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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I won't mention every card on the list, but I'll mention several.

    Bestowing Hopeful Eidolon is enough to turn a mediocre beater into a must-answer threat, and just casting it is okay too. Plus you get to keep the guy after they answer the threat most of the time. Then it works well with other buff cards, since lifelink scales so well.

    With Felidar Cub, I'm playing a high enchantment count, and it never missed having a target. Being a grizzly bear made it a strong enough maindeck card anyway. Really this one is about the high enchantment count, which supports a very minor but still present enchantress theme. That makes it better here than it would be in most environments, but I think people skip over this classic gem. Kami of Ancient Law was always a good card. Disenchant is the same way. This turns out to be a strong maindeck card in this cube.

    Call the Cavalry does exactly what it says it does and nothing more, but that's pretty easy to underestimate. Crested Herdcaller is exactly one step up, and it's great too. It's pretty hard not to get value.

    Nevermaker is pretty cool, and not a card I'd ever tried before. It's actually almost always an interesting choice to evoke it or not. When it's not evoked, it's a pretty inconvenient card to deal with.

    Flood is the only thing keeping you alive a lot of the time. Sure, it's blue mana hungry, but holds down most threats, and can hold down multiple threats. The downside is that it likes to create board stalls, but some decks need to create a stall so they can come down for a big win.

    Ghoulcaller's Accomplice has proven itself time and again. It's a little weenie attacker, and it gives you something to do when you run out of gas. It's great discard fodder, and it's happy to chump block.

    I was interested to try Spikeshot Goblin over other pingers, and I was happy with the results. It's not hard to buff power, and just a small buff can make a huge difference. Specifically, this was working quite well with Samut, Tyrant Smasher. Now it's a hastey pinger that shoots for three. That's dangerous.

    Samut is a pretty cool Fires of Yavimaya variant. I'm sure Rhythm of the Wild is better, but I don't have a copy, and I like what Samut is doing. Hybrid mana is sweet, the power boost is almost always relevant, and the card selection of the scry is something red/green really wants to be doing. It hasn't come up yet, but I think the fact that this can go in something like a black/green deck with ramp and reanimates gives it a decent edge over other fires variants.

    I kinda expected Confiscate to be too slow. I purposefully played only very fair steals. Nevertheless, the effect is powerful enough that it's still pretty damn good at six mana.

    Throes of Chaos is slow. It's really slow, but it's also a pretty solid value engine. It's also just fine to only cast it once. But it is pretty random.

    Instill Energy is a heavily underrated card. Haste does a lot more than I ever gave it credit for here. Usually it just goes on a mana dork or a pinger, but sometimes it goes on something that just gets wild. Orcish Lumberjack with Instill Energy plus two forests can produce eight mana, and it has haste to boot. I definitely saw some very early Breaker of Armies off of that. I've only seen the pseudo-vigilance option used a few times. But with Instill Energy, Kiora, Kiora's Follower, and Quirion ranger, I've got a bit of an archetype with these, focusing on multi-mana producing cards.

    Crawling Sensation worked quite well as a graveyard engine and a token engine. I am playing a graveyard archetype, and it's probably not a great card if you aren't. It's also fun to find ways to get lands into your graveyard during the opponent's turn.

    Speaking of the graveyard archetype, Unburial Rites is such a great card for it. It supports the graveyard on both ends, and any grave based deck is going to have use for it. I'm playing at least one non-gold card per guild, and it's got me playing cards like Unburial Rites, Orcish Lumberjack and Probe that people don't tend to be able to find slots for.

    Navigator's Compass makes bad hands keepable. It's not a great topdeck in the lategame, but sometimes the three life is a big deal then. This card has always done me good.

    Vessel of Endless Rest is a generic mana rock, but I really like having the grave hate random upside. It's happy in the main deck or in the sideboard.

    Also I didn't mention these, but the cards that I consider the basic equipment still always perform admirably. That's Bonesplitter, Trusty Machete, and Vulshok Morningstar. But I think most people already play these cards.

    Sunhome Stalwart was... just a guy every time he came out. But I feel like it's a card that can be situationally quite good.

    Phantasmal Bear was so easy to kill.

    I was really disapointed in Exclude's performance. Three mana was too much for a counterspell that only hits one card type.

    Dreamscape Artist just cost too much mana to activate. I saw it chump block more than I saw it ramp.

    I added Ice Over because it hits artifacts, but it turns out to miss at least half of the important artifacts since they don't care about being tapped, and artifact creatures could have been targeted anyway. Particularly equipment. As creature removal, it's only ever been okay anyway.

    Driver of the Dead and Claim // Fame simply whiffed too often. Sengir Autocrat was too vulnerable. Bitterbow Archers was too far away from being Serra Angel.

    Curse of Chains gives the opponent too many chances to get something value out of the creature. This might be due to the prevalence of untappers and creatures with tap abilities in my cube.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Over an under-performers from recent testing:

    Hopeful Eidolon
    Felidar Cub
    Nyx-Fleece Ram
    Call the Cavalry
    Ruthless Sniper (Archetype card)
    Ghoulcaller's Accomplice
    Call the Bloodline!!
    Plated Geopede
    Spikeshot Goblin
    Throes of Chaos
    Quirion Ranger
    Crested Herdcaller!
    Thundering Tanadon
    Instill Energy!
    Fertile Ground
    Crawling Sensation
    Orcish Lumberjack!
    Samut, Tyrant Smasher
    Unburial Rites
    Kiora, Behemoth Beckoner!
    Navigator's Compass
    Vessel of Endless Rest

    Sunhome Stalwart
    Phantasmal Bear
    Dreamscape Artist
    Ice Over
    Driver of the Dead
    Sengir Autocrat
    Bitterbow Sharpshooters
    Curse of Chains
    Claim // Fame

    The big winner was Call the Bloodline. I have a discard and graveyard theme in my cube, but that card is so good that a non-graveyard deck felt the need to Confiscate it, and then won off its back. The Lifelink is huge.

    Orcish Lumberjack is a card that diserves more love. Instill Energy and a couple forests, and I was really going to town. If anything, I just needed more stuff to dump mana into. I really wish there was an uncommon Crucible of Worlds effect worth playing. Groundskeeper and Scaretiller just don't quite seem good enough.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Why does the land distribution of the so-called Random Generator seem so vengful
    I'll never play Arena because I've seen plenty of evidence suggesting it's simply not random.

    How hard is it to program a random card shuffler? Surely they could figure it out with all their big bucks.

    Only an independent, comprehensive statistical survey saying that the shuffler is actually random could convince me. If you can't shuffle the decks, you can't play Magic.

    Posted in: MTG Arena
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from FunkyDragon »
    Except lying isn't playing Clue competitively, it's straight up cheating. And that's certainly not how anyone plays who ever wants to play with me again - I can't stand cheaters, in any game. You have fun, follow the rules, and take your wins alongside your losses. It's not a win if you cheated.

    Not to go too far into a tangent, but lying isn't necessarily cheating in Clue. If you say "I'm holding four weapons" when you're holding two weapons, it's not cheating, it's just dishonest. I wouldn't ever play like that, but it's not technically cheating as far as I know. Now if you say you can't prove somebody wrong when you can, that's straight cheating and breaks the game, since that information is the entire basis of Clue.

    Personally, I'll keep any hand that isn't just unplayable. My sister mulligans aggressively, so infinite free mulligans aren't really an option, since she really would mull four times, and still not be quite satisfied. Nevertheless, I've never felt that one free mulligan is a problem, even if it does slightly favor the more aggressive mulligan player over the "**** it, it'll be fine" player.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I always allow one free mulligan. Usually two seven card hands is enough to get something playable.
    Posted in: Pauper & Peasant Discussion
  • posted a message on c19 - aka what kind of busted treats are we getting this time?
    At least C18 had some great cube stuff at rare. C19 is pretty barren for peasant and traditional cube. They don't really design the sets for us, but it's still disappointing.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I haven't told my playgroup about the London mulligan. They adjust slowly to change, and it seems like the one where you scry X (Vancouver?) just happened. I don't want to change mulligan rules every time I play.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Peasant Commander - Rules and Banned List
    Quote from Gashnaw II »
    Why not take it a step further and only allow uncommon and common legendary creatures? (And watch your format devolve into only decks with slimefoot and yargle)

    Didn't dominaria give us like 30 someodd uncommon legendary creatures? Why not limit it to ONLY uncommon and common. It also resolves the precon issue.

    It's possible, but it would be pretty limited. For example, Simic's only option would be Tatyova, Benthic Druid, which may well prove oppressive. But then if you ban it as commander, suddenly you've banned Simic. Then Selesnya has several options, but none of them are particularly good. And of the commanders that would be viable, several of them have ultra-specific things they want to do like Shirei, Shizo's Caretaker. It's a cool card, but do you really want it to be like 15% of the entire meta?

    It wouldn't take too many more cards to make this a doable thing, but it's still too limited as yet. It's not that it would be unplayable, just that people wouldn't bother to play it. Still, it's closer than it looks. If you legalized the ten flip-legends from Kamigawa as commanders and all the uncommon planeswalkers, that would add a lot of viable options. Huatli, the Sun's Heart is a lot more interesting to build than Torsten Von Ursus. One or two of them may need banned, but it adds 10 guild options and 11 mono-colored options, most of which are viable.

    Maybe someday this could be a thing. Wait for all the downshifts in Peasant Masters! It'd be great if that happened. For now, the rules Ulka lays out seem to be a lot more workable for common players.
    Posted in: Variant Commander
  • posted a message on Life from the loam
    I think a lot of people see Life from the Loam as only an archetype card, but that's just not true. If you needed to get the specific archetype cards, it wouldn't work in my 1600 card cube where you can't count on seeing those cards. Just like Crucible of Worlds, you don't need to jam the archetype to work the card. Over the course of the game, this thing draws you so many cards. Sure, they're all lands, but gee willikers.

    It doesn't go in every deck, but it's great in the decks that want it. Decks that want it are any green deck that needs a card-advantage machine, any green deck that cares about the graveyard at all, and any green deck that is trying to have fun with lands. That's not every green deck, but it's a good cross-section. It's also splashable for what that's worth.

    A big part of the card's utility is just the fact that dredge is bonkers. It's the perfect cheap, resilient engine to fuel the graveyard. And man is it resilient. Counter Life from the Loam? Why bother. Need to discard? Discard Loam. Or just discard lands if Loam is already in your graveyard, or even just in your deck. Graveyard hate is the only thing the works, and graveyard hate is underplayed.

    My cube is weaker than most, but that doesn't seem to be a factor on this card. If others on this thread are to be believed, it's great in high-power lists, and I can attest that it's great in low power lists (without being too oppressive). My two cents as a non-traditional cube player.

    But hey, if it's not working for you, don't play it. It's a gradual advantage machine, so if your cube is lightning fast, I could see it failing to get going. Drawing tons of lands doesn't win the game by itself after all. If it's not working, no need to force it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on The One Word Card Game
    Messenger Macaw 1GU
    Creature - Bird Scout
    Whenever a creature enters the battlefield, reveal a land card from your hand
    Posted in: Custom Card Contests and Games
  • posted a message on Ranking Project 2019 - GREEN Results
    Once again, top undercubed cards from my cube:

    1: Quirion Ranger
    2: Thundering Tanadon
    3: Dawnstrider
    4: Caustic Caterpillar
    5: Fertile Ground
    6: Instill Energy
    7: Eyeless Watcher
    8: Greenwarden of Murasa
    9: Karametra's Acolyte
    10: Silklash Spider
    11: Hooting Mandrills
    12: Mutagenic Growth
    13: Summoning Trap / See the Unwritten
    14: Vines of Vastwood
    15: Scorned Villager// Moonscarred Werewolf
    16: Deadly Recluse
    17: Oviya Pashiri, Sage Lifecrafter
    18: Masked Admirers
    19: Tangle
    20: Sylvok Replica

    I also think people underestimate the bouncelands in green (Simic Growth Chamber). They are utterly nuts with untappers like Voyaging Satyr which are also underaprreciated. However, if lands are common targets in a cube, bouncelands go from good to nigh unplayable.

    Also to note, Channel is a pretty fair card in my cube. Sure, it's a high pick, and you want to find a big colorless creature to cheat out, plus fireballs. However, while I've seen it work, I've never seen it be broken in my lower power environment.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from FunkyDragon »
    Quote from OptBoy »
    When your peasant cube has an aristocrats theme in BW, you don't want Skullclamp in your cube. It's just too good with Hidden Stockpile or Reassembling Skeleton, or even Pawn of Ulamog or Oketra's Monument. If Skullclamp feels like a fair card in your cube, it's fine to run it in my opinion.
    I actually hadn't really considered Hidden Stockpile for my list before. Sorry if I divert the conversation for a minute, but what are people's experiences with it? How good is it? How much value do you typically get from it?

    I've liked it in my main cube. Revolt is not hard to trigger. It plays a bit like Ophiomancer as a gradual value machine. You're never going to get a token army out of it, but it sits there generating value and chump-blocks, and seldom gets removed. It's a totally solid aristocrats engine. The only problem with it is that it's a guild card.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    So what do you guys think about graveyard and artifact hate? How much do you guys play, and what sort? I have found the initial build of my new cube to be a little light on both.

    For artifact hate, I think I'll just re-add Manic Vandal and call it a day.

    The graveyard is a five color theme in my cube, so I think I need more easily available grave hate. I'm playing Phyrexian Furnace and Vessel of Endless Rest, and I think I'm going to add Bojuka Bog and Relic of Progenitus. I think Tormod's Crypt is just a little too useless on its own. Maybe I should acquire an Ashiok, Dream Render instead of playing Bojuka Bog.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Is ___________ good in Peasant?
    I got a little testing in, and Flood and Jeweled Amulet both performed pretty well. Skywise Teachings rode the sideboard, and I'll probably end up cutting it unless it shapes up quick.

    I'm still playing Reincarnation and Spore Frog, and I'm not interested in cutting them yet. Most of the cards I asked about didn't make it into the finished version.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cubing with Two: A Guide to Two-Player Draft Formats
    Quote from noratora »

    Thanks for sharing! This sounds like a lot of fun - I added it to "Geometrical Drafting." If I ever get to draft IRL again, I'd be inclined to try this out. Do you have any shapes/patterns you've found work well?

    We try to change the pattern every time so you don't get confused from round to round. The best patterns tend to be those that naturally space the cards so they're not in large clusters that are difficult to remember. Actually the squid pattern is a pretty good one, because the tentacles form columns that space the cards pretty well. If you want to go geometric, I recommend two or three card columns.

    The last two times my sister and I drafted, we just made an eight person pod and each of us controled four decks. It's an effective way to see what a cube has to offer, but the dynamic makes drafting really different. The problem is that it takes a long time. It's not a very elegant drafting solution, but it's an effective one.
    Posted in: Articles, Podcasts, and Guides
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