Full spoilers are out and it's time to talk about the cards I'm looking at for my
Cemetery Protector
The Good: A 3/4 Flash for 4 mana is nothing to scoff at as a combat trick and nabbing the right card type can make this card do its best Young Pyromancer impression. The incidental graveyard hate is probably less relevant here than on the others you will see in this cycle, but it's always nice to have.
The Bad: This really doesn't seem snowbally enough. It kind of has to eat an attacker to be worth it and that will never be a guarantee. Hero of Bladehold doesn't pass the Vindicate test but at least it ends the game real fast if it sticks around. If this card sticks around it's just a 3/4 with no evasion that will get you a 1/1 every turn or two.
The Verdict: Hard pass for me, the card just isn't quite pushed enough for my cube. Might have had a chance as a Murmuring Mystic type card but the double white pips make it hard on the splash. I really feel like they could have added attack clause on the graveyard hate like the others in this cycle.
Faithbound Judge // Sinner's Judgment
The Good: A 4/4 flier is quite the hurdle for an aggressive deck to get over, combine that with the fact that this will end the game pretty quick on its own if the game goes on and this could be a pretty good option for a control deck. If your opponent does kill it, and they will certainly have to, you'll gain access to a faster acting Approach of the Second Sun which does see some play in certain cubes.
The Bad: This card is very slow. This is the kind of card that you run in a control deck that's just looking to extend the game as long as it takes for the opponent to run out of gas. While it would do well in that kind of deck, the thing is that kind of deck can really kill you with whatever it has lying around, preferably a manland like Celestial Colonnade that doesn't eat a playable slot.
The Verdict: I'm tempted to test this one just because it's a cool card, but I'm afraid I'm going to have to take a pass. But, if your cube runs Approach of the Second Sun and it performs well I think this would have a nice home there too.
Fleeting Spirit
The Good: 3/1s for 2 mana that have the ability to protect themselves at the cost of no additional mana are historically very good. A free discard outlet can also be a useful thing to have on cheap creatures if your cube supports archetypes like reanimator.
The Bad: This card is not Seasoned Hallowblade or Adanto Vanguard. Those cards push damage through because your opponent is forced to chump if they want to block. A single 1/1 from your opponent won't chump block this card, it will either be a trade or a free block at the cost of a card in your hand. While the ability to gain First Strike for 1 mana is powerful, exiling 3 cards from your graveyard is just too many to make this at all reliable.
The Verdict: Another pass from me, I need my aggressive 2-drops to push damage through and this doesn't do that.
Hopeful Initiate
The Good: Won't be hard to make this a 2/3 by the time it attacks. Isamaru is still a good card, so if it can be that at its base then the rest is gravy. Incidental artifact/enchantment hate is great to have on an already decent creature, however it is quite expensive to activate.
The Bad: This will never be a 2 power attacker on turn 2 in a white wheenies shell, every Savannah Lions has that advantage over this card. While this card could easily get to 3 power by its second attack, you really want to be playing your 2-drop 3/1 on turn 2, not this.
The Verdict: I have a couple of flex slots currently in Skymarcher Aspirant and Giant Killer that haven't been performing well lately so I may just slot this in to test. I would not be surprised if it doesn't last however.
Savior of Ollenbock
The Good: The ability is powerful and repeatable. The part where this can also be a reanimate spell is really cool.
The Bad: It's just so under stat'd and I know it's to let you trigger Training but this card is literally worthless if you don't already have a board state.
The Verdict: The card is cool but I think it's actively bad in a higher powered environment. I really wanted this to trigger on ETB in addition to training but alas, the card's a pass.
Wedding Announcement // Wedding Festivity
The Good: This card should play like a Saga who's final mode sticks around forever. Let's forget the draw text for a moment. If it survives you will be getting 6 power and toughness for 3-mana plus an additional power and toughness for each other creature you have or play and enchantments are one of the more survivable permanent types. On top of this, if you already have a board state where you're on the offensive, instead of commiting more to that board you get to draw a card instead which is exactly what you'd want!
The Bad: Perhaps it's a bit slow for a really aggressive deck, but I'm having a hard time seeing the downside of what is essentially a 3-mana planeswalker.
The Verdict: This one definitely almost slipped under my radar. I was skeptical at first but the more I thought through the play patterns the more I realized this is a slam dunk. I will be running this and I expect it to do very well.
Welcoming Vampire
The Good: Gives you 2 evasive power and turns one of your Savannah Lions into a cantrip once per turn.
The Bad: White three drops have a lot of competition and they're often pushed in aspects of aggression and disruption, both of which are lacking in this card. The card is an upgraded version of fan favorite Mentor of the Meek, but that card has not been cubeable in quite some time.
The Verdict: I know people are high on this card, but I think the hype from white card draw and another option for EDH is just overflowing a bit into the cube community. I'm not looking to play the attrition game in white wheenies, I'm looking to get my opponent dead and thus I will be passing on this card.
Cemetery Illuminator
The Good: A 2/3 flier that gives you Future Sight is not a bad deal for 3 mana. While you won't be able to cast everything right away, triggering on attack means you'll always be unlocking more. Repeatable graveyard hate is also a nice thing to have around.
The Bad: This card is asking a lot for it to become Future Sight. It's essentially asking you to get Delirium into a graveyard and then remove the types 1 by 1. The fact you can't play lands off the top is the final nail in the coffin for me.
The Verdict: Pass, there are just better options for blue at 3 mana. If you could hit a land and make this blue Courser of Kruphix then maybe we could have talked.
Overcharged Amalgam
The Good: This card is a modal card that ranges from decent to great. 4 mana for a hard counter, not great but sometimes needed. 4 mana for a Flash 3/3 with Flying, nice way to get a threat on the board as the blue player and will sometimes eat a blocker. And then if you have some fodder to sac, it can be both!
The Bad: 4-mana spells in blue are not something you generally want a lot of and it's already full of great options.
The Verdict: I'm going to pass on this one. I like Venser, Shaper Savant a lot better for this kind of effect, it has a worse body but doesn't require you to sacrifice a creature and does a lot more on the field with access to blink effects.
Scattered Thoughts
The Good: It is crazy to me we're getting this card so soon after Memory Deluge. When I reviewed that card I mentioned that it was worse than Fact or Fiction for being less splashable and not fueling the graveyard. This card is the best of both worlds and wow is it powerful.
The Bad: Fact or Fiction digs a little deeper and will often get you 3 cards instead of 2, but I'm just finding things to be picky about at this point, I don't think I'd consider either of these to be worse than the other.
The Verdict: Slam dunk, I will be running this and it will be replacing the newly added Memory Deluge. I value the splashability and graveyard fueling more than the super expensive flashback mode.
Thirst for Discovery
The Good: This card is essentially an instant speed Compulsive Research, a card I currently play as a good card advantage option and as support for reanimator.
The Bad: While you normally discard a basic land anyway, you are going to run into a feel bad situation where you feel punished for having good mana because the only land in your hand is a nonbasic.
The Verdict: I'm going to replace Compulsive Research with this, it'll be hard to tell how relevant the downside actually is without testing. I will say Compulsive Research is one of the weaker card advantage cards I run and I'm not interested in running both of these.
Bloodvial Purveyor
The Good: I'll admit I was looking for more of a downside on this stats monster. I started playing Magic around the time Desecration Demon was a powerhouse in standard so these cards often get romanticized in my head, that being said this thing will end a game really fast.
The Bad: This card fails the Vindicate test really hard in that your opponent is getting a free Blood token just for casting the Vindicate. Baneslayers are a little more forgivable at 4 mana but generally not where you want to be unless you're pushing aggro in my opinion.
The Verdict: I'm not pushing black aggro in my cube and I really want my black 4-drops to impact the board. I will not be testing this card.
Dread Fugue
The Good: Can nab your opponents turn 1 or turn 2 play and really disrupt their game plan. Later on when you top deck it and have extra mana lying around, you can cast it for 3 mana and take anything.
The Bad: I honestly just think both modes on this card are bad. I can really only see playing it in a powered cube where it's important to nab their Sol Ring or Ancestral Recall. Even then the Cleave cost doesn't really matter, Thoughtseize is more often than not a bad topdeck late in the game anyway.
The Verdict: I am not as high on this card as other are and I will not be playing with it. This card hits 40% of nonland cards in my cube as opposed to Inquisition of Kozilek hitting over 80% and you will feel that massive difference when you play it.
Falkenrath Forebear
The Good: A 3/1 with evasion that generates value when it connects is great to have in an aggressive deck if you can get it going. This has the added value of being recurrable if your opponent doesn't deal with it right away.
The Bad: This card is really lacking immediate board impact or disruption. Part of what makes cards like Elite Spellbinder and Flickerwisp so powerful is that they leave behind 3 power in the air after immediately disrupting the opponent.
The Verdict: This set is giving us more options for black aggro in cube, but that's not where my cube is headed so this will be another pass.
Graf Reaver
The Good: Great stats for a 2-drop and it doubles as 2-mana planeswalker removal. If you have a Gravecrawler or other fodder hanging around you get both for very little cost.
The Bad: No one plays Sangrophage and I don't think many would even if it only dealt you 1 damage instead of 2. I think you really need to be in for the 2-mana 3/3 or this card is just going to be a sideboard only card. Even then I think the times I'd sideboard it in are few and far between.
The Verdict: Another one where people seemed very high on this card but I just don't get it. If you need this effect, Vampire Hexmage seems like a better option because you can deploy it early and cash it in when you need it. As it is a vanilla 2-mana 3/3 doesn't do anything for me in black and there are better ways to deal with planeswalkers than sandbagging this in my hand.
Henrika Domnathi // Henrika, Infernal Seer
The Good: This card passes the Vindicate test by drawing a card the turn you play it and then if you untap with it you're attacking with a 3/4 flier with Lifelink and Deathtouch, that is crazy value. Besides that great base case, you get access to a Fleshbag Marauder option and even the option to transform right away if you really need a great blocker.
The Bad: It's a little awkward with Blink effects, and I wish it could be a Deathtouch blocker the turn it comes down like Gonti, Lord of Luxury, but generally this is going to do what you want it to.
The Verdict: People are way too low on this card. I see a lot of people talking about how it just dies to removal and you don't untap with it but that's completely fine. While Gonti has a lot of ways to push its advantage, I know you've been completely satisfied casting him as a 4-mana card that replaces itself and eats a removal spell. It's not a slam dunk but I am going to test it and I expect it to hold its own.
Sorin the Mirthless
The Good: So I almost let this card go unnoticed because of how boring/basic the design is. However the classic planeswalker formula just kind of works. Most often the activations are going to look like -2, then +1, then another -2. It slows down a bit from there but at that point you have more than enough value for 4 mana. Planeswalkers are just powerful and this one, while not busted, is a good option.
The Bad: Starting with 1 more loyalty like Karn, Scion of Urza would have been a huge boon for this card. I have a lot of options for 4-mana black cards with immediate impact so this has some competition.
The Verdict: This may be a hesitant test for me. I'm afraid it will be too easily run over at my power level, however I would not be upset to see this in a cube and I may just try it myself.
Voldaren Bloodcaster // Bloodbat Summoner
The Good: If you're looking for an cheap evasive beater to run in black aggro this seems to be a good option. Generating value if your opponent kills it is big in making this card playable. If you ever transform this card it is absolutely back breaking for the opponent, a 3/3 flier that makes 2/2 fliers is going to be hard to beat.
The Bad: I fear the high ceiling on this card is going to be near impossible to achieve. I think you really need to be in for the front side and it's probably not quite good enough.
The Verdict: Interesting for additional aristocrat/aggro support in black, but I don't really need that kind of support so I will be taking a pass on this one.
Cemetery Gatekeeper
The Good: Ankh of Mishra can be a real good source of repeatable damage and if you can nab a fetchland this card becomes Ankh on a 2/1 body with First Strike to push damage through. If you are able to get 4 damage off of this you've more than gotten your value in damage, that would be 1 attack and 1 trigger getting through.
The Bad: 2/1s with First Strike are not good enough on their own and red hatebears that aren't Eidolon of the Great Revel have historically not performed well in my cube. It worries me how little choice you're going to have in graveyards if you're playing this on turn 2.
The Verdict: I'm going to pass on this one, I much prefer Eidolon that will always get in its 2 damage when it's removed.
Chandra, Dressed to Kill
The Good: As a good rule of thumb, always consider the 3-mana planeswalker. They are historically very good and even with suboptimal abilities, 3 mana is not a lot to pay for a card that will generate value every turn. Chandra, Dressed to Kill does not have very flashy abilities but they are both +s and can make quite the difference on each turn. Just thinking about playing this and a 1-drop on turn 3 and then a Dragon on turn 4 is making me feel like this could be really good.
The Bad: Her impulse draw is pretty weak, the color requirement limits the card to just Red Deck Wins and while that's generally where she'd be played anyway, the ability also suffers a great deal by not letting you play your mountains off the top.
The Verdict: I'd like to test this and will have to find room somewhere. I have my concerns about just how good her abilities will be but I also think they have potential.
Kessig Wolfrider
The Good: A 1 drop with evasion and the ability to make 3/2s later down the road could be quite appealing for an aggressive deck.
The Bad: I really just don't think this card is good. A 1/2 Menace is not even close to good enough in the 1-drop slot and the ability is just too unreliable with it needing 3 cards from your graveyard.
The Verdict: This card is not for me, hard pass. However, if you're running a lower powered environment and want something a little more interesting than another Jackal Pup, I could see you maybe trying this out.
Manaform Hellkite
The Good: A 4/4 flier for 4 is a good rate and attached to it is a powerful effect for the spells matter archetype. It also is serviceable in the red deck as it packs a punch and adds some damage to your burn spells.
The Bad: I really wish this card had only 1 red pip as it's a lot better in the spells matter deck than in the red deck. Having to untap with your 4-drop is not where you want to be in red deck wins.
The Verdict: A cool option but I don't think it makes it there for my cube. I just have better ways to accrue values from my spells and to kill the opponent.
Volatile Arsonist // Dire-Strain Anarchist
The Good: The floor is certainly there for this card, a 5/4 with haste and evasion is exactly the kind of card you want at 5 mana in red. This card also gives you a cool little Inferno Titan impression when it attacks. If this card ever flips it becomes very scary, not only does it gain a power and toughness but the upgrade from pinging to shocking is huge.
The Bad: Really the only thing this card has against it is it's amazing competition. While important, 5-drops in red often can't be allocated many slots. I will also say the red deck often wants to play its spells on its turn and won't want to transform this itself.
The Verdict: Crazy to say but I'm going to be passing on this one. I absolutely would not scoff at you for running this but I'm not willing to cut any of my red 5s for it. I run Fury, Glorybringer, and Thundermaw Hellkite, add in Kiki-Jiki and Zealous Conscripts for combo and I just don't have room for more.
Voldaren Epicure
The Good: This unassuming little card is quite reminiscent Thraben Inspector, a card that has consistently been outperforming expectations since it came out. Now I don't think this card is as good as Thraben Inspector, but it provides a body for blocking, a Blood token to loot away later, and even always gets in a point of damage.
The Bad: Red 1-drops generally want to have 2 power, but then again that's true for white 1-drops as well. A Blood token is quite a bit more worse than a Clue token, however if you have a land you're not using it does only cost 1 mana instead of 2.
The Verdict: I'm going to find a cut and I'm going to test this. I'm very curious how well it will perform.
Ascendant Packleader
The Good: This could potentially be quite big for a single mana investment. It's really nice it doesn't specify creature as you can grow it with your planeswalkers.
The Bad: The problem with this card is where it fits into your curve. Even in a green beatdown deck you want to play a mana dork on turn 1 so you're not playing this there. But now we have the problem of it's later in the game and it doesn't matter how efficient it is, a vanilla stats monster that can't push damage through is not what you want to be casting. This card really needed a way to gain Trample like Pelt Collector does. I'd argue this will be as much of a dead draw as your mana dorks will be when you're in topdecking wars.
The Verdict: I'm still mostly on the green ramp deck over the beatdown deck, but even if I wasn't I don't think I'd play this. You're just always going to be wishing you had something better to play.
Avabruck Caretaker // Hollowhenge Huntmaster
The Good: Hexproof is a really good keyword, put it on a body that can end the game by itself and it's going to be pretty powerful.
The Bad: The fact you don't get to put the counters on itself right away makes this card really slow. You don't get to have it be the 8/8 monster that will end the game until 2 turns after you cast it.
The Verdict: I think I'll pass, I have very good 6-drops in green that provide instant value despite being susceptible to removal. This card will no doubt be very annoying to play against though and I'd expect it to do well if I see it in a cube.
Cemetery Prowler
The Good: A 3/4 with Vigilance for 3 mana is a great rate and plays well on both defense and offense. Repeatable graveyard hate is always a nice thing to have as well. The real spice of this card is that last ability though. If it can consistently save you 1 or maybe 2 mana a turn the value you're accruing here is crazy good.
The Bad: If you can't consistently make use of the last ability this card is a little vanilla. It also isn't a very impactful topdeck later in the game where mana is a non-issue.
The Verdict: I'm curious to see how this performs in other cubes but I will not be running it myself. You generally don't have as much control over what's in graveyards as you think, especially on turn 3 so I worry about actually saving mana with this.
Ulvenwald Oddity // Ulvenwald Behemoth
The Good: Now this is what you want if you're supporting green beats. An amazing aggressive rate that pushes damage through and then becomes an absolute bomb if the game goes late.
The Bad: There are better options for the green ramp deck for both resilient 4-drops and big topend threats.
The Verdict: I don't generally support the green beatdown deck, but if you do I'd definitely try this out. For me and my cube however, I'm going to pass.
Olivia, Crimson Bride
The Good: This card is expensive but potentially very powerful. This card seems like it would do very well in a midrange Rakdos shell with a little bit of reanimator mixed in. If you have targets that have decent power and ETB effects, your opponent is going to have to kill this thing and kill it fast.
The Bad: 6 mana is a lot and you generally don't want to go that high in a reanimator deck, excluding of course your actual reanimate targets.
The Verdict: I would love to draft and play this in a cube, not my cube however.
Torens, Fist of the Angels
The Good: So this card is essentially a Monastery Mentor for creatures instead of noncreatures. A 2/2 making 1/1s with training is quite powerful as they will become 2/2s if they attack together. This is an interesting twist on a classically powerful ability.
The Bad: While the change from noncreature to creature may seem negligible when the color change also makes your deck more suited towards creatures, you do now run into the problem of putting all your eggs in 1 basket. A card like Monastery Mentor is good because it's generates you card advantage on the board while the spell you've cast generates value elsewhere such as drawing you a card or countering a spell. With Torens you get bodies on the board by continuing to overly commit to said board and it's going to hurt very badly when you get wrathed.
The Verdict: I will not be playing this card for the reasons outlined above. A shame too as I'd really like some good Selesnya cards.
And that's all I got for Crimson Vow! While I'm sure I missed some, those were all the cards I've been considering or have seen others considering for an unrestricted cube. Overall not the slam dunk fest that Midnight Hunt was but there were still a lot of cool and fun options for cubes. It seems like I was much lower on a couple of the cards than most but I also am quite high on cards like Wedding Announcement and Voldaren Epicure which I've hardly seen anyone mention at all! Thanks for reading and I hope you come back when I go through Crimson Vow cards for my Pauper Twobert!