[quote from="igurmendez »" url="/forums/the-game/the-cube-forum/pauper-peasant-discussion/832331-modern-horizons-3-for-peasant-cube?comment=75"]Evolution Witness can't combo with Signature Slam because only catch permanents.
I'm considering Breaker of Creation and Eldrazi Ravager. Both are hard to cast, specially Breaker of Creation with those two colorless pips, but I like both as a reanimation target.
Not many decks hardcast Ulamog's Crusher, and even less cast Artisan of Kozilek, which is appealing for the reanination trigger on cast. Those two eldrazis are mostly played in reanimator. So, the cost on Breaker of Creation should not be a problem if you reanimate it, at least in my opinion. I like it because he protects itself, but with 4 toughness is still a creature you may stop. The key ability to me is the selfprotection, and that is the worst thing the old eldrazis don't have.
The colorless pips could be the payoff to play them ramping with colorless artifacts, but I don't have any problem if I have to add some Wastes to the box.
What do you think? This set is a nightmare to choose what cards to add, many of them are great.
I'm surprised no one is mentioning Colossal Dreadmask. It's a 6/6 Trampler for 6, that can then turn any other creature you have, including random mana dorks or tokens, into must-kill threats.
I haven't mentioned it, but I am going to at least try it. It's huge, and turning anything into a threat is great. If you have 4GG on one turn you're likely to have 3GG on another as well.
With all the amazing cards in this set, I will have to partially rebuild my cube. I think a lot of my cards have ended up orphaned over the years where the archetype they are a part of slowly got phased out, plus a few cards that are great generically but don't have synergy in my cube.
I tagged nearly 80 cards in this set which have at least a ghost of a chance of being good enough for someone's cube. Nearly everything older than 2015 is in danger of being power crept (Besides outliers like CGR and Lingering Souls).
With all the amazing cards in this set, I will have to partially rebuild my cube. I think a lot of my cards have ended up orphaned over the years where the archetype they are a part of slowly got phased out, plus a few cards that are great generically but don't have synergy in my cube.
Besides the fact that I haven't bought new cards since Rivals of Ixalan came out (nobody to play with because I moved to the middle of nowhere, and then I had a kid and had no time to play anyway), this has been the main reason I've stopped bothering to update my list. At this point a lot of the bones of my cube are looking pretty soft and I think the whole thing needs a do over. I've started putting together a whole new list from the ground up because so much has changed.
Even as I put together the new list, a lot of the cards are from MH1/MH2 as well. These sets really are mental.
E: also, an efficient way I've found to search the best cards with certain key words like "with a +1/+1 counter" is to sort by release date. Cool and normal.
I screenshotted everything that has a ghost of a chance of making waves in this set, and it's 79 cards long. So long almost every card printed before 2015...
It can be almost trivially easy to make a token of some stripe every turn in my cube. This thing being a personal howling mine is a great way to grind out a win, I reckon.
I wasn't convinced on the DFC cards, I am kind of annoyed because I like some of the hybrid ones but then hate others so I don't want to have some colours with an extra dual land like that.
I did a bit of a mini reboot, focusing on the multi-coloured cards. Making them true signposts and letting go of some classic cards to make that happen
The hybrid cards still don't fit like I want them to but there is also not a lot of options for them. You know what! I am going to cut one of my hybrid cards and get extra cards in mono-colour. The power creep means stuff that used to only be ability in multi-colour like unconditional removal and 2 power 1 drops and niche effects can now be found in mono-colour.
- Gift of the Viper - Instant speed, three types of counters, plus an untap, all for one mana? This will straight-up replace Burst of Strength in my cube as a +1/+1 counter combat trick.
CONSIDERING
- Basking Broodscale - Excellent card and easily goes infinite with Rosie Cotton, but I'm not sure I really have a use for that many Spawn tokens.
- Fangs of Kalonia - +1/+1 counter support that scales from early game to late game.
- Horrid Shadowspinner - Don't really have a spare guild slot, and it is similar to Tomebound Lich, but it's good for digging and setting-up reanimator.
NOT ADDING
- MDFCs - I really love some of these, but I don't run double-faced cards in my cube because I don't want other people sleeving/unsleeving my cards.
- Cycle lands - I don't run the panoramas in my cube (they're fine cards, just not enough room in the cube), and bad cycling costs don't make them more appealing to me. While the lands are great for fixing three separate guilds each, they can only be cycled in a three-color deck, which most people don't run in my drafts. The triple color could also cause additive distraction if people dismiss them because they aren't playing three-color (wouldn't have worried about that in my old group, but I'm currently faced with trying to form a new cube group once again. Just when you get a bunch of people you enjoy playing with, life intervenes and they move/fall away.).
- Energy cards - In a different cube where energy runs amuck, these could be fun, but I don't want to add them. The only energy card I run is Aether Hub, and that's a one-time mana fixer.
Funny thing about Wurmcoil Larva - I realize it's good, but it just feels so inferior after playing Wurmcoil Engine in Commander/EDH for nearly 14 years. I mean, one mana difference makes it and the tokens lose half their size? I should probably get over that, but it makes it hard to be objective.
0) Gift of the Viper - Instant speed, three types of counters, plus an untap, all for one mana? This will straight-up replace Burst of Strength in my cube as a +1/+1 counter combat trick.
1) - Cycle lands - I don't run the panoramas in my cube (they're fine cards, just not enough room in the cube), and bad cycling costs don't make them more appealing to me.
2) - Energy cards - In a different cube where energy runs amuck, these could be fun, but I don't want to add them.
3) Funny thing about Wurmcoil Larva - I realize it's good, but it just feels so inferior after playing Wurmcoil Engine in Commander/EDH for nearly 14 years.
0) Are you not running snakeskin veil? It makes basically every other trick look like limited fodder.
1) I think you missed that these are terramorphic expanses with upside in the right colors, not panoramas.
2) Many of the energy cards are entirely self-sufficient, like how aether chaser was before. Amped raptor is extremely close to being 2 mana shardless agent in my cube, for example.
3) I mean, just pretend it wasn't called wurmcoil so and so?
//
I honestly have no idea how someone could add fewer than 20 cards from this set, unless they had something in the way beyond power considerations. I am earnestly looking at something like 45. I know someone else with a maybelist of 80.
What do you think? This set is a nightmare to choose what cards to add, many of them are great.
I like Eldrazi Ravager over Ulamog's Crusher since the Ravager can self bin and, even with the colorless pip, is more reasonable to occasionally cast.
As you mentioned Breaker of Creation is really tempting thanks to the hexproof, but the 4 toughness is pretty rough. Given the rapid increase of token generators in my cube over the last few years, I am inclined to stick with higher toughness Artisan of Kozilek.
0) Gift of the Viper - Instant speed, three types of counters, plus an untap, all for one mana? This will straight-up replace Burst of Strength in my cube as a +1/+1 counter combat trick.
1) - Cycle lands - I don't run the panoramas in my cube (they're fine cards, just not enough room in the cube), and bad cycling costs don't make them more appealing to me.
2) - Energy cards - In a different cube where energy runs amuck, these could be fun, but I don't want to add them.
3) Funny thing about Wurmcoil Larva - I realize it's good, but it just feels so inferior after playing Wurmcoil Engine in Commander/EDH for nearly 14 years.
0) Are you not running snakeskin veil? It makes basically every other trick look like limited fodder.
I am running Snakeskin Veil, as well. It's great for protection, but it doesn't untap anything, and having a surprise blocker can be very, very handy. And I like having cards that fulfill different purposes.
1) I think you missed that these are terramorphic expanses with upside in the right colors, not panoramas.
Terramorphic Expanse/Evolving Wilds/Escape Tunnel each take one slot and support 100% of possible color combos - all 10 guilds and all 10 shards/wedges. The new lands are closer to panoramas because they only support 3 guilds each, and while they can fix for 7 shards/wedges, they can only be cycled in 1/10. I'm not planning to add land slots to my cube, and I don't have 10 lands I'd rather ditch.
2) Many of the energy cards are entirely self-sufficient, like how aether chaser was before. Amped raptor is extremely close to being 2 mana shardless agent in my cube, for example.
Amped Raptor is hardly self-sufficient or even comparable to cascade outside of a dedicated energy deck.
"if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of E equal to its mana value rather than paying its mana cost."
Unless the next nonland card is 2 mana or less, you lose it forever. If it's a 3-drop or more, it stays in exile and all you have is a 2/1 first strike plus two energy you may have no other use for. Unlike cascade, which keeps going until it finds a suitable card, this stops dead on the next nonland, regardless of whether you can cast it or not.
I honestly have no idea how someone could add fewer than 20 cards from this set, unless they had something in the way beyond power considerations. I am earnestly looking at something like 45. I know someone else with a maybelist of 80.
The set really is pushed and has some near-broken cards. But I'd be surprised if I was the only one with a smaller list.
"if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of E equal to its mana value rather than paying its mana cost."
Unless the next nonland card is 2 mana or less, you lose it forever. If it's a 3-drop or more, it stays in exile and all you have is a 2/1 first strike plus two energy you may have no other use for. Unlike cascade, which keeps going until it finds a suitable card, this stops dead on the next nonland, regardless of whether you can cast it or not.
I am pretty sure that Leelue understood this which is why they specified that it was basically that for their cube, specifically, and presumably for a deck with an aggressive red archetype. You could quite easily have a deck where it has a 90%+ success rate by just focusing on 1- and 2-drops.
"if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of E equal to its mana value rather than paying its mana cost."
Unless the next nonland card is 2 mana or less, you lose it forever. If it's a 3-drop or more, it stays in exile and all you have is a 2/1 first strike plus two energy you may have no other use for. Unlike cascade, which keeps going until it finds a suitable card, this stops dead on the next nonland, regardless of whether you can cast it or not.
I am pretty sure that Leelue understood this which is why they specified that it was basically that for their cube, specifically, and presumably for a deck with an aggressive red archetype. You could quite easily have a deck where it has a 90%+ success rate by just focusing on 1- and 2-drops.
I'm sure you could, which is why rather than making assumptions, I looks at Leelue's cube before posting that. 228 cards above 2 mana, 279 nonland cards 2 mana or below. I think a 45% failure rate is fairly significant when evaluating Amped Raptor, especially when comparing it to cascade, which always finds a card. And sure, you may find a card you don't want to cast at the moment (counterspells, removal when your opponent has no creatures, etc.), but that's true for both the raptor and Shardless Agent. The difference is those could push the raptor to failing more often than not.
You just tried to determine whether or not a card would be good in a deck (where you get to choose the contents of that deck) by assuming that the other cards in your deck are just going to be a random sample of the cube. Even after someone else pointed out that aggro decks exist? Bruh.
"The new lands are closer to panoramas because they only support 3 guilds each, and while they can fix for 7 shards/wedges, they can only be cycled in 1/10. I'm not planning to add land slots to my cube, and I don't have 10 lands I'd rather ditch.
My issue with you calling them panoramas was about their costs, not their colors. Suppose I could have been extremely explicit, but I thought it would be like... really apparent.
I get not wanting to add 10 lands. But that's a different line of reasoning.
//
This whole interaction reminded me of one I had last year, where I asked the forum about how much life a card would have to gain in order to play it if a million dollars was on the line. I had to go check to see who that was with.
What do you think? This set is a nightmare to choose what cards to add, many of them are great.
I like Eldrazi Ravager over Ulamog's Crusher since the Ravager can self bin and, even with the colorless pip, is more reasonable to occasionally cast.
As you mentioned Breaker of Creation is really tempting thanks to the hexproof, but the 4 toughness is pretty rough. Given the rapid increase of token generators in my cube over the last few years, I am inclined to stick with higher toughness Artisan of Kozilek.
Thanks for your answer! I suppose I will test them and see what to do.
You just tried to determine whether or not a card would be good in a deck (where you get to choose the contents of that deck) by assuming that the other cards in your deck are just going to be a random sample of the cube. Even after someone else pointed out that aggro decks exist? Bruh.
"The new lands are closer to panoramas because they only support 3 guilds each, and while they can fix for 7 shards/wedges, they can only be cycled in 1/10. I'm not planning to add land slots to my cube, and I don't have 10 lands I'd rather ditch.
My issue with you calling them panoramas was about their costs, not their colors. Suppose I could have been extremely explicit, but I thought it would be like... really apparent.
I get not wanting to add 10 lands. But that's a different line of reasoning.
//
This whole interaction reminded me of one I had last year, where I asked the forum about how much life a card would have to gain in order to play it if a million dollars was on the line. I had to go check to see who that was with.
Wow - somehow me posting that I was only adding 4-7 cards spiraled into this. I really don't want a drawn-out argument here. My opinion on the set varies from yours. You can't see how anyone could add less than 20 cards; I respect your opinion even if I disagree with it. And it's certainly not a power consideration like you said, given I'm one of the few who doesn't ban cards for power reasons and have been a staunch defender of running the often-banned cards (along with more answers to balance them out).
Bruh.
Suppose I could have been extremely explicit, but I thought it would be like... really apparent.
For someone with "not confrontational" under their name, you're being fairly passive aggressive.
Yes, it was me who disagreed on the million dollar hypothetical. I'll own that.
Can we get back to evaluating the cards?
I disagree on Amped Raptor being comparable to the more reliable cascade. And I'd be willing to bet that it only takes a few bad experiences for a good chunk of players to sour on it. It's got a decent ceiling but a poor floor. Obviously that changes if a cube has an energy focus.
As for the lands, I minimize my land slots by maximizing the value of those lands to each player. I don't run any gates or 2-color lands because, individually, they only support 10% of players and thus often get passed around until they are forced. By focusing on lands that serve 30%, 40%, or 100% of drafters, I find that they become legitimate picks rather than draft chaff. These new lands do fix 30% of guilds and could be a contender if I wasn't already full up on lands. Cutting cards is always hard, and a whole cycle of 10 makes that even harder.
The subtitle is sarcasm. I wasn't being passive aggressive, I was being directly confrontational. And I should probably say that I showed considerable restraint and rewrote a lot of what I could have said instead. Same here
Also, you didn't disagree with me on the lifegain question. I don't think you ever came to understand the concept of the question. It can be difficult to converse with you. For the record, I showed you a godlike amount of patience in that interaction. I don't have it in me every day.
A deck with only one and two drops may work in constructed, but in limited? Why would anyone do this? Don't think I've ever seen such a deck in a real limited game of Magic. Not in my cube and certainly not elsewhere. I'm pretty sure I run more aggressive one drops than most people around here, but you are intentionally making a deck worse if you don't run at least a few three or even four drops. It doesn't help that Raptor is one of your two drops. The most aggressive low curve red deck I can think of that is still reasonable has a 20% chance to miss with Amped Raptor. And the typical aggro deck in my cube would have a whiff chance of ~35%. And that's not even counting cards you may have no use for when Raptor comes into play, such as counterspells, combat tricks etc.
Amped Raptor has at least a decent body and the chance to hit something worthwhile is always >50% in an aggressive deck. It's certainly not a bad card on average. But if you are like me and cut Shardless Agent for being too unreliable and 'feel bad' in decks that run as few as 1-3 counterspells then you probably don't want Amped Raptor either.
Mandibular Kite: The best way to support a Boros equipment guild is to provide it with equipment creatures. Doing this allows the equipment deck to not have to inundate itself with a ton of equipment to make it work. I love these kinds of cards. This card is absolutely perfect and I couldn't have designed it more perfect in terms of power level and design.
Envoy of the Ancestors: This card has multiple overlaps in my cube with Boros equipment, Selesnya tokens, and potentially Orzhov lifegain. Making this card powerful shouldn't be too hard, with the equipment creatures and +1/+1 counter enablers. Also, just turning itself into a 3/4 lifelinker seems like a perfectly respectable line.
Rosecot Knight: I was just looking for a 5 drop that provided some grind for my white midrange brews. With all my white removal being enchantment based and the rise in utility artifacts, equipment, and artifact creatures, this card seems like it could be pretty solid. It can always be played as a 4/5 vigilance for 5 which isn't an unreasonable play.
Brainsurge: I'm adding all 10 landscapes, so giving my cube a Legacy line is a fun prospect. Not sold on how good this card is, but it seems like it could be a decent alternative to some of the other instant speed 3 mana draw spells.
Retrofitted Transmogrant: Great sacrifice combo piece for Rakdos and a good recursion target for my Golgari graveyard strategy. I'll keep him on my radar if he gets too annoying since a 3/3 from the graveyard forever could potentially be annoying. He does come into play tapped and I also think its reasonably costed for the effect. He's just too saucy to not try out.
Dreadmobile: This is an incredibly fun and aggressive sacrifice outlet for Rakdos. Love it.
Furnace Hellkite: Crazy fun finisher in red. The more they print artifact creatures and utility artifacts, this card gets more and more exciting. The prospect of landing this on 4 or 5 gets me feeling a certain way. Seems like it could be an interesting fit in Rakdos and Boros.
Siege Smash: I certainly love trample buff spells. Putting artifact destruction on it will make it pretty flexible. Not sure how relevant split second will be, but I think the versatility of this spell will have it see play in the aggressive strategies.
Hydra Trainer: This card is most assuredly a Selesnya counters card and is indeed a fun one. There are multiple cards in my cube that provide vigilance which can really make this card saucy. There's plenty of +1/+1 counter support to get this card rolling. Incidentally working with the Vivid lands is a fun line too.
Nyxborn Hydra: This card seems like an interesting +1/+1 counter creature. I feel that it's average line of play is to be a noncreature spell. It'll feel real good as a top deck late game. I like having creatures in the cube that can scale like that. I'll give it a try.
Signature Slam: Just a reliable removal spell that synergizes with my Selesnya theme. Solid.
So I added 26 cards. I had to stay disciplined with this set. It would have been incredibly easy to just throw cards in the cube because they are "strong". I had to honor my guilds' synergies and keep it reasonable. Very cool set with a lot of exciting cards. I'm most excited for the landscapes. Those lands are doing something that we really haven't seen in Peasant. Fetchable lands that don't sacrifice tempo. Most excited I've been about lands in a while.
Dog Umbra - Nice flexibility as protection or soft removal.
Envoy of the Ancestors - Good payoff for +1/+1 counters decks, and even helps out the occasional equipped or enchanted creature. Nice upgrade over Abzan Battle Priest.
Thraben Charm - Great flexibility of 3 different types of removal.
Witch Enchanter - More ETB removal for White that can be blinked, and as a backup as a land. More great flexibility.
Skittering Precursor - Red has been getting more sacrifice enablers recently, so this card might work well in a Rakdos deck. Also, just being a 3mv 3/3 menace is decent for an aggro deck.
Bridgeworks Battle - We now have about 10 good fight/bite effects in Green, but this should be one of the better ones with the untapped land option.
Colossal Dreadmask - I talked about this card earlier in the thread. This can make anything it's equipped to a threat, even if the original creature dies.
Malevolent Rumble - Fills every checkbox for a spell like this. Green draw spell that can get creatures or lands, fills graveyard, and gives 1 time mini-ramp or a blocker.
Nightshade Dryad - Pretty much just better than Poison Dart Frog, except in art. I think this will be the best 2MV mana dork in peasant.
Nyxborn Hydra - Looks interesting. One of the few X cost creatures in peasant that isn't too inefficient.
Signature Slam - Another good bite spell and counters payoff.
Legion Leadership - Less certain about this one, but I want to try more combat tricks, and double power and first strike that 2 colors can play seems decent if it can also be a land.
Evolution Witness may catch you the Ordeals: Ordeal of Purphoros, Ordeal of Nylea and Ordeal of Thassa look powerful with her. At least, they are permanents that put some counters, sacrifice themselves if the condition is met and the Witness recover them.
I'm considering Breaker of Creation and Eldrazi Ravager. Both are hard to cast, specially Breaker of Creation with those two colorless pips, but I like both as a reanimation target.
Not many decks hardcast Ulamog's Crusher, and even less cast Artisan of Kozilek, which is appealing for the reanination trigger on cast. Those two eldrazis are mostly played in reanimator. So, the cost on Breaker of Creation should not be a problem if you reanimate it, at least in my opinion. I like it because he protects itself, but with 4 toughness is still a creature you may stop. The key ability to me is the selfprotection, and that is the worst thing the old eldrazis don't have.
The colorless pips could be the payoff
What do you think? This set is a nightmare to choose what cards to add, many of them are great.
My Omniscience Draft Cube
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
WiJ
Peasant 540 Cube
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Besides the fact that I haven't bought new cards since Rivals of Ixalan came out (nobody to play with because I moved to the middle of nowhere, and then I had a kid and had no time to play anyway), this has been the main reason I've stopped bothering to update my list. At this point a lot of the bones of my cube are looking pretty soft and I think the whole thing needs a do over. I've started putting together a whole new list from the ground up because so much has changed.
Even as I put together the new list, a lot of the cards are from MH1/MH2 as well. These sets really are mental.
E: also, an efficient way I've found to search the best cards with certain key words like "with a +1/+1 counter" is to sort by release date. Cool and normal.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Idol of Oblivion appears to have a rarity change not accounted for on scryfall:
https://scryfall.com/card/m3c/297/idol-of-oblivion
It can be almost trivially easy to make a token of some stripe every turn in my cube. This thing being a personal howling mine is a great way to grind out a win, I reckon.
With that in mind...
(Or cards for depowered lists)
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Shire Shirriff --> Metastatic Evangel
Danitha Capashen Paragon --> Proud Pack-Rhino
decree of justice --> Sentinel of the Eternal Watch
Mirror Image --> Copycrook
Faerie Vandal --> Emrakul's Messenger
Acquisition Octopus --> Hope-Ender Coatl
Legion Vanguard --> Accursed Marauder
Bastion of Remembrance --> Marionette Apprentice
makeshift mannequin --> Victimize
Vampire Sovereign --> Wurmcoil Larva
Volt Charge --> Ghostfire Slice
Goblin Assault --> Glimpse the Impossible
Rage Forger --> Molten Gatekeeper
Cacophony Scamp --> Sarpadian Simulacrum
Goblin Wardriver --> Reckless Pyrosurfer
Akki Ember-Keeper --> Skittering Precursor
Streetwise Negotiator --> Basking Broodscale
Imperious Perfect --> Evolution Witness
Duskwatch Recruiter --> Propagator Drone
Roaring Earth --> Signature Slam
Keeper of Fables --> Territory Culler
Skyscanner --> Junk Diver
I wasn't convinced on the DFC cards, I am kind of annoyed because I like some of the hybrid ones but then hate others so I don't want to have some colours with an extra dual land like that.
I did a bit of a mini reboot, focusing on the multi-coloured cards. Making them true signposts and letting go of some classic cards to make that happen
Calciderm --> Relief Captain
Serra Angel --> Angelic Quartermaster
Cloudfin Raptor --> Marauding Sphinx
Murmuring Mystic --> Waker of Waves
Howling Giant --> Surrak, the Hunt Caller
Jubilant Skybonder --> Turn to Mist
Empyrean Eagle --> Reflector Mage
Dinrova Horror --> The Mouth of Sauron
Blightning --> Garna, Bloodfist of Keld
Boggart Ram-Gang --> Samut, Tyrant Smasher
Bloodbraid Elf --> Ruby, Daring Tracker
Lotleth Troll --> Honest Rutstein
Shadowfax, Lord of Horses --> Form a Posse
Frilled Mystic --> Growth Spiral
Shardless Agent --> Troyan, Gutsy Explorer
The hybrid cards still don't fit like I want them to but there is also not a lot of options for them. You know what! I am going to cut one of my hybrid cards and get extra cards in mono-colour. The power creep means stuff that used to only be ability in multi-colour like unconditional removal and 2 power 1 drops and niche effects can now be found in mono-colour.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
ADD
- Accursed Marauder - Cheaper than the other Fleshbag Marauder variants, and they can't mitigate the punishment with a cheap token.
- Evolution Witness - Still can't believe they printed this at common without a once-per-turn restriction.
- Marionette Apprentice - Two bodies plus aristocrats drain.
- Gift of the Viper - Instant speed, three types of counters, plus an untap, all for one mana? This will straight-up replace Burst of Strength in my cube as a +1/+1 counter combat trick.
CONSIDERING
- Basking Broodscale - Excellent card and easily goes infinite with Rosie Cotton, but I'm not sure I really have a use for that many Spawn tokens.
- Fangs of Kalonia - +1/+1 counter support that scales from early game to late game.
- Horrid Shadowspinner - Don't really have a spare guild slot, and it is similar to Tomebound Lich, but it's good for digging and setting-up reanimator.
NOT ADDING
- MDFCs - I really love some of these, but I don't run double-faced cards in my cube because I don't want other people sleeving/unsleeving my cards.
- Cycle lands - I don't run the panoramas in my cube (they're fine cards, just not enough room in the cube), and bad cycling costs don't make them more appealing to me. While the lands are great for fixing three separate guilds each, they can only be cycled in a three-color deck, which most people don't run in my drafts. The triple color could also cause additive distraction if people dismiss them because they aren't playing three-color (wouldn't have worried about that in my old group, but I'm currently faced with trying to form a new cube group once again. Just when you get a bunch of people you enjoy playing with, life intervenes and they move/fall away.).
- Energy cards - In a different cube where energy runs amuck, these could be fun, but I don't want to add them. The only energy card I run is Aether Hub, and that's a one-time mana fixer.
Funny thing about Wurmcoil Larva - I realize it's good, but it just feels so inferior after playing Wurmcoil Engine in Commander/EDH for nearly 14 years. I mean, one mana difference makes it and the tokens lose half their size? I should probably get over that, but it makes it hard to be objective.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Doomed Traveler -> Indebted Spirit
Relief Captain -> Aerie Auxiliary
Guardian of the Great Door -> Decree of Justice
Zahid, Djinn of the Lamp -> Emrakul's Messenger
Gravelighter -> Accursed Marauder
Butch DeLoria, Tunnel Snake -> Marionette Apprentice
Reaper's Talisman -> Grim Servant
Deadly Dispute -> Eviscerator's Insight
Demonic Ruckus -> Reckless Pyrosurfer
Flame Spill -> Ghostfire Slice
Poison Dart Frog -> Nightshade Dryad
Tough Cookie -> Evolution Witness
Hard-Hitting Question -> Horrific Assault
Commune with the Gods -> Malevolent Rumble
Wilt -> Collective Resistance
Halana, Kessig Ranger -> Territory Culler
Razortide Bridge -> Tranquil Landscape
Mistvault Bridge -> Contaminated Landscape
Drossforge Bridge -> Seething Landscape
Slagwoods Bridge -> Twisted Landscape
Thornglint Bridge -> Sheltering Landscape
Goldmire Bridge -> Shattered Landscape
Silverbluff Bridge -> Bountiful Landscape
Darkmoss Bridge -> Deceptive Landscape
Rustvale Bridge -> Perilous Landscape
Tanglepool Bridge -> Foreboding Landscape
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0) Are you not running snakeskin veil? It makes basically every other trick look like limited fodder.
1) I think you missed that these are terramorphic expanses with upside in the right colors, not panoramas.
2) Many of the energy cards are entirely self-sufficient, like how aether chaser was before. Amped raptor is extremely close to being 2 mana shardless agent in my cube, for example.
3) I mean, just pretend it wasn't called wurmcoil so and so?
//
I honestly have no idea how someone could add fewer than 20 cards from this set, unless they had something in the way beyond power considerations. I am earnestly looking at something like 45. I know someone else with a maybelist of 80.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I like Eldrazi Ravager over Ulamog's Crusher since the Ravager can self bin and, even with the colorless pip, is more reasonable to occasionally cast.
As you mentioned Breaker of Creation is really tempting thanks to the hexproof, but the 4 toughness is pretty rough. Given the rapid increase of token generators in my cube over the last few years, I am inclined to stick with higher toughness Artisan of Kozilek.
My 540-card Signed Legacy Cube
My 2-Player Signed Legacy Cube
My Lord of the Rings Cube
"if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of E equal to its mana value rather than paying its mana cost."
Unless the next nonland card is 2 mana or less, you lose it forever. If it's a 3-drop or more, it stays in exile and all you have is a 2/1 first strike plus two energy you may have no other use for. Unlike cascade, which keeps going until it finds a suitable card, this stops dead on the next nonland, regardless of whether you can cast it or not. Yeah. I even said I realize it's good. But I also happen to like my 5-drops. The set really is pushed and has some near-broken cards. But I'd be surprised if I was the only one with a smaller list.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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I am pretty sure that Leelue understood this which is why they specified that it was basically that for their cube, specifically, and presumably for a deck with an aggressive red archetype. You could quite easily have a deck where it has a 90%+ success rate by just focusing on 1- and 2-drops.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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You just tried to determine whether or not a card would be good in a deck (where you get to choose the contents of that deck) by assuming that the other cards in your deck are just going to be a random sample of the cube. Even after someone else pointed out that aggro decks exist? Bruh.
"The new lands are closer to panoramas because they only support 3 guilds each, and while they can fix for 7 shards/wedges, they can only be cycled in 1/10. I'm not planning to add land slots to my cube, and I don't have 10 lands I'd rather ditch.
My issue with you calling them panoramas was about their costs, not their colors. Suppose I could have been extremely explicit, but I thought it would be like... really apparent.
I get not wanting to add 10 lands. But that's a different line of reasoning.
//
This whole interaction reminded me of one I had last year, where I asked the forum about how much life a card would have to gain in order to play it if a million dollars was on the line. I had to go check to see who that was with.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Thanks for your answer! I suppose I will test them and see what to do.
My Omniscience Draft Cube
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
For someone with "not confrontational" under their name, you're being fairly passive aggressive.
Yes, it was me who disagreed on the million dollar hypothetical. I'll own that.
Can we get back to evaluating the cards?
I disagree on Amped Raptor being comparable to the more reliable cascade. And I'd be willing to bet that it only takes a few bad experiences for a good chunk of players to sour on it. It's got a decent ceiling but a poor floor. Obviously that changes if a cube has an energy focus.
As for the lands, I minimize my land slots by maximizing the value of those lands to each player. I don't run any gates or 2-color lands because, individually, they only support 10% of players and thus often get passed around until they are forced. By focusing on lands that serve 30%, 40%, or 100% of drafters, I find that they become legitimate picks rather than draft chaff. These new lands do fix 30% of guilds and could be a contender if I wasn't already full up on lands. Cutting cards is always hard, and a whole cycle of 10 makes that even harder.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Also, you didn't disagree with me on the lifegain question. I don't think you ever came to understand the concept of the question. It can be difficult to converse with you. For the record, I showed you a godlike amount of patience in that interaction. I don't have it in me every day.
//
But yeah, I can switch back to cards now
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Amped Raptor has at least a decent body and the chance to hit something worthwhile is always >50% in an aggressive deck. It's certainly not a bad card on average. But if you are like me and cut Shardless Agent for being too unreliable and 'feel bad' in decks that run as few as 1-3 counterspells then you probably don't want Amped Raptor either.
My Old School Battlebox
My Premodern Battlebox
The maybe-list for my cube just from MH3 is "down to" 60 cards. God help us all.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Mandibular Kite: The best way to support a Boros equipment guild is to provide it with equipment creatures. Doing this allows the equipment deck to not have to inundate itself with a ton of equipment to make it work. I love these kinds of cards. This card is absolutely perfect and I couldn't have designed it more perfect in terms of power level and design.
Envoy of the Ancestors: This card has multiple overlaps in my cube with Boros equipment, Selesnya tokens, and potentially Orzhov lifegain. Making this card powerful shouldn't be too hard, with the equipment creatures and +1/+1 counter enablers. Also, just turning itself into a 3/4 lifelinker seems like a perfectly respectable line.
Rosecot Knight: I was just looking for a 5 drop that provided some grind for my white midrange brews. With all my white removal being enchantment based and the rise in utility artifacts, equipment, and artifact creatures, this card seems like it could be pretty solid. It can always be played as a 4/5 vigilance for 5 which isn't an unreasonable play.
Brainsurge: I'm adding all 10 landscapes, so giving my cube a Legacy line is a fun prospect. Not sold on how good this card is, but it seems like it could be a decent alternative to some of the other instant speed 3 mana draw spells.
Retrofitted Transmogrant: Great sacrifice combo piece for Rakdos and a good recursion target for my Golgari graveyard strategy. I'll keep him on my radar if he gets too annoying since a 3/3 from the graveyard forever could potentially be annoying. He does come into play tapped and I also think its reasonably costed for the effect. He's just too saucy to not try out.
Dreadmobile: This is an incredibly fun and aggressive sacrifice outlet for Rakdos. Love it.
Wurmcoil Larva: Just a really saucy black creature.
Furnace Hellkite: Crazy fun finisher in red. The more they print artifact creatures and utility artifacts, this card gets more and more exciting. The prospect of landing this on 4 or 5 gets me feeling a certain way. Seems like it could be an interesting fit in Rakdos and Boros.
Siege Smash: I certainly love trample buff spells. Putting artifact destruction on it will make it pretty flexible. Not sure how relevant split second will be, but I think the versatility of this spell will have it see play in the aggressive strategies.
Hydra Trainer: This card is most assuredly a Selesnya counters card and is indeed a fun one. There are multiple cards in my cube that provide vigilance which can really make this card saucy. There's plenty of +1/+1 counter support to get this card rolling. Incidentally working with the Vivid lands is a fun line too.
Nyxborn Hydra: This card seems like an interesting +1/+1 counter creature. I feel that it's average line of play is to be a noncreature spell. It'll feel real good as a top deck late game. I like having creatures in the cube that can scale like that. I'll give it a try.
Signature Slam: Just a reliable removal spell that synergizes with my Selesnya theme. Solid.
Faithful Watchdog: A reliable synergistic threat.
Hope-Ender Coatl: A Simic flash deck staple. It's going to feel so powerful when it counters something. I love it and I fear it.
Solar Transformer: I currently run Sphere of the Suns, so I just replaced it.
And then all 10 lanscapes.
So I added 26 cards. I had to stay disciplined with this set. It would have been incredibly easy to just throw cards in the cube because they are "strong". I had to honor my guilds' synergies and keep it reasonable. Very cool set with a lot of exciting cards. I'm most excited for the landscapes. Those lands are doing something that we really haven't seen in Peasant. Fetchable lands that don't sacrifice tempo. Most excited I've been about lands in a while.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
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