zaterdag 7 januari 2017

Top 10 Aether Revolt cards for Peasant Cube

Spoiler time! Kaladesh was absolutely amazing for my cube, let's see if Aether Revolt knocks the block out of the park.

First, let's look at the new abilities:

Revolt - When [this] enters the battlefield, if a permanent you controlled left the battlefield this turn, [do something]
Well, morbid is a fun ability. This looks a little harder to enable because it doesn't trigger off of your opponent's stuff even though this counts all permanents and self-bounce as well. Maybe if the triggers  turn out to be very powerful, or if the base cards are great on their own, but otherwise I don't think this is going to make waves.


Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for 1)
As much as I want this to be great, 'artifacts matter' is just not a thing most peasant cubes are set up to  do. 


Top 10 Aether Revolt cards for Peasant Cube


10: Scrapper Champion (3R, Creature - Human Artificer, 2/2, Double Strike, When [this] etb, get EE. When [this] attacks, you may pay EE. If you do, put a +1/+1 counter on it)

Double strike is one of the more powerful keyword creature abilities in a vacuum. Makes the creature good in combat, and able to deal surprising amounts of damage with even the smallest pump. Generally, we don't get double strikers larger than the occasional 2/2 and if we do they're either rare or horribly overpriced. Still, a 3/3 for 4 (essentially) is not ridiculous or anything, but a 3/3 double striker is at least something to keep an eye on. As a bonus, it has a +1/+1 counter on it for synergy with different +1/+1 counter lords you might run.

9: Invigorated Rampage (1R, Instant, Choose one - Target creature gets +4/+0 and trample until eot, or, Two target creatures each get +2/+0 and trample until eot)

One of the better red combat tricks we've seen in a while. +4 Power and trample is quite a lot, and having the option of spreading it out is great utility in the face of removal, 2 chumped fatties and/or double trade-up in combat.

8: Untethered Express (4, Artifact - Vehicle, 4/4, Crew 1, Trample. When [this] attacks, put a +1/+1 counter on it)

Even after playing with Kaladesh for a while, I still don't feel like I have a firm grasp on how good vehicles are. What I do know, is that a 4/4 trampler for 4 that grows when attacking is pretty good and that Crew 1 is not very hard to do. I think this is good, but it might be even better than that.

7: Aether Chaser (1R, Creature - Human Artificer, 2/1, First Strike, When [this] etb, get EE, When [this] attacks, you may pay EE, if you do, create a Servo)

Most of us played Youthful Knight at one point or another and this is way better. It's good in the early game: hard to block, makes a 'free' 1/1. But, it still has value later on and even less aggressive decks will have use for this 2-drop because of the first strike. 

6: Gifted Aetherborn (BB, Creature - Aetherborn Vampire, 2/3, Deathtouch, Lifelink)

Obviously very good. More toughness than most 2-drops and two abilities to boot. The double black mana cost is a real drawback, although in this case it's a little less of a problem because Gifted Aetherborn has such good stats/abilities that it will still be good even if you play it on turn 4 (or even later).

5: Winding Constrictor (BG, Creature, 2/3, If one or more counters would be placed on an artifact or creature you control, that many of those counters plus one are placed on that permanent instead. If you would get one or more counters, you get that many +1)

This card should probably be a lot lower on the list, but I'm just very excited to try it out. A 2/3 for 2 is already above the curve (which it should be as a double colored 2-drop). The ability is super interesting and unique to peasant. Suddenly, Carrion Feeder gets 2 counters every time you sac a guy to it, Cytoplast Root-Kin becomes a ridiculous ball of durdly synergy and the #3 on this list gets way better. What's not to like? The only thing I'm 'sad' about is that I don't really support +1/+1 counters in black.

4: Monstrous Onslaught (3GG, Sorcery, [This] deals X damage divided as you choose among any number of target creatures, where X is the greatest power among creatures you control as you cast [this])

Green removal always makes me pause. Until now, I haven't really played any (at least not for longer than a couple of weeks), mostly because I think pump is a more interesting way for green to interact with creatures and I just didn't felt I needed it. However, this just looks like so much fun and value that I can't NOT run it. It's situational, so it won't be good in every deck, but in the right deck this is just a 5 mana plague wind. It even shores up the traditional weakness of green's removal by locking the power in on casting instead of on resolution, so it doesn't matter if your opponent manages to remove your biggest guy.

3: Ridgescale Tusker (3GG, Creature - Beast, 5/5, When [this] etb, put a +1/+1 counter on each other creature you control)

Back-to-back green 5 mana 5/5's with value for Kaladesh block it seems. The stats are good enough on their own, but it's so sweet to pump all your mana elves after ramping this out or just curving into this and out-sizing your opponent's board with all your men. It's not as explosive as Overrun, but way more versatile. Also: cue obligatory +1/+1 counter synergy.

2: Maulfist Revolutionary (1GG, Creature - Human Warrior, 3/3, Trample. When [this] etb or dies, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind)

Holy crap this card looks good. It might not have the raw stats Skyship Plunderer does (although a 3/3 trample for 3 is certainly not bad), but the fact that it adds counters on etb is amazing, and again when it dies? First of all, you can't stop the ability by removing or blocking the guy (like with Plunderer). Second, it's in a better color for counters. Third, the combination of etb and sitting a little higher on the curve plays way better with the red +1/+1 counter guys like Gore-House Chainwalker. Imagine going 1-drop into Stormblood Berserker into this. Sounds good, right?


1: Skyship Plunderer (1U, Creature - Human Pirate, Flying, Whenever [this] deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind)

It might be a little boring to put this so high, but this is one of the more blatant powercrept cards we've gotten in a long long time. Traditionally, 2 power flyers for 1U can only block other flyers or have some other drawback or condition. This doesn't, AND has additional upside. Actually, in the right deck, the upside is absolutely huge. For the low cost of having to hit a player (oh hi there, natural evasion), you get to add a counter to a permanent. Play this after a turn 1 Vivid or Gemstone Mine? Never have color issues again. Serrated Arrows? I don't see this one ever leaving my cube. Ever.




Honorable mentions:


Fatal Push (B, Instant, Destroy target creature if it has cmc 2 or less, Revolt - Destroy if it has 4 or less)
Good, efficient removal, but this is something black already does very well. Still probably better than something like a Disfigure. Maybe I'm underselling it, because it will be able to hit and kill a big number of creatures in my cube and more with Revolt turned on. I just think it's better in other formats than in peasant cube.

Restoration Specialist (1W, Creature - Dwarf Artificer, 2/1, W, Sac [this]: Return up to one target artifact card and up to one target enchantment card from your graveyard to your hand)
I'm definitely trying this one. The raw stats are on the lower side, but the flexibility is nice to have especially because artifacts/enchantments are among the more powerful cards in peasant cube. I do run more enchantments than most though, so ymmv.

Foundry Hornet (3B, Creature - Insect, Flying, When [this] etc, if you control a creature with a +1/+1 counter on it, creatures your opp. control get -1/-1 until eot)
Will try to make room for this, because I like it as a build-around and a nice anchor in black for +1/+1 counter synergies. I don't think it's crazy good, but it looks fun.

Vengeful Rebel (2B, Creature - Aetherborn Warrior, 3/2, Revolt - target creature an opp. control gets -3/-3 until eot)
Revolt is likely harder to trigger than I want it to be, but I like that we get a card like this that's basically only good in aggro or midrange instead of being nuts against it.

Reckless Racer (2R, Creature - Human Pilot, 2/3, First Strike, When [this] becomes tapped, you may discard a card. If you do, draw a card)
Not a bad rummager. Has more impact on the board than Rummaging Goblin, as in: it's not completely useless in combat.

Wrangle (1R, Sorcery, Gain control of target creature with power 4 or less until eot. Untap it and it gains haste until eot)
Depending on your use of effects like these, this is one of the better Threatens. My cube has 10 creatures it can't hit naturally that Threaten can. Of course, any pump/equipment/aura will throw off the math. However, being a mana less than Threaten is a huge boon. So, if you use your Threatens mostly as a way for aggro decks to push through: Wrangle is your guy. If your Threatens are cute way to kill creatures with a sac outlet (or your cube has a lot of pump and/or growing creatures): stick with Threaten.

Narnam Renegade (G, Creature - Elf Warrior, 1/2, Deathtouch. Revolt - etb with a +1/+1 counter)
Likely a little too hard to trigger consistently in the early game, but 2/3 deathtouch for a single mana is great potential. The deathtouch makes it useful for a whole swath of decks.

Treasure Keeper (4, Artifact Creature - Construct, 3/3, When [this] dies, cascade)
I like it, and will try it out, but I'm expecting a 4 mana 3/3 that has variable upside when it dies is just a little slower to create value than I want.

Hidden Stockpile (WB, Enchantment, Revolt - At the beginning of your end step, create a Servo. 1, Sac a creature: Scry 1)
Super slow, but good continuous fodder for the grindy sacrifice decks that WB has available to it. Will try, but I can see it being too slow.


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