are u retarded?
i will not run it, im just surprised you guys dismiss it
afterlife isnt even a common and destroys
no reason to quote me
We are talking about magic cards, so basically about printings of fantastic scenarios on paper ... It baffles me that some people here are not able to have a normal (or controverse) discussion on adult level.
We are such a small community and should try to talk or write in a respectful manner to not shrink the community even more.
Your opinion ist not the answer to everything. Some people might have different opinions on cards.
What do u want them for? Most green ramp spells only serach for basics. Unless you want to cards, that care about snow, they just don't do much. If you want to run snow-matter cards, the having snow basics is the most important part. There are certainly some snow-matter cards, that are worth runnung.
Some minor synergies could be argued (easier for kird ape, wild Nacatl, Farseek, etc), but yeah without snow permanents, they're more aesthetic. I still run the Khans gain lands, but I think these snow lands look so much prettier, that I will likely swap them.
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
Ok, I think that is actually a really interesting idea. Green seems to get forced into the ramp archetype so much, that making it the more ideal splashing color gives it another identity. I am going to bring that up to some other friends.
The problem with ramp in pauper is not, the amount of good ramp spells, but rather the lack of ramp targets. What do you want to cast with all that mana? Havenwood Wurm: A big Ambush Viper. Maul Splicer: 2 3/3s for 7 mana. Annoyed Altisaur: Can just as likely hit a Mana Elf, as anything else.
The only things, that are worth ramping into in my experience, are big hexproof creatures, but the most expensive hexproof creatures in green are cmc 5 and you don't need 15 ramp spells to cast them. Blue has the 6+ drops. Ramp only really works in UG for me as you also get access to card draw to make use of the mana and for every other color combination the cmc2+ ramp spells are pretty useless.
I wouldn't make nonbasics exclusive to green. I personally really enjoy enabling Grixis, Esper or one of my personal favourites mardu control decks. You can of course replace the gain lands with snow lands, but since I personally don't run any forest tutors, I will stick with the gain lands. 3 color of mostly reserved for the slower, controlish decks, because 3 color aggro gets punished a lot more by tapped lands and the lack of a color. The gain lands give the 3 color control decks something small in return, they can actually use, if they are paired against an aggressive deck, a little bit of time in form of life.
You can of course give green more fixing like Cultivate or Kodama's Reach, but I wouldn't force people to be green in order to make a 3 color deck work. Color screw simply isn't fun.
If you are really desperate for ramp targets, there is also the option to include stuff like Aurochs Herd or Self-Assembler, where u draft 1 and get 2-3 additonal copies for your deck. The problem with creatures, that are just big, in pauper is, that we have way too many cheap and efficient answers to deal with them. You always need some form of protection or card advantage to tackle this problem.
Icehide Troll - Seems pretty good if you play with snow-covered lands. Icehide Troll seems to be fine on curve not really want you want to see against aggro, but really shines in the late game as a mana sink. Often with green you can generate mana quickly, but you quickly reach the point where you have more mana than you know what to do with so any decent mana sinks are welcome. Grim Draugr is similar in terms of being a mana sink. Still seems kind of awkward to turn your lands into the snow-covered versions for a few marginal cards. Arcum's Astrolabe seems fine. Frostwalla is basically a worse version of Icehide Troll. Iceberg Cancrix seems ok as well. Chilling Shade I guess. Chillerpillar is fine in midrange, but maybe a bit slow. Winter's Rest is actually good. And that's about it for cards that care about snow lands. And Skred. Oh and that one zombie from Ice Age Gangrenous Zombies. Basically going snow is still marginal except for Winter's Rest; and Icehide Troll is one of the the better of the lot.
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
I added bind the monster replacing snap. Fck me
reason: i dont run a spells matters package anymore and btm does similiar things, but faster/ more permanently
^now i ask myself whether or not sensory deprivation is bettern than btm in my cube?
Definitely not. Still being able to block and pump it makes a huge difference. BtM also deals with tap abilities. Killing the bird is now an option for blue.
Now that a lot of us have gotten several KDH drafts in, are there any all stars that stick out that you might want to give a shot in peasant cube? I have been really impressed with both Svella, Ice Shaper and Path to the World Tree.
Svella is snow, but doesn't require snow and both abilities are great. At 360 I'm technically running two persist combo enablers in RG (Rhythm of the Wild and Grumgully). I was thinking about replacing Grumgully with Svella for a fair shake at performing in peasant cube.
Path to the World Tree is technically a 5-color card, but the card advantage in the pay off is so good. It also helps you set it up by searching a basic when it ETBs. I'm thinking it would be even easier to get to the activation cost in peasant than it is in KDH limited.
What do you guys think? Any gems you're evaluating in a different light now? Am I completely off base with these two?
We are talking about magic cards, so basically about printings of fantastic scenarios on paper ... It baffles me that some people here are not able to have a normal (or controverse) discussion on adult level.
We are such a small community and should try to talk or write in a respectful manner to not shrink the community even more.
Your opinion ist not the answer to everything. Some people might have different opinions on cards.
My Peasant Cube: @ mtgsalvation---- @ cubecobra
part of being adult is to deal with things.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Also: Three Visits and Land Grant (I forgot Three Visits was affordable again)
I think that's all of them (that just is ramp, I guess there's stuff like Acid-Moss)
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
At 360. Still thinking my way through the idea.
Put the 4 Forest-duals in and cut all 10 lifegain duals (let's be honest they kinda suck), to make fixing more of a green specialty. That's the 'payoff' so to speak, giving green a more defined role.
Thinking on it some more Skyshroud is probably overkill, just not a ton of value to ramping super high in pauper and useless in other decks. So the 4 I'd consider adding would be - Farseek, Into the North, Nature's Lore, Three Visits. Probably cut one of Lore/Visits as they're the same card, so that'd leave 1 that fetches Forests, 1 that fetches non-forests, and 1 that fetches both (in a snow cube).
Maul Splicer: 2 3/3s for 7 mana.
Annoyed Altisaur: Can just as likely hit a Mana Elf, as anything else.
The only things, that are worth ramping into in my experience, are big hexproof creatures, but the most expensive hexproof creatures in green are cmc 5 and you don't need 15 ramp spells to cast them. Blue has the 6+ drops. Ramp only really works in UG for me as you also get access to card draw to make use of the mana and for every other color combination the cmc2+ ramp spells are pretty useless.
I wouldn't make nonbasics exclusive to green. I personally really enjoy enabling Grixis, Esper or one of my personal favourites mardu control decks. You can of course replace the gain lands with snow lands, but since I personally don't run any forest tutors, I will stick with the gain lands. 3 color of mostly reserved for the slower, controlish decks, because 3 color aggro gets punished a lot more by tapped lands and the lack of a color. The gain lands give the 3 color control decks something small in return, they can actually use, if they are paired against an aggressive deck, a little bit of time in form of life.
You can of course give green more fixing like Cultivate or Kodama's Reach, but I wouldn't force people to be green in order to make a 3 color deck work. Color screw simply isn't fun.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
yeah, true ramp isnt viable still. best and pretty much only viable ramptarget is still Citanul Woodreaders
T2 powpercube Value https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Gods' Hall Guardian interests me from Kaldheim.
Just wanted to mention Zombie Musher as a house of card if you have an all snow cube.
Lol it would be close a second Guardian of the Guildpact I guess
T2 powpercube Value https://cubecobra.com/cube/list/37t
reason: i dont run a spells matters package anymore and btm does similiar things, but faster/ more permanently
T2 powpercube Value https://cubecobra.com/cube/list/37t
T2 powpercube Value https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
T2 powpercube Value https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Svella is snow, but doesn't require snow and both abilities are great. At 360 I'm technically running two persist combo enablers in RG (Rhythm of the Wild and Grumgully). I was thinking about replacing Grumgully with Svella for a fair shake at performing in peasant cube.
Path to the World Tree is technically a 5-color card, but the card advantage in the pay off is so good. It also helps you set it up by searching a basic when it ETBs. I'm thinking it would be even easier to get to the activation cost in peasant than it is in KDH limited.
What do you guys think? Any gems you're evaluating in a different light now? Am I completely off base with these two?
MTGS Average Peasant Cube 2023 Edition
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Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)