For every set, I look at all of the new cards being released with the set. So whether it is in the main set or supplementary, I am evaluating all of it.
How I rank the cards is based on both power level and innovation. When evaluating by power level, I'm scaling it off of unpowered vintage. By innovation, I am referring to cards that either smooth out the drafting process by overlapping into a bunch of decks or open up new archetypes in cube. The cards need to still be powerful or at least playable as they need to still be competitive versus other cards. Ultimately, your cube, your choices, address your needs. You may not even need to get anything from the set.
Bitterbloom Bearer or Bitterblossom on a stick. This card is causing a lot of conflict for me and I'm a huge fan of Bitterblossom and this is doing just enough for me to consider it, but not enough to an unquestioned slamdunk. When comparing the two, the main thing to look at is whether the flash and body is better than a slower, safer, and easier to cast enchantment. In cubes with a bigger emphasis on longer game, this is a more attractive topdeck than Bitterblossom. The flash allows you to be more flexible with your mana and hold up or even bluff interaction. However if you're focus on just curving out and pushing card advantage, Bitterblossom being harder to interact with, just takes it. I would treat this as a sidegrade to Bitterblossom, so pick the one that best fits your cube if either do. If you have room for both though, just run both.
Moonshadow is a Death's Shadow I can get behind. It took me a bit to process what is actually said because I initially wrote it off as only caring about permanents from the battlefield to the graveyard. Rereading it said anywhere and my mind saw the truth. Mill, Discard, Sacrifice, etc. Just stuff black (and some of the other colors) did without even thinking would all feed into supporting this card. The new question became "With enough supports, how easy is it to make this a 2/2 or beyond by turn 2?" With fetchlands, Very easy. In fact, it's not unreasonable to consider it a superior Wild Nacatl with a graveyard twist. Easy include if you support black aggro or a graveyard strategy.
Kinscaer Sentry is white's method for matching red's pacing. Dropping in other creatures tapped and attacking applies a ton of pressure and damage to the opponent. At minimum, you can drop down other 2 power creatures, but at the ceiling, things get really really spicy. Elesh Norn is an unlikely scenario, but whatabout Flametongue Kavu or Caves of Chaos Adventurer. These are all game defining plays and the sentry just let's you do it for free. It has strong synergies with white card draw with the majority focused on tokens or the number of creatures attacking, both of which are things you want for this card. I currently see this card becoming a permanent resident in cubes. This card scales with the environment and creates memorable scenarios, both of which are things I look for in staples.
Formidable Speaker is a Fauna Shaman alternative that is probably better for most cubes. Unlike Fauna Shaman, Speaker does it on entering, so it is a one time effect. As a tradeoff, you are able to pitch any card vs being limited to only creature cards. In addition, it lets you untap permanents like Kiki-Jiki or Gavony Township. So the main thing is 3 mana vs 2 mana, but I find this negligible in the average deck as you won't activate Shaman until the turn after and it'll be a total of 3 mana anyway. The real deciding factor between the two is your cube composition. For pure value in a vacuum, Speaker is better, but if you want that toolbox gameplay Shaman is the way.
Figure of Fable, the modern take on Figure of Destiny, a beloved and nearly irreplaceable cube staple since its initial printing. It is easier to upgrade and has better stats at each level. Furthermore, being in green makes leveling a lot easy with the ample amounts of mana available. However, the creation of Figure of Fable surprisingly does not overtake Figure of Destiny's spot in cube. It being in Selesnya shifts the perspective you are viewing the card in since it does not exist in the context of red, but in the context of green. In addition, it is in a color combination is struggling for relevancy. Selesnya has been the worst color combination for quite sometime now and it hasn't had anything to incentivize playing it. I doubt this card will actually change that, however hybrid mana will lend it more play than the other cards in those slots. Thus I foresee this card being a quiet staple that never leaves ever, much like Figure of Destiny.
Sear is pushing the standards of red removal. Instant speed, unconditional, and low cost. Everything else that is similar either has tradeoffs, only targeted creatures, or cost 3 mana. The only thing I don't like is not being able to target players. If you're okay with not burning players, instant include.
Glen Elendra Guardian is a mix of the various faeries that have seen play throughout Magic's history. It offers itself a solid surprise blocker as being a 2/3 with flying is enough to stop majority of the little threats. The main selling factor is the counter ability. As the creature's controller, you want to keep the counter threat live more than the bigger body. It functions as a pseudo hatebear since your opponents have to play around the counter. BE AWARE that +1/+1 counters and -1/-1 counters negate one another creating windows where you will not have that counter threat. Not the biggest card to include, but definitely something to tink about if you're not running the other faeries like Brazen Borrower.
Bristlebane Battler is the card I'm most conflicted on in this list. The baseline body is atrocious, however the average case scenario for this card should be enough to make up for this card. When evaluating this card myself, I'm debating "how easy is it to turn this into a 3/3?" Following this card up with a card that generates 2 bodies was easier than I realized between Adeline, Aether Channeler, Ophiomancer, Rabblemaster, etc. So if you're able to get this card consistently at a 4/4, you're golden. I suggest testing this card for the feels to assess its role in your cube.
Midnight Tilling is a card style I like. It mills for and nabs you a card in the process. Every variation I've seen warrants a look and their inclusion should be based on your cube. The mill itself is great since it supports graveyard strategies while acting as a cantrip. With the ever increasing amount of graveyard focused strategies, these cards are an easy incude. If you are not running any of these self mill cards, this one is worth including. Even if you are running them, this will rank among the best of them.
The End Step
This set has surprisingly been a boon or at least it appears to be a boon for Selesnya (G/W) the most. This color combination has been becoming a bit of a concern to me as no one has been drafting it well in years. It has gotten to the point where my players are ignoring it. I went online for some help and it seems other curators are going through the same problems. The cards I mentioned has some sort of overlap and synergy with eachother and I am hoping to matches or exceeds my expectation, bringing Selesnya back to a competitive level.
Mentioned at the beginning, I realized I actually prefer this set for commander cube as I was going through it. I put a heavy hand on supporting elf tribal and general tribal support, just because I enjoy those archetypes and I feel it a staple part of the EDH experience to have that one guy with the tribal deck. Solid cards that just happen to be a supported creature really do a ton for cube designers. They are highly desirable on their own , but also add complexity to the tribe they belong to making them more distinct than just swing, go.
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