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  • posted a message on ikoria - quarantine of behemoths
    Saccing a dude. That's it, this is like Emerge.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    Is mutate a complete miss for cube?
    As a mutating creature spell resolves, instead of entering the battlefield, it merges with its target into one creature. Its controller chooses to put the resolving mutating creature spell on top of its target or underneath it. You'll end up with a pile of cards (or tokens—we'll get to that in a second) that all represents a single creature.

    As I understand this, the whole pile of mutants dies at the same time, so why would I mutate? I can choose to have a 3/2 with vigilance and a 5/4 with reach, or a 5/4 with vigilance and reach. Wouldn't it be correct to choose two separate creatures in 99+% of normal circumstances? I guess within Ikoria, the "whenever this creature mutates" stuff may be enough of an incentive, but there is no way that there will be enough powerful cards for that to be viable in most cubes unless you completely overhaul your cube to accomodate it.

    Thinking a bit: I guess small creatures with relevant abilities could make it worth it to mutate over having two bodies. Like a Flying Men that can act as a Flight on your 5/5 later.
    //

    Cool to see cycling return. The red two-drop (1Rfor 2/2 with cycling:1) and "whenever you cycle another card, this does 1 damage to opp.") actually seems decent, but not quite there for cube I suppose.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The "overly romanticized cards from the past" Thread
    Lantern, you mention Chemister's Insight: Isn't that just the upgrade to Deep Analysis you want? It still "rewards" self mill, but is better on the front end.

    And Kryptnyt: On turn 4 you can happily play Hymn into a morph, as unless they were ramping they won't have the 1U available to unmorph.

    I don't think Hymn is good for the gameplay experience. There is something about nostalgia and about playing with the most powerful broken cards and so on. But that much power combined with that much randomness isn't my cup of tea.

    Interesting on Cultivate, but as I love 4-colour green, I still value it over Rampant Growth.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    At what point is the "fixing" on these lands worse than a basic though? It is not free to put Cloudcrest Lake in your deck, and certainly not Aysen Abbey and friends. At some points a basic plains will be a better draw since it at least taps for one of your colours for free.

    If the fixing in a cube is so bad, then in two colour decks it is probably correct to just stick to basics. And it may even just be incorrect to play 3+ colours, since the "fixing tax" isn't worth the improved card quality of a splash.

    The ramping aspect is somewhat nifty I believe, but the environment must somehow support it. I.e. your games must go long enough so that storing mana is viable, and there must be something to spend that mana on. If you have somehow crafted an environment in which Worldspine Wurm is a feasible ramp-target, then the lands probably work. I don't think they would work in my Cube though.

    I like the mana batteries in principle. I'd love to see slightly stronger versions, but I'm not sure if there is a place where they'd be worth it over other mana rocks without them just being too powerful. Maybe at 3 to cast and 1T to store?

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    So Merge is like a bestow that you first cast as a creature and then attach it to something? That sounds kind of strong in a vacuum. The reusability of equipment, plus it is not a blank with no other creature or if you can't fit in the time to pay to equip.

    The frog looks strong. Good early, relevant late.


    There is a cycle of lands I'd like to recommend to you guys, the storage lands from Time Spiral. Saltcrusted Steppe

    These are pretty powerful and often work playing off color. They're pretty cool.

    Anyone else tried these? I have looked at them, but always looked at them as too slow. As straight fixing, they are almost like worse Unknown Shores, a land that is generally seen as not good enough even in most retail limited decks/formats. Although I guess you can pay the 1-tax on a different turn than when you cast your spell.

    The storage-function also seems kind of slow. You have to spend two turns storing before you net 1 mana, so it doesn't really seem functional as simple ramp. I imagine it would be more of a "throw the spare mana over here" kind of use, but you effectively need two mana for that, and on most turns before turn ~5 you don't just play that much off curve. Into the late game, I guess it is somewhere to dump mana, but your deck then needs a Blaze or an invoker to take advantage of silly amounts of mana..

    This is all theorycrafting. Real experience would be appreciated.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    That's what I tried to write.

    Upside of Mogg Fanatic: the ability to ping when untapped and with no help in dying

    outweighs:

    haste (Fanatical Firebrand, who cannot ping when tapped)

    and the ability to take out an X/2 (or sometimes two X/1s) via combat (Goblin Arsonist, who cannot ping with no help in dying).

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I should probably add another 1-drop, as I run Jackal Pup, Mogg Fanatic, Monastery Swiftspear as true red, true one-drop, and then Rakdos Cackler and Goblin Bushwacker on top of that.

    Do we agree that Mogg Fanatic is the best at what it does? It wasn't mentioned on the initial list by DJRedLantern, but Goblin Arsonist and Fanatical Firebrand was on there. My opinion is that the ability to ping when untapped and with no help in dying outweighs haste and the ability to take out an X/2 (or sometimes two X/1s) via combat. (Disregarding weird new rules like damage on the stack).
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Ooh, meaningless off-topic talk. Been missing that:)

    I've never heard that the seasons are defined that way before. Where I live, the summer solstice is known as "midsummer". Kinda weird to have summer start with midsummer. And most years autumn is well underway by late September. And talking about most of December as autumn is nonsensical. December is winter.

    Actually, wikipedia tells me that "Some cultures regard the autumnal equinox as "mid-autumn", while others with a longer temperature lag treat it as the start of autumn". Meteorologists (and most of the temperate countries in the southern hemisphere)[3] use a definition based on Gregorian calendar months, with autumn being September, October, and November in the northern hemisphere,[4] and March, April, and May in the southern hemisphere. In North America, autumn traditionally starts with the September equinox (21 to 24 September)[5] and ends with the winter solstice (21 or 22 December).[6] In traditional East Asian solar term, autumn starts on or around 8 August and ends on or about 7 November. In Ireland, the autumn months according to the national meteorological service, Met Éireann, are September, October and November."

    I also found this: Autumn is defined by meterologists as when the local daily mean temperature is between 0°C and 10°C and falling. That would mean that large parts of the world doesn't have autumn.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I'm not really interested in tracking artists, although I guess the Iguanart could be pretty good on pure power. Also like the flavour text.

    What about house-ruling Spirit of the season so that you "choose your own season"? (I don't know how the hell you could make a working definition of the start/end of seasons anyway).

    And if we are in non-regular-card-frame-land: What about Growth Charm (internal card-link didn't seem to work)?

    EDIT: Was "hell" always allowed on here, or has the sensor become more lenient? Let's find out: **** ****** *****. Guess not Frown
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Peasant / Pauper] Print this Wizards

    Something-something Vampire 1B
    Creature - Vampire
    Lifelink.
    Pay 2 life: ~CARDNAME gains flying until end of turn.

    2/1
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Red control can also use more of the Pyroclasms, Slice and Dices, Showers of coal and Breaths of Darigaaz.

    If you go this route, then I'd like to point out Wall of Heat, it is really tough to break through.

    The spellweaver-theme mentioned above could use Thermo-Alchemist, and if you include both that and the Wall, then perhaps Vent Sentinel could be made to work? If you do go that route and need more defenders, Pitchstone Wall also has big butt stats, but it will just be strictly worse than Wall of Heat unless you can do something with the ability. Weaver of Lightning is also a defender.


    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    In my opinion, part of the fun of cubing is that there are a ton of borderline cards which allows for personalisation, diversification and/or pushing of themes.


    I miss the Evaluate Everything thread Frown
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I run Ghost-lit raider, and it is fine. I see it as a mediocre burn-spell with the alternate mode of being a repeatable source of damage when you can cast it (and perhaps protect it).

    Here's how I think about it. 3R for 4 damage is fine, and would be a fine playable in most peasant cube Rx decks. Yes, there are better and more efficient options available among un/common burn spells, but that doesn't mean that once in the cube, an Electrify wouldn't be a worthvile card to put in a deck. This kind of a discussion came up a lot in the "Evaluate Everything" thread, where cards that are clearly "playable" would still get a zero because of better options available (I am asusming Electrify got a zero).

    And the raider then comes with the upside of sometimes just being absurd in the right boardstate. It also has minor upside in being a creature, but also downside (can get it back with Raise Dead-effects, but does not trigger Young Pyromancer.

    The times when this all breaks down are in cubes that are maxed out on removal and burn. In those cubes, a drafter might have so much removal to choose from that an Electrify would not make the 23. (even if being "fine" in the abstract").



    Posted in: Pauper & Peasant Discussion
  • posted a message on Theros: Beyond Death Spoilers for Peasant Cube
    Is Omen of the hunt relevant for the illusive Enchantment deck? I suspect that archetype will receive a fair few upgrades in the set, but perhaps Wild Growth, Utopia Sprawl, Gift of Paradise are more than enough options for enchantment-based ramp already? The option to scry it away is nice, and flash is also useful in simic, as those decks often both want to play at instant speed and tend to be splashing...

    Guessing no still.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    Dredge and Syr konrad. That's mean.
    Posted in: Pauper & Peasant Discussion
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