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  • posted a message on Zendikar Rising for Peasant Cube
    Now that we have a full spoiler, time for a Way Too Early Top 20 from Zendikar Rising! I agree with a lot of the sentiment so far about this set being very parasitic and having very little to offer to most Peasant CUbes. That said, mine is a little bit larger than most (512 cards), and I was able to find a lot of interesting cards. First, some broad thoughts on the set:
    Party- Like most people, I have relatively few of these classes (2 Clerics, 4 Rogues, 14 Wizards, and 27 Warriors) among the creatures in my CUbe. That said, there are a far number of Warriors (4 white, 1 blue, 4 black, 8 red, 3 green, 6 multi, and 1 colorless), so there is a tiny bit of appeal in non-Warriors with the party mechanic. Speaking of Warriors...
    Warriors- My main issue with Warrior tribal is that it is pretty evenly spread between white, black, red, and green. While I can see making room for a few more Warriors in red, I do not see a significant upside in power for adding them.
    MDFCs- I evaluate these on a case-by-case basis, since we have so many ETBT lands with spell effects and spells with cycling abilities. That said, I think having a land backside is better than generic cycling. I also value the spell side more if they have potentially swingy effects at their mana cost (so no 1/3s that gain 2 life, for example)

    With that said, here is my top 20 for Zendikar Rising.

    20) Marauding Blight-Priest- The cheapest version of this effect for Peasant, and reasonably statted.
    19) Kitesail Cleric- A generic 1/1 flier with some late-game upside. Peasant is littered with these.

    "Lower" Class Cards
    18) Ardent Electromancer and 17) Goma Fada Vanguard- With another red Warrior in play, Electromancer generates RR immeditaely and Vanguard can keeps blockers away, both of which can keep the tempo rolling.
    16) Windrider Wizard and 15) Rockslide Sorcerer- I tend to want my blue spells-matter cards to have game-winning potential and for my red spells-matter to be more aggressive. Neither is awful though.

    Maybe Double-Faced Cards (MDFCs)
    14) Khalni Ambush- Both sides are good for a ramp deck, just not sure I want this effect for a ramp deck.
    13) Silundi Vision- A potentially powerful card for control, but really hurt by the fact that Peasant has few high-powered spells.
    12) Song-Mad Treachery- Even at 5-mana, Threaten effects can win games for aggro decks, so this qualifies based on power, although I do not like most Threatens for CUbe.
    11) Kabira Takedown- An unique effect for white on its face, with the additional benefit of a ETBT land as well. I could see this outperforming expectations.
    10) Makindi Stampede- Another effect that can win games at 5-mana. Unlike Song-Mad Treachery, I like having mass pump effects in white.

    Various Solid Cards
    9) Skyclave Pick-Axe- A very poor man's Rancor that can give +2 power and be moved around later. You might get a double pump sometimes, but I think the deck that wants this equipment does not play land ramp.
    8) Malakir Rebirth- Could be anywhere from 5 to 20 on this list. I play both Supernatural Stamina and Undying Evil currently. Not sure how much benefit the land gives over the worse spell effect.
    7) Roil Eruption- The kicker upside is really nice and 5 damage is a great way to finish games. Has a lot of competition for this effect though.
    6) Bloodchief's Thirst- Probably better than Fatal Push, but that card is not an All-Star anyway.
    5) Skyclave Geopede- Could attack for 5 with trample on turn 4 and can easily survive for multiple attacks. Powerful, but unreliable.

    Cards I Will Play
    4) Blackbloom Rogue- A 2/3 menace for 2B is certainly below average, but between the land backside and the +3/+0 potential, this is a card that can either help you survive to the late-game or help win the late-game.
    3) Akoum Hellhound- I am on record as not liking red 1 drops, but here is one of the few that can easily attack for 2 on turn 2.
    2) Bala Ged Recovery- Regrowth is exactly the type of card that can be situationally really, really good, so bumping the mana up by one and giving an ETBT land as a fallback plan is worth it for me.
    1) Fearless Fledgling- I consider this better than the 1W 2/1 fliers (Mistral Charger and Stormfront Pegasus) if you can cast it on turn 4 or prior. In most aggro decks, you will see more than half of your total cards for that game by turn 4. With that said, I expect Fledgling to be good enough while potentially dominating on turn 2.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    I came around again to post a too-early top 20 Peasant CUbe cards from M21. This set is not actually that shallow for interesting cards, but almost all of them are creatures and only one of them feels like a staple for the long-term. I always judge based on my personal interest for my 512 card, powered, and multi-color leaning CUbe.

    Intriguing Options
    20) Warden of the Woods and 19) Waker of Waves- There was already a big discussion about both of these, but I very hesitant to play a 6+ mana creature that does not either immediately impact the board, protect itself, or attack really well. Neither of these qualify under that criteria and the possibility of drawing two cards when losing my best permanent does not entice me.
    18) Obsessive Stitcher- Good value, but a little expensive as a looter, telegraphs the reanimation, and is a guild spell.

    The Lifegain Payoffs
    17) Griffin Aerie, 16) Indulging Patrician, and 15) Silversmote Ghoul- As far as payoffs go, I think you need to go too far to enable these three. There are some interesting enablers for gaining 3 life (Splendor Mare, Essence Extraction, Gerrard's Verdict, etc.), but I would much rather start with the variety of "Whenever you gain life" triggers and go from there, especially because a lot of those enablers work in other archetypes, such as Blood Artist and the like.

    +1/+1 Counter Payoffs
    14) Wildwood Scourge and 13) Conclave Mentor- I am surprised how few cards I actually have to grant +1/+1 counters in these colors, but both of these are interesting payoffs for that deck. I think the best way to utilize these would be either with cards that repeatedly give counters or one-time mass counter effects, like Relief Captain or Ridgescale Tusker. This archetype keeps getting stronger, as you see with my #5 card.

    Value Creatures
    12) Bolt Hound- Has a lot of potential impact on a game, but may be hard to realize that more than once or twice.
    11) Carrion Grub- I like the idea of this card, but green is the only color that can reliably get the power above 4, which I would need to be happy.
    10) Twinblade Assassins- Speaking of Golgari cards... here is a potential value engine. Being a 5/4 for five helps the floor of this card and I can imagine games where this draws 2+ cards and is extremely good. Unfortunately, it might not have value the turn you cast it, which is tough at 5 mana.
    9) Shipwreck Dowser- The best version of this effect on a creature. 3/3 is a relevant body that gets even more so with Prowess.
    8) Liliana's Devotee- I am really close to playing this one. Pumping out 3/2s is very relevant, the Zombie tribal bonus matters a little, and the base body is adequate. I worry I do not have the sacrifice outlets to best utilize this, meaning I would warp my turns just to utilize it.
    7) Kinetic Augur- I think the threshold for this being good is as a 3/4, since I would be reasonably happy with a 3/4 that rummages two at 4 mana. Similar recent cards power off of non-creature spellw, leaving this a bit behind.

    Excited to Test
    6) Llanowar Visionary- Green 3s are really weak, and this combo of creature, card draw and ramp plays great for green decks.
    5) Basri's Solidarity- I like another "Anthem" effect in white, and this is pretty strong at 3 creatures, obviously much better the wider your board is.
    4) Seasoned Hallowblade- I know it is mostly worse than Adanto Vanguard, but you can be worse than Vanguard and still be playable.
    3) Vryn Wingmare- Extremely interested to see what this looks like in Peasant, although I suspect the power level may not be there.
    2) Quirion Dryad- I have a red/green pump deck in my CUbe, and I am always interested in cards that fit that deck. This looks good in that deck, and has more upside outside of it than cards like Manaplasm or Syr Faren, the Hengehammer.

    1) Heartfire Immolator- Like most people, my top card for M21. Trades with troublesome small creatures, plays well with other burn spells, plays great with pump spells.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Pioneer Peasant
    Strangely enough, I recently built a Pioneer Peasant Cube, as sort of a fun thought project that is pretty cheap to put together physically (no foils for this CUbe, but lots of weird alternate versions).
    I am trying to emphasize the themes for each color pair, so the removal is slightly under-powered,
    Here is the list: https://www.cubetutor.com/viewcube/161689

    I built around enemy color pairs, which each have both a major and minor theme. Allied colors get a minor theme only.

    W/B- Lifegain (major) and Vampires (minor): Tried to keep the lifegain as either large single-time effects or small repeatable effects. Lifegain has a lot of decent payoffs at C/UC in Pioneer-legal sets.
    U/R- Artifacts (major) and Wizards (minor): I wish there were more colored artifacts. A lot of my creatures in these colors make artifacts in some way.
    B/G- Full graveyard (major) and Food (minor): "Full graveyard" means things like delirium and undergrowth, with no delve at all. Really hard to find a decent minor theme for this pair. Food is the only thing that had 4+ cards in each color and a gold card.
    R/W- Auras/Equipment (major) and Cycling (minor): One of the main reasons I under-powered my removal is to give the enhanced creatures room to thrive.
    G/U- Counters (major) and Flash (minor): The only uncommon Planewalkers are in these colors so I can proliferate onto them. Included some Werewolves as an incentive to play more flash creatures.

    W/U- Fliers: We basically have 3 flying lords, so it was easy to find the theme here.
    U/B- Zombies: The Amass stuff works decently with +1/+1 synergies and black has tons of zombinos.
    B/R- Steal and sacrifice: A classic limited combo.
    R/G- Energy and trample: Was mostly energy, but it was easy to fit a little trample synergies in from Ikoria.
    G/W- Miscellaneous: Hard to find something here that was not replicated already by a major theme. Everything plays with the major theme of either Green or White.

    Colorless- I have a pretty big artifact section, as every color pair kind of wants them for different purposes. Tried to find as many artifacts that play with the themes of the set.

    Also made room for other synergies like Gates, Mutate, Trials/Cartouches from the history of Pioneer.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    I know I rarely post here, but I am glad there's a place for me to list my "Way Too Early Top 20" for Ikoria: Lair of Behemoths. I agree with most of the sentiments listed above, so I do not think I have any super hot takes this time around. As always, my CUbe is a bit larger (512 cards), has a little more multi-color focus, and runs as much power as I possibly can at Peasant level. I tend towards more interesting cards, since you don't need me to tell you the 4th best version of an effect (Bastion of Remembrance) is good if you want it.

    Some broad thoughts on Mutate: I started looking at these as powerful, but situational auras more than anything else. They mostly want to go on smaller, non-Human creatures and into decks that want their ETB-like effect. In my mind, that splits them into two distinct camps: Green mutate creatures and non-Green mutate creatures. Imagine a card like Vulpikeet that is probably going to be very powerful in its native format because you can get a turn 3 attacking 3/4 flier. More than half of my white 1- and 2-drop creatures are human, so who knows how likely I am to even have a target turn 3. Even red is about 43% human at 1- and 2-drop creatures. Blue has very few early creatures. Black is decent for early non-Humans, but Green is certainly king of the jungle here with so many early non-Human mana creatures. Onto the list!

    Honorable Mention) Flame Spill- I think Super-Duper Death Ray is a good enough 3 mana burn spell for large cubes, but would not want two. If you do not like silver border, give this a whirl.
    Honorable Mention) Boot Nipper- I played Child of Night before, and this has solid upside over that.
    Honorable Mention) Excavation Mole- Okay self-mill plus okay body could make it in aggressive graveyard strategies.
    20) Spelleater Wolverine- I like that this card can help push Izzet Spells into a more graveyard-based deck. If your cube already has synergy that way, this is a decent option for support.
    19) Channeled Force- Speaking of graveyard Izzet Spells, here's an option that could let you churn through your deck quickly. I like Ancient Excavation a lot in Dimir because of the graveyard support plus cycling.
    18) Fire Prophecy- I, too, prefer my burn to go dome. But this has a powerful upside if you want this type of burn.

    17) Dreamtail Heron- There are a select few blue creatures that benefit greatly from a turn-4 mutation. (Looter il-Kor, perhaps?) But otherwise, 3U to draw card and get +1/+2 and flying is not a great average benefit at all.
    16) Regal Leosaur- Really shines in a token deck, either with the white flying tokens or the red Goblin tokens. Other than that, I doubt a generic aggro Boros deck wants this effect.
    15) Lore Drakkis- I can certainly imagine powerful situations for this card. Even a late game 2-mana to give a creature +0/+1 and return a powerful spell is something. I think there are enough better versions of this effect available in Izzet decks (if you want to treat it as a mono-red card, that might up your utility).
    14) Necropanther- Here is the first mutate card that really makes me feel like I'm getting a lot of impact for my mutation cost. Upgrading a small creature and getting back another 3-drop is pretty good. That said, still very situational, especially having a good target to return on turn 4.

    13) Valiant Rescuer- I like the versatility of cycling 1 on an early-game card, but I like the sheer power of other 2-mana 3/1 creatures more and would suggest Shepherd of the Flock as a very versatile creature that is just better, I believe.
    12) Wilt- I was initially very high on this card because I love early artifact destruction being available. That said, green has a ton of creature options I prefer before this.
    11) Neutralize- The most interesting comparison to me is Supreme Will, a worse counter but a much-better card selection option. I ended up not trying that, so this will likely sit out as well.

    Good Cycling Cards
    10) Splendor Mare- Very strong body on its own plus the backup plan of cycling plus a lifelink counter. The main thing keeping it out of my CUbe is that is plays better defense then offense in an aggro color.
    9) Titanoth Rex- It is SO big and just a tremendous re-animation target. The only giant Eldrazi I still play is Artisan of Kozilek, which benefits from being colorless and maybe a better attacker. I do not like giant creatures without ETB abilities, but at least you drew a card first.

    Commander 2020 8.5) Bonder's Ornament- Definitely the best 3-mana artifact of its type. Combining Manalith with Jayemdae Tome. I think it is worse than Pristine Talisman, but certainly very close.

    Good Mutate Cards
    8) Boneyard Lurker- This turns a creature on board into a permanent back to your hand and the colors are right. This probably falls into the "reliable, but not powerful enough" mutate pile.
    7) Migratory Greathorn- Turn 1 Elf into turn 2 Greathorn for the ramp plus a big creature is quite the dream. A slightly slower version of that is probably okay, but it falls off quickly after that. Powerful enough, but not reliable enough.
    6) Auspicious Starrix- I am just slightly undersold on the plan of having a 6/6 for 4G. The mutate effect could certainly be much stronger than something like Boneyard Lurker though. Reliable and powerful, but maybe not enough of either. Very close call.
    5) Parcelbeast- I think this is pretty good as just a 4-drop without mutate, but the upside of a turn 2 mutation or turn 3 mutation with drawing a card is super powerful. Reliable and powerful enough for me.

    Pretty Good Cards
    4) Skull Prophet- 3 power for two mana, ramps, and fills the graveyard. Should be pretty easy to make this useful in any game.
    3) Grimdancer- This card plays offense and defense so, so well. Menace + deathtouch is extremely hard to block, and lifelink + deathtouch plays great defense in all scenarios. Extremely solid creature.
    2) Sprite Dragon- The upside of permanent power boosting easily outclasses Stormchaser Mage for me. Plus, there's a super cool Godzilla version to play!
    1) Heartless Act- A very good removal spell that we only see every couple of years. Plenty of room to be the 4th best version of the effect and make it easily into CUbe.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Theros: Beyond Death Spoilers for Peasant Cube
    I almost just show up for this one post every spoiler season, so let's make the most of it.
    First off, I barely got to cube in 2019, so take this all with a grain of salt as I present my "too early top 20" of cards I am most excited about for my cube in Theros: Beyond Death. I have a larger CUbe that is designed to be powerful, so my card selections are different than most. I have quite a few cards no one has mentioned on their lists since the full spoiler was released (#18, #16, #15, #14, #12, #11, #9, #7, and #4).

    20) Nyx Herald- Green 3-drops are perennially bad, so this is up for consideration, but being a 3/4 only on attacking does not really do it for me.
    19) Whirlwind Denial- Peasant does not have big, splashy abilities to counter (like a Planeswalker ultimate), so this is mostly a curiosity as an underpowered 3-mana counter.
    18) Medomai's Prophecy- This is eventually a scry 2 plus draw 2 for 1U, but it takes a long time and is not completely reliable. The first time you have to whiff on the draw 2 will be the worst feel-bad.
    17) Omen of the Sea- 2 mana for instant-speed Preordain is not the worst deal and there is a scry 2 later. I think the raw power is underwhelming for the mana investment.
    16) Threnody Singer- This is a fun, cheap trick for combat, but unless you are getting a card the turn you play it (or gaining a bunch of life), you end up with a 1/3 flier for 1U.
    15) Alseid of Life's Bounty- I love interesting 1-drops, but I think this effect costing 1 mana to activate saps a lot of the value out of this card. Kind of a Siren Stormtamer but with a worse keyword.

    Interesting Cards
    14) Mischievous Chimera- My only top 20 gold card. I think this is a good card for aggressive Izzet sections, since the 1 extra damage on counters and instant-speed burn could add up.
    13) Callaphe, Beloved of the Sea- I would have to be constantly getting 3 or 4 devotion to be truly happy, and I do not count that as being reliable in blue. I like the targeting tax a lot though.
    12) Escape Velocity- Certainly worse than Reckless Charge, but there is a little upside here as a permanent (but smaller) boost.
    11) Eidolon of Inspiration- This is a planeswalker deck card that is a 3-mana Battle-Rattle Shaman. It adds 2 damage right away in a color that has a lot of attacking 1- and 2-drops, plus a ton of evasive creatures all over the curve.
    10) Renata, Called to the Hunt- I agree with the thoughts of n00b1n8r about this hitting after most of your creatures have already been cast. Ramp decks do cast plenty of more expensive creatures, but Renata does not sync with that plan either. I also think it is a little worse than Druid's Familiar.
    9) Underworld Rage-Hound- There have been so many interesting red 2-drops with weird drawbacks and I have no idea how to judge them at first glance. The "must attack" drawback is pretty bad, but the escape upside is pretty good. Color me confused on this one.

    Cards I Am Excited to Test
    8) Alirios, Enraptured- On its own, the card would be a fringe Cube card. Then add the sacrifice and blink synergies and you have a fun (and super interesting) blue 3-drop.
    7) Daybreak Chimera- A very volatile card with high upside for white aggro decks. I think a lot of the decks playing Chimera will either get a 3/3 flier for 1WW or a great double spell turn on turns 4-6. It helps that white has a ton of removal that add devotion.
    6) Mire Triton- I think it is real easy to get a card-and-a-half of value off of this Triton between possibly trading up, milling relevant cards and gaining 2 life. It should have a home in lots of decks because of all the small upsides it offers.
    5) Careless Celebrant- Here is another card that should generate a lot of extra value. The 2-for-1 can be blanked, but the upside and fit in red are both excellent.
    4) Thirst for Meaning- This was my #1 card until I saw no one talking about it and realizing Thirst for Knowledge is not even in the CubeTutor Peasant 720 Average Cube. I like filtering a lot more than most and think the generic "Draw 3, discard 2" as a 2U Instant is still better than Think Twice, Forbidden Alchemy, and even Deep Analysis. I am willing to be wrong and cut this after a couple of drafts.
    3) Chainweb Aracnir- I am not convinced a 3GG 4/5 spider with reach that deals 4 to a flier would be a CUbe card at all. Then this card has additional upsides and downsides. The upside is affecting the board as a 1-drop and being a multi-recurring 4/5 late-game. The upside is affecting the board as a 1-drop and being a multi-recurring 4/5 late-game. The downsides are needing to have 4 cards in graveyard to escape and having to get this to the graveyard first. I think the upsides are much larger, especially if your CUbe can get cards to the graveyard.

    My Top-Tier
    2) Irreverent Revelers- This is a function of my CUbe playing a lot of strong artifacts and mana rocks. I think red and green have each recently got enough good creature-based artifact removal to combat the crazy strong artifacts.
    1) Anax, Hardened in the Forge- As everyone has said, potentially huge power for cheap and has a relevant ability that helps red keep attacking (or sacrificing) into the mid-game. Also, the alternate version looks AWESOME.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    Hello all. I have not been around for spoiler season (and still haven't drafted my Peasant Cube in 2019), but that will not stop me from having hasty thoughts in a Way Too Early Set Review. A little too much of this set was pushed towards its main themes, specifically mono-colored, and the best cards are not slam dunk inclusions. As usual, I rank based on how interesting I think cards could be for my Cube.

    20) Hypnotic Sprite- The spell countering is too narrow and the main body too mana intense to cube. I am not excited to cast this when I reliably have the mana turn 3 or 4 and am not excited to hold this late to try and get the upside.
    19) Merchant of the Vale- An interesting filter card attached to a below rate body. It just exists in a weird space for my red decks, not great for aggro, not great for the spells deck, probably good for midrange and controlling decks.
    18) Animating Faerie- I do not have the artifact base to support this, but potentially adding 6 power to the board by turn 4 is some real potential.
    17) Queen of Ice- The main body is just a little too outclassed by similar effects (Man-o-War, Exclusion Mage, Stitched Mangler) for the adventure to make it cubable.
    16) Embereth Shieldbreaker- I play a lot of powerful artifacts and I think Shieldbreaker is just on the other side of playable for me. I like it more than Manic Vandal, at least.

    15) Trapped in the Tower- Hits around 80% of the creatures in my Cube and, most importantly, my Cube has very few ways to grant flying that would blow this out. That said, it's color unbalanced towards stopping Gruul and there is a lots of good competition for cheap white removal.
    14) Fierce Witchstalker- A card at common that is around 80% of the normal functionality of Obstinate Baloth, which is a decent rare cube roleplayer. A pretty hard roadblock for aggro decks once you eat the Food it makes.
    13) Gingerbrute- I have a soft spot for interesting 1-drops. Almost always gets in for 1 damage if you have the mana, but is outclassed by every colored aggro 1-drop.
    12) Wildwood Tracker- Green has very few Human creatures, but it is still no guarantee to always curve out and attack for 2 on turn two.
    11) Syr Carah, the Bold and 10) Syr Alin, the Lion's Claw and 9) Keeper of Fables- Almost every single 5+ drop in my Cube either has immediate value when it hits the battlefield or protects itself well. None of these pass those criteria, though they are all powerful and Keeper might draw you a card the turn you cast it.

    Cards I Might Play-
    8) Faerie Vandal- Has just enough setup cost to squeak out of my Cube. I do like cheap blue cards which can impact the board, and the upside is tremendous.
    7) Rimrock Knight- Another variant in the long line of 3-power Red two-drops. Has two downsides (1 toughness and cannot block) and one upside (+2/+0 for R adventure). A little too much competition to make it in.
    6) Archon of Absolution- Close to making it as compared to Baird, Steward of Argive, but I prefer the more defensive Baird and would not play both.
    5) Syn Faren, the Hengehammer- A fragile, but gigantic upside. I feel like if you can ever get 2 full attacks with this and another creature, you will be far, far ahead in the game.
    4) Grumgully, the Generous- As pointed out, a vast majority of red and green creatures are non-human, including all of the tokens. I think it will be pretty easy to get 5 total power and toughness out of Grumgully, but I also think Gruul is a pretty packed guild.
    3) Syr Konrad, the Grim- I completely dismissed this card until reading this thread. I will give a shot to a well-statted creature with a good potential impact the turn you cast it and lots of little upsides along the way.
    2) Venerable Knight- A 2/1 for W that has some potential upside (around 8-10 other knights in my Cube). Easy include, especially over vanilla 2/1s for W.
    1) Order of Midnight- A pretty likely add without the adventure and the adventure is sweet icing on the black aggro cake.

    Posted in: Pauper & Peasant Discussion
  • posted a message on c19 - aka what kind of busted treats are we getting this time?
    My first impression on Hate Mirage is that there are a few too many downsides to feel good about the upside. Four mana is more than most of our threaten effects (barring Frenzied Fugue), they are required to have two creatures and/or good ETB abilities to get that extra benefit, and it does not remove a blocker off their board. If they have an untapped 4/4 holding off your 3/3s, making a copy of the 4/4 does not clear the way for your 3/3s. The upside is super-strong, but the card feels more grindy then I prefer for my red decks.

    As for Cliffside Rescuer, I am on the same page as most. The protection ability is very useful, but it is tacked onto a below average body. I think this places it firmly into the 2nd or 3rd tier of white two-drops, but I will consider it for my larger CUbe.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Hello all! Welcome to my patented Way Too Early Top 20 for Magic 2020. I like making these lists early to get a feel for where I think the power is for a set. I hope this is not the last top 20 I create for Peasant cards on this forum, but we will see.
    Let me start by saying this set feels a bit underpowered, and I would not guarantee any of these cards lasting long-term.

    20) Barkhide Troll- Green two-drops have been so good lately that even a 3/3 with upside for GG feels meh.
    19) Angel of Vitality, 18) Twinblade Paladin, and 17) Bloodthirsty Aerialist- I have nowhere near enough support for these cards, but there has been a lot of support for this archetype recently (including Gideon's Company from a WAR Planeswalker deck). I could see someone giving these an honest shot one day.
    16) Lightning Stormkin, 15) Corpse Knight, 14) Skyknight Vanguard, and 13) Tomebound Lich- A good list of 2nd and 3rd tier Guild options depending on where your Guild is focused. I like Tomebound Lich but think that saboteur ability is a bit worse than Shadowmage.
    12) Woodland Champion- I was ready to dismiss this card until I realized a) it triggers on ALL tokens, not just creature tokens and b) a lot of cards make multiple tokens at once, even though a lot of those are not in green. Any two-drop that can easily become 4/4 is worth thinking about.
    11) Chandra, Novice Pyromancer- I have not yet tried any planeswalkers in Cube, but this having a plus ability seems awesome.
    10) Blood for Bones- I like this card, but worry that the Raise Dead will not always be worth sacrificing a creature plus the personal graveyard restriction.
    9) Audacious Thief- Plenty of upside if you get two good attacks in, but it is also very easy to have no good attacks.

    Some More Interesting Cards
    8) Spectral Sailor, 7) Brineborn Cutthroat, and 6) Cloudkin Seer- I like all of these cards quite a bit, but heck if I could tell you where they rank next to other recent blue one-, two-, and three-drops.
    5) Ancestral Blade- I like a 2/2 for two that leaves a Leonin Scimitar but worry each part is underpowered.
    4) Howling Giant- When this was mentioned as a mono-green Trostani's Summoner, my interest was piqued. I had a lot of green ramp decks that splashed for Summoner and now I can keep this in green.
    3) Ironroot Warlord- Even a 2/5 for 1GW is a decent return and this can have much higher power and can pump out random creatures either late game or as a combat trick.
    2) Empyrean Eagle- Between this and Thundercloud Wyvern, I would rather my anthem effect was cheaper at the expense of flash.
    1) Cryptic Caves- Even though I will play this, I think being a colorless land definitely hurts in some decks. Of course, playing it as an 18th land is definitely a viable option.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Core 2020 Thread
    Spectral Sailor is super interesting to me, because I think there is more and more competition between blue's creatures and blue's spells. I thought about this a lot with Faerie Seer and Watcher for Tomorrow compared to Preordain and Impulse. Faerie Seer essentially swaps out drawing a card for being a 1/1 flier (plus other capabilities based on card type). Do most people think that drawing a card is better than getting the 1/1 flier? In that case, how does Cloudkin Seer compare to Aven Eternal?

    I think I will eventually add one of these new creatures at the cost of my weakest cheap card draw spell (which is probably Brainstorm).
    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    A nagging questions I have yet to figure out the answer to:

    Is Defile better than Disfigure?

    Defile seems likely to be as good or better as Disfigure in most games by turn 4, which I think is worth it being worse on turns 1-3. Will anyone else be considering this swap?

    I think the chance to hit a slightly larger creature in the late game isn't worth the chance that it can be useless (sometimes literally useless if you play a multicolor land instead of a basic swamp) in the early game. The reason why I play a 1 cmc removal spell is that I want to cast it early and I want that spell to be reliable when I need it.

    I feel the other main reason to play a 1 cmc removal spell is that you want cheap interaction that gives you a better chance of having a multi-spell turn and gaining a tempo advantage. That is one the main reason I like having some 1-mana instant speed interaction in every color. I will still test it out, since it should be as good or better starting around turn 4 and is also not completely useless early (-1/-1 still kills almost every 1-drop).

    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    A nagging questions I have yet to figure out the answer to:

    Is Defile better than Disfigure?

    Defile seems likely to be as good or better as Disfigure in most games by turn 4, which I think is worth it being worse on turns 1-3. Will anyone else be considering this swap?
    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    I will be trying out Soulherder, but I think the floor is pretty low. The main thing for me is that it does absolutely nothing on its own. I feel a lot of W/U decks may not have a creature out until turn 3, and playing this as your first creature is really bad. That said, the upside is really high. I feel like getting any two good ETB effects off of Soulherder is well worth the mana.

    All in all, I am weary of a card that requires specific other cards to be worth it, because I have no interest in a card that kind of plays as a Azorius Bounding Krasis where you get an okay body and to untap a creature to block.
    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    There are definitely enough new cards in this set to push out a too-early Top 20 list for Modern Horizons. A lot of this set is super interesting, and I can easily imagine something off of this list making a splash in my Cube. I also feel the frustration of having so few generally powerful cards, and SO many theme-specific cards between all of the tribal support, lands in the graveyard, and snow mana.

    As always, I rank based on my personal preference to Cube, meaning I value interesting over solid.

    20) Gluttonous Slug- I think of Slug similarly to a suspense creature. Pay 2 mana early and hopefully have a 2/5 menace 2 or 3 turns later. The upside is Slug growing to 3+ power and the downside is being an awful topdeck.
    19) Martyr's Soul- There's no likely scenario to have a 5/4 on turn 3, but cost reduction mechanics are good even in the midgame and 5/4 is a relevant body all game long.
    18) Everdream and 17) Splicer's Skill- Both cards with low basements (Dream more than Skill) but lots of upside if drawn late and spliced onto other spells. A extra bonus for having more free spells in your Cube.
    16) Magmatic Sinkhole- Worse than Murderous Cut, but Murderous Cut is really good. Cool that it hits Planeswalkers now that we have access to them.

    15) Ravenous Giant- I agree with this over Bloodfray Giant, but I did cut that a while ago too.
    14) Faerie Seer and 13) Watcher for Tomorrow- I like both of these over mid-tier card draw spells but I do not think any of my card draw spells qualify as mid-tier. Great way to add creatures to blue if so desired.
    12) Goblin Champion- Another hasty red 1-drop with upside. I could see this making it in based on how well the exalted feels in the vanilla draft format.
    11) Valiant Changeling- I just think way too much has to go your way (right two creatures, opponent has no early removal) for this to make it on the battlefield before turn 4. That said, casting this for 3 on turn 6 still matters and the body is really solid.
    10) Soulherder- Getting this with *any* ETB creature is pretty, pretty good. I think the downside is pretty severe since it is really bad if stranded by itself.

    Solid and More Cubable
    9) Treetop Ambusher- Attacks on its own as a 3/2 with two solid upsides (dash and spreading the +1/+1 bonus) and one reasonable downside (blocks as a 2/1). Worth trying for greeen aggro decks.
    8) Orcish Hellraiser- I am cautiously optimistic about this creature. The downside is very real, but so are the upsides. I think this being a guaranteed two damage gives a lot of upside as a topdeck, where most red 2-drops flounder.
    7) Ephemerate- I have no temporary stealing effects, so this has major upside over Cloudshift and the potential to go crazy in the right situation.
    6) Saddled Rimestag- My sleeper pick for this set. This reasonably attacks for 4 on turn 3 and probably hits for 4 a few more times after that. Feels like an Exert card in that sense, where being a 4/4 is so good early that you can live with it working just every other turn. Also, 4/4s matter all game long.

    The Snow Cards- I have always played with snow mana and grabbed more than enough Coldsnap basics when I started my Cube 10 years ago, so I have no dilemma with slamming all of these cards in my Cube. Honestly, I have been waiting for this moment for SO long, just to have more powerful options to play with and to show off my Snow basics.

    5) Arcum's Astrolabe- I am inclined to believe a 1-mana Prophetic Prism is better than our lower- and mid-tier five-color fixing options and will be happy to run.
    4) Winter's Rest- Immediately outclasses all of the other 2-mana tapping enchantments in blue. Becomes blue's best spot removal immediately.
    3) Frostwalk Bastion- A very solid option for any deck than can afford the colorless-producing land. Heck, count it as a spell slot for your control decks and you will be very happy.
    2) Abominable Treefolk- Effortlessly massive, has trample, and locks a creature down immediately. A top 3 Simic option if you can support it.
    1) Icehide Golem- "Easily the best," as _i0 said. Immediately becomes the best 1-drop in Cube (maybe behind Mom) and fits in every aggro deck. A massive, rim-rattling slam dunk #1 pick.

    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    As someone who owns (and cubes) with snow basics, I will honestly say there is not a super ton of upside prior to this set. I have 6 snow mana specific cards from Coldsnap and all of those cards are Cubable for sure, but nothing which is a Staple.

    Gelid Shackles- Good aggro card to shut down blockers and, in a pinch, attackers.
    Chilling Shade- Evasive creature with major threat of activation and a decent finished to pour mana into.
    Zombie Musher- Expensive, unblockable, and hard to kill. Good combination for control decks.
    Stalking Yeti- Some other variants of this, but I believe this to be 2nd best behind FTK
    Skred- Comparable to Flame Slash. A little weaker early and stronger late. Also nice as an instant.
    Mouth of Ronom- Creature removal on a land is very appreciated.

    I am currently planning on adding four snow cards as of now, Icehide Golem, Abominable Treefolk, Frostwalk Bastion, and Arcum's Astrolabe. Icehide Golem is an obvious Staple going forward, and I think Treefolk may be too.
    Posted in: Pauper & Peasant Discussion
  • posted a message on modern horizons require modern solutions
    Thoughts on where Orcish Hellraiser lines up with other red 2-drops? I am inclined to say it looks decent next to the other 3-power red 2s (Borderland Marauder, Thriving Grubs, Gore-House Chainwalker). The drawback of Echo R could sap some explosive starts, but having a 3/2 that deals 2 to the dome when it dies feels mighty good.

    As of now, I plan on adding it.
    Posted in: Pauper & Peasant Discussion
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