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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I've banned (or don't play) anything that can't be reasonably dealt with through creatures/single target removal. I think it took 2 games of evasive 2 drop -> Curse of the Shallow Graves to realize it wasn't reasonable to deal with.

    I'm not especially attached to either Faerie Conclave or Treetop Village, but I can't imagine a case where either of them are cut. They're both middle to high picks and I'd be surprised if better coloured utility lands were printed to push them out (with mdfcs maybe it's possible, but they'd need significant complexity creep).
    Posted in: Pauper & Peasant Discussion
  • posted a message on MTGS Average Peasant Cube 2020 Planning Thread
    Thanks for doing this! I've updated my list, though I've gotten less testing than I would've liked due to current events.

    I feel like rare lands should be able to be included in the final list or at least get a special mention. I doubt that any would end up making the final list since what people discuss doing with them is pretty diverse, but if enough people use them they should be represented somehow.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Quote from Leelue »
    Maybe I'm undervaluing the wrath on Feast of Succession itself, but betting on your opponent to not have even 10% of the cube by t6+ doesn't feel like good odds to me. Obviously this isn't the full story (holding up removal, using x/5s yourself, haste creatures played beforehand, death triggers, flash, etc.), but if a average deck has 2 ways to get the monarch immediately, they are 55% to have drawn 1 by t6.
    Well, you said it already: if it's a haste creature you're worried about, they need to have not already played it by now. so that 55% is not remotely useful as a benchmark.
    If you want to be picky about the numbers then lets even discount haste creatures entirely (which is probably similarly inaccurate). That's about 20 cards in your cube. Counting stuff in your cube outside of haste creatures + x/5+s that would also steal monarch after it's cast gives me a bit more than 20 cards (entirely ignoring manlands too). Including x/5+s (20ish), that's around 10% of your cube, which puts the number at >55% again if played spells average 10% of them. You can debate how much each card counts, but if Feast of Succession -> get monarch taken is a bad case 55% is ridiculously high. That's 55% on t6 too (where your opponent is even on the play!), so if you're not casting it on curve the higher chance you run into a Rhythm of the Wild or a Goblin Trenches.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Maybe I'm undervaluing the wrath on Feast of Succession itself, but betting on your opponent to not have even 10% of the cube by t6+ doesn't feel like good odds to me. Obviously this isn't the full story (holding up removal, using x/5s yourself, haste creatures played beforehand, death triggers, flash, etc.), but if a average deck has 2 ways to get the monarch immediately, they are 55% to have drawn 1 by t6.

    //////

    Great set: encore, monarch, and cascade are all mechanics we can use and the power level is pushed because it's commander. Lots of archetype cards that may show up down the line once they get more support. Bad set for Iwamori of the Open Fist though.

    Confident they're good:
    Coastline Marauders - Big numbers + trample + recursion
    Gilt-Leaf Winnower - 5 mana conditional Nekrataals are pretty fair and good
    Halana, Kessig Ranger - Value engine on a reasonable body
    Volcanic Torrent - Encourages big red. Might honestly be unfair with any prior spells

    Testing, probably good:
    Toggo, Goblin Weaponsmith - Good combination of interesting and powerful
    Boarding Party - Has basically no competition and red is a great cascade colour
    Araumi of the Dead Tide - I have no idea what deck wants this, but the text is good
    Tuya Bearclaw - Big numbers is a solid GR archetype, though missing trample isn't great
    Staunch Throneguard - Mainly interested for slot efficiency, but monarch is powerful enough to justify unimpressive stats

    Might test at some point:
    Juri, Master of the Revue - If RB aristocrats is on the menu
    Dargo, the Shipwrecker - See above
    Impulsive Pilferer - See above
    Tormod, the Desecrator - Would need to add a few more enablers, but I like the card
    Crimson Fleet Commondore - If Staunch Throneguard doesn't work out
    Slaughter the Strong - I'm pretty sure this is just a sideboard card, but not 100% confident
    Exquisite Huntmaster - Unexicitng, but a good roleplayer
    Fin-Clade Fugitives - 5 mana for a 7/4 haste with some evasion is pretty exciting, but it needs a discard outlet to avoid the frontside
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Annoyed Altisaur is fine, but it's so generic there's not really a reason to play it over the other green 6-7 drops that fill a niche.

    Feast of Succession being incredibly bad against manlands and haste creatures while discouraging you playing creatures that can get a hit in makes me hesitant. I find monarch plays decently as long as you can reasonably take it back if you lose it, but I don't think most decks playing this will be able to do that.

    Daring Saboteur is a pretty unimpressive downshift. Outside of pirate synergies I don't really think any deck is particularly happy to play it.

    Impulsive Goblin is kind of novel. It does a bunch of things not particularly well, but it is 2 bodies and 2 treasures for red sac synergy for a fairly low cost on a versatile body.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Imoti, Celebrant of Bounty is an okay value/engine card; cascade on 5+ drops are nowhere near consistent though.

    Juri, Master of the Revue is another really solid addition to RB aristocrats we've gotten recently.

    I'm definitely testing Araumi of the Dead Tide, but I'm a bit hesitant about expensive sorcery speed tap abilities on defensive bodies in general. The quality of targets also varies wildly depending on whether you're the aggressor or defender, so it's hard to say how good they are. (Also curves into Tormod, the Desecrator and can make a zombie, then later activate + encore makes 2 tokens)
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    I know Tormod is one or more. Psychatog, escape, and Reassembling Skeleton + sac outlet can still net multiple tokens though since they can make things leave the graveyard multiple times (as opposed to reanimation/delve effects always netting 1 token). To clarify for escape: putting a card onto the stack and paying its cost happen at different times and both would trigger Tormod, so Tormod happens twice afaik.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    I'm really not excited to play a 4 mana 4/2 + 2/2 that I probably can't play until t6. I'd only really want to play Tormod, the Desecrator with multiple things that make multiple tokens, but those are pretty spread out. Escape makes 2 (I'm pretty sure) but there's not a ton of cards with it, Pychatog works very well, and Rancor(edit: doesn't net tokens though)/Reassembling Skeleton + sac outlet works but is a 3 card combo. With sufficient combos he's probably pretty good, but that's a lot of setup for a fairly slow and fragile engine.

    Fall from Favor is good, but I don't think removal + monarch makes for good gameplay.

    I kinda like Staunch Throneguard. It's pretty similar in power level to the rest of the old non-Palace Jailer monarch cards and gives every colour access to monarch by itself.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Toggo, Goblin Weaponsmith is a pretty sweet card. Bad topdeck, but producing 2 mana shocks is a pretty powerful effect.

    Dargo, the Shipwrecker seems pretty good as far as all in cards go. Curves out of any of the 2cmc make 2 dudes cards or Thraben Inspector for a 7/5 trampler on t3. Being able to cast it for R also opens up some neat stuff like Reckless Charge + Temur Battle Rage with low mana requirements. It's also not the worst if you play it as a midgame threat: 7/5 trample is big for 5 mana and it also functions as a one time board sac if it's needed.

    Prava of the Steel Legion needing less requirements and being easier to interact with than Intangible Virtue are big pluses for me.

    I don't think there's a way to make Rograkh, Son of Rohgahh decent even if you build entirely around him.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Legends Previews
    Big fan of Coastline Marauders. At its best in a more midrangey shell, but still strong in aggro.

    Merchant Raiders is pretty good, but most (all?) of the good pirates are lower cmc than it. Probably still worth it without deliberate support if your blue section wants it.

    Kitesail Skirmisher might be worthwhile if we get more pirate tribal support. 1 toughness isn't great, but a 3 power flier for 4 with some offensive utility and a reasonable recursion cost is pretty close.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Until people are going to 4, mulligans still generally make for a functional game of magic, so I don't really see the need for free mulligans when they can alter deckbuilding. Starting from unbalanced positions also often makes for interesting games (and if being down 2 cards loses the game it generally happens really quickly). Informally, if someone ever went to 4 I made them draw 5 or 6, but I don't think I've had anyone go to 4 since London mulligan was introduced.

    //////

    In the opener you're generally looking for 3 lands. The chance you get 2 or more lands in your opener with 17 lands is 89.5%. 18 lands brings it to 91.9%. Exactly 2 lands is 24.5% vs. 21.6%. If you want 3 or more lands it's 64.9% vs. 70.3%. On the play with a 2 lander you're 33% vs. 30% to miss your third land drop. 19% vs. 17% on the draw.

    So, comparing 17 vs. 18 lands, on the play you're 8.0% vs. 6.5% to miss your 3rd land. On the draw 4.6% vs. 3.7%. 0.9-1.5% isn't really a relevant amount imo, especially when these calcs presume you keep every 2 lander, so I'm not really convinced aiding mulligans is a valid primary reason to run mdfcs (outside of maybe going from 14-15 to 15-16 lands). I am ignoring the potential to avoid mana screw, but that's less important and shouldn't be more than a percent at most.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Cubing a card solely because your 23rd card is generally worse is sketchy reasoning imo. There are definitely arguments for mdfcs, but "better than your 23rd card" is basically the definition of filler. Maybe this is a personal thing, but if I consider a card filler it's on the list to be cut.

    Is Akoum Warrior better than Ghitu Encampment, a played card that is getting phased out? Similarly, Sejiri Shelter vs. Shelter or Malakir Rebirth vs. Undying Evil/Supernatural Stamina? I understand that these aren't straightforward comparisons in the same way the cycling lands are, but comparing mdfcs to a cycle of cards I don't think anyone has played for years is pretty pointless even if you decide mdfcs are better (which I think I agree they are).
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Nothing we got access to feels remotely pushed. There's some alright cards, but a lot of them are not really worth going out of the way for unless you already support their archetype. Mdfcs are somewhat novel, but the cards themselves are unexciting unless you are super into value lands.

    Fearless Fledgling - I dislike most white aggro 2s and this seems solid
    Skyclave Geopede - Decent aggro threat with some respectable synergies
    Bloodchief's Thirst - Cards that might be able to diversify hard removal suites don't come around often, even if I have some doubts about this one
    Bubble Snare - Very reasonable card all around
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Playing a mdfc instead of a 17th land doesn't really get you much benefit since probably 70% of the time it'll just be a etbt land that doesn't fix. The effect may be better than the value lands we have access to, but you won't be able to have that value often enough for it to be much better (and we don't play many value lands rn anyways). I'll make the exception that if the card is sometimes worth skipping a land drop it might be worth it (Skyclave Cleric is probably the best example. Maybe Malakir Rebirth or Spikefield Hazard?).

    Playing them as an 18th land removes the etbt issue and gives them much better uptime while giving you a better chance to hit land drops. There is some real upside here, but it would be competing with a spell. The issue is most of the spell sides are significantly worse than the non-mdfc version so the land cycling doesn't make them interesting: Sejiri Shelter vs. Shelter, Jwar Isle Disturbance vs. Censor, Bala Ged Recovery vs. Regrowth, Malakir Rebirth vs. Undying Evil/Supernatural Stamina (though that one may be close).
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Iridescent Hornbeetle is a bit expensive, but it's nuts with any +1/+1 counter card since it counts each counter. Might be the best payoff for the archetype while also being strong on an empty board?

    Fearless Fledgling is starting to make me think this set is an elaborate scheme to have me keep in karoos. 3/3 is probably a normal size for it to end up at, and even if drawn late it not basically completely dead (like Steppe Lynx) since it gets evasion. I'm in a love-hate relationship with the normal art, but definitely testing.

    I'm a fan of Bubble Snare. Reasonable removal that can be played around.

    Skyclave Geopede being non-hastey Skizzik for 1 less mana is good enough for me to test, especially since 3/1 trample isn't even that bad a floor. 7/5 trample might also be a payoff worth building around for some GR ramp deck.
    Posted in: Pauper & Peasant Discussion
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