My Unstable singles order appears to be in Post Office Hell currently, but I'm bringing in a ton of things, and have some others filed away for consideration later.
Assuming I ever get my package, I'll be testing these cards a ton throughout the rest of the month, and my drafters are buzzing with excitement - we're big fans of silly things in cube here (one of which is just
mad for goblins), so this set was gold for us.
Contraptions: I'll be giving these out either before or after the draft. I'll be testing out a ton of configurations for how we divvy these up, but my first try is going to be giving each player one faction's 9-card Contraption deck post-draft to utilize in conjunction with whatever assemblers they have drafted, if any. Since I'm angling towards lower-mid power, I think Contraptions will fit beautifully as a Planeswalker-esque effect here.
Jackknight - Looks great for artifact aggro, and should really shine with all the Contraption assembly.
Knight of the Kitchen Sink - The Protection from Two-Word Names version seems like it could be some silly good fun in a cube where the protection will kick in around 33% of the time.
Old Guard - Tappers are solid, and a 2/1 for 2 is already a fine rate before giving it the added bonus of artifact synergies. There will be turns this is just immediately fed to
Riveting Rigger and recurred later off of
Remember the Fallen or similar, which is a fine play to make.
Riveting Rigger - Very nice-looking Contraption assembler. Looking forward to sacrificing a
Chromatic Star to get a 4/4 for 3 that gives me a free spell once every 3 turns, but even if I'm bumping off something less directly rewarding, it seems like a solid play.
By Gnome Means - A very fiddly durdle engine, and just the sort of pick I want to build around and use to bolster a control deck. Worth noting:
By Gnome Means can create
+2/+2 counters and
-2/-2 counters, and we've determined to house rule that blaze counters (from
Obsidian Fireheart) are functional when created by it, as well.
Aerial Toastmaster - The body is acceptable (if a bit on the weak side) given that there's not a ton of aerial competition in the cube already, but really, you're committing to this for the sake of Contraption assembly. Should be worthwhile; I expect Contraptions to perform very well here.
Midlife Upgrade - Even without targets, this gets us a free spell once every 3 turns for
, and that's a very acceptable floor.
More or Less - This is a fantastic removal spell for blue, but also very noteworthy is that it allows some really wacky blowouts when you put it together with things like Level Up creatures, double-strikers, anthem effects, or
scaling equipment.
Crafty Octopus -
Sea Gate Oracle is very playable, and this can potentially be even better.
Crow Storm - This really only needs a storm count of 1 to be pretty sweet, and in a slower format like mine, it's possible to foresee sequencing out 3 or more. That it's a spell that produces tokens is sweet for some other decks, and it has some nice overlap with
Rise from the Tides to cater to support Oops-All-Spells decks.
Spy Eye - My players were really excited for this one. The potential for shenanigans are sky-high, and
Thieving Magpie was already pretty acceptable here.
Spell Suck -
Dismiss, but with Contraptions, seems lovely.
Graveyard Busybody - This just seems like hilariously good fun. I was looking forward to interactions with
Rise from the Tides and delve, but a quick trip to Simic in my cube provides jaw-dropping plays like
Kessig Cagebreakers,
Spider Spawning,
Wildest Dreams, and more, all plays that were already pretty sweet for Simic already that go up in value big-time with this.
Five-Finger Discount -
Supplant Form was already pretty brutal, but making it sorcery speed and requiring a re-cast seems plenty acceptable for the huge upside of what is functionally similar to an exile effect.
Incite Insight - This looks fantastic.
Hangman - This just has so much potential, and looks to be a premium 1-drop in my format.
Extremely Slow Zombie - I don't have big expectations for this, but I'm interested to see how it performs.
Inhumaniac - Similar high-potential card, and the +1/+1 counter synergies seem nice.
Steady-Handed Mook - Exceptionally nice. A deathtouch body that cantrips? Looks swell!
Wrench-Rigger - A 1-mana creature that cantrips and provides incidental artifact synergies! This has me foaming at the mouth to play
Wort, Boggart Auntie.
Steamflogger Temp - Activated abilities reign supreme in my format, with cards like
Kiku, Night's Flower running the table pretty regularly. 6 mana feels awfully high, and I'd have rather it be around 5, but I think this is going to be pretty serviceable.
Work a Double - Very comparable to
Midlife Upgrade, I expect this to be a popular, high-impact card here.
Garbage Elemental - The version that assembles a contraption on ETB with Undying looks like a bucket of value, and is just the sort of impact I want on a 5-mana ETB creature.
Steamfloggery - see:
Work a Double. There are gonna be times someone rolls a 1 on this and we all get a big laugh out of it.
Joyride Rigger -
Shaman of Spring was already borderline playable, and bumping that body up to a
Hill Giant is just dandy!
First Pick - This looks legit in my format now, with a great range of targets and an excellent payoff when it fires.
Cogmentor - 1/1 fliers for
tend to overperform, and the synergy potential is fantastic here.
The Grand Calcutron - I don't expect this to stick around forever, but my players were pretty high on it, so we're giving it a spin. Looks like a great way to encourage a proactive
deck, and a fun twist on normal gameplay.
Grusilda, Monster Masher - Whether or not it fits your format, who
isn't in love with this card? So much flavor, and so much potential.