I like White Dragon as a curve topper for midrange decks with white. This is a big Kor Hookmaster with good body. A 4/4 flying doing something relevant for combat when etb is good. You can blink it, works in a flyers archetype. White doesn't have many big threats, so I could play it.
Also, Check for traps is another Agonizing Remorse with marginal upside. It doesn't exile from graveyard, but maybe you can scratch 1 life and you don't lose it.
Plate Armor is a really good card for Boros equipments.
Priest of Ancient lore base stats make too bad to replace a wall of omens or good 3 mana blink targets, but I particularly don't like 1 toughness creatures I have too many 1/1 tokens.
I find coloured equipment a bit annoying since I feel like the point of equipment is that any colour can use them.
I find coloured equipment a bit annoying since I feel like the point of equipment is that any colour can use them.
The point of colorless cards is that any color can use them. There's nothing inherently "colorless" about equipment, except magic didn't think to do colored artifacts for seemingly no good reason for a few decades.
//
Jhessian Thief almost certainly gets to attack into more boards than soulknife spy. Hard for a 2/4 to trade down, really easy for a 3/2 to. (The thief is my favorite card in the cube so I'm out to defend it with my life).
//
I also foresee myself avoiding the D20 cards. I already made the mistake of redownloading hearthstone, I don't need to make the same mistake twice.
I just went through the full spoiler and, I gotta say, pretty unimpressive for peasant cube and cube in general. Some decent stuff for mid to larger peasant lists, but very few, if any, that I'm looking to add to my 360.
I see some of you are disappointed at the full spoiler. There are definitely some interesting cards and mechanics to talk about on this *rolls die* Natural Top 20 Cards from Adventures in the Forgotten Realms. First, let us talk about these mechanics.
Venture and Dungeons- A very interesting mechanic that unfortunately is not strong enough when venturing only once and way too expensive to venture repeatedly. I hoped that the variety of choices available would carry the mechanic, but *ahem* no dice.
Dice Rolling- Speaking of dice... I am far less down on dice rolling than most of you. I have two dice rollers in my Top 20, and another card just outside. I think they did an excellent job of designing the cards to be consistent while also having strong upside for high rollers.
Modal Cards- One of the most interesting ideas for this set is the use of flavorful phrases on modal spells. A few of these were intriguing, but a lot of recent sets did a good job of providing multiple options on spells, particularly the cyclers in Ikoria and MDFCs in Zendikar Rising.
Onto the list...
20) Lightfoot Rogue- A ~2.5 power attacker with deathtouch for just 2 mana. If I had a more aggressive black section, I might give this a try.
19) Boots of Speed- In a weird way, this feels like a lower-powered mono-colored Rhythm of the Wild. Not great if you are going wide, but plays well with some bigger creatures.
18) Bruenor Battlehammer- A very aggressive card for the Boros equipment deck, especially with any of that equipment that comes with a creature attached.
17) Warlock Class, 16) Skullport Merchant and 15) Reaper's Talisman- All three could have a place in a grindy token deck. Warlock Class slowly ticks away, digs for enablers, and can create a big combo turn. Skullport Merchant is cheaper to activate than similar recent creatures and comes with its own fuel. Reaper's Talisman does quicker damage but could run out of juice.
14) Moon-Blessed Cleric- Most of the enchantments in CUbe are Auras, but you can nab relevant enchantments for control, reanimation, tokens, sacrifice and more. Plus the body is respectable.
13) Priest of Ancient Lore- Probably not what white wants, but white finally gets unconditional card draw... with upside?
12) You See a Pair of Goblins- Does both things that red wants when going wide, but neither one at a good rate.
11) Check for Traps- Until this set, I never really thought about adding a two-mana discard spell like this. At least this has more upside than Agonizing Remorse.
Choices, Choices, Choices-
10) Purple Worm- A subpar 7-drop compared to things like Plated Crusher, but a superb 5-drop. Green is not really the best color for this cost-reduction effect, but if you have the capacity to cast this for 3GG, you should be very happy.
9) Bag of Holding- I thought I would like this more than Sunset Pyramid, but I eventually realized you would need a lot of self-discard to be worth it. Those decks might exist and if they do, Bag would be an excellent card to add.
8) You Find the Villains' Lair- Of the myriad 3-mana counters with draw/filtering options, I have this in 2nd place. A bit behind Supreme Will and just ahead of Neutralize. Becomes more appealing as control decks get stronger spells at 5+ mana.
7) Chaos Channeler- I know this card makes you roll a D20, but we have a decent 4-mana creature that gives you access to *at least* one new card every attack. There are quite a few red 4s that generate card advantage like this. Crimson Fleet Commodore, Firewing Phoenix, and the newly printed Goblin Traprunner. I like Commodore the most of these 4s, but I would not object to any of them being played.
6) Plundering Barbarian- Red artifact destruction has come so far in just a few short years. I would have gone insane for this only 4 years ago, and now it has to compare to Abrade, Goblin Cratermaker, Embreth Shieldbreaker, and Irreverent Revelers. All 5 are worth considering if you want to have easy access to artifact destruction in Red.
Cards I Will Play
5) Portable Hole- A cheap answer to a lot of relevant cards from Signets to Shrines to Sylvan (Library). Plus it hits all the cheap creatures. There could definitely be some opposing decks with only a couple of targets, which is the main factor I will have my eye on in testing.
4) Temple of the Dragon Queen- Essentially a non-snow Shimmerdrift Vale, but I will take another one or two of these before I have had my fill.
3) Death-Priest of Myrkul- Between the greater pump ability and the cheaper token making, I think this is more powerful than Liliana's Devotee, which it should be if it costs an extra B. Mostly, this fits my current black section very well.
2) Battle Cry Goblin- I think this card has tremendous synergy with itself and red in general. Gives itself haste when needed and is just a pump or two away from making a Goblin when it attacks with any almost any other red creature. It also gets really good combined with literally any other goblin I play. I will admit there are not as many in my Cube as I thought, but imagine this with Mogg War Marshal or Hordeling Outburst. Heck, it evens looks nice with Goblin Banneret and Fireblade Charger.
1) Power Word Kill- For me, the least conditional of the conditional 2-mana black kill spells and an absolute CUbe staple. The only reason I see to not play it is if your Cube has de-powered removal.
I like this set for limited, but I feel like it is a bit powered down for cube.
Dungeons: Not a fan for cube. Like Lessons from Strixhaven, you will need to commit a lot of slots to make this relevant.
d20: Not really opposed to dice rolling in the cube, but none of the cards seem strong enough. Chaos Channeler is close
Changes I am considering:
Moan of the Unhallowed > Death-Priest of Myrkul - I am a fan of engine cards and Death-Priest of Myrkul provides redundancy with Liliana's Devotee. Pumps 31 cards in the cube (creatures and token generators). This is the card I am most excited about.
Quandrix Apprentice > Gretchen Titchwillow: To be honest, I am not really happy with Simic in the cube. Compared to the rest of the Guilds, I feel like it has some of the weaker signposts. Gretchen Titchwillow is a reasonable mana sink and can slow aggro, but I am not completely sold.
Arc Trail > You See a Pair of Goblins: I don't think a lot of people are running Dynacharge or Trumpet Blast, but as Red and Boros leans more towards tokens in my cube I like having access to mass pump. The token creation mode is nothing to be excited about, but still useful if your board is empty. Is there a better option that I am missing?
Orcish Hellraiser > Battle Cry Goblin: The cube currently has 10 goblins and 7 ways to make Goblin tokens. This seems like a solid lord and a fine card on its own. I may swap out a few creatures to up the goblin count.
Go for the Throat > Power Word Kill: Power Word Kill hits all but 8 creatures in the cube. Cast Down misses 9 and Go for the Throat misses 11.
Very weak set. The only card I will most likely add is Power Word Kill, which is probably about 3% better than Cast Down or Go for the Throat. There are some other cards that are theoretically playable, but nothing that interests me enough to add it. After Modern Horizons 2 that's ok, even though the old AD&D player in me would have loved to add a few cards from the Forgotten Realms.
Under Consideration: Blink Dog: +1 mana for the ability to protect itself on a Fencing Ace? Given how removal is the bane of pants, this might well be worth it since you can just leave the mana open once you get to one or two things on it. Cleric Class: It's quite a bit of mana but the effects are nice and it eventually gets you proper CA, too. Plate Armor: It's a big bonus that you can move around for cheap in the right deck. Wizard Class: It's more or less a Divination with mana sink bonuses. Divination's hardly good enough but I like the higher ceiling. Death-Priest of Myrkul: I like Liliana's Devotee more but it's still a good set of effects and provides redundancy. Grim Wanderer: I suppose that I agree on it being too conditional but Flash and those stats, tho'! Lightfoot Rogue: I hate the d20 cards but this is a decent creature with an ability where you know that blockers will die regardless of the results. So you can still attack with it and know how blocks will work out. Reaper's Talisman: Discussed my reasons above. Warlock Class: Similar to Wizard Class and gets access to Wound Reflection. Boots of Speed: The cost-effectiveness is real. Plus, equipment. Dueling Rapier: Ditto. Hobgoblin Captain: Not terrible at all. Valor Singer: Not that different from a 3/3 that can move around one point of power and gets value on the same turn. Though, unsure if it's better than a 3/3 haste. You See a Pair of Goblins: Not strictly worse as a token generator and fixes the main issue with Trumpet Blast (i.e. doing nothing when you are behind on board). Druid Class: Not terrible, either. Still turns to value besides the passive effects in the end. Owlbear: Just a very nice cantrip creature. Targ Nar, Demon-Fang Gnoll: Probably not but it'd be an interesting creature instead of generic value. Bag of Holding: Might turn out to be worth it.
Interesting: Dawnbringer Cleric: Not for me but good utility. Ingenious Smith: Too likely to whiff but has potential for CA alongside a good enough body after 1-2 triggers. Keen-Eared Sentry: Just because we finally get this ability on a stick outside Rare. Portable Hole: Cost-effective but limited. Artifact synergies, too. Those might push it in for me. Priest of Ancient Lore: Not good enough for me but cantripping creatures are always nice. Guild Thief: I like sliths as a concept as well as these sorts of stall-breakers where you turn mana to damage. Trickster's Talisman: Interesting and decently costed but perhaps a bit too unreliable. Even if you always get some stat boosts, too. Demogorgon's Clutches: I kind of agree with the mono-B Blightning comparison. Drider: Repeatable token generation for good tokens on a decent body is nice. Plundering Barbarian: Another nice modal artifact removal creature. Tiger-Tribe Hunter: Not that hard to get active but a tad underwhelming otherwise, and the ability is conditional in terms of its value.
While there are a lot of cards under consideration, I also generally dislike the set mechanics and will very likely not include *that* many cards in the end.
I think I'm only adding Death-Priest of Myrkul. Power Word Kill is obviously good but I've been off cheap near unconditional removal for a while now. Otherwise the set added some stuff for pants but I'll wait for a few more equipment with creature etbs to try that out.
At this point I would get behind a movement to just house rule every peasant cube to have murder for 1B. These restrictions are getting so specific, arbitrary, and tacked on.
//Narvuntien, you have a bunch of artifact creatures that I am using in my bad cards cube. Hovermyr, the 0 drops, etc. I have to assume one of those is an easy cut. You c/should also just move crystal shard to blue and make a cut from blue instead.
Not a great set, but some fine swaps in my Cube with strickly better options. I loved the idea of Modal Cards, but not many are great. Also maybe White Dragon is not awesome and not better than Alharu, so his inclusion is not great, but let's see. Nobody mentions the White dragon, so probably doesn't deserves a slot. I have time to think aboit this, yet.
My big doubt is if I should consider Battle Cry Goblin. I don't have a box full of goblins (13 red cards have the Goblin creature type or create goblin tokens, 1 black goblin and Murderous Redcap), or any archetype dedicated to them, but the card has its own engine. I accept opinions, if you have something to say here.
I am actually curious: Why do I seem like the only person in the market for Dungeon Crawler? Does everyone else have enough aggressive black 1-drops already, or is it about the reference to the dungeon mechanic (similar to Wasp of the Bitter End back in the day)?
And for that matter, the more I think about it, the more I think that Hobgoblin Captain is better than a lot of the existing red 3 power 2-drops. Not a staple by any means but another one where I just a little surprised that no one else is paying it any attention.
These cards are the ones I'm ending up giving a go in my Peasant Cube. Some cards I'm not including as optimizing isn't key to my cube, nor am I interested in running mechanics as Dungeons and dice rolling.
Dungeons are definitely out. I'm not a huge fan of rolling, but I'd consider it for the right card. There were just no dice rolling cards that I particularly liked.
Include:
Skullport Merchant - Probably the most efficient repeatable card draw for the aristocrats archetype yet
Grim Wanderer - I think it's worth a try to see if the casting restriction is tolerable.
You See a Pair of Goblins - Both modes are only slightly inefficient, and they are both things that the R wide aggro deck wants to be doing
Check for Traps - This is strong, but I prefer Agonizing Remorse. Being able to hit the graveyard is more important than making the opponent lose 1 life, and I don't think I need 2 cards that are this similar.
I am actually curious: Why do I seem like the only person in the market for Dungeon Crawler? Does everyone else have enough aggressive black 1-drops already, or is it about the reference to the dungeon mechanic (similar to Wasp of the Bitter End back in the day)?
You have 8 black aggro 1-drops, which seems like a lot at 390 unless you want black to be very aggro focused. So I'd just wager most people have don't have black that aggro focused. The "Venture Into the Dungeon" text hurts it too.
After thinking about it I will most likely replace Dynacharge with You See a Pair of Goblins. The single mana mode of Dynacharge hardly ever gets used and the big downside it has is that it's useless if you don't have a decent amount of creatures on the board. Yay, at least one card added!
At this point I would get behind a movement to just house rule every peasant cube to have murder for 1B. These restrictions are getting so specific, arbitrary, and tacked on.
.
House rules like that aren't something I would want to play with, but that's the reason why I will most likely stick with Cast Down and Go for the Throat. Conditions like no artifacts (since they're not living creatures and have their own kind of removal) or no legends (since they're meant to be powerful, unique entities that may resist a simple kill spell) seems far less arbitrary than a bunch of random creature types. Why can't I hit a measly Rakdos Cackler or a random creature like Seraph of Dawn with Power Word Kill? Makes no sense.
EDIT: From all I could find it doesn't even make sense in a D&D context as the original spell only kills creatures with 100 or fewer hit points without any creature type restrictions.
I am actually curious: Why do I seem like the only person in the market for Dungeon Crawler? Does everyone else have enough aggressive black 1-drops already, or is it about the reference to the dungeon mechanic (similar to Wasp of the Bitter End back in the day)?
And for that matter, the more I think about it, the more I think that Hobgoblin Captain is better than a lot of the existing red 3 power 2-drops. Not a staple by any means but another one where I just a little surprised that no one else is paying it any attention.
I don't even run Tormented Hero and I don't feel like players have a problem with finding a critical amount of one drops for aggro. Wtwlf123 for example only runs 8 black aggro one drops in his 540 cube and he's certainly not known for running too few of these, so I can't think of a reason why I'd put the 8th best 2 power one drop into my 405 cube.
Hobgoblin Captain isn't terrible, but the only 3/2 I still run in red is Gore-House Chainwalker. And that one is only in there for its +1/+1 counter synergies, if you don't have any you won't put him into a deck unless you're desperate for two drops. A vanilla 3/1 is so weak and can so easily be blocked to death that I don't think the late game upside makes up for the really bad performance it has when it wants to attack on turn 3 or 4 or generally if you have not enough power to attack with first strike.
I suppose that I may have been thinking of this old thread and probably something that Leelue once said about the percentage of cards needed to properly support dedicated aggro. I also recently rebalanced my CU/be to 'go back to the basics' by skimming of many of the cute cards that I had accumulated and replacing them with solid basic stuff like aggro early drops.
I will admit that it is still fascinating to have reached the point where black and white are more or less sated for 2-power 1-drops. Even if the other colours could certainly still use some more (or similar aggro 1-drops, especially in blue).
I will admit that it is still fascinating to have reached the point where black and white are more or less sated for 2-power 1-drops. Even if the other colours could certainly still use some more (or similar aggro 1-drops, especially in blue).
Yes, the quality we got in white is insane (Elite Vanguard is the last white vanilla 2/1 in my cube, only a matter of time until he's gone as well), black also has plenty of very playable cards in that spot. I don't need the typcial aggro one drops in blue or green (though green has a few really powerful ones as well), but red is sooo lacking. I have no idea why they do that.
Are burn spells so powerful in retail limited that an efficient aggro one drop at c/u would push this strategy too much? I rarely play retail limited, so I have no idea. Jackal Pup is still one of the best red aggro one drops after almost 25 years, that's weird when you compare it to something like Usher of the Fallen.
By the way, we actually are not done with spoilers yet thanks to AFR Commander. Ebony Fly has the feeling of a bigger Guardian Idol, as it costs more to likely produce a bigger attacking creature that also gives another creature flying. Probably worth considering as a replacement for Idol. Underdark Rift could be a really strong effect on a colorless land that does not enter the battlefield tapped. Probably a little expensive and unreliable, but I play Mouth of Ronom in my Snow Cube and this is reasonably close.
Both cards do have those dreaded dice rolling mechanics, but if you are down with dice, these are decent options.
I am seriously considering Ebony Fly. Given that it still acts as a decent mana rock (and at 2 mana at that) *and* gives flying to another creature when it attacks, I would say that even rolling a 1 is acceptable at 4 mana once you are at the point where you can use that as a mana sink on your turn.
Also, Check for traps is another Agonizing Remorse with marginal upside. It doesn't exile from graveyard, but maybe you can scratch 1 life and you don't lose it.
Plate Armor is a really good card for Boros equipments.
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
Priest of Ancient Lore - White Phyrexian Rager.
Deadly Dispute - Costly Plunder that leaves behind a treasure.
Boots of Speed - Seems like a pretty reasonable haste enabler.
Thieves' Tools - Might be useful for archetypes that have trouble pushing in damage to finish or need to attack to trigger an ability (like Bolt Hound).
My 2-Player Signed Legacy Cube
My Lord of the Rings Cube
Priest of Ancient lore base stats make too bad to replace a wall of omens or good 3 mana blink targets, but I particularly don't like 1 toughness creatures I have too many 1/1 tokens.
I find coloured equipment a bit annoying since I feel like the point of equipment is that any colour can use them.
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
Dawnbringer Cleric feels flexible enough to maybe be good
Plate Armor is great if equipment as a strategy gets there
Soulknife Spy feels like an upgrade to Jhessian Thief
Demogorgon's Clutches is maybe a monocolor Blightning
Feign Death is Undying Evil but I think I like Feign better
Power Word Kill is another kill spell
Battle Cry Goblin is interesting, possibly good enough
Dueling Rapier is more equipment support
Owlbear is simple but solid
The point of colorless cards is that any color can use them. There's nothing inherently "colorless" about equipment, except magic didn't think to do colored artifacts for seemingly no good reason for a few decades.
//
Jhessian Thief almost certainly gets to attack into more boards than soulknife spy. Hard for a 2/4 to trade down, really easy for a 3/2 to. (The thief is my favorite card in the cube so I'm out to defend it with my life).
//
I also foresee myself avoiding the D20 cards. I already made the mistake of redownloading hearthstone, I don't need to make the same mistake twice.
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
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
Venture and Dungeons- A very interesting mechanic that unfortunately is not strong enough when venturing only once and way too expensive to venture repeatedly. I hoped that the variety of choices available would carry the mechanic, but *ahem* no dice.
Dice Rolling- Speaking of dice... I am far less down on dice rolling than most of you. I have two dice rollers in my Top 20, and another card just outside. I think they did an excellent job of designing the cards to be consistent while also having strong upside for high rollers.
Modal Cards- One of the most interesting ideas for this set is the use of flavorful phrases on modal spells. A few of these were intriguing, but a lot of recent sets did a good job of providing multiple options on spells, particularly the cyclers in Ikoria and MDFCs in Zendikar Rising.
Onto the list...
Celestial Unicorn, Soulknife Spy, Feign Death, Owlbear, and Gretchen Titchwillow- Situationally a little better sometimes, maybe they fit the curve every now and then, but mostly they are not going to make it and they are not worth talking about.
20) Lightfoot Rogue- A ~2.5 power attacker with deathtouch for just 2 mana. If I had a more aggressive black section, I might give this a try.
19) Boots of Speed- In a weird way, this feels like a lower-powered mono-colored Rhythm of the Wild. Not great if you are going wide, but plays well with some bigger creatures.
18) Bruenor Battlehammer- A very aggressive card for the Boros equipment deck, especially with any of that equipment that comes with a creature attached.
17) Warlock Class, 16) Skullport Merchant and 15) Reaper's Talisman- All three could have a place in a grindy token deck. Warlock Class slowly ticks away, digs for enablers, and can create a big combo turn. Skullport Merchant is cheaper to activate than similar recent creatures and comes with its own fuel. Reaper's Talisman does quicker damage but could run out of juice.
14) Moon-Blessed Cleric- Most of the enchantments in CUbe are Auras, but you can nab relevant enchantments for control, reanimation, tokens, sacrifice and more. Plus the body is respectable.
13) Priest of Ancient Lore- Probably not what white wants, but white finally gets unconditional card draw... with upside?
12) You See a Pair of Goblins- Does both things that red wants when going wide, but neither one at a good rate.
11) Check for Traps- Until this set, I never really thought about adding a two-mana discard spell like this. At least this has more upside than Agonizing Remorse.
Choices, Choices, Choices-
10) Purple Worm- A subpar 7-drop compared to things like Plated Crusher, but a superb 5-drop. Green is not really the best color for this cost-reduction effect, but if you have the capacity to cast this for 3GG, you should be very happy.
9) Bag of Holding- I thought I would like this more than Sunset Pyramid, but I eventually realized you would need a lot of self-discard to be worth it. Those decks might exist and if they do, Bag would be an excellent card to add.
8) You Find the Villains' Lair- Of the myriad 3-mana counters with draw/filtering options, I have this in 2nd place. A bit behind Supreme Will and just ahead of Neutralize. Becomes more appealing as control decks get stronger spells at 5+ mana.
7) Chaos Channeler- I know this card makes you roll a D20, but we have a decent 4-mana creature that gives you access to *at least* one new card every attack. There are quite a few red 4s that generate card advantage like this. Crimson Fleet Commodore, Firewing Phoenix, and the newly printed Goblin Traprunner. I like Commodore the most of these 4s, but I would not object to any of them being played.
6) Plundering Barbarian- Red artifact destruction has come so far in just a few short years. I would have gone insane for this only 4 years ago, and now it has to compare to Abrade, Goblin Cratermaker, Embreth Shieldbreaker, and Irreverent Revelers. All 5 are worth considering if you want to have easy access to artifact destruction in Red.
Cards I Will Play
5) Portable Hole- A cheap answer to a lot of relevant cards from Signets to Shrines to Sylvan (Library). Plus it hits all the cheap creatures. There could definitely be some opposing decks with only a couple of targets, which is the main factor I will have my eye on in testing.
4) Temple of the Dragon Queen- Essentially a non-snow Shimmerdrift Vale, but I will take another one or two of these before I have had my fill.
3) Death-Priest of Myrkul- Between the greater pump ability and the cheaper token making, I think this is more powerful than Liliana's Devotee, which it should be if it costs an extra B. Mostly, this fits my current black section very well.
2) Battle Cry Goblin- I think this card has tremendous synergy with itself and red in general. Gives itself haste when needed and is just a pump or two away from making a Goblin when it attacks with any almost any other red creature. It also gets really good combined with literally any other goblin I play. I will admit there are not as many in my Cube as I thought, but imagine this with Mogg War Marshal or Hordeling Outburst. Heck, it evens looks nice with Goblin Banneret and Fireblade Charger.
1) Power Word Kill- For me, the least conditional of the conditional 2-mana black kill spells and an absolute CUbe staple. The only reason I see to not play it is if your Cube has de-powered removal.
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
Dungeons: Not a fan for cube. Like Lessons from Strixhaven, you will need to commit a lot of slots to make this relevant.
d20: Not really opposed to dice rolling in the cube, but none of the cards seem strong enough. Chaos Channeler is close
Changes I am considering:
Moan of the Unhallowed > Death-Priest of Myrkul - I am a fan of engine cards and Death-Priest of Myrkul provides redundancy with Liliana's Devotee. Pumps 31 cards in the cube (creatures and token generators). This is the card I am most excited about.
Kor Sanctifiers > Dawnbringer Cleric: Dawnbringer Cleric is flexible and, unlike Kor Sanctifiers, a potential flicker target.
Quandrix Apprentice > Gretchen Titchwillow: To be honest, I am not really happy with Simic in the cube. Compared to the rest of the Guilds, I feel like it has some of the weaker signposts. Gretchen Titchwillow is a reasonable mana sink and can slow aggro, but I am not completely sold.
Arc Trail > You See a Pair of Goblins: I don't think a lot of people are running Dynacharge or Trumpet Blast, but as Red and Boros leans more towards tokens in my cube I like having access to mass pump. The token creation mode is nothing to be excited about, but still useful if your board is empty. Is there a better option that I am missing?
Orcish Hellraiser > Battle Cry Goblin: The cube currently has 10 goblins and 7 ways to make Goblin tokens. This seems like a solid lord and a fine card on its own. I may swap out a few creatures to up the goblin count.
Go for the Throat > Power Word Kill: Power Word Kill hits all but 8 creatures in the cube. Cast Down misses 9 and Go for the Throat misses 11.
My 2-Player Signed Legacy Cube
My Lord of the Rings Cube
My Old School Battlebox
My Premodern Battlebox
Inclusion:
Dungeon Crawler: Hello, another 2-power black 1-drop.
Power Word Kill: Better than Cast Down in my CU/be.
Battle Cry Goblin: Me encanta.
Bruenor Battlehammer: Was already in in CubeCobra. Quality archetype support with good stats.
Temple of the Dragon Queen: I should have room for a 5C fixer like this still.
Under Consideration:
Blink Dog: +1 mana for the ability to protect itself on a Fencing Ace? Given how removal is the bane of pants, this might well be worth it since you can just leave the mana open once you get to one or two things on it.
Cleric Class: It's quite a bit of mana but the effects are nice and it eventually gets you proper CA, too.
Plate Armor: It's a big bonus that you can move around for cheap in the right deck.
Wizard Class: It's more or less a Divination with mana sink bonuses. Divination's hardly good enough but I like the higher ceiling.
Death-Priest of Myrkul: I like Liliana's Devotee more but it's still a good set of effects and provides redundancy.
Grim Wanderer: I suppose that I agree on it being too conditional but Flash and those stats, tho'!
Lightfoot Rogue: I hate the d20 cards but this is a decent creature with an ability where you know that blockers will die regardless of the results. So you can still attack with it and know how blocks will work out.
Reaper's Talisman: Discussed my reasons above.
Warlock Class: Similar to Wizard Class and gets access to Wound Reflection.
Boots of Speed: The cost-effectiveness is real. Plus, equipment.
Dueling Rapier: Ditto.
Hobgoblin Captain: Not terrible at all.
Valor Singer: Not that different from a 3/3 that can move around one point of power and gets value on the same turn. Though, unsure if it's better than a 3/3 haste.
You See a Pair of Goblins: Not strictly worse as a token generator and fixes the main issue with Trumpet Blast (i.e. doing nothing when you are behind on board).
Druid Class: Not terrible, either. Still turns to value besides the passive effects in the end.
Owlbear: Just a very nice cantrip creature.
Targ Nar, Demon-Fang Gnoll: Probably not but it'd be an interesting creature instead of generic value.
Bag of Holding: Might turn out to be worth it.
Interesting:
Dawnbringer Cleric: Not for me but good utility.
Ingenious Smith: Too likely to whiff but has potential for CA alongside a good enough body after 1-2 triggers.
Keen-Eared Sentry: Just because we finally get this ability on a stick outside Rare.
Portable Hole: Cost-effective but limited. Artifact synergies, too. Those might push it in for me.
Priest of Ancient Lore: Not good enough for me but cantripping creatures are always nice.
Guild Thief: I like sliths as a concept as well as these sorts of stall-breakers where you turn mana to damage.
Trickster's Talisman: Interesting and decently costed but perhaps a bit too unreliable. Even if you always get some stat boosts, too.
Demogorgon's Clutches: I kind of agree with the mono-B Blightning comparison.
Drider: Repeatable token generation for good tokens on a decent body is nice.
Plundering Barbarian: Another nice modal artifact removal creature.
Tiger-Tribe Hunter: Not that hard to get active but a tad underwhelming otherwise, and the ability is conditional in terms of its value.
While there are a lot of cards under consideration, I also generally dislike the set mechanics and will very likely not include *that* many cards in the end.
Power word Kill > Go For The Throat
Death-Priest of Myrkul > Entomber Exarch
Maybe
Bag of Holding
Battle cry Goblin
Outside chance
Dawnbringer Cleric
Chaos Channeler
I need to find the right cut for the battle cry goblin I am pretty sure goblin bushwhacker is a better card. And I'll probably put dragon fodder back in to compliment it.
If I want to bother with the dice rolling then Chaos Channeler would go in for Alpine Guide It is good for ongoing card advantage.
I don't know what to cut for bag of Holding, I have self discard in red and blue to support it.
Any ideas?
https://cubecobra.com/cube/list/5e646fe670240a58539a3fee
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
Cast Down -> Power Word Kill
Forsake the Worldly -> Dawnbringer Cleric
River Hoopoe -> Gretchen Titchwillow
Zephyr Boots -> Bag of Holding
Orzhov Advokist -> Priest of Ancient Lore
Also ordering but not planning on adding now:
My C/Ube on Cube Cobra
//Narvuntien, you have a bunch of artifact creatures that I am using in my bad cards cube. Hovermyr, the 0 drops, etc. I have to assume one of those is an easy cut. You c/should also just move crystal shard to blue and make a cut from blue instead.
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
My big doubt is if I should consider Battle Cry Goblin. I don't have a box full of goblins (13 red cards have the Goblin creature type or create goblin tokens, 1 black goblin and Murderous Redcap), or any archetype dedicated to them, but the card has its own engine. I accept opinions, if you have something to say here.
https://cubecobra.com/cube/list/thepeasantcube
IN
- Owlbear, out Arborback Stomper.
- Red Dragon, out Rimrock Knight.
- You see a pair of Goblins, out Magma Jet.
- Dawnbringer Cleric, out Fairgrounds Patrol.
- Priest of Ancient Lore, out Dauntless Cathar.
- White Dragon, out Alharu, Solemn Ritualist.
- You find the Villains' Lair, out Negate.
- Power Word Kill, out Murder.
- Check for traps, out Agonizing Remorse.
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
Boots of Speed
Dawnbringer Cleric - Replaces Lone Missionary for more flexibility.
Grim Wanderer
Plundering Barbarian - Replaces Irreverent Revelers
Reaper's Talisman
Trickster's Talisman
Thieves' Tools
Dislike: d20, venture into the dungeon, how wordy the cards are, and Power Word Kill (too many conditions)
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
And for that matter, the more I think about it, the more I think that Hobgoblin Captain is better than a lot of the existing red 3 power 2-drops. Not a staple by any means but another one where I just a little surprised that no one else is paying it any attention.
Dawnbringer Cleric
Minimus Containment
White Dragon
Trickster's Talisman
Clever Conjurer
You Find The Villains' Lair
Grim Wanderer
Reaper's Talisman
Skullport Merchant
Warlock Class
Deadly Dispute
Grim Bounty
Shambling Ghast
You See a Pair of Goblins
Goblin Javelineer
Battle-Cry Goblin
You Meet In a Tavern
Green Dragon
Kalain, Reclusive Painter
Shessra, Death's Whisper
Spare Dagger
Temple of the Dragon Queen
The cards I'm still debating are Red Dragon and Gretchen Titchwillow
Include:
Considering:
You have 8 black aggro 1-drops, which seems like a lot at 390 unless you want black to be very aggro focused. So I'd just wager most people have don't have black that aggro focused. The "Venture Into the Dungeon" text hurts it too.
House rules like that aren't something I would want to play with, but that's the reason why I will most likely stick with Cast Down and Go for the Throat. Conditions like no artifacts (since they're not living creatures and have their own kind of removal) or no legends (since they're meant to be powerful, unique entities that may resist a simple kill spell) seems far less arbitrary than a bunch of random creature types. Why can't I hit a measly Rakdos Cackler or a random creature like Seraph of Dawn with Power Word Kill? Makes no sense.
EDIT: From all I could find it doesn't even make sense in a D&D context as the original spell only kills creatures with 100 or fewer hit points without any creature type restrictions.
I guess it depends on how many of these you want. There are 7 black aggro one drops that I would rate higher, and that's only counting the 2 power one drops. Carnophage, Diregraf Ghoul, Gnarled Scarhide, Rakdos Cackler, Sarcomancy, Tormented Hero and Vampire Lacerator. Then I personally also run Carrion Feeder, which is hard to compare, but which works very well in aggro, especially with some sacrifice synergies. On top of that black has a few one mana spells that are playable in aggro as well, like discard spells (Duress, Inquisition of Kozilek, Harsh Scrutiny) or Quest for the Gravelord.
I don't even run Tormented Hero and I don't feel like players have a problem with finding a critical amount of one drops for aggro. Wtwlf123 for example only runs 8 black aggro one drops in his 540 cube and he's certainly not known for running too few of these, so I can't think of a reason why I'd put the 8th best 2 power one drop into my 405 cube.
Hobgoblin Captain isn't terrible, but the only 3/2 I still run in red is Gore-House Chainwalker. And that one is only in there for its +1/+1 counter synergies, if you don't have any you won't put him into a deck unless you're desperate for two drops. A vanilla 3/1 is so weak and can so easily be blocked to death that I don't think the late game upside makes up for the really bad performance it has when it wants to attack on turn 3 or 4 or generally if you have not enough power to attack with first strike.
My Old School Battlebox
My Premodern Battlebox
I will admit that it is still fascinating to have reached the point where black and white are more or less sated for 2-power 1-drops. Even if the other colours could certainly still use some more (or similar aggro 1-drops, especially in blue).
Yes, the quality we got in white is insane (Elite Vanguard is the last white vanilla 2/1 in my cube, only a matter of time until he's gone as well), black also has plenty of very playable cards in that spot. I don't need the typcial aggro one drops in blue or green (though green has a few really powerful ones as well), but red is sooo lacking. I have no idea why they do that.
Are burn spells so powerful in retail limited that an efficient aggro one drop at c/u would push this strategy too much? I rarely play retail limited, so I have no idea. Jackal Pup is still one of the best red aggro one drops after almost 25 years, that's weird when you compare it to something like Usher of the Fallen.
My Old School Battlebox
My Premodern Battlebox
Ebony Fly has the feeling of a bigger Guardian Idol, as it costs more to likely produce a bigger attacking creature that also gives another creature flying. Probably worth considering as a replacement for Idol.
Underdark Rift could be a really strong effect on a colorless land that does not enter the battlefield tapped. Probably a little expensive and unreliable, but I play Mouth of Ronom in my Snow Cube and this is reasonably close.
Both cards do have those dreaded dice rolling mechanics, but if you are down with dice, these are decent options.
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
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube