I’ve played a lot of drafts on arena, and I thought it would be useful to share some thoughts of experiences of some of the cards. Obviously retail limited isn’t the same as cube but I think there’s some learning there. One thing to note about the format is the importance of mulliganing due to there being very little early game smoothing, no real dual lands and few mana sinks. Dice rolling is fine in limited but it’s such a feel bad mechanic, I even feel bad when I roll a 20 against an opponent. It’s not cool. Onto the cards.
- Very enjoyable with a life theme. Level 2 and 3 are the real payoffs, though the level 2 cost is pretty prohibitive, but probably achievable if you’re busy gaining life. The level 3 return is so satisfying. I would say that it has graveyard synergy but it’s just a good card. Makes me want to have a lifegain theme.
- Wondered if this would be too weak in cube, but it’s been generally really useful in limited, even when you very rarely want to use the exile a card from the graveyard effect. More impressed than I thought I would be.
- No surprises here, it’s just a good card, and always frustrating when they use it against you.
- nothing spectacular here but worth mentioning as a useful way to find a key enchantment for your deck or just some enchantment removal. I think this definitely has some uses.
- Expected this to be good, and was when I was on the backfoot against my opponent, but this felt like one of the more clunky classes for some reason. Would want to test this more if I was getting on board with this.
Priest of Ancient Lore
- Just a pleasant card, useful for trading up from a defensive position, and not likely to break anything too much. Nice.
- Actually really fun build around. Did you realise it could hit artifacts too? Less indestructible than Thassa (lol). If you’re considering it I would certainly give it a shot.
You Hear Something on Watch
- Actually pretty good removal and maybe worth more consideration than is being given. Some cubes might want this.
- This has been strong whenever I played or had it played against me. 5 toughness is a lot and the time it buys you is good. Again, pretty good card.
Grazilaxx, Illithid Scholar
- As good as people expected without being overbearing. Creates some interesting scenarios and much easier to deal with in cube. If you’re into it I think you’ll be pleased.
- Pretty annoying, but I do think this is still one of the best/ fairest control magics if you want one. Again, with more removal in cube should be more balanced.
- too expensive and not impactful enough for it’s cost. Won’t be taking this one forward now.
- Best village rites
yet? The ability to sac an artifact as well as a creature, plus that it gives you a treasure is pretty good if you’re in the market for this type of effect.
- Does an awful lot for a one drop, ramping you, making your creatures harder to block and to trade up. Actually strong.
- This is a nice card if you’re worried about your flametongue kavu effects being too strong. Good power ratio, with the tension that it could be removed. Interesting and fair card.
- Super powerful early game and pretty much a must kill/block. Fairly useful later unless you have ways to make unblockable. Might be worth considering in the right cube.
- This should be getting more consideration, particularly if you have any graveyard effects. The level 1 is actually pretty annoying/useful. Then you get your Ransack the Lab and the Level 3 can by scary and game winning. You can’t ask for much more than that.
Boots of Speed
- Cheap and satisfying to equip up. Somehow feels better than mass haste effects.
- Having the ability to make treasure does give this a step up and is more useful than I was expecting. And it’s always good to smash their key artifact.
- Unexpectedly good? Didn’t realise it was an instant which helps it quite a bit. May be too slow for some formats, but for others, actually very useful.
- Fairly obnoxious actually. Good for high power cubes, gives you board presence, and level 2 is cheap. Then gives you a level 3 for when you run out of gas or they’ve killed all your giant creatures.
Xanathar, Guild Kingpin
- Was worried this would be too strong, but actually still managed to lose with it a lot. Not sure it’s fun for the opponent though still.
Bag of Holding
- probably a feature of the format being low on smoothing effects but this has shot up my pick order. I know some of us already play it but interesting to have a different spotlight on it.
- Gross GRBS
Hall of the Storm Lord
- I think probably the most powerful. I think we'll find that Ward 3 is still overpowered, and Ward 2 is the sweet spot.