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?
I agree that it's a cool ability, and it's one I wanted to like, but at five mana, I also felt it was a little slow and clunky. If it survives until your nest turn, you can tap for one damage and get potentially one card to replace Syr Carah, but it isn't until the second use that it really pays for itself, and that's what, turn 8 or 9? (Assuming you don't hit a land drop every single turn, 1-5)
I am so hyped for improbably alliance. It seems like a lot of fun in my grixis pyromancer deck (young peezy, saheeli, murmuring mystic and rise from the tides). Besides that Konrad, order of midnight seems like great cards
A tier (cards you're glad to pick early) Syr Alin, the Lion's Claw - Not being able to anthem until turn 6 is a big blow vs something like Pianna (even if Pianna is more squishy). However a 4/4 first striker will **** ***** up on both sides of combat so I'm not too down on it. Definitely not an agro card. Faerie Vandal - I trust every blue deck will have at least two ways to trigger this, and often more (any looter would be bonkers). This is my kind of threat. Foulmire Knight - The creature half of this card has been on the low band of cubeable since forever. Adding decent upside to this is sweet. Order of Midnight - RIP Fledgling Djinn. The number of old border cards continues to dwindle. Syr Konrad, the Grim - Clunky rules text, but a good body at a fair price with upside. Claim the Firstborn - This rate is hard to beat, and will be awesome in any aggro deck.
B - Tier (perfectly serviceable) Archon of Absolution - Good mana value vs upside. Plays well in any skies deck in particular since slowing up the ground is key to that deck. I hate hate hate that it has protection taked onto it, but protection from white on a white card is going to be less of a thing than protection from other colours (my thinking is that you're probably one of the two people at the table taking white cards so it's going to come up less often) Ardenvale Tactician - One of the better adventure cards IMO. Both cards are priced at a very "fair" (not great) rate so together they might add up to a decent card. Venerable Knight - I see I'm still running Elite Vanguard so it might be time to put the old solider to bed. That said, the upside on this is going to matter so infrequently that I worry it may not be worth it. There's the possibility that this could make a drafter think the cube supports a "knights" deck which could lead drafters astray. This is only out of C tier because 2/1's are good. Witching Well - This is pretty cool. Being able to trade this in for more card advantage in the mid-game might be a bigger deal than the body you get with something like Omen Speaker. Revenge of Ravens - Really, nobody wants to talk about this? This triggers for every attacker and doesn't care if they get blocked. This help stem the bleeding and put a bit of a clock on your opponent when you're behind, screws your opponents combat at parity, does nothing when you're winning and it's not my ideal 4 drop. 2 ticks on the quadrant chart, but a very unique effect. Embereth Shieldbreaker - This is the brussle sprouts of cube. it's very good for you, but it's not when you wanted to be eating.
C Tier (Flavored filler) Hypnotic Sprite - I would plan to run this as a counter spell that will come with a threat in the mid to late game. The counterspell mode will be relevant at all stages in the game which is nice. Unlike a lot of other adventure cards, I wouldn't expect to be able to run this out early as a creature to smooth my curve since UU is not a reliable turn2 play. Into the Story - I think a few people here are misunderstanding the reverse threshold. It's not that it's reverse threshold, it's that these cards are intended for the mill deck in limited. This card is would be in A tier if always got to run it out on 4 mana, but I don't think that's going to happen often before the late, late game. Queen of Ice - I'm thinking of it in comparison to Frost Lynx and Stitched Mangler. I don't think it's quite as good as either of those, but it's certainly intersting and I could see running this + one of the others in larger cubes as a diversity option. Overwhelmed Apprentice - I think milling my opponent is going to help them more than it helps me. The turn1 scry2 is nice but I think this set has a better option as it is. Forever Young - This seems like a good rate for an effect I don't think I really want.
D tier (i wish it was good) Mad Ratter - yeah, nah. Shame. Syr Carah, the Bolt - Yeah she's cool, but are you really going to get 5 mana worth of value out of her? Oakhame Adversary - If you always got to play this on turn2 it would be sick. As it is, 4 mana is more than I'd want to pay for this effect, even if the stats aren't horrible. I like that they gave it 2 power so that the damage to players actually mattered. Improbable Alliance - Pretty cool card for the UR spells deck. I wouldn't be seriously considering it expect that it has that sweet activated ability for when you need to burn mana in the late game. Fireborn Knight - Boros is so bad that I seriously considered this for about a minute before deciding it was still not enough. This is clearly a gold card as it's uncastable outside of Boros decks. If the activated ability cost 2 mana, or even just 3 then we could be cooking with gas. Sorcerer's Broom - Too expensive to get started.
E Tier (it's bad and I'm glad) Syr Faren, the Hengehammer - GG is not a mana cost you can expect to play on turn2, even in green. A 2/2 does not attack and survive combat. Its ability is ***** when played on curve and he won't survive long enough for you to get significant value on turn4.
One cool thing about this set is that it has a light "artifacts matter" theme, but often not ina way that results in an otherwise bad card. It's also the start of coloured artifacts going mainstream meaning that they'll probably be in most sets moving forwards. This is a big development for the Artifacts Matter archetype that we're all looking forward to including in our cubes come the year 202X.
Animating Faerie Witching Well Embereth Shieldbreaker (the removal side of this will only get more powerful now that artifacts are escaping from the colorless section) Flutter Fox
Hello all. I have not been around for spoiler season (and still haven't drafted my Peasant Cube in 2019), but that will not stop me from having hasty thoughts in a Way Too Early Set Review. A little too much of this set was pushed towards its main themes, specifically mono-colored, and the best cards are not slam dunk inclusions. As usual, I rank based on how interesting I think cards could be for my Cube.
20) Hypnotic Sprite- The spell countering is too narrow and the main body too mana intense to cube. I am not excited to cast this when I reliably have the mana turn 3 or 4 and am not excited to hold this late to try and get the upside.
19) Merchant of the Vale- An interesting filter card attached to a below rate body. It just exists in a weird space for my red decks, not great for aggro, not great for the spells deck, probably good for midrange and controlling decks.
18) Animating Faerie- I do not have the artifact base to support this, but potentially adding 6 power to the board by turn 4 is some real potential.
17) Queen of Ice- The main body is just a little too outclassed by similar effects (Man-o-War, Exclusion Mage, Stitched Mangler) for the adventure to make it cubable.
16) Embereth Shieldbreaker- I play a lot of powerful artifacts and I think Shieldbreaker is just on the other side of playable for me. I like it more than Manic Vandal, at least.
15) Trapped in the Tower- Hits around 80% of the creatures in my Cube and, most importantly, my Cube has very few ways to grant flying that would blow this out. That said, it's color unbalanced towards stopping Gruul and there is a lots of good competition for cheap white removal.
14) Fierce Witchstalker- A card at common that is around 80% of the normal functionality of Obstinate Baloth, which is a decent rare cube roleplayer. A pretty hard roadblock for aggro decks once you eat the Food it makes.
13) Gingerbrute- I have a soft spot for interesting 1-drops. Almost always gets in for 1 damage if you have the mana, but is outclassed by every colored aggro 1-drop.
12) Wildwood Tracker- Green has very few Human creatures, but it is still no guarantee to always curve out and attack for 2 on turn two.
11) Syr Carah, the Bold and 10) Syr Alin, the Lion's Claw and 9) Keeper of Fables- Almost every single 5+ drop in my Cube either has immediate value when it hits the battlefield or protects itself well. None of these pass those criteria, though they are all powerful and Keeper might draw you a card the turn you cast it.
Cards I Might Play-
8) Faerie Vandal- Has just enough setup cost to squeak out of my Cube. I do like cheap blue cards which can impact the board, and the upside is tremendous.
7) Rimrock Knight- Another variant in the long line of 3-power Red two-drops. Has two downsides (1 toughness and cannot block) and one upside (+2/+0 for R adventure). A little too much competition to make it in.
6) Archon of Absolution- Close to making it as compared to Baird, Steward of Argive, but I prefer the more defensive Baird and would not play both.
5) Syn Faren, the Hengehammer- A fragile, but gigantic upside. I feel like if you can ever get 2 full attacks with this and another creature, you will be far, far ahead in the game.
4) Grumgully, the Generous- As pointed out, a vast majority of red and green creatures are non-human, including all of the tokens. I think it will be pretty easy to get 5 total power and toughness out of Grumgully, but I also think Gruul is a pretty packed guild.
3) Syr Konrad, the Grim- I completely dismissed this card until reading this thread. I will give a shot to a well-statted creature with a good potential impact the turn you cast it and lots of little upsides along the way.
2) Venerable Knight- A 2/1 for W that has some potential upside (around 8-10 other knights in my Cube). Easy include, especially over vanilla 2/1s for W.
1) Order of Midnight- A pretty likely add without the adventure and the adventure is sweet icing on the black aggro cake.
I suppose Curse of Shallow Graves is a weird choice since it has a strictly better version in Curse of Disturbance? Alternatively, Skullclamp just stands so high above the rest that it stands out even among the S Tier cards.
I dont know which one he meant either.
Marth, do you mean curse of shallow graves seems weak compared to control magic or skullclamp seems op compared to control magic?
Maybe this is just personal experience, but I've found that even Mind Control is borderline too-good in peasant cube, for being just an insane card against anything but the fastest aggro decks. Peasant cube isn't powerful enough to support decks that run < 10 creatures very often, but is powerful enough that each card played has a significant impact on the game. This makes the tempo + card advantage swing from Mind Control close to a guaranteed blow out, and Control Magic is just that much better. Even if an aggro deck curves 1, 2, 3 against you, stealing their 3 drop on turn 4 takes so much wind out of their sails that a lot of decks just won't be able to recover. And don't get me started on how stupid it feels to take away the Control deck's 6 drop. It becomes a "have enchantment removal or lose" situation very quickly.
I doubt I have to argue why skullclamp is S tier. This card is filthy amounts of value at basically no cost. The creature based nature of peasant strikes again here, as your opponent is almost always going to have to interact with your creatures to win, and skullclamp means they can never out value you.
Curse of Shallow Graves is just... fine? Yeah, you get a 2/2 when you attack. So on your first attack you played a 3 mana diregraf ghoul. On your second attack you've madness'd Gisa's Bidding over the course of two turns. This certainly can be powerful. It gives you a stream of 2/2s to sac. It can overwhelm a slower opponent. But it's also highly situational. If you're ever under pressure from the opponent, this card does next to nothing. If your opponent has position you can't attack into, this card does next to nothing. If you're trying to aggro out your opponent, this card is likely too slow. It plays out well in some kind of grindy midrange match-up, perhaps, but to put it on the level of these other two cards seems very out of place.
It depends on your cube how powerful Control Magic can be. Pretty much all my high cmc creatures can't be targeted by it or have a powerful etb effect. I think on average it's not more powerful than other 1st picks like Flametongue Kavu or Ravenous Chupacabra. Often you get a slightly better body, but you can get blown out by enchantment removal. It's one of the top five cards in my cube for sure, but it's not too strong.
Curse of Shallow Graves is not Curse of Predation, but I still don't play it because once you can get it going it will inevitably win the game for you unless your opponent has enchantment removal. That's very different from Control Magic, which has a high impact only once. This is more about the type of card, I don't play Shrine of Loyal Legions or Shrine of Burning Rage for similar reasons (and I think both are weaker than Curse of Shallow Graves).
It depends on your cube how powerful Control Magic can be. Pretty much all my high cmc creatures can't be targeted by it or have a powerful etb effect. I think on average it's not more powerful than other 1st picks like Flametongue Kavu or Ravenous Chupacabra. Often you get a slightly better body, but you can get blown out by enchantment removal. It's one of the top five cards in my cube for sure, but it's not too strong.
Curse of Shallow Graves is not Curse of Predation, but I still don't play it because once you can get it going it will inevitably win the game for you unless your opponent has enchantment removal. That's very different from Control Magic, which has a high impact only once. This is more about the type of card, I don't play Shrine of Loyal Legions or Shrine of Burning Rage for similar reasons (and I think both are weaker than Curse of Shallow Graves).
Can you define "get it going" here? I think "If I can profitably attack every turn, I am almost certainly going to win" is very often a valid statement with or without the curse.
Maybe this is just personal experience, but I've found that even Mind Control is borderline too-good in peasant cube, for being just an insane card against anything but the fastest aggro decks. Peasant cube isn't powerful enough to support decks that run <10 creatures very often, but is powerful enough that each card played has a significant impact on the game. This makes the tempo + card advantage swing from Mind Control close to a guaranteed blow out, and Control Magic is just that much better. Even if an aggro deck curves 1, 2, 3 against you, stealing their 3 drop on turn 4 takes so much wind out of their sails that a lot of decks just won't be able to recover. And don't get me started on how stupid it feels to take away the Control deck's 6 drop. It becomes a "have enchantment removal or lose" situation very quickly.
Hasn't been a problem in my cube, but like Phitt mentioned, many of my creatures are there for an ETB. If you steal a Pelakka Wurm, the first swing merely negates its ETB, and you don't get ahead on value until the second swing; steal a Baleful Strix or Ravenous Chupacabra, and the caster already got value. Sure, a couple of the Eldrazi could lead to as blowout, but honestly, I just consider that fair play as the Eldrazi was put on the board to blow you out. As for "have enchantment removal or lose," creature removal also works - it doesn't feel great to Path your own creature, and it doesn't put you at parity, having been 2-for-1ed and not getting the creature back, but if you are truly facing an "or lose" situation, creature removal can mitigate some of the danger.
Theft cards are only as good as whatever they steal. If you steal a creature that already generated value through an ETB, you are only stealing part of the creature's value.
I doubt I have to argue why skullclamp is S tier. This card is filthy amounts of value at basically no cost. The creature based nature of peasant strikes again here, as your opponent is almost always going to have to interact with your creatures to win, and skullclamp means they can never out value you.
Great card, lots of value. But the first two cards you draw merely replace the Skullclamp and the creature that died. If your opponent doesn't manage to destroy the clamp or remove creatures in response to equipping, it'll definitely generate value.
Out of curiosity, what does the "S" in S Tier stand for?
And yeah, Curse of Shallow Graves and even Curse of Disturbance are good cards that generate value, but they are perhaps less explosive value than the first two cards. I still think they are all solid picks.
Can you define "get it going" here? I think "If I can profitably attack every turn, I am almost certainly going to win" is very often a valid statement with or without the curse.
Getting a 2/2 every turn for free certainly helps with attacking 'profitably' every turn, no? The problem I have with the card is not that it's super powerful no matter what as it requires a specific board state to be good, but it's almost impossible to stabilize against a never ending stream of 2/2s you can't get rid of permanently if you are even slightly behind. That's why it's a solid first pick for any aggressive deck and not that far behind a card like Control Magic.
I agree with Phitt here, Curse of Shallow Graves (and Disturbance) make it so that your aggro deck can keep attacking whilst continuously retaining its boardstate. You only need 1 guy to start creating an army.
As for Throne of Eldraine, I think I am most excited about Syr Konrad, he seems solid.
Yeah you need the first activation of Curse of Shallow Graves to get the ball rolling, but after that it literally carries its self. If you can't attack profitably, you're still requiring them to keep a blocker back every turn to deal with your 1 zombie, because if it survives an attack then the army will continue to grow. It doesn't win you the game on the spot, but neither does Skull Clamp.
Re: the creature type updates, they also matter for Heirloom Blade.
Marth, for reference, a number of people have banned curse of shallow graves for being overpowered in aggro. You dont need profitable attacks, you just need attacks that dont end with all of your attackers getting eaten without trades.
I havent considered a ban, but I have not switched to the strictly better bersio version of the card either
This is about the same -- occasionally insane in draft, not particularly worthwhile in cube. Cute that it's a drain effect, but it also doesn't actually help your 2/2 attack through their 2/2 unlike Cumber Stone.
This is about the same -- occasionally insane in draft, not particularly worthwhile in cube. Cute that it's a drain effect, but it also doesn't actually help your 2/2 attack through their 2/2 unlike Cumber Stone.
This is about the same -- occasionally insane in draft, not particularly worthwhile in cube. Cute that it's a drain effect, but it also doesn't actually help your 2/2 attack through their 2/2 unlike Cumber Stone.
They are similar, but I think revenge of ravens is much better. With Cumber Stone and the like you are hoping to reduce the power of your opponents creatures making it harder for them to attack and this will definitely work with 1/x or 2/x creatures... after that I think it’s less effective. Other then reducing the creatures power, there is no real impact to your opponent. With revenge of ravens you don’t reduce the power directly so blocking effectively could be harder, but now there is an attached negative for your opponent to attack and it stacks. Draining your opponent can add up quickly and that is why I like this card.
Seems like it's either dead, Cumber Stone+, or really good. I don't want it to be dead, don't want a marginally better Cumber Stone, and it being really good is problematic, so even if it's really good most of the time I don't really want it.
There simply isn't enough lifegain in peasant to actually be able to get around it when it's good. Most creatures are also small, which makes it impossible to play around if you need to kill quickly and are going wide. Even on boards where it's not game winning, it makes any moderately complicated board state unreasonably complex. Considering most people have difficulty navigating non-simplified board states already I don't think the added complexity is worth it for a card that doesn't even make good gameplay.
2023 Average Peasant Cube|and Discussion
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stonewright is doing poorly for you?
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
nothing lol
A tier (cards you're glad to pick early)
Syr Alin, the Lion's Claw - Not being able to anthem until turn 6 is a big blow vs something like Pianna (even if Pianna is more squishy). However a 4/4 first striker will **** ***** up on both sides of combat so I'm not too down on it. Definitely not an agro card.
Faerie Vandal - I trust every blue deck will have at least two ways to trigger this, and often more (any looter would be bonkers). This is my kind of threat.
Foulmire Knight - The creature half of this card has been on the low band of cubeable since forever. Adding decent upside to this is sweet.
Order of Midnight - RIP Fledgling Djinn. The number of old border cards continues to dwindle.
Syr Konrad, the Grim - Clunky rules text, but a good body at a fair price with upside.
Claim the Firstborn - This rate is hard to beat, and will be awesome in any aggro deck.
B - Tier (perfectly serviceable)
Archon of Absolution - Good mana value vs upside. Plays well in any skies deck in particular since slowing up the ground is key to that deck. I hate hate hate that it has protection taked onto it, but protection from white on a white card is going to be less of a thing than protection from other colours (my thinking is that you're probably one of the two people at the table taking white cards so it's going to come up less often)
Ardenvale Tactician - One of the better adventure cards IMO. Both cards are priced at a very "fair" (not great) rate so together they might add up to a decent card.
Venerable Knight - I see I'm still running Elite Vanguard so it might be time to put the old solider to bed. That said, the upside on this is going to matter so infrequently that I worry it may not be worth it. There's the possibility that this could make a drafter think the cube supports a "knights" deck which could lead drafters astray. This is only out of C tier because 2/1's are good.
Witching Well - This is pretty cool. Being able to trade this in for more card advantage in the mid-game might be a bigger deal than the body you get with something like Omen Speaker.
Revenge of Ravens - Really, nobody wants to talk about this? This triggers for every attacker and doesn't care if they get blocked. This help stem the bleeding and put a bit of a clock on your opponent when you're behind, screws your opponents combat at parity, does nothing when you're winning and it's not my ideal 4 drop. 2 ticks on the quadrant chart, but a very unique effect.
Embereth Shieldbreaker - This is the brussle sprouts of cube. it's very good for you, but it's not when you wanted to be eating.
C Tier (Flavored filler)
Hypnotic Sprite - I would plan to run this as a counter spell that will come with a threat in the mid to late game. The counterspell mode will be relevant at all stages in the game which is nice. Unlike a lot of other adventure cards, I wouldn't expect to be able to run this out early as a creature to smooth my curve since UU is not a reliable turn2 play.
Into the Story - I think a few people here are misunderstanding the reverse threshold. It's not that it's reverse threshold, it's that these cards are intended for the mill deck in limited. This card is would be in A tier if always got to run it out on 4 mana, but I don't think that's going to happen often before the late, late game.
Queen of Ice - I'm thinking of it in comparison to Frost Lynx and Stitched Mangler. I don't think it's quite as good as either of those, but it's certainly intersting and I could see running this + one of the others in larger cubes as a diversity option.
Overwhelmed Apprentice - I think milling my opponent is going to help them more than it helps me. The turn1 scry2 is nice but I think this set has a better option as it is.
Forever Young - This seems like a good rate for an effect I don't think I really want.
D tier (i wish it was good)
Mad Ratter - yeah, nah. Shame.
Syr Carah, the Bolt - Yeah she's cool, but are you really going to get 5 mana worth of value out of her?
Oakhame Adversary - If you always got to play this on turn2 it would be sick. As it is, 4 mana is more than I'd want to pay for this effect, even if the stats aren't horrible. I like that they gave it 2 power so that the damage to players actually mattered.
Improbable Alliance - Pretty cool card for the UR spells deck. I wouldn't be seriously considering it expect that it has that sweet activated ability for when you need to burn mana in the late game.
Fireborn Knight - Boros is so bad that I seriously considered this for about a minute before deciding it was still not enough. This is clearly a gold card as it's uncastable outside of Boros decks. If the activated ability cost 2 mana, or even just 3 then we could be cooking with gas.
Sorcerer's Broom - Too expensive to get started.
E Tier (it's bad and I'm glad)
Syr Faren, the Hengehammer - GG is not a mana cost you can expect to play on turn2, even in green. A 2/2 does not attack and survive combat. Its ability is ***** when played on curve and he won't survive long enough for you to get significant value on turn4.
One cool thing about this set is that it has a light "artifacts matter" theme, but often not ina way that results in an otherwise bad card. It's also the start of coloured artifacts going mainstream meaning that they'll probably be in most sets moving forwards. This is a big development for the Artifacts Matter archetype that we're all looking forward to including in our cubes come the year 202X.
Animating Faerie
Witching Well
Embereth Shieldbreaker (the removal side of this will only get more powerful now that artifacts are escaping from the colorless section)
Flutter Fox
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Not necessarily, but cuts are tough at 360. I'm open to suggestions for a different cut.
MTGS Average Peasant Cube 2023 Edition
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20) Hypnotic Sprite- The spell countering is too narrow and the main body too mana intense to cube. I am not excited to cast this when I reliably have the mana turn 3 or 4 and am not excited to hold this late to try and get the upside.
19) Merchant of the Vale- An interesting filter card attached to a below rate body. It just exists in a weird space for my red decks, not great for aggro, not great for the spells deck, probably good for midrange and controlling decks.
18) Animating Faerie- I do not have the artifact base to support this, but potentially adding 6 power to the board by turn 4 is some real potential.
17) Queen of Ice- The main body is just a little too outclassed by similar effects (Man-o-War, Exclusion Mage, Stitched Mangler) for the adventure to make it cubable.
16) Embereth Shieldbreaker- I play a lot of powerful artifacts and I think Shieldbreaker is just on the other side of playable for me. I like it more than Manic Vandal, at least.
15) Trapped in the Tower- Hits around 80% of the creatures in my Cube and, most importantly, my Cube has very few ways to grant flying that would blow this out. That said, it's color unbalanced towards stopping Gruul and there is a lots of good competition for cheap white removal.
14) Fierce Witchstalker- A card at common that is around 80% of the normal functionality of Obstinate Baloth, which is a decent rare cube roleplayer. A pretty hard roadblock for aggro decks once you eat the Food it makes.
13) Gingerbrute- I have a soft spot for interesting 1-drops. Almost always gets in for 1 damage if you have the mana, but is outclassed by every colored aggro 1-drop.
12) Wildwood Tracker- Green has very few Human creatures, but it is still no guarantee to always curve out and attack for 2 on turn two.
11) Syr Carah, the Bold and 10) Syr Alin, the Lion's Claw and 9) Keeper of Fables- Almost every single 5+ drop in my Cube either has immediate value when it hits the battlefield or protects itself well. None of these pass those criteria, though they are all powerful and Keeper might draw you a card the turn you cast it.
Cards I Might Play-
8) Faerie Vandal- Has just enough setup cost to squeak out of my Cube. I do like cheap blue cards which can impact the board, and the upside is tremendous.
7) Rimrock Knight- Another variant in the long line of 3-power Red two-drops. Has two downsides (1 toughness and cannot block) and one upside (+2/+0 for R adventure). A little too much competition to make it in.
6) Archon of Absolution- Close to making it as compared to Baird, Steward of Argive, but I prefer the more defensive Baird and would not play both.
5) Syn Faren, the Hengehammer- A fragile, but gigantic upside. I feel like if you can ever get 2 full attacks with this and another creature, you will be far, far ahead in the game.
4) Grumgully, the Generous- As pointed out, a vast majority of red and green creatures are non-human, including all of the tokens. I think it will be pretty easy to get 5 total power and toughness out of Grumgully, but I also think Gruul is a pretty packed guild.
3) Syr Konrad, the Grim- I completely dismissed this card until reading this thread. I will give a shot to a well-statted creature with a good potential impact the turn you cast it and lots of little upsides along the way.
2) Venerable Knight- A 2/1 for W that has some potential upside (around 8-10 other knights in my Cube). Easy include, especially over vanilla 2/1s for W.
1) Order of Midnight- A pretty likely add without the adventure and the adventure is sweet icing on the black aggro cake.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
One of these things seems not like the others
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Marth, do you mean curse of shallow graves seems weak compared to control magic or skullclamp seems op compared to control magic?
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 doubt I have to argue why skullclamp is S tier. This card is filthy amounts of value at basically no cost. The creature based nature of peasant strikes again here, as your opponent is almost always going to have to interact with your creatures to win, and skullclamp means they can never out value you.
Curse of Shallow Graves is just... fine? Yeah, you get a 2/2 when you attack. So on your first attack you played a 3 mana diregraf ghoul. On your second attack you've madness'd Gisa's Bidding over the course of two turns. This certainly can be powerful. It gives you a stream of 2/2s to sac. It can overwhelm a slower opponent. But it's also highly situational. If you're ever under pressure from the opponent, this card does next to nothing. If your opponent has position you can't attack into, this card does next to nothing. If you're trying to aggro out your opponent, this card is likely too slow. It plays out well in some kind of grindy midrange match-up, perhaps, but to put it on the level of these other two cards seems very out of place.
Curse of Shallow Graves is not Curse of Predation, but I still don't play it because once you can get it going it will inevitably win the game for you unless your opponent has enchantment removal. That's very different from Control Magic, which has a high impact only once. This is more about the type of card, I don't play Shrine of Loyal Legions or Shrine of Burning Rage for similar reasons (and I think both are weaker than Curse of Shallow Graves).
My Old School Battlebox
My Premodern Battlebox
Can you define "get it going" here? I think "If I can profitably attack every turn, I am almost certainly going to win" is very often a valid statement with or without the curse.
Theft cards are only as good as whatever they steal. If you steal a creature that already generated value through an ETB, you are only stealing part of the creature's value. Great card, lots of value. But the first two cards you draw merely replace the Skullclamp and the creature that died. If your opponent doesn't manage to destroy the clamp or remove creatures in response to equipping, it'll definitely generate value.
Out of curiosity, what does the "S" in S Tier stand for?
And yeah, Curse of Shallow Graves and even Curse of Disturbance are good cards that generate value, but they are perhaps less explosive value than the first two cards. I still think they are all solid picks.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
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EDHREC
ManabaseCrafter
Getting a 2/2 every turn for free certainly helps with attacking 'profitably' every turn, no? The problem I have with the card is not that it's super powerful no matter what as it requires a specific board state to be good, but it's almost impossible to stabilize against a never ending stream of 2/2s you can't get rid of permanently if you are even slightly behind. That's why it's a solid first pick for any aggressive deck and not that far behind a card like Control Magic.
My Old School Battlebox
My Premodern Battlebox
As for Throne of Eldraine, I think I am most excited about Syr Konrad, he seems solid.
Also, some errata's on the peasant front: Vampire Sovereign, Vampire Aristocrat and Vampire Noble are now nobles in addition to their other creature types. I imagine this is irrelevant for most people, but it does boost Valiant Changeling ever so slightly.
WiJ
Peasant 540 Cube
Re: the creature type updates, they also matter for Heirloom Blade.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I havent considered a ban, but I have not switched to the strictly better bersio version of the card either
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
[From Luis Scott-Vargas' limited review on Channelfireball].
Any reactions? I was semi-intrigued by this card.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
This is about the same -- occasionally insane in draft, not particularly worthwhile in cube. Cute that it's a drain effect, but it also doesn't actually help your 2/2 attack through their 2/2 unlike Cumber Stone.
They are similar, but I think revenge of ravens is much better. With Cumber Stone and the like you are hoping to reduce the power of your opponents creatures making it harder for them to attack and this will definitely work with 1/x or 2/x creatures... after that I think it’s less effective. Other then reducing the creatures power, there is no real impact to your opponent. With revenge of ravens you don’t reduce the power directly so blocking effectively could be harder, but now there is an attached negative for your opponent to attack and it stacks. Draining your opponent can add up quickly and that is why I like this card.
There simply isn't enough lifegain in peasant to actually be able to get around it when it's good. Most creatures are also small, which makes it impossible to play around if you need to kill quickly and are going wide. Even on boards where it's not game winning, it makes any moderately complicated board state unreasonably complex. Considering most people have difficulty navigating non-simplified board states already I don't think the added complexity is worth it for a card that doesn't even make good gameplay.
Similar, but the life gain here is key too