Magic Bois Starter Cube (Clone of Peasant Cube 2023 with changes)
(540 Card Cube)
Magic Bois Starter Cube (Clone of Peasant Cube 2023 with changes)
Art by Tyler WalpoleArt by Tyler Walpole
540 Card Cube2 followers
Designed by GRRRR
Owned
$618
Buy
$561
Purchase
Mana Pool$549.59

Cloned from The Peasant Cube 2023

This cube is a clone of the Peasant Cube and will be used as a starter cube for me. All credit goes to MatEffect maker of the original peasant cube 2023.

TABLE OF CONTENTS:
  1. INTRODUCTION
  2. ARCHETYPES
  3. THINGS YOU CAN DO
INTRODUCTION

Intro. Originally a common and uncommon cube and will slowly morph into a more powerful version of itself.

ARCHETYPES:
  • w-u: Blink / Flyers
  • u-b: Reanimator / Control
  • b-r: "Aggrostocrats" a.k.a. Sacrifice Aggro
  • g-r: Monsters Midrange
  • w-g: +1/+1 counters / Tokens
  • w-b: Life Drain a.k.a. Sacrifice Midrange
  • u-r: Spellslinging
  • b-g: Graveyard Value
  • w-r: Aggro Tokens / Equipments
  • u-g: Flash / Ramp

You could also try things like these:

w-u BLINK

‘Blink’, also called ‘Flicker’, is a deck archetype that temporarily exiles its own permanents and brings them back into play for the purposes of re-triggering their enters-the-battlefield abilities (ETB), getting repeated value.

The two main components to this archetype are running enough creatures with the text “when this creature enters the battlefield” and cards that allow them to leave the battlefield and return to trigger that effect again.

By repeatedly blinking such creatures, they are able to accumulate a significant degree of card and mana advantage over other players to easily find and deploy much larger cards with more impactful abilities.

w-u FLYERS

This deck is pretty straightforward. Sometimes removal and evasion is enough to win games and the Skies gameplan is just that. While it isn’t comboing out or doing degenerate things, the deck can really beat up on opponents that aren’t prepared for it.

Just play evasive flying creatures, backed up with some removal/disruption and even some anthems, and the victory should be easy to achieve.

u-b REANIMATOR

Reanimator is a deck archetype known for putting big and powerful creature cards into their graveyard, then using cheap spells or abilities to return those creatures to the battlefield in order to avoid prohibitive mana costs.

There are three main components to any reanimator strategy: creatures to reanimate, the spells that reanimate them, and a reliable way of putting creatures into a graveyard, usually looting spells (draw and then discard cards).

u-b CONTROL

Control decks avoid racing and attempt to slow the game down by executing an attrition plan, outlasting the opponent with counterspells and removal spells. As the game progresses, control decks are able to take advantage of their slower, more powerful, cards.

The primary strength of control decks is their ability to devalue the opponent's cards. These decks typically get their edge through card advantage, then win the game by doing something more powerful than your opponent.

b-r AGGROSTOCRATS a.k.a. SACRIFICE AGGRO

“Aggrostocrats” decks seek to sacrifice its own creatures, especially many low-cost and/or token creatures, to accumulate game-winning benefits. Here, you want to win fast and attack and ping your opponent with everything you have, even when they die.

This archetype uses a combination of sacrifice outlets and cards that trigger when their creatures enter and/or leave the battlefield.

g-r MONSTERS MIDRANGE

If you like smashing face, then Gruul Midrange is the deck for you. This is a creature based red and green deck that uses bigger, ahead-of-the-curve creatures to overrun your opponents quickly rather than going wide with smaller creatures.

Ramp your mana on your first turns to cast as soon as possible your big threats. You may also opt to be a little bit more aggressive deck playing cheap red creatures, cleaning the board for your beaters with burn spells, or dealing those last points of damage to the face.

w-g +1/+1 COUNTERS

Turn your creatures into major threats increasing their power and toughness with as many +1/+1 counters as you could distribute on them.

This is a midrange deck focused on building a big board presence to overrun your opponents.

w-g TOKENS

Traditionally, w-g is the tokens strategy, but in The Peasant Cube it has been more focused on w-r. That way Selesnya focuses on +1/+1 counters. This doesn't mean that you cannot play tokens in w-g. In fact, it is a totally viable strategy.

Deploy your tokens and overrun your enemies with cards like Overwhelming Encounter. Using +1/+1 counters is a great way to make all your tokens grow. Make them come in bigger with Good-Fortune Unicorn or turn them into huge threats with Curse of Predation.

w-b LIFE DRAIN a.k.a. SACRIFICE MIDRANGE

This deck has a lot of overlap with the Red-Black version but it's not so fast, but more controlling, and tries to generate more value in terms of life and resources. White provides tons of creature tokens while black brings more and bigger payoffs.

Your lifegain triggers whenever a creature dies will make the difference in most games.

u-r SPELLSLINGING

‘Spellslinger’ is a term for decks that focus primarily on instant and sorceries. They often contain a mix of low-cost spells that may be cast in quick succession as well as high-cost, powerful spells that many other archetypes may find difficult to cast. Spellslinger decks often contain similarities to control strategies, though they are not a prerequisite for this archetype.

Cantrips, as well as other card draw spells, help your deck maintain a steady influx of instants and sorceries that will produce consistent synergy with other cards in the deck, such as cards with abilities that trigger when instants and sorceries are cast. Cards with Adventure spells are also good here. They provide an instant/sorcery and "draw" you a creature card, witch helps you to have a good balance between spells and creatures.

These cards that trigger with your spells can provide you with many additional benefits and even may also be your deck’s primary win condition.

b-g GRAVEYARD VALUE

Death is not an end but just a new beginning. Use your graveyard for sweet recursive value. You are setting up an engine to grind out a long game, or dumping things in the yard to use as your second hand.

This deck is good at not running out of resources. How? By utilizing the graveyard to keep getting back the resources. The opponent can kill your creatures, but you can reanimate them. The opponent can stop your spells but you can regrow them. No matter what answers your opponent has, this archetype keeps bringing back threats.

w-r AGGRO TOKENS

A token deck focuses on token-producing cards that can create a large number of tokens for a low cost to overwhelm your opponent. This strategy usually take the form of an aggro deck, using a high density of creatures, commonly paired with effects that increase their power, to defeat the enemy with combat damage.

This can allow you to spend very few cards and resources to establish a much larger board presence than your opponent.

Once you have assembled a large number of tokens, you commonly use effects that will make those tokens more powerful in combat often with ‘anthems’ (cards that provide a power and toughness boost to each creature).

u-g RAMP

Here you aim to cast spells that put additional lands into play, or playing creatures or artifacts that tap for mana as quickly as possible, to cast big creature spells.

u-g FLASH / TEMPO

This deck attempts to deploy quick and aggressive threats while protecting them with light permission and disruption long enough to win. You are accelerating your own path to victory while, at the same time, slowing the opponent.

This can be achieved by playing multiple efficient, impactful cards each turn, outpacing your opponent by volume. You can force their mana to go to waste each turn, denying them meaningful ways to spend it or simply countering everything they do, hopefully while your cheap impactful threats get the job done on an empty board.

Control tries to slow the entire tempo of the game to a crawl, whereas Tempo decks try to expedite their victory much earlier in the game. Think of Tempo decks, in a way, as Control decks that try to do their winning during the early stages of the game, rather than in the later stages.

w-u TEMPO

.

u-r TEMPO

Just like the u-g Flash deck, you try to win playing cheap threats and go for the win protecting them, while disrupting your opponent's plans with efficient spells that grant you advantage for your board.

w-r EQUIPMENTS

Aggressive decks have a very low mana curve. If the game isn’t finished quickly, your creatures become outclassed. Here is where Equipment really shines. Suddenly your utility and weaker creatures trade up.

While this deck can be assembled at any color combination, you will find the best payoffs in White and Red.

Find Equipments (most of them are colorless) and attach them into your creatures. Any creature may carry your weapons, but some wear them better than others. Creatures with evasion keywords like Flying and Menace, First Strike and Double Strike, Lifelink and Ward shine in this job.

w-b "DEATH & TAXES"

It may not be accurate to refer to Death & Taxes to this archetype in this Cube. Maybe Orzhov Midrange is more approppriate for it, as this one typically is a creature based control deck that plays a very disruptive game.

It is a very proactive deck that drops early creatures that disrupt opponent's resources (killing their creatures, attacking their hands, taxing their spells...) and start slowly attacking, pinging, or draining the opponent out.

You may also add blink creatures like Flickerwisp to maximize your ETB creatures.

b-g REANIMATOR

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u-r DRAW TWO

Drawing cards (card advantage) is one of the most powerful things you can do in Magic. It lets you look for solutions to the opponents’ threats, as well as find your own key cards to win the game.

The Draw Two is a deck that slowly creates its advantage doing something so simple as drawing cards.

Your payoffs here are the standouts for winning, so look for potential triggers for your payoff cards every turn. Cantrips, looters, creatures that draw cards when enter the battlefield...

w-r SPELLS

Another deck that tries to win fast, with cheap creatures and spells. Playing cards with Adventures is a great form to play this deck, as each of those cards offers you a good creature and an instant or sorcery in a single card. Cheeky House-Mouse, Faerie Guidemother, Ardenvale Tactician, Rimrock Knight and Hearth Elemental. Add removal and some tokens and try to win with Rally the Peasants, for example.

u-g GRAVEYARD VALUE

.

r-b GOBLINS

This is not a true archetype, but maybe you are lucky gathering some pieces of the deck. There are a good amount of Goblins in the cube, specially in red. They want to play aggro, but the deck is not so different of a sacrifice archetype, as you could deal the last points of damage sacrificing all your creatures to finish the game.

wbrg PERSIST COMBO

Persist Combo is a three-cards combo that works with the fact that with any card that puts a +1/+1 counter on a creature on the board (Anafenza, Kin-Tree Spirit, Renata, Called to the Hunt, Metallic Mimic, Grumgully, the Generous or Good-Fortune Unicorn), persist creatures come back every time they die. This makes Murderous Redcap an instant kill and Kitchen Finks infinite life, provided you have something that lets you sacrifice creatures at no cost (like Carrion Feeder, Goblin Bombardment or Spawning Pit among others).

There are some other persist creatures in the Cube (Putrid Goblin and Lesser Masticore), but these cards may need a forth piece to win the game, something that pings the opponent when they die (like Blood Artist, Zulaport Cutthroat, Spiteful Prankster or Mayhem Devil).

w-g SCURRY OAK / HERD BALOTH COMBO

There is a combo in the Cube where you can create infinite creature tokens.

With Scurry Oak or Herd Baloth on the battlefield:

  1. Cast Rosie Cotton of South Lane.
  2. Choose Scurry Oak or Herd Baloth with the skill of Rosie Cotton of South Lane.
  3. Repeat, create infinite squirrel tokens and make Scurry Oak or Herd Baloth gain infinite power.

Add a third piece, like Goblin Bombardment, to win the game on the same turn.

rg SPROUT SWARM (TOKENS)

Sprout Swarm seems to be a pretty innocuous card, but it's an awesome payoff and also an enabler to build an army of Saprolings with just a single card and close the game. A true one-card engine, as once you control five or more creatures, they help you to cast the card for free. The card is an easy P1p1.

You may build a deck around it with many cards. Renata, Called to the Hunt? Good. Great Oak Guardian? Nice. Thermo-Alchemist or Guttersnipe, too? That seems like a sweet combo.

TRY TO DO THIS (WORK IN PROGRESS, NEEDS TO BE UPDATED AND REMOVE SOME THINGS)

  • Sentinel's Eyes + Paradise Druid
  • Sentinel's Eyes + Ahn-Crop Crasher
  • Shielded by Faith + Siona, Captain of the Pyleas (and any other creature you control)
  • Oketra's Monument + Whitemane Lion
  • Oketra's Monument + Kor Skyfisher
  • Oketra's Monument + Stonecloaker
  • Soul's Attendant + Whitemane Lion
  • Soul's Attendant + Kor Skyfisher
  • Soul's Attendant + Stonecloaker
  • Adanto Vanguard + Loxodon Warhammer
  • Guardian of the Guildpact + Any Colorless Equipment
  • Lone Rider + Any Equipment Which Increases Power in 2 or more
  • Fiend Hunter + Whitemane Lion
  • Fiend Hunter + Stonecloaker
  • Fiend Hunter + Any Sac Outlet
  • Mesmeric Fiend + Any Sac Outlet
  • Crystal Shard + Evoked Mulldrifter
  • Crystal Shard + Evoked Shriekmaw
  • Crystal Shard + Fiend Hunter
  • Crystal Shard + Mesmeric Fiend
  • Archaeomancer + Ghostly Flicker (+ Peregrine Drake or any ETB creature)
  • Mnemonic Wall + Ghostly Flicker (+ Peregrine Drake or any ETB creature)
  • Eternal Witness + Ghostly Flicker (+ Peregrine Drake or any ETB creature)
  • Goblin Bombardment + Reassembling Skeleton
  • Thoughtpicker Witch + Reassembling Skeleton
  • Pawn of Ulamog + Reassembling Skeleton + Any Sac Outlet
  • Anax, Hardened in the Forge + Reassembling Skeleton + Any Sac Outlet
  • Act of Treason + Any Sac Outlet
  • Crypt Rats + Undying Evil
  • Crypt Rats + Status // (Statue)
  • Devoted Druid + Blossoming Defense
  • Devoted Druid + Mutagenic Growth
  • Devoted Druid + Vines of Vastwood
  • Devoted Druid + Scale Up
  • Devoted Druid + Become Immense (with delve)
  • Become Immense + Temur Battle Rage
  • Sprout Swarm + Guttersnipe
  • Sprout Swarm + Electrostatic Field
  • Sprout Swarm + Murmuring Mystic
  • Leonin Relic-Warder + Animate Dead / Dance of the Dead + Soul's Attendant or Blood Artist or Zulaport Cutthroat or Falkenrath Noble or Hissing Iguanar or Goblin Bombardment
  • Fiend Hunter + Oblivion Ring / Journey to Nowhere + Leonin Relic-Warder + Soul's Attendant or Blood Artist or Zulaport Cutthroat or Falkenrath Noble or Hissing Iguanar or Goblin Bombardment
  • Frilled Mystic + Crystal Shard
  • Frilled Mystic + Temur Sabertooth
  • Frilled Mystic + Eternal Witness + Ghostly Flicker
  • Frilled Mystic + Arqueomancer + Ghostly Flicker
  • Frilled Mystic + Mnemonic Wall + Ghostly Flicker
  • Rhythm of the Wild + Kitchen Finks + Any sac outlet
  • Renata, Called to the Hunt + Kitchen Finks + Any sac outlet
  • Metallic Mimic + Kitchen Finks + any sac outlet
  • Rhythm of the Wild + Murderous Redcap + Any sac outlet
  • Renata, Called to the Hunt + Murderous Redcap + Any sac outlet
  • Metallic Mimic + Murderous Redcap + Any sac outlet
  • Good-Fortune Unicorn + Kitchen Finks + Any sac outlet
  • Good-Fortune Unicorn + Murderous Redcap + Any sac outlet
  • Lesser Masticore + Metallic Mimic + Any sac outlet
  • Lesser Masticore + Rhythm of the Wild + any sac outlet
  • Lesser Masticore + Good-Fortune Unicorn + any sac outlet
  • Lesser Masticore + Renata, Called to the Hunt + any sac outlet
  • Herd Baloth + Curse of Predation
  • Scurry Oak + Curse of Predation
  • Blood for Bones + Eternal Witness (+ Another creature)
  • Blood for Bones + Archaeomancer (+ Another creature)
  • Blood for Bones + Mnemonic Wall (+ Another creature)
  • Ardent Elementalist + Malakir Rebirth + Weaponize the Monsters
  • Ardent Elementalist + Malakir Rebirth + Goblin Bombardment
  • Familiar's Ruse + Eternal Witness
  • Familiar's Ruse + Ardent Elementalist
  • Familiar's Ruse + Archaeomancer
  • Familiar's Ruse + Shipwreck Dowser
  • Abdel Adrian, Gorion's Ward + Animate Dead (+Blood Artist / Zulaport Cutthroat / Goblin Bombardment)
  • Abdel Adrian, Gorion's Ward + Dance of the Dead (+Blood Artist / Zulaport Cutthroat / Goblin Bombardment)
  • Thopter Squadron + Spiteful Prankster / Blood Artist / Zulaport Cutthroat / Syr Konrad
  • Shipwreck Dowser + Run Away Together (2HG Module)
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