vennythekid's [WAR] Cube

If you couldn't tell from my numerous posts in the WAR Spoilers thread, I've had a blast drafting this format and want to take some of the designs from WAR and create a cube around them.

This is a rough draft of what I think of the format, what's important, how it translates to Cube and what needs to be done to convert this format to a sweet cube environment.

I. WAR of the Spark Limited
I have some notes I keep with me when drafting online, as a rough outline of what some of the successful archetypes look like. I drew heavily from LSV and Marshall's Limited Resources Podcast to start with. An important note is that this focuses primarily on the common rarity, since that's what drives limited drafting.

U/R Spells
Gain value from the excellent removal spells alongside all-starts Spellgorger Weird and Burning Prophet
Key Cards:


Sac. Package


Proliferate Package
7-0 on Arena (best of 1), by /u/newbslayer











5-1 on Arena, by vennythekid

Grixis Spells










G/B "Rainbow Ramp"
Powerful fixing allows you to play any bomb you open, which is key in a bomb-oriented format. You get easy access to all of the Planeswalkers which is a huge advantage.
Key Cards:


Black has incredible removal in this set, which allows the deck time to gain access to its bombs


Sac. Package


Proliferate Package
5-1 on Arena by vennythekid

G/B Rainbow










B/R Sacrifice
"The Heartfire Deck"
Key Cards:


Spells Package
Utilize great removal in R/B alongside Heartfire. A lot of the Amass spells produce great sacrifice fodder.

U/B Control
Leverage black's great removal and blue card draw to get wins
Key Cards


Amass Package


Planeswalkers
3-0 on Magic Online, by /u/xxpashuxx







G/W Proliferate
This archetype isn't as deep as some others in my opinion, but can be back-breaking if it gets the right pieces going.
Key Cards
5-0 on Arena by vennythekid

G/W/u Proliferate












II. Key Cogs
Some of these cards are self-evident from the provided archetype overview and sample decks. The important thing here is that I love the play-style that these cards enable, and I want them to be strong roleplayers in the Cube.

Red's Never Felt This Smooth
These cards are simply amazing in tandem. Prophet does everything you could want a defensive two-drop to do, while generating some pressure of its own with a high spell-velocity deck. Jaya's Greeting is sweet removal as well.


Amass
The amass spells are awesome. They make the spells matter gears turn, enable sacrifice packages, and keep decks consistent. They provide good effects while commiting to the board at the same time, and play great with proliferate.
I like how Toll in particular helps check bombs while being expensive enough not to ruin games out of the gate.


The (Uncommon) Planeswalkers
It's probably time to address the elephant in the room: the planeswalkers.

Teyo plays very poorly unless you can put +1/+1 counters on the 0/3s, or can get big value out of sacraficing them. Worth noting, he produces 3 fodder. Not a keeper.


The Wanderer plays like an expensive removal spell with rebound if you can protect him, and a backbreaker if you can get a third activation. The passive is really good against the red decks.


Kasmina is value incarnate, and does everything you could want transitioning from the early game to the late game. Smooths draws, makes blockers, and protects your creatures during the earliest turns, then helps mitigate flood and dig for bombs in the later stages of play.


When Narset hits twice, she's an amazing Divination. Otherwise, she's not great, and doesn't impact the board at all. I don't like the passive at all. Skip for me.


What Davriel has going for him is that many decks don't have a proactive two-drop, and if you can plop him on an empty board on the play he can pressure a player's hand quickly and effectively. The passive can generate pressure if players are top-decking. If you get 3 activations off, it's strong, otherwise, it's a strange Mind Rot. His inclusion depends on what the final two-drop situation looks like, I think.


An odd-duck piece, for sure. You almost never want to kill an opposing creature if you don't have to, as gifting two cards to the Villian in exchange for their best creature is rarely worth it. So I see this as an expensive sac outlet that can wear out the opponent if it sticks around. On the fence.


Shock with rebound, and a passive that boosts your Jaya's Greetings and gives red creatures +1/+0. I like that you have to have the right deck for this to shine, but it's playable everywhere.


The perfect card for any sacrifice deck. Creates 3 excellent fodder, and the tokens can pick off small cretures, block x/2s, and be just plain annoying. Great role-player.


Curve-topping bomb, especially with proliferate.


Solid utility role-player for the rainbow decks, ramp decks, and exceptional with proliferate.


A speed bump mostly, buys time against 1 big threat but can't beat 2 large creatures. If a deck has a plan, he can help execute it, but Dovin needs to be played with a plan in mind or else you're thowing away a card and 3 mana.


Ashiok serves as a "commit to the board" or "push through some damage" check. If the Hero drops them on 3 and the Villian has been durdling around, it can steal a victory easliy. But it's a double-edged sword, as Ashiok doesn't impact the board by itself either, meaning it's useless in an aggressive match-up. Exile can matter sometimes. Ultimately I think it makes for an interesting sub-game; I will start with Ashiok and cut if it proves un-fun.


Great in aggressive decks, great in controlling decks, great with proliferate. Amass 2 is small enough that it's not oppressive, but if the Hero gets to minus twice a 4/4 menace for 4 is nothing to sneeze at. I also like that it can serve as a stall-breaker.


I'm not sure how to value Samut. I haven't played with it much, but the +2/+1 isn't amazing. Aggressive decks usually don't want to skip playing their 4/4 for 4 on curve. I'd love to hear about this one from everyone else.


Huatli doesn't do it for me. I'm usually not interested in a butts deck much, and her minus is hardly playable.


Plays like another expensive removal spell with rebound. I don't love hexproof so I double the passive will ever be relevant in my cube. Still, a kill their best 2 creatures isn't bad for six mana.


I love this card as a spells-matter payoff, and it plays nicely in the sacrifice decks too. The minus can make some crazy combos happen with the right creatures. 100% include.


V. A. L. U. E. Once of the few uncommon planeswalkers that really protects itself well, without being too much. An unchecked assassin can become a headache for the Villian.


Plays like a very flexible Cone of Flame, which is solid. I haven't seen the passive matter too much, nor am I looking to incorporate equipment at the moment.


If you can get a card out of the passive, its usually worth it. Two makes this great. Can combine with New Horizons to make a formidible big-mana play. At worst, gives a beater vigilance for a few turns.

Rare Gems
Some rares I've really enjoyed playing with. I just like their play-patterns, and want to see them have some kind of home in my cube.


Bomb Cuts
These cards were not fun to play with or against, on principle of GRBS. Unless the power level of the cube is appreciably higher than retail draft (which is possible), these won't have a place.




That pretty much concludes my review of my experience with War of the Spark limited. My next post will be outlining archetypes, and figuring out what the Cube fundementals will look like.
 
Ral, Storm Conduit is really fun, unlike the rest of the GRBS cards you've listed. I think he might be worth providing a higher power level to a WAR cube to facilitate. That's just my opinion, though. I have only a little experience playing against the card in limited. I should note, however, that he has never been particularly amazing in my experience with him. He's definitely a bomb card, but I don't think he's on the same level as Ugin, Liliana, or the two God-Eternals you listed.
 
I'm just going to spew some thoughts:
Do you plan of fixing the other archetypes to balance them? In general, what do you want to change about the environment besides removing bombs?


White specifically needs a lot of help, close to a complete overhaul, in my opinion.
To be fair, I don't love combat tricks in general, so some of the cuts are colored by that. I just think they're weak and don't do enough. (Feather, the Redeemed and Tenth District Legionnaire might change my opinion)
A list of (in my opinion) unplayable/chaff white cards:

White Draft Chaff










I'm not sure where I want to push white. The unique anchoring cards to me are:

White Build-Arounds









Specifically, W/R gets this engine:

But without Feather how does this stand on it's own? Is it even interesting with Feather in the mix?

And can we talk about Parhelion II? This card looks awesome but it just seems... out of place? Maybe some amount of build-around could go towards this card.

I think I want to do something about the Finale cycle as well

So few decks are getting to X=10 (12 mana) that there's likely more interesting options out there.
Promise looks fun and Glory seems fine, Devastation is pretty unplayable. Eternity plays like a Plague Wind so it might be too strong without being interesting.


Related to the God-Eternals, I haven't seen or played against Ilharg, the Raze-Boar, so I don't know how obnoxious it is, but I'm suspicious based on rate. I like God-Eternal Bontu a lot. Not sure about God-Eternal Rhonas, but I think it's fine.
 
I hit Diamond in M21 this past season on Arena. I love this set, it's such a good bread-and-butter Magic experience. I'm starting to understand what I like about Magic, and the longer I play this game, the more I like Core sets. This iteration of the Core Set is a shift from War of the Spark, a complex format dominated by card advantage engines, to combat-focused trading punches format defined by curving out and squeezing the most out of micro synergies. But there's some parallels between these two formats. It's another Spellgorger Weird format with a strong spells-matter theme. GW plays with a heavy +1/+1 counter theme.

The standout difference to me is that White is very strong in M21, whereas it's quite weak in WAR. (My previous post complains about White lacking direction in WAR.) What can we learn from this?

M21 White Commons/Uncommons









Wow we get some upgrades:

The play pattern in Chorister feels so nice. Early game, Chorister is a 1/1 on turn 1, in the mid-game it's great with your buffs and anthems, and late game it can be a hard to race 4/4 Lifelink on turn when you want the bigger body.


Turns out Adanto Vanguard is a good Magic card. 4 toughness is a big break-point in M21 because of Seasoned Hallowblade, and even then a counter makes this thing play like Baneslayer Angel.
Daybreak Charger is arguably sideways, as first strike is more important against the token-spam that WAR board states tend to produce versus the extra damage from the Charger.

One of the things M21 does well is that the early drops scale naturally into the mid-game, forcing both players to engage with the board on turns 2 and 3 or risk falling too far behind. In a lot of Magic contexts, you play your 2-power two drop and the attack gets stonewalled by an opponent's 2-mana 1/3.
This format offers so many ways to break through that while curving out

At (mostly) common:







This idea isn't really present in the black commons (an perhaps as a result, black is considered the weakest color in the set).

vennythekid's M21 GW Aggro (7-1)








This deck gets on the ground early and pushes through damage with Pridemalkin
and the fliers. At the point in the game where the 3/1 Charger usually gets stonewalled, Gale Swooper picks it up for one last crash.

Something that feels very intentional is the fact that the 4 and 5 mana cards are clunkers compared to the 2 and 3 mana cards:

Alex Nikolic said:
In many formats, brick-walling the aggressive decks is as easy as just playing larger creatures, but so many of the good aggressive cards scale with the game, while the more expensive ones are static, staying around the 3/3 or 4/3 range. This means your opponent’s 2-mana card can often trade with your 4- or 5-drop, leaving you with your head in your hands asking “why the hell did I put this Blood Glutton in my deck?”
-The Ultimate Guide to Core Set 2021 Draft


Just look at the options that impact the board at 4-mana:






There are only 5 creatures which immediately can block (and survive) a Daybreak Charger immediately for 4-mana! If we relax to 4-or-less mana, we add Thrashing Brontodon, Wall of Runes, and Indulging Patrician.

White's tools are often centered around attacking, combat tricks, finishing with curve-topping flyers.
In order to develop a format where this works, careful care has to be taken in keeping the 4 and 5 mana cards from invalidating the 2 and 3 mana cards.

Two ways to do this:
1. Limiting the toughness of 4 mana cards gives 2- and 3-mana cards an extra turn to play.
2. Give the 2- and 3-mana cards the ability to grow or scale to match the later cards, including strong pump spells and +1/+1 counters.
 
i haven’t seen this cube before but it looks really interesting! going to draft it a couple times.

Thanks, I appreciate it! At the moment, the list is nowhere near draftable, I'm more musing about my limited ideas and experiences in the hopes of eventually synthesizing it into a cube. I do have a long weekend ahead of me so perhaps I'll finally get a rough draft done.
 
Just drafted this on Arena and it was a lot of fun. Obviously this chock full of premium cards for the format which helps, but I the subtle lands-theme that this got to play while beating down was a delight. In particular The Weatherseed Treaty has a really fun play pattern and combines so nicely with Sprouting Goblin which dovetails seamlessly into Uurg, Spawn of Turg. Reminds me of playing the rainbow Jund decks from WAR.

7-2 Jund Aggro










This combo is also sweet
 
Continuing to build on some ideas for cube today. Some things that have crossed my mind:
- Historic triggers include artifacts, sagas, and legendaries. Planeswalkers are legendary, so there's a great density of historic triggers incident in the cube already.
- Artifact support for things like Trading Post could be cool. It's also a decent place to start shaping White's color identity - historic and artifacts.
- Blue needs some work on it's underlying/base creature cards. I'm having trouble putting together a solid creature curve in blue.
- I think blue can just have a solid mash of party creatures and untappers to fuel UG Prime Speaker Vannifar?

Color themes, broadly:
- White - historic, artifacts, proliferate, party cleric/warrior
- Blue - amass, spells matter, party wizard/rogue, untappers?
- Red - amass, spells matter, scry/filtering, sac, party wizard/warrior
- Black - amass, sacrifice, zombies, party rouge/cleric
- Green - wolves, proliferate

Thinking about the mana for this cube, I don't actually think 2x Fetch 2x Shock is appropriate for a retail limited+ environment, it will get too soupey and there's deliberately a wide power band. I'm also concerned the curve is a bit too low and that the environment will be to low-to-the-ground but the only way to find out is to shuffle it up and test it.

Other things I'm not in love with at the moment:
- Party payoffs are maybe not the best here, but maybe they're actually ok.
- I have no idea what the Vannifar deck looks like. It's in my mind reverted to a UG untappers theme because white has so much stuff going on now.
- Is white being pulled in too many directions? Probably not. I'm just looking for small synergy packages not huge deck-committing lines. It's totally fine to play a historic card with just a few payoffs + planeswalkers. It's toally fine to have incidental party payoff and only sometimes get full party.
- I think the removal ASFAN is probably too low, but who knows? I'd have to sit and look at the numbers, which I'm not quite there on the project yet.
- I think I want to reduce some of the triples down to doubles, especially at 360. I don't really think there's a need to have 3x a card at this point.
- I'm deliberating about cutting down the uncommon planewalkers down to 1x each as well. They're the heartbeat of this cube, so I want them to be readily available, but also some of them feel really junky. Like who actually wants to draft 2x Teyo the Sheildmage? But also, maybe I should lean into the junky ones a bit more and have some cards really care about an 0/3 Wall with defender. White already has a lot going on but what about including 1x Wingmantle Chaplin that cares about walls? Plus, the shield walls getting bonus +1/+1 counter can make it a solid on-board defesive color.
- The 2x Briarpack Sentry (Dowsing Tyranondon) in green also makes for a nice little "Defender Matters" package.
- I want to take another look at the token package for the cube, and try to trim it down if possible. Ideally, there's Amass tokens, the tokens the plansewalkers make, and not much else. I don't want too many go-wide enablers either, as too many tokens can make gumming up the ground too easy and then there's no tension in protecting the planeswalkers. WAR solved for this problem by using the Amass token.
 
I'm listening to [LPR Barash Files 001](https://luckypaper.co/podcast/231-the-barash-files-001-the-principles-of-game-design/) while at the gym and I'm just gonna jot down notes:
- just get this thing to playtest
- a card looks so different when it's in a pack versus when it's on its own in a draft list
- the cube needs a goal - what are you trying to do?
- don't turn a cube the way you would tune a draft deck - the cards should be in dialogue with each other
- fuck symmetrically balanced things, but also be conscious about where your power is distributed

Cube goals:
- All 20 uncommon Planeswalkers are desirable picks
- Retail limited+ game patterns where the combat step is always central to the game
- Getting on the board to attack or block an early planeswalker is a central tension in games
- Planeswalkers are draft C+s that become B+s when supported properly (or Bs into As however tf you want to frame it)
- 3-mana Amass spells Honor the God-Pharoah and Toll of the Invasion are quality cards for their mana cost
 
Starting to rethink a lot of the aspects of the list I have down. I think it gets away from what makes WAR a great format a lot, like there's just kind of random bombs and power outliers that I've included for no real reason except that I liked them in other draft formats. They're certainly keeping the PWs and other WAR cards suppressed a bit.

Think about the project this way: the PWs need to be powerful and that means the other cards just aren't going to be windmill slams or anything. That said, something like close to half the commons sheet in WAR is pure chaff that I wouldn't play even if I was cracking sealed packs. So replacing the absolute duds with a higher density of C-level limited cards that are playable, flexible, or interesting already makes the format richer.

Another thing to keep in mind when thinking about color-pair strengths (and remember, fuck symmetrical balance) is to consider _depth_ has a lot to do with it. Black is the consensus best color in WAR and Grixis the best color pairs because the commons are deep, and the rare/mythics are bombs not duds. White is the weakest because it's pool is more shallow and only the crust of it's rare/mythics are bombs. A lot of the white rares are completely unplayable in limited, so the color's depth is depleted. The best white decks (and even just good white decks) still can go toe-to-toe with the Grixis decks, especially with the strong bombs or premium uncommons. Even the top commons are totally fine, but there's 3 of them compared to 7-8 in black.

The key insight though is that depth advantage disappears in a 360 card cube because you have absolute control over how deep each color is. You can keep all the colors deep if you want, you could keep white super shallow if you want, it will still support at least 1 drafter at the table because the good white top end will _always get opened_.

Some links I've been referencing, mostly old draft/archetype guides for retail limited that I remember influencing my thoughts on the format:
- [Lolaman's Tierlist]
- [Reddit Discussion] on a now broken linked tierlist
- [An Ode To War of the Spark]
- [WAR Tierlist] published on 17lands
- [War of the Spark Pauper Rundown]
- [DraftSim WAR Pick Order] what they used for their draft bots at the time
- [MTGAZone's War of the Spark Draft Guide]
 
I've been doing some test drafts of the WAR environment and I'm realizing I'm missing the mark just a little bit with what I have going on in all the themes. There are a couple of issues I'd like to think about:
- I'm passing the uncommon planeswalkers a lot so far and I don't really feel all that invested/interested in what they're doing. They need to be at the top of the power band and they're not right now, they get overshadowed by a lot of the rares I have in the list.
- I also think a lot of the party cards are clunkily overbearing and probably make for same-ish gameplay a lot, and I'm thinking about removing them, or at least dialing it back a bit to be a sub-theme. The real issue there is that the party payoffs are just not that exciting. Or maybe they just don't read as exciting but really they are good. For example Grotag Bug Catcher doesn't read super well but the card plays like a house.
- I haven't tried to draft it, but where are the spells? I don't feel like there are enough a density of spells-matter cards for the UR spells deck.
- The rares in the list should be what good limited rares challenge you to do: re-contextualize existing picks when you have them. I want a player to consider drafting differently when they have Prime Speaker Vannifar in their deck than when they have Stormwing Entity, for example. They really should be less about being outright power outliers and closer to build-around power outliers. But in a way that isn't so narrow that you couldn't get value out of opening an on-color rare in pack 3. Micro-synergies and all.
- I don't think the mini-untapper theme is that worthwhile. There just aren't a lot of tappers I care to support besides Vannifar and they're taking up a lot of space that would be better serviced supporting the uncommon walkers. And Kiroa, Behemoth Beckoner already supports untapping enough that I don't think much more is needed. Maybe a single Fatesticher is fine.
- More bread and butter at common/uncommon and more re-contextualization at rare.
- I need to keep an eye on easy direct damage effects, because the walkers want room to breath on the board. Jaya's Greeting only hits creatures _for a good reason_.

Let's sit down and think about the payoffs/themes for the planeswalkers. The mono-colored planeswalkers are all self-contained value engines, so they don't really need support per-say, but it would be nice to include some micro-synergies around the cards. Another thing I have to consider is whether I really want 2x of each of these effects. I think at 360, it's not really necessary, especially if these cards are the top of the uncommon power curve. At 2x, every green seat should expect to see an Arlinn and I don't want to necessarily encourage that. I want a player to be excited to open Arlinn in green (or even move into green with the pick) but not to expect that "if I'm playing green I have access to it". So I think 1x each walker is more reasonable. And because the whole cube is drafted every time, they all get seen, so it's not like Vraska won't show up. The planeswalkers should be unique effects too, with them being legendary and also the whole idea around "this is a unique experience with this set of cards". The feeling of "I don't want this card in my color" shouldn't happen with these, unless something drastic happens.

Another thing is that I think the rare planeswalkers from WAR have a tendency to smother the uncommon planeswalkers, especially in creature-based strategies where you can't just run a ton of middling value spells. Like look at Domri versus Samut, for example. Or Ajani versus any of the white planeswalkers. It's fine to have stronger bombs but when they completely outclass the weaker cards that are supposed to do the same thing, it's a bit of a bummer. Finally, everything needs to vote for small games as much as possible, because the uncommon planeswalkers cast votes for big games and contribute a lot to on-board complexity. Which is totally fine, but it's a budget to be aware of.

1/2
 
##### White:
White is a frustrating set of planewalkers that really don't have a lot of immediate or obvious hooks into what I consider good gameplay. I almost want to create custom cards for these walkers because hexproof sucks.
- Teyo - hexproof, defender
- Wanderer - Exile, damage prevention
- Dovin - Tax, damage prevention/bubble
- Huatli - Toughness, Lifegain
- Kaya - anti-hexproof, exile
- Nahiri - First strike, equipment, damage-based removal.

The DMU cards that care about defender seem like a promising lead for Teyo but I don't want another clunky subtheme. I don't mind including a [Wingmantle Chaplin] because green is already running Bristlepack Sentry. Defender/butts works with Huatli, the Sun's Heart but I dislike low-power high-toughness cards because of what they do to aggro. Another angle could be supporting a small B/W lifepay/lifegain package.

Making exile-based removal matter is important to me, and I'm thinking with the inclusion of the surveil lands and more prominent recursive options in other color pairs (GB mostly), exile removal should be exclusive to white, and it should be significantly stronger than non-exile removal as a result. That probably means cutting my baby [Scavenging Ooze] but it's already a power outlier I think. Ashiok, Dream Render kind of hoses this idea though. This also means cutting Ob Nixilu's Cruelty, as it exiles.

I'd like to have a small package of equipment to matter with Nahiri, Storm of Stone. I really like Cliffhaven Kitesail, and I want maybe Bonesplitter as well. Bonesplitter is just a good aggro card and to be able to move it around for free with Nahiri would be cool. It feels like it's got the most overlap potential with the W/R ZNR cards I like. Bloodforged Battle-Axe looks cool as well.

I don't know what exactly to do with Dovin but it's not a horrible card.

Proliferate is supposed to play in this color according to the cards in WAR, so it's a huge bummer that these cards don't really benefit or interact with proliferate shenaningans besdies having loyalty counters. If Teyo made an 0/1 defender with a +1/+1 counter it would be much more effective than an 0/3.

##### Blue
Blue is much much easier to plan around, the cards are broadly flexible card draw engines that don't need a ton of support. They just work as self-contained game pieces for the most part.

- Kasmina - ward, wizard token, looter
- Narset - card draw engine
- Dovin - tax, damage prevention/bubble
- Ashiok - mill, grave hate, search hate
- Saheeli - noncreature spells matter, artifacts, go-wide
- Kiora - ferocious, untapper, ramp

There's a mini-ferocious theme in green already, between Kiora and Bristlepack Sentry (how many times can I mention Sentry?) along with [Challenger Troll] and [Bolt Bend], and it's not like green doesn't want to be casting big threats. The thing to take a bit of care on is that there are some printed 4-power creatures, not just growers. There's only 7 in green right now so maybe green ought to have a bit more in this department. And of course keep them top-heavy (4/3, 4/2) if they're going to be cheaper than 4 mana. I think [Savage Punch] has a real home in this cube, [Stubborn Denial] also probably pretty cool in blue. Maybe Jolene, Plundering Pugilist is interesting? Anyways this can be a tiny little Ferocious package, doesn't need to occupy a ton of space in the cube.

I'm worried Ashiok is just a complete unfun hose card, as it dunks on a lot of the cool things going on with graveyards, searching with Vannifar, etc. But it's one card in 360 so fine, and it creates it's own mini-game that does change how you're meant to play with it on versus off the board. I personally like it enough for it to stay. Saheeli is another self-contained value engine that works well with whats already in the cube in terms of spells matter.

Narset has the most annoying passive of all the planeswalkers but whatever.

##### Black
- Davriel - discard, player damage
- Ob Nixilus - removal, sac, removal, player damage
- Ashoik - mill, grave hate, search hate
- Angrath - menace, amass
- Kaya - antihexproof, exile
- Vraska - deathtouch value

Making sure B/R has an aggressive deck where T4 Angrath is a strong curve-topper is pretty important. When Angrath hits the board, it should be a major hurdle to the villian stabalizing against a strong board presence. Besides that, the other planeswalkers play well-rounded Magic. Ob Nixilus is interesting and weird, and I really like that it's flexible as removal, a sacrifice outlet, or a finisher. Black is so well situated with the set mechanics that there's not a lot of notes here. If there's one thing that should come out of the WAR cube, it's that black is a fun flexible color that showcases Amass very nicely.

Davriel is an odd duck here, as a slow Mind Rot with a late-game implication of a win condition. Between this and [Toll of the Invasion] there's real pressure on the villian's hand. I'm not sure if I want a lot more in terms of discard synergies. If Liliana of the Veil wasn't so oppressive, I would love to run something similar. Votes for the small game! Right now The Raven Man also likes Davriel.


##### Red
- Tibalt
- Jaya
- Saheeli
- Nahiri
- Samut
- Angrath

Sacrifice decks love Tibalt and making sure the sac deck has a way to capitalize on a 1-loyalty walker is important to me. Jaya is slow and expensive but direct damage is worth paying for, as she can clean up leftover planeswalkers or smaller threats. She also helps damage-based removal scale further into the game, hitting the all-important 4 toughness threshold. When thinking about Red as a color, the environmental thresholds are really important. How far can the aggressive red 2 trade up? How much is 3 damage removal worth? Is there a premium on direct damage, planeswalker damage, player damage? In this case, I would say yes, creature damage is totally fine but direct damage (and therefore planeswalker damage) should be a premium becasue of the planeswalker rich environment. Heartfire requires a sacrifice and Jaya, Venerated Firemage is on the expensive side. Something like Shock would run ruckshod over this environment, and I need to be careful to avoid that.

Samut is weaker but maybe still strong. "Creatures you control have haste" is still a strong ability, though I think I'd rather have Rythm of the wild with Riot than a vulnerable haste and so-so +2/+1. Samut is a big contender, along with Kaya, for custom versions that do something a little more than they already do.

##### Green
- Jiang
- Arlinn
- Huatli
- Vraska
- Samut
- Kiroa

I like this set mostly, as it builds on a lot of the things green already wants to be doing. I like the small Wolf and ferocious themes I've already touched on. Jiang is a bit awkward but can help support the rainbow decks and +1/+1 proliferating shenaningans green wants to do. Samut is still on the weak side I think but in the green decks with trample it gets a little better.

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Fun side read: [The Collation Project](https://www.lethe.xyz/mtg/collation/) describes in detail the print runs for magic sets and how they are collated.


Anyways this thing is ready to go to play test. I'm ready to just draft a bunch of decks and mash them against each other until I know what the shape of this environment really is.

2/2[/c]
 
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