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 | |||||
| 1 | Havenwood Wurm | $0.08 |
Creature - Wurm
|
22-Sep-2020 20:29 | ||
| 1 | Haze Frog | $0.33 |
Creature - Frog
|
22-Sep-2020 20:29 | ||
| 2 | Haze of Pollen | $0.21 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Haze of Rage | $2.45 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Head to Head | $0.30 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Headlong Rush | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Headstone | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Heal | $0.33 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Heal the Scars | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Healing Grace | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Healing Leaves | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 15 | Healing Salve | $0.04 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Heartfire | $0.07 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hearth Charm | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Heartless Act | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Heartwarming Redemption | $0.27 |
Instant
|
22-Sep-2020 20:28 | ||
| 5 | Heat Ray | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Heaven // Earth | $0.21 |
Instant // Sorcery
|
// | 22-Sep-2020 20:28 | |
| 1 | Heaven's Gate | $14.56 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Heavy Fog | $27.75 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hedron Alignment | $0.14 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Heightened Reflexes | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hekma Sentinels | $0.04 |
Creature - Human Cleric
|
22-Sep-2020 20:29 | ||
| 1 | Heliod's Intervention | $1.86 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hell Swarm | $0.46 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hermit of the Natterknolls // Lone Wolf of the Natterknolls | $0.36 |
Creature - Human Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 1 | Hero's Demise | $1.38 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hero's Downfall | $0.30 |
Instant
|
22-Sep-2020 20:28 | ||
| 4 | Heroes' Reunion | $0.20 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Heroic Intervention | $9.09 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Heron's Grace Champion | $0.19 |
Creature - Human Knight
|
22-Sep-2020 20:29 | ||
| 3 | Hibernation | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hidden Stockpile | $0.25 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Hide // Seek | $1.07 |
Instant // Instant
|
// | 22-Sep-2020 20:28 | |
| 6 | Hideous End | $0.20 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hideous Laughter | $0.21 |
Instant - Arcane
|
22-Sep-2020 20:28 | ||
| 1 | Hidetsugu's Second Rite | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Hieroglyphic Illumination | $0.09 |
Instant
|
22-Sep-2020 20:28 | ||
| 5 | High Tide | $0.79 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Highspire Infusion | $0.18 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hinder | $0.26 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hindering Light | $0.28 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hindering Touch | $0.11 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hindervines | $0.16 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hinterland Hermit // Hinterland Scourge | $0.06 |
Creature - Human Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 1 | Hinterland Logger // Timber Shredder | $0.08 |
Creature - Human Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 1 | Hired Blade | $0.22 |
Creature - Human Assassin
|
22-Sep-2020 20:29 | ||
| 1 | Hisoka's Defiance | $0.07 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hit // Run | $0.21 |
Instant // Instant
|
// | 22-Sep-2020 20:28 | |
| 1 | Hixus, Prison Warden | $0.29 |
Legendary Creature - Human Soldier
|
22-Sep-2020 20:29 | ||
| 1 | Hold at Bay | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hold the Line | $0.47 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hollow One | $0.48 |
Artifact Creature - Golem
|
22-Sep-2020 20:29 | ||
| 2 | Hollowhenge Spirit | $0.17 |
Creature - Spirit
|
22-Sep-2020 20:29 | ||
| 5 | Holy Day | $0.52 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Holy Light | $2.41 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Homing Lightning | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Homing Sliver | $0.36 |
Creature - Sliver
|
22-Sep-2020 20:29 | ||
| 1 | Honor the Fallen | $10.87 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Honor's Reward | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Honorable Passage | $0.26 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hoodwink | $0.31 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hope and Glory | $0.19 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hope Charm | $0.20 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Horizon Chimera | $0.13 |
Creature - Chimera
|
22-Sep-2020 20:29 | ||
| 1 | Horizon Scholar | $0.19 |
Creature - Sphinx
|
22-Sep-2020 20:29 | ||
| 1 | Hornet Sting | $0.15 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hornswoggle | $0.17 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Horobi's Whisper | $0.09 |
Instant - Arcane
|
22-Sep-2020 20:28 | ||
| 1 | Horribly Awry | $0.08 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Horror of the Broken Lands | $0.10 |
Creature - Horror
|
22-Sep-2020 20:29 | ||
| 1 | Hour of Glory | $0.13 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hour of Need | $0.10 |
Instant
|
22-Sep-2020 20:28 | ||
| 10 | Howl from Beyond | $0.11 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Howling Gale | $0.13 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Howlpack Resurgence | $0.31 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Huatli's Spurring | $0.24 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hubris | $0.05 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Human Frailty | $0.09 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Humble | $0.23 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Humble the Brute | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hundred-Talon Strike | $0.19 |
Instant - Arcane
|
22-Sep-2020 20:28 | ||
| 1 | Hundroog | $0.07 |
Creature - Beast
|
22-Sep-2020 20:29 | ||
| 2 | Hunger of the Howlpack | $0.19 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hungering Yeti | $0.12 |
Creature - Yeti
|
22-Sep-2020 20:29 | ||
| 2 | Hungry Flames | $0.06 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hunter's Ambush | $0.13 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Hunter's Insight | $0.60 |
Instant
|
22-Sep-2020 20:28 | ||
| 8 | Hunting Pack | $0.31 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Huntmaster of the Fells // Ravager of the Fells | $0.34 |
Creature - Human Werewolf // Creature - Werewolf
|
22-Sep-2020 20:29 | ||
| 6 | Hurkyl's Recall | $2.36 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hush | $0.20 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 2 | Hushwing Gryff | $0.35 |
Creature - Hippogriff
|
22-Sep-2020 20:29 | ||
| 2 | Hussar Patrol | $0.07 |
Creature - Human Knight
|
22-Sep-2020 20:29 | ||
| 4 | Hydroblast | $5.25 |
Instant
|
22-Sep-2020 20:28 | ||
| 1 | Hydroform | $0.09 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hydrolash | $0.07 |
Instant
|
22-Sep-2020 20:28 | ||
| 2 | Hydrosurge | $0.09 |
Instant
|
22-Sep-2020 20:28 | ||
| 3 | Hypersonic Dragon | $0.30 |
Creature - Dragon
|
22-Sep-2020 20:29 | ||
| 2 | Hypnotic Sprite // Mesmeric Glare | $0.13 |
Creature - Faerie // Instant - Adventure
|
// | 22-Sep-2020 20:29 |
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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