Collector's Vault
I've really liked this card recently. It's performed well in reanimator/ artifact/ Wildfire/ Storm decks both as both a discard outlet/ card filter and ramp that can generate 3+ mana in the late game to hardcast threats as part of Plan B.
My most successful combo decks in limited often pack around 2 sweepers and some number of control spells in addition to CA engines such as The One Ring / Palantír of Orthanc and try to win the mid to late game rather traditional combo decks in constructed.
I feel Collector's Vault plays incredible well into this game plan and its a card that I would look forward to playing more in the future.
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Alan Yuan posted a message on [WOE][CUBE] Collector's VaultPosted in: Cube Card and Archetype Discussion -
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VariSami posted a message on Innistrad Midnight Hunt for Peasant CubeWe've got the full set so here goes. Overall, though - I do like this set. I feel like they added more aggressive early drops with good effects than usual (which almost feels like an Innistrad thing by now). There are definitely some must-includes even though they are few. A lot of things also come to personal preference this time around. Not the best set ever but not putting the Innistrad legacy to shame, either.Posted in: Pauper & Peasant Discussion
Will Play
Cathar Commando: I just said something about good aggressive early drops above, right? White needs disenchants more than green does.
Consider: Almost strictly better Opt. Me like card quality cantrips.
Infernal Grasp: See opening message of the thread. I want the unconditional instant 2 mana removal option in black.
Morbid Opportunist: Easy value and at 3 mana, I can still excuse the bad body.
Famished Foragers: The extra mana is almost never wasted thanks to the activated ability and in an aggressive deck, it can still help build that last push of aggression.
Heirloom Mirror: I think that this should be primarily evaluated for the benefits of the mirror side, with the demon just being a way to recoup the inherent card disadvantage of an artifact like this.
Outland Liberator: Green still also benefits from naturalizes on quality creatures.
Mystic Skull: Mana fixing is not bad and the condition to transform it is also very doable.
Might Test
Borrowed Time: Do I need more O-Rings? Unlikely - but I might throw it in, still.
Candletrap: Now, this is more interesting white removal, for sure.
Duelcraft Trainer: I am a double strike addict.
Gavony Dawnguard: A potentially very nice white CA engine that comes with a respectble body.
Cathartic Pyre: I remain a sucker for modal cards and both options are nice, even if the draw is card disadvantage.
Falkenrath Perforator: Have we already had this effect? Hard to evaluate as an approximation of a 3-power creature. Though, probably not playing it.
Lunar Frenzy: Thanks to first strike, can be useful even at X=0. Potential finisher at high mana values.
Obsessive Astronomer: Considerable card quality in red if it ever triggers. Comes down to how hard this is to trigger in the end.
Seize the Storm: Spellslinger finishers are always welcome.
Diregraf Rebirth: Not for traditional reanimator but could still prove nice value.
Moonsilver Key: I might need to check what secondary effects there are available on mana rocks.
Ambitious Farmhand: A kind of CA and avoidance of mana screw in white and can transform to become a worthwhile creature.
Mysterious Tome: Pretty cheap to use to draw repeatedly, even if it's extra slow. But the other side is not terrible, either.
Overwhelmed Archivist: It's already decent for the cost and the Disturb is also fair and good.
Flame Channeler: A bit cooled on this one but definitely still like the idea of it.
Burly Breaker: If this flips, it's huge. And the front ain't all that bad, either.
Deathbonnet Sprout: Likely to flip right away later in the game for value in the long game. You might get it done on turn 3 otherwise.
Like
Loyal Gryff: It's a nice effect and the flying helps quite a bit.
Search Party Captain: A cantripping white creature that you can decently easily play for 2 mana.
Sunset Revelry: Does a lot of things but I do not like the uncertainty involved in its expected value.
Firmament Sage: I think it's too fiddly to trigger it relative to its body but it's also a CA engine.
Ominous Roost: Always does something and could potentially be great in the right deck. But also too niche.
Otherwordly Gaze: That's a decent amount of self-mill and card selection with flashback.
Unblinking Observer: That second point of power makes it useful even when the mana ability is not being used.
Dreadhound: It big. But not what I want from my black 6-drops.
Play with Fire: Strictly better Shock shows that they're willing to up the power of removal again.
Raze the Effigy: Not the worst modal artifact removal in red.
Dryad's Revival: I like flashback on this effect since it works on anything that you mill even if you mill it even if I am unlikely to play this card.
Harvesttide Sentry: A decent green aggro creature. -
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Mitas posted a message on Commander Legends PreviewsBeen meaning to write-up another set review for a while and, wow, what a set we have here. WotC really allowed themselves to push the uncommons in Commander Legends both from a design and a power level standpoint, and Peasant cubers are a big beneficiary.Posted in: Pauper & Peasant Discussion
Stable/Solid
Slaughter the Strong - Not the best white wrath we could have gotten, but it’s the best we’ve got right now. This seems like a slam dunk for every Peasant cube that is interested in supporting slower white decks, simply on the merit of being a completely unique effect. Currently there are very few ways to get punished for dumping an entire hand of creatures onto the battlefield, so I think having access to cards like Slaughter are generally good for a format.
Merchant Raiders - I’m evaluating this (and similar pirate-triggering cards) assuming no bonus Pirate synergy and this one still seems really, really good. It is effectively Fairgrounds Warden (a comparison I look at favorably) in a color which has little access to creature removal, and the Raiders are even less susceptible to blowout situations (opponents don’t get ETBs, no shenanigans mid-combat). If you can get any incidental pirate triggers the card becomes nuts. A relevant body means additional tension in deciding if blocks are worth running into combat tricks and losing your 'snare'.
Gilt-Leaf Winnower - As with others, I’ve trimmed out all removal with the “non-black” clause which has left somewhat of a dearth of Nekrataal-style cards. The Winnower won’t always answer the threat you need it to, but it shouldn’t be difficult to find something to target and make this a reliable 2-for-1. The base body is also very relevant and menace is just a great keyword.
Feast of Succession - The card that is going to compel to me break from my aversion to Monarch, and it seems I'm not alone. I feel that Monarch is a fantastic mechanic in multiplayer, but for 1v1 it has two main issues 1) it completely warps the gameplay decisions from the point it’s played and 2) is the oft mentioned “snowballing” problem where the Monarch can completely dominate a player that has stumbled out the gate. All that being said, this type of game-warping effect is much more palatable on a 6-mana sorcery than on, say… a three mana removal spell *cough*. And since Feast has a spell effect that we have been desperately needing in Peasant, I’ll be running this until we finally get our Languish downshift.
Quick shoutout to Carrion Grub, one of the few black creatures that survives Feast and has just generally been an solid performer. I don’t think it got enough love when M21 first rolled through.
Toggo, Goblin Weaponsmith - In addition to being absolutely hilarious, this card looks like a ton of fun to play with. It’s not quite simple enough to say that this has “Landfall: draw 2: Shock” as the tap requirement is a real cost, but it’s pretty close to that. Fortunately, Toggo can sling rocks around himself so it’s a pretty reasonable base case to assume that’s what he’ll be doing on most turns. There are so many little interactions possible from just this one card, I kind of can’t believe this was printed at uncommon. Probably my favorite card from the set and I suspect I’ll be finding unique lines of play with Toggo for years to come.
Breeches, Brazen Plunderer - Another effect I’m somewhat surprised, but very pleased, to see at uncommon. This has to be the best card-advantage-on-hit creature in red we have access to, especially considering it has built-in evasion. Spinning the wheel on an impulse draw is already exciting, but impulse draws from your opponent's deck sounds like a blast. There’s really no comparable effect that exists at 4-mana currently in red, so I expect Breeches to be a big addition in red midrange strategies.
Volcanic Torrent - Speaking of red midrange, this card seems insane. I had to read it a couple times because I couldn’t believe it only affected your opponents stuff. A one-sided pyroclasm for 4R would already be decent, but tacking on cascade means this is going to represent a massive swing on most board states. I’m always looking for more playable sweepers, and this goes way beyond playable.
Halana, Kessig Ranger - Much has been said since this was one of earliest spoiled cards, but I think it looks like a slam dunk. I am a big fan of main-deckable reach creatures to help shore up green’s biggest weakness. Halana has a very solid base body, and while the triggered ability is a little costly the fact that the fight is one-sided puts this over the top.
Cubable/Borderline
Prava of the Steel Legion - An archetype card, but it’s an archetype that basically every cube runs which might push this higher in the rankings. Prava should make it into more decks than something like Intangible Virtue (strong but narrow), because it doesn’t require as much of a critical mass of tokens to justify a deck slot. I’m always a big fan of cards that are both an enabler and a payoff for a given archetype and this fits the bill.
Alharu, Solemn Ritualist - Another archetype card, primarily for +1/+1 counters but also small cross synergies with tokens, flicker, and sacrifice. There’s enough going on for this to belong in the conversation with Elite Scaleguard / Basri's Acolyte (Relief Captain surprisingly being a step below Acolyte in my testing), and I should have room to test Alharu as well.
Malcolm, Keen-Eyed Navigator - One of many Wind Drake+ variants that have been printed lately, and I think this one gets there. Plays well in any sort of U/x tempo deck, as well as UW fliers and UG ramp. We haven’t had access to this type of repeatable Treasure generation before, making it somewhat hard to evaluate, but thinking about how well Treasures should play alongside counterspells makes me like Malcolm even more.
Daring Saboteur - Speaking of U/x tempo, here is a very welcome downshift. Seems like this checks enough boxes (good on curve, good on a stalled board, trades well in a pinch) to have a pretty solid average case, especially since blue two-drops aren’t exactly stacked.
Coastline Marauders - I would have been much more excited about this card if we hadn’t just gotten Skyclave Geopede one set ago. They fill a similar role but function differently enough that I should have room to run both. Geopede can actually trade reasonably as a blocker, but the Marauders have higher upside and Encore is definitely relevant.
Frenzied Saddlebrute - I wasn’t completely sold on this card until I heard it compared to Urabrask the Hidden. Yes, the opponents-creatures-enter-tapped clause is a very significant part of Urabrask, but the Saddlebrute is easier to cast, has one more power… and it’s an uncommon! As a curve-topper you’d clearly rather be casting Charging Monstrosaur, but if you aren't necessarily expecting the game to end when you land your 5-drop (R/G midrange, any R/x control shell) this represents a threat that must be dealt with.
Dargo, the Shipwrecker - Obviously should play great in the sacrifice deck, but Dargo has enough small interactions going on that I expect him to be playable outside of the dedicated archetype. Seven power of trample will end the game fast, and the ability to cheat on mana should never be overlooked. Excited to run this in a deck with Kazuul's Fury.
Juri, Master of the Revue - A very solid payoff to the Rakdos sacrifice archetype, with some obvious synergy going on between her two abilities and some less obvious ones as well (+1/+1 counters matter, other ways to modify power). Juri needs to reliably get at least one counter, as her floor is pretty poor, but in the right deck she can get out of control fast.
Reyav, Master Smith - Probably the best aura/equipment matters payoff we’ve seen in Boros, and a fun way to spice up the guild beyond the more common go-wide archetype. Similar to Juri but with a better floor, if you can reliably get at least one double-strike trigger Reyav should have earned his keep, and beyond that he starts to look really impressive.
Araumi of the Dead Tide - I dislike how much more text needed to be on this card to template it for multiplayer, but the effect is unique and certainly can be powerful in the right circumstances. It’s awkward that Araumi has great blocking stats but you have to use its tap ability on your turn, and most creatures without an ETB or death trigger are not going to be worth the mana investment. I’ll be testing this but my expectations are fairly muted.
Thalisse, Reverent Medium - I seem to be higher on this card than most, which probably due to the fact that my Orzhov archetypes are among the least defined in my cube. I’ve been pushing support for tokens primarily in the Mardu colors, while trying to find ways to keep the Orzhov style of tokens distinct from Rakdos Sacrifice and Boros Go-Wide style. Thalisse helps push the idea of Orzhov as most of a value-oriented token strategy, with the goal to slow the game down and overwhelm with value from your token generators. I’m hoping a good comparison will be Tatyova, another understated gold 5-drop, but one that can generate an insane amount of value if it stays alive.
Guildless Commons
Interesting design. While it’s strictly worse than any given colored bounceland, it is much easier to break into a colorless cube slot than a guild cube slot. Plays very well with the recent addition of the excellent MDFC lands, and gives every color potential access to the fun trick of bouncing them back to your hand.
Fringe
Tormod, the Desecrator
I've come down on this a lot from when it was initially spoiled. There’s too many things that need to go right and the upsides don’t make up for the fail cases. If the base body was better I think this could have found a home, but a 4/2 that you’re playing primarily for the triggered ability is effectively never going to get into combat and that’s not good enough for a 4-drop.
Nadier, Agent of the Duskenel
One of many cards that are sadly one mana too expensive. I can imagine some magical-christmas-land scenarios in an aristocrats deck, but at the end of the day it’s a 6-mana 3/3 with no immediate impact on the board.
Rograkh, Son of Rohgahh
Cute design, but needs too much support to reliably perform.
Hamza, Guardian of Arashin
So you’ve already jumped through the hoops of getting multiple creatures in play with +1/+1 counters, and the big payoff is… a discounted vanilla 5/5 which lets me flood the board with even more creatures? Mana reduction abilities are always worth looking at, but this just seems like the definition of “win more”.
Imoti, Celebrant of Bounty
Even the heaviest ramp decks are only going to be running a handful of 6CMC+ cards. Unless your format is exceptionally slow, this seem like a non-starter.
Kangee, Sky Warden
Azorius is already really tight, and I can’t see this beating out Migratory Route at 5CMC or Empyrean Eagle as a flyers support card.
Honorable mentions
Artifact support:
Armix, Filigree Thrasher
Ich-Tekik, Salvage Splicer
Shimmer Myr
Fall from Favor
Not personally interested in this for my format, but if you are evaluating strictly on power-level this has to be mentioned.
Conclusions
Woah that turned out to be a lot of words, so here's just a few more. Red midrange seems to be the biggest winner by far, but white and black get huge additions in the form of much needed sweepers. And while I initially discounted the idea of multiple pirate triggers, it's not too crazy to think that Malcolm and Breeches could be the beginning of a fun sub-archetype in Izzet. Overall a big win for Peasant cubes, both in the form of interesting / unique effects to play with but also a promising sign of what WotC is willing to print at lower rarities (even if we have to wait for supplemental sets for the splashiest effects).
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JovianHomarid posted a message on The Peasant plus ideaIf the fetch+shock/dual manabases weren't so expensive, I think I would consider having them around for variety's sake. For a single draft, swap trilands+vivids+5 other lands for 10+10 fetch/dual could be interesting to spice things up. At a trillion billion moneys, I will go with no.Posted in: Pauper & Peasant Discussion
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Leelue posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)Thanks ioPosted in: Pauper & Peasant Discussion -
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Leelue posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)"Of course if degenerate nonsense combos have been hyper normalized for years..."Posted in: Pauper & Peasant Discussion
All I've done is play cube for the better part of a decade. I have had a depowered list for years. You are picking the wrong fight with the wrong guy with your game of generalizations.
"...[if] you remove all context and examples from my post, it's easier to make it sound as if I'm a crazy person."
https://images.app.goo.gl/q1ESts5WFhGzx3s99 -
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_i0 posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)Posted in: Pauper & Peasant DiscussionQuote from leadfeather89 »Holy moly, that removes my ability to see all his comments. That's badass. Can he still see mine?
Does it matter? It's not like you're playing ~~REAL MAGIC~~ anyway -
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_i0 posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)click on a usernamePosted in: Pauper & Peasant Discussion
bottom-most of six options
"ignore user"
improve life significantly -
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Leelue posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)Deferring to designer intent is... extremely shallow minded. The cards work the way they do with or without the foresight of one man.Posted in: Pauper & Peasant Discussion
An absurdly large amount of combos and interactions would be thrown out the window.
I thought I was going to pretend like this guy's posts didnt exist anymore (good advice) but the wild ideas just keep coming. -
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Purplemurasaki posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)Posted in: Pauper & Peasant DiscussionQuote from SaltMaster 5000 »I'm fine with drawing fire, I just don't want to be banned. I don't know why you guys can't tolerate opposing view points, I don't want any of you guys banned.
You're just kinda shifting every topic into your views on magic players. I'm fine with contrarian opinions (even if I disagree with yours), but there's a time and place for them. You're taking a discussion about unequal colour numbers and moving that to your philosophical views on the magic community as a whole. Pauper isn't Peasant Cube. X-Wing: Miniatures isn't Peasant Cube. Whatever gameplay you think is non-interactive doesn't really exist in Peasant at a relevant level, so I fail to see how most of your points are relevant to Peasant Cube.
If you want to have a discussion on why Dash Hopes is good or why having only 3 white cards works I'm sure people will argue those points with gusto. But you seem to be mostly interested in going on about how mtg players hate mtg, which is both derailing the conversation and hardly a discussion worth having considering it seems pretty clear no one is going to change their minds.
Quote from SaltMaster 5000 »
Honestly this entire discussion is based on a false premise- ie that consensus is at all useful for cube construction which is a matter of personal taste. Considering that I disagree with this notion there is no way for me to express my views without drawing fire.
Cube construction is definitely personal taste and there is a lot of variation in that regard. But broadly speaking people want their cube to appeal to a large band of players. Doing efficient things, doing cool things, and doing powerful things are what people tend to enjoy (Spike, Johnny, and Timmy), so people will make their cube with those things in mind and try to allow players to do all 3. Allowing those things is what the consensus is for this community. If you don't agree with that consensus then it's likely you're not going to get much help from this board. - To post a comment, please login or register a new account.
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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
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.