Powerful Nothing
A Magic the Gathering Cube podcast hosted by Dan and James. Talking Cube and other magical goodness.
Powerful Nothing
Updating the Dual Commander Cube | #110
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In this episode of Powerful Nothing, Dan and James take a look at the Dual Commander Cube, and give it an update with some new hotness, along with checking the power level of some overperformers.
Dual Commander Cube: https://cubecobra.com/cube/list/dca81f96-1702-4c37-a510-e07426f424c8?view=mainboard
Card Gallery: https://moxfield.com/decks/lGD5obJxuEquZtXHFrZSzQ
Timecodes:
1:24 - Updating the dual commander cube
6:15 - Main things to update/watch
16:10 - Looking at the artifact deck
23:49 - Cards to add
42:24 - Lands deck spiceyness
48:39 - Other changes/ideas
1:03:48 - Cube Gameshow!!
Video Version: https://youtu.be/gPlqAHLM3cM
Cube Skeleton Episode: https://youtu.be/92aS4ZU_nd8
CubeCube Link: https://cubecube.xhirp.com/
My Cube: https://cubecobra.com/cube/list/2sweet
The Treat Yourself Cube: https://cubecobra.com/cube/overview/treatyourself
James Cube: https://cubecobra.com/cube/list/ba642a54-a6c7-4587-b97e-1d95429c59b5
MTGO Vintage Cube: https://cubecobra.com/cube/list/modovintage
Social Links: https://linktr.ee/toosweetmtg
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Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
Hello everyone. Welcome back to power for Nothing and Magic The Gathering Cube podcast. I'm your host, Dan, and as always, I'm joined by James James. How's it going this week? My boy? Yeah, it's going well. Tell us, how are you doing? I'm doing all right. Thank you. And as always, we have another ripper episode for everyone. Today we're going to be doing a little update to James's Joule Commander Cube over the podcast. We've talked a lot about kind of cool cards to go and cubes. We talked about building cubes from scratch it. But but another key aspect of cube is tuning your cube. It's making sure that it's playing well, once you've got some reps in. So that's what we're gonna be doing today with James's dual commander Cube. Before we get into that, a bit of housekeeping, as with always, turns out to be down in the show notes below. If you want to jump around to any specific topics, there'll also be a link down there to a card gallery if you want to see the cars that we're talking about. There'll also be a link to a YouTube version if you want to see the pretty pictures move around the screen. And while you're down there, please consider giving the podcast a thumbs up. Greatly helps us out. And then one last bit of business before we kick off with today's episode. Just wanted to shout out cube. Cube, which is a upcoming cube event in London, is being held at Dark Sphere over in Shepherd's Bush. It looks like a lot of fun, and it's always good to see the cube community in the city you live, going from strength to strength. It has sold out, but we will put links to it down in the description below. If you want to check it out and get notified for any future events. From the sounds of it, this one's going to be an awesome time, so hopefully they will do another one soon. Robert, with that business taken care of, let's take it away with our main topic. So James, today we're going to be talking about updating your dual command. Q I think a good place to start with that is James does want to give us a quick overview of what the dual command cube actually is. Yeah, for sure. So dual command the cube is a cube basically that I put together because I think it's really fun drafting around the commander. I don't love multiplayer games of cube in general. I, I think they can work, but they can also be very slow and very painful. Hence dual Commander Cube. It sort of takes inspiration from the dual commander constructed format, which is also a ton of fun. If anyone hasn't tried it. So we're playing regular cube games, 20 starting life points. You just have a commander in your command zone. There's a little extra stuff around color identity. So, you can play any card. So even cards outside of your commander's color identity, but you only get access to basic lands within your commander's color identity. And if you want to play a multicolored commander that can partner with a prismatic paper, which you can draft from the cube. Yeah. And I think it's played really well. Like I've really enjoyed like having access to a commander gives you like this kind of cool potential build around, which is a really nice kind of deck building, addition basically. And yeah, the way you sorted color identity, I definitely am really a big fan of that because it's not there's no feel bad of like, oh, I drafted all these cards, but I haven't got a commander that lets me play my whole pool with this. You can still do it. It's just it's the Lans is the responsible part of it. And. Yeah, I've, I've personally found, you can only have basics of your commanders type to be, like, a very good way of doing it. Yeah. From your point of view, James, how have you found the games? How have you how do you think, this Cooper's played? Yeah. In general, I've been very happy with how it's played out, actually, I think it has a nice balance between, The sort of major archetypes of, like, you can fact aggro, you can draft control, you can set. There's the combo stuff works really well, I think, I, I think it offers a lot of different gameplay experiences. Some of them are very, very much about your commander. Some of them the commander is kind of just an extra card, which you can sometimes, and I think that's cool. I, I and I, I think the most important thing for me is that pretty much every time we play this cube, I go and I look at everyone stacks and everyone's deck is doing something interesting. And I like that. And it's often it's something that I haven't thought of and that's great. You know, I think that's kind of what I want when I'm putting a cube together, you know? Yeah, exactly. It's just yeah, it's you know, what I touched on is like, because you have access to your commander, it's almost like every deck has a build around available to it. And like, when you when we did our entire episode on this cube, I know that, like, specifically like having, like, really good aggro commanders was something you were a bit wary of, like, like, like there's no Raghavan in this cube because that's just a bit too good for your card, if that makes sense. I kind of like it the way that I feel you. You've chosen the commanders has been, has let people discover, decks that maybe you weren't intending. Is that fair to say? Yeah. For sure. For, I think having a commander to draft around for, for it to be interesting for commander kind of has to be doing something cool, because if a commander is just an above rate creature that you have in your command. So in every game and you cast on turn two every game and then you beat down with that, that's actually not that interesting, you know, but if you're commander is something which is contextually powerful, they also plays out differently in different games. That is a lot more interesting than just, turn one. Here's my Bhagavan. Every single game, every single game is about, can you deal with my Bhagavan? Can you deploy some blockers? You know, so I think I want I did have to be quite careful about how I chose my commanders. I certainly made a few missteps there as well. We've had a couple come out for, power level reasons. One, one more. But we're going to talk about today getting enough power level reasons. But, in general, I think, the gameplay has been pretty positive. Yeah, exactly. Yeah, it's kind of it's like all my favorite things. It's like it's like cube, but with more cube because you get to, I get a whole extra kind of thought experiment with with what? What is the best commander? How can I build on this? How how do I get the most out of it, knowing I have access to it? So yeah, we've done a bunch of drafts of this cube now, and we're kind of at the point where we can look at it, and start making changes to it based on feedback that we've got from players or things that we've seen. Kind of like whenever you make changes to a cube, it's important to kind of think about, why are we making those changes? Is it because some cards are too good? Is it because we want to test new things? Kind of like change? From your point of view, why are you making changes to your cube? What's your mindset going into these changes? Yes, there's a few a few reasons to do this update. First, I just haven't done one in a while and we've got a bunch of new cards that have come out in the last, I think it was eight full maybe for the last updates. And given we now have like 15 sets a year or whatever, that means a lot of cards have come out since then. But there's also been a few, a few balancing things I want to address. I think the artifacts stack in general feels a little strong to me. It certainly has some power outliers. Which of, intentionally knowing that out of outliers, things like Flaring Academy, Mox, Opal, but it also just has a lot of powerful enablers. It feels very consistent, very good. If you get a good version of it. And I want it to be one of the best arc, you know, but I think it maybe just needs toning down a little bit. I think from my point of view, I'm a big picture. I'm happy with how the cube plays and my approach with maintaining cubes is general is I'm not sort of looking to try out for new cloud just for the sake of it. I don't tend to go with the the Moda approach of playing. That's the thing that looks remotely playable for a couple of iterations and then take it out when the next that comes out. Partly because I understand why they do that with keys that you maintain online because people play them so much, but they need to keep them feeling fresh. We realistically look at a draft ice cube like once a month would be the absolute most frequent. Right? We we have a lot of cubes in our rotation that is the thing. Yeah, it's it's a good thing and a bad thing. There is not enough time to play all the all of our sweet cubes. James. Oh, no, it's a real problem, isn't it? Yeah. If the schedule is congested. So for that reason, I don't feel like I need to make a whole bunch of changes every single time. And I think I'm generally I like to give for changes a few tweaks to, to see if they're working out or not. And I'm realistically, I'm only gonna try new cards if I think they're actually going to add something probably positive to the cube. You know, it's not just is 20 new cards from each new sets and, we'll see which ones are good. It's I'm going to pick 1 or 2 from most of us. That's, that's, I think of adding something new and unique. A cube that I didn't have before. And then is there anything else you're looking at potentially changing with this update? James, there's a few individual cards which I think have led to not brilliant play experiences. Like deadly Violet comes to mind. Yeah. That. Cards the cards. Very good in this one. I'll read it out because, this is a cube podcast. This is kind of weird. Like, I'm assuming everyone knows what to layer in Academy does because. Because deadly. What like is a command to card. Let's read out, James. It's, three in a black for an instant. If you control a commander, you may cast a spell without paying its mana cost, but it has the ability exile target creature. So this is just a free spell. If you control your commander, which you're probably going to in this cube. This is very strong. Yeah. For sure. Especially if you have a pretty cheap commander. This is just a zero mana removal spell. What? What do you need it to be? It's it would be fine to be this tempo positive if it was sort of destructive in some way. You not only kill small creatures or can kill a certain type of creature, but just exiling everything for zero mana feels pretty obnoxious. I know you had a, a fairly disgusting back where you had this with, casters. It. But let's you. Yeah. The, back. Yeah. The one. Yeah. I just you cast a card from your graveyard, once a turn. And I just had several games where I like on turn three would shoot, four deadly rolling on turn four cards. My commander. And then just exiled two of their things, and I have a three, four flier for free. Like, incredibly broken. I had a lovely time, but, yeah, I, I think at that point we kind of, like, thought that maybe this, maybe this is quite strong. And also, I guess this is kind of like the, the one like the free spells are also things that, that potentially break the, the minor requirements like, I think the way you've done it is very good. But in theory the free spells do break it because you don't need to cast. It's like this could be in a mono white deck. It could be in a mono green deck because you don't have to spend money to cast it. And that's kind of like I think the free spells have, like, is this the main one that's been an issue? James, have you run any other free spells in the coop that you think have been an issue? So, I mean, and I think the others are all fine. The other soft command, the mass as well. So obviously I've got very, you know, furies and whatnot, which we play in regular cubes. Deflecting, swapped. I'm also running, which is again, free if you control your commander. And that, lets you choose new targets for a target spell of ability that I think is fine because it's, it's narrow enough, you know, is it is inherently situational. It's very powerful. I think it's still a good card, and you should take it highly, but, I, I think that one is amazing in every situation. So I think is is probably okay to safe now. I'm just going to quickly add the caveat that some of these are proxies, because defecting Swat is 17 heroes. Oh, Jesus. Yeah. Jesus commander is wild. Yeah, but yeah. No. That's bad. Yeah, yeah, I guess by free, I mean, like, there isn't even the restriction of, like, discarding a card or anything like that, or like or like controlling a land of a certain color, like something like snuff out. You still have to have a swamp. So you are so tied to your color identity in some way. Whereas these, like, they can just be completely free. But yeah, yeah, I can see that the protection one might not be as broken as the exiled. Their best thing one for free. So yeah, it does make sense for deadly like to come out, but kind of like how has the rest of the removal Ben. Because this is something we talked about a bunch with my treat yourself team. Have to like you really have to find the removal that fits the format like in the queue, but you're running all the best cards. You can just run all the best removal. But like this is a cube that is designed around having creatures in play. So therefore we can't just cram the cube with as much removal as the powered cube, because in that environment, you want to answer everything as quickly as possible. In this, I'm assuming you want things to breathe a little bit. You want creatures to survive a little bit. How have you but found the, removal has been balanced, and are you planning on making any changes to that? Yeah, I, I think essentially at the moment there just isn't quite enough cheap interaction to go around, and it's led to a few slightly more games which just aren't very interactive than you would ideally want. However, there's also a bit of a thing with this cube that it's hard for the expense more expensive commanders to, to compete. And for that reason, I don't want to add a bunch of unconditional removal. Which just makes it feel like you have to play a cheap commander or commander of a very powerful ETP in order for it to be relevant. So for that reason, I'm adding removal, but I'm focusing more on removal for like small creatures, all the removal fat punishes you for attacking. So the ones I have, we've got a sort of draft change list at the moment that's, definitely open to changing it based on discussions, but, ones I have penciled in at the moment are cut down. That's for, to, to add that's for black. Instance for a creature with total mana, a total power and toughness, five or less. Tragic trajectory, which is a sorcery speed disfigure, which just kills anything. If you have the volt condemn, which puts the attacking creature on the top, on the bottom of its owner's library for a single white mana and a fast dispersal, which is a blue bounce spell that also lets you surveil two. It costs three. So two in a blue. But if it targets an attacking creature at any cost. Single blue mana. Nice. Yeah, I do like these. Yeah, I like I honestly, I think kind of like trajectory. It's like, yeah, the single black minus two, minus two or the if you, if you have the void will basically nerf anything. I think that's like get these are great examples of like they're almost kind of like modal cards as well. Like they like they can hit the small things early when you need to answer the small things. It means you can still run. One drops in your cube, you can still run two drops, but because you have answers to them. But then because the answers scale later into the game, it means that they're not like irrelevant. So yeah, I think that's a really nice touch and definitely something. But like, yeah, definitely something I've looked at in some of my kind of like slower cubes, I think is a fair way of putting all like cubes where I want midrange to be a thing. I think it's important to have those cool, so that makes sense. In terms of removal. You touched on a little bit on artifact. So let's actually dive into that a bit more. Talk to me about the artifact deck, James. Like, how have you, like you said, you wanted to make some changes to it. Is that purely from strength? Have you seen that deck, pop up too much in terms of, like, win rate or just being consistently at the top table, as it were? Yeah. It feels like it's almost always one of the top chat decks. And, there's a couple of cards which I think have a value driving that. One of them is Henry, I think is just the most powerful artifact. Commander. This is and the lack of a lock. So two in a blue for one. Two, with offensive artifacts and when it ends, your Yaml full of cards, you can tap it to, essentially to let you cast in artifacts than me. Okay. Thoughts and turn of turn. The problem, the problem with this card play passing wise, is it's impactful enough that you need to answer. It is giving you repeated value every turn and get it out very early. But the big thing is that it essentially ignores command attacks because once you have 5 or 6 artifacts in play, if I kill, this is going to cost one mana. Second time you can't see if they kill it again, it's still going to cost one mana. And that, That means they almost have to think of removal spell into this every single turn, and often for removal spells costing more than this cost to recast. So that's that's pretty tricky to grind through. And it kind of invalidates your opponent trying to interact with your commander with me at all. So that's coming out, I think. Yeah, I think in general, any like, in any environment like this is something that I've realized, I think pretty quickly when building commanders that any commander that gets around the command attacks is a bit of a problem. Like, the Imperials tactician. I think that was banned in Duel Commander quite early. Because it it's a band for A23 flier, but it has the ability of one and a Bant to put it onto the battlefield from the command zone like that just gets around the command stack, same as Yuriko is just a menace in in full, in full blooded commander. Because. Because it's commanded and it's who gets around command attacks. All those calls are very broken for those reasons, on top of being good cards and like, yeah, Emery is a phenomenal magic card. But yeah, the addition I'm getting on, the commands that I'm getting around the command attacks is, yeah, I think it's very fair that that one is showing up a bit too much of just being too good. Yeah for sure. And it also does the thing like why is because it's just more powerful than the other artifacts commanders. It means no one ever plays the other ones because they might have been drafting around, say, Arkham Dagger, Arsenal. The Esper as a commander. And then they get that mean it's not. Oh, you're meant to just command RMB in statics. It's just better. So I'm kind of hoping that coming at me gives phase other artifacts commanders a bit more of a chance to shine. And then the other thing. I've cut them artifacts, which is like, for carrying a bit of a power that live in the cube is mox opal. So artifacts, I think, has two of the best piece of acceleration in the cube and mox opal. And so in Academy, I think having both is may be a bit much. So having Academy is very much on the watchlist, but I think Clearing Academy does a lot of cool and interesting things are on the cards that you do. Yeah. So learning Academy's called Mox Opal is kind of just a Mox. So it's zero mana legendary artifact, metal craft tapenade amount of any color, activate any control three or more artifacts. So if you have three artifacts and like there are things like artifact lands in this cube as well as a bunch of baubles, a lot of times this is this can just be a mox quite easily, which is obviously very strong. Exactly, exactly. It's it's a bit tough. And the other reason why I felt good about cutting this is it's actually a new card, which, I think is a not very nice addition for the artifacts. That can is quite a natural switch in in the echo verse for them, which is v two mana artifacts from the most recent stats. You loot finances and and pay five and sack it to destroy all features. So that that's not like quite a nice swap. No, that makes sense. Yeah, yeah, I do understand. I've been I've been in a similar vein in my cubes where, like, I love the art to back deck to and academies. Cool. We'll keep it in even though we know it's wrong. But, like, for me, it was, Misha's workshop had to come out because it's like having one of them is kind of okay. And it's also a card that you're not always going to open because it's a 540 cube. If we drive with it, you know, you might not see it every time, but when you have two bits, you're always going to see one of them. And yeah, it could just be a bit much. And if you get both at the same time, it is quite, quite busted. One thing that I thought of in terms of balancing the artifact deck, James, I don't know if you thought about this in terms of, a lot of the baubles right now. Colorless. So you have things like chromatic, all these, like, like like, so guidelines and all these, like, little, kind of like, trinkets, artifacts that are all colorless to cast. How would you feel about potentially making some of them have a colored pit in them? So things like experimental synthesizer, which is a which is a bauble, but it has a red pip in it, or like blood fountain, which is a black pippin. It's like like putting a bit more because from my end, when I've seen these decks really pop off, it's kind of because they are also kind of they can get around the command, that eye color identity a little bit, because so many of their spells are colorless. How would you feel about potentially taxing them a bit more in that aspect? Yeah, I think it's a reasonable suggestion. I guess the thing that makes me slightly reluctant is a lot of those cheap enable of artifacts. You just go in other decks as well. Like I'm just going to put a massive star in most decks. That's good fixing, you know, and it gets me my card back. As this portal meshes ball, I just have, they have so many applications across the cube, you know, like you're Corey Steel has a deck here. And the thing that Will was you've played multiple spells in a ten year process. Cards, these old, like these cards. And I like from having multiple homes, you know, and if you cut it for the experimental synthesizer, then all of a sudden you're narrowing down that field of, of decks that cards can go in and I like I like having strong coalesce enablers that go in a lot of decks. I think that that tends to be a positive thing for the cube that makes it easier to pivot to have the draft, which is something I think is important, like the way I tend to draft. I tend to take these that sort of cards early highly like I first picked my shots bubble before and like okay with that because I just feel like it's going to yeah, it's that proportion of the decks I draft is going to make some significant amount. But yeah, no, I do love running 16 lands. You know. No I got you know. No that's fair. Yeah. Just that was worth potentially talking about. Cool. Let's talk about some new cards, James. Let's talk about some new hotness. Some. I've got the list of ads here that you're thinking of putting in. Let's start with this one. Talk to me about Mo man mold. Master, this is the, kind of the legendary version of Rambler excavator. It's three man, one one in green. You may play lands on your graveyard and land for whenever land you control. Enter is great. A11 green minion, which token named Mo Lloyd with. Whenever this token attacks you may a card seems pretty good. It seems it does like a little bit of everything that that lands next one. James I think we did like this one when we talked about when we did the set with. But yeah, I think this one seems like a great addition to the Cuban. Did you already have round up excavator in the cube? Yeah, that map is already in. This seems like a great addition to me just being able to have, trees full of worlds in your commands. And essentially, it's kind of what those land stacks want. Plus, the token production is very, very powerful. If you got something like a skull clamp, this would be incredible. So very much like the look of this, my current. Let's have changes. How's this coming out for loot? That's for, the free mana two. And a green loot lets you play an additional cut of land, and has an expense back to base ability to, get a creature from your deck and play. I do have a scenario of, I think is we just cut them in half excavator for this card and just add, and then you're just increasing the, range of queen commanders, and you still have the same number of Mass Effect, right. And I don't I feel like that probably have enough of small effects in the cube of moments. I think that that might even be a better switch is just, switching out of them an up, for Mole Man. Essentially, it's a, a famine outfit can live in your commands. And. Yeah, I think I like that it effectively is. In this cube is a strict upgrade because, like, it can be because you can have it in the command zone, and then that just makes any kind of, like, land destruction, like, like we have strip mine and wasteland in here. It just means that you don't need to search for the other half of your lock. You can just get it and start doing it straight away with your commander. That's kind of quite terrifying, actually. Maybe don't add that because I will lose to that. Yeah, I don't think villain stacks one. Yeah. So. But, kind of give them. It's time for some. No, that's, No, there is definitely a lot of stuff in influence like it might be. I do you think that so we've got a bit of pace here, but do you think, it's had too many people try to draft it? Do you think that's an issue with it? I think that's part of it. It's, there are lots of sort of signpost cards for it. So I think it's it's quite an easy one to get into. But I have seen it do some really disgusting things. There was a get Folk monster attack first. A friend of ours shafted for it, which was absolutely disgusting. It did. It seems to be both drawing half of its stack, and it it's an based games, and producing an insane amount of mana. I think that, the archetype can be vulnerable to, to getting run over. Certainly. I think if the aggro, if it comes up against a strong aggro doll, I can be a problem. Because ultimately your early game tends to just revolve around trying to get a lot of lands in play, lands do not block creatures. Famously, yes, I did, didn't you? When I with a titanium deck, though. Are you counting that as a combo deck like you did? Win everyone on, like, turn three or something? Yeah, I did the first time we drafted this two by one, but totally attacked for. I wouldn't really describe it as a land stack because it was, it was really just doing the to sailor thing, you know, like pretty consistently and pretty quickly. It did do a little bit of land stuff as well, but, I felt like really that was more Titania being a busted card from the land stuff working as you want it to sustain. Yeah. Is, I would say, just about survive. This cut phase is very much, But watch this. Oh, I think so. So let's go over that quick win because it was the tiny end lines. I diamond because it was five mana. Talk to us about the actual line of that James of killing them really quickly with the titanium analyze I diamond. Yeah, that's the quickest way you can do it is because line side diamond obviously makes you discard your hand to get free mana, but your commander isn't in your hand, so you can just say your lines. I diamond discard your whole mat hand to make free mana to use to cast your commander ahead of schedule. So for example, if you go like on turn two, you have two lands in play. You crack your line side diamond set player seven of cast your Titania get a get a land back now free lands in play and sack from all that's like 20 power. Which is fairly disgusting. That's has been known to win games of magic, I'm sure has, And listen, you can certainly make an argument for that, but like landslide diamond is busted and you should take it out. But, I also think it's an interesting play pattern because it's so all invite. Yeah. Like, there's not many times in any sort of magic where you just discard your whole hand. So early in the game and put all your eggs in one basket. And I think figuring out when it's good to do that and when it isn't is actually, is actually kind of interesting. And there's actually, I think relatively few commanders which naturally work with it because, obviously it needs to be an expansive commander. Right. And it needs to, when you've a game without any of the cards from your hand, and then do it in a way where it's okay if you have a player and has a middle spell, because you can't just throw away your whole hand and then your opponent half strikes out. So expander and you don't do anything else, you know, so I don't know, maybe if that works out to be too powerful, but I think it's cool personally. So it might be to say never gets cut before that because I think Tahlia is, is just kind of kind of dumb. But it's cool though. So but, yeah, potentially want to keep an eye on. But I, I do think it's cool that maybe we can swap it to a bailout Prime and maybe having it in the command zone as the broken bit. But, let's look at some other ads, James, because there is a another lens card you're thinking of adding. Talk to us about, carnivorous cultivator. This is from the most recent set one, the green two three death touched and is prepared when it deals combat damage to a player. I return a land card from your grab it to your hand, but it importantly has the sorcery attached to it for that. For a single grain lets you search a library for a land card and put it into your graveyard so it kind of in the land. Seems like another great card for the lands deck where we. Yeah, we're adding another crucible, this time in the command zone. Seems like a nice little combination there. Yeah, I think this one should be awesome, actually. I really want to push this cube first of toolboxes land. I, we've got a lot of lands for powerful engine pieces, but also utility land. So things like, glacial Chasm is. And Dark Depths is an, even things like, the Du Cabal gets one of the pieces of graveyard height, for example. And Lotus Field is like, again, very powerful and fleet, you can have strong synergies in this cube. So being able to set up those things by game, searching for any land, put it into your graveyard and then you can even get vax back with this ability. Or there are lots of other ways in the cube to get lands back from your graveyard. I think this a perfect fit here. Plus, on top of that mentioned earlier, one of the issues for Land Stack can have this getting run over early, so a two mana, two free death touches is kind of passed out. No. Nice. We do like that. And then I adjustment to the artifact deck. So is this is this a swap for Emory James I see you're bringing in Krang. Master mind, this is the eight man 014, but it has affinity for artifacts. And when it enters, if you have fewer than four cards in hand, you draw cards. You got a difference. I think it's plus one. So for each other artifact you control, is that kind of a swap for memory? Is it. You're going to try to take the deck in a different, in a different direction. What would you say? So yeah, actually two artifact commanders coming out and two coming in, so two coming out, and the and the reality chip, reality chip being the two man arrow four. You can, like, play spells off the top if it's equips and it has reconfigure. I think that cards just not good enough. It's too much mana to equip that, so that comes out for Fang. I think Fang is cool. I like the direction it takes for artifact. Okay. And it's a little bit different. It's a little bit more aggressive, potentially. I think having something with affinity in the command zone is quite nice. It's, it pushes you to just have as many chip artifacts as you can, which is cool. It also gives me hope for the card. Experimental, simulacrum synthesizer, which is one I've always very wanted to, to make work. That's for the three mana artifacts, where when enough facts with CMC for or greater enters, you make a construct basically. Which seems really powerful, but, it's fact having to have an expensive artifact center. Right? It's, it's the tricky parts. Often artifact decks your sunset very much towards the cheap artifacts. So having something powerful in your command zone with affinity. So cheap to cast that triggers that whole thing, I'm hoping makes that cost a little bit better. Now, I do like the synthesizer. I do think Krang may be one that we might have to keep an eye on, just like just because in there is a world where the affinity does get around the command attacks. But I think because it's starting at such a high point, it's not like everywhere. It's three and cost. It's always going to cost a single blue Krang. It's still going to cost some mana by the time you get around to casting it. Exactly. I feel like Fang, you need so many artifacts before it's fairly cheap, but you kind of deserve that, you know? Whereas and the you only had to do a little bit of work like Fang. You better go off now I get you. And then one other. I know in your notes this isn't down as a potential artifact, commander, but I don't. I've realized that, it's been a hot minute since we played Commander James. There have been. There has been a rule change in. Commander. Did you know that the fantastic arc can be your commander? Really? Yeah. Vehicle. They changed it well, a year ago now. They changed it so that vehicles and spaceships can be commanders. So the fantastic car is coming in. I know that we're not initially thinking of this as a commander, but could be hot with, Piper. Like, picking, like, blue or red or something like that. As a as a add a color to it. Why were you initially bringing the Vanessa car in, James? And then how would you feel about it potentially being a commander? Yeah, this card might be busted. I probably busted as a commander. To be honest. I was already thinking, it's so powerful. And this cube says a lot of zeros, but it might be borderline. But the reason I want to add it is it's it's a very unique card, you know. Yes. It, it plays in a way which other cards don't. It pushes you in a different direction. It does something very powerful. This is all stuff I like. Having this as a commander in your command zone, there might just be busted. It does have a thing where you. You can only play it as your commander if you get the, Yeah, the piper, and even then, you, you know. You sure you only get one color of basic, But this card is so powerful. So basically wins the game when you when you trigger and I think there's enough cheap stuff in this cube, but you can you can build a deck for gets that pretty quickly. You know, if you have some early acceleration. I think that I think that the cigar is 100% something that you should try, because it'll either be awesome or will be fair, basically. Like it'll either be like super, super broken. And we realize it straight away. Kind of like like playing with Nardo for the first time. Cube. Or it will be a bit like there's a world where someone takes it and tries to do it, and it just ends up train wrecking that draft. I think that's also quite, but I think that's as likely as it being really broken. Yeah, but drafts where you try to fix your commander never see the piper and, it's going to be tricky. But then you start proxying some wastes I think. So that was. Yeah. Yeah. I refuse to buy away. So, Yeah, I guess it's one where I wouldn't be shocked if it was only in for one draft, but, it is cool and it's different, so I think I will try it. I think it's going to be an awesome one to test this one. I'm looking forward to trying at some point. It's kind of like a card I want to see early, just if I can try and see what we can do with it. Another cool card that is also a potential commander is Bilbo thief of Night. I think we're both quite high on this one. I've got this in my regular cube. Yeah, I have a pretty good, one and a blue two. Two spells. You cast him anywhere other than your hand. Cost one minute left to cast, and then when it attacks memory cards and artifact incident sources battle from your graveyard spell cast. This way, we put into your graveyard exalted instead. I think we're both quite happy with this card, James. And just having, a version of a snap caster made in the commands. Yes, we've got cast, but that's four colors. This is cheaper and a bit redundancy. I think we like this card. How do you think it's going to play? Yeah, I think this card's really powerful, actually. I've played with it a little, and, the discord server, with, team drafts, and it's very powerful, very. It's listen, it doesn't work every game because it needs to have a good attack, but to get its value. But when this works, it really does take over the game pretty quickly. The ability to cast, artifacts as well as, as well as, as well as instances of spaces is very important. Actually, getting those like baubles back is really nice. But there's a lot going for this card. I like for this cube as well that it's quite a flexible commander, I think. There can be an issue where a lot of the commanders, a very archetype specific, off site specific. I'll ask you to do something very particular. And if you don't get the one that would fit the thing, you're trying to draft, then it's it can be a bit tricky. And this, I think, is just going to be a good commander for almost equally deck. Yeah, it's a very nice overlap card for a bunch of stuff. Yeah I think it's I think Bill was going to be great there. All right James, you have a card next. The, I've not seen before. Though I think I just saw it while looking through cards for the last set and saw the man, of course. But for this, it could be perfect. Talk to us about Eldar OSS theory. James. Yeah, this card's crossed my rate. In a boosted draft. And if you see this card and boost it after, should take it and abandon whatever else you were doing and draft to me, because the math is great in this format. And this card is busted. And lemme set, it is three blue, black, black. So six minute total for A55 flier to. And when enters you exile. Up to one targets non and permanent of each card type from your graveyard. Copy of those cards. You may cast any number of spells with total Sam C6 or last among black copies without paying their mana cost. So assuming your graveyard is fairly stocked up by time, you can switch switch, and probably will be because the six bebop this is going to come and that you have six Sam C worth of spells from your client guard. Listen, obviously the severely expensive commander, but it gets around the the movable issues of expensive commanders because it gives you so much of a value on the way in. It doesn't need to live to be powerful. And I like the idea of Damia having a sort of generic control finisher that you can have in your command zone, and this is kind of far. So I'm, I'm putting this in instead of hit it to Q and Kylie, which is amphibious, which I think is just not all that exciting. So it seems like a nice switch. It's. Yeah, it's just a ton of value in the way. And it's going to like, enter, kill one of our creatures, draw you some cards, and you know, draw you some other cards. It's, I'll kill two of my creatures. Now, if you have instant sorcery, maybe, that. And, and this can do a lot for you. I think it's quite powerful. Now, I do think it's quite I cool. Yeah. Good thing the elder Sphinx get some play from the last set, because they are big and they are splashy. So, yeah, I think I think this would be the perfect environment for it. All right, James, this next section you have lovingly labeled spice. Talk to us. There's a bit that looks to be a bunch of cars going for the land package here. So you're adding cars like spelunking, which, makes sure lands come into play untapped. It also doubles your card and also draws your card, which we love. You got you've got things like reign of filth. Each of your land gains. Sacrifice it. Add a black to your Manipal. You've got squandered resources. Which is, isn't it, charm. And then as you search your lands for mana and then shapeshifters coming in. What are we doing with this, James? This seems like some great nonsense, but like what? How are you viewing this? Coming together? Yeah. So this is sort of a slightly different direction that you can take for Land Stack, I think, where it's a bit more focused around rather than slowly getting more lands into play and making additional mana for future turns. It's about trying to make lots and lots of mana vice now. And we're going big. As I was saying. We're going big. We're going explosive. It's, so this partly came out of watching that get choke monsters that fancy disgusting. And I thought to lean into it a little bit more. And there's so many good ways to, get your lands back from clever things like splendid reclamation. I think quite powerful. And the effects let you cycle lands for man, that they can potentially let you make a lot of man and in one turn. And if the lands are going to a graveyard and then coming back again, either way. I think this can be very, very powerful. And it's also just something we don't really do with a land stack in many, many cubes. It tends to be more of like gradually get a lot of lands into play over a few sands thing. I will say there's definitely a fail case here. This might not work. It's, It's definitely all in on a trial basis, but, I think with rain of wealth and squandered resources, there's potential for this to be really, really explosive, which is cool. If you have, if you can combine these cards with the Get Folk monster specifically, I think that they're very, very powerful. I like the spelunking. So the effect for basically it untap your lands when they enter, it's, it's very similar to amulets in Vegas modern, but it draws you a card on the way in and it's more expansive. I think this has some very nice applications in this cube with things like, splendid reclamation, which returns all the lands from your graveyard taps. So if you got this in play, it returns more untapped. That's super powerful. So you can suck all your land, tap all your lands, mana sack them, bring them back again by one, tap it again. You can get their mana multiple times over in a turn. Also with things like scape shift, which is another card that's coming in that's very powerful. Again, you just tap lands Manor, you sack them, you get new new lands. Because of us plunking, Vanstone tapped, we can keep going. But one thing I'm not quite works out with this stack is, how we winning? Hahahahahahahaha. I mean, is a command a cube? James. That's pretty. That's pretty on brand. Yeah. Because I think, really, you want something that lets you win this turn? You know, I don't really want to be stacking all of my lands and whatnot and then have to wait until next. So, I'm not quite sure the best card is. Do we have any of the infinite, like, life combo stuff in here with like zero no, or anything like that? Yeah, you could do you could do seven or, very, very seven open. The infinite white thing with zone of normally zone or plus fast bond plus three buy and fast bond as an end. That might, that could be a bit more. That could be a bit much. I'm sorry. That's one reason I'm talking nonsense fast on this end. So. Yeah, that's that's it. That's, that's that's one way you can do it, I guess, is you gain infinite life so you can't get damage from the next turn. It would be very cool if there was a fee. So I think in a lot of ways this has the potential to play sort of like a stone deck. Yeah. Making a bunch of money. Yeah, yeah. But we're probably not actually casting enough spells in a turn to win with something like tendrils. It would be cool if I was sort of like tendrils for landfall, you know? Was a it were if you had had a lot of cards at Land's End to end the turn, then it could kill from like that. I don't know if that card exists. I'm just trying to think of maybe something like. Just why I think it's bad. Command the decks. I played James, there'll be something that. Exactly. Yeah. I've seen you cast lots of nonsense. So silence cards. I'll turn to this. We could have something like valor Cups. So if you have Valve cut and Dryad of releasing clothes maker lands or basic land types, then you can. You can kill them without cut. That could be quite cool. Is it not just a big expel? We can burn them out. Whereas, like, are we just devils playing them, James or something like that. If we have all that mana. Yeah, that's true because that's a card which other people might actually have. It's a it could also be a, an infinite mana outlet for something like a devoted druid combo, which is cool. Yeah. Maybe Bane fire. We can do like Bane fire. Always, ever. But yeah, I think I like that as a suggestion, just get up to 20 Manor and Castor Bane five. I don't hate that. That could be one I know. Yeah, there are other. There are other kind of big mana decks, like the artifact that can make a bunch of mana. That could be a nice payoff for them as well. Nice. Yeah. So that's a bunch of the stuff that I think you've got down that you were thinking about doing. I think kind of, after we played that last weekend, we did kind of have some have a chat about some other bits that could potentially come in. There's some things that I was kind of thinking maybe worth looking at. Like potentially, I do feel having some more rewards for mono colored decks might be interesting. It does feel like in this queue, even and with the Pipers, you are very incentivized to be at least two, sometimes three colors. How would you feel, James, about getting some rewards for, like, mono colored decks in here? Like I'm thinking like you can either go things with like multiple pips, things like Goblin Chain World, which is like a triple red pips, or A33 Goblin Warrior first strike. When it enters the battlefield, it deals one damage to each opponent. Each creature in planeswalker they control or maybe like a commander like Carrick, son of York Moth, which is like four and triple for Rexy and Mana for a two to with Lifelink and you can. And for each black in a cost. You may pay too much rather than pay its mana cost. Maybe cost a black spell. Put a plus one counter on quick scan of your boss. So, like, how would you feel about cars that incentivize people to play a single color? Or like, so just, commanders? There's also a card like extra play an hour lens, which is three generic for an artifact that lets you put a land underneath it and then lands with the same name. Tap for double mana. So if you're like, I'm on a red deck and your opponent doesn't have any mountains, all your all them, all your lands that the double and your opponents don't like, how do you how do you feel about that? Cause about cards or all these like like those. James. Yeah, that could be pretty cool. It takes the emphasis off getting the papers for mono colored. And actually, let's just lean into being mono colored, which I think is nice. The weekly sort of a pip intensive cards as payoffs. But the issue is that they need to actually be better than the cards that you can get. The similar mana value the answers intensify to, to be worth the payoff. And, like, chain is decent, but in in 2026, is it solved that much better than the other bad free 12 I no, so it is That's awesome. I like the idea of the commanders, the pressure in that direction though, and Carrick seems like, I'm sure that's not how you say it. Yeah, I I've butchered the hell out of that. But, you know, I, I do want to get that so someone in chat can tell us, that seems like something that pushes you in quite an interesting direction. I'll need to, like, have a think about the best way to use that card. I can probably look it up on the audio track. I'm sure a bunch of people who've, like built stuff with it, an actual commander that you can take bets and part of class. That seems like a cool card as a mono blue one I saw, which is, kind of a nice mono blue incentive as well. Again, I can't pronounce that. I'm going to go with illusion L you ge the sold the shoulder c yeah, I'll go with that. Yeah. Cheers. One blue blue blue. So for mana total for a star star. Legendary creature. Elemental fish. Love a good fish. Says its power and toughness equal to number of islands you control. And when it enters or attacks, you put a flood counter on target land. It's an island. In addition to the tides cycle, the first instance also sees value casts. Each turn costs blue left to cast for each land to control the flush count to on it. I think this is kind of powerful because it's giant, in your money blue deck. Except for power and toughness. They don't doesn't just camp this off with flood pounces on it. It counts all your islands and, it's quite easy to play this and play another good spell on the same turn, right? Because you're accumulating your flush counter so it improves the more times you cast it because you're getting more face lands with much counters on. So I think this is kind of powerful, and it might be an interesting one to try, but definitely I do think there's definitely, I think having about like having it be a positive thing to be a mono tile attack, I think, I think could be quite interesting. And it is something that, that you see in other powerful groups. So yeah, I think it's something worth considering. And then another thing that we also kind of touched on at the weekend, James is and we also mentioned it slightly earlier in the episode of having potentially more, I'm gonna say generic commanders, but kind of like commanders that have the option to let you do a different, kind of like fill a gap in a deck because like, currently there's a lot of redundancy in like the main archetypes and especially if going to take into account mono colored legends that if we combine with the pipe, like, like like we touched on, we're adding Mole Man to, to the cube. Like, if we take that with a piper, then we can have a girl deck. A girl lands that quite easily. But what I'd be interested in is maybe cutting some of the redundant two color cards and maybe adding to some more. I'm gonna say generic cards, but kind of like. Cause I kind of, like, can help you just make your deck pop. These ones aren't build around. We'll get onto those in a moment, but kind of just cause that kind of just help you commanders that are just a bit more open ended, like they're not a commander for a specific archetype. They help you if you're trying to do something a bit different or something a bit cool. That isn't one of the supported archetypes of the cube. Yeah, I can see an argument for we should have a few more commanders, which, just generically powerful. Not not because there are going to be decks which are just piles of good cards, doing anything. But for if you didn't see the commander, that's for the strategy or drafting, all your drafting, all you've like, you're drafting something very different, but doesn't really have a commander in the cube it's meant to go with. But but you're making it work. So, I think, like the last time we drafted this, Dan New drafted a white, black Re-Animator Living Death deck, which was dope. It was really cool. But your commander, the commander you got was like Adaline, right? Which is, I mean, fine, it's powerful card, but it's not really doing much for that deck. Because you're being, you know, this, like. Yeah, slow deck trying to Re-Animator and that shot to an aggressive. And. Yeah. And Adeline doesn't really play into that strategy. Right. And it would have been cool for that deck if even if there wasn't a command of it was doing like black Re-Animator stuff, if it was something that like interacted with your opponent or to use some cards or did something to help set up that that game plan right? Yeah, exactly. Yeah. Yeah, it almost is like a bit of like mid-range value because it'll kind of just cover a bunch of stuff because. Yeah, because like, I might I kind of got into my deck, like quite basically by taking like good black and white interaction and then I just end up being a more controlling deck them because like white, black is like generally like an aristocratic thing. I think in this group is it's fair to say, but kind of just like I didn't end up with any token stuff or very little token stuff compared to the control side of things. And then, yeah, I got the cool combo package and I was able to living death the hell out of a few players, and that was a lot of fun. But yeah, yeah, yeah, that's sort of what I was thinking about that and then some other ideas that kind of really touched on. I was like, maybe like cards like CDC, like the five minutes a DC that comes into play. If you sack a creature when it comes in, you can choose to record up. There are some other tutors on, commanders that could be interesting because, like, there's kind of this, like, balance with the student. Kind of like in theory, when someone's doing a thing like that, one of their games will be similar, but they're not going to be combining that, that draft again, if that makes sense, because like we're having a two during the command zone, like normally in commander, it's not the most fun because because you are doing the same thing every time and you've built that deck and you're just doing the same thing, but in this you're only going to be doing it for that one draft and then it's going to you're not going to have that deck again. So therefore it is interesting. There's like, you could go into your bonus system with, with just in Black with the DC, or if you get a piper and you pick blue, you could shoot up dream halls. And that's interesting because then you have like effectively you have an enchantment or an artifact attached to the as your commander. And that's quite cool. Like, I would think about something like something like that. James. Yeah, I think it's a cool Add because to say it just adds to the possibility space five of what's achievable. And it again fills that role of, it can go in so many different shells and be a good commander for that show. I think that is sometimes something that's lacking in this cube. So yeah, I think that that is one which I think almost certainly will go in, I think there's quite a few cuts. I think there's a few things that cut ball in black. I'm looking at the Raven, man. No one's really done that yet, so he he might be getting chucked onto the, on the bonfire. That said, two mana black. Kind of like, makes tokens when discard stuff. Which I think has a good spot. But in reality, if you're red and doing discard, if you're black and you're doing this discard stuff, you'll just always sort of almost always gonna be in red as well. And red has better commanders that mad matter. See stuff off of back to those commanders. Good for that. So I think it's unlikely or kind of actually commander for Raven, man. So I think that guy can maybe go and becomes the DC. No, I think that's reasonable. And then kind of on the flip side of that, something I was kind of briefly alluding to is, one thing that we really have with this cube is the ability to, yeah, have those build around in the command. And that's not something you get to directly. But how would you feel about having more command, more commands that change the way your deck works? So like one that I think we were talking about, James was so Turo, was our this is one blue black for a two for that. Effectively, every creature card in your hand has ninjutsu. So it means it's like a different way of cheating that is into play. Or a card like this one might be banned in Duel Commander, but a card like Edric Spymaster tries it kind of like changes the way your deck works. Edric is, Whenever a creature deals combat damage to one of your opponents, its controller may draw a card. So it kind of intended as much as a Totoro as our kind of incentivize you. It kind of like it changes the way that you build your deck because you want, like, fliers. And when you want big things to eat into play or there's a card like, Nick year of the Old Ways, or just what I call one. It's three red and a green for five. Five legendary creature, central Druid. You can't cast on creature spells, but whenever you tap a land for mana, add one manor of any type. That land produced to kind of doubles your man. Like I'm not saying like these are all like slam dunks. You need to test these, but kind of like they are interesting in in the fact that they are kind of weird build arounds that just change the way that your deck works. And we ain't kind of this unique environment where we could potentially get more from these than other cubes. Like, what do you think about some of these? James? Yeah, I think there's some cool possibilities here. Not have I really like the idea of of that's form against all y'all creatures ninjas, ninjutsu. So I do have some pretty good faces in this too. But as attractive as Graceland, there's some good stuff you could cheat. And, I'm not really supporting the animator. I'm trying to get people to find other ways to cheat this stuff. And so that way it's not always a very good fair. My concern with both this, that and advocate is, as face as it sounds, there's not a ton of cheap creatures in blue. There's some, but a lot of them don't attack very well, you know, like Jason's prodigy. Fast, as I recall, these are not separate illusionist. These are not concert film to enable your, your ninjutsu. So similarly with that and trick, it might need a little bit of tweaking and, blue two drops, thought, or one drop slots to enable those casts a little bit. But maybe that is something that's worth looking at doing because they are cool commanders. No, I think that's fair. I think I think with like I think partly I'm kind of open to having play like in my head. I'm kind of open to having players try and find the line that works because like, I think I was a Toro, especially because there is like, like bitter blossom like that, that's kind of hot. But that like, like like you have a fair amount. So in a weird way, like, like there are ways of kind of making it work. I'm kind of I'm less saying I'm, I'm thinking more kind of treat them like companions, if that makes sense, in the way that kind of companions change the way you got to build your deck. These sort of change the way you have to build your deck, but without the actual restriction of you can't play the companion if you don't do it. If that makes sense. Oh yeah, for sure. I'm I'm down for people having to do some work sets to get this stuff to work out, because they have very powerful effects when you, when you make them work. I don't want them to feel like traps, you know, I don't want it to be like I. I took my castle. Although I have my giant creatures, I try to enable that, but I just never saw anything that was actually good at attacking, you know? But yeah, you're right. That bit of awesome works. And yeah, maybe for black. Black just has the best for neighbors in this cube. It does at least have cheap creatures. They're not there's not a ton of them that are evasive. But, maybe you can sort of use some removals. Clever way. And and do it that way. No. Yeah, yeah. I think it's definitely something like I. One of the things I like most about this cube is that it, it functions like a cube. You end up with a, with a deck that looks like a cube, but just it's kind of like a multiplier, if that makes sense. Like the command to just kind of is a multiplier in terms of like not complexity, but kind of just like choices. And that I really like. One thing that would also be cool is if, for those listening, if you have any ideas of cool command is that maybe we could run, do let us know either in the comments of YouTube fight that I post this on Reddit and on discord. Let us know what some cool, cars that you think we could add, and maybe we'll test them on the next update. But James, that's going to do it for our main topic. Before we get you all out of here, it's time we're back. Where we've done some set reviews. Now we're back to our regularly scheduled program. It's time for this week's edition of Cube or No Cube. The cube game show where I test James's cube knowledge. James, how are you feeling this week? Are you good? Are you prepared? I'm feeling confident. You're feeling confident, punchy I like I think last time, last time I did quite well. The first time was dreadful. Oh, God. No, no. Again. Onwards and upwards again. I think it's it's another. It's a positive trajectory. Exactly, exactly. No, I have a good feeling about this week. All right, what's going to happen, James, please pick a color. Let's go green. Oh, this might be quite easy. All right, James, what I want from you I want you to name for me the top five green creatures in all of cube. So in every cube ever on cube. Cobra by cube count. So by the number of cubes that these cards appear in, I want you to name for me the top five green creatures. This is going to be easier than when I got you to do, like, blue enchantments. Yeah, this this one I feel much more confident about. Okay. And before he does that, let us know your spam spam that engagement chat. Let us know your guesses down in the comments below as well. All right James James, take it away with your first guess. Please. Birds of Paradise surely, surely has some spam. Birds of Paradise is in and it's number two. It is the 11th most played card in all of cube, with appearing in 69,416 cubes. So he's got number two straight in, straight down there. Similarly, surely Elvish mystic. Elvish mystic is number four. Number four with a not that far behind, actually, with 59,699 appearances in all of cube. Yeah, that checks out the 36th most played card. I'm going to assume in this case, I also get Alan Marbles suffering. Not only do you get a Lana elixir for free, Lana, what else is number one? It is the third most played card in all of cube with over 90,000 appearances. Really? Yeah. Okay. You're three for three, James. You're smashing it. Okay, so there's two remaining slots. Yeah. Top five. Three and five. Okay. I think I'm going to try a reclamation. So. Classic utility option. He's got it. Rex, age number five. 53,500 appearances. The fifth most appearing green. Green creature card in all of cube. He's good. So I get one more. Are you going? Are you going to be five for five? I feel like I've got out set. I think I have a strong fifth gas. Certainly would be my favor for green features on the list. Let's try an eternal witness. Damn. He's good. Damn he's good. Witness is number three. Yeah. You've got all. You got all five for five. Admittedly you didn't do it in order James. So we still have we still have some room to improve. But yeah it's ton of witness is number three with 67,000, cube appearances. So. Yeah. So, so, yeah, just to go over again, number five, Rex sage. Number four, Elvish mystic. Number three, eternal witness. Number two, birds of Paradise. Number one, land elves. This might be the easiest one. I think this is the easiest combination of color and time you could possibly construct. Certainly an improvement over blue enchantments. Anyway, I thought I do creatures. We haven't done creatures yet. I thought this was a good one to do, but yeah, you go straight in with the green ones. Absolutely smashed it, mate. Well done, well done. Number. The bank is going to make a very big offer for you. All right. That was the key one. Okay, you. All right. That's going to do it for today James. Well done a pleasure man. Thank you for that chat. Really good talk. There. Yeah. Always a pleasure. Done. All right. Until next week. Just leaves me to thank you all very much for listening. Do make sure you give the podcast a five star review. Thumbs up, tell a friend all that good stuff. And until next week, it's goodbye from me. That's goodbye from James. And we'll see you all soon. Goodbye.