I think you've repeatedly said you don't like Overrun for being a great card only when you're slightly losing/tied/slightly winning... Garna also fails that test.
No, I dislike Overrun for being a spell with two modes: win the game or stay in your hand.
I’ll definitely be running Fight With Fire. It can be hard to come by good swingy effects like this at uncommon, especially ones with a reasonable fail case.
Agree with everyone else in that I’m not seeing much new beyond that in the full spoiler. Pauper cubes look like they got some goodies, though.
Fight with Fire is in at uncommon. Might be a decent alternative to "X" spells like Fireball since it's so much better at killing mid-size creatures (though bad at dealing your opponent seven or eight damage)
... and nothing else particularly playable? Huh. I guess there wasn't a huge amount of cards left to reveal, but still a bit of a let-down.
Well it can't do 8 damage to your opponent, but at the same cost as doing 8 with fireball, it can dome them for 10.
White Benalish Honor Guard: Im looking to add a legendaries Matter archetype(I'm still typing up a larger post for that). It maay start as a bear but can offer a more aggressive end game seems good enough for my 480 especially if no one is drafting that archetype, it can be burned in the last picks slots.
Board the Weatherlight: I offer artifact deck support which this helps as all my combo decks are artifact based and with the Legendaries getting added it seems worth testing.
Danitha, Capashen, paragon: Pants are a thing but even without specific pants archetype being supported she still has keyword soup that with any boost makes her a very dangerous threat.
Dauntless Bodyguard: Power creep is strong with this one. I love white aggro and he is white aggro with a huge boost in late game so he is a near auto include for me.
Baird, Steward of Argive: ghostly prison on legs is still a good ghostly prison. His vigilance is also a strong reason Im considering him as he opens up options for white control decks.
Seal away: I love that most of my removal in white is enchantment based and Im happy to add this card to the cube as flash makes this card super usable.
Blue
Slinn Voda, the rising deep: while I know a lot of people dislike him, he does provide an evacuation effect which in the late game can be super abuseable in the control deck and he is a larger creature than 95% of creatures for a re-animator deck. Not a for sure keep but it is sure worth a test with my new legends matter archetype coming in.
Merfolk trickster: a fun trick that with the U/W blink archetype being semi supported in my cube it seems fun to try.
Tetsuko Umezawa, fugitive: Blue aggro is a thing and this chick seems like an amazing card at enabling this.
Time of Ice: One of the few sagas I am considering as it plays well into a control style deck while providing a way to create a boardwipe situation.
Black
Cast down: removal of nonlegends is super powerful and is an auto include to my cube.
Urgoros, the empty one: a control finisher. While not super resilient, if black can control the game a bit he could be super stong but he is a testing card that has some potential.
Whisper, Bloosd Liturgist: a strong testing slot as orzhov is a sacrifice archetype and reanimation is very well supported in my cube. While it may not make the cut for being too slow I feel like there is potential that must be tested.
Red
Skizzik: the only card I'm considering and this is a near auto include due to when I started I played with a world championship deck that featured these and man I love this card.
Green
Untamed Kavu: Im in love with this card. It offers so much versatility while having it be super strong on both modes.
Adventurous Impulse: Green's first ponder like effect. Its worth the testing as i think it could be strong without being too powerful which is always nice.
Thorn Elemental: Iconic. Auto include for my cube as most of my playgroup started back when thorn elemental was legal. He has held a special place in our groups heart and he will rise again to power in Peasant cube.
Broken Bond: While it may be sorcery speed removal it does help the ramp decks push forward while also allowing them to deal with threats.
Multi colored
Shanna, Sisay's Legacy: Shanna is a bit of a check box card where she fits into aggro tokens that are in white, the selesnya warriors theme, and has hexproof which is super nice. Whiel she may not be aa first pick card she is a solid archetype card that I'm happy exists for selesnya.
Raff Capashen, Ship's Mage: Flash is super strong, but flash for legends and artifacts is even stronger. I'm excited to see how he plays into the legends archetype and how this plays into the artifact combos.
Arvad the Cursed: the main reason legendaries are coming in. This lord of legends seems like he can make this archetype come together espically with some support cards from past sets. I'm excited to test this and will be reporting heavily on how these card play out.
Tatyova, Benthic Druid: I know our new merfolk was highly debated here but I'm hopeful that she is going to be strong. I know im one that has a devoted simic ramp archetype, so she is going to be an all-star there.
Garna, the Bloodflame: a super unique card that needs to be tested as it melds and can be used by both rakdos archetpyes I have, aggro and sweeper control.
colorless
the only colorless card im considering is Damping sphere as I run the ravnica karuu lands, ancient tomb ect but im unsure yet if I want to test this or not.
Yup, yup... There are a ton of borderline cases for me this time around since I want to include so many cards but mostly because I like their design rather than because of their strict power levels.
Also, @Phitt: Because Garna is a creature which means she always does something. In fact, she is a creature with an ability which has mostly been restricted to higher rarities in the past: global haste enabling.
Why do people like Fight with Fire (unless the purposely depowering their removal)? Both with or without kicker it seems bad...
Also Garna, the Bloodflame can be quite a blowout with even triggering. End of opponent's turn cast Garna. In your turn cast random five drop and you suddenly have around 8 extra power ready to attack on turn six.
Why do people like Fight with Fire (unless the purposely depowering their removal)? Both with or without kicker it seems bad...
Don’t underestimate flexibility. The base mode is as close to a red Murder as we get, and will basically always have a good target. The top end is more powerful than any Fireball this format currently has access to. In any red deck that isn’t hyper-aggro, I want to be playing this.
Don’t underestimate flexibility. The base mode is as close to a red Murder as we get, and will basically always have a good target. The top end is more powerful than any Fireball this format currently has access to. In any red deck that isn’t hyper-aggro, I want to be playing this.
Well, that might explain our difference in evaluating the card. I don't think Murder is good eough for C/Ube (especially at 360) and Fight with Fire seems like a very bad version of it (sorcery, doesn't kill creatures with more than 5 toughness).
I believe TheTennesseeFireman made the comparison to Murder not because Murder would be considered playable but because red does not have access to that many reliable kill spells (Aftershock comes to mind). In this case, the colour would matter. (For instance, I would not play Thriving Grubs in green but in red, I consider it the best 3/2 for 2.)
For me, Fight with Fire is interesting because its floor is still decent just in virtue of being a semi-effective kill spell. I think there are no strictly better alternatives, for instance, and it deals more damage than it costs which none of the Fireball variants do. However, the big draw is obviously the kicked form which benefits greatly from the card also being playable in the early game instead of it only being a finisher.
Nine mana is a lot though. But still. 3 mana to kill most things, while worse than a lot of options, will still make a lot of decks I would reckon.
I might play this in my lower-powered cube that I am thinking about putting together. I fear that games not ending might be an issue, this could at least end some of those games.
fight with fire looks pretty incredible to me. Do you guys not like fireball? I’ve seen it end a lot of games. Fight with fire is more efficient at both things I generally do with fireball.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I play red control a lot. Like maybe 50% of red decks are control? Getting to 9 happens enough. It’s an uncommon-only cube, so maybe that makes a difference? I also think 5 damage for 3 mana is better than you’re giving it credit for.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Here is my concern with Fight with Fire: I can cast Fireball at 6CMC for five damage which can end the game when needed whereas I have to wait until 9CMC before casting Fight with Fire.
A tad late to the party, but I have my customary spoiler release day top 20, including some comments where relevant. I always rank based on my excitement to CUbe, so there are some weird results higher on my list. Your mileage may vary.
A couple notable outside the top 20: Seal Away- Due to the tapped restrictions, I think this is almost always worse than the other 2-mana options we have. Small bonuses for nabbing utility creatures which tap. Garna, the Bloodflame- It does a lot, but mostly in weird combinations that have anti-synergy. If I want to get creatures back, I usually have to wait until after combat, which means your 5 drop fails to impact the board the turn you play it. Giving other creatures haste at 5 mana feels too late. I have never liked the sacrifice deck and agree with _i0 that it doesn't even help that deck much.
20-18) Stronghold Confessor, Ghitu Lavarunner, Sparring Construct- I am always keen on one drops, and I like all of these for having some utility early and late in the game.
17-13) Raff Capashen, Ship's Mage, Valduk, Keeper of the Flame, Tetsuko Umezawa, Fugitive, Whisper, Blood Liturgist and Slimefoot, the Stowaway- I love, love, love that this set has so many interesting uncommon build arounds. I will not be playing any of these myself, but could easily see a world where a CUbe more focused on artifacts, auras, blue aggro, black tokens, or Golgari ramp would want these cards (and I was close on Slimefoot for just that reason).
12) Merfolk Trickster- The double blue restriction makes it feel like a spell you often cast on turn 3 or 4, where the impact is good, but weaker than other 3- or 4-mana spells.
11) Memorial to Glory- Shout-outs to the blue, black, and green Memorials as well. The white Memorial is the one for which I most like what you are getting out of the land. All of the others have that weird issue where you sacrifice a land just as you might need that land to press your new card advantage.
10) Adventurous Impulse- Green Ponder sounds about right. For all gamestates, an easy way to find a card that is better than the average card from your deck.
9-8) Knight of Malice and Knight of Grace- I am interested enough in the base mode (2/2 first striker for 1M) to try both out. Obviously the upside is also nice, especially because you can take steps to make it happen yourself.
7) Chainer's Torment- Taking a big swing for the fences on this one. I hope it can be a good curve-topper for aggro decks to provide reach with 4 points of direct damage to the opponent and a (hopefully) board dominating creature. Totally prepared for this to fail.
6) Fight With Fire- I understand all the complaints about its power level and do not fully disagree with them. That said, one of my most frequent CUbers has expressed an interested in the Red X-Spells as a finisher for both ramp and control decks, and I think this is just better than Fireball or Rolling Thunder in that role. Another card I can see failing in CUbe.
5-4) Baird, Steward of Argive andDanitha Capashen, Paragon- Another two cards that could be good, but will likely end up being replaceable. I am quite a bit higher on Danitha because of the potential to get there with aura, equipment, or +1/+1 counters.
3-1) Untamed Kavu, Dauntless Bodyguard, Cast Down- The hands-down best cards in the set (and by a wide margin, I say). All of them should be in CUbes for a very long time and will be useful in all varieties of decks.
Overall, a super deep set for interesting cards that will likely be very shallow on actual impact. I think only 3 cards will stick around long-term, which makes this strangely similar to Rivals, which I also feel had 3 cards that were head-and-shoulders above the rest (also in green, white, and black, respectively). Please let me know if you have any comments on these rankings.
It's basically unplayable in aggro decks with its targeting restriction, and in control it's... fine. A slight upgrade to Immolating Glare maybe (better timing, but weak to Disenchant), miles behind Condemn as a control-only removal spell for white. But nobody's playing Glare now, nor should they
I always find discussion and different peoples perspectives on removal fascinating. I personally don't agree that Murder is not playable in CUbe, or that Lightning Strike is mediocre. I feel like we are spoiled for removal when considering all of Magic's history. If you want to 'power max' I don't think I'd expect to see either of them in a cube, but I think you could swap them for slightly lower powered versions and they'd still see similar play. It's hard to know for sure and is more of a thought exercise, but interesting to think about.
On that note, I'm much more inclined to cube Fight With Fire (even if it didn't have kicker) than Cast Down. The latter is more powerful than I want, at least with the density of the other removal I have. Who knows, I might change my mind down the track, given the power creep of creatures lately.
danitha capashen, paragon
dauntless bodyguard
knight of grace
cast down
knight of malice
warcry phoenix
adventurous impulse
untamed kavu
raff capashen, ship's mage
memorial to folly
memorial to genius
memorial to unity
i feel like few will actually make the cut though.
This set is pretty great for peasant cubers all these uncommon legends with powerful abilities.
I have a modern peasent so that changes how good certain cards are for me
Yes Braid, Steward of Argive: better/fairer as a creature rather than an enchantment. Danitha Capashen, Paragon: Will force me to change my cube but that keyword soup is enough. Dauntless Bodyguard: Another better Savannah lions, makes it much better later in the game. Tetsuko Umezawa, Fugitive: I love this card, I think it will be a lot of fun to play with and not at huge cost of power. Cast down: Adding more legends makes this less stupidly powerful but its still great. Whisper, Blood Liturgist: I still like this card, its slow but I have a lot of ETB tokens type cards it will run away with the game if not killed. Song of Freyalise: Definitely my favourite saga. I like the cryptolith rite effect and the mini overrun. Its just fast enough to be strong). The hard part is the cuts. Untamed Kavu: solidly strong green bear. Raff Capashen, Ship's Mage: Flash flying shimmer myr. Its stats are good and its ability seems fun. I was looking for a good artifact themed UW card to replace thopter sword combo... as fun as it is those cards aren't great on their own.
Maybe Seal away, I am not convinced it is better than journey to nowhere. In modern peasant counterspells are worse and instant speed less important. Artificer's Assistant, I am not sure if I am just too fond of birds but this looks pretty good to me. Cloudreader Sphinx It seems pretty good, but its more vulnerable than jetting glasskite and I don't have much space for large blue flyers. Merfolk Trickster, This is a very strong maybe and I am likely to try it. Its the casting cost that is worrying me. Compared to the three mana (sorcery speed) tappers they don't untap effects. Sage of Lat-Nam: This card seems really quite good, I am waying it up against etherium sculptor. Fight with Fire: Okay I am only noticing this card because people at talking about it. I know that rolling thunder is under performing. So that is a point in its favour at least. Ghitu Lavarunner: Seems a nice 2/2 for 1 in red.. it depends on how hard it is to make it a 2/2 and I think a normal red aggro will probably not want to run it. Jhoira's Familiar: I think I am a bit mad to be considering it but it flyies and cost reduces. its not terrible. Short Sword: simple, amazing art but I think there are too many equipment i need to put in before it. Sparring Construct: Compare to arcbound worker and Chronomaton which I play. It might be quite close to making it since that deck needs critical mass.
No (but I like them) Kwende,Pride of Femeref: I don't have enough first strike but I like that this exists Slinn Voda, the Rising Deep: Not my type of card, I like that it exists. Time of Ice: I feel sagas at 4 mana are too slow. Chainer's Torment: I feel sagas at 4 mana are too slow. The Eldest Reborn: I feel sagas at 5 mana are too slow. Final Parting: Too slow and clunky, even though it sets up reanimation nicely. Thallid Soothsayer: I think this is better than the artifacts version of this card. Urgoros, the Empty One: Dies to bolt, too slow. Goblin Warchief: Yay! its in modern.. too bad i cut most of my goblins when I realised I didn't have access to a lord. Still not a power pumping lord unfortunately. The Flame of Keld: The only other saga that is low enough cost.. but ouch discard your hand is too big a cost to use. Skizzik: I like this card but its another its a 4 mana red card and they aren't strong enough. Valduk, Keeper of the Flame: Its a great card but my cube isn't set up to abuse it. Warcry Phoenix: Yay a phoenix! battalion trigger D: booo. Its just slightly too weak higher power or low cost and it would be in. Adventurous Impulse this effect is too weak in green than in other colours that like instants and sorceries. Fungal Plots: Saporling deck engine that fuels itself. I think that spider spawning is still a better self mill payoff. Grunn, the Lonely King: Thats big! but I think I have been convinced not to run it. Saproling Migration: If i did saproling tribal instead of elves. Spore Swarm: If I did saproling tribal instead of elves. Sporecrown Thallid: funguslord Thorn Elemental: unblockable large large. Adeliz, the Cinder Wind: Really cool but I don't have enough wizards. Garna, the Bloodflame: Don't get it... seems bad. I have played cauldron haze in the past. Hallar, the Firefletcher: Seems pretty good but I don't have enough kicker. Shanna, Sisay's Legacy: The strongest of this type of card but the GW gold section is hard to break into. Slimefoot, the Stowaway: Neat but too saporling focused. Tatyova, Benthic Druid: nope I don't get the love for this. I prefer my River Hoope Tiana, Ship's Caretaker: Powerful card but I don't have its theme supported.
All of the sac lands: I have a lot of cycles of duals and then a small number of colourless sac lands. I like them but I can't fit them in unless I cut duals.
No, I dislike Overrun for being a spell with two modes: win the game or stay in your hand.
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
Agree with everyone else in that I’m not seeing much new beyond that in the full spoiler. Pauper cubes look like they got some goodies, though.
Cubetutor Link
Well it can't do 8 damage to your opponent, but at the same cost as doing 8 with fireball, it can dome them for 10.
White
Benalish Honor Guard: Im looking to add a legendaries Matter archetype(I'm still typing up a larger post for that). It maay start as a bear but can offer a more aggressive end game seems good enough for my 480 especially if no one is drafting that archetype, it can be burned in the last picks slots.
Board the Weatherlight: I offer artifact deck support which this helps as all my combo decks are artifact based and with the Legendaries getting added it seems worth testing.
Danitha, Capashen, paragon: Pants are a thing but even without specific pants archetype being supported she still has keyword soup that with any boost makes her a very dangerous threat.
Dauntless Bodyguard: Power creep is strong with this one. I love white aggro and he is white aggro with a huge boost in late game so he is a near auto include for me.
Baird, Steward of Argive: ghostly prison on legs is still a good ghostly prison. His vigilance is also a strong reason Im considering him as he opens up options for white control decks.
Seal away: I love that most of my removal in white is enchantment based and Im happy to add this card to the cube as flash makes this card super usable.
Blue
Slinn Voda, the rising deep: while I know a lot of people dislike him, he does provide an evacuation effect which in the late game can be super abuseable in the control deck and he is a larger creature than 95% of creatures for a re-animator deck. Not a for sure keep but it is sure worth a test with my new legends matter archetype coming in.
Merfolk trickster: a fun trick that with the U/W blink archetype being semi supported in my cube it seems fun to try.
Tetsuko Umezawa, fugitive: Blue aggro is a thing and this chick seems like an amazing card at enabling this.
Time of Ice: One of the few sagas I am considering as it plays well into a control style deck while providing a way to create a boardwipe situation.
Black
Cast down: removal of nonlegends is super powerful and is an auto include to my cube.
Urgoros, the empty one: a control finisher. While not super resilient, if black can control the game a bit he could be super stong but he is a testing card that has some potential.
Whisper, Bloosd Liturgist: a strong testing slot as orzhov is a sacrifice archetype and reanimation is very well supported in my cube. While it may not make the cut for being too slow I feel like there is potential that must be tested.
Red
Skizzik: the only card I'm considering and this is a near auto include due to when I started I played with a world championship deck that featured these and man I love this card.
Green
Untamed Kavu: Im in love with this card. It offers so much versatility while having it be super strong on both modes.
Adventurous Impulse: Green's first ponder like effect. Its worth the testing as i think it could be strong without being too powerful which is always nice.
Thorn Elemental: Iconic. Auto include for my cube as most of my playgroup started back when thorn elemental was legal. He has held a special place in our groups heart and he will rise again to power in Peasant cube.
Broken Bond: While it may be sorcery speed removal it does help the ramp decks push forward while also allowing them to deal with threats.
Multi colored
Shanna, Sisay's Legacy: Shanna is a bit of a check box card where she fits into aggro tokens that are in white, the selesnya warriors theme, and has hexproof which is super nice. Whiel she may not be aa first pick card she is a solid archetype card that I'm happy exists for selesnya.
Raff Capashen, Ship's Mage: Flash is super strong, but flash for legends and artifacts is even stronger. I'm excited to see how he plays into the legends archetype and how this plays into the artifact combos.
Arvad the Cursed: the main reason legendaries are coming in. This lord of legends seems like he can make this archetype come together espically with some support cards from past sets. I'm excited to test this and will be reporting heavily on how these card play out.
Tatyova, Benthic Druid: I know our new merfolk was highly debated here but I'm hopeful that she is going to be strong. I know im one that has a devoted simic ramp archetype, so she is going to be an all-star there.
Garna, the Bloodflame: a super unique card that needs to be tested as it melds and can be used by both rakdos archetpyes I have, aggro and sweeper control.
colorless
the only colorless card im considering is Damping sphere as I run the ravnica karuu lands, ancient tomb ect but im unsure yet if I want to test this or not.
20) Whisper, Blood Litigurist
19) Valduk, Keeper of the Flame
18) Merfolk Trickster
17) Call the Cavalry
16) The Eldest Reborn
15) The Memorial Cycle
14) Fungal Infection
13) Danitha Capashen, Paragon
12) Skizzik
11) Garna, the Bloodflame
10) Saproling Migration
9) Baird, Steward of Argive
8) Adventurous Impulse
7) Tetsuko Umezawa, Fugitive
6) Song of Freyalise
5) Fight with Fire
4) Seal Away
3) Untamed Kavu
2) Cast Down
1) Dauntless Bodyguard
CubeTutor Link
Also, @Phitt: Because Garna is a creature which means she always does something. In fact, she is a creature with an ability which has mostly been restricted to higher rarities in the past: global haste enabling.
Definite includes:
Dauntless Bodyguard
Tetsuko Umezawa, Fugitive
Cast Down
Fight with Fire
Untamed Kavu
Under consideration:
Danitha Capashen, Paragon
Kwende, Pride of Femeref
On Serra's Wings
Demonic Vigor
Final Parting
Vicious Offering
Whisper, Blood Liturgist
Skizzik
Valduk, Keeper of the Flame
Gift of Growth
Saproling Migration
Song of Freyalise
Garna, the Blackflame
Tiana, Ship's Caretaker
Shield of the Realm
Urza's Tome
Memorial to Glory
Memorial to Unity
Like but no chance:
Baird, Steward of Argive
Curator's Ward
Merfolk Trickster
Slinn Voda, the Rising Deep
Chainer's Torment
Stronghold Confessor
Urgoros, the Empty One
Orcish Vandal
Fungal Plots
Grunn, the Lonely King
Krosan Druid
Arvad the Cursed
Raff Capashen, Ship's Mage
Tatyova, Benthic Druid
Howling Golem
Also Garna, the Bloodflame can be quite a blowout with even triggering. End of opponent's turn cast Garna. In your turn cast random five drop and you suddenly have around 8 extra power ready to attack on turn six.
My C/Ube on Cube Cobra
Yeah, it's... this stuff. She has a bunch of modes, many of which are underwhelming, but none of which are dead (unlike those cards)
Really the argument/comparison you could be making would be in how poorly all the morbid cards worked out for us.
Except maybe tragic slip?
Funny how when you said 5 drop, you implied 5 extra power, but the only 5 drop with 5 power I run in these colors already has haste.
//
Fight with fire is plainly underpowered for us. 9 mana is nigh uncastable and the base mode isn't a good card for us
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
Agree, I don't like it much either.
Don’t underestimate flexibility. The base mode is as close to a red Murder as we get, and will basically always have a good target. The top end is more powerful than any Fireball this format currently has access to. In any red deck that isn’t hyper-aggro, I want to be playing this.
Cubetutor Link
Well, that might explain our difference in evaluating the card. I don't think Murder is good eough for C/Ube (especially at 360) and Fight with Fire seems like a very bad version of it (sorcery, doesn't kill creatures with more than 5 toughness).
My C/Ube on Cube Cobra
For me, Fight with Fire is interesting because its floor is still decent just in virtue of being a semi-effective kill spell. I think there are no strictly better alternatives, for instance, and it deals more damage than it costs which none of the Fireball variants do. However, the big draw is obviously the kicked form which benefits greatly from the card also being playable in the early game instead of it only being a finisher.
Nine mana is a lot though. But still. 3 mana to kill most things, while worse than a lot of options, will still make a lot of decks I would reckon.
I might play this in my lower-powered cube that I am thinking about putting together. I fear that games not ending might be an issue, this could at least end some of those games.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Baird, Steward of Argive
Dauntless Bodyguard
Merfolk Trickster
Final Parting
Untamed Kavu
Garna, the Bloodflame
Maybe:
Charge
Call the Cavalry
Danitha Capashen, Paragon
Healing Grace
Seal Away
Time of Ice
Thallid Soothsayer
Whisper, Blood Liturgist
Warlord's Fury
Song of Freyalise
White did well. Red had it rough.
Commander: *Five Color Fun-Stuff *Grixis Artifacts *Beast Tribal
Brawl: To Be Decided At Eldraine Release!
A couple notable outside the top 20:
Seal Away- Due to the tapped restrictions, I think this is almost always worse than the other 2-mana options we have. Small bonuses for nabbing utility creatures which tap.
Garna, the Bloodflame- It does a lot, but mostly in weird combinations that have anti-synergy. If I want to get creatures back, I usually have to wait until after combat, which means your 5 drop fails to impact the board the turn you play it. Giving other creatures haste at 5 mana feels too late. I have never liked the sacrifice deck and agree with _i0 that it doesn't even help that deck much.
20-18) Stronghold Confessor, Ghitu Lavarunner, Sparring Construct- I am always keen on one drops, and I like all of these for having some utility early and late in the game.
17-13) Raff Capashen, Ship's Mage, Valduk, Keeper of the Flame, Tetsuko Umezawa, Fugitive, Whisper, Blood Liturgist and Slimefoot, the Stowaway- I love, love, love that this set has so many interesting uncommon build arounds. I will not be playing any of these myself, but could easily see a world where a CUbe more focused on artifacts, auras, blue aggro, black tokens, or Golgari ramp would want these cards (and I was close on Slimefoot for just that reason).
12) Merfolk Trickster- The double blue restriction makes it feel like a spell you often cast on turn 3 or 4, where the impact is good, but weaker than other 3- or 4-mana spells.
11) Memorial to Glory- Shout-outs to the blue, black, and green Memorials as well. The white Memorial is the one for which I most like what you are getting out of the land. All of the others have that weird issue where you sacrifice a land just as you might need that land to press your new card advantage.
10) Adventurous Impulse- Green Ponder sounds about right. For all gamestates, an easy way to find a card that is better than the average card from your deck.
9-8) Knight of Malice and Knight of Grace- I am interested enough in the base mode (2/2 first striker for 1M) to try both out. Obviously the upside is also nice, especially because you can take steps to make it happen yourself.
7) Chainer's Torment- Taking a big swing for the fences on this one. I hope it can be a good curve-topper for aggro decks to provide reach with 4 points of direct damage to the opponent and a (hopefully) board dominating creature. Totally prepared for this to fail.
6) Fight With Fire- I understand all the complaints about its power level and do not fully disagree with them. That said, one of my most frequent CUbers has expressed an interested in the Red X-Spells as a finisher for both ramp and control decks, and I think this is just better than Fireball or Rolling Thunder in that role. Another card I can see failing in CUbe.
5-4) Baird, Steward of Argive andDanitha Capashen, Paragon- Another two cards that could be good, but will likely end up being replaceable. I am quite a bit higher on Danitha because of the potential to get there with aura, equipment, or +1/+1 counters.
3-1) Untamed Kavu, Dauntless Bodyguard, Cast Down- The hands-down best cards in the set (and by a wide margin, I say). All of them should be in CUbes for a very long time and will be useful in all varieties of decks.
Overall, a super deep set for interesting cards that will likely be very shallow on actual impact. I think only 3 cards will stick around long-term, which makes this strangely similar to Rivals, which I also feel had 3 cards that were head-and-shoulders above the rest (also in green, white, and black, respectively). Please let me know if you have any comments on these rankings.
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
It's basically unplayable in aggro decks with its targeting restriction, and in control it's... fine. A slight upgrade to Immolating Glare maybe (better timing, but weak to Disenchant), miles behind Condemn as a control-only removal spell for white. But nobody's playing Glare now, nor should they
On that note, I'm much more inclined to cube Fight With Fire (even if it didn't have kicker) than Cast Down. The latter is more powerful than I want, at least with the density of the other removal I have. Who knows, I might change my mind down the track, given the power creep of creatures lately.
danitha capashen, paragon
dauntless bodyguard
knight of grace
cast down
knight of malice
warcry phoenix
adventurous impulse
untamed kavu
raff capashen, ship's mage
memorial to folly
memorial to genius
memorial to unity
i feel like few will actually make the cut though.
I have a modern peasent so that changes how good certain cards are for me
Yes
Braid, Steward of Argive: better/fairer as a creature rather than an enchantment.
Danitha Capashen, Paragon: Will force me to change my cube but that keyword soup is enough.
Dauntless Bodyguard: Another better Savannah lions, makes it much better later in the game.
Tetsuko Umezawa, Fugitive: I love this card, I think it will be a lot of fun to play with and not at huge cost of power.
Cast down: Adding more legends makes this less stupidly powerful but its still great.
Whisper, Blood Liturgist: I still like this card, its slow but I have a lot of ETB tokens type cards it will run away with the game if not killed.
Song of Freyalise: Definitely my favourite saga. I like the cryptolith rite effect and the mini overrun. Its just fast enough to be strong). The hard part is the cuts.
Untamed Kavu: solidly strong green bear.
Raff Capashen, Ship's Mage: Flash flying shimmer myr. Its stats are good and its ability seems fun. I was looking for a good artifact themed UW card to replace thopter sword combo... as fun as it is those cards aren't great on their own.
Maybe
Seal away, I am not convinced it is better than journey to nowhere. In modern peasant counterspells are worse and instant speed less important.
Artificer's Assistant, I am not sure if I am just too fond of birds but this looks pretty good to me.
Cloudreader Sphinx It seems pretty good, but its more vulnerable than jetting glasskite and I don't have much space for large blue flyers.
Merfolk Trickster, This is a very strong maybe and I am likely to try it. Its the casting cost that is worrying me. Compared to the three mana (sorcery speed) tappers they don't untap effects.
Sage of Lat-Nam: This card seems really quite good, I am waying it up against etherium sculptor.
Fight with Fire: Okay I am only noticing this card because people at talking about it. I know that rolling thunder is under performing. So that is a point in its favour at least.
Ghitu Lavarunner: Seems a nice 2/2 for 1 in red.. it depends on how hard it is to make it a 2/2 and I think a normal red aggro will probably not want to run it.
Jhoira's Familiar: I think I am a bit mad to be considering it but it flyies and cost reduces. its not terrible.
Short Sword: simple, amazing art but I think there are too many equipment i need to put in before it.
Sparring Construct: Compare to arcbound worker and Chronomaton which I play. It might be quite close to making it since that deck needs critical mass.
No (but I like them)
Kwende,Pride of Femeref: I don't have enough first strike but I like that this exists
Slinn Voda, the Rising Deep: Not my type of card, I like that it exists.
Time of Ice: I feel sagas at 4 mana are too slow.
Chainer's Torment: I feel sagas at 4 mana are too slow.
The Eldest Reborn: I feel sagas at 5 mana are too slow.
Final Parting: Too slow and clunky, even though it sets up reanimation nicely.
Thallid Soothsayer: I think this is better than the artifacts version of this card.
Urgoros, the Empty One: Dies to bolt, too slow.
Goblin Warchief: Yay! its in modern.. too bad i cut most of my goblins when I realised I didn't have access to a lord. Still not a power pumping lord unfortunately.
The Flame of Keld: The only other saga that is low enough cost.. but ouch discard your hand is too big a cost to use.
Skizzik: I like this card but its another its a 4 mana red card and they aren't strong enough.
Valduk, Keeper of the Flame: Its a great card but my cube isn't set up to abuse it.
Warcry Phoenix: Yay a phoenix! battalion trigger D: booo. Its just slightly too weak higher power or low cost and it would be in.
Adventurous Impulse this effect is too weak in green than in other colours that like instants and sorceries.
Fungal Plots: Saporling deck engine that fuels itself. I think that spider spawning is still a better self mill payoff.
Grunn, the Lonely King: Thats big! but I think I have been convinced not to run it.
Saproling Migration: If i did saproling tribal instead of elves.
Spore Swarm: If I did saproling tribal instead of elves.
Sporecrown Thallid: funguslord
Thorn Elemental: unblockable large large.
Adeliz, the Cinder Wind: Really cool but I don't have enough wizards.
Garna, the Bloodflame: Don't get it... seems bad. I have played cauldron haze in the past.
Hallar, the Firefletcher: Seems pretty good but I don't have enough kicker.
Shanna, Sisay's Legacy: The strongest of this type of card but the GW gold section is hard to break into.
Slimefoot, the Stowaway: Neat but too saporling focused.
Tatyova, Benthic Druid: nope I don't get the love for this. I prefer my River Hoope
Tiana, Ship's Caretaker: Powerful card but I don't have its theme supported.
All of the sac lands: I have a lot of cycles of duals and then a small number of colourless sac lands. I like them but I can't fit them in unless I cut duals.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own