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New Capenna? New Cube Cards! (Not Triomes Though)

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Tri-colored multicolored sets often have it rough for Cube play.

The bar for two-color multicolored cards is already very high in most Cubes. Most cubes only have room for a few multicolored cards for each color pair, as they are very limited in the draft as far as what decks can play them, with almost no room at all for cards that are more than two colors.

Personally, in my Cube (still needs a bit of updating), I have a wild card section of five cards that are three or more colors:

Siege Rhino
Omnath, Locus of Creation

Wild Nacatl
Leovold, Emissary of Trest
Jeskai Ascendancy

Put simply, the bar is just too high for most cards to clear.

However, that does not mean that Streets of New Capenna doesn't have some awesome cards for all sorts of Cubes! Today I'm going to go over all the cards I am considering for my Cube in the set, noting that my Cube is a 520 card Legacy+ power level Cube. Let's go!

Brokers Ascendancy
Raffine, Scheming Seer
Fleetfoot Dancer

Touching quickly on the tri-colored cards, they all seem to fall just a little bit short of prior entries. Both Raffine, Scheming Seer and Fleetfoot Dancer are pretty good threats, but they just lack the raw power necessarily to make up for how narrow they will be in the drafts. Brokers Ascendancy has a goal in mind for what kind of deck it wants to go in, but limiting it in that regard, beyond the limitation of being a three-color card for a deck that specifically wants to go wide, is just too much.

These cards wouldn't feel that out of place in a powerful Cube, but they're just worse than the other options.

Raffine's Tower
Jetmir's Garden
Xander's Lounge

The new triome cycle actually has quite the opposite problem.

For most people, these are mortal locks to be put in every Cube alongside Zagoth Triome and friends. Highly playable in most formats, especially those with fetchlands, the Triomes are the ultimate mana fixers when supporting three color decks.

So why are they not going in my Cube?

Two reasons really, the first being elegance. There's going to be a lot of times where you are Golgari, have a Bloodstained Mire in your pile, and want a dual land that taps for both colors so you take a Ziatora's Proving Ground. However, now you just have this random Red source in your deck that you didn't really need but are going to play anyway, which makes you feel almost obligated to go out of your way to maybe splash a Red card or two. It just doesn't feel right to me to have these lands and not use them all the way.

Secondly, sort of like in Modern, I think that fetchlands plus Triomes make your mana a little too good. Going more than two colors should be a challenge and have a real cost to it, but being able to fetch up one of your two triomes every game in your four-color deck makes things a little too easy, while making gameplay much more redundant.

It's not that they're too good or anything, but part of curating a Cube is creating the gameplay experience you think is most elegant and enjoyable, and the triomes just don't do that for me.

Regardless, I think you know if you want these in your Cube or not!

Ledger Shredder

Ledger Shredder is such a simple but awesome and effective card.

As a 2-drop, it fits right in the sweet spot for any enabler type card, but the reality is that once it picks up a counter or two it can play some serious offense or defense as well, while also being difficult to kill with damage-based removal too.

But it's not just size, the real prize for Ledger Shredder is how good of an enabler it is for graveyard decks while also just being a good card in and of itself. Playing two spells a turn is an easy task for most decks, which means Ledger Shredder can get that Griselbrand into the graveyard for you, or just discard cards like Lingering Souls or Bloodghast for value. With the ability to often trigger on your opponent's turn, Ledger Shredder lives up to its name as it can provide with serious velocity as you shred through your deck.

It would be hard to imagine a Cube that wouldn't want this card.

Titan of Industry

When it comes to huge Green creatures in Cube, there are two major questions: Am I happy casting this? Am I happy cheating this into play? Titan of Industry checks off both boxes quite well.

As far as casting it in a Green ramp deck goes, seven is a bit pricey but not off the charts, and most importantly you are gaining a large amount of flexibility coupled with the ability to stabilize. There are a lot of powerful artifacts and enchantments in Cube draft, which makes it a good answer, but it's also a sizable threat that can block most things, protect itself, stabilize, and provide an additional body.

And it's not bad to cheat into play either! Reanimating a Titan of Industry on turn two or three for a shield counter and a 4/4 is a lot of hard to deal with power very quickly, while again it can interact with your opponent's board or gain some life to offset Reanimate in a pinch. It's also not bad to Sneak Attack, leaving behind a good bit of value.

It's certainly a hair below cards like Avenger of Zendikar and Terastodon, but it's still a very reasonable option and worth trying out.

Ob Nixilis, the Adversary

The elephant in the room during preview season, I think folks are starting to come around that Ob Nixilis, the Adversary is not the second coming of Oko, Thief of Crowns. While it is an exceptionally good card when you are ahead, it doesn't do a lot when you are behind, which makes it a major liability.

Still, it's not only a powerful and cheap card, but it's also one that certainly wants you to play a certain kind of deck. Planeswalkers that ask something of you in deck-building are the bread and butter when it comes to Cube, as they offer you a unique kind of power but you've got to work for it in some way. Given that Rakdos sacrifice-stuff is a reasonable and fun archetype to try and support in Cube that means there's certainly a place for Ob, but he is definitely worse than Daretti, Ingenious Iconoclast - a Cube staple at this point.

Time will tell if there's room for both in the Rakdos multicolored section, but Ob is definitely worth a try.

Tenacious Underdog

Tenacious Underdog breaks from the norm for the usual "recursive cheap Black creature."

Perhaps most importantly, Tenacious Underdog can block, making it more of a "real" creature than something like Gravecrawler or Skyclave Shade. This helps to solve an issue that aggressive Black decks often have, which is if they fall behind, they can never catch back up again.

Secondly, the recursion is more expensive but also offers a path to card advantage as well. Tenacious Underdog doesn't just come back, he comes back with a vengeance and draws you a card, but only temporarily. This makes the graveyard-blitz cost feel more like casting a spell than bringing back a creature, but it still works with things that want to sacrifice creatures for value which is nice.

While Tenacious Underdog is probably not a card anyone is going to first pick, it does do enough good things that it probably makes the cut in most Cubes.

Unlucky Witness

Unlucky Witness is the kind of Cube card you can't just throw in your Cube, you have to have a plan for it.

Just playing Unlucky Witness in your Mono-Red aggro deck isn't going to fly very well, but if your Cube is able to support a sacrifice subtheme in either Red or Black, Unlucky Witness can be a very nice piece to the puzzle. While we said earlier that the bar for three color cards in Cube is super high because of how narrow they are, the opposite is true for any 1 mana card. There are only so many playable one mana cards in each color and Unlucky Witness is close.

This is probably one more for Common/Uncommon Cubes or synergy Cubes, but it's a nice little piece.

Getaway Car

The last card we're going to talk about today is a sneaky one, Getaway Car.

When I first read this card, I assumed that returning the creature that crewed it to hand was non-optional. This seemed natural as a 4/3 haster for three mana that only crewed for one seemed very good, and it seemed like a cute way to balance the card while also opening up the door to reuse enter the battlefield abilities.

Well, you don't have to return the creature that crews it, making this just a very slippery threat!

Getaway Car attacks for a fifth of your opponent's life total with haste on turn three, dodges mass and sorcery speed removal, and pressures planeswalkers very well... and that's without even thinking about the possibility of crewing it with Blade Splicer or Bonecrusher Giant.

The rate is reasonable and it's also a fun build around that's very easy to cast; Getaway Car may end up being a big sleeper from Streets of New Capenna.

Gala Greeters
Vivien on the Hunt
Shakedown Heavy

While there are a few other cards that could be in the discussion, the cards discussed today are on my short list for cards that could actually make the cut. However, remember that Cube building and curating is a uniquely personal process. You are crafting an environment for you and your friends to play in, and what makes that environment enjoyable is whatever you deem fit!

And most importantly, don't be afraid to think outside the box. Cube design is in many ways more of an art form than a science - the best way to test anything out is to just give it a spin and see how it plays. There are lots of cards that never really had their day in Constructed because of various metagame factors, but are awesome Cube cards; there's nothing better than finding that underutilized gem and giving it a good home.

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