LotR Update part 3 – Green, multicolored and colorless

Green

Gilded Goose; +Delighted Halfling

An anti-control mana elf

Why cut Goose?

Not ramping every turn is a serious drawback. Creating food for repeated life gain is not a good mana sink and rarely affects game outcomes.

What I like about Halfling

We play Boreal Druid, and Halfling is better in three ways:
1) It has two toughness, a rarity for a mana elf. Halfling survives Wrenn and Six and Plague Engineer.
2) It fixes colors of mana for legendaries. There are 94 colored legendaries in the cube. Several of them are bombs you want to splash for in most green decks, such as Minsc and Boo, Oko, and Grist.
3) It makes legendary spells uncounterable. There are 107 legendary spells in the cube.

What I dislike about Halfling

As a control player facing this, it can feel random that some spells are uncounterable while others aren’t. Halfling didn’t need the anti counters rider text to be great.

Prediction

This fantastic card will stay in the cube for many years. It is about as good as, if not slightly better, than Llanowar Elves.

Duskwatch Recruiter; +Scavenging Ooze

The grave hate is on

Why cut Recruiter?

Not only is it a DFC, it is the only werewolf that works under the old rules. Combine it with a mediocre card, and you get a card we really wanted out of the cube.

What I like about Ooze

It is one of the most maindeckable graveyard hate options. See the discussion in the intro of this update into why we want to add a little now. Ooze is a scalable threat with some lifegain and ongoing instant speed disruption.

What I dislike about Ooze

Ooze has been in and out of the cube a few times now. Ooze is green-heavy, requires to keep mana open if you want that instant speed disruption, and is not an efficient threat. It doesn’t have a lot of synergies, either.

Prediction

Ooze is still the best for maindeckable grave hate in green. I hope we can get something better to fill this role.

Outland Liberator; +Cankerbloom

Less tracking

Why cut Liberator?

It is a double-faced card, and tracking night // day is a chore. It seldom flipped, so Cankerbloom is a pretty direct upgrade.

What I like about Cankerbloom

It is a mono-colored Qasali Pridemage with three points of power instead of exalted. The ability to proliferate will let you ultimate planeswalkers a turn early or add +1/+1 counters to potentially several creatures.

What I dislike about Cankerbloom

Proliferate is still narrow. The main point against Cankerbloom is that there are many Disenchant effects, so it is not a high-priority card to pick up.

Prediction

Cankerbloom is aggressive, disruptive, reactive, and proactive. Green has few good two-drops that don’t ramp, so Cankerbloom isn’t competing against strong contenders. Cankerbloom would be a hard card to cut from the final 20, and it has the potential to create some incredible stories on top of that.

Wall of Roots; +Llanowar Loamspeaker

A two mana ramp dork upgrade

Why cut Wall of Roots?

The last few years have made zero-power and defender creatures much less desirable. Not being able to carry equipment, crew a vehicle, or retrieve the monarch is sad. The general power creep also makes a 0/4 defender a lot less attractive. A wall is not helping you as much against a Rabblemaster, an evasive dork, or nearly anything. Wall of Roots can produce mana the turn it comes into play, even two mana at a turn cycle (once during each turn). That is not enough when the body is quickly meaningless and when it doesn’t help with splashes.

What I like about Loamspeaker

A 1/3 gold mana elf is a good baseline. A 1/3 body can arguably be better on defense than Wall of Roots, as it can kill a token or Ragavan, where a pair of goblin tokens would smash right into Wall of Roots. Fixing for every color is also a huge deal, significantly increasing playability and reducing color screws.
Animating lands is a way to make your mana elf relevant offensively later in the game. If you are flooded, or it is the late game, Loamspeaker is a sort of “recurring” threat – if the land is killed in combat, a new land can be animated and attack next turn.
Almost equally important is the threat of activation. Having Loamspeaker on the battlefield can prevent your opponent from deploying a planeswalker to the board.

What I dislike about Loamspeaker

Two-mana elves that are vulnerable to removal and produce only one mana will never be the most exciting cards. At least Loamspeaker has enough advantages over a talisman to see play.
Losing a land to removal/in combat after animating it hurts a lot. It basically resets back the ramp the elf provided you. It can very well be that by the time you can afford to lose a land, the 3/3 body is not relevant anymore.

Prediction

It’s an improvement, but Loamspeaker is not an amazing card. It could be better than Biophagus, though.

Primal Adversary; +Endurance

A massive three drops that solves several of Green’s problems

Why cut Adversary?

Adversary was a colossal letdown. A 4/3 trampler is less strong than it reads, as it is very easy to take down in combat. Adversary’s ability to animate lands is expensive and comes online so late that it rarely matters. No deck wanted this card – aggressive decks have far better three-drops and ramp decks have better mana sinks.

What I like about Endurance

Endurance has a beefy body for its cost. On top of that, Green has several weaknesses that Endurance solves quite well. First, Green has few instant speed plays. Endurance can eat an attacker by surprise. With four toughness, it is easy to block with Endurance and have it survive.
Second, Green is weak to fliers, which Endurance stops (or surprise blocks to kill) very well. It blocks like a Restoration Angel.
Third, Endurance can shuffle a graveyard to disrupt reanimation, escape, flashback, and more. You can also shuffle your graveyard if you fear running out of cards in your library.
Endurance also has an evoke ability, which lets you emergency stop a reanimation without open mana. It is nice for Green to have some disruptive capabilities against combo decks.

What I dislike about Endurance

In matchups where a 3/4 reach creature is not strong, Endurance will underperform – this will be the case against some midrange decks with larger creatures or combos that do not care about the graveyard, like cheat or wheel decks.
The evoke ability is card disadvantage, so it is unlikely to be used much in practice. There is also some in-built tension where you want to keep Endurance in hand to disrupt graveyards at the right moment, yet playing it as a three drop is often a bigger priority, and holding up three mana is seldom feasible.
The double green in the mana cost limits its use, especially as green typically loves splashing several colors.

Prediction

While Endurance is less potent than other cards from its cycle, it has seen constructed play in eternal formats. Endurance was not included because we feared disrupting reanimator, not because we thought it was weak. It is a rounded card that will perform well in most matchups.

Oracle of Mul Daya; +Collected Company

Is the powehouse that defined formats now positioned to take over the cube?

Why cut Oracle?

A 2/2 for four mana is fragile and nearly irrelevant in combat. Oracle only generates value when you have lands on top of your library, which is unreliable. She was weak for a very long time now.

What I like about Company

Playing two creatures out of the top six at instant speed is of immense value. The ceiling is hitting two three-drops and netting two mana, but even if at mana parity (a one-drop and a three-drop or a pair of two-drops), adding instant speed and selection are well worth it. The power of low drops, especially three drops, has skyrocketed in the cube recently.

Company’s light-green cost makes it easy to splash for.

What I dislike about Company

It is an inherently narrow card – you must have a mass of creatures costing less than four. Ideally, that should be most of your deck, thus widening your choices when looking at the top six cards of your library. You also want the creatures to be good in the mid-game; a pair of mana elves usually do very little for you at that game stage. Company is not a good fit for ramp or cheat, which are the majority of decks in Green.
Company has a decent chance of missing at least one creature. It can even miss on both, becoming a literal do-nothing.

Prediction

Company is a narrow card. However, in decks where it is good, the card advantage, selection, and board advantage are rare. It seems like there is one deck in every draft that would love it. We have seen Lurrus as a companion enough times to believe that the Collected Company challenge is surmountable. I hope it will see enough play and that decks of other colors will splash it.

Play Tip

If you have haste creatures, it is wiser to play CoCo before the attack phase.

Verdurous Gearhulk; +Thrun, Breaker of Silence

A cheaper Carnage Tyrant?

Why cut Gearhulk?

Gearhulk’s average case is a 6/6 trampler that puts two +1/+1 counters on a mana elf. It can be an 8/8 trampler, but that is putting all eggs in one basket, especially as Gearhulk dies to Shatter effects. Pumping a mana elf is not often relevant. Gearhulk is best when you have other creatures out, is not great on defense, and offers little utility but stats.

What I like about Thrun

Thrun is like a cheaper Carnage Tyrant. A 5/5 uncounterable trampler is a good start. Hexproof from nongreen abilities is very strong and almost identical to shroud. The only cards in the cube that can target and kill it are Grist, Maelstrom Pulse, Assassin’s Trophy, Dragonlord Atarka, and Oko.
Thrun is better than Tyrant at attacking, as blockers can never trade with it. It’s almost a green True-Name Nemesis.

What I dislike about Thrun

It has no indestructible on defense, so it is not a great blocker. It can also die to board wipes. A 5/5 is not a massive body for five mana, and Thrun is not fast at closing out games.

Prediction

It is better than Thrun, the Last Troll, and Carnage Tyrant.

Paradox Zone; +Nissa, Ascended Animist

A planeswalker that does it all

Why cut Zone?

Zone is slow, with an initial board impact of just a 2/2 for 5 mana. It could be a better defensive card, too.

What I like about Nissa

Nissa has three different modes. She immediately generates a 4/4 that protects her for five mana and four life. The tokens Nissa produces become larger with time. If Nissa is cast at six mana, she generates a 6/6 token. This is similar to the Minsc and Boo situation, where both the token and the planeswalker are threats you need to answer. She can immediately ultimate at seven mana and potentially do a Craterhoof imitation.
In addition to that, Nissa can Disenchant on consecutive turns for a long time. The flexibility to play Nissa as a 5-drop token engine, a 7-drop finisher, or a Disenchant makes her a fantastic card.

What I dislike about Nissa

At the five-mana mode, losing four life hurts a lot and makes her a not-so-hot card against aggressive decks. A flicker/bounce removes the token and leaves her defenseless; killing her hurts a lot after you have paid four life to cast her.
Her ultimate wants many forests, as does her mana cost if you wish to have the option to cast her for 6 and 7 mana, limiting her number of potential decks.
Burning Nissa in response to the +1 ability will shrink the token. Note that if you burn Nissa to death in response, the resulting token would be a 0/0, but if she is killed with a Hero’s Downfall, the token would still be the same size.

Prediction

Nissa is a fantastic card that fills several different roles exceptionally well. She is in the top 8 planeswalkers in the cube.

End-Raze Forerunners; +Worldspine Wurm

Cheating it up

Why cut Forerunners?

Forerunners are a lower-tier redundancy for Craterhoof Behemoth. Craterhoof and Forerunners are narrow cards, only fitting into ramp decks with many creatures on board. Forerunner have a better body, which is an afterthought on those cards as the goal is to one-shot people. Forerunner’s pump is weaker, so it is much harder to one-shot people with the boars.

What I like about Worldspine Wurm

It is a gigantic threat that leaves behind a massive trampling army. Wurm is excellent with Sneak Attack, Natural Order, and the newly added Flash. It is also barely affected by board wipes or spot removal.

What I dislike about Wurm

Wurm is cold to exile removal. It is also pathetic against bounce and Maze of Ith. Wurm is only significant on defense if you can sacrifice it. Finally, it doesn’t work with reanimation spells.

Prediction

These are both narrow cards. Let’s see if Wurm can pick up enough play now that we push the cheat archetype more – it has already been tested in the cube once and got cut. There are also some concerns about binary play – either you have an answer, and the Wurm didn’t do much, or you do, and the Wurm kills you very quickly.

Multicolored

Dreadbore; +Atraxa, Grand Unifier

The new best cheat target in the game?

Why cut Dreadbore?

Black has now many Hero’s Downfall effects. Red always had spades of burn spells that could kill a creature or a planeswalker. This makes Dreadbore an efficient spell but far from a needed one. It does not solve any problem for either color; therefore, it is a card you rarely splash for.

What I like about Atraxa

Atraxa has a potent ETB effect. On average, she will draw 3-4 cards with some selection. You are all but guaranteed to hit a land and a creature, and every other card type is a bonus on top. Atraxa passes the removal test with flying colors. On top of that, Atraxa has a fantastic body. It attacks for 7 lifelink damage in the air while staying untapped to defend you. Atraxa is basically impossible to race.
Atraxa is a prime reanimation target. If she is cheated with Sneak Attack, Atraxa can find you another target pretty consistently. Since Atraxa is green, she can also be fetched by Natural Order. Her ETB is strong enough to make her a good Flash target (for example, her trigger can dig for a reanimation spell on Atraxa for the next turn).
Compare Atraxa to Griselbrand. They have the same body, with Atraxa having a slight edge with vigilance and deathtouch. Atraxa is one mana cheaper, and four black mana are not necessarily easier to get than four colors. Griselbrand can draw more cards immediately, but Atraxa draws cards without paying any life. This makes a big difference when on the back foot, especially when fearing removal. Griselbrand also doesn’t work with Flash or Natural Order. Overall, Atraxa is likely the better cheat target.

What I dislike about Atraxa

With four colors, casting Atraxa is tough. Atraxa would be the only four-colored spell in the cube.

Prediction

Atraxa has been an all-star in every constructed format she has been a part of. There are good reasons to think Atraxa is the best cheat target in the cube. Mana fixing in the cube is good, especially in green, so I expect Atraxa to be cast often.

Ob Nixilis, the Adversary; +Kroxa, Titan of Death’s Hunger

The inevitable finisher returns

Why cut Ob?

Ob is narrow. It only goes in aggressive decks with many cheap creatures, ideally with some you don’t mind sacrificing. On turn three and with casualty, the card is a powerhouse. Without casualty or when on the back foot, Ob is very disappointing. It didn’t make enough main decks to earn a permanent cube spot.

What I like about Kroxa

Kroxa has the meaty escape, like Uro. It is a card you can cast again if killed or countered, and don’t mind discarding or milling. Kroxa is enormous, and the ETB + attack trigger makes it a fast clock.

What I dislike about Kroxa

The escape is color-heavy. Getting six cards in the graveyard is not trivial. We have tried Kroxa in the cube before, and it didn’t yield good results.

Prediction

Kroxa is a more playable card that has seen more success in constructed formats, and one of our players is keen to try it. I am skeptical, but Ob was such a dud it will definitely be an improvement.

King Darien XLVIII; +Arwen, Mortal Queen

A nightmare for aggro decks

Why cut Darien?

Darien is underpowered on a small board. Darien has the power of a below-average mono-white three-drop – even in the decks best suited for it, the white three drops often best it.

What I like about Arwen

An indestructible 2/2 is very annoying. It blocks forever, survives board wipes, and most removals, including burn. Arwen is a great defender of planeswalkers. Some decks have few or no ways to answer her.
Arwen’s activated ability is a pain in the ass to play around. If you have a mana open, you can save any creature from spot removal. The threat of activation will render many cards dead in your opponent’s hand. Then, it also makes Arwen a 3/3 lifelinker forever, pumping and granting lifelink to the other creature. Racing after that would be seriously hard.
Arwen plays well with blink effects. She is one of the safest bodies ever to carry equipment around.

What I dislike about Arwen

Arwen is not great alone on the board – while being indestructible is annoying, a 2/2 can ultimately be ignored in many game states. It can be outclassed, bypassed by fliers, or overrun with a wide board. Some colors, like white, easily answer an indestructible creature.
There is a genuine concern the card is oppressive against aggro. Burn cannot kill Arwen. Attacking into her will cost a creature, and a pair of lifelinkers can put the game way beyond reach.

Prediction

Arwen is a unique card that is rounded against most deck types. Against control, she survives board wipes or saves your best threat. Against aggro, she is an insurmountable blocker that gains an ungodly amount of life. Against midrange, she still represents 4/4 in stats for four mana, along with double lifelink and perhaps some removal/trade blanking. Selesnya is a very lacking guild, so there are pretty good chances for Arwen to stick in the cube.

Play Tip

Arwen comes into with the indestructible counter – it is not an ETB trigger, so there is no window to kill her with removal.

Plargg, Dean of Chaos; +Forth Eorlingas!

Reach, board, and card advantage rolled into an incredible package

Why cut Plargg?

Plargg was played quite often, actually. I have seen Augusta played a lot without red and Plargg without white, though more rarely. However, in both roles, it is a filler card – you play Plargg in a slow deck that needs more early plays, or Augusta in an aggressive deck that needs more three-drops. It is not a card you splash for, pick highly, or pulls you strongly into a second color.

What I like about Forth Eorlingas!

Forth Eorlingas has several unprecedented qualities. At first, it is the cheapest monarch enabler. If you have a one drop, you can gain monarch as early as turn two. Then, it is also a scalable burn spell at a better rate than we have ever seen before. A Fireball that costs one more but deals twice X damage to your opponent will end many games on the spot. The tokens can be blocked or killed, true, but they stick around for another hit next turn, and they have trample, so they cannot be chumped with tokens.
Combining both results in a card that gains both tempo and card advantage. For 4 mana, you get 4 power and 4 toughness in stats with haste and become the monarch, which is absurd. This card will take a lot of work to recover from.

What I dislike about Forth Eorlingas!

The card is far worse if you are very far behind. If you cannot afford to attack or cannot connect with creatures, you don’t become the monarch. Also, scalable token makers haven’t performed well in the cube historically.

Prediction

The card was tearing up constructed formats and cubes alike. It has a very good shot at being the best gold card in the cube alongside Minsc and Boo, and it is by far the best Boros card.

Scheming Fence; +Shorikai, Genesis Engine

A card advantage engine that’s also an 8/8

Why cut Fence?

It didn’t have targets as often as needed, especially on turn two. Even fewer were abilities that are positive for you. For a multicolored card, it is too narrow. A huge letdown.

What I like about Shorikai

Every activation nets you a three-for-one. That’s a bit of cheating, though, as a 1/1 does not equate to a full card. But it is a stream of chump blockers to protect your planeswalkers or keep your crown. It is also a quick way to recoup after a mass removal. When the tide is turned, you can use the tokens to crew the massive 8/8 vehicle that finishes your opponents in short order. Shorikai is immune to sorcery speed creature removal, and with 8 toughness, it is almost impossible to burn down.
Shorikai fits into several strategies. The constant stream of creatures works well with Opposition and Skullclamp. It can be fetched with Tinker. Shorikai is also a respectable discard engine, although that is less often relevant in Azorius.

What I dislike about Shorikai

It is not a fast card – it requires 5 mana for the first token to see play. To crew it by itself, you need three tokens. A 1/1 token is not always enough to stabilize you after such a severe tempo hit.

Prediction

Surprisingly, the card sees play in eternal formats and other cubes. As it is so broad, safe, and well-fitting into popular archetypes, I think this vehicle will be a success story.

The Scarab God; +Ashen Rider

A general-purpose fattie for the cheat deck near you

Why cut God?

It is slow and has a low initial board impact. It can win the game if it survives and has cards to exile, but that’s a big if. It’s one of the cards I most want to see against me when I have a Jace TMS on the board.

What I like about Rider

You don’t want to cast this card, but it works well with many cheat cards. This includes reanimation, the newly added Flash, Sneak Attack, and Show and Tell, to name a few. Rider is good at stabilizing, removing their best permanent, and adding a sizable flier they don’t want to kill.
Rider is one of the few cards that can answer lands. And yes, with Flash it is a double Stone Rain on turn two!

What I dislike about Rider

It is not great at finishing games. A 5/5 flier is a relatively slow clock for a creature this expensive.

Prediction

Rider will be a card that tables to the reanimation/cheat player. It is probably one of the worst targets, but it is a glue that holds several cheat archetypes together.

Ashiok, Nightmare Muse; +Riders of Rohan

A Boros Grave Titan?!

Why cut Ashiok?

Ashiok is underpowered for her price – the tokens are small, she doesn’t permanently answer anything, and her ultimate depends on your opponent’s carts. Ashiok was functional but definitely replaceable.

What I like about Riders

Riders put down 8 power and 8 toughness spread across three bodies. That is quite a lot for the price, and it is hard to answer all of it. It can attack for 4 damage immediately, or if you wait for 6 mana, you can dash it for 8 face damage and two more tokens next turn. Dash allows Riders to avoid board wipes and sorcery speed removals. Riders are a prime blink target.

What I dislike about Riders

While the army is wide, it is not big – a pair of opposing 3/3s blocks Riders pretty effectively. Then, there is the question of which deck will play it. Five is a bit high for aggro decks, let alone six, yet it is not sticky enough to be a control finisher. It should be noted it is a decent reanimate and cheat target for sheer stats alone.

Prediction

Riders were printed with another direct competitor in its guild – Eomer, King of Rohan, which we should try some day too.

Colorless

Sword of Sinew and Steel; +Reckoner Bankbuster

A mana sink that comes with a body

Why cut SOSAS?

The opponent didn’t always have a permanent to destroy with the sword, which meant it wasn’t effective enough. 5 mana to cast + equip is a lot to ask for. If there isn’t some guaranteed value for it, you’d probably have been better off playing another threat.

What I like about Reckoner Bankbuster

It’s a 2 drop mana sink that draws cards, meaning it can go in any deck. Then, after drawing 3 cards, which will probably mean that you’ve stabilized somewhat, you get a 1/1 token and a treasure. The treasure helps fix in cases where you’ve been mana or color screwed, and the body can directly crew the Bankbuster for it to become a 4/4, a respectable body. For one card, that is a good amount of value to guarantee yourself, especially early in the game.

In parallel to all of the above, Bankbuster is a vehicle that can grant your creatures pseudo haste should you need to apply pressure, or you don’t have the mana to activate it. A Bankbuster on board will deter many planeswalkers from being played.

What I dislike about Bankbuster

4 turns of sinking 2 mana is a lot of time and resources. The only deck that would consistently like to do so is control, which wants to spend its mana after it holds it up for counterspells. Midrange could also do so, but it often has better things to do, especially as the cube gets faster.
Furthermore, it’s much harder to utilize the vehicle if the token gets killed since Crew 3 is no small feat. However, considering that you’ll have drawn 3 cards by then, this drawback is acceptable.

Prediction

This card has proven itself in standard, where it saw considerable play simply because of how easy it was to slot in decks and the Swiss army knife of value that it brings. The cube’s competition is much fiercer than the standard format, so it remains to be seen whether the card will truly shine in the same way, but its best function is helping struggling decks – which is a good thing to have in the cube.

Advantageous Proclamation; +The One Ring

The namesake of the famous trilogy comes to bind the cube to its will

Why cut Proclamation?

Proclamation, being a conspiracy, can undoubtedly be strong for the player that picks it – fewer cards means better odds for combo decks and consistently drawing the best threats for aggro decks. However, the card was never exciting, and its effect was never flashy or worthy of a good story after the game. As conspiracies are gradually being phased out of the cube, its time has come, even if it did good work.

What I like about The One Ring

This is truly a unique Magic card that takes work to evaluate. When you cast it, you gain a turn of invulnerability, giving you a precious break from the terrifying aggro clock and letting you attack with your less important creatures without repercussions to your life total.

More importantly, its active ability stacks, drawing you cards at increasing rates. This means that on the first activation, you draw 1 card, then 2 on the second activation, then 3, and so on. Within the first 2 activations, you get the value of the mana you paid for, and from then on, anything else you get is a big bonus. Such incredible card draw rates are rarely seen and are reminiscent of Necropotence and friends, except that The One Ring doesn’t require you to give up your draw step!

Additionally, you lose life each turn, according to the number of times you activated the ability – the number of counters on the ring. The best way to go about this is to draw with the ability only after the upkeep life loss trigger – then, you will draw the same number of cards but lose less life.

Finally, the Ring is not only good by itself, but it has some significant synergies. In the cube, Sheoldred, the Apocalypse can give you back the life that you lost and then some. The Ring can be bounced or flickered to reset the life loss and gain another turn of damage prevention.

What I dislike about The One Ring

Firstly, it’s crucial to note that you don’t get protection from the ring if you don’t cast it. This means that any tactic to cheat it into play, like with Channel or Tinker, will probably not be worth it.

Secondly, the Ring’s life loss is pretty much inevitable unless you happen to run Vampire Hexmage. This is because the Ring itself is indestructible, meaning any plan to draw cards and then kill off your own Ring without a sacrifice outlet would require you to have exile removal, which is much rarer and more valuable.

It also makes drawing more cards with the Ring much more dangerous – the life loss clock is already problematic with a few cards drawn, but once you reach 3-4 life loss each turn, you surely won’t survive for long. And don’t forget, the protection you gained was only for one turn – you still have to deal with your opponent’s board, or they’ll kill you much more quickly with the Ring’s damage!

Lastly, just as there are synergies with card draw, there are countermeasures from the opponent’s side. With Consecrated Sphinx, your opponent will draw more than you with none of the life loss. With Narset and Hullbreacher, the card draw will be completely negated, and if your opponent has Sheoldred or the new Orcish Bowmasters, they will gun down your life total even more quickly.

Prediction

The One Ring is a powerful Magic card, especially if you build around it. It’s proven this in all three of Modern, Legacy, and Vintage, where it saved games out of nowhere with its protection, and its card draw was enough to completely blow opponents out of the water.

However, a big part of this was because the Ring could draw into another copy of itself, and playing the second copy would give you another instance of protection and reset the card draw and life loss. The Ring’s ability to dig would be so extreme that you could consistently reach 2 of your other Rings, drawing enough cards to drown the opponent with card advantage, especially with the free MH2 evoke elementals not requiring mana to get you ahead.

As the cube doesn’t support multiple copies of the Ring, this aspect is significantly less dangerous, and the life loss might be strong enough to lose the game for the Ring’s wearer. But there is exile removal, and there is the ability to sacrifice it for other benefits (i.e., Tinker, Pia and Kiran), so there is no telling how it might turn out. One thing is for sure – it will be fascinating and create very precious opportunities.

Play Tip

Did your opponent play the Ring? If it’s still early and the Ring barely has any counters, you might want to exile it with removal to prevent the opponent from drawing cards. However, if it already has 3 or more counters, it might be preferable to let them keep it and defend themselves from their card advantage or lifegain synergies until the loss of life costs them the game.

Everflowing Chalice; +Noble’s Purse

Scaling colorless mana to single use colored mana

Why cut Chalice?

Chalice was never an all-star, merely a filler in midrange and ramp decks. The cube’s rapidly increasing speed meant it was getting multikicked less and less, lending little use to it over similar choices. It will probably not be missed.

What I like about Noble’s Purse

It’s cheap and colorless, requires no effort to use outside of its casting cost, and gives you treasure tokens. Splashing other colors has become more and more of a priority for midrange to fit as many bombs as possible, and the purse will lend those decks much use for that goal. Another pleasant interaction is the artifact synergies that would love more artifact permanents, like Urza’s Saga, 4mv Urza, and more.

What I dislike about Noble’s Purse

It comes into play tapped, costing you a precious turn before you can use its fixing, which might be deadly versus aggro or when drawn as a topdeck. Even then, its treasures are limited, and after expending its treasures, the purse becomes completely useless without synergies like sacrificing artifacts or turning them into Elks.

Prediction

Purse will most likely be more generally useful than Chalice, but I don’t see it staying for long.

Karn liberated; + Cityscape Leveler

An old planeswalker evolves into a giant destructive mech

Why cut Karn?

Karn was once the only colorless planeswalker, but he’s been showing his age in recent years. Most often, even when played, he would come into play, exile a threat, and then die on the backswing. The recent newcomer 6mv Ugin has been performing a very similar role, except 6 mana is much easier to play than 7, and a +1 to create a creature that draws a card on death is much more reliable than a +4 that exiles a card from hand. Now outclassed, Karn can rest easy knowing it was an MTG icon.

What I like about Leveler

Leveler is a cheat target and a threat in multiple types of decks. Firstly, it immediately destroys a threat when cast, making it ideal for Channel cheat decks and green ramp. It also tramples and destroys a threat every time it attacks, making it equally great for Sneak Attack and TTB decks. Its artifact type makes it ideal for Tinker decks, and finally, it has unearth 8, strengthening it even more as a late-game surprise option from the graveyard.

What I dislike about Leveler

While it excels in the decks mentioned above, it still doesn’t shine in other cheat decks, like reanimator, Oath, Show and Tell, etc. since it does nothing on ETB if not cast, and it’s terrible with other cheat spells like the newly added Flash. Its artifact type also opens it up to many removals, meaning if you cheated it in and your opponent killed it, you gain nothing for your trouble besides unearth. Your opponent also gains a powerstone token when you kill their stuff with Leveler, and they could potentially use it to their advantage.

Prediction

Leveler has seen some play in eternal Tron decks that can easily cast it to utilize the cast effect. While it is a bit of a polarizer, I have faith that it will see play in more decks than Karn did and be more effective in those roles.

Heirloom Blade; +Anduril, Flame of the West

A sword worthy of the King of Gondor

Why cut Heirloom Blade?

The cheap equip cost is great, but the equipment does not really affect the board. This makes it too inefficient, with Grafted Wargear being an exception, since a free equip is infinitely cheaper than an equip costing 1. The card draw upon the death of the equipped creature was also inconsistent since it wouldn’t trigger if the creature was bounced or exiled, and even when it did trigger, it whiffed a noticeable amount of times.

What I like about Anduril

The new Flame of the West has the same bonus stats as the Heirloom Blade, which are pretty aggressive and great. Even a 1/1 can kill a blocking wall, and a 3/1 can kill a titan.
The best part is that you gain two 1/1 fliers when you attack. In fact, if you equip and attack with a legendary creature, like Kytheon or Ragavan, the two evasive tokens enter the battlefield attacking, boosting your damage and putting severe pressure on your opponent, like Hero of Bladehold.
However, unlike Hero of Bladehold, the effect survives any Doom Blade effect. If the original equipped creature dies, you can still reequip Anduril onto one of your newly generated tokens to swing and create more.

What I dislike about Anduril

The cost is higher, up to the level of Sword of X and Y, which we’ve already mentioned is inefficient and slow for the rapid pace of the cube today, and lacking protection for two colors is a significant reduction in value compared to a standard Sword.
Also, if not equipped to a legendary creature, the new tokens neither attack nor defend for the first round, giving the opponent an opportunity to deal with the threats. Finally, all of the value you gained with Anduril can be deleted with a single board wipe from the opponent, unlike a card like Jitte or Sword of Fire and Ice, which can give you a longer-lasting advantage.

Prediction

Anduril seems to have a clock fast enough to be played in aggro, and midrange will also like the board presence that the sword generates. The fact that it’s generated on attack instead of on hit, like a Sword of X and Y, will give it many points compared to other equipment.

Sentinel Dispatch; +Unlicensed Hearse

Grave hate is officially in the house

Why cut Sentinel Dispatch?

As mentioned earlier, conspiracies are slowly being phased out of the cube, and this card is no exception. Sentinel Dispatch is more polarizing than the aforementioned Advantageous Proclamation since it’s usually very relevant to specific deck types (i.e., Tinker) or against certain matchups (i.e., versus aggro).

What I like about Hearse

This vehicle is very cheap and can provide a significant advantage over time. Its main effect is constant grave hate – tap it each turn to exile two cards from your opponent’s graveyard, hosing synergies like reanimator and effects like unearth or flashback. But this is only part of its appeal: as the game goes on and the exiled cards stack, it becomes a vehicle with power and toughness equal to the total number of the exiled cards, essentially gaining +2/+2 each turn, and with a crew cost of merely 2 power. This means that even most 1 drops can crew it, giving most of your creatures haste and a big p/t bonus, which is excellent for defending from big threats or attacking once the opposing board is empty.

What I dislike about Hearse

It’s an abysmal topdeck, doing next to nothing when it enters. Moreover, it’s not best at suiting the cube’s decks that like value over time: control does not like crew 2, as it rarely has enough creatures to consistently crew the vehicle, and midrange does not care for the vanilla body that the vehicle grants, large as it may be. Finally, cheap artifacts are pretty easy to kill for most cube decks at this stage of the cube, making the big body flimsier than it reads. The vehicle might be relegated to a sideboard card from the start.

Prediction

Hearse has seen play in multiple eternal formats: Pioneer, Modern, and even Legacy, setting it up for a good track record. However, the cube is a different format to constructed. The vehicle’s future remains to be seen.

Hangarback Walker; +Palantir of Orthanc

A third legendary LOTR artifact can really flip things over

Why cut Hangarback Walker?

Walker was not loved. While it slotted into every deck in theory, in practice, it was horribly inefficient at every cost, and being an artifact meant it was easily killed. While in previous iterations of the cube it managed to buy time to defend and grow with its tap ability and eventually unleash a thopter army, nowadays it would be lucky to see 3 or even 2 counters before dying to defend your life total. Walking Ballista’s immediate splittable damage has proven much more useful, even with its much more expensive ability.

What I like about Palanthir of Orthanc

This is another unique artifact with the potential to swing games. This orb gains counters each turn, you scry (flavor win), then the opponent has to choose whether to let you draw a card after scrying – essentially giving you a free Preordain – or milling your top cards, taking damage to the face equal to their total cost. The number of cards milled increases each turn, posing more of a risk for your opponent’s life total over time. Even if your opponent never chooses to mill you, this artifact still gives you a free Preordain each turn, which is much better than Coercive Portal, and we already know how much a single card every end step is worth from the monarch.
As the counters increase, so do the odds of your opponent letting you draw a card instead of taking damage and milling you. But in the first few turns, your opponent faces a dilemma: either let you draw a card or mill it and potentially take a lot of damage to their face, maybe even losing the game there and then with a card like Emrakul, the Promised End. Cheat decks have high-cost threats, and aggro decks want to pressure the opponent’s life total, so both could possibly be interested in this unique gem of a card.

What I dislike about Palanthir of Orthanc

The effect, unique as it may be, is strapped to a 3-drop artifact that doesn’t affect the board immediately; something we’ve already covered is on the verge of being too slow for the cube. It’s still a punisher effect, meaning the opponent can choose the more convenient option. If the opponent never takes damage from it at a low life total, aggro will probably not like it enough, especially since it costs 3 and isn’t a creature. The amount of damage it deals is variable and unpredictable. Finally, an opponent may deck you out with Palantir if the game went on long before it was cast.

Prediction

Palantir of Orthanc has been added to the MTGO Vintage Cube and seems to be doing quite well there. Sometimes, it’s an artifact that draws cards. Sometimes, your opponent chooses to mill you and finds a fattie – which quickly reduces your life total within Fiery Confluence range or even lower. It will be a solid and interesting card if it performs just as well in this cube.

Terramorphic Expanse; +Shire Terrace

It is a simple exchange with little to say about it. Shire Terrace is an interesting option for fetching basics, as it can help pay costs early while later being easily switched to a basic land that you need. The ability to hold up the ability until the end of turn seems favorable for control decks, which is at least one deck that would like the ability to fetch a basic land so slowly. It’s also possibly playable in midrange or ramp that both care about playing early mana rocks or important spells to leverage later in the game, so this new hobbit house is ready to be tested.

Middle-Earth Update Part 2 – Black and Red

Black

Graf Reaver; +Orcish Bowmasters

Two proven archers that will bring the pain to cube

Why cut Graf?

Graf is not a great creature – it is lousy on defense and functions as a two-powered creature in a race. The interesting part about it is the planeswalker removal. However, it is conflicted with the card’s role as a two-drop, as you are unlikely to face one on turn two. The removal is also not great, as a two-mana sorcery speed that discards a card. Planeswalkers are not common enough that answering them can be the primary function of a cube card. Finally, as mentioned above, there are now many more answers in the cube to planeswalkers in all colors, including black, on one hand, and fewer planeswalkers on the other, reducing demand for their answers.

What I like about Bowmasters

It’s a 1/1 flash creature for 2 that pings any target for 1 when it enters and creates a 1/1 token. This already provides pretty good value, enabling you to wipe three */1 attackers from your opponent’s board during combat, threaten a planeswalker or opponent with 3 damage (2 from attackers) on their end step, or even just get two 1/1 bodies and kill a mana elf whenever you want. Multiple small bodies are already known to be useful when combined with cards such as Skullclamp, Opposition, Recurring Nightmare, and so on, and the card itself can be blinked to trigger again.

The real deal about this card is that it gets to repeat this effect whenever your opponent draws any card beyond the first one in their draw phase. As we’ve seen from Narset and Hullbreacher, drawing extra cards happens occasionally since card advantage is quite good, which means that this card will have plenty of effects to prey on for value. Cantrips, planeswalkers, monarch, wheels, and many straight-up good cards become fodder for your archers to shine. Moreover, since the damage is to any target, the trigger becomes an incredibly flexible must-kill threat on multiple levels, from threatening lethal damage to your opponent if they activate Sylvan Library to killing their threats if they Brainstorm with JTMS or +1 with Dack Fayden and even committing orcish war crimes (i.e. 7 damage spread across the board) if either side resolves a Timetwister effect.

Note that the token ability is amass, meaning that if you don’t have an army token, you get to create a new one, but if you already have one, you enlarge it by +1/+1 instead of creating a new one. Black is just the color to be taking advantage of such an effect since it can keep sacrificing army triggers to cards such as Yawgmoth, Woe Strider, and Recurring Nightmare, causing the effect to generate more and more bodies. However, even if you don’t do so, you can still easily gain a threat as your one army token grows larger and larger, possibly taking on titans or even larger threats if you stack it enough.

What I dislike about Bowmasters

To take advantage of the archers’ effect, you must protect a meager 1/1 body that dies to a stiff breeze. This means you need to give up on a blocker if you want to rely on the pings or the armies, a dire choice on defense.
Furthermore, an army token is notoriously unreliable as a threat since by the time you stack it with power and try to attack, your opponent can bounce it – or remove it in any other way – to quickly eliminate it and of all the effort you’ve gone through.

Prediction

The Bowmasters are being played in ~40% of decks in Modern as of the time this article is being written. While this is in part to a particular Ring we’ll be talking about later, the card is still one of the best in the format on its own, and while it probably won’t be clearing that bar in cube, it’ll still possibly be the best 2 drop.

Soul Shatter; +Sheoldred’s Edict

An edict to end all edicts

Why cut Soul Shatter?

Soul Shatter is a decent card, but the few cases where the card misses are quite significant – it rarely hits tokens like those from Batterskull, and sometimes you want to kill the 3 mana Grist and not the 5 mana Hermit defending it, a difference which can even cost you the game. Minsc & Boo, in particular, prove to be a challenge that’s nearly impossible for this card to tackle alone. Furthermore, black answers are getting cheaper, and 3 mana has become too much for single-target removal in black.

What I like about Sheoldred’s Edict

This card is so power-crept that it’s barely believable that it originated from Diabolic Edict. The older card could only force an opponent to sacrifice a creature, which meant that it did nothing when an opponent had creatures to spare or when they had none – so it was mostly a dead card versus both control and token decks. The new card lets you divide and conquer multiple types of problems with its 3 modes of removal, all dodging protection such as Hexproof and Indestructible: it can focus priority targets with a dedicated edict for each of planeswalkers and nontoken creatures while ignoring tokens that your opponent keeps to protect them. Conversely, if tokens are a nuisance, you can target them with an edict without cards, such as mana elves, blocking your removal.

What I dislike about Sheoldred’s Edict

Creatures are easily massed, and it only requires 2 creatures of each type (token and non-token) for your edict’s power to go down. The token edict is a particularly poor mode since most tokens aren’t even close to becoming threats. Therefore, The token mode will rarely matter – it would have been far better to have additional card type adversity as the third mode, like an artifact edict akin to Angrath’s Rampage.

Prediction

The token edict is excellent insurance on a great 2-mana instant speed removal for multiple card types. I expect this card to rarely leave the mainboard.

Hero’s Downfall; +Infernal Grasp

An old classic becomes a quick catch-all kill card

Why cut Hero’s Downfall?

Hero’s Downfall has been a marquee removal card for a long time, but the cube’s ever-accelerating speed is putting a strain on this card’s utility. Requiring double black pips meant it sees play in fewer decks. As mentioned, 3 mana for single target removal is no longer considered efficient in black, even removal that’s as flexible as this card. There are now many more answers in the cube to planeswalkers in all colors, including black, on one hand, and fewer planeswalkers on the other, reducing demand for their answers.

What I like about Grasp

We’ve been anticipating the 2 mana Murder for years, and it eventually arrived in Innistrad. Initial impressions were mixed because of its drawback. Still, over time, it became clear in other cubes that 2 life was a worthwhile cost to unconditionally remove your opponent’s strongest card at instant speed as early as turn 2.
It’s also worth comparing this card to Dismember in particular. While it loses all modes except the 2 mana one, the removal effect is similar, losing to indestructible but winning versus any creature size.

What I dislike about Grasp

The lifeloss remains a very relevant drawback, especially in this cube where aggro reaching lethal damage inches ever so steadily to earlier and earlier turns. The comparison to Dismember is poor, as it can also cost a single generic mana or completely dodge the life requirement – both of which make it far superior to this card.

Prediction

This card will primarily compete against Power Word Kill, as they both serve the same role in similar slots. It will be up to the playtesters to decide if they prefer Grasp’s reach or dislike its life loss compared to its nemesis, which lacks both.

Buried Alive; +Pile On

A dead card becomes a killing card

Why cut Buried Alive?

Buried Alive sucked. 3 mana for sorcery that does not affect the board is a harsh rate for the cube’s raw power and speed, and its effect was such that only reanimator wanted it. Even then, the card rarely saw the mainboard because it was slow and inefficient.

What I like about Pile On

Lethal Scheme was added in the last update, and now it has a friend to keep it company. Both are 4mv instants with convoke that remove a creature or planeswalker. While Lethal Scheme lets you loot for each creature that convoked it, Pile On exiles instead of destroys, costs 1 colored pip less (making it playable in a wider variety of decks) and provides consistent value with surveil 2. Creature and planeswalker removal cards are at a premium in the cube, so the flexibility and consistency are much appreciated, especially in other colors.

What I dislike about Pile On

What Pile On gains with consistency, it loses with its ceiling – as soon as you start to tap creatures for Lethal Scheme, it gains value over Pile On incredibly quickly. Both cards are boring when not convoked for, meaning cast for 4 mana, as they are little more than Vraska’s Contempt, which is clearly below par for the cube.

Prediction

The importance of casting flexibility has been emphasized in previous discussions, and Pile On potentially embodies this concept better than Scheme. If it is cast for 4 mana 33% of the time or more, then I believe its high floor would prove more valuable than Scheme’s ceiling.

Dead of Winter; +The Meathook Massacre

A weak conditional card becomes another format-warper

Why cut Dead of Winter?

Dead of Winter served its purpose well at first and protected many black control decks. However, as the number of basic lands in decks decreased due to MDFC lands and mono-color manlands, so did DOW’s utility and reach. Its mana cost is misleading because it requires many basic lands, making it difficult to play multiple colors. It became inflexible and outdated.

What I like about The Meathook Massacre

The card has two main modes. The first is as an artifact costing BB, which gains you life when your opponent’s creatures die and drains the opponent whenever your creatures die. While this is a niche mode, it is not without its uses, especially since black needs lifegain pretty desperately, and sacrifice is gaining power ever so slowly. Classics like Bitterblossom will play well alongside it.
The other mode is adding a mass removal spell costing X generic on top of that artifact, providing an immediate effect to start benefitting from the enchantment’s life swing. The cost being so flexible means that you can fit it in wherever you need on the curve and that you can also try and kill your opponent’s smaller creatures while leaving your bigger threats on the board. If you manage to somehow bounce your own enchantment, you will also be able to replay it again for another mass removal.

What I dislike about The Meathook Massacre

Paying X upfront means opening yourself up to a big blowout in the form of a counterspell, especially if you are tapping out to play it. If it resolves, it’s possible to kill the enchantment before the mass removal goes off, negating the potential life swing. The removal itself is inefficient for the mana you pay, making it unreliable to kill creatures with 4+ toughness and near impossible to kill creatures with 6+ toughness, which weakens the midrange matchup for the card. Finally, double black pips also limit the number of decks that can play this card.

Prediction

The Meathook Massacre was banned in standard for its unrivaled power in and against sacrifice decks, which are far rarer in cube and less powerful. This cube also has more cheat and ramp decks, which are a bad matchup for the card, but it is still being played successfully in some eternal formats, and plenty of other cards report positively on it. I doubt it will reach its constructed glory here, but the card unquestionably deserves a test.

Custodi Lich; +Troll of Khazad-Dum

A generally playable reanimator card?

Why cut Custodi Lich?

Even though monarch is a good mechanic, Lich’s staying power was not by its own merit but rather by the general weakness of black 5 drops that has persisted for ages. The sudden resurgence in black midrange cards proves it a relic of the past, so the restless undead will finally get well-deserved rest.

What I like about the Troll

As a creature, it only requires one black pip for a 6/5 highly evasive body. Many decks won’t be able to rely on having 3 creatures to block the Troll consistently, meaning that it will represent a severe threat to their face or planeswalkers. Even decks that can put 3 blockers in front of the Troll will rarely be happy to do so, as you’ll get to pick whichever blockers you want to kill with the combat damage.
As another option, it can be cycled for 1 generic mana to fetch any swamp, including duals, shocks, and Triomes. This means multiple-colored decks will more easily fetch fixing, and reanimator decks can discard it only to reanimate it. The floor of Troll is incredibly high as it cycles itself and lets you keep more starting hands.

What I dislike about the Troll

The body is a French vanilla creature, which is horrible for a cheat target, and the evasion grants no bonus on defense, which sucks if you want to stabilize. Paying 6 mana for this card will probably not feel great, and even cheating it out is far from a consistent game-winner.

Prediction

I am optimistic about the card. While it’s not a format-warper like some of the cards mentioned before, the flexibility is significant, and there is potential for a solid “glue” card.

Red

Rimrock Knight; +Bloodfeather Phoenix

An evasive, recurring threat

Why cut Knight?

Knight is a fine card but is the weakest aggro-only red two-drop. Its body is not that good as it trades down with tokens, and the pump, as all pump, is situational. We’d rather keep the number of creatures that are aggro-only low, and this swap does not increase the number of creatures that cannot block.

What I like about Phoenix

This is the first red Vampire Interloper, a two-drop with flying and two-power. We have many of these in white and blue, which are not that powerful. However, red stands to benefit more from evasion – red wants reach and to burn down the opponent in long games. Getting that four extra damage with evasive attacks can be the difference between a win or a loss for a red deck, more so than gaining board advantage.
Phoenix can also recur from the graveyard. This is an excellent form of added reach and board wipe recovery. Phoenix is a card your opponent will feel bad about killing. You, on the other hand, can discard or sacrifice Phoenix for value. Once Phoenix is in your graveyard, your opponent will have to play with it in mind for the rest of the game, even when you have no means or intentions to recur it.

What I dislike about Phoenix

Not blocking limits Phoenix to aggro decks only. Phoenix has a lower damage output than most red two drops, as it lacks a third point of power or haste.
Recurring Phoenix requires wasting burn on your opponent’s face and stomaching card disadvantage. Of course, it won’t matter if it is enough to kill the opponent, but it is highly wasteful otherwise. It should be mentioned that most decks will have few ways to recur Phoenix, and you might be forced to use burn at creatures or planeswalkers in various game stages.

Prediction

Phoenix brings new attrition tools to red, which will help red decks make more comebacks.

Rampaging Ferocidon; +Death-Greeter’s Champion

Power with a dashing amount of options

Why cut Ferocidon?

Ferocidon is the weakest red three-drop. It has the lowest damage output, low resiliency, and is not great against creature (and token) light decks. The damage hit you quite often for a few points, which hurt Ferocidon’s performance in the mirror.

What I like about Champion

The card’s floor is a 3/2 double striker for three mana, a never-seen-before rate. You can also dash it for six hasty damage if you need to close a game or fear over-extending. Greeter is even better than that if you have other creatures out. Dashing Greeter out with another 3-powered creature adds 9 immediate attacking damage to the board, which will get even better next turn.

What I dislike about Champion

The creature buffed with Champion doesn’t get evasion, so it will likely be blocked and lose the double strike at the end of turn. Also, an instant speed removal in that scenario hurts you greatly.
Four or higher toughness creatures comfortably trade with Greeter as a 3/2 double striker. It remains to be seen how often you can dash, backup another creature, and attack with Champion, as a 3-toughness creature is enough to deter this attack.

Prediction

There are so many good options and a high floor on this card. Compared to Embercleave, it is less situational, but also cannot get past blockers easily to kill out of nowhere, resulting in a better play experience.

Play tip

This should arguably be considered a 4 drop when building the deck.

Hazoret the Fervent; +Rampaging Raptor

The red Questing Beast

Why cut Hazoret?

The main reason is that Hazoret is an aggro-only card, while Raptor is a fine midrange card. Additionally, Hazoret has a poor play pattern – sometimes it is an entirely dead draw even in an aggro deck, and sometimes it is nigh unanswerable by your opponent.

What I like about Raptor

It is the red Questing Beast. This is a tried and true template of a 4/4 for four mana with haste and evasion that damages both planeswalkers and players simultaneously. Raptor also has a firebreathing ability to kill even more quickly.

What I dislike about Raptor

Raptor is weaker than Questing Beast. The evasion is worse, and a pair of 2/1s can kill it on defense. Raptor does not have vigilance to protect you. The firebreathing is expensive and unlikely to be activated more than twice in aggro decks.

Prediction

This is a tried and true recipe, Raptor should be great

Emissary of Grudges; +Etali, Primal Conqueror

A mono-red cheat target

Why cut Emissary?

While Emissary is a hasty, evasive, and hard-to-answer monster, it has two significant shortcomings: it is poo on defense and with Sneak Attack (and Flash). Etali does both things better while arguably being as hard to fully answer with spot removal.

What I like about Etali

Etali has an impressive ETB ability. Etali is a three-for-one, and the combined mana value of the things it casts can even be higher than its own cost. You can improve the trigger with top-of-library manipulation like Brainstorm. Etali’s ceiling is stupid in cheat decks, hitting things like Emrakul or Delayed Blast Fireball.
Etali is a good target for Sneak Attack and most other forms of cheat, including reanimation and Flash. Red is a strong player in cheat deck, and it is nice it finally gets a castable monster in color.
Etali is just about castable in ramp decks. The 7/7 trampling body is a severe clock. The other face of Etali is basically a Blightsteel Colossus.

What I dislike about Etali

The trigger is inconsistent. Sometimes, you will hit mana elves or counterspells. Also, I wish it didn’t have another face. It will transform so rarely that I wish it just wasn’t there and the card was simpler.

Prediction

Etali has a fun trigger that will generate good stories. You only need one good hit with Etali to pass the removal test, and whiffing on both cascades is very unlikely. The card made waves in constructed, and I am sure it will be good in cube too.

Mishra’s Command; +Wheel of Fortune

Wheels combo is in, baby

Why cut Command?

Command is expensive and situational. So far, the only red X spell that performed well enough to stay in the cube is Light Up the Night.

What about Wheel?

Wheel of Fortune is the namesake of the Wheels combo, and one of the top two such effects alongside Timetwister. See the discussion in the first part of this update to understand its role in the cube.

Reckless Impulse; +Bitter Reunion

A sweet card despite its name

Why cut Impulse?

Lack of play. It turns out that Light up the Stage’s one mana mode is just way more powerful. The one mana difference is vast when you have a limited time window to cast the card. When you play Light Up the Stage, it is in a deck that can reach its ceiling.

What I like about Bitter Reunion

Bitter Reunion is a Tormenting Voice with the upside of giving all your creatures haste for a turn. It is a highly desirable effect for creature cheat decks – giving your Griselbrand, Atraxa, or even a mere titan haste is a powerful thing to do. Reunion helps to dig into your cheat enablers and targets. It is also a discard outlet for reanimator.
Bitter Reunion leaves behind an enchantment that can be blinked for value, replayed with Lurrus, or copied with Astral Dragon. It is also an enchantment that sacrifices itself so it helps reach delirium for Unholy Heat.

What I dislike about Bitter Reunion

Tormenting Voice is not a good card in generic decks without synergies, like aggro or control. You absolutely want biog creatures that will benefit from haste, and you want the card filtering to matter enough to be worth the tempo loss of casting it.

Prediction

Red now has more combo elements with Wheels. I hope Bitter Reunion will see enough play to earn a spot – I have no doubt it will be great in combo decks.

Play Tip

Do not slam this in your aggro deck – it is tempo negative and card neutral.

Fire Ambush; +Volcanic Spite

A versatile removal that improves your hand

Why cut Ambush?

Sorcery-speed Lightning Strikes are incredibly playable but never exciting. There are many red burn spells for two that deal 3 damage, and this is one of the worst.

What I like about Spite

Improving card quality in your hand is very helpful to get you out of mana screws and floods. It is even more critical now that we try to push more combo decks in red, like cheat and wheels, as red needs more card-quality tools. Putting cards back in your deck is a rare effect that helps you tuck the cheat target for the Tinker you drew.

What I dislike about Spite

Not hitting players makes it a tough sell for aggro decks.

Prediction

The value of non-player burn increased in the cube in recent sets. There are many more creatures you must remove, and many of your threats can win the game by themselves and don’t need as much extra help. Jaya’s Greeting and Fire Prophecy fit this description, but hitting only creatures makes them too narrow.
I believe Spite will see a lot of play and improve games.

Fire//Ice; +Flame Slash

Th best creature-only burn

Why cut Fire//Ice?

Fire//Ice is almost always just Fire, an underpowered burn spell. Labeling it as mono-red was also annoying, as the frame is so clearly multicolored. Fire is a fitting cut, as it almost always targets a creature.

What I like about Slash

It is the most efficient creature-only burn spell there is. It kills a mana elf on turn one or a questing beast on turn four. Flame Slash kills 242 creatures out of 296 (before this update, ignoring tokens, ignoring shroud/indestructible). This is one of the top rates for one mana removal out there. Cut down only hits 195 cards. It is worth noting that Slash is still not dead to creatures with 5 or more toughness like the other removal spells are, as it can be combined with combat damage or another burn.

What I dislike about Slash

It is sorcery speed and only hits creatures. Is this a card aggro decks will main board?

Prediction

I think that killing creatures is becoming more and more important. Slash is the best at the job. Too many burn spells that do not go to the face can weaken aggro, so we should be mindful of how many we add.

Aether Chaser; +Scrapwork Mutt

A good boi for many deck types

Why cut Chaser?

Chaser is a filler aggro two-drop with secondary uses as an honorary artifact for artifact decks and a cheap blocker against aggro. Mutt fills these roles better, besides blocking aggro low drops. Mutt is also a discard outlet that is playable in non-red decks sometimes. Tracking energy is also a pain.

What I like about Mutt

At face value, Mutt is a two-drop body that fixes your hand. In aggro, it will ensure you are curving out more consistently. Unearth will help recover after a board wipe.
Mutt is a cheap, colorless discard outlet that also puts a roadblock. Reanimator decks would never pass on it. You don’t need to be red to play it, although 2-3 red sources vastly improve Mutt. Mutt is a cheap artifact, so it not only increases your artifact density, it also helps to dig for artifact payoffs such as Urza and Tinker. Unearth means Mutt can be sacrificed twice for Skullclamp, Gut, or Rankle. Finally, Mutt is neat if Lurrus is your companion (again, no need for red mana to play it).

What I dislike about Mutt

A 2/1 body without abilities is very feeble. You will prefer a more substantial body to further your game plan in aggro decks. Rummaging is far worse than looting, and if you have nothing you wish to discard or topdeck it with an empty hand, Mutt is poor.

Prediction

It is a filler card, but it fills holes for several decks. I do think it will wheel during drafts. Aether Chaser will not return to the cube.