Judging Metric:
[b]Bombs[/b]: Most powerful cards in Pauper
[b]Staple[/b]: You Cube these cards with your Bombs before any others.
[b]Playable[/b]: The best cards to fill out your Cube.
[b]Borderline[/b]: The least powerful cards you should consider for Cube.
Anything else is unplayable.
Bomb: Disturbed Burial – This card takes over games. [b]Bomb[/b] Evincar’s Justice – Black has Wrath of God in Pauper. [b]Bomb[/b] Pestilence – Absolute control of the field is what this card offers. [b]Bomb[/b]
Staple: Carnophage – Classic 2/2 for B that sets the bar for aggressive Black cards. [B]Staple[/B] Duress – A versatile answer to many things Black cannot handle in play. [b]Staple[/b] Unearth – Most creatures in Pauper are 2 to 3 mana, particularly in Black. [b]Staple[/b] Vampire Lacerator – Another 2/2 for B with a twist that puts it on par with Carnophage. [b]Staple[/b] Vendetta – One of Black’s biggest strengths is a strong removal sweet. It begins at 1 mana. [b]Staple[/b] Dauthi Horror – One of Black’s solid evasive attackers that even bypasses White’s own Shadows. [b]Staple[/b] Dauthi Slayer – Peak of aggressive 2 power attackers in Black. [b]Staple[/b] Death Denied – An incredible game-changing card to close out a game. [b]Staple[/b] Doom Blade – The bar by which all Black removal spells are set. [b]Staple[/b] Fledgling Djinn – Continues the trend of 2 power 2 mana evasive creatures in Black. [b]Staple[/b] Grim Harvest – This can be a very problematic card for your opponent to deal with, particularly in stalls. [b]Staple[/b] Hymn to Tourach – A brutal card in a format without much real card draw. [b]Staple[/b] Nezumi Cutthroat – Close to a second Dauthi Horror. [b]Staple[/b] Terror – Sharing the podium as the best removal spell in Black. [b]Staple[/b] Undertaker – This card is so good it is often a lightning rod. [b]Staple[/b] Vampire Interloper – The second best 2 mana 2 power flyer in Black is still very good. [b]Staple[/b] Blind Zealot – Another evasive creature that can eliminate a threat in a pinch for value. [b]Staple[/b] Crypt Rats – Pestilence number 2, this card keeps coming back with Black’s recursion. [b]Staple[/b] Dauthi Marauder – Perfect 3 power for 3 mana evasive attacker that demands an answer. [b]Staple[/b] Phyrexian Rager – Incremental advantage in a 2 power body that is easy to cast. [b]Staple[/b] Faceless Butcher – There are many uses for this card, making it more than a just removal. [b]Staple[/b] Gravedigger – Recursion is Black’s best strength, and a 2 power body makes this card a bit better. [b]Staple[/b] Snuff Out – Versatile removal spell. Free makes things so much better. [b]Staple[/b] Warren Pilferers – Gravedigger’s bigger brother that pairs well with Black’s ally. [b]Staple[/b] Twisted Abomination – Not many cube creatures can cost 6, but there is no reason not to play this powerhouse. [b]Staple[/b]
Playable: Dead Weight – Great for killing early creatures or neutering larger ones. [b]Playable[/b] Disfigure – Instant speed enhances this card as a combat trick if needed. [b]Playable[/b] Fume Spitter – Great for removing your opponents utility creatures without spending a full removal spell. [b]Playable[/b] Lose Hope – Card quality is an important part of pauper cube, but -1/-1 on a creature isn’t much. [b]Playable[/b] Grasp of Darkness – Black has many removal spells with a lot of variety in how they work. [b]Playable[/b] Highborn Ghoul – One of the weakest 2 power evasive attackers, but an attacker nonetheless. [b]Playable[/b] Last Gasp – Another great instant in a long line of removal in Black. [b]Playable[/b] Morgue Theft – A powerful recursion spell in Black with late game promise. [b]Playable[/b] Nameless Inversion – A very versatile removal or buff spell. [b]Playable[/b] Sign in Blood – One of best ways to gain advantage next to Hymn. [b]Playable[/b] Skittering Skirge – Aggressive air power that can be built around. [b]Playable[/b] Skulking Ghost – Any effect that would kill it generally kills it anyway, and it is immune to most Black removal. [b]Playable[/b] Victim of Night – Removal that is narrow in its own environment usually becomes pretty good in Pauper. [b]Playable[/b] Ashes to Ashes – High cost with very high payoff. [b]Playable[/b] Chittering Rats – A 2 power body that offers incremental advantage. [b]Playable[/b] Crippling Fatigue – A great 2-for-1 removal spell. [b]Playable[/b] Dark Banishing – Black continues its line of solid removal into 3 mana. [b]Playable[/b] Death’s Duet – Black’s Divination. [b]Playable[/b] Eyeblight’s Ending – Another solid 3 mana removal spell. [b]Playable[/b] Liliana’s Spector – Evasion, 2 power, and a decent ability for low mana; the bar for playable Black creatures. [b]Playable[/b] Ravenous Skirge – Another unsuspecting threat that can end a game quickly. [b]Playable[/b] Rend Flesh – The few Spirits in Pauper make this incredibly versatile. [b]Playable[/b] Stab Wound – This card main use is not to kill a creature, but end the game. [b]Playable[/b] Bloodhunter Bat – One of the better 4 mana Flyers Black can get. [b]Playable[/b] Demon’s Jester – Another good 4 mana Flyer with a late game upside. [b]Playable[/b] Mark of the Vampire – Few Aura’s change a game like this card. [b]Playable[/b] Okiba-Gang Shinobi – Black specializes in sneaking creatures in, and this can tilt a game in your way in one hit. [b]Playable[/b]
Borderline: Carrion Feeder – Not being able to block in Pauper is a big drawback, but permanently growing is attractive. [B]Borderline[/B] Crippling Blight – For B there are better options, but removing a blocker can be game changing. [b]Borderline[/b] Dark Ritual – The best burst mana ability available in pauper, but often not worth the card. [b]Borderline[/b] Ostracize – Some creatures need to be dealt with before they hit play. [b]Borderline[/b] Paralyze – Surprisingly effective if you need more low cost removal. [b]Borderline[/b] Predator’s Gambit – Low cost power boosts like this can be very effective, but Aura’s tend to be bad. [b]Borderline[/b] Raven’s Crime – Bulk discard is generally good in Pauper, and Retrace is very powerful. [b]Borderline[/b] Stir the Grave – This card functions like a Zombify for its best low cost creatures. [b]Borderline[/b] Tormented Soul – Black’s creature advantage is evasion; this card is innocuous AND threatening. [b]Borderline[/b] Tortured Existence – The biggest drawback of this card is the requirement to discard a creature. [b]Borderline[/b] Tragic Slip – A good card for mopping up a messy combat. Eventually it will kill anything. [b]Borderline[/b] Undying Evil - Comparable to Eel Umbra for countering removal. [b]Borderline[/b] Vile Rebirth – A pseudo 2/2 for [mana]B[mana] with a tricky drawback. [b]Borderline[/b] Augur of Skulls – When it comes to discard, 2 mana for 2 is a great deal. [b]Borderline[/b] Child of Night – With no drawback, a 2 power for 2 mana is welcome, particularly with the swing in life totals. [b]Borderline[/b] Cruel Edict – A narrow answer to untouchable creatures. [b]Borderline[/b] Diabolic Edict – Black has few tools to deal with Hexproof and Shroud. This is the best direct answer. [b]Borderline[/b] Distress – This expands on what Duress does for Black. [b]Borderline[/b] Dregscape Zombie – If more 2/1’s for 2 are needed, there are a few to choose from. [b]Borderline[/b] Duskhunter Bat – In aggressive decks, this can function as the second Fledgling Djinn. [b]Borderline[/b] Echoing Decay – A narrow sweeper versus any token strategies, which exist in Pauper believe it or not. [b]Borderline[/b] Erg Raiders – Many of Black’s creatures come with the price of not blocking. This one can in a pinch. [b]Borderline[/b] Foul Imp – Prohibitive cost, but low cost 2/2 Flyers are very strong. [b]Borderline[/b] Pit Keeper – Early aggression with a late game upside. [b]Borderline[/b] Rathi Trapper – In Black’s world of weak creatures, this can be very handy to sneak damage in. [b]Borderline[/b] Sinister Strength – Black can make a very threatening creature at the risk of an Aura. [b]Borderline[/b] Sinkhole – Black’s best tool for dealing with problematic lands. [b]Borderline[/b] Surrakar Marauder – Another 2 power 2 mana creature with a conditional upside. [b]Borderline[/b] Vault Skirge – Another card that offers early life swings for a nominal cost. [b]Borderline[/b] Wrench Mind – As close to a second Hymn in Pauper as you can get. [b]Borderline[/b] Wretched Anurid – The best beefy creature for 2 mana in Black, but the cost can be pretty high. [b]Borderline[/b] Bloodrite Invoker – A 3 power creature for 3 mana in Black with a costly alternate way to win the game. [b]Borderline[/b] Bog Down – A solid discard spell with a small upside if you need more. [b]Borderline[/b] Cadaver Imp – Another Gravedigger creature for those who want more. [b]Borderline[/b] Choking Sands - Black has a luxury of cards to deal with problematic lands. [b]Borderline[/b] Dauthi Jackal – A 2 power evasive creature that isn’t as well cost as its brethren. [b]Borderline[/b] Dead Reveler – A 2/3 for 3 isn’t incredible, but a 3/4 for 3 that can’t block is very good in Black. [b]Borderline[/b] Dread Warlock – Chances are this is a 2/2 unblockable creature, but the chances aren’t great. [b]Borderline[/b] Ghoulraiser – Since there aren’t a lot of Zombies in Pauper, it makes the random not as bad as it appears. [b]Borderline[/b] Hideous End – At 3 mana, there are several removal spells to get the job done. [b]Borderline[/b] Markov Patrician – Child of Night’s bigger sister that is still well costed. [b]Borderline[/b] Morbid Plunder – Slightly prohibitive cost for a second Death’s Duet. [b]Borderline[/b] Murder – If you need your removal without restrictions, this is it. [b]Borderline[/b] Organ Grinder - 3 power creature for 3 mana in Black with a alternate way to win the game, again. [b]Borderline[/b] Oubliette – Another unrestricted removal spell at 3 mana. [b]Borderline[/b] Seal of Doom – Small advantage can be had by investing the mana for a Dark Banishing early. [b]Borderline[/b] Shade’s Form – A decent “Umbra” Aura in Black. [b]Borderline[/b] Skittering Horror – Without evasion, this isn’t quite as good as its brethren. [b]Borderline[/b] Darkling Stalker – The ability to protect itself without needing several mana available is key for Shades. [b]Borderline[/b] Drifting Shade/Dungeon Shade – Carrying the best evasion available could make it worthy. [b]Borderline[/b] Driver of the Dead – Black has a plethora of 2 or less power creatures, and I would bring them back for free. [b]Borderline[/b] Liliana’s Shade – Incremental advantage is good on creatures, even if they have no evasion. [b]Borderline[/b] Mortis Dogs – Aggressive creature with a nice final swing. [b]Borderline[/b] Perilous Shadow – A road block that can crush the late game. [b]Borderline[/b] Tendrils of Corruption – This card is usually good an rarely dead. [b]Borderline[/b] Cruel Revival – There aren’t very many Zombies in Pauper that are playable, but the ones that are you want. [b]Borderline[/b] Pith Driller – Not incredibly powerful, but the large body isn’t something Black has great access to. [b]Borderline[/b] Rotting Legion – A small drawback for such a large body. [b]Borderline[/b] Soul Scourge – A 3 power Flyer that can make the clock tick faster. [b]Borderline[/b] Urborg Uprising – A late game card to refill your hand. [b]Borderline[/b] Violent Pall – A 1/1 Flyer is either nothing or everything, particularly when it comes with a removal spell. [b]Borderline[/b] Weed-Pruner Poplar – The continual afflictions can tilt a game your way. [b]Borderline[/b] Zombie Boa – Another card that can conditionally give you an advantage. [b]Borderline[/b] Pull Under – There aren’t many creatures that can survive this spell. [b]Borderline[/b] Terrus Wurm – Coming back from the grave to make another huge threat can be potent in Pauper. [b]Borderline[/b]
Bomb Capsize – This card will take over a game the more mana you have. [b]Bomb[/b] Flood – This card can rule the ground game. [b]Bomb[/b]
Staple Brainstorm – All other U card quality spells try to imitate Brainstorm. [b]Staple[/b] Counterspell – The OG counter. [b]Staple[/b] Impulse – Great card to find what you need. [b]Staple[/b] Looter il-Kor – A great Looter you will want to play every time. [b]Staple[/b] Mana Leak – A soft counter that works like a hard counter. [b]Staple[/b] Narcolepsy – Premium removal for Blue. [b]Staple[/b] Think Twice – A solid way to draw two cards in Pauper. [b]Staple[/b] Waterfront Bouncer – A great card to control the field. [b]Staple[/b] Calcite Snapper – An excellent blocker with good attack potential. [b]Staple[/b] Claustrophobia – Another great removal spell in Blue. [b]Staple[/b] Compulsive Research – A solid draw three in Blue. [b]Staple[/b] Exclude – A great counter at three mana. [b]Staple[/b] Man-o’-War – A value creature with multiple applications. [b]Staple[/b] Spined Thopter – A 2/1 Flyer for “two”. [b]Staple[/b] Stitched Drake – Huge threat that isn’t difficult to play. [b]Staple[/b] Stormbound Geist – A Flying threat that is hard to get rid of. [b]Staple[/b] Thalakos Scout – Evasive threat that is hard to kill. [b]Staple[/b] Aven Fleetwing – A very difficult creature to deal with. [b]Staple[/b] Deep Analysis – For one card, you gain four others. [b]Staple[/b] Foresee – Digs deep for two cards. [b]Staple[/b] Illusionary Forces – Huge Flyer at an inexpensive cost. [b]Staple[/b] Shimmering Glasskite – Blue has a lot of difficult to deal with creatures. [b]Staple[/b] Mulldrifter – Versatile card for Blue that does everything Blue wants. [b]Staple[/b] Errant Ephemeron – Great game ending creature. [b]Staple[/b]
Playable Condescend – A scalable counter with a significant upside. [b]Playable[/b] Force Spike – Versatile soft counter that can put you a step ahead. [b]Playable[/b] Phantasmal Bear – Solid attacker for blue that is surprisingly effective. [b]Playable[/b] Ponder – Brainstorm’s cousin. [b]Playable[/b] Preordain – Another, younger cousin of Brainstorm’s. [b]Playable[/b] Repeal – A bouncing cantrip for Blue’s tempo game. [b]Playable[/b] Arcane Denial – Hard counters at two mana are few, but solid. [b]Playable[/b] Daze – “Free” spells are usually good. [b]Playable[/b] Deprive – I compare this to Arcane Denial; a hard counter that works well. [b]Playable[/b] Into the Roil – Great bounce card for Blue. [b]Playable[/b] Memory Lapse – A great tempo counter. [b]Playable[/b] Merfolk Looter/Thought Courier – The standard Looter utility creature. [b]Playable[/b] Miscalculation – Mana Leak’s versatile cousin. [b]Playable[/b] Soratami Cloudskater – Looting that can still attack. Turning excess lands in play into cards is also a benefit. [b]Playable[/b] Welkin Tern – Aggressive two power Flyer for two mana. [b]Playable[/b] Withdraw – A two-for-one at two mana most often. [b]Playable[/b] Aether Adept – The second Man-o’-War for Blue. [b]Playable[/b] Cloud Spirit/Rishadan Airship/Skywinder Drake – Very aggressive Flyer. [b]Playable[/b] Dream Cache – Another draw three that is fairly useful. [b]Playable[/b] Encrust – A good way to deal with equipment or a creature. [b]Playable[/b] Headless Skaab – Huge body with small downsides. [b]Playable[/b] Pestermite – Tempo is Blue’s best ally in creatures. [b]Playable[/b] Repulse – Great three mana bounce. [b]Playable[/b] Sea Gate Oracle – A solid creature for control decks. [b]Playable[/b] Spiketail Drakeling – More playable than its hatchling. [b]Playable[/b] Stealer of Secrets – Mimics Ninja of the Deep Hours. [b]Playable[/b] Undo – A board changer for three mana. [b]Playable[/b] Wormfang Drake – Like a Stitched Drake that can be cast earlier. [b]Playable[/b] Fencer Clique/Wayward Soul – A game finisher that is difficult to deal with. [b]Playable[/b] Makeshift Mauler – A nice big creature for Blue. [b]Playable[/b] Mist Raven – A flying Man-o’-War. [b]Playable[/b] Nephalia Seakite/Sentinels of Glen Elendra – An ambusher with a good body. [b]Playable[/b] Ninja of the Deep Hours – When you can sneak him in, he is great. [b]Playable[/b] Ray of Command – Another fine trick in Blue’s arsenal. [b]Playable[/b] Windrider Eel – With just a few lands this can be scary. [b]Playable[/b] Faerie Invaders/Spire Monitor – Easy to cast three power Flyers that can ambush your opponent. [b]Playable[/b] Shoreline Ranger – Solid creature with great upside. [b]Playable[/b]
Borderline Delver of Secrets – It takes a specific deck to reliably flip Delver of Secrets, and then he can be killed. [b]Borderline[/b] Drifter il-Dal – Very aggressive creature if you can afford to spend the mana. [b]Borderline[/b] Gigadrowse – This card as several uses, combined with being difficult to counter. [b]Borderline[/b] Mind Games – For a hefty price you can lock down specific permanents of your opponents. [b]Borderline[/b] Piracy Charm – Blue gets a few ways to kill creatures outright and this has a few bonuses. [b]Borderline[/b] Portent – Ponder’s cousin, who peeks over the fence. [b]Borderline[/b] Power Sink – An interesting counter that can steal a turn from your opponent. [b]Borderline[/b] Serum Visions – Preordain’s older sibling. [b]Borderline[/b] Silent Departure – Unsummon isn’t great, but doing it twice can tilt a game. [b]Borderline[/b] Sleight of Hand – The last of the useful cantrips in Blue. [b]Borderline[/b] Spell Pierce – Offers a lot of the functionality of Force Spike. [b]Borderline[/b] Spindrift Drake – Another two power creature if you can afford the tempo. [b]Borderline[/b] Wind Zendikon – A two power Flyer at the cost of tempo. [b]Borderline[/card] Wingcrafter – When cast on the first turn, this card is incredible. [b]Borderline[/b] Augury Owl – There are a lot of two mana 1/1 Flyers in blue with small upsides. [b]Borderline[/b] Boomerang – Effective bounce for anything. [b]Borderline[/b] Briarberry Cohort – Flying at two mana with two power is good. [b]Borderline[/b] Cloud of Faeries – “Free” creatures are usually good. [b]Borderline[/b] Confound – Saving creatures from removal is common in Pauper. [b]Borderline[/b] Downpour – Multiple uses at a bargain price. [b]Borderline[/b] Cloud Elemental/Scrapskin Drake – Blue has several low cost Flyers at its disposal. [b]Borderline[/b] Dreamscape Artist – This card has a lot of value, but not much of it directly effects the game. [b]Borderline[/b] Echoing Truth – Great for those pesky tokens. [b]Borderline[/b] Eel Umbra – Mostly used to indirectly counter creature removal. [b]Borderline[/b] Essence Scatter/Remove Soul/False Summoning/Preemptive Strike – Narrow counters have few uses in Pauper; these are useful. [b]Borderline[/b] Gossamer Phantasm – Not quite Skulking Ghost, but can be useful. [b]Borderline[/b] Halimar Wavewatch – A nice dual purpose control card. [b]Borderline[/b] Inaction Injunction – A nice tempo card to buy a turn. [b]Borderline[/b] Muddle the Mixture – The counter part is secondary to the Tutoring ability. [b]Borderline[/b] Snap – A “Free” creature-bounce spell. [b]Borderline[/b] Spectral Flight – Not quite Mark of the Vampire, but pretty good for two mana. [b]Borderline[/b] Spellstutter Sprite – Counters with a creature attached. [b]Borderline[/b] Spiketail Hatchling – Keep your opponent on their heels. [b]Borderline[/b] Spreading Seas – The way for Blue to deal with lands. [b]Borderline[/b] Stoneybrook Angler – Blue’s way of getting a tapper. [b]Borderline[/b] Treasure Hunt – A good way to dig to the next spell. [b]Borderline[/b] Volrath’s Curse – Reusable removal for Blue is rare. [b]Borderline[/b] Convolute – Counters at three mana generally aren’t great but this can be splashed. [b]Borderline[/b] Drift of Phantasms – A decent wall that can go find something else if needed. [b]Borderline[/b] Echo Tracer – A delayed Man-o’-War that can start swinging in and still go off. [b]Borderline[/b] Frantic Search – Another “Free” spell, this one cycles through cards. [b]Borderline[/b] Frost Breath – Another card to buy a turn or turn the tide. [b]Borderline[/b] Kathari Screecher – A 2/2 Flyer with an upside. [b]Borderline[/b] Neurok Invisimancer – At three mana, a 2/1 unblockable isn’t stellar, but with other creatures it gets better. [b]Borderline[/b] Oona’s Grace – Another Looting type card for Blue. [b]Borderline[/b] Rhystic Deluge – Depending on how it’s used, you can keep an opponent tapped out of creatures or mana. [b]Borderline[/b] Rhystic Study – Puts your opponent back either way. [b]Borderline[/b] Rushing River – Getting two-for-one in bounce is good. [b]Borderline[/b] Scroll Thief – Small but efficient. [b]Borderline[/b] Shaper Parasite – Expensive, but it is Blue removal. [b]Borderline[/b] Skywing Aven – Comparable to Thalakos Scout. [b]Borderline[/b] Slow Motion – Can constantly tax your opponent. [b]Borderline[/b] Traveler’s Cloak – Cantrips and creates a clock. [b]Borderline[/b] Trinket Mage – Most of the good artifacts can be found with him. [b]Borderline[/b] Amass the Components – Fairly robust card drawing spell. [b]Borderline[/b] Aven Augur – Having and Undo in your back pocket isn’t bad. [b]Borderline[/b] Churning Eddy – A good card to get an extra attack out of your early creatures. [b]Borderline[/b] Crookclaw Transmuter – Ambushing your opponent is a Blue strength. [b]Borderline[/b] Elgaud Shieldmate – A bit slow, but Hexproofing an evasive threat can be a game winner. [b]Borderline[/b] Ghost Ship – Regeneration often doesn’t matter, but is great when you need it. [b]Borderline[/b] Griptide/Repel – Taking a turn and draw step at instant speed. [b]Borderline[/b] Impaler Shrike – Refilling your hand and attacking big. [b]Borderline[/b] Mystic Restraints – Instant speed removal for a moderate cost. [b]Borderline[/b] Primal Plasma – Blue gets Primal Clay versatility. [b]Borderline[/b] Rewind – Pretty good when combined with Flash creatures. [b]Borderline[/b] Sift – Another draw spell with potential. [b]Borderline[/b] Tricks of the Trade – Can make an evasive threat out of anything. [b]Borderline[/b] Chasm Drake – An Flying attacker that can bring a friend. [b]Borderline[/b] Drelnoch – For aggressive Blue decks the upside is excellent. [b]Borderline[/b] Gryff Vanguard – Another aggressive Blue top end attacker. [b]Borderline[/b] Infiltrator il-Kor – Decent finisher that can come down early. [b]Borderline[/b] Mnemonic Wall – Can be useful in the right deck. [b]Borderline[/card] Quicksilver Geyser – A slightly high cost trick for Blue with good potential. [b]Borderline[/b] Sky Ruin Drake – The Flying Fortress of Blue. [b]Borderline[/b] Aethersnipe – Much like Voidweilder, but this card is more versatile. [b]Borderline[/b]
Bomb Rancor – Makes every creature significant. [b]Bomb[/b] Sprout Swarm – With all of Green’s mana, you can build a great army. [b]Bomb[/b]
Staple Arbor Elf – Green has the ability to get to three mana on turn two and a step ahead each turn. [b]Staple[/b] Fyndhorn Elves/Llanowar Elves – The OG accelerator. [b]Staple[/b] Jungle Lion – Great aggressive creature for Green. [b]Staple[/b] Prey Upon – Very fine Green removal. [b]Staple[/b] Utopia Sprawl – Fix your mana and accelerate without risking a creature. [b]Staple[/b] Vines of Vastwood – Make sure your trick goes off. [b]Staple[/b] Wild Growth – Another land accelerant. [b]Staple[/b] Darkthicket Wolf – Great two mana investment creature. [b]Staple[/b] Mire Boa – Great two power creature. [b]Staple[/b] River Boa – Ditto. [b]Staple[/b] Wall of Roots – Best Wall in the game, perfect for Green. [b]Staple[/b] Utopia Vow – Nullify a creature, or even turn. [b]Staple[/b] Arachnus Web – Great removal in Green. [b]Staple[/b] Simian Grunts – Large ambushing creature. [b]Staple[/b] Trusted Forcemage – Very effective three power creature. [b]Staple[/b] Blastoderm – Grade A Premium Beef. [b]Staple[/b] Festerhide Board – Solid creature with incredible potential. [b]Staple[/b] Penumbra Spider – Excellent resilience. [b]Staple[/b] Wickerbough Elder – Effective problem solver. [b]Staple[/b] Sentinel Spider – Perfect combination of Stats and abilities. [b]Staple[/b] Krosan Tusker – Few cards do so much. [b]Staple[/b]
Playable Avacyn’s Pilgrim – Another accelerator that fixes. [b]Playable[/b] Basking Rootwalla – A decent threat with some investment. [b]Playable[/b] Boreal Druid – Colorless accelerator. [b]Playable[/b] Elves of Deep Shadow – Slightly painful accelerating fixer. [b]Playable[/b] Giant Growth – Green wins battles with its creatures, wars with its combat tricks. [b]Playable[/b] Groundswell – The potential upside is huge. [b]Playable[/b] Mutagenic Growth – Free pump spells are good. [b]Playable[/b] Pouncing Jaguar – Another creature to support aggressive Green. [b]Playable[/b] Wild Dogs – A two power for one mana that can cycle. [b]Playable[/b] Acridian – Creatures this big usually cost four. [b]Playable[/b] Ambush Viper – Great removal spell that can attack. [b]Playable[/b] Dawntreader Elk – A two power two mana creature that can “cycle” for a land. [b]Playable[/b] Garruk’s Companion – Solid two mana threat. [b]Playable[/b] Predator’s Strike – Another great combat trick. [b]Playable[/b] Silhana Ledgewalker – Hexproof and Evasion are powerful together. [b]Playable[/b] Thornweald Archer – A two power two mana creature with two upsides. [b]Playable[/b] Werebear – Potential 4/4 for two mana, or accelerator. [b]Playable[/b] Centaur Courser/Nessian Courser – Solid creatures at three mana. [b]Playable[/b] Ferocious Charge – Huge bonus with a great upside. [b]Playable[/b] Grazing Gladehart – While not imposing, the life gain over time is great. [b]Playable[/b] Hungry Spriggan – Vicious on attack. [b]Playable[/b] Nantuko Shaman - Not a bad power-to-mana ratio for drawing a card. [b]Playable[/b] Overgrowth – This card takes you two turns ahead in mana. [b]Playable[/b] Snake Umbra – A decent source of card advantage and protection. [b]Playable[/b] Wildsize – This buff is all upside. [b]Playable[/b] Yavimaya elder – Lots of advantage built in to this card. [b]Playable[/b] Korozda Monitor – A solid creature with benefits. [b]Playable[/b] Mold Shambler – Deal with just about any problem. [b]Playable[/b] Monstrify – Turn excess land into threat potential. [b]Playable[/b] Nantuko Vigilante – Another problem solver. [b]Playable[/b] Ondu Giant – A significant body and a land. [b]Playable[/b] Primal Huntbeast – Solid body and Hexproof. [b]Playable[/b] Tangle Mantis – Bigger body and trample. [b]Playable[/b] Wild Leotau – Huge creature for nominal cost. [b]Playable[/b] Hollowhenge Beast – Giant creature few can contend with. [b]Playable[/b] Rubbleback Rhino – Larger body with Hexproof. [b]Playable[/b] Winding Wurm – Unmatched Stats at five mana. [b]Playable[/b] Havenwood Wurm – An huge ambushing Trampler. [b]Playable[/b] Oakgnarl Warrior – Huge body that plays both sides of the ball. [b]Playable[/b]
Borderline Bequeathal – A decent way to get something out of a fallen creature. [b]Borderline[/b] Hunger of the Howlpack – Morbid can be awkward but the upside is good. [b]Borderline[/b] Hunt Down – Pinpoint assault on an opposing creature. [b]Borderline[/b] Leaf Arrow – Will take down most flyers. [b]Borderline[/b] Vitality Charm – Several tricks packed into one card. [b]Borderline[/b] Young Wolf – Resilient creatures are usually good. [b]Borderline[/b] Ashcoat Bear – Ambush bear. [b]Borderline[/b] Deadly Recluse – The Green Doom Blade. [b]Borderline[/b] Drudge Beetle – Small creature that can help late in the game. [b]Borderline[/b] Earthbrawn – Versatile combat trick. [b]Borderline[/b] Edge of Autumn – Ramping with a backup plan. [b]Borderline[/b] Evolution Charm – Good utility card. [b]Borderline[/b] Fertile Ground – Ramp card that’s usable this turn. [b]Borderline[/b] Gaea’s Touch – Developing your mana quickly. [b]Borderline[/b] Gatecreeper Vine – A reverse Sakura-Tribe Elder. [b]Borderline[/b] Leaf Gilder – Multipurpose two power creature. [b]Borderline[/b] Leeching Bite – A small Consume Strength. [b]Borderline[/b] Lignify – Make your opponents best creature a Wall. [b]Borderline[/b] Moment’s Peace – The premier Fog. [b]Borderline[/b] Multani’s Acolyte – A two power creature that keeps you going. [b]Borderline[/b] Naturalize – Decent Sideboard answer. [b]Borderline[/b] Nature’s Lore/Three Visits – Another Ramp that is useable this turn. [b]Borderline[/b] Nest Invader – A two power creature with expendable burst mana. [b]Borderline[/b] Night Soil – Put dead creatures to work. [b]Borderline[/b] Nightshade Peddler – Can combine with creatures to make incredible threats. [b]Borderline[/b] Nissa’s Chosen – A decent body that may come back on its own. [b]Borderline[/b] Plummet – Green is equipped to deal with Flyers. [b]Borderline[/b] Sakura-Tribe Elder – Rampant Growth stick. [b]Borderline[/b] Symbiosis – Quite a surprise when used. [b]Borderline[/b] Thallid Shell-Dweller – A wall that produces a slow stream of attackers. [b]Borderline[/b] Titanic Growth – Huge bonus for two mana. [b]Borderline[/b] Viridian Emissary – Small upside for a two power two mana creature. [b]Borderline[/b] Wild Mongrel – Has potential but at a high cost. [b]Borderline[/b] Wrap in Vigor – Can break combat open. [b]Borderline[/b] Anurid Barkripper – Potential 4/4 for three mana. [b]Borderline[/b] Borderland Ranger/Civic Wayfinder – Decent bodies with built in mana fixing. [b]Borderline[/b] Brindle Boar – Life gain is pretty good at common. [b]Borderline[/b] Citanul Woodreaders – A blocker and two cards for six mana. [b]Borderline[/b] Crushing Vines – Combines two sideboard cards into one. [b]Borderline[/b] Cultivate/Kodama’s Reach – Decent board development. [b]Borderline[/b] Gift of the Gargantuan – Closest Green gets to Divination. [b]Borderline[/b] Gilt-Leaf Seer – A Crystal Ball on a 2/2 body. [b]Borderline[/b] Gnarled Mass/Trained Armodon – Another 3/3 for three mana. [b]Borderline[/b] Harrow – While sacrificing a land isn’t great, you do get Instant speed and the lands untapped. [b]Borderline[/b] Krosan Avenger – Trample and three power, plus potential regeneration. [b]Borderline[/b] Natural End – A slightly more profitable Naturalize. [b]Borderline[/b] Phantom Tiger - Resilient creature. [b]Borderline[/b] Presence of Gond – Make a token army. [b]Borderline[/b] Rootwalla – Another investment creature. [b]Borderline[/b] Savage Siluette/Trollhide – A decent Aura to make a big creature. [b]Borderline[/b] Spidery Grasp – A versatile combat trick. [b]Borderline[/b] Spore Cloud – A blowout Fog when played correctly. [b]Borderline[/b] Ulvenwald Bear – Potential 4/4 for three mana. [b]Borderline[/b] Ambassador Oak – Two creatures for the price of one. [b]Borderline[/b] Dawn’s Reflection – Another accelerant that puts you two mana ahead. [b]Borderline[/b] Elephant Ambush – Two creatures, one card. [b]Borderline[/b] Gorilla Chieftain/Skyshroud Troll – A solid body that’s hard to kill. [b]Borderline[/b] Kozilek’s Predator – A solid body with burst mana. [b]Borderline[/b] Krosan Vorine – Hunt down your opponents creatures. [b]Borderline[/b] Llanowar Empath – Decent card quality in Green. [b]Borderline[/b] Skyshroud Claim – Get two lands ahead. [b]Borderline[/b] Springing Tiger – Great size in two stages of the game. [b]Borderline[/b] Stalking Tiger – It’s difficult for other colors to beat a 3/3 one-on-one. [b]Borderline[/b] Sudden Strength – Cantrip and buff. [b]Borderline[/b] Wildheart Invoker – Solid power that can help end a game. [b]Borderline[/b] Woodland Sleuth – Not quite Gravedigger, but most creatures in Pauper are quality. [b]Borderline[/b] Giant Dustwasp – A three power Flyer that can come down cheap. [b]Borderline[/b] Gorilla Berserkers – Pseudo-evasion on a Trampler. [b]Borderline[/b] Ronom Hulk – Large creature that stays for a while. [b]Borderline[/b] Silverglade Elemental – Another solid body with a land. [b]Borderline[/b] Sporoloth Ancient – Slowly build your forces. [b]Borderline[/b] Stampeding Rhino – Solid body and Trample. [b]Borderline[/b] Thresher Beast – You can run them out of resources with this card. [b]Borderline[/b] Durkwood Baloth – Large creature that can come down cheap. [b]Borderline[/b] Giant Warthog/Moss Kami – Large bodies with Trample. [b]Borderline[/b] Horncaller’s Chant – Two solid Tramplers in one card. [b]Borderline[/b] Maul Splicer – Horncaller’s limerick. [b]Borderline[/b] Rootbreaker Wurm – Huge body with Trample that is a bit pricy. [b]Borderline[/b] Thunderling Tanadon – Large Trampler that can come down early for a heavy price. [b]Borderline[/b] Yavimaya Wurm – Huge power on a Trampler that is slightly more affordable. [b]Borderline[/b]
Bomb Fireball – Can wreck the board and finish the game. [b]Bomb[/b] Rolling Thunder – Extremely versatile and devastating. [b]Bomb[/b]
Staple Burst Lightning – Great at two stages of the game. [b]Staple[/b] Chain Lightning – Basically another Lightning Bolt. [b]Staple[/b] Firebolt – Solid two-for-one burn. [b]Staple[/b] Goblin Patrol – Very aggressive creature in the color of aggression. [b]Staple[/b] Lightning Bolt – All burn must decide their place behind Lightning Bolt. [b]Staple[/b] Ashmouth Hound – As good a 2/1 that Red can get. [b]Staple[/b] Fireslinger – Can whittle the board how you want. [b]Staple[/b] Incinerate – Almost as good as the original burn spell. [b]Staple[/b] Nightbird’s Clutches – This card wins so many games. [b]Staple[/b] Searing Spear – Incinerate’s cousin. [b]Staple[/b] Torch Fiend – A 2/1 creature that can remove an obstacle. [b]Staple[/b] Arc Lightning – Versatile removal. [b]Staple[/b] Blood Ogre – Such a beating this can be. [b]Staple[/b] Brimstone Volley – Another all upside card. [b]Staple[/b] Splatter Thug – A full on beating. [b]Staple[/b] Staggershock – Value burn. [b]Staple[/b] Bladetusk Boar – Great closer for your game. [b]Staple[/b] Gorehorn Minotaurs – Very scary threat. [b]Staple[/b] Pyrotechnics – So close to a Bomb. [b]Staple[/b]
Playable Disintegrate – A great X spell. [b]Playable[/b] Faithless Looting – Cycling through cards is a potent ability for Red. [b]Playable[/b] Flame Slash – Dealing with four toughness can be tricky. [b]Playable[/b] Kaervek’s Torch – Can catch even the control player off balance. [b]Playable[/b] Lava Dart – Almost always kills two creatures. [b]Playable[/b] Mogg Fanatic – Useful utility creature. [b]Playable[/b] Reckless Charge – Incredible buff for an aggressive deck. [b]Playable[/b] Adder-Staff Boggart – A possible 3/2 on turn two and a peek at your library. [b]Playable[/b] Emberwilde Augur – One way or another, he deals damage to the opponent. [b]Playable[/b] Fire Ambush/Volcanic Hammer – Three damage is still good at Sorcery speed. [b]Playable[/b] Gore-House Chainwalker – Very solid 3/2 creature. [b]Playable[/b] Hearth Kami – Eliminates problems. [b]Playable[/b] Lash Out – Great creature removal that peeks at your library and can sting your opponent. [b]Playable[/b] Plated Geopede – Such high potential. [b]Playable[/b] Searing Blaze – More double duty removal. [b]Playable[/b] Skirk Marauder – Creature removal on a stick. [b]Playable[/b] Sparksmith – Fireslinger number two with extra potential. [b]Playable[/b] Fault Riders – Nearly unbeatable in combat with a land. [b]Playable[/b] Ghitu Slinger – Shock on a stick. [b]Playable[/b] Hanweir Lancer – First Strike is potent in Pauper. [b]Playable[/b] Rift Bolt – Delay blast Lightning Bolt. [b]Playable[/b] Skirk Shaman – With so many smaller creatures, evasion is useful. [b]Playable[/b] Vithian Stinger – Can sneak back in for a damage. [b]Playable[/b] Vulshok Sorcerer – Immediate use once it hits the ground. [b]Playable[/b] Heirs to Stromkirk – Not quite Bladetusk Boar, but close. [b]Playable[/b] Fire Elemental – A large creature in Red with no drawbacks. [b]Playable[/b] Gathan Raiders – Another creature that can be a game buster. [b]Playable[/b] Slash Panther – Large Hasty threat. [b]Playable[/b] Chartooth Cougar – Not a bad fit in any Red deck. [b]Playable[/b] Fireblast – “Free” four damage if you want. [b]Playable[/b]
Borderline Brute Force – While a fine card, Red does better with burn. [b]Borderline[/b] Dynacharge – Great for the alpha strike. [b]Borderline[/b] Electrickery – A small sweeper. [b]Borderline[/b] Flame Jab – Retrace is solid in Pauper, but one damage doesn’t kill everything. [b]Borderline[/b] Forge Devil – A slow two-for-one. [b]Borderline[/b] Frostling – Fairly good at killing utility creatures. [b]Borderline[/b] Geistflame – Decent way to spread out two damage. [b]Borderline[/b] Jackal Familiar – Aggressive buddy-system creature. [b]Borderline[/b] Lava Burst – A decent X spell with a small upside. [b]Borderline[/b] Martyr of Ashes – Red has a decent set of sweepers with complicated costs. [b]Borderline[/b] Rock Slide – Can clear the board of pesky attackers. [b]Borderline[/b] Seal of Fire – Investing in a Shock can give a small advantage. [b]Borderline[/b] Skitter of Lizards – Scalable hasty attacker. [b]Borderline[/b] Blades of Velis Vel – Additional four power on an attack. [b]Borderline[/b] Falter – Can be a swing card in the right circumstance. [b]Borderline[/b] Fire Whip – Make a pinger out of any creature, and not feel a wasted on an Aura. [b]Borderline[/b] Flaming Sword – Decent combat trick that can get a card back out of an Aura. [b]Borderline[/b] Fury Charm – A Sideboard card with an alternate use. [b]Borderline[/b] Goblin Furrier – Nominally a 2/2 for two mana in Red. [b]Borderline[/b] Goblin Shortcutter – Aggressive two power attacker. [b]Borderline[/b] Goblin Skycutter – Two power creature that can take out small Flyers. [b]Borderline[/b] Grotag Seige-Runner – Not many Walls in Pauper, but you won’t like the ones that are there. [b]Borderline[/b] Headlong Rush – First Strike is potent in Pauper. [b]Borderline[/b] Keldon Marauders – A multistage, multidirectional Lava Axe. [b]Borderline[/b] Kruin Striker – For the all in creature deck. [b]Borderline[/b] Mogg Flunkies – Great with their pet jackals. [b]Borderline[/b] Mogg War Marshall – A burst of 1/1 creatures. [b]Borderline[/b] Rustrazor Butcher – With all the two power creatures in Pauper, he can be brutal. [b]Borderline[/b] Sluggishness – Always keep your opponent a blocker down. [b]Borderline[/b] Smash to Smithereens – The best Sideboard artifact removal. [b]Borderline[/b] Soulbright Flamekin – Like an Invoker in that it can give your whole team Trample. [b]Borderline[/b] Stingscrouger – A lot like Goblin Shortcutter. [b]Borderline[/b] Thunder Strike – Bury a creature in combat. You’ve been…Thunderstruck! [b]Borderline[/b] Barbed Lightning – High potential. [b]Borderline[/b] Brothers of Fire – A machine gun with enough mana. [b]Borderline[/b] Crossway Vampire – Another creature to keep the early assault going. [b]Borderline[/b] Ember Beast – Another creature for the Buddy System. [b]Borderline[/b] Erdwal Ripper – Hasty creature that gets more threatening. [b]Borderline[/b] Fervent Cathar – Not particularly big, but still keeps the attack going. [b]Borderline[/b] Flamewave Invoker – Can end the game with mana. [b]Borderline[/b] Goblin War Drums – Push the opponent further with your attacks. [b]Borderline[/b] Keldon Vandals – Usually a sideboard card who works like a Sorcery. [b]Borderline[/b] Lightning Talons – Makes a creature huge and almost unbeatable in combat. [b]Borderline[/b] Lunge – While not Staggershock, it is four damage for three mana. [b]Borderline[/b] Manic Vandal – Not great Stats, but good at solving problems. [b]Borderline[/b] Molten Rain – Best Land removal in Red. [b]Borderline[/b] Puncture Blast – Can remove Regenerators and neuter large creatures. [b]Borderline[/b] Rally the Forces – Useful combat trick for large assaults. [b]Borderline[/b] Riot Ringleader – A small bonus for any other Humans you attack with. [b]Borderline[/b] Ronin Houndmaster – Hasty creature with a small upside. [b]Borderline[/b] Seething Song – Like Dark Ritual, you net two mana. [b]Borderline[/b] Slaughter Cry – A great combat trick. [b]Borderline[/b] Soul’s Fire – Like a one sided Prey Upon. [b]Borderline[/b] Suq’Ata Lancer – Another Hasty aggressor. [b]Borderline[/b] Thunderclap – “Free” spells are generally good. [b]Borderline[/b] Unforge – For Pauper, half of the artifacts are equipment. [b]Borderline[/b] Viashino Outrider – Big power for low cost. [b]Borderline[/b] Aftershock – For those cards you just have to blow up. [b]Borderline[/b] Cackling Flames – Another great game finisher. [b]Borderline[/b] Chandra’s Outrage – Punishing card for burning away a creature. [b]Borderline[/b] Flamecore Elemental – Huge creature. [b]Borderline[/b] Highland Giant – Decent Stats for Red. [b]Borderline[/b] Lightning Blast – One damage per mana. [b]Borderline[/b] Magma Burst – Having to split the targets reduces the awesomeness quite a bit. [b]Borderline[/b] Mogg Bombers – He is big enough to swing in and at least hits once. [b]Borderline[/b] Raging Minotaur/Talruum Minotaur – Nice Hasty attackers. [b]Borderline[/b] Rukh Egg – An interesting card. [b]Borderline[/b] Ruthless Invasion – A great tool in the right circumstance. [b]Borderline[/b] Traitorous Instinct – Great for the all in aggressive deck. [b]Borderline[/b] Viashino Fangtail – A nice solid body that can get through stalls. [b]Borderline[/b] Chandra’s Fury – Decent spell to punch your opponent. [b]Borderline[/b] Emrakul’s Hatcher – Can fill the board up for Red’s all out attack spells. [b]Borderline[/b] Flowstone Crusher – Can get in for serious damage. [b]Borderline[/b] Gerrard’s Irregulars – Trample and Haste is good for Red. [b]Borderline[/b] Lava Storm – High cost, but can wreck an opponent’s board. [b]Borderline[/b] Pitchburn Devils – Eager to go down swinging. [b]Borderline[/b] Talruum Champion – Interesting creature in combat. [b]Borderline[/b] Turn to Slag – Can kill just about anything and take its pretty stuff. [b]Borderline[/b] Explosive Impact – Instant speed is the bonus. [b]Borderline[/b] Macetail Hystrodon – Another Hasty big guy that wins most combats. [b]Borderline[/b] Tenement Crasher – Nice Hasty creature to swing a game. [b]Borderline[/b]
Staple Gideon’s Lawkeeper/Goldmeadow Harrier – White makes great use of tapping. [b]Staple[/b] Sunlance – Generally kills what you need it to. [b]Staple[/b] Journey to Nowhere – White premium removal. [b]Staple[/b] Knight of Cliffhaven – All upside investment creature. [b]Staple[/b] Kor Skyfisher – The “drawback” can often be made a benefit. [b]Staple[/b] Pacifism – Simple and effective. [b]Staple[/b] Stormfront Pegasus – Effective two power attacker. [b]Staple[/b] Temporal Isolation – Instant speed removal for White. [b]Staple[/b] Arrest – Can do more than pacify. [b]Staple[/b] Aven Riftwatcher – Very effective creature. [b]Staple[/b] Ballynock Cohort – A beating most of the time. [b]Staple[/b] Blinding Beam – Lots of game tilting power in this card. [b]Staple[/b] Kor Hookmaster – Keep the attacker role. [b]Staple[/b] Oblivion Ring – Remove any problem. [b]Staple[/b] Porcelain Legionnaire – Absolute beating. [b]Staple[/b] Coalition Honor Guard – Provides such a tilt to the game, and just about ruins burn. [b]Staple[/b] Faith’s Fetters – Remove absolutely any problem. [b]Staple[/b] Seraph of Dawn – Can take over a game quickly. [b]Staple[/b] Totem-Guide Hartebeest – About every good removal spell in White is an Aura. [b]Staple[/b] Noble Templar – Another six cost creature worth every mana. [b]Staple[/b]
Playable Deftblade Elite – A way to lockdown the opponent’s best blocker. [b]Playable[/b] Hyena Umbra – A nice boost to an early attacker. [b]Playable[/b] Icatian Javelineers – Like Mogg Fanatic, but different. [b]Playable[/b] Mana Tithe – Can catch your opponent off guard. [b]Playable[/b] Steppe Lynx – A pure aggressive creature. [b]Playable[/b] Swift Justice – A stacked combat trick. [b]Playable[/b] Azorius Arrester – Not quite Kor Hookmaster, but close. [b]Playable[/b] Blade of the Sixth Pride – Great attacking power. [b]Playable[/b] Bonds of Faith – This card has some subtle versatilities with other creatures. [b]Playable[/b] Cho-Manno’s Blessing – Instant speed protection. [b]Playable[/b] Guided Strike – Another stacked combat trick. [b]Playable[/b] Kor Line-Slinger – There aren’t many cards this won’t tap. [b]Playable[/b] Leonin Skyhunter – Once an uncommon, always good. [b]Playable[/b] Lone Missionary – A way to win the combat race. [b]Playable[/b] Loyal Cathar – Resilient creature with decent Stats. [b]Playable[/b] Puncturing Light – Will kill a lot of creatures in Pauper. [b]Playable[/b] Shelter – Versatile card that cantrips. [b]Playable[/b] Soltari Trooper – Evasive attacker. [b]Playable[/b] Squall Drifter – A tapper with evasion. [b]Playable[/b] Temple Acolyte – A two mana creature that can tilt a game. [b]Playable[/b] Veteran Armorer – Another two mana creature that has a wide effect on the board. [b]Playable[/b] Youthful Knight – First Strike is potent. [b]Playable[/b] Zealous Strike – Big combat trick. [b]Playable[/b] Benalish Knight – First Strike ambush. [b]Playable[/b] Burrenton Bombardier – Multiuse creature with evasion. [b]Playable[/b] Cage of Hands – Reusable Pacifism. [b]Playable[/b] Chapel Geist/Sunspire Griffin – Big stats for three mana. [b]Playable[/b] Embolden – Very big surprise. [b]Playable[/b] Fortify – A large swing in combat. [b]Playable[/b] Hobble – Narrow, but effective two for one. [b]Playable[/b] Kitsune Blademaster – A stud in combat. [b]Playable[/b] Kor Chant – Pretty ridiculous turnabout. [b]Playable[/b] Kor Sanctifiers – Best problem solving creature in White. [b]Playable[/b] Prismatic Strands – A nice one way Fog. [b]Playable[/b] Recumbent Bliss – Small upside to Pacifism. [b]Playable[/b] Soltari Visionary – Versatile problem solver. [b]Playable[/b] Troubled Healer – Very good at making damage lopsided. [b]Playable[/b] Heavy Ballista – Very difficult for creatures to attack through. [b]Playable[/b]
Borderline Akrasan Squire – A decent one drop to start the attack. [b]Borderline[/b] Caravan Escort – An investment creature that is well cost. [b]Borderline[/b] Doomed Traveler – Resilient creature that has a bonus when he dies. [b]Borderline[/b] Ethereal Armor – The synergy of this card makes it almost playable. [b]Borderline[/b] Infantry Veteran – Another utility one drop to improve combat. [b]Borderline[/b] Kirtar’s Desire – One mana removal that has a late game upside. [b]Borderline[/b] Martyr of Sands – Probably the best straight life gain card in Pauper. [b]Borderline[/b] Mosquito Guard – Not fantastic, but has other uses. [b]Borderline[/b] Smite – Only slightly better than a combat trick. [b]Borderline[/b] Soltari Foot Soldier – A 1/1 unblockable can be useful. [b]Borderline[/b] Stand Firm – The ability to Scry makes this a card. [b]Borderline[/b] Ajani Sunstriker – A decent 2/2 creature. [b]Borderline[/b] Angelic Wall – A big stop sign. [b]Borderline[/b] Apostle’s Blessing – A slightly better Stave Off. [b]Borderline[/b] Avacynian Priest – Decent tapper for two color decks. [b]Borderline[/b] Benalish Cavalry – White has a lot of 2/2 creatures with small abilities. [b]Borderline[/b] Brilliant Halo – It’s no Rancor, but it can be significant. [b]Borderline[/b] Carom – Small combat trick or weenie killer. [b]Borderline[/b] Concordia Pegasus – Upsides to players needing to get to the middle game. [b]Borderline[/b] Dawn Charm – A decent collection of minor effects. [b]Borderline[/b] Disenchant – Premium Sideboard card. [b]Borderline[/b] Fledgling Griffin – Conditional evasion on a 2/2. [b]Borderline[/b] Kami of Ancient Law/Keening Apparition/Ronom Unicorn – Decent attackers that solve problems. [b]Borderline[/b] Order of the Golden Cricket – A possible evasive 2/2. [b]Borderline[/b] Phantom Nomad – Resilient creature. [b]Borderline[/b] Skillful Lunge – A less zealous strike. [b]Borderline[/b] Soul Parry – An interesting trick with a few uses. [b]Borderline[/b] Spare from Evil – Almost a Falter in White. [b]Borderline[/b] Wall of Glare – This Wall has mad blocking skills. [b]Borderline[/b] Whitemane Lion – Ambush lion with small tricks built in. [b]Borderline[/b] Amrou Seekers – “Fear” on a 2/2 creature in White. [b]Borderline[/b] Apex Hawks – Scalable Flyer. [b]Borderline[/b] Attended Knight – Two creatures, one card. [b]Borderline[/b] Cessation – Turn creatures into chumps, over and over. [b]Borderline[/b] Combat Medic – With enough mana, you can nullify a lot. [b]Borderline[/b] Dawnglare Invoker – With eight mana, you can lock your opponent out. [b]Borderline[/b] Empyrial Armor – With patience, you can make a creature huge. [b]Borderline[/b] Floating Shield – Interesting multiuse Aura. [b]Borderline[/b] Icatian Crier – Create a token army with excess land. [b]Borderline[/b] Kabuto Moth – Play with combat math. [b]Borderline[/b] Kemba’s Skyguard – Small game tilt effect. [b]Borderline[/b] Knight of Valor – Interesting ability on a Flanker. [b]Borderline[/b] Marshaling Cry – Small effect that’s there when you need it. [b]Borderline[/b] Niblis of Mist – Not as savvy as Pestermite, but not bad. [b]Borderline[/b] Nightguard Patrol – Not a bad stack of abilities. [b]Borderline[/b] Opal Champion – Pretty good when he changes. [b]Borderline[/b] Pegasus Charger/Voiceless Spirit – Decent aggressor. [b]Borderline[/b] Pentarch Ward – A protective Aura that replaces itself. [b]Borderline[/b] Rebuke – Narrow answer at Instant speed. [b]Borderline[/b] Repel the Darkness – Decent tempo swing. [b]Borderline[/b] Safe Passage – Similar to Fortify, but with no offense. [b]Borderline[/b] Shackles – A reusable Paralyzing Grasp if you really need one. [b]Borderline[/b] Shu Cavalry – Not great, but being unblockable is nice. [b]Borderline[/b] Soltari Lancer – Aggressive Shadow creature with a useless perk. [b]Borderline[/b] Veteran Swordsmith – Small upside to an aggressive creature. [b]Borderline[/b] Village Bell-Ringer – White has many defensive tricks. [b]Borderline[/b] Zealous Inquisitor – Kind of an interesting way to attack. [b]Borderline[/b] Assault Griffin – Aggressive Flying power. [b]Borderline[/b] Battlewise Aven – Average four mana Flyer with a late game upside. [b]Borderline[/b] Breath of Life/False Defeat – Zombify is White in Pauper. [b]Borderline[/b] Cloud Crusader/Skyhunter Patrol – Good set of Stats and abilities. [b]Borderline[/b] Flickering Spirit – Interesting 2/2 Flyer that can almost never die. [b]Borderline[/b] Griffin Protector – A beating with a steady flow of creatures. [b]Borderline[/b] Kinsbaile Balloonist – Offers a helping hand to attackers. [b]Borderline[/b] Makindi Griffin – Reliable Flyer. [b]Borderline[/b] Moorish Cavalry – Rare Trampler in White Pauper. [b]Borderline[/b] Sanctum Gargoyle – Interesting card with the right artifacts. [b]Borderline[/b] Spirit En-Kor – Almost unbeatable in combat as long as there is help. [b]Borderline[/b] Castle Raptors – Very large on defense. [b]Borderline[/b] Knightly Valor – Decent Aura makes a threat and a chump. [b]Borderline[/b] Peregrine Griffin – Large body and aggressive abilities. [b]Borderline[/b] Plover Knights – Big and aggressive but not enough body. [b]Borderline[/b] Second Thoughts – Two for one at Instant speed. [b]Borderline[/b] Daru Lancer – Can be brought down early. [b]Borderline[/b] Voice of the Provinces – Hard to ignore two creatures for one card, even if one of them is just a 1/1. [b]Borderline[/b]
Playable Azorius First-Wing – Nice 2/2 Flyer that is immune to most White removal. Playable Deft Duelist – Decent attacker. Playable Silkbind Faerie – Intriguing way to occupy two attackers and attack yourself. Playable Silver Drake – With Blue and White’s repertoire of ETB effects, this has a lot of synergy. Playable
Borderline Beckon Apparition – Like Vile Rebirth except any card but smaller. Borderline Harvest Gwyllion – Large creature that is difficult to attack into. Borderline Mourning Thrull – Like a Vault Skirge for both colors. Borderline Unmake – Harder to cast and three mana removal. Borderline Vectis Dominator – Interesting way to put the opponent between a rock and a hard place. Borderline
Bomb Armadillo Cloak – One of the few Bombs in Multicolor, it is a must answer card. Bomb
Staple Qasali Pridemage – A problem solver with good Stats and a small bonus. Staple Travel Preparations – Steady growth for your creatures. Staple
Playable Pale Recluse – Covers a lot of the basics for a six mana creature. Playable Thrill of the Hunt – Instant speed makes this a much more beneficial card. Playable Centaur Healer – Power to mana ratio is correct with a good bonus. Playable Sigil Blessing – Extremely one sided boost. Playable
Borderline Steel Leaf Paladin – Not quite as good as other bouncing creatures. Borderline Knight of the Skyward Eye – A little more investment for a little more size. Borderline Rune-Cervin Rider – Like a Shade for White. Borderline Safehold Elite – Resilient creature becomes a chump. Borderline Seeds of Strength – A nice way to spread out some bonuses. Borderline Steward of Valeron – Acceleration that can attack. Borderline Sundering Growth – From a Cube building perspective, this could replace two Sideboard cards. Borderline
Bomb
Staple
Playable Agony Warp – Often a two for one. Playable Consult the Necrosages – What you need when you need it. Playable Dimir Infiltrator – Evasion or whatever two mana card in your library you need. Playable Recoil – Decent set of effects. Playable Soul Manipulation – Narrow but effective. Playable
Playable Izzet Chronarch – May seem weak until you realize how good Red and Blue spells are. Playable Jilt – Four mana can remove two creatures. Playable Frostburn Weird – Serves two purposes in Control decks. Playable Noggle Bandit – Generally an unblockable attacker. Playable Razorfin Hunter – The second Fireslinger. Playable
Borderline Steamcore Weird – Worst Shock on a stick is still a Shock on a stick. Borderline Torch Drake – Aggressive Flyer to be had. Borderline Chemister’s Trick – Weird card that can have interesting effects. Borderline Goblin Electromancer – Pauper decks are mostly creatures, but this could be useful in the right deck. Borderline Quicksilver Dagger – If you can keep it active it is very good. Borderline
Bomb
Staple Assault Zeppelid – Big aerial assault for four mana. Staple
Borderline Agonizing Demise – Powerful but Black Red is stacked. Borderline Auger Spree – A way to deal with bigger threats. Borderline Kathari Bomber – Intriguing army builder. Borderline Lava Zombie – A decent Firebreather. Borderline Plague Spores – Big mana cost for a big effect. Borderline
Bomb
Staple Consume Strength – Combat trick that is usually a two for one. Staple
Playable Kird Ape – A turn two 2/3 is great for one mana. Playable Wild Hunger – Nice boost and Trample. Playable Branching Bolt – Can be a two for one. Playable Horned Kavu – Rarely is this a drawback. Playable Scuzzback Mauraders – Trample and Persist together is pretty good. Playable
Borderline Foxfire Oak – Huge Firebreather. Borderline Tin Street Hooligan - A nice problem solver. Borderline Colossal Might – Big combat trick. Borderline Gorger Wurm – Power to mana ratio is great. Borderline Morsel Hoarder – Puts you ahead two mana with a huge body. Borderline Rhox Brute – A 4/4 for four mana. Borderline Scab-Clan Mauler – A 3/3 with Trample on turn two or three is very scary. Borderline
Staple Flayer Husk – A creature and a bonus. Staple The Signets - Fixing and acceleration for everyone. Staple Serrated Arrows – Very good at staunching an opponent’s offense. Staple Ulamog’s Crusher – Huge and must be dealt with or the game is over. Staple
Playable Haunted Fengraf – In a well built deck, all your creatures should be good enough to come back. Playable Rupture Spire/Transguild Promenade – “Casting” a land isn’t fun, but it is great for fixing. Playable The Panoramas – Fetches that can tap the turn they come down. Playable Onslaught Cyclers – Sometimes you’d rather have a different card. Playable
Borderline Halimar Depths – I’m not sure I would pay U for a weak Index. Borderline Kabira Crossroads – Combined with the Bouncelands, you can get a lot of mileage out of it. Borderline Quicksand – It’s tough to give up a land to kill a small creature. Borderline Sejiri Steppe – To sneak in that last swing. Borderline Soaring Seacliff – Ditto. Borderline Teetering Peaks – Small boost for aggressive decks. Borderline Turntimber Grove – Smaller boost. Borderline The Borderposts – With the advent of the Guildgates, I think these have fallen out of favor. Borderline Urza’s Cyclers – If you really want less land in your cube. Borderline Depleters – Burst mana in Land form. Borderline
Bomb
Staple Exile – White – Solid creature removal. Staple
Playable Aeolipile – Colorless – Damage that threatens the table. Playable Foul Spirit – Black – Good Stats for a three power Black Flyer. Playable Armored Griffin – White – Solid Stats and excellent abilities. Playable Phantom Monster – Blue – Solid Flying creature. Playable Primal Clay – Colorless – Versatile creature. Playable Brilliant Plan – Blue – Great refill spell. Playable Ironhoof Ox – Green – Not many creatures can take on a 4/4 one on one. Playable
Borderline Death Spark – Red – Not quite as good as Lava Dart or as reliable as Flame Jab, but it is an Instant. Borderline Goblin Firestarter – Red – Not Mogg Fanatic number two, but not bad. Borderline Fellwar Stone – Colorless – Decent mana excel that can fix occasionally. Borderline Telekinesis – Blue – Put a creature on hold for a while. Borderline Phantasmal Forces – Blue – Big power and Flying. Borderline Roots – Green – Narrow answer to ground threats. Borderline Shu General – White – Unblockable and can block. Borderline Hyalopterous Lemure – Black – Easy to cast big threat that can Fly if needed. Borderline Shu Elite Companions – White – Unblockable 3/3 creature. Borderline Wei Elite Companions – Black – Ditto. Borderline Ebony Rhino – Colorless – Big Trampling creature. Borderline
Hoojo - Thanks again for posting up your lists of Pauper cards. This is an amazing project that I think will be referred back to by the community and particularly by new folks getting into Pauper cubes.
I'd like to help out if I can with some comments on these rankings starting with the list of black cards; hopefully these comments are helpful:
Vendetta - The loss of life can a significant issue. This should probably be downgraded to Playable.
Undertaker - is Playable, but not a Staple. Yes it is Tortured Existence with a body, but it isn't a particularly relevant threat.
Phyrexian Rager - This card is good, but seems just Playable IMHO.
Lose Hope - Borderline at best b/c it is outclassed by so many other removal spells with a CMC of 1.
Ashes to Ashes should be a Staple - granted it costs 5 life as well (going against my argument for Vendetta), but the blowout potential of this card is huge.
Crippling Fatigue - This should also be a staple, given the potential of a two for one.
Tortured Existence should be bumped up to Playable. Digging up your best creature late game in exchange for some awful 1 or 2 drop is incredible. It is Pauper's rough equivalent to Survival of the Fittest.
Tragic Slip should be either Playable or Staple - it isn't hard to have this be a -13/-13 for B.
Vault Skirge and Pith Driller are both better than Borderline b/c of the flexibility of Phyrexian mana. These should be Playable.
I don't think Pull Under should be on this list at all; it is too over-costed.
I plan on trying to go through the others over time, but wanted to start with this to see if it could stir up some discussion.
Thank you for your input. I'll go over my reasoning. Vendetta - On average, Snuff Out costs more life per creature killed, and the difference between zero and one mana is only relevant in the early game. Undertaker - This card is far and away better than Tortured Existence. Being able to discard lands away for creatures is game-changing. Phyrexian Rager - It seems weird calling him a Staple, but I wouldn't build a cube without him. Lose Hope - I thought this card was Borderline until Al_Z_Heimer compared it to Fume Spitter. Ashes to Ashes - Five life is a lot, so much that sometimes you can't cast this spell. Crippling Fatigue - I could see this being a Staple. I'd like to see more input though, as my experience with it is what brought it to Playable. Okiba-Gang Shinobi - Its true he is backbreaking when he gets in. Hard-casting him is such a drag though, thus I put him at Playable. Tortured Existence - Its never made the final cut for me in a deck. There are usually no more than one or two creatures I'd be willing to bin with it, and that just isn't worth the card. Tragic Slip - Even though -1/-1 will kill a lot of creatures, I like removal that I can guarantee its effect. Vault Skirge - I like this guy, but I'm not oversold on him. The difference in one mana or two mana isn't very huge once you reach five mana. Lifelink is good, but is a 1/1 Flyer a game winner? Pith Driller - A 2/4 creature for four is unplayable. The -1/-1 has potential, but he's not shaking up the board. Pull Under - I can agree with this, though Borderline cards won't be played most of the time. It is an Instant which is what caught my eye. Innocent Blood - What does this kill that Diabolic Edict, Cruel Edict, Imperial Edict, and Geth's Verdict do not? Sorcery speed and my one creature isn't worth shaving one mana. Sangrophage - Carnophage, in a perfect world, deals twenty to your opponent and ten to you. This guy deals twenty-one to your opponent and fourteen to you. A 3/3 is strong, but the math doesn't add up. Ravenous Rats - Bouncing tricks aside, you really need multiples of this guy to make him more than a mild fart in your opponents game. Liliana's Specter and Shrieking Grotesque Fly and have two power.
I am open to adjustments based on input. Please don't hesitate.
I like it! One aside though (to play Devils Advocate) though many of these cards are listed at certain levels doesn't not warrant inclusion into ones cube.
For instance though I totally agree that Brainstorm is a staple in the constructed formats that allow it, but since my cube has very few shuffle effects its value is diminished.
Drawing three then putting two back to the library can be...discouraging if all you see is land land spell. As such it IS NOT included in my cube. I do have both Ponder and Preordain though.
Thank you for your input. I'll go over my reasoning. Vendetta - On average, Snuff Out costs more life per creature killed, and the difference between zero and one mana is only relevant in the early game.
I'd argue that it is relevant at all phases of the game since you can safely tap out with Snuff Out in your hand. Plus, if you can't afford to lose the life, you can pay Snuff Out's mana cost, but this is not a luxury available to you if you're playing Vendetta.
Lose Hope - I thought this card was Borderline until Al_Z_Heimer compared it to Fume Spitter.
I'm not sure I agree with the comparison, since Fume Spitter at least provides a body if you don't need removal and it's removal permanently puts a -1/-1 counter on something, so it is useful against more than X/1s (though recognizing that Lose Hope is a nice combat trick). IMHO, Fume Spitter and Tragic Slip are a tier above Lose Hope.
Ashes to Ashes - Five life is a lot, so much that sometimes you can't cast this spell.
Pestilence has this problem too, but it is still a bomb. Ashes to Ashes can be a dead card sometimes, but when its good, its REALLY good. I've won quite a few games with a well timed Ashes to Ashes.
Tortured Existence - Its never made the final cut for me in a deck. There are usually no more than one or two creatures I'd be willing to bin with it, and that just isn't worth the card.
There's certain creatures you just want to keep getting back over and over again, like Mulldrifter, Gravedigger, and Aven Riftwatcher. In some decks, it is bad. But the late game potential is incredible. I agree that it is a very difficult card to play correctly and to build around, so on second thought your rating might be right on this.
Tragic Slip - Even though -1/-1 will kill a lot of creatures, I like removal that I can guarantee its effect.
My point here is that the -13/-13 isn't hard to get activated. I think this should probably switch places with Lose Hope, as I'd much rather have this card in my deck than the other.
Vault Skirge - I like this guy, but I'm not oversold on him. The difference in one mana or two mana isn't very huge once you reach five mana. Lifelink is good, but is a 1/1 Flyer a game winner?
But it is a big deal when you open the game with him in your hand. Vault Skirge holds equipment like a boss and becomes scary; this is what makes him good.
Innocent Blood - What does this kill that Diabolic Edict, Cruel Edict, Imperial Edict, and Geth's Verdict do not? Sorcery speed and my one creature isn't worth shaving one mana.
One mana less is huge - it lets you have removal online right away (important if you're going second) or allows you to clear an opponent's threat and then follow up with one of your own. I think it is borderline, but certainly worthy of consideration.
Sangrophage - Carnophage, in a perfect world, deals twenty to your opponent and ten to you. This guy deals twenty-one to your opponent and fourteen to you. A 3/3 is strong, but the math doesn't add up.
Agree that he's much worse, but still worthy of consideration for all-in suicide aggro builds.
Ravenous Rats - Bouncing tricks aside, you really need multiples of this guy to make him more than a mild fart in your opponents game. Liliana's Specter and Shrieking Grotesque Fly and have two power.
Perhaps the rats are too much of a pet card of mine, but I thought it was worth pointing out for consideration.
I'd argue that it is relevant at all phases of the game since you can safely tap out with Snuff Out in your hand. Plus, if you can't afford to lose the life, you can pay Snuff Out's mana cost, but this is not a luxury available to you if you're playing Vendetta.
I'm not sure I agree with the comparison, since Fume Spitter at least provides a body if you don't need removal and it's removal permanently puts a -1/-1 counter on something, so it is useful against more than X/1s (though recognizing that Lose Hope is a nice combat trick). IMHO, Fume Spitter and Tragic Slip are a tier above Lose Hope.
If anything, perhaps Tragic Slip should be moved up.
Pestilence has this problem too, but it is still a bomb. Ashes to Ashes can be a dead card sometimes, but when its good, its REALLY good. I've won quite a few games with a well timed Ashes to Ashes.
My point here is that the -13/-13 isn't hard to get activated. I think this should probably switch places with Lose Hope, as I'd much rather have this card in my deck than the other.
But it is a big deal when you open the game with him in your hand. Vault Skirge holds equipment like a boss and becomes scary; this is what makes him good.
Needing equipment to be scary though makes him more conditional. Standing on his own he's not as much of a threat.
It may not be amazing, but the fact that it is essentially colorless removal is what makes it shine. It's definitely better than unplayable!
If he was just a 2/4 for four he would be Unplayable, but since he has an upside that makes him Borderline. Also, he isn't colorless removal, he's still a Black card.
One mana less is huge - it lets you have removal online right away (important if you're going second) or allows you to clear an opponent's threat and then follow up with one of your own. I think it is borderline, but certainly worthy of consideration.
I like it! One aside though (to play Devils Advocate) though many of these cards are listed at certain levels doesn't not warrant inclusion into ones cube.
For instance though I totally agree that Brainstorm is a staple in the constructed formats that allow it, but since my cube has very few shuffle effects its value is diminished.
Drawing three then putting two back to the library can be...discouraging if all you see is land land spell. As such it IS NOT included in my cube. I do have both Ponder and Preordain though.
I still think Brainstorm is good enough to play without fetches. Information and access to additional cards goes a lot way.
Thank you for the input, I very much appreciate the discussion. Any changes I will make on a weekly basis, as to give enough time for others to put their points in one way or the other.
It may be a bit premature, but these are the cards that stand out.
Gatecrash review:
White: Aerial Manuver - Not as good as other First Strike tricks, but Flying is handy. Borderline Daring Skyjek - Another Blade of the Sixth Pride but with an upside!? Staple Syndic of Tithes - Extort is a decent ability. Too bad there weren't more playable commons. Borderline
Blue: Hands of Binding - With all the evasive creatures Blue has, Cipher can be effective, though this is one of the weaker cards. Borderline
Red: Madcap Skills - A good Aura for Red. Playable Skinbrand Goblin - A good creature with a decent late game ability. Playable Warmind Infantry - Decent stats with a good ability. Borderline
Green: Crocanura - Evolve is my favorite mechanic from the new set, and I think this card does it well. Playable Ivy Lane Denizen - The ability to grow ANY creature is very nice. Borderline Slaughterhorn - A good implementation of Bloodrush in Green. Borderline
It is sad that Prey Upon is a "staple" but Pit Fight "playable". Certainly compared to the Gruul cards you wouldn't want to play it but, it will never ever be played in a red deck. It's a monogreen card, and a staple one at that.
This. I play it in my green section. It's strictly worse than burn in every way and red doesn't have the big behinds to make it very effective. It is 100% a green card in application.
This is excellent - I could have had great use for it when I started building my pauper cube. It's interesting to see the master's edition cards that people may be missing out on - I haven't even heard of some of them. Isn't Wild Nacatl more than playable? I remember seeing it in practically every list.
As I've since moved to peasant for my cubing needs, this list doesn't quite work for me, though it is still very interesting. I would absolutely adore anyone who made such a comprehensive list for that format.
One nitpick - are the bolded 'staple', 'playable', & 'borderline' items really necessary when they're all grouped into those categories already?
This is excellent - I could have had great use for it when I started building my pauper cube. It's interesting to see the master's edition cards that people may be missing out on - I haven't even heard of some of them. Isn't Wild Nacatl more than playable? I remember seeing it in practically every list.
The issue with Wild Nacatl is without dual lands, he isn't a turn one 2/2, or a turn two 3/3. He is just undercosted in the late game, when a 3/3 with no abilities isn't spectacular.
As I've since moved to peasant for my cubing needs, this list doesn't quite work for me, though it is still very interesting. I would absolutely adore anyone who made such a comprehensive list for that format.
I'm considering doing something for it, but I don't have enough experience in Peasant to really nail it down.
One nitpick - are the bolded 'staple', 'playable', & 'borderline' items really necessary when they're all grouped into those categories already?
As the list gets longer it may be better able to see what cards are what.
There are some cards that I'm keeping on my radar: Midnight Recovery, Frilled Oculus, and Keymaster Rogue. They seem like they could be very strong, but I'm not sure how much outside of their environment. I particularly like Midnight Recovery, but since you have to have a creature to get more than one use it made it fall down the ranks compared to the abundance of other "Disentomb" effects.
On Pit Fight, I do see it as a Staple Green card, but Playable Gruul card. I realize its a terrible Red card, but until Pauper philosophy shifts, I wanted to list it in the Gruul section.
He isn't a 2/2 for one mana, technically, because you have to have two specific lands in play. In an aggressive Pauper draft deck, he is a turn one 1/1, possibly a turn two 2/2. He is playable because of the discount, but really no more than that.
Are three color decks very common in pauper? Well, three color decks that would want a one drop beater. If so I could see, say, Jund decks having to keep forest, swamp, ramp spell, nactl, stuff and being more upset.
If 2 color aggro decks are the norm, I wouldn't even entertain the thought of needing your second color of mana as being a problem.
Are three color decks very common in pauper? Well, three color decks that would want a one drop beater. If so I could see, say, Jund decks having to keep forest, swamp, ramp spell, nactl, stuff and being more upset.
If 2 color aggro decks are the norm, I wouldn't even entertain the thought of needing your second color of mana as being a problem.
You would if your opening play was turn one Wild Nacatl.
And my turn two play is going to include either a mountain or a plains.
Would you mind doing me a courtesy and filling me in on the scarcity (or lack thereof) of 3 color decks in pauper? My knowledge of the format is incomplete.
EDIT: It appears as though you misinterpreted my last line there. I wouldn't consider it a problem because in a two color deck, getting one land of each color in your opening 7 in a two color aggressive deck is pretty much a given. If we are bringing up hands that are forest, forest, forest, nactl, stuff (with no turn 2 fixers), then the problem isn't nactl, it's the lack of a mulligan.
It may be a bit premature, but these are the cards that stand out.
Gatecrash review:
White: Aerial Manuver - Not as good as other First Strike tricks, but Flying is handy. Borderline Daring Skyjek - Another Blade of the Sixth Pride but with an upside!? Staple Syndic of Tithes - Extort is a decent ability. Too bad there weren't more playable commons. Borderline
Blue: Hands of Binding - With all the evasive creatures Blue has, Cipher can be effective, though this is one of the weaker cards. Borderline
Red: Madcap Skills - A good Aura for Red. Playable Skinbrand Goblin - A good creature with a decent late game ability. Playable Warmind Infantry - Decent stats with a good ability. Borderline
Green: Crocanura - Evolve is my favorite mechanic from the new set, and I think this card does it well. Playable Ivy Lane Denizen - The ability to grow ANY creature is very nice. Borderline Slaughterhorn - A good implementation of Bloodrush in Green. Borderline
Scyndic of Tithes is getting vastly underrated here. It's easily stronger than shambleshark, and easily deserves a playable rating. Basilica Screecher is also very playable, and definitely better than the black denizen. Extort on a cheap creature can totally change a game, and the ability doesn't cost much on top of what you'd pay for these bodies.
My issue with Extort is judging, outside of its current limited environment, if making all my spells cost one more worth the effect in the end. I can see some potential when everything is rolling, but I can also see issues when you can't pay.
[b]Bombs[/b]: Most powerful cards in Pauper
[b]Staple[/b]: You Cube these cards with your Bombs before any others.
[b]Playable[/b]: The best cards to fill out your Cube.
[b]Borderline[/b]: The least powerful cards you should consider for Cube.
Anything else is unplayable.
Bomb:
Disturbed Burial – This card takes over games. [b]Bomb[/b]
Evincar’s Justice – Black has Wrath of God in Pauper. [b]Bomb[/b]
Pestilence – Absolute control of the field is what this card offers. [b]Bomb[/b]
Staple:
Carnophage – Classic 2/2 for B that sets the bar for aggressive Black cards. [B]Staple[/B]
Duress – A versatile answer to many things Black cannot handle in play. [b]Staple[/b]
Unearth – Most creatures in Pauper are 2 to 3 mana, particularly in Black. [b]Staple[/b]
Vampire Lacerator – Another 2/2 for B with a twist that puts it on par with Carnophage. [b]Staple[/b]
Vendetta – One of Black’s biggest strengths is a strong removal sweet. It begins at 1 mana. [b]Staple[/b]
Dauthi Horror – One of Black’s solid evasive attackers that even bypasses White’s own Shadows. [b]Staple[/b]
Dauthi Slayer – Peak of aggressive 2 power attackers in Black. [b]Staple[/b]
Death Denied – An incredible game-changing card to close out a game. [b]Staple[/b]
Doom Blade – The bar by which all Black removal spells are set. [b]Staple[/b]
Fledgling Djinn – Continues the trend of 2 power 2 mana evasive creatures in Black. [b]Staple[/b]
Grim Harvest – This can be a very problematic card for your opponent to deal with, particularly in stalls. [b]Staple[/b]
Hymn to Tourach – A brutal card in a format without much real card draw. [b]Staple[/b]
Nezumi Cutthroat – Close to a second Dauthi Horror. [b]Staple[/b]
Terror – Sharing the podium as the best removal spell in Black. [b]Staple[/b]
Undertaker – This card is so good it is often a lightning rod. [b]Staple[/b]
Vampire Interloper – The second best 2 mana 2 power flyer in Black is still very good. [b]Staple[/b]
Blind Zealot – Another evasive creature that can eliminate a threat in a pinch for value. [b]Staple[/b]
Crypt Rats – Pestilence number 2, this card keeps coming back with Black’s recursion. [b]Staple[/b]
Dauthi Marauder – Perfect 3 power for 3 mana evasive attacker that demands an answer. [b]Staple[/b]
Phyrexian Rager – Incremental advantage in a 2 power body that is easy to cast. [b]Staple[/b]
Faceless Butcher – There are many uses for this card, making it more than a just removal. [b]Staple[/b]
Gravedigger – Recursion is Black’s best strength, and a 2 power body makes this card a bit better. [b]Staple[/b]
Snuff Out – Versatile removal spell. Free makes things so much better. [b]Staple[/b]
Warren Pilferers – Gravedigger’s bigger brother that pairs well with Black’s ally. [b]Staple[/b]
Twisted Abomination – Not many cube creatures can cost 6, but there is no reason not to play this powerhouse. [b]Staple[/b]
Playable:
Dead Weight – Great for killing early creatures or neutering larger ones. [b]Playable[/b]
Disfigure – Instant speed enhances this card as a combat trick if needed. [b]Playable[/b]
Fume Spitter – Great for removing your opponents utility creatures without spending a full removal spell. [b]Playable[/b]
Lose Hope – Card quality is an important part of pauper cube, but -1/-1 on a creature isn’t much. [b]Playable[/b]
Grasp of Darkness – Black has many removal spells with a lot of variety in how they work. [b]Playable[/b]
Highborn Ghoul – One of the weakest 2 power evasive attackers, but an attacker nonetheless. [b]Playable[/b]
Last Gasp – Another great instant in a long line of removal in Black. [b]Playable[/b]
Morgue Theft – A powerful recursion spell in Black with late game promise. [b]Playable[/b]
Nameless Inversion – A very versatile removal or buff spell. [b]Playable[/b]
Sign in Blood – One of best ways to gain advantage next to Hymn. [b]Playable[/b]
Skittering Skirge – Aggressive air power that can be built around. [b]Playable[/b]
Skulking Ghost – Any effect that would kill it generally kills it anyway, and it is immune to most Black removal. [b]Playable[/b]
Victim of Night – Removal that is narrow in its own environment usually becomes pretty good in Pauper. [b]Playable[/b]
Ashes to Ashes – High cost with very high payoff. [b]Playable[/b]
Chittering Rats – A 2 power body that offers incremental advantage. [b]Playable[/b]
Crippling Fatigue – A great 2-for-1 removal spell. [b]Playable[/b]
Dark Banishing – Black continues its line of solid removal into 3 mana. [b]Playable[/b]
Death’s Duet – Black’s Divination. [b]Playable[/b]
Eyeblight’s Ending – Another solid 3 mana removal spell. [b]Playable[/b]
Liliana’s Spector – Evasion, 2 power, and a decent ability for low mana; the bar for playable Black creatures. [b]Playable[/b]
Ravenous Skirge – Another unsuspecting threat that can end a game quickly. [b]Playable[/b]
Rend Flesh – The few Spirits in Pauper make this incredibly versatile. [b]Playable[/b]
Stab Wound – This card main use is not to kill a creature, but end the game. [b]Playable[/b]
Bloodhunter Bat – One of the better 4 mana Flyers Black can get. [b]Playable[/b]
Demon’s Jester – Another good 4 mana Flyer with a late game upside. [b]Playable[/b]
Mark of the Vampire – Few Aura’s change a game like this card. [b]Playable[/b]
Okiba-Gang Shinobi – Black specializes in sneaking creatures in, and this can tilt a game in your way in one hit. [b]Playable[/b]
Borderline:
Carrion Feeder – Not being able to block in Pauper is a big drawback, but permanently growing is attractive. [B]Borderline[/B]
Crippling Blight – For B there are better options, but removing a blocker can be game changing. [b]Borderline[/b]
Dark Ritual – The best burst mana ability available in pauper, but often not worth the card. [b]Borderline[/b]
Ostracize – Some creatures need to be dealt with before they hit play. [b]Borderline[/b]
Paralyze – Surprisingly effective if you need more low cost removal. [b]Borderline[/b]
Predator’s Gambit – Low cost power boosts like this can be very effective, but Aura’s tend to be bad. [b]Borderline[/b]
Raven’s Crime – Bulk discard is generally good in Pauper, and Retrace is very powerful. [b]Borderline[/b]
Stir the Grave – This card functions like a Zombify for its best low cost creatures. [b]Borderline[/b]
Tormented Soul – Black’s creature advantage is evasion; this card is innocuous AND threatening. [b]Borderline[/b]
Tortured Existence – The biggest drawback of this card is the requirement to discard a creature. [b]Borderline[/b]
Tragic Slip – A good card for mopping up a messy combat. Eventually it will kill anything. [b]Borderline[/b]
Undying Evil - Comparable to Eel Umbra for countering removal. [b]Borderline[/b]
Vile Rebirth – A pseudo 2/2 for [mana]B[mana] with a tricky drawback. [b]Borderline[/b]
Augur of Skulls – When it comes to discard, 2 mana for 2 is a great deal. [b]Borderline[/b]
Child of Night – With no drawback, a 2 power for 2 mana is welcome, particularly with the swing in life totals. [b]Borderline[/b]
Cruel Edict – A narrow answer to untouchable creatures. [b]Borderline[/b]
Diabolic Edict – Black has few tools to deal with Hexproof and Shroud. This is the best direct answer. [b]Borderline[/b]
Distress – This expands on what Duress does for Black. [b]Borderline[/b]
Dregscape Zombie – If more 2/1’s for 2 are needed, there are a few to choose from. [b]Borderline[/b]
Duskhunter Bat – In aggressive decks, this can function as the second Fledgling Djinn. [b]Borderline[/b]
Echoing Decay – A narrow sweeper versus any token strategies, which exist in Pauper believe it or not. [b]Borderline[/b]
Erg Raiders – Many of Black’s creatures come with the price of not blocking. This one can in a pinch. [b]Borderline[/b]
Foul Imp – Prohibitive cost, but low cost 2/2 Flyers are very strong. [b]Borderline[/b]
Pit Keeper – Early aggression with a late game upside. [b]Borderline[/b]
Rathi Trapper – In Black’s world of weak creatures, this can be very handy to sneak damage in. [b]Borderline[/b]
Sinister Strength – Black can make a very threatening creature at the risk of an Aura. [b]Borderline[/b]
Sinkhole – Black’s best tool for dealing with problematic lands. [b]Borderline[/b]
Surrakar Marauder – Another 2 power 2 mana creature with a conditional upside. [b]Borderline[/b]
Vault Skirge – Another card that offers early life swings for a nominal cost. [b]Borderline[/b]
Wrench Mind – As close to a second Hymn in Pauper as you can get. [b]Borderline[/b]
Wretched Anurid – The best beefy creature for 2 mana in Black, but the cost can be pretty high. [b]Borderline[/b]
Bloodrite Invoker – A 3 power creature for 3 mana in Black with a costly alternate way to win the game. [b]Borderline[/b]
Bog Down – A solid discard spell with a small upside if you need more. [b]Borderline[/b]
Cadaver Imp – Another Gravedigger creature for those who want more. [b]Borderline[/b]
Choking Sands - Black has a luxury of cards to deal with problematic lands. [b]Borderline[/b]
Dauthi Jackal – A 2 power evasive creature that isn’t as well cost as its brethren. [b]Borderline[/b]
Dead Reveler – A 2/3 for 3 isn’t incredible, but a 3/4 for 3 that can’t block is very good in Black. [b]Borderline[/b]
Dread Warlock – Chances are this is a 2/2 unblockable creature, but the chances aren’t great. [b]Borderline[/b]
Ghoulraiser – Since there aren’t a lot of Zombies in Pauper, it makes the random not as bad as it appears. [b]Borderline[/b]
Hideous End – At 3 mana, there are several removal spells to get the job done. [b]Borderline[/b]
Markov Patrician – Child of Night’s bigger sister that is still well costed. [b]Borderline[/b]
Morbid Plunder – Slightly prohibitive cost for a second Death’s Duet. [b]Borderline[/b]
Murder – If you need your removal without restrictions, this is it. [b]Borderline[/b]
Organ Grinder - 3 power creature for 3 mana in Black with a alternate way to win the game, again. [b]Borderline[/b]
Oubliette – Another unrestricted removal spell at 3 mana. [b]Borderline[/b]
Seal of Doom – Small advantage can be had by investing the mana for a Dark Banishing early. [b]Borderline[/b]
Shade’s Form – A decent “Umbra” Aura in Black. [b]Borderline[/b]
Skittering Horror – Without evasion, this isn’t quite as good as its brethren. [b]Borderline[/b]
Darkling Stalker – The ability to protect itself without needing several mana available is key for Shades. [b]Borderline[/b]
Drifting Shade/Dungeon Shade – Carrying the best evasion available could make it worthy. [b]Borderline[/b]
Driver of the Dead – Black has a plethora of 2 or less power creatures, and I would bring them back for free. [b]Borderline[/b]
Liliana’s Shade – Incremental advantage is good on creatures, even if they have no evasion. [b]Borderline[/b]
Mortis Dogs – Aggressive creature with a nice final swing. [b]Borderline[/b]
Perilous Shadow – A road block that can crush the late game. [b]Borderline[/b]
Tendrils of Corruption – This card is usually good an rarely dead. [b]Borderline[/b]
Cruel Revival – There aren’t very many Zombies in Pauper that are playable, but the ones that are you want. [b]Borderline[/b]
Pith Driller – Not incredibly powerful, but the large body isn’t something Black has great access to. [b]Borderline[/b]
Rotting Legion – A small drawback for such a large body. [b]Borderline[/b]
Soul Scourge – A 3 power Flyer that can make the clock tick faster. [b]Borderline[/b]
Urborg Uprising – A late game card to refill your hand. [b]Borderline[/b]
Violent Pall – A 1/1 Flyer is either nothing or everything, particularly when it comes with a removal spell. [b]Borderline[/b]
Weed-Pruner Poplar – The continual afflictions can tilt a game your way. [b]Borderline[/b]
Zombie Boa – Another card that can conditionally give you an advantage. [b]Borderline[/b]
Pull Under – There aren’t many creatures that can survive this spell. [b]Borderline[/b]
Terrus Wurm – Coming back from the grave to make another huge threat can be potent in Pauper. [b]Borderline[/b]
Bomb
Capsize – This card will take over a game the more mana you have. [b]Bomb[/b]
Flood – This card can rule the ground game. [b]Bomb[/b]
Staple
Brainstorm – All other U card quality spells try to imitate Brainstorm. [b]Staple[/b]
Counterspell – The OG counter. [b]Staple[/b]
Impulse – Great card to find what you need. [b]Staple[/b]
Looter il-Kor – A great Looter you will want to play every time. [b]Staple[/b]
Mana Leak – A soft counter that works like a hard counter. [b]Staple[/b]
Narcolepsy – Premium removal for Blue. [b]Staple[/b]
Think Twice – A solid way to draw two cards in Pauper. [b]Staple[/b]
Waterfront Bouncer – A great card to control the field. [b]Staple[/b]
Calcite Snapper – An excellent blocker with good attack potential. [b]Staple[/b]
Claustrophobia – Another great removal spell in Blue. [b]Staple[/b]
Compulsive Research – A solid draw three in Blue. [b]Staple[/b]
Exclude – A great counter at three mana. [b]Staple[/b]
Man-o’-War – A value creature with multiple applications. [b]Staple[/b]
Spined Thopter – A 2/1 Flyer for “two”. [b]Staple[/b]
Stitched Drake – Huge threat that isn’t difficult to play. [b]Staple[/b]
Stormbound Geist – A Flying threat that is hard to get rid of. [b]Staple[/b]
Thalakos Scout – Evasive threat that is hard to kill. [b]Staple[/b]
Aven Fleetwing – A very difficult creature to deal with. [b]Staple[/b]
Deep Analysis – For one card, you gain four others. [b]Staple[/b]
Foresee – Digs deep for two cards. [b]Staple[/b]
Illusionary Forces – Huge Flyer at an inexpensive cost. [b]Staple[/b]
Shimmering Glasskite – Blue has a lot of difficult to deal with creatures. [b]Staple[/b]
Mulldrifter – Versatile card for Blue that does everything Blue wants. [b]Staple[/b]
Errant Ephemeron – Great game ending creature. [b]Staple[/b]
Playable
Condescend – A scalable counter with a significant upside. [b]Playable[/b]
Force Spike – Versatile soft counter that can put you a step ahead. [b]Playable[/b]
Phantasmal Bear – Solid attacker for blue that is surprisingly effective. [b]Playable[/b]
Ponder – Brainstorm’s cousin. [b]Playable[/b]
Preordain – Another, younger cousin of Brainstorm’s. [b]Playable[/b]
Repeal – A bouncing cantrip for Blue’s tempo game. [b]Playable[/b]
Arcane Denial – Hard counters at two mana are few, but solid. [b]Playable[/b]
Daze – “Free” spells are usually good. [b]Playable[/b]
Deprive – I compare this to Arcane Denial; a hard counter that works well. [b]Playable[/b]
Into the Roil – Great bounce card for Blue. [b]Playable[/b]
Memory Lapse – A great tempo counter. [b]Playable[/b]
Merfolk Looter/Thought Courier – The standard Looter utility creature. [b]Playable[/b]
Miscalculation – Mana Leak’s versatile cousin. [b]Playable[/b]
Soratami Cloudskater – Looting that can still attack. Turning excess lands in play into cards is also a benefit. [b]Playable[/b]
Welkin Tern – Aggressive two power Flyer for two mana. [b]Playable[/b]
Withdraw – A two-for-one at two mana most often. [b]Playable[/b]
Aether Adept – The second Man-o’-War for Blue. [b]Playable[/b]
Cloud Spirit/Rishadan Airship/Skywinder Drake – Very aggressive Flyer. [b]Playable[/b]
Dream Cache – Another draw three that is fairly useful. [b]Playable[/b]
Encrust – A good way to deal with equipment or a creature. [b]Playable[/b]
Headless Skaab – Huge body with small downsides. [b]Playable[/b]
Pestermite – Tempo is Blue’s best ally in creatures. [b]Playable[/b]
Repulse – Great three mana bounce. [b]Playable[/b]
Sea Gate Oracle – A solid creature for control decks. [b]Playable[/b]
Spiketail Drakeling – More playable than its hatchling. [b]Playable[/b]
Stealer of Secrets – Mimics Ninja of the Deep Hours. [b]Playable[/b]
Undo – A board changer for three mana. [b]Playable[/b]
Wormfang Drake – Like a Stitched Drake that can be cast earlier. [b]Playable[/b]
Fencer Clique/Wayward Soul – A game finisher that is difficult to deal with. [b]Playable[/b]
Makeshift Mauler – A nice big creature for Blue. [b]Playable[/b]
Mist Raven – A flying Man-o’-War. [b]Playable[/b]
Nephalia Seakite/Sentinels of Glen Elendra – An ambusher with a good body. [b]Playable[/b]
Ninja of the Deep Hours – When you can sneak him in, he is great. [b]Playable[/b]
Ray of Command – Another fine trick in Blue’s arsenal. [b]Playable[/b]
Windrider Eel – With just a few lands this can be scary. [b]Playable[/b]
Faerie Invaders/Spire Monitor – Easy to cast three power Flyers that can ambush your opponent. [b]Playable[/b]
Shoreline Ranger – Solid creature with great upside. [b]Playable[/b]
Borderline
Delver of Secrets – It takes a specific deck to reliably flip Delver of Secrets, and then he can be killed. [b]Borderline[/b]
Drifter il-Dal – Very aggressive creature if you can afford to spend the mana. [b]Borderline[/b]
Gigadrowse – This card as several uses, combined with being difficult to counter. [b]Borderline[/b]
Mind Games – For a hefty price you can lock down specific permanents of your opponents. [b]Borderline[/b]
Piracy Charm – Blue gets a few ways to kill creatures outright and this has a few bonuses. [b]Borderline[/b]
Portent – Ponder’s cousin, who peeks over the fence. [b]Borderline[/b]
Power Sink – An interesting counter that can steal a turn from your opponent. [b]Borderline[/b]
Serum Visions – Preordain’s older sibling. [b]Borderline[/b]
Silent Departure – Unsummon isn’t great, but doing it twice can tilt a game. [b]Borderline[/b]
Sleight of Hand – The last of the useful cantrips in Blue. [b]Borderline[/b]
Spell Pierce – Offers a lot of the functionality of Force Spike. [b]Borderline[/b]
Spindrift Drake – Another two power creature if you can afford the tempo. [b]Borderline[/b]
Wind Zendikon – A two power Flyer at the cost of tempo. [b]Borderline[/card]
Wingcrafter – When cast on the first turn, this card is incredible. [b]Borderline[/b]
Augury Owl – There are a lot of two mana 1/1 Flyers in blue with small upsides. [b]Borderline[/b]
Boomerang – Effective bounce for anything. [b]Borderline[/b]
Briarberry Cohort – Flying at two mana with two power is good. [b]Borderline[/b]
Cloud of Faeries – “Free” creatures are usually good. [b]Borderline[/b]
Confound – Saving creatures from removal is common in Pauper. [b]Borderline[/b]
Downpour – Multiple uses at a bargain price. [b]Borderline[/b]
Cloud Elemental/Scrapskin Drake – Blue has several low cost Flyers at its disposal. [b]Borderline[/b]
Dreamscape Artist – This card has a lot of value, but not much of it directly effects the game. [b]Borderline[/b]
Echoing Truth – Great for those pesky tokens. [b]Borderline[/b]
Eel Umbra – Mostly used to indirectly counter creature removal. [b]Borderline[/b]
Essence Scatter/Remove Soul/False Summoning/Preemptive Strike – Narrow counters have few uses in Pauper; these are useful. [b]Borderline[/b]
Gossamer Phantasm – Not quite Skulking Ghost, but can be useful. [b]Borderline[/b]
Halimar Wavewatch – A nice dual purpose control card. [b]Borderline[/b]
Inaction Injunction – A nice tempo card to buy a turn. [b]Borderline[/b]
Muddle the Mixture – The counter part is secondary to the Tutoring ability. [b]Borderline[/b]
Snap – A “Free” creature-bounce spell. [b]Borderline[/b]
Spectral Flight – Not quite Mark of the Vampire, but pretty good for two mana. [b]Borderline[/b]
Spellstutter Sprite – Counters with a creature attached. [b]Borderline[/b]
Spiketail Hatchling – Keep your opponent on their heels. [b]Borderline[/b]
Spreading Seas – The way for Blue to deal with lands. [b]Borderline[/b]
Stoneybrook Angler – Blue’s way of getting a tapper. [b]Borderline[/b]
Treasure Hunt – A good way to dig to the next spell. [b]Borderline[/b]
Volrath’s Curse – Reusable removal for Blue is rare. [b]Borderline[/b]
Convolute – Counters at three mana generally aren’t great but this can be splashed. [b]Borderline[/b]
Drift of Phantasms – A decent wall that can go find something else if needed. [b]Borderline[/b]
Echo Tracer – A delayed Man-o’-War that can start swinging in and still go off. [b]Borderline[/b]
Frantic Search – Another “Free” spell, this one cycles through cards. [b]Borderline[/b]
Frost Breath – Another card to buy a turn or turn the tide. [b]Borderline[/b]
Kathari Screecher – A 2/2 Flyer with an upside. [b]Borderline[/b]
Neurok Invisimancer – At three mana, a 2/1 unblockable isn’t stellar, but with other creatures it gets better. [b]Borderline[/b]
Oona’s Grace – Another Looting type card for Blue. [b]Borderline[/b]
Rhystic Deluge – Depending on how it’s used, you can keep an opponent tapped out of creatures or mana. [b]Borderline[/b]
Rhystic Study – Puts your opponent back either way. [b]Borderline[/b]
Rushing River – Getting two-for-one in bounce is good. [b]Borderline[/b]
Scroll Thief – Small but efficient. [b]Borderline[/b]
Shaper Parasite – Expensive, but it is Blue removal. [b]Borderline[/b]
Skywing Aven – Comparable to Thalakos Scout. [b]Borderline[/b]
Slow Motion – Can constantly tax your opponent. [b]Borderline[/b]
Traveler’s Cloak – Cantrips and creates a clock. [b]Borderline[/b]
Trinket Mage – Most of the good artifacts can be found with him. [b]Borderline[/b]
Amass the Components – Fairly robust card drawing spell. [b]Borderline[/b]
Aven Augur – Having and Undo in your back pocket isn’t bad. [b]Borderline[/b]
Churning Eddy – A good card to get an extra attack out of your early creatures. [b]Borderline[/b]
Crookclaw Transmuter – Ambushing your opponent is a Blue strength. [b]Borderline[/b]
Elgaud Shieldmate – A bit slow, but Hexproofing an evasive threat can be a game winner. [b]Borderline[/b]
Ghost Ship – Regeneration often doesn’t matter, but is great when you need it. [b]Borderline[/b]
Griptide/Repel – Taking a turn and draw step at instant speed. [b]Borderline[/b]
Impaler Shrike – Refilling your hand and attacking big. [b]Borderline[/b]
Mystic Restraints – Instant speed removal for a moderate cost. [b]Borderline[/b]
Primal Plasma – Blue gets Primal Clay versatility. [b]Borderline[/b]
Rewind – Pretty good when combined with Flash creatures. [b]Borderline[/b]
Sift – Another draw spell with potential. [b]Borderline[/b]
Tricks of the Trade – Can make an evasive threat out of anything. [b]Borderline[/b]
Chasm Drake – An Flying attacker that can bring a friend. [b]Borderline[/b]
Drelnoch – For aggressive Blue decks the upside is excellent. [b]Borderline[/b]
Gryff Vanguard – Another aggressive Blue top end attacker. [b]Borderline[/b]
Infiltrator il-Kor – Decent finisher that can come down early. [b]Borderline[/b]
Mnemonic Wall – Can be useful in the right deck. [b]Borderline[/card]
Quicksilver Geyser – A slightly high cost trick for Blue with good potential. [b]Borderline[/b]
Sky Ruin Drake – The Flying Fortress of Blue. [b]Borderline[/b]
Aethersnipe – Much like Voidweilder, but this card is more versatile. [b]Borderline[/b]
Bomb
Rancor – Makes every creature significant. [b]Bomb[/b]
Sprout Swarm – With all of Green’s mana, you can build a great army. [b]Bomb[/b]
Staple
Arbor Elf – Green has the ability to get to three mana on turn two and a step ahead each turn. [b]Staple[/b]
Fyndhorn Elves/Llanowar Elves – The OG accelerator. [b]Staple[/b]
Jungle Lion – Great aggressive creature for Green. [b]Staple[/b]
Prey Upon – Very fine Green removal. [b]Staple[/b]
Utopia Sprawl – Fix your mana and accelerate without risking a creature. [b]Staple[/b]
Vines of Vastwood – Make sure your trick goes off. [b]Staple[/b]
Wild Growth – Another land accelerant. [b]Staple[/b]
Darkthicket Wolf – Great two mana investment creature. [b]Staple[/b]
Mire Boa – Great two power creature. [b]Staple[/b]
River Boa – Ditto. [b]Staple[/b]
Wall of Roots – Best Wall in the game, perfect for Green. [b]Staple[/b]
Utopia Vow – Nullify a creature, or even turn. [b]Staple[/b]
Arachnus Web – Great removal in Green. [b]Staple[/b]
Simian Grunts – Large ambushing creature. [b]Staple[/b]
Trusted Forcemage – Very effective three power creature. [b]Staple[/b]
Blastoderm – Grade A Premium Beef. [b]Staple[/b]
Festerhide Board – Solid creature with incredible potential. [b]Staple[/b]
Penumbra Spider – Excellent resilience. [b]Staple[/b]
Wickerbough Elder – Effective problem solver. [b]Staple[/b]
Sentinel Spider – Perfect combination of Stats and abilities. [b]Staple[/b]
Krosan Tusker – Few cards do so much. [b]Staple[/b]
Playable
Avacyn’s Pilgrim – Another accelerator that fixes. [b]Playable[/b]
Basking Rootwalla – A decent threat with some investment. [b]Playable[/b]
Boreal Druid – Colorless accelerator. [b]Playable[/b]
Elves of Deep Shadow – Slightly painful accelerating fixer. [b]Playable[/b]
Giant Growth – Green wins battles with its creatures, wars with its combat tricks. [b]Playable[/b]
Groundswell – The potential upside is huge. [b]Playable[/b]
Mutagenic Growth – Free pump spells are good. [b]Playable[/b]
Pouncing Jaguar – Another creature to support aggressive Green. [b]Playable[/b]
Wild Dogs – A two power for one mana that can cycle. [b]Playable[/b]
Acridian – Creatures this big usually cost four. [b]Playable[/b]
Ambush Viper – Great removal spell that can attack. [b]Playable[/b]
Dawntreader Elk – A two power two mana creature that can “cycle” for a land. [b]Playable[/b]
Garruk’s Companion – Solid two mana threat. [b]Playable[/b]
Predator’s Strike – Another great combat trick. [b]Playable[/b]
Silhana Ledgewalker – Hexproof and Evasion are powerful together. [b]Playable[/b]
Thornweald Archer – A two power two mana creature with two upsides. [b]Playable[/b]
Werebear – Potential 4/4 for two mana, or accelerator. [b]Playable[/b]
Centaur Courser/Nessian Courser – Solid creatures at three mana. [b]Playable[/b]
Ferocious Charge – Huge bonus with a great upside. [b]Playable[/b]
Grazing Gladehart – While not imposing, the life gain over time is great. [b]Playable[/b]
Hungry Spriggan – Vicious on attack. [b]Playable[/b]
Nantuko Shaman - Not a bad power-to-mana ratio for drawing a card. [b]Playable[/b]
Overgrowth – This card takes you two turns ahead in mana. [b]Playable[/b]
Snake Umbra – A decent source of card advantage and protection. [b]Playable[/b]
Wildsize – This buff is all upside. [b]Playable[/b]
Yavimaya elder – Lots of advantage built in to this card. [b]Playable[/b]
Korozda Monitor – A solid creature with benefits. [b]Playable[/b]
Mold Shambler – Deal with just about any problem. [b]Playable[/b]
Monstrify – Turn excess land into threat potential. [b]Playable[/b]
Nantuko Vigilante – Another problem solver. [b]Playable[/b]
Ondu Giant – A significant body and a land. [b]Playable[/b]
Primal Huntbeast – Solid body and Hexproof. [b]Playable[/b]
Tangle Mantis – Bigger body and trample. [b]Playable[/b]
Wild Leotau – Huge creature for nominal cost. [b]Playable[/b]
Hollowhenge Beast – Giant creature few can contend with. [b]Playable[/b]
Rubbleback Rhino – Larger body with Hexproof. [b]Playable[/b]
Winding Wurm – Unmatched Stats at five mana. [b]Playable[/b]
Havenwood Wurm – An huge ambushing Trampler. [b]Playable[/b]
Oakgnarl Warrior – Huge body that plays both sides of the ball. [b]Playable[/b]
Borderline
Bequeathal – A decent way to get something out of a fallen creature. [b]Borderline[/b]
Hunger of the Howlpack – Morbid can be awkward but the upside is good. [b]Borderline[/b]
Hunt Down – Pinpoint assault on an opposing creature. [b]Borderline[/b]
Leaf Arrow – Will take down most flyers. [b]Borderline[/b]
Vitality Charm – Several tricks packed into one card. [b]Borderline[/b]
Young Wolf – Resilient creatures are usually good. [b]Borderline[/b]
Ashcoat Bear – Ambush bear. [b]Borderline[/b]
Deadly Recluse – The Green Doom Blade. [b]Borderline[/b]
Drudge Beetle – Small creature that can help late in the game. [b]Borderline[/b]
Earthbrawn – Versatile combat trick. [b]Borderline[/b]
Edge of Autumn – Ramping with a backup plan. [b]Borderline[/b]
Evolution Charm – Good utility card. [b]Borderline[/b]
Fertile Ground – Ramp card that’s usable this turn. [b]Borderline[/b]
Gaea’s Touch – Developing your mana quickly. [b]Borderline[/b]
Gatecreeper Vine – A reverse Sakura-Tribe Elder. [b]Borderline[/b]
Leaf Gilder – Multipurpose two power creature. [b]Borderline[/b]
Leeching Bite – A small Consume Strength. [b]Borderline[/b]
Lignify – Make your opponents best creature a Wall. [b]Borderline[/b]
Moment’s Peace – The premier Fog. [b]Borderline[/b]
Multani’s Acolyte – A two power creature that keeps you going. [b]Borderline[/b]
Naturalize – Decent Sideboard answer. [b]Borderline[/b]
Nature’s Lore/Three Visits – Another Ramp that is useable this turn. [b]Borderline[/b]
Nest Invader – A two power creature with expendable burst mana. [b]Borderline[/b]
Night Soil – Put dead creatures to work. [b]Borderline[/b]
Nightshade Peddler – Can combine with creatures to make incredible threats. [b]Borderline[/b]
Nissa’s Chosen – A decent body that may come back on its own. [b]Borderline[/b]
Plummet – Green is equipped to deal with Flyers. [b]Borderline[/b]
Sakura-Tribe Elder – Rampant Growth stick. [b]Borderline[/b]
Symbiosis – Quite a surprise when used. [b]Borderline[/b]
Thallid Shell-Dweller – A wall that produces a slow stream of attackers. [b]Borderline[/b]
Titanic Growth – Huge bonus for two mana. [b]Borderline[/b]
Viridian Emissary – Small upside for a two power two mana creature. [b]Borderline[/b]
Wild Mongrel – Has potential but at a high cost. [b]Borderline[/b]
Wrap in Vigor – Can break combat open. [b]Borderline[/b]
Anurid Barkripper – Potential 4/4 for three mana. [b]Borderline[/b]
Borderland Ranger/Civic Wayfinder – Decent bodies with built in mana fixing. [b]Borderline[/b]
Brindle Boar – Life gain is pretty good at common. [b]Borderline[/b]
Citanul Woodreaders – A blocker and two cards for six mana. [b]Borderline[/b]
Crushing Vines – Combines two sideboard cards into one. [b]Borderline[/b]
Cultivate/Kodama’s Reach – Decent board development. [b]Borderline[/b]
Gift of the Gargantuan – Closest Green gets to Divination. [b]Borderline[/b]
Gilt-Leaf Seer – A Crystal Ball on a 2/2 body. [b]Borderline[/b]
Gnarled Mass/Trained Armodon – Another 3/3 for three mana. [b]Borderline[/b]
Harrow – While sacrificing a land isn’t great, you do get Instant speed and the lands untapped. [b]Borderline[/b]
Krosan Avenger – Trample and three power, plus potential regeneration. [b]Borderline[/b]
Natural End – A slightly more profitable Naturalize. [b]Borderline[/b]
Phantom Tiger - Resilient creature. [b]Borderline[/b]
Presence of Gond – Make a token army. [b]Borderline[/b]
Rootwalla – Another investment creature. [b]Borderline[/b]
Savage Siluette/Trollhide – A decent Aura to make a big creature. [b]Borderline[/b]
Spidery Grasp – A versatile combat trick. [b]Borderline[/b]
Spore Cloud – A blowout Fog when played correctly. [b]Borderline[/b]
Ulvenwald Bear – Potential 4/4 for three mana. [b]Borderline[/b]
Ambassador Oak – Two creatures for the price of one. [b]Borderline[/b]
Dawn’s Reflection – Another accelerant that puts you two mana ahead. [b]Borderline[/b]
Elephant Ambush – Two creatures, one card. [b]Borderline[/b]
Gorilla Chieftain/Skyshroud Troll – A solid body that’s hard to kill. [b]Borderline[/b]
Kozilek’s Predator – A solid body with burst mana. [b]Borderline[/b]
Krosan Vorine – Hunt down your opponents creatures. [b]Borderline[/b]
Llanowar Empath – Decent card quality in Green. [b]Borderline[/b]
Skyshroud Claim – Get two lands ahead. [b]Borderline[/b]
Springing Tiger – Great size in two stages of the game. [b]Borderline[/b]
Stalking Tiger – It’s difficult for other colors to beat a 3/3 one-on-one. [b]Borderline[/b]
Sudden Strength – Cantrip and buff. [b]Borderline[/b]
Wildheart Invoker – Solid power that can help end a game. [b]Borderline[/b]
Woodland Sleuth – Not quite Gravedigger, but most creatures in Pauper are quality. [b]Borderline[/b]
Giant Dustwasp – A three power Flyer that can come down cheap. [b]Borderline[/b]
Gorilla Berserkers – Pseudo-evasion on a Trampler. [b]Borderline[/b]
Ronom Hulk – Large creature that stays for a while. [b]Borderline[/b]
Silverglade Elemental – Another solid body with a land. [b]Borderline[/b]
Sporoloth Ancient – Slowly build your forces. [b]Borderline[/b]
Stampeding Rhino – Solid body and Trample. [b]Borderline[/b]
Thresher Beast – You can run them out of resources with this card. [b]Borderline[/b]
Durkwood Baloth – Large creature that can come down cheap. [b]Borderline[/b]
Giant Warthog/Moss Kami – Large bodies with Trample. [b]Borderline[/b]
Horncaller’s Chant – Two solid Tramplers in one card. [b]Borderline[/b]
Maul Splicer – Horncaller’s limerick. [b]Borderline[/b]
Rootbreaker Wurm – Huge body with Trample that is a bit pricy. [b]Borderline[/b]
Thunderling Tanadon – Large Trampler that can come down early for a heavy price. [b]Borderline[/b]
Yavimaya Wurm – Huge power on a Trampler that is slightly more affordable. [b]Borderline[/b]
Bomb
Fireball – Can wreck the board and finish the game. [b]Bomb[/b]
Rolling Thunder – Extremely versatile and devastating. [b]Bomb[/b]
Staple
Burst Lightning – Great at two stages of the game. [b]Staple[/b]
Chain Lightning – Basically another Lightning Bolt. [b]Staple[/b]
Firebolt – Solid two-for-one burn. [b]Staple[/b]
Goblin Patrol – Very aggressive creature in the color of aggression. [b]Staple[/b]
Lightning Bolt – All burn must decide their place behind Lightning Bolt. [b]Staple[/b]
Ashmouth Hound – As good a 2/1 that Red can get. [b]Staple[/b]
Fireslinger – Can whittle the board how you want. [b]Staple[/b]
Incinerate – Almost as good as the original burn spell. [b]Staple[/b]
Nightbird’s Clutches – This card wins so many games. [b]Staple[/b]
Searing Spear – Incinerate’s cousin. [b]Staple[/b]
Torch Fiend – A 2/1 creature that can remove an obstacle. [b]Staple[/b]
Arc Lightning – Versatile removal. [b]Staple[/b]
Blood Ogre – Such a beating this can be. [b]Staple[/b]
Brimstone Volley – Another all upside card. [b]Staple[/b]
Splatter Thug – A full on beating. [b]Staple[/b]
Staggershock – Value burn. [b]Staple[/b]
Bladetusk Boar – Great closer for your game. [b]Staple[/b]
Gorehorn Minotaurs – Very scary threat. [b]Staple[/b]
Pyrotechnics – So close to a Bomb. [b]Staple[/b]
Playable
Disintegrate – A great X spell. [b]Playable[/b]
Faithless Looting – Cycling through cards is a potent ability for Red. [b]Playable[/b]
Flame Slash – Dealing with four toughness can be tricky. [b]Playable[/b]
Kaervek’s Torch – Can catch even the control player off balance. [b]Playable[/b]
Lava Dart – Almost always kills two creatures. [b]Playable[/b]
Mogg Fanatic – Useful utility creature. [b]Playable[/b]
Reckless Charge – Incredible buff for an aggressive deck. [b]Playable[/b]
Adder-Staff Boggart – A possible 3/2 on turn two and a peek at your library. [b]Playable[/b]
Emberwilde Augur – One way or another, he deals damage to the opponent. [b]Playable[/b]
Fire Ambush/Volcanic Hammer – Three damage is still good at Sorcery speed. [b]Playable[/b]
Gore-House Chainwalker – Very solid 3/2 creature. [b]Playable[/b]
Hearth Kami – Eliminates problems. [b]Playable[/b]
Lash Out – Great creature removal that peeks at your library and can sting your opponent. [b]Playable[/b]
Plated Geopede – Such high potential. [b]Playable[/b]
Searing Blaze – More double duty removal. [b]Playable[/b]
Skirk Marauder – Creature removal on a stick. [b]Playable[/b]
Sparksmith – Fireslinger number two with extra potential. [b]Playable[/b]
Fault Riders – Nearly unbeatable in combat with a land. [b]Playable[/b]
Ghitu Slinger – Shock on a stick. [b]Playable[/b]
Hanweir Lancer – First Strike is potent in Pauper. [b]Playable[/b]
Rift Bolt – Delay blast Lightning Bolt. [b]Playable[/b]
Skirk Shaman – With so many smaller creatures, evasion is useful. [b]Playable[/b]
Vithian Stinger – Can sneak back in for a damage. [b]Playable[/b]
Vulshok Sorcerer – Immediate use once it hits the ground. [b]Playable[/b]
Heirs to Stromkirk – Not quite Bladetusk Boar, but close. [b]Playable[/b]
Fire Elemental – A large creature in Red with no drawbacks. [b]Playable[/b]
Gathan Raiders – Another creature that can be a game buster. [b]Playable[/b]
Slash Panther – Large Hasty threat. [b]Playable[/b]
Chartooth Cougar – Not a bad fit in any Red deck. [b]Playable[/b]
Fireblast – “Free” four damage if you want. [b]Playable[/b]
Borderline
Brute Force – While a fine card, Red does better with burn. [b]Borderline[/b]
Dynacharge – Great for the alpha strike. [b]Borderline[/b]
Electrickery – A small sweeper. [b]Borderline[/b]
Flame Jab – Retrace is solid in Pauper, but one damage doesn’t kill everything. [b]Borderline[/b]
Forge Devil – A slow two-for-one. [b]Borderline[/b]
Frostling – Fairly good at killing utility creatures. [b]Borderline[/b]
Geistflame – Decent way to spread out two damage. [b]Borderline[/b]
Jackal Familiar – Aggressive buddy-system creature. [b]Borderline[/b]
Lava Burst – A decent X spell with a small upside. [b]Borderline[/b]
Martyr of Ashes – Red has a decent set of sweepers with complicated costs. [b]Borderline[/b]
Rock Slide – Can clear the board of pesky attackers. [b]Borderline[/b]
Seal of Fire – Investing in a Shock can give a small advantage. [b]Borderline[/b]
Skitter of Lizards – Scalable hasty attacker. [b]Borderline[/b]
Blades of Velis Vel – Additional four power on an attack. [b]Borderline[/b]
Falter – Can be a swing card in the right circumstance. [b]Borderline[/b]
Fire Whip – Make a pinger out of any creature, and not feel a wasted on an Aura. [b]Borderline[/b]
Flaming Sword – Decent combat trick that can get a card back out of an Aura. [b]Borderline[/b]
Fury Charm – A Sideboard card with an alternate use. [b]Borderline[/b]
Goblin Furrier – Nominally a 2/2 for two mana in Red. [b]Borderline[/b]
Goblin Shortcutter – Aggressive two power attacker. [b]Borderline[/b]
Goblin Skycutter – Two power creature that can take out small Flyers. [b]Borderline[/b]
Grotag Seige-Runner – Not many Walls in Pauper, but you won’t like the ones that are there. [b]Borderline[/b]
Headlong Rush – First Strike is potent in Pauper. [b]Borderline[/b]
Keldon Marauders – A multistage, multidirectional Lava Axe. [b]Borderline[/b]
Kruin Striker – For the all in creature deck. [b]Borderline[/b]
Mogg Flunkies – Great with their pet jackals. [b]Borderline[/b]
Mogg War Marshall – A burst of 1/1 creatures. [b]Borderline[/b]
Rustrazor Butcher – With all the two power creatures in Pauper, he can be brutal. [b]Borderline[/b]
Sluggishness – Always keep your opponent a blocker down. [b]Borderline[/b]
Smash to Smithereens – The best Sideboard artifact removal. [b]Borderline[/b]
Soulbright Flamekin – Like an Invoker in that it can give your whole team Trample. [b]Borderline[/b]
Stingscrouger – A lot like Goblin Shortcutter. [b]Borderline[/b]
Thunder Strike – Bury a creature in combat. You’ve been…Thunderstruck! [b]Borderline[/b]
Barbed Lightning – High potential. [b]Borderline[/b]
Brothers of Fire – A machine gun with enough mana. [b]Borderline[/b]
Crossway Vampire – Another creature to keep the early assault going. [b]Borderline[/b]
Ember Beast – Another creature for the Buddy System. [b]Borderline[/b]
Erdwal Ripper – Hasty creature that gets more threatening. [b]Borderline[/b]
Fervent Cathar – Not particularly big, but still keeps the attack going. [b]Borderline[/b]
Flamewave Invoker – Can end the game with mana. [b]Borderline[/b]
Goblin War Drums – Push the opponent further with your attacks. [b]Borderline[/b]
Keldon Vandals – Usually a sideboard card who works like a Sorcery. [b]Borderline[/b]
Lightning Talons – Makes a creature huge and almost unbeatable in combat. [b]Borderline[/b]
Lunge – While not Staggershock, it is four damage for three mana. [b]Borderline[/b]
Manic Vandal – Not great Stats, but good at solving problems. [b]Borderline[/b]
Molten Rain – Best Land removal in Red. [b]Borderline[/b]
Puncture Blast – Can remove Regenerators and neuter large creatures. [b]Borderline[/b]
Rally the Forces – Useful combat trick for large assaults. [b]Borderline[/b]
Riot Ringleader – A small bonus for any other Humans you attack with. [b]Borderline[/b]
Ronin Houndmaster – Hasty creature with a small upside. [b]Borderline[/b]
Seething Song – Like Dark Ritual, you net two mana. [b]Borderline[/b]
Slaughter Cry – A great combat trick. [b]Borderline[/b]
Soul’s Fire – Like a one sided Prey Upon. [b]Borderline[/b]
Suq’Ata Lancer – Another Hasty aggressor. [b]Borderline[/b]
Thunderclap – “Free” spells are generally good. [b]Borderline[/b]
Unforge – For Pauper, half of the artifacts are equipment. [b]Borderline[/b]
Viashino Outrider – Big power for low cost. [b]Borderline[/b]
Aftershock – For those cards you just have to blow up. [b]Borderline[/b]
Cackling Flames – Another great game finisher. [b]Borderline[/b]
Chandra’s Outrage – Punishing card for burning away a creature. [b]Borderline[/b]
Flamecore Elemental – Huge creature. [b]Borderline[/b]
Highland Giant – Decent Stats for Red. [b]Borderline[/b]
Lightning Blast – One damage per mana. [b]Borderline[/b]
Magma Burst – Having to split the targets reduces the awesomeness quite a bit. [b]Borderline[/b]
Mogg Bombers – He is big enough to swing in and at least hits once. [b]Borderline[/b]
Raging Minotaur/Talruum Minotaur – Nice Hasty attackers. [b]Borderline[/b]
Rukh Egg – An interesting card. [b]Borderline[/b]
Ruthless Invasion – A great tool in the right circumstance. [b]Borderline[/b]
Traitorous Instinct – Great for the all in aggressive deck. [b]Borderline[/b]
Viashino Fangtail – A nice solid body that can get through stalls. [b]Borderline[/b]
Chandra’s Fury – Decent spell to punch your opponent. [b]Borderline[/b]
Emrakul’s Hatcher – Can fill the board up for Red’s all out attack spells. [b]Borderline[/b]
Flowstone Crusher – Can get in for serious damage. [b]Borderline[/b]
Gerrard’s Irregulars – Trample and Haste is good for Red. [b]Borderline[/b]
Lava Storm – High cost, but can wreck an opponent’s board. [b]Borderline[/b]
Pitchburn Devils – Eager to go down swinging. [b]Borderline[/b]
Talruum Champion – Interesting creature in combat. [b]Borderline[/b]
Turn to Slag – Can kill just about anything and take its pretty stuff. [b]Borderline[/b]
Explosive Impact – Instant speed is the bonus. [b]Borderline[/b]
Macetail Hystrodon – Another Hasty big guy that wins most combats. [b]Borderline[/b]
Tenement Crasher – Nice Hasty creature to swing a game. [b]Borderline[/b]
White
Bomb
Cenn’s Enlistment – The best token creator in Pauper. [b]Bomb[/b]
Guardian of the Guildpact – When he comes out, it’s often a concession. [b]Bomb[/b]
Staple
Gideon’s Lawkeeper/Goldmeadow Harrier – White makes great use of tapping. [b]Staple[/b]
Sunlance – Generally kills what you need it to. [b]Staple[/b]
Journey to Nowhere – White premium removal. [b]Staple[/b]
Knight of Cliffhaven – All upside investment creature. [b]Staple[/b]
Kor Skyfisher – The “drawback” can often be made a benefit. [b]Staple[/b]
Pacifism – Simple and effective. [b]Staple[/b]
Stormfront Pegasus – Effective two power attacker. [b]Staple[/b]
Temporal Isolation – Instant speed removal for White. [b]Staple[/b]
Arrest – Can do more than pacify. [b]Staple[/b]
Aven Riftwatcher – Very effective creature. [b]Staple[/b]
Ballynock Cohort – A beating most of the time. [b]Staple[/b]
Blinding Beam – Lots of game tilting power in this card. [b]Staple[/b]
Kor Hookmaster – Keep the attacker role. [b]Staple[/b]
Oblivion Ring – Remove any problem. [b]Staple[/b]
Porcelain Legionnaire – Absolute beating. [b]Staple[/b]
Coalition Honor Guard – Provides such a tilt to the game, and just about ruins burn. [b]Staple[/b]
Faith’s Fetters – Remove absolutely any problem. [b]Staple[/b]
Seraph of Dawn – Can take over a game quickly. [b]Staple[/b]
Totem-Guide Hartebeest – About every good removal spell in White is an Aura. [b]Staple[/b]
Noble Templar – Another six cost creature worth every mana. [b]Staple[/b]
Playable
Deftblade Elite – A way to lockdown the opponent’s best blocker. [b]Playable[/b]
Hyena Umbra – A nice boost to an early attacker. [b]Playable[/b]
Icatian Javelineers – Like Mogg Fanatic, but different. [b]Playable[/b]
Mana Tithe – Can catch your opponent off guard. [b]Playable[/b]
Steppe Lynx – A pure aggressive creature. [b]Playable[/b]
Swift Justice – A stacked combat trick. [b]Playable[/b]
Azorius Arrester – Not quite Kor Hookmaster, but close. [b]Playable[/b]
Blade of the Sixth Pride – Great attacking power. [b]Playable[/b]
Bonds of Faith – This card has some subtle versatilities with other creatures. [b]Playable[/b]
Cho-Manno’s Blessing – Instant speed protection. [b]Playable[/b]
Guided Strike – Another stacked combat trick. [b]Playable[/b]
Kor Line-Slinger – There aren’t many cards this won’t tap. [b]Playable[/b]
Leonin Skyhunter – Once an uncommon, always good. [b]Playable[/b]
Lone Missionary – A way to win the combat race. [b]Playable[/b]
Loyal Cathar – Resilient creature with decent Stats. [b]Playable[/b]
Puncturing Light – Will kill a lot of creatures in Pauper. [b]Playable[/b]
Shelter – Versatile card that cantrips. [b]Playable[/b]
Soltari Trooper – Evasive attacker. [b]Playable[/b]
Squall Drifter – A tapper with evasion. [b]Playable[/b]
Temple Acolyte – A two mana creature that can tilt a game. [b]Playable[/b]
Veteran Armorer – Another two mana creature that has a wide effect on the board. [b]Playable[/b]
Youthful Knight – First Strike is potent. [b]Playable[/b]
Zealous Strike – Big combat trick. [b]Playable[/b]
Benalish Knight – First Strike ambush. [b]Playable[/b]
Burrenton Bombardier – Multiuse creature with evasion. [b]Playable[/b]
Cage of Hands – Reusable Pacifism. [b]Playable[/b]
Chapel Geist/Sunspire Griffin – Big stats for three mana. [b]Playable[/b]
Embolden – Very big surprise. [b]Playable[/b]
Fortify – A large swing in combat. [b]Playable[/b]
Hobble – Narrow, but effective two for one. [b]Playable[/b]
Kitsune Blademaster – A stud in combat. [b]Playable[/b]
Kor Chant – Pretty ridiculous turnabout. [b]Playable[/b]
Kor Sanctifiers – Best problem solving creature in White. [b]Playable[/b]
Prismatic Strands – A nice one way Fog. [b]Playable[/b]
Recumbent Bliss – Small upside to Pacifism. [b]Playable[/b]
Soltari Visionary – Versatile problem solver. [b]Playable[/b]
Troubled Healer – Very good at making damage lopsided. [b]Playable[/b]
Heavy Ballista – Very difficult for creatures to attack through. [b]Playable[/b]
Borderline
Akrasan Squire – A decent one drop to start the attack. [b]Borderline[/b]
Caravan Escort – An investment creature that is well cost. [b]Borderline[/b]
Doomed Traveler – Resilient creature that has a bonus when he dies. [b]Borderline[/b]
Ethereal Armor – The synergy of this card makes it almost playable. [b]Borderline[/b]
Infantry Veteran – Another utility one drop to improve combat. [b]Borderline[/b]
Kirtar’s Desire – One mana removal that has a late game upside. [b]Borderline[/b]
Martyr of Sands – Probably the best straight life gain card in Pauper. [b]Borderline[/b]
Mosquito Guard – Not fantastic, but has other uses. [b]Borderline[/b]
Smite – Only slightly better than a combat trick. [b]Borderline[/b]
Soltari Foot Soldier – A 1/1 unblockable can be useful. [b]Borderline[/b]
Stand Firm – The ability to Scry makes this a card. [b]Borderline[/b]
Ajani Sunstriker – A decent 2/2 creature. [b]Borderline[/b]
Angelic Wall – A big stop sign. [b]Borderline[/b]
Apostle’s Blessing – A slightly better Stave Off. [b]Borderline[/b]
Avacynian Priest – Decent tapper for two color decks. [b]Borderline[/b]
Benalish Cavalry – White has a lot of 2/2 creatures with small abilities. [b]Borderline[/b]
Brilliant Halo – It’s no Rancor, but it can be significant. [b]Borderline[/b]
Carom – Small combat trick or weenie killer. [b]Borderline[/b]
Concordia Pegasus – Upsides to players needing to get to the middle game. [b]Borderline[/b]
Dawn Charm – A decent collection of minor effects. [b]Borderline[/b]
Disenchant – Premium Sideboard card. [b]Borderline[/b]
Fledgling Griffin – Conditional evasion on a 2/2. [b]Borderline[/b]
Kami of Ancient Law/Keening Apparition/Ronom Unicorn – Decent attackers that solve problems. [b]Borderline[/b]
Order of the Golden Cricket – A possible evasive 2/2. [b]Borderline[/b]
Phantom Nomad – Resilient creature. [b]Borderline[/b]
Skillful Lunge – A less zealous strike. [b]Borderline[/b]
Soul Parry – An interesting trick with a few uses. [b]Borderline[/b]
Spare from Evil – Almost a Falter in White. [b]Borderline[/b]
Wall of Glare – This Wall has mad blocking skills. [b]Borderline[/b]
Whitemane Lion – Ambush lion with small tricks built in. [b]Borderline[/b]
Amrou Seekers – “Fear” on a 2/2 creature in White. [b]Borderline[/b]
Apex Hawks – Scalable Flyer. [b]Borderline[/b]
Attended Knight – Two creatures, one card. [b]Borderline[/b]
Cessation – Turn creatures into chumps, over and over. [b]Borderline[/b]
Combat Medic – With enough mana, you can nullify a lot. [b]Borderline[/b]
Dawnglare Invoker – With eight mana, you can lock your opponent out. [b]Borderline[/b]
Empyrial Armor – With patience, you can make a creature huge. [b]Borderline[/b]
Floating Shield – Interesting multiuse Aura. [b]Borderline[/b]
Icatian Crier – Create a token army with excess land. [b]Borderline[/b]
Kabuto Moth – Play with combat math. [b]Borderline[/b]
Kemba’s Skyguard – Small game tilt effect. [b]Borderline[/b]
Knight of Valor – Interesting ability on a Flanker. [b]Borderline[/b]
Marshaling Cry – Small effect that’s there when you need it. [b]Borderline[/b]
Niblis of Mist – Not as savvy as Pestermite, but not bad. [b]Borderline[/b]
Nightguard Patrol – Not a bad stack of abilities. [b]Borderline[/b]
Opal Champion – Pretty good when he changes. [b]Borderline[/b]
Pegasus Charger/Voiceless Spirit – Decent aggressor. [b]Borderline[/b]
Pentarch Ward – A protective Aura that replaces itself. [b]Borderline[/b]
Rebuke – Narrow answer at Instant speed. [b]Borderline[/b]
Repel the Darkness – Decent tempo swing. [b]Borderline[/b]
Safe Passage – Similar to Fortify, but with no offense. [b]Borderline[/b]
Shackles – A reusable Paralyzing Grasp if you really need one. [b]Borderline[/b]
Shu Cavalry – Not great, but being unblockable is nice. [b]Borderline[/b]
Soltari Lancer – Aggressive Shadow creature with a useless perk. [b]Borderline[/b]
Veteran Swordsmith – Small upside to an aggressive creature. [b]Borderline[/b]
Village Bell-Ringer – White has many defensive tricks. [b]Borderline[/b]
Zealous Inquisitor – Kind of an interesting way to attack. [b]Borderline[/b]
Assault Griffin – Aggressive Flying power. [b]Borderline[/b]
Battlewise Aven – Average four mana Flyer with a late game upside. [b]Borderline[/b]
Breath of Life/False Defeat – Zombify is White in Pauper. [b]Borderline[/b]
Cloud Crusader/Skyhunter Patrol – Good set of Stats and abilities. [b]Borderline[/b]
Flickering Spirit – Interesting 2/2 Flyer that can almost never die. [b]Borderline[/b]
Griffin Protector – A beating with a steady flow of creatures. [b]Borderline[/b]
Kinsbaile Balloonist – Offers a helping hand to attackers. [b]Borderline[/b]
Makindi Griffin – Reliable Flyer. [b]Borderline[/b]
Moorish Cavalry – Rare Trampler in White Pauper. [b]Borderline[/b]
Sanctum Gargoyle – Interesting card with the right artifacts. [b]Borderline[/b]
Spirit En-Kor – Almost unbeatable in combat as long as there is help. [b]Borderline[/b]
Castle Raptors – Very large on defense. [b]Borderline[/b]
Knightly Valor – Decent Aura makes a threat and a chump. [b]Borderline[/b]
Peregrine Griffin – Large body and aggressive abilities. [b]Borderline[/b]
Plover Knights – Big and aggressive but not enough body. [b]Borderline[/b]
Second Thoughts – Two for one at Instant speed. [b]Borderline[/b]
Daru Lancer – Can be brought down early. [b]Borderline[/b]
Voice of the Provinces – Hard to ignore two creatures for one card, even if one of them is just a 1/1. [b]Borderline[/b]
Bomb
Staple
Feeling of Dread – When this card is cast, usually the game is about to end. Staple
Curse of Chains – Narcolepsy that can tap Guardian of the Guildpact. Staple
Playable
Azorius First-Wing – Nice 2/2 Flyer that is immune to most White removal. Playable
Deft Duelist – Decent attacker. Playable
Silkbind Faerie – Intriguing way to occupy two attackers and attack yourself. Playable
Silver Drake – With Blue and White’s repertoire of ETB effects, this has a lot of synergy. Playable
Borderline
Dismantling Blow – Good Sideboard card. Borderline
Soulsworn Jury – Can be detrimental to an aggressive deck. Borderline
Whip-Spine Drake – Interesting that it can be played in either color by itself. Borderline
Esper Cormorants – A 3/3 Flyer for four mana. Borderline
Hussar Patrol – Large ambushing creature that can play defense and offense. Borderline
Minister of Impediments – Tap any creature without investing mana. Borderline
Sonomancer – Goblin Shortcutter in Blue White. Borderline
Talon Trooper – A different way to cast Chapel Geist/Sunspire Griffin. Borderline
Bomb
Staple
Blind Hunter – Life swings are incredibly potent in Pauper. Staple
Pillory of the Sleepless – Pacifism clock. Staple
Playable
Shrieking Grotesque – Like a second Liliana’s Spector. Playable
Borderline
Beckon Apparition – Like Vile Rebirth except any card but smaller. Borderline
Harvest Gwyllion – Large creature that is difficult to attack into. Borderline
Mourning Thrull – Like a Vault Skirge for both colors. Borderline
Unmake – Harder to cast and three mana removal. Borderline
Vectis Dominator – Interesting way to put the opponent between a rock and a hard place. Borderline
Bomb
Staple
Goblin Legionnaire – Multipurpose 2/2 creature. Staple
Playable
Squee’s Embrace – Decent boost that gets around the Aura problem. Playable
Fire at Will – Like an Instant speed Arc Lightning. Playable
Borderline
Orim’s Thunder – Another decent Sideboard card. Borderline
Screeching Griffin – Can sneak by a lot of Flyers. Borderline
Skyknight Legionnaire – Good for the aggressive deck. Borderline
Double Cleave – Give a creature a lot of punch. Borderline
Bomb
Armadillo Cloak – One of the few Bombs in Multicolor, it is a must answer card. Bomb
Staple
Qasali Pridemage – A problem solver with good Stats and a small bonus. Staple
Travel Preparations – Steady growth for your creatures. Staple
Playable
Pale Recluse – Covers a lot of the basics for a six mana creature. Playable
Thrill of the Hunt – Instant speed makes this a much more beneficial card. Playable
Centaur Healer – Power to mana ratio is correct with a good bonus. Playable
Sigil Blessing – Extremely one sided boost. Playable
Borderline
Steel Leaf Paladin – Not quite as good as other bouncing creatures. Borderline
Knight of the Skyward Eye – A little more investment for a little more size. Borderline
Rune-Cervin Rider – Like a Shade for White. Borderline
Safehold Elite – Resilient creature becomes a chump. Borderline
Seeds of Strength – A nice way to spread out some bonuses. Borderline
Steward of Valeron – Acceleration that can attack. Borderline
Sundering Growth – From a Cube building perspective, this could replace two Sideboard cards. Borderline
Bomb
Staple
Playable
Agony Warp – Often a two for one. Playable
Consult the Necrosages – What you need when you need it. Playable
Dimir Infiltrator – Evasion or whatever two mana card in your library you need. Playable
Recoil – Decent set of effects. Playable
Soul Manipulation – Narrow but effective. Playable
Borderline
Forbidden Alchemy – Not a bad twist on Impulse. Borderline
Mystical Teachings – Good Tutor. Borderline
Probe – Only good when Kicked. Borderline
Phantasmal Fiend – A lot like a Shade in some ways. Borderline
Tidehollow Strix – Intriguing 2/1 Flyer. Borderline
Parasitic Strix – Another life swing Flyer. Borderline
Bomb
Staple
Playable
Izzet Chronarch – May seem weak until you realize how good Red and Blue spells are. Playable
Jilt – Four mana can remove two creatures. Playable
Frostburn Weird – Serves two purposes in Control decks. Playable
Noggle Bandit – Generally an unblockable attacker. Playable
Razorfin Hunter – The second Fireslinger. Playable
Borderline
Steamcore Weird – Worst Shock on a stick is still a Shock on a stick. Borderline
Torch Drake – Aggressive Flyer to be had. Borderline
Chemister’s Trick – Weird card that can have interesting effects. Borderline
Goblin Electromancer – Pauper decks are mostly creatures, but this could be useful in the right deck. Borderline
Quicksilver Dagger – If you can keep it active it is very good. Borderline
Bomb
Staple
Assault Zeppelid – Big aerial assault for four mana. Staple
Playable
Coiling Oracle – A two mana 1/1 that cantrips or accelerates. Playable
Gaea’s Skyfolk – A 2/2 Flyer for two. Playable
Snakeform – Neutralize any creature. Playable
Temporal Spring – Put whatever away for a bit. Playable
Winged Coatl – The Blue Green “Murder.” Playable
Borderline
Sheilding Plax – A protective Aura that cantrips. Borderline
Bomb
Staple
Strangling Soot – Most often a two for one. Staple
Terminate – Pure and simple. Staple
Playable
Henchfiend of Ukor – Decent balance of Stats, cost, and abilities. Playable
Blightning – Great aggressive card. Playable
Goblin Deathraiders – Fragile but aggressive. Playable
Rakdos Shred-Freak – Haste can be valuable in Black Red decks. Playable
Borderline
Agonizing Demise – Powerful but Black Red is stacked. Borderline
Auger Spree – A way to deal with bigger threats. Borderline
Kathari Bomber – Intriguing army builder. Borderline
Lava Zombie – A decent Firebreather. Borderline
Plague Spores – Big mana cost for a big effect. Borderline
Bomb
Staple
Consume Strength – Combat trick that is usually a two for one. Staple
Playable
Desecrator Hag – A large body Gravedigger of sorts. Playable
Putrid Leech – Very aggressive creature. Playable
Sluiceway Scorpion – Decent creature that helps later on. Playable
Borderline
Gaze of the Gorgon – One way combat trick. Borderline
Golgari Longlegs – Beef. Borderline
Trestle Troll – An effective Wall. Borderline
Bomb
Staple
Playable
Kird Ape – A turn two 2/3 is great for one mana. Playable
Wild Hunger – Nice boost and Trample. Playable
Branching Bolt – Can be a two for one. Playable
Horned Kavu – Rarely is this a drawback. Playable
Scuzzback Mauraders – Trample and Persist together is pretty good. Playable
Borderline
Foxfire Oak – Huge Firebreather. Borderline
Tin Street Hooligan - A nice problem solver. Borderline
Colossal Might – Big combat trick. Borderline
Gorger Wurm – Power to mana ratio is great. Borderline
Morsel Hoarder – Puts you ahead two mana with a huge body. Borderline
Rhox Brute – A 4/4 for four mana. Borderline
Scab-Clan Mauler – A 3/3 with Trample on turn two or three is very scary. Borderline
Bomb
Staple
Playable
Sewn Eye Drake – Grixis - Aggressive and evasive with power. Playable
Sangrite Backlash – Jund – Mostly a removal spell. Playable
Crystallization – Bant – Removal. Playable
Wild Nacatl – Naya – Solid creature. Playable
Borderline
Stormscape Apprentice – Esper – It has abilities. Borderline
Shadow Guildmage – Grixis – It has abilities. Borderline
Keldon Mantle – Jund – Decent set of abilities. Borderline
Carrion Thrash – Jund – Expensive Gravedigger. Borderline
Granger Guildmage – Naya – It has abilities. Borderline
Thornscape Apprentice – Naya – It has abilities. Borderline
Trace of Abundance – Naya – Acceleration that’s protected. Borderline
Stormscape Familiar – Esper – A 1/1 Flyer that makes spells cheap. Borderline
Nightscape Familiar – Grixis – A 1/1 blocker that makes spells cheap. Borderline
Bomb
Bonesplitter – Every creature becomes significant. Bomb
Vulshok Morningstar – Ditto. Bomb
Pristine Talisman – This card excels at making a game longer than you’d expect. Bomb
Staple
Flayer Husk – A creature and a bonus. Staple
The Signets - Fixing and acceleration for everyone. Staple
Serrated Arrows – Very good at staunching an opponent’s offense. Staple
Ulamog’s Crusher – Huge and must be dealt with or the game is over. Staple
Playable
Adventuring Gear – Very good when equipped early. Playable
Leonin Bola – Lock down a creature. Playable
Leonin Scimitar – Small bonus for a low cost. Playable
Sylvok Lifestaff – Small bonus with a decent effect. Playable
Viridian Longbow – Make a pinger. Playable
Darksteel Pendant – A small Crystal Ball. Playable
Kitesail – Evasion and bonus. Playable
Mind Stone – Acceleration that gives a card later. Playable
Perilous Myr – Good for getting in there. Playable
Prismatic Lens – Filter and Acceleration. Playable
Blinding Souleater – White – Decent tapping ability. Playable
Moonglove Extract – Colorless damage potential. Playable
Phyrexian War Beast – Much harder to kill than you would think. Playable
Tumble Magnet – Shutting down a creature for a few turns can tilt a game. Playable
Opaline Bracers – You can make gigantic threats. Playable
Dross Golem – Black – Evasive creature for premium cost. Playable
Skyreach Manta – Often a 3/3 Flyer for five mana. Not bad at all. Playable
Tangle Hulk – Green – Big regenerating power. Playable
Razor Golem – White – Good size and plays both sides. Playable
Spire Golem – Blue – Usually better than Azure Drake. Playable
Borderline
Bonesaw – Cheap bonus. Borderline
Blazing Torch – Give a creature an Aeolipile. Borderline
Copper Carapace – Makes a mean threat. Borderline
Neurok Hoversail – Low cost evasion. Borderline
Pyrite Spellbomb – Red – Colorless Seal of Fire. Borderline
Wayfarer’s Bauble – A slow Rampant Growth for any color deck. Borderline
Alpha Myr – A 2/1 for any color deck. Borderline
Armillary Sphere – Grab some lands. Borderline
Cobbled Wings – Benefits of low cost equipping. Borderline
Glint Hawk Idol – White – Interesting creature that has many invulnerabilities. Borderline
Pentad Prism – Like a Dark Ritual artifact thingy. Borderline
Prophetic Prism – Filter and a cantrip. Borderline
Vulshok Gauntlets – Slowly make a giant threat. Borderline
Darksteel Ingot – Balanced mana fixing. Borderline
Moriok Replica – Black – A 2/2 that can give you some cards. Borderline
Scuttlemutt – Mana fixing that can attack. Borderline
Spin Engine – Red – Good for sneaking in damage when you need to. Borderline
Sylvok Replica – Green – Another Sideboard option. Borderline
Vulshok Replica – Red – Good power that can hit the opponent in the face. Borderline
Whispersilk Cloak – Create a clock out of anything. Borderline
Sisay’s Ring/Ur-Golem’s Eye – Another big mana boost in colorless. Borderline
Bomb
Staple
Evolving Wilds/Terramorphic Expanse – Fetches are good even at common. Staple
The Bouncelands – Essential mana development. Staple
The Guildgates – Common dual lands. Staple
Desert – Can kill a lot of attackers. Staple
Playable
Haunted Fengraf – In a well built deck, all your creatures should be good enough to come back. Playable
Rupture Spire/Transguild Promenade – “Casting” a land isn’t fun, but it is great for fixing. Playable
The Panoramas – Fetches that can tap the turn they come down. Playable
Onslaught Cyclers – Sometimes you’d rather have a different card. Playable
Borderline
Halimar Depths – I’m not sure I would pay U for a weak Index. Borderline
Kabira Crossroads – Combined with the Bouncelands, you can get a lot of mileage out of it. Borderline
Quicksand – It’s tough to give up a land to kill a small creature. Borderline
Sejiri Steppe – To sneak in that last swing. Borderline
Soaring Seacliff – Ditto. Borderline
Teetering Peaks – Small boost for aggressive decks. Borderline
Turntimber Grove – Smaller boost. Borderline
The Borderposts – With the advent of the Guildgates, I think these have fallen out of favor. Borderline
Urza’s Cyclers – If you really want less land in your cube. Borderline
Depleters – Burst mana in Land form. Borderline
Bomb
Staple
Exile – White – Solid creature removal. Staple
Playable
Aeolipile – Colorless – Damage that threatens the table. Playable
Foul Spirit – Black – Good Stats for a three power Black Flyer. Playable
Armored Griffin – White – Solid Stats and excellent abilities. Playable
Phantom Monster – Blue – Solid Flying creature. Playable
Primal Clay – Colorless – Versatile creature. Playable
Brilliant Plan – Blue – Great refill spell. Playable
Ironhoof Ox – Green – Not many creatures can take on a 4/4 one on one. Playable
Borderline
Death Spark – Red – Not quite as good as Lava Dart or as reliable as Flame Jab, but it is an Instant. Borderline
Goblin Firestarter – Red – Not Mogg Fanatic number two, but not bad. Borderline
Fellwar Stone – Colorless – Decent mana excel that can fix occasionally. Borderline
Telekinesis – Blue – Put a creature on hold for a while. Borderline
Phantasmal Forces – Blue – Big power and Flying. Borderline
Roots – Green – Narrow answer to ground threats. Borderline
Shu General – White – Unblockable and can block. Borderline
Hyalopterous Lemure – Black – Easy to cast big threat that can Fly if needed. Borderline
Shu Elite Companions – White – Unblockable 3/3 creature. Borderline
Wei Elite Companions – Black – Ditto. Borderline
Ebony Rhino – Colorless – Big Trampling creature. Borderline
Thank you for your input. I'll go over my reasoning.
Vendetta - On average, Snuff Out costs more life per creature killed, and the difference between zero and one mana is only relevant in the early game.
Undertaker - This card is far and away better than Tortured Existence. Being able to discard lands away for creatures is game-changing.
Phyrexian Rager - It seems weird calling him a Staple, but I wouldn't build a cube without him.
Lose Hope - I thought this card was Borderline until Al_Z_Heimer compared it to Fume Spitter.
Ashes to Ashes - Five life is a lot, so much that sometimes you can't cast this spell.
Crippling Fatigue - I could see this being a Staple. I'd like to see more input though, as my experience with it is what brought it to Playable.
Okiba-Gang Shinobi - Its true he is backbreaking when he gets in. Hard-casting him is such a drag though, thus I put him at Playable.
Tortured Existence - Its never made the final cut for me in a deck. There are usually no more than one or two creatures I'd be willing to bin with it, and that just isn't worth the card.
Tragic Slip - Even though -1/-1 will kill a lot of creatures, I like removal that I can guarantee its effect.
Vault Skirge - I like this guy, but I'm not oversold on him. The difference in one mana or two mana isn't very huge once you reach five mana. Lifelink is good, but is a 1/1 Flyer a game winner?
Pith Driller - A 2/4 creature for four is unplayable. The -1/-1 has potential, but he's not shaking up the board.
Pull Under - I can agree with this, though Borderline cards won't be played most of the time. It is an Instant which is what caught my eye.
Innocent Blood - What does this kill that Diabolic Edict, Cruel Edict, Imperial Edict, and Geth's Verdict do not? Sorcery speed and my one creature isn't worth shaving one mana.
Sangrophage - Carnophage, in a perfect world, deals twenty to your opponent and ten to you. This guy deals twenty-one to your opponent and fourteen to you. A 3/3 is strong, but the math doesn't add up.
Ravenous Rats - Bouncing tricks aside, you really need multiples of this guy to make him more than a mild fart in your opponents game. Liliana's Specter and Shrieking Grotesque Fly and have two power.
I am open to adjustments based on input. Please don't hesitate.
For instance though I totally agree that Brainstorm is a staple in the constructed formats that allow it, but since my cube has very few shuffle effects its value is diminished.
Drawing three then putting two back to the library can be...discouraging if all you see is land land spell. As such it IS NOT included in my cube. I do have both Ponder and Preordain though.
<*{{{>< - ><}}}*> - <*{{{>< - ><}}}*> - <*{{{><
I'd argue that it is relevant at all phases of the game since you can safely tap out with Snuff Out in your hand. Plus, if you can't afford to lose the life, you can pay Snuff Out's mana cost, but this is not a luxury available to you if you're playing Vendetta.
I forgot that you discard anything to Undertaker - point well taken.
I'm not sure I agree with the comparison, since Fume Spitter at least provides a body if you don't need removal and it's removal permanently puts a -1/-1 counter on something, so it is useful against more than X/1s (though recognizing that Lose Hope is a nice combat trick). IMHO, Fume Spitter and Tragic Slip are a tier above Lose Hope.
Pestilence has this problem too, but it is still a bomb. Ashes to Ashes can be a dead card sometimes, but when its good, its REALLY good. I've won quite a few games with a well timed Ashes to Ashes.
True - but who ever hard casts him?
There's certain creatures you just want to keep getting back over and over again, like Mulldrifter, Gravedigger, and Aven Riftwatcher. In some decks, it is bad. But the late game potential is incredible. I agree that it is a very difficult card to play correctly and to build around, so on second thought your rating might be right on this.
My point here is that the -13/-13 isn't hard to get activated. I think this should probably switch places with Lose Hope, as I'd much rather have this card in my deck than the other.
But it is a big deal when you open the game with him in your hand. Vault Skirge holds equipment like a boss and becomes scary; this is what makes him good.
It may not be amazing, but the fact that it is essentially colorless removal is what makes it shine. It's definitely better than unplayable!
One mana less is huge - it lets you have removal online right away (important if you're going second) or allows you to clear an opponent's threat and then follow up with one of your own. I think it is borderline, but certainly worthy of consideration.
Agree that he's much worse, but still worthy of consideration for all-in suicide aggro builds.
Perhaps the rats are too much of a pet card of mine, but I thought it was worth pointing out for consideration.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
That makes sense. I can see your point.
If anything, perhaps Tragic Slip should be moved up.
I'll mull it over but I could still Ashes to Ashes being passed more than Pestilence.
True true, but its that condition that keeps him from being a Staple to me. The more limitations on a card, the less powerful it is.
I do think I'll move Tragic Slip up to Playable.
Needing equipment to be scary though makes him more conditional. Standing on his own he's not as much of a threat.
If he was just a 2/4 for four he would be Unplayable, but since he has an upside that makes him Borderline. Also, he isn't colorless removal, he's still a Black card.
I'm still on the fence with this one, since Vendetta, Disfigure, Dead Weight, and even the aforementioned Lose Hope and Tragic Slip are available.
Even with the likes of Wretched Anurid and Skittering Skirge among several two power evasive creatures?
I know what you mean. I like Ravenous Rats a lot, but had to cut it.
I still think Brainstorm is good enough to play without fetches. Information and access to additional cards goes a lot way.
Thank you for the input, I very much appreciate the discussion. Any changes I will make on a weekly basis, as to give enough time for others to put their points in one way or the other.
Gatecrash review:
White:
Aerial Manuver - Not as good as other First Strike tricks, but Flying is handy. Borderline
Daring Skyjek - Another Blade of the Sixth Pride but with an upside!? Staple
Syndic of Tithes - Extort is a decent ability. Too bad there weren't more playable commons. Borderline
Blue:
Hands of Binding - With all the evasive creatures Blue has, Cipher can be effective, though this is one of the weaker cards. Borderline
Black:
Devour Flesh - Diabolic Edict number two for the most part. Borderline
Shadow Alley Denizen - A Black upgrade to Intimidator Initiate. Borderline
Red:
Madcap Skills - A good Aura for Red. Playable
Skinbrand Goblin - A good creature with a decent late game ability. Playable
Warmind Infantry - Decent stats with a good ability. Borderline
Green:
Crocanura - Evolve is my favorite mechanic from the new set, and I think this card does it well. Playable
Ivy Lane Denizen - The ability to grow ANY creature is very nice. Borderline
Slaughterhorn - A good implementation of Bloodrush in Green. Borderline
Multicolor:
Drakewing Krasis - Decent stake of abilities and stats for the cost. Borderline
Shambleshark - Solid stats and cost. Playable
Pit Fight - Instant Prey Upon. Playable
Zhur-Taa Swine - Effective implementation of Bloodrush. Playable
Martial Glory - Two for one power. Borderline
Wojek Halberdiers - Two mana for a 3/2 is pretty good. Playable
Kingpin's Pet - Decent creature with Extort. Playable
Colorless:
Guildgates - Great lands. Staple
This. I play it in my green section. It's strictly worse than burn in every way and red doesn't have the big behinds to make it very effective. It is 100% a green card in application.
As I've since moved to peasant for my cubing needs, this list doesn't quite work for me, though it is still very interesting. I would absolutely adore anyone who made such a comprehensive list for that format.
One nitpick - are the bolded 'staple', 'playable', & 'borderline' items really necessary when they're all grouped into those categories already?
The issue with Wild Nacatl is without dual lands, he isn't a turn one 2/2, or a turn two 3/3. He is just undercosted in the late game, when a 3/3 with no abilities isn't spectacular.
I'm considering doing something for it, but I don't have enough experience in Peasant to really nail it down.
As the list gets longer it may be better able to see what cards are what.
There are some cards that I'm keeping on my radar: Midnight Recovery, Frilled Oculus, and Keymaster Rogue. They seem like they could be very strong, but I'm not sure how much outside of their environment. I particularly like Midnight Recovery, but since you have to have a creature to get more than one use it made it fall down the ranks compared to the abundance of other "Disentomb" effects.
On Pit Fight, I do see it as a Staple Green card, but Playable Gruul card. I realize its a terrible Red card, but until Pauper philosophy shifts, I wanted to list it in the Gruul section.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
If 2 color aggro decks are the norm, I wouldn't even entertain the thought of needing your second color of mana as being a problem.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
You would if your opening play was turn one Wild Nacatl.
Would you mind doing me a courtesy and filling me in on the scarcity (or lack thereof) of 3 color decks in pauper? My knowledge of the format is incomplete.
EDIT: It appears as though you misinterpreted my last line there. I wouldn't consider it a problem because in a two color deck, getting one land of each color in your opening 7 in a two color aggressive deck is pretty much a given. If we are bringing up hands that are forest, forest, forest, nactl, stuff (with no turn 2 fixers), then the problem isn't nactl, it's the lack of a mulligan.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Scyndic of Tithes is getting vastly underrated here. It's easily stronger than shambleshark, and easily deserves a playable rating. Basilica Screecher is also very playable, and definitely better than the black denizen. Extort on a cheap creature can totally change a game, and the ability doesn't cost much on top of what you'd pay for these bodies.
Draft it on Cubetutor!
Black:
Midnight Recovery - It has proven to be very, very good. Almost always gets two creatures in one turn. Playable
Still looking at Frilled Oculus and Keymaster Rogue. On another note, Extort seems to be weakening, though I'll keep testing Basilica Screecher and the others.