Fetters ended up being my cut. I don't really have a lot of noncreature permanents worth removing, especially not ones with activated abilites and I think the 1 mana differnce combined with exile simply being way superior to arrest I think that Binding ends up on top.
After playing the set for a little bit, these are the cards I found interesting:
Novice Inspector: Thraben Inspector is and always has been an overperformer. It's really surprising how good this card is. Auto include.
Escape Tunnel: Well it's strictly better than Evolving Wilds. Not sure if I can find a spot, I cut Wilds and Expanse a while ago.
Red Herring: This is sooo much better than Valley Dasher. Not sure if this makes the cut, but definitely kinda interesting.
Makeshift Binding: I'm not that big on aura removal anymore, there is simply too much bounce, which always feel horrible. I remember slightly considering Citizen's Arrest, when it came out, but I was repelled by the WW. This card on the other hand, not only has way better casting cost, but it also gains 2 life. I think this might potentially make it, not entirely sure what to cut though.
One card from the set I definitely will include is Novice Inspector, the functional reprint of Thraben Inspector, which has performed really well for me so far.
Boros Elite and Judge's Familiar were recently downshifted to common, so I'm considering them for my pauper cube.
I wanted to ask if anyone had any experience with these in their peasant cube? The Familiar is probably very solid, but I have super hard time evaluating the Elite. Is it worth it or a trap?
I'm really unsure which card to cut for Petrify. It's basically an exact copy of Planar Disruption for us and a strict upgrade over Realmbreaker's Grasp as it deals with mana elves, but that doesn't mean, that Grasp has to go. I still really like Temporal Isolation for it's flash ability and now I'm considering wether to cut Recumbent Bliss or Faith's Fetters. Probably Bliss.
Some other cards, that catched my eye: Waterwind Scout: A 3 mana 2/2 flying, which can for 1 additional mana either draw a card or surveil 1 and become 3/3 is certainly quite decent. The problem with map token is mostly, that it's sorcery speed and can be fizzled by instant speed removal.
Ironpaw Aspirant: A colorshifted Kujar Seedsculptor. I mean the baseline is a 2/3 for 2 with the flexibility to put it's counter somewhere else, certainly very playable.
There is also Realmbreaker's Grasp. I agree that booth of the Arrest-type cards are better than Cooped Up. The can't be sacrificed argument doesn't really count, because you definitely don't want to spend 3 mana for the ability, while you have anything different to do, which gives your opponent more than enough time to do anything to the creature if they have anything to interact with it.
I've been away for a while and only just now come around to look at the full set. The list of interesting cards to me is quite low. I'm not mad about that as I'm happy, that I don't need to find cuts again and I'm fine, with most sets only introducing like 0-2 new staples, while masters sets and their downgrades take the majority of new inclusions.
Cards that catched my eye:
-Candy Grapple: Last Gasp has always been playable and this is a strict upgrade. I don't think it's a staple, that's reserved for the kill all removal, but certainly a nice card.
-Gnawing Crescendo: While white has some slightly better Trumpet Blasts, red doesn't really, so this is certainly a playable payoff for go-wide strategies. Since it only triggers for nontoken creatures it's not actually that great though, IMHO.
-Mocking Sprite: Interesting card. I've always liked Goblin Electromancer and Nightscape Familiar, even though both felt kind of outclassed by Goblin Anarchomancer. On the other hand I'm aware that the effect isn't awfully strong, what I mostly like is the idea of reducing the cost of Ghostly Flicker/Displace for more combo potential or Capsize. Idk though. If it were a 2/2 Flying, I would have likes it more.
-Quick Study: I recently reduced the amount of raw draw spells by bunch. Idk about this one compared to stuff like Behold the Multiverse. I think it's probably just worse than Meeting of Minds as you will often have some summoning sick creature lying around and the it becomes even cheaper later on. It's not like drawing cards is something you want to do on turn 3.
That's pretty much it. A lot of other cards look playable, but nothing I really considered adding.
Cards I was interested in, but didn't make the cut: Cyclops Electromancer: In War if the Spark limited, this wasn't actually that great. There are certainly decks, which would want this card, but it will never be a FTK. Windrider Wizard: Nice passive ability, but the body seems just so underwhelming nowadays. Supply Runners: In theory this is a cool flicker target, but the amount of creatures you need on the board in order for a 5 mana 2/2 to be worth it, is quite high. This seems like a win more card to me, as it doesn't do anything, when you are already behind.
If you want to play with children, I would probably start with running simple creatures with mostly basic evergreen abilities, like flying, first strike, deathtouch, haste, lifelink, menace, reach, trample, and vigilance. I think most of these can be quite intuitive after a quick explanation.
In addition maybe have a strong color identity, like Blue has Card draw and a few simple counterspells, Green has ramp, big creatures and combat tricks like Giant Growth, Red has some burn and low curve aggressive creatures, White with weenies and simple removal like Pacifism and Black maybe with a bit of a life loss / life gain theme and simple removal like Murder. Depending on the power level you are aiming for, if you want to run Wind Drake/Divination/Shock or rather Mistral Charger/Lightning Bolt.
So after playing 2 prereleases (and winning booth ^^) there wasn't really that much surprise, the land cyclers were really good as expected. It's like these flip lands from Zendikar Rising, a tapped land on the front and a the creature on the back. Sadly they don't work that well with the Ravnica Bounce Lands.
1 card, that I definitely missed though was Bewitching Leechcraft as basically a 2 mana Claustrophobia. At least in my cube there are only 3 cards, which are able to just put a +1/+1 counter on any creature.
I think with my token theme I'm also willing to give Mirkwood Bats a try, as it is potentially really powerful, triggering both when entering and sacrificing the tokens.
So I looked through the full spoiler once again and for me other cards, that are in consideration for me are:
-Rally at the Hornburg: The best red Token generator at cmc 2 so far. This card is certainly best friends with Burning-Tree Emissary.
The whole Cycling 1 cycle:
-Eagles of the North: The body isn't that great, but the etb is actually quite decent.
-Generous Ent: Solid stats.
-Lórien Revealed: Tapping 5 mana at sorcery speed is a lot, but I guess in the early game you will cycle it anyway and as a top deck it could be nice.
-Oliphaunt: Red and big creatures isn't really somthing that goes together well, but this is certainly quite decent.
-Troll of Khazad-dûm: I guess super Menace is a thing now. Not bad though, triple block or take 6.
I guess I will wait till the set is out and test these in draft, before I decide wether to add them to the cube. Having so many landcyclers almost makes me consider adding the dual lands from DOM or KLD, which would be tutorable, but I don't rly have slots for any more fixing.
Novice Inspector: Thraben Inspector is and always has been an overperformer. It's really surprising how good this card is. Auto include.
Escape Tunnel: Well it's strictly better than Evolving Wilds. Not sure if I can find a spot, I cut Wilds and Expanse a while ago.
Red Herring: This is sooo much better than Valley Dasher. Not sure if this makes the cut, but definitely kinda interesting.
Makeshift Binding: I'm not that big on aura removal anymore, there is simply too much bounce, which always feel horrible. I remember slightly considering Citizen's Arrest, when it came out, but I was repelled by the WW. This card on the other hand, not only has way better casting cost, but it also gains 2 life. I think this might potentially make it, not entirely sure what to cut though.
One card from the set I definitely will include is Novice Inspector, the functional reprint of Thraben Inspector, which has performed really well for me so far.
I wanted to ask if anyone had any experience with these in their peasant cube? The Familiar is probably very solid, but I have super hard time evaluating the Elite. Is it worth it or a trap?
Judge's Familiar: Kinda cool. Not sure if it might get a multicolor slot, but I'm certainly interested.
Slitherhead: I'm not that stoked about this. Seems pretty meh.
Source: https://mythicspoiler.com/newspoilers.html
Some other cards, that catched my eye:
Waterwind Scout: A 3 mana 2/2 flying, which can for 1 additional mana either draw a card or surveil 1 and become 3/3 is certainly quite decent. The problem with map token is mostly, that it's sorcery speed and can be fizzled by instant speed removal.
River Herald Scout: A colorshifted Seekers' Squire. Probably the only safe include next to Petrify.
Ironpaw Aspirant: A colorshifted Kujar Seedsculptor. I mean the baseline is a 2/3 for 2 with the flexibility to put it's counter somewhere else, certainly very playable.
Thousand Moons Infantry: Basically a colorshifted Mosscoat Goriak. Decent, but thats it.
Cards that catched my eye:
-Candy Grapple: Last Gasp has always been playable and this is a strict upgrade. I don't think it's a staple, that's reserved for the kill all removal, but certainly a nice card.
-Gnawing Crescendo: While white has some slightly better Trumpet Blasts, red doesn't really, so this is certainly a playable payoff for go-wide strategies. Since it only triggers for nontoken creatures it's not actually that great though, IMHO.
-Mocking Sprite: Interesting card. I've always liked Goblin Electromancer and Nightscape Familiar, even though both felt kind of outclassed by Goblin Anarchomancer. On the other hand I'm aware that the effect isn't awfully strong, what I mostly like is the idea of reducing the cost of Ghostly Flicker/Displace for more combo potential or Capsize. Idk though. If it were a 2/2 Flying, I would have likes it more.
-Quick Study: I recently reduced the amount of raw draw spells by bunch. Idk about this one compared to stuff like Behold the Multiverse. I think it's probably just worse than Meeting of Minds as you will often have some summoning sick creature lying around and the it becomes even cheaper later on. It's not like drawing cards is something you want to do on turn 3.
That's pretty much it. A lot of other cards look playable, but nothing I really considered adding.
Alabaster Host Intercessor > Ministrant of Obligation: Really decent 3-drop.
Spiketail Drakeling > Murmuring Mystic: Probably one of the best downshifts in this set.
Thalakos Scout > Shipwreck Dowser: Really nice upgrade over some of the other 5 mana recursion guys.
Vampire Aristocrat > Drown in Sorrow: It's no Arms of Hadar, but I think, that black is interested in a little more of this effect.
Dogged Pursuit > Phyrexian Gargantua: Finally more good flicker targets.
Wrenn's Resolve > Guttersnipe: Solid card for UR mostly.
Reckless Impulse > Spitebellows: Not amazing, but this certainly gives red a little more flexibility to deal with big creatures.
Viashino Sandsprinter > Sulfurous Blast: I really like the flexible design of this card.
Cards I was interested in, but didn't make the cut:
Cyclops Electromancer: In War if the Spark limited, this wasn't actually that great. There are certainly decks, which would want this card, but it will never be a FTK.
Windrider Wizard: Nice passive ability, but the body seems just so underwhelming nowadays.
Supply Runners: In theory this is a cool flicker target, but the amount of creatures you need on the board in order for a 5 mana 2/2 to be worth it, is quite high. This seems like a win more card to me, as it doesn't do anything, when you are already behind.
In addition maybe have a strong color identity, like Blue has Card draw and a few simple counterspells, Green has ramp, big creatures and combat tricks like Giant Growth, Red has some burn and low curve aggressive creatures, White with weenies and simple removal like Pacifism and Black maybe with a bit of a life loss / life gain theme and simple removal like Murder. Depending on the power level you are aiming for, if you want to run Wind Drake/Divination/Shock or rather Mistral Charger/Lightning Bolt.
Tragic Slip > Mordor Muster
Evincar's Justice > Troll of Khazad-dûm
Sanitarium Skeleton > Mirkwood Bats
Firebrand Archer > Oliphaunt
Hissing Iguanar > Rally at the Hornburg
Kor Chant > Eagles of the North
Hieroglyphic Illumination > Bewitching Leechcraft
Terrain Elemental > Generous Ent
1 card, that I definitely missed though was Bewitching Leechcraft as basically a 2 mana Claustrophobia. At least in my cube there are only 3 cards, which are able to just put a +1/+1 counter on any creature.
I think with my token theme I'm also willing to give Mirkwood Bats a try, as it is potentially really powerful, triggering both when entering and sacrificing the tokens.
-Rally at the Hornburg: The best red Token generator at cmc 2 so far. This card is certainly best friends with Burning-Tree Emissary.
The whole Cycling 1 cycle:
-Eagles of the North: The body isn't that great, but the etb is actually quite decent.
-Generous Ent: Solid stats.
-Lórien Revealed: Tapping 5 mana at sorcery speed is a lot, but I guess in the early game you will cycle it anyway and as a top deck it could be nice.
-Oliphaunt: Red and big creatures isn't really somthing that goes together well, but this is certainly quite decent.
-Troll of Khazad-dûm: I guess super Menace is a thing now. Not bad though, triple block or take 6.
I guess I will wait till the set is out and test these in draft, before I decide wether to add them to the cube. Having so many landcyclers almost makes me consider adding the dual lands from DOM or KLD, which would be tutorable, but I don't rly have slots for any more fixing.
I'm mostly interested in Mordor Muster
It's a sorcery version of Dusk Legion Zealot.