The Type 4 Stack
(200 Card Cube)
Blog Posts (20+)
Page 1 of 1+

Hey all, my friends and I will be at MagicCon: Chicago February 21st and the 22nd. If you're going, and would like to play Type 4, cEDH, or Judge's Tower with us, hit me up on discord (username is SuperTainted). Hope to see you there!

Mainboard Changelist+1, -1

Missed a card.

My Q3 & Q4 2024 update. I'm testing out the following:

  • We're pushing the threats even further with Hellkite Overlord, Stillmoon Cavalier, and Blood for the Blood God!.
  • Testing out the Awaken alternative cost by adding more lands to support it, at the cost of removing some type 4 powerhouses. I don;t know if it will stick, but we'll see how they pan out.
  • Removing Melded and Transformed cards for the time being. I'm doing this to streamline the stack and remove any potentially confusing cards. I'm also removing unofficial cards such as playtest, inquest gamer, and sharpie mtg cards. I doubt the latter set of cards will come back.
  • Removing Refuse // Cooperate since people think the Aftermath portion of the card is alternative cost. It's not. Much like Adventure, it's an entirely different card within the Refuse portion.

That's all for now! See you all in 2025!

Type 4 Q3 and Q4 2024 Review

With the release of Foundations, it's time for another round of card reviews for Type 4! For the uninitiated, Type 4, aka Limited Infinity, is a non-rotating multiplayer format that centers around two rules: everyone has infinite mana at all times, and each player may cast only one spell each turn. Players play from a shared stack or draft from a limited card pool curated with an assortment of powerful cards from Magic's history.
For this review, we will be taking a look at the sets from Q3 and Q4 of this year. In my opinion, the latter half of 2024 was weaker overall for Type 4, but we still got some cards worthy of testing. Let's get to the cards!

Assassin's Creed (ACR)

Bayek of Siwa - A slightly weaker version of Rockshard Elemental. Good for stacks that take advantage of an alternative cost rule.

Yggdrasil, Rebirth Engine - An interesting, albeit slow, reanimator artifact. I like the fact that it can continue to exile cards that it can reanimate on future turns.

Bloomburrow (BLB)

Spellgyre - Another modal spell in similar vein to Archmage's Charm, without the gain control mode.
Mystery Booster 2 (MB2)

Kozilek, Compleated - Since card advantage is so critical to Type 4, I am a BIG fan of discard effects, especially when they're stapled to Eldrazi. This iteration of Kozilek is a powerful card that I'm sure will make its way into other lists.

Liliana's Other Contract - Sorcery speed draw threes are very lackluster. but a draw three that protects you from losing the game seems worth testing.

Teferi, Druid of Argoth - A green shifted version of Teferi, Mage of Zhalfir. Teferi has been a Type 4 all-star since it's printing, so there's not much else to say that hasn't already been said about it.

Duskmourn: House of Horror (DSK)

Overlord of the Floodpits/Overlord of the Balemurk - Impending is a new alternative cost introduced in DSK. I think these two are these two are the best options out of the Overlord cycle.

Meathook Massacre II – A perfect example of a sequel that’s better than the original. Meathook Massacre II is part removal, part reanimate, and all splashy, Type 4, goodness.

Valgavoth, Terror Eater – A 9/9 flying demon that turns life into card advantage? And its ward requires a sacrifice of THREE nonland permanents? Sign me up! While I’m not currently testing it, Valgavoth might be the exception to my “minimal lifegain” rule, since it turns life into cards.

Leyline of Mutation – Another solid Leyline for Type 4 that gives all your cards an alternative cost. Definitely worth testing.

Drag to the Roots – Another instant speed targeted removal spell in an already crowded sea of removal. I think it’s good for larger stacks that need additional removal.

Duskmourn: House of Horror Commander (DSC)

They Came From the Pipes – A nice card advantage enchantment that converts your face-down cards into card draw. Definitely worth testing if your stack runs a lot of face-down mechanics like morph, disguise, etc.

Star Athlete – A blitz creature with a floor of three damage that replaces itself or eight damage that replaces itself if the opponent you target chooses not to sacrifice a nonland permanent. Worth testing if you have an alternative cost rule.

Giggling Skitterspike – Skitterspike is a solid indestructible fatty if it’s allowed to stick around for multiple turns, dealing at a minimum 6 damage to each opponent each turn cycle.

Foundations (FDN)

Sire of Seven Deaths – Sire is a 7/7 eldrazi with a keyword soup of abilities. This card is an auto include for many lists. My only gripe is that it lacks haste. Otherwise, awesome card.

Herald of Eternal Dawn – A 6/6 Angel with flash that prevents your opponents from winning the game and you from losing it. While weaker than your average protection spells (Teferi’s Protection, Everybody Lives, etc), I think it has a place in some Type 4 stacks.

Curator of Destinies – An uncounterable sphinx with a Steam Augury effect on entering. This card is an easy include or replacement for your current card draw suite.

High Fae Trickster – Trickster is a flash enabler for all of your cards. While not as strong as Teferi, Mage of Zhalfir and similar cards, I think it has a place in some stacks.

Blasphemous Edict – A new card in the blasphemous cycle. What makes this one a little better is the alternative cost option if there are thirteen or more creatures on the field. While weaker than the existing wrath suite available, it’s definitely worth testing.

Koma, World-Eater – An uncounterable beefy 8/12 that creates four Koma’s coil on dealing combat damage. It’s a little slow for my stack, but definitely worth testing!

Niv-Mizzet, VIsionary – I think this iteration of Niv-Mizzet is perfect for a cube where you can draft a spellslinger deck focused on casting spells like Urza's Rage, Searing Wind, and Blast from The Past. Outside of that, I think it’s underwhelming for most lists.

And that wraps up my review for the latter half of 2024! WoTC brought us some interesting and fun new cards to test out, albeit a weaker showing compared to the first half. I’m currently testing two of these cards (Kozilek, Compleated & Meathook Massacre II), but a couple more are on the testing pile. What cards are you currently testing? Thanks for reading, and I will see you all soon with a stack update.

Making some small wording changes to the ACR and DAW.

For the ACR, it will now be known as the Alternative Cost Rule instead of the Alternate Cast Rule. I'm changing it to better fall in line with the jargon WoTC uses. The new text of the rule will be:

Once per turn, you may cast an additional spell if it has an alternative cost that you pay.

I reworded the additional rulings for DAW a while back, but never made it official. So here they are:

In the case of two Masticore-style cards targeting one another, the first to instigate will always lose. Also, barring any other interaction, the instigating creature will die first and the defending creature will die second once the stack fully resolves.

In the case of two Shade-style cards attacking into each other, the attacking or instigating creature will always lose. Also, barring any other interaction, that creature will die during combat.

Unknown event cards are now officially part of scryfall and cubecobra, which means they can be added to the main list. Cutting three cards to make room for them, and removing them from the unofficial cards list.

Small update to remove unofficial cards (Gavin Verhey's Unknown Event, unofficial playtest cards, etc) from the online list to avoid confusion. I will create a link showing scans of those cards. They'll be considered additional cards to add should you wish to procure or proxy them for yourself.

The online list will only show 200 cards, when in reality the actual stack will be 200+ (currently sitting at 206).

Link to additional cards: https://imgur.com/a/unofficial-mtg-cards-type-4-stack-aGNLX4S

Mainboard Changelist+66, -66

Massive update!

I'm trying out several things:

  • Adding more cards that skirt the Arcane Laboratory rule of Type 4 (more lands, channel, cycling, etc.)
  • Adding way more alternate cast cards.
  • Removing cards that require too many decisions (Fact or Fiction cards or anything where you have to look at the top X and choose from among them).
  • Adding crazier threats like Shivan Devastator, Mistcutter Hydra, and the like.
  • Removing cards that provide passive card draw like Nezahal and Niv-Mizzet.

I've been testing these changes for a few months now, and it's been good! The stack is surprisingly balanced. I'm not totally convinced I should remove some of these cards for good, but only time will tell.

Also, the extra Force of Will and Reflect Damage I added are playtest copies of those cards. I consider them different from their official versions.

Type 4 Q1 and Q2 2024 Review - Part 2

Modern Horizons 3 (MH3)

Emrakul, the World Anew - Another busted Emrakul that's guaranteed to make it into my list? Imagine. My. Shock. Honestly, this iteration of Emrakul is really strong statwise, with a backbreaking triggered ability that steals an opponent's board. Also, if you include madness as an alternate cast, you can cast her during discard (or at any time since madness ignores timing restrictions)! Super strong card and a must for most lists.

Herigast, Erupting Nullkite - I haven't seen this card much in other lists, but it's worth mentioning. The cast trigger alone makes it a candidate for most lists. And it's on a reasonable 6/6 body with flying.

Kozilek, the Broken Reality - So, you mean to tell me that there's a new Kozilek that can cheat up to two creatures from your hand into play, draw you up to two cards, is a 9/9 itself, and pumps those same creatures you just put onto the battlefield? And you get a total of 19 power from one creature?
Holy moly, do I love this card. What a bombastic threat. Highly recommended for every list.

Nulldrifter - Another Mulldrifter variant that has a cast trigger instead of an ETB. A little weaker overall, but still very good.

Ulamog, the Defiler - Another over the top Eldrazi that exiles half your opponents deck and comes with a slew of relevant abilities and stats. I don't think this card is the best choice for a communal stack, but ho boy is it awesome for cubes!

Abstruse Appropriation - An Utter End variant with devoid and allows you to cast the exiled card at a later time. A great upgrade if you run similar removal.

Modern Horizons 3 Commander (M3C)

Hideous Taskmaster - Another backbreaking Eldrazi with a cast trigger that threatens a creature from each opponent. And it gives them all annihilator 1! I replaced Insurrection for this card since the cast trigger is a lot harder to stop. Such a huge massive threat.

Gluttonous Hellkite - Yet another big fatty with a bombastic cast trigger. You get to wipe the board and smack people around with a massive dragon. Imagine If it had haste...

Lazotep Quarry - WoTC keeps churning out fun lands for Type 4. Another solid reanimate land.

Talon Gates of Madara - Last, but certainly not least, is Talon Gates of Madara. While it may look like an unassuming land, Gates is an awesome piece of interaction that shows up when you least expect it, skirting the Arcane Laboratory rule. I think this is yet another autoinclude for every list.

That wraps it up for this review. The first half of 2024 brought us some powerful new mechanics and cards for Type 4. Notable favorites for me are: Unyielding Gatekeeper, Alpha Deathclaw, Final Showdown, Plan the Heist, and Talon Gates of Madara. What are your favorite cards from the first half of 2024?

See you all soon with my semiannual update! So many new cards to test!

Type 4 Q1 and Q2 2024 Review - Part 1

And we're back with another semiannual Type 4 review. WoTC introduced two new powerful alternate cost mechanics (Diguise and Plot), Kicker on roids (Spree), and a host of fun and powerful cards from MH3. We also got some unique utility cards in the form of lands! This is also a pretty lengthy review, so I've broken it down into two parts. Let's not waste any time and get to the cards!

Murders at Karlov Manor (MKM)

Aurelia's Vindicator - White facedown creatures are a welcome addition to the disguise and morph suite available for the format. Vindicator is a really slick card because it can be destroyed before the first trigger resolves, allowing you to exile the creatures permanently. Regardless, the first ability is great at stopping fatties and reanimate targets. You can also exile your board or graveyard too! Lots of utility!

Unyielding Gatekeeper - Another excellent white disguise creature that serves as removal or flicker for a nonland permanent.

Exit Specialist - Another functional Echo Tracer card. These effects are surpsingly good (and also bothersome).

Intrude on the Mind - Another functional Fact or Fiction card, with an additional blocker on resolution.

Sudden Setback - Another functional Endless Detour card.

Caught Red-Handed - An uncounterable, instant speed, Threaten? Sign me up!

Fugitive Codebreaker - Similar design space to Riptide Survivor, where you need to discard cards to draw more. While I've overlooked cards like this in the past, I think they're actually good if there's an alternate cost rule in place, since it's effectively free card draw once the cost of discarding cards is paid for.

Pyrotechnic Performer - Testing Performer was a little lackluster. At best, it did an additional 3-6 once it flipped over. I think it's a good candidate for a cube where you can draft around morph.

Ravnica: Clue Edition (CLU)

Rooms (Ballroom,Billiard Room,Conservatory, etc.) - Additional card advantage lands if your stack needs it. Psyched to see more utility lands!

Murders at Karlov Manor Commander (MKC)

Boltbender - An upgraded Willbender. Such a sweet card. Testing has proved very promising.

Havoc Eater - Big, evasive, fatty that goads and gets bigger with each creature goaded. Wish it had haste though. Still a solid card for most lists.

Prisoner's Dilemma - Named and based on the game theory thought experiement, Prisoner's Dilemma is a fun, and flavorful, addition for anyone looking to add mechanically unique cards to their stack.

Counterpoint - Another Reinterpret-style card, except the card cast is from the graveyard.

Take the Bait - Another fun redirect damage card that messes up combat for the attacker and goads their creatures, forcing them to attack someone else. I haven't tested this card out yet, but I think its got legs.

Fallout (PIP)

Alpha Deathclaw - A roided up version of Clay Golem with an ETB that destroys a permanent. Such a sweet card.

Junktown - At first, I thought Junktown was a little... underwhelming. You can't activate the Junk tokens at instant speed, and you don't put the cards into hand or draw them, and the cards are only available for a turn in exile. However, Junktown does some neat things that, in my opinion, make it an autoinclude for every list. For starters, it's a land, so it skirts the Arcane Laboratory rule T4 is known for. Secondly, it expands your hand by 1-3 cards for a turn without having to draw any cards. Third, you can play any cards revealed, including lands. I really like the design of it, and think it'll stick around for a while.

Mariposa Military Base - Another card advantage land to add to your land suite if you need it.

Outlaws of Thunder Junction (OTJ)

Aven Interrupter - Interrupter is a sweet counterspell that deals with a lot of the harder to remove spells in the format. In addition, it's a great card for stopping other counterspells, since the plotted card can only be cast at sorcery speed. The only real downside to it is, if you have an alternate cast rule, the plotted card can be cast for free. But I think it's worth testing as a tempo card to stop uncounterable cards or powerful counterspells.

Final Showdown - Spree, while being another variation on kicker, is a much welcome addition to this format. I absolutely love the spree cards introduced in OTJ. Final Showdown is probably at the top of the list for its overall utility, allowing you to do things no other instant speed wrath avilable can do. Removing abilities, protecting a creature on your board, and destroying all creatures is so powerful in Type 4. I foresee Showdown sticking around for a long time.

Plan the Heist - We got not one, but TWO, awesome mechanics from OTJ. Plot is great for expanding your hand past the max hand size, and also allowing you to bank cards for later turns. Plan the Heist is the best iteration of this. Not only can you cast it for free on following turns, it also lets you draw three cards (or surveil 3 first if you have no cacrds in hand). If you have an alternate cast rule, this is easily replaces any number of instant speed draw three spells available. Much like Final Showdown, I think this will be a staple for many lists for the foreseeable future.

Three Steps Ahead - A spree counterspell with additional, and mightily relevant, modes for drawing cards and copying a creature on your board. Autoninclude for most lists.

Visage Bandit - I'm iffy on this card since adding it, but it's effectively an alternate cast clone for stacks that support it. We'll see if its impactful over the next couple of months.

Rush of Dread - A spree card that has targeted life loss, sacrfice, and discard all in one, and you can target different opponents with each mode!

Unscrupulous Contractor - Another Mulldrifter variant, albeit a little weaker due to life loss.

Return the Favor - Finally, an upgrade to Wild Ricochet. Return the Favor is especially powerful due to WoTC printing strong on cast trigger cards (literally all the Eldrazi). I had to make room for it, but I think this card is a sure staple for virtually every stack. You'd need a good reason to not run it.

Smuggler's Surprise - Instant speed pseudo-Tooth and Nail. Smuggler's Surprise has grown on me since adding it a month ago. And it protects your creatures!. So good.

Outlaws of Thunder Junction Commander (OTC)

Smirking Spelljacker - Another Spelljack-style card. Overall, I think this card is good, but not as good as the other varations on this effect. Worth playing for sure!

Heartless Conscription - A board wipe that not only exiles all creatures, which is really powerful, but also lets you cast them from exile! This is definitely one of the better sorcery speed boardwipes.

Pyretic Charge - Another powerful, alternate cast, draw spell with minimal downside. You can easily sequence this by first dumping your hand, then casting this for free on a later turn to refill. And it buffs your board too if you discard any cards! I think its a must-have for most lists.

Updating the ACR to better fall in line with WoTC's rulings on what constitutes an alternate cast (https://mtg.fandom.com/wiki/Alternative_cost ). This is to make the ACR slightly more intuitive.

From:

Alternate Cast Rule or ACR: Once per turn, you may cast an additional spell if it has an alternate cast that you pay and is played only from your hand.

To:

Alternate Cast Rule or ACR: Once per turn, you may cast an additional spell if it has an alternate cast that you pay.

What this means is that Adventure cards are no longer considered alternate cast, and cards with alternate casts from different zones (Madness, Flashback, etc) are now considered alternate cast spells. This also means that Spelljack-style cards allow you to cast the countered/exiled cards as alternate cast spells.

I will update the stack after MH3 is spoiled.

Need to correct the ruling on Masticore-style cards when applying DAW.

In the case of two Masticore-style cards targeting one another, the first to instigate will always lose. Also, both creatures will die once the stack fully resolves.

Even though the defending creature will always win out when applying DAW, there are still an arbitrarily large number of activated abilities from the instigating creature that must be resolved, even if that creature has already died. What this means is that, barring any other interaction, the defending creature will die as well.

I might have to update this at a later point to clean up the language. I'll stick with these rulings in their current iteration for now.

Quick update to DAW to account for more than two activated abilities along with 2 rulings on certain interactions.

From:

Defensive Ability Wins or DAW: If two infinite activated abilities are on the stack, the last one to be placed on the initial stack will always resolve first.

To:

Defensive Ability Wins or DAW: If two or more infinite activated abilities are on the stack, the last one to be placed on the initial stack will always resolve first.

This means that DAW will apply to game states where multiple activated abilities come into play.

Additionally, the following rulings will apply as an extension of DAW:

  • In the case of two Masticore-style cards targeting one another, the first to instigate will always lose. Also, that creature will die after the stack resolves.
  • In the case of two Shade-style cards attacking into each other, the attacking or instigating creature will always lose. Also, that creature will die after the stack resolves.

I hope this clears some things up!

Mainboard Changelist+54, -54
Massive Update!

This update represents a major shift from previous changes and is probably the most important update in about 5 years. We're doing the following:

  • Challenging common heuristics in Type 4 (no firebreathers, no overpowered spells, using common Type 4 staples).
  • Removing support style cards (Cards that provide other cards with Flash or Alternate Casts).
  • Increasing the power of threats.
  • Adding more alternate cast cards and lands to allow players to skirt the one spell per turn rule.

Why?

Over the past year, the stack has moved from a more "balanced" to an "aggressive" version. I think this is the logical conclusion to that vision. Type 4, no matter what, will always be a defensive format. You can easily sit back and time your removal and threats to better position yourself to win the game. That is no longer an option with the new changes. You must play aggressively and tactically. Otherwise, you will get clobbered by haymakers.

While the stack looks radically different from most lists, I think it still maintains the overall "spirit" of the format. We'll see which card choices stick, but for right now I'm pretty satisfied. Testing for the majority of cards has proved promising.

For those that didn't read my last post, I am adding the following Unknown Event cards (Scryfall does not recognize Unknown Event cards at this time, so I found cards that have equivalent mana values):

Worldspine Wurm is Emrakul and Chatterfang
Not of This World is Call Up Emrakul to Help
Cinder Cloud is Force of Rowan

That's all for now. See you all next year!

Welcome back to another Type 4 review. WoTC did not disappoint with powerful new Adventures, haymakers, and everything in-between. We also have a special set of cards for review: Gavin Verhey's Unknown Event series. Thanks to @AmericanKid for discovering these fun and unique cards.

Without further ado, let's get to the cards!

Commander Masters (CMM)
Flayer of Loyalties - Powerful upgrade to Eldrazi Obligator. Adds Flayer's stats to the threatened creature for the turn.

Rise of the Eldrazi - All-in-one removal and card advantage spell. And you get an extra turn! Such an awesome card.

Wilds of Eldraine (WOE)
Galvanic Giant - Powerful alternate cast Thoughtflare and utility creature. Surprisingly useful triggered ability for stunning your opponents creatures and locking down the board on any spell you cast with MV 5 or greater.

Bramble Familiar - Alternate cast reanimate. Still on the fence with this one due to the RNG nature of it.

Spellscorn Coven - An alternate cast Reprieve-style card. Great for dealing with uncounterable cards or winning counter wars.

Decadent Dragon - A Mulldrifter variant that artificially expands your hand size by two.

Questing Druid/Tempest Hart/Twining Twins/Threadbind Clique/Scalding Viper/Horned Loch-Whale - Additional niche Adventure cards for stacks with an alternate cast.

Wilds of Eldraine Commander (WOC)

Malleable Impostor - Slightly weaker Mocking Doppelganger. Still very powerful because of flash.

Throne of Eldraine - WoTC finally printed a happy medium to Loreseeker's Stone style artifacts and cards like Emmessi Tome. Add it to your pool of existing card advantage artifacts or replace one if need be.

Doctor Who (WHO)

Everybody Lives! - Another Teferi's Protection style card. Good combat trick to keep yourself alive for another turn.

Reverse the Polarity - A Swift Silence style card with optional combat tricks. It's more of an upgrade since Swift Silence is often a glorified Dismiss.

Ensnared by the Mara - Powerful spell that effectively allows you to cast three additional spells. Bonkers if your stack supports this type of card.

Frost Fair Lure Fish - Glad to see more Foretell cards since it effectively expands your hand size. While the fish won't make it into my stack, it's a great option for lower powered stacks or stacks where Foretell is considered an alternate cast.

Great Intelligence's Plan - Sorcery speed draw three that allows you to cast a spell for free. Great for stacks with an alternate cast.

Ominous Cemetery - While it doesn't exile or remove any permanent, Cemetery is a powerful removal land similar to cards like Otawara, Soaring. Definitely like the design and hope we see more lands like this in future sets.

The Lost Caverns of Ixalan (LCI)

Hurl into History - Artifact or creature counter that's either a pseudo Dismiss or Reinterpret depending on the alternate cast rule you use. I think it has a place in most counterspell suites.

The Tomb of Aclazotz - Backside of Tarrian's Journal that allows you to cast a creature from your graveyard every turn if you have one available. Doubt it will make it into my stack, but an option for stacks that need additional reanimator cards.

Tecutlan, the Searing Rift - Backside of Brass's Tunnel-Grinder that allows you to Discover X when you cast a permanent spell. Seems strong and an upgrade to Havengul Laboratory if you have an alternate cast rule.

Ghalta, Stampede Tyrant - Weaker Timmy, Power Gamer with a 12/12 body and trample. Good for stacks that need more of this effect.

The Skullspore Nexus - Support card that creates a fungus army and also pumps any creature's power until end of turn. Good utility for stacks that need this effect.

Chimil, the Inner Sun - Support card that makes your spells uncounterable and provides an additional card at the end of your turn. Another utility card worth testing, especially for stacks that have an ACR.

Hoverstone Pilgrim - Another Reito Lantern-style card for Type 4 cubes designed with cycling support.

The Lost Caverns of Ixalan Commander (LCC)

Bronzebeak Foragers - Insane upgrade to Luminate Primordial with the slight downside of putting each exiled card into the owner's graveyard. Other than that, you gain all the life and create a huge tempo swing.

Order of Sacred Dusk - Love everything about this card: 5/5, haste, lifelink and exalted, and the art is a band of flying conquistador vampires! Cool card, but sadly not strong enough for my stack.

Jurassic World Collection (REX)

Grim Giganotosaurus - Chonky 10/10 dino with monstrosity 10 that destroys all artifacts and other creatures at instant speed? Sounds like a winner in my book! Love the art too!

Unknown Event: Minneapolis

Welcome to Mini-apolis

A sweet enchantment that creates an army of your opponents creatures, except they're all 1/1's. The drawback is not severe since most Type 4 creatures are useful in other respects (utility creature, blocker, etc).

Nevermind

An Evermind variant, with a slight downside. I currently don't run either at the moment, but the design space is very interesting. Love Splice as a mechanic and hope to see more cards like this.

Emrakul and Chatterfang

Oh mama! My favorite card this year! This card is part meme, part haymaker, and all around stupidly powerful threat! Testing has, surprisingly, proved promising. I think this eldrazi squirrel meme monstrosity is a worthy inclusion of any high powered stack! Make sure you add more wrath effects to deal with it!

Riku and Riku

A slightly weaker but playable version of Riku of Two Reflections. It's easily stopped by cards like Azorius Guildmage.

Koma and Toski, Compleated

I would run Koma, Cosmos Serpent before this, since Koma taps and disrupts any permanent instead of creatures. While there is built in card advantage with Koma and Toski with the tokens, I just don't think it's enough.

Unknown Event: Las Vegas

Force of Rowan

An alternate cast Fork in the style of Force of Will! Also a cute play on words involving the twin siblings Will and Rowan Kenrith.

Unknown Event: Philadelphia

Call Up Emrakul to Help

Last, but certainly not least, we have a bombastic removal and threat all in one: Call Up Emrakul to Help! For 13 mana you get to exile one nonland permanent and create an Emrakul, the Promised End. Such a powerful haymaker and tempo card. Solid replacement for any removal that you currently run. Easily one of my top favorites of this year.

The latter half of 2023 has introduced many powerful cards to the Type 4 card pool. WoTC has exceeded virtually all of my expectations with the new haymakers, Adventures, and utility cards, especially the Unknown Event cards! I look forward to seeing more over the top spells in 2024 as I'm sure WoTC will continue to push the envelope of this niche format. Thanks and see you soon!

Quick update to add a new mulligan rule specially crafted for the stack.

Serum Powder Mulligan - If a player is dissatisfied with their hand before the game begins, they may exile their hand and draw that many cards. Do this only once.

I've noticed over the past few years that some players get the occasional bad hand. While I don't want to introduce standard mulligan rules (for brevity's sake), introducing a way to mulligan an otherwise terrible hand will, I believe, keep the feelbads away. Early testing has proved promising. Looking to make this a mainstay for the stack.

Welcome back to another exciting Type 4 review! We’re going to cover sets from Q1 and Q2 of this year. WoTC did not disappoint with new haymakers and powerful cards for the format. Let’s get to the cards!

Phyrexia: All Will Be One (ONE)

Atraxa, Grand Unifier – To the surprise of no one, Atraxa is an absolute house in this format. In a similar vein to Jin-Gitaxias, Core Augur and Conflux, Atraxa warps the game. Opponents will do everything in their power to copy and reanimate her. Stats aside, the ETB alone is worth it. And the card advantage is off the charts; you can easily rack up 5+ cards when she enters, placing you miles ahead of everyone else. After some testing, I’m leaving her out of the stack for now, but she’s a great addition for high powered stacks.

Black Sun's Twilight – Solid removal spell to deal with pesky indestructible creatures, with the added bonus of reanimating a creature.

Kaya, Intangible Slayer – Originally, I overlooked this card, but testing it has been promising. A nice PW that provides removal, card advantage, and damage. Great card for stealing someone’s creature or enchantment. And she has Hexproof!

Ovika, Enigma Goliath – Another card I overlooked. Honestly can’t say why. Totally cracked token generator that’s especially ridiculous with instant and sorcery X-spells. Ovika is itself a respectable beater. Currently testing and definitely a kill on sight card.

Phyrexian Vindicator – Another Glarecaster variant. A lot weaker but it’s an option if you need more of these effects. Combos with virtually all Masticore style cards.

Tyrranax Rex – Uncounterable, Trample, Haste – what’s not to love? And it has Toxic!

Vanish Into Eternity – Efficient removal spell that will make its way into every list. An upgrade to Generous Gift.

March of the Machine (MOM)

Ayara, Furnace Queen – The first of many transform cards from MOM. Reanimates an artifact or creature with haste. Cool card that pairs well with Bosh, Iron Golem and Siege-Gang Commander. Worth testing!

Breach the Multiverse – Step aside, Gyruda! Immediate army of creatures and/or planeswalkers that rivals Insurrection and Rise of the Dark Realms. Such a powerful card and an auto include for every list.

City on Fire – Another Gisela type card for stacks that need it. I’ve been removing enchantments with similar effects since they require additional cards to work.

Deluge of the Dead – While Invasion of Innistrad is a decent removal spell, the backside is much better, in my opinion. Immediate blockers and great graveyard hate. Worth testing and a great replacement for weaker graveyard hate.

Etali, Primal Sickness – A Blightsteel Colossus variant with an additional ETB if you play the front side.

Heliod, the Warped Eclipse – Another Leyline of Anticipation on a 4/6 creature. Probably a little weaker since it’s susceptible to more removal, but still very strong.

Kogla and Yidaro – Really like the design of this card: nice Swiss army knife that attacks, fights, or destroys an artifact or enchantment. I’m considering this as a replacement to Boseiju, Who Endures, since my list runs less nonbasic lands at the moment.

The Grand Evolution – A great saga for Type 4. First chapter immediately provides mill and two creatures, and the saga can be recycled if it stays out long enough. While it won’t make the cut for the stack, definitely worth testing in other lists.

The Great Synthesis – A strong saga with immediate benefit from the first chapter. Proxying this up for future testing.

The True ScripturesThe Eldest Reborn’s bigger brother. The second chapter is absolutely backbreaking. Proxying this up for testing.

Zurgo and Ojutai – A weaker version of Two-Headed Hellkite. Currently testing. I think it would work better in a cube list where you can draft dragon tribal.

March of the Machine Commander (MOC)

Death-Greeter's Champion – Champion is a deceptively powerful card. For starters, it has Dash. Second, it has Backup, so you can pump another creature on your field and give it double strike as well. Such a cool and versatile damage machine.

The Lord of the Rings: Tales of Middle Earth (LTR)

Last March of the Ents – Uncounterable card draw coupled with a Tooth and Nail style effect. On the fence with this card since someone can remove the creature with the greatest toughness on your field. Other than that, all around good card.

Press the Enemy – I’m rethinking cards like this since I changed the alternate cast rule. Press the Enemy is a great tempo card that allows you to cast an instant or sorcery spell as well. Great for stopping spells of the uncounterable variety. Running this and Reinterpret to the stack for testing.

Sauron, the Dark Lord – Respectable 7/6 with a strong Ward ability and a wall of relevant text: Amass Orcs on opponents casting spells, tempting on combat damage, and a mini wheel when the Ring tempts you. Another card I’m proxying for future testing.

The Balrog, Durin's Bane – Virtually unblockable 7/5 hasty dude with a relevant on death trigger. Testing this guy out!

The One Ring – Yet another card that flew under the radar. The One Ring has proven itself as an all star in multiple formats, and I believe Type 4 is no exception. It just has everything: card draw, provides you protection from everything on cast, and it’s Indestructible! Such an amazing advantage engine once you get to 2+ burden counters. Easy replacement for any of the card draw artifacts and a staple for every list.

Tales of Middle Earth Commander (LTC)

Relic of Sauron – An additional Emmessi Tome for stacks that need it. A bit underwhelming compared to the relative power of the new cards this year.

Riders of Rohan – We’ve got not one, but two Dash creatures in the first half of this year. Riders might end up being my favorite new card of 2023. I might be hyping it up too much but Dash, 8 total power on ETB, and tokens that remain on the battlefield… seems really strong. And really fun! Stoked to try this bad boy out!

Sauron, Lord of the Rings – Much like the Dark Lord, a respectable beater with a wall of (mostly) relevant text. The cast trigger alone is worth playing this beater. Will test it in future updates.

The Balrog of Moria – A weaker Balrog with the added bonus of cycling. Worth testing if you need more hasty bois in your stack. I’ve ran similar beaters in the past (Yidaro) and they always end up getting cycled instead of played.

Well, that wraps up my review for Q1 and Q2 of 2023. Overall, the first half of 2023 brought us some amazing and backbreaking cards to the format. Looking forward to what the latter half of the year brings. Glad that WoTC printed some bombastic cards to counteract the efficient removal they’ve been churning out as of late. I’ll see you all at the end of 2023 with another set review. Take care and have fun!

Page 1 of 1+