maandag 31 oktober 2016

Top 5 Commander 2016 cards for Peasant Cube

Since Commander 2013 brought us Curse of Predation and Curse of Shallow Graves, I get excited every time a new Commander product gets released. This time was no different. And, even though there are only a handful of new cards, there are a couple of sweet ones.

Let's get on to the cards:


5: Parting Thoughts (2B, Sorcery, Destroy target creature. You draw X cards and you lose X life, where X is the number of counters on that creature.)

For cubes that are looking to de-power their removal, 2B to destroy any creature at sorcery speed is probably right where you want to be. It's not super efficient, but not super awkward either. The draw part is just gravy. Creatures with +1/+1 counters are quite a common sight nowadays, without a cube having to specifically support a +1/+1 counter archetype.

This comes with a big cost though. The draw part of Parting Thoughts can create random blow-outs. This makes it super swingy and almost a sideboard card. Personally, I've taken most creatures with protection from a color out of my cube because I don't want to have too many cards in my cube that can just randomly hose someone. On top of that, if cubes do support a +1/+1 counter archetype (without going overboard in it), odds are that it's not overpoweringly good to warrant a sideboard card. Reanimate and G/B value decks are good in my cube, but I don't want to invalidate someone's whole draft by having someone randomly drafting a 13th pick Relic of Progenitus.

Having said all this, I do think Parting Thoughts can be an interesting tool for a peasant cube owner. Like how Shatter was a high pick in Mirrodin limited, Parting Thoughts can be a bomb in a cube where every other creature does something with counters.

Verdict: Not making my cube, but I can see myself reconsidering when the format asks for it.


4: Orzhov Advokist (2W, Creature - Human Advisor, 1/4, At the beginning of your upkeep, each player may put two +1/+1 counters on a creature her or she controls. If a player does, creatures that player controls can't attack you or a planeswalker you control until your next upkeep.)


This card is so weird. It's a creature with defensive stats and an ability that both prevents your opponents attacking you AND makes your attackers better. I can see it playing amazing, terrible, and everything in between. This alone makes me want to try it.

Orzhov Advokist is probably best in a deck with a number of small flyers/unblockables or other creatures that benefit from +1/+1 counters. In that deck, it doesn't really matter what your opponent chooses. If he/she chooses counters, you're ahead on attacks. If he/she chooses to attack, your creatures will race faster.

Verdict: Will test




3: Frenzied Fugue (3R, Enchantment - Aura, Enchant Permanent. When Frenzied Fugue enters the battlefield or at the beginning of your upkeep, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.)


Cool design, and again very unique. I take my hat off for the person who designed this. Being able to steal something and gain value from it over the course of a longer game, while still retaining red's impulsive feel and not being able to use it defensively is a thing of beautiful design.

What's even more amazing (and something I totally missed the first time reading this), is that it's an enchant PERMANENT. Without considering all the fun implications this has, it's a red answer to cards like Propaganda. I'll say that again.

It's a red answer to Propaganda.

Verdict: Will test.


2: Migratory Route (3WU, Sorcery, Create four 1/1 white Bird creature tokens with flying. Basic landcycling 2)

Simply put, this is just a great card. Four flying tokens for 5 mana is already a sweet deal, and this even has basic landcycling. It's also just the perfect crossover card between tokens (white) and flying matters (blue).

Oh, how I remember the days when Azorius as a guild felt super medium. The last year and a half we've gotten Reflector Mage, Thunderclap Wyvern, Cloudblazer, and now this. It's still not the deepest guild in the city, but I think this is the first time that I'm actually having trouble deciding on a configuration. And I run a whopping five guild cards (not counting lands).

Verdict: Definite include.


1: Ash Barrens (Land, t: Add C to your mana pool. Basic landcycling 1)


After the unique coolness of some of the other cards, this is quite the opposite but not less powerful. This innocuous little land is very very good. Like, better than staples Evolving Wilds and Terramorphic Expanse good. Let's compare them:

Turn 1 - Barrens: play for colorless mana or cycle to fix for turn 2. Wilds/Expanse: play to fix for turn 2. Advantage: Barrens.
Turn 2 - Barrens: play to cast a 2-drop or play 1-drop and cycle to fix (immediately, or) for turn 3. Wilds/Expanse: play to fix for turn 3 and cast a 1-drop. Advantage: Barrens.
etc.
Turn 8 - Barrens: top deck and cycle to fix immediately for the splash card you've been holding. Wilds/Expanse: top deck and wait another turn to cast your splash card. Advantage: Barrens.

Obviously, Wilds/Expanse shouldn't leave your cube ever, either.

I was already excited when we got Aether Hub from Kaladesh, but this is even better. It's been a good month for peasant cube fixing.

Verdict: Windmill slam include, never take out.


Honorable mention: Ancient Excavation (2UB, Instant, Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic land cycling 2)

Ancient Excavation is probably not really playable, but I put it up here anyway because there wasn't anything better and the ceiling of the card is quite high. Plus, land cycling is an amazing ability.
In reality, it's likely closer to a 4 mana instant speed Careful Study than anything else.









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