Frenzied Goblin Keep in mind you can only activate him once per turn, you can't just dump mana into him. Regardless, still pretty good.
Frostling I play with damage on the stack so this can 2 for 1 like Mogg Fanatic. I also have a bunch of COK Block spirit synergies going on. It's okay.
Geometric Weird No one respects this card for whatever reason, maybe they don't read it and realize that it works with anything on the stack, not just spells.
Glitterfang Since I have COK Block spirit/arcane craft going on in my cube, this is great for that. The ability which looks like a downside at first allows it to be hexproof from sorceries.
Goblin Bushwhacker You don't normally cast this without the kicker, but it gets a mention anyways.
Genju of the Spires This card is pretty gross. Like Glitterfang, it costs mana to attack with it each turn but in exchange it gains hexproof from sorcery speed.
Mogg Alarm It can be cast for 0 mana. I have it in to support storm.
Grinning Ignus This costs 3 mana obviously, but you can use its ability to pick it up and replay it for a single mana. Another Storm card.
Goblin Guide It's pretty good, the best one. This one is a rare but I'm going to mention it anyways.
Vexing Devil I haven't seen this played yet, but I do love me some punisher cards and this one seems pretty savage. 1 mana 4 damage is good, 1 mana for a 4/3 is ******* insane. Even in the worst case scenario where they choose 4/3 and then play a removal spell it's still a Duress. This one is also a rare.
Ones I've played with before:
Goblin Champion This guy is so gross when combined with something like Skittering Skirge. I want to put him back in but I'm not sure what I want to cut for it.
Goblin Cohort This is a Pauper constructed staple in the RDW/Goblins deck. In my cube however, only 41%~ of the cards are creatures so it's a little harder to activate so I ended up cutting him. In your average cube he should be good though.
Of these, the only one I could call a favorite is Monastery Swiftspear. Mogg Fanatic I can't decide if I actually like it or if I'm playing it more for nostalgia. The other three I could take or leave and not really care. I don't support pure aggro because I personally find it to be too linear and boring, and red happens to be my least favorite color (though I do love my Purphoros Commander deck). I honestly wish there were more interesting options in peasant. I'm working on a Tiny Leaders cube, and things like Fervent Champion and Goblin Welder at least have me excited for artifact/equipment shenanigans.
I run Bloodlust Inciter, Goblin Banneret, Goblin Champion, Goblin Motivator, Jackal Pup, and Stonewright. So, an overall pretty boring lineup with which I cannot say I am happy: red really needs another 1-2 1-drops with 2 power that can attack reliably. It is laughable how reluctant WotC is to give the premiere aggro colour the aggro creatures it needs.
On the topic of activating Goblin Banneret, at least one scenario immediately pops to mind: the blue player keeping mana open. If I think they have a genuine chance of having a counterspell and I can attack with the goblin on the current board, I will gladly take that big swing. But one of the bigger reasons I play the card has to do with its late game value for a 1-drop while also being something I can play early on to put on pressure. After all, the threat of activation still gives it some leeway in terms of attacking, and if it gets Mentor off, you also get more permanent value off the activation.
I see a lot of people running the 1/1s for 1 that tap to give haste. I don't run those myself, so how have those been performing?
To me they lack the "not embarrassing after turn 1" aspect that a lot of the potential 2-power guys have, but I imagine they are pretty good on turn 1.
How bad do they feel when you draft a deck with a lot of haste already?
I am modern peasant so no jackal pup, I hate soulbond as a mechanic so that's out. I had the haste enablers at some point but as noted they aren't actually good in a red-based deck and better in a red splash. Green is all mana dorks, blue-red is the spells deck so its really only Red White and Red Black where they are good and Grim initiate is better in those decks. The First strike is great with Equipment and battlecry.
I am running a wizards package for Adeliz, the cinder wind and I had a great time playing it in standard so that's why I have the lavarunner.
I also have so many 1/1 tokens in my cube that I just never want to have 1 toughness creatures they basically will never be able to attack after turn 1.
So you have found grim initiate to be a good card? It seems kind of solid, low impact but maybe a synergistic cog in a BR or WR deck where you can pump it and make use of the token
Do we agree that Mogg Fanatic is the best at what it does? It wasn't mentioned on the initial list by DJRedLantern, but Goblin Arsonist and Fanatical Firebrand was on there. My opinion is that the ability to ping when untapped and with no help in dying outweighs haste and the ability to take out an X/2 (or sometimes two X/1s) via combat. (Disregarding weird new rules like damage on the stack).
How does Mogg Fanatic take out an X/2? Seems like only Goblin Arsonist has that upside.
You block a 2/2 with it. Then damage goes on the stack and you can respond to the one combat damage that Mogg Fanatic will do by sacrificing Mogg Fanatic to do one damage with his ability to the 2/2. The damage from the ability resolves, then the combat damage, killing the 2/2.
In all seriousness, I understand why damage on the stack was changed for constructed. But for cube I think it's fine to play with, it gives one drops a little more power and many cards from the damage on the stack era were designed with it in mind. If Mogg Fanatic or Yavimaya Elder or Elf Replica can double dip I don't think it's that big of a deal. Plus, it makes cards like Snap or unsummon or cloudshift desirable.
Honestly I prefer discussing cards as they would function within the current rules of the game. If I play cube, I want to be playing Magic. My view is that Magic, at this level, has to be fun and educational. I like to teach the players something about the rules of this game we love. Introducing odd old rules does not further that goal, and I don't think it's much fun either.
Either way, play your cube however you want to play it, but don't expect others on this forum to evaluate cards based on the rules you enforce.
What Theros: Beyond Death cards are you guys running?
I'm running Pharika's Libation and Inevitable End as far as the peasant cards go and then the three Chuck Lukacs alt-art mythic planeswalkers with varying degrees of errata.
Pharika's Libation is black enchantment removal and it's an edict, a mechanic I like.
Inevitable End is a cool card, it's kind of a punisher card, another mechanic I like. There is a certain James Bond villain aspect to punisher cards that makes them appealing to me.
Honestly I prefer discussing cards as they would function within the current rules of the game. If I play cube, I want to be playing Magic. My view is that Magic, at this level, has to be fun and educational. I like to teach the players something about the rules of this game we love. Introducing odd old rules does not further that goal, and I don't think it's much fun either.
Either way, play your cube however you want to play it, but don't expect others on this forum to evaluate cards based on the rules you enforce.
IMO you're missing out on the fun things you can do with damage on the stack but you're free to think differently and play your cube how you like, of course.
I enjoyed damage on the stack back in the day, but I appreciate why it was removed. As long as you're playing against an opponent who understands how the rule works, it's generally pretty obvious what's going to happen in any situation. Block the 2/2 with Mogg Fanatic, block the X/1 with Sakura-Tribe Elder, etc. It doesn't add a whole lot of depth to the game. What depth it does add is not worth the baggage of confusing newer players, and it's clear today that the game can survive without this rule.
I'm also in agreement with OptBoy. It becomes hard to discuss things when people make up their own rules sets. Imagine how confusing it must be for players unfamiliar with the cube when halfway through the draft they find out this 10 year old rules change has been reverted.
I enjoyed damage on the stack back in the day, but I appreciate why it was removed. As long as you're playing against an opponent who understands how the rule works, it's generally pretty obvious what's going to happen in any situation. Block the 2/2 with Mogg Fanatic, block the X/1 with Sakura-Tribe Elder, etc. It doesn't add a whole lot of depth to the game. What depth it does add is not worth the baggage of confusing newer players, and it's clear today that the game can survive without this rule.
I'm also in agreement with OptBoy. It becomes hard to discuss things when people make up their own rules sets. Imagine how confusing it must be for players unfamiliar with the cube when halfway through the draft they find out this 10 year old rules change has been reverted.
I once had to explain how banding worked to a new player. She ended up understanding pretty well and then went on to use Knights of Thorn to crush a red player that also had Iron Maiden going. IMO people underestimate new players and they're used as an excuse to dumb the game down for experienced players who just want EZMode cards. For example, Shroud isn't any harder to understand than Hexproof is, and yet Shroud was replaced with Hexproof with the excuse being that it's for newer players.
I think that there is a lot of hand wringing about newer players done by experienced players. They'll be fine, stop holding your cube back for them.
Before each draft with a player unfamiliar with my cube I make sure to state that damage is on the stack. I used to forget to say this until partway through the draft and then just wouldn't bring it up at that point, but once I wrote it down on one of the long boxes holding my cube I stopped forgetting.
The example of banding you're providing is different, because teaching people about banding is still teaching them something about the current rules of magic. If I teach a new player that damage goes on the stack and they start to get used to that, they might have some trouble adjusting to the actual rules when drafting at an FNM later. The skill of abusing the 'damage on the stack' rule is not transferable, because nobody else plays like that.
New account, but have been a lurker and manager of a 360 peasant cube for years. Not sure why this is the discussion that finally got me to jump in, but here we go.
Let's get a discussion going. How many red one drops do you play and which ones are your favorite?
Like others have said, I kind of dislike how Goblin Glory Chaser and Village Messenger are significantly better on the play than they are on the draw. Stonewright, Jackal Pup, and Rakdos Cackler have been solid.
I see a lot of people running the 1/1s for 1 that tap to give haste. I don't run those myself, so how have those been performing?
To me they lack the "not embarrassing after turn 1" aspect that a lot of the potential 2-power guys have, but I imagine they are pretty good on turn 1.
How bad do they feel when you draft a deck with a lot of haste already?
Regarding Goblin Motivator / Bloodlust Inciter, I've not found them to be embarrassing. My primary RG archetype is Fires (although I guess now its more appropriate to call it Rhythm since Fires of Yavimaya got cut for Rhythm of the Wild a while back). Motivator is mainly there to as an enabler for that deck. Ideally, the Fires deck is playing large, hasty threats or ramping them out early. But, most of the creatures in my cube that naturally have haste are small. In fact, I only have 8 total in red and 1 in green. So, I've not really run into any feel-bads where motivator sits there doing nothing. Most of the threats I want to play in Fires need something to give them haste. That help comes from cards like Motivator, Lightning Mauler, Rhythm, and Lightning Greaves. Also, Motivator is obviously great on turn 1, but hasn't been embarrassing in the mid-game either. After all, it only costs R and can usually be cast on a turn when you might not have been able to use all your mana efficiently anyways.
I am running: Eidolon of Inspiration -> Testing in place of Pianna, Nomad Captain, it's just as good with spirit tokens but it has an effect the turn it comes into play. I'll report back on how I liked it. Omen of the Sea -> Trying to up the amount of cheap cantrips in my cube Agonizing Remorse -> Get rid of literally anything is a nice effect. Gives black decks outs to usual pains like Phantom Centaur Mire Triton -> Literally the perfect cube card in my opinion, fits as a cog piece in pretty much every deck and gains life to let you do more black life cost things Mogis's Favor -> There are so many 1 toughness dudes this seems like it can put in work. Always like cards that reward graveyard. Anax, Hardened in the Forge -> Sweet dude in a sacrifice deck or aggro deck! Chainweb Aracnir -> Gives green more early game outs to fliers while still being a great beater in the late game Renata, Called to the Hunt -> Trying to get some +1/+1 counter theme going on, also nice with creature tokens in general and persist combo.
Edit: The haste one drops are pretty nice, even in red decks there are enough targets in my opinion. It can really push in 5-6 damage by itself sometimes.
Have only gotten to play with a few of these so I don't know how good most will be.
Renata, Called to the Hunt -> Trying to get some +1/+1 counter theme going on, also nice with creature tokens in general and persist combo.
Now that you mention it, I think I might swap Renata, Called to the Hunt for Cytoplast Root-Kin. Root-Kin’s ETB rarely mattered in practice, and I almost never wanted to shrink him to buff an incoming creature unless I had a counters-matter lord out, or was doing persist shenanigans with Kitchen Finks.
Aside from having one less toughness, I think Renata will be larger on average, and will give out more counters than Root-Kin. She’s probably better in both the counters deck and other G decks in general.
Renata, Called to the Hunt -> Trying to get some +1/+1 counter theme going on, also nice with creature tokens in general and persist combo.
Now that you mention it, I think I might swap Renata, Called to the Hunt for Cytoplast Root-Kin. Root-Kin’s ETB rarely mattered in practice, and I almost never wanted to shrink him to buff an incoming creature unless I had a counters-matter lord out, or was doing persist shenanigans with Kitchen Finks.
Aside from having one less toughness, I think Renata will be larger on average, and will give out more counters than Root-Kin. She’s probably better in both the counters deck and other G decks in general.
Just drafted a deck with Renata, and it kind of felt mediocre, although I literally never drew or played it. I ended up wanting to side it out every single match, just had better stuff I was trying to do. I need to test it further though.
Also, regarding how many 1 drops you play in red, I think 7 is a fine number if not a little light. Red aggro decks REALLY want a one drop in their opening hand, and in order to have at least a 75% chance of that happening you need to have 7 one drops in your deck. Thus, 7 is an appropriate amount for a 360 cube, because typically the aggro drafter will get almost all of the 1 drops to themselves.
Edit: Pharika's Spawn was great tonight btw. Its so hard to attack into favorably, and escape three is a very low cost honestly.
I added just the three Anax, Hardened in the Forge -> Just good on multiple levels. Chainweb Aracnir -> fliers is a big archetype in my cube so the more options green has against it the better (I have a lot of reach actually) plus bonus graveyard and +1/+1 synergy just a great green card for my cube. Renata, Called to the Hunt -> I have a very strong +1/+1 theme, the more the merrier. I get that a lot of people were down on her. I had her in my THB draft last night and she was good for me but my draft was slightly top-heavy so I had a lot of 5+ cmc creatures to play after her.
The example of banding you're providing is different, because teaching people about banding is still teaching them something about the current rules of magic. If I teach a new player that damage goes on the stack and they start to get used to that, they might have some trouble adjusting to the actual rules when drafting at an FNM later. The skill of abusing the 'damage on the stack' rule is not transferable, because nobody else plays like that.
How often are you playing with new players?
Secondly, why is having 'skill transference' important? Why not simply play cube for its own sake?
I'm not trying to be antagonistic here, I'm genuinely curious. I play cube specifically because it's not like constructed Pauper, the format that I started playing Magic with. Pauper is currently awful, ruined by Ghostly Flicker, Ephemerate, (and hypothetically Displace) infinite prison loops. I want cube to be the exact opposite of that, interesting cards with art that I like. Hence Banding, Splice Onto Arcane, etc. These things generally don't ruin the game and they do cool things. I want a Pee-Wee's Playhouse environment of stupid ***** going on in my cube.
By the way, this is why I like Banding:
Instead of playing many smaller creatures, or one big Voltron creature, you make a Voltron out of many smaller creatures. It's the quintessential white ability and it's very flavorful.
I do not understand why someone would care that their cube is like other types of Magic, is all. Why hold it back for others? It's your cube. Obviously if you don't like damage on the stack don't play with it, but if you hypothetically did prefer DotS, then go for it. Where else but your cube?
Either way, play your cube however you want to play it
I like to play Magic according to the current rules of Magic, because it's unambiguous and generally clear to everyone. It's not just that there's downsides to changing these rules for the sake of my cube experience, it's also that there is no real upside to me. I like complexity too, but there is enough complexity in my cube without introducing some counterintuitive rule.
On a sidenote: in my cube it only affects Sakura-Tribe Elder anyway, so even if I'd think damage on the stack was an upside, it wouldn't be worth it.
This is something we are not going to agree on, and that's ok. Ghostly Flicker, Ephemerate, and Displace are some of my favorite cards in my cube
All options are good imho although it depends on the season in which deck it fits best. That might make it harder from a cube management perspective.
Summer seems the most restrictive as it is almost exclusively an aggro card during that season. Autumn fits into more decks but still shines most in aggro. Winter seems extremely good against an aggro deck. Spring would probably fit into the most decks of the four.
Frenzied Goblin Keep in mind you can only activate him once per turn, you can't just dump mana into him. Regardless, still pretty good.
Frostling I play with damage on the stack so this can 2 for 1 like Mogg Fanatic. I also have a bunch of COK Block spirit synergies going on. It's okay.
Geometric Weird No one respects this card for whatever reason, maybe they don't read it and realize that it works with anything on the stack, not just spells.
Glitterfang Since I have COK Block spirit/arcane craft going on in my cube, this is great for that. The ability which looks like a downside at first allows it to be hexproof from sorceries.
Goblin Bushwhacker You don't normally cast this without the kicker, but it gets a mention anyways.
Genju of the Spires This card is pretty gross. Like Glitterfang, it costs mana to attack with it each turn but in exchange it gains hexproof from sorcery speed.
Mogg Alarm It can be cast for 0 mana. I have it in to support storm.
Grinning Ignus This costs 3 mana obviously, but you can use its ability to pick it up and replay it for a single mana. Another Storm card.
Goblin Guide It's pretty good, the best one. This one is a rare but I'm going to mention it anyways.
Vexing Devil I haven't seen this played yet, but I do love me some punisher cards and this one seems pretty savage. 1 mana 4 damage is good, 1 mana for a 4/3 is ******* insane. Even in the worst case scenario where they choose 4/3 and then play a removal spell it's still a Duress. This one is also a rare.
Ones I've played with before:
Goblin Champion This guy is so gross when combined with something like Skittering Skirge. I want to put him back in but I'm not sure what I want to cut for it.
Goblin Cohort This is a Pauper constructed staple in the RDW/Goblins deck. In my cube however, only 41%~ of the cards are creatures so it's a little harder to activate so I ended up cutting him. In your average cube he should be good though.
Intimidator Initiate This one is in my friend's cube. It's pretty good.
Boros Recruit This used to be in my cube but I cut it for a more interesting card. It was still decent though.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Of these, the only one I could call a favorite is Monastery Swiftspear. Mogg Fanatic I can't decide if I actually like it or if I'm playing it more for nostalgia. The other three I could take or leave and not really care. I don't support pure aggro because I personally find it to be too linear and boring, and red happens to be my least favorite color (though I do love my Purphoros Commander deck). I honestly wish there were more interesting options in peasant. I'm working on a Tiny Leaders cube, and things like Fervent Champion and Goblin Welder at least have me excited for artifact/equipment shenanigans.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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On the topic of activating Goblin Banneret, at least one scenario immediately pops to mind: the blue player keeping mana open. If I think they have a genuine chance of having a counterspell and I can attack with the goblin on the current board, I will gladly take that big swing. But one of the bigger reasons I play the card has to do with its late game value for a 1-drop while also being something I can play early on to put on pressure. After all, the threat of activation still gives it some leeway in terms of attacking, and if it gets Mentor off, you also get more permanent value off the activation.
To me they lack the "not embarrassing after turn 1" aspect that a lot of the potential 2-power guys have, but I imagine they are pretty good on turn 1.
How bad do they feel when you draft a deck with a lot of haste already?
I am modern peasant so no jackal pup, I hate soulbond as a mechanic so that's out. I had the haste enablers at some point but as noted they aren't actually good in a red-based deck and better in a red splash. Green is all mana dorks, blue-red is the spells deck so its really only Red White and Red Black where they are good and Grim initiate is better in those decks. The First strike is great with Equipment and battlecry.
I am running a wizards package for Adeliz, the cinder wind and I had a great time playing it in standard so that's why I have the lavarunner.
I also have so many 1/1 tokens in my cube that I just never want to have 1 toughness creatures they basically will never be able to attack after turn 1.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
https://cubecobra.com/cube/list/djredpeasant
Do we agree that Mogg Fanatic is the best at what it does? It wasn't mentioned on the initial list by DJRedLantern, but Goblin Arsonist and Fanatical Firebrand was on there. My opinion is that the ability to ping when untapped and with no help in dying outweighs haste and the ability to take out an X/2 (or sometimes two X/1s) via combat. (Disregarding weird new rules like damage on the stack).
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Upside of Mogg Fanatic: the ability to ping when untapped and with no help in dying
outweighs:
haste (Fanatical Firebrand, who cannot ping when tapped)
and the ability to take out an X/2 (or sometimes two X/1s) via combat (Goblin Arsonist, who cannot ping with no help in dying).
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
You block a 2/2 with it. Then damage goes on the stack and you can respond to the one combat damage that Mogg Fanatic will do by sacrificing Mogg Fanatic to do one damage with his ability to the 2/2. The damage from the ability resolves, then the combat damage, killing the 2/2.
In all seriousness, I understand why damage on the stack was changed for constructed. But for cube I think it's fine to play with, it gives one drops a little more power and many cards from the damage on the stack era were designed with it in mind. If Mogg Fanatic or Yavimaya Elder or Elf Replica can double dip I don't think it's that big of a deal. Plus, it makes cards like Snap or unsummon or cloudshift desirable.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Either way, play your cube however you want to play it, but don't expect others on this forum to evaluate cards based on the rules you enforce.
I'm running Pharika's Libation and Inevitable End as far as the peasant cards go and then the three Chuck Lukacs alt-art mythic planeswalkers with varying degrees of errata.
Pharika's Libation is black enchantment removal and it's an edict, a mechanic I like.
Inevitable End is a cool card, it's kind of a punisher card, another mechanic I like. There is a certain James Bond villain aspect to punisher cards that makes them appealing to me.
IMO you're missing out on the fun things you can do with damage on the stack but you're free to think differently and play your cube how you like, of course.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I'm also in agreement with OptBoy. It becomes hard to discuss things when people make up their own rules sets. Imagine how confusing it must be for players unfamiliar with the cube when halfway through the draft they find out this 10 year old rules change has been reverted.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
I once had to explain how banding worked to a new player. She ended up understanding pretty well and then went on to use Knights of Thorn to crush a red player that also had Iron Maiden going. IMO people underestimate new players and they're used as an excuse to dumb the game down for experienced players who just want EZMode cards. For example, Shroud isn't any harder to understand than Hexproof is, and yet Shroud was replaced with Hexproof with the excuse being that it's for newer players.
I think that there is a lot of hand wringing about newer players done by experienced players. They'll be fine, stop holding your cube back for them.
Before each draft with a player unfamiliar with my cube I make sure to state that damage is on the stack. I used to forget to say this until partway through the draft and then just wouldn't bring it up at that point, but once I wrote it down on one of the long boxes holding my cube I stopped forgetting.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I currently run 7 red one-drops: Goblin Glory Chaser, Goblin Motivator, Jackal Pup, Monastery Swiftspear, Rakdos Cackler, Stonewright, and Village Messenger. After seeing the other responses, 7 might be too many at 360, but I usually draft with 4 people (5 packs of 9) and having an extra one or two helps make sure we see some during the draft.
Like others have said, I kind of dislike how Goblin Glory Chaser and Village Messenger are significantly better on the play than they are on the draw. Stonewright, Jackal Pup, and Rakdos Cackler have been solid.
Regarding Goblin Motivator / Bloodlust Inciter, I've not found them to be embarrassing. My primary RG archetype is Fires (although I guess now its more appropriate to call it Rhythm since Fires of Yavimaya got cut for Rhythm of the Wild a while back). Motivator is mainly there to as an enabler for that deck. Ideally, the Fires deck is playing large, hasty threats or ramping them out early. But, most of the creatures in my cube that naturally have haste are small. In fact, I only have 8 total in red and 1 in green. So, I've not really run into any feel-bads where motivator sits there doing nothing. Most of the threats I want to play in Fires need something to give them haste. That help comes from cards like Motivator, Lightning Mauler, Rhythm, and Lightning Greaves. Also, Motivator is obviously great on turn 1, but hasn't been embarrassing in the mid-game either. After all, it only costs R and can usually be cast on a turn when you might not have been able to use all your mana efficiently anyways.
Eidolon of Inspiration -> Testing in place of Pianna, Nomad Captain, it's just as good with spirit tokens but it has an effect the turn it comes into play. I'll report back on how I liked it.
Omen of the Sea -> Trying to up the amount of cheap cantrips in my cube
Agonizing Remorse -> Get rid of literally anything is a nice effect. Gives black decks outs to usual pains like Phantom Centaur
Mire Triton -> Literally the perfect cube card in my opinion, fits as a cog piece in pretty much every deck and gains life to let you do more black life cost things
Mogis's Favor -> There are so many 1 toughness dudes this seems like it can put in work. Always like cards that reward graveyard.
Anax, Hardened in the Forge -> Sweet dude in a sacrifice deck or aggro deck!
Chainweb Aracnir -> Gives green more early game outs to fliers while still being a great beater in the late game
Renata, Called to the Hunt -> Trying to get some +1/+1 counter theme going on, also nice with creature tokens in general and persist combo.
Edit: The haste one drops are pretty nice, even in red decks there are enough targets in my opinion. It can really push in 5-6 damage by itself sometimes.
Have only gotten to play with a few of these so I don't know how good most will be.
https://cubecobra.com/cube/list/djredpeasant
Now that you mention it, I think I might swap Renata, Called to the Hunt for Cytoplast Root-Kin. Root-Kin’s ETB rarely mattered in practice, and I almost never wanted to shrink him to buff an incoming creature unless I had a counters-matter lord out, or was doing persist shenanigans with Kitchen Finks.
Aside from having one less toughness, I think Renata will be larger on average, and will give out more counters than Root-Kin. She’s probably better in both the counters deck and other G decks in general.
Just drafted a deck with Renata, and it kind of felt mediocre, although I literally never drew or played it. I ended up wanting to side it out every single match, just had better stuff I was trying to do. I need to test it further though.
Also, regarding how many 1 drops you play in red, I think 7 is a fine number if not a little light. Red aggro decks REALLY want a one drop in their opening hand, and in order to have at least a 75% chance of that happening you need to have 7 one drops in your deck. Thus, 7 is an appropriate amount for a 360 cube, because typically the aggro drafter will get almost all of the 1 drops to themselves.
Edit: Pharika's Spawn was great tonight btw. Its so hard to attack into favorably, and escape three is a very low cost honestly.
https://cubecobra.com/cube/list/djredpeasant
Anax, Hardened in the Forge -> Just good on multiple levels.
Chainweb Aracnir -> fliers is a big archetype in my cube so the more options green has against it the better (I have a lot of reach actually) plus bonus graveyard and +1/+1 synergy just a great green card for my cube.
Renata, Called to the Hunt -> I have a very strong +1/+1 theme, the more the merrier. I get that a lot of people were down on her. I had her in my THB draft last night and she was good for me but my draft was slightly top-heavy so I had a lot of 5+ cmc creatures to play after her.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
How often are you playing with new players?
Secondly, why is having 'skill transference' important? Why not simply play cube for its own sake?
I'm not trying to be antagonistic here, I'm genuinely curious. I play cube specifically because it's not like constructed Pauper, the format that I started playing Magic with. Pauper is currently awful, ruined by Ghostly Flicker, Ephemerate, (and hypothetically Displace) infinite prison loops. I want cube to be the exact opposite of that, interesting cards with art that I like. Hence Banding, Splice Onto Arcane, etc. These things generally don't ruin the game and they do cool things. I want a Pee-Wee's Playhouse environment of stupid ***** going on in my cube.
By the way, this is why I like Banding:
Instead of playing many smaller creatures, or one big Voltron creature, you make a Voltron out of many smaller creatures. It's the quintessential white ability and it's very flavorful.
I do not understand why someone would care that their cube is like other types of Magic, is all. Why hold it back for others? It's your cube. Obviously if you don't like damage on the stack don't play with it, but if you hypothetically did prefer DotS, then go for it. Where else but your cube?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I also quote:
I like to play Magic according to the current rules of Magic, because it's unambiguous and generally clear to everyone. It's not just that there's downsides to changing these rules for the sake of my cube experience, it's also that there is no real upside to me. I like complexity too, but there is enough complexity in my cube without introducing some counterintuitive rule.
On a sidenote: in my cube it only affects Sakura-Tribe Elder anyway, so even if I'd think damage on the stack was an upside, it wouldn't be worth it.
This is something we are not going to agree on, and that's ok. Ghostly Flicker, Ephemerate, and Displace are some of my favorite cards in my cube
Summer seems the most restrictive as it is almost exclusively an aggro card during that season. Autumn fits into more decks but still shines most in aggro. Winter seems extremely good against an aggro deck. Spring would probably fit into the most decks of the four.
My C/Ube on Cube Cobra
https://cubecobra.com/cube/list/djredpeasant