Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
Teenage Mutant Ninja Turtles - Cube Set Review P2
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In the latest episode of Powerful Nothing, we're back the world of TMNT with part two of our Cube set review, where we cover Red, Green, Multicoloured and Colourless.
Timecodes:
1:10 - Red
25:26 - Green
42:18 - Multicoloured
56:51 - Colourless
Card Gallery: https://moxfield.com/decks/2_aLtwZYAEi2KbLGQx-FUg
Video Version: https://youtu.be/rmt76XmKz1s
My Cube: https://cubecobra.com/cube/list/sweet
The Treat Yourself Cube: https://cubecobra.com/cube/overview/treatyourself
James Cube: https://cubecobra.com/cube/list/ba642a54-a6c7-4587-b97e-1d95429c59b5
MTGO Vintage Cube: https://cubecobra.com/cube/list/modovintage
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Hello everyone. Welcome back to power for Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, and as always, I'm home by James James. We're back with part two of our set review for the Teenage Mutant Ninja Turtles set. How are you doing this week? Well, yeah, we show. Are we sure we have many more turtles to talk about? Actually, two more fairly because there's only four tassels, but, but there's lots of fashion stuff. Them. So we're keeping going as many versions of all the turtles. Yes. Oh good. Yeah. As I mentioned. So this is part two of our cube set review for the Teenage Mutant Ninja Turtles that last week we covered white, blue, and black. This week the plan is to cover red, green, multicolored, and some artifacts. Time will be down below if you want to jump around directly to certain colors. Also down below will be a link to the video version. If you're listening to this, and also down below, there'll be a link to a card gallery where we will read out every card we talk about, but if we mention other cards, we will try and reference them where possible. But if not, you can follow along their actual pleasure and see some nice shiny pictures up right? Preamble. Done. James, you want to take it away with the first card of the day? Talk to me about cool but rude. Yeah, for sure. So cool. But viewed is a enchantment class, which is cool. I think we first saw classes and, maybe the D&D set. But classes are cool. Classes are back. So this is one event for an enchantment class. So void classes, workers, there's various different levels. You started at level one, and then you've got to pay more mana to unlock for subsequent levels. So level one, which you get as soon as you play the card, is whenever you attack, you may discard a card. If you do draw card, and you can pay a further one of that to level it up to level two. So when it's on level two, you're getting the effect from level one plus the additional effect of level two. The additional effect level two is whenever you discard a card, this class deals two damage to each opponent. And then level three for another. One need to unlock level three. And then you get. When this class becomes level three, set your library fight card, put it into your hand, shuffle, then discard a card at random. So a gamble effect. This card is pretty cool I think. Actually, we've spoken before about red discard matches being a aggressive archetype, we quite like, to wait for your accurate ax to be doing something in addition to just beating down with cheap features right? Yeah. Something interesting. We like that. Exactly, exactly. And this card, I think kind of slaps if you're in, if you're pretty old in on the on the discard matter thing. I've the first mode is fine for the first. The first level is nice. I think level two is is really worth money is here two damage per discard and invite that will kill them very quickly. Your bazaar of Baghdad just steals six every time. That's. That's pretty great. And obviously you're getting an extra discard when you attack as well. From your level one, you're going to have a bunch of artifacts from each discard and this sort of deck, that's really powerful. When it works. Plus, getting Virg for gamble on level three is really nice, right? These tax off. Just want to put cards smack graveyard so you can you can sell for gamble anyway. Whatever. You know, it's maybe it's just an end to make if you don't have any of your cards in your hand or, plus and tomb, which gives you a discard figure and deals two damage from which is cool. Plus, you know, maybe you set up get a madness card. So my bad. I can be quite nice. Yes. I think this is really quite powerful, actually. Just. You need to be pretty committed to the to the discard masses madness thing. So it's not going to be one for every Q. Probably not one for most kids. But if you are really leaning leaning into this archetype, I think it is like I will say and also include but, it's very powerful if you if you are doing that discard masses is not I. Yeah. I'm quite high on this card. I like I'm on this card in the right cube. Again, I don't think as this kind of gets into high power level cubes because it does have the but like like how we discussed with Ninja Teen in the last episode, it doesn't. I think it's really cool and I like it, but it it does nothing by itself. It needs other bits to come together to work. And yeah, the, there are some other places that I could see this getting played. In kind of more mid-range cubes. Like, there is like discard matters as an archetype. Like, like not specifically just like the minor red version, but like, like, or even madness and mayhem. There is like, decks. They kind of revolve around cards like, Drake Haven. That's a really cool enchantment that when you discard card, you can pay one to make a two to Drake, and it is almost like, another payoff for that deck. The, the the place I can see this being run is that, effectively, this is also a cycling payoff. When you cycle a card, you are discarding it. So this will trigger that even though it's not a this card doesn't say the word cycling anywhere on it, but it could go in a cycling deck as a reward for turning your cycling into damage, which is quite nice. That's pretty cool. I hadn't thought of that as an application actually, that the two damage per cycle is is kind of exactly what that deck once right, seems figured. Yeah, yeah. And it's slightly more fun than like Zenith flare from, a career, which is just like you deal a lot of damage depending on, on how much you've cycled so far. But yeah. Yeah, this is more kind of like like it's doing a bunch of stuff while also rewarding you for doing that. Yeah. Seems facile. There is one last place I want to get your thoughts on is James, how do you feel about this as a badge shield red because it is specifically, it's whenever you discard a card, which is obviously much worse than shielded because that whenever they draw a card. So, so so if you're dealing with this, you would only at the first time deal damage equal to the amount of cards you're discarding. But then if you do level it up and get the second wheel, at that point you will have six cards in hand because you cast the wheel, you're then dealing 12 like, do you think this can get there in like a lower but this is not shielded? I'm putting that caveat out there first. But like in a cube the supporting the wheels deck potentially. Could this be a real payoff for it there? I was really curious about where you were going with that. It's not made of car like this, just though part of this is sales rep. So okay, so if we're discarding a lot of cars, the Wheel of Fortune, the issue is that generally the way you want to play your wheels is you play out a lot of cards first, and you're not actually discarding that many cards. Like, you're hopefully discarding a lot fewer cards when you're driving, right? Like, sure, you could try and set it up so that you, yeah, you do it in those by this lever, but then you're just keeping a bunch of cards in your hand while you set this up, so. Well, so it seems kind of tough. The thing about getting the second wheel is, after a Wheel of Fortune, what's the wheel? Because the blue ones don't work right. Like time twist. Echo violins. You shuffle your hand. And why it doesn't work. Echo's kind of cool in that you can. You can gamble fair. And then passive, you know, graveyard. But yeah, I don't they don't trigger the discard thing. So it's kind of just Wheel of Fortune which is a bit tough. There is the next card we're going to talk about. Let's give you a preview of my opinion some of the next week. And so for now I think that's good I get that this is Sara Lee okay okay. That that's fair. So yeah. So so so so so cool. But but but like cool but rude I think has some cool has some cool places that I can get that maybe not as a wheel card but but but but like the other places are a bit high on it. That does bring us nicely onto Rafael's technique. This is for read. Read. For an instant. Each player may discard their hand and draw seven cards, but it also has sneak for two and a read, which is a reminder. We saw this last episode, but we'll go over again. You may cast this spells for two in a read. If you also return an unblocked attacker you control to hand during the Declare blocker step. So it's kind of like ninjutsu, but you have to do it in the blocks step. Basically it is not blocked. So I think me and James are both quite high on legal effects. We like in general the strength of this one. We will discuss now at. I like them because they are just really good in many decks that aren't just wheel decks. This being an instant is very cool if you ignore the sneak part. Really late game. Being able to interact with your opponent by drawing seven cards out of nowhere is quite nice. They won't see that coming. This nic part is also quite interesting, like in red. Being able to reset some orbs in general, this is gonna be something we consider with any red card with snake. Red does have some good ones like some flames on car, blue effects like things like fury, but those are very solid effects for us to reset and get the orb again. We like that. Importantly with this card, and I'm assuming this is one of the main reasons why James is not super high on it. Is that importantly, it is not a forced wheel effect. Your opponent doesn't have to draw the seven cards if they don't have to discard the hand, if they if they like the hand and then have to draw the seven cards if you have that shielded out. So from a power level point of view, it is not as good as Wheel of Fortune. Shocking. There there is, there is something to be said about them. Not like if you have the shield it out. Yes, this won't deal them the damage. But then not being able to draw seven cards is a real like that. It's not nothing, basically, but it's not as broken as for them out of nowhere, where I like this is in decks that we previously mentioned, like the Madness Mayhem deck decks that I wanted to. I wanted to discard cards for value. Wheel of fortune is quite strong. Again, if you've dumped out your hand and want to refill it like, like in like there is a world where just in an aggro deck, once you've entered your hand of your burn and your creatures. I know that's not really where that deck is nowadays, but just you empty your hand of your lightning bolt, you cast this, you draw a bunch more, and then you burn them out again. That's quite good. And then lastly, the I have been running sailing to the west in my cubes recently as a additional wheel effect for like the multipath for like the Dream Halls deck. And that is a instant that effectively roundabout does the same thing. It's a optional discard your hand draw seven card style affect. This one I could see testing this over that. So the Dream Halls deck is more like it does want to be multiple colors, but it is more blue red at its core. So I could see this getting in there. Wheels of cool. But but this is not the strongest I think is my Tldr, but James, what do you think of Rafael's technique? Yeah, so in principle, I'm really on board with the idea from printing some slightly toned down wheels because, it's a cool, flexible effect, which you kind of have to build around and in ways that aren't super obvious all the time. And that's nice. And all the good wheels are like 1 million pounds. So it's it's cool if I fence some, some some, like, slightly toned down ones. This I think is a little bit too weak, though. Six manors just I think is just too much like sailing for Western. Great. For example, to bring up like, that's full mana. It does basic. What, the same thing. Like instant speed is really powerful on a wheel because you get to do it and your opponent and step, and then you're the one using the cards first, right? That's really, really good. But, yeah, sailing for less gives you that, for six. For me, it's just too much. It does have a sneak mode, but I'm just really dubious about, like, what deck wants a wheel and is going to be good at enabling sneak reliably, you know, it's my concern. I don't tend to like wheels and just straight up aggressive decks. Sure, you will have creatures in some of your decks for one wheels, but you know when when you're hitting them six with your fury, probably a game. You're already pretty far ahead. And, you know, I don't value super highly getting the discount. Then, you don't tend to have tons of, like, cheap evasive creatures and envy stacks, which is really what you need to enable sneak. Right? So, I'm pretty skeptical. I'm. I wish I'd made it just a little bit better, you know, like, what's this? Really too good if you made it five mana, you know, like six, six, two. Seems too much like you can get a time spiral for six. You know? Yeah, I'd agree, if I'm honest. I think, like, I think if you have a budget cube and you don't really have any wheels yet, I would personally just run this card, give it a go. I think wheels are cool because they open up new possibilities for decks. Like they they just kind of by putting in some wheels, you just kind of like let you open up the ability for people to do broken things. And we're recording this three days after prerelease, and this is less in euros. This is $0.02. James. In dollars. It's less than a dollar like if you had a budget cube, would you be tempted by this card? Just as a we get a wheel. Now my initial reaction is I've just looked it up. I think I would stretch to the $0.28 for sailing for West. Personally, but you could have you could be like, yeah, yeah, no. But if it's like Budget Cube, you want another wheel. Maybe you want a wheel in that specifically like this is this is a fine way to do it. Right. But it is it is for that pretty low powered level of cube, I think. Yeah. If you've got access to the wheels, then this is not a good one. I'd even consider something like, make a suffer wheel. You and I might be similar parallel to this card. I have no, no idea if that caused offensive or not. It's going to be cheaper than Wheel of Fortune, I can tell you that much. It is, about a quid. About a dollar you can probably get one for. So. Yeah. And in fact, card is also quite bad, to be clear. But it's it is a three, three three. Okay. We'll get there eventually. Nothing wrong with a good healthy of Arthur. Yeah. Yeah I think we both like wheels but yeah it's just the, this one could have been pushed a little bit more. The next one first turtle of the day I quite like actually. James, talk to us about Raphael, the knight watcher. Yeah. This one's. This one's got some potential, I think, this is two vet vet for A23 legendary creature. Mutant ninja turtle. It has sneak for one vet, Fred. So sneak being the so updated version of ninjutsu. Basically, it's ninjutsu. You can cast a spell for sneak cast if you also ascend on blocks attack you control to ascend during the the cloud blocking step. It's basically ninjutsu. You'll be applying this down the stack. And this one says attacking creatures you control have double strike. This is this is a pretty powerful card. There's pretty similar to Blade Historian as a card we've seen in the past that was like full boss hybrid mana for two three attacking creatures you control half double strike. I remember that card. Yeah, yeah, yeah. And that card, like, saw some play in some mid power level cubes, you know. And and this is mostly better. Sneak will lead to some really nice blowouts like, especially if, you know game one your opponent doesn't know you have face. And they're not thinking about it during blocks. This can just like, end the game, right? Like this can just be I win free combats and they'll use for damage, you know, and and then the game's kind of over. If they do know about, like, if I do notice in your deck, you know, if I can blocks and ways to play around this very nicely a lot of the time. But, you know, double strikes, a powerful ability and, and also, it's fine to just cast this, right. You can just cast this free combat rumble. Yeah. This can just be your full drop. And honestly, you should probably if you're not guaranteed to be able to sneak it, depending on how they block, you will often just want to cast it free combat. I wouldn't like get hung up on, getting up there with the sneak ability. It is worth bearing in mind as as with a lot of these soft lot type effects, though, be aware when you're making your attacks for your. If your opponent might be able to kill this in combat, because it can also lose you for game very quickly if you make a bunch of attacks, assuming this is going to still be in play, they kill it. You're attacking creatures no longer have double strike, and all of a sudden your attacks look horrible. Yeah, this is a card to make good attacks. Fantastic. Not a card to make bad attacks possible. I think is a. Yeah, that's a good way of putting it. Yeah, I this is this is a very strong card. Like, I didn't think we're putting it in like, powder cube just because the ball is so high for thought ups. But, I think my ice cubes below that, this is, this is going to do some work. Yeah. Like, certainly if you're running Blade Historian, I would consider cutting it for this card, I guess, unless you see Blade Dystopian mostly as a white card. But, you know, it's not like you can pop that in a, two color white deck facing powerhouse. Anyway, so, yeah, I, I think this is mostly just stronger. Yeah, I quite yeah, yeah, I agree with that. And I quite like this card. I for me, the thing I actually like about it is go with me on this. James. This kind of feels a little bit like set the wreckage in the. It's a card that if you know it's in the cube will have people like playing around it to an extent. And that kind of additional play pattern and additional kind of like level of like gamesmanship, I quite like. And it's really one that kind of like rewards play groups that know each other, like it's like, oh, did I see the settle the wreckage in the draft? Therefore do I need to worry about like like, did I see the Raphael, the knight watcher in the draft? I'm against the red aggro player. Do I need to worry about it? Is it okay in that kind of element of. Yeah, that additional level of magic I, I'm quite a fan of and just sneak cards existing. And I think this is one of the better examples of a sneak card that could end the game out of nowhere. I think it just being in a cube will make a cube more interesting, and I think that's something that I'm quite here for. Yes. I mean, if you're thinking about what's the worst thing that could happen during your blocks, this will sometimes be the answer. A can be very savage, I think. Also worth noting, it's not other attacking creatures you control that it does have double strike itself. So, you know, you sneak this in. It's it's some blocks. So you all like getting in for fall by yourself, which is quite nice. Yeah, yeah, yeah, just as an aggro creature, this is fine. But yeah, it's the very high potential of this card that I'm kind of here for. Yeah. For sure. All right, let's keep it going. Next up we have ravenous robots. This is a one and a read for A21 hour creature. Robots with. Whenever you cast an artifact spell to create A11 colorless robot artifact creature token. It also has the activated ability pay of read and tap it for creature tokens you control. Gain haste until end of turn, so in the go wide artifact stack, we run plenty of effects that make us artifacts when we do something. This only triggering of artifact spells, it means it's probably going to be worse than something like Third Party Iconoclast or the three mana uncommon Seelie because they trigger off of non creature spells. Which which is which will just end up being more of the deck that is generally running this, in the red black version specifically, that's a bit more aggressive than the blue red version. I think this is better like in the, ragdolls version of artifact aggro that runs kind of cars like arc bound Ravager, like like the Grand Ravager. I'm playing a bunch of creatures. I'm killing you with artifact synergy side of deck. I think this is okay. The tokens gaming part is nice. Like attacking with our contract token. The terms that come out that the tenant comes out is pretty good. Having to pay a colored mana specifically for it. And tapping this creature as well is a bit of a drawback. There is probably a home for this. Like. Like there is so many of these effects that kind of reward us for just playing other artifacts that kind of like, we could just be in a world where just, we just run all of them, and then that's the way we make a bunch of artifacts, and it's quite synergistic and quite good. And then we just feed them to Bound Ravager and go to hand on our opponents life totals. I think that's probably a fine way of doing it. Like, there is probably a home for this, and it's not going to be high powered cubes if I wanted to. Like we mentioned in last episode, the Go White artifact deck that isn't running as Auto Layer and Academy. And like, that's where I see this. This doesn't get into high level cubes, where we have better options and more synergistic options and more reliable options. But as an aggressive picker that has a bit of extra synergy, I think this is a fine card in more budget cubes. Yeah, I think it's an interesting one. We're getting a lot of these now for, the dudes who make artifacts. When you cast spells with. There seems to be a good supply these days. It's like, I think our next two cards are also in this vein of just slots that they tick off every set now. And just like something that makes a bunch of artifacts consistently is in that slot now. Yeah, for sure. This one is quite this one does have the upside over a lot of the obvious favorite. It is an artifact itself, which, yeah, none of us are really. Which is quite nice. Yeah. So I agree for this probably isn't there for like super high power level cube. But that's I think is largely just because, the artifact acts and those cubes tend to be more blue based for sometimes bad, but very rarely about is the big mana, you know, like Slayer Academy as a lot of that stuff. Right. Because there are so many of these effects in blue, if you're that artifact archetype is it's fairly base blue, then it's like, oh, why we shouldn't have that for this effect, you know, plus, yeah, it's, you know, invasive in those decks. Triggering off off non creatures, certainly passive and triggering off artifacts. Right. But I really like the idea of this. If you're doing the artifact aggro deck, like the, the deck you used to have in your cube, I think this would be very, very strong for that black artifact to be done. Deck. Partly because that deck had loads of artifacts, creatures specifically, and to this may actually be better than triggering off non creature spells in that deck, right? Yeah. That's a good point. That's it. Yeah. Because I, I guess I'm just looking at it like what's my one two my one two twos was hang about Walker walking ballista okay. But we also have icy golem signal pest arc bone Ravager. Cyberman patrol patchwork automaton friction revoke, portal, legend, spell Scout, steel overseer, and ginger. And that's before we get to the threes that are also quite good. Like that. That's actually quite deep and would trigger quite a lot with this card, actually. Yeah. I mean, certainly if you're going as deep as I side golem like get this guy in. But you know it's the reason I still have bloody snow lands in my cube. James I think it's the one snow card in my cube. Phenomenal. Plus, like, you just going to be making tokens fight like in that beat down the up version of the artifact deck. This mishap ability, I think, is no joke. Right. You know, you're just going to be pumping out some tokens. Yeah, you have certainly if you make if you're running like, as a saga, this is pretty phenomenal, right. Yeah, I know I think this does a lot for that deck. And that deck is more base fed. Right. So you want the mono version of this effect, which there isn't really a great of a mono red fashion. Right? Yeah. I think this has a lot going for it for that deck specifically. Yeah. Let's go to. Yeah. One card I did did just mention there, which actually stands out quite a lot with this is Steel Overseer the two generic one one that you can tap it to put a count on each artifact which you control, like doubling up the power. Like, like if you make like 2 or 3 of these, like one ones, then you double that power. That's quite scary. Bullet state quite quickly actually. So yeah, that's fickle novelist. All right. James, we want to green talk to us about Leatherhead, swamp Stalker. Yeah, for sure. So Leatherhead is a two green. Green for a five for legendary creature crocodile mutant Vogue. It has trample so four mana. Five for trample face. Allsop. Leatherhead enters with a hex fruit counter on her, and whenever Leatherhead deals combat damage to a player, you may even move a counter from her. When you do destroy target artifacts or enchantment that player controls. I think this card's very interesting. So we generally not super high on four mana creatures that don't have any TBR haste, right? But a lot of the reason for that is very just trade very poorly against removal. And this obviously doesn't have that problem. Right. It comes in for a hex proof counter. So that does negate a lot of that risk. And for mana five for tech trample hex proof is like I mean you wouldn't play that on its own, but it's it's already not terrible. Right. And the ability to remove a problematic artifact for enchantment will come up and be really powerful. Like, I would not be thinking about this as, like, reliable artifact removal, right? You're taking on, you know, you've got a it's way to turn to attack. They've got to not have good blocks for this. Although yeah you did Trump play that. So even if it trades you can kill something. But that's actually not true. Interesting. So if it trades in combat you can't remove the counter. Right. So so it does have to survive combat for you to get that test because it will be it will be dead by the time you get the option to remove. Exactly, exactly. So yeah, certainly not like reliable artifact or shaman destruction. I wouldn't be, you know, thinking, oh, we don't need reclamation sage anymore. We've got this. It's not the same thing, but it is really nice upside. Right. And it will come up in a lot of gains, I think, also it's it doesn't save a move for hex proof counter, right. It's for move any counter. So this I think actually plays pretty well in a plus one plus fang counters archetype. Because loading up your counters on a hex proof dude is already pretty good. Certainly one with trample. The counters will get it through their blockers, it will trample over, and then you can just remove a plus one plus one counter tick, disenchant something, keep the hex proof going. That seems pretty nice to me. And like, it's not, you know, it's not one you put in, and it's a narrow, archetype specific card for that deck, but it is just a decent amount better in that deck for then your average queen beat down deck. So I think that would kind of be a reason to include it in the cube as well, if you're loving that, yeah. Like lessen the competition for for Green Falls is pretty strong. I wouldn't, you know, I don't think this is better than, like, a multimodality or something, but it is powerful. And if you want, you know, if you're looking for a way to get a little bit more, sort of enchantment removal, artifact removal into your cube, you know, without, you know, giving up for the, the beat downs, this is kind of a way to do that. Plays well for counter stuff. It seems like a nice option to me. Yeah. This is this is one of the slots that I was alluding to that, that we do tend to get in every set. Now, a four man, five powered creature with some kind of ability like I, I think. Yeah, I, I'm kind of on board with everything you said. I think this will. If you need this to be your rex age, it will work like 75, 80% of the time. But the times it doesn't work, you will really feel it like if it's that thing at target that's just bigger and this is how you were planning on removing it, then? That kind of sucks. Plus it's like on a turn delay, right? Like they tinker less. This Citadel gets stuck in a land pass for ten. You'll really wish you were casting of Exile Age. Not casting this idiot, right? Yeah. Exactly. Like like I, I do think there's room for like. Like oddly like, how do I think this might actually be a card for cubes that have a higher level of artifacts or enchantments? Like if you're doing something like that in your cubicle, if it'll cube cares about artifacts more. This is more interesting than just another Rex Sage variant, where it's just a green answer, guaranteed. There is a bit more play in that back and forth nature of of of it having to connect there. I think, oddly, that's where I could see this actually seeing more play. Yeah for sure. Specifically, especially if you're doing the Kansas thing right and you have potential to be blowing up multiple lost facts for enchantments over a game. Then it becomes very powerful, right? Yeah, I'd agree with that. And also, it's it is a it is a fine stated body like like is a thing of like when this probably gets rotated into the arena or Mitko Cube, it will do a fine job at killing people because it is a five power four drop. And it will come up when the next one comes. It comes well, it will come out when the next one comes in. Basically. Yeah. I've never seen a card, but more asking to be in Modo Vintage Cube for exactly one iteration, and then be cut to the next screen for drop. Oh yes. All right, let's keep it going though, because next up we have Michelangelo improviser. It is three and a green three for four. Legendary creature mutant Ninja Turtle. It has whenever it deals combat damage to a player. You may put a creature card and or a land from your hand onto the battlefield, but it also has sneak for two. Green, green. So kind of like we've discussed like like the four drop betas that we see get printed in Mo set. The creature that cheat something into play is also something they're printing a fair amount of recently. Like a lot of sets are having an effect like this. And the dream with this is obviously on turn four. We swing with our three with a good ETB. They don't block, we sneak this in and then we put an even bigger thing into play. The issue with that kind of line of play is that there are two things that have to go to plan. We have to connect, and we have to have something good to cheat into play. That's better than the four manner we spent to sneak this in. That does get a lot easier in cubes that have creature tutors, because you can more like a guaranteed like, like like the old school green, ramp decks that that ran a bunch of tutors and was quite good at putting things into our hand. If we can do that and teach it and t this up a bit, then it becomes a bit nicer. Also, the ability to put a land into play means you're less likely to whiff. So like baseline. So so. And the floor on this is not terrible. The floor on this is it's a four mana for four. They have to really block. And if they don't the worst case scenario is we put a land into play. That's not terrible as a floor for a creature and obviously it, but obviously it then has the upside of it can put our ultimate egg or something big nasty into play. And the fact that that floor is kind of okay means I, I think I like this more than a card, like Elvish Piper or maybe even Monster Manual. Those are effects that go into a deck only to cheat something from your hand into play. Those are more like two card combos. You need the cheat effect and you need the targeted hand. Otherwise neither really does anything. Whereas like with this card, I feel it's like a worst version of both sides because this has to connect. It doesn't have evasion itself, but if you cast it is just A44, which is not which, which which will affect the board and do more in a wide variety of cubes than an Elvish piper or monster manual on their own. Like there are plenty of cubes running a kind of green GTX deck, and this will not be one that's reanimating an icon of cruelty in the first three turns of the game. This is a cube that, if we're playing like a like this in cube way, it's fine to play a four drop that if it connects, we put in something like a Goldar, like like some other big dumb idiot with trample. I don't think it's getting into cubes with like the most broken stock, which is. Or things like gristle brand. This is for like I'm I'm attacking with my for for to cheat in my eight powered green worm. Like I think that's probably where I see this saying play again. I'm normally for here for new ways to cheat the creatures and. But I'm a little bit suspicious of this one. Mostly just because I think green is obviously not the best home for sneak cards in general. Like generally in your green decks. The creatures you're connecting with, right? You don't have cheap evasive creatures for capsules, right? Your chief creatures don't attack your chief creatures. Set up your expensive creatures to attack. Generally, when you're connecting with your green dudes, they're, like, pretty beefy, and you just want to hit them with, you don't want to return them to your hand for some value, right? So I think the sneak ability in general is and isn't super synergistic with the with what green is about in most cubes. And then so on top of that. So you could just not use the sneak bells, you know, you could just cast this on and fall and try and attack for it, but it doesn't have any sort of evasion. And, it's going to be so, the liable I get that you get to connect with that. You know, you say you could put a little hammock into play, but the thing is to want to include all the mog in your deck. You have to have enough reliable ways to put it onto the battlefield. Right. And I don't really think this counts. I don't think this is is connecting enough of the time, that you but it actually, like, justifies putting the really big stuff into your deck. So I think really how this is going to play out is that the ceiling is like, maybe it plus in your 5 or 6 sharp, which you could have cast in a couple of tens. Yeah. And like, not that that's bad. You know, like saving on mana salvage. Yeah that is good. But I don't think it justifies, running this over, you know better for mana creature. In my opinion, if you want to do the thing in green, you've got to look for something a bit more reliable. Like Monster Manual. Like. Yeah, it's a bit slow, but it's, But it's hard. It's hard for them to kill, and it doesn't require you getting. It doesn't require a combat stat, right? Blockers cannot interact for that. Even I, I'm not I'm not convinced versus passive and elvish Piper actually and elvish pip that sucks. So and they printed a bunch of better versions of Elvish five for recently, so I just maybe run one of those, maybe live a lesson and wonder. Eureka! You know, I'm not saying it always pans out amazingly, but you felt like the big thing and flag. Yeah. I'm just I'm just concerned this is not going to not work out too much of a time. Yeah, yeah, I would definitely yeah. It falls. It's it's not great at being a cheat effect and it's not great at being a full drop, which probably means it will, which means it's probably not not a great card, which is probably where we are with it. So yeah. Yeah, yeah I do. Yeah I can see that. I, I think that's fair. I would like it a lot more fair at least gave it trample, you know, because then you can just jump blocker and you don't get a trigger. Is it that stuff. I think. Yeah I agree. Yeah. Yeah. They are really trying to get you to sneak it in but I guess yeah you are correct in what you said of like what are we attacking with? Birds of Paradise. Like, how is this not that is honestly the only good one. That's a good fight. Yeah, maybe we just need ten more birds and we'll be bad. No, but like, the one time they don't block that eternal witness and you get the value again. James. Oh, you are gaming, but. Yeah, yeah. Makes it. All right, James, we have another Michelangelo. What do you think of Michelangelo? Weirdness to 11. Yeah, this one's pretty good, actually, I think, Michelangelo weirdness to 11 is a quite grating name to say yes, but as a magic card, it is one. Not for A11 legendary creature. Mutant Ninja Turtle, of course. And when Michelangelo enters, you create a mutagen token. Showing this for first time with Matt Mason. Tokens for artifacts with one untap sacrifice. This token put a plus one plus one counter on a creature. Activate only as a sorcery. Yeah. This is. You know, they introduce these new artifact tokens for you. SAC for a bit of upside. Pretty risk pretty frequently. Now, this is the most recent version. It's fine. It does what it says on the ten. It's pretty simple. No problem with it at all. So, Michelangelo, two out of one. One. Create a message in token. And if you would, if one or more plus one plus one counters would be put on a creature you control that many plus one plus one plus one counters are plus on that instead. So it's a hardened scales as well. It's also very difficult text to read. But you all know what it does. Yeah, I hate that text. There was a card that did it in the last episode, and I like I edited myself out, but like it took me like four takes. I hate the plus one plus one for plus, but, yeah, I'm. I'm good. Yeah. You just, sustained losses three times in a row, and actually, that makes sense. But it's a hardened scale. So you all know what hardened scale stuff. Maybe, Yeah, this is really good, actually, I think for the counter stack. I think I've said before this podcast, I don't think hardened scales is actually good enough. Accounts. The stack because you need all your cards to either be creatures you can put counters on or stuff for pots cancers on creatures. And this is a creature. It does put counters on stuff and you get the hardened scales effect on it. That's great. That's all the boxes you bomb. We already have conclave mantle that does a similar thing, but that is a gold card. It comes in as a two too, so it looks a little bit bigger, you know, without you having to pay that mana. But for the mission token. But for first off, having redundancy is great. Secondly, it might actually be be better to be A11 get the muted and token, I think because even if you just put the counter on this, it's going to be a free three because it has the hardened scales effect. Plus you're going to have other things that trigger off counters. Yeah. I really like this card for the counter stack, but obviously you've got to be fairly committed to that deck if you're just going to crack for me, since I can pop accounts on this and not get many other counters, I have a cost for a game. This kind of works out as free mana for free, free worth of stats and that stock stuff. But yeah, I like it if you're committed to doing the thing, if you're doing the counters deck, or if you have any way of just getting advantage of this, it's not like it. Yeah, yeah, yeah. I think effectively this is a card for a Celestia base deck. Like like yes, it will work in green with things like bristly burl. And so I've got card but I kind of like realistically this is a card that wants the consistent ones from white. The cards that like like Agent Bishop man in like we talked about last week, a card that's consistently putting counters on a creature every turn goes really hard with effects that double them. Yeah. This is a I think this is going to be great for Celestia. Yeah. Very solid card. I'm I'm kind of okay with mutagen tokens. I think it's a, like I think as a whole they're going to be a nice addition. I like the fact that it doesn't feel tied like it's flavorful, I guess, to Ninja Turtles, because that's how they are made in the first place. From my knowledge, from my brief knowledge of Ninja Turtles. But mutagen as a word in magic does feel like it could work in Cimic. Like if we saw that on, I think it would be okay. Yeah, that would totally check out. It say, and I think most sleeves, this shift towards having more than like the last fact tokens, which gives you a marginal effects, is played pretty well because they do just have some amount of cross synergies with tags for cap outs, artifacts, etc., etc.. So yeah, half million tokens. All right. Let's take it over to, to multicolor now. And we're starting with Choker and Razer. Terrible twos. It is a hybrid rectus. Hybrid rectus for A32 legendary creature. Turtle Wolf mutant it has this spell can't be countered. It has menace, and it has. Whenever a player cast a spell, if the amount of mana spent to cast it was less than its manner value, Toka and Razer deals three damage to that player, so I think I know how this card works. If you hear James talking out of nowhere, it's because I got it wrong and I've cut him in. But let's give this a go. So I think this is a decent, aggressive card just off the bat. Above very aggressive creature with menace that can't be counted. It's always nice. The amount of pips is a little is the drawback of this card. Basically, it's it's easily doable in raptors. Trickier in a mono red deck. You're probably not gonna be able to do it in a forest deck. Like it's tricky there if you're not base one of the colors like it's fine in mono black, it's fine in mono red. It's easiest to cast in a rattlesnake to me. Like if this gets into cube, I see this is it's getting into Power Cube. It's in a cube that's running a lot of powerful cards with alternate casting costs or ways of reducing those costs. So like pitch elemental is like grief and fury, like cards with delve, like trigger cruise cards with friction, mana like dismember, or like effects like affinity, like cards like sort monitor or effects that make spells either free or cheap to cast like. So things like dream halls, that's a power to you. That's where those effects generally see play in those type of cubes. I feel that this is like a modern version of a card like Eidolon of the Great Rebels. That's red. Red for a two that whenever a player cast a spell with minor value three or less, it deals to damage to them. The idle line has been generally crapped out of cube. Other more powerful cubes. This having an extra power and menace is a nice addition. It means as a base level, it could actually just get in as a here as a solid, generically good aggressive card. Because what this effectively will do is like where Eidolon had a place is that you didn't effectively it was in the burned version of Red, and it was just, just it's there to just deal an amount of damage. You don't care about the damage you're taking, because all you want to do is deal four or sick to your opponent over the course of a game, and you're good in a powered cube. I it's I don't think it's going to trigger as much as I'd want, but the fact that it can just get in for damage as well as that means it's probably fine if it doesn't get in. It's just generally because that's not what we're doing this red red right now, just it's like red is benefiting off of little like, tokens and getting them thrown at people with a by a broadside, bombardiers or a gut. That's where the power level of red is. It's not really in this type of card. But I do quite like it. Like if you are supporting burn as your red strategy, then I think this is going to be fine. The issue is that make like if you don't have the cards for this to take advantage of, like there's kind of like a cutoff of like like maybe this if this card isn't powerful enough to get in the most powerful cubes, is it going to get in the cube that doesn't have pitch elementals, Treasure Cruise, dismember, that kind of stuff? Like, I think that's that. That's the tricky part of this card. But that's the tricky point with this card, is kind of finding out the where it's going to sit. And what do you think about, token raiser games? Yeah. I can come out of a similar page to you. Fish menace is really nice, aggressive that, that will just get in for damage. And obviously, the more hits you get in with this, the more relevant viability it becomes. Right? If it's hit for six, then they have to take five to cast their pitch elemental. That's, it makes their the free damage. Right? Okay. To cast fair amount much more, much more impactful. Like, But that's just going to be a there's a lot of games where this ability won't matter. Right. What have. Yeah it doesn't put a trigger on the stack. And the big issue for me is for mana cost because you're just not mono red very often like straight mono red. I'm not interested in playing this in most power stacks. Like that red on turn two is just you're just not going to have a mountain trace that achieves fat that consistently. And this falls off really quickly if you don't play on turn to like this just isn't going to be a good play on like ten for so essentially you've kind of got to treat it as an actual vector gold card. And yeah, I just think there are more exciting things you can be doing with your gold card slots. You know, from this guy. Yeah, there's more efficient cards in things like fire, covenant or like Carnage interpreter, or there's more synergistic cards that actually do something with an archetype. This just falls short of neither, I guess. Yeah, exactly. It would be quite funny if you played this with like, Helm of Awakening. That makes all the cards everything cost less, and, they just get lightning bolts off every spell that would be bad. Biphasic. But probably not very good. No, James, that's going to be a miserable commander deck. This is this bug is legendary, or these bugs are legendary. That sounds really fun. Oh, I really want to do that now. I don't think, I think it would be. I'd only get to play a once by one size, so, so maybe it wouldn't do that then. Three together. But it is funny. Yeah, yeah, that's quite a nice interaction. All right, we're moving on to Celestia. James, talk to us about Mickey and Leo. Chaos and order. Yeah, for sure. So, Mickey and Leo first is to Celestia hybrid Manor. So they green, green, white, white or green? White for A22 legendary creature. Mutant Ninja turtle. It says whenever you put a counts on a creature you control, draw a card. This ability triggers only once each turn. Yeah, I like this. I think this is a good pay off of a Celestia account for the stack. As mentioned before, that deck really likes it when it's pay offs. On Cheap Creatures, because you do just need to make sure your creature counts is really high in that deck. It doesn't go in any of the archetypes, really, I don't think like, sure, your incidentally got some cards out of it. If you put it in a normal deck, you'll get some counters. But to really justify including this, you need to be pretty heavily supporting that. Celestia plus one plus one counter theme. But that is a pretty common theme to have in your sentence in your Celestia color power. So there is an obvious name for it. If you're. Yeah, if you're leaning as far as I can. Yoshi, I think this is one one to consider. Yeah, I think it definitely goes in that I think my one concern with it in that deck is, do you think this could be a little 24th card in that it doesn't take it goes in the counters deck, but it's not a creature you want to really put counters on. It doesn't have like first strike or trample. And it's not actually something that's putting counters on something like is like like like I love drawing cards. I'm here for that. But is there a danger that this just isn't doing one of the things you want? It's just giving you value for it. And like in some cubes, we are here for that value, but in more aggressive, efficient ones. Do we just want to play a creature that puts counters on something or something like the, something like the conclave mentor that I, that we mentioned previously. So I get where you're coming from, but I sort of think that if we're getting a card from the counter, it's maybe okay that it didn't go on a creature with a keyword, you know, that really maximizes that because, you know, to a certain extent, just getting the power and toughness is, can be a pay off in of itself. Right? Like you get this big enough, it can attack. And if you're getting cards along the way, you will draw into more and more exciting creatures as as faces, accounts as. Right. Honestly, Mike sometimes just would not want to put the counters on this because you're worried that this is the first creature valve that moves when they find a removal spell. But yeah, I sort of think for, you know what? You've, put your creature, put your counter on a creature with flying or life think or whatever that is better in combat. Or would you rather put a counter on this and draw a card? I think a lot of the time you'd rather have a card right with it. And so it does say on a creature it it doesn't have to go on this. Yeah, yeah, yeah. I'm just saying that when you said this isn't a creature that's super exciting to put counters on, I, I yeah, I think that is mitigated to a certain extent by, by just getting those cards. Okay. But yeah, it is nice to see that this has given a bunch of stuff for some reason. Yeah, we were kind of when we did our recent episode on Things Celestia Can Do. It was with some of these spoilers in mind, and I think there's been a bunch of cool cards from this set that do kind of go into the archetype quite nicely. And yeah, it did. Yeah. If this finds a home there as well, then awesome. And yeah, I'm here for it. All right. Let's talk about our last gold card. Next up we have Bebop and Rocksteady. This is one hybrid gold gallery hybrid go gallery for A75 legendary creature boar rhino mutant it has whenever it attacks or blocks. Sacrifice opponent unless you discard a card. So firstly, this is not a card for every cube. As a beater, we can do better for the manor. Like this is worse than a card like rotting register that's easier to cast is just one black bit. It's A76 though. It's bigger and it and the the downside is it's just not. It is an upkeep. We just got a card. There's no drawback of having to sack a permanent if we don't have a card to discard. So base level I just need to card this better than this. Why are we interested in this? And that's because I'm looking for multiples of these effects. There's an archetype I've been kind of mucking around with in some of my lower powered level cubes that I think is really cool, and that's Power Matters. Like it kind of stems from I built myself a yaddle and maul, Tiny Deck and commander, about a year or two ago, and I really enjoyed it. And there's just about enough stuff to make it works in cubes like juggle and maul. Tony, I think is like six mana, like an 18 something. Effectively, it's a deck where you've just run cheap idiots with downsides with large amounts of power, because there's some cool cards that reward you for having big, powerful cards in play. There's a card like Essence Harvest that's two in a black target player loses, like when you gain X, like where X is the highest power of creatures you control, or a card like, oh, there's a bunch of cards like risk cards, expertise, things that let you draw cards. You go to the highest power of creatures you control. There's a bunch of cool payoffs that are kind of that that, that work very nicely with these kind of cards. So and the issue with that deck is it just needs redundancy. It just needs more versions of this effect. Like it is that, that that deck is in go gallery. So this fits in that perfectly. It is nation is not one. For every cube is something that once I'm a bit more a bit more tried and tested on it, I will do an episode. Well, I'll talk to James about doing an episode on it and like in that deck, I am not saying that this is even the best version. This is actually probably like the third or fourth best version, but it just needs more like seven powered creatures for three mana. And this is another one like it's 100% for slower cubes where you have the ability to do an engine and put some cool stuff together. I'm aware that it could also be there's a world where it should just have stayed in commander, but I do think it's cool, and I do think there's something there. And this is kind of like a the first chance I've actually got to talk about it. So yeah, I think it could be cool. Outside of that, I don't think this card will see play, but let me know what I what you think, James. Yeah. How matters sounds really cool. Yeah. I mean, this does a lot of the things that Viking that so does. Right. It is worse if you're only if, you know, if you're always just got a card. But it's nice. This gives you the choice, right? You, you know, if you have this later on, you can. And you want to keep your card in hand. You can just sack land. You can sack, a token that doesn't matter anymore. Plus, you know, maybe this fits into some decks for, like, the sacrifice, permanence, you know, so maybe has a little bit more range in terms of the decks. It goes in. The last thing that you saw, even though. Yes, that that found that lower toughness does matter a lot. Secret aristocrat card. Yeah. You, you know, could do some work, fam. Yeah. But having said that, the difference between 5 and 6 toughness actually is really important because it make and make space. So these are easier to double bluff, a lot easier to deal with in combat. Yeah. No power matters. Sounds really cool. Yeah. I wouldn't be just playing this in as, like a generic beat down the drop. Yes, it's a lot of stats, but you you really have to be doing something to mitigate that downside. Yeah. No. Definitely. Yeah. Yeah yeah I do I think there's something cool we can do with these cards but yeah. Yeah it just needs a little bit more time in the oven. Yeah. Sounds sick. I look forward to seeing an active scene. All right. But talking of big idiots, James, Jesus, this is a big lad. Oh, it's two big lads. Talk to us about Krang ult from warlord. Yeah. Sick Fang is nine generic mana for A99 legendary artifact creature. Which from robot. So much beef on this card. Yeah, so much beef. So many keywords as well. It has, flying, trample, indestructible and taste. And it says other artifact creatures you control have flying trample indestructible and haste. That's not so scary. A scary set of abilities is a scary amount of stats. But for nine mana, you really need something more than just a big beta. Indestructible is nice, but this. I think people sort of overestimate in their mind how invulnerable indestructible makes you from them. Evil. Like nice cubes. You just have a lot of bounce, a lot of. Thanks, Alvin. Beautiful. Those are going to be phenomenal against this card. The the biggest issue for me is that it's just not actually that good at stabilizing you. Like, generally, if you're playing a nine mana creature and play, you've given up a lot to do that right, and center for where your deck is built. Whether that be, you know, cheating and playing something like a Tenko or just, I just trying to get to Nine Manor and Caster. Sorry. Valley needs to pull you back from behind. You know, you need to sort of be thinking about it with the assumption that you're going to be behind on board when this when this is for battlefield. And it's kind of just a big dude, right. Like even if I gave it vigilance, I think that would be a really big upgrade, because I can just imagine a lot of scenarios where you play this and show it has haste and find all these great keywords for you. Actually, you just need to keep it back and block, you know, because you're dying too quickly. So yeah, I think vigilance would have been pretty nice, but, really, I'm looking more looking for a bit more from a nine mana card. Yeah, I agree it. If it falls into the trap of it's like technically better than beating down your opponent than something like a triplicate Titan, but it just doesn't go in other decks. Like, yes, if you reanimate this in the then you can beat your opponent with it. But like it doesn't go in the Flash or Sneak attack deck either. Who doesn't do stuff when it dies? Like it? It actually just reminds me more of a card like Inkwell Leviathan actually, that's like the very expensive, seven blue. Blue for, like, an island walk. Shroud the like, but weave powerful keeps it. Just move past that. Like like like that is just a big thing that your opponent can't interact with. And in Powered Cube, they're probably playing blue anyway. So it just gets there and that kind of thing. But like yeah, we in most cubes we are past the point of just playing big idiots. Like they need to do something else and this is a very big idiot. But like we're just not wanting those types of cards anymore. Yeah for sure. I agree with that. It makes me a bit sad for Inkwell at five and isn't good anymore, because I really likes that card. But you're absolutely right. My card is very washed, and, this one doesn't have the impeccable vibes of being qualified, and and also isn't very good. So, very not tons going for it in my mind, although it does have a sort of little, a little dude living in his stomach, by the looks of it. So that's Crown. Maybe that's maybe that's good. Fin. It's Black Fang, I don't know. Yeah, yeah, that's the thing I like to do. And I have never seen any of these. I have not seen this show. So, I could not tell you I have base knowledge, I haven't. It's one of those ones where. Okay, both of you have, this have a big robot that is not crying. Crying is for little, No, it's squishy guy in his stomach. Yeah, yeah, I think Krang is the squishy guy in the stomach, but the big lad is a big lad. I think he kind of. He is independent. I don't think it's. This is like how last episode where I said I like. It's also a Men in Black crossover. I'm just going to stop talking because I don't know. Yeah, yeah, yeah. Please, please can access, we feel turtle lore in the comments if. All right, let's keep it going. Next up we have I think a card is probably going to see a fair bit of play. And it is skateboard. It is one generic mana for a artifact equipment it has. When this equipment enters tap target permanent, it has a quick creature guess plus one plus zero. And has haste and has equip for a single mana. Yeah, I think this is going to see a fair bit of play like Cheap haste equipment does have this history of going into cubes in the past. Like previously. It'd be a way of like basically it was. It's a way of getting, Gristle brand in for damage. The turn it comes into play. That's where traditionally we saw these type of hasty cards get, get in that. Then there was a period where that wasn't enough and they kind of fell out of favor. What really got them back into favor is, was the printing of a card like lava spur boots, which is effectively this very similar to this card? Primarily because it comes down earlier than a card like Lightning Greaves and effectively because it's one manner same as this. You can find it with as a saga, so that just all go interaction is is definitely a nice extra level of play pattern, like if you're playing as a saga, which of course we're playing as a saga because we like artifacts, we need a target for it being able to attack with our contract tokens straight away. We like that. That's good. But where a lot of our boots has kind of got a bit more traction over the last year. And again, there's a reason why it has seen play is because it also interacts nicely with a card. Like not, I do, not I do the menace of many formats. I'm not going to read, nor do but like with saga and nor do I probably the reason why this roll has got more popular. And now with skateboard, we have an additional version of that effect, and it takes a lot of the same boxes. You can find it off if as a saga, it triggers nada if you equip it. And then you can and you can also give a beta haste with it. That's nice lot. Spare boots. The kind of trade off is love. So boots gave the creature Ward one. Which is fine, but not massive. It's annoying, but they will still pay the money to kill your big thing. With this, we can now remove a blocker from combat by tapping down a creature when it enters. Or if we are doing the nada, nada thing, we can tap a creature that we control and that will count as triggering. Nada. We don't actually have to pay the mana for it to kind of get the ball rolling. This is probably just going to be a straight swap for lava spare boots in a lot of cubes. There isn't really the room for like two of these effects, if I'm honest. It may be in a 720, then we might be getting to if we're doing both nada and as a saga. And we wanted to haste effect. So this the ability to remove a blocker like and trigger an order just seems like, an upside over Ward one. The main reason the main drawback to this card is it's called skateboard. Radical. Jane's thoughts on skateboard. Yeah, thoughts on the sky. But, Yeah. Now I have to agree. This is this is, I think, just passive and boots fairly, like, especially if you're doing the saga sequence fight that sequence of, and of your turn. Make a construct, untap, make a construct, get a skateboard. Top down your block. I'm equip my constructs as. Hey, I'm swinging for tons of damage just off my land. That's fairly powerful. But having said that, it's it's kind of a hard card to get excited about, right? Like, it's, a will see play in tons of cubes because it's an upgrade on an existing card for CS play. But the upgrade isn't a super big one I like. It's mostly this does the same thing as boots, but it has a little bit of upside. If you're going off pal level that that is a swap you probably should make. But it's not a super high impact upgrade. You know, they're mostly doing the same thing. Yeah, I agree, and I guess it does come down to what flavor do you like in your Magic The Gathering set, Cowboys or Ninja Turtles? That's kind of where we are with it. Yes, for sure. And, take your favorite. All right, James, our last card of the day. Take it away with the ooze. Yeah, that's an interesting one. So the ooze is two generic mana for a legendary artifact. It says whenever a creature you control with a plus one plus one counter on it leaves the battlefield, creates a mutagen token for each plus one plus one count for that submission token being that tap pay one, it put a plus one plus one counter on target creature activate only a sorcery. And in addition to that, you can tap to exile a card from a graveyard and create a mission token. This is interesting and it puts a lot of game objects into play, which is something we like. If we just have a having a lot of artifacts on the battlefield, this is going to achieve that pretty nicely. I'm sure there's some uses you can tell us about some of the, of the trigger, the bell to get a shin token when a creature of, plus one plus one counts when it dies. Maybe you know something. We've not found Ravager. You could do some stuff. There is also some, like, interesting if pretty niche combo potential here and there. Oh. Let's go okay. Yeah yeah yeah. So basically you just need. I was thinking about this. Some of the wild came because, where. So. But I think what you need, right, is there's a few creatures which already see some good amount of cute play, which, will let the mutagen token come with a creature. So things like secret hanger automaton, is a card. We're both pretty high on that sphere. Three man artifact creature. When you create an artifact token, you also get A11 factor. Also classifying the, green squirrel. Dude, when you make tokens, you also get squirrels. So if you have one on face facts, plus you get a, then when you create your mission token, you're going to get a, a one on one with it. Right? You can then pay a mana, put the counter on the mutant token. And then if you have your scout that you can, sack that and you get another mission token, another one one. So in that whole loop fight, we're down one mana. So we all we need is for our sack outlet to give us a mana, and then we're going infinite. Right? So if it's, something like, say, faction altar or whatever, then where, mana neutral for that sequence. We're getting infinity to be something a death, but yada yada. If we have something like an astronaut salto where you can sack a creature to create two mana, then we're also getting infinite mana. For waifu, also works for something like Kashi. If it's for if it's for strike out or some sort of mix, then the the token we're getting is, not facts. It's a fact. So we've, we're going, we're going plus one manner on each loop. So we've, it's an infinite combo if you're okay, which is kind of cool. Listen to that. Like free card combos. They don't just kill on the spot, like, so this puts them in the, you know, certainly not for high power level cubes, but I think it's interesting to have some combo stuff and low power level cubes too. And, and I'm not saying like, you should go out and put all of these cards in your cube because they printed these. But if but I think most face cards are like exist in some cubes already, right? So, if if you're already running those cards, I think this is worth looking at. No, that's really cool. I that's a lot more better than the notes I had for this. No, no. Yeah. Yeah, there have been combo stuff for this. I do like in that, that definitely makes it more interesting. Where I was coming at it more was just like the the fair use for this because like there is room for incident or graveyard hating cubes if it's just not pure sideboard, like we're not really running like most, most cubes don't have room for like Bazooka Borg or like, like the what's the, is it rest in peace? Is that the one that just let the nurse or graveyards off the board? Yes. Yeah. Yeah, yeah. Like like we just don't really have the room for those in cubes where. But, like, recently, like, I've enjoyed, like, I kind of like unlicensed this kind of like, it's a, it's a way of removing cards from a graveyard. But then it does something else as well. Unlicensed Hurst can become a beta. And this the fair use of this is it's a sideboard card that any that can run against the Re-Animator. Graveyard value deck. But it can also get into those, plus those on counter decks if you're running that as well. So that's kind of the for me, the fair use of this card is if you're doing the counter strategy and you just and you're looking for a effect in on an artifact that that can go in any deck, that can be a sideboard hate card or the, it's a it's like reanimate is too strong and you keep something like that. But yeah. Yeah, I do also say in the this will spit out a lot of artifacts in the right deck as well. And like, this isn't the most academy like training academy card. But with anything like this, it is worth mentioning just because lots of artifacts make lots of mana very easily. So. Yeah. Oh god yeah, for sure I yeah, I think when you're sideboard cards have some outs to actually be played in the main deck and do something cool. That's a nice place to be, right. Like again, for the soul culture. That is kind of a poster child for this, right? Like half the time that's played, it's just getting run out of the sideboard on the Re-Animator deck, which is fine. But some of the time you have a quest of a, you saw something very powerful trace abilities, and you actually have a very cool belt around, which is way better than just playing in a, you know, valid crypt Genesis or whatever. Yeah. And I definitely I would agree with that. All right. That brings us to the end of the episode. Before we get you out of here, we just have a quick chat on some of the cards that we're thinking of testing. I'll go first because I didn't write it in the show notes. I want to give James a moment to prepare. I'll start with a card that I think we're both quite high on. Agent Bishop, man in black. It's the card we discussed last week. The, white creature that puts two counters on up to two target creatures. I think that one's just going to be pretty solid. It goes in. I don't want to say every two, but if you saw it in any cube of a decent power level, I don't think you'd really bat an eyelid. The other ones for me that I'm quite hot on are, like more for some of my more slower cubes. Like, I, I quite like Ninja Teen from last week. That's the one that me that, I have promised I will kill James with. I will find the cube environment. It's the class that is a bad, blood artist. But then it can give you a whole board menace and then give you a whole board snake as you level it up. I think that one's quite cool. And then, if I'm honest, from this week, yeah. Like the counter stuff I think is fun, but I'm going to put Raphael, the knight watcher in a bunch of cubes because I think it's cool. The one that, snakes and gives attacking creatures. You can you can draw a double strike. I think that's just going to lead to cool stories and story. Equity is important in cubes. And that's what I'm here for. James, how about yourself? Is there any other cards you wanted to touch on that? Kind of like you're thinking of testing in any of the cubes, any of the cubes. You have to get the. Yeah, there's a bunch of pretty interesting cards in the set. I think the point for most powerful is for, Super Shredder for, menace guy that gets bigger when, when and it whenever any permanent leaves battlefield. I think that cards face pushed I think cool that rude is an interesting build around for the, for the discard massive stack. The ooze I would consider because I do have a lot of face cards that should work, but they said a joke about the cube thing. Yeah, I could look at that. The answer at the end of it is probably for me personally, none of them. And and not because. And now good cards have I not interesting cards. Like for me this sat like the and the vibes are like not quite my thing and you know building cubes is a reflection of how many cards you like and cards you want to play with as well as, as well as just cards you think are good for AI and, you know, not trying to like, hate on like I've, I have lots of people. I do enjoy this set. For me for cards. Don't like, make me want to go out and buy them and put them in cubes particularly. So, I'm probably skipping quite a lot of them that I might test otherwise. But, you know, again, that is just something. And, I think for, for a lot of people, there will be some very interesting cards in this up. Yeah, definitely. I think that sentiment is reflected in some of the comments from our first episode on the YouTube version. Some people were saying similar things. I do see it. I, I don't disagree in terms of like one of the best things about cube is that we don't have to run all the cards. We can tailor it. And also, I do feel that they're kind of they there are some very cool cards in this. Like like so there's cool designs in this set from a flavor point of view. Again, that's entirely up to whoever's listening to make a decision. If you like the flavor or you don't like the flavor, or if it doesn't matter. I think for me, there's there's enough cool cards that I kind of will test because I think they're cool. And I can kind of from my end, I can kind of get over it a lot. For me, it's not as much of a big a drawback in some of my cubes. But what's nice, I will say, is that there's no one ring. It doesn't feel like there's like an orchestra brewmaster. There's going to be a slam dunk, like like you have to like if you're building the most powerful cube, you have to run these cards. Everything we've we've touched on has been a conversation, at least. Yes, for sure. For sure. There's no there's nothing like that. And like, you know, the other side of this is that there'll be a bunch of people who want to try these cards because of the awesome vibes of the set, like it's, it gets by far, it's like. But yeah, it's, it's very much just something that like, is a personal preference thing, you know, and, I think we'll have. Yeah. Say opinions all across the scale. That. No. Completely agree. All right. That's going to do it for our episode. And that's going to bring an end to our set review. James. Pleasure. Yeah. Yeah I yeah, cool cards and a good conversation. I think. Yeah, yeah. Oh it's a pleasure. Oh I should have said radical cards. Is that what they say? It's been a hot minute. Yeah, yeah, yeah. If you say so. Absolutely. It's a bond to make yourself laugh. All right. That's as I do. Make sure you like, share, subscribe, leave a podcast. If either of you give us a thumbs up. All that good stuff greatly helps us out. Until next week, it's goodbye from me. And it's goodbye from James. And we'll see you all soon. And goodbye.