It’s been a while since I did a post-mortem article on a set, talking about Murders of Karlov Manor (MKM) which was originally on my old blog, but ported over here.
As someone who’s been doing Cube set reviews since New Phyrexia, I’ve seen the landscape of these reviews remain mostly unchanged over the 10+ years that I’d been doing cube set reviews, and although I wasn’t the first to do them, I’ve been doing them for the longest. “Tell me what’s good” has always the underlying current. Of what's driven cube set reviews, over the years, even if looking at cube from a lens outside of pure power maximization.
Lately, I’ve been in a challenging the status quo point of view and looking at exactly what purpose set reviews have for cube these days. Initially, power level was the main constraint (“powered vs unpowered”) but there’s a lot of cubes that use more constraints as a power level band for shaping their cube environment - but even still, power level is still the meat-and-potatoes of what tends to often drive the conversation of “what do I want from this set for my cube.” Play the hits. Tell me what’s good.
Jake Brown’s Manaclub Substack had a recent post talking about the purpose of set reviews for retail limited sets:
“Lords of Limited released a bonus episode this week that, to me, typifies the problem with set reviews in the year of our lord 2025. They’re outdated, but any attempt to fix them also feels off, too.
What creators think people want—after years of conditioning from shows like Limited Resources—is a card-by-card analysis of a set. I disagree.
First, it’s great to have expert analysis of what these cards could do, but these are just guesses in the dark. Whether it’s LSV or Alex Nikolic or the LoL guys, they’re right more often than they’re wrong. When they get things wrong, it tends to be the things everyone gets wrong. But people take these as gospel (they’re even written into supplemental Arena draft software for some godforsaken reason) and that’s more harmful than helpful to most.
Second, Individual Card Rankings (ICRs) are a backdoor way to give you a broad feel for a set and often discussions emerge about how several cards work together. The problem is that they’re often tangents, small asides, things that get lost in the sauce. Sometimes, it feels like hosts are figuring things out in real time, so the overall message can even be contradictory.
Third, they’re very hard to digest as 4-6 hour long chunks of information, especially in audio form without cards to look at. I can’t tell you how many times my ADD brain wanders off and I have to use that 30 seconds back button. To their credit, a lot of pods now throw these up on YouTube, but even then… it’s a lot.
Fourth, there’s too much filler. As Ben and Ethan correctly note, there’s too much time debating whether a card is a C- or a D+ when really, that has no impact on where a card is taken. It’s kind of bad but you play it sometimes. Move it along.
Fifth, cards don’t perform in a vacuum, but they’re graded as if they were. “Buildaround” isn’t sufficient anymore because understanding archetypes is so important to limited. Most cards, to an extent, are buildarounds.
So how would I fix ICR shows?
I’d cut them altogether.
Malcolm Gladwell used to tell the story of Howard Moskowitz a lot. Hell, he did a whole TED Talk on him. I think it might have been a story from an early book. Anyway, Howard was a psychophysicist who started to work in food, specifically at Prego, where he wanted to give people a choice about their tomato sauce. So he made 45 different varieties and made people eat them. From the TED Talk:
GLADWELL: Every conceivable way you can vary spaghetti sauce he varied spaghetti sauce. And sure enough, if you sit down and you analyze these - all this data on spaghetti sauce, you realize that all Americans fall into one of three groups. There are people who like their spaghetti sauce plain. There are people who like their spaghetti sauce spicy. And there are people who like it extra chunky. And of those three facts, the third one was the most significant because at the time, in the early 1980s, if you went to a supermarket you would not find extra chunky spaghetti sauce. And Prego turned to Howard and they said, are you telling me that one-third of Americans crave extra chunky spaghetti sauce and yet no one is servicing their needs? And he said yes.
(LAUGHTER)
GLADWELL: And Prego then went back and completely reformulated their spaghetti sauce and came out with a line of extra chunky that immediately and completely took over the spaghetti sauce business in this country. And over the next 10 years, they made $600 million off their line of extra chunky sauces.
To me, it feels like for twenty years in Magic, we had plain sauce.
I would argue that we’re approaching something of a tipping point in limited content, from Lords of Limited trying a new scale to Limited Level Ups completely changing their set review process in DFT. There’s a vibe shift. We’re not stuck with the thin, ‘70s era tomato sauce anymore.
GLADWELL: People don't know what they want, right? As Howard loves to say, the mind knows not what the tongue wants.
GLADWELL: It's a mystery. And a critically important step in understanding our own desires and taste is to realize that we cannot always explain what we want deep down. If I asked all you, for example, in this room what you want in a coffee, you know what you would say? Every one of you would say I want a dark, rich, hearty roast. It's what people always say when you ask them what they want in a coffee. What do you like? Dark, rich, hearty roast.
GLADWELL: What percentage of you actually like a dark, rich, hearty roast? According to Howard, somewhere between 25 and 27 percent of you. Most of you like milky, weak coffee.
GLADWELL: But you will never, ever say to someone who asks you what you want that I want a milky, weak coffee.
I want a milky, weak coffee.
I’ll be honest: back in the CFB days, I’d draft with tab after tab of LSV’s set reviews open. Not sure if Seize the Storm is a card that is worth building around? Click on the Red cards tab, Ctrl+F, “Sei”, check the grade, move on. I didn’t need six hours of uncommons and commons. I needed 15 seconds on a specific card.
Some people want six hours of card reviews. Some people want the fly by version. Some people want to search a page of rankings while they tank their Arena pick.
I think if we’re being honest about preview content broadly, most people that are above beginner level need five things:
A quick description of each archetype
A quick description of new mechanics
Which cards look like they’re going to be overrated
Which cards work well in multiple archetypes (and are going to be contested)
Which cards thrive in specific archetypes“
The last part may not be fully applicable for cube reviews, but for years, it’s something that I’d wanted to address: those that wanted a milky coffee in their cube content. I wasn’t super surprised that my most viewed Substack post was a year-end look at the most underrated cards from 2024, but even that was mostly just playing the hits: “Here’s what’s good and what you may have missed. Try them out.”
The Aetherdrift review’s use of the fun scale, in addition to the Power scale, was an attempt to bridge that gap - people sometimes don’t just aim to play the more powerful things in a cube and just want stuff that sparks joy. The fun scale ain’t perfect either - Chainsaw’s more fun than a Lightning Strike, sure, but how fun is Drake Hatcher? Mabel, Heir to Cragflame? It’s something that I’m sure will get more precise over time. But a lot of people still just want their meat and potatoes Power rankings. Although the graphical part didn’t work (it turns out Substack doesn’t play well with the traffic light aesthetic that I was going for), the scales worked pretty well ( at least the separation of pure Power and fun, even if both can be subjective - fun more so.)
Generally, set review content (outside of cube) had been in 3 broad stages:
Initial takes on cards, usually speculative takes based on expectations of the metagame (constructed and limited) or archetypes (constructed) with the latter being focused on either new archetypes or how the new set changes current archetypes and metagames.
Early state-of-the-game metagame analysis which talks about how the formats look (limited, constructed) or changed from the new set, but still looking at sets from a mostly speculative POV, subject to change.
Individual card evaluation generally being in the same vein - mostly speculative, but with some form of data to back them up. More “this seems good/bad” than “this is good/bad.”
Established metagame and card analysis, with evaluations leaning harder towards “this is good/bad” than “this seems good/bad.”
For the most part, cube set reviews have frontloaded in the first phase and generally haven’t covered the latter. Which makes sense, established precedent was mainly for the first and - honestly, these set reviews take long enough to write anyway - and while it was nice to write the MKM postmortem, it was one of my lowest-viewed articles on this substack (although that may have been, in part, because this Substack was still in its infancy and didn’t have subscribers.)
While I am technically a cube “content creator,” I’m not doing this for the money, doing this for the love of the game+format/still having things that I want to say about cube and for dopamine spikes from seeing number go up when I create things about cube. The MKM review was lacking in the latter, and while it shouldn’t realistically matter, it still does. Stupid lizard brain. It made me wonder if the juice was worth the squeeze, which is why you’ve not seen a lot of this type of content.
Which brings me to Duskmourn.
There’s no point in viewing this from a speculative “this is what seems good from the set” POV, since the set’s been out for a while. I’m not sure how useful the “oops, I was wrong about these cards/hooray, I was right about these cards” type of content would be, since the lessons provided may just be more useful for myself and may be better suited for something where it applies as part of an overarching concept, ala the article I did about Heirloom Blade. It’s arguable that it’s not super useful to have a “this is what is good from the set” either, since outsourcing to looking at decks on mtgtop8.com and 17lands for evaluation for constructed and limited gets you most (but not all) of the way there.
So I’m going to be trying something new with this post-mortem by going over things with a more big-picture POV. Think about the set mechanics in the Aetherdrift review, to a bigger extent. I don’t expect “main line” cube reviews when sets come out to so few words on the individual cards, since at this point, they’re known quantities.
Like in the Aetherdrift one, I’ll be using two ratings: Power and fun from 1-5 out of 5, but this article will focus more on the “Powerful” things from the set, using my cube as a subconscious base for the former. Cards will have the more powerful things at the top, since meat and potatoes powerful cards are still the headliners of a set from a generalist cube POV.
Big Picture things:
Delirium!
Prior to Duskmourn, MH3’s Tarmogoyf-themed cousins brought Nethergoyf, Pyrogoyf, Barrowgoyf and the surprisingly not-awful Tarmogoyf Nest brought redundancy payoffs to enabling delirium. There weren’t a lot of cards with straight-up delirium that were played in a lot of cubes (Dragon’s Rage Channeler, Shifting Woodland and Unholy Heat aside.) Duskmourn gave some more cards with it.
Generally, delirium in cube - as someone described it - tends to be more of a question of when rather than if. Instants and sorceries bin themselves and creatures tend to die naturally in cube, but usually getting the fourth takes some time. I’ve found these to be ways to help tune that last knob in cube:
Fetchlands are naturally the all-stars of getting lands naturally into the graveyard, but they’re such high picks anyway. Including multiples of fetchlands and cards like Prismatic Vista help, but singleton cubes using things that may be on the outside looking in like Fabled Passage, Ash Barrens and Escape Tunnel can help. Lands like the aptly named Bad River are likely a bridge too far, but they’re an option too.
Other permanents that bin themselves - cyclers like Cast Out and artifacts that bin themselves like Urza’s/Mishra’s Bauble are also good for naturally getting to that 4th card type to enable delirium.
Mechanics like collect evidence give another payoff for Delirium-style strategies, although they’re more about bulk mana value (ala Lorien Revealed) than type. Analyze the Pollen is a card that’s been performing well in my cube since it got printed and it’s something that I generally like seeing in other cubes, if they have it (and more cubes should.)
Self-Mill is something that I’ve always seen in cube discussion over the years, but I’ve never really saw it do a whole lot aside from being a way to dump things into the graveyard for reanimating things. In theory, the craft mechanic from Lost Caverns of Ixalan ala Dire Flail help with tying the room together with self-mill, but I never saw it used together.
Including some of these types of cards that actively move things to the graveyard can definitely help move the needle from “this looks fine” to “this should be very good” in your cube metagame and I’ll note some of those cards below. There’s more direct delirium payoffs like Omnivorous Flytrap give some direct reasons to push that strategy; pushing Delirium isn’t something that I’m looking to do myself, yet, but another series of cards like the Goyf family may help to make that decision easier.
Still, with the cards added in Duskmourn, I’ve been seeing more factors coming together to make it work holistically, even if it isn’t just in the traditional “dump something into the grave, get it back” - but cards like Erinis, Gloom Stalker are nice for that.
Relevant cards:
Fear of Missing Out: Power Rating: 5, Fun Factor: 5
Rock-solid red card that’s been great in any stripe of red deck, in part due to its cheap mana cost and ability to be a weird Elvish Visionary if hellbent. Not super common for it to do the double attack thing, and I haven’t seen it do a ton for the “red discard” archetype that I’ve seen bubble up, but I’m sure it’ll hit critical mass in a few sets.
Ursine Monstrosity: Power Rating: 5, Fun Factor: 3
I initially had it in my $100 cube and then quickly changed my mind since it’s well above that cube’s power level, since it punches significantly higher than its weight class and commonly punches for 6+. It has to attack but I hardly found that mattered. Very good beatstick.
Abhorrent Oculus: Power Rating: 4.5, Fun Factor: 3
Not for every blue deck, but surprisingly live in a lot of them and of course better with help. Not having to wait until your turn to get a token has been great too. It dies to removal, but hasn’t been much of a factor, yet.
Formless Genesis: Power: 4, Fun: 3.5
I haven’t personally tried this one but I’ve heard good things about it from others since, like Ursine, it can punch well above its weight class and has some recursion built in. Interested to see how it fares in a “traditional” cube with singleton fetches, etc.
Overlord of the Balemurk: Power Rating: 3.5, Fun Factor: 4
The overlords generally play like a lot of modal cards: do mode A (Impending) for a base effect, mode B for when you have the mana to spare. Its mode A effect looked atrocious but I was very glad that my initial impression was wrong, as it’s a card that quietly tied the room together and whose mode A surprisingly live often and was a good 5-mana play.
Balustrade Wurm: Power: 3, Fun: 3
I never saw this return from the graveyard, but being a 5/5 for 5 with trample and haste was plenty good enough anyway as a generic beatstick. It’ll likely stick around.
Overlord of the Floodpits: Power: 2.5, Fun: 4
I put this here since it helps to enable delirium but it never really did much from a raw power perspective, as its Impending mode was usually just meh as a sorcery 3-mana effect ala Catalog.
Omnivorous Flytrap: Power: 2, Fun: 3
Deluge of Doom: Power: 2, Fun: 2
Winter, Cynical Opportunist: Power: 2, Fun: 2I’ve listed these broadly under the “if you’re going deep on delirium” umbrella, since they’re not that great unless you can consistently hit a high graveyard count, since their rate is poor without delirium.
Cynical Loner: Power: 2, Fun: 2
Mostly an option for bridging the aggressive decks and graveyard decks. A deck would conceivably need to have enough board control to have this attack and survive (or vehicles/mounts.) Another “if going deep” thing.
Walk-In Closet: Power: 2, Fun: 4.5
I feel compelled to note this as Crucible of Worlds types of effects are fan favorites, but I’ve personally liked these a lot less than I used to. This at least is a kinda Yawgmoth’s Will style effect, but this starting at 5 makes it that much harder to have a “value yawg will” turn unless you have a ton of mana and never really saw it do much in cubes where I saw it played.
“Game object” gaming.
Instead, where I found a lot of the value from enchantments in Duskmourn was with cards like Nowhere to Run and the various rooms which left something behind after doing their thing. We’d seen some of this in Wilds of Eldraine with cards like Hopeless Nightmare (something you’ve likely seen a lot more in Standard than cube) doing something and leaving something behind. It’s been one of those cliches in recent M:TG sets talking about game objects and game complexity and… it’s not a wrong cliche, with cards like Voldaren Epicure just incidentally making game objects to work with. Cards like Grim Bauble and Momentum Breaker show that this trend isn’t slowing either.
There aren’t a lot of payoffs for having a lot of cardboard out - cards like Smokestack have aged pretty poorly these days, but cards like Rottenmouth Viper and Braids, Arisen Nightmare aren’t a bad payoff for it.
In the early 2010s, when Chris Pikula was getting into cube, there was this fad with trying to make cards like Pox and Contamination work in cube alongside things like Reassembling Skeleton. It felt underpowered and like the equivalent of the infamous Indiana Jones scene that I’ve referenced over the years:
A few more good payoffs will definitely help make that more of a thing though.
Relevant cards:
Enduring Innocence: Power Rating: 3, Fun Factor: 4
Enduring Curiosity: Power Rating: 3, Fun Factor: 5
Overlord of the Mistmoors: Power Rating: 3.5, Fun Factor: 3
Overlord of the Hauntwoods: Power: 3, Fun: 4
Overlord of the Boilerbilges: Power Rating: 3, Fun Factor: 3These broadly fit in the same category of doing something for a decent mana rate and leaving something behind - a body, something that persists after death or something impending. The only one with a real direct analog to an existing effect was Overlord of the Boilerbilges, which had an easy point of comparison to Inferno Titan.
I ended up replacing Inferno Titan with the red overlord but I don’t think I really needed either, and The Flux has been generally better as a “deal 4 to a creature” effect. Still, these were fine and I’m expecting the white/blue Enduring creatures to stick around, especially if there’s more payoffs for “if you control an enchantment, blah blah blah.”
Unholy Annex//Ritual Chamber: Power: 3, Fun: 4
Demonic Covenant: Power: 3, Fun: 4
They Came From the Pipes: Power: 3, Fun: 4
Spiked Corridor: Power Rating: 3, Fun Factor: 4
Dissection Tools: Power: 2, Fun: 2.These too fall under a similar umbrella: make a body/bodies, have something that sticks around to potentially do something after. They Came From the Pipes is the least generically useful, since cubes don’t generally have enough facedown creatures to make it anything more than something self-contained. I’ve been trying Dissection Tools as a store brand Batterskull but I’m really mid on it, but at least Spiked Corridor has been better than expected.
Nowhere to Run: Power: 3.5, Fun: 4
Chainsaw: Power Rating: 3.5, Fun Factor: 4
Unidentified Hovership: Power: 3, Fun: 4Relatively below-rate removal that leaves behind an object. They’re mainly what they say on the tin, but I’ve been digging Chainsaw’s ability to rev up and do something while in play. Unsure if it’s better than a Lightning Strike, but those have been feeling a bit long in the tooth these days.
Splitskin Doll: Power: 2, Fun: 3
Clockwork Percussionist, Piggy Bank: Power: 2, Fun: 2.5
Into the Pit: Power: 2, Fun: 4I’ve grouped the creatures together as they’re creatures that take advantage of themselves or other things being objects - Splitskin Doll as a weird Elvish Visionary riff but mostly as they’re all artifacts for decks that care about that kind of thing.
Into the Pit intrigued me, even outside of the Testament and Halford songs. Takes a while to do anything and a drafter noted that it may not even be better than Phyrexian Arena.
The Jolly Balloon Man: Power: 3, Fun: 4
Valgavoth’s Onslaught: Power: 2, Fun: 2
Twitching Doll: Power: 2, Fun: 2All of these put a lot of cardboard on the table, which is something that can be used as an upside for things. Twitching Doll never really lived up to the hype of it being a mana dork with late game value, though.
Tyvar, the Pummeler: Power: 2.5, Fun: 2.5
Somewhat of a meat-and-potatoes beater, but one that plays well with a lot of cardboard. Overrun without trample is a bit annoying but I was fine with it overall. Another thing that was replacement-tier.
“Enchantments matter” as a payoff.
As I noted in the Foundations review when talking about Eidolon of Astral Winds, generally enchantment-based decks tend to operate on the axis of value rather than with stat piles. A lot of the ones that care about that, in Duskmourn, were similar.
The issue, generally, with enchantress as a payoff for cube - wasn’t so much the raw enchantment count for decks (although that was an issue) - it was more that the payoffs for doing that as a deck weren’t that numerous, since aside from Serra’s Sanctum, there weren’t a lot of high-power reasons to play a bunch of enchantments, as the usual cadre of Enchantress enchantments were usually just… fine and pretty slow, and usually required massive overhauls of colors like green.
The “Enduring” cycle also aligns with the this (by being things that are incidentally enchantments and don’t get removed easily) and the game objects strategy, since the most powerful ones did something that was generally hampered by them being low impact (Bident of Thassa, cards like Mentor of the Meek) but got much better when they were on a creature that had battlefield impact even if the creature died. I touched on this with the Heirloom Blade article but thankfully at least the blue and white ones are known quantities for being good, despite the mental shortcutting done on initial takes with these.
The only card that really piqued my interest on it was Entity Tracker as another enchantress but one with a big upgrade in having flash.
Miscellaneous cards:
Metamorphosis Fanatic: Power Rating: 5, Fun Factor: 5
I’m not personally including this in my own cube because miracle is a personal annoyance and me curbing mana costs on reanimation spells to start at 3 mana. It’s been one of the better “unfair” plays by even being a cheap beatstick even with nothing to reanimate.
The Verge Cycle: Power Rating: 5, Fun Factor: 3
Lands usually aren’t exciting and don’t generally get the attention that they arguably deserve, but I had a good feeling about these lands when they were previewed. What I liked most about these is them being, at worse, an unfetchable basic land that reliably tapped for its color. Solid two-color decks and mostly mono-color decks splashing a second color utilized them incredibly well.
I’ve generally liked these more than Kaladesh/Scars of Mirrodin “fastlands” ala Darkslick Shores, but they’re both just solid land cycles.
Split Up: Power Rating: 4, Fun Factor: 1
Less of a broad removal spell and more of a removal spell that can potentially hit multiple things, reactions to it were pretty middling but it’s been performing better than expected. Not uncommon to kill 2+ creatures which is usually a great deal for 1WW.
Sheltered by Ghosts: Power Rating: 3.5, Fun Factor: 4
I’m very happy that there’s a type of card like this, which is a aura buff that is powerful enough for the big leagues. Pretty much everyone, myself included, was wrong about this being bad but it giving the creature ward 2 really helps with making it good against spot removal (if aura sticks the landing.) A welcome add for beatdown decks.
Screaming Nemesis: Power Rating: 3.5, Fun Factor: 3
I warmed up to it over time; in LSV’s video about Duskmourn for cube, he talked about how it’s good for creature matchups which resonated well, since it usually facilitated a 2-for-1 in those matchups. Being a 3/3 haste for 3 made it good in the non-creature matchups too. I never really saw it do anything with combining it with ways to proactively use its damage trigger but it being a rattlesnake effect was plenty good.
Exorcise and Toby: Power: 3, Fun: 2 (Exorcise) / 3 (Toby)
I already talked about them here when I talked about underrated cards in 2024. Go check that out, if you haven’t. :)
Power Rating: Context dependent; a 4 light in cubes that push in tempo blue, a 2-3 otherwise.
Fun Factor: 3. I guess it depends on if blue tempo’s fun? It certainly ain’t for the opponent!
Unable to Scream: Power: 2, Fun: 2
A decent meat-and-potatoes removal that plays into NPC_Blue.dek game plans of stopping something from killing you. Another card that does what it says on the tin, where it keeping the creature around is potentially a liability against blue decks that like to attack.
Valgavoth, Terror Eater: Power Rating: 3, Fun Factor: 5
For big mana threats, usually ones that get cheated into play need to have a few characteristics: resiliency, immediate effect and some kind of effect to last in case it dies on the spot/gets sacrificed at EOT to a Sneak Attack/Through the Breach. It’s the old “Baneslayer and Mulldrifter” thing. The old guard of Griselbrand have started to wane in the era of more resilient threats like Vaultborn Tyrant and Atraxa, Grand Unifier, and I’d seen cubes ponder replacing Griselbrand with this.
I haven’t really seen this do a lot with its passive ability, but it does the job fine enough of being a big dummy that requires attention, even if it’s pretty bad in the face of removal.
Razorkin Needlehead: Power Rating: 3, Fun Factor: 3
My overall impression of this was fine as an aggro beater that was able to get in there safely in the early game as a 2/2 first striker and then has some late-game value. That said, I overall found it to be replaceable, even if it was a modern-day Eidolon of the Great Revel for being an aggressive creature with some inevitability. It's pretty much a Sheoldred cut in half and in a color that plays more aggressively. It isn't quite as good against drawing, but it usually dealt damage above its weight class, which boded well for a cube that doesn't play draw 7s.
Norin, Swift Survivalist: Power Rating: 3 Fun Factor: 4
A pretty good 2/1 for 1, since it can encourage chump attacks when attacking with creatures that have good ETB triggers, like Fear of Missing Out. Haven’t really found the ability to reset ETB triggers to happen that much, but it’s still fine.
Ghost Vacuum: Power Rating: 3, Fun Factor: 4
Kinda hamfisted but it actually can do something too as a late game goal. At least it doesn’t just vacuum ghosts from your car. It at least does “something” when it did its thing as a late-game aspirational goal.
Giggling Skitterspike: Power: 3, Fun: 3.5
This easily could have gone on my underrated 2024 cards article and I’d heard barely anything on this weird-looking thing. It hasn’t seen a lot of play so far, but it’s been nice as a roadblock that can become big. I haven’t seen it being oppressive against red or green decks but it’s something I’m at least keeping an eye out for.
Unstoppable Slasher: Power Rating: 2.5, Fun Factor: 2
A solid attacker that required attention via removal or chump blocks, but I found it was yet another black 3-mana creature that I didn’t need but was solid when played. Replaceable, in the end.
Untimely Malfunction: Power: 2.5, Fun: 4
Insidious Fungus: Power: 2, Fun: 2Both of these likely got more attention than they deserve for being artifact hate cards. These didn’t really do much for me, as being a “jack of all trades, master of none” although Malfunction was the better of the two.
If you’ve gotten this far, thanks for making it to the end. This type of post-mortem review content is something in a pretty unexplored avenue and as such, I have no idea if it even has an audience. If you enjoyed it, let me know.
I’m still intending on serving up the meat-and-potatoes cube content, but maybe some other veggies will be on the menu too.
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Im a new reader, and I've not really gotten into cube but I like the dual scales you work with here. They're not only relevant in cube design, I'm sure, but in EDH and tabletop Magic spaces too. Cards like Barbflare Gremlin are fun because they accelerate the game, but also powerful since you can strategies around it better than your opponent might. Great thoughts!