Sometimes he's durdly
If someone's cube is in a place where it needs to not become a grindfest, that's not a bad card to look at replacing or cutting. If your format is healthier and it is contributing then I guess it's fine. I don't think the card is better than a C or so.
That's a hard one. For a 4c deck, it seems quite good. There are also quite a few interesting interactions, such as the amount of creatures - including Trostani's Summoner - that one may fetch with Imperial Recrúiter. However, I still somehow doubt whether or not there is enough removal to fend off swarms, but I might simply be underestimating buffers like Crocanura. All in all, I do like the deck but would still be hesitant to call it able to "survive against anything".
Yeah I immediately regretted typing that, because It's easy to imagine using removal in an untimely fashion or just not having the exact right piece needed. Cubetutor needs an edit function.
I'd probably play Ghor-Clan over the redcap, just for ease of casting.
I agree with this mostly, even though I love redcap, i may actually play wickerbough Elder instead of Redcap... I realize you have Replica, but he also has to sac himself, Elder is 4 spot w/ Redcap and is a 4/4 as well (essentially)
i think Redcap is too greedy, but not sure how your mana base played out, which is very fancy.
also, I HATE Wall of Denial... I cut it from my cube as it is just not a fun card to see across the way.
I'd probably play Ghor-Clan over the redcap, just for ease of casting.
there's 11 sources that can produce red or black mana...i think that's completely reasonable to play redcap. not to mention it's fetchable with recruiter and on curve.
The deck looks like the kind of deck I'd like to be piloting in a draft. I think you needed one more solid draw spell or perhaps a repeatable form of value like Crystal Shard, because I imagine you'd find yourself low on cards pretty easily with all of those mana rocks.
I also love Wall of Denial and it's the best card in an otherwise mediocre guild as far as I'm concerned.
I saw some people talking about cubing Gurmag Angler and I'm giving it a try too. What has been people's experience with any of the delve creatures?
When I think about Angler compared to Sultai Scavenger or Hooting Mandrills, I feel like I'd rather have the other 2 if I'm not fully delving away the colorless mana. Basically a 3/3 flying or 4/4 trample for 3 mana as opposed to a 5/5 for 4 mana. Have people been casting these more often fully discounted late (turn 6+) or partially discounted earlier (turns 3-5)?
I got a Sultai Scavenger out for 1B the one time I included it in my deck. I think it came out on turn 5 or 6 though. Blue/black evasive fliers + removal/bounce
It felt like a strong card, but it was awkward because it didn't really fit into any decks. Stompy decks didn't fill graveyards quickly enough for Mandrills to work with their gameplan, and despite only costing ~3 mana most of the time, Mandrills still wasn't usually coming down until turn 5ish, at which point, the mana discount didn't reliably turn into an actual advantage.
Plus a million to inscho and majik for noticing the black mana on my tri lands.
I've heard great reviews from mandrills, but I still can't buy in. They are probably not bad and occasionally pretty good but I don't know where they go.
anyone ever try howl of the night pack? how many dorks would you need to get out of it to make it worthwhile? 5? obviously it's completely bananas in a mono-green ramp deck. i wonder how often you'd only make 3 guys or so with it....it really only rewards land-based ramp, as elves/rocks may speed you into casting it, but won't provide more wolves.
it's probably bad, but i don't recall seeing any conversation on it. i also couldn't find anything through search.
To respond to the discussion of Hooting Mandrills above, I found it to be pretty bad. It was never cast before turn 4, and it often was cast for the full 6 mana simply because by the time anyone got around to playing it, getting a discount on it wasn't really necessary. Delve cards want decks to be really consistent in order to take full advantage of them, but that kind of consistency isn't really possibly in a cube without the cube designer bending over backwards to warp the cube environment around graveyard strategies. I ended up cutting Mandrills recently to make room for Temur Sabertooth, a card I'm very excited to try out.
anyone ever try howl of the night pack? how many dorks would you need to get out of it to make it worthwhile? 5? obviously it's completely bananas in a mono-green ramp deck. i wonder how often you'd only make 3 guys or so with it....it really only rewards land-based ramp, as elves/rocks may speed you into casting it, but won't provide more wolves.
it's probably bad, but i don't recall seeing any conversation on it. i also couldn't find anything through search.
It was in the original incarnation of my cube, but it was really mediocre in anything but monogreen. Grizzly Fate seems like a much better card if you're going for that type of effect.
If you were in the market for a black.dec card, I'd rather play Corrupt. From playing against it in constructed pauper (which I've played a lot of), it can easily turn a game around or close one out.
skullhunter is currently not good in our peasant environment (the card itself is decent), a lot of decks are more aggressive with a lower average cmc; discarding a land is not that relevant (in peasant) as getting to 5 lands first in KtK drastically increased your win rate.
It's been in my cube since KTK came out. It's decent enough that it's staying in the cube for the time being, but it's definitely one of the weaker black 2 drops. I think the main problem with it is that when it's bad, it's really bad. If you don't have a 1 drop dude, sometimes you absolutely need to play Skullhunter without raid because it's the only 2 drop you have in hand, and that's just a huge feel-bad play.
the power variance with a simple+lower average cmc outweighs the need to have a more consistent(perfect) mana base.
[edit: i'm not advocating 3-5 color decks, as consistency in cmc is obviously important. but, splashing a 2nd color to allow for diversity and flexibility in your lines of play is super important as opposed to having a linear game plan, especially if the downside of doing so is marginal enough to not make an impact.]
realistically — if you're catching a perfect string of premiums to allow a mono-colored approach, then upstream, a player to your right (or left in p2) is:
A.refusing to read signals
B.under the assumption that his/her playables are lower in power but is taking them anyway and passing the premium pick to support their first pick to stay on color which isn't even guaranteed based on the latter
C.force drafting the/a competing color (based off the latter)
the other variance would be:
weighted draft packs favoring specific colors.
the power variance with a simple+lower average cmc outweighs the need to have a more consistent(perfect) mana base.
[edit: i'm not advocating 3-5 color decks, as consistency in cmc is obviously important. but, splashing a 2nd color to allow for diversity and flexibility in your lines of play is super important as opposed to having a linear game plan, especially if the downside of doing so is marginal enough to not make an impact.]
realistically — if you're catching a perfect string of premiums to allow a mono-colored approach, then upstream, a player to your right (or left in p2) is:
A.refusing to read signals
B.under the assumption that his/her playables are lower in power but is taking them anyway and passing the premium pick to support their first pick to stay on color which isn't even guaranteed based on the latter
C.force drafting the/a competing color (based off the latter)
the other variance would be:
weighted draft packs favoring specific colors.
Your points on deck builds don't really match up to my experience
In my experience, in my cube, the focused (linear if you will) decks will beat the lesser focused but flexible decks a majority of the time.
This is almost always the case, except when a 3 color value deck gets all the disgusting 2 for 1s.
The three mono-colored decks that won recently were all aggro..2 white weenie and 1 red aggro. Neither of those decks when drafted properly need to rely on other colors to diversify their plays or to bolster their game plan.
These were also 4 man drafts and it's reasonable that someone doesn't want to pick up all the small dorks when the deck they're drafting is in a different color/strategy altogether. The arc lightnings and such were snapped up by other players while fireblast, ball lightning, jackal pup, etc wheeled for me. Similar scenarios happened for the white weenie decks...who gives a rip about elite vanguard wheeling?
Plus I run a fairly high number of colorless creatures to support monocolored decks. I think it's arrogant to just throw out "bad magic" as a response.
I'd love to see Crypt Angel reprinted as an uncommon, despite apprehensions of hosing a color and the potential to be busted. It's just such a sweet card.
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If someone's cube is in a place where it needs to not become a grindfest, that's not a bad card to look at replacing or cutting. If your format is healthier and it is contributing then I guess it's fine. I don't think the card is better than a C or so.
http://www.cubetutor.com/cubedeck/259092
What do people think of this deck?
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 CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I agree with this mostly, even though I love redcap, i may actually play wickerbough Elder instead of Redcap... I realize you have Replica, but he also has to sac himself, Elder is 4 spot w/ Redcap and is a 4/4 as well (essentially)
i think Redcap is too greedy, but not sure how your mana base played out, which is very fancy.
also, I HATE Wall of Denial... I cut it from my cube as it is just not a fun card to see across the way.
Whobetta's Peasant Cube
My MTGSalvation Cube Thread (last updated 6/29/15)
MY Cube Page
there's 11 sources that can produce red or black mana...i think that's completely reasonable to play redcap. not to mention it's fetchable with recruiter and on curve.
The deck looks like the kind of deck I'd like to be piloting in a draft. I think you needed one more solid draw spell or perhaps a repeatable form of value like Crystal Shard, because I imagine you'd find yourself low on cards pretty easily with all of those mana rocks.
I also love Wall of Denial and it's the best card in an otherwise mediocre guild as far as I'm concerned.
When I think about Angler compared to Sultai Scavenger or Hooting Mandrills, I feel like I'd rather have the other 2 if I'm not fully delving away the colorless mana. Basically a 3/3 flying or 4/4 trample for 3 mana as opposed to a 5/5 for 4 mana. Have people been casting these more often fully discounted late (turn 6+) or partially discounted earlier (turns 3-5)?
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
It felt like a strong card, but it was awkward because it didn't really fit into any decks. Stompy decks didn't fill graveyards quickly enough for Mandrills to work with their gameplan, and despite only costing ~3 mana most of the time, Mandrills still wasn't usually coming down until turn 5ish, at which point, the mana discount didn't reliably turn into an actual advantage.
I've heard great reviews from mandrills, but I still can't buy in. They are probably not bad and occasionally pretty good but I don't know where they go.
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
it's probably bad, but i don't recall seeing any conversation on it. i also couldn't find anything through search.
My 720 Peasant Cube
It was in the original incarnation of my cube, but it was really mediocre in anything but monogreen. Grizzly Fate seems like a much better card if you're going for that type of effect.
Modern
Value Town
Amulet Titan
Legacy
4C Loam
My Peasant Cube
http://cubetutor.com/viewcube/11667
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Multiplayer Cube
Does anyone have any experience with Mardu Skullhunter yet?
My 720 Peasant Cube
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
sounds like bad magic.
skullhunter is currently not good in our peasant environment (the card itself is decent), a lot of decks are more aggressive with a lower average cmc; discarding a land is not that relevant (in peasant) as getting to 5 lands first in KtK drastically increased your win rate.
It's been in my cube since KTK came out. It's decent enough that it's staying in the cube for the time being, but it's definitely one of the weaker black 2 drops. I think the main problem with it is that when it's bad, it's really bad. If you don't have a 1 drop dude, sometimes you absolutely need to play Skullhunter without raid because it's the only 2 drop you have in hand, and that's just a huge feel-bad play.
Modern
Value Town
Amulet Titan
Legacy
4C Loam
My Peasant Cube
http://cubetutor.com/viewcube/11667
[edit: i'm not advocating 3-5 color decks, as consistency in cmc is obviously important. but, splashing a 2nd color to allow for diversity and flexibility in your lines of play is super important as opposed to having a linear game plan, especially if the downside of doing so is marginal enough to not make an impact.]
realistically — if you're catching a perfect string of premiums to allow a mono-colored approach, then upstream, a player to your right (or left in p2) is:
A.refusing to read signals
B.under the assumption that his/her playables are lower in power but is taking them anyway and passing the premium pick to support their first pick to stay on color which isn't even guaranteed based on the latter
C.force drafting the/a competing color (based off the latter)
the other variance would be:
weighted draft packs favoring specific colors.
so we go infinite ftw?!?!?!
Whobetta's Peasant Cube
My MTGSalvation Cube Thread (last updated 6/29/15)
MY Cube Page
Your points on deck builds don't really match up to my experience
This is almost always the case, except when a 3 color value deck gets all the disgusting 2 for 1s.
The three mono-colored decks that won recently were all aggro..2 white weenie and 1 red aggro. Neither of those decks when drafted properly need to rely on other colors to diversify their plays or to bolster their game plan.
These were also 4 man drafts and it's reasonable that someone doesn't want to pick up all the small dorks when the deck they're drafting is in a different color/strategy altogether. The arc lightnings and such were snapped up by other players while fireblast, ball lightning, jackal pup, etc wheeled for me. Similar scenarios happened for the white weenie decks...who gives a rip about elite vanguard wheeling?
Plus I run a fairly high number of colorless creatures to support monocolored decks. I think it's arrogant to just throw out "bad magic" as a response.
Multiplayer Cube