Had a chance to get a bunch of cards for my cube finally, as well as make some changes within my existing collection. It is finally trimmed down to 360, from here I plan to go back up to 450 (adding karoo lands and Khans lands, possibly removing gates at 450 if it turns out that 3 cycles is too much) and removing borderposts (due to having 30 dual lands at 450). If anyone is interested in drafting it, the link is in my signature.
Why is it almost every time I look at a pauper cube on cubetutor, they have literally 5 or even just 4 red 2 drop creatures? That's not nearly enough even at 360, and I've seen it plenty of times at 540+. I thought people liked being able to make aggro decks?
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Why is it almost every time I look at a pauper cube on cubetutor, they have literally 5 or even just 4 red 2 drop creatures? That's not nearly enough even at 360, and I've seen it plenty of times at 540+. I thought people liked being able to make aggro decks?
I have 8 currently, with 1 more coming next update (Valley Dasher, and Generator Servant also but I might need to cut one of my 2 drops for that).
I have 13, though 3-4 of those are more non-aggro (Mogg War Marshal, Fireslinger, Stingscourger). The rest of them are purely attacking though. I haven't felt it is too many since it lets more than one player be R/x aggro and have a decent curve.
Do you guys not feel that way about crippling fatigue? I cut that card a long time ago for giving aggro such a hard time. And also for having an ugly cost, and generally being bad in any scenario other than killing 2 aggro creatures
Do you guys not feel that way about crippling fatigue? I cut that card a long time ago for giving aggro such a hard time. And also for having an ugly cost, and generally being bad in any scenario other than killing 2 aggro creatures
its hanging out for now because it's dredge support for when I do add that to the cube.
On the other hand it's a good flashback spell and self-mill keeps getting stronger every set.
Pauper has almost no decent sweepers (Pestilence, Crypt Rats, etc) Does cutting 2-for-1 type spells make it harder to come back from behind?
Do people think that the new Longshot Squad is better than Elephant Ambush?
Hard to compare, as others have said. On the one hand, Longshot Squad is an anti-flier measure that helps support a +1/+1 counter theme. On the other hand, Elephant Ambush has a picture of an elephant hiding behind a tree like it's Bugs Bunny. I do like both as anti-flood measures and I do think that the Squad is better in that regard, but I do enjoy the sheer novelty of "Surprise! Elephant!"
I do definitely want to add other +1/+1 interactions.
Phantom Nomad, Phantom Tiger, and Sporeback Troll are playable counters creatures that provide synergies without going too deep. Undergrowth Scavenger and Sewer Shambler both are Dredge support with decent counters synergy.
I think Phantom Nomad and Phantom Tiger are more Auras/Voltron creatures. Yes they have +1/+1 counters but they become very difficult to kill when you boost their P/T externally.
For +1/+1 interactions, the only cards I think that are potent enough are Ainok Bond-Kin, Bloodcrazed Hoplite, Helium Squirter, Sporeback Troll, and Longshot Squad. There are gobs of cards that give counters, and a couple that move them (Fate Transfer, Bioshift), but those above really provide benefits to counters.
Travel Preparations, Burrenton Bombardier, Sluiceway Scorpion, Otherworldly Journey, a few Undying/Unleash guys... there are some sprinkled in the cubes already.
Staying with what I assume you mean as just +1/+1 interactions, I would go so far as to add Spike Colony and Vigeon Hydropon. They have a cool late draft, good in Sealed feel.
Spike Colony is actually just amazing on its own, regardless of counters synergy around it. Untapping with that and some other creatures on board makes combat really difficult for opponents.
I definitely am liking where this is headed. I already run most of the standard +1/+1 good cards, but these that have come up also so u D like they'd make the game play experience very interesting and enjoyable.
I can speak from experience with my own experiments with graveyard strategies that the one thing it's easy to overlook in creating more space for such a strategy to flourish is that Commons are short on ways to win through the graveyard. We lack even the simplest big finish cards of Worm Harvest or Spider Spawning to actually let the Dredge deck finish the game, so we can get infinite value, but very little winning.
Winning from graveyard is not something yo get you down. We don't really have combo either, nor Storm.
White has some value from graveyard, their gravedigging and Reanimation should not be underestimated whenyou have cycling creatures and card selection engines that fill the 'yard.
Blue does have an underplayed card I used to run: Mental Discipline.
But also factor in Spellshapers to go with Breathe of Life.
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I have 8 currently, with 1 more coming next update (Valley Dasher, and Generator Servant also but I might need to cut one of my 2 drops for that).
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On the other hand it's a good flashback spell and self-mill keeps getting stronger every set.
Pauper has almost no decent sweepers (Pestilence, Crypt Rats, etc) Does cutting 2-for-1 type spells make it harder to come back from behind?
useless
T2 powpercube Value https://cubecobra.com/cube/list/37t
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I dont think you can compare both. But in a vacuum Ambush seems much better.
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In that sense, though, both give you a 3/3 for 4 and give you value later.
Knowledge is power, money is power, time is money, you are actually gaining time by reading my posts
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Hard to compare, as others have said. On the one hand, Longshot Squad is an anti-flier measure that helps support a +1/+1 counter theme. On the other hand, Elephant Ambush has a picture of an elephant hiding behind a tree like it's Bugs Bunny. I do like both as anti-flood measures and I do think that the Squad is better in that regard, but I do enjoy the sheer novelty of "Surprise! Elephant!"
I think Phantom Nomad and Phantom Tiger are more Auras/Voltron creatures. Yes they have +1/+1 counters but they become very difficult to kill when you boost their P/T externally.
For +1/+1 interactions, the only cards I think that are potent enough are Ainok Bond-Kin, Bloodcrazed Hoplite, Helium Squirter, Sporeback Troll, and Longshot Squad. There are gobs of cards that give counters, and a couple that move them (Fate Transfer, Bioshift), but those above really provide benefits to counters.
Staying with what I assume you mean as just +1/+1 interactions, I would go so far as to add Spike Colony and Vigeon Hydropon. They have a cool late draft, good in Sealed feel.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
Would be interesting as 3/1 or 3/2 with trample.
Edit - oh it's stonybrook schoolmaster duh, you've brought him up before. Well, not a good prognosis then!
Knowledge is power, money is power, time is money, you are actually gaining time by reading my posts
Click here and check out my Formerly Pauper Cube.
check out my EDH and Pauper EDH decks here
You can branch out into Auramancer with Font of Return also.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
White has some value from graveyard, their gravedigging and Reanimation should not be underestimated whenyou have cycling creatures and card selection engines that fill the 'yard.
Blue does have an underplayed card I used to run: Mental Discipline.
But also factor in Spellshapers to go with Breathe of Life.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube