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Last active Tue, Jan, 22 2019 02:55:32
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Jan 10, 2019
a unique etb effect on a creature for those of us that consider ghostly prison to be too strong and an instant speed restock for only permanents
edit: and a fine split card for CUbers that like flexibility and pump spells
Dec 26, 2018Posted in: Pauper & Peasant Discussion
No thoughts on the Simic split card? A much needed flexible removal spell for Simic with the ability to cycle for 1! or a bad ponder with an expensive aura attached to it that usually reads “enchanted creature with cmc 5 or greater gets -2/-2.”
I’m not sure, but will probably try it for a bit.
Sep 13, 2018Jain_Mor posted a message on Guilds of Ravnica for Peasant Cubes (Common/Uncommons only)I love the cratermaker except that it can ruin the ramp and reanimator players eldrazi fatty plans, that I'm not so keen on.Posted in: Pauper & Peasant Discussion
Sep 6, 2018I put in Vampire Sovereign for Indulgent Tormentor and much prefer it as a way for slower decks to catch up and faster decks to close the door. I'm also trying out Vampire Neonate over Disowned Ancestor for a WB life gain deck I'm trying as well as a fine 1 drop from control decks as I was very impressed with it in M19 draft.Posted in: Pauper & Peasant Discussion
No love for Meteor Golem? I've seen it appear in ramp and reanimator and has now allowed me to try tinker along with Accomplished Automaton in my artifact based control deck.
Also had good experiences with Satyr Enchanter
Edit: Actually I see you were just covering Blue and Black there? Sorry for jumping the gun
Jun 19, 2018Posted in: Pauper & Peasant DiscussionQuote from Ulka »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))
May 16, 2018Just 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:Posted in: Pauper & Peasant Discussion
- Gideon, Martial Paragon
- Jace, Ingenious Mind-Mage
- Liliana, Death Wielder
- Chandra, Pyrogenius
- Nissa, Nature's Artisan
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.
- Gideon, Martial Paragon
Apr 16, 2018Cool 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.Posted in: Pauper & Peasant Discussion
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.
jain_mor's draft of Leelue's Peasant Cube UR control from CubeTutor.comMagic OnlineOCTGN2ApprenticeBuy These Cards Creature
1x Infiltrator il-Kor
1x Labyrinth Guardian
1x Fire Imp
1x Illusory Angel
1x Imperial Recruiter
1x Beetleback Chief
1x Sentinel of the Eternal Watch
1x Mind Stone
1x Orzhov Signet
1x Sunset Pyramid
1x Pristine Talisman
1x Burst Lightning
1x Psionic Blast
1x Supreme Will
1x Bituminous Blast
1x Chain Lightning
1x Deep Analysis
1x Shower of Coals
1x Ash Barrens
1x Faerie Conclave
1x Needle Spires
1x Reflecting Pool
1x Vivid Crag
1x Vivid Creek
1x Wandering Fumarole
1x Experiment One
1x Frenzied Fugue
1x Gryff's Boon
1x Gust Walker
1x Jhessian Thief
1x Kjeldoran Outpost
1x Shardless Agent
1x Trueheart Duelist
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
Apr 16, 2018First 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
jain_mor's mono B from CubeTutor.comMagic OnlineOCTGN2ApprenticeBuy These Cards Creature
1x Diregraf Ghoul
1x Basilica Screecher
1x Blood-Chin Rager
1x Dauthi Slayer
1x Gatekeeper of Malakir
1x Gifted Aetherborn
1x Thrill-Kill Assassin
1x Vampire Interloper
1x Baleful Ammit
1x Hypnotic Specter
1x Phyrexian Rager
1x Vampire Nighthawk
1x Falkenrath Noble
1x Marsh Flitter
1x Gray Merchant of Asphodel
1x Phyrexian Gargantua
1x Dark Ritual
1x Go for the Throat
1x Ultimate Price
1x Hymn to Tourach
1x Read the Bones
1x Strip Mine
1x Aviary Mechanic
1x Bazaar of Baghdad
1x Celestial Crusader
1x Dismal Backwater
1x Edge of Autumn
1x Gruul Turf
1x Makeshift Mannequin
1x Orzhov Basilica
1x Path to Exile
1x Possessed Skaab
1x Rakdos Cackler
1x Sulfurous Blast
1x Swift Warkite
Sep 28, 2017Jain_Mor posted a message on Criticize my Cube (Evaluate Everything, version bacchus2.0)Thanks for the great feedback Jefago! To address your points:Posted in: Pauper & Peasant Discussion
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.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 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.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.
Regarding guild cards, at least 2 cards for each guild are hybrid, so each only has 5 true multicolor cards as you recommend.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.
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.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.
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.Overall curves look fine at first glance, but I'd consider adding more red 1-drops.
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.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 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 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.
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.In your UB guild section I see only one card that goes in your UB archetype specifically... Is that on purpose?
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.GW: Did you omit Behemoth Sledge for power level reasons? If not, it is definitely missing.
Thanks for drafting, sweet deck.I drafted a RG aggro deck.
Look forward to any more thoughts you or anyone else has.
Sep 15, 2017Jain_Mor 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:Posted in: Pauper & Peasant Discussion
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
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