After many, many hours of research I have constructed my first 360 peasant cube! I am going to draft it on the weekend with mates, I am so excited! I ultimately want a nice mix of the archetypes and a healthy dose of multicoloured cards, because they are sweet.
Auger of Bolas - Less good than you may expect. Force Spike - People play it but I really dislike it. Probably fine though. Careful Study - This is a card for reanimator/Graveyard strategies almost exclusively. If you're pushing for reanimator, you need both more fatties, more reanimation cards and more discard outlets. Vampire Hexmage - I don't think the ability on this guy is particularly good in peasant. No walkers for starters. Dark Ritual - I wouldn't run it, the card dissadvantage isn't often worth the tempo with uncommons. Krosan Grip - Naturalize isn't a card anybody likes playing much and I wouldn't say this is better. Song of the Dryads - This is a rare..? Artisan of Kozilek - Play Ulamog's Crusher before this guy, 9 is almost infinity.
Overall it's a pretty good list. I feel you've got at least 2 more guild cards in each section that you should really run, especially with the fixing options in the environment (not much) and it's causing you to run some substandard cards to meet numbers. Consider adopting the hybrid system (search it up in this forum) to squeeze some more cards out of tight guilds while not having to include weaker/boring options.
Do a search for [Peasant Archetype] in this section and you'll find plenty of indepth discussion on the various options. Personally I'm pushing (in no particular order and to varying degrees):
White Weenie
Enchantment/Prison
Tokens/Sacrifice
Reanimator
Spells Matter
Ramp (probably not really an "archetype")
Isochron Scepter (burn)
Blink
I'd like to support a green black grave archetype but I'm not quite ready to commit the resources to make it work (and a few here have tried and failed in the past...)
I'm very happy running Artisan before Crusher. If you're ramping past 6, it just sucks so muCh to be Doom Bladed without value. Plus you probably want blockers because aggro will have you on the back foot.
I'm very happy running Artisan before Crusher. If you're ramping past 6, it just sucks so muCh to be Doom Bladed without value. Plus you probably want blockers because aggro will have you on the back foot.
Agreed, I like Artisan as the first colorless ramp target. If you're not in a dedicated ramp deck then you're not playing 8-9 drops, and if you are dedicated to ramp then 9 is not much more than 8 and the effect is considerably better.
Many new cubers have the opposite of this problem, but I'd say there are too many slots devoted to artifact/enchantment hate, especially in green. At 360 I usually expect to see maybe 3 of these in green, usually Reclamation Sage, Wickerbough Elder and Acidic Slime being the top choices. You have those plus Indrik Stomphowler which I personally like, Mold Shambler which is worse than the other four, and Naturalize and Krosan Grip which I would rarely, if ever, play over the other options that come with a body. Your artifact section looks smaller than average and you're not running an obscene amount of enchantments, so I think you could safely cut a couple of these.
Terror is usually worse than Ultimate Price. Quick count shows 47 creatures in your cube dodge Terror while 40 dodge Price.
Other than that, looks like a very solid list to start with. I second the recommendation to pull the hybrids out of the guild sections, because when you're looking at how many cards are draftable in which colors, multicolor cards are very restrictive while hybrids are even less restrictive than a monocolor card. If you're the only GW drafter, for example, you could expect to see Pridemage, Sledge, and Summoner come to you, but Militant and Finks can be easily snapped up by anyone else drafting G/x or W/x. Meanwhile, the UB drafter gets to have a full five cards that other drafters likely won't touch.
I also agree with artisan over crusher. It has the upside.
I'm surprised nobody has mentioned that edge of autumn over rampant growth.
Something that has stuck with me from a while back is when someone called my cube choices "esoteric". I wasn't going to mention pulling the stuff out of the gold sections because it's hard to conceptualize (apparently). But I do agree with it fully (except obviously ram-gang).
I'm on the verge of cutting guardian of the guildpact.
Few comments:
1) Careful with Timely Reinforcements. It's been proven to be quite an unfun card to play against. Especially for the aggro decks. I never included it in my cube for that reason, but I believe some of the other big dogs have had issues with it.
2) Any reason for not including Carnophage? Why not give black access to each 2 power 1 drop. Redundancy is great for the aggressive decks, so I'd consider it.
3) I would add a few more evasive black 2 drops. Kind of feeding off my comment in the previous comment. Evasive 2 drops is one of the backbones of a successful aggressive deck, so perhaps Dauthi Horror and Vampire Interloper.
4) Give Wight of Precinct Six a chance. Peasant's Tarmogoyf.
5) Darkblast.
6) Vampire Hexmage is garbage.
7) Another card to keep an eye on. Hymn to Tourach is banned from my cube. Random discard can be a complete hoser and take the fun out of a game. Turn 2, cast it, hit 1-2 lands.. it can drastically affect the game. It punishes decent/average draws, which is quite the shame. Keep an eye on it.
8) Searing Blood... Act of Aggression.
9) Nest Invader and Sylvan Ranger
10) Slaughterhorn is mehh.
11) Evolution Charm.
12) Grizzly Fate.
13) Jilt!!!!!
14) Ribbons of Night!
15) Serrated Arrows!!!
Very good start. Here are some ideas to toy with.
Oh... and to the chagrin of every other veteran Peasant Cuber here.... get a Bloodhunter Bat!!!
Oh geez I didn't notice Ribbons of Night was missing. One of my favorite cards in Peasant, I'll P1P1 that all day. I like it much better than Far // Away or Agony Warp.
To add to BrownDog's list of cards to look out for, Grafted Wargear. Many peasant cubes no longer run it since it can outright dominate a game in any deck with creatures. Even if you manage to draft a couple artifact destruction spells, there will be games you won't draw them and your opponent draws Wargear and you usually just lose, and a lot of us don't like that swinginess.
I can't figure out what you're saying in points 8 and 9, bdog. Mostly because the only card I like from those is nest invader.
And I think evolution charm is very very very average.
I'm not running every possible 2 power 1 drop or 2 mana evasive guy in my cube and aggro is the best theater in my cube.
Nest Invader has been awesome for me. It's a good defense agains aggro, it ramps, and it can attack decently.
I guess Sylvan Ranger was for 3+ color support, especially because he said he likes playing a big guild section. I think he'd enjoy that effect.
I'll stand by the redundancy in 1 drop 2 power guys. I never said it's necessary, but I think it helps. There's nothing worse than drafting a sweet aggro deck, but missing enough 2 power 1 drops.
EDIT: Oh for #8.. Searing Blood and Aggression are great.
Soltari Trooper is a great 2 power evasive creature in white. Better than Stormfront Pegasus in my mind. Of course the debate of including shadow creatures is relevant. Ghostly Prison is also great. I find it doesn't bore games. But others do. My milage seems to be different. Ninja of the Deep Hours is also a great "2drop" card draw engine. Quickling is a nice combat trick and ETB abuser. Fettergeist and Calcite Snapper are great creatures to sit behind and block all day. Calcite Snapper can also turn around and swing in for 4 later on when there's an open field. Peregrine Drake is nice. Get a 2/3 flier out and keep counter magic open. Or pseudo-cascade into something else. Force Spike is questionably good. Often bad in my experience. Capsize is nice. Nostalgic, too! Mardu Skullhunter could be swapped out for Dauthi Horror for an evasive 2 power creature.
The omission of the dash creatures in red is frown town :(. they so good! Rift Bolt is ehh.
Wow thanks so much for all the replies guys <3 You guys are awesome
I feel very welcome!
I am at work but I managed to update my guild section. I decided to follow the hybrid rule but leave all the hybrid cards in the guild section while cutting the nunmbers down to 4 actual guild cards.
I tried to make the hybrid cards even using the 0.5 method and the closest I could get was: (without adding hybrid cards that were bad just for the sake of evening it out)
W: 2
U: 2
B: 1.5
R: 2.5
G: 2
Does this look good to you guys?
To Do List:
BEFORE TESTING
- Remove obvious bad cards like hexmage etc
- Add awesome missing cards
AFTER TESTING
- Add a watchlist (For cards that may be too powerful) and probation tags(for cards that are boring / not good) by following reccomendations here
- Add/support archetypes
The point of the hybrids was to even out the imbalance of the gold sections
What are your hybrids? It's hard to know if it's good without seeing a list
Because signets can be easily played for one color, I and some others count them as hybrids. Makes things REAL easy
The point of the hybrids was to even out the imbalance of the gold sections
What are your hybrids? It's hard to know if it's good without seeing a list
Because signets can be easily played for one color, I and some others count them as hybrids. Makes things REAL easy
Well, mistmeadow witch isn't a hybrid card. You can't use it without both colors.
In any case, the cards are all playable enough that it doesn't feel like you sacrificed anything for them. I suggest signets because they are both highly playable but they also fill out hybrids to make them even (while not being missed if you leave them out for hybrid balance).
Well, mistmeadow witch isn't a hybrid card. You can't use it without both colors.
In any case, the cards are all playable enough that it doesn't feel like you sacrificed anything for them. I suggest signets because they are both highly playable but they also fill out hybrids to make them even (while not being missed if you leave them out for hybrid balance).
Ah good point. I have swapped it out for a Curse of chains for now. Thanks for the suggestion Ill look into the signets. Cheers mate!
Thanks for the huge detailed post man! I followed a lot of your suggestions with card choice. A lot of them I had already added / removed after reading some of the other comments
RE: Hybrids: Thats an awesome idea. I know what you mean, that slight inbalance is making me OCD lol, Ill have to do play around with my hybrids and take away monocoloured spells, but right now I don't want to touch them (I spent way too long trying to get the numbers even yesterday, did my head in haha)
I will post after Saturday and let you guys know how it went. Thanks again!
Here is my cubetutor link: http://www.cubetutor.com/viewcube/25255
I would love to hear your guys opinions on my cube, such as cards that have proven to be *****, missing all-stars, inconsistencies etc
Cheers in advance I really appreciate it!
Force Spike - People play it but I really dislike it. Probably fine though.
Careful Study - This is a card for reanimator/Graveyard strategies almost exclusively. If you're pushing for reanimator, you need both more fatties, more reanimation cards and more discard outlets.
Vampire Hexmage - I don't think the ability on this guy is particularly good in peasant. No walkers for starters.
Dark Ritual - I wouldn't run it, the card dissadvantage isn't often worth the tempo with uncommons.
Krosan Grip - Naturalize isn't a card anybody likes playing much and I wouldn't say this is better.
Song of the Dryads - This is a rare..?
Artisan of Kozilek - Play Ulamog's Crusher before this guy, 9 is almost infinity.
Overall it's a pretty good list. I feel you've got at least 2 more guild cards in each section that you should really run, especially with the fixing options in the environment (not much) and it's causing you to run some substandard cards to meet numbers. Consider adopting the hybrid system (search it up in this forum) to squeeze some more cards out of tight guilds while not having to include weaker/boring options.
Time to push archetypes!
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I think I will defintely cut Careful Study, Vampire Hexmage, Krosan Grip and Song of the dryads Dont know why I thought song was uncommon hahaha I may leave the rest for testing unless I find better replacements
I might push the guild numbers to 4 of each and then add 10 KTK tap lands and cut the vivids. I love them guild cards though!
Do you have a list of anything essential thats missing?
Do you have any pointers for pushing archetypes?
Cheers!
Delver of Secrets is not the powerhouse he is constructed.
Think Twice is incredibly underwhelming.
Sign in Blood is generally worse than Night's Whisper.
You have quite a few burn spells. It may be wise to replace a few of them with creatures.
My Type 4 stack (Cube Tutor link)
I'd like to support a green black grave archetype but I'm not quite ready to commit the resources to make it work (and a few here have tried and failed in the past...)
Things that stand out that you're missing:
Goldmeadow Harrier - Strictly better than Gideon's Lawkeeper in a format with Cloudgoat Ranger.
Pianna, Nomad Captain - If you use MTGO rarities
Guardian of the Guildpact - Less good with so many multicolour cards, but I like him.
Sunlance - It's not Swords or Path but it's still pretty good.
Carnophage - What's not to like? Better than Tormented Hero.
Mogis's Marauder - I like the guy, perhaps more than I should.
Searing Blaze - Good card.
Flame Slash - Red doesn't need this so much but it kills things almost no other red card does. I like it.
Shrine of Burning Rage - Or did you deliberatly omit this? It's super good.
Llanowar Elves - Kev Walker art is always strictly better than other options.
Psychatog - With this many guild slots there's no way you shouldn't be running this animal.
Fire Covenant - Strong as heck.
Cogwork Librarian - I think it's fun
Ulamog's Crusher - before Artisan.
Welcome to the peasant forum by the way.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Agreed, I like Artisan as the first colorless ramp target. If you're not in a dedicated ramp deck then you're not playing 8-9 drops, and if you are dedicated to ramp then 9 is not much more than 8 and the effect is considerably better.
Many new cubers have the opposite of this problem, but I'd say there are too many slots devoted to artifact/enchantment hate, especially in green. At 360 I usually expect to see maybe 3 of these in green, usually Reclamation Sage, Wickerbough Elder and Acidic Slime being the top choices. You have those plus Indrik Stomphowler which I personally like, Mold Shambler which is worse than the other four, and Naturalize and Krosan Grip which I would rarely, if ever, play over the other options that come with a body. Your artifact section looks smaller than average and you're not running an obscene amount of enchantments, so I think you could safely cut a couple of these.
Terror is usually worse than Ultimate Price. Quick count shows 47 creatures in your cube dodge Terror while 40 dodge Price.
Other than that, looks like a very solid list to start with. I second the recommendation to pull the hybrids out of the guild sections, because when you're looking at how many cards are draftable in which colors, multicolor cards are very restrictive while hybrids are even less restrictive than a monocolor card. If you're the only GW drafter, for example, you could expect to see Pridemage, Sledge, and Summoner come to you, but Militant and Finks can be easily snapped up by anyone else drafting G/x or W/x. Meanwhile, the UB drafter gets to have a full five cards that other drafters likely won't touch.
My cube discussion thread
I'm surprised nobody has mentioned that edge of autumn over rampant growth.
Something that has stuck with me from a while back is when someone called my cube choices "esoteric". I wasn't going to mention pulling the stuff out of the gold sections because it's hard to conceptualize (apparently). But I do agree with it fully (except obviously ram-gang).
I'm on the verge of cutting guardian of the guildpact.
Fire covenant is god.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Looks like a very solid list.
Few comments:
1) Careful with Timely Reinforcements. It's been proven to be quite an unfun card to play against. Especially for the aggro decks. I never included it in my cube for that reason, but I believe some of the other big dogs have had issues with it.
2) Any reason for not including Carnophage? Why not give black access to each 2 power 1 drop. Redundancy is great for the aggressive decks, so I'd consider it.
3) I would add a few more evasive black 2 drops. Kind of feeding off my comment in the previous comment. Evasive 2 drops is one of the backbones of a successful aggressive deck, so perhaps Dauthi Horror and Vampire Interloper.
4) Give Wight of Precinct Six a chance. Peasant's Tarmogoyf.
5) Darkblast.
6) Vampire Hexmage is garbage.
7) Another card to keep an eye on. Hymn to Tourach is banned from my cube. Random discard can be a complete hoser and take the fun out of a game. Turn 2, cast it, hit 1-2 lands.. it can drastically affect the game. It punishes decent/average draws, which is quite the shame. Keep an eye on it.
8) Searing Blood... Act of Aggression.
9) Nest Invader and Sylvan Ranger
10) Slaughterhorn is mehh.
11) Evolution Charm.
12) Grizzly Fate.
13) Jilt!!!!!
14) Ribbons of Night!
15) Serrated Arrows!!!
Very good start. Here are some ideas to toy with.
Oh... and to the chagrin of every other veteran Peasant Cuber here.... get a Bloodhunter Bat!!!
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
To add to BrownDog's list of cards to look out for, Grafted Wargear. Many peasant cubes no longer run it since it can outright dominate a game in any deck with creatures. Even if you manage to draft a couple artifact destruction spells, there will be games you won't draw them and your opponent draws Wargear and you usually just lose, and a lot of us don't like that swinginess.
My cube discussion thread
And I think evolution charm is very very very average.
I'm not running every possible 2 power 1 drop or 2 mana evasive guy in my cube and aggro is the best theater in my cube.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I guess Sylvan Ranger was for 3+ color support, especially because he said he likes playing a big guild section. I think he'd enjoy that effect.
I'll stand by the redundancy in 1 drop 2 power guys. I never said it's necessary, but I think it helps. There's nothing worse than drafting a sweet aggro deck, but missing enough 2 power 1 drops.
EDIT: Oh for #8.. Searing Blood and Aggression are great.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Hungry Spriggan over Slaughterhorn if you want to support aggressive green three-drops.
Penumbra Spider is one of the better green four-drops.
Sprout Swarm can win games if left unanswered.
Nyx-Fleece Ram synergizes well with Sphere of Safety and is good on its own for white control decks.
Prison Term allows for additional prison/white control support.
If you are up for using MTGO rarities, Sarcomancy works well for WB tokens alongside Moan of the Unhallowed, Marsh Flitter, Curse of Shallow Graves, Lingering Souls, and Maw of the Obzedat. (Sarcomancy can be bounced and replayed by using Kor Skyfisher, Emancipation Angel, Glimmerpoint Stag, and/or Flickerwisp). In my opinion it's better for black based aggro than Carnophage.
Quest for the Gravelord is also a fun card. It can be replayed with Pharika's Mender or Auramancer.
Thoughtpicker Witch and Fallen Angel work well with Reassembling Skeleton and/or tokens.
Vital Splicer is additional support for tokens/blink.
Multiplayer Cube
Ghostly Prison is also great. I find it doesn't bore games. But others do. My milage seems to be different.
Ninja of the Deep Hours is also a great "2drop" card draw engine.
Quickling is a nice combat trick and ETB abuser.
Fettergeist and Calcite Snapper are great creatures to sit behind and block all day. Calcite Snapper can also turn around and swing in for 4 later on when there's an open field.
Peregrine Drake is nice. Get a 2/3 flier out and keep counter magic open. Or pseudo-cascade into something else.
Force Spike is questionably good. Often bad in my experience.
Capsize is nice. Nostalgic, too!
Mardu Skullhunter could be swapped out for Dauthi Horror for an evasive 2 power creature.
The omission of the dash creatures in red is frown town :(. they so good!
Rift Bolt is ehh.
and everything else everyone said.
I still don't understand this debate
Rift bolt is poor
I also don't like calcite snapper or capsize anymore
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Multiplayer Cube
I feel very welcome!
I am at work but I managed to update my guild section. I decided to follow the hybrid rule but leave all the hybrid cards in the guild section while cutting the nunmbers down to 4 actual guild cards.
I tried to make the hybrid cards even using the 0.5 method and the closest I could get was: (without adding hybrid cards that were bad just for the sake of evening it out)
W: 2
U: 2
B: 1.5
R: 2.5
G: 2
Does this look good to you guys?
To Do List:
BEFORE TESTING
- Remove obvious bad cards like hexmage etc
- Add awesome missing cards
AFTER TESTING
- Add a watchlist (For cards that may be too powerful) and probation tags(for cards that are boring / not good) by following reccomendations here
- Add/support archetypes
Don't worry too much if your hybrid section is "unbalanced." It won't amount to anything noticeable, which is the nice thing about it!
Multiplayer Cube
What are your hybrids? It's hard to know if it's good without seeing a list
Because signets can be easily played for one color, I and some others count them as hybrids. Makes things REAL easy
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Yes it is mate! Love his lectures
My hybrids are marked on my cubetutor list: http://www.cubetutor.com/viewcube/25255
What ya reckon?
In any case, the cards are all playable enough that it doesn't feel like you sacrificed anything for them. I suggest signets because they are both highly playable but they also fill out hybrids to make them even (while not being missed if you leave them out for hybrid balance).
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Ah good point. I have swapped it out for a Curse of chains for now. Thanks for the suggestion Ill look into the signets. Cheers mate!
RE: Hybrids: Thats an awesome idea. I know what you mean, that slight inbalance is making me OCD lol, Ill have to do play around with my hybrids and take away monocoloured spells, but right now I don't want to touch them (I spent way too long trying to get the numbers even yesterday, did my head in haha)
I will post after Saturday and let you guys know how it went. Thanks again!
Whats the story here? Hahaha