Merchant of the Vale - 2R
2R: Rummage
2/3
/////////
Haggle - R
Instant
You may Rummage
------------ Ardenvale Tactician - 1WW
Flying
2/3
///////////////
Dizzying Swoop - 1W
Instant
Tap up to 2 creatures
I am intrigued by these. The Merchant is a non tap ability that is filtering, but the body is fair.
Not too diff from the other ones in the past year where we said 3 is too muct for Loot/Rummage.
For those curious about 2 veteran cuber's opinions on The Evaluate Everything Project and also more rambling, my signature links may hokd a secret of an audio compilation.spanning almost 2 hrs
Most of that has to do with less than BORDERLINE getting unformated. If you wanna break it down by color and message Al, it can be included. It is very time e consuming so it has been pushed off
Borderposts, and make sure the signets are there,
But looking at even the cards you do want, they are only 25-50% than non-artifact dependent ones.
A 4cmc flying gravedigger with +0/+1is nice.
But 1cmc 2/2s are good, but without continuous pressure via 1cmc or 0cmc equipment, they are outclassed. Unless I am wrong in the operation.
But if UW is the only Artifact-synergy co,its, does that not make it like Slivers or Tribal? Where you either are "on the rails" or wasting picks?
Again, I can be wrong, but even if you get all of those, I am not seeing the payout without the massive bodies.
Also, what is wrong with Glassdust Hulk, or Aether Swooper?
Other cards that may fit in:
Bonded Construct
Mana Myrs
Flayer Husk
Glinthawk Idol
Myr Sire
Sky Skiff
Sphere of the Suns
And I would argue the Token producing Puzzleknot/Spellbomb
Artifact Synergies are fine, but stepping into things like Spellbombs, Wellsprings, and some generalized "can fit" artifacts would likely need a home.Running 2x 2/2's for 1cmc seems like it would want something more. And more seemed to head towards Metalcraft; imo.
There are also 2 "fair Metalcraft +2/+2 bodies that don't impress much; (4/6 for 3w, and 5/7 for 4U). An argument can be made for bleed over into Equipment matters bodies as they will want some of the artifacts too.
Just spitballing.
Edit: the card that really incentivizes is Sage of Lat Nam, especially if you run the Wellsprings and/or Spellbombs
So as I am doing a hard reconstruction of my cube to incorporate new ideas, I looked at some old cards with new eyes. Here are some of my discoveries that others may know but I have not heard discussion of:
Settle Beyond Reality + Mnemonic Wall If you are familiar with the Displace/Ghostly Flicker loop, this will not be such a huge revelation. But any 2-for-1 spell is good with the Wall (and its kind). This being. Higher cmc spell means the timing to assemble it is naturally later in the game. However, being to pay 4W to exile an opponent's creature at Sorcery-speed time and again seems to be close to Capsize. Being a slow-roll synergy feels like it can be combined more easily during draft than something that needs early picking to assemble.
Burning Prophet/Spellgorger Weird/Firebrand Archer + Shakles/Talons of Wirewood (etc)
Being so used to the Red cards either having Prowess on overcosted bodies or requiring "Spells" (Sorcery/Instant), I just associated these newer members to the Spells-matter club as the same. But instead they work with Noncreature, which opens up repeated use Auras as well as Equipment. They just went up in value to me in their inclusion. Especially on the Spellgorger vs Pyre Hound discussion.
Answered Prayers + Burning Prophet
Both trigger each other once. But they also cover extra abilities on every nonland played. You will try one of those abilities. It allows for a wierd WR Tempo/Midrange.
Self-Assmbler/Aurochs Herd + Nameless Inversion (changelings)
The Herd was used in a ho-hum BUG Pauper constructed deck. But now we have a 2nd card that can fetch Changelings. Will it change anyone's mind? Not likely. But keep in mind for when you make you Tribal Cube
Bored is closer to the accuracy of the discussion. But to discuss Conspiracy rarity, pauper cube rarity, as well as balancing:
Rarity in the Conspiracy is both on a power, complexity as well as restrictions of availability/scarcity. Many cite Hired Heist as a top pick Conspiracy in its format. But some of mt hat has to do with duplicates or fetch creatures from CNS (Conspiracy 1). When you only get 1 creature (arguably more if you get Sparkspitter), recursion is about the only way to really break it. The Uncommons and above do something not at a Pauper-level, but at a Draft/Limited level. Same as if I argued Planechase/Vanguards. They are an external modifier. And the ones that change how your deck can be constructed or function seem, to me, more akin to how Vanguards worked, just draftable.
I am not disagreeing that a Buyback spell discounted, or effect doubled cannot be the back breaker we fear. But yet, there has also been discussion of how they are losing their potency in the more recent year. I cannot argue results or percentages as that data is so conditional and rare, it is just up to an individual.
What I like most about the Splash/Gold-encouraging ones are that they allow the undrafted guild cards to get played. A single shot, "you can pay any color" enabler is still using the drafted order, but allowing the drafter to get to play that 1 strong gold card. It is still a 1-2 combo like the common Hidden Agendas that empower that 1 Creature.
I am very aware what I am suggesting, but the rarity of the Conspiracies feel like those first few magic packs where you did not understand Complexity Balancing between rarities. The common ones really want to have multiple repeated bodies, while the multicolor ones want to allow the drafter to play a different kind of magic, but with the same cards.
I have ordered all my Conspiracies to try and experiment both in terms of effect, but also in terms of how/when these effects should be known to the draft pod.
I know they are "outside" the rarity of the cards theirselves, however... as Al pointed out, they exist in the Command Zone and so the end product is still all Pauper decks playing mg Magic.
*I also am seeing about the multiplayer aspect of them too. That could be a balance as well.
These can be acquired at almost any time and still be viable for use. As Al discussed, some of these have a perception of "broken" or "overpowered". They are also just "good", as they can just be slotted into your build with no detriment as they do not exclude and of your choices. Summoner's Bond is just a good-to-great value card that tutor-links 2 creatures you are going to play anyways. It just increases the reliability of those 2 bodies in your deck.
These are more towards "build around me". Seeing these in Pack 1 is about when I would feel confident having them. In later packs, they be too unproductive. Hymn basically says: No non-permanent. Weight Advantage specifically wants higher toughness bodies. And those are excluding some colors.
These have more specific, but not too restrictive, payoffs. E. Ploy wants you to have a better selection in the 2/3cmc (because 5-color 1cmc doesn't sound as viable). If you know this you can learn more towards crazier, off-color(s) bodies.
I. Analysis wants either Buyback, Flashback, Recover, Jump-Start, or Retrace-like mechanics. Even just Flashback gets you +2 cards for no extra investment than the draft slot. But if you do not already have one of these repeat use spells, taking this means you are on the lookout more so. But worst case, it can still be taken and name a card that makes your 40.
Ost of the Common level Hidden Agenda ones have such a middling payout that even enhancing a specific creature seldom offsets getting them. Giving extra counters, haste, or even U: Draw a card is only average. Sentinel Dispatch is a nice Turn 0 speed bump that is especially solid against the wave of X/1's Aggro tend to run. It is not a First 10 pick, but I am not against taking it over an off-color hate draft.
Are theoretically back breaking. But when you take them also has to be justified. The sooner you get the "mana of any color" ones, the better. As you can then just pick applicable cards; be it 1/2/3cmc creatures, all the gold cards, etc. But running a deck with 5 less cards is good. I will grant that. You get to run 2 less lands, don't need to work as hard to get to your better cards. However, did you pass a bomb to get this "bomb"? Backup Plan is so dirty it transcends time and space. Seeing what your mulligan +1 looks like ahead of time? awesome! I would definitely say it is a p1p1. Doesn't stop Fireball though. You still gotta play well, and get your land mix right for that matter.
*Also there have been many Limited Tech articles about how going first is not the back breaker it is in Constructed. So Power Play is fair enough.
**Sovereign's Realm has a challenge and balance. You need 40 cards in your deck WITHOUT basics, you get 2 less cards permanently, and you need to figure out when to stop burning cards as lands. Plus, what is right to pitch in the first 3-5 turns. It looks wildly unfair; but it is a Skill-Tester.
I am acquiring them as a test bed. But also figuring out how they should be counted? Do we draft them before we draft cards (yes, I was thinking of a format change so you know ahead of time), do I just add them to my 360, do I cut cards to fit them in?
Emmisary's Ploy and Unexpected Potential are really awesome, but not Top 5 picks in a pack. They do take a normal slot in pick order and obviously need paired properly to really help you.
Summoner's Bond, to me, is almost a perfectly designed skill-tester. You don't snatch it early, it mildly helps you by being a 2 card tutor, and which 2 Creatures being paired requires some understanding of what your deck needs to do. Do you pair 2x 5cmcs?, or a 2 + 5cmc? It doesn't just have to be for combo, it can just be value.
2R: Rummage
2/3
/////////
Haggle - R
Instant
You may Rummage
------------
Ardenvale Tactician - 1WW
Flying
2/3
///////////////
Dizzying Swoop - 1W
Instant
Tap up to 2 creatures
I am intrigued by these. The Merchant is a non tap ability that is filtering, but the body is fair.
Not too diff from the other ones in the past year where we said 3 is too muct for Loot/Rummage.
So not enough?
But looking at even the cards you do want, they are only 25-50% than non-artifact dependent ones.
A 4cmc flying gravedigger with +0/+1is nice.
But 1cmc 2/2s are good, but without continuous pressure via 1cmc or 0cmc equipment, they are outclassed. Unless I am wrong in the operation.
But if UW is the only Artifact-synergy co,its, does that not make it like Slivers or Tribal? Where you either are "on the rails" or wasting picks?
Again, I can be wrong, but even if you get all of those, I am not seeing the payout without the massive bodies.
Also, what is wrong with Glassdust Hulk, or Aether Swooper?
Other cards that may fit in:
Bonded Construct
Mana Myrs
Flayer Husk
Glinthawk Idol
Myr Sire
Sky Skiff
Sphere of the Suns
And I would argue the Token producing Puzzleknot/Spellbomb
Artifact Synergies are fine, but stepping into things like Spellbombs, Wellsprings, and some generalized "can fit" artifacts would likely need a home.Running 2x 2/2's for 1cmc seems like it would want something more. And more seemed to head towards Metalcraft; imo.
There are also 2 "fair Metalcraft +2/+2 bodies that don't impress much; (4/6 for 3w, and 5/7 for 4U). An argument can be made for bleed over into Equipment matters bodies as they will want some of the artifacts too.
Just spitballing.
Edit: the card that really incentivizes is Sage of Lat Nam, especially if you run the Wellsprings and/or Spellbombs
Edit: literacy; sorry
Since the Rebound is cast next upkeep, theoretically you will have no tapped lands
Settle Beyond Reality + Mnemonic Wall
If you are familiar with the Displace/Ghostly Flicker loop, this will not be such a huge revelation. But any 2-for-1 spell is good with the Wall (and its kind). This being. Higher cmc spell means the timing to assemble it is naturally later in the game. However, being to pay 4W to exile an opponent's creature at Sorcery-speed time and again seems to be close to Capsize. Being a slow-roll synergy feels like it can be combined more easily during draft than something that needs early picking to assemble.
Burning Prophet/Spellgorger Weird/Firebrand Archer + Shakles/Talons of Wirewood (etc)
Being so used to the Red cards either having Prowess on overcosted bodies or requiring "Spells" (Sorcery/Instant), I just associated these newer members to the Spells-matter club as the same. But instead they work with Noncreature, which opens up repeated use Auras as well as Equipment. They just went up in value to me in their inclusion. Especially on the Spellgorger vs Pyre Hound discussion.
Answered Prayers + Burning Prophet
Both trigger each other once. But they also cover extra abilities on every nonland played. You will try one of those abilities. It allows for a wierd WR Tempo/Midrange.
Self-Assmbler/Aurochs Herd + Nameless Inversion (changelings)
The Herd was used in a ho-hum BUG Pauper constructed deck. But now we have a 2nd card that can fetch Changelings. Will it change anyone's mind? Not likely. But keep in mind for when you make you Tribal Cube
Rarity in the Conspiracy is both on a power, complexity as well as restrictions of availability/scarcity. Many cite Hired Heist as a top pick Conspiracy in its format. But some of mt hat has to do with duplicates or fetch creatures from CNS (Conspiracy 1). When you only get 1 creature (arguably more if you get Sparkspitter), recursion is about the only way to really break it. The Uncommons and above do something not at a Pauper-level, but at a Draft/Limited level. Same as if I argued Planechase/Vanguards. They are an external modifier. And the ones that change how your deck can be constructed or function seem, to me, more akin to how Vanguards worked, just draftable.
I am not disagreeing that a Buyback spell discounted, or effect doubled cannot be the back breaker we fear. But yet, there has also been discussion of how they are losing their potency in the more recent year. I cannot argue results or percentages as that data is so conditional and rare, it is just up to an individual.
What I like most about the Splash/Gold-encouraging ones are that they allow the undrafted guild cards to get played. A single shot, "you can pay any color" enabler is still using the drafted order, but allowing the drafter to get to play that 1 strong gold card. It is still a 1-2 combo like the common Hidden Agendas that empower that 1 Creature.
I am very aware what I am suggesting, but the rarity of the Conspiracies feel like those first few magic packs where you did not understand Complexity Balancing between rarities. The common ones really want to have multiple repeated bodies, while the multicolor ones want to allow the drafter to play a different kind of magic, but with the same cards.
I have ordered all my Conspiracies to try and experiment both in terms of effect, but also in terms of how/when these effects should be known to the draft pod.
I know they are "outside" the rarity of the cards theirselves, however... as Al pointed out, they exist in the Command Zone and so the end product is still all Pauper decks playing mg Magic.
*I also am seeing about the multiplayer aspect of them too. That could be a balance as well.
- Advantageous Proclamation
- Power Play
- Backup Plan
- Sovereign's Realm
- Worldknit
- Unexpected Potential
- Summoner's Bond
These can be acquired at almost any time and still be viable for use. As Al discussed, some of these have a perception of "broken" or "overpowered". They are also just "good", as they can just be slotted into your build with no detriment as they do not exclude and of your choices. Summoner's Bond is just a good-to-great value card that tutor-links 2 creatures you are going to play anyways. It just increases the reliability of those 2 bodies in your deck.Conspiracy with Early Decisions
These are more towards "build around me". Seeing these in Pack 1 is about when I would feel confident having them. In later packs, they be too unproductive. Hymn basically says: No non-permanent. Weight Advantage specifically wants higher toughness bodies. And those are excluding some colors.
Build with Conspiracy in mind
These have more specific, but not too restrictive, payoffs. E. Ploy wants you to have a better selection in the 2/3cmc (because 5-color 1cmc doesn't sound as viable). If you know this you can learn more towards crazier, off-color(s) bodies.
I. Analysis wants either Buyback, Flashback, Recover, Jump-Start, or Retrace-like mechanics. Even just Flashback gets you +2 cards for no extra investment than the draft slot. But if you do not already have one of these repeat use spells, taking this means you are on the lookout more so. But worst case, it can still be taken and name a card that makes your 40.
Ost of the Common level Hidden Agenda ones have such a middling payout that even enhancing a specific creature seldom offsets getting them. Giving extra counters, haste, or even U: Draw a card is only average. Sentinel Dispatch is a nice Turn 0 speed bump that is especially solid against the wave of X/1's Aggro tend to run. It is not a First 10 pick, but I am not against taking it over an off-color hate draft.
You can also just seed the first pack, etc
Are theoretically back breaking. But when you take them also has to be justified. The sooner you get the "mana of any color" ones, the better. As you can then just pick applicable cards; be it 1/2/3cmc creatures, all the gold cards, etc. But running a deck with 5 less cards is good. I will grant that. You get to run 2 less lands, don't need to work as hard to get to your better cards. However, did you pass a bomb to get this "bomb"? Backup Plan is so dirty it transcends time and space. Seeing what your mulligan +1 looks like ahead of time? awesome! I would definitely say it is a p1p1. Doesn't stop Fireball though. You still gotta play well, and get your land mix right for that matter.
*Also there have been many Limited Tech articles about how going first is not the back breaker it is in Constructed. So Power Play is fair enough.
**Sovereign's Realm has a challenge and balance. You need 40 cards in your deck WITHOUT basics, you get 2 less cards permanently, and you need to figure out when to stop burning cards as lands. Plus, what is right to pitch in the first 3-5 turns. It looks wildly unfair; but it is a Skill-Tester.
I am acquiring them as a test bed. But also figuring out how they should be counted? Do we draft them before we draft cards (yes, I was thinking of a format change so you know ahead of time), do I just add them to my 360, do I cut cards to fit them in?
Emmisary's Ploy and Unexpected Potential are really awesome, but not Top 5 picks in a pack. They do take a normal slot in pick order and obviously need paired properly to really help you.
Summoner's Bond, to me, is almost a perfectly designed skill-tester. You don't snatch it early, it mildly helps you by being a 2 card tutor, and which 2 Creatures being paired requires some understanding of what your deck needs to do. Do you pair 2x 5cmcs?, or a 2 + 5cmc? It doesn't just have to be for combo, it can just be value.