Sunday, July 23, 2023

March of the Machine Considerations for Possibility Cube

Alright this year's been pretty busy and I'm a whole set and a half behind so let's get to talking about March of the Machine!

In this post I'll be writing about all the cards from March of the Machine and March of the Machine: The Aftermath that people are talking about or should be talking about for an unpowered unrestricted cube environment in the context of my personal cube, the Possibility Cube. I'll likely be a bit more brief than usual as I want to catch up to releases asap. Let's do it!

Archangel Elspeth

The Good: Elspeth, Knight-Errant is an all timer and this card steals one of her +1s and adds lifelink to the mix, that's nothing to scoff at. You can pretty comfortably +1 until your opponent lets up a bit and you can take a turn off to -2 and get a real nice threat going.

The Bad: The beatdown pressure being on a -2 is pretty rough if you want this as an aggro card, which is generally what I'm trying to supplement with my 2WW creatures/planeswalkers. The great thing about Knight-Errant is how easy it is to consecutively beatdown because that plan's on a +1.

The Verdict: If you're in a lower powered environment that wants white to dip into midrange a little more often, I think this card could be pretty decent. For me though this is a pass, the white 4-drop slot has some of the highest quality cards in the game nowadays and this doesn't quite get there.

Guardian of Ghirapur

The Good: Flickerwisp is a great card in the blink deck and this will generally be just as good there.

The Bad: So much of what makes Flickerwisp good is the ability to target your opponent's stuff. Even setting aside comboing it with Containment Priest or using it as removal for a token, using your 3-drop evasive beater to turn off your opponent's blocker to let your 2-drop get a hit in is huge game.

The Verdict: If you run a dedicated blink archetype, this seems like an obvious choice. If you're not that commited to a blink strategy in your cube, don't go running this thinking it's Flickerwisp #2. Pass for me.

Invasion of Gobakhan // Lightshield Array



The Good: Cheap disruption and pressure is exactly what I want in white and that describes this card perfectly. Add in wrath protection and now we're cooking.

The Bad: While the highs will be high the floor looks quite low. 2-mana Thoughtseize just isn't good enough so you really need to be able to kill this. You're losing 3 damage to transform it and likely won't make that damage up in counters until your next turn if you can make some attacks.

The Verdict: Now this is where I'd usually say I think I'll test this one, but since we're not fresh off spoiler season like usual I'll let ya'll know I've already cubed with this card and it's results were underwhelming. Like I said 2-mana Thoughseize isn't good enough and in my cube it just didn't line up to be much more as often as I would like. This card was best later in the game when you had a decent board presence and can cash in on counters right away, but it just didn't always work out like that. I tried it and now I'm passing on it.

Seal from Existence

The Good: The worst part of Oblivion Ring is getting it blown up. Making that weakness harder to exploit is a good recipe for improvement and this is much harder to exploit, Ward 3 might as well be Hexproof in a lot of games.

The Bad: So one of the best things about Oblivion Ring is that it's really easy to splash. It's basically the thing you can reliably pick up a bit later in a draft just so you know you have at least something in your sideboard for anything that might come up in your matches. 1WW instead of 2W makes it a bit harder to fill that role.

The Verdict: So again, I've actually cubed with this card at this point and it turns out with my amount of fixing this card is quite castable basically all the time. Pretty easy swap for my old Banishing Light for me.

Chrome Host Seedshark

The Good: 2/4 flying is a pretty good statline and this triggered ability is no joke. Every noncreature you cast while this is on the battlefield draws you a 2-mana creature. Even if that creature is a Grizzly Bears on average, that's still really good for the blue spells deck's gameplan.

The Bad: Honestly there's nothing overtly bad about this card, the question is simply does its power level gel with the rest of my environment.

The Verdict: This card I have not actually gotten to cube with but I'm definitely testing it at some point. It's actually right here next to me as I write this and I'll be finding a spot for it in my cube, whether it stays or not I'm unsure but optimistic. 

Faerie Mastermind

The Good: A 2-mana 2/1 flier that draws you a card is just plain great. If this draws you more than 1 card you're powering your way to a victory.

The Bad: Some people say a 2-mana 2-power evasive creature is solid enough itself in blue, I am not one of those people, I don't think it's particularly good at all. I'm just unsure how reliably this will be drawing cards. Obviously you can get your opponent with the flash, but I wonder how often you can realistically sandbag this card to do that. I really wish this was "Whenever an opponent draws a card, besides the first one they draw in each of their draw steps. This triggers once per turn." So you could get them with their Considers and other instant cantrips.

The Verdict: I haven't played with this card yet and I'm content to either see it in action and/or play it somewhere else rather than test it in my environment. Pass for now but I'm going to watch out for it, there's obviously power here.

Rona, Herald of Invasion // Rona, Tolarian Obliterator

The Good: If you ran Merfolk Looter in a powered vintage cube it would make its way into decks. These 2-mana looters are always playable and getting extra loots when you have legendary spells will come up more often than you think. The 1/3 statline is pretty great for the decks that want this and the ability to spend 5 mana to turn this into a threat late game is a great extra "card" to be stapled on.

The Bad: This card is sweet, nothing to say here.

The Verdict: This is pretty dang close to a slam dunk, I think this is going to play great.

Ayara's Oathsworn

The Good: This seems like good beatdowns for a 2-drop and your opponent really needs to kill it because they are really losing if this thing continues to connect.

The Bad: I don't know, there's just nothing really crazy attractive about this card. There's nothing exactly wrong with it, I just think it's another mid black card.

The Verdict: If your running the gaining in popularity black aggro archetype, I think this is a shoo-in. For me however, I have a copy and I'll throw it in because I have a bunch of cuts in black I want to make, but I'm pessimistic about how long it will stay.

Etali, Primal Conqueror // Etali, Primal Sickness

The Good: This is a sweet card to cheat out, the 7/7 Trample can kill fast and the ETB can potentially win on the spot. It's also nice that the ETB has a pretty low miss chance since it can't hit a land.

The Bad: There is maybe a bit too much variance to the ETB, a 7/7 trampler isn't really the cheat target of your dreams on its own. I wonder how often you'd rather just straight have Triplicate Titan instead of this.

The Verdict: I have the card and I'm going to cube with it for a bit, at the very least this is a card that can produce some awesome stories.

Khenra Spellspear // Gitaxian Spellstalker

The Good: A 2/2 Trample Prowess for 2 mana is not a bad of a floor, add a fairly cheap level up to make it large threat that's hard to remove? That seems pretty good. Double prowess means the transformed side will attack for 5 with trample any turn you have a noncreature spell which, if you're playing this card, you're likely going to have. Combine this card with some burn spells and your opponent is dying pretty fast.

The Bad: I think this is just solid.

The Verdict: I'm definitely going to be cubing with this card. I'm excited to see how well it performs.

Deeproot Wayfinder

The Good: Surveiling is always good and if you ramp multiple lands with this you've more than gotten your value out of a 2-drop.

The Bad: I really don't think this card is good. First you need a land in your graveyard or on the top of your library, sure not that hard a feat in a lot of cubes but it's far from guaranteed. Plus layered on top is an even bigger if, this card needs to hit your opponent to trigger and it has nothing helping it to do that, in regards to combat it's just a vanilla 2/3. 

The Verdict: I saw a lot of people high on this card during spoiler season, but it just misses on consistency for me. I'm willing to bet this ramps you 0 lands more than it will ramp you 2. Hard pass.

Wrenn and Realmbreaker

The Good: This is a turn 3 planeswalker that ticks up to 5 and has a threatening ultimate, that's always going to be fairly powerful.

The Bad: You won't always cast this on turn 3 and I don't see myself being happy with its impact when I draw it past turn 5. The static is usually going to be irrelevant in my cube so no bonus points there. A 3/3 vigilance with hexproof so long as you +1 every turn and play a mana down (unless you don't want to block with it) is just something that gets outclassed so fast. Anticipate on a -2 is a big thumbs down from me as well.

The Verdict: This is another I saw lots of praise for but I just don't see it. Pass for me.


That's all I'm covering for this one folks. Like I said I was a bit more brief than I usually am and covered less cards because I really want to catch up with releases and get back on track as I love finding the time to write these. There really weren't many exciting things for cube this set for me but fear not, the Lord of the Rings set more then makes up for it. As always if you want to hear my opinions on a card I didn't cover let me know. Happy cubing!

Wednesday, February 1, 2023

Phyrexia: All Will Be One Considerations for Possibility Cube

Spoiler season is officially over and you know what that means. It's time to go over all the cards I'm considering for my Possibility Cube! I'd also like to take the time to thank everyone who read my 2022 For My Cube post at the start of this new year! It's always great to go back and see what stuck around.

In this post I'll be writing about all the cards from Phyrexia: All Will Be One that people are talking about or should be talking about for an unpowered unrestricted cube environment in the context of my personal cube, the Possibility Cube. Let's go!

The Eternal Wanderer

The Good: Well these abilities certainly are powerful and, in addition to starting at 5 loyalty, all provide some pretty good self-defense. Having access to a flicker effect every turn in the form of a +1 has a pretty high ceiling. While the floor would usually depend solely on your board, the fact that this can target your opponent's stuff and make them go without until the end of their turn raises the floor significantly, you can essentially delete an attacker/blocker or maybe even a signet for as long as you want to keep +1ing. Creating a 2/2 with double strike every turn is also a pretty good way to win the game. Paying 6 mana and using the -4 right away is where this card looks the worst but the fact that it's an option at all is nice and it's not like we really needed a big flashy win-the-game ult for this planeswalker to get you to a victory.

The Bad: 6 mana is a lot of mana. I recently cut Elspeth, Sun's Champion from my cube, even though it's pretty powerful and can win you games, at 6-mana it just wasn't seeing a lot of play anymore. Now is this better than Elspeth? It honestly might be but I'm unsure. The +1 could feel like a nothing ability and when you're truly behind I don't think the 0 or the -4 are really going to stabilize you like Elspeth could (although with this card's static ability, a 0 into a -4 is a pretty realistic plan for stabilizing).

The Verdict: In the end, I think 6-mana Elspeth serves the same role as this card and it's not clear to me that this is significantly better. I like the card and I might test it if I see an easy cut, but I'll probably hold off unless I see it put in work in other environments.

Ossification

The Good: If you frequent this blog I'm sure you've heard me preach the need for cheap planeswalker removal on multiple occasions. Planeswalkers have become a large part of my cube's environment and cheap and efficient ways of getting rid of them will always be at least considered.

The Bad: While having a basic isn't the hardest thing in the world, it is going to feel pretty bad when you need to play this in a 2+ colored deck and you get punished for responsibly drafting fixing. Also, while the need is still there (I'd like to not need to run Fateful Absence one day), planeswalker removal has gotten better and I'm unsure if a sorcery speed version that can get disenchanted is what I want. Journey to Nowhere has been out of my cube for some time now and, while hitting planeswalkers is big, this shares all its same problems.

The Verdict: I'm actually going to pass on this one, I like the option but I think I currently have better tools than this.

Planar Disruption

The Good: So after reading Ossification, I did not think I'd be considering a Pacifism variant over it but here I am. Getting rid of attacking, blocking, and activated abilities is pretty dang close to removal. The fact that this can hit artifacts too makes it pretty dang close to some unconditional removal akin to O-ring as well. I mentioned Journey to Nowhere not being good enough earlier, a big part of that is if I'm going to play sorcery speed removal that is open to a disenchant effect, I kind of want to have more options than creature to hit with it. This isn't any nonland permanent but it's close.

The Bad: So this does hit the marks of sorcery speed and can be undone via a disenchant. It also doesn't stop passive effects but it's debatable and probably environment dependent on whether that's better or worse than retriggering ETBs if this was an exile effect.

The Verdict: I don't think I'm going to go for this, but I might and if you were considering Ossification I'd go with this first. I'd like to say the fact that it's not tied to a basic and has the option of hitting artifacts will probably make this better on average.

Skrelv, Defector Mite

The Good: The obvious comparison is Mother of Runes and Giver of Runes and those cards have such powerful play patterns that this certainly needs some consideration. Hexproof from a color is a powerful effect to keep up for no mana cost and the option to make something potentially unblockable can be really annoying for the opponent.

The Bad: So this is missing some very important parts of the Mother/Giver play patterns, mainly the ability to negate combat damage. Giving something protection to make them unblockable really only comes up when it's to win the game, what really does it is attacking into what would be even trades but your opponent won't block because the threat of activation means they'd be chumping instead. Having potentially a stone wall of a blocker due to threat of activation messes up your opponent's plans quite a bit as well.

The Verdict: I really don't think this makes it, the 2 life would be nothing if it was literally protection but it just doesn't seem worth it for this worse version. Negating combat damage is too large a part of what makes Mother/Giver good in my opinion.

Skrelv's Hive

The Good: Another card that's seems similar to a known powerful cube card, this one being akin to Bitterblossom. Making a 1/1 every turn is an effect we might expect to see on a planeswalker, getting it on a 2 mana enchantment is certainly powerful. Not only does this provide a body every turn for some aristocrat shenanigans, these 1/1s are artifacts and give all the synergies that that inherently provides as well.

The Bad: The best thing about a 1/1 token is that it can block. Unfortunately the offense of this card has also been nerfed from Bitterblossom as these tokens don't have evasion either.

The Verdict: If you have a cube that is strongly synergy-based, I'd say this is probably for you. I, however, am going to pass. I think in my environment this is just going to be too narrow of a card, no one's going to run this card for value without the ability to use the tokens as blockers.

Jace, the Perfected Mind

The Good: So I've seen some talk around this card and I think the idea is that this is a 3-mana planeswalker that has a -2 that can draw you 3 cards if you meet a potentially easy condition. Before it can draw you all the cards, you can buy time with the +1 or even get a sneaky victory with a burst of mill.

The Bad: I don't actually think the condition for the -2 is going to be met in most games of magic. I think the idea that it may be trivial comes from Shelldock Isle, where decks almost always get down to 20 cards pretty quickly, but the thing is most of those cards don't end up in the graveyard.

The Verdict: I'm not into this one, pass for me.

Mercurial Spelldancer

The Good: A 2/1 unblockable for 2-mana is a pretty good baseline and this card can really start generating you powerful card advantage if its engine gets going. 

The Bad: I worry about consistency with this one, and Dauthi Voidwalker has shown that 2-mana x-power unblockable isn't so good that it'll see play off rate alone. So you play this on turn 2, you're looking to get your value off this card a whole 3 turns later if you have a noncreature spell every turn and that's not exactly trivial. Maybe you can double spell on turn 4 and get value 2 turns after you play it, but again it's not trivial to do that and each turn gives your opponent more time to just remove this. Also, while you can copy any instant/sorcery with this ability and that ceiling is very high, the game isn't always going to allow you to sequence your spells in a way where you have much agency into what's going to be copyable when you can finally see value.

The Verdict: Pass from me. I'd rather play a card like Looter il-Kor, while it's not straight card advantage, it gets you value the turn after you play it and it also slots into reanimator decks.

Sheoldred's Edict

The Good: So there was only one black card that caught my eye this set but boy is it sweet. Angrath's Rampage was the last surviving edict effect in my cube before it was eventually cut for being a sorcery and a multicolored card, Sheoldred's Edict fixes both of those shortcomings. We all know why edicts suck, but generally opponents are only going to have 1 planeswalker and if they have multiple you're probably happy with any of them biting the dust for 2 mana. Furthermore this allows you a little more flexibility with what exactly you're letting your opponent choose when you want to use it as creature removal.

The Bad: Diabolic Edict just isn't good enough and even with the split of token and nontoken, I don't think it makes it. If you don't actually need it to fill the role of planeswalker removal, I have to wonder just how often you're wishing this edict was some other better removal. While planeswalkers are becoming quite a large part of gameplay, the need to remove a creature still comes up quite a bit more often than the need to remove a planeswalker.

The Verdict: It's a cool option and I think I'll try it. However, with the planeswalker option pushing it into playable territory for me I'm afraid it's going to be seen as a purely sideboard card and I try to avoid those in my cube.

Barbed Batterfist

The Good: As a rule of thumb, I try to consider any semi-cheap equipment that gives power for an equip cost of 1. A 2-mana 3/1 that "creates" one of these equipments is pretty sick for an aggro deck. 3-power for 2 mana is where you want to be and adding a power anywhere on the board for 1 mana is just a really nice effect to push through damage. 

The Bad: Not being able to equip this to 1-toughness creatures really sucks.

The Verdict: Jeez I really wish that -1 wasn't there because I'd totally be slamming this right into my cube. As it is though, I think I just like all my current red 2-drops better.

Dragonwing Glider

The Good: Listen, red deck wins would play the french vanilla 5-mana 4/4 Flying Haste as their top end and it would be good enough to finish a lot of games. I know you may look at the equip cost and think it's just way too expensive, but at the point in the game you're casting it that often just doesn't matter. You're red deck wins, you have no more cards in your hand, you're just looking to get that last bit of damage in to win the game, and you have 5-mana because you cast this card last turn and your opponent removed the creature. Plenty of cubes run Goldspan Dragon and I can think of plenty of scenarios where this wins where Goldspan doesn't.

The Bad: Red 5-drops are totally stacked and there's just not enough room for every good one. I mentioned Goldspan earlier but I don't even run it in the face of powerhouses like Fury or Thundermaw.

The Verdict: I'm not looking to run more than 5 red 5-drops and I'm not cutting any of them for this. I like the card though.

Exuberant Fuseling

The Good: A 2/1 with trample would be a good red 1-drop, if this can consistently be that or more then this is surely worth running. This is a 1-drop that can potentially threaten a good amount of damage and force removal from your opponent. If you run an aristocrats theme, this can potentially convert your sacrificing into a burst damage in the same way that Mayhem Devil does.

The Bad: As far as running it as an aggressive red 1-drop, I don't actually think it'll be a 2/1 very consistently at all.

The Verdict: I've found it's quite a thin line between playable and unplayable as a 1-drop for the red deck and that line is usually the line between 2-power when it attacks and 1. Unfortunately I think this will usually have 1 and thus I'll be passing on it.

Cankerbloom

The Good: While I've always preferred Reclamation Sage over these Qasali Pridemage-esque cards, with 3 power I think Cankerbloom is probably the better pick for any sort of green beatdown strategy.

The Bad: Gruul has been one of the worst color combinations in traditional cubes for awhile now and it's generally because the green beatdown strategy just isn't all that effective, you'll just have better luck shifting down into fast aggro or shifting up into big ramp. There have been a lot of above rate beatdown creatures printed in the last couple years and some people are shifting that way again, but I haven't yet and I don't know if I will any time soon.

The Verdict: I'll be honest, my green section needs the most work out of all others in my cube so I might just throw this in as a card that's simply good enough. There are a lot of green cards I've been wanting to cut and this is a solid roleplayer that surely will find a home. I also should mention that I've been finding big ramp to be less and less effective as the years go by, a shift back to green stompy could be a realistic turn of events.

Conduit of Worlds

The Good: Well we all know the fun that can be had with Crucible of Worlds and we already run a version limited to green decks in Ramunap Excavator. Sure this costs 1 more mana, but it's a powerful effect and the extra activated ability you get on this card will likely be relevant.

The Bad: Now this isn't an effect that just goes into any green deck, so the question is do we need a higher density of this effect for the decks that do want it? If the answer is no, this is most definitely worse than Crucible/Ramunap (not to mention Wrenn and Six) and will not make the cut.

The Verdict: I'm not in a rush to get this in my cube to test it, but like I said my green section has been feeling weak so if/when I end up with one of these it's most likely going into the cube.

Nissa, Ascended Animist

The Good: Green is seeing a suite of 5-mana walkers that are beginning to challenge white's suite of 4-mana ones. As a 5-drop this card hits the battlefield and immediately makes a 4/4 on its +1, that's just insane rate and each +1 afterwards has the potential to make an even larger creature. Green often ends up with some leftover mana so I expect to see this cast as a 6-drop and 7-drop fairly often as well, those modes giving you a 6/6 or an 8/8 respectively. The -1 is unexciting but the price isn't too high and the option is nice. The fact that this can be a 7-mana Overrun when you need it to just end the game is icing on the cake.

The Bad: I can't complain, this is a slam dunk.

The Verdict: I am jamming this into my cube, I'm not entirely sure where it ranks among green's 5-mana walkers, but it's a banger for sure. Just to clear up some common questions I've seen about this card, the creature token's power and toughness do not change with Nissa's loyalty, it stays as whatever the loyalty was as the ability resolves. Also, if you remove Nissa with anything other than damage while the +1 is on the stack, the token will come into play as an X/X where X was Nissa's last known loyalty, not as a 0/0. If you remove Nissa via damage, her last known loyalty would be 0 and the token would come in as a 0/0. 

Thrun, Breaker of Silence

The Good: So the OG 4-mana Thrun is simply GG in certain matchups and at 6-mana Carnage Tyrant still reigns supreme. This 5-mana Thrun is just a great middle ground, you get more than enough out of the extra mana you spend of OG Thrun and you don't lose out on that much for not needing spend the additional mana you'd need for Carnage Tyrant. A 5/5 with trample is going to kill your opponent pretty fast and it is just so hard to deal with this thing. You can't counter it, you can't point removal at it, and it will never die in combat. It really is just boardwipe or bust and not every deck is going to have this out.

The Bad: Sure I would have preferred it had hexproof so it couldn't get hit by Assassin's Trophy, but honestly green removal is few and far between, there's not much to criticize here.

The Verdict: This is most definitely going in, I'd say on average it's going to be better than OG Thrun and that card's not leaving my cube any time soon.

Tyrranax Rex

The Good: This is one of those where reading the card pretty much explains its virtues. Even the Toxic 4 is relevant as your opponent can't throw bodies in the way to reduce the clock you've put them on.

The Bad: This is no Carnage Tyrant and no the haste does not make up for playing it a turn later, mostly because that just won't be the case in my estimation. The mana cost of 6 and 7 may have a difference of 1, but in general the turn difference in the turn you get to 6-mana and the turn you get to 7 is going to be greater than 1. Ward is also a lot worse than hexproof at the point in the game you're playing one of these cards, sure it's annoying but your opponent will be happy to just spend their turn paying the ward cost and removing this threat.

The Verdict: Not for me, at 7+ mana I think it also has to be a pretty dang good cheat target as well and I'm not sure this makes it in that regard.

Atraxa, Grand Unifier

The Good: This is easily the dark horse of the set. I almost skipped over Atraxa and who can blame me with that mana cost. However, this card is simply one of the best cheat bombs you can put into your cube. Let's quick talk about why it's good to cheat in. Similar to Griselbrand, this is a 7/7 flier with lifelink and if it sticks around at all you're going to win the game. Also similar to Griselbrand, when it comes into play you dig super deep into your deck drawing whatever you need to protect it, cheat something else in, or anything else that will likely sure up your victory. Now let's talk about what cheat archetypes Atraxa fits into. Literally all of them sans Tinker/Welder. Show and Tell, Natural Order, Sneak Attack, Reanimator, etc. The big one that most targets miss is Natural Order so I'm super excited to have this in my cube.

The Bad: I wish it was an artifact, but how could I possibly complain?

The Verdict: An unexpected slam dunk, get this card in here and prepare for it to stay for a very long time.

Kaya, Intangible Slayer

The Good: A planeswalker with hexproof, 8 loyalty the turn it comes down, and a +2 is very likely to stick around. A game where there's a 6-point life swing in your favor every turn is a game you're going to win. If there's no creatures threatening Kaya, drawing an additional 2 cards a turn is also a really good way to win a game of magic. The -3 can be stupid good too when it comes up.

The Bad: Wow that is a really bad mana cost. 7 mana and 4 color pips, I know some people saw that cost and didn't even bother reading the card.

The Verdict: I'm just not sure, my gut feeling is that this card is unplayable trash. But another part of me is rationalizing that this really might just be an auto-win in most scenarios when it hits the battlefield and by the time you want to cast it you're most definitely going to have the color pips. I really hope this one finds its way into the MTGO cube just so I can see it in action in mass. For now I'll probably pick one up and label it as an option to try out some time.

Sword of Forge and Frontier

The Good: Green is always a good color for protection to push through blockers and the triggers for this sword are pretty snowbally. I believe I said earlier that drawing 2 additional cards a turn is a good way to win, even if it's impulsive draw.

The Bad: The thing about these swords is that they're 5-drops. You really only want to play them when you have 5 mana so you can equip them and get value right away. That's still an option here but getting impulsive card draw is meaningless if you've just tapped out to play and equip the sword. If you waste your turn 5 doing nothing but getting a little bit more damage in and maybe ramping 1 land just to get hit with a Reclamation Sage, you're not doing so hot.

The Verdict: This isn't the best sword of x and y but it is one of the better ones. I personally am going to pass on it but I would not scoff at anyone that wants to include it. Also, where the heck are the cool wispy bits coming off the blade like we see on all the other swords??

Mirrex

The Good: Castle Ardenvale was a completely respectable cube card, if it was colorless it would be extremely good. The opportunity cost of running this is already low but the ability to fix you colors the turn it comes down makes it even lower.

The Bad: I really can't think of a more useless token than a 1/1 that can't block.

The Verdict: This is simply unplayable unless you have heavy artifact synergies in my opinion. Which is such a shame because if these tokens could block this card would be incredibly powerful (I can understand why they wouldn't want that in a standard set).

The Mycosynth Gardens

The Good: This is a pretty powerful effect for just how low an opportunity cost there is to put this in your deck. Even if all you have is a mana rock or two, it'll probably be correct to pick this up if you've already gotten enough playables.

The Bad: I'm not sure how often it's going to be relevant in games. Even if somethings powerful, unless it's clearly one of the most powerful cards in the cube, if it rarely even matters I'm just not going to waste a slot in my cube on it and that's often the case with cards where the power comes from a low opportunity cost. Something like Rishadan Port is powerful and comes up all the time for example.

The Verdict: I'm not going to test this so unless I see it putting in work in other cubes, I'm going to be passing this one up.


That's all I got for Phyrexia: All Will Be One! While this wasn't the greatest set for cube, it's still a good start to the year in my book and I must say it's about time green outshined the other colors in a set for cube. I haven't been getting many green playables from standard sets so I'm happy with this one even if I didn't find much elsewhere. As always, thanks for reading and let me know if you think I missed anything worth talking about. Happy cubing!

Monday, January 2, 2023

Possibility Cube Cards From 2022

2022 was another fun year for cube. We gained cards from 4 standard sets this year and a whole lot of commander products including the 4 standard sets' accompanying precons, a new commander legends set, and the Warhammer 40k decks. To my main cube Possibility Cube, this year was unassuming and yet quite surprising!

It was a year of midrange all stars.

It was a year of familiar and long-awaited gifts.

It was a year of singleplayer power from multiplayer product.


In this post I will be writing about all the cards from 2022 that are currently in my unpowered vintage cube, Possibility Cube, and my experiences playing with them. While not as heavy a year as 2021, there's still a lot to cover. Of course my cube can't contain every card that is worthy of cube and so I will be shouting out some honorable mentions that, while not in my cube, you may want to check out. If you have any questions regarding why I've chosen not to include these cards, please ask! I certainly have my thoughts on them and will be happy to share if you want to know. Now, let's get started!

To start out the year strong we got Kamigawa: Neon Dynasty and it brought with it quite a few new tools.

Lion Sash

And here we have the first familiar face of the year, a white-shifted Scavenging Ooze! Scavenging Ooze has been in my cube since the very beginning and Lion Sash should be in for the long run as well. Most decks will use the graveyard as a resource to some extent, but pure graveyard hate is never going to be a high priority during the draft and only shows up incidentally in sideboards, overall they're not worth the slot in my cube. Lion Sash is that perfect kind of graveyard interaction that offers interesting choices and is perfectly maindeckable in its own right. It may start out smaller than Scooze, but being able to grow off of not only creatures, but any permanent (fetchlands being the big one) more than makes up for it. I'm a big fan and expect to cube with this for some time.

The Wandering Emperor

The standard sets this year were great for the broader format that is cube, but for a traditional vintage cube environment there were few all stars. I'm happy to say The Wandering Emperor was one of the few and boy do I love playing with this card. 2WW continues to be a powerhouse for planeswalkers and I find myself wanting this card even over Gideon, Ally of Zendikar. This card offers 3 different ways to remove an opponent's creature at instant speed while also giving you access to a planeswalker they'll have to deal with. You can even Flickerwisp it to get an extra activation on your end step! The Wandering Emperor was certainly one of the slam dunks of the year and I'm glad to have it.

Swift Reconfiguration

So this is the only card I've picked up from this year's standard-adjacent commander precons and I've been very happy with how it plays. I draft a lot of white and the 1-mana removal plays such an important role that I pick it up over almost anything. Of course I'm always hoping for Swords to Plowshares and/or Path to Exile but they're not always around and I've gladly picked up Swift Reconfiguration countless times. It sometimes lines up poorly or needs to get sided out completely, but I'm glad to have the option and have found it's just removal a high amount of the time. Bonus tip: Swift Reconfiguration + Devoted Druid = Infinite Mana.

Blade of the Oni

So I'll admit, due to the nature of shuffling up a cube to draft and not being able to do that infinite times, sometimes you just don't see a card very often and thus I don't have a ton of experience with Blade of the Oni yet. The few times it has been played in my cube it has done pretty decent and I'm hoping to play with it more as my black section is getting a little less aristocratsy and a little more aggroey. A 3/1 Menace for 2 is a great card for an aggressive deck and Reconfiguring makes your board a little more resilient to removal, something I've been doing to great effect in standard currently.

Fable of the Mirror-Breaker // Reflection of Kiki-Jiki

For me this was the unexpected all star of the year. It's not that I was low on the card, I just saw it as an unassuming midrange value card. All it took was playing it to make me realize I had made a mistake in not considering it for my cube and once I got it in there's been no looking back. Even if it's across 3 turns, the amount of value packed into this card really is insane for a 3-drop. Board presence, ramp, card selection, this card has it all and has become a high pick for me in any cube I see it in.

Kumano Faces of Kakkazan // Etching of Kumano

While nothing special, this has been a nice little 1-drop for the red aggro deck. It's got a little bit of reach to raise the floor and has quite a high ceiling. What you're generally hoping to do is cast this on turn 1 to deal a damage and then buff your 2-drop so you can swing in on turn 3. That's 4 damage from this card on turn 3 which isn't crazy but hey, it's a turn 1 Zurgo Bellstriker. If your turn 2 play has haste, that's an extra point of damage as is every hit after turn 3 you get with the creature you gave the +1/+1 counter to.

Eater of Virtue

Bonesplitter is a favorite of mine and is arguably the best aggressive equipment for cube (Grafted Wargear is the only other case I could see being made for the spot) and I have been delighted to have another one. 1 mana to add 2 power anywhere on the board is extremely powerful and flexible. It's been another great Urza's Saga tutorable as well. Now I will say for how many more words Eater of Virtue has, this has expectedly been mostly just Bonesplitter number 2, however sometimes your Haster or First Striker will die with this equipped and you'll get more value than you could ever hope.

Shoutouts: Spirited Companion • Rabbit Battery • Kaito Shizuki The Channel Lands

Streets of New Capenna was admittedly a little underwhelming to me for cube as a whole, there were some flavor fails for me and the power level was the weakest of the year in my opinion. That being said, I got a few things out of it.

Inspiring Overseer

Across all cube environments, this year has been throwing playable white 3-drops at us. White's gotten Phyrexian Rager after Phyrexian Rager and Inspiring Overseer is easily the best of the lot. While perhaps unexciting, this has predictably played great in my cube. While in the perfect color to do some Ephemerate shenanigans, it even more often slots into white-based aggressive decks. While it might not be as stat-heavy or as disruptive as my other 3-drops, 2-power in the air usually warrants some kind of removal on this creature that's already replaced itself. If I have some equipment like, let us say Eater of Virtue, I pick this even higher than some of the more stat-heavy 3s.

All-Seeing Arbiter

This new blue titan variant has been doing very well in my cube, even if the decks that want a blue 6-drop are becoming fewer and fewer. I still take Consecrated Sphinx over this guy because of the higher ceiling, but there have definitely been times I was thankful to get my ETB trigger before an untimely Infernal Grasp.

Ob Nixilis, the Adversary

So I was very excited for this card when it first released and it has since played alright but I'm much more mellow on it. While it's true the ceiling of having 2 of these planeswalkers on turn 3 has been very good and quite oppressive, it more often comes later and I did not expect it to fall off so fast. Sacrificing some of your board presence to get 2 of these planeswalkers on even turn 4 or 5 just hasn't been super exciting. I have gladly drafted it in a number of aristocrats decks where there's fodder to both sac to and protect this card and it has been very powerful there, so if that's what you're doing I think he's definitely worth the slot. As I'm cutting more and more aristocrat support, Ob Nixilis may not be long for this world but he's a fine addition to my cube as of now.

Scheming Fence

This card's been great for me, and by great I mean it's very groan-inducing whenever it comes down. The decks in my cube love their Talismans and being able to simultaneously stifle your opponent's ramp and gain some ramp of your own has been very good. A turn 2 Scheming Fence on the draw after your opponent's turn 2 was a mana rock usually catapults you into a lead. I will reiterate, this is a groan-inducing card and not all playgroups will find it fun.

Shoutouts: Depopulate • Ledger Shredder • Witness Protection • Lethal Scheme • Jewel Thief • Titan of Industry • Unlicensed Hearse • The Triomes

Commander Legends: Battle for Baldur's Gate is quite notable for cube due to the fact that it introduced one of the most busted singleplayer mechanics Magic's seen, Initiative. I'm not sporting a lot of cards from this set, but the ones I am are the most powerful of the year and I should possibly be running more of the Initiative cards.

White Plume Adventurer

Alright let me lay out how initiative creatures have been playing out for my white aggressive decks. ETB: Draw a basic land, next upkeep put 2 +1/+1 counters on it, next upkeep your opponent loses a quarter of their health... they're dead. White Plume has, for all intents and purposes, been a 3-mana 5/5 creature with Vigilance that gets a free 5-damage bop to the face (not to mention it draws you a card, albeit a land). Even if you have removal for it right away, the counters can just go onto a different creature and you're still going to take 5 to the face the turn after. You really need removal and the ability to steal the Initiative right away and that's a lot to ask to deal with your opponent's turn 3 play.

Seasoned Dungeoneer

Looking 1 mana up the curve we have Seasoned Dungeoneer which, somehow, has been even more busted than White Plume Adventurer. What the hell is "It explores." doing just tacked onto this card for like no reason at all. Let's just quick do a rundown of the usual with this card. 4-mana for a 5/6 unblockable that explores when it attacks and gets a free 5-damage bop to the face. The crazy thing about initiative is that beyond the busted baseline, it's so vastly modal and if you haven't already won, Undercity's end will surely give you the victory. Card is busted, I both love and am baffled by it.

Descent into Avernus

Now this has been an absolute joy to play. Way back when I first started playing magic, I made and loved my first EDH deck with Heartless Hidetsugu at the helm, one way or another the game was going to end and it's not going to take long. Descent into Avernus takes that sentiment and throws it into an incredibly fun and very cubeable card. Ramping your opponent is always going to be dangerous but you get the first turn with that ramp to dump your aggressive hand and your opponent isn't going to have very long to try and stabilize. From the turn it comes down Descent's total damage goes 0 to 2 to 6 to 12 to 20... someone's dead, possibly both of you. I've been putting this card into red deck wins to great effect and even into some gruul decks to varying but incredibly fun results. This card is a blast to play with and I highly recommend it.

Minsc & Boo, Timeless Heroes

This card is currently regarded as a higher priority pick in my cube than Oko. This planeswalker gives you board presence, reach, card advantage and is all in all just everything you'd want to be doing. For 4 mana you get a 4/4 trampler with haste, then on the next turn you can make it a 7/7 or, after attacking, sacrifice it to remove an opponent's creature and draw 4 cards, of course you'll get the 4/4 trampler with haste back the next turn. This card is busto.

Shoutouts: Astrak Dragon • Caves of Chaos Adventurer • Gut, True Soul Zealot • Undermountain Adventurer

Depending on your cube's synergies and the support available, Dominaria United provides various amounts of playable cube cards. For me and my cube there wasn't much, powerstones aren't very powerful in my environment and the support for Domain cards is rather dubious. 

Aether Channeler

Rest In Peace, Man-o'-War, 2022. In truth I had, with tears in my eyes, cut Man-o'-War from my cube some time ago and I'm actually quite happy to have Aether Channeler as its spiritual successor. This card has just been solid filler that makes the maindeck more often than not and the choice between cantripping or bouncing a permanent has been great.

Cut Down

So when I added Cut Down to my cube, I also re-added Fatal Push. I did the math and these cards killed such a large percentage of creatures in my cube that they just had to be correct to run. The reason I cut Fatal Push in the first place was that while it does hit so much of my cube, later in the game it just wasn't killing the threat you really needed dead and I'd find myself just wishing I'd drafted a Doomblade, the extra mana doesn't matter because it was, well, later in the game. That's my biggest fear in running this card and I think I have probably been avoiding it because I don't have a lot of play with this one yet. For what it's worth, I have been getting good results from Fatal Push, but mostly because it's killing a lot of tokens that Cut Down can't. I need more time with this one and should actually just start drafting it. It hits around 67-70% of creatures in my cube, I imagine I'm going to like it the more I play with it.

Sheoldred, the Apocalypse

Alright I was a bit late to the party on this one but, to be fair, midrangey 4-drops like this have historically not been very good in my cube. What I realize now is that at 4-mana, the risk of this just getting hit by removal right away is well worth it for what comes if it's not removed, same reason Hero of Bladehold is still in. This card simultaneously rewards you for doing what you want to be doing and punishes your opponents for doing what they want to be doing. Drawing cards is just everywhere in cube and this card is going to wreak havoc if it stays on the board. A 4/5 body is also beefy enough that it can get into the red zone. Like I said I was a bit late to the party so it hasn't been in my cube very long, but I know I have been destroying with it in the MTGO Vintage Holiday Cube, resolve a draw-7 with Sheoldred out and you've essentially won the game.

Radha's Firebrand

This card has been a really nice aggressive 2-drop for me. For a while now I've been jealous on behalf of my red section of all the white 3-power 2-drops that can push their damage through. 2-power 2-drops with haste just consistently do less damage. So far, Radha's Firebrand has been a nice taste of what I've been missing. I'd say on average this card's been good for 2 hits and that's often enough out of your 2-drop. It not only pushes itself through but your other creatures as well. It should also be noted that, while I've never seen this card outside a monored deck, I have seen it activated to hit for 5 a non-zero number of times.

Shivan Devastator

I was very excited for this card and I've been quite happy with it so far. There's nothing like curving out in a red deck and that always seems possible when this is in your opening hand. While a 5-mana french vanilla 4/4 hasty flier wouldn't be worth a cube slot, the red deck would certainly play it. Shivan Devastator is that but worth the slot as it is also a 3-drop, 4-drop, 6-drop, etc.

Squee, Dubious Monarch

I haven't seen Squee get played much yet but the red decks he has been a part of were pretty good. 3 hasty damage is always a good start and if you can keep the board clear, this deals the same total damage as the OG Goblin Rabblemaster by the turn after it's cast (not to mention more the turn it's cast). Like I said, I haven't seen much of Squee yet but I'll note that I don't think the recursion has ever mattered yet.

Shoutouts: Guardian of New Benalia • Leyline Binding • Rona's Vortex • Cult Conscript • Electrostatic Infantry • Tear Asunder • Two-Headed Hellkite • Timeless Lotus

The quality and quantity of cards from the Warhammer 40,000 commander decks that I wanted to cube with was much higher than anticipated and I was pleasantly surprised to find it was my personal favorite product in 2022. Universes Beyond has been a tricky subject throughout the entire Magic community and I personally wasn't sure whether I'd want to include them in my cube, but then 40K spoilers hit and I forgot all about that in the excitement of all the cool new designs. Without even thinking about it I realized these were magic cards to me and I'm happy to run them.

Triumph of Saint Katherine

I have been loving this card. It is very rare that I don't want to cast this for 2 mana the turn I draw it and it really is just a whole lot of beef suddenly on the board. It also feels so bad for your opponent if they have to use a non-exile removal effect on it because it will most assuredly be back. You really don't want this card in the top 9 cards of your deck, but it's honestly been worth the mulligans and the fallback of 5-mana 5/5 with Lifelink isn't even that embarrassing. I've mostly been running it in aggressive decks, but I've had it played in some UW control decks to great effect as well.

Necron Deathmark

I've been very happy with this card so far, a lot of that happiness due to the fact that black 5-drop creatures have historically kind of sucked in cube. This card has been doing a pretty nice Solitude impression and the graveyard fueling has been very fun. I've also had the chance to loop this a bit with Goblin Welder and I must say that's a winning strategy.

Old One Eye

This is the green 6-drop I've been waiting for, last year I thought it was Tovolar's Huntmaster, but I was wrong. This card is great and has been my highest priority pick to ramp into as the generic green deck (well okay yeah, Craterhoof exists but come on that's just a combo card). 11 trampling power over 2 bodies and the recursion, while costly, is very real and it's not hard to sandbag some lands to be able to do it. It's splashable too, I don't think I've seen anyone Ephemerate Tovolar's Huntmaster but I've definitely seen them Ephemerate Old One Eye. This has quickly risen to the premium green 6-drop in my cube rivaled only by Carnage Tyrant.

Chaos Defiler

Remember how great I said it was looping Necron Deathmark with Goblin Welder? Enter Chaos Defiler. I've been drafting this card very highly and it's been very good. The 5/4 trampler that's left behind after you kill your opponent's threat will beat your opponent down and if they kill it they'll have to say goodbye to another one of their threats as well. I've seen this card in a Goblin Welder/Recurring Nightmare deck and it was very powerful and very fun. Oh and the other crazy part, I've killed a Carnage Tyrant with this, I've killed a True-Name Nemesis with this, this card slaps and slaps hard.

Mawloc

Gruul is possibly the least played color pair in my cube (either that or Selesnya). Minsc and Boo pack 1 pick 1 has been helping with that and Mawloc almost always shows up in those decks. I cut Voracious Hydra long time ago and this has been playing so much better than it, the extra 2-power makes all the difference. This 40k set has had a lot of Ravenous Chupacabra variants and this RG one has been doing a pretty good impression of one that scales. There's always something to kill with this, even if it's just a 2-mana sorcery speed removal, that kills a lot of creatures in my cube and so this card is always live.

Thunderhawk Gunship

I have to say, if there was one winner after this set released, it was Goblin Welder. This card is kind of unassuming but has just been very solid so far. It does a good little impression of a colorless Grave Titan and packs quite the evasive punch. I really have loved playing all the 40k cards and this one is no exception.

Shoutouts: Space Marine Devastator • Ultramarines Honour Guard • Zephyrim • Sicarian Infiltrator • Vanguard Suppressor • Primaris Eliminator • Royal Warden • Knight Rampager • Noise Marine • Hormagaunt Horde • Callidus Assassin

Rounding out the year we have Brothers' War. As it is with the last set of the year, my play experience with these cards ranges from little to none due to the fact that the set's been out for only about a month. And so these cards are a little more speculative than the others we've talked about but I have high hopes for them. It should also be noted that not every card I'd like to test from the set is in the cube yet.

Loran of the Third Path

I feel like we've been due a monowhite Reclamation Sage for awhile now so this was a welcome surprise from Brothers' War. I haven't gotten any games in with Loran from my cube yet, but I have gotten to try her out in the MTGO Holiday Cube and she's been great, better in white than Reclamation Sage is in green in my little experience as of now. White just really capitalizes on curving into a 3-drop 2-for-1. The activated ability is not nothing either, it's actually quite relevant and pretty skill intensive in deciding whether or not to activate it!

Steel Seraph

Again, not from my cube yet, but the Holiday Cube has been showing that this card is as awesome as I had hoped. A 3-drop 3/3 flier that will immediately give your 2-drop flying to swing in and then continue to provide evasion or lifelink every combat as needed? Oh and at 6-mana this is completely castable as a Baneslayer if the game goes a bit late.

Teferi, Temporal Pilgrim

I'm excited to see how well this does, it's a little light on defense the first turn with just a 2/2, but that 2/2 is quickly going to get really good at both offense and defense. Historically the 5-mana planeswalkers that have "0: Draw a card." haven't been the best but this is more like a +2 with the static ability. It's also possible you're more here for the -2. If you just make 2 of these creatures right away, even if they then remove your Teferi, these creatures will get out of hand very fast.

Hostile Negotiations

So generally, unless they've shown you removal for your thing, you're going to want to give your opponent the face up pile. It is almost always going to be more correct to have known information than hidden. So this is essentially a Draw 3, Mill 3, Lose 3 card except probably a little bit worse due to the choice your opponent gets to make. It's instant speed, splashable, fuels the graveyard, this card has potential but I'll need to get some reps in with it.

Misery's Shadow

This is the card from Brothers' War I'm most excited to play more with and I have actually gotten to play it in my cube once so far. Nantuko Shade's power has been lost to history but Misery's Shadow is bringing it right back. For those of you that don't know how this works, the threat of activation essentially makes this 2-drop unblockable while converting any mana you know you don't need into extra damage. If your opponent makes the mistake of blocking or is forced to block because you have a Fireball on a stick, you get to spend some mana and enjoy some nice 1-for-none removal. I will admit I did sideboard this card out a couple games, combat just isn't as much the name of the game as it used to be. I honestly could see this getting pushed out of my cube for that reason in the future but for now I'm excited to have it.

Feldon, Ronom Excavator

So earlier I talked about how I wasn't a big fan of the 2-mana 2-power hasters that red gets, but I'm quite hopeful with this one. Would you run a 2-mana "Deal 2 and draw a card"? I think so. I'm hoping this will do its thing until it gets walled by a 3/3 and then it either keeps doing its thing or gets cashed in for a card with a bit of selection.

Third Path Iconoclast

Young Pyromancer is easily a cube favorite and I know I wasn't the only one feeling the age of it triggering off only Instants and Sorceries. For an extra color, we finally get to play with a Young Pyromancer that triggers off any noncreature spell, the 1/1s are even artifacts for some nice incidental synergies! I'm very happy and excited to play with this one.

Shoutouts: Lay Down Arms • Recruitment Officer • Siege Veteran • Soul Partition • Arcane Proxy • Gix, Yawgmoth Praetor • Transmogrant's Crown • Brotherhood's End • Argoth, Sanctum of Nature


And that was 2022 for my cube! While I'm not as sporting as many 2022 cards at the year's end as I was 2021 cards last year, I sure got some powerful and fun new tools. Cube is easily my favorite hobby and Magic format and it seems like every year, 2022 included, is just a good year to be a cuber. If you've made it this far, thank you for reading and I hope you have a happy new year!

March of the Machine Considerations for Possibility Cube

Alright this year's been pretty busy and I'm a whole set and a half behind so let's get to talking about March of the Machine! I...