Despite both being good in cube they are sufficiently narrow in scope to have not made this list
I'm like, 'Okay, I am here for that.' I am going to help you guys do that, but the first thing that happened is this one lady--I always say, "draw seven cards, that's your opening hand"--and she immediately goes, "I've got four threes." I kind of went, 'Okay, well, that's great, but this is a game where what you get on the table matters and your hand doesn't matter as much." It's one of those things we realized through teaching the game
Costing just one ink - which also allows the card to be added to your inkwell if needed - its a no-brainer when it comes to amping up the attacking power of ruby decks
The best use for this in these archetypes is in the Smokestack iterations that lean on resource denial rather than life drain to close the game
Uxie 078/191 Loading
When Rules Collide (Or Not) So how can Magic design have strict rules yet still allow rule breaking