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  • posted a message on Kaldhiem Previews
    I believe the 'second spell' ability is a trap. It doesn't happen nearly as often as some people think and especially not when you need it after playing a card that benefits from it. Pretty sure Clarion Spirit will be nothing but a bear in about 2 out of 3 games it gets played. Too unreliable and even the average case isn't good enough.

    Doomskar Titan is one mana too expensive. The battle cry ability doesn't make up for the additional mana cost and the lack of trample. At six mana it's completely unplayable in aggro and foretell at 5 mana doesn't really help with that. I'd always play Skizzik or Charging Monstrosaur before I'd consider it.

    Could have sworn Fork was an uncommon in an online or reprint set. Anyway, I believe the double red mana is a problem. Copying a simple bolt will cost RRR, which is so unreliable. Foretell isn't that great for fast spell decks, though it does help a bit. I like the idea of the card, but I think it would need to cost 1R to be good enough.

    Littjara Glade-Warden seems super slow and there are so many great cards in green for 4 mana. And it even has a condition to use the ability. Both the ability and the creature (which could have been 2/3 to balance it) should have been one mana cheaper imo.

    I agree that the Littjara Mirrorlake is the only ability land that is interesting since it's the big ramp guild so this land + 6 mana isn't unreasonable and turning a land into a better clone of a big creature you played before can be powerful. I doubt I will add it though. The other cards are far too overcosted for what they do in their respective decks.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    I assume for people who have singleton, strict c/u fixing in their cube Rovinglights Valley is an option. Yes, it's slightly worse than Expanse and Wilds, but it's still decent one-card-fits-all fixing.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Usher of the Fallen is certainly a staple but I think <50% of the time the card hits the battlefield will the ability actually be used. And less than <20% of the time if it's a turn 1 play. You just don't want to be spending your mana this way on early turns.


    Sure, but seeing how white one drops evolved is pretty amazing. From Savannah Lions (and friends), which is still playable even today, to 2/1 with tiny upside like Mardu Woe-Reaper or Dragon Hunter to cards with a potentially powerful upside like Dauntless Bodyguard and now Usher of the Fallen. They're still one drops, so there is a limit to what you can expect, but these cards are better than what rare cubes had in that department a few years ago only.

    Only wish they would give red and black (which is ok at least) one drops a similar treatment at uncommon level.

    EDIT: And red gets Fearless Liberator, which isn't really better than Usher, but costs two mana instead of one...
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Poison the Cup may not be a staple as in 'goes into every cube no matter what', but it sure is an interesting black removal spell and I will find room for it since I run both Go for the Throat and Cast Down.

    Usher the Fallen is indeed crazy. And in red we still have nothing truly better than Jackal Pup...
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    It's more like a bad version of Custodi Squire. Would consider it if it was 4/4.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Giant's Amulet only gives hexproof while the creature is untapped, which is a lot worse than regular hexproof since it does nothing against instant speed removal/spells. Even if I'd still run Benthic Giant I wouldn't replace it with the amulet.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Binding the Old Gods is definitely a powerful card and I'd run it over Putrefy for sure, but I'm not interested in something that is a generic removal/value card in my guild section if I can avoid it.

    Just added Reyav, Master Smith to my cube, but Koll, the Forgemaster is another playable equipment archetype card.

    Behold the Multiverse will most likely replace Deep Analysis in my cube. It's instant speed and you can split the cost between two turns, which is awesome (even if you have to pay the Foretell cost during your turn).
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020
    For me the problem is really the guild slot. Flyers don't really need a lord or payoff card to work well, they're already useable on their own. And Azorius has a lot of great cards. I run Soulherder, Reflector Mage and Migratory Route and even though I consisdered Kangee I decided that ultimately I want/need the other cards more.

    If it was a 3UU or 3WW card I'd run it for sure, but in a guild it's just not worth it when I only have three slots.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I have banned Curse of Shallow Graves. I think it's way less problematic than Curse of Predation and possibly the least powerful card out of all the cards I have banned for power reasons, but ultimately it can lead to almost inevitable and thus unfun 'powered cube' situations often enough, which is not what I want in my cube.

    I like both Faerie Conclave and Treetop Village, but I'm not very attached to them. I think they're in the lower 30% of cards in their section, but currently it's unlikely they'll get cut. I would cut Treetop Village before Faerie Conclave.
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020 Planning Thread
    I still like cubetutor more than cubecobra actually. But cubetutor is often down or loads slowly, the updates take long (Commander Legends is still not up for example) and there is a relatively high risk that it may be gone some day in the near future, taking my list with it.

    But I prefer cubetutor's card filter since it's easier and faster to use and I prefer the drafting and deckbuilding for the same reason. Can't think of anything that cubecobra does better than cubetutor. I assume there are some cool things that are better on cubecobra, but apparently nothing that I have missed personally.

    That's why I still manage my cube on both sites and usually I go to cubetutor when I want to look something up or make a test draft.
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020 Planning Thread
    Here is my list on cubecobra, which is a bit more up to date than the cubetutor list in my sig.

    I have a rule to allow up to one rare per section (WUBRG, guilds, colorless, lands), but currently I only use four of those slots. Did this to fill some holes for archetypes I couldn't properly fill with peasant cards. Don't think that qualifies as a true Peasant+ cube since 401/405 cards are peasant legal, I don't see mine as one at least.

    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Will add:

    Coastline Marauders - Very powerful three drop that works both in aggro and midrange decks.

    Halana, Kessig Ranger - I really dislike when there is weird stuff like the partner ability on a card, but this is too good to pass. A 3/4 reach is already good value for 3G and the ability can take over the game. Repeatable removal in green is even more valuable than it would be in other colors.

    Reyav, Master Smith - Double strike creatures are usually pretty crappy on their own, so it's not that big of a downside that equipment or auras are a requirement. Only works in one deck, but it's powerful when it works and a good signpost for the Boros equipment/pants deck.

    Tuya Bearclaw - The average case is probably a 5/5 when you attack. Lack of trample hurts and she's bad on an empty board, but on the plus side she can become huge and will basically fork your pump spells. Manaplasm works great in my cube and it's a fun card and this is probably easier to trigger consistently. Also great support for the rg pump deck. Gruul has some nice guild cards, but Ghor-Clan Rampager can go.


    Considering:

    Kangee, Sky Warden - This is basically a slightly better Serra Angel with a powerful anthem effect tacked on it. That is powerful and I like it more than any of the other skies lords we have. But it's hard to find room for it in Azorius and skies is a deck that doesn't really need that much support to work.

    Toggo, Goblin Weaponsmith - Not bad, but I really don't have room for another three drop, it has the odd partner ability and red has plenty of great removal. Most likely won't make the cut.

    Feast of Succession - Powerful, but I don't like monarch as an ability. Another good wrath effect in black is something I want and I think monarch can be great here, but not sure yet whether I really want it.

    Slaughter the Strong - Completely misread that card at first ('each player chooses any number of creatures with power 4 or less') and thought it was completely useless. But total power? That sounds much better. On the other hand it's a bit weird as it's hard to say where it would actually work well. Pure control decks don't benefit that much from it.

    Kangee's Lieutenant - If I don't add Kangee himself this may be worth testing. I always have room in the white 3 cmc section and it's a very decent creature for a skies midrange deck or generally a lot of white midrange decks.

    Honorable mentions:

    Araumi of the Dead Tide - Good value, but not what I'm looking for in Dimir.

    Tormod, the Desecrator - For my taste it's a bit too hard to get any value out of this. You don't cast reanimation and similar spells in black every turn and if you're out of luck it's just a vanilla 4/2. If it works it can be great, but I believe in 50% of games it will just sit around as a 4/2 for 4 doing nothing.

    Fall from Favor - Dislike the monarch ability and don't want more pseudo removal in blue, but good card.

    Merchant Raiders - Decent card, but I'm not a big fan of Fairgrounds Warden and friends and this is basically the same in blue.

    Prava of the Steel Legion - Not bad, but requires too much mana and/or setup to be good enough for my taste.

    Gilt-Leaf Winnower - I wouldn't mind removing Shriekmaw and Bone Shredder eventually as I dislike the non-black clause, but the uneven power/toughness non-elf clause is just as random, so this is not the replacement.

    Alhura, Solemn Ritualist - While the spirit tokens help this will often be a bad Relief Captain. You can't even put the counters on a token if you want the full value, which is what I often do when I cast Relief Captain.

    Frenzied Saddlebrute - I like Charging Monstrosaur more. Trample and one more toughness help a lot more than a haste effect on a 5 mana creature. And I don't even run Monstrosaur anymore.

    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    I don't like monarch as a mechanic, but I agree that Feast of Succession is a very good card. Only 16 creatures in my cube would survive this (not counting growing creatures, so it's probably more like 20) and if the board gets wiped it's pretty much guaranteed that you draw two cards (three cards total) before your opponent can hope to become the monarch. Which should be enough to keep the board control and after a few turns you should win the game due to overhwelming card advantage. Very tempting, I'd add it immediately if I wouldn't dislike the weird monarch ability that isn't explained on the card at all.

    EDIT: Don't think haste or manlands are much of a problem. I have about 7 creatures with haste in my cube and all of them go into aggro decks. How likely is it that your opponent has one of these in his hand after you cast a 6 mana spell with a control deck? Happens in 1 out of 100 games, and then it's something to laugh about. Manlands are good in control decks and you can see them before you play the spell. And of course there are only four of them in my cube, so it's not like you see them often anyway.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Imoti, Celebrant of Bounty has a nice effect, but 3/1 is terrible for a 5 mana creature and it's not like you cast 6+ mana spells every turn, not even in Simic. If it was a 3/4 or at least a 2/4 I'd consider it.

    Araumi of the Dead Tide is a nice value card, but nothing I'm looking for in Dimir. For a reanimator combo deck the effect is useless as it's too expensive.

    Reyav, Master Smith is a great signpost for the Boros equipment/pants deck and I have room in Boros, so I'll definitely try it.

    Kangee, Sky Warden is great, the best skies lord we have so far imo. Will most likely include it, but it's hard to find a cut in Azorius.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Ahh, but imagine the dream with Gurm Daddy.

    I would say you're underestimating how good it is at 1 token, that seems pretty darn good at that point.


    From all I could find delve costs are all paid at the same time since it's part of the mana cost, which means delve will not trigger the ability more than once, no matter how many cards you exile. So Gurmag Angler will only ever create one zombie token while being cast, even if you exile 6 cards with delve.

    Regarding 'it's pretty darn good with 1 token' - compare Tormod to a card like Talrand's Invocation. If I run a card that doesn't work on its own it either needs to be super easy to trigger it or a single trigger needs to turn it into something that is way better than similar cards that work on their own. Tormod isn't easy to trigger and after a single trigger he's still not better than Talrand's Invocation. What I meant with 'barely good enough' is that what you get when you create a single token is pretty lackluster when you look at how difficult it is to achieve. But I agree that if it was a 4/2 for 4 that gave a 2/2 on etb it would be 'pretty darn good'.
    Posted in: Pauper & Peasant Discussion
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