A lot of the following changes are attributable to two things: how thoroughly I have been enjoying drafting extremely low-to-the-ground Jund decks and the overperformance of Tarmogoyf and Murktide Regent in my cube since their relatively recent additions.

Adds The Two-Drop Renaissance


My conception of the role of two-drops in my environment is beginning to change. Previously, I believed them to be an important pillar of aggressive decks, but outside of that, to primarily play supporting, value-oriented roles in midrange and control decks, which I expected to win the game with threats further up the curve. I am beginning to think that midrange decks can succeed by sticking efficient, two-drop threats and supporting it with efficient interaction. Behold — my collection of varied Tarmogoyfs!

Other Efficient Threats

These are not technically two-drops, but are being add the for same underlying reason as noted above. I am particularly excited about Tasigur, and reeling a bit at how I could have ignored a card that is so perfect for my goals for so long. It took Murktide Regent to shake me out of my complacency and realize that Delve threats are super strong here, and I love that Tasigur has a great, mono-colored floor, with a hybrid gold-card ceiling.

A Little More Glitter

A few players have requested more gold card payoffs since the upgrade to double fetches and triple shocks, so I have increased the gold density slightly. Expressive Iteration vs Light up the Stage is a concise case-study in this change in approach. Iteration is undoubtedly better, but previously my assessment was that it is not enough better than Light Up to warrant the gold slot. Going to try it out and see if it is.

More Intentional Grave Hate

In the wake of my adoption of Cling to Dust, which I do love, and the expanding presence of graveyard-matters themes in my cube, I am adding some more grave hate. Am also on the lookout for more cards that provide incidental grave hate, especially at sorcery speed, and fit here.

Playing the Hits

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I'm also adding back a decent number of cards that I cut previously just because they were known quantities and I wanted to test other things.

Cuts Evoke Elementals

Probably the most controversial cuts here will be Solitude and Fury. I really think Fury is just too good in this environment. Any red deck can jam it and some aggro decks straight up can't win if their opponent has it. Solitude is definitely not as good, but it similarly is not sparking joy. I really dislike that these cards have big effects and come with no deckbuilding cost.

Cards I've Just Had My Fill of for Now

See Lucky Paper Episode 70.

Two Mana Artifact Ramp

These have been more and more suspect as my curve has gotten lower across the board, and now with such a heavy emphasis on two-mana threats, I think they become very difficult to justify. I'm glad that green now has a clear identity as the only color that can ramp.