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.
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Feb 17, 2021Purplemurasaki posted a message on Tips, Recommendations, Thoughts on my Peasant Cube (540)Posted in: Pauper & Peasant Discussion
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rancoredmalone posted a message on Tips, Recommendations, Thoughts on my Peasant Cube (540)I certainly think it is fun to have a Peasant cube with more focus on multicolored cards. It leads to decks which are stronger on average and rewards people for reading signals during draft.Posted in: Pauper & Peasant Discussion
For my cube, which is at 8 slots per guild (2 lands and 6 spells) and 512 cards (80/512 = 15.625%), I did eventually lean into Leelue's plan B.
I play a lot of cheaper artifact destruction where I can and cut a lot of the lower power 2-for-1s and early defensive cards. I try to keep out a lot of cards which profile as strictly "midrange" cards, since midrange decks have the ability to make so many cards work in their decks.
If you are looking to reduce your multicolor component, I also have a couple of suggestions:
1) Find land fixing outside of the guilds. The Thriving lands from Jumpstart are amazing and fit almost every deck. Vivid lands are good in almost every deck of the base color, but do have the potential to allow for "too many splashes."
2) Move theme support cards into mono-colored. Having some of the White +1/+1 support creatures from Khans would help take some burden off of the guild sections while also allow more interesting decks. A lot of random creatures have +1/+1 counters in Blue, Black, and Red. -
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Leelue posted a message on Tips, Recommendations, Thoughts on my Peasant Cube (540)Senseis divining top and force of will arent actually considered very high power level in peasant, by the way.Posted in: Pauper & Peasant Discussion
Without shuffle effects, top is underwhelming at best. And without too many "oops, I win" cards in peasant, force of will isnt worth the card disadvantage nearly as often as it is in eternal formats. I mean, it's still cubable, but nothing crazy.
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I wouldn't get too bogged down in making sure every pair of colors has a unique sub theme. Merely putting in a bunch of interesting buildarounds (like goblin bombardment) and payoffs in as many colors as possible will naturally form the archetypes for you. So long as every color can contribute in the early game and in the long game (within reason), you'll be fine.
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13 multicolored cards per color pair is definitely overkill. That's 130/540, or almost 1/4 of your cube!
By comparison, I have 3 multicolored cards per pair, getting me up to 30/420, or 1/14th. If I moved up to a 4th card, I'd definitely feel like I'm pushing the limit on how many dead draft picks there are but it might be alright. Any more than that and I'd see it as problematic.
That isnt even mentioning that the trilands are still dead in 40% of color pairs, contributing to the total number of dead cards per draft.
If you really must go hard on multicolor, you could cut... idk... a land and 3 spells per color pair and it would still be a lot left over. The incentive to play 3-5 color midrange and control is extremely high in this type of list, which means you probably have to account for that in one of the following 3 ways:
A) Embrace the craziness and gut the ability for people to play aggro. Go deep on control and midrange and combo.
B) fight this natural inertia by countering it in other ways. Cut some of the worse control/midrange cards and include a disproportionately high number of aggro cards. Maybe even some land destruction and more artifact destruction.
C) lower the amount of gold to be more in line with what others are doing. Maybe 10% of the cube instead of well over 20%. You'll still be pretty gold heavy but it wont warp the format so much.
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