarrassed about. Right. It's that sort of strength of magic. So we don't need to put Ward on it. And also I don't want to have to go out and buy a bunch of. No, it's it was a disguise tokens. Right. It's just like I appreciated it in the set and modern sensibilities and modern standards for limited. I understood it, but it's just. Yeah, just get rid of that. They're all moths, and that's still an acceptable thing. I do think there is some wording on some cards as well, because some cards as well. I only care about morphs and not face down creatures and discord, this kind of stuff. So it is a nice, neat way of just kind of getting everything under the same map. But it's kind of like, ever altering day bound, night bound to be the original werewolf text on discord. It's like a nice, like, design choice. It's a valve you can make to make things a bit simpler for all your players, which I think is perfectly fine. I did drop the celesta to get rid of day and night bound out of this cube. Reasonable, but I think I think the best orator on day by night bound is just, you know, don't don't like tea, but also just, you know, it's whatever it is when you remember it. Yeah. Well, just when the thing leaves play but yeah. Yeah, that's. Yeah, that's that. It's on. It's rehashed over and over. But anyway you touched on the like a three manner. Two, two is like the base level for creatures. That's the, the vanilla test of this cube, for example. How has that affected the way that you add creatures? Because, like, there's a bunch of cool like, game engine pieces I got, like, we have this discussion off to everyone in this cube. They're like, oh, have you thought about this cool engine piece? And then kind of we're reminded it's a ball flier for for that kind of stuff like, like this does that. Has that made designing the cube harder for you? Yeah, exactly. So I want I want the cards to. Yeah, I want the three minute two twos to be acceptable. And I do get upset when. Yeah. They release a card has a cool ability that's on a format of four for a stamp or whatever. So, yeah, you just gotta be a bit more selective. One of the more recent cards, which really annoyed me, was the when I said earlier, the Entity Tracker three matter Enchantress is also A23 with flash. So it just it just stonewalls the morph deck, which is really annoying as a blue enchantress. So it's too good to leave out. But like, I'm not going to go in and rata power and toughness sort of thing. So it does make it harder to find cards for it, but it also makes it a bit more fun because you can write off cards quite quickly, and then you end up with quite a unique set of cards. I guess it leads you into playing more all the cards right as well. Yeah, which is what I want to do anyway. So, there are numerous effects that I have seen for the first time in this cube. Yeah. And I'm not against it. I like it, but like, when I do break that sort of, vanilla testy card, it needs to be for a really good reason. Right? So the Enchantress is a good one. Genesis is massive, right? It's a five man, A44, but as you like. And yeah, you love this. Last time we drafted done. So I've played Genesis in so many decks and never read that it was A44. But in this cube, a five minute four four is like the best. Ridiculous. This huge, huge. But the cards, the few that have made it in the are sort of like efficient on on that rate or something like that is they also are going to send you on a quest which is actually slightly more fun and slightly more distracting. So like the card, fugitive code breaker is a two out of two on with haste and prowess, which is, quite frankly, unacceptable. So. But it's also a moth, which is cool. It's also going to discard your hand and draw three cards, and just generally the card sends you somewhere else other than I'm going to play this on, turn to bash for two and then cast ponder preordained and consider and hit them for five. You know it's not asking you to do that. The cube's not asking you to do that. And I've also got it in a horrendous art style and in foil. So a lot of people think, oh yeah, she read that card. Yeah. It's the, the color of mana, like framed poster. Yeah. Hideous. Hideous to look up. The, Yeah, it's hideous to look at, hideous to read. And it's only the morph guy who notices. So, you know, it's actually great. I do like, if I'm if I'm breaking that sort of like vanilla test anywhere, then it's usually going to be for a creature which is going to send you elsewhere before you're looking at it. Stat line. Yeah. No, if that makes sense. It was I always send Josh cards when we're doing okay TV for the obvious. We call them for nothing and then it's not too much power and it's not allowed. Then I'm guessing this will save you from, like, there are no plane talkers in the cube. I'm guessing. Just be the dynamo. Okay? The combat phase isn't really allowed a lot of the time. Means planeswalker would just be kind of absurd, right? Plays a because I think would just be too strong. Like, you can't remove them easily because there is less combat than normal. And even if there is combat, you kind of a lot of the time you aren't incentivized to block because you're also going to the creatures are also going to do something cool and there's also the thing which is, is this there's so many walls, like there's not inflatables, but there's just quite a lot of creatures which have more toughness and power. So even getting through someone else who's not playing many like active creatures, it's still gonna be tough. So I've just got no planeswalker. I think it's just easier than just having planeswalker run away with the game. I have got a few battles, but I do really like battles. I think they play really well, but that's also kind of the opposite dynamic, right? That making you as the person attacking the battle of tasking the bats that make you attack, not defend and attacking is the harder thing to do in this. Q exactly, exactly. And yeah, they're just other cards that send you on like a nice little quest. So I quite like those. They are. No, no, planeswalker is just because they just wouldn't leave play nice. All right. Should we actually touch on some of the archetypes in this cube? So let's start with Osiris. Josh. Let's do, so as is blink, I quite, I it's a, you see, in a fair amount he's going to like what's like, how is it functioning in, in this cube. How are we getting our value. So there's a lot of we've got loads of blue creatures which are going to be grand to blink. And then there's a lot of white creatures as well, which are going to encourage you to move around different, different game zones. So you've got like a spirited companion comic guide. This sort of stone horn dignitary is a big one. They skip that combat step. So whilst there's not a lot of combat, if you can do that every turn for an entire game, then you're going to be in a pretty good spot sort of thing. The main like the main cards are going to get you there is like a father, God of the police, a polis, and Miss Meadow, which, two really nice blink effects or like blink payoffs. Miss meadow, which is a repeatable blinker and a fire will draw you additional cards when you do it. And then you've also got the Astro Slide and Astro Drift. They are cycling cards as well, so they kind of overlap. But they, they, they, they blink stuff around. So most your value is just going to come from creature come into play abilities and a few cards which push you in that direction. So yeah. Yeah, the sex scene is cool. That's not just it. Yeah. It seems like there's a nice overlap with the more stacked as well, where you can potentially just cast your more face down, flick it, and it's it might be something powerful and expensive and you just turn it face up for a big discount, like. Yeah, exactly. Exactly. That's there's, there's ways of getting away with something. In that sense. But you've also got the just that classic blink feel of I blink my Wall of Omens a bunch of times and I just out draw you. There is a chroma Angel of Fury in here that seems like the closest way to cheesing a game. And this whole cube, if I'm honest with you, is, is up there. I don't mind it. It's one of those ones where once someone's done it, if someone else does it again quite soon after, then maybe will take it, take a look at a chroma. But for now, it's not happened. You have to draw the cards. You have to pull it off. You have to be. Yeah. You have to be able to pull that out, pull that off. And for it to be problematic for the environment before I do that. Exactly. And also like like this is like the eight mana six decks. Aquarius. So like like doing a fair a chroma is quite tricky because it is quite heavy. Right. So yeah. So yeah. So, so I like a little reward for that deck as well. I think it's quite nice. Next up we have Damien graveyards. Talk to me about about this. Just like what? How is it? How is the deck using its graveyard to get the most out of it in this queue, what is the engine with? I'm moving around blue and black, so it's really good at getting cards into its graveyard. And a lot of the fun cards are just various regrowth variants. Just discarding cards and getting some value doing that, bringing things back and getting value doing that. So there's there's a like the soul tie colors I think are a bit more ambiguous in archetype. They have less direction and less focus in some of the other other color combinations. But cards move around zones is generally the idea. And yeah, I don't know what would be a you've got like things like invasion of and cat though. Ha. There's a master of death and these cards just kind of pick things up and put things down quite comfortably sort of thing. But yeah, this and into Soul Tie is just kind of like a regrowth tribal sort of station. But it, it just the nice thing about Greg's is being like relatively is graveyard or to me, being relatively graveyard is Greg's. This is a spell focus deck. So all of your spells, when you start pushing into red are going to come back. When you go into green, you're going to get your regrowth on your creatures and your other permanents. And then when you get into white, you can move your artifacts around the graveyard a bit more efficiently. So you can build just a straight up to mid deck, and it will probably end up being some sort of spell pile. But it's a really nice. And this is the thing about the two color pairs a lot of time is they are really nice at feeding up to the other archetypes above them. So I think in terms of the three color archetypes, they all fit in quite nicely. You mentioned feeding up. Is that how all the dual colors are built? Like they all feed up into color archetypes that overlap with the three color pairs that can go into them, like, is there another example of that is demonstrated best from just like going from a glorious blink and then looking at what's above his glorious blink as we've got Jessica cycling. Okay, so we add red and we get more cycling payoffs. So then if I do end up in that slide deck, all of my blink guys are then unlocked. But killing me, sliding things in and out. But then on the other side of things is a blink, and then I end up in the artifact build. I can then start blinking around the white creatures, which, picking up artifacts, drawing more artifacts, that sort of thing. So, like, there's, Chrome Korea, for example. Look at the top two cards. Your library. Oh, no, that's not one. That is. Yeah. If you put it off back to your hand. Look, it's up to you guys, your library, but one of them into your hand or the other one into your graveyard. If you put an artifact card in your hand this way you gain three life cycles. Just it's great to blink. We're gonna get loads of value. He's also going to push you towards the artifacts. And the artifacts are Esper. So and then like, there's going to be enchantment payoffs in here as well. Like I'm using Spirited Companion at the moment actually instead of Wall of Omens, despite having said all of them so many times, spirit and companions enchantment. It's also going to go into that blink deck. And the two kind of paths are supposed to. The blue X color combinations are supposed to be. Able to stand alone, which I think they can, but also foundational to the three color pairs above them. Yeah, I think that doesn't make a lot of sense. Like especially when you are so heavy favoring one color like in this color. This. I excuse that so much blue. You do kind of want again it's the archetypes are important. Not so much the balancing of the colors. So so things. So so so cards are bleeding over into try colors and stuff that does make it. But that does make a lot of sense. So you've talked about how blue white bleeds up to the colors above it. Do you want to talk about the rest of the, dual color pairs? So it's unlike the aureus ones. So all the blue white ones, and then you'd have the blue black ones. So you've a lot of the blue black cards are going to pay off your graveyard or get into your graveyard or check your graveyard. And then that can push us into a quicksave spells archetype. This can be ways of moving artifacts around, but then if we go into green, then moving the creatures around is a bit more of a payoff because you've got things like your insidious reeds and that sort of thing. So that's where that's where the damage graveyards comes from. So Ty is just more graveyards, Grexit says, is more spells because it is a spells archetype as well. So moving across to is it you've got a bunch of things that check for spells, but we've had to incorporate morphs and that's where you'll find that a bunch of the creatures. So you've got the morph that we discussed earlier, the codebreaker, he checks your graveyard for spells but is also a morph. Yeah. Some of that is interesting. I think that that compared to we have a attacks in this cube can actually snowball relatively quickly. Right. I would say it's the aggro deck. Yeah. Like, yeah, it's designed to be the acrobat because it's designed to be the thing that makes sure we can't forget that the board state exists. Yeah, right. Someone's just going to arrive. They're going to play a three minute two, then they're going to play another one. Then they're going to play a pay off for that two three minutes. And you can be like, okay, I'm actually I actually have to do something that's not just cast regrowth every turn for my ponder. Yeah for sure. But it can, it can, it can snowball in terms of value as well as as well as power and toughness. So I like you like a secret plans of the threats around every corner form why you think very fun if you play them off. And yeah, if you have enough mob to support those things, they, they pop off pretty quickly, right? I, I think my, my impression of it has been like, you really don't want to fight anyone for it because you do need to get them all kind of late. But if. Yeah, if you've got it to yourself, it seems fairly good, right? It's really it's really quite nice. Yeah, exactly. And then the other payoff for the Morsi's move on to petroglyphs is the other big payoff for those guys, which is for minor enchantment creatures, when their abilities get plus two plus two, That's cool. And if you don't remove world, your petroglyphs doesn't work either. Oh. That's good. So. Yeah. Right. And final Whisper and as well, like, it's a both and primary three gets plus two plus three for each face down creature in play. Yeah, yeah. So like Simic is focusing on on regrowth. So like Timor is where that sort of like feeding up archetypes gets a bit harder. But you've got like it's going to be a lot of regrowth. So that's going to link in nicely with your graveyard strategies and spell strategies either side of it. But the moths as well. It's fine to regrowth your morphs. If it if your morph engine gets disenchanted, you can pick it back up quite easily as well. When you're in those colors, and then I think the thing I've likes with a seismic effect, with lots of regrowth is just if you have one very efficient piece of interaction and a match up, then you can kind of end up just playing about almost every town, right? And you grind them out that way. Yeah. Like I think maybe for that reason, not a lot of time you end up not being straight smack, but because you just want more, like more different pieces of interaction for what they have going on. But like, yeah, I can imagine flashing, say, like, I think there's a pile of last in the queue fight like, yes, slash amber pirate blast. And then you just keep replacing the pile of lasts that's going to the people are going to struggle to deal with that. Right? It's. Yeah. Yeah. And that's I think that's like the like the archetypal deck is a key as well. It's just that, you know, I've got my disenchant, I've got my terror. And because I'm so good at basically decking myself, I'm going to find them. And then I need to make sure that every turn I have access to disenchant terror and Lightning Bolt or whatever, and I can then lightning bolts, nothing but that sort of effect. And then I can do this every turn for the rest of the game, and you have to get over the top of that and answer it as well, with very little engine. So yeah, sure. MVP of the verse I think is is tricky right. That cards that cards feedback. Yeah that cards. So good. Yeah like DualShock graveyard vamps you and then it's like a giant regret for three things later on. Exactly, exactly. But it's also cute because it triggers you Enchantress. So you know it's going to be competitive competition for it as well, which I like so. And then like so. So then I think that's sort of like the multi-colored archetypes. Like, like blink is feeding into cycling fan enchantments and expert artifacts, and then you've got the me, which is going to be like moving things around, around graveyards, and that's going to push into soul tie Esper. And then Brexit spells, Esper artifacts, quicksave spells. And then you've got Simic, which is doing something quite similar, but it's introducing more of the regrowth effects and the dimmer side is is really good at putting cards in the yard. Simic is going to be a bit better at getting them out and they've got is it spells which feeds into fixes, even more spells. And then that's also going to be looking after your your team of moths and a little bit if you just go cycling as well as long spells with cycling in the in the is it pairs. But then to round it out I wanted another one. And then we've got mono blue wizards as well. So a lot of the cards throughout the cube where possible I've used the version that's a wizard. So a lot of the creatures are wizards. This means we get to play with. Okay, Riptide Laboratory to pick up your wizards and put them back down. Yeah. Just basically where possible. There's also a wizard quite clear in this. I believe the video. Can guys go on? But you have got step three, which is a wizard cycling spell as well. I'm just go. Yeah. Let's do traffic wizard, which is nice. Exactly. And the idea of this was if your blue creature isn't massively signposting something to you, it will be a wizard. And then we've got the Wizard Lord and the wizard Pan harmonica. And in here as well, they're both really strong, actually. Those are both like. Like if they get, like, the wizard Pan harmonica, I'm the one that doubles up at of Wizards. Oh, there's like there's one that, there's like a dual cast of mage that the fact that there was a spell. I found those two together to be very powerful and actually factual. To cast a mage is in as well. Was it? Yeah. So wizard in it. And it's dope in your spells deck. So and so I'm going to take it might have been actually the thing that. Yeah, it did me because I think, I assume there's a way to go infinite with whatever the format I want is Narasimha. No. That's whenever it's a copy target. And so sources tell you controls that. Just as another Jocasta mage, I've just been sonic blasted by them a couple times. That's like, yeah, you're on 12. Yes. Okay. Yes. As a matter. Yes. Okay. I'm dead. Yes. Mode. Oh. In the bonding of iteration is two mana. If it was entering the battlefield under your control because the trigger, the ability to go off, it does it again. And like you've got Sega, Oracle, trinket mage, there's, there's quite a quite a few getting through. I had quite a few moment ago, champions of which is a wizard. Wow. Yeah. Champion of wits. The wizard comes back from the arts. It does the thing. You avoid major prodigy, which has like a that quasi lord. So it's a moth. But you can also sacrifice a wizard to count target spell. So going can go into Wizard Declan. It's going to go in your morph deck as well. So yeah. So that was just a like a nice way to stop me from having just like a random array of blue creatures and make me focus some that it's either quite signposted for a specific deck or it's a wizard, which is cool. Fantastic. Yeah, yeah. I think when you when we play this, you can definitely tell a lot of has been put into how it's been crafted. One thing that kind of I guess is a is notable because you have this kind of this vein of blue, basically, the way that you described it really kind of beforehand does like each color has parts for an archetype, but kind of like blue is the thing going through it, like blue is where you kind of have all your effectively your bread and butter cards for the archetypes, like, like, like I think other card like compulsion, for example, one, the one, the blue enchantment one, the blue discard, a card drawcard like it's a, it's a looter effect that goes in so many decks. Was probably was that your goal for blue in this to be like, like we know every player is going to be in blue. Therefore I kind of blue has to have all of the enablers for all the different archetypes in it, basically. Yeah, exactly. Blue has to cement everything. So if we take compulsion, for example, compulsion is a really cool card. And if you get compulsion and squee, for example, that's a really fun little engine. Every turn I discard squee and I get a free card and then my score comes back. However, compulsion can also go in my enchantment deck, and it can trigger my Enchantress and just be an enchantment in play, which is half time what they're looking for. It can also, however, go into my like. It can also get the cards in my spells deck into the graveyard to flush them back to trigger my flashback guys, and I don't have to go to the front half of the spell on the way through either. So like direct current right? Three mana deal, two to any target isn't the most exciting thing to do. But if we get rid of that like compulsion, that compulsion is going to enable a lot of the graveyard strategies as well. And you will find that a lot of the cards go through the graveyard a lot of the time, but your compulsion is also going to trigger a lot of your cycling payoffs, because the most recent cycling sets have had. If you cycle or discard. So like compulsions, like a really nice one to go to to look at because it's going to go in essentially every deck and there's a lot of cards like that in blue. There's going to be really good card draw. Yeah, I think, I think that's the main thing that blue cards, that's actually it's really nice card draw. But also nice engine pieces and nice payoffs for our engines as well. Oh, I will say, I've never got to the end of one of these facts and felt like I was short on card draw. No, but like, if I want you to build your intricate engine, yeah, you need to get access to a lot of cards, right? Oh yeah. For sure. Like, I think I think there's a lot of culture, but I think that's I think that really helps the actual games happen. So I think otherwise I would just be very draw, go draw or go and not like draw go in a threatening mirror match kind of way. Draw go in. The fact that I just actually can't achieve anything until I draw this piece. Yeah, yeah, this gives us something to do on the way through. So yeah, if we can continue UK taking game action. So we wait. Exactly, exactly. Have you found that all the archetypes have worked as intended, or have you had like, have you had to tweak things as you've gone that have some things been too powerful? Have some things been too weak or do slightly kind of like like how have you found balancing this once you put the cube together? I think the two color pairs are all actively, slightly worse than the three colors. And I because that cube is so slow, I don't think being that third color is as punishing as it would be in a regular, limited environment or regular cube. However, I do think there's still acceptable decks in those colors and I think this is an the the downside of having all of having the cube cemented in one color is that I can't just ramp up, that I can't ramp up the power of Tamiya or the Zora. Yes, because that's going to impact the archetypes of, you know, quote unquote above it. Yeah. The whole wedge gets raised as well. Exactly, exactly. But I have my experience with this. And when I played is the thing of like, like two colors is very like as you're going over the matter bases, they're like, it's so like because there is only two of each non blue jewel. Like, like like it is still a like effectively it does feel like in this case the kind of like, like you are rewarded for drafting your lands and for getting that splash off consistently more than you would be in a normal cube. I think just because the lands aren't as strong and there's less of them. So it's like if I'm taking, Borg Volcano because I need a red black land, there's only one other one in the cube, and because it's a 540, we might not even open it. So it is a I. I found splashing to be a real choice in this, and it's like it's only worth doing if for me, if it's like an engine card or a very high payoff. Like, like the last time I did it, I was a, like Dimitry deck, but there's a spider spawning in the last part. It's like, okay, perfect for my deck. I will now find a way of splashing this. That's generally how I find it. Is that kind of as intended, or would you disagree with that? Yeah, I really I really like, and I know this is not at all like kosher game design, but I really like crappy amount of basis or like, just like, oh, not like actively bad that you can't play. But just like, I like it when I really have to take my lands and and it's a real struggle. And this is another thing as well as I really don't want it to be a variety of five color engines. So I really need to make it hard for you to like. Not hard, but like I need it to be two colors is fine. Three colors is doable, four colors and five colors is really challenging and a real stretch right. So yes these non blue dual lands. There's only two of each color pair. And then there's a few rainbow lands out there but not all. And they all come in tapped as well as the all non blue duos come coming. That which is quite a. Yeah. But that's a yeah a nice choice of making. Yeah. Except for you have got the blue fetch lands like Misty rainforest got eaten flood and polluted delta. You have got those. But is there anything to fetch with that. Josh. Yes. As you that's I'll read you polluted delta done. Hey life. Okay. Yeah. Go ahead. Yeah. Hey. One life sacrifice, please. Delta search or library for an island or a swamp so you can get an island or a swamp. So what you can get with that one? Yeah. So, so so, yeah, there's no typed two lands, so you can't fetch out these additional colors. This makes it harder for you to get into that fourth or fifth color. And I want you to be 2 to 3, including blue. Right. I don't want you to be 4 or 5. I think the big thing I found is just that time is often vanity. For fixing that, you need. Right. When the game is going to go on for $0.12, like I can find myself, you know, I, I think being full on three colors requires quite a lot of work, but, you can splash a couple of late game cards in your to color deck really, really easily, I think. Yeah, exactly, exactly. And yeah, I've tried to make it so like, as I said at the beginning, like I like the idea of there being like a little bit of stress about how you close out a game, how you win, how you know, and how you cast your spells is also another cool. And like you might get like a super thick payoff in a fourth color, but you're not. You're very unlikely to find the fixing for that. Right? And this game says, you know the game going to be long. Maybe you can just play a mountain, right? Or whatever, but that's also a decision and a choice that you have to make, which could be making your deck actively worse and maybe want to be a bit more streamlined and stick to your 2 or 3 color lane. So I quite like the fixing package in here, but it is very different to I guess. Yeah, modern game design. I do 100% like like in most games now and in most modern modern based games, because mana is basically perfect. It's kind of three. The three like to be two and a slash. And like I do like the fact that you have to work for it. It feels. Yeah, it feels more more old school and I do I do appreciate that that part of it. Yeah. And I, I also just like that you get it means I get to play with all the tempos. Right. So every player gets a temple, and then every color pair gets a land that does something else as well. So I mean, like, Jungle Hollow isn't the most exciting game Garland all time, but, you know, I think they need a couple questions and a round things off. And so you kind of touched on before and that kind of a chrome, you thought was kind of top of our level, but still acceptable. Is there anything else that like, like for you, what do you think is the most powerful card in this cube? Is it island or. I think Higher Blast is probably quite good. It's going to go into all your decks, but I think in terms of like actual fact, your best cards like my pick one, pick one to be throwing lightly. The stroke of genius forbid that would be the main one. So I would look at. Yeah, I think that I, I think they're very short. Yeah. I, I've won like a lot of games I've won in my first couple drafts was with, Stroke of Genius because, so I didn't know it's x two in a blue instant. Target player draws X cards because games are going long. It does become a fireball a lot of the time. An incredible amount of games in this group have ended. The fourth are not fulfilling. It's a stroke of genius. They're the same thing. But I like James, I think. I think your first deck, the first time we did this was very much the game plan of stroke key untap stroke key with cast assistant mage being a key role player in that. I want to match with play stand still breaks down still. So my opponent draws three cards and then I regroup, stand still and did it again and deck to them. So like this. The sense still opportunity and stroke of genius which had targeted card draw which I think like actually surprisingly versatile cards for pointing at your opponent's face and also just accruing value and ancestral vision also says target player. Oh that's true, that's true. It's a it's a lightning bolt. Yeah. I mean it's like because we're good at getting them back, right? You can draw cards early and then it can become a win condition later when you have, you know, 12 lands in play. Exactly. Exactly. Yeah. Because and it's worth pointing out we don't have the only like there's no that is Oracle in this. There's none of I win the game instantly if I have no library. But yeah I think you might assume there's living conundrum which seems like pique this cube card. Four in a blue two five elemental with hex proof. If you would draw a card while your library is no cards, and skip that draw instead. And as long as there's no cards left in your library, Living Conundrum has base power of this 1010 and has flying and vigilance. So that's kind of peak, this cube of tens of like we've done a thing, but now we still have to like it's not free. Like like like there's no demonic consultation. I'm going to do it. Like if we're going through our deck, we are doing it the hard way. We are if you're stroking us. Yeah. So, and a bizarre thing. And dredging and going through and then playing with living conundrum and like the the games aren't fast. Right. But the you and you do go through your deck. But it's not like we just like natural drawing and decking because every turn I'm talking mycorrhizae, perennials. You can go through a deck at an absolute rate of knots in this cube. Like it's quite, quite easy to empty your deck, but there is just no massive payoff. So much of it is card advantage or things that enable card advantage. Exactly, exactly. And like there's a shocking amount of, epitaph columns in this cube as well, like ways of tucking cards to the bottom of your graveyard, the bottom of your library, which is just because it means that people don't just die to decking. Otherwise, I think that's how most games would end sort of thing. But but it's also a game plan in itself, right? Because, you know, if you have no cards in your life, then the bottom of your life is all set to top of your life tree. And then it gets into like two traps. We tend to think us. Exactly. And I think I think that's I think that's really fun. I think that's exciting. When you've emptied your deck, you've got your little engine piece and your thing, the cards back into your library and away you go. You get the best card every turn, and eventually you work out a way to close the game. And sure, the way to close out the game might just be outlasting your opponent right? Just essentially turns into a delver strategy at that point. Just protects the Queen and the Queen as an epitaph, column or jump troller. Are there any other cool decks or build arounds that we haven't touched on so far? There is cards which you just randomly sat around the cube because you get them, and you can build yourself a deck because of that card. So like the one on my screen at the moment is Lich as mastery. Okay. The problem is mastery does doesn't actually fit into any of the archetypes that black touches. However, there is support in the cube for you to gain a lot of life and draw a lot of cards so you can open Lich as Mastery. You'll get past Lich as mastery, and that's going to be a deck in itself and send you off on a little quest on its own. The other one that I really enjoyed and I did it, I think first or second time we drafted this was the Blue enchantment, shared fate, where I draw off your library, you draw off mine. Is this. This is the deck you built where basically, you built a really bad deck with this and tutors, I built a masterpiece, actually. That's all right. And I didn't cut it in very good days. Right. So, yeah. So it was about shared fate. I built a deck that actively could not win. But it could find a shared fate. And then once I've resolved that fate, I then get your deck and your deck, assuming you don't have a shared fate can actually win. So I could not actually, I could physically not finish a game other than other than decking sort of thing with my shared fate deck. But that was a really fun. And there's like a number of cards, like this sort of thing that just send you off on this random little quest to, again, I know it's a slightly more unique cube, but there's cards in here which will just send you off on their own little journey on how to enable them and how to build, how to build your deck sort of thing. So I think those two are gonna be like the main, the main ones for that, like stick out, like your agenda is really fun. Do you know this one? Then since you're sort of card, it's a five mana you rule of law yourself. So five mana, you can play only one spell each turn. You can play spells from your graveyard. And if a card in your grade from anywhere said, yeah. So you get, you get your whole graveyard back and then you just get to start going again. And that's like super fun, super different, sends you off in your own little, own little place. And then you've got like the classic build around like solitary confinement and island sanctuary where you to start skipping your draw steps and you have to overcome that little hurdle. But once you've done that, your opponent is probably quite locked out from attacking you, and any damage. We also have a donate in here. Josh, what are we doing with the donate? Donating. Illusions of grandeur. Marvelous. Sorry. Illusions is the thing that when it comes into play, you gain 20 life. And when you. It's got cute little upkeep of two. So you have to pay two additional amount of every turn to keep it in play. And then when it leaves play, you lose 20 life. So the idea is we play illusions, we gain 20, pass it to our opponent, they lose 20 and they lose. There's also it's not just donate though, because it's coveted Falcon as well, which is a moth, which can give your opponents cuts. So there's another donate, but it's an artifact and it's a moth and it comes with illusions. So, yeah, there's a few ways of doing that sort of thing. And yeah, illusions is another one that's just going to send you off on your little journey. You got to monarch Tax for a bit of redundancy, right? Yeah, exactly. Okay. Yeah. That card is great as well. So, Nate, the pact. So another nice one that James kicked my ass with was guitar a wandering monster. That's the seven mana eight tremble haste with cycling that basically, if you cycled it four or more times, you put it onto the battlefield instead of the graveyard. I definitely remember playing James, and the first time it was like, that's fine, that will never come up. But it's smashed up 15 minutes late. It's like it's so vague it says, hey, I'm losing. It's an eight, eight, eight, eight, eight. So that's a lot of trample. Hey, Steve. Yeah, this is this is this is up there with a crowbar, though, where I am. Maybe I'm just understanding manner. Yeah, yeah, I'm very concerned. This one's going to tap that. Seven lands an attack for eight. I bet you're doing it wrong. I want to be able to make double read. It's fine. Don't worry. But I like yeah, yeah. This I do like it, but it's definitely one of those ones that I'm very aware that, it kind of breaks the rules. But yeah, you can make it like 15. That's not something. No I'm not. Yeah. Just remove the casting cast. If you're going to do that, you can't cast that. You can only do it. And so this is the thing is, I don't like a rotten card. See any like I think the morphs and stuff is fine because it's just you just don't need it. Right. It's, it's it's making everything simpler for everyone, which is like. Yeah, yeah I'm always up for that. If you're doing if you're. Yeah. As since you start adventuring cards, it isn't like individual cards. Then it stops coming a whole bunch of things. Just like it's like currently with this game, we sit down and you just say, oh, by the way, everything's morphs. And that's nice and simple. Everyone gets that. If you have to sit down and say, oh, by the way, get d'Oro doesn't have a casting cast, everyone be like, what the what? No. Yeah. That's like, yeah, I'll just say, yeah. At that point I just cut it and carry on with our day and like seven mana for eight. Haste is clearly just possibly one of the biggest and most aggressive things you can do in this cube. And if someone does just turn up three. Oh, and all they're doing is tapping seven months and casting it. All right. Then maybe I'll take a stronger look at it. But no one's done that. Yes. Yeah. And it's one of those cards as well where you, when you read the card, you aren't thinking seven mana I trample. Exactly. Right. Yeah, yeah. You're thinking this is a really cool cycling pay off, and I'm going to go off and go to cycling deck, and that's fine. I think that's great. Yeah, I can, but as again, as we've proven, we didn't know Genesis was A44. Never, never crossed my mind until someone else said it. And like the reason the reason it was me who said it was. Yeah, well, I was watching your game and I watched for five turns with this Genesis in the graveyard. And I was like, if you pick up your genesis, you'll stop dying. And at no point did you pick up Genesis. But just for my mind, I never did not happen. I was like, know it's just a five man, A44 just put it in play and then the two twos will stop coming at you like, oh, it is very busy. The delay. Yeah. No it is. One of the things I like about this game is it does it it makes it makes you think. But you do feel rewarded for trying to do something. This is very much a cube where if you lean into something, you can be rewarded and you can have some very fun games. And that's been one of the things I've liked about this cube the most. Yeah, I think it's I yeah. And I think there is a good balance of sure there's some power outliers, but the power outliers actually reward you even more if you lean into them and go on the journey, the cards asking you to go on rather than playing them normally. So like, all right. Marvelous. I think that's where we're going to end it today. Josh, thank you for taking the time at one building this cube. Always awesome to draft it to you for joining us today. Where can people find you on the internet? Mostly on YouTube. I am at fire truck mode on YouTube. That's how that works on there. And I mostly play vintage, mostly play Bazaar Baghdad in vintage. But I have done a number of videos in the past as well, and I do plan on expanding my range at some point in the near future. So yeah, check me out there at Fire Truck mode on YouTube. And then I've also got, yeah, just my little cube cobra thingy with this list on it. And pleasure, Matt and James. Thank you as well. I'd love to have you. Yeah, it was a pleasure. All right. Awesome. Thank you all very much for listening. Give the podcast a five star review. Tell a friend all that good stuff. Whatever positive affirmation your podcasting platform of choice can do, it would greatly help us out. Until next time. It's goodbye from me. It's goodbye from James and Josh and we'll see you all soon. Goodbye.