(For more on the supported archetypes, scroll to the next post)
Road to this cube
My 'regular' peasant cube has seen different kinds of sizes, speeds, archetypes, good-stuff, etc. I've tried tribal synergies - with mixed results - but it has always been somewhat hard to do because of the amount of support you need to cube. Posters in the peasant cube area have come to know me as someone who likes to try weird archetypes. I reached a point where I wanted to cube so many different things at the same time and my cube became huge and diluted. And as a result, the fringe archetypes that we liked became almost impossible to draft. So, we decided to build multiple specific cubes instead. This cube is the one that we had the most fun with so far and the furthest in development.
Why peasant?
Basically, it's cheap and I like to work under restrictions. While a lot of iconic tribal support cards are rare, there are plenty of good ones at uncommon.
Aren't tribal formats too parasitic/linear/on-rails?
Only if you build it like that. In a way, this is the biggest challenge for every cube that supports archetypes. Especially ones that require a critical mass of support cards. Tribal has the added difficulty of being hard to overlap. An elf is not a human. So why would you build a format of something so specific? For me, those specific archetypes are what makes cubing exciting. The cubes I like best are the ones that feel like a puzzle, with loads of small interactions between cards, while on the other hand have very clear signals and pay-offs that can make you feel like you 'got there'.
I've tried to solve this by including a lot of changelings and making sure there's tribal overlap by focusing both on races (elf) and classes (warrior), as well as Allies as a super-tribe.
Why tribal, and not another set of archetypes?
I've always liked tribal decks. They're high on synergy and are creature based, both things I like in archetypes. In addition, it's a big part of Magic's history for me and I enjoy that the connection between cards is both mechanical and flavorful.
This might also be the point where I mention that there are other archetypes in this cube: +1/+1 counters and life gain matters (small), both synergies that I haven't been able to support well enough in other cubes but find very fun.
Basic Information
Cube Size: 400
Tribes supported: Spirit, Elf, Vampire, Soldier, Warrior, Wizard, Merfolk, Ally, Shaman (light), Human (light).
Other themes: +1/+1 counters/proliferate, arcane/spells matter, lifegain (light)
Standard or Theme: Peasant Tribal
Average Number of Players: mostly 2, sometimes 4
Cube Design
Standard or Multiplayer: Standard.
Sideboards: No cards specifically included for sideboards.
Color Balance: Kind of, see gold balance.
Gold Balance: No. Every gold card counts as half a card for each color, adding up to even numbers of each color.
Hybrid/Split/Kicker/Flashback as Gold: Gold.
Yeah. We like it in various spell-based decks as a way to get over the top faster and a back-up win condition. I guess it depends how hard you want to push the spells deck and how often you see decks with enough medium-to-large spells for it to matter.
Also, I kinda like having a couple of these planeswalkers if only that they bring a new dynamic to gameplay. So far, Kiora, Tibalt and Jiang look like includes in different places.
It's in my cube. The great thing about this combo is that all the parts are pretty playable on their own. I like Nantuko Husk/Phyrexian Ghoul better than the Bloodthrone Vampire, but that might be personal preference.
For support, I would look towards finding archetypes/other cards that work well with the combo pieces regardless of if you actually have the whole combo in your deck. Stuff like tokens to go well with the sac-outlets and pump. Cards like Commune with the Gods find all the pieces, and also works with graveyard decks.
Speaking of which, I personally like to put the combo in GB splash W or R dredge/graveyard value style decks. Dredge is a very good way to 'tutor' if you also have recursion. The recursion also helps you make the combo that much more resilient to removal. As for the deck, think about things like Hermit Druid, Tortured Existence, Golgari Thug, Stinkweed Imp, the above mentioned Commune with the Gods. Putting that together feels like playing pauper rec-sur (if something like that is possible).
How big is your cube, btw? At 360-400 I wouldn't go out of my way to include more redundant pieces for the combo but try to use tutor, card draw or archetype overlap to support it. If your cube is a lot bigger (or just want the combo real bad), you can always add cards like Safehold Elite and more sac-outlets. You might need Blood Artist style cards for an actual kill, but you might want those in your cube anyway.
Would either of you have a list up somewhere I could take a look at?
I'm also curious about how Depala holds up in general in casual commander games. She's been on my shortlist to try out for a while, but haven't found enough inspiration to really start my engines (so to speak). She looks very fun to play, but Boros scares me somewhat.
I'm excited to play with the new mulligan. It should lower the amount of non-games because of mana screw, which means we get to play more actual Magic. Sounds great.
The 2017, Urza block and stats and numbers articles were ones that I started a while ago and needed finishing. Hence the article dump. I have another couple of half-finished ones that I hope to finish this and next week.
As always, I'd love to hear what you think. Suggestions about blocks to treasure hunt or archetypes to spotlight are also welcome.
Oh, does anyone know of an elegant way to get hover links for the mentioned cards, I'd like to hear all about it. Linking all the cards separately is a hell of a time consuming job, and I've had them disappear on me multiple times now after either connection problems or minor glitches is in the website. Thanks!
In another game (can't remember the generals), Flameblade Angel made me take the guy with Underworld Dreams and Teferi's Puzzle Box down with me. Left the other standing player to win, but it did feel good to punish the Dreams player.
Squirrely's Peasant Tribal Cube
Cubetutor link
Manaburn.org link
(For more on the supported archetypes, scroll to the next post)
Road to this cube
My 'regular' peasant cube has seen different kinds of sizes, speeds, archetypes, good-stuff, etc. I've tried tribal synergies - with mixed results - but it has always been somewhat hard to do because of the amount of support you need to cube. Posters in the peasant cube area have come to know me as someone who likes to try weird archetypes. I reached a point where I wanted to cube so many different things at the same time and my cube became huge and diluted. And as a result, the fringe archetypes that we liked became almost impossible to draft. So, we decided to build multiple specific cubes instead. This cube is the one that we had the most fun with so far and the furthest in development.
Why peasant?
Basically, it's cheap and I like to work under restrictions. While a lot of iconic tribal support cards are rare, there are plenty of good ones at uncommon.
Aren't tribal formats too parasitic/linear/on-rails?
Only if you build it like that. In a way, this is the biggest challenge for every cube that supports archetypes. Especially ones that require a critical mass of support cards. Tribal has the added difficulty of being hard to overlap. An elf is not a human. So why would you build a format of something so specific? For me, those specific archetypes are what makes cubing exciting. The cubes I like best are the ones that feel like a puzzle, with loads of small interactions between cards, while on the other hand have very clear signals and pay-offs that can make you feel like you 'got there'.
I've tried to solve this by including a lot of changelings and making sure there's tribal overlap by focusing both on races (elf) and classes (warrior), as well as Allies as a super-tribe.
Why tribal, and not another set of archetypes?
I've always liked tribal decks. They're high on synergy and are creature based, both things I like in archetypes. In addition, it's a big part of Magic's history for me and I enjoy that the connection between cards is both mechanical and flavorful.
This might also be the point where I mention that there are other archetypes in this cube: +1/+1 counters and life gain matters (small), both synergies that I haven't been able to support well enough in other cubes but find very fun.
Basic Information
Cube Size: 400
Tribes supported: Spirit, Elf, Vampire, Soldier, Warrior, Wizard, Merfolk, Ally, Shaman (light), Human (light).
Other themes: +1/+1 counters/proliferate, arcane/spells matter, lifegain (light)
Standard or Theme: Peasant Tribal
Average Number of Players: mostly 2, sometimes 4
Cube Design
Standard or Multiplayer: Standard.
Sideboards: No cards specifically included for sideboards.
Color Balance: Kind of, see gold balance.
Gold Balance: No. Every gold card counts as half a card for each color, adding up to even numbers of each color.
Hybrid/Split/Kicker/Flashback as Gold: Gold.
Also, I kinda like having a couple of these planeswalkers if only that they bring a new dynamic to gameplay. So far, Kiora, Tibalt and Jiang look like includes in different places.
For support, I would look towards finding archetypes/other cards that work well with the combo pieces regardless of if you actually have the whole combo in your deck. Stuff like tokens to go well with the sac-outlets and pump. Cards like Commune with the Gods find all the pieces, and also works with graveyard decks.
Speaking of which, I personally like to put the combo in GB splash W or R dredge/graveyard value style decks. Dredge is a very good way to 'tutor' if you also have recursion. The recursion also helps you make the combo that much more resilient to removal. As for the deck, think about things like Hermit Druid, Tortured Existence, Golgari Thug, Stinkweed Imp, the above mentioned Commune with the Gods. Putting that together feels like playing pauper rec-sur (if something like that is possible).
How big is your cube, btw? At 360-400 I wouldn't go out of my way to include more redundant pieces for the combo but try to use tutor, card draw or archetype overlap to support it. If your cube is a lot bigger (or just want the combo real bad), you can always add cards like Safehold Elite and more sac-outlets. You might need Blood Artist style cards for an actual kill, but you might want those in your cube anyway.
Let us know how it works out!
Would either of you have a list up somewhere I could take a look at?
I'm also curious about how Depala holds up in general in casual commander games. She's been on my shortlist to try out for a while, but haven't found enough inspiration to really start my engines (so to speak). She looks very fun to play, but Boros scares me somewhat.
Winds of Change
(or: how a cube format can change)
Guilds of Ravnica preview
Masters 25 downgrade review
Stats and numbers: cards per set (January 10th, 2018)
Treasure Hunting: Urza's Block (January 10th, 2018)
2017 in review (January 9th, 2018)
Three months in: evaluating Ixalan (January 9th, 2018)
The 2017, Urza block and stats and numbers articles were ones that I started a while ago and needed finishing. Hence the article dump. I have another couple of half-finished ones that I hope to finish this and next week.
As always, I'd love to hear what you think. Suggestions about blocks to treasure hunt or archetypes to spotlight are also welcome.
Oh, does anyone know of an elegant way to get hover links for the mentioned cards, I'd like to hear all about it. Linking all the cards separately is a hell of a time consuming job, and I've had them disappear on me multiple times now after either connection problems or minor glitches is in the website. Thanks!
Archetype: Black/Red Reanimate
I enjoyed it as well, might do more when time allows. With the current pace of new sets coming out (and life in general), I'm not sure when though.
If there's something you'd like to see hunted for treasure (a set/block/subset of cards/etc), let me know and I'll try to make it my next project.
-Impact Resonance
-Surveyor's Scope
+Mimic Vat
+Farsight Mask
Had another game today. Adamaro, First to Desire, Meren of Clan Nel Toth and Sheoldred, Whispering One.
Managed to kill Sheoldred by stealing his own Bloodchief Ascension with Word of Seizing, after he played Army of the Damned and sacrificing my own Shard Phoenix. The other players died in a Molten Disaster, with Mogg Maniac dealing some extra damage.
Forking a kicked Primal Growth from Meren felt really good as well.
In another game (can't remember the generals), Flameblade Angel made me take the guy with Underworld Dreams and Teferi's Puzzle Box down with me. Left the other standing player to win, but it did feel good to punish the Dreams player.
EDIT - Stumbled upon Farsight Mask, think I'm going to give that one a spin, along with Chain Reaction to have slightly more defense.