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  • posted a message on Zendikar Rising for Peasant Cube
    Quote from Leelue »
    Quote from VariSami »

    Spare Supplies: Simple and clean colourless CA with a stepped, bearable cost.


    I mean, sunset pyramid is much better. And I probably would prefer even something like crystal ball.

    Even though I suppose this card does try and pull a think twice impression

    I'd say the fact that you get a card for the initial investment already puts it *way* ahead anything like the pyramid, especially since you can also bounce or flicker it for value in the absence of better targets. It's 2x2 mana to draw 2 vs. 3x2. And the fact that you get an immediate draw can easily be relevant for stuff like hitting land drops.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Okay, so let's see...

    I still think that Landfall and Kicker are staple mechanics in the sense that they are minimally parasitic - they don't impose much in terms of deckbuilding restrictions. But this set is definitely overall a bit disappointing, I will admit. Mostly because I *hate* the 'party' mechanic which seems to have received the most love overall.

    To be included:
    Fearless Fledgling: Good use of Landfall. Strong card overall.
    Akoum Hellhound: Red's 1-drops still mainly lack good stats; this provides during turns where you most need them.

    Under consideration:
    Kor Blademaster: Marginally better Fencing Ace is still a marginally better version of a card which had just barely slipped under the cutting board.
    Bubble Snare: Good blue removal at an enticing cost; especially when blue wants to keep mana up whenever possible; modal, too.
    Merfolk Windrobber: Flying Men that can be relevant in the late game but probably still not good enough.
    Bloodchief's Thirst: The less incidentally unable to work properly I can make my black removal suite, the better.
    Dreadwurm: Basically becomes 'Landfall: target opponent sacrifices an untapped creature or loses 5 life'.
    Feed the Swarm: See above; the enchantment removal aspect is also not irrelevant.
    Fireblade Charger: I like equipment; but the second ability is where it's at in terms of utility and benefiting from incidental synergies.
    Skyclave Centipede: Rather decent stats if you can still hit your land drops.
    Scale the Heights: It's a decent suite of minor effects.
    Spare Supplies: Simple and clean colourless CA with a stepped, bearable cost.
    Makindi Stampede: I like this more than most white Overrun effects since those are always so dependent on your field presence.
    Sejiri Shelter: Similarly, a bit of a situational card with a good alt form.
    Skyclave Creric: Initially, I was not sold but I think I've grown to like it a decent bit.
    Jwari Disruption: Strong within a limited time window; can be played as a land if you lose that window.
    Blackbloom Rogue: Not an ideal play but not terrible; has real potential to be terrifying if the condition is met and always has a fallback.
    Malakir Rebirth: A bit conditional with a good fallback.
    Bala Ged Recovery: I think Regrowth effects enable so much - especially in terms of strategies reliant on specific cards - that I'd gladly play this one.

    Interesting:
    Attended Healer: Lifegain decks will probably never be a serious thing but it's another semi-decent payoff.
    Canyon Jerboa: If you can trigger this multiple times a turn, it becomes rather interesting.
    Ruin Crab: More mill crabs; though, this does not have the important ability to mill yourself.
    Zulaport Duelist: Some possible surprises; probably too reliant on the board state.
    Lithoform Blight: 'Cantrip to turn a land to a City of Brass' is not terrible when used on yourself; can also counter some of the more powerful lands like Maze of Ith and Library of Alexandria.
    Scyclave Shadowcat: Some potential for interesting interactions and not a *terrible* base rate.
    Thwart the Grave: Unlikely to work but could be interesting if incidental party members comes together easily enough.
    Adventure Awaits: Insurance against whiffing is nice to see.
    Roiling Regrowth: Less risky Harrow with drawbacks is still interesting.
    Cliffhaven Kitesail: The auto-attach is pretty nice for tempo with this kind of effect.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    If you can put an equipment on it, it can be very dangerous. Especially if you have very small guild sections that focus more on signals than just boring staple effects. When I started with CU/be, it was still an absolute powerhouse. I have not included it in years even though I feel like it is in the waiting bench for something to make it worthwhile since the effect is still super strong.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Outside the 'party' mechanic which feels pretty parasitic, I am not sure where that is coming from. Landfall is a staple mechanic when the effects are strong enough and we have seen good enough cards like that. DFC lands have real potential and I think I will want to test at least some of them.

    Oh, and I suppose mill is also pretty parasitic, even if it seems more like a tag-on for most cards.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [ZNR] Leyline Tyrant— Brian Kibler preview
    Sounds like the old Omnath, Locus of Mana wording and that means that the answer is 'yes, you retain mana across opponents turns'. Not a judge, though. Interesting to see that effect in red.
    Posted in: The Rumor Mill
  • posted a message on Zendikar Rising for Peasant Cube
    Bubble Snare seems like really decent blue removal. Not sure if it will quite make the cut but 1-mana removal that is not bounce in blue is tempting.

    Fearless Fledgling also seems pretty decent. It's not *that* hard to get it to be a 3/3, for instance, and it attacks with Flying a decent amount of time, too.

    Makindi Stampede might be among my favourite versions of white mass pumps since I always feel a bit iffy about having a 5 mana card that needs an established board presence to work. Being a land in a pinch seems like the best alternative use for such spells thus far.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    I'd say that Plaguecrafter remains the gold standard for Fleshbag Marauder effects, still.

    I'd say that Bala Ged Recovery is definitely worth considering; it's a pretty strong effect with universal appeal and only slightly overcosted. By modern design, even that is debatable. Khalni Ambush could be similarly decent since it is removal and the land mode helps with the conditional nature of green creature removal by ensuring it is not a dead card. Sejiri Shelter could definitely be decent for a similar reason. I am currently less impressed with the rest. It feels like they played the creature versions in particular a bit too safe in terms of CMC and effectiveness.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Oooh, Kor Blademaster is a strictly better Fencing Ace (creature types nonwithstanding) and minor Warrior support for those who include the archetype. I think I removed the ace just simply for being so uninteresting but even a minor bonus like that might still be enough for me since I was so on the edge about it. Doublestrikers are just fun.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Quote from JovianHomarid »
    Quote from ArBoR4817 »
    The red Steppe Lynx might be good enough for red as it doesn't have the large amount of 2/1 for 1 mana to choose from.

    Where do you see this?

    Link to its spoiler page.

    I think it would definitely be among the better aggressive creatures for red so it is very welcome in my books.

    Also spotted Merfolk Windrobber. The question of 'when is a Flying Men with upside good enough' is one with which I really grapple but I like this one a decent bit, at least.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Quote from HaccyZ »
    Quote from VariSami »
    Alena is not for out format but if I had to give her some slack, I'd say she can certainly turbo-boost super big red cards like a kicked Fight with Fire or Fireball effects. Even just firebreathing. So, a more durdly CU/be might find her interesting as an enabler. If you can give her haste, she is also effectively a 1-drop that enters tapped in the late game.

    I think you missed the part where it only counts creatures that ETB'd this turn eligible to provide the mana? So generally you can only hope to ramp by one off like Ravenous Giant.

    I did not but just had a brain fart and forgot about their casting costs needing to be calculated in. I wonder, though, what would be some options to provide the best value for her. Stuff like getting huge tokens without a mana investment on that turn or the biggest power creatures for the cheapest costs (like Frost Walker but preferably in red).
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Unsurprisingly, I think Halana is interesting and a likely inclusion since it's not even fighting; it's just one-sided. Still a bit win-more but adds a ton of value to even smaller creatures by making all your 2-power 1-drops into Fire Imps, for instance.

    Alena is not for out format but if I had to give her some slack, I'd say she can certainly turbo-boost super big red cards like a kicked Fight with Fire or Fireball effects. Even just firebreathing. So, a more durdly CU/be might find her interesting as an enabler. If you can give her haste, she is also effectively a 1-drop that enters tapped in the late game.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cards that haven't aged well
    I'd say that since you're already in a control deck if you're going with a big finisher like that, being able to control the situation with your opponent being largely unable to interact with you to the same extent is key. With double-blocks, for instance, they are always risking a 2-for-1 in case you have instant speed removal handy for the other blocker and their only option to interact with that is something that protects their creature from it. Such cards are much rarer than removal. While it is more niche to combine these things with a control shell, the hexproof on a finisher also makes any pants thrown on it better and safer and there are more means to grant evasion (e.g. Gryff's Boon) than there are to cover the other bases of a good finisher.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Definitely Havoc Jester. There are better sac-outlets than Magmaw and Jester can turn many of those from good to game-winning.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cards that haven't aged well
    True. :p If you cannot answer it, it will take over the game. With Spined Megalodon, though, it is almost impossible to answer it and I feel like that generalises better with the amount of targeted removal in your typical C/Ube.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cards that haven't aged well
    Yeah, I definitely think that Hexproof (or similar) plus a decent body is the way to go with finishers, unless they have absurdly strong ETB effects. While I have not had a chance to CU/be in a while because of circumstances, Spined Megalodon was an excellent finisher when I was doing a few Arena drafts. I think I like the precedent it and a few other cards from M21 set in terms of non-rare high cost creatures.
    Posted in: Pauper & Peasant Discussion
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