General [HOB/HOC] The Hobbit (Eternal) Testing/Includes

This is a testing/includes thread. Post pictures using /ci or a text list using /c with what cards you plan to include and what cards you plan to test.

We return to Middle-Earth! There's goblins, and hobbits, and wolves, and dwarves, and so on. Which cards from the set are you looking at for your Cube(s)?


For me, it's:


The Queen of Dale is about as wordy a mechanic as I'm willing to have on one card, but the package of a hatebear, draw smoothing, and flavour text about a Dragon absolutely sold me. The Eagles are Coming!, in addition to being one of very few Magic cards with an exclamation point in its name, is a two mana gating effect tied to a very solid token which just so happens to be the exact stats I develop creature combat around. Getting the full six mana's worth should be a pretty dope pseudo-Paradoxical Outcome for creature decks. Bilbo's Gambit is more, eagerly welcomed, countermagic for White.

Bilbo, Thief in the Night is the clean power-max pick here. Compare with Dreadhorde Arcanist, except you can cast any spell, and you're getting it discounted to boot. A very solid package that should play pretty well. There are a few cards like this now but this guy is extremely flexible; imagine just getting to loop a Mishra's Bauble or whatever. Most Decrepit Old Bird is a flying man who's sometimes even relevant in combat. plus - an adventure! The Lord of the Eagles is the other side of the coin here - it should solve board stalls while providing up-front value with a surprise flash block, probably not for a lot of mana. Bilbo's Gambit is pushed, and we love a subgame, don't we, Precious. That it fuels the graveyard is nice for the caster, and her opponent has a new wrinkle on the classic Fact or Fiction dilemma, one which maybe totally changes how you evaluate the piles. A+.

Dreaded Bat-Cloud I expect will not be in my cube for long. But I like the idea of a two mana 4 power flier, even without a sacrifice theme to enable it. I'm envisioning this coming down on turn two or three and being relevant but pretty killable.

Desolation of Smaug is another home run for my cube - I appreciate the conditional nature of the wrath almost as much as I'm in for the mana you get back out.

I didn't love the green cards. Sorry! Someone remind me what's good here!

The Black Arrow is a three mana remove-opponent's-best-threat equipment that sticks around to give someone else Reach later on. I'm gonna try it and see if it passes muster as one of those 'one-and-a-half cards' type value stuff we get these days.

I can't tell if I want Bard, Heir of Girion, Bard's Company, or both. The Heir is another card in the vein of previous baneslayer-mulldrifter hybrids, where they do still die to Doom Blade and that's it, but which provide immediate combat value that turn. the Company is, by contrast, a mulldrifter dude - flash in two bodies and an anthem for a very messy combat (for your opponent).

Near Misses (for me)
Last Light of Durin's Day is just too slow for my format, but if I were running Scapeshift shenanigans, this would be a sweet pickup for the RG Valakut deck.
Iron-Hills Blacksmith isn't on-theme enough for me but this is a home run for the protect-the-queen enjoyers on here.
Nasty Little Rabbit seems quite solid, but there are enough one-mana goyfs out there that you can kind of take your pick.
Beorn, Reluctant Host is a neat variant on an Explore where you draw this guaranteed big dude. If I ran two mana explore effects he'd be very tempting.
The Arkenstone feels like an homage to 2010's value engines. It's almost a Captain Sisay plus a Mirari! If you squint!


I bet if you're on-theme with some of the retail limited stuff going on this set is going to be huge for you. What are you hoping to pick up?
 
Only two definite inclusions for me so far:



The white two-drop slot might be the deepest I have in my cube with so many options over the years, but I can see this one sticking around for a while. I'm a fan of passive hate effects and this does a great job of being a pest in fair W/x decks against a plethora of removal or counterspells ala Surrak, Elusive Hunter . Even in the face of a wrath you get to benefit by sculpting your hand for a rebuild. More ways to loot in white brings greater value and consistency to small reanimator cards like Helping Hand or Sevinne's Reclamation as you get to churn through more of your deck while going wider on board. Relevant creature type, makes relevant tokens (humans for Champion of the Parish and Thalia's Lieutenant is always welcome), and it's right on par stats-wise.



I overlooked this one to start, but then after re-reading it I think it's pretty much everything I'm looking for out of an aggressive green creature. A 3/2 trampler at 2 will push through damage early and (hopefully) often, it can grow vertically or ramp into bigger payoffs earlier in the game, and it just reads very clean. If you wanted to push more of an aggressive lean to your G/x archetypes this plays very well curving off both Teething Wurmlet and Ascendant Packleader.

Nice to have a small set with fewer cards to pick up with this insane release schedule.
 
No slam dunks this time around, but three cards I am happy to try



I like the ease of triggering this one. I can imagine scenarios where not being able to go wide is a problem and that’s the biggest downside. I do like it encourages sacrifice to maximize token output.



Strong trigger with a lot of targets. This and Appa, Steadfast Guardian hint at a from exile theme that will naturally come together soon I think (or exists if you want to commit already).



I don't love depending on my opponents to trigger my cards, but it seems reasonable to expect at least some triggers over the course of the game. Getting a token and a loot is a lot of value. Like Shamizy, I have a tough time finding room in my White two drops, especially because I have 4 token makers at that mana value.

Glimmer Lens
Staff of the Story Teller
Jacked Rabbit
Voice of Victory

Competition is tough and that is the biggest obstacle to her inclusion.



There are a ton of cool cards for other cube projects at lower power level and I am excited to try to slot them in, especially the Goblins and Adventure cards. One pairing I like is



That's a lot of power and has me thinking there might be an archetype with cards like Trudge. Greater Good, Varolz, the Scar-Striped, Xu-Ifit, Osteoharmonist, Disciple of Bolas and so on.

Time to brew some more!
 
Not sure I'm including all of these, but cards I'm looking at:


I really like recruit as a keyword, especially as a way to give white some looting. I'm generally really wary of cards you just play and get value out of, but I think The Queen of Dale has a reasonable enough upside that I don't think she'll take over games, and I really want to madness out Circular Logic with her. I'm not as convinced by the other two, but there's a chance I'll slot one of them. Hope to see more recruiting in the future.


Hobbit brings a variety of new interesting equipment and support for it, including the new Hone counters. Stoneforge Mystic is a pillar of my cube, I play two of them to tutor out a variety of support pieces for different strategies. Long-Lost Laces is interesting to me as a decent card for breaking through board stalls, that rewards you for getting multiple equipments. I don't think my cube is entirely there in terms of being worth it, but I do think this card is very cool, and I would like it to be.
Glamdring is trying to convince me I can have a tutorable storm enabler, which sounds really cool, but I'm a bit skeptical.
Red gives two equipment-oriented cards that are fun to blink. Thorin is a flametongue kavu if you work for it, which I think is a fun place to be, and could encourage some really strange deckbuilding. Dáin is a doublestrike enabler, and double strike is a keyword I really like, but it's a bit unfortunate that it doesn't really work with Lizard Blades. It's also baseline a 2/4 that attacks as a 4/4 for 3, which is not bad.


Then there's just the assorted cards I find interesting without an overarching theme.
Bofur is a tutorable protection spell with Ranger of Eos. The spell is a bit on the expensive side, not sure how I feel about it.
Master's Councillors is a nice blue two-drop that grows to hit quite hard.
I've never really settled on a blue 1-drop, I think the Bird might be the first one I'm really satisfied with.
Riddles in the Dark will probably be my go-to generic blue card draw spell.
Bothersome Noisemaker is a Pyromancer variant I actually want to play, although there's stiff competition for red two-drops and spell velocity payoffs.
Tidings of War is a cute curve-filler, I like the idea of red having a sorcery as a 1-drop, and you can do cute tricks with Dreadhorde Arcanist. The back-half of it basically has haste, so I think it's a reasonably decent card.
 
Does anybody else kind of like the colorless utility cards at all for a lower powered cube? I can picture a player who stretches into an extra color and has an awkward draft, needing a couple of 2 drops in the last pack to hold things together a bit and avoid a train wreck. I wish these were just a touch stronger, and this isn't exactly glue card city, but I hope they keep printing stuff like this occasionally. I do like the idea of cards that can go into pretty much any deck in a pinch.



I'm a little sad - it wouldn't kill them to cost this at {1}{W}{W}. Maybe it's okay for my lower powered stuff even at 4 mana, and I'll probably get a copy. I'm old school and it just feels right for white to have a Disenchant in the cube, and I like the +2/+1 trick (which has always been 4 mana, and never been exactly amazing at 4 as far as I know). But, it's simple.


These aren't strong enough for me, but I just want to say that I hope they keep dipping their toes more into this type of discard and graveyard stuff for white. It's still the odd color out for the discard and mill archetypes, but it's been catching up a little bit over the years.


Yes, keep printing stuff like this. Definitely will acquire a copy. Maybe I'll replace Confounding Riddle with this since it's 15 less words. It's a little weaker, but still a good card.


Edict effects are kind of weak with so many tokens around, but this has some reusable but fair value. I'll get one.


This is generically a strong card that's kind of simple and interesting. It might be a bit much, but it's also the type of thing that will get the game over with in some cases. It's simple and uses existing tokens, so that's cool.


I like having a touch of life gain in black so it has some options for spending its life to do stuff. This is a subtly cool card since it lets black decide if it
needs to gain life or spend life, and I'm a sucker for a card that has the outside chance of finishing off the opponent with the draw 2 effect. It's hard to find room for stuff like this, but I like having combat tricks, and I might drop Supernatural Stamina for this.


Maybe? I actually don't have many 4 drops in red, and I wouldn't terribly mind adding an incidental ETB. 4/2 for 4 is a bit weird.


Cool! I'll definitely get a copy. I have a ton of red 3 drops that I like, but this one should go into the bag of tricks. This is a cool way for incidental treasures and foods to matter more for cubes that don't explicitly support them. Also, I'm just a fan of red impulse draw in general, especially when it lasts to the end of the NEXT turn.


I'm not a landfall guy, and I don't really like to add stuff that pushes me toward fetch lands (too much shuffling and I think the fetch lands seem to sort of take over a cube), but this is a nice quality green creature that plays offense and defense well. I find this to be more desirable than a generic 3/2 for 2 in green - I still haven't bought into the idea that 3/2 for 2 should be the normal rate for green (not to mention black). If I want green to be more aggressive, this is a card I'll consider - this could go in over Bounding Wolf for me, for example since I always want a bit of reach defense here and there.


I appreciate these, because I want a couple of hybrids in each color pair (simple ones if possible), and some pairs are harder than others.
 
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