I've also listened to it, I think a lot of what they're saying is specific to the cube they're talking about and they seem to be aware of that (mostly). In that context it doesn't seem as strange as on first glance. In either case I think it's great that peasant is getting a bit more attention that way.
They definitely make a good podcast and have a great flow to their conversation, good audio quality, etc... but:
1. I'm never going to actually play the specific cube they're talking about (unless they're based in Portland or somewhere else in the NW, in which case I'd totally kick it, but I don't think that's the case).
2. Cube gameplay is much better (IMHO, obviously) when aggro is actually a viable / noteworthy part of the "metagame"
3. Selling Peasant as a pile of grindy value decks bashing their heads into each other really is a disservice to the format (again IMHO, maybe some people like that, including the people who made this episode)
Like, when Mnemonic Wall flicker combo gets airtime -- in several different instances -- but they never mention a specific 2-power 1-drop, that's just... offputting.
I get where you're coming from. There's enough "generic cube" podcasts though, I find the approach of talking about specific cubes refreshing.
Iirc one of them also said that he wanted to build his own peasant cube at the end of the episode and given their horror cube episodes I think they are well aware that the format has to offer more - and to be fair, in comparison to most rare cubes (what they seem to be playing mostly) peasant is much more focused on value. Earlier episodes had them mention a couple of cubes in their meta, so it also makes sense to have cubes focused on particular aspects of gameplay.
Thanks for the input on RG. Not really surprising, but good to see anyway. I'm not quite happy with GR in my cube. I hade a hope that the combination of large green creatures and red sweepers such as Slice and Dice could be a thing, and included Savage Twister for this reason. The (in hindsight, probably predictable) issue, is that green wants to play a lot of small mana dudes.
I very much suspect the issue is that green has gone a bit far towards "interesting", and I need to put in some more good aggressive creatures. I'll probably go through the green creatures and add one high quality beater at each point on the curve. That should go a long way to fixing things I believe.
@JovianHomarid
I think you are correct in that your green could use less durdle. I also think that there are some swaps you could do in red that would work well for R/G, without detracting from the other colors. Something like trading out Ogre Recluse for Scrapper Champion could make the buffs of green look more appealing, and push players in the Gruul direction.
There's so much ramp in your green 1s and 2s that it should be easy to cut something for Experiment One, Kessig Prowler, and/or Strangleroot Geist. Personally, I'd suggest replacing one of the ramp creatures with something similar but more aggressive like Borderland Explorer as well.
It's not too far afield from regular midrange, but Gruul can do a version of Fires of Yavimaya without needing to cube the namesake card. i.e. A deck that keeps putting essentially 'hasty' power on the board, so it makes it harder to respond to. Most times when you take your own turn, you can plan around the maximum you can expect the opponent to attack due to summoning sickness. That becomes harder if your opponents deck is full of cards like these:
There are plenty of others. Some of these are just 'good cards', but they can add up to decks that could threaten your life total out of nowhere or make it difficult to plan a defense against.
GR colour combination is considered the weakest by my cubers. Although I personally like it actually. It has a undercosted creature theme, a lot more trample than other colour combos and a warrior build around. I wish there were more ways in GR to push warriors than just bramblewood paragon I just have a ton of warriors :/.
I tried the have 3 toughness and then you can play 1 sided pyroclasms. But that never worked as a thing, but a lot of the have three toughness theme is there.
Of creature aura's. I get that rancor avoids the biggest downside of them but I prefer to equipment. I have lots of artifact and instant and sorcery synergies and none for enchantments
Seriously, thanks for all your input. For Rancor, I can't remember why I don't run it. I think I might have avoided it when initially putting the cube together for fear that it may be too annoying to get rid of, and that having Bonesplitter is all the 1-mana repeated 2-power buff I need. It may also have been squeezed out by archetypal-friendly auras like Moldervine Cloak. I'll definitely reconsider it.
For red, I think the section mostly works fine aggressively, as RB and RW aggro are fine decks.
I'm a little bit vary of the double green on Strangleroot Geist, but I imagine making some swaps like:
Rancor is pretty much THE green aggro card. Any green deck can be low to the ground, but it's not going to have the recurring ability to charge through any board state without Rancor. IMO, it's too easy to lose something like Bonesplitter to any other guild that needs to beat, so adding all of those guys and Rancor and Kessig Prowler will breath a new archetype into the low end of your green curve.
Private Mod Note
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Rollback Post to RevisionRollBack
~400 Peasant++ : List : Draft
Warning: Not for the durdly-hearted!
Okay I guess you have convinced me I'll give prowler and rancor a go... now I feel dumb for selling my rancors (along with the rest of my infect deck) when it rotated out of standard.
Well there is some underwhelming bears I can replace for the prowler.
But... How do you not?
?¿?
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
They definitely make a good podcast and have a great flow to their conversation, good audio quality, etc... but:
1. I'm never going to actually play the specific cube they're talking about (unless they're based in Portland or somewhere else in the NW, in which case I'd totally kick it, but I don't think that's the case).
2. Cube gameplay is much better (IMHO, obviously) when aggro is actually a viable / noteworthy part of the "metagame"
3. Selling Peasant as a pile of grindy value decks bashing their heads into each other really is a disservice to the format (again IMHO, maybe some people like that, including the people who made this episode)
Like, when Mnemonic Wall flicker combo gets airtime -- in several different instances -- but they never mention a specific 2-power 1-drop, that's just... offputting.
Iirc one of them also said that he wanted to build his own peasant cube at the end of the episode and given their horror cube episodes I think they are well aware that the format has to offer more - and to be fair, in comparison to most rare cubes (what they seem to be playing mostly) peasant is much more focused on value. Earlier episodes had them mention a couple of cubes in their meta, so it also makes sense to have cubes focused on particular aspects of gameplay.
I very much suspect the issue is that green has gone a bit far towards "interesting", and I need to put in some more good aggressive creatures. I'll probably go through the green creatures and add one high quality beater at each point on the curve. That should go a long way to fixing things I believe.
For reference, here are my red and green cards
1x Goblin Bushwhacker
1x Jackal Pup
1x Mogg Fanatic
2x Abbot of Keral Keep
2x Altac Bloodseeker
2x Ember Hauler
2x Goblin Wardriver
2x Gore-House Chainwalker
2x Keldon Marauders
2x Kiln Fiend
2x Plated Geopede
2x Sparksmith
2x Stormblood Berserker
2x Torch Fiend
2x Young Pyromancer
3x Fault Riders
3x Fire Imp
3x Ghost-Lit Raider
3x Guttersnipe
3x Hissing Iguanar
3x Manic Vandal
3x Pyreheart Wolf
3x Splatter Thug
4x Flametongue Kavu
4x Keldon Champion
4x Ogre Recluse
5x Ingot Chewer
6x Charmbreaker Devils
6x Chartooth Cougar
6x Spitebellows
Red Instant
1x Dynacharge
1x Magma Jet
1x Searing Blaze
1x Annihilating Fire
1x Brimstone Volley
1x Scrap
1x Staggershock
1x Volt Charge
1x Grab the Reins
1x Lightning Blast
1x Stoke the Flames
1x Sulfurous Blast
1x Rock Slide
1x Faithless Looting
1x Firebolt
1x Forked Bolt
1x Reckless Charge
2x Arc Trail
2x Nightbird's Clutches
3x Hordeling Outburst
4x Aftershock
6x Slice and Dice
Red Enchantment
2x Goblin Bombardment
2x Madcap Skills
3x Lust for War
Green Creature
1x Arbor Elf
1x Essence Warden
1x Llanowar Elves
1x Tinder Wall
2x Boneyard Wurm
2x Golden Hind
2x Hermit Druid
2x Jade Mage
2x Kazandu Tuskcaller
2x Leafcrown Dryad
2x Lotus Cobra
2x Sakura-Tribe Elder
2x Satyr Wayfinder
2x Voyaging Satyr
2x Wall of Roots
2x Werebear
2x Wild Mongrel
3x Crocanura
3x Eternal Witness
3x Reclamation Sage
3x Splinterfright
3x Trophy Hunter
4x Briarhorn
4x Llanowar Empath
4x Masked Admirers
4x Ondu Giant
4x Penumbra Spider
4x Vital Splicer
5x Arrogant Wurm
5x Kessig Cagebreakers
6x Brutalizer Exarch
6x Rampaging Baloths
7x Krosan Tusker
8x Pelakka Wurm
8x Ghoultree
Green Instant
1x Vines of Vastwood
2x Grapple with the Past
3x Harrow
3x Reincarnation
5x Reach of Branches
5x Sprout Swarm
1x Prey Upon
2x Edge of Autumn
2x Mulch
3x Call of the Herd
3x Cultivate
3x Recollect
4x Break Asunder
7x Roar of the Wurm
Green Enchantment
1x Utopia Sprawl
1x Wild Growth
2x Exoskeletal Armor
2x Utopia Vow
3x Moldervine Cloak
3x Squirrel Nest
Gruul
1x Orcish Lumberjack
2x Flinthoof Boar
4x Ghor-Clan Rampager
0x Gruul Turf
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I think you are correct in that your green could use less durdle. I also think that there are some swaps you could do in red that would work well for R/G, without detracting from the other colors. Something like trading out Ogre Recluse for Scrapper Champion could make the buffs of green look more appealing, and push players in the Gruul direction.
There's so much ramp in your green 1s and 2s that it should be easy to cut something for Experiment One, Kessig Prowler, and/or Strangleroot Geist. Personally, I'd suggest replacing one of the ramp creatures with something similar but more aggressive like Borderland Explorer as well.
Borderland Explorer maybe?
There are plenty of others. Some of these are just 'good cards', but they can add up to decks that could threaten your life total out of nowhere or make it difficult to plan a defense against.
I tried the have 3 toughness and then you can play 1 sided pyroclasms. But that never worked as a thing, but a lot of the have three toughness theme is there.
Atm it can have a kind of comboish feel with things like temur battle rage and ghor-clan rampager or vines of vastwood just a lot of damage out of nowhere. I have been got by that before it hurt.
I have exactly one aura in all of my cube (faith's fetters), I am just not a fan, no rancor no madcap skills no nothing.
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 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
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 it to my tab then.
Seriously, thanks for all your input. For Rancor, I can't remember why I don't run it. I think I might have avoided it when initially putting the cube together for fear that it may be too annoying to get rid of, and that having Bonesplitter is all the 1-mana repeated 2-power buff I need. It may also have been squeezed out by archetypal-friendly auras like Moldervine Cloak. I'll definitely reconsider it.
For red, I think the section mostly works fine aggressively, as RB and RW aggro are fine decks.
I'm a little bit vary of the double green on Strangleroot Geist, but I imagine making some swaps like:
Werebear replace with Experiment One
Kazandu Tuskcaller replace with Strangleroot Geist/Heir of the wilds/Nest Invader/Exemplar of Strength/Terrain Elemental.
Llanowar Empath replace with Thriving Rhino
Arrogant Wurm replace with Blastoderm
Gruul Turf replace with Burning-Tree Emissary
This should go a long way.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Warning: Not for the durdly-hearted!
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
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
Well there is some underwhelming bears I can replace for the prowler.
The rancor cut is hard... do I remove edge of autumn? or nature's way? or Harmonize?
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
1 Vines of Vastwood
1 Beast Within
1 Harrow
Sorcery (10)
1 Edge of Autumn
1 Mulch
1 Nature's Way
1 Rampant Growth
1 Travel Preparations
1 Kodama's Reach
1 Harmonize
1 Hunting Triad
1 Overrun
1 Spider Spawning
1 Gaea's Anthem
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
Mulch really doesn't do much for me in a world where you can play Grapple with the Past or... well, mostly just that one.
Mulch really doesn't do much for me in a world where you can play Grapple with the Past or... well, mostly just that one.
How does Spider Spawning usually work? Does it end up being worth the mana cost?
Warning: Not for the durdly-hearted!