hello i am palingensia and this is my cube. it has gone through many changes so now the intro is not really something i can be bothered with updating.
also, aesthetics. i despise foils, so only get them when either they're fnm promos of old cards (hence in new border, like deep analysis), or if there are no other options when i make my order (eg i have a few pds:f&l cards). i like the modern card frame, and i really, really don't like white border. i also try to get them in their original printing if that means it's modern border, eg lorwyn vivids rather than commander ones.
that is all now here is a list of words. cube tutor link
55 per colour = 275
4 per guild = 40
45 colourless
Welcome to the world of peasant cubing, make sure to have fun here! I'll start with the regular three advices:
Play less multicolor. I've seen that you like gold and want to emphasize it, but as soon as you stsrt drafting this baby, you'll notice that multicolor cards get picked less because they require you to be two colors and not just one. Thus keep multicolor at a minimum, where a multicolor card is on average better than a monocolored card. This will make drafting a much smoother and more natural process.
Include enough manafixing. This is in the same vein as the one before, the baseline is still that being able to cast your spells is fun.
Make sure you enable aggro. You don't strictly have to, but with aggro in the mix, games gain a dimension of speed, and that's usually highly enjoyable. This mainly encompasses a critical mass of one and two drops, even if they're only the next best at the job. Don't only include Jackal Pup and Mogg Fanstic, but also Goblin Grappler, Reckless Waif and such.
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Over 25% of your cube is multi-color non-fixing spells, that is way too much. Also since you put cards like Flinthoof Boar in green your cube is, in reality, even MORE than 25% multi-colored. I consider my cube to be heavy on gold spells and I am sitting at just under 12%(including things like the Boar and Lingering Souls,ect.) Also a lot of the gold cards you are running are just crap (pretty much all the shard cards).
Bad gold cards just take up space in packs.
Also you run a decent amount of hoser/sideboard only cards like Kor Firewalker and Celestial Purge. I think there is no place for cards like these in a cube. You are also running some unplayable cards like Brainstorm and Trinket Mage.
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I wouldn't run:
Deft Duelist
Plumeveil
New Prahv Guildmage
Soul Manipulation
Tidehollow Strix
Diregraf Captain (literal unplayable)
Deny Reality
Hull Breach
Fires of Yavimaya
Centaur Healer
Juniper Order Ranger
Unmake
Izzet Guildmage
Nivix Guildmage
Necrogenesis (Some people like it, I don't)
Cerodon Yearling
Grixis Charm (Too hard to cast/not worth it)
Kederekt Creeper (Too hard to cast/not worth it)
Jund Charm (Too hard to cast/not worth it)
Naya Charm (Too hard to cast/not worth it)
If a card is going to cost 3 colors it better be damn good. Including shard cards that either use hybrid mana (like Slave of Bolas) or are spilt cards (like Hit//Run) are better because more decks can actually cast them.
Also if you aren't going to use the guild system you really need to go down on gold cards a lot or just switch to the guild system at be at 10ish% gold spells.
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The guild system just means that you organize your multicolor spells and lands by the 10 two color pairings that make up the guilds in Ravnica. It's useful if you want to make sure that each pair is roughly balanced with the others.
Some people give more weight to the 5 allied color pairs since they have a bit more support due to the Refuge land cycle as well as generally having more gold cards to pick from.
It seems that you're already doing that though, so I'm not sure why the other poster made that comment about it.
At 650ish, 7 seems to be the maximum you'd want to run in the setup you have. Every 360 card cube can run 3 per guild, and some manage 4 or more. I'm going to try for 5 in my own, though it is a slightly larger cube. As for your shards, take a look at Peasant Cube - Shard & Wedge Options. You could probably still include 2 of each shard, but they'd have to be more versatile than those you originally listed.
You are also running some unplayable cards like Brainstorm
This is news to me. Since when is a 1 mana instant cycler with card selection unplayable? It can't get rid of those cards like Ponder or Preordain, but does have other advantages.
This is news to me. Since when is a 1 mana instant cycler with card selection unplayable? It can't get rid of those cards like Ponder or Preordain, but does have other advantages.
Brainstorm is one of my favorite cards ever. It is also beyond unfair and broken. Its power level is absurdly high.
It also isn't playable in Peasant Cubes.
The average Peasant Cube/Deck isn't going to have enough shuffle effects to make Brainstorm good. I think 'crappy' cards like Opt are better than Brainstorm in this context.
Preordain, Ponder, Serum Visions, Opt, Portent - all these cards are draw + library manipulation. Brainstorm is draw + durdle. The high end on Brainstorm is actually higher than Ancestral Recall but the low end is lower than a lot of other 1 mana cantrips (basically all of them). The low end (or close to it) occurs probably upwards of 95% of the time in Peasant Cube so it just isn't good enough.
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The guild system just means that you organize your multicolor spells and lands by the 10 two color pairings that make up the guilds in Ravnica. It's useful if you want to make sure that each pair is roughly balanced with the others.
Some people give more weight to the 5 allied color pairs since they have a bit more support due to the Refuge land cycle as well as generally having more gold cards to pick from.
It seems that you're already doing that though, so I'm not sure why the other poster made that comment about it.
putting lands with the guild section seems quite strange to me. i suppose i can go through and reorganise stuff like lingering souls and jilt into orzhov / izzet and such though, since that is a fairly logical thing to do.
At 650ish, 7 seems to be the maximum you'd want to run in the setup you have. Every 360 card cube can run 3 per guild, and some manage 4 or more. I'm going to try for 5 in my own, though it is a slightly larger cube. As for your shards, take a look at Peasant Cube - Shard & Wedge Options. You could probably still include 2 of each shard, but they'd have to be more versatile than those you originally listed.
7/5 seems fine to me, as that takes me down to 550ish. i might just go to 7/6 if i find the cutting too agonising. also, i assume that link has them sorted by which one you'd put in first?
edit: switched to the first two for each shard in the link, seems good to me. also a few cuts:
-arctic aven
-unburial rites
-unmake
-nivix guildmage
-diregraf captain
-soul manipulation
-fires of yavimaya
-crimson muckwader
that should make the guild section fixed up but please do let me know if i've missed any. this also means i have the following spots to be filled;
white: 4 cards
blue: 4 cards (thinking thirst for knowledge, tidings, opportunity, that sort of thing)
black: 4 cards
also thinking i need a better selection of fat, so suggestions for that would also be good.
I wouldn't run:
Deft Duelist Plumeveil
New Prahv Guildmage
Soul Manipulation
Tidehollow Strix
Diregraf Captain (literal unplayable)
Deny Reality
Hull Breach Fires of Yavimaya
Centaur Healer
Juniper Order Ranger
Unmake
Izzet Guildmage
Nivix Guildmage
Necrogenesis (Some people like it, I don't)
Cerodon Yearling
Grixis Charm (Too hard to cast/not worth it)
Kederekt Creeper (Too hard to cast/not worth it)
Jund Charm (Too hard to cast/not worth it)
Naya Charm (Too hard to cast/not worth it)
I bolded cards that are playable (without noting the difference between the high and low end of these cards)
A lot of us guild format our cards, especially since not every color combination wants mana fixing as much as another. For example, I have Azorius signet, chancery, and the U/W refuge in as 3/6s of my allotment for U/W (half of the guild is mana fixing) but only 1/6 of my rakdos is fixing (just the refuge). My rakdos decks are generally hyper aggressive and want Rakdos cackler more than they want rakdos signet. Azorius can get more mileage out of azorius signet than it can mistmeadow witch. Each combination gets the cards it wants the most this way.
Run thirst for knowledge. Immediately.
Brainstorm is not helping your blue decks win more games than another blue card would have. Without abuse brainstorm is just a glorified cantrip. Yeah it has "other advantages" but so does sage of epityr or something else that we would never consider playing.
I bolded cards that are playable (without noting the difference between the high and low end of these cards)
A lot of us guild format our cards, especially since not every color combination wants mana fixing as much as another. For example, I have Azorius signet, chancery, and the U/W refuge in as 3/6s of my allotment for U/W (half of the guild is mana fixing) but only 1/6 of my rakdos is fixing (just the refuge). My rakdos decks are generally hyper aggressive and want Rakdos cackler more than they want rakdos signet. Azorius can get more mileage out of azorius signet than it can mistmeadow witch. Each combination gets the cards it wants the most this way.
Run thirst for knowledge. Immediately.
Brainstorm is not helping your blue decks win more games than another blue card would have. Without abuse brainstorm is just a glorified cantrip. Yeah it has "other advantages" but so does sage of epityr or something else that we would never consider playing.
I have tried 11 cards on that list at different times. A lot are acceptable choices but not up my alley but things like Hull Breach are just a no-go. I also don't think Centaur Healer is playable because GW is the stone nuts. It is like a 9/10 but GW has like 10ish 10/10 or something absurd.
Is thirst that good? I've been toying around with trying it but I have only ever played it in formats/decks where I have a bunch of artifacts to pitch, mostly vintage/legacy.
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since i'm playing catalog i don't see a reason to not add thirst. consider it added. i'm also going to cut keyrunes.
yeah i have found it really hard cutting cards from selesnya, but i thought having centaur healer was better than having call of the conclave or watchwolf. and if i took out hull breach, i think kird ape would be a good replacement maybe?
what's a good cantrip to include over brainstorm? i'm still not really sure about cutting it because it is such a strong card.
edit: added carrion feeder, fume spitter and harm's way.
since i'm playing catalog i don't see a reason to not add thirst. consider it added. i'm also going to cut keyrunes.
yeah i have found it really hard cutting cards from selesnya, but i thought having centaur healer was better than having call of the conclave or watchwolf. and if i took out hull breach, i think kird ape would be a good replacement maybe?
what's a good cantrip to include over brainstorm? i'm still not really sure about cutting it because it is such a strong card.
edit: added carrion feeder, fume spitter and harm's way.
Brainstorm isn't strong in Peasant Cubes. At all. Even a little bit.
Opt, Serum Visions, Portent, Telling Time, Thought Scour, Careful Study, Mental Note, Impulse, Ponder, Preordain - all better. You could also just play a non-cantrip. Not every cut has to be a 'strict upgrade' cut.
Kird Ape is awesome.
I think Healer is better than the 2 Watchwolves but I still don't think any are good enough to crack into a GW section till you hit a super large cube. Since yours is 650 I could see the Healer maybe being good enough, dunno.
I don't like Carrion Feeder.
I only like Izzet Keyrune.
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kird ape it is. what would your suggestion for a healer replacement be, out of interest? i also think i'll switch brainstorm with serum visions, since scry is the goods. my thoughts behind carrion feeder are basically that i have no sac outlets, which seems bad, and carrion feeder seems good to me.
also added sigiled paladin. this means i need two more white cards, three more blue cards, and two more black cards.
kird ape it is. what would your suggestion for a healer replacement be, out of interest? i also think i'll switch brainstorm with serum visions, since scry is the goods. my thoughts behind carrion feeder are basically that i have no sac outlets, which seems bad, and carrion feeder seems good to me.
also added sigiled paladin. this means i need two more white cards, three more blue cards, and two more black cards.
Loam Lion, Dryad Militant, and Enlisted Wurm are all good depending on what effect you are looking for. I have run the Lion for a long time but he is sitting on the sidelines for the Wurm to get tested out at the moment. The Militant is like Mega-Jungle Lions.
I like value sac outlets when
1.) You have some actual reason to want to sac something
2.) You generate an advantage out of saccing something
A +1/+1 counter on a bad 1/1 for 1 just isn't going to be something I am ever going to be interested in doing.
Sigiled Paladin is solid but I have this burning hatred of 2 mana double colored 2/2s. I actually prefer Knight of Glory but with a large enough cube I guess double colored 2 drops sorta become a requirement.
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i think i'm gunna like healer more than those three personally.
i suppose now that i think about it viscera seer is much better than carrion feeder, but i am ok with running both.
I think both of those sac outlets are awful. A quick skim shows you have about 5-6 cards in black, Bx guilds, and colorless that can be sacced for value or want things to be sacced. 5 cards out of over 600 is basically 0.
Enlisted Wurm and Dryad Militant are heads and shoulders above a 3/3 for 3 that gains a bit of life. One is a huge fatty that is also a 2-for-1 and the other is a super easy to cast 1mana 2/1 with upside. I'll take good aggro 1drops and super powerful ramp/control/top end of midrange guys over replaceable middle dudes any day. I love when lifegain is tacked onto creatures but I like recurring lifegain via lifelink a lot more than just a Healing Salve on a Centaur Courser.
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hmm i kinda assumed there were more than that. i'll take them out. and you've convinced me to switch healer out for wurm, since i feel like i don't have much fat in the cube anyway.
edit: switching forbidden alchemy with probe: good or bad idea?
I also have finks+militant in a different section than my gold section so my gold section has room to test. Unfortunately for healer, vhitu-gazi guildmage has so far been fine. Surprisingly.
Cards available for you. Cards in all caps are staples.
i did have flickerwisp in but now that i have space in white i'll re-add it, along with hookmaster and temporal isolation.
adding errant ephemeron and control magic. i also think i'll add foresee.
i'm not sure i really like thrill-kill assassin but i'll add it anyway. none of the other black ones really do much for me, but i'll add diabolic servitude.
A 2/3 deathtouch for 2 is a solid beater. The various black 3/3s for 2 look bad but are actually ok.
Ribbons of Night isn't good. It is insane. Getting your dude Ribbonsed it the biggest beating. It is just Faith's Fetters + Draw a Card (most of the time).
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i skipped over wretched anurid somehow, adding that too.
also seems i miscounted white so i have cut hookmaster again. this also means the cube is now at the right number for each colour, sitting at 552 cards.
added isochron scepter and skullclamp. i really wanna get rid of artisan of kozilek and pathrazer of ulamog, and up the quality of green's fat; any ideas?
also, aesthetics. i despise foils, so only get them when either they're fnm promos of old cards (hence in new border, like deep analysis), or if there are no other options when i make my order (eg i have a few pds:f&l cards). i like the modern card frame, and i really, really don't like white border. i also try to get them in their original printing if that means it's modern border, eg lorwyn vivids rather than commander ones.
that is all now here is a list of words.
cube tutor link
55 per colour = 275
4 per guild = 40
45 colourless
Play less multicolor. I've seen that you like gold and want to emphasize it, but as soon as you stsrt drafting this baby, you'll notice that multicolor cards get picked less because they require you to be two colors and not just one. Thus keep multicolor at a minimum, where a multicolor card is on average better than a monocolored card. This will make drafting a much smoother and more natural process.
Include enough manafixing. This is in the same vein as the one before, the baseline is still that being able to cast your spells is fun.
Make sure you enable aggro. You don't strictly have to, but with aggro in the mix, games gain a dimension of speed, and that's usually highly enjoyable. This mainly encompasses a critical mass of one and two drops, even if they're only the next best at the job. Don't only include Jackal Pup and Mogg Fanstic, but also Goblin Grappler, Reckless Waif and such.
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Bad gold cards just take up space in packs.
Also you run a decent amount of hoser/sideboard only cards like Kor Firewalker and Celestial Purge. I think there is no place for cards like these in a cube. You are also running some unplayable cards like Brainstorm and Trinket Mage.
peasantcube.blogspot.com
edit: i noted down a set of 7 per ally / 5 per enemy colour pairs (since ally has more fixing available) with 2 from each shard, does that seem ok?
deft duelist
wall of denial
plumeveil
skymark roc
new prahv guildmage
lyev skyknight
azorius charm
dimir:
agony warp
recoil
soul manipulation
tidehollow strix
baleful strix
diregraf captain
deny reality
rakdos:
ashenmoor gouger
bituminous blast
blightning
murderous redcap
rakdos cackler
shambling remains
terminate
gruul:
bloodbraid elf
hull breach
scab-clan mauler
boggart ram-gang
tattermunge maniac
branching bolt
fires of yavimaya
selesnya:
behemoth sledge
qasali pridemage
selesnya guildmage
kitchen finks
centaur healer
juniper order ranger
selesnya charm
orzhov:
blind hunter
mortify
pillory of the sleepless
tidehollow sculler
unmake
izzet:
electrolyze
izzet guildmage
nucklavee
izzet charm
nivix guildmage
golgari:
consume strength
necrogenesis
putrefy
putrid leech
dreg mangler
boros:
goblin legionnaire
lightning helix
duergar hedge-mage
cerodon yearling
skyknight legionnaire
simic:
coiling oracle
trygon predator
winged coatl
shardless agent
temporal spring
shards:
bant charm
rhox war monk
esper charm
tower gargoyle
grixis charm
kederekt creeper
jund charm
sprouting thrinax
naya charm
woolly thoctar
Deft Duelist
Plumeveil
New Prahv Guildmage
Soul Manipulation
Tidehollow Strix
Diregraf Captain (literal unplayable)
Deny Reality
Hull Breach
Fires of Yavimaya
Centaur Healer
Juniper Order Ranger
Unmake
Izzet Guildmage
Nivix Guildmage
Necrogenesis (Some people like it, I don't)
Cerodon Yearling
Grixis Charm (Too hard to cast/not worth it)
Kederekt Creeper (Too hard to cast/not worth it)
Jund Charm (Too hard to cast/not worth it)
Naya Charm (Too hard to cast/not worth it)
If a card is going to cost 3 colors it better be damn good. Including shard cards that either use hybrid mana (like Slave of Bolas) or are spilt cards (like Hit//Run) are better because more decks can actually cast them.
Also if you aren't going to use the guild system you really need to go down on gold cards a lot or just switch to the guild system at be at 10ish% gold spells.
peasantcube.blogspot.com
edit:
+grafted wargear
+explore
+careful study
+reckless waif
+soltari monk
+spiketail hatchling
+spark elemental
+kodama's reach
+stonewright
+goblin grappler
-sword of the meek
-farseek
-flashfreeze
-knight of the skyward eye
-burning oil
-dwarven blastminer
-jötun grunt
-soulsworn jury
-silkwing scout
-crypt champion
-puppet conjurer
-hanweir lancer
-ogre savant
-mwonvuli acid-moss
-patagia viper
-celestial purge
also trimmed multicolour to fit my previous post.
Some people give more weight to the 5 allied color pairs since they have a bit more support due to the Refuge land cycle as well as generally having more gold cards to pick from.
It seems that you're already doing that though, so I'm not sure why the other poster made that comment about it.
Because things like Azorius Keyrune, Bouncelands, and Flinthoof Boar are listed as Artifact, Land, and Green as opposed to being in guild sections.
peasantcube.blogspot.com
At 650ish, 7 seems to be the maximum you'd want to run in the setup you have. Every 360 card cube can run 3 per guild, and some manage 4 or more. I'm going to try for 5 in my own, though it is a slightly larger cube. As for your shards, take a look at Peasant Cube - Shard & Wedge Options. You could probably still include 2 of each shard, but they'd have to be more versatile than those you originally listed.
This is news to me. Since when is a 1 mana instant cycler with card selection unplayable? It can't get rid of those cards like Ponder or Preordain, but does have other advantages.
Brainstorm is one of my favorite cards ever. It is also beyond unfair and broken. Its power level is absurdly high.
It also isn't playable in Peasant Cubes.
The average Peasant Cube/Deck isn't going to have enough shuffle effects to make Brainstorm good. I think 'crappy' cards like Opt are better than Brainstorm in this context.
Preordain, Ponder, Serum Visions, Opt, Portent - all these cards are draw + library manipulation. Brainstorm is draw + durdle. The high end on Brainstorm is actually higher than Ancestral Recall but the low end is lower than a lot of other 1 mana cantrips (basically all of them). The low end (or close to it) occurs probably upwards of 95% of the time in Peasant Cube so it just isn't good enough.
peasantcube.blogspot.com
putting lands with the guild section seems quite strange to me. i suppose i can go through and reorganise stuff like lingering souls and jilt into orzhov / izzet and such though, since that is a fairly logical thing to do.
7/5 seems fine to me, as that takes me down to 550ish. i might just go to 7/6 if i find the cutting too agonising. also, i assume that link has them sorted by which one you'd put in first?
edit: switched to the first two for each shard in the link, seems good to me. also a few cuts:
-arctic aven
-unburial rites
-unmake
-nivix guildmage
-diregraf captain
-soul manipulation
-fires of yavimaya
-crimson muckwader
that should make the guild section fixed up but please do let me know if i've missed any. this also means i have the following spots to be filled;
white: 4 cards
blue: 4 cards (thinking thirst for knowledge, tidings, opportunity, that sort of thing)
black: 4 cards
also thinking i need a better selection of fat, so suggestions for that would also be good.
I bolded cards that are playable (without noting the difference between the high and low end of these cards)
A lot of us guild format our cards, especially since not every color combination wants mana fixing as much as another. For example, I have Azorius signet, chancery, and the U/W refuge in as 3/6s of my allotment for U/W (half of the guild is mana fixing) but only 1/6 of my rakdos is fixing (just the refuge). My rakdos decks are generally hyper aggressive and want Rakdos cackler more than they want rakdos signet. Azorius can get more mileage out of azorius signet than it can mistmeadow witch. Each combination gets the cards it wants the most this way.
Run thirst for knowledge. Immediately.
Brainstorm is not helping your blue decks win more games than another blue card would have. Without abuse brainstorm is just a glorified cantrip. Yeah it has "other advantages" but so does sage of epityr or something else that we would never consider playing.
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 have tried 11 cards on that list at different times. A lot are acceptable choices but not up my alley but things like Hull Breach are just a no-go. I also don't think Centaur Healer is playable because GW is the stone nuts. It is like a 9/10 but GW has like 10ish 10/10 or something absurd.
Is thirst that good? I've been toying around with trying it but I have only ever played it in formats/decks where I have a bunch of artifacts to pitch, mostly vintage/legacy.
peasantcube.blogspot.com
yeah i have found it really hard cutting cards from selesnya, but i thought having centaur healer was better than having call of the conclave or watchwolf. and if i took out hull breach, i think kird ape would be a good replacement maybe?
what's a good cantrip to include over brainstorm? i'm still not really sure about cutting it because it is such a strong card.
edit: added carrion feeder, fume spitter and harm's way.
Brainstorm isn't strong in Peasant Cubes. At all. Even a little bit.
Opt, Serum Visions, Portent, Telling Time, Thought Scour, Careful Study, Mental Note, Impulse, Ponder, Preordain - all better. You could also just play a non-cantrip. Not every cut has to be a 'strict upgrade' cut.
Kird Ape is awesome.
I think Healer is better than the 2 Watchwolves but I still don't think any are good enough to crack into a GW section till you hit a super large cube. Since yours is 650 I could see the Healer maybe being good enough, dunno.
I don't like Carrion Feeder.
I only like Izzet Keyrune.
peasantcube.blogspot.com
also added sigiled paladin. this means i need two more white cards, three more blue cards, and two more black cards.
Loam Lion, Dryad Militant, and Enlisted Wurm are all good depending on what effect you are looking for. I have run the Lion for a long time but he is sitting on the sidelines for the Wurm to get tested out at the moment. The Militant is like Mega-Jungle Lions.
I like value sac outlets when
1.) You have some actual reason to want to sac something
2.) You generate an advantage out of saccing something
A +1/+1 counter on a bad 1/1 for 1 just isn't going to be something I am ever going to be interested in doing.
Sigiled Paladin is solid but I have this burning hatred of 2 mana double colored 2/2s. I actually prefer Knight of Glory but with a large enough cube I guess double colored 2 drops sorta become a requirement.
peasantcube.blogspot.com
i suppose now that i think about it viscera seer is much better than carrion feeder, but i am ok with running both.
I think both of those sac outlets are awful. A quick skim shows you have about 5-6 cards in black, Bx guilds, and colorless that can be sacced for value or want things to be sacced. 5 cards out of over 600 is basically 0.
Enlisted Wurm and Dryad Militant are heads and shoulders above a 3/3 for 3 that gains a bit of life. One is a huge fatty that is also a 2-for-1 and the other is a super easy to cast 1mana 2/1 with upside. I'll take good aggro 1drops and super powerful ramp/control/top end of midrange guys over replaceable middle dudes any day. I love when lifegain is tacked onto creatures but I like recurring lifegain via lifelink a lot more than just a Healing Salve on a Centaur Courser.
peasantcube.blogspot.com
edit: switching forbidden alchemy with probe: good or bad idea?
I also have finks+militant in a different section than my gold section so my gold section has room to test. Unfortunately for healer, vhitu-gazi guildmage has so far been fine. Surprisingly.
Cards available for you. Cards in all caps are staples.
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 did have flickerwisp in but now that i have space in white i'll re-add it, along with hookmaster and temporal isolation.
adding errant ephemeron and control magic. i also think i'll add foresee.
i'm not sure i really like thrill-kill assassin but i'll add it anyway. none of the other black ones really do much for me, but i'll add diabolic servitude.
Ribbons of Night isn't good. It is insane. Getting your dude Ribbonsed it the biggest beating. It is just Faith's Fetters + Draw a Card (most of the time).
peasantcube.blogspot.com
also seems i miscounted white so i have cut hookmaster again. this also means the cube is now at the right number for each colour, sitting at 552 cards.