what do we think of the banshee? It's not the best, but it is at least conversational competition for sengir vampire at the 5 slot (if you run it). I'll probably stay vampy due to a marked lack of black evasion, but what are your thoughts?
At first I was like "ooh skinrender dos.oh but then I saw the mana cost. Whoops
I think the lack of evasion on the Banshee makes it not-so-awesome, as well as the fact that it can't do its work typically until post-combat, where it matters a lot less. I do like that it can be dropped on an empty board, though. If it had flying, it would be in my cube over Sengir Vampire instantly. As it stands now, I may want to keep the Vampire because he is fat and evasive.
I think it got voted out of my cube due to group preferences for errant ephemeron (me) and living tsunami (everyone else) don't get me wrong vampire does work. I just don't like him lol its personal
between sengir vampire, living tsunami, errant ephemeron, morii, volcanic dragon, plumeveil, serra angel AND air elemental, the aerial combat was homogeneous. Air elemental just kinda lost out to other more interesting cards. Namely spire monitor.
off topic (a little) Am I the only person running flame slash, by any chance?
And (more off topic), am I the only one not running Swiftfoot boots?
I think it got voted out of my cube due to group preferences for errant ephemeron (me) and living tsunami (everyone else) don't get me wrong vampire does work. I just don't like him lol its personal
Air Elemental seems a lot better than Living Tsunami. I can pay 4 for my 4/4 flyer and be forever stuck on my current mana or I can just wait a turn (or pay one more depending on the stage of the game) and pay 5 for the 4/4 flyer and continue my development. That's a pretty easy choice for me.
between sengir vampire, living tsunami, errant ephemeron, morii, volcanic dragon, plumeveil, serra angel AND air elemental, the aerial combat was homogeneous. Air elemental just kinda lost out to other more interesting cards. Namely spire monitor.
I don't think the flash on Monitor makes it better than Air Elemental either.
off topic (a little) Am I the only person running flame slash, by any chance?
I'm not running it. It didn't do enough here. I mean, 4 damage to a dude for a single red seems really good on paper, but a lot of times it just failed to make the final 40. I'd much rather have Lightning Bolt or Chain Lightning than Flame Slash. I want my burn to act as reach as well as removal. Flame Slash just couldn't do that.
And (more off topic), am I the only one not running Swiftfoot boots?
I'm not running that one either. A big part of what makes Lightning Greaves really good is the 0 equip. I might run Boots if my C/U cube were bigger, though.
Air Elemental seems a lot better than Living Tsunami. I can pay 4 for my 4/4 flyer and be forever stuck on my current mana or I can just wait a turn (or pay one more depending on the stage of the game) and pay 5 for the 4/4 flyer and continue my development. That's a pretty easy choice for me.
I don't think the flash on Monitor makes it better than Air Elemental either.
.
Somehow never really noticed that AE is most often better than Tsunami. But as I've often stated, there is a notable amount of aggression that is in my blue, and that CMC is obviously what has kept Tsunami in. I have a plethora of solid Blue/colorless finishers for the traditional blue decks (as we all probably do). I haven't felt the need for another at 5 cmc and up. I'll pay attention to the card more though, I suppose.
As for a 3/3 flash vs a 4/4, that's a rough argument. Keeping countermagic up is obviously obvious, but then you have situations like needing to nullify an attacker and so long as the enemy creature doesn't have 4 toughness then flash wins out. I don't want to take silly amounts of damage because he has an oblivion ring or a chainer's edict etc. Of course then I lose to something like a... Knight of meadowgrain with celestial crusader in play (apologies... honestly the first example I could come up with -_-), but that's the trade-off.
Also, being better in control match-ups is cool too.
As for flame slash, I refuse to let my red become one dimensional. I want it to be good in control decks, and sometimes you just need to kill something with four toughness. It also breaks wall of omens and annoying **** like that for the traditional red deck. Obv bolt is king, but I most certainly think that there are enough cases where I need to kill a fat butt to at least equal the number of games lost (literally lost since that's all that matters) due to my flame slash not being an incinerate to the face. Without planeswalkers in the format not being able to hit the face, while (clearly) relevant, is significantly less important.
Also nucklavee.
I had Air Elemental in for a while, but switched to Air Servant. I don't run Living Tsunami/Waterspout Djinn, but I've thought about it. It might be cool to push the creature count in blue, but I've been happy so far with more spells in blue.
I never really could figure out whether or not air servant's ability made up for the lost point, but I generally sided with "yes"
what do we think of delver of secrets? the 3/2 flier guy.
I was excited, then realized he's sort of self defeating. Requiring a healthy amount of spells for him to hulk out makes him look like a poor aggro creature.
Forbidden alchemy looks nice. Could this be better than thirst for knowledge? Probably not, lol, except this is better when you need one specific card right now. especially a land.
make a wish is a cool card but definitely doesn't make it for me.
geistflame isn't good enough at all.
prey upon probably doesn't make it either. lignify comes back in my cube before this does.
Stitched Drake still eludes me. I just can't figure out if he can come out turn 3 or 4 reliably. I really want it to though. Undead warchief wants his spot back in my cube, and I wanna give him backup in blue.
My rule is that if two cards are roughly equivalent in power, I will side with the more interactive one. I like games with interesting interactions, and complicated game states. Not headache inducing, but I like seeing people "go into the tank" when playing with my cube.
The new werewolf, Reckless Waif/Merciless Predator is the first werewolf that I think makes the cut. It's a cool card, and I like the transform mechanic overall. The double-face of the card is more a practical issue of requiring opaque sleeves (which I already have) as I see it rather than a game play one, as DFCs are similar enough to split cards. I like how the werewolf transform mechanic works though because it sets up a little "mini game".
I am excited about the new black aggro options, but nothing else jumps out at me.
However, I'm considering using the M10/Innistrad style duals in my C/U cube instead of the bounce lands. I like the purity of C/U only, but I think the M10 style duals aren't too powerful and would help aggro a bit more.
My aggro hasn't had any issues. Perhaps my green based aggro thanks to midrange being so much better for me in the color, but overall aggro has been fine. What hasn't been working for you to consider something so radical?
Also. I dumped the bounce lands a long long time ago. Land destruction is a thing, and losing a game entirely because I placed Azorius Chancery on the table was a little ridiculous. Perhaps cutting them entirely could alleviate your issue? Less cards for control = more cards for aggro as far as ratios are concerned.
In other news, the waif does look promising. On the play, this is a 3/2.
I am most excited for skaab goliath. Holy crap, Batman.
thraben sentry looks half decent, if only because that backside is Completely Off the Chain.
That intangible pump enchantment (for tokens) is making me think. I have lots of token producers in green and white. This looks pretty Damn pretty next to a Squirrels Nest or a Cenn's Enlistment. Hell, I've even been eying Roc egg for a while now. Just sayin.
The red 1/5>5/5 3 drop werewolf and the green 2/3>4/6 3 drop werewolf may be playable. Turn three on the draw seems like it may be a turn late to get a consistent activation, but perhaps not. It's so hard to tell... this is information I've never had to never had to track before.
However, gastaf shepherd (2/2>3/3 intimidate), upon further review, could be bananas on turn two. I've kept a lot of hands with a 1 drop, a 2 drop and a 4 drop in my life. That space is potentially scary all of a sudden.
Scourge of geier reach (3/3 elemental 5 drop) was something I was going to watch. unfortunately, the more I think about it, it looks worse and worse. It's a 4/4 minimum under most circumstances, but I don't think that I'd even play with a vanilla 6/6 for 5. Sad...
Ambush viper is probably outclassed by virtually every other green two drop in cube, but if I think of it as a kill spell (obv intent of the card) it looks better.
Oh, nevermind.
Still not enough. "1G destroy a nonflying, nonfirst strike, nonshadow attacking creature unless your opponent has a kill spell" seems a bit sketchy at best. That, and trample still smiles at you. At least it kills the derm brothers...
Overall... Still need at least one more zombie for Undead warchief and another creature for corpse connisuer to care about. Need... subtheme.. support.
Aggro works alright in my cube, but I'm always looking to support it more. Control is easy to support, but aggro is limited by availability of good creatures.
In general though, I guess I don't consider it too radical. There are a lot of interesting cards that seem "uncommon plus" to me, that is, technically rare, but not close to the power of cards in rare cubes. A good example is Hammer of Bogardan.
I think the peasant restriction is most helpful at limiting the possible choices, but I miss some stuff.
the issue I have is that once you get rid of rarity... what's the cutoff? is Vendillion clique fair enough to help my blue aggro? What about cards that had no business being rare, like serra sphinx? Sangromancy? I can't use price obviously, so where could it stop?
I generally don't mind off-beat suggestions, such as cards that are uncommon in online magic. But without some written boundary I don't think such a thing could work.
I agree. I don't care for the idea of including rares based on power level. I mean, if Savannah Lions and Elite Vanguard are uncommon, surely Isamaru isn't so overpowered that he'd be busted if I included him. But like Leelue says, where do you draw the line? The way I see it is if you're going to include rares, then you might as well go ahead and build a budget rare cube instead of a peasant cube.
3) It is not a straight upgrade to any common or uncommon already in the cube (a card that fails this test is Isamaru, Hound of Konda).
I don't necessarily want to push the discussion too off track of the "new cards" main idea, but I've been thinking about this recently and I like hearing the opinions here.
I guess it comes down to fun, and there's cards that I think are interesting, not too powerful, but unfortunately printed at rare.
Well Jim, if I could change the title of my thread to "peasant cube hub", I would. New cards are the main focus, and this is new card season, but side conversations keep the thread alive in downtime. This, however, is not downtime. Just remember this topic and bring it up again when it is a better time.
In the meantime, let's analyze the cards I brought up. For science.
Also, I play hammer of bogardan in unpowreed cubes.
Cool, sounds good. Here are my thoughts on the new cards, after thinking about it a bit more.
Reckless Waif - Still like this one.
Skaab Goliath - I don't totally get the excitement about this guy. He does fill an empty spot, a good blue finisher, and he seems good in reanimator, but I don't know, I'd love to hear more about why you think this guy is so good, Leelue.
Thraben Sentry - I think is outclassed by other white creatures at this cost, though the trample does help make this guy interesting. I don't know if the backside is good enough, but it's cool how it makes trading less profitable for the opponent.
Intangible Virtue - This is the kind of card I'm stoked to see at uncommon. I don't think it's good enough for me, but it's the kind of card that does something medium powerful and interesting. It would make an incentive to make tokens more of a theme in white, which is what would have to happen to make this worth it.
The red 1/5>5/5 3 drop werewolf and the green 2/3>4/6 3 drop werewolf may be playable. Turn three on the draw seems like it may be a turn late to get a consistent activation, but perhaps not. It's so hard to tell... this is information I've never had to never had to track before.
I think the human forms are too weak for these guys.
Gastaf Shepherd - Yeah, after taking a second look at this guy, I am liking it more and more. This is what I want the werewolves to be, okay in their human form, and sweet in their werewolf form. The werewolves are essentially levelers that you pay tempo for instead of mana, and from that perspective, I think this guy is on par with Beastbreaker of Bala Ged.
Ambush Viper - I think this guy is good. Maybe you're right, Leelue, that he's worse than first impressions lead one to believe.
Skaab Goliath (to my knowledge) is the only blue creature at this rarity that straight up doesn't lose to any creature in the cube besides Artisan of Kozilek (if you run the big guy). In fact, the only other nonevasive creatures I can think of that can attack into him and not die are pellakka wurm and ravenous baloth.
As much as I defend the virtues of peasant cube, it is true that creatures attack block and die a bit more here. He should never not have food for casting.
Finally, it is one more reason for me to reconsider adding Undead Warcheif (scary thought, that).
<3
I am feverishly awaiting both of these guys.
As for the others
I brought up thraben sentry because I thought it was borderline, and those are most interesting. 2/2 vigilance at 4 is Obv poor, and even spending a turn at that size is potentially too long. I, as usual, will test this guy, but won't be surprised if he can't make it in.
Intangible Virtue will mostly be paired with green obviously, though it isn't entirely impossible to see a few subpar red couplings. I think the colors in which it is useful keep it out, but I'll hold a copy in my reserves pile for the day this one can shine.
Those three drops are questionable, I'll admit. However, the red one dodges all of our sweepers in the baby form, so I would like to see if it can be a red defensive creature for the decks that want such a thing. I still use the 2 drop blue merfolk leveler that becomes a 6/6 (Yeah... totally forgot the name) and this guy would be trying to serve the same purpose in a way.
Gastaf Shepherd is definitely going to be tried, no persuasion needed.
Viper just doesn't deal with enough creatures. And it sucks when your removal loses to pretty much every spell.
By the way, I finally took Master Thief out. I swear his ability is far, far better than it looks (take lightning greaves wooooooo birthday!), but nobody picked him up out of suspicion. Even me somehow.
EDIT
Full set spoiled. Please, let's spend some time on cards individually, as always was the idea.
On the topic of werewolves, I think the following werewolves are worth considering: Reckless Waif, Gastaf Shepherd, Villagers of Estwald, and Hanweir Watchkeep. Reckless Waif can pretty reliably flip in this format and is sweet at 3/2, and I reflect the opinion of the Shepherd being alright on the human side and beautiful on the flip side. The other two are a bit iffier, but I can see them flipping as well. At the very least, they can force your opponent to play more cards at sorcery speed.
Skaab Goliath - While he has incredibly impressive stats at this rarity, I much prefer Stitched Drake. I'm surely going to test both of them, but blue already has a lot of strong evasive finishers which have protection. (Jetting Glasskite, Calcite Snapper, Urza's Factory.) Skaab Goliath is still stopped by white and black removal, and is greatly hampered by bounce. I still keep thinking about how awesome his stats are, though.
Ambush Viper - You guys don't seem to fond of this card, but I think it's pretty awesome. I run Thornweald Archers in my cube, and this will probably take its place. Flash is one of my favorite abilities on green creatures, and a creature that has both flash and deathtouch can simulate as removal pretty well. It's cheap and useful, even if you just use it as a 2 power 2 cost flash critter.
Of the cards just spoiled, I think these stand out the most so I'll just put them out there:
Cloistered Youth, Midnight Haunting, Dead Weight, Crossway Vampire, Festerhide Boar, Ranger's Guile, Demonmail Hauberk, Galvanic Juggernaut, and Silver-Inlaid Dagger.
The reason I don't like Ambush Viper is that it basically reads like this:
Ambush Viper 1G
Instant
Destroy target creature without flying, shadow, or first strike that is attacking you.
The Archer may not get the flash ability, but gaining the ability to kill some flyers in green (which tends to be the color of ground pounders) is well worth the loss of flash.
My potentials list for my peasant cube looks like this:
Chapel Geist - This guy may not make it, but a 2/3 flyer for three seems pretty solid.
Cloistered Youth - I don't know about you, but I think this guy is quite nuts. He's a little fragile, but if you untap with him, he's pretty ridiculous for aggro decks.
Fiend Hunter - Faceless Butcher didn't make the cut, but maybe it's better in white. I think this one deserves at least a test run.
Murder of Crows - Better Air Elemental? Why not?
Forbidden Alchemy - Seems good. Not quite as good as Impulse, but up there. It's probably better than Thirst For Knowledge in C/U cubes.
Diregraf Ghoul - Another aggro 1-drop for black? Yes, please.
Morkrut Banshee - I'm not sure how often this guy will actually be good, but he's on my list of possible inclusions. He may not make it in the end as he seems slightly unreliable.
Vampire Interloper - I love the Pegasi in white. I suspect this guy will be just as good.
Reckless Waif - This is the only werewolf I like at this rarity. It seems like the most consistent one, but I still worry about how often it'll be forced back into a 1/1. Could prove to be not good enough.
Bramblebush - Better than Creeping Mold seems like an obvious include.
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Luckily I grabbed 3 of them before their surge in popularity. I gave away 2 in the Lonely Cards thread and kept one for myself.
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
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what do we think of the banshee? It's not the best, but it is at least conversational competition for sengir vampire at the 5 slot (if you run it). I'll probably stay vampy due to a marked lack of black evasion, but what are your thoughts?
At first I was like "ooh skinrender dos.oh but then I saw the mana cost. Whoops
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
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Cubetutor link - 380 Peasant Cube
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
MTGS Average Peasant Cube 2023 Edition
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My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
off topic (a little) Am I the only person running flame slash, by any chance?
And (more off topic), am I the only one not running Swiftfoot boots?
cool name btw, new guy
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Air Elemental seems a lot better than Living Tsunami. I can pay 4 for my 4/4 flyer and be forever stuck on my current mana or I can just wait a turn (or pay one more depending on the stage of the game) and pay 5 for the 4/4 flyer and continue my development. That's a pretty easy choice for me.
I don't think the flash on Monitor makes it better than Air Elemental either.
I'm not running it. It didn't do enough here. I mean, 4 damage to a dude for a single red seems really good on paper, but a lot of times it just failed to make the final 40. I'd much rather have Lightning Bolt or Chain Lightning than Flame Slash. I want my burn to act as reach as well as removal. Flame Slash just couldn't do that.
I'm not running that one either. A big part of what makes Lightning Greaves really good is the 0 equip. I might run Boots if my C/U cube were bigger, though.
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Somehow never really noticed that AE is most often better than Tsunami. But as I've often stated, there is a notable amount of aggression that is in my blue, and that CMC is obviously what has kept Tsunami in. I have a plethora of solid Blue/colorless finishers for the traditional blue decks (as we all probably do). I haven't felt the need for another at 5 cmc and up. I'll pay attention to the card more though, I suppose.
As for a 3/3 flash vs a 4/4, that's a rough argument. Keeping countermagic up is obviously obvious, but then you have situations like needing to nullify an attacker and so long as the enemy creature doesn't have 4 toughness then flash wins out. I don't want to take silly amounts of damage because he has an oblivion ring or a chainer's edict etc. Of course then I lose to something like a... Knight of meadowgrain with celestial crusader in play (apologies... honestly the first example I could come up with -_-), but that's the trade-off.
Also, being better in control match-ups is cool too.
As for flame slash, I refuse to let my red become one dimensional. I want it to be good in control decks, and sometimes you just need to kill something with four toughness. It also breaks wall of omens and annoying **** like that for the traditional red deck. Obv bolt is king, but I most certainly think that there are enough cases where I need to kill a fat butt to at least equal the number of games lost (literally lost since that's all that matters) due to my flame slash not being an incinerate to the face. Without planeswalkers in the format not being able to hit the face, while (clearly) relevant, is significantly less important.
Also nucklavee.
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what do we think of delver of secrets? the 3/2 flier guy.
I was excited, then realized he's sort of self defeating. Requiring a healthy amount of spells for him to hulk out makes him look like a poor aggro creature.
Forbidden alchemy looks nice. Could this be better than thirst for knowledge? Probably not, lol, except this is better when you need one specific card right now. especially a land.
make a wish is a cool card but definitely doesn't make it for me.
geistflame isn't good enough at all.
prey upon probably doesn't make it either. lignify comes back in my cube before this does.
Stitched Drake still eludes me. I just can't figure out if he can come out turn 3 or 4 reliably. I really want it to though. Undead warchief wants his spot back in my cube, and I wanna give him backup in blue.
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The new werewolf, Reckless Waif/Merciless Predator is the first werewolf that I think makes the cut. It's a cool card, and I like the transform mechanic overall. The double-face of the card is more a practical issue of requiring opaque sleeves (which I already have) as I see it rather than a game play one, as DFCs are similar enough to split cards. I like how the werewolf transform mechanic works though because it sets up a little "mini game".
I am excited about the new black aggro options, but nothing else jumps out at me.
However, I'm considering using the M10/Innistrad style duals in my C/U cube instead of the bounce lands. I like the purity of C/U only, but I think the M10 style duals aren't too powerful and would help aggro a bit more.
Also. I dumped the bounce lands a long long time ago. Land destruction is a thing, and losing a game entirely because I placed Azorius Chancery on the table was a little ridiculous. Perhaps cutting them entirely could alleviate your issue? Less cards for control = more cards for aggro as far as ratios are concerned.
In other news, the waif does look promising. On the play, this is a 3/2.
I am most excited for skaab goliath. Holy crap, Batman.
thraben sentry looks half decent, if only because that backside is Completely Off the Chain.
That intangible pump enchantment (for tokens) is making me think. I have lots of token producers in green and white. This looks pretty Damn pretty next to a Squirrels Nest or a Cenn's Enlistment. Hell, I've even been eying Roc egg for a while now. Just sayin.
The red 1/5>5/5 3 drop werewolf and the green 2/3>4/6 3 drop werewolf may be playable. Turn three on the draw seems like it may be a turn late to get a consistent activation, but perhaps not. It's so hard to tell... this is information I've never had to never had to track before.
However, gastaf shepherd (2/2>3/3 intimidate), upon further review, could be bananas on turn two. I've kept a lot of hands with a 1 drop, a 2 drop and a 4 drop in my life. That space is potentially scary all of a sudden.
Scourge of geier reach (3/3 elemental 5 drop) was something I was going to watch. unfortunately, the more I think about it, it looks worse and worse. It's a 4/4 minimum under most circumstances, but I don't think that I'd even play with a vanilla 6/6 for 5. Sad...
Ambush viper is probably outclassed by virtually every other green two drop in cube, but if I think of it as a kill spell (obv intent of the card) it looks better.
Oh, nevermind.
Still not enough. "1G destroy a nonflying, nonfirst strike, nonshadow attacking creature unless your opponent has a kill spell" seems a bit sketchy at best. That, and trample still smiles at you. At least it kills the derm brothers...
Overall... Still need at least one more zombie for Undead warchief and another creature for corpse connisuer to care about. Need... subtheme.. support.
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In general though, I guess I don't consider it too radical. There are a lot of interesting cards that seem "uncommon plus" to me, that is, technically rare, but not close to the power of cards in rare cubes. A good example is Hammer of Bogardan.
I think the peasant restriction is most helpful at limiting the possible choices, but I miss some stuff.
I generally don't mind off-beat suggestions, such as cards that are uncommon in online magic. But without some written boundary I don't think such a thing could work.
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1) It is almost identical to an existing common/uncommon (e.g., Savannah Lions)
2) It sees virtually no play in rare cubes (e.g., Hammer of Bogardan)
3) It is not a straight upgrade to any common or uncommon already in the cube (a card that fails this test is Isamaru, Hound of Konda).
I don't necessarily want to push the discussion too off track of the "new cards" main idea, but I've been thinking about this recently and I like hearing the opinions here.
I guess it comes down to fun, and there's cards that I think are interesting, not too powerful, but unfortunately printed at rare.
In the meantime, let's analyze the cards I brought up. For science.
Also, I play hammer of bogardan in unpowreed cubes.
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Reckless Waif - Still like this one.
Skaab Goliath - I don't totally get the excitement about this guy. He does fill an empty spot, a good blue finisher, and he seems good in reanimator, but I don't know, I'd love to hear more about why you think this guy is so good, Leelue.
Thraben Sentry - I think is outclassed by other white creatures at this cost, though the trample does help make this guy interesting. I don't know if the backside is good enough, but it's cool how it makes trading less profitable for the opponent.
Intangible Virtue - This is the kind of card I'm stoked to see at uncommon. I don't think it's good enough for me, but it's the kind of card that does something medium powerful and interesting. It would make an incentive to make tokens more of a theme in white, which is what would have to happen to make this worth it.
I think the human forms are too weak for these guys.
Gastaf Shepherd - Yeah, after taking a second look at this guy, I am liking it more and more. This is what I want the werewolves to be, okay in their human form, and sweet in their werewolf form. The werewolves are essentially levelers that you pay tempo for instead of mana, and from that perspective, I think this guy is on par with Beastbreaker of Bala Ged.
Ambush Viper - I think this guy is good. Maybe you're right, Leelue, that he's worse than first impressions lead one to believe.
As much as I defend the virtues of peasant cube, it is true that creatures attack block and die a bit more here. He should never not have food for casting.
Finally, it is one more reason for me to reconsider adding Undead Warcheif (scary thought, that).
<3
I am feverishly awaiting both of these guys.
As for the others
I brought up thraben sentry because I thought it was borderline, and those are most interesting. 2/2 vigilance at 4 is Obv poor, and even spending a turn at that size is potentially too long. I, as usual, will test this guy, but won't be surprised if he can't make it in.
Intangible Virtue will mostly be paired with green obviously, though it isn't entirely impossible to see a few subpar red couplings. I think the colors in which it is useful keep it out, but I'll hold a copy in my reserves pile for the day this one can shine.
Those three drops are questionable, I'll admit. However, the red one dodges all of our sweepers in the baby form, so I would like to see if it can be a red defensive creature for the decks that want such a thing. I still use the 2 drop blue merfolk leveler that becomes a 6/6 (Yeah... totally forgot the name) and this guy would be trying to serve the same purpose in a way.
Gastaf Shepherd is definitely going to be tried, no persuasion needed.
Viper just doesn't deal with enough creatures. And it sucks when your removal loses to pretty much every spell.
By the way, I finally took Master Thief out. I swear his ability is far, far better than it looks (take lightning greaves wooooooo birthday!), but nobody picked him up out of suspicion. Even me somehow.
EDIT
Full set spoiled. Please, let's spend some time on cards individually, as always was the idea.
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
Reckless Waif, Gastaf Shepherd, Villagers of Estwald, and Hanweir Watchkeep. Reckless Waif can pretty reliably flip in this format and is sweet at 3/2, and I reflect the opinion of the Shepherd being alright on the human side and beautiful on the flip side. The other two are a bit iffier, but I can see them flipping as well. At the very least, they can force your opponent to play more cards at sorcery speed.
Skaab Goliath - While he has incredibly impressive stats at this rarity, I much prefer Stitched Drake. I'm surely going to test both of them, but blue already has a lot of strong evasive finishers which have protection. (Jetting Glasskite, Calcite Snapper, Urza's Factory.) Skaab Goliath is still stopped by white and black removal, and is greatly hampered by bounce. I still keep thinking about how awesome his stats are, though.
Ambush Viper - You guys don't seem to fond of this card, but I think it's pretty awesome. I run Thornweald Archers in my cube, and this will probably take its place. Flash is one of my favorite abilities on green creatures, and a creature that has both flash and deathtouch can simulate as removal pretty well. It's cheap and useful, even if you just use it as a 2 power 2 cost flash critter.
Of the cards just spoiled, I think these stand out the most so I'll just put them out there:
Cloistered Youth, Midnight Haunting, Dead Weight, Crossway Vampire, Festerhide Boar, Ranger's Guile, Demonmail Hauberk, Galvanic Juggernaut, and Silver-Inlaid Dagger.
Cubetutor link - 380 Peasant Cube
Ambush Viper 1G
Instant
Destroy target creature without flying, shadow, or first strike that is attacking you.
The Archer may not get the flash ability, but gaining the ability to kill some flyers in green (which tends to be the color of ground pounders) is well worth the loss of flash.
My potentials list for my peasant cube looks like this:
Chapel Geist - This guy may not make it, but a 2/3 flyer for three seems pretty solid.
Cloistered Youth - I don't know about you, but I think this guy is quite nuts. He's a little fragile, but if you untap with him, he's pretty ridiculous for aggro decks.
Fiend Hunter - Faceless Butcher didn't make the cut, but maybe it's better in white. I think this one deserves at least a test run.
Murder of Crows - Better Air Elemental? Why not?
Forbidden Alchemy - Seems good. Not quite as good as Impulse, but up there. It's probably better than Thirst For Knowledge in C/U cubes.
Diregraf Ghoul - Another aggro 1-drop for black? Yes, please.
Morkrut Banshee - I'm not sure how often this guy will actually be good, but he's on my list of possible inclusions. He may not make it in the end as he seems slightly unreliable.
Vampire Interloper - I love the Pegasi in white. I suspect this guy will be just as good.
Reckless Waif - This is the only werewolf I like at this rarity. It seems like the most consistent one, but I still worry about how often it'll be forced back into a 1/1. Could prove to be not good enough.
Bramblebush - Better than Creeping Mold seems like an obvious include.
MTGS Average Peasant Cube 2023 Edition
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