Listing shows up to 100 entries per section; totals and value describe the whole deck.
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There are no cards in this set. (yet) ;)
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Sideboard - 6001 cards, 3300 distinct
| Name |
Ed. | Price | Type | Cost | Modified | |
|---|---|---|---|---|---|---|
| Rarity | Color | |||||
| 2 | Glimpse the Sun God | $0.17 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glint | $0.13 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glissa's Scorn | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Gloomwidow's Feast | $0.22 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Glorious Charge | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glorious End | $1.36 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Gluttonous Slime | $0.21 |
Creature - Ooze
|
22-Sep-2020 20:29 | ||
| 1 | Glyph of Delusion | $0.51 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glyph of Destruction | $0.40 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glyph of Doom | $0.35 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glyph of Life | $0.35 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Glyph of Reincarnation | $0.50 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Gnaw to the Bone | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Go for the Throat | $0.46 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Goblin Electromancer | $0.19 |
Creature - Goblin Wizard
|
22-Sep-2020 20:29 | ||
| 1 | Goblin Engineer | $9.89 |
Creature - Goblin Artificer
|
22-Sep-2020 20:29 | ||
| 1 | Goblin Freerunner | $0.06 |
Creature - Goblin Warrior Ally
|
22-Sep-2020 20:29 | ||
| 2 | Goblin Tutor | $0.51 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Goblin Welder | $22.12 |
Creature - Goblin Artificer
|
22-Sep-2020 20:29 | ||
| 1 | Goblin Wizardry | $0.31 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | God-Eternal Kefnet | $3.10 |
Legendary Creature - Zombie God
|
22-Sep-2020 20:29 | ||
| 6 | Gods Willing | $0.25 |
Instant
|
22-Sep-2020 20:28 | ||
| 5 | Golgari Charm | $1.03 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Gorilla Tactics | $0.35 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Gorilla War Cry | $0.12 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Goryo's Vengeance | $12.96 |
Instant - Arcane
|
22-Sep-2020 20:28 | ||
| 2 | Grab the Reins | $0.35 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Graceful Reprieve | $0.25 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grand Abolisher | $17.93 |
Creature - Human Cleric
|
22-Sep-2020 20:29 | ||
| 1 | Granitic Titan | $0.17 |
Creature - Elemental
|
22-Sep-2020 20:29 | ||
| 4 | Grapeshot | $0.34 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Graphic Violence | $0.14 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Grapple with the Past | $0.14 |
Instant
|
22-Sep-2020 20:28 | ||
| 4 | Grasp of Darkness | $0.14 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grave Birthing | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grave Consequences | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grave Servitude | $0.14 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Grave Upheaval | $0.53 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 2 | Gravebind | $0.93 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Gravepurge | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Great Defender | $3.33 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Great Oak Guardian | $0.14 |
Creature - Treefolk
|
22-Sep-2020 20:29 | ||
| 1 | Greater Sandwurm | $0.32 |
Creature - Wurm
|
22-Sep-2020 20:29 | ||
| 1 | Greel's Caress | $0.11 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Gridlock | $0.13 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grifter's Blade | $0.14 |
Artifact - Equipment
|
22-Sep-2020 20:26 | ||
| 2 | Grim Affliction | $0.28 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grim Contest | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grim Harvest | $0.14 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grim Reminder | $0.28 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grim Return | $0.53 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grip of Amnesia | $0.21 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grip of Desolation | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Grip of Phyresis | $0.38 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Grip of the Roil | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Griptide | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 6 | Grisly Salvage | $0.26 |
Instant
|
22-Sep-2020 20:28 | ||
| 4 | Grisly Spectacle | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grisly Survivor | $0.23 |
Creature - Minotaur Warrior
|
22-Sep-2020 20:29 | ||
| 3 | Grixis Charm | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Grixis Sojourners | $0.08 |
Creature - Zombie Ogre
|
22-Sep-2020 20:29 | ||
| 1 | Grizzled Outcasts // Krallenhorde Wantons | $0.08 |
Creature - Human Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 1 | Grotesque Demise | $0.07 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Grotesque Mutation | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Ground Rift | $0.28 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 2 | Groundswell | $0.33 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Growth Charm | $0.39 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Growth Cycle | $0.05 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Growth Spiral | $0.29 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Growth Spurt | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Gruul Charm | $0.20 |
Instant
|
22-Sep-2020 20:28 | ||
| 4 | Guardian Angel | $0.19 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Guardian's Magemark | $0.13 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Guardians' Pledge | $0.87 |
Instant
|
22-Sep-2020 20:28 | ||
| 5 | Guerrilla Tactics | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Guided Strike | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 4 | Gush | $2.42 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Gut Shot | $5.53 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Guttural Response | $1.59 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Hail of Arrows | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hail Storm | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hallow | $0.45 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hallowed Moonlight | $0.35 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Halt Order | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hampering Snare | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hanabi Blast | $0.12 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hanweir Watchkeep // Bane of Hanweir | $0.11 |
Creature - Human Warrior Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 1 | Hapatra's Mark | $0.21 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Harbinger of the Tides | $0.16 |
Creature - Merfolk Wizard
|
22-Sep-2020 20:29 | ||
| 2 | Harm's Way | $0.07 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Harmless Assault | $0.11 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Harmonic Convergence | $0.30 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Harnessed Lightning | $0.27 |
Instant
|
22-Sep-2020 20:28 | ||
| 10 | Harrow | $0.34 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Harsh Justice | $21.30 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Harsh Scrutiny | $0.24 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Harsh Sustenance | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Harvest Pyre | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hatred | $66.52 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Haunting Hymn | $0.08 |
Instant
|
22-Sep-2020 20:28 |
Notes
Flash, Instants, Cycling, Scry. Almost nothing that doesn't not have an instant speed option. Things that do have a big payoff but at a big cost of tapping out. Everyone is holding out for end step, things happen on the stack. Very tense games, counterspells are king. Combo's and flash beats abound, aggro options will very non traditional, or perhaps lean into more direct damage. Blue hosers shall abound, all the anti blue green hate like seedtime go way up. Maybe stack subthemes, like surge, storm, werewolves, addendum, the fated cycle. The opposite of prowess. With all that scrying miracles seem cool too.
Instants are the last big pull I got to do with the gatherer checklist method I've devised. 2613 currently (and always growing), like 26 full pages of checklist. I got about 40 minutes left at my work computer today, and this is bigger than a 40 minute job. I should be able to really sculpt an interesting cube from this full list though.
Actually the excel/gatherer/list import from checklist takes less than 20 minutes, so shazaam! I've got some cleaning up to do in terms of numbers and manual entry of split cards but damn that's efficient.
What's more is that if I get my cards inputed into an excel this way, I can appaise my whole collection pretty easily.
In the sideboard are the trumps. Spells that be countered or have split second. I have to be thoughtful about how I use these cards in the cube. Trumps are an important part of the stack in their own right, but I don't want to provide an overly simple way to ignore the stack. Players should do well in the cube because they understand and have mastery over the stack. Also, What trumps are too good versus what is interesting? Carnage Tyrant is likely too good, but what about Great Sable Stag? Also I could use trumps to balance the color pie. For example, outside of through the breach, I have not identified a way that red put's creatures in at instant speed. Perhaps to make up for this defecit, they could have the lion's share of trumps.
The Stack is a cube environment that rewards and teaches players the ways of the stack. An Advanced concept, but basically everything being done for the most part at Instant speed means that those who can manuveur timing and the stack should do better. Also, the most iconic flash spells gain admittance.
So creature balancing is a little trickier than usual. Red and Green get werewolves which are probably some of the biggest "The stack matters" cards for those colors on creatures, so they need to be playable in the cube. Luckily all of the low drops upgrade really well. We start to get in trouble with 3,4,5 drops, as many are below rate and not neccessarily worth the restriction. For these to be good, many creatures at the same CMC need to be appreciably weaker for these to be played. For example, if many of the best 5 drop flash creatures look like archangel avacyn, Gatsraf Arsonists is going to be pretty bad. If instead they look more like 5 3/3 flying flash, that's more compatible. We also trim the top end werewolves, leaving the low drop wolves as good payoffs.
So what's my plan here? I'm going to cycle multiple times with these big pulls. I need to do some parameter setting and work backwords. I do like my 450 usual for variability, but a 360 cube might make the concept tight. Let's tray a 360 version. A Concise battle of the stack, as opposed to the larger exploration of a theme. This might help the non-blue colors show off what they can do more. Stack matters versus all the good flash stuff. What if it was about 1 artifact per pack, 2 land per pack, 2 multicolor, and then 2 of each color?
24 Artifact + a little variance= 25
48 everything else + a little variance= 50 everything else
375 cube
For Cards of Color, 2/5 threats (20), 3/5 (30) interaction seem right.
So far my initial pull from red has reinforced some lessons about the stack for me. Mastery of the stack is not just a preponderance of instant speed effects. Mastery means skills around evaluation of what you have and what your opponent has both in hand, in their deck, on the field, and what mana they have available. It means creating lines through interaction. Card advantage and mana advantage are key aspects of winning a fight on the stack, so these need to be non-issues for the cube. Fixing should be somewhat automatic, meaning high end land cycles and perhaps signet's. Card advantage should be available to all colors, so i need to actively prioritize 2-1's in all colors and low cost artifacts that assist in this as well as selection. Also the reason why cycling and scrying are desirable. Green's ability to put lands into play are a key feature, but can get overwpowering. I think it will be pretty feasible to seed the cube with enough anti-blue tech to keep the counterspell wars interesting.
Deciding on utilizing bouncelands and flip lands I an incentivized to play things that flicker only your own permanents (if it hits lands) and limit the number of boomerang/LD effects as they will more powerful than they ought to be usually. I've also realized that a smaller cube size enables me to have more specific combos like splinter twin, pergrine drake, Ral, Storm conduit but not bigger combos like storm.
Instants are the last big pull I got to do with the gatherer checklist method I've devised. 2613 currently (and always growing), like 26 full pages of checklist. I got about 40 minutes left at my work computer today, and this is bigger than a 40 minute job. I should be able to really sculpt an interesting cube from this full list though.
Actually the excel/gatherer/list import from checklist takes less than 20 minutes, so shazaam! I've got some cleaning up to do in terms of numbers and manual entry of split cards but damn that's efficient.
What's more is that if I get my cards inputed into an excel this way, I can appaise my whole collection pretty easily.
In the sideboard are the trumps. Spells that be countered or have split second. I have to be thoughtful about how I use these cards in the cube. Trumps are an important part of the stack in their own right, but I don't want to provide an overly simple way to ignore the stack. Players should do well in the cube because they understand and have mastery over the stack. Also, What trumps are too good versus what is interesting? Carnage Tyrant is likely too good, but what about Great Sable Stag? Also I could use trumps to balance the color pie. For example, outside of through the breach, I have not identified a way that red put's creatures in at instant speed. Perhaps to make up for this defecit, they could have the lion's share of trumps.
The Stack is a cube environment that rewards and teaches players the ways of the stack. An Advanced concept, but basically everything being done for the most part at Instant speed means that those who can manuveur timing and the stack should do better. Also, the most iconic flash spells gain admittance.
So creature balancing is a little trickier than usual. Red and Green get werewolves which are probably some of the biggest "The stack matters" cards for those colors on creatures, so they need to be playable in the cube. Luckily all of the low drops upgrade really well. We start to get in trouble with 3,4,5 drops, as many are below rate and not neccessarily worth the restriction. For these to be good, many creatures at the same CMC need to be appreciably weaker for these to be played. For example, if many of the best 5 drop flash creatures look like archangel avacyn, Gatsraf Arsonists is going to be pretty bad. If instead they look more like 5 3/3 flying flash, that's more compatible. We also trim the top end werewolves, leaving the low drop wolves as good payoffs.
So what's my plan here? I'm going to cycle multiple times with these big pulls. I need to do some parameter setting and work backwords. I do like my 450 usual for variability, but a 360 cube might make the concept tight. Let's tray a 360 version. A Concise battle of the stack, as opposed to the larger exploration of a theme. This might help the non-blue colors show off what they can do more. Stack matters versus all the good flash stuff. What if it was about 1 artifact per pack, 2 land per pack, 2 multicolor, and then 2 of each color?
24 Artifact + a little variance= 25
48 everything else + a little variance= 50 everything else
375 cube
For Cards of Color, 2/5 threats (20), 3/5 (30) interaction seem right.
So far my initial pull from red has reinforced some lessons about the stack for me. Mastery of the stack is not just a preponderance of instant speed effects. Mastery means skills around evaluation of what you have and what your opponent has both in hand, in their deck, on the field, and what mana they have available. It means creating lines through interaction. Card advantage and mana advantage are key aspects of winning a fight on the stack, so these need to be non-issues for the cube. Fixing should be somewhat automatic, meaning high end land cycles and perhaps signet's. Card advantage should be available to all colors, so i need to actively prioritize 2-1's in all colors and low cost artifacts that assist in this as well as selection. Also the reason why cycling and scrying are desirable. Green's ability to put lands into play are a key feature, but can get overwpowering. I think it will be pretty feasible to seed the cube with enough anti-blue tech to keep the counterspell wars interesting.
Deciding on utilizing bouncelands and flip lands I an incentivized to play things that flicker only your own permanents (if it hits lands) and limit the number of boomerang/LD effects as they will more powerful than they ought to be usually. I've also realized that a smaller cube size enables me to have more specific combos like splinter twin, pergrine drake, Ral, Storm conduit but not bigger combos like storm.
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