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Treasure Cruisin' Gifts Storm
 
The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
  • posted a message on The "DOWNSHIFT PLS!" Peasant Cube bracket!
    Perhaps. It is a great card, I was also surprised to see Blade Splicer advance over it although I guess it was by a single vote.

    I would never choose it (or anything) over Tradewind Rider though. Just give us those 3 (Rider, Galepowder, Herd) and I will never complain about downshifts again.

    By the way, does anyone remember if there was a core set where we were able to vote on certain reprints? Or was it just that we could vote on which we thought was more likely to see print in the next core set?
    Posted in: Pauper & Peasant Discussion
  • posted a message on The "DOWNSHIFT PLS!" Peasant Cube bracket!
    Quote from Leelue »

    Everyone who didnt vote for galepowder mage needs to unfriend me on facebook


    People didn't vote for Galepowder Mage?! I mean, it would unlikely make it past Glorious Anthem, let alone Call of the Herd. But still.






    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Raptor Hatchling is indeed probably fine as a 1.

    Agree with both Jovian and _i0 on the rest.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rando Cube Card of the Day
    Actually, I've recently added Rushing River back and I've been happy with it. Bouncing 2 targets at instant speed is great utility. It's easy on the mana. The fact that it can bounce non-creatures as well can be really important for my cube because I run a lot of powerful enchantments and artifacts. Taking that off the board in a crucial turn can mean the difference between win and loss.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The "DOWNSHIFT PLS!" Peasant Cube bracket!
    MAN I can't wait! A part of me really wants to believe that there's a Wizards employee that reads these forums and decides this is the time to downgrade some of the cards we've been asking for for years. Wouldn't that be fun.

    Also: Tradewind Rider at uncommon would make me ridiculously happy.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [600][Peasant]Squirrely's Peasant Cube (Archetype-driven)
    I've been doing a lot of 1v1 sealed online with my cube, which has been a lot of fun. It's great to see what people do with a cube when they're not regulars in a group and do not have previous knowledge of what's good or not.

    I've also enjoyed playing a different format with the cube. Because your pool is smaller, decks look different. Retail limited is also different between draft and sealed, but since I don't play a lot of non-cube these days I kinda forgot about that.

    A couple of random observations:
    - Some archetypes hold up, even with fewer available cards. Mostly the ones that either have parts that go together naturally because of the quality and complemental nature of individual cards (UR spells, GB graveyard), or buildarounds that need a less specific set of cards to work (Psychic Spiral, double strikers)
    - Some archetypes are harder to pull off. Mostly the ones that need a critical mass of a certain value (+1/+1 counters). Dedicated reanimate decks have been nonexistent so far, whereas we see them a lot more often in draft.
    - I'm quite happy with the amount of creature removal in my cube. There haven't been a lot of removal fests.
    - The amount of non-creature removal might need to be higher. In draft you can usually pick a couple of pieces up if you want, but some sealed pools have none. My cube has a decent number of great enchantments and artifacts, and I don't want people to feel too helpless.
    - A lot more decks splash for a 3rd color, or even a 4th, than we see in draft. This is a result of the quality cards being more spread around. But I also expect that I, and my playgroup, are more hesitant to splash than necessary.
    - Jace's Erasure is a lot better than I thought it would. Maybe because sealed is slower and less focused, but it's been actually good.
    Posted in: Cube Lists
  • posted a message on Cube noob, building a cube
    Quote from Salmo »
    [quote from="Squirrely »" url="/forums/the-game/the-cube-forum/pauper-peasant-discussion/789544-cube-noob-building-a-cube?comment=12"]
    This post is replying to squirrely's, but it's mostly a group of questions every peasant (and any) cube owner should be asking themselves when determining what they want out of their cube.


    Totally agree, with everything you said. It's very important to answer these questions, and know what you - and your intended audience - want out of your cube.

    Also agree on some cards just being offensive. Sol Ring is too good. Can't speak for LoA and Mana Drain, but I believe immediately they're too powerful as well. Clamp is a card we just really like playing with. It probably wins most of the games it's involved in, but I actually don't know for sure because it apparently doesn't evoke any negative emotions. That's the point I wanted to make: I personally/we as a playgroup can't identify my/ourself with the feeling of having a night/experience ruined by a (non-Sol Ring) card, and I assume that more people might feel that way. If the feel-bad situation comes up and/or we would feel a card dominated, I'd cut it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cube noob, building a cube
    Interesting discussion.

    Quote from guitarspider »
    Those people are very quick to say "well that's stupid, I'm done with this".


    I don't think you necessarily can assume that inexperienced or casual players don't like swingy games. Powerful cards can also be exciting and evocative.

    Now, I agree with you that you want to keep your non-games to a minimum. A card like Sol Ring is so far above the peasant power level that it turns what would have been a perfectly good game into something ridiculously lopsided. Mana Drain and Library of Alexandriamight be in that category, but I don't know because I don't own them. Loxodon Warhammer though? Skullclamp? Insanely good, but I don't think they create non-games. Same goes for the curses. Will the run away with the game? If left unchecked, sure. Are they hard to deal with? Totally. But I've also won my fair share of cards through/against them.

    I'd say if you want to be hesitant of cards it's the ones that are really efficient in not letting your opponent play out their strategy and are hard to deal with (Propaganda, Maze of Ith, Wall of Denial) or heavy resource denial that can randomly screw someone over (Hymn to Tourach, Strip Mine).

    We still run all of these though while supporting multiple archetypes. Our experience is that the power cards either support and give a little oomph to the archetypes, or get matched in power by more synergistic decks.

    Anyway, I'm not saying I totally disagree or misunderstand the point being made. The advice given is good. It's just that I also think the opposite can, paradoxically, be true simultaneously.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Inspiring Cleric looks about on par with the other options currently scored as 'playable', better than the ones under 'niche'. So, 2.

    Steadfast Armasaur is just too cute. I have a big 'pants' sub theme and I don't think even I want it. 0 for me.

    Adanto Vanguard is harder to score. I like it slightly better than most the 2's BUT am not sure either that I like it at 3. Almost all of the 3s are cards I would play before I'd play the Vanguard. All, except Accorder Paladin which I would put behind the Vanguard (and would probably score a 2). Hm, I think I'd give Adanto Vanguard a 2. It's good on its own, and gets better when you have stuff to enhance creatures. But I don't think I would miss it much if I'd swap it with, say, Gust Walker or something a Daring Skyjek.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] [Peasant Cube] This or That
    What do you want from your guild cards? I try to have guild cards make people want to be in those colors either based on base power level or because the card does something unique (an archetype build-around, for example).

    Terminate is a great card, but -like _i0 said- it's also not much better than most black removal spells (if it's better at all). It's not a card I would pick early because of that.

    Fire Covenant is a bomb. It's one of the few good sweepers available to us, which already should say something about its powerlevel, but it's also one-sided AND INSTANT SPEED. This is exactly the kind of thing I want a gold card to do: reward me for being in exactly those 2 colors.
    However.

    The only reason I would pick Terminate over Fire Covenant is if I decided Fire Covenant is too good for my format.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    If your deck is low curve and you can go something like 1-2-3-drop into Mana Breach, opponents might not be super thrilled. Even less so if you can also bounce lands in other ways. Obviously, it's a terrible topdeck in the later stages of the game (even if you're ahead). We try Desolation now and then, and it's pretty cool because it makes games very different. It can lock down games, but it's somewhat hard to do as well. Basically, I'm not sure, but it sounds like a cool card to try out.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rando Cube Card of the Day
    Yeah, it's probably fine enough.

    Just curious, how would you compare it to something like Marang River Prowler, or maybe even more directly: Thalakos Mistfolk
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    I agree Missionary is generally better, but not by that much that I would recommend people always run it over the Cleric if they want a creature to gain 4 life. You might want a 3 instead of a 2 in your cube, and a 2/1 is both a worse attacker and a worse blocker - depending on what you want in a deck.

    On te 1/1 flyers for W. Hm, you might be right that it's very unlikely that you want multiples in your cube. Especially since the next best version is also better than the french vanillas/Duskborne: Judge's Familiar
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from n00b1n8R »
    I would reccomend sticking to 0-1 archetypes per guild. Including more than that requires devoting a lot of slots to more narrow cards that may not be that good in most decks.


    You don't have to have every card be good in multiple decks to have a good draft format though. It's entirely possible to support multiple archetypes per guild. You just have to make sure it's worth it. Putting narrow cards in your cube is fine as long as the payoff is high enough and your archetype support cards have a little flexibility as well. Storm, for example: Storm, while fun when it comes together, is generally not worth it because you need a critical mass of cards that no other decks want. On the other hand +1/+1 lords 'only' need you to maybe switch up some of your 2-drops to versions that do have +1/+1 counters.

    Of course, it's still pretty much up to personal preference. We found archetypes made the draft more interesting by giving you more things to do instead of less by including narrower cards. If your drafters don't like going for (sometimes narrow) archetypes but tend to draft midrange goodstuff more often, then supporting a lot of archetypes sounds like a very bad idea.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Well, if Aven Skirmisher/Lantern Kami/Suntail Hawk/Kitesail Scout get a 1, Duskborne Skymarcher should get 1 as well. It's funny how a tribal aspect can make a card read worse than it actually is. I don't think the 'upside' is relevant enough to give it a higher grade than the other four, nor do I think the vampire should always make the cube over one of the other 4 if you want a 1/1 flying for W.

    Inspiring Cleric also looks better than NRtC to me. Four life is not nothing, and 3/2 for 2 trades with enough that this is a fine defensive card.

    Shapers of Nature can go to 1 afaic. The abilities are likely to expensive to matter in every cube but the most dedicated to +1/+1 counters in Simic.
    Posted in: Pauper & Peasant Discussion
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