Let the Peasants Eat Bread! is a cube that aims to imitate the spirit of classic archetypes from the eternal formats at a fraction of the price. Instead of costly staples such as Tarmogoyf, the cube runs “Tarmogoyf at Home” cards like Reclusive Taxidermist and Saddled Rimestag. Some of the familiar strategies within the cube include Delver, Aristocrats, and Blade; a protect-the-threat build that utilizes a high count of instants and sorceries, a creature-based sacrifice deck, and an aggressive equipment deck, respectively. Many of the removal spells from eternal formats like Swords to Plowshares, Lightning Bolt, and Fatal Push remain, and as such, creatures must offer either immediate value upon entering or a continued threat if left unchecked.
Last updated: January, 2023
Identity
Archetypes
Stats for Nerds (outdated)
To be Added
Aesthetic Design Principles:
Gameplay Design Principles:
Esper Control
With a premium suite of removal spells and bulky creatures like Wall of Resurgence and Vampire Nighthawk at your disposal, the aim is to stall until the late-game. Replenish your hand with Deep Analysis, Treasure Cruise or level the board with Inner Demon and Slaughter the Strong. Finally, close out the game with large, disruptive creatures like Archon of Absolution and Skymark Roc. If you can snap up Flickerwisp or other flicker effects, Keening Banshee, Mist Raven, and other ETB creatures allow you to pivot into a recursion build akin to the Bant model, but more focused on interrupting your opponent rather than developing your own resources.
Grixis Delver
Under-costed evasive threats such as the namesake Delver of Secrets, Tolarian Terror, and Gurmag Angler form the backbone of this archetype. Once one sticks on the board, protect it with blue counterspells and clear blockers with cheap removal such as Lightning Bolt, Arc Trail, and Fatal Push.
Jeskai Pyromancer
Ever wanted to cram as many Young Pyromancers as you can in one deck? The Jeskai archetype is here for exactly that. Raff, Weatherlight Stalwart and Rally the Peasants alongside Blue, White, and Red's cheap instants and sorceries make for a token-generating, prowess-triggering, card-drawing machine.
Jund Attrition
JUND. EM. OUT! - Similar to the rock, this is a classic value-based archetype. Both want to play as many high-power two-drop cards as they can: Battle Cry Goblin, Reclusive Taxidermist, Bloodsky Berserker and their like. However, the deck plays less mid- to late-game threats in favour of Red's burn spells: Magma Jet, Stoke the Flames, and Curse of the Pierced Heart. Green and Black support the deck with must-be-dealt with creatures like Wolfir Avenger and Falkenrath Noble.
Variant:
Naya Blade
Utilize small creatures with big keywords: Mayhem Patrol, Adanto Vanguard, Untamed Kavu and sharp objects that they can and WILL run with. Couple the lil' guys with artifacts such as Rosethorn Halberd, Plate Armor, and Grafted Wargear or enchantments like Madcap Skills and Rancor to bash down your opponent's life total. To round out the deck, Galvanic Blast and Sweatworks Brawler reward playing additional artifacts.
Temur Blitz
Pivoting between aggro and tempo, Temur Blitz plays threats that grow with game actions you intend to take already: Brushfire Elemental, Electrostatic Infantry, Jeskai Elder. Couple these with pump spells like Sylvan Might, Reckless Charge, Temur Battle Rage and Become Immense while restocking your hand with Blue draw to deal mass amounts of damage.
Bant Recursion
A tempo deck which utilizes enter-the-battlefield effects such as Mist Raven, Relief Captain, Resolute Reinforcements, and Elvish Visionary to outvalue the opponent. Flicker, bounce, and graveyard recursion - Flickerwisp, Quickling and Eternal Witness - allow the deck to repeat these ETB effects and seize the victory.
Abzan Rock
A timeless midrange deck that plays a suite of premium removal spells such as Swords to Plowshares and Fatal Push alongside hand disruption:Raven's Crime, Kitesail Freebooter, and Inquisition of Kozilek. Quirion Dryad, Bloodsky Berserker and other efficient creatures form the lower curve, while Bestial Menace, Cloudgoat Ranger, and Arborback Stomper close the game.
A healthy suite of removal and card advantage spells are essential to a successful draft environment. For this cube's reference, I used original Innistrad and Modern Horizons 2 due to their fast-paced and synergy-driven environments.
The statistics below do not account for cards with more than one function and as such, these were counted twice; Archmage's Charm is counted as both off-field removal (counterspell) and board removal (gain control) while Dihada's Ploy is counted as a card replacement and card selection effect, depending on whether it was cast for its first or second time.
Innistrad (Set size: 264)
Removal in Innistrad
Board Removal | Off-field Removal | Temporary Removal | Total |
---|---|---|---|
27 | 4 | 3 | 34 |
10.2% | 1.5% | 1.1% | 12.9% |
Card Draw in Innistrad
Advantage | Replacement | Selection | Total |
---|---|---|---|
12 | 4 | 3 | 19 |
4.5% | 1.1% | 1.5% | 7.2% |
Modern Horizons 2 (Set size: 303)
Removal in Modern Horizons 2
Board Removal | Off-field Removal | Temporary Removal | Total |
---|---|---|---|
37 | 10 | 12 | 59 |
12.2% | 3.3% | 4.0% | 19.5% |
Card Draw in Modern Horizons 2
Advantage | Replacement | Selection | Total |
---|---|---|---|
15 | 5 | 7 | 27 |
5.0% | 1.7% | 2.3% | 8.9% |
Based upon these results, 1-3 removal spells and 1 draw spell should appear on average in packs. Excluding removal that is off-field or temporary and card draw that is replacement or selection brings these numbers to between 1.5 and 1.8 removal spells per pack and between 0.67 and 0.75 card draw spells per pack.
Removal in Let the Peasants Eat BREAD
Board Removal | Off-field Removal | Temporary Removal | Total |
---|---|---|---|
60 | 13 | 14 | 87 |
13.3% | 2.9% | 3.1% | 19.3% |
Card Draw in Let the Peasants Eat BREAD
Advantage | Replacement | Selection | Total |
---|---|---|---|
38 | 18 | 14 | 70 |
8.4% | 4.0% | 3.1% | 15.6% |
For every 15-card pack of Let the Peasants Eat BREAD, there will be about 3 general removal spells (19.3%) or 2 board removal spells and 1 other, be it temporary or off-field removal. The consistency of removal is akin to Modern Masters 2, albeit with more board removal.
Card draw in Let the Peasants Eat BREAD is significantly higher than the two reference sets, averaging at 2 spells per pack (2.34). Unlike removal spells, which I will aim to keep below or akin to that of Modern Horizons 2, I see an increase in card draw as an absolute advantage. Where removal can result in "feel bad" gameplay, card advantage often feels great for the player who gains advantage without any negative feelings from their opponent.
*is marked for replacements I have already found
In recent plays of the cube, I've found aggro suffered and aristocrats could be easily outpaced by larger creatures and that the cube is lacking in powerful on-board investments which are of crucial importance in a format with few available draw spells. I want any activated ability to threaten the board in a way that is akin to "oh, a couple more activations of that could the game" in order to justify inclusion in a removal-intensive environment. See Dreadmalkin, Evernight Shade, Fearless Pup.
Monocolor land cycle: Secluded Steppe, Lonely Sandbar, Mortuary Mire, Ramunap Ruins, Treetop Village
Rare land cycle? Cut golden lands + lairs
I desperately want a Stormbreath Dragon for Peasant :(
I don't even need all the extra abilities, just give me a five-mana 4/4 flying + haste.
After about three minutes of testing, Shivan Branch-Burner is just not it. Drawing this dragon on an empty board feels like a wasted slot for Red aggro and if you can convoke it down to 4 or 5 mana, you might already be winning.
Viashino Sandsprinter joins the ranks for now.