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 | Mutant's Prey | $0.23 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Mutual Destruction | $0.15 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Mysteries of the Deep | $0.16 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Mystic Confluence | $0.70 |
Instant
|
22-Sep-2020 20:27 | ||
| 3 | Mystic Denial | $0.22 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Mystic Genesis | $0.24 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Mystic Melting | $0.20 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Mystic Repeal | $0.15 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Mystic Restraints | $0.10 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Mystic Sanctuary | $1.14 |
Land - Island
|
22-Sep-2020 20:26 | ||
| 5 | Mystic Snake | $0.90 |
Creature - Snake
|
22-Sep-2020 20:29 | ||
| 1 | Mystic Speculation | $1.75 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Mystic Subdual | $0.22 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Mystic Veil | $0.13 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Mystical Dispute | $0.78 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Mystical Teachings | $0.15 |
Instant
|
22-Sep-2020 20:27 | ||
| 5 | Mystical Tutor | $18.61 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Mythos of Nethroi | $0.34 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nahiri's Stoneblades | $0.19 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Nameless Inversion | $0.31 |
Kindred Instant - Shapeshifter
|
22-Sep-2020 20:27 | ||
| 2 | Narrow Escape | $0.10 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Narset's Reversal | $2.34 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Naru Meha, Master Wizard | $1.14 |
Legendary Creature - Human Wizard
|
22-Sep-2020 20:29 | ||
| 3 | Natural Affinity | $4.80 |
Instant
|
22-Sep-2020 20:27 | ||
| 3 | Natural Connection | $0.26 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Natural End | $0.22 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Natural Obsolescence | $0.06 |
Instant
|
22-Sep-2020 20:27 | ||
| 3 | Natural Selection | $12.76 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Natural State | $0.24 |
Instant
|
22-Sep-2020 20:27 | ||
| 19 | Naturalize | $0.25 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nature's Chant | $0.21 |
Instant
|
22-Sep-2020 20:27 | ||
| 4 | Nature's Claim | $0.77 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nature's Panoply | $0.08 |
Instant
|
22-Sep-2020 20:27 | ||
| 5 | Naya Charm | $0.38 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Naya Sojourners | $0.20 |
Creature - Elf Shaman
|
22-Sep-2020 20:29 | ||
| 2 | Nebelgast Herald | $0.11 |
Creature - Spirit
|
22-Sep-2020 20:29 | ||
| 1 | Neck Snap | $0.09 |
Instant
|
22-Sep-2020 20:27 | ||
| 3 | Necrobite | $0.09 |
Instant
|
22-Sep-2020 20:27 | ||
| 3 | Necrologia | $0.71 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Necromancy | $20.00 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Necrotic Wound | $0.13 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Needle Drop | $0.43 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Needlebite Trap | $0.24 |
Instant - Trap
|
22-Sep-2020 20:27 | ||
| 1 | Needlebug | $0.24 |
Artifact Creature - Insect
|
22-Sep-2020 20:29 | ||
| 16 | Negate | $0.21 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Nemesis Trap | $0.19 |
Instant - Trap
|
22-Sep-2020 20:27 | ||
| 1 | Nephalia Drownyard | $0.33 |
Land
|
22-Sep-2020 20:26 | ||
| 2 | Nephalia Seakite | $0.08 |
Creature - Bird
|
22-Sep-2020 20:29 | ||
| 1 | Nephalia Smuggler | $0.13 |
Creature - Human Rogue
|
22-Sep-2020 20:29 | ||
| 1 | Neutralize | $0.24 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Neutralizing Blast | $0.09 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | New Benalia | $0.22 |
Land
|
22-Sep-2020 20:26 | ||
| 1 | New Perspectives | $0.29 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Nexus of Fate | $6.41 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Niambi, Esteemed Speaker | $0.32 |
Legendary Creature - Human Cleric
|
22-Sep-2020 20:29 | ||
| 3 | Night // Day | $0.13 |
Instant // Instant
|
// | 22-Sep-2020 20:27 | |
| 1 | Nightcreep | $0.29 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nightmare's Thirst | $0.18 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nightmarish End | $0.11 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nightpack Ambusher | $0.79 |
Creature - Wolf
|
22-Sep-2020 20:29 | ||
| 1 | Nimble Mongoose | $0.29 |
Creature - Mongoose
|
22-Sep-2020 20:29 | ||
| 3 | Nimble Obstructionist | $0.54 |
Creature - Bird Wizard
|
22-Sep-2020 20:29 | ||
| 1 | Nissa, Steward of Elements | $0.40 |
Legendary Planeswalker - Nissa
|
22-Sep-2020 20:26 | ||
| 1 | Nissa's Revelation | $0.23 |
Sorcery
|
22-Sep-2020 20:26 | ||
| 1 | Niv-Mizzet, Parun | $5.54 |
Legendary Creature - Dragon Wizard
|
22-Sep-2020 20:29 | ||
| 1 | Niv-Mizzet, the Firemind | $0.78 |
Legendary Creature - Dragon Wizard
|
22-Sep-2020 20:29 | ||
| 1 | Niveous Wisps | $0.34 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nivix Barrier | $0.06 |
Creature - Illusion Wall
|
22-Sep-2020 20:29 | ||
| 1 | Nivmagus Elemental | $0.18 |
Creature - Elemental
|
22-Sep-2020 20:29 | ||
| 1 | Nix | $0.97 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | No Escape | $0.16 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Noble Templar | $0.14 |
Creature - Human Cleric Soldier
|
22-Sep-2020 20:29 | ||
| 2 | Nocturnal Raid | $0.15 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Not of This World | $5.71 |
Kindred Instant - Eldrazi
|
22-Sep-2020 20:27 | ||
| 2 | Notion Thief | $1.67 |
Creature - Human Rogue
|
22-Sep-2020 20:29 | ||
| 1 | Nourish | $0.10 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Nourishing Shoal | $0.63 |
Instant - Arcane
|
22-Sep-2020 20:27 | ||
| 1 | Noxious Grasp | $0.15 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Noxious Revival | $5.28 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Nullify | $0.05 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Number Crunch | $0.17 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Oath of Jace | $0.26 |
Legendary Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Ob Nixilis's Cruelty | $0.06 |
Instant
|
22-Sep-2020 20:27 | ||
| 4 | Oblation | $0.56 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Oblivion Crown | $0.27 |
Enchantment - Aura
|
22-Sep-2020 20:26 | ||
| 1 | Obscuring Haze | $4.55 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Obsessive Search | $0.22 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Octoprophet | $0.23 |
Creature - Octopus
|
22-Sep-2020 20:29 | ||
| 1 | Odds // Ends | $0.44 |
Instant // Instant
|
// | 22-Sep-2020 20:27 | |
| 1 | Off Balance | $0.10 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Offalsnout | $0.24 |
Creature - Elemental
|
22-Sep-2020 20:29 | ||
| 1 | Offering to Asha | $0.08 |
Instant
|
22-Sep-2020 20:27 | ||
| 2 | Ojutai's Breath | $0.05 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Ojutai's Command | $0.33 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Oketra's Attendant | $0.16 |
Creature - Bird Soldier
|
22-Sep-2020 20:29 | ||
| 1 | Oko's Hospitality | $0.28 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Omen of Fire | $1.43 |
Instant
|
22-Sep-2020 20:27 | ||
| 1 | Omen of the Dead | $0.23 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Omen of the Forge | $0.05 |
Enchantment
|
22-Sep-2020 20:26 | ||
| 1 | Omen of the Hunt | $0.17 |
Enchantment
|
22-Sep-2020 20:26 |
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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