This is an odd one, very interesting/unique for sure. I'm working on a Peasant Snow Cube, notably cutting reanimator, so black should be able to fully support aggro/mid/control. I'm just not sure what decks wind up playing this. A weird midrange card to keep opponents off their fixing midgame and a late game winner if you're ahead? First glance I think it comes up short, but it's one of the more interesting cards Peasant Snow has gotten.
Curious if anyone has ever experimented with a goblin tribal idea in peasant cube and how that went? Lots of powerful cards in the pool (Lackey/Recruiter/Warleader/Matron/etc), but seems vulnerable to needing all the pieces to come together to be any good.
Putting together a budget cube and coming to the conclusion that the lands will probably have to be peasant-style tap lands (Tri/Vivid/Thriving my top 20 picks due to versatility in draft). If I'm aiming to support 2 color decks (but not really more colors) how many more cycles would you recommend adding? 0-2 more sounds reasonable to me (likely the bounce/scry cycles), but having trouble making up my mind.
Which do you prefer, the bounce or the scry? Could the signets reasonably fill the role of 3rd cycle of fixers? Alternatively springing a part of the budget on the man lands as lands that aren't too expensive and may survive the transition if I ever decide to de-budgetize the cube?
Any budget colorless lands anyone really loves (I didn't really see any on first glance)?
Any word on how Kangee is working out for you? Cool looking card that somewhat enables Fliers as a playstyle, but is fine in other stuff unlike Empyrean Eagle and the like.
Icehide Troll - Seems pretty good if you play with snow-covered lands. Icehide Troll seems to be fine on curve not really want you want to see against aggro, but really shines in the late game as a mana sink. Often with green you can generate mana quickly, but you quickly reach the point where you have more mana than you know what to do with so any decent mana sinks are welcome. Grim Draugr is similar in terms of being a mana sink. Still seems kind of awkward to turn your lands into the snow-covered versions for a few marginal cards. Arcum's Astrolabe seems fine. Frostwalla is basically a worse version of Icehide Troll. Iceberg Cancrix seems ok as well. Chilling Shade I guess. Chillerpillar is fine in midrange, but maybe a bit slow. Winter's Rest is actually good. And that's about it for cards that care about snow lands. And Skred. Oh and that one zombie from Ice Age Gangrenous Zombies. Basically going snow is still marginal except for Winter's Rest; and Icehide Troll is one of the the better of the lot.
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
I'm not a big fan of mill though, so out for me.
Finalizing Azorius for a mid-power budget cube (combo pretty much axed):
Reflector Mage vs Geist of Saint Traft
Soulherder vs Brago, King Eternal
Dream Trawler vs Ethereal Valkyrie
Which do you prefer, the bounce or the scry? Could the signets reasonably fill the role of 3rd cycle of fixers? Alternatively springing a part of the budget on the man lands as lands that aren't too expensive and may survive the transition if I ever decide to de-budgetize the cube?
Any budget colorless lands anyone really loves (I didn't really see any on first glance)?
Any word on how Kangee is working out for you? Cool looking card that somewhat enables Fliers as a playstyle, but is fine in other stuff unlike Empyrean Eagle and the like.
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
Gods' Hall Guardian interests me from Kaldheim.
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
Also: Three Visits and Land Grant (I forgot Three Visits was affordable again)
I think that's all of them (that just is ramp, I guess there's stuff like Acid-Moss)