The Peasant's Dilemma
(540 Card Cube)
The Peasant's Dilemma
Cube ID
Art by Mark TedinArt by Mark Tedin
540 Card Peasant Vintage Cube4 followers
Designed by JakarUmbra
Owned
$1,908
Buy
$593
Purchase
Mana Pool$840.18

Welcome to The Peasant's Dilemma

Summary

The Peasant's Dilemma is a cube consisting of cards printed at common or uncommon rarity at least once (including MtGO releases). Expect to find hints of unique mechanics peppered throughout the cube. Monarch, Dungeons and The Ring Tempts are all extra text dotted on cards throughout the cube, but do not expect to find them as complete build arounds.

The environment is intended to create interesting decisions during the draft portion so that drafters have to take chances and read the table as packs are passed around to create fun synergistic decks to win the day.

How to draft this Cube

Generally speaking I prefer to draft the Peasant's Dilemma in a typical draft format with a pod of 8 players with each player consisting of 3 packs of 15 cards, though with smaller pods the numbers have been adjusted in the past to generate enough variation and playables to create proper decks.

On Card Choices

No card in particular is necessarily banned, but rather cards may have been omitted for the sake of narrowing the distribution of power across colour and archetypes. Though I'm sure some may argue otherwise due to the presence of cards such as Skullclamp.

Aesthetically, cards are chosen based on preferred art, artists and frame. Non-English languages and variants without reminder text are not off-limits.

On Design

The primary goal of this cube was to create a challenging deck building and drafting environment that rewards patience and discipline during the draft portion of the experience. Consisting of a variety of options in terms of primary and secondary archetypes and build-arounds there are multiple directions to go and rewarding decks to be built.

The Lands

This cube contains a pretty sizeable land suite consisting of a variety of fixing and utility lands, still at peasant rarities. The aim is to increase the number of playables available to players, have robust fixing and encourage splashing for strategies.

w-uu-bb-rr-gg-w Archetypes w-bu-rb-gr-wu-g

Each colour combination has one primary archetype overarching it. There is, however, plenty of cross pollination across colours to encourage splashing and the difficult draft decisions this cube is intended to create. Each mono-colour is also viable as archetypes unto themselves and at times have even wrought much havoc in past drafts.

w Mono White w

Show your opponents that White Weenie is the real Salty Spitoon. We get 1 land drop a turn, 1 draw a turn and have to beat down with pure combat. Ignore the protection and exile-based removal under tarp. For that extra oomph, go a little bigger to find finishers with extra effects to grow your board or go over the top.

During the draft look for creatures with cheap costs and aggressive stats. Many of them will come with incidental upside. Interaction is cheap. Prioritise removal to move the larger blockers in your way.

u Mono Blue u

Throw your opponents off with their game plan while maintaining your advantage with tempo or control them entirely with mono-blue. Either way, you're attempting to make the opponent play to your speed.

Mono-blue contains a variety of interaction to manipulate the stack, slow your opponent down and finish them either slowly over time as you maintain your advantage or gain a large advantage to cash in later with a larger threat. Look for spells that interact on the stack, bounce permanents and search for answers as you draft.

b Black b

With mono-black, take advantage of a resilient midrange plan. Disrupt your opponent, efficiently remove their threats.

Seek efficient removal and constant threats. Take advantage of the reanimation spells, to keep up the pressure as threats your opponents finally get rid of return for round 2.

r Red r

Red Deck Wins (RDW). Fun Police. Mono Red. Many names for the same monster. Get your opponents to 0 before they even enact their game plan. Speed is the name of the game.

Much like White Weenie. Mono Red wants to be low to the ground. Look for fast and aggressive creatures that want to get in quick to weaken your opponent before they get the defenses online and when they do bypass them altogether with direct damage. Even then who says red can't go big.

g Green g

Speaking of going big. Green is here to play. Get out ahead of your opponent and get to your big aggressive finishers. It's called "Stompy" for a reason. Trample your opponent's tiny creatures underfoot with giant beasts and dinosaurs, all brought to bear by your vast quantities of accelerated mana.

When drafting mono green stompy, prioritise the mana ramp, particularly the mana producing creatures, a little more highly over the overcosted payoffs that are more likely to wheel. Of course there's always the option to go a little bit smaller in between your elves and your building sized threats.

Dual Coloured Archetypes Primer coming SOON...

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