I like Mire Triton, and the deathtouch ability is really useful, but I appreciate more being able to choose what I want to send to the graveyard with Wreckage Wickerfolk. It's also a flyer, so could be good blocking on air and also an evasive option if you want to play it in an aggro deck.
While Shefet Archfiend may kill your own small creatures, I love this card has Cycling, so you don't need another piece to send it to your graveyard. I will probably play with Sinister Starfish or Wreckage Wickerfolk, as they survive to the Demon's ETB. And if you kill something like your own Faerie Dreamthief, that's not a bad deal to draw another card from your graveyard. Control decks can also play the Archfiend as an early cantrip, like they can do with Striped Riverwinder.
Probably, Greasewrench Goblin is the best red 2/1 for a single after Ragavan, Nimble Pilferer. The card is a good option played on turn 1 or on turns 4-5 just for the Exhaust ability, which grows his stats and draws you some cards. And if I have to choose between Norin, Swift Survivalist and Embereth Veteran, I choose the Veteran because he may block and leaves something behind if he dies.
First Day of Class is not a great card by itself, but I needed a combo piece in rakdos colors for the Persist archetype, and if I have to choose between Thran Vigil or this one, First Day could have some applications in tokens strategies, for example.
Pyroclasm is more a sideboard card than a maindeckable one. Fuel the Flames lets you play the same effect in your main deck just for the Cycling ability. If you don't need it, discard it and draw another thing. Also, an instant.
Stampeding Scurryfoot seems inocuous but is great. If your opponent has to spend a card on it to kill a 1/1, is good for you. If they don't kill it, you may gain a 3/3 (at instant speed) with a 2/2. This one is a decent glue card for many decks: +1/+1 counters, tokens or stompy. Also, another option for Essence Reliquary.
I've never been a great fan of Goreclaw, Terror of Qal Sisma, due to several reasons: 3 toughness on a four drop is not exciting, doesn't do nothing when enters, probably you have to wait another turn to gain the discount and has to attack to grant the boost and trample. Hazard of the Dunes is not much better, but has a better body, plays well attacking or defending (blocks flyers) and may be even bigger if survives and you don't have nothing better to spend your mana. To me is a little bit more exciting than Goreclaw.
I didn't like Hivespine Wolverine when I played it. Most of the time I wanted the fight effect but only kills tokens, not any creature. Earthrumbler is not awesome, but probably you may turn it easily into a big monster exiling something from your graveyard. Great stats and Vigilance/Trample are fine to attack and block. And turns on Insidious Roots.
Autarch Mammoth is, more or less, a cheaper Howling Giant. Same stats but at a lesser cost. The Mammoth could create more tokens if you achieve to saddle it. The Saddle cost looks prohibitive, but the token pays it almost by itself.
Honored Hydra is Roar of the Wurm with Trample and 1-mana cheaper. Period.
Veteran Beastrider looks great for token decks. Captured by lagacs is moved to the 2HG module.
Insidious Roots enables a secondary archetype in Golgari. That's something I like to do with each color pair to bring more variety to the cube. There are many cards that trigger this enchantment, starting with Reassembling Skeleton, Honored Hydra or Earthrumbler. Great and really fun build around card to play.
Blue has now some more evasive creatures or effects that create tokens, so I will try Balmor, Battlemage Captain to boost Izzet aggro.
Hedge Maze. When I added the Surveil lands to the cube, I added physically to the box but I forgot this one in the web list. Sorry.
Splinterfright is a long waited downgrade for the Cube. Maybe not playable on turn 3 (unless you have at least a single creature in your graveyard). This upgrades a little bit the main golgari archetype (selfmill and graveyard value), which is something I wanted to do many time ago. Sutina, Speaker of the Tajuru is good. Nothing bad to say about her. But I needed to do a cut, and ramp strategies have plenty of options to play.
Under the Skin is a playable Eternal Witness on turn 3. Fills your graveyard and maybe returns the card you milled to your hand. You gain a 2/2 than could be a hidden threat later in the game. Looks great. I'll probably never cut Eternal Witness out of this Cube, she is still great in Peasant, but maybe a future swap could be Timeless Witness. I considered her for this new add, but now feeds Insidious Roots, so time will tell.
And Maximum Overdrive is just a strictly better Battle-Rage Blessing for the 2HG module.
Once again, I forgot to add a card. This time was Imposing Sovereign, a digital downgrade, just like Honored Hydra. I'll add it to the 2HG module instead of Ardenn, Intrepid Archaeologist, but that will be in a future update.
That's all this time. See you.
Today, December 12th 2024, The Peasant Cube has reached a new milestone, with an incredible 1000 followers on CubeCobra! That makes it (at the time of writing) the 5th most followed Cube in this website. Wow!!
It is an honor, and even some responsibility, to know that this small personal project born almost ten years ago at the request of a friend to draft from time to time, is appreciated by so many people on this website. For this reason, I want to thank all of you who follow The Peasant Cube, those of you who comment on every change I make in the box, or those of you who simply draft it daily, either online on this website or because you have purchased each of the cards from the list to play it in person with friends. THANK YOU.
I am not an expert draft player. I just love playing Limited, but I especially love designing cubes. I know I have made (and I will make) changes to the Cube that are or will be questionable. I'm not perfect, and I learn something new about drafting almost daily. But I always make the changes seeking to improve the gameplay experience, trying to make each pick important, that each card on the list cross-pollinates several archetypes if possible, that the build-around that I include generates a new archetype if possible. Sometimes I succeed. Other times, I don't, so I correct it and we return to the point where we were.
Designing a Cube is not an exact science and has a lot (A LOT) of personal preferences, but I like to think that each change is always to improve the draft experience, of course. I hope the future will bring many more Mythic Commons and Uncommons to add to The Peasant Cube.
1000 thanks again everyone!
Congratulations! I followed your cube last year after I started making my own. I was looking for inspiration online and found your cube through MTGS. I agree on your opinions about designing a cube like this. I feel that since the fresh downshifts and because creating a peasant cube is WAY cheaper than say a Legacy cube, it is no wonder that the peasant cube is gaining in popularity. As long as this hangs in there and you keep doing what you're doing, I'm sure there will be even more followers to come.
So LGTM and hope you keep this project alive and well. I will surely be checking back from time to time on future fresh updates :)
Ok, some quick notes about the changes:
I liked Phyrexian Missionary, and probably she is better for limited than Sun-Blessed Healer. I've just appreciated a little more the white kicker, not needing black, and returning a small PERMANENT to the BATTLEFIELD is also really good.
Helpful Hunter, over Spirited Companion. The cat is just a cleaner design not being an enchantment creature.
Fairgrounds Warden. I already play Fiend Hunter. It's just a question about diversify my white creatures a little more. I really like Guarded Heir is a good curve topper for any white deck, either tokens or blink. Also, a really good pick for Shadowfax, Lord of Horses.
The mythic Uncommon from Duskmourn it had to be here. Sheltered by Ghosts, welcome aboard.
Mischievous Mystic, easy swap here with Emrakul's Messenger. Creating 1/1 flyers is much better than just a bunch of 0/1.
Cynette, Jelly Drover looks a better Wing Splicer to me. Triggers on etb and when it dies, and also pumps your whole team. Good engine by itself, but also a good signal for the flyers deck. I probably will change the art, I don't like the anime style here.
I think Windrider Wizard, while is still decent, is the weakest 3-drop I run in blue, so I will change it with Faebloom Trick, a really good trick for the spellslinger deck, the flyers deck, the tap/tempo deck... and if you can assemble it, an azorius flash deck could be there.
Unable to Scream looks better than Stern Scolding in most cases? It gives blue a good "removal" spell, it's cheap interaction for the early game, and is not a dead card if you draw it later, like a counterspell.
I like Vampire Gourmand for the "aggrostocrats" deck. It's a good engine than can gain evasion.
Pugnacious Pugilist and Dragon Trainer in. Probably this is a bad swap?? I'm not sure. The reason... PugPug is mostly played with the blitz cost, to give it haste, create a token that pings and draw a card when it dies... That's great. But if you need to play it for its mana value, you paid 5 mana and didn't do nothing. That's the reason to change it for the Dragon Trainer. You get two creatures, just by playing it. Consider the human the "token" there, if you want. It's also another good card for Shadowfax, Lord of Horses.
I'm removing Incinerate just because I don't run any card with the regenerate ability. Also, I already have better and cheaper bolts in my red section. I add Play with Fire to not remove all these burn spells I swap.
Goblin Surprise, easy add to remove the flavor abilities in You See a Pair of Goblins.
I'm going to test Origin of the Hidden Ones now that I'm removing Slice and Dice, as I said in my previous update. Let's see how it does.
Sutina, Speaker of the Tajuru looks a great card for any green deck, and does some good stuff after she finds you a land.
I've read some comments in the last months about Acidic Slime being outclassed. Deathtouch is a thing, and blowing a land could be good, but probably not enough most of the times, and Peasant doesn't have good manlands like cubes without resttictions have. I'm gonna try with Hivespine Wolverine. There are good options here when you play it, so the card should do a better job.
I didn't realize that Pianna, Nomad Captain pumps all the creatures in your TEAM, yours and your partner's, too. Probably I run too many anthems in the Cube, but this is interesting for the 2HG.
I still need to test Essence Reliquary. It's possible the card will be removed, but I have contradictory feelings. To many people is a fun card that does funny things, to other people is busted and a nightmare. I need more time to take a decision here.
Well, the elephant in the room: Essence Reliquary. I think this card will be one of the most powerful engines in the Cube, a clear P1p1 if you open it. Similar to Crystal Shard, although restricted to your turn. But the option to bounce and replay on each of your turns a permanent is absolutely broken when you see the possibilities. Any PERMANENT with an ETB, is really good.
Resolute Reinforcements? Ok. Maybe a card with an adventure like Ardenvale Tactician? Good. Ravenous Chupacabra each turn? Wow. Fiend Hunter or Journey to Nowhere, exile the creature and with that trigger on the stack, you bounce the Hunter or the Journey and the creature gets exiled forever?? Great. An addition from this set: Floodpits Drowner, doing the same that you did with Fiend Hunter?? When you shuffle the creature, with the trigger on the stack, you bounce the Drowner and the enemy creature is shuffled but the Drowner is in your hand to be played again (nice, although this only works in your turn). Evoke Mulldrifter or Shriekmaw and bounce them with the trigger on the stack, too.
The Reliquary also works with Rooms and Sagas: Surgical Suite // Hospital Room, Meat Locker // Drowned Diner, Behold the Unspeakable, The Eldest Reborn or Painter's Studio // Defaced Gallery. Or to reset a Planeswalker like Kasmina, Enigmatic Mentor. Absolut value each turn.
The Reliquary's potential to do busted things is huge, so I know I have to stay alert with it and its win ratio. Let's see what people do. It's true that there are several cards in the Cube that destroy artifacts, and I always try to add cards with this kind of effects that are not destined to be sideboard stuff, but maindeck cards. So probably the card is controlled by many other cards. Let see what happens.
Essence Reliquary lasted in my cube for exactly one draft, where someone 3-0ed by evoking Shriekmaw over and over. I can only imagine what it would be like with Journey to Nowhere.
The worst part about this card's play patterns is how repetitive it gets. It looks like you have lots of options, but in reality you're just going to repeatedly do your strongest thing every turn.
I would also caution against the "dies to removal" argument. Just because there are answers in the cube doesn't mean opponents will draft them or draw them in a timely manner, and I would argue that the quality of those games also matters when considering a card.
So, Duskmourn: House of Horror is here, and with it comes a big change to the Boros section () . No more Equipment matters. Now the secondary archetype will be "Power 2 or less", which feels more organically connected to the idea of this guild (small creatures and tokens, basically aggro). The cards for this deck have always been there in the Cube, we just needed the payoffs. I was tempted to cross the archetype with Orzhov, too, but I'm happy with how the
section is right now. But if you feel tempted, try it with Graceful Restoration, which revives two creatures with power 2 or less. Just a reminder tip: Power 2 doesn't strictly mean "small creatures" or "Mana Value 2 or less". It sounds stupid to say this, but some people could make that mistake. You may play more expensive cards like Beetleback Chief or Priest of the Blood Rite if you have them.
Arabella, Abandoned Doll is an awesome build-around card, and I hope she will do a good job in the deck.
With Arabella and Heroic Reinforcements the archetype looked great, but I added another piece with Goblin Trenches. This is a really strong card to end games, and goes well in the tokens deck or in the power 2 matters deck.
I replaced some support cards for Equipments with Militia Bugler and Irreverent Gremlin. I wanted to add Raid Bombardment, and with it I loved the idea of Chandra's Spitfire to revive the Cavalcade deck, but I want to be cautious, because aggro works very well in this Cube. So, no Raid Bombardment in this moment, but maybe later.
Lionheart Glimmer is a good card for any Go-Wide deck, maybe a little bit expensive if you have a very low curve, but is a solid curve topper. Having Ward 2 helps a little to survive when arrives, it doesn't have to attack to give the boost to your board the turn it enters, and is a good card for the Power 2 deck.
Irreverent Gremlin is another payoff for this new archetype, and could also help with the Draw 2 deck.
I noticed White didn't have any small reanimator spell for Orzhov, so I'm adding Dewdrop Cure and Surgical Suite // Hospital Room to have more options in both colors. The sorcery is a powerful tool to recover your board when you play aggro or sacrifice, and the room also gives you additional value each turn.
Battlefield Raptor was good, specially for the first strike and toughness 2 to stop small flyers, and also carried equipments like a champion, but Miner's Guidewind offers more value when the card dies. Good in Azorius flyers, Boros aggro, Orzhov sacrifice, or even Selesnya counters if you are lucky.
Militia Bugler is just a good card in any white aggro deck, and could be really good finding blue creatures, too, and with blink sinergies.
About Kirtar's Wrath and Extinguish All Hope. Ivm removing the expensive wraths from the Cube not because they are bad, but because they are really expensive against the best aggro decks. Six mana is a lot to wipe the board. Also, Peasant is a format built around creatures, even for any control deck. You need them to win matches. So casting one of these expensive wraths sometimes is like a shoot in your foot if you have some guys in play. I will remove Slice and Dice in another future update, I just forgot to do it this time.
Floodpits Drowner is a good update to Merfolk Trickster. It's easier to cast than the Trickster, and the ability could be relevant against many threats.
Unnerving Grasp is another Man-o'-War in a spell, bounces any nonland permanent, sends a card to the graveyard (reanimator, maybe) and manifests something. You could blink the manifested card and have some good plays there if it was a hidden creature.
Treasure Cruise... Why I removed this card? Sounds crazy. There was nothing bad with it. But I didn't like the nombo with Rise from the Tides. These cards should go in different decks. Cruise in a UR tempo build with Sprite Dragon, full of cheap spells, and Rise in a more slow and controlling deck. Probably this is a movement I will undo in the future. I considered some instant speed "draw three cards" spell, but I will try with Meat Locker // Drowned Diner. This card can be played in the early game, and in the late game is the gas you could need. You end with two cards in hand, not three, but that discard effect could be relevant for some decks.
Popular Egotist and Sawblade Skinripper. I don't like sac engines that cost you mana, but these two cards have something good: both are a sac outlet and a payoff in the same card. Just like Lampad of Death's Vigil. They save you a piece in the aristocrats deck (the fodder, the sac outlet, the payoff) and that's fantastic to assemble your plan in a match. Also, they can sacrifice at instant speed and count any kind of permanent, even lands if you have some fetches, for example. Sling-Gang Lieutenant is out because the goblins deck has less and less pieces with each update.
Testament Bearer is a card I like for any control deck. With power 4 you could think is a good attacker, but you will see it shine blocking. This guys stops many, many creatures in the cube. And when it dies, replaces itself and feeds your graveyard. I'm not happy with the options we have in Peasant with black 4-drops, there aren't many good ones where you may choose, but this card looks good in my opinion.
Huskburster Swarm is a bigger Gurmag Angler. Ok, it doesn't work like Gurmag (it doesn't have delve) but I like it for the Golgari archetype, where you want creatures in your graveyard to recur them, not in the exile. Gurmag goes better in UB control, exiling cantrips and removals when you cast it. Huskburster also comes with menace and dethtouch, could win games faster.
Live or Die. The times I played it I was happy with it. It's an expensive removal, but it is a versatile tool that can also reanimate something AT INSTANT SPEED, at the end of your opponent's turn or to block something by surprise when you are attacked.
Probably Norin, Swift Survivalist is not as good as it seems, but is a 2/1 for a single red mana with upside and that upside looks more promising in Cube that in the Duskmourn set. Here I have tons of creatures with good ETBs in all colors, so you should be able to take better advantage of this card.
Brazen Collector looks decent for any gruul deck. As I said, Goblins as a miniarchetype is something not supported for the moment, and while I think Battle Cry Goblin is a decent card by itself, I prefer to not send confusing draft signals to the players and try something new that should have been added with the last update.
Irreverent Gremlin is a good card to support the Power 2 deck, and also helps with the card flow in aggro.
Mad Ratter, even when is a weak card by cost/stats, is a good payoff for the Draw 2 izzet deck. Also, supports the Power 2 archetype creating tokens and goes wild with Irreverent Gremlin.
Razorkin Hordecaller is a better Éomer of the Riddermark. Less power, but he doesn't request you to have the biggest creature on the battlefield and either doesn't need to attack to trigger. Good and easy replacement here.
Painter's Studio // Defaced Gallery is one of the better red cards in the set. 2x1. Card advantage and a mini hymn to play at any moment of the game? Sign me up.
Hunter's Talent... I said in my Bloomburrow update, that Green, in my opinion, doesn't need removal spells, because when you have the biggest creatures, your creatures are the removal if your opponent blocks. But some drafters requested me this Talent, one of those "mythic uncommons" from the set, and I'm gonna give them the opportunity to play with it. I don't need to say the card is really good. Also, deathtouch is a powerful ability that black has in many creatures, and this card could help with that problem for the green player. The card replaced is Up the Beanstalk, which is another good one, but the Talent also has some way to give you some card advantage with the third level.
Shroudstomper is a powerful signpost for the reanimator archetype. I really liked Angel of Despair, but the Elemental offers a repeatable effect, stabilizes your life, replaces itself or gives you even more cards, and looks very good in 2HG, too.
Sandstone Oracle is a card I always wanted to try, and could be good in ramp and reanimator. Is even better in 2HG because you have two opponents to check. I'm removing Walking Skyscraper because it doesn't have many sense in this cube right now. +1/+1 counters is a very secondary archetype, still playable if you find the pieces, but I think the card sends a confusing signal to the people if you drafted it. I mean, it's not a powerful payoff here because I don't fully support the counters deck.
Talisman of Curiosity as another way to give Simic ramp another way to add colorless mana to cast Breaker of Creation. Lavaspur Boots is a card not so great, many times is a cut in your 23 playable cards.
And last, I will talk about Essence Reliquary in another post, I don't have space here xD
Ok, this is all for this time. Soon, I will add Sheltered by Ghosts in my next update. The card started with doubts among the community, but has proven to be BUSTED.
Tax Collector is a new Azorius Arrester with upside. He adds exactly what I want to my Orzhov section if you try to draft a "Death and Taxes" deck: good creatures with ETBs that try to control the board and doing your opponents have difficulties playing their hands. Add some white blink creatures to get more value.
Shrike Force is a nice addition for the equipment deck. It's probably you will not play it too much in a control strategy but double strike could be interesting there to block and deal damage first. It's still a flyer, so any Anthem card that pumps his stats will be great.
Grey Knight Paragon is a more impactful five-drop that plays great as a tempo card with the flash and the disruption abilities. I like Serra Angel Herald of the Host as a finisher for control decks or a possible curve-top card in fliers, but it's true that the years pass and a five-mana card has to have an impact in the board when you play it. Herald of the Host has been moved to the 2HG module.
Plumecreed Scort is an awesome addition for any blue tempo deck. Low cost, protection and evasion. All what you want. Zephyr Sentinel was more or less interesting for the blink deck. You would want a blink ability to get more value inmediatelly, not a bounce one having to recast the creature again, but in the end this was basically a protection creature, and Plumecreed Scort does the job easier.
Splash Lasher has been a really good four-drop in Bloomburrow. You could play it also as a kicked six-drop tapping two creatures for a single turn or even both abilities tapping the same creature for two turns. This is a good card in any deck with blue. Micromancer was a fun build-around, but in the last two sets the number of cards you could find with her was decreasing fast, so I began to see her as a parasitic card (but a fun parasitic one) where I have to build the cube with her in mind and that's not what I'm looking for in my design.
Eddymurk Crab does so many things in the Cube... I love this card. It's good in several archetypes: spellslinger, azorius blink and even tap-matters (not really supported, as I always say, but the tap deck is there right now), simic ramp or even tempo/flash if you end there. I love this card. Sailor's Bane was awesome, Ward 4 is literally Hexproof, and probably that makes the effect not so fun for many people but I played for the discount ability, which counts Adventure cards. Probably Tolarian Terror should have been here since the beginning, cheaper and easier to cast with just a blue pip, and Ward 2 was better for the games but I wanted a really powerful drop and chose the Bane. It doesn't matter now. The Crab is the new king of the town.
Thought-Stalker Warlock was another awesome card in Bloomburrow. A Thoughtseize with legs and some evasion? Sign me up.
About Fell... Sorcery-speed removal is not what you want to play but this card is just another cheap and natural replacement for Bloodchief's Thirst. The card was good when you killed a creature on turn 1, but paying four mana was not crazy. I appreciate the versatility, and the card even kills planeswalkers, but they are not a big concern in Peasant formats. Fell will do the job until an instant speed version will be designed.
Diresight is just a better Read the Bones. You know the sentence: surveil is scry with upside, so your cards in your graveyard could have more weight in your deck if you play a heavy-focused graveyard strategy. Probably a black Divination is not exciting today and I should play some other version at instant speed, but I think the new version has potential in the Cube.
Guttersnipe was showing its age in the Cube, so a new and improved version, Coruscation Mage, could bring fresh air for the spellslinger strategy. Play it as a two-drop (but dealing less damage) or a four-drop (with two bodies), but this otter triggers with any noncreature spell you cast, and that's good. This could see play even in a boros tokens deck, who knows.
Cache Grab is another twist to the classical "mill some cards, get one of them". Instant is good, for sure, but getting any permanent card is the important thing here. So it's a good replacement for Commune with the Gods even if you see one less card. The Squirrel mention is just pure flavor text here.
Dire Mimic was here just for the simic flash deck. That deck is almost all gone, so this card has less sense here now, and Short Bow looks like a good replacement increasing the amount of equipments I have in the cube. The equipment deck is probably the least drafted of all, so it's something I want to reinforce but has many options to be removed from the Cube.
Improbable Alliance comes back to the Cube to give Izzet again something fun to build around. The deck was slow but fun for the pilot, and now there are more powerful tools to draw two or more cards in blue (Brainstorm and Brainsurge) but specially in red with more rummaging (discard & draw) cards (Voldaren Epicure, Scrapwork Mutt or Highway Robbery).
It's very likely that I will add Huskburster Swarm and Brazen Collector in a future small update sooner than later. I need to test them, specially the Huskburster.
In the meantime, enjoy!
Sphinx of the Guildpact is a great card. But also a card that needs to be tracked, because hexproof agains monocolored is a powerful ability. I've played with several multicolor removal spells for some years, just to have tools to kill the Sphinx and Guardian of the Guildpact: Terminate, Rip Apart, Snakeform, Dinrova Horror, Binding the Old Gods or Lawmage's Binding, for example. But I don't like too much the idea of spending a guild slot adding just a removal spell. So I'm gonna say good bye to the Sphinx now, to play with Eldrazi Ravager. Maybe the casting cost is hard to achieve, though I think it's possible to play it right now. But maybe I'll add some more colorless mana rocks in the future. The card is also good in reanimator decks as it goes by itself to this graveyard.
And now, the big elephant in the room. Breaker of Creation... Sounds crazy to remove Sphinx of the Guildpact to add another fatty with protection against removal, but I want to say that the card is harder to cast than the Sphinx, doesn't have evasion, and the toughness looks just ok. I'm gonna track if it causes unbalanced games here. I have now two new red removals with devoid, but this card will be followed to see how it does. Of course, it's another great reanimation target and a natural replacement for Ulamog's Crusher, for the moment.
Frilled Mystic. Right now I've done with flash in simic colors. Maybe in the future the archetype will come back, but i think it needs more support, specially in green. Replacing the archetype I'm gonna power up ramp and if it sees more multicolor support, the graveyard archetype in these colors looks playable and fun. Make your own luck is a powerful tool to cast big spells for free, specially the new big eldrazis I've added.
Pyretic Rebirth should be a good card for aristocrats / recursion decks with red and black. The card is a clear 2x1 giving you advantage when you play it. Also, instant.
Writhing Chrysalis... The best common in MH3, period. A powerhouse in that set. Maybe not so good here, where I don't run tons of eldrazi spawns, only a couple of the new ones, but a good card that gives you value just casting it. The spawns block, ramp you, and make grow the Chrysallid. I'm removing Goblin Anarchomancer, to not create mistakes with this colorless eldrazi and because I like all my other gruul cards a little bit more.
And the ten Landscapes. Probably, the best lands we have seen in Peasant in the last years. These cards enter untapped, give you (colorless) mana or find you some basics. Trigger landfall, fill the graveyard for Treasure Cruise and Gurmag Angler, trigger revolt for Fatal Push, shuffle your library for Brainstorm and Brainsurge, give fodder for Mayhem Devil and Skittering Precursor helpbto enable delirium for Dragon's Rage Channeler... This cycle is awesome. Staples for years.
Finaly, I'm moving Red Dragon to the 2HG module, now that I play with Skoa, Embermage in the mainboard. See you, Lava-Field Overlord.
Like any other Modern Horizons set, the impact of this collection in Cube is big. I wanted to add many other cards in my list. Almost all the MDFC (Modal Double-Faced Cards) are great additions, but I like my dual lands.
Also, I suppose you will miss Bridgeworks Battle here. The reason to not include it is because, in my opinion, the best removal green has are their creatures. If your opponent has to block against a Pelakka Wurm, for example, probably several of their creatures are gonna die to stop you.
As I said, maybe I will do some minor tweaks to adjust things or archetypes, but this is what I want in my Cube in this moment. I hope all of you enjoy with the new additions.
Indebted Spirit is just a strict update over Doomed Traveler. Easy swap here. Remember when you play, that if they kill your creature in response to be enchanted with the Bestow one, the enchantment on the stack doesn't go to the graveyard, it still remains in play when enters but now as a creature.
Downbringer Cleric was interesting, giving you always something decent, but Glyph Elemental offers more value just by playing creatures. It doesn't gain flying like Fearless Fledgling but being again an aura is a good update. And now that I play ten new fetchlands, this type of effects will be better.
Aerie Auxiliary is one of the best white commons in the set. Another upgrade over Relief Captain. He is easier to cast and gains flying, so it's a card more players will fight for.
It was about time to see a white (but cheap) Reclamation Sage at uncommon. And is an untaped land by the other side? Sign me in. You won't lose a slot in your deck to play Witch Enchanter and also is a good hate piece you don't have to have only in your sideboard. Mentor of the Meek was the worst card in the list to go, as it looks a slow engine these days, even for Peasant environments.
Mandibular Kite or Gryff's Boon? I like the aura, specially when is destroyed. But the Kite enters with a creature, so it's playable by itself when enters the battlefield, like Rabbit Battery for example.
I won't support the flash deck in Simic, not more for the moment. Wizards doesn't design enough green creatures with flash, which is what I want to play for the deck, and while there were some recent good additions like Scuttling Sentinel and Trash the Town (or the great Repulsive Mutation]]), I still think is not enough. Azorius does that job much better than Simic, and since OTJ we have some good WU signposts. Maybe with the time I will come back to Simic and introduce a Bant Flash deck in the Cube. Tempo/Flash is one of my favourite strategies when I play Magic. So Brineborn Cutthroat is gone. Emrakul's Messenger should trigger several times in many blue/X decks, cresting blockers and accelerating your mana. Probably I will return to the Draw Two archetype in Izzet in my next update. It was a slow deck, but now red has more tools in the Cube to draw cards.
I love Sea Gate Oracle. The card selection is good, and it has a good body to block. Serum Visionary lets you manipulate the top of your library much better, and she kills more creatures having more power. Also the ability draws a card, something relevant if I migrate to the Draw Two archetype.
The ten new Landscapes I'm adding here make possible to play Brainstorm to shuffle the library after play it. It's an excellent cantrip but didn't have enough support in my mana base. The same with Brainsurge. Both are also good additions for the Draw Two archetype. Dimir graveyard loses Thirst for Discovery but the deck has many options to fill the graveyard.
Capsize has always been one of my favourite Pauper cards to play, but I know it's a nightmare when somebody plays the card against you. It was awesome to commit crimes for your Intimidation Campaign but it's not fun when you suffer it. Sink into Stupor will be a more reasonable card.
Marionette Apprentice seems to be a new staple for any black deck with a good amount of creatures... and now also artifacts. She doesn't gain you life in the process, like Zulaport Cutthroat does, but the base body is better and could be a reasonable 2/3 or come with a creature token. Pure power creep.
With so many token strategies in the Cube, Accursed Marauder should do a good job, but who knows. That was the reason to say goodbye to Plaguecrafter in his moment. This is a test card, I'm not sure if it will be really good here. How many times will you want to kill a 6/6 Wurm token and you draw this card?
I'm not totally sold with Wurmcoil Larva. Paying five mana for a 3/3 "do nothing" is something I don't like too much. Yes, I know your opponents have a problem if they try to kill it (and pray for they don't have exile removal) but this could be a decent creature for aristocrats and maybe control decks. If this would have been a 4/4 leaving two 2/2 bodies... Oh man! but as it is, looks just ok. Let's see how it does. Graveblade Marauder has proven not to be an exciting pick.
Eviscerator's Insight should do a good job replacing Village Rites. It's one mana more expensive, but flashback is a good addition if you want a second use or you accidentally mill it. I like it.
About Fell the Profane: I like the scry 2 that Poison the Cup gives you, but Poison and Shepherd of the Cosmos are the only spells I run now with Foretell, and everybody knows what it is when you exile any of those cards facedown. Fell the profane is a free slot you may add to your deck being a land on the other side, so the utility is great. It's an expensive removal spell, but it's a solid card at any moment of a match.
Reckless Pyrosurfer is ok as a 2/2 with haste, but the battle cry ability when you play a land looks great, specially with the landscapes or any fetchland that I run. The ability stacks, so if you play Shattered Landscape and crack it in the same turn with Pyrosurfer in play, your attacking creatures gain +2/+0. Sorry, Cunning Coyote, it was a short friendship.
I like Skittering Precursor as a 3/3 menace for any aggro/midrange red deck. But the card is awesome for aristocrats, and triggers with any permanent, including lands, artifacts or sagas, not only with creatures. Grishnákh, Brash Instigator has been ok, but just that.
Seismic Wave
I've played with Ardent Elementalist back in the day, and it was just ok, specially beacuse the flicker cards were in blue. Pinnacle Monk looks much better, as it's like a red Shipwreck Dowser that’s also a land. I specially like the sinergy with Pyretic Rebirth, as both cards are in the same colors.
Skoa, Embermage seems a "better" Red Dragon. Losing the evasion is bad, but I prefer the versatility Skoa offers dealing damage to any target. I updated the card without the Grandeur ability, to not create confusion when people draft it, as this is a singleton Cube.
Twinferno is not Temur Battle Rage. Giving trample is what makes de trick good, so I'll try again with TBR, but it's probably I will change soon some red or green spells to combat tricks after I've heard The Jank Tank.
Finally we have Char in Peasant with Ghostfire Slice. But what an upgrade!! This card is awesome. I like Stoke the Flames but the new card base cost is cheaper.
Fanged Flames is just a tool to have Breaker of Creation under control, as it's not a red spell, it's "colorless". Ghostfire Slice can do this work, too. Flame Slash is awesome, but something had to go here.
Mono red has too many tools to deal damage to any target, so I'm removing Play with fire and trying something that has demonstrated it's a good card in some constructed formats: Kumano Faces Kakkazan.
Experiment One is an excellent card... in your opening hand, but not the best one if you draw it late. Also, I hate the regenerate ability doesn't have a reminder text. It's strange to explain the card to somebody that is playing with it for the first time, and in the end, cards with that ability are hard to remove and give you more inevitability during a match. That was the reason to have cards like Terminate or Incinerate in the Cube. I'm swapping Experiment to try Rubblebelt Maverick, which is a good card with some +1/+1 utility, too, and a good enabler fro graveyard decks.
Wolfir Avenger, one of the best green three drops the Cube had, but like I did with Experiment One, regenerate is something I want to avoid here. Also, flash in green is gone, as I said before. Eldrazi Repurposer is an awesome new three mana creature with value for ramp or sacrifice decks. I love it.
Snapping Sailback, good card, nothing bad to say here, but it's just ok. Obviously a card for the flash deck, though I've seen it in many green decks. But Territory Culler is a beast with great stats over the curve, and more graveyard support. It's a risky play too, it doesn't impact/stabilize you the board when you play it, and it doesn’t have evasion, but the cost/stats is above the average and that could make it an atractive pick. Maybe this will get the axe sooner than later but I'm gonnaa try it.
I don't have nothing bad to say about Trash the Town, either. It worked well, and it's a great modal spell. But I want to add a more relevant modal card here with Collective Resistance, and giving hexproof to your best creature or destroying a Loxodon Warhammer seems better.
Malevolent Rumble is one of the best enablers for a graveyard deck. Gives you any permanent you choose from the milled cards, creates a blocker, and that token ramps you if you need it. It's a simple card, but does many good things. Staple.
And Nyxborn Hydra I think is the best green creature. The pick was going to be Colossal Dreadmask, a card that turns any mana dork you draw into a big threat, but in the end, I've chosen a modal creature because you may cast it at any moment in your curve rather than only with six mana like the Dreadmask. Also, if is bestowed is like a Dreadmask, too, and leaves a creature when the enchanted creature dies. I think this card will be good in any green deck.
End of Explanation Part 1.
Highway Robbery & Dance of the Tumbleweeds.
I think these two cards have gone unnoticed to many people, but the more I play with them, the more I like them. Also, I've been listening excellent comments about them in some important podcasts.
As they said, too, these are the reasons I'm adding the cards, and I think you should be doing it, too:
Highway Robbery. One of the worst things that can happen to you is having cards like Demand Answers or Bitter Reunion in your opening hand. Usually you don't want them at the start of the game, even less if you made some mulligans. Unless you are playing a Cube with a fast reanimator deck or some madness archetype, it's a dead spell in your opening hand. Because you don't know what to discard. A spell? Maybe you do that and you draw one or two lands that would help to cast the discarded card. And if you discard a land, you probably draw some more spells and now you don't have the mana to cast them.
Impulse draw (Reckless Impulse) it's a halfway solution to be great. Not so bad but could happen that you are a midrange deck, for example, and exile some good 4 or 5-cmc spells and don't have the mana to play them on time before they are lost in exile forever.
Unless you are a hyper aggro deck with a really low curve or a reanimator deck, you don't want to cast any of those cards mentioned above (Drmand Answers and Bitter Reunion) on turn 3.
But Highway Robbery has Plot. And this mechanic makes the card really good because you don't need to lose your second turn with the card in your hand. If you don't have a good play in hand and don't want to lose your mana doing nothing, just plot the card, forget it for some turns, continue playing your game, and then, in the mid-late game, cast it for free, choosing what cost you prefer to pay in that better moment, maybe sacrificing a land or maybe discarding another card if you have it.
This is a extremely versatile card, better than some of the cards mentioned above (well, each card belongs to its deck, not all of them have the same utility): it's good in the early stages and in your mid-late game, fuels any graveyard deck with red, and also, goes well with Iraxxa, Empress of Mars, although that's a minor sinergy in the Cube.
Now, the problem with ramp spells like Rampant Growth is that they are really good in the early game, but you don't want to draw them when you have your mana assembled and need some creatures. Dance of the Tumbleweeds offers both modes. It's an enabler but also a payoff... or even both!
It's true I don't like to pay three mana to ramp a land. With three mana in your ramp deck on turn 2-3 you should be casting some good 3/3 creature. But the card is, as I said, versatile. The land (this card always searches for a basic land in this cube) enters untapped, so maybe you can play something more, maybe a mana dork or a Lightning Bolt. And if you pay five, you could have a 5/5 on the battlefield, and that token grows with any future land you play. Pay eight mana and you get the token and the land growing even more the creature. I really loved when I was looking for gas and I drew this card. As a ramp spell, it's never bad.
I hope these two additions will do it great in the Cube. They have proven to be very good in Outlaw's Limited, and I think here should shine too.
In the end, Outlaws of Thunder Junction has been an excellent set to draft, with even Cube vibes in power level. I've been adding more and more cards from the set to the box, I think that means something. Maybe the best set for Cube for this year? Who knows, Modern Horizons 3 is almost here, too, and probably has many things to say.
As I said in my previous update, I'm trying to give control decks more tools to fight against aggro in the Cube.
It's easy to add aggro cards, specially in the modern limited environment we live now, where you have tons of efficient and slow-costed cards to curve in your matchs. If you don't have some board pressence on turn 2-3 or some spot removal to answer your opponent's T1 or T2 creatures, you are mostly dead nowadays.
That’s why I'm adding more better options for any control deck in the cube. Blue creatures have seen an improvement in the box, with better bodies to block and some good abilities to have more card advantage and find your answers. You may build a really good /
control deck in this Cube. But what about
, or
? Black has good creatures with deathtouch and great removal, and white has some really versatile (defensive or aggro, as you wish) creatures and excellent removal. But I want to slowly upgrade the numbers a little bit more for white, and Outlaw Medic is a good addition for Azorius or Orzhov control. Man, if you want to play it in you equipment deck you can, and the lifelink ability will be awesome. Or play it in your sacrifice deck, too, to draw another card. This guy is doing a great job in Outlaw's of Thunder Junction's limited, and should also be great here.
Welcome to the Cube!
What a set for Cube. There was so many good and playable cards, that I had some hard choices to make this time. Let's start.
Nurturing Pixie is a one-mana Kor Skyfisher. The original idea was to remove Skymarcher Aspirant as the most natural replacement, but finally I changed to Faerie Guidemother to avoid gameplay mistakes bouncing another faerie to your hand, at least in white. Also, Cheeky House-Mouse has a similar effect. There are other faeries in the Cube, that’s not gonna be a problem now xD and I will still be doing a couple of changes in White removing one or two more creatures giving control decks, like azorius, more defensive cards, not just aggro creatures.
Shepherd of the Clouds is a better Custodi Squire. Is restricted to mana value 3 or less, but that should be enough for any aggro or midrange deck, and this horse has better power and also vigilance. There is just a single Mount in the Cube with this update, but a good one, and could do good loops with this pegasus returning things to the battlefield instead of to your hand.
Requisition Raid is another Disenchant that goes well as a mainboard card, not just a sideboard option. Sorcery speed is bad, I know, but having Basri's Solidarity stapled to more options will be fine for any white weenie decks, specially with tokens. Also, the Spree mechanic let's you choose more than a single option, so you could destroy up to two targets and also put the counters on your team. Great card, and a new Micromancer friend, too.
Getaway Glamer was a last minute decision. The card did it well in Thunder Junction limited, and I see it as some kind of "better" Valerous Stance. Is restricted to nontoken creatures but this is a blink effect that also will save your guys from dying against a spot removal or a wrath, and also could kill another threat. The potencial to create a 2x1 or a 3x1 with these modal cards is awesome. And you could tutor many of these tricks I added in this update with Micromancer, too. Man, imagine playing Micromancer to search for this card, playing it to destroy a creature and also blink the Micromancer to search for another 1-cmc spell. That's crazy value.
Harrier Strix is a better Spectral Sailor. Flash is not so relevant when you can tap a creature (commit a crime) to do a better attack, so you have another blink target here and a tap spell if you want to build around Sharae of Numbing Depths. The Strix loots with a cheaper cost, so is another option for graveyard decks and is still a flyer. Everything for just one mana?? Nice.
Canyon Crab has an excellent body to stop aggro, and then can attack pumping itself. Also loots if you are playing it in a control deck or a tempo deck, like flash.
Slickshot Lockpicker aka Plotcaster Mage... One of the best uncommon creatures in this set. I considered removing Shipwreck Dowser but that will kill the Ghostly Flicker combo in Blue (you still has Eternal Witness and his 4-cmc sister, but in Green). The other possibilities were Windrider Wizard or Icewrought Sentry, and the Sentry looked to be the worst of them. You can’t cast counterspells with the Lockpicker, but the value this guy brings to the table is crazy, specially if you plotted it to cast a bigger spell.
Neutralize was probably the best 3-cmc Cancel, just for the cycling ability. But it is hard to justify paying three mana to counter something. So here we have Phantom Interference, one of the best soft counters we have recently seen. It's a good card in early, mid and late game, it's never a dead card in your hand. And also, you may find it with Micromancer ;-)
Skinrender has always been a bad Ravenous Chupacabra. Even more, you can’t play it on an empty battlefield or the counters have to go on itself xD It was added to fill some 4-cmc slots for midrange decks. Forsaken Miner reinforces the black aggro archetype, and brings some powerful sinergies with it as long as you have the mana to repeat the process. With Goblin Bombardment you can sacrifice the Miner to deal 1 damage to your opponent, and that's a crime, so you pay and it returns to the battlefield to be sacrified again. You may do the same with Blood Artist, Sanguinary Priest, Spiteful Prankster or Mayhem Devil, but you will need a sac outlet, too.
Priest of the Blood Rite should be a powerful option for midrange decks. You can reanimate him with Graceful Restoration, or play it with Shadowfax, Lord of Horses, or blink it. The downside of losing 2 life is easy to remove if you sacrifice the cleric. I think Gray Merchant of Asphodel has lost the appeal to many people, so maybe it's time to say goodbye... more or less. I' moving it to the 2HG module for the moment.
Lively Dirge is a powerful tool for any graveyard strategy, but is specially good in the Persist deck. You may Entomb the piece you need to assemble the combo and then return that card to the battlefield, and maybe even two pieces if one was dead yet. This card looks awesome. I don't feel Phyrexian Reclamation has done a good job in the Cube. The card is good but not for every deck. Losing two life is hard if you don't run creatures with a good amount of life gain, and most of them here gain you only 3 life. Arborback Stomper and Gray Merchant of Asphodel could win you matches easily with the enchantment, but now they have gone.
I'm still focused in making red not only an aggro color, so that’s why I'm adding some more interesting cards. Voldaren Epicure, Scrapwork Mutt and Reckless Impulse are good in aggro if you want them there, but those creatures are also useful in new decks, like Rakdos Reanimator, for example. Oliphaunt is another piece for strategy, well, for any midrange or reanimator deck.
Cunning Coyote is good as a 3/3 haste on turn 2, or to pump your turn 1 drop, or to plot it and play it with a bigger threat giving it haste. Imagine reanimating Bane of Bala Ged with a plotted Coyote. It doesn't sound bad. Crimson Mage is too mana intensive these days.
Rambling Possum, great stats and good engine to replay your best ETB creatures. I want my green 3 drops have good stats if you ramped with your turn 1 mana dork. Also, it's a Mount to pair with Shepherd of the Clouds, if that happens.
Spinewoods Paladin is a better Arborback Paladin. Easier to cast than the beast and the plot ability could be useful if you don't have the five mana to play it on time. Gaining five life with the Stomper has been always a huge movement to stabilize against aggro, but I think the Paladin has better qualities.
Trash the Town looks nice for any green deck. You may pump a mid sized creature into a big monster, or turn your mana dork into a 3/3 and the "draw 2 cards" is excellent. Also a good trick for the flash deck.
Predator's Howl replaces Beast Attack, as that card was included for the flash deck, but being so green intensive makes it basically a mono green payoff. Predator's Howl is still an instant for simic flash, goes well in selesnya tokens but also in gruul or golgari midrange, as morbid seems easy to trigger for them. Losing flashback it hurts, but I still have several green spells with that ability.
Intimidation Campaign is just a test for dimir control. Commiting crimes is what you do in that deck. The card helps you with card advantage but the most important part, helps you to stay alive with those small life points. I don't think this card will kill your opponent many times, but if it gives you 3-4 life and cards, that's crazy value. With Halo Forager and now Slickshot Lockpicker, Vohar seems a bad version of them. He loots and is useful for reanimator, that's true, but in my control deck I don't want to discard my spells and I don't almost run any card with flashback or Jump-Start, for example.
Honest Rutstein is a cheaper Baloth Null. I'm sad saying goodbye to the Baloth, because it's a threat that draws you your two best creatures in your graveyard. I would like to play both cards, but the fun here is having different options for the archetype. If I have to choose between two similar effects, I always prefer the cheaper card, and Rutstein helps you cast your other creatures with a discount. He looks really good.
Maybe I'm wrong but I think Serrated Arrows had better times. Paying four mana to put a -1/-1 counter seems slow and expensive today. I know this card is good against tokens and small aggro creatures, but in this Cube in many games you are dead on turn 4. That’s the reason I'm depowering aggro a little bit and upgrading other colors with better defensive creatures. The boots will help Aggro, I know it, but are also a good card for any other midrange deck, and also specially for boros equipments.
I also wanted to add Cactusfolk Sureshot. I love the card, it's a really strong option for gruul. The replaced card was going to be, for the first time, Ghor-Clan Rampager, a real staple in this cube. I've read many opinions on internet about the Cactusfolk, and speaking with my drafters they saw this one as a tough choice to do, too, but the option to pump a creature with the Rampager (its main mode xD) has won many matches here, specially if the pumped creature had lifelink, first strike, trample... This time was really close, but Ghor-Clan Rampager won again.
And finally, Pick Your Poison for the 2HG module. Good card there, just that. This has been a good set to play Two-Headed Giant, there are many cards with "target player" written on them. I have to give them another read just in case I missed something, but I run not many slots on each color, the cards have to be really good to be in.
See you soon trying to update a couple
Small update, this time.
Gary Clone brings a good payoff for token decks. This is also a good mana sink in late game and can attack for a good amount of damage with just a couple of copies. Knight of Dawn's Light seems the best swap for Gary, as another mana sink but not so relevant.
The same happens with Knight of Dusk's Shadow. Butch DeLoria, Tunnel Snake has another mana sink ability, but this one gives your board evasion. This seems a good card for black aggro and midrange decks.
Young Deathclaws gives your dead creatures some kind of card advantage. These lizards don't have a decent toughness but they may give you some games. Worm Harvest was a test to give golgari a different payoff but the card doesn't shine in this cube. I don't run many fetchlands to make the card more powerful. With two lands in your graveyard you are paying five mana to create just two tokens, and when you start to discard lands you are losing your land drops, and maybe you need them to play some other big effects. Those are good reasons to me to make the change in this slot.
Craig Boone, Novac Guard is a great signpost for boros aggro. Probably your opponent ignores the two first quest counters, but after that they will start to have a problem. Also, good stats and lifelink and reach are always relevant. I'm moving Honored Crop-Captain to the 2HG module because the card has a powerful lord effect for your teammate, too.
Here we go again with a new update. The set it isn’t a great one for Cube, but there are some good cards that deserve a test.
Frantic Scapegoat is an interesting one drop, with some utility in mid-late game giving some evasion to your bigger threats.
Aftermath Analyst comes to bring more support to golgari decks. This is a guild that in many past updates suffered many cuts, because their cards were the weakest compared with the others. But Analyst has potential to a good one. It's cheap, has a decent body to stop aggro and a good mill effect with a late game utility. It's also an elf, if you want another one to pair with Imperious Perfect. The sacrifice ability to return your milled lands to the battlefield doesn't sinergize with Worm Harvest, but this guy doesn't go in that deck. Jade Mage it's a card that doesn't have the glow it had some time ago, as you can see in the Average Peasant Cube 2023, and while I like it for Selesnya tokens or even for ramp or flash decks as a mana sink, I understand people thinks that paying three mana to make a 1/1 is expensive. This is just a first step to help golgari a little more, we'll see what new cards come whith future sets.
Goreclaw, Terror of Qal Sisma and Surrak, the Hunt Caller are here to reinforce midrange decks. I have to admit I'm not a big fan of Goreclaw. 4 mana creatures with low toughness and a "do nothing until your next turn" textbox are not exciting in my opinion. But the reward is big if the bear survives, ramping you and giving a small boost and trample to your creatures. This is more a test than a staple to me. Surrak looks better. At least he passes the Lightning Bolt test, and there are chances you achieve the Formidable clause when he enters the battlefield.
Kiora, Behemoth Reckoner comes back to the Cube. This is not because Troyan, Gutsy Explorer has been a bad card, it's just because Kiora has more sinergy with enchantments for lands, like Arbor Elf. My drafters prefer Kiora to Troyan, so there we go again.
Scuttling Sentinel is an excellent addition for any green and/or blue deck. You don't have to be playing flash or +1/+1 counters to see the goodness of this elf. Also, having hybrid mana, this card increases the number of green creatures with flash, something I'm always waiting for to add.
Replacing Mana Confluence with Escape Tunnel is just because, since I removed the Shrines, there wasn't a true reason to have more rainbow lands than City of Brass.
And the surveil lands are strictly better Temples that work better with graveyard strategies.
I'm just doing some changes to the 2HG module to improve some things.
Standstill is a card I love but works much better when you have manlands or more cycling effects to make things with your mana not casting anything. In Peasant manlands are not abundant, so the card doesn't shine. I'm gonna try with Run Away Together. It's a great bounce effect for just two mana: a defensive card for your team but also great when you want to attack. Also, this does good loops with Shipwreck Dowser.
Sunshot Militia is doing great things in Lost Caverns of Ixalan, and I think it has a better impact in a stalled battlefield. You have to tap carefully your creatures but gives you more reach when you can't attack.
Frenzied Saddlebrute has more utility in 2HG than in 1vs1, so I' moving it to the multiplayer module and I will try Éomer of the Riddermark in the main cube. He has the same stats and haste, but the token ability could leave something behind if he dies. Éomer should be good in gruul and tokens decks. Any aggro deck will be happy playing him as a curve topper.
I noticed I have this card in my Maybeboard in the 2HG module. Now that I don't explicitly support +1/+1 counters, Evolution Sage doesn't make so much sense in the Cube.
I'm gonna try with Predator's Howl. With 4 players in this mode, triggering Morbid should be easy. The card also goes well with tokens and flash. Seems legit.
New set, new update, including some "minor" tweaks since The Big Update I did some weeks ago. Let's go.
Spyglass Siren is an awesome all-around. Flyers, blink, artifacts, +1/+1 counters, graveyard, ninjas... Many decks would want this siren. This should be a really good card here.
Confounding Riddle is an obvious replacement for Supreme Will, and this addition leaves me with a flex slot. Forbidden Alchemy is not so necessary now with Riddle, so I will add Thryx, the Sudden Storm as a bridge for flash and ramp decks. Also, I realized that I don't have blue threats with flash on CMCs 4 and 5, so Thryx should help there.
Deep-Cavern Bat is a better Kitesail Freebooter. Lifelink should be more attactive for control decks, too.
Reassembling Skeleton comes back. I remove it when Cult Conscript arrived but even when Reassembling is not a crazy card, it's fun for aggro and sacrifice decks. Also the recent newcomer Judith, the Scourge Diva (and again Mayhem Devil) will be pleased with it.
Bitter Triumph is Infernal Grasp with upside. Reanimator and control decks will be happy to have the option to discard a card and not lose some precious life.
Eternal Taskmaster wasn't a very exciting pick lately. I will try Call of the Death-Dweller as a recovery option for several decks. Also... Bringing back Mayhem Devil with a deathtouch counter should be an awesome achievement to unlock xD
Geological Appraiser is a monocolored Bloodbraid Elf without haste but adds the option to draw the exiled card if you don't want to cast it in that moment, something that could be interesting if you exile a counterspell with it (so this could MAYBE be a card not only for aggro decks). It's sad the Discover ability triggers only if you cast the creature. This could have been a crazy card with Shadowfax, Lord of Horses.
A big part of this update is to enhance green, specially ramp, but this will help gruul and even golgari.
Poison Dart Frog is just another mana dork with a better topdeck mode. Reach and the threat of activating the deathtouch ability maybe helps to stop a little bit some decks and buys you time.
I want to improve the three-mana slot, as ramp decks jump easily from one to three mana. That's why I'm adding Thrashing Brontodon again over Cankerbloom. Proliferate is not so important in the Cube right now, and if aggro is always getting better and better, green needs to fight that with better threats on curve.
Call of the Herd is another good card that offers two good bodies in one card. Also an interesting option for midrange, graveyard and even tokens decks.
Tireless Provisioner has a decent body, too, and will help ramoing or also to stay alive with some fresh life while you look for the big creatures.
Wild Growth is a card that should have been in the cube many time ago, but now that I want to speed up green, it has more sense to have more green one drops, specially if they don't die so easily to creature removal.
And Bartolomé del Presidio should be great for sacrifice. Recently I removed to sac outlets, and this will restore the balance with a good card. A new Carrion Feeder (free sacrifice engine) that blocks and eats also artifacts is a nice tool for these decks. Tidehollow Sculler wasn't a bad card, specially if you sacrifice it with the first ability on the stack, but Bartolomé will improve the sacrifice engine being an engine and also a finisher.
And that’s all in this moment. I hardly wanted to play Marauding Brinefang removing Striped Riverwinder. I prefer Ward over Hexproof right now, but the expensive cycling (2 mana) for island and that it's not just cycling-draw a card doesn't look great for control decks and it seems just a ramp or reanimator card. Probably we will see something better in the future. Riverwinder is strong but you may chumpblock it for ages.
The same with Nurturing Bristleback over Howling Giant. The new version is so tempting for reanimator and ramp... But reach is really good in this color and two bodies is much better than one. If I cheat the Giant on turn 2 or 3 in the cube and it dies on arrival to any spot removal, you still have got 4 power on your board.
And Market Gnome. I like the card to enable azorius, esper or jeskai control, but looking at my white section, there aren't too many creature tools to not be playing aggro. Wall of Omens, Law-Rune Enforcer, Dawnbringer Cleric, Fairgrounds Warden, Fiend Hunter are the best, and some of them perform better in tempo, not control. Market Gnome is a card I'm saving for the future.
I hope these additions and changes do a great job in the Cube. See you.
Not sure what I'm picking up from LCI, but strongly considering Akawalli, the Seething Tower, Bitter Triumph, Confounding Riddle, Scytheclaw Raptor and maybe Kutzil, Malamet Examplar.
Also, Thryx and Call of the Herd have been quite impressive in my cube, awesome pickups for Peasant.
Finally I will add the [big flying alien from Doctor Who to the Cube. It has more pros than cons. The Suspend ability is purely optional, so welcome, Atraxi Warden.
To make space for it, I will move Sentinel of the Eternal Watch to the 2HG module (see my Maybeboard section), where he will be a much appreciated pick with two opponents.
I promise this is the last update until Lost Caverns of Ixalan xD
This blog post continues the previous entry.
I made a big mistake with Captive Weird thinking it was, more or less, a blue Thraben Inspector, a Hard Evidence you could blink if you achieve to transform it. That was far from what I thought. Now I see Hard Evidence is a staple for control and spellslinger decks. And that's because we don't have a real Tinker archetype right now.
Icewrought Sentry is a good card by itself for tempo decks, vigilance is always good, and it's an obvious card to play with Sharae.
Replacing Jetting Glasskite it's been one of the most painful decisions I've made in the Cube. This card is a real staple in Peasant. My playgroup loves it. It's so good when you reanimate it or you play it as your finisher in a control deck... Good body, evasion and protection. But that protection is what makes it also frustrating. It clearly remembers to Mother of Runes, a card I removed due to many players complaints. So Archive Dragon seems the perfect replacement for the blue spirit. It's not unbeatable outside of combat, has a better body and gives you something when enters, so flyers, blink, control and reanimator get a pretty good but fair card.
I like the auras I play boost the stats. That was the reason to play Curious Obsession for tempo/flyers decks, as they usually play small creatures and the aura helps them to accelerate their path to victory. But I've seen people had a good time in Wilds of Eldraine limited with Curiosity, so I will try with that card. Curiosity has a well known interaction when you enchant a Guttersnipe or Thermo-Alchemist, for example (or Unruly Catapult in WOE), as the aura doesn't need COMBAT damage to trigger, flooding you in card advantage. This opens the aura to see play in some more decks.
Guildsworn Prowler will be great in aggro and sacrifice decks.
I'm not totally convinced with Troll of Khazad-dûm but I'm going to give it a try with this big update. Some people suggested it to me, so why not! The reason to not be sold with him is because I like my reanimator targets have some type of protection or do something when they enter the battlefield, as you maybe know. But I recognize the card cycles itself for just one mana, gives you a Swamp and is also really hard to block, so let's see what he does. With the arrival or more archetype tokens, maybe Plaguecrafter is not going to shine if your opponent has a big board, so this could be the right moment to leave the Cube.
Entomber Exarch was a card I planned for control and graveyard decks, but on turn 4 maybe your opponent doesn't have a noncreature spell in hand. So... Let's try Skinrender. It's not Ravenous Chupacabra, and needs something in your opponent's table, but it's a good midrange card dor the moment.
Agonizing Remorse is better than Check for Traps. Remorse is more relevant on late game exiling something from a graveyard. Check for Traps tempted me with the possibility of not losing life. That was a mistake.
I'm gonna try Slice and Dice. Izzet control doesn't have a "true" boardwipe like black has (Extinguish All Hope).
Pack Guardian is obviously interesting for simic flash, but now also for selesnya tokens. Let's see what happens with it.
Agatha's Champion is a more conditional Affectionate Indrik, but is also one mana cheaper and has trample. This will be a very good payoff for the tokens deck. You can sacrifice a Rancor, too, why not?
Crested Sunmare... Maybe not the most impactful card, as the tokens are not so big, but gives you 6 power for five mana splitted into two bodies with trample. The card should be a bomb with Curse of Predation.
Plated Crusher is one of the best (if not the best) green creatures to win a match. Awesome in ramp and reanimator. But as I said with Jetting Glasskite I will try to stay away from hexproof. I have considered several options to replace it: Sifter Wurm and Howling Giant. Sifter is just another Pelakka Wurm or Bramble Wurm. Stabilizes you the game and should win in a few turns. But trying to diversify the threats and the variety of options, I will go with the Giant. Reach is important in green and if it dies you still has two bodies to do something. Let's see how it does.
Meteor Golem was in the Cube some years ago. I like the ETB (who doesn't?), but I didn't like it as a reanimator card. At seven mana I prefer a big body (Angel of Despair) with the same effect. But let's try it again to give some support to Shadowfax, Lord of Horses. Also, being colorless opens the doors to many decks to play it. I'm removing Lightning Greaves for the reasons I've explained with Plated Crusher and Jetting Glasskite, trying to not play annoying cards.
And that's all. 30 cards are gone, and 30 new cards have come. I like how the result turned out, with a more cohesive cube and a more enjoyable experience when you draft it. As always these new cards maybe need one or two tweeks after some playtesting. We live in an eternal spoilers season, so maybe some of then will de swapped again for something better xD
Have fun, and see you soon! Bye
This update brings many and important changes to the Cube.
Recently, listening The Jank Tank podcast, where Tim and Teld spoke about their Historic Peasant Cube, I heard the same opinion I've had several times: +1/+1 counters it's very sinergistic and fun to play archetype, but is bad (and even parasitic) by itself.
When you design it, you need a good density of cards related to +1/+1 counters, probably adding some payoffs, and the archetype should crosspollinate with at least another one (for example, selesnya +1/+1 counters with simic proliferate or gruul power 4+ or modified). Unfortunately, that's not what I did with my cube from the beginning.
Then, the gameplay is hard to justify if you play with fast removal. You spend several turns and cards building your board, distributing counters on one or maybe two creatures, and then a single cheap removal or even any bounce effect destroys all your work. This type of removal is very present in my cube. It's hard to start again from there. These were the big reasons to think I should change my selesnya section.
Where to go, then? They speak about tokens, that is another big theme for selesnya, and that archetype is already in the Cube. Boros is very focused on that strategy, where you play with small tokens to overwhelm fast your opponent. Orzhov also takes advantage of these tokens if you go with the aristocrats plan.
Selesnya will now go with a big tokens archetype, more midrange focused. It was, more or less, already present in green. You may play white spells that were in the cube for boros, and there are some big tokens spells for gruul, golgari and simic strategies, too. The crosspollination is guaranteed now. Trostani's Summoner was a good card to reanimate, and now has even more sense in selesnya. Vitu-Ghazi Guildmage is the new signpost for the archetype. The ability you want to use is the populate one, to create more copies of your big tokens, but the token generator ability could be useful, too. The card is an expensive but a good engine by itself.
You will see I didn't remove all the selesnya signpost cards related to +1/+1 counters. Good-Fortune Unicorn is still great with your tokens and is a key piece for the persist combo (Kitchen Finks here). And Captured by Lagacs is a good card by itself, too. So the counters archetype is more or less playable yet. Previously, +1/+1 counters was the main GW archetype and tokens the secondary. Now the roles have reversed.
As I said, not every +1/+1 counter card has been removed from the cube. I just swapped the less exciting or the most parasitic ones. Cards like Elite Scaleguard, Untamed Kavu or Curse of Predation are really good in any deck playing white and/or green.
Another interesting theme or archetype they mention in that podcast's episode was their approach to orzhov with "small reanimator". It offers a good cross with white/black aggro and also aristocrats, giving both decks some recursion for key pieces and reach to finish games.
Hero of the Dunes and Graceful Restoration are excellent additions for orzhov colors and will be a good complement for Unburial Rites. Unearth and Victimize are other cheap reanimation spells for aggro, aristocrats and graveyard decks. I always liked Death Denied for those decks, but obviously, having creatures on the battlefield is better than in your hand. Malakir Rebirth is a good trick but not the most exciting top deck after you trade creatures the previous turn, for example. In white I'm cutting Momentary Blink but adding Against All Odds, which offers the small reanimation effect and also the blink option.
I've resisted to play Sharae of Numbing Depths, but with all these changes maybe it's a good moment to give her an opportunity. Consider her a signpost or not, she's good by herself and will be a good card for azorius tempo with Reflector Mage and Soulherder. Tapping a creature and drawing a card when enters... Really good value. She will also have some more cards to reinforce her strategy but be sure she's not a whole archetype in the cube, just another interesting build-around.
Golgari it's all about graveyard recursion and I think I can do it better with it. Rise of the Witch-King will be a good addition, probably better than Kagha, Shadow Archdruid. It's removal and brings back to the battlefield ANY PERMANENT card, including sagas, so you could play for free again The Eldest Reborn... or Binding the Old Gods, which comes back to the Cube. Lotleth Troll is great, it was a sweet downgrade to Peasant, but it's not exactly what I want for Golgari right now.
Improbable Alliance is gone. The deck was good and fun, but too slow. And cards like Oneirophage or Mad Ratter were not enough exciting to play seeing their mana value/stats ratio. Faerie Vandal is cheap enough to be interesting, for the moment. Expressive Iteration is a crazy card for izzet spells, and it was about time to include it in the cube. Izzet tempo with Sprite Dragon and izzet control with Crackling Drake will make good use of it.
Shadowfax, Lord of Horses looks like a fun build-around, as Tim and Teld mention in the show. Initially, I saw it hard to make it work: being a cost five, probably you won't have almost anything in your hand to cheat with it. But looking at the cards you could play with it, the idea looks funnier than I thought: Meteor Golem, Gloudgoat Ranger, Combat Thresher, Alabaster Host Intercessor, Custodi Squire, Relief Captain... Equip Shadowfax with something that boosts its power and things could go even crazier. I hope the card will be attractive to test, but people will tell.
Now that I've explained the biggest changes in the main archetypes, let's see the other cards I've added.
Skymarcher Aspirant will replace Enduring Bondwarden. Skymarcher could have a better impact in more decks now that selesnya goes with tokens, too.
Abzan Falconer swaps with Hammers of Moradin. This creature comes with good cost-stats and decent ability to open the way to your creatures tapping the best blocker your opponent has. Also good in 2HG, so I can make more space in that module to add other effects.
Githzerai Monk is the perfect glue for several decks. It's a flyer, flash is good in tempo, works in the blink deck, it's an excellent surprise card with Shadowfax and also great in 2HG games. The monk taps even your teammate's creatures, so it's a card you should play after attackers have been declared with your partner going to combat with their creatures, too.
I think Shepherd of the Cosmos it goes in the same decks that Githzerai Monk works, and also in the small reanimator archetype. This should be another great card.
Imperial Oath doesn't need much explanation. Good card by itself to try to close a game, the tokens are good to attack and block, and scry 3 is great. It's a selesnya card, but playable in some other decks.
This update continues in the next blog post.
I always love seeing your updates, as I find that we have pretty similar design philosophies (my cube: https://cubecobra.com/cube/list/2c6u5). I cut GW +1/+1 counters in favor of tokens around a year ago and have been very happy with it. That change made me take another look at RW since red has so many token spells and I wanted to avoid the default build of GW having a significant red splash. I moved RW to Heroic and have been fairly happy about it. This creates more competition for red instants/sorceries with UR (a perennially strong color pair) and lets RW do something more interesting than plain aggro, and outside of the few keyworded Heroic creatures I find it to be less parasitic than equipment. That being said, Shadowfax is an interesting build-around I hadn't considered, and I'd love to see how it plays!
Just a few notes about these new additions.
Start the TARDIS. Cantrips (even at two mana) are good for several decks. Surveil 2 is gonna be appreciated by any control or reanimator deck, specially the latter. The Jump-Start ability is what makes the card very appealing to discard a big creature you have drawn to reanimate later. Favorable Winds is a very rigid card that only works in a single deck. That makes the draft a little more boring and on rails, and I'm trying to make most of the picks good for several decks. The flyer deck still has several cards with battle cry and Empyrean Eagle is there, too.
Iraxxa Empress of Mars. A 5/4 with trample and battle cry are great stats-per-cost to be competitive in any deck, aggro or midrange. The exile ability I think maybe won't be too much relevant but I know will have games where will shine: impulsive draw, flashback, Jump-Start, cascade, suspend, cards with Adventures where you cast the creature from exile... The Paradox ability is not flavor text.
What to say about Sontaran General? A Charging Monstrosaurus with upside was hard to believe when the card was revealed. Probably goad is not very important in 1vs1 games but you could use it to your advantage doing a small creature attacks you and you kill it with a bigger blocker. The "can't block" part is the icing on the cake. This should be an all-star in 2HG games, too.
Worn Powerstone is a slow mana rock these days, and now Sonic Screwdriver will do a better job in its place. It offers some good offensive abilities and fixes your mana and topdecks.
NOTE: I added Laser Screwdriver instead of Sonic Screwdriver. This has been fixed yet.
Ominous Cemetery... "Removal" on a land. Sounds good. Let's see how it works in midrange and control decks.
Bigger in the inside offers a much more interesting ability for my 2HG games that just pinging your enemy (Zhur-Taa Druid). It's slow at 5 mana, but the cards looks fun and creates a 2x1 every turn.
I considered Atraxi Warden to be here, too. I think it is a powerful six drop with very good stats and ETB. We don't see a 6/6 WITH FLYING at uncommon everyday (usually a 4/4 is what we get) if it's not a downgraded Rare card. The suspend ability is something we should evaluate, too. I think it makes the card too slow if you suspend it on turns 2-4 for example. Waiting five turns is an eternity in many games. Also your opponent sees what will happen in some turns and may wait the angel with a removal spell in their hand, or not tapping any creature the previous turn (something not so bad if that avoids an attack). This should be played as a 6 drop or as a reanimation target. I like the card but I have to think better what to do with it.
Last, Herald of the Host. The card was in my 2HG module (Maybeboard) to not create confusion if it was in the mainboard, but I always play with it instead of with Serra Angel. Some people have asked me why the white section from that module had one more card and that was the reason, because of Herald of the Host. I didn't want to add a card with the myriad ability in the mainboard, but who doesn’t care, it's just a Serra Angel with additive distraction if you don't play 2HG.
And that's all. I also want to say that I'm preparing a really big update in the cube, removing some archetypes, adding others, improving some strategies and bringing back some old cards because their substitutes didn't work so well. I'm just finishing the changes and also writing the blog post. Stay tuned! I think it will be a healthy update for the Cube.
I hadn’t followed the Dr Who previews, so this looks like some fun includes. Looking forward to see what you have coming up with the big update!
Also, I’m not sure if you saw my message a few back updates, but if you ever want to start a Discord server and need a mod, would love to help. And with over 560 followers now, could be really fun for discussion around new cards during spoiler season, people to post winning decks from the cube, and other MTG conversation.