Seems that the theme is most definitely go wide vs the dinosaurs. That Spike-Tailed Ceratops will be pretty useful for limited although its toughness leaves a bit to be desired for cube. It has uses getting a 2 for 1 against aggro decks I suppose...
I am a sucker for big numbers in the bottom right of magic cards. That Ancient Brontodon has to be comboed with something or you will cry as it gets chumped by Eldrazi Scions. My suggestion is to strap it into the saddle on an Aerial Guide.
Looming Altisaur will block absolutely everything except Eldrazi Devastators and green 7 drops. If you support white control in your cube it actually has a place. It comboes great with that dino that makes your creatures deal damage with their toughness.
edit: Headwater Sentries may be bland, but that is the biggest 4cmc ground defense creature blue has at common outside of Makeshift Mauler and Phantom Beast. The extra toughness allows it to block significantly more creatures in most cubes and the 2 power will see off most 2 drops.
Encampment Keeper likely won't find a home in too many cubes with its ability costing 8 mana. However, I think the design is sound. I love cards that are relevant early or late. In this set I suspect you might be getting to 8 mana more often than normal.
I personally don't support tribal, so that's all that is worth considering for my cube.
Even then a lot of these are lackluster and have better othet versions of themselves already. The only one im seriously considering is the Territorial Hammerskull.
The Hammerskull is the best card so far. I'm pretty excited all round though, as there are many cards for my other cube and I really like the look of this set from a limited perspective. Combat tricks keep getting cheaper and cheaper it seems.
The big removal is really expensive in this set and it won't be effective against a lot of Dinosaurs.
Anyway, to bed. I've got drafting to look forward to tomorrow!
As drawing a land in late game is as good as sending it to the bottom of the deck, I suppose we can analize Explore as "Scry 1, 60% chance of getting +1/+1 counter".
Of course it is better in the early game when you need the lands, and slightly better if you run cards that care about the graveyard.
But I don't think there is much more about it.
Private Mod Note
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Holiday Armadillo... Cloak
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
im pretty sure explore is really good. im fine with lower stats when i get to draw a card. and in the other mode, the (green) ones have exeptional stats on top of scry.
I think the problem with Explore is the the modes fit best in two different decks. A good low curve/ mid-range wants the card to be a 3/3. A high curve, ramp deck wants the land. But there's no guarantee about which you get. That might shy me away from it. In limited i see it working well in both modes. But in cube, where the decks are more focused, i dont know if i want it.
Frenzied Raptor: Unexciting, but also a testament of how red's creatures have crept stats wise. It's good enough when backed up with removal that I might give this a Cubeable.
I thought you'd made a mistake on a copy of Viashino Warrior until I checked the mana cost myself. Yep, we've come a long way
Jade Guardian: Primal Huntbeast 2.0 for the Aura people.
This is a better Primal Huntbeast thanks to the +1/+1 counter synergies. And occasionally it'll give you pump options you could never have with the Huntbeast.
Skymarch Bloodletter: Haven't seen this mentioned very often, but it's a very solid card in a color that didn't even get straight up Wind Drakes before.
Could open up lifedrain decks thanks to extort and things like Bloodhunter Bat. Wind Drake with upside is something we don't see often, and Wind Drake is a very good baseline for pauper.
The two green Explore guys: I have to see how Explore turns out to be, but my inclination is that it's not strong enough to make any of these guys great. The green ones certainly have the best stats among them, but I still see them on the very low end of Cubeable at best, which means I won't run them in my 360.
Same. Explore is a miss in my book. Fun enough in regular Limited, but under-curve and badly choiced unless you are deliberately pushing hard land or graveyard synergies.
Shipwreck Looter - strong if you can raid it out. This seems very easy to trigger thanks to blue flyers.
Watertrap Weaver - most pauper cubers have seen this before with Frost Lynx and Stitched Mangler. This type of card is real good.
March of the Drowned - strictly better Raise Dead??? Hopefully more pirates come in the next set to raise its stock, because this is the kind of recursive advantage I like to see. Paupers currently have only Rishadan Airship and Nameless Inversion to take advantage of.
Storm Fleet Pyromancer - Ghitu Slinger's fall from grace. I honestly expected a straight version of this card without raid at 4R, but I am sorely disappointed.
Pounce - how did nobody notice a second copy of Pit Fight??? This is basically evergreen status in pauper.
Prying Blade - how good is this really? I suspect amazing in a UW skies deck, average in a red deck with burn to clear the way, and mediocre everywhere else. Good enough?
As an aside, I love the balance being struck with "sidegrades" and alternative cards that don't necessarily power creep, but open up new design and deckbuilding ideas. Designing cards along this axis is an incredibly delicate tightrope
you have to keep in mind that you will draw the topcard of your deck. its not a random land. Either way you will draw that land . So a low curve/midrange deck is more likely to draw more stuff on the next turn. and the rampdeck can discard the topdeck if its in need for more mana.
only tempodecks dont want the value it offers.
you have to keep in mind that you will draw the topcard of your deck. its not a random land. Either way you will draw that land . So a low curve/midrange deck is more likely to draw more stuff on the next turn. and the rampdeck can discard the topdeck if its in need for more mana.
only tempodecks dont want the value it offers.
But does that help me now in a low curve? Would i rather have a 2/2 in play and an extra card, or a guaranteed bigger threat like Hooded Brawler, Thrino, brazen wolves, stitched drake, etc. I want 3 power on board (or more) to be attacking, vs a 2/2 that may not trade profitably.
We have 3cmc 2/2s that draw lands and cards. We also have 3 mana 3/3s or bigger. I want to choose whats best in my deck, not hope i get the right situation witg Explore.
We may just have to agree to disagree, which makes cubes and discussions so much fun.
i dont see any disagreement except you refer to tempodecks as "lowcurve". but i wouldnt run a vanilla 3/3 there either, because we have way better stuff.
Bishop's Soldier - Cubeable. Some cubes will love this vampire and other cube designers will think him pretty sucky. Combine it with any flying aura and it will need to be dealt with immediately.
Looming Altisaur - Borderline. If you include a defensive white 4 drop in your cube with a toughness greater than four, then this has got to be your pick unless you prefer Salt Road Patrol. In the follow-up set there will likely be a Lurking Ctrlisaur in green.
Territorial Hammerskull - Staple. The extra toughness over Master of Diversion is huge. You need a good reason not to include this guy if white is aggressive in your cube, as you can really nail your opponent with him.
Dive Down - Borderline. An unexciting, but very versatile card which is primarily there to counter your opponent's removal for 1 mana along with the added bonus of adding toughness for combat shenanigans. Its value goes up in cubes with higher cost removal.
Headwater Sentries - Bad. Although an unexciting card, it is conditionless to cast unlike Makeshift Mauler and could leave an opponent scratching their head when looking at the five toughness.
One With the Wind - Borderline. Another great aura if you're into that kind of soap dodging stuff.
Opt - Cubeable. Another great option for cheap card quality and spells matter at instant speed.
Sailor of Means - Borderline. An option for cube designers trying to give blue the means for some defensive ramp. All of these sorts of cards offer artifact synergies for cubes that want them.
Shore Keeper - Borderline/Bad. This guy might just be the first trilobite I've seen, which is pretty awesome. Unexciting, but surely a functional defender early and it can be sacced in a slower ramping/control deck lategame.
Storm Sculptor - Borderline. This effect would be welcome in a lot of blue and white decks and you get an unblockable three damage for your trouble. This seems like a great card in a decent amount of decks and could end up shaping your later picks.
Watertrap Weaver - Borderline. It's no Man-o'-War, but I'm sure some cube designers could weave him in somewhere.
Deadeye Tormentor - Borderline. If you support aggro in black then you might have your eye on this guy as he turns into a tougher, more splashy; yet less flappy Liliana's Specter. Black has some totally acceptable aggro 1 drops which make this guy a lot more viable.
Fathom Fleet Cutthroat - Bad? This seems like a pretty tenuous ability that might best be combined with pingers or some red spells. I can only fathom this card being powerful in a few fleeting instances and I can see myself cutting it from my deck more often than not.
Skittering Heartstopper - Borderline. I'm not in love with this guy, but the extra toughness can definitely be relevant in a lot of cubes and the threat of activation will do its job most of the time.
Skulduggery - Borderline. An acceptable, cheap combat trick that can act as cheap removal for an opponent's 1 toughness creature or with the highest upside become a 2 for 1 combat trick. I kinda dig it.
Skymarch Bloodletter - Cubeable. A wind drake in black seems like a reasonable deal already, add in the lifedrain and the sky is the limit.
Fathom Fleet Firebrand - Borderline. This lass won't set the table on fire, but she seems happy in a slower red deck. She can trade or get in for some damage early and if drawn lategame can be used as deterrence when there is a lot of mana floating about or pumped for some serious damage. I generally like these sorts of two drops as I value the early and lategame relevance and I always enjoy being able to add more mana sinks to my cubes.
Frenzied Raptor - Borderline. A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it could easily find a home.
Nest Robber - Cubeable. This seems totally playable in most cubes. Comparisons include Rakdos Shred-Freak and Spike Jester. You might end up stealing a few wins with the damage this can be putting out from turn two.
Sun-Crowned Hunters - Borderline? A really interesting card. The stats are overcosted by 1 mana. If you can abuse the enrage you can really make this work. However, it seems like it might be more useful in a defensive deck. I think this is a card and an ability that needs further science before being judged.
Ancient Brontodon - If you want more than one 8 drop in green then this lizard isn't terrible. A go-to combo would be something like Cobbled Wings, which also provides the visual amusement of a dinosaur hang-gliding.
Colossal Dreadmaw - Cubeable. The all important six toughness and trample gives green a third six drop worth putting in any cube supporting ramp, along with Rampaging Hippo and Brambleweft Behemoth. If you manage to play this and attack you will likely get your opponent's goat.
Deeproot Warrior - Borderline. Another perfectly acceptable green beater at two mana. The only problem is green has a deep pool of perfectly acceptable two drops.
Ixalli's Diviner - Borderline. This is a ramp only card and in both modes of explore I think you would be happy with the results on turn 2. I suspect it will take some play-testing before we can divine the true value of explore.
Ixalli's Keeper - Borderline. I like this a lot more than Wildheart Invoker as a bear is still a perfectly acceptable creature when cast on curve and there are more slots for two drops as opposed to the four drop slot; which has a bunch of extremely powerful green creatures such as Blastoderm and Imperiosaur. The eight mana cost is not out of the question in a green ramp deck.
Jade Guardian - Cubeable. If you're not jaded about running enchantments and hexproof then slide this card in, bonus points if you are planning to add the +1/+1 payoff cards in the coming months.
Pounce - Cubeable. Instant speed conditional removal for green is pretty rare and I could see myself jumping on this card pretty early if I was in green.
Tishana's Wayfinder - Cubeable. An acceptable way to find your way in a range of decks. It will either smooth your mana, improve your draw, fill your graveyard, or give you a solid creature with +1/+1 synergies. This card just seems happy in so many decks as long as you aren't taking it and assuming it will always function in the way you will want when you draw it.
In a more general sense I think anyone looking to build some form of artifact or sacrifice archetype, be it pauper or otherwise; can make use of a lot of cards from this set that produce artifact sacrifice ramp. Same goes for +1/+1 counters.
Hmm, Ixalli's Diviner is actually pretty unique for green in its 1/4 scry 1 mode. It's the only creature aside from Acridian that has four toughness combined with more than zero power. The one power is enough to block and kill a bunch of 2 drops rather than simply blocking them. I can definitely see it joining Wall of Roots as green's premier two drop ramp/defensive creature, although it only smooths rather than ramps. It seems a better option than Satyr Wayfinder most of the time unless you really value the graveyard filling aspect and potential body to sac or want a card that will almost definitely find you a land.
Cube inclusion aside, I think explore is a fantastic mechanic from a card design point of view. It has the potential to reduce mana screw and although it doesn't strictly stop you flooding your hand, it at least gets another land out of your library that you were destined to draw anyway. It obviously provides support for a whole bunch of archetypes as well. I hope to see it used in the future along with cycling, which is still my favourite mechanic as it helps reduce the two biggest annoyances with MTG. I think they need to find better ways of balancing it with each colour though, as aside from the green options in this set it seems runk when applied to the other colours.
I am a sucker for big numbers in the bottom right of magic cards. That Ancient Brontodon has to be comboed with something or you will cry as it gets chumped by Eldrazi Scions. My suggestion is to strap it into the saddle on an Aerial Guide.
Looming Altisaur will block absolutely everything except Eldrazi Devastators and green 7 drops. If you support white control in your cube it actually has a place. It comboes great with that dino that makes your creatures deal damage with their toughness.
edit: Headwater Sentries may be bland, but that is the biggest 4cmc ground defense creature blue has at common outside of Makeshift Mauler and Phantom Beast. The extra toughness allows it to block significantly more creatures in most cubes and the 2 power will see off most 2 drops.
My singleton Masters Cube
Encampment Keeper likely won't find a home in too many cubes with its ability costing 8 mana. However, I think the design is sound. I love cards that are relevant early or late. In this set I suspect you might be getting to 8 mana more often than normal.
My singleton Masters Cube
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
I personally don't support tribal, so that's all that is worth considering for my cube.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
Even then a lot of these are lackluster and have better othet versions of themselves already. The only one im seriously considering is the Territorial Hammerskull.
Bishop's Solidier and the Paladin of the Bloodstained are interesting, too.
Regarding Pounce, I misread it: thought it was a green fall of the hammer. I'm delusional U.u
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
The big removal is really expensive in this set and it won't be effective against a lot of Dinosaurs.
Anyway, to bed. I've got drafting to look forward to tomorrow!
My singleton Masters Cube
Meh, i think white has better 2 drops, especially with seeker of the way coming soon.
And white has so many 3cmc, 3/2 that do stuff, that a 4cmc doesnt excite me. Maybe it the vamp 1/1 was when enters the battlefield and not leaves.
EDIT: oh it is enters... i misread. Maybe that could be good.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
The keeper cycle at common is interesting but 8 mana is quite a lot of mana. Might try a couple but not sure if they're good enough.
Bishop's Solider
Being an easier to cast Ajani's Sunstriker seems like an okay card.
Territorial Hammerskull
A better Master of Diversion is a pretty good card
Fathom Fleet Cutthroat
The ability seems a little too situational. It does have an okay body at least.
Fathom Fleet Firebrand
This creature seem it be an okay option being a decent mana sink. Could be okay but maybe not.
Jade Guardian
Pretty much just another Primal Huntbeast if any cube wants a second.
It's a work in progress
Territorial Hammerskull not sure whether t1 or t2
Bishop's Soldier wow, another cheap lifelink, so short after seeker of the way was shifted. Autoinclude in my T1 and a Soldier as well
One with the Wind a 2nd spectral flight might be useful
Siren's Ruse another blink effect for my t2
Skittering Heartstopper might replace typhoid rats. the additional toughness makes it very strong
Fathom Fleet Firebrand seems very strong
Ixalli's Diviner borderline, but interesting
Jade Guardian pretty much autoinclude
Tishana's Wayfinder probably still one or the best common of the set
its getting pretty hard to include new cards by now though. most of the time theyre sidegrades or functional reprints.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Of course it is better in the early game when you need the lands, and slightly better if you run cards that care about the graveyard.
But I don't think there is much more about it.
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
T2 powpercube Value https://cubecobra.com/cube/list/37t
expected changes:
T1:
One with the Wind > Aqueous Form
Bishop's Soldier > Daring Skyjek
Jade Guardian > Rhonas's Stalwart
T2:
Tishana's Wayfinder > Citanul Woodreaders
Daring Skyjek > Stormfront Pegasus
still on the edge with Ixalli's Diviner. I think this guys is very good. it almost always guarantees you the third turn land drop either mode.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Is lifelink really that swingy on a bear? How often will it be better than ETB: gain 2 life? I have my doubts.
A mana sink is always interesting to look at, but it's wasted on a bear.
I thought you'd made a mistake on a copy of Viashino Warrior until I checked the mana cost myself. Yep, we've come a long way
This is a better Primal Huntbeast thanks to the +1/+1 counter synergies. And occasionally it'll give you pump options you could never have with the Huntbeast.
My thoughts too. There is a terrifying haste red deck coming together, if it's not already here.
Could open up lifedrain decks thanks to extort and things like Bloodhunter Bat. Wind Drake with upside is something we don't see often, and Wind Drake is a very good baseline for pauper.
This is a lovely card if you want to help push a detainers archetype. Not dying to bears goes a long way in pushing its consistency.
Same. Explore is a miss in my book. Fun enough in regular Limited, but under-curve and badly choiced unless you are deliberately pushing hard land or graveyard synergies.
A functional copy of Frost Lynx in Watertrap Weaver doesn't interest you alongside Stitched Mangler? I think 3 copies is the sweet spot for this effect.
Things I like:
One with the Wind - a second copy of Spectral Flight could push an auras archetype.
Shipwreck Looter - strong if you can raid it out. This seems very easy to trigger thanks to blue flyers.
Watertrap Weaver - most pauper cubers have seen this before with Frost Lynx and Stitched Mangler. This type of card is real good.
March of the Drowned - strictly better Raise Dead??? Hopefully more pirates come in the next set to raise its stock, because this is the kind of recursive advantage I like to see. Paupers currently have only Rishadan Airship and Nameless Inversion to take advantage of.
Storm Fleet Pyromancer - Ghitu Slinger's fall from grace. I honestly expected a straight version of this card without raid at 4R, but I am sorely disappointed.
Pounce - how did nobody notice a second copy of Pit Fight??? This is basically evergreen status in pauper.
Prying Blade - how good is this really? I suspect amazing in a UW skies deck, average in a red deck with burn to clear the way, and mediocre everywhere else. Good enough?
As an aside, I love the balance being struck with "sidegrades" and alternative cards that don't necessarily power creep, but open up new design and deckbuilding ideas. Designing cards along this axis is an incredibly delicate tightrope
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
only tempodecks dont want the value it offers.
T2 powpercube Value https://cubecobra.com/cube/list/37t
But does that help me now in a low curve? Would i rather have a 2/2 in play and an extra card, or a guaranteed bigger threat like Hooded Brawler, Thrino, brazen wolves, stitched drake, etc. I want 3 power on board (or more) to be attacking, vs a 2/2 that may not trade profitably.
We have 3cmc 2/2s that draw lands and cards. We also have 3 mana 3/3s or bigger. I want to choose whats best in my deck, not hope i get the right situation witg Explore.
We may just have to agree to disagree, which makes cubes and discussions so much fun.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Bishop's Soldier - Cubeable. Some cubes will love this vampire and other cube designers will think him pretty sucky. Combine it with any flying aura and it will need to be dealt with immediately.
Looming Altisaur - Borderline. If you include a defensive white 4 drop in your cube with a toughness greater than four, then this has got to be your pick unless you prefer Salt Road Patrol. In the follow-up set there will likely be a Lurking Ctrlisaur in green.
Territorial Hammerskull - Staple. The extra toughness over Master of Diversion is huge. You need a good reason not to include this guy if white is aggressive in your cube, as you can really nail your opponent with him.
Dive Down - Borderline. An unexciting, but very versatile card which is primarily there to counter your opponent's removal for 1 mana along with the added bonus of adding toughness for combat shenanigans. Its value goes up in cubes with higher cost removal.
Headwater Sentries - Bad. Although an unexciting card, it is conditionless to cast unlike Makeshift Mauler and could leave an opponent scratching their head when looking at the five toughness.
One With the Wind - Borderline. Another great aura if you're into that kind of soap dodging stuff.
Opt - Cubeable. Another great option for cheap card quality and spells matter at instant speed.
Sailor of Means - Borderline. An option for cube designers trying to give blue the means for some defensive ramp. All of these sorts of cards offer artifact synergies for cubes that want them.
Shore Keeper - Borderline/Bad. This guy might just be the first trilobite I've seen, which is pretty awesome. Unexciting, but surely a functional defender early and it can be sacced in a slower ramping/control deck lategame.
Storm Sculptor - Borderline. This effect would be welcome in a lot of blue and white decks and you get an unblockable three damage for your trouble. This seems like a great card in a decent amount of decks and could end up shaping your later picks.
Watertrap Weaver - Borderline. It's no Man-o'-War, but I'm sure some cube designers could weave him in somewhere.
Deadeye Tormentor - Borderline. If you support aggro in black then you might have your eye on this guy as he turns into a tougher, more splashy; yet less flappy Liliana's Specter. Black has some totally acceptable aggro 1 drops which make this guy a lot more viable.
Fathom Fleet Cutthroat - Bad? This seems like a pretty tenuous ability that might best be combined with pingers or some red spells. I can only fathom this card being powerful in a few fleeting instances and I can see myself cutting it from my deck more often than not.
Skittering Heartstopper - Borderline. I'm not in love with this guy, but the extra toughness can definitely be relevant in a lot of cubes and the threat of activation will do its job most of the time.
Skulduggery - Borderline. An acceptable, cheap combat trick that can act as cheap removal for an opponent's 1 toughness creature or with the highest upside become a 2 for 1 combat trick. I kinda dig it.
Skymarch Bloodletter - Cubeable. A wind drake in black seems like a reasonable deal already, add in the lifedrain and the sky is the limit.
Fathom Fleet Firebrand - Borderline. This lass won't set the table on fire, but she seems happy in a slower red deck. She can trade or get in for some damage early and if drawn lategame can be used as deterrence when there is a lot of mana floating about or pumped for some serious damage. I generally like these sorts of two drops as I value the early and lategame relevance and I always enjoy being able to add more mana sinks to my cubes.
Frenzied Raptor - Borderline. A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it could easily find a home.
Nest Robber - Cubeable. This seems totally playable in most cubes. Comparisons include Rakdos Shred-Freak and Spike Jester. You might end up stealing a few wins with the damage this can be putting out from turn two.
Sun-Crowned Hunters - Borderline? A really interesting card. The stats are overcosted by 1 mana. If you can abuse the enrage you can really make this work. However, it seems like it might be more useful in a defensive deck. I think this is a card and an ability that needs further science before being judged.
Ancient Brontodon - If you want more than one 8 drop in green then this lizard isn't terrible. A go-to combo would be something like Cobbled Wings, which also provides the visual amusement of a dinosaur hang-gliding.
Colossal Dreadmaw - Cubeable. The all important six toughness and trample gives green a third six drop worth putting in any cube supporting ramp, along with Rampaging Hippo and Brambleweft Behemoth. If you manage to play this and attack you will likely get your opponent's goat.
Deeproot Warrior - Borderline. Another perfectly acceptable green beater at two mana. The only problem is green has a deep pool of perfectly acceptable two drops.
Ixalli's Diviner - Borderline. This is a ramp only card and in both modes of explore I think you would be happy with the results on turn 2. I suspect it will take some play-testing before we can divine the true value of explore.
Ixalli's Keeper - Borderline. I like this a lot more than Wildheart Invoker as a bear is still a perfectly acceptable creature when cast on curve and there are more slots for two drops as opposed to the four drop slot; which has a bunch of extremely powerful green creatures such as Blastoderm and Imperiosaur. The eight mana cost is not out of the question in a green ramp deck.
Jade Guardian - Cubeable. If you're not jaded about running enchantments and hexproof then slide this card in, bonus points if you are planning to add the +1/+1 payoff cards in the coming months.
Pounce - Cubeable. Instant speed conditional removal for green is pretty rare and I could see myself jumping on this card pretty early if I was in green.
Tishana's Wayfinder - Cubeable. An acceptable way to find your way in a range of decks. It will either smooth your mana, improve your draw, fill your graveyard, or give you a solid creature with +1/+1 synergies. This card just seems happy in so many decks as long as you aren't taking it and assuming it will always function in the way you will want when you draw it.
In a more general sense I think anyone looking to build some form of artifact or sacrifice archetype, be it pauper or otherwise; can make use of a lot of cards from this set that produce artifact sacrifice ramp. Same goes for +1/+1 counters.
My singleton Masters Cube
Cube inclusion aside, I think explore is a fantastic mechanic from a card design point of view. It has the potential to reduce mana screw and although it doesn't strictly stop you flooding your hand, it at least gets another land out of your library that you were destined to draw anyway. It obviously provides support for a whole bunch of archetypes as well. I hope to see it used in the future along with cycling, which is still my favourite mechanic as it helps reduce the two biggest annoyances with MTG. I think they need to find better ways of balancing it with each colour though, as aside from the green options in this set it seems runk when applied to the other colours.
edit: Satyr Wayfinder
My singleton Masters Cube
T2 powpercube Value https://cubecobra.com/cube/list/37t