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  • posted a message on OTJ pauper spoilers
    After playing a bunch of the new set over the weekend, I am now better at evaluating the new cards. First of all, this set is without a doubt for me the strongest non-masters set ever released in terms of limited, which makes it a little bit easier to compare to cube, compared to a relatively weak set, like e.g. Dominaria United. Here are my takes some of the cards:
    -Holy Cow: Yeah it's a staple, no real surprises here.
    -Loan Shark/Spinewoods Paladin/Freestrider Commando: These aren't bad, but it feels too slow to tap out during your main phase without impacting the boardstate at all, so they are a pass for me.
    -Outlaw Medic: A really nice 2-drop for less aggressive white decks, which are looking for a nice early game blocker. It can of course be playable in more proactive decks, if you have some ways to pump it's power.
    -Mystical Tether: I'm still a little bit torn on this one. Exile removal does obviously have a lot of over Pacifism effects, but I prefer the 2 life on Makeshift Binding. The possibility to play it at instant speed can be huge a of course, but 5 mana is also a painful amount of mana. Definitely playable, but certainly not an auto-include.
    -Reckless Lackey: This is really strong in the context of OTJ limited, with all the Mercenary Tokens, which are able to pump its power, but the 1/2 body on it's own feels too lackluster on it's own. This is a pass for me.
    -Vault Plunderer: Well it's solid. I do prefer the 2nd toughness on Phyrexian Rager over the 1 point of additional power, but it's obviously still completely fine.
    -Vengeful Townsfolk: Very powerful, this can be especially problematic for red with it's toughness based removal, because it basically forces you deal with it before anything else and really hope, the opponent doesn't protect it in some way, because if you leave this be it will quickly outgrow everything you throw at it, simply from doing combat and trading here and there.
    -Tumbleweed Rising: I completely overlooked this at first, but it can be incredibly powerful. Plotting Freestrider Commando and on turn 5 add 2 5/5s to the board and still having 3 mana left over to cast another spell, feels really rewarding in the context of OTJ limited. The dream of pairing this with Hungry Spriggan for a super explosive turn 4 is certainly quite entertaining and it's not hard to have a 2 mana 3/3 on turn 3 with this, but my caveat with this is, the risk of hawing your biggest creature removed in response, which is of course a lot more likely in cube, with it's way more efficient removal.

    For now I'll only add Holy Cow, Outlaw Medic, Vault Plunderer and Vengeful Townsfolk, but I keep Mystical Tether and Tumbleweed Rising in the maybeboard for now.
    Posted in: Pauper & Peasant Discussion
  • posted a message on OTJ pauper spoilers
    There is a surprisingly large number of playables in the set. The power creep certainly keeps crawling higher.
    Staples?
    -Holy Cow: As discussed before this card was a lot of versatility and could be on a similar level as Inspiring Overseer.
    -Vault Plunderer: Though it's nothing special nowadays, but 3 mana creatures with a somewhat decent body, which simply replace themself are still solid.

    Above average?
    -Reckless Lackey: Certainly a lot of text for a onedrop. It has to be seen how much that text matters on a 1 power creature. If you can pump it's power it's of course a lot more scary.
    -Vengeful Townsfolk: Rock solid and a little bit of a flagbearer. It's not hard to answer, but certainly has to be dealt with at some point.

    Playables???
    -Rodeo Pyromancers: I remember really liking Coal Stoker back then, because it can lead to some really explosive turns. This one has a slightly better body and doesn't grant you the mana immeditaly, but makes it really ez to double spell on every following turn.
    -Rooftop Assassin: They keep writing more and more keywords on creatures with this effect, from flying to flash and now lifelink. The effect has shown too be way more situational for it to be worth considering, but at some point the keywords alone could carry this card, the question is, is this now the point?
    -Seize the Secrets: Commiting crimes isn't very hard to do in cube. The question is if it's worth it.
    -Spinewoods Paladin: 4 mana for a 5/4 trample that gains 4 life is a really good rate and even for 5 this isn't horrible, the question is how good the card really can be if you can't block or a turn without turn delay.
    -Geyser Drake: A decent body with a decent ability. Certain decks would definitly be very interested in the card.
    -Irascible Wolverine: Probably not good enough, but certianly playable.
    -Loan Shark: This is certanily very easy to trigger, when you plot it, the question whether of not it's good is similar to Spinewoods Paladin.
    -Mystical Tether: Do kind of like to shift away from Pacifcism-effects and move towards exile effect, the question is if the upside is good enough.
    -Outlaw Medic: A really annoying wall to get by. If you can pump it's power it's of course a lot more scary.
    -Phantom Interference: So this is basically Quench, but for 4Uyou get a flying Mystic Snake with an added Quench. It's a bit situational, but certainly very flexible and you are very often able to counter something early on, where the opponent simply isn't able to pay 2.
    Posted in: Pauper & Peasant Discussion
  • posted a message on OTJ pauper spoilers
    If you have a few ways to pump it, I can see Outlaw Medic being super annoying for the opponent
    Posted in: Pauper & Peasant Discussion
  • posted a message on OTJ pauper spoilers
    I think Holy Cow is very close to a staple, if not straight up being one. Apart from that the flavor is sublime
    Posted in: Pauper & Peasant Discussion
  • posted a message on Murders at Karlov Manor spoilers
    Fetters ended up being my cut. I don't really have a lot of noncreature permanents worth removing, especially not ones with activated abilites and I think the 1 mana differnce combined with exile simply being way superior to arrest I think that Binding ends up on top.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Murders at Karlov Manor spoilers
    After playing the set for a little bit, these are the cards I found interesting:

    Novice Inspector: Thraben Inspector is and always has been an overperformer. It's really surprising how good this card is. Auto include.

    Escape Tunnel: Well it's strictly better than Evolving Wilds. Not sure if I can find a spot, I cut Wilds and Expanse a while ago.

    Red Herring: This is sooo much better than Valley Dasher. Not sure if this makes the cut, but definitely kinda interesting.

    Makeshift Binding: I'm not that big on aura removal anymore, there is simply too much bounce, which always feel horrible. I remember slightly considering Citizen's Arrest, when it came out, but I was repelled by the WW. This card on the other hand, not only has way better casting cost, but it also gains 2 life. I think this might potentially make it, not entirely sure what to cut though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Murders at Karlov Manor spoilers
    Seems almost like a worse version of Keldon Strike Team. I'm not really convinced by the Dog Walker.

    One card from the set I definitely will include is Novice Inspector, the functional reprint of Thraben Inspector, which has performed really well for me so far.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Boros Elite and Judge's Familiar were recently downshifted to common, so I'm considering them for my pauper cube.

    I wanted to ask if anyone had any experience with these in their peasant cube? The Familiar is probably very solid, but I have super hard time evaluating the Elite. Is it worth it or a trap?
    Posted in: Pauper & Peasant Discussion
  • posted a message on Ravnica Remastered (RVR) Downshifts (Spoiler)
    Boros Elite: Idk. I think it's really hard to evaluate how good or bad this is, as it obviously has some build in variance.

    Judge's Familiar: Kinda cool. Not sure if it might get a multicolor slot, but I'm certainly interested.

    Slitherhead: I'm not that stoked about this. Seems pretty meh.

    Source: https://mythicspoiler.com/newspoilers.html
    Posted in: Pauper & Peasant Discussion
  • posted a message on Caverns of Ixalan for Pauper cube
    I'm really unsure which card to cut for Petrify. It's basically an exact copy of Planar Disruption for us and a strict upgrade over Realmbreaker's Grasp as it deals with mana elves, but that doesn't mean, that Grasp has to go. I still really like Temporal Isolation for it's flash ability and now I'm considering wether to cut Recumbent Bliss or Faith's Fetters. Probably Bliss.

    Some other cards, that catched my eye:
    Waterwind Scout: A 3 mana 2/2 flying, which can for 1 additional mana either draw a card or surveil 1 and become 3/3 is certainly quite decent. The problem with map token is mostly, that it's sorcery speed and can be fizzled by instant speed removal.


    River Herald Scout: A colorshifted Seekers' Squire. Probably the only safe include next to Petrify.


    Ironpaw Aspirant: A colorshifted Kujar Seedsculptor. I mean the baseline is a 2/3 for 2 with the flexibility to put it's counter somewhere else, certainly very playable.


    Thousand Moons Infantry: Basically a colorshifted Mosscoat Goriak. Decent, but thats it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Wilds of Eldraine Review
    There is also Realmbreaker's Grasp. I agree that booth of the Arrest-type cards are better than Cooped Up. The can't be sacrificed argument doesn't really count, because you definitely don't want to spend 3 mana for the ability, while you have anything different to do, which gives your opponent more than enough time to do anything to the creature if they have anything to interact with it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Wilds of Eldraine for Pauper
    It's obviously good, when it's good, but 1 damage is too situational and it will often up as a sideboard only card.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Wilds of Eldraine for Pauper
    I've been away for a while and only just now come around to look at the full set. The list of interesting cards to me is quite low. I'm not mad about that as I'm happy, that I don't need to find cuts again and I'm fine, with most sets only introducing like 0-2 new staples, while masters sets and their downgrades take the majority of new inclusions.

    Cards that catched my eye:

    -Candy Grapple: Last Gasp has always been playable and this is a strict upgrade. I don't think it's a staple, that's reserved for the kill all removal, but certainly a nice card.

    -Gnawing Crescendo: While white has some slightly better Trumpet Blasts, red doesn't really, so this is certainly a playable payoff for go-wide strategies. Since it only triggers for nontoken creatures it's not actually that great though, IMHO.

    -Mocking Sprite: Interesting card. I've always liked Goblin Electromancer and Nightscape Familiar, even though both felt kind of outclassed by Goblin Anarchomancer. On the other hand I'm aware that the effect isn't awfully strong, what I mostly like is the idea of reducing the cost of Ghostly Flicker/Displace for more combo potential or Capsize. Idk though. If it were a 2/2 Flying, I would have likes it more.

    -Quick Study: I recently reduced the amount of raw draw spells by bunch. Idk about this one compared to stuff like Behold the Multiverse. I think it's probably just worse than Meeting of Minds as you will often have some summoning sick creature lying around and the it becomes even cheaper later on. It's not like drawing cards is something you want to do on turn 3.

    That's pretty much it. A lot of other cards look playable, but nothing I really considered adding.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Commander Masters Review
    My changes (Out > In):
    Alabaster Host Intercessor > Ministrant of Obligation: Really decent 3-drop.
    Spiketail Drakeling > Murmuring Mystic: Probably one of the best downshifts in this set.
    Thalakos Scout > Shipwreck Dowser: Really nice upgrade over some of the other 5 mana recursion guys.
    Vampire Aristocrat > Drown in Sorrow: It's no Arms of Hadar, but I think, that black is interested in a little more of this effect.
    Dogged Pursuit > Phyrexian Gargantua: Finally more good flicker targets.
    Wrenn's Resolve > Guttersnipe: Solid card for UR mostly.
    Reckless Impulse > Spitebellows: Not amazing, but this certainly gives red a little more flexibility to deal with big creatures.
    Viashino Sandsprinter > Sulfurous Blast: I really like the flexible design of this card.

    Cards I was interested in, but didn't make the cut:
    Cyclops Electromancer: In War if the Spark limited, this wasn't actually that great. There are certainly decks, which would want this card, but it will never be a FTK.
    Windrider Wizard: Nice passive ability, but the body seems just so underwhelming nowadays.
    Supply Runners: In theory this is a cool flicker target, but the amount of creatures you need on the board in order for a 5 mana 2/2 to be worth it, is quite high. This seems like a win more card to me, as it doesn't do anything, when you are already behind.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Pauper Cubes for playing with Elementary School Children?
    If you want to play with children, I would probably start with running simple creatures with mostly basic evergreen abilities, like flying, first strike, deathtouch, haste, lifelink, menace, reach, trample, and vigilance. I think most of these can be quite intuitive after a quick explanation.

    In addition maybe have a strong color identity, like Blue has Card draw and a few simple counterspells, Green has ramp, big creatures and combat tricks like Giant Growth, Red has some burn and low curve aggressive creatures, White with weenies and simple removal like Pacifism and Black maybe with a bit of a life loss / life gain theme and simple removal like Murder. Depending on the power level you are aiming for, if you want to run Wind Drake/Divination/Shock or rather Mistral Charger/Lightning Bolt.
    Posted in: Pauper & Peasant Discussion
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