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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    It's all anecdotal evidence, but from my experience the lack of both trample and vigilance really limits the usefulness of Scaled Behemoth a lot. If you want to kill your opponent quickly he can block the Behemoth with tokens or cheap creatures all day long, if you need a defender you can't attack at all. I had Behemoth sit around for these reasons far too often to value him higher than the other two. From my pov they all have their drawbacks and I wouldn't be able to decide which one I like most.

    If you don't go for raw power level alone it is also worth mentioning that hexproof is one of the most unfun mechanics in Magic. I personally don't mind if there are a few very high cmc creatures with it in my cube, but I try to keep the numbers as low as possible. And green has more than enough other options now, so I don't feel there is a need for Behemoth or Crusher in my cube anymore. If I had a larger cube I'd still consider them though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from ArBoR4817 »

    I don't like Brightmare. It compares poorly to Kor Hookmaster in aggro and why would you want to tap a creature once in other decks?


    It's a midrange card. You tap a creature and get in for an attack, you get life and you get a decent creature. It's also good in the blink/bounce archetype.

    Certainly not a great card overall and often it will only be an overcosted Lone Missionary if it's played on turn 3, but I could need a few more white three drops so I'll test it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    I agree that Spiteful Prankster will be a staple, great card. I won't cut Hissing Iguanar though because it is stil a good card (great in any aggro deck, especially in WR go wide and BR sacrifice) and I have other cards I can cut in red.

    I also like Brightmare, will add that one as well. A 2/3 creature, tapping a creature and a few points of life for 3 mana is pretty good value.
    Posted in: Pauper & Peasant Discussion
  • 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
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Don't really need more token producers in white unless they stand out so Release the Dogs is a pass for me.

    Quote from JovianHomarid »

    I wonder whether these Thriving lands will be in high demand. I guess perhaps Constructed Pauper will want them to some extent, but is that enough to be significant? I guess the big impact is whether commander players have any interest in these, and to what extent jumpstart is opened. The latter could be a very small number what with this being a somewhat nieche play experience released in the middle of a pandemic..


    Ash Barrens was close to $10 due to Pauper and Commander demand before it was reprinted. Thriving lands aren't as universally playable, but if Jumpstart doesn't get openend that much I'm sure they will go into the same direction. But I absolutely expect these to get printed more often from now on as they're much better for limited than the standard taplands.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from leadfeather89 »
    You know what else etb tapped and taps for two colors?


    Just fyi, the lands you talk about are often called trilands, so that's what we already talk about.

    Quote from FunkyDragon »
    That's really only a problem if you kept a one land hand or have very high color requirements. I mean, if you're playing a dimir deck and have a swamp and an Evolving Wilds, you search for an Island. You base your turn one search on the other cards in your hand to make sure you can play them.


    The problem are CC cards later on. If you play dimir, turn Evolving Wilds into an island on your first turn because you already have a swamp in your hand and later you want to play Skinrender you can run into problems if all lands you draw afterwards are islands. That's not a problem with a true dual land. On the plus side Evolving Wilds helps with deck thinning (like you already mentioned) and it helps card that benefit from shuffle effects such as Sylvan Library (or Brainstorm, does anyone run that?). But both of these side effects are very minor and I'd play a true dual over Evolving Wilds in most dual color decks.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from FunkyDragon »
    But I would never run them over Evolving Wilds/ Terramorphic Expanse . Those fix 100% of color combos - no matter what color you are missing, they can get it. There's also the minimal effect of deck thinning, though I admit a single fetch has little effect in that area.


    The problem is that you have to choose the color when you play Evolving Wilds. If you play it turn 1 (which is a great time to play an etb tapped land unless you play aggro, and in that case it's unlikely you even have such a land in your deck, at least in my cube) you often don't know what you need on turn 5. The new lands don't have that problem.

    Also, like already mentioned I break the singleton rule for lands and I already run 4x Ash Barrens and will keep them for sure as they're much better than Wilds/Expanse and I don't really need 4 more lands with the same effect, only weaker.

    If I would play with singleton rules I would have enough room to run all of them of course and I would agree with you that Wilds and Expanse are in no danger of being cut.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Not bad. If I wouldn't break the singleton rule for mana fixing lands I'd probably play these. And I still consider playing them instead of Evolving Wilds.

    Worse in 3+ color decks than Vivid lands, but as a dual land they take almost no cube space. Probably better than trilands - how often do you really play a three or more color deck and find the appropriate triland for it during draft? Depends on the playstyle and cube, but in my cube the chance was tiny when I still ran trilands. Most often trilands are just duals that cover three (dual) color combinations and this one is a dual that covers four and thus takes less space for mostly the same effect.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions

    stuff like Ahn-Crop Crasher, Goblin Heelcutter, or Frenzied Fugue which are all devastating against a 6 drop with no immediate impact, let alone hard removal. You do get 2 cards, but you're unlikely be out of plays at that point even without them.


    Ahn-Crop Crasher or, even worse, Goblin Heelcutter are absolutely terrible against Warden unless you win the next turn, in which case Scaled Behemoth would hardly make a difference. And if you don't win disabling Warden in exchange for two cards would be crazy, though with Goblin Heelcutter the worst case would be that you have no choice.

    Running past a creature is far easier than killing it with unconditional removal, which is very limited in most cubes. If you run into Warden he can still attack back and deal 5 damage each time. If you run into Behemoth he can't do anything but block.

    Control decks don't gain anything if they kill the Warden and you opponent casts an Arborback Stomper and a Nest Invader the next turn. And of course you can't compare 6 mana in a control deck with 6 mana in a ramp deck. Green decks benefit a lot more from card draw than pretty much any other deck as they need to use their excess mana (which is a big part of the reason why I would never cut Harmonize, but would never consider Concentrate). You're making a very bad trade in most situations if you Doom Blade Warden.

    But control decks should normally have inevitability by default just by virtue of being a control deck, no?


    Sure, in an ideal world a control deck will control the game 100%, your hand will be full of counterspells and removal while your opponent has an empty board and only a Jackal Pup left in his hand. And then you slowly ping him down to zero health turn after turn. But in a non-ideal world that doesn't happen very often, especially not if you have to protect your utility creatures because they're your only win condition. The reality most often is that control decks have to fight for board control and their life total until the game ends, one way or another.

    If you successfully cast a Striped Riverwinder when your opponent is weakened he is done, even if he has some board presence. If you deal 1-2 points of damage per turn with your little creatures your opponent gets 5-10 additional turns to gain board advantage and/or finish you off by other means. If you can't afford to cast Riverwinder you cycle him away, so there is hardly any cost when you add him to your deck.

    And of course resilience is important as on one hand you don't always have counterspells to protect your creature and, more importantly, it takes ages until you can actually cast a 7 mana creature and still have mana left to cast a counterspell to protect it. That's easily a difference of 5 turns or more between casting the creature only and being able to protect it on top of it. And when you play a deck that has almost no creature targets and that plays the only creature truly worth removing after 10+ turns it's much more likely that your opponent has removal ready than for example against a ramp that plays tons of creatures and casts them as early as possible.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Completely missed the instant speed on Village Rites. It's a great card! A one mana combat trick or a way to turn your worst creature into card draw isn't bad. Plus obviously the synergy with sacrifice decks. Since I run both Night's Whisper and Read the Bones I will replace one of them.


    I don't think Warden of the Woods compares favourably to Scaled Behemoth.[...]


    From my experience pure aggro decks just run into and past Scaled Behemoth and you can't fight back with it. Usually it's turn 4 or later before you can cast him and at that point aggro decks can already afford to lose creatures. The problem is that you can't fight back to force aggro to hold back some blockers as well, because you're already on life support and can't afford to lose your most important blocker for a turn, so all you get is a 6 mana wall that can't even block flyers. Vigilance obviously makes a world of difference in that situation.

    Green ramp decks don't lack creatures so replacing the creature with an equal one (or two mediocre ones) is not that much of a problem if you draw two cards + another one at the beginning of the next turn since you keep your mana advantage. There aren't a lot of removal spells that can kill a 7 toughness creature anyway, especially not in aggro.

    The last thing a control deck wants is to give you card advantage. Scaled Behemoth is admittedly probably even better against control, but Warden is close behind.

    Scaled Behemoth is certainly better in some situations, but I don't think it's better in more than 50% of situations. And Warden is a lot more fun to play with from my pov.

    Do people still play dedicated creature based wincons in control? I've always found that they aren't enough faster than nickle and diming with random value dudes to justify including.


    A true wincon like Striped Riverwinder is much more reliable than nickle and diming with the few utility creatures you may have in your deck. It's not only about being faster, it's about reliability. It may work without one, but it's far easier for your opponent to deal with 3-4 small utility creatures than it is to deal with a large hexproof creature. And the one mana cycling makes it a card with a very low deckbuilding cost. Unfortunately neither Tidal Whale nor Spiked Megalodon come close to Striped Riverwinder since they either lack the resilience or the low deckbuilding cost.

    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    I also like Warden of the Woods, will replace Scaled Behemoth in my cube. While hexproof is better than the draw two cards effect vigilance is a huge upside for a ramp creature like that. I remember a lot of situations where I couldn't afford to attack with my giant hexproof monster (Behemoth or Plated Crusher when it was still in my cube) because I needed it as a blocker.

    On top of that the Warden effect will be more fun to play with, hexproof is always a bit boring.

    EDIT: Leaping Augur is ok, but nothing I've been waiting for. And if there is one cmc section in red I don't need more creatures for it's the 4 cmc section, so it's an easy pass for me.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Basri's Acolyte is great for a common, but from my pov it's slightly worse than Relief Captain and I don't need two of these.

    Quirion Dryad is tempting, mono color is rarely an option in cube and it grows automatically. Plus +1/+1 counters support, plus there is an old frame card I can use. Will most likely try.

    Shipwreck Dowser is finally a playable card (unlike Archaeomancer or Mnemonic Wall) with this effect. Still not sure I like it enough to add it, would rather like to a see a 2U Snapcaster Mage at uncommon.

    Llanowar Visionary looks nice and I have a bunch of (ramp) creatures in the green 3 cmc section that can be replaced so I will most likely give it a try.

    Teferi's Tutelage is a playable addition for people who want a mill archetype, but it's still an extremely narrow card. It's probably not worse than Sphinx's Tutelage, just different. I'm not interested.

    Maleficent Scythe looks ok, but I'm not sure I have place for it in black. I can see it getting used in aggro and aristocrats, though aggro always has a hard time finding a place for non-creature spells.

    I don't like Consecrated Veteran that much. To me it's clearly worse than Adanto Vanguard and whether discarding a card is worth it or not will be highly situational, much more than the 4 life you have to pay for Vanguard.

    Tidal Whale is a lot worse than Striped Riverwinder in reanimator and as a control finisher due to the lack of resilience (plus you can't discard it t1 in reanimator) so the only place for it would be a slow midrange deck and in that case it's not even clearly better than Riverwinder. Pass.

    Siege Striker is interesting, but usually dedicated double strike/equipment decks don't run that many creatures. It can fit into a regular white go wide aggro deck, but it's odd as it's only good if you don't attack with the rest of your team. On the other hand white 3 cmc creatures are severely lacking in my cube and I could need another one. Will think about it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    I like Weaponize the Monsters and I will definitely give it a try. It's great support for the more aggressive BR sacrifice archetype I'm running and while it's not Goblin Bombardment it's finally another enchantment of that type that is good enough (unlike Makeshift Munitions and Barrage of Expendables)

    Heartless Act is another playable 1B instant removal option. I have quite a lot of counters in my cube, so for me it's not better than what I already run.

    Magma Charger seems like a pretty decent card, though Scrapper Champion is better and you probably don't need two of these at 4 cmc.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    Oh, I also misread Call of the Death Dweller, lol. That of course makes it a lot worse. Still playable in aggro I guess, but I will not add it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    Grimdancer is certainly not bad, but I don't get the excitement about a 1cc card when we already have Gifted Aetherborn and Vampire Nighthawk. How many of these creatures do you need and is Grimdancer better than either of those? I cut Gifted Aetherborn for the cc mana cost and I think Grimdancer is slightly worse since the 1 mana is more important than the possibility to give menace. Nighthawk is obviously better as well. It's a decent card, but from my pov it's #3 for that type of creature in black and below 540 I wouldn't run it.

    The cycling creatures are a lot worse than Krosan Tusker. Tusker gives card advantage when you cycle and with 7 cmc it's more likely you can actually play the creature later in the game. Far, far better than a 9 cmc creature that gives a trample token when you cycle it. And also better than the black creature - I'd rather play Twisted Abomination instead.

    Reconnaissance Mission is just bad. How often do you hit your opponent four times or more with your creatures after playing a 2UU enchantment and aren't already winning anyway? No one plays Concentrate and that's a better card 90% of the time. Coastal Piracy may be a nice EDH card, but it's terrible in cube.

    I really like Call of the Death-Dweller, finally another playable reanimation spell. It's not a spell for a reanimator combo deck, but any aggressive deck that wants Unearth or Reanimate can make very good use of it.
    Posted in: Pauper & Peasant Discussion
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