Mythic Uncommon Peasant Cube
(360 Card Cube)
Mythic Uncommon Peasant Cube
Cube ID
Art by Jason ChanArt by Jason Chan
360 Card Cube8 followers
Designed by mrrandomplayer
Owned
$162
Buy
$97
Purchase
Mana Pool$142.87

Peasant cube aiming for a powerful but slow format with lots of interesting decisions in gameplay and a bit more multicolor support than normal. 'Mythic uncommons' from old draft formats are also featured prominently.

There's a focus on 'nuts and bolts' limited gameplay reminiscent of Core Set limited, with broad overlapping packages of syngergies rather than "on-rails" archetypes or parastic mechanics (mostly). Archetypes aren't strictly sorted by color pairs, and most of the 'archetype enablers' are supposed to be good in multiple archetypes or strong in a vacuum.

Archetypes (and rough color guides):

+1/+1 Counters: more payoffs in green and white, but payoffs and enablers found in all colors.

Enchantments: Primarily in white, secondarily in green and black.
-subtheme of shrines: 3 in white, 3 in green, 2 in blue, 2 in black

Spellslinger: Blue and red with a bit of white

ETB/Blink: Primarily in blue and white, also works with green and black.

Aggro: Mostly concentrated in red and white, it should be playable but not overwhelmingly present.

Tokens: Payoffs in white (works with other colors' aristocrats stuff), producers in all colors.

Aristocrats: Mostly in black and green, but also viable in the other colors (especially with token stuff).

Ramp: Concentrated in green with a lot of defenders overlap, also some mana rocks.

Tutelage Mill: an exception to the rule of 'no parasitic archetypes', mostly based in blue around Sphinx's Tutelage and friends combined with lots of card draw.

Defenders: The other exception to the 'no parasitic archetypes' rule, in every color except black. Some of the payoffs are pretty niche, but others are relevant in other archetypes

Reanimation: Not initially intended to be in the cube, but drafters have put together Solar Flare-style controlling reanimator decks (usually in UBx colors) with mixtures of card draw/looting, big threats, and reanimation spells, often with a bit of ramp to "fairly" cast threats as a backup plan. In practice it becomes more of a subtheme to a control, midrange, aristocrats, or ramp deck rather than its own distinct archetype that reanimates a game-ending threat early.

Notable exclusions/cuts for power level/fun:

  • Swords to Plowshares
  • Mother of Runes
  • Force of Will
  • Signets
  • Skullclamp
  • Loxodon Warhammer
  • Goblin Bombardment
  • Sol Ring, Library of Alexandria, etc (really overpowered uncommons)
  • Persist combo (no Finks/Redcap)
    On the watchlist for above reasons:
  • Blood Artist
  • Grafted Wargear

Notable card/mechanical guidelines:

  • Mostly Modern cards - the next round of revisions will make it all Modern-legal
  • Few cards from supplemental sets (Modern Horizons, Conspiracy, Commander, etc), the next round of revisions will remove all of those
  • No DFCs (for clarity/ease of drafting)
  • No planeswalkers
  • Few blatant color pie breaks (ie Phyrexian mana, Harmonize, etc)
  • Some weaker card inclusions (Roast, Jace's Ingenuity, Disdainful Stroke, etc) are because I have cool promos of them
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