I had an "oh wait" moment looking at the new Liliana's elite and was reminded of Boneyard Wurm. Anyone played the green snake? Looks decent -- green I think is better at dredge/mulch stuff, but the black creature is better when you have 1, 2, or 3 creatures in the graveyard.
Boneyard Wurm for me was a card which looked good but the fact that it's a 2drop you generally can't play on turn2 made it awkward. I think Wight of Precinct Six is one of the best creatures in black but if it was a 0/0 I'd rate it 1 star.
Had an argument with some friends the other day about mana. He found aggro decks were really hard to draft with all the taplands, so he basically added the 20 duals, 10 fetches and 10 painlands to the cube. i've found it easier to draft aggressive archetypes with the more forgiving mana, and people have been generally good with it. we also removed the signets because of power level reasons. Any opinion on this?
There's one crotchety old dude here ( ) who rants against adding rare lands to Peasant, but for me it's just been a huuuuuuge gameplay upgrade I'd recommend to everyone.
I wanted to keep my budget low-ish and the Cube safe to bring to random shop events (and don't like proxy cards) so at 540 I have full cycles of pain lands, shocks, temples, checklands (i.e. Drowned Catacomb and friends) as well as tri-lands and some random 5-color stuff like Mana Confluence.
(I'd 100% do something like 20 fetchlands, 10 shocks, 10 of some other cycle if I had access to the cards. Don't think I'd want to go all the way to Bayou and friends, though)
It's great for exactly the reason you describe. You're not 100% free to play play Inkfathom Infiltrator and Knight of Meadowgrain in the same deck, but it's still a huge boost for aggro decks and even enables your fast decks splashing certain strong cards, like Bloodbraid Elf in WR aggro.
I also use 5 out of 10 signets at 540, split so there's two of each color. They're nice tools for midrange and control, but I wouldn't want to run a full ten.
Some kind of rare land manabase is basically required to keep the fixing on par with the powerlevel of the rest of the cards in cube so I haven no problem with it. I play shocklands, trilands and vivids.
I wouldn't want to have fetch+shock mana bases in my cube though, that's just way above the power level I want and encourages 4+ colour decks too much.
There's one crotchety old dude here ( ) who rants against adding rare lands to Peasant, but for me it's just been a huuuuuuge gameplay upgrade I'd recommend to everyone.
Damn kids and their rares in a Peasant cube. Don't forget to change your tag to Peasant+
Crotchety...? I like that.
Some kind of rare land manabase is basically required to keep the fixing on par with the powerlevel of the rest of the cards in cube so I haven no problem with it. I play shocklands, trilands and vivids.
I don't think that's true at all. I've ran many dedicated aggro decks doing an 8/8 split and it ended up just fine. Not to mention Gemstone Mine and City of Brass are great as well for our fixing.
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If I was ever going to change the mana base, I'd do what a few others have done and add more City of Brasses and Gemstone Mines, breaking the singleton rule. The singleton rule is a lot more justifiable than adding rares, since you don't have to jeopardize your *Peasant* title.
I don't mind people adding rare lands. I think that's quite creative and solves an inherent disadvantage of our format, but don't call yourselves Peasant.. because you're not.
I also think that people are seriously overestimating the effect of the low quantity of aggro-friendly fixing (there is *some* quality). I am willing to bet that in most cases, if aggro is underwhelming, this has much more to do with the high concentration of quality removal available and often included in Peasant than the ETB tapped fixing.
Once you get used to your fetch/shock rare manabases everything else looks tedious and bad, even if it plays perfectly fine.
If I were to include rare lands I'd go with the pain lands and Theros block temples. Those seem most in line with peasant and they don't remove the need to think about your lands. I wouldn't want my cube decks to end up with 3 colors minimum.
I swapped out the 2-color tap lands for the pain lands and I've been very happy with that change. It's not just the aggro decks that want them, so it makes everyone's mana just a little better and I like the effect that has had on the way games play out.
If hell were to ever freeze over and I added rare lands, it would definitely be the pain lands. You think they'd print something close to that at uncommon at this point right?
I suppose painlands without the colourless option could be a thing? They would require you to take damage whenever used, and with the advent of colourless mana requirements, the original painlands are effectively 2,5-colour lands with OGW eldrazi.
With Oath and Shadows they completed their generic "guildgate" project. I'd expect them to come up with some interesting lands in Kaladesh, particularly because we can presumably expect a lot of artifact interactions. Just have to hope some of those lands are uncommon.
I put back both river and mire boa in my cube just to support the green aggro scene now that we have Kessig Prowler now. Do you guys think Twinblade Slasher is worthy of a spot to support it?
I'd rather have Shrill Howler than Twin Blade Slasher I think.
Someone asked me a while ago about how Reincarnation played, sadly I forgot who it was, so I'll just report back here, because I just drafted a deck with it and got to play with it a lot. Maybe others who have tried the card can chime in as well.
The deck was a GB sacrifice deck with Falkenrath Noble, Noose Constrictor, Shriemaw, Nantuko Husk, Ulvenwald Mysteries, Shadows of the Past, Curse of Shallow Graves and so on (yes, I did have a few too many "do nothing alone" cards). Reincarnation was very swingy yet again, sometimes it's just too expensive and hard on the mana, sometimes it does nothing with the board state. But it also leads to fun lines. Here are two lines of play, 1) is representative of the average when Reincarnation works and 2) shows the kind of fun you can have with it:
1) Opponent was GW ramp. I attack with a Penumbra Wurm into a Skysnare Spider, reincarnate the wurm, trade with the spider and get a 6/6 token plus my wurm back. Because Reincarnation triggers after death, it also sees the reincarnated creature in the graveyard. Value! Sometimes this mode lets Reincarnation play like a Cancel against removal as well.
2) Same match, different game. My opponent had Skysnare Spider and we were both low on life. I had an unflipped Heir of Falkenrath and a Carrion Feeder without counters. Boardstate looks bad? Well, I had just drawn Shriekmaw from a clue. Unfortunately, I had messed up and tapped the wrong lands, so I couldn't cast it anymore and had to pass. He attacked me with the spider. Good thing I had Reincarnation in hand. I got to block with Heir, discard Shriekmaw to flip Heir and reincarnate the Heir. As the Heir dies, I get Shriekmaw from the graveyard, kill the spider and win the game over the next two turns (he couldn't find removal for Shriekmaw).
Line 2 was the best moment of the evening for me and is basically the reason I run Reincarnation. It's too much fun! Of course a line like that is susceptible to instant speed removal on occasion.
I have considered it. In a pinch, it can even be used as fixing for yourself which somewhat mitigates its drawback as a 'worse' Pacifism in a colour which hardly gets any. However, as many have noted when discussing green removal, it is often just better to use your other colour for that. Here, again, I think that Utopia Vow's flexibility plays in its advantage as it is not just another removal spell.
I think I'd rather have Lignify than Utopia Vow, and I don't really want Lignify. I agree with VariSami that it's usually just better to rely on your other color for your removal when drafting green, rather than trying to shoehorn removal into green.
If you run a limited number of removal spells in your cube, relying on your other color to handle all of your removal needs may just not be all that viable.
I still prefer epic confrontation, but utopia vow is a 2 mana sorcery speed path to exile, which could be worse.
Obviously green lacks removal, and every attempt I've tried to add it in (specifically the fight effects) have failed. People just don't play them. Their options are just so much better in other colors. I'm really curious what they'd have to print in terms of green removal to entice people to actually play it.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I wanted to keep my budget low-ish and the Cube safe to bring to random shop events (and don't like proxy cards) so at 540 I have full cycles of pain lands, shocks, temples, checklands (i.e. Drowned Catacomb and friends) as well as tri-lands and some random 5-color stuff like Mana Confluence.
(I'd 100% do something like 20 fetchlands, 10 shocks, 10 of some other cycle if I had access to the cards. Don't think I'd want to go all the way to Bayou and friends, though)
It's great for exactly the reason you describe. You're not 100% free to play play Inkfathom Infiltrator and Knight of Meadowgrain in the same deck, but it's still a huge boost for aggro decks and even enables your fast decks splashing certain strong cards, like Bloodbraid Elf in WR aggro.
I also use 5 out of 10 signets at 540, split so there's two of each color. They're nice tools for midrange and control, but I wouldn't want to run a full ten.
Anyone tried any other rare duals? Filterlands, battlelands, "reveal-lands", temples..?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I wouldn't want to have fetch+shock mana bases in my cube though, that's just way above the power level I want and encourages 4+ colour decks too much.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Damn kids and their rares in a Peasant cube. Don't forget to change your tag to Peasant+
Crotchety...? I like that.
I don't think that's true at all. I've ran many dedicated aggro decks doing an 8/8 split and it ended up just fine. Not to mention Gemstone Mine and City of Brass are great as well for our fixing.
~~~~~~~~~
If I was ever going to change the mana base, I'd do what a few others have done and add more City of Brasses and Gemstone Mines, breaking the singleton rule. The singleton rule is a lot more justifiable than adding rares, since you don't have to jeopardize your *Peasant* title.
I don't mind people adding rare lands. I think that's quite creative and solves an inherent disadvantage of our format, but don't call yourselves Peasant.. because you're not.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
I'm also an advocate of removal at a quantity and quality much lower than your typical peasant cube, and that helps aggro as well
If I were to include rare lands I'd go with the pain lands and Theros block temples. Those seem most in line with peasant and they don't remove the need to think about your lands. I wouldn't want my cube decks to end up with 3 colors minimum.
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
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
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
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Look! I finally got my Prophetic Bolt altered as a work-around to the digital uncommon printing.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
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I put back both river and mire boa in my cube just to support the green aggro scene now that we have Kessig Prowler now. Do you guys think Twinblade Slasher is worthy of a spot to support it?
450 Unpowered Cube Cobra
Someone asked me a while ago about how Reincarnation played, sadly I forgot who it was, so I'll just report back here, because I just drafted a deck with it and got to play with it a lot. Maybe others who have tried the card can chime in as well.
The deck was a GB sacrifice deck with Falkenrath Noble, Noose Constrictor, Shriemaw, Nantuko Husk, Ulvenwald Mysteries, Shadows of the Past, Curse of Shallow Graves and so on (yes, I did have a few too many "do nothing alone" cards). Reincarnation was very swingy yet again, sometimes it's just too expensive and hard on the mana, sometimes it does nothing with the board state. But it also leads to fun lines. Here are two lines of play, 1) is representative of the average when Reincarnation works and 2) shows the kind of fun you can have with it:
1) Opponent was GW ramp. I attack with a Penumbra Wurm into a Skysnare Spider, reincarnate the wurm, trade with the spider and get a 6/6 token plus my wurm back. Because Reincarnation triggers after death, it also sees the reincarnated creature in the graveyard. Value! Sometimes this mode lets Reincarnation play like a Cancel against removal as well.
2) Same match, different game. My opponent had Skysnare Spider and we were both low on life. I had an unflipped Heir of Falkenrath and a Carrion Feeder without counters. Boardstate looks bad? Well, I had just drawn Shriekmaw from a clue. Unfortunately, I had messed up and tapped the wrong lands, so I couldn't cast it anymore and had to pass. He attacked me with the spider. Good thing I had Reincarnation in hand. I got to block with Heir, discard Shriekmaw to flip Heir and reincarnate the Heir. As the Heir dies, I get Shriekmaw from the graveyard, kill the spider and win the game over the next two turns (he couldn't find removal for Shriekmaw).
Line 2 was the best moment of the evening for me and is basically the reason I run Reincarnation. It's too much fun! Of course a line like that is susceptible to instant speed removal on occasion.
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
I still prefer epic confrontation, but utopia vow is a 2 mana sorcery speed path to exile, which could be worse.
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
That's in my experience of course.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!