My current Peasant cube build. I've recently downsized my cube from 450 to 405 in an effort to tighten up my White card pool, which I felt was too diluted at 450. My main worry is that I've cut some of the wrong cards out in the process and now I need to figure out a solid list.
Any suggestions and criticisms are highly appreciated.
Cube Size: 405
Breakdown: 59 Each Color, 50 Multicolor, 38 Colorless, 28 Land
Format: Peasant
Portal: Yes
Un-Cards: No
Average # of Players: 4-6
1) Fix the mana curves of each color. Most notable is that there's too few 3-drops in most colors and you can feel it when drafting.
2) Cut down on multicolor to 4 of each guild. This should be pretty easy, as I can "cheat" for most guilds and hide the hybrids in monocolors, so there's only like 3-4 real cuts for me to do.
I can't give you as detailed a run-down as I would like right now, but I can give you a rundown of the 3 drop creatures I'm running that you aren't
White Stonecloaker: One of the "universal" cards, in that it is playable basically in every archetype. If you have reservations about running too many creatures like this, that's one thing, but the cremate ability is worth having a one-of for the cube. If you feel like you want another combat trick, this is one that exists for that purpose as well.
Troubled Healer: A mostly defensive card, troubled healer is one of the more interesting cards out there. Innocuous in appearance, having free effects is one of the most valuable things you can have in cube. Prevent 2 is enough to swing almost all combat in your favor and essentially offers protection from red as well. It can't be too oppressive because you need lands, but your opponent usually can't afford to throw too many cards at your lands to begin with. I personal favorite.
Master of Diversion: I don't have a read on this card yet. I'm using it now to support azorius and boros strategies that invalidate blocking as an option for your opponent.
Sea drake: Let's get one thing out of the way: that is not really a drawback. Playing it whenever you are not playing a land drop for the turn means you get a 4/3 flyer for 2 mana that bounces a land to your hand. That's absurd. This card is creeping into staple status for me, at least for decks that support blue strats that attack.
Latch seeker: An actual staple for people who support blue decks that attack.
Rishadan airship: Third in line after the above two, it's a fine card.
Side-note: how is arrogant bloodlord treating you? I want to play it.
Chittering Rats: This is one of my personal favorite 3 drops. It has the unique ability of making it so your opponent can't draw an answer and it provides card advantage in a way unlike a liliana's specter. Specter can discard a useless land, this guy doesn't have a negligible effect at all.
Plague Spitter: A card that has recently captured my imagination, this guy does weird things to the gamestate. You have to play it in unusual builds but it synergizes well with chip-shot cards like darkblast. It often forces your opponent to wait until it dies before they can play a decent number of cards.
Ogre marauder: Worse than the above 2 cards, I would still run it if you feel like black aggro wants another card strictly for the beats.
Fault Riders: I would go as far as to say that this gives splatter thug a run for the title "best pure attacker in red's 3 slot". It cannot be traded with at all, it tears down walls, and it eventually (sooner than you think) starts doming your opponent for 1/5th of their life.
Spur Grappler: All the power of the above card, but with less cost, more consistency, and more fragility.
Trophy Hunter: I swear to all that I hold dear, this card is good. A 2/3 with upside for 3 is better than what we are used to paying for a card that hates on something (2/2s for 3, or 2/1s that kill themselves). But this hates on cards taht are present in basically every deck. And when it does, it becomes a very combat-relevant threat. A 3/4 is serious business, and you don't actually need to kill it with the hunter to get the +1/+1. It just needs to die somehow (meaning you can ping even your own fliers when they are targeted by kill spells). I stand by the fact that this is the most underrated card in the whole community.
Crocanura: A decent defensive card, if you want your green to do that. It isn't hard to make it a 3/5 and that's not losing to much in combat. Not bad for a 3 drop, but you have to kinda want it for what it does, because it isn't not narrow.
Fierce empath: He;s been with me for a few months now, and I like him enough. If you are running 3 6/7 drops, he toolboxes one out for you and buys you a little more time to cast it.
Hungry Spriggan: Obviously for green aggro, this requires you to be doing that for it to be good since it doesn't really fit well in even midrangey decks.
Trusted Forcemage: Just a guy that does his job decently well. Nothing special, but letting your 2 drop attack into bigger guys is welcome enough.
and lastly, you can always run Cathodion. It's a fine man, nothing objectionable about it. Literally fits in every deck when you need a guy.
White Stonecloaker: One of the "universal" cards, in that it is playable basically in every archetype. If you have reservations about running too many creatures like this, that's one thing, but the cremate ability is worth having a one-of for the cube. If you feel like you want another combat trick, this is one that exists for that purpose as well.
Troubled Healer: A mostly defensive card, troubled healer is one of the more interesting cards out there. Innocuous in appearance, having free effects is one of the most valuable things you can have in cube. Prevent 2 is enough to swing almost all combat in your favor and essentially offers protection from red as well. It can't be too oppressive because you need lands, but your opponent usually can't afford to throw too many cards at your lands to begin with. I personal favorite.
Master of Diversion: I don't have a read on this card yet. I'm using it now to support azorius and boros strategies that invalidate blocking as an option for your opponent.
Added Stonecloaker. Troubled Healer looks very interesting. I recently added Intangible Virtue to support my White's coincidental token sub-theme, especially if it's paired with Green's powerful token generators. It might work out or might be too inconsistent, who knows. Troubled Healer goes in if anything looks weak.
Sea drake: Let's get one thing out of the way: that is not really a drawback. Playing it whenever you are not playing a land drop for the turn means you get a 4/3 flyer for 2 mana that bounces a land to your hand. That's absurd. This card is creeping into staple status for me, at least for decks that support blue strats that attack.
Latch seeker: An actual staple for people who support blue decks that attack.
Sea Drake looks great but it's $8+, I'll hold off until I'm convinced. Latch Seeker will be going in though, good call.
Side-note: how is arrogant bloodlord treating you? I want to play it.
A recent addition that I haven't tried out yet. Might be good, might be terrible.
Chittering Rats: This is one of my personal favorite 3 drops. It has the unique ability of making it so your opponent can't draw an answer and it provides card advantage in a way unlike a liliana's specter. Specter can discard a useless land, this guy doesn't have a negligible effect at all.
Plague Spitter: A card that has recently captured my imagination, this guy does weird things to the gamestate. You have to play it in unusual builds but it synergizes well with chip-shot cards like darkblast. It often forces your opponent to wait until it dies before they can play a decent number of cards.
I play the crap out of Chittering Rats in Pauper, no idea why I hadn't thought of adding it to Cube as well. I'll add this in for something, maybe Broodlord if he doesn't pan out.
Plague Spitter is interesting. I'll need to test him.
Fault Riders: I would go as far as to say that this gives splatter thug a run for the title "best pure attacker in red's 3 slot". It cannot be traded with at all, it tears down walls, and it eventually (sooner than you think) starts doming your opponent for 1/5th of their life.
Spur Grappler: All the power of the above card, but with less cost, more consistency, and more fragility.
Fault Riders is certainly interesting. I like the look of him more than Spur Grappler. I added Suq'Ata Lancer for the time being because I like hastey beats but if that doesn't work, or if I just want another 3-drop, Fault Riders goes in.
Trophy Hunter: I swear to all that I hold dear, this card is good. A 2/3 with upside for 3 is better than what we are used to paying for a card that hates on something (2/2s for 3, or 2/1s that kill themselves). But this hates on cards taht are present in basically every deck. And when it does, it becomes a very combat-relevant threat. A 3/4 is serious business, and you don't actually need to kill it with the hunter to get the +1/+1. It just needs to die somehow (meaning you can ping even your own fliers when they are targeted by kill spells). I stand by the fact that this is the most underrated card in the whole community.
Adding this for sure. Looks really neat.
Crocanura: A decent defensive card, if you want your green to do that. It isn't hard to make it a 3/5 and that's not losing to much in combat. Not bad for a 3 drop, but you have to kinda want it for what it does, because it isn't not narrow.
Fierce empath: He;s been with me for a few months now, and I like him enough. If you are running 3 6/7 drops, he toolboxes one out for you and buys you a little more time to cast it.
Hungry Spriggan: Obviously for green aggro, this requires you to be doing that for it to be good since it doesn't really fit well in even midrangey decks.
Trusted Forcemage: Just a guy that does his job decently well. Nothing special, but letting your 2 drop attack into bigger guys is welcome enough.
Crocanura maybe, the rest not feeling it.
and lastly, you can always run Cathodion. It's a fine man, nothing objectionable about it. Literally fits in every deck when you need a guy.
That's a really impressive artifact! I guess he was balanced around mana burn back in the day. Instant include.
Ordered those card now. Should have them ready to be tested next week. Thanks a bunch for the suggestions, Leelue!
Any suggestions and criticisms are highly appreciated.
Cube Size: 405
Breakdown: 59 Each Color, 50 Multicolor, 38 Colorless, 28 Land
Format: Peasant
Portal: Yes
Un-Cards: No
Average # of Players: 4-6
Banned: Sol Ring, Library of Alexandria, Skullclamp, Mana Drain, Maze of Ith, Propaganda, Ghostly Prison, Loxodon Warhammer, Behemoth's Sledge, Sensei's Divining Top
I also do not run functional reprints. For example, I run Welkin Tern, but not Vaporkin.
CubeTutor:
http://cubetutor.com/viewcube/3344
Visual Spoiler:
http://cubetutor.com/visualspoiler/3344
UBRThraximundar, Tribal ZombiesUBR
WURZedruu's Great TradesWUR
1) Fix the mana curves of each color. Most notable is that there's too few 3-drops in most colors and you can feel it when drafting.
2) Cut down on multicolor to 4 of each guild. This should be pretty easy, as I can "cheat" for most guilds and hide the hybrids in monocolors, so there's only like 3-4 real cuts for me to do.
UBRThraximundar, Tribal ZombiesUBR
WURZedruu's Great TradesWUR
I can't give you as detailed a run-down as I would like right now, but I can give you a rundown of the 3 drop creatures I'm running that you aren't
White
Stonecloaker: One of the "universal" cards, in that it is playable basically in every archetype. If you have reservations about running too many creatures like this, that's one thing, but the cremate ability is worth having a one-of for the cube. If you feel like you want another combat trick, this is one that exists for that purpose as well.
Troubled Healer: A mostly defensive card, troubled healer is one of the more interesting cards out there. Innocuous in appearance, having free effects is one of the most valuable things you can have in cube. Prevent 2 is enough to swing almost all combat in your favor and essentially offers protection from red as well. It can't be too oppressive because you need lands, but your opponent usually can't afford to throw too many cards at your lands to begin with. I personal favorite.
Master of Diversion: I don't have a read on this card yet. I'm using it now to support azorius and boros strategies that invalidate blocking as an option for your opponent.
Sea drake: Let's get one thing out of the way: that is not really a drawback. Playing it whenever you are not playing a land drop for the turn means you get a 4/3 flyer for 2 mana that bounces a land to your hand. That's absurd. This card is creeping into staple status for me, at least for decks that support blue strats that attack.
Latch seeker: An actual staple for people who support blue decks that attack.
Rishadan airship: Third in line after the above two, it's a fine card.
Side-note: how is arrogant bloodlord treating you? I want to play it.
Chittering Rats: This is one of my personal favorite 3 drops. It has the unique ability of making it so your opponent can't draw an answer and it provides card advantage in a way unlike a liliana's specter. Specter can discard a useless land, this guy doesn't have a negligible effect at all.
Plague Spitter: A card that has recently captured my imagination, this guy does weird things to the gamestate. You have to play it in unusual builds but it synergizes well with chip-shot cards like darkblast. It often forces your opponent to wait until it dies before they can play a decent number of cards.
Ogre marauder: Worse than the above 2 cards, I would still run it if you feel like black aggro wants another card strictly for the beats.
Fault Riders: I would go as far as to say that this gives splatter thug a run for the title "best pure attacker in red's 3 slot". It cannot be traded with at all, it tears down walls, and it eventually (sooner than you think) starts doming your opponent for 1/5th of their life.
Spur Grappler: All the power of the above card, but with less cost, more consistency, and more fragility.
Trophy Hunter: I swear to all that I hold dear, this card is good. A 2/3 with upside for 3 is better than what we are used to paying for a card that hates on something (2/2s for 3, or 2/1s that kill themselves). But this hates on cards taht are present in basically every deck. And when it does, it becomes a very combat-relevant threat. A 3/4 is serious business, and you don't actually need to kill it with the hunter to get the +1/+1. It just needs to die somehow (meaning you can ping even your own fliers when they are targeted by kill spells). I stand by the fact that this is the most underrated card in the whole community.
Crocanura: A decent defensive card, if you want your green to do that. It isn't hard to make it a 3/5 and that's not losing to much in combat. Not bad for a 3 drop, but you have to kinda want it for what it does, because it isn't not narrow.
Fierce empath: He;s been with me for a few months now, and I like him enough. If you are running 3 6/7 drops, he toolboxes one out for you and buys you a little more time to cast it.
Hungry Spriggan: Obviously for green aggro, this requires you to be doing that for it to be good since it doesn't really fit well in even midrangey decks.
Trusted Forcemage: Just a guy that does his job decently well. Nothing special, but letting your 2 drop attack into bigger guys is welcome enough.
and lastly, you can always run Cathodion. It's a fine man, nothing objectionable about it. Literally fits in every deck when you need a guy.
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
Added Stonecloaker. Troubled Healer looks very interesting. I recently added Intangible Virtue to support my White's coincidental token sub-theme, especially if it's paired with Green's powerful token generators. It might work out or might be too inconsistent, who knows. Troubled Healer goes in if anything looks weak.
Sea Drake looks great but it's $8+, I'll hold off until I'm convinced. Latch Seeker will be going in though, good call.
A recent addition that I haven't tried out yet. Might be good, might be terrible.
I play the crap out of Chittering Rats in Pauper, no idea why I hadn't thought of adding it to Cube as well. I'll add this in for something, maybe Broodlord if he doesn't pan out.
Plague Spitter is interesting. I'll need to test him.
Fault Riders is certainly interesting. I like the look of him more than Spur Grappler. I added Suq'Ata Lancer for the time being because I like hastey beats but if that doesn't work, or if I just want another 3-drop, Fault Riders goes in.
Adding this for sure. Looks really neat.
Crocanura maybe, the rest not feeling it.
That's a really impressive artifact! I guess he was balanced around mana burn back in the day. Instant include.
Ordered those card now. Should have them ready to be tested next week. Thanks a bunch for the suggestions, Leelue!
UBRThraximundar, Tribal ZombiesUBR
WURZedruu's Great TradesWUR
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