That was a really good read. I like getting input from players outside of my group. Some of those plays you guys were doing were firsts for me to see. No one has ever made that flickerwisp play over here, for example, I've never had someone o-ring a
journey to nowhere, and using rally as removal was pretty novel too.
Pestermite really is amazing, and i.m.o is one of the best, if not the best, designed magic card of all time. I've reached a point where I like it even better than
vendilion clique in that regard, and its especially tasty in this cube. It really just does everything.
Double strike is a great ability, because it gives combo play to creature decks. You have to be very picky with the ability though, and I find that instant speed sources of double strike aren't fun, since there is no way to play around them. There is another layer of interaction, as well, with the double strike plays, which modin had in his deck.
Emerge unscathed, and the other temp protection or hexproof effects, can be used in response to removal to create evasion and/or protect the queen on the decisive turn. Just wait until you see the terror that is
fabled hero in action
The quickest way to die in this cube is to point removal at fabled hero on the attack step.
If you like
peregrine drake, I can't wait for you to see a true ramp deck in action, or god forbid if someone assembles
the combo deck. No one has done it since I ran the table with it, so long ago, and it would be interesting to see if the upgraded disruption suite can contain it.
There were a few very strong interactions you didn't get to see.
Jor kadeen is an outright bomb in the metalcraft deck that never really had a chance to come online, nor did you get to see reactive blink plays to protect the splicer lords (Modin did too good of a job playing around it). The splicer decks most powerful play, also didn't play out: running
master splicer onto a board to activate
rusted relic--instant 11 power. Another, very subtle interaction that would have been nice to see, is bouncing ninja pairs off of each other in response to removal.
I also wish you could have seen
darkblast in action, which is maybe my favorite removal spell in the cube. You got a pretty good introduction to the power of ping effects like
goblin sharpshooter and
death spark.
Darkblast is similarly brutal, but powers an entire deck.
As for most powerful cards, I think
skeletal vampire is probably the most powerful, raw card, in the cube. It has a lot of interactions that push it over the top. Another
very strong card that didn't come up is
galepowder mage.
However, the truth is, the most powerful cards in the cube i.m.o are all synergy cards, whose ceiling far outstrips anything the individually powerful cards are capable of. All of the untappers are just gas in this format, as you discovered with the drake. If you thought that card felt good, imagine what its like resolving
frantic search, which both ramps (at instant speed), and draws you into
more cards to ramp out. And thats not even getting into the plays where you are deceptively tapping your mana to hide counter interactions.
Though when building towards that raw power, you have to remember that excessive bounceland density makes you vulnerable on another axis, both in awkward draws, and from the hate cards that want to convert the build up to those late game big mana plays into a crippling tempo advantage for them.
Anyways, since I was making tiny changes anyways, I swapped out the
myr retriever, which has historically been an under performer due to limited density of raw artifacts and over dependence on sacrifice outlets, for a
chronomaton. Chronomaton has been on my radar for a long time: it gets buffed by both tribal lords (counter and splicer), can be fetched by
trinket mage, and recurred by
auriok salvagers. Should be strong.
Edit: One thing I forgot to add, from watching the games, it occurred to me how absurdly good the scry lands are. I wonder if there isn't an entire family of decks that I've over looked, that revolve around combining scry lands with bouncelands to build virtual preordains into the mana base, transforming it into a shifting tool.