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  • posted a message on Rando Cube Card of the Day
    Great if you can get to the late mid game in a stable position, but almost uncastable otherwise; deck and match-up dependent, but really powerful in the right situation. Probably my favourite reanimation effect because of how much play there is to it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Devoted Crop-Mate is probably just a 1. The ability adds a lot of pressure (Gust Walker is a particularly good target), but it's just a bit too fragile with no etb.

    Agree with _i0 about the rest of them, though I think Trueheart Duelist is closer to a 1 than a 2.

    The thing about Warfire Javelineer is that the stats are actually good for the deck and that the ability is really consistent at killing things in the right deck. I had a draft this morning where it killed a Pelakka Wurm and Sentinel of the Eternal Watch, and that deck wasn't even super extraordinary in putting cards in graveyard. To be honest I think it's pretty much equal to or better than Skinrender if you have the deck for it, but if you don't have the deck for it then it is not great. Definitely in the 1-4 range, and I would definitely lean higher on that spectrum.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Emberhorn Minotaur is probably reasonable, but I don't see any reason to cube it over Bloodfury Giant.

    I can't really imagine Limits of Solidarity ever being better than Blind with Anger. I don't really see the use of cycling besides searching for burn, and Blind with Anger will almost certainly buy you a turn to see an extra card.

    What are the cards that Warfire Javelineer irrelevant? I think it's a pretty easy 1 at the very least.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Bitterblade Warrior feels like a 0 to me. Creatures just don't really get past 3 toughness very much, and, chances are, there is going to be more than it and the single blocker. Hard to justify over Terrain Elemental.

    Hooded Brawler is probably a 1. It's a bit clunky, but it does well on each other turn.

    I could see Cartouche at a 1. It's a bit over costed, but not too much so, and trample is huge on some boards.

    Synchronized Strike at 3 mana is just too expensive for a combat trick. The blowout potential is there, but, as you're only playing it in aggro, Symbiosis just does it better.

    Exemplar of Strength is probably similar enough to Longtusk Cub to get a 2. Bit weaker as a slith, but is randomly a 4/4.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    I think Naga Oracle is a pretty safe 0. A 2/4 body for 4 is horrid, and paying 4 mana for card filtering just isn't where you ever want to be.

    Censor is somewhere between a 1 and a 2. Kind of hard to place because the cycling is so cheap, but I would lean towards a 2.

    How is Winds of Rebuke a 2? Disperse got a 0, and I doubt that a mill 2 is worth 2 points, especially when it also fuels your opponent's graveyard synergies. I could see it at a 1, but even then that's relying on a lot of synergies.

    Galestrike is probably just too expensive. If Repulse wasn't a card I could see it at 1, but that's not the case.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Grim Strider is probably playable in really low curve decks that top out at 4, but a 4 mana 5/5 that restricts deckbuilding is really not what you want. I could some hypothetical black sections that could use it, but realistically it's a 0.

    Horror of the Broken Lands isn't horrendous, but you have to evaluate it at better than a 6/5 cycling vanilla for it to be good, which is pushing it. Playable, but not good enough to cube.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Which cycles of lands would you put in your Cube ?
    I'm at ~10% fixing lands atm, which I've found a bit too high; I'll probably end up cutting down to ~9%. I'm currently running gainlands, trilands, bouncelands, vivids, and the 3 fetches.

    Trilands, vivids, and the fetches are just good and consistent. Gainlands are pretty filler, though the lifegain does occasionally win games. As for bouncelands, I think they're good as long as you don't have a lot of things that can punish them running around.

    In my experience lands do not really enable 4-5c piles, and those decks tend to lose to aggro. That may be because all my fixing ETBT and I'm not on that many rainbow lands, but they have not really been that prevalent. The main thing I've found my high land count to do is allow stuff like Counterspell and Hymn to both be in Grixis, but you need enough high picks for the deck to be brutal that it's not really a concern.

    Edit: 17 basics is typically fine for normal draft, but your mana does become horrendous if you want to play double colour spells. Packs do occasionally get a bit land filled, but as long as the rest of the pack is fairly spread out in terms of colour it doesn't matter a ton.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Criticize my Cube (Evaluate Everything, version bacchus2.0)
    A few numbers for Augur: 10 Spells is 59%, 12 is 66%, 14 is 74%, and 16 is 80%. It's not a bad card, but if you're not supporting spells it's almost certainly worse than other defensive blue options; even if you are supporting spells it's still quite narrow. It's been in and out of my cube for a while, and this does remind me it's on the way out.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I've never put in the green curse cause it just ends the game if you have a board. Black curse isn't ridiculously unbeatable, but evasive creature into it just isn't a fun game, especially because I don't like including artifact/enchantment hate.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Revenant needs to be consistently a 4/4 or better to be reasonable, which doesn't normally happen by turn 5-7, even for graveyard based creature decks. Just not enough consistency or payoff: 0.

    The difference between 5 and 8 toughness just isn't enough to justify Rotting Mastodon over Keepsake Gorgon or Ukud Cobra, even ignoring the deathtouch: 0.

    Sadistic Hypnotist is probably a 1. It's niche and requires some sacrifice support, but is strong in the right situation. I think most cubes are fast enough to punish a card that kills your entire hand, though in the right environment I could see it go up to a 2, or maybe even a 3.

    Is there any good reason to cube Street Wraith? I get it cycles, but it just takes up space in the cube if it's being cycled all the time.

    Woebearer is just worse than gravedigger. It costs 5, takes 3 turns to beat a random gravedigger, defeats the purpose of a gravedigger if it's killed before it hits, and is just bad against black decks.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Shardless Agent has preformed reasonably for me. It gets played with counterspells a bit more than I would like, but it's a good card.

    I take out anything that leads to bad gameplay by itself. Warhammer, Wargear, and Curse of Shallow Graves are the main cards I've removed, because they do just end the game, but not immediately. Generally if my drafters tell me a card is stupid a couple times I'll remove it. EDIT: There are a strong cards I've never tested. Also, both the good Shrines are in the same category.

    I basically just threw stuff at the wall at the start and then just ran with it. It ended up working out because cards are being added or removed with the archetype they supported (or didn't) in mind. I think as long as you have some idea of what the colours do the archetypes build themselves.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rando Cube Card of the Day
    I'm on Custodi Squire, Deadwood Treefolk, and Restoration Gearsmith as far as Raise Dead creatures are concerned (Ewit gets back spells normally; Squire and Gearsmith almost always gets creatures). In monoblack at lower sizes you can just play reanimation, though I have been fairly impressed by Wander in Death, which is probably what you would play if you support the "I have infinite mana at that point" argument.

    EDIT: I run Baloth Null as well
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Curious Homunculus is just a bit too deck specific for my taste. I would want it in the 18 spell UR deck, but I don't think I would want it in most of my control decks as it doesn't impact the board enough. Granted, I've been impressed enough by Cryptic Serpent, so I might end up testing it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rando Cube Card of the Day
    Snakeform has been impressive for me: it's pretty close to a catch-all answer to creature in colours that struggle with that. Dealing with fliers and such is it's main role, but it can deal with death triggers and large creatures pretty easily. A bit clunky at times, but fills a niche that is hard to fill and is also nice value.

    I'd say Kitchen Finks and Snakeform are pretty well designed: you put them into a deck to do something, and they do it with no questions asked. Murderous Redcap has great flavour, but it doesn't really feel like a black card and it doesn't play in a way that supports the flavour.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Blazing Specter seems a good bit better than Abyssal Specter. Delayed discard is just not good; Abyssal will get hit by removal, Blazing might hit removal.

    Fluxcharger is fine, but I think Enigma Drake makes it irrelevant. Enigma Drake has a better body after 3 or 4 spells, which is not difficult to do in most UR decks, and it costs 1 less.
    Posted in: Pauper & Peasant Discussion
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