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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    What have people's impressions been of the new mulligan (draw 7 put x back)? Is it better than the Vancouver mulligan? Does it have a significant impact on gameplay? I've been forgetting it exists, so I haven't been using it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    To deal with a Warhammer without artifact removal you basically need to have instant speed removal until your opponent is dead (Dead-Iron Sledge and Loyal Sentry are both incredibly niche). For a lot of decks that just isn't an option. And if I'm killing a creature targeted with Skullclamp I'm trying to fight someone with Skullclamp through CA, which is a losing battle.

    Even if you have the quantity of instant speed removal to attempt to deal with equipment, you're still losing to other non-creatures. Sol Ring's issues have been mentioned enough in the past, but Curse of Predation/Disturbance and Shrine of Burning Rage/Loyal Legions either need a mind boggling amount of creature removal or can't be dealt with through creature removal at all.

    Playing more creature removal than necessary to deal with creature threats reduces the amount of synergy within one's own deck, so it's not something that should be preferred. But when you need a critical mass to deal with Warhammer like non-creatures, you have little choice in the matter.

    You can definitely have interactive games with things like Warhammer, but I find it hard to believe the majority of games are benefited by having a Warhammer played. I would say this is probably true of any card that when played at parity creates a "Oh, I lose" reaction, which Warhammer definitely falls into.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Binary removal is just not really where I want to be in a value driven format, so I just don't include artifacts/enchantments that can't be dealt with or mitigated through creature interaction. Even if you include "enough" removal for something like Warhammer most people aren't going to be playing more than 1 way to remove it. There's probably a 30% chance you don't draw your removal for it even if you play it. Seems way easier to me to just not play problematic artifacts/enchantments, which also opens up slots that were used for their removal.

    I can't imagine gravehate being remotely needed in peasant. Graveyard based decks have enough other major weaknesses that taking up slots to specifically hurt them doesn't really make sense to me.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    If you need parasitic cards for decks to have synergies I don't want to play your cube. Cards like Intangible Virtue are incredibly inelegant ways to add synergy into your cube because there's no real thinking involved in playing or drafting the card. You either pick it early and then proceed to pick every card that has the word token in the text or just don't pick it at all. They are similarly mindless to play, as if you go Intangible Virtue -> Spectral Procession you likely win on the spot if your opponent doesn't have enchantment removal. There are so many other ways to increase synergies that go beyond narrow bands like tokens or flyers.

    Peasant especially is so rich with minor synergies that you don't need parasitic cards to enable synergies. The vast majority of peasant cards have niche synergies that can potentially be game winning while still being solid cards without them. In my experience, more often than not it's not the good stuff piles that win but instead the decks that can eek out minor advantages from all these synergies.

    Synergies are what makes decks play smoothly (there's a reason why basically all constructed decks are rife with minor interactions). Making people work for their synergies is putting them on the fast track to unexciting decks that don't play well.
    Posted in: Pauper & Peasant Discussion
  • posted a message on c19 - aka what kind of busted treats are we getting this time?
    Cliffside Rescuer has a lot more general use than Benevolent Bodyguard. The protection effect is much broader which adds a number of cases with artifacts/enchantments (and lands and planeswalkers). The fact it can also be used as unblockability is a big plus. Being a relevant attacker is huge as well, even if the body isn't great. It has enough over Bodyguard it's probably worth testing.

    Hate Mirage looks sweet. I have no clue if it's good or not, but there's a ton of stuff that have etb or attack triggers. Probably not a curve out aggro card, but I can think of a couple decks that would want this.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Why Pauper/Peasant?
    I largely associate magic's success with the fact that you can play all these different formats with all these varied ways to play, degenerate and linear as some of those ways may be.

    Power cube can be really degenerate as a format, but I enjoy it a decent bit (even if I prefer Peasant). But that's what some people prefer; you have to acknowledge different people like different things. You can always play less degenerate formats if you don't like degenerate formats.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Why Pauper/Peasant?
    Lots of people make exceptions for fixing and include rare lands.

    Most people cut cards for powerlevel outside of rarity, but C/Us only is the big one that will make every C/Ube play similarly. Skullclamp is good, but most people cut it as it is too powerful for an uncommon (same with Library of Alexandria or Sol Ring). Same idea as not putting Sol Ring in an unpowered cube: it creates non-games and is always 1st picked.

    C/U only isn't an unbreakable rule nor is it the only thing determining what you play. Every cube has powerful cards they don't run, and what cards people don't run vary wildly between cubes.

    If you want to add rares to a C/Ube no ones going to stop you, but the number of cards you have to keep in mind increases dramatically. And whenever you want to add one of those cards you need to make sure that the environment isn't changing away from the gameplay innate to a C/Ube, which is quite a bit more thinking than adding a common or uncommon.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Why Pauper/Peasant?
    For me it's primarily 2 things: ease of access and return to core mtg mechanics.

    It's really easy for someone who has played mtg for a while to put together a C/Ube. I started mine by just putting together a bunch of solid limited cards I had just lying around. Then improving it is easy enough as a ton of people have strong C/Us laying around and they aren't expensive.

    The most interesting part of mtg gameplay to me is the combat, card advantage, and tempo. Rares often let you ignore those parts of the game. Wraths for example can let you ignore all three, and planeswalkers (with + abilities) do something similar in a lot of cases. C/Ubes force you to juggle these three things whereas more traditional cubes often have combat be mostly irrelevant and card advantage be mostly trivial to get.

    I'm of the opinion that C/Ube is the best way to play the core game of mtg, as you are forced to win through core mechanics alone instead of also having to play a "who can't answer a threat" subgame in traditional cube or learning deck matchups like you do in constructed.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Expecting to be good:
    Vampire of the Dire Moon - Very impactful 1 drop. Trades up with minor upside.
    Empyrean Eagle - Being able to go 3 + 2 or 3 + 3 on turn 5 or 6 is worth losing flash.
    Ironroot Warlord - Big body and doesn't die in big combat steps as a casualty.

    Testing:
    Tomebound Lich - A bunch of nice things, but I'm not sure if it amounts to enough.
    Skyknight Vanguard - This type of token maker has a lot of potential, but a 1/2 flyer is really poor if the ability isn't huge.
    Season of Growth - We normally don't get passive value enchantments this cheap. Not sure how much repeated scrys really matter in most decks though.

    ////////////

    You can kill PWs with +s, but you're still just behind if you use a card to do it. Then if you use creatures you can easily lose them in combat if you have to make a bad attack, but you're almost forced to kill them. They're also just psudeo gain life, which is not a very fun effect. If you can just kill a PW in combat easily it doesn't feel good for the person who played them. PWs with +s just don't support good gameplay imo, considering the reason I like peasant is the creature interaction, not some mildly unfun subgame.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Late game doesn't suddenly mean x/2s no longer exist. And if you need to trade early that's something Sailor just can't do reliably, which is easily game losing.

    Being mediocre at all points of the game isn't good in aggro. And blue one drops don't even have a past t1 issue to begin with. Siren Stormtamer's ability gets more relevant later, Pteramander is a must remove threat later, Enclave Cryptologist, and Faerie Seer's scry gets better late. Even Cloudfin Raptor is good late if you have a decently sized hand.

    Flash on a 1 drop just isn't that impactful. It isn't exactly going to be sitting in your hand.

    Decks that can use Azure Mage ability well want a better blocker. Decks that want a 1/1 flyer don't really want the Azure Mage ability. Is the card people really want just the Azure Mage ability on an enchantment for 1? Cause otherwise I still don't see it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Why do I want an expensive card draw engine on an aggressive body? I can't really see a deck for Spectral Sailor; being able to trade in combat with Azure Mage seems better for the decks that want this effect.

    Green doesn't have the most tokens, but Woodland Champion is fairly easily a 3/3 with pretty high potential upside. Conditional big vanilla bodies have to cross a pretty high bar to be good, so I'm pretty hesitant on this.

    Bloodthirsty Aerialist is similar to Champion with less things triggering it, but having the base body be respectable is nice. A single trigger makes it a good bit above rate. I don't think I have enough support for it, but a single trigger is a pretty low bar.

    I really like Vampire of the Dire Moon. Draining on hit if unblocked is huge with a creature that is probably going to trade up if blocked.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Why can't you attack with it?
    You aren't getting 4-5 damage off the ability if you enter combat with it asap was the point.

    Suture Priest is a really bad comparison.
    A 2 mana multicoloured 2/2 is incredibly bad as a baseline. It's better than a 1/1, but it still has the same issues considering it needs to survive combat to be worthwhile (there's enough competetion for its slot you can't just have it be fine). To have Corpse Knight be good you need to not block or attack with it and have a decent sized hand. This is similar to Suture Priest, which is why I was comparing them.

    The Lava Spike or Lava Axe comparison makes as much sense as saying that Fire Imp is just a bad, overcosted sorcery speed Shock.
    A random (in a non-aggressive deck) Lava Spike would have to give me mana before I played it. A multicoloured 2/2 for 2 with no text is also really bad. Combining the two cards (even with Spike costing 0) doesn't suddenly create a good card. Fire Imps' 2 damage can easily be worth 2 mana, which makes it good; that is not the case for a Lava Spike. Alternatively, Fire Imp is worth 2 cards; that is not the case for a Lava Spike on a 2/2. Only doing 3 non-combat damage is not enough unless you're aggressive (which has it's own issues), so you need it to do more, which starts becoming increasingly more difficult. And if you can get to high amount of triggers easily, there's almost certainly better ways to win that don't require sequencing it beforehand.

    /////////////////

    Season of Growth seems pretty good. Triggering off fight spells is good even if the etb scrys isn't quite worth a card.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    A 2 mana 2/2 with etb deal 4-5 is crazy in specifically aggro, but you aren't getting that in aggro (unless you both t2 it and don't attack with it, which isn't great). If you're in a slower deck, then it's pretty unlikely 2-3 damage is going to matter. Suture Priest was brought up, which has basically the same issues: weak in combat, dead top deck, and doesn't actually impact the board, despite being really life positive. I'm not going to play a random Lava Spike, but I might play a random really cheap Lava Axe.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    3 mana on Empyrean Eagle is significantly easier to play with other cards than the 4 on Thunderclap Wyvern. Flash is nice, but it's hard to beat raw efficiency.

    Ironroot Warlord being a relevant body on a close to empty board deals with most of the problems this sort of effect has. Doesn't die post combat in larger combat phases either. Pretty easily gets to a 3/5 for 3, which is just good stats.

    Cryptic Caves not producing coloured mana is a huge drawback compared to Horizen Canopy and co. Definitely playable despite this, but I'm not sure if its worth the slot considering how low impact it is.

    What's the damage needed from Corpse Knight to have it be decent? 4-5ish? Probably too high to be worth a guild slot.

    Barkhide Troll is killed by GG and the stupid amount of good green 2s we have.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    It's a 4 mana sorcery speed Staggershock that can be interacted with; you do technically get more choice, but I wouldn't expect the average case to be having this sticking around for 4 turns. If you can get the mana to be useful I could see it, but that's hard to evaluate without playing with it.
    Posted in: Pauper & Peasant Discussion
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