I'm going to take a break from my hiatus to make a note that Leadfeather isn't allowed to be trusted until he straightens up and flies right
3-2=1 > 2-1=1
I was going to try and draft blind, but Cubetutor or my sluggish computer are preventing it from happening. So I'll just give you some thoughts as I look through.
Someone mentioned Abzan Falconer, this looks fine to me. I'd be more worried about Abzan Battle Priest, but maybe that is also fine. Taking a fourth turn off to activate outlast sounds a lot more do-able than turn 5, but that's me theorycubing.
I think your white removal suite is too strong. I reckon you should swap Path to Exile or Swords to Plowshares and replace it with Harm's Way if you want to replace it with removal, but you could just drop it for another effect. I'm in a bit of depowering removal mode though.
I've not ever pushed blue aggro, and it looks like you've got enough to make it a thing. How is that playing out?
Does Benthic Giant pull his weight? How important is the hexproof?
Black is hard to fault.
Same deal on the red removal; I ponder whether three spells that deal 3 for 2 or less mana at instant speed is too many, or whether there are too many burn spells in general. I don't know, maybe I have just as many, I haven't thought to count, it just looks like a lot.
Echo others thoughts on Pathrazer of Ulamog; it might outperform some of the others once it hits play, but potentially waiting 4 or more additional turns to hit your land doesn't seem worth it. Coming back to this after seeing the artifact section - Maybe the artifact ramp does enough to warrant this? How has it played out?
It seems like 'graveyard matters' cards are pretty light on in your cube. There is some retrieval stuff, but not a lot of self-mill / dredge etc and cards that care about being in the graveyard. Unless they are there and I didn't put the association together while looking card by card. Anyway, the reason I realised this was because I wondered what Elixir of Immortality is in your cube for. It's mostly gain 5 life for 3 mana; I'm not on board with the improved card quality argument.
Grafted Wargear is nuts. I can't think of anything I'd first pick over it. If I got passed this, I'd be scratching my head wondering what on earth they took instead.
Thanks for the feedback everyone. If you think I'm dead wrong please let me know.
White
Mistral Charger (vs Soltari Trooper) - When I shifted UW towards a skies deck, I swapped my trooper for this guy. It's still a 2 power guy with evasion but this benefits from Favourable Winds and Thunderclap Wyvern while also having applications on defence.
Raise the Alarm - A 2drop for the tokens deck. It's not too uncommon to use this as a 2for1 in any reactive white deck. Not good in all decks but has a broad enough application that I'm not going to cut it any time soon.
Abzan Falconer & Abzan Battle Priest - I've only just pushed +1/+1 so I've deliberately gone overboard on support. I'll wind it back when I decide how much it needs. I wouldn't be shocked if both stay long-term though.
Condemn - I like some 1for1 removal that only defensive decks really pick. It's almost a better Swords in those decks.
Topan Freeblade - Fine not great. I cut it but brought it back with the +1/+1 counters suite.
Harm's Way (omitted) - Cut recently because I didn't like the feelbad 2for1's it kept generating when people didn't know to anticipate it (and really it's hard to play around 1 untapped plains). I've deliberately nerfed 2for1s in general in my cube so they require more work or are less broadly effective.
Blue
Windrider Patrol - You guys don't know how badly I want to cube Prognostic Sphix. I haven't gotten to see it in a game yet so I still don't know how good it is (mostly for lack of drafting)
Daze - Great in any blue deck which piles on the pressure with a low curve. Not so good if you want to cast 6drops on turn 6.
Thirst for Knowledge - Decent card selection, great tool in reanimator (being instant speed is a major thing compared to Compulsive Research, I'd say they're of equal power tbh)
Favorable Winds - Key card in the UW skies deck which in the limited testing I've done seems quite convincing. White hast a ton of ways to make multiple flying bodies so this gets gross with those cards the same as Intangible Virtue (which is a top pick in white if you can get it early). I also drafted a foil last night so it's not going anywhere for a while.
Benthic Giant - Yet to see it in action. I don't have extremely high hopes but I'd love to be surprised. I've seen people previously say it pulls its weight so I'm optimistic.
Black
Hymn to Tourach - Wouldn't be shocked if I banned it one day, but it's staying for now to give people a card to get excited to draft.
Curse of Shallow Graves - Also a card I could end up banning. Has been very strong but not broken yet.
Night's Whisper - A card on the edge of getting cubed. I'm still not sure how much black card draw I want and as of yesterday I'm rather interested in Skeletal Scrying as well.
Zulaport cutthraot - Blood Artist #3. A fairly parasitic card for Aristocrats (which I've taken effort to make work in both red and white)
Stinkweed Imp - top40% of black cards, not going anywhere any time soon. A Typhoid Rats with flying you can keep drawing every time it dies is pretty good.
Red
Firefist Striker - A decent card in red go-wide aggro. Not great and certainly not very good out of that deck. I could see myself cutting it but the other options really don't excite me.
Shockmaw Dragon - Reasonable card when it's played but that's mostly in red control and reanimator. Eats a surprising number of creatures so generally has to be chumped until it can finally get through.
The lack of Threaten effects - I just don't really enjoy these kind of cards. If one of my players said they wanted this affect I'd add it but I don't miss it. Maybe it'd be sweet in the aristocrats deck...
Firebolt - The kind of grindy 2for1 which really gets me off.
Flame Slash - A very mana efficient path clearer for any red deck that needs to knock down a wall to get in or just 1for1 most creatures. Strong in aggro and control. Not going anywhere.
Thopter Engineer - Reasonable card. Gives red control some card neutral ways to soften all the x/1 flyers in the cube, block an x/2 and generally keep a body on the board and occasionally stop people attacking so as not to get 2for1'd.
Green
Centaur Glade - I could cut it, I just wish there were better green 5's.
Bellowing Tanglewurm ("I never had it give something else intimidate.") - You never had other green creatures out at the same time? I haven't gotten to see it in action so it could well suck but I'm willing to give almost anything a go in green.
Brood Monitor - I hope that by giving you a way to jump from 6 to 9 mana (or 6 to 8, then hopefully 7 the next turn) the really tall green decks can be a bit better (see Monolith and Archive). Also plays into green tokens (along with Centaur Glade). Also stabilizes the board against a lot of aggressive decks. I thought the card was trash when BFZ came out but I'd now give it 2-3 stars depending on the deck.
Other
Fire Covenant - Yet to be broken but I could see it getting banned one day. I should really draft BRemoval.dec
Sphere of the Suns (not included) - I'd rather use Coldsteel Heart all game and probably fix my mana than get 3 activations off sphere and definitely have perfect mana for 3 turns.
Cogwork Librarian - My players never fail to get excited by this card. Skill testing and something you cannot ever do in booster draft.
Pathrazer of Ulamog - A parasitic card for reanimator that generally goes to the 1 player who wants it. Nothing else. Does a good enough job in that deck so I'm not going to cut it any time soon as there's not many colourless cards I'm really wishing I could run in its place.
Strip Mine - I've chosen to let people have their greedy mana. Colour screw is enough of a balance for me that I don't want to punish people for keeping reasonable hands in fair 2 colour decks with this card.
Behemoth Sledge - Colour restrictive and slow enough that it hasn't been a problem for me.
Grafted Wargear - I could ban this but it hasn't been OP yet and if I banned every card which occasionally wins a game on its own I'd have a pretty dull cube
How has War Oracle been? Seems like it's just a hair short of being good enough, but I could certainly be wrong about that. New card, haven't seen it in action yet (still in the mail). I've heard people who've pushed +1/+1 say it's been surprisingly good even outside that archetype so I'm willing to try it.
Wild Mongrel seems wildly underpowered unless you're really pushing a madness theme. So many people here seem to cube it that I assume I'm missing the punchline. It's been OK but not great the couple of times I've seen it played. Could easily be cut.
Curious about Izzet Charm as well. I've never had it in my cube because it seemed a little underpowered, but interested in your take on it. This card is very good. Maybe it's not as good as Jilt, but I really like how it's rarely ever a dead card. It's been serviceable at worst but generally pretty good in my experience.
I would swap out Abzan Battle Priest for Patron of the Valiant. The extra +1/+1 counter seems a lot better than lifelink. Plus the card itself is just solid. It's something I'm keeping my eye on. I haven't gotten to see the +1/+1 deck in action yet because I'm still waiting on cards.
How good has Contagion Clasp been recently? I cut it for being too slow, but maybe the focus on +1/+1 counters makes it good enough? Still in the mail, but I've seen people (Squirrely?) say it's pretty good.
Fire Covenant is barely playable in "BR Removal" decks. You want to draw it as your ONLY piece of removal when you've played a bunch of Jackal Pups and Borderland Marauders.
(Notice: Not as knowledgeable of CUbes as most of you)
HOLY ONE DROPS. Oh, wait, sorry Blue. You get 1/3 of all the colors.
Cards I don't particularly like or just want more insight on: Soltari Monk and Soltari Priest - Don't those Pro "color" cards run games if against the right opponent? Patron of the Valiant- I see you have a +1 Counter theme, but how often is this better than an basic anthem duder (Even Consul's Lieutenant) Aven Sunstriker - I like the flying, double strike, and potential for pumps with your +1 counters. How often does it get Megamorphed? Strength of Arms - Your list is the first one I noticed with this card. How has it been performing? Doesn't seem like it is worded "optimally". This means you can't put the token out AND THEN give it +2/+2, right? I would find it better if so. Roil's Retribution - So very expensive. Is it worth the cost?
You seem to have a nice showing of your archetype here.
Deranged Assistant - Blue ramp / graveyard shenanigans. I like it! Has this seen play? I would actually consider running this if it is even slightly impactful (is that a word?).
I really like your blue section overall. It just seems so... different... than the rest of your cube. I can't explain it (other than pointing out the curve).
Nezumi Cutthroat - Even though you also have the upgraded Dauthi Horror already, not sure how good this card is in comparison to other options. Mad Auntie - Isn't this a bit specific? You only have 2 Black Goblins (Festering Goblin and Murderous Redcap). I almost look at this as a gold card rather than a Black. You probably won't play it outside of Rakdos, right? Flaying Tendrils looks like it counters your reanimation package that you have. Obviously, someone running Reanimate can opt out of it, though.
I assume your archetypes for black and BX are sacrifice and reanimate? Looks good.
River Boa - Islandwalk...
Seems like a typical Green section to me.
Forbidden Alchemy - Is this card worth a slot? Seems "meh". It does loot a lot, though.
Again, I am not an "all knowing" CUber. Hoping to spark discussion for you/make you think. I had to keep reminding myself that your cube is larger than mine so there are going to be more cards that need to go in (maybe the reason for so many 1 drops in most colors?). Either way, good cube.
This is a good thread. Glad our community is what it is (even if I still need to give leadfeather a sandy noogie for his comments on thirst for knowledge)
Yeah, I'm still waiting for an explanation on the TFK comments. Not like that card is a super crazy staple (though it's very good and a near-staple), it's just... a weird comment. Like that one guy who used to argue that Elvish Warrior is better than Kalonian Tusker.
I don't think he was saying that it was better, just that a 2/3 vanilla for 2 was still playable (in his environment at least). I can't imagine wanting to play both though. Hopefully he was playing the Tusker as well, otherwise it is a weird inclusion (unless you are REALLY pushing Elf tribal).
I've got a little bit of spare time today so here's some observations about Squirrily's cube. If these have already been addressed feel free to ignore. It is kind of hard to evaluate a cube as large as yours though simply because the card quality of the 180 next-best cards in peasant drops off pretty quickly from the first 360.
I get that you want redundancy in your aggro evasive beeters but that many WW 2drops seems like too much. Having protection is an easy excuse not to run them. Don't ask me what I'd replace them with though, I have no clue.
Aven Sunstriker seems like hot garbage, how does it play for you? Same obviosly goes even more so for Skyhunter Skirmisher. I guess you're pushing doublestrike in white? If I don't find a bunch of +n/+n effects as I go through this list I'm going to be unhappy!
Ghostly Prison - I see you hate fun too.
White in general - where's the pump effects to fuel the otherwise awful doublestrikers?
Deranged Assistant is a card I've had one eye on for a while now. How does it go for you?
If you're pushing blue decks that turn creatuers sideways (I assume you are based on several of the blue creatures), why aren't you jamming Frost Walker and Phantasmal Bear? They've both been pretty sweet for me.
I like Counterspells as much as the next guy but you've got a much higher % than I do and I feel like I've got the right amount. That's personal taste of course but do some of the worse ones ever see much play?
Pieces of the Puzzle??
Where's Liliana's Specter and Gray Merchant of Asphodel?? Surely LS is good enough for a 540 and Gary could probably make it comfortably into a 180 cube.
How goes Reckless Bushwhacker?
No love for Spitemare???
Hold up, why aren't you playing Devoted Druid? That card is excellent.
Druid's Familiar?
I'm seeing some wearbear/Hermit Druid/Satyr Wayfinder cards but not much payoff for the graveyard synergy besides the usual delve guys and a bit of flashback. I'd expect a lot more support to make a card like Hermit Druid worth playing (he's been pretty poor in my experience). It's about the same amount of support cards as I was playing when I tried to push the deck but with 180 more cards to dilute it from coming together.
Uh oh. I could explain some of my design decisions up front, but that would probably take away some of the fun discussion, and it will be more interesting to see what things in particular people query without that knowledge upfront.
Gideon's LawkeeperGoldmeadow Harrier - Do you need two of these at 360? Boros elite - I am a fan of turning cards sideways, but the battalion effect as seemed to be under powered creatures that could be strong if your board was never messed with... but in my cube environment, board states are always messed with... how has this effect been working for you?
Daring Skyjet - Same as above
Life gain matters theme seems a little slow, I play mainly drain effects for BW and it seems just fast enough, do your payoffs of gaining life make a difference rather than just going for draining effects?
Emancipation angel was removed from my cube a couple of months ago and I have been fine with it. The card is somewhat hard to cast and I have so many blink/slow blink effects that this one never made the cut for decks, how has it been for you?
You have a lot of flash back cards off color with off color payments in your white section, I guess I shouldn't complain too much since I have lingering souls in my white section...
I'm really skeptical of the BW lifegain package. How often do you have an 8-man draft? If you do a lot of 4-mans (or sealed stuff or Rochester or whatever), it's just a lot of dead cards that aren't playable at face value:
(Drana's Emissary is almost OK on its own, until you realize you could have Zealous Persecution or Maw of the Obzedat in that slot instead)
--
Soltari Trooper? I assumed you were skipping shadow cards entirely, but the Champion is there, so... ???
Whitemane Lion seems very, very redundant with your other, better self-bounce creatures in white.
Belfry Spirit is way worse than Custodi Squire at face value, and I think even with your amount of tokens support
Arrest... why this over Banishing Light? More maindeck answers to artifact/enchantments = better Cube matches
--
Wingcrafter (and to a lesser extent Cloudfin Raptor) -- you have so few blue creatures that can attack well for less than three mana, these guys are going to be way worse than their full potential
Favorable Winds -- you have four creatures in blue at CMC 3 or less that benefit from this.
Sphinx's Tutelage -- pretty redundant with Psychic Spiral around. I'm much more interested in Spiral working if you draw it as your 35th card than Tutelage winning faster if you tap out for it on T3.
Viscera Dragger... graveyard decks don't usually care about a random 3/3 one-shot attacker, and the flexibility of cycling isn't really worth playing a Hill Giant.
Worm Harvest -- ew, no, never this card ever (only slightly sarcastic)
Zombify -- is this not just embarrassingly bad compared to every single other reanimation effect you play? At least make it Dread Return.
I'm really skeptical of the BW lifegain package. How often do you have an 8-man draft? If you do a lot of 4-mans (or sealed stuff or Rochester or whatever), it's just a lot of dead cards that aren't playable at face value:
I'll start with this bit. I play 2-mans exclusively; I've never cubed with 4 or 8 outside of cubetutor drafts. Based on previous discussions on these boards, the consensus seemed to be that this didn't factor much into the design of a cube, but as time has progressed I think it has more impact than initially expected, at least in certain respects. I usually see half the cube when drafting; 12 15-card packs, take alternating turns selecting 3, burn the rest of the pack. I tend to gravitate towards aggro decks, but I think that might be because it is so easy to have redundant pieces, whereas sometimes you can pick a couple of archetype payoff cards, but then the stuff you've been waiting for is sitting in the undrafted 180...
Another general caveat; my last update changed about 60 cards, and I simply haven't had much time to cube since then (I haven't updated for SOI yet either), maybe 3 or so times. So some of the cards in question I don't have experience with yet.
Gideon's Lawkeeper / Goldmeadow Harrier - I suppose I don't NEED both, but in a deck where I'm happy to play 1 I'm just as happy to play the second. Meh. I could switch out Lawkeeper.
Boros Elite - He's probably on the lower end of my white 1-drops. He's triggered enough not to worry me too much, but I could see swapping it for Town Gossipmonger or whatever that SOI 1-drop is.
Daring Skyjek - Even if he can't get off the ground, he still attacks for 3. There are a couple of other similar 3/1 options, but he is great if he gets evasive. What would you replace it with?
Life Gain Matters - These are since the last update, and I haven't drafted these yet. I suspect it may be slightly under par, but I still want to give it a go. Serene Steward has been fine because he isn't just a life gain matters card, I find him useful in putting the screws on in the Aristocrats deck. You can play attrition because if they keep playing creatures, they eventually die. I don't mind Thrull Parasite, his ability has been relevant sometimes (removing a +1/+1 mid-combat, removing -1/-1 counter from your own Persist creature, accelerating vanishing / fading). Basilica Screecher has to go though.
Emancipation Angel - It still makes the cut most of the time. Can't recall anything specific, but I'm not seeing a need to remove it at this stage.
Custodi Squire - Has this really never been in my cube? I could have sworn it was. Belfry Spirit seems like a fair swap here.
No Paths or Swords is a design choice. I downgraded my removal in my last update. 1 mana instant speed removal that can target anything with minimal drawbacks.
Gift of Orzhova is always passed, so it can come out. I think it was mainly as a hybrid to keep things balanced, but I'm not that worried about a card here or there.
Shrine of Loyal Legions... I'm not really sure why I didn't add it when I added Shrine of Burning Rage, but I'm in agreement with some other opinions here; they create a weird sub-game, and sometimes you know it is just inevitable that in 6 turns they are going to burn you out or put more tokens on the board than they can deal with. It's a good card, but probably not something I'm going to add on that basis.
I don't mind Phantom Monster. If anything he is not interesting probably just a bit too 'fairly' costed. Comparing it to the rest of the flyers in my cube, it at least trades with most of them, and there are only a few that will win combat with it. Based on some other comments here though, I might change up my blue section a bit (more blue aggro flyers) which might invalidate this a bit more.
Prescient Chimera... I suppose meh is all I can muster? I play it in decks, but I suppose I'd just as happily play something else. I love me archetype and synergy decks, and I wish there were better payoff cards in blue for the spells matters archetype.
Vapor Snag, yeah I should probably make that swap.
Genju's haven't seen play in recent memory, but when they have they've been fine.
Lightning berserker has seen play once since my last update. My opponent hard cast it, ran it into me and I chumped to avoid damage. Jury is still out.
Sigiled skink... I like some smoothing in red. If you are going wide, he is usually considered the least threatening so may not get blocked, so it can add up. I don't think I'd miss it though if I swapped it for something else.
Qal Sisma Behemoth has seen play a few times. If you are the aggressor and hit your first 2 drops, it makes life difficult for your opponent. If they have a blocker, they either don't block and get low on life in the hopes they can cast something else and double-block it. Or they have to chump it, which can make it feel inevitable that it is simply going to get through in a few turns unless they find an answer. Meeting instant speed removal after paying your 2 sucks though, but them's the breaks with a risk / reward card.
------
I'll have to come back later and respond to the rest.
Minotaur Skullcleaver gets in for 4 a lot, though it's a bit lacklustre after that. I can see it coming out and being replaced by something like Neck Breaker.
Rock slide - What better options are you referring to? I don't think it has seen play yet, but I am interested to see what this can do mid-combat, or even as a red control option, without being a random top decked Fireball to win the game.
"Green curve seems pretty slow, even for green. Not many 2 drops". Hmm. Probably right. I'll have to think about this section.
"greater mossdog - I play golgari brownscale over this" - Probably not a bad swap if I want to maintain the dredge. Maybe I could just do without it altogether, but I do like me some graveyard decks.
Spider Spawning - I tend towards liking Worm Harvest more, this hasn't seen as much play, but not ready to take it out yet.
"Shrine of burning rage - definitely can go in any deck, but I would classify this as a red card" - Probably going to take this out in any case.
Crystal ball - It is a bit slow. Hasn't seen play in recent memory, but I recall it being fine when it has turned up.
crystal shard - I keep telling myself that the effect is strong enough that I might play it outside blue or just with a light splash, but that has never happened, so yeah, this should be blue.
3-2=1 > 2-1=1
I leave for one day and this is what happens
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
It isn't bad, but I passed on Topan Freeblade. How has this been? I instantly went looking for ways to get it through, and it seems like you have sufficient on colour support; follow up with Banisher Priest, Fiend Hunter, Flickerwisp, Kor Hookmaster, following a first turn Goldmeadow Harrier, plus your removal suite. Looks good.
Someone mentioned Abzan Falconer, this looks fine to me. I'd be more worried about Abzan Battle Priest, but maybe that is also fine. Taking a fourth turn off to activate outlast sounds a lot more do-able than turn 5, but that's me theorycubing.
I think your white removal suite is too strong. I reckon you should swap Path to Exile or Swords to Plowshares and replace it with Harm's Way if you want to replace it with removal, but you could just drop it for another effect. I'm in a bit of depowering removal mode though.
I've not ever pushed blue aggro, and it looks like you've got enough to make it a thing. How is that playing out?
Does Benthic Giant pull his weight? How important is the hexproof?
Black is hard to fault.
Same deal on the red removal; I ponder whether three spells that deal 3 for 2 or less mana at instant speed is too many, or whether there are too many burn spells in general. I don't know, maybe I have just as many, I haven't thought to count, it just looks like a lot.
I think Behemoth Sledge is nuts. I'm considering taking out Fire Covenant too for power reasons.
Echo others thoughts on Pathrazer of Ulamog; it might outperform some of the others once it hits play, but potentially waiting 4 or more additional turns to hit your land doesn't seem worth it. Coming back to this after seeing the artifact section - Maybe the artifact ramp does enough to warrant this? How has it played out?
It seems like 'graveyard matters' cards are pretty light on in your cube. There is some retrieval stuff, but not a lot of self-mill / dredge etc and cards that care about being in the graveyard. Unless they are there and I didn't put the association together while looking card by card. Anyway, the reason I realised this was because I wondered what Elixir of Immortality is in your cube for. It's mostly gain 5 life for 3 mana; I'm not on board with the improved card quality argument.
Grafted Wargear is nuts. I can't think of anything I'd first pick over it. If I got passed this, I'd be scratching my head wondering what on earth they took instead.
White
Blue
Black
Red
Green
Other
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Wild Mongrel seems wildly underpowered unless you're really pushing a madness theme.
Curious about Izzet Charm as well. I've never had it in my cube because it seemed a little underpowered, but interested in your take on it.
I would swap out Abzan Battle Priest for Patron of the Valiant. The extra +1/+1 counter seems a lot better than lifelink. Plus the card itself is just solid.
How good has Contagion Clasp been recently? I cut it for being too slow, but maybe the focus on +1/+1 counters makes it good enough?
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
CubeTutor: www.cubetutor.com/cubeblog/72
Thread: http://forums.mtgsalvation.com/showthread.php?t=512410
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
(Notice: Not as knowledgeable of CUbes as most of you)
HOLY ONE DROPS. Oh, wait, sorry Blue. You get 1/3 of all the colors.
Cards I don't particularly like or just want more insight on:
Soltari Monk and Soltari Priest - Don't those Pro "color" cards run games if against the right opponent?
Patron of the Valiant- I see you have a +1 Counter theme, but how often is this better than an basic anthem duder (Even Consul's Lieutenant)
Aven Sunstriker - I like the flying, double strike, and potential for pumps with your +1 counters. How often does it get Megamorphed?
Strength of Arms - Your list is the first one I noticed with this card. How has it been performing? Doesn't seem like it is worded "optimally". This means you can't put the token out AND THEN give it +2/+2, right? I would find it better if so.
Roil's Retribution - So very expensive. Is it worth the cost?
You seem to have a nice showing of your archetype here.
Deranged Assistant - Blue ramp / graveyard shenanigans. I like it! Has this seen play? I would actually consider running this if it is even slightly impactful (is that a word?).
I really like your blue section overall. It just seems so... different... than the rest of your cube. I can't explain it (other than pointing out the curve).
Nezumi Cutthroat - Even though you also have the upgraded Dauthi Horror already, not sure how good this card is in comparison to other options.
Mad Auntie - Isn't this a bit specific? You only have 2 Black Goblins (Festering Goblin and Murderous Redcap). I almost look at this as a gold card rather than a Black. You probably won't play it outside of Rakdos, right?
Flaying Tendrils looks like it counters your reanimation package that you have. Obviously, someone running Reanimate can opt out of it, though.
I assume your archetypes for black and BX are sacrifice and reanimate? Looks good.
Intimidator Initiate, Scorched Rusalka, Viashino Slaughtermaster, Zada's Commando all seem lackluster. (remember, not a pro CUber, I may be wrong)
Your curve has a huge spike 1,2,3 cmc, but pretty much dies 4 and on? Lowest average cost by a decent amount.
River Boa - Islandwalk...
Seems like a typical Green section to me.
Forbidden Alchemy - Is this card worth a slot? Seems "meh". It does loot a lot, though.
Again, I am not an "all knowing" CUber. Hoping to spark discussion for you/make you think. I had to keep reminding myself that your cube is larger than mine so there are going to be more cards that need to go in (maybe the reason for so many 1 drops in most colors?). Either way, good cube.
http://www.cubetutor.com/cubeblog/36546
My Peasant Cube Forum
http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/682833-360-peasant-hasteds-cube
My Riviera Live Draft Cube
http://www.cubetutor.com/cubeblog/35647
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
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
I know
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
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 get that you want redundancy in your aggro evasive beeters but that many WW 2drops seems like too much. Having protection is an easy excuse not to run them. Don't ask me what I'd replace them with though, I have no clue.
Aven Sunstriker seems like hot garbage, how does it play for you? Same obviosly goes even more so for Skyhunter Skirmisher. I guess you're pushing doublestrike in white? If I don't find a bunch of +n/+n effects as I go through this list I'm going to be unhappy!
Ghostly Prison - I see you hate fun too.
White in general - where's the pump effects to fuel the otherwise awful doublestrikers?
Deranged Assistant is a card I've had one eye on for a while now. How does it go for you?
If you're pushing blue decks that turn creatuers sideways (I assume you are based on several of the blue creatures), why aren't you jamming Frost Walker and Phantasmal Bear? They've both been pretty sweet for me.
I like Counterspells as much as the next guy but you've got a much higher % than I do and I feel like I've got the right amount. That's personal taste of course but do some of the worse ones ever see much play?
Pieces of the Puzzle??
Where's Liliana's Specter and Gray Merchant of Asphodel?? Surely LS is good enough for a 540 and Gary could probably make it comfortably into a 180 cube.
How goes Reckless Bushwhacker?
No love for Spitemare???
Hold up, why aren't you playing Devoted Druid? That card is excellent.
Druid's Familiar?
I'm seeing some wearbear/Hermit Druid/Satyr Wayfinder cards but not much payoff for the graveyard synergy besides the usual delve guys and a bit of flashback. I'd expect a lot more support to make a card like Hermit Druid worth playing (he's been pretty poor in my experience). It's about the same amount of support cards as I was playing when I tried to push the deck but with 180 more cards to dilute it from coming together.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Your cube is fat.
White
Gideon's LawkeeperGoldmeadow Harrier - Do you need two of these at 360?
Boros elite - I am a fan of turning cards sideways, but the battalion effect as seemed to be under powered creatures that could be strong if your board was never messed with... but in my cube environment, board states are always messed with... how has this effect been working for you?
Daring Skyjet - Same as above
Life gain matters theme seems a little slow, I play mainly drain effects for BW and it seems just fast enough, do your payoffs of gaining life make a difference rather than just going for draining effects?
Emancipation angel was removed from my cube a couple of months ago and I have been fine with it. The card is somewhat hard to cast and I have so many blink/slow blink effects that this one never made the cut for decks, how has it been for you?
Custodi squire - No love?
No path or swords?
You have a lot of flash back cards off color with off color payments in your white section, I guess I shouldn't complain too much since I have lingering souls in my white section...
Gift of orzhova ? Why no Faith's fetters
Shrine of loyal legions for all the token support, this card should be in there
Blue
Phantom monster seems not great
Prescient Chimera seems not great too
vapor snag just better than unsummon?
I took all Genju's out of my cube, how is this one/are they doing for you?
Red
Lightning berserker seems alright, I tried it for a bit, but took it out after seeing it once or twice
Sigiled skink seems bad
Qal Sisma Behemoth has always interested me, how is it?
Minotaur Skullcleaver seems like it would just get chumped really easily
Rock slide Seems like there are better options
Green
Curve seems pretty slow, even for green. Not many 2 drops
greater mossdog - I play golgari brownscale over this
Lots of 5+ drops, which is pretty normal, but I feel a couple could be cut and put in a couple more 2 drops or 3 drops
How's Nissa's Judgment ?
I recently cut Spider Spawning as a lot of my gy value cards were not creatures, so it wasn't paying off... has it been good for you?
Multicolor
Seems fine, but I do think you have some cards in your main cube that could be in spots for your multicolor section, however not a big deal to me
Colorless
Shrine of burning rage - definitely can go in any deck, but I would classify this as a red card
Crystal ball - seems slow, how has it been for you?
crystal shard - blue card imo
My 180 Peasant Cube on Cubetutor
(Drana's Emissary is almost OK on its own, until you realize you could have Zealous Persecution or Maw of the Obzedat in that slot instead)
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Soltari Trooper? I assumed you were skipping shadow cards entirely, but the Champion is there, so... ???
Whitemane Lion seems very, very redundant with your other, better self-bounce creatures in white.
Belfry Spirit is way worse than Custodi Squire at face value, and I think even with your amount of tokens support
Arrest... why this over Banishing Light? More maindeck answers to artifact/enchantments = better Cube matches
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Wingcrafter (and to a lesser extent Cloudfin Raptor) -- you have so few blue creatures that can attack well for less than three mana, these guys are going to be way worse than their full potential
Umara Entangler... why?
Thieving Magpie -- Lu Xun, Scholar General exists and you play online rares, so...?
Favorable Winds -- you have four creatures in blue at CMC 3 or less that benefit from this.
Sphinx's Tutelage -- pretty redundant with Psychic Spiral around. I'm much more interested in Spiral working if you draw it as your 35th card than Tutelage winning faster if you tap out for it on T3.
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Where's the Dauthi staple creatures?
Vampire Interloper should be Olivia's Bloodsworn
Viscera Dragger... graveyard decks don't usually care about a random 3/3 one-shot attacker, and the flexibility of cycling isn't really worth playing a Hill Giant.
Worm Harvest -- ew, no, never this card ever (only slightly sarcastic)
Zombify -- is this not just embarrassingly bad compared to every single other reanimation effect you play? At least make it Dread Return.
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Sigiled Skink -- gross
Pyreheart Wolf -- I'll say the same thing I say every time -- get Goblin War Drums instead
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Greater Mossdog -- "random drawstep, or Hill Giant? WOW, GIMME THAT HILL GIANT!!!"
Dawn's Reflection -- I like making Arbor Elf better, but this just seems insanely slow. No Wild Growth or Utopia Sprawl???
Another general caveat; my last update changed about 60 cards, and I simply haven't had much time to cube since then (I haven't updated for SOI yet either), maybe 3 or so times. So some of the cards in question I don't have experience with yet.
Gideon's Lawkeeper / Goldmeadow Harrier - I suppose I don't NEED both, but in a deck where I'm happy to play 1 I'm just as happy to play the second. Meh. I could switch out Lawkeeper.
Boros Elite - He's probably on the lower end of my white 1-drops. He's triggered enough not to worry me too much, but I could see swapping it for Town Gossipmonger or whatever that SOI 1-drop is.
Daring Skyjek - Even if he can't get off the ground, he still attacks for 3. There are a couple of other similar 3/1 options, but he is great if he gets evasive. What would you replace it with?
Life Gain Matters - These are since the last update, and I haven't drafted these yet. I suspect it may be slightly under par, but I still want to give it a go. Serene Steward has been fine because he isn't just a life gain matters card, I find him useful in putting the screws on in the Aristocrats deck. You can play attrition because if they keep playing creatures, they eventually die. I don't mind Thrull Parasite, his ability has been relevant sometimes (removing a +1/+1 mid-combat, removing -1/-1 counter from your own Persist creature, accelerating vanishing / fading). Basilica Screecher has to go though.
Emancipation Angel - It still makes the cut most of the time. Can't recall anything specific, but I'm not seeing a need to remove it at this stage.
Custodi Squire - Has this really never been in my cube? I could have sworn it was. Belfry Spirit seems like a fair swap here.
No Paths or Swords is a design choice. I downgraded my removal in my last update. 1 mana instant speed removal that can target anything with minimal drawbacks.
I'm only seeing Momentary Blink and Rally the Peasants with off-colour flashbacks. I'm not worried about them.
Gift of Orzhova is always passed, so it can come out. I think it was mainly as a hybrid to keep things balanced, but I'm not that worried about a card here or there.
Shrine of Loyal Legions... I'm not really sure why I didn't add it when I added Shrine of Burning Rage, but I'm in agreement with some other opinions here; they create a weird sub-game, and sometimes you know it is just inevitable that in 6 turns they are going to burn you out or put more tokens on the board than they can deal with. It's a good card, but probably not something I'm going to add on that basis.
I don't mind Phantom Monster. If anything he is not interesting probably just a bit too 'fairly' costed. Comparing it to the rest of the flyers in my cube, it at least trades with most of them, and there are only a few that will win combat with it. Based on some other comments here though, I might change up my blue section a bit (more blue aggro flyers) which might invalidate this a bit more.
Prescient Chimera... I suppose meh is all I can muster? I play it in decks, but I suppose I'd just as happily play something else. I love me archetype and synergy decks, and I wish there were better payoff cards in blue for the spells matters archetype.
Vapor Snag, yeah I should probably make that swap.
Genju's haven't seen play in recent memory, but when they have they've been fine.
Lightning berserker has seen play once since my last update. My opponent hard cast it, ran it into me and I chumped to avoid damage. Jury is still out.
Sigiled skink... I like some smoothing in red. If you are going wide, he is usually considered the least threatening so may not get blocked, so it can add up. I don't think I'd miss it though if I swapped it for something else.
Qal Sisma Behemoth has seen play a few times. If you are the aggressor and hit your first 2 drops, it makes life difficult for your opponent. If they have a blocker, they either don't block and get low on life in the hopes they can cast something else and double-block it. Or they have to chump it, which can make it feel inevitable that it is simply going to get through in a few turns unless they find an answer. Meeting instant speed removal after paying your 2 sucks though, but them's the breaks with a risk / reward card.
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I'll have to come back later and respond to the rest.
Rock slide - What better options are you referring to? I don't think it has seen play yet, but I am interested to see what this can do mid-combat, or even as a red control option, without being a random top decked Fireball to win the game.
"Green curve seems pretty slow, even for green. Not many 2 drops". Hmm. Probably right. I'll have to think about this section.
"greater mossdog - I play golgari brownscale over this" - Probably not a bad swap if I want to maintain the dredge. Maybe I could just do without it altogether, but I do like me some graveyard decks.
Nissa's Judgment - Hasn't seen play yet.
Spider Spawning - I tend towards liking Worm Harvest more, this hasn't seen as much play, but not ready to take it out yet.
"Shrine of burning rage - definitely can go in any deck, but I would classify this as a red card" - Probably going to take this out in any case.
Crystal ball - It is a bit slow. Hasn't seen play in recent memory, but I recall it being fine when it has turned up.
crystal shard - I keep telling myself that the effect is strong enough that I might play it outside blue or just with a light splash, but that has never happened, so yeah, this should be blue.