I have some takes. I don't know if they're hot, but they're definitely takes.
First and foremost, I think mutate is not great in general and especially bad for cube. It's parasitic in that it's rarely good unless you can trigger it multiple times and you can't do that without multiple mutate creatures. That's just not feasible in this format. Even the ones that do seem to offer up a decent one time effect for mutating still require you to have a non-human creature in play already and don't really add anything substantial to the board.
White had actual zero cards I was even interested in discussing. C'mon, WOTC. Have some decency and give us good white cards.
Keep Safe - I'm honestly surprised I didn't see more people talking about this since it has those three special words on it: Draw a card. I think if I were a larger than 360 cube and had more slots to play around with, I'd be looking to give this a test. Peasant cube especially kind of lives and dies, no pun intended, around targeted removal. Countering a Doom Blade and drawing a card for my trouble seems like a good deal. I couldn't find a cut I liked in my own list, but I do think this card is interesting at the very least.
Neutralize - I'm not sure if I prefer this or Sinister Sabotage as my Cancel variant of choice. If you're running Sabotage, I think that's an easy swap to give this a test to see how much more you value cycling vs surveil. I suspect that surveil might just edge it out, but cycling is powerful, especially in limited. With that said, I still like Forbid and Supreme Will more than either of these cards, so again, I'd need to be at 450 or larger before these would be considerations for me.
Of One Mind - It's hard to evaluate situational cards like this without actual testing, but it's hard to argue with a potential mini Recall. If that was the ACS for the card, I could consider cutting either Compulsive Research or Deep Analysis for it. If it tends to just be Divination more often than not, though, I don't think it quite makes it at 360.
Boon of the Wish Giver - Being sorcery speed makes me wonder if this is even better than Opportunity. Cycling, especially at a single mana, certainly makes it attractive, but is that enough? I'm not sure. Tapping out on your turn in a blue deck, even to draw four cards, is not usually where you want to be.
Lastly for blue, if you're running Anticipate or Essence Scatter, I think Ikoria offers some decent art options, especially the Seb McKinnon Essence Scatter.
Bastion of Rememberance - If you're into Blood Artist effects or supporting a sacrifice deck specifically, this could be a decent addition for you. Personally I run Blood Artist, but not Zulaport Cutthroat, so I don't think this is for me. This effect is sweet, though, so more of it is certainly not embarrassing.
Call of the Death-Dweller - Another interesting one that I think has a better chance of making the cut in medium to larger lists. A black Divination variant of sorts is worth at least a look. I feel like I'd rather have Read the Bones give me two randoms in hand all the time, than sometimes be able to get a couple creatures back into play.
Grimdancer - Not quite Nighthawk, but pretty damn close. I think I'm going to cut Plagecrafter for this guy. The planeswalker removal doesn't come up very often and black is already full of creature removal. I'd rather have the 3/3 threat in most of my black decks.
Heartless Act - Good removal is good. I'm probably cutting Murderous Cut for this. Cut can sometimes be a one mana Murder, but it's not reliably cheap. I like that Heartless Act is always two mana and I'm happy to have another option for this type of removal spell available.
Void Beckoner - I like this more than Twisted Abomination for self-binning reanimation targets, but outside of that, I don't think there's room for this guy. He's another good option for 450 or larger cubes that just doesn't cut it in 360.
As for art updates in black, if you're a Kev Walker fan and you're running Dead Weight, his version in Ikoria is pretty sweet. Personally, I'd prefer the original Innistrad version, but of course art choice is subjective.
Clash of Titans - This is a pretty cool two for one removal option in red. I prefer Shower of Coals to this, but if you've got room for a second option for that type of spell, I could see this doing some work.
Fire Prophecy - I wanted to at least mention this card since it's generated a bit of discussion here. I definitely see why people like it. Kill a dude and essentially rummage is a decent deal. I'd probably slot this in for either Flame Slash or Fight With Fire, but honestly, I think I'd personally rather just keeping packing in two mana three damage clones before I included any creature only burn.
Flame Spill - We get a black bordered Super-Duper Death Ray. I like this more than Fire Prophecy, but still probably wouldn't run this over any sorcery speed 1R three damage spells. This is still essentially creature only burn and can't really be used as a reach option to get push through those last few points very reliably. I'd much rather have a Volcanic Hammer. It's short and sweet and is completely honest about what it does.
Shredded Sails - Man, if only we didn't have Abrade already. Still, I could see this being ran in addition to Abrade. I think the cycling option really pushes it over the edge of being playable. I couldn't find a cut at 360 that I liked, but this is definitely worth a shot at 450 or above.
Weaponize the Monsters - I've seen a bit of discussion over this card, and I just don't see the appeal. Goblin Bombardment is so good because the sacrifice is essentially free. Swing in, sac your team, kill your opponent is a line that happens fairly often. Dealing two damage instead of one is definitely worth noting, but costing two mana instead of zero is also a pretty big draw back. I think I'd have to be pretty deep on a sacrifice deck before I ran this. It doesn't seem like a generic payoff card the same way that Bombardment does.
Auspicious Starrix - This is probably the mutate card with the highest variance as far as how powerful it can potentially be, especially in cube. The problem with Starrix, and with mutate in general, is you really need to up those mutate numbers. If Starrix is the only mutate card in your cube, this will only ever be spinning the wheel to see what your top card is. You can manipulate that, for sure, but I don't like jumping through hoops to make my cards powerful. I originally had this on my list of includes, but I'm off it now.
Ram Through - I don't run punch cards in green, really, but if you do and you're a fan of that effect, this is the best option we've gotten so far.
Titanoth Rex - I'm gonna swap out Krosan Tusker for this card. Tusker's been pretty good to me over the years, but I just can't ignore an 11/11 trample that bins itself. This card will be good in reanimation decks and good in ramp decks. This is easily one of my favorites from the set.
As for art updates, green gives us a new version of Adventurous Impulse if you're running that. Both arts are fine, imo.
Sprite Dragon - If you're heavily supporting a spells matter theme in Izzet, this could be a pretty sweet option. I think I'd give this a shot over Gelectrode if I had room for that, so this would be my fourth card in that guild.
Jubilant Skybonder - If blue white skies is a deck you support, I could see slotting this in over Thunderclap Wyvern as a payoff. I think I like Empyrean Eagle more for that archetype, though, so this would probably be my fifth or sixth Azorius card. If you're looking at this because you just want it for your hybrid option in Azorius, I personally prefer Dovin, Hand of Control.
No new colorless cards or lands for us. We get a new Evolving Wilds that's pretty sweet, but it's not my favorite. We get new gain lands as well, but again, art choice is subjective. I thought it was worth mentioning, though, if you want to update your arts on those.
TL;DR for this post: Mutate isn't great for cube. 360 lists don't get much from this set, but 450 or larger have several decent options. Despite having such a parasitic keyword ability, Ikoria is one of the better sets for peasant cube we've seen in a while. It at least generates a bit of discussion.
Hmm. In the end, I seem to have ended up with 16 cards from Ikoria for the time being. And some of them were certainly not what I expected to be using. For instance, I admit I grew cold on Boon and Ominous Seas in the end. What Instead have included at this time are:
No S+ cards in this set so starting with A. I'm pretty pleased with the ongoing uptick in power level and complexity at uncommon. There's lots to consider.
Grimdancer - This is obviously an effecient card. It's a step black's best 3drops and I'm wary of running too many 1CC cards but if there's room for it then you should probably play it.
Bastion of Remembrance - If you're in the market for Zulaport Cutthroat (which I think should be your third card in this vein) then this may actually be better. I cut the cutthroat a while back because I didn't want to dedicate a third slot to this effect. Not triggering off your opponents creatures is a huge step down as well. I'll pass but if my cube was like 420+ cards I'd have to give it serious thought.
Weaponise the Monsters - This is not better or worse than Goblin Bombardment. Despite appearances, this is a different card that serves a different purpose. Bombardment is all about firing away all your dudes as a finisher, or blowing tokens at your problems. This gives all your creatures the backup mode of being Glacial Ray. I suppose the decks that really want bombardment already are in the "go wide" camp, but for any other deck this is much better. I don't know if I have room for it but I just wanted to explain why I don't think it's a clear cut choice.
Forbidden Friendship - A slightly improved Dragon Fodder was not a card I was looking for but I'll run it. Fodder is unexciting but has value in multiple archetypes so I wasn't planning on cutting it any time soon.
Flame Spill - If you want a second 4 damage creature removal spell then this is probably where you should go. Flame Slash is more efficient as removal and I'm not currently in the market for more burn that can't go straight to the face.
Parcelbeast - Nobody wants to talk about this? Upgrading your 2drop and being card neutral straight away seems like a good turn 3 play. UG has always struggled for definition in my cube so while this doesn't play to a "Simic Archetype", it is an efficient and interesting card. I'm keen to find some alt-art cards that are playable as well so this scratches that itch for me. I'd appreciate it if somebody who thinks this card isn't good enough could elaborate.
Spelleater Wolverine - I think this gets there for me. It's rare to have a "spells matter" card that works well if you end up in topdeck mode. This probably works OK in a lot of other decks too as 3/2 vanilla is a passable floor.
Reconnaissance Mission - I think this could be OK. There will certainly be times where this is "win more" but there'll also be times where this lets you pull ahead in a race you were losing. Having the cycling as a fail case is what makes this acceptable.
Momentum Rumbler - I might replace something like Skizzik for this. I like that red is starting to get more credible midrange cards but I don't look forward to the day when I'll feel like I need to overhaul the whole colour to better accommodate those styles of deck. I suspect this is probably "win-more" too often to make it into my list though.
Jubilant Skybonder - If I'm pushing UW skies, this is probably an important signpost.
Auspicious Starrix - I had a lot of trouble evaluating this. Without the means to set up nuts topdecks I don't think this is ever going to be amazing, but it is cool. Decent rate on the body but casting it retail is never going to be plan A on this one.
Swallow Hole - If you're in the market for incidental +1/+1 counters then this is probably a snap include. Not for me right now but who knows what the future holds.
Void Beckoner - I think this is worse than Twisted Abomination. The cycling trigger is nice, but it costs more to discard and you're probably never going to hardcast it.
Ominous Seas - I reckon you'll seldom get 2 guys off of this. If I think about this like it has suspend I think it's slightly better? In the right deck this could be an B but that's certainly not the normal result.
Fire Prophecy - Cool effect but I don't think it gets there without targeting players.
Valient Rescuer - If we ever get a critical mass of playable cyclers then this will be a strong candidate. In a vacuum though, it does not makes the cut.
Sanctuary Smasher - Decent card, Rx midrange is starting to look more and more viable.
Titanoth Rex - I don't get the hype on this card. You are never expecting to hard cast this in any deck so to me it's a pure reanimation card. With that in mind, what % of your dedicated reanimator decks are GB? Mine are typically UB for access to looting. If you're not in green than the cycling text doesn't matter . Is this actually better then than something like Pathrazer of Ulamog or Artisan of Kozilek as a reanimation target? The argument that it's better than Krosan Tusker also sounds like BS to me. Tusker is card advantage and ramp and has an achievable cost if you draw it in the late game. Trample isn't much more than flavour text until your creature has 4 or more power so I wouldn't expect that to be valuable all of the time.
The Rest of the Mentor Cycle - Condition 1: have another creature. Condition 2: That creature isn't a human. Condition 3: Have this guy survive a turn then spend even more mana to have that creature (and admittedly occasionally others) get +1/+1 counters. Also the bodies aren't great. Hard pass.
Lore Drakkis - You're only ever casting this for the mutate cost. In that scenario where you have a non-human creature and a spell you want back from the grave, is the 2/3 body going to be a big enough upgrade to make this better than Flood of Recollection?
Bushmeat Poacher - Is this really what you want to do on turns 4 and 5?
Light of Hope - Pretend I made a FFF tier and this is the poster child. What the hell is wrong with you people?
Overall Ikoria Opinion:
Agreed that Mutate isn't great for cube. It adds a lot of complexity for little gain unless you go deep on it. Additionally, I don't like cards that are tribal or anti-tribal because I don't want to give players the false impression I support tribal stuff (unless the card is self-enabling like Cloudgoat Ranger). So honestly the non-human clause on mutate bothers me.
Cycling wasn't as great as I was hoping it to be either. There were a lot of cards with cycling that were close but just not quite there.
Easy Includes: Bastion of Remembrance - Always a good effect and this version is very hard to remove Bushmeat Poacher - Might be the best "sacrifice a creature to draw a card" black creature yet, and sacrifice is an archetype I support. It's replacing Spark Reaper for me due to the cheaper activation cost. The extra lifegain is a nice bonus. Will at least test and see Grimdancer - Only slightly worse than Vampire Nighthawk, but much more interesting. Forbidden Friendship - Minor Dragon Fodder upgrade. Weaponize the Monsters - 2 damage is pretty good so I think this can exist alongside Goblin Bombardment Excavation mole - Good body and supports the GB graveyard theme. Jubilant Skybonder - Good support for UW fliers. Greater Sandwurm REPRINT - New better art and the new flavor text divider. I try to keep all my cards up to date on card templates.
Maybe: Light of Hope - All 3 modes of the charm are decent, but this would always be a filler card in someones deck. Splendor Mare - IMO the best of the "cycle to give ability counter" creatures. Creature-mode is better than average and the cycle mode is what I expect an aura with "Flash, Enchanted creature gets lifelink. Draw card on cast" would cost. The fact that both modes are on 1 card is great. I'll probably find room for this guy. Swallow Whole Boon of the Wish-giver Keep Safe Neutralize Reconnaissance Mission Wingspan Mentor - Decent UW Fliers support, but the body is so bad and I dislike the non-human clause. Void Beckoner - Nice cycle ability, but deathtouch is useless on the creature mode. In fact this card is pretty bad as a hardcast. Clash of Titans Fire Prophecy Flame Spill - I would have preferred a bigger, more costlier version of this spell actually. With only 4 damage total, only a 1 or 2 damage is going to the face which kind of boring. Lava Serpent - Decent early and late game. Can't decide if i like this or Sanctuary Smasher better Sanctuary Smasher - Decent early and late game. I wish either mode little more efficient, like if the cycling ability cost 1 less. Thwart the Enemy - Best one-sided fog? Titanoth Rex - The fattest of fatties, but would only be for reanimator as even a ramp deck would have a hard time casting this. Even for reanimator, they'd prefer Pelakka Wurm or Plated Crusher, so this card might not be good enough Wilt - Potentially better than Return to Nature Back for More - Cool reanimator card, but it might cost 1 mana too much. Skull Prophet Sprite Dragon - Needs 2 spells to be good, and I'd be happy with the card after 3+ spells. Izzet is pretty tight though
Is Grimdancer is great vs its meh. To punch or not to punch, Is mutate a good mechanic?
A lot of people picked all non-creature spells others like me mostly the creatures.
And the worst part is we are all locked inside and can't go cube and test it!
Yeah this set was actually a very cool set overall, I'm not a fan of mutate cards but there was a lot of other random stuff that ended up being good.
Regarding being locked up in quarantine: My friends and I have been drafting online and playing on Cockatrice, I think it could be an awesome idea if we got an MTGSalvation peasant cube draft going during this lockdown, maybe next weekend! It's pretty simple to do, free, and works on both macs and PCs. I'm not sure where the best place to bring this up is, maybe if people are interested we could make a thread?
I know I rarely post here, but I am glad there's a place for me to list my "Way Too Early Top 20" for Ikoria: Lair of Behemoths. I agree with most of the sentiments listed above, so I do not think I have any super hot takes this time around. As always, my CUbe is a bit larger (512 cards), has a little more multi-color focus, and runs as much power as I possibly can at Peasant level. I tend towards more interesting cards, since you don't need me to tell you the 4th best version of an effect (Bastion of Remembrance) is good if you want it.
Some broad thoughts on Mutate: I started looking at these as powerful, but situational auras more than anything else. They mostly want to go on smaller, non-Human creatures and into decks that want their ETB-like effect. In my mind, that splits them into two distinct camps: Green mutate creatures and non-Green mutate creatures. Imagine a card like Vulpikeet that is probably going to be very powerful in its native format because you can get a turn 3 attacking 3/4 flier. More than half of my white 1- and 2-drop creatures are human, so who knows how likely I am to even have a target turn 3. Even red is about 43% human at 1- and 2-drop creatures. Blue has very few early creatures. Black is decent for early non-Humans, but Green is certainly king of the jungle here with so many early non-Human mana creatures. Onto the list!
Honorable Mention) Flame Spill- I think Super-Duper Death Ray is a good enough 3 mana burn spell for large cubes, but would not want two. If you do not like silver border, give this a whirl.
Honorable Mention) Boot Nipper- I played Child of Night before, and this has solid upside over that.
Honorable Mention) Excavation Mole- Okay self-mill plus okay body could make it in aggressive graveyard strategies.
20) Spelleater Wolverine- I like that this card can help push Izzet Spells into a more graveyard-based deck. If your cube already has synergy that way, this is a decent option for support.
19) Channeled Force- Speaking of graveyard Izzet Spells, here's an option that could let you churn through your deck quickly. I like Ancient Excavation a lot in Dimir because of the graveyard support plus cycling.
18) Fire Prophecy- I, too, prefer my burn to go dome. But this has a powerful upside if you want this type of burn.
17) Dreamtail Heron- There are a select few blue creatures that benefit greatly from a turn-4 mutation. (Looter il-Kor, perhaps?) But otherwise, 3U to draw card and get +1/+2 and flying is not a great average benefit at all.
16) Regal Leosaur- Really shines in a token deck, either with the white flying tokens or the red Goblin tokens. Other than that, I doubt a generic aggro Boros deck wants this effect.
15) Lore Drakkis- I can certainly imagine powerful situations for this card. Even a late game 2-mana to give a creature +0/+1 and return a powerful spell is something. I think there are enough better versions of this effect available in Izzet decks (if you want to treat it as a mono-red card, that might up your utility).
14) Necropanther- Here is the first mutate card that really makes me feel like I'm getting a lot of impact for my mutation cost. Upgrading a small creature and getting back another 3-drop is pretty good. That said, still very situational, especially having a good target to return on turn 4.
13) Valiant Rescuer- I like the versatility of cycling 1 on an early-game card, but I like the sheer power of other 2-mana 3/1 creatures more and would suggest Shepherd of the Flock as a very versatile creature that is just better, I believe.
12) Wilt- I was initially very high on this card because I love early artifact destruction being available. That said, green has a ton of creature options I prefer before this.
11) Neutralize- The most interesting comparison to me is Supreme Will, a worse counter but a much-better card selection option. I ended up not trying that, so this will likely sit out as well.
Good Cycling Cards
10) Splendor Mare- Very strong body on its own plus the backup plan of cycling plus a lifelink counter. The main thing keeping it out of my CUbe is that is plays better defense then offense in an aggro color.
9) Titanoth Rex- It is SO big and just a tremendous re-animation target. The only giant Eldrazi I still play is Artisan of Kozilek, which benefits from being colorless and maybe a better attacker. I do not like giant creatures without ETB abilities, but at least you drew a card first.
Good Mutate Cards
8) Boneyard Lurker- This turns a creature on board into a permanent back to your hand and the colors are right. This probably falls into the "reliable, but not powerful enough" mutate pile.
7) Migratory Greathorn- Turn 1 Elf into turn 2 Greathorn for the ramp plus a big creature is quite the dream. A slightly slower version of that is probably okay, but it falls off quickly after that. Powerful enough, but not reliable enough.
6) Auspicious Starrix- I am just slightly undersold on the plan of having a 6/6 for 4G. The mutate effect could certainly be much stronger than something like Boneyard Lurker though. Reliable and powerful, but maybe not enough of either. Very close call.
5) Parcelbeast- I think this is pretty good as just a 4-drop without mutate, but the upside of a turn 2 mutation or turn 3 mutation with drawing a card is super powerful. Reliable and powerful enough for me.
Pretty Good Cards
4) Skull Prophet- 3 power for two mana, ramps, and fills the graveyard. Should be pretty easy to make this useful in any game.
3) Grimdancer- This card plays offense and defense so, so well. Menace + deathtouch is extremely hard to block, and lifelink + deathtouch plays great defense in all scenarios. Extremely solid creature.
2) Sprite Dragon- The upside of permanent power boosting easily outclasses Stormchaser Mage for me. Plus, there's a super cool Godzilla version to play!
1) Heartless Act- A very good removal spell that we only see every couple of years. Plenty of room to be the 4th best version of the effect and make it easily into CUbe.
Lots of talk about mutate creatures. People seem to be pretty low on them.
I find it pretty hard to evaluate most of them, but I think at least Cavern Whisperer deserves some recognition. It's a 4 mana 4/4 haste menace (with the mutate drawback) that negates the inherent card disadvantage of mutate by nicking one from your opponent's hand. I have to imagine any black aggressive strategy is interested in this.
I will admit I might end up cutting Titanoth Rex out since Green is not really heavy on Reanimator enablement in my CU/be and it feels *off* to have a creature that is indeed just reanimator fodder in a colour that hardly even supports the archetype. At least Deathtouch is still a helpful keyword and black is primary reanimator, making Void Beckoner something you'd like to occasionally run as a trick (if you have lots of first-strike, for instance) even outside Reanimator. Definitely worse than Twisted Abomination in my eyes, though, since Abo is a great control finisher with early game utility.
I am currently testing Frillscare Mentor and Wingspan Mentor since both provide a decent ETB effect by allowing even smaller creatures to benefit from evasion (compared to trample) and Frillscare has a decent body while fliers are common enough to make Wingspan's activated ability have real value. Could be that I am misevaluating them.
Lore Drakkis having the creature form as a backup is *key*. You want to cast it for the Mutate cost but creatures are universally helpful so there is no situation where the card ends up completely dead, even if it has a condition for returning a spell. There are plenty of scenarios where you will welcome the ability to field even a sub-par body.
I definitely agree that Light of Hope is too weak even as a charm. Unlike something like Shredded Sails, it has a *ton* of situations where every single mode is useless or dead.
Cards I am buying and likely putting in my cube: Weaponize the Monsters - I like it in both a tokens deck, control deck, and a sacrifice deck. Has it all and I like the 2 dmg over 1. Forbidden Friendship - Strict upgrade Flame Spill - I want more 4 dmg burn and this gives the possibility of 2 for 1, i like it Call of the Death-Dweller - I think this will workout well in a lot of decks, especially drain decks Parcelbeast - Mutate is not high on my list, but I think this card has a lot of promise Bastion of Remembrance - I highly support drain decks, this is great Grimdancer - Just solid card
Cards I am buying but still thinking about: Auspicious Starrix - Mutate is questionable, 6/6 for 5 is okay, not sure yet. Lore Drakkis - Mutate is questionable, and in my spells deck I don't have that many creatures to begin with, sure you can play it for an awful body, but if you are doing that you are likely losing anyway Excavation Mole - I already have tons of mill that also have a benefit besides a 3/3 body, but maybe. I like my mill to also give me something back.. so this semi does that, it mills and gives me a 3/3 body, but not super on it yet. Ram Through - I typically don't have green removal tricks, but this one is pretty nice. Boon of the Wish-Giver - Probably one of the better high mana costed draw cards, need to take a look at my list Sanctuary Smasher - I think its too slow, probably not happening Sprite Dragon - Starts slow, but if not removed could do a hurting Migratory Greathorn - Mutate is ?, though I do like the possibility of using a mana dork to ramp on t2 Necropanther - Mutate is ?, however it could work well with a sacrifice/drain deck
Buying, but probably not: Titanoth Rex - Big guy, but I have so many better pay offs, sure its an 11/11 trample, but no protection Void Beckoner - Slow cycling and just not super impressive Boneyard Lurker - Not sure on mutate yet, and I like my current golgari section
I am currently testing Frillscare Mentor and Wingspan Mentor since both provide a decent ETB effect by allowing even smaller creatures to benefit from evasion (compared to trample) and Frillscare has a decent body while fliers are common enough to make Wingspan's activated ability have real value. Could be that I am misevaluating them.[/url]
I feel like Frillscare is a trap. I'm not sure why so many people are excited by this card.
You're getting roughly a Boggart Brute worth of value. Sorta. Not even that, honestly.
If creature you target is smaller (likely because you're trying to curve out), it's less useful.
If the creature you target already has evasion (or god forbid, menace itself) you are getting less value.
If you have no other creature, you are getting less value.
If you have no other non human creature, you are getting less value.
The only plus sides are that there's a "tribal" element to it, and that the menace creature can hit immediately.
The latter is pretty minimal, and as for the former, I don't really believe that menace is prevalent enough by itself to support tribal-esque synergy. Even if it was, this card plays very awkwardly by also sorta encouraging you to play creatures without menace as targets.
In G/R midrange it might be solid if you can reliably target a 4/x creature like a kicked Untamed Kavu or an Arborback Stomper. Still, in most other decks I agree, it seems like a trap.
Giving menace to an x/1 flying makes it significantly harder to block effectively. It trades twice as well with 1/1 flyers and becomes close to unblockable if your opponent doesn't have them.
Having a menace creature hit immediately seems pretty major to me; it's basically the point of the card. In aggressive decks that can easily be 2-3 free damage if you have any target.
Frillscare Mentor isn't an A+ card or anything, but a lot of these criticisms don't really seem accurate to me. Non-human is definitely a major sticking point, but at the same time curving a 3 power 2 drop into this is also really strong. That's also ignoring forcing beneficial trades by putting the counter on to FTK or whatever, specific synergies, and the activated ability, all of which are minor things that add up.
curving a 3 power 2 drop into this is also really strong
Out of curiosity, what three power two-drops are you thinking of? I did a quick pass on the most commonly played 2s in red and this hits Rimrock Knight and Bloodrage brawler (if you actually include brawler in your list), but it misses a lot of cards:
Which, in my opinion, is a decent selection for on curve applications in its native colour. (Yes, I know Hellraiser prevents curving straight into Frillscare Mentor.)
I've been thinking about the idea of cutting Artisan of Kozilek for Titanoth Rex. They both fill the role of pretty much strictly reanimation targets, whereas Titanoth fills that role so much better by being able to bin itself at card parity. Losing the Annihlator is a bit of a loss, but Titanoth just finishes the game off in literally 2 swings which is insane.
I think annihilator is broken enough to give Artisan the edge over Rex if you only want to run one. I'll be cubing both at 360 and I think it's right to have multiple really good options for both reanimator and ramp decks.
I mean, if left unblocked, Artisan of Kozilek is just as effective at finishing the game in two swings with its power of 10. I definitely prefer it to Titanoth Rex since 9 mana is still conceivable for a ramp deck (Pathrazer of Ulamog at 11 is too much outside some kind of hyper ramp), and in there, Artisan's cast trigger can generate quite a bit of immediate value. Plus, Annihilator is just such a borked mechanic when a ramp deck or reanimator deck puts Artisan out early when there are no superfluous lands to sacrifice.
The thing is though that Artisan can be chumped for a turn or two without dealing any damage. I do think Titanoth Rex is significantly better because of the cycling ability, there are a good number of games with a ramp deck where you don't get to 9 mana, at least not fast, it's just the nature of the deck needing to draw the correct cards which it doesn't always do. In that case, Titanoth Rex can be cycled away and not be useless in your hand. And titanoth being able to bin itself gives it a huge edge of artisan in reanimator. But yeah I agree, playing both is probably the right call. I realized I currently had Ulamog's Crusher in my cube so I could cut that guy pretty easily instead.
Noob, I'm curious about you cutting Shrine of Burning Rage, it's something I've been lightly considering myself, but I'd be happy to hear what your thought process is.
First and foremost, I think mutate is not great in general and especially bad for cube. It's parasitic in that it's rarely good unless you can trigger it multiple times and you can't do that without multiple mutate creatures. That's just not feasible in this format. Even the ones that do seem to offer up a decent one time effect for mutating still require you to have a non-human creature in play already and don't really add anything substantial to the board.
White had actual zero cards I was even interested in discussing. C'mon, WOTC. Have some decency and give us good white cards.
Keep Safe - I'm honestly surprised I didn't see more people talking about this since it has those three special words on it: Draw a card. I think if I were a larger than 360 cube and had more slots to play around with, I'd be looking to give this a test. Peasant cube especially kind of lives and dies, no pun intended, around targeted removal. Countering a Doom Blade and drawing a card for my trouble seems like a good deal. I couldn't find a cut I liked in my own list, but I do think this card is interesting at the very least.
Neutralize - I'm not sure if I prefer this or Sinister Sabotage as my Cancel variant of choice. If you're running Sabotage, I think that's an easy swap to give this a test to see how much more you value cycling vs surveil. I suspect that surveil might just edge it out, but cycling is powerful, especially in limited. With that said, I still like Forbid and Supreme Will more than either of these cards, so again, I'd need to be at 450 or larger before these would be considerations for me.
Of One Mind - It's hard to evaluate situational cards like this without actual testing, but it's hard to argue with a potential mini Recall. If that was the ACS for the card, I could consider cutting either Compulsive Research or Deep Analysis for it. If it tends to just be Divination more often than not, though, I don't think it quite makes it at 360.
Boon of the Wish Giver - Being sorcery speed makes me wonder if this is even better than Opportunity. Cycling, especially at a single mana, certainly makes it attractive, but is that enough? I'm not sure. Tapping out on your turn in a blue deck, even to draw four cards, is not usually where you want to be.
Lastly for blue, if you're running Anticipate or Essence Scatter, I think Ikoria offers some decent art options, especially the Seb McKinnon Essence Scatter.
Bastion of Rememberance - If you're into Blood Artist effects or supporting a sacrifice deck specifically, this could be a decent addition for you. Personally I run Blood Artist, but not Zulaport Cutthroat, so I don't think this is for me. This effect is sweet, though, so more of it is certainly not embarrassing.
Call of the Death-Dweller - Another interesting one that I think has a better chance of making the cut in medium to larger lists. A black Divination variant of sorts is worth at least a look. I feel like I'd rather have Read the Bones give me two randoms in hand all the time, than sometimes be able to get a couple creatures back into play.
Grimdancer - Not quite Nighthawk, but pretty damn close. I think I'm going to cut Plagecrafter for this guy. The planeswalker removal doesn't come up very often and black is already full of creature removal. I'd rather have the 3/3 threat in most of my black decks.
Heartless Act - Good removal is good. I'm probably cutting Murderous Cut for this. Cut can sometimes be a one mana Murder, but it's not reliably cheap. I like that Heartless Act is always two mana and I'm happy to have another option for this type of removal spell available.
Void Beckoner - I like this more than Twisted Abomination for self-binning reanimation targets, but outside of that, I don't think there's room for this guy. He's another good option for 450 or larger cubes that just doesn't cut it in 360.
As for art updates in black, if you're a Kev Walker fan and you're running Dead Weight, his version in Ikoria is pretty sweet. Personally, I'd prefer the original Innistrad version, but of course art choice is subjective.
Clash of Titans - This is a pretty cool two for one removal option in red. I prefer Shower of Coals to this, but if you've got room for a second option for that type of spell, I could see this doing some work.
Fire Prophecy - I wanted to at least mention this card since it's generated a bit of discussion here. I definitely see why people like it. Kill a dude and essentially rummage is a decent deal. I'd probably slot this in for either Flame Slash or Fight With Fire, but honestly, I think I'd personally rather just keeping packing in two mana three damage clones before I included any creature only burn.
Flame Spill - We get a black bordered Super-Duper Death Ray. I like this more than Fire Prophecy, but still probably wouldn't run this over any sorcery speed 1R three damage spells. This is still essentially creature only burn and can't really be used as a reach option to get push through those last few points very reliably. I'd much rather have a Volcanic Hammer. It's short and sweet and is completely honest about what it does.
Shredded Sails - Man, if only we didn't have Abrade already. Still, I could see this being ran in addition to Abrade. I think the cycling option really pushes it over the edge of being playable. I couldn't find a cut at 360 that I liked, but this is definitely worth a shot at 450 or above.
Weaponize the Monsters - I've seen a bit of discussion over this card, and I just don't see the appeal. Goblin Bombardment is so good because the sacrifice is essentially free. Swing in, sac your team, kill your opponent is a line that happens fairly often. Dealing two damage instead of one is definitely worth noting, but costing two mana instead of zero is also a pretty big draw back. I think I'd have to be pretty deep on a sacrifice deck before I ran this. It doesn't seem like a generic payoff card the same way that Bombardment does.
Auspicious Starrix - This is probably the mutate card with the highest variance as far as how powerful it can potentially be, especially in cube. The problem with Starrix, and with mutate in general, is you really need to up those mutate numbers. If Starrix is the only mutate card in your cube, this will only ever be spinning the wheel to see what your top card is. You can manipulate that, for sure, but I don't like jumping through hoops to make my cards powerful. I originally had this on my list of includes, but I'm off it now.
Ram Through - I don't run punch cards in green, really, but if you do and you're a fan of that effect, this is the best option we've gotten so far.
Titanoth Rex - I'm gonna swap out Krosan Tusker for this card. Tusker's been pretty good to me over the years, but I just can't ignore an 11/11 trample that bins itself. This card will be good in reanimation decks and good in ramp decks. This is easily one of my favorites from the set.
As for art updates, green gives us a new version of Adventurous Impulse if you're running that. Both arts are fine, imo.
Sprite Dragon - If you're heavily supporting a spells matter theme in Izzet, this could be a pretty sweet option. I think I'd give this a shot over Gelectrode if I had room for that, so this would be my fourth card in that guild.
Jubilant Skybonder - If blue white skies is a deck you support, I could see slotting this in over Thunderclap Wyvern as a payoff. I think I like Empyrean Eagle more for that archetype, though, so this would probably be my fifth or sixth Azorius card. If you're looking at this because you just want it for your hybrid option in Azorius, I personally prefer Dovin, Hand of Control.
No new colorless cards or lands for us. We get a new Evolving Wilds that's pretty sweet, but it's not my favorite. We get new gain lands as well, but again, art choice is subjective. I thought it was worth mentioning, though, if you want to update your arts on those.
TL;DR for this post: Mutate isn't great for cube. 360 lists don't get much from this set, but 450 or larger have several decent options. Despite having such a parasitic keyword ability, Ikoria is one of the better sets for peasant cube we've seen in a while. It at least generates a bit of discussion.
MTGS Average Peasant Cube 2023 Edition
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Plus, this seemed to draw my inner Timmy to the surface as I ended up adding back a bunch of underpriced 5/5s like Juzam Djinn, Ravenous Giant, and Qal Sisma Behemoth.
A Tier - Top tier (Mother of Runes, Remand, Ultimate Price, Young Pyromancer, Llanowar Elves):
B Tier - Strong Cardboard (Wall of Omens, Cloudkin Seer, Blood Artist, Abrade, Sakura-Tribe Elder):
C Tier - Rollplayers (Kor Skyfisher, Pteramander, Carrion Feeder, Guttersnipe, Nest Invader):
D Tier - Filler (Elite Vanguard, Frost Walker, Orzhov Enforcer, Fireball, Vraska, Swarm's Eminence):
E Tier - Bad Cards (use your imagination)
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Agreed that Mutate isn't great for cube. It adds a lot of complexity for little gain unless you go deep on it. Additionally, I don't like cards that are tribal or anti-tribal because I don't want to give players the false impression I support tribal stuff (unless the card is self-enabling like Cloudgoat Ranger). So honestly the non-human clause on mutate bothers me.
Cycling wasn't as great as I was hoping it to be either. There were a lot of cards with cycling that were close but just not quite there.
Easy Includes:
Bastion of Remembrance - Always a good effect and this version is very hard to remove
Bushmeat Poacher - Might be the best "sacrifice a creature to draw a card" black creature yet, and sacrifice is an archetype I support. It's replacing Spark Reaper for me due to the cheaper activation cost. The extra lifegain is a nice bonus. Will at least test and see
Grimdancer - Only slightly worse than Vampire Nighthawk, but much more interesting.
Forbidden Friendship - Minor Dragon Fodder upgrade.
Weaponize the Monsters - 2 damage is pretty good so I think this can exist alongside Goblin Bombardment
Excavation mole - Good body and supports the GB graveyard theme.
Jubilant Skybonder - Good support for UW fliers.
Greater Sandwurm REPRINT - New better art and the new flavor text divider. I try to keep all my cards up to date on card templates.
Maybe:
Light of Hope - All 3 modes of the charm are decent, but this would always be a filler card in someones deck.
Splendor Mare - IMO the best of the "cycle to give ability counter" creatures. Creature-mode is better than average and the cycle mode is what I expect an aura with "Flash, Enchanted creature gets lifelink. Draw card on cast" would cost. The fact that both modes are on 1 card is great. I'll probably find room for this guy.
Swallow Whole
Boon of the Wish-giver
Keep Safe
Neutralize
Reconnaissance Mission
Wingspan Mentor - Decent UW Fliers support, but the body is so bad and I dislike the non-human clause.
Void Beckoner - Nice cycle ability, but deathtouch is useless on the creature mode. In fact this card is pretty bad as a hardcast.
Clash of Titans
Fire Prophecy
Flame Spill - I would have preferred a bigger, more costlier version of this spell actually. With only 4 damage total, only a 1 or 2 damage is going to the face which kind of boring.
Lava Serpent - Decent early and late game. Can't decide if i like this or Sanctuary Smasher better
Sanctuary Smasher - Decent early and late game. I wish either mode little more efficient, like if the cycling ability cost 1 less.
Thwart the Enemy - Best one-sided fog?
Titanoth Rex - The fattest of fatties, but would only be for reanimator as even a ramp deck would have a hard time casting this. Even for reanimator, they'd prefer Pelakka Wurm or Plated Crusher, so this card might not be good enough
Wilt - Potentially better than Return to Nature
Back for More - Cool reanimator card, but it might cost 1 mana too much.
Skull Prophet
Sprite Dragon - Needs 2 spells to be good, and I'd be happy with the card after 3+ spells. Izzet is pretty tight though
Krosan Tusker vs Titanoth Rex
and
Twisted Abomination vs Void Beckoner
Feels like an argument we are going to be having for a long time.
Is Grimdancer is great vs its meh. To punch or not to punch, Is mutate a good mechanic?
A lot of people picked all non-creature spells others like me mostly the creatures.
And the worst part is we are all locked inside and can't go cube and test it!
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
Regarding being locked up in quarantine: My friends and I have been drafting online and playing on Cockatrice, I think it could be an awesome idea if we got an MTGSalvation peasant cube draft going during this lockdown, maybe next weekend! It's pretty simple to do, free, and works on both macs and PCs. I'm not sure where the best place to bring this up is, maybe if people are interested we could make a thread?
https://cubecobra.com/cube/list/djredpeasant
Some broad thoughts on Mutate: I started looking at these as powerful, but situational auras more than anything else. They mostly want to go on smaller, non-Human creatures and into decks that want their ETB-like effect. In my mind, that splits them into two distinct camps: Green mutate creatures and non-Green mutate creatures. Imagine a card like Vulpikeet that is probably going to be very powerful in its native format because you can get a turn 3 attacking 3/4 flier. More than half of my white 1- and 2-drop creatures are human, so who knows how likely I am to even have a target turn 3. Even red is about 43% human at 1- and 2-drop creatures. Blue has very few early creatures. Black is decent for early non-Humans, but Green is certainly king of the jungle here with so many early non-Human mana creatures. Onto the list!
Honorable Mention) Flame Spill- I think Super-Duper Death Ray is a good enough 3 mana burn spell for large cubes, but would not want two. If you do not like silver border, give this a whirl.
Honorable Mention) Boot Nipper- I played Child of Night before, and this has solid upside over that.
Honorable Mention) Excavation Mole- Okay self-mill plus okay body could make it in aggressive graveyard strategies.
20) Spelleater Wolverine- I like that this card can help push Izzet Spells into a more graveyard-based deck. If your cube already has synergy that way, this is a decent option for support.
19) Channeled Force- Speaking of graveyard Izzet Spells, here's an option that could let you churn through your deck quickly. I like Ancient Excavation a lot in Dimir because of the graveyard support plus cycling.
18) Fire Prophecy- I, too, prefer my burn to go dome. But this has a powerful upside if you want this type of burn.
17) Dreamtail Heron- There are a select few blue creatures that benefit greatly from a turn-4 mutation. (Looter il-Kor, perhaps?) But otherwise, 3U to draw card and get +1/+2 and flying is not a great average benefit at all.
16) Regal Leosaur- Really shines in a token deck, either with the white flying tokens or the red Goblin tokens. Other than that, I doubt a generic aggro Boros deck wants this effect.
15) Lore Drakkis- I can certainly imagine powerful situations for this card. Even a late game 2-mana to give a creature +0/+1 and return a powerful spell is something. I think there are enough better versions of this effect available in Izzet decks (if you want to treat it as a mono-red card, that might up your utility).
14) Necropanther- Here is the first mutate card that really makes me feel like I'm getting a lot of impact for my mutation cost. Upgrading a small creature and getting back another 3-drop is pretty good. That said, still very situational, especially having a good target to return on turn 4.
13) Valiant Rescuer- I like the versatility of cycling 1 on an early-game card, but I like the sheer power of other 2-mana 3/1 creatures more and would suggest Shepherd of the Flock as a very versatile creature that is just better, I believe.
12) Wilt- I was initially very high on this card because I love early artifact destruction being available. That said, green has a ton of creature options I prefer before this.
11) Neutralize- The most interesting comparison to me is Supreme Will, a worse counter but a much-better card selection option. I ended up not trying that, so this will likely sit out as well.
Good Cycling Cards
10) Splendor Mare- Very strong body on its own plus the backup plan of cycling plus a lifelink counter. The main thing keeping it out of my CUbe is that is plays better defense then offense in an aggro color.
9) Titanoth Rex- It is SO big and just a tremendous re-animation target. The only giant Eldrazi I still play is Artisan of Kozilek, which benefits from being colorless and maybe a better attacker. I do not like giant creatures without ETB abilities, but at least you drew a card first.
Commander 2020 8.5) Bonder's Ornament- Definitely the best 3-mana artifact of its type. Combining Manalith with Jayemdae Tome. I think it is worse than Pristine Talisman, but certainly very close.
Good Mutate Cards
8) Boneyard Lurker- This turns a creature on board into a permanent back to your hand and the colors are right. This probably falls into the "reliable, but not powerful enough" mutate pile.
7) Migratory Greathorn- Turn 1 Elf into turn 2 Greathorn for the ramp plus a big creature is quite the dream. A slightly slower version of that is probably okay, but it falls off quickly after that. Powerful enough, but not reliable enough.
6) Auspicious Starrix- I am just slightly undersold on the plan of having a 6/6 for 4G. The mutate effect could certainly be much stronger than something like Boneyard Lurker though. Reliable and powerful, but maybe not enough of either. Very close call.
5) Parcelbeast- I think this is pretty good as just a 4-drop without mutate, but the upside of a turn 2 mutation or turn 3 mutation with drawing a card is super powerful. Reliable and powerful enough for me.
Pretty Good Cards
4) Skull Prophet- 3 power for two mana, ramps, and fills the graveyard. Should be pretty easy to make this useful in any game.
3) Grimdancer- This card plays offense and defense so, so well. Menace + deathtouch is extremely hard to block, and lifelink + deathtouch plays great defense in all scenarios. Extremely solid creature.
2) Sprite Dragon- The upside of permanent power boosting easily outclasses Stormchaser Mage for me. Plus, there's a super cool Godzilla version to play!
1) Heartless Act- A very good removal spell that we only see every couple of years. Plenty of room to be the 4th best version of the effect and make it easily into CUbe.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
I find it pretty hard to evaluate most of them, but I think at least Cavern Whisperer deserves some recognition. It's a 4 mana 4/4 haste menace (with the mutate drawback) that negates the inherent card disadvantage of mutate by nicking one from your opponent's hand. I have to imagine any black aggressive strategy is interested in this.
Woops, I was literally falling asleep finishing that post.
I've updated it with some very hot takes.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I will admit I might end up cutting Titanoth Rex out since Green is not really heavy on Reanimator enablement in my CU/be and it feels *off* to have a creature that is indeed just reanimator fodder in a colour that hardly even supports the archetype. At least Deathtouch is still a helpful keyword and black is primary reanimator, making Void Beckoner something you'd like to occasionally run as a trick (if you have lots of first-strike, for instance) even outside Reanimator. Definitely worse than Twisted Abomination in my eyes, though, since Abo is a great control finisher with early game utility.
I am currently testing Frillscare Mentor and Wingspan Mentor since both provide a decent ETB effect by allowing even smaller creatures to benefit from evasion (compared to trample) and Frillscare has a decent body while fliers are common enough to make Wingspan's activated ability have real value. Could be that I am misevaluating them.
Lore Drakkis having the creature form as a backup is *key*. You want to cast it for the Mutate cost but creatures are universally helpful so there is no situation where the card ends up completely dead, even if it has a condition for returning a spell. There are plenty of scenarios where you will welcome the ability to field even a sub-par body.
I definitely agree that Light of Hope is too weak even as a charm. Unlike something like Shredded Sails, it has a *ton* of situations where every single mode is useless or dead.
Edit: I could probably have created the deck better (still not used to CubeCobra's editor) but here is something of a 'where Frillscare Mentor would be good' deck that I drafted.
Weaponize the Monsters - I like it in both a tokens deck, control deck, and a sacrifice deck. Has it all and I like the 2 dmg over 1.
Forbidden Friendship - Strict upgrade
Flame Spill - I want more 4 dmg burn and this gives the possibility of 2 for 1, i like it
Call of the Death-Dweller - I think this will workout well in a lot of decks, especially drain decks
Parcelbeast - Mutate is not high on my list, but I think this card has a lot of promise
Bastion of Remembrance - I highly support drain decks, this is great
Grimdancer - Just solid card
Cards I am buying but still thinking about:
Auspicious Starrix - Mutate is questionable, 6/6 for 5 is okay, not sure yet.
Lore Drakkis - Mutate is questionable, and in my spells deck I don't have that many creatures to begin with, sure you can play it for an awful body, but if you are doing that you are likely losing anyway
Excavation Mole - I already have tons of mill that also have a benefit besides a 3/3 body, but maybe. I like my mill to also give me something back.. so this semi does that, it mills and gives me a 3/3 body, but not super on it yet.
Ram Through - I typically don't have green removal tricks, but this one is pretty nice.
Boon of the Wish-Giver - Probably one of the better high mana costed draw cards, need to take a look at my list
Sanctuary Smasher - I think its too slow, probably not happening
Sprite Dragon - Starts slow, but if not removed could do a hurting
Migratory Greathorn - Mutate is ?, though I do like the possibility of using a mana dork to ramp on t2
Necropanther - Mutate is ?, however it could work well with a sacrifice/drain deck
Buying, but probably not:
Titanoth Rex - Big guy, but I have so many better pay offs, sure its an 11/11 trample, but no protection
Void Beckoner - Slow cycling and just not super impressive
Boneyard Lurker - Not sure on mutate yet, and I like my current golgari section
I feel like Frillscare is a trap. I'm not sure why so many people are excited by this card.
You're getting roughly a Boggart Brute worth of value. Sorta. Not even that, honestly.
If creature you target is smaller (likely because you're trying to curve out), it's less useful.
If the creature you target already has evasion (or god forbid, menace itself) you are getting less value.
If you have no other creature, you are getting less value.
If you have no other non human creature, you are getting less value.
The only plus sides are that there's a "tribal" element to it, and that the menace creature can hit immediately.
The latter is pretty minimal, and as for the former, I don't really believe that menace is prevalent enough by itself to support tribal-esque synergy. Even if it was, this card plays very awkwardly by also sorta encouraging you to play creatures without menace as targets.
My C/Ube on Cube Cobra
Giving menace to an x/1 flying makes it significantly harder to block effectively. It trades twice as well with 1/1 flyers and becomes close to unblockable if your opponent doesn't have them.
Having a menace creature hit immediately seems pretty major to me; it's basically the point of the card. In aggressive decks that can easily be 2-3 free damage if you have any target.
Frillscare Mentor isn't an A+ card or anything, but a lot of these criticisms don't really seem accurate to me. Non-human is definitely a major sticking point, but at the same time curving a 3 power 2 drop into this is also really strong. That's also ignoring forcing beneficial trades by putting the counter on to FTK or whatever, specific synergies, and the activated ability, all of which are minor things that add up.
Out of curiosity, what three power two-drops are you thinking of? I did a quick pass on the most commonly played 2s in red and this hits Rimrock Knight and Bloodrage brawler (if you actually include brawler in your list), but it misses a lot of cards:
Stormblood Berserker
Gore-House Chainwalker
Borderland Marauder
etc.
I suppose you might have more luck in other colors, but overall I think people are underestimating the "non-human" drawback.
Which, in my opinion, is a decent selection for on curve applications in its native colour. (Yes, I know Hellraiser prevents curving straight into Frillscare Mentor.)
Slightly off topic, but how has Cloistered Youth fared for you?
https://cubecobra.com/cube/list/djredpeasant
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Noob, I'm curious about you cutting Shrine of Burning Rage, it's something I've been lightly considering myself, but I'd be happy to hear what your thought process is.
https://cubecobra.com/cube/list/djredpeasant