Card/Deck Low Power Card Spotlight

Let's gather some incidental token support here! Sorry if the power band is too wide.

Large threats:




Removal with good rate and Polymorph shenanigans:



Profit from tokens dying by going tall and tying it to the Counters theme or regaining the board:








Or generate an overwhelming card advantage:




I feel this can just leave some decks with no way to win the game with a gravestorm not too high:


Also, what a strange card. Does anyone feel it shouldn't be Blue?
 
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I was browsing Scryfall, and I came across this little fellow that seems fantastic for a bar cube (or other format where having a bunch of throwaway creatures to feed to edicts is uncommon):



I don't have a good place to test it right now, but on paper the play patterns it opens up seem pretty interesting. I like that villain is saccing a creature to get the privilege of trading another creature with the Marauder, and like how it interacts with combat tricks more than something like Shakedown Heavy. I even like that it's a 3/1 instead of a 3/2, because that makes it really tempting to chump.
 
It's interesting to think that while it's actually strictly worse than 3/1 unblockable for {1}{B}{B}, the fact that it gives the opponent an option to make a mistake makes it seem better.
 
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One of the cool things about designing a cube is that you get to realize that a card can be good and bad at the same time.

From a winning the game perspective (which is the one that playing Magic trains you to take), a 3/1 unblockable is 100% strictly better because there isn't much counter-play outside of "use removal, idiot". Slice from the Shadows is a strictly better version of Death Wind because it makes villain's decision to run counterspells or creatures with ward meaningless. Ogre Marauder is worse than a color-shifted Latch Seeker is worse than a color-shifted True-Name Nemesis, and so on and so forth.

From a designing a format perspective, your goal is to make sure that both players have agency over the game and both have a good time. Both players having to "negotiate" over whether or not Ogre Marauder gets to be a color-shifted Latch Seeker or a 2-for-1 trade opens up more room for skill expression and stories than if one player just gets to click the "do 3 damage a turn" button repeatedly. And that's a good thing! Ogre Marauder is worse than a color-shifted Latch Seeker, but is probably more fun for both players. If players need Slice to push through ward and counters, maybe you should cut some ward and counters.

That said, I wouldn't run it in a format where Cruel Edict wasn't a reasonable spell - if there are a bunch of 1/1 tokens running around to feed to edicts it's basically a severely nerfed Cursed Minotaur, and that's just disappointing.
 
a 3/2 menace for 3 now that's a game piece. no comment on all this ogre business but it feels a little cute to me, not unlike all the other punisher mechanic spells
 
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