Commander Cube
(540 Card Cube)
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This is mostly just going through and correcting any small errors with cards in this list to match their paper versions. Additionally, apparently the addition of Boseiju was missed, so here is a quick update for that.

Boseiju, Who Endures -> Ohran Frostfang
While being two different cards that serve inherently different functions, Ohran Frostfang has been close to being removed mutilple times ever since Toski was added. Because Toski serves as a better, more mana efficient version of the Frostfang, that moved Frostfang's role more into one of a combat enabler with the deathtouch trigger. However, Green has better combat enabler effects to choose from, ranging from evasion with Champion of Lambholt to pure buffs with Defiler of Vigor to straight overrun effects. All this is to say that the Frostfang was made redundant, and it wasn't even that good at what it was redundant in. As for Boseiju, there shouldn't be any explanation needed as for why it is being added. It is a good, solid removal that can be a land when needed.

Due to a mistake with uploading the update, this small change will also contain the information regarding the previous update.

Blind Obedience -> Weathered Wayfarer
Charismatic Conqueror is a very strong 2 drop creature, and it's tap ability is optional. Remove the option of having things enter untapped and add the eternally decent ability of extort, and you have a potent 2 mana enchantment for any deck. Weathered Wayfarer is the card getting cut for it, and while Wayfarer isn't a bad card (especially considering the massive upgrade in land quality lately), Land Tax has proven to be a much better alternative for decks liking that kind of card advantage.

Trouble in Pairs -> War of the Last Alliance
While War of the Last Alliance has proven itself to be a worthwhile effect in this cube, it has always been obvious that it is a temporary inclusion until some better card draw source was found. Unfortunately for it, Trouble in Pairs is not only a better card draw source, but it is comparable to Rhystic Study in terms of pure card advantage. And no, the final chapter providing double strike does not make up for that difference.

Virtue of Knowledge -> Copy Artifact
If you need to copy an artifact, Phyrexian Metamorph has always been known to be the better option. Copy Artifact has only been included due to it effectively a blue Mind Stone on average. Virtue of Knowledge is comparable to it on average based on the adventure alone, being able to be a blue Rampant Growth if you copy a fetch land, and being able to go as far as copying an Astral Dragon etb, Protean Hulk death trigger, or a Planeswalker ult. That is ignoring the Panharmonicon effect that the Virtue has on the actual enchantment. Considering how well Panharmonicon effects usually perform in this cube, this card should fit in well.

Bloodthirsty Conqueror -> Exquisite Blood
Considering the Mondrak vs Anointed Procession exchange that happened a while back, this exchange should be a no brainer. A powerful enchantment effect on a creature is always going to be included over the enchantment itself, due to the inherent creature synergies that exist in this cube.

Withering Torment -> Bitter Triumph
Baleful Mastery has done a very good job of fulfilling the black 2cmc instant speed removal slot, and it has pushed Bitter Triumph into a position where it is nice redundancy, but it doesn't offer anything new. Withering Torment does add something new, more enchantment removal for black. Considering how Feed the Swarm is picked relatively highly compared to other black removal, having an instant speed alternative option for answering creatures or enchantments should be a very healthy alternative for this cube.

Razorkin Needle -> Life of the Party
Life of the Party has been a fun card to take advantage of the multiplayer aspect of this cube, but it is also generally underwhelming for a 4 drop. A usual cast results in 2 of the tokens dying quickly after 2 opponents make some sort of deal in combat, and an other token that doesn't do much because that player doesn't have many creatures on the baord. Razorkin Needle on average will provide a similar damage output, while being 2 less mana and having additional synergies with a particular necromancer.

Archdruid's Charm -> Cultivate
Kodama's Reach leaving signaled the end for Cultivate, it was only a matter of time until a better 2-3 cmc ramp spell was added that would finally kill it. Archdruid's Charm was the spell to do it. Archdruid's Charm is the perfect card to provide ramp for green that a 5 color deck can't typically use (Chromatic Lantern and Dryad of the Illysian Grove aside), while still providing good removal for Artifacts, Creatures, and Enchantments. On top of all that, it is a creature tutor if needed. All at instant speed. This spell is perfect for any 2 color deck with green, and odds are it won't be picked up until the pack reaches the player playing that deck.

Insidious Fungus -> Haywire Mite
Haywire Mite was added in the middle of me just quickly grabbing things to match a cube decision to follow a recent format banning. Insidious Fungus is a Haywire Mite that fits commander better, having an explore option for the sac ability on top of being a naturalize. While being unable to answer the One Ring does hurt a little, Archdruid's Charm being added makes that difference a relatively little one.

Baylen, the Haymaker -> Ghired, Conclave Exile
Ghired has survived in this cube off the back of being a generic Naya commander that can care about tokens. However, in terms of Naya token commanders, Ghired is one of the worst ones to include. Baylen is a much better token commander, providing ramp and card draw for going wide and being a commander damage threat if needed.

Ghost Vacuum -> Liquimetal Torque
Liquimetal Torque has met the way of almost every other 2cmc rock that only taps for colorless. Liquimetal Torque has many very niche uses, but it is only used as a mana rock 99% of the time, and it is the worst option of the rocks available. So it is getting replaced for another optional card that has been added and removed repeatedly: 1cmc artifact graveyard hate. What Ghost Vacuum has over those other options is not only being repeatable (and targetable when compared to Relic of Progenitus), but it has a very swingy effect when used properly. Whether getting etb effects or just powerful static creatures, the 6 mana ability on the Vacuum has the potential to make up for Ghost Vacuum itself being a niche card.

Well, incase you didn't hear, the Commander Rules Committee just released a bombshell of a ban update. Nadu and Dockside were banned, but those two were already on this cube's "soft ban list" where they won't be included due to either combo concerns or being too unfun. Well, there were two other cards in that ban update that do impact this cube: Mana Crypt and Jeweled Lotus. With those cards getting banned, I have a decision to make. Do I cut those cards, while keeping other banned cards, or do I keep those cards despite them being clearly stronger than anything that isn't Sol Ring or Ancient Tomb.

I choose neither. I am going to cut most, but not every banned commander card in this cube, and I am also going to cut another card that has had its time coming for a while.

Jeweled Lotus -> Liquimetal Torque
While the replacement card is obviously not going to be as good, the ability to turn something into an artifact along with being a 2cmc rock makes the Torque a useful utility rock.

Mana Crypt -> Mind Stone
Well, a 2cmc rock that cantrips isn't as good as Mana Crypt, but ramp should get cut for ramp.

Primeval Titan -> Haywire Mite
I was testing to see if having full control over the land base would make Prime Time a more balanced card. However, Primeval Titan even with just fixing lands would warp games around who has the Titan, so I am cutting it using the same banned excuse.

Koma, Cosmos Serpent -> Growth Spiral
Koma is a card that is very similar to Etali, Primal Conqueror. It isn't banned in the format, but it causes so many issues within the game and warps the game so much that it is no longer fun to play. As such, it is getting replaced with good reliable Growth Spiral, as loosing 2 of the best ramp spells in this cube requires more than just 2 new ramp cards to make up for it.

So lets talk about the elephant in the room: Lutri. Lutri is banned, so why am I not also cutting it? Well, there are several reasons. One, Lutri is just a balanced Dualcaster Mage, and it isn't even the strongest Izzet card in here. B, Lutri was banned because it would be ubiquitous in the format, which the singleton restriction of cube prevents. Finally, Lutri is an effect that is very useful to have, and it being a balanced Dualcaster Mage prevents it from having several 2 card infinite combos while still being a valuable copy effect.

Thorough Investigation -> Reconnaissance
Replacing a 3cmc attacking focused enchantment for a 1cmc attacking focused enchantment seems like a good trade. However, the biggest reason for this exchange is simply that dungeons are messy to deal with, so having no venture into the dungeon cards is better than having exactly 1.

Luminous Broodmoth -> Caduceus, Staff of Hermes
Honestly, I'm surprised that the Broodmoth has lasted so long in this cube despite being an infrequently played creature. However, at this point white does need to lose a 4cmc creature, and the Broodmoth is the weakest of the bunch. Also, what is better than a Serra Ascendant? Having a Serra Ascendant on an equipment that gives the creature indestructible.

Chainer, Dementia Master -> Maha, Its Feathers Night
Chainer is a classic commander, but having a successful history can only take you so far in this cube. It just unfortunately rarely sees play in decks, and when it does, it doesn't have much of a game impact. Maha shouldn't have this problem due to turning combat on its head just by existing. Also, it is pretty funny alongside Massacre Wurm.

Infernal Sovereign -> Season of Loss
The sovereign has been a card that makes people go "wow, this exists?", before playing it and realizing that is isn't as cool as it sounds. It is still playable, but Season of Loss having the ability to draw just as many cards while also having the capability to end games or remove creatures just gives it too many advantages.

Feldon of the Third Path -> Coruscation Mage
Feldon is once again another classic commander that is just past its prime. Where red was once lacking in card advantage and openly welcomed Feldon, Feldon is now limited to mainly rakdos decks, where it can get repeate etb and death triggers. Coruscation Mage is just a more efficient creature that can stack damage quickly and comes with 2 bodies.

Ilharg, the Raze-Boar -> Alexios, Deimos of Kosmos
Ilharg is a useful recursive threat, but most of the best attackers in this cube need to build up over time, which the cheat into play attacking severely hampers. Alexios should be a better beatdown plan, and similarly to Slicer it can just win games by itself.

Sword of Forge and Frontier -> Sword of Feast and Famine
Forge and Frontier is good, but Feast and Famine is just simply the better card.

I've been sitting on some updates for a while, guess it's time to actually make them.

Anointed Procession -> Mondrak, Glory Dominus
The cards are functionally similar, it's just that one is an enchantment and the other is a creature. Being open to more removal isn't even as much as a downside as well, since Mondrak can get indestructible at instant speed.

The Pandorica -> Council's Judgement
While I personally like the Pandorica, it is a little clunky with a sorcery speed activation and requiring 5 total mana to remove something. Council's Judgement is just a similar removal spell that can fight through hexproof and protection at the cost of being down to a vote.

Gandalf the White -> Witch Enchanter
Ganfalf is okay, but only benefiting legendary and artifact spells is limiting, especially to blink decks that rely on Mulldrifters. Admittedly, I was slow to realize the strengths of MDFCs, but now that I see how useful they are, a 4 mana Loran is still playable.

The Eternal Wanderer -> Sunfall
Once again, I personally really like the Eternal Wanderer. However, it isn't drafted very highly, and there's rarely voltron decks that it can benefit. So it is getting replaced by a more efficient 5 mana wrath that also makes a potentially game ending creature.

Crow Storm -> Sink into Stupor
This cube has changed a lot since I first made it, and Crow Storm is an obvious holdover from my previous design ideology. However, it just doesn't do much, and Sink into Stupor being an untapped MDFC helps a lot.

Mind's Dilation -> Sea Gate Restoration
Mind's Dilation has fallen from a game ending threat to a niche 7 drop as this cube has gotten more powerful. Sea Gate Restoration is no stranger to this cube, but as ramp has improved, Sea Gate has also gotten better and more worthwhile to run.

Spiteful Banditry -> Shatterskull Smashing
Spiteful Banditry was not Meathook Massacre II, as that is Meathook Massacre II. The ramp being limited to once per turn is heavily restricting, with Fiery Confluence and Ashling boxing it out of being a helpful small wrath.

Arachnogenesis -> Open the Way
Fogs have to have big upsides to be worth running, TOR is top tier card draw, Inkshield is a wincon, T-Pro makes you immortal, and the white Flare is wrath protection. Arachnogenesis does very little comparatively, usually making only 3-5 spiders. So why not add Open the Way, which is fairly strong ramp that takes advantage of the much better fixing that is present.

Return of the Wildspeaker -> Disciple of Freyalise
Between Hoof, Nissa, and Finale, overrun effects are strong and game ending in this cube. Return of the Wildspeaker in comparison is fairly weak, and is mainly used for the card draw. However, green in this cube has arguably too much card draw, so it is getting cut for a functionally similar MDFC card draw spell in the Disciple, although it does fuel both creature and sacrifice synergies.

Liesa, Shroud of Dusk -> Kambal, Profiteering Mayor
Liesa is a strong creature that generates more hate than it should. It effectively removes Orzhov of a commander since it makes the player a priority kill target, and it usually drafts late. As such, Kambal is going in as yet another 3cmc Orzhov Legend (how many of these guys are there?) who supports tokens and is just a strong card by himself.

Lim-Dûl's Vault -> Duskmantle Seer
The Vault is a strong card that frequently drafts to the last 3 cards in packs, and it has created some confusion from being too visually similar to the old bordered Drown in the Loch. As such, it is getting replaced by a "group hug" effect in the Seer, who hopefully becomes similarly enjoyed as Descent into Avernus.

Shattergang Brothers -> Prossh, Skyraider of Kher
Shattergang Brothers are an underwhelming commander, and Prossh is a historically strong Jund commander. Additionally, there shouldn't be any Prossh combos as far as I am aware.

Conqueror's Flail -> Tarrian's Soulcleaver
Conqueror's Flail is a useful equipment, but like many other cards that end up on the chopping block, it just doesn't get picked highly. Tarrian's Soulcleaver has been an overperformer within commander games, so it deserves at least a test within this cube.

Lets start with the change.
Abstruse Appropriation -> Inkshield
Appropriation is similar to Invert Polarity. They both cost 1 more mana than their primary effect is worth, and they both provide the opportunity to steal what you're answering. The major difference is that Polarity lets you steal without spending any extra mana, while Appropriation requires you to spend mana recasting the permanent. So while Polarity got an immediate positive feedback, Appropriation was viewed as a slightly better Utter End. On the other hand, Inkshield requires no introduction. It is a fog, a win con, and a really funny spell. With Deflecting Palm gone, a new gotcha spell was needed, and Inkshield fits that perfectly.

I don't usually type anything in the blog for cosmetic changes with cards. If you check the change history of this cube, you'll find just as many, if not more cosmetic changes as you would legitimate additions. However, I felt that these four cards being added deserved an exception due to the reason why they are being added/changed. They are all part of the Sheldon's Spellbook Secret Lair, which was made due to his unfortunate passing in 2023, with half of the proceeds being provided to a Cancer Charity. Sheldon was a controversial member of the Commander Rules Committee, but it can't be understated how influential and important he was to the commander format as a whole. My current intentions with this cube is to provide a representation of Commander as a format, and it just feels right to have some cards recognizing Sheldon and his accomplishments.

Rest in Peace Sheldon Menery.

Loremaster posted to Commander Cube -

As is customary for Modern Horizons sets, this round of Modern Horizons provided a reprint of fetches, more specifically the allied fetches. This meant that if one is to get allied fetches, right now is the best time to do so. On top of that, Modern Horizons II back in... 2021!?! oh. Well, back when MH2 was printed the enemy fetches were reprinted, and I got one of all 5. With allied fetches still being in the 2525-45 range, getting fetches into this cube was a distant dream, let alone having any fetchable duals. Well, during the Grand Update earlier this year, Ravnica Remastered provided with a full shockland cycle that was under $10 a piece, and I was quick to get the cycle for this cube. With MH3, that distant dream became reality, as now I have a full set of fetches to add. But is only 1 cycle of fetchable duals enough?

I ultimately figured that 2 sets of fetchable duals was good enough. With the shocks as set 1, next was the quest for the second set. True Dual Lands are solidly out of the question by price, and Triomes are locked out due to color identity rules making only one playable per 3 color commander, providing virtually unlimited fixing for the 5 color piles. That is usually unhealthy for a cube, and this cube is no exception. This brings us to the third option: the Surveil lands. These are perfect for both balancing purposes and commander purposes. For land cycles, one is unfetchable and always etbs untapped. One is the fetches itself. One is fetchable and can enter untapped at the cost of some life, and the other enters tapped, but provides some immediate value.

Finally, what to cut? For the fetches, this is simple. Cut the gates/thriving lands, since they are both similar as 2+ color fixing that only loosely follows proper color identity rules, with the fetches not even having any color identity. However, for the Surveil Lands, there were 3 options. You could cut a cycle of lands, cut 2 of each mono color, or cut 1 of each guild. The guild option proved best for balancing, since the cube is already multicolored heavy, and multicolored cards inherently can't be used in as many decks due to color identity rules.

In terms of cube impacts, hopefully Jace the Mind Sculptor, Scroll Rack, or Archivist of Oghma get better, but ultimately this is just better fixing, and better fixing is never a bad thing. Right?

Ancient Silver Dragon -> Astral Dragon
One has a great attack trigger. The other has a great etb trigger. Ultimately, the eight drop that immediately impacts the board makes the cut, especially since Astral Dragon can do some fun/weird things with its etb, while Ancient Silver Dragon feels like a win more with its combat damage trigger.

Phyrexian Dragon Engine -> Plargg and Nassari
The Mishra meld is being cut due to how the individual cards play out. We will get to Mishra later, but Phyrexian Dragon Engine is good only in a deck that already has Mishra, meaning it almost always wheels late and rarely gets included in decks. Plargg is a more fair version of Etali, Primal Conqueror, and it will hopefully be a strong, but fun five drop for red.

Arasta of the Endless Web -> Berserk
Arasta has been an inclusion for a while off of how good it is as a defensive blocker. However, as green has gotten faster and better at beatdown in this, the defensive purpose of Arasta has been less and less useful. Berserk, the ultimate example of Green getting faster and more beatdown (despite originating in Alpha) in this cube, as it can be used to present surprise lethal or to remove an opponent's attacking creature. For a 1 mana combat trick, that is pretty good.

Tomik, Wielder of Law -> Breena, the Demagogue
Tomik did not pan out at all. Tomik fell like a limp brick, so it is time to test out another 3cmc Orzhov Mythic Legend in Breena. Similarly triggering whenever an opponent attacks with creatures, it also desensitizes attacking you, except this time they are rewarded with card draw, instead of being taxed with loosing 3 life. Additionally, whether you attack or they attack, you get to grow a creature, which further desensitizes opponents attacking you. Win Win!

Grand Arbiter Augustin IV -> Brago, King Eternal
Grand Arbiter is a good card, don't get me wrong. In fact, it is arguably too good, since it quickly draws hate and has been the cause of early deaths for several unfortunate drafters who made him their commander. Brago, while deserving a similar amount of hate, it at least less enforcing about it, and has the power to back it up. Brago is also one of two new blink commanders to help provide a blink archetype.

Mishra, Claimed by Gix -> Decadent Dragon
Mishra is at least playable without the meld, although that doesn't mean most decks would want to play him. He is decent in a go wide deck, but Rakdos is not very good at doing this. Decadent Dragon should be a better option in terms of being generically good, and it is a very funny way of sniping a Vampiric Tutor target.

Elsha of the Infinite -> Kykar, Wind's Fury
Elsha is good, but vastly overshadowed by Narset. Elsha is good if you can set up your library, but Narset is a much better payoff for doing this. In terms of spellslinger, outside of prowess, Elsha doesn't have much as a payoff. This is where Kykar steps in. Flooding the board with sprits that can double as mana sources is strong, and helps offset spellslinger's issue of a lack of board presence.

Alistair, the Brigadier -> Roon of the Hidden Realm
Alistair is another example of the failed historic experiment, and the 8 mana attack trigger is both hard to reach and provides little payoff, unlike Orthion who's 8 mana ability which is hard to reach but provides massive payoff. Roon is the second blink commander, and is arguably the first good Bant commander in this cube. That isn't likely to stop people from drafting and playing the hippo, but at least the blink archetype and bant as a whole just found an identity in this cube.

Expansion // Explosion -> Niv-Mizzet, Parun
Niv-Mizzet is the second spellslinger commander, and should be just as good as a standalone card in the 59 as the Locust God is. Expansion is rarely used, and Explosion is rarely worth the mana, and the card as a whole generally drafts late and sometimes doesn't make it into decks. Here's to a similar situation to WAR Ral Zarek where Izzet spellslinger accidentally becomes too good and needs cuts, just instead of it being due to one card, it is due to the avalanche of Ashling, Niv, Flare of Duplication, and more all being added at once.

Hanweir Battlements -> Flamekin Village
This change is simple and weird. Having a land that provides haste is good, but the Battlements has the double sin of tapping for colorless and having a useless ability that makes its inclusion a feel-bad. So it is being exchanged for the Village. While 14 elementals is iffy, the Village tapping for red mana makes it more worth running in 3+ color decks, where the Battlements was almost never seen.

This took some time to figure out.

Stroke of Midnight -> Ocelot Pride
White has a 5 different 3cmc remove a nonland permanent spells, so one of those 3 should go when given the chance. One locks down commanders, one removed 3 things, and one exiles. Between Generous Gift and Stroke, the new powerful lands being added will likely make Gift a better option. Ocelot Pride is great for a one drop, but for some reason I still have doubts. However, the sheer value and token production it can provide shouldn't be ignored, as well as literally everyone else I know being only positive on it.

Tegan Jovanka -> Phelia, Exuberant Shepherd
White's historic tribal experiment has mostly failed, with a few cards proving to be worth running due to being generically good. Tegan is not one of those cards. While not bad in a voltron deck, the way cube works makes drafting a voltron deck hard since equipment are colorless and the good equipment will be wanted by each player. Tegan is a victim of the lack of any significant voltron playstyles, with Phelia being the new experiment card. Phelia, along with a few other additions, is meant to revive a popular commander archetype that has been floundering in this cube for a while: Blink.

Selfless Spirit -> Flare of Fortitude
This exchange is rather simple when viewed like this: Flare of Fortitude can make any one of your creatures into a better Selfless Spirit. Sure, there's some differences like Flare can be countered while Spirit's ability is less likely to be, and that Spirit being a creature allows for some synergies. However, in the average commander deck, this Flare is likely to prove better than Selfless Spirit in most situations.

Pongify -> Strix Serenade
Pongify, and its twin Rapid Hybridization, are interesting removal spells. They are efficient removal spells with a significant downside, and they aren't likely to be used outside of Izzet, Simmic, or mono Blue. This is because White and Black provide much better creature removal, which makes the use of these two spells limited. The Serenade is a more timing restrictive version of Pongify, but it does shut down etb abilities and can hit creatures with indestructible.

Mystic Reflection -> Tamiyo, Inquisitive Student
Mystic Reflection is a funny spell that rarely does a lot, and mostly does a little. Tamiyo is an efficient engine that isn't hard to flip, and doesn't take long to ultimate. Additionally, the uptick is good protection, the downtick is useful, and the ultimate is actually likely to win a game. Finally, Tamiyo and later Sorin are both going to be treated as if the color identity of the card is only the front side, instead of also including the green (and white) of the backsides for simplicity's sake.

Rapid Hybridization -> Volatile Stormdrake
Rapid Hybridization is getting cut for the same reasons as Pongify, but the card replacing it is vastly different. Gilded Drake is a powerful card in commander, and a more fair energy based version of it still appears to be worth running. At worst the drake either steals a cheap value creature or removes a large creature, replacing it with a 3/2 flyer. At best, the drake can be removed and recurred or used with an energy reserve, allowing you to either steal multiple things or one potentially game-winning creature.

Filter Out -> Flare of Denial
Filter Out was added alongside Asinine Antics as 2 experimental blue wipes to test with. One has proven to be potentially game winning and a strong inclusion, the other has consistently drafted late and rarely been used in decks, let alone have an impact in games. Flare's inclusion can be viewed solely as "free counter", although there is a chance it is used more as Cancel than as a counter.

Hell's Caretaker -> Chthonian Nightmare
The Caretaker has always been a Recurring Nightmare stand-in for this cube, providing a repeatable reanimation and sacrifice effect, albeit a very restricted one. Once the Nightmare was spoiled as a balanced version of the (rightfully) banned in commander Nightmare, it was an obvious exchange. It can be used to recur small creatures, saving up energy to grab a big creature. It can be a sacrifice outlet. It can be used to rebuild post wrath. A balanced Recurring Nightmare is still a Nightmare.

Dream Devourer -> Sorin of House Markov
Both are utility 2 drops that are decent at blocking. Dream Devourer has been a good way of spreading out mana, while Sorin's extort should speak for itself in multiplayer. Sorin is easy to flip, since it usually takes only one extort trigger to flip. From there, the plus two isn't worth much, but it does fuel the removal that is the minus one, and the ultimate can potentially save or steal games.

Bojuka Bog -> Boggart Trawler
Bojuka Bog is a classic commander staple, and I expect Boggart Trawler to become a new commander staple. The Bog is simple low cost graveyard hate, and the trawler is similar. Ultimately, the change comes down to the trawler's removal being stapled to a creature etb rather than a land etb, the former of which being much more abusable in this cube.

Smothering Abomination -> Flare of Malice
Smothering Abomination is decent card draw, but Black has enough 4 drops that draw cards plus enough ways to draw cards from creatures dying that the Abomination just has too many other options. This Flare meanwhile is more likely to be played for free than the others, if only because Black has the most options to recur creatures.

Display of Power -> Flare of Duplication
These are effectively the same spell, just that the Flare can be abused or used for free. Additionally, this Flare will help revive another lagging archetype in this cube: Spellslinger. An effective and potentially free copier is a great include for this archetype, and it isn't the last addition for it.

Pain Distributor -> Professional Face-Breaker
I knew while adding Pain Distributor that if Professional Face-Breaker got a reprint, it was absolutely going to be replaced by it. Well, Professional Face-Breaker got a reprint, so it is getting replaced. The reasoning is hopefully obvious, but this is one of the more simple changes.

Fury -> Ashling, Flame Dancer
Fury honestly should've been cut earlier, but for one reason or another it managed to stick around from cut to cut. Ashling being a better light sweeper than Fury is the majority of the change, but Ashling also being a powerful addition for spellslinger just makes it even more of a slam dunk.

Cryptolith Rite -> Fanatic of Rhonas
Cryptolith Rite has been a long time high impact but low visibility card, but ultimately the change comes down to the following: Fanatic of Rhonas adds mana by itself, Cryptolith Rite does not. Add in the eternalize, being a creature, and being a good blocker, and now you got a recipe for a strong mana dork.

Kodama's Reach -> Flare of Cultivation
The only reason Flare isn't strictly better than Reach is because Reach only has 1 green pip, while Flare has 2. However, with the follow up change with lands, the 2 green shouldn't be hard to cast.

Smeagol, Helpful Guide -> Wight of the Reliquary
Both are repeatable land ramp, but they are not equal. Smeagol relying on the Ring Tempts You mechanic is the major difference between the two, as that mechanic has caused more confusion than Smeagol is worth. That, and also that Smeagol's ramp goes away as players die.

Baral and Kari Zev -> Invert Polarity
Baral and Kari Zev are drafted late and almost never put in decks. Easy recipe for getting cut. Invert Polarity seems like a fun and chaotic include, but this is more of B&K deserving to be cut than Invert Polarity being good.

Sunforger -> Phlage, Titan of Fire's Fury
Sunforger would've been cut much earlier had it been in any other color combination, but considering I have a questionable at best track record with Boros cards in this cube, Sunforger being a reliable playable set it ahead of most of the competition. However, if recent Modern results have taught us anything, it is that Phlage is strong, and worth it's inclusion.

Merciless Eviction -> Abstruse Appropriation
Eviction had a nice little niche in being an exile boardwipe that got tactically nuked when Farewell was printed. Since then, Eviction's days were numbered, and it lasted off of Orzhov being something like 50% of removal at times. However, with a targeted removal spell with a lot of potential for upside, it is about time for it to be cut. Also, the Talismans are doing some heavy lifting for making Appropriation decent instead of playable.

Reflecting Pool -> Horizon of Progress
They both add the same kind of mana, but the Horizon does so much more. Sure, you loose life while tapping it, but the land ramp has a lot of potential, and sacrificing it for a card means at worst it is a cantrip in the late game. Nice little land.

Minas Tirith -> Monumental Henge
Minas Tirith requiring 2 creatures to attack to draw has caused some awkward interactions in the past. Monumental Henge does have a potential to whiff, but also providing some selection is useful, and it is much easier to have etb untapped.

Necromancy -> Phyrexian Tower
Necromancy is a funny instant speed reanimation, but costing 3 mana is the ultimate factor here. It is just less mana efficient than any other reanimation effect in here. For Phyrexian Tower, it is a swamp that has the option of being an Ancient Tomb when needed, and being a sacrifice outlet can be an upside in of itself.

Tireless Provisioner -> Shifting Woodland
The provisioner is decent, but it is arguably the worst of green's 3 drops. The woodland has a very high ceiling, but being essentially a forest is a good enough floor.

Forbidden Orchard -> Talon Gates of Madara
Orchard is a rarely used very late drafted fixing land. The Talon Gates may not fix mana as well, but saving a creature at instant speed as a land is more than worth trying out.

Wrath of God -> Final Showdown
Wrath of God has slowly been showing more and more of its age as time passes. Sunfall almost dethroned this classic, but Final Showdown was the final straw. An instant speed wrath alone is good enough, but being able to remove creatures with indestructible and save one of your own pushes it even further. Even without the wrath ability, being able to blank creature abilities for a turn or save a creature from removal is still useful. Wrath of God will be missed, but this is the final showdown.

Sarah Jane Smith -> Archivist of Oghma
Sarah Jane Smith being able to trigger only one per turn means that through the course of a game, she will likely trigger as much, if not less than the archivist. Additionally, to get the card draw from SJS you need to spend 2 mana per card, while the archivist is for free and it gains some life.

Karmic Guide -> Angel of Indemnity
Karmic Guide is another relic of a different era of not just commander, but also this cube. It has a useful etb, but the echo cost is just too much for even the somehow fairly useful protection form black ability to be worth it. Angel of Indemnity just has a more versatile etb, and has a very fun late game option of encore to get several etb triggers.

Sign in Blood -> Insatiable Avarice
May Insatiable Avarice get as many kills as Sign in Blood. Which was one kill. One very funny kill. Sign in Blood is good, but the avarice just seems to be better. It doesn't matter if it is the worst black tutor, most of its worth is honestly with the card draw. 3 mana draw 3 is fairly decent, especially since you know black decks don't care about that life loss. Isn't that right Black Market Connections?

K'rrik, Son of Yawgmoth -> Tinybones, the Pickpocket
K'rrik was part of the same experiment as Torbran to see if a mono color k i n d r e d creature was worth it. One of these two legends would go on to be the commander of several mono colored decks, and be a useful piece in the 59. The other one is K'rrik. K'rrik needs a specific kind of deck to work well, and that kind of deck is just hard to draft. Oddly enough, Tinybones also aligns well with a red legend. Ragavan has turned out to be a surprisingly effective one drop, even in a commander draft. If Tinybones can be half the 1 drop Ragavan is, then that would be a success. Besides, a cheap creature with deathtouch is always apreciated.

Infernal Grasp -> Baleful Mastery
When Infernal Grasp was spoiled, I hailed it as a new standard for black creature removal. I never imagined that within 3 years I would be cutting it for not doing enough. Deadly Rollick has proven just how useful exile removal is, and Baleful Mastery notably doesn't force the opponent that draws the card to be the same opponent that had the thing you removed. Like Infernal Grasp, don't expect this to be a stand out card. Sometimes fruits and vegetables exchanges need to be made.

Wrenn's Resolve -> Embrace the Unknown
Speaking of a fruits and vegetables exchange... Embrace the Unknown just has too much upside in the long run with recasting from the yard to not at least test out in this cube, and having 2 different 2cmc impulse draw 2 makes for a perfect swap out. Between the two, I think Reckless Impulse being the older card and having impulse in the name is worth keeping over Wrenn's Resolve.

Fyndhorn Elves -> Smuggler's Surprise
Why is a Trojan Horse reference in a Wild West set? Why? Anyways, green cuts have been getting harder and harder, so a 1cmc mana dork is the cut this time for something interesting. An instant speed diet Tooth and Nails seems decent, and being a diet Heroic Intervention also helps with draft diversity. Just a generally decent card.

Trostani, Selesnya's Voice -> Hunting Grounds
Selesnya was one of the first guilds that I selected the cards for, and after looking through the guilds it was the guild with the fewest changes. That, along with Selesnya never being drafted since the Selesnya+ color combinations just being better means it is time for an upheaval. OG Trostani is almost never used in decks, so it makes for a good cut for anything. Lurking Predators and Mind's Dilatation have both proven that a Hunting Grounds like effect is good, and even though Hunting Grounds relies only on card in hand, it is 2 mana.

Trostani Discordant -> Mirri, Weatherlight Duelist
New Trostani has become a big of a joke in this draft with that end step trigger. That is all I have to say about that Trostani. Mirri has proven in normal commander games to be practically a wincon by itself, and whenever a card like that gets brought into this cube that card turns into a legitimate wincon. I expect great things from Mirri.

Ghalta and Mavren -> Torsten, Founder of Benalia
When I added Ghalta and Mavren, how did I not know about Torsten's existence? It is the perfect Selesnya top end creature. It has a good etb, and it floods the board on death. Ghalta was ride or die on its attack trigger, and that attack trigger has been surprisingly underwhelming when it is triggered.

Dragonlair Spider -> Omnath, Locus of Rage
The angry jellybean has returned with a vengeance. The spider has been meh whenever played, even in the dream situation of against a Jeskai storm deck. Since Dragonlair Spider was added because Etali was cut, it only seems fair that when Dragonlair Spider gets cut, the creature that was originally cut for Etali, Omnath, gets put back in. I already stated why Omnath is good back when I cut it: "Omnath is a one man? army, building a massive board that which has a considerable downside to removing."

Loremaster posted to Commander Cube -

This is several small changes from the past few months that have been rolled into one big update.

Remorseful Cleric -> Solitude
Remorseful Cleric is a solid little creature. It did its job well enough, but it was never flashy. Its problem is that its job is very specific, and there are better graveyard hate options that just incidentally remove graveyards, so there's little reason to include this specific graveyard hate. While Solitude is just another Swords equivalent, that is much more useful than purposeful graveyard hate, especially since Solitude can be cast for free.

Defiler of Dreams -> Empress Galina
Defiler has been a blue 5 drop placeholder for so long that it felt like it was just a permanent part of this cube. Thankfully, Galina exists, and it seems to be pretty good. Permanently stealing any legend, especially when this cube has a relatively high density of them, is a very strong ability. Sure Galina is likely to die before you can untap with her, but it is still much better than what the Defiler was providing.

Kami of the Crescent Moon -> Lórien Revealed
Kami is fun, but Party Jace and Howling Mine is more than enough group hug card draw for the early game. One can kill people in the late game, and the other can be used in any deck, which sets both ahead of Kami. That is why it is being cut for Lórien, and the new shocks will make Lórien interesting to try out.

Vilis, Broker of Blood -> Grave Titan
Vilis was a powerful top end back when the average mana value of removal was roughly 3 mana. However, as the mana value of interaction and length of games decrease, Vilis's impact in games have been drastically reduced, making it go longer and longer in drafts. This is why such a good value engine is being removed for Grave Titan, a cheaper creature that provides an immediate effect.

Hanweir Garrison -> Taurean Mauler
In case you haven't noticed, cheap creatures that increase in strength as the game progresses have proven to be very effective in this cube, with the Mauler being yet another example of this. It builds up into a threat much faster than the Garrison, which is also the one meld to have never formed, and that is including the since cut Brisela meld. The only reason why the land also isn't being cut is that Hanweir Battlements is a decent haste giver, while the Garrison is a bad version of Adeline.

Wand of Wonder -> Chandra, Torch of Defiance
Wand of Wonder is a card that is frequently stated to be a fun include that people enjoy to draft in their decks. However, out of over a dozen drafts that this cube has had since the Wand was added, I can count on 1 hand how many times it has been in said drafts, and included in the final lists of decks. Unfortunately, that is a reliable indicator that a card should be cut, despite how much people might like to draft it. This is where Chandra comes in. This Chandra is hopefully the red planeswalker that finally manages to stick in this cube, and odds are it will considering it is at worst a Sisay's Ring with upside.

Reclamation Sage -> Pick Your Poison
Rec Sage is an objectively good card and it does fit in this cube well. It's removal is less that it is a bad card and more that I'm wanting to test out Pick Your Poison. Since they fill the same artifact/enchantment removal role, Rec Sage did have to be cut for it, but if Pick Your Poison doesn't end up working out, it is going right back in. Even if it does work out, there's a good chance Rec Sage will find its way back into the list anyways, just replacing a different card.

Double Major -> Decisive Denial
Remember when I said that if a card is drafted and almost never used in the final deck list, that means it is a clear card to cut? Well Double Major has maybe been used in the final list of 2 decks, out of the over 25 drafts it has experienced in this cube. While I don't expect Decisive Denial to be a slam dunk include either, I do expect it to see a similar usage rate as Drown in the Loch, which is leagues better than Double Major. Honestly, this exchange is something that should've been made a long time ago, but it is still better to make the change now than never.

Zurgo Helmsmasher -> Isshin, Two Heavens as One
Zurgo is one of the few original tricolored legends that are still in this cube, but it is definitely showing its age by now. It isn't hard to remove, it doesn't do anything beside being a big beater, and it isn't even that good of a voltron commander in here, especially when compared to other legends. Isshin is here to replace Zurgo, and while it amy seem that attack triggers are few and far in between in this cube, there are a lot more than you'd expect that Isshin can take advantage of.

Damn -> Tomik, Wielder of Law
Damn is okay as targeted removal, and it is okay as a boardwipe. However out of the choices in this cube, it is the worst of the monoblack targeted removal, and it is the worst of the monowhite baordwipes, and it is an Orzhov card. While Tomik doesn't seem too amazing, Mangara has proved that it isn't too hard to trigger the card draw effect, and it's body isn't that bad either.

General Ferrous Rokiric -> Aurelia, the Law Above
Rokiric is another placeholder card in this draft, meant to plug a hole of decent Boros legends until something better was printed. Aurelia is definitely something better, and a Hasty Serra Angel with Batallion: Draw a Card is pretty solid alone. All that other text on Aurelia is just extra icing on the cake.

Etali, Primal Conqueror -> Dragonlair Spider
While I like to tout around the idea that Power is the defining focus of this cube, I'd be lying if I also didn't mention that having fun is a secondary important factor that I want to happen while drafting this. That's why certain things like Oko, Drannith Magistrate, most hard stax, and 2 card combos aren't in this cube. That is why Golos got cut roughly a month after it was added, and this is why Etali is getting cut. Etali has fundamentally broken every single game he has appeared in, with the match devolving into who can abuse Etali the most, with the Etali caster winning the vast majority of the time. Unlike when Koma was overpowering and a massive problem, Etali ends the game on the spot, while you could still play against Koma and possibly squeak out a win. Dragonlair Spider is a decent fill-in for Etali, being a card that takes advantage of multiple opponents and flooding the board. However, this change is mainly just that Etali is joining the ranks of Oko and Golos for cards that are effectively banned from this cube.

Meteor Golem -> Roaming Throne
Meteor Golem is an inefficient card in this cube. Since both 6 mana Ugin and Cityscape Leveler are still in this cube, it's not like Meteor Golem's removal is leaving a gap for generic removal that any deck could use. I'm not sure if I need to say anything on Roaming Throne either, considering how much it has been taking over commander in decks that aren't even tribal decks.

Loremaster posted to Commander Cube -

Sorry for being silent for several months with no changes. Starting at Christmas, I set out to make a big change to this cube, and getting all the cards for it has taken me this long to gather. This update is essentially just 4 changes, but these 4 changes will have big implications and have a broad impact throughout this cube.

Signets -> Talismans
This is the first, and least impactful of the changes. This is essentially just a quality of life change, made possible by WotC finally reprinting the talismans into the ground. The only impact this would have, since the two kinds of rocks are functionally the same, is that Eldrazi Displacer or any future cards that require colorless mana might be able to function in here due to the 10 new colorless sources.

Bounce Lands -> Shock Lands
The bounce lands are a remanent of from when I first designed this cube. At that point, I wanted a cycle of cheap lands that also represented edh, so the bounce lands went in. However, the philosophy behind this cube has changed since then, with power now being the primary drive. Obviously, the shock lands fit the bill for power, land wise, but they also have some meaningful impacts. Now that fetchable duals exist, cards like Farseek or Nature's Lore got a massive power boost, cards with domain or that care about land types might see more inclusion, and landcycling might make its way into the list now.

Geode Golem -> Jeweled Lotus
I've gone back and forth for a year now for whether or not I would run the Lotus in here. On one hand, powering out a commander 3 turns earlier is very powerful. On the other hand, it also does literally nothing if your commander is already on the field. Over all? I was convinced to run it when a friend directly compared it to Geode Golem, and how Jeweled Lotus is much more consistent than the Golem, while still having the same downsides. For that reason alone I am adding the Lotus, although how good it proves to be will be seen.

Mind Stone -> Mana Crypt
Mana Crypt has been my personal White Whale for years, but now I've finally acquired one. With that, the journey to get the main fast mana rocks for this cube is finished. Sure things like Mox Diamond or Chrome Mox are also good, but the first is practically impossible to obtain and the second costs a real card, which is a pretty significant downside in limited. Mind Stone getting cut is unfortunate, since it is a popular generic rock. However, like Commander Sphere before it, Mind Stone is just generically good, not specifically great. Compared to the other 2cmc rocks, it is the most meh of the bunch, it isn't as strong as the 3cmc rocks, and it just quite doesn't match the raw potential of Mana Vault.

This update took a lot, but expect a more reliable changelog moving forward.

Tragic Slip -> Snuff Out
Before we get to the meat and potatoes of this change, let's just finish the Doctor Who things. Snuff Out shipped late, which is why it is getting added late, but a 0 mana creature removal spell beats a 1 mana creature removal spell.

Remember when Doubling Season was added, and I stated that Green was getting a long-term overhaul of their threats? This is the final bit of those changes. With every other color getting better removal and threats, Green was getting left behind, with only the Great Henge and Regal Behemoth being added. Being honest, only one of those two cards would heavily impact draft. So I made an effort to get my hands on several good green threats, since the color does lack a lot removal wise. Doubling Season was unintentional, but welcomed, Leela was a nice include, and a Growing Rites of Itlamoc reprint was appreciated. Now here's the finishing threats from the change.

Tranquil Frillback -> Toski, Bearer of Secrets
Tranquil Frillback was mainly a utility include, added to fill a spot until something better shows up. Toski is that something better. Frostfang has proven to be powerful, and Bident has been historically a great card draw spell, so Toski should be no different.

Nissa, Who Shakes the World -> Elder Gargaroth
As far as mana doublers go, Nissa is the worst of the bunch in this cube. Mana Flare allows for either really explosive turns or multiplayer fun. Regal Behemoth brings Monarch along for the ride, netting you at minimum 1 card. Mirari's Wake gives an anthem and allows for really stupid turns if it survives. Nissa limits you to only forests, and makes your lands into permament creatures, something not that good in a boardwipe heavy environment. So Elder Gargaroth is taking it's place as another midrange beater, which can draw cards or make tokens whenever needed.

Rampaging Baloths -> Tendershoot Dryad
Baloths have been a long term classic of this cube, but they have started showing their age. Primeval Titan did help warrant their inclusion for a while, but when thinking just pure numbers, Tendershoot Dryad will make 3-4 3/3s every turn rotation to the Baloth's 1-2 4/4s. Counting pure power and toughness, the Dryad is both more efficient and scales better in commander.

Bounty Agent -> Charismatic Conqueror
Bounty Agent has been a reliable filler 2 drop for white, but that also means that it is the most replaceable 2 drop. So when a new 2 drop with a lot of potential is released, like Charismatic Conqueror, then the choice of replacement is relatively simple.

Sevinne's Reclamation -> Illustrious Wanderglyph
The Reclamation is a perfectly average card, which means that it is usually drafted late and sometimes doesn't make the cut in decks. Since White already has plenty of protection / recursion, the Reclamation is going to be cut for Wanderglyph, which has plenty of historic / artifact / token synergies.

Bident of Thassa -> The Indomitable
Bident is essentialy the Indomitable, except it can't be a 6/6 trampler and has an activated ability that I still haven't seen activated in a draft yet. Hopefully this replacement makes plenty of sense.

Regicide -> Bitter Triumph
Regicide is efficient, but Bitter Triumph is a great catch-all for removal. So why cut Regicide over Infernal Grasp? Infernal Grasp is solidly a middle pick, usually around the 8-16th card picked in a pack. Regicide meanwhile frequently goes to the last pick, and some of that is due to the draft shenanigans it brings.

Phyrexian Arena -> Black Market Connections
Hopefully this replacement is also straight forward. Arena is good, Connections is amazing.

Imperial Recruiter -> Inti, Seneschal of the Sun
With Alesha and Master of Cruelties both gone, Imperial Recruiter has lost the deck it was good in. With Gamble also now in the draft, Imperial Recruiter has been getting pushed to the side when it comes to red's 3 drops. With Inti being a much needed generically good 2 drop in red, the Recruiter just has to go.

Abrade -> Zoyowa's Justice
Abrade has been a long time classic of this cube, but time marches on and Red has been getting a greatly appreciated amount of Chaos Warp effects, with Zoyowa's Justice being the one that finally takes out Abrade. While worse than Abrade when hitting artifacts or small creatures, Red already has a plethora of ways to answer artifacts, and the ability to answer creatures with toughness 4 or higher is very useful.

Valakut Awakening -> Brass's Tunnel-Grinder
Valakut Awakening is a solid role performer, and the Tunnel-Grinder should fill it's role nicely. The main reason for the change however is the repeat discover provided by the flip side of the Tunnel-Grinder is better in the long run than Awakening being an optional land.

Rootweaver Druid -> Growing Rites of Itlimoc
As much as I like Rootweaver Druid, it is still solidly the bottom of green's 3 drops, and Growing Rites of Itlimoc definitely warrants an inclusion. So cut the creature that ramps everyone a lot for the enchantment that ramps you a lot.

Loremaster posted to Commander Cube -
Mainboard Changelist+1, -1

Don't know how I missed this, but several months ago I added Skull Winder, and also took out Monster Manual. While I don't know if they were exchanged at the same time, but I noticed while working through Green that it was off from my paper list, with Monster Manual and Skullwinder being the problem cards. I guess to be consistent, Skullwinder is bieng included as a better E-Wit for combat, while also adding some politics that have already proved useful in games.

Mentor of the Meek -> Sarah Jane Smith
As wizards continues to make cards designed with commander in mind, format classics from an older era will eventually be crept out by newer cards. Mentor of the Meek is likely one of the best examples of this. Formerly one of the premier white card draw sources, Mentor has been directly challenged by Welcoming Vampire, and has met a lot more competition from things like Mangara, Staff of the Storyteller, or Thorough Investigation. Sarah Jane Smith, a card that adds more synergy to the growing legendary tribal theme of white, was the final straw that broke the camel's back. Sarah Jane Smith adds a delay to the card draw which this cube has shown that splitting resources between different times/turns is frequently stronger in the long run than a one time more mana efficient trigger. A perfect curve filling engine.

Bastion Protector -> Tegan Jovanka
After some deliberation, it was deemed that the instant speed nature of Vexilus Preator along with protection is generally better than Bastion Protector's static indestructible. Tegan provides a similar effect whenever you attack rather than being continuous, but the upside of targeting any historic creature is very likely better than only affecting commanders.

Karmic Justice -> The Pandorica
The Karmic Justice experiment failed. Turns out in a limited environment removal is more scarce, despite my best efforts. Anyways, The Pandorica is another way to lock out a commander, this time with the upside of being able to switch what is being locked out if a better target is available.

Alora, Merry Thief -> K-9, Mark I
Alora was frequently one of the last cards drafted, and rarely used in a deck. It was honestly only included to meet the minimum 2 partnerish effects per color, and I was ready to change it out for anything that is playable. K-9 is what I found. K-9 provides a similar unblockable effect, just only for legends. The great part is that not only does K-9 provide a static Ward 1 to Legends that has already proved to be effective on Flowering of the White Tree, but it is a playable blue 1 drop creature, something that the color has been lacking.

Consider -> The Reality Chip
While not from the Dr. Who set, it somehow took me this long to realize the Reality Chip is a card. Consider has always been the last wheel of the cantrips, consistently behind Treasure Cruise, Dig Through Time, and definitely worse than the big 3 cantrips. So it is being cut for The Reality Chip, which finally provides blue with a payoff to Jace, Scroll Rack, and other similar effects.

Sivriss, Nightmare Speaker -> Vislor Turlough
Similarly to K-9, this is essentially a bad partnerish creature being replaced with a playable partnerish creature. Vislor has some interesting gameplay choices, being able to either be a weird Phyrexian Arena or an interesting way to punish opponents for drawing too many cards. Expect this to be a frequently overlooked card, until an opponent gives it to you and starts hitting you for 7 damage each turn.

Kamahl, Heart of Krosa -> Leela, Sevateem Warrior
Kamahl is solidly playable, but he is 8 mana. Green is a mana heavy color, something I am actively working on changing, so Kamahl is being replaced for Leela, which is a third, less effective Managorger Hydra.

Araumi of the Dead Tide -> Weeping Angel
Araumi has a good effect, but it would rarely untap, and if it did, frequently either the graveyard wouldn't have anything worth using Araumi on, or it would be removed. Thus, Weeping Angel is replacing it. Being able to essentially remove a creature when you cast it, being a hard to block vigilance attacker, and being a good blocker Weeping Angel is a solid 3 drop for any deck. The only downside is that opponent casting a creature trigger, which turns the angel into an interesting minigame of trying to turn it to stone before you attack.

Amareth, the Lustrous -> Alistair, the Brigadier
I have no excuse for Amareth lasting this long in the cube. It is a bad card, and only useful as a commander as a 6/6 flyer. So Alistair is replacing it, giving a tricolor historic tribal commander for white, something that hasn't been seen since Kethis. The big difference is that Alistair is still fairly useful outside of a dedicated historic deck, while Kethis is pretty useless outside of a dedicated legendary deck.

Caller of the Untamed -> Doubling Season
Most of the time additions to this cube have a lot of thought, research, and consideration. And sometimes you just find yourself in a Walmart getting a Christmas present, see the only Wilds of Eldraine pack left, buy it just because, and get the Goose Doubling Season as if life itself is daring you not to use it. Well, Doubling Season is a people pleaser, and I am a people. It's going in. Caller of the Untamed meanwhile is the start of a larger green upheaval that is going to take place, which will see a large shake up for green's midrange creatures. It's just that Caller is the most mana inefficient of the bunch.

Everflowing Chalice -> Sword of Forge and Frontier
Repeatable ramp is better than modal ramp. Card draw is better than modal ramp. Sticking both on one creature is better than modal ramp. I'm sorry Everflowing Chalice, you've been a consistent role performer, but the Sword is simply just better.

Divine Visitation -> Karmic Justice
Divine Visitation has slowly declined in usage and draft rates in this cube over time, being overshadowed by Anointed Procession and Cathars' Crusade for enchantments that support tokens. Karmic Justice has enough potential to be worth running, and at worst it is 3 mana enchantment that does nothing by itself, instead of Divine Visitation's 5 mana do nothing enchantment.

Heliod's Intervention -> Stroke of Midnight
As Generous Gift and Excise the Imperfect have proven, white can always use more 3 mana generic removal. Stroke of Midnight will fit in easily as another option, replacing Heliod's Intervention. The intervention, while useful with large quantities of mana, is worse than a boardwipe with lots of mana and worse than Stroke of Midnight with less mana.

High Tide -> Asinine Antics
High Tide, while fun, is rarely ever used in decks, let alone having a noticeable impact in a game. Asinine Antics meanwhile provides a pseudo boardwipe similar to Filter Out, is one sided like Cyclonic Rift, and can be optionally cast as an instant. While the creatures still have all their abilities, being turned into 1/1s is still effective, so this exchange should provide lots of possibilities.

Fealty to the Realm -> Court of Vantress
Finally! Blue got a decent monarch card! So long bad Control Magic, hello artifact/enchantment copier. At worst it will copy opposing mana rocks, ramping you. At best, it will be making tokens of a Blightsteel, Cityscape Leveler, or Portal to Phyrexia. Also, being able to turn into a Rhystic Study, Necropotence, or Smothering Tithe isn't bad either.

Midnight Clock -> Leyline of Anticipation
With Court of Vantress effectively being a mana rock, Midnight Clock can finally be cut. While it is legitimately good, it is still a 3cmc rock that doesn't provide any immediate bonuses besides mana, and it removes itself within 3-4 turns. So Leyline of Anticipation is replacing it as another Vedalken Orrery. At worst, the Leyline replaces it. At best, both are liked by control maniacs.

Syphon Mind -> Bitterblossom
Bitterblossom is the golden standard that I've tried to match several times in the past, with only Loyal Apprentice and Court of Grace being worth keeping. At this point, lets just include Bitterblossom itself. I can make another argument for the 5th time why Bitterblossom is good, but you know why it's good. It's Bitterblossom. Syphon Mind on the other hand is honestly something I should've cut a while ago. 4 mana for 3 cards is okay at best, with the main value coming from also making opponents discard cards. The issue arises from when the cube is drafted by 7 or 6 players, not 8 players. Syphon Mind becomes bad to unplayable with only 2 opponents, so it is being cut for that reason.

Wear // Tear -> Kellan, the Fae-Blooded
As Stonehewer Giant has proven in the past, creatures that can tutor for equipment are good enough to be worth running despite the lack of a dedicated equipment theme. Stonehewer Giant was good enough with subpar equipment so Kellan, a similar tutor and a better body for equipment, should perform well with the better equipment. Wear // Tear is taking the fall for Kellan, with Stroke of Midnight also partially being the reason for the cut.

Tasha, the Witch Queen -> Talion, the Kindly Lord
I've done the math and counted it up with Talion. Over 60 cards trigger for chosing 1, over 150 trigger with 2, slightly fewer trigger 3, and around 80ish card trigger with 4. For specifically 2 and 3, that is slightly more than a fourth of the cube, which isn't bad considering you have several opponents. On top of it, you can also choose a number that hits opponents' commanders. This is on average more card draw than Tasha, and Talion being a flying creature also gives it more synergies than Tasha.

Fact or Fiction -> Filter Out
Blue's card draw and card advantage has been getting better and better with each set, to the point that 4 mana draw 2-3 cards at instant speed isn't good enough anymore, even if it is FoF. Filter Out has been proving to be a unique but effective spell in commander games, so I think it is worth trying for more creature based blue decks.

Winds of Change -> Curse of Opulence
Winds, while chaotic and fun, usually is one of the last cards in packs, and usually only sees play with Nekusar. That, and the recent additions of two 8-drops in red is why Curse of Opulence is replacing it. Curse provides some great ramp, and is a decent incentive to try and spread damage around.

Moraug, Fury of Akoum -> Guff Rewrites History
Moraug is being cut for several reasons. Firstly, his landfall ability is confusing for both new and experienced players, and it is easy to play a land drop on your first main phase and not get any additional combats. Secondly, two extra combat step creatures is an amount that I, and most drafters, are happy about, and Moraug is the most expensive cmc wise of the three. Finally, while a Moraug infinite combo did exist with Sun Titan + Steve, it was split between 2 highly picked cards and Moraug. The addition of another card further down makes a two card infinite combo, which have proven in the past to be too decisive or strong. For all of those reasons, Moraug is being replaced with Guff Rewrites History, a solid removal spell that adds some chaos, can be used to make a polymorphish style deck, and somehow slipped past me during Commander Masters Spoiler Season.

Cankerbloom -> Tranquil Frillback
Etb effects have historically proven to be better than sac effects in this cube, and the Frillback provides some decent utility for 4 mana by answering either a graveyard or an artifact/enchantment. The third flex ability of minimal life gain is also likely more useful than the never used proliferate ability of Cankerbloom, all of which is why the more versatile Frillback is replacing it.

Invasion of Ikorea -> Primeval Titan
Invasion of Ikorea was a big letdown. Most small utility creatures are either humans or elfs, so Invasion can't grab half of the targets you'd usually go for with a low X cost, which sets Worldy Tutor and Fauna Shaman ahead of it. Once you get to a higher X cost, at that point Finale of Devastation is the better option, hitting graveyards as well as potentially being lethal by itself. Finally, the 8/8 frequently isn't enough of an upside to warrant attacking the battle even with the evasion. This brings us to Primeval Titan. Lutri has proved that banned cards can be fair in a controlled limited environment, and Primeval Titan should be no different. With the land selection being controlled, Titan should just be a decent way to jump from lots of mana to yes mana, and might make some utility lands be more valuable in drafting.

Goblin Electromancer -> Baral and Kari Zev
The electroman is facing the same fate Baral did earlier. Spell slinger is less storm based now, and the medallions are a more versatile mana cost reducer. Additionally, Baral and Kari Zev can make for some interesting double spell interactions, and gives Izzet some more explosive power.

Jhoira of the Ghitu -> Exalted Flamer of Tzeentch
Jhoira was never really a izzet card in draft, usually ending up in Temur or 5 color, if she even was drafted. This has made her a very swingy card, where she either does nothing or wins the game by herself. So a more izzet-like card is being added in her place, the Flamer. he should give spell slinger some much needed recursion without the chance of accidentally going infinite with one other card. Also, his damage trigger can and will add up over time.

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