So this is my cube i did a lot of work a few years ago and then I looked back at it recently and now i think it is much better. Still not sure how good it is or even if its balanced. That is mainly my concern that it is balanced and that I dont have useless cards no one wants in the cube. All help is appreciated as i would like to purchase it soon.
Strategies i wanted to include
mill
u/r spells
tokens
ninjas
storm
various aggro
aristocrats
control
various tribal
dredge
reanimater
control
Tempo
ramp
I don't think you should feel bad. There are plenty of threads/resources available to construct a cube with those archetypes. Just go thumb through some cubes and handpick some cards you like.
mill - Often people dont do this cuz it's not fun.
u/r spells - Go find some red and blue spells. Add them to your cube.
tokens - Find some token cards.
ninjas - I don't know what this archetype is. Ninja of the Deep Hours.
storm - I don't think storm works too well in peasant.
various aggro - Put some red/green/black/white aggressive cards in your cube. Maybe some blue (Ask leelue)
aristocrats - meh.
control - Put some blue control cards in.
various tribal - Tribal I think can be hard.
dredge - Go to magiccards.info --> search for Dredge cards.
reanimator - put some reanimation spells into your cube.
control - Put some red control cards in.
Tempo - find some tempo cards and put them in.
ramp - ramp spells support ramp.
Oh man it wasn't all that long ago I was like this... just a head full of ideas and a box of old cards.
I ended up doing a lot of pruning before I came to a final list, because there isn't actually that many cards slots you have to work with and you need to have a critical mass of available cards for each archetype, for it to be viable.
So a big thing you will have to find is cards that overlap multiple archetypes once you start sloting in these overlapping cards you can support more and more synergy decks inside the same limited space. So what happend is I pruned archetypes that didn't have these overlapping cards because you were using up too many slots.
So mill and storm dropped out pretty early on because they were too left field and didn't overlap with other decks.
You want to pick tribes that work nicely as good stuff cards. Atm I have Warriors, Elves and Elementals. All have uncommon lords in modern, there were no goblin lords in peasent modern :/. Spirits and Zombies are also good choices.
The warrior lord I used is an elf!. Bramblewood paragon
Atm elementals is one of the hardest tribes to get to work in draft, to draft elements you have to go hard on doing it, elementals are mostly great on thier own so other people take them. e.g Mulldrifer
U/R spells
Tokens
Zoo aggro/BW aggro/warrior aggro
Aristocrats
UBx control is good, RBx and BGx control also seems possible
Elves, warriors, elementals
I am running two dredge cards as part of reanimator and spider spawning decks, dredge is a means to an end not an archetype.
Tempo, is UR spells or UW flyiers. I have Unblockable as an archetype which will support some ninja's
Ramp and reanimator are related, elementals can also have ramp aspects.
I was trying to stay away from tribal. and wanted to keep it a 360 card or small cube. storm isnt really storm its basically an all spells deck with cards like kiln fiend as win cons too, that you can sometimes get the storm card. most i thought also worked well with tempo cards. or just good cards in gereral. as for mill. i mean its there i thought the mill you aka dredge decks would want the same cards kinda. idk those are my thoughts. im not sure how strong i should make aggro eaither. i mean i want everything to be balanced so i have about 4 sweepers. pyroclasm, 2 infest like cards and firespout. i was sure if you guys counted cards like lingering souls as an Orzhov card or not. I tried to pick the archetypes that were the most fun to play not necessarily the best as the goal for me is fun not broken things.
I don't think you should feel bad. There are plenty of threads/resources available to construct a cube with those archetypes. Just go thumb through some cubes and handpick some cards you like.
mill - Often people dont do this cuz it's not fun.
u/r spells - Go find some red and blue spells. Add them to your cube.
tokens - Find some token cards.
ninjas - I don't know what this archetype is. Ninja of the Deep Hours.
storm - I don't think storm works too well in peasant.
various aggro - Put some red/green/black/white aggressive cards in your cube. Maybe some blue (Ask leelue)
aristocrats - meh.
control - Put some blue control cards in.
various tribal - Tribal I think can be hard.
dredge - Go to magiccards.info --> search for Dredge cards.
reanimator - put some reanimation spells into your cube.
control - Put some red control cards in.
Tempo - find some tempo cards and put them in.
ramp - ramp spells support ramp.
i mean my list is posted at the bottom. i tried to do that. just wanted a secound opinon before i ordered cards. if its somewhat solid then ill order it and see what i need to change. i drafted it a couple of times tried to take notes what i didnt think was necessary and change it.
As a small aside, the most iportant thing about UR spells is that you can actually play more spells than normal. That means more cantrips like ponder, or maybe choosing repulse over Into the roil because you can more often draw a card and thus more spells. This means more cheap spells like snap, gitaxian probe or frantic search. And this means more rebound and flashback.
There are cards that I wouldn't want to run anymore like centaur glade or icatian javelineers in your list, but the only cards I think don't belong within sniffing distance of a cube are:
And I have a personal vendetta against coiling oracle. As I always say, when there isn't a land on top, it's a bad elvish visionary. When there is a land on top, it's a 2 color rampant growth that doesn't let you choose what color you're getting. There just aren't enough ways for a 1/1 to be relevant imo for it to be more than that.
As a small aside, the most iportant thing about UR spells is that you can actually play more spells than normal. That means more cantrips like ponder, or maybe choosing repulse over Into the roil because you can more often draw a card and thus more spells. This means more cheap spells like snap, gitaxian probe or frantic search. And this means more rebound and flashback.
There are cards that I wouldn't want to run anymore like centaur glade or icatian javelineers in your list, but the only cards I think don't belong within sniffing distance of a cube are:
And I have a personal vendetta against coiling oracle. As I always say, when there isn't a land on top, it's a bad elvish visionary. When there is a land on top, it's a 2 color rampant growth that doesn't let you choose what color you're getting. There just aren't enough ways for a 1/1 to be relevant imo for it to be more than that.
thank you your right those should prolly be cut idk about cloud of faeries
i like it for ninja's storm and tempo.
prosperity i had for mill combo and control.
Battle hymn i thought may go in a red green ramp or black red reanimater token but your prolly right
i had Shimmering grotto for fixing but theres prolly better choices now.
A 1/1 flyer just isn't good in tempo. Body is almost irrelevant, and is really terrible if it doesn't actually come along with another 2 drop. I don't understand the connection to ninjas, but I can tell you that "ninjas" isn't really a decktype. Maybe two in a deck together with etb effects and evasion? but being free isnt really an etb effect
thanks for the input Squirrely i took out the mill plan last night as many told me it was a bad idea. i thought some people would enjoy playing the archetype. i tried to shot madness in as well but im pretty sure i need more things for it to work. i thought about putting in a 5 color deck (was thinking golems) but not sure if i needed more mana fixing. i know morph worked in takir block. but it seemed unimpressive and i have little fixing to reward the single and duel color decks so not every deck is a good stuff 4 or 5c brew.
i feel as though i really need to play it to understand it. I also thought about keeping it small to do different things like ninjas or madness no one ever plays with (in my mind keeping it fun and fresh), but as i keep changing cards in it i feel bad cutting cards for other things that may not do well.
Yeah if you reallly wanna make 5cc a thing, bouncelands and signets are where I'd start.
He's already running the bouncelands, but there's a lot more fixing he's missing that's even better. Whether you're supporting 5-color as an archetype or not, I highly recommend running City of Brass, Gemstone Mine, Mirrodin's Core, Aether Hub, and the Vivid lands, and the ALA/KTK tri-lands. All of this fixing is highly versatile, and will help all kinds of decks run better. FWIW, though, I'm running all of those lands, and I've yet to see anyone try to go 5-color when drafting my Peasant cube. I'm not providing any specific payoffs for 5-color decks, though, and I'm not convinced that any of the 5-color cards available at common/uncommon are really a good enough reward to justify the inconsistency plus running multiple ETBT lands. 3 color decks come together all the time, though, and they're quite good. That's enough justification for running plenty of mana fiing as far as I'm concerned.
Dr. Dude, if you haven't already done so, I definitely recommend checking out Bacchus2's Comprehensive Peasant Archetypes Article. There are lots of cool ideas for archetypes you might try and cards that can help anchor and support them. As you consider the cards you want to put in to support various archetypes, you want to try to have as many cards as possible that are worth drafting on their own in an aggro, midrange, or control deck with no special support, but get better when played in a deck that has synergies with those cards. A great example of that is looter cards like Merfolk Looter or Looter il-Kor. A control deck is happy to have them for the improved card quality they provide, but they really shine in Madness and reanimator decks that actively want to be pitching stuff into their graveyards.
i feel as though i really need to play it to understand it.
Absolutely. And as you draft, pay careful attention to the cards that end up wheeling in multiple drafts and/or get left in sideboards. You'll learn really quickly which cards and archetypes your playgroup isn't really interested in trying, and that will be very helpful to you in deciding what to cut as you acquire better and more interesting cards.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
I don't think that fixing that's too good exists at Peasant, especially if you want to support 5 color decks. For a cube that includes rares 10-15% mana-fixing lands is generally considered ideal, but at Peasant this doesn't really work because there just aren't that many cycles of dual lands worth running. I'm currently running 40 in my 450 card cube, and when I get copies of Aether Hub and Ash Barrens that will go up to 42. After that, I'll be waiting for some better C/U fixing lands to get printed so I can get to the 45-50 range.
If you're keeping your cube at 360, 40-42 mana fixing lands should be plenty.
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Rollback Post to RevisionRollBack
465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
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Strategies i wanted to include
mill
u/r spells
tokens
ninjas
storm
various aggro
aristocrats
control
various tribal
dredge
reanimater
control
Tempo
ramp
Thanks for your help
http://www.cubetutor.com/viewcube/31279
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
mill - Often people dont do this cuz it's not fun.
u/r spells - Go find some red and blue spells. Add them to your cube.
tokens - Find some token cards.
ninjas - I don't know what this archetype is. Ninja of the Deep Hours.
storm - I don't think storm works too well in peasant.
various aggro - Put some red/green/black/white aggressive cards in your cube. Maybe some blue (Ask leelue)
aristocrats - meh.
control - Put some blue control cards in.
various tribal - Tribal I think can be hard.
dredge - Go to magiccards.info --> search for Dredge cards.
reanimator - put some reanimation spells into your cube.
control - Put some red control cards in.
Tempo - find some tempo cards and put them in.
ramp - ramp spells support ramp.
I ended up doing a lot of pruning before I came to a final list, because there isn't actually that many cards slots you have to work with and you need to have a critical mass of available cards for each archetype, for it to be viable.
So a big thing you will have to find is cards that overlap multiple archetypes once you start sloting in these overlapping cards you can support more and more synergy decks inside the same limited space. So what happend is I pruned archetypes that didn't have these overlapping cards because you were using up too many slots.
So mill and storm dropped out pretty early on because they were too left field and didn't overlap with other decks.
You want to pick tribes that work nicely as good stuff cards. Atm I have Warriors, Elves and Elementals. All have uncommon lords in modern, there were no goblin lords in peasent modern :/. Spirits and Zombies are also good choices.
The warrior lord I used is an elf!. Bramblewood paragon
Atm elementals is one of the hardest tribes to get to work in draft, to draft elements you have to go hard on doing it, elementals are mostly great on thier own so other people take them. e.g Mulldrifer
Here is what I came up with
www.cubetutor.com/viewcube/51100
So I have
U/R spells
Tokens
Zoo aggro/BW aggro/warrior aggro
Aristocrats
UBx control is good, RBx and BGx control also seems possible
Elves, warriors, elementals
I am running two dredge cards as part of reanimator and spider spawning decks, dredge is a means to an end not an archetype.
Tempo, is UR spells or UW flyiers. I have Unblockable as an archetype which will support some ninja's
Ramp and reanimator are related, elementals can also have ramp aspects.
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 mean my list is posted at the bottom. i tried to do that. just wanted a secound opinon before i ordered cards. if its somewhat solid then ill order it and see what i need to change. i drafted it a couple of times tried to take notes what i didnt think was necessary and change it.
There are cards that I wouldn't want to run anymore like centaur glade or icatian javelineers in your list, but the only cards I think don't belong within sniffing distance of a cube are:
And I have a personal vendetta against coiling oracle. As I always say, when there isn't a land on top, it's a bad elvish visionary. When there is a land on top, it's a 2 color rampant growth that doesn't let you choose what color you're getting. There just aren't enough ways for a 1/1 to be relevant imo for it to be more than that.
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
thank you your right those should prolly be cut idk about cloud of faeries
i like it for ninja's storm and tempo.
prosperity i had for mill combo and control.
Battle hymn i thought may go in a red green ramp or black red reanimater token but your prolly right
i had Shimmering grotto for fixing but theres prolly better choices now.
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
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
The elementals deck can be a 5 colour deck using Smokebraider to get off colours and of course just snapping up bouncelands.
I have actually played 5 colour elves, but I used sphere of the suns to pull that fifth colour for skyrider elf and had a single plains to tutor for to use Selesnya Guildmage
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
He's already running the bouncelands, but there's a lot more fixing he's missing that's even better. Whether you're supporting 5-color as an archetype or not, I highly recommend running City of Brass, Gemstone Mine, Mirrodin's Core, Aether Hub, and the Vivid lands, and the ALA/KTK tri-lands. All of this fixing is highly versatile, and will help all kinds of decks run better. FWIW, though, I'm running all of those lands, and I've yet to see anyone try to go 5-color when drafting my Peasant cube. I'm not providing any specific payoffs for 5-color decks, though, and I'm not convinced that any of the 5-color cards available at common/uncommon are really a good enough reward to justify the inconsistency plus running multiple ETBT lands. 3 color decks come together all the time, though, and they're quite good. That's enough justification for running plenty of mana fiing as far as I'm concerned.
Dr. Dude, if you haven't already done so, I definitely recommend checking out Bacchus2's Comprehensive Peasant Archetypes Article. There are lots of cool ideas for archetypes you might try and cards that can help anchor and support them. As you consider the cards you want to put in to support various archetypes, you want to try to have as many cards as possible that are worth drafting on their own in an aggro, midrange, or control deck with no special support, but get better when played in a deck that has synergies with those cards. A great example of that is looter cards like Merfolk Looter or Looter il-Kor. A control deck is happy to have them for the improved card quality they provide, but they really shine in Madness and reanimator decks that actively want to be pitching stuff into their graveyards.
Absolutely. And as you draft, pay careful attention to the cards that end up wheeling in multiple drafts and/or get left in sideboards. You'll learn really quickly which cards and archetypes your playgroup isn't really interested in trying, and that will be very helpful to you in deciding what to cut as you acquire better and more interesting cards.
450 card Peasant cube thread. Draft it here.
If you're keeping your cube at 360, 40-42 mana fixing lands should be plenty.
450 card Peasant cube thread. Draft it here.