Re: HaccyZ. Getting in for 4 damage unimpeded is really high upside. It also functions as a better topdeck in those late game racing scenarios where getting anything in matters a lot. I also think it fits well in B/R or U/R decks with a lot of interaction on the opponent’s turn, like bounce/counterspells/removal where you can clear the way. Probably does play worse in R/G or R/W decks that build their threats up over time.
Regardless, we are talking about two low-tier playables for most Peasant cubes.
(Also, not planning on messing with any of the conjure stuff from Mystery Booster 2. Too weird logistically, despite the power.)
Re: Leelue. My cube philosophy wants powerful cards that you have to craft a draft around. (Not that Fear of Being Hunted is at that level, but imagine Anax, Hardened in the Forge instead.) Everyone’s cube puts power in these conditional places and sometimes the condition is “Needing 11 mana sources to cast 73.8% of the time turn 3 on the play,” and that is fine by me. This is why there’s 45 picks to make a 23 spell deck.
There were two very interesting Boros cards spoiled today that I think are worth discussion. Midnight Mayhem does well enough on its own by making 3 tokens that immediately get in some damage and gain life. I dobthink you really need another go-wide support card to best utilize the Gremlin tokens, especially compared to the amazing Heroic Reinforcements. Arabella, Abandoned Doll scales up so well in the typical Boros decks that this feels like a long-term staple for the color pair. Two attacks where X equals 3 feels incredibly hard to lose from. Even one attack of X equaling 4 is backbreaking value from a two-mana creature.
Both those cards are great I have some tough choices it seems.
I like 5/4 for 4 that is Wickerfolk Thresher, artifacts are a lot less important in green than red but 5 power for 4 mana is great. I can quite easily trigger this in green which has a self mill theme.
Re: HaccyZ. Getting in for 4 damage unimpeded is really high upside. It also functions as a better topdeck in those late game racing scenarios where getting anything in matters a lot. I also think it fits well in B/R or U/R decks with a lot of interaction on the opponent’s turn, like bounce/counterspells/removal where you can clear the way. Probably does play worse in R/G or R/W decks that build their threats up over time.
Regardless, we are talking about two low-tier playables for most Peasant cubes.
Again I would then suggest Brazen Scourge to you. It still has the haste, and I'm saying the extra toughness will matter more often than the extra point of damage. If you think you'd rather put in the work to make FoBH the better one of the two, I would say you're putting in too much work for a bad three-drop.
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As for Arabella, Abandoned Doll, I think I'll try it out at least. I don't run Boone as I've decided to go pretty much all in on my opposition to cards that go against my personal arbitrary mtg aesthetic. That means no cards with flavour words especially.
That said I haven't even played with Caparocti Sunborn yet...
I wish all archetypes could be equally hated. Or loved, but the former better reflects the mindset of the vocal portion of the player base. My 540ish Peasant Cube on Cubetutor
Again I would then suggest Brazen Scourge to you. It still has the haste, and I'm saying the extra toughness will matter more often than the extra point of damage. If you think you'd rather put in the work to make FoBH the better one of the two, I would say you're putting in too much work for a bad three-drop.
Or Hulking Bugbear, which is more likely to have typal/kindred synergies.
I actually just read a peasant cube that has tribal synergies just for goblins, even going so far as to play Gempalm incinerator
And, idk, a card being literally dead in over a quarter of hands (especially when it is time sensitive like a fragile haste creature) doesn't sound like what I want to do. Sheesh, maybe I should go back and really cut vampire nighthawk.
EDIT, where'd you get your numbers from? I am calculating 79.something% using 11 sources.
//
If there was just a 4 mana 5/4 with the delirium text that wickerhulk thresher guy has, it probably would be a middling playable. If the hoops you have to jump through to get that text online aren't completed even like a quarter of the time, that's rough. And if artifact isn't good for you, then it just means it dies to random stuff.
My numbers were based on seeing 9 cards in a 40-card deck, needing 2 of 11 sources. Since one of those 9 cards needs to be the spell you cast, I have a population size of 39, sample size of 8, 11 successes in the population and 2 successes needed in the sample and a 73.8% success rate.
Here are a few other situations with a similar success rate: Casting a 1-drop turn 1 on the play with 7 untapped sources (72.2%) or having 2 of 9 mana sources to cast a double pip 4 drop on the draw on turn 4 (75.0%).
This is not to say never put these spells in your deck, but to be aware of the chances and to consider how well that spell looks a turn or two later. Vampire Nighthawk is an excellent example of a 3-mana creature that is very good on turn 5, as it would trade with a Charging Montrosaur and keep your life total stable.
This is also why I emphasize the quantity of fixing available, even as that fixing narrows down to specific guilds. Having a mana base with 3 fixing lands that lets you have 12 sources in your main color and 8 sources in your secondary color does a lot more than having 1 fixing land with 11 main sources and 7 secondary sources.
Going back to spoilers, I like Surgical Suite // Hospital Room more than any other similar effects, since Hospital Room builds your board prior to Surgical Suite having a good (or any) target.
Duskmourn is here and I can tell you that this set is truly bringing down the House (of Horror)! The set is really deep on good cards and I am considering every card in the top 20 for a spot.
For me, the most noticeable part of the Peasant cube offerings is that I have literally zero cards on this list that require more than 3 mana to cast (one does require 4 mana to unlock a door). No joke, I had a dozen two-mana creatures on my long list before whittling down my top 20. This set is a great opportunity to bring down the overall mana value of your cube.
My cube is 512 cards with 6 spells and 3 lands per guild and is maximized for power.
Here is my Too Early Top 20 for Duskmourn: House of Horror.
20) Clockwork Percussionist - Solid little package that delivers the early beats and has ready made synergies. Lots of these little 1-drops exist nowadays.
19) Piggy Bank - Red getting two-mana 3/2s with little to no downside is nice, but I would not invest in this card long-term. Obviously would have been better as a 2/3. (/s)
18) Twist Reality - The rate for both effects is a little overpriced, but I like spells that can make creatures for the purposes of the Spells deck.
17) Sawblade Skinripper - A nice variant on Mayhem Devil that trades the full sacrifice upside for being better in combat. Also has an expensive sacrifice effect built-in.
16) Broodspinner - Does a little bit of everything for the Golgari decks, but maybe not enough.
15) Shardmage’s Rescue - The first of these effects in White to offer protection and a permanent boost. Less synergy than a +1/+1 counter for most cubes.
Special Effects
14) Saw - I looked at this as a colorless Dockside Chef, where you get extra presence on board and sacrifice permanents to draw a card. Could easily be a more powerful card, albeit clunkier.
13) Cynical Loner - The potential for free and repeatable Entombs on a decent-enough creature is enticing. Very easy to gain advantage off the Survival trigger in any black deck.
12) Surgical Suite // Hospital Room - I have yet to try out any of the white Unearth effects because of how narrow they feel outside of a dedicated graveyard deck. I really like this version having another effect that overperforms in retail limited and plays well with +1/+1 counter support.
11) Insidious Fungus - A Naturalize on a stick that also adds Growth Spiral as an effective early game play. Might not matter too much as a creature when you are not sacrificing it.
10) Splitskin Doll - A really punishing two-mana creature on curve that also looks good when you can draw a card later on. A small upgrade over similar effects.
9) Oblivious Bookworm - A two-mana 2/3 with a free loot on every one of your end steps is mighty appealing. Simic has frequently been a fringe graveyard deck, but free looting plays well everywhere.
8) Norin, Swift Survivalist - A very unique effect that combines very well with creature’s enter abilities plus a needed one-drop for red.
Best in their Franchise
7) Trapped in the Screen - Losing 2 targets from the 2023 360 Average Peasant Cube in exchange for ward 2 is an excellent trade.
6) Wildfire Wickerfolk - 3 power plus haste for 2 mana places this creature a little above its many (good) contemporaries.
5) Painter’s Studio // Defaced Gallery - Both of these effects need a little support to be cube playable and tying them together really ties their rooms together. Painter’s Studio being a reckless draw 3 or Defaced Gallery refueling late game gives both effects purpose.
4) Unnerving Grasp - I really prioritize spells with creature-like effects and hitting all non-land permanents is a true upgrade to Man-o-War. Plus you get to mill an extra card and you get to keep your blink shenanigans when you Manifest a creature.
The Terrible Twos-
3) Arabella, Abandoned Doll - These top three cards are all two drops that would have also been considered at 3 mana, which is bonkers. I love how well this scales up with commonly played Boros token makers and I also love the extra lifegain that can really help with a go-wide gameplan. You could maybe tell me Honored Crop-Captain does something similar, but I think Arabella truly clears.
2) Irreverent Gremlin - A red version of Mentor of the Meek at only two-mana. Menace is a cool ability for getting in damage and free rummaging is great for longer games.
1) Floodpits Drowner - Flash, vigilance, and the ability to forever tuck a troublesome creature may exceed Man-o-War in some scenarios, and that is before this costing 2 mana instead of 3. A harrowing portent of the power we continue to see at 2 mana.
IN:
-Floodpits Drowner - Flash plus stun can take a creature out of commission for 2 turns, but the other ability can make it even more inaccessible.
-Irreverent Gremlin - About 45% of my cube can trigger the repeatable rummage ability, and 2/2 Menace can be useful, too.
-Norin, Swift Survivalist - One of my favorite red offerings in the set. We've had 1 mana 2/1 with no drawbacks before, but even better is how it allows you to push through damage or get additional use out of ETBs. Normally I would never attack into a 5/5 and 7/7 with stuff like Ravenous Chupacabra, Flametongue Kavu, or Eternal Witness, but with Norin out, I'm absolutely being more aggressive.
-Untimely Malfunction - I plan to swap this in for Abrade. The artifact removal is still there, but being able to turn someone's removal against them or just punch through for the win is awesome.
LIKELY:
-Arabella, Abandoned Doll - I already mentioned how many power 2- creatures/generators I have when talking about the Gremlin, and this could be an interesting identity to explore for Boros (Boros has about 65-70 cards that meet this criteria or create tokens that do, so over 50%). Not sure what I would cut, though - maybe Honored Crop Captain, as it was attempting to go the other way?
-Midnight Mayhem - This is close enough to Heroic Reinforcements that it would probably have to be a straight swap. One more token but no pump, though that actually works better if I go with Arabella. A little lifegain and evasion aren't too shabby, either.
CONSIDERING:
-Broodspinner - Evaluated stricly as a 2 mana 2/3 with reach and ETB Surveil 2, I kinda like it, but it doesn't really excite me. The activated ability does almost nothing for me. And the art is goofy. I dunno.
-Nowhere to Run - I actually really like this card and will be grabbing 10 copies for Commander, but I don't think we're quite there yet for Peasant Cube. There are only 11 cards in my cube with Hexproof or Ward printed on them, and several of those won't even blink at -3/-3 unless it's combined with another card or combat damage. It may be a card to keep on the backburner, though, if they continue to slap those words on every card and its mother.
-Painter's Studio//Defaced Gallery - While I'm not a fan of Rooms, I am considering this. I already run Goblin Oriflamme, which is very similar to Defaced Gallery, and while I prefer the clean, clear execution of Oriflamme, Gallery actually works better with Arabella because you stack the triggers to get her ability before they get pumped out of range (whereas the static pump of Oriflamme disqualifies a lot of creatures). Getting a Painter's Studio attached is just extra utility.
-Piggy Bank - It's aggressive and offers a single one-use ramp, but I don't know. I believe I run more artifact removal than most because I want answers to Skullclamp, Warhammer, Sol Ring, etc., and this may become an incidental victim of that removal.
I really do like what this set did for Red in Peasant Cube, regardless of my feelings on the themes and aesthetics. And as red is traditionally my least favorite color, I'm excited to see if this gets me to play it more.
Floodpits Drowner - Versatile and fits in with the Simic flash archetype.
Live or Die - One of the few instant speed ways to reanimate a blocker. A fail-case of a over-costed murder is decent floor.
Irreverent Gremlin - Nice stats for aggro and fits the go wide theme in Boros.
Norin, Swift Survivalist - Cool ability to save creatures or re-buy ETBs. Not sure how good it will be, but it is interesting enough to try try out.
Painter's Studio // Defaced Gallery - Nice mix of effects. Painter's Studio is slightly over-costed, but Defaced Gallery is a slightly better Goblin Oriflamme. When the cost is only 1 card it's great value.
Attack-in-the-Box - On-curve colorless creature that can defend well but threaten an alpha strike.
Considering:
Trapped in the Screen - For now there are other more interesting Banishing Light variants.
Clockwork Percussionist - Red 1-drops are starting to get tight, but this one is probably the top of the list if one of the current ones is underperforming.
Piggy Bank - Very good stats, but not the most mechanically interesting.
Untimely Malfunction - Very versatile, but might still be dead sometimes.
Vengeful Possession - I've been playing very few threaten effects recently, but this seems like one of better 3MV tacked-on-bonus versions.
Coordinated Clobbering - This might be the best 1MV creature removal in green. 1-sided, and is safe from your creature getting removed in response, and can use 2 smaller creatures to kill something big.
Lone Missionary > Splitskin Doll
Hooray! All the interventions I've made have in aggregate made it so aggro is only the easiest-best deck in the format, not the format. I no longer think I need something like the missionary, but it is uniquely good at its one job and could see it come back if I judged the speed of the format too quickly.
Touch the Spirit Realm > Sheltered by Ghosts
I think we are past the point where 3 mana sorcery speed removal with downside is good. Sheltered by ghosts gives me access to the kind of "weathering the storm", temporary board state that I think makes for a sub-goal for the opponent and by extension great gameplay.
Winter Eladrin > Unnerving Grasp
I think rebuying one of the top two cards of your deck is better/healthier/funner than rebuying a typical man-o-war.
Johann's Stopgap > Get Out
I like stopgap, bargain is a great mechanic that I'm sad to lose reps of. But I like being able to see traditional control decks and I really wanted an extra 2 mana counterspell anyway. On its maiden voyage it countered something on turn 1 with lotus petal, and it later rebought Sicarian infiltrator and something else while there was a Kraum, Violent Cacophony in play. Ughh
Xerex Strobe-Knight > Fear of Isolation
The knight just never seemed like it lived up to the great textbox. Might come back one day, as more cards like Fear of Isolation keep making it in.
Thirst for Discovery > Floodpits Drowner
I just never really saw Thirst played enough, but I have strong feelings about losing yet another card advantage card for blue control.
Triarch Preatorian > Popular Egotist
The very last swap I made, and it hurt a little. I like Praetorian in theory but I feel like the 5 mana lifeloss carddraw is just too much in racing situations. Black cards I like worse are all doing jobs I need. Egotist gets to be the partner to murkwood bats that nadier's nightblade always wanted to be.
Mayhem Devil > Sawblade Skinripper
Devil is the better card, but it is very pre-modern feeling that it punishes opponents randomly for their own landscapes etc.
Killian, Ink Duelist > Shroudstomper
With Lingering souls gone for being too much better than all its competition, orzhov is in flux. Stomper is one of the only expensive white cards at all in my list now, and it might be the only card at our rarity with Titan-triggers.
Lilysplash Mentor > Oblivious bookworm
I hate that 2/3s of the new guy's text is just flavortext. But simic sucks and a 2 drop that demands removal And needs no more investment AND has good stats is crazy.
Didn't consider, think they're traps: Trapped in the screen (dated statline as we become cheaper and cheaper), Untimely Malfunction (modality for efficiency is becoming a worse trade as cards get better), Wickerfolk Thresher (being an artifact creature is indeed a rough downside at these mana values, and if it's ever vanilla it's no good), Altanak, the Thrice-Called (can't cost this much mana and not protect you. The cycling is too inconsistent to be a good ability.)
Touch the Spirit Realm > Sheltered by Ghosts
I think we are past the point where 3 mana sorcery speed removal with downside is good. Sheltered by ghosts gives me access to the kind of "weathering the storm", temporary board state that I think makes for a sub-goal for the opponent and by extension great gameplay.
I really like this take. I am pretty sure I do not agree with this take, but I like it since it is really making me think.
I believe your cube skews quite a bit cheaper than most and has a different focus on how removal should function.
For me, having these definitive 3 mana answers to most permanent types is really important for the powerful cards available. Also, I find a lot of the two mana options are either narrower in their targets or less reliable as removal.
But, I can agree that between powerful Entering abilities and general power creep, it feels inevitable that 3-mana removal will become too slow. So, I have some follow-up comments/questions on this matter:
Sheltered by Ghosts was just outside my top 20 because I eventually concluded too much of the strength of the card was based on which creature was being enchanted. Paying two mana to make your opponent pay two more mana for their removal (or outclass the creature in combat) and generate a probable 2-for-1 means you have to be getting in a good amount of extra damage and gaining that extra life. Obviously, the card is more complicated than that, but this was my basic thought.
What do you consider to be the drawback of Touch the Spirit Realm? Is it the limited targeting? Otherwise, I would have figured the ability to flicker creatures/artifacts would have been a big upside.
Do you think it is more important to focus on two-mana removal with upside or two-mana removal with reasonable flexibility? The difference between Spring-Loaded Sawblades and Thraben Charm, for example.
What do you think about removal that has a built-in time restriction? Like Oust, Static Prison or even Mana Tithe as pseudo-removal?
Downside I was alluding to for Touch the Spirit Realm is its undo-ability. Even black has a totally playable (especially for someone like me) Withering torment, but blue is probably underrated in how much it can mess with Orings.
The alternate mode to be 1/4 as useful as ephemerate isn't nothing, but as cards get better and better paying a lot extra for flexibility is worse and worse. Bad tempo/mana inefficiency is just more punishable. That's why I've been phasing out my MDFCs. Paying extra for reusability seems like it should be sharing the same fate but for reasons I am not yet able to articulate I haven't felt that to be the case.
As an aside: Why does power creep always make games faster? Why aren't the defensive and more expensive cards ever adequately scaled up to keep pace?
I am playing thraben charm as basically just its creature removal, with its other modes only factoring in insofar as letting me skimp out on adding more disenchants/graveyard interaction. So it's not really the example you want. But to answer the heart of your question, I think the best draft and gameplay experience would be for removal to have various weaknesses that other removal (or forced gamestates) can cover. The more added text you can find on these cards for players to try and maximize, the better. I love that sawblades doubles as a wincon, and I love that thraben charm is not yet another condemn style effect, and I love that condemn is the best of these against a deck you might be weak to but dead against rosie, and I love that Case of the gateway express... you get the idea.
If your question was actually asking "which kind of effect is stronger", It'd be upside over flexibility. Gives you something to get ahead with.
All of the time-restricted cards are glorious. Making a trade of some sort in exchange for efficiency gives both players something to do to play or beat them, and the consequences for playing well/poorly are big.
As an aside: Why does power creep always make games faster? Why aren't the defensive and more expensive cards ever adequately scaled up to keep pace?
YouTube has suggested to me it's because of Arena, WotC has really aimed for games to end faster. Hence, the boost to make one drops matter, which has had a snowball effect on the whole game.
Extrapolating and elaborating from there, since our format is sensitive to these precise changes we're seeing it too.
Private Mod Note
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Rollback Post to RevisionRollBack
I wish all archetypes could be equally hated. Or loved, but the former better reflects the mindset of the vocal portion of the player base. My 540ish Peasant Cube on Cubetutor
To be fair, it really is the failing of the Aura subtype at play. I removed Madcap Skills for being volatility incarnate and maybe I could see this being true for this too. But since it doesn't push through for a ton of damage and grants a big Ward the expected result range might not be not as bad as you think it is. Ward keeps you from being blown out too badly, and eventually for whatever reason the self-two-for-one will be complete and your opponent will go up on cards in exchange for life and tempo.
All these changes are in my unpublished cube overhaul. I really need to hurry up and finish trimming it down so I can go live before the 2024 cube review.
Overall, I really like this set. It has lots of cards that are interesting and can fill certain niches, without being too wordy or just obviously more powerful than everything else. I feel like there are a lot of good choices of things that I could include or not, depending on what I want to prioritize, and there isn't a right or wrong answer.
Changes
Gary Clone -> Splitskin Doll - This is perfect for Boros artifact-creature aggro, and decent for Orzhov tokens and Azorius blink as well. Playing uncommons only, I tend to miss out on the ETB draw a card creatures, so I'm happy to get one, and an artifact to boot!
Oust -> Sheltered by Ghosts - Oust was put in for cheap removal, but I don't like that it spots your opponent a Healing Salve. Sheltered by Ghosts does look volatile in that it's a blowout for you if it sticks, or for your opponent if they can kill the creature it's on. But it's interesting enough to try, especially since I like removal that's better for aggro than for control.
Curious Obsession -> Fear of Isolation - I'm thrilled to get more enablers for Azorius blink, especially in blue, and I think this guy is good enough to have applications across archetypes.
Exclusion Mage -> Unnerving Grasp - I already run Man-o'-War, so I'm happy to have my redundant copy be a little more unique. This is a downgrade for blink decks, but an upgrade otherwise, especially so for Izzet spells.
Heartfire Immolator -> Piggy Bank - I have plenty of red 2-drops to support Izzet spells, and I'm happy to put in another that's better in Boros artifact aggro, and to a lesser extent Gruul beats.
Weaver of Lightning -> Norin, Swift Survivalist - Weaver is great in controlling versions of Izzet spells, but dead everywhere else. And I'm not sure punishing 1-toughness creatures is something I necessarily want to do. Norin seems like a great way to push damage without losing too much board presence, and any time you can re-buy an ETB it'll be great. I also just wanted another red 1-drop.
Kessig Prowler -> Insidious Fungus - Prowler is a decent aggressive creature, but nothing special. I like having a recur-able green creature to snipe artifacts and enchantments, and this seems like the best one so far. It's also way cheaper than Brontodon, which I'm taking out.
Thrashing Brotodon -> Under the Skin - With Brontodon's effect moving down to 1 mana, I've opened up space for another Eternal Witness variant. I think being a sorcery is a huge downside, but this card is otherwise insanely good, so I'm happy to try it out.
Arbaaz Mir -> Arabella, Abandoned Doll - I've been trying to find good gold cards to support Boros artifact aggro, but Arbaaz was never all that good. Arabella could not be more perfect! Easiest swap of the set.
Rhythm of the Wild -> Wildfire Wickerfolk - This swap is more speculative. Rhythm feels great, but I just wonder if Gruul beats really wants to take a turn off without applying pressure. Wickerfolk hits hard and fast, which I think is what the deck actually needs.
Honorable Mentions
Patched Plaything - An interesting payoff for Boros artifacts, Selesnya +1/+1 counters, and Azorius blink. But I think it's just a worse version of Combat Thresher. I wouldn't mind having 2 of that effect, but I couldn't find another 3-drop that I felt I could cut for it.
Sharmage's Rescue - An efficient way to save a creature, but I'm trying to let removal be good, and I don't really feel the need for this effect. I know it's asking a lot, but if this provided a +1/+1 counter for Selesnya or blinked the target for Azorius, it would be a slam dunk.
Floodpits Drowner - Good in both Azorius blink and Simic flash, but not incredible in either. I like my other blue 2s more than this, but it's possible it should replace Spyglass Siren. I just really like having playable 1-drops.
Nowhere to Run - I know people are hyped about this with Kor Skyfisher variants, but how often will that actually come together? I only have 2 in my cube, and I otherwise don't think they pair well with black decks. I considered replacing Defile with this just for more consistency, but I like that Defile is only 1 mana and synergizes with the spells-matters payoffs.
Fear of Being Hunted - I'm leaning a little more into 4+ power matters for Gruul, and I'm always on the lookout for good 4-power 3-drops. Haste is also huge on this. The problem is that I just really like my other red 3-drops. This competes most directly with Giant Cindermaw, but I do value the 3 toughness and trample more than the haste.
Wickerfolk Thresher - Huge stats for the mana value, but I just can't find a cut for it. I think Surrak, the Hunt Caller has a better upside, and my other green 4s are unique and great at what they do.
Other Thoughts
I like Irreverent Gremlin a lot less than other people, it seems. A 2-mana 2/2 without haste or flying just isn't interesting as an aggro card. Even with menace, I can't see this having more than 1 good attack. And rummaging once per turn is fine, but nothing exciting.
I don't understand the interest in Untimely Malfunction. Is there a need for artifact removal in other peasant cubes? I even cut Abrade because I care more about burn going face than I do about Shatter effects.
I like rooms for limited, but I'm unsure about them for peasant cube. They could be lots of fun... or they could be clunky and more complicated than they're worth. None of them strike me as must-includes, so I've leaned toward just avoiding them entirely.
I don't understand the interest in Untimely Malfunction. Is there a need for artifact removal in other peasant cubes? I even cut Abrade because I care more about burn going face than I do about Shatter effects.
Artifact removal is only one of the three modes. And probably the one that most cube-dependent. I took a look, and 9.7% of your cube is artifacts, and I'd probably want artifact removal for less than half of them (a lot of the rest could be taken care of through regular attacking/blocking). My cube is slightly higher at 11.1%, again about half of which I would need artifact removal for, but some of those are very high priority targets like Skullclamp, etc, so I am always looking for cards which can work as removal/interaction while not wasting an entire slot.
The other two modes are really what make Untimely Malfunction shine for me. The redirection effect can result in a 2-for-1 if you point your opponent's removal at their own creature (maybe even a 3-for-1 if an aura is involved). And the can't-block mode can straight up allow you to push damage through for the win in the right circumstances.
I wouldn't say it's a must-run, but I was quite happy to add it to my cube.
Obviously, tastes vary, but my two favorite non-creatures that I play and you are not currently playing are Origin of the Hidden Ones and Monstrous Rage, in that order.
Not sure if you want to play Universe Beyond stuff, but Origin is Modern legal and plays great, very similar to Flametongue Kavu. Monstrous Rage is just the peak red combat trick for pushing damage through, as seen in current Standard and Pioneer.
Gary Clone -> Splitskin Doll - This is perfect for Boros artifact-creature aggro, and decent for Orzhov tokens and Azorius blink as well. Playing uncommons only, I tend to miss out on the ETB draw a card creatures, so I'm happy to get one, and an artifact to boot!
Nowhere to Run - I know people are hyped about this with Kor Skyfisher variants, but how often will that actually come together? I only have 2 in my cube
I'm pretty sure Gary Clone has a top 3 winrate of any 6+ drop in my cube, so removing it for reasons other than disliking Universes beyond or because it's too strong is baffling to me.
Your cardpool is very restricted compared to mine, and you don't seem to mind running nearly the highest end of what we have to offer, so what's up with the lack of Essence Reliquary? It's rapidly become a cube-defining card for several of us with bigger pools.
Monstrous rage is a top shelf combat trick. It does so much
damn, I checked I don't have any monstrous rage, I think I had one and I traded it. I remember being annoyed by the token aura concept though, sometimes I skip things because of annoying mechanics.
If it's legal in modern I can use it, but I find some mechanics too annoying.
Regardless, we are talking about two low-tier playables for most Peasant cubes.
(Also, not planning on messing with any of the conjure stuff from Mystery Booster 2. Too weird logistically, despite the power.)
Re: Leelue. My cube philosophy wants powerful cards that you have to craft a draft around. (Not that Fear of Being Hunted is at that level, but imagine Anax, Hardened in the Forge instead.) Everyone’s cube puts power in these conditional places and sometimes the condition is “Needing 11 mana sources to cast 73.8% of the time turn 3 on the play,” and that is fine by me. This is why there’s 45 picks to make a 23 spell deck.
There were two very interesting Boros cards spoiled today that I think are worth discussion.
Midnight Mayhem does well enough on its own by making 3 tokens that immediately get in some damage and gain life. I dobthink you really need another go-wide support card to best utilize the Gremlin tokens, especially compared to the amazing Heroic Reinforcements.
Arabella, Abandoned Doll scales up so well in the typical Boros decks that this feels like a long-term staple for the color pair. Two attacks where X equals 3 feels incredibly hard to lose from. Even one attack of X equaling 4 is backbreaking value from a two-mana creature.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Duskmourn: House of Horror
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
I like 5/4 for 4 that is Wickerfolk Thresher, artifacts are a lot less important in green than red but 5 power for 4 mana is great. I can quite easily trigger this in green which has a self mill theme.
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
Again I would then suggest Brazen Scourge to you. It still has the haste, and I'm saying the extra toughness will matter more often than the extra point of damage. If you think you'd rather put in the work to make FoBH the better one of the two, I would say you're putting in too much work for a bad three-drop.
______________
As for Arabella, Abandoned Doll, I think I'll try it out at least. I don't run Boone as I've decided to go pretty much all in on my opposition to cards that go against my personal arbitrary mtg aesthetic. That means no cards with flavour words especially.
That said I haven't even played with Caparocti Sunborn yet...
My 540ish Peasant Cube on Cubetutor
Or Hulking Bugbear, which is more likely to have typal/kindred synergies.
And, idk, a card being literally dead in over a quarter of hands (especially when it is time sensitive like a fragile haste creature) doesn't sound like what I want to do. Sheesh, maybe I should go back and really cut vampire nighthawk.
EDIT, where'd you get your numbers from? I am calculating 79.something% using 11 sources.
//
If there was just a 4 mana 5/4 with the delirium text that wickerhulk thresher guy has, it probably would be a middling playable. If the hoops you have to jump through to get that text online aren't completed even like a quarter of the time, that's rough. And if artifact isn't good for you, then it just means it dies to random stuff.
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
Here are a few other situations with a similar success rate: Casting a 1-drop turn 1 on the play with 7 untapped sources (72.2%) or having 2 of 9 mana sources to cast a double pip 4 drop on the draw on turn 4 (75.0%).
This is not to say never put these spells in your deck, but to be aware of the chances and to consider how well that spell looks a turn or two later. Vampire Nighthawk is an excellent example of a 3-mana creature that is very good on turn 5, as it would trade with a Charging Montrosaur and keep your life total stable.
This is also why I emphasize the quantity of fixing available, even as that fixing narrows down to specific guilds. Having a mana base with 3 fixing lands that lets you have 12 sources in your main color and 8 sources in your secondary color does a lot more than having 1 fixing land with 11 main sources and 7 secondary sources.
Going back to spoilers, I like Surgical Suite // Hospital Room more than any other similar effects, since Hospital Room builds your board prior to Surgical Suite having a good (or any) target.
EDIT: I similarly like Painter’s Studio // Defaced Gallery for putting a very timing sensitive effect (Reckless Impulse) next to a card that is a generically good effect that adds damage to the board.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Duskmourn: House of Horror
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
For me, the most noticeable part of the Peasant cube offerings is that I have literally zero cards on this list that require more than 3 mana to cast (one does require 4 mana to unlock a door). No joke, I had a dozen two-mana creatures on my long list before whittling down my top 20. This set is a great opportunity to bring down the overall mana value of your cube.
My cube is 512 cards with 6 spells and 3 lands per guild and is maximized for power.
Here is my Too Early Top 20 for Duskmourn: House of Horror.
20) Clockwork Percussionist - Solid little package that delivers the early beats and has ready made synergies. Lots of these little 1-drops exist nowadays.
19) Piggy Bank - Red getting two-mana 3/2s with little to no downside is nice, but I would not invest in this card long-term. Obviously would have been better as a 2/3. (/s)
18) Twist Reality - The rate for both effects is a little overpriced, but I like spells that can make creatures for the purposes of the Spells deck.
17) Sawblade Skinripper - A nice variant on Mayhem Devil that trades the full sacrifice upside for being better in combat. Also has an expensive sacrifice effect built-in.
16) Broodspinner - Does a little bit of everything for the Golgari decks, but maybe not enough.
15) Shardmage’s Rescue - The first of these effects in White to offer protection and a permanent boost. Less synergy than a +1/+1 counter for most cubes.
Special Effects
14) Saw - I looked at this as a colorless Dockside Chef, where you get extra presence on board and sacrifice permanents to draw a card. Could easily be a more powerful card, albeit clunkier.
13) Cynical Loner - The potential for free and repeatable Entombs on a decent-enough creature is enticing. Very easy to gain advantage off the Survival trigger in any black deck.
12) Surgical Suite // Hospital Room - I have yet to try out any of the white Unearth effects because of how narrow they feel outside of a dedicated graveyard deck. I really like this version having another effect that overperforms in retail limited and plays well with +1/+1 counter support.
11) Insidious Fungus - A Naturalize on a stick that also adds Growth Spiral as an effective early game play. Might not matter too much as a creature when you are not sacrificing it.
10) Splitskin Doll - A really punishing two-mana creature on curve that also looks good when you can draw a card later on. A small upgrade over similar effects.
9) Oblivious Bookworm - A two-mana 2/3 with a free loot on every one of your end steps is mighty appealing. Simic has frequently been a fringe graveyard deck, but free looting plays well everywhere.
8) Norin, Swift Survivalist - A very unique effect that combines very well with creature’s enter abilities plus a needed one-drop for red.
Best in their Franchise
7) Trapped in the Screen - Losing 2 targets from the 2023 360 Average Peasant Cube in exchange for ward 2 is an excellent trade.
6) Wildfire Wickerfolk - 3 power plus haste for 2 mana places this creature a little above its many (good) contemporaries.
5) Painter’s Studio // Defaced Gallery - Both of these effects need a little support to be cube playable and tying them together really ties their rooms together. Painter’s Studio being a reckless draw 3 or Defaced Gallery refueling late game gives both effects purpose.
4) Unnerving Grasp - I really prioritize spells with creature-like effects and hitting all non-land permanents is a true upgrade to Man-o-War. Plus you get to mill an extra card and you get to keep your blink shenanigans when you Manifest a creature.
The Terrible Twos-
3) Arabella, Abandoned Doll - These top three cards are all two drops that would have also been considered at 3 mana, which is bonkers. I love how well this scales up with commonly played Boros token makers and I also love the extra lifegain that can really help with a go-wide gameplan. You could maybe tell me Honored Crop-Captain does something similar, but I think Arabella truly clears.
2) Irreverent Gremlin - A red version of Mentor of the Meek at only two-mana. Menace is a cool ability for getting in damage and free rummaging is great for longer games.
1) Floodpits Drowner - Flash, vigilance, and the ability to forever tuck a troublesome creature may exceed Man-o-War in some scenarios, and that is before this costing 2 mana instead of 3. A harrowing portent of the power we continue to see at 2 mana.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Duskmourn: House of Horror
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
In:
Arabella, Abandoned Doll - Finally a great signpost for Boros.
Nowhere to Run - I look forward to using synergies with enchantments and bounce with this.
Broodspinner - What a great threat for the graveyard deck, that can be reccured.
Fear of Isolation - Blue Kor Skyfisher, easy include.
Norin, Swift Survivalist - A good 1 drop that adds versatility.
Sheltered by Ghosts - Will be good in aggressive decks.
Untimely Malfunction - Just a good all around filler card for any red deck.
Trapped in the Screen - Will replace Oblivion Ring
Considering:
Splitskin Doll I don't like 1 toughness but I have artifact aggro as an archetype.
Fear of Isolation 3 toughness and I have the blink archetype.
Floodpits Drowner 1 toughness is bad but it's still probably worth it.
Irreverent Gremlin
Piggy Bank
Arabella, Abandoned Doll
Out
Wall of Omens
Tetsuko Umezawa, Fugitive
Merfolk trickster
Boundary Lands Ranger
Electrostatic Infantry
Honored Crop-Captain or Form a Posse
Maybe
Surgical Suite // Hospital Room Hate the room mechanic
Unwanted Remake as a modern peasant cube I don't have StP, this would be a second one mana removal spell
Diversion specialist I was confused as to why no one was talking about this then I remembered Dark-Dweller Oracle existed, there are however significantly fewer good red 4 drops compared to 2 drops.
Ripchain Razorkin red 4 drops are lacking.
Insidious Fungus
Wickerfolk Thresher I reckon that this card is good but I'd have to see how easy it is to turn on.
Broodspinner It only makes a few 1/1s for 6 mana? not impressed.
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
IN:
-Floodpits Drowner - Flash plus stun can take a creature out of commission for 2 turns, but the other ability can make it even more inaccessible.
-Irreverent Gremlin - About 45% of my cube can trigger the repeatable rummage ability, and 2/2 Menace can be useful, too.
-Norin, Swift Survivalist - One of my favorite red offerings in the set. We've had 1 mana 2/1 with no drawbacks before, but even better is how it allows you to push through damage or get additional use out of ETBs. Normally I would never attack into a 5/5 and 7/7 with stuff like Ravenous Chupacabra, Flametongue Kavu, or Eternal Witness, but with Norin out, I'm absolutely being more aggressive.
-Untimely Malfunction - I plan to swap this in for Abrade. The artifact removal is still there, but being able to turn someone's removal against them or just punch through for the win is awesome.
LIKELY:
-Arabella, Abandoned Doll - I already mentioned how many power 2- creatures/generators I have when talking about the Gremlin, and this could be an interesting identity to explore for Boros (Boros has about 65-70 cards that meet this criteria or create tokens that do, so over 50%). Not sure what I would cut, though - maybe Honored Crop Captain, as it was attempting to go the other way?
-Midnight Mayhem - This is close enough to Heroic Reinforcements that it would probably have to be a straight swap. One more token but no pump, though that actually works better if I go with Arabella. A little lifegain and evasion aren't too shabby, either.
CONSIDERING:
-Broodspinner - Evaluated stricly as a 2 mana 2/3 with reach and ETB Surveil 2, I kinda like it, but it doesn't really excite me. The activated ability does almost nothing for me. And the art is goofy. I dunno.
-Nowhere to Run - I actually really like this card and will be grabbing 10 copies for Commander, but I don't think we're quite there yet for Peasant Cube. There are only 11 cards in my cube with Hexproof or Ward printed on them, and several of those won't even blink at -3/-3 unless it's combined with another card or combat damage. It may be a card to keep on the backburner, though, if they continue to slap those words on every card and its mother.
-Painter's Studio//Defaced Gallery - While I'm not a fan of Rooms, I am considering this. I already run Goblin Oriflamme, which is very similar to Defaced Gallery, and while I prefer the clean, clear execution of Oriflamme, Gallery actually works better with Arabella because you stack the triggers to get her ability before they get pumped out of range (whereas the static pump of Oriflamme disqualifies a lot of creatures). Getting a Painter's Studio attached is just extra utility.
-Piggy Bank - It's aggressive and offers a single one-use ramp, but I don't know. I believe I run more artifact removal than most because I want answers to Skullclamp, Warhammer, Sol Ring, etc., and this may become an incidental victim of that removal.
I really do like what this set did for Red in Peasant Cube, regardless of my feelings on the themes and aesthetics. And as red is traditionally my least favorite color, I'm excited to see if this gets me to play it more.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Considering:
Éomer of the Riddermark > Razorkin Hordecaller
Eomer has been really good, but this allows a better gameplan distinction between him and Charging monstrosaur.
Lone Missionary > Splitskin Doll
Hooray! All the interventions I've made have in aggregate made it so aggro is only the easiest-best deck in the format, not the format. I no longer think I need something like the missionary, but it is uniquely good at its one job and could see it come back if I judged the speed of the format too quickly.
Helping Hand > Surgical Suite // Hospital Room
Rooms may be clunky but damn if they don't play well. We have so many Kor skyfishers for them now too.
Touch the Spirit Realm > Sheltered by Ghosts
I think we are past the point where 3 mana sorcery speed removal with downside is good. Sheltered by ghosts gives me access to the kind of "weathering the storm", temporary board state that I think makes for a sub-goal for the opponent and by extension great gameplay.
Silent Departure > Bottomless Pool // Locker Room
Silent D has been much bigger than it seems, doing great work in blue aggro. But the rebuyability of the rooms is just too juicy.
Winter Eladrin > Unnerving Grasp
I think rebuying one of the top two cards of your deck is better/healthier/funner than rebuying a typical man-o-war.
Johann's Stopgap > Get Out
I like stopgap, bargain is a great mechanic that I'm sad to lose reps of. But I like being able to see traditional control decks and I really wanted an extra 2 mana counterspell anyway. On its maiden voyage it countered something on turn 1 with lotus petal, and it later rebought Sicarian infiltrator and something else while there was a Kraum, Violent Cacophony in play. Ughh
Xerex Strobe-Knight > Fear of Isolation
The knight just never seemed like it lived up to the great textbox. Might come back one day, as more cards like Fear of Isolation keep making it in.
Thirst for Discovery > Floodpits Drowner
I just never really saw Thirst played enough, but I have strong feelings about losing yet another card advantage card for blue control.
Triarch Preatorian > Popular Egotist
The very last swap I made, and it hurt a little. I like Praetorian in theory but I feel like the 5 mana lifeloss carddraw is just too much in racing situations. Black cards I like worse are all doing jobs I need. Egotist gets to be the partner to murkwood bats that nadier's nightblade always wanted to be.
Desperate Bloodseeker > Osseous Sticktwister
No comment
Gurgling Anointer; Nowhere to Run
These card draw loving cards have been good, but anointer is clunky. Nowhere to run is looking at essence reliquary and trying to get itself banned lol
Deadly Derision > Withering Torment
Derision has overperformed greatly, since Treasures are broken. But something had to go.
Riveteers Requisitioner > Piggy Bank
The cube has become very hostile to 1 toughness creatures
Alluring Suitor > Norin, Swift Survivalist
Even with my reservations about its baseline stats, I have to at least try it. It could be great
Highway Robbery > Irreverent Gremlin
No comment
Frontier Warmonger > Painter's Studio // Defaced Gallery
Monger has been a monster, but it is fighting for a lot of real estate with chaos terminator lord, and CTL is just more fun.
Bridgeworks Battle > Insidious Fungus
Weird that I'm only adding one green card
Mayhem Devil > Sawblade Skinripper
Devil is the better card, but it is very pre-modern feeling that it punishes opponents randomly for their own landscapes etc.
Bladehold War-Whip > Arabella, Abandoned Doll
Boros is so stacked, and even if war-whip was something better like Heroic reinforcements, arabella is broken and would come in.
Killian, Ink Duelist > Shroudstomper
With Lingering souls gone for being too much better than all its competition, orzhov is in flux. Stomper is one of the only expensive white cards at all in my list now, and it might be the only card at our rarity with Titan-triggers.
Lilysplash Mentor > Oblivious bookworm
I hate that 2/3s of the new guy's text is just flavortext. But simic sucks and a 2 drop that demands removal And needs no more investment AND has good stats is crazy.
Just missed:
saw, shardmage's rescue, under the skin, Trial of Agony
Didn't consider, think they're traps:
Trapped in the screen (dated statline as we become cheaper and cheaper), Untimely Malfunction (modality for efficiency is becoming a worse trade as cards get better), Wickerfolk Thresher (being an artifact creature is indeed a rough downside at these mana values, and if it's ever vanilla it's no good), Altanak, the Thrice-Called (can't cost this much mana and not protect you. The cycling is too inconsistent to be a good ability.)
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
I really like this take. I am pretty sure I do not agree with this take, but I like it since it is really making me think.
I believe your cube skews quite a bit cheaper than most and has a different focus on how removal should function.
For me, having these definitive 3 mana answers to most permanent types is really important for the powerful cards available. Also, I find a lot of the two mana options are either narrower in their targets or less reliable as removal.
But, I can agree that between powerful Entering abilities and general power creep, it feels inevitable that 3-mana removal will become too slow. So, I have some follow-up comments/questions on this matter:
Sheltered by Ghosts was just outside my top 20 because I eventually concluded too much of the strength of the card was based on which creature was being enchanted. Paying two mana to make your opponent pay two more mana for their removal (or outclass the creature in combat) and generate a probable 2-for-1 means you have to be getting in a good amount of extra damage and gaining that extra life. Obviously, the card is more complicated than that, but this was my basic thought.
What do you consider to be the drawback of Touch the Spirit Realm? Is it the limited targeting? Otherwise, I would have figured the ability to flicker creatures/artifacts would have been a big upside.
Do you think it is more important to focus on two-mana removal with upside or two-mana removal with reasonable flexibility? The difference between Spring-Loaded Sawblades and Thraben Charm, for example.
What do you think about removal that has a built-in time restriction? Like Oust, Static Prison or even Mana Tithe as pseudo-removal?
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Duskmourn: House of Horror
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
The alternate mode to be 1/4 as useful as ephemerate isn't nothing, but as cards get better and better paying a lot extra for flexibility is worse and worse. Bad tempo/mana inefficiency is just more punishable. That's why I've been phasing out my MDFCs. Paying extra for reusability seems like it should be sharing the same fate but for reasons I am not yet able to articulate I haven't felt that to be the case.
As an aside: Why does power creep always make games faster? Why aren't the defensive and more expensive cards ever adequately scaled up to keep pace?
I am playing thraben charm as basically just its creature removal, with its other modes only factoring in insofar as letting me skimp out on adding more disenchants/graveyard interaction. So it's not really the example you want. But to answer the heart of your question, I think the best draft and gameplay experience would be for removal to have various weaknesses that other removal (or forced gamestates) can cover. The more added text you can find on these cards for players to try and maximize, the better. I love that sawblades doubles as a wincon, and I love that thraben charm is not yet another condemn style effect, and I love that condemn is the best of these against a deck you might be weak to but dead against rosie, and I love that Case of the gateway express... you get the idea.
If your question was actually asking "which kind of effect is stronger", It'd be upside over flexibility. Gives you something to get ahead with.
All of the time-restricted cards are glorious. Making a trade of some sort in exchange for efficiency gives both players something to do to play or beat them, and the consequences for playing well/poorly are big.
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
YouTube has suggested to me it's because of Arena, WotC has really aimed for games to end faster. Hence, the boost to make one drops matter, which has had a snowball effect on the whole game.
Extrapolating and elaborating from there, since our format is sensitive to these precise changes we're seeing it too.
My 540ish Peasant Cube on Cubetutor
To be fair, it really is the failing of the Aura subtype at play. I removed Madcap Skills for being volatility incarnate and maybe I could see this being true for this too. But since it doesn't push through for a ton of damage and grants a big Ward the expected result range might not be not as bad as you think it is. Ward keeps you from being blown out too badly, and eventually for whatever reason the self-two-for-one will be complete and your opponent will go up on cards in exchange for life and tempo.
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
Reconnaissance Mission -> Bottomless Pool // Locker Room
Winter Eladrin -> Unnerving Grasp
Fell -> Withering Torment
Watcher for Tomorrow -> Floodpits Drowner
Rootcoil Creeper -> Oblivious Bookworm
Phoenix Chick -> Norin, Swift Survivalist
Battle Cry Goblin -> Irreverent Gremlin
Kumano Faces Kakkazan -> Painter's Studio // Defaced Gallery
All these changes are in my unpublished cube overhaul. I really need to hurry up and finish trimming it down so I can go live before the 2024 cube review.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Temporal Isolation -> Sheltered By Ghosts
Aven Eternal -> Floodpits Drowner
Phoenix Chick -> Norin, Swift Survivalist
Horned Stoneseeker -> Irreverent Gremlin
Skyknight Vanguard -> Arabella, Abandoned Doll
Changes
Honorable Mentions
Other Thoughts
The other two modes are really what make Untimely Malfunction shine for me. The redirection effect can result in a 2-for-1 if you point your opponent's removal at their own creature (maybe even a 3-for-1 if an aura is involved). And the can't-block mode can straight up allow you to push damage through for the win in the right circumstances.
I wouldn't say it's a must-run, but I was quite happy to add it to my cube.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Adding Painter's Studio // Defaced Galleryreplacing both Goblin Oriflamme and light up the stage
So now I have another red non-creature spot what should I put in it?
https://cubecobra.com/cube/list/cardsiown
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
Not sure if you want to play Universe Beyond stuff, but Origin is Modern legal and plays great, very similar to Flametongue Kavu. Monstrous Rage is just the peak red combat trick for pushing damage through, as seen in current Standard and Pioneer.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Duskmourn: House of Horror
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
I'm pretty sure Gary Clone has a top 3 winrate of any 6+ drop in my cube, so removing it for reasons other than disliking Universes beyond or because it's too strong is baffling to me.
Your cardpool is very restricted compared to mine, and you don't seem to mind running nearly the highest end of what we have to offer, so what's up with the lack of Essence Reliquary? It's rapidly become a cube-defining card for several of us with bigger pools.
Monstrous rage is a top shelf combat trick. It does so much
My CubeCobra (draft 20 card packs, 2 packs.)
540+, Peasant
Take your hybrids out of your gold section
Mana-math Article
If it's legal in modern I can use it, but I find some mechanics too annoying.
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