Enchantment Beast Within, but cheaper and you draw a card. I want this in both of my cubes.
The card draw is nice, but this is no Beast Within. Not only is it an enchantment that could be removed later, but it can only deal with creatures, not artifacts, enchantments, lands, or planeswalkers. In which case, wouldn't you rather a more permanent way of dealing with it than making it a 3/3? Like, an actual kill spell?
If someone plays shepherd on curve, and they had no other 2 drop, that is full value.
I can't imagine how you can define this as full value. The card has another half that you are very explicitly not getting value out of. A half that without,
would make the card strictly worse than other similar cards. How is this full value?
Yeah, this card seems excellent in pauper cube. Draw a card + soft removal at this rate is pretty nuts. Not the best against aggro, but green decks also don't tend to be the ones losing to random 3/3s.
If someone plays shepherd on curve, and they had no other 2 drop, that is full value.
I can't imagine how you can define this as full value. The card has another half that you are very explicitly not getting value out of. A half that without,
would make the card strictly worse than other similar cards. How is this full value?
Because it is the greatest amount of value you can gain in that situation with access to this card. Having multiple cost thresholds means that the card can provide different amounts of value at different states of the game. A card costing 1WW would not provide any values when you have 2 mana available. Its values in that situation might not be as great as that of stronger 2-drops but it provides value beyond what they can afford at later stages in the game.
Edit: Rosethorn Halberd seems interesting for those with power-matters and similar archetypes. Gryff's Boon is probably better overall since so many early drops lack evasion but the uses seem fairly similar.
Rosethorn Halberd isn't so bad, but missing humans sucks. The equip cost is unreasonably high for a Trusty Machete bonus, and it will end up playing more like an aura that you can cast from the graveyard than a traditional equipment. It certainly compares unfavorably to Rancor, but Rancor is an overpowered card.
I am playing Spikeshot Goblin, and I'm not playing Rancor, so this isn't entirely unappealing, but it has most of the pitfalls of an aura.
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Thrill of Possibility is an instant speed Tormenting Voice. It's probably not enough to convince anyone who wasn't playing the card already, but those who were can make the switch.
If someone plays shepherd on curve, and they had no other 2 drop, that is full value.
I can't imagine how you can define this as full value. The card has another half that you are very explicitly not getting value out of.
Because playing a 3/1 on two lands is a good play.
Hoping to stumble into a situation where your bomb or your mulldrifter get to dodge removal and then also have your 3/1 be a threat afterwards is not playing the odds.
Like, the expected value of playing it is highest on turn two. Turn to turn and situation to situation, whitemane lion-ing is usually not worth your card.
Because playing a 3/1 on two lands is a good play.
Hoping to stumble into a situation where your bomb or your mulldrifter get to dodge removal and then also have your 3/1 be a threat afterwards is not playing the odds.
Like, the expected value of playing it is highest on turn two. Turn to turn and situation to situation, whitemane lion-ing is usually not worth your card.
I mean, call this semantics, but I doubt I would call attacking with accorder paladin by itself on turn 3 "full value", even though it is still a strong play. That just doesn't seem like a realistic definition of "full" to me.
On that note, rimrock knight seems like a strong card. Bull rush isn't the most exciting effect, but I feel like this slots in excellently with wee dragonauts style tempo decks.
Wow, it is nice. Red also has no abundance of 3/1 creatures (especially with an upside) for 2. Especially with the double strikers I run, that sort of non-committal (i.e. it does other things besides) version of a power boosting effect is a likely inclusion.
Full Spoiler is upon us. In no particular order, here are the cards with designs I like or which I think are worth considering. Besides some of the more pushed Adventure cards, the ones I will be adding are more just dull roleplayers. Overall, the set feels like a miss despite some genuinely interesting choices. Maybe the reason is how the full spoiler hardly had anything to wow me.
Venerable Knight
There are still white 2/1 one drops without upside in my cube, so this is an easy upgrade, even with only a handful of other knights in the cube.
Syr Konrad, the Grim
Should be playable in almost any black midrange deck and I expect him to excel in sacrifice and self-mill decks. Fun card, will definitely play it.
Order of Midnight
Probably the best aggro two drop we have in black. The adventure mechanic is not a personal favorite of mine, but I want this card in my cube. Also the only adventure card where the creature would be good enough on its own already.
Once and Future
I expect this to be instant speed Restock for one mana less in >75% cases since green usually has a lot of colored mana sources and since you rarely cast this effect on curve. If it gets cast without three green mana it's still a good card.
Syr Alin, the Lion's Claw
Big body with an anthem effect. Unlike Pianna, Nomad Captain she can attack without dying while being a big threat on her own. She dies to removal, but at least she's burn proof.
Claim the Firstborn Wrangle is a decent card, but I passed on it. One mana is so cheap for this effect I just have to try Claim the Firstborn now.
Honorable mentions:
Kenrith's Transformation
Removal spell that cantrips. But I run Beast Within because it can remove any permanent and this can only remove creatures. Plus it can be disenchanted.
Rosethorn Halberd
Equip cost is a bit too high, but at uncommon with an equip cost of 3 this could have been a playable equipment.
Shepherd of the Flock
A bounce/protection spell that can also be a decent aggro two drop. I'm unsure about adventure spells. I guess you don't want too many of these in your deck, but a few of them probably make the deck more consistent.
Rimrock Knight
Pretty much the aggressive variant of Sheperd of the Flock.
Hypnotic Sprite
Both sides are pretty good, but the UU cost of the creature is problematic. Too hard to cast on curve if you need the creature and not the spell.
Faerie Guidemother
A mediocre one drop and a less than mediocre pump spell. Again not too bad, but not enough to replace one of my current one drops.
Grumgully, the Generous Good-Fortune Unicorn with a slightly better body, but a weaker ability. About 25% of creatures in my Gruul section are humans and especially red has lots of them. A bit too random for my taste, but certainly very playable as the effect is really strong.
Gingerbrute
Decent colorless one drop, but overall just worse than any colored one drop. I have enough of those, so I don't need this, but it's not a terrible card.
Syr Carah, the Bold
Probably a bit too high cmc and/or too weak, but a powerful effect for a spells deck. Wish she was one mana cheaper.
Keeper of Fables
Green has some very powerful five cmc cards, so this has a hard time making it into a list. But it's a beefy body that can potentially draw you a bunch of cards. Not too bad.
Heraldic Banner
Mana rock combined with a conditional mini anthem. Not bad, but a bit low impact in most decks probably.
Maraleaf Pixie
Good value for a 2 cmc card, but boring and unneeded in Simic.
I mean, call this semantics, but I doubt I would call attacking with accorder paladin by itself on turn 3 "full value"
Semantics it may be. When I say full value, I mean maximizing its expected value probabilistically. Not "what is the situation where it blows out my opponent".
Expect to be Good: Syr Konrad, the Grim - Supports everything Claim the Firstborn - Insanely efficient Venerable Knight - I don't have a ton of other knights, but this could have a sizable impact if you curve into a 2 or 3 drop knight. These abilities are flavour text most of the time anyways
Testing: Kenrith's Transformation - High utility at low cost Seven Dwarves - I do a pick 1 get 4 thing with Squadron Hawks. Not sure how well that would work here
Most of the set feels slightly off to me. None of the set themes have many interesting cards for gameplay seemingly due to bad theme choices (non-humans, reverse threshold, adamant) or just really uninspired cards (adventure, food). And then a lot of the cards that are interesting have really conservative number choices or a random tribal component.
Unfortunately all the Food and Knight tribal cards don't fit well in Peasant cube
Include: Syr Alin, the Lion's Claw - Just what white wants to do in my cube Foulmire Knight - Nice compensation in case you draw your 1-drop late Syr Konrad, the Grim - Possibly the card of the set. It supports most strategies black wants to do Order of Midnight - The other possible the card of the set. Adventure side is pure gravy on top of the creature Syr Carah, the Bold - Cool effect and card advantage in red Thrill of possibility - Replaces Tormenting Voice Heraldic Banner - Not sure if quite efficient enough, but I'll at least try it.
I'll acquire and maybe test someday: Hypnotic Sprite - UU is awkward, and holding up mana for a counter when you could play the creature might also be awkward. Still counter a spell and get a 2 power flyer is good from a single card Queen of Ice - Interesting ability Epic Downfall - If I want to depower removal Embereth Shieldbreaker - If I feel artifacts are an issue Merchant of the Vale - A good ability, but not quite efficient enough Beanstalk Giant - Creature is too expensive, but I wish Green had more stuff like this Flaxen Intruder - Creature side is likely too fragile Kenrith's Transformation - Nice effect, but I'll probably keep all of my green creature removal as fight/one-sided fight cards Once and Future - Seems fairly efficient. It's behind with regrowth and pulse of murasa though Syr Faren, the Hengehammer - Good card but I don't support Green aggro much.
venerable knight: if i need another 2/1 for 1, this will be my guy.
hypnotic sprite: flexible but not sure if it stacks up well against anything i currently run.
foulmire knight: basically phyrexian rager with deathtouch for 1 more mana, but also not at the same time? idk, i'm not sure if i need this guy.
order of midnight: obviously a strong card, but i don't support black aggro, so i feel like this one isn't for me.
syr konrad, the grim: i like the effect, and the body is rather large. i could see switching up one of my blood artist effects for this guy.
embereth shieldbreaker: a more flexible manic vandal. might just be a straight swap.
mad ratter: i REALLY want this card to be good, but i feel like you just have to jump through so many hoops on a 4 mana 1/2. you get a ton of value out of the trigger but just not in a realistic way i think.
beanstalk giant: ramp and fatty in one card. both modes are expensive but it just does everything a ramp deck wants to do, albeit slowly.
keeper of fables: i feel like this can pretty reliably trigger, and the body is fine. just a shame that green 5s are actually quite strong, and have plenty of etbs, so it's hard to compare this against the rest really.
syr faren, the hengehammer: it's a cc bear which isn't ideal, but the effect is strong, especially with equipment. i think this is a sweet green aggro card.
grumgully, the generous: just provides good value at a good rate. big fan of it.
savvy hunter: this card seems reasonably strong. i don't think it slides into my cube, but it's a pretty simple way to get card advantage in golgari.
heraldic banner: i think this card is low key powerful, but i'm not sure what kind of decks want it. still think i'll find room though.
sorcerer's broom: i think 3 mana might be too much sadly. love the card otherwise.
probably not going to end up actually adding much, but the set looks fun as hell to draft.
Seven Dwarves - I do a pick 1 get 4 thing with Squadron Hawks. Not sure how well that would work here
7 of these in a 40 card deck? I think that would be unbeatable in some games.
You're only about 29% to get 3 or more in opener + first 4 draws, if you do they're vanilla 1R 4/4s with downside on t4. But a single removal spell makes them 3/3s, which is pretty fair. It's kinda hard to evaluate how they should be played, but I don't think they're unbeatable a relevant amount of the time (7.5% to draw 4 with first 4 draws, then needing 4 lands and removal on top of that to nut draw, while still being pretty soft to removal). I'm at the very least interested in how people play them, as playing multiples later in the game seems just as viable as running them in aggro.
There are really only four cards that I'm considering though I'm not complaining - we've had several sets recently with tons of goodies, so it's nice to slow changes down a little. Overall, I just think this is a bit lower power than the average set, and most of the Adventure cards are overcosted and underperforming in one or both modes.
- Syr Konrad, the Grim - An amazing card, for sure, and I'm building a Commander deck around him already. Right now, though, my only black creature with cmc 5 or greater is Vampire Sovereign, which I feel fits my peasant cube's reusable ETB focus better. I suppose I could swap out Falkenrath Noble as they are a bit similar; that would do three things - raise the cmc by 1, lose flying for a bigger body, and lose lifegain in exchange for triggering on more things.
- Order of Midnight - The Raise Dead Adventure is okay, though not great. The body is pretty decent but I have no idea what I would cut for a generic flyer with no other ability.
- Claim the Firstborn - I'm undecided on this one. In my cube, Wrangle can currently target 215 cards; Claim the Firstborn can target 167. Of the 48 cards that Wrangle can get but Claim can't, many are more in there for an ETB than for their body, and a couple could reasonably be expected to not be legal targets due to pump abilities, but there are also about 18 that I could see making a significant difference in combat math and could potentially allow you to swing a game that you otherwise wouldn't. My cube also has 13 ways to sacrifice a creature, and 4 of those don't require additional mana if they're already out (just checking to see if the one mana difference makes Claim any more playable than Wrangle). I'll be curious how the swap plays out for anyone who tries it. For now, I'm not convinced enough to try it myself.
- Embereth Shieldbreaker - Answers are always good. I'm pretty meh on the body, but the Adventure is pretty solid when needed, and the body makes it not entirely useless if the board is clear of artifacts. The main question is do I go for the generic, boring artwork or for the in-your-face, make-your-eyes-bleed, obnoxious, tri-tone candycane artwork that's hard to make out clearly.
You're only about 29% to get 3 or more in opener + first 4 draws, if you do they're vanilla 1R 4/4s with downside on t4. But a single removal spell makes them 3/3s, which is pretty fair. It's kinda hard to evaluate how they should be played, but I don't think they're unbeatable a relevant amount of the time (7.5% to draw 4 with first 4 draws, then needing 4 lands and removal on top of that to nut draw, while still being pretty soft to removal). I'm at the very least interested in how people play them, as playing multiples later in the game seems just as viable as running them in aggro.
Yes, that's why I said some games. If you add cards like Faihtless Looting or play blue you can greatly increase the chances to draw these early. Depending on the amount of removal in your cube it can be pretty brutal if you get four of them in first five turns and your opponent can only remove one. I don't think they're too good, but I think they will randomly be unbeatable if you are lucky and build your deck around them a bit, even if it's only in 1 out of 5 games.
Adventure and Food tokens don't seem to me that they'll play out as great as I'd want them to. Both modes are just meh.
Syr Alin, the Lion's Claw - A big bodied first striker that anthems my team. Yeah... pretty sure that's how I like white doing things. Faerie Vandal - Blue has the tendency to be able to trigger this rather consistently, and this creature can turn into a mighty big threat quickly. Syr Konrad, the Grim - Great black finisher for the midrange/control decks. Very cool. Return to Nature - I currently run one of these effects in Seal of Primordium, so this is a good replacement because graveyard interaction as a bonus is always appreciated in a format that has little to no good ways to do so. Gingerbrute - He just seems so good with equipment. I did recently add more equipment... so I think this card might surprise me. Inquisitive Puppet - I may be the only one who likes this card. I like semi defensive cards for control decks. Probably my pet card of the set. Not saying it's good, but I want to try it. Keeper of Fables - Decent sized body with a cool ability. It triggers off spirit tokens and green doesn't have many humans, so getting repeatable card draw in a color that doesn't have too much access to that is pretty fun. This seems like it could be powerful. Syr Faren, the Hedgehammer - This card seems pretty sweet. Pairs well with equipment and (RANCOR), and even if I don't heaveily support green aggro, it'll still be strong in the midrange decks I imagine.
Questions: Claim the Firstborn - This is so mana efficient it's scary right? I want to play this card, but is it worth the restriction? My gut says yes, because 1 mana is just so absurd for a Threaten effect. Taking a 2-3 power blocker, and getting in for let's say an extra 2-3 damage... Ok I may have just sold myself. Syr Carah, the Bold - Definitely a cool effect in red. It's quite clunky in the red aggressive decks, but this is so unique I want to play it. Anyone think this card is good?
Fun fact: Syr Faren's name is misspelt in the MTGS recognition system as Syr Faren, the Hedgehammer even though it clearly states Hengehammer on the card shown.
Fun fact: Syr Faren's name is misspelt in the MTGS recognition system as Syr Faren, the Hedgehammer even though it clearly states Hengehammer on the card shown.
I think this is my update list for this set. I really wanted to find room for Syr Alin, but I just can't find a cut that feels right.
Shepherd of the Flock --> Lone Missionary
Venerable Knight --> Elite Vanguard
Hypnotic Sprite --> Skyship Plunderer
Order of Midnight --> Thrill-Kill Assassin
Syr Konrad, the Grim --> Vampire Sovereign
Embereth Shieldbreaker --> Stonewright
Merchant of the Vale --> Aether Chaser
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Having the ability to bail out and do something conditional is also full value.
Holding it for later hoping the bail out becomes useful is bad value.
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
All of this is true. New players will often do the latter option when they shouldn't.
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Perhaps beast within is the wrong comparison for Kenrith's Transformation. Lignify is more appropriate. but a cantrip is a lot.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
I can't imagine how you can define this as full value. The card has another half that you are very explicitly not getting value out of. A half that without,
would make the card strictly worse than other similar cards. How is this full value?
Yeah, this card seems excellent in pauper cube. Draw a card + soft removal at this rate is pretty nuts. Not the best against aggro, but green decks also don't tend to be the ones losing to random 3/3s.
Because it is the greatest amount of value you can gain in that situation with access to this card. Having multiple cost thresholds means that the card can provide different amounts of value at different states of the game. A card costing 1WW would not provide any values when you have 2 mana available. Its values in that situation might not be as great as that of stronger 2-drops but it provides value beyond what they can afford at later stages in the game.
Edit: Rosethorn Halberd seems interesting for those with power-matters and similar archetypes. Gryff's Boon is probably better overall since so many early drops lack evasion but the uses seem fairly similar.
I am playing Spikeshot Goblin, and I'm not playing Rancor, so this isn't entirely unappealing, but it has most of the pitfalls of an aura.
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Thrill of Possibility is an instant speed Tormenting Voice. It's probably not enough to convince anyone who wasn't playing the card already, but those who were can make the switch.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Because playing a 3/1 on two lands is a good play.
Hoping to stumble into a situation where your bomb or your mulldrifter get to dodge removal and then also have your 3/1 be a threat afterwards is not playing the odds.
Like, the expected value of playing it is highest on turn two. Turn to turn and situation to situation, whitemane lion-ing is usually not worth your card.
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, call this semantics, but I doubt I would call attacking with accorder paladin by itself on turn 3 "full value", even though it is still a strong play. That just doesn't seem like a realistic definition of "full" to me.
On that note, rimrock knight seems like a strong card. Bull rush isn't the most exciting effect, but I feel like this slots in excellently with wee dragonauts style tempo decks.
Actual likely or possible inclusions?
Venerable Knight
There are still white 2/1 one drops without upside in my cube, so this is an easy upgrade, even with only a handful of other knights in the cube.
Syr Konrad, the Grim
Should be playable in almost any black midrange deck and I expect him to excel in sacrifice and self-mill decks. Fun card, will definitely play it.
Order of Midnight
Probably the best aggro two drop we have in black. The adventure mechanic is not a personal favorite of mine, but I want this card in my cube. Also the only adventure card where the creature would be good enough on its own already.
Once and Future
I expect this to be instant speed Restock for one mana less in >75% cases since green usually has a lot of colored mana sources and since you rarely cast this effect on curve. If it gets cast without three green mana it's still a good card.
Syr Alin, the Lion's Claw
Big body with an anthem effect. Unlike Pianna, Nomad Captain she can attack without dying while being a big threat on her own. She dies to removal, but at least she's burn proof.
Claim the Firstborn
Wrangle is a decent card, but I passed on it. One mana is so cheap for this effect I just have to try Claim the Firstborn now.
Honorable mentions:
Kenrith's Transformation
Removal spell that cantrips. But I run Beast Within because it can remove any permanent and this can only remove creatures. Plus it can be disenchanted.
Overwhelmed Apprentice
Nice one drop for people who support mill. Other than that Faerie Seer is better.
Archon of Absolution
Another fair Ghostly Prison effect. I like Baird, Steward of Argive a bit more as decks that want this effect are defensive.
Rosethorn Halberd
Equip cost is a bit too high, but at uncommon with an equip cost of 3 this could have been a playable equipment.
Shepherd of the Flock
A bounce/protection spell that can also be a decent aggro two drop. I'm unsure about adventure spells. I guess you don't want too many of these in your deck, but a few of them probably make the deck more consistent.
Rimrock Knight
Pretty much the aggressive variant of Sheperd of the Flock.
Hypnotic Sprite
Both sides are pretty good, but the UU cost of the creature is problematic. Too hard to cast on curve if you need the creature and not the spell.
Faerie Guidemother
A mediocre one drop and a less than mediocre pump spell. Again not too bad, but not enough to replace one of my current one drops.
Grumgully, the Generous
Good-Fortune Unicorn with a slightly better body, but a weaker ability. About 25% of creatures in my Gruul section are humans and especially red has lots of them. A bit too random for my taste, but certainly very playable as the effect is really strong.
Gingerbrute
Decent colorless one drop, but overall just worse than any colored one drop. I have enough of those, so I don't need this, but it's not a terrible card.
Syr Carah, the Bold
Probably a bit too high cmc and/or too weak, but a powerful effect for a spells deck. Wish she was one mana cheaper.
Keeper of Fables
Green has some very powerful five cmc cards, so this has a hard time making it into a list. But it's a beefy body that can potentially draw you a bunch of cards. Not too bad.
Heraldic Banner
Mana rock combined with a conditional mini anthem. Not bad, but a bit low impact in most decks probably.
Maraleaf Pixie
Good value for a 2 cmc card, but boring and unneeded in Simic.
Thrill of Possibility
Instant speed Tormenting Voice. I'm almost tempted to play this now. Make it one mana cheaper and I'm in...hur hur.
My Old School Battlebox
My Premodern Battlebox
In:
Archon of Absolution I am not a fan of protection but I want more of this effect (in killable form).
Faerie Vandal blue is good at triggering this effect seems better than Storm Fleet Aerialist flash is a bonus.
Syr Carah, the Bold 5 mana in red tends to suck but this is basically experimental frenzy in the right deck.
Keeper of Fables this is basically a nice card draw engine in green with a reasonably sized body
Gingerbrute upgrade over arcbound worker
Shambling Suit it, unfortunately, doesn't have any keywords but can get scary big and often that's enough.
Maybe
Mad Ratter red token makers are good but it seems too high mana cost
Thrill of Possibility upgrade over tormenting voice probably not enough
Wildwood Tracker I am not a fan of x/1s so I don't actually have 2/1 for 1 in green but my 1 drops are mostly mana dorks so I don't think there is space
Clockwork Servant awkward with Foundry Inspector
Enchanted Carriage nice effect in colourless but weak compared to other vehicles
Sorcerer's Broom x/1s tend to suck, okay in aristocrats I guess.. maybe
Good but no space (guild slots too tight)
Grumgully, the Generous
Improbable Alliance
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
Semantics it may be. When I say full value, I mean maximizing its expected value probabilistically. Not "what is the situation where it blows out my opponent".
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
Syr Konrad, the Grim - Supports everything
Claim the Firstborn - Insanely efficient
Venerable Knight - I don't have a ton of other knights, but this could have a sizable impact if you curve into a 2 or 3 drop knight. These abilities are flavour text most of the time anyways
Testing:
Kenrith's Transformation - High utility at low cost
Seven Dwarves - I do a pick 1 get 4 thing with Squadron Hawks. Not sure how well that would work here
Most of the set feels slightly off to me. None of the set themes have many interesting cards for gameplay seemingly due to bad theme choices (non-humans, reverse threshold, adamant) or just really uninspired cards (adventure, food). And then a lot of the cards that are interesting have really conservative number choices or a random tribal component.
7 of these in a 40 card deck? I think that would be unbeatable in some games.
My Old School Battlebox
My Premodern Battlebox
Include:
Syr Alin, the Lion's Claw - Just what white wants to do in my cube
Foulmire Knight - Nice compensation in case you draw your 1-drop late
Syr Konrad, the Grim - Possibly the card of the set. It supports most strategies black wants to do
Order of Midnight - The other possible the card of the set. Adventure side is pure gravy on top of the creature
Syr Carah, the Bold - Cool effect and card advantage in red
Thrill of possibility - Replaces Tormenting Voice
Heraldic Banner - Not sure if quite efficient enough, but I'll at least try it.
I'll acquire and maybe test someday:
Hypnotic Sprite - UU is awkward, and holding up mana for a counter when you could play the creature might also be awkward. Still counter a spell and get a 2 power flyer is good from a single card
Queen of Ice - Interesting ability
Epic Downfall - If I want to depower removal
Embereth Shieldbreaker - If I feel artifacts are an issue
Merchant of the Vale - A good ability, but not quite efficient enough
Beanstalk Giant - Creature is too expensive, but I wish Green had more stuff like this
Flaxen Intruder - Creature side is likely too fragile
Kenrith's Transformation - Nice effect, but I'll probably keep all of my green creature removal as fight/one-sided fight cards
Once and Future - Seems fairly efficient. It's behind with regrowth and pulse of murasa though
Syr Faren, the Hengehammer - Good card but I don't support Green aggro much.
venerable knight: if i need another 2/1 for 1, this will be my guy.
hypnotic sprite: flexible but not sure if it stacks up well against anything i currently run.
foulmire knight: basically phyrexian rager with deathtouch for 1 more mana, but also not at the same time? idk, i'm not sure if i need this guy.
order of midnight: obviously a strong card, but i don't support black aggro, so i feel like this one isn't for me.
syr konrad, the grim: i like the effect, and the body is rather large. i could see switching up one of my blood artist effects for this guy.
embereth shieldbreaker: a more flexible manic vandal. might just be a straight swap.
mad ratter: i REALLY want this card to be good, but i feel like you just have to jump through so many hoops on a 4 mana 1/2. you get a ton of value out of the trigger but just not in a realistic way i think.
beanstalk giant: ramp and fatty in one card. both modes are expensive but it just does everything a ramp deck wants to do, albeit slowly.
keeper of fables: i feel like this can pretty reliably trigger, and the body is fine. just a shame that green 5s are actually quite strong, and have plenty of etbs, so it's hard to compare this against the rest really.
syr faren, the hengehammer: it's a cc bear which isn't ideal, but the effect is strong, especially with equipment. i think this is a sweet green aggro card.
grumgully, the generous: just provides good value at a good rate. big fan of it.
savvy hunter: this card seems reasonably strong. i don't think it slides into my cube, but it's a pretty simple way to get card advantage in golgari.
heraldic banner: i think this card is low key powerful, but i'm not sure what kind of decks want it. still think i'll find room though.
sorcerer's broom: i think 3 mana might be too much sadly. love the card otherwise.
probably not going to end up actually adding much, but the set looks fun as hell to draft.
- Syr Konrad, the Grim - An amazing card, for sure, and I'm building a Commander deck around him already. Right now, though, my only black creature with cmc 5 or greater is Vampire Sovereign, which I feel fits my peasant cube's reusable ETB focus better. I suppose I could swap out Falkenrath Noble as they are a bit similar; that would do three things - raise the cmc by 1, lose flying for a bigger body, and lose lifegain in exchange for triggering on more things.
- Order of Midnight - The Raise Dead Adventure is okay, though not great. The body is pretty decent but I have no idea what I would cut for a generic flyer with no other ability.
- Claim the Firstborn - I'm undecided on this one. In my cube, Wrangle can currently target 215 cards; Claim the Firstborn can target 167. Of the 48 cards that Wrangle can get but Claim can't, many are more in there for an ETB than for their body, and a couple could reasonably be expected to not be legal targets due to pump abilities, but there are also about 18 that I could see making a significant difference in combat math and could potentially allow you to swing a game that you otherwise wouldn't. My cube also has 13 ways to sacrifice a creature, and 4 of those don't require additional mana if they're already out (just checking to see if the one mana difference makes Claim any more playable than Wrangle). I'll be curious how the swap plays out for anyone who tries it. For now, I'm not convinced enough to try it myself.
- Embereth Shieldbreaker - Answers are always good. I'm pretty meh on the body, but the Adventure is pretty solid when needed, and the body makes it not entirely useless if the board is clear of artifacts. The main question is do I go for the generic, boring artwork or for the in-your-face, make-your-eyes-bleed, obnoxious, tri-tone candycane artwork that's hard to make out clearly.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
actually it's super interesting that there is such diversity on what people like form this set.
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
Yes, that's why I said some games. If you add cards like Faihtless Looting or play blue you can greatly increase the chances to draw these early. Depending on the amount of removal in your cube it can be pretty brutal if you get four of them in first five turns and your opponent can only remove one. I don't think they're too good, but I think they will randomly be unbeatable if you are lucky and build your deck around them a bit, even if it's only in 1 out of 5 games.
My Old School Battlebox
My Premodern Battlebox
Syr Alin, the Lion's Claw - A big bodied first striker that anthems my team. Yeah... pretty sure that's how I like white doing things.
Faerie Vandal - Blue has the tendency to be able to trigger this rather consistently, and this creature can turn into a mighty big threat quickly.
Syr Konrad, the Grim - Great black finisher for the midrange/control decks. Very cool.
Return to Nature - I currently run one of these effects in Seal of Primordium, so this is a good replacement because graveyard interaction as a bonus is always appreciated in a format that has little to no good ways to do so.
Gingerbrute - He just seems so good with equipment. I did recently add more equipment... so I think this card might surprise me.
Inquisitive Puppet - I may be the only one who likes this card. I like semi defensive cards for control decks. Probably my pet card of the set. Not saying it's good, but I want to try it.
Keeper of Fables - Decent sized body with a cool ability. It triggers off spirit tokens and green doesn't have many humans, so getting repeatable card draw in a color that doesn't have too much access to that is pretty fun. This seems like it could be powerful.
Syr Faren, the Hedgehammer - This card seems pretty sweet. Pairs well with equipment and (RANCOR), and even if I don't heaveily support green aggro, it'll still be strong in the midrange decks I imagine.
Questions:
Claim the Firstborn - This is so mana efficient it's scary right? I want to play this card, but is it worth the restriction? My gut says yes, because 1 mana is just so absurd for a Threaten effect. Taking a 2-3 power blocker, and getting in for let's say an extra 2-3 damage... Ok I may have just sold myself.
Syr Carah, the Bold - Definitely a cool effect in red. It's quite clunky in the red aggressive decks, but this is so unique I want to play it. Anyone think this card is good?
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Wow.. I didn't even notice that. LOL
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Shepherd of the Flock --> Lone Missionary
Venerable Knight --> Elite Vanguard
Hypnotic Sprite --> Skyship Plunderer
Order of Midnight --> Thrill-Kill Assassin
Syr Konrad, the Grim --> Vampire Sovereign
Embereth Shieldbreaker --> Stonewright
Merchant of the Vale --> Aether Chaser
MTGS Average Peasant Cube 2023 Edition
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