The first Commander spoilers have started to roll in! I generally don't like commander sets too much for cube, but there are occasionally some gems, such as Daretti, Scrap Savant. I think the card-type focus of this particular set might give us some more useful cards than normal.
Card text:
2, T: Draw a card. Activate this ability only if you control at least three lands with the same name.
I don't think this is a cube card. Power level seems way too low.
Interesting, but ultimately I think this is just bad for a non-multi player format.
Probably the most interesting card of the bunch previewed today. This card is a token-generating engine which can come down early and start to take over the game if it isn't answered. I like how the final ability only requires you to sac a Thopter without paying any additional mana. Imagine turn 1 this, turn 2 make a servo, turn 3 Pia Nalaar, sac the thopter to make a 4/4. I think this could be playable if you're into this kind of thing...
This card basically sums up why I dislike the yearly commander products. This card is great in most commander decks (looking at you Atraxa), but it is completely worthless anywhere else. I wish we got a yearly product printing cards specifically designed for cube...
No.
Since we can't take advantage of the commander stuff, this just ends up being a win-more card. Because we needed 2 Blightsteel Colossuses.
This also seems pretty bad, unless you have some way to give it evasion.
Red's Genesis Wave. The card-type restriction kind of kills this card I think, but in a cube with a heavy artifact theme I think it could work.
Lemmie just borrow that Mox Ruby for a second...
I don't think this is a card lower-power cubes are going to want to play, but it might be fun in cubes running the moxes and all the signets and some other broken artifact-based fast mana. It's probably a pass for me, but it does look fun. Also, I just noticed he's holding a Sol Ring
Card text:
[+2]: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card.
[-3]: Return up to two target land cards from you graveyard to the battlefield.
[-11]: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
This guy could be playable, but I think the fact that he is Jund kills it for most people. If he cost 3RG I could definitely see him being played. Also, I always thought Windgrace was a W/B character...
This card is interesting, but I can't help but feel she'd be relegated to drawing cards and blinking permanents if anyone were to actually play her.
I like that we are finally getting an enchantments-matter planeswalker. I wish she had either been G/W or U/W. All of her abilities are great for an enchantments-matter cube, but I think she ultimately falls a bit flat due to her 3rd color. I'll pass... for now.
This is the only planeswalker from this set I like. Both of her +1 abilities are actually pretty good. Her first +1 can help protect herself, which is pretty important for planeswalkers. Her second +1 can help to power out big spells in a way that doesn't feel super GRBS-y. Specifically, I like that she can reduce the cost of X-cost spells like Banefire and Blue Sun's Zenith. I think Saheeli's ultimate is pretty underwhelming, and that might ruin her chances of being playable in cube. Her status as a gold card does not help her case.
This card might not be good, but it certainly looks fun! Double Myr Battlesphere triggers? Yes please! Double the tokens from Wurmcoil Engine? I'm pretty sure that works! Double names from our Phyrexian Revokers, Pithing Needles, and Sorcerous Spyglasses? That just seems punishing. I think this card's biggest issue is that it has a pretty low floor. I'm not sure a 1/3 haste for 2 is playable without being able to take advantage of any other abilites.
Card text:
2, T: Draw a card. Activate this ability only if you control at least three lands with the same name.
I don't think this is a cube card. Power level seems way too low.
Interesting, but ultimately I think this is just bad for a non-multi player format.
Probably the most interesting card of the bunch previewed today. This card is a token-generating engine which can come down early and start to take over the game if it isn't answered. I like how the final ability only requires you to sac a Thopter without paying any additional mana. Imagine turn 1 this, turn 2 make a servo, turn 3 Pia Nalaar, sac the thopter to make a 4/4. I think this could be playable if you're into this kind of thing...
This card basically sums up why I dislike the yearly commander products. This card is great in most commander decks (looking at you Atraxa), but it is completely worthless anywhere else. I wish we got a yearly product printing cards specifically designed for cube...
No.
Since we can't take advantage of the commander stuff, this just ends up being a win-more card. Because we needed 2 Blightsteel Colossuses.
This also seems pretty bad, unless you have some way to give it evasion.
Red's Genesis Wave. The card-type restriction kind of kills this card I think, but in a cube with a heavy artifact theme I think it could work.
Lemmie just borrow that Mox Ruby for a second...
I don't think this is a card lower-power cubes are going to want to play, but it might be fun in cubes running the moxes and all the signets and some other broken artifact-based fast mana. It's probably a pass for me, but it does look fun. Also, I just noticed he's holding a Sol Ring
Card text:
[+2]: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card.
[-3]: Return up to two target land cards from you graveyard to the battlefield.
[-11]: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
This guy could be playable, but I think the fact that he is Jund kills it for most people. If he cost 3RG I could definitely see him being played. Also, I always thought Windgrace was a W/B character...
This card is interesting, but I can't help but feel she'd be relegated to drawing cards and blinking permanents if anyone were to actually play her.
I like that we are finally getting an enchantments-matter planeswalker. I wish she had either been G/W or U/W. All of her abilities are great for an enchantments-matter cube, but I think she ultimately falls a bit flat due to her 3rd color. I'll pass... for now.
This is the only planeswalker from this set I like. Both of her +1 abilities are actually pretty good. Her first +1 can help protect herself, which is pretty important for planeswalkers. Her second +1 can help to power out big spells in a way that doesn't feel super GRBS-y. Specifically, I like that she can reduce the cost of X-cost spells like Banefire and Blue Sun's Zenith. I think Saheeli's ultimate is pretty underwhelming, and that might ruin her chances of being playable in cube. Her status as a gold card does not help her case.
This card might not be good, but it certainly looks fun! Double Myr Battlesphere triggers? Yes please! Double the tokens from Wurmcoil Engine? I'm pretty sure that works! Double names from our Phyrexian Revokers, Pithing Needles, and Sorcerous Spyglasses? That just seems punishing. I think this card's biggest issue is that it has a pretty low floor. I'm not sure a 1/3 haste for 2 is playable without being able to take advantage of any other abilites.