Whelp, Cube Cobra has a text limit on posts, so let's continue.
Radha's Firebrand - Radha Radha? Radha Radha Radha! I'm not ashamed to admit that the majority of red creatures are cards I run because I like the art (see Incendiary Oracle, Rionya, Fire Dancer, or basically any other guy spinning flames around in the art. Radha's Firebrand is no exception, but I think she's sneakily good in this cube. The first ability cares about power which is a plus and the Domain ability works well with all the fetchlands in the cube. I do wish it didn't have the once per turn clause though.
Voldaren Epicure - Red can gave a little Thraben Inspector too, as a treat. Voldaren Epicure is just a solid package, a least more so than the cut Sanguine Statuette. I'm always looking for cards that create blood as you can follow this up on turn two with either a Voldaren Bloodcaster or an Oni-Cult Anvil. Say no more!
Jaheira, Friend of the Forest - This is a huge decision-point card in the cube. If you're creating blood and food tokens, might as well move into green. If you're making creature tokens in green white, might as well add some ramp payoffs. This is a card that opens up so many possibilities and it's one of my favorite includes so far.
Ram Through - It's removal. And moreover, it's removal that pays off Keyword decks. Now that I can get behind.
Tarmogoyf - Will this card be good enough in cube? I don't know, but it was eight bucks so I figured I'd try it anyway. With all the fetchlands and discard enablers I think you can reasonably get this thing to three power on turn three. That might not seem like a lot, but I think there's just so more synergy with this guy. He can get big for power-matters and the Selesnya land decks probably like him for all of their mill strategies. He's not good enough for legacy cube, but I'm hoping Goyf can have his time in the sun here in the Mattstone.
Chishiro, the Shattered Blade - One of the big changes for this update was to straighten out the numbers across the colors. Thus, each multi-color combo now has three cards to support it. Chishiro seems really strong in this cube and is powerful whether you're playing equipment, counters, or auras. It seems quite silly if you can get it going.
Lonis, Cryptozoologist - I decided to add Lonis to add some more light payoff for the flicker synergies. Plus, she creates a lot of artifact tokens for that deck. She's a little out of place in simic but I'm hoping that will make for more interesting decks as other colors move into green or blue to run this powerful snake-lady.
Moira and Teshar - I run Moira, I run Teshar, so why not run both in one card? This card seems absurdly powerful in this environment. Any artifact gets back any creature from your yard, if only for a turn. This as serious wincon potential and is a huge boon for the recursive orzhov decks.
Glissa Sunslayer - Before this update, Golgari was the only two-color pair without a single card in the cube. Andrews rejoice with this update! Glissa might be a little oppressive but to quote the age-old adage, "she dies to removal." This slots into the Golgari keywords theme so I couldn't not include it. Plus, you gotta deal with Rooftop Storm somehow.
Rushed Rebirth - Here's a fun card that has seemingly fallen out of favor with more traditional legacy cubes. I've always liked this card and I think it opens up a lot of deck building requirements. Should be a fun one all around.
Yargle and Multani - Yessir! I run Fling. I run Thud. I run Soul's Fire. There are so many ways in this cube to turn that 18 power into 18 damage. This should just encourage crazy deckbuilding, which I hoping people will enjoy.
Basilica Skullbomb - For this update, I added a cycle of artifacts that can be played in any deck, but have a colored ability as well. This will hopefully add a few picks in each pack that anyone can pick up, but certain decks will get the most out of. Skullbomb seemed like the right choice for white because it can sac itself for a dedicated eggs deck.
Surge Engine - Did anyone know this card existed? It's a colorless Figure of Destiny (well sort of). This is just a fun, goofy card.
Scrapheap Scrounger - Probably the best of this self-imposed cycle. Scrounger is just generically strong and will likely be a pretty safe early pick in this cube. You don't even need to be playing black, it's just that good.
Scrapwork Mutt - I like him! I was originally going to run Mishra's Research Desk but this seems like the same effect on a body, which is a good thing. The more discard the better in my eyes, that way a madness package can eventually be added to the cube.
Simian Simulacrum - I love every monkey, from Chimpan-A to Chimpan-Z. And Simian Simulacrum is no different. Doesn't this card just seem good? Like it's not super pushed, but it's everything you'd want out of a colorless card. I really excited about this fella.
I figured I'd add a section addressing some of the more substantial cuts from the cube. Most of the cuts are either stone-cold unplayables or cards with super specific synergies. But I figured I'd address a few of the more important exclusions.
Seasoned Dungeoneer - It's too generically powerful. Plus, I cut most of the party support, so it isn't even that flavorful. I do love this card, but it's just too strong for this environment. White has plenty of other help.
Ghostfire Blade - RIP. I just added it with the last update, and immediately took it out, before it could even be played. Sometimes it just be like that. Sorry dude, you're a cool card.
Zagras, Thief of Heartbeats - I do absolutely love this card, he's just in the wrong colors. Maybe another day he'll come back in, but Oni-Cult Anvil is too cool not to run in his place.
Damping Sphere - I added this to try and keep the cheerios deck in check, but that doesn't seem like enough of a reason to ever draft this. Plus, the cheerios deck would probably pick this up anyway for another cheap artifact.
Powerstone Shard - It's sooooo cool, but not very good in this cube. Maybe another day my friend, but for now you can rest as the sun sets over a grateful universe.
When I set out to make the Mattstone Cube, I wanted a cube environment to complement the other "stone" cubes. The progenitor Coldstone Cube plays like a classic legacy cube without power and the Meanstone cube leans into more efficient and powerful strategies. Thus, the goal for the Mattstone Cube was apparent: create an underpowered cube environment where more flashy and durdely cards could shine. While I think the first iteration of the cube certainly achieved that goal, there was a lot of "chaff" still left in the cube that needed to be fixed. And that brings us to today's udpate.
The intention of this update is to remove the guiderails from the cube. When I first created the cube, I wanted to create an environment that focused more around synergy instead of raw power and thus I created archetypes to guide players. While the cube is still synergy focused, I wanted to remove the cards that were less versatile and add cards that created even more varied synergies. Let's look at an example.
Above are two goblins that support the equipment theme in the cube. Goblin Gaveleer got cut this time around. He's a cool card, but he doesn't really draw you into equipment and he isn't draftable outside that deck. On the other hand, we have Fireblade Charger. Charger is also good in an equipment deck, but he also has synergies with power-matters, fling, sacrifice, and artifacts. Plus, his haste means he's playable in an aggressive deck or a more midrange deck. The goal of this update is to remove all the Goblin Gaveleers and add more Fireblade Chargers.
I'm hoping that these changes will create a more intricate draft. Players will less so draft archetypes and instead go deeper on synergies, with each card pulling them into an ever-expanding web of options. Combined with the latest update to the cube, I'll be changing over 60 total cards in the Mattstone cube. I'm hoping this makes the environment less of a novelty and more of a replayable, rewarding experience. Without further ado, lets get into things!
Condemn - It's strong but conditional removal in the cube, which is probably where we want to be.
Giant Killer - More conditional white removal, with a body to help smooth out curves. With how midrangey the cube is, I think the adventure side will have plenty of targets.
Glimmer Lens - Having more artifact creatures is always a good things, and more equipment creatures doubly so. I like giving white some more early drops to keep the equipment strategies aggressive.
Kayla's Reconstruction - Now THIS is a fun include. It's a unique card that makes you focus on lower cost spells during the draft. After losing to this card so often on MTG Arena, I now understand its power. It can be your Collected Company or you wincon. ?Por Que no los dos?
Resolute Reinforcements - I just think they're neat. I've added a light blink theme to the cube and I'm looking for any excuse to run more soldiers for Skystrike Officer. It's not quite Orcish Bowmasters, but in this cube, it might as well be.
Thraben Inspector - Need I say more? I will. The artifact token will play nicely with artifact synergies and the newly added Oni-Cult Anvil. Plus it's a solider! I still want the cube to have a higher curve, but I'm okay giving colors more 1-drops that don't close out the game too fast.
Touch the Spirit Realm - O-ring in shambles! This is the exact kind of tech that I love. It's removal with an additional mode that helps out a blink strategy. Should be a pretty high pick.
Commit // Memory - I like that this adds a solid removal piece for control decks and a time spiral for weirder decks. I don't have to justify this card, we all know it's good.
Etherium Spinner - If I had a nickle for every time I accidently added Etherium Sculptor when editing this cube, I'd have exactly ten cents. Which is coincidently enough to buy a copy of Etherium Spinner! My favorite kinds of payoffs for the artifact decks are ones that are artifacts themselves. I'm still waiting for thopter support that isn't is bad as Master Trinketeer or as good as Retrofitter Foundry. Until that day comes though, I'm gonna keep adding thopters because they're cool and based.
Sai, Master Thopterist - He may not be an artifact himself, but he'll make enough thopters to make you forget that. In this update, I've added a lot of cards that can sacrifice artifacts. The goal here is to eventually cut Krark-Clan Ironworks. I'm waiting for a playable, colorless sac-outlet with no restrictions. Arcbound Ravager also seems too good. But either way, I want to have more ways to get artifacts in the yard and keep the value engine going.
Titan of Littjara - It's Lit! (jara). Why did Wizards not make this thing a changeling??? Even as is, this is a playable payoff to the changeling decks and also slots nicely into wizards. Even by itself, it's a big body that loots every turn. More wincons in blue is always nice.
Dockside Chef - I have a feeling this will be a card that goes late, but one of the cards you'll be happy to see there. This is exactly what I'm talking about when I mean removing more narrow cards and adding more depth. Chef is a sac outlet for a aristocrat or fling deck, he pushes artifact decks into black, is an enchantment himself for delirium stuff (if that even exists in this cube, I'm sure there's one card at least), all while being one of the few one-drop creatures in black. With all the artifact tokens running around, this cat will always be cooking!
Rapacious Guest - It's Mortis Dogs with even more synergy! This is still a powerful fling target, but it also has play in artifact decks and the menace means it can slot into a keyword deck. With so many overlapping synergies, I'm excited to see what people will think of this card.
Gravecrawler and Ebondeath, Dracolich - Rooftop Storm is a payoff for the changeling strategy that I will never cut, it's too damn fun. But as long as it's in here, I figure I would make the card less narrow by adding a few cards that combo with it. These two make Rooftop Storm a more draftable card and also a scarier one for your opponents. These are two of my favorite adds for how much more depth they add to blue and black.
Headless Rider - On the topic of zombies, here's probably the best payoff in the whole cube! On it's own Headless Rider is two bodies, which is an A-okay rate. But if you can recur this again and again with Faith's Reward or Second Sunrise or even combo this with Gravecrawler and other zombie cards, you are going to be in for a fun time. This card will add a lot of direction for black that I'm excited to see play out.
Scorn-Blade Berserker - I was hesitant to add Viscera Seer to the cube as it's a one-mana sac outlet that unconditional. I think I like Berserker more because it's more niche, but is also somewhat of a Read the Bones. I just like this guy, okay.
Vault Skirge - I figured Vengeful Reaper was too expensive for just a few keywords. Vault Skirge on the other hand is cheaper, holds equipment well, and is an artifact for all those synergies.
Crater's Claws - Red needed another piece of removal and I'm excited to add Crater's Claws in that spot. It's your typical Banefire, but it's fun to reevaluate once you have Ferocious online. At that point it's either a Shock or a Lightning Strike depending on how much mana you want to put into it. It's rare a piece of removal can be your win-con (I.E. Teferi, Hero of Dominaria).
Death-Greeter's Champion - Who doesn't love dash? This card is cool because it can really play into either power matters or equipment decks. Double-strike every turn is not something to mess around with. Even hard casting this girl seems like a good rate. Play this with Halana and Alena, Partners and to form the ultimate lesbian beat-down strategy.
Experimental Synthesizer - Reading this card is not the same as casting this card. It's essentially a 4-mana 2/2 that draws you too cards, gives you an artifact etb and sac trigger, and is paid in installments. It's a really messed up card that will make the artifact decks more aggressive. Trust me, this one is fun.
Hedron Detonator - Wait, it's an Ingenious Artillerist with a sac-oulet??? This is just a strict upgrade imo. Not a hard change at all.
Goblin Blast-Runner - This is an experiment in red-ones in the cube. I don't want to add a bunch of 2/1s since I don't want to support a red aggro deck with a super-competitive clock. Hence, I'm excited to try out this gobbo. It seems really good with fetch-lands but perhaps mono-red doesn't want to run that many of them anyway. I have no idea if this card will be good enough, but you never know until you try.
Manaform Hellkite - Spells needed some support and red needed some impactful 4-drops. This Hellkite should fit the bill pretty smoothly. After attacks, those tokens can be used as fodder for a lot of potential options. I'm sure this will be a decent role-player in the cube.
Mechanized Warfare - Perhaps Calamity Bearer wasn't very good unless you drew Surtland Flinger. Hence, I cut both from the cube. Instead, Mechanized Warfare will help Reckless Fireweaver, Hedron Detonator, and Pia's Revolution push through plenty of extra damage at a reasonable spot on the curve. It's a non-artifact in the artifact deck, but we'll see if this Warfare is a wincon worth wrapping up games.
Let's discuss some new changes to the cube!
Vorinclex - Might be too powerful? It supports keywords, power, and lands which makes it an appealing pick. I think this will be a strong card the compels players to play green.
Nissa, Resurgent Animist - I can't beleive I ani-missed this one while making the cube (laughing emoji). Now this is a card I am interested in. I like Nissa because first first land trigger helps the fetchland deck and her second one synergizes with the many changelings in the cube.
Pelt Collector - One of the few one-drops in green atm. Pelt Collector can add a lot of power to the board for a cheap investment. Not much to say here, it's a good card.
Entish Restoration - I figured Restoration was a more synergistic turn-three ramp piece than visionary because it gives a massive upside for the power-matters deck. With a slower format, I think this card will be really good.
Bayou Groff - With the lack of one drops in this cube, I wonder if this card will have enough support. Either way, it's a card I really love due to its power and simplicity.
Ashnod, Flesh Mechanist - Ashnod is a one-drop sac outlet which is unique in this cube. Additionally, she has deathtouch for the keywords deck can make powerstones for a splash in the artifacts deck. She has a lot of play to her and I'm hoping she can do something in this cube.
Bloodchief's Thirst - One of my favorite piece of removal. Black needs more controlling options and this will be solid.
Jadar, Ghoucaller of Nephalia - Jadar was already in, but I needed him for another deck. We're bringing him back to support Dimir wizards and add another reason to go into a sacrifice theme.
Lotus Petal - Perhaps one of the best cards in the cube? On its own Lotus Petal is powerful, but with the many potential synergies in the cube, it's hard not to run it. I might cut it for mind stone later on for a more balanced option.
Guardian Scalelord - Sun Titans is a narrow deck and switching one of its effects for Scalelord is a good thing in my eyes. Scalelord is more generically good and slot into a lot more decks. Plus the backup is decent in keywords.
Luminarch Aspirant - It's one of my all time favorite cards, so I'm putting it in here. White doesn't need the help though. I don't want to cut the intiviate cards, but it's looking more and more like they might be too op.
Rosie Cotton of South Lane - I haven't looked up what this combos with in the cube, but I'm sure it's a lot. I like cards like this because they make you revaluate the rest of the cards in the draft. Rosie opens up value engines and infinite combos if drafted properly. And on her own, she's just a decent card.
Chandra, Hope's Beacon - It's the first and only planeswalker in the cube. I love this card so much and I needed to add it to the Mattstone cube. It gives a strong topend to the otherwise unsupported spells theme which seems fine. Plus imagine copying a fling with this...come on!
Monastery Swiftspear - Hey swifties! Aggro isn't as traditional in this cube due to the intentional lack of one drops. Swiftspear will also play a nontradtional role here, likely being a strong beater in an artifact deck. But because she can also see play in the illusive izzet spells deck, I think there's enough play to get her in here. Plus who doesn't love a swiftspeaer?
Twinshot Sniper - It's good...right??? An artifact flametongue kavu that can also be a substandard shock doesn't seem like the worst thing in the world. It's more playable than Gravitic Punch so it stays at the moment. Hoping this gobbo has a time to shine.
Lighting Strike - Would you rather pick this or a Scion of Opulence. Yeah, I thought so. Moving on.
Rona, Herald of Invasion - Dimir Wizards to the moon baby! It's a fine card on its own, but it gets better the more legends you play. Venser will have a field day with this. Plus, with how slow the format is, there's a good chance you flip this. Live your dream Rona!
Arcane Proxy - Wizard, check! Artifact, check! Spells matter, check! Power matters, check! Get in the cube you little guy.
Chrome Host Seedshark - We have Shark Typhoon at home. I like these cards that say noncreature because they work in both spell and artifact decks. For the cost, I imagine Seedshak will be a decent card in the cube.
Encroaching Mycosynth - With how much more powerful the cheerios deck is than anything else in the cube, I couldn't give it Emry, but I can give it Mycosynth. With Fabricate, Bronze Guardian, Cloud Key, Digsite Engineer, Riddlesmith and plenty more, there are more and enough shenanigans to draw drafters into this trap. Is it win more...yes, that the point of the cube sis.
Skystrike Officer - Unlike Spectral Arcanist, Nimble Trapfinder, Psionic Ritual and the rest of the changeling supports I'm getting rid of, Skystrike is actual a self-fueling engine. She's a decent attacker that just gets better the more changelings you have.
Mana Leak - Yeah, blue needs more removal. And mana leak is one of my favorite counter spells. Should be good.
Aether Channeler - See addition 24.
Displacer Kitten - Blue really sucks atm. My goal with adding Kitten is to create more archetypes in blue and reasons to play them. Kitten can create infinite combos or just provide you with unparalled value. I think this will be a good include. Here's hoping.
Consider - Good card in, bad card out.
Torrential Gearhulk - Another strong reason to move into blue. Gearhulk supports spells and artifacts plus it makes control a more viable option. I think this will be good, and if not, it's at least a better topend than Junk Winder.
Let's get right into the news!
Ancient Imperiosaur - That's a lot of power! I like this creature as a payoff for the power matter archetype. It is also something that's really nice to fling on your opponents. Primal Forcemage really only worked with Rhythm of the Wild and a handful of other cards. He wasn't too hard to cut but if I add more haste to the cube, I could see him coming back in.
Voldaren Thrillseeker - Now this is the kind of card that I'm looking for when it comes to fling. My problem with a lot of fling cards is that they aren't that powerful outside of their archetype. The fact that this is a fling card, a sac outlet, a +2 power to any creature, or a fallback 3/3 for 3 is really nice flexibility. This seems like one of the most pickable flings in the cube. Sticky fingers is a card that I like but didn't have much synergy with the rest of the cube so it gets the axe.
Boon-Bringer Valkyrie - I actually just really like backup as a mechanic. I'm hesitant to add this card to the cube, as it might be too powerful. However, it helps the keywords archetype, is a warrior for party, and has beautiful art. I'll be cutting Squad Commander for this one. There aren't that many party payoffs which makes me hesitant to cut this one, but its just not that strong on its own.
This is the first major update to the Mattstone Cube. After Logan, Peyton, and Matt drafted the cube Winston style, I decided to make a few changes. The cube was light on removal, and the overall goal of these changes were to add some more removal options to the cube. This was a tough balancing act as I want threats to be underpowered, so I don't want removal to be overpowered either. Let's get into specific additions:
Abrade - Artifacts seep their way into many of the main archetypes in the cube and I expect this card to do exceptionally well.
Skewer the Critics - I'm less excited about this addition, but we'll see how it does.
End-Raze Forerunners - I decided to cut Huntmaster because I do not want to run Day/Night in the cube. End-Raze will make a great ramp payoff while requiring more setup.
Cankerbloom - I think I like this over Foundation Breaker since you can deploy the body first, then decide to use it as removal later. Plus the above average stats are nice for power matters.
Primal Might - There are a lot of naturalize effects in green right now and broken bond seemed easily cuttable for a single piece of creature removal in green.
Counterspell - Easy addition, I'm hoping the UU cost won't be a problem with how good the fixing in the cube is.
Reality Shift - I was eager to cut Corridor Monitor, but I don't know if Reality Shift will be an all star either. I like that it was instant-speed, non-counter removal for a spells deck.
Venser, Shaper Savant - I do love me a Venser. I think there's enough draw in the Thirst for effects and Brainstorm to cut Omen of the Sea. Venser might prove too powerful, but there aren't many reliable ways to blink him. He also adds to the UB Wizards archetype.
Collective Brutality - Sanguine Spy seemed to be treading the same ground as Nullpriest of Oblivion and made for an easy cut. Brutality can be used to pitch lands to the yard in a BG lands deck which is exciting. This should be a powerful card and also a good pickup in UB Wizards and WB Sun Titans.
Go for the Throat - I'm a little worried this one won't be good enough. A lot of the ramp payoffs (Triplicate Titan, Scavenged Brawler, etc.) are artifacts and this might not be good enough.
Winds of Abandon - I'm really excited about this include. Threats are slower and I think this is the kind of removal this cube wants. It's a mana more than Path and sorcery speed which really cuts down on its power. But it also slots into the cube as a board wipe.
Skyclave Apparition - I cut Aviary since its redundant with Emancipation Angel and Kor Skyfisher. This makes the Teshar deck less consistent but adds some much needed removal. Skyclave might prove too powerful for the environment but I really like the card and I'm hoping it can be healthy in this cube.