I have worked on this cube for a total of about 7-8 whole years now and I have just returned from a very long break of not making any changes to it for the past 8-9 months. This is actually because I had been creating a brand new type of environment in that time, this being my underpowered cube! I made this cube because I was having a bit of trouble creating the type of gameplay I wanted with my archetypes of choice in the peasant cube, as alot of them fell quite a bit too short. I had tried to support some themes like cycling or prowess (and even landfall aggro/midrange at one time) as best I could within the peasant restriction, but they weren't really working here like I wanted. Not only that, but there were also some other issues present like too many underperformering cards like Counsel's Lieutenant, Skizzik, Sentinal of the Eternal Wtach, as these cards just weren't doing too hot. There also wasn't enough support/enablers/payoffs for archetypes like sacrifice and self-mill, which led to the cube being stretched too thin for my liking. However, now have a cube that is able to better support these archetypes without having to completely tear apart the peasant cube. So, I have made quite a few changes (too many to list here, tho u can check the history tab if ur interested) to the list here and among these changes I have re-added the reanimator strategy as well as added more support for blink, self-mill, and sacrifice decks. I think these changes to the peasant cube better suite my current design goals as well as make the not only more distinct from my underpowered cube, but also increases the amount of fun that can be had while playing it. I will probably add some more of the latest staples that have come out from the last couple of sets once I get the chance to, as I am quite a few sets behind. Until then, enjoy the newest iteration of the peasant cube!
Overhauling the cube a bit after a long amount of time away from it. Gonna do the other colors next.
Finally figured out some of the changes I wanted to make to the list to smooth out the remaining rough edges.
GreenThe landfall aggro deck is well supported but the rampier version of the deck could use a boost. Courser of Kruphix should fill this role nicely while also being a good blokcer against aggressive decks.
Collected Company is the build-around of choice I decided to go for in green. I also was going to include Eldritch Evolution but this seemed like a better fit imo.
WhiteElspeth, Sun's Champion might be pushing the power level in a more game-warping direction than I would like, but it could also just be a perfectly fine and balanced finisher here as well. That being said, I do really like the card and I feel like white could use another walker.
Always Watching at first glance may look anti-synergistic with white, but the cube doesn't explicitly support "tokens deck", just runs cards that happen to make tokens. This will mostly be more support for the humans deck (which is exactly why Gather the Townfolk is getting cut here as well.).
BlueNothing
BlackSpawn of Mayhem is a sweet card I completely forgot existed and is VERY EFFICIENT for what it does. The cube supports a +1+1 counters/hardened scales deck and there's also a very loose "damage theme" appearing in the cube as well. Plus it's just great about everywhere else too.
RedExperimental Frenzy is a nice top end aggro deck card and I bet it will lead to more memorable moments than shrine ever did.
Bomat Courier is a nice aggro/refill option that also loosely supports the Drake Haven deck.
GoldDragonlord Ojutai is coming in as it serves functionally the same purpose as Traweler but is less difficult to kill when behind and also much easier to cast. The combo with Always Watching could also be a nice reward to whoever assembles it in draft.
I might be making a few more changes to address a few more areas, but that will be for another time.