The Stack (Type 4)
(720 Card Cube)
Blog Posts (16)
Page 1 of 1

March of the Machine: The Aftermath didn't provide much that we wanted to try. We've taken this time to look at some older cards we'd like to test out. The big addition are double-faced Ixalan lands which it was tough to meet the criteria to flip them in the Stack, but the back side (land) was strong. These cards are just treated as the land side and we completely ignore the reverse side. Shoutout to @SuperTainted for the idea.

Removed:
  • Skarrg, the Rage Pits - With the addition of new lands, weaker lands are getting replaced. The benefit of this one is that it can give trample, but that's just not enough.
  • Dragonlord Kolaghan - This was always considered the bad Kolaghan in the Stack (Dash Kolaghan is better in most instances Kolaghan, the Storm's Fury). A hasty flier and haste for all your creatures is good, but feels like it is just missing the mark on what we want.
  • Vona's Hunger - We coninute to replace basic effects with strong ones. This provided an edict effect for each opponent, but that wasn't enough.
  • Gavony Township - A buff when you can go wide with tokens. However, there just aren't enough ways to go wide in the Stack so this was generally a slow effect and only gained a small amount of additional power.
  • Decree of Savagery - Same as Gavony Township, though it is also used as a combat trick. However, it just hasn't done enough to pump a single creature.
  • Stonehoof Chieftan - This was given the nickname, Lumpy Butt. While a memorable card, it was constantly a last pick in the drafts and he didn't meet the needs of the Stack.
  • Blighted Cataract - This is free draw, so why remove it? It's a one time effect and the Ixalan lands will be better repeatable effects.
  • Master of Cruelties - The perfect defense on the ground but there is too much evasion to get around him. He is also a hinderance with the attacking alone restriction.
  • Pulse of the Forge - This is an oldie that has been in the Stack for a long time, but power creep has made this a weak card.
  • Pestilent Cauldron - Wanted more grave hate in the Stack, but this was just too weak and always a last pick.
  • Loreseeker's Stone - We knew it when we added this to the Stack. Three cards every turn is too good. Card draw wins games in the Stack and this one going unanswered will just bury your opponents.
  • Thought Distortion - The next few cards have a similar theme of banned in 1v1 and generally unfun for the player on the recieving end. No one like to lose their hand.
  • Resounding Scream - Not as egregious as some discard, but still too good for 1v1 and not good enough for 4 player games.
  • Hypnox - Given that this is banned in 1v1, it simply removes a player from a 4 player game and no one wants to be the odd man out.
  • Worst Fears - No one wants to lose their turn and have their board state wrecked. Sure there can be interesting and creative moments, but most of the time it isn't fun.
  • Mindslaver - Same as Worst Fears.
Added:
  • Tranquil Frillback - This is the only card from Aftermath that seemed worth trying out. Small body but a solid utility card.
  • Atzal, Cave of Eternity Side -
  • Azcanta, the Sunken Ruin - A very good dig effect that has some limitations.
  • Conqueror's Foothold - Ok, this could be too good, but we're going to try it out. This gives draw, discard in the few instances you may want it, and returning creatures to hand (should be fun with Wrecking Ogre).
  • Gold-Forge Garrison - An better Urza's Factory and certainly could become a problem in 1v1 so we'll keep an eye on it.
  • Grafted Exoskeleton - We've shifted our thoughts about Poison counters (R.I.P. Skithiryx, the Blight Dragon) and needed more viable and threatening options. So why not just make any creature a threat.
  • Legion Loyalty - Attacking every opponent with each of your creatures seems good. Sometimes too good maybe, but we'll find out.
  • Metzali, Tower of Triumph - Offense and defense in one package. We like what this can do, but may need to keep an eye on it just in case it is too good.
  • Spires of Orazca - Another Maze of Ith effect, but that's ok.
  • Spitfire Bastion - Versatility in bolting players or creatures.
  • Sheoldred - A well rounded double-faced card with a good ETB effect.
  • Jin-Gitaxis - We're not sold on this one and maybe it is too situational, but we think it deserves to be tested.
  • Havengul Laboratory - We completely missed this one when it came out. we like the options to draw or try to reanimate. Would like more lands like this in the future.
  • Grave Endeavor - Oh boy, this card does it all. Instant speed reanimation, life loss for opponent's and life gain for you. I could see this needing to be on the watch list for 1v1.
  • Pyromancy - This is a high risk, high reward card. It is banned in 1v1, but in multiplayer it can win you the game, but the random discard adds some risk into the mix compared to Knollspine Invocation.
  • Winged Temple of Orazca - Grants evasion and buffs a creature. A strong offensive, especially when paired with Worldspine Wurm.
Removed:
  • Kodama of the East Tree - The time it took to get this one on the board and see the benefit found it remaining in player's hands for too long. It shines with creature cheat effects but falls flat when it needs to be cast.
  • Thicket Elemental - This has been a long time mainstay, but we've started to look at cards that we've overlooked during the years and always thought they would stay in. This was one of those cards that sure if gets you a random free creature, but was that good enough for just a 4/4 body? We didn't think so.
  • Didn't Say Please - As I previously noted, we are moving away from these incidental mill effects which are too small and typically generate more advantage for your opponent than they help you to mill your opponent.
  • Thought Collapse - Same reason as Didn't Say Please.
  • Startled Awake - Same reason as Didn't Say Please. Also to expand on this one, it is a dedicated effect and 13 cards is a good mill, but it'd just too slow to continually dedicate turns to casting it.
  • Path to Exile - This was generic exile creature removal. We felt this was an area where we could either include better exile creature removal or just put in cards that were more fun.
  • Hour of Glory - Same reason as Path to Exile.
  • To the Slaughter - Target creature sacrifice effects are being repalced with more that say each player or each opponent sacrifices a creature. These provide more value for the multiplayer games.
Added:
  • Chrome Host Seedshark - A similar effect as Metallurgic Summonings but with the option to save it for later, like post board wipe. A solid addition to the instants decks.
  • Kogla and Yidaro - This is a strong utility card. It is in the Stack because of the cycling style effect that can destroy an artifact or enchantment. The bonus on to is he can be some removal or a hasty threat in a pinch if needed. Quite the options available with this one.
  • Artistic Refusal - A slight upgrade to the counters we have removed. Always like when counters draw cards or have other impactful effects.
  • See Double - Makin' copies. This card provides flexibility when cloning and copying. A welcome addition.
  • Etali, Primal Conqueror - Here it is, the new boogeyman of the Stack. The front side generates value with free spells and the back side is a (better?) Blightsteel Colossus. Sure someone can kill him before he transforms, but by that point you have already netted free spells and forced your opponent to use a removal spell. In all the games we've played so far with him, he has yet to resolve and for good reason.
  • Merciless Repurposing - Generic removal that makes a creature. An upgrade to cards like Path to Exile.
  • Breach the Multiverse - Mill plus reanimation is a classic combination. This takes Breaking // Entering to the next level.
  • Ayara, Widow of the Realm - The reason to play this card is the front side. Even though she requires a tap to use her ability, she can easily throw a creature or artifact at an opponent. In many ways she is a weaker Bosh, Iron Golem, but in others she can gain you life and throw creatures as well. be sure not to sleep on the back side of this one because we found some occasional value bringing back a creature or artifact at the beginning of combat.

Recently, we've had a shift in our philosophy around the Banned List. There are cards of varying power level on it. Some of those cards would be fun in 4 player group games, but are back breaking in 1v1. Given this, we're testing out a new approach.

Previously, we banned cards based solely on their power level in 1v1 games, where it was consistently not fun to be on the receiving end of them (looking at you Hypnox). Moving forward we are breaking out banned lists into the 1v1 Banned List and the general Banned List.

1v1 Banned List - These are cards that are part of the 720 limit of the Stack but are banned only in 1v1 games.

Banned List - Standard banned list that prevents these cards from being added to the Stack list.

We first trialed this with Josu Vess, Lich Knight and found it to work well. Today we are trying a couple more cards. As a reminder, banned cards are ones that could see play in the Stack in the future, but are just too good right now. This includes being moved off the general Banned List and just to the 1v1 Banned List.

Side note: Speaking of 1v1, we are also testing the idea of adjusting the starting life total in only the 1v1 games to 30 life, up from 20 life. This gives some breathing room in the early game.

Removed:
  • Skithiryx, the Blight Dragon - We have a love for this card and alternative win conditions as a whole. We think the idea of both milling and poison as ways to win keep the game interesting. However, the issue with this card is the sunk cost. If you don't have an equipment, it takes 3 turns to kill a single player. Even worse is those turns could be a wasted effort if this card dies, since opponents would only take damage in poison. Based on this, we favor Toxic over Infect as a method to give a player poison counters. Sadly, Skithiryx, the Blight Dragon is getting retired. Fear not, soon enough poison will return to the Stack with Blightsteel Colossus and Etali, Primal Conqueror.
  • Countermand - After years of trying, we've realized that mill is a very inconsistent strategy and a double edged sword. Sure it could win you the game, but it also fuels your opponent's graveyard if you don't have grave hate available. Small mill effects like this have not been efficient and are among weaker spells within their category, such as mill. We're shifting our mind set to less mill effects but more potent ones. More details under Keening Stone.
Added:
  • Keening Stone - This is the boogey man of mill effects. Depending on when this card hits the field, it can kill a player in 1-3 turns. This is why it wil remain banned in 1v1. However, we feel it can provide a lot of fun in 4 player group games.
  • Olivia Voldaren - In 1v1 she dominates the board and with counter spells to protect her, ends the games almost instantly. Because of this she was banned. However, in a 4 player group game, 3 players can target her each turn which will make it significantly harder to keep her on the board. She has returned to the Stack and will be on the 1v1 Banned List.

When developing our Stack, we intended to get it to a point where it can be tough to spot the weakest cards that need replacing when new cards come out. I believe we have hit that point. Some cards are simply upgrades, like replacing Sphinx of Lost Truths with Atraxa, Grand Unifier. Though not a strict upgrade, Atraxa, Grand Unifier has more upside more often. The upgrades moving forward may start to feel like marginal improvements but occasionally there will be leaps in power or very unique effects.

Removed:
  • Sphinx of Lost Truths - Good draw ability and on rare occasions a discard outlet, but a weaker body than desired.
  • Undercity's Embrace - Pretty much a generic exile effect being replaced by cards that do more.
  • Far // Away - This is technically a two for one or you could bounce your creature. This may be stronger in 1v1 compared to 4 player games, but we have found it to be mostly generic removal.
  • Unmake - Generic exile effect.
  • Feed the Serpent - Another generic exile effect.
  • Bonders' Enclave - We love a draw effect on a land, but the 4 power creature requirement become a problem more often than we thought it would.
  • Crosis's Charm - This was a maintain for a long time but upon re-evaluating it, we found it is weaker than most of the removal we already have in so it was worth replacing with newer removal.
  • Darigaaz Reincarnated - This does everything you want a beater to do: flying, trample, haste. The 7/7 body isn't bad either. The problem is that's all it ever was. The ability to come back after 3 turns was never relevant and this was mostly a big dumb beat stick.
  • Evra, Halcyon Witness - Fun idea, but rarely paid off when trying to use it.
  • Forceful Denial - The cascade added to a generic spell seemed like it'd be good, but most of the time it didn't do enough extra to be worth it.
  • Mercurial Chemister - The lack of haste really hurts this card. Unless you can cheat tap effects into play, they usually don't live long enough to generate value.
  • Natural Reclamation - Same as Forceful Denial.
  • Stonewood Invocation - The one combat trick in the Stack. Some other card may offer modal options that can be combat tricks, but that is all this one does. It can save a creature and get some extra damage in. The only thing that kept this in here for this long was Split Second. We think it is time to retire this one.
  • Spite // Malice - It's a counter or removal, whatever you need! Sadly, it doesn't do either that well given the restrictions.
  • Ruric Thar, the Unbowed - This card. More often than not, we draw it when we don't want it. The 6 damage can be a strong effect but a double edged sword that rarely pays off. Generally it feels like a win more card.
  • Riptide Shapeshifter - This has acted as a psuedo tutor in the Stack when you memorize the creature types in your deck. However, it requires a lot from players and tends to be a last pick often.
Added:
  • Atraxa, Grand Unifier - Strong body and a superb draw effect. This will be a long term mainstay.
  • Sheoldred's Edict - Upgrade to generic edict effects.
  • Vraska's Fall - Upgrade to generic edict effects with the very slight bonus of giving a poison counter for the 0.000001% of times that will matter.
  • Vanish into Eternity - A solid exile effect.
  • Black Sun's Twilight - Removal plus reanimation at instant speed. Really can't ask for more.
  • Nissa, Ascended Animist - This is one we want to test. Can create large tokens and very reusable artifact/enchantment removal.
  • Ovika, Enigma Goliath - This is the finisher the instant/sorcery decks have been wanting. This may need to be on the watch list.
  • Kaya, Intangible Slayer - Planeswalkers have to be flashy and do a lot in the Stack because they may only get a single activation. So why this one? We want to test it because of hexproof. When spot removal cannot answer it, that takes away the easiest solutions and leaves board wipes or combat. That may be enough for Kaya, Intangible Slayer to stick around and generate enough value.
  • Gix, Yawgmoth Praetor - This card will probably get out of hand and need to be on the watchlist at the very least. Toss in a lucky draw spell or two and it could get ridiculous fast. I look forward to seeing what this card can do.
  • Blue Sun's Twilight - Steal and copy your opponent's big stuff? Always a solid move. Creates good value taking a bit ETB effect.
  • Phyrexian Vindicator - This is another test card. We have not included this type of creature before, like Boros Reckoner because it still dies to the damage. However, this card prevents it and still dishes the damage out. The addition of flying to make this a strong blocker and it may hold its own in the Stack.
  • Time Stretch - Extra turn cards have to be free, at instant speed, or grant multiple turns to be worth casting in the Stack. This provides a lot of value with two extra turns.
  • Tyrranax Rex - We like variety in win conditions and have been wanting poison to be a small but impactful alternative win condition. This card and a few other additions may help to achieve that goal.
  • Elesh Norn, Mother of Machines - Turning off your opponent's and doubling your's is always a good. It gets even better when it is over-the-top powerful ETB effects.
  • Argentum Masticore - This is a test card. One sorta free destroy effect a turn could be worth it, but discarding a card can be a steep cost.
  • Goldwardens' Gambit - A small 2/2 token army may not look like a lot but the ability to go wide with haste in the Stack is not common. This card will keep opponent's on their toes at lower life totals.

Catching up on the set releases from the second half of 2022, plus a few random additions. Lots of changes here and a leap in power level for the Stack. Aiming to get back to regular updates with each new set so stay tuned!

Removed:
  • Wretched Confluence - Weak draw and even weaker removal. This card probably should've been removed a few sets ago.
  • Momentous Fall - We've moved away from more of these cards that require a card on the board to play. Feels bad to top deck this with no creatures.
  • Shelldock Isle - Hitting the requirements for playing the free spell has proven tougher than other Hideaway lands and it was time to cut this one.
  • Pulse of the Grid - Pulse effects are good, but this is among the weakest in the Stack since it only nets a single card.
  • Torgaar, Famine Incarnate - Sometimes there are cards which aren't bad, but just aren't exciting. This is similar to Magister Sphinx, but tends to get drafted last and we felt it didn't bring enough to the Stack so it was worth replacing.
  • Sakashima's Protege - We like Cascade, because who doesn't want free spells. However, Sakashima's Protege proved to be too narrow and we found ourselves sitting on it hoping for the right moment to play it but then passing up better plays.
  • Nethroi, Apex of Death - Mutate has proven weaker than we expected, even for being free, so this needed to be cut.
  • Annihilate - Removal with draw is good, but we're moving away from more restrictive removal effects like this which requires meeting color condition.
  • Death Wind - This is not a bad removal spell and can kill indestructible creatures, but the X in the mana cost restricts being able to play it with flashback which many cards in the Stack can provide.
  • Gaze of Granite - A Pernicious Deed style effect that lets you control what you destroy. Decent board wipe but it is an X spell and we would like to move away from those for certain effects.
  • Illuna, Apex of Wishes - just like Nethroi, Apex of Death, this wasn't doing enough, even for being free.
  • Phenax, God of Deception - This should be a strong mill effect, but it often came down to "do we attack or hold this up to mill?" It started to split the game play with it and would often be drafted last.
  • Hythonia the Cruel - A built is wrath effect is good, but this became another card that was considered lackluster and would be drafted last so we opted to remove it.
  • Void Shatter - This was a generic clone that needed an upgrade so we've removed it for better options.
  • Teysa, Envoy of Ghosts - Protection and destroying creatures was a good effect, but given the size of the creatures in the Stack (~6/6 on average) it still meant taking a bit of damage before destroying the attacking creature.
  • Animate Library - A fun card but with no evasion, turning your library into a fatty doesn't do much.
  • Nissa, Steward of Elements - Spending a turn scrying isn't exciting to setup a free permanent on the next turn and neither is blind firing and hoping to get lucky.
  • Modular Monstrosity - While a fun concept, this card was a lot of work to keep track of the keywords and the pay off was not worth it.
  • Final Reward - Believe it or not, this just doesn't do enough only targeting creatures. Looking for a little more flexibility from removal.
  • Auspicious Starrix - Among the better mutate cards, but still a bit lackluster.
  • Fractured Sanity - We like mill and I wanted this to work but whether cycling or casting, it missed the mark.
  • Blighted Fen - It's hard for me to let go of lands with effects. I love lands, there's nothing better than real estate. However, these one time use effects are slightly weaker than the new Kamigawa lands.
  • Dissipate - Much like Void Shatter, this was a generic counter and needing an upgrade.
  • Endless Detour - Tested this and found the bounce effect just wasn't enough to earn this one a slot.
  • Morphling - Superman isn't as good as he used to be. Many other Morphling style creatures in the Stack are just better.
  • Keiga, the Tide Star - Relying on a creature to die in order to benefit from the effect can be a big hurdle to overcome.
  • Titanoth Rex - A big fatty or the ability to give trample for free. It seems like it should be good, but doesn't hit the mark well on either use.
  • Purphoros's Emissary - We're reducing the number of Bestow effects that don't give a big boost. Chromanticore and Boon Satyr are the only Bestow cards to remain.
  • Celestial Archon - Same as Purphoros's Emissary.
  • Repeal - Single use bounce effects have proven good for tempo but not great for longer games, especially mutliplayer.
  • Heliod's Emissary - Same as Purphoros's Emissary.
  • Karrthus, Tyrant of Jund - This has mainly been used as a hasty beater and the ETB of stealing dragons rarely came in handy.
Added:
  • Ascend from Avernus - Another solid reanimation spell that can also bring back planeswalkers.
  • Blood for the Blood God! - is this card busted? Probably, but we're excited to give it a shot!
  • Callidus Assassin - Flash clone that kills the creature it copies? I'll take it!
  • Deny the Witch - Good counter and can occasionally kill if you get an infinite token generator.
  • Drach'Nyen - This one is experimental, but seems decent as removal and a buff for your side.
  • Exterminatus - More mass removal for indestructible is welcome. This lets us include more indestructible creatures in the Stack. We're even eyeing the possibility of testing out Blightsteel Colossus.
  • Farewell - Flexible board wipe and some grave hate.
  • Goblin Firebomb - Instant speed set it and forget it removal. Nothing flashy (ok, pun partially intended) but still good.
  • Kill! Maim! Burn! - Choose one, choose all. We like flexibility and we like value.
  • Kiora Bests the Sea God - We missed this one initially. It is good and should've been added a while back. It's one of the few sagas in the Stack because sagas have to provide immediate value and threaten while they stay on the board. Kiora Bests the Sea God does this, along with The Kami War.
  • Monster Manual - A slightly better Quicksilver Amulet, more creature cheat is helpful to push the most common deck archetype.
  • Myrkul, Lord of Bones - This is an interesting card to test. Creating copies can be quite strong, both to get two uses out of your creatures but also to abuse ETB effects.
  • Necron Deathmark - Instant speed creatures that double as removal provide a lot of value so this is worth testing out.
  • One with the Multiverse - This is definitely on the watch list. On paper this card is broken and may be too good, but it looks too fun to pass up trying it out.
  • Otawara, Soaring City - It is a bounce effect, but being free may be worth it. Testing this one out but it may prove too weak.
  • Primeval Spawn - good body on this creature and a good ability on leaving the battlefield. This can be abused but also can backfire so be careful with this one.
  • Magar of the Magic Strings - An odd effect indeed, but can also prove strong to go wide for an instants deck. The ability to also copy the spell adds an extra beenfit.
  • Unite the Coalition - Ok, this is the danger zone and a clear watchlist card because 10 damage to a player at instant speed is quite dangerous. We're in Urza's Rage territory at that point. However, we like the card and want to give is a chance so we're testing this one out.
  • It Came from Planet Glurg - Wait, wait, wait. I can have this clone everything on the board? This card begs to create wacky plays.
  • Two-Headed Hellkite - This is a prime hasty draw source with flying to boot. Move over Garza Zol, Plague Queen, this bad boy is here to stay (so are you Garza, for now at least).
  • Gerrard's Hourglass Pendant - This is a tough card to evaluate. Flash gives flexibility to get it into play and preventing extra turns is nice but not the main effect for this card. The best part of this card is the ability to bring your board back. Given the combination of effects and flash, this may provide enough value so we want to test it out.
  • Port of Karfell - We missed this one a few sets back and although it is a one time use, a free reanimation can be quite strong.
  • Skitterbeam Battalion - Testing this out. Free 6 power across three bodies isn't bad. 12 power across three bodies could prove worth casting.
  • Hurkyl's Final Meditation - This card does everything we want, bounce everything and end the turn to both remove threats from the board and counter a spell. This may be a first pick in many packs.
  • Hostile Negotiations - Another fact or fiction variant and a good source of draw.
  • Cityscape Leveler - A strong threat with unearth to boot.
  • Hulking Metamorph - A free clone worth the slot in the Stack.
  • Expropriate - This one has been on the list for a long time to try out and can be really strong.
  • Portal to Phyrexia - removal and reanimation, a great combination of effects from a single card.
  • Solitude - Free removal can be quite strong, but also the option to flash it in without Evoke makes this an auto include.
  • The Meathook Massacre - A board wipe that sticks around and can swing an additional 5 - 10 life in a game is pretty good. Probably going to be a mainstay.
  • Boseiju, Who Endures - Free and flexible removal for artifacts, enchantments, and lands
  • Sheoldred, the Apocalypse - Oof, punishing your opponent for drawing in the Stack is good. This card may stick around for a long time.
  • Josu Vess, Lich Knight - This card is coming off the banned list to test it out. Dropping 20 power on the board with a single card is strong but it is not an easily abused ETB effect and it
Removed:
  • Humble the Brute - Weak removal meant to be upgraded as better removal comes along.
  • Bake into a Pie - Weak removal meant to be upgraded as better removal comes along. The life gain is a nice bonus but not enough to justify keeping this in.
  • Fortune's Favor - Weakest of the Fact or Fiction effects and being removed for better cards to dig.
  • Sprinting Warbrute - Dash is quite a strong effect, but this body and effect are weaker than desired.
  • Feasting Troll King - This is a tough one because it feels like it should be good, but can be a bit lackluster. The cast trigger makes it harder to take advantage of recursion.
  • Lord of Extinction - Big body but no evasion and there are few Fling effects in the Stack.
  • Arcanis the Omnipotent - Drawing three (3) cards is bonkers, but without haste he is too slow to get a draw.
  • Unlicensed Disintegration - Weak removal that rarely deals the three (3) damage.
Added:
  • Maestros Charm - Utility card that has decent effects based on your needs. Always good to have options.
  • Riveteers Charm - Creature removal or grave hate. It could be too weak but only time will tell.
  • Endless Detour - We're on the fence about this one, but it is decent overall. However, you opponent chooses where it goes so this isn't a permanent answer. This will be on the watch list for being too weak.
  • Workshop Warchief - Blitz is not as good as Dash, but this card is just value. A hasty 5 power attacker that gains you a little life, gives you a 4/4 token, and draws you a card is decent all around. we've had some fun with this guy and Satoru Umezawa.
  • Soul of Emancipation - A variety of Terastodon that provides answers, but at the price of giving flyers. Seems worth having the option to remove problem cards though.
  • Lord Xander, the Collector - This guy does everything. A threat for sure.
  • Urabrask, Heretic Praetor - I was not convinced by the effect, but it forces your opponent to use their draw that turn or lose it. Plus it basically gives you an extra draw, even if you may lose it. Options are the name of the game.
  • Void Rend - Solid uncounterable removal. This will remain in the Stack forever.
Removed:
  • Butcher of Malakir - Strong effect but a weaker body and with the increase in exile effects, you may not get value out of this ability.
  • Splintering Wind - Unique effect but can be situational and difficult to play. Tends to be a last pick card.
  • Dismal Failure - Weaker counter. Discarding a card from an opponent's hand is a decent benefit but in most instances you'd rather draw or gain advantage another way.
  • Vaultbreaker - Dash is quite a strong effect, but this body and effect are weaker than desired.
  • Discombobulate - Generic counter that doesn't gain card advantage.
  • Beast Attack - Instant speed token production is good, but smaller bodies than desired.
  • Inkwell Leviathan - Big body and shroud, but weaker than other creatures with impactful abilities.
  • Myojin of Infinite Rage - Decent beater but the land destruction is not always relevant.
Added:
  • Satoru Umezawa - A bit slow but a power effect to give all your creatures ninjistu. Presents a strong threat.
  • The Kami War - Value town. The first effect is worth it and the remaining effects and creature on the reverse side present a strong threat that must be addressed.
  • Access Denied - The average CMC in the Stack is five (5). This means on average you can expect to make 5 tokens with this counter. A solid return in addition to countering a spell.
  • Lion Sash - Grave hate is always needed in the Stack, but a requirement is that the card provide more utility than just grave hate. Similar to Scavenging Ooze, this is a card that can deliver that utility.
  • Invoke Calamity - This card has some limitations but can provide some solid value at instant speed, like playing a board wipe at instant speed. Definitely worth testing it.
  • Shigeki, Jukai Visionary - Channel to get cards back from the graveyard is quite good.
  • Myojin of Cryptic Dreams - Three (3) additional copies of a non-legendary threat means this card demands respect and likely a counter if you can.
  • Myojin of Roaring Blades - Throwing damage around can be strong, weather at players or creatures.

Still want to add:

Removed:
  • Chaos Warp - Can hit any permanent type, but may provide a benefit to the opponent. Weaker removal overall.
  • Realm-Cloaked Giant - We found this card to be weaker than we thought it would be and decided it is worth replacing.
  • Mimic Vat - A unique effect and still good, but as we compared it to newer cards, it doesn't do enough on its own and is only as good as the creatures that it eats.
  • Closing Statement - Generic removal and the +1/+1 counter isn't a game changer.
  • Blistering Firecat - This may be re-added in the future. This card can lead to some explosive single turn plays, but we felt it is less consistent than desired., It has been sidelined for now but may return in the future.
  • Gideon's Phalanx - Instant speed token generation is good, however, this card has proven weaker than desired. A similar card in Beast Attack is likely to removed in the near future as well.
  • Imoti, Celebrant of Bounty - Cascade for your big stuff is tempting, but sadly this card was too inconsistent provide value.
  • Refuse // Cooperate - Everyone wants to play the Refuse side on a Gleemax, but this card has proven less consistent at dealing large amounts of damage as we hoped.
  • Restock - With more cards like Harness Infinity and Praetor's Counsel which can return the whole graveyard, just two cards isn't enough.
  • Plated Slagwurm - A big dumb beater but it has not evasion or trample to really get damage in.
  • Malicious Affliction - Removal with color restrictions is hard to justify in the Stack as the power level grows. Even the free extra copy won't save this card from being removed.
  • Simic Sky Swallower - This may be re-added in the future. It's a dumb beater with flying and shroud. we felt there may be better creatures to replace it.
  • Haktos the Unscarred - This card proved to be weaker than we thought.
  • You Find the Villains' Lair - Proved to be among the weakest counters so it is being removed for a free one.
  • Golden Guardian - This may be re-added in the future. A strong effect when you can flip it but harder to flip consistently than we expected. we may see this one again in the future but for now, it is coming out.
Added:
  • Alchemist's Gambit - A free extra turn. Most extra turn cards aren't worth playing in the Stack because they cost you a turn to play them so they may only get you 1 card and a combat. However, free extra turns or extra turns at instant speed can provide enough benefit. Alchemist's Gambit checks the free box.
  • By Invitation Only - Flexible board wipe that can get around indestructibility. This will probably remain in the Stack for a long time.
  • Curse of Unbinding - It gets you a free creature on each of your turns. It's worth the price of admission.
  • Fierce Retribution - Free instant speed removal.
  • Hullbreaker Horror - Instant speed, uncounterable, and can bounce permanents or opponent's spells. This is the pinnacle of good creatures without needing to be on the watch list.
  • Inspired Idea - Free draw. Sorcery speed does set it back some, but free outweighs the drawback.
  • Lier, Disciple of the Drowned - This card is very strong but surprisingly balanced by making all spells uncounterable. Hard to defend him from removal when you won't be able to counter your opponent's removal.
  • Occult Epiphany - This has been added to the watchlist. We're very cautious with cards that let you draw your entire deck, even if you are just filtering your hand. However, this card can offer the ability to fill your grave for reanimator strategies so we want to try it out.
  • Memory Deluge - Reusable draw that digs even deeper. Always welcome.
  • Olivia, Crimson Bride - Small body being a 3/4, but the haste and flying make it worth trying. It's hard to pass up a good reanimation effect.
  • Path of Peril - Free board wipe. Yes, please.
  • The Tarrasque - Not part of Innistrad, but we finally picked one up so it's being added.
  • Ulvenwald Oddity - This guy beats face and buffs friends. Everything you could want from a beat stick.
  • Wash Away - Free counterspell. Nothing more to say.
  • Overcharged Amalgam - A strong counter built into a creature. Powerful and flexible. This is a strong addition.
Removed:
  • Psychic Strike - This has become a weaker counter + mill effect and will be updated with a modal counter.
  • Over My Dead Bodies - On paper this card looks like fun since it can lead to many shenanigans. However, when drafting and playing this card many players are confused by the mechanics and how rules heavy it is. Given this, it is best to remove it.
  • Reap the Past - We have a handful of other effects that gets cards back from the grave (Praetor's Counsel, Harness Infinity), which makes the randomness of this card less appealing. Sure, in most instances, you'll just return all cards to your hand, but sometimes you may want to keep creatures in your grave to reanimate. That makes this card weaker than desired compared to other options.
  • Hero's Downfall - Another generic creature removal which is being replaced as we get better removal.
  • Ludevic's Test Subject - A strong beater for sure, but it requires flipping which can be countered by a handful of effects so it is among the weaker big dumb beaters in the Stack.
Added:
  • You Find the Villains' Lair - Provides options of countering or hand filtering. May be weaker than desired and replaced in the future.
  • Vorpal Sword - A very strong threat. It has its drawbacks (no Living Weapon), but with a chance to instantly make an opponent lose, this card is well balanced.
  • Hall of Storm Giants - A strong man land to get in for damage.
  • Hive of the Eye Tyrant - A value man land with some evasion and grave hate.
  • Topdeck the Halls - The reason for this is getting a free spell almost every turn from the top of your deck since the first effect gives miracle. Our composition of the Stack is almost entirely foils, promos, and alternate frame cards so this card can do a lot of heavy lifting. The second effect likely won't see use since it can be quite difficult to get 12 permanents on the board in the Stack (6 can be fairly uncommon).
Removed:
  • Panoptic Mirror - Still has a lot of potential but it is only as good as what you can imprint on it. Given this, it can be a dead card in hard more often than desired.
  • Balance - We have a similar effect with Balancing Act and have found this can be weaker than many other board wipes in the Stack. Although you give up the benefit of making the opponent discard if you are playing this at the ideal time.
  • Geistblast - I personally still love this card. However, it is objectively weaker than many other cards we have been adding to the Stack so it is time to remove it.
  • Sarkhan's Unsealing - Like Panoptic Mirror this card can have a lot of upside but requires too much setup. Also being a creature focused card, it conflicts with the cheaty face deck (creature cheat) which doesn't want to cast creature spells to get them into play.
  • Thran Tome - An oldie but a goodie. Still a good repeat draw engine but as we have added many powerful draw effects to the Stack, this one has become a weaker in comparison. Additionally, any time your opponent gets to choose something, you'll get the worst outcome possible.
  • Boarding Party - Cascade and haste are always welcome in the Stack, but this particular card has proven weaker than expected.
  • Finishing Blow - Many of the creature removal spells (and artifact/enchantment removal) in the Stack are moving toward either modal effects (like the options on Betrayal of Flesh), main effect + unique modifier (like split second on Sudden Edict), or main effect + bonus effect (Grisly Spectacle).
Added:
  • Damn - Free board wipe.
  • Kaldra Compleat - A very powerful equipment on it's own due to Living Weapon or when equipped to any creature. Will keep a close eye on this one in case it is too powerful.
  • Sudden Edict - Split Second is one of the most powerful effects on a spell. Even the simplest effects, like an edict, become a must include in the Stack when they have Split Second.
  • Calibrated Blast - Potentially high damage to any target at instant speed and can be repeated. very strong but also on the watch list in case we're seeing too much power creep.
  • Serra's Emissary - A strong effect, but can be easily killed too. Depending on the game state, players will likely choose either Creature or Instant.
  • Wavesifter - In other formats, this would just be a weaker Mulldrifter. But in the Stack, this is arguably better than Mulldrifter since you get to investigate and can choose to save the draw effect if you have too many cards in hand.
  • Fractured Sanity - Milling 14 is a decent effect that may be used sometimes but this card will shine with the cycling plus free mill. Free spells are king.
Removed:
  • Narfi, Betrayer King - Was too weak at a 4/3 body and returned to play tapped. Never felt like casting him when he was stuck in hand.
  • Ember Swallower - This didn't feel good to wait on monstrosity when you knew your opponents has lands but they weren't in play. The 4/5 body was disappointing to sit around with. Also the effect was symmetrical and not ideal when you had lands.
  • Brokkos, Apex of Forever - Just turns a creature into a 6/6 with trample. 6/6 is a bsaeline body for the Stack. Has not other effect that makes it worth keeping in the Stack.
  • Thunderblust - A good beater that has recursion but ultimately is not as good as other creatures in the Stack.
  • Mirror March - Not a fan of effects that rely on chance. This was a big upside but was not reliable enough to keep it in the Stack.
  • Vengeful Rebirth - Return a card to hand and deal direct damage. This was a borderline call to remove it but if it didn't come out now, it eventually would have.
  • Universal Solvent - Set it and forget removal but has been replaced with instant speed removal effects.
  • Into the Roil - Bounce effects have proven to be weak in the Stack. This one was on the chopping block and has finally been removed.
  • Heat Ray - Weak creature removal that only stayed in this long because of the combo with Stuffy Doll and Brash Taunter.
  • Thirst for Knowledge - Weaker instant speed draw effect. Jace's Ingenuity is the baseline. Replaced by Practical Research.
  • Deadly Alliance - Generic removal and easily replaced by better cards.
  • Foul Renewal - Not as good as other cards that return cards from the grave to your hand and not a reliable removal spell.
  • Flash Conscription - Steals a creatures but found to be weaker than other steal effects.
  • Dark Withering - Madness has not been proven good enough to keep this in the Stack.
Added:
  • Baleful Mastery - Free instant speed removal. Worth letting your opponent draw a card.
  • Closing Statement - Generic creature or planeswalker removal but cannot be redirected at your creatures or planeswalkers. Upgrade to generic removal.
  • Creative Outburst - Strict upgrade to Prophetic Bolt. An auto include.
  • Explosive Welcome - Solid damage at instant speed. This can certainly be good. I'm on the fence about it though. Want to test and see if this feels right for the Stack.
  • Fracture - Upgraded Artifact and enchantment removal. Can replace a generic effect but may not have a spot.
  • Geometric Nexus - Similar to Metallurgic Summonings. Better in some instances but could also be weaker.
  • Harness Infinity - Although weaker, similar to effects like Praetor's Counsel, but can be good when you still want some creatures in the grave.
  • Jadzi, Oracle of Arcavios - Can protect itself by returning to your hand and allow you to cast free spells. This could have a lot of upside.
  • Mavinda, Students' Advocate - Similar to Dralnu, Lich Lord but trading out a free spell for the ability not have to tap to use it so you can use this on your turn and the opponent's.
  • Pestilent Cauldron - Testing this for the graveyard hate and possible milling benefit. It may not be good enough.
  • Practical Research - Decent instant speed draw. May not make the cut in the long run.
  • Reinterpret - Counter + free spell = value. Solid counter all around.
  • Triplicate Titan - Good attacker and blocker in the air and can replace itself when when it dies. I think this is a justifiable addition.
  • Velomachus Lorehold - Has good stats for a beater and can net you a free spell. The average CMC in the Stack is 5 so there is potential for good value there.
Removed:
  • Akroma's Vengeance - Decent board wipe with cycling but typically a last pick. Being replaced by free and more versatile board wipes.
  • Ancestral Vision - Strong draw but not easy to cheat the 4 turn suspend with limited cascade cards in the Stack. If this is not suspended within the first 2-3 turns, it's unlikely you'll get a chance to benefit from the draws.
  • Assert Authority - Generic counter and exile. Baseline counter effect that is being replaced by stronger counters.
  • Cruel Ultimatum - Seems like this should be a keeper but it's a weaker sorcery effect than we expected. This would need to reanimate a creature instead of just return it to your hand to keep up with the power level needed.
  • Dictate of the Twin Gods - Flash is always welcome but this effect has just become outclassed by explosiveness of Fiery Emancipation.
  • Final Death - Generic exile a creature effect. This type of effect will continue to be replaced by stronger or more flexible creature removal. Final Reward will likely be on the chopping block within the next few sets as well.
  • Jareth, Leonine Titan - A personal favorite of mine. Love the big booty for blocking and protection makes him hard to get rid of, but he lacks the power needed to close out games. The Stack continues to become more aggressive and this card doesn't have what it takes to keep up with it. Sadly to see him go.
  • Lich's Mirror - A very unique effect, but it tends to only delay the inevitable instead of giving you a good chance of winning.
  • Marshal's Anthem - Still a strong card with the ability to mass reanimate creatures but this tends to be a last pick. It's possible we don't properly evaluate this card, but for now we feel it is best to remove.
  • Radiant's Judgment - Cycling has become a weaker effect within the Stack and is not enough to justify the limitations of this removal spell.
  • Regenesis - Only returning two permanents has made this spell feel weaker than desired, especially when compared to stronger effects like Praetor's Counsel and Reap the Past. Similarly, Restock may be re-evaluated in the near future.
  • Spearbreaker Behemoth - When the Stack reaches the power level it has, cards like this become tough to cut. Indestructible is still very strong, but the condition of 5 power or greater has become limiting. This is outclassed by Deathless Angel.
  • Spellskite - This card always feels like a great way to protect your threats. The problem, no one wants to spend a turn casting it. This card is ideal for your first turn to draw out a counter or removal spell. Beyond that, this card ends up being win more and you would rather it be a threat.
  • Unexpectedly Absent - Honestly, this could've stayed. It is still on par with majority of permanent removal in the Stack. However, we felt the X spell nature makes it less desirable compared to other removal and that it would eventually see replacement. Also you never know when someone will Refuse // Cooperate to punish your X spell.
  • Valorous Stance - This was a restrictive removal spell with a combat trick attached. Similar to Radiant's Judgment, we feel it was time to be replaced.
  • Vitu-Ghazi, the City-Tree - Token generator lands are quite strong. They essentially create an attacker or blocker for free every turn. However, we find 1/1 is starting to be too small.
  • Zagras, Thief of Heartbeats - This was a test card from Zendikar Rising. This has some good traits with flying and haste. The deathtouch can be helpful but not usually a game changer and there are so few planeswalkers that his last ability will almost never be useful. Wish this had a little more size, like being a 6/6 to justify keeping it in.
Added:
  • Alrund's Epiphany - Free. Extra. Turn. Majority of extra turn effects aren't worth it since they aren't free because they cost a turn to get a turn. Only three cards either side step the cost or offer a big enough return: Alrund's Epiphany (free), Nexus of Fate (instant speed), and Time Stretch (gives multiple turns, we still need to add one to the Stack).
  • Battle Mammoth - Decent beater that may be able to replace itself from a card advantage perspective. However, it is only good enough because his stats combined with Foretell make for a good creature in the Stack. You'll notice that is a common theme with many of these new cards.
  • Behold the Multiverse - Free scry and draw at instant speed. Exactly what we want to see.
  • Blood on the Snow - One theme you will notice is flexibility. We like cards that give you options. This will almost always hit creatures, but reanimating a creature outs this ahead of the usual board wipes.
  • Doomskar - Free board wipe. Nothing more to say.
  • Dream Devourer - Added to the Watch List. This card has almost limitless potential to break a game wide open if it can resolve and Foretell your hand. Turning all your spells into free spells is quite dangerous. We'll be keeping an eye on this one for sure.
  • Feed the Serpent - Slight upgrade to exile creature effects by also targeting planeswalkers.
  • Glorious Protector - Free, instant speed, and can save your board (except angels) from a board wipe. We don't use many tricks like this in the Stack, but when we do, this is what we want to see.
  • Graven Lore - Since you can produce infinite snow mana, this can (and always should be) scry five, draw three cards. Also it's at instant speed. This the the kind of draw effects we love to see.
  • Narfi, Betrayer King - This is a test card because it may be on the weaker side. Nice reanimation effect at instant, but comes into play tapped. Also you won't want to hard cast it most of the time, so you need to cheat it into the grave so you can reanimate it. Definitely a chance this will get cut in the future.
  • Poison the Cup - Free instant speed removal. The scry is a bonus but we would be playing this even without the scry.
  • Return Upon the Tide - Free reanimation. Like an easier to use Unburial Rites. You'll likely never get the tokens since we play very few Elf creatures in the Stack. Shout out to Thelonite Hermit, Izoni, Thousand-Eyed, and Frilled Mystic.
  • Saw It Coming - Free counter spell.
  • Tergrid’s Shadow - Free instant speed removal.
  • Valki, God of Lies - This is for the Tibalt, Cosmic Impostor side. A strong Planeswalker that can give card advantage that will last long after he dies.
  • Vorinclex, Monstrous Raider - 6/6, trample, haste. Pretty solid stats for any Stack creature. The doubling season effect is a bonus but may not be relevant most of the time.
Removed:
  • Hinder - A weaker counter that is similar to "counter and exile" effects. This type of counter has become baseline and is in line for replacement.
  • Inscription of Abundance - After testing this card we have found it to be much weaker than expected. This card is weakest when you have no creatures in play and makes for a terrible topdeck.
Added:
  • Forbid - Moved from Banned List to Watch List. This is a very strong counter that used to be overpowered in the Stack due to Buyback. However, as the Stack's power has grown, we have re-evaluated the power level and decided to re-add it to the card pool. The increase in free counters and the steep cost of discarding two cards for Buyback help to balance this card. We do acknowledge Forbid can be a very dominant card in 1v1 games but believe it won't lead to wins every time it is drawn.
  • Rhythm of the Wild - The combination of making creatures uncounterable and giving them haste will secure this card a place in the Stack for a long time.
What is the Banned List and Watch List? Banned List

The Banned List are cards that we believe could see play in the Stack in the future, but are currently above the power level we feel is fun and representative of the Stack. Some of these cards have previously been on the Watch List and then banned like: Kozilek, the Great Distortion, Mistmeadow Witch, and Olivia Voldaren. We expect the power level of the Stack to continue to grow with new releases, especially since Mana costs do not prohibit cards from being played in the Stack.

Watch List

The Watch List are cards currently in the Stack that we believe are potentially too strong in either group play or 1v1. These are the borderline cards that we are keeping an eye on and may add to the Banned List if we think they are too good right now.

Kaldheim brings a very favorable mechanic to the Stack, Foretell. This mechanic feels familiar (Morph, Suspend), but is still very unique. It brings many advantages and with little downside.

Pros
  • Foretell is an alternative cost. First and foremost, this allows Foretell spells to be free, so it doesn't hinder your spell limit for the turn (always a plus).
  • Foretold cards are exiled facedown. This helps with bluffing your opponent(s). Is it a counter (Saw It Coming)? A board wipe (Doomskar)? An extra turn (Alrund's Epiphany)?
  • Foretell protects cards in your hand. The Stack doesn't play many hand control/discard effects, but it does play a few effects that steal cards from hands. Foretell can help to protect those cards by exiling them.
  • Exiling a Foretell card can be used at any time on your turn. While casting the spell must following timing restrictions, you can exile the card at instant speed as long as it is your turn.
  • Foretell cards effectively increase your maximum hand size since they are exiled and do not count against your maximum hand size limit of 7.
Cons
  • Exiling a Foretell card can only be done on your turn. Not the biggest drawback since it can still be done at instant speed on your turn.
  • When you exile a Foretell card, it cannot be used that turn (like a counter spell). It will take a turn to setup up the use of Foretell, but a small price to pay for a free spell.
How to use Foretell
  • Always exile Foretell cards at the earliest opportunity possible, unless you will be playing them on that turn. This helps protect the Foretell card from hand control or being stolen from your hand, increase your hand size, and use turns efficiently to meet the "Cast it on a later turn" requirement of Foretell.
  • Remember you can exile the card at instant speed any time you have priority on your turn.
Potential Stack additions with Foretell
Removed:
  • Arbor Colossus - A big creature with built in removal, but tends to be a last pick and ends up being weaker than desired.
  • Banishing Stroke - Decent removal that can be free when cast for Miracle. However, this removal has become generic compared to the stronger removal effects that have become available.
  • Conqueror's Pledge - Sorcery speed makes this card weaker than desired and doesn't have the recursion like Increasing Devotion.
  • Deep-Sea Kraken - A good attacker that can be free. His suspend has become too slow for the Stack and is only good when cast in the first 1-2 turns.
  • Giant Killer - Generic creature removal. While it also doubles as a creature, the body is too small and no game impacting effect.
  • Murderous Rider - Same as the removal of Giant Killer.
  • Myojin of Seeing Winds - As creature cheat effects increase in the Stack, cast triggers become less viable. This creature is only good when it has the divinity counter. Additionally, most of the time you only draw 1 or 2 cards when using his ability.
  • Nullstone Gargoyle - Strong effect but because it is symmetrical, it can make it difficult to not handicap yourself unless you are ahead on board.
  • Primordial Mist - We thought this card might have had more impact but it was found to be too slow to get real card advantage.
  • Pyrewild Shaman - A good combat trick, especially with first strike or double strike, but overall weaker than desired.
  • Rimescale Dragon - A strong effect to keep the board tapped but only good while he is still alive. Dawnglare Invoker has a similar effect but is stronger as it targets the player and can get around hexproof and shroud on creatures.
  • Rite of Ruin - A stronger effect overall, but it is symmetrical and essentially operates like other board wipe effects that can hit all permanent types. We found this to be among the weaker board wipe effects.
  • Rootgrapple - This card is good non-creature removal, but been rather limited in uses. Due to the low volume of Treefolk in the Stack, you will almost never draw a card from this effect.
  • Spin into Myth - Tuck effects can be good, but this card is becoming a generic effect with stronger card coming along.
  • Thassa, God of the Sea - This card is strong but has been found to be weaker than expected. Making your creatures unblockable can be strong but started to become weaker than expected.
  • Xenagos, God of Revels - Similar to Thassa, God of the Sea, this card seems like it should be better but relies on creatures on the board to get value. It has no impact if you board is empty.
Added:
  • Apex Devastator - This card is a monster. 4 free spells plus a 10/10 body may be too good. This one is on the watch list.
  • Araumi of the Dead Tide - This is the Dralnu for creatures. A solid addition for reanimator strategies.
  • Boarding Party - Good body at 6 power with haste and getting a free spell makes it playable for the Stack.
  • Forceful Denial - Counter with a free spell attached can be strong, but can have high variance. Still worth adding.
  • Imoti, Celebrant of Bounty - Giving majority of your spells Cascade is very strong. Previously had Maelstrom Nexus in the Stack, but it was found to be a bust (known as a trap pick when drafting). This card can be a fixed version by giving Cascade to all spells 6 or greater.
  • Kodama of the East Tree - A very good card for cheating permanents into play. Combine this with draw effects and its all gas.
  • Loreseeker's Stone - 3 cards a turn could be overpowered, but is too good not to try. This is on the watch list.
  • Mnemonic Deluge - Three copies of a spell? Yes, please. This card is a slightly weaker Finale of Promise but still quite strong.
  • Natural Reclamation - Standard artifact/enchantment removal that gives you a free spell. Worth giving a try.
  • Necrotic Hex - A board wipe that gives you 12 power is very strong.
  • Phyrexian Triniform - A free spell that can hit for 9 damage and replaces itself with 9 power worth of tokens for each opponent is very strong. This is on the watch list.
  • Rakshasa Debaser - This is potentially a better Ink-Eyes, Servant of Oni and can come back for a free attack.
  • Sakashima's Protege - This card can almost do it all. A flash clone that gets you a free spell. I have high expectations for what this card can achieve.
  • Soul of Eternity - Can be quite strong when you have a high life total, but significantly weaker when you are at low life totals. Encore makes this potentially worth keeping in the Stack. This one has been added for testing.
  • Soulfire Eruption - Can remove creature or go for direct damage. Strong card gives the Stack's average CMC of 5 and many high CMC cards. Remember kids, face is the place to send your damage.
  • Sphinx of the Second Sun - Very unique effect. A threat in the air with pseudo vigilance and guarantees at least a card drawn on each of your turns.
Removed:
  • Arashi, the Sky Asunder - Channel is disappointing compared to the similar but strictly better Cycling. The half board wipe effect that this card provided has proven to be more niche over time.
  • Conqueror's Galleon - The back of this card is extremely powerful card advantage. However, spending a turn to cast this card and the difficulty of flipping it has prevented the card from performing as expected.
  • Geth's Verdict - Generic sacrifice a creature effect, but more impactful removal spells have come along to replace this one.
  • Increasing Savagery - Strong pump effect for a creature, but too narrow to consistently get use.
  • Jiwari, the Earth Aflame - Same reason as Arashi, the Sky Asunder removal.
  • Pillar of Light - A good removal but limited by the toughness 4 or greater requirement.
  • Promise of Power - A strong effect of draw and a large flyer, but losing 5 life has become a steeper cost as direct damage and overall power of the Stack has increased.
  • Rules Lawyer - A fun card, but does not protect itself.
  • Staff of Nin - While the 1 damage ping is nice to have, it is very slow, along with the draw effect not occurring until your next upkeep.
  • Sweet Oblivion - Sometimes used for self-milling when using reanimator strategies or just used for straight forward milling of your opponent, this card underperformed.
Added:
  • Cragplate Baloth - This guy is a fatty in the best way possible. Can't be countered, haste, and hexproof will make it hard to stop this creature. Given kicker, this will almost always be a 10/10.
  • Deadly Alliance - Standard instant speed removal. A slight upgrade to our more limited creature removal.
  • Inscription of Abundance - Given kicker, a player will get all of the effects. Allows for removal, small pump, and a decent chunk of life gain. However, it is dependent on having a creature in play.
  • Lithoform Engine - Making copies of your stuff is very strong in the Stack as many of the effects you are copying can be back breaking for your opponents, on top of the sheer value you can get from copying simple effects like drawing cards. This card is an automatic addition. Slight disappointment that this only allows you to copy your own effects, but still a strong card.
  • Maddening Cacophony - This is a strict improvement to some of our mill effects. Milling each opponent and as much as half their library (~23 cards max) is a large improvement over smaller mill effects.
  • Soul Shatter - Hits multiple opponents and removes the opponent's choice of what creature or planeswalker to sacrifice, allowing for more predictable usage.
  • Spoils of Adventure - This is a strict upgrade to Jace's Ingenuity (which is still in the Stack) so it is a worthwhile addition.
  • Valakut Awakening - Many Wheel of Fortune style effects are not great at sorcery speed, but instant speed makes this card playable or better for the Stack.
  • Zagras, Thief of Heartbeats - This is a creature worth testing. Good abilities for The Stack but low power and toughness. Giving deathtouch to all of a player's creatures can help defend against large creatures. Planeswalkers are not very prevalent in the Stack so the ability to destroy planeswalkers will not see use often.
  • Zareth San, the Trickster - Can be cheated in and attacking or flashed in. In rare instances, it can be free but most of the time, players will be flashing him in. Has the same powerful effect as Ink-Eyes, Servant of Oni to reanimate a creature from the combat damaged opponent's graveyard.
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