Updated 3/23/2025
This cube is a Peasant+ cube. The vast majority of the cards are commons and uncommons with a small number of rares added to support specific archetypes and decks and provide fixing.
Some of the goal supported themes:
Aggro in White and Red
Aristocrats in Black and Red (and White)
Blink in White and Blue (possibly splashing Green or Red)
Cast from Exile in Blue-Red (and Green)
Control in White-Blue-Black
Discard Matters (Madness, Draw 2 with looters/rummagers) in Blue-Black-Red
Flash in Blue and Green (and White)
Graveyard Matters in Blue-Black-Green
Delirium in Black-Red-Green
Ramp in Green
Reanimator in Black (likely paired with Blue, Green, or Red)
Tokens in White-Red-Green
I expect most decks to be two-color, possibly with a small splash for a third color for 1-3 strong cards. I've also made efforts to limit the number of CC cards present at lower CMCs to allow for splashing.
In general, I've de-powered removal slightly throughout the cube. Hard, unconditional removal tends to start at 3 cmc; same with hard counter spells.
I currently don't play any Monarch cards and have removed all DFCs.
These reviews represent my initial reactions and thoughts about the cards from Aetherdrift for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.
I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.
Not every card will be reviewed to the same length.
Some mechanical thoughts:
Start Your Engines / Max Speed: A strange mechanic that is pseudo-parasitic in that most cards can support themselves, but the real value occurs when you can get “start”-ed as early as possible and later Speed cards can take advantage of you already being at Max Speed. Given that most cubes aren’t going to run tons of speed cards, I think you need to evaluate the cards on their own and, as a result, I think most of them fall short. I also strongly dislike adding yet another game piece, so I am predisposed to dislike Speed cards.
Exhaust: Very similar to Monstrous and Adapt, this functionally offers a delayed kicker for various creatures.
Vehicles: Vehicles perform similarly to equipment in that they functionally enhance creatures you’re already playing. Unlike equipment, however, vehicles risk themselves in combat. So a 3/2 vehicle not only can only enhance a 1/1 or a 2/1, but also isn’t likely to survive combat, giving you only 1 “use”. For this reason, I tend to prefer equipment as my enhancement of choice The exceptions are where vehicles have evasion, are massively above-rate (Renegade Freighter) or scale with the game Untethered Express. Vehicles can also provide a pseudo-haste as they can crewed by a newly-played creature. All of this is to say that I value them as enhancements, not creatures in their own rights unless they are able to crew themselves somehow.
Mounts: While mechanically similar, mounts are quite different from vehicles as they are already creatures and therefore don’t take up limited non-creature spots in deck construction. At the same time, they only ever trigger on attack, so are often forced into aggressive roles.
Cycling: One of my favorite mechanics, but one that has faded slightly as cards have gotten more efficient. Paying to effectively loot (discard/draw) is difficult to stomach outside of a control deck that is sitting on other interaction.