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    posted a message on Pauper Cubes for playing with Elementary School Children?
    I can also recommend Battle Box as it's the perfect format for beginners. You draw 4 cards and you only need to read and understand these 4 cards. No need to know your deck like it would be the case with a preconstructed deck, no need to read and understand dozens of other cards like in cube. And no mana flood or mana screw. And best of all every game is different so it doesn't get boring because you play the same five spells over and over each game.

    I only have a Premodern and Old School Battle Box, but here is a Battle Box that is cheap (~$30) with relatively simple cards (mostly c/u as far as I can see).

    A while ago we had someone join our group who didn't play for about two decades and he could play Battle Box perfectly fine and had fun doing it.

    I also made five decks for my son so he could teach his friends how to play Magic. He's in 5th grade already though, so the decks may be a bit too complicated (especially the blue one...of course) for elementary school children:

    White, Blue, Black, Red, Green



    Posted in: Pauper & Peasant Discussion
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    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from Leelue »
    Every card you added I like except:

    Gut, True Soul Zealot
    This card completely ran over every game he got to untap in. Never mind when you have actual synergy, but an army of 4/1s is not something that can be raced or defended against reasonably.


    I'm a bit late to the party as I have only started to finally play again more often with my peasant cube a few weeks ago, but I just have to say how disgusted I am by Gut, True Soul Zealot. I very rarely ban cards for power level, but I think I will have to burn this card to ensure it never comes close to my cube again. It literally sucked all the fun out of the games it was played in unless the player defending against it had removal ready to remove it immediately.

    In my opinion this is easily among the top 5 most broken cards available at uncommon. I think the people over at the rare cube forum aren't giving it enough credit, imo it's far better than cards like Goblin Rabblemaster, Hanweir Garrison or similar Vintage cube 3 cmc token makers.

    End of rant, but if you want a balanced cube get rid of this abomination asap. This was clearly made for a four player game where every player has 40 life and not for 1 vs 1 with 20 life.
    Posted in: Pauper & Peasant Discussion
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    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Any of y'all done anything with an 180 card peasant cube? Considering rebuilding at that #, just so rarely have more than 4 players.


    I tried to build a small cube a long time ago, but the problem is that you can't get the density of cards needed for archetypes. For example aggro needs good one drops to work, but you if you add 5-6 aggro one drops in white you run out of cube space quickly @180. I believe it's not possible to build a proper cube at that size, unless you create one that is just full of generic midrange/goodstuff cards, which is rather boring from my pov.

    I also only play with four people usually and I strongly recommend using a different draft method instead of a smaller cube. We for example have 'burn draft' system. A pack has 15 cards like usual. First you pick one and burn one (to avoid that a lucky players gets two bombs immediately), then pick two, burn two until only five cards are left and then pick two, burn three. Six packs per player for a total of 360 cards and each player ends up with 42 cards, which are of higher quality than the 45 you get from a regular draft. This works really well with my 405 cube.
    Posted in: Pauper & Peasant Discussion
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    posted a message on Boros Equipment
    Any double striker works really well with equipment and they're not as narrow as the Kor soldiers from Zendikar as they are better on their own already and they work just as well with auras/anthems/+1/+1 counters or pump spells. In white there is Kor Blademaster/Fencing Ace (one is usually enough and Blademaster has a minor upside over Ace), in red there is Scrapper Champion.

    I also run Guardian of the Guildpact, which naturally is great in combination with colorless equipment. On the other hand it doesn't work well with all the other cards mentioned above and some may think it can be unfun.

    Since equipment is a bit like a soft version of Voltron it's also always good to have creatures that don't die easily such as Adanto Vanguard or Seasoned Hallowblade for example.

    Unblockable creatures like creatures with shadow (Soltari Trooper, Soltari Champion) are also good.

    Equipment I run that wasn't mentioned yet is Mask of Memory and Specter's Shroud.

    There are generally a lot of creatures that are good on their own already and that work well in combination with equipment, so this doesn't have to be a parasitic archetype. I would say that the only cards I run that I would only very rarely play outside of a dedicated equipment deck are Danitha Capashen, Paragon and Kor Blademaster in white, Reyav, Master Smith in Boros and maybe Scrapper Champion in red (though she's pretty good on her own).
    Posted in: Pauper & Peasant Discussion
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    posted a message on Zendikar Rising for Peasant Cube
    When I read that people are so excited about keeping a starting hand that they play a card that is either a Woodland Mystic, which is probably the worst mana dork ever printed in 27 years of Magic, or a Timber Gorge that doesn't tap for red mana, I have to wonder what kind of mulligan rules they play with in a casual limited format like CU/be. I think the last time there was a discussion about it many people (including me) said they play with one free mulligan, which I can say from personal experience has worked great and without problems in hundreds of CU/be games. And now we even have the London mulligan on top of it, which is almost like (another) free mulligan.

    Is keeping a bad starting hand really that great of a feat in a casual setting that suddenly even the trashiest trash cards become playable in CU/be? Wouldn't it be much easier to simply adjust the mulligan rule until you don't lose a game just because the first hand you drew only had a single land? Especially considering that adding land #18 is raising your chance to have at least 2 lands in your starting hand by a whopping 2%, so the big (or even noticeable) difference these cards make is just in your imagination unless you play half a dozen of them.
    Posted in: Pauper & Peasant Discussion
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    posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    At least in my cube 9 mana is one hell of a lot to cast even for a green ramp deck. I rarely play Artisan in such a deck and I never play it in a deck that is not ramp or reanimator. It's mostly a reanimator target in my cube. Sure, you lose a bit of functionality, but if you resurrect it on turn 3 or 4 and your opponent doesn't remove it before you can attack it's game over anyway, so who cares?

    I very much dislike that it can get removed by unconditional removal even at sorcery speed without having any impact at all and I usually avoid high cmc cards like that, but for one big, colorless Eldrazi like that there has to be room in my cube.

    Personally I wouldn't play it if I wouldn't support reanimator unless I had some kind of super ramp archetype with cards like Basalt Monolith, Thran Dynamo and the like. I have a lot of 'normal' ramp cards in green and the highest cmc targets I consider playable cost 7 mana. When you think about it that is already a lot. If you play 2 ramp cards and 5 lands you won't be able to cast any of these before turn 6 on average. And that's with a near perfect hand in a deck that sacrifices reliability for mana, so most of the time it's probably more like turn 7-8.
    Posted in: Pauper & Peasant Discussion
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    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
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    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
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    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
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    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
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