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  • 2

    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    A question I think I know the answer to, but just asking some more experienced cubers - are 2 drops with a 2 pip color cost (eg WW) basically a no go due to mana difficulties? The only three I see in the cubetutor average 720 are Consul's Lieutenant, Gifted Aetherborn, and Strangleroot Geist. What turn do you usually find yourself able to put these down?


    For aggressive cards cc costs are a no-go in my cube since you can only reliably cast them on curve in a mono color deck. I cut everything including Consul's Lieutenant because of it. It's a powerful two drop on paper, but he's not that good if you can't cast him before turn 5+ in many games and never get a chance to make him renowned.

    It's slightly different for a cards like Gifted Aetherborn or his big brother Vampire Nighthawk since they are still useful later on, but even for these cards it's not ideal since I when I build my deck I can't treat them like a two or three drop in most cases. That's why I like to have as few cc or 1cc cost cards as possible.

    If you want to know about chances read the manamath article in Leelue's signature. It will show you how difficult it really is to cast a card like Consul's Lieutenant or even a 1cc card like Vampire Nighthawk reliably on curve.

    It also depends a lot on your mana fixing what is reasonable. If you break peasant or regular cube rules it can help (and I do that already), but with a strictly peasant singleton land section it's out of question to reliably cast these cards on curve.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on Cards that haven't aged well
    The variance is low, but that shouldn't distract from how it's a Gurmag Angler with 2x the cost if you have other relevant removal targets (it's particularly funny if you have both it and Angler in play). Waker of Waves should easily win the game if you overwhelm their unconditional removal suite (which is rarely that large) with threat density / counterspells / reanimation / taking it in draft / them being in the wrong colours, but in my experience Striped Riverwinder needs the game to be basically already won to start attacking.


    The purpose of a control deck is to control the board. It doesn't mean the control deck has won already if the board on the opponent's side is empty or almost empty. And the nature of control decks is that they don't have a lot of other relevant removal targets, maybe even none at all. I would never consider a finisher without resilience for a control deck, not in my cube at least.

    For reanimator it's even more important to have resilience unless the creature can end the game with a single attack (like Artisan of Kozilek). Reanimator decks only run 4-5 reanimation targets at best, if your opponent can simply cast Go for the Throat to remove them without any effect it's a card that has no business in such a deck.

    The only deck where the whale is possibly (slightly) better than Riverwinder would be ramp, but since it's a blue card it's not a reason to run it from my pov.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on Double Masters downshifts
    Looks like Gelatinous Genesis is uncommon now. Thoughts?


    For 3 mana it's not even worth a card. For 5 mana you get a crappy version of Grizzly Fate without Threshold and Flashback. For 7 mana you finally get something that is not terrible, but that is still worse than Trostani's Summoner or the quality green 7 drops (Pelakka Wurm, Plated Crusher etc) we have. It doesn't offer enough in the 3-5 mana range to make up for the lack of power in the 7 mana range and 9+ mana doesn't happen often enough even in green.

    I assume this card may be playable in commander if you can somehow generate 9+ mana quickly (I don't play commander, so I may be completely wrong about it), but in CU/be it's just bad.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I had Juniper Order Ranger in my cube mainly for this combo for a while before Good-Fortune Unicorn came out. It's a three color combo (even though you only need to splash for white) and with Demonic Tutor, Worldly Tutor, newer cards like Adventurous Impulse or Grapple with the Past and reanimation spells or Regrowth effects it's not completely unreliable. But ultimately it's a joke deck you draft once in 100 drafts, and that only if you know exactly what to look for.

    Right now I still have enough cards to run the combo. No Juniper Order Ranger, but Good-Fortune Unicorn and Renata, Called to the Hunt, which is better. But also no Viscera Seer, instead most sac outlets cost mana, which is slightly worse. Though a Thoughtpicker Witch or even Vampiric Rites should end the game quickly as well if combined with Kitchen Finks/Good-Fortune Unicorn), but your opponent still has a turn or two to remove a combo piece, though he will most likely be far behind already at that point.

    But ultimately it's super hard to get the deck together as in my cube you need Kitchen Finks, Murderous Redcap, Good-Fortune Unicorn and Renata, Called to the Hunt all at once plus at least 2-3 sac outlets, plus a bunch of card that help finding the cards you need plus mana fixing to get a three color deck to work properly. It can work out, but in a real draft you can easily end up with a train wreck of a deck if you end up with a few parts missing.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from JovianHomarid »

    Quote from Gavin Verhey
    While the Thriving lands are great design, they work well in Jumpstart because those decks are often two colors and they adapt to fix your mana. In a normal Limited format, they would easily lead to five-color mishmash *and* a ton of memory issues.


    Ah, ok. Though I don't really get the 'I build a five color deck because I have drafted two lands that can tap for a specific mana of my choice' idea. I wouldn't even play five colors in limited if I had 4x City of Brass at my disposal and with two of the new lands in my deck I'd be happy that I can play 2 colors with a reliable mana base or maybe, just maybe, 2.5 colors If don't go crazy with CC cards.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on MTGS Average Peasant Cube 2019
    Quote from calibretto »

    The color scheme isn't really a "scheme" or trying to be anything other that just different colors. I just have to work with the colors that CubeTutor offers for tags. It's easier to keep track if you use the filter function on the view list page and filter down to only the ones you want to see.


    Cubetutor actually has enough red/orange/green tones for the list. Here is the original 2017 list I made:

    https://www.cubetutor.com/viewcube/91386

    I only did a 'colorblind edition' because some people had problems discerning the colors. For me personally the regular list is far easier to read than the colorblind one:

    https://www.cubetutor.com/viewcube/91402

    You can add the 2017 list(s) to the op if you want, I think it's always interesting to see what changed over the years.
    Posted in: Pauper & Peasant Discussion
  • 1

    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    For most cards anecdotal evidence isn't enough to prove anything. Sol Ring is very easy to evaluate and it has been around since Alpha, so millions of players had a chance to play with it. Sure, it's still a situational card and just because you draw a Sol Ring, even early in the game, doesn't mean you are bound to win. But if you can make use of the mana and if you can play it on turn one or two it will give you a HUGE advantage.

    Sol Ring may be ok in a slow multiplayer format like EDH (though it's still an unfair advantage in that format from my pov), but in any reasonably fast 1 vs 1 CU/be setting it will very noticeably increase win chances for any deck it is played in. I don't think there is a need to test that, it's just a matter of taste whether you think it's ok to have such a bomb in the cube or not.
    Posted in: Pauper & Peasant Discussion
  • 4

    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from n00b1n8R »

    I'm really curious about what you're trying to illustrate by comparing Dash Hopes with Carnage Tyrant. Care to elaborate?


    I only follow this 'discussion' by reading quoted comments from you know who, but I think I can answer it for you.

    Magic players hate the game and that's why Wizards replaced shroud with hexproof. And that's why Magic players, who hate the game, love cards like Carnage Tyrant because it has hexproof and can't be countered and thus is uninteractive and unfun. And that's why playing a card like Dash Hopes is like sprinkling holy water on a vampire to most Magic players because it's so damn interactive!!1 And, you know, Magic players HATE interactivity! Because they hate the game! Because they replaced shroud with hexproof! And everything Magic players hate is good for the game and that's why you should fill your cube with arcane cards and One with Nothing just because it's something Magic players hate.

    I mean, that's bascially everything this guy has been saying over and over and over since he started posting in the peasant section of this forum (and I assume he posted the same nonsense elsewhere before). And that's all you'll ever hear from him.
    Posted in: Pauper & Peasant Discussion
  • 1

    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
  • 1

    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
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