GBrell's Peasant+
(405 Card Cube)
Blog Posts (20+)
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Strong/Staples:

None.

Interest:

None.

Similar:

None.

Unique/Synergy:

Jeskai Monument (U): If you have the mana to activate the sac ability these are functionally 2-mana draw 2s that fix for themselves. This means they are “hybrid”-y cards that can fit 3 of the 2-color pairs. Unfortunately, the value of the additional “card” they provide varies greatly. 4-mana for two 1/1 flyers is unexciting, but not unplayable. The advantage here is that this is a good control card that can fix early and provide a slow win con later. It also provides fixing without Green.

Watcher of the Wayside (C): A colorless version of Mire Triton. It doesn’t do the job as well, but its floor is fine.

No Interest:

Abzan Monument (U): If you have the mana to activate the sac ability these are functionally 2-mana draw 2s that fix for themselves. This means they are “hybrid”-y cards that can fit 3 of the 2-color pairs. Unfortunately, the value of the additional “card” they provide varies greatly. And the Abzan one is likely the worst since it has a terrible floor.

Boulderborn Dragon (C): I like this more than the various 6-mana 4/4 flyers we have had access to, but I worry that a 3-power flyer just isn’t worth 5-mana.

Dragonstorm Globe (C): Starting Column is a better Manalith with upside in most cubes.

Embermouth Sentinel (C): Puting the land on top of your library is upside, but is significantly worse than something like Pilgrim’s Eye. The problem here is that you are unlikely to control a dragon when the ramp option would be most useful.

Jade-Cast Sentinel (C): I like Hoverstone Pilgrim more.

Mardu Monument (U): 5-mana for 3/3 worth of menace and haste is fine, but the decks that likely want this is aggressive and I don’t think wants to take Turn 2 off. This has been over-performing in limited, but I think most cubes are simply faster formats.

Sultai Monument (U): 4/4 worth of power for 5-mana. Totally fine. The question to ask is whether you’d play a vanilla 4/4 for 5-mana with a 2-mana adventure that searched out a land. I think that card is playable, but unexciting. And this is slightly more mana-restricted than that.

Temur Monument: Probably the best rate at 6-mana for a 5/5, but it doesn’t have evasion and it touches Green, so the value of the fixing is lower.

Strong/Staples:

None.

Interest:

Frontline Rush (U): Great token card that works both on curve and as a finisher. It’s not Heroic Reinforcements, but I like it more than Midnight Mayhem.

Purging Stormbrood (U): The dragon half is a pretty strong creature, so much so that I think this is playale as a 5-mana mono-Black card; I like it more than Sengir Vampire. The White trick is slightly over-priced, but it’s still effective, though I think I’d still think of this mostly as a Black card.

Twinmaw Stormbrood (U): The omen is playable on its own and this actually incentivizes a controlling Boros deck. Very cool.

Similar:

None.

Unique/Synergy:

Auroral Procession (U): The rate is good (and instant speed is very nice), but I think the effect is a little too generic for a multicolor card that would make my drafters excited to move into the color pair (a reward, not a reason).

Karakyk Guardian (U): A decent payoff for ramping that’s incredibly likely to get in at least one hit, but I still dislike the 3-color cost. Funny that this uncommon is almost identical to Palladia-Mors, the Ruiner.

Kishla Skimmer (U): Seems like strong support the leaves the graveyard theme, but I still don’t think we have the density of support for it. With that said, this plus Insidious Roots would let you queue drafters that this is a deck.

Rakshasa's Bargain (U): At 4+-mana, this is below Fact or Fiction or [Scattered Thoughts]]. So it only makes sense if you’re explicitly supporting 3-color cards and, even then, it’s just a generic card draw spell. It is playable at 4-mana though in Black-Green, which is interesting.

Sonic Shrieker (U): One of the few cards where the intensive mana corresponds to sufficient value, but again, it’s just generically strong, so I don’t think I’ll contort my cube to have 3-color cards just for a strong beater.

Stalwart Successor (U): We now have a number of Winding Constrictor type effects, so we may have density. But the problem is and always has been that Black doesn’t support +1/+1 counters well.

No Interest:

Armament Dragon (U): I am very skeptical of 3-color cards and while this provides an immediate impact, it doesn’t have any protection. Compares unfavorably to Atraxi Warden.

Bone-Cairn Butcher (U): Without a focus on tokens, this is just a hard to cast card that is slightly above stats. And even then, Iraxxa, Empress of Mars provides almost the same/more.

Cori Mountain Stalwart (U): If you could reliably trigger this twice, it’d be great, but it’s weak as a top deck and the body isn’t exciting.

Defibrillating Current (U): Sorcery speed removal with minor upside; arguably worse than mono-color Ghostfire Slice.

Disruptive Stormbrood (U): Both sides are useful and have value, but I worry this is primarily a Black card and if you’re playing it for both sides, it’s taking up a slot in a guild that has more synergistic and interesting options.

Dragonclaw Strike (U): Hard-to-cast/expensive sorcery speed fight for 3-mana is hard to get over and I’m not sure the power doubling gets me over the hump. This will be an “I win” button in a number of game states, though.

Effortless Master (U): 5+-mana for a 6/5 vigilance menace isn’t great.

Glacial Dragonhunt (U): Requiring that the discard card be a non-land to deal damage makes this less interesting to me, especially given that it’s already sorcery speed. We just got Broadside Barrage, which I like more.

Gurmag Nightwatch (C): If you shortcut this as surveil 3, it makes it clear that it’s just fine and not worth the difficult mana cost.

Hardened Tactician (U): Unless you are pushing non-creature token themes, I think this is probably too narrow versus a free sac outlet. Makes me think of Fleshtaker, which didn’t really get there.

Host of the Hereafter (U): A 4-mana 4/4 that essentially grants modular is a cool piece, but I think it’s ultimately too weak to interaction.

Jeskai Brushmaster (U): Simple card, not worth the mana cost.

Jeskai Shrinekeeper (U): Better card, still not worth the mana cost.

Kheru Goldkeeper (U): I hope they keep pushing this leaves the graveyard theme, but I think right now we don’t have the density of quality cards to make it a reality or to include a medium 3-color card to support it.

Kin-Tree Severance (U): Over-priced if you are playing the best removal, but I do like that it gives Green an exile-based removal spell; even so, not sure this is worth a slot.

Lie in Wait (U): Great effect, hard mana cost. More decks would probably play Back for More.

Mammoth Bellow (U): If you can reach three colors, this is maybe slightly better than Roar of the Wurm, but I think that being mono-colored and having the cheaper graveyard cost pushes it over the top for me.

Marshal of the Lost (U): This attacks as a 4/4 deathtouch and is likely to be +2/+2 or better of “haste,” but I’m not excited unless you’re pushing tokens in White-Black and I don’t think a go-wide deck needs a bulky 4-drop.

Monastery Messenger (C): It’s not card advantage and a 2/3 flyer for 3+ mana isn’t a great baseline for a 2+ color card.

Reigning Victor (C): A 3/3 with mobilize 1 isn’t that interesting for CDE mana. And the ETB is a pretty minor effect.

Reputable Merchant (C): 4 total power for 3+-mana isn’t that exciting.

Riverwheel Sweep (U): A lot of work to get maybe better Drag Under.

Runescale Stormbrood (U): The dragon falls in between being a threat on its own and being a combo card a la Kiln Fiend. The omen side feels overly situational (although is obviously much better on the play).

Skirmish Rhino (U): Generically powerful, but the mana cost means it’s unlikely to be a Turn 3 play.

Temur Tawnyback (C): At 4-mana, it’s Keldon Raider. So unless you’re really pushing 3+ colors, it’s not there.

Whirlwing Stormbrood (U): As a flash threat, I like Thryx, the Sudden Storm better and the Green half is noticeably weaker.

Strong/Staples:

None.

Interest:

Synchronized Charge (U): Kind of a mono-green Travel Preparations. Interesting for aggressive Green decks and counters-matter decks.

Traveling Botanist (U): A peasant-legal Deeproot Wayfinder. The body is above-rate and the ability is synergistic. My one concern is that it won’t be able to attack much past T4 and so you might be better off with something like Wary Thespian.

Similar:

Dragon Sniper (U): Lots of keywords! Not sure it’s that much better than the 1/1 deathtouchers we’ve had before, but it’s got words.

Heritage Reclamatkion (C): Minor upgrade over Wilt x Return to Nature.

Piercing Exhale (C): I prefer Ram Through but this is strictly better than a number of other 2-mana Bite spells.

Sagu Wildling (C); This can functionally replace a non-Forest basic land, so the dragon side is fairly-free upside, but we also have lots of Lay of the Land style cards. If you don’t value fixing, I think you’d prefer Generous Ent since it synergizes with the graveyard/reanimation.

Unique/Synergy:

Attuned Hunter (U): Not sure this is going to outperform Hound Tamer in most decks, but if you can get one counter for “free” this is a good stats/cost. Possible synergy deck with the free graveyard-exile cards (like Scrabbling Claws).

Inspirited Vanguard (U): We just got Terrian, World Tyrant, so this attacking as a 7/6 isn’t that exciting, but it keeps growing/spitting out tokens. Coming in and making a 2/2 and then attacking as a 5/4 is a decent standard case. Also interesting to consider if you support counter synergies or have ways to grant trample.

No Interest:

Ainok Wayfarer (C): Functional reprint of Blanchwood Prowler.

Champion of Dusan (C): The body is C-, but the graveyard effect is quite cheap for its effect. Whether those two pieces combine to be worth a card is an open question and I’m skeptical because this seems to want to be aggressive.

Dragonbroods’ Relic (U): Another piece like Sunbird’s Standard that pays off a 5-color deck. Still, I think the mana cost is just a little too high.

Dusyut Earthcarver (C): The stats don’t stand up versus Autarch Mammoth.

Encroaching Dragonstorm (U): I think there are better upsides on Explosive Vegetation and even if you do trigger this and return it, it just gets you from 6-7 to 8-9-mana, which isn’t hugely important.

Formation Breaker (U): The ceiling is decent, but the floor is bad and it’s going to very difficult to trigger the pump on T2 or T3..

Knockout Maneuver (U): Strictly worse than Signature Slam.

Krotiq Nestguard (C): I think you’d be better off with Drowing Tyrannodon or Lurking Roper.

Rainveil Rejuvenator (U): More of a ramp card than self-mill and at 4-mana I think you’re better off with Skyshroud Claim.

Rite of Renewal (U): I’d prefer Once and Future.

Roamer's Routine (C); Not that different from Path to the Festival.

Sage of the Fang (U): 3/3 worth of stats for 3-mana isn’t great and the floor of the Renew ability just isn’t high enough.

Sagu Pummeler (C): I prefer Bannerhide Krushok

Sarkhan’s Resolve (C): Each of the effects is usually priced at or around 1-mana, so you’re paying 100% more for pretty minor flexibility.

Sultai Devotee (C): A 2/1 deathtouch is thoroughly unexciting.

Trade Route Envoy (C): A 4-mana 4/3 that draws a card is much better than the 5/4, but neither is terrible. Neither is that exciting, though.

Undergrowth Leopard (C): Functional reprint of Voracious Varmint].

Strong/Staples:

None.

Interest:

Shock Brigade (C): A peasant-legal Kari Zev, Skyship Raider. I do worry that its evasiveness needs some form of enhancement to really maximize its strength, though.

Similar:

Channeled Dragonfire (U): Really easy comparison to Firebolt, but I think 5-mana flashback likely beats out 7-mana Harmonize. Still, playable.

Overwhelming Surge (U): I think I like this more than Explosive Derailment, but you really want to be using both modes or it’s clearly overcosted. I don’t think this beats out Abrade.

Unique/Synergy:

Shocking Sharpshooter (U): The deck that wants this probably wants to be aggressive and doesn’t want a defensively-statted body, but 2-mana means its probably better than Witty Roastmaster.

No Interest:

Breaching Dragonstorm (U): I think that, unless you support top deck manipulation, this is, in most instances, likely to be similar to Throes of Chaos, but without the built-in ability to replay it.

Devoted Duelist (C): I think you’d rather have Reckless Pyrosurfer.

Equilibrium Adept (U): Seems very similar to Alania’s Pathmaker.

Fire-Rim Form (C): I like Hidden Footblade better and, if you primarily plan to use the “trick” offensively, I like Javelin of Lightning better, too.

Fleeting Effigy (U): A cross between Reinforced Ronin and Lightning Berserker and I think I like both of those better.

Iridescent Tiger (U): I’ve never heard of anyone playing Coal Stoker and Rodeo Pyromancers didn’t see much play, so I’m not particularly excited by this. The Christmasland scenario is appealing but you also need to have saved a card to play after your 5-drop.

Jeskai Devotee (C): I think this is generally worse than prowess, so would prefer Khenra Spellspear.

Meticulous Artisan (C): Only a minor upgrade over Brazen Freebooter.

Molten Exhale (C): We already have Lava Coil and Ghostfire Slice, so unless you expect to regularly get instant speed, I think this isn’t good enough..

Narset’s Rebuke (C): 5-mana is too expensive for removal even if it gives you back some of the mana.

Rescue Leopard (C): We have Volatile Wanderglyph and I’m not sure that a 3-mana 4/2 is much better than a 2-mana 2/2. We also have the similar Hangar Scrounger.

Reverberating Summons (U): The payoff here is just too small for way too much work.

Seize Opportunity (C): Instant speed is nice, but I’m not sure the impulsive draw really takes advantage of it and the combat trick is firmly mid.

Stormshriek Feral (C): I think we have better upgrades over Tormenting Voice. The creature half is quite below-rate.

Summit Intimidator (C): Minor improvement over Summit Prowler isn’t playable.

Sunset Strikemaster (U): All of these different pieces don’t really seem to fit in the same deck. This might be marginally-better than Endrider Catalyzer, but ultimately I don’t know what Red deck wants this.

Underfoot Underdogs (C): Prickly Pair offers more stats.

Unsparing Boltcaster (U): We’ve had lots of Black versions of this effect and they’ve all been underwhelming even with flash. I think this is a better rate than we’ve generally seen, but Vraska’s Finisher wasn’t close to playable.

War Effort (U): In practice in an aggro deck, this just makes a Bolt Hound enter every turn. That’s interesting, but I think it’s still a mana too much since you can get Goblin Oriflamme for 2-mana.

Wild Ride (C): I think Reckless Charge is just better.

Zurgo’s Vanguard (U): In an aggro deck, I think Coastline Marauders is a better 3-drop and I don’t think this is great in a slower Red deck.

Strong/Staples:

None.

Interest:

None.

Similar:

Venerated Stormsinger (U): I like Sanguinary Priest better, but this is a midrange aristocrats card that fuels itself.

Unique/Synergy:

Aggressive Negotiations (C): A mono-color, more expensive Humiliate. I think you’d prefer 1- or 2-mana hand interaction, but this may be on the edge of playable (Humiliate was quite good in its limited format).

Alchemist’s Assistant (U): Nice speed bump against aggro that provides further anti-reach later. Probably only has a role in Black-Green (and maybe Black-White). May have some combos with lifegain synergies.

Desperate Measures (U): If I want a Skullclamp trigger, I’d prefer Village Rites and I think this is a weak combat trick (or you could play Locust Spray). The highs will look great, but I think the lows will feel awkward.

Hundred-Battle Veteran (U): I think the pump is additive distraction as three types of counters is really difficult even if this supplies a finality counter. And the payoff isn’t game-breaking. But a 4-power 4-drop that can be cast from the graveyard is a decent floor (compare to Call of the Herd) for a self-mill deck.

Wail of War (U): We’ve had both of these effects at 3-mana before, but the combo is interesting as the mini-Infest can work as both anti-aggro and allow your deck to close the game, while the Raise Dead gives you utility in a longer game. Instant speed is also a nice upgrade over those cards.

Yathan Tombguard (U): It’s a big trigger, but much like Unforgiving One, I think most Black-X decks just won’t be able to leverage the trigger since they have poor synergy with +1/+1 counters.

No Interest:

Abzan Devotee (C): Too expensive to return versus Cult Conscript, Reanimating Skeleton, or Retrofitted Transmogrant. I don’t value the color-fixing.

Adorned Crocodile (C): Not competitive as a 5-drop and the graveyard bonus is marginal. Bashful Beastie isn’t seeing a ton of play.

Alesha’s Legacy (C): Strictly worse Maximum Overdrive.

Caustic Exhale (C): I think you prefer Ulcerate or Dismember unless you can expect to cost-reduce this below Last Gasp..

Corroding Dragonstorm (U): You need to be bouncing this to get sufficient value.

Cruel Truths (C): Instant speed is a nice “upgrade” over Bitter Revelation, but we have this card at sorcery for a mana less in Diresight.

Delta Bloodflies (C): I think we already have a lot of non-conditional 2-power 2-drops that fly with upside.

Dragon’s Prey (C): Invalidates Murder (mostly), but we already have Withering Torment and Nocturnal Hunger.

Feral Deathgorger (C): The expensive card is too expensive for its body. The omen is decent, but it’s sorcery speed.

Gurmag Rakshasa (U): Too small of removal. We already have Noxious Dragon and Dark Hatchling and Wick’s Patrol.

Kin-Tree Nurturer (C): Probably worse than Sandsteppe Outcast or (in Black) Lord Skitter’s Butcher or Vizier of the Scorpion.

Krumar Initaite (U): Paying both mana and life is a lot. Yes, you can make something big, but a lot of this time this ability will be 2-mana to make a 1/1.

Nightblade Brigade (C): A 1/3 deathtouch is a defensive cad and its ability is offensive. Seems confused as to what it wants to be.

Salt Road Skirmish (U): At sorcery speed, 4-mana to destroy a creature with minor upside isn’t good enough.

Sandskitter Outrider (C): I like Gothmog, Morgul Lieutenant more. This is mostly just a Black Call the Cavalry.

Strategic Betrayal (U): Nice upside on an edict, but I like the selection of Sheoldred’s Edict more.

Unburied Earthcarver (C): Worse Malevolent Noble.

Unrooted Ancestor (U): Worse than Yahenni, Undying Partisan and a lot of work to do a poor imitation of Skinrender.

Worthy Cost (C): Worse Eaten Alive.

Strong/Staples:

None.

Interest:

Wingblade Disciple (U): I think this is better than Xerex Strobe-Knight. I also think it’s probably worse than MIschievous Mystic, but you could probably run both and it’s in a much better color than Clarion Spirit.

Similar:

Constrictor Sage (U): I think I prefer the better body of Juvenile Mist Dragon or bouncing the creature with Spikeshell Harrier, but this does add a graveyard synergy.

Unique/Synergy:

Veteran Ice Climber (U): I think this is a self-mill card, not an offensive mill card, and considered that way, I kind of like it. It blocks 2/x’s and pings and mills repeatedly. Not sure most Blue decks are playing enhancements and not sure it outperforms Shoreline Looter and Looter il-Kor.

No Interest:

Aegis Sculptor (U): Ward is nice, but these type of “grow” creatures generally disappoint. Also, most decks that will have enough graveyard fodder to let this grow decently are going to want to use their graveyards for something else.

Agent of Kotis (C): Blue scavenge is unusual. But neither the body nor the ability are priced competitively.

Bewildering Blizzard (U): I think I like Behold the Unspeakable more.

Dirgur Island Dragon (C): As a new card format, omens are hard to evaluate. Thinking of this as a split card, Tap/Draw isn’t a great card for 2-mana. And we have better 6-mana flyers. I’d rather have something like Sapphire Dragon.

Dispelling Exhale (U): Worse than Mana Leak and for Quench we have better upside with Phantom Interference or Lose Focus.

Dragonstorm Forecaster (U): Neither of the searched cards is particularly good, so I don’t think this is worth considering.

Essence Anchor (U): If I wanted repeatable surveil, I’d rather play Mindwhisker. The build-around upside here seems overly finicky, but we are slowly amassing a set of cards that care about cards leaving your graveyard.

Focus the Mind (C): The ceiling is decent, but I think the floor is too low and we have lots of instant speed draw at 4- and 5-mana.

Fresh Start (U): I would prefer So Tiny or Unable to Scream.

Highspire Bell-Ringer (C): The body isn’t good enough for what is functionally a conditional mana-dork.

Humbling Elder (C): Functional reprint of Cogwork Wrestler.

Iceridge Serpent (C): We just had Spikeshell Harrier and this is pretty much strictly worse.

Kishla Trawlers (U): Pretty similar to Tenacious Tomeseeker and I think it’ll play more finicky.

Ringing Strike Mastery (C): Singing Bell Strike is a playable card, but not great, and I think Bind the Monster is probably better in most decks that want this effect.

Riverwalk Technique (C): The two modes are a little too similar and I think you’d prefer something like Spellgyre or [Unsubstantiate]].

Roiling Dragonstorm (U): Chart a Course is likely better in most Blue decks as it can be actual card advantage, it’s an instant or sorcery, and its upside is likely easier to trigger.

Sibsig Appraiser (C): The graveyard synergy is nice, but the power just doesn’t compare to Serum Visionary. Would probably be better as a 1/3 a la Sea Gate Oracle.

Snowmelt Stag (C): I think being a 5/2 on attacks is worse except when you’re activating the ability, which is 7-mana! Not sure this is that much better than Wormhole Serpent.

Spectral Denial (U): I think Condescend probably has more often useful upside (or Stubborn Denial if you really care about 4-power matters).

Temur Devotee (C): Limited mana-filtering is likely worse than conditional attacking.

Unending Whisper (C): I’d like it a lot more if it was an instant. But otherwise I think you’ll prefer Think Twice or Radical Idea.

Ureni's Rebuff (U): I like Silent Departure more even if this can be pseudo-flashbacked for cheaper. Being 1-mana is a huge deal.

Wingspan Stride (C): I don’t understand the play pattern of this card (maybe to support double-spelling), but it’s a strictly better Arcane Flight.

White:

Strong/Staples:

Descendant of Storms (U): Almost a strict upgrade on Usher of the Fallen. This might be the best Savannah Lions we have available to us.

Interest:

Salt Road Packbeast (C): The ceiling on this is pretty great as a T3 play after 1-drop, Raise the Alarm, but the floor is obviously not amazing. I think I like this more than Search Party Captain because the body is so much more relevant. Even at 4-mana, a 4/3 that draws a card is a big game.

Stormbeacon Blade (U): Obviously the power increase is worse than Bonesplitter, but 4 mana for +3/+0 and drawing a card is a decent price. 2 to further equip is decent for Bone Splinters/Edict + Draw a card. You’ll obviously want some number of small evasive creatures to make it work at its best, but a lot of White decks have those in spades.

Sunpearl Kirin (U): I like the body more than Rescuer Chwinga, but I think my cube will still prefer Whitemane Lion for the combo with Oketra’s Monument, but this is probably the best pure “rescue” creature we have access to.

Similar:

Fortress Kin-Guard (C): The 2-mana 2/3 option isn’t exciting or novel, so this is mostly a 2-mana 1/2 + 1/1. And we have both Raise the Alarm and Resolute Reinforcements (the comparably-statted Lazotep Reaver (in a different color) is also not a common player). All of which is to say that this is fine, but probably similar to something like Servo Exhibition.

Riling Dawnbreaker (C): Serra Angel worth of stats with a (pretty mediocre) alternate early version. Angel is still playable and this is probably in the same tier.

Unique/Synergy:

Dalkovan Packbeasts (U): One of the most unique cards in the set. It reminds me a little of Wall of Resurgence. I do want to temper expectations, though, because it really only impacts a board with a medium number of small creatures (too many or any large creature means it can’t attack safely). So it’s kind of an aggro card that ends up being kind of win-more. Big synergy with a free sac outlet like Goblin Bombardment.

Duty Beyond Death (U): A very unique combat trick, but I think it’s going to play more awkwardly than its ceiling suggests. If your board isn’t super-wide, it’s probably going to play worse than Make a Stand or Pride of Conquerors, but it’s also got a high ceiling.

Rally the Monastery (U): Each of the options is a little above-rate at 2-mana, but decently below at 4-mana. This means that this is going to play more like a 3- or 4-mana trick and I am intensely skeptical of that. With that said, this is very flexible.

Wayspeaker Bodyguard (U): Really cool card. A 3/4 that draws a card is probably worth 4-mana and it somewhat fuels itself to trigger flurry on the next turn (or that turn). I think this is an aggro curve-topper, but could end up being just generically decent.

No Interest:

Arashin Sunshield (C): Mediocre combination of effects. Tap effects on a high-drop are also anti-synergistic. We don’t see many people playing Nebelgast Beguiler.

Bearer of Glory (C): Dawnwing Marshall has better stats and evasion and the same ability.

Coordinated Maneuver (C): Mostly a strictly worse Thraben Charm (though it can hit planeswalkers).

Dragonback Lancer (C): I like Oltec Cloudguard and Aerie Auxiliary more as they bring 4 power of permanent stats along.

Furious Forebear (U): A naked Blade of the Sixth Pride isn’t good enough, but there’s probably a combo with this (first thought is anything that discards a card to make a creature token). But “drawing” a 3/1 for 2-mana just isn’t that impactful.

Lightfoot Technique (C): Very similar to Take Up the Shield (lifelink vs. flying), but I think you’d prefer the protection of Angelic Resistance.

Loxodon Battle Priest (U): A peasant-legal Luminarch Aspirant, but the combination of mana-value, stats, and inability to target itself makes me skeptical of it versus other White 5s. This might have value in a +1/+1 counters synergy deck, but there I think you’d still prefer Elite Scaleguard.

Mardu Devotee (C): I don’t value the mana-filtering and the only time that scry 2 is comparable to drawing a card is in the late game (when you don’t need lands) and, at that point, the 1/2 is likely meaningless. I’d rather have Thraben Inspector at the same mana cost and bank actual card draw.

Osseus Exhale (C): The upside is quite minimal, so I think this is just a conditional 2-mana/deal 5 damage, for which we have a number of similar options.

Poised Practitioner (C): Expect it to be about as good as Razzle-Dazzler or Infernal Pet, so not good.

Rebellious Strike (C): I think you’d prefer Defiant Strike as the draw is more important than pumping just power.

Starry-Eyed Skyrider (U): A strict upgrade on Pegasus Courser, but I think I prefer the upside/versatility of Blessed Hippogriff over the token text, especially since the second most common token in White is a 1/1 flyer.

Static Snare (U): I think you’d prefer Journey to Nowhere or Seal Away even if they can’t hit artifacts as the guaranteed lower cost will likely play better in more situations.

Stormplain Detainment (C): Functional reprint of Banishing Light.

Teeming Dragonstorm (U): Unless you are likely to be able to bounce/replay this, Call the Cavalry is better. With that said, bouncing a permanent is something that multiple White cards can do.

Tempest Hawk (C): Unless you break singleton, this is a Wind Drake.

Tarkir: Dragonstorm for Peasant Cubes

These reviews represent my initial reactions and thoughts about the cards from Tarkir: Dragonstorm for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.

I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.

  • Strong/Staples are going to be strong cards that I expect to see in power-maxed peasant lists.
  • Interest cards are ones that I think are interesting and are powerful enough to fit in most peasant cubes.
  • Similar cards are cards that are slight improvements over cards that have been or are on the edge of playable.
  • Unique/Synergy is a bit of a catch-all for cards that either provide a unique or rare effect in a color or cards that would be interesting if you explicitly support a particular theme or archetype.
  • No Interest are cards that are either worse than a comparable card that sees little play, cards that have a very low power level, or cards that have a niche effect that is unlikely to be desirable.

Not every card will be reviewed to the same length.

Some mechanical thoughts:

Endure: This mechanic provides a nice bridge between counters and tokens, but I think in most instances the token is going to be the preferred mode (if only to avoid putting eggs in one basket).

Flurry: We’ve now seen this theme multiple times across multiple limited formats and outside of a handful of cards, it has never been good enough. The payoff for double-spelling needs to be relatively high or the card needs to be strong enough on its own because you can’t realistically plan to double spell that many times per game.

Harmonize: Flashback redux. And based on the pricing, they seem to be pricing this at about 2-mana more than a similar Flashback spell and limiting it to sorcery speed. That doesn’t mean it’s not a playable mechanic, but I’ve been a little underwhelmed.

Mobilize: Mobilize 1 functions as (generally) slightly better than +1/+1 on attacking. It obviously synergizes with sacrifice themes, but those don’t need help in most peasant cubes.

Renew: A graveyard value mechanic that turns heavily on the specific costs/value of the ability. Similar to Scavenge, which has not been previously a large player.

Omens: It’s really annoying that the frame is so similar to adventures, when mechanically it’s quite different. These essentially function as Creature split-cards and I evaluate them the same way.

White
Blue
Black
Red
Green
Multicolor
Colorless

These reviews represent my initial reactions and thoughts about the cards from Aetherdrift for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.

I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.

  • Strong/Staples are going to be strong cards that I expect to see in power-maxed peasant lists.
  • Interest cards are ones that I think are interesting and are powerful enough to fit in most peasant cubes.
  • Similar cards are cards that are slight improvements over cards that have been or are on the edge of playable.
  • Unique/Synergy is a bit of a catch-all for cards that either provide a unique or rare effect in a color or cards that would be interesting if you explicitly support a particular theme or archetype.
  • No Interest are cards that are either worse than a comparable card that sees little play, cards that have a very low power level, or cards that have a niche effect that is unlikely to be desirable.

Not every card will be reviewed to the same length.

Some mechanical thoughts:

Start Your Engines / Max Speed: A strange mechanic that is pseudo-parasitic in that most cards can support themselves, but the real value occurs when you can get “start”-ed as early as possible and later Speed cards can take advantage of you already being at Max Speed. Given that most cubes aren’t going to run tons of speed cards, I think you need to evaluate the cards on their own and, as a result, I think most of them fall short. I also strongly dislike adding yet another game piece, so I am predisposed to dislike Speed cards.

Exhaust: Very similar to Monstrous and Adapt, this functionally offers a delayed kicker for various creatures.

Vehicles: Vehicles perform similarly to equipment in that they functionally enhance creatures you’re already playing. Unlike equipment, however, vehicles risk themselves in combat. So a 3/2 vehicle not only can only enhance a 1/1 or a 2/1, but also isn’t likely to survive combat, giving you only 1 “use”. For this reason, I tend to prefer equipment as my enhancement of choice The exceptions are where vehicles have evasion, are massively above-rate (Renegade Freighter) or scale with the game Untethered Express. Vehicles can also provide a pseudo-haste as they can crewed by a newly-played creature. All of this is to say that I value them as enhancements, not creatures in their own rights unless they are able to crew themselves somehow.

Mounts: While mechanically similar, mounts are quite different from vehicles as they are already creatures and therefore don’t take up limited non-creature spots in deck construction. At the same time, they only ever trigger on attack, so are often forced into aggressive roles.

Cycling: One of my favorite mechanics, but one that has faded slightly as cards have gotten more efficient. Paying 2 to effectively loot (discard/draw) is difficult to stomach outside of a control deck that is sitting on other interaction.

White
Blue
Black
Red
Green
Multicolor
Colorless/Lands

Strong/Staples:

None.

Interest:

Night Market (C): A cycling pseudo-Evolving Wilds is a strict if quite minor upgrade.

Similar:

None.

Unique/Synergy:

None.

No Interest:

Aetherjacket (C): Body and ability are both over-costed.

Camera Launcher (C): Body and ability are both over-costed.

Guidelight Matrix (C): Worse than Ichor Slick in most cubes.

Marshals’ Pathcruiser (U): I think Sunbird Standard is a much better payoff/enabler for a 5-color nonsense deck.

Pit Automoton (U): Too narrow unless you really love Jade Mage.

Racers’ Scoreboard (U): Colorless sorcery-speed Catalog for one more mana. Unless you have other speed cards, this takes too long to start earning its mana. Just play Hedron Archive.

Rover Blades (U): Too expensive of an equip cost. Lizard Blades was a rare and was decent, but this is a lot worse.

Scrap Compactor (C): Scalding Cauldron + Urn of Godfire. Shrug.

[[Skybox Ferry][ (C): Vehicle is bad, cycling doesn’t make it better.

Starting Column (C): I like it maybe a little more than Orazca Relic, but it’s still mostly a Manalith.

Ticket Tortoise (C): Only provides ramp if you’ve already fallen behind. And a 3/1 defender for 2-mana isn’t close.

Walking Sarcophagus (C): A 2/1 for 2-mana isn’t good enough even if it eventually becomes a 3/3.

Wreck Remover (C): Random graveyard hate doesn’t make up for a below-rate body.

Amonkhet Raceway (U): I think it’s too slow.

Avishkar Raceway (C): Very expensive late-game activation isn’t worth worse mana.

Country Roads et al. (U): A tapped mono land that can make a 1/1 is not interesting.

Strong/Staples:

None.

Interest:

Skyserpent Seeker (U): Not exactly Baleful Strix, but closer than I would have ever expected. It functionally draws you (a slightly worse) Explosive Vegetation that also makes it slightly bigger. It can curve Elf, Seeker, Activate, 7 Drop.

Veteran Beastrider (U): Above-rate body that pseudo grants your whole team vigilance and is an acceptably costed anthem effect. I think I really like this card.

Similar:

None.

Unique/Synergy:

Boosted Sloop (U): Not exactly peasant’s Smuggler’s Copter, but it triggers on just attack and gives a discard outlet to Blue-Red.

Broodheart Engine (U): Can you still pay 2-mana on Turn 2 for a card that doesn’t affect the board? This gives you repeatable surveils and “draws” you a Zombify. But in a deck that wants to be 17+ creatures, would you prefer Broodspinner or Nyx Weaver?

No Interest:

Apocalypse Runner (U): I think you wouldn’t play this just for the tap ability and the vehicle half is worse than an unplayable draft common from Kaladesh (Irontread Crusher).

Boom Scholar (U): Too narrow in 99% of cubes.

Cloudspire Coordinator (U): Unless you’re supporting vehicles, Veteran Motorist is very similar.

Cloudspire Skycycle (U): Aerie Auxiliary is just better in most cases.

Dune Drifter (U): Graceful Restoration is likely to be better in most circumstances.

Embalmed Ascendant (U): I think you’d rather have Elas il-Kor, Sadistic Pilgrim.

Gastal Thrisllseeker (U): A great enabler for Speed, but I don’t think you’re going to be able to support it in most peasant cubes.

Guidelight Pathmaker (U): The vehicle isn’t worth 4-5 mana even if it provides a tutor.

Haunted Hellride (U): It’s a mediocre enhancement “enchantment.”

Haunt the Network (U): The floor isn’t great for 5-mana and Blue-Black is a very hard section to break into.

Lagorin, Soul of Alacria (U): A lot of work to slowly make a big flyer.

Rangers’ Aetherhive (U): Too narrow in 99% of cubes.

Rocketeer Boostbuggy (U): I don’t love combining a bad Goldvein Pick with a 5-mana 4/3. Wildfire Wickerfolk just seems better.

Thundering Broodwagon (U): Too expensive and too pip-intensive. I’d rather play Back for More or Spiritmonger.

Voyage Home (U): Three artifacts makes it fine. Anything less and it’s rather bad.

Strong/Staples:

None.

Interest:

None.

Similar:

Dredger’s Insight (U): We now have a lot of versions of this effect and I think this falls below Malevolent Rumble and Grapple with Past, but is probably firmly in the Say Its Name and Cache Grab tier.

Migrating Ketradon (C): Similar to Cleanup Crew and I think I like it less than Generous Ent as a self-binning threat.

Molt Tender (U): A mill version of Rustvine Cultivator. I want to love it, but I worry that 99% of the time it’ll just be a more finicky Llanowar Elves.

Stampeding Scurryfoot (C): I actually like this a decent amount, but think it may fall slightly short of the similar Mild-Mannered Librarian.

Unique/Synergy:

Autarch Mammoth (U): 8/8 worth of stats for 6-mana is good; I’m not sure we’ve had that before. But the lack of evasion is a worry. At the same time, this is the rare snowballing threat that can also take advantage of Elves after they’ve ramped it out.

Earthrumbler (U): Big, vigilance, and evasion are all good, but I worry that the deck that can fuel this wants high creature counts and wants those creatures to stay in the graveyard versus exile. Still, beefy.

No Interest:

Alacrian Jaguar (C): I think I prefer Auspicious Starrix (which is always a 6/6), but this is also 4/4 worth of vigilance. Still, no ETB or protection makes me wary of 5+ drop.

Beastrider Vanguard (C): Mostly worse than Duskwatch Recruiter.

Bestow Greatness (C): Too expensive and non protection versus Overprotect.

Defend the Rider (U): We now have three or four versions of this type of protection trick. I think I like this the least of them as the 1/1 flash mode is somewhat underwhelming.

Elvish Refueler (U): The black versions of this card that grow once-per-turn aren’t good and I don’t think this solves any of the problems.

Fang-Druid Summoner (U): Too few targets in most cubes even if it does grab a handful of playable adventure creatures (Cheeky House-Mouse, Merfolk Secretkeeper).

Fang Guardian (U): I like Briarhorn more.

Greenbelt Guardian (U): A variant on Sauroform Hybrid. Might end up being a touch too expensive, but its activated ability is useful with cards like Ridgescale Tusker (then again, most big Green threats already have trample).

Hazard of the Dunes (C): I prefer Bannerhide Krushok or Voracious Typhon, and not sure this is a better Giant Spider than Colossodactyl.

Jibrik Omnivore (C): We have plenty of 2-mana 3/2s with upside.

Loxodon Surveyor (C): I’d rather have Call of the Herd.

Ooze Patrol (U): 4-mana version of Moldgraf Millipede, which is probably better, but not playable. Especially since we just got Splinterfright and I’m not sure that’s even playable.

Plow Through (U): Much closer to Lay of the Land than something like Bushwhack or Abundant Growth.

Point the Way (U): You need Speed of 3 or 4 to make the mana spent here worthwhile. And that means you need to be aggressive, which isn’t the deck that wants a slow payoff ramp card.

Pothole Mole (C): Functional reprint of Erratic Farmer.

Rise from the Wreck (U): Most cubes/decks will have one of these targets.

Run Over (C): I’d rather play Ram Through or Hard-Hitting Question.

Silken Strength (C): I prefer Sudden Spinnerets or Bannerhide Krushok.

Terrian, World Tyrant (U): We just got Quakestrider Ceratops if you want to go full Timmy.

Veloheart Bike (C): It’s a weird combo of abilities, but I don’t really like any of them.

Venomsac Lagac (C): Needs to be saddled to be worth more than 1-mana and you can’t saddle it defensively.

Strong/Staples:

Greasewrench Goblin (U): No downside and I like the upside versus Embereth Veteran (which is the only 2/1 for 1-mana with no downside we have access to). Has great synergy with the other 1-drop, Marauding Mako.

Interest:

Marauding Mako (U): A much better version of Flameblade Adept, especially since it can likely attack as a 2/2 on Turn 2 (and has some explosive starts with things like Faithless Looting. It doesn’t fuel itself, but so many strong Red archetypes rely on discarding.

Similar:

Dracosaur Auxiliary (U): I like Amethyst Dragon slightly more as Volcanic Dragon+, but this does have situational upside.

Unique/Synergy:

Fuel the Flames (U): I think Vampire’s Vengeance is slightly better, giving you both “cycling” and the damage as opposed to either. And Pyroclasm is a mana cheaper. But this is exactly the kind of card that benefits from cycling.

Thunderhead Gunner (C): I think this could be sneakily decent. It’s somewhat vanilla, but it also gets to activate the turn you play it and then it likely guarantees you don’t hit lands unless you want to.

No Interest:

Adrenaline Jockey (U): I prefer the very similar, higher-floor, Scytheclaw Raptor.

[{Burner Rocket]] (C): Hidden Footblade offers a trick that is more likely to 2-for-1 an opponent, whereas this has the potential to push more damage. But in those situations, I think I’d rather have Mirran Banesplitter.

Clamorous Ironclad (C): I think Oliphaunt is significantly better.

Crash and Burn (C): Unless 6 damage is necessary, 5 damage costs 3-mana.

Dynamite Diver (C): More upside on Heartfire Hero.

Endrider Catalyzer (C): I’m having trouble envisioning a deck that wants a 2-mana 3/1 and a mana dork on Turn 5.

Endrider Spikespitter (U): An actual payoff for getting speed, but a 3/4 reach for 4-mana that doesn’t get you card advantage until turn 7 at the earliest isn’t good enough on its own.

Gastal Blockbuster (C): A bigger/worse Shrapnel Slinger.

Gilded Ghoda (C): Isn’t Piggy Bank better in most cases?

Goblin Surveyor (C): Just not enough meat on the bone.

Kickoff Celebrations (C): Unless you can easily reach max speed, it’s a worse Bitter Reunion.

Magmakin Artillerist (C): Comparing this to a Guttersnipe or Thermo-Alchemist, I think this is harder to trigger and doesn’t do enough damage.

Outpace Oblivion (U): I’d rather have Ghostfire Slice.

Pacesetter Paragon (U): Too-far below rate compared to something like Scrapper Champion.

Pedal to the Metal (C): Strictly worse Lunar Frenzy.

Prowcatcher Specialist (C): We’ve got better 2-mana haste threats in Cunning Coyote, Resilient Roadrunner, and (now) Ash Zealot.

Push the Limits (U): Huge effect that is far too narrow in almost every cube.

Reckless Velocitaur (U): The floor is terrible and the ceiling is not great.

Road Rage (U): Galvanic Discharge’s floor is likely this card’s ceiling.

Skycrash (U): Scrap has been powercrept and it’s still not great. Shredded Sails offers similar modality with more upside.

Spire Mechcycle (U): Needs another Mount/Vehicle to even be comparable to Charging Monstrosaur, which has a much higher floor.

Tyrox, Saurid Tyrant (U): Maybe in a tempo deck, but 1 toughness means this doesn’t survive anything a 3/1 doesn’t.

Strong/Staples:

None.

Interest:

Wreckage Wickerfolk (C): The body isn’t super exciting, but I think this glues a lot of Black decks together. The same decks that run Faerie Dreamthief are likely to want this. It plays defense well and can peck in. A 1/3 flying body is loosely comparable to a 2/2 lifelink (Desperate Bloodseeker) and surveil 2 is better than mill 2.

Similar:

Intimidation Tactics (U): The switched costs are probably better than Memory Leak. And if you’re playing Divest, this is a pure upgrade.

Shefet Archfiend (U): Has similarities to Archfiend of Sorrows, which I think I like better. This is obviously easier to synergize with a reanimation strategy, but Black already has plenty of cheap discard options. I like Sorrows more because it doesn’t risk nuking your own board and it provides Graveyard value, but a 5-power flyer ends games quickly and we’re nearing a concentration of self-binning threats that are otherwise playable.

Unique/Synergy:

Grim Bauble (C): Sorcery speed makes this generally worse than Disfigure et al., but this provide another rectangle on the battlefield, which might be appealing for certain types of cubes.

Grim Javelineer (C): This actually interests me because it functionally has +1/+0 of haste and it provides card selection/milling without really slowing down deploying threats. I think it’s probably still not enough, but it’s closer than I would’ve expected.

Locust Spray (U): A Black version of Spark Spray. Neither effect is super impactful, but as functionally a Black cantrip that can also be a minor combat trick/removal, I might actually be interested in this. Can also fit spells decks that care about spells in graveyard as opposed to casting spells.

Pactdoll Terror (C): A 3/4 for 4-mana that ETBs and drains 1 isn’t playable. But if it drains 3, I think it’s in the conversation. That requires a specific type of artifact deck, but there is power here.

No Interest:

Ancient Vendetta (U): In a singleton format, this is almost certainly too expensive. This does let you name lands, so you could potentially color screw someone off their splash, but you need to know their deck, which would encourage really anti-social behavior and bad play patterns.

Back on Track (U): Over-costed even in value reanimator strategies.

Carrion Cruiser (U): I think I’d prefer the additional card from Another Chance versus a mediocre vehicle.

Chitin Gravestalker (C): Really only goes in one kind of deck (usually Black-Green), but probably is about the same as Writhing Necromass (though the cycling provides additional utility). I prefer the ETB and evasion of Hollow Marauder.

Deathless Pilot (C): A slightly better Durable Coilbug.

Engine Rat (C): I prefer the upside on Foulmire Knight.

Gastal Raider (U): I like Thought-Stalker Warlock more. Being limited to instant and sorcery cards will make this miss more than you’d expect.

Hellish Sideswipe (U): I like Annihilating Glare more.

Hour of Victory (U): I think you’re more likely to get Demonic Tutor out of Servant of the Stinger and Servant has a meaningful body, whereas the token here is anemic at 3-mana.

Kalakscion, Hunger Tyrant (U): A lot of power, but dies to a stiff breeze and has no evasion. Maybe if you’re supporting Fling.

Maximum Overdrive (C): A strict upgrade over Battle-Rage Blessing, but very similar in power level to Fake Your Own Death or Not Dead After All.

Momentum Breaker (U): Unless you’re trying to support Speed, this has lower upside than other edicts like Sheoldred’s Edict, Accursed Marauder, or Tithing Blade.

Mutant Surveyor (C): Threat of activation is interesting, but this is probably worse than Knight of Dusk’s Shadow.

Ripclaw Wrangler (C): The vehicle is barely worth a card, so this is 4-mana for two “cards.”

Risen Necroregent (U): Too slow unless you have other speed enablers. Playing a 5/4 that won’t get you a token until Turn 7-8 isn’t sufficient. Priest of the Blood Rite just seems better in most instances.

Risky Shortcut (C): Prefer Diresight and Read the Bones.

Spin Out (C): We have Hero’s Downfall and Feed the Cycle.

Streaking Oilgorger (C): Vampire Sovereign has better stats, more impact, and less set up.

Syphon Fuel (C): Minor upside over Final Reward.

Wickerfolk Indomitable (U): It’s recursive, but feels too costly. Especially compared to Retrofitted Transmogrant.

Wretched Doll (U): Possibly interesting if you’re supporting delirium, otherwise Sinister Starfish is probably better in a controlling deck. Would be hugely different if its surveil ability didn’t require it to tap (even if it was limited to once-per-turn).

Strong/Staples:

None.

Interest:

Scrounging Skyray (U): A card that I want to be really good, but that I think will play closer to Faerie Vandal (playable, but not super exciting). Both are consistently triggered by looters, but the specific card draw spells you play should indicate which will play better. If you get a single counter, it’s decent. Two, it’s great.

Stock Up (U): Holy power creep Divination! It feels bananas to say, but this is arguably better than Fact or Fiction and likely in the same tier as Brainsurge. If it ends up failing short it’ll be because of the Sorcery speed, but compare this to the Rare Drawn from Dreams and it’s not obviously worse.

Similar:

Diversion Unit (U): WotC has given us tons of 2/1 flyers for 2-mana in Blue over the last couple of years. I like this less than Plumecreed Escort or Zephyr Sentinel, but it’s likely playable.

Spikeshell Harrier (U): Similar to Psychic Pickpocket and I prefer Juvenile Mist Dragon to both even though it doesn’t actually bounce the creature.

Unique/Synergy:

Memory Guardian (U): Unless you can deploy 3 artifacts in the first two turns, Serendib Efreet is probably more consistent, but there is a high ceiling here.

Rangers’ Refueler (U): I’m assuming you have no other exhaust spells, but a 6-mana 4/4 that draws a card and can be paid in installments is a decent floor. Prior to exhaust-ing though, it’s really not worth a card.

Sabotage Specialist (U): I like this more than Genestealer Locus and (probably) Mindwhisker, but I also think Blue 4s are a pretty tight section.

No Interest:

Aether Syphon (U): The draw mode feels over-priced (versus something like Sunset Pyramid, which is already likely too slow) and the Max Speed option can be had easier with Teferi’s Tutelage.

Bounce Off (C): Functionally Unsummon, but Fading Hope or Vapor Snag are better upsides.

Caelorna, Coral Tyrant (U): Unless you’re supporting High Alert, this is mostly a Wall of Mist.

Flood the Engine (C): Probably better than Imprisoned in the Moon or Ichthyomorphosis, but still weak as pure removal.

Glitch Ghost Surveyor (C): Wind Drake isn’t playable and the upside here is quite minor.

Guidelight Optimizer (C): I’d prefer Oaken Siren (although it is slightly more limited in mana usage).

Howler’s Heavy (C): More of a combat trick that can be an under-statted creature than the opposite, but neither mode is great. I’d rather have Startle.

Hulldrifter (C): We have multiple 5-mana cards that draw 3 and have upside. I don’t think a 3/2 flying vehicle with Crew 3 is worth a card (it essentially just gives flying). So unless you expect to blink the artifact, this isn’t close to worth it.

Keen Buccaneer (C): A 2/3 vigilance for 3-mana isn’t exciting and the exhaust ability is a little bit of nice upside, but 5-mana for 3/4 worth of stats and a loot isn’t a strong package.

Midnight Mangler (C): This is functionally similar to the ubiquitous Moat Piranhas that can conditionally attack and the condition here isn’t great.

Nimble Thopterist (C): Much weaker than Whirler Rogue, though that says more about Rogue than Thopterist.

Roadside Blowout (U): I think I’d prefer Ephara’s Dispersal or Into the Roil for the instant speed.

Skystreak Engineer (C): I don’t want either a 1/3 flying for 2-mana or a 3/5 flying for 7-mana.

Slick Imitator (U): Too slow to get to an over-costed payoff.

Spectral Interference (C): Functionally Essence Scatter with artifact upside, but I think worse than Mana Leak et al.

Stall Out (C): I like Freeze in Place more.

Trade the Helm (U): Shrewd Negotiation with cycling, but I’d prefer Control Magic or Mind Control.

Transit Mage (U): I don’t think any of this cycle are particularly good, but there are very few oft-played 4- or 5-mana artifacts.

Trip Up (C): About the same as Vanish from Sight.

Strong/Staples:

None.

Interest:

Gloryheath Lynx (U): In the same category as Phyrexian Missionary, Sun-Blessed Healer, Brightblade Stoat, or Prairie Dog, but I really like Lynx’s upside because it curves naturally in an aggressive or midrange deck into “drawing” a plains on turn 3 when you play a creature.

Sundial, Dawn Tyrant (U): It’s not interesting, but it’s probably playable and I don’t think we’ve had this much beef at 2-mana in White before.

Similar:

Lightshield Parry (C): Probably better than Will of the All-Hunter as 1-mana >>> 2-mana. But I’m not sure what deck wants a combat trick and isn’t already losing if it needs to cycle it to look for a different threat/answer.

Tune Up (U): Incredibly minor upgrade over Refurbish.

Unique/Synergy:

Guidelight Synergist (U): A mono-White (slightly worse) Cephalopod Sentry. If you can reliably get two other artifacts, it’s worth considering as a 3/4 flyer for 4-mana, but that likely requires a dedicated White artifact deck.

No Interest:

Air Response Unit (U): A 3-mana vehicle that functionally grants a creature flying and +1/+0 or +2/+0. We already had the very similar Dragonfly Suit and that wasn’t close to playable. Vigilance is better since it can also block, but that requires yet another creature (spending three cards to get a single vigilant threat is not playable).

Alacrian Armory (U): Unless you can utilize the mounts/vehicles clause, this is likely to be worse than Hold the Gates.

Brightfield Glider (C): The non-saddled mode isn’t playable and the saddled mode is only useful in a board stall since it net loses you power.

Brightfield Mustang (C): I think Guardian of the Forgotten will play better in most instances since it doesn’t require a second creature (even if it can’t continue to grow).

Broadcast Rambler (C): White 5-mana plays are a very tight section and this is functionally a 5/4 that dies into a 1/1 flyer. Not enough compared to Cloudgoat Ranger or Githzerai Monk.

Canyon Vaulter (U): The floor isn’t playable, but isn’t too far below, but the upside is going to be fairly negligible in most cubes.

Cloudspire Captain (U): The base body is too vanilla and too far below-rate and the anthem effect is too narrow.

Collision Course (C): I like Thraben Charm better unless you desperately need White artifact removal. And even then it’s sorcery speed.

Daring Mechanic (C): Too limited an ability in the vast majority of cubes and a vanilla 3/3 for 3-mana isn’t playable.

Detention Chariot (U): I’d prefer Alabaster Host Intercessor or Cast Out.

Gallant Strike (U): MIscalculation works because the cycling mode allows you to trade in the card when the tax effect is no longer effective. Here, the conditional removal is more likely to be effective later in the game, so the cycling option should be an early-game play, but I don’t want to cycle away removal often (one of the cons of Cast Out) unless I absolutely need to. This is cheaper than Radiant’s Judgment, but I think it runs into the same problems.

Interface Ace (C): You are unlikely to play vehicles with high crew costs already and being able to crew 2 of them (or block after crewing) feels limited in relevance; playing a mostly-vanilla 0/4 does not excite me when I could play Wall of Omens.

Leonin Surveyor (C): Regardless of my thoughts on speed as a mechanic, I think this just doesn’t do enough when we have Brightblade Stoat and Sunhome Stalwart.

Lightwheel Enhancements (C): Very similar to Sentinel’s Eyes, which I prefer as it avoids unnecessary additional mechanics. But I prefer Gryff’s Boon to both.

Lotusguard Disciple (C): Not having flash will most often make this ETB effect simply gain some life (or push through a little damage). I think you’ll do better with Aven Riftwatcher, Angel of Vitality, or Holy Cow.

Nesting Bot (U): I dislike the Speed mechanic, but even if you’re okay with it, you’ll probably be better off with Indebted Spirit unless you really want artifact creature synergies.

Pride of the Road (U): I think it’s easier to trigger Duelcraft Trainer.

Ride’s End (C): A slight upgrade over Luminous Rebuke.

Roadside Assistance (U): Sidegrade of Squire’s Devotion. Almost certainly worse than Sheltered by Ghosts.

Spotcycle Scouter (C): The vehicle isn’t worth enough to justify spending a card on it even if it scrys 2.

Swiftwing Assailant (C): Too slow to become a mini-Serra Angel when we already have Aerie Auxiliary.

Unswerving Sloth (U): It’s got indestructible and vigilance if you have a large enough board. But 5-mana White creatures are fairly competitive and this just feels “fine.” Not sure it’s better than Serra Angel.

Voyager Quickwelder (C): Most White artifact decks are aggressive and this is more controlling in stat line. I think you’ll be better off in most decks (even in equipment decks), with Eowyn, Lady of Rohan. Even in an artifact deck, I think you’d prefer Foundry Inspector.

Mainboard Changelist+405, -405

These reviews represent my initial reactions and thoughts about the cards from Magic: Foundations and Jumpstart 2025 for peasant cubes. These thoughts are mostly based on theory-crafting as I haven’t actually played with any of the new cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.

I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.

  • Strong/Staples are going to be strong cards that I expect to see in power-maxed peasant lists.
  • Interest cards are ones that I think are interesting and are powerful enough to fit in most peasant cubes.
  • Similar cards are cards that are slight improvements over cards that have been or are on the edge of playable.
  • Unique/Synergy is a bit of a catch-all for cards that either provide a unique or rare effect in a color or cards that would be interesting if you explicitly support a particular theme or archetype.
  • No Interest are cards that are either worse than a comparable card that sees little play, cards that have a very low power level, or cards that have a niche effect that is unlikely to be desirable.

Not every card will be reviewed to the same length.

White
Blue
Black
Red
Green
Multicolor/Colorless

Multicolor:

Strong/Staples:

None.

Interest:

Dreadwing Scavenger (U): The obvious allusion is to Baleful Strix, but I think this is a clear upgrade over Tomebound Lich and as someone who wants to support madness and discard themes in Blue-Back, this is a great include for me.

Similar:

None.

Unique/Synergy:

Fiendish Panda (U): On its face (without lifegain synergy), this is a bit better than Driver of the Dead and, with Gurgling Anointer creates a cool little synergy package in White-Black. But I think you need to be supporting lifegain or the ceiling on this card just isn’t high enough.

No Interest:

Perforating Artist (U): In most aggressive decks this functionally has haste and unblockable the turn it’s played, but I wouldn’t expect it to survive combat often. I think Judith, the Scourge Diva is better in most Black-Red decks and this doesn’t have any synergy with aristocrats.

Wardens of the Cycle (U): Great art. But I think its trigger wants you to be aristocrats or aggressive, which Black-Green usually isn’t and it’s likely too vulnerable to removal. You’d probably get more from something like Kagha, Shadow Archdruid.

Colorless:

Strong/Staples:
Interest:
Similar:

None.

Unique/Synergy:

Fishing Pole (U): One mana to make a 1/1 every turn is a good rate, but paying 3 mana at the outset is rougher. Still, this is much cheaper than we’ve previously gotten with something like Whirlermaker. I still think it’s probably too slow and too easy to interact with.

No Interest:

Quick-Draw Katana (C): Because the power boost is also limited to your turn, I think you’d rather have the greater flexibility of Vulshok Morningstar].

Ravenous Amulet (U): Being limited to sorcery speed and once-per-turn makes this a lot worse than something like Dockside Chef or Vampire Gourmand.

Shardless Outlander (C): Probably a better version of Sojourner’s Companion in most cubes (although that card is more of a Myr Enforcer). I still don’t think most decks want an over-priced vanilla 7-drop with a mana-fixing alternate mode.

[{Starnheim Memento]] (U): A White Manalith that can also provide some late-game reach. But you’d probably be better off with equipment (Kitesail?) and the deck that is mostly likely to want such reach doesn’t really want to spend 3-mana for a rock.

Strong/Staples:

None.

Interest:

Dionus, Elvish Archdruid (U): Obviously you need elves to make this worthwhile, but even just having a mana dork or two (or any Elf that has an activated ability - e.g., Imperious Perfect, which it goes bananas with) makes this a must-answer threat. It also is functionally 4/4 vigilance that grows.

Sutina, Speaker of the Tajuru (U): This is the best Civic Wayfinder / Farhaven Elf we’ve ever gotten and it’s also a landfall enabler. Pretty easy include even if might be just behind Llanowar Visionary.

Similar:

Braulios of Pheres Band (U): This templating is actually worse in Green because you so often use non-lands to ramp, but it’s still a threat that will grow over time and has decent stats (though it lacks trample). The attack trigger is very strong, but I do worry that this lacks an ETB and is thus vulnerable to removal. We already have Gaea’s Courser and Wickerfolk Thresher, which do similar things, but this is probably better than both.

Hungry Megasloth (U): Much better in most cases than Longshot Squad. I think if you’re trying to support UG flash, this might be a decent player.

Unique/Synergy:

Elvish Regrower (U): The body is more relevant than Eternal Witness, but I think it’s probably more comparable to Evolution Witness, which I think it has less synergy than. But on its own, it does seem like a stronger stand-alone I do think we just got a better overall card in Under the Skin.

Needletooth Pack (U): I like this a lot more than Cackling Prowler partly because it can share its counters around (which somewhat makes up for its lack of keywords). I do think this needs to go in an aggro deck, though, as otherwise it’s just a big dumb idiot and we just got the mother of all those.

Quakestrider Ceratops (U): We previously have had a 5-mana 6/6, a 6-mana 7/7, and a 7-mana 8/8. Well… Now we have this. And it’s probably not good enough. With that said, this is a two-hit kill and it can be reanimated and it’s got some cool factor.

No Interest:

Ambush Wolf (C): It’s an improvement over Pouncing Cheetah, but we already had up dog, I mean Bounding Wolf and I think I’d rather have Wolfir Avenger over all of those. The graveyard hate is a nice edge bonus but doesn’t move the needle a ton.

Apothecary Stomper (C): Cleanup Crew gets you nearly both options and has additional upside.

Beast-Kin Ranger (C): An often 4/3 trample for 3-mana is a decent card in a Green aggro deck, but a lot of cubes don’t explicitly support such decks. And for the statline, you can probably get similar benefits from Hound Tamer or Rishkar, Peema Renegade.

Cackling Prowler (C): This is an improvement over Bulette / Sabertooth Mauler, but the lack of evasions caps my interest. We also just got a 5/4 for 4-mana in Wickerfolk Thresher and a 6/6 in Wumpus Aberration.

Dwynen, Gilt-Leaf Daen (U): Rare downshift. I think Imperious Perfect is the better Elf lord.

Eager Trufflesnout (U): We have two 2-mana comparables to this with Intrepid Trufflesnout and Meriadoc Brandybuck and I think I like both of those better.

Elfsworn Giant (C): It’s a better [{Sporemound]] (though it doesn’t combo with Life and Limb, but the total P/T just isn’t comparable to things like Ridgescale Tusker, Hivespine Wolverine, or Auspicious Starrix.

Felling Blow (U): Strictly worse than Signature Slam.

Go Forth (C): I like that this can functionally replace a land, but the upside is pretty minor and also the two effects belong in strategies that are somewhat at odds with each other. Bushwhack probably fills that role better.

Razorgrass Invoker (C): Not that different from Wildheart Invoker.

Saurian Symbiote (C): Both modes are too far under-rate.

Slimy Piper (C): We now have 5+ 3/2s for 1g, so the base mode here isn’t that exciting, but the “kicker” mode is potentially interesting. Then again, we just got Bark-Knuckle Boxer and that hasn’t done much.

Spined Tyrranax (U): The trigger costs too much, especially compared to Trollbred Guardian.

Treetop Snarespinner (C): Is Deathtouch and the ability worth just not being a 4/5 (Colossodactyl)? Probably not.

Woodland Liege (C): Unless you have a Beast-specific combo (Herd Baloth?), this isn’t going to trigger often enough.

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