Sooooo..... my PC blew up which had my current spreadsheet where I'm working ahead, trying to identify strictly worse cards ahead of time, combine functionally identical cards etc. I'm hoping to recover it, but if not then I'm probably looking at something from months ago. So might be a few days before I get back in gear. I'll update the most recent entry.
Thrill-Kill Assassin does pretty much the same job for a mana less. It's not as good on defense when it's leashed, but barring a cube that actually has a minotaur tribal theme or specifically wants a lot of deathtouchers, I have a hard time imagining running Felhide Petrifier.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
Sooooo..... my PC blew up which had my current spreadsheet where I'm working ahead, trying to identify strictly worse cards ahead of time, combine functionally identical cards etc. I'm hoping to recover it, but if not then I'm probably looking at something from months ago. So might be a few days before I get back in gear. I'll update the most recent entry.
Funnily enough, most of my posts are on work breaks, so it was saved to my desktop... the only place on the network not protected. You live, you learn.
Until I know whether data can be restored, I'm going to go off plan and look at some lands.
Lands are interesting; I think the best way to break it down will be fixing, and then utility / creature lands as I think they fit two different cube building needs. I'll start with fixing, and group by cycles where applicable, though that makes it harder with the way I'm tagging the unplayables. I can always change it up based on feedback. Someone might need to correct my vernacular for what the common names of some of the cycles are.
Refuges (Akoum Refuge) - 1 Description - The refuges are fine ETB lands that fix 2 colours. The life gain is a nice bonus, and are little better if you have a life gain matters theme in your cube. If you are already solid in your 2 colours, you might pick this over a tri-land, but until you are near the end of the draft you will probably take a tri-land, and they will fit more decks be default. These might be an option for an additional fixing cycle or in larger cubes.
Artifact Lands (Ancient Den)- 1 Description - You need to be pushing a strong artifact theme to make these worth the effort. Depending on what colours your artifact theme decks are, you might not include the whole cycle, though this then causes issues with colour classification. Some cube owners might let their players choose a limited number as alternate basics.
Ancient Ziggurat - 1 Description - It fixes all colours and doesn't enter the battlefield tapped. Creatures are the pre-dominant card type in peasant decks, and in aggro decks this can help ensure you hit your creatures on curve. However, the drawback is still relevant. If you have any other game changing spells or activated abilities, this essentially eats one of your land drops. Holding onto a Mind Control with Ancient Ziggurat as one of your five lands is going to be annoying. As a result, it doesn't belong in every deck.
Tri-Lands (Arcane Sanctum) - 4 Description - You will find these in nearly every peasant cube. By fixing 3 colours, it opens up the number of decks that can play them, as they are just fine if you are only playing 2 of the colours. If most decks are 2 colours, each 2 colour fixing land only matches to 1 pair; each tri-lands matches to 3 pairs, making it easier for players to find fixing during the draft. They allow for easier splashing if you pick something powerful up later in the draft. Some cube managers may exclude specifically to reduce the splashing and '4+ colour good stuffs' decks.
Bouncelands (Azorius Chancery) - 2 Description - They fix 2 colours. While it enters the battlefield tapped, when you hit your final land drop you are one mana ahead of where you would have been, creating a sort of card advantage. Better for control decks where that advantage matters. They are mostly better than ETB duals, with marginal downsides if you want to split the mana, and land destruction or bounce spells that hit permanents are more punishing. They also have some synergy with landfall. If you are on the draw and don't have another play prior to dropping this, you might need to discard, but you may consider that a feature (reanimator, kick-off dredge, discard flashback cards).
Panorama (Bant Panorama) - 1
Description - There is only one likely reason to play them; you are supporting a colourless / devoid deck and you want access to colourless sources. If you aren't supporting that deck, don't play them. The plus side is they do come into play untapped, but when you activate it costs you 2 without an immediate payoff because the target comes into play tapped.
City of Brass - 4 Description - One of few fixers, especially of all colours, that doesn't enter the battlefield tapped. While the damage can add up, you will be able to cast your spells. Aggro decks are the ones that benefit the most; if in the opening hand it helps curve out while the damage is probably negligible. Some cube owners have been known to include multiples, given there are few aggro-oriented fixing lands. Control decks or attrition decks that want to grind out a long game are less inclined to want a land that doesn't have an option that doesn't deal damage. You can go super old school and include Icy Manipulator or some such and kill your opponent slowly by tapping their City of Brass.
Abandoned Outpost - Plus cycle. Outclassed by Vivid Lands.
Ancient Springs - 5 card cycle, able to sac for the two allied colours of the primary colour it taps for. These are unlikely to make their way into cubes, but they offer both fixing (potentially 2 colours) and a one-shot mana boost. You might include them in some decks, but not enough that they warrant a space in your cube.
An-Havva Township - Plus cycle. Terrible.
Archaeological Dig - Outlcassed by Vivid Lands.
Arctic Flats - Plus 2 cycles. These are strictly worse than tri-lands and refuges. There is no need to play them.
Azorius Guildage - Plsu cycle. There are no cards that care about gates that you would want to play, making these virutally the same as the above cycle.
Bad River - It is almost strictly worse than Terramorphic Expanse, though this does let you play it, untap, and then keep yourself open as to what land you need. There aren't nonbasics with basic land types that play into this cycle. Including the cycle just seems a lot worse than throwing in 5 Terramorphic Expanse and improving the overall fixing in your cube.
Boreal Shelf - Snow Duals cycle. On the assumption you let players have snow basics, tri-lands or refuges are probably still better.
Calciform Pools - They are very slow, essentially costing you 2 mana a turn to store a counter. It's also kind of weird that the activated ability costs mana, but doesn't require a tap. You can of course tap it for colourless mana, then use that mana to remove your storage counters, but the payoff takes time.
Caldera Lake - Plus cycles. You can get ETB duals with upside, not downside.
Cinder Marsh - Only getting your coloured mana once every 2 turns is bad.
Storage lands are unplayable, I don't think I'd ever play a snow dual over the KTK duals.
I'll argue for trilands at 4 as they're the gold standard alongside vivids for fixing in Peasant.
4 COB too.
I'll drop Ancient Ziggurat to 1. Not being able to use it for activated abilities is something I didn't highlight which is also relevant, Storage Lands to unplayable. 4 for trilands; I think they are a staple and are likely to be missing only if you are breaking rarity.
ahhhabee, those will come. I usually do about 10 a time in alphabetical order (slightly different here as I'm grouping cycles once I find the first one in the alphabetical listing) to ensure there is time for discussion, correction of scores / descriptions etc. I'm starting with fixers first as I think that is how cube builders tend to think when building their land base, then looking at more general utility lands.
This is the rest of the fixing lands; it doesn't include mono-colour cycles.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Crumbling Vestige - 1 Description - It is fixing that doesn't cost you a land drop per se, at the cost of only getting the fixing once. This can make timing awkward, as you need to make use of the first mana during a main phase. The best case scenario is as early fixing for aggro decks so they don't miss a beat, or if you support cards that care about colourless mana (which is probably very few, if any).
Evolving Wilds / Terrmaorphic Expanse - 3 (I guess? I think I undervalue these and am compensating) Description - They can find any basic land in your deck at the cost of being tapped. It's just good fixing, and can help support splashes or multi-colour decks. Marginal benefits of filling the graveyard for decks that care, and may trigger landfall twice in a turn.
Gemstone Mine - 4 Description - One of the best (among very limited options) for 5 colour lands that don't enter the battlefield tapped. As such, excellent support for aggro to make sure they hit their early drops, with those decks being less likely to care by the time the last counter is removed. Has some incremental synergies with threshold/delve, bouncelands, or other self-bounce stuff like Kor Skyfisher.
Mirrodin's Core - 2 Description - A good card to support a splash or if you have a few cards in different colours that have strong colour commitments. In 2 colour decks it is going to be worse than most ETB duals / tri-lands if you need to alternate every turn putting storage counters on it and then taking them off.
Myriad Landscape - 1 Description - It can help you find your splash colour, but it is pretty slow at doing it. In a 1 or 2 colour deck, it is just a slow accelerant.
Rupture Spire / Transguild Promenade - 1 Description - They fix all colours pain free, but they are too slow for most decks; it essentially costs you 2 mana the turn you play it.
Vivid Lands (Vivid Grove)- 4 Description - Excellent fixers that few cubes go without. They are fine as your base colour and using the charge counters for a splash or high colour commitment cards in another colour. They are equally as fine if the permanent mana is your splash colour, as even if you quickly use your charge counters for your primary colour(s), but the time you've used them you have often reached the point of the game where you've drawn into those lands. Also a plus that this a 5 land cycle that doesn't favour certain colour combinations (e.g. ally colours or enemy colours only).
Command Tower - Means nothing in standard Peasant cubes.
Crosis' Catacombs - When you compare them to bouncelands, you aren't down any mana the turn you play it (if you tap the returning land first), but you are down a land until you run out of land drops. Tri-lands hit the battlefield tapped, but you only get the initial mana hit.
Holdout Settlement - It fixes all cololurs, but the cost and timing is too awkward. Even if you tap down a creature that has summoning sickness to cast a sorcery speed spell, you can't threaten to block with the creature. In most cases you probably want more for having to tap down a creature, as it doesn't accelerate you, just fixes.
Krosan Verge - It's unique as there isn't a cycle, but it does effectively cost you 4 mana to find your lands which is too much, and because it searches for specific lands it is only useful in that color combination. Myriad Landscape searches for 2 of the same basic, but can be used in any deck if you really want this effect.
Opal Palace - Doesn't do anything in standard peasant cube environments.
Rhystic Cave - Giving your opponent the chance ot shut down your fixing is bad.
Riftstone Portal - It is too narrow and isn't going to be active often enough.
Tainted Field - Plus cycle. They are only great in a deck that is heavier on swamps than the other colour, and it skews your cube in weird ways.
Shimmering Grotto - It looks fine as it fixes colours for only 1 mana, but it is like Stone Raining yourself when you need that colored mana.
Unstable Frontier - Worse than Shimmering Grotto / Unknown Shores in most cases as the activation can be responded to and not enough cards that care about basic land types.
I feel as though Mirrodin's core is a very high 3, at least. I would not argue if someone called it a 4. Same for terramorphic expanse. I prefer each of these lands, and the vivids, to the tri-lands.
Shimmering grotto and unstable frontier, even for reaching, are just too bad.
I guess myriad landscape is a 1 since it is a land that ramps eventually, but that eventually should come with some serious italics.
Unstable Frontier - 1
Description - It is similar to Shimmering Grotto in that it costs you to fix, but it does also have some interesting upsides. In the early game you may be able to shut off an opponent from a colour during their upkeep
I'm not sure how Unstable Frontier would do this unless your opponent happens to have Felwar Stone in play, it only changes your own lands.
I can't help you much with Crumbling Vestige either, other than to say that in Oath limited I've found it to be dicey fixing at best, and I'd only run it (in a deck or a cube) if I cared about C costs. Probably a 1, but I've never tried it in cube.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
I don't think it's as good as the city or the mine. But you very often can find decks that don't it to produce colored mana twice in a row. It does well in decks with lots of etbt lands already, since it surrogates as a poor vivid land when it doesn't have backup but etb untapped when you need it to (say, after playing a real vivid).
It's possible that saying it could be suggested as a 4 is too bullish, but I don't easily foresee a future where I cut it.
I may have undervalued Mirrodin's Core, and I've rarely drafted it in my cube. I probably should be playing it in more decks. Maybe more discussion should be had, but I don't mind putting it to 3.
Shimmering Grotto I don't mind putting to unplayable unless someone wants to really defend them.
Unstable Frontier I misread, without being able to affect your opponents lands it is unplayable.
Holdout Settlement can go to unplayable.
I've updated Crumbling Vestige description and given it a 1 unless someone wants to argue to raise it.
I've given the threshold lands unplaybale so far, but maybe some have some merit?
Ancient Tomb - 4 Description - It accelerates you without any initial investment that affects your board development(ETB or bounce something else), and therefore allows you to build your board faster than your opponent. Great in most decks, though in some match-ups the damage will add up. Anchors - Supports -
Cycling Lands (Barren Moor) - 1 Description - You might include them in your cube if you want to give your decks more ways to smooth their draws. Mostly it is just providing decks some incremental advantage, and when it comes to cube construction you are using slots on incremental advantage instead of more defining cards. They have some synergy with delve / threshold. Anchors - Supports -
Bazaar of Baghdad - 1 Description - This requires a bit of building around and support from your environment to get the right benefit from it. It only works in a handful of decks, and requires the right set up to become worth it. The cost is steep; it doesn't produce mana so it costs you your land drop, and used 'fairly' as a filter it throws card disadvantage on top of that. However, it does get cards into your graveyard quicker than almost anything else, and pairs well with dredge, delve, and cards that care about being the graveyard. Also a good card for reanimator, where the card disadvantage doesn't matter quite as much while you keep digging. At the time of writing, madness is a topic of discussion (pending Shdows over Innistrad release) and Bazaar might contribute, but having to discard 3 cards coupled with this costing a land drop makes it unlikely you will be able to cast multiple cards even at discounted rates. You would could it as a spell for deck construction, and the first activation is essentially a 4 for 2 because you invest the card itself. You really need to be getting solid benefits from the discard for this to be worth it. Anchors - Supports - Reanimator, Madness, Graveyard Matters
Blasted Landscape - 1 Description - It doesn't enter the battlefield tapped, and you can cycle it away if you need to. As a 1-of in a deck, you would probably play it unless you were playing more than 2 colours. However it really only offers incremental advantage to most decks, but doesn't really add anything to your cube. Anchors - Supports -
Blighted Cataract - 1 Description - It has little opportunity cost in most blue decks. However unless you have other mana sources you need to hit 7 land drops before you can activate this. A land you no longer need that replaces itself with 2 other cards is powerful, but it is going to be slow in getting there, and there will be times you will be staring at a double blue card in your hand wishing this was just a basic island. Anchors - Supports -
Blighted Gorge - 1 Description - It comes with a low opportunity cost, but you can trade it in later for some reach or to clear out an opposing creature. In terms of cube design, you may just want a better burn spell though. Anchors - Supports -
Blighted Steppe - 1 Description - Low opportunity cost and the effect is fairly costed. It isn't exciting, but being able to gain 4+ life in the mid to late game if you've got nothing else to do is fine.
Anchors -
Supports -
Buried Ruin - 1 Description - It is narrow and your cube needs to be built with it in mind, but can be a support card for an artifact matters theme. Anchors - Artifact Matters Supports -
Cabal Coffers - 1 Description - This only belongs in your cube if you are actively pushing a mono-black theme. In a 2+ colour deck this is just bad because it doesn't accelerate you until you already have 3 swamps on the board. Anchors - Mono-black Supports -
Cloudpost - 1 Description - The only way this would make its way into your cube is as a 'pick 1 get 4' deal. It could be an interesting choice for control / ramp decks, though peasant lacks good ways to find nonbasics. Anchors - Ramp Supports -
Dakmor Salvage - 1 Description - It really only supports the dredge deck, and if you dump stuff from your graveyard into your library you can always get this back to hit your black mana requirements. You probably want some form of sacrifice outlet for lands / permanents to really get some benefit out of it though. Anchors - Dredge Supports -
Barbarian Ring - It might incrementally make some of your red decks better, but as a once off effect that deals damage to you until you use it, I'm not seeing a good use-case for it.
Blighted Fen - You don't get to choose the target, and costing 6 it is likely to hit a pretty weak target.
Tomb is easily the best land card at Peasant rarity. Do you give 5s to cards?
The white Blighted land is fine compared to other ones, so probably a 1.
Krosan Verge is a very powerful card... Just super boring as a Selesnya card. I could see it as a 1-2, though. If you're GW, it's so much better than Myriad Landscape
Oh, Bazaar of Baghdad is absolutely awful for CUbe. If you play and use it T1, you wind up with five cards in hand and no mana sources in play! No amount of graveyard support makes it a card I ever want to put into a deck.
You have Cloudpost as both playable and unplayable.
I think Ancient Tomb should be a 4. It fits your definition of a Staple perfectly ("enough base power that your cube is less powerful from their omission...likely never rotate out of your cube unless you ban them for being too good.")
I see-sawed on Cloudpost, as I don't think the 'draft 1 get x' type cards should be considered as part of the evaluation, otherwise we would be throwing in Muscle Burst etc. I made an exception for Cloudpost as it usually replaces basics, not other cards you are drafting. I've removed the unplayable entry, which is where I started.
Tomb is easily the best land card at Peasant rarity. Do you give 5s to cards?
The white Blighted land is fine compared to other ones, so probably a 1.
Krosan Verge is a very powerful card... Just super boring as a Selesnya card. I could see it as a 1-2, though. If you're GW, it's so much better than Myriad Landscape
Ancient Tomb up to 4 and updated the description.
I'll move Blighted Steppe up to 1.
The thing about Krosan Verge is that it is essentially a Selesnya card. Are you ever going to use up your Selesnya slot on it? Like Myriad Landscape, it essentially costs 4 to use it (ETB, 2 mana, plus tapping it which means you aren't using it for mana that turn) and if you are green you have access to better ramp spells to find your plains. It feels like one of those cards you would be happy to put in your Selesnya cube draft decks, but not good enough to be in the cube.
Oh, Bazaar of Baghdad is absolutely awful for CUbe. If you play and use it T1, you wind up with five cards in hand and no mana sources in play! No amount of graveyard support makes it a card I ever want to put into a deck.
That is certainly a good point. I don't have first hand experience. I suspect if this was in your opening grip you wouldn't lead with it, unless you had something like Swamp, Reanimate plus fatty in hand to reanimate turn 2.
I don't see how Bazaar is supposed to work without Moxen and the like. In c/ube it's just a self-"stone rain" for a bad loot effect no matter when you play it.
And I'll fix Darkthicket Wolf.
Also no comments on Felhide Petrifier, assume this is a no?
450 card Peasant cube thread. Draft it here.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
VERSION CONTROL, GET A DROPBOX
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Lands are interesting; I think the best way to break it down will be fixing, and then utility / creature lands as I think they fit two different cube building needs. I'll start with fixing, and group by cycles where applicable, though that makes it harder with the way I'm tagging the unplayables. I can always change it up based on feedback. Someone might need to correct my vernacular for what the common names of some of the cycles are.
Refuges (Akoum Refuge) - 1
Description - The refuges are fine ETB lands that fix 2 colours. The life gain is a nice bonus, and are little better if you have a life gain matters theme in your cube. If you are already solid in your 2 colours, you might pick this over a tri-land, but until you are near the end of the draft you will probably take a tri-land, and they will fit more decks be default. These might be an option for an additional fixing cycle or in larger cubes.
Artifact Lands (Ancient Den)- 1
Description - You need to be pushing a strong artifact theme to make these worth the effort. Depending on what colours your artifact theme decks are, you might not include the whole cycle, though this then causes issues with colour classification. Some cube owners might let their players choose a limited number as alternate basics.
Ancient Ziggurat - 1
Description - It fixes all colours and doesn't enter the battlefield tapped. Creatures are the pre-dominant card type in peasant decks, and in aggro decks this can help ensure you hit your creatures on curve. However, the drawback is still relevant. If you have any other game changing spells or activated abilities, this essentially eats one of your land drops. Holding onto a Mind Control with Ancient Ziggurat as one of your five lands is going to be annoying. As a result, it doesn't belong in every deck.
Tri-Lands (Arcane Sanctum) - 4
Description - You will find these in nearly every peasant cube. By fixing 3 colours, it opens up the number of decks that can play them, as they are just fine if you are only playing 2 of the colours. If most decks are 2 colours, each 2 colour fixing land only matches to 1 pair; each tri-lands matches to 3 pairs, making it easier for players to find fixing during the draft. They allow for easier splashing if you pick something powerful up later in the draft. Some cube managers may exclude specifically to reduce the splashing and '4+ colour good stuffs' decks.
Bouncelands (Azorius Chancery) - 2
Description - They fix 2 colours. While it enters the battlefield tapped, when you hit your final land drop you are one mana ahead of where you would have been, creating a sort of card advantage. Better for control decks where that advantage matters. They are mostly better than ETB duals, with marginal downsides if you want to split the mana, and land destruction or bounce spells that hit permanents are more punishing. They also have some synergy with landfall. If you are on the draw and don't have another play prior to dropping this, you might need to discard, but you may consider that a feature (reanimator, kick-off dredge, discard flashback cards).
Panorama (Bant Panorama) - 1
Description - There is only one likely reason to play them; you are supporting a colourless / devoid deck and you want access to colourless sources. If you aren't supporting that deck, don't play them. The plus side is they do come into play untapped, but when you activate it costs you 2 without an immediate payoff because the target comes into play tapped.
City of Brass - 4
Description - One of few fixers, especially of all colours, that doesn't enter the battlefield tapped. While the damage can add up, you will be able to cast your spells. Aggro decks are the ones that benefit the most; if in the opening hand it helps curve out while the damage is probably negligible. Some cube owners have been known to include multiples, given there are few aggro-oriented fixing lands. Control decks or attrition decks that want to grind out a long game are less inclined to want a land that doesn't have an option that doesn't deal damage. You can go super old school and include Icy Manipulator or some such and kill your opponent slowly by tapping their City of Brass.
Ancient Springs - 5 card cycle, able to sac for the two allied colours of the primary colour it taps for. These are unlikely to make their way into cubes, but they offer both fixing (potentially 2 colours) and a one-shot mana boost. You might include them in some decks, but not enough that they warrant a space in your cube.
An-Havva Township - Plus cycle. Terrible.
Archaeological Dig - Outlcassed by Vivid Lands.
Arctic Flats - Plus 2 cycles. These are strictly worse than tri-lands and refuges. There is no need to play them.
Azorius Guildage - Plsu cycle. There are no cards that care about gates that you would want to play, making these virutally the same as the above cycle.
Bad River - It is almost strictly worse than Terramorphic Expanse, though this does let you play it, untap, and then keep yourself open as to what land you need. There aren't nonbasics with basic land types that play into this cycle. Including the cycle just seems a lot worse than throwing in 5 Terramorphic Expanse and improving the overall fixing in your cube.
Boreal Shelf - Snow Duals cycle. On the assumption you let players have snow basics, tri-lands or refuges are probably still better.
Calciform Pools - They are very slow, essentially costing you 2 mana a turn to store a counter. It's also kind of weird that the activated ability costs mana, but doesn't require a tap. You can of course tap it for colourless mana, then use that mana to remove your storage counters, but the payoff takes time.
Caldera Lake - Plus cycles. You can get ETB duals with upside, not downside.
Cinder Marsh - Only getting your coloured mana once every 2 turns is bad.
The trilands are around a 3 in my eyes. Then again, I was doubling and tripling up on city of brasses
Pretty sure storage lands just fall flat compared to bouncelands. By a ton
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I'll argue for trilands at 4 as they're the gold standard alongside vivids for fixing in Peasant.
4 COB too.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Gemstone mine
Ancient tomb
Evolving wilds/Terramorphic expanse
Maze of ith
Mishra's factory
Vivid crag and the gang
Mirrodin's core
And the peasant man lands (I don't play the W or B one so I forgot their names):
Faerie conclave
Treetop village
Ghitu encampment
These are some of the more important lands imo (after the ones already listed above)
My 180 Peasant Cube on Cubetutor
ahhhabee, those will come. I usually do about 10 a time in alphabetical order (slightly different here as I'm grouping cycles once I find the first one in the alphabetical listing) to ensure there is time for discussion, correction of scores / descriptions etc. I'm starting with fixers first as I think that is how cube builders tend to think when building their land base, then looking at more general utility lands.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
Unplayable - There isn't a reason to play these over other options, except in extreme cases where you are intentionally depowering an effect.
Crumbling Vestige - 1
Description - It is fixing that doesn't cost you a land drop per se, at the cost of only getting the fixing once. This can make timing awkward, as you need to make use of the first mana during a main phase. The best case scenario is as early fixing for aggro decks so they don't miss a beat, or if you support cards that care about colourless mana (which is probably very few, if any).
Evolving Wilds / Terrmaorphic Expanse - 3 (I guess? I think I undervalue these and am compensating)
Description - They can find any basic land in your deck at the cost of being tapped. It's just good fixing, and can help support splashes or multi-colour decks. Marginal benefits of filling the graveyard for decks that care, and may trigger landfall twice in a turn.
Gemstone Mine - 4
Description - One of the best (among very limited options) for 5 colour lands that don't enter the battlefield tapped. As such, excellent support for aggro to make sure they hit their early drops, with those decks being less likely to care by the time the last counter is removed. Has some incremental synergies with threshold/delve, bouncelands, or other self-bounce stuff like Kor Skyfisher.
Mirrodin's Core - 2
Description - A good card to support a splash or if you have a few cards in different colours that have strong colour commitments. In 2 colour decks it is going to be worse than most ETB duals / tri-lands if you need to alternate every turn putting storage counters on it and then taking them off.
Myriad Landscape - 1
Description - It can help you find your splash colour, but it is pretty slow at doing it. In a 1 or 2 colour deck, it is just a slow accelerant.
Rupture Spire / Transguild Promenade - 1
Description - They fix all colours pain free, but they are too slow for most decks; it essentially costs you 2 mana the turn you play it.
Vivid Lands (Vivid Grove)- 4
Description - Excellent fixers that few cubes go without. They are fine as your base colour and using the charge counters for a splash or high colour commitment cards in another colour. They are equally as fine if the permanent mana is your splash colour, as even if you quickly use your charge counters for your primary colour(s), but the time you've used them you have often reached the point of the game where you've drawn into those lands. Also a plus that this a 5 land cycle that doesn't favour certain colour combinations (e.g. ally colours or enemy colours only).
Shimmering grotto and unstable frontier, even for reaching, are just too bad.
I guess myriad landscape is a 1 since it is a land that ramps eventually, but that eventually should come with some serious italics.
I don't think holdout settlement is playable
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I'm not sure how Unstable Frontier would do this unless your opponent happens to have Felwar Stone in play, it only changes your own lands.
I can't help you much with Crumbling Vestige either, other than to say that in Oath limited I've found it to be dicey fixing at best, and I'd only run it (in a deck or a cube) if I cared about C costs. Probably a 1, but I've never tried it in cube.
450 card Peasant cube thread. Draft it here.
It's possible that saying it could be suggested as a 4 is too bullish, but I don't easily foresee a future where I cut it.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Shimmering Grotto I don't mind putting to unplayable unless someone wants to really defend them.
Unstable Frontier I misread, without being able to affect your opponents lands it is unplayable.
Holdout Settlement can go to unplayable.
I've updated Crumbling Vestige description and given it a 1 unless someone wants to argue to raise it.
Ancient Tomb - 4
Description - It accelerates you without any initial investment that affects your board development(ETB or bounce something else), and therefore allows you to build your board faster than your opponent. Great in most decks, though in some match-ups the damage will add up.
Anchors -
Supports -
Cycling Lands (Barren Moor) - 1
Description - You might include them in your cube if you want to give your decks more ways to smooth their draws. Mostly it is just providing decks some incremental advantage, and when it comes to cube construction you are using slots on incremental advantage instead of more defining cards. They have some synergy with delve / threshold.
Anchors -
Supports -
Bazaar of Baghdad - 1
Description - This requires a bit of building around and support from your environment to get the right benefit from it. It only works in a handful of decks, and requires the right set up to become worth it. The cost is steep; it doesn't produce mana so it costs you your land drop, and used 'fairly' as a filter it throws card disadvantage on top of that. However, it does get cards into your graveyard quicker than almost anything else, and pairs well with dredge, delve, and cards that care about being the graveyard. Also a good card for reanimator, where the card disadvantage doesn't matter quite as much while you keep digging. At the time of writing, madness is a topic of discussion (pending Shdows over Innistrad release) and Bazaar might contribute, but having to discard 3 cards coupled with this costing a land drop makes it unlikely you will be able to cast multiple cards even at discounted rates. You would could it as a spell for deck construction, and the first activation is essentially a 4 for 2 because you invest the card itself. You really need to be getting solid benefits from the discard for this to be worth it.
Anchors -
Supports - Reanimator, Madness, Graveyard Matters
Blasted Landscape - 1
Description - It doesn't enter the battlefield tapped, and you can cycle it away if you need to. As a 1-of in a deck, you would probably play it unless you were playing more than 2 colours. However it really only offers incremental advantage to most decks, but doesn't really add anything to your cube.
Anchors -
Supports -
Blighted Cataract - 1
Description - It has little opportunity cost in most blue decks. However unless you have other mana sources you need to hit 7 land drops before you can activate this. A land you no longer need that replaces itself with 2 other cards is powerful, but it is going to be slow in getting there, and there will be times you will be staring at a double blue card in your hand wishing this was just a basic island.
Anchors -
Supports -
Blighted Gorge - 1
Description - It comes with a low opportunity cost, but you can trade it in later for some reach or to clear out an opposing creature. In terms of cube design, you may just want a better burn spell though.
Anchors -
Supports -
Blighted Steppe - 1
Description - Low opportunity cost and the effect is fairly costed. It isn't exciting, but being able to gain 4+ life in the mid to late game if you've got nothing else to do is fine.
Anchors -
Supports -
Buried Ruin - 1
Description - It is narrow and your cube needs to be built with it in mind, but can be a support card for an artifact matters theme.
Anchors - Artifact Matters
Supports -
Cabal Coffers - 1
Description - This only belongs in your cube if you are actively pushing a mono-black theme. In a 2+ colour deck this is just bad because it doesn't accelerate you until you already have 3 swamps on the board.
Anchors - Mono-black
Supports -
Cloudpost - 1
Description - The only way this would make its way into your cube is as a 'pick 1 get 4' deal. It could be an interesting choice for control / ramp decks, though peasant lacks good ways to find nonbasics.
Anchors - Ramp
Supports -
Dakmor Salvage - 1
Description - It really only supports the dredge deck, and if you dump stuff from your graveyard into your library you can always get this back to hit your black mana requirements. You probably want some form of sacrifice outlet for lands / permanents to really get some benefit out of it though.
Anchors - Dredge
Supports -
The white Blighted land is fine compared to other ones, so probably a 1.
Krosan Verge is a very powerful card... Just super boring as a Selesnya card. I could see it as a 1-2, though. If you're GW, it's so much better than Myriad Landscape
Ancient Tomb up to 4 and updated the description.
I'll move Blighted Steppe up to 1.
The thing about Krosan Verge is that it is essentially a Selesnya card. Are you ever going to use up your Selesnya slot on it? Like Myriad Landscape, it essentially costs 4 to use it (ETB, 2 mana, plus tapping it which means you aren't using it for mana that turn) and if you are green you have access to better ramp spells to find your plains. It feels like one of those cards you would be happy to put in your Selesnya cube draft decks, but not good enough to be in the cube.