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Last active Wed, Jul, 10 2019 04:13:52
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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
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
Sep 11, 2017I'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.Posted in: Pauper & Peasant Discussion
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.
Oct 26, 2016Jain_Mor posted a message on GatheringMagic preview - Ishai, Ojutai DragonspeakerThat rules text is so painful to read 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
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