Looking at the new cards that came out at the end of last year, I found a few that I wanted to add. First, fiery impulse hitting only creatures always feels weird because it is not a true shock. It is also not the only one with this effect in the cube, but it was chosen for spell mastery. I decided to replace it with twinferno because it is versatile. It's one less direct removal spell for red, but it can double other removal spells, so I'm ok with this. I also replaced a charging dino with a charger. Kicked, they are the same MV, but I figured this way aggro can play it sooner while rewarding ramp for being able to kick it easily. It being a haste creature on turn 3 was important since I was removing bolt hound which previously filled that role. Its battle cry-like effect is instead replaced with a way to keep opponents from gaining life (looking at you nyx-fleece ram).

Lastly, I decided to replace path of discovery with primeval herald. It's one less enchantment, but I don't think that hurts the enchantment deck much. Plus this more directly helps ramp than a do-nothing enchantment. I like explore as a mechanic, but I can't deny that baby prime time looks to be a better bang for your mana-buck.

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