What do you think of blink support? There is a big amount of creatures with etb-effects amd I wonder if I shouldn't include some blink and more selfbounce spells to enable blink decks in my drafts.
Cards in my cube, that would be very happy about these effects are:
White: 5 (6)
-Icatian Javelineers
-Lone Missionary
-Aven Riftwatcher
-Kor Hookmaster
-Totem-Guide Hartebeest
(-Burrenton Bombardier: Likes to be played and then bounced later.)
I hope I didn't forgot too many cards, that work great with that archetype, but overall I just wanted to ask: Do you think these are enough cards, to support this possible archetype more, than I actually do?
That's certainly interesting, I might well try this out when I remake the cube. I really like Cavern Harpy because the cube really lacks late game card advantage engines and it's a very solid one as well as just being a hard to deal with beatstick. Plus it's just an interesting card in general. Blink itself wasn't good enough last time I tried it, and that was still while damage stacked so it seems like it's probably not good now, but it could well be soon.
You don't need to go terribly deep into this archetype for the blink cards to be playable, but yeah if I was going to add a couple of blink cards I'd add a few blinkable creatures too - especially seeing as Sea Gate Oracle is such value already.
If you really want to go deep, I'd suggest maybe running all of the cards that can return Ghostly Flicker from the grave and the flicker. It's a pretty good combo as long as you have any other relevant etb ability, and both parts are playable without the other.
EDIT: Why aren't we all playing Durkwood Baloth? I'm pretty sure that the Hollowhenge Beast vs Winding Wurm discussion is kind of irrelevant as I think that both Imperiosaur and the baloth seem quite a bit better.
Blink effects and Cavern Harpy are very easy archetypes to support as many of the "staple" creatures at common are those with ETB effects. I used to run Cavern Harpy in my cube for that very reason. It makes for a fun deck, but I noticed some ripple effects it had on the rest of my cube.
Having all the best creatures be those that have ETB effects means that removal is less than a 1 for 1, so removal has to be that much more efficient to make up the loss of value. While that helps fight back against all the value creatures, it prevents other creatures from having as much of an impact. In order to let other creature based archetypes thrive in my cube, I removed creatures that had been Blink targets and also changed the removal suite to be less potent. The exact balance of creature effects and removal in my cube is still a work in progress, but it's an issue I only began addressing when I realized that including the easy archetype of Blink + ETB creatures may not be the best thing for my cube.
All that is to say: play with the Blink Archetype if you like, but be mindful of its effects elsewhere in your cube.
I think all the White Blink spells are playable (as well as Turn to Mist).
Monetary Blink, as you mentioned, has its own value built in simply due to Flashback. It's the card that exists for this Archetype as having stand-alone power, so it's a solid inclusion in its own right. It's the card that pulls people into thinking about drafting the Blink Archetype because even if things don't work out to make that deck, Momentary Blink will still make it into whatever deck gets drafted by that player.
Cloudshift is nice because the cost is so low. When I ran Cloudshift, I liked to include it with other 1-mana White spells to give aggro decks more options. When a White aggro deck holds up W and it could be Cloudshift, Mana Tithe, Apostle's Blessing, Stave Off, or Bandage, it becomes very difficult for the opposing deck to deal with your creatures without one of these spells creating a huge tempo advantage, and in some cases, card parity if not advantage for the aggro deck.
Whitemane Lion is purely a Blink spell, not a creature. Evaluating the card that way, it's pretty decent value added to the effect of Blinking a creature. The 2/2 seems insignificant, but it's actually good in both aggro and control decks to some degree. In aggro, it saves your creature from removal and gives you the same number of bodies attacking next turn. In control, it can let you reuse a value creature and provide a chump blocker to let you buy time to replay the value creature later. Despite how often Whitemane Lion feels like a spell, the fact that it is a creature makes it very easy to recur in BW Blink decks.
Blink effects are obviously good with ETB Creatures, but if they have other uses, like the ones I talked about here with the White Blink spells, then I like supporting the archetype. (I've liked supporting BW and BR Sacrifice Recursion archetypes more though, but that may just be me)
EDIT: Why aren't we all playing Durkwood Baloth? I'm pretty sure that the Hollowhenge Beast vs Winding Wurm discussion is kind of irrelevant as I think that both Imperiosaur and the baloth seem quite a bit better.
Having all the best creatures be those that have ETB effects means that removal is less than a 1 for 1, so removal has to be that much more efficient to make up the loss of value. While that helps fight back against all the value creatures, it prevents other creatures from having as much of an impact. In order to let other creature based archetypes thrive in my cube, I removed creatures that had been Blink targets and also changed the removal suite to be less potent. The exact balance of creature effects and removal in my cube is still a work in progress, but it's an issue I only began addressing when I realized that including the easy archetype of Blink + ETB creatures may not be the best thing for my cube.
The fact that blink makes removal less good is actually a point in its favour. Removal is insane in Cube; this would be a way of making it more fair without removing removal.
The fact that blink makes removal less good is actually a point in its favour. Removal is insane in Cube; this would be a way of making it more fair without removing removal.
A Blink theme actually sounds awesome.
Removal can be insane in Pauper Cube, but it doesn't have to be. Picking the most powerful removal spells for inclusion in a cube as Staples demands a certain quality of creatures, either ones that are resistant to removal, or generate value despite removal. To choose the strongest cards in these directions leads to Hexproof on one end and Blink on the other.
Those archetypes can be interesting, but I wanted to move away from them in my cube, which means I had to change the removal that pushed those archetypes in the first place. Making the removal less insane means other sorts of creatures can thrive. I've been able to make room for those sorts of creatures by changing a lot of Staple removal spells to more specialized versions.
I ran Ghostly flicker in a standard peasant deck and its a great card. I haven't actually thought of using it but it could be a possible deck for UB. Blue has the cards you need to get it going archaeomancer/ mnemonic wall along with bounce creatures, draw effects, and pestermite. Black has recursion guys, force discard guys,faceless butcher, pith driller and, bloodhunter bat/highway robber also potential use of parasitic strix which also works decently with cavern harpy.
The bloodhunter bat causes a 4 life swing on turn 4 you can then play mnemonic wall/archaeomancer turn 5. on turn 6 if you played your 6th land you can ghostly flicker twice causing an 8 life swing which you can repeat each turn until you win the game. pith driller and faceless butcher also come down turn 4 and with 6 mana either let you place 2 -1/-1 counters or permanently exile an opponents creature each turn. with nightscape familiar you can flicker 3 times on turn 6.
Because ghostly flicker is instant speed, you can always flicker after blocks or at the end of the opponents turn that way you can always have mana open for removal/counters.
You can probably splash white as white also has excellent etb effects.
Considering I've played that kind of deck before and was thinking of making a pauper version of it I'm surprised I never thought of it. Now I have a good theme to for UB
I think magic wouldn't be the same without removal. It could unbalance pauper if you wouldn't play removal.
Agressive decks need it to keep control decks from stabilizing themself and to kill the game chaning finishers. In addition to that burn grants reach to agressive red decks, what they definitly need to be playable. In addition to that red would be weaker than any other color, if it would only be removal focused.
Control decks need removal to survive against agressive decks until they are able to stabilizie their boards.
The only kind of deck that doesn't need removal is ramp. I expect this archetype would be overpowered without removal. Normally it's a problem to spend a lot of cards on producing mana, to play a few value creatures, because removal can get rid of the few finishers. If there would be no removal the turn 3 Hollowhenge Beast with Armadillo Cloak would be unbeatable.
I don't think that blink makes removal bad. As I pointed out, the most blink spells are just a 1 for 1 trade against removal and Man-o'-War/Kor Hookmaster/Phyrexian Rager are rarely the target of removal spells.
I didn't take out all the removal spells in my cube, that would be silly. Instead I changed some of them from the most efficient to more specialized option. There's still removal, it's just not insane. If you look at my current list, there's probably removal spells included there that most people don't use and some Staple removal spells that most people use are missing.
Those creatures you listed are rarely the target of removal spells, but if your deck mostly contains creatures like that, then opponents' removal has to target something that loses them value. It's kind of like the "Flametongue Kavu Test" or the "Jace Test" from constructed: the ubiquitous removal options force creatures to get value for you even when they get removed.
Perfectly fair points. I also really like Elephant Ambush. It's also just a really unique card too. It's definitely not a cut I like the look of at all. Below is my current green section - I need to find room for Imperiosaur, Rumbling Baloth and Walker of the Grove. I'm interested in your thoughts?
Finally got my camera back from a friend today, made a few sample packs with a random pack generator, this seemed to be the pick of the bunch in sheer power level. What would everyone here take, pick 1, pack 1?
For those having issues with the image, cards are Wretched Anurid, Phantasmal Bear, Porcelain Legionnaire, Hymn to Tourach, Putrid Leech, Golgari Guildgate, Faith's Fetters, Rancor, Wild Nacatl, Faithless Looting, Jilt, Lightning Bolt, Golden Urn, Rushing River, and Garruk's Companion.
I probably take Bolt, and wish i didn't have to pass Jilt because blue-red is one of my favorite things to do, but it's very close with Rancor, and Rancor might just be better. I would take it if the Hexproof/auras archetype is pushed in this particular cube for example.
I probably take Bolt, and wish i didn't have to pass Jilt because blue-red is one of my favorite things to do, but it's very close with Rancor, and Rancor might just be better. I would take it if the Hexproof/auras archetype is pushed in this particular cube for example.
Auras/Hexproof is a strategy that I am currently supporting primarily in Selesnya, and debating whether it should have some secondary support in Naya or Bant.
Faith's Fetters- Strong removal in any deck, and it is very splashable at 4cmc.
Fetters is a strong card, but I would worry about what would wheel back. I feel that Fetters is arguably the strongest card in the pack (Rancor, Hymn and Legionnaire would be beside it, as would bolt) but I worry that legionnaire would not wheel, and so that would probably influence what colours I move into.
Fetters, Rancor, Bolt, Porcelain Legionnaire and Nacatl stand out.
Rancor and Nactl i'm weary of because the other one could go soon and Fetters and Bolt are in the pack so the other aggro color could get cut.
Fetters is easy to splash in general, goes in any midrange or control deck but won't make the cut if I end up aggro.
Legionnaire will go in every single deck you play. Aggro, control, midrange, it' pretty awesome.
Bolt is the other safe pick. Aggro, control, midrange, you'll play it. Probably won't splash for it unless you pick up another couple of red cards.
Depends on my mood. Safe pick is Legionnaire or Bolt definitely, of which I'd take Bolt, but right now I'm feeling Rancor. That card is obscenely powerful in the right deck. Most impactful card in the pack. The chances are low someone will commit to Nactl second pick, she might even wheel, and at the very least we'll get Garuuk's Companion.
Indeed, Bolt and Legionnaire feel the safe picks to me, but Rancor feels safer to me than you make out. Unless everyone else at the table is determined to force G/x, something good should be wheeling.
For me the decision is between Hymn to Tourach and Rancor. Booth can easily decide games on their own.
From this booster I would maybe prefer Rancor, because there is a chance, that Wild Nacatl or Garruk's Companion will be tabled, while there is no other good black card.
Btw. why do you play Golden Urn? That's a terribly bad card.
Hymn is an old favorite of mine, but I always feel iffy about starting a draft with a discard spell. If I did start one with a discard spell, I would want it to be hymn.
Re: Golden Urn, my cube is currently not truly complete (missing mainly staples that I need to order online, Pestilence and such), however, it is balanced enough in its current form to cube. Every time I go to remove the Urn, it surprises, although it is most certainly on the chopping block for my next upgrade.
I think Burst Lightning, Faceless Butcher, Twisted Abomination, Ghitu Slinger, Blade of the Sixth Pride are all good.
Burst Lightning or Faceless Butcher for me. If I take the Butcher, I expect at least one of Slip, Marauder and Abomination to wheel. With Lightning, I will regret the fact that Slinger is unlikely to wheel (at least with the people I play with), so on balance I think I would pick the Butcher.
I like Porcelain Legionnaire in the first pack as it keeps you open and is really good in any deck. Screw any aggro deck, I'll play it in any deck period. It's an amazing pack, there are like 6 cards I'm really happy to first pick.
In the second pack, I like Twisted Abomination. Ghitu Slinger and Faceless butcher are close, maybe the slinger is the best pick.
So, what doe people think about Academy Raider from M14?
Academy Raider 2R
Creature - Human Warrior Common
Intimidate
Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
1/1
Seems pretty solid to me, though obviously not quite as good as Looter il-Kor.
If it cost 1 less mana or had 1 more power, I'd be all over it, but as it is it's just not good enough I think. I'd rather have Mad Prophet, and I don't want Mad Prophet.
I have been recently tinkering with the creation of a small (300 cards) pauper cube. The quirk is that I only want to use commons with the new card face. When I was looking through my collection for potential inclusions, I thought that a cube that was 100% new card layout was aesthetically pleasing and decided to go with it. So, my cube will only have cards that have the modern card frame and show a black common set symbol. Of course this means that I cannot use some of the usual staples, but at only 300 cards, I am confident to find enough good cards without having to resort to fillers. Here are a few questions:
Which two (non-creature) Naturalize effects would you pick?
Would 10 Signets be too much at 300 cards? Especially with two full cycles of dual lands already there for color fixing? I am thinking about using the 5 Myrs instead of the Signets. Is this a valid idea?
I have been recently tinkering with the creation of a small (300 cards) pauper cube. The quirk is that I only want to use commons with the new card face. When I was looking through my collection for potential inclusions, I thought that a cube that was 100% new card layout was aesthetically pleasing and decided to go with it. So, my cube will only have cards that have the modern card frame and show a black common set symbol. Of course this means that I cannot use some of the usual staples, but at only 300 cards, I am confident to find enough good cards without having to resort to fillers.
Would 10 Signets be too much at 300 cards? Especially with two full cycles of dual lands already there for color fixing? I am thinking about using the 5 Myrs instead of the Signets. Is this a valid idea?
Crushing Vines and Naturalize, probably.
The Myr are fine but I think the Signets are better. In addition, by playing them, you make the Naturalize effects slightly better, which is good overall. But I'm partial to the Signets; others may not agree.
Speaking of heavy draw spells, I am very happy to now be including Rush of Knowledge and I'm looking for a place for Petals. I'm really digging the slight shift to support legitimate control decks.
Thanks guys! Crushing Vines has the added versatility of killing flyers. Therefore it was already one of my preferred choices. With all the Pacifism/Narcolepsy/Oblivion Ring effects in the Pauper cube, I also think that destroying enchantments is a useful ability, so adding Naturalize seems like a good choice.
I'm not sure if 30 fixing card are too much for a 300 card cube. I think it depends, if you like to support 3 colored decks more or bind people to 2 colored decks mainly.
I guess this is something that can only be decided after a draft or two. If it turns out that I don't have enough fixing, I could add more. I do think that 24 fixing lands and some green fixers should be enough at 300 cards though.
Rush is out because it only exists in the old card layout. Gush being an instant is nice, but I think it would be more interesting to give blue some heavier card draw effects like those 3-for-1s. I was only wondering if spending your whole fifth turn doing nothing but drawing some cards was too slow in Pauper cube. I really have no idea how the format will play out, but from what I hear and from the creature curve, it seems that it will be quite aggro-centric.
The Myr are fine but I think the Signets are better. In addition, by playing them, you make the Naturalize effects slightly better, which is good overall. But I'm partial to the Signets; others may not agree.
I would normally prefer the Signets, too. At 360 or 400 cards, I would just add them and be happy. At only 300 cards though, they seem to be a bit much. The Myr also have the added bonus of being creatures.
Ok, I see if I can make room for them. Having only 40 cards per color is really not that much. Even with my restriction to only modern card faces, the competition is already high.
At the prerelease last night, I managed to 3-0 with what looked like a super mediocre pool. Mainly on the back of Master of Diversion, who was super strong for me the whole time, and seems possibly even better in this format. It's great with tempo cards (in my deck Frost Breath and Time Ebb) as it means you have to deal with one fewer creature and it also gets through for 2 per turn.
That's certainly interesting, I might well try this out when I remake the cube. I really like Cavern Harpy because the cube really lacks late game card advantage engines and it's a very solid one as well as just being a hard to deal with beatstick. Plus it's just an interesting card in general. Blink itself wasn't good enough last time I tried it, and that was still while damage stacked so it seems like it's probably not good now, but it could well be soon.
You don't need to go terribly deep into this archetype for the blink cards to be playable, but yeah if I was going to add a couple of blink cards I'd add a few blinkable creatures too - especially seeing as Sea Gate Oracle is such value already.
If you really want to go deep, I'd suggest maybe running all of the cards that can return Ghostly Flicker from the grave and the flicker. It's a pretty good combo as long as you have any other relevant etb ability, and both parts are playable without the other.
EDIT: Why aren't we all playing Durkwood Baloth? I'm pretty sure that the Hollowhenge Beast vs Winding Wurm discussion is kind of irrelevant as I think that both Imperiosaur and the baloth seem quite a bit better.
Draft it on Cubetutor!
Having all the best creatures be those that have ETB effects means that removal is less than a 1 for 1, so removal has to be that much more efficient to make up the loss of value. While that helps fight back against all the value creatures, it prevents other creatures from having as much of an impact. In order to let other creature based archetypes thrive in my cube, I removed creatures that had been Blink targets and also changed the removal suite to be less potent. The exact balance of creature effects and removal in my cube is still a work in progress, but it's an issue I only began addressing when I realized that including the easy archetype of Blink + ETB creatures may not be the best thing for my cube.
All that is to say: play with the Blink Archetype if you like, but be mindful of its effects elsewhere in your cube.
Monetary Blink, as you mentioned, has its own value built in simply due to Flashback. It's the card that exists for this Archetype as having stand-alone power, so it's a solid inclusion in its own right. It's the card that pulls people into thinking about drafting the Blink Archetype because even if things don't work out to make that deck, Momentary Blink will still make it into whatever deck gets drafted by that player.
Cloudshift is nice because the cost is so low. When I ran Cloudshift, I liked to include it with other 1-mana White spells to give aggro decks more options. When a White aggro deck holds up W and it could be Cloudshift, Mana Tithe, Apostle's Blessing, Stave Off, or Bandage, it becomes very difficult for the opposing deck to deal with your creatures without one of these spells creating a huge tempo advantage, and in some cases, card parity if not advantage for the aggro deck.
Whitemane Lion is purely a Blink spell, not a creature. Evaluating the card that way, it's pretty decent value added to the effect of Blinking a creature. The 2/2 seems insignificant, but it's actually good in both aggro and control decks to some degree. In aggro, it saves your creature from removal and gives you the same number of bodies attacking next turn. In control, it can let you reuse a value creature and provide a chump blocker to let you buy time to replay the value creature later. Despite how often Whitemane Lion feels like a spell, the fact that it is a creature makes it very easy to recur in BW Blink decks.
Blink effects are obviously good with ETB Creatures, but if they have other uses, like the ones I talked about here with the White Blink spells, then I like supporting the archetype. (I've liked supporting BW and BR Sacrifice Recursion archetypes more though, but that may just be me)
I could see trying out the Baloth again.
The fact that blink makes removal less good is actually a point in its favour. Removal is insane in Cube; this would be a way of making it more fair without removing removal.
A Blink theme actually sounds awesome.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Removal can be insane in Pauper Cube, but it doesn't have to be. Picking the most powerful removal spells for inclusion in a cube as Staples demands a certain quality of creatures, either ones that are resistant to removal, or generate value despite removal. To choose the strongest cards in these directions leads to Hexproof on one end and Blink on the other.
Those archetypes can be interesting, but I wanted to move away from them in my cube, which means I had to change the removal that pushed those archetypes in the first place. Making the removal less insane means other sorts of creatures can thrive. I've been able to make room for those sorts of creatures by changing a lot of Staple removal spells to more specialized versions.
The bloodhunter bat causes a 4 life swing on turn 4 you can then play mnemonic wall/archaeomancer turn 5. on turn 6 if you played your 6th land you can ghostly flicker twice causing an 8 life swing which you can repeat each turn until you win the game. pith driller and faceless butcher also come down turn 4 and with 6 mana either let you place 2 -1/-1 counters or permanently exile an opponents creature each turn. with nightscape familiar you can flicker 3 times on turn 6.
Because ghostly flicker is instant speed, you can always flicker after blocks or at the end of the opponents turn that way you can always have mana open for removal/counters.
You can probably splash white as white also has excellent etb effects.
Considering I've played that kind of deck before and was thinking of making a pauper version of it I'm surprised I never thought of it. Now I have a good theme to for UB
I didn't take out all the removal spells in my cube, that would be silly. Instead I changed some of them from the most efficient to more specialized option. There's still removal, it's just not insane. If you look at my current list, there's probably removal spells included there that most people don't use and some Staple removal spells that most people use are missing.
Those creatures you listed are rarely the target of removal spells, but if your deck mostly contains creatures like that, then opponents' removal has to target something that loses them value. It's kind of like the "Flametongue Kavu Test" or the "Jace Test" from constructed: the ubiquitous removal options force creatures to get value for you even when they get removed.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Tangle Hulk, Dawntreader Elk and especially Rubbleback Rhino are really mediocre, and good cuts.
While there are a bunch of good ways to make tokens, there really is no way to use them well. There's no good anthem effect or anything.
Draft it on Cubetutor!
For those having issues with the image, cards are Wretched Anurid, Phantasmal Bear, Porcelain Legionnaire, Hymn to Tourach, Putrid Leech, Golgari Guildgate, Faith's Fetters, Rancor, Wild Nacatl, Faithless Looting, Jilt, Lightning Bolt, Golden Urn, Rushing River, and Garruk's Companion.
Level 1 Judge
So Pro I have an alpha Volcanic Island
Auras/Hexproof is a strategy that I am currently supporting primarily in Selesnya, and debating whether it should have some secondary support in Naya or Bant.
Fetters is a strong card, but I would worry about what would wheel back. I feel that Fetters is arguably the strongest card in the pack (Rancor, Hymn and Legionnaire would be beside it, as would bolt) but I worry that legionnaire would not wheel, and so that would probably influence what colours I move into.
Indeed, Bolt and Legionnaire feel the safe picks to me, but Rancor feels safer to me than you make out. Unless everyone else at the table is determined to force G/x, something good should be wheeling.
Hymn is an old favorite of mine, but I always feel iffy about starting a draft with a discard spell. If I did start one with a discard spell, I would want it to be hymn.
Re: Golden Urn, my cube is currently not truly complete (missing mainly staples that I need to order online, Pestilence and such), however, it is balanced enough in its current form to cube. Every time I go to remove the Urn, it surprises, although it is most certainly on the chopping block for my next upgrade.
Burst Lightning or Faceless Butcher for me. If I take the Butcher, I expect at least one of Slip, Marauder and Abomination to wheel. With Lightning, I will regret the fact that Slinger is unlikely to wheel (at least with the people I play with), so on balance I think I would pick the Butcher.
In the second pack, I like Twisted Abomination. Ghitu Slinger and Faceless butcher are close, maybe the slinger is the best pick.
Draft it on Cubetutor!
Academy Raider 2R
Creature - Human Warrior Common
Intimidate
Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
1/1
Seems pretty solid to me, though obviously not quite as good as Looter il-Kor.
Thoughts?
Karador, Ghost Chieftain
Level 1 Judge
But if this card had 2 power I would play it. Or maybe had 3 toughness, comparable to a 1/3 scroll thief.
I do really like the 3 mana 2/1 flier that gives another creature flying from m14 though. I think it will be a solid addition to blue.
Cube Enthusiast
Looking for Pauper And Pauper Cube Podcast Cohost
My Pauper Cube
I'm not sure if I'll be able to pull off a Set Review for M14, but assuming that I won't, someone else should have a crack at it.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Which two (non-creature) Naturalize effects would you pick?
Would 10 Signets be too much at 300 cards? Especially with two full cycles of dual lands already there for color fixing? I am thinking about using the 5 Myrs instead of the Signets. Is this a valid idea?
Are 5 mana card draw spells like Petals of Insight and Mysteries of the Deep too slow in a Pauper cube?
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Crushing Vines and Naturalize, probably.
The Myr are fine but I think the Signets are better. In addition, by playing them, you make the Naturalize effects slightly better, which is good overall. But I'm partial to the Signets; others may not agree.
Not at all, they can assist the control decks.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Thanks guys! Crushing Vines has the added versatility of killing flyers. Therefore it was already one of my preferred choices. With all the Pacifism/Narcolepsy/Oblivion Ring effects in the Pauper cube, I also think that destroying enchantments is a useful ability, so adding Naturalize seems like a good choice.
I guess this is something that can only be decided after a draft or two. If it turns out that I don't have enough fixing, I could add more. I do think that 24 fixing lands and some green fixers should be enough at 300 cards though.
Rush is out because it only exists in the old card layout. Gush being an instant is nice, but I think it would be more interesting to give blue some heavier card draw effects like those 3-for-1s. I was only wondering if spending your whole fifth turn doing nothing but drawing some cards was too slow in Pauper cube. I really have no idea how the format will play out, but from what I hear and from the creature curve, it seems that it will be quite aggro-centric.
I would normally prefer the Signets, too. At 360 or 400 cards, I would just add them and be happy. At only 300 cards though, they seem to be a bit much. The Myr also have the added bonus of being creatures.
Ok, I see if I can make room for them. Having only 40 cards per color is really not that much. Even with my restriction to only modern card faces, the competition is already high.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Draft it on Cubetutor!