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  • posted a message on Cube Comebacker needs help
    I would do a maximum of 10% gold, and a minimum of 10% fixing lands. Probably more on lands, like 12-13%

    Yeah thats is what I am aiming for at 450. 4 cards per guild; 4 fixers per guild + triomes and 5 color fixing. Thank you again.

    Welcome back to cubing, and congratulations on the coming birth of your son.

    Until last year I’d stopped cubing as much. I moved away from my regular mtg group and didn’t find a replacement.

    What got me back into it were my sons, particularly the older one. Both had learned to play magic with my old cards but it has become a popular pastime with their peer group. So I built a new cube for my boys and their friends to play.

    The result is in my sig as a Beginner Cube. It strongly pushes 10 2-colour archetypes, but there is a fair bit of overlap: W/G tokens helps R/W go-wide aggro; B/R madness/hellbent helps U/B reanimator; and so on.

    I went for modern cards only, ideally with post-M10 templating for consistency, and have avoided expensive cards.

    I’m quite pleased with the results, and although the format is perhaps not as skill testing, it produces cohesive decks that are reasonably balanced and certainly fun.

    My suggestion for building a budget Cube, therefore, is perhaps not to go for a watered-down version of a powered cube, but to pick some archetypes you enjoy and build your cube around those with the best cards you can afford.

    That is a very cool cube, thank you for sharing. The thing is, that I really want to include (some) iconic cards of magic and therefore I automatically might have a lot of redundancies with an (un)powered cube. I will browse through your list and look for possible inclusions.

    Budget mana bases are an issue, though, without the dual/fetch/shock trifecta.

    I agree that this is a big problem. I am thinking about violating my financial restrictions for mana-fixing (!) lands as these hold the cube together and are also a nice investment. So I might include Fetchies and Shocks to have a solid base.

    Posted in: The Cube Forum
  • posted a message on Cube Comebacker needs help
    Again thank you for your advice. If I remember correctly, the rule of thumb is ~10% multicolor and 10% lands, so at 450 4 cards per guild and 4 guild lands + 5 color fixing?
    Posted in: The Cube Forum
  • posted a message on Cube Comebacker needs help
    Thank you very much for the link. I just checked the card and added some cards to my list. Any further general advice on the preliminary list or on the cube size?
    Posted in: The Cube Forum
  • posted a message on Cube Comebacker needs help
    Hi guys,
    since my son will be born soon, I decided that I want to restart my cube to give my son the opportunity to play this great game while he will be growing up (and although it will take years until he will be able to play the cube, I decided that it is now a good time to come back to cube building and wrap my head around it).

    Due to financial reasons I opt to include only cards that cost 15€ maximum. Moreover, cards have to have a modern frame, since this reflects most of my magic career.

    Although I regularly play the current limited set, I am a bit rusty with regards to cube and would like to ask for some help.

    I.) I put together a preliminary list. The numbers are not final yet, but I would to ask you to shortly browse through the list and give a general impression if there are any obvious flaws to the cube design.

    II.) Due to the financial restrictions I (might) see one design problem: all the expensive pay-off cards such as the Eldrazis, Karn Liberated or Ugin, the Spirit Dragon are not available. Are there any cheaper replacements?

    III.) I am undecided whether I should go for 400 or 450 cards. I do not want to dilute the themes too much, but on the other hand I like diversity within the cube.

    IV.) I am always open for new card suggestions
    Posted in: The Cube Forum
  • posted a message on The Peasant plus idea
    Thanks for all the input. The idea of adding 4 copies of a specific land is appealing. However, this does not entirely solve the problem of the etb untapped at turn one. I guess we hope that WotC will reprint painlands at UC.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    Would you mind giving me some insight in your thought process that results in this conclusion?
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    I know that the following idea is not new and that some of you have experience or permanently implemented the idea in their cubes.
    I am talking about adding rare lands to the peasant cube.
    I think we can all agree that good fixing is beneficial for every cube as it allows more consistent gameplay i.e. more fun.
    I think we can also agree that fixing in peasant is not good as WotC refuses to print good fixing at lower rarities - probably not due to power-level but because of economic reasons.
    Peasant cubes are lacking good fixing that comes into play untapped. Now there are plenty of rare land cycles available that can fix this problem and I am wondering which ones are the best/most suitable.
    Basically, for me there are two routes - i.) best of the best and ii.) cheap solution
    i.) would include fetchlands and duals/shocklands, although due to budget restrictions I would go with shocklands over duals
    ii.) would include painlands and maybe shocklands (dependent on the budget - shocklands are not as expensive anymore)

    I am also considering adding the manlands, although I am not sure if these fit from a power-level point of view as they represent more than just fixing.

    It will be also interesting to think about consequences of such changes (especially the addition of fetchlands). Which cards become better? Brainstorm, Sensei's Divining Top, Sylvan Library, Wild Nacatl, everything with landfall, etc..

    May I ask you to share your experience and thoughts about this?

    Posted in: Pauper & Peasant Discussion
  • posted a message on Sleeves and Storage Discussion
    So what are the best sleeves at the moment? Thinking about re-sleeving my cube.
    Posted in: The Cube Forum
  • posted a message on [[Peasant MCD]] Snow Cards
    Sorry for gravedigging but I am tinkering whether adding snow basics is now a valiable option due to the additions of Modern Horizons.
    Specifically these are the cards that make me thinking (besides the snow cards from coldsnap): Icehide Golem, Abominable Treefolk, Frostwalk Bastion, Arcum‘s Astrolabe
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    You cast the card as a sorcery and it gets exiled when it resolves.

    ... or even at instant speed (Foulmire Knight).
    It looks like you can either cast the creature for its normal casting cost, or pay its adventure cost first and then be able to cast the creature for its regular cost. So Order of Midnight is either a 2/2 flyer for 1B, or a flying Gravedigger for 1B and 1B.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I also think Recruiter messes with the 'feel' of peasant cube. In current day, a card like Imperial Recruiter just doesn't feel like an uncommon. Not because of raw power level, but just because tutoring with loose restrictions is something typically done at rare, not at uncommon. Whether or ot you want to avoid cards that feel like they should be rare, but have been printed at lower rarities is a personal choice, but I don't like it for my cube.

    Which is funny as all the classical tutors were originally printed as uncommons (some of them even reprinted as uncommons). So tutoring is an effect that is inteneded to be and feel uncommon. I think tutors might feel rare as in rare cubes the targets are so powerful. But I personally disagree that tutors do not feel uncommon.

    @ Phitt: you play Enlightened Tutor and Mystical Tutor in your cube. How is your experinence with these? See, I stay away from these as they are card disadvantage and for me the cards you put on top of your library are not powerful enough to justify the card disadvantage.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I'm not missing the general point of tutors, I'm just questioning that you will have a lot of situations where paying three additional mana for a 1/1 and a 2 power creature of your choice is better than playing any decent three drop that has a board impact on its own already.

    Again I think you dont get the point that I dont want to play any decent three drop, but rather a three drop that searches up the best card for the current situation and this is most often better than any decent three drop. Granted, the Recruiter has limitations regarding the tutor targets, but I will test out whether these limitations will be a reason to not permanently include the card in my cube.
    Thanks for the input.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    If you start thinking about corner cases and special interactions then every card with an etb effect suddenly becomes awesome. Especially if you don't even look at cards from the same color, which is another reason why Recruiter isn't that great - there hardly are any cards in red worth tutoring for

    This is true - but most decks are doubled colored and Recruiter has very good targets in every color.

    Your cube has to be incredibly slow if Recruiter into Beetleback Chief is a good play as all you get is a 7 mana Beetleback Chief that gives you three instead of two tokens. And in that case any other three drop would have been way better as well (again, unless you are in top deck mode with 10 lands in play).

    The Chief is a bad example but I think you miss an important general point of tutors. You are not paying e.g. 7 mana for a 4 drop (3 for Recruiter and 4 for the tutored card) just for fun, you are paying 7 mana for the 4 drop at the exact time you need the card given the current game state, which is huge and can make a big difference. Magic is all about having the right cards at the right time.

    I think there are many valid pro and contra arguments and I will just tets the card and see how it turns out.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Calling a 3 mana 1/1 'developing the board' is an euphemism. A 2/1 can at least trade with a reasonable amount of creatures, but a 1/1 without evasion reads 'you gain 3 life' at best at that point of the game. Sure, it's better than nothing, but it doesn't add much to a 3 cmc card and I certainly wouldn't say that it's worth half a card.

    You will however develop the board with the card you tutored up. I just wanted to point out that a body that blocks or may hold back 2/1 creatures will give you a better chance that you actually can play the card you tutored for in contrast to e.g. Diabolic Tutor.

    Also, I don't see a reason why you would even tutor up value cards like Mulldrifter. The reason why they're good is that they provide good value for a low cost, but if you need 8 mana over two turns to play Mulldrifter with a 1/1 as a bonus then the ratio becomes terrible and you would have gotten more value by simply playing a 'real' three drop, even if it's one tier below Mulldrifter.

    Mulldrifter is just an example for an overall good card. Btw, Mulldrifter on turn 5 or 7 is still good value for low cost. Maybe Mulldrifter was a bad example. Need removal: Palace Jailer; need tokens: Belfry Spitir; need a central archetype card: Elite Scaleguard ... and the list goes on. Its the flexability that males tutors good, the ability that you can react to a specific board state.

    The reason why people aren't unhappy with Recruiter is that you always get something useful out of it, but I think if you are honest to yourself and ask yourself whether a decent 'real' three drop (like, say, Fire Imp or Cloudkin Seer) would have helped more in a specific situation the answer is 'yes' more than 50% of the time.

    Sure, but if I need removal I would rather draw the Recruiter than Cloudkin Seer to tutor up for removal. If I play against a control deck I would rather have Imperial Recruiter than Fire Imp to tutor up for card-draw or pressure. I completely agree with you that the Recruiter is never the most mana efficient solution, but it is more often than not the best solution for the current situation on the board.

    I don't think tutors are problematic or unfair at all in peasant. There are no two card insta kill combos like in constructed or even regular cube. I run all the Mirage tutors and Demonic Tutor and I would run more if there were any worth running. It's the easiest way to enable archetypes with only few playable, but important cards.

    Agree ... and thats a reason I like tutors better in peasant than e.g. in powered cubes.

    Also I think tutors create interesting decisions in drafting, deck-building and playing, which is something we value very high - of course, this an individual opinion.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Let us consider, do our cubes actually want good tutors? Peasant cube is about fair magic to me. You can do some nice synergy stuff in peasant cube, but nothing worth tutoring for in my opinion ... In fair magic the converted mana cost of a card matters, and playing 2/3 mana extra (for the tutor) to get a specific card is, in my opinion, not really fun.

    The two arguments are contradictory or am I missing your point? Your are saying that the tutor targets are not powerful enough in a peasant environment and that its not fair to be able to search a card for 2-3 extra mana. For me I especially like in peasant that there are no targets that straight up win you the game and that tutoring just can give you efficient or synergistic cards. I like having that flexibility and tool-box feeling.

    But rather than giving people the cards to find their 1 Blood Artist, I'd rather give them the option to draft Zulaport Cutthroat as well, or give them alternatives like Goblin Bombardment

    Here I have to disagree but that is just a peronal cube building preference. Tutors give you redundancy in effects without having to dedicate redundant slots in your cube. I would rather have Blood Artist and Imperial Recruiter in my cube than Blood Artist and Zulaport Cutthroat, as the latter are kind of the same. The advantage of the Recruiter is that in one deck it is Blood Artist #2 and in another deck Mist Raven #2.

    Tutors also require you to remember what is actually in your deck to play them effectively.

    Sure, but you should have a rough outline of your drafted deck in your head anyways, shouldnt you?

    Again, I kind of get what you are saying and maybe it is just personal preference. I like flexibility and I like redundancy and tutors can give you both. I do appreciate the discussion as I maybe biased since I played lots of unpowered cube and in this environment tutors are more powerful (and more unfair).
    Posted in: Pauper & Peasant Discussion
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