General [SOS] Secrets of Strixhaven 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.

Every New Card

Main Set
Commander
Mystical Archive

Did anyone here learn any secrets?

Disappointed to see them change 4 of the 5 main tokens from the plane. Adds more tokens to the token box as well as making cards slightly more confusing if you run both Pests, for example.

Life gain might finally be on the menu.

WotC is loving that they learned how to split the text box in half with Adventures, Omens, and Prepare.

I'm currently reworking my wheel to be 5 pairs/triplets instead of 10 pairs so that there can be a "Green Eldrazi" focused part of the wheel and a White part of the wheel that doesn't care about Eldrazi rather than trying to make some of these color combinations work that are on opposite ends of the spectrum.

That said, I'm definitely eyeing the enemy wheel and one other potential wheel right now. As such, my "maybes" section here has a lot of multicolor cards that only make it if they're in the final wheel. WB, RW, and GU are all definitely making it. I'm also not sure of my archetypes, so anything that's possible makes my list here.

I also have a strong interest in Onslaught creature types, so a few cards might make the list that normally wouldn't if they weren't a Bird Elf Wizard.

The token cards in this set haven't motivated me to expand my token pile, so none of those will make this list.
 
Been awhile since I've had so many cards to add, usually I will have one to two a set.

Upgrading Urban Evolution, which was always a decent card for the ramp deck, but I like having my other simic deck hold up counterspell mana and then punishing when opponent passes, I want my guild cards to be a bit more competitive rather than having it always wheel to one deck. Also having two new charms for the guilds with the least options is sweet.
Testing

Skycoach is my only prepared card, so I might cut, but having the reminder text helps it a lot. I like a restoration angel that doesn't break with my pet card kiki-jiki, mirror breaker, and it's cool that you can set up on an opponent's turn.
Traumatic Critique is in over Ral's Outburst which basically no one played, and I think having a slightly narrower abandon attachments is a good floor, but it might be a smidge strong compared to my izzet charm? Idk, probably overthinking, the izzet deck will happily play both.
Quandrix is in as an occasional, could see it cut if too strong, but ramping Maelstrom Wanderer into it is a dream I want to see at least once.
 
9Not too much this time. I am trying to resist token creep too and I also decided to not go for prepare for now.

Core

Certainly:



Shattered Acolyte is worse than Cathar Commando, but I was searching for a swap that allows me one more cheap lifegain source, so I'll play the new dwarf instead.

And of course I am delighted to finally play all ten bicycle lands, no proxies, and I even like these two's artworks.

Maybe:



Muse Seeker has the best chances to maybe replace Enclave Cryptologist. Wander off is just an elegant removal option with beautiful art.


Occasionals

Certainly:




Practiced Scrollsmith is now the closest to a red-white prowess card. I'll play it to signal that theme better but it will be replaced at some point, hopefully. Primary Research is a cool way to occasionally make white appear in graveyard decks.

Maybe:



A bunch of cool black cards, wow, but I still think I currently love all my black occasionals more. Izzet could get a cool wrath.

I am most hyped on Killian's Confidence, because it so beautifully links white prowess and black ninjas, potentially signalling a cool {W/B} aggro deck.
 
This set singlehandedly has me adding back my instant and sorcery matters payoffs as a couple of cards are just so perfect with what the cube is doing. In addition, there is a high number of cards that I think will stay for a long time, which is quite rare!

For now, I am passing on the Prepared mechanic. I'm not a huge fan of the frame alongside Adventures and I already run most of the nostalgic cards offered (Bolt, STP, Demonic Tutor, Channel, Regrowth and so on).

Slam dunk



Tidecaller and Seeker fit so well with the spell velocity, discard and GY themes in my environment. They come down early, when it matters, and let you churn through your deck (or even win with Tidecaller). They have land matter equivalents in Rydia, Summoner of Mist and Hedron Crab, but I appreciate the redundancy.

Fractal Anomaly has the potential to be huge, especially with draw 7s and give Blue more counter cards to go alongside Proft's Eidetic Memory. Being a noncreature creature is perfect for this color and is what I want Orcish Bowmaster to be (the Orc token, not the pinging!).

Flashback gives Red more recursion at a very cheap cost. Using Storm cards again has me most excited, but even a Time Warp can be impactful. Also has leave the GY implications for the next card.

Academic's rate is strong and brings a welcome free discard outlet to White decks. The star of the show is the leave the GY trigger, as pumping out counters is a powerful ability. It's also a welcome GY matters card in White. I don't have any persist combos, but if I did, I would include it alongside Luminous Broodmoth.

Excited to test



I know Plumb the Forbidden already exists and is an instant, but I find myself excited by the prospect of killing the opponent during a big turn. It's essentially a Blood Artist effect if you want it to be or a set up piece.

Maybe



I like hitting PW and not exiling more than Path to Exile, but I am hesitant to cut classics.



Another solid GY hate piece, not sure I need another Heritage Reclamation.



Ral does a lot of cool things in Black decks. I don't know if I want to slot him above other 3 MV Liliana's tough (and his art is ass).



Wanted to shoutout two cool designs from the Commander decks that don't fit into this cube project



The Bull cares about mana value, not mana spent and isn't capped to once a turn. Meaning a Gush or something can be brutal (+10 damage!). Also works with 0 mana suspend cards fwiw.

Spirit is a cool clone effect that scales nicely.
 
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I don't like this set, aesthetically and practically. Why is it yet another five-archetype set? It seems easier to splash in Spiderman than this. Visually, I would honestly rather have Ninja Turtles than this League-of-Legends-meets-Harry-Potter. It's proof that the in-universe sets aren't fundamentally different from the UB sets these days to me. Yet again, the best art in the set is locked behind a language barrier for no good reason.

But also: these lands are some of my favorite full-art ones from a conceptual standpoint (even if I personally prefer landscapes for basics):

sos-269-swamp.jpg

That said, Strixhaven is really an ideal setting for Magic at its base. The Mystical Archives being a compendium of all of the Multiverse's best spells is extremely cool and a great concept that pairs flavor with gameplay for retail draft. A Magic school is a great place to highlight the value of spells, and this set feels like a better take on the "spells matter" thing than our first visit did, because it's not quite as "make a creature token" heavy as it was last time around. I'm really excited to have a few new non-creatures from this set as well, and think it's neat that there are creatures that can "cast" their own spells. I'm still on the fence as to whether I'm including those, though!

Of course, there are no bad sets for Cube these days. There's plenty of individual cards I adore, so I'm stoked for its contributions, and it seems to be around normal for me, maybe a little low but not that far off.

Welcome to the Cube, Class


Really cool cards. Erode and Flashback are the most obvious hits, since they work in a framework we've already played with.

Fractal Anomaly feels like the kind of card Cube was made to support. I'm psyched, to say the least.

Ral Zarek, Guest Lecturer is the first Planeswalker in more than a year I've been excited for, really as a Black analogue for Pre-War Formalwear as I mentioned in the other thread.

Choreographed Sparks delights me too much to not be included, even if I worry people will not grasp that the creature you're copying needs to be on the stack still. I've been searching for a good red duplication spell and hope this is it, even if I'm not all that confident it will be.

Lorehold Charm is coming in because I'm trying to not have my entire gold section be creatures and it's a fantastic spell.

Junior Varsity Grade



Wow, that's a lot of black cards.

Ominous Harvest is the closest here. I think I just need to test it out to see if it'll make it in, but I feel pretty good about it. Besides that, there are two main categories here: life gain matters and prepared creatures.

Withering Curse is also extremely close. A big thing about this set for me is deciding whether I want to continue pursuing the minor life gain theme in my Cube, or if it's time to finally rip off the bandaid and remove the likes of Starscape Cleric, Soul Warden, and Sorin of House Markov, or if I want to double down on it with things like Lunarch Veteran (which is kind of crazy I'm not Cubing with now as a great Disturb card, tbh).

Moseo, Vein's New Dean is one of my favorite designs, but also, goodness, that's a lot of words and yet another unique token.

The prepared creatures are really cool. I just need to chew on whether I want to add them, because like with the Omen dragons, it's kind of an all-or-nothing situation. (I say this with just one Omen dragon left, but that's because I liked that one too much.) I think this is easier to grok than Omen, but I am still annoyed/cautious here.

I really like Hardened Academic but I have two other RW creatures at 2MV that are more important to my Cube's mission, even if I like the Academic more in a vacuum. We'll see if I change my mind on this after playing around with it in retail, I presume I will tbh.

Quandrix, the Proof is not getting enough discussion from my POV. Honestly, a 6/6 for 6 that cascades is already good enough for me!

Dina, Essence Brewer is out for art reasons and because I'm sick of not having cards with proper Magic frames. It's just a lot harder to read these cards, and more visually exhausting, too.

Vicious Rivalry is great. I think adding on another color and mana to only hit artifacts over Toxic Deluge is a lot to ask, but I'm not unwilling to pay that price, I don't think.

Others

I'm eager to think if I want to update my Cube to include the full tango or bicycle cycle now that we have the likes of Umbral Expanse and Eclipsed Steppe.

Ceaseless Conflict would be an easy include on a power-level basis, but it basically undoes the game in a way that's not fun. I may come back to this if my speculation turns out to be wrong.

Stirring Hopesinger is in the overly-competitive 3mv slot and doesn't do enough on its own to play in the big leagues for my Cube.

Informed Inkwright is cool, but not as cool as other 2-drops I run.

Practiced Offense, Changing Loyalty, and Duel Tactics are all reasonable picks for my main Cube, but the art is something I just can't get over.

I've already talked about Jadzi, Steward of Fate and Flow State, but in short, they're just not for me for preference reasons.

Intermediate Chirography would make it in for gameplay reasons, but there's just too much going on in this card to comprehend on a first, second, or third read, let alone a unique token.

Dissection Practice is close, but I think it needed to be juiced just a little more. I still prefer something like Desperate Measures.

Lorehold Archivist feels too much like a retail limited card to feel great in my Cube, which is funny considering it's a commander card. I may come back to it in a while, but 7 mana to reanimate the first thing is a lot, even if it basically turns into a nerfed Recurring Nightmare afterwards.

Fix What's Broken is just a bit too weak for what I wanted it to do, but I am now desperate for a version that worked the way that many folks reasonably read it as. It also is probably inspiring me to add back in Raise the Past.

Of course, there's like 20 cards where I'd upgrade the art to the Mystical Archives version if it was actually available in English with the art I like best, including the addition of cards that are currently in the on-deck binder and need the smallest push to get included like Slight of Hand, Return to the Ranks and Deduce. But tell me, why can't I just run this art for Helping Hand?!?

soa-70-helping-hand.jpg
 
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Will echo the same thoughts on the art in this set; it just isn't it. I spent part of the weekend watching a few older videos by Rhystic Studies on old sets and man they really just don't capture that worldbuilding anymore. Some of these pieces are stunning on their own (shoutout Erode), but as a whole the set just has a weird polished look that looks off to me. Not enough to make me outright hate it like OTJ or DFT (which both look like absolute trash and also horrible ideas), but it does turn me off from many of the cards. Which is unfortunate because they knocked it out of the park with the majority of the Mystical Archive treatments this time.

I'm out on Prepared as a mechanic since the card frame is too close to Adventures and I just prefer that mechanic (and the storybook frames) way more. They're from a time when most of my playgroup was still actively engaged with various formats so familiarity with individual cards and mechanics will win out over the shiny new toy for me. I hate memory tracking mechanics in paper Magic and won't subject my drafters to them.

Anyway, neat set mechanically with a small list of inclusions for me (How do we get this image fetcher fixed? Resizing images sucks):

1776102373532.png 1776102193030.png 1776102389873.png 1776104737153.png 1776102417631.png

I think as I've continued to improve the design of my cube over the years I've come around to appreciating simplicity in card design way more. It's partially why I loved Foundations and so many of the new designs from that set. Too much text becomes a chore to wade through, and cards with too many intervening statements fall into the commanderization trap of being wordy all-in-ones that play themselves with little effort. I'm also focusing more on trying to fix holes/improve existing archetypes rather than wholesale swapping out cards just for the sake of trying them out. If a card fits a need or can synergize with existing options or sidelined ideas, I'm much more willing to include them for a run since I only really cube a few times a year anyway.

Erode is yet another clean option to deal with threats in white. New age Path to Exile, will be replacing Fateful Absence in the same slot. Not really much to say here since we're used to these play patterns from years with Path. Beautiful piece of art, very classic MTG to me with how abstract is looks and how ponderous the flavor text is. Kinda wish it wasn't a quote from a character and just a general observation/saying for aesthetic purposes.

Tidecaller is a neat support piece that has just enough to it to splash into multiple archetypes. I can see it being a good roleplayer in U/B Reanimator builds as a way to self-mill, it can play as an alternate win-con by milling out a player with a combo kill via cantrips + Treasure Cruise, and finally it can set up yourself for a combo win with Thassa's Oracle (which has me going back to Underworld Breach and giving that a run for my U/R lovers). Being a Wizard is also relevant for Flame of Anor.

Maestro is just a really clean design. A 2/2 with menace is a welcome body in every R/x archetype and being able to grow with each burn spell you point at face or to clear a blocker makes it a real threat to pressure and close out the game. I'm a big fan of vertical growth when it comes to aggressive decks, it adds an additional dimension of complexity, and I could see this one sticking around for a bit.

Flashback is just perfect. No notes.

Finally I like Planar Engineering as a big version of Harrow that serves to push Landfall effects and also serves as a piece for a classic ramp strategy. I'm a huge fan of Tifa Lockhart (and really most single card archetypes) with her story potential for drafters so any options that help make the OHKO dream more of a reality are welcome. A land drop on T4 into Engineering is 5 land drops that turn and a jump from 1 to 2 to 4 to 8 to 16 to 32 trample damage. Between double fetches, Harrow, Entish Restoration, Crop Rotation, and now Engineering I think there's a critical mass where this isn't just a dream.

Probably will be a few other cards that get a run over the next year, we'll see where things are at next Spring on the thread bump.
 
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Arnyn, Deathbloom Botanist won't struggle to find a home in my list, 2 damage per trigger is gonna hit like a truck. I don't really like Ral very much outside of his Unearth Loyalty ability, I like both Liliana, the Last Hope and Liliana, Heretical Healer more than him. Very small complaint at this point but I don't like Loyalty abilities that are just Keywords with 0 reminder text.

I was not expecting to shake up my Izzet Section so much for 1 set. I really like Vibrant Outburst as well but 3 swaps are enough for now. Resonating Lute is very very exciting. I could be wrong, but from what I have seen, Mana Fixing is quite rare for Mana Doublers. Helps cards like High Tide, Bubbling Muck, Nissa, Who Shakes the World, and Nissa, Worldwaker fix some of the explosive mana they produce which is very welcome flexibility. Conditionally goes infinite with Mind Over Matter as well which is a cute interaction.
 
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I also want to support Tidecaller and Maestro by having spells in UR worth spending five mana on. Both Opus cards are just fine in a more cantrip spellslinger deck, but I like the dream of going big (with mana rocks or green to help).

Currently have This Town Ain't Big Enough, Occult Epiphany, Lorien Revealed, Devil's Play, and Volcanic Torrent. Looking at adding Blue Sun's Twilight, Mystic Confluence, Crackle with Power, and Devastating Onslaught.

Also there's some nice overlap with Up the Beanstalk ramp decks in UG, RG, or Temur.
 
excited to take an interlude between new york turtles and new york superheroes to explore school bullying
ok I am mostly uninterested in this set on a mechanical level as none of the set themes really appeal to me, I kind of like the silverquill theme but I'd much rather just have crime. The UR precon could have been exciting, but the cards all ended up rather unappealing. Visually the set is roughly as ugly as our first visit as well.

Want to play

Tragedy Feaster seems like a fun top-end for black that dominates the board state in an exciting way. There's very little lifegain or free sacrifice fodder in my cube, so you'll sometimes get to feel clever, but also frequently have to deal with the drawback that comes with having the best statted creature in the format.
Flashback I don't think I have to talk about. I might play a couple, it seems like a fun card. I find it a bit unfortunate that it and snapcaster doesn't work with alternate costs.
Vibrant Outburst looks like a promising removal spell, I like that the upside is tempo based.
Honorable mention to Bind to Life that I hope they print as a real card eventually.

Would consider playing

Archaic is a possible reanimation target that could get played elsewhere, and it's fun to give haste which is a niche I want some creatures to have.
Stoneglider is a more aggressive unearth target, and it's kind of like a white delve creature.
Fractal Anomaly looks a bit situational and "draft brainstorm or lose", I think I like my current payoffs more.
Professor feels a bit too efficiently statted to me, but I kind of like it as a tempo-y black creature.
Molten-Core Maestro probably doesn't make it because I don't want the ability word, even though it has some fun things going for it.
Relic Retriever and Living History mostly compete for the same spot, with a few different interaction points.
Glorious Decay is nice, but I think I prefer other cards of the same category.
Ambitious Augmenter is kind of cool, but it's a new keyword and a new token, so it probably isn't making it. I'm kind of in the need for this type of green payffs though, just annoying how this set focuses on mana spent when I want to encourage higher mana value cards you can cheat the cost of.
Pursue the Past is kinda neat, I've started to lean towards my multicolored cards being more generically useful utility cards rather than build arounds.

I might add a land cycle now that some new ones are completed, but I don't know which one, and I don't even know if I want to go away from triple shocklands considering the Death's Shadow situation.
 


This is the standout card of the set as far as cube goes, it's going to be a permanent staple. It's extremely versatile, not just in gameplay terms, but in how it provides redudancy for the cube.

There are a lot of decks and archetypes that do not work, or only appear in some colours because you only have one copy of the effect you want or your best target. For example, I only run one copy of Replenish with tutors (Mystical, Vampire) providing the second copy. But that limited Replenish decks, de facto, to White, Blue and Black! But now with Flashback, it's much, much easier to slot it in red as well. You can even mill it and then play it back.

Even within the same deck, being able to choose between replaying one of these cards is huge:



It is, de facto, a one mana tutor for any card in your graveyard.

LIKELY:



This is a unique design that I hope is more playable than it looks. If it can draw four cards ala Meditate that could be huge.
 
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