Powerful Nothing

MTG x Marvel Super Heroes Cube Set Review - Part Two | #97

Too Sweet MTG Season 1 Episode 97

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0:00 | 1:10:10

This episode of Powerful Nothing, we're back with part two of our cube set review for Marvel Super Heroes, where we cover all the goodness in Red, Green, Multicoloured, Colourless and Lands.

Card Gallery: https://moxfield.com/decks/OGj21IT0_EuNsD3BmoWU2w

Timecodes:
0:54 - Red
12:45 - Green
22:23 - Multicoloured
36:49 - Colourless
55:11 - Lands
58:14 - What are we playing?
1:01:28 - Final thoughts on the set

Video Version: https://youtu.be/sb17rwPR5KU

Marvel Release Notes: https://magic.wizards.com/en/news/feature/marvel-super-heroes-release-notes

Cube Skeleton Episode: https://youtu.be/92aS4ZU_nd8

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

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

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Hello everyone, and 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. We're back in the world of Marvel this week. How are you feeling? We certainly are. I'm a bit warm, but other than that, we're tracking all of that now 100%. We're back this week with part two of our cube set review for Marvel superheroes. A link to last week's episode will be down in the show notes, where we went over white, blue, and black this week. We're going over everything else and we have some bangers. A quick thing before we get into the episode. Down in the show notes below, there will be links to a card gallery if you want to see all the cards that we're talking about today, as well as a YouTube link. If you want to see the pretty cards move around the screen, check that out. While you're down there, please consider giving the podcast a five star review. A thumbs up greatly helps us out, I think. With that being said, let's just jump straight into the episode. James, take it away with our first red card. Take it away with Hawkeye. Master marksman. Yeah, this is a bit of a banger that, say, Hawkeye master marksman is one event for two to legendary creature human Archer hero. It has first Reich and Veatch. It has the ability to trick arrows, which says whenever Hawkeye becomes tapped, you may pay one up to three times when you do choose that many. So no, you can't choose the same one more than once, but you can choose one, two, or three of these abilities, so you can choose net, which is target. Creature can't block this turn. You can choose explosive, which is Hawkeye deals two damage to target player, or you can choose a Boomerang, which is discard a card and then draw card. This is a lot of really good attacks for a two mana creature. Two out of two two first strike is just often going to have a naturally good attack on turn three, at which point if you just have any mana spent over, you can spend that mana to make it hit a four, which is pretty huge. Or to rummage if your hand isn't right. And then later in the game, this is just becoming a little bit of a house. Second friend to get a blocker out of the way. Plus, if you ever do have a good attack with that game blocker, have a way of unlocking a bunch of extra value with the extra damage and with the damaging, that's just tons to get on a generically fine two mana creature. Also, even for each is going to be pretty relevant and also will be forgotten. This is this is some of the worst secret reach I've ever seen. I expect to see Malcolm attacking into this many times and being very sad. It is an archer. We know that generally archers sort of have. Yeah. That's true. This is true. Shoot down some fairly masterminds. Yeah. I think this cards were pretty strong, actually. It's not like the quickest of a red drops. You know, there are some ones which have haste and whatnot. But in terms of sort of late game punch, this is very powerful. And the body on two is already generically pretty. Okay. I expect this to show up in a lot of cubes. It's more of a sort of power level card finesse synergy card, but it does get a little bit better if you have some of, discard massive stuff going on, because it does have that ravaging ability. Yeah, I think I think that this card is pretty pushed like it it's an it's nice that the the red pips aren't actually that intensive, but you don't need one red pip to play it. And then the generic and then the one mana is of any color. That's quite nice, because I guess, say was doing quite a lot of work, not just in like a red aggro deck, but obviously the Boris aggro deck or even like a grow wants to attack. It seems quite nice there. Like my gut is the kind of it's. Yeah, it's stronger and more like the classic aggro deck rather than like the three man, got the broadside deck they kind of red is doing now. Kind of like because because, well, what's quite nice about it, as you kind of alluded to the early game, it's just a good on my creature. Then it's kind of a decent manner I think, later on. But those aggro decks will run out of cards. They will run out of manner. This kind of is quite good at pushing that damage through, and also like turning that fifth land in your hand into a lightning bolt or into another burn as well. So yeah, I think this got pretty solid. We already run similar things in cube, like, aggressive cards with a bit of rummaging or a bit of value. Things like rubber of the rich things like maybe, I'm not sure where this kind of lands on, on the power level of those cards. My gut is under into somewhere around Rob of the Rich. But I think, yeah, a very cool card. I think it's going to see a bunch of play in some high powered cubes. Yeah for sure. I'd certainly be looking to try this over. Yeah. Like for like maybe like Gow is one that shows up in a bunch of cubes. I'm looking at the mech actually, the moment it's got Hex Belcher, and it is certainly a lot better than that card now. Right. So yeah. Yeah, definitely just a very generically solid card. All right. But we've done a Hawkeye. Let's move on to Hawkeye's bow. This is a single red for an artifact. Equipment that reads equipped creature gets plus one plus so and has reach. It has. Whenever equipped creature becomes tapped. It deals one damage to each opponent and it has equip for a single manner. And importantly, this is a common. And the reason we mentioned this card is because this is a combo with a card called seeker of Sky break. That is one the green for A21 creature elf that has tap it to untap target creature. So the gimmick with that card is if you can tap it, you can then untap it with its own ability. You can infinitely tap in on tap it. How it works is you equip the bow to the seeker. You can then tap it to untap it. When it becomes untapped, it will paying a damage. You can do that infinitely. And that's kind of why we're talking about it, because you don't traditionally get many infinite combos in pauper. So this just existing play is nice because it is nice and cube to support your different cut to your different types of decks, your aggro, your tempo, your mid-range, your control, and your combo. Having these in cubes leads to better balance. It leads to better games. I generally fail, and these kind of two card combos is generally kind of where is it's kind of the best you can really do in pauper. And just because pauper only uses commons, it doesn't mean it's not a powerful format, especially for cubes that aren't using the pauper band list. And this is where I think this will fit quite nicely. The seek. But individually, outside of each other, they're not really that powerful. They're not cards I would want to run by themselves, but and like a 364 bit cube, or maybe a 450, a smaller cube where you're going to see the majority of cards. I think this existing is going to be nice. And yeah, it just gives cubes a bit of an extra option basically. What do you think, James? Yeah, that's cool. I think, I think cubes gain a lot when you have combo as a strategy, even if it's not a huge part of the cube. It just gives stacks another angle. And then a, it adds a little bit it to be the gameplay of the cube, like if, if combos and angle is available, and pop cubes tend to not have a lot of that. Like I have good value cards if I have good, efficient creatures, if I have excellent interaction. The things I tend to struggle with, combo cards, engine cards, expensive cards. And so with this giving combo, a little, a little possibility that I think is quite cool. I will say, like both the cards are quite bad on their own. So that's something to be aware of. It's probably better in a smaller cube, but I think it's fine in a 540 to, to one versus two cards. There's not a ton of redundancy for either side like you can do, you know, free card fan base for this card for sure. But, I think I think it's fine to just run one of each and. Yeah, and, you know, pop a cube and, you know, there'll be a bunch of drafts where only one half is opened and it doesn't get bad, but that there'll be jobs where it comes up. And that's cool. I don't think there's a ton of other applications for this card. You could, if you're going off with a devoted variant, I guess it kills them with that. That's kind of funny. That's kind of funny. Yeah. Other. Yeah. There. Yeah. My knowledge of pop combos is not that intensive. I know that there was like, like Baskin brute scale. Was that like like there's a bunch of 2 or 3 card combos that there is not much redundancy for. So this kind of does follow in line with that. But yeah. Yeah. Both halves are anemic by themselves. I think it's the, the bottom line. But together powerful combination. All right. We have one more card in red. James, talk to us about Lady Spider. Maybelle Riley. Yeah, for sure. So Lady Spider is one event for A13 legendary creature. Spider. Human hero Charles Veach. And whenever you discard a card, put a plus one plus one counter on target. Spider. You control. So notably, is a spider herself, which is. This is not actually asking you to include other spiders in your deck necessarily. So this is kind of a two man Emma vaulting mako where you get plus one plus one where you get but too much toughness and you get rich. That's okay. It's worse than Mako, for sure. But if you're really committed to both discard matter synergies, that this is another way to get that sort of explosive growth rate. But you do get with Mako Ember, which is nice for a little bit more of a removal before you've thrown out. And yeah, but this the thing where it's not sort of negates it in any way and it's not when you discard one or more cards, it is one counter per card you discard. So for example, if you were to discard because you absolve back that you get three counters. Which is what we like to see. That being said, it's two mana. Since we have a maker, it doesn't. When you're not doing the thing, it's really very bad. So you do have to be quite committed before you believe and willing to run this card. But for the white cube, this could certainly provide a little bit of redundancy. Yeah. I'd agree. I think this is very much kind of like the second or third choice option in this deck, but it does does mean that we now actually have options. So you can go a bit more harder with it. Like yeah, you mentioned Morning Maker. But look at the two drop slop. There is a very insatiable air and hobgoblin mantled marauder, which I think for a long time was called a different name on Mitko. And I'm not going to look that up. But they, they're like similar sort of effects where basically the creature grows when you discard a card, kind of like, I actually don't think lady spiders. So this gives you counters, whereas the other ones, whereas like, called like Hobgoblin is just an individual, like one time buff per card, but that one has flying and like ever and I'd already make a have some other utility to them. I think Lady Spider is actually like the worst of all of the ones that I've mentioned. But just having like another one that if you wanted to do discard in red, you really can now because because a bunch of those are also common and uncommon. So we're going to talk about like madness as a deck on this podcast a few times, like, like red black madness or even red green madness you can do in lower powered cubes, or budget cubes, but just the actual just discard. You don't need the madness cards really anymore with this archetype, because if, Hobgoblin and this are just solid cards like sticking with a faceless looting, sticking with some other discard effects, and you've kind of got a deck like, yeah, your top end is like cards that care about you not having cards in hand. There's a bunch of those now, this seems like a, like there's just enough now for it to fully exist as a fully fleshed archetype now. And I think, I think that's very cool. Yeah. For sure. For sure. This is very much a second tier like put on because all the best ones fighting for ones where fan and able themselves and their own less range and like think if not think of of all of the these are not cards that need that much support. They get better when you have the support, but without it they're still good. This really needs for support. Yeah, exactly. The other ones I think can kind of run as like a little package. This is more a archetype card, if that makes sense. We're doing it as an archetype. We're not kind of like sprinkling it into a cube which has some discard stuff in it. So. But yeah, very cool one I think. Yeah. Yeah I think we'll see play. All right. We'll moving on to green. Next up we have quasar of the Savage Land. This is for a green for three two legendary creature human barbarian hero with you may look at the top card of your library any time you might play lands at the top of your library and when it enters, create zebu, a legendary two to green token with the landfall. Whenever land you control enters. Put a counter on zebu. This is a cool card. It does a little bit of everything that a land Dex wants. It's it's an uncommon. And as we mentioned in the last episode, you don't get too many effects like that that let you look at the top card of your library and also be able to play lands from it. It's quite nice, like it's really good with effects that let you play multiple lands in a turn, which might be tricky at peasant. And also something to consider is that in low budget environments we're not going to have things like fetch lands, which will really kind of go off with this card, because not only will they help us shuffle the top card of our library, they will also buff up, buff up the cat token that we make. But like peasant cubes, will still have access to things like involving wilds time or for expanse. They printed a bunch of functionally similar cards over the last couple of years, as well as the cycle of landscape lands and Modern Horizons three they'd get in there as well. It just does so much to kind of cool utility that the land deck once. Yeah, I think a very cool card for budget or peasant cubes. Certainly. Like for me anyway. Why why I think I like it is that it's just more interesting than just like a generic five, five, six, six with trample. This kind of does more cool stuff. Yeah. That's true. I think this is probably exclusively for Peasant Cube. At any cube where you're allowed to play as you just have way stronger clean five drops. Right. I'm not even really viewing this as a lands card. It's, partly because I don't think the land stack barely exists in In peasant. I think you kind of need some wares for that deck set, to really pop off, but, I think this is just a pretty strong value card. If you leave it undistributed. It's gonna essentially just draw you a lot of cards for a longer game. It means you never get, you know, you're not going to be top taking lands when you would be. Otherwise. You can just play them off the top and texture spells gang, gang, you smash mana and that token's going to start growing as the game progresses. Normally the big issue with this would be the low toughness. Five mana for A32 is pretty horrendous. But the fact that if I do deal with this and I want to deal with this, and they are leaving behind that two, two, which will become a real threat. As for, as the game progresses, Yeah. And in cubes where we're allowed, there's. This just isn't going to be powerful enough, you know, would you rather have, like, an allegorical offer or this card at your five shot fight? Not too close, but, in Peasant Cube? Exactly. I think it can be can be quite good because this is the sort of card we don't have amazing options for Puzzle Cube. Normally, yeah, that that sort of long term value engine can be really powerful in those cube. Yeah, definitely. All right. We have one more green card to James. This one I think I'm going to go out on a limb and say, I think we'll see a fair bit of play. What do you think of Mo man? Mo Lloyd? Master. Yeah, this one's cool, actually. So Mo man is two and a queen three. One one. Legendary creature, human villain says you may play lands from your graveyard, so it's a crucible of world effects. And it has a landfall trigger. Whenever a land enters for battlefield under your control, create A11 green minion creature token named named Mo Lloyd with. Whenever this creature attacks you, may Miller card. This has a lot going for it. A crucible of world effects that gives you both presence on landfall. Sounds generically kind of incredible. Like that's everything you want, right? Giving the land stack of repeatable source of blockers. Like, if I don't make AB0 ones, it doesn't matter. The issue the land stack has is staying alive most of the time. And this actually does a very good job of that. Look at just some Trump blockers keep you alive while setting up your engine is great. Can also be interesting for, like, a not to attack. It's kind of a redundant copy of Spring Heartland to comb that deck. Right. Obviously one more mana, but, it does everything you need when you're going off with not doing Greaves. So I'll say, obviously skull clamp. It's kind of it's pretty broken with, lots going for this. But that being said, this card is incredibly vulnerable to removal. Yes. It's, it's a bit tough. What three mana? One one not not a super impactful ability. That's a tough place to be in cube these days. And there's a lot of ways to punish this. Like, imagine getting this card bow mastered like this. Want to concede and go home, you know, yeah. It's it's gonna trade down on manner a lot. And that is, you know, that's a way to lose games of cube. And in 2026. But, when it does live, it's going to be very, very powerful. So I think people are certainly gonna try it. I, I'm kind of on the fence about this one for, like, actual powered cube. I I'm are you okay? Like, listen, the power level when it lives is better than the other crucible effects we have. It's very, very good. Yeah. But to a certain extent, like, I wouldn't be completely shocked if, if it turns out that it's better to have a slightly worse card that lives much more of the time, you know what? So, like, I still run Ram and apex later in my cube, which is three mana, two three with the crucible effect and it doesn't have the landfall thing. In my head, this is just a just a straight upgrade because it does more of it. It does everything. Yeah, I just said that that deck, once, it gives you that whole board state. And also the tokens do mildew as well. That's also kind of what that deck wants as well. Like it's it's finding new lands. It's putting lands in your graveyard for you, for you to then replay. Yeah. It's one of these ones where like, I like this effect on a creature. I don't just want all of them to be on enchantments or artifacts or rooms or whatever, because, one of the strengths of green is that it does have a bunch of creature shooters. So if you're going for the more combo version of it, you can shoot, this up, which is quite nice. You can shoot at this and your detainer up or something like that. Like like you, it makes your deck a bit more toolboxes, even with your shooters. Which which one? I was like, I don't think I to is currently in the Mega Vintage Cube. Probably because it hasn't been 2026 yet. And this is kind of the version of that. But yeah, this does eat the all the removal, like everything will kill it, but kind of like, my guess is that it's, it's just putting that pressure on your opponent. And if they don't answer it, then they're kind of boned. Yeah. Yeah. No, it's very powerful effects I, I agree I think it's bad of an excavator. I think it's worse than I still, I think I cells kind of cracks. I think if I was building like power Cube now, I it would be I still it's for best one crucible because like actual crucible because it's hard to kill. And maybe you get this in as a third one. I could kind of get on board with that, but that's fair. I so I've got. Yeah, yeah, yeah, I could say that I'm currently not doing Crucible. I'm doing Walk in Closet, which is the room one because it does have a five mana one as well. But it's crystal does make me feel something a little bit more, if that makes sense. But it's more of a classic. Yeah, yeah, yeah. I think the fact that we're talking about it kind of in this conversation, I think means that kind of like it, I, I think it should be tested. I think it's just whether especially actually maybe make over the cheap where because it's so board heavy. There's just a lot more answers running around that might be a reason to not run it in the very high power level cube, because if you have to answer all these aggressive one and two drops, your value three drop seems a bit at risk basically. So I'm a bit scared of for like, you know, the power Kinesis and the orchestra masters and Venice and all of those cards. But like arc trail and stuff. Yeah, like paying a bunch of damage around, having been said, like, I, I wouldn't be shocked if it turned out this card's great because for tokens are so good and, you know, you just suck up sometimes that you trade down and punch Man are so powerful when it leaves. And it just works with more stuff, right? Like, even if you don't have a good fall for your crucible, sometimes this is just pumping out tokens for your skull clamp or whatever it might be, right? Oh yeah. Not to end that. It's a mode, but a normal crucible doesn't have five. No? Okay. Yeah, it's definitely one. I think that that is going to require some testing. All right. Next up let's keep going. We're moving on to multicolor. Now. We have cloak and dagger entwined. This is a one white and a black for a two to legendary creature human hero with death touch lifelink. And when cloak and dagger enter, choose target opponent and tap up to one target creature they control. They reveal their hand. You exalt a non land card from their hand. All the chosen creature until cloak and dagger leaves the battlefield. This seems quite a pushed card to me, like it does very much fall into the generically good category, which is not always what I want from my gold cards. But this does seem quite strong. Like this is doing an effect that both black and white want. Letting letting you see your opponent's hand is incredibly strong, like hand attack is good, but a key part of that is just seeing what your opponent is doing. What is the next couple of plays going to be kind of like? It's it's breaking the fundamental. One of the fundamental conceits about magic in my hand is I don't know what I'm doing. So just having that on this creature is very strong, but then being able to answer whatever the best thing they have, either in play or in their hand, is it's quite good. Like it's the best thing. Like, like so you see the hand if the best thing is on the board, but like or like basically you can just run this out, I feel because you're either going to get the best card from the hand that are going to play in the future, or you just answer their best threat. And then on top of that, this is a two to death toucher, which will hold you down, which will hold down the board quite nicely. I don't have too much. I'll say this. I think this is just generically like white and black. Both want these effects like it's it is expensive for a hand attack. So it does mean they can go under you in maybe higher power level cubes where they're trying to. I guess that's the nice thing about this card is if they go under you, you can get the Gristle brand once it's in play, not when it's in the hand. Yeah. Cool card. What do you think about cloak and dagger, James? Yeah, this one's pretty pushed. It just has so much flexibility. Right. Like, fiend Hunter's is already, like, not a terrible effect. It's just bad in a bunch of matchups. Right. And this kind of removes that, because if your opponent isn't playing for bored with cheap creatures, which is why you kind of want your fiend hunter classically, then you got to attack their hand instead. Doesn't it? It is kind of vulnerable to removal. There'll be spots where you see the hand and you just take the removal spell. But if you're if you're getting beaten down and then you kind of have to kill the creature. And they just, you know, best lightning bass when you're kind of sad. Right? But, you're still getting the information out of it, and you, you still have some choices there. Also, often you can, even if you take removal spell by hand, you can't just block the creature. Like Death touch and Lifelink is pretty nice that in that way you're like, you're still guessing a creature off the board. Plus you're getting some life back. It's, I think this is a pretty nice one, actually. And also just kills tokens, right. And at the point where you're killing a token. Another reason to not run dark depths again. Yeah, yeah. And it's nice killing tokens as well, because if you kill the tokens, obviously there's nothing under this. Then. But it it sort of makes that death touch ability better, right. Because it means you're more incentivized to trade off. There's no creature coming back once you've traded off. Yeah. I think this is going to be a pretty solid addition to most also of Dex. As you say, it's not super directional. Sometimes. That's the thing we like smart gold cards is, is to be a little bit of a signpost for by color powers. Trying to do, this card isn't really fat, but it is generically pretty powerful. So not a bad place to be. Yeah, a very solid one. Yeah, yeah. I again, if you're doing the generically powerful cubes, I think this one is again, I again going to get tested. Let's take it away with another card. James, I talk to us about King T'Challa. Yeah, this is a good one. It has loads of text. King. Thank you for reading it, James. I'm not sure if you're welcome. Reasonable or reasonable, King T'Challa is one. A white and a blue for A32 legendary creature, human noble hero with a flash. And whenever a player draws their second card each turn, you draw a card. So kind of like, fairy mastermind ability, except it also triggers off you drawing extra cards. And it also has a transform ability. So for for a white and a black six mana type, five for a white and a blue. So six mana total, you can transform King T'Challa activate only as a sorcery. The other side is Black Panther. Whoop! And during this you can also just cast straight up on this side for for a white and a blues and the same as for transform cast. And this is A33 legendary creature human warrior hero with Flash and Double Strike and it says prevent all damage for would be dealt Sep. Black Panther and whenever Black Panther deals combat damage to a player, you draw a card. So a lot going on here. Mostly it's pretty powerful though. The flash effects on the front side, and it is primarily for front side. We have to judge this off because, it will just be a lot of games where you don't get six, the, the flash on the front side plays really well. Right? Because it means there's a decent chunk of the time you're just going to get a card on the way, invite your opponent, an untapped caster cantrip, you flash press, and that's the second card feature of that turn is virtual step. And then you get a card right away. And at that point, even if I kill it, you're fairly happy, right? But if I don't play into that, well, it's still not bad, right? Because you still get to just flash in on there and step so you don't get to use sorcery speed removal before you attack with that. And then if you can draw in the extra cards and you're playing blues, so why wouldn't you be able to draw extra cards? You're then setting up your own little engine right? Which is pretty nice. So kind of yeah, you have the sort of Punisher aspect of a fairy mastermind text, but it's also a little self-contained engine, which is really nice. The transform ability in the right spot can be pretty powerful. Because of the damage prevention thing. Right. It's that they're never going to have a profitable block on it. And it's, you know, effectively, six power takes sort of a double strike. Right? So basically their options are chump this or take the hit from it. And then if they take the hit that's taking six damage and you're drawing two cards seems very powerful. The tricky bit with the, the flip part is that it only has that damage prevention tax once it has flipped. So if you just think you're six mana into this at sorcery speed on your turn and they have a movable spell on the response, you're going to be extremely sad. But you know, in the right spot it'll be great, but just be very careful about taking that into open mana. Obviously will also be gains, right? You know, the game's gone long and you just pay six mano and cast the other side upfront. And that can be very powerful too. You can do that. To sort of ambush a creature in combat can be very strong. Yeah. A lot of notes on this card. I think it's pretty powerful. It's LP worth trying. I think, you know, real blue white gold cards have a very competitive slots. There's a lot of really good ones. Yeah. But this this is certainly reasonable to try. I think something like, has, has been seeing a lot of play recently. That's the sort of spell quality blue white one. Maybe. I mean, that cards in that card is pretty good, but we could try this for a little bit and, and and see how it works. I think. Yeah, I think that's, I think what I'm kind of okay with this card is I like the fact that it's like an early game. Interesting effect. Value engine. And also in theory like your late game control win column as well. Like I could see games where, yeah, you're aiming to get this out early to draw you some cards, but just kind of like if you draw it on turn six, cool. You can either expensive counterspell that whole play or play to the board on on their edge that play your big threat. And then you're on tapping with a big beefy way of winning the game. Yeah. I think that's why I strongly like my my personal opinion, just because. Yeah, I do think, resource based, quite stacked and like, I don't think this gets in over, like, to fairy heroes, dot or that kind of stuff, but like, I think and there's a lot of room below the mega vintage cube for cars to find play. And I think this will be a very good one for a lot of cubes. Basically. Yeah. For sure, for sure. Well, so how are you going to play this card? It's going to depend on the matchup quite a lot. Because some color combinations can be really bad. And showing a creature that can't be dealt damage, I can imagine you're playing against that green light. The, Yeah. The flip side of this is just in play forever. There is there is no way it can leave. So in that scenario. But that green is obviously very good at killing A32. So in that scenario, you might try your best to try and pull this until you can get to six, and then you just flash it and then ask them how they're going to deal with it. I think they can see, to be honest, that seems like a reasonable, fair share. Yeah, yeah, it will work. It will work nice. Yeah, yeah, yeah. I think a very cool one. All right. Let's keep going. Next up we have a Koya mighty and adored. This is two green and a white. Three three, three legendary creature. Human warrior hero it has. When it enters, you become the monarch. And at the beginning of combat on your turn. But first encounter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. So this is actually quite a powerful card. The monarchy is very, very good. You tend to only see it in the highest power level cubes. Actually, for those unaware, the monarchy basically means that you draw a card. The monarch draws a card at the end step, and then whenever they take combat damage, the person who who does the damage becomes the monarch for those unaware. But just that card advantage is very, very strong and the monarch like it. Like the initiative was not made for single player, it was made for multiplayer. That's kind of one of the reasons why this card is, this effect is very, very strong. We generally only see the monarchy in like, small sprinklings because if you run too much of it, it kind of becomes what the cube is doing. Very similarly with the initiative. I like the old kind of card here, like your, palace jailer is okay, but if you if there's too much monarchy, it really helps the decks that are very good at being aggressive to the board, which is not the decks that need help nowadays. Like if you thought Boris aggro was a bit good already, don't add the monarchy to the queue because. Because you're basically giving the aggro deck card draw. And this card I think is quite strong in that because effectively what you're doing is you're playing this for drop and you're asking your opponent, do you want to give me a card every turn, or do you want to give me A55 double strike, which will then become A66 double strike, which will take the monarchy back anyway, I think this I think this card is quite strong. Also, it also it being in Celestia means that it's not competing against that many other generically like high powered cards like, yeah, my, my main PSA for this is this card will probably be quite cheap. This will probably be like a ten £0.20 card. Do not put it in a budget cube. Do not put it in a lower power environment. This kind of card on the monarchy need to be kept in high powered environments where there is other monarchy cards, where where you are trying to push that power level. Do you think that's fair, James? Or am I kind of going a bit too hard on the monarchy on this card? I think you're disrespecting my boy Knight of the reliquary a little bit, perhaps. You know, the competition is fierce. The Celestia gold slots. Now, this card is quite powerful. If a monarchy is very good, if you can keep it. This assuming it lives, it is certainly going to be excellent at taking it back. If if your opponent does happen to guess it, it's. No it's not. I think when you when they have a power level of something like a palace trailer because, the big thing about Palace Jailer VI is if the moves that creature from the board add two bodies for a board, and even if they kill the palace trailer, they don't have that creature back. So it makes it incredibly challenging for them to actually weaken Vermont cliques. It's inherently such a big showing on the board. Right? Then. This is great at taking the monarchy back when it lives. But if they just kill this attack, you take the monarchy. You're potentially that's better off spot. I, that being said, the removal is good against creatures. That's fine. We can live with that. This one's fairly powerful. You can have other creatures that takes monarchy back if this dies. And like a Celestia aggressive leaning back, which is honestly probably what Celestia should be doing in most cubes. This looks quite nice. Like getting this out on turn three seems pretty good. Yeah, not not like unfair with a premium monarchy cards, but certainly a very a very good option for all Celestia gold card. And I, and myself reasonably high power level cubes. I'd say. Yeah, I'd agree with that. All right, we're moving on to colorless now, James, take it away with Galactus. Devourer of worlds. Yeah. Galaxies is is a big lad. And he is a big boy. Yeah, he's a big boy. Not, not to shame anyone, but this is pretty chunky. Galactus, devourer of worlds is ten generic manor for a 1212 legend Week feature. Elder alien as flying, trample and indestructible. And when Galactus enters exile, targets permanent. There's also a bunch of nonsense texts under the title of Insatiable Hunger that says Galactus attacks an opponent with the most life amongst your opponents. Each combat, if able, unless you control a creature named Silver Surfer. Galactus, Harold, you can shortcut all of that to Galactus attacks each turn, if able. That's fine. I was going to attack with my 1212 anyway. This is pretty powerful. As the facets go. It's going to be a pretty strong thing to cheat into play with most of the ways we like cheating things into play. So obviously this because this is quite reminiscent of with a big class cast as the lazy Tyson's fight. You know, you haven't of course through the marks, etc.. But one nice difference with this. Firstly, it can go to the graveyard so it works for the animation stuff. Whereas phase all Aussie titles Tyson's have the trigger where they go to the graveyard, they shuffle back into your library. But this just works with your, your animate dad's, your necromancy, all that good stuff. It's also nice that the the exile target permanent trigger isn't even a cast trigger like it is for for Tyson. So, yeah, I think that's that's quite big, actually. Yeah. Yeah, yeah. If you're the animating of, you're like, oh fing into this for example or you're feeling adventurous and casting Eureka, you are going to get that trigger right. Plus, on top of all of this, it works with channel, which is kind of the classic thing you can do with, the big color stuff. I think this is pretty good. I also like that, and unlike with some similar things we've got recently, like, Summon Bahamut, for example, that this does the trigger can exile lands. We've had a few of these where it's been on land permanent recently, and that means that if you really turbo it out, sometimes you don't have a good thing to exile, whereas face can always get that land. The only, I guess, access on which this isn't amazing is something like flash or sneak attack even, yeah, you're getting that exile trigger. Sure, y'all. It's it's a sneak attack. You're getting him for 12. That's good. But you probably don't do much of a damage from those attacks, so it's not amazing. Top of this bad, but they're just better options for those stacks. But I think in general, this is this is one that's going to perform very well in most cubes. Like, listen, it's not all kind of cruelty. It's not attracts, but we play a bunch which, significantly worse than that because you do need. Yeah. If you're trying to support all these different ways of cheating big stuff into play, do you need some redundancy in your big stuff? And to me, I think this this probably will make the cut in a lot of cubes. Yeah. Of of all the big dumb idiots, I think this is the one I like the most. Kind of like like you mentioned like arc on and like attracts that that kind of like, why those are gone in cubes is because they're big idiots, but they also give you a bunch of card advantage as well. And we generally want something like, well, we generally want like some kind of big ATB as well, like answering something is good, but just this for me, I see this having indestructible I think is quite big because it means that they can't just like, yes, they can pass it. Okay, I get that. But like it means like I mean, they can't just like doom Blade at the moment. It comes in like it's a big dumb idiot. You're cheating into play and has a high probability of sticking around and actually doing the thing that you want your big dumb idiot to do. You're going to come in and it's going to be turned sideways in attack. And I think that's quite good. If I was out shopping for a big dumb idea, I think this but but just power and toughness and I coming on the board and being turned sideways, I quite like it. Yeah for sure. Lots going for good keywords as well. Yeah. All right let's keep going. Next up we have Iron Man armor. This is three generic for an artifact equipment with. When this equipment enters attach it to target creature you control. It has equip which I guess was two plus one and has flying. And it has pay two generic. If this equipment isn't a creature, it becomes A00 construct hero artifact creature with flying, and this creature gets plus one plus one for each artifact you control until end of turn. And it has equip two. So I like this. I think it's an interesting card. Three manner to buff up a creature and give it flying doesn't really get us into the highest power cubes anymore. But the activated ability for me is where this gets really interesting. Like from a rules point of view, how this will basically work is if it's equipped, we can pay to manor to have it unequip and it will become a creature. And we can then hit our opponents with that if we need to split our attack, which is quite cool because when this is unequipped, I think I like this oddly more unequipped than I do equipped. Because when it's unequipped, effectively it's three mana for a flying construct token. And in last episode, we talked a lot about how kind of like the blue artifact decks are effectively, but like Empowered Cube, I tried to put as many artifacts into play as possible, and one of the ways they benefit from that is by making contract tokens and turning them sideways. This, in theory, is the best contract token because it's a flying contract token. Like I'm not like jumping a creature is fine, but I do think you'll be using that ability more than you think of taking it off and attacking with it when it can attack, because effectively the turning comes in. It's buffing up one creature you get with that creature, then next turn, you take it off and then attack with a massive creature because like, oddly like like if you have a board of artifacts, you kind of want this to be unequipped because you don't get the, artifact buff. If it's equipped, it will only have to be plus two plus one and flying like I'm like in my cube already. Like, I mean, I in my cube when I'm pushing the deck, but also in the go vintage cube where they're not. I still run a card like netlist, and I think this is just better. Like, let's say this like comes in with a gem token and it just powered up in a single time, right. Lets you control real. This can have flying like I think it's just quite a neat swap. What do you think of Iron Man armor? James? I think it's less good for narcissist. I'm willing to be proven wrong, but, it's that continuous man of investment, to make it into a construct that puts me off, I'm not gonna prioritize activating this. So casting my spells during the next few turns after I've. I've played first fight. And. Sure, that's fine. If I've got I attached something where I have a plus two plus one. And flying is really impactful. But, I think there'll be there will be some games where I've this out if it's not attached to something. But it matters too much if I kill the creature it's attached to. And then the next few tens, I'm just add my mana is tied up doing other things, and I'm not putting it into activating this. And, then it ends up just, sitting in play, not doing anything for a few turns. Too many. I think a bit too much of a time is is my hunch. Not that it's a bad card, but I think, in most of my aggro decks, I would have I have a narcissist where it's just, I just put my three manner in and now it's a threat on its own. I don't need to do anything else to it. And then, sure, if I kill it, then I can pay to matter once to reequip it. That's fair. No, I do, I do, I agree with that. I do like I do, I like that assist. That's just one thing for me is there's always been a bit of a tension point in like the, in the more aggressive version, like, like like I think the conversation on what's better for the go white version. I think what you're saying makes most like that. I see it more for me in the aggressive version. The metal says not being an artifact creature itself. There is a tension point in that because it doesn't get buffed up by certain effects. You can't put a counter on it with like steel overseer, that kind of stuff. Whereas the construct Iron Man thing will be an artifact. So there is something that like, like I like it's probably not one where one is always technically better, but they both have their strengths and their weaknesses. But I think this is like like I think as a testing point, I think swapping it for testing purposes, I think it'll be perfectly fine. And then seeing which one you like, I think is a good shout. Sure. And if you're leaning in to be aggressive, go buy it off. I think it doesn't necessarily have to be one off feel for even both of them. Just I can run both in my scope with Low Deck. You thought you got away from sushi and knowing something that. I think the thing that will stop based off this would be helping me. Testing Iron Man's armor is probably the price. Let's have a look. Okay, seven $7 at time of recording. Love that for me. All right, let's keep going. We have one more artifact, James. A card that people are saying may break vintage in half. Talk to us about the Fantastica. I am. I have no knowledge of vintage. I'm still going to take my obsession on it. No, not fake vintage. Feel free to, taunt me about that in the coming months. Yeah. The Fantastica is free generic manner for a full four legendary artifact vehicle it has flying and whenever you cast a null creature spell, you may have a fantastic car become an artifact creature until end of turn. And whenever you cast your forth non creature spell each turn may sacrifice for fantastic. If you do create four for four colors, construct artifact creature tokens with flying and haste. This promises to do a lot. You really do need to be triggering this very reliably every turn. Least the first known creature spell. I'm just a bit worried about what your deck is actually going to look like, why you're so reliably casting non creature spells at every turn. And yet this kind of wants to go in an aggressive deck, right? So presumably we we have some creatures as well. I could just see you getting a bit screwed to some games and you cast first and it just sits there and doesn't do anything for a few turns because this does not have a crew cast. Right? There's no backup plan here. If you're not casting non feature spells, that is not a card. And and never pretty. It very rarely blocks right is is is relevant. And because you'd have to cast in in some pattern to make a better creature on base and the fourth long feature spell thing I think is really tough in not that you can never cast for non creature spells in attacking cube, but the decks that do that tend to not be decks for one another casted for fall. Right. So unless you're, you know, your whole game plan is around trying to trigger that fourth spell, which seems a bit tricky. I think that's not something we're going to be doing all the time. Like, sure, it'll come up if you have all the bubbles and you'd fall your cards in the right order, right. You will get a few feelings off of that, but I don't think it's enough for me to want one. The card. And I have a ceiling high on this, like, free manifold for flying is just huge. I'm sure there will be decks where this is strong, but I'm. I'm a little bit skeptical of sort of in the aggregate here. I think there might just be a to a few games too many where this sits. Fan doesn't do anything though. I don't disagree with any of that. I for me, I don't actually I don't like this at all as just a card in my spell slinging deck. Like I would much rather any of the spells in the cards that, like, make me a token. Like I'm going to get more of them over the course of game than this. Like like like the ones that make tokens. Those tokens will keep me alive until I can grow my ball state and do bigger things. Whereas this is just like I don't care about get like in my spells on a deck. Kind of like getting into for every other turn will be nice, but I do need to block every now and then. But for me, if this is getting into a cube, it's because you are really leaning into that to bottom ability of effectively. This is and I'm going to get yelled at my second like copy of Tendrils of Agony. James is laughing. It's going to be fine, guys. It's going to be the change that I think is going to be fine. Like, and I know that that is a very hard sell. Because effectively, well, there's two points where it's a hard sell. Firstly, we have to storm off and then untap, not traditionally where the storm deck wants to be, but if you can do with instance, you can do it on your opponent's turn and then untap with your board of flying full force. And that could be a way of winning. The second part is that I feel specifically people who like storm will specifically hate a card called the Fantastica. But to bring it back together, like, yeah, for me, I don't want this as a spell, a card for me, this is a kind of a this is a combo win con just looking at it. And that spectrum. James, what do you think about this? I think it's dreadful in that spectrum. Okay. Because if you're trying to do the combo something you want to cast spells, cast your rituals, and then the last card to play is when you actually have mana spend on your win condition. Right? You want because you when you flake 2 to 2, that's the thing. And you flash back all your nonsense with your Yakima as well. You might have cast off for long creature spell already, in which case this doesn't do anything. We have to have this in play. When we cast the fourth one. Right? Yeah. And even then, it's it's not even 20 power, right? It's not necessarily killing in one. You might have to untap twice, which is kind of tough. Honestly, I feel like I'd rather have empty wounds. An empty one. Not very good. No, I I'm going to I'm going to say this is better. I'm. I will stake my reputation on this card being better than empty the Warrens in terms like, like, okay, there was a world where we could just make a perfect storm deck and just put individual win cons in and see how it goes. So like, like, what was the I think this card was actually banned in standard but ignite memories foreign read target player reveals a card at random from the hand. Deals damage equal to the equal to that player. Equal has committed mana cost and it has got storm like come on, I think this is better than that for me anyway. Like like if you support this, I don't think for non creature spells is that hard because effectively it's two cards with flashback. It's not that you can't do it, it's more of a I don't think it's what I want to be building my deck around, you know, I guess where I could see it, right? Is you were kind of just on deck and you didn't really get, and, you can sometimes, like, run this out on turn three, and then if I don't kill it, you can untap and, like, do the thing and you go, like, you know, ritual mana. More foes, player cards for spell playing cards while spell like, I didn't actually have my full storm thing, but I still got to put a bunch of power and toughness into play, and I can, and in a decent amount of the games, that will be good enough. Issue I have that is that a lot of games for Storm Deck takes a long time to set up. And then if you're saying you need to untap this like you've done this out and then just kill it and it's, what's your deck? Do you know, I'm really want to donate slots to stuff like that, right? I want all my slots to be geared towards the thing, which definitely wins me the game where I have my sick turn, I cast my brain freeze, I cast my tendrils back to me. Right. And they can't interact with that on my server. Right. There's there's not there's not interaction for tendrils, faculty and ice cubes. Why is that? Very much is for this card. Yeah. Yeah, yeah. No, I do agree. I think they will see it. Oh they will see this coming because you've played it but yeah. Yeah. But but for me I think it's more that is the conversation of where it is like I don't think this this gets in at all. There's less of a value creature. And if we're not and if it's not getting in as a combo card, then, I guess it doesn't get there in the in there either as well. Would you say this is worse or better than noise, marine? I should remind myself what noise marine does. Noise? Marine noise. I mean, what was the other card? I said could be an alternate storm wind condition. That's four and a red for a three. Two creature starts warrior with Cascade, and when it enters the battlefield, he deals damage equal to number of spells. You've cast his turn to any target as a storm. Wind on a storm. We're going to fight. Pretty grim. In the grim darkness of a 41st millennium like custom wind conditions. I think they're both a tough way to do it, I think. I think I prefer Noise Marine because, Yeah, because you can just kill it with an evil spell, you know? Okay. Reasonable. Reasonable. All right. Phone card. Anyway, I think definitely worth the discussion, because. Yeah. A bunch of. Well, the wife plays vintage, and I know that this was a people were worried for a hot minute that they're going to have to run this bad boy. I have one last card for our set review. Last up. Well, actually, actually, that's a lie. It's not one card, it's five cards. We have a cycle of lands. Last up, we have, I'll read the as obvious one. It's gleaming bastion. It's a land that comes into play untapped. It taps for a colorless, and it taps for a white and a blue. Activate only if a land entered this turn. Or if you control a basic land. So there is a cycle of allied paths in this set, and they seem like a they seem pretty solid. Like I don't think they're going to get into the top tier of landing cube like we should, but we do it. And I said, I don't want change. It's just on like the how are we tearing land in in like a knife out cubes? Because I think we're basically set on fetch dual shock, survival at the surveil land. And then I quite like fast lands. And then if you want to go down an extra one, maybe like another MC of Creature Lands, I kind of like to go for, like, a little bit, like, what is the deck doing? So like my, like fifth or sixth, like injurious land is like an artifact land. Cause I'm doing artifacts. But there's a lot of room in terms of cubes below that, in terms of, like, what you like. Because the listener, the fetch lands in my cube are likely to be proxies. The jewels are 100% proxies. If you're building a cube for real and you like proxies, these might be a solid shout. Like, I think these are like, they don't really have a massive downside. Like, on turn one, they will, they will. You can play your mother of runes off this card. It's if you don't follow up with a basic, that's when you kind of get a bit turned off on land. But it's not. They're not coming into by untapped. All they ask is that you have basics in your deck. And like, unless you're like my guys, these arms and maybe the three color deck, you could get screwed there. But in any two color deck, these seem like quite good lands with no real downside. I guess the colorless as well. If you're doing outdoorsy, all you're. Do you have another source of colorless in your deck? But that's quite rare nowadays. Mom, I thought she was I not too much more to say maybe, but what do you think of this cycle of land streams? Yeah, I think they can be really good in two color decks. But one thing to be aware of is if if you cut over jewels for these, you're really discouraging a sort of 4 or 5 color depth from existing. Because these basically aren't playable in those stacks. You're just not can have enough basics. But and most know most of it cases, these can be phased. Yeah. So I'm seeing it in like a, a cube that isn't doing fetch lands from a budget point of view would be my gut. Is in that environment. You you want as many settable ones. So even like maybe the tap lands that that can be fetched might be better. Like, I'll take tango lands or or the cycling lands, perhaps from Amman. Cat. Just as you can find them. They might be better, but if you don't have fetch lands, I think these are going to be very solid. All right. Marvelous. So that's going to do it for our set of you. We have a we have a couple of things to touch on before we get you all out of here. Firstly, I think is a bit we always do is cause that we're playing so many times I was gonna quickly touch on cause we're thinking of testing maybe in some of our cubes. Like, personally, I think moment more like master is definitely what the test, the green kind of alternate ramped up excavator we touched on in this episode. I think that one I might I might potentially test in my in my unpowered vintage cube. I think that one could be quite good there in my, treat yourself cube. I'm thinking of undead hand ninja and, Grim Reaper scythe. I'm thinking about testing those because I'm really going hand with, like, the insidious root stack. And these are very these are better than some of the options that we've had previously. Kind of like it's a new ish archetype. We're getting better tools for it. So I think those could be fun. I think Black Widow Super Spy is just a very strong magic card. And I think, oh yeah, just like menace. Growing creatures I think have been quite strong, like the one I want to play with and I want to play this in one of your key chains. I want to like Doctor Doom, unrivaled, the, sort of doomsday, lab man, wind con. I want to play that in your dual command. A cube. That seems like a lot of fun. Like having this in the command zone seems cool. Yeah, despite kind of this. Despite being slightly rude about that. Cause this is doomsday. When come in our last episode, I think for Commander Cube, where you can have that in your command zone. And I am trying to make doomsday a thing. I think it's probably worth and include fair. It's also kind of interesting to me to put it into an ax to soul cauldron. And I think that's some interesting bit of safe house you can make. Yeah, I'm interested in that one. You command the cube also for command cube. I'm quite interested in iron. Hot. Clever champion. That's for non creature spells. You cast have improvise. The blue one. Oh, that one's very cool. Yeah, yeah, I think that could be a cool commander. For Power Cube, I think Wanderers Wasp is quite interesting. That's for a two mana, two, flier where we tap something down. I think Black Widow's generically a pretty strong card. And, the Hulk, I think is quite good. I think King T'Challa is quite strong. A couple of a few ones. I'm. I'm trying to find Galactus. I think I'm almost certainly going to include. Because I think it's just bad up until some of the other colorless options. I will say from, like, a sort of slavery perspective, I don't love all the superhero stuff. So when it's kind of close, I'm probably going to choose one that isn't a superhero. That, that that's that's entirely just to me thing. Yeah. Moment I think is also certainly worth a test. And probably both of those cubes just because the, The Crucible is quite strong and. Yeah, especially for dual commander, because having a legendary crucible is, is is something we don't have previously. Yeah. Oh that's a yeah. That's quite hot. Yeah. Yeah. Honestly might be a bit cracked for sure. Mine will. We'll see. Yeah, I guess I kind of just like it brings us onto onto something we kind of wanted to. We wanted to talk about, but we wanted to leave it to the end. And that's kind of like our thoughts on the set and kind of some of the implications, I guess, for the set in terms of how like how it's going to like maybe like affect Cube or Bubble and that was going to affect cube and kind of like how cubes are being built because like we we were already thinking of doing this action. But then we saw some comments in after the first episode and kind of like, yeah, I thought this was about doing, but kind of like initially. So just some thoughts on this. That is, there's so many legendary creatures in the set. James, I have the number in front of me. How many legendary creatures do you think are in, like, an over all the products? So I'm including, the main set, the commander set, and the jump start product be over 100. I think. Yes. I don't know how many cards there are. I think it's it seems like about. 20% of the cards, legendary creatures. Probably more that 653 first printings in this set, 371 of them are legendary creatures. That's insane. But that's about half. That's an incredibly large number. And, like, that's had a number of effects. From a cube building point of view, it means that the Legendary Matters deck has got a lot better. It's got a massive boost from the set because it primarily as matter. But basically with this set, they've had to take effects that that you would normally have for a set. But in this, in this set, they just given us that. But but but on but on legendary creatures, the last time we touched on like that the there's no deck running cars like Yoshi Maru, Mox, Amber, and also a card like, loyal bodyguard as well, like a bunch of cards and Lord of the rings that all, like, buff up legendary creatures will reward you or protect your legendary creatures. There is so much more for this deck now that it's probably going to be quite a fleshed out archetype. I dropped it off of the set alone, but my my gut is that it's a nice deck. Is that kind of like a it's a creature base deck now, it's quite good at creatures. My guys kind of that that's kind of where it is that like that's where all the support for is right now. But that is going to be a full archetype that I think you actually got to support quite easily, because it's a bunch of my creatures in Cuba are going to be generically are I'm going to be generically legendary. Now, it's not that hard to just put in a couple of legendary payoffs and for them to be worth it. For me, though, the biggest downside of the set and like the rise of so many legendary creatures, is that just like we try not to be negative about them when they come up, but but there's a bunch of cards in the set that just actively annoy me, like, cause like Night Nurse, hammerhead, Magic Boss, and like Mole Man, I, they actively annoy me because they're just versions of like, we these are cars that we've already seen, but it's like, I do feel a bit sorry that, I'm sympathetic to a point because they felt like they had to make 371 legendary creatures. And it's like, well, we haven't any ideas. Let's just take one that already exists and make it slightly better and put it in the set. That and like, give it a like like like I'm not fussed about like a tertiary Marvel villain. And now that kind of like the best sacrifice that will get in black potentially is a tertiary Marvel villain. Do. If I want the most optimal cube, I'm going to have to consider running these cards. What do you think about that, James? Yeah, this is, I think, pretty clearly a trend we're going to see continue for at least next year or two. Right. I think it it sort of pushes you into a little bit of a decision as a cube designer, if, like us, you're not wild about this from a sort of flavor perspective. Or just like, direction for for magic fan. Even when you're building cubes where that wasn't the main focus, you kind of either have to be chill with that. And, that becomes a lot of what for Cubies, decide to do something else. Which is fine like that. That's the upside of cube, right? You get to do whatever you want with that. If you and you don't have to say, I'm not having any Marvel Spider-Man cards, you just put in the ones you like, you know? It's fine. But. It it will pursue it if you're if you're someone who is not looking at a five or whatever a call, then yes, you make cubes will become very much, here's a bunch of them out of there will be a lot of Marvel dudes. There'll be a lot of legendary, a lot of rings dudes. Kickback is going to be the best card in the world. And, and we go from there. And, like, there's nothing wrong with that, you know, it's it's it's personal taste. Right? I don't love that. I don't love I haven't been loving the mutant turtle dudes. I don't love the Marvel stuff. It's fine. Like, everyone has different taste. I think the way magic is, is gone. Is you've just got to be okay with that. And, engage with the bits of magic you do enjoy it. And. Yeah, that's a that's the great thing about cube fight. We can pick which cards we play with if you build your own cube. So I'm, I'm thankful for that. Yeah. It's actually at the I think is one of the reasons why I've focused more on cube over the last couple of years than like, command or any other format, because I can I can make the format, I can make the format that I want. But like, I do think it'll be a thing of like the vintage cube and like the arena cube, which in theory will be how still the most majority of people will interact with cube. They will still have all these cards because I, I do want to showcase them. I think what what you'll generally see is a bit of a split between cubes, people making paper maybe, and cubes that I give that are online because like because like I, I not the biggest Final Fantasy fan. I wasn't the biggest, an interactive fan, but I have cards from those sets in my cube because the cards themselves were cool and I'm a magic fan, but I think it's just about like like but but like in terms of the number, like the proportion is way lower. Like I'm fine with a little sprinkling, but like, honestly, like I didn't actually mention it, but like the card I could see myself adding because I found out it was quite cheap. Is Iron Man armor like? I quite like that card. Having like one Iron Man like a little sprinkling is okay. I think for me it's like if I look at the vintage cube in like a couple of years and it's like, oh, nine characters from, from, from, from, from franchises, I'm not as hot on then that will be sad for me. For some people. Again, it'll be awesome. Like like we have friends who like the flavor of the card means nothing for them. It's just a play piece and for some people will be like that. I'm some people will. I will have everything. Yeah, I think it's a roundabout saying of a way of saying like, thank God we played cube where we can do what we want with it. Yeah, for sure, for sure. The other thing that I think makes a bit more of an issue after this set than, than the test set VI is that, this is just a higher power level set. There's not many tests cards. I'm expecting to see in a bunch of power cubes still in like three years, you know, but there's a few cards in this, so I think we probably will. No, I would agree. And yeah, yeah, we wanted to put this at the end of the episode because we have seen the comments and all views are kind of similar to a lot of people out there. But also if you love Marvel and this is like your gateway in and like, oh, what's this format cube? We don't want you to start an episode where it just is to British lads complaining about how warm it is and how much they don't like this because like, like I still like magic. And there are some cool cards in the set. And yeah, I'm excited to cube with a number of them like I am with any said, so yeah, for sure. Yeah, I could not agree more. All right. Awesome. Well, that's going to do it for our episode. I'm going to do it for today. James Benjamin thank you very much. Yeah that was a good one. Yeah it was a pleasure. And I just wanted to just leads me to thank you all very much for listening. Do make sure you like, share, subscribe, tell a friend all that good stuff. And till next time it's goodbye from me. Let's get back from James and we'll see you all soon. Goodbye.