M21 set update

Welcome to another cube set update. M20 is among the weakest sets in recent years for the cube format. Not only that, but the few cards that make it are not very strong. We got some good utility options, but no powerhouses and no new archetypes. On the flipside, this essay will be shorter to read!

 

White

Eidolon of Obstruction; +Seasoned Hallowblade

Why cut Eidolon?

The tax is just too insignificant. Eidolon is pretty much a Youthful Knight with bells and whistles.

What I like about Hallowblade?

It is a two drop that has three power. Like Adanto Vanguard, it has an activated ability that grants it indestructibility that does not cost any mana. Hallowblade can survive combat and mass removals. The threat of activation is often good enough to ensure nothing blocks Hallowblade. It is a safe target for equips and +1/+1 counters. It is a great discard outlet, being free, instant speed and unlimited. Finally, it is a warrior for Najeela. Unlike Vanguard, Hallowblade is also a decent blocker.

What I dislike about Hallowblade?

One toughness without evasion is bad in combat. Hallowblade cannot even get past tokens. Compared to Adanto Vanguard, a discard is a steep cost that keeps you in neutral card advantage against spot removals, and makes him far worse against mass removals. Tapping is a surprisingly relevant drawback too. It makes spending a removal spell on Hallowblade quite a good deal, even if you discard, and especially so in response to equip abilities and buffs.

White has very few discard synergies, so while Hallowblade can be great in an Orzhov deck, in the average white deck the discard outlet is far less important.

Prediction

I do not expect Hallowblade to be here in half a year.

 

Luminous Broodmoth; +Emiel the Blessed

Why cut Broodmoth?

Broodmoth did not get to see the light of day. But it and Shalai are two four drop that do nothing when they enter the battlefield. So is Emiel, and three such cards is clearly too much. Shalai is a fan favorite, so Broodmoth gets the axe. It is likely the weakest white four drop anyway. Sorry mothra! If Emiel disappoints the butterfly can come back.

What I like about Emiel?

It is another Eldrazi Displacer. Displacer is a fan favorite. Emiel blinks for the same price, but does not require playing colorless lands. As such it should be easier to include in decks. Redundancy can be good for this type of build-around effect. Emiel also has the counter-giving ability. While unicorns are basically extinct in cube, just a mana for a counter is a fair deal.

What I dislike about Emiel?

It is a four drop that fails the removal test hard. It basically does nothing on its own. The white four drop slot is super competitive. Unlike displacer, it cannot target your opponent’s creatures to tap them, and since it has a higher initial cost it is not really in contention for aggro decks. It is also less splashable than Displacer, a big factor as the best blink targets are in other colors.

Prediction

I know Emiel will see play. Hard to say if it is better or worse than Displacer, or if we want to keep both in.

 

Blue

Cloudkin Seer; +Barrin, Tolarian Archmage

What I dislike about Cloudkin Seer?

Cloudkin Seer is solid, but always a filler. It is not efficient, nor in high demand, nor supports a specific strategy. Just a nice overall playable, but the blue three drop slot has many powerful cards and the elemental is the weakest link.

What I like about Barrin?

This is the first Man-o’-War that can bounce a planeswalker. Man-o’-War was always good against creature decks, but was dead against creature-light decks. Barrin solves that problem nicely. The bounce is especially strong against cheap planeswalkers, as now even if they are recast, you now have an extra attacker to pressure them. The card-draw ability will rarely matter. The most notable interaction is probably with Karakas (which can even target Barrin himself).

What I dislike about Barrin?

The double blue cost makes him unsplashable. He is still bad to cast on an empty board. The 2/2 body is weak, and the bounce is still not card advantage. Bounce is great against tokens, but a bad answer to many creature – those with X in their mana cost, ETB triggers or adventure. Bounce against planeswalkers can also be bad, as it might let the planeswalker recharge loyalty and reuse a minus ability.

Prediction

I think Barrin will be another versatile playable card, with low synergy and power level. It is great against aggro, like Man-o’-War, so it is at least a good sideboard option. Answers to planeswalkers are in a high enough demand that he warrants extended testing.

 

Black

Ransack the Lab; +Eliminate

What I like about Eliminate?

There are 18 planeswalkers in the cube that cost three or less, and three more flip walkers (Kytheon, JVP and Nissa, Vastwood Seer). Among them are some of the most powerful hard to remove bombs, such as Oko, Ashiok, Dack, Daretti, the two Lilianas and more. Cheap planeswalkers are those in most need of an answer as the opponent is less likely to have the board presence to deal with them.

Some decks will have too few targets for Smother, having few small creatures. Such decks are likely to pack planeswalkers. I expect Eliminate to be maindeckable more often than many spot removals just because it is less likely to be dead in any given matchup.

What I dislike about Eliminate?

Smother is really bad. Even with the 18-21 additional targets, it has far less targets in the 720 list than Go for the Throat. Eliminate will still be dead a relevant amount of the time, how much exactly remains to be seen. Black already has several removal spells that hit planeswalkers, although they cost more and are not splashable, so Eliminate is not filling a hole.

Prediction

I expect that eventually Eliminate will be too limited in its targets, but cheap planeswalkers are important enough to contain that it is absolutely worth testing.

 

Wretched Confluence; +Eldest Reborn

Why cut Confluence?

It is expensive and only fits control decks. The removal version is not good against big creatures. While the card is solid, it is not a critical piece for control decks and doesn’t have a high ceiling unless used with Torrential Gearhulk.

What I like about Eldest Reborn?

This is a control/midrange value card that also supports reanimator. It is a clean three-for-one. It is splashable. It is another edict effect, which are always hard to find playable versions of, answers indestructible and hexproof creatures are always needed. It also gets around one of the drawbacks of edicts – it cannot whiff against a creature light deck as it eats planeswalkers too. The reanimation is from any graveyard, so while it works well in a reanimator deck, it is fine just as a value card too. Returning a planeswalker just increases its range and sets the floor of the saga higher.

What I dislike about Eldest Reborn?

It is expensive and slow. The edict is likely to hit a token, a mana dork or a random utility target. The reanimation will be online on turn 7 at minimum, far too slow for dedicated reanimator decks. The discard can also whiff that late in the game. If you do not pack meaty targets yourself to reanimate, the last trigger can also be underwhelming. In conclusion, none of the value is guaranteed.

Prediction

In practice, as can be seen from Liliana, Death’s Majesty, it is hard to cut a card that reanimates from a reanimator deck. Even if your opponent empties their hand to avoid discard, it was likely a sub-optimal play pattern. When Reborn is on the battlefield, you opponent is less likely to trade good creatures and will be more fearful of their planeswalkers, all of which add value to the card.

It is hard to say if it will survive, but between reanimator and control decks I am sure it will see play.

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Red

Stormblood Berserker; +Heartfire Immolator

Why cut Berserker?

It is very bad without bloodthirst. This is an inconsistent card that red can now afford to lose.

What I like about Immolator?

The most common comparison is to Goblin Cratermaker. Cratermaker can destroy artifacts, eldrazis, Ugins and Karns. Immolator can hit planeswalkers. Immolator also has the potential to deal 3 or more damage. Adding prowess improves the body, especially for aggressive decks.

Immolator, like Cratermaker, is of the rare breed of red two drops that is playable outside of aggro. Planeswalkers need answers, and immolator is a good way to pressure them, both by attacking and by igniting itself. When you have an Immolator on board, suddenly a lot of your opponent’s plays are far worse – paying negative loyalty costs of planeswalkers or casting small creatures becomes bad.

What I dislike about Immolator?

Unlike Cratermaker, it requires a red mana to shoot things, not a colorless one. It will be harder to keep that open. Worse, Immolator is basically a burn spell with a body. In a control deck you would probably still prefer to play a Volcanic Hammer. It is cheaper and always deals three damage. With Cratermaker, you get access to a rare ability (answering colorless permanents). With Immolator you probably want the body or you don’t play it.

Immolator has some less than ideal homes too, such the artifacts deck or a superfriends deck. It’s not as broadly playable as Cratermaker.

Prediction

I don’t think Immolator is a bomb, or even a high pick. Prowess makes combat, and his trigger, interesting to play with and against. Red two drops are shallow enough that I think it is the easiest inclusion of this set.

 

Green

Earthshaker Giant; +Elder Gargaroth

Why cut Earthshaker?

It doesn’t do enough alone, and doesn’t do enough in the average case scenario. Yes, Craterhoof is also bad without other creatures under your control, but the haste still makes it far more impactful and useful for killing a planeswalker. We also got Kogla last set as a green six drop which competes directly with Earthshaker. Kogla is still not tested (*ahem* covid 19 *ahem*), but offers more unique things to the color, assures value and is a better reanimation/cheat target most of the time.

What I like about Gargaroth?

He beats harder than most titans. This is a card you don’t want attacking you, but also do not want to attack into. It is just very flexible. Need more board presence or to speed up the clock? Create a beast. Fear a mass removal? Draw cards. In a low life total against a burn deck? Gargaroth got you covered.

It fixes up a few weak points green ramp decks have. One is life gain, the other is fliers. With vigilance and reach, this card will dominate the board and protect your planeswalkers.

What I dislike about Gargaroth?

The elephant beast in the room: it fails the Vindicate/Doom Blade tests savagely. I am unhappy about Baneslayer Angel, and green has an even greater weakness to begin with against spot removals. Green has fewer dorks that are hard to remove, few ways to draw cards, and usually not many top end cards in total in the deck. This is just a sitting duck against control decks.

There is also the issue of a 6/6 not actually being that big against midrange decks, and sometimes even aggro decks. A double/triple block could deal with the Elder in many board states.

Prediction

The scenario where a double block kills Gargaroth is usually a win. The value and tempo gained is worth the card and the mana. Green can in theory have an easier time getting away with Baneslayer type creatures (a widely used term within MtG noting a creature that generates no value outside its body, but has very efficient stats and abilities compared to its mana cost), because it ramps and can play Gargaroth earlier in the game.

I think Gargaroth needs a lot going right to be a good and fun card. If it dies too often to removal, it will be an aggro hoser and/or somewhat of a trap. If it survives too often, especially if ramped, it can feel unbeatable. It can be an interesting card if it will survive a turn on average before getting killed. Let’s see how it goes, and if it is fun.

 

Nightpack Ambusher; +Garruk, Unleashed

Why Ambusher?

Ah, green four drops. The dreaded slot of the curve. Ambusher is good if you can, well, ambush an attacker. Otherwise it does not pass the removal tests, while having a vanilla body that cannot close games. Generating tokens is good, but the trigger goes against what green is trying to do. When facing the choice of playing other four or higher drops, or getting a 3/3 token, you seldom choose the token.

What I like about Garruk?

It is another token generator, except more consistent. It adds resiliency against mass removals and creature spot removals. This ability is expensive in loyalty, especially as in green you are probably having more creatures. Luckily, I think his strongest ability is the first. It reminds me of Elspeth, Knight Errant’s ridiculous first ability. Trample is worse than flying, but not by much. Green has a lot of mana dorks and disposable bodies lying around in the mid game. Making them a big trampling threat is big game. Granting Kogla trample is also a big swing. This ability is especially good at killing opposing planeswalkers.

Of course, the ultimate is game-winning in most green decks.

What I dislike about Garruk?

He is far, far worse on defense than offense, especially compared to OG Elspeth. This Garruk can be killed by burn quite easily. On the other hand, if a 3/3 is outclassed on board, Garruk cannot defend himself. The ultimate is probably not winning you the game before the absurd amount of pumps you need to get there do.

Prediction

Being as good as Elspeth is not a bar cards have to pass. A floor of Trumpeting Herd is not bad at all. I think this Garruk will prove to be good, but more so in all types of midrange decks (also including tokens, superfriends etc) than ramp decks. It gives green sudden burst damage, an effect the color lacks at these mana costs.

 

Rishkar, Peema Renegade; +Llanowar Visionary

Why Rishkar?

It is a similar, yet worse version of the effect. While a 3/3 Llanowar Elves that adds a +1/+1 counter is good, it is not amazing. Especially since if you use the mana you cannot attack. It is weak to removals, and not a high priority for any deck.

What I like about Visionary?

It is a card most green decks will want. Green is all about ramp. Visionary provides that, and is especially fit for the curve of mana dork turn one into a three drop. Late in the game, it draws into more gas.

What is great about Visionary is that you do not care too much what happens to the body. Trading it on the block against aggro to kill an Isamaru is solid. If it dies to a Shock, well that’s fine too. It does not overextend you to a mass removal.

Compared to Cultivate, besides the sorcery never drawing a spell, the 2/2 body is significant. Just scaring off 1/1 tokens the turn you cast Visionary will be worth some life. The body will be able to attack and pressure planeswalkers, or equally defend your own. It can carry equipment. It can be discarded to Survival of the Fittest, it generates an extra mana with Gaea’s Cradle and the whole team benefits when a Craterhoof is cast. This is not even the ceiling. Visionary can be abused with Recurring Nightmare, or flickered with Restoration Angel.

What I dislike about Visionary?

It is expensive and therefore a lower priority than 2 mana ramp spells. You really don’t want Visionary to be the first ramp spell you play in the game. Compared to other ramp spells in that range such as Cultivate, it does not fix colors. Simply put, this will never be a high pick. Cloudkin Seer is a card of a similar design and it failed.

Prediction

Ramping is exactly what you want to do on turn three or two in most green decks. Unlike Cloudkin Seer in blue, where the 2/1 flying body is interesting to few decks, ramp is ramp and you seldom cut it in ramp lists. I believe for many decks this is the ideal green three drop. While it will never be splashed for, and it will wheel fairly often, it is still at the top of its class.