Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
Running Conspiracies in Cube - #72
In this weeks episode we talk how to include Conspiracies in your cube, and how they're some of the most fun and unique cards going.
Card Gallery: https://moxfield.com/decks/jsZ_LEHN4U2RuVZL6abxRw
1:30 - Overview of Conspiracies
16:39 - The broken conspiracies
25:46 - The fun conspiracies
42:45 - The cube specific conspiracies
59:10 - The downsides of conspiracies
1:03:25 - Final thoughts
1:06:04 - Cube Clash Catchup
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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Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
Hello everyone. Welcome 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 this week? You will I'm well, I am well we're, we're talking about some spicy cars today. Dan. We are. Some of the cars we have talking about today are technically some of the most powerful cards in all of cube. Today we're going to be doing a bit of a overview or a bit of kind of like a tips guide on playing conspiracies in cube, but also at the end of the show, do a quick overview of cube Dash because James was up in Birmingham last week, and we're gonna have a quick touch base on how that went. From everything I've heard fantastically, it was a lot of fun that there's not a lot of winning. I'm Down for you will finally beat another key, flash. James, I'm terribly sorry about that. Emphatically and repeatedly. Nice. But yeah. But before we get into our main topic today, firstly, thank you all for listening. Please consider giving the podcast a like a thumbs up or a five star review. All that stuff really helps us out. Also, there are time codes down in the show notes below if you want to jump around, to some specific cards or stuff like that. And also, we've been doing this for a while because if we just tell people about it, there will also be a card gallery of every card we talk about in the show notes below it links to a mox field site. And every card we talk about will be displayed there. So even though most of the cards we do, we will try and read out if there's any that we kind of skip over or anything like that. There will be images there to help you along. If you want to see what the cards look like as we're talking about them. But okay, let's jump into our episode today. We're going to be talking about conspiracies in Dubai. I know these are some of my favorite cards to play with, but because they're all about ten years old now, which is a little bit daunting and, horrible reminder of this quick passage of time. And also importantly, because they're not one minute go, a lot of players may not have had the chance to play with them, but they are awesome cards. And while definitely not for every cube, they really open up a lot of cool design decisions and can make for some really unique gameplay. James, what are your overall thoughts on conspiracies in general? Yeah, I think they're cool. Most of my experience with conspiracies has been through cubes you have built. Because I, I think, yeah, pretty much. I've, I've learned to love, No, it's, I didn't draft really any any conspiracy. It was, I think the last one was maybe just as I started playing magic. But, yeah, I never really had the opportunity to draft much of that. That it does sound cool. But, yeah, I think most of my experience has been in in a couple of cubes. And I think there's some that are really, really cool. Looking through them for this episode where I was like, a bunch, I would not put anywhere near the cube, and, bunch where. Sure. Maybe in the white cube, if you're doing something interesting with them, you know, but they're certainly just they're very unique. And they, they sort of challenge people's card evaluation skills, which is kind of interesting. Right. At this stage in magic, they just made a lot of, designs, you know, and we've got, we've all if you've been playing magic a long time, you've played with so many different magic cards that almost total magic, new magic cards you look at and you're like, oh yeah, it's like this magic card of this other magic card. I could use that as a framework to evaluate it. And often you can't with with some of a very unique conspiracies. You kind of can't do that. Right. And and that's quite cool, I think. Yeah, definitely. One of the things we're going to get into in this episode is that one of the cool things about containers, about conspiracies, is they're very open ended, and they do reward people, people thinking outside the box a little bit. It rewards people who like drafting because a lot of like some of them add constrictions to your draft, or they open up possibilities to draw some kind of letter to get in and kind of talk about them in a bit more detail. So conspiracies do come primarily from two sets conspiracy and conspiracy. Take the crown. I'm sorry you never go the draft, James. They are some of my favorite drafting memories. They all like multiplayer, but it's like 20. Like, best of one, like 40 card decks is very, very cool gameplay and was really, really a great draft environment. And there have been a couple of conspiracies released in Mystery Booster product. We're not gonna be touching on those just because they are more kind of like, cards. But hopefully we will get some more in the future. Like conspiracy theory is going to be tricky in a world where they can just make commander legends. But come on, the legends three conspiracy potentially. That would be rad. Yeah, today we're gonna be touching on the conspiracy themselves from conspiracy one and two. There were some other cool draft matters, cause like we've talked about comic Librarian on the podcast before. If you want a full episode where we talk about some of the eats and the other draft matters, gods do let us know. And maybe, just maybe, we'll be nice to you and give you that and give you that episode in the future. But conspiracies, ice cards, these are effects that once you draft them, they sit in the command zone and they affect the game. Some add rules to cards that you choose before the game. Some change the way your whole decks works. There's a really bunch of cool options like these feel sort of like precursors to companions and their own effects that you get in addition to your deck. And if you were playing around the time when companions were running rampant through draft and limited and understanding what kind of stuff, you know how strong those effects can be. There are two types of conspiracies. First, we have regular conspiracies that sit face up in the command zone, and they change the way your deck works in a bunch of interesting ways. Let's give an example. First up, we have like weight advantage. This is a very solid example. It's a conspiracy that says start the game with with this conspiracy face up in the command zone, it reads each creature you control assigns combat damage equal to its toughness rather than its power. So by having by by drafting this card and choosing again with this card, you don't have to run the conspiracies. It is a deck building decision you get to make when you are building your deck. But this one card will affect the way your whole deck operates, and that's really cool. James, we kind of touched on like in, you know, when you're kind of like how these cards open up. So many different possibilities, like when a deep dive into all the examples that we think are playable shortly, but like, but just as a card type that can affect the way your whole deck works. And how does that make you feel as like a drafter? Yeah, I think that cool. I think, I really like the ones that make you do work, you know, I think they're really cool and interesting. I think the companions comparison is a really good one. And I love companions for traps, I think. Yeah, I understand why. Like, I think they get a bad rap because of a constructed fight, but, I think for draft companions, for me, I like a soft, all time very good draft mechanic. And perfect for cube and I think the conspiracies are, in a lot of ways, sort of a more open ended version of a companion. Right? And yeah, I know, I think they're cool. I think, yeah, I like the ones where you have to do work, some of the ones sort of a bit more generically, just good. I think are not so interesting, you know. No. Yeah. Yeah. Definitely. Yeah. Yeah, yeah. And when we start doing like, ranking power ones, those, the generically good ones are the ones I was kind of teasing that are some of the most broken cards in magic for limited. But we'll get onto those in a moment, because the second types of conspiracies we want to touch on have the kind of special rule hidden agenda. And these also start the game in the command zone. But you have to name a card on them. And like if you were doing conspiracy drive because it was effectively best of one, you would just sharpie the name on the card. But if you're playing cube, you could share a bit about a bit of paper slip it into the sleeve and you can change it each game, which is quite nice, like in between rounds of stuff which is quite hot. And basically this card is face down in the command zone and it's a secret. Your opponent does not know about it. Then when it's relevant, you can turn the conspiracy face up and then it takes effect. So let's read one now. So we have Museo is preparations. This is a conspiracy with hidden agenda. That is what I just described. It says start the game with this game with this. And a face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name it it's rules. Text is each creature you control with the chosen name enters the battlefield with an additional plus one plus one counter on it. So this is an effect that you get to add to a card for free. There is no mana required to do this. The cost is taking it in the draft and casting the name of the creature, and causing a creature with the name that you have written down. And that's one of the coolest things about conspiracies, is that they add more magic to your magic, like they add additional level of like, complexity and like, like, like this might not be the most powerful one. On the face of it. It might not be the most powerful one, but it is a card that in a way can buff up a creature for free. Again, be in any manner on it. Like, imagine making your Cymru one man A33 game, breaking up, and the way that kind of hidden agendas generally work like that, like all the hidden agendas generally have a less of a game altering effect. But the secret plan part of them is awesome because your opponent doesn't know what you have named. And as I mentioned, you can name them. You can change the name in between games like in between round or in between game one and two. You can change the name of your creature to something else. If you sideboard out that kind of split that that kind of stuff and, this is one thing where these do get better in cubes, where you have multiples. We're kind of down to that in a little bit. But James, I like you. You've played a couple of hidden agendas I know in the past, like what is your opinion on these cards? And like the, surprise nature that they kind of add to a cube as well. Yeah, I think it's a cube. Designer's probably important to know these are probably all better than you think they are. I'm. In terms of power level, and in terms of where you're meant to take them in the draft, because they give you a benefit without taking up a slot in your deck. And that's, that's actually pretty busted. And without giving anything up. Right. You give up a draft pick and that's it. So even if you're not doing anything to, you know, particularly maximize these, you know, you don't have to be, you know, doing some combo nonsense with, like, my guy gets a plus one plus one counter and it has access I can combo up, like, yeah, that's cool. And that will be good. That's you don't need to be doing that for this card to be a high pick. Like, I'm not saying you should, like, be something best player one, pick one. But like, if there's not something exciting in the pack, you should basically take any of these hidden agendas. Even if it's, you know, something like a plus one plus one. Can, you know, your, your vagabond being a free two? That's a really big difference. And you just didn't have to give anything up to get that, you know, you just had to give up for traffic. It will take one of your, like, B level cards to be an A level card. And the things, well, it takes like a completely replaceable card to be a good card, which is kind of the same as just taking a good card, you know? So yeah, these are all strong. Personally, I would be inclined not to include firm unless you're doing something specific with them. Because my feeling is that. The good cards of already good cards, they don't need a plus one plus one counter. If I don't need to, you know, if it's like they cost one less of a collection or whatever. You know, I don't like, I don't think, like, gut needs to be a free food. You know, I don't like. I'm always just, like, my best feature is even better, you know? But just imagine A33 broadside. James. I can never block the damn thing anyway. Yeah. Doesn't, But, yeah. No, I think it, But I think if you are doing specific stuff with them, they can be really cool. And there are, I think, more interesting ones I've encountered, like for example, there's one which, like color washes a card you can cut, cast it for any color of money, I think. I think that card is like interesting because it gives you more decisions in the draft. Right? You're not just, you're not just making a good card better. You're guessing to play a card outside of for colors that can normally cast it. Like I had it in the last, treat Yourself cube? We did. And I got, I was playing, like, this style to show and tell end that. That meant I could also, like, just cast my vote of success. So that's, you know, that's a very that's not like, you know, particularly unique application. But it was it was really good. And it gives an angle to that card. Right. Oh. So I can just vamp into Bella's assist now I can go like, one power stone. Oh. What's the Citadel? That's that's a nice little curve, you know, so yeah, I think some of them interesting, like soft like haste, which is a bit more like contextual to the card, I think is is interesting. Yeah. There's, there's a good range show, I think. No, definitely. And I think one of the things you kind of the I think one of the keywords you mentioned that is flexible, these are some of the most flexible cards because they all like you don't you don't have to draw them. They just sit there in the command zone. They will have like as soon as that card comes up that you've named, they will take effect. You. It's kind of like a it's not like it's always like game ending as your Kiki spend it to in combo, but it's still a cool combination. That kind of is what I'm saying before it adds more magic to your magic. It kind of gives drafters more decisions, and it will reward people who kind of think outside the box a little bit and like, try and find that cool synergy, like James mentioned with, with, with magic preparations that we mentioned, like we've played it in auto battler and it is a payoff is how you persist combo. That's quite good. And maybe there is a world where this is what we should have been doing with PCs combos this whole time, because like running this card to try and make it work again, we'll get into conversations. I like journal, kind of like things you have to consider when you're running these cards because it is an additional type in effect, it is worth mentioning to your drafters if you are running conspiracies, because it is. It does affect the way that you draw them does affect the way you play games. We'll get into some more. There are things for you to consider in a little bit. Yeah. I think my concern about the idea of like, oh, this is how we do possess combos is I think most of the time it doesn't end up with obsessed combo player. It ends up with like just gets taken early because it's powerful. It goes in someone's beat down. Like, you know, we'll run four of them, then it's fine. So the vampire guys from within. Yeah. And yeah, yeah. So one thing is worth mentioning with these hidden agendas is the conspiracy was a regular draw format where you could draft multiples, and these did rate it like like the point of this was like when there's just preparations, you make the two men, one, two. You have four of you make them all two things, like, like so, so and then this specifically do get better when you have multiples because it's card with the name. There are some things of like the like I've been toying around with the idea for ages because like there are some cards that make cards with names like there's a Lana, obviously there is Lana, our elves, but there is a card that makes a card named Lana War Elves. So there is some kind of cool stuff. You can do that with names. It's a bit nation. That's not what you want to. Not what? Not the point of the day. But like, I love these guys because it really does get my design brain like this was this equals wow. And that's really cool I think. Yeah, I think I do quite like the idea of a cube where you really lean into these creature ones specifically. And, all the creatures are kind of bad on their own, and you're trying to do some, like, janky free card combo stuff where they're all done, like bust up by these, by these conspiracies and, you know, maybe, like, you know, my little tabs for manor and I can come back off that way or something, you know, I, I feel like that could be a cool, like, niche cube. I do like the sound of that. Maybe that's a conversation for us to have on that. But, I think we kind of touched on off on like what? Conspiracies are a good one. There's actually talked about some actual conspiracies that's going over someone in. It's a more detailed we're going to start with the generically super broken and strong ones. We're going to caveat this first part by saying that, like, these are technically some of the most, but the first three we're gonna be talking about anyway are some of the most broken cards you can run in a cube, like legitimately if you are running a cube that has all the broken cards, it has the highest power level. It has like Glee Max, and it has Initiative and Monarch, which also came from conspiracy. Don't worry about it. If you were running all those broken cards, I think the first three we're going to talk about, get in there. If you are building a normal powered cube, these do not get in like like these would be too strong for the current Mitko Vintage Cube or the Arena Power Cube. James, would you agree with that? Yes, I think certain. Like for the first one we're going to talk about today, I think certainly, you know, if it was in Power Cube, it would be the best pack one, pick one and Power Cube by probably one and not actually that close with that. Do you want to read backup plan James. Yeah for sure. So backup plans to conspiracy. So again just start fit in the command zone. You have to put in your that you have to do anything says draw an additional hand of seven cards as the game begins before taking your mulligan, shuffle all but one of those hands into your library. So basically you look at two opening hands you pick forward, you like, I'm not going to lie to you, Dan. I hate this card. Yeah, yeah, this is, this is obscenely powerful. Like, this will be like, it's a force multiplier on the best things that that can do. Right? But in a in a powerful deck, this is like, the biggest upgrade you can make. It just make X your, your average opening hand so much better. And normally I'm here for the broken stuff like, I quite like for cubes with like console and stuff. I think they're cool. I think it gives you fun upsides. I recently ordered a copy of contracts from below. I think it would be funny to put out power two. That's normally where I'm at with the broken stuff. This file I think is actually broken in a very boring way. Yep. Yep. I would agree it is just generically, unbelievably strong. You also still get a mulligan afterwards if you haven't found your perfect hand in 14 cards. Yeah. And it just gives you like, a cool story about the broken thing you did. Right. Like you have a broken cards do. It's just like, yeah, I just kind of wind 5% more for games than I would do otherwise without even having to like Travis Scott. Yeah, I don't know. I think there's a lot of really cool conspiracies for me. This is not know exactly, but like one of the reasons that I, I think it's important to have the conversation about these first three anyway because. This episode from my end is a pro conspiracy episode. However, there are caveats because it's kind of like like I use this example before, I've always had recording as like, technically you can run Sol Ring in your Peasant cube, you can run it in your budget cube. It doesn't mean that you should. It will warp the environment and just be super strong, and whoever has it will have an unbelievable advantage. And with this, you don't even have to draw the bug out. It is just there giving you value. So yeah. So back up plan insanely strong. The next one I still think is very strong, but it does go in a specific deck. Backup plan is fantastic in any Magic the Gathering deck. The next one, Power Play, is more of a deck specific card. So Power Play says there's a conspiracy. It says you are the starting player. If multiple players would be the starting player, one of those players is chosen at random. That means if two people have the card power play, but effectively, if you have this conspiracy that you don't have to spend any manner on, it is just a draft pick and then it's in effect, you will always go first. Now we saw how fantastic the Boris Aggro deck was in in the Arena cube in our last episode. Imagine if it always went first, including if you won game one. In game two, you still go first, even if you won like obviously in like a control deck and that kind of stuff. This is not as strong of a magic card, but knowing that you're always going to go first is an unbelievable advantage. Because again, like if we're talking about this in the world where the cube is singleton, there is just one of these. So if you see this in the draft, you take it, you know in every game you're going first. That is again similar to backup plan. As James was saying, it is very strong, but it is quite generic as well. And that's kind of why it's grouped in this first section of ones. We want to talk about a mention, but maybe don't push it. Basically. But yeah, this is very, very common. I don't even think it's that deck specific. Like yeah, probably the accurate deck maximizes that. Best. But the thing is, even if I'm playing a control deck, a bunch of my rounds, I'm going to be playing against aggressive leaning decks. In which case it's still very rarely important for me as a control player to be on the play. Right. I want yeah a nice yeah. Like, I don't know if it's important for the player to be able to play as a control player for a verse. It's also true that it's the zero sum game. I never thought about hate drafting this, but I love that like so. So maybe this is the answer to Boris aggro in an arena. Just everyone else take it first and not sure I'm willing to take for Jack James. Or in a world where, like Sanguine Evangelist is one of the most broken cards in magic, we were in desperate times, my boy. We need to find some of. That's what I have. And then say, yeah, nice. But yeah, yeah, let's move on to a kind of third of the trifecta of generically super strong, but not the most interesting, like with the rest of them are really cool and make you have cool design decisions. These first three, in the Bay are just very solid and very good. Also, power play is an uncommon for peasant fans, as is our next one. This is also technically an uncommon, advantageous proclamation is a conspiracy, and it says your minimum deck size is reduced by five. This might seem counterintuitive, like why would I want less cards? I can, I'll deck out quicker, but having less cards in your deck is a massive advantage. You are just drawing the best cards in your pool. You're going to have less chance of drawing like that 23rd card that you snuck in because you had to make playable. So that kind of stuff, it just makes your deck more consistent. Just imagine if your deck was more consistent. That is what this gives you. Like playing less cards is actually a good thing. It's the opposite of like a. It is the opposite of you shouldn't play 41 cards because it makes your deck worse. Running less cards makes your deck better. And advantages. Proclamation lets you do that for free. Yeah for sure. This is fairly powerful. I mean, to draw your best cards more often, and you draw your worst cards never because found your sideboard. So, like, we already kind of play a bunch of cards which are basically doing this in a very small way, like for bubbles, this is a more boring as a bauble. Yes, exactly. Exactly. Exactly. Like, sure, those cards have some synergies, but a large part of what they're doing is just making our deck smaller, essentially. Right? Right. Draw until good cards. This is the same thing without we, you know, you don't have to put it in your deck. It's again, it's, it's just saying that being powerful, making your deck more consistent. You should take it very highly. If you put it in a cube. Yeah. Again, these are only for, like, if I'm honest. Like, I love showing off to his mates. Like like that kind of. We are building the most broken stuff ever. Ever. And the only reason I like to make obviously has done these seasons every now and then where it's like we're running Li Max, we're running, or we're running like the extra Lotus or whatever that it's called. And like all the initiative cards, these would be there if these cards were programed on arena or they would be in the conversation anyway if these were broken down arena. But because because it was a multiplayer format, it was never programed into make Mako message daybreak games. If you want to you can message from they will say no. Imagine trying to program these into magic live like trying to get anything working on Magic online I imagine is quite challenging. Trying to get these working would be, would be a project, I think. James on the media, darling, I don't know, computers. I'll leave that to you. Don't worry about. No, but yeah, again, we want to talk about those because they are very powerful cards and they are conspiracies. And like also these most of these effects are all like £0.10. So there is a world where kind of like, oh, I'm building a bunch of cube. I'll throw in all the conspiracies again. That is the sole ring in a peasant environment. Affect game warping. Don't worry about them. The ones we're gonna go over now. The awesome ones. Strap in. These are fun. The first one we want to talk about is world net. This is a this is a regular conspiracy. So you start the game with conspiracy face up in the command zone. And it says as long as every card in your card pool started in your library or in the command zone lands you control, have tap add one manner of any color to your main apple. So this is like the optimal. This is a card you want to see in Pac one, because at that point you can build whatever you want. You have perfect manner for the whole draft and you can take the strongest cards and space splashing, all that kind of stuff. Like it really lets you do whatever really opens the doors to doing to give you the world. All that five color nonsense. You can do it. There is the flip side, which is. Where this card gets interesting. It's kind of like, yeah, it is a decent. This is the flip side to advantages proclamation that we talked about a minute ago. Running like you have to run every card in your pool. All 45 cards, probably. Plus basic lands as well, to make a playable deck. And in the same way that running a smaller deck is better, running a larger deck is a disadvantage. This adds so many draft choices to your to your draft. If you see this early and I decided to commit to it, it is a truly unique experience, like taking a land rather than, mid card is probably a good decision with this effect in play. Or like if you want to draft around it because if you take lands, it means you don't have to run them from the basic land blocks to make you playable and that kind of stuff, like, like you still need a playable deck after this. Like, like if you take 45 permanents, you are then running 25 lands. On top of that, you're gonna have a 75 card or an empty card deck if that's how match works. But yeah, just this is like the most to me. Awesome. I get to do a thing card I could possibly imagine and I am super happy. But this also does better in environments where multicolor is a thing. So like I have it in my trees, I have a bunch of these trees upkeep primarily the color washing ones, because it really lets you lean into the splashing nature of them and in those arms, I think they really shine. James, what's your opinion and kind of experience with World Net as a card? Yeah, this looks really cool. I've now got drafted. Yeah. I always see it to like, you know, I think if you see this pack, like, it could be very sweet. So if way I'm viewing this site is you're drafting, like, five color good stuff. Probably. Because you've got to play every card, right. You're not going to you're not going to have some, you're going to play a 70 card deck. They're not all going to be leaning in the same direction. You know, they're not. Yeah. You're not going to have 45 spells doing the same synergistic thing. But you all care. But hopefully you do have but because you don't care about colors you get to, you're going to get some very great cards, fairly light. And normally when we say that's the payoff for drafting five color good stuff, right. But we still can't play a like triple black card. That deck we can do in this stack. And it's our decks can be super consistent. We're never going to be screwed. Downside is we got to play every card, and it's, I think it would be interesting. There's normally the last few picks of a lot of the packs aren't they'll tax. Right. And you just take whatever, when you're drafting this, you're going to be, like, really sweating about which of the two horribly, terrible cards left in the pack you've got to take because you're going to have to put it in your deck and you'll have you will have a few cards in your deck, which are very bad for you're just hopefully trying to find some creative ways to get something out of them. You know, because you'll that's the issue will be the cards you end up having to run, which are sort of meant for a very specific deck in the cube. And you're not in that deck like, you know, you've done, you've been running like seething song or something in a deck. It just doesn't make sense. And, but the payoff for that is you're going to have your, like, 20 best cards all going to be amazing, right? Because you're just going to get take the the actual best card out of every pack. Normally we say that and it's mostly true for the decks which prioritize fixing, but it's not completely true. Right? You still have to care about the verb mana costs. You don't if you draft first, and that's fairly powerful. Yeah, I do love what like, well, note is probably one of my favorite. Just like pack one, pick one, live the dream. So. Well, it was the, the mass color washing card from conspiracy one. Sovereign's realm is the mass color washing color from Conspiracy to Take the Ground. Electric Boogaloo, again is a conspiracy that you have to, you start the game with it face up in the command zone. It reads your deck can't have basic lands, and your starting hand size is five. You exile a card from your hand. This turn, you may play basic lands from outside the game and basic lands you control have tap add one manner of any color to your main apple. So this is a similar effect to world net in that it basically lets you play any colors that you want, but the restriction on a starting hand being less is a downside. And also importantly with this, you still have to make a playable deck. So this basically reads that used to play with your whole pool. It's not just oh, I get to play the best cards. What I want, you still need to make 40 cards with no basics. So in a normal draft you are saying 45 cards are really. You are just not playing five of them. You still need to make a 40 card deck out of it. So similar things. What we're saying about, well, in that the last couple of picks from a pack might be a bit ropey, but it can be worth it for this effect. Someone's realm is another awesome card. It's it's. I has a very different effect. Like, this does this has drawbacks of like, obviously starting with a smaller hand. That is a drawback. However, the upside to this is that it's only your starting hand. So this gets really good with things like draw sevens or mass draw spells, because you can then draw up afterwards. Like you still get to play every card in your pool and you can draw up afterwards. Like like it's only the starting hand is five. Not your overall hand size is five, which is good. Also, you only have to exile it once and then it says you can play basically outside the game. So that will work. I believe with things like Azusa, if you're running, like if you play more land in a town, you will always have lands available to you. And this still lets you do the effectively the dream of we are full Bloomberg. We're doing everything and just a different way. And what do you think about sovereigns realm? James I think this is for conspiracy I'm most excited to play with. Actually, this one looks really cool. I think it's really powerful. But I'm this is all just, you know, I've never actually, I haven't played with a cat yet. But I think in the right deck, it's really powerful because it's things. It's not just color watching you, right? It's saying you always draw for the ratio of lands and spells. You know, when you have enough lands, you're only drawing spells. So that's fairly powerful. And the, I think the thing about your worst cards still being in your deck is slightly less extreme than the last, but then, well, net, not just because you do get to leave out your literal five worst cards, but also your bad cards or just your face, because you can apply those lands, right? Yeah. Like. And that's fine. You'll have, like, cards in your deck which you never play as lands. Because they're your best cards. And you'll have cards which are just going to be lands like 80% of the time, and maybe where you. Yeah, you draw late game and you've got enough mana and, then you like, try and find something to do with the spell, you know, and that's okay. I think it's fairly powerful, I think said that you start at five cards. That's obviously a huge downside. You can't just pop this in any deck for that reason. But I think there are ways to mitigate it. You can, you can stuff like triple sevens, I think is probably the easiest way. That kind of just undoes the, the downside immediately. Also stuff I think the visual suggestion there's, is really powerful. That's actually like card advantage, right? It's not just vamp, it's card advantage. It's kind of busted, honestly, probably can't attack you, but it has fast, I was actually going to put this in, a geographic viper. And then I was like, now I want to put that on the index card, so I can't have. It's like, oh, that's exactly it. You just go ten one fast bond, 519 lands that would break styles that would be hot as hell. Okay. You know. Yeah, it might be much. It might be a match. I think, but also just, like big card too. I think there's kind of good with this fight. I will say, like, you should probably try and avoid too many expensive cards like. You don't. It's gonna hurt every land you have to play, right? Because you're giving up a spell every time. So I think probably like one of the ways you can do this is say, I'm never going to play, like, more, more of my fourth land, you know, and like, kind of super low. And because that's so much card advantage actually, like, show your down a bunch of cards initially, but it is card advantage to not have to play your left land, you know, because it means every now your opponent is driving like point six of a spell of ten for a better step, and you are drawing 1000 from your total step. And that's really powerful. Like that's how, nine the Delver decks and in legacy and vintage I bet Xerox stacks, they call them they that's always how they got ahead on cards five. They didn't play a bunch of actual card draw, but because they have this super low land count and a bunch of cantrip effects, then they just never they never had to play both of them, like three lands right on their opponent. But but floating, they wouldn't. But this is like that to the extreme right. You you never have to play another land past a certain point, which is very powerful. Yeah, definitely. Was it worth mentioning that a sovereign's realm, bunch of wheels. Dream whole deck, actually, one like the L at one. The, the tree yourself. Kubert. Cube clash. And that sounds like everything I want to do in magic. That sounds awesome. I need to get a picture of that deck. That looks phenomenal. Sounds really sick. Yeah, because all your cards pitched, it revolves as well. That's nice. Oh, yeah. All right, well, let's get the ball rolling. We have a sort of color washing one, but for an, a smaller effect. Next up, we have emissaries. Ploy is a conspiracy. And before drawing your opening hand, you choose one, 2 or 3, and you may spend mana as though it were manner of any color to cast creature spells with converted mana cost equal to the chosen number. So I really like this one as well. This is a this is a way more flexible than the other two like so the other like World Net and Sovereign's realm are more all in when you're trying to do them. Like you have to think a lot more about the draft and am I going to do this or am I going to make player balls? Am I do I have enough like spells I want to run to make this worthwhile with emissaries ploy, it's it's probably the freest of all of them. There's like worst case scenario, if this is the last card you'd get, this is pick 45 all. But the worst case scenario is you just make your three drops easier to cast. Maybe you have like, in your three drops, some spells that have like two green pips in them. This just color washes them and makes your whole deck and makes that block of colors more consistent. That's the worst case. The best case is you take it earlier and just you can then just take all the best 2 or 3 drops for a whole draft and be able to play them without any downside. Like I had this recently in a gruel deck and all I was really using it for like, I think I got it like relatively late in pack three and I was using it to, splash a couple of white creatures in my deck without ever having to run any white sources in my mana base. And that's really free. And like, if I saw it earlier, I would have been way more greedy and gone to town on it. Like I I'm a big fan of emissaries ploy. I think if you're going conspiracies in a queue, I think this is a great one to add because it's not as game changing as like additional hands of seven. It's just a cool, unique effect that that does make you think as well. Kind of. It gives you everything you want from a conspiracy while not being too backbreaking. Basically. Yeah, I like this card. But it gives you more. It gives you options in the draft. I think it's very powerful. You should take it very early. I think, you know, even even this version, the better version of this, which is like a hidden agenda version, right? Which just names a card? I think that card is very powerful. This is an even more powerful than that, I think, because you can think about this as, like, what's the best chief creature you pass in the draft, right? It's like you spent your pack on that, but you did it ahead of time. And it's even better than that because, you know, you get other ones of the same mana cost for thing. And there's probably some pretty interesting things you can do with, like, a matching name, like, the classic, like, powerful of that deck with all the dust freezing falls, and then I just get to play like Lancelot, Alvin, Todd now, selfish mystic. You know, that sounds kind of. That sounds kind of great. Yeah. Without having to put a single green sauce in your deck. Yeah, exactly. Like, that's the thing that makes rule good in these two I is that they get crab. They have to do a bunch of work and take a bunch of fixing and bad manners, often bad. And and they have to give up a lot. And but with this, you can just not, you know, you just got to play like 16 mountains and have a nice. Yeah, yeah. Specifically that the chunky Boris deck was running a bunch of ancient tombs. You don't just not having to splash any mana for your early ramp is phenomenal. Yeah, yeah. I think this is a very cool card. I'm. I'm really high on it. The next one is called we talked about earlier. Wait. Advantage is the one that makes each creature you can draw with some combat damage equal to its toughness rather than its power. And this is very much a build round. Importantly, it doesn't mean it, like if if you are doing a walls deck, the walls do not lose defender. That is important to to remember that. But it's not hard to see a world where you can make this deck effectively work in a cube like quarter of crew Fix being a three mana for four. Phenomenal. We love that. Or fanatic of Cronus being a two manifold for great ledger shredder two minus three if we like like there's enough of kind of like creatures that have a high booty that like, you could make this a package in a cube, you could make, like you probably still lean into walls as well in some way, or maybe have that be there. Like like in conspiracy. There was a walls deck that kind of took advantage of this. But this is way more build around and more niche. But I think, again, from a design space point of view, this is a card that kind of gets me like, ooh, is that is there a world I could work with this? Like, does Cube Cobra have a way of showing me how many features in my Q have higher toughness than power, that kind of thing. Like at least kind of like gets my brain working and that's one of the reasons I like this card. Yes, I think this one's cool. I say I like for one's for not every deck wants. This is certainly in that category. Compared to. Yeah, like Buffy, this one is just good, right? This one is, contextually good. I think that's more interesting. It's a shame it doesn't let you also take. I really want an excuse to put the, the stupid zero 30 wall for a time to achieve. Yes. I guess this isn't that. Yeah. No, it seems good. There's, There's, You probably don't have to, like, add tons of zero five stock to make this good. Like, there are just enough in phase creatures that have, like, good defensive stats, you know, in their sentiment to beat down creatures, nuts. Those kind of powerful gilded goose is one man mana, two to flier. Oh, nice. Phenomenal. Yeah. So one note on the the conspiracy is very much before fire design. Like a long time before fire design. So imagine the modern horizons three versions of these card. It would also give you a treasure while letting your defending creatures attacks. But anyway, we can dream. Gavin, get on it, please. But, so kind of like the we just touched on world sovereign's realm emissaries ploy and way to manage those are kind of like debt constraint ones. The next one we're going to go over are mainly hidden agendas. And these affect individual cards. And as we kind of mentioned, hinge genders generally have a less impactful effect. They're obviously changing how your whole deck works, but they are way more flexible because you can kind of take them and see where it leads you. The the best one to touch on is the one that Jane's been, been alluding to in the episode is unexpected potential. This is a hidden agenda. Again, that means you name a creature before the game. Right on it. And then they start face down in the command zone, and then you can flip it up any point. The rules text of this conspiracy is you may spend mana as though it were manner of any color to cast spells with the chosen name. So all of the conspiracies of the old, of all the hidden agendas. I think this is the strongest because it, as we've alluded to, it basically just means that one time you can splash any good card like we've seen in Power Cube, people in damage control decks splashing forth, air lingers and having to take lands to make that work. Imagine if you didn't have to take lands. Imagine if just in your control that you just splash that. For there lingers all that menacing blue for free. With this card I. This is one of the ones that kind of like really, I really like because it really does. It will never be the same card every time. And that is cool. It is a kind of a combination card in quotation marks there, but it's open ended and this is for me the most open ended. This is the most free to take early on in the draft. And just know that at some point I'm going to take it. Awesome spell and I'm going to be able to cast it. And I really like that. Yes, I think this is is very powerful. You should take it very early. Absolutely. I think it this actually reminds me a little bit of clockwork Hyperion in a weird way, because, so I think everyone passes clockwork way too late as well. I think you should take them quite aggressively early on. And, this I think would be the same. And that, What clockwork. That's you do and you take a clockwork librarian. You're kind of. You're taking the best cards. You would have had to pass later on in that draft. Right. Is the value of that clockwork librarian? This is, like, the best, and, like, the best card you'd have to pass because you were taking another card out of the pack. This is like the best card you'd have to pass because, because of, color requirements. So, yeah, it's it's actually more important if you take it early because, you know, if you're starting off blue white and then you do have to go do white back, and then you see this in pack three, well, you only have pack three to pick up a powerful card as fast. Right. And you might just not see anything that's fast exciting. But if you take this early this just gives you so much flexibility. And it also lets you pivot really easily in the draft. Right. Like I take yeah. Like for failing us, for example, like say I take poor failing as pack one, pick one plant chef boss I think this pack one, pack two and then boss isn't that open. It's way less painful to me to pivot out of a bar stack now and go and draft whatever the hell I want. I now normally I'm actually like, I'm with Boston feeling that open. Maybe I'll draft like blue white and splash it, you know, whereas if I've got this card, I can draft green black and sell play for, for for failing guess. Right. Yeah. Very powerful card. Check it. I think I actually like this a lot more than some of the other hidden agendas because like a, it lets your deck do something it couldn't do before. I think that's more interesting than letting your deck do the same thing more efficiently, where we have ones like my creature has a counter or has haste or cost or whatever, there's a monster just like my best creature is better. This is like I get to play a card I couldn't play before, and it gives me options. And I quite like that. Yeah, I agree. Yeah, I, I, I think is one of my favorite conspiracies. I think it's awesome for the. Yeah. For those reasons. Keep keeping the ball rolling. Next up we have someone is bond. This is a double agenda. Ooh. So conspiracy to introduced double agendas. So with this, you start the game with this conspiracy face and then come on zone and secretly name two different creatures. You may turn the conspiracy face up any time to reveal the chosen names. This one reads whenever you cast a creature spell with one of the chosen names, you may search a library for a creature card with the other chosen name. Reveal it, put it into your hand, then shuffle your library. So the base level of this is. It adds. Draw a card to any two creatures in your deck. As a base level, that's fine, but it gets a lot better if you're doing cool things with creatures like, I think I mentioned to save Rex Ark earlier with this. You cast one, you merely go and get the other one. That's pretty good. And I think this is again, always do need to be in an environments where you can support conspiracies, where it fits in with what the cube is doing. But like if you're doing creature combos, there's a nice little lever to run with it. Like it doesn't have to be as game winning as that. Kind of like I think the last time I ran this, I had Academy rector. That's the creature that when it dies, you go and get a big enchantment and put it into play. I was running academy rector with Trump. Connor saw. That is a big creature that for three mana, you can have it deal three damage to a creature. So I was using trumpet and dinosaur and academy rector as a way of cheating omniscience into play. So if I cast one, I get the other one, and then I can kill it and go get omniscience. That is a really kind of dumb but cool thing that was only really possible because of someone is pond and it it has a, it has a lot more utility that than like this one. It is also quite open ended as well. And you can really kind of like what's what cool things I do. It's like if it just turns your skin blue, although if it just goes, your gut gets your other good red aggressive creature, then okay, that is the base level of it. But like, yeah, it does open things up to being cool as well. And I do like that. Yeah. This is very powerful. It's a yeah. Even if you're not doing a combo thing it's it's so it's even better than drug hard fighting tools. You're one of your better creatures from your deck, right? You're not going to name a fellow creature at first. You can gonna name two of your best creatures. Assuming you're not doing a combo thing. And if you're doing a contact thing, it seems kind of broken. It seems fairly powerful. Yeah. No, I just say if if you're doing this sort of on the task fair, I would say lean towards naming creatures that are going to be good to different stages of, like all throughout the game. It, you know, Dracula's kind of a dream, I guess, by you name like landmark elves and a free dwarf. And then you go that, oh, I'll get my feet up. But it's so bad when you go through too often it gets, gets by, it doesn't matter. So I think I would, I would like, lean towards just naming cards that stay relevant throughout the game. Like kind of a nice one to say or playing blue, you name like, you know, snap caster, mage and and then Malcolm, just like, yeah, they're good on tend to you. They're good late in the game. Like just keep make sure you're always getting a value know. But yeah there's obviously the upside is way higher than that. Right. The upside is is you have creatures that contain No. Yeah, definitely. Yeah. This is a cool one. There's four that we've kind of bunched together. Because they kind of do a similar things. We don't want to touch them all together. Now, these are all also hidden agendas. There's Burgos Favor, which has spells with the chosen name. Cost one generic. That's the cost. There's immediate action that gives the creature you name. Haste. There's mesures preparation. That's when we talked about earlier, which makes the creature you name. Enter the additional counter on it. And the secrets of Paradise, which says creatures you control with the chosen name have tap. Add one manner of any color to your mandible so it turns them into Birds of Paradise. And basically outside of, the possessed combos with mujeres preparations, these are all cards that just make one specific card in your deck slightly better. Like, like there are some cool things you just like. Like turning your three one inspector into birds of Paradise. It's quite nice, but like, they're all pretty solid, but very kind of fair and kind of when we're at this level, there's the conversation of like, are these worth adding? Basically, if you're not doing like these, get much better in Dex with multiples, because if you can have like three creatures that come in with haste or three creatures at all costs, one generic less or three creatures that, now Birds of Paradise is that's really interesting and very strong. So I think these ones are more accused with multiples, but I, I am saying this, I do run these. I own a bunch of these in my treat yourself queue because I want the so for context, in that cube, everyone starts with a librarian. So there are eight libraries in the draft, and the dream is the cog librarian beatdown deck hasn't come together yet, but let me dream. Would you go along with that, James? Like, what do you think about these hidden agenda specifically? So surprising known stuff. So, yeah, I'm forcing it next time. Okay, I'm saying it, and I'm adding tackle. Yeah. You all start with what of that? There's like 20 by the Q, but till someone actually drafts the damn thing. Yeah, this one's for me. I'm not that fussed about. I like I think the clockwork idea is cool, and that's a really good reason to run them. But I do think you need a reason to run these, like, nine. They're they're not powerful. They vote. They're powerful. You should take them early. Like this. You know, spells, which has a name cost one that that makes you, like, best to drop into a fact. One. That's right. It's, It's a good card. You take it very early. But I don't think it's a cool card to me, it's if you're not doing a thing because, you know, you're good. Cards for already? Good. It doesn't let you do something different that your deck couldn't do before. This is just making your deck more efficient. I guess, like case is maybe has a little bit more context, but still like, you know, pulls your good like beat down the creature now has haste. Yeah. It sounds very powerful but I don't think it's that interesting. Like the cards. Very powerful, you know. I guess maybe there's something interesting you can do with for tapping from anyone, like your magic does. Happening for mana is kind of cool. So you get, like, treasures on the way through. But, yeah, in general, I'm like, I could take my leave from with these ones. No. Yeah. Yeah. Unless you're doing something with them, these kind of feel like, you know, how in every set review there is, like the rare cycle of lands which are all fine but not exciting. Like these fall under the if I don't have a use for them. Is just another good card worth the slot in my queue. More. With all these conspiracies, there's a conversation of like what are they adding? Like they're not creatures you can't attack with them, you can't kill your opponent with them. So therefore we're adding them because they add a cool effect and they what's. Once we get to this level, we have to evaluate the effect to make sure it's worth inclusion in the cube. And you have to be doing something with them. And if and and if that is multiples, then that is at least something that one final note on these, we have actually played a bunch with these in the auto battler. They are like level ups and they are cool tools you can use for more custom environments. But in that environment, that is what they are used for. Like, like like they are kind of like gameplay pieces. So they're cool cars to kind of remember, if you're trying to do like build your own dam then or something like that, remember these exist. They are cool cards. But just a little caveat wanted to mention there. Just jumping back to the multiples thing. One card that only works in that environment is secret summoning. But there, I think, is very cool. This is a hidden agenda that says whenever a creature with the chosen name enters the battle, not under your control, you might actually lobby for any number of cards with that name, reveal them and put them into your hand and shuffle. So this effectively is like a build your own squadron walk. Again, if you have multiples in a cube that is very, very cool and very interesting and very powerful effect. But if you don't have that in an environment, there's no multiples. This is kind of unplayable. I don't know, it is unplayable. Yeah. Pretty much. I was thinking about first cause like spike, which name changed the names of cards on the battlefield? I don't think there's anything to this in the TV sets. I'm very black. I don't I don't think there's any ways to like another card I can think of which if you use this first, if you don't have multiples. But, maybe I'm missing something. If you can flicker it unless you shuffle your library, if that's helpful. Yeah, it's not exciting. That feels very. I'm playing legacy. I'm casting brainstorm, and I'm shuffling who. But anyway, yeah. So your summoning is a cool card, but this really drives home. It needs to be in the right environment. And then the last one we wanted to touch on, just because, again, because it's cool is a card called Double Stroke is a hidden agenda. Maybe you need to associate better with the chosen name. You may copy it. You may choose new targets for the copy. So this can this has the very high potential upside of if you're doing a big spells deck where you're copying spells like taking two extra turns instead of one seems really good or Double Cruel ultimatum, or with ways of recasting your spells like say you put lightning bolt name with this and you go bolt copy bolt with this snap cast to mage bolt copy again, that's 12 damage. That seems pretty good. I like that some very strong internal sorceries. I think this is for me, this is more in line with, I guess, maybe unexpected potential, but not as free in that it kind of like you will run it. Your deck will have internal sorceries. It's a fine got to take anyway, even like a double kill spell is pretty nice. I think this is a cool one. And there are other expenses kind of that it's associated with. This one seems the most playable in a regular queue. You kind of. What do you think about Double Strike? James, this is, I think a very powerful card in any deck. Now, it's not hard to have some spells which work well with this. I personally wouldn't worry about stuff like full automation. I think, you know, if you're casting for tonight and it's probably winning the game anyway. But yeah, obviously like copying a time blocker, some things pretty said. They even, you know, you copy your preordered know your lighting probably. Dude, you're going to be very happy with that. And it's going to be incredibly broken in, in any storm adjacent stack because the, because if you've cast the spells, you keep copying it, right? Like, oh, like this in an underworld, which is kind of messed up. OJ yeah. Like, oh, you can just like imagine you name Manimal shows, you know, in venom mana more. So you see, it's like plus two numbers of any color and you'll see you two cards like this. So I need to keep casting it. I think I've truly now found the difference between the two of us. James. Mine was like, I want to do Crow ultimatum. Yours is the probably correct one. Thanks again to man of all folks, but you know how many Manimal faces I'm going to get upset about? Yeah. Yeah, which sounds really cool. I'm here for buffing stone decks, so, Yeah, maybe. Yeah, maybe there's something you can do now that is way. Yeah. And I just kind of touched on there are a bunch more conspiracies out there. These were the ones that we think, that could see potentially could play in the right environment and like, so, so it's very easy to find the rest of them. Just search for a conspiracy as a car type in Skyfall. They will all come up. These ones I think are a good selection. I do know that we have been mostly waxing lyrical about a bunch of these conspiracies. Let's quickly touch on the downsides, and because we do need to consider all things before we start adding a whole nother card type to a cube. Some potential downsides. James. Jump in on these. If you kind of agree or disagree with these. We're kind of like a lot of people will have played with conspiracies before, but a growing number will not be played with conspiracies before. Whenever you add something outside the norms to a cube, I do think you should explain that. And any time that that that list gets longer is a downside, because it's like after me, it's like, oh, my regular cube. Okay, it's no basics. Okay. There's conspiracies. Okay. There's companions is written like, I don't have conspiracies in my regular cube. I have it in my people. Kind of like if I added them, that would be like a, like a tertiary layer of things I need to remind people and anything like that. I do think any additional thing like that for some cube groups is completely fine for new recruit groups, or if you're playing with new people for the first time, it is something you need to consider when you're thinking about adding cards like this. Yeah, for sure, because it's, it's not brilliant for the experience of playing your cube for the first time. But, if there's like this massive list of stuff that is, you need to remember about how this cube specifically works. Yeah. Like, I think I don't think this is the thing. You shouldn't add conspiracies. But I think it is worth bearing in mind for each new thing you add to that list of stuff, you have to explain is the cost. And, only add to it if it's actually adding something to the experience. Exactly. And, one other thing that you that we have alluded to and we have touched on in quite a lot of the cards we reviewed, conspiracies generally get worse the later in the draft they are opened because its various heuristics are better, the more time you have to take advantage of them. Like when we talked about unexpected potential, the ability to to see more cards in order to find that broken splash. The more time you have, the better the splash is going to be. And they get really ramped up with things like well net or sovereigns. Well, like we've done a bunch of my treat yourself cubes where I've taken well net towards the end of pack two and realized in pack three is not doable. And that sucks. But these are things that you kind of have to consider. These are cool game engine cards, but in some drafts they can come, they can be opened, but they might not see play or they might be dead. And that's definitely something that in like larger cubes, I think it's easier where you have more flex spots and like a tight 360, these get a little bit tricky to kind of like squeeze in and like would you go along with that James. Yeah, absolutely. And I mean, but this isn't unique to conspiracies, right. This is kind of an issue we've just build around in general. Like, you know, if, if, if true, it is opened in pack three. That card is not getting played right. So I think it's fine, but you just need to I need to be conscious of how many cards in your cube are like that. Because there is kind of a limit, right? You can't just field all delta x actually, maybe you can, but maybe that is the. Maybe that's what we should be the last. Hold on. Yeah. But yeah. And like I think the final major downside for me anyway is that these were designed for multiplayer. Conspiracy was a multiplayer, format. And as I touched on earlier, the monarch comes from conspiracy, a famously fair mechanic. The initiative comes from multiplayer formats. These are in that bracket of they are game breaking effects and that it's up to you out there listening. As a cube designer to work out if that fits with the environment that you want to build. If you're just building a cube that is kind of just good spells from all of magic. Maybe not the most powerful, but just just generically good stuff. These might not fit in there. Like I don't have a bunch of conspiracies in my regular group. I have these in my Treat Yourself cube, where I want players to do cool things. I want people to find combos between them. What conspiracies are good at? I'm kind of flipping it back round to the awesome side of conspiracies is that most of them are open ended. Like yes, wait, advantage does the same thing every drop. But things like unexpected potential things like emissaries, ploy things, even things like sovereign realm war well, the ones that kind of color wash your deck. But yes, you're building a world net deck. But those no two world net decks are ever going to be the same because of the drop off that got you to the point of actually playing it like no drops of the same, and just having the ability to take the best cards from them, or weave that line or walk that line and try and make a functional deck. They for me, they add so much replayability to a cube, and for me, that's one of the main reasons I like them. Yes, I think they're cool and I think they lead to unique draft experiences. But all the good ones do anyway. So I'm. Yeah, I'm I'm really down for trying them in more cubes. Not a sick and like, I think one last point that we should touch on is that, some people in the past I know have done, conspiracy packages. So, like, basically every, every Christmas or something like that, just shuffling some 20 of their favorite conspiracies into a cube draft as a way of spiking it up, that can be a nice little thing you can do to, add some variety if you like. If you're in a cube group that has one cube you dropped all the time for someone's birthday or for Christmas or something like that, shuffle in some of the best conspiracies and give it a go. It can add a new level of of randomness to a draft environment to make it interesting for that one time. But again, these might not be cars that you want to do. Every time I get I don't have them in my main cube. I have it in my spicy side. Peace cube. Sorry, that's that's a terrible way of describing it if I'm keeping it in the episode. But, that's where I think they really shine in. Just like if you want to do something cool and wanted something different. And if you want to reward people for thinking outside the box, I think these are some of the bonus cards you can include in the cube. Yeah, for sure, for sure. I'm just like half those things that I'd advise you to go for. Yeah, I so wish they'd make a conspiracy three because there's so much design space left left undone for adding more decisions to the draft. Like these affect the draft in terms of like, oh what what what am I going to combine with it? But yeah, there's a bunch of other cars in conspiracy that are awesome draft matters cards that there's a bunch more things that I can do with it, and also push power level here and there. Because again, this is pre fi design. This is before Modern Horizons was even a dream. All this kind of stuff. So yeah I think there's a bunch of stuff they can do and I would love them to do it. All right. Marvelous. So that's going to do it for our main topic. But we have a nice little bonus section for today. So yeah, at the weekend, at time of recording, James was up in cube representing the podcast. Yeah, obviously we had Josh from Q clash on the podcast, but James, talk to me. Did you have a lovely time? I certainly did, yeah, yeah. So two fast. Been great fun every single time. Return to that. This was certainly no exception. I got to draft some cool cubes. I drafted 100 order for us, which was, is always a good time and a, muscle legacy power level cube, which was was good fun. Bunch of super interesting people. Thank you to the listeners who came up and said hello. That was really cool. And yeah, always, always a fun time. My I didn't win very much, but, that's fine. I went two and four for the day. So officially watched as, it's a tuber, I guess. Adapted, I think I 100 other foxes. I have an issue where I can just only draft like janky five colocando decks. Now, because that's so much fun. You know, I first fixed a goblin bombardment and just kind of committed to the thing. I ended up with I could combo, but, the issue was, like, if my combo pieces went to the graveyard, I couldn't really get them back. So it's all a bit fragile, you know? C.f. Goblin bombardment. Never, ever got counted or removed or discarded in any way. That was first problems. My backup win condition was, check funder. If you wanna see. That is not one that's come across my what? What is thunder of unity do? It's like a modern saga where, this first chapter is, is you draw two, you lose two, and then the second and third are like, you you have like, impact tremors for. That's cool. Yeah, yeah, yeah, I, I run through issues where like that that was there. Anyone can. I had left in one of my games. There was my opponent just kept bouncing it before I got to a second spot, and I just was so, like, running out of cards and attacking myself. So I kept having to draw to you in the hopes of finally getting to the, to the second chapter. And then and then they bounced it again. So Alice Savage, yeah, the deck did get to do this thing a fair amount of game. So it was cool. I had like, Goblin Bob, madman with, cheer blood bond match. It's like a go Gavi enchantment. Where, when you cast in this context and on a fox, all everyone thing's although on a fox, it's back supply. So if you have that, bombardment, then you go, like, suck all your foxes player up to from hand, vale to bat. So I was like, I was wondering why that card sounded familiar and it's because I've lost to it in your two but version of the another optic you sure makes sense. Yeah, yeah. So that that was fun. And then, the second cube I drafted sort of for excess. Good stuff. And, and sort of like a C power level cube and also managed to one to have that one, which was, thing the deck was bad, to be fair. My friends were good. We have some really good close games. And yeah, came out on the wrong end of some of them, but as, as far as they were, it was a good keep. And. Yeah, my fever games were, like, very close and interactive and long. There's, some good grinding going on in that one show. Nice. So don't worry. But yeah, super fun weekend overall. I'll, I'll say just every time I go to flash, I'm really struck by like, all of my opponents at cube Clash. Like all the, like very lovely. And you I'm always, has not always been my experience of magic. Solomon. You know, throughout the, five years of playing magic, I feel like, the cube clash crowd, are very sound. And, I'm down for playing a lot of things that, you know. Yeah, they've always been awesome and always been greatly organized. Yeah, we we love the guys at cube. Yeah. Bring on Q plus four and and James. Don't worry. We'll organize a cube soon and you can beat us all to make yourself feel better. So I've got I've got good, good man. Nice. All right. Awesome. So that's going to do it for today James. Pleasure man. Thank you very much for the chat. Yeah. Always pleasure. Nice. And thank you all very much for listening. Do give the podcast a five star review, tell a friend all that good stuff. Whatever you can do greatly helped us out, grow the podcast and do more cool and interesting things. Until next week. It's goodbye from me and it's goodbye from James and we'll see you all soon. Goodbye.