I don't think I'd rank Merfolk Trickster as a 3 unless you're specifically pushing a more aggressive blue archetype. I'd rank it at 2 with a caveat about it's stock going up if you push that archetype.
I also don't think Grunn is going to have a great average case. Mainly the rating was on the basis of that uniqueness. One of those cards that will generate some fun stories when it works. Maybe some more context like Yargle that it is probably only really worth it with sufficient ways of giving it evasion to improve the average case.
I'm starting to think that Fungal Plots is not that great on the basis of its resource limitations, particularly as it requires a specific card type. Squirrel Nest can come down on turn 3 and always spit out a squirrel every turn for effectively 1 mana, even if you are just chumping for a while; Fungal Plots with only 1 or 2 creatures in your yard isn't going to be great. That's on the basis of just the tokens though, maybe the potential for card draw makes it good enough?
I'd say Hunting Triad and Spore Swarm are comparable. Hunting Triad maybe edges it a bit as it has two modes and probably a bit easier to recur as a creature, but you can use Spore Swarm at instant speed on an empty board, and sometimes three extra blockers at instant speed is going to be better than one getting +3/+3. I'd put them in the same category. I think either is fine if you are supporting a token deck.
You are correct on In Bolas's Clutches, but I think it is so negligible I will combine them and just point that out in the description.
If Merfolk Trickster was 1U, would it just be a staple? I haven't updated my cube in a while so haven't seen the Trickster in action, but that would be my leaning. UU is a real cost; enough to put it down 2 notches (assuming an initial staple is 'correct'). I would have assumed it was still fine outside of aggro, given the number of abilities that our creatures usually have that could be turned off at instant speed.
This is why I think Song Of Freyalise should be a 3. This was the last time I played a cube, and coincidentally I took a picture.
//
Fun stories doesn't give ratings. Grunn is not a good magic card for us I don't believe. It's the memes.
//
I really haven't considered merfolk trickster. losing all abilities is so new to us that I don't know how to evaluate it. But 1U flash 2/2 tap a guy is only a low level playable I assume.. so I would guess 2 with upside like calibretto said.
//
As long as we are talking about minor upsides and downsides, in bolas' clutches has antisynergy with clone. Both cases are so niche I don't think we need to mention either
Nope, don't know where that one disappeared to. I'll include it below. I also previously updated the last post, removing Grunn and marking down most others mentioned. Left Trickster at 3.
Emancipation Angel - 2 Description - Kor Skyfisher is probably going to be your first option for this type of effect, but this is a fine follow up. The main thing driving it down is going to be the prevalence of double cost cards in your cube. Good stats with flying for the cost, and if you can get back an ETB effect (and probably the main reason you cube it) you are going to be pretty happy. Anchors - Bounce / Blink Supports -
Still a handful of Dominaria cards to go after this lot.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Valduk, Keeper of the Flame - 2 Description - A 3/2 for 3 alone isn't great, but not so far below the curve that the potential for upside is good. Worth noting that you don't need to attack with Valduk, so you can just keep sending Elementals into the opponents blockers. Nice that it triggers off opponents aura-based removal as well which might prevent them from using it. Anchors - Aura / Equipment Supports -
Skizzik - 2 Description - Fine for aggro decks to smash through in the end game, with the option to deploy on turn 4 if that single hit is going to seal the game. Anchors - Supports -
Fight with Fire - 2 Description - While sorcery speed, the base still kills the majority of creatures in a cube for 3 mana. The kicker gives it solid upside in the late game, either clearing a board or going straight to the dome for the win. Makes it a versatile piece of burn that fits into a number of different decks. Anchors - Supports -
Dauntless Bodyguard - 4 Description - Excellent 2/1 for 1, even if you didn't care about white aggro for your cube. It can always be played on turn 1, but makes for a nice insurance policy later in the game for your best creature. Anchors - Supports -
Knight of Grace - 2 Description - A 2/2 first striker for 2 is solid enough, and even if your opponent isn't playing black, you can also put black permanents in your own deck, making it more in your control. Some people don't like hexproof, but this version still allows a bit of interaction. Anchors - Supports -
Danitha Capashen, Paragon - 2 Description - The first three abilities are a bit 'keyword soup' but even on a Pearled Unicorn they are ok. Cheaper equip cost is nice, particularly in conjunction with the other keywords. It looks like a signal for a sub-theme, but is fine even if you only cube a few equipment or Auras. Anchors - Supports - Aura / Equipment
Baird, Steward of Argive - 2 Description - It can support a prison archetype, or just be fine on its own in a control shell. It probably signals that the former is in your cube though. Anchors - Prison Supports -
Champion of the Flame - The signal is clear, but it is too all-in on the aura / equipment theme. It's pretty bad on it’s own, and one thing attached doesn't elevate it enough.
Keldon Raider - Serviceable, but underwhelming for cube.
Rampaging Cyclops - The upside is marginal compared to the downside.
Warcry Phoenix - The ability is fine, but the problem is that if you can afford to attack with three other creatures, you are probably in a position where you are winning.
Kwende, Pride of Femeref - It is interesting, but isn't going to be consistent enough in a cube environment.
Sanctum Spirit - If it was just discard any card, it might be good enough despite not otherwise being efficient, but with a specific card type requirement with perhaps a few in your deck, it isn't good enough.
Is ghitu chronicler the "best" version of this effect in red? It seems better than Anarchist to me, but perhaps the spells-matter deck would just want Shreds of Sanity? Or perhaps this is just a case of "the 'best' version of something is just bad, so it should be left out"? In cubes where red decks could conceivably be interested in a 1/3 for 1R I guess it could be worth considering?
I know some people around here are high on the aura/enchantments/pants theme, but Valduk can't be more than a 1? Even if you do get him going, there are boardstates where the 3/1s don't do much.
6 mana for an Archaeomancer is just too steep, especially when you're just returning burn for an 8 mana bad FTK most of the time. Bad niche effect that Shreds fills much better.
I don't think I've ever had a spot where the elemental tokens were irrelevant with the other cards that make them (the 2/1 BfZ guy + Big Chandra), and peasant creatures tend to be small. If you can get Valduk making a guy fairly consistently he's probably worth at least a 2, though idk the number of equips you need to do that.
Dauntless Bodyguard is slightly better than Mardu Woe-Reaper in my books, so a 4 seems appropriate. The effect doesn't come up a ton, but when it does it's substantial.
I think Valduk is fine at 2. It's a build around, but I don't think you need to go far out of your way in terms of cube design to consider it. Most cubes have a few pieces of equipment and a few positive auras even if there isn't a full 'pants' theme in your cube. As a card in a DECK, you probably want at least a couple of things to attach to it in the deck, but I don't think it warps cube design.
The rest of Dominaria.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Call the Cavalry - 1 (Drop Allied Reinforcements to no reason to cube, don't see Allies making a difference) Description - It's fine for putting bodies on the board. Nothing exceptional, but fine for go wide strategies. You may consider Gallant Cavalry as well or instead, depending on your preference for blink targets vs prowess, spells matters etc. Anchors - Supports - Tokens / Go Wide
On Serra's Wings - 1 Description - If you can get a couple of hits in with something that was already mid-sized it is probably fine. Caveats that it isn't so hot if you run all the best removal, so only specific cubes will want it. Anchors - Supports - Pants / Voltron
Slimefoot, the Stowaway - 2 Description - It isn't the most efficient token generator, but it has at least respectable stats with a relevant triggered ability even if you are chumping. There are stronger Golgari cards in general, but you might cube this for sacrifice / token themes. Anchors - Supports - Tokens, Drain / Extort, Sacrifice
Raff Capashen, Ship's Mage - 2 Description - The base is good enough that you might cube it for a Skies archetype, and the cheap historic spells is just a bonus. Anchors - Supports -
Garna, the Bloodflame - 2 Description - If you get one creature back, you are probably comfortable with the transaction, and it shouldn't be hard to engineer at least that. Has a bunch of potential play patterns depending on board state; play after blocks, then get dead creatures back which can attack immediately when you cast them again. Triggers from anywhere, so library-to-graveyard fillers or discard outlets become more valuable. Works with sacrifice outlets, including the ability to get itself back if you sacrifice it while the trigger is on the stack. The main reason to consider cubing it is to give your Rakdos decks something other than just aggression. Anchors - Supports - Sacrifice
Tatyova, Benthic Druid - 2 Description - A 5 mana 3/3 doesn't hold its own compared to other peasant creatures on rate alone, but the body is at least reasonable, and if it can stick around for a while you are going to get some decent advantage out of it. Anchors - Supports -
Tiana, Ship's Caretaker - 1 Description - The baseline isn't great (you'd probably always prefer Serra Angel for example), and the ability is narrow. The only reason to cube it is to push an Aura / Equipment theme, and even then you probably want 'sacrifice for effect' auras or totem auras in your cube to warrant it. Anchors - Supports -
Memorial to Folly - 1 Description - It is fine, giving you some advantage if you don't need it as a land, but doesn't stand out. Anchors - Supports -
Memorial to Genius - 1 Description - Fine enough trade-off, though it does get drowned out by other draw spells. In a draft it will usually drift to the blue player. Anchors - Supports - Control
Memorial to Unity - 1 Description - It is ok, though it competes with spell versions which may be better on average; you can cast them at any time, rather than waiting until you can afford to sacrifice a land. Anchors - Supports -
Haven't considered all the grades, but just realised:
I know we aren't doing M19 yet, but Call the Cavalry needs a mention of Gallant Cavalry in its description as on the face they are the same card, and only blink/prowess/populate/delve/etc-considerations might tell you which is better for you.
I could see Triumph of Gerrard getting blown out by instant speed removal in response to III, but if I and II have allowed you to attack where you otherwise wouldn't, it perhaps isn't a disaster. Big negative that you can't choose where to drop the counters. Not sure, leaning to a zero.
2 for slimefoot I think.
I don't think Skittering Surveyor is the worst possible option to allow your players to splash, but like indicated, I think most cubes (and thus decks) would just not need it with the typical Vivids, tri-lands and the like floating around. I am also not very high on free creatures with (what I am judging to be) irrelevant bodies. This might be a flaw of mine though, I suspect I am too low on cards like Striped Bears. But how much will a 1/2 do? I guess it can stop an X/1 from an aggro deck, and in that case you are super happy.
I also wonder if the blue and green memorials are good enough. They all run into the utility-land-problem though, that they just tend to drift in the draft and are picked only when there are no other options. But they will make decks. Having free spells in your lands are so good.
Made a few adjustments. Left Tatyova at 2. Sounded like it was good in the native format, but I'd guess with a better card pool it isn't as essential to us (though it will probably make its ways into my cube).
Upped the two mentioned Memorials to 1, with caveats that spell versions might be better.
Skittering Surveyor and Howling Golem to 'no reason to cube'.
And updated the Call the Cavalry entry to consider Gallant Cavalry as well.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Inner Demon - 2 Description - It is an intriguing sweeper, including letting you build up any creature to survive it. The upside balances the downside of needing a creature on board to cast it. Anchors - Supports - Sweeper Control
Soaring Show-Off - ??? Description - I guess this isn't going in an aggressive deck to warrant cubing it, is it? Anchors - Supports -
Jungle Wayfinder - 1 Description - The symmetry is a negative, but you are getting a 3/3 for 3. Marginal, but decks that care about hitting land drops or finding splash colours will happily play it. It just doesn't stand out. Anchors - Supports -
Cheering Fanatic - 1 (2?) Description - Perhaps more interesting than it is powerful, but it either accelerates, or allows you to bluff. Sucks if you can't attack though, as suiciding in probably won't be worth the payoff most of the time. Anchors - Supports -
Azra Bladeseeker - 1 Description - Red likes some card filtering, but a 3/2 for 3 after it hits the battlefield just isn't that great. Probably only worth considering if you are looking specifically for red discard outlets to support graveyard decks / reanimator. Anchors - Supports - Graveyard Matters, Reanimator
Blaring Recruiter - 1 Description - It's a bit of investment, but once on the board it is one of the cheaper repeat token makers available at peasant. You probably want to partner it to make it worth it. Anchors - Supports - Tokens
Azra Oddsmaker - 2 Description - It's high risk and reward. Ditching an irrelevant card to draw 2 more is excellent, but you need to be able to get through, and you are prone to combat tricks or instant speed removal. At worst it is a 3/3 for 3, so even if you don't feel like taking the risk you still have an average creature as your floor. Narrow synergy, but if you can hit a player with a double striker you are laughing. Anchors - Supports -
Sickle Dancer - Not really enough upside to warrant promoting Warriors; there are better anchor cards for that and you don't need to go this deep even if you cube those.
Blaring Captain - Given it's poor stats, it isn't good enough on its own even if you care about Warriors. And probably not worth partnering even if you allow your drafters to get both at once.
Thrasher Brute - The baseline doesn't seem terrible if you have incidental Warrior support, but you probably aren't playing it in any deck where you don't get those triggers.
Combo Attack - It's going to do more damage than similar options… when you have two creatures to target. It is going to suck when you only have one creature, such that you would probably want to run Clear Shot or other options instead.
Bull-Rush Bruiser - It's solid when it is 'on', but not great enough that it is worth the inconsistency.
Stadium Vendors - You could make an argument for an aggro deck that dumps this alongside a 2-drop, but there are better options that fill that role at cheaper slots.
My experience so far with Cheering Fanatic is as a bad Nest Invader. The only possible upside to Cheering Fanatic is that it is re-usable is you can get multiple attacks and multiple discounts, but I have not found that to be at all likely in games.
I do like Nest Invader a fair amount, so I will keep trying Cheering Fanatic, but it is certainly my first red two drop to be kicked out.
They're back. I think there was some issue with java or something that I read about. I was freaking out a bit, would have been years of work if it just disappeared. When I've got more time I might make a 'backup' just in case.
Going back a few pages, I'd like to argue that Will-o'-the-Wisp might warrant a 2. My experience with it overall is that it can be very frustrating to face, and fits in some aggro decks. For one with a few equipmenrs/aggressive auras, the evasion and regeneration makes it an excellent holder of a Skullcleaver or Madcap Skill. A t1 WotW followed by a t2 Madcap Skillz iz a threat that *needs* answering, and unless you can answer it before the next turn, you might have a hard time ever doing so. But for aggro decks it also fills a different purpose; it's great in an aggro-aggro matchup, if the game turns into a race because both plahers have lots of good attackers but few blockers.
It might not warrant being a 2 (and I'm new and claim no expertise), but I still think it's worth noting the additional case uses. The issue with low-CC regeners tend to be high regen cost, which this doesn't have, and the issue with low-cc fliers tend to be fragility, which this doesn't have. It needs support, but not much; I'd include it in an aggro if I had like, 2 decent attachments, else I'd still board it in vs other aggro. Maybe my cube has more attachment than most (1-2 offensive ones per color and 5 artifacts I think), though.
WotW is just too specific and awkward to be worth it in aggro. WotW + equip in aggro does just auto win against some decks, but if you draw WotW without an equip or your opponent has an answer you have a dead card/lose the game. Additionally, if the equip isn't Madcap Skills, any moderately sized flyer or even a decent clock probably beats it. These are problems in addition to blowing up a black source (potentially taking you off black mana, as aggro can't afford too many tap lands) and removal not even being completely dead (tapping WotW). It's a half decent sideboard plan, but requires too many things going right to be maindeckable, imo. Both of the potential uses fit under the definition a 1, so I'd say it's about as 1 as you can get.
There just aren't enough worthwhile synergies to make Vigean Graftmage worth it; its numbers are just too poor. Comboing it with Mom or Imperius Perfect can just win the game, but you need Graftmage down first, and then a lot of mana, and then (for Perfect) have to dodge removal. And those are the best two targets for it. It's remotely interesting as a concept, but it would need at least 1 number buff for me to be even vaguely interested in cubing it.
I'm not sold on Will-o-the-wisp being an aggro card either. I don't think 2 equipment / auras is anywhere near enough to consider running it in aggro. As purple said, if you don't draw them (or they have artifact / enchantment removal) your wisp is not advancing your game plan.
I don't think the graftmage is worth elevating either. I'm a fan of cute synergies, but I don't think it is enough here. If you want to specifically combo with the types of cards you've mentioned, I'd much rather run Freed From the Real / Pemmin's Aura, or Vizier of Tumbling Sands for a once-per-turn effect but has much wider targets.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Plague Mare - 2 Description - The colour hosing may rub some the wrong way, but the other ability is decent and will usually have some impact on most board states. Whether clearing x/1's, reducing stuff to make attacks favorable, or after combat as a 'trick' to trade up. Anchors - Supports -
Fell Specter - 1 Description - It might do some work in pretty specific cubes, but it is very narrow. Anchors - Supports -
Vampire Sovereign - 2 Description - You can get a bigger creature (Sengir Vampire), but sometimes the life loss will be enough, and (assuming you can swing with it) you will be ahead for a couple of turns on total damage, while also giving you a life swing. Anchors - Supports -
Gearsmith Prodigy - 1 Description - It only fits in one deck and you need to support it pretty heavily, but it gives that deck a 1-drop. Anchors - Artifact Matters Supports -
Departed Deckhand - 4 Description - 2 power mostly unblockable is pretty awesome straight up. The downside is small; if they were going ot target it anyway it was probably to kill it, and the mana efficiency should be good in any case. You can still equip it yourself or target it with other effects, and it even has some great upside in the late game. There is nothing not to love here. Anchors - Supports -
Exclusion Mage - 3 Description - It is going to serve the same purpose as Man-o-War the vast majority of the time, but this can't target your own creatures which is sometimes relevant. The 'upside' of being able to cast this on an empty board is almost never going to come up. It's perfectly fine, but it probably only comes up in cubes that want a second copy of Man-o-War. Anchors - Supports -
Mirror Image - 1 Description - It's cheaper than Clone, which increases your chance of saving mana compared to what you are copying, but the downside is that if your opponent has a better creature, or you don't have a creature, you can't copy it. It makes it much worse when you are behind. Anchors - Supports -
Skilled Animator - 1 Description - It's cute, but needs a reasonable number of artifacts to make their way into a deck to be worth it. Anchors - Artifact Matters Supports -
Salvager of Secrets - 1 Description - Decks that want to buy back instants and sorceries probably want the bigger butt of Mnemonic Wall, but it is an option that can actually tussle in combat if you'd prefer that in your cube. Anchors - Supports - Spells Matter
Aether Tunnel - 1 Description - The usual 2 for 1 aura caveat applies, but if it sticks you can set up a decent clock. Similar options in Aqueous Form. Anchors - Supports - Saboteurs
Psychic Corrosion - 1 Description - Sphinx's Tutelage is strictly better (in a duel). Only if you want redundancy but don't want to break singleton. Anchors - Supports -
Uncomfortable Chill - 1 Description - It might be tricky to engineer 2-for-1's consistently, but the baseline is fine enough and does something in most stages of the game. Anchors - Supports -
Stitcher's Supplier - It can start filling up your graveyard from turn 1, and can put 6 cards in your graveyard for only a single mana… but you had better be capitalising on that. The cost of a card is very real, and this isn't going to be worth putting in decks the vast majority of the time, even if they care about the graveyard.
Surge Mare - It doesn't seem horrible, but requiring mana to do anything isn't going to have this see much play.
Wall of Mist - There are a number of 0/4 defeners with interesting upsides to warrant playing this. If you desparately want that fifth toughness, you might as well play Tide Drifer and give the occasional artifact creature a boost.
MTGS Average Peasant Cube 2023 Edition
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I also don't think Grunn is going to have a great average case. Mainly the rating was on the basis of that uniqueness. One of those cards that will generate some fun stories when it works. Maybe some more context like Yargle that it is probably only really worth it with sufficient ways of giving it evasion to improve the average case.
I'm starting to think that Fungal Plots is not that great on the basis of its resource limitations, particularly as it requires a specific card type. Squirrel Nest can come down on turn 3 and always spit out a squirrel every turn for effectively 1 mana, even if you are just chumping for a while; Fungal Plots with only 1 or 2 creatures in your yard isn't going to be great. That's on the basis of just the tokens though, maybe the potential for card draw makes it good enough?
I'd say Hunting Triad and Spore Swarm are comparable. Hunting Triad maybe edges it a bit as it has two modes and probably a bit easier to recur as a creature, but you can use Spore Swarm at instant speed on an empty board, and sometimes three extra blockers at instant speed is going to be better than one getting +3/+3. I'd put them in the same category. I think either is fine if you are supporting a token deck.
You are correct on In Bolas's Clutches, but I think it is so negligible I will combine them and just point that out in the description.
If Merfolk Trickster was 1U, would it just be a staple? I haven't updated my cube in a while so haven't seen the Trickster in action, but that would be my leaning. UU is a real cost; enough to put it down 2 notches (assuming an initial staple is 'correct'). I would have assumed it was still fine outside of aggro, given the number of abilities that our creatures usually have that could be turned off at instant speed.
This is why I think Song Of Freyalise should be a 3. This was the last time I played a cube, and coincidentally I took a picture.
//
Fun stories doesn't give ratings. Grunn is not a good magic card for us I don't believe. It's the memes.
//
I really haven't considered merfolk trickster. losing all abilities is so new to us that I don't know how to evaluate it. But 1U flash 2/2 tap a guy is only a low level playable I assume.. so I would guess 2 with upside like calibretto said.
//
As long as we are talking about minor upsides and downsides, in bolas' clutches has antisynergy with clone. Both cases are so niche I don't think we need to mention either
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
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Emancipation Angel - 2
Description - Kor Skyfisher is probably going to be your first option for this type of effect, but this is a fine follow up. The main thing driving it down is going to be the prevalence of double cost cards in your cube. Good stats with flying for the cost, and if you can get back an ETB effect (and probably the main reason you cube it) you are going to be pretty happy.
Anchors - Bounce / Blink
Supports -
Still a handful of Dominaria cards to go after this lot.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Valduk, Keeper of the Flame - 2
Description - A 3/2 for 3 alone isn't great, but not so far below the curve that the potential for upside is good. Worth noting that you don't need to attack with Valduk, so you can just keep sending Elementals into the opponents blockers. Nice that it triggers off opponents aura-based removal as well which might prevent them from using it.
Anchors - Aura / Equipment
Supports -
Skizzik - 2
Description - Fine for aggro decks to smash through in the end game, with the option to deploy on turn 4 if that single hit is going to seal the game.
Anchors -
Supports -
Fight with Fire - 2
Description - While sorcery speed, the base still kills the majority of creatures in a cube for 3 mana. The kicker gives it solid upside in the late game, either clearing a board or going straight to the dome for the win. Makes it a versatile piece of burn that fits into a number of different decks.
Anchors -
Supports -
Dauntless Bodyguard - 4
Description - Excellent 2/1 for 1, even if you didn't care about white aggro for your cube. It can always be played on turn 1, but makes for a nice insurance policy later in the game for your best creature.
Anchors -
Supports -
Knight of Grace - 2
Description - A 2/2 first striker for 2 is solid enough, and even if your opponent isn't playing black, you can also put black permanents in your own deck, making it more in your control. Some people don't like hexproof, but this version still allows a bit of interaction.
Anchors -
Supports -
Danitha Capashen, Paragon - 2
Description - The first three abilities are a bit 'keyword soup' but even on a Pearled Unicorn they are ok. Cheaper equip cost is nice, particularly in conjunction with the other keywords. It looks like a signal for a sub-theme, but is fine even if you only cube a few equipment or Auras.
Anchors -
Supports - Aura / Equipment
Baird, Steward of Argive - 2
Description - It can support a prison archetype, or just be fine on its own in a control shell. It probably signals that the former is in your cube though.
Anchors - Prison
Supports -
I know some people around here are high on the aura/enchantments/pants theme, but Valduk can't be more than a 1? Even if you do get him going, there are boardstates where the 3/1s don't do much.
(And Pyromantic Pilgrim makes sense alongside Keldon Overseer because of wizard tribal I guess)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I don't think I've ever had a spot where the elemental tokens were irrelevant with the other cards that make them (the 2/1 BfZ guy + Big Chandra), and peasant creatures tend to be small. If you can get Valduk making a guy fairly consistently he's probably worth at least a 2, though idk the number of equips you need to do that.
Dauntless Bodyguard is slightly better than Mardu Woe-Reaper in my books, so a 4 seems appropriate. The effect doesn't come up a ton, but when it does it's substantial.
I think Valduk is fine at 2. It's a build around, but I don't think you need to go far out of your way in terms of cube design to consider it. Most cubes have a few pieces of equipment and a few positive auras even if there isn't a full 'pants' theme in your cube. As a card in a DECK, you probably want at least a couple of things to attach to it in the deck, but I don't think it warps cube design.
The rest of Dominaria.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Call the Cavalry - 1 (Drop Allied Reinforcements to no reason to cube, don't see Allies making a difference)
Description - It's fine for putting bodies on the board. Nothing exceptional, but fine for go wide strategies. You may consider Gallant Cavalry as well or instead, depending on your preference for blink targets vs prowess, spells matters etc.
Anchors -
Supports - Tokens / Go Wide
On Serra's Wings - 1
Description - If you can get a couple of hits in with something that was already mid-sized it is probably fine. Caveats that it isn't so hot if you run all the best removal, so only specific cubes will want it.
Anchors -
Supports - Pants / Voltron
Slimefoot, the Stowaway - 2
Description - It isn't the most efficient token generator, but it has at least respectable stats with a relevant triggered ability even if you are chumping. There are stronger Golgari cards in general, but you might cube this for sacrifice / token themes.
Anchors -
Supports - Tokens, Drain / Extort, Sacrifice
Raff Capashen, Ship's Mage - 2
Description - The base is good enough that you might cube it for a Skies archetype, and the cheap historic spells is just a bonus.
Anchors -
Supports -
Garna, the Bloodflame - 2
Description - If you get one creature back, you are probably comfortable with the transaction, and it shouldn't be hard to engineer at least that. Has a bunch of potential play patterns depending on board state; play after blocks, then get dead creatures back which can attack immediately when you cast them again. Triggers from anywhere, so library-to-graveyard fillers or discard outlets become more valuable. Works with sacrifice outlets, including the ability to get itself back if you sacrifice it while the trigger is on the stack. The main reason to consider cubing it is to give your Rakdos decks something other than just aggression.
Anchors -
Supports - Sacrifice
Tatyova, Benthic Druid - 2
Description - A 5 mana 3/3 doesn't hold its own compared to other peasant creatures on rate alone, but the body is at least reasonable, and if it can stick around for a while you are going to get some decent advantage out of it.
Anchors -
Supports -
Tiana, Ship's Caretaker - 1
Description - The baseline isn't great (you'd probably always prefer Serra Angel for example), and the ability is narrow. The only reason to cube it is to push an Aura / Equipment theme, and even then you probably want 'sacrifice for effect' auras or totem auras in your cube to warrant it.
Anchors -
Supports -
Memorial to Folly - 1
Description - It is fine, giving you some advantage if you don't need it as a land, but doesn't stand out.
Anchors -
Supports -
Memorial to Genius - 1
Description - Fine enough trade-off, though it does get drowned out by other draw spells. In a draft it will usually drift to the blue player.
Anchors -
Supports - Control
Memorial to Unity - 1
Description - It is ok, though it competes with spell versions which may be better on average; you can cast them at any time, rather than waiting until you can afford to sacrifice a land.
Anchors -
Supports -
I know we aren't doing M19 yet, but Call the Cavalry needs a mention of Gallant Cavalry in its description as on the face they are the same card, and only blink/prowess/populate/delve/etc-considerations might tell you which is better for you.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
2 for slimefoot I think.
I don't think Skittering Surveyor is the worst possible option to allow your players to splash, but like indicated, I think most cubes (and thus decks) would just not need it with the typical Vivids, tri-lands and the like floating around. I am also not very high on free creatures with (what I am judging to be) irrelevant bodies. This might be a flaw of mine though, I suspect I am too low on cards like Striped Bears. But how much will a 1/2 do? I guess it can stop an X/1 from an aggro deck, and in that case you are super happy.
I also wonder if the blue and green memorials are good enough. They all run into the utility-land-problem though, that they just tend to drift in the draft and are picked only when there are no other options. But they will make decks. Having free spells in your lands are so good.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Upped the two mentioned Memorials to 1, with caveats that spell versions might be better.
Skittering Surveyor and Howling Golem to 'no reason to cube'.
And updated the Call the Cavalry entry to consider Gallant Cavalry as well.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Inner Demon - 2
Description - It is an intriguing sweeper, including letting you build up any creature to survive it. The upside balances the downside of needing a creature on board to cast it.
Anchors -
Supports - Sweeper Control
Soaring Show-Off - ???
Description - I guess this isn't going in an aggressive deck to warrant cubing it, is it?
Anchors -
Supports -
Jungle Wayfinder - 1
Description - The symmetry is a negative, but you are getting a 3/3 for 3. Marginal, but decks that care about hitting land drops or finding splash colours will happily play it. It just doesn't stand out.
Anchors -
Supports -
Cheering Fanatic - 1 (2?)
Description - Perhaps more interesting than it is powerful, but it either accelerates, or allows you to bluff. Sucks if you can't attack though, as suiciding in probably won't be worth the payoff most of the time.
Anchors -
Supports -
Azra Bladeseeker - 1
Description - Red likes some card filtering, but a 3/2 for 3 after it hits the battlefield just isn't that great. Probably only worth considering if you are looking specifically for red discard outlets to support graveyard decks / reanimator.
Anchors -
Supports - Graveyard Matters, Reanimator
Blaring Recruiter - 1
Description - It's a bit of investment, but once on the board it is one of the cheaper repeat token makers available at peasant. You probably want to partner it to make it worth it.
Anchors -
Supports - Tokens
Azra Oddsmaker - 2
Description - It's high risk and reward. Ditching an irrelevant card to draw 2 more is excellent, but you need to be able to get through, and you are prone to combat tricks or instant speed removal. At worst it is a 3/3 for 3, so even if you don't feel like taking the risk you still have an average creature as your floor. Narrow synergy, but if you can hit a player with a double striker you are laughing.
Anchors -
Supports -
I do like Nest Invader a fair amount, so I will keep trying Cheering Fanatic, but it is certainly my first red two drop to be kicked out.
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
Modern:
WBG
Legacy:
WBG
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
It might not warrant being a 2 (and I'm new and claim no expertise), but I still think it's worth noting the additional case uses. The issue with low-CC regeners tend to be high regen cost, which this doesn't have, and the issue with low-cc fliers tend to be fragility, which this doesn't have. It needs support, but not much; I'd include it in an aggro if I had like, 2 decent attachments, else I'd still board it in vs other aggro. Maybe my cube has more attachment than most (1-2 offensive ones per color and 5 artifacts I think), though.
- It takes attachments which grant tap abilities well, such as Quicksilver Dagger or Viridian Longbow.
- It provides untaps for other creatures with useful tap abilities, like Imperius Effect or Mother of Runes.
- It plays well with even incidental counters.
So while each of these benefits are relatively limited, they add up to an IMO versatile and fun card.
There just aren't enough worthwhile synergies to make Vigean Graftmage worth it; its numbers are just too poor. Comboing it with Mom or Imperius Perfect can just win the game, but you need Graftmage down first, and then a lot of mana, and then (for Perfect) have to dodge removal. And those are the best two targets for it. It's remotely interesting as a concept, but it would need at least 1 number buff for me to be even vaguely interested in cubing it.
I'm not sold on Will-o-the-wisp being an aggro card either. I don't think 2 equipment / auras is anywhere near enough to consider running it in aggro. As purple said, if you don't draw them (or they have artifact / enchantment removal) your wisp is not advancing your game plan.
I don't think the graftmage is worth elevating either. I'm a fan of cute synergies, but I don't think it is enough here. If you want to specifically combo with the types of cards you've mentioned, I'd much rather run Freed From the Real / Pemmin's Aura, or Vizier of Tumbling Sands for a once-per-turn effect but has much wider targets.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These cards are among the top cards at providing an important effect and/or supporting a popular archetype.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Plague Mare - 2
Description - The colour hosing may rub some the wrong way, but the other ability is decent and will usually have some impact on most board states. Whether clearing x/1's, reducing stuff to make attacks favorable, or after combat as a 'trick' to trade up.
Anchors -
Supports -
Fell Specter - 1
Description - It might do some work in pretty specific cubes, but it is very narrow.
Anchors -
Supports -
Vampire Sovereign - 2
Description - You can get a bigger creature (Sengir Vampire), but sometimes the life loss will be enough, and (assuming you can swing with it) you will be ahead for a couple of turns on total damage, while also giving you a life swing.
Anchors -
Supports -
Gearsmith Prodigy - 1
Description - It only fits in one deck and you need to support it pretty heavily, but it gives that deck a 1-drop.
Anchors - Artifact Matters
Supports -
Departed Deckhand - 4
Description - 2 power mostly unblockable is pretty awesome straight up. The downside is small; if they were going ot target it anyway it was probably to kill it, and the mana efficiency should be good in any case. You can still equip it yourself or target it with other effects, and it even has some great upside in the late game. There is nothing not to love here.
Anchors -
Supports -
Exclusion Mage - 3
Description - It is going to serve the same purpose as Man-o-War the vast majority of the time, but this can't target your own creatures which is sometimes relevant. The 'upside' of being able to cast this on an empty board is almost never going to come up. It's perfectly fine, but it probably only comes up in cubes that want a second copy of Man-o-War.
Anchors -
Supports -
Mirror Image - 1
Description - It's cheaper than Clone, which increases your chance of saving mana compared to what you are copying, but the downside is that if your opponent has a better creature, or you don't have a creature, you can't copy it. It makes it much worse when you are behind.
Anchors -
Supports -
Skilled Animator - 1
Description - It's cute, but needs a reasonable number of artifacts to make their way into a deck to be worth it.
Anchors - Artifact Matters
Supports -
Salvager of Secrets - 1
Description - Decks that want to buy back instants and sorceries probably want the bigger butt of Mnemonic Wall, but it is an option that can actually tussle in combat if you'd prefer that in your cube.
Anchors -
Supports - Spells Matter
Aether Tunnel - 1
Description - The usual 2 for 1 aura caveat applies, but if it sticks you can set up a decent clock. Similar options in Aqueous Form.
Anchors -
Supports - Saboteurs
Psychic Corrosion - 1
Description - Sphinx's Tutelage is strictly better (in a duel). Only if you want redundancy but don't want to break singleton.
Anchors -
Supports -
Uncomfortable Chill - 1
Description - It might be tricky to engineer 2-for-1's consistently, but the baseline is fine enough and does something in most stages of the game.
Anchors -
Supports -