Hello and welcome to the Magic Super Cube!
For those unaware, this is the blog where we go through the entire history of Magic and choose cards that were Standard legal or would have been Standard legal if the format had existed and pick cards for a massive Cube.
Today we finish Mirage block with Weatherlight, and I was surprised to see some first time appearances of cards that I thought were at least a block later, or even further in one case.
There was some difficulty in picking cards for this set since there were not any multicolor choices to help fill in some of the gaps, and there were also not a lot of lands to choose from, so each color gets an additional card to pick from, making an even split of creature and noncreature cards.
Let’s get started!
White
To get things started with white, now with having an even split of creatures and noncreatures for each set, was not the hardest to pick from among the colors.
For the creature cards, I decided to go for some interesting utility by having one creature be something that can be played at instant speed with a solid utility ability and another creature that I had no idea existed and plays around in a space that white can do, but not often seen in this manner any more.
For the noncreature spells, I went with one that acted as a control piece that I thought was much later in Magic’s history but serves well being here, and the second card being something that is a very useful utility card for combat based decks.
My picks for white are Aura of Silence, Benalish Knight, Mistmoon Griffin, and Serra’s Blessing.



Blue
I had the hardest time with blue in the set, mostly in the creatures department.
The blue creatures in Weatherlight didn’t really strike my fancy, with the exception of my picks because one of them is a symmetrical effect that could be really helpful or really hurtful in the right deck and the second is one that does something that blue does well in a novel way.
My noncreature picks were much easier, mostly because they had a utility based purpose, with one being a counter spell that is cheap to cast but requires an alternate cost and the other is a way to get back an instant or sorcery from your graveyard.
My picks for blue are Abjure, Noble Benefactor, Relearn, and Tolarian Entrancer.



Black
Black, as has been the case historically on this series, was one of the easier colors to pick from.
The noncreature cards were the easiest to pick from since one is a way to help enable some graveyard strategies and the other is a build around card that can be really fun to play with if you know what to do and how to play it.
The creatures were a little tricky, but I decided that having a creature that would normally not serve much except as a cheap body with good stats and a bad ability but could potentially work well with other strategies in the future and a creature that can do repeatable discard if it deals combat damage.
My picks for black are Buried Alive, Circling Vultures, Doomsday, and Odylic Wraith.



Red
Red was probably the second easiest color to choose from, but there were still a couple of difficulties that came from it.
The noncreature spells are where I felt it the most, and I decided that once again go for some utility in a way that happens to help with aggressive strategies and the second being a way that helps deal some burn damage.
The creature spells by comparison were much easier, mostly because one is a legendary creature that I do want to do a Daily Commander on someday and the other is a creature that is actually really solid in utility and comeback power if played correctly.
My picks for red are Fervor, Maraxus of Keld, Thuderbolt, and Thundermare.



Green
Green was easier than I expected, but mostly for some interesting green cards for this period of time.
The creature cards were a bit challenging, but I ended up settling on a creature that would be incredibly useful in a particular type of ramp deck and the second is a creature that is really strong for its mana cost, but does come with a slight downside.
The noncreature cards were pretty easy all things considered, with one being a generally solid utility spell, especially for an activated abilities deck, and the other is a card that I thought came out much later but serves as a potential way to deal with a particular strategy.
My picks for green are Gaea’s Blessing, Llanowar Druid, Rogue Elephant, and Vitalize.



Artifacts and Lands
I am putting artifacts and lands together in this instance because there really isn’t a lot to talk about for lands.
The reason for this is because I decided to choose all four available lands from this set, two being really strong lands that produce multiple mana at great cost, one being a solid early game color fixer, and the last being useful in getting creatures out at flash speed.
The artifacts I chose ranged the gamut in what they do, with one being a permanent Fog effect while its in play, one that works well against sacrifice strategies, a well known Commander card, some anti artifacts tech against a particular type of artifact, a downside creature that can be used for some shenanigans later on, and a solid symmetrical draw card.
My picks for artifacts are Bubble Matrix, Dingus Staff, Mind Stone, Null Rod, Steel Golem, and Well of Knowledge. My picks for lands are Gemstone Mine, Lotus Vale, Scorched Ruins, and Winding Canyons.



In Conclusion
This wasn’t too difficult to choose cards from, and having the extra choice for even creature and noncreature spells helped make decisions easier.
When we return to the Magic Super Cube we begin looking at Tempest, which introduced an infamous creature type that I do want to include in the Cube because they are one of my favorite creature types.
As usual, here is the Moxfield link to keep up with all the cards in the Cube!
See you next time!
Peace,
From, J.M. Casual
Socials
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