Unfortunately (or fortunately depending on your perspective), Wizards has not printed Planeswalkers at rarities us Peasant cubers can utilize. However we are not without options for powerful permanents that effect the board turn after turn for little/no additional investment. It's been said that "cards XYZ are the Planeswalkers of Peasant." I thought the idea was interesting enough that it deserved its own thread.
Here are the cards I run in my cube that I consider "planswalkerish" in their power level and application:
While these cards are strong while they remain on the board, I don't think they can really be compared to planeswalkers in terms of utility, and the fact that 'walkers have an immense psychological effect on the other player with attacking, etc
While these cards are strong while they remain on the board, I don't think they can really be compared to planeswalkers in terms of utility, and the fact that 'walkers have an immense psychological effect on the other player with attacking, etc
That is very true. However, they are as close as we can get in Peasant.
I run Puppet Strings, Icy Manipulator and Trip Noose for tappers, plus Tumble Magnet, but I don't think that really falls into the same category. I don't think the Shrines really qualify, either (I mean the New Phyrexia ones); they get better the longer they're in play, yes, but they only do anything once.
The Hondens are interesting, but I haven't played with them.
Anything that repeatedly creates tokens could possibly be considered planeswalker-ish. Squirrel Nest certainly qualifies. Sprout Swarm, Centaur Glade and Jade Mage might fall into this category, too, but they require a fair amount of mana every turn.
The only other card I could think of would be Sun Droplet.
Yea planeswalkers can't really be simulated per se. The point of the thread was to discuss permanent that built incremental advantage/remained interactive throughout the game. I really dig these kinds of cards and they do something totally different for a limited environment than etb creatures and removal.
The thread title is probably misleading...
I had never considered Squirrel Nest. I'll have to give it a shot.
What do you guys think of the Hondens? I think the white/red/black ones are probably good enough on their own but green and blue seem a bit expensive. They all seem like they would be game breaking when 2+ get on the field simultaneously.
What do you guys think of the Hondens? I think the white/red/black ones are probably good enough on their own but green and blue seem a bit expensive. They all seem like they would be game breaking when 2+ get on the field simultaneously.
I ran the hondens for a long long time before I cut them right before I stopped cubing regularly.
In any case
The red and white ones are the two best, and each managed to end up in weak lists/boarded in as a standalone honden. Each of these theoretically can swing a game on their own; Cleansing fire if your deck is built to abuse the time it gives you and Infinite Rage if your opponent's deck is weak to it.
The green one is next on the effectiveness list only because it is impossible for some decks to beat when paired up. 2 blockers a turn is a lot.
The blue one is also good only when paired up, but the green one actually does something if your deck is threat light by being one. A weak threat, but it's something inevitable.
The black one is faaaaaaaaaaar and away the worst. It's not even a question after trying it. It has the least helpful ability in a long game (except against counterspells) by a huge margin, and forcing your opponent to discard the turn after you play your 4 drop is dismal. This honden is the reason why I cut the rest... it's just terrible.
I do appreciate you trying them out, by the way. I would suggest you play the other four, if anything.
Here are the cards I run in my cube that I consider "planswalkerish" in their power level and application:
And to a (much?) lesser extent:
I have not run the Honden cycle, but have heard they are powerful and seem somewhat "planeswalkerish" in the effect they can have on the game.
Anyone have thoughts on these types of cards, or run any "planeswalkerish" cards I have not listed?
GWB Junk Stax Ghave BWG
That is very true. However, they are as close as we can get in Peasant.
Does anyone run Puppet Strings?
Pestilence and Sprout Swarm?
The Hondens are interesting, but I haven't played with them.
Anything that repeatedly creates tokens could possibly be considered planeswalker-ish. Squirrel Nest certainly qualifies. Sprout Swarm, Centaur Glade and Jade Mage might fall into this category, too, but they require a fair amount of mana every turn.
The only other card I could think of would be Sun Droplet.
My Type 4 stack (Cube Tutor link)
Draft it on Cubetutor!
The thread title is probably misleading...
I had never considered Squirrel Nest. I'll have to give it a shot.
Draft it on Cubetutor!
I ran the hondens for a long long time before I cut them right before I stopped cubing regularly.
In any case
The red and white ones are the two best, and each managed to end up in weak lists/boarded in as a standalone honden. Each of these theoretically can swing a game on their own; Cleansing fire if your deck is built to abuse the time it gives you and Infinite Rage if your opponent's deck is weak to it.
The green one is next on the effectiveness list only because it is impossible for some decks to beat when paired up. 2 blockers a turn is a lot.
The blue one is also good only when paired up, but the green one actually does something if your deck is threat light by being one. A weak threat, but it's something inevitable.
The black one is faaaaaaaaaaar and away the worst. It's not even a question after trying it. It has the least helpful ability in a long game (except against counterspells) by a huge margin, and forcing your opponent to discard the turn after you play your 4 drop is dismal. This honden is the reason why I cut the rest... it's just terrible.
I do appreciate you trying them out, by the way. I would suggest you play the other four, if anything.
My CubeCobra (draft 20 card packs, 2 packs.)
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