Computer Search Removed
Eternal Unrest Added
Instant
Reveal Eternal Unrest as you draft it.
Immediately after the draft, you may add any number of cards named Sanitarium Skeleton to your card pool.
Reveal up to three cards named Sanitarium Skeleton you own from outside the game and put them into your hand.
Computer Search was a fun nod to the Pokemon TCG, but the mechanics don't translate well to MTG, where card (dis)advantage is much more costly. Even with madness effects, it didn't make up for playing a card that traded you 1-for-3. So let's do that in the other direction! This is a card that adds material to your hand that is good with other discard effects. It's one of my stranger effects, dipping into the conspiracy draft-matters pool.
Blooming Ritual Removed
Infernal Charge Added
Instant
Amass 3, then you may remove any number of +1/+1 counters from among permanents you control. When you do, Infernal Charge deals that much damage to any target.
Splice onto instant
Rituals are in a weird place in this cube. They can be strong, but games are not typically settled in single big turn plays. The spells decks have been more focused on consistent play than going off on a storm turn. I knew I wanted to keep a red splice card in the cube, but a ritual was not looking like the best showcase for the ability.
Ethereal Stalker Removed
Mesmeric Specter Added
2/2
Flying
When Mesmeric Specter enters the battlefield, create a Hypnotic Specter token.
Whenever Mesmeric Specter deals damage to an opponent, draw a card.
Ethereal Stalker was simply not what the UB deck wanted at 4 mana. The idea was ok, but at that cost, getting hit with removal was too much of a setback and other 4-drops were miles ahead of it. New card has a similar idea, but split over 2 bodies to make it better v removal and with flying as a more useful evasion ability.
Norn's Edict
->
Changed from a Council's Dilemma to be just you choosing the card type.
Now either destroys all permanents of the chosen type or exhumes the chosen type
Control decks that could use the old effect without getting hit by the opponent's choice were rare. Often you would be sacrificing some relevant enchantments just to cast your Wrath of God. To keep this as a sweeper that could hit more card types, the cost had to increase, and the reanimation option is a tiny bonus to make up for the extra cost.
Resurgent Phoenix
Whenever you discard a card, if you have no cards in hand, -> Whenever you discard the last card in your hand,
A wording change on the trigger to remove the intervening if so that effects which discard and draw can trigger it without making any confusing timings where you aren't sure whether you can get your phoenix back.
Absorb Essence Removed
Reality Refuted Added
Instant
Spell mastery — This spell costs less if there are two or more instant and/or sorcery cards in your graveyard.
Counter target spell. If that spell is countered this way, exile it instead of putting it into a graveyard.
We added another cantrip counter elsewhere, so changing this graveyard payoff to a cost reduction instead, and switching from threshold to spell mastery. Small reworking of the same ideas to help with the overall cube balance.
Faerie Jailbreaker Removed
Faierie Apprentice Added
1/3
Flying
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
I wanted a creature-protector that was a little more passive than Jailbreaker. Drawing cards instead of bouncing your own creatures in response to removal allows you to keep card advantage without slowing down to replay your old cards.
Cabalistic Tutor Removed
Rise of the Swarm Added
Enchantment
At the beginning of combat on your turn, you may discard a card. When you do, up to one creature you control gains lifelink and haste until end of turn.
Whenever you discard a card, amass 1.
I'm getting rid of the last card-negative tutor in the cube. We just don't do enough combos to deserve the slot. New card is a discard payoff and madness enabler. Wording is carefully done to allow you to give haste to your army token if you create it from the discard trigger.
Shaman of Decay
3/5 -> 3/3
When Shaman of Decay enters the battlefield, you may put target card from your graveyard on top of your library. -> Morbid — When Shaman of Decay enters the battlefield, you may put a card from your graveyard on top of your library. Then if a creature died this turn, draw a card.
To make the Fate/Miracle effects matter a little more frequently, I'm buffing the ETB of this one at the cost of some stats.
Nightmarish Delusions Removed
Unwelcome Guests Added
1/2
You may play cards from your graveyard that were put there from your hand or library this turn.
Nightmarish Delusions was by far the weakest hand attack card in the cube, and rather than buff it, I'm trying out a madness payoff, a kind of Containment Construct ish card.
Soula Runescribe
Added vigilance
I'm normally averse to giving creatures with tap abilities vigilance, because I like the tension between deciding to activate and deciding to attack. However, for the setup that you need to make the Runescribe start doing its thing, I don't want the 3-power flier to be the main role it plays without allowing it to showcase such a unique ability.
Chain of Denial Removed
Spellsnatcher Substitution Added
Instant
Create a 1/1 blue Wizard creature token with “, Sacrifice this creature: Counter target noncreature spell unless its controller pays
.”
Recycling the Mage's Attendant token to make something more fun and interesting than the card it is replacing, which behind the throwback reference was effectively just a counterspell with a minor timing restriction.
That's the end of the updates, and maybe the final update for this cube, unless I get inspired to revisit it. I have some other projects I want to put together which might get uploaded to cubecobra in the future.
Changes:
Deadwood Guardian removed
Detritus Scavenger added
3/3
At the beginning of each end step, you gain 3 life if you discarded a land card this turn, you create a 2/2 black Zombie creature token if you discarded a creature card this turn, and you draw a card if you discarded a noncreature, nonland card this turn.
, Discard two cards: Return Detritus Scavenger from your graveyard to the battlefield tapped.
It was still clear even after changes that Deadwood Guardian was the strongest thing a midrange deck could be doing and wasn't really encouraging the jund themes as much as just playing some ramp/fixing and trading defensively until you could land this and get it all back. Rather than continue to work the numbers, I wanted to try a new idea that tied more closely to the madness theme in jund and wasn't just a multicolor good card.
Inner Journey
->
Meant as a cheap madness enabler, the power of this card was very skewed to the alt cost. Seeing blue decks having some trouble keeping up on card advantage compared to green, this was a buff meant to make it not a terrible draw option in a simple control shell as well.
Backwash Removed
Intellectual Victory Added
Instant
Kicker
Counter target spell unless its controller pays X, where X is the number of cards in your hand. If Intellectual Victory was kicked, instead draw three cards, then counter that spell unless its controller pays X, then put two cards from your hand on top of your library.
I wanted to rework the counterspell suite in the cube to be more versatile. This adds an extra miracle enabler to the cube, and will be useful in more than just the most tempo-heavy decks.
Search for the Sun Tree Removed
Karmic Strength Added
Enchantment
Whenever you cast an enchantment, instant, or sorcery spell, choose one that hasn’t been chosen this turn—
• Karmic Strength deals 1 damage to any target.
• Discard a card, then draw a card.
• Create a Treasure token.
• Create a 1/1 red Wizard creature token with prowess.
Search for the Sun Tree was a fun card, but a bit too expensive to compete with the powerhouses of other archetypes. I wanted to power up the spellslinger decks by adding a more affordable enabler, and also get a bit more prowess represented in the cube.
Up // Up Removed
Myraid Possibilities Added
Instant - Modal Cost
- Draw a card
- Scry 2, then draw two cards.
- Scry 3, then draw three cards.
Up // Up was a silly pun and a way for blue aggro decks to get a little card advantage and evasion in. But the rate wasn't really competitive and it was a risky play. New card expands on the Modal Cost idea I tried out on Unravel, with a safer and more powerful card draw spell.
Crushed Hopes Removed
Tandem Defiance Added
Instant
Counter target spell unless its controller pays 2. If that spell is countered this way, you may put a +1/+1 counter on a tapped creature you control.
Conspire
Although good wen it hit, a 2-mana force spike is really inconsistent. Moving up to a quench and adding in some bonuses to encourage playing cheap creatures.
Crumbling Reality Removed
Lazotep Infusion Added
Enchantment
Whenever you cast a noncreature spell, amass 1
Whenever a Zombie token you control with power 6 or greater attacks, target instant or sorcery card in your graveyard gains flashback 0 until end of turn.
Crumbling reality was incredibly slow to get online naturally and basically never worth it. To help out the spellslinger decks, it's replaced with this play on Dreadhorde Invasion.
Antigravity Trap Removed
Transmogrifying Trap Added
Instant - Trap
If a nontoken creature an opponent controls entered the battlefield this turn and it wasn’t cast, you may pay rather than this spell’s mana cost.
Exile target creature. Its controller creates a 3/2 colorless Eldrazi creature token.
Draw a card.
A narrow bounce spell didn't do enough to allow the blue tempo decks to fight some of the big board plays that other decks could make. Turning it from a bounce to a pongify will help them actually deal with the big blockers that can get in their way.
Shrouding Flames Removed
Dancing Wisps Added
Instant
Dancing Wisps deals 1 damage to each opponent.
Draw a card.
Whenever you cast a spell on an opponent’s turn, you may pay . When you do, return Dancing Wisps from your graveyard to your hand.
Shrouding Flames takes too long to accumulate enough damage to be worth a pick, and it's not great at dealing with creatures because sac effects can fizzle the re-suspend. New card is a cantrip and a payoff for flash decks, a much better glue card.
(continued...)
Card Buffs:
Sepulchral Eviction
Mana cost ->
Alt cost Sac 2 Pay 2 life -> Sac X Pay X life
This card was good in narrow cases, but allowing the # of creatures to sac/return to vary will help it find its spot.
Stensia Banshee
Monstrosity cost ->
One more for the making aggro creatures easier to use their mana sinks plan.
Hunting Raptor
2/2 -> 3/2
Bloodrush +2/+2 -> +3/+2
This card was on a fine balance between too good and unplayable and landed on the unplayable side. Maybe this makes it too good? Time will tell.
Nessian Hydra
Mana cost ->
5/5 -> 4/4
ETB: Distribute 3 counters -> ETB: Distribute 4 counters
The ETB and max possible stats upped, easier to cast (was too restrictive compared to similar cards) and hopefully should be a comparable pick to its peers now.
To Pieces
Flashback cost ->
This card was almost never flashed back, as there were better things to do than spend your whole turn on a naturalize.
Paper Colony
Activation cost ->
It turns out, The Hive is so bad, you can stick its whole text box onto a Wastes and it still is bad. Testing has shown that at 4 mana, this card actually plays a role in certain decks.
Caldera Dancer
3/2 -> 3/3
Part of making the madness deck more consistent in its weaker draws is letting it have creatures that pass the vanilla test.
Deathmist Divining
Sorcery -> Instant
This card has ended plenty of games, but it has basically just been a fireball for the 5-color deck. Making it an instant will give it some life in other strategies, namely simic flash.
Ethereal Stalker
3/3 -> 3/4
Having a combat trigger but no great evasion means this creature needed a little more durability to actually do something.
Mourningsoul
3/3 -> 4/3
Being hard to cast and asking for some specific deck building to do its thing, this creature wasn't getting a lot of play. Upping its stats should make it more exciting.
Etherium Sphinx
Mana cost ->
This cost was a holdover from the previous card that filled this slot, and in the redesign, while aiming for something to fill that cost, I shot low. 4 mana is where this creature belongs.
Burninate
Mana cost ->
Tiny buff for a role-player card.
Gate to Insanity
No longer prevents you from casting spells from your hand.
End step: draw 2, discard 2 at random -> draw 1, discard 1 at random
This was a piece that made the madness decks best draws insane, but was very awkward to use without a lot of free discard outlets. Removing the cast restriction and toning down the looting effect makes this more upside than all-in.
Goblin Cannoneer
Activation cost ->
Shaving mana off of a discard outlet to let it play nicer with madness.
Gollum, the Ring-Cursed
+haste
The creature body was not that exciting, but giving it haste will let you get an artifact out of your graveyard thge turn you play it, much more appealing.
Magma Fault
landfall: get 3/1 and return this to hand -> ETB: get 3/1; landfall: return this
This card is one of the powerhouse constellation enablers, but was really slow and underwhelming in other cases. With some of the other constellation nerfs, I felt I could shift the pattern on this to give more immediate effects.
Zuko, the Banished Prince
Activation cost: discard at random -> discard
Zuko was great for discarding your whole hand to burn your opponent out, but really inconsistent as a removal tool or madness enabler. Since the all-in mode doesn't care if the discard is random, allowing you to choose is better.
Clairaudience
Mana cost ->
The prowess decks needed a few more real cheap cantrips to keep the spells flowing, and there isn't much risk to making the non-splice cost 1 mana since it's just a cycle.
Elusive Predator
Adapt cost ->
Tempo decks didn't have time to sink 4 whole mana into pumping this flying cat
Figment of Ashiok
Escape cost exile 3 cards -> exile 2 cards
The strength of this creature was its escaped body, since the 1/1 was pretty weak. The problem was that you were often eating other cards that you wanted to get back later. This change should lighten the load on your graveyard.
Moriel, the Omniscient
Activation cost ->
It was hard to fit 3 mana in to this ability, and Moriel was not often getting in without it.
Soratami Elder
Mana cost ->
Cost reduction per drawn card ->
per drawn card
Baseline casting this card will be the same, but the payoff for comboing with a cantrip is now more noticeable, which was needed for an otherwise plain creature.
Storm Sage
Pick one effect -> get both effects
Wind Drake is weak enough that just getting one half of the electromancer/thalia combo was not enough to justify over other cheaper or more powerful creatures.
Unravel
Mana cost -> modal mana cost
Can now choose to bounce your permanents, all permanents, or your opponent's permanents, based on cost paid.
No flash option
The previous version of the card was too much mana even for control decks. Now the new design should enable value-bouncing your stuff, resetting the board, or cyclonic rift-ing your opponent, all for fair prices.
Ancestor of the Faithful
Bestow cost ->
The aggressive side of constellation was having trouble coming together and this one wasn't doing the job at 5 mana.
Archon of the Grim Dawn
Mana cost ->
3/2 -> 3/3
The miracles deck isn't really something that you build around fully, and as a french vanilla creature, this card was lacking oomph. The miracle cost stays the same, so this mostly helps the plain side.
Leonin Ascetic
Memorialize cost ->
It's not a big effect so it didn't have to be that restrictive on mana.
Section 5: Reworks/rewording
Inspector Baan
Mana cost ->
loyalty 3 -> 2
+1: detain -> +2: detain
-3 removed
new: +1: get an emblem with ", Sac: counter unless pay
"
At 3 mana, this thopter machine dominated games where it landed early and was terrible to try to fight in combat. The cost and loyalty adjustments help with that. The -3 was in an odd place where it was either useless or broken, and I'm trying out a replacement that is still controlling while being easier to play around.
Blood Pit
Activated ability: Each player sacs non-token -> each player sacs non-land
This is part of the reduction of land destruction plan.
Moonstone Monolith:
Put cards into graveyard -> mill
wording change only. I'm considering potential nerf, but did not implement one yet.
Acid Blood Rootwalla
Mana cost ->
Deathtouch removed
Ability: : +2/+2 ->
: +3/+3 and deathtouch
I wanted to keep the number of 1-drops the same, and Freyalise's Disciple was bumped to 2.
Beast Tamer
Converted mana cost -> mana value
Calamitous Burgeoning
Mana cost ->
Now says nonland
Fathom Fleet Collector
Ability only as a sorcery
It was always supposed to say this, but I missed it
Inquisitive Licid
Mana cost ->
2/2 -> 1/1
Added Bestow
aura gives +1/+1 as well, to match bestow pattern
It was too much work casting, waiting a turn, then activating the licid. Bestow gives you the option to aura right away, and also is more recent and familiar, so hopefully will be easier for people to grok the card, despite the extra abilities making it very wordy.
Stop Short
Converted mana cost -> mana value
Daru Raider
-> Human Soldier
I forgot to give it a creature type
Mourning Angel
Converted mana cost -> mana value
Based on playtest patterns, I wanted to make the following broad changes, as well as some adjustments to individual cards that were over/underperforming.
Goal 1: Make ramp/5-color strategies less dominating. I don't want to eliminate 5-color decks entirely, but in the last version of the cube, they were very easy to get ahead of aggro and stabilize with big, board+card advantage plays.
For this goal, I trimmed 1 card out of each multicolor section, so that decks could get access to more options while drafting without having to stretch into more colors, plus tuned down a few of the better of the ramp cards and top-end that green goodstuff soup decks played.
Goal 2: Lighten up on the non-games caused by land destruction and combo/cheaty plays.
I don't think the LD was too strong, but feedback seems to be that people don't like getting their lands destroyed, and I'm not the only one who should be having fun, so I'll concede this. As for the cheaty plays, those changes mostly involve adding an extra mana here and there to give some time to counter play without removing them entirely.
Goal 3: Aggro decks were getting stonewalled too quickly. I'm not a fan of aggressive strategies, but variety is a good thing, and a lot of these decks struggled to make an impact.
The idea here was to bump up the marginal benefits/adaptability of aggro cards without breaking their nut draw.
Goal 4: Make madness more consistent, Constellation less consistent.
Both decks had really strong nut draws, but constellation was easier to make work on the average case, while madness struggled to make its mid hands work.
Changes:
Section 1: Multicolor trimming
Atzocan Flagbearer
Mana cost ->
Make cheap creature easier to cast, make it another option for a broader range of aggressive decks.
Desperate Outcast
Level Up ->
Change the off-color activation to on-color so more aggro decks can make use of it. Lifelink synergies mean it will still be at its best in BW.
Eternal Titan
Mana cost /
->
/
Life gain effects from both halves removed
Isochron Crown
Mana cost ->
The effect here was restrictive enough. Now that any blue deck can play it, it may have more chances to find the right home.
Shadow Alley Stalker
Mana cost ->
B has a lot of discard, but not a lot of madness payoff of its own. With this, BG or UB could gt some synergies with its discard effects.
Puppeteer Spider Removed
Zombeast Within Added
I'm pretty sad about this one, since I love the flavor of the design, which came to me fully formed in a dream, but mechanically it didn't fit in well with the decks that would play a Golgari 6-drop.
Camaraderie in War Removed
Phoenix Feathers Added
This hybrid card was in an odd place. Not too weak, but never really doing enough, and the design couldn't survive going down to 1 color, so we have replaced it with a new enchantment that the tokens decks will find a little easier to use.
Fizzle Removed
Catastrophic Collapse Added
A 2-mana, color intense, soft counter was not pulling its weight. The spell-heavy tempo decks needed something more impactful and easy to cast. Adding an extra madness card that can also play fair helps goal 4.
Gallus Druid
Mana cost ->
In addition to making it easier for madness decks to cast, it gives mono-G some more creatures that bend towards aggro and away from ramp, for variety.
Rise from the Deep Removed
Meddlesome Nymph Added
This card was a complete trap and never worked, but I don't want to buff a cheaty card when the cube has enough of that. Instead, replace it with a creature that promotes an aggressive angle to the constellation theme.
Section 2: Card Swaps
Everglass Removed
Aven Snatcher Added
Everglass simply could never find a deck that could make it work. One Ring at home is going bye-bye. Aven Snatcher coming in as a disruptive, evasive creature + card filtering and prowess trigger for tempo decks.
Sage Tutor Removed
Forgetful Haze Added
U decks tended to want card-disadvantage tutors far less than expected. Tempo decks didn't have the silver bullets for it, and ramp/flash decks just wanted card draw instead. I feel this new card will be a good adaptable interactive piece, and the soft lock requires 1UUUU every turn, which is an acceptable cost.
Rust Over Removed
Markov's Feast Added
A sideboard card to remove artifacts wasn't impactful enough. This cube needed maindeckable answers, and the fail case of just getting a clue was not enough for this card to make the cut.
Section 3: Card Nerfs
Lord of the Thrulls
5/6 -> 4/6
The upkeep cost was no deterrent for a giant flampler with built-in chump blockers to absolutely crush a race. Shaving a power will reduce the time to kill and give time for that sunk mana to add up.
Lord of the Necropolis
Gain 1 for each card that goes to graveyard -> lifelink
By gaining 4+ life immediately, the life payment of the ETB trigger was basically nullified. Switching to simple lifelink means there is a period of vulnerability before you can attack and gain the life back.
Bud // Bloom
Bloom: gain 3 life -> gain 2 life
The fused mode gave too much of a life buffer for ramp vs aggro.
Freyalise's Disciple
Mana cost ->
1/1 -> 2/2
In combo with Lairs, this Sol Ring+ was a devastating turn 1 play. Delaying by 1 means fewer games will come down to if you could shock the elf.
Jotunn Outcast
Mana cost ->
ETB or countered: draw 2 -> cast: draw 2
The card advantage + big body helped the big green decks or just anything that could splash it stabilize the board while keeping cards flowing. I don't want to completely gut the card, but tone back the splashability and the synergy with blink/reanimate effects that turned it from a value card into a real monster.
Soul of the Old Wood
Mana cost ->
Hexproof from blue and black -> ward
Cutting out 40% of the removal options and being not too hard to cast, this thing ended the game fast and was probably the best top-end in the cube
Vernal Flourishing
Trigger each main phase -> Trigger precombat main phase
This was the central piece of the explosive constellation deck, and getting an extra trigger for free was not necessary. It can still be a useful ramp piece like this.
Wildborn Napaea
Mana cost ->
Memorialize cost ->
Constellation trigger now requires you to pay to get the beast.
The costs are shifted so the first beast is the same investment, but you have to pay for subsequent ones. This stops the big combo turns that can put out boards of 5+ beasts as early as turn 3.
Stilvalt, the Floating Peak
Reveal card from your hand when you activate -> reveal card when you play and keep its colors noted.
There was a sense that this card was just a free rainbow land, since most of the time you were tapping it to cast a card from your hand anyway.
Ashborn Horror
7/7 -> 6/6
Reduce the time to kill from 3 to 4 turns. It was already drawing 2 spells, so resolving this was backbreaking, and will only be marginally less so now.
Emrakul's Aristocrat
7/1 -> 6/2
As above, make this one less lethal. I'm not convinced it's enough, and my inner Mel is sad that my original idea of two Falkenrath Aristocrats stapled together + emerge couldn't be, now on its third nerf in the life of this cube.
Deadwood Guardian
BRG, discard 2: return from yard -> can cast from yard by discarding 2 in addition.
The face value of this creature was powerful enough to be one of the biggest pulls toward 5c soup. Limiting the backend to full cost and sorcery so its not pure gravy. Unfortunately, it no longer mirrors the SOI self-reanimators, and isn't much good as a madness outlet. I will consider in the future making a full swap for this one, but the card is still tons of fun to play with, so I'm hesitant.
Chronomeddling
Mana cost ->
One or both -> choose one, entwine
Card was just a little too cost efficient before.
Riptide Titan
Mana cost ->
ETB trigger now says nonland
Making it less splashable and also removing the semi land-destruction effect.
Reimbue
Mana cost ->
In the late game the cost doesn't matter that much. This just delays the fast draws by a turn to hopefully limit the non-games.
Kathryn, the Indomitable
Ability now can only be activated as a sorcery.
This will effectively half the number of tokens she creates. Tokens decks weren't necessarily too strong, but the strong cards were very strong and this was one of them.
Lifesteel Master
Ability cost ->
It won't make the cheated creature come in any faster, but it will limit what other things you can cast on the same turn, limiting the total tempo this card gives.
Comb the Archives
Mana cost ->
Surge cost ->
The play of cantrip/removal into redraw your 3 best spells on turn 5 often made this the most important card in every game. I wanted to even out the power of the surge vs non-surge mode.
Mothrider Cavalry
3/4 -> 3/3
This army in a can was one too many stats for its cost.
Section 4: Card Buffs
Etched Remnant
Ability cost ->
You already paid for the creature, so paying to turn that creature back into cards doesn't have to be so expensive.
Darkwood Spy
Mana cost ->
Memorialize cost ->
Phyrexian Arena isn't what it used to be. There was too much tempo loss to casting either side of this card. Making the front easier on the color pips and the back cheaper will give this broader appeal in all varieties of B decks.
Mistfeeder
Dies to exile + can cast from yard -> Embalm
Being only good to discard and not to sac meant this card was limited to only half of the relevant B decks. Allowing it to die once and then come back will make it a useful resilient B aggro threat in many decks.
...Continued