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Most people may assume that Tarkir Dragonstorm would make a huge splash in my Dragons Cube. I was excited for the set and looked forward to new cards spoiled each day. Overall there are some flavor wins that I'm happy to include, but there were many things about the design choices made for the set that do not fit well with my current goals:

  • Mobilize and Endure are heavy token generators. I've taken pains to limit the number of unique tokens this Cube generates. Numerous unique tokens represent complexity creep that I do not want to add.
  • Omens are visually indistinctive from Adventures I am not a fan of using such a similar visual frame treatment as Adventures. I think Omens as a mechanic are fine, but they should have been implemented with a different visual design. As an aside, I do not run adventures in this Cube either, to limit overt complexity.
I have a short 5-minute video on Cube Complexity with my expanded thoughts on the topic.
  • Wedge mythic dragons I am not actively supporting three-color payoffs in DoWN. The Dragonstorm mythic dragons are cool, but just not for this Cube. Additionally, I dislike some of the abilities on the mythic dragons for this Cube, specifically protection, token generation, and lifelink. Protection is really egregious and not fun to play against.
  • Zombie Druid tokens Why, oh why did these zombie tokens also have to be druids? I don't want to have to add additional token types!

But Chill, don't be such a downer ... what do you like about the set???

  • Harmonize is a very cool mechanic Harmonize drives decisions on having a strong creature for attack, having back as a defender, or supporting flashback of a sorcery spell at reduced cost. I especially like how this mechanic is only on sorcery cards, making the player spend mana resources on their turn and preventing "on-board trick" feelbads from across the table. As an aid, i've selected only card versions that contain full reminder text on what Harmonize does.
  • Flavor and illustration Dragonstorm combines common utility mechanics with illustrations straight from a glacial plane! Take, for example, Heritage Reclamation which is replacing Return to Nature. I always love adding cards that build on this world!
Without further ado, the changes:

Increasing Warrior typal, tap, and utility mechanics.

Flavorful removal, with Static Snare being recommended by Uberbear.

Let's just play in the ice and snow, shall we?

Flavorful illustrations on necessary mechanics. Plus, adventurer, good going on finding this trusty machete!

These colorless cards are flavorful, useful, and playable by any deck.

Improving ur incentives that are smack on theme.

So what's out?

Warren Soultrader enabled recurring colored-mana generation to enable an infinite combo with Gravecrawler and any Blood artist effect.
(This is the last piece that enables an infinite combo, I swear. Please stop @-ing me. But I guess if you do find another one, let me know in the comments below)

As well as:

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