Sitruc99's Cube
(600 Card Cube)
Blog Posts (20+)
Page 1 of 1+
Mainboard Changelist+1, -1

Missed from last update

Adding a discard matter package and Thopter Sword combo.

Scrounging Skyray having evasion and cycling means it’ll very rarely be a bad draw in nearly any deck, and once you add a few discard outlets, this card can get outta control pretty quickly. Kitesail Larcenist is a bit underwhelming, the body isn’t
big enough and the removal isn’t permanent enough, so I’m making this cut.

Marauding Mako is along the same lines as the Skyray, losing flying but being half the cost, to give another cycler/payoff to the archetype. The spells matter cards are usually a bit underwhelming, and I needed to make room, so first on the chopping block is Dragon's Rage Channeler. Delirium isn’t always a guarantee, and although the card selection is nice, adding a few cyclers has a similar effect.

Blazing Rootwalla is close to playable without a discard outlet already, and once you get to play it for free it gets much better. I had thought about adding OG Squee into this spot, as just a card you can discard many times over several turns, but am gonna try Rootwalla first. Monastery Swiftspear is always a fine card, but without a barrage of spells to follow it up it can be a little underwhelming.

Scrapwork Mutt is a discard enabler, a fine card to discard because of unearth, and also adds an extra artifact for the artifact decks as well. A solid role-player even if it’s a bit unexciting. Rimrock Knight is one of the weaker adventure cards in cube, and although I liked having an extra pump spell, not boosting toughness mostly made it as a Lava Spike type card anyways.

Ivora, Insatiable Heir is both a payoff and enabler, and even if they remove it right away, it still left behind a blood to use anyways. Trample really pushes this card into the must answer threat that the discard deck will want. It’s also just a fine card on it’s own as well. Searslicer Goblin is just not as good as it’s Rabblemaster variants, so it’s the cut here.

Conspiracy Theorist might not have quite enough to make it in the archetype, but being both enabler and payoff is worth testing at least. Slickshot Show-Off has the same problems as Swiftspear, so it’s also getting the axe.

Lightning Axe is a great removal spell, assuming you can get value out of the discard, similar to Bone Shards and Bitter Triumph. Monstrous Rage is one of the better pump spells printed, but cube is just too hostile towards pump spells in general, so I’m making this swap.

Selesnya is a tough guild because the gold cards are generally strong, but the archetype overall isn’t very good. I wanna try Treebeard, Gracious Host. Ward 2 and an ETB make it decent against both spot and mass removal, trample means it’s hard to chump, it makes it’s own food so even if you take the next turn off to grow it, you at least gained some life to stabilize, and once you combine it with any other life gain, it can start to really take over a game. Dryad Militant was essentially a Savanah Lion, and with so many great Lions in white (and even green) it’s really not worth a slot anymore.

Rielle, the Everwise is another good payoff, turning cards like Faithless Looting into Recalls. It does have a spells matters half of text as well, but that's just extra sauce on top of a decent card already. Sprite Dragon is one of the better spells matters payoffs, as the counters stick around, but something needed to give way.

Thopter Foundry and Sword of the Meek add a nice little combo at a pretty low cost to cube slots, as Sphinx of the Steel Wind and Grafted Wargear haven’t been seeing much play lately (while also getting a color hoser out of the cube).

Containment Construct was in the cube previously, but I think with more support now it can truly earn its spot. Obsidian Obelisk was a fine mana rock, but entering tapped made it usually worse than the other options available.

Aetherdrift adds a few one drops to cube, nothing terribly exciting.

Basri, Tomorrow’s Champion is a lion with some decent upside, either cycling or making a few tokens. Skymarcher Aspirant is a fine lion, but cuts need to be made.

I’ve been unimpressed with Three Steps Ahead, it’s mostly just a Cancel as it’s pretty hard to leave extra mana up, so I’m cutting it for Occult Epiphany. Epiphany is an interesting looter that can create a few spirits for pressuring PWs or preserving your life total, so I’m giving it a shot here.

Jadar is another cut due to the cuts of Braids and Smokestack, and I’m adding Blade of the Oni. Blade is good at keeping the pressure on while also being a way to turn two small creatures into one big threat latter as well.

Intimidation Tactics is an interesting discard spell. It doesn’t exile (like Dreams of Steel and Oil) but it can cycle when drawn late, so it’s a decent tradeoff. Bitterblossom has sadly been power crept out of cube, and without Stax synergies, it’s really showing its age.

Greasewrench Goblin is a lion with a decent rummage ability. It’s hard not to like it. Embereth Veteren has been ok, but needing to sac itself pre combat proved to be too much of a downside.

Arena of Glory adds a lot of extra firepower power for some cards, but without needing a big mana investment like Castle Embereth.

Sitruc99 posted to Sitruc99's Cube -
Mainboard Changelist+1, -1

Missed from the previous update.

Thraben Inspector is one of the best non 2 power 1 drops in cube, so Novice Inspector doesn’t need much introduction. Cheeky House-Mouse is usually just a vanilla 2/1, so I’m ok making this swap.

Unearth is a fun card, and even when it’s not good in your hand, cycling is always a nice option for it. Braids has really shown her age as of late, and even though I’m fond of the card, it is sadly time for her to go.

Voldaren Epicure isn’t a very splashy card, but it serves a nice little role player for a few archetypes. A bit of reach and a cheap body for aggro, a road block and a rummage for midrange, an artifact for for when that matters, and a discard outlet for any graveyard shenanigans. Ghostfire Slice is a fine card, but pretty replaceable most of the time, so I’m making this cut.

Searslicer Goblin is a pretty aggressive card I initially wanted to add but wasn’t too sure what I wanted to cut to make room for it. Being able to chump attack some creatures and make a 1/1 is pretty nice, and once you get the first they can keep the chain going each turn. The only downside I really see is that it’s almost strictly relegated to aggro decks. I’m cutting Khenra Spellspear to make room. I’ve enjoyed this card, but being a flip card is a bit annoying. It’s also does nearly nothing without an instant in hand,

Magda, Brazen Outlaw is a card I have avoided for a while now. I don’t love all the Drawf and Dragon flavour text, but just the ability to attack (or crew/saddle) and create a treasure has proven good enough to include. It also helps support the Wildfire decks as well. Goblin Cratermaker is a fine card, but doesn’t really help any archetype particularly well anyways, so I’m making this swap.

Demand Answers is an interesting variant of the two mana discard one draw two in the fact that it’s instant and can sac an artifact instead of discard. With so many trinkets now in cube, it’s not that hard to find a treasure or servo to throw away. I’m cutting Eartheshaker Khenra because it’s almost strictly only an aggro card. I could see bringing this one back at some point though.

Order of Sacred Dusk has been a bit of bust, just not impacting the board in the right way most of the time, so I’m cutting it to bring back Tidehollow Sculler (as it seems WotC doesn’t want to give us a cube-able Orzhov card).

My last cut is Smokestack. Much like Braids, it’s showing it’s age, as a four mana artifact that doesn’t start really get going until two turns after you play it is a bit of a hard sell for cube now a days. I'm gonna try out Pentad Prism. I'm generally not a huge fan of limited use mana rocks for my cube, but the card is obviously good enough for cube.

Foundations has a couple neat cards to try out for cube.

The first is Celestial Armor. Combat tricks are always tough sells for cube, but one that stops spot removal or a wrath is worth trying out. Giving flying turns the creature into a real threat too. 3W to re-equip is a lot, but is mostly just upside on a pretty decent card anyways. Thalia, Heretic Cathar is a bit behind curve now, and although still does quite a bit to mess up peoples blocks/mana, I’m ok making this cut for a combat trick.

Kiora, the Rising Tide follows the same path as some other 3 mana loot 2 creatures in blue, which have historically not been great in cube, but being a legitimate top deck late or a card to work for early gives me hope that this one can do the trick. God-Eternal Kefnet has been pretty good, but is the least consistent card advantage creature in this part of the curve, so I’m ok making this swap for now.

Emperor of Bones might push me over the reanimate limit that I had imposed a while back, but I’m interested in another Shallow Grave effect for the Eldrazi/shuffling monsters. Skyclave Shade is a solid recursive beater, but not being able to block was a bit too much of a downside, so it’s getting the axe here.

I was initially hesitant on Orcish Bowmaster, as punishing draw effects has been something I’ve mostly avoided (Leovold, Narset, Hullbreacher), but Sheoldred has been a fine card and without draw 7s to abuse, these cards don’t have that combo potential. Scrapheap Scrounger is in the same boat as Skyclave Shade, so it’s also getting cut here.

Kellan, Planar Trailblazer is a decent Figure/Ragavan hybrid, although is worse than either. It can provide some decent pressure early and some card advantage in the mid to late game, but i sense it might mostly just be like Falkenrath Gorger, a 2/1 with some minor upsides (better than Gorger though). Stromkirk Noble has been a solid cube card for a long time, but I wanted to give the newer one drops a few more tests. Noble could be back shortly.

Legion Extruder is a card I wanted to test for a while, but always felt like it didn’t do quite enough. Turning random trinkets into 3/3s is decent, and can give you a build around of sorts. The floor of dealing 2 for 1R at sorcery speed isn’t unplayable either. Young Pyromancer was a recent addition, but it just always seems to underperform. The spells matters cards that trigger off of all non creatures are just simply better, so Young Peezy is gone again.

I’m cutting Searing Spear for Chainsaw. Chainsaw having some synergy with artifact matters cards and detachable from SFM, along with being able to turn any creature into must block/kills over and over again, is enough upside over Spear being instant and hitting face or PWs to at least warrant testing.

Nadu needed a little more support from my cube, so I’m adding Scythecat Cub while also being a decent little beater on it’s own. I do not really like rooms, and Walk-In Closet is mediocre at best, so I’m ok cutting it to make room for a support card in a different archetype.

Alesha, Who Laughs at Fate is a recursive threat that can actually rumble itself. The fact that it can trigger the turn it enters makes it worthy of inclusion. With how good one drops have gotten in cube, Rakdos Cackler is just a bit behind the curve, so it’s getting the axe here.

Lightning Greaves is back once again to help push Nadu a bit. The card isn’t embarrassing on its own either. There are quite a few good looter/ramage effects printed recently for cube, and Collector’s Vault was just a little too slow to be wanted, so I’m making this swap.

I originally didn’t add The One Ring because I thought it was maybe a little too powerful or unfun. I’m willing to try it out over Coercive Portal, but could see making this swap back if it proves to be a little too much for my cube.

Sitruc99 posted to Sitruc99's Cube -

Duskmourn isn’t an insane set for cube, but a few cool role players is never a bad thing.

Overlord of the Mistmoors is a solid Lingering Souls variant. Solid to cast on turn four, as the impending timeline is the same as casting it on turn seven. Pretty good with Sneak, Blink and Reanimate effects as well, so definitely worth a slot. Ancient Gold Dragon is an easy cut, as just having Overlord be able to be cast for four makes it much more versatile.

Pre-War Formalwear was a card I was a little hesitant on at first, but after playing it in legacy a bit, I’m willing to give it a go in cube. Bringing back anything with a good ETB is really good, but just being able to bring back a fallen Ragavan or other solid beater is nice too. It’s sad to cut, but Monastery Mentor is just a little too slow now a days. White also isn’t the best spells matters color either, and with cards like Sedgemore Witch and Chrome Host Seedshark, I think there’s still enough payoffs for the archetype.

Unstoppable Slasher creates a weird must kill type threat, but has some nice resilience built in, even if it is kinda slow. Deathtouch means it demands a trade with a real creature on combat. Darkstar Augur is just too slow at 4 mana, and too much of a liability at 3. It’s still a solid card, but Dark Confidant and Caustic Bronco are just superior cards with this effect, so I’m making this swap.

Phyrexian Fleshgorger is a card I’ve always been interested in, and now that I’m supporting black aggro, it’s time to bring it in. A solid little beater in black decks and a fine cheaty target as well. Rankle has been an ok card, but doesn’t really excel in either stax or aggro, so it’s getting the axe here.

Metamorphosis Fanatic brings Miracle back to cube, an ability I don’t really love, but the card has enough power to justify its inclusion. Giving the thing it reanimates lifelink makes it such a board stabilizing play. On top of being a great card to cheat in (as it gives you a second cheat as well), it’s also a solid card to just cast as well. Wretched Confluence has been pretty fun, but it’s hard to compete with Fanatic.

Norin, Swift Survivalist can let you do some fun things with ETB effects, and even though it can’t block, it’s not a very big downside as blocking with your Lions is not usually a winning line too often anyways. Being able to chump attack and keep your board presence is a unique effect for aggro decks. Reckless Lackey only having one power and costing three mana to cycle (even if you get one back) is just a little too underwhelming for my cubes standards.

Fear of Missing Out is a really cool rummager that also has some late game possibilities as well. Delrium isn’t always the easiest for red decks to achieve though. Bloodfeather Phoenix is just a bit too underwhelming got a two drop, and very rarely is relevant or easy to recur.

Ursine Monstronsity attacks as minimum a 4/4 indestructible trampler every turn, and only goes up from there. The fact it can’t block except the turn in comes down is a bit of a bummer, but it can just kill so quickly sometimes it’s worth the risk. Eternal Witness competes with Six, but I just haven’t played with Six enough to know for sure which is better, so I’m cutting Witness for now.

Balustrade Wurm hits really hard. Uncounterable, haste, trample, recursion, the card isn’t fancy but it sure beats down. Thurn filled a similar role, but trading indestructible for recursion and haste seems like a fair tradeoff.

I’m a little hesitant on adding rooms, but I wanted to try an extra Crucible effect. Walk-In Closet having an extra Yawg Will attached to isn’t a ton of upside, but being a mana cheaper than Conduit of Worlds is worth the slot. Smuggler’s Surprise was just too slow and not powerful enough, even if it was pretty flexible.

Adding a few more removal spells and changing a few of the mana rocks. Adding the Surveil lands as well.

Kitesail Larcenist is a decent disruptive element for blue decks that can also pressure some PWs as well. Ancestral Vision is a bit too slow for cube now a days, so I’m making this cut.

Cut Down is cheaper than Go for the Throat, not much to say about this one.

Flame Slash is cheap and efficient, not much more to say about this one. Imodane’s Recruiter is a pretty replaceable three drop for most red decks, so I’m ok cutting this one.

Fractured Identity was originally cut because threats were a little worse, and it was so punishing against midrange decks. Now their threats have gotten a lot better, and control decks needed a bit more power, so it’s back. Sphinx’s Rev is a little slow and was added to slow the control decks down, so it’s the swap here.

Night Scythe creates two artifacts, one of which is resilient to sweepers, so it’s worth trying out for me. Chromatic Lantern does help nicely with the domain decks, but I’m adding the surveil lands, so that makes it fairly easy to cut.

Palantir of Orthanc is a little slow, but can give some decks a bit of card draw/filtering that don’t normally have access to those effects. Skyclave Relic is also part of the surveil land cuts.

I debated adding the Surveil lands for a while, mostly because I felt I might be adding too many tapped lands, but also because I didn’t really want to cut any of my current duals. I also had to cut some colourless lands as well, which means adding new colourless lands in the future becomes a lot tougher. The fact that the Surveil lands just add so much for domain and smoothing out draws (the Temples were played once upon a time) and cutting the Thriving lands (tapped duals anyways) has given me the space I’ve wanted for them.

Ash Barrens and Fabled Passage are among the weakest five colour fixers (although I did consider City of Brass over Passage) and Crawling Barrens, Frostwalk Bastion and Mobilized District are the weakest colourless creature lands, even though all of these lands have been solid. Cutting the Thriving cycle makes sense to add another cycle of tapped lands.

Sitruc99 posted to Sitruc99's Cube -

BLB doesn’t have a ton for a cube, but a few solid little aggro cards is still nice.

Jacked Rabbit works a nice aggressive 2 drop and also as a great mana sink late. Hard not to like the card. Seasoned Hallowblade is a pretty decent card, but Adanto Vanguard is just a better version of this effect, so I’m making this swap.

Kitsa, Otterball Elite is a pretty nice looter than can also keep a bit of pressure, with some random upside every now and then. I also will try to cut MDFCs when possible, so it’s a nice swap for Rona as well.

Iridescent Vinelasher is a neat little one drop with kicker that gives aggro decks a bit of reach to burn the opponent out if needed. Not the most exciting card, but neither is

Darkstar Augur might be too expensive at 3/4 mana, but having a Dark Confidant with wings seems like an ok place to be. Lord Skitter is a decent body with some tokens, but no evasion leads me to cutting it.

Hired Claw attacks for 2 by itself, and the threat of activation means it’s pretty easy to get it though for most turns. Firedrinker Satyr having one a half downside abilities makes it easy enough to cut.

Malevolent Rumble provides some nice filtering, along with filling the ‘yard, and ramps you, which makes swapping Farseek out pretty easy, trading fixing for filtering and ‘yard synergy.

Sitruc99 posted to Sitruc99's Cube -

Barrowgoyf has a lot of value and stats on a cheap and easy to cast body. Lifelink makes it hard to race, deathtouch means it always trades, and drawing a milled creature gives it a nice value avenue. Shriekmaw has always been serviceable, but something had to give. Terror can actually miss a fair number of cards, even one stapled onto a body.

Crabaomination offers a nice bit of value from a decently sized creature. It’ll usually hit something relevant worth casting, and even if it doesn’t, it still nabs a card from their hand. A few years ago we were begging for something like Ravenous Chupacabra, but I think there is now enough other good midrange black cards that we can actually let go of it now. My other consideration here was Necron Deathmark, but the bigger body plus flash made me want to keep it more.

Sawhorn Nemesis can represent a lot of damage real quick. Doubling all of the burn spells gives you a really good shot to win if you untap, assuming you didn’t win my doubling up your Lions, Pikers and Bears already. Shrine of Burning Rage has been a little to slow for cube for a while now, but I’ve always liked the card. It pains me a bit to cut this one.

Pyrogoyf does a really good FTK impression, and by always being able to go to the face, means you can play it on an empty board. Hazoret has been a good finisher, but was always awkward whenever you were stumbling, so it’s a pretty easy one to cut for something that’s better when you’re behind.

The last change isn’t much, Bloodbraid Challenger for Bloodbraid Elf, but being able to recast the Challenger after trading away or getting wrathed is a nice enough bonus to justify a one mana increase.

Sitruc99 posted to Sitruc99's Cube -

MH3 is another great set for cubes. Although I’m not adding any energy cards, I do think a few of them are playable just as is, I’d just rather not lead drafters into thinking energy decks can come together.

Ocelot Pride is a decent little beater, along the lines of Legion Landing, but not needing to dump a ton of mana into making tokens is a pretty nice upside. Gaining life is pretty easy most of the time too, so it gets a pretty decent boost as well. I’m cutting Law-Rune Enforcer as it just isn’t as needed in white anymore as it’s received a plethora of removal spells and paying two a turn is a lot.

Phelia, Exuberant Shepard is an awesome two drop. Having flash means you can hold up interaction or put it out of sorcery speed removal’s reach for a turn. Being able to blink blockers to get in makes killing it a lot harder, at least in the first combat step. It’s able to kill tokens, reset PWs, O-Rings, Parallax Wave, and at worst it can blink something of yours without an ETB just for a +1/+1 counter, and there’s still many more uses for it. Tithe Taker has been solid, but having no combat abilities on the front half made it one of the weaker two drops. Plus Phelia and Tithe Taker both mess around with removal a decent amount, so I’m ok making this swap.

Ajani, Nacatal Pariah is another great two drop. 3/3 worth of stats, half of which flips into a very good PW. Good with blink and sac outlets, it’s hard not to like it. Siege Veteren has been a decent card, a slightly worse Luminarch Aspirant is still pretty decent, but something had to give to make room and I couldn’t find another two drop I loved cutting.

Tamiyo, Inquisitive Student gives blue a one drop they aren’t embarrassed to play. A decent value body that can block lions, pikers and bears, and eventually flips into a pretty annoying ‘walker too. Hard Evidence looks a lot less great in the face of Tamiyo, so I’m making the easy switch here.

Basalt Monolith is a card that’s kind of fallen to the wayside, so I wanted to add a bit of a boost to it. Forensic Gadgeteer obviously goes infinite with Basalt, but also adds an interesting artifact matters card that doesn’t always need Basalt to be great. Sicarian Infiltrator is of course a great card with Gadgeteer, and I could see myself adding it back in again, but I couldn’t find another cut I loved for it.

Nethergoyf is a decent recursive one drop, hard not to want it in most black decks. Concealing Curtains is always solid, but I wanted to cut a less aggressive card, and Curtains is not very aggressive.

Springheart Nantuko is a cool little value engine for green decks. Always making a 1/1 as a floor and sometimes really popping off with a really high ceiling seems like a card I’m willing to give a go. I’m cutting Fauna Shaman to make space, as cube is getting faster, not having an ETB or haste has made it feel a bit too slow.

Fanatic of Rhonas looks like a fantastic ramp creature. Although it can be killed before you untap, having Eternalize at least gives you a little something back. Any time you get to have a 4 power creature in play with this thing is going to feel very powerful, getting you up to Eldrazi mana in a hurry. Honestly the only downside is it only makes green mana, so you need to a have a decent way to use it. Biophagus has been a solid accelerant, but seems a bit underwhelming in comparison, so I’m making this cut.

Sowing Mycospawn is a nice bridge between your early ramp and haymakers. Although I’m not playing Cradle or Academy, I still think it’s worth inclusion, as being able to fix or find a key land like Strip Mine or Urza’s Saga sounds pretty good to me. Conduit of Worlds was just too expensive, and not really what most green decks wanted. Being double green made it hard to splash as well, so it’s an easy cut for me.

Six is another good value card, being able to rebuy spent PWs seems appealing to me. It might be a little too slow, but I do want to give it a shot. Voracious Hydra is along the same lines, another value card that’s both decent early and late, so I’m making this swap for now, just to test out Six.

Char was a playable cube card for quite a few years, and Ghostfire Slice is simply better than that. Having no downside, and in fact a slight upside, makes it easy enough to try out. Lightning Strike is always playable, but seems like an easy swap to make here.

Phoenix of Ash has been quite good for us, so I’m more than willing to play Detective’s Phoenix. A little bit harder to recur, but the threat of recursion makes every top deck very threatening. Anax has been a pretty good cube card, but I’m willing to cut it for a little more evasion/reach in red.

Disruptor Flute plays along the same lines as Sorcerous Spyglass, but with the added upside of being able to flash it in in response to a PW being cast, meaning they’ll have wasted the mana and the card, where as Spyglass usually only gets one or the other plus an activation of the ‘walker if it was already played. I could see myself actually cutting Spyglass (I don’t think I wanna do Needle just for Urza’s Saga purposes), but want to try all three side by side and really see which is better, so I’m actually cutting Scroll of Fate. Scroll has been solid, but sure is a miserable top deck. It also doesn’t see play in a lot of decks either, as it’s a pretty unique effect.

I recently added Show and Tell back in, so I wanted to give that card a very solid target, so I’m adding Phyrexian Portal. It’s not great against every deck, but when it is, it’s devastating. Of course you can still Tinker or ramp it into play too. Mimic Vat is always a very fun card, but has definitely felt it’s age recently. Three mana a turn AND needing something to die first is a pretty big ask, so unfortunately this is the cut.

Psychic Frog is a very good threat that can snowball quite easily, similar to Thief of Sanity, while also being a discard outlet for when that matters. The Scarab God is another card that is just too mana intensive, and ultimately not really necessary for the cube, so it’s getting the axe here.

Kudo, King Among Bears is an interesting card. When you get to break the symmetry with things like anthems or equipment, it looks quite potent. Being able to turn 1/1 tokens into “threats” like every thing else offers a nice build around that GW doesn’t really have either. Making cheat targets look a lot worse too is a nice perk as well. Nature’s Chant has never really seen any meaningful play, so it’s a pretty easy cut here.

Cutting Ajani Vengeant hurts quite a bit, but Phlage, Titan of Fire’s Fury is just so powerful. A recursive threat is something Boros decks don’t have a lot of, with the worst case scenario of being a three mana Lightning Helix isn’teven the worst, which is still usually a better floor than Ajani is.

Nadu, Winged Wisdom is a lot of value stapled into a pretty efficiently costed body, with evasion. Offering a Leovold style protection is very strong, while also allowing you to some fun things seems like a perfect cube card. Coiling Oracle is always solid, but Nadu offers a lot more interesting choices in nearly every aspect, so this is the swap I’m making here.

Sitruc99 posted to Sitruc99's Cube -

I’m adding a few more OTJ cards and trying out a few others as well.

Angel of the Ruins has not been what I wanted, as there’s usually better things to cheat into play, so I’m cutting it for Glimmer Lens. Lens adds a 2/2 body along with a piece of card draw for later. Can also be fetched with SFM and sacrificed to Tinker, so it has few other uses too.

Sanguine Evangelist isn’t very efficient at any one thing, but it can do quite a few things. Gives some wrath protection, creates some evasion and creates an anthem. Myth Realized has been a pretty fun card, but it’s been a while since the card has been a bomb. It’s usually the first card to be cut from deck building so that’s usually a good sign to cut it from the cube.

Stoic Sphinx has some really fun play patterns, even if hexproof is a pretty obnoxious ability. Having flash means you can hold up interaction if needed, and also lets its work to surprise block. Mu Yanling was always a filler card at best, and never really played out how I wanted. Blue decks just didn’t really need it that much, so I’m cutting it.

I added black aggro on my last update, but feel like I needed a little extra boost, so I’m adding Caustic Bronco. A Bob that can nug the opponent and can always be stopped from killing you is a nice little package. Shadow Prophecy has been a decent card for all decks, but Bronco having a body makes it a bit better for aggro, so I’m making this swap.

Jadar is another aggressive card that also helps with the Stax strategy too. Bloodcheif’s Thirst has been a solid card, but 1 for 1 removal isn’t at a huge premium in the cube that much anymore, so I’m ok cutting back on another.

I’ve wanted to try out a combat trick or two for a while, so I’m gonna add Monstrous Rage, although I don’t have super high hopes. Leaving behind a role token is a nice bonus for this one. Searing Blaze is a solid card, but really only playable in aggressive decks, and RR makes it a bit tough to cast outside of that, so I’m alright making this swap for now.

Reckless Impulse has been a fine card, but I want to cut it for Mishara’s Research Desk. It doesn’t trigger Sedgemore Witch or Young Pyromancer, but digs a little deeper and can be split up over multiple turns. It’s also an extra target for Urza’s Saga, and although not an exciting one, it’s better to have and not need than vice versa.

Imodane’s Recruiter is a card I’ve wanted to try out, but didn’t know where to add it into. It’s a powerful Fires effect for you team when that matters, and can provide a bit of extra value with a pair of Knights. I wasn’t sure if I should add it into my boros or red section, but ultimately decided that you would play the card without the white half, but never without the red. I’m cutting Krenko, and even though every Rabblemaster variant has been great, it’s nice to have a bit of variety too.

Assimilation Aegis was a card I had considered, but didn’t choose initially because I thought only hitting creatures was a bit too much of a downside. The upside of being a SFM target, and sometimes getting some great creature to clone makes it worth at least trying out over D-Sphere.

Another black aggro card that I haven’t had in for a while is Bloodtithe Harvester. The card also fits into other strategies as well, and creating a bit of card filtering is pretty nice too. Terminate is just another 1 for 1 removal spell, again, something this cube doesn’t need a lot of.

Tamiyo has been a pretty consistent under performer, so I want to give Oko, the Ringleader a chance. Being able to die and lose loyalty when attacking is a bit unintuitive compared to most other PWs, but with a pretty achievable ultimate and a way to spam 3/3s, it seems like a solid inclusion.

Reckoner Bankbuster is close compared to Mazemind Tome. Tome allows you start scrying and digging for action right away, where as Bankbuster gives you the option to have a big creature. I’m willing to test this swap out for now.

Coveted Jewel is a lot less good in my creature/PW centric cube, and plays a lot like Monarch. I’m cutting it for Nexus of Becoming. Nexus lets you do some funny things with cards like Emrakul and Worldspine Wurm all the way to cards like Signets and Vehicles. At worst, it’s still a one sided Howling Mine for 6 mana.

Kaldra Compleat is another nice SFM target, but also an ok ramp and Tinker target too. I don’t know if that makes it good enough, but I want to give it a shot. Bloodforged Battle-Axe has been a great card, but I felt I needed to cut an equipment card to add Kaldra.

Sitruc99 posted to Sitruc99's Cube -

Outlaws of Thunder Junction has quite a few playables for cube. Spree offers a lot of variations on single cards, a good sign for strong cube cards, very flexible or very powerful (sometimes both).

Dust Animus is what I had really wanted from the Regal Bunnicorn slot. A cheap beater you can play on turn 2 or a mid game play with monster stats. Animus adds flying to both halves, and lifelink to the bigger half. It's also nice to get a Baneslayer-esque card back into white as well. Bunnicorn was "just" a vanilla beater.

Aven Interrupter is a nice little speed bump for nearly any style of deck, in a similar way Remand/Reprieve are. Adding a body instead of a cantrip is a nice riff. Bronebeak Foragers had replaced Palace Jailer so I could cut Monarch from my cube, but Interrupter has a much cleaner disruptive path.

Phantom Interference offers a nice Miscalc effect which can be used on turn two or and can be “cycled” for a 2/2 when it’s not relevant. Malevolent Hermit is a fine card, but essentially costs one more mana and can never be a surprise, which makes it a little less useful, so I’m cutting it here.

Three Steps Ahead can play like a pseudo Cryptic Command or Mystic Confluence, even if the 8 mana play won’t be made very often. Being able to get a looting, cancel and clone variant into cube makes it easy enough to try. Confounding Riddle (and its predecessor Supreme Will) has been a fine counterspell/cantrip variant, but TSA has the option to do it all sometimes, so this is the cut.

Smirking Spelljacker is a nice addition for blue decks, giving them a way to answer uncounterable spells. Being on a flying body makes it at lot harder to force a chump attack, although being Bolt-able is a downside. The upside is even if they kill it, they don’t get the spell back. Thirst for Knowledge competes directly with TSA and Thirst for Discovery, and although sometimes discarding a single big artifact to reanimate is a pretty big upside, discarding basics is much easier to accomplish.

Sicarian Infiltrator was on my radar earlier, and now that Jace, Mirror Mage hasn’t played out as well as I wanted, it seemed like a good time to try this swap.

Aminatou’s Augury is too expensive to be played in anything other than ramp decks, so I’m cutting it to bring back Show and Tell.

Harvester of Misery is an uncounterable Disfigure when you need, and a mini sweeper when you can wait. It also has the upside of discarding itself to be reanimated, which has really helped cards like Titanoth Rex and Waker of Waves be successful. Power Word Kill is a great removal spell, but cutting it (and not adding Shoot the Sheriff), means you won’t get got by missing a creature type, so this is the cut.

Reckless Lackey is not the R 2/1 Haste that we want, but being able to pick up equipment well and cycle when it’s not relevant, makes it comparable to Thraben Inspector. TI is better because once you have the clue, you can throw away the body if needed, but First Strike and Haste are a nice bonus on the card. Rabbit Battery has been decent, but with the addition of both this and Lavaspur Boots, this feels fine to cut.

Slickshot Show-Off is a nice evasive beater. Plot gives you the option to wait for the right time to strike, and being able to slam for a bunch in the air on a big turn is pretty nice. Yavimaya Steelcrusher is a pretty replaceable 2 drop, and Enlist never really played out too well in cube, so this is the cut.

Blade Splicer has survived in cube for over a decade now, and Sandstorm Salvager should go along a similar path. 3 mana for 4/4 worth of stats across 2 bodies, creates an artifact for when that matters, good to blink, it’s hard to have anything bad to say. Having an extra pump ability for all your tokens is a nice side/upgrade for First Strike too. Natural Order is still a great cube, but Magus of the Order having to wait a turn is just a bit too slow for cube now, and with the addition of Smuggler’s Surprise as another way to cheat big things in (including Eldrazi now), Magus is an easy cut.

Vaultborn Tyrant is a beast with all cheaty face cards, Sneak, Show, Reanimate, Flash, Ramp and NO, while also being good against removal (although slightly worse against exile). It stabilizes a board in a similar manor as Titan of Industry, which has shown it’s a worthwhile threat, while being one G easier to cast. Ghalta, Stampede Tyrant was a pretty cool threat to cheat into play when you were flooding on threats, and although it is twice as large, being worse on it’s kinda sucked.

Smuggler’s Surprise is replacing Winding Way. Winding Way is only two mana for the Impulse effect, and can net you more cards some amount of the time, but Smuggler’s Surprise has the added bonus of being a Selvala’s Stampede as well. Sometimes being able to negate a wrath effect is a nice bonus too.

Arwen, Mortal Queen seemed like a pretty run of the mill kind of midrange beater, but after seeing it in action a few times, I’m convinced it has earned a spot in cube. Being able to really mess up combat and removal, as well as winning races by virtue of Lifelink, makes it a really hard to deal with aggro card for cube. I’m cutting Mirari’s Wake again. The card is simply too much mana to get into play.

Pillage the Bog is an interesting Impulse effect in a color combo that usually doesn’t get too much of this effect. The fact that on a later turn it can see literally half your deck turns it into a pretty neat Demonic Tutor style card. It may ultimately be too slow or hard to cast, but it’s definitely worth a shot. I’m cutting Assassin’s Trophy for it. GB has mostly been “just a removal color” and giving your opponent a land early is quite dangerous.

Honest Rutstein is one part Gravedigger and one part ramp spell, a pretty unique combination. It’ll be hard to play this card when you don’t have a target to pick up, as just a ramp spell, but it’s worth a test. Tear Asunder is getting the cut as another generic GB removal spell, and although it doesn’t ramp your opponent like Trophy, costing 4 mana is a lot.

The Gitrog, Ravenous Ride is a pretty mean beater for 5 mana. Saddle 1 is great at letting you turn mana dorks or other bodies that have been outclassed into actual cards while also letting you ramp sometimes. Mosswood Dreadknight has been a solid card, but it’s just so inefficient at being a card advantage engine or beater, that you really only ever want it to help smooth out an early turn. This makes it a cut for a much more exciting card.

Bonny Pall, Clearcutter is a nice cheaty face card. Double blue is a bit rough, but being able to trigger when ANY creature attacks is a nice surprise on this card. Reach means the turn you play it you usually don’t have to worry about a counter attack, and Beau can be a very sizeable beater itself. Koma, Cosmos Sepernt has been solid, but is usually a last pick for reanimator decks, and is still fairly weak to instant speed removal. Bonny at least gives you the token right, even if it won't ever give you another.

Lavaspur Boots is replacing Bonesplitter. Trading 1 point of power for haste and ward 1 seems like a really nice tradeoff, and makes this a card Urza’s Saga actually wants to search out.

Sitruc99 posted to Sitruc99's Cube -

I want to try adding some mono black aggro cards to my cube, while also giving Braids and Smokestack a bit of a boost, because they have felt a bit powered down lately. I’m adding mostly recursive 1 and 2 drops with 2 or 3 power to help out both archetypes. I had cut Snuff Out before because most of my black decks were control or midrange and couldn’t really handle the life loss, or just didn’t have enough swamps to justify it, but now I think it’s ok to bring back in.

I’m cutting the worst midrange cards in my black section. Either the lowest pick enablers, removal, or just too expensive.

I originally didn’t add Concealing Curtains mostly because it was a flip card, but its power is strong enough to make me want to add it. A Thoughtseize on a body that blocks early, it’s hard not to like it. I have a few too many discard outlets and Putrip Imp just isn’t really needed anymore, plus taking away a one mana discard makes it a bit harder for reanimation to do its thing on turn two.

Young Pyromancer was cut before because I felt like my spells matters decks didn’t really want a Piker and it was usually just a Piker in RDW. I want to give it another go and see if it gets more of an uptick in play. Eidolon of the Great Revel costing RR is mostly what’s making me make this cut, but it could very easily be swapped back at some point.

No More Lies is worse than most of the 1U counter spells, mostly because it costs UW, so I could see this getting cut as a result, but Scheming Fence needing to be reactively played to Needle something instead of proactively makes it a card I have wanted to cut for a bit now.

Sitruc99 posted to Sitruc99's Cube -

I want a few more domain payoffs and to offer a more aggressive plan as well.

Nishoba Brawler has proven itself quite well in modern, and even though it can be a bit underwhelming on some boards, it can also kill quite fast on others. Hormagaunt Horde was a decent midrange card, but something has to give in order to make way for more domain.

Ulvenwald Oddity is a nice beater, and Rampaging Raptor has shown us that even though it’s not Questing Beast, it’s still quite good. Oddity also gives a decent ramp payoff as well. Stormkeld Vanguard is a decent card (as most Adventure cards are) but not really needed overall. There’s enough Disenchant effects that I think it’s fine to cut one.

Carnage Interrupter is a pretty heavy hitting beater, and funnily enough actually gets better when you mulligan. Three mana for a 5/5 is a pretty good deal, and adding a bunch of Clues to the board is never a bad thing. Kill! Maim! Burn! was a pretty solid card, but something had to give and I’m not quite ready to cut Terminate yet.

Territorial Kavu is pretty similar to Nishoba Brawler, a 2 mana 5 power attacker, that trades trample for rummaging and/or ‘yard hate. Samut was my weakest GR card, so it’s once again being cut.

Scion of Draco is the last 2 mana domain creature I’m adding. It has the upside of flying and giving random abilities to other creatures. Liquimetal Torque was just way too narrow in actual gameplay to be anything more than a Mindstone that doesn’t cycle, so it’s a fine cut here.

Sitruc99 posted to Sitruc99's Cube -

Alpha Deathclaw does a lot more than Shelob, especially in the face of removal, although ward 2 did help with that. Even still just blasting the most problematic permanent as an ETB and, if you’re ramping it out, doing it on the following turn, makes it a pretty good play. Trample and Menace also mean it can’t be chumped indefinitely, it will kill quickly.

Sitruc99 posted to Sitruc99's Cube -

Cryptic Coat plays similar to TNN, but with more late game potential. Ward 2 is pretty tough early to beat, being unblockable makes it a threat to PWs and life total, and with the added upside of sometimes flipping a creature, makes Coat a pretty good card. I’m cutting Hullbreaker Horror simply because Coat is a much more efficient threat. There are plenty of big creatures for all the cheaty face decks and Hullbreaker just isn’t top tier.

I’ve held onto Inkwell Leviathan for a while now, mostly as a Tinker target, but I’m ready to cut it for Kappa Cannoneer. Cannoneer can usually end the game a lot faster, and still has a ward ability which makes it pretty hard to kill anyways.

Headliner Scarlett is pretty similar to Hellrider, a 4MV 3/3 with haste that pushes through a bunch of damage. If that’s not enough to end the game, then drawing an extra card on your upkeep usually will be. Having only one red pip in the cost makes this card very easy to splash as well. Imperial Recruiter is still a fine card for midrange decks, but without the Kiki/Twin combo pieces to tutor up, it’s lost a lot of its utility, so I’m making this swap.

Dryad of the Ilysian Grove just isn’t needed for splashing, as the mana is pretty good already, so I wanted to cut it for a value card instead. Sentinel of the Nameless City creates a pretty steady stream of maps to help smooth out draws and grow itself bigger so it can keep competing in combat. It could be cut at some point, but I’m interested in at least trying it out.

Fire Covenant is a strong wrath in the right circumstances, so I’m adding it in over Decadent Dragon. The Dragon is a good value card, but not the most efficient at any one thing in particular.

Zoanthrope is an interesting FTK variant, that also has potential to end the game on the spot. Mawloc has proven itself to be a great card, and it and Zoanthrope have a lot of similarities. Electrolyze has been in the cube since its inception, but the card is just a bit underpowered and/or overpriced to keep up, so it’s getting the cut.

Edric sometimes feels like a win more card, if your creatures are getting in unblocked, you’re probably in a good spot anyways, but when they have blockers, it does (virtually) nothing. Unruly Krasis is “just” a stat monster, but it does have a lot of stats. Off a turn one mana dork, you can start swinging for 8 on turn three, and if you ramped or played another creature on that turn, you can attack for 14 on turn four. A very fast clock that demands an answer almost immediately.

Sitruc99 posted to Sitruc99's Cube -

I won’t be adding anything from MKM, as most of the cards are pretty underpowered. The one card I considered was Novice Inspector, but didn’t really have a good cut for a second Thraben Inspector. With that said though, I still do have an update as I’m taking out Twin Combo and bringing in Flash, along with a few other goodies sprinkled in.

Virtue of Loyalty was a card I originally passed on as it looked like just a 2/2 flash vigilance, a decent card but there are better two drops to be had. I had previously added Flowering of the White Tree in a hope to have a playable anthem effect. Virtue adds the anthem effect along with a body, which is why I’m going to make this swap.

Parallax Wave is coming back as ETBs have gotten better and better, and I want to give it another go. Cast Out has always been a fine filler, but never something anyone has been clamouring for, so this is the cut.

Arcane Proxy was just always a little too small to be relevant, on both halves, and with Snapcaster Mage existing, it just always felt replaceable. So I’m replacing it with Tishana’s Tidebinder. Having a stifle effect in the cube is always nice, but most have been too narrow before (Disallow, Nimble Obstructionist, Stiffle) but Tidebinder having a decent body and shutting down future activations makes me want to at least try it out.

Malcolm is an interesting take on a looter. It can still be played as an Ambush Viper, and if they don’t point removal at it, at some point it draws and ramps you a card. Seems easy enough to at least test out. Deceiver Exarch is being cut as part of the Twin package.

With the addition of Archon of Cruelty, Triplicate Titan, Ancient Stone Idol and Atraxa, and also two additions in this update, I feel there’s enough good Flash targets that can also be used in other cheaty style archetypes, so I’m willing to give it a go. Cutting Pestermite as part of the Twin package.

Charming Scoundrel isn’t the most exciting card, and now that I’m removing Splinter Twin, I actually have a spot to test this card out. It’s pretty flexible at most stages of the game, although I feel it doesn’t do any one thing particularly well.

Fable of the Mirror Breaker was a card that most of us slept on, but I’m now giving it a go. A ramp spell, card filtering and a win con all rolled into one is definitely worth a slot. Najeela is getting the axe for it, as it’s a bit redundant in terms of Rabblemaster variants, and its activated ability was hardly ever used.

Broadside Bombardiers works in a similar manner to Gut, but instead of 4/1s with menace, you get a +2 Fling. Having to get itself into combat for the ability makes it a little more of a glass canon than Gut, but has a higher upside of doing more damage. Kiki-Jiki is being cut as part of the Twin package.

Etali, Primal Conqueror is being added to help bolster Flash, as well as other cheaty style cards like Sneak Attack and Reanimate. It’s mostly just a big dumb guy that can draw some random cards, so it’s power level can waiver back and forth, but is still worth an inclusion. The biggest downside is that it’s a flip card that will likely never get flipped, just adding unnecessary mental upkeep in drafts and games. Zealous Conscripts is being cut as part of the Twin package, even though it’s actually a decent finisher for aggro and midrange decks as well. This is the cut I could most likely see coming back (without the rest of the Twin cards).

Worldspine Wurm is one of the better Flash targets, and although it only works with the instant speed reanimation, it’s still good to Sneak and ramp out. End-Raze Forerunners has been decent as a secondary Craterhoof, but it’s the most replaceable of the green fatties, so its my cut here.

I was not very impressed when I first read Currency Converter, as I viewed it more along the lines of Containment Construct, I felt it needed other cards for support. After seeing it in action, its a much more self contained engine that also works well with other cards too. Plus being able to ramp yourself some amount of the time is quite powerful. Stonecoil Serpent has been a fine card, but it can feel sort of vanilla sometimes. I could see cutting something else, as Stonecoil has been solid, but for now it's the cut.

Coveted Jewel can allow for some big swingy plays, and is so similar to Gilded Lotus that it’s worth testing out to see if it’s ok for my cube environment.

Ertai Resurrected plays similar to Venser, but instead of getting the same spell back, they cycle instead. I had originally added Master of Death to play a similar roll to Squee, but most of my UB decks either went hard into control or hard into reanimation, and Master just never really fit into either.

I’m also adding the 5th LCI creature land over Grove of the Burnwillows. Grove just isn’t good enough without the potential of Punishing Fire, and since I still didn’t add that card in this update, I think it’s fine to make the switch.

Sitruc99 posted to Sitruc99's Cube -

I’ve kept Palace Jailer in because it’s such a great effect for white decks. I am cutting it though because Monarch (and Initiative) are just a bit too punishing in cube. The game essentially revolves around getting it back, and if your deck isn’t great in combat, it can feel hopeless. So I’m cutting it and adding in Bronzebeak Foragers. A bit bigger of a body, has a bit of life gain built in for some added bonus against aggro, and still relevant against creatureless decks.

Get Lost is pretty comparable to Fateful Absence, and that card has been pretty decent. Two maps is comparable to one clue, but the fact that you can just keep creatures off the board to make them useless is a pretty nice upside. Stroke of Midnight was just a bit too much of a tempo loss for the mana and flexibility, so I’m cutting it for something cheaper.

Supreme Will has been a fun card that rarely gets cut, and Confounding Riddle is essentially the same card with some upsides. I didn’t really want two of this effect so it’s a pretty easy swap.

The same goes for Deep-Cavern Bat and Kitesail Freebooter. Slight upgrades and not wanting more of the effect makes it another easy change.

I’m trying out Spitting Dilophosaurus as a Bone Shredder type card. It can kill any pikers or lions, and what it can’t kill makes it easier to race. I don’t support black aggro, where the card will likely shine brightest, but I want to give it a shot as simply a nice midrange card. Hero’s Downfall has lost some of its luster recently. The format is a bit faster, and although still plenty playable, being double black and three mana makes it a little too slow for cube nowadays.

Bitter Triumph having alternate modes of payment and targets makes it a nice upgrade to Infernal Grasp. My other consideration for this cut was Power Word Kill, simply to lose the feel bad moments of not hitting a Hellrider, Griselbrand, etc.

Inti is a pretty cool card. It can have one power haste with a rummage stapled on, and can get nasty with some cards like Putrid Imp, Faithless Looting, Survival of the Fittest, and any cycler. A combo-esque and aggro-ish card in one seems like a playable to me. Bloodthirsty Adversary just never played how I wanted it. It was mostly just a 2/2 haste, and at that point there’s plenty of other stronger options for that slot. The upside of the card was rarely relevant so I’m giving it the axe.

Trumpeting Carnosaur provides stiff completion for Inferno Titan now at six. A 7/6 trampler that bare minimum draws a card, but usually just casts a card for free, makes it a legitimate threat for Sneak Attack. The fact that it’s also interaction early if needed and can then be reanimated is a really nice upside to the card as well. I’m not even sure which side will be most used. I’m cutting Pia and Kiran Nalar, because even though it’s a fairly unique effect for red, something has to give to make way.

I’ve decided to add Thrun, Breaker of Silence as another way for green decks to punch through control. It can’t be chumped, and dodges almost all targeted removal in the cube, making it a pretty sticky threat against some decks. Tooth and Nail has slowly been power crept out. With the speed of the format always increasing, it’s difficult to actually cast nine drops in cube. There’s still enough ways I feel to cheat Eldrazi into play that I’m ok with cutting it.

I’m not completely sold on Ghalta, Stampede Tyrant as what green decks want to ramp into, but it is another way to cheat Eldrazi into play, and can get nasty in certain situations for cheaty style decks that’s it’s worth it for me to at least try it out. Thunderous Debut is similar to Tooth and Nail, too expensive most of the time, and although the Bargain is fairly easy to get going, it still did put you down some type of resource. The fact that it could potentially miss is enough of a reason to make this swap.

Legolas’s Quick Reflexes having Split Second makes this one of the first pure combat trick only spells to make it to cube. Biting a creature, blanking a removal spell, ambushing something in combat, and combinations of those effects makes it pretty versatile for one mana. Another card that can help green decks attack control. Augur of Autumn was a bit too flimsy on the battlefield, and the fact that it didn’t ramp and could possibly not be fully active made it a pretty easy card to pass and cut from the final forty.

Ashiok, Nightmare Muse is back. The card is quite powerful and was missed a bit. Kaito was a bit too small ball for cube. Without aggro support, the card was enough to cut and pass for control decks.

Another slight upgrade, cutting Dreadbore for Molten Collapse for some random upsides of eating a few important one drops like Skull Clamp or Retrofitter Foundry, or just snagging a random treasure, clue, map or food token.

I originally didn’t add Questing Druid, because I felt it was a bit too small for cube, but I was wanting to add Wrenn’s Resolve but couldn’t find the right cut. Druid makes sense because the red decks can still play it as another Reckless Impulse effect, but now it’s a card that five color control might want to draft as well. I’m cutting Radha to make room. Radha is quite good when you’re ahead, but lacks catch-up power. Both cards have a similar roll in Gruul decks, but Druid has more chance to see play outside of Gruul.

Order of Sacred Dusk is a bit of weird card. It’s a more expensive Baneslayer with haste, but is still fine to reanimate or ramp out (and even lets your non-elf creatures help out too). Magister of Worth hasn’t been worth very much lately anyways, so it’s easy enough to make this exchange.

Quintorious Kand offers quite a bit of power for five mana. Drawing cards, making tokens on a plus ability, all of the hallmarks for a good five mana walker. Lorehold Command has performed quite well, and I did consider cutting Ajani, but I just like Ajani too much. I could definitely revisit this one day.

Restless Anchorage might not be as powerful as Colonnade for UW decks, but another evasive creature land is always welcome. Creating maps is a nice upside, even if UW won’t always be able to capitalize on them. Prairie Stream is worse than Colonnade, and cutting fetch/shock/dual/triome is not something I’m interested in for any color, so it’s the cut here.

Restless Reef can’t pressure walkers as well as Tar Pit, but can still pressure libraries when the time comes. Being a 4/4 means it also doesn’t die to Bolts, along with the fact that it has Deathtouch, makes it a formidable blocker, something that most creature lands can’t say. Sunken Hollow is the cut for the same reasons as Stream.

Restless Vents is the most exciting creature land IMO, because RB has always wanted a strong creature land. Menace means it can get in often enough early to help fix draws with its rummaging effect. A great addition for RB. Graven Cairns is slightly worse than Smoldering Marsh (being fetchable is a big plus) so that’s the cut here.

Restless Prairie gives GW a nice creature land as well. Although a bit fragile, the upside of an anthem effect makes it one of the most high upside creature lands in the cube. GW is also the best at going wide as well. Cutting Horizon lands seems incorrect, so Canopy Vista is the last remaining option.

Page 1 of 1+