Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
Avatar: The Last Airbender - Cube Set Review P2
Part 2 of our cube set review for Magic x Avatar: The Last Airbender. In this episode we cover Red, Green, Multicoloured and Lands.
Timecodes:
0:21 - Red
13:49 - Green
39:57 - Multicoloured
43:33 - Lands
52:37 - Final Thoughs
Card Gallery: https://moxfield.com/decks/DFExcyVxikWHiV5bK7P2zQ
Part One Video Version: https://youtu.be/SaENXwc6C_w
My Cube: https://cubecobra.com/cube/list/sweet
The Treat Yourself Cube: https://cubecobra.com/cube/overview/treatyourself
James Cube: https://cubecobra.com/cube/list/ba642a54-a6c7-4587-b97e-1d95429c59b5
MTGO Vintage Cube: https://cubecobra.com/cube/list/modovintage
Social Links: https://linktr.ee/toosweetmtg
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https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
Hello everyone, and welcome back to part two of our cube set review for Avatar The Last Airbender. In our previous episode, we went over white, blue, and black. A link to that will be down in the show notes below. Today we're going to be going over everything else. With that out of the way, let's take it away with our first red card of the day. First up, we have fire Bender Ascension. This is a one on a red for an enchantment. Now, when this enchantment enters, create a two to red soldier creature token with fire bending one. It also has. Whenever a creature you control attacking causes the triggered ability of that creature to trigger. Put a quest counter on this enchantment. Then, if it has four or more questions on it, you may copy that ability. You choose new targets for the copy. So the base level of this is it's a two Manitou, two with firebending, one. That's not the worst downside. Like there was a long period in magic where we didn't get kind of on rate red creatures, that kind of stuff. Without a downside, anyway. And this is a perfectly fine car for just making a creature. Let's look at what we had. This has the potential to do some very cool stuff. There is a lot of things in red that will trigger this. So firstly, the firebending creature will trigger this because you make the matter when it attacks with the firebending one, so it will trigger it by itself. So very. If it's left alone, it will just slowly uptick. And then if that's all you do, you'll get double red. But really, that's not kind of why we're including this in a in a cube. We want to be doubling up some cooler attack triggers like this really does feel like a growl or a bonus card to me. Like doubling up a rebel master seems really, really good. Doubling up? Grave Titan or Prime Titan seems a bit excessive. You've probably won by that point, but that's really cool. There's a bunch of stuff that works really well with this. There is some stuff that doesn't work with this that is a little bit frustrating. My initial thing was, ooh, hell, rider sick. Unfortunately, I don't think that works as hell. Rider is whenever a creature control attacks hell rider deals one damage to defending player, so I don't think that works with the way this has been worded, which is Hell rider is whenever a creature you control attacks, hell rider deals one damage to defending player. So I don't think that works with the way this has been worded. And also rebel bosses that make them at the start of combat. I don't think technically work with this because this is when they attack and stuff to combat is not attacking. Yeah, so with Rebel Master you'll get the power boost twice, but you wouldn't get to Goblin. Exactly. But like something like squee. Dubious monarch, which makes a goblin when it attacks you would double up because that is an attack trigger, not at the beginning of combat. So there is so there is a weird spot where like for this to really work. If I'm honest with you, I would want to make sure all my things worked with it. Otherwise, there's a little bit of a feel bad, which might be more squeezing. It's worth more juice. I've buggered this one up. I've got that updates, but, what do you think about, like, this giant? Like like a where do you land on fire? Bender? On fire. Bender. Ascension. I think I'm going to be a skeptic on this one, to be honest. So we I, we have a grizzly bear with fire bending one. I know we can do a lot better. I think the fire bending is. It's fine. You know, it's it gets better if you have combat tricks and stuff. That's an actual productive thing to do. Is management, right? You've got ten to there. So you go ten for attack, prevent player one mana trick and play a free drop. That is quite nice. But I basically think that's all this card does. In VR. So the reason I say that is, I think the rest of the card is so when more like, yeah, you have to have a good attack a bunch of times with your creatures. You know, you're winning that game anyway, it doesn't matter that you got this doubling ability, that you can need another creature to actually make impactful, because doubling the fire, bending and bite by that so that you can game doesn't actually matter. Like so you compare this, for example, to the, white ascension we saw we, we reviewed last week. Reason I like the white one a lot more is for white one. If I cast that on turn two and then we both play a bunch of creatures and they stare each other, maybe some of them trade off. I'm accumulating counter some of my white sentient white, whereas this needs me to actually have good attacks. So basically it's only getting me counters in the games that I'm already winning. And I'm very value then doubling up on more attacks because in those games, like, I just think I'm going to win that game anyway. See, I basically just view this as tumor tissue firebending one. That's fair. Yeah, I there is. Yeah. Just the math on this will work out that by the time it comes online, you've probably already won. Yeah, I think that's a very good look. Like there are some cubes that are that are aggro decks. Don't win until like ten, eight just because like it's slower. And so an environment and in that world then I think it's this is okay. But yeah, I do agree that. Yeah. Win Mori is probably the best way to try because rather than this, we could just run a two drop that has a really good attack trigger, like in the like, and a 90 seems pretty good. Just run into. Yeah yeah yeah yeah yeah yeah. And I say what I would like I mean like the game is literally over by the time that Joker goes on the stack, but it means that that was a game that I would have won even if I didn't have this, this trick. I don't like a bet with you. Right. So I just don't really value math from one, red two drop to another. What do you think of firebending student James? Yeah, this a little bit more interesting. So this is one red for A12 creature human monk with powers, and it has firebending X, where X is this creature's power. So when you attack, you're gonna add x at that manner equal to its power at mana lasts until the end of combat. So I think basically this is half this would go be pretty good for attack with a, like a power sack with a bunch of tricks is basically what I'm seeing this, and it kind of plays both ways with the tricks, right? Because you get the option of, you can even, like, play a trick for combat and get a bunch of mana when you attack. But not more likely, you're gonna like, you know, player cantrip, free combat, gap force, trigger attack with a skill, say to that manner. Then you cast a burn spell like AC combat check and this is then doing that work for you, right. Because it's letting you multi spell in a spot where you wouldn't normally be able to. And it's getting him some damage. It's also kind of hard to block right. Because you're that for sensing an instant fight felony. Even if you tapped all your plans for combat, you're still. That doesn't seem to be, the possibility of a power trigger. So that's kind of cool. Having said that, I don't think. Yeah, I'd still rather have something like a sprite tracking in that spot with its evasion. And I don't think this makes it as, like, just a better credit card. I think it's too weak for that. So I'd say it's like quite a narrow spot. It has, cubes running a force aggro deck with some combat tricks. But if that's your cube, then I think this is a good inclusion. Yeah, I'll go along with that. I think the only other place, or any of the deck that I think is worth mentioning with this is the like powers matters that they were trying in the go vintage game for a while. Like I this is not a Vive, but a lot of cards are not Vive and having some redundancy in that effect in that it is a creature that makes mana equal to its power, but you are limited to the time window with this of it just being used in combat with the manor, whereas Vive is just whenever you want to on your turn. Shockingly, it's a very broken magic card. But in that deck where, like, you're running like the three part spells that give it plus four plus floor and that kind of stuff like this will make you a lot of manor if you're doing that deck and you have ways of doing it. And so the speed I'm like, again, this is not Vive, but a lot of cards aren't. And as like next tier down, this must be actually quite high in terms of effects. That deck would kind of want to run. Yeah. It's I think part of the issue is fight the, the manners only that manner. So it your base. So you're kind of using it for burn spells or tricks in my mind. Right. Like there's just not that much. You know, you can cast your card chips and whatnot with that. No, that's fair, but yeah, but it's like I like I think in that build I think this does still slot in. So but yeah, yeah, yeah. Outside of that it but I think that is a higher potential upside than just another expensive monetary switch. It but like the base level is a slightly more expensive Swiss beer. And that's not the end of the world, I think. Yeah, I think it's fine. All right. Let's keep going with our last red card of the day. Last up in red, we have Zao the Moon Slayer. This is one. And a red for a two. Two legendary creature. Human soldier. It has menace Non-Basic lands and attacked. You can pay seven to put a conqueror counter onto Zao. And then, as long as Zao has a conqueror counter on him. Non-Basic lands mountains. So this is an obvious homage to Blood Moon and Magus of the moon style of effects, but those are obviously very powerful effects that we don't actually see that much in cube. I think primarily that's because people don't like them in cube, like in constructed, they they are cornerstones of a bunch of decks and like legacy and vintage. But in cube, we don't really muck around with Blood Moon because it's quite tough to get working like it only rewards them on a red player, and it just ruins the fun of anyone else there. It is not like in constructed where like there could be other players playing red. If you're taking all the red cards, it's unlikely anyone else is going to be as much in red as you. So that's one main reason why we haven't really seen those those cards played as much. But to get to that point with this card, you have to spend seven manor. You will get there eventually, but kind of why you are probably putting this in a cube in the first place is just is the non-basic lands at the top like like this is. We talked about Thalia a bit in the last episode as like a aggressive creature that can slow down your opponents and give you a tempo swing. And this does do that in a red X aggressive deck like a red X aggressive deck isn't going to be running too many dual lands. It's not going to be running triremes or lines are coming to be tapped. Was wanting to carve out and hit ace. And this is a two mana aggressive creature with evasion that punishes greedy mana bases. And I do like that. Like I touched in the last episode, I. I like the world we're in where just like four and five color decks can exist and be playable in cube, but I would like them. I would like it to be not as free. And I think this card going into cube, it's not going to destroy those decks. I like like like like like if this comes down, your opponent will see it coming and have time to answer it before their lands are locked out of the game. That's a good thing, but it will still slow them down if they're playing their shock lands or their fetch lands, that kind of stuff like it will still slow down. Give the aggressive decks a nice way of doing something and pushing some damage through. I think just getting ahead on tempo and it's like a solid card. Isn't this like like just like a generically a? It's a nice way of taking it that isn't just like the generic kind of like broadside bombard is a broken magic card style of Red deck that we've seen. So I think I do like this card. I'm not sure what the ceiling is on it. I'm not sure how high it could go in cubes, but I think it is a cool card. Yeah, it does some interesting stuff. I think, yeah, like the reason we don't play Blood Moon thing, cuz I think is mostly just for the plays involved. I it's not, but we don't want to punish the for five color deck. It's for we don't want to punish them in a way that leads to complete non games. And that that's mostly what Blood Moon does right. Well there's and then you've got to pay nine mana to make this a blood moon. Like if people are complaining about that they they should felt better about events. Definitely. Probably I think there's I think it's fine on that fun vibe. I, I don't think this is, cracking into super powerful cubes just because. Yes. Non-Basic lands enter tapped is good, but if you're going to play against a bunch of decks, why, it doesn't matter, right? In which case, this just is humanity to menace. And then even against the decks way, it does matter. It's like, well, a bunch of non-basic lands were going to enter tapped anyway, right? This doesn't do anything to the triumph, and that's violence and whatnot. So solve quite specific draws where it's going to be good. But, there certainly will be levels where it's very annoying. And for five card type of I need killer. I think it's, you know, on the level of, say generous plunderers that aggressive two top we've seen recently, right. Oh like a macho, fear of missing out. Something in that realm. But I think, like, in the next level down, you know, like two menaces, like, it's not good, but it's fine. You know, you can run that, this is a perfectly playable card, which I guess you can just board out when you're against the, the monocle of people. If you have something better springing. No. Yeah, yeah, I think a very solid card, but. Yeah, yeah, yeah. Probably not one for the highest power level cubes. Next card. Our first green card. However, James, I am incredibly high on, What do you think of Badger? Mole cub? Yeah, I think this one's pretty cool. This is one a green for a tree to creature. Badger, mole says when this creature enters Earth. One so earthbound. I think this is the first time we've met a fan. So f and one is target land you control becomes A00 creature with haste. Still a land. Put a plus one plus one counter on it. Therefore it was F, then two. It put two counts on it. When it dies or is exiled, you return it to battlefield. Tap. So two mana, two to make sure what land them to blow up at one one. Fine. Also says whenever you tap a creature from mana, add an additional green so that land you animate is now going to be tapping for two green. But any of manner dogs you play. Also tapping for an additional green. This seems very solid to me. It's nice that you get you get stats with your with your vamp and you kind of get two bodies. And you don't see that too often. And this is ramping you by one like this. It's, as you're making a land tap for an additional mana by the time I think it actually gets and exciting is, is if you have a bunch of other mana toxic attacks like, your Birds of Paradise now taps for, like, a blue and a green. That's fairly good. My, my only concern with this card is just that the two mana accelerants class in green is fairly competitive. Right? Like, I do think this card is quite strong. I don't know that it's better than an attack of bonus. So better themselves and carry it. It, But I'd be, like, very willing to try it. I think it does some interesting stuff. Yeah. So I'm going to it on this card for a sack, but then I'm going to tell everyone why I really like it. And I'm why I'm going to be testing it for myself. So for me, the negatives, that effectively this is kind of like a mono green card because it's a card that is generating one, a green. Oh, it's a two man, a dork. That only makes an additional green. It doesn't fix you for every color, like a lot of two mana dorks do. And it's making your laner what elves, shall we say TAC for two matter. So you can make a bunch of Green man and do big green things that, as a deck we know is not great anymore. Why I'm really high on this card, however, is because I think earthbound is really good and I want to have earthbound in my cube in some way. And I think this is the best earthbound creature. But there's no real downside with earthbound. I like like it. They have made it so that you can't pick the lounge. You played that turn, and then it, can't tack for matter because you made it a creature. They have fixed it so that when it dies, you get it back, you get the land back. That's all good. I then I was gonna be blowing up your lands. But while this is really strong, is that because of that? When it dies, always returns battle tax laws. This is quite fun. With things like fetch lands or like strip mine or as a saga you can. The way this works with fetch lands is if you, spend onto a fetch land and then fetch your fetch land comes back into play as just a fetch land that's tapped. Meaning this card lets you fetch twice with strip mined and lets you strip mined them twice. That's pretty good. Like, I like, spend as a mechanic, and. Yeah, but that's why I'm kind of high on this card. Because as a this is the cheapest, most efficient creature with earthbound. And I want to include at least one copy of Earth and in my cube now, because I think that interaction with fetch lands and with land stacking themselves is really cool. That's kind of why I like this. On top of it being like a manor talk as well. Like it gets in the cube for being a two man manor dork, but does some cool stuff on top of that, which is why I like it. Yeah, so a nice little bit. It's nice when you're sort of functional to Manor dog actually got some synergies. That seem very cool. But there's also a really stupid combo that no one's ever going to do, but it's quite funny. What is the Jane of, a sheer soul pile, which I have seen in some, like, fevered, land cubes. This for one, where all your non token creatures are forests. So if you have this in play, then the badger mole cup can bend on unto itself because it's a land, okay? And then when it dies, it comes back. So if you have a sad sack out there, it dies infinite. That's fine. And you just get an event. That's kind of heart. Yeah, I like that issue. Isn't very good, sadly. But, I mean, it's fine. That and sort of give, but that is kind of heart. That is fun. Yeah. Yeah, I like the bedroom, but I like, spend, Yeah, yeah, I think there's some cool things you can do. You can do with this card. All right, let's keep it going. Next up, we have Earth Bender. Ascension. This is two and a green for a enchantment when this gentleman enters Earth. Ben two. So we've just seen Earth Bend. This one will put two counters on a land. An animated. You then search a library for a basic land card and put it on the battlefield. Tap, then shuffle. It also has landfall whenever land you control enters, but a quest counter on this enchantment when you do. If it has four or more quest counters on it, but one counter on target creature you control, it gains trampled until end of turn. So for me, the way that this gets into a queue is if you are being a little bit slower, because effectively this is getting in in the slot of a three man, ramp and growth. That's kind of where like if you are in a cube where you can run a three manner rapid growth. And I think you can consider this, because this comes in, it gets you the land, it gives you a two, two. And of all the ascensions that we've talked about, I think this is the easiest to activate because you're a green deck, you're going to be playing lands. Like if you play this on like two because you've ramped it, you're usually going to be hitting the next like three land drops. Like if you hit a fetch land on the next turn, you're basically there. At that point you kind of have a build your own bristly bill, which I think is quite nice, and the additional trample is good, like it'll help you push some damage through if you can get this going. I think this is slow, but I think, like all the ascensions, it is probably too slow for the most high power level cubes. But if you are going a bit longer in your games, if you have time to do mid-range stuff and build like an engine, I think this is cool. If you have a land full team like I do like I do like putting counters on my creatures when I play lands. We have been shown that this year and last year that that is one of the best things. That is a really cool and strong thing you can do. This is not as strong as the creatures that do it, but it does also get you a land on the way in. It's got like it's got it's kind of like all this energy is kind of like it's it's two halves of like cool things that are both a little bit underpowered, but they're both slapped on one card, which is nice. So yeah, for slower cubes. But then there's engine a fine magic card. Yeah. Seems very, very solid. So if if you're in that slower cube do you think you like this clover like cultivate say I think so because yeah cultivate is effectively two land drops. But this is one land drop plus win con. Is that fair to say? So I think I like it there. Like like like I, I think even in those low cuz I think I still prefer rapid growth over this, if I'm honest with you. Oh yeah. Me too. Just because it's just like even in slower cubes, you still need to be efficient in some things. And like the early turns in those games are very much about setting up your game plan. I think I like this are overall, but it might depend how many colors the deck is. If the colors there's like 3 or 4 colors, then getting then facing yourself for two lands might be better, but I think it is close. Yeah, that was kind of my thinking, as if I'm playing free mana for a vamp spell. I want all my clothes to be great for, for, you know? But yeah, I mean, this is, you know, this is a body. It is, it is like some balance, in the late game. So, yeah, maybe. Thank you. All right. Next up, we have the Great Divide guide. This is one a green for a two free creature. Human scout ally says each land and each ally you control has tap throughout one manner of any color. So obviously it is itself an ally. So it taps mana. By itself, this is a perfectly solid two mana X11, but and we're talking when with a bad small club about how many really good two mana Excel events they are and how strong the competition is, you're never picking this one. I don't think, over like, heritage task Venice, any of these breakouts. So what? I'll just see if you if, it fixes your it makes all your land amount of any color. That's fine. But, like, realistically, once I have one blue bag fixer, I'm assuming my colors are fine now, you know, like, I played a lot more worse matter bases than you have. James, here's the thing. If my manager was so bad for it couldn't be fixed by a Bloomberg fixer, I probably built my deck wrong. You know, would be my approach. Yeah, I would agree. I've built many of the faces that are opaque. I think you should rely on. This is what I'm saying. But, that's fine. I know, I think it's fine, but, I, I guess I would own, you know, I actually think it's exciting if you are doing allies in some way. And I think that's validation. I don't know that people actually run allies as a theme and cube. They often know that's fair. I like I yeah. So so I, I think this can get in if you're not supporting allies just because there are cubes where this this ability will be fine, where just like like I'm thinking more budget cubes that are trying to support the are trying to support multicolored decks but don't have the ability to like, do like perfect, like fetch manor base, like that kind of stuff like I like I am saying, this is someone who will put a chromatic lantern in a five color, come on the deck and be like, well, it's fine, I'll draw the chromatic lantern and everything is fine. So part of me is a bit lazy and like, likes this ability. I think this is fun. Like like, oh, like it is a relatively decent standard body. A two out of two. Three is decent, but like, I like it like as you say, it is just there is a lot of competition. I think if you are building like like as someone is going to put together, like I could try to like cube, like I try to a slower cube. These are I think I'm a bit higher. Or in those type of environments where you really want to be making multiple colors and getting really splashy with your mana boxes. I could see this having a slot there, like like if. But yeah, yeah, from a raw, efficient point of view, there's so many to that kind of that just do that, just do something. And this is a bit more generic. Like you have things like bio Vegas if you want to do counters you have Lotus Cobra if you want to do lands on top of the ones that you mentioned, are just generally more efficient. So this one's unique ability is that I think if you if four and five other decks are supported in your cube and and then what you're trying to do, then I think this has a place. But outside of that I do I agree, I think it is a bit more niche. Yeah for sure. For sure you have your entirely right. The stats of are very good for that to my dog, but yeah, it feels like the other ones are all more exciting, you know? But yeah. And then I guess if you have say this and Lantern in your deck, then you can more reliably cast for like, really outrageous cost, right? You can try and put like, never miss it in your deck. Nonsense like that, you know. I do like that. I was just trying to look up for allies. I run and my cube, and currently I don't think I run any because I think I cut Gideon, ally of Zendikar. That makes ally tokens. We assume there might be some more from the set, but I think, yeah, as we kind of touched on in our overview yesterday, specifically, an ally subtheme is like creature type matters is very hard in cube. And that's when you when you have things like humans, elves, goblins and zombies, allies is a niche further down. That's just that's not why this is going in the cube. Basically. All right. Next up we have origin of metal bending. This is one and a green three instant lesson with choose one destroy target artifact or enchantment or counter on target creature you control against indestructible until end of turn. So every set nowadays has a naturalize with some upside. And here is this sets one. I do quite like that. The upside on your sideboard naturalize. Is that you? It is a protection spell. Both of those are kind of cards that I want to run in a cube. I want to run like a cameo. Safekeeping in some cubes. And I want to run a naturalize in some cubes. So having them all on the same effect on one card is nice. It feels like this is a sideboard card that you can main deck that, like both sides will come up pretty regularly, like, like like at some point either your opponent is going to play a to don't try to do you want to kill or they're going to put point a burn spell that your best creature and then you can protect it, right. Both of those things will come up, which is nice. This is also the only lesson we're going to be talking about today that won't be relevant for so many cubes at this point. Lessons, lessons, affects that. Kind of like if you play a card with learn, you can go get a lesson from your sideboard and put it into your hand. That is a package that we've only really seen in Strix Haven. This will come up maybe more when Strix Haven, when when Strix even two comes out next year. Then there might be some more cards with learn, and there might be enough to actually make a learn package be more of a thing. That will be something that we'll talk about close at the time, and we'll be talking about other lessons, not just this one, but other lessons from this set and from original Strix Haven when it becomes a bit more relevant. Yeah, for sure. We're just looking at this as a card in isolation by ignoring the lesson type, and I think it's pretty fun. Yeah. These are both effects for the slightly narrower than you would normally want to put in your main deck if you staple them together. I think it is a perfectly fine, managable card. Assuming you're playing a deck where you actually want a protection spell, of course. As in, two mana protection spells are a lot worse than one mana protection spells because you're just paying so much more of a cost if you leave it off and then don't use that. And it's only indestructible. It it's not hex truth and indestructible. Right. So we, that, you know, exile based from me. The lore that our band backs have it best not for them. But as an upside to get on your disenchant. I think it's fine. I guess we saw slot this is competing with is something like an Outland Liberator as the sort of main deck symbol naturalized fight we normally see the creatures, in that of moment. So it's this is kind of an alternative approach where you can have a protection spell rather than a creature as a sort of backup mode to your natural eyes. No. Yeah, definitely. I'd agree with that. All right. We have a couple more cards in green. James. And what do you think of Tale of Katara and Toph? Yeah, this is tuna Green. An enchantment. There's features you control have. Whenever this creature becomes tapped for the first time during each of your turns, put a plus one plus one counter on it. So I think normally you're not playing this on turn three so much most of the time, but you're hopefully getting a bit of a board by this thing. The theme will get counters, hopefully V counters makes your opponents worse. Once it survives, we can get a nice turn and you snowball from that. I think there will be games where this feels like the absolute nuts. You know? It feels like the best card in the world when you've carved out and this like, turns out all your attacks and then it's it's going to snowball very quickly. Right. I don't think that means it's a good card. I think this is there are just too many games where the one counter isn't going to be enough to give you a good attack, and if you don't have a good attack, this does nothing. It does nothing. If you're behind, it does nothing if they've killed too many of your creatures. I think mostly this has for a win, more problem. You know, I think it's going to be great in games where you're doing really well anyway. What you have to pay off. I think VI is, when you draw this card, like, what if this was just a, you know, like a powerful free mana creature that I put a miscue? I think most of the games where this is good, that good for you, mana creature would probably be good enough anyway. And the games where you're behind, other games where your opponent has killed all your stuff. You're going to be filled. Tutorial for mana creature. This is going to be a blank piece of cardboard. So having just, having channels, my an emotional subclass, I guess. I think that's a good cause. I don't think you should put it in your deck, so I'm a little higher on it than you, but not tremendously like where I think I like. This is, in a deck that has a bunch of mana dorks. Because the man. I don't have to attack, they can be triggered just by you ramping. And that it doesn't take get away. That is it. This is the definition of a do nothing enchantment. I am fully caveat out of the way. I do like the idea of effectively that this and a bunch of mana dorks. And you do kind of have a win con. But the thing is, most of the time you don't have a bunch of mana dogs, right? You have like an Elvish mystic, and then you play three mana tell, like put a counter on your Elvish mystic every turn, and then if that's good enough. Yeah. No, no, no, I, I'm not the highest on this. But like like I will say it does get better if you are in, cube that is doing posts on counters like people do run cars like the Obelisk and Cube. I think by that I'm also referring to myself. I have run the Osiris in cubes before and like that, and the green nodes left as well. Like there are decks that care about counters, and this is a way of actively putting, counters on all of your creatures repeatedly, every time. And I agree that. Yeah, yeah, in in most synergistic like high powered double cubes where you are, where, where you are playing just efficient stuff. This doesn't this that, this doesn't touch it. But but like in cubes where you have time to build a bit of an engine. But I don't hate this. Like I'm not like it. It's not like like effectively it's a green anthem. Like, we we would run an anthem in a white deck. It's a green anthem when you're attacking. Yeah, but the buff stays though. It is a counter. Yeah, yeah, yeah. But if you, If you need to block with your creatures, I'm not blocking, but. Yeah, yeah, yeah. I'm not the highest on this guy, but, but but I don't think there is no use for it I think. But yeah, personally I think in a cube that I was doing counters and, and has time to build an engine. I think this is a fine inclusion again, but it's also a cube where you can take off, turn to 4 or 5 to play this and something else like, yeah, I that is not the most that, that is not a portion of cubes. But in some cubes you can I think. Yeah. Yeah, I'm sure you could, you could win games so that so I quite like this as an example. But we also live is good right. Because you can hang out and, you know, if you, your creature doesn't have to have a good attack right now to get the counters, like you can activate for a couple of times, build up a big creature and attack. Whereas with this fight, if you have A22 and they have A44, this doesn't do anything. Because you just can't attack. So they and they also left as cool as well because it synergize with your other plus one plus one counter cards. As, as it. Yeah, I just, I guess I just didn't quite get the feel of this one, but, I might have thought of something to when you round gone. What do you think of this as an opposition payoff? If you need to win more with an opposition hahahahahahahaha, you're thinking. I know. You're thinking it's like it. Hahahahahahahaha. I'm sorry, I'm sorry. Yeah, but that is it. I'll. I'll defend opposition to the hell. But, And do what do we need for this with opposition, winning anyway. Yes yes yes yes. Okay. Yeah, yeah. I think let's move on, I think. Yeah, there's, there's more cool cards to talk about, so. Yeah. Yeah. So tell me about this sad man. This cabbages. Yeah. He's having a terrible day. Next up we have unlucky cabbage merchant. It is a one and a green two two creature human citizen with. When this creature enters, create a food token. It also has. Whenever you sacrifice a food, you may search a library for a basic land card and put it on the battlefield. Tat. If you search your library this way, put this creature on the bottom of its owner's library, then shuffle. So oh, this is not one for every cube. This is for cubes that are exploring the food deck. I really like the food deck. It got a lot of cool pieces and like L drain and Lord of the rings, and we're going back to it next year in The Hobbit. So you assume there's going to be some more food stuff in those decks. This is kind of a rampant growth because it comes in. It gives you the food to synergize with your deck. Like those decks just want cheap ways of making food. This is a two mana creature that comes in and guarantees to make us a food, and then when we when we inevitably sack food for some kind of value or for some kind of engine, we can then ramp ourselves as well. Or we can take the food to itself to go ramp and growth like, yes, yes, this is not an efficient as a rapid growth. But in the deck, this is in cubes that are generally doing the food deck. The food deck is a little bit slower. It needs to be in a slow environment. That's kind of where this could be like if this was repeatable, if that was like a colon, whenever you sacrifice a food, like if it was like that and you didn't have to shuffle this in every time, I'd be like, super high on this. But the fact that effectively they have made it fair by by, no matter what you do, you can only rampant growth once like you can't because it's all one block of tech. James, I don't think you can't respond to the trigger by sacrificing another food, can you? You actually can, I believe. Yeah. So. Okay. I like that more than okay. Yeah. So because, a shuffles it, puts the trigger on a attack, and then it shuffles in when the trigger resolves. Right. So if I crack a food health priority, crack another food. I have two triggers on the stack. It shuffles in when the first trigger resolves, but the second trigger will still resolve. Fight. It doesn't have to still be on the battlefield for me to get my food, for me to get my land. So, so that does work. Yeah. Okay. Obviously you need to, you need to have mana to sacrifice multiple foods at a time. If you want to do that, to get your multiple lands. Or maybe, you know, you have another way to sacrifice a bunch of foods. But, yeah, that is that is an option on this card, which I think is quite good. Yeah, I think this is cool. It's, the feedback also very often is for your more colors. So getting a synergistic piece of fixing for it is quite nice. I think the fruit deck can be quite powerful and can compete and I mean, not, you know, like super, super high power, but like fairly powerful cubes. Probably the most powerful version of a cube deck, a food deck. This is a bit slow, but in a more like mid power level thing. I think this is fairly fine. It's like, yeah, it's an it's like a cool and synergistic way to seal mana, right? It's a bit more interesting than just putting them the question. Yeah. Oh the fact that you can do multiple with this means I probably need to put this in. Treat yourself where you can do that. That's actually kind of hot. I do like that. Like like yeah it doesn't require a setup. But like like there's ways of sacrificing artifacts that are free, like crack, crack, crack, clan fireworks, all your food away. Go and get a bunch more mana. Exactly. That sounds so there's even stuff like, I know what any of the stupid hobbits are called, but there's a hobbit that says, like, devour food free to enters and you sack all your food, and then you put a bunch of counters on it for the sacks. Ravenous houseguest. Maybe that sounds like something might call a hobbit. Yeah, but if you put that in play right, you sack all your food, you have a giant hobbit, and you, like, just go and get five plants. You know, that seems pretty good. It does seem like it's feasting. Hobbit. That's the comes in with the vast foods, right? That one's pretty hot. Yeah, yeah. Okay. Nice. Okay, cool. Yeah. I am adding an unlucky cabbage merchant to my buy list. Okay. Nice. We're moving on to multicolor. James, what do you think of toff hard headed teacher? Yeah. So tough is to a red and a green for a fee. For legendary creature, human warrior ally. This. When Toff enters, you may discard a card. If you do return target instant or sorcery card from your graveyard. Your hand. And whenever you cast a spell. Spend one. If that spell is is a lesson, put an additional plus one plus one count from land. So I see there's a couple of nice things going on with this. Let's see where we get a bunch of graves now. But most of them are just for permanence. It's a bit harder getting back spells, sort of at a decent rate on your creatures. So I kind of like that, you know? Let's give the cat a bunch of interesting spells. That's good. And when you cast a spell off Ben, one I think is decent because, one thing we maybe should have flag for the fans a little more earlier. You can pile up the counters on the same land you do. You don't have to distribute them. So. And the fact that it's many of you cast any spell that if you have instance, you can sort of do it as a trick. Right? Which is quite nice. And it makes your lands a little harder to block because you're always threatening that. And, you know, you're fanning to make blockers, instant speeds. I think all of that plays quite well. Having said that, like, this is for mana. The ETB, whilst it's nice, it's not actually getting you up cards. Band one is fine as a spell pay off, but, you know, we we can do better. And that is a gold card. I think this is a cool card. It will need some interesting play patterns. It's not super powerful, but I think it does some interesting things. I wouldn't be opposed to running it in some cubes. No, I agree, I think this is this is one of the few ways of repeatable earthbound which I do like and as I've gone over and installed it, I am quite high on it. So yeah. So there is probably something cool you can do with this. As just as like a, spend pay off or something like that. Maybe just like repeatedly. We can strip mine, lock them with, with a piece of a last band that's quite hot. Kind of. It's quite. It's not easy. Well, I wouldn't need to keep casting spells. Yeah. Ponder strip mining. That sounds great, but I'm thinking more. If we're doing it in that deck, we have, like, from the lone, there's ways of keep getting it back. Because in life in the long keep strip mining them do it. I mean arguably live from the loam that she keeps combining them even if you don't have this guys. True. But it's. But you can do other stuff as well. Yeah yeah I think. Yeah yeah yeah. Tough. Yeah yeah I think this one is cool I yeah it is definitely. Yeah. As you mentioned it is definitely harder as a gold slot. But if it's what your gold section is doing, like if you are doing anything kind of spells based and groove like that does sound more like that. Pump deck like that pump power Power's meters deck that was in that go for a while. So we kind of talked about last episode that. Yeah, could be a fun one. Yeah. There's a lot going on here. But yeah. No, I think it's sweet and I'm way higher on the fan thing. I hadn't realized the effects fan jumping interaction. I do think that's where that that's going to mess up some games, but I'm here for it. All right, let's move on to lands now. We have abandoned, temple. This is a land that entered the battlefield. Tapped. Unless you control a basic land, it has tap to add a white, and you can pay three and a white to tap and put a plus one counter on each creature you control. So this is a fine effect that most of the time will be coming into play untapped. Or if it is means by tap, it probably won't matter. Like if it does limit it to like a two color deck. But for this kind of effect, you're probably going to be in a in a two color deck anyway. The ability to put a counter on each of your creatures is quite nice, like it is an effect that like, could go generically into most like medium powered level cubes, but realistically you're only going to put it in in this Lancelot. If you have synergy like as a generically powerful card, it doesn't compare to like Caracas and like a ganja, which, like the classic white Lancelot effect that would generally running, because I just very good at interacting with your opponent stuff. But if you have counters, like specifically if you have stuff that cares about counters going on to creatures, if you can double up those counters or you can move them about in some cool way, or if you a creatures game trample when they have counters on them or flying. These are all things that exist and all you care about is just finding ways of putting more counters on to all of your creatures. Repeatedly. Then this is a solid include like because there's this line has to tap itself like yes, it is three and a white, but realistically that's five mana because you're down this land as well. To do it five minutes, put a counter into your creature. You also probably at that point actually needing to be going pretty wide with your creatures as well. Like putting five mana put two counters on two creatures isn't really it. But but it's on the land, so effectively it's free to include in your deck. It's more the cube slot, basically. Like we only get so many lands and after the generic ones I've mentioned this could get in. If you are specifically doing that, that counters theme. Yeah. So I think this is pretty solid. I like that it's telling you to put it in a white aggressive deck fight with the ability and and in that deck this will come into play untap for the vast majority of the time. Right. So there's a whole cycle of these, you know, that come into play taps unless you control the basic land. L much better in decks of fewer colors, basically, because you just, you know, you're just going to be learning more basics. This is going to come into play on tap the vast majority of the time. And this is good upside. I very like for that, you know, normally for these sort of abilities sorcery speed only this one isn't so that's a pretty big threat of activation thing going on here. It's going to make combat a bit of a nightmare for your opponent. Having said that, of course, you know, this is less powerful than Caracas. It's probably less good for gancho on, in the majority of decks. Right. Again, again, you're just goes in every white deck. This this doesn't so much, So, but yeah, I think if you're doing a counter thing or probably more, I'd say if you're just doing a go wide thing, and, you know, I think, you know, a lot of kids don't want to move something like a Caracas. I think this is this this is a pretty good payoff for going wide, at a very cheap cost to include, yeah, obviously. Yeah. VSU with these, sort of color with upside lands is always just for slot, right? If it's in the cube, people will play it. Because it's, it's pretty free to play, but, it's just do you have space for it? That brings us nicely onto the blue version of this effect. This one I feel also quite well will also suffer from competing against other cards in its slot. But with that being said, James, what do you think of Agatha Queller? Yeah, accent. Quella is a land part of the same cycle, and so saps unless you control the basic land, this one taps for blue and you can pay two in a blue and tap it for a card. Then discard a card. I think this is weaker than the white one. This is a low impact ability. The, blue decks are more likely to be multi multiple colors. So your the you're going to have this coming into play taps a little bit more than they say I think just you know, paying essentially for mana to loot at very much any stage of a game is, is, is fairly weak. Whereas for white one like sure, it's a lot of mana, but in the white board say it's going to be very powerful, right? This is just never that high impact. This is similar to if you put it in the queue, people will play it, it will be solid. But you know, there's there's only so many slots like based access, things like, you know, out to whatever, even if you're not looking at the bus simply lands like a shelf file in Academy. Yeah. I don't know if you're putting, like, Castle Ventress in your cube. Yeah. This is bad. That, I don't think many people are. Yeah, I agree, I, I would play this in pretty much any blue deck and cube, but I'm not excited by it. Like, I'll take it if I'm in blue but like it. Yeah. This one really does like like compete against like so many like blues. We at least can we just get so many like cool cards or stronger cards. Like, like, is it better than Colosseum? James I love Zeppelin, Colosseum. It all sounds very sick now. Yeah. No, but yeah, yeah, that's just where we are. Like, I again, if I saw this in a, like a lower power level queue because someone opened the prerelease and wanted to put a blue land in, I would like I'm, I'm, I don't think it's incorrect to put this in a cube if you want it in a cube, but it's just it's competing. It's so many other options that kind of give you a bit more like it's a it's a very generic card basically, I think is the I am unexcited by this card, but it is a fine card. Our last card of the day, I'm a bit more high on, basing. See, it is a land that is tapped in its usual basic land, so it's still part of that cycle. This one taps for a green and it has two in a green. Tap Earth to activate only as a sorcery. So all of the things that we've said about Earthbending previously apply to this card, but this is also a land. So the fact that this can go in our lands deck, like an Alliance deck where we're going to be running things like crop rotation, where we're going to be running things like prime time, those that is quite nice, like, like repeatable earthbound. Like it can give you blockers if you're behind, and then it can start doing the cool things like, I feel this isn't a strong card by itself, but if you combine it with other strong cards like Fetch Lands, like as a saga, like strip mine, like wasteland, then this does get better. That is where I'm interested in trying it. And it might be too slow for the most powerful of cubes, like spending three mana to, spend two is quite slow, like spending three manage to strip mine them. Every other turn is slow, but it is interesting. And like, that's just like the straight mind thing was like the immediate thing that came up in my head. But like, there will be other lands and other cool stuff you could do with this too. I think I kind of like, this is also one of the few ways of repeatable earthbound as well. And that is interesting because yeah, as I said, I want to try Earthbound in my cube in some way. The cube is probably the one I'm going to be going with, but there's a world where that cards randomly like like that card could be quite expensive because there's a mythic. I could slip this in quite like a bit cheaper and give it a go. The the downside is that the sorcery speed is annoying and the three mana is annoying. And it's also for mana because you have to tap this land as well. But I want to try earthbending in my cube as a world where I give this a go. Yeah, this looks like you can spend a tremendous amount of mana over a very long game to accumulate some incremental value, and I'm kind of half that. Like, imagine I just have like an elvish reclaimer in play, you know, it's hanging out and stuff. And today we can get this. And next thing we spend land, we reclaim a way we can get our wasteland or ship by now as a saga or something. Cool. I'm off to the races right? But yeah. No, in reality, that is all very slow and, you know, you've just got to take that into account when you're thinking about, well, cube to put this in. And honestly, it's probably not a cube with as a socket because because it's not like, yeah. Yeah. But there'll be some stuff, cool stuff to do with that. And, I'm sure I can figure that out. Yeah, a lot of cool cards on this set, and that's going to do it for our set with you before we get you all out of here. James, are there any cards in particular from the two episodes that kind of stand out to you that you're thinking of testing in your power cube? Yeah. So I quite like one sheet of, five, man. Tokyo thing. Got some, ones, maybe some months later, I think, like called strong. I quite like for Mechanist, a guy that makes clues, like, cast on creature spells. And outside of it, I think those are the ones I'm considering for more, like, high power level cubes. But further, I've, I've got, dual chromatic cube I'm working on, which is a bit less powerful. And, I think there's some other interesting possibilities for that. I do like for cube a lot. I've got doing a lot of landsea stuff in that cubes. I'm going to be trying some amount of earthbending. I'm not sure which ones. Yeah. No that's about yeah, yeah. The Badger Mole Club I think, seems the most obvious test for me. Probably depends if I open one or if I do a proxy order at some point. But yeah, that one seems pretty good. I, I'm not against trying APA steadfast guardian like the four man, three four bison ally. That one does seem pretty good. But yeah. And then I think I might be tempted to test both when she tongs the five minor one and the blue blue one and some of my cubes. And then, Phoenix airship. I think it might be the first card I preorder in a while, just because I wanted to try that in my Treat Yourself cube. And I need to put the list together before cube clash in a couple of weeks. So, I'm kind of here for that. Nice. Yeah. Sounds marvelous. Right? Well, so that's going to do it for today, James. Pleasure, man. Thank you very much. Yeah, it was a pleasure. Nice. Yeah. A bunch of cool cards and. Yeah. Yeah. Avatar looks like a fun set to draft. We'll report back in once we've got some games in. All right. That's going to do it for today. Thank you all very much for listening. Do make sure you give the podcast a five star review. Thumbs up. Whatever the positive affirmation, your podcast platform lets you do, please do. It would greatly help us out. Until next week, it's goodbye from me and it's goodbye from James and we'll see you all soon. Goodbye.