I am not an native English speaker so I might not understand the word niche as I thought I did but Tireless Provisioner is not as niche as Evolution Sage, right? Both require you to play lands, but Sage requires you to have counters on things as well while Provisioner gets value out of the land drops regardless of board state. Of the two, Sage is more niche almost by default. It could be stronger in the right deck, sure, but that's not what niche means or have I just been using this word wrong?
I am not an native English speaker so I might not understand the word niche as I thought I did but Tireless Provisioner is not as niche as Evolution Sage, right? Both require you to play lands, but Sage requires you to have counters on things as well while Provisioner gets value out of the land drops regardless of board state. Of the two, Sage is more niche almost by default. It could be stronger in the right deck, sure, but that's not what niche means or have I just been using this word wrong?
You've got the word correct. IMO wanting to conditionally ramp on a 3 drop and/or wanting to gain life at the cost of mana are both fairly weak effects. No one is going to turn down a free food token, but it takes specific scenarios for those to be actively good (as opposed to just "okay") and therefore takes a specific deck for me to want it. In my mind that makes it niche, though I understand why other people might not see it that way.
Sinister Starfish with surveil and not scry is great. Blocks well, filters your topdecks, fills your graveyard... Better for Control and graveyard decks than the blue Starfish.
Faithless Salvaging not requires discard as an additional cost. Maybe not awesome, but is good for red decks when you are on top deck mode.
You've got the word correct. IMO wanting to conditionally ramp on a 3 drop and/or wanting to gain life at the cost of mana are both fairly weak effects. No one is going to turn down a free food token, but it takes specific scenarios for those to be actively good (as opposed to just "okay") and therefore takes a specific deck for me to want it. In my mind that makes it niche, though I understand why other people might not see it that way.
Fair enough. I think Provisioner is quite strong but I guess I'll find out while testing.
Sinister Starfish
I have tested the blue counterpart and found it wanting, but the ability here is stronger and this type of repeatable effect is much rarer in black. In the right deck this seems better than Mire Triton or can maybe replace Ransack the Lab. It's still a 0/3 however...
arcbound shikari makes me want robots to be viable tbh.
Has anyone tried this recently? Sounds like a perfectly fun and unique twist on regular W/R. I vaguely recall us talking about it years ago, but can't find the thread. The new ones from this set might actually put something like this into playable territory. I for one have always wanted to put artifact lands, Court Homonculus, Shrapnel Blast, etc. into a peasant cube.
There are a lot of great cards in this set that I am going to have to spend a lot of time going through it all and making some difficult decisions. I feel like some archetypes got too many good cards this set and I am going to have to wind back or swap some cards.
Full set is out and *damn* they're delivering this time around.
Definite inclusions: Barbed Spike: The much-awaited Stormfront Pegasus with an upside. Also works very well with most of whites archetypes such as tokens and pants as a roleplayer. Lose Focus: A really good counterspell and I am running worse ones. Legion Vanguard: Such *fun*. Blazing Rootwalla: I welcome red 1-drops with easy requirements to make them good or interesting. Dragon's Rage Channeler: Ditto. Might have to decide on just one of the two. Flametongue Yearling: Red represents. Or has been needing stuff the most. Rakdos Headliner: I happen to have a suitable slot open.
Under consideration Glorious Enforcer: White getting its big finishers in check; both stabilizes you and ends the game quickly if left unanswered. Thraben Watcher: While tokens might benefit most from anthems, it's not as though there aren't other kinds of aggressive decks with many small creatures. Ghost-Lit Drifter: Could well force through a lot of damage in either mode. Hard Evidence: Blue really benefits from an effect like this. Also works with spells matter. Raving Visionary: In the kinds of decks where this would go, Delirium is easy to achieve. Tide Shaper: Not a true 1-drop outside the blue-mirror but nice regardless. Archfiend of Sorrows: Really fun black high end creature or reanimation target. Saved by the Unearth for value in the absence of a reanimation spell, too. Only slightly underwhelming effect. Break the Ice: I play with a snow C/Ube. This is basically 'destroy target basic land or destroy all basic lands'. Clattering Augur: Sure to have its uses. Loathsome Curator: A very decent body for the cost and not a bad Exploit effect. Necromancer's Familiar: Hard to kill flier even if you still need to keep mana open to do it and it costs a bit more than the white parallels. Nested Shambler: Decent baseline with an elevated ceiling. Sinister Starfish: Better in black and better effect than with the original. Vile Entomber: I have several archetypes that this guy would help be more consistent. Fast // Furious: Mostly a sweeper with an alternative mode. Gargadon: It's a very big lad that you can suspend early.
Goblin Traprunner: Is this our equivalent of a Goblin Rabblemaster or a Hero of Bladehold? Lightning Spear: Decent card that gives extra support to pants/equipment matters. Cheap to equip for once. Mine Collapse: Never underestimate free to cast removal. Abundant Harvest: Nice green cantrip. Bannerhide Krushok: The value. And not a bad baseline body, either. Foundation Breaker: Needed +1 toughness to win me over. But not bad by any means. Rift-Sower: In a sense, another 1-drop ramp spell to keep green the king of ramp. Scurry Oak: Gets its own counters easily. Timeless Witness: A lot of things that I personally want from a card but the extra mana might be too much. Tireless Provisioner: The trigger is definitely not niche since you don't rely on specific synergies for value. Urban Daggertooth: Another nice proliferate card. Lazotep Chancellor: That's not hard at all to do in these colours. Prophetic Titan: It's a nice body and versatile ETB effect with the potential for huge value. Ravenous Squirrel: Excellent hybrid card which does a lot for a 1-drop. Monoskelion: Very much under consideration. Ornithoper of Paradise: Really good if a bit more vulnerable colourless ramp card. Sanctuary Raptor: Crazy when enabled. Not a terrible baseline. Steel Dromedary: Fun.
Interesting: Abiding Grace: Build-around potential and just recycling basic 1-drops and gaining some life would not be bad, either. Blacksmith's Skill: It's a just really good, cheap protection spell. Constable of the Realm: Crazy if you can enable it properly but requires that support. Fairgrounds Patrol: Not really good enough at this point but it's a nice rate. Prismatic Ending: I don't like Converge but it's not terribad with just two colours. Scour the Desert: Still an interesting 'token reanimator' option even if token decks hardly play big creatures to go with it. Foul Watcher: Not a bad body once Delirium comes online. Parcel Myr: I kind of like it. Sweep the Skies: The 3-mana cast is not that bad already but not good enough by itself. Also decent at 4 mana in 3 colours. Gilt-Leaf Prowler: Can power stuff engines but too niche, probably. Kitchen Imp: Fun with Madness. A bit too underwhelming otherwise. Young Necromancer: Overcosted but out first reanimation on a stick. Arcbound Tracker: Interesting. Can trigger more than once a turn. Arcbound Whelp: In the right deck, being Modular might make it good enough. Captain Ripley Vance: Too hard to get value from with any consistency. Revolutionist: Somewhat overpriced without Madness but very good with Madness. Skophos Reaver: Another good deal with Madness. Fae Offering: Too niche but fun. Glinting Creeper: Boring but potentially huge. Herd Baloth: Too reliant on synergies despite the ceiling being amazing. Squirrel Sanctuary: Too dependent on open mana. Wren's Run Hydra: Traditional hydras are hard to evaluate. Arcus Acolyte: Really good if you make counters into an archetype with the push in this set. Batterbone: The equip cost kills it, though. Tormod's Cryptkeeper: Not a terrible card by itself but I discourage this level of GY hate.
The artifact duals: Potentially interesting.
>75% to stay Bone Shards - This just seems good on almost all decks that involve black (recursive creatures, aristocrats, graveyard matters, reanimation). Replaces Diregraf Ghoul Archfiend of Sorrows - Good reanimation target, good in the graveyard, not uncastable. Replaces Stinkweed Imp. Legion Vanguard - More descent sac outlets, more better. Replaces Nezumi Graverobber. Herd Baloth - Nice +1/+1 counters payoff. Needs other cards to do the thing, though. Replaces Scaled Behemoth.
>50% to stay Vile Entomber - This should be good for GY matters and reanimation, as well as for the recursive creatures. Will take the slot of Carnophage for now. Abundant Harvest - I am optimistic that this plays well. Replaces Weirding Wood. Glorious Enforcer - White finisher, reanimation target and top of the curve option. We'll say how they perform. Replaces Calciderm.
Under Consideration Timeless Witness - Right now, this feels too clunky. Barbed Spike Monoskelion - Even more +1/+1 counters support. Constable of the Realm - This feels a little bit unlikely to connect on its own. As soon as this gets a counter it's good.
Adding: Barbed Spike - A 2/1 flier for 1W with upside. What more to say.
Lose Focus - Lose Focus seems like a really good counterspell.
Legion Vanguard - A new tool for the aristocrat deck.] Vile Entomber - Testing in place of Mindwrack Harpy, which was more of a shotgun instead of a sniper rifle. Archfiend of Sorrows - Solid reanimate target while also being good in Golgari regardless.
Young Necromancer - Still feel this might be good enough, but I couldn't find a spot. If the recently added Dread Return doesn't work out I'll try her.
Dragon's Rage Channeller - I looked at the last 4 Izzet spell matter decks I drafted and they all had around 17 lands, 8-10 creatures, 5-8 sorceries, 6-9 instants and 0-1 planeswalkers. I don't think this will become a threat too often and if so I like Burning Prophet more and I am not even running that.
Revolutionist - This might be decent in Izzet spell matter decks. Those decks usually have 3 or 4 discards in the form of Looters or draw and discard spells.
Flourishing Strike - This seems decent but probably too low power if there is no flier on the opponent's side to warrant inclusion.
Ravenous Squirrel - This is not what my Golgari section is looking for but this might change in the future.
Prophetic Titan - I like the design of the card so I am ordering a copy. Will probably stay in the binder forever unless Izzet Gaint tribal ever becomes a real thing.
Goblin Anarchomancer - I first compared this to Goblin Electromancer but this is much better. Electromancer usually discount around half of your deck but Anarchomancer discounts everything. Still I only have two guild lots and this isn't that good.
Between a ton of cards for the artifact peasant cube I'm building (either 180 or 360, haven't made the final decision yet), a handful of cards for my tribal peasant that's in need of a rework anyway, and multiple cards that make me want to try and push an archetype in some cube, there are just a lot of very cool cards. Highlighting all would make this post way too long and detailed.
What I will be considering for my travel peasant cube (180 cards, modern frame):
Legion Vanguard - Sacrifice is a strong theme in this cube, and this looks like a great addition. I like that it's repeatable card selection and has the potential to become quite the threat. Will probably replace Bloodsky Berserker, which was on a short leash anyway.
Dragon's Rage Channeler - Even though Delirium is not easy, the upside is big enough that I want to try this one. Our 8 copies of Evolving Wilds/Terramorphic Expanse will help getting there. Having a 1-drop that gives red aggro some card selection is nice as well. It will replace Frenzied Goblin.
Abundant Harvest - Efficient cantrip that calls back to one my favorite cards back when I started. I like that it's something else than a creature, ramp, regrowth or pump spell. Not sure what to cut for it though.
Maybe: Barbed Spike - If I'm ever in the market for something like this, it's the best version of it.
Lose Focus - It would basically have to replace Mana Leak. Leak is better early, but Lose Focus basically turns into a hard counter in the lategame. I think I will start keeping this card in mind whenever I draft/play with Leak the next couple of drafts.
Archfiend of Sorrows - Good to reanimate, maybe to ramp into although 7 mana is a lot. I like a discard into unearth option as well. The travel cube has a lot of tokens and utility creatures this will be able to sweep up. Might replace Twisted Abomination, which is more versatile but more boring as well.
Blazing Rootwalla - Solid 1-drop that can be function as card advantage is interesting.
Flametongue Yearling - Awesome card that would definitely have made my cube if it was bigger. I like the big bro better because it's easier to cast and better to reuse. At the 2-drop slot I have Heartfire Immolator and Goblin Cratermaker, both of which I find more interesting.
Monoskelion - A colorless bear that can ping a Mother of Runes, Blood Artist, Young Pyromancer sounds appealing. I don't have enough ways to add counters in this particular cube, but maybe when that changes this becomes interesting.
I am so excited that this full set is finally spoiled! This set has a ton of interesting cards and, I believe, a pretty flat power level. I only think a single card is a staple and I could really see having fewer than 5 cards from Modern Horizons 2 in my Cube by next year. Since there are so many interesting cards, I have been thinking for a week exactly how large my set review should be and this is the biggest one yet. Commander Legends went to top 25, but Modern Horizons 2 will have a top 30! And that's excluding another 30+ cards I considered. Here comes my Way Too Early Top 20 30 List for Modern Horizons 2!
30) Prismatic Ending, 29) Glinting Creeper, 28) Sweep the Skies, 27) Radiant Epicure and 26) Kaleidoscorch - I have zero true multicolored cards on this list, as I think my sections are pretty tight and nothing will break through. However, I think all of the Converge spells are pretty interesting. This rank order basically reflects how playable I think they are at 2-3 different colors used. Kaleidoscorch is reasonable enough as a Firebolt simile and if you squint, Radiant Epicure kind of looks like Siege Rhino.
25) Jade Avenger- What exactly is this card most like? A 2/2 first striker? A 2/2 with limited evasion? A 4/4 wall that sometimes attacks? I lean towards this playing mostly like a 2/2 first striker, and that is slightly underpowered for green 2-drops.
24) Monoskelion- I think paying 1 to deal damage severely hurts the power of this card. Instead of a potential 2 mana two-for-one, you get that deal for 3 mana. This is certainly a flexible card though and benefits by being reasonable in all types of decks.
23) Scuttletide- With delirium active, turning excess cards into 1/4s is very reasonable. I doubt this will ever be a single-card win condition, but it clogs up the board and can assist with closing the game. Really cute with cards like Sanitarium Skeleton.
22) Dragon's Rage Channeler- This looks good for the spells deck and maybe decent enough for generic red aggro. That said, I do not believe there is any deck that reliably has this at 3/3 earlier than turn 5.
The Reanimation Trio
21) Bone Shards, 20) Young Necromancer, and 19) Vile Entomber- All three of these cards fall a bit flat for me outside of very dedicated reanimator decks. Bone Shards has a lot of recent competition at 1 mana for creature kill spells. Young Necromancer falls among my 8th to 12th best reanimation spells, and I play 7 right now. Vile Entomber falls slightly behind other spells which self-mill for more cards, as non-reanimator graveyard stats do not typically need 1 specific spell in the graveyard.
The Counter Quartet
18) Constable of the Realm, 17) Herd Baloth, 16) Bannerhide Krushok, and 15) Scurry Oak- This set has convinced me to try out additional cards for the Persist combo decks, as a potential precursor to focusing even more on +1/+1 counters down the line. Constable of the Realm gets hurt by having a lot of competition among white 5-drops for +1/+1 counter support. Herd Baloth has the infinite combo with Ivy Lane Denizen but, without that, is pretty unreliable. Bannerhide Krushok is really, really close to getting in right now, looking like a mono-colored Ghor-Clan Rampager. Scurry Oak adds a lot to the battlefield with just 2 evolutions, and I think stands alone well without specific combo support (like Ivy Lane Denizen again).
More Interesting Cards
14) Blazing Rootwalla- I have jumped all over on this one. My main concern is that it feels a little underwhelming on a crowded board, whereas some other red one-drops can sometimes contribute.
13) Goblin Traprunner- This card feels less like a Goblin Rabblemaster and more like a swingy Beetleback Chief. This should be pretty good in most aggro decks, but I think sacrifice decks will benefit from the extra bodies AND provide more chances for Goblin Traprunner to keep attacking.
12) Legion Vanguard- Definitely an awesome way to turn those extra bodies into an advantage, but exploring is always a bit inconsistent in which advantage it provides.
11) Mine Collapse- A card that looks kind of Magmatic Sinkhole, an interesting MH1 card I never wanted to add. I believe the upside of being a free spell means a lot, but I need to be fully convinced.
10) Archfiend of Sorrows- I think this card could be an archetype defining sort of card, reminding me a lot of Feast of Succession. We have a big, expensive spell that really puts the clamps on aggro but also functions as a reasonable finisher in other matchups. This costs 7 mana instead of 6, but does have the potential Unearth upside.
9) Tireless Provisioner- This card might have its most upside in treasure-making, but could also be a great roadblock when it starts cooking up food. Pretty versatile, if not specifically powerful.
Cards I Am Excited To Play
5) Abundant Harvest- I am still skeptical of this card, but excited to test out. I worry this card is going to be mostly air. Whereas blue can use all that air to pump out something big (Pteramander or Rise from the Tides), green has fewest places to put that air. If there is a good spot to play it early, Abundant Harvest can help smooth out land drops or find a play for later. If these is not a good spot to play it early, it can make your turns a little awkward. Is adding G to the average spell in your deck better than the best spell in your sideboard?
4) Lose Focus- Probably the best two-mana counter spell since Remand? I could certainly see a world where this is better than Miscalculation, with its different type of flexibility. Even it is not better, being in the same realm as those two spells is pretty great.
3) Thraben Watcher- Always Watching was such an amazing card because the pump plus vigilance made your creatures dominate on offense and defense. This is more fragile than Always Watching was, but also attacks as a 2/2 flier. As a static ability, Thraben Watcher can impact the board the turn cycle it hits.
2) Timeless Witness- A bit controversial at #2, but I kept coming back to this being a potential four-for-one. Getting all of the card advantage is slow and expensive, but this is a pretty decent two-for-one on its face for 2GG. I also kept comparing this to Harmonize, where the three cards you "draw" are a 2/1 on the board, a cast Regrowth and a 5GG sorcery that makes a 4/4 plus Regrowth.
1) Flametongue Yearling- This was an easy #1. At RR, this is equal to Fire Imp and at 2RR, this is (mostly) better than Stalking Yeti. Besides already comparing well to two other Cube cards I really like, you also get the option to make it even bigger or combine pump spells with the ETB trigger. The only card I would consider an absolute staple from this set.
As expected this is a great set for peasant cubes.
Additions:
Flametongue Yearling - I dislike CC cards and avoid them wherever I can, but this is probably too good to pass and it will most likely replace Fire Imp, like in many other cubes as it seems.
Abundant Harvest - Good card filtering spell in the color that needs it most. Better than Adventurous Impulse imo and that's still in my cube so this card will replace it.
Barbed Spike - Finally an upgrade for Stormfront Pegasus and an easy swap. Additional support for the equipment deck as well.
Lose Focus - A very good counterspell, will most likely replace Complicate, which is expensive to cast and often random.
Scurry Oak - A powerful three drop if played on curve and it has synergies with token and +1/+1 counter deck, both of which I support in WG.
Dragon's Rage Channeler - Great one drop for a spells matter deck. Will provide card filtering early and a reasonable attacker/finisher later. Only downside is that you have not much control over when it will become a flyer that attacks each turn, which may result in suicide every once in a while.
Archfiend of Sorrows - I had Havoc Demon in my cube for some time and it wasn't terrible, but ultimately it was too narrow. Archfiend of Sorrows will work in reanimator decks, BG graveyard decks and generally in midrange and control decks.
Unbounded Potential - Will most likely replace Shoulder to Shoulder as it should be quite a bit more powerful in a counters deck and both aren't really playable outside of that deck.
Not sure yet/honorable mentions:
Bone Shards - I'm looking for a removal spell that doesn't work in control and this may be it. Will think about it.
Herd Baloth - Tempting as it can become insanely powerful with the right setup.
Legion Vanguard - I like sacrifice engines and this doesn't seem too bad. On the other hand the ability has a cost and isn't that high impact. Will think about it.
Blazing Rootwalla - A decent red one drop, but in most cases you can't afford to spend mana to pump it on your second turn in an aggro deck and later on a 3/1 isn't that great either. Madness will hardly be useful unless you're lucky and can cast Faithless Looting.
Vile Entomber - Probably a bit too narrow. For a reanimator deck the effect comes too late and in a graveyard deck you get a 2/2 deathtouch and a card at best, half a card or no card at worst. In any deck that doesn't run at least two good flashback cards he's unplayable.
Goblin Traprunner - I think this is quite powerful and possibly better than Beetleback Chief, but I hate coin flip as a mechanic. You attack with it and don't know what will come out of it, so often you're either screwed or it may even win you the game. Magic is random enough as is, so I don't need this.
Tireless Provisioner - I'm unsure about this card. Food tokens are next to worthless and if you run out of lands after turn three you wished you'd have Civic Wayfinder in your deck instead. On the other hand if you have a lot of lands it can be powerful. I guess I'll stick with the more reliable and boríng card for now.
Foundation Breaker - Cards like that are sideboard cards mostly in my cube, so I don't want to run too many of them. This isn't bad, but I like my other options more.
Timeless Witness - This is a bit too expensive for my taste. Getting back a card is strong, Eternalize is strong, but I doubt it will be super useful at that cost since cube isn't so slow that you can easily afford to play a 4 cmc Eternal Witness. Will still order a copy.
Thraben Watcher - Good flyer, but white is the token color and even the skies deck runs a lot of token cards. If it would include tokens it would probably be too good and an absolute no-brainer, but for now I'll stick with my other anthem effects.
Lots of interesting cards but few standout staples. A year from now I could have a lot of cards from this set in my cube or only a few and I wouldn't be surprised either way.
Include Barbed Spike - Barely an upgrade over Mistral Charger but I'll try it out Constable of the Realm - Possibly over Elite Scaleguard?? Both are a top-end for the counters deck, but undecided on this one. I have a feeling that a 5 drop 3/3 won't be able to renown itself very often, so it will come to down how often other cards can put counters on it. Might test the swap. Bone Shards - Will test over Spark Harvest to see if the discard option is better than the high cost option. Legion Vanguard - Looks like a strong sacrifice outlet, feels good after 1 activation Loathsome Curator - Decent without exploit and quite strong with it. Flametongue Yearling - Double R is tough but this creature seems strong enough to be worth it. The only red card I liked. Bannerhide Krushok - Great floor, but also has the potential to support graveyard and counters decks. Herd Baloth - Has very high variance, so I'll have to see how often it works out. Scurry Oak - Much higher floor than it's big brother Herd Baloth because it's self enabling. Ornithopter of Paradise - Good ramp creature for non-green decks
Considering Guardian Kirin - Covers Flyers, Counters, and Aristocrats archetypes in my cube but seems a touch weak Unbounded Potential - Decent Counters support, I wish the entwine was just 1 mana cheaper Ghost-Lit Drifter - Another good Wind Drake+, but that spot is very competitive Lose Focus - Competing against Miscalculation for me, and I think I prefer Miscalculation Said // Done - Seems like decent rates on both sides and the versatility is nice. Archfiend of Sorrows - Good reanimation target but it looks like the unearth mode will be the main way it's played. Nested Shambler - a 1 mana 1/1 that dies into another 1/1 is decent but not exciting, but the possibility to getting a ton of tokens is quite interesting Sinister Starfish - I like the card filtering and graveyard filling, but I wish it were a better blocker. Vermin Gorger - Drain 2 seems good but not great for sacing a creature. Hurt by Legion Vanguard looking stronger in the same spot Vile Entomber - I like the idea of this but it may be too niche? Jade Avenger - Quite strong in combat but a bit boring Timeless Witness - Lots of value but I have a feeling this is just too slow. Tireless Provisioner - I think I'd be happy with this once I got 2-3 treasures. Played on turn 3 that's doable, but later it seems unlikely. Urban Daggertooth - Another decent counters support card. I would like it but only 3 toughness significantly hurts it. Very likely to die in 1 combat and only 1 proliferate trigger. Would have been stronger as a 3/4. Wren's Run Hydra - Scalable threat that can also turn into a big pump combat trick, as well as supporting counters. Arcus Acolyte - Strong, but my GW section is already stacked with cards that help out the Counters theme. I kind of dislike how in the counters deck a lot of your creatures won't even get to benefit from Outlast. Goblin Anarchomancer - Would be an auto-include if my GR section was ramp based. Ravenous Squirrel- Hurt by being GB while my Aristocrats theme is WB. Monoskelion - Good in the counters deck, just decent as a low-end filler outside of it. Seems a bit narrow.
Very fun set. I feel like red and green got the best toys.
Considering: Dragon's Rage Channeler - Spellslinger support, card filtering, surveil to feed graveyard recursion, and potentially a fling beater. Flametongue Yearling - Scalable body and removal, potential +1/+1 counter synergy, gets a boost from Rhythm of the Wilds. Abundant Harvest - Cheap spellslinger card that replaces itself and can break mana screw or mana flood. Foundation Breaker - Flexible cost, solid artifact/enchantment removal, ETB abuse with flicker. Scurry Oak - Good +1/+1 counter payoff, helps tokens and aristocrats. Tireless Provisioner - Lotus Cobra that stockpiles mana in the form of treasure. Also can buffer your life late game. Foul Watcher - There's been zero discussion on this card, but I'm intrigued enough to try it. I like surveil for card filtering, it fits with flying decks and ETB decks, and it can also set up graveyard recursion.
Foul Watcher - There's been zero discussion on this card, but I'm intrigued enough to try it. I like surveil for card filtering, it fits with flying decks and ETB decks, and it can also set up graveyard recursion.
Foul Watcher - There's been zero discussion on this card, but I'm intrigued enough to try it. I like surveil for card filtering, it fits with flying decks and ETB decks, and it can also set up graveyard recursion.
I've found Delirium to be very hard to achieve with my current cube composition, so I usually evaluate cards as if the Delirium part didn't exist. Which is why I don't care for Dragon's Rage Channeler or Foul Watcher. My cube would need to go much more heavily into self-sacrificing artifacts, enchantments, and lands to make delirium reliable.
I've found Delirium to be very hard to achieve with my current cube composition, so I usually evaluate cards as if the Delirium part didn't exist. Which is why I don't care for Dragon's Rage Channeler or Foul Watcher. My cube would need to go much more heavily into self-sacrificing artifacts, enchantments, and lands to make delirium reliable.
While I do have four cards already in my cube with delirium, I absolutely agree with you about evaluating them as if they didn't have it. And I still like Rage Channeler.
My C/Ube on Cube Cobra
You've got the word correct. IMO wanting to conditionally ramp on a 3 drop and/or wanting to gain life at the cost of mana are both fairly weak effects. No one is going to turn down a free food token, but it takes specific scenarios for those to be actively good (as opposed to just "okay") and therefore takes a specific deck for me to want it. In my mind that makes it niche, though I understand why other people might not see it that way.
Faithless Salvaging not requires discard as an additional cost. Maybe not awesome, but is good for red decks when you are on top deck mode.
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
So some new cards (with silly names):
Ornithopter of Paradise
This seems decent. It gets removed more easily than Coldsteel Heart or Sphere of the Suns but can block in a pinch or carry equipment.
Sinister Starfish
I have tested the blue counterpart and found it wanting, but the ability here is stronger and this type of repeatable effect is much rarer in black. In the right deck this seems better than Mire Triton or can maybe replace Ransack the Lab. It's still a 0/3 however...
My C/Ube on Cube Cobra
Has anyone tried this recently? Sounds like a perfectly fun and unique twist on regular W/R. I vaguely recall us talking about it years ago, but can't find the thread. The new ones from this set might actually put something like this into playable territory. I for one have always wanted to put artifact lands, Court Homonculus, Shrapnel Blast, etc. into a peasant cube.
My Cubes:
Peasant Travel Cube on CubeCobra (180 cards, modern frames) (mtgsalvation thread can be found here)
I had a blog for a while @ peasant-cube.blogspot.com where I may or may not post again, lol
Thoughts on Unbounded Potential?
Creature - Goblin (Uncommon)
Whenever ~ attacks, flip 3 coins. For each flip won, create a 1/1 red Goblin creature token tapped and attacking.
4/2
Somewhere between Beetleback Chief, a vanilla 4/2 for 4 and Goblin Rabblemaster? Looks very interesting.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Knighted Myr
Unbounded Potential
Counterspell
Greed
Lightning Spear
Flametongue Yearling
Goblin Bombardment
Herd Baloth
Scurry Oak
Ravenous Squirrel
Fire // Ice
Shardless Agent
Monoskelion
Ornithopter of Paradise
Mishra's Factory
Maybe
Archfiend of sorrows
Sinister Starfish
Young Necromancer
Dragon's Rage Channeler
Faithless Salvaging
Fast // Furious
Deepwood Denizen
Tireless Provisioner
Batterbone
There are a lot of great cards in this set that I am going to have to spend a lot of time going through it all and making some difficult decisions. I feel like some archetypes got too many good cards this set and I am going to have to wind back or swap some cards.
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
Definite inclusions:
Barbed Spike: The much-awaited Stormfront Pegasus with an upside. Also works very well with most of whites archetypes such as tokens and pants as a roleplayer.
Lose Focus: A really good counterspell and I am running worse ones.
Legion Vanguard: Such *fun*.
Blazing Rootwalla: I welcome red 1-drops with easy requirements to make them good or interesting.
Dragon's Rage Channeler: Ditto. Might have to decide on just one of the two.
Flametongue Yearling: Red represents. Or has been needing stuff the most.
Rakdos Headliner: I happen to have a suitable slot open.
Under consideration
Glorious Enforcer: White getting its big finishers in check; both stabilizes you and ends the game quickly if left unanswered.
Thraben Watcher: While tokens might benefit most from anthems, it's not as though there aren't other kinds of aggressive decks with many small creatures.
Ghost-Lit Drifter: Could well force through a lot of damage in either mode.
Hard Evidence: Blue really benefits from an effect like this. Also works with spells matter.
Raving Visionary: In the kinds of decks where this would go, Delirium is easy to achieve.
Tide Shaper: Not a true 1-drop outside the blue-mirror but nice regardless.
Archfiend of Sorrows: Really fun black high end creature or reanimation target. Saved by the Unearth for value in the absence of a reanimation spell, too. Only slightly underwhelming effect.
Break the Ice: I play with a snow C/Ube. This is basically 'destroy target basic land or destroy all basic lands'.
Clattering Augur: Sure to have its uses.
Loathsome Curator: A very decent body for the cost and not a bad Exploit effect.
Necromancer's Familiar: Hard to kill flier even if you still need to keep mana open to do it and it costs a bit more than the white parallels.
Nested Shambler: Decent baseline with an elevated ceiling.
Sinister Starfish: Better in black and better effect than with the original.
Vile Entomber: I have several archetypes that this guy would help be more consistent.
Fast // Furious: Mostly a sweeper with an alternative mode.
Gargadon: It's a very big lad that you can suspend early.
Goblin Traprunner: Is this our equivalent of a Goblin Rabblemaster or a Hero of Bladehold?
Lightning Spear: Decent card that gives extra support to pants/equipment matters. Cheap to equip for once.
Mine Collapse: Never underestimate free to cast removal.
Abundant Harvest: Nice green cantrip.
Bannerhide Krushok: The value. And not a bad baseline body, either.
Foundation Breaker: Needed +1 toughness to win me over. But not bad by any means.
Rift-Sower: In a sense, another 1-drop ramp spell to keep green the king of ramp.
Scurry Oak: Gets its own counters easily.
Timeless Witness: A lot of things that I personally want from a card but the extra mana might be too much.
Tireless Provisioner: The trigger is definitely not niche since you don't rely on specific synergies for value.
Urban Daggertooth: Another nice proliferate card.
Lazotep Chancellor: That's not hard at all to do in these colours.
Prophetic Titan: It's a nice body and versatile ETB effect with the potential for huge value.
Ravenous Squirrel: Excellent hybrid card which does a lot for a 1-drop.
Monoskelion: Very much under consideration.
Ornithoper of Paradise: Really good if a bit more vulnerable colourless ramp card.
Sanctuary Raptor: Crazy when enabled. Not a terrible baseline.
Steel Dromedary: Fun.
Interesting:
Abiding Grace: Build-around potential and just recycling basic 1-drops and gaining some life would not be bad, either.
Blacksmith's Skill: It's a just really good, cheap protection spell.
Constable of the Realm: Crazy if you can enable it properly but requires that support.
Fairgrounds Patrol: Not really good enough at this point but it's a nice rate.
Prismatic Ending: I don't like Converge but it's not terribad with just two colours.
Scour the Desert: Still an interesting 'token reanimator' option even if token decks hardly play big creatures to go with it.
Foul Watcher: Not a bad body once Delirium comes online.
Parcel Myr: I kind of like it.
Sweep the Skies: The 3-mana cast is not that bad already but not good enough by itself. Also decent at 4 mana in 3 colours.
Gilt-Leaf Prowler: Can power stuff engines but too niche, probably.
Kitchen Imp: Fun with Madness. A bit too underwhelming otherwise.
Young Necromancer: Overcosted but out first reanimation on a stick.
Arcbound Tracker: Interesting. Can trigger more than once a turn.
Arcbound Whelp: In the right deck, being Modular might make it good enough.
Captain Ripley Vance: Too hard to get value from with any consistency.
Revolutionist: Somewhat overpriced without Madness but very good with Madness.
Skophos Reaver: Another good deal with Madness.
Fae Offering: Too niche but fun.
Glinting Creeper: Boring but potentially huge.
Herd Baloth: Too reliant on synergies despite the ceiling being amazing.
Squirrel Sanctuary: Too dependent on open mana.
Wren's Run Hydra: Traditional hydras are hard to evaluate.
Arcus Acolyte: Really good if you make counters into an archetype with the push in this set.
Batterbone: The equip cost kills it, though.
Tormod's Cryptkeeper: Not a terrible card by itself but I discourage this level of GY hate.
The artifact duals: Potentially interesting.
100% to stay
Arcus Acolyte - Perfect sign post for selesnya +1/+1 counters. Replaces Juniper Order Ranger.
Scurry Oak - Very nice 3drop for the +1/+1 counters archetype. Replaces Imperious Perfect.
Flametongue Yearling - Just an overall flexible and strong red creature. Replaces Burning-Fist Minotaur.
>75% to stay
Bone Shards - This just seems good on almost all decks that involve black (recursive creatures, aristocrats, graveyard matters, reanimation). Replaces Diregraf Ghoul
Archfiend of Sorrows - Good reanimation target, good in the graveyard, not uncastable. Replaces Stinkweed Imp.
Legion Vanguard - More descent sac outlets, more better. Replaces Nezumi Graverobber.
Herd Baloth - Nice +1/+1 counters payoff. Needs other cards to do the thing, though. Replaces Scaled Behemoth.
>50% to stay
Vile Entomber - This should be good for GY matters and reanimation, as well as for the recursive creatures. Will take the slot of Carnophage for now.
Abundant Harvest - I am optimistic that this plays well. Replaces Weirding Wood.
Glorious Enforcer - White finisher, reanimation target and top of the curve option. We'll say how they perform. Replaces Calciderm.
Under Consideration
Timeless Witness - Right now, this feels too clunky.
Barbed Spike
Monoskelion - Even more +1/+1 counters support.
Constable of the Realm - This feels a little bit unlikely to connect on its own. As soon as this gets a counter it's good.
Legacy Cube
Burning-Tree Emissary
Bloodbraid Elf
Anarcheomancer
Rift Bolt
Search for Tomorrow
Trumpeting Herd
Staggershock
Abundant Harvest
Mine Collapse
Manamorphose
Treasure Keeper (sorta)
Rimrock Knight
Rosethorn Acolyte
Embereth Shieldbreaker
Goblin Freerunner
Reckless Bushwhacker
Foretell cards, maybe?
I'm just not convinced Captain Ripley Vance and Volcanic Torrent are enough to carry the big payoff role on their own.
Barbed Spike - A 2/1 flier for 1W with upside. What more to say.
Lose Focus - Lose Focus seems like a really good counterspell.
Legion Vanguard - A new tool for the aristocrat deck.]
Vile Entomber - Testing in place of Mindwrack Harpy, which was more of a shotgun instead of a sniper rifle.
Archfiend of Sorrows - Solid reanimate target while also being good in Golgari regardless.
Blazing Rootwalla - Seems better than some other option I am running in the red one drops.
Flametongue Yearling - Enough has been said about this card.
Fast // Furious - Volcanic Torrent was nice but this fits better in archtypes I am running.
Tireless Provisioner - As I said; I think Provisioner is quite strong but I guess I'll find out while testing. Smile
Timeless Witness - I like this. It's worse then Eternal Witness for sure but Archaeomancer is also a decent card and this is much better.
Ornithopter of Paradise - Good colorless ramp and fixing.
+1/+1 counter cards (I am not adding this support now but might in the future):
Bannerhide Krushok
Deepwood Denizen
Scurvy Oak
Arcus Acolyte
Monoskelion
Herd Baloth
Knighted Myr
Unbounded Potential
Ordering a copy but not sure whether to add:
Glorious Enforcer I think I prefer Feudkiller's Verdict, but I might be convinced otherwise.
Cabal Initiate - Maybe for the reanimate deck?
Sinister Starfish - Comparing this to Merfolk Looter make this seems bad even but it is in a different color.
Young Necromancer - Still feel this might be good enough, but I couldn't find a spot. If the recently added Dread Return doesn't work out I'll try her.
Dragon's Rage Channeller - I looked at the last 4 Izzet spell matter decks I drafted and they all had around 17 lands, 8-10 creatures, 5-8 sorceries, 6-9 instants and 0-1 planeswalkers. I don't think this will become a threat too often and if so I like Burning Prophet more and I am not even running that.
Revolutionist - This might be decent in Izzet spell matter decks. Those decks usually have 3 or 4 discards in the form of Looters or draw and discard spells.
Flourishing Strike - This seems decent but probably too low power if there is no flier on the opponent's side to warrant inclusion.
Ravenous Squirrel - This is not what my Golgari section is looking for but this might change in the future.
Prophetic Titan - I like the design of the card so I am ordering a copy. Will probably stay in the binder forever unless Izzet Gaint tribal ever becomes a real thing.
Goblin Anarchomancer - I first compared this to Goblin Electromancer but this is much better. Electromancer usually discount around half of your deck but Anarchomancer discounts everything. Still I only have two guild lots and this isn't that good.
My C/Ube on Cube Cobra
Barbed Spike -> Ardenvale Tactician // Dizzying Swoop
Unbounded Potential -> Teyo, the Shieldmage
Lose Focus -> Fall from Favor
Archfiend of Sorrows -> Gilt-Leaf Winnower
Legion Vanguard -> Mire Triton
Loathsome Curator - Not adding right now, will order for future sitting in my binder.
Sinister Starfish -> Bleeding Edge
Vile Entomber -> Golgari Thug
Blazing Rootwalla -> Fireblade Charger
Dragon's Rage Channeler -> Frenzied Goblin
Flametongue Yearling -> Blood Aspirant
Goblin Traprunner -> Kinetic Augur
Abundant Harvest - Actually already added this, thought it was previously spoiled as an uncommon.. oops
Bannerhide Krushok -> Seed Guardian
Chatterstorm - Ordering incase GR storm actually becomes something
Duskshell Crawler - Probably not good enough, but I do find that the +1/+1 decks start off a bit slow and this could help that
Herd Baloth - Just 1 trigger and this card is worth it... dunno
Rift Sower -> Sylvan Ranger
Scurry Oak -> Excavation Mole
Timeless Witness -> Kessig Prowler
Tireless Provisioner -> Migratory Greathorn
Arcus Acolyte -> Huatli's Raptor
Goblin Anarchomancer -> Rhythm of the Wild
Monoskelion -> Contagion Clasp
Ornithopter of Paradise -> Renegade Freighter
Bone Shards -> fatal push
What I will be considering for my travel peasant cube (180 cards, modern frame):
Legion Vanguard - Sacrifice is a strong theme in this cube, and this looks like a great addition. I like that it's repeatable card selection and has the potential to become quite the threat. Will probably replace Bloodsky Berserker, which was on a short leash anyway.
Dragon's Rage Channeler - Even though Delirium is not easy, the upside is big enough that I want to try this one. Our 8 copies of Evolving Wilds/Terramorphic Expanse will help getting there. Having a 1-drop that gives red aggro some card selection is nice as well. It will replace Frenzied Goblin.
Abundant Harvest - Efficient cantrip that calls back to one my favorite cards back when I started. I like that it's something else than a creature, ramp, regrowth or pump spell. Not sure what to cut for it though.
Maybe:
Barbed Spike - If I'm ever in the market for something like this, it's the best version of it.
Lose Focus - It would basically have to replace Mana Leak. Leak is better early, but Lose Focus basically turns into a hard counter in the lategame. I think I will start keeping this card in mind whenever I draft/play with Leak the next couple of drafts.
Archfiend of Sorrows - Good to reanimate, maybe to ramp into although 7 mana is a lot. I like a discard into unearth option as well. The travel cube has a lot of tokens and utility creatures this will be able to sweep up. Might replace Twisted Abomination, which is more versatile but more boring as well.
Blazing Rootwalla - Solid 1-drop that can be function as card advantage is interesting.
Flametongue Yearling - Awesome card that would definitely have made my cube if it was bigger. I like the big bro better because it's easier to cast and better to reuse. At the 2-drop slot I have Heartfire Immolator and Goblin Cratermaker, both of which I find more interesting.
Quirion Ranger coming out in modern frame reminds me of Wirewood Symbiote being available in modern frame and a sick combo with Bloodbraid Elf and Frilled Mystic
Monoskelion - A colorless bear that can ping a Mother of Runes, Blood Artist, Young Pyromancer sounds appealing. I don't have enough ways to add counters in this particular cube, but maybe when that changes this becomes interesting.
My Cubes:
Peasant Travel Cube on CubeCobra (180 cards, modern frames) (mtgsalvation thread can be found here)
I had a blog for a while @ peasant-cube.blogspot.com where I may or may not post again, lol
2030 List for Modern Horizons 2!25) Jade Avenger- What exactly is this card most like? A 2/2 first striker? A 2/2 with limited evasion? A 4/4 wall that sometimes attacks? I lean towards this playing mostly like a 2/2 first striker, and that is slightly underpowered for green 2-drops.
24) Monoskelion- I think paying 1 to deal damage severely hurts the power of this card. Instead of a potential 2 mana two-for-one, you get that deal for 3 mana. This is certainly a flexible card though and benefits by being reasonable in all types of decks.
23) Scuttletide- With delirium active, turning excess cards into 1/4s is very reasonable. I doubt this will ever be a single-card win condition, but it clogs up the board and can assist with closing the game. Really cute with cards like Sanitarium Skeleton.
22) Dragon's Rage Channeler- This looks good for the spells deck and maybe decent enough for generic red aggro. That said, I do not believe there is any deck that reliably has this at 3/3 earlier than turn 5.
The Reanimation Trio
21) Bone Shards, 20) Young Necromancer, and 19) Vile Entomber- All three of these cards fall a bit flat for me outside of very dedicated reanimator decks. Bone Shards has a lot of recent competition at 1 mana for creature kill spells. Young Necromancer falls among my 8th to 12th best reanimation spells, and I play 7 right now. Vile Entomber falls slightly behind other spells which self-mill for more cards, as non-reanimator graveyard stats do not typically need 1 specific spell in the graveyard.
The Counter Quartet
18) Constable of the Realm, 17) Herd Baloth, 16) Bannerhide Krushok, and 15) Scurry Oak- This set has convinced me to try out additional cards for the Persist combo decks, as a potential precursor to focusing even more on +1/+1 counters down the line. Constable of the Realm gets hurt by having a lot of competition among white 5-drops for +1/+1 counter support. Herd Baloth has the infinite combo with Ivy Lane Denizen but, without that, is pretty unreliable. Bannerhide Krushok is really, really close to getting in right now, looking like a mono-colored Ghor-Clan Rampager. Scurry Oak adds a lot to the battlefield with just 2 evolutions, and I think stands alone well without specific combo support (like Ivy Lane Denizen again).
More Interesting Cards
14) Blazing Rootwalla- I have jumped all over on this one. My main concern is that it feels a little underwhelming on a crowded board, whereas some other red one-drops can sometimes contribute.
13) Goblin Traprunner- This card feels less like a Goblin Rabblemaster and more like a swingy Beetleback Chief. This should be pretty good in most aggro decks, but I think sacrifice decks will benefit from the extra bodies AND provide more chances for Goblin Traprunner to keep attacking.
12) Legion Vanguard- Definitely an awesome way to turn those extra bodies into an advantage, but exploring is always a bit inconsistent in which advantage it provides.
11) Mine Collapse- A card that looks kind of Magmatic Sinkhole, an interesting MH1 card I never wanted to add. I believe the upside of being a free spell means a lot, but I need to be fully convinced.
10) Archfiend of Sorrows- I think this card could be an archetype defining sort of card, reminding me a lot of Feast of Succession. We have a big, expensive spell that really puts the clamps on aggro but also functions as a reasonable finisher in other matchups. This costs 7 mana instead of 6, but does have the potential Unearth upside.
9) Tireless Provisioner- This card might have its most upside in treasure-making, but could also be a great roadblock when it starts cooking up food. Pretty versatile, if not specifically powerful.
Slight Upgrades
8) Rift Sower, 7) Barbed Spike, and 6) Foundation Breaker- All three of these cards are good enough to replace similar cards (Search for Tomorrow, Stormfront Pegasus, and Conclave Naturalists), but none are so compelling that I would play them otherwise. Still, excited to have some upgraded cards in the Cube.
Cards I Am Excited To Play
5) Abundant Harvest- I am still skeptical of this card, but excited to test out. I worry this card is going to be mostly air. Whereas blue can use all that air to pump out something big (Pteramander or Rise from the Tides), green has fewest places to put that air. If there is a good spot to play it early, Abundant Harvest can help smooth out land drops or find a play for later. If these is not a good spot to play it early, it can make your turns a little awkward. Is adding G to the average spell in your deck better than the best spell in your sideboard?
4) Lose Focus- Probably the best two-mana counter spell since Remand? I could certainly see a world where this is better than Miscalculation, with its different type of flexibility. Even it is not better, being in the same realm as those two spells is pretty great.
3) Thraben Watcher- Always Watching was such an amazing card because the pump plus vigilance made your creatures dominate on offense and defense. This is more fragile than Always Watching was, but also attacks as a 2/2 flier. As a static ability, Thraben Watcher can impact the board the turn cycle it hits.
2) Timeless Witness- A bit controversial at #2, but I kept coming back to this being a potential four-for-one. Getting all of the card advantage is slow and expensive, but this is a pretty decent two-for-one on its face for 2GG. I also kept comparing this to Harmonize, where the three cards you "draw" are a 2/1 on the board, a cast Regrowth and a 5GG sorcery that makes a 4/4 plus Regrowth.
1) Flametongue Yearling- This was an easy #1. At RR, this is equal to Fire Imp and at 2RR, this is (mostly) better than Stalking Yeti. Besides already comparing well to two other Cube cards I really like, you also get the option to make it even bigger or combine pump spells with the ETB trigger. The only card I would consider an absolute staple from this set.
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
Additions:
Flametongue Yearling - I dislike CC cards and avoid them wherever I can, but this is probably too good to pass and it will most likely replace Fire Imp, like in many other cubes as it seems.
Abundant Harvest - Good card filtering spell in the color that needs it most. Better than Adventurous Impulse imo and that's still in my cube so this card will replace it.
Barbed Spike - Finally an upgrade for Stormfront Pegasus and an easy swap. Additional support for the equipment deck as well.
Lose Focus - A very good counterspell, will most likely replace Complicate, which is expensive to cast and often random.
Scurry Oak - A powerful three drop if played on curve and it has synergies with token and +1/+1 counter deck, both of which I support in WG.
Dragon's Rage Channeler - Great one drop for a spells matter deck. Will provide card filtering early and a reasonable attacker/finisher later. Only downside is that you have not much control over when it will become a flyer that attacks each turn, which may result in suicide every once in a while.
Archfiend of Sorrows - I had Havoc Demon in my cube for some time and it wasn't terrible, but ultimately it was too narrow. Archfiend of Sorrows will work in reanimator decks, BG graveyard decks and generally in midrange and control decks.
Unbounded Potential - Will most likely replace Shoulder to Shoulder as it should be quite a bit more powerful in a counters deck and both aren't really playable outside of that deck.
Not sure yet/honorable mentions:
Bone Shards - I'm looking for a removal spell that doesn't work in control and this may be it. Will think about it.
Herd Baloth - Tempting as it can become insanely powerful with the right setup.
Legion Vanguard - I like sacrifice engines and this doesn't seem too bad. On the other hand the ability has a cost and isn't that high impact. Will think about it.
Blazing Rootwalla - A decent red one drop, but in most cases you can't afford to spend mana to pump it on your second turn in an aggro deck and later on a 3/1 isn't that great either. Madness will hardly be useful unless you're lucky and can cast Faithless Looting.
Vile Entomber - Probably a bit too narrow. For a reanimator deck the effect comes too late and in a graveyard deck you get a 2/2 deathtouch and a card at best, half a card or no card at worst. In any deck that doesn't run at least two good flashback cards he's unplayable.
Goblin Traprunner - I think this is quite powerful and possibly better than Beetleback Chief, but I hate coin flip as a mechanic. You attack with it and don't know what will come out of it, so often you're either screwed or it may even win you the game. Magic is random enough as is, so I don't need this.
Tireless Provisioner - I'm unsure about this card. Food tokens are next to worthless and if you run out of lands after turn three you wished you'd have Civic Wayfinder in your deck instead. On the other hand if you have a lot of lands it can be powerful. I guess I'll stick with the more reliable and boríng card for now.
Rift Sower - Worse than Search for Tomorrow, but not a bad card. Not sure what to cut for it though.
Foundation Breaker - Cards like that are sideboard cards mostly in my cube, so I don't want to run too many of them. This isn't bad, but I like my other options more.
Timeless Witness - This is a bit too expensive for my taste. Getting back a card is strong, Eternalize is strong, but I doubt it will be super useful at that cost since cube isn't so slow that you can easily afford to play a 4 cmc Eternal Witness. Will still order a copy.
Thraben Watcher - Good flyer, but white is the token color and even the skies deck runs a lot of token cards. If it would include tokens it would probably be too good and an absolute no-brainer, but for now I'll stick with my other anthem effects.
My Old School Battlebox
My Premodern Battlebox
Include
Barbed Spike - Barely an upgrade over Mistral Charger but I'll try it out
Constable of the Realm - Possibly over Elite Scaleguard?? Both are a top-end for the counters deck, but undecided on this one. I have a feeling that a 5 drop 3/3 won't be able to renown itself very often, so it will come to down how often other cards can put counters on it. Might test the swap.
Bone Shards - Will test over Spark Harvest to see if the discard option is better than the high cost option.
Legion Vanguard - Looks like a strong sacrifice outlet, feels good after 1 activation
Loathsome Curator - Decent without exploit and quite strong with it.
Flametongue Yearling - Double R is tough but this creature seems strong enough to be worth it. The only red card I liked.
Bannerhide Krushok - Great floor, but also has the potential to support graveyard and counters decks.
Herd Baloth - Has very high variance, so I'll have to see how often it works out.
Scurry Oak - Much higher floor than it's big brother Herd Baloth because it's self enabling.
Ornithopter of Paradise - Good ramp creature for non-green decks
Considering
Guardian Kirin - Covers Flyers, Counters, and Aristocrats archetypes in my cube but seems a touch weak
Unbounded Potential - Decent Counters support, I wish the entwine was just 1 mana cheaper
Ghost-Lit Drifter - Another good Wind Drake+, but that spot is very competitive
Lose Focus - Competing against Miscalculation for me, and I think I prefer Miscalculation
Said // Done - Seems like decent rates on both sides and the versatility is nice.
Archfiend of Sorrows - Good reanimation target but it looks like the unearth mode will be the main way it's played.
Nested Shambler - a 1 mana 1/1 that dies into another 1/1 is decent but not exciting, but the possibility to getting a ton of tokens is quite interesting
Sinister Starfish - I like the card filtering and graveyard filling, but I wish it were a better blocker.
Vermin Gorger - Drain 2 seems good but not great for sacing a creature. Hurt by Legion Vanguard looking stronger in the same spot
Vile Entomber - I like the idea of this but it may be too niche?
Jade Avenger - Quite strong in combat but a bit boring
Timeless Witness - Lots of value but I have a feeling this is just too slow.
Tireless Provisioner - I think I'd be happy with this once I got 2-3 treasures. Played on turn 3 that's doable, but later it seems unlikely.
Urban Daggertooth - Another decent counters support card. I would like it but only 3 toughness significantly hurts it. Very likely to die in 1 combat and only 1 proliferate trigger. Would have been stronger as a 3/4.
Wren's Run Hydra - Scalable threat that can also turn into a big pump combat trick, as well as supporting counters.
Arcus Acolyte - Strong, but my GW section is already stacked with cards that help out the Counters theme. I kind of dislike how in the counters deck a lot of your creatures won't even get to benefit from Outlast.
Goblin Anarchomancer - Would be an auto-include if my GR section was ramp based.
Ravenous Squirrel- Hurt by being GB while my Aristocrats theme is WB.
Monoskelion - Good in the counters deck, just decent as a low-end filler outside of it. Seems a bit narrow.
I added all of the playable phyrexian mana Mutagenic Growth, suspend Keldon Halberdier, rebound and flashback cards to best support Clarion Spirit and Bloodsky Berserker after Kaldheim came out. It was really fun and relatively easy to hit the double spell triggers. Clarion Spirit seems flat out good. I think I am going to add Captain Ripley Vance and more storm support in the Temur colors. Maybe even bring back Illusory Angel.
I am excited for the +1/+1 support Scurry Oak. I might try a madness package Blazing Rootwalla and reintroduce some recently cut red/black cards Bloodrage Brawler.
In:
Glorious Enforcer - Good top end for White. I also like it as a Reanimation target.
Barbed Spike - Supports both token and equipment decks in my cube.
Junk Winder - I like this as a signpost. Works with Whirler Rogue, Murmuring Mystic, Rise From The Tides.
Legion Vanguard - I like this in B/W, but may also support Abzan Counters in the future.
Radiant Epicure - I like cards that push the drafter into more color choices.
Archfiend of Sorrows - Will replace one of my sweepers in black. Mini Massacre Wurm
Blazing Rootwalla - Here's to hoping for more madness cards in Innistrad.
Dragon's Rage Channeler - I love this for my Rakdos mini reanimator strategy. Will work in u/r as well.
Flametongue Yearling - Just an all around great red card.
Scurry Oak - Cards that make you want to build around it are exactly what I want in my cube.
Tireless Provisioner - See above.
Herd Baloth - Better Iridescent Hornbeetle
Abundant Harvest - Not exciting, but does the job.
Captured by Lagacs - Will likely replace Fall of the Imposter and is very underrated.
Prophetic Titan - I see this more in a 3 or 4 color shell, but love its potential to be built around.
Ornithopter of Paradise - A lot of decks will want this.
Maybe
Constable of the Realm
Unbounded Potential
Scour the Desert
Abiding Grace
Vile Entomber
Young Necromancer
Underworld Hermit
Captain Ripley Vance
Timeless Witness
Glinting Creeper
Chatterstorm
Fae Offering
Rakdos Headliner
Goblin Anarchomancer
Arcus Acolyte
Graceful Restoration
Ravenous Squirrel
Combine Chrysalis
The Underworld Cookbook
Batterbone
Considering:
Dragon's Rage Channeler - Spellslinger support, card filtering, surveil to feed graveyard recursion, and potentially a fling beater.
Flametongue Yearling - Scalable body and removal, potential +1/+1 counter synergy, gets a boost from Rhythm of the Wilds.
Abundant Harvest - Cheap spellslinger card that replaces itself and can break mana screw or mana flood.
Foundation Breaker - Flexible cost, solid artifact/enchantment removal, ETB abuse with flicker.
Scurry Oak - Good +1/+1 counter payoff, helps tokens and aristocrats.
Tireless Provisioner - Lotus Cobra that stockpiles mana in the form of treasure. Also can buffer your life late game.
Foul Watcher - There's been zero discussion on this card, but I'm intrigued enough to try it. I like surveil for card filtering, it fits with flying decks and ETB decks, and it can also set up graveyard recursion.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Might I suggest Nightveil Sprite?
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter