Nanonox's 1vs1 cube



I love the idea of this card as a big ritual to fuel combo turns. Turn 2 Myr Battlesphere isn't very fun for me though and held the card back. Turn 2 The Endstone? Go nuts! In addition to fueling Scrap Trawler loops, the scariest thing Channel can do is cast {X} mana creatures. Walking Ballista and friends can be 9/9s on turn 2, but that isn't exactly game ending. Stonecoil Serpent would be a 19/19 if you wanted to. On turn 3, Goldvein Hydra comes down for a hasty 19 damage which isn't great, honestly. So maybe that one has to go.

I don't think Channel is a good card even when it autowins games. Just the double green cost is enough to make it extremely narrow. It doesn't just lock you to one colour, it locks you in green and artifacts because otherwise you don't have enough coloured sources to do anything.

All your examples? Easy wins, right? Yeah, unless the opponent has Swords to Plowshares or bounces the creature with Brazen Borrower, or hits you with Lightning Bolt plus haste. It's even a problem if it gets countered, because then you are a card down and you have an uncastable card in your hand.

The fact that you must have the card in your hand puts it a good nudge below Tinker or other cheaty cards that are a bit more flexible. If I would make a comparison with one card, it's with Show and Tell. It shares the same flaws and the same awful win/lose dynamic that somehow can backfire on you.

It's worth testing but I dislike the card and consider it a trap.
 
I don't think Channel is a good card even when it autowins games.
I don’t want auto wins! And that’s why I cut the artifact fatties.

All your examples? Easy wins, right?
I was going for the opposite lol, and even cut the cards likely to give you that win (like Goldvein Hydra). Turn 2 The Endstone gives you a good engine, but not a win. Turn 2 5/5 Hangarback Walker puts pressure, but hardly wins.

If I would make a comparison with one card, it's with Show and Tell
I think this is the difference between us (and I am readily willing to admit I am wrong!). I don’t see this as Show and Tell, I see Channel (in this context) as Seething Song. Instead of going Song, Petal, Elemental Eruption, you go Channel, Scrap Trawler, Grinding Station and Chromatic Star.

You are 100% right that it’s narrow, but it’s from Alpha and (to me at least) exciting! I have some free slots and struggle to reliably bridge artifacts into Green. This seems like a decent signal at the very least.
 

Black recursion​


Cutting the reanimator package means I am free to mess around with my Black recursion suite.

->
->
->

The idea is to avoid signaling that a reanimator deck is possible. To that end, small reanimation replaces the unbound ones. This is a step down in power and range of targets, but there are a few things going for these changes that I like.

- You now worry about your own GY, rather than destroying an opponent's creature only to Reanimate it.
- The LotR land cyclers can't cheese a win.
- I get a bit more synergy with Nightmare that can generate multiple cast triggers and Liliana can mill you a little bit.

I might revert to Reanimate as it's a clean and simple card, but want to try this configuration first.


Trap glue cards​


I recently drafted a UB deck that started off as a Hogaak aggressive self-mill deck that then dipped into sacrifice and even discard. I had enough relevant playables to make a 60 card deck (check the SB!).

On the one hand, I’m super happy because it means that the webs of synergy overlap and makes the draft dynamic. On the other hand, this means that competition is fierce and only the best cards will end up in the main deck.



Cards like Stalactite Stalker which in theory go in sacrifice, mill and discard, will almost never get played as they are worse than a Carrion Feeder, a Stitcher’s Supplier or a Boneshards. Stalker is also a watered-down payoff for all of those themes. I'd rather have Marionette Apprentice as a payoff for sacrifice, Welcome the Dead for mill and Monument to Endurance for discard than the Stalker.

This leads me to thinking that rather than adding more marginal glue cards, that likely won't end up in the deck, I am better off including cards that either
1. Completely recontextualize your existing picks
2. Are power outliers that give you a direction

As an example, my sacrifice decks have all the tools they need inside mono Black. To make it worth it to go into another color, you have to bring something so unique or powerful that your drafters will be tempted to branch out.

Here are some such cards that I think would fit the above description and make the draft more interesting



I've had Renewal in the cube for a bit and it produced some sick decks. I eventually cut it less narrow cards, but as mentioned, that might have been a mistake.



Jace was also in the cube in the past and lead to some sweet mono-Blue mill decks. Since I cut it, those haven't popped up nearly as much. I also miss a Blue Planeswalker for control decks that can take advantage of the incremental value. The fact that Jace is both an enabler, a payoff for GY/mill decks and a wincon for control/mill decks makes it a high impact include.

I'm going to pour over cube lists to get more ideas, if you have high impact suggestions for the themes in the cube, I'd love to hear them!


Artifact density vs artifact payoffs​


Had a thought recently that has taken me longer to realize than most I assume, but here we go.
Colors without artifact payoffs need a higher density of artifacts or artifact producers
Why? This allows them to make use of the many colorless artifact payoffs and expands the artifact deck into every color. Even better if they are creatures or at least actual artifacts as that helps them synergize with the most payoffs as possible (Myr Retriever, Steel Overseer, Scrap Trawler, ...).

Looking at the cube, we have Izzet with the most artifact payoffs while the Abzan colors have almost none.

Green



Realizing the need for a higher density of artifacts, I recently added Esika's Chariot and Simian Simulacrum. Chariot is a bit too generically good, but that just means that Green has an incidental artifact card that drafters will pick up early opening the door to an artifact deck. Simulacrum on the other hand, a bit too weak but fantastic at bridging multiple themes. Going back to the idea of trap glue cards, I think the Ape gets a free pass because of how impactful the artifact type line is at enabling colorless payoffs.

Tireless Provisioner is another cards that that I haven't pulled the trigger on yet, but I may if I want even more artifacts or Simulacrum doesn't pan out.

Black



I haven't yet added more artifacts to Black, but it looks like the color could use some. There is a clear sacrifice trend going through these cards, here are some options to boost the numbers that seem widely playable and fit well with the cube's architecture.



Praetorian strikes me as a Mardu card with Welder/Engineer and White's recursion. It's a solid role player and looks suspiciously like a trap glue card.



Dispute is like a Night's Whisper with more flair.



Some decks can really use tutors for added redundancy of key pieces. This can be really good with Welder/Engineer, Teferi, KCI, Gargadon, Phelia and more.

White



White has a nice spread. Contrary to Golgari colors, White actually has the option of including artifact payoffs. Teshar, Ancestor's Apostle, Oswald Fiddlebender and Ethersworn Canonist all come to mind. I am not currently running any of them though as Teshar feels very fragile for a 4 drop and Oswald + Canonist are quite narrow. I like two other artifact cards for density purposes



I've heard this plays well. Rate isn't exciting, but if you can draw a couple of cards you get your mana's worth.



This guy is a solid token generator. Chaining creatures shouldn't be too hard and you can run into some cool scenarios if you have stuff like Three Steps Ahead or Flash Photography. Also works great with Enduring Renewal fwiw.

What about colors (Izzet) that have artifact payoffs? I think they can get away with a lower density of artifacts. The main reason is that I want them to branch out into another color to give drafters as many options as possible. Of course, they could take colorless cards and stay mono-colored, but that's pretty rare. I'll therefore try and reduce non-essential artifacts in Izzet.



I don't quite have the update finalized, but figured I would share where my thoughts are right now.
 
I still like Reanimate even if you don’t support an explicit reanimator archetype. It’s not really a trap either because it’s versatile and slots into most decks. Targeting your opponents graveyard is so huge. It’s a very fun iconic card

Your Selesnya artifacts list makes me think some more explicit token payoffs could be very welcomed. Almost every card you shared is tied to token generation of some kind. There are so many options for that these days…but one that first comes to mind is Stridehanger Automaton?
 
I still like Reanimate even if you don’t support an explicit reanimator archetype. It’s not really a trap either because it’s versatile and slots into most decks. Targeting your opponents graveyard is so huge. It’s a very fun iconic card
Fair point and 100% agree. Cut it for signaling purposes, but don't need much of a nudge to include it again!

Your Selesnya artifacts list makes me think some more explicit token payoffs could be very welcomed. Almost every card you shared is tied to token generation of some kind. There are so many options for that these days…but one that first comes to mind is Stridehanger Automaton?
If you're looking for pay-offs now that you'll probably add some support, you might want to try yotian dissident and sarinth steelseeker.
There seems to be a trend here, appreciate the feedback. You both have good suggestions!

I'm into Yotian Dissident more than Steelseeker. Both work off of tokens but Dissident affects the board in a big way. It would provide a fantastic counter enabler that comes down at the right time on the curve.

I just cut Stridehanger Automaton for Tezzeret, Cruel Captain. My colorless go-wide payoffs are currently



Maybe Steel Overseer if you have creatures. I could actually see adding the Automaton back in and just embracing a more artifact centric version of the cube.

Quick fight

vs ?



Little Enduring Renewal aside. Would you include some more marginal cards to further support it?



Innkeeper has applications with Warren Soultrader to actually go infinite, but that might be overkill. Guide of Souls is the more power appropriate version, but I find that card bullshit.

The Plunderer is actually a very solid combo card and would add redundancy to the Soultrader. Goes off with Gravecrawler and Chatterfang/Stridehanger.

Leaning no on Innkeeper and maybe on Plunderer.

Speaking about Selesnya tokens payoff, I wish glare of subdual would had the text of opposition...
Dans tes rêves! That would be awesome though.
 
How do Enduring Renewal decks work? Something like grindy stax?
Not so much Stax as it is sacrifice. You have all of the usual sacrifice stuff (fodder, outlets and payoffs), but Renewal adds an element of surprise where you combo off. Thing is though, you need sacrifice outlets that produce mana.



Or you need to generate mana with a creature dying that allows you to cast it again.



There are also creatures that generate 2 bodies that cost 2 mana and that lets you chain them with mana generating sacrifice outlets. Badgermole Cub could be infinite landfall triggers for example.

You can also sacrifice 0 drops. Ornithopter goes off easily, but even a Walking Ballista can be a win if you have a Blood Artist effect or something.
What I love though is that you can construct some truly weird scenarios that might never happen, but they could (1 mana Emry + Anger + Phyrexian Altar + Lotus Petal?!). It also lets your drafters express themselves in ways you didn't anticipate.

You also have some value plays where you can evoke a Fury or cast a Phlage and return them to hand. Sakura-Tribe Elder + Renewal ramp? Maybe you trigger Tormod, the Desecrated a bunch of times with Renewal.

There is a less all in version of Renewal that is probably a better fit for most cubes



It can still be infinite if you want with Persist creatures, otherwise it's a value piece or removal protection that comes with a solid body.

Also, what are your thoughts on:

64e6a8d1-ae75-45bd-af62-9a622620cb5c.jpg
vs.
6adb7d73-4482-4930-8497-cffd169b57e2.jpg
?
Depends on the other cards like Jace, WoM.

I run Thassa's Oracle and Nexus of Fate as self-mill win conditions. I am happy with two of these effects, so rather than add a third, I went with Jace, tPM for variety's sake. If I didn't have the two or had a bigger cube size, I would go with Jace, WoM for sure.
 
Drafted a few sweet decks I wanted to share because they highlight some of the recent changes and I think I am headed in the right direction!

First up a pair of GW Enduring Renewal decks!











A GW sacrifice deck, lets go! I haven't trimmed the deck down, but there is a lot of overlap between artifacts, sacrifice and counters.
The KCI engine is present here and that is one axis the deck operates on. You also have the Renewal combo that goes off multiple ways.

1. Phyrexian Altar+ Thraben/Novice Inspector or Mechanized Ninja Cavalry/Badgermole Cub. This doesn't actually kill, though you generate infinite Clues or landfall triggers. If you have Samwise, you get infinite Food.

2. KCI + Myr Retriever = infinite recursion of a Bauble (infinite card draw or mana with KCI).

3. Hangarback Walker/Stonecoil Serpent for inifinite deaths/casts

So you have some loops that get you stuff, but not a win. Enter Aetherflux Reservoir. I hadn't clocked the Reservoir as a win condition for Renewal, but it goes perfectly. Glad to have made the change from Tendrils of Agony.

The counter angle is more of a subtheme, but seems like a legit plan B to the combo. Dissident will be distributing them in excess and The Ozolith ties them back to sacrifice.











This second deck is similar, but rather than lean on counters as a third theme, it goes with a lands subtheme. Icetill, Titania and Retreat offer another angle of attack. Titania and Retreat especially when combined with Renewal + Badgermole Cub which can generate infinite landfall triggers if you have Phyrexian Altar. Yes that is a four card combo, but the cards have uses by themselves (except Renewal).



The next deck is a kind of spicy Oath deck.











Between Oath and Ensnaring Bridge, aggressive decks will have trouble with early aggression.
Your targets won't win you the game as easily as an Atraxa, but they offer some good lines and force you to branch into other themes. Turns out we have a strong discard theme that can do work and the inevitability of the Mindslaver lock alongside Academy Ruins + Life from the Loam in case you mill the Ruins. Grinding Station can also secure a win if you are walled up behind Ensaring Bridge thanks once again to Academy Ruins.

Thanks for all the help with ideas, suggestions and reality checks everyone, really helps the design process!
 
A few updates I’ve made



I like my interaction to be synergy based when possible and Judgment is great in that regard. It’s my first divisible burn spell and can be a mana sink if discarded. The sorcery speed is horrible, but madness avoiding timing restrictions kind of makes up for it.



I really like what Academy Ruins did for the Green artifact support via Green’s strength at tutoring and recurring lands. I am hoping the Eldrazi is a powerful enough tutor to further tie Green, lands and artifacts. Getting Academy or Saga is huge and entering untapped offsets the 4 mana. Bonus land destruction is fun!



A few more zombies for Gravecrawler. The Marauder is the most interesting as an edict that can be reanimated. Avoiding tokens is big and so is the retro foil.

Transmogrant takes Scrapheap Scrounger’s spot. 1 less toughness makes it a lot more vulnerable to various tokens. The recursion will only happen later in the game, but that’s when you typically activate that ability anyway. Could see reverting this swap.



I’ve had a few Azorius decks that were close to using the colorless discard payoffs, but were short a couple of enablers. These two should bridge that gap nicely.

I avoided Malcolm because of wordiness, but it’s so perfect as a synergistic beater that I am going back on that decision.



Considering



Considering adding a bit more interaction that has potential for synergy.

Demolition’s rate is great whichever player’s artifact you are targeting (if you have fodder!). It’s rough if your Endstone gets answered for a single mana, but I built this format with efficient and powerful answers.

Wildfire hits problematic lands or triggers landfall while cantripping.

These are kind of low impact but can definitely shine. Darksteel Citadel’s stock rises as it works with both of these (I’ll take more DC synergies if you have some)!



I’m on the hunt for a Red payoff that could insert itself into the cube’s existing architecture and feel unique.

I considered Ojer Axonil, Deepest Might, but @Lapymapi suggested Torbran as a cleaner alternative. @EzPzJapanEz suggested Twinflame Tyrant as another cleaner suggestion than Ojer that doubles rather adds damage.

These both have their pros and cons.
  • 5 MV vs {R}{R}{R}: these probably come down on the same turn as triple pips is rough.
  • Doubling vs +2: most of the time, there isn’t much difference between the two. 2 damage burn spells now do 4 damage with both. The game changers are tokens and spells that deal a single damage. In that spot Torbran effectively triples the damage output!
  • Everything vs Red only: the biggest limit to Torbran is how heavily he commits you to Red. That said, 95% of the damage dealing effects are in Red (Ballista is the big one Torbran misses), meaning the dragon’s strength lies in doubling creature damage.
I am leaning towards Torbran more than the dragon because he boosts effects such as these



2 spell velocity, 2 sacrifice and 2 discard cards. Maybe that’s a good enough spread for Torbran to have multiple homes.

You can now have some much smaller storm turns where you cast 5 spells + Grapeshot and win.



Wanted to share a level up moment I had thanks to Dom.
He drafted a Simic self-mill deck with Agatha’s Soul Cauldron. He added a Vivi he couldn’t cast just much the same way you add Anger if you can swing a mountain. I’d never thought of having a do nothing but Cauldron target just to abuse its activated ability. Cool tech and thanks for the draft!
 
Last edited:
There's also Solphim, Mayhem Dominus and Mechanized Warfare fwiw...not sure if either are better options tho.

I really like the Mycospawn and Malcolm inclusions.

I love Avacyn's Judgment at lower power levels, but as my power level crept up, I found it felt outclassed pretty quickly...ymmv.

Accursed Marauder is a favorite of mine, but I think I prefer Jadar, Ghoulcaller of Nephalia that you cut for it. It provides a zombie, and is really fun to play with, and adds a unique dynamic to gameplay. Why didn't you like Jadar?
 
Last edited:
There's also Solphim, Mayhem Dominus and Mechanized Warfare fwiw...not sure if either are better options tho.
I like Sophim decently, but being limited to noncombat damage reduces the utility. Still not convinced Torbran is good here, but considering him. Warfare wasn't even on my radar, so while 1 damage isn't enough, I discovered a new card, thanks.

I love Avacyn's Judgment at lower power levels, but as my power level crept up, I found it felt outclassed pretty quickly...ymmv.
Judgment might be too weak, I don't have a ton of experience with it (just a few drafts back in 2018 or something). What draws me to it is how much better my GY decks played when I added a critical mass of flashback, escape and recursive creatures in the cube. I am banking on the same idea for discard. While the floor is lower than most of the other burn spells in the cube, 2 damage for 2 mana will still be playable and the ceiling can be pretty good.

Why didn't you like Jadar?
I don't mind Jadar, he is perfectly serviceable, but I find him too linear. Endstep create a token, that's it. I'd love something a bit more flashy or with more synergy to it.

I'm of two minds. One is replacing zombies for zombies to maintain the necessary density of them in the cube. The second is to cut some zombies that are filler and bank on tutors to assemble the right combos.

1. More zombies I like



A free discard outlet can be clutch and Black doesn't have many repeatable ones. The Imp's role is pretty limited outside of that deck though.



Low impact stats, but a potentially annoying piece of disruption + 2 bodies. I can also see Grief or Deep-Cavern Bat getting replaced by this to add another zombie to the cube.



This card is more set up for the slower, grindier self-mill decks, but if you need a zombie for Gravecrawler, it will do the job.



I keep looking at this card and thinking it might actually be ok?! 2 mana is the perfect mana value for a payoff like this.

Blue is also good at controlling when it loots with Jace, VP, Kitsa and Malcolm among others. Black wouldn't mind tacking on an extra mana to make turn their removal into Ravenous Chupacabras.

Black is also the sacrifice color, meaning you can probably make use of the body for each discard trigger rather than stacking the Amass counters.

It also gives some of the less board impactful spells in the cube some real teeth. Frantic Search, make a 4/4? The Underworld Cookbook makes a food and a 2/2.

I wouldn't want Drake Haven in this cube and I don't want Cryptcaller Chariot either, but having the ability attached to a body, limits how bad the floor can be.

I've added it to some lower powered projects, I know @inscho, you have it in Hidden Depths. Curious on everybody's thoughts here.



More of an Enduring Renewal piece than anything, probably not impactful enough.

2. Non-zombie remplacements



This dude has a lot more play than Jadar. Triggers from lands, artifacts or creatures leaving the GY, scales both wide and tall and then has a little side quest if you can get there. Big fan and I actually dig the art and vibes from a UB set.



Not quite a Gravecrawler, but still plenty good. Works with Altar of Dementia, Yawgmoth, Thran Physician and Goblin Bombardment only though.

Going to test

->

Grief can lead to some garbage gameplay when you get the scam draws and isn't quite as strong as the other pitch elementals because you 2 for 1 yourself and have no board impact. I do like having hand disruption in Black though.
I think the rats can play well in the disruptive GY/discard aggressive decks while disrupting the opponent and providing a zombie for Gravecrawler.

->

Loosing a zombie, but gaining a cool build around for multiple themes.

Don't have a clean cut for Lazotep Chancellor yet though.
 

Spoilers ahead!​

Come back in a couple of weeks or something if you don't want to see the new cards.



Strixhaven is set to release soon and it seems like Wizards decided to shit all over my decision of cutting the instant and sorcery support from my cube by adding a bunch of awesome cards for the theme. I'll be shortcutting "instants and sorceries" to spells for simplicity even though spells are much broader.

The tricky part is making room for them and the support they need while still giving the various artifact decks the density of trinkets and creatures required.

I intend a small spells matter package composed of old classics and new hotness. Here they are in rough order of preference (omitting Kitsa, Otterball Elite]Kitsa and Stormchaser's Talent as they work with noncreature just fine)

Slam dunk*



The old guard is still fantastic and these play really well if you can stomach Jace's DFC status. Arcanist makes a return as here. It's not as plug and play as the other two, but it's a great value engine, is fun to try and grow to get access to bigger spells and is a zombie.

* I won't be adding Young Pyro because I've really enjoyed the addition of Ravenous Robots and two of these effects seems excessive.

Amazing



Mystical gives you redundancy for some key pieces while the new Flashback provides recursion. Very excited by this new instant as the cube gets more GY and discard heavy.

Great



Murktide is a strong finisher in the right deck and a nice pull into the archetype. Muse Seeker encourages spell velocity nicely and churns through your deck rapidly. It's less open-ended than Artist's Talent or Jeskai Ascendancy, but being another repeatable source of discarding/drawing in Blue is a great place to be in. Drafting Dom's cube, I noticed Chakra Meditation which might just be a better effect than the Muse. 3 mana do nothing + recursion vs 2 mana body, it isn't clear to me which is best. The lesson text is what made me ignore Meditation.

On the fence



I'm warming back up to TitI as a roadblock that flips into a wrath/finisher. It's a fun play pattern where it's a race to flip it before opponent answers it and I find the card super flavorful. Tidecaller's is a potential one mana win condition or a very efficient setup piece depending on which stage of the game you are in. My only hesitation is that I already run Hedron Crab, do I need both of these?



Gearhulk opens up some nice cross pollinisation possibilities, though its targets are somewhat limited to cheap interaction and cheap draw spells. There is no Sublime Epiphany or Mystic Confluence here to abuse it, making it somewhat less exciting.

Stormcaller is a cool turn 3 play where you can copy a high impact one drop like Thoughtseize, Swords to Plowshares, Preordain and so on.

Finale can often be cast for 3 or 4 mana and get you 3 spell casts for whatever you are doing which is really good.



Sphinx is awesome, but not for this cube. It's a little too fair and its ceiling too low.
Chandra feels like a 24th card because the intersection of spells and tokens or sacrifice doesn't happen often.



I don't have the proper setup for these cards, but I think they are really cool.



Powerful cards, but I don't want to flip coins.



Where does that leave Green

Green is in a tough spot right now because artifacts and spells aren't the color's strength. Through the lands archetype and a few cards with the artifact type, Green is a support color for artifacts, but doesn't contribute much to the spells theme.

I've made my peace for now regarding artifacts, but Green has some decent spells that could be used by the spells payoffs in addition to Life from the Loam and Formless Genesis which are amazing because they can be cast multiple times.



These get you back some amount of mana meaning you can chain spells more easily. Will try these two and see what happens. Any others like this you can think of?
 
Last edited:
As someone who also ponders green spell desnsity prospect, but without elfball combo, possibilities are not that amazing. Though I'm also excited by new Strixhaven cards, marrying mechanics across different colors.

For green spells, I'm looking at cheap hand neutral cards like:



"Free" spells, some of which seem parasitic:



I have no experience with storm, and don't know if most payoffs are that amazing. Other than Hydra, floor is usually low, and you'd really have to work for it:



The question is it worth it to splash green for the non-storm spells deck. I personally love these small winks at possibilities in other colos, but from my experience no one is interested enough to step outside of something like UR spellslinger or UW blink, because those are the "default" colors for the archetypes. I dunno how to make it exciting or worthwhile.
 
Thing in the Ice is great the only reason I don't run it is because it's a Double-faced card, like Jace.

Personally, I don't think green needs spell-matters payoffs. While it's possible and you sometimes see a splash, I haven't found it makes too much of a difference. In my experience, you can see it as a splash, but the spells-deck is not powerful nor reliable enough to dig so deep:

Regardless, there are some options:

For storm:



Chattersorm and Awaken is kind of broken but I like it.

For aggro spell-matters:



Questing Druid is the best red instant of its type and, also, draws you a Quirion Dryad you can play on a splash. There's no reason not to run it.

Mutagenic Growth isn't a a green card.

Legolas's Quick Reflexes is the best card of its kind. I don't run it because it's too wordy, tacky and I would need to make a non-marketing proxy as well.

In general:



Natural State has been huge for my cube, it has made Green much more consistent and worth playing into.

You line up the Shot is either spell-trigger for G or a tutor for Plummet or Naturalize. Seems good to me! The key here, though, is that, since you conjure the card, you get two spell triggers rather than one.

Perhaps:



Noxious putting the card on top makes it less than ideal for decks that want the effect.

Oxidize is an option for a Natural State alternative. The gold standard here is Nature's Claim but the life gain is an issue.

Quandrix is great, but unnecessary.

Search for Tomorrow, Explore, Three Visits and Edge of Autumn are good spells, but these type of decks rarely wants ramp.

Rancor's only issue is it being an enchantment.

Worldly Tutor has an effect you want, but it's net card disadvantage in an archetype that struggles with it. Getting your target (likely Dreadhorde Arcanist) killed makes it pointless.

Veil of Summer is powerful, but dumb.

Bind is like Stifle in that it would be fun if it didn't act as land destruction with fetchlands.

Tear Asunder is surprisingly good compared to Naturalize.

Weather the Storm is fuck you aggro card, but it does say storm which means it can be broken.

You find a cursed idol - This is Sorcery-speed Naturalize with a "create a treasure, get a basic land" mode.

Doesn't work:

Abundant Harvest - Too weak, not worth the slot.

Traverse the Ulvenwald - Takes too long for the second effect to be active, Worldly Tutor is better.

Managorger Hydra - Three mana is a hard sell for this archetype. It's not as solid as Monastery Mentor because it doesn't leave any lasting value and dies easily. It's also not that great at finishing the game in comparison.

Jolrael, Mwonvuli Recluse -> Not enough "real" draw effects, it's de fact a gold card, value too delayed or gets killed too easily for the work it demands.

Verdant Command - Killed because the tokens enter tapped, would be playable otherwise.
 
Last edited:
Land Grant is a free spell I forgot about, I like it better than Bushwhack and other variants here I think.

The question is it worth it to splash green for the non-storm spells deck. I personally love these small winks at possibilities in other colos, but from my experience no one is interested enough to step outside of something like UR spellslinger or UW blink, because those are the "default" colors for the archetypes. I dunno how to make it exciting or worthwhile.
The only times I've had Green work alongside spells (non-storm) was in decks with a strong GY focus (discard in RG or self-mill in UG) and using Life from the Loam and Formless Genesis as repeatable spells. Being able to discard them to various looting effects or milling them for later use works perfectly there.

I don't really have any spells payoffs in Black and only Monastery Mentor in White, so it's very unlikely for the Abzan colors to have spells matter decks. At this power level, I don't think any of the payoffs you mention in Green are worth it except for Questing Druid, but as Erik mentions, that's more of a Red card!

With that in mind, I think the cards with the best shot at giving Green an inroad to spell decks revolve around lands, the GY or both. I'm talking about



I don't think you need all of these (except Loam and Genesis which are fantastic), especially because cards like Explore and Manamorphose also count towards your spell density.

I haven't paid a lot of attention to Esper Origins because it's a flip card, but it turns out the third chapter on the backside is very relevant with all the token makers you have at your disposal in the spells deck. Has anyone drafted/cubed with it?

If you want a Green spell payoff, this is the one IMO



Works with creatures, artifacts and spells. Gives you discard, GY, counters, lands and sacrifice tie-ins, I really should add it back to the cube!

Thing in the Ice is great the only reason I don't run it is because it's a Double-faced card, like Jace.
Thanks for confirming my thoughts!

I haven't found Once Upon a Time to be worthwhile in a spellsy build as it whiffs too often. In a regular Green creature deck, it's an all star, but I wouldn't count it towards the density of instants for the spells deck.

Natural State has been huge for my cube, it has made Green much more consistent and worth playing into.
That is an interesting fact, I will have to consider it for my own cube then. I know you also have Pest Infestation which would be a huge pull into Green for me, but I hate how badly it takes over the artifact matchup at no cost, because the card is good as just a token maker.

Search for Tomorrow, Explore, Three Visits and Edge of Autumn are good spells, but these type of decks rarely wants ramp.
What do you think of Harrow? I agree that those decks usually don't want ramp, but Harrow is two land fall triggers (and fixing), a sacrifice trigger, a land in the GY and effectively costs one. Makes it easy to chain spells. Much like Explore that effectively costs one if you have a land in hand and acts as a cantrip.

Noxious putting the card on top makes it less than ideal for decks that want the effect.
Don't forget it acts as GY hate or disruption if you put a land on top of the deck later in the game. I've found that to make it more versatile than at first glance.

Tear Asunder is surprisingly good compared to Naturalize.
This has indeed played very well in my experience. I still like Heritage Reclamation's GY hate more though I think.

Weather the Storm is fuck you aggro card, but it does say storm which means it can be broken.
I was actually thinking of this card and how good it is with Bolas's Citadel and Aetherflux Reservoir. I don't love the play pattern of casting 6 spells and finishing your turn with +18 life and nothing left. Just prolongs the game for not much reason.

Traverse the Ulvenwald - Takes too long for the second effect to be active, Worldly Tutor is better.
I agree with your other "doesn't work" cards, but not this one. With the increase of discard and self-mill, it's quite easy to fill the GY and this then becomes a one mana tutor for lands or creatures which is busted.



Thanks to you both, I've talked myself into a clearer picture of the Green spells matter archetype and the support I want for it to make it work (storm and non-storm). I don't know if I can find the slots for all of this though and would love feedback.

Payoffs



Enablers



And some amount of interaction in the form of Natural Slate, Heritage Reclamation and Noxious Revival.
 
A little late to the discussion but oh well.

I think Green has a lot of untapped potential as a combo color but it needs room to breath for certain powerful includes to not fall into the bad end of the 'parasitic-spectrum' . Its strength, at least in my opinion, comes from its unique ability to support Untap Storm / Hyper-Ramp / Creature Storm / Land Storm / Creature Recursion Loops / 'Fires' in Harmony with one another due to overlap in support / payoffs.

I think the primary strength of Instants and Sorceries at its disposal are their ability to bridge the above strategies. In particular, big mana payoffs in the Instant / Sorcery sections are flavorful ways to tutor and cheat out big creatures in droves. Obviously this is not what you are looking for based on the context of your list, so I think the next 2 categories are the most 'Green' way of supporting storm excluding ramp payoffs:

1) Rebuying Spells - Green doesn't draw cards all too efficiently but can reuse its spells just fine. Regrowth is better than Noxious Revival despite not being free. I like Revival most as a backup plan to put cheat targets back into your library (and maybe Miracles). Reap the Past is actually a really good card, but maybe not so much without explosive mana generation. Cool with Channel though. Similarly, Sprout Swarm is deceptively strong at rebuying itself for repeat casts. Also provides an infinite with Jeskai Ascendancy / Paradox Engine after it gets going a bit. Even as an enchantment Walk-In Closet // Forgotten Cellar is insane here but I understanding avoid it due to, well, *it*, lol.

2) Filtering to GY as 'Drawing Cards' - Y'all have most of this covered, and I think its a good angle to lean into. Smuggler's Surprise is really good for this too, but its supported modes might not meet their full potential for aforementioned reasons.

Planar Genesis doesn't fit too well into the above categories but an Impulse Stapled to Explore is a great card in green splinger decks.
 
Last edited:
Appreciate you taking part in the discussion!

I think the primary strength of Instants and Sorceries at its disposal are their ability to bridge the above strategies. In particular, big mana payoffs in the Instant / Sorcery sections are flavorful ways to tutor and cheat out big creatures in droves. Obviously this is not what you are looking for based on the context of your list,
I assume you mean cards like Green Sun's Zenith, Finale of Devastation, Tooth and Nail and so on. If so, then you are spot on, it's not what I am looking for in the current iteration of the cube, good analysis.

1) Rebuying Spells - Regrowth, Reap the Past
Now that you mention it, I could probably do with another recursion piece. Eternal Witness is the only universal Regrowth effect I have. Six is limited to permanents and the others recur lands only.



Prime candidate because of how well it goes with the cheap storm cards (Brain Freeze, Grapeshot and Chatterstorm), allowing you to cast them twice in a turn, doubling the storm triggers (much like Remand or Reprieve).



I mentioned Toph in the previous post and she kind of does the job, but at four mana, it's difficult to chain multiple spells. She is better when you get to untap with her.

If I had more Simic slots, I'd add



She has a very good recursion effect, while setting up your GY and randomly hosing some hate.

Even as an enchantment Walk-In Closet // Forgotten Cellar is insane here but I understanding avoid it due to, well, *it*, lol.
I may one day falter on this one, but today is not that day :p Honestly, if my setup were a little different, I could probably pull off



Dreadhorde Arcanist is the only way I have to cheat it right now, but Finale of Promise, Electrodominance, Beseech the Mirror, Sram's Expertise and a host of others could make it happen. I'd want more suspend cards in that were the case (Ancestral Visions and Glimpse of Tomorrow for example). Not ready to head down that direction though.

Similarly, Sprout Swarm is deceptively strong at rebuying itself for repeat casts.
This might be a key piece to the puzzle I am trying to solve. I've long appreciated the token making that Chatterstorm offers, opening up the spells deck to creature payoffs. Phyrexian Altar converting bodies into mana for example lets you extend your combo turns considerably.
I mentioned how important Life from the Loam and Formless Genesis were due to their repeatability and you are 100% right, Sprout Swarm is another such spell, but working on a completely different axis. I'll add it to the list of cards I need to find a slot for!

Planar Genesis doesn't fit too well into the above categories but an Impulse Stapled to Explore is a great card in green splinger decks.
It's a cool one, but if I am using a Simic slot, I am going big with Sail into the West (I know you can use your guild slots more freely).

Now time to free some slots -_-'
 
That Tamiyo is actually really cool. I played against her a lot during WAR standard but never contextualized her in my list, holy what a hoser haha.

And yeah I am incredibly excited about my Regrowth effects with Flashback being printed. Juicing the same spell 3 times in Gruul Storm is gonna be a good time.
 
Cube cleanup

I didn't expect there to be so many Strixhaven spoilers I'd be interested in and I find myself needing cuts. Thought it could be a good time to check out various archetypes and their support as well as some of the more fringe cards in the cube.



+1/+1 Counters

There are two sides to the counter theme. The first is entrenched in the colorless section and limited to artifacts, the second is more widely spread out across the colors. The payoffs that bridge both camps are



The {X}{X} creatures are the glue that holds this archetype together. They serve as targets to grow and come into play with counters making them function immediately with the various payoffs.

Soul Cauldron is an enabler and a payoff, while also acting as GY hate. It goes hard with Ballista and Hangarback, Ravager and Overseer among others. You don't have to go all in with counters for it to be worthwhile, though of course it helps.

The Ozolith is the narrowest card here, giving you resiliency and the ability to redistribute your counters with a sacrifice outlet or via creature combat. That could mean something as simple as putting your counters on a flyer to sneak some damage through to loading up a Jacked Rabbit to make a massive amount of tokens. If I needed to make a cut from this list, this would be the card, but it does a lot for a single mana even if the counters deck doesn't always come together.
+1 Slot?

Rishkar is a narrower Enduring Vitality, but I'd rather promote the counters archetype, especially since I have Earthcraft, for a generically good version of this effect.

The artifact version hinges around these cards



Two classics with a bunch of hooks. Ravager makes blocking hell and goes well in grindy artifact decks thanks to the sacrifice outlet. Overseer grows your board and loves a Paradox Engine or Jeskai Ascendancy. I decided to eschew Iron Spider, Stark Upgrade for flavor reasons, but if you don't mind, it has a good set of abilities.

Both of these require a high density of actual artifact creatures and is one of the reasons I aim to push artifact density in the colored sections, so that this little package can take on various flavors depending on each color's strengths.

Looking at the extra support, we have



Stonecoil enters with a bunch of counters meaning it works well with the payoffs we have and is generally solid as a scaling beater. It basically only gets played in the counter deck in my experience and is a lot less essential than the 3 others {X} creatures. I could stand to lose it especially because there are more counter stuff in the colored section thanks to recent sets.
+1 Slot?



Syr Ginger is also serviceable at 2 mana, but no one is realistically going to play it outside of a dedicated artifact deck as two drops are quite a bit more potent than just 3/1 stats. I am realizing that if that is the case, then I have more interesting artifact payoffs and this slot could be used for something else. I won't be sad to lose the art either, not a fan.
+1 Slot

As alluded to above, the non-artifact version has some solid aggressive enablers that distribute counters



These can choose which creature they will buff, giving you options with payoffs like Dreadhorde Arcanist, Jacked Rabbit, Emperor of Bones and so on. They also just buff random dorks and that gets the job done even if less exciting than A+B "combos".

Tl;dr: I like the general shape this archetype is in and can stand to lose one of the lower impact support pieces in Syr Ginger. Depending on how starved I am for slots, 2 more cards could be cut, but I am reluctant to do so, especially The Ozolith because of how unique it is.



Artifact matters

This is a very broad theme running across the whole cube. I want to look at the payoffs and see if they are worthy enough to stay in the cube. I am excluding cards like Third Path Iconoclast that trigger off noncreature spells as I feel that is broad enough to warrant its own discussion.



In Blue, you find some of the most busted artifact payoffs out there and I love them all. Academy Ruins is a step down compared to the others, but that is a plant for Simic artifacts and it does a great job. These are all safe.



The goblins are classics, the interaction solid and the robots are growing on me as a steady source of artifact creatures. Not touching a thing here.



It's unclear if Channel is staying long term, but I like it for now, seeing as I cut the 7+ MV artifact creatures.



The KCI package gives you the chance to cast a ton of spells, get a bunch of enter and death triggers, but isn't always deterministic. That can be a problem from a gameplay mechanic if the pilot isn't proficient. From a synergy perspective though, it's fantastic and I sometimes consider adding redundancy in the shape of Junk Diver, Teshar, Ancestor's Apostle and Ashnod's Altar. For now, I am happy with it coming together occasionally and consider it an integral part of the cube.



Still don't have enough experience with Tezzeret to confidently say whether I like him or not, but I do view him positively. Gives pseudo vigilance or generates mana with the +1. The tutor ability has plenty of high impact targets which is great and the ultimate doesn't take over the game immediately. The ease at which it gets loyalty counters is where the potential issue lies!



Basically a better Mox in the right deck. This is definitely at the peak of my power band, but I am okay with it as it is accessible to every color and not trivial to get active on turns one or two where the boost to mana is the most important.



These convert your random artifacts lying around into wins. Cranial Plating looks somewhat suspect compared to the other cards who all provide you with big bodies. It does have the instant speed equip cost if you are in Black which does count for something, but it looks like the least impactful of the bunch.
+1 Slot?



The Automaton isn't strictly needed, but it does go off hard with a number of cards (Warren Soultrader, Samwise Gamgee and Lonis, Cryptozoologist for example). If I do cut it, the replacement would need to be a key card for an archetype rather than just filler.
+1 Slot?



A sacrifice outlet that can act as an enabler or a win condition. It doesn't fit into a ton of decks, but it's unique enough that I don't see myself cutting this as long as they cube stays GY, artifact and sacrifice heavy.

Tl;dr: I love my artifacts and happy with my suite of payoffs. Cranial Plating seems like the most expendable card from the section, but I'd like to keep it if I have room. Stridehangar Automaton is one of the more narrow and less busted artifact payoffs here making it a candidate for a cut. It has its role in certain decks some of which could use the support though (like Selesnya artifacts), so maybe it stays for now.



I'll take a break from archetypes and look at individual cards for now

Utility lands

When fighting for slots, I tend to look more critically at my utility lands. I don't know if that is fair as they are some of the most main decked cards by virtue of not competing with the 23ish nonland slots. Some are more impactful than others, so I am mostly looking at these aggro-centric lands



After playing more with Strip Mine in the Arena Powered Cube, I'm convinced I still don't want it here. It leads to too many non-games when paired with recursion. I do value temporary disruption and I think Rishadan Port is great in that regard while being a nice complement to Wasteland.

I could stand to lose either Factory or Mutavault as they are quite similar and not always main decked as the cost of running a colorless land is not negligeable. Not clear which is the cut (zombies vs artifacts).
+1 Slot

Narrow build arounds




I'm quite high on Renewal right now, but almost never find myself adding Second Sunrise to decks. The spots where it does shine are Abzan land sacrifice shells with Zuran Orb or Squandered Resources to double up on mana. White does actually quite well there with Felidar Retreat, Balance, Cataclysm, Sevinne's Reclamation and Serra Paragon. To the point I could cut Second Sunrise.
+1 Slot



Talked about these in past posts. I tried cutting them, but felt their absence. They add a unique element to the color and while they don't work often, they are amazing and the centerpiece of decks when they come together.



Great card selection alongside the many fetchlands I run. Has niche applications with Tinker and Oath of Druids and can prevent you from decking in a turbo self-mill deck. I don't see this as essential, though I love having old cards be relevant.
+1 Slot



A pure control piece that turns the game up on its head in a frustrating way. When drafting Bridge, you have to consider alternate win conditions or ways to remove it lest you be stuck under it yourself. You get small edges from dumping Chromatic Stars and friends on the board and cracking them at opportune times. It lets you mitigate the downside of Bazaar of Baghdad and Firestorm. For all these reasons, I want to keep Bridge.



A rare sacrifice outlet for lands that effectively doubles up your mana. It's a bit of a pet card and I have no desire to cut it!



To recap, there are some cuts I can live with and some I'd like to avoid if possible.

->

Keeping aggressive artifact density high, but with a focus on the colored sections.

->

Even though the ETB tapped of Helping Hand is painful, the sheer rate of basically Unearth is too good to pass up. It's a nice spell for Boros discard with Hardened Academic and is a proactive target for Dreadhorde Arcanist.

->

If I want to diversify my Green section a bit, I need to make some tough cuts. STE is an all star, but it's the most replaceable effect I find. Explore is quite versatile in the decks that want it. It can be a ramp spell for control, a cantrip for storm or a synergy piece for draw 2+ decks.

->

A bit more recursion that specifically pops with the Storm cards, giving spell velocity decks a reason to go into Green.

->

Recently diversified my discard payoffs to also work with self-mill and cut Hollow One in the process, but I miss its explosiveness. Free spells are fun! Deciding to cut Mutavault, because the nostalgia from Factory is too much!

Going to keep a critical eye on the rest of the cube and try to patch holes as I see them. As always, feedback is always appreciated and welcome :)
 
Top