This cube has undergone a number of changes over the years - starting first as a Card Kingdom starter cube, then a Stybs-inspired Pauper Cube, and now a Peasant Cube. I enjoy Peasant cubes because they retain the feel of powerful magic while still being accessible to newer players and affordable to maintain.
Currently the cube is 82% (441/540) signed.
Please check out my signed 180 card legacy cube (The Two Player Cube), my signed 360 card unpowered cube (The Unpowered Cube), and LOTR themed cube (LOTR Cube).
White Weenie
Tempo
Control
Burn
Big Green
Flying or Control
Aristocrats or Go-Wide
Go-Wide
+1/+1 Counters
Reanimator
Spellslinger
Ramp
Sacrifice or Aggro
Graveyard Value
Zoo
Aggro: . White is the color of go-wide. With lots of aggressively-costed creatures and ways to pump them, white is best built aggressively.
Control: . White has the most flexible removal suite of any color (Oblivion Ring and friends).
Midrange: . White's midrange options are limited relative to the other colors, but a few engines such as Orzhov Advokist and Prava of the Steel Legion will take over games if left alone.
Themes: Aggro, +1/+1 counters, Blink, Equipment, Flying, Tokens, Removal.
Aggro: . Blue's aggro shell is best built around fliers, but it will have trouble racing the other colors.
Control: . Master of tempo and counterspells. Removal is a weakness of the color; however, Blue has a multitude of ways to bounce permanents.
Midrange: . Blue's top-end is deceptively powerful and only outclassed by Green. Blue also pairs well with Black for reanimator.
Themes: Countermagic, Card Draw, Flying, Bounce, Tempo, Blink, Theft, Flash, Spells Matter.
Aggro: . Black has a good selection of low-mana aggressive creatures, but tend to fall slightly behind White and Red.
Control: . Black has the best suite of creature removal cards of any color, but requires hand attack to deal with non-creatures.
Midrange: . Black's top end is pretty strong, but slightly weaker than Green and Blue. Reanimator and sacrifice themes allow for Black to win through attrition.
Themes: Aggro, Reanimator, Hand Attack, Creature Removal, Tokens, Sacrifice, Self-Mill.
Aggro: . Red offers an excellent selection of aggressive, low-cost creatures. Burn helps to finish games when boards stall out.
Control: . Red has a strong suite of artifact removal and direct damage/sweepers. The color struggles to address large toughness creatures and has no options for enchantments.
Midrange: . Red's top end choices are limited compared to the other colors and lacks engine cards.
Themes: Aggro, Burn, Tokens, Sacrifice, Spells Matter.
Aggro: . Green has the highest average mana cost in the cube and is typically inclined to spend the first few turns ramping. Regardless, green offers the best mana-cost to power/toughness ratio.
Control: . Outside of a few spells (Beast Within) and artifact/enchantment removal, Green is the weakest of the colors in terms of control.
Midrange: . If you want big creatures and tokens, this is the color for you. Green also has access to a number of Regrowth effects which allows the color to fight through attrition.
Themes: Ramp, +1/+1 counters, Big Creatures, Tokens, Regrowth, Graveyard.
Primary Colors: ,
,
Description: Reanimator is a -centered combo-aggro archetype that seeks to take powerful creatures from the graveyard and place them directly into play. This allows for the creatures to hit the battlefield significantly earlier in the game than if cast normally. To ensure that a creature can be reanimated from the graveyard, reanimator decks will run cards that place creatures into the graveyard from hand (discard or cycle) or from the library (mill or dredge).
Representative Cards: Isareth the Awakener, Reanimate, Animate Dead, Necromancy (Reanaimation); Obsessive Stitcher, Frantic Search, Noose Constrictor (Discard); Stinkweed Imp, Grapple with the Past, Malevolent Rumble, Splinterfright (Mill/Dredge); Archfiend of Sorrows, Striped Riverwinder, Titanoth Rex (Payoffs)
Primary Colors: ,
Description: Persist combo is the only infinite combo in the cube and is only weakly supported. It requires four parts: A creature with the persist ability, a sacrifice outlet, a way to put a +1/+1 counter on a creature when it enters the battlefield, and a payoff. The combo works by sacrificing a creature with persist and then placing a +1/+1 counter on that creature when it returns to the battlefield. The +1/+1 counter cancels the -1/-1 counter from the persist ability, allowing the creature to be sacrificed an infinite number of times. Some example loops:
Infinite Life: Kitchen Finks + Carrion Feeder + Renata, Called to the Hunt
Infinite Damage: Murderous Redcap + Goblin Bombardment + Grumgully, the Generous
Representative Cards: Putrid Goblin, Kitchen Finks, Murderous Redcap (Persist Creatures); Goblin Bombardment, Carrion Feeder, Sling-Gang Lieutenant (Sacrifice); Anafenza, Kin-Tree Spirit, Renata, Called to the Hunt, Grumgully, the Generous (+1/+1 Counters)
Primary Colors: ,
Description: Aristocrats is a deck based around sacrificing your own creatures to generate value. The archetype utilizes token generators or recursive creatures to maximize death triggers.
Representative Cards: Blood Artist, Morbid Opportunist, Yahenni, Undying Partisan, Syr Konrad, the Grim, Spiteful Prankster, Mayhem Devil, Judith, the Scourge Diva, Garna, Bloodfist of Keld, Elas il-Kor, Sadistic Pilgrim, Cruel Celebrant
Primary Colors:
Description: Spellslinger decks focus on permanents that generate value by casting non-creatures spells. This type of deck generally runs a lower count of creature spells and rely on burn and countermagic to keep their opponents in check.
Representative Cards: Murmuring Mystic, Shipwreck Dowser, Heartfire Immolator, Young Pyromancer, Thermo-Alchemist, Electrostatic Infantry, Guttersnipe, Balmor, Battlemage Captain, Sprite Dragon, Third Path Iconoclast, Saheeli, Sublime Artificer
Primary Colors:
Description: Tinker is a scaled down version of what you will find in many vintage/legacy cubes. It shares similarities with Black reanimator, but uses your library instead of the graveyard. The options are less explosive than vintage/legacy, but this allows tinker to be run more fairly.
Representative Cards: Tinker
Primary Colors: ,
Description: The +1/+1 counter archetype is a an aggro/midrange strategy that works by pumping creatures and providing passive abilities to creatures with +1/+1 counters on them.
Representative Cards: Rosie Cotton of South Lane, Relief Captain, Renata, Called to the Hunt, Roaring Earth, Ridgescale Tusker,Invigorating Hot Spring, Grumgully, the Generous, Good-Fortune Unicorn (Sources); Ainok Bond-Kin, Abzan Falconer, Elite Scaleguard, Scurry Oak, Herd Baloth (Pay Offs)
Primary Colors:
Description: Small synergy with one lord and one sacrifice outlet.
Representative Cards: Sling-Gang Lieutenant, Battle Cry Goblin (Pay Offs)
Primary Colors:
Description: Small synergy with two lords and repeatable token generation.
Representative Cards: Liliana's Devotee, Death-Priest of Myrkul (Pay Offs)