Quote from BrownDog5117 »As long as you play Bloodhunter Bat I have no problems with you.
If you do run Bloodhunter Bat please remember to indicate that by marking your Cube as "Peasant+".
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Quote from BrownDog5117 »As long as you play Bloodhunter Bat I have no problems with you.
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3/anything really. If they are going to attack around it with multiple 3/x's, they'd better be winning that turn, or near enough. It's obviously bad aggressively, but buying time to set up grindy graveyard or other value interactions suits what Golgari often does in my cube.Quote from Leelue »2/2s and 3/2s, ground or flying, can't attack into it. 2/3s, 4/2s, 3/3s don't want to. It seems pretty good.
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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.
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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.
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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.
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Reconnaissance Mission seems fine, but cycling doesn't help enough to make me overlook that it's a 4 mana enchantment that doesn't affect the board and requires you to be at least at parity.
Call of the Death-Dweller seems too hard to set up to be consistently worthwhile, even if it is reasonably powerful.
Clash of Titans might finally be a playable version of this kind of effect. Diversifying red removal is a nice bonus too.
Auspicious Starrix is a 5 mana 6/6 with a pretty powerful alternate condition. Seems like a staple to me.
Grimdancer seems solid, but also like something I'll never find a reason to play and will cut a year or 2 down the road.
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I'm incredibly baffled by how they managed to make 3 of the most complex mechanics in the game (they're probably all top 5 after banding and maybe suspend) and then decided to put them in the same set. I'm scared of how mutate works with O-rings, even though I think I got past all of the other unintuitive stuff. As far as I can tell most people have no idea how the details of companion works. And I'm still annoyed at how much mental energy I have to expend to keep Wurmcoil Engine tokens straight, which I'm sure will be similar to the keyword tokens, if not much worse if you don't have physical representations handy.
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Ardenvale Tactician seems really solid. I saw it was a common and assumed that the adventure was a sorcery, but it's not. It's a mono-coloured Feeling of Dread that fixes the main issue of running out of gas. A 1WW 2/3 flyer isn't embarrassing either if you need to do it without adventuring.
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Shower of Coals kills 2 random things and hits face most of the time. If you can get threshold it can be a big swing.
Lust for War can work basically anywhere, but it's matchup dependent outside of aggro.
Weaver of Lightning is mainly a control card in my experience as control decks can have issues with x/1s; we've gotten so many good spells matter's cards it's not always worth a slot in that deck imo. Spells-matter works very well at peasant with Murmuring Mystic/Young Pyromancer/Saheeli, Sublime Artificer. Then there's a bunch of other solid stuff you can play beyond that core which are more deck dependent: Rise from the Tides/Enigma Drake/Weaver of Lightning/Thermo-Alchemist/Pteramander.
I tried Baleful Ammit: it was bad. 4/3 lifelink is a big threat, but it's just too fragile for the cost. Being so horrible against removal and pretty pathetic on an empty board made it feel really bad even with the "right" deck.
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Imperial Recruiter got brought up in the general thread and adventure increases its utility a lot if we get good targets. With Order of Midnight it only costs 5 to get a Raise Dead effect with Recruiter, whereas previously it would cost 7.
Syr Konrad, the Grim is the only card I'm interested in so far. It plays nicely with basically everything black does. Aristocrats, discard, reanimation, self mill, delve, and removal all can trigger the ability. It's so much sturdier than Blood Artist/Falkenrath Noble (which is not a noble) and actually is a good empty board play, which probably make up for the worse effect in aristocrats while still having a lot of application elsewhere.
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If Recruiter is used to fetch purely powerful cards rather than archetype ones I see that as a fail state. Not only are you actively supporting good stuff play styles, but you're also homogenizing gameplay as a Palace Jailer type card will almost always be played, which leads to similar game states. This allows for linear deckbuilding around singular cards, which is completely against the purpose of singleton. I find it hard to believe that this usage wouldn't be the norm for Recruiter.
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Most people have basically no interaction with pauper/peasant cubes, so it makes total sense that people shy away from them. Even if the MTGO vintage cube isn't the best cube, I know that I can at least do some exciting stuff that's fun for a couple games; with pauper I'm not immediately coming up with cards I want to play with in the same way. And even if you know what to expect it takes a lot of time to get used to a whole new set of cards. I played pauper once and it was very clear immediately after my first game that I drafted wrong, which made close games almost impossible. If I'm only going to be playing the cube once, why would I play something I could have a horrible time with instead of something I know I can have close games with?
This doesn't really make your cube more inviting to play considering I now need to learn mechanics on top of a ton of new cards and archetypes. If I had Shield Bearer in my cube I can assure you I would spend a good 10-15min over the course of the draft explaining how banding works. Regardless of how much fun Shield Bearer is, that's a lot of time to be spending on a single card instead of playing the game. This also just paints you as a contrarian for the sake of being a contrarian, which isn't a good look.
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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.
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.