Zettyz Peasant Cube
(450 Card Cube)
Zettyz Peasant Cube
Cube ID
Art by Howard LyonArt by Howard Lyon
450 Card Cube11 followers
Designed by Zettyz
Owned
$169
Buy
$133
Purchase
Mana Pool$162.70

This cube is built to simulate an overcharged retail draft experience. It is looking to generate classic games of magic, and prioritizes meaningful decisions both in draft and in gameplay. Major power outliers within the peasant card pool (mother of runes, hymn to tourach, etc.) have been omitted to reduce upper-end variance in card quality and decrease the non-games that many of those cards create.

Archetypes Azorius wu: Enter the battlefield effects

Tends to be on the spectrum of tempo and midrange value, UW looks to abuse EtB effects to put their opponent on the back foot. Classical UW control decks do exist, but aren't necessarily going to be handed to you in draft

Dimir ub: Control

Combines blue counterspells and draw with black removal and sweepers to win the game through attrition. Fast reanimator combo isn't supported, but it is still perfectly viable as a control finisher. Additionally, a more low to the ground ninjas deck can do work if you find the pieces.

Rakdos br: Suicide aggro

This deck is happy to be built as an all out aggro deck looking to clear the way with cheap removal and bash in. However if you pick up the right balance of fodder, sacrifice effects, and payoffs, opponents can be combo-ed out from surprisingly high life totals.

Gruul rg: Stompy

Beep beep, big idiots coming through! Nothing blows by opponents like a solid RG runout, which forgoes cute synergies in lieu of big creatures that hit fast. This deck varies depending on which of its colors you lean more in to. Red decks will look to curve out with haste creatures to kill before the opponent can respond, while green decks will spend the first turn or two getting ahead on mana before landing huge creatures to close out.

Selesnya wg: Tokens

Looks to widen the board with tokens, then create an unassailable board state with anthems and overrun effects. A more aggressive deck in this color pair looks like WG Good Creatures, leveraging the overstatted bodies in both colors to outpace the opponent.

Orzhov wb: Aristocrats

A more value-based sacrifice deck, WB wants to control the board by combining efficient fodder with payoffs that bury their opponent with card and board advantage. Another well supported side of the color pair is <3 mana value aggro, using sticky threats and recursion to kill an opponent while befuddling their interaction.

Izzet ur: Spells

The bread and butter UR archetype, this deck wants to play instants and sorceries that advance their board state while getting free value off of various payoffs. Some payoffs go wide, while others go tall, so it's up to the drafter if they want to flood the board or protect a single creature.

Golgari bg: Graveyard

This deck wants to fill up the graveyard, then play cards that take advantage of that. Full of 2-for-1s, the way to win is through pure attrition and value. Alternatively the deck can lean away from the graveyard, as black's removal and green's threatening creatures can be enough on their own.

Boros wr: Heroic

Does what it says on the tin. WR wants to get down creatures that want to be targeted by your spells, then protect them. This deck has some explosive turns when they get to untap with their enablers but is weak to removal, especially at instant speed. Classic Boros aggro is still definitely on the table though, just flooding the board with small creatures and burning the opponent out.

Simic ug: Ramp

Draw a bunch of cards, play a bunch of lands, then lose the game: that is the Simic way. This deck hopes to do the first 2 while avoiding the latter. Spending the first turns balancing getting ahead on mana and interacting with the opponent, UG has the best late game of any deck. If you can get there your one worry will be decking, not the opponent.

4 Color wbrg: Persist Combo

A bit of a dream, but eminently doable, this deck can run a midrange plan, then pivot to infinite combo given enough time and card selection. Combining creatures with Persist, an ideally free sac outlet, and a +1/+1 counter on EtB, the game is instantly (or close to it) won if you can keep interaction away.

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