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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from Leelue »
    Is goblin trenches doing well for people still?


    I'm about to cut it. It's not like I have tons of experience with it as I put it into my cube not that long ago, but my Boros token decks are aggressive and Goblin Trenches is rather slow and weird. I have Skyknight Vanguard and Honored Crop-Captain for these decks and Goblin Trenches is just too slow and clunky. I don't think it's a bad card, it's just not what my Boros section wants.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    Quote from MagicFever »
    Thanks for all the input. The idea of adding 4 copies of a specific land is appealing. However, this does not entirely solve the problem of the etb untapped at turn one. I guess we hope that WotC will reprint painlands at UC.


    City of Brass and Gemstone mine are peasant legal (City of Brass if you count AN uncommons), I run four of each mainly for aggro decks plus 4x Ash Barrens (somewhat playable in aggro as well) and 4x Evolving Wilds. Never had a problem with bad mana fixing since and never had a problem with 4 or 5 color good stuff decks. I can only recommend it, I don't want anything else, except for replacing Evolving Wilds with something like Ash Barrens in the future if we get another good land like that.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    Restricting aggro decks to mono color or almost mono color and not allowing players to actually cast that 2CC card they put into their deck on turn four reliably just because of an arbitrary rule seems odd to me.

    I think etb untapped lands and etb tapped lands that are are worth the pick you use up for them are nothing that has anything to do with the format you play. It just makes Magic overall more exciting to play with decent lands and we all know that the only reason why Wizards doesn't print lands like that at c/u is because lands sell boosters.

    And it's not like you have to run fetches and ABUR duals, there are enough other options with more downsides that are not as crappy as Trilands in a two color deck.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    Quote from _i0 »


    4/4 first strike that does actual nothing until your opponent gets a whole extra turn to stabilize, you mean?


    It's not like Elite Scaleguard is killing it the turn he comes into play outside of +1/+1 decks and a 5 cmc card has no business in a super fast aggro deck either. I wouldn't cut Scaleguard, but mainly because I support counters as an archetype or at least as synergy. I think in a random midrange token/go wide deck Syr Allin is better as both the body and the anthem effect are stronger than Scaleguard and his ability. Only true downside is that Allin can get removed without doing anything, but at least he's burn proof.

    Scaleguard is a more interesting card and he's nuts with Relief Captain and similar cards, but on his own he's just ok and not better than Syr Allin.

    EDIT: Also, 'when you put it that way' then Cloudgoat Ranger, Custody Squire, Calciderm or Sentinel of the Eternal Watch also do actually nothing until your opponent gets a whole extra turn to stabilize. It's comparing apples with oranges.



    Seems mostly worse than pianna, nomad captain, if you want the anthem effect. I think the scaleguard tapping ability occupies an entirely different niche.


    How is he worse? A 3/3 is very easy to block and kill while a 4/4 first strike is extremely hard to block and kill. The whole point of this type of anthem ability on a body is that you can use it repeatedly. And casting a 1WW card on curve is hard outside of mono white decks, so it's not like Pianna has a big speed advantage either.

    I wouldn't cut Elite Scaleguard for Syr Allin, but I think he's very playable and one of the best anthem effects we have so far.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Is ___________ good in Peasant?
    Don't think there is a solution. You either play mono color or you don't treat the card as two drop while building your deck or you add rare lands/break the singleton rule to enable better mana fixing.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    Quote from BrownDog5117 »

    In all seriousness, I've never felt that fixing was THAT important outside of the 5-color value deck. I won our last cube with a U/B control deck running 9 swamps and 8 islands. If you muddle the cube with all this serious fixing, I think all you are really doing is enabling a 5-color valuetown deck. (which is a deck that I enjoy, but don't want to have come together ideally all the time).


    Less fixing = more random games. It's as simple as that, just read the manamath article in Leelue's signature or look at the mana base of constructed decks. There is a reason why people play all these fetches and duals in constructed even in two or three color decks and why Blood Moon is a powerful card.

    Of course you can have fun even if people win games more often because their opponent couldn't cast the spell they wanted to cast due to bad fixing, but to me that's less fun than it could be. Magic's biggest weakness is the random mana system and the least fun games I've played are the ones were me or my opponent couldn't do anything with the cards in our hands because of bad land draws. Good mana fixing prevents at least some of these games and that's why it's very important.

    Also, 5 color value decks aren't even a thing in cube. There are so many disadvantages and so many problems that come with these decks that even if you manage to somehow draft the 6-8 five color lands you need for such a deck it will almost certainly be way, way worse than any streamlined two color deck. It may be fun for the giggles to draft such a deck, but I'm very sure that no true 4 or 5 color deck (and not just a two color deck that splashes a third and fourth color for some high cmc single C cards) could ever be competitive in my cube environment despite all the 5c lands I run.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    The mill is rather useless in a cube that doesn't support mill as an archetype since you can't target yourself with it and I like a 1/1 flyer more than a 1/2 without flying. It's a nice card though.

    Syr Alin, the Lion's Claw is pretty good. I may replace Pianna, Nomad Captain with him since he can actually survive an attack and 1WW cost is hard to cast on curve anyway. But I really need more playable three drops in white...
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Peasant plus idea
    I also dislike dual color lands as the eat up so much cube space for such a little effect. I think many of the 5 color lands we have are perfectly adequate for what I expect from peasant. They have a noticeable drawback, but they can go into any deck. City of Brass, Gemstone Mine or Ash Barrens are perfect in that regard. That's why I run a playset of those and Evolving Wilds instead of messing around with other solutions.

    Despite plenty of 5c fixing in my cube I never had a problem with too many/too good 4-5 color decks. The drawbacks on these cards really hurt if you run a lot of them and it's not like you get them for free either. If you want to draft 5+ 5c lands you have to ignore other good cards and most of the time a 4-5 color deck ends up being worse and less reliable than a 2 or 3 color deck. You can't play any xCC cards either, which further limits the card choices you have so ultimately you don't really gain anything by playing more than 2.5 colors.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from PyreDream »

    It's weird that I don't see Nekrataal in almost any lists here. I'm curious about what peasant 187 cards are ahead of this guy that he can't crack a 450 list anymore. I'm also just imagining Hordeling Outburst paired with Skullclamp Grin


    Most people don't go purely for power and there are so many 187 creatures now that we like to remove the nonblack/nonartifact clause ones first, since this is sometimes a very arbitrary restriction.

    That's at least why I don't run Nekrataal anymore - Skinrender and Ravenous Chubacabra are good against any deck with creatures, Shriekmaw is simply more powerful and easier to abuse and Bone Shredder, while it's probably worse overall than Nekrataal, is more useful in specific archetypes like reanimator or sacrifice and generally a more interesting card to play. Plus I already have two 2BB creatures with basically the same effect.

    If you just want to play 'the best' cards then I think Nekrataal would still make it without problems into your list, even at 360.

    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    Clockwork Servant is a three drop you can't play on turn three ~65% of the time (with 9 mana sources in a single color) unless you want to play a creature that wouldn't even make it into a 720 pauper cube. And if you play him late the cantrip will hardly make up for the then almost useless creature. From my pov it's a terrible card.

    I agree that Henge Walker is even worse though, like already mentioned it's a really bad version of Cathodion, which is hardly a CU/be staple.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    I assume Epic Downfall is interesting for the depowered removal crowd, but it doesn't compare well to at least the best 4-5 1B instant speed removal spells we have. I don't think the exile effect matters that much in CU/be either, I'd play Smother over it for sure.

    Unless you depower your removal I wouldn't play this below...1601 cards?
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    7-8 turns??? You clearly don't understand the card. You don't have to mill the opponent yourself, they draw themselves to death, often well after the crab is dead, and they spent premium removal on your one-drop.

    But it's true that I favor a slower format. I've never understood why everyone is so in love with 2/1s for 1. Sure I run a few of them, but why run every single one? Nevertheless, Hedron Crab is a criminally undervalued card. No other mill required.

    Psychic Spiral might be great. I prefer an engine to a one-off, but I have no reason to doubt the card. I've just never played it. I still doubt it's up to the crab.


    If your games typically run so long that 3-9 milled cards are enough to win a game by decking then yes, your cube is incredibly slow. And if your control deck has so much board control that you can deck your opponent that way then even the tiniest utility creatures would have been more efficient to win the game by pinging your opponent to death and something like Peregrine Drake would have ended the game a lot faster. Psychic Spiral mills at least 9 cards even if you cast it relatively early, so if that's what Hedron Crab is about then Spiral is even better as it can't be removed before it has done its job.

    Also, wasting removal on Hedron Crab doesn't matter when you are the aggressor and your opponent has the control deck as there are likely not many other creatures in a control deck. But in my cube you could simply ignore the crab as you'd have lost the game anyway if you can't win with your aggro deck during the first 15-20 turns.

    The reason why people play so many 2/1s is that fast aggro decks need a critical amount of them to play their spells on curve. You need them on turn 1 to put the pressure on asap and you need them if you only have a two drop to play (or simply want to play a two drop for other reasons) on turn three to be mana efficient. That's what aggro is about. And that's why you need 6-7 one drops (which can be spells like Inquisition of Kozilek or equipment like Bonesplitter) in a fast aggro deck. And you need to be able to cast those on turn 1, so it's often better if they're all in one color.

    There are two things people typically do when they start cubing with a list from someone else - they add more removal because they think it makes games more interactive and they remove aggro one drops because they think you don't need that many creatures that are so similar. But there is a good reason why you shouldn't have too much removal and why those boring aggro one drops are needed.

    Of course you can slow down your cube and just not play them (which is fine, don't get me wrong), but that's what I mean when I say 'slow and durdly'. If your aggro decks are slow your control decks have more time, which makes it easier to win for them and which also makes it easier to protect a 0/2 creature.

    But in a 1600 card cube none of this matters anyway as it would be impossible to draft a streamlined aggro deck unless you used a very special drafting technique.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    Hedron Crab dies to every removal spell there is and how long do you have to keep it in play to turn it into a win condition? At the very least 7-8 turns I'd guess. If you draw it late it's a dead card, if you draw it early you have to protect it while trying to gain board control, which should be very hard to achieve unless your opponent is a bad player or completely out of luck.

    Seeing that you have a 1600 card cube and a rather slow and durdly peasant cube I can see how this can win games occassionally, but that doesn't mean it would work in a fast, streamlined peasant environment. I would play it as part of a mill archetype package, but not as a control win condition.

    If you want a control win condition Psychic Spiral is a lot better as it's one spell you always cast in the late game that does pretty much what Hedron Crab does over 10 turns (and only if you cast it on turn 1). Plus you can even build your deck around it a bit by drafting loot effects over other cards.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    I think regarding pure power level Order of Midnight is the best 1B aggro creature we have. It wasn't that long ago that most people had Vampire Interloper in their lists.

    The other adeventure cards are a bit more questionable, but many of them are also quite powerful. Modal spells are always good and some of these come for a very fair price for either side.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    I've been waiting for a playable colorless aggro one drop that allows me to cut some one drops in my colored sections, but I don't think Gingerbrute is good enough. It seems like the days of Savannah Lions are finally over and 2/x with upside is the new norm. Gingerbrute is so much worse than Dauntless Bodyguard, Kessig Prowler or Gnarled Scarhide for example. Quite a bit worse than Evolving Wilds is compared to a Guildate from my pov.

    I assume if you have a large cube and and play with 8 players regularly it could be worth it since then you may run out of good one drops, but I don't think ginger would make it into a deck very often in my cube.

    I don't like Into the Story. Threshold isn't that easy to reach when you have control over it, when it depends on your opponent's deck it's much worse. I think a card like Careful Consideration is much better as it's reliable and pure card advantage doesn't really matter when the game has lasted long enough that your opponent has 7+ cards in his yard.

    EDIT: The hybrid cards are insanely overcosted. What were they thinking?
    Posted in: Pauper & Peasant Discussion
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