alright these spoilers are looking spicy, so time to digest them
skyship plunderer: easy swap for one of the welkin tern trio. the ability is just a cherry on top, i don't really care if it's relevant.
aether chaser: pretty good for tokens and just aggressive decks in general. energy self-sufficiency is great, and getting another good youthful knight in red is a good sign.
aether swooper: the body could be worse, and tokens are still fine in blue. i could see diversifying my tern trio out for tern / plunderer / this, and be happy with it.
gifted aetherborn: great card, efficient ball of stats and keywords. i don't care that it's cc since it trades up and is always relevant.
renegade wheelsmith: a gold master of diversion with +1 power is ok. but just ok. seems to be the theme of boros.
spire patrol: all of a sudden azorius has good cards. it's a good card, and 4s with this effect are actually pretty good because of the number of 3s in both colours that can do something similar. chaining tempo with this seems appealing, it's a matter of finding room, which will be tricky since i'm still not sure what i'm doing with migratory route.
renegade rallier: good card, stacked guild unfortunately. some redundancy with this effect would be welcome but i'm just not optimistic.
untethered express: slam dunk this train. love me some trains. give me more cubeable trains.
cogwork assembler: i LOVE getting this ability at uncommon. the ability is too expensive sadly.
treasure keeper: man our colourless 4s are getting ridiculous all of a sudden. i'm dunking this AND a train.
Aether Chaser seems good enough on raw power level. A 2/1 first strike that most of the time comes with an additional 1/1 is really good value for two mana.
The only issue is that 4 mana, does it come down too late?
...
My cube is really low to the ground and 6 mana is a lot to pay.
Um... think you might have answered your own question there
After you cast your THIRD artifact spell (after doing nothing at all with your initial four mana), it's out-token'd the totally mediocre Midnight Haunting.
Ridgescale Tusker was the immediate standout to me as well. A few others of interest:
Fourth Bridge Prowler- Forge Devil without a drawback and can be played into an empty board. Invigorated Rampage- That's a lot of damage for an instant speed spell, especially combined with Berserk and TBR. Scrapper Champion- Maybe a 3/3 double strike for 4 is good enough? Maulfist Revolutionary- A mediocre option for supporting +1/+1 counters matter Narnham Renegade- Unlikely to make it in peasant, but in other formats a 2/3 deathtouch on turn 1 could be very real.
Scrapper Champion looks like the biggest double striker we've ever gotten. I wonder if it's good enough.
Maulfist Revolutionary is a 3/3 trample with pretty good upside, and green is a great color for the counter pumping synergy. You can always choose to target something inconsequential if there are counters you want to avoid duplicating.
Ridgescale Tusker seems good, and it's not even bad stats on its own.
Some brief thoughts on different cards, some not yet mentioned:
Deft Dismissal- My experience with this type of card is that it is a little too much to pay for conditional removal. See Roil's Retribution, which is probably a little stronger, but was also pretty easy to play around in BFZ limited.
Gonti's Machinations- That's a really good effect based on mana cost alone. It is conditional, but those are somewhat easy conditions to meet.
Wrangle- There are is a very small number of creatures this cannot target (barring pump spells). For my cube, it naturally hits about 94% of the creatures naturally, and if you are trying to win fast, this may do enough before the big creatures hit the board. Just being two mana instead of three really helps a deck that is already trying to stay fast and low to the ground.
Lifecraft Cavalry- I agree with the common concern that Revolt will not be trivial to achieve, but a 6/6 trample for 4G is a great payoff for when you do.
I'm not seeing it with Gonti's Machinations - you have to sacrifice it to steal life from them, and it can only hit the opposing player. You're losing card advantage to drain 3 and some energy, and it's a dead draw on top of that.
I'll say the same thing about Deft Dismissal as I did about Roil's Retribution a few months ago -- it's so much more of a defensive/control card that I'd much rather have the flexibility of Hail of Arrows at the cost of not hitting blocking creatures.
I agree with Wrangle, definitely in conversation for your Threaten of choice. Not a slam-dunk over the rest, but certainly worth pondering.
re: Lifecraft Cavalry, we have Gravetiller Wurm and it's not really an all-star (or a some-star, or whatever else). Five and six mana are very different costs, though.
Even when you're using it as a finisher, it's still usually (certainly not always) hitting something at 4 or less power.
Getting Wrangle at two mana means you can find turns in the mid-game where you use it for like 5-8 surprise damage, then can still add more stuff to the board.
I love steal effects, but since the typical Threaten effect is used as a finisher for aggro decks I don't think the one mana cheaper casting cost for Wrangle matters more than not being able to hit a Gurmag Angler or Arborback Stomper, even if there are only ~15 creatures in my cube with 5 power or more.
Tbh I completely missed that you have to sacrifice Gonti's Machinations for the effect when I quickly browsed through the cards the first time and I assume the same happened to rancoredmalone. Would be quite broken outside of cube in a constructed energy deck though if you could use it as often as you wish.
No, I knew you had to sacrifice it. I just had never seen a one-mana, drain 3 effect before and thought it was worth mentioning.
I love steal effects, but since the typical Threaten effect is used as a finisher for aggro decks I don't think the one mana cheaper casting cost for Wrangle matters more than not being able to hit a Gurmag Angler or Arborback Stomper, even if there are only ~15 creatures in my cube with 5 power or more.
I know this is a weird thing to mention, but I kind of like that it has a weakness to pump spells, since I have been trying to make those more relevant in cube. Regular limited formats has gotten some of the best pump spells we have ever seen for those formats, and I enjoy the back and forth that they can provide during combat.
On-curve (kinda, barely, a la Jade Mage or whatever) dude with narrow but significant late-game upside. Biggest downside is that white has zero ways to loot/dredge/whatever so you need some extra work from your second color, or hope that your stuff gets Naturalize'd. Getting BOTH targets seems like a pipe dream for most decks, but even using it for one thing is pretty nifty.
Reckless Racer is basically the first OK-sized body with rummaging tacked on, right? Wish it was a 3/2 or had the stupid Smuggler's Copter trigger-when-you-block thing.
On-curve (kinda, barely, a la Jade Mage or whatever) dude with narrow but significant late-game upside. Biggest downside is that white has zero ways to loot/dredge/whatever so you need some extra work from your second color, or hope that your stuff gets Naturalize'd. Getting BOTH targets seems like a pipe dream for most decks, but even using it for one thing is pretty nifty.
I looked at that too for a moment. Besides the possible graveyard synergies, it does give extra value to making any type of artifact or enchantment theme you may already have. I recall someone pushing WG in that direction, which is an interesting idea.
There are also some 3/1 high fliers as well (Cloud Spirit), which I have also considered in the past as well, and generally think the 3 power is better than the 2/3 body.
skyship plunderer: easy swap for one of the welkin tern trio. the ability is just a cherry on top, i don't really care if it's relevant.
aether chaser: pretty good for tokens and just aggressive decks in general. energy self-sufficiency is great, and getting another good youthful knight in red is a good sign.
aether swooper: the body could be worse, and tokens are still fine in blue. i could see diversifying my tern trio out for tern / plunderer / this, and be happy with it.
gifted aetherborn: great card, efficient ball of stats and keywords. i don't care that it's cc since it trades up and is always relevant.
renegade wheelsmith: a gold master of diversion with +1 power is ok. but just ok. seems to be the theme of boros.
spire patrol: all of a sudden azorius has good cards. it's a good card, and 4s with this effect are actually pretty good because of the number of 3s in both colours that can do something similar. chaining tempo with this seems appealing, it's a matter of finding room, which will be tricky since i'm still not sure what i'm doing with migratory route.
renegade rallier: good card, stacked guild unfortunately. some redundancy with this effect would be welcome but i'm just not optimistic.
untethered express: slam dunk this train. love me some trains. give me more cubeable trains.
cogwork assembler: i LOVE getting this ability at uncommon. the ability is too expensive sadly.
treasure keeper: man our colourless 4s are getting ridiculous all of a sudden. i'm dunking this AND a train.
It's not parasitic when it pays for its first activation for free.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Efficient Construction takes too much work to be worthwhile. It completely pales in comparison to Talrand's Invocation.
Maverick Thopterist seems quite good. I'll take as many Whirler Rogue variants as I can get my hands on.
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
Um... think you might have answered your own question there
After you cast your THIRD artifact spell (after doing nothing at all with your initial four mana), it's out-token'd the totally mediocre Midnight Haunting.
Fourth Bridge Prowler- Forge Devil without a drawback and can be played into an empty board.
Invigorated Rampage- That's a lot of damage for an instant speed spell, especially combined with Berserk and TBR.
Scrapper Champion- Maybe a 3/3 double strike for 4 is good enough?
Maulfist Revolutionary- A mediocre option for supporting +1/+1 counters matter
Narnham Renegade- Unlikely to make it in peasant, but in other formats a 2/3 deathtouch on turn 1 could be very real.
Cubetutor Link
Maulfist Revolutionary is a 3/3 trample with pretty good upside, and green is a great color for the counter pumping synergy. You can always choose to target something inconsequential if there are counters you want to avoid duplicating.
Ridgescale Tusker seems good, and it's not even bad stats on its own.
Cubetutor link - 380 Peasant Cube
WiJ
Peasant 540 Cube
Deft Dismissal- My experience with this type of card is that it is a little too much to pay for conditional removal. See Roil's Retribution, which is probably a little stronger, but was also pretty easy to play around in BFZ limited.
Gonti's Machinations- That's a really good effect based on mana cost alone. It is conditional, but those are somewhat easy conditions to meet.
Wrangle- There are is a very small number of creatures this cannot target (barring pump spells). For my cube, it naturally hits about 94% of the creatures naturally, and if you are trying to win fast, this may do enough before the big creatures hit the board. Just being two mana instead of three really helps a deck that is already trying to stay fast and low to the ground.
Lifecraft Cavalry- I agree with the common concern that Revolt will not be trivial to achieve, but a 6/6 trample for 4G is a great payoff for when you do.
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
Cubetutor link - 380 Peasant Cube
I'd vastly rather have a Plains in my Rakdos aggro deck than this card.
Also, follow us on twitter! @TurnOneMagic
I agree with Wrangle, definitely in conversation for your Threaten of choice. Not a slam-dunk over the rest, but certainly worth pondering.
re: Lifecraft Cavalry, we have Gravetiller Wurm and it's not really an all-star (or a some-star, or whatever else). Five and six mana are very different costs, though.
Getting Wrangle at two mana means you can find turns in the mid-game where you use it for like 5-8 surprise damage, then can still add more stuff to the board.
My C/Ube on Cube Cobra
No, I knew you had to sacrifice it. I just had never seen a one-mana, drain 3 effect before and thought it was worth mentioning.
EDIT:
I know this is a weird thing to mention, but I kind of like that it has a weakness to pump spells, since I have been trying to make those more relevant in cube. Regular limited formats has gotten some of the best pump spells we have ever seen for those formats, and I enjoy the back and forth that they can provide during combat.
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
On-curve (kinda, barely, a la Jade Mage or whatever) dude with narrow but significant late-game upside. Biggest downside is that white has zero ways to loot/dredge/whatever so you need some extra work from your second color, or hope that your stuff gets Naturalize'd. Getting BOTH targets seems like a pipe dream for most decks, but even using it for one thing is pretty nifty.
Hinterland Drake is a way better Cloud Elemental, which is something I've considered playing in the past.
Reckless Racer is basically the first OK-sized body with rummaging tacked on, right? Wish it was a 3/2 or had the stupid Smuggler's Copter trigger-when-you-block thing.
The other card I haven't seen mentioned that I found interesting is Dawnfeather Eagle
I looked at that too for a moment. Besides the possible graveyard synergies, it does give extra value to making any type of artifact or enchantment theme you may already have. I recall someone pushing WG in that direction, which is an interesting idea.
There are also some 3/1 high fliers as well (Cloud Spirit), which I have also considered in the past as well, and generally think the 3 power is better than the 2/3 body.
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