Powerful Nothing

Secrets of Strixhaven | Cube Set Review | Part Two- #90

Too Sweet MTG Season 1 Episode 90

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0:00 | 1:25:50

In the this episode of Powerful Nothing, we're back with Part Two of our Cube Set Review, Secrets of Strixhaven. In this episode we cover all the goodness from Green, Multicoloured and Lands.

Timecodes:
4:36 - Green
34:54 - Multicoloured
1:14:44 - Lands
1:20:21 - Final Thoughts

Card Gallery: https://moxfield.com/decks/60g5tFTnM0GZAkjlLou4gQ

Video Version: https://youtu.be/B3mZh2hUBTs

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

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Hello everyone. Welcome back to Powerful Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, and as always, I'm joined by James. James. How are you doing? Yeah, I'm pretty good. I'm pretty good. So at times recording the new set has been up on arena for like an hour, and arena is not even open on my laptop, which is a measure of dedication to this podcast, so you'll better appreciate it. Still, listen not you're doing so good, James. I'm very proud of you. Yeah. That's right. Today is part two of our cube set review for The Secrets of Strix Haven. Last week we covered white, blue, black, and red. A link down to that will be down in the show notes below. This week we are covering green, multicolored, and a land. Also down in the show notes. There will be a link to the card gallery if you want to see the cards that we're talking about, and also a link to the video version. If you want to watch it on YouTube while you there, please, please consider giving the podcast a five star review. A thumbs up, all that good stuff. Before we get into the episode today, probably worth mentioning. We've actually played with some of the cards now. Because obviously last weekend at time of recording was prerelease. I had a lot of fun with mine. But, James, let's start with you. How was your prerelease and what do you think of the set? Yeah, I did, I had a great time. It seems a lot of fun, actually. Some very synergistic, guilt. There's a lot of the decks I played against seem to have some really good synergies going on as well. Obviously prerelease, not ready for the seeded booster thing. So you get one booster, which is one of exclusive cards in a specific guild. I got this memory that this stuff all seems great. These spell synergies really seem to work. I played against some really good, good convex sac, a good silver quill deck. Seems fairly sweet. It seems like the mechanics are well supported, but without being too linear. Yeah. I'm excited to play more of it. Nice. Yeah, yeah, I really like the set as well. I went to one with a perfectly serviceable low deck. We made the, not mistake, but we arrived five minutes after the start time. So the only boost, the only pack available to me was the Boris one. My deck was cool. It was very much a curve out. Try and kill them. The best card in my pool by far. It was when we touched on last week. It's a white card called Antiquities on the loose one white white sorcery. Create two red and white spirit creature tokens. If the spell was cast from anyone other than your hand but a counter on each spirit you control, and it has flash back for for white white. The games I drew this I won the games I didn't draw this, I lost, my final round opponent had a bit of a not so deck though. James, I got crackle with power for 20. That sounds great, Yeah, yeah. He had another artifact that basically doubled up all his manor, for instance. Sorceries. It's like a three. Yeah, I know, I've got the double double your magnificent sorceries. And then. Yeah, out of nowhere, like 20 maybe. So that was fun. That was very. It was a cool deck, to be fair. Yeah, it was very cool. If you're going to lose, lose to 20 damage. Yeah. Yeah. No, there are some very powerful expensive spells in the set. I think they they all seem very accessible. There's a lot of ways to make treasure, a lot of ways to generate a lot of mana. I was playing, I had for, Prisma v Dragon. Like seven mana. Seven seven flier. Maybe that's not relevant. It says all of your instances associates have storm and say if you're on top of it in a physical attack, you really should win the game. I did a lot of, like, deal three to you, 18 six times and beating the dice that they were normally dead to being attacked by A77 fire. But of course you got to try and do that with, with spells. Right? Yeah. My first round opponent had, had the conduit. I'm assuming it's just got conduits. The dragon that gives all your instant sorceries cascade. I was very fortunate that they hit two counter spells off of that. And not them. The other vast array of good incident sources in their deck. But. Yeah. Yeah, yeah. So that was a lot of fun. Looking forward to getting my hands on some of these cards and testing them out properly in cube. I think that's probably a good place for us to kick off with the set review. James, we're starting with green today. Talk. Take it away with ambitious augmenter. Yeah. So ambitious. Augmenter is a single green for one. One with increment. So increment. I don't think we met last in that. Now I think I have a few. I think this is the last of our new mechanics. Yeah. So increment says hold me to that. But increment says whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, but a plus one plus one count on this creature. So in this case, for creatures one one, if you cast a two mana spell, you'll get a counter on it is power and toughness will then be two. So you need to cast a free mana spell, get another counter, and so on and so forth. So one minor one one increment already. Pretty solid, I think. And it also says when this creature dies, if it had one or more counters on it creates A00 green and blue fractal creature token. Then put this creatures counters on that token. So it's going to die into a token that is one smaller than the creature was, right? So if you just kill it, it's A11, you got zero zero fractal, it goes away. If this gets up to being, say, a four fall, you'll get a specific battle. This is pretty powerful. I think, we've seen cards like experiment one or Pelt Collector, that sort of glowing green one dropped be Pretty good and cube in the past, but these all have the limitation of I only trigger off casting off playing features. This triggers off any spells, so this is a much more flexible little glowing fat. Unless see like not the sort of thing we see in green that often say quite a nice little bite. Nice little aggressive. One chop for green dex. It's it. You could theoretically put it in a more self aristocrat SeaTac, but really, the issue varies by if you stack it straight away, you get the zero zero. So you can only you only get one sacrifice trigger out of that. It's probably fine. VAX. It will grow by just casting your spells, but I think probably it's best home is maybe a sort of. Timer that green something like that tempo aggressive that this seems quite powerful. And that reminds me. Yeah, I quite like this card. Like, we've touched on, like, the Miracle-Gro archetype a little bit last week when we talked about Molten Core maestro, that's the red one that when he calls and it's sorts. So you put a counter on it. This is kind of in that similar sort of vein. I think that's what James was mentioning when he kind of touched on the the team attack. It's kind of like green creatures that grow, a bit of burn, a bit of card draw, counter magic, in there as well. Like, like I'm a big fan of the Miracle-Gro work. I type it as a deck. It's definitely struggled in more higher power level cubes. All all but I mean more the cut the cards that were good in it like time ago have kind of been power crept out. So if we're getting more cards like the maestro and like ambitious and maybe they could make a comeback, I think this card is cool. Like, like like I got his lower power level cubes, for the time being, but, increment, I do think is it is a cool mechanic. Like it gets better with spells where you can control how much money you're spending on it. I generally found, that prerelease like, like, like one of my bonus did really like curve out like that, an increment thing and then played a two drop, a three drop and a four drop or less spells. And like that won't be every environment, but it's just worth noting it does get better with those. Yeah, for sure. It's slightly different from some of you have Miracle-Gro creatures, right? In that you have to be casting bigger spells like, yeah, for a lot of the traditional Miracle-Gro builds, you're like trying to cast lots of spells to grow your creatures. That means you're maxing out on cheap spells, right? Which doesn't work valiantly with this. I think this is more of just an aggressive green card actually. Right. Like yeah probably I it yeah. Nice green deck. So you have this on turn one. That will be a 50 very quickly. And then like you spend one man on a free fever dies into a tissue. Like that's just any kind of like you don't I think have to do too much work. I think any green deck for once to curve out is just get a quite like this. Yeah, yeah. You're right. Yeah, yeah, yeah. I don't think you need to play this in a bunch of up to this. Just play this player to drop the attacks. Player three drop the attacks and kind of then go up the curve that way. So yeah. Yeah. Okay. Yeah I can say that it does have a downside for you know it's a bad top deck late high. But it's a one man a creature ball. You can only expect that so much. Exactly. Like like if it was going in a cube it would be like the only other one we really want. What, like they're going to be manor dorks or like hex drinker? Maybe. But that's just a really good Modern Horizons card, so it's hard to compare it to that. Yeah, sure. Think of a fable I guess. Kind of counts them there. We go. That one slaps. Yes. Yeah. But yeah, the thing vine always has, right. Is do you want the aggressive ones off or do you want the mana dock. And that's obviously going to vary like tax attack. Yeah definitely I, I feel we're in like in the high powered level games we are in kind of a inflection point where because green isn't so much about it's not so much about like casting eight drops, but it is still about casting three and four drops ahead of curve. So that's kind of we're still running a bunch of money talks, but I think it is generally less than it was. Like, we're not like as deep with them as it was a few years ago. So so so so there might still be some runes for some more aggressive creatures to kind of get in there and start pushing the deck in different directions. Yeah for sure. Like I still really like The Hierarchs and The Birds of Paradise once they're dogs and fix you. And in the powerful cubes, because getting those good three and four jobs out early is is fairly strong. But your green Texarkana want to be a lot of colors most of the time. And so I'm a lot lower on like elvish mystics than I used to be. So it's possible you could run one fewer of that sort of effects and try something like this instead. No, I think that's an yeah, for me. I like the decks I'm enjoying in my green. Next Dex. Some are more beating down either with like a size cat club or like, and assignment monstrosity, something like that. So yeah. So yeah, definitely room to do some different things that I think. But let's keep it rolling. We have the green emeritus up next. This is emeritus of abundance. It is two in a green tree. Three for creature, elf, druid with vigilance. And this creature end is prepared when this creature attacks. If you control eight or more lands, this creature becomes prepared as per last week. The all these prepared creatures they can cast a spell. The spell on this emeritus is regrowth one and a green return. Talk a creature card from your graveyard to your hand. I think this is a fairly good one. The potential of a repeatable regrowth is really nice and like, because we don't generally run bad cards and cube, being able to repeatedly get a card back is going to be good. Like you, you're going to have a real card to get back quite easily with this. The thing with this card is it's not like it's not truly repeatable, like having having to get eight lands and then be able to attack with this creature. And it also has to survive combat because because regrowth is a sorcery. Like those are hoops to get through. Like, like if you have a busted spell in your graveyard, your opponent will try and trade off with this quite aggressively if they can. If you have that time, walk in the graveyard. It's not going to be a freebie. You're going to have to get through the combat damage and and hope it survives. Like the fact the body on this is quite nice is is a base level three amount of three four with veterans is good. We like that. Like I think I've been running central of the Nameless City and this does seem better than that. But in terms of power level, where this ends up, my gut is this doesn't end up in the highest power level cubes. Like, I think people will test it because people love a regrowth. But just because those cubes want officious, efficient spells, they can just run regrowth already. And or they can run a card like Tamriel Collector of Tales, which has a regal which is a planeswalker with a regrowth attached to it, like I quite like this enclosing cubes where they are a bit slower, where you have time to build the engine and want to get a card back. Like like I don't think this is in a cube where time walk is the return spell. I don't think it's powerful enough, but I in in my head I love it in a cube where something like time warp, like the five manor version, or time or tempo or manipulation is our extra turn spell in those kind of environments. I think this card will be a lot better. Yeah for sure. I think it's tough to get to the V8 lands and have a real attack. But it is just a solid value feature. The stats are really good. The stats also sort of compliment viability quite well. They it's a slow card advantage eviction spell, and they've given you nice defensive stats that block well with it. I quite like that. The attacking thing. Yeah. Like most games it won't come up, but I do kind of have to respect it, especially with if you have any sort of time warp time warp effects in your deck. Because if you ever have a spot where you have a time warp in the manor and they can't kill this in combat, they they do just lose fight because it's like you've assembled vault key fight. Like once you can do that, once you can do it every turn for the rest of the game. So there's like maybe something there, but most of the time this is a dude for blocks. Well, gets you an and a key spell back. You can also flicker this right. It's like it's not as efficient as just flickering something like a turtle wetness because you obviously have to cast for regrowth each time. But this has way better stats than a turn on. But so it's maybe a trade off you could be interested in. Again, as with all of these creatures like the Displacer Chasm combo as well, that's adjacent. Yeah, yeah, yeah, that's the knight with Knight flying. We talked about that a bit last. We didn't we? Yeah. I hope everyone bought their displacer kittens. Or you were warned we gave you. Do we have sufficient reach to spike for price of display sickness in my. My guess is no, but we'll find out. I guess, yeah. No, I think mostly this is about casting your one week life blocking while keeping you alive. Maybe you flicker it later. No, it does seem like a fun one. Like, Yeah, yeah, I think they will. We'll test this card quite a lot. But yeah, I think it will find a place in a bunch of games. As long as it's not. It's not super expensive. Again, we're in between that window of prerelease and release and it's about $5. So that seems like the perfect kind of level for like a more budget or a budget, more entry level cube. It's not going to be something stupid, probably like the black one I'm assuming is, but let's keep it going. James, talk to us about environmental scientist. This seems like a pretty nice uncommon. Yeah. For sure. This construct fan, it's absolutely insane. It's something that, of all the busted cars we've caught in the last few years, this is the one where I'm like, the power creep is real. You know? They did it. They broke it. It took it took three modern horizons. It took. Yeah, multiple trips to New York City, but no, it's environmental as well, with all the anticipation. Then. James, please read it. I will read environmental scientist as one agreed for two sets of history. Trances may search a library for a basic land card, reveal it, put it into your hand and then shuffle. Civic Wayfinder was already good, man. We love, love, love a civic. We find that this is just a whole my last absolutely outrageous. And uncommon as well. I think people are going to underrate how how good this effects is is my prediction like the difference. So normally we get this sort of, two men agreeing for each of the paces itself is A11 is 116. Oh yeah. Elvish version. We got the say to we find, all this stuff always a one. One we don't even normally get the searching for basic land for fixes. You, putting that up to two to like, two twos. Do you just trade with real cards and, like, a lot of games? Yeah. Getting, fixing, replacing itself on top of that, it's cards. Really powerful. It's just going to make your, all your green decks so much more consistent. Having one of these, like even your two color green decks look, well, the love to have one of these. But if you're playing three plus colors, this is going to be great because it gives you that fixing it gives you card vantage, but without, without falling behind on board. All for just two mana. It's, it's, I think for like Peasant Cube. It's an absolute also includes probably going to be like a pretty high pick. And probably even like most mid power level cubes, I think get a really like this card as well. Probably doesn't make it in Power Cube, but I don't think it's even outrageous to just try it. You know? No, I agree, I think it's a very similar card, like it is effectively two mana for two to that that draws you a card like I know, I know it's only 26, but that's still good. Like I, I like this card like like yeah. I think this will like we mentioned, we touched on flicker a lot in the last set, and we mentioned it with the amount it's worth mentioning again with environmental scientist. It is a card that likes to be flickered. I know flicker is generally resource, but if you're splashing into a third color, it's often green for cards like this. Yeah. I don't have to. I don't have to. I don't have too much more to say. I think. I think it's a very nice card. The only thing I would say is I personally, I personally wouldn't be cutting, like cards, like, say, to Wayfinder specifically for this. I find room somewhere else just purely because sight away find is and such they have that they're the ones that mail you some cards, then you can get a land back. Those are quite good if you're doing graveyard stuff. That's the one downside to this card is that it's it's generically quite good, but it's not like synergistically good, where that's kind of like the one angle that that the say two wayfinder has on it. But then that's only for cubes who are doing specifically some kind of graveyard stealth thing in their green salad decks. If you're not doing that, then I think, yeah, I just strict upgrade probably is a fair way to say yeah. Because for fixing so nice, right? Like say to wait find doesn't really fix you. Like, sure you might get lucky and hit your splash color that you know that likely to. Yeah. Gotta go. Right? Yeah, yeah, definitely another one to add to list to test. Let's keep it going. Let's talk about pet rescuer next. This card is two in a green for A22 creature Dryad Druid. It has at the beginning of each upkeep. If you don't control a pest creature token trait A11 black and green pet creature token with. When this token dies, you gain one life and also has the ability. If you would gain life, you gain that much life plus one instead. So this is a cool little card like it's very reminiscent. And it kind of feels like, kind of feels like a color shifted. Sophia mansour. Definitely not as good as Sophia mansour. The death touch on the snake that that makes like amount. Mansour makes A11 snake with death touch. And that really does a great job at holding down the board while also making you fodder in your black aristocrat deck. And this is green, which isn't traditionally the go to color for aristocrats, but it is something that that's getting better. Like, as a third color in an aristocrat deck. I think green is really solid. And while the pests don't have death touch, they do gain new life, which is going to do a solid job of the O3 amount of thing of holding down the board and stabilizing you against that aggro deck. Like it's not going to trade off with that six six because doesn't have death touch, but it will keep you alive while you while you further your game plan. And that is quite nice. The life gain aspect of this card is interesting as well. Like it's traditionally, again, not something that green really does. Like the life game. Like one thing that its haven generally does is it turns color archetypes and color pairs like upside down. Like we don't generally see that much. Life gains a support in green. There is some stuff there, but if you were doing it, my gut is that it would be what your soul Lesniak section is doing. Like like like the payoffs generally for life gain are in white. That being said, there is some stuff that might that might be there with food, like gaining an extra life of all your food. It's not nothing. It's a cool card. I want to mention it because I feel Mansour was a staple in cubes for such a long time. We're getting effectively a card that reminds us of that, so I thought it was worth mentioning, but, James, what do you think about pet rescue? Yeah, it's an interesting card. I very much misread it at first because all the other pests in this set, when this pass, when it attacks, it gains for life. And this is the old version where gains are on death. Yeah. This is from the commander product. So I guess I guess they changed a little bit. Yeah, I say, if that's in the draft set, that is going to be very confusing. Yeah. No, I think this card is not weak, but it's I think you kind of need to care about the life gain like that, that bonus game tax, you know, because if you're just in it for creating tokens to sacrifice, I think there's just more efficient ways of doing that. But, yeah. So I think you've got to care about that. Gaining extra life like you have other life gain stuff going on outside of just this card. But it's not a bad card. You know, you get you're getting to you're getting to life back every time you jump. So if your opponent's plan is to attack you on the ground, this is going to do a pretty good job at stopping them. But yeah, not not the sort of stone for a few months. First, by any means. Yeah, seems fun, but yeah, yeah, I think it does have a ceiling. Just just with that being said, this next one is a little bit bigger. James, talk to us about Vast Lands scavenger hunt. Sure is. That's one scavenger is one green. Green for for for creature. Bad druid. It has death touch. And this creature enters prepared and the attach spell is bind to life scent instant that says mill seven cards. Then put a creature card from among them onto the battlefield for a four for death. Touch is a very nice starting point. It's actually quite big. Yeah, yeah, yeah, they're like, yeah. Everything we're going to say about this card is caveated by the fact as a reminder for, for. Yeah. Doesn't really need for death touch. It was already killing all this stuff but that's just showing off at this point. Yeah. But the, you know for for death that beats down. Great. But it also blocks great. And if you are looking into a bit of a longer game, the spell is not very nice place to put five mana. I don't think this is really a card where with that likely to be, you know, trying to cheat some tangible creature into play. I think this is more just we're a creature dance deck. We've got a few. We've got some very high impact creatures that I'd want to have some, like good fallen five mana creatures in my deck. And that's a great place to put five mana. And you're kind of getting it for three, right? Yeah. You wouldn't, you wouldn't want to be, like, super loca. But I think, yeah, you don't need to be trying to abuse that, that part of the cards. I think this is just a very good rate creature. It gives you a very nice, menacing nature on. Yeah, I'd agree this does feel like the type of card that. Yeah, it's while you might while you may, like draw it up in your head that the you cheating your age with this relatively you're you're going to cheat in your second or the next in line of the costed green betas. And that's how you're winning and that's probably fine. I think we talk about one of these in every set. Now, there is always a green creature that in some way can cheat something into play. I think I like this more than some of the other ones we've seen recently. Just because it's a bit easier, it's lower on the curve. Then like we talked about like Michelangelo improviser. That was that was the sneak one in the last set. There's that. This is in the card file of green read that cheats something into play. But just the fact that yeah, it's it's a three mana for four with all upside. That's, that means in any kind of like budget mid powered cube. This is a good card. I could see them testing this in high up out of a cubes, and it will probably still be fine because it will just kill people by itself. And then when you like, like like you and the green deck, you're not likely to have an excessive manner at some point in the game. Spend five manor puts get another threat. It's not that hard to do. Yeah, for sure I'll say that. Like interesting in a graveyard dark fate as well. Like we just mill seven cards is a lot of cards. Yeah, exactly. Like like like and in my cube, most of the aggressive creatures are kind of graveyard. All they care about in some ways, obviously. And Mikey, we have been drawing, but like, we also have things like ursine monstrosity like even like simian simulacrum. I'm looking at that card that's got on Earth, like there's plenty of like graveyard body stuff. So, so so yeah. Me personally, yeah, I do like the it's not a graveyard matters card like, but it will go in that deck and it will feel quite nice. So definitely a plus point for me. Yeah for sure. You will also probably lose some games because you mailed seven cards in the game. 111, but you can live with that tight. All right, let's keep it going. We have our last green card for the day and there's definitely a world where they considered this to be the green America. But let's read it out anyway. You have in Maya Bloom, sage is two and a green for A22 creature. Draw a druid with. At the beginning of your end step. Put a plus one counter on target creature you control. Then if that creature has power seven or greater, this creature becomes prepared. So this is another prepared creature. The prepared spell is channel green. Green for sorcery until end of turn you. Any time you could activate a man ability, you may pay one life. If you do add a colorless. So this importantly in the commander product, just in case any standard players were worrying they might have to deal with channel being legal. Don't worry, we're good. But commander play is cool. You you get a channel now. We know that channel is a very broken magic card. It's banned in basically every format. I think it's it is restricted in vintage and whatever timeless is. Legal obviously in cube, which is where most people, I think will have played with it and know that is a very strong card. But with that being said, though, I do feel like they've played this card specifically quite safe. Like to get channel, to get to be able to cast the card channel with the other my Bloom Sage. We basically already have to have our cheat target in play. We have to have a creature with basically that. I think of awareness that we have to have a creature with six power in play. So that's realistically in cube, quite close to the top end of our green beef. We also then have to untap with this creature because the counter goes on at the end step, it becomes prepared. Unless we have a way of casting spells at instant speed, we have to untap with this card, and then we also have to have to have a colorless payoff in hand. My gut is all of those things are going to be tough. Like, would I rather spend three mana on this and then have to go to all those hoops? Or would I rather play the last card we talked about and just kill them? That's the reality of where we're dealing with this. Like this does get more doable to an extent. If you're planning on going like quite late with your cube, like if you're in a cube that's slow enough for big grindy ball stores to appear, I'm fine if you include this in a fireball. And that's how the game finally ends, because I'm kind of the older I get, the more fun I am with games of ending like, it's fine, don't worry about it. This technically is also a life game payoff for what it's worth. Like get a bunch of life. It gives you more manner that's kind of channel is also technically a life game. Payoff bites broken enough as it is. Like a lot of these emeritus or Mobius adjacent cards, I do like the fact that it gives us these broken cards in lower power settings. So I could see I could see myself trying this in like my treat yourself where games do go a bit long and it would be nice. There is a thing of like, oh, you do your big thing and then there's still more gameplay. That's not every cube that is a is a fraction of cubes where I think it could work. Going to be strong, commander, but not one of the most cubes would be my gut. What do you think about channel on a stick, James? I think it's pretty bad. And it's kind of a shame because you love channel. I do love channel channels. So cool. And how often are we going to get to print a card that says channel on that? And I love this design space, by the way. Like these cards are all so much cooler because they actually get to have the name of the iconic card, right? Yes. Like if it was just say, activated, like you can spend some life to get some manner that's way less cool than calling it channel. So that part's awesome. But I just made it so bad, and they made it so hard to get there. And actually, what this is, is just that actually monarch aspirin, right? Yeah. Because, like you, it's. Yeah, that's true actually. Have you already won the game? Great. You can win the game with slightly fewer life points. Like we don't need fat. You know. Yeah. You've got to already have a giant thing in play. That's not the point. So invasive. I, like, took the power level out of getting cast to channel part and put it in the counter ability, which I guess meant to set up a channel, but it would take so long to get there. Of any normal board state, it feels like this card would have been cooler if they sort of got rid of the luminol cast part, and put that power level into making it easier to get to the channel, you know, like how a seven is, to me, like kind of a crazy number to pick there. You know? Yeah. Seven is really a lot, but yeah, I, I think this is mostly free mana luminol cast fun. We've seen those before. They're not very good. Turn the oven every tumble whack from, I it's exactly. No, you don't, because it's rubbish. It's currently in my cube. Oh, it might be reservations coming out of Arslan scavenger, but, yeah, don't worry about it. And that card's better than this card. Fight card. Like doubles. Chances of something when an ax. Yeah. Vance. Over. Make better channel cards with. It's. No, no. And what you what you have said that is it is worth mentioning vibe factor like the. This card is cooler I think than Voss and scavenger because I don't care what bind to light is. It doesn't have, feeling to me where there's like channel, like it's at least kind of a. Yeah, it's at least a thought of something. Yeah, yeah yeah, yeah, yeah. It's that effectively this is also legal. Like I can see why they played it safe because this is also technically like legacy legal as well. So I know we don't we don't care. But people but people do. People do play legacy to do a festive legacy like hey five mana. Assuming I already have a seven power creature, I'm fighting to get my channel title nine. I'm saying I'm saying that's why they played it, so that's why they play the safe. Also, I will get ahead of this. We love legacy in this, on this. But on this podcast V yeah, I just feel like they've made it kind of a trap, you know, because the thing with channel is it, it does ask you to put quite specific threats in your deck. Right, which are normally pretty bad when you don't have the channel thing going. And this is just not going to get to CAS channel. Enough of the time to justify putting those facts in your deck. Yeah, I agree it is tricky. Like if it was the thing that I find like if it. We weren't we weren't dwell on this too too long because redesign the card is always like a danger trap to get down. But like if it was like total power, they've done that a couple of times. Like if it was like your board, they had total power 7 or 10, so you could spread it out a bit. That would be a bit better for me. But yeah, one like by the time this is online, you've already done your game plan. And that's I think probably the biggest thing against this card. But like let's keep it going James. We have a bunch of other cool cards to get through today. We're moving on to multicolored. Now, James, talk to me about hardened academic. Yeah, that's a good one. Said hardened academic is a red in a white for A21 creature bird cleric. It has flying and haste, and you can discard a card, give it lifelink until end of turn. And whenever one or more cards leave your graveyard, put a plus one plus one counter on target creature you control. So two minus two on flying. Haste is already just like a really solid little bit, fat. Visibility could be very strong if it works, if you can enable it reliably. The question I kind of have around this is, yes, this is the thing boss is doing in this set. I think if you're drafting this sets, you'll have some bar stacks that can do this trivially, easily. And this card will be amazing. How many cubes is that? The case? Four is kind of my issue because this isn't a thing that blasters in many sets and magic. You know, normally the archetypes which translate really well for Cube of Wands, where you get a ton of redundancy because they say like blue red spells fey. There's always this spell is instances all matter. And like every other set in magic history, therefore you get a bunch of cards from a bunch of different sets and you get to make that archetype work really easily whilst adding a bunch of really cool cards. It feels like to make all those cards leave your graveyard work, you could need to run a lot of strict saving cards specifically, which is fine. You could maybe do that. Maybe if if you're like, leaning into some strict saving themes that could be really cool. But I think for a lot of cubes, it's going to be a bit tough to make this ability very pop. That being said, it's still a very solid card because two minutes flying. Hey, this is just good. The lifelink thing will come up that matters. And occasionally you'll get some incidental cancer. Right? But it's not it's not going to be a thing that's happening super frequently in those cubes. I would imagine. Yeah. If this card was, like, racked or or is it. It would be. Or at even gruel, it would be tight. Like I'd be so hyped for it, like, I'm such a big fan of instant speed discord outlets. Like, I really look at it because I'm a fiend for like, the madness archetype and like, make and mayhem like, this does work quite nicely with mayhem because, it's a discord outlook. And then with the way mayhem, unfortunately, it's currently only in the Spider-Man set, which is the big drawback against it. But as a mechanic, it's cool. It's the one the it's the fixed madness, but it goes to the graveyard and then you can cast it that with hardened academic is quite good. But like, yeah, it's changes like this just can't go in a cube by itself, just with the hope that you're going to trigger it. Like, like you need to be pushing it, at least in some way. But like like, yes, cubes will often have things like fights, looting or firebolt or things like rally the peasants in a lower part of you. But like, that's not enough. Like, like I like for me to like this, I need to reliably be able to put a counter on it, at least one counter on it, to be happy and. But yes, like like with all these cards, leave the graveyards. Like they also trigger other things like reanimation on a delve, all that kind of stuff. Like there's a bunch that does it, but just like specifically, these two colors are the hardest. If it was splashing with one other, if it was touching with one other, I would like it a lot more. But like again, potentially one for the future. Like we we did touch on relic with Trevor in the last episode and how that kind of there has been some cards printed recently that do things with this, but it's just, it's nowhere near deep enough to take it much further right now. If this was legendary, I would build a command to take with it. For what it's worth, yes, I got checks out. It would be cool. But maybe. Yeah, I guess if you were to try and make it work. Maybe the discard masters thing is the way. Because, as a discard that light itself. There are a few cards in that tech which kind of already do this, and then they pull up pretty well. So currency combat, flex enables this really nicely, right? You discard the card, Venu, exile it from the graveyard that triggers this, and that could potentially happen multiple times a turn. So that's quite nice, but it's a bit niche. You're not you don't really have a tendency to support this. I imagine. Yeah, it's it's a cool one. We're just not there yet, unfortunately. Let's keep it going. We have another loyalty card to go through. Next up we have lo hold charm. This is, a red and a white for an instant with a bunch of different modes, and you get to choose one of them. You can choose each opponent. Sacrifices a non token artifact of their choice. You can choose return, target, artifact, or creature card with mana value two or less from your grip up to the battlefield. Or you can choose creatures. You can grab almost one and game trample until end of term. If you're going really wide in borrows, like if you're doing a tokens deck or just putting a bunch of cheap creatures on the board, then I kind of like this card because it feels like a main deck or sideboard card. Like, I really, really like instant speedways of killing your opponent out of nowhere. I think like like like the kid in me. Like things like trumpet blast where you can just make an attack and then, haha, I went out of nowhere. That's really cool. I do like that. But from just one on, this isn't the biggest bump in the world. But the tremble is really nice. And for me, that's the kind of ability that I think if it's going to get into, like that's why you would put it into your deck. What I mentioned about this being a playable sideboard card is because the first two abilities feel very sideboard like. I need its effect for an artifact will be situationally amazing, but you wouldn't put it in your deck by itself. Like if if you're in a power tube and you come up against the Tinker deck, this will be great, but most of the time you're never going to use that ability. When I'm making a small artifact or creature is the second ability that that would be nice in some decks. But again, you're not running that in the main deck. But when it's combined as a whole package, the fact it's an uncommon means I am here for it a little bit. Like maybe, maybe Peasant Cube, something like that would be the place. Maybe budget cubes. Because like the one issue or the one other issue that is is worth touching on, though, is that because it's a gold card and it's a gold card that's generically good, it's not leading me down something. It means that it's competing against the other generic good instance in Boris. Like, do I want this? Do I want Boris job? Do I want lightning helix? When you're kind of on that kind of angle, it gets a bit trickier. But I think it's a fine card. I like it if it if it has that synergy of it will make my token deck better, then that's probably where I can say getting in. But, James, what do you think about this charm for loyalty? Yeah, similar to you, I often struggle to imagine wanting this to be both our skulls card I went for, you know, like. Yes, you do want some amount of some artifact destruction in your cube. Fine. But, I would kind of rather use my monocle, add slots for that, and have my gold slots be something a little bit more directional, a little bit more powerful. That's fairly telling you, what the color palette is, is aspiring to do so in Peasant Cube, for example, you could have this is your go white payoff. You have something like heroic reinforcements, which is, that's all mana one wants. Makes two one ones give all your dude plus one for one heist you can for a ton of damage that turn. I kind of prefer that sort of angle where we have a little bit more power level towards what we're trying to do. Other than that, no DLC. Not this is a bad card, but I, I just yeah, I struggle to imagine this being where I want to go with my, my of skull thoughts. No, I think that's a very good point. Yeah. It's whenever we talk about gold cards, we just have less of them. Like in my cube, I have 65 black cards, but I only have six to make cards, for example. Like it's just that they're just less slots and there's more things for them to compete with. But if I saw it in a lower part of a cube, I wouldn't be like, what is this doing here? That is incorrect. I, I would assume that there is a counter, but like the the I will get some news out of it. So, so I think I can get in if you have a reason to put it in that, and if you have a use for it, and I think that would be the go white. But let's keep it going. James. We have we have one last Boris card. I'm still going to call it Boris, even though the word literal is literally in the name of the card. But, this does seem like, fine. I'll say a low hold gold card I could get behind. Yeah, this one kind of slaps. So this is a low hold. The historian says free a white and a red. The five mana total for five five. Legendary creature. Elder Dragon. It has flying and haste at five five, five flying house. Sorry, dear pal of the beta says each instant and sorcery in your hand has miracle to say that you may cast it for its miracle cost. If you do. When you do all that, if it was the first card to do this, turn. So first cut you off, son. If it's an instant sorcery, you can cast it two mana, and at the beginning of each opponent's upkeep, you may discard a card. If you do. For a card. Yeah. Five out of 555. Flying haste is just a hell of the beta that's going to get dead fairly quickly. That's already not far away for nice cubes. Plus the ability to rummage on each upkeep and the fact you get it in your pounce up leaves, you get it right away. So even if they have for the movable spell, they're just going to untap and kill this. You're still getting out of it. That's very, very nice. The miracle tax will come up. I suspect it is not really worth building around too much on this card. I wouldn't really be thinking in terms of. I'll. Let's put some expensive incense. The sorceress in my back, and, you know, try and some stack for top of my deck. But, it's cool ability occasional. Get some use out of that. You know, maybe you have a brainstorm and you can set up who dies. But, yeah, no staffing. This is a beast. It it's powerful. It probably doesn't make it into size. Well, probably wouldn't stick around in, like, pallet, cuz I think just because there's so many really, really powerful boss skulls cards in at sort of a similar point on the cards as well, right? Like, would you rather have this or I finally, I think I'd rather have a folly. Right. We don't see for like, you know, comments for failing us. There's, there's so many powerful options in there. So I think of super, super high power level. This maybe doesn't make it in, but, a nice cubes. This will be a very strong inclusion. James, I think I found where we differ because all my notes are about casting miracle gods. Okay, great. Tell me about it. No, no, like like everything you are saying is correct. Like, like. And oddly, the part I like least about this card from a design point of view is that it's A55 like I. But my notes was. I would love this in a lower power level cube if it was like A26 or something like that. Yeah, yeah, that give me this effects on like a three mana one four and I'm very careful it, you know, know exactly. Because it's the thing of like I really, really like the casting big spells deck and this does do a solid job of that. Like, it's not dream holes and it's not physics mastery, but we are lacking redundancy in that effect. And the fact that the base level of this card is that it is A55 flying haste means that, like, the reality is they'll probably be dead from combat damage before you start popping off with your two mana ultimatums. But I still like that being a possibility. Like if you it's the things with. The thing with most cubes is that is that that just isn't really the reward in a spell point of view. But like like the miracle two doesn't reduce the cost of enough spells in a in a cube for it to make it worth it. But if you're doing that big expensive spells deck, then it does, because like, like in a, in a super high power level cube. Again, we we mentioned the cards already look like like they're not trying to cast time like temporal manipulation. That's five manner because they have time walk. It's two manner that doesn't like that in in a cube with a time walk it's just color fixes. It's the same manner cos it's just two. Whereas in a cube where your extra turn spell is five, you actually getting some effect from it. That cost reduction actually does something. If you're in a cube where you are casting like ultimatums that are a bunch of manner, that does make a difference and in those environments I would want to test this. And again I would say like, like if you have cause like brainstorm Jace since like divining top or even mystical tutor if you have ways of setting it up and that's what your deck is doing, then I think this is quite cool. But I do agree that kind of like, yeah, from a like this is nowhere near as powerful as Forth Air Lingus. The bloody dog. Sorry, it's nowhere near as good as those, but those are cards I've removed from my admin dispute because they're not fun. And this card makes me feel something. James. So yeah, I can see myself testing this in. It probably shouldn't go in my unpowered mentorship. It should go in my slow retreat yourself cube. Very. It will have more of a place. But yeah, that. But I want to try it. I don't want to do some cool stuff with it. But yeah, if it if it just is just efficient and at flying death, I would not be surprised. Yeah, I think it is a really cool effect. It's just one where the, the rest of the cards, like the five five flying ace part, leads you in a very different direction from the text each instance. And so three cards in your hand has a miracle to, you know, and I suspect that you win more if you if you follow the stats direction that the, the miracle direction, you know. Yes. No, no, I, I do agree, this is the only of the elder Dragons on this set. We're talking about this episode. But in any detail, we've mentioned the conduits one, and we mentioned the primary one. These are more that these are in the standard set, but these are more with commander in mind, I think is the fair way of putting it. Like this is a miracle, commander, more than anything else. Like it. This was not designed for cube. Oh, it it was, but as A55 flier with upside. That's why. That's why it was designed. But yeah yeah yeah yeah. Nicely. I think when I look at this, it's like, storm that dragon got one dagger. Cool. Yeah. That. All right, we're moving on to con tricks, James. Oh. Me actually, let's talk about Quan tricks. Charm. This is a green and a blue for an instant. Choose one. And there are three options. You can either count the target spell analysis control controller pays two. You can destroy an enchantment or target. Creature has power and toughness. Five five until end of time. So another nice flexible spell. With this, I like the counterpart probably the best. We have that in mono blue pretty commonly, but that that counterspell is why it could get in a deck. Similarly to the, dojo charm, the destroy target enchantment will be situationally amazing, but you wouldn't. You wouldn't mind it. Just a natural light in most cubes. And then the bottom ability is effectively a combat trick. I am a fan of getting more combat tricks into Q but, so that is a nice little lever you can run. But yeah, I think primarily it's getting in as a two man account to spell with a different kind of upside, like, miscalculation has cycling. This has a disenchant and and a pump spell. That's interesting. Like and we do also have to mentioned again similar to the Boris one that because this is a generic card, it's competing against other spells that do a similar thing like psychic charm is a decent comparison. But I do think the counter on its charm is a bit nicer. That's it for kind of, modal spells. Like other similar instance we have that we see often. Not things like growth spiral which is card drawn ramp or like or or possession which is a regrowth effect. There is oddly less options than Boris in terms of just like what the card is genuinely doing. So maybe from a maybe in a peasant cube, this might just be one of the better instance. If you want an instant in your SIM section, maybe you are doing that miracle grow cut type deck. Maybe that's where this could get in. But yeah. Fine card. Not pulling up too much trees. What do you think of conduits charm or conduits charm? James. Yeah, it's certainly not a weak card. Yeah. I mean, mostly viewing this sort of quench with upside, but that combat trick is not bad. Especially if you're sort of more chief creatures. And then the the sort of growing the Miracle-Gro deck you're discussing where it's specifically nice, right? Because they're small creatures that get counters on them. So when they have face power stuff, five, five, you're giving them like plus four plus. Oh, it's pretty good if it's, you know, one, one base with a bunch of counters on it. Yeah. Mostly it's punching upside. The thing I think's a little bit tricky is that the Counterspell really wants to be cast early. Because crunch does go dead pretty quickly. And that plays slightly awkwardly with the fact that this is a gold card and therefore slightly harder to cast. And sometimes you might have some mana on turn to, Yeah, it is kind of a similar thing to the boss charm melee. I know it's not call boss charm lore hall charm. Yeah, like not a weak card, but I probably have more exciting things to do with my gold slots. And honestly, yeah, and vaguely like what Cimic is doing in a lot of cubes. You know, even if I'm looking for that sort of cheap instant, maybe something like a growth spiral always. It's in most cubes going to be a bit more what Cimic is doing right from this sort of more temporary spell. Levy. Yeah. Cool. I yeah, I think, I think because like, because the counter is something that's a bit more generic, like generically good. It doesn't need like a tokens deck, like the low hold one to actually sustain it like this. This could just slot into a bunch of cubes and be fine, which is nice. This next one, James, I quite like this card. Talk to us about Dina's guidance. We're moving on to not go. Gari, what's it called with a bloom? With a bloom? Thank you. We're moving on to wither. Bloom, talk to us about Dina's guidance. Yeah. For sure. So Dina's guidance is one. A black and a green. So three mana total for an instant says search your library for a creature card. Reveal it, puts it into your hand. Or graveyard and shuffle. So three mana, two to a creature to your hand isn't really good enough, right? Because we have stuff like our time. Is Culver's cheaper if we just want cheap creatures, or we have just straight three mana tutors in black. Which of us have more flexibility if I can get non creatures as well? But this also gives us the option of using it as a expensive in tomb, which is pretty nice. We don't like. We don't get tons of those. And having it stapled as an option on to your tutor is pretty nice. It's also an instant. We like that a lot. In for super high power level cubes. This is probably just going to be, you know, one mana too many. But if you're a tiny bit slower than that and you have some graveyard shenanigans going in on your cold coffee section, but I think this could be quite nice because we don't get many. Puts a card directly into your graveyard from your library effects. Right? There's not a ton of them. There's, like, lively dirge is sort of fee of a fee of a decent one. That was for v1 fun. Whichever set had SP3. I do not remember. Lively dirge. That was. Oh, yeah. Yeah, it was from outlaws, but outlaws had a better tutor in it, so we kind of forgot. Lively dirge. That's for, Yeah, but this card, I think, is pretty solid. Like, I can imagine it in a slightly slower, synergistic graveyard. And maybe you're doing, like, recurring nightmare train. Your nightmare that sort of stuff. Or, you know, you're just playing, like, ho gak in your bed, whatever it might be. I could imagine this, this card doing a bit of work. Yeah, it's. Yeah, it's real. This is effectively a split card where both halves are not as good as the bits we have. But combined, I think it's probably, it's probably good enough to at least test like three mana is a lot for a tutor, but the instant speed part is nice. Like, I know green isn't really generally doing stuff at engine speed, but black will have removal that you could hold up. But if they don't do anything, pop this off is quite nice. Like, the card I was thinking of from outlaws was Pillage the Bog, which has seen a fair bit of play, like, that's a two mana sorcery that if you all play the game effectively means that it is a similar type of due to the end result. This is a tutor, basically. How do things compare to better James? Because there's the bloke with the pages. The book has seen a fair bit of play. Football, I think is very strong actually. Like the difference between 2 and 3 mana is just fairly big and that kind of goes in more decks because Vista's just tech features, right? So it's it doesn't go super well in your sort of multicolor super control decks, which is quite often where you see a card like Pillage Football come up. And obviously this doesn't go in your combo decks that aren't creature based. Typically pillage, I think is a much, a much less narrow card in terms of where you can play it. But there will certainly be decks for want this a lot more than they want pillage bog no good. Yeah, I think that's fair. We have a second with the bloom cards for today with Professor Dylan Fell. It is two black and a green for a legendary planeswalker, Dylan. With five starting loyalty, it has a plus. Two of you gain three life. It has a zero of you. Draw a card and lose one life as a minus three of destroyed target creature and a minus six. So if you get an emblem with. Whenever you gain life target opponent loses that much life. So yeah, for, applying that for mana planeswalker with four abilities, this is basically just the mind sculptor. I do think this is an interesting card, and especially in slower cubes. Like in an ideal world, this comes down. We up to 8 to 7. Loyalty. Then the next thing we ultimate. And then effectively we just lightning helix them for the rest of the game. That's okay. That will end the games. The plus two outside of the ultimate. I'm not that hot on. So effectively to me this is kind of a planeswalker that is coming down and is it's doing the planeswalker things of it's giving us some card advantage and it's answering a creature. But the, the fact the base level of this card is a four mana sorcery to destroy a creature means that it is. Okay. I the main issue for me with this card is that there's just a bunch of other Gogo Plains walkers with very, very similar effects. Like there's a grist, there's two Vasquez that are very comparable. But being honest, like, if you if you open one in prerelease and you have a budget cube or a mid power level cube and you like it, add it because it will play fine. It's doing the go gobby things. It is effectively slow grind grinding value of like like this can come down. It can answer a threat. It can stabilize you a bit. They can draw you some cards. And then if the game keeps going on and on and they can't answer it, it will give you a way of winning the game. That part is cool, but that is very mid-range and grindy, and mid-range is not the word that best describes higher power level cubes. So for me, that's kind of where I think, Dylan Dillion kind of lands me. What do you think, James? Yes, I think it's very solid. It plus it comes down with so much loyalty. Five sorting loyalty is is, makes us really hard to kill. You can go straight up to seven if you really want, but, I think most of the time you're going to play this, never immediately get your card or immediately destroy something. Yeah. Like in this format of planes, okay. Has a lot of loyalty, and it defends itself very well with that minus three destroying a creature. Things outside of a deck that has some sort of life gain synergies going on. A plus two of a minus six are both not really that good. Like for plan of sure. You go plus for first seven and minus six for second turn and then fine star plus. But then you have planeswalker as essentially done nothing of a first like free turns. And that is still not affecting the board like so I think you're actually going to do that very much. I think you're just going to use you can use the zero, you're going to use minus three, and you'll occasionally use the plus. But the only reason you'll be using the plus is so that you get to minus again. The next turn. That to me makes it. It's not a bad card, like the rate is just pretty good here, but it's not a super exciting or cool card that makes me excited to put it in cubes. You know, to me, this is kind of like, you know, you remember. Up next, let's the five manor up next, let's, vault from Zendikar that effectively draws your card and feels exactly like the most planeswalker planeswalker to ever play in the case. I think outside of specifically the live game deck, this is kind of 2026 of deck. So that's why it costs one less, because power creep, that's, it's kind of the same thing. It's a very strong card at minus, something. That's why we're at. I'm now just trying to quickly look up if I have that up next lists in my modern boarded cube because I feel. Oh, you definitely should. Card is perfect. Yeah. What planeswalker is, do I have. Quick caveat, dear listener, of course we have Lily under the veil, Lily under the last hope. And obviously we have objects of this reignited. Hell yeah. Proper planeswalker. But yeah. As you were talking about, that is worth touching on that the emblem is technically half of a combo. Like, effectively this is, the ultimate is a sanguine bond which does, which, does combo with cause, like, exquisite blood and bloodthirsty conqueror. There are some other ones, but that those are the main ones. So there is a world where in that example, I don't hate it as much like like this with bloodthirsty Conqueror in a cube lets you have that combo without having to put two do nothing enchantments in, but it's just so unreliable to get it to be the sanguine bond, right? We are in a very slow cube dying light, but I like I personally think that like the, mage craft, like Janus Mog stuff, it's really like, I don't think that belongs in high power level cubes. Personally, but it's another angle you can do stuff with. And like that is interesting. Like it's a it's not nothing for some people that will be like why they're why they like this card and why they want to run it in a cube. Worth mentioning, I think. But I could see worrying it to have a little bit of redundancy for your sanguine bond. Yeah. Yeah, I kind of get that. And yeah, most of the time it's just a good planeswalker. And it also has vax fill mode, which is nice. That makes you better like that. That makes sense to me. I wouldn't be running this instead of Sanguine Bomb to make that combo work. I think if you want to do the downside, you should play songbird bombs. Yeah, I'd go with that, did I? I really shouldn't have googled sanguine bone combos. There's a rabbit hole. What does Diamond Valley do? Right. We need to get off this. All right. Who is it? James, I'm going to say it to you. It is you mumbles. James, take it away with silver quill charm. Yeah, sure. So silver Quill charm is a black in a white for an instant says choose one. You can put two platforms on cancers on target. Creature in exile. Target creature with power two or less. Or you can have each opponent lose free life and you gain free life. It says a split card of a pretty good trick. Pretty bad removal spell. And a card you will only use when your opponent is on your last life. I kind of feel similarly about a lot of these charms, to be honest. But, I think there better options. But they are fine. Like, I think this one specifically, I would like if my black white deck was leaning aggressive because I do think for face, combat check mode is kind of for most pushed. Two man of two counters is not bad. For instance, feet. The removal will have games where it's good. It will have games where it has no good target style. But that's kind of the upside of having a flexible activate that, you, you'll normally find something good to do with this. There's not a card that gets me super excited. No, I agree, the one thing I did want to mention just passively with this card is that oddly, although of does have less instance than than the other colors that do different things, like they have a lot of instance that remove something but less flexibility. So if you were looking for a flexible ORS of spell H, if you will, then I think that this is a perfectly solid option. Like like the counters is really good. Like why is this not the like? Oh, certainly it isn't in the set, but you know what I mean. Like this would be a great green white card. But as it is a fine, silver cool card marks. All right, let's keep it going. We're moving on to, The second tricks was, I know, try again. Prismarine. Okay, we're going it. We're doing it. I only have to remember this once every, like, three years, but. All right, we're moving on to quandaries. Focus now. We're not moving on to content. Oh, damn it. Right. Prison. Sorry, sorry. I should. It's not my fault the first card isn't Prisma, which, The first card is Senna. Unfinished. Genius. It is a conduit, not it is a blue and the red. Right? Oh four. Legendary creature. Goblin. Sorcerer. It end has prepared, and it has tap. Create a treasure token. Activate only if you cast an instant or sorcery spell this turn. The spell it casts is a wild idea which is three blue and a red for sorcery that says search your library for an instant or sorcery card, reveal it and put it into your hand. Then shuffle. So I think it's cause nice like it is an uncommon, for me, peasant is where I think this could see some play. We've seen a card like storm kill artist be fine in things like commander. That's like a four mana two two. That makes a treasure whenever we coarseness or sorcery. I think that's better in commander at making treasure and ramping, because that's what that a lot of that format is, revolves around. Not now. For me, this card actually, I think is playable in cube. In lower powered cubes. I don't hate a wall anywhere near as much. They give the slower decks time to breathe. They let them continue with their game plan against the aggro deck, which is nice. But they do have to do something though. We can't just run an oh four. Fortunately, it's 2026 and this card does something. For me, this is better in a control deck that's holding up instant speed, card draw and counter magic. Like specifically, I want to block with this on my opponent's turn and then cast a spell and then tap it to make a treasure. If we're doing that, I am happy with it. I don't have to cast a sorcery and tap it on my turn to make a treasure and not have this card around to block the reason I'm playing it oh four is what I want it to be able to block the actual the Wild Idea sorcery part of this is nice. Again, if we're in a low power level cube, we're not really getting anything super broken. Like we're going to get some big bit of cards, or maybe a big burn spell to finish them off or something like that. But it being free on a card I'm kind of okay with in that power level, I think is nice. Like for me, I think the base creature is fine enough. If we have that density of instance to cast in our opponent's turn, that we can then do the tap on there and set that kind of stuff. Yeah, I think solid card. In those lower power level environments, I think I'd be tempted to give it a test. Yeah for sure, I agree, I quite like this. Envy sort of slower multicolor spell spells, base control, dex and get up to a lot of mana like this. X would often really like to play some mana talks if I could, but, yeah, not green. You don't get mana dogs. This kind of is a mana dog, except tapping to create a treasure is way more powerful than tapping for Fermanagh likes. You get to store up that mana over multiple turns. It's manner of any color. It's really nice fixing in your, you know, your chest guy, your quick access control. Dex, I think this can be very, very nice. On top of that, it blocks phenomenally well. The two mana zero fours is going to be a blank. A lot of that fat, it's going to survive a lot of that burn spells. The only downside, as you mentioned, is you will if you're playing a sorcery speed, you kind of makes you choose between do you want the blocker or do you want the manifest turn by as if you're playing against the speed. Obviously you can block cast. Your instant makes traction on van stop. Plus, on top of that, it gives you a mana sink to use manifold later, right? Once you're if you're putting out a little bit oil, then the game's just gone super long. This is a very nice place to put five, man, and it's going to get you whatever you need. Where faster removal spell. Let's say cards spell. Yeah, I really like this for Peasant Cube. And like probably honestly some for like mid power level cubes with some. Vaz wouldn't hate this either, because quite often the like approved gold cards we get often like aggressive sea creatures. Then sometimes the blue vertex we draft, slow controlling decks that don't actually use phase power due to that. Well, you know, and this is a two man up approved that creature that lets you lean into that slower, more controlling kind of spell stack. Yeah. Make sense? Yeah. Yeah, yeah. Generally, yeah. I think it's a pretty solid little lad. Our last spell of the day, but not our last card. James I'm quite high on. Talk to us about traumatic critique. Yeah, it was a good one I think. So traumatic critique is X a blue an event for an instant says traumatic critique deals X damage to any target for two cards, then discard a card. This is a nice little value. Card is going to help you enable both your spells matter stuff. Also, maybe your discard matters stuff if that's something you're doing removed for like an instant speed chart. Of course, if you're just going for zero is already pretty playable. That's plus a lot of this attacks for it. Would be interested in that. And it ramps up from there. The more manner you have. You can make this into a very nice of cantrip removal spell, which is could be a very powerful late game. The middle part is probably expensive enough that, I'd be surprised if we saw this in like Vintage Cube specifically, but I do think Glaive, I think this is very reasonable. Yeah, like very flexible, like, works well at any point of the curve. So your intent on ten for equal parts, you discard one kill that you develop like that's that's not bad. Yeah I agree. Yeah. As you, as you said, it's an early game chart of course. Or mid game it can because it can just go any target. I'm really high on that. Like it just means it can take out a troublesome planeswalker. It can take out a utility creature, it can take out broadside bombardiers, that kind of stuff. And then late game. It's just an instant speed fireball. Like, that's not terrible. Like, I like that effect. And I like the idea of just, oh, it's late game. Like it's I game. I have nine manor. They're on seven. Cool. I win like I'm kind of here for that. Like is it also has more room for instant and sorceries in this gold section than other colors. And like, it kind of does. What an is it spell like what we need from an is it instant sorcery? It draws us a card and it deals some damage to something like, I'm I'm kind of here for it. Yeah. For sure. It's, nice. Really good flexibility, right? It seems like a good one. I'm glad my wife opened one at prerelease, because I'm going to ask her nicely to steal it. Yes, put it this way. But for the gold high flexibility spell slot. I like this more than all the charms. Yes, 100%. Yes, I would definitely agree. Yeah, this one seems cool. All right. Our last card of the day, James is great. Hall of the Beyblade of the Biblio Plex. It is a land that taps for a colorless. You can also tap it and pay one life to add one manor of any color. Spend that manor only to cause an instant or sorcery spell. And you can also pay five generic. If this land isn't a creature, it becomes A24 wizard creature with. Whenever you cast an entire spell, this creature gets was one person until end of turn. It's still a land. I think this is a cool card, like we've seen similar effects like this before, like but for different things. So. So there's like lands that color wash, our plains walkers, there's like there's ones that color allies. Let's not worry about those. I think there's ones that does artifacts as well. But on top of that, it's also a creature land, which is also pretty solid, like, like like effectively it's kind of it's combined two things that we like, like color washing for a thing and becoming a creature. Those are 2 to 2 effects that we have seen before and generally like in cube. With that being said, like I think it does need to go into a spells heavy cube to be good, like, or I guess a cube, the supporting lots of colors. And you have a spell stack. By that I mean like you're doing like a three color cube and like, don't give every deck an additional way of fixing. And like, the spells deck maybe is in jest guy or Grexit, for example, after you've done your trims, you then give it this as well for some of a bit of extra juice. Something like that. I think it's fine. I do think you need to be very heavy on spells to cast it. There is a well, like like it's just because it's cube and we can't look like if we knew we were going to draw this, we could really get splashy with, incident sources, that I like. Like, I like the idea of, like, splashing, counterspell effect in my black green deck or in my or all the all the classic splashing of time walk in my aggro deck, the classic, in those like, like, it's just not having it. It's just not reliably having ways to to to it is is that is the tricky part in most decks up. Yeah. Fun card. James is another thing I'm missing on this one though. Or are you a bit higher on it? Yeah, I like this. I think, in most sort of spells based fact playing more than two colors, this, this is going to be pretty solid. Especially if, you know, off the cards we're splashing. I mean, since the sorcerer is not creatures, then, you know, say with, a base three. Read that quest flashing and no, like a fractured identity and a mind twist, for example, this is very, very nice because it is way better than putting a planes in our deck for a fact, should I? That's putting a swamp in our deck for my twist to cast both of those, and it casts all of our blue and red spells. And often you do just, you know, controlling decks and cube where, where, you know, super heavy on instances and you maybe end up with only a couple of cards that this doesn't cast. And normally I don't love cards that involve paying life in in control decks. But this does also tap for cola, so it's not like that city of fast, soft land where if you play it early, it's just going to do a ton of damage over a game. This once you have found your other lands that that fix your colors, you can then just tap this without paying for colorless. Final thing to point out, this ability even makes it a creature does not say until end of turn. Oh, Hold on. Yeah. Oh, okay. They have a renewed me. Okay, I should have. Okay. Oh, that's that's that's quite the actually. Okay. Yeah, yeah. So I quite like okay. I missed that control deck because normally with creature lands, right. They make you do a sorcery speed fight because you've got to do it on your turn to a cat attack. And then your tap out with this card, you can just hang out, hold up your hand, spells, whatever. And then in their end step, you make it a creature. And then now it's a creature for the whole game. And I can imagine playing some control decks where this is my only way in contention. Yeah, I've lost, all right. I've lost a decks where the only winged on is Celestial Colonnade. And, I'm getting flashbacks. Yeah, yeah, yeah. Okay. Yeah, yeah, I feel this is cool. That's that's quite spicy, actually. Yeah. My, my only criticism of it is for put in for a soft bit with if this land isn't a creature. And the reason they did that is you can't do the cool raging ravine trick. So with Raging Ravine, you could activate to make it a creature. And it's it gets counter when it attacks. If you have tons of mana, you could, like double activate it and it would get two counters, which would be cool. So this, if it didn't have that text, you could get like double force triggers, which would be dope. But with it's it's fun. So in all that, but I think this card's still really cool. And, Yeah, I can kind of invest in some cubes in in my defense, things not saying end of turn is normally reserved for like, upsets. There's like a bear punch from around the set, which doesn't say anytime that kind of stuff. And also I'm looking at the art. How does the art, how does the land come to life? Let's not worry about it. Let's let's wrap it up there. I think, all right. But I think that's where we're going to end it for today before we get you all out of here. Because I've just thrown this at James. I'm going to go first. We're going to touch on, just the cards over the two episodes that we both the cards that we're thinking of testing in our own cubes. For me, but the obvious slam dunk tests, is called, like, a road. We touched on that last week. That's the, new path to exile. Source to plowshares. It's one man. It's one. One. I'm just trying to reach for a planeswalker. We think that that one's probably going to be seen a lot to play everywhere. Similarly, in terms of just like, generically very strong, if you have a card like flow state, and nice cantrip card draw spell, going to see a bunch of play. For me personally, the cards on top of those that I'm thinking of testing like I want to try flashback. I know I was just I say it's not as good it's or was we discussed last time. I'm kind of not as good as snap caster, but it being red means it's going to be open to some more decks. I'm quite excited to try it. I opened and Emeritus of Abundance, so I'm going to try that. That's the one from this week, the regrowth. And also like, honestly, like I'm quite high on dramatic critique, the, the prismarine card we just talked about, I think it's going to be quite cool. And because my cubes are a little bit slower than the most, balls to the wall power cubes, I think there's going to be more time for this for the actual burn them out to be more relevant. And I think that like in those kind of cubes, I think that's going to be quite a cool little card. James, how about yourself? Anything that stood out to you from like, a fun one of you or anything you're think you're trying in neither your vintage cube or your, dual commander cube? Yeah, this one's for you, saffron Galaxy. A vote is the one that's become an instant staple from this set. Right? But, I like the emeritus of ideation. I think it's cool that you get to cast the ancestral vehicle, and the card is quite strong. I'm pretty interested in Sanaa for that legend. I think I'm going to give it a try and command the cube. So I think the widely read decks play out in that cube. I think they're going to quite like having two mana over tap make a treasure on turn two every game. I think that's quite powerful. Just in terms of like the concept, having that super consistent salvation fixing, I think can enable you to do some interesting stuff with the rest of your deck and getting the tutor in a cube with a bunch of combo stuff is pretty powerful to, I'm probably going to try the, the Civic Wayfinder, the two mana Civic Wayfinder in some cubes as well. But, we'll see how good it is. And in my mind, that card is busted. But, I'm aware it doesn't look as exciting as everything else. First, you know, I, I've cast enough sketching surveyors in my time, and this is a lot better for the sketching surveyor. Yeah, I'd agree, I think that, yeah, that's very fair. I think the other thing, which was a great touch on, is I'm just going to do a double check and make sure Displacer Kitten's and know my cube, because that's the most improved card I would say. Yeah, for real, I think I love this face can save that. That's I think is that a reason just to add a bunch of these, for fat cards and see which ones stick, you know. Yeah. So like, as I mentioned, are the ones that I, that I'm personally high on testing. But there's a world where we just test most of the Americas is like the the black one comes in and cast demonic due to black holes. I will honestly, I probably put the black one until Commander Cube because I've already doing a big I was the thing. This kind of plays into that and I'm, I think expensive tutors kind of a good place to be in that cube because I don't want to make everyone's stacks too consistent. Exactly. But I do want people to be able to do that combo nonsense. I, I, I'm exactly the same spot with my tree. So cube, like, I want to have those big splashy effects. I want people to treat themselves, but I don't want them to do it on time. 1 or 2, you know, you want them to kind of have time to grow into the game and then do it. Yeah. So that's, that's I think for me, the matters that I haven't opened might have to wait until my next proxy order because of money, but, yeah, I think they just seem they're probably like the headliner cards from the set in terms of what I mean, look, his his ancestral Regal should, you know, it's going to sell some packs, but I think that's going to do it for today. James. Pleasure. That was a good chat. There's a bunch of cool cards on the set, and yeah, I'm very happy to attend district seven. Yeah, was a fun one. Yeah. For sure. Always a pleasure. Marvelous. All right. We'll be back next week with another banger episode. Do make sure you like, share, subscribe. All that good stuff. Tell a friend greatly helps us out. Do cool and new and interesting things. But until then, it's goodbye from me. I say bye from James and we'll see you all soon. Goodbye.