Monday, October 12, 2015

Magic: Origins Set Review

I consider myself an Eternal format enthusiast in Constructed. I primarily play Legacy, though I tolerate Modern and dabble in Vintage (proxied of course). I also love Limited, though it’s difficult to maintain interest in multiple Constructed formats and shell out $10/$15 for drafts more than a couple times a set. What is a Magic player to do in such a dilemma?


The answer I found is Cube. A few years ago, after painstakingly trading and buying my way into the Legacy and Modern formats after abandoning Standard, I recognized Cube as a way to feed my hunger for Limited play while also experiencing some of the greatest cards throughout Magic’s history without having to build multiple decks for each Eternal format. What I found in Cube is not only an outlet for these desires, but also a designer’s paradise. Here I could create my own set, down to the last card, to showcase what I loved about this game. Even better, I could continue to refine and customize it with new cards as they came out and bring back old cards as I found new synergies. Cube is the pinnacle of the Magic experience for me, and I love discussing it.


But as much as I love talking about Cube, I know I’m also easily distracted and prone to procrastination. All the ideas I have in my head seldom find their way to a page. But with Origins, I’m turning over a new leaf, starting with Set Reviews. I mean, what could be easier than going down a list of new cards and giving my opinion? Hopefully this rundown is the start to a new series of articles you can expect with each major product release containing new cards.


I have to preface this with a disclaimer that my review is going to be filtered through the lenses I see Cube through. That means I’m primarily reviewing cards in the context of an Unpowered Cube. There are several cards I’m sure will fit well into a Pauper environment, and every once in awhile there might be a card relevant in Powered Cube that wouldn’t be relevant elsewhere, but my personal experience in those arenas is, well, limited, and judgment is best left to others.


So without further ado, let us commence the first set review for Magic Origins!


The Ratings


Rather than assign an arbitrary number to the cards, I will simply give one of four ratings based on desirability for a Cube creator. Cards that do not appear in the review are simply those I find not relevant to the format (I reserve the right to be wrong).


Staple: This rating is given to a card that should be seriously considered for a Cube based on power level or utility, requiring little to no effort in design to achieve immediate success.


Role-Player: This rating is given to a card that may not be for everyone, but can certainly find a home in a Cube built with certain synergies in mind (this excludes “flavor cubes”).


Trap: This rating is given to a card that appears to be a staple or niche card, but will likely fall far short of expectations and quickly rotate out of a Cube.


Super Happy Fun Times: This rating is for a card that might just be worth including for the shenanigans it facilitates, but by no stretch is it to be considered “good” in the objective sense.


White


Archangel of Tithes: Role-Player


Surprised? On power level this card appears to be a Staple, but that mana cost is something else. I was very tempted to rate this card as a Trap, but I felt like I would be selling the card short.


She plays like a Ghostly Prison for control decks and generates evasion for aggro decks. The trouble is, control decks have other things they can be doing on turn four, like Wrathing to board and dropping a planeswalker. For aggro decks, she’s next to impossible to reliably cast on turn four in a multicolor deck and doesn’t attack for much damage. I will give her credit for being out of reach of most burn, but overall she’s a bit clunky and the mana cost is too prohibitive. She’s never going to be the best four-drop available to white aggro decks or white control decks as that slot in the curve already has a wealth of more powerful options.


If your Cube really supports the WW bears weenie strategy, cares about devotion, or has a lot of room, give her a shot. Otherwise, leave this slot for the Heroes of Bladehold and Wraths of God.


Consul’s Lieutenant: Trap


This guy appears to have a strong effect but in practice doesn’t pan out as expected. It’s WW for a 2/1 first striker, which is pretty unexceptional these days. Additionally, renowned triggers when he connects, and only after that do you start to see the payoff of Crusading your board. That means you’re not getting paid until turn 4 at the best, assuming you have WW on turn 2, you attack without blocks turn three, and still have him around for turn four.


I’m sure there are ways this guy can work, but I’m just not seeing it. WW mana costs are pretty hard to justify, and I don’t know if this guy’s it.


Knight of the White Orchid: Staple


I’m a big fan of Knight, even though I don’t run it in my 375. As I said above (and will likely say frequently), WW mana costs are hard to justify, especially when Mono-White aggro is relatively underpowered as a strategy. Yet this Knight is a respectable 2/2 first striker that offers some mana ramp and deck thinning in a strategy that is severely lacking in those areas.


Even though it’s a reprint, it’s nice to revisit old cards and see if there’s space for them to play. I think Knight of the White Orchid is a solid option for any Cube looking to support white weenie.


Kytheon, Hero of Akros: Staple


Here we have the first of the five Origins ‘walkers, and to nobody’s surprise Kytheon is a strong contender for Cubes. On rate he’s on par with the other white 1-drops of the world (hard to believe Savannah Lions was once a staple) with pure upside. I actually think his indestructible ability on the front is quite relevant, as it allows you to safely smash in on turn three and trigger the flip assuming you have access to multiple 1-drop creatures or a token producer turn 2.


Being able to flip Kytheon on turn 3 is pretty ridiculous and actually not as far into Magical Christmasland as you might think. So how does the transformed Gideon fare?


Well, flavorfully his effects are very much Gideon effects, but they’re not all optimal for a white aggro strategy. I imagine the most likely sequence after transforming him would be to +1 and put one of your attackers on guard duty so next turn you can start smashing for 4. The +2 is a bit unusual, though I do see the dynamic of forcing your opponent’s blocker to attack being relevant in some situations.


As a whole, I think Kytheon is a fantastic addition to the white 1-drop corp, and the ability to flip into Gideon as early as turn 3 is tremendous upside. If you could cast a flipped Gideon for three mana he would be ridiculously good, and three mana is all it takes to protect Kytheon and ensure the flip after an attack. As long as you have no qualms with double-faced cards, Kytheon should find his way into your Cube.


Relic Seeker: Trap


Stoneforge Mystic this fellow is not. At 2/2 for 1W, he’s a Grizzly Bears with potential. If he manages to deal combat damage to a player, you have a Grey Ogre and your best Equipment in hand.


I want this card to be good, so I’m trying him out against my better judgment. The ability of tutoring a Sword, Jitte, or Skullclamp is powerful in a white aggro deck. These aggressive strategies need forms of card advantage to keep up with the powerful midrange and control options available, and this little guy might be it. The jury is still out, but my gut tells me Relic Seeker is just another flop.


Starfield of Nix: Trap


This card demands you play lots of enchantments to be even just decent. You always want to make sure you’re getting paid for being so narrow, and even at it’s best Starfield is slow and average. Outside of a Theros-themed Cube, I don’t think it’s in the stars for this one.


Tragic Arrogance: Trap


The effect is pretty strong, but the card is weaker the more varied your opponent’s permanents are. In Cube, it’s not uncommon for decks of various strategies to have a creature, artifact, and planeswalker in play.


If you’re a control deck there are plenty of better boardwipes out there. If you’re midrange, there’s too much variance for this card to be reliable. Save this spell for the Commander tables where it’s effect is much more powerful.


Vryn Wingmare: Trap


Thalia is a 2/1 first striker for 1W and a superb Magic card. Vryn Wingmare is a 2/1 flier for 2W and is mediocre at best. The true payoff is playing multiples of this card, which isn’t available to us singleton-Cube-drafters. If you’re still playing Wind Drake in (not Pauper!) Cube, you might need to reconsider your life choices.


Blue


Day’s Undoing: Trap


In some formats there are decks that can expect to dump their entire hands by turn three and fall back on Day’s Undoing as a draw-seven to refuel. Cube is not one of those formats. If you support Power, just play Timetwister. If your Cube is unpowered, Time Spiral is the better option.


Day’s Undoing is not the draw-seven you’re looking for. Sorry to disappoint.


Disciple of the Ring: Trap


I’m not sure why this card is a Mythic Rare, or in what world it would be good. At five mana for a 3/4 it’s hardly a potent attack or blocker. At one mana and exiling an instant or sorcery from the yard, the effects are mediocre at best. Don’t play this card.


Harbinger of the Tides: Role-Player


Here’s a card I can see finding a home in Cube. It’s by no means a lock on power level (compare it the Venser, Shaper Savant and that much is clear) but it definitely has potential. If your Cube supports a blue-based aggro/tempo strategy, this guy might be what you want. He isn’t really Man-o’-War, but he does have flash for an extra two mana to give him added flexibility.


He might actually be a trap, but he definitely warrants a test run if your Cube is nice to blue aggro/tempo.


Jace, Vryn’s Prodigy - Staple


This card, like Kytheon, is another home-run. Jace is a Merfolk Looter with upside, just like Kytheon is an Elite Vanguard with upside. Looting is a powerful effect for control and combo, enabling things like Reanimator or just digging you into your answers. I myself still run Merfolk Looter for this effect alone, and Jace is in a class all to himself.


While not quite as easy to flip by turn 3 as Kytheon, Jace still becomes a dominant board presence, slowing down your opponent’s offense or accelerating your game with the flashback ability. In a dedicated control shell, little Jace is a win-con all by himself, assuming you can protect him to his ultimate.


Bottom line: expect Jace, Vryn’s Prodigy to be looting through Cubes for years to come.


Sphinx’s Tutelage: Trap


Friends don’t let friends play mill in Cube. Don’t put this card in your Cube.


Talent of the Telepath: Trap


High Variance cards like this aren’t what you want to be doing in Cube. The chances of you actually hitting a spell or two that are net-positive in mana cost--and are things your deck wants--are relatively slim.


Thopter Spy Network: Role-Player


Here’s a card that I’m excited about. It doesn’t slide seamlessly into every Cube out there, but give blue even a little bit of artifact support and this card becomes a great card advantage engine. It’s difficult to play a four mana blue enchantment that doesn’t actually do anything right away, but in the right context this could be exactly what your Cube wants. If your Cube plays Tezzeret the Seeker, this card is probably one you should consider.


Whirler Rogue: Staple


The level of depth on this card is pretty extraordinary. You get a 2/2 and two 1/1 fliers for 4 mana. Already that’s a great rate. Add the possibility of flickering this card to retrigger the ETB effect and you have something going. But allow me to go even further. What if you play Whirler Rogue with equipment? You can actually tap the equipment attached to the creature to help you connect with it! Imagine the synergies with Swords or Jitte. Interestingly, Whirler Rogue can help enable renowned, even though the renown creatures aren’t in the same color.


I’ll definitely be making room for this card. It doesn’t need much to enable it, and when paired with equipment or something like Opposition, it can really do work.


Willbreaker: Trap


When I spend five blue mana to steal a creature, I’d rather be casting Treachery or Control Magic. I’d rather use one of those or straight up kill the creature than cast this thing and try to make stuff happen.


Black


Dark Petition: Role-Player


Here’s a card with some potential. While the original Demonic Tutor is far superior, this card is worth trying in larger Cubes. It can help enable Storm (if that’s your thing) or just add some consistency to your control deck. I’m passing on it since I run a smaller Cube, but for those 720 aficionados out there, I’d give it a chance.


Demonic Pact: Super Happy Fun Times


This card. It’s among the greatest cards ever designed for combining flavor and gameplay, but you’ve got to be pretty brave to try running it in Cube. I love the idea of trying to provide enablers for this kind of effect, but I’m not going to try to implement it in my own 375.


It does lend itself to some pretty tense gameplay, so if this card is your jam then you should go for it.


Despoiler of Souls: Trap


Black has traditionally been weak in its smaller creatures as it struggles to find an identity that can compete with the other colors. I don’t think Despoiler of Souls is the card to change this. On rate it’s fairly weak when compared to aggressive white and red drops, and the recursion effect is fairly steep, and the mana cost is probably worse than WW these days. This fellow just isn’t worth it.


Erebos’s Titan: Trap


If you’re spending 1BBB for a 5/5, I think you’re better suited going all in for BBBB to cast Phyrexian Obliterator. His recursion effect is fairly unusual and likely irrelevant in most Cube matchups without some conscious enabling (i.e. Scavenging Ooze...maybe?). The indestructible clause is somewhat relevant against control and combo, but at the end of the day he’s still a 5/5 for 4, which is about average in today’s age of creature design. It’s tempting to want to jam this guy just on rate, but ask yourself what kind of strategy in your Cube wants this guy and you’ll probably agree it’s best to pass.


Gilt-Leaf Winnower: Role-Player


In what might be the most specific Nekrataal effect yet, Gilt-Leaf Winnower presents a decent body with evasion and an attached kill spell. It’s a decent 2-for-1 and will often leave you with a mana advantage. If we rate the Terror effect at 1B, we’re getting a 4/3 menace for only 2B. That’s a blowout in traditional Limited and still strong in Cube.


The problem with Winnower is that it really needs the right environment to be good. Review your list and figure out what percentage of creatures it actually hits. If the number isn’t above 50%, it probably isn’t worth it. You also have to consider what creatures this guy doesn’t kill (like the Titans) and decide if your midrange decks are going to want this guy over the other options at 5.


Graveblade Marauder: Trap


Getting a 1/4 deathtouch for 2B is decent, but without some graveyard shenanigans he’s not going to be much more than a rattlesnake. And even with some way to fill your graveyard, is this really how you want to abuse it?


Languish: Role-Player


It’s interesting the WotC is moving to more conditional mass removal. Are the Days of Judgment truly behind us?


Languish is worse than Damnation in almost every case, especially when you don’t have Siege Rhinos to hang around. I think you should play this card for another Wrath effect in black rather than potential synergies with creatures. It’s certainly worth noting what survives, but I think 9/10 times when you cast Languish you wouldn’t care if it was actually just Damnation.


Liliana, Heretical Healer: Role-Player


I think Liliana is less impressive than Kytheon and Jace but still worth considering. With a couple sac outlets or suiciding into the red zone with another creature, it isn’t too difficult to flip Liliana. She comes with a free Zombie to block while she ticks up like her Veiled cousin. Unfortunately I don’t think the flipped Liliana isn’t as powerful as the other flipwalkers, but like the others her opportunity cost is so low that you’re fine playing her regardless.


Not an auto-include by any means, but I think she’s a fine choice if you really want to push sacrifice decks.


Priest of the Blood Rite: Role Player


Much in the same vein as Liliana, Priest can be a nice card to enable sacrifice decks. Getting seven power across two bodies isn’t bad, and even taking the two life to allow for an extra turn of setup isn’t a bad deal. Just imagine Recurring Nightmare or Restoration Angel with this card. The synergies are there, but it’s up to you if this is the kind of strategy you want to support. Without that framework, he’s just going to be mediocre.


Red


Abbott of Keral Keep: Staple


There’s a lot to be said about this guy. It’s pretty difficult to make room at the 2-drop slot for red creatures these days, but Abbott definitely earns his place. He’s fine as a 2/1 prowess guy, but give him the chance on turns 3+ to find a land or burn spell is pretty solid. Red aggro thrives on having reach outside the red zone, and this guy attacks and draws you into your Fireblasts.


Slot this guy in and take out your weakest 2-mana beater and you won’t be sorry.


Avaricious Dragon: Trap


A 4/4 flier for 4 without haste is decent, but the ability on this dragon really narrows down the number of decks he can excel in. And when I say narrow down, I mean you only ever want a card like this in red aggro. Are you really going to play this guy on turn four in your midrange deck? How about a deck with counterspells?


You basically want to be hellbent by turn 4 and ride the gas this guy gives to victory. But you know what else is good at 4 mana in a red aggro deck? Hellrider. Thunderbreak Regent. Koth of the Hammer. Flametongue Kavu. Falkenrath Aristocrat. Stoke the Flames. There are already plenty of options of this slot, but these decks seldom want more than two, maybe 3 guys at the top of the curve. If you have a 720 Cube then maybe you have some room, but consider the fact that the turn you play him you go hellbent, and if you don’t untap with him, you’re gonna be pretty unhappy.


Chandra, Fire of Kaladesh: Trap


At this point it’s just getting embarrassing. I guess there are four things a Magic player knows are sure in life: death, taxes, someone’s going to bring a white weenie deck, and there will never be a playable Chandra planeswalker.


The dream here is to turn three play her, turn four ping, cast a spell, and then attack or have a second spell to untap again. This isn’t impossible, but spending your third turn to cast her in a red aggro deck trying to clock the opponent is a bit slow. Go ahead and add her if you have the room, then tally the number of games she is actually relevant. It’s not going to be many.


Chandra’s Ignition: Trap


This is cute and potentially a nice board wipe. I like the design implications here, as it definitely pushes red into an interesting space. That said, having a 5-mana sorcery that’s conditional on having a creature on board big enough to sweep your opponent’s guys is probably not the most consistent.


Embermaw Hellion: Trap


In a word of Thundermaw and Stormbreath, is this really what you want on 5? I’d rather have Fire Servant in play than this guy.


Exquisite Firecraft: Role-Player


I love Char, and this does a pretty decent imitation. Four damage for 3 mana is a solid rate, and the spell mastery effect is a nice bonus. Sorcery speed hurts though. Were this an instant, I’d have it as a staple, but as things stand, check your suite of burn spells and add this one if you have the room.


Magmatic Insight: Role-Player


Here’s a spicy one. I love this design space for red that WotC is pushing recently. Red gets to draw cards but only after discarding something first (a la Wheel of Fortune). This is definitely worth testing, though I really only see it slotting into aggressive and combo decks. Midrange and control want to hit their land drops so they’d probably pass on this card, but it definitely has room to play. I’m going to try this card out in my own list and see how things go.


Molten Vortex: Role-Player


I like the inevitability this gives red decks. It effectively turns your topdecked lands into uncounterable Shocks, which is nothing to shrug at. I’m not sure I have the space in my Cube, but this is one you should consider to give red decks the ability to close.


Pia and Kiran Nalaar: Role Player


As nice as this couple is, you’ll need some support to really make them shine. On rate you have yourself a Whirler Rogue, but you have to spend extra mana to use the ability, which also costs you your Thopters. If you’re Cube has heavy artifact support you’ll want the Nalaars, otherwise this is a pretty easy pass.


Scab-Clan Berserker: Trap


The three-drop creature slot in red is an interesting space to be. In an aggro deck, usually it’s better to just play out more one- and two-drop cards unless the 3 drop really dominates the board. Goblin Rabblemaster and Ball Lightning are two that can really pull weight, with Chandra’s Phoenix at a distant third. Meanwhile, red doesn’t really produce effective midrange or control creatures at the 3 slot. What you’re left with is a pretty underwhelming suite of creatures that no one is really happy about.


I don’t think this card is going to break open this slot, and most players are going to see it for what it is: a 2/2 haste for 1RR with no evasion that requires contact with the opponent before you get any payoff. This card is destined to be a permanent 13-15th pick every time.


Green


Animist’s Awakening: Trap


At first glance I thought this card had legs, but once I really considered it the truth became obvious. Let’s look at some existing ramp spells and compare at cost: Rampant Growth/Farseek at 1G for +1 land. Cultivate/Kodama’s Reach at 2G for +1 land and draw a land. Explosive Vegetation at 3G for +2 land. Those are all fair and good Magic cards. Sure, you might cast Awakening for X=3 and hit three lands, but that’s best case scenario and you’re only just a little better than Explosive Vegetation. What happens if you wiff?


You might be tempted to rely on this card for top-heavy ramp decks and cast it for something ridiculous like X=6, but at that point you should have better things to do.


Evolutionary Leap: Role-Player


Tutors are good. Sac outlets are good. Survival of the Fittest is busted.


Evolutionary Leap does the first two really well and a passable impression of the third. This card can lead to some pretty sweet enabling, and if your Cube likes any of those things I just listed, you should play this card. Of course, if your Cube doesn’t support those things, Leap does nothing, so check your environment before you slot it in.


Gaea’s Revenge (Reprint): Trap


Wasn’t good before and isn’t good now. Maybe it’s because I’m a filthy blue mage, but I don’t think a hasty 8/5 with pseudo-hexproof that can’t be countered is a very fun Magic card. Interactivity and options are what make games fun, and Gaea’s Revenge demands a Wrath or a big blocker or it just kills you.


I’d avoid this card for the same reason I think you should avoid True-Name Nemesis and to a lesser extent, Geist of Saint Traft. They’re powerful cards but poor designs. This is a personal choice that you have to make, but I’d advise against them.


Honored Hierarch: Trap


I have no words for this ill-begotten cousin of Noble Hierarch other than this: this card is rubbish and should have been an uncommon.


Managorger Hydra: Trap


Hey look, another crap hydra! Honestly, casuals must love these cards because WotC keeps printing them. Simpleton’s argument of “dies to Doom Blade” aside, this card is kind of slow and not too threatening. Trample is a small advantage but not enough. I don’t see this card making any waves in Cube drafts any time soon.


Nissa, Vastwood Seer: Staple


Here’s another home run. Nissa has an affordable cost, a fair body (hehe), and a great effect as a creature. Borderland Ranger is a fine Magic card, but give it the upside of transforming into a planeswalker and you have yourself a winner.


Sage Animist has immediate impact via Ashaya or simply buries your opponent in card advantage AND tempo, since she puts revealed lands straight onto the battlefield. While ultimates are rarely part of my evaluation, this one ends the game on the spot and is certainly a fine fall-back if the stuff you’re doing with 7+ lands isn’t enough.


Cubers rejoice, as we have ourselves another premier 3-drop value creature in green to join Courser of Kruphix.


Woodland Bellower: Staple


Is there any question that Woodland Bellower has the non-legendary clause specifically because of Nissa? Tutoring Nissa on turn six, fetching a land to play next turn and getting the flip is just too good for Standard I guess.


Regardless, Bellower is a fine addition to the ranks of big green things and adds some nice toolbox functionality to green decks. Keep in mind he can fetch multicolor cards, so if fetching Eternal Witness isn’t enough you can grab a Loxodon Smiter for some serious beats or Kitchen Finks to bolster that life total.


Gold


Bounding Krasis: Role-Player


Here’s a card that’s unexciting but has some moves. Splinter Twin synergies aside, this card can provide some nice tempo in a Simic deck if that’s what you’re looking for. There are some splashy cards in the UG color combination already, but if you want to push the tempo strategy I think this guy can help you out.


Artifacts


Hangarback Walker: Staple


If this guy’s presence in Standard (and Vintage!) isn’t enough, just consider this. He’s a 1/1 for 2 that gives you a mana sink and a resilient threat. Aggro decks want it, midrange decks want it, and even control decks will play it.


I think this card is the rare people will remember most from Origins (excluding the ‘walkers) and you should put it in your Cube.


Sword of the Animist: Trap


Rampant growth on a stick is decent, but the other swords are far superior. It’s a tough echelon to break into considering the quality equipment that exists, and I don’t think Nissa’s blade is going to cut it.

Lands


Foundry of the Consuls: Role-Player


Having lands that do extra things is pretty sweet. If you have the space to add this guy then do it, but don’t bend over backwards to fit it into a smaller Cube.


Mage-Ring Network: Role-Player


This is essentially a storage land that doesn’t demand you play all the color pairs. If this is something you want it has room to play, but like Foundry of the Consuls, it’s hardly worth pushing for.


Painlands (Reprint): Role-Player


Here’s the deal. Fetchlands and Revised duals are best. Shocks shortly after that. Then you have the creature lands, the filter lands, the temples, bouncelands, and the M10/Innistrad check lands. Battle for Zendikar is bringing the battle/tango/slow/land lands. All of those are probably better than the painlands, but they’re still worth running in a larger Cube for the fact that they always enter untapped and provide two colors. The smaller your Cube is, the less appealing these become.


Summary


I have to say, for a core set Origins really carried weight for Cube enthusiasts. I’m already enjoying the new toys we’ve been given and I hope you are too. At the end of each of these reviews I’ll post a top 5 cards I think will make an impact on Cube. Here’s the one for this set:


5. Woodland Bellower
4. Whirler Rogue
3. Hangarback Walker
2. Abbot of Keral Keep
1.  Jace/Kytheon/Nissa/Liliana (in that order)


Okay, I cheated with the flipwalkers, but did you really want to see a list of those four plus Abbot?


What are your thoughts? Do you agree or disagree with any of my assessments? Let me know in the comments down below!


Thanks for reading,


Billy Jacques

Friday, September 19, 2014

Top Five: Traps for Cube Designers

Hello again. Today, I have a special article about traps I've seen many Cube designers fall into. I'm no expert and the following discussion is not gospel, but I'd advise you to take a moment to consider your own Cube in light of these traps and determine if they're a problem for you.

Let me first define what I mean by "traps."

A trap is a design choice that detracts from the potential of a drafter’s experience.

As a disclaimer, I run a 375-card unpowered cube, though I have drafted both the MTGO Cube and a peasant cube several times. This list is probably biased towards smaller, unpowered cubes, though I will try to insure its applicability to all forms of Cube.

So here we go, the top five traps that Cube designers can fall into:

#5: Planeswalker Saturation


Let me say this outright: I love planeswalkers. They are powerful, unique, and each one feels like more than a regular card. Already there is a wealth of ‘walkers to choose from when designing a cube. But if they’re so awesome, why on earth would it be wrong to have a lot of them in a cube?

As any kid who overindulged in candy knows, too much of a good thing can spoil the fun. When the planeswalker count of your cube gets too high, that special something about planeswalkers begins to fade. This is a problem in small cubes especially. If you’re drafting and you see all three Elspeths in the first two packs, there’s not as much excitement in getting to pick one. If you pack-one-pick-one Elspeth, Sun’s Champion and get passed a fourth-pick Elspeth Tirel, how excited are you really? Do you look at the card and think, “Wow, here’s a one-of-a-kind ability that I need to pick now before it’s gone!” Probably not, as both Elspeths do similar things. You may pick the Tirel up anyways, but there isn’t any thrill attached to it.

Therein lies the problem with including too many planewalkers. What should be a unique, powerful card ends up as just another card in the pack.

"I want to be special!"
Another potential issue lies in gameplay. When a planeswalker hits the table, an automatic sub-game begins, whether the players know it or not. While these situations are often fun and promote interactive gameplay, having it occur too much can distract from the primary objective of the game: to beat your opponent. I have found that by limiting the number of planeswalkers in my cube and focusing intently on what roles and decks those select ‘walkers fit into, the quality of matches improves.

One caveat that I should add here is that the larger your cube is, the less this rule applies. One of the primary tenants of cube design is redundancy. For example, if you want there to be a white weenie deck, you need to include a lot of tiny aggressive creatures that essentially do the same thing. If you have a large cube, planeswalker saturation isn’t an issue, and you should feel free to add more, since you can be sure not all of them will see play in each draft.

That all said, go forth and add as many planeswalkers as you want. They’re darn fun to use.

Now, let’s look at something that planeswalker cards frequently fall into:

#4: “Auto-Includes”


These are pretty easy to distinguish. Land Tax. Tarmogoyf. Every new planeswalker. People label these cards, consciously or subconsciously, as “auto-includes” for a variety of reasons. The card is new and looks busted. The card is a staple in X formats. The card was a menace during its time in Standard. All of these reasons focus on the card being objectively powerful, instead of contextually relevant.

What do I mean by “contextually relevant?” Well, in a limited format, the power of a card is reliant on the environment around it. For example, there are dozens of spells from Theros block that would be virtually unplayable in Magic 2015 limited, and yet were valued highly within their own limited format. The same principle applies to Cube. There are certain cards that just aren’t as good as people think within the context of Cube without significant design towards those cards.

Do you want to know a secret? Tarmogoyf is terrible in Cube! That’s right, one of the most powerful two-drops in the game is worse than mediocre in Cube. Think about it. In Modern, Legacy, or Vintage, everyone plays fetchlands and there are tons of cheap instants and sorceries flying around during the first two or three turns. Tarmogoyf is powerful because the nature of those formats is to have graveyards fill up early. In a Cube match, how often can you expect a land in the graveyard by turn two? How many instants or sorceries? How many creatures are dead? If you wait until later, you get a good deal. Two mana for a 4/5 on turn five! Only, stop and think about all the other spectacular things you can do on turn five in a Cube match, and then you’ll see the problem.

Tarmogoyf isn’t the only card that suffers from this problem. Deathrite Shaman is also unexceptional. Delver of Secrets is very inconsistent (unless you run multiples). Land Tax is potentially strong, but half of the games its an utterly dead card, and its always a bad topdeck. Living Death and Survival of the Fittest are both potentially devastating cards, but have you really built your cube to support them?

To remedy this, look to see what cards consistently go late in drafts that you think shouldn’t. Try playing the card yourself. If you are disappointed, it might be time to take out those “staples.”

#3: Aggro-killers


I must admit I was guilty of this one for a long, long time. You see, ever since my early days of Magic I have been a dedicated control player. There are few things in the game that make me happier than playing Wrath of God into a board of creatures. Unfortunately, my love for destroying aggro decks made most aggressive strategies in my cube unplayable.

"I eat aggro decks for breakfast!"
If you think about it, you probably know what cards I’m talking about. Faith’s Fetters. Obstinate Baloth. Just ask yourself, “if this card didn’t completely hose aggro, would it still be playable?” Often, the answer is no.

I don’t mean that you should cut all lifegain from your cube immediately. That would be a huge mistake. I still enjoy casting Kitchen Finks and Thragtusk in my cube, but that’s because they’re playable even without the lifegain. Faith’s Fetters, on the other hand, becomes a significantly worse Oblivion Ring.

I ran Timely Reinforcements for the longest time, believing it was just another piece for control decks to pick up, like a sweeper or a counterspell. In reality, it was useless against most decks and a blowout against aggro. Cards like Timely occupy valuable space where other, more applicable cards can be added. Generally cards created for sideboards (Celestial Purge, Tormod’s Crypt) are ignored in Cube design because they’re very narrow and often unplayable (the exception being artifact and enchantment removal). Look at the cards in your cube that incidentally stonewall aggro decks. Are there better options that let aggro decks breathe?

#2: Signets


Think of a world where you can draft signets, then try to imagine any reason to draft green in this world. There really isn’t one, right? Granted, powered cubes already embrace fast artifact mana, so if that’s your groove, go for it. But if you are building an unpowered cube, regardless of size, you should seriously reconsider including these beautiful mana rocks.

See, when red can smash and burn its way to a victory by turn four and blue can counter everything, green needs its own specialty to make it viable next to the other colors. That identity has usually been mana ramp. Green more than any other color can power out big threats earlier than they’re meant to be played, barring the cheat spells like Show and Tell and Reanimate. When signets exist in a format, this entire line of play is no longer exclusive to green. Any color can pick up a signet or two and start playing out their spells a turn earlier. Mark Rosewater frequently trumpets the game design tenant that “restriction breeds creativity.” Signets are the exact opposite of restriction, and therefore, the unique space green occupies cube become lost.

Thankfully, I see very few unpowered cubes using signets still. The same cannot be said for the last card . . .

#1: Sol Ring


The mother of all mana rocks, Sol Ring is by far the most dangerous card to include in a cube.

Public Enemy #1
Imagine the following sequence of plays.

Turn 1
Player 1: Island, Sol Ring, go.
Player 2: Lavaclaw Reaches tapped, go.
Turn 2
Player 1: Island, Venser, Shaper Savant, bounce your land.
Player 2: Lavaclaw Reaches tapped, go.
Turn 3
Player 1: Plains, Venser, the Sojourner, +1 on Venser, Shaper Savant. EoT, bounce your land.
Player 2: Um, scoop?

This legitimately happened, and it wasn’t long after that I took out Sol Ring. You see, it’s simply too powerful in an unpowered environment. For comparison, look at Worn Powerstone. That is a really strong card, with the same effect, only it costs two more AND enters tapped.
There’s just no way Sol Ring can be remotely fair in an unpowered cube. It stands head and shoulders above every other card available. Sol Ring should always be a pack-one-pick-one, regardless of what else is in the pack. When a card is an auto-firsk-pick, no question, it probably doesn’t promote unique, varied gameplay.

Those who defend Sol Ring often use the same argument designers of powered cubes use, which is to say that the occasional blowouts enabled by power are worth the power level disparity created by their inclusion. While this is a legitimate argument, it applies to cubes where nine or more powerful cards are circulated. When Sol Ring is the only “power” available, only one player is going to get it, and everyone else will feel bad about getting punished for not opening it.

If the idea of Cube is to create a draft environment where everyone has a shot at winning with a unique deck, Sol Ring does not help advance this principle.


Well, there you have it. Five things to avoid when designing your own cube. I hope you enjoyed this article and found at least one thing to help in your quest for the perfect cube.

Until next time!


Billy Jacques