Well this is a cube thread, not a pauper constructed thread, and in cube, Oblivion Ring has never been and never should be a bad card. I dunno much about constructed pauper, or any constructed really, but I have a hard time believing O' Ring is totally unplayable. Maybe not a mainstay, but still. And Vindicate it's not, 'cause Stone Rain it's not. Forget ye not, forget ye not.
Reckless Racer seems alright, though I never tried it. I recently cut Vaultbreaker in favor of Merchant of the Vale. Merchant is decent. Turn 1 Haggle happens all the time. Unfortunately the creature half is pretty lame, but the whole is-- okay. Not great, but generally better than Insolent Neonate, and I'm still playing that. I like it better than Vaultbreaker, but that wasn't breaking that many vaults here.
A few more results:
Crawling Sensation: Okay, so I'm a durdler. This is a really interesting engine card, and it is a little slow, but the impact can be really huge. It combos with Evolving Wilds and company as well as discard, and is generally a fun and decent card for a cube with a graveyard theme. There comes a time when you stop triggering this. It is possible to mill yourself out if you're greedy.
Throes of Chaos: This one really is too durdly. It tempts you to spin the wheel every turn. Don't get me wrong, there's nothing funner than building a throes of chaos deck (combos with Crawling Sensation by the way), but it's usually a bad idea to spend your turn cascading rather than making your own choices. That said, I'm not cutting the card yet. It's super fun. It's a super fun janky card. There's a place for those.
Fertile Ground: Still Rockin' it over here. Combos with Kiora and Voyaging Satyr kin. I'm looking forward to enchantments getting better with new Theros! This and Wild Growth get forgotten, but they've always been good cards. I'm not playing Wild Growth though.
Zulaport Cutthroat: I didn't have an extra Blood Artist, so this was my substitute. Bad substitute. He can't pull it off on his own. He's just a loser with a weirdly shaped sword.
Makeshift Munitions: Likewise. This sure as certain ain't no Goblin Bombardment. I thought I could get away with it. I thought artifacts would count for something, but they didn't really.
Wall of Glare: "But how can you possibly durdle so much?" Wall of Glare is how. It holds down a creature or two, or even three, and usually eventually turns into a fog, nullifying an attack. It tends to give control just enough time to get it's nonsense going.
Vesperlark: I put this in figuring synergies would find themselves. And they have. A lot of random synergies. This is a really fun card to build with. It's not the most powerful card, but it's sweet.
I've been trying to reduce the ASFAN of removal in my cube, but honestly... what else does red even do? Even in my 360 card cube, I can't only run aggressive dorks. There has to be something else interesting to do in red, yeah? Any ideas?
Personally, I quite like the Eldrazi Werewolves - including Conduit of Storms even if I am not currently running it. They can be player semi-aggressively as okay creatures and then upgraded in the late game if you have a slower deck or the game just goes long. Goblin Assault is also a lot of fun since to get the most benefit out of that, you actually generally want to pack a lot of removal which suits a more controlling playstyle.
I'm not gonna pretend to know what ASFAN means. Apparently it's a town in Saudi Arabia.
Aether Flash and Circle of Flame are interesting red control cards, and work well with pingers. Fire Ants and Orcish Artillery get forgotten. Fireslinger and Scalding Salamander too. Although Aether Flash doesn't really want to be in a creature based deck. If you have multiple pingers, Gorgon Flail can be a scary card (especially with Fire Ants and Scalding Salamander), but it's otherwise not that strong.
If you go this route, then I'd like to point out Wall of Heat, it is really tough to break through.
The spellweaver-theme mentioned above could use Thermo-Alchemist, and if you include both that and the Wall, then perhaps Vent Sentinel could be made to work? If you do go that route and need more defenders, Pitchstone Wall also has big butt stats, but it will just be strictly worse than Wall of Heat unless you can do something with the ability. Weaver of Lightning is also a defender.
Yeah, I like Spellweaver version of "controlling" red.
Don't forget the recently printed Syr Carah, the bold.
You'll want low-cost creature removal like Flame slash and abrade that don't go to the face
I have seen people construct Wr or Br controlling decks using low cost red removal and White and Blacks topend creatures there is a lot of removal you can just suck up with a draft like that then just find any way to win.
Has anybody tried Syr Carah, the Bold? I dismissed the card as being too slow. In Throne of Eldraine draft, any time I've seen it come down it's either gotten spot-removed or been win-more.
Right now I'm playing Wolfir Avenger, Briarhorn, Beast Attack, and Great Oak Guardian. Anyone have any experience with the other cards on the list or the strategy?
Anyone have any experience with the other cards on the list or the strategy?
Of that list, I run Ambush Viper, Briarhorn, and Great Oak Guardian in my peasant cube. I've never tried making flash ambush blockers a thing, but I've gotten good use out of all three. Ambush Viper is great; it almost becomes a green take on Doom Blade, but if Doom Blade said "target attacking creature that does not have first strike or evasion," which means it's often solid removal but very much sits in green's part of the color pie without really being as good as removal in other colors.
It's been years since I ran Reach of Branches in anything other than Wort Commander, but I've always liked both the ambush nature of the card and the re-usability it offers. If you do make this a strategy, it could be a fun card.
Also, not on your list is Scryb Ranger, which I do run in my cube as a pet card. Flash, Flying, Pro-Blue is quite a surprise bundle for most people. The untap ability I've put to better use elsewhere (like Tatyova Commander), but depending on what else you run, it can be fun to hit more landfall or get extra use out of a tap ability. At the very least, it can mean two surprise blockers (itself and a creature that was tapped).
I mean, Flash is fun and generally pretty self-explanatory. However, I see you are not listing Beast Within and Simian Grunts which are also pretty decent options. Beast Within on your own land is a flash creature in a pinch, and the spell obviously also has other uses.
I would say that outside Wolfir Avenger, the 3/3 flash creatures with minimal other utility are not going to be worth it. If you want to surprise block, you want that extra toughness beyond a basic grounded aggro attacker's power. Ambush Viper is an exception in that regard since as FunkyDragon pointed out, it is more of a kill spell. I do like the potential offensive applications and synergies of deathtouch, too, though.
I'm a fan of Pack Guardian; good board presence defensively and also puts out offensive pressure, which the other flash creatures don't do too well. You do need to make considerations for it in deckbuilding though.
If you really want to support flash Briarpack Alpha is fine, but it is multiple steps down from Briarhorn.
Clear Shot and other instant green interaction are pretty important if you're trying to support flash outside of UG, since most green flash creatures tend defensive.
Arggh! I am so frustrated its completely impossible to get 8 (or even 6) people together to draft the cube I have spent so much time on.
The people at the uni games club that I used to play with (when I was at uni) are completely addicted to Commander, they basically invite people to play every weekend, even over the weekend I planned to cube with the result of all my players going to play commander instead and me being completely unable to convince any of the commander players to cube.
If any of my core players is ever away or unable to make it to an event it just never fires, and most of them, like me, have graduated.
As for my original group of magic playing friends I have bought my cube to many mtg events but they prefer large multiplayer casual games (not even commander) and despite some of them returning to regular magic play after years away.
How am I supposed to convince anyone to cube instead of commander or casual constructed any way???
Does anyone else find commander the most dull way to play magic? Like you just sit there for 3-4 minutes doing nothing, then its your turn and you do your thing, then you go back to sitting on your hands trying to keep track of the 30 other random cards on the table.
I've heard people say that you're meant to get fun from socializing, but then I think magic impedes the socializing experience. I can't talk over somebody else who is trying to go through their turn.
I can't think of a less pleasant magic experience than when you lose at 20 minutes in a 60 minute game and just has to sit their looking at your phone while you regret the hundreds of dollars they sunk into their deck.
Don't even get me started on trying to balance the power level of different decks. Or the """Social Contract""". EDH is a everything I don't like about magic.
Note: I've never owned an EDH deck, I've just borrowed them and really tried to get into it a few times over the years. Every time I try I just come to the same conclusions.
I've only played old school EDH with cards from Alpha to Ice Age. That was pretty fun, though I wouldn't want to play it that often due to the limited card pool.
I can see how regular EDH could be pretty boring though, it's much more complicated with all those modern cards that have walls of text and weird rules interactions and thus turns take much longer, plus it has all those two or three card combos that make you win the game instantly.
I also hate it if you have to do gentlemen agreements to balance the power level of something. I want rules and then I want to do the best I can to win by those rules. And not think to myself 'nah, I can't play these cards because other players would think it's no fun if I win that way'.
Arggh! I am so frustrated its completely impossible to get 8 (or even 6) people together to draft the cube I have spent so much time on.
I went through a similar issue over the last couple years with my cube group. We're all mostly somewhere between late 20s/late 30s, so first and foremost, people just have responsibilities. Also, though, a lot of the guys got more interested in the grind and were regularly traveling and going to SCG events for Standard/Modern. So, I'd message our chat group if they wanted to get a cube together on a given weekend and, sure enough, it'd be either no responses or replies about going to this tournament or that tournament. As someone who just doesn't really care much about competitive Magic, it was incredibly frustrating. This year I've decided to try a different approach and so far it's worked out ok. I started posting events in our Facebook group a month or more in advance. I include a poll so people can vote on which weekend works best for them in a given month and we've just been going with the weekend that has the most people voting. If people commit to cube on X weekend, then they usually stick to it. Granted some things have worked out in my favor. In November we had Thanksgiving, so lots of the guys were just in town that weekend with nothing going on. Then Christmas/New Years which was pretty much the same. Yesterday SCG had an open in my hometown, so I went and we gained cubers as people dropped. Next weekend will be prerelease weekend, so we'll probably get a cube in. I don't know if the current frequency can keep up, but I hope it does.
Does anyone else find commander the most dull way to play magic? Like you just sit there for 3-4 minutes doing nothing, then its your turn and you do your thing, then you go back to sitting on your hands trying to keep track of the 30 other random cards on the table.
EDH and multiplayer Magic in general is just the most miserable experience playing Magic for me. Not necessarily because of the waiting between turns, although that is pretty bad, especially in the later turns of the game when people are just doing all the things. This biggest issue for me when playing multiplayer Magic is the politics involved. I'm not interested in offering this person a deal if they'll take care of some problem this other person has presented me with, or vice versa. And trying to decide who to attach and justifying why this person instead of that one. It's just not fun for me. I do enjoy the Game Knights episode by the Command Zone guys on YouTube. Those usually an interesting watch. I also really enjoy playing Brawl on Arena since it's currently only a 1v1 format. Singleton Magic in general is usually a pretty fun play experience.
I play mostly 2 or 4 mans opportunistically before or during other events. Getting more than 4 people has always been more hassle than it's worth for me, especially now that most of the people I play games with aren't enfranchised Magic players.
EDH is super playgroup dependent. The playgroup at my old LGS all knew the cards and interactions, had multiple decks of different powerlevels, and played and politiced quickly. The playgroup at my current LGS plays slowly, politic slower, and only make stereotypical EDH decks with Wraths as the only interaction. The first group was a good experience: turns go quickly and people have enough interaction that people don't have to die to stop them from winning. The second group was awful: turns take forever and the only interaction people have to stop someone from winning is killing them, so people consistently get killed early. If you have a decent playgroup it's essentially casual multiplayer cube constructed with politics, which is appealing enough to me since I'm okay with multiplayer and like politicing.
EDH really depends on your group. It's great if people build decks that can win, but still have some personality. If the power level is too high, it becomes arduous.
Have to agree with the sentiment above.
Nothing like sitting down with a new player and each pulling out a commander precon only to have someone else ask to join with their Hokori deck.
Nothing like playing a 90 minute slog between 6 players where the game ends on turn 6 to a conflux combo.
Casual magic can be fun, but there needs to be a very strong social contract and the players all need to have extremely good will to make it so. It doesn't help that the official commander banlist is a laughable mess of nonsense. Like, Look at me, I'm the DCI levels.
Arggh! I am so frustrated its completely impossible to get 8 (or even 6) people together to draft the cube I have spent so much time on.
I tried to form a cube group from co-workers once, and it fell apart. My second attempt was regulars in my Commander group, and that has been much more successful; however, we always arrange it on a day other than our Commander night so it doesn't have to compete.
My biggest frustration is that we often end up with one last minute dropout, which forces us to do a mixture of duels and multiplayer, and while I like multiplayer magic, it goes at such a different place than the duels that we have trouble rotating who we play against.
Does anyone else find commander the most dull way to play magic?
Nope - Commander is my preferred way to play Magic; I've built over 110 decks (not all together at the same time) and play it nearly every week. It really depends on your group and what they want to get out of it. Incidentally, I formed my cube group from my Commander group by asking Commander regulars that I enjoyed playing with if they wanted to try a cube.
The ongoing popularity of EDH is the most frustrating thing in MTG
It's... not a functional game. It's Candyland with Planeswalkers. Meaningless decision, waiting, waiting, waiting, meaningless decision, waiting, waiting, waiting, meaningless decision... repeat 100 times until someone draws Insurrection. Was it your Insurrection? If so, you "win"!
I get the distinct feeling that many commentators have not played more than five games of EDH...
However, the quality of the games really does depend on the group. My personal favourite kinds of games involve 3-4 players with decent amounts of instant speed interaction and hate for various strategies. Either I play a completely fair deck or kind of an overspecialised combo deck where the puzzle is trying to pull together some winning combination of cards through all the hate, while trying to stay alive. A really important thing is that players do not have decks built to consistently win with some one or two card combo. It makes each game much more of a unique experience. Something like trying to FlashHulk every game just either folds to hate or happens inevitably, going through the same motions every time.
Reckless Racer seems alright, though I never tried it. I recently cut Vaultbreaker in favor of Merchant of the Vale. Merchant is decent. Turn 1 Haggle happens all the time. Unfortunately the creature half is pretty lame, but the whole is-- okay. Not great, but generally better than Insolent Neonate, and I'm still playing that. I like it better than Vaultbreaker, but that wasn't breaking that many vaults here.
A few more results:
Crawling Sensation: Okay, so I'm a durdler. This is a really interesting engine card, and it is a little slow, but the impact can be really huge. It combos with Evolving Wilds and company as well as discard, and is generally a fun and decent card for a cube with a graveyard theme. There comes a time when you stop triggering this. It is possible to mill yourself out if you're greedy.
Throes of Chaos: This one really is too durdly. It tempts you to spin the wheel every turn. Don't get me wrong, there's nothing funner than building a throes of chaos deck (combos with Crawling Sensation by the way), but it's usually a bad idea to spend your turn cascading rather than making your own choices. That said, I'm not cutting the card yet. It's super fun. It's a super fun janky card. There's a place for those.
Fertile Ground: Still Rockin' it over here. Combos with Kiora and Voyaging Satyr kin. I'm looking forward to enchantments getting better with new Theros! This and Wild Growth get forgotten, but they've always been good cards. I'm not playing Wild Growth though.
Zulaport Cutthroat: I didn't have an extra Blood Artist, so this was my substitute. Bad substitute. He can't pull it off on his own. He's just a loser with a weirdly shaped sword.
Makeshift Munitions: Likewise. This sure as certain ain't no Goblin Bombardment. I thought I could get away with it. I thought artifacts would count for something, but they didn't really.
Wall of Glare: "But how can you possibly durdle so much?" Wall of Glare is how. It holds down a creature or two, or even three, and usually eventually turns into a fog, nullifying an attack. It tends to give control just enough time to get it's nonsense going.
Vesperlark: I put this in figuring synergies would find themselves. And they have. A lot of random synergies. This is a really fun card to build with. It's not the most powerful card, but it's sweet.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Aether Flash and Circle of Flame are interesting red control cards, and work well with pingers. Fire Ants and Orcish Artillery get forgotten. Fireslinger and Scalding Salamander too. Although Aether Flash doesn't really want to be in a creature based deck. If you have multiple pingers, Gorgon Flail can be a scary card (especially with Fire Ants and Scalding Salamander), but it's otherwise not that strong.
You can go aristocrats with things like Hissing Iguanar, Havengul Vampire, and Rage Thrower along with red sac outlets like Magmaw, Ahn-Crop Invader, and Goblin Bombardment.
Spellslinger is strong. Most people already play Guttersnipe and Young Pyromancer. Just throw in a few things like Kiln Fiend, Thermo-Alchemist, and Saheeli, Sublime Artificer, and you have a ready made archetype. I thought Chandra's Phoenix had been printed at uncommon, but apparently not...
I like discard matters with madness and flashback cards, but most of the good ones are just more burns.
At 360, your environment might be too competitive for some of these cards. You don't have a cube linked, so I can't see what you're playing.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
You can learn about it here. It's pretty neat!
Thanks for illuminating.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
If you go this route, then I'd like to point out Wall of Heat, it is really tough to break through.
The spellweaver-theme mentioned above could use Thermo-Alchemist, and if you include both that and the Wall, then perhaps Vent Sentinel could be made to work? If you do go that route and need more defenders, Pitchstone Wall also has big butt stats, but it will just be strictly worse than Wall of Heat unless you can do something with the ability. Weaver of Lightning is also a defender.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Don't forget the recently printed Syr Carah, the bold.
You'll want low-cost creature removal like Flame slash and abrade that don't go to the face
I have seen people construct Wr or Br controlling decks using low cost red removal and White and Blacks topend creatures there is a lot of removal you can just suck up with a draft like that then just find any way to win.
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
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
2cc
Ambush Viper
3cc
Wolfir Avenger
Simian Grunts
Swift Warden
4cc
Briarhorn
Briarpack Alpha
Pack Guardian
5cc
Beast Attack
Snapping Sailback
Reach of Branches
6cc
Great Oak Guardian
Right now I'm playing Wolfir Avenger, Briarhorn, Beast Attack, and Great Oak Guardian. Anyone have any experience with the other cards on the list or the strategy?
My 540 CU/be thread
It's been years since I ran Reach of Branches in anything other than Wort Commander, but I've always liked both the ambush nature of the card and the re-usability it offers. If you do make this a strategy, it could be a fun card.
Also, not on your list is Scryb Ranger, which I do run in my cube as a pet card. Flash, Flying, Pro-Blue is quite a surprise bundle for most people. The untap ability I've put to better use elsewhere (like Tatyova Commander), but depending on what else you run, it can be fun to hit more landfall or get extra use out of a tap ability. At the very least, it can mean two surprise blockers (itself and a creature that was tapped).
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
I would say that outside Wolfir Avenger, the 3/3 flash creatures with minimal other utility are not going to be worth it. If you want to surprise block, you want that extra toughness beyond a basic grounded aggro attacker's power. Ambush Viper is an exception in that regard since as FunkyDragon pointed out, it is more of a kill spell. I do like the potential offensive applications and synergies of deathtouch, too, though.
If you really want to support flash Briarpack Alpha is fine, but it is multiple steps down from Briarhorn.
Clear Shot and other instant green interaction are pretty important if you're trying to support flash outside of UG, since most green flash creatures tend defensive.
The people at the uni games club that I used to play with (when I was at uni) are completely addicted to Commander, they basically invite people to play every weekend, even over the weekend I planned to cube with the result of all my players going to play commander instead and me being completely unable to convince any of the commander players to cube.
If any of my core players is ever away or unable to make it to an event it just never fires, and most of them, like me, have graduated.
As for my original group of magic playing friends I have bought my cube to many mtg events but they prefer large multiplayer casual games (not even commander) and despite some of them returning to regular magic play after years away.
How am I supposed to convince anyone to cube instead of commander or casual constructed any way???
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
I've heard people say that you're meant to get fun from socializing, but then I think magic impedes the socializing experience. I can't talk over somebody else who is trying to go through their turn.
I can't think of a less pleasant magic experience than when you lose at 20 minutes in a 60 minute game and just has to sit their looking at your phone while you regret the hundreds of dollars they sunk into their deck.
Don't even get me started on trying to balance the power level of different decks. Or the """Social Contract""". EDH is a everything I don't like about magic.
Note: I've never owned an EDH deck, I've just borrowed them and really tried to get into it a few times over the years. Every time I try I just come to the same conclusions.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I can see how regular EDH could be pretty boring though, it's much more complicated with all those modern cards that have walls of text and weird rules interactions and thus turns take much longer, plus it has all those two or three card combos that make you win the game instantly.
I also hate it if you have to do gentlemen agreements to balance the power level of something. I want rules and then I want to do the best I can to win by those rules. And not think to myself 'nah, I can't play these cards because other players would think it's no fun if I win that way'.
My Old School Battlebox
My Premodern Battlebox
I went through a similar issue over the last couple years with my cube group. We're all mostly somewhere between late 20s/late 30s, so first and foremost, people just have responsibilities. Also, though, a lot of the guys got more interested in the grind and were regularly traveling and going to SCG events for Standard/Modern. So, I'd message our chat group if they wanted to get a cube together on a given weekend and, sure enough, it'd be either no responses or replies about going to this tournament or that tournament. As someone who just doesn't really care much about competitive Magic, it was incredibly frustrating. This year I've decided to try a different approach and so far it's worked out ok. I started posting events in our Facebook group a month or more in advance. I include a poll so people can vote on which weekend works best for them in a given month and we've just been going with the weekend that has the most people voting. If people commit to cube on X weekend, then they usually stick to it. Granted some things have worked out in my favor. In November we had Thanksgiving, so lots of the guys were just in town that weekend with nothing going on. Then Christmas/New Years which was pretty much the same. Yesterday SCG had an open in my hometown, so I went and we gained cubers as people dropped. Next weekend will be prerelease weekend, so we'll probably get a cube in. I don't know if the current frequency can keep up, but I hope it does.
EDH and multiplayer Magic in general is just the most miserable experience playing Magic for me. Not necessarily because of the waiting between turns, although that is pretty bad, especially in the later turns of the game when people are just doing all the things. This biggest issue for me when playing multiplayer Magic is the politics involved. I'm not interested in offering this person a deal if they'll take care of some problem this other person has presented me with, or vice versa. And trying to decide who to attach and justifying why this person instead of that one. It's just not fun for me. I do enjoy the Game Knights episode by the Command Zone guys on YouTube. Those usually an interesting watch. I also really enjoy playing Brawl on Arena since it's currently only a 1v1 format. Singleton Magic in general is usually a pretty fun play experience.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
EDH is super playgroup dependent. The playgroup at my old LGS all knew the cards and interactions, had multiple decks of different powerlevels, and played and politiced quickly. The playgroup at my current LGS plays slowly, politic slower, and only make stereotypical EDH decks with Wraths as the only interaction. The first group was a good experience: turns go quickly and people have enough interaction that people don't have to die to stop them from winning. The second group was awful: turns take forever and the only interaction people have to stop someone from winning is killing them, so people consistently get killed early. If you have a decent playgroup it's essentially casual multiplayer cube constructed with politics, which is appealing enough to me since I'm okay with multiplayer and like politicing.
Nothing like sitting down with a new player and each pulling out a commander precon only to have someone else ask to join with their Hokori deck.
Nothing like playing a 90 minute slog between 6 players where the game ends on turn 6 to a conflux combo.
Casual magic can be fun, but there needs to be a very strong social contract and the players all need to have extremely good will to make it so. It doesn't help that the official commander banlist is a laughable mess of nonsense. Like, Look at me, I'm the DCI levels.
My biggest frustration is that we often end up with one last minute dropout, which forces us to do a mixture of duels and multiplayer, and while I like multiplayer magic, it goes at such a different place than the duels that we have trouble rotating who we play against. Nope - Commander is my preferred way to play Magic; I've built over 110 decks (not all together at the same time) and play it nearly every week. It really depends on your group and what they want to get out of it. Incidentally, I formed my cube group from my Commander group by asking Commander regulars that I enjoyed playing with if they wanted to try a cube.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
It's... not a functional game. It's Candyland with Planeswalkers. Meaningless decision, waiting, waiting, waiting, meaningless decision, waiting, waiting, waiting, meaningless decision... repeat 100 times until someone draws Insurrection. Was it your Insurrection? If so, you "win"!
However, the quality of the games really does depend on the group. My personal favourite kinds of games involve 3-4 players with decent amounts of instant speed interaction and hate for various strategies. Either I play a completely fair deck or kind of an overspecialised combo deck where the puzzle is trying to pull together some winning combination of cards through all the hate, while trying to stay alive. A really important thing is that players do not have decks built to consistently win with some one or two card combo. It makes each game much more of a unique experience. Something like trying to FlashHulk every game just either folds to hate or happens inevitably, going through the same motions every time.