Magic Market Index for July 20th, 2018
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  • posted a message on Magic Core 2019 for Peasant Cubes
    Quote from Ulka ยป
    I used goblin General
    The card that I haven't seen too much talk on that excites me a bit is Draconic Disciple. The mana fixing for any color seems really nice even if in a guild slot as my drafters always seem to have one of them try for a 4-5 color deck. Making a dragon is just gravy on top of a good fixer and means it can also slot into a RG ramp deck.

    I will be testing it as part of my GUR ramp archetype (over scab-clan giant), it's like the gruul version of spring to mind which I have in simic for my other guild card for the archetype (I have two guild cards for each of my 2 and 3 colour themes (some of which overlap))
    Posted in: Pauper & Peasant Discussion
  • posted a message on Magic Core 2019 for Peasant Cubes
    I'm also hyped for two power, two toughness, easier to cast enchantress! Just wish he was actually an enchantress as well...
    Posted in: Pauper & Peasant Discussion
  • posted a message on Intro deck planeswalkers
    Just a thought, obviously we are never going to go planeswalkers in peasant... However, WotC have recently started making simple elegant low-powered planeswalkers that are cheap to acquire and could easily exist amongst peasant power level, the intro deck planeswalkers:

    I get that it breaks the rule of peasant/pauper, but I'm not so sure it really breaks the spirit (at least for me). Usually, I don't like planeswalkers in limited, but that's because it's normally such a large power mismatch between my draft commons and a mythic card advantage engine, but these don't look so bad as finishers for control and ramp decks for example.

    Has anyone tried anything like this before? Have any thoughts?
    I guess if you like planeswalkers, and miss them from your environment, this could be one way include them.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cards you Wish Were Rareshifted Down.
    Quirion Dryad! Pleeeaaseeee WotC. It's one of my favourite cards, and fits right into the tempo and +1/+1 counter themes I have in green.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Draft the Above Person's Cube!
    Cool thanks. The draft AI might priority URb cards because I've been testing my spells matters and combo stuff recently (which is probably what you'd ideally be tutoring for)... Not exactly sure how that works.

    As for unusual stuff, yea I wanted to do go a bit off the beaten path from what I've seen around (and I prefer synergy cubes to good stuff). I like the cartouches a lot, they fit in a lot of places. Quillspike is on the cutting block, as the -1/-1 jund theme turned to just a counters jund theme, and I don't want to combo it with the -1/-1 mana dork.

    Why do you prefer 2 packs of 20? Don't you see less cards that way? Doesn't signalling matter less? I agree on dual lands being unfortunate, but they seem like a necessary evil. You can run trilands but that can turn your cube into a 4-5 color nonsense. I have a bunch of rainbow lands to help find some guaranteed fixing (as well as some artifact fixing), and I used the bounce lands as the dual of choice because they can do other interesting things, like help combo decks etc.

    P1P1 looking at some fatties and reanimator cards but I see a Slice and Dice as the only red card and removal spell (other than a redcap and mana leak) and I want to sweep stuff, so I take that. You break rarity for dual mana lands, kinda of cool.
    I move into UR control taking some removal and a bunch of dual/rainbow lands.

    P2P1 Mostly aggro cards.. I can take a save alliance as a third sweeper or Sentinel as a finisher to splash for. I take sentinel, thinking alliance might wheel. It does wheel but I take imperial recruiter instead because I just picked up a clone.;jsessionid=4415E9E86E3D7197B08A19FFDF88746C

    I think the deck ended up pretty good.

    Edit: Just realised that the slice and dice went missing. Maybe I misclicked my first pick! I'd cut one of the creatures for it, probably the labyrinth
    Posted in: Pauper & Peasant Discussion
  • posted a message on Draft the Above Person's Cube!
    First picked Gary and figured either mono b was an archetype or I could flicker it a bunch. I didn't force it and took some other picks after (like path and some red sweepers for control maybe) but then saw some other BB cost card and just got there in the end. I'm not sure the aggro one drops belong but I didn't have anything else to include.

    Posted in: Pauper & Peasant Discussion
  • posted a message on Criticize my Cube (Evaluate Everything, version bacchus2.0)
    Thanks for the great feedback Jefago! To address your points:
    20 archetypes (not counting Hondens which is literally 5 cards) seems quite a lot to support. Some of them might have overlaps, but I'm still skeptical that all of these are going to be feasible.
    I agree regarding the number of archetypes, though minor testing at the moment says they are feasible, I am also sceptical. Most of them are just natural consequences of certain 2 colour decks slowing down and splashing a third colour (e.g. Jund counters matters), however, others have whole new directions for themselves (e.g. Walls) and I'll be keeping my eye on those for sure.
    Fixing seems fine in terms of the proportion of the cube. Maybe slightly on the high side, but you are planning to support 3-color archetypes, so it's probably fine. If I were you, I'd play the gainlands instead of the just-ETB-tapped-duals, they are slightly better.
    I don't want to play the gain lands because I feel like aggro suffers enough in peasant cube, but that's my impression. And yes, lands is a place that can be trimmed to add more playables to the cube, I'm just trying my preference for high fixing environments first.
    You have a lot of guild cards. The problem is that these are much less flexible than single-colored cards obviously. At 360, most cubes run 3-4 guild slots, so at 450, I don't think I'd run more than 5.
    Regarding guild cards, at least 2 cards for each guild are hybrid, so each only has 5 true multicolor cards as you recommend.
    Your black removal is quite expensive. I don't know if that was a deliberate decision - You have all the regular "best" red burn and white exile spells, but no Doom Blade, Murder, Tragic Slip etc.
    You're right, I'm trying to be a bit cute with my black removal (and my red removal, not all the best is there), and have added doomblade over ulcerate, added dismember to a new phyrexian mana section and made white removal a bit clunkier (cutting StP in process) to balance the colours out.
    Overall curves look fine at first glance, but I'd consider adding more red 1-drops.
    Added more 1 drops to red and lowerd its curve on your recommendations, Frenzied Goblin over Goblin Heelcutter, and the new ixalan 1 drop Rigging Runner over another spare 4 drop.
    Shefet Dunes seems much worse than the other monocolored lands. As far as I can see, it's the only desert, so it can only sac itself once for a measly +1/+1 at sorcery speed. I guess that synergizes with token / swarm, but I'd still rather have something like Forbidding Watchtower in my list.
    I'm really not a fan of forbidding watchtower and like that shefet dunes comes into play untapped and can push in extra damage for aggressive decks, so I'm giving it a trial run.
    In WU blink I like Mistmeadow Witch and Cloudblazer, and would probably also play Deputy of Acquittals over some of the cards in your guild section.
    I added Nephalia Smuggler over Mistmeadow Witch to free up space in azorius for other themes (Farm // Market is a secret sweet card for reanimator control). It's likely the cards you were thinking of cutting were the hybrid cards, and they can't be replaced by multicolor cards.
    In your UB guild section I see only one card that goes in your UB archetype specifically... Is that on purpose?
    Dimir had Call of the Nightwing and Soul Manipulation as well as Inkfathom Infiltrator for the invasion tempo deck, but I've changed out the first two for Mask of Riddles and Recoil to up the power level a bit.
    GW: Did you omit Behemoth Sledge for power level reasons? If not, it is definitely missing.
    For GW I have an enchantment theme, so I don't want to waste a permanent pump effect on a none enchantment, hence no Sledge.
    I drafted a RG aggro deck.
    Thanks for drafting, sweet deck.

    Look forward to any more thoughts you or anyone else has.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Criticize my Cube (Evaluate Everything, version bacchus2.0)
    Decided to dive down the rabbit hole and figured I should post here before I start collecting... It's my first attempt at a peasant cube, but don't be gentle:;jsessionid=04B55B8EA93184746B9B84CEA477618F

    It's important to note that I've restricted the cards I'll put in the cube to those that are in a modern frame (both for aesthetic reasons and because I play with a lot of new players, so reminder text is useful, and old cards often have archaic/unintuitive rules) and those that have actually been printed at common or uncommon in a draft environment (so no baleful strix or curse of predation).

    I also didn't want to necessarily make this a cube of all the best peasant cards for their slots (this forum and other places has already done a pretty good job of that!), but instead support a lot of themes that I think will make a fun/unique/explorable draft environment. So I'm happy to lower the power of the cube to increase diversity/feasibility of other cards. Along with good stuff midrange and control, the supported themes are:

    WU - Blink/EtB Value
    UB - Ninjas/Evasion Matters
    BR - Proliferate Aggro
    RG - Energy/Bloodrush Aggro
    GW - Enchantment Pants
    WB - Death by a Thousand Cuts
    BG - -1/-1 Counters Matters
    GU - Flash Tempo
    UR - Counterburn
    RW - Token Aggro

    WUB - Solar Flare (Reanimator)
    UBR - Spell combo
    BRG - Proliferate Midrange
    RGW - Token Swarm
    GWU - Walls Control
    WBR - Sacrifice.dec
    UGR - Ramp
    BGW - Enchantments Matters
    RWU - Creature Control (Pingers, tappers, untappers and onboard tricks)
    GUB - Graveyard matters

    WUBRG - Hondens, because 5 slots for a whole archetype is a pretty good bargain.

    I'm mostly concerned with the curves of each colour, and numbers for certain types of cards (are there enough fixing/burn/counter/ramp/removal/sweepers etc)), but criticise away!

    Edit: @gsethi I'm not experienced enough to rip a hole in your cube, but I love the idea of a tiny 180 card cube, and it looks like you've done a good job. One thing to look at though might be your curve in white, you have four 2 drops (one of which is ww) and eight 3 drops
    Posted in: Pauper & Peasant Discussion
  • posted a message on Iconic Masters rarity shifts for Peasant cube
    I'm currently running -1/-1 counters matters, alongside BUG spider spwaning, in golgari in my cube. Mixture of the lorwyn, persist, wither, proliferate and amonkhet cards along with general -1/-1 good stuff like skinrender. I like it a lot.

    I also include a +1/+1 counter unleash/bloodthirst aggro for BR so Jund ends up supporting a slower midrange proliferate deck with volt charge, contagion clasp, grim affliction and spread the sickness.
    Posted in: Pauper & Peasant Discussion
  • posted a message on GatheringMagic preview - Ishai, Ojutai Dragonspeaker
    That rules text is so painful to read Frown a more expensive Managorge Hydra in two colours. Such beautiful art and commander product space wasted. Why?! The EDH gods weep.
    Posted in: The Rumor Mill
  • posted a message on [LoA] Legends of Adrada, a finished D&D based set with art [277/277]
    Nostalgic bump. Can't believe this got no feedback haha
    Posted in: Custom Set Creation and Discussion
  • posted a message on Gathering Magic preview card - Tamiyo, Field Researcher
    WotC are forcing previous mono colour planeswalkers into multi colours to make room for the Gatewatch. See Ajani, Sorin, Garruk, Tamiyo etc. When Elspeth comes back I'll reckon she'll be multi colour too.
    Posted in: The Rumor Mill
  • posted a message on Coax from the Blind Eternities
    So... Nahiri can cast blue spells?
    Posted in: The Rumor Mill
  • posted a message on [LoA] Legends of Adrada, a finished D&D based set with art [277/277]
    Legends of Adrada

    Legends of Adrada is a set based on a 2 year D&D campaign I started and finished, and as such is meant to evoke that D&D adventure and Legendary Allies feel. You may have seen this on Reddit, but I wanted more feedback.

    The set is basically finished after many months of limited play testing and almost a year of design.
    There are a few typos here and there, but mostly looking for general design feedback.

    Full art basics & Tokens

    Packs contain 10 commons, 3 uncommons, 1 rare and 1 Legend in the 15th card slot (ala Innistrad/Timespiral)

    More detail on design aspirations and the set:
    Our design goal was Dungeons and Dragons meets Innistrad draft and Legends. So expect Dungeons and Dragons tropes and spells (bless, feather fall, magic missile!) an expansive draft environment and sweet legends. We wanted the power level and complexity to be higher than a normal set, but below Modern Masters. NWO was observed and then deliberately overstepped, similar to Modern Masters. Though we know where to tone it back if we wanted to.

    It contains:
    101 commons printed thrice
    76 uncommons printed twice
    50 rares printed once
    50 legends printed once
    555 card cube (plus loads of tokens and full art lands)

    We prepare each booster with 10 commons, 3 uncommons, 1 rare and 1 legend. The 1 legend per pack is meant to emulate an extra sheet, and helps emphasize the Legendary sub-theme of the set.
    There are 3 mechanics in the set, one returning, one returning and tweaked, and one original:

    Evoke: Evoke is here to represent all the fantastical creatures you can summon in Dungeons and Dragons, and is just one of our favourite mechanics of all time. We have a twist with evokable enchantments.

    Allies: We had Allies in the set before Battle for Zendikar was announced (thanks for stealing our thunder Wizards!) They represent all the adventurers and heroes in the world. Many of which "Assist" each other on attack triggers.

    Shadowcast: This is our original mechanic, it's a storm/delve/domain monstrosity that encourages multi color and crazy combo nonsense. It went through many iterations but we are very happy were ended up developmentally, in gameplay and deck construction.

    Legends: Since there would a be a Legend in every pack, we couldn't have them all be powerful rares. Our aim was to give them all either unique/interesting/flavourful abilities that make them worthy of being legends but only make some of them first picks. We believe we have succeeded here as many of them are picked late in the draft either because they're abilities are powerful only in very narrow decks, aren't actually that strong in limited or because of their colour commitments.

    Multicolour: Like Legends this is a Gold set, with the addition of hybrid to smooth things out as well as to help shadowcast.

    Strongholds: In the rare PDF there are 5 mono colour "strongholds" that use the planeswalker rules. They aren't planeswalkers, they just borrow the same abilities. Planeswalker design began life as a design by Garfield during Ravnica to represent a building that gave you benefit but could be under siege, and was appropriated to make planeswalkers. This brings it back. You have a fortress and doing so gives you certain benefits so long as you can stop the other jerks from burning it down. Getting a city/structure/fort and keeping it protected is a pretty big part of mid-high levels in a lot of DnD campaigns. And they each represent a place my D&D players went to to Forge Alliances for their big end quest.
    Draft strategies
    Each 2 color pair has an archetype, each of which also have opportunities to branch out into a tri-colour wedge or arc, some have more than one archetype hiding, as well as many other quirky build around cards at all rarities.
    Look out for the common creatures with hybrid activations that hint at those.

    So far the environment seems pretty deep, as we haven't really finished exploring it to be honest. However here are some of the known draftable competitive decks with their likely splash colours:

    UW(b/r) Value Control
    UB(w/r) Evasive Beats
    BR Suicide Aggro
    RG(w/u) Big Monsters and Allies
    GW(r/u) Tokens and Allies
    WB(g/r) Tokens and Sacrifice
    UR(b/w) Tempo
    BG(u/r) Midrange Grind
    RW(g) Aggro Allies
    GU(r/w) Evoke Ramp
    UB(g/r) Shadowcast Combo
    UWr Artifact Value Town
    UR(b/g) Bonfire Combo
    The art is incredible, and all credited!
    Enjoy! And let me hear your thoughts please Smile

    Known Errors in the PDFs, please check here before you post a grammar/rule typo!

    Aether Soul: Is now "Elemental Avatar", was "Beast Avatar"

    Dazed: Dazed is a slight joke, I wanted to print a card called "Daze" because it is a "cantrip" in D&D, that was used a lot in our campaign. Of course I couldn't because "Daze" is already a magic card. I couldn't reprint Daze (card is ridiculous and it doesn't "cantrip"!). So I made a new card, called it Dazed, and gave it Daze's artwork to make fun of the fact. We are aware we wouldn't be able to do that in a real WotC set Smile

    True Resurrection: Name spelling typo "Ressurrection"

    Draconify: Enchants non-Dragon then enchanted creature becomes a Dragon, so aura would fall off. Erased "becomes a Dragon" clause.

    Peepums: Typo in rules text "a 0/6 plants"
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DECK] Nic Fit
    Thanks guys, basically the idea behind the deck is to (unlike conventional nicfit) function on between 2-8 mana.
    SFM is one of the best plays you can make off of the two lands you fetch from a veteran explorer. But it's also just a great turn 2 play. This deck is easily capable of getting to 5 mana, so it doesn't have to rely on SFM surviving. Infact she makes a great sacrificial creature for therapy.

    The idea is that a lot of the spells have flexible mana costs, so rather than drawing silly expensive spells like the other nic fit decks you can function without your ramp.

    Gsun is the ultimate flexible spell getting disruption and beat sticks all the way up he curve.
    Batterskull is a 2 mana play with SFM, 5 mana play by itself and in the late game is an 8 mana recurable creature.
    The equipments are also very flexible as a mana sink.

    Pernicious deed costs too much mana in my opinion, and means you can't run amazing low CMC cards like DRS, SFM, equipments and sylvan library (an amazing card that just wins the miracles match)
    So with all the X/1 creature decks, we run toxic deluge. On 1, the only creature in the deck it kills is veteran explorer (lol) and dryad arbor (you don't want that card in the matchups deluge is good in anyway). So it's a 3 mana plague wind basically. Elves, pyro delver, death and taxes, TNN, empty the warrens. Etc

    The reason why we don't run golgari charm (though maybe one would be good, need to test!) is that sometimes we want to kill bigger creatures, and that's ok. Flipped delvers, swift spears, even goyfs. These decks usually try to kill our small creatures, so they aren't usually in play.

    Our Gameplan against treasure cruise decks is to basically ignore it, our cards are superior, use therapy to make sure they resolve and let then draw as many weak cards as they like. Lightning bolt doesn't mean much against a deck with siege rhino, jitte, BSK, fire and ice, scooze and no thoughtsieze or dark confidant.

    We focus on card impact, and board superiority.

    I've made changes, you need one aerial dominating creature, and I've switched the spider to Sigarda
    I'll post an updated list later. But there's some thoughts behind it Smile
    Posted in: Midrange
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