Original Conspiracy normal cards. I've never played with the draft matters stuff, so I defaulted to niche; I assume you are only looking at them for the fun of the draft mechanics itself, as they aren't supporting actual decks.
Also not sure whether to do actual conspiracies. Most of those affect the actual game, but not sure the normal classifications apply. I suppose if I'm doing the draft matters cards I should do those too? Maybe these types of mechanics should just be listed separately?
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 are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 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.
Custodi Squire - 3 Description - In a duel, it's a 3/3 flyer that gets you back a card for 5 mana. Great value in most decks, with additional synergy with graveyard fillers, or when paired with other graveyard recursion like Eternal Witness to grind out games. Anchors - Supports -
Treasonous Ogre - ??? Description - It's a bad creature otherwise, but does semi-infinite mana have a place somewhere? I'm probably just chasing Magical Christmas Land... Anchors - Supports -
Predator's Howl - 1 Description - It isn't going to be consistent, but 3 2/2's for 4 isn't a bad deal. Could suit aggressive decks when they start trading off in the mid-game, but you can give it more support with sacrifice themes, both to trigger it more easily, and getting 3 bodies might give you more fuel for your sacrifice engine. Curving Nest Invader into this is a nice dream. Anchors - Supports - Sacrifice, Tokens
Flamewright - 1 Description - It isn't going to be good in most decks. Cube it if you want something for Boros control or something that spits out artifacts to support an artifact matters archetype or creatures to support sacrifice cards. It's hardly a win condition in and of itself. Anchors - Supports - Sacrifice, artifact matters
Wood Sage - 1 Description - Bad in most decks, but it does do a couple of things some decks might like. While it does nothing the turn it comes down, it fills the graveyard 4 cards a turn which some decks will appreciate. And while the ability won't hit very often, you can always dig for whatever creature suits the current board state as long as you remember what is in your deck. Combines well with top of library cards, such as Sylvan Library, Sensei's Divining Top to make sure you hit while also clearing away stuff you know you don't need. Anchors - Supports -
Cogwork Librarian - 1 Description - Depends entirely on your chosen draft format. In traditional booster draft, taking a first and second pick out of pack 2 or 3 can be pretty powerful if you take it late in pack 1. It can be a fun mechanic for the draft itself, as it is never going to actually make a deck. Anchors - Supports -
Lurking Automaton - 1 Description - It 'auto-corrects' for the power level of your cube, but it does end up just being a vanilla big drop. Probably only worth cubing if you have +1/+1 lords, and depends on your draft format. Anchors - Supports - +1/+1 counters
Council Guardian - In a duel, it essentially gets protection from the colour of your choice. It doesn't seem terrible, but it doesn't compete with other 5+ white drops.
Rousing of Souls - Maybe in multiplayer games, but in a duel even if you get 2 tokens, it is still a horrible deal.
Marchesa's Smuggler - You can get mono blue versions. Even Amphin Pathamge is probably better, as with a 3 mana activation the haste isn't going to be operational very often.
Trostani's Summoner, Appeal//Authority, and... uh... Renegade Rallier? Maybe Pridemage* would be my third, but I haven't tested it yet. I've filtered through most of the Selesnya cards and none of them have really impressed me at all; it's the only reason Behemoth Sledge is still in the cube. I've played Thrill of the Hunt, Selesnya Charm, Sigil Blessing, Call of the Conclave, Unflinching Courage/Armadillo Cloak (can't imagine they're different enough), Selesnya Guildmage, and Enlisted Wurm and they have all been pretty mediocre. Juniper Order Ranger was powerful but lead to too many "Do you have it?" moments for my liking.
*I should probably include Qasali Pridemage; last time I considered testing it I didn't think I had enough relevant artifacts/enchantments to destroy, though that number has steadily increased.
/////
Even in Magical Christmas Land I don't know what you're doing with Treasonous Ogre.
Cogwork Librarian is a very easy four. If you're willing to play it in your cube and your drafters understand what it does, there's no reason for it to ever still be in a draft pack after more than 2-3 picks.
I would rank the draft matters and Conspiracies seperately since they have to be evaluated differently. Some people just aren't interested in that sort of thing at all and it'd be nice to have them all together in one spot for those that do want them.
Does anyone have a consistent rule they use for Cogwork Librarian in 2-person draft formats? The main thing keeping it (and similar cards) out of my cube is the awkwardness they would present in those scenarios, so I would be very interested in adding it with the right plan in place.
Also, in regards to Conspiracies, I am not sure who else besides myself is cubing with them, but I would be happy to share my experiences with them when they come up, as I play 11 of the 18 eligible Conspiracies for Peasant.
For two persons you could simply set a fixed number of uses per pack. Say you set it at 1, then players have to choose between picking two cards and giving their opponent the possibility to pick two or keeping it for next pack.
Cogwork Librarian is a very easy four. If you're willing to play it in your cube...
I think this comment demonstrates why they can be listed separately. Cogwork Librarian doesn't make your cube 'stronger' in the traditional sense and isn't really evaluated on the same axis. It isn't about putting more powerful cards in your cube for drafters to put into decks, but about the draft itself.
I'll up Split Decision and include Agent of Acquisitions in the draft matters list.
The Conspiracies. Figure these can just do with a description. Below is my 'introducion' for the section when I add it to the front page.
I haven't played with Conspiracies, so pull it apart, give me additional insights etc.
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For the most part Conspiracies are powerful effects because they provide a 'free' effect that doesn't cost a slot in your deck (and therefore you don't have to draw it). Even the few that require mana are still essentially free options, and some cube owners don't care for them on that basis. So usually they are great for most decks (especially those not aligned with a colour), so the question is whether you should actually cube them. Below are some general descriptions of these cards, and why you might or might not consider them for your cube.
Adriana's Valor - It's going to be fine if it ends up in your white deck, but the upside isn't so high (given your opponent will know before having to block) that it is worth cubing over a white card that is probably better for those decks.
Advantageous Proclamation - I don't know the math, but it clearly makes the consistency of your deck better and I can't imagine it not being picked in the first few picks of a draft if you cube it.
Assemble the Rank and Vile - Like most of the colur aligned conspiracies, fine in your black decks but not high enough upside (and you might not even have mana at the right time) to really warrant cubing it.
Brago's Favor - Free cheaper spell is great, and is also a conspiracy with more variance due to what is in your cube than most. Mana rocks coming down a turn earlier can be nasty, if you cube buyback spells (Sprout Swarm comes to mind) that can get out hand a lot faster, and if you have a good self-bounce target you can make your cycle more efficient.
Double Stroke - Essentially becomes a free spell, which is awesome. Double awesome if that spell has buyback, rebound or flashback.
Echoing Boon - A bit more narrow than other conspiracies, because it requires an instant or sorcery that you are willing to play on your own creatures. So you might find yourself without a reasonable target anyway, and doesn't seem worth taking up a cube slot for.
Hired Heist - It pairs nicely with evasive creatures, and if you even think you might be in blue I find it unlikely you'd draft too many actual blue cards over this.
Immediate Action - If you are worried about conspiracies simply adding to the power of any deck, at least this one is more likely to help aggro decks than control decks.
Incendiary Dissent - Of course it will go in any red deck, but requiring investment makes it perhaps a little more 'fair' than others. Also works nicely to support anything that cares about 'power matters' such as double strikers.
Iterative Analysis - As long as you have at least one instant or sorcery, you get to randomly draw an extra card sometimes. Extra awesome if that card has rebound, buyback or flashback.
Muzzio's Preparations - As a baseline, making a creature you've drafted just be bigger from the outside is already awesome. However it does open up shenanigans with any persist creature, particularly already strong creatures like Kitchen Finks and Murderous Redcap which start becoming silly. +1/+1 lords also become stronger.
Natural Unity - It's power is tempered by requiring a mana investment, but when the opportunity cost is low it doesn't matter so much, and you can build up the creature on a stalled board.
Power Play - You get to start, which is obviously good, but the lack of a change to gameplay means it probably isn't worth cubing.
Secret Summoning - A card that does nothing in the vast majority of cubes.
Secrets of Paradise - It might provide some decks with an interesting angle to increase the value of some of their utility creatures. Perhaps a conspiracy that is a little more aligned to helping control than aggro.
Sentinel Dispatch - A little more aligned with control decks by giving them an extra blocker; however it might also be a conspiracy to help support artifact matters themes by making sure you start with one on the battlefield.
Summoner's Bond - Assuming a singleton approach, there might be times when you have both in hand before you can cast one of them, but getting a free card, AND having it be a creature card is pretty strong. Not to mention that you can link together two creatures that might synergise well together. It's probably better than most of the conspiracies that trigger off a selected card, because you have two opportunities to draw a card that will trigger it (assuming singleton).
Unexpected Potential - Essentially lets you splash any card. On the one hand it can make for some interesting synergies that you might not draft otherwise and create some memorable moments. On the other hand, some may see it as a 'cop out' and that you don't need to consider your mana base and can just throw in whatever is the strongest off-colour card you drafted. If it turns up in a later pack, it can unlock an early strong pack that you had to abandon.
Aren't all the "name a card"-conspiracies kinda bad in singleton?
No. Some of them are really sick power-ups with minimal opportunity costs. The most obvious one is Unexpected Potential to splash anything but something like Double Stroke on Lingering Souls is madness (BCS, I know, but it basically doubles the efficiency of any burn spell or token producer).
I guess bad isn't quite correct, but they do become a lot more high variance.
"Pay one draft pick: Add some text to a single card in your deck" is perhaps okay, even though you will never get to pick a lot of Ember Beasts and other undesireables and then power them up with Incendiary Dissent and Hired Heist.
Yeah, I get what you are saying. The probability of the effect coming up in play is diminished. In this sense, the cards can be harder to justify in the cube. However, I have drafted a powered 720 cube with conspiracies and they remain worthwhile picks even in that environment. The thing is, I suppose, that in a draft environment, you have a higher chance of building a real juggernaut of a monster card by just adding a tactically selected conspiracy to an already strong card. For example, Muzzio's Preparations on something like Skyship Plunderer is crazy (to give a non-persist example). So, in a sense, you are increasing the quality of your draws without having to add any new cards in your deck because one or more of your cards become major bombs.
I guess bad isn't quite correct, but they do become a lot more high variance.
"Pay one draft pick: Add some text to a single card in your deck" is perhaps okay, even though you will never get to pick a lot of Ember Beasts and other undesireables and then power them up with Incendiary Dissent and Hired Heist.
It's totally worth it. How often are you barely getting to 23/24 cards? It's rare for me, and when it does happen it's mostly by choice (high priority on fixing) vs train wreck.
And some of the combos are so absurd. Muzzio's Preparations + Persist creatures is nuts. Haste on random dudes is crazy, and you can do some tricky game-winning stuff like giving a Mother of Runes haste (may seem like an exaggeration, but you're essentially getting a free counter/removal in a percent of games) Unexpected Potential can be a different type of blowout, when you're countering spells with RR open or you're finishing the game off with a lightning bolt in your UW tempo deck.
If cube was a place where your 20-23 card were actually bad it would be a different story, but often it's negligible in terms of what you run there and you gain a lot more strength by improving your 40 without having to find another spot for that improvement.
The low opportunity cost is the 'killer app'. Is killer app still a saying? The biggest opportunity cost is taking a conspiracy in a pack that has otherwise really strong cards in it, that might be among your top 5 cards in your deck. Using Muzzio's Preparations, maybe giving a card you've already drafted in your pile that might otherwise be a 20ish card a +1/+1 counter might make it top 5.
What's better, drafting Lightning Bolt, or drafting Iterative Analysis to go with the Staggershock you already drafted? That's probably closer (you've got twice as much chance of drawing some type of removal as opposed to StaggerDivination and the consistency might be better) but I can imagine that upgrading a card is going to increase the overall power of your deck more often than just drafting another card, seeing as you have to cut down to 23 in any case.
What's better, drafting Lightning Bolt, or drafting Iterative Analysis to go with the Staggershock you already drafted? That's probably closer (you've got twice as much chance of drawing some type of removal as opposed to StaggerDivination and the consistency might be better) but I can imagine that upgrading a card is going to increase the overall power of your deck more often than just drafting another card, seeing as you have to cut down to 23 in any case.
Even in that scenario you have one of X pieces of burn vs an effect you cannot replicate. Yeah, Lightning Bolt is the best option for burn, but I'd argue drawing two 2 cards off of Staggershock puts that up there too. There are definitely conspiracies I would take Lightning Bolt over, and scenarios where I would too (very little burn or something) but I've found it's better to turn the spells you have into the best version of that spell vs taking what is essentially a redundant effect.
I will chime in as well on the strength of Conspiracies and say that they are generally bonkers. I totally understand the concern about drafting them given they can only impact one other specific spell, but I think the best way to think about drafting Conspiracies is that they made your 14th and 15th picks into 1st picks.
Imagine if Attended Knight cost only 1W to cast (Brago's Favor). That would be possibly our best white two-drop.
Imagine if Shock was a cantrip (Iterative Analysis) or did two damage to two separate targets (Double Stroke). Those spells become immediate first picks.
The way I would rank these Conspiracies by power is to consider how good they would make a generic non-Cube card or late Cube pick. As such, here is my notes on the ones I play, ranked by power level:
Double Stroke- My friend and I constantly discuss if this or Sol Ring is the best card in CUbe. It is that darn good. Weaker spells become 1st picks and great spells become near-immediate game winners (examples in my experience include Lingering Souls, Brimstone Volley and Battle Screech).
Summoner's Bond- Probably the next strongest because it gives two separate creature spells the ability to draw a relevant card when you cast them. Bonus strength for the combo potential this provides.
Power Play and Advantageous Proclamation- A little harder to assess since they do not impact specific cards but generally add a few percentage points on your win rate. Power Play is a little weird because it is not clear if it means every game or every match. Obviously every game is stronger. Also, have fun with your friends by making them roll dice to go first before just showing them your Power Play.
Iterative Analysis, Brago's Favor, and Muzzio's Preparations- All around the same power level as they each generally represent a 1-mana (or slightly greater) benefit in spell power or cost reductions. Iterative Analysis and Muzzio's Preparations have combo potential and Brago's Favor can apply to any spell, creature or not.
Unexpected Potential- By my own measure of power, the thing Unexpected Potential usually does is unlock an early pick you had to abandon later in the draft. If you have it early enough, you can also use it to fill holes in your deck, usually creature curve. (My favorite Unexpected Potential was Wild Nacatl in a Boros deck.)
Immediate Action, Hired Heist, and Natural Unity- I find these are usually worth a 1-mana (or slightly less) benefit, though that can also vary depending on the circumstances and the specific card they are linked to. These are also the final three that I play in Cube.
Secrets of Paradise and Sentinel Dispatch- I think Secrets is limited by the fact it is best on cheaper creatures and Dispatch by being best in controlling decks. Would not flinch at seeing either in Cubes.
There's actually rules text explaining that Power Play means every GAME, so, yeah, it's busted. Not Sol Ring tier, but probably close to Skullclamp or Library of Alexandria.
For those who run conspiracies, how many do you run? Is there a concern (for hidden agenda) that you need to have a critical mass of them, or else they aren't really "hidden" anymore? (like with morph).
Also, follow us on twitter! @TurnOneMagic
Also not sure whether to do actual conspiracies. Most of those affect the actual game, but not sure the normal classifications apply. I suppose if I'm doing the draft matters cards I should do those too? Maybe these types of mechanics should just be listed separately?
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 are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
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.
Custodi Squire - 3
Description - In a duel, it's a 3/3 flyer that gets you back a card for 5 mana. Great value in most decks, with additional synergy with graveyard fillers, or when paired with other graveyard recursion like Eternal Witness to grind out games.
Anchors -
Supports -
Treasonous Ogre - ???
Description - It's a bad creature otherwise, but does semi-infinite mana have a place somewhere? I'm probably just chasing Magical Christmas Land...
Anchors -
Supports -
Predator's Howl - 1
Description - It isn't going to be consistent, but 3 2/2's for 4 isn't a bad deal. Could suit aggressive decks when they start trading off in the mid-game, but you can give it more support with sacrifice themes, both to trigger it more easily, and getting 3 bodies might give you more fuel for your sacrifice engine. Curving Nest Invader into this is a nice dream.
Anchors -
Supports - Sacrifice, Tokens
Flamewright - 1
Description - It isn't going to be good in most decks. Cube it if you want something for Boros control or something that spits out artifacts to support an artifact matters archetype or creatures to support sacrifice cards. It's hardly a win condition in and of itself.
Anchors -
Supports - Sacrifice, artifact matters
Wood Sage - 1
Description - Bad in most decks, but it does do a couple of things some decks might like. While it does nothing the turn it comes down, it fills the graveyard 4 cards a turn which some decks will appreciate. And while the ability won't hit very often, you can always dig for whatever creature suits the current board state as long as you remember what is in your deck. Combines well with top of library cards, such as Sylvan Library, Sensei's Divining Top to make sure you hit while also clearing away stuff you know you don't need.
Anchors -
Supports -
Cogwork Librarian - 1
Description - Depends entirely on your chosen draft format. In traditional booster draft, taking a first and second pick out of pack 2 or 3 can be pretty powerful if you take it late in pack 1. It can be a fun mechanic for the draft itself, as it is never going to actually make a deck.
Anchors -
Supports -
Lurking Automaton - 1
Description - It 'auto-corrects' for the power level of your cube, but it does end up just being a vanilla big drop. Probably only worth cubing if you have +1/+1 lords, and depends on your draft format.
Anchors -
Supports - +1/+1 counters
*I should probably include Qasali Pridemage; last time I considered testing it I didn't think I had enough relevant artifacts/enchantments to destroy, though that number has steadily increased.
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Even in Magical Christmas Land I don't know what you're doing with Treasonous Ogre.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
Also, in regards to Conspiracies, I am not sure who else besides myself is cubing with them, but I would be happy to share my experiences with them when they come up, as I play 11 of the 18 eligible Conspiracies for Peasant.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
I think this comment demonstrates why they can be listed separately. Cogwork Librarian doesn't make your cube 'stronger' in the traditional sense and isn't really evaluated on the same axis. It isn't about putting more powerful cards in your cube for drafters to put into decks, but about the draft itself.
I'll up Split Decision and include Agent of Acquisitions in the draft matters list.
I haven't played with Conspiracies, so pull it apart, give me additional insights etc.
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For the most part Conspiracies are powerful effects because they provide a 'free' effect that doesn't cost a slot in your deck (and therefore you don't have to draw it). Even the few that require mana are still essentially free options, and some cube owners don't care for them on that basis. So usually they are great for most decks (especially those not aligned with a colour), so the question is whether you should actually cube them. Below are some general descriptions of these cards, and why you might or might not consider them for your cube.
Adriana's Valor - It's going to be fine if it ends up in your white deck, but the upside isn't so high (given your opponent will know before having to block) that it is worth cubing over a white card that is probably better for those decks.
Advantageous Proclamation - I don't know the math, but it clearly makes the consistency of your deck better and I can't imagine it not being picked in the first few picks of a draft if you cube it.
Assemble the Rank and Vile - Like most of the colur aligned conspiracies, fine in your black decks but not high enough upside (and you might not even have mana at the right time) to really warrant cubing it.
Brago's Favor - Free cheaper spell is great, and is also a conspiracy with more variance due to what is in your cube than most. Mana rocks coming down a turn earlier can be nasty, if you cube buyback spells (Sprout Swarm comes to mind) that can get out hand a lot faster, and if you have a good self-bounce target you can make your cycle more efficient.
Double Stroke - Essentially becomes a free spell, which is awesome. Double awesome if that spell has buyback, rebound or flashback.
Echoing Boon - A bit more narrow than other conspiracies, because it requires an instant or sorcery that you are willing to play on your own creatures. So you might find yourself without a reasonable target anyway, and doesn't seem worth taking up a cube slot for.
Hired Heist - It pairs nicely with evasive creatures, and if you even think you might be in blue I find it unlikely you'd draft too many actual blue cards over this.
Immediate Action - If you are worried about conspiracies simply adding to the power of any deck, at least this one is more likely to help aggro decks than control decks.
Incendiary Dissent - Of course it will go in any red deck, but requiring investment makes it perhaps a little more 'fair' than others. Also works nicely to support anything that cares about 'power matters' such as double strikers.
Iterative Analysis - As long as you have at least one instant or sorcery, you get to randomly draw an extra card sometimes. Extra awesome if that card has rebound, buyback or flashback.
Muzzio's Preparations - As a baseline, making a creature you've drafted just be bigger from the outside is already awesome. However it does open up shenanigans with any persist creature, particularly already strong creatures like Kitchen Finks and Murderous Redcap which start becoming silly. +1/+1 lords also become stronger.
Natural Unity - It's power is tempered by requiring a mana investment, but when the opportunity cost is low it doesn't matter so much, and you can build up the creature on a stalled board.
Power Play - You get to start, which is obviously good, but the lack of a change to gameplay means it probably isn't worth cubing.
Secret Summoning - A card that does nothing in the vast majority of cubes.
Secrets of Paradise - It might provide some decks with an interesting angle to increase the value of some of their utility creatures. Perhaps a conspiracy that is a little more aligned to helping control than aggro.
Sentinel Dispatch - A little more aligned with control decks by giving them an extra blocker; however it might also be a conspiracy to help support artifact matters themes by making sure you start with one on the battlefield.
Summoner's Bond - Assuming a singleton approach, there might be times when you have both in hand before you can cast one of them, but getting a free card, AND having it be a creature card is pretty strong. Not to mention that you can link together two creatures that might synergise well together. It's probably better than most of the conspiracies that trigger off a selected card, because you have two opportunities to draw a card that will trigger it (assuming singleton).
Unexpected Potential - Essentially lets you splash any card. On the one hand it can make for some interesting synergies that you might not draft otherwise and create some memorable moments. On the other hand, some may see it as a 'cop out' and that you don't need to consider your mana base and can just throw in whatever is the strongest off-colour card you drafted. If it turns up in a later pack, it can unlock an early strong pack that you had to abandon.
(you can technically name "Illusion" because it's half of a split card, but that helps... Meloku?)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
No. Some of them are really sick power-ups with minimal opportunity costs. The most obvious one is Unexpected Potential to splash anything but something like Double Stroke on Lingering Souls is madness (BCS, I know, but it basically doubles the efficiency of any burn spell or token producer).
"Pay one draft pick: Add some text to a single card in your deck" is perhaps okay, even though you will never get to pick a lot of Ember Beasts and other undesireables and then power them up with Incendiary Dissent and Hired Heist.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
It's totally worth it. How often are you barely getting to 23/24 cards? It's rare for me, and when it does happen it's mostly by choice (high priority on fixing) vs train wreck.
And some of the combos are so absurd. Muzzio's Preparations + Persist creatures is nuts. Haste on random dudes is crazy, and you can do some tricky game-winning stuff like giving a Mother of Runes haste (may seem like an exaggeration, but you're essentially getting a free counter/removal in a percent of games) Unexpected Potential can be a different type of blowout, when you're countering spells with RR open or you're finishing the game off with a lightning bolt in your UW tempo deck.
If cube was a place where your 20-23 card were actually bad it would be a different story, but often it's negligible in terms of what you run there and you gain a lot more strength by improving your 40 without having to find another spot for that improvement.
Also, follow us on twitter! @TurnOneMagic
What's better, drafting Lightning Bolt, or drafting Iterative Analysis to go with the Staggershock you already drafted? That's probably closer (you've got twice as much chance of drawing some type of removal as opposed to StaggerDivination and the consistency might be better) but I can imagine that upgrading a card is going to increase the overall power of your deck more often than just drafting another card, seeing as you have to cut down to 23 in any case.
Even in that scenario you have one of X pieces of burn vs an effect you cannot replicate. Yeah, Lightning Bolt is the best option for burn, but I'd argue drawing two 2 cards off of Staggershock puts that up there too. There are definitely conspiracies I would take Lightning Bolt over, and scenarios where I would too (very little burn or something) but I've found it's better to turn the spells you have into the best version of that spell vs taking what is essentially a redundant effect.
Also, follow us on twitter! @TurnOneMagic
Imagine if Attended Knight cost only 1W to cast (Brago's Favor). That would be possibly our best white two-drop.
Imagine if Shock was a cantrip (Iterative Analysis) or did two damage to two separate targets (Double Stroke). Those spells become immediate first picks.
The way I would rank these Conspiracies by power is to consider how good they would make a generic non-Cube card or late Cube pick. As such, here is my notes on the ones I play, ranked by power level:
Double Stroke- My friend and I constantly discuss if this or Sol Ring is the best card in CUbe. It is that darn good. Weaker spells become 1st picks and great spells become near-immediate game winners (examples in my experience include Lingering Souls, Brimstone Volley and Battle Screech).
Summoner's Bond- Probably the next strongest because it gives two separate creature spells the ability to draw a relevant card when you cast them. Bonus strength for the combo potential this provides.
Power Play and Advantageous Proclamation- A little harder to assess since they do not impact specific cards but generally add a few percentage points on your win rate. Power Play is a little weird because it is not clear if it means every game or every match. Obviously every game is stronger. Also, have fun with your friends by making them roll dice to go first before just showing them your Power Play.
Iterative Analysis, Brago's Favor, and Muzzio's Preparations- All around the same power level as they each generally represent a 1-mana (or slightly greater) benefit in spell power or cost reductions. Iterative Analysis and Muzzio's Preparations have combo potential and Brago's Favor can apply to any spell, creature or not.
Unexpected Potential- By my own measure of power, the thing Unexpected Potential usually does is unlock an early pick you had to abandon later in the draft. If you have it early enough, you can also use it to fill holes in your deck, usually creature curve. (My favorite Unexpected Potential was Wild Nacatl in a Boros deck.)
Immediate Action, Hired Heist, and Natural Unity- I find these are usually worth a 1-mana (or slightly less) benefit, though that can also vary depending on the circumstances and the specific card they are linked to. These are also the final three that I play in Cube.
Secrets of Paradise and Sentinel Dispatch- I think Secrets is limited by the fact it is best on cheaper creatures and Dispatch by being best in controlling decks. Would not flinch at seeing either in Cubes.
Adriana's Valor, Assemble the Rank and Vile, Incendiary Dissent- I generally do not think these effects are worth a one-mana boost AND they have color limitations.
Echoing Boon and Secret Summoning- Almost entirely useless in most cubes.
Per our number scaling:
4- Double Stroke, Summoner's Bond
3- Power Play, Advantageous Proclamation, Iterative Analysis, Brago's Favor, Muzzio's Preparations
2- Unexpected Potential, Immediate Action, Hired Heist, Natural Unity
1- Secrets of Paradise, Sentinel Dispatch, Adriana's Valor, Assemble the Rank and Vile, Incendiary Dissent
0- Echoing Book, Secret Summoning
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
For those who run conspiracies, how many do you run? Is there a concern (for hidden agenda) that you need to have a critical mass of them, or else they aren't really "hidden" anymore? (like with morph).
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)