Ok, I know this may have been asked like a million times, but I'd love to know about each of YOUR Simic sections in your cubes. My one is currently ramp (basically non existent, unless the drafter splashes Black for Reanimator, or White for a Blink Value archetype), and I'm considering shuffling over to flash or Pants.
I had specfic reasons for a few of my choices, but in any case I've ordered the bunch of them and can make the decisions later, given they are all cheap and I want some other cards to arrive ASAP (building some budget decks for my nephews before they visit... maybe cubing with them is in the near future!)
Seraph of the Suns is up for consideration because I don't really see white control in my cube, and thought another top end creature to complement Sentinel of the Eternal Watch might be worth it.
Decimator Beetle went up in my estimation when I learned that you don't need to remove -/1-1 counters for it to apply a -1/-1 counter. A 4/5 for 5 that distributes a -1/-1 counter every time it attacks seems reasonable enough. Thinking I might change up my Golgari section to care more about counters (added Corpsejack Menace to the order as well).
Why the lack of love for River Hoopoe? I figure it a decent mana sink for Simic ramp / control. Not staple or anything.
And I've just realised that Obelisk Spider doesn't act like wither, so it can kill a 2 toughness creature (damage applies, then put a -1/-1 counter on it.)
But maybe you just meant not up for consideration in your cube, rather than not good for cubes in general.
I mean it's basically a Graf Mole with reach, or a discounted Giant Spider. Fine defensive idiot, nothing I'd take before like... tenth in a 15-card pack, barring something really weird.
2/2s and 3/2s, ground or flying, can't attack into it. 2/3s, 4/2s, 3/3s don't want to. It seems pretty good.
3/anything really. If they are going to attack around it with multiple 3/x's, they'd better be winning that turn, or near enough. It's obviously bad aggressively, but buying time to set up grindy graveyard or other value interactions suits what Golgari often does in my cube.
I have Mana Drain in mine and for the most part, it has been a bit like Library of Alexandria or Channel: the power level of the card is affected by its surroundings. Obviously, it enables very strong plays but since few finishers have innate protection and removal is plentiful, the effects of the mana boost are less egregious than one might expect most of the time.
I mean it's basically a Graf Mole with reach, or a discounted Giant Spider. Fine defensive idiot, nothing I'd take before like... tenth in a 15-card pack, barring something really weird.
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This is a bad comparison
A 3/3 and a 3/4 don't mind attacking into graf moles or giant spiders.
I'm not one to value chumping, either, but this can sacrifice itself to turn a threat into a nonthreat in specific circumstances (like a 4/4 disincentivized from attacking into it and another 4/4 or 3/4)
Mana Drain is good, but nowhere near broken. Sure you can live the dream and get out a 6drop like idk 3 turns early, but it rarely happens.
On the contrary, I've played a peasant cube with mana drain a few times and seen some disgusting stuff. The odds of it rarely happening when you're countering stuff in the early-to-mid turns probably aren't high.
Ok, I know this may have been asked like a million times, but I'd love to know about each of YOUR Simic sections in your cubes. My one is currently ramp (basically non existent, unless the drafter splashes Black for Reanimator, or White for a Blink Value archetype), and I'm considering shuffling over to flash or Pants.
I definitely support the draw/go option for simic, I try to include the better flash G and U cards, and my simic cards are all flash or instant cards. It's not drafted all that often, but its one of the lesser seen archetypes while drafting. It's hard to pick up on the "draw/go or flash" theme from a couple of cards.
Ok, I know this may have been asked like a million times, but I'd love to know about each of YOUR Simic sections in your cubes. My one is currently ramp (basically non existent, unless the drafter splashes Black for Reanimator, or White for a Blink Value archetype), and I'm considering shuffling over to flash or Pants.
Mine is value aggro. UG has a lot of aggressive cards that transition well into the late game, which makes it pretty easy to play all phases of the game. The 1 drops get huge, the 2 drops give value, the 3 drops are efficient, and the 4 drops are just hard to deal with. The really solid scaling creatures in addition to some counters and bounce makes most match-ups winnable if played correctly. Main value engines to play in the late game are looters, mana sinks, and big creatures trading well. Only guild card I would heavily recommend is Ongoing Investigation as the card is really stupid; I've decked control decks with it as it lets you just never die or get out carded.
Simic is the least well defined guild in peasant. RW is obviously Aggro, BW has by chance ended up in an aristocrats guild thanks to some high power cards and white's tokens, UR has spells easily, BG both care about the graveyard, but UG has... occasionally flash cards?
Sure, it's a huge tempo swing on turn 5 when you counter their 5drop of some kind and untap into playing two 4drops/5drops or something like that.
I've seen it happen. It's good, but not backbreaking.
I also run every overpowered card other than Sol Ring in my cube so it's high power level is matched with other very powerful cards.
It's a huge tempo swing any time you can use all the mana. You can't always, but when you do I've found it to be backbreaking. And then at floor, it's counterspell, which is a good card.
Only guild card I would heavily recommend is Ongoing Investigation as the card is really stupid; I've decked control decks with it as it lets you just never die or get out carded.
Seconding this. It's one of those cards that needs to be built around, no doubt, but once you stabilize and get going with it (not hard to stuff early plays with your blue then throw fatties with green) there's no stopping an active Ongoing Investigation. Constant draws and lifegain are unsurprisingly good when you're grinding the late game.
I've been meaning to re-add this card for a while but after buffing my Simic section with Mystic Snake I'm wary of overtuning Simic...
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~400 Peasant++ : List : Draft
Warning: Not for the durdly-hearted!
At gold, Simic has a couple of cards which play into 'drawing cards matters', Lorescale Coatl and Horizon Chimera being the primary suspects (and Chimera isn't exactly setting the world on fire), but it's hard to call that an identity with so few reward cards, and I don't think there are any reward cards in mono colours at peasant. They are probably pretty hard to tune for limited environments though while making them powerful enough for us to consider.
I guess you could go deep on +1/+1 counters, but +1/+1 counters are usually incidentally on good cards in other colours, so it might not stand out.
Yeah, my simic cards are just raw value. Honestly, a raw U/G no splash deck hasn't happened in a hot minute, but B/U/g reanimator and G/X/u ramp happen all the time.
Also, is anyone else not getting notifications? Weird. I have to actually browse through the forum now...
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~400 Peasant++ : List : Draft
Warning: Not for the durdly-hearted!
Affinity
Legacy:
GBCombo Elves
EDH:
GEzuri, Renegade Leader's Elf Ball
Cube:
180 Peasant Micro Cube
100%-or-close-to-it staple cards on that list
Cards I'd never seriously consider:
Everything else is in a wide "in-between" range
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
Seraph of the Suns is up for consideration because I don't really see white control in my cube, and thought another top end creature to complement Sentinel of the Eternal Watch might be worth it.
Decimator Beetle went up in my estimation when I learned that you don't need to remove -/1-1 counters for it to apply a -1/-1 counter. A 4/5 for 5 that distributes a -1/-1 counter every time it attacks seems reasonable enough. Thinking I might change up my Golgari section to care more about counters (added Corpsejack Menace to the order as well).
Why the lack of love for River Hoopoe? I figure it a decent mana sink for Simic ramp / control. Not staple or anything.
And I've just realised that Obelisk Spider doesn't act like wither, so it can kill a 2 toughness creature (damage applies, then put a -1/-1 counter on it.)
But maybe you just meant not up for consideration in your cube, rather than not good for cubes in general.
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
Bone Picker
Aether Chaser
Bloodlust Inciter
Burning-Fist Minotaur
Untethered Express
Warning: Not for the durdly-hearted!
I've never played with it in my cube because I don't need to play it to know that it's BUSSSSSSTED.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
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This is a bad comparison
A 3/3 and a 3/4 don't mind attacking into graf moles or giant spiders.
I'm not one to value chumping, either, but this can sacrifice itself to turn a threat into a nonthreat in specific circumstances (like a 4/4 disincentivized from attacking into it and another 4/4 or 3/4)
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
On the contrary, I've played a peasant cube with mana drain a few times and seen some disgusting stuff. The odds of it rarely happening when you're countering stuff in the early-to-mid turns probably aren't high.
Also, follow us on twitter! @TurnOneMagic
I definitely support the draw/go option for simic, I try to include the better flash G and U cards, and my simic cards are all flash or instant cards. It's not drafted all that often, but its one of the lesser seen archetypes while drafting. It's hard to pick up on the "draw/go or flash" theme from a couple of cards.
I've seen it happen. It's good, but not backbreaking.
I also run every overpowered card other than Sol Ring in my cube so it's high power level is matched with other very powerful cards.
Mine is value aggro. UG has a lot of aggressive cards that transition well into the late game, which makes it pretty easy to play all phases of the game. The 1 drops get huge, the 2 drops give value, the 3 drops are efficient, and the 4 drops are just hard to deal with. The really solid scaling creatures in addition to some counters and bounce makes most match-ups winnable if played correctly. Main value engines to play in the late game are looters, mana sinks, and big creatures trading well. Only guild card I would heavily recommend is Ongoing Investigation as the card is really stupid; I've decked control decks with it as it lets you just never die or get out carded.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
It's a huge tempo swing any time you can use all the mana. You can't always, but when you do I've found it to be backbreaking. And then at floor, it's counterspell, which is a good card.
Also, follow us on twitter! @TurnOneMagic
Seconding this. It's one of those cards that needs to be built around, no doubt, but once you stabilize and get going with it (not hard to stuff early plays with your blue then throw fatties with green) there's no stopping an active Ongoing Investigation. Constant draws and lifegain are unsurprisingly good when you're grinding the late game.
I've been meaning to re-add this card for a while but after buffing my Simic section with Mystic Snake I'm wary of overtuning Simic...
Warning: Not for the durdly-hearted!
I guess you could go deep on +1/+1 counters, but +1/+1 counters are usually incidentally on good cards in other colours, so it might not stand out.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Also, is anyone else not getting notifications? Weird. I have to actually browse through the forum now...
Warning: Not for the durdly-hearted!
Also, yeah, I think simic is the worst guild in my cube, and not just due to gold. I may need to include more fight cards?
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