Strixhaven has been a very controversial set among Cube circles with which I have interacted. There are many bizarre cards in this set, such as giant spells, Green cards that care about instants and sorceries, and an entire mechanic designed to drag spells from outside of the game. A lot is going on here, but the result is fantastic. I wanted to highlight some of the coolest new things in the set, discuss why they're exciting, and whether or not they might be good. Please understand that this article is not a "best cards" list or a review. Instead, it is a discussion of things that I am excited to test and an explanation as to why.
Card 1: Quandrix CommandEarly testing results are showing that Quandrix Apprentice is the real deal. I think this card will be great in lean Cubes that focus on streamlined gameplay.
Cards 3 and 4: Dragonsguard Elite and Symmetry SageLike Quandrix Apprentice, Dragonsguard Elite looks like the type of card that can snowball out of control in some decks, usually being at least a 3/3 but often a 4/4 or larger. This card is also reasonable in some two-color builds, such as a Gruul beatdown strategy with burn spells or Golgari midrange. Dragonsguard Elite will be a great beater in Abzan midrange, as well.
Symmetry Sage will be at home in Izzet prowess decks. Although it requires a spell to be cast every single turn to apply power to the board, its magecraft ability can also spread around power increases. A second spell cast in a turn will allow Symmetry Sage to attack as a 2/2, but also buff a creature with a lower base power such as Monastery Swiftspear, Soul-Scar Mage, or Blistercoil Wierd. Symmetry Sage might not have Delver of Secrets' raw power, but I think its floor is slightly higher. At the very least, Johnny-style players will love trying to break this card.
Card 5: Flunk...which is the entire reason I'm writing about the card.
Card 6: Igneous InspirationThe real issue with Igneous Inspiration (and its fellow learn cards) is that drafters need some number of lessons for these cards to function at full capacity. Even though learn can function as a rummage effect without a worthwhile lesson to grab, that fail state is usually not desirable. There is a significant debate in the Cube community right now about whether or not lesson cards are good enough to warrant Cube inclusion because they either have a low power level or are very situational. However, with learn cards like Igneous Inspiration, lessons become freerolls effectively. Cube decks often leave several cards unused in the sideboard, with several good cards not being played for deck space constraints. Lessons are a new way to allow players to use a more significant percentage of their draft pool, as they are not required to be in the main deck to function. Even with a relatively small learn package, it is often worthwhile to include several lessons. There are more than enough lessons for a full package with learn in a Cube of 420 cards or smaller.
There are other cards with learn that look good enough for Cube inclusion, such as Gnarled Professor, Professor of Symbology, and Divide by Zero. The real question with this mechanic is whether or not the support pieces are worth the Cube real estate. However, Cube real estate is only a concern for a Cube's curator. For a drafter, the amount of space available in a Cube spreadsheet is irrelevant: they only care about the number of cards they can actually play. Learn and lesson cards are a good use of Cube space because they help maximize the total number of useable cards in each player's draft pool. For this reason, I believe cards with the learn mechanic are worth testing because of their unique design space and seemingly high power level.
Card 7: Killian, Ink DuelistDecisive Denial combines the "always fine but never great" Pounce effect with a "great in the right match but not always usable" Negate effect. The result is a card that is rarely dead in hand and always usable in some capacity. One could argue that the "Negate" side of the card being more akin to a Mana Leak effect is a downside. While it is not as great as a pure Negate effect would have been, it should still do the trick against most spells cast except for extremely late in the game. Overall, I think this card is a solid interactive piece.
Card 9: Deadly BrewDeadly Brew breaks the "boring blood" trend by offering a unique take on the formula; if its caster sacrifices a creature or planeswalker with it, they get a free Nature's Spiral! Regrowth effects tend to not be worth slots in Cube decks, despite their high level of utility. They often fall flat due to requiring things in the graveyard to function. However, as we have seen with Bala Ged Recovery, Regrowth effects are playable when attached to some other effect. Deadly Brew has a lot of play to it in this regard. It can be used to eliminate an unprotected threat in the early game or upgrade a useless Llanowar Elves variant into a dead planeswalker in the late game while reducing the opponent's board presence.
The only issue I see with Deadly Brew is that it is a green/black card. This color combination is home to several high-power removal spells, at least two of which are generally more powerful than Deadly Brew. If the card were monocolor, I could see it becoming a Cube staple. As is, I am excited about Deadly Brew's potential playability and hope it is a signal that WOTC will branch out in more unique directions with similar effects in the future.
Card 10: Sedgemoor WitchBlack might not be as well known for its instant and sorcery spells as red, but it is far from weak in this category. Thoughtseize, Terror, and Reanimate effects are some of the best cards any Cube can offer. Sedgemoor Witch triggers off of them all. The card fits well into any low-curve tempo strategy that can effectively utilize hand disruption, cantrips, and cheap removal to great advantage. Sedgemoor Witch is especially going to shine in the emerging Black/Red spells strategy, which uses cards like Dreadhorde Arcanist and Young Pyromancer in conjunction with cheap burn and Unearth effects to create a considerable amount of value.
Sedgemoor Witch is going to be very good in most Cubes for a very long time.
ConclusionStrixhaven is a great Cube set. While it doesn't seem as powerful as some of the sets we've seen in the past couple of years, it makes up for it in the raw number of Cube playables it provides. Cube designers will be using Strixhaven cards as a wellspring of excellent removal and low-cost threats for years to come. I would encourage anyone who is not currently a fan of this set to give it a fair chance, as there is more to work with than there might initially appear.
AcknowledgementsSpecial thanks to @Onderzeeboot for proofreading this article.