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  • posted a message on Timespiral Remastered Spoiler /Setdiscussion
    I'm a big fan of the old frames, but a lot of these look slightly off to me. Not sure if it's the colour contrast or the difference in style.

    I do really like Gary and Stinkweed Imp though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    But 2 colour decks don't want more than 3 fixing lands even if they draft them. A 3/7/7 split is good enough mana that another etbt dual is mostly worse than a basic, and even 2/8/7 is good enough without many CC cards. So if all lands are rainbow (trilands being effectively rainbow), you don't need more than 3 per person + however much lenience you want for undervaluing fixing, splashing, or 3+ colour decks. So at 360 you only want a maximum of 24 + lenience to get good mana, which we can do since we have 27 good rainbow fixers now (tris + vivids + thrivings + 3 fetches + City of Brass + Aether Hub + Gemstone Mine + Mirrodin's Core).

    Outside of bailing out players who didn't bother drafting lands I don't really see how fixers (past 3 per person + lenience) are ever better than even just decent archetype cards, and that's even ignoring that dual lands are effectively gold cards but are being compared against mono coloured cards.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I think the snow duals aren't really worth playing in general if you don't have a lot of snow synergy. There aren't enough significant synergies from individual cards like Farseek or Arbor Elf to be better than Karoos or the Khans gain lands (which are even less popular with the addition of the Thriving lands). The best argument for them would probably just be swapping in the green ones for whatever duals you're already playing since green cares the most about basic land types, but even then it's probably okay at best.

    If you really wanted to you could play them in combination with slow fetches. It would give you good mana, but fetching a tap land with a tap land is so slow it's probably not worth considering.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Successful green decks?
    W/x flyers is pretty annoying to deal with. If you can get onto the board fast enough you can start racing them, but that's pretty play/draw and starting hand dependent. Fortunately green's gotten more tools recently to deal with it. Crocanura is another boring yet decent option for decks that can't get onto the board that fast, but it might be overkill at this point.

    Noose Constrictor seems to do everything you want green to do here: deals with flyers, attacks well, and enables reanimation.

    I consider Hermit Druid to be mostly a novelty, though I don't have an incredible amount of experience with it. It's fragile, inconsistent, inflexible, and expensive, but some people also enjoy going really deep on an archetype and styling on their opponents. Dryad Greenseeker being cheaper to activate and having defensive utility largely makes it the more responsible choice, even in graveyard decks. Black options like Stinkweed Imp or Darkblast are generally easier to trigger and have some utility outside of milling if you do want to go deeper on graveyard decks, not even mentioning one time mill effects like Mire Triton, Carrion Grub, Gorging Vulture, Renegade Reaper, Grapple with the Past, or Stitcher's Supplier. That being said, if it's not removed, you're not aggro'd down, and you get good RNG, it is pretty sweet.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Successful green decks?
    You have almost as many pump spells as ramp cards, so I don't really think the ramp burden is significant here. Cutting Llanowar Visionary and Wall of Blossoms for Wall of Roots frees up a slot if you need one without losing any utility. And imo Wolfir Avenger, Giant Growth, Vines of the Vastwood, Become Immense, and Untamed Kavu are all too middling for a cube as small as 240 when they don't seem to be supporting any particular archetype.

    GR aggro doesn't take up that many slots since it uses mainly red 3s and removal. If you looking for flexibility you might want to consider Noose Constrictor for it too.

    In my cube GW aggro is definitely viable, if a bit fragile. I do have a hard time judging exactly how good it is since it's not a fan favourite and it's not really my style of deck.

    UG aggro is more on the Whirler Rogue / Briarhorn / Ongoing Investigation side of aggressive decks, if you consider that aggro. A lot of its threats like Cloudfin Raptor, Experiment One, or Infiltrator Il-Kor scale well enough, but they're not much more subtle than large cheap threats that attack.

    I don't support black aggro in general, so I've never even attempted GB aggro. Doesn't look particularly exciting even if I did try to draft it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Successful green decks?
    I didn't realize you had a link to your cube till I wrote the below, but I think you're just split between too many archetypes for 240. You have aggressive 2s, but no aggressive 1s or 3s. You have ramp but no resilient payoffs. You have 4(!) go wide payoffs but only 2 token makers in green that are both slow as well as a reasonably low creature count for green. The guild cards are similarly not supported: GW counters has no green payoffs for the counters, GR doesn't have much to follow-up a Rhythm of the Wild, GB has basically no ways to fill the yard in general, and UG has no support for Tatyova, Benthic Druid what-so-ever.

    I run my green decks more aggressively than rampy, but most of them end up revolving around dropping aggressively orientated midranged threats. Stuff like Blastoderm, Briarhorn, Phantom Centaur, Ridgescale Tusker, Trollbred Guardian, Great Oak Guardian, etc. all get "2 for 1s" through just being ahead on board. This is where mana dorks tend to come into play in these decks. Taking 15 from a Blastoderm is an unreasonable thing to do in most games, but starts to be difficult not to do for a lot of decks when the Blastoderm is played on t3 and is followed by a 5 drop.

    GR aggro might be the best deck in my environment. Experiment One -> Voltaic Brawler -> 1 + 2 drop or 3 drop -> Bloodbraid Elf -> burn wins a lot of games on t4-6 if not answered perfectly. You don't have access to Kessig Prowler, but I don't think it's an important enough card to kill the deck. Also, not including Experiment One should be a crime imo.

    Slower green decks that don't revolve around attacking try to rely as little as possible on removable threats. Pelakka Wurm hasn't aged well in this regard since we have so many better options. Plated Crusher, Warden of the Woods, and Scaled Behemoth are not much easier to deal with through combat and are substantially better against removal when ramped (or reanimated) out. Arborback Stomper is also mostly better if you want lifegain. Ramping out hexproof threats early takes off significant pressure and can start abyssing your opponent if they aren't threatening you.

    GB decks have stuff like Worm Harvest, Spider Spawning, and Baloth Null as win conditions when combined with a filled yard. Here mana dorks up your creature count, let you start your engines early, help out the endless mana requirements these decks have, and chump block.

    Green also has a lot of ways to use mana dorks in combat: Curse of Predation (a card on some people's ban lists), Song of Freyalise, Rancor, Scale Up, Imperious Perfect, Briarhorn, Ridgescale Tusker, and Great Oak Guardian allow mana dorks to be respectable attackers.

    I've slightly depowered some of my removal and removed the black 4 drop Nekrataals, but neither of those things were done because green was weak.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Tips, Recommendations, Thoughts on my Peasant Cube (540)
    It definitely looks like you have a good idea of what you're doing, so at this point I'd recommend playing it and changing based on what people like to play and what you find to be good rather than based on theory crafting. It's good to have archetypes in mind, but they don't really matter if no one's playing them or don't play them optimally. I would recommend adding Thriving lands, City of Brass, Gemstone Mine, and Aether Hub, since they're good options for lands that would let you cut down on fixing a bit since you don't need to be specific colours to play them. The untapped ones are also very good for aggro.

    If you want to support green aggro you probably want more aggressive green 2 drops, but only if you want to support green aggro.

    I'm in support of larger multicolour sections, but once you start going past 5 or 6 (non-land) cards I do think you get into multicolour cards not being unique enough to justify their inclusion. Sure, every BW deck will play Mortify, but it's not that much different than a mono B or W removal spell, so the problems that come with it being multicoloured aren't really worth it.

    If you like the heavier focus on multicolour but have problems with people playing a bunch of 3+ colour midranged soup or have a bunch of gold cards never being played, all of Leelue's suggestions are good ways to deal with it. I would also pay attention to the signets in particular, since they really incentivize 3+ colour good stuff.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Sovereign's Realm Draft
    The effects of changing the mana system like this are far reaching enough that I would try other things first. For example, upping the number of free mulligans mostly deals with mana/colour screw. If flood isn't something you think can be handled enough through deckbuilding then you can add something like letting players pay 2/3 to exile a card from their hand to draw a card.

    That isn't to say what you're suggesting is bad, but there are too many changes to know how gameplay would change. For example, is aggro weaker or stronger? Aggro never needs to draw a 4/5th land, which is hard to understate the importance of, but at the same time slower decks will essentially never stumble on mana or tapped lands. Slower decks can also play their higher cost cards as lands, so aggro loses the card advantage of having those cards stuck in their opponent's hand. In a similar vein sideboard cards are way better to maindeck, since you can just play them as lands, and a lot of sideboard cards are anti-aggro. So is aggro better or worse off? This system also ups the complexity of the game significantly since deciding what card to play as a land is not an easy one and you're not playing 17 textless cards.

    I'm personally not too enthused by this system since it de-emphasizes deckbuilding a good bit, but I understand not everyone enjoys pulling up the chances of playing a 1CC card on t3 and altering your deck to manipulate that number as much as I do.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    I always considered the most important part of Loxodon Warhammer to be the lifelink since it gives you all the time in the world to re-equip it. Obviously the trample is important inevitability and makes the lifelink harder to stop, but if its just the trample Dwarven Hammer is close to an expensive Rancor. I also don't really think red decks in particular can afford paying so much without the lifelink.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Usher of the Fallen - Good card
    Poison the Cup - More interesting than Doom Blade with a similar enough power level

    Clarion Spirit - I'm pretty confident it's mediocre in aggro, but maybe there's enough non-curve out white decks that this is good enough

    Maybe at some point:
    Renegade Reaper - Hardcore self mill might be a thing now? This, Carrion Grub, Gorging Vulture, Mire Triton, Mindwrack Harpy, and Stitcher's Supplier aren't too large of investments and are all mono B. At some point enablers are good enough you look for a payoff.
    Spectral Steel - At some point GW auras/enchantments won't be super parasitic, and this is a step towards that
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Most of the ability lands are stupidly expensive, but Axgard Armory has a few things going for it: 5 mana for 2 spells on a utility land is great, R and W auras are pretty common and versatile, and RW doesn't have much competition for guild slots. You might have to stretch a bit for playable equipment, but even ignoring the top tier of equipment Ancestral Blade, Sylvok Lifestaff, or Mask of Memory aren't embarrassing things to fetch (and if you don't ignore the top tier equipment fetching Loxodon Warhammer is a big deal).

    Poison the Cup is solid removal diversification.

    Usher of the Fallen is obviously great. The ability probably won't matter in most games but will probably come up more than the rest of the other W one drops' abilities. Late game you can try to trade and get a free token, and in aggro mirrors attacking on t2 and boasting is probably entirely reasonable. Warrior is also a pseudo relevant creature type. Only problem I have with it is that the name doesn't sound like a creature to me.

    Scorn Effigy is basically a colourless version of the black 2/3s that etbt. While black has moved past those, this has some novelty between being an artifact, a free spell, and colourless.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Aegar, the Freezing Flame is neat, but probably not worth building around or including in such a stacked guild.

    Clarion Spirit looks okay, but I have incredibly low hopes for the second spell mechanic. Optimistically you might be able to always trigger it once, which makes it above rate, but I'm really suspect of that.

    Shepard of the Cosmos is worth about 5 mana, but you always pay 6. This type of reanimation is also surprisingly hard to trigger at times.

    If you can get mileage out of the first chapter Kardur's Vicious Return looks pretty solid in reanimator and aristocrats. Notably the third chapter can get back something like a Havoc Jester (as a 6/6 haste), then the saga sacs itself for a ping off the Havoc Jester.

    Tergrid's Shadow is a 5 mana version of Barter in Blood, but is instant speed and has foretell. Is anyone who's playing Barter in Blood considering swapping (or playing both)?
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Vega, the Watcher actually has a surprising amount of hits in UW: Ephemerate, Battle Screech, Deep Analysis, Riftwing Cloudskate are pretty common cards and foretell is looking base UW. There's probably some really easy jeskai build for it since red has a bunch of flashback and cascade as well as some rebound and impulse draw. Wind Drake also isn't the worst floor. Probably not worth the guild slot unless you are trying something unusual though.

    Replicating Ring is a neat mana rock if you play/support decks using X spells as a wincon.

    Spirit Blade is interesting to me. Obviously it's great in pants, but it has some other uses without as much support. It gets back Pacifisms in W, Narcolepsys and Control Magics in U, in RW it gets back Lust for War/Frenzied Fugue (on top of a +2/+2 aura being alright in aggro), and in graveyard style decks it can be milled/discarded and later get back Animate Dead/Dance of the Dead/negative auras.

    Blizzard Fight being essentially an unfair fight with +1/+0 and indestructible for the turn for 1 mana is pretty ridiculous if you play snow basics.

    Firja, Judge of Valor might have been worth testing if it was mono B, but it's BW for some reason.

    Ravenform and Behold the Multiverse are alright if you want blue artifact removal / more expensive CA spells.

    Quote from n00b1n8R »
    This is the best Cancel-with-upside change my mind.
    Let me try: if you want a 3cmc counter you're probably playing 2cmc counters, so foretelling is incredibly awkward since you want to represent or play your 2cmc counter magic. Additionally if you foretell you not only are paying 4 mana for a Cancel but your opponent also probably knows about it and can play around it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020
    Interesting. I run my green section aggressive with more removal than normal, so maybe I'm just not seeing it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020
    I removed Shrine of Loyal Legions (and Shrine of Burning Rage) since they didn't really ever make good gameplay (I don't like adding slots for artifact removal so ymmv), but that was years ago and C/Ube has definitely sped up in that time. I did the same thing with Palace Jailer a bit more recently, but it at least sometimes had interesting gameplay.

    I've also personally deliberately avoided Feast of Succession, Maze of Ith, Propaganda, and Overrun since I can't imagine I would like the gameplay they make. I've definitely also seen other people mention avoiding Overrun due to its feast or famine nature. Other people seem to similarly avoid them since they aren't in most cubes. Palace Jailer and Loxodon Warhammer are also both only in 25-27 cubes despite being among the strongest cards we have access to.

    I've never had or heard of people having tons of problems with the blink cards or Sphinx's Tutelage, but both can definitely be incredibly oppressive against a deck that doesn't have a focused plan.
    Posted in: Pauper & Peasant Discussion
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