Hello and welcome back to the Magic Super Cube!
For those who don’t know, this is where we take a look at Magic sets and choose cards from Standard legal sets or sets that would have been legal in Standard had the format existed and work to make an enormous Cube from those picks.
We continue on our quest in Urza’s block by taking a look at Urza’s Legacy and there are so many interesting cards in the set that it was a bit tough to make some picks.
That’s interesting because this is a smaller set, only 143 cards, but there were plenty of cards for me to choose from, and what’s more is that since there are no multicolor cards in the set, then I am open for more picks in each of the five colors and more artifact choices as well.
Let’s get started!
White
Starting with white, having four picks was not that difficult, though there were a bit of interesting choices to pick from.
The creatures were picked almost immediately because of how iconic they are, with one being a powerful way to protect our creatures for one mana and the other being a card that I almost missed until I gave the set a once over again and remembered that this iconic card was in the set.
The noncreature spells were a bit trickier, but after looking at the available options I ended up going with a card that would make combat a little more effective and a particular type of board wipe that we could use a bit more of in the Cube.
My picks for white are Karmic Guide, Knighthood, Mother of Runes, and Purify.



Blue
Blue was tough, and that was because I wanted to have several cards in, but due to how I structured the rules of the Cube, it was difficult to narrow some of the choices down.
This was especially seen in noncreature spells because there were so many that I wanted to include. In the end I chose a card that would be extremely helpful in a particular type of deck and the other being a really good way to gain card advantage at an insane rate.
The creatures were a little easier, and while there weren’t as many creatures I wanted to pick, I did end up with a creature that is excellent at its rate and the other was a fun pick for me because I do like enjoy this particular creature type.
My picks for blue are Bouncing Beebles, Cloud of Faeries, Frantic Search, and Tinker.



Black
Black was also a bit tough to pick from, and I would say that it was the hardest to pick from the lot, though not by much.
The creatures were the toughest to pick from because there were all decent but few really popped out to me. I ended up choosing an expensive creature that has a strong enough function for a particular deck and a cheap evasive creature that we could use a bit more of in black.
As far as noncreature spells, that was a bit easier to pick. I chose a card that worked as a pseudo-board wipe and the other was one of the more effective ways to bring a cheap creature from the graveyard to the battlefield while also having a little extra utility.
My picks for black are Engineered Plague, Phyrexian Plaguelord, Plague Beetle, and Unearth.



Red
With my red picks, I would say that this was probably the easiest of the five colors to pick from.
The noncreature spells were a little bit on the tricky side to pick from, and after looking at the available options I ended up picking a removal spell that has a little more versatility than one would initially expect and the other is a removal spell, which I think I need to start including more of as the Cube goes on.
The creature spells were pretty easy, with one being a creature that plays a particular role with one deck archetype, but also has synergy with a typal strategy in some cases and the other pick being a card that is iconic in terms of Magic history.
My picks for red are Avalanche Riders, Goblin Welder, Lava Axe, and Rack and Ruin.



Green
Green originally looked like it was going to be easy, but then I had to make some difficult choices.
This was incredibly apparent with the noncreature choices, mostly because I narrowed it down to three choices. As much as I would have liked to include one particular card, it does have a future printing that I can choose from, though it is some time away. My picks were two particular kinds of tutors, one for creatures and one for lands.
The creatures one the other hand were a bit easier to pick, with one being a way to help you flood the board with smaller creatures that can get a bit bigger, and the other a way for you to give a creature you control a particular form of evasion.
My picks for green are Crop Rotation, Defense of the Heart, Deranged Hermit, and Weatherseed Elf.



Lands
I wanted to get to lands before I got to artifacts since lands were the easiest of all options to pick from.
The reason why the picks were so easy is that this set had a cycle of lands that turned into creatures, and while this isn’t the first case in Magic for this to be done, this archetype of lands being this early in Magic’s history surprised me.
My picks for lands are Forbidding Watchtower, Faerie Conclave, Spawning Pool, Ghitu Encampment, and Treetop Village.



Artifacts
To end things off with a bang, we have some interesting and some powerful artifacts to choose from.
While the options weren’t massive in terms of amount, there were still plenty of solid artifacts to choose from. I ended up choosing an artifact that made combat effective and punishing for both players, a way to tax spells in an annoying but not oppressive way, an incredibly powerful mana rock, an intense and risky way to gain card advantage, and a way to punish opponents who have few cards in their hand.
My picks for artifacts are Angel’s Trumpet, Defense Grid, Grim Monolith, Memory Jar, and Wheel of Torture.



In Conclusion
This set was right in the middle in terms of cards to pick from, with some being very easy includes and others being a little trickier than I originally expected.
When we come back to the Magic Super Cube, we are going to be taking a slight detour from Urza’s block and take a look at another Core set by taking a look at Sixth Edition, which while it does have some interesting cards in it, was more important within the history of Magic for being one of the biggest rule shifts in the game’s history by introducing the stack, automatically losing when a player’s life hit 0, and a consolidation of card types and abilities.
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
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