Powerful Nothing

#50 - Tarkir: Dragonstorm Cube Set Review - Part One

Too Sweet MTG Season 1 Episode 50

We're back to Tarkir, in part one of our cube set review, where we cover White, Blue, Black and Red.

00:07:19 - White
00:33:08 - Blue
00:52:38 - Black
01:09:45 - Red

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, and welcome back to Powerful Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, but not only to the two suite mtg and as always, I'm sure my co-host James James. How are you doing? Are you ready to go back to talk? Yeah, I'm so ready. I'm so ready. As, did a prerelease, done a few drafts since it's been off on on Magic Arena, which is like two days time for coding. I think that's really good, actually. Feels like a really deep, limited format. Lots of cool cards and lots of talk about cube, I think. Nice. How did you do it? Prerelease? I, I have not had a chance to get my hands on any of these cards yet. I was very busy last weekend. Me and the wife going to be doing a half box sealed at some point this weekend. But yeah. How was the set for you? I was pretty and then how did you find it? Yeah, it was good. So when they did, the whole seated booster pack thing, I'll see that prerelease cat thing. So what you get a of seated with a bunch of cards of one particular clan? They were just randomly given to a side. I got just got up. I was happy with Jessica. And. Yeah. Jessica, I played very well. Yeah. So I just, freo with a nice sort of just sky flurry slash power stack. Chloe being a mechanic, which basically just pays you for paying, playing two spells in a, that played very well. It's not difficult to enable. There's a bunch of, like, good cards that give you mana back, to enable you basically another spell that turn, all seem to go very well. And the, the themes actually came through and sealed in a way where they often don't vie, like often in class, you just end up playing, playing good cards. Top deck. That didn't feel like the case that you were actually able to to do the synergies. I guess my only criticism is. But from a purely personal point of view, I don't love the the seeded beast attack thing because I want to decide what what if I don't really want to be told? I want to be able to, like, look at my vase and make a decision? And I like it that way. Yeah, yeah, yeah, yeah. I've also found with those, if you're the other five booster packs, don't want you to be jet guy, then you're in a really tough position. I'm assuming in three color sets, it's probably not as bad just because, like, you're going to have at least one of those colors being quite deep. But I mean, like the guild sets in like two color sets, I've really found people have struggled to kind of like, like if you pick girl in the in the, in that kind of thing. I hear a bunch of good group calls in the pool, which can really struggle to, to, to put it together. Like personally, I yeah, I am generally more in favor of just six booster packs, not the seeded one. Unless I done prerelease and got sort I then I would have been happy. I probably would have been okay. Yeah, yeah. Oh no, I haven't a full time. I have to put, flowers. Woe is me. Yeah, exactly. Yeah, yeah, yeah, the. That does look really cool. I've been doing a bunch of, deck texts to the commanders armor and, Yeah, yeah, yeah, yeah, yeah, as I mentioned, I mean, I forgot to do half box seals this weekend. Looking forward to that. It looks a ton of fun, but let's crack on with our strategy today. We have a lot of cool cards to get through. Today we have part one of our cube set review. Today we're going to be doing white, blue, black and red cards. And then next week we'll be following it up with green multicolored colors and lands before we jump in. Quick bit of housekeeping. So we have a regular spiel first. So when we're talking about cards from the set, it's important to remember that we are comparing them to every card that has ever been printed before at all, 20, however many thousand cards. That is, if we don't mention a card, it doesn't mean that that card is bad and that you're bad for running it in your cube. It's not that. It's just we don't think it's going to find a place in the majority of cubes out there. In terms of those cubes, it's worth us breaking down how we're gonna be talking about cards, and importantly, the types of cubes that we're going to be talking about the cards can go into. So when we talk about cubes, it's normally in terms of things like power level restriction and size. So if a power level, we're basically trying to describe the pool of cards that the rest of the cube is picked from. So like an entry level cube, we might describe it as low powered or budget. There's a lot of cool cars that you might run, but generally they're looking for fun games rather than doing broken things really quickly. Think of these as somewhere between like a regular set drop and a master set in terms of like power levels and speed. You then have your more mid power cubes. The games are getting a little faster, there's better fixing. You start seeing more staples from formats because you recognize things like lightning bolt, counterspell and maybe some landscaping in there as well. Previously, these might have known as like standard, modern or legacy cubes. You then have the really high powered cubes that generally the environments are optimized to run the best cards possible. The games are very powerful, and the decks need to be more focused, and you have to be doing a thing in terms of spades in these cubes. If if you go land, go for three times, you've probably already lost that game of magic. The best example of a high power level cube is the MC or Modo Vintage Cube. Which you also have a power cube. So if we if we mentioned James's Cube, that's kind of what we're that's the kind of type of Q that we're talking about. And for context as well, I also have two cubes, an unpowered vintage cube which runs all the cards from a vintage cube but doesn't have as much of the power. But it's still kind of in that higher speed bracket. So if we start talking back about going into our cubes, that's kind of where we are in terms of power level. New for this set review, I also have like, second cube, the trio selfie, which is a bit more kind of bigger and slower, more in line with the, live the Dream cube that's been on modo. So we might be talking about those cubes a little bit, just in terms of cards. We think that might go into them. When it comes to restrictions, the most common that you find are pauper, which is a cube using only commons, and peasant, which is a cube using only on comments. There are others, but I don't really have too much of an effect on our set reviews in terms of size of cube. The general idea is that with smaller cube, the average card quality is higher, like with the 360 cube for example, whereas with larger cubes like 540 and 720, there is room for less optimal bits and you're often looking for duplicate of effects. So if we say a card could see play in a 720 cube, it probably means that there's already a card that exists that does something similar, maybe more efficiently. But if you want another version of that effect, this is a good example of that. Yeah. Listen, if you own a cube, we of course realize your cube might not fit into one of these buckets Phil we're talking about. And that's fine because we're we're not trying to tell you put these cards in your cube. Put don't put this cards in your cube. We're just trying to describe how powerful other cards, in what context might be may be good because ultimately and it's up to you to decide which one should go in your cube if you do maintain a cube. Because ultimately, no one has thought more about what goes in your cube than you have. So you always be the best person to make that decision. I wouldn't tend to advocate just listening to content creators and saying, hey, for discarding your cube, don't put this in your cube. I think just use it as a source to get ideas and figure out which cards might be powerful, and in what context. They might be powerful. Oh yeah, I spent so much time saying, I think we spent some weeks spending more time thinking about cuts to my cube than my day job, but I had a conversation between me and H.R.. I guess hopefully about listening. Find out, I guess. With all that out of the way, James, you want to take it away with our first card of the day? We're going to start with white. Sure. So first up in white, we have Enoch strike leader. This is on the white for A22 creature dog warrior says whenever you attack with this creature and or your commander for each opponent, create A11 red goblin creature. Token attacked in attacking. And you can sacrifice first creature to give creature tokens you control indestructible until end of turn. So there's a whole lot of nonsense about commanders and each opponent. So, we're mostly assuming you don't care about that. Obviously, if you're running a my multiplayer commander cube, you might. But, in general, this is a two mana two two for make A11 that's, that's tapped and attacking whenever it attacks. That's really good. Like, it's not as good of the. It's not as good as something as good as something like a Babylon A6. You don't get it for ten. It enters, but it's a whole mana cheaper. That's a huge deal. This is a very, very threatening to drop. I expect this to see play in a pretty big variety of shields. Probably going right up to like, yeah, modo Vintage Cube, I think I want to try and my cube, this one has a lot of good white two tops, but I think this probably does make the cut and you just don't tend to see this level of make a token ascend onto mana white cards. So obviously if you're doing some attack with a, with token synergies or even an aristocrat stack which touches white, then this could be very powerful. That to that will give you those extra synergies. But you don't need the extra synergies with this card. This is just a good solid standalone fat. Plus the sockets give your tokens and the full node won't come up a ton. But when you get that, you'll be very glad. That's fair. Yeah, oddly, a lot of the times with this card, like like with the, with the sack on this, it's you're not going to know how impactful it wasn't to loss to the game until your opponent says, I had this stuck in my hand for ages and didn't want to only wrap half your board. Yeah, yeah, I think I think this is very strong. I have two notes. Firstly, this is one of about 20 cards in this set that are also Ravel masters. That is going to be a recurring theme. So, in terms of our masters, we are talking about kind of like board states in a can, kind of like, like Goblin Rebel Master is the signpost one, but effectively it's a creature that when it attacks, makes a bunch more creatures. They're really good in cube. They're just good aggressive creatures. But also, as James mentioned, they overlap with things like aristocrats because they make fodder for you to sacrifice. They kind of that's very good at killing your opponents, basically. And. Yeah. And yeah, as he, as he quite rightly mentioned, there isn't that there's not too many at two manner, especially in white. The second thing I want to mention is the artwork for this James is haunting. Look, it is a dog riding a giant fluffy cat. I am outraged this is slanderous. Yeah, that is to be the first, I think. Yeah, I can only assume that was some sort of translation error when the email was sent to the artist. It's a yeah, that's it. That is very unacceptable. And it was too late for them to let them to fix it. But yeah, I do think that is a valid reason to not put it in any cube. To be honest. But, if you still have it, it is a powerful card. Exactly. Exact. Yeah, yeah. The main thing with this is ignore the command. The it is just a good magic card. Yeah. Fantastic. All right, let's move on to our next white card. Next up, we have an offender there back. Unyielding lineage. This is two and a white for a two. Two. Legendary creature. Spirit soldier with flash first strike. And whenever another non-human creature you control dies and offends, it endures. Two. So it's the first time we're seeing endure. This means that, you put two person counters on it or create a two to white spirit creature token. So off the bat, worth mentioning, I don't think this combo is anything. Nothing immediately comes to mind because of that non token clause, but this is a lot of value. In fact it goes up if you're like like the fact that this is a nice little overlap card between your personal counters Dex or your token Dex, which is something that kind of white tends to touch like you do see counters pop up in Celestia, you do see tokens and aristocrat type stuff and like like you see tokens in Boris. You see aristocracy type stuff in all of that's pretty nice. And the flash part of this, like a flash first striker is a real cool that it's, I think to be a combat trick. Like there is a lot of like red has a lot of, like, there's a lot of aggressive creatures that have to toughness that if you're just going Lango, you're like, oh, well, I'm free. Trembling like like white is also isn't really known for its flash. Like not as much as blue anyway for its flash targets. It does have them, but this I think is a pretty good one. My gut with this one is that it is just a solid roll player. I don't think it's one for every cubes. I think, like as I mentioned, it's one that if you have a number of decks, that or a number of architects in your cube that like this type of effect, then I see run it as a roll play, I think it'll be very solid and very decent in those, but kind of like from just a raw power level point of view. I think it's fine. I think it gets in if you have that bit of synergy basically. Yeah, I agree with that. I think it's a oh, I also think the card just plays quite well. I quite like the play patterns here. So I think you're very often going to be able to get sort of at least one trigger on the way in, essentially, like you can cast this in response to a movable spell and one of the other creatures, you get a trigger from that. Or if someone's lining up some attacks on you, you flash this in before blocks you block for bunch creatures, you get a bunch of triggers, and you're in a really good spot. You can use that triggers. I think the default mode is going to be very much making the tokens, because your opponent already really incentivized to kill this over. Not if I don't want to put more eggs in to be an offensive basket in most cases. Having said that, if you're against, say, a moderate deck, well get a couple of Angelus triggers on this and it's out of range of moderate burn spells. And then you have a giant first striker. So they can't really sort of even deal damage to it in combat. That might be a very hard thing for that to deal with. So there is that flexibility there. Plays plays actually pretty nicely against sweepers as well because sure, this will die, but then you have a bunch of angels triggers on the stack. They'll see everything else dying and you make a bunch of tokens fat. But that works pretty nicely as well. Yes. Really solid value card. Not going into the most powerful cubes just because there's some very, very strong white like free drops. And this just isn't as aggressive as some of foes. You know, you compare this to something like an ad, Leon, and it just doesn't have the same snowball potential, like, but yeah, not a lot of bad things to say about this card. It'll it'll be solid in almost every deck. And if you have actual little bits of synergies that could get solved, put it over to the point where you actually want to have this in your cube. No, definitely. And like like an endure to like making two twos is very that is like those are real creatures basically. Yeah. Oh yeah. Cool card. Might not be for every cube. James, don't take it away with the next white card. Another reason to not run savanna lion. Unfortunately. Yeah for sure. So this is a descendant of stones. It is a single white mana or A21 creature human soldier says whenever this creature attacks, you may pay one to white. If you do, it endures one. So if you put a plus on on counter on it, he'll make A11 spirit. Yeah. This is really good. Listen, I sure as Have fallen is a card which has seen play in a very wide variety of cubes, including high power level ones. This is mostly better. It's not strictly better, but it's mostly better. Your default is still very much going to be making the tokens, because, again, it's it's better not generally fetch your power and toughness across multiple bodies. Just it plays a lot better against removal. But when your opponent has a free three out, you can attack, put a counter on it, and now they have to trade for your you one up and that's great for you. The reason I say it's not strictly bad of an issue for fallen is this does make you commit to spending the mana when you attack you. Sure. You can use it any time after you attack so you can see how combat plays out. Maybe you want to sort of hold up a trick during combat, and if you don't need to use that trick, you can use mana. This makes you commit an attack. So that is a little bit of a downside. But I think the ability to add a counter in the post, just making a spirit like a does is does make that worthwhile. And I think if you're running a you have fallen and you're not don't have a particular attachment to the card, then cutting it for this is probably a pretty good move. No. Exactly. Yeah. I think if I right. In terms of I, if I would level cubes it is it is kind of like it's in terms of slots. It is it is kind of this or action of the fall. And if you were already running that, but this is fortunately a uncommon. And the competition for one drops isn't as like there's still some very good ones, like there's still recruitment office, and like modulo Reaper as, like 1 or 2 ones. But I think this is just a, I, like, like the rage. It's competing against things like also the pride. But yeah, in like in more budget cubes and in like, passing cubes. I think this is like, again, if you saw this in your one drop section, I don't think you would bat an eyelid. You just like yet white aggro in this cube. Deck it. That descendant of storms is going to be a very fine card there. It's a hell of a lot better where we play. I'll tell you about. Yeah. It is, yeah, it is. They're both humans as well. Yeah. Okay. Yeah. I have no notes. Okay, good. Perfect. All right, let's go up the mana value a bit. To to Elspeth storm Slayer, I suppose. Back and looking rad. It is three white. White for a legendary planeswalker, Elspeth, that comes in with five starting loyalty. There's a static ability of. If one or more tokens would be created under your control twice that many of those tokens are created. Instead, it has the plus one of create A11 white soldier beach token, which obviously with its static is you make two of them. It has the zero of a possible encounter on each creature. You control those which is going flying until your next turn, and a minus three of destroy target creature. An opponent controls with mana value three or greater. So this is a very strong magic card. Doubling effects are very, very strong, but they're not for every cube. The play pattern of this is probably going to be like, actually, the zero is kind of the ultimate. The zero is actually kind of your kind of like big game breaking reward when once you kind of object made some tokens down ticket, remove the threat, that kind of stuff like the zero is is only I think the thing you lose, you're going to end up using last. Once you have that board state and you're ready to kind of crack and start cracking through the damage. But the reason why I said that kind of like this isn't isn't for every cube is because not every cube wants a token doubler. Like, if you if you were already thinking of running like Mandrake glory dominance, which is a different token doubler, then I think you maybe run this one instead because I think this kind of does more. It makes you the tokens as well as being the token doubler. This is, I think this is the first token we've had that also actually makes you tokens like doubling season. Very strong magic. God doesn't actually make you tokens very strong card, but it's just in the average cube look like in a power cube. You don't want that. You want something is like like the five mana slot in a token or aggro deck is the like. It's probably five minutes, probably too much anyway, but like you want your four drop to end the game. You don't want your five drop to then give you more value, if that makes sense. So like like like I think for slower cubes, like, like my, treat yourself cube where I do have my own dragon. I do have a large token theme in it. I'm probably going to try and get an Elspeth and put that in there, because I think in slower cubes where you have time to build that board state. I think it's, I think this could be quite strong, but in the majority of cubes that are just about killing your opponent one on one as quickly as possible, I don't think this is the most efficient just because it's that kind of it's an extra step to killing your opponent. Just run jackrabbit and turn it sideways. Don't run this in your more efficient cubes. Is that is it just I'm going with anyway, I think I'm a decent amount higher on this, actually. Based. I'm not viewing this as a token double if I'm early, I'm just viewing it as a very good five mana planeswalker. Like, if you could. Like, I think if you remove the static and the plus just says make two one ones, I think this is a really solid walker. Just because it goes up to so much loyalty, like six is so much like make two blockers of the six. Loyalty makes this, like almost impossible to kill with damage. And the only scenario where that wouldn't really be true is if you have a big player. Like if I have a big fly of, a minus three just kills it. So there's really like very few situations where this is actually bad. Plus in real reality way, modern cars are printed like you never don't have any other token generation, right? Even if you're not a token stack, you still make a bunch of tokens in, like many games of magic at this point, right? Like especially in White James, every card we've spoken about so far has made a token. Actually. Exactly, exactly, exactly. That's kind of that's that. Yeah. Plus keeps it alive. Minus keeps it alive or kills whatever thing you need to kill. The zero just ends the game so quickly. I think this is pretty strong. I actually might try this in powered cube. Really? Okay. So. Okay. Like so I think so, you know, like Gideon used to be second power cube fight and kind of really isn't anymore. Because other stuff just snowballs better. I mean, I think it's fine, but it's not like, premium, you know, it's not as. Yeah, okay. It makes sense. Yeah. Yeah. It's not as it's it's been just the mind sculpted a little bit. Yeah. Okay. Makes sense. This I think is actually better because it has that removal mode. It deals with the situations where you're behind a lot better than Gideon does for me. So. Yeah, I'm gonna. I'm gonna give it a try. I'm not saying it's, like, necessarily great and Power Cube stuff. She has such a competitive slot like a white five top. But, yeah, I think in more like mid power level cubes. This is absolutely going to be very strong. I yeah I wouldn't restrict it to just I'm a token stack I need a token. But I think this is just a good card for get better. The more tokens you have and you always have some tokens. This even seems like it's not restricted to creature tokens. It will double up your space and your food and all that nonsense. Like, I think it would be good and treat yourself to. But it might even be, like a bit too efficient for tree stuff. Cube, you know, but but like, it doubles your food and your physical or finances. Yeah. I think this is a really strong card. It does double your construct tokens. That's kind of what it does. I'd also actually like, like to politely request that my opponents in traffic could stop having this card. It's really up these have like four times already and it doesn't feel like that's reasonable. The amount of drafts that I've played from effects. So if everyone could chill out on opening, I'll spare for a couple of weeks. That would be lovely. Oh, hopefully there's one in my box. That's what that that's what we're going with. And then no more. Yeah. No. All right. We've classified this. This next one is as a white card. James, what do you think about twin more storm brood? Yes, a twin more storm brood is a five and a white for a five. For creature Dragon. It has flying. And when this creature enters, you gain five. Like. Well, that sounds rubbish. I hear you saying that is kind of rubbish. However, this has an omen. So as for first time, we've seen omens. Omens? An alternate where you can cast the card for a different effect. Kind of like a split card. However, if you cast it for the omen part, when the spell resolves, it will shuffle back into your library. So in this case, the omen is shoving bite. It is one event for sorcery omen showing bite deals five damage to target creature without flying, and then assuming you shuffle it into your library. Yeah, we have this a white card. It's really a bad card. This is just a dice. Doesn't removal spell vote is a perfectly playable removal spell. This will be wherever you need a card for a certain color, and that's how you'll organize it. It's never going to be a Boris card. It's going to be a red card. Maybe. But like, this is like, if you're down a white card and you need a white six drop, that's fine. You can. If you want to lie to yourself about what's up, call the time game to balance the numbers out. You can set. This gives you an opportunity. Yeah. You're here for The Omen with this one. Basically very. It's a perfectly playable removal spell. It already is in some cubes. Because one thing that can struggle with is killing big green creatures, right. This effect is a way to do that. Having a large dragon attached to your waist as an option is really nice. The dragon is not a good card on its own. Six manner is way too much reverse effect. Getting five is really nice. But it's still too much mana, right? But when you get that for free, essentially on on your removal spell, that's great. I would sometimes put this card in my deck with no white sources at all. That's fine. But in reality, once you've got this card, it's probably not that difficult to pick up, like be able to, to land somewhere. So maybe have like one for two white socks in your deck because you will draw this multiple times, potentially in a longer game if you cast a removal spell a couple of times. So maybe in the late game you quit and you have that option to cast it back. And if that's what you need, yeah, this is a solid card. Then it's not it's not tearing up any trees, though that more efficient removal spells out power. But I think for the peasant, this is probably actually fairly good. Yeah. Importantly, this is an uncommon. Yeah, yeah, I think this is a slam dunk slam dunk in peasant. And if I think any slightly slower cubes where like where running a roast isn't the end of the world, I, I think you just run this like it like, like I but if I'm like like like the most efficient where like you have to run lightning bolt and you have to run like, like the most efficient bits of interaction. I because that's the speed of your cube. But even like, like, like my unpowered vintage coupe, like, like I'm not running the most. Like I'm running like, galvanic blast, for example. Like I've got a, I have room for like some shock variance in there. If they synergize with stuff and like, I think like, like this would fit quite, quite decently into like my unbalanced cube. It's it's a slam dunk in my treat yourself cube because it is it's a more slower effect. Like where, where where there's more color. So you're more likely to be able to get both parts of it. That will also be a thing in slow cubes where I kind of like I'm just fixing can come a bit later in the day, that kind of stuff. You don't have to be as efficient, basically, as as more as faster, more powerful cubes. But I think, yeah, this is a this like most of these split cards, the two color ones will should see test like should see testing and parsing cube and probably a lot more cubes as well. Also it's a it's a uncommon. So hopefully it's like 50. It's not less. So give it a go I think it's going to be a pretty solid card. Yeah for sure. And the the omen part that it shuffles back in is actually upside because yes, there's an if this was just a straight up split card, I'd say like it'd be a very small percentage of games of it you'd cast for Dragon part, because you only do it now if you draw it any time in the early or mid game, it's not even gonna look at the dragon part. It's still used for removal, but in the old joy in the early or mid game, and then over it again in the late game a decent chunk of the time. And maybe you have like eight lands and then dragons. Great for you. You know, I definitely like this also like the other thing with omens is they all sort of tech for like control mirrors because they when you cast The Omen they do go back on top so you can avoid milling of those or so you can avoid losing to decking with these. Yeah I've already done that in draft day. I've done card library for like eight tens. My one card killed off and on dragon creatures. They had like eight cores left in their life. I was like, well, for the first eight cards, the dragon, I lose the flies. I probably win. And if I were no dragon, I had a lot of fun. Awesome. That's phenomenal. But yeah, like like like like that isn't a thing that will come up as often in like cube because cube is generally gonna be quicker than like set limited. But that is still a still something like for the more combo orientated players out there, there is something that you can do with that. Like if you're like, I'm not saying this is the last card in your doomsday pile, but there is there's something there. Basically, it's it's something to consider. Yeah. Very cool card. All right, let's keep it rolling. We have our last white card. We have Voice of Victory. This is one two white, 313 human bard with mobilize two. I think it's the first time we've seen mobilize. So if we're counting the last spell as, burn spell that makes a token. This continues our, tradition of everything making a token in the set. So mobilize two is when this creature attacks, create two tapped and attacking one. One red warrior. Which tokens sacrifice them at the beginning of the next step. So when this attacks, you make two tokens. It also has the line of text. Your opponents can't cast spells during your turn. So we were kind of excited about, I not strike leader as a two drop. That makes token. This makes two tokens. When it attacks, yes, you do sack them at the end of at the beginning of sense, but that's fine. With mobilize, I do think it leads you further down the route of these energizing better with blood artists. Like they'll still kill your opponents with combat damage. You can still turn them sideways. It still kind of ramps up the amount of damage eventually. This is a two drop. This beast throwing out three power every time one attacks. That's good. But because they auto stack themselves, I do want to. When I see mobilize and I read it, I keep thinking like this wants to go in a cube where you have blood artists, so where you have things that ping your opponents when you sacrifice stuff. That's where I think these type of effects will be best. And this makes, this makes this makes a bunch of tokens. But on top of that, that ability is really annoying. Like, it turns off counter magic for all of your sorcery speed spells. That's incredibly strong. My gut is that this is testable in every cube that can run it. In low power level cubes. The token makers is why you run it, because it's an efficient body that's going to make a bunch of tokens at two mana. As we mentioned, that's not something you can do in white men in higher power level cubes. Hoses, control decks is very strong. Yeah. It just means you can play your spells and you're not going to be gotten by. I don't think this gets into like, comp, like combo Dex as a protection spell. Like maybe in stuff like Candyland, but that's a separate podcast, separate format. We don't talk about that as much here. But like if you're trying to put a combo, this is a fine card. But I don't think that's why you put it in your do. But this this is in a cube because it's making you a bunch of tokens, and it has that annoying ability that, aggro decks, kind of what they don't want to be mucked with on their terms. They just want to carve out and hand rumble. And this will really let you do that. Yeah, for sure. But, I mean, it's kind of a it's it's two mana. It hits for free. That's good. It is. I think if you don't have any tokens, synergies, it's kind of worse than being just a two mana free fee. Like it's easier to block, but, yeah, but you get that, that disruptive text, which is going to be like less than half of people you play against that text doesn't matter. A quarter it will be a little bit annoying sometimes. But the final quarter, it's like infuriating for them. And there's also just for thing like that, it's so much easier to, like, plan your turns and to you can just make the optimal line knowing that you're not going to be disrupted. You don't have to play around anything going wrong during your turn, and that makes that just makes magic so much easier. And anyone who has ever untap Switch to Fairy Time Mafia understands, the warm, fuzzy feeling that nothing bad can happen to me this time. Bad things might happen next turn, but this turn, while on my turn, I am safe. And, Yeah, it it just it makes your combat tricks better. You don't have to worry about other movable spell in combat. It's, It is pretty nice. Also, on the other hand, you might think that the control decks are struggling in your cube and you don't want to playing cards to house them. And that's also very reasonable. But if you did this, this is a good choice. And, it hits for a lot of damage. Yeah. Say, if you have some blood assets, if you have some sort of mass pump effects, this goes up a lot. But it's going to be a solid white glass of two for basically in any cube. No, I completely agree. I be honestly, I've like as I got to very time travel because it was so annoying for my cube page to go. I forgot that card existed and then got a cold shiver of like, oh no, no, not again. I absolutely hate that card. But but Voice of Victory, I think is a very interesting card. I think it's very cool. So first up in blue we have the Vang Viver Regent. This is for blue, blue for A67 creature track and it has flying. And when this creature enters turn up to two of a target and on land permanent to that owner's hands, a big dragon. Big board impacts big mana costs. However, it also has an omen attached. The omen is coil and catch. It is three and a blue, so four mana total for an instant. Draw three cards, then discard a card and snowman that shuffles back in. So we are overpaying by like maybe half a mana for this four act. Like we have a bunch of instant speed draw mana, draw three, discard one with a downside because like a restriction on what you discard. So like first for discovery, this card is good. So what we want to play a tiny bit more, because in some cubes, if I'm drafting a control deck, I don't want to have to dedicate cards in that deck to trying to win the game. I want all my cards to draw me cards and disrupt my opponent and keep me alive and prolong the game for me to use those extra resources. The fish. That's sorry God, this means I don't have to run a win condition. Yeah. That's great. I'm probably not. I'm not casting the dragon very often. The first time I cast a spell, I, I'm going to, if I have it in the mid-game or even going, you know, even probably sometimes when I could cast a dragon, I'm just going to draw more cards in my opponent and stuff. I'm going to keep my counterspell up. I'm not going to expose myself to any risk by just tapping out, but Giant Dragon a lot of time. And if this was just a split card, I wouldn't be that good, because then I'd cast my cards or spell and I couldn't use my dragon to win the game later. But because this shuffles back in, it means when I have feel like I have a game under control, I have a lot of mana. I can then play the dragon. Maybe I can play the dragon and keep a counterspell up. And it's very hard to be behind once you've cast the dragon, right? You have a giant flier and you could bounce to tune on land permanent. At that point, I can cast my dragon if I can gather counterspell now, dragons aren't going to die. That's then when I start winning the game, I and I didn't cost myself very much for including that card in my deck. I didn't have to just put a giant six mana creature which doesn't do anything else into my deck. I got it for free on my card for a spell, and I maybe got to cast that card for a couple of signs already. And then like game, it wins me the game. And I really like that modality. Having said that, in like very, very high power cubes, like powered cubes. I find the control decks actually don't you don't have the no win condition control deck that often anymore just because you know, so many books of cards you can splash, right? Like, yeah, your blue white control deck just ends up like, slash just for fire like this. And that must be the game or whatever. So maybe we don't need it in those cubes, but I think if you go tiny bit down from there, you know, like, I think like a bit like, your main cube fight where it's like, kind of like Venus Cube, but you've cup of busted cards. I think in that sort of cube, a control deck would probably quite like something like this. No, definitely. Like it's like, yeah, I yeah, I, I boujee because yeah, I have played against decks where the, where the wink on a celestial colonnade and I just miserable. But yeah I can I know that. Yeah like like I know they can be strong and like. Yeah it is the type of magic that people enjoy. And Yeah, I think this this card is great there, but I think my only real complaint about this card is that the the mana values are quite close together, like with a lot of the other split cards, or whether the omens or the omen is like two mana, and the bigger effect is like 5 or 6, the difference between 4 and 6 isn't too much. So I could see a world where where realistically, if you, if you draw this on turn four, are you going to, snap it off or are you just going to wait? Like, if you draw this on turn four and you have four lands in play and two lands in hand, what are you doing, James? Are you going to wait to play this dragon? That will probably win you the game if it resolves? Or are you going to. You're you're going to draw the cards, aren't you? James? I think I know you well and I feel like draw the cards. I think the thing is right, if I'm playing a control deck, I. Even if I have six mana often I don't want to tap out on my turn right. Like, I wouldn't be that interested in this if the card for was sorcery speed, but because it's instant speed, I can just pass all my manner open. I have my count spells available and often if I haven't needed to tap, if I still have four mana on tap after playing the interactive spells I need to play, then I get to cast this card for a spell and get a head on cards. And I've not tapped out and expose myself to something bad happening on your turn. So for this sort of deck, I imagine this card being good in. I think you will be casting the card for a spell a lot more often, and it will be pretty late in the game when you actually want to cast a dragon. Not to say you couldn't put this card in, say, sort of teemo vamp deck or something, and maybe you get spit back in quickly and, you know, finally, game plan is, cast for Dragon and smush people with it and get ahead on board with the tempo. And the card for a spell is a bit more of a backup. I think that is powerful. That, I mean, for a lot of powerful six jobs that do that. Right. I think to me, the reason to go for this powerful sex shop is because it plays so well in the control deck. No. Yeah, that's very fair. Yeah. Yeah, this is a very strong card. But like all of these, we've just seen up like, I mean, we had some rooms, end of last year. We do seem to be getting just like a deep vein of very good, very efficient modal cards that will make a bit of a smash in the. I know the rooms were just stuck in enchantments, but these draw your cards and they can attack and block. So yeah, these are very, very strong. All right. Let's move on to our next. Let's talk about stillness in Motion. This is one the blue for enchantment. As we know if you upkeep male three cards then if there is then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order. I'm gonna say this, James, is this just a worst doomsday? Yeah. It's the slowest team saving the entire world. But, like like like, it's like you get to make a doomsday pile, but you have to go through the faff of mailing your whole deck first. Let's see. Use three cards are ten. Yeah. Do. Yeah yeah yeah it does. It does have like some overlap for like self decks as well. And like for lower power level cubes that want to try this type of deck. This is like a unique effect like it is running. And I'm like you don't have to too many effects like this. Like there's this doomsday and what do you call it out of the tombs? A card that I will someday get working in cube. But, for those kind of like that, where that is like the one thing with that is, like, in those, like the wind cone for those decks is normally that is Oracle. That's going to be too strong. But like this but like lap man could be a pretty cool wind cone in a budget cube like like fairly getting there with doomsday. Like, like, I mean in a control deck. Like we just talked about it with meringue mirror radiant, like in a real wheel, slow control deck. Get there with lap man and this and like, it will take some time, but you will get there and like it is it's if it's card is like 20 B then that is a nice thing you can do in those cubes now. So but for that I like it anywhere. Other than that, I'm assuming we don't like this card unless I've missed something obvious. James. Yeah, no, I think you're pretty much right. So, Percy, I quite like it when, if if you're building a low powered cube, they. Or more of a mid powered cube. It doesn't mean. Only has to be fair that I like it when those cubes still have a combo element to them because it gives you, it just adds more variety to the gameplay. Right? And I think a cool way of adding that to a more mid powered or lower powered cube could be like, you get a FaceTime call and you get a lap man, but there's no teams save, there's no console, there's none of that stuff you're trying to do it with like this. And maybe there's like a hermit through it and that like hermit, you're it's a very hard card to get to work and cube, and you just make people do a bunch more work before they get to use a phone call. Right. I think that could be pretty cool. And this allows you to build a doomsday pile. Building a doomsday pile is one of the most fun things to do in magic. I don't claim to be very good at it. I can mess it up, but it's it's always a good. It's, It's always a good time anyway, you know? I'm excited about. Yeah. The cards, like, not super powerful. It's going to sit there and play for a bunch of tens, before it barely does lock. The way you can kind of get round that, though, is if you have a deck that wants to mill itself for other reasons. Right. If you're grateful, don't get caught where you have a bunch of cards that just do things from the graveyard, or a bunch of cards that are powered up by having other cards in your graveyard impoverished town on turn two, you got a million self a bunch of cards, normally in a graveyard that would be like, well, like me for three cards. Turn sounds great, but it's a bit scary because I might deck myself and run out of cards. Five when the game and this sort of self solves that problem, right? It's also a nice upside for that sort of deck that, unlike doomsday, this leaves for the rest of your graveyard. In your graveyard, when it does. For thing, it just puts five of them on top that the rest of them are still in your graveyard, say so. Your doomsday pile, quote unquote, could involve, interacting with the other cards that are still left in your graveyard, which is going to be most of the rest of your deck at this point. Yeah. Listen, not a super high level card. There's a bunch of stuff that can go wrong. They can just blow this up if you have a thing. Right. It's new shaman. It's just sitting there in play. I can't fortunately blow it up. So with the trigger on the stack when you have an empty library, because, for playing the cards on top is part of the same trigger. But if I blow this up and you have, like, two cards left in your library. Yeah, you're probably in a lot of trouble. But I think this is a cool card and a very unique card in magic. So I think it's. Yeah, definitely like a good one to be aware of. Not one for most cubes, but I think when you want it, it'll be really cool. I think, in my lifetime, I've only ever made a doomsday pile once. And it might have been in a chaos draft. No way. I don't think that was a way of winning. I just it was just like, I'm. I have five good cards. I think. Yeah, it's chaos is a tough format to even say, I would say, but I respect the ambition. All right. Let's keep going. Next up we have voracious bibliophile. This is three in a blue for A332 each a dragon with flying vigilance. And whenever you cast a spell with one or more targets, draw that many cards. So the base level of this is it adds the word draw card to all of your interaction. Counterspell draws you a card, doom blade draws you a card. I'm going to be honest with you, James. I for me, this does feel like running a bad card to make your good cards better. I think the body is fine. My gut is. The average cube doesn't want this. But, like, if you're doing specifically like the feather, the redeemed Zeta with, like, combat tricks. Like, like if heroic is in your blue section or just in your cube in, like, jet guy, then I think this becomes way more interesting because, like, a lot of those cards, like like like in those actually are running like combat tricks that also have the word draw card written on them. So when you're drawing two cards and buffing up your thing and winning combat, that becomes very interesting and very cool. Yeah. I don't think this is one for most cubes, but if you're doing something specifically with the archetype, then I think this could be quite cool. Yeah, yeah, I think that's that's for you. Well, I mean, it is also just a nice card advantage engine for an interactive deck, right. Like you're going to be able spells or cantrip things like you'll draw more removal spells and keep fat engine rolling. That seems very nice. It does also say one or more targets and you draw that many cards. Okay. Okay. Nice. So now that's all going to come up a ton. But something like Fire Covenant, you could just do all like five best parts, right? Yeah. And that's that obviously very powerful. So I think this is really close to being good, but it's just so killer bull. Yeah. Like full mana for three three. It honestly, it feels like you are often going to need to be able to play this and trigger it in the same turn, just to make sure you at least get a card, because it is just so easy to kill. Like getting this lightning bolt. It just feels so random. So I think, I think it probably doesn't get far for most cubes, but I it's not a it has a powerful effect. So once per mind. But I think, yeah, if you're running for really cheap hand faction that that that kills me set. It might be a bit, but no, I do agree with that. I, I think the word for this, James, is, is it's a little bit commander. That makes sense. Not no shade being meant, but it is like kind of like where we're trying to do a thing a little bit more and we have a bit more time. It's it's that kind of card rather than, I think for cubes, if that makes sense. But yeah, cool card. There's some cool things you can do with this. Yeah, yeah. If you're building around it, I think it gets a bit stronger. What do you think about our next card? James Winter Knight Stories is a, again, a new mechanic for to talk about. Yeah. So Winter Night Stories is two and a blue for sorcery says draw three cards, then discard two cards. Unless you discard a creature card over it has harmonize. Harmonize a new mechanic in this set says you may cast discard from your graveyard for its harmonize cost, so basically clash back. However, you may tap a creature you control to reduce that cost by x, where x is that creature's power. Then exile this spell. So it's flashback, but you can tap a creature to help pay for cost. Okay, so how strong is this card? Comparing it to. So we have a bunch of very similar options here, right? Like first for discovery comes to mind fast for instant for same cast 2 or 3. Discard two. Unless you just got a basic land. The big issue with this one sets the sorcery right. And that's that really hurts for power level. Blue decks often don't want to tap out on that then, so make my card for spells. Sorcery is a huge net plus. On top of that, I think there's a pretty reasonable argument that discard a creature card is worse than discard a basic land, just because often you're not casting your free card for spell on turn three unless you're digging for land. You're definitely not casting on turn five. You're going to cast your proactive spells, or your spells affect the board state. And then later in the game, when you're running low on gas, that's when you cast your cards or spell. And at that point, often you'd rather keep creatures in your hands to cast them and discard the excess lands. So that's a bunch of reasons why this is worthless of options. Why might you consider it? Because of that harmonized cost? I think if you're just playing to Fey five manor and not tapping creature for harmonized cost, that's not enough reason. But I found playing with in the set is it feels very, very powerful when you can play a big creature and then while it's still summoning six, they went in the same term. You can just tap that creature to harmonize. That feels great, like matching in line with a play. Something like, say, an opponent. Oculus in the late game. On the mid late game, you had a free feel. Oculus immediately tap your Oculus just pay one mana flash fest back. That's put you so far ahead. Yeah. So I think it's not really one for, blue control decks or blue spell bay stacks. This is one for decks. Will have a decent amount of fairly large creatures. It's actually worse if those creatures have haste, because then you don't get that opportunity to tap them for free, like so. I could have been attacking. But yeah, that seems that's why you're so fairly ahead on board. You don't need the creature to block. Just play a creature, and then you kind of get the harmonize almost for free on the way through. This is an amazing spells cast for the second time, like seeing free cards with so many. So yeah, kind of a hobby. Like blue green Dex, I imagine often kind of makes really good use of this sort of effects. I actually really like the mechanic. Feels very timah to me, like a spells based mechanic, but that also rewards you farming back creatures. No, definitely. Yeah, I would agree with all that. I think, I think, I think for me, I this does feel a little slow as a card and like like I, I, I like I don't mean that necessarily as a, as a 2D bad thing. I think more just like and there's a where this card will see play. I don't think it's there for just higher power level cubes. I think it is more more mid-range cubes where you can kind of take ten, three and five off to draw some cards, something like that. I think that's kind of like like like like that's kind of where this will lie more and it'll be very good there. I think it's a very good card. I just think it's probably not just not there for the, for the highest one. So I like it like like it is nice that kind of like like realistically like like all you need is a two powered creature in play for the harmonize to be good and reasonable, to cast that this effect cost three mana. We see it on this card. All you need is like a picture in play and then it will. It will help you like like like like I think I think it's a very good card. I just think in terms of card draw in higher power level cubes. We just have so many options. This is struggling to just struggling to break in. Basically we have so many good options that are also just instance. That's that's the only reason why I'm not like super high on this card. But I think it's very good though. Yeah, I do agree for that. And the thing is we got stock up literally in the last set. And I think that is basically now just testing philosophy. So sorcery speed free manage spell like seeing five cards is just so huge. So yeah, it is going to be tough to find slots for this. I think maybe in cubes where you have a graveyard theme and if you get to mill this over for free, that does seem quite powerful. But yeah, I agree, it's it's competitive slot for sure. You know, a big creature that doesn't have faced that graveyard. Dex, run, James. Oh, John. Yeah, I like that. I like about it, knowing. I mean, it's also. It's good both ways, right? Because you can if you cast it first time round, you can discard for how exactly exactly. Skull garden. Oh that's okay. Hell yeah. Okay. I'm more on board now. All, let's move on to our first black card of the day. And, James, it's another. It's another rabble, master. It makes more tokens. Next up, we have Avenger of the fallen. This is two in a black for a two for creature. Human warrior with death, H with mobilize X, where X is the number of creature cards in your graveyard. So if we are just playing this as a rebel master, I think it's fine. If you're wanting this effect in black, it will most likely come with more abstract type cars. And this does get very, very good with a blood artist. It really goes up. And if your cube is running, like things like doom travelers, which you don't see that often in cubes nowadays, but like cheap dorky creatures that when they die, they leave another body behind. This gets really good in those kind of decks, because you're wanting the creatures to die and you get a body, and then that body fills up. Revenge of the fallen. It feels like a graveyard, and that's really good. If this is attacking and it's making you one token, I think you're okay with that. Which could just happen. Doesn't actually have just. You just carve out an attack. Attack things that die in combat. That's fine. Like if you make one token on an attack, I think you're fine. If you make two tokens on this attacks, I think you're quite happy. Three mana, four damage. I think you're happy with that in terms of, like, damage output. If it's more than that, which I think it could be quite easily. I think you're very happy. And there's a big chance this gets really, really big. Like if you're doing anything with self milk, but like like like we just mentioned, okay, if you're in a deck that has a whole gate or any dredgers or any kind of self that's using, it's great. But as a resource, this could easily make ten tokens when it attacks in the late game. That's not that. Like like I could I, I have had plenty of cube decks where I could, I could trigger this for like more than eight on attack very easily. I think this is going to be a very solid card in any black section. But if you have aristocrats and if you have those graveyard decks, I think this becomes a really, really strong include. And I'm quite up for this card. Yeah that's fair. I actually I personally wouldn't really compare this card to a viable master or any. I mobilized cards really like that good with synergistic with the same things, but I think like a lot of the reason rebel masters a good without any synergies, right, is that if it gets a couple of hits in and then they kill for Rebel Master, you're still left with the tokens, right? You still have actual material from that card. And that just isn't true. Right. But with immobilized cards, so yeah, maybe it arises with the same things as Rebel Man, but it's not, it's not really a kill yourself on its own card in the same way that Apple Master is like, I think if you're just doing the mid-range thing rather than the dedicated self mill put a bunch of creatures in my graveyard. Fang I'd much rather have something like feature of a schism, which is one where yeah, but it attacks like it even draws cards or makes one ones depending on life cycles. But having said that, like two full death touch is just a very annoying body as well to deal with. So it's actually a pretty strong card on defense as well, I think, even though viability says when you attack. Yeah, for for toughness and death still blocks for days. Yeah. For real, that's for I'm gonna be honest for you, James, in all my notes, I refer to them as Rebel Masters. So I'm going to continue referring to them as I'm not but perfectly reasonable time that and I do see your point in terms of like the leaving like like the, leaving the boss behind. I think for me, my definition of rebel master is more it's like this but snowballing board stay in a can that kind of like it just if left unanswered, will just take over a game. And to an extent, maybe the fact that they are sacrificed is actually a reason why they're not. Because it doesn't. It doesn't snowball. Basically. That makes it look, this one does sort of snowball because, stuff will go into the graveyard more as the game goes on. But yeah, I do see it. I do see your point of you're not the boss. AI isn't growing as much with these mobilized cards. It's more just it's it's making the tokens. But it's not that they're not sticking around. So. Yeah, I do see that. Exactly. Yeah. Like for though the one we spoke about earlier, the one fever mobilizes for two I think is like closer to just a two mana free fever. And it is a sort of mini rebel master thing. No Viper makes sense. All right, our next card, James does not make tokens. What do you think of scavenger? Regent. Let. Yeah. Like this card a lot already. This cards? Very good. Yeah. Yeah. This this was because I cast eight times in eight turns. And just because it was a ton of fun, it is okay if any card in my life it it's a I can get this one specifically seems busted actually as bad as that. Yeah. But anyway, please read the card, James. Go ahead. Yeah. So scavenger region is three and a black for a full, full creature dragon. It has flying and gold discard a card, but it also has an omen. The omen is exude toxin. It is x black black for a sorcery. Each non dragon creature gets minus x minus x until end of turn. And because it's now in shuffle fashion. I really like I like this card quite a bit for cube as well actually, because basically because neither of these two cards have amazing on their own best, best bet, much better versions of both of these two halves out fair, but it's kind of a perfect split card fight because creepers, incredible when they're good. And then there's just a whole bunch of your matchups where they kind of don't do very much. So getting to have any sort of fact come off of your sweeper when it's bad is a huge upside. And this is a pretty reasonable set. Like it's not amazing, but it's a full mana for fall fly home after discard a card. If I point to and middle spell asset that that's fairly strong. Having to two for one yourself to get rid of this is miserable. Exactly. And the sweeper again it's not amazing. You need like full mana for minus two minus two. So it's it's not getting you out of the super quick accurate spots. But if you are able to interact a little bit of a start and keep yourself alive, then get like 4 or 5 mana and this can become a real bad. I mean, it's not going to kill everything, but it's going to kill a lot, especially AlphaGo. Wipe that. And yeah, having that mode also, I cannot say just be if that means you're not locked into a sweeper, right? When the sweep is not good, when it's too expensive, when they don't have small things, you just cast for dragon and the dragon is fine. Yeah, like there isn't really a downside to this card, if I'm honest with you. Like, do you need to answer your opponent's board? Cool. You have a board wipe available so you do need to win the game. Cool. You have A44 flier like there is in the time I've been playing magic. And like all in the time, I have come back to playing magic. Not even when I was a kid. And I'm I've come back to playing magic. Like the creature part on this would have been good by itself. Like eight years ago. The fact that we now get a board wipe attached to that is like this. This is a great magic card. Like I again, I have no real notes. I although I do. Does this get into Power Cube? James I guess it's a it's a very good card. But like there is a question of just like is it too slow is not is is is neither side efficient enough in like super powered like in like I think in like more mid-range like like in my tree is just big. Where we're going big with mana or games are slower, I think. I think it's a slam dunk there. But in terms of just like super high power level does actually get there. Like, does it need to be more efficient to get into like a to get into a power cube nowadays? So I think when evaluating the split cards fight, it's you're always probably going to have each individual side is slightly weaker than like you'd get at that mana cost. And it's just a question of how big is that difference. And does the flexibility justify that in most cubes? I think it does. When you talk about powered cube like you're four mana black creatures are like shield fit, right? Your sweepers are toxic. They lose. I don't think it's quite there for Power Cube. I think both of these modes are just slightly too expensive. Like especially for sweeper, right? Like, yeah, a lot of the time in Powers Cube, you're kind of dead before the sweeper is good. And, like, sure you could. I think there will be spots where it's good, but I think both modes are just slightly. Not quite good enough for Power Cube, but I would obviously agree that anything below that level, like, I quite like. Yeah. So the thing with omens is that because it's not a easily available like I think these are the most pushed split cards we've seen because like with all other ones, it's either one or the other or with like adventures, you get one now and get one later so they can't. It is two spells on the same card. You can cast one off each other so they can't push the power level too high, because then it's just a two for one basically built into it. But like with these, because it goes away afterwards, they have been able to push the power level a little bit more than they have previously. And like I mean I for mana for for flash is not like like an it shouldn't be an embarrassing creature. And I for me, the one argument I could say where this could get into power is if you just want another board wipe and you want to find a way of getting it in without having a slot for it, like, but like it's, it's like it's like if control decks aren't ready or if controlling slow decks aren't really putting up numbers, but you don't just want to cut something for specifically another ball, right? Because like the thing is, after they lose and damnation, the blackboard wipes do fall off pretty quickly. Like, do you you. I know games that you love nuclear fallout. The rat count as one. Would you rather have this or nuclear fallout in a cube? Is it like like like it's like, once you get past like like like the top two board wipes, there is a gap. And like, the gap could be this like, because worst case, it is a creature as well. Like, again, like maybe it's 540 power cube, 720 power cubes. Maybe that's where this is six play. But then kind of like it could be worth testing. I think my concern would be that it sort of doesn't count as a board wipe a lot of the time, because it's just going to be a ton too slow. A lot of the time, I think, to to actually kill the things you need to kill, like unless you're particularly targeting, I guess, the manor docks out of the green decks because it does kill them. It kills them on ten feet, but even killing them on turn three isn't good, right? The expensive stuff is already in play, and it doesn't kill the expensive stuff. By which I mean four and five drops. I mean, it does kill broadside and got off guard against it. If you go on the play, it does kill them. If I play them on turn three, that's on turn four, it can sell kill port side and gotten that. That is something. I think honestly, if I wanted a board wipe beyond toxic and damnation, I'd almost rather for Power Cube specifically having something like a languish, because I think I will at least be able to keep up with the vertex. I think in most cubes this is probably a better card from vanquish. It's just for power. Cube is so unforgiving. Now, for a card being slightly too expensive, it's that extra turn just cost so much for, yeah. Makes sense. The things they are doing to you in that extra turn when you're creatures are, then they're creatures are alive when they wouldn't be if you had a cheetah sweeper is, a kind of disgusting is is my concern with this card. So, yeah, I it's almost like if, if, the higher power level you go for, the more you just need that ball efficiency, right? That's a yeah. Yeah. And you need efficiency and you can't rate like redundancy or choice. It doesn't matter as much if something's got like I mean like we've seen like powered cubes like really focus on things like snuff out and like free spells recently. So that does make like if we're in that world, we're still not at the world where we don't worry, there'll be a modern horizons version of these split cards at some point where it is snuffed out on one side, toxic data is on the other side, or something like that, or shielded on one side and thought is on the other. Don't worry, it's coming. Everyone but you know what is coming on next. Black card sinkhole severe. It is one the black 313 creature bird scout with flying. Now, when this creature attacks, you lose one life and this creature endures one. That means you put up a one counter on it, or you create A11 white creature token. This one is a rubber monster, James, because it gets it out. Yes, we did it with, and as an individual card, I think it's pretty solid. I don't think it's anything game changing. Like, don't have too many of these effects it to in black, which is nice. But you have there's a legend I think that makes decay zombies. Google Earth a foul. Yeah. And then at three, you obviously have, like, a fire monster and creature of this game that we mentioned earlier. Yeah. I think if you're in a more budget environment or a lot of power and you want a two that makes tokens, I can see this getting in. I know that kind of like Bitter Blossom has got a bit of a bit of a resurgence recently, just as like Dex with, like, things like mayhem devil just making fodder for that kind of thing to like as, like an end game for your aggro, Dex. Like a way of, like, pinging. I'd like, have a bit of pain to finish off an opponent. This does do work there. And I guess actually, because this is a flier, you can just put the counters on itself. That isn't the end of the world. It just grows itself, right? I think it's a fine card. I think it's just in a. Yeah, in a post-modern Horizon's world. It's just, I think it's just going to be a bit tricky to get in, but. Yeah, I think it's I think again, I also the card, I'm just trying to work out where, where it goes basically. Yeah, I do I think have quite a specific home for this. I think it does exactly for my card to bring up. It's, it's like a one, one that makes it to cage zombie every turn. If you don't control another creature of the arcade, not see the cage gonna be can't stack. Oh. Can't block them when your fair goes away. So aristocrat's decks need, just need repeated ways to make tokens to fuel all that sacrifice. Synergies and ta da has sort of been the default two top option, I think, for that. And she is good at doing that. It gives you a thing to sacrifice every turn, including the turn it comes in. That's great. The problem with guitar is that when you don't have your sacrifice engine rolling guitars very bad, right? It it's not giving you any permanent advantage, and it's not keeping you alive because the tokens can't block. This I think is almost as good as guitar, maybe even better than guitar, because you can actually solve the tokens, then sacrifice a whole bunch of stuff in one turn. When you have your your blood assets and your mayhem levels in play. I ain't as good at guitar at fueling your sacrifice stuff when you have your sacrifice engine going, but this is also like a reasonable magic card when you haven't assembled all of the pieces to make your aristocrat stack buff off, right is a two mana, one free flier that makes a one more one attacks like that that's just pretty solid. Like for one, one block for one, one will be a game piece that matters in. And that is something that guitar does not provide you with. The only thing to deal with I see where is a think a game object to sacrifice fate. So yeah, that's sort of a specific code I had in mind was like that black magic maybe of a stick that okay, that's a thing in your cube. And you want ways to make sacrifice fodder? I think this is nice. It's a way to make sacrifice fodder that isn't an embarrassing magic cart on its own sense. I mean, I just look at, like, a two out of two for flier. It's not like that can't be a bad magic card. Like I just. That's fine. And it's going to be that the turn it attacks. Yeah, yeah I yeah fine card. Yeah, yeah I make as I think I do have that kind of grind a or back on deck. But it's going to finishing things off with actually stuff like I said what's, what do I cut. Is the thing look like like I'm just like it's would you run this like this or better blossom James if you had to pick one? I think better blossom is better actually, because it's because they can't kill it nearly as easily. Like just a big thing and the tokens fly. But, Oh, yeah, that's fine. Okay. I, you know, it makes sense now. Very fun card though. Yeah. It's cool. All right. This next card, James feels a bit more hateful. What do you think of our first red card? Yeah, leave my James alone, man. So first off, in that we have a magmatic health, right? This is two very red two for A45 creature dragon. We're flying. Says when this creature enters, destroy target Non-Basic land, an opponent controls its controller, such as bat library for a basic land card. Puts it on for battlefield taps with a stun counter on it, and then shuttles so for on basic, they get a basic tap, but that basic doesn't untap for next turn. So a down, a mana for one turn. Basically. But the main thing is it's also a full five player for fall right in red. It's a solid. It's, I could see this being a pretty nice top end, for a very based, aggressive back. It doesn't stack up amazingly when you compare it to the four drops in some of the other colors, like white, say, but, the Red Fort ops are, like, good, but not quite as good as for the white ones of the accurate attack. So maybe this this gets the slot, some cubes and it is going to be horrible against some people. When you blow fetch for diamond, they can't actually end up casting all of their spells, whichever basic they can get right and fed down that mana for a turn. Like we're speaking about. A minute. Go health and high power cubes for the active decks giving they, aggressive deck. While an extra ten can be really punishing. Well, this sort of buys you that one extra turn right before they play there for about five mana spell the content that can help them turn the corner. So I think this is a decent a decent top end. It's not it's not busted, but it's, it's a big body, it's evasive, and it's a little bit disruptive. So I could see this being quite strong if you're taking your opponent off of that third land. Oh, that was the third color. Like this. Let's color. I think this gets pretty good. Like there is a world where if you play this on the play, you could take them off their second color of money. And yes, it is like they can go get a basic but it comes in tat like if they don't draw it like effectively they could be tapping on their turn four with only two mana. That's a pretty big swing. And if that stumble is enough to kind of push you over the edge, and then I think this could kick, could be pretty solid. And I'm going to pose you a question, James, is this better in cubes where there's more powerful lands to blow up? So I mean, try ohms. I mean Gaia's cradle, I mean as a saga to learn Academy. That's it for Academy and Misha's workshop. Like that kind of stuff. Like is this we can run strip mine in wasteland, but like, we can't really run like, pillage and that kind of stuff in like, in red, but like, this is arguably I, it's a format of 4 or 5, like, like, like this will do more than, like a penalty. It it can win you the game. Like, is this better in high powered level cubes because you have more it because the because the things it's hitting could be better. It's part of it for sure. I wouldn't be viewing this card as an they have a busted land. I'd need to answer it. I'm mostly viewing this card as this is going to kill them and put them down to mana for the turn to give me that window. But it's certainly a nice upside, but sometimes very playing. Yeah, that's allowing Academy and you just get to blow it up. But that is really strong. Obviously, you know, they may stacks you play against don't have a player in academy or guy is great. All right. So it's an upside on the card for sure, but I wouldn't see it as like a targeted piece against those those lands. You know, I mostly just see this as, like, a strong, aggressive card, but it does serve them at a base level. But, certainly I think it's better in cubes, which incentivize playing a lot of colors. That's a yeah. Because you're just going to have, have more on basics and blow up play and it's going to be more disruptive for people that have more intensive cards in the hand. And yes, they get to get a basic their choice so far, their value going to be they can get whatever color they will be missing, right. But they won't have that color on their next turn. And sometimes, you know, there's a reason why catching dual lands is a lot better than fetching a basic. Because sometimes you have a blue blue card in your hand and a white card in your hand, and whatever combination of basics you get, you can't cast both of them on set three. So, yeah, but I think certainly it's better if times are random, just better if people are playing a lot of colors. Plus, it's worth noting it doesn't blow up. Non-basic lands. So if your opponent's on all basics when you cast this, you don't get to take them off any manner at all. Next gen yeah, definitely. Yeah. That is yeah. Like that. That is the worst case I know. Yeah. Maybe this is a hose, a fork for cubes that are running multiple colors. Like like it means it's going to find a target. And also in those cubes, like, like if they've dropped their lands, well, sometimes they don't need to run the basic like their splash color could be fetch, fetch, try, And if you remove that, try. And then there's just a dead card in their deck now, like that's that, that can be pretty strong. So. Yeah. So maybe in cubes where you're wanting to get people to go to three colors, might like the treat yourself to maybe this is a card for that. So yeah. Very interesting. All right. Let's get the ball rolling James. The next up we have rune scale storm brood. It is three in a red break. Creature Dragon. It's A24 with flying. Have you cast a non creature spell or a dragon spell? This creature, I guess there's two. So until end of turn. But wait, it also has chilling screech. It is a one in a blue for an instant omen. Come to talk it spell with mana value two or less. So importantly, this one isn't uncommon. And there in peasant, I think both of the solid in most cubes, like the count of two or less, will still here will also hit a lot of powerful spells like it'll hit most of the interaction. It won't hit Boyd wipes, but it will hit like the most targeted removal that cubes are generally running, along with some efficient creatures. That kind of stuff. But generally this is stopping, like other counter magic or target removal is where I'm. Where is where I'm kind of saying it. Obviously that counter doesn't scale as well into the late game because it's like, yes, stopping that Doom blade is nice, but later in the game you kind of want to stop that six drops, that kind of thing. But that's where the four mana two for Dragon with like, super prowess kind of comes in. I don't think this is one that is just generically for all cubes. I think if you're running cars like slingshot show off, maybe a another, lower powered cube or sprite dragon in your peasant cube. And like other and like other, is it threats that have prowess and grow and you cast spells and I think this is a slam dunk in those. Otherwise my gut is that it's not like like outside of that, I don't think it has as much replace. But if you're doing those type of things and I think this is a this is a very solid test, I think I'm a little bit lower on it for new. I just don't really like manner counter spells that can't trade up on mana. For me, that's that's like the time when counter spells are actually very, very powerful, like what you got and two manner and counter that five drops. That's how you're getting ahead with your counter spell because this is so restrictive. It means for other than on ten two, you can't just pass with this up. Planning to counter that spell, right. Because there's just a very big chance that they're going to cast a spell that costs more than two and you can't account for it and use waste as your manna. The creature is fine. It certainly can hit for a lot of damage, it for mana, and generally, either way, those foes style Dex want to play is if I play cheap creatures and then later in the game, playing spells for both those creatures right. An uneventful generally, that's when you want to be playing the spells and busting you over and buffing other creatures, right? You don't necessarily want to be spending full mana to just just tap out for, for kind of an I mean, it's not terrible stats, but the two fall fly is pretty weak. And, yeah, I think it's fine. I could, I could maybe see it in a peasant. Q but I really would be. I think you have to be more fair for the creature having the spell actually on this one, because, you know, if you look at pop from peasant cubes, like, counter spells are great. I have very strong options that they basically have all the good ones. Right. So you don't need fast to the counterspell of force of wills and uncommon, I guess that is true. I don't think it's sort of perfectly packing cubes. One, one force of well, that's certainly most of them running, like, counter spell monolithic, right? You just don't need this card. No, that's a no no. Yeah, I, I think for me it is more of a synergy piece than just a slam slam dunk. But yeah. Yeah, that's a, I guess this one is actually not as flexible as some of the other ones like it kind of. It's going in specific archetypes, which is not kind of what you want from a split card. It's meant to be a bit more modal. What do you think of our next card, James? What do you think of Shock Brigade? This one, as we have established, not a rabble master, I would say ready for you to call it out last. Yeah, I think James, I'm. I'm learning. I get, Yeah. So next up, you have shock. Forget this is one event for a one free creature. Goblin soldier. Crucially at common, it has menace and mobilize one so one free menace. When attacks, you get attacked. In attacking one one you're going to sacrifice and you're on step. It's a fine two drop. And exactly pull up a cube. I wouldn't consider it anywhere else. But if you're in pop a cube, you want an aggressive threat to drop and you're doing something with a token, whether that be sort of mass pump like trumpet blast sort of effects to pump all your guys. Be strong with that or sacrificing that token value somehow. And yeah, this could be this could be decent because the menace really does a lot of heavy lifting, heavy is generally the way you want to deal with mobilize cards is you want to block from mobilized creature blocking for one one's only saves you a bit of damage. But if you block for mobilized creature, you use yourself problem, right? But, this menace makes that a lot more difficult. If you can play this and then have some of the middle spells, have keyboard player, you are at least going to be getting that one one. So, yeah, I think it's fine. It's not an exciting card. It's not pushed, but it could be a roll player and pop a cube, right? Yeah. The fact that, aristocrats does exist in pauper makes this card way better for me. Like the fact that, like, you have Carrion feeder and Falcon wrath noble like you don't get blood artist, but you get Alchemist noble, which is pretty solid. Include. Yeah. This is a, I think, a snap include for any pauper cubes out there. Definitely give this a go. And and also we're getting to a world where blood artist could be a common. I'm kind of surprised it's not at this point. But again, give it six months. There'll be a set. Don't worry. It's coming. Yeah, yeah. I think there are some, like, kind of bad, expensive ones at common. But yeah. Yeah I'm talking about nobles. The format of artist basically. Sure. Yeah. It's also worth noting with my applies similar mechanics we've seen recently previously like the arcade way they suck for creatures in the end of combat step. If mayflies, they don't go way till the end step, so you do get to use them in your second main phase. If they haven't flotsam, they're still alive. So things like for example, the sorcery, speed like bone splinters type effects where you suck a creature and get a very efficient removal spell. If they have, blocks for mobile ice token, it will still be around in your second main phase for you to use something like that, which is pretty nice. Yeah, yeah. Generally I'm, I think I'm yeah. Generally I'm, I'm a big fan of mobilize. I think it's a cool mechanic. That kind of will lead to aggressive games of magic and. Yeah. And there's tokens like they're a nice little resource for you to use for other things. But we have another mobilized creature next games. We have stadium headliner. This is a single red for A11 creature goblin warrior with mobilize one. And it has one in a red sacrifice. This creature, it does damage equal to the number of creatures you can try to target. Creature. So I'm assuming this is a little throwback to Mog fanatic here. It's a goblin that can hit for some damage and then can also remove something as well. And yes, again, not a rabid monster. Not bad. I think this is fine. I'm so I know you. You added this until after the games. I think this is. I think this is fine, but I'm not super excited about it. Obviously it gets better if you have a poor state and multiple of these, but multiple things of mobilize will kind of go better with this card. And the fact that this is a one drop, is nice because it does mean that we now have one drop that makes a token when it attacks. We got a two drop. Incest likes a goblin end of last year, so we now actually have a curve of some horrible monster adjacent cards, shall we say. That is quite nice. One thing I do want to check with mobilize, James, which might which actually directly affects. If I think this card is good or not with prototype on board, is and got. Can you stack the triggers so you can sack the creature that you mobilized? Yes. Okay. I both sides you can do at any point after you attack so that. Yeah, you just wait for trigger itself that activates it. We've got you have to stack your triggers correctly. Warning for those playing a magic online, make sure you click for right one. But, yeah, if you stack it, save the mobilize trigger results. First you'll get your wild one, then your got trigger resolves and you can choose to sacrifice one of them. Okay, I like this card more than just because we've we've talked about it before, but like the power in red decks is more revolving around how do you get the most out of broadside? How do you get the most out of guns? That's kind of the best thing that Red decks can be doing. So the fact that this does work with that I think is nice. It's just another way of guess throwing around damage during combat with like broadside has been fantastic at kind of like, and obviously this is not broadside, but there's a gap between broadside and other cards and I think, yeah, like, I okay, I am I am higher on this card than I think I was initially. Like, it's a fine card. Like like again, it gets better obviously the more that you have. So I think you still want to be in a cube that is making tokens in red, but that is kind of more where red is going nowadays. So yeah, I yeah, okay. I have talked myself into maybe testing this. I'm like, what do you think of the headline of James? Yeah, I think it's good if you're really aggressive. Like it's basically a one mana, two power. That's creature. Right. So we don't play jackpots anymore, as we said before, but, but I think the upside of is good enough to justify it because it's sort of over two, as you say, you can suck it to gut psychic foresight. All that stuff's great. Plus, right from a game when you need to kill something but would otherwise be stonewalling your bot for the removal, part of this can matter. If you have enough creatures, you can. You can cash this in later for an evil spell, and you even get to, like, attack with it first. Get the extra tokens, power up that move a little bit more, right? And then stack it before blocks. Yeah, I think this is pretty solid. Not like not a crazy card, not incredibly pushed, but I think I can see it seeing a decent amount of play. Yeah, it is the thing. You're kind of like you'd read one drops. Like we're past the point of, like, Goblin guide, but like, again, yeah, there is a vacuum of like below Raghavan, above Goblin Guard. So yeah, I think there is room to try this got out. All right. Next up in that we have storm scale scion. This is for that read for A44 creature back and it has flying and other dragons you control got plus one plus one. It all sounds kind of expensive. Why do we want it? It has a storm. It's talking dragon storm. And that's a dragon wave storm. It's doing the thing it did the thing I like, but never had a whole storm scale thing where it was like a how likely are we to reprint these mechanics? And, and storm was like the least likely because it was so busted. I guess the answer was, put it on six mana cards that don't have haste. This card is really cool. It's not very good, I don't think. So it's not a win condition. First on deck, as we think about it. Right. Because if you're going to a work of casting, like ten spells in a ten, it damn well that be killing them at that turn. And this doesn't do that. Right. But you don't have haste and it cost six manor. You don't need to spend six mana on your SIM card. That's not very good. The time where this could be okay, right, is because you only need to actually need to cast like 2 or 3 spells before you cast this. And it's very, very strong. Right. Even if you're stone count, even if you cast two spells and then cast first, you get three copies of all pumping each of, so you have three, six, six. So that's 18. Next turn. That's pretty good. So even even if it. And then even if you like kill A66, you're still in very good shape. Obviously you're not really going to pass through spells and then customers in if they're just normal spells. So I think really the cards want to make this work, like the big virtual stuff like seething song is kind of perfect here, right? And we've seen some pretty similar effects the before with, elemental eruption, I was like a six mana sorcery that makes dragons with with flowers. I think this is a pretty similar power level. I don't think that cards that good, but it is something you can try and do. It'll have its games where it works, and if you want to push that as a thing, you can do a sort of mini Staunton fan. I guess this gives you redundancy for it, which is something when your opponent has their storm turn and then passes the turn, you are ecstatic. Yeah, you could you have a storm and I have a wrath of God. I should be winning that exchange. But I am exactly like. Like I think we want to touch on this card because it's rad. Like, this is cool. And I have a Dragonstone deck and come on and I'm going to slam. I'm going to we'll kick this ladder in, but like, like like like you mentioned, like. Yeah. The other card that this compares to, like an elemental eruption. And I kind of like in those decks, like, like effectively that they are very compatible. They both make you a bunch of dragons. Cool. But like, the thing with elemental option is that it's in it's it is itself a sorcery. And in those decks, sources are probably going to be better because, like you might have effects that reduce the cost of your sorceries. It's like like like those kind of effects you generally see in those kind of stormy builds. Anyway, if you're really pushing dragons in a slower, lower power level cube live stream like run Dragon Storm and and run this, I do you cast with Dragonstone? You don't. Oh, I don't even I would Dragonstone probably. Bu okay. I still think this card is cool. We need to talk about it, because this is the dragon storm card of the set. But, there's other ways of doing big dumb dragons, but, I think I think I better than this. Run, run. 002 Dragon Storm. You'll win a game. Probably easier with that card anyway. Yeah, I think. Yeah, actually, touch on 3.5 if you're really spotting dragons in your cube. If you're really spotting dragons in your cube, there's probably, like 60 cards you want from this set. We're not going to talk about all of them because we're not talking about it in the context of you're supporting Dragon Tribal. So go look at the spoiler. If you're really pushing dragons, there's a ton there for you. We're basically talking about the cards, which we think are good without tribal support. Right. Exactly. We need to kind of keep these, these two of these kind of like as broad as possible for everyone. But yeah. Yeah. If if you are deep in the Dragon tank, then by all means live that dream, my friend. Well done. All right, let's keep it moving. We do have another dragon next. This one is a common. It is storm shriek feral. It is a four and a red for a three. Three. Creature dragon with flying and haste. It has fire breathing, so it has one red. This could be, I suppose, one, two at the time. And it has an omen. Flush out, which is one the rage. Right. Sorcery. Omen. Discard a card if you do draw two cards. So I think this could be play in both pauper and peasant. I think it's like those, like most cubes have a place. Even higher level cubes have a place for a rummage effect. Things like status, looting, phenomenon, magic card sees play. It feels a bunch of strategies. It's just a nice little it kind of it fits in the gaps. It makes decks work. And in lower power level cubes where a five man, three three flying ace is good. I think this is just going to be a very solid card. Like, again, like this is not a game changer, but in pauper and peasant cubes, they will want a rummage effect. They will want that effect. And the fact that it now comes with a free dragon attached to it, I think is going to be pretty solid. Like, I don't think we get not a game changing card, but just a very solid roll player. And like, yeah, I expect to see this in most pauper cubes going forward would be my god. Yeah, maybe at ten. I'd be interested to know what the last standard legal draft set was for. Didn't have a tormenting voice with upside, but this one's a dragon. It is reset. It is a reset. Yeah. No it is. Yeah, yeah. On their design sheet, it is literally it will be 1 to 2 mana rummage effects like it's all design voice plus that mechanic. Yeah. And and the mechanic on this is Dragon. Yeah. It comes with a dragon. It gets that mechanic. Yeah. No, I think this is probably fine. And I. It keeps it a bit more powerful, right? Even if you want a tormenting voice, I think I have much better ones. Like for the plot wise, I think is better. But yeah, if you go down the power level to pulp, then maybe this five mana creatures get enough. Like it's still a pretty bad dragon. I'd say even up for the cube. But as upside gets on your on your tormenting voice as a splat card. Yeah, I could see it being fine and Potter. No fair. All right, James, we have one more red card. What do you think of our last card of the day? Yes, and last up is a bit of a banger, I think, actually, we have to say, like shatter this is to an event for a free, free legendary creature. Orc wizard. It has haste. When Tessa light shatter, enters, discard up to two cards, then draw that many cards. And when Tessa attacks, if there are seven or more cards in your graveyard exile card at random from your graveyard, you may save that card during this turn. So I'm not going to lie to you. Damn, when I make my notes and when I just described it as a banger, I did not realize you had top seven cards in your graveyard. Yeah. Okay. This cards was my fault. It is, I think still fine. I think it's cool. I think it's so. Yeah. I mean, I think if you're doing a discard, Masters thing, not for two people. Level cubes for more efficient options, but, you know, you look at, c you look at that, there's a much more efficient ways to, getting your a discard going and of paying you off of it. They're much more clean, self-contained engine with this one because you have to have those seven cards. It's you don't start getting an advantage from this until much later from from the discard. And, because you have to have seven cards and it's at random. You just very often get a hit, something you don't pull off it. You can't cast the sun. Right? If you didn't have the seven card cards, it would be sick because you could just like, discard the land. Then that was the only thing in your graveyard when you play. The last turn back would be great. But because it's seven cards and it's like you have to cast it that turn, it's not until the end of your next turn, like a lot of these, that effects, so if you say had to cast a removal spell to make your attack with this, good, then you probably don't have the mana left to cast the thing you're exiled by. Yeah. So I could see this being a vocal player. If you're trying to push that discard masses archetype, I think that archetype is increasingly viable. We get more support for almost every single set. I think it's really good. I'd say this is like a base level player and bat deck. It's it's not premium, but it's it's something. Yeah. Yeah. I think I'd agree with that. It's it's very much if in your read section you're kind of not going down the broad side gut route. You're going down more like the trying to make pyro life as good as possible. That kind of route, which is gonna get me pretty long. But yeah, like like we mentioned a bunch of got to go in it. Like I would go into like they're both flat. It's like currency converse is really maximized in that deck as well. Yeah, 100% like like like like like like kind of like it. It's an archetype of slowly getting that that like the real discarding cards and then moving them around through exile. It's kind of like how insidious root is kind of doing something called gari. This is kind of what bread and roll is sort of kind of doing as well. Yeah. My gut is this might not be one that's just there yet, but like as more cards come along that reward us for moving cards that dislike discarding cards and then moving cards through exile to play them again, like Indian lately and stuff. I think this could be this could get better and could be. Could it be an interesting way of taking red in? But like in but maybe not in the most power cubes, but like this is the with three mana three three haste like base level. This is the three minor three three haste that rummages when it comes in. But that's still fine in quite a lot of red decks. Yeah, for sure. I mean, I actually kind of think so. It is a little bit of a subpackage in the code, and I guess I don't think itself any more actually. But the last iteration of modo Powered Cube, like it wasn't a huge thing, but they have like into evolve, currency converter. You can there's enough to get a little bit of a sub package going. I kind of like I, I think this archetypes pretty fun for cube actually is a thing you could lead into a lot more than that because, you want a very aggressive deck to exist, right? I think cubes in general, it's it's good to have an aggressive deck in the format. This is a way to have an aggressive deck that's still doing something, you know, like it's not just here, my creatures, I'm turning them sideways. You're still you still have synergies to explore. And and do your cards require some setup to really maximize. But they're still getting that aggressive clunky fast, snowball thing going, which I think is a healthy part of a lot of cubes, is the thing I like. It's something I tried to describe in my, my building, my own kitchen, kind of. I don't just want like a to be good, I want a plus B to be good or a plus B to see like win games, that kind of stuff. This is very much a, a plus B kind of like like brawl type one. But it's all like stuff like that was just like, I have one card and in my game plan this is does require some setup. But like I think it could be a very cool nice little engine. Yeah for sure I'm here for like interesting aggro decks. You know. Oh, it's also legend. I didn't know it was legendary. Commander James, do we play this as a command? I think we've got fun. We do need to do a minor red light at some point. Get five games. Yeah, I games a commander. I need like two hours. I'm here for it. Well, yeah, but I recommend this. Great. There's there's always another table playing that like deathly attacks and that like. Oh well we've almost finished like cool. We have played five games okay. Dream James two James. Nice. All right. Well that's where we're going to do it for today. James. Pleasure, man. Thank you very much. A lot of cool cards that we went through today. Yeah for sure, for sure. And a lot more juice to come next week as well I think 100%. Yes. So next week we'll be back with, finishing off the set. We'll be doing green, multicolored, colorless and lands. But yeah. James. Yeah, yeah, yeah. I do feel like I've learned something today. Specifically what a rebel master is. So, you know, guys, we've got that point ironed out. Yeah, take it off, take it off. Well done, well done. Me, I have grown, but yeah, that's gonna do it for today. Thank you all very much for watching. Do make sure you like share give the podcast a five star review. Tell a friend all that good stuff. Until next week. It's goodbye from me. It's goodbye from James. And we'll see you all soon. Goodbye.