Pacifism plus protection in one card. Might not quite make the cut, but it's noteworthy.
This is the kind of removal I'd like. It kills small stuff easily and big stuff inefficiently, but this one has everything working against it. Sorcery speed AND they gain life?! This is no
Bloodchief's Thirst.
I'm likely going to test a high powered RWg Landfall aggro deck with Steppe Lynx, etc.
Enables aggro and blink in a cool way.
3 mana Oust that can have some synergy might be alright.
Will test this. Not sure that I'll have the noncreature density to make it happen. Should probably try Swiftspear, as well.
Seems cool for almost any black deck. Hell of a common.
If I add walkers.
Is the extra mana worth the flashback? Maybe.
This might be kinda good.
I think this gets going slow enough in most games that it's not gonna break anything. Definitely pushing it, though.
Sac outlet that makes mana looks good to me.
Aggressive red creature that can haste an annihilator trigger. Significant that this phoenix can block for a long game deck.
DUH.
Solid red beater.
This is like bad Abrade, so it seems alright. I'll grab one as a maybeboard card.
Seems like it's good, but scales to the power of the environment?
4 toughness is so annoying for aggro, but this adds too much mana for me to ignore.
This is free, but seems maybe ok? Feels like it basically morphs a dude into a mana elf and then replaces the card in hand, which isn't so scary. I could cut Arboreal Grazer.
DUHHH.
Maybeboard for if I need a bit more C. Really not a bad combination of abilities.
Do I proxy off myriad and take a tramplegoyf? Maybe.
That's potentially a lot of ramp.
Flying has been a bit too good in my cube plus he provides a steady stream of lands. The last effect may prove overwhelming, however.
Decent body and a cool effect. Shame it isn't 1U. This is a big maybe.
Creatures into lands into titans.
Instant speed ramp works well in GU for me.
Sorting by color sent the Eldrazi to the end:
The wording is ugly as hell and I probably won't need a blue 7, but maybe.
Little expensive for what it does, but it's pretty cool.
This is crazy good.
Daze Snake seems fine. Not particularly interesting, but fine.
This is a pretty bad turn 3 play, but the potential follow ups are incredible.
DUHHHHH.
My midrange may need a nerf. If so, this looks decent.
The front half is kinda weak, but the flashback is coooool.
5 mana instant draw 3 is fine and then spawn is nice, but blue draw is really good these days. Maybe this can make it in.
I don't like mixing cards between players, but this card is interesting.
Pretty pushed, but with 1CR so early in the curve, it's basically multicolored. Still, pushing the limits with this one. 5/3 trample haste with one friend out.
Exiling kill is always worth a look.
Sometimes super Bolt doesn't seem too offensive.
Definitely worth a try.
Super Duper Ball Lighting+++ seems so cool, but there's no way, right?
DUHHHHHHH.
DUHHHHHHHHH.
Kicked and unKicked are both ok. I'll check my red 2s.
DUHHHHHHHHHHH.
DUHHHHHHHHHHHHH.
The leap in mana seems good for me. Skip turn 4 and SLAM on turn 5.
This looks annoying as hell, but is a sweet payoff.
Broodwarden2.
I'm moving away from lands with non-mana abilities, but I'll have a few 2 mana lands that are worth grabbing.
Again, I could use reach. This looks good all around.
Maybe. The 5mv RG slot is probably not going to this guy, but I'll have to see my colorless density to be sure.
Makes for some cool decision and tricks while also adding to my reach density and being really solid on its own.
Again, I don't like mixing cards between players, but this is a solid removal spell. Utter End was a bit lacking.
This can generate a lot of value, but will be difficult to cast.
That first effect is so huge on avoiding non-games.
Kill 3 small dudes might be a lot to deal with, but this is appealing.
This isn't that good, but it has effects on 2 mana, 6 mana, and every later turn.
The cost might be tricky, but this is a classic one mana protection spell that I'll definitely try.
No other madness cards is a bit sad for the set and I doubt anyone is ever assembling CCCCCC in cube.
Nice to have some colorless payoff that's also otherwise useful.
2/9, 9/2, kills spawns.
Turn two C could be an issue, but this has some good effects.
A lot of decent options.
There's so many great titans now that I may have to cut some. We'll see.
I've been considering a multicolor increase in addition to quite a few hybrids from the last Ravnica. This might work.
If I were to cut the titans with the shuffle trigger, this looks very good.
Building a board full of 10/10s sounds fun.
Annihilator 13 is where this would peak for me.
The exert only nets 1 mana and gives haste to an annihilator. Seems ok, but adds some complexity to land effects.
As I said in the spoiler thread, this can add C. It also ramps. And sorta cycles. Really good card that I suspect everyone will run.
C source with a spell attached.