Saturday, April 23, 2022

Streets of New Capenna Considerations for Possibility Cube

Another spoiler season passes and it's now time to talk about the cards I'm looking at for my Possibility Cube!

In this post I'll be writing about all the cards from Streets of New Capenna 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. As always check back later when I look at some pauper inclusions for my Pauper Twobert. Lets go!

Depopulate

The Good: 4 mana is where you want to be for wraths and despite the similar downside of Shatter the Sky, that card has proven to be the better option over any 5-mana variant. If your cube needs white wrath #4 then this is generally going to be the one for you.

The Bad: Cube was waiting a long time for a third 2WW wrath and after Shatter the Sky was printed I never really felt a real need for a fourth, after Damn came around I've ran 4 for awhile and am thinking of going back to 3, in which case this does not get there.

The Verdict: Since Shatter the Sky is still in my cube this is an easy swap, but like I said it may get cut shortly to bring me back to 3 white wraths. It's worth noting you can get cute with Shatter the Sky and the Gideons, but in general I think this is better with the small amount of multicolored creatures generally running around in cubes.

Elspeth Resplendent

The Good: White has some good threats at 3cmc and with Elspeth's -3 looking 7 deep you're going to likely find a good one. The shield counter adding some extra resilience to that threat makes paying 5 mana for it not feel as bad if Elspeth eats removal. While the +1 requires board presence to do anything, adding damage and evasion to your threats over multiple turns can quickly snowball you to victory. If you can -3 -> +1 -> -3, you've probably won the game.

The Bad: This card has some really good planeswalkers competing with it, most of them a mana cheaper. This card is clearly aggressively poised, yet a lot of aggro decks end their curve at 4, the only 5-drops they see being the flash threats of Avacyn and Solitude.

The Verdict: I like this card and I love its art, unfortunately it's going to be a pass for me as it's just not powerful enough at 5 mana to want it over cheaper options.

Extraction Specialist

The Good: A 3/2 with Lifelink for 3 mana is a pretty decent rate, so if you maximize this cards full potential with a good 2-mana threat there's a lot of value here for cost.

The Bad: A 3/2 with Lifelink for 3 mana is not good enough on its own and you're not always going to have something in your graveyard to reanimate if you curve into this on turn 3. The fact that you don't get access to the threat you've reanimated until this is dead also means you may not realize value even if you have a target to reanimate. If your opponent wraths or simply kills it later in the game where a 2-cmc threat is too little too late, then this is again just a 3-mana 3/2.

The Verdict: This will be a pass for me, just too hard/long to realize the card's value. I'll also mention here that a lot of the cards in this set have been a miss for me in their pairing of flavor and function. Both the name and art of this card do not scream "bring something back to life" to me.

Inspiring Overseer

The Good: Now this is a card I was not expecting. Cloudkin Seer has been a great card in my cube since its printing and a white version is just another one for the UW blink theme. Inspiring Overseer can also easily slot into an aggressive white deck as a 2 for 1 threat. While not as aggressive as some other white 3-drops, 2 power in the air is good enough that it can't be ignored. If you drafted Bonesplitter or Grafted Wargear then a 2-power evasive creature that immediately replaces itself is likely better than any of the other options.

The Bad: Perhaps if you run a really tight white section for the fastest white wheenie deck, this probably wouldn't be among the absolute best 3-drops, but I'm honestly grasping for a downside to this card.

The Verdict: This is a slam dunk and I'm definitely going to be running this, maybe sideline Redaine for it. It's not going to be flashy or one of the best white cards or anything like that, but Phyrexian Rager with flying is just super solid, especially in this color.

Sanctuary Warden

The Good: While people aren't generally looking for 6-drop creatures in white, a 3-for-1 is a good place to start. A 5/5 flier will kill your opponent fast and this one comes with a bit of protection, a 1/1 token, and immediately replaces itself in your hand with the potential to do even more. If you're still on Sun Titan, he better get ready to move over.

The Bad: A big part of this card's playability is its ability to protect itself, if your opponent is running an exile effect or has a 1/1 Spirit token to chump the shield counter then this card gets a lot worse. At 6 mana the card really needs to do more than just replace itself with a drawn card.

The Verdict: I'm going to pass on this one. I currently only run one white 6-drop in Harmonious Archon and I like it better than this for the immediate board impact it has if it survives to combat. That being said this card has a slightly better floor and isn't as fragile.

All-Seeing Arbiter

The Good: Now that's a titan. Chart of Course is a very powerful ability to be on an ETB+Attack trigger. This card has a better floor than Consecrated Sphinx in the face of instant speed removal and also provides a faster clock. While the last ability will be variable in how effective it is, the fact that it lasts until your next turn makes it function similar to Frost Titan in removing an effective blocker/attacker.

The Bad: Honestly there's not much bad to say about this card, the only thing it has against it is that you don't want too many 6-drops in your cube and this may not be in the top 2. It's also worth noting the 4 toughness is a relevantly worse than 5 would have been, especially if you run a Wildfires deck.

The Verdict: I'm going to look for something to cut so I can test this one and I expect it to be really good in any cube that runs it. As much as it pains me to say, I may actually be cutting Torrential Gearhulk for this. Gearhulk is so good but lately it seems any sort of 6-mana reactive interaction just comes online too late into the game.

Make Disappear

The Good: Quench is Counterspell enough of the time that, while Quench doesn't make it, Quench+Upside generally does. Lose Focus is an example that very much does get there with its ability to spend a little more resources to make it the counter you're looking for and Make Disappear has that same kind of ability.

The Bad: In a lot of blue decks it is easier to leave up an extra U than it is to have an expendable creature on board. While blue tempo decks are better prepared to do just that, where Make Disappear is setup to be great in those decks, the other 2-mana counters are simply great in blue tempo and blue control alike.

The Verdict: I think I'm at my 2-mana counterspell capacity and this card isn't quite as good as my worst one. For reference I'm running 8 in Arcane Denial, Condescend, Counterspell, Daze, Lose Focus, Mana Leak, Miscalculation, and Remand.

An Offer You Can't Refuse

The Good: Extremely powerful effect for 1 mana.

The Bad: Definitely an offer I'd take every time. Cast this card earlier than turn 4 or 5 and you've likely lost the game.

The Verdict: I'll be passing on this one. I'll just wait 1 more turn to cast my threat with counter backup, I wouldn't run this card unless your cube is very combo-centric.

Reservoir Kraken

The Good: Very reminiscent of Desecration Demon in that it's 4-mana for a 6/6 with a keyword that pushes damage through and an ability that lets your opponents use their creatures to tap it and add another evasive power and toughness to the field. However the 1/1 unblockables are much better than the +1/+1 counters of Desecration Demon and Ward makes it a bit more resilient to removal.

The Bad: Unlike Desecration Demon, this can be tapped down forever by a single creature from your opponent. Not only that but Desecration Demon itself has made its way out of most higher powered cubes nowadays.

The Verdict: Pass for me, while not a bad option this isn't quite there for me as a 4-mana Bitterblossom.

Witness Protection

The Good: Very cheap unrestricted removal. A lot of people were all about Bind the Monster when that was spoiled and this card is better in most situations.

The Bad: As with Oblivion Ring, your opponent has the ability to Reclamation Sage their threat back and that can be devastating. While this is 2 mana cheaper than Oblivion Ring, the cost is the 1/1 that gets left behind for your opponent and I'm not sure if that's worth it. You can do a lot with a 1/1 in comparison to no creature at all.

The Verdict: I honestly wasn't a fan of Bind the Monster and I think I'm going to pass on this one too. However I do plan to keep my eye out for how this plays in other cubes and think it would be a perfectly reasonable test in a lot of them.

Body Launderer

The Good: 3/3+Deathtouch isn't a bad statline for a 4-mana value engine creature. Conniving on creature death is a very powerful effect in an aristocrats deck and recurring another body if this bites the dust is very nice.

The Bad: This powerful aristocrats card competes with other black 4s that are just as good in that deck while also being good in black decks in general. 

The Verdict: I've talked about this before but I've found that the aristocrats deck needs minimal support to actually be quite effective. I was going to say I'd test this, but then I realized I've decided to cut Midnight Reaper from my cube. If I find I have an easy cut for it I'll throw it in.

Shakedown Heavy

The Good: They certainly liked their punisher cards this set. The biggest thing this card has up on other punisher cards is that it's only 3 mana. 6 damage is not something your opponent can let hit them any more than once. So at base it's a Phyrexian Arena that can block and eat creature removal.

The Bad: Punisher cards have fallen out of favor because of how powerful choice is and this one is pretty powerful. You're never hitting for lethal with this card and when you do connect it's because your opponent has judged that 6 damage to not matter.

The Verdict: Not for me, but I think I would try this if you run black aggro where you're dumping your hand and need it to be refilled, against aggro it's really no choice at all because that 6 damage is going to matter.

Tenacious Underdog

The Good: More and more support is coming for Black aggro and this is a pretty good 2-drop. The 3 power is always the start you're looking for in an aggro 2-drop and the upside is likely to be quite relevant. It's great Wrath insurance and at the very least can draw you a card if you're out of gas.

The Bad: Not much bad to say, this is a shoe-in for the black aggro deck. However, don't mistake this as a recursive threat for the aristocrats deck, the Blitz is very much insurance only there for when you run out of gas and need to squeak in your win.

The Verdict: As many of you know, I do not run the black aggro deck as it is not quite there in terms of power level and consistency. That being said if you do run that deck, this card is a slam dunk.

Urabrask, Heretic Praetor

The Good: Haste, card advantage, and disruption, all the makings of a powerful 5-drop.

The Bad: I really wish this was a 5/5 so it could compete with the 5-mana hasty dragons. While it makes the game going forward look pretty good for you, it simply doesn't kill the opponent as fast as you want your red top-end to.

The Verdict: I will not be testing this, as I said it's not beating out any of the hasty dragons. It's a shame because this is really the only red card from this set I even considered.

Jewel Thief

The Good: So this is what passes for a Common now huh? This creature is more than on rate as a 3-mana 3/3 with a great offensive and defensive keyword. Maybe I'm crazy but the fact that it also ramps you for next turn makes me think this could be at home in a high powered environment, especially if green stompy is something you support. Mana dork -> Jewel Thief -> 5-drop is a hell of a curve. This is also perfectly reasonable as a 2-mana threat during a double spell turn in the same vein as Tarmogoyf.

The Bad: I'm sitting here trying to put to words some criticism for this common because I honestly wasn't thinking much of it for my main cube until I actually started writing about it. However, to ask more than this out of a 3-drop is pushing towards Laelia-type designs. I guess I will say this, looking at my other 3-drops in green, they all provide some kind of card advantage where Jewel Thief provides a more stompy body instead.

The Verdict: I'm actually going to test this just because, and this saddens me deeply to say, I think it is time for Tarmogoyf to go. While there are still some green stompy elements in my cube, my green section is much more focused on the ramp decks and Tarmogoyf just isn't a threat any decks seem to need. If you do run an aggressive green stompy deck in your cube, I think Jewel Thief is a shoe in, for me I'll be testing it out as just a nice way to smooth out a curve.

Titan of Industry

The Good: This is a monster of a card to resolve. At it's base you can get a 7/7 trampler with a shield counter and an additional 4/4, that's a threat your opponent is going to be hard pressed to answer. If for whatever reason you need to gain life or naturalize a permanent, you have the option of doing so at the cost of either the 4/4 or the shield counter.

The Bad: When compared to other green 7+ drops, this isn't as good of a Natural Order target nor can it stabilize the board like a Hornet Queen or Thorn Mammoth can. It is however quite close and I could see this card being better. I honestly have a hard time evaluating the effectiveness of shield counters, they are nothing in the face of exile effects and can be used up by 1 chump block, but there are also moments where your opponent is forced to 2 for 1 themselves in backbreaking fashion.

The Verdict: I currently run Avenger of Zendikar and do think this card is better so I will be making that swap to test this card out.

Vivien on the Hunt

The Good: It's been awhile since we got a nice beefy 4GG planeswalker. I remember, back when I first was getting into magic, thinking Garruk, Caller of Beasts had simply the most powerful and awesome effects. Vivien's +1 is very reminiscent of his and potentially draws you a lot of gas. Stapling Birthing Pod onto a +2 and a 4/4 onto a -1 are also both very powerful on a planeswalker that starts with 4 loyalty. Whichever abilities you activate in whichever order, if this card sticks around your opponent is surely losing the game.

The Bad: If this card doesn't stick around and only gets 1 activation, it has less impact than what most other green 6+ cmc creatures would have. It's +2 has the potential for that to not be the case, but it also isn't a guarantee. It also isn't clear to me that the more powerful effects are worth the extra mana over the 5-mana planeswalkers. 5-mana Vivien will win you the game spamming 3/3s just as easily as this card will by spamming 4/4s.

The Verdict: Ultimately this is a pass for me, I do think I'd test it over some of the more expensive creatures, but in the face of the cheaper walkers this just doesn't quite get there.

Workshop Warchief

The Good: A strictly different Thragtusk. 5 mana for a 5/3 that gains you life and leaves behind another decently sized body when it dies is just good value and has certainly been a great floor for Thragtusk. The modal option of being a 6-mana 4/4 that draws you a card and probably deals some immediate damage is certainly some good upside. If your opponent "trades" with it after Blitzing, that's a nice ol' 3 for 1.

The Bad: I actually judge Thragtusk's floor quite a bit higher than this card's with its resilience to exile and bounce and even then Thragtusk might not get there on its floor alone, a lot of what makes the card is the incredibly high ceiling it has with blink effects. So the question is does the 6-mana mode of Workshop Warchief propel the ceiling that high? While looking at what else you can do with 6 mana, I think the answer is no.

The Verdict: Pass for me. I know a lot of people value modality a lot more than I do, but I feel like this one doesn't even provide the flexibility most modal spells do as both modes are just high mana threats that aren't as powerful as I'd like them to be.

Ob Nixilis, the Adversary

The Good: 1-sided Sulfuric Vortex is a pretty good card even without the lifegain clause. While your opponent can judge a land in their hand to be worth blanking the effect, that's not likely an easy cost if this comes down early in the game. But forget about all that for a second, because that's simply setting up this card's absolute floor. This card is 2 for the price of 1 and in the aristocrats colors, that is going to be true just about every time you cast it. For 3-mana you make your opponent choose from 3 extremely bad deals every turn. Take 4 damage (the clock of a Glorybringer), Take 2 damage and discard a card (1-sided Sulfuric Vortex and Lili +1), or Discard 2 cards (speaks for itself, they'll be hellbent in no time). While the -2 is quite weak in a vacuum, in practice it gives you a chump blocker to keep this pair of walkers alive and that is generally going to be enough on turn 3. I haven't even mentioned yet that the fact that these are 2 separate bodies provides its own host of benefits.

The Bad: The +1 and -2 aren't very appealing on their own if you didn't copy the walker with its casualty ability, but in these colors I really don't think that's ever going to be a problem unless you really don't do the BR aristocrats/aggro thing.

The Verdict: Absolute slam dunk. I am testing this and I expect it to be bonkers. I honestly think they could have tied the planeswalkers' lives together and this still would be extremely good.

Scheming Fence

The Good: Phyrexian Revoker has always been a solid 2-drop in whatever deck it ends up in and this card has the potential to be the same thing with a whole 2 more points of toughness. That on its own probably wouldn't do it, after all Revoker is a flexible colorless pick that can go into any deck and this is a multicolored card, but the extra you get for those colored pips is a whole lot. Nothing will quite catch you up from being on the draw like disabling your opponents Talisman at the same time as ramping yourself and this card does just that. The ability to steal your opponents ramp for yourself is very powerful at 2 mana. Worth noting as well that a 2/3 body for 2 is sometimes just what your control deck needs to survive the aggro deck.

The Bad: This does a little worse as a Pithing Needle roleplayer since you can't pre-deploy it, but I think that's a small downside when the upside would encourage you to hold it anyway.

The Verdict: Another multicolored slam dunk, I'm definitely testing this. Spell Queller has not performed well in my cube so I'll be saying bye to that. If your cube runs cheap artifact ramp then this card is sure to be powerful.

Tainted Indulgence

The Good: Instant speed Chart a Course is a good card. I can't imagine any UB deck being upset running this card.

The Bad: As with all new UB cards, the downside is that it is UB, the color pairing with the highest density of extremely powerful cards.

The Verdict: I'm not cutting the UB cards I have and I don't think I should just add this on top of them considering that the number of cards with blue and/or black in them already surpass that number for the other three colors. This is a great card though and is certainly good enough.

Luxior, Giada's Gift

The Good: Urza's Saga will forever give 1-mana artifacts the upside of being a 1-mana artifact and it certainly will have me look at most of them. This is a crazy card but could potentially be a lot of extra damage out of nowhere. Also, while being a creature will generally make your planeswalker more vulnerable, if you're a control deck looking to protect your walker from destroy spells via counters anyway, then not having to worry about creatures attacking them down can be a cool upside.

The Bad: The aforementioned cool upside is generally going to be a pretty damning downside. The density of planeswalkers, while ever increasing, is also much lower than creatures and that makes this equipment less consistent than others.

The Verdict: I think it's a really interesting card and it has potential, but I'm going to pass on it.

Unlicensed Hearse

The Good: Now this is an example of a maindeckable sideboard card. Almost every deck that comes out of my cube uses the graveyard as a resource in one way or another and this card is extremely efficient at dealing with it while also being an ever-growing threat.

The Bad: The Crew 2 isn't nothing so this isn't just a consistent threat worth crewing or even being able to crew it.

The Verdict: I've been looking to cut Sorcerous Spyglass so I think I'm just going to swap this one in to test it. 

Triomes Part 2

The Good: We've had the first half of this cycle for awhile now so these probably don't need much explaining. Triomes are very powerful fixing and even in a 2-colored deck they will make just about any fetchland live for you in the draft.

The Bad: Not anything to complain about from a power perspective, these are very good.

The Verdict: So I do not run any of the previous triomes and I don't plan on running these. It is important to note that these do not incentivize nor support 3-color decks, duals lands actually play that role. Instead, these incentivize and support 4/5-color piles so keep that in mind when deciding whether to run these or not. If you want a little more insight into my views on land fixing for my particular cube, you can find that in my cube's description here!


And that's a wrap for Streets of New Capenna! Definitely not a crazy set for cube, but I did find a bit more tests than I had initially thought after the full spoilers were out. I was pleasantly surprised that the slam dunks of this set were actually multicolored which isn't generally the case for cube cards out of multicolored sets. Let me know if you think I missed any hidden gems, especially in red! Don't forget to check back later for my post of SNC considerations for my Pauper Twobert. Happy cubing!

Thursday, April 7, 2022

Kamigawa: Neon Dynasty Considerations for Pauper Twobert

It's time to talk cards for pauper cube, specifically the ones provided by the latest set Kamigawa: Neon Dynasty! Sorry for such a late post, my life has been kind of hectic the last couple of months but I'm back and raring to write as New Capenna is right around the corner!

In this post I will be writing about all the cards people may be considering for a pauper cube environment. While I'll be drawing a lot of context from my own  Pauper Twobert, I'll be less focused on whether these cards make it into my own cube and more on whether I think they're worth testing in most environments. Let's get started!

Era of Enlightenment // Hand of Enlightenment

The Good: It's not hard to see that, all together, this card has some insane value for the cost of 2 mana. While it doesn't come all at once, the lack of enchantment removal you tend to see in pauper cubes means you will eventually get it all. A 2/2 with First Strike can be a great roadblock to have sitting on board, blocking over 50% of the creatures I run well. While a little slow, I imagine this is a perfectly fine flicker target as well.

The Bad: As with a lot of these saga creatures, they are hard to evaluate since their value is segmented. Is turn 2 scry 2 really good enough when you don't see board presence until turn 4? I'm not sure you can really consider this a creature since it can't be an immediate blocker if you draw it later in the game.

The Verdict: So one of the side effects of getting this post out so late is that I was able to see NEO limited unfold, and let me tell you just about every saga creature outperformed expectations. In lower power environments where games unfold slower, the lack of immediacy in value doesn't hurt as much. This is just too much good for 2-mana to not at least test and I expect it to perform better than I initially thought when NEO was being previewed.

Imperial Oath

The Good: The best 6-drops in pauper cube tend to protect themselves, replace themselves, or have a modal way of casting them. While Scry 3 isn't drawing a card, it's pretty dang close and splitting a threat across 3 bodies is also akin to some protection. While maybe not the best in a prolonged game, curving into this will be very very powerful.

The Bad: Like I said this is less of a threat in a prolonged game where a 6/6 is going to do better at attacking and blocking than 3 2/2s. The fact that this is also a sorcery instead of a creature means there is no flicker shenanigans to be had for more scrys.

The Verdict: Depending on your environment this card can be one of the better topends for a midrange deck looking to finish off an aggressive start. If your environment sees long and drawn out midrange mirrors, maybe look elsewhere.

Light the Way

The Good: Cheap and flexible. Can be a combat trick, protection spell, or just a recast on your ETB creature. The +1/+1 counter really makes this card over something like the card You're Ambushed on the Road.

The Bad: It's not that anything is particularly bad, just nothing particularly powerful.

The Verdict: I wouldn't think twice about seeing this in a pauper cube, I wouldn't miss it either.

Spirited Companion

The Good: Elvish Visionary is a great card and this is just a white Elvish Visionary. A cheap creature that replaces itself is generally always going to get high praise from me for a pauper environment, the fact that this is white makes it all the better for the flicker archetype/theme.

The Bad: Nothing bad to say about this one from me.

The Verdict: Only reason I wouldn't run this card is if you think your environment has too many 2-for-1 creatures and even then I'd run this over Elvish Visionary due to it being in white.

Sunblade Samurai

The Good: Pretty close to an on rate creature with cheap Plainscycling is gonna be pretty solid. 

The Bad: Both modes are pretty middling effects, you can probably find better things to do with your mana.

The Verdict: Personally I don't think the modality carries the card enough, I'd run it a decent number of times I draft it though. With a list as tight as mine I'm definitely going to pass this, but if you're running your cube at like 540 then I wouldn't scoff at seeing there.

Mirrorshell Crab

The Good: This kind of feels to me like a blue Krosan Tusker where the Channel ability is good and will be cast way more than the creature, but also sometimes it's turn 7 and you need a big creature.

The Bad: Unlike Krosan Tusker this card is sometimes dead in hand. This card might have been a little dumb with Hexproof, but I also just don't think Ward 3 does anything at the point you're casting this creature.

The Verdict: I think this is one of the better big blue creatures and I'm sure it will see play in a lot of pauper cubes. The combo of big dumb idiot and mana leak is just very solid.

Mnemonic Sphere

The Good: One of the better 4-mana draw 2s. I can't imagine many people being unhappy drafting and playing this card. The 2 payments of 2-mana is as good here as it is for Behold the Multiverse and while I miss the scry 2 a lot, a cycling mode is not bad.

The Bad: You can't run too many of the 4-mana draw cards and this is below a few.

The Verdict: I'd run Scattered Thoughts and Behold the Multiverse before this one, but I think I'd probably run this one next.

The Modern Age // Vector Glider

The Good: I think this is up there with Looter il-Kor as a good looter creature and probably better in a decent amount of situations. The first 2 loots are very important in sculpting your hand early, but then a 2/3 flier just has a lot of play over a 1/1 unblockable.

The Bad: Really my only criticism is that there is no immediate board impact, but the effect and body are just really good anyway. 

The Verdict: I think people should definitely test this. It performed really well in NEO limited and I expect it to do well in cube as well. It's a great turn 2 play and later in the game sometimes a cheap way to loot is just what you need.

Moon-Circuit Hacker

The Good: Speaking of good looters, Moon-Circuit Hacker is giving Ninja of the Deep Hours a run for it's money as premier pauper ninja. To be honest NotDH rarely connects more than once nowadays and this card being half the cost every which way more than makes up for the fact that he loots after the first connection.

The Bad: Really nothing bad to say about this one.

The Verdict: I think this is a slam dunk for most pauper cubes. Ninjutsu has a lot of play to it, especially when it comes cheap, and this card comes with a great effect.

Network Disruptor

The Good: If you're looking for a good Flying Men variant, this should definitely be considered. It's the turn 1 play you want to trigger Ninjutsu on turn 2, and then on turn 3 maybe tap down a creature to get another Ninja hit in.

The Bad: I don't think this is better than Faerie Seer or Wingcrafter and is probably environment dependent. Sometimes it will literally just be Flying Men.

The Verdict: Just a nice option to consider depending on your cube. A more tempo oriented Flying Men.

Planar Incision

The Good: Just a solid card if you need the density in your flicker archetype.

The Bad: It's just a flicker card.

The Verdict: Not much to say, just bringing it up as another flicker option. I'd play this before Teferi's Time Twist.

Dokuchi Shadow-Walker

The Good: I think this card will impress people despite it looking so ordinary. A 5/5 is a threat that will likely eat a removal spell if it comes down early on. If on turn 4 you spend 4 mana to deal a quarter of your opponents health in damage and make them spend a removal spell on this, that's just going to be pretty good.

The Bad: Very bad in the face of instant speed removal. Ninjutsu this into open mana at your own risk.

The Verdict: I don't think this card is anything special but I do think it would work well in some pauper environments so if you dismissed this card maybe just give it a second look.

Okiba Reckoner Raid // Nezumi Road Captain

The Good: If you run some kind of black aggro deck at the pauper level this is a must run. Any doubts I had due to how slow it is are gone after playing with it in NEO limited. This is the Common with the highest winrate of NEO limited and in cube this card has access cards like Bonesplitter.

The Bad: If I got this review out in a timely fashion I might've said it was too slow, but really it just kicked so much ass in NEO limited.

The Verdict: People should at the very least try this one. It probably isn't a slam dunk in all environments, but it's certainly playable.

You Are Already Dead

The Good: I'm glad this thing says "Draw a card" so I can talk about it. Really though the fact that this card replaces itself makes it a real consideration if Blocking is integral to your cube. It's cheap, cantrips, and can make your opponents think twice before attacking their giant threat into your 1/1.

The Bad: It will be dead in hand here and there.

The Verdict: I'm going to run this if only for the name, but I also think it will perform decent.

Experimental Synthesizer

The Good: Some have been calling this Red Mulldrifter and I honestly think that's not far from the truth. 4 mana for a 2/2 Vigilance and 2 cards from your library is great value, with the option to split the costs and effects too. Sure it's impulsive draw, but it's not hard to start a turn off with this to see if you hit a land drop or something better to do and then later in the game do the same thing for a bit more mana.

The Bad: Until the end of your next turn sounds way too greedy so I don't think there's much to complain about here.

The Verdict: Definitely worth testing and possibly very good. It easily had the highest winrate of red commons in NEO limited if that tells you anything. 

Title

The Good: I love Bloodrush as a mechanic and I think this is very playable. A nice cheap way to push through damage as a combat trick or a big hasty boy to finish off your opponent.

The Bad: If this was 5 mana it would be a slam dunk, at 6 it's a little slow.

The Verdict: 

The Shattered States Era // Nameless Conqueror

The Good: A lot of mana but a whole lot of value. Threaten effects can be pretty powerful when you start adding more value on top of them.

The Bad: The speed on this one does concern me. 5 mana for only Threaten the turn it comes down  and then a board dependent effect on the next turn may be too bad.

The Verdict: I honestly don't like most 5-drop red cards for pauper cube so if you need one this doesn't see a ton of competition. My cube is just going to stay without red 5-drops at all for now.

Greater Tanuki

The Good: Krosan Tuskar's biggest downfall is that it's 7 mana instead of 6, so what if it costed 6 and had trample? This card is flexible and both modes are good so it gets high praise from me.

The Bad: I do think I'd still run Krosan Tuskar first, the 3 mana mode is the most common mode and drawing 2 is better than ramping 1.

The Verdict: Great card for pauper cubes, run it along side Krosan Tuskar!

Master's Rebuke

The Good: I'm always looking for better fight effects for green. Instant speed removal and doesn't actually kill your creature by fighting is good in my book.

The Bad: These are the worst removal effects, unless you're monogreen you probably can find something better in the draft.

The Verdict: If you need green removal cards, 2 mana and instant speed makes this one of the better ones.

Uncharted Haven

The Good: That makes a nice round five 5-color pauper lands for my cube!

The Bad: N/A

The Verdict: It's a 5-color tapland in the vein of the Thriving Lands instead of Evolving Wilds, not much else to say.


And that's what I got for pauper cards from NEO! I have to say it really turned out to be a great set. Again sorry for getting this out so late but I'm excited to say I have a lot more time to write these going forward for a bit so expect more than just the New Capenna posts. Thanks for reading!

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...