Some other changes: Into the Roil > Living Tsunami
Pushing blue tempo/aggro some more. Fallen Angel > Spiteful Returned
Angel is too mediocre and only really shines with Reassembling Skeleton or lots of tokens. Chartooth Cougar > Pillage
I would really love to have 2 red finishers but Cougar is just not good enough. Pillage returns after a long time of absence as I am trying to add some disruption cards for aggro. Shard Volley > Fireblast
So some of the people playing my cube said this might be better. I wasn't convinced. However, after playtesting it in an aggro vs control match-up for about 10 game (we were somewhat bored ) I casted it 5 times. At least 3 times either the 1 extra damage or the free casting cost was relevant. I can also remember a situation were top decking Fireblast would have kept me in the game were Volley would have failed. However, in one game I couldn't cast the Fireblast in my hand as I had four lands and I was not willing to sac two where I probably would have sacced 1, nevertheless I was losing that game anyway and Volley wouldn't have saved me. Beastbreaker of Bala Ged > Wild Mongrel
After asking about some green 2 drops in the "this or that" topic, I made this change. Not conviced as of yet, but people really seem to dislike the Beastbreaker. I agree it isn't all that good but Mongrel doesn't seem much better.
I agree with majikian. The reason I use the hybrid system is beacuse some decks will have more cards than others. However, you would never play Boggart Ram-Gang in a boros or golgari deck and, at least in my cube, monocolored decks don't come up often enough to really make a difference anyway.
We once had a player cycle a Twisted Abomination in turn 2 and reanimating it in turn 3, but apart from that reanimate spells usually are just value cards.
Also I don't think I'd cube 1WW for a 2/2 flying lifelinker, and that's what the manifest card will be about 75% of the time. It's definitely close, though.
I don't think this is true, The chance of hitting a creature is about 40-50%. In most of those cases it will be better than 2/2 flying lifelinker. Especially if you play white/green this card might be good enough.
Even if you play LD I don't think Custody Battle will ever be good. In the best case scenario it's a Control Magic with an upkeep cost of sac a land. And if you're opponent has no lands to sac but you do your probably winning anyway.
On a related note, what makes people play Spiteful Returned? It's only ever good when using his bestow, right? Otherwise I rather have Wretched Anurid. But even when using his bestow he seems lackluster.
Also what do people think of Browbeat and Giant Growth to give aggro some reach? I see some people playing Acidic Soil and Browbeat seems somewhat comparable. In red, drawing three cards often equals five damage anyway.
I think your problem with maw is that it might be a victim of your environment. It's easily the second best card in that section. With you having more creatures stick on the board, his value skyrockets.
What do you mean by this? What makes my cube a bad environment for Maw?
Also chain of smog interests me but seems spotty. If your opponent has a worse hand than you do, it evens out the game in a negative way for the person using it.
I must say this card is somewhat of a chance find. However, I can't think of much scenario's in which a player would copy this spell against an aggro deck. Maybe if you had four lands in your hand or only two cards in total, but then either you've kept a hand you shouldn't or it is later in the game making it more likely that the aggro player doesn't have any cards in his of her hand left. Also it would be pretty funny (not good) in a golgari graveyard value deck by targeting yourself and then copying it.
So I had an interesting discussion yesterday with one of my group's regular players. He played a five color control deck and did pretty well. He came pretty close to dying against a aggro deck a few times but he managed to win nevertheless. I mentioned maybe adding lands that don't etb tapped to give aggro better fixing but he said if his deck had access to those lands no game would ever have been close. He played only 4-5 basics and as much fix as possible to support his mana base. He did a pretty good job as in all 10 or so game he wasn't color screwed even once. Naturally, all his non-basic lands etb tapped. Because of this he was often only able to play things like Flames of the Firebrand on turn 4. Whereas otherwise he could gave gone T3: Flames -> T4: Skinrender. Therefore, he argued that adding fix that doesn't etb tapped might do more good to 5cc than it would do to aggro. As the main reason I might add rare lands is to give more support to aggro (and this seems the general argument given in this forum as well to do so), what do people think of his argument?
So, another large update. I was think of making these changes for quite some time and talking with my regular group I decided to do it now. Draft are usually too much about who has the strongest mana base and can play the most two for one's. As a result most aggro decks can't cope with that at all. So we decided to cut a few 2 for 1's and add more disruption and reach for aggro decks together with some more support for aggro in general. Also, there are too few enchantment hate cards in the format and cards like Haunted Crossroads can completely destroy games together with almost any decent creature while the opponent is lucky to have even one answer.
Other changes: Fencing Ace > Disenchant
I desperately needed another enchantment/artifact removal in white and this seems like the only option. Ace was too often a Goblin Piker with protection for creatures with toughness 1. Deftblade Elite > Goldmeadow Harrier
I made this change the other way around once hoping Deftblade Elite was a nice aggro one drop. It's ok but I think it is time to test the Harrier again. Niblis of the Urn > Syndic of Tithes
Niblis was to low impact. Syndic goes back as it seems to have a bigger impact albiet not much bigger. Deep Analysis > Gush
Analysis is just too slow. Gush seems like a cool replacement. Nezumi Graverobber > Booster Tutor
Wanted to add this for a long time and after I decided that Graverobber wasn't as good as I thought a place opened. Overrun > Restock
Overrun is ok, but only in a stalled games or with tokens. Restock gets a try; I liked it a lot in Khans sealed and draft. Shambling Remains > Blazing Specter
Right, so Specter gets a try. Arctic Aven > Ascended Lawmage
This two cards seems to take each other places every once a year.
The biggest problem Peasant cubes have it that there is almost not fixing for aggro decks. Control and midrange have fixing lands galore, but aggro has only City of Brass and Gemstone Mine. This is the reason why some cubes play Rare fixing lands. Others use multiples of certain fixing lands (like Leelue and me). For instance, I play 4 City of Brass and 2 Gemstone Mine (might add a third one). This has the added benefit that you need less fixing lands as these lands fit into any deck regardless of color combinations.
You can use only (un)common lands and/or no multiples, just be aware that you might see a lot of 3 (or more) color control and midrange decks but you might never see an aggro deck with more than 2 colors (and doing well).
Again, I have to stick up for Garruk's Packleader. Sure, a 4/4 for five is underwhelming, especially in green, but it's ability is so freaking easy to enable. I absolutely love this card.
It's just very inconsistent card draw for me. If you're lucky, in greenbased deck about 50-60% of all cards are creatures and about 50-60% of that has a power of 3 or more. This makes Packleader a very bad top deck as it will draw you an extra card every three or four turns. If you play it on curve you might draw 3 cards with it but in my experience if a 4/4 creature survives for 4 turns you're winning anyway or it's not attacking in which case you're either losing and I rather have Harmonize or the game is stalling in which case you're probably in topdeck mode...
It's true that packleader is both a creature and card draw but it does both so badly. You can get 3 cards immediately for 4 mana and there a much bigger threats for 5 mana.
I must say that maybe if your cube is very slow it might be ok. As you're playing 720 cards, that might be the case and I do think he might be good enough for 720. Just not for 540 or lower.
Thoughtpicker Witch
Very solid. One of the best sac-outlets imho. Tenacious Dead
I think Reassembling Skeleton is decent but nothing special. This is much worse. Scorched Rusalka
This has been in my cube for some time but it will probably be cut very soon. It is both a creature and Goblin Bombardment in one, but a very bad creature and Bombardment. Being a 1/1 for one mana and only being able to hit players hurts this card a lot. Berserk
Never played it because of budget. Druid's Familiar
Very solid. Fits both in aggro and midrange. Trusted Forcemage
Same as above. It is somewhat worse, but the power level for green three drops is lower anyway. Aquamoeba
3 power for 2 seems pretty good but the activation cost is very high. As a discard outlet it might be ok, although I prefer Looters. Heir of the Wilds
Seen it in two games so far. It was decent, but nothing amazing. I like how is fits in almost every deck. Devoted Druid
I like this card a lot. Having 5 mana at turn three with only one card is very good. Garruk's Packleader
In my experience the card advantage is too slow and the body not big enough. Gush
Somewhat recent addition to my cube. So far I am impressed. It is a draw spell which really fits in tempo/aggro decks while still being playable in other decks. I love to play this card in turns where you don't have a land drop. Wash Out
Never tried it but is seems like it could be potentially very strong but with a lot of variance. I might sometimes be a very expensive Unsummon. Ghostly Flicker
I like this card as one of my archtype cards. It doesn't fit in every deck but in the decks it does it is insane. Even outside a dedicated blink deck it is sometimes still ok. I do have bias towards blink decks. Steelshaper's Gift
Never tried it. However, I banned Loxodon Warhammer, Behemoth Sledge and Skullclamp. Firecat Blitz
Never tried it but didn't like it in Odyssey block draft and don't see why it would perform differently in cube. Raid Bombardment
Never tried it. Brindle Shoat
Seems ok but there are a lot of better green two drops even for 450 imho. Young Wolf
Like the previous card it seems there are a lot of better options for its spot.
Mirrodin's Core > Bloodfell Caves
Mirrodin's Core > Dismal Backwater
Mirrodin's Core > Blossoming Sands
Mirrodin's Core > Jungle Hollow
Vivid Crag > Scoured Barrens
Vivid Creek > Swiftwater Cliffs
Vivid Grove > Thornwood Falls
Vivid Marsh > Tranquil Cove
Vivid Meadow > Wind-Scarred Crag
Mortarpod > Rugged Highlands
Needed to cut 1 colorless to make the set complete. I can't remember the last time somebody played Mortapod.
Some other changes:
Into the Roil > Living Tsunami
Pushing blue tempo/aggro some more.
Fallen Angel > Spiteful Returned
Angel is too mediocre and only really shines with Reassembling Skeleton or lots of tokens.
Chartooth Cougar > Pillage
I would really love to have 2 red finishers but Cougar is just not good enough. Pillage returns after a long time of absence as I am trying to add some disruption cards for aggro.
Shard Volley > Fireblast
So some of the people playing my cube said this might be better. I wasn't convinced. However, after playtesting it in an aggro vs control match-up for about 10 game (we were somewhat bored ) I casted it 5 times. At least 3 times either the 1 extra damage or the free casting cost was relevant. I can also remember a situation were top decking Fireblast would have kept me in the game were Volley would have failed. However, in one game I couldn't cast the Fireblast in my hand as I had four lands and I was not willing to sac two where I probably would have sacced 1, nevertheless I was losing that game anyway and Volley wouldn't have saved me.
Beastbreaker of Bala Ged > Wild Mongrel
After asking about some green 2 drops in the "this or that" topic, I made this change. Not conviced as of yet, but people really seem to dislike the Beastbreaker. I agree it isn't all that good but Mongrel doesn't seem much better.
Reassembling Skeleton comes very close.
On a related note, what makes people play Spiteful Returned? It's only ever good when using his bestow, right? Otherwise I rather have Wretched Anurid. But even when using his bestow he seems lackluster.
Also what do people think of Browbeat and Giant Growth to give aggro some reach? I see some people playing Acidic Soil and Browbeat seems somewhat comparable. In red, drawing three cards often equals five damage anyway.
Tidehollow Sculler > Maw of the Obzedat
I'll give it another shot then.
Drown in Sorrow > Famine
Forgot this one. Both are boardsweeper but Famine is much slower but stronger.
I must say this card is somewhat of a chance find. However, I can't think of much scenario's in which a player would copy this spell against an aggro deck. Maybe if you had four lands in your hand or only two cards in total, but then either you've kept a hand you shouldn't or it is later in the game making it more likely that the aggro player doesn't have any cards in his of her hand left. Also it would be pretty funny (not good) in a golgari graveyard value deck by targeting yourself and then copying it.
Fiend Hunter > Soltari Visionary
Cutting a 2 for 1 (at least against aggro) for a enchantment removal card.
Lone Missionary > Sunlance
Somewhat of a aggro killer.
Exclude > Singing Bell Strike
2 for 1 for control decks switched for an aggro removal spell.
Dismiss > Standstill
2 for 1 for a draw spell that is best in tempo and very bad against aggro.
Halimar Wavewatch > Wingcrafter
Control card out, aggro card in.
Calcite Snapper > Stealer of Secrets
Snapper is mostly a 1/4 shroud guy which can only attack for 4 on an empty board.
Ashes to Ashes > Reckless Spite
Unrelated change. Someone finally convinced me that Spite might actually be better.
Basilica Screecher > Chain of Smog
Mediocre two drop for a pretty solid disruption spell for aggro.
Moan of the Unhallowed > Stupor
So Stupor comes back in after being out of the cube almost 4 days.
Nekrataal > Wrench Mind
This is the worst etb destroy a creature card and it's also the one which is least playable in aggro. Mind is another disruption card.
Arc Trail > Avalanche Riders
Trail is only good against aggro en Riders is another disruption/tempo card for aggro.
Cunning Sparkmage > Spellshock
Sparkmage is ok but can kill white aggro pretty easily. Spellshock give more reach to aggro.
Flame Slash > Shard Volley
Volley hits players and is pretty bad in control/midrange if you want to kill an early one or two drop against an aggro player.
Scorched Rusalka > Monastery Swiftspear
Unrelated change. I finally acquired an Swiftspear.
Beast Attack > Overrun
Reach for aggro as I now somewhat support green aggro anyway.
Maw of the Obzedat > Tidehollow Sculler
Wasn't a fan of Maw so it was going out. For now Sculler comes in but it might change to Gerrard's Verdict at some point.
Fleetfeather Cockatrice > Trygon Predator
Enchantment removal.
Boros Signet > Duergar Hedge-Mage
Artifact/Enchantment removal.
Pierce Strider > Strip Mine
Disruption.
Feedback would be awesome.
Edit: I might add Pillage, Wasteland and Molten Rain/Stone Rain for LD at some point as well. Not sure as of yet. Also thinking of Browbeat for extra reach.
Terramorphic Expanse > Arcane Sanctum
Terramorphic Expanse > Crumbling Necropolis
Terramorphic Expanse > Frontier Bivouac
Terramorphic Expanse > Jungle Shrine
Expanse was average.
Prismatic Lens > Mystic Monastery
Since I went to 400 I felt that I had to much colorless ramp.
Guardian Idol > Nomad Outpost
Idem.
Chimeric Idol > Opulent Palace
Good, but nothing special.
Pilgrim's Eye > Sandsteppe Citadel
Idem.
Cogwork Librarian > Savage Lands
Didn't like it that much. The novelty soon were off.
Strip Mine > Seaside Citadel
Had to remove 1 other colorless/land card. Don't think this will be missed.
Other changes:
Fencing Ace > Disenchant
I desperately needed another enchantment/artifact removal in white and this seems like the only option. Ace was too often a Goblin Piker with protection for creatures with toughness 1.
Deftblade Elite > Goldmeadow Harrier
I made this change the other way around once hoping Deftblade Elite was a nice aggro one drop. It's ok but I think it is time to test the Harrier again.
Niblis of the Urn > Syndic of Tithes
Niblis was to low impact. Syndic goes back as it seems to have a bigger impact albiet not much bigger.
Deep Analysis > Gush
Analysis is just too slow. Gush seems like a cool replacement.
Nezumi Graverobber > Booster Tutor
Wanted to add this for a long time and after I decided that Graverobber wasn't as good as I thought a place opened.
Overrun > Restock
Overrun is ok, but only in a stalled games or with tokens. Restock gets a try; I liked it a lot in Khans sealed and draft.
Shambling Remains > Blazing Specter
Right, so Specter gets a try.
Arctic Aven > Ascended Lawmage
This two cards seems to take each other places every once a year.
Somnomancer > Selesnya Guildmage
Somnomancer is very mediocre. The Guildmage get another chance to redeem itself.
Simic Signet > Waterfront Bouncer
Green has enough ramp and I always have been a fan of the Bouncer.
Duergar Hedge-Mage > Boros Signet
Wanted another signet as I cut Simic Signet.
You can use only (un)common lands and/or no multiples, just be aware that you might see a lot of 3 (or more) color control and midrange decks but you might never see an aggro deck with more than 2 colors (and doing well).
It's true that packleader is both a creature and card draw but it does both so badly. You can get 3 cards immediately for 4 mana and there a much bigger threats for 5 mana.
I must say that maybe if your cube is very slow it might be ok. As you're playing 720 cards, that might be the case and I do think he might be good enough for 720. Just not for 540 or lower.
Very solid. One of the best sac-outlets imho.
Tenacious Dead
I think Reassembling Skeleton is decent but nothing special. This is much worse.
Scorched Rusalka
This has been in my cube for some time but it will probably be cut very soon. It is both a creature and Goblin Bombardment in one, but a very bad creature and Bombardment. Being a 1/1 for one mana and only being able to hit players hurts this card a lot.
Berserk
Never played it because of budget.
Druid's Familiar
Very solid. Fits both in aggro and midrange.
Trusted Forcemage
Same as above. It is somewhat worse, but the power level for green three drops is lower anyway.
Aquamoeba
3 power for 2 seems pretty good but the activation cost is very high. As a discard outlet it might be ok, although I prefer Looters.
Heir of the Wilds
Seen it in two games so far. It was decent, but nothing amazing. I like how is fits in almost every deck.
Devoted Druid
I like this card a lot. Having 5 mana at turn three with only one card is very good.
Garruk's Packleader
In my experience the card advantage is too slow and the body not big enough.
Gush
Somewhat recent addition to my cube. So far I am impressed. It is a draw spell which really fits in tempo/aggro decks while still being playable in other decks. I love to play this card in turns where you don't have a land drop.
Wash Out
Never tried it but is seems like it could be potentially very strong but with a lot of variance. I might sometimes be a very expensive Unsummon.
Ghostly Flicker
I like this card as one of my archtype cards. It doesn't fit in every deck but in the decks it does it is insane. Even outside a dedicated blink deck it is sometimes still ok. I do have bias towards blink decks.
Steelshaper's Gift
Never tried it. However, I banned Loxodon Warhammer, Behemoth Sledge and Skullclamp.
Firecat Blitz
Never tried it but didn't like it in Odyssey block draft and don't see why it would perform differently in cube.
Raid Bombardment
Never tried it.
Brindle Shoat
Seems ok but there are a lot of better green two drops even for 450 imho.
Young Wolf
Like the previous card it seems there are a lot of better options for its spot.
Hope this helps.