Jace's Ingenuity maybe? Feels a bit unnecessary with Opportunity, and Chart a Course would still let you hold up counters.
Hmmm, good point. One of my nephews was trying to topdeck something to stay in the game the other day, and drew Ingenuity to an audible sigh. While it wouldn't have netted him as many cards, Chart a Course probably would have been better in those circumstances.
Wanted to bring up a few Ixalan cards that have performed very well (for me, at least) in vanilla Ixalan draft and did not have a ton of traction for our cubes and see if people's opinions have changed.
Territorial Hammerskull- The increase to three toughness from Master of Diversion makes it so much harder for an opponent to have proper blockers that can deal with Hammerskull, and a few burn spells lose their ability to kill Hammerskull outright as well.
Imperial Aerosaur- Usually plays like a Phantom Monster with an extra 3+ damage tacked on as ETB. I am trying to make a good comparison for Peasant, since we have access to 3 power evasion creatures at 3 mana already. Maybe it will play kind of like a white Keldon Champion, since it has that good ETB for damage, but it clearly does not have the immediate outright damage potential.
Raiders' Wake- My experience with Raiders' Wake is as a great tool for any deck that can consistently play on curve turns 2 and 3. The overall effectiveness is dependent on how quickly your opponent can empty their hand, but the average case scenario has been about 2 cards and 4 damage from Wake. This is another tough one to compare to existing Peasant cards, but a mono-black Blazing Specter is the closest I have. Obviously, this has some different upsides and downsides, but I think it deserves some consideration for us.
Territorial Hammerskull- The increase to three toughness from Master of Diversion makes it so much harder for an opponent to have proper blockers that can deal with Hammerskull, and a few burn spells lose there ability to kill Hammerskull outright as well.
Imperial Aerosaur- Usually plays like a Phantom Monster with an extra 3+ damage tacked on as ETB. I am trying to make a good comparison for Peasant, since we have access to 3 power evasion creatures at 3 mana already. Maybe it will play kind of like a white Keldon Champion, since it has that good ETB for damage, but it clearly does not have the immediate outright damage potential.
I think White Keldon Marauder is a good comparison, but obviously Red wants that more than White. If you already support skies, the flying bonus on the ETB is less likely to land as well, which is somewhat of a consideration. I think if I wasn't supporting +1/+1 counters in White, or if my White section was more go-face aggro and less go-wide token aggro, I could find room for this guy.
Raiders' Wake- My experience with Raiders' Wake is as a great tool for any deck that can consistently play on curve turns 2 and 3. The overall effectiveness is dependent on how quickly your opponent can empty their hand, but the average case scenario has been about 2 cards and 4 damage from Wake. This is another tough one to compare to existing Peasant cards, but a mono-black Blazing Specter is the closest I have. Obviously, this has some different upsides and downsides, but I think it deserves some consideration for us.
Now here's the card that's hard to evaluate. I think the most likely complaint is that it requires you to already be somewhat ahead - to have creatures in play and worthwhile attacks. And discard is generally worse the later it comes down, and turn four is right on the edge. It's nice that it enables itself, but I think it would be more playable if it had more incidental support, discard spells we were already running. Outside of like, IoK and Hymn I don't have a lot.
I could see replacing Hookmaster. Territorial Hammerskull has been awesome in IXL and is probably one of if not the best common. That's partly due to it being an aggressive format so that has to be considered, but the three toughness is huge as Master of Diversion would be not nearly as good in that format.
That's interesting to hear about Raiders Wake, though. Hands empty so quick and I'm pretty happy dumping lands to opposing Raiders Wakes, but maybe it's a small sample size and I'm misevaluating it.
Raiders' Wake has been better against players who cannot keep up on curve and stumble in any real way. I feel like Peasant Cube has fewer situations where people stumble because we have lots of good cheap interaction, better mana fixing, etc, making Wake weaker. That said, Peasant Cube has more actual control decks that utilize card draw and big late-game plays. I want to try it out, but the reasonable analogues are not necessarily powerhouse cards either.
It's not exactly a powerhouse, but I've played Honden of Night's Reach as the only shrine in a black/x control deck when I had the shrine package in my cube. Raider's Wake can do some damage and if you've attacked that turn the first trigger is faster, but I'd be worried of not having profitable attacks and it doing nothing.
I, once, boarded in a lone black honden to guarantee that I would beat the deck that would beat me with counterspells specifically, but I think thats a bad gameplan.
It's not that awful in certain match ups and can def be good there too, but I agree that's due to it being more a SB card than anything and makes it not worth a slot.
I haven't loved torment, it's always the thing that you want least to happen that's going to happen, and I don't think either are suitable for a peasant cube. I'd play Honden over both.
I haven't loved torment, it's always the thing that you want least to happen that's going to happen, and I don't think either are suitable for a peasant cube. I'd play Honden over both.
I get your reasoning but I would definitely side with Torment of Scarabs over Honden of Night's Reach. By the time an opponent has no (relevant) cards to discard, Honden sits useless. Torment is at least still contributing something at that point, even if an opponent is likely to pay life to avoid losing a key card. Plus, triggering in their upkeep is so much better than triggering in yours, even if the punisher type choice does eat at this benefit.
I haven't loved torment, it's always the thing that you want least to happen that's going to happen, and I don't think either are suitable for a peasant cube. I'd play Honden over both.
I get your reasoning but I would definitely side with Torment of Scarabs over Honden of Night's Reach. By the time an opponent has no (relevant) cards to discard, Honden sits useless. Torment is at least still contributing something at that point, even if an opponent is likely to pay life to avoid losing a key card. Plus, triggering in their upkeep is so much better than triggering in yours, even if the punisher type choice does eat at this benefit.
Yeah, that's a good point. For some reason I thought you could just choose the discard option even if you had no cards, but since that's not the case you're def right.
Has anyone here tried out Adanto Vanguard? There was a ChannelFireball author talking about adding Vanguard to their Vintage Cube, which piqued my interest a little. Their comments did specifically mention powerful equipment (think the Sword of X and Y cycle), which we do not have. I also imagine the life loss plays better against strong combo or prison decks that can win almost immediately once they can relieve pressure.
My initial thought was that Vanguard would play slightly worse than Oketra's Avenger, since that card could block as a 3/1 and still be hard to kill when needed. Vanguard has been better in Ixalan than Avenger was in Hour, but none of us really tried out Avenger. Also, do we have enough strong auras and/or equipment that Vanguard can carry to great effect? For those playing either Loxodon Warhammer or Behemoth Sledge, those seem like excellent combos.
Equipment isn't something that i considered (or even came to mind) in regards to Adanto Vanguard. I do run both Loxodon Warhammer and Behemoth Sledge, but I dont think it's worth enough. But certainly one can imagine that face-beating combo.
When you're not trading blows, the vanguard is better than the avenger by a tad, yes? I have no problem with testing the card. If your opponent was to start stabilizing vs your aggro deck with removal spells, this card is better by a lot.
I bought both recently, but haven't actually made swaps in my cube yet, not sure if both will make it. The Vanguard seems better if you are all-in on aggro to maintain pressure, where you might be able to chip in with Avenger every few turns on a more stalled board without giving up your life total.
I swapped Adanto Vanguard in for Oketra's Avenger, because it combos so much better with the pants archetype, or with the lifelink aggro beaters. (Lone Rider, for example). Also, the warhammers make it a nightmare.
Not taking turns off with vanguard is pretty great, and not dying outside of combat is also pretty great. 4 life is a lot, but most decks outside of like tokens aren't really looking to trade card after card for 4 life each unless you aren't playing anything else. Vanguard seems overall a decent amount better, with avenger having better situational application. The blocking aspect is real, but prob not enough considering the reasons you're including 3/1s for 1w.
So, I have not been able to cube since Ixalan. Does anyone have any experiences of how the cards have been playing out? I am particularly interested in experiences with Siren Stormtamer since that is probably the most borderline inclusion for me.
I think Stormtamer is solid. I run it at 360. Good for a few points of damage if you cast him on turn one and makes your opponent's decisions a bit tougher. He's definitely cuttable, but I've liked him so far.
So, I have not been able to cube since Ixalan. Does anyone have any experiences of how the cards have been playing out? I am particularly interested in experiences with Siren Stormtamer since that is probably the most borderline inclusion for me.
Blog post up! I've wanted to do this anyway, so yeah.
tl;dr: handful of solid additions, nothing to go crazy about.
Interesting. However, this bit about keeping either side by itself on Merfolk Branchwalker seems odd:
Same with a 1G 2/1 etb: look at the top card, if it's a land put it into your hand, otherwise you may put it into your graveyard.
After all, that is exactly what the Branchwalker is - expect that if you get a nonland, you also get a counter. Thus, if you would happily play this card, you should be playing Branchwalker even more happily.
It's hard to tell in-game whether Siren Stormtamer is useful or not. Only ran it twice so far, but both times the person who slammed the Siren felt like it was just a Flying Man that threw in a few points of damage until another flyer came up, while the person across the table felt strangled as they needed multiple targeted spells to be able to cast removal. Definitely needs more testing in my cube.
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Hmmm, good point. One of my nephews was trying to topdeck something to stay in the game the other day, and drew Ingenuity to an audible sigh. While it wouldn't have netted him as many cards, Chart a Course probably would have been better in those circumstances.
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Territorial Hammerskull- The increase to three toughness from Master of Diversion makes it so much harder for an opponent to have proper blockers that can deal with Hammerskull, and a few burn spells lose their ability to kill Hammerskull outright as well.
Imperial Aerosaur- Usually plays like a Phantom Monster with an extra 3+ damage tacked on as ETB. I am trying to make a good comparison for Peasant, since we have access to 3 power evasion creatures at 3 mana already. Maybe it will play kind of like a white Keldon Champion, since it has that good ETB for damage, but it clearly does not have the immediate outright damage potential.
Raiders' Wake- My experience with Raiders' Wake is as a great tool for any deck that can consistently play on curve turns 2 and 3. The overall effectiveness is dependent on how quickly your opponent can empty their hand, but the average case scenario has been about 2 cards and 4 damage from Wake. This is another tough one to compare to existing Peasant cards, but a mono-black Blazing Specter is the closest I have. Obviously, this has some different upsides and downsides, but I think it deserves some consideration for us.
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The problem here is that white 3 is really stacked with like a million Fiend Hunter variants, Flickerwisp, and Soltari Champion. It might be interchangeable with like, Kor Hookmaster.
I think White Keldon Marauder is a good comparison, but obviously Red wants that more than White. If you already support skies, the flying bonus on the ETB is less likely to land as well, which is somewhat of a consideration. I think if I wasn't supporting +1/+1 counters in White, or if my White section was more go-face aggro and less go-wide token aggro, I could find room for this guy.
Now here's the card that's hard to evaluate. I think the most likely complaint is that it requires you to already be somewhat ahead - to have creatures in play and worthwhile attacks. And discard is generally worse the later it comes down, and turn four is right on the edge. It's nice that it enables itself, but I think it would be more playable if it had more incidental support, discard spells we were already running. Outside of like, IoK and Hymn I don't have a lot.
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That's interesting to hear about Raiders Wake, though. Hands empty so quick and I'm pretty happy dumping lands to opposing Raiders Wakes, but maybe it's a small sample size and I'm misevaluating it.
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I get your reasoning but I would definitely side with Torment of Scarabs over Honden of Night's Reach. By the time an opponent has no (relevant) cards to discard, Honden sits useless. Torment is at least still contributing something at that point, even if an opponent is likely to pay life to avoid losing a key card. Plus, triggering in their upkeep is so much better than triggering in yours, even if the punisher type choice does eat at this benefit.
Yeah, that's a good point. For some reason I thought you could just choose the discard option even if you had no cards, but since that's not the case you're def right.
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My initial thought was that Vanguard would play slightly worse than Oketra's Avenger, since that card could block as a 3/1 and still be hard to kill when needed. Vanguard has been better in Ixalan than Avenger was in Hour, but none of us really tried out Avenger. Also, do we have enough strong auras and/or equipment that Vanguard can carry to great effect? For those playing either Loxodon Warhammer or Behemoth Sledge, those seem like excellent combos.
Any other thoughts?
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Interesting. However, this bit about keeping either side by itself on Merfolk Branchwalker seems odd:
After all, that is exactly what the Branchwalker is - expect that if you get a nonland, you also get a counter. Thus, if you would happily play this card, you should be playing Branchwalker even more happily.
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