Coming from powered to peasant, I found it incredibly surprising to see that Edicts were generally out of favor among peasant lists compared to being staples in powered (and unpowered) rare lists. I asked Klug specifically why he didn't include Edicts in his list and he responded simply with "tokens". Peasant games tend to be about combat with a good portion of decks looking to go wide. In that environment, I can see how an Edict would have little effect and would be better served as another Doom Blade variant.
Can't say I'm excited for Innocent Blood. Maybe if it was instant so you could respond to removal on your creature, or to them targeting their creature with aura's / pump. When I think about a home I'd be happy playing it... maybe aggro decks that have the opponent on the ropes... I'd rather just cube Paralyze (and do cube it) mana aggro removal. Won't take out hexproof guys and occasionally they might actually untap the target, but I don't have to sacrifice one of my guys in any other situation. Maybe as a sideboard card for control mirrors to clear out a single hard to kill creature... Diabolic Edict seems like what you want there. I can't see a situation where I'm looking for a card to fill both roles and only have 1 slot so I give it to Innocent Blood.
The rest of the green beef. Maybe I'm a bit off with these. Perhaps Scaled Behemoth belongs in the same class as Plated Crusher and Sifter Wurm, though I suspect no-one dipsutes that Pelakka Wurm is best in class.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Nemesis of Mortals - 2 Description - It only takes a couple of mana discount to be decent from the outset, and even if you are casting it as soon as you can afford it, it isn't usually long before you can threaten to make it monstrous. Fine with normal creature attrition, but gets better in decks that fill their graveyards and supports +1/+1 counters. Anchors - Supports - Graveyard Matters
Pelakka Wurm - 4 Description - Perhaps the best green ramp target, the life gain helps stabilise if the opponent would otherwise just swarm past your Wurm next turn, the death trigger gives you some insurance even if they have a removal spell, and if it sticks a 7/7 trampler is a good threat. Even if you don't support ramp, the only reason not to cube it is if you don't like the triple green. Anchors - Supports - Ramp
Plated Crusher - 3 Description - It's a solid ramp target, with hexproof providing insurance against removal and trample to break through the defenses. Even if you are on the defensive, it's a great blocker that they can't get out of the way with removal / tappers etc. Anchors - Supports - Ramp
Skysnare Spider - 2 Description - It's good in a lot of board states; effectively blocks most things your opponent would throw at you if you are on back foot, and lets you attack when you need to keep a blocker to prevent crack backs. On offense, a 6/6 is a decent size threat they can't ignore for long. It's downside compared to other green ramp targets is that it doesn't come with built in value or protection; if it dies immediately to a 2 mana removal spell you are going to be pretty sad. Anchors - Supports -
Symbiotic Beast - 1 Description - The front end is a fair bit worse than what you can get for 6 mana. 4 tokens is a reasonable death trigger though. Given that, the reason to cube it is to support tokens / sacrifice decks, as it isn't likely to make the cut outside those decks. Anchors - Supports - Tokens, Sacrifice
Thundering Tanadon - 1? Description - My gut feel is this is a decent colorless 4-drop for aggro decks that can afford the life payment, but I don't hear much about it. Anchors - Supports -
Scaled Behemoth - 2 Description - Good stats, and hexproof means your beef isn't going to die to cheap removal, tap down effects etc. It's among the better creatures in this range; the reason it might not be in cubes is due to limited room for high cost creatures (particularly in smaller cubes) or taking a pretty nontraditional approach to green. Anchors - Supports -
Shefet Monitor - 1 Description - It compares to Krosan Tusker. This can truly accelerate when it is cycled as it puts the land on the battlefield, but the cheaper mana on Krosan Tuskers cycling is probably more significant at finding you your fourth land. Anchors - Supports -
Sifter Wurm - 3 Description - A good ramp target. It's a little less powerful than the comparable Pelakka Wurm, but it will still usually gain you some life to stabilise while also setting up your draws for the next turn or two. Anchors - Supports - Ramp
Root-Kin Ally - I can see some cool lines of play with some early token makers, but it wouldn't be consistent enough to consider cubing it (maybe if it had trample)
Siege Wurm - A 5/5 trampler on turn 4 is going to be pretty solid, but that is close to best case scenario, and you DO have to tap down 3 creatures that turn to cast it. Not going to be good enough consistently enough.
Symbiotic Wurm - If you are looking for a beefy ramp target with insurance, the cheaper options are probably better (Pelakka Wurm / Scaled Behemoth). If you want something to suit token / sacrifice decks, I'd sooner cube the smaller Symbiotic Beast.
Tunneler Wurm - It doesn't do anything well. Undersized for mana cost. It costs you a full card to regenerate. And it's 8 mana so it isn't a 'free' discard enabler.
Greater Sandwurm - It doesn't seem particularly bad, but it doesn't do enough different that you wouldn't be better served by several other 7-drops.
Brambleweft Behemoth - There will be times when the trample will matter, but it doesn't enable anything specific and any number of alternatives will perform better on average.
I think Pelakka Wurm and Sifter Wurm should be the same rating as they are basically interchangeable. Scry 3 on etb is arguably better than draw 1 on death,not to mention that deciding your next three draws +small lifegain could help you stabilize better than 7 life
Sure, there is a chance of spending $4 on a booster and getting the Mythic Rare $30 super card. There is also a chance of surviving putting your tongue in a light socket.
Walker of the Grove is almost certainly a 0. 5 mana 4/4 token is bad, and costing 8 while being worse than the 7 drops is really bad. I guess there is something to be said for flexibility, but just play Nessian Asp or something if you need that.
Pelakka Wurm is slightly better than Sifter Wurm. Scry 3 etb is a bit better than draw on death on a beater that has to be dealt with, but gaining 3-4 more life is more likely to win you a game than that difference.
I could see Pelakka Wurm at 3. Arborback Stomper / Sifter Wurm + other small defensive changes can replace the life gain, and there are a lot more options for late game beaters now.
I like Skysnare Spider at 3 instead of 4 simply because it has no immediate value or way to protect itself, unlike most of the others in this batch. It turns the corner like nothing else, but it's the most efficient card for your opponent to point removal or bounce at in the entire cube.
I have a small sample with sifter wurm and I've already lost due to the inconsistent lifegain.
It's just harder to spot, when playing a game, how the late draw on pelakka wurm lost you a game compared to sifter wurm's usually faster route to an answer.
I cut Skysnare Spider (at 600+!) and haven't really missed it. I'd give it a 2 since it's still obviously fine, but it's also probably closer to a vanilla 6/6 than it is to the real Pelakka Wurm-tier bombs.
I will second the cut of Skysnare Spirder (at 512 cards). I swapped in Scaled Behemoth at that time because I am of the belief that having resilient ramp/reanimation targets is much more relevant than the combat abilities on Spider. I will also still agree with Skysnare as a 2, as it would be the next creature in if I wanted another 6+ mana creature in green.
I seem to keep having weird issues when I edit posts. I'll come back later and make sure the edits stuck (they don't appear to have all been applied), but basically;
- leaving Pelakka Wurm at 4 (though close to dropping to 3)
- Scaled Behemoth up to 3.
- Skysnare Spider down to 3 (unless more people want to jump on the 2 bandwagon)
- Greater Sandwurm to 1
- Walker of the Grove to 0
Small thing, but I almost want Pelakka Wurm to be an anchor for ramp. It's not super important for it to work necessarily, but it is, as of now, the go-to, number 1, ramp target in mono green for most people.
I guess most 7-drops, especially the green ones, anchor ramp by default. You might be willing to play a 7-drop in other colours as the top end of a control deck, but rarely in green.
Big green spells.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Become Immense - 2 Description - Sneaking in 6 extra damage is a decent chunk. It's such a large amount you'd rather it did go to their face than just winning a combat. Not something you need, but does it's job well enough, particularly if you support go wide, graveyard synergies so that this is always cheap, or a higher density of trample creatures. Anchors - Supports -
Roar of the Wurm - 2 Description - For 7 mana you can get better up front, but the cheap flashback makes it playable. Either to follow up your 7 mana spell with a 6/6 plus potentially another spell, or discarding it early to get a cheap on turn 4. Anchors - Supports - Graveyard Matters
Cobra Trap - 4 1/1's for a single mana is pretty lucrative. But it needs the word 'destroy' and that just isn't going to happen often enough, or even at all in some decks.
Desert Twister - I suppose it give green creature kill, but at 6 mana it is just too expensive.
Grim Flowering - It's questionable how often this is going to be better than Harmonize. There is an ok ceiling in self-mill decks, but the inconsistency isn't worth it.
I would also see Skysnare Spider as a 2. Lack of inherent value plays and self-protection is just a big problem at that mana cost.
Feral Incarnation is probably a 0 but Joraga Invocation I could see as a 1. On a stalled board, it should almost act like a Plague Wind though this is not guaranteed. If you are ahead or the opponent has been laying aggressively, it may finish games.
My line of thought is that there are plenty of overrun effects, and this is probably one of the worst ones? It feels more like a zero because of that as I'd run some before it, but I can be easily swayed that it's a 1 too.
There was a time where I really wanted to push GW tokens and ran Feral Incarnation, and it still wasn't good. It's on my long list of "cards I wish were playable".
I think I was optimistic on both of those, dropped them both to 'No reason to cube'. And Skysnare Spider to 2.
On to the red 6+ cmc creatures.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Markov Warlord - 2 Description - If your opponent was expecting to block, this can swing combat by 3 creatures (hasty attacker plus remove 2 blockers). Hard to imagine wanting a 6 mana creature in your aggro decks, but for the red/x midrange decks it can help break through. Anchors - Supports -
Oni of Wild Places - 1 Description - It's not a good card in a more 'generic' strategy, and you would only ever cube it as a synergy piece; returning the likes of Fire Imp or Flametongue Kavu can be powerful. At least compared to other versions, this has haste so you can always attack with it even if you have nothing else to bounce. Anchors - Self-bounce Supports -
Pardic Dragon - 1 Description - Suspending this is rarely a good idea. If you suspend it on turn 2, your opponent is likely to play spells for the next several turns, keeping it in limbo. That said, if you hard cast it, it does have the opportunity to hit hard. Volcanic Dragon is likely to perform better most of the time in this role, but this can trade in some occasions where that can't, or you might want both. Anchors - Supports -
Ripscale Predator - 1 Description - It's not a standout, but the stats plus menace is borderline for the average cube; it is probably decent and worth consideration in cubes with depowered removal and more focus on combat tricks. i.e. Where there is a higher chance of blowing out a double block with a Giant Growth etc. Anchors - Supports -
Skarrgan Firebird - 1 Description - Struggling to find a good reason to actually say 'this is the type of environment you would consider cubing it in' but it does seem like it could find a home. A 6/6 flyer is solid if you hit it. Anchors - Supports -
Spitebellows - 1 Description - Reasonable for control decks that can take out most threats early with evoke if needed, and then put an annoying blocker in the way later in the game. In combat, it is usually going to take down whatever it tussles with and take something else along with it. Anchors - Supports -
Volcanic Dragon - 2 Description - Reasonable top end creature for red. It doesn’t support anything specific, just a reasonable collection of stats and abilities. Anchors - Supports -
Ashen Monstrosity - It hits hard, but attacking each turn, no trample, and only 4 toughness means this is going to die to something cheaper far too often.
Bloodstoke Howler - Narrow on tribal and too inefficient in any case.
Bogardan Rager - It doesn't contribute enough to a game plan. You could flash it in mid-combat, but it doesn't increase survivaibility and the stats are woeful for this cost.
Hearthcage Giant - It puts a fair bit of power on the board, and it might be fun to reanimate, but it isn't worth 8 mana.
Impelled Giant - So you need to tap 1 or 2 other creatures just to make it worth the mana cost? It doesn't boost toughness so it still dies to anything.
Karplusan Giant - Even with snow lands it is still pretty bad.
Kuldotha Flamefiend - It makes me wish there was enough support for 'big artifact red', because the triggered ability is pretty solid… but there isn't enough artifact support to make a 6 mana payoff worth it.
Pardic Dragon - It's too much risk. If you suspend it on 2, your opponent is likely to be casting a spell a turn for the next several turns, and sometimes even two spells.
Rage Thrower - It's too inefficient and too fragile for what it costs.
Rapacious One - It might create some interesting lines of play, but the upsides aren't going to be consistent enough compared to the 'downside' of underwhelming stats for its cost.
I don't think so. If your opponent has a spell for 3 of the next 4 turns, you get a harder to suspend errant ephemeron with +1 on the suspend counter. 4 of the next five, and the game is likely to be decided by the time it comes in.
I mean, I guess it's a 1, but volcanic dragon barely feels like a 2 to me.
Pardic Dragon is a 6 mana creature, if you're suspending it you're making a mistake almost 100% of the time. I forget who said it, but the general mantra is you never suspend Pardic Dragon, and I can't imagine it's base stats are good enough? 1 at absolute best?
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
No comments on Ancient Silverback and Howlgeist, so I'll give them a 1.
Can't say I'm excited for Innocent Blood. Maybe if it was instant so you could respond to removal on your creature, or to them targeting their creature with aura's / pump. When I think about a home I'd be happy playing it... maybe aggro decks that have the opponent on the ropes... I'd rather just cube Paralyze (and do cube it) mana aggro removal. Won't take out hexproof guys and occasionally they might actually untap the target, but I don't have to sacrifice one of my guys in any other situation. Maybe as a sideboard card for control mirrors to clear out a single hard to kill creature... Diabolic Edict seems like what you want there. I can't see a situation where I'm looking for a card to fill both roles and only have 1 slot so I give it to Innocent Blood.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Nemesis of Mortals - 2
Description - It only takes a couple of mana discount to be decent from the outset, and even if you are casting it as soon as you can afford it, it isn't usually long before you can threaten to make it monstrous. Fine with normal creature attrition, but gets better in decks that fill their graveyards and supports +1/+1 counters.
Anchors -
Supports - Graveyard Matters
Pelakka Wurm - 4
Description - Perhaps the best green ramp target, the life gain helps stabilise if the opponent would otherwise just swarm past your Wurm next turn, the death trigger gives you some insurance even if they have a removal spell, and if it sticks a 7/7 trampler is a good threat. Even if you don't support ramp, the only reason not to cube it is if you don't like the triple green.
Anchors -
Supports - Ramp
Plated Crusher - 3
Description - It's a solid ramp target, with hexproof providing insurance against removal and trample to break through the defenses. Even if you are on the defensive, it's a great blocker that they can't get out of the way with removal / tappers etc.
Anchors -
Supports - Ramp
Skysnare Spider - 2
Description - It's good in a lot of board states; effectively blocks most things your opponent would throw at you if you are on back foot, and lets you attack when you need to keep a blocker to prevent crack backs. On offense, a 6/6 is a decent size threat they can't ignore for long. It's downside compared to other green ramp targets is that it doesn't come with built in value or protection; if it dies immediately to a 2 mana removal spell you are going to be pretty sad.
Anchors -
Supports -
Symbiotic Beast - 1
Description - The front end is a fair bit worse than what you can get for 6 mana. 4 tokens is a reasonable death trigger though. Given that, the reason to cube it is to support tokens / sacrifice decks, as it isn't likely to make the cut outside those decks.
Anchors -
Supports - Tokens, Sacrifice
Thundering Tanadon - 1?
Description - My gut feel is this is a decent colorless 4-drop for aggro decks that can afford the life payment, but I don't hear much about it.
Anchors -
Supports -
Scaled Behemoth - 2
Description - Good stats, and hexproof means your beef isn't going to die to cheap removal, tap down effects etc. It's among the better creatures in this range; the reason it might not be in cubes is due to limited room for high cost creatures (particularly in smaller cubes) or taking a pretty nontraditional approach to green.
Anchors -
Supports -
Shefet Monitor - 1
Description - It compares to Krosan Tusker. This can truly accelerate when it is cycled as it puts the land on the battlefield, but the cheaper mana on Krosan Tuskers cycling is probably more significant at finding you your fourth land.
Anchors -
Supports -
Sifter Wurm - 3
Description - A good ramp target. It's a little less powerful than the comparable Pelakka Wurm, but it will still usually gain you some life to stabilise while also setting up your draws for the next turn or two.
Anchors -
Supports - Ramp
My C/Ube on Cube Cobra
Walker of the Grove is almost certainly a 0. 5 mana 4/4 token is bad, and costing 8 while being worse than the 7 drops is really bad. I guess there is something to be said for flexibility, but just play Nessian Asp or something if you need that.
Pelakka Wurm is slightly better than Sifter Wurm. Scry 3 etb is a bit better than draw on death on a beater that has to be dealt with, but gaining 3-4 more life is more likely to win you a game than that difference.
I could see Pelakka Wurm at 3. Arborback Stomper / Sifter Wurm + other small defensive changes can replace the life gain, and there are a lot more options for late game beaters now.
My cube discussion thread
Also, follow us on twitter! @TurnOneMagic
It's just harder to spot, when playing a game, how the late draw on pelakka wurm lost you a game compared to sifter wurm's usually faster route to an answer.
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
Also agree that Greater Sandwurm is worth a 1.
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
- leaving Pelakka Wurm at 4 (though close to dropping to 3)
- Scaled Behemoth up to 3.
- Skysnare Spider down to 3 (unless more people want to jump on the 2 bandwagon)
- Greater Sandwurm to 1
- Walker of the Grove to 0
My 540 peasant cube
Standard
Modern
Legacy
EDH/Commander
Big green spells.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Become Immense - 2
Description - Sneaking in 6 extra damage is a decent chunk. It's such a large amount you'd rather it did go to their face than just winning a combat. Not something you need, but does it's job well enough, particularly if you support go wide, graveyard synergies so that this is always cheap, or a higher density of trample creatures.
Anchors -
Supports -
Roar of the Wurm - 2
Description - For 7 mana you can get better up front, but the cheap flashback makes it playable. Either to follow up your 7 mana spell with a 6/6 plus potentially another spell, or discarding it early to get a cheap on turn 4.
Anchors -
Supports - Graveyard Matters
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
Also, follow us on twitter! @TurnOneMagic
Feral Incarnation is probably a 0 but Joraga Invocation I could see as a 1. On a stalled board, it should almost act like a Plague Wind though this is not guaranteed. If you are ahead or the opponent has been laying aggressively, it may finish games.
Also, follow us on twitter! @TurnOneMagic
My cube discussion thread
On to the red 6+ cmc creatures.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Markov Warlord - 2
Description - If your opponent was expecting to block, this can swing combat by 3 creatures (hasty attacker plus remove 2 blockers). Hard to imagine wanting a 6 mana creature in your aggro decks, but for the red/x midrange decks it can help break through.
Anchors -
Supports -
Oni of Wild Places - 1
Description - It's not a good card in a more 'generic' strategy, and you would only ever cube it as a synergy piece; returning the likes of Fire Imp or Flametongue Kavu can be powerful. At least compared to other versions, this has haste so you can always attack with it even if you have nothing else to bounce.
Anchors - Self-bounce
Supports -
Pardic Dragon - 1
Description - Suspending this is rarely a good idea. If you suspend it on turn 2, your opponent is likely to play spells for the next several turns, keeping it in limbo. That said, if you hard cast it, it does have the opportunity to hit hard. Volcanic Dragon is likely to perform better most of the time in this role, but this can trade in some occasions where that can't, or you might want both.
Anchors -
Supports -
Ripscale Predator - 1
Description - It's not a standout, but the stats plus menace is borderline for the average cube; it is probably decent and worth consideration in cubes with depowered removal and more focus on combat tricks. i.e. Where there is a higher chance of blowing out a double block with a Giant Growth etc.
Anchors -
Supports -
Skarrgan Firebird - 1
Description - Struggling to find a good reason to actually say 'this is the type of environment you would consider cubing it in' but it does seem like it could find a home. A 6/6 flyer is solid if you hit it.
Anchors -
Supports -
Spitebellows - 1
Description - Reasonable for control decks that can take out most threats early with evoke if needed, and then put an annoying blocker in the way later in the game. In combat, it is usually going to take down whatever it tussles with and take something else along with it.
Anchors -
Supports -
Volcanic Dragon - 2
Description - Reasonable top end creature for red. It doesn’t support anything specific, just a reasonable collection of stats and abilities.
Anchors -
Supports -
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
I mean, I guess it's a 1, but volcanic dragon barely feels like a 2 to me.
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
Also, follow us on twitter! @TurnOneMagic