Grimdancer is certainly not bad, but I don't get the excitement about a 1cc card when we already have Gifted Aetherborn and Vampire Nighthawk. How many of these creatures do you need and is Grimdancer better than either of those? I cut Gifted Aetherborn for the cc mana cost and I think Grimdancer is slightly worse since the 1 mana is more important than the possibility to give menace. Nighthawk is obviously better as well. It's a decent card, but from my pov it's #3 for that type of creature in black and below 540 I wouldn't run it.
The cycling creatures are a lot worse than Krosan Tusker. Tusker gives card advantage when you cycle and with 7 cmc it's more likely you can actually play the creature later in the game. Far, far better than a 9 cmc creature that gives a trample token when you cycle it. And also better than the black creature - I'd rather play Twisted Abomination instead.
Reconnaissance Mission is just bad. How often do you hit your opponent four times or more with your creatures after playing a 2UU enchantment and aren't already winning anyway? No one plays Concentrate and that's a better card 90% of the time. Coastal Piracy may be a nice EDH card, but it's terrible in cube.
I really like Call of the Death-Dweller, finally another playable reanimation spell. It's not a spell for a reanimator combo deck, but any aggressive deck that wants Unearth or Reanimate can make very good use of it.
Well the good thing with Reconnaissance Mission is that if you aren't at parity then you can cycle it and try to find a card that will get you back in the game. Phitt brings up a good point that it is often just worse than concentrate though.
Neutralize is a cool card. Perhaps the best 1UU counter spell.
Boon of the Wishgiver is a lot better than Opportunity. Sorcery is annoying, but if you have the time to play a 6 mana spell that doesn't affect the board and not lose the game then it can often be done at sorcery speed. And for the large amount of cases where you need gas prior to turn 6 or later you can cycle this for just 1.
Also I really like Grimdancer because black 3's are kind of booty in terms of getting any meat onto the board. There are good utility black cards but only a couple that are actually good in combat.
Auspicious Starrix which PurpleMurasaki mentioned is hardly a staple unless you go heavy on mutate. After all, it also hits lands. Indeed, while I was vaguely interested when I first saw it, that was easily enough to kill any interest.
(I did not pay attention to it being a 5 mana 6/6, though. Hmm... That might be a good enough alternative mode.)
i think losing instant speed on the cast mode on boon of the wish-giver makes it not so good compared to opportunity. though that cycling is super good.
i don't like reconnaissance mission, nor do i like primal empathy. i never liked coastal piracy, and primal empathy is hard to break into a gold slot.
flourishing fox looks insane, but i'm not sure how deep we can go on cycling cards. might have to check.
chittering harvester looks kinda good. 5 mana 4/6, with an edict tacked on. seems like a decent defensive creature, but i'm not sure if it forces anything out really.
auspicious starrix is actually not bad, since it is your classic ramp target with immediate value, and if you're playing a ramp deck it might just get insane value and come with another big dumb creature. a base 5 mana 6/6 is all good too.
i like call of the death-dweller a lot, but i would need to look at my kind of average value. if i ran black aggro i think i'd like it a lot more, since it seems good there.
dreamtail heron as a 3/4 flying cantrip for 4 looks very nice, but otherwise very sad. i guess i should be evaluating these mutate creatures as if they mutate because looks like otherwise they're just vanilla.
glowstone recluse looks super good honestly, it's at least a 4/5 reach for 4. can just be a pump spell for an evasive dude as well which seems pretty good. might just be a worse leafcrown dryad though.
cavern whisperer as a 4 mana 4/4 menace with discard... might not be too bad either.
trumpeting gnarr is kinda like a simic crested herdcaller minus trample, so maybe not so great, but definitely not terrible.
lots of cards which feel almost there but not quite.
The cycling on boon of the wish-giver is way more valuable than the insant speed. The problem with opportunity is that so often you die with it just stuck in your hand, this completely eliminates that problem while still having the mode of 6 mana draw 4. This probably ends up getting cycled more often than not, but it has the back up opportunity ability. Dual usage cards play so much better than they appear.
Skull Prophet seems interesting for GB spider spawning/wurm harvest decks. Probably not better than nyx weaver, but I might try it over grisly salvage.
Oh, bummer. I just re-read Call of the Death-Dweller. I thought it said "return up to two creatures with cmc 3 or less," but it says "with total cmc 3 or less.". That's significantly worse than I thought on first reading. It's still interesting, reanimating and granting abilities.
I do like Reconnaissance Mission in UW flyiers decks, it is a bit expensive for the UR decks and UG tends not to be evasive enough and UB might not have enough dudes on board.
Void Beckoner might be better than Twisted Abomination because the cycling giving deathtouch as a combat trick seems better than a swamp. I agree about the tusker though.
Valiant Rescuer could be really good if you get though good cycling in this set.
Footfall Crater is interesting. Cheap cost, cheap cycling, good aggressive effect; problem is having to tap an extra land to use it with your creature drops, which slows down aggro. I don't personally see running it, but it caught my eye.
It's not exactly an exciting card but I'll probably replace Return to Nature with Wilt. Grimdancer will probably make into my cube due to providing a nice extra skill-testing choice. Sure, sometimes the choice will be obvious, but I think there will be a fair number of games where it will provide some interesting tradeoffs. It helps that it's a has a very high floor no matter what. Neutralize seems strong, but it seems similar in effect to Supreme Will. You counter if they play a threat, or draw if they don't. Not sure which I like better.
I will try to make Clash of Titans work because it sounds fun.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
In Bastion of Remembrance we got a 3cmc Zulaport Cutthroat where the important part sticks around. Good enough for the sac archetype?
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How often do you want to cycle a hard counterspell, though? I tend to cast mine, or hold them up to protect myself.
Dude, I saw your comment and thought I was in a necro'ed thread! Glad to see you're still lurking in the community!
On the subject of three cmc counters, I'd prefer Supreme Will to Neutralize. I think I'd probably also run Sinister Sabotage over Neutralize, but I could see that being an easy swap for testing.
In Bastion of Remembrance we got a 3cmc Zulaport Cutthroat where the important part sticks around. Good enough for the sac archetype?
At three mana, I don't think I can get behind it. Maybe if you're running a larger list and need the redundancy, but this probably won't be able to find a spot in 450 or smaller lists.
I’m running an uncommon only winston draft cube and bastion of remembrance is an autoinclude for me. I run all the blood artist cards, and so far I’ve been happy with them all. At 3 I think this is a bargain.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Parasitic Impetus is a black Lust for War. Obviously the card is straight up worse for a couple reasons. First, you cant use it on looters, tappers, or mana dorks, which are usually prime targets for lust for war. And second it does 2 damage instead of 3 which is a significant difference.
BUT, in peasant cube, Lust for War is one of the strongest finishers (maybe the strongest) for red aggro decks. Black aggro does not have the same burn reach that red does, so it's possible this could be equally as valuable based on the color it's in.
Although I doubt it. Black's advantage in terms of being an aggro color is that it has more evasive creatures than red, so they get reach in the form of those evasive creatures, and the ability to neutralize a blocker becomes a bit less valuable than if you are just attacking with a bunch of ground dorks.
It also grants the creature +2/+2, and I think that Lust for War not pumping the creature is a major part of its utility since that way, you are generally favoured in the race and it can also be used to kill weak utility creatures by keeping back a bigger blocker. Worst of the Impetus cards by far for 1v1 games.
The +2/+2 is irrelevant in terms of a comparison vs lust for war because you gain two life as well, so that cancels out. And I'm pretty much never block a creature enchanted by lust for war.
I'd say this and the white Impetus are the only ones I would remotely consider playing. The red, blue and green ones are straight booty.
This one is also pretty bad but it at least does an effect that black doesn't get much of, which is reach. And the white one is pretty sweet, but just opens yourself up to getting 2 for 1'd too easily.
Getting that Zulaport effect on an enchantment is a pretty sweet deal. It's nice that it at least gives you a body when it enters. Being less vulnerable to creature removal makes this a great card if you are supporting the sacrifice archetype.. which I am!
I'm actually quite interested in In One Bite. I know being a sorcery makes it compare poorly against Swords and Path, but a one mana exile spell that supports the +1/+1 counters theme has my attention
I continue laughing at the obvious vore jokes in relation to that card. I'd also say that it compares badly to stuff like Harm's Way, even if In One Bite does allow you to go after larger creatures.
It's definitely playable but I'd say it's more for CU/bes that want to make removal more conditional and therefore generally weaker as a result.
The cycling creatures are a lot worse than Krosan Tusker. Tusker gives card advantage when you cycle and with 7 cmc it's more likely you can actually play the creature later in the game. Far, far better than a 9 cmc creature that gives a trample token when you cycle it. And also better than the black creature - I'd rather play Twisted Abomination instead.
Reconnaissance Mission is just bad. How often do you hit your opponent four times or more with your creatures after playing a 2UU enchantment and aren't already winning anyway? No one plays Concentrate and that's a better card 90% of the time. Coastal Piracy may be a nice EDH card, but it's terrible in cube.
I really like Call of the Death-Dweller, finally another playable reanimation spell. It's not a spell for a reanimator combo deck, but any aggressive deck that wants Unearth or Reanimate can make very good use of it.
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Neutralize is a cool card. Perhaps the best 1UU counter spell.
Boon of the Wishgiver is a lot better than Opportunity. Sorcery is annoying, but if you have the time to play a 6 mana spell that doesn't affect the board and not lose the game then it can often be done at sorcery speed. And for the large amount of cases where you need gas prior to turn 6 or later you can cycle this for just 1.
Also I really like Grimdancer because black 3's are kind of booty in terms of getting any meat onto the board. There are good utility black cards but only a couple that are actually good in combat.
https://cubecobra.com/cube/list/djredpeasant
(I did not pay attention to it being a 5 mana 6/6, though. Hmm... That might be a good enough alternative mode.)
https://cubecobra.com/cube/list/djredpeasant
i don't like reconnaissance mission, nor do i like primal empathy. i never liked coastal piracy, and primal empathy is hard to break into a gold slot.
flourishing fox looks insane, but i'm not sure how deep we can go on cycling cards. might have to check.
chittering harvester looks kinda good. 5 mana 4/6, with an edict tacked on. seems like a decent defensive creature, but i'm not sure if it forces anything out really.
auspicious starrix is actually not bad, since it is your classic ramp target with immediate value, and if you're playing a ramp deck it might just get insane value and come with another big dumb creature. a base 5 mana 6/6 is all good too.
i like call of the death-dweller a lot, but i would need to look at my kind of average value. if i ran black aggro i think i'd like it a lot more, since it seems good there.
dreamtail heron as a 3/4 flying cantrip for 4 looks very nice, but otherwise very sad. i guess i should be evaluating these mutate creatures as if they mutate because looks like otherwise they're just vanilla.
glowstone recluse looks super good honestly, it's at least a 4/5 reach for 4. can just be a pump spell for an evasive dude as well which seems pretty good. might just be a worse leafcrown dryad though.
cavern whisperer as a 4 mana 4/4 menace with discard... might not be too bad either.
trumpeting gnarr is kinda like a simic crested herdcaller minus trample, so maybe not so great, but definitely not terrible.
lots of cards which feel almost there but not quite.
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which is a shame because it looks stupidly strong, you just need reliable mutation...
I do like Reconnaissance Mission in UW flyiers decks, it is a bit expensive for the UR decks and UG tends not to be evasive enough and UB might not have enough dudes on board.
Void Beckoner might be better than Twisted Abomination because the cycling giving deathtouch as a combat trick seems better than a swamp. I agree about the tusker though.
Valiant Rescuer could be really good if you get though good cycling in this set.
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Grimdancer will probably make into my cube due to providing a nice extra skill-testing choice. Sure, sometimes the choice will be obvious, but I think there will be a fair number of games where it will provide some interesting tradeoffs. It helps that it's a has a very high floor no matter what.
Neutralize seems strong, but it seems similar in effect to Supreme Will. You counter if they play a threat, or draw if they don't. Not sure which I like better.
I will try to make Clash of Titans work because it sounds fun.
My 540ish Peasant Cube on Cubetutor
Dude, I saw your comment and thought I was in a necro'ed thread! Glad to see you're still lurking in the community!
On the subject of three cmc counters, I'd prefer Supreme Will to Neutralize. I think I'd probably also run Sinister Sabotage over Neutralize, but I could see that being an easy swap for testing.
At three mana, I don't think I can get behind it. Maybe if you're running a larger list and need the redundancy, but this probably won't be able to find a spot in 450 or smaller lists.
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Ominous Seas: With a looter in play this creates a 8/8 every four turns and if you draw it late you can just cycle it. I think I'll try this.
I am currently running Zulaport Cutthroat and I can see me swapping him for Bastion of Remembrance although I am not sure yet.
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I wouldn’t cut zulaport cutthroat for the enchantment. Cutthroat is a really strong card.
BUT, in peasant cube, Lust for War is one of the strongest finishers (maybe the strongest) for red aggro decks. Black aggro does not have the same burn reach that red does, so it's possible this could be equally as valuable based on the color it's in.
Although I doubt it. Black's advantage in terms of being an aggro color is that it has more evasive creatures than red, so they get reach in the form of those evasive creatures, and the ability to neutralize a blocker becomes a bit less valuable than if you are just attacking with a bunch of ground dorks.
https://cubecobra.com/cube/list/djredpeasant
I'd say this and the white Impetus are the only ones I would remotely consider playing. The red, blue and green ones are straight booty.
This one is also pretty bad but it at least does an effect that black doesn't get much of, which is reach. And the white one is pretty sweet, but just opens yourself up to getting 2 for 1'd too easily.
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It's definitely playable but I'd say it's more for CU/bes that want to make removal more conditional and therefore generally weaker as a result.