Bomberman combo has felt too unreliable and people have not been drafting it. The pieces being too poor on their own has made the pieces unappetizing. We're adding the best pieces found that can be put in turn 1 off of a Workshop, but these slots will be subject to change to different payoffs after playing with them for a while.
Unburial doesn't make a ton of sense to me, so just a straight swap for 3 less mana....Seems fine :P
I wanted to remove Concerted Defense because the card feels incredibly underwhelming. Force Spike with downside more often than not isn't what I'm after. I looked over a couple choices to replace this spot including Spell Snare and Chain of Vapor, but I settled on something interesting to spice things up a bit. Pyroblast is an incredibly powerful spell against 1/5th of the colors in the game, but fortunately that fifth is a dominate slice of the pie. You will run up on Blue very often in high level magic, and this cube is no exception. I think this will be a very main deckable card for the red/x decks, and could be a card that rewards taking mana fixer lands in your blue/x deck to dominate the mirror. This is also an answer for blue permanents of course, but for the time being I don't expect that to come up all too often. As the cube pushes towards more creature strategies, this mode could become more relevant.
Gonna be looking in to the potential of cutting Bomberman (Auriok Salvagers + Lion's Eye Diamond) from the cube. Iconic combo, but plays multiple very dead pieces and is an A+B+C combo. Will be looking at Underworld Breach combo ideas as well as more pieces to enable creature combat.
Another step towards moving the creature attack strategy to the forefront. Two creatures that are win conditions without needing much help. Hexdrinker is gonna be on the watch as potentially too obnoxious to interact with (kinda True Name Nemesis esque) but for now makes sense. Jeweled Amulet is a really poor way of accelerating the combo decks, and speed has yet to be the problem thus far. Void Winnower fits in an awkward spot of being worse to channel in than any of the Titans, but being a generally lower impact reanimation target than Ashen Rider, Iona, Worldspine, etc. Seemed expendable.
This card does a very poor job of replicating Oko for all the right reasons. Endless removal given time, but doesn't create any type of a win condition on its own. Helps the Welder decks, Tinker decks, and the control decks all in its own way.
Seemed like a straight forward swap. Helps the idea I want to push of making combat damage a little more relevant in the format.
This card is just miserable all around. Too much game against basically every archetype and so hard to deal with.