I'm only running 20 fixing lands at 375. Compared to most, it seems low. Most of my decks end up with 3 fixing lands, but I guess that means one or more of my drafters isn't valuing fixing highly enough. I still find myself able to play two colors splashing a third most of the time. I'm kind of hesitant to add more lands mostly because I'm not currently breaking Peasant and I don't know how really useful adding more CIPT lands would be.
As a kind of related question, what % of your land base in a deck can comfortably CIPT? I know it's probably different for aggro vs midrange vs control, but if you had to ballpark a number.
I went off the reservation and tried some custom draft cards; 7 'Bounceland of your choice', 7 'Painland of your choice' and 7 'Triland of your choice' in the draft. This model means you don't have to include a full 10 cycle, and I was looking to keep it at around 20. I mainly wanted Painlands to give aggro some untapped lands that wouldn't punish as hard as City of Brass. On top of that, each player could get 3 free Evolving Wilds / Aether Hub / Ash Barrens (basically, whatever synergised better with their deck; the plan was to include artifact lands in that pile too, to make artifact matters decks viable, but I haven't modified my cube for that yet).
I've only got in a few drafts with this set up, but I'd say I've made the fixing too good (at least for 2 man formats), plus it adds a little complexity. I'll play around with it a little more, but if I take them out, I'll probably go back to Trilands, Vivids, and something like triple City of Brass, triple Gemstone Mine to give aggro decks untapped lands.
It seems like whenever some new MTG junkie asks about what lands to use and everyone jumps in with statistics, stories and theories about what's the best balance of lands to have in your cube. Just shove in some non-basic lands into your cube that are good, keep the crap ones out, and call it a day.
It seems like whenever some new MTG junkie asks about what lands to use and everyone jumps in with statistics, stories and theories about what's the best balance of lands to have in your cube. Just shove in some non-basic lands into your cube that are good, keep the crap ones out, and call it a day.
Statistics and percentages are great starting points for new players to build their cubes. Some people like structure and numbers. I certainly do. I have no problem with people sharing stats/stories/theories.
In the end, it's always the cube designers choice on what to add, but having a decent starting point is always helpful, especially for the lurkers reading through these threads.
For what it's worth, and I don't run a true peasant list anymore, but I found that running all 10 trilands alongside the five Vivids, and at least two cycles of tap lands was just too much fixing. We had so many 3+ color decks and I wasn't a big fan of what it did to the format. I ended up cutting the trilands and the Vivids and moved to having four cycles of two color duals in my 450 list. I realize it's different when you're not limited to only the tap land cycles for duals, but the point still stands. Including so many lands that can produce three or more colors was detrimental to my environment. I wanted to make my players work a little harder if they wanted to run three or more color lists.
I run 10 trilands plus 5 vivids and all the Terramorphic Expanse-likes and I never had a problem with too much fixing or three color decks becoming too frequent. I don't run any of the two color tap lands though.
Probably not helpful but I'm chiming in anyways. I cheat rarity and run fetches, double cycle of shocks, and random 5 color fixers, but because there's only a single cycle of fetches only about a quarter of my decks can reliably go heavily into a 3rd color or more. You get plenty of splashes but mostly people stay with a reliable 2 color strategy. I think even this much fixing doesn't push people into FIVE COLOR VALUETOWN, but it may just be that a drafter better than me hasn't broken my format yet.
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~400 Peasant++ : List : Draft
Warning: Not for the durdly-hearted!
For my group, at 450, I found that four cycles of two color lands worked best to keep three color decks in check. If I were to ever go back to truly peasant, I'd probably run the trilands, the gain lands, and the five color lands available. I don't think I'd also include the Vivids.
Do y'all count the signets or do you not consider them fixing? I'm considering cutting down on my fixing, I currently run at 360:
- 5 vivids
- 10 tri-lands
- 10 bouncelands
- aether hub, city of brass, terramorphic expanse, evolving wilds
- 10 signets
... which is almost 11%.
I also run one other "utility" land per color. So lands themselves are just under 10% of the cube.
I wouldn't run all ten bounce lands. I'd use those slots for what works best for each color combo. If you only want to run one ten land cycle there, I'd go with bounce lands for the blue pairs and gain lands for the rest.
Do y'all count the signets or do you not consider them fixing?
They're fixing, but you can't really think of them the same way as dual lands because they can't just replace a basic land during deckbuilding. Also, more aggressive decks tend not to have much use for mana rocks the way midrange, control and ramp decks do, but they do often want some fixing in the form of land. You can run the Signets to provide an option for ramp (and I really like having the whole cycle), but you really should be running them in addition to any land-based fixing you want, not as a replacement for it.
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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.
As a kind of related question, what % of your land base in a deck can comfortably CIPT? I know it's probably different for aggro vs midrange vs control, but if you had to ballpark a number.
Maybe I should add the set of signets...
Draft my Peasant Cube.
I've only got in a few drafts with this set up, but I'd say I've made the fixing too good (at least for 2 man formats), plus it adds a little complexity. I'll play around with it a little more, but if I take them out, I'll probably go back to Trilands, Vivids, and something like triple City of Brass, triple Gemstone Mine to give aggro decks untapped lands.
Statistics and percentages are great starting points for new players to build their cubes. Some people like structure and numbers. I certainly do. I have no problem with people sharing stats/stories/theories.
In the end, it's always the cube designers choice on what to add, but having a decent starting point is always helpful, especially for the lurkers reading through these threads.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
MTGS Average Peasant Cube 2023 Edition
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Warning: Not for the durdly-hearted!
MTGS Average Peasant Cube 2023 Edition
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- 5 vivids
- 10 tri-lands
- 10 bouncelands
- aether hub, city of brass, terramorphic expanse, evolving wilds
- 10 signets
... which is almost 11%.
I also run one other "utility" land per color. So lands themselves are just under 10% of the cube.
MTGS Average Peasant Cube 2023 Edition
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They're fixing, but you can't really think of them the same way as dual lands because they can't just replace a basic land during deckbuilding. Also, more aggressive decks tend not to have much use for mana rocks the way midrange, control and ramp decks do, but they do often want some fixing in the form of land. You can run the Signets to provide an option for ramp (and I really like having the whole cycle), but you really should be running them in addition to any land-based fixing you want, not as a replacement for it.
450 card Peasant cube thread. Draft it here.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
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