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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from JovianHomarid »
    So Merge is like a bestow that you first cast as a creature and then attach it to something? That sounds kind of strong in a vacuum. The reusability of equipment, plus it is not a blank with no other creature or if you can't fit in the time to pay to equip.

    The frog looks strong. Good early, relevant late.


    There is a cycle of lands I'd like to recommend to you guys, the storage lands from Time Spiral. Saltcrusted Steppe

    These are pretty powerful and often work playing off color. They're pretty cool.

    Anyone else tried these? I have looked at them, but always looked at them as too slow. As straight fixing, they are almost like worse Unknown Shores, a land that is generally seen as not good enough even in most retail limited decks/formats. Although I guess you can pay the 1-tax on a different turn than when you cast your spell.

    The storage-function also seems kind of slow. You have to spend two turns storing before you net 1 mana, so it doesn't really seem functional as simple ramp. I imagine it would be more of a "throw the spare mana over here" kind of use, but you effectively need two mana for that, and on most turns before turn ~5 you don't just play that much off curve. Into the late game, I guess it is somewhere to dump mana, but your deck then needs a Blaze or an invoker to take advantage of silly amounts of mana..

    This is all theorycrafting. Real experience would be appreciated.


    Fixing no matter how bad it's perceived to be is pretty much always worth playing. Magic players are just greedy and won't run Unknown Shores even though they should. Want to know what's slower than playing an ETB tapped land? Not being able to cast your spells. Even the Homelands Trilands are worth playing. Because of fetches, duals, and shock duals, Magic players are real snobs when it comes to fixing even though Cloudcrest Lake is a perfectly serviceable card and still fixes mana for you.

    They're ramp that doesn't cost a deck slot. At worst it's a Wastes. Seems like a free inclusion to me if they're on color, or if they're off color and you're trying to ramp to something big like Worldspine Wurm. I've been impressed by them, a White Mana Battery for zero mana is pretty nice.

    The mana batteries are also nice cards, albeit you need to have high CMC cards in your cube for them to be worthwhile.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)

    There is a cycle of lands I'd like to recommend to you guys, the storage lands from Time Spiral. Saltcrusted Steppe

    These are pretty powerful and often work playing off color. They're pretty cool.


    Quote from FunkyDragon »
    Question regarding CubeTutor vs. CubeCobra. How many of you have switched or are considering switching? Any arguments for or against? Any viable options other than those two?

    I mean, obviously, you could maintain lists on multiple platforms, but that requires updating in twice the places.

    I love CubeTutor, and one of the best features for me is the Top Picks/Bottom Picks; I use this constantly when looking for cards to cut. CubeCobra apparently doesn't have this yet.

    But when I wanted to update my Un-Cube earlier today with cards from Unsanctioned, they weren't on CubeTutor. Not to mention it has never shown the right versions of Garbage Elemental, Sly Spy, the Killbots, or even tokens in my Peasant Cube (Oketra's Monument shows a token missing Vigilance, and Tidal Wave has never shown a token). I started looking into CubeCobra and found it was all there, so I started an account.

    And I found cool features like building custom drafts. Granted, the interface has some issues, and there are some important features missing (like setting a default pod of less than eight players for smaller cubes), but they are actively improving instead of stagnating.

    And yet I feel guilty for considering leaving CubeTutor.


    I use Cubetutor because it's a website that my Windows Phone still works on. I think that it's perfectly functional, it doesn't need any more features. Things don't need updating simply for the sake of updating them. He's a week or two late on updating with the new set, who cares.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Card Æsthetics Evaluation Thread
    Quote from Resarox »
    Trying to initiate a more friendly discussion:

    What do you all think of masterpieces in cube? I have to admit, at first I was blown away and would have wanted every one for myself, but after having had some exposure to my Hangarback Walker and Daze (how do I change artwork shown here?) I came back to liking my Mirrodin Chrome Mox much better than the MP. Granted, the Inventions look nice, since the border matches the Artifact-theme quite well, but I think I prefer the original MTG-style to the exclusive feel of MPs in general.

    How do people feel about the expeditions? I guess it's not even a question about blinging out your cube, since I'd rather have a foil Onslaught Fetchland than the expedition, but people might disagree.




    What do you mean by masterpieces? Do you mean extended art cards? If so, Elspeth, Sun's Nemesis, Calix, Destiny's Hand, and Ashiok, Nightmare Muse have great Chuck Lukacs art.

    Otherwise I hate them. I hate most of the art on new cards. I look at the masterpiece Wasteland for example and hate it, wishing it was instead the Carl Critchlow promo or the original art. The original fetches are beautiful, so the masterpieces just ruin them. The original shock duals look great, the master pieces ruin them. The Shadowmoor filterlands look great, the masterpieces ruin them. I like the original and Player Rewards Promo versions of Wrath of God and Damnation, the masterpieces ruin them. Goryo's Vengeance had great COK Block art, don't see why it had to be replaced. There are like half a dozen great Counterspell arts, the best of which is the DOM! judge promo, and the master piece (and pretty much all modern reprints) ruin it. And so on.

    It's not that they have weird frames or weird text in the case of the Ahmonkhet ones, it's that they have that soulless new card look to them. It has nothing to do with the fact that they're masterpieces.

    One of the reasons I play with so many COK Block cards in my cube is that they're from what I would consider the golden age of this game's art. Look at Wandering Ones or Day of Destiny or Nim Replica or Gutless Ghoul or the original Imperial Recruiter or Hana Kami. The cards don't look like this anymore.
    Posted in: The Cube Forum
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from OptBoy »
    The example of banding you're providing is different, because teaching people about banding is still teaching them something about the current rules of magic. If I teach a new player that damage goes on the stack and they start to get used to that, they might have some trouble adjusting to the actual rules when drafting at an FNM later. The skill of abusing the 'damage on the stack' rule is not transferable, because nobody else plays like that.


    How often are you playing with new players?

    Secondly, why is having 'skill transference' important? Why not simply play cube for its own sake?

    I'm not trying to be antagonistic here, I'm genuinely curious. I play cube specifically because it's not like constructed Pauper, the format that I started playing Magic with. Pauper is currently awful, ruined by Ghostly Flicker, Ephemerate, (and hypothetically Displace) infinite prison loops. I want cube to be the exact opposite of that, interesting cards with art that I like. Hence Banding, Splice Onto Arcane, etc. These things generally don't ruin the game and they do cool things. I want a Pee-Wee's Playhouse environment of stupid ***** going on in my cube.

    By the way, this is why I like Banding:
    Instead of playing many smaller creatures, or one big Voltron creature, you make a Voltron out of many smaller creatures. It's the quintessential white ability and it's very flavorful.

    I do not understand why someone would care that their cube is like other types of Magic, is all. Why hold it back for others? It's your cube. Obviously if you don't like damage on the stack don't play with it, but if you hypothetically did prefer DotS, then go for it. Where else but your cube?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from n00b1n8R »
    I enjoyed damage on the stack back in the day, but I appreciate why it was removed. As long as you're playing against an opponent who understands how the rule works, it's generally pretty obvious what's going to happen in any situation. Block the 2/2 with Mogg Fanatic, block the X/1 with Sakura-Tribe Elder, etc. It doesn't add a whole lot of depth to the game. What depth it does add is not worth the baggage of confusing newer players, and it's clear today that the game can survive without this rule.

    I'm also in agreement with OptBoy. It becomes hard to discuss things when people make up their own rules sets. Imagine how confusing it must be for players unfamiliar with the cube when halfway through the draft they find out this 10 year old rules change has been reverted.


    I once had to explain how banding worked to a new player. She ended up understanding pretty well and then went on to use Knights of Thorn to crush a red player that also had Iron Maiden going. IMO people underestimate new players and they're used as an excuse to dumb the game down for experienced players who just want EZMode cards. For example, Shroud isn't any harder to understand than Hexproof is, and yet Shroud was replaced with Hexproof with the excuse being that it's for newer players.

    I think that there is a lot of hand wringing about newer players done by experienced players. They'll be fine, stop holding your cube back for them.

    Before each draft with a player unfamiliar with my cube I make sure to state that damage is on the stack. I used to forget to say this until partway through the draft and then just wouldn't bring it up at that point, but once I wrote it down on one of the long boxes holding my cube I stopped forgetting.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    What Theros: Beyond Death cards are you guys running?

    I'm running Pharika's Libation and Inevitable End as far as the peasant cards go and then the three Chuck Lukacs alt-art mythic planeswalkers with varying degrees of errata.

    Pharika's Libation is black enchantment removal and it's an edict, a mechanic I like.

    Inevitable End is a cool card, it's kind of a punisher card, another mechanic I like. There is a certain James Bond villain aspect to punisher cards that makes them appealing to me.

    Quote from OptBoy »
    Honestly I prefer discussing cards as they would function within the current rules of the game. If I play cube, I want to be playing Magic. My view is that Magic, at this level, has to be fun and educational. I like to teach the players something about the rules of this game we love. Introducing odd old rules does not further that goal, and I don't think it's much fun either.

    Either way, play your cube however you want to play it, but don't expect others on this forum to evaluate cards based on the rules you enforce.


    IMO you're missing out on the fun things you can do with damage on the stack but you're free to think differently and play your cube how you like, of course.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Quote from OptBoy »
    How does Mogg Fanatic take out an X/2? Seems like only Goblin Arsonist has that upside.


    You block a 2/2 with it. Then damage goes on the stack and you can respond to the one combat damage that Mogg Fanatic will do by sacrificing Mogg Fanatic to do one damage with his ability to the 2/2. The damage from the ability resolves, then the combat damage, killing the 2/2.

    In all seriousness, I understand why damage on the stack was changed for constructed. But for cube I think it's fine to play with, it gives one drops a little more power and many cards from the damage on the stack era were designed with it in mind. If Mogg Fanatic or Yavimaya Elder or Elf Replica can double dip I don't think it's that big of a deal. Plus, it makes cards like Snap or unsummon or cloudshift desirable.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Card Æsthetics Evaluation Thread
    Quote from zpgno »
    Unpopular opinion: Aesthetics are overrated. Does it really matter that that your card is foil when you're getting beaten down by your opponent? On the flipside, does it matter if your card isn't foil if you're getting the thrill of victory? Aesthetics only matter when gameplay is not interesting or engaging, and if that's happening, then you have bigger problems.


    I disagree.

    I would counter your unpopular opinion with my own unpopular opinion:

    Your opinion isn't actually that unpopular. If a Magic artist literally smeared ***** on a canvas, Magic players would buy deckboxes and playmats with that card's garbage art if the card did something sufficiently powerful. Magic players don't give a damn about the art on the cards, that's why it's all soulless homogenized garbage now. You know, before I played Magic I would walk past the card showcase or someone playing a game and look at a card like Serra's Sanctum and say, "That's a beautiful card." The only Magic card I owned for years until I got into the game was a Kev Walker 1/1 flying spirit token that was given to me.

    Magic players only want to play with things at maximum power. Which means they have a smaller pool of cards to work with when building a cube (and therefore less room for interesting and engaging gameplay). If you play (worse) cards with art that you like, you can build around that lower power level and still have interesting and engaging gameplay. Playing a mediocre card (with nice art) opens up possibilities, now one has to get creative and try to support it.

    Look at Suture Spirit. The art on this card is amazing. And wouldn't you know, it has synergy with other cards in my cube. Suture Spirit has 3 things going for it:

    1.) It regenerates, so it's real good with Banding, the quintessential white ability.

    2.) It's a spirit, so it has synergy with the Arcane/Spirit craft theme I have going in my cube.

    3.) The art is beautiful.

    Contrast this with something more standard, say Thraben Inspector.

    1.) It draws you a card.

    2.) It makes an artifact, so it has synergy with artifact matters.

    3.) I ******* hate looking at it.


    Why would I play with cards that I hate looking at? Why?! I don't care how infrequently Oasis is playable in my cube, looking at it pleases me very much and brings the Lawrence of Arabia theme to mind. It's also occasionally very good, it allows Crypt Rats to be repeatable or turns into the Death Star if Horobi, Death's Wail is on the battlefield.
    Posted in: The Cube Forum
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    The red 1 drop creatures I currently play are:

    Frenzied Goblin Keep in mind you can only activate him once per turn, you can't just dump mana into him. Regardless, still pretty good.

    Frostling I play with damage on the stack so this can 2 for 1 like Mogg Fanatic. I also have a bunch of COK Block spirit synergies going on. It's okay.

    Geometric Weird No one respects this card for whatever reason, maybe they don't read it and realize that it works with anything on the stack, not just spells.

    Glitterfang Since I have COK Block spirit/arcane craft going on in my cube, this is great for that. The ability which looks like a downside at first allows it to be hexproof from sorceries.

    Goblin Bushwhacker You don't normally cast this without the kicker, but it gets a mention anyways.

    Genju of the Spires This card is pretty gross. Like Glitterfang, it costs mana to attack with it each turn but in exchange it gains hexproof from sorcery speed.

    Mogg Alarm It can be cast for 0 mana. I have it in to support storm.

    Grinning Ignus This costs 3 mana obviously, but you can use its ability to pick it up and replay it for a single mana. Another Storm card.

    Goblin Guide It's pretty good, the best one. This one is a rare but I'm going to mention it anyways.

    Vexing Devil I haven't seen this played yet, but I do love me some punisher cards and this one seems pretty savage. 1 mana 4 damage is good, 1 mana for a 4/3 is ******* insane. Even in the worst case scenario where they choose 4/3 and then play a removal spell it's still a Duress. This one is also a rare.

    Ones I've played with before:

    Goblin Champion This guy is so gross when combined with something like Skittering Skirge. I want to put him back in but I'm not sure what I want to cut for it.

    Goblin Cohort This is a Pauper constructed staple in the RDW/Goblins deck. In my cube however, only 41%~ of the cards are creatures so it's a little harder to activate so I ended up cutting him. In your average cube he should be good though.

    Intimidator Initiate This one is in my friend's cube. It's pretty good.

    Boros Recruit This used to be in my cube but I cut it for a more interesting card. It was still decent though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Lands In Cube: Opinions?
    Quote from wtwlf123 »
    Because tapping for C sucks... A land has to be insanely powerful to justify that kind of drawback, and Hollow just isn't.


    Being able to regenerate any of your creatures for 1 green is not insanely powerful? With also the ability to tap for 1 colorless otherwise? In our group it is a beast, just very surprising that it is not viewed similarly here.


    I agree with you, it seems like a great card. Often times regeneration is just indestructible. It's a land, so it's a free inclusion most of the time.

    Magic players will bend over backwards to reason themselves out of playing good cards.
    Posted in: The Cube Forum
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I'm curious about people's experiences with the following cards:
    Genju of the Fields and Genju of the Cedars - In both enchantress and non-enchantress contexts


    I've played with:

    White Genju - Probably the best of the bunch, it has non-keyworded lifelink so you can activate it multiple times a turn and gain 2-4-6-8 etc. life with each combat it's in.

    Red Genju - It's a one drop 6/1, pretty good. While it does eat up your turn 2 play, you're still presenting 6 power on turn 2. Ball Lightning is RRR. Another interesting card of note is Zektar Shrine Expedition, it's also pretty good. If they have an open board you can swing for wumbo damage and if not you can start trading extra mountains for their creatures.

    Green Genju - It's more durable than the red Genju. It only saw play once in my cube before I ended up cutting it. What happened was that I just happened to rip a Rishadan Port top deck the turn after my friend played it. That doesn't mean it's a bad card, I just wanted another grteen spirit or arcane spell or whatever and needed to make room.

    Rainbow Genju - When my cube was still limited to Pauper I added this in as an incentive to go for 5 color. It was pretty awesome but by the time you set it up you were often almost dead so it wasn't unfair. Now that my cube has expanded to 720 cards I just haven't seen it in a while. It's probably a little worse in relation to the rest of my cards because I play cards of all rarities now but on the other hand I'm playing better fixing so it should be easier to cast. IMO I'd break rarity for this card, it's not really overpowered, it's a fun card.

    I ended up cutting the white one because I wanted white creatures to be overall pretty bad and require synergy like Banding, Flagbearers, or Crusade effects to function well, so having white Genju actually be good on its own as opposed to a 5 mana 3/3 Banding Sliver or whatever didn't really appeal to me. I cut the green one not because it's a bad card, but because I have a heavy Spirit/Arcane Craft theme in my cube and even though the Genjus turn into spirits, they don't count for Spirit craft upon ETB. I still play the red and rainbow one, I've never tried the blue or black one.

    I'm glad you brought them up, the concept is real cool. I should add some more of them back in.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Oh boy, do I hate Commander.

    Commander is the worst format of Magic that there is and it reinforces my belief that there is nothing that a Magic player hates more than having to play fun, fair, interactive Magic as Richard Garfield intended. Everything about it is awful and its neat rules are there just to hide the fact that it's Thermonuclear Chaos Vintage. Even the community is the worst that there is.

    There are numerous reasons why I hate it. Let's start with the format itself:


    1.) Having to shuffle 100 cards is an abomination. I just kind of pretend that my minimal shuffling is sufficient and everyone else also seems to have mutually agreed.

    2.) It's 4 players, so what happens in the game is irrelevant. Only politics matter. But everyone will get angry with you if you openly team up with someone or kingmake even though that's politics.

    The format should be 2v2.

    3.) Commander damage requires an entire spread sheet. Why? It's not like you're going to make is past turn 4.

    4.) Because everyone has 40 life and there are 3 other players at the table, playing fun, fair, interactive Magic becomes impossible and the only reasonably effective way of killing other players is to play some sort of broken combo. Another issue with players having 40 life is that your life total is absolutely meaningless, so **** it, why not Necro for 39?

    Players should have 20 or less life.

    5.) You should be able to kill, exile, tuck, etc. a Commander. If players had to actively work to keep their commander safe it would be better.

    In general, Magic players want the easiest, low effort way of winning the game possible. Any card with any degree of risk or downside associated with it is immediately shunned. This attitude is why Shroud was replaced with Hexproof and why having your commander die comes with little consequence. Having to manage risk is good game design, Bumper Bowling isn't.

    Let's talk about what cards are allowed in the format:

    1.) Why are Sundering Titan or Armageddon or Sway of the Stars seen as bad but not Wheel of Fortune? Man, I sure do love having the most important decision I will make all game (mulligan) rendered meaningless. Wow, I got a no land hand off of this Wheel on turn two before I could do anything, what fun! In half of the dozen or so games of Commander that I've played, I end up not being able to plan on having any of the cards currently in my hand. If they're going to ban cards because they're not fun, then they should go ahead and ban a lot more things.

    2.) Why bother playing 100 card singleton if you're allowed to have 16 copies of each card because you're playing the original card + 15 tutors? Plus, your commander. So all of this 100 card nonsense is just a charade, after your lands and autoinclude mana (birds of paradise, mana elves, sol ring, mana crypt, mox diamond, etc.) and tutors you're really only playing with a 20-30 card deck.

    They should ban everything that tutors for non-lands. Yes, everything. There will be some collateral damage, but it will be worth it. Then maybe these non-interactive combo decks won't be consistent.

    3.) Why bother playing anything that's not an infinite combo? They should ban all of those too.

    Combo doesn't actually count as Magic. All combo decks without exception* are merely accidents as a result of this game being around for 27 years with 20,000 unique cards in it. Kiki Jiki was not designed with Pestermite in mind, it was just a value card. Dark Depths was designed to require actually paying 30 mana over the course of multiple turns to summon a huge monster, it was not intended that you could instead just slap down Vampire Hexmage. Tinker was not designed with Blightseel Colossus in mind. Protean Hulk was not intended to work with Flash. Nomads en-Kor is a 1 mana 1/1 with, "fixed banding" on it, it was not designed as combo enabler.

    This is just blatant fact. Through the Breach was from the COK Block, from 2005. Emrakul is from Rise of the Eldrazi, from 2012 I believe. They were never intended to work with one another.

    *To be fair, Hidetsugu and Hidetsugu's Second Rite were in the same set. So it's not as if combo is absolutely never intended, it's just kind of rare and harder to pull off when it is. Maybe I'm wrong about this, I've only been playing magic for 2 years but that's how combo seems to me - 95% mistakes - because all of the notable ones and even a bunch of the ones in Pauper use weird cards made years apart that were never designed with each other in mind.

    Now let's get to the playerbase. Yes, that's awful too.

    1.) It's the least balanced, most rapacious format that exists but it has the most casuals playing it. So instead of playing a fair format and having fun games, casuals would rather play the most broken format possible and then get mad at your when you play a deck that's actually good. They hate the player instead of the game. If you've ever read Ender's Game, all casual commander players are Bonzo Madrid.

    2.) There are three types of Commander players:

    a.) Casuals who want to play dumb ***** and jack up the price of random cards like Forest Bears or Three Visits. Yes, let's spend a ton of money just to lose every single game with Squirrel Tribal, neat. They've correctly determined that top tier decks are awful but they refuse to ensconce what they want the format to be into any sort of actual change to the rules. When something is broken in Legacy or Standard or Modern or Pauper and people don't want it ruining the game anymore, they want it banned. They don't shame people for playing the overpowered deck in question. Players of every other constructed format in Magic hate the game, not the player.

    b.) Spikes who play the top tier decks because they're legal but their libertarianism/aspergers prevents them from acknowledging that the game would be better without unfun things that ruin the game, instead preferring a laissez-faire free-for-all where anything goes (as long as it's flash hulk) and the only viable deck is Flash Hulk because god forbid we ever ban cards. I died on turn 4, I had to shuffle my entire 100 card deck 1.5 times a turn because I have all 10 fetches and 15 tutors, I spent more time shuffling than I actually did playing. I tried to go off with my Flash Hulk on turn 3 but everyone else Force of Willed me and then someone else Flash Hulked a turn later. Yay! What an, "interactive" game!

    c.) People who play with group A and purport to hate CEDH players and infinite combo, but then assemble an infinite combo and kill everyone anyways. I was going to insult group C, but then I realized that the wildly fluctuating power level expectations of everyone that plays this format (in lieu of just changing what's legal, like literally every other format of Magic does) make it impossible to have a deck that's aligned with everyone else's power level. Group C players are just a result of this format's awful playerbase and wild west nature.

    3.) The format is sold as this fun intro format... despite being the least balanced, most chaotic, biggest money pit imaginable. It's the worst introduction to Magic I could possibly think of. Buy this $40 precon so I can rip off your head and ***** down your neck with my $243 copy of Mana Crypt that I got from an out of print book that I purchased over 20 years ago!!! Awesome!

    ______________________________________________________________________________

    Group A commander players just want to control what everyone else can and cannot play (which is what cube is all about) so they can play some stupid gimmick. Group B just wants to play with broken cards that ruin the game. Group C wants neither or is somewhere in-between. All three of these groups I think would enjoy playing/curating their own cube far more than commander.

    Group A can put Squirrel Tribal and 300 other silly gimmick cards into their cube, Group B can build the MTGO Vintage cube.

    But because commander has become so popular, it's choking out other forms of non-competition Magic. That's a shame. Even commander players I think would enjoy cube more than commander.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Reckless Racer seems like a great card power-wise, I don't understand why it would be deemed sub-optimal.

    Two issues I have with this entire community:

    1.) The whole purpose of cube is to create a custom limited environment, not min-maxing everything. If you have Ghostfire instead of normal bolt it doesn't mean anything. Why not have aim for a middle of the road power level? Who cares if Benalish Infantry costs 1 more mana that it should? Ghost-Lit Raider is fine.

    2.) The people who purport to only want to play with min-maxed cards can't properly evaluate certain cards. Like Skittering Skirge, Rogue Elephant, and Utopia Vow. These are all good limited cards.

    Quote from n00b1n8R »
    [quote from="MechanicalMech »" url="/forums/the-game/the-cube-forum/pauper-peasant-discussion/193990-the-peasant-cube-discussion-thread-c-u?comment=15005"]In constructed Pauper for example, midrange Boros decks will play the 2 mana Journey to Nowhere over the 3 mana Oblivion Ring. Even though the deck has zero mana problems and paying the extra mana is usually irrelevant, people still act as if O-Ring is completely unplayable even though it's the better card and is essentially Vindicate at common.


    Posts like this really don't do a lot to add to your credibility. What cards are you worried about Journey to Nowhere missing that you would be happy using Oblivion Ring to get rid of? I've played a lot of Pauper between 2013-2017 and I just checked the top 12 decks in the MTGGoldfish meta. There's no non-creature cards in those decks that I would be happy (or even feel the need) to answer with an O-ring. It costs more and the added flexibility isn't worth it.

    Mana efficiency is worth a lot.
    </blockquote>

    An opponent's Journey to Nowhere or Oubliette.

    A Tortured Existence.

    Bogles enchantments.

    A Prophetic Prism.

    The card is basically Pauper legal Vindicate.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Monastery Swiftspear is a high pick in my cube for R or RW burn or RU spells matters. It's an amazing one drop compared to jackal pup or reckless waif. It makes blocking difficult for your opponent and gets in for the early damage.
    At worse it's just Raging Goblin, and it's a nice storm/spells matter card.

    I'd play it if I liked the art on it. Seeker of the Way is also a pretty good card, Prowess is a good ability on its own and any other abilities that are tacked onto the creature are just gravy.

    To go back to Ghost -Lit Raider, there is something to be said for versatility.

    In constructed Pauper for example, midrange Boros decks will play the 2 mana Journey to Nowhere over the 3 mana Oblivion Ring. Even though the deck has zero mana problems and paying the extra mana is usually irrelevant, people still act as if O-Ring is completely unplayable even though it's the better card and is essentially Vindicate at common.

    Sure, since the card is from 15 years ago, Ghost-Lit Raider is not a 2 mana 2/2 with haste but it's still a versatile card. It can shock, it can be a Gray Ogre if the board is clear, and you can Channel it in a pinch. This versatility is worth the extra mana.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    What do people think about Ghost-Lit Raider? It's certainly no FTK but it looks like it has potential as a kind of kill-it-or-lose-to-it level threat in a lot of match-ups, and has a solid fallback as Flatten in other matchups. I'm surprised it's so absent from players' lists.


    I think that it's a solid card along with the rest of the Ghost-Lit cycle. Getting repeated uses out of one card is great in cube, and the Channel mechanic is cool and useful. It has fantastic pre-soulles Photoshop garbage art from the COK Block.

    1.) When you pay 3 mana for the creature, and 3 mana to activate it twice, you haven't paid 9 mana. You've paid 3 mana 3 times. That's a rather absurd way of calculating the mana costs of things like Echo creatures and it's not how the game works. Mana is a renewable resource, you get to untap your lands at the beginning of each of your turns.

    2.) In many cube games you end up in situations where you have extra mana and nothing else to spend it on. Why not shock a creature?

    3.) You can use the Channel mode as just a normal burn spell.

    4.) Yeah, there may be better cards than it, but why not have both the better version of the card and Ghost-Lit Red Guy? You're not building a constructed deck, min maxing doesn't matter. If you have the #1 pinger card and the #4 red Peasant legal pinger card in your cube, I'll still pick #4 and play both if I find both in the draft. If Ghostfire and Bolt are in the same draft, I'll still draft and play both, sure, why not?

    5.) Everything dies to removal. Why play any creatures at all, after all Tarmogoyf just dies to removal amirite?

    But then again, everything that's not Mulldrifter, Flametongue Kavu, Sprout Swarm, Sol Ring, and Pack Rat is literally unplayable garbage so I definitely would avoid trying the card out.
    Posted in: Pauper & Peasant Discussion
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