Basic Info Cube Size: 360 Cards
Breakdown: 55 Each Color, 30 Colorless, 30 Multicolor, 25 Land
Standard or Theme Cube: Pauper (All Commons)
Snow Lands: No
Average # Players: 8
How Often Drafted: Weekly
Card Selection Powered?: No
Portal?: Yes
"Un-" Cards: Yes
Banned Cards for Power-Level: No
Banned Cards for Time Constraints: No
Banned Cards for "Fun" factor: No
Cube Design Standard or Multiplayer: Standard
Sideboards?: Yes
Even Color Balance: Yes
Perfect Creature/Non-Creature Balance: No
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
As I strive to improve Pauper³, a number of cards will obviously come to light and warrant some thought. But the room isn't always available to test them. Even with my Testing Zone, there are cards that I may not consider cubeable, but at least warrant some thought. Hence, I need to see how well they would do before they're even played at all. Which means seeing how well they'd meld in the decks already being played, and seeing how often they will be solid inclusions for those decks. But since I'm insanely forgetful, I need to actually have a list of things to watch out for; hence, these spoiler tags here.
White gives tools for both the aggro and control player (no so much the midrange decks save removal). Cheap, small creatures, many with evasion, and a number of creature-saving tricks such as Shelter all help out the aggro decks. Powerful removal and lifegain smooth out the UW or Esper control decks and allow them to survive to the lategain. In tandem with any other of the other cards, it provides many tools which round out both aggro and control decks.
Blue is the control color. Given the right tools, it will dominate the game and win with its plethora of evasive flyers. It proves a valiant effort when it tries to be aggressive, though; aggro-control decks are highly viable, and blue's selection of bounce, counters and evasive beaters allow it to have success in many decks. One of the more powerful colors, it can often just destroy decks when the right tools come flowing during a draft.
Black has two areas of expertise: nuts aggressive creatures who often demand life payments, and a suite of removal spells which will kill almost every single creature dead (damn you Guardian of the Guildpact!). Because of this, black can play all three pantheons - aggro, midrange and control - equally well, depending on how its paired up.
Red is predictable: the fastest color, the most aggressive color, the one that you least want to go under 5 life against, because you know they're holding a grip full of burn. Red will sometimes come together to play aggro-control or even full-blown control; this is when its plethora of creature-crisping burn is combined with more control cards to take control of the board. These control decks aren't very common, though, as many of red's cards are aggro-only; aggro-control is by far the more common, with simply red's aggressive tempo starts combined with blue (or other color, but UR is by far the most common)'s ability to take that tempo and keep it going for the win.
Green is the ramp color and the creature color. It has a ton of manafixing and colorfixing, allowing decks to decide on cards for their deck with disregard for their color, and solely focus on their power levels. Often, 4 and 5 color decks centred around green will completely destroy the other decks in the competition. On the other side of green, it's jungle full of very aggressive and large creatures ensure that it plays aggro and midrange very well, usually overwhelming the opponent with its better creatures. Green, because half of its identity is ramp, will often be the support color, allowing the other components of the deck to shine by smoothing the mana or holding the fort with its creatures.
The Testing Zone is exactly what it sounds like: a zone to test cards. The ten cards in this section can be considered separate from the real cube, in the purgatory between not being cubed with and being cubed with. The policy for the Testing Zone is such: during any cube draft (including sealed), the pool must include these ten cards. For example, in an 8-player draft, 10 of the 360 cards will be these, and the other 350 will be taken from the cube. Hence, the Testing Zone cards will be played as often as possible, hastening the evaluating and testing process.
Durkwood Baloth → Rogue Elephant (Yes, until I find a tenth card, the Testing Zone will be one short. For my own sake, I'm keeping Rogue Elephant there as a placeholder.)
Why so much multicolor? In a cube of this size, you could easily get by with four of each color combo. The less multicolor you have, the better your pack and deck quality will be.
Calibretto is exactly right. To elaborate, in pauper, the amount and quality of mana fixing across the colour combinations is very limited. Using up to 7 (!) multicolour cards of each combo is definitely a bit much.
I have a 405 card cube myself. I run 4 cards of each 2 colour combination, and even then I think that's too high. I'm going to be expanding to 450 cards eventually, and I don't think I'll be adding any more multicolour cards.
That said, I see you've put a lot of work already into your cube. I like the way you've laid it out in this thread too. I look forward to seeing how this cube progresses.
Calibretto is exactly right. To elaborate, in pauper, the amount and quality of mana fixing across the colour combinations is very limited. Using up to 7 (!) multicolour cards of each combo is definitely a bit much.
I have a 405 card cube myself. I run 4 cards of each 2 colour combination, and even then I think that's too high. I'm going to be expanding to 450 cards eventually, and I don't think I'll be adding any more multicolour cards.
.
Not only that, but you run Uncommons and rares in your cube. The quality of multicolored cards goes down quite a bit when you are limited to commons
I agree with what's been said. Cut down the multicolor section. You shouldn't have more multicolored cards than any one mono colored section.
I wish I had some direct advice to give you. But I've never played with anything but a rare inclusive cube. So anything I said would be pulled completely out of my ass...Not that most of my advise isn't normally pulled from out of my ass.
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Calvin and Hobbes Cube Tutor
Thanks everyone for the advice. First things I'm looking to change is the multicolor section, taking a look into Legacy instead of just Extended. One of my main problems when I was making the multicolor list was trying to keep quality up, especially in the enemy-pairings. Going into Legacy should solve that (not to mention, Armadillo Cloak. :D)
Actually, I'll make a proto-list for my multicolor right now, and I'll post it up for scrutiny.
For now, this is the ROE cards I'm thinking of adding. I'm limiting it to 4 of each color, plus the smattering of lands and colorless:
Red Emrakul's Hatcher Flame Slash Lavafume Invoker Staggershock
Green Growth Spasm Kozilek's Predator Ondu Giant Snake Umbra
-Mosstodon, +Stomper Cub: A tough switch, which I'm open to discussion about. Mosstodon is less color-intensive, but not by much; in exchange, it needs a mana investment per turn for the trample. I like Stomper Cub more, but Mosstodon may be more useful. Still not sure. Thoughts?
For a 400 card pauper cube, I would consider cutting the multicolour section down to 3 cards of each combination. This is because for some combinations you'd be really struggling to find 4 good cards at common.
Well, on Wrecking Ball, if I was to include it, what would you cut? I like all four of the current RB cards.
I'd cut Kathari Bomber. He seems really bad to me. He only swings with evasion once and then he puts two non-evasive 1/1's into play. And his unearth cost is rather high. I'd much rather have a versatile removal spell than this guy.
Okay, just a nice, large post to jot down all official changes of the cube, which will soon take immediate effect.
Firstly, I've decided against adding a card for each shard in the multicolor section. Any game of pauper, and especially in a Limited format, will often be in two colors, and adding the shards cards deprives me of space I can better use to fit two or one colored archetypes. So, Multicolor stays as 40 cards.
Secondly, the Multicolor list on this post is now my Multicolor section, save for the change Wrecking Ball for Lava Zombie.
As off now, I've got a clear, albeit shaky, goal of what to get done in the future. Having completed an acceptable Legacy Multicolor list, I'm going to move onto revamping the land section (I doubt I'll add any changes. Going into Legacy doesn't do all that much.) and then artifact section. After that, I'm going to revamp each color at a time, using the lessons of Cube Design Philosophy as a guide.
Because I'm revamping my entire cube, I'm not going to be adding ROE cards right away. Instead, I'm just going to incorporate them into the card pool for revamping the Cube.
Pauper³ has been revamped, now Legacy legal and a lot better than what I began with. Now the mission is to get all the cards, and begin improve this Cube. The lists up right now are very mechanical, made with strict CMC distributions in mind, and are not perfect, but I hope that after a bit of playtesting, I can improve it.
Firstly, the small changes to the Lands, Artifacts and Multicolor. These sections, I didn't revamp completely, because Multicolor has already been revamped, and Legacy doesn't add much to Lands or Artifacts.
Comment: I really want to keep the Cube's composition balanced (Read: Multiple of 5), so adding this land meant I either had to add 4 more cards, or cut 1. Turntimber Grove's +1/+1 is negligible compared to its ETBT drawback. I would've cut it eventually.
Edit: Adding the cycling lands as a tentative test. I've never been able to get behind them; if you draw them early, its tempo loss, but if you draw them late, you get added use of them. It's a coin flip, really. But, I'm going to try them out, see if my preconceptions were wrong.
Comment: Cut for the sake of keeping it even. I'm not 100% sure of this; Prophetic will replace itself and fix colors, but Explorer's Scope might net you sick card advantage. We'll have to see.
Comment: I can't believe I forgot Momentary Blink in a Pauper environment. It was between Talon Trooper and Silver Drake, and I really want to push the strength of ETB and recovery. I may take out Silver Drake for Talon Trooper in the future, but let's just see how it works out now.
COLORS
Since I don't want to swamp this with redundant lists, the revamped color lists are only in the OP, which a summary of what they do. Not as extensive as wtwlf's descriptions, but they work.
Anyway, as always, please post giving suggestions/corrections!
Quick addition, the five borderposts. God know why they're not already in there. And, putting them in the land section, as that's what they basically are. In addition, it's a step in the plan to fully justify artifact-hate and make it stronger.
Edit: Also, removed the average CMC portion of the Summary. I really can't be bothered to work it out, and its not that important (its around 3, and that's all I need to know).
Kird Ape and Jilt absolutely need to be in here. Also, Magma Burst is almost the best burn spell in the format. Cackling Flames is also sick, and Quenchable Fire may also warrant an inclusion. Don't be put off by the fact that they're not that great in real magic.
Kird Ape - I would include it, but my local shop doesn't have any. If I get my hands on one, heck yes, its going in.
Jilt - Hmm... Actually, I think I might. But what would I cut out? I love all the UR cards already in.
Magma Burst - I've got a faint memory of rejecting this card when I was making the Legacy lists, because I thought the loss of land was too much. But now, after drafting with my Cube for a bit, I could actually see it being really good as a late-game finisher. If its going in, I'll cut Molten Rain for it (my playgroup's got a thing against LD).
Cackling Flames - The card I'm most unsure about. I don't like it personally, because I can't see it beyond a 4-mana 3-damage, but I might be wrong. I just don't think Hellbent is easy enough to get.
Quenchable Fire - I decided against Quenchable Fire for the same reason Lava Spike isn't in here; it only hits players. And even six possible damage for four mana won't always get you there, if it can't double as removal.
Edit: Opinions on Pyrotechnics? Its a more expensive Arc Lightning, but still splashable and can create blow-out situations.
Comment: My playgroup never really liked LD, so I've been trying to keep that to a minimum (read: none at all). I've been keeping Molten Rain in here for quite a while, and I think it'll never be as fun as I want it to be, so out it comes for Magma Burst.
And on Magma Burst, I initially thought it wouldn't be so good, but a few games of the Cube shows me that it's exactly the kind of card I want; a late-game answer, when lands become redundant. So sad you can't hit the dome for six.
Magma Burst is a lategame card in red aggro, so the drawback is not too big because of all your low CMC spells. Similarly, Cackling Flames is for the last points of burn, and because of this it isn't hard to get hellbent. It can also kill a small creature regardless, which is sometimes nice.
Also, do you realize that you're including cards that were printed in Masters Editions as commons (and noewhere else)? I wouldn't count them, that's all.
Personally, I just can't see Cackling Flames being good without jumping through hoops to get 5 damage. Sure, drawing it lategame with no other cards would be nice, but there's a lot more situations in which its just a bad Incinerate.
In addition, even if I'm wrong about how easy it is to get hellbent (I'm going to need to draft a bit more with the cube to get a good idea), I really want to keep the red spells close to the 2 CMC range, and only a smattering of 4+ CMC. Adding the Pyrotechnics and Magma Burst shifted the curve slightly into more level territories, and I think that should be good enough (in fact, if Swirling Sandstorm turns out to be a dud, it's going out for something lower costed. Perhaps Death Spark or something of that kind). In the end, even if Cackling Flames is as sick as you described it to be, it's not going to beat the other 4+ CMC cards.
And yes, I do know. My restriction is a card that's been common ever. I find it easier to work that way.
Comment: I was looking all around for a place to put the badass sweeper, and decided on the subpar Dead Reckoning. Trading up one potential kill for a lot of potential kill.
Comment: Besides the fact that I love any card called Spellblade, Sokenzan Spellblade has so much damage potential, it's crazy. If I have three cards in hand, the turn after I play it, I can swing for 2 + 3x3 = 11 damage. Macetail is lucky to swing for 8. Of course, that's just the best case scenario (wait, no it isn't. Best case scenario is an 8-card hand. xD), but even on the block, Spellblade will still survive any 3/X and break any X/3, without pump. In addition, tightening red's curve by removing the 7-mana fattie.
I want your opinions on something. I've already asked the "Should I Run This Card?" Thread, but I'm still unsure.
What, if any, would you cut for Ray of Command? It's an interesting effect, one of its kind in Pauper. And if you wouldn't cut anything, why?
I'm thinking of cutting Rescind for it. I think I was a bit over-zealous with the bounce theme when I was making the list. Would you cut Rescind for Ray of Command?
Basic Info
Cube Size: 360 Cards
Breakdown: 55 Each Color, 30 Colorless, 30 Multicolor, 25 Land
Standard or Theme Cube: Pauper (All Commons)
Snow Lands: No
Average # Players: 8
How Often Drafted: Weekly
Card Selection
Powered?: No
Portal?: Yes
"Un-" Cards: Yes
Banned Cards for Power-Level: No
Banned Cards for Time Constraints: No
Banned Cards for "Fun" factor: No
Cube Design
Standard or Multiplayer: Standard
Sideboards?: Yes
Even Color Balance: Yes
Perfect Creature/Non-Creature Balance: No
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
As I strive to improve Pauper³, a number of cards will obviously come to light and warrant some thought. But the room isn't always available to test them. Even with my Testing Zone, there are cards that I may not consider cubeable, but at least warrant some thought. Hence, I need to see how well they would do before they're even played at all. Which means seeing how well they'd meld in the decks already being played, and seeing how often they will be solid inclusions for those decks. But since I'm insanely forgetful, I need to actually have a list of things to watch out for; hence, these spoiler tags here.
White gives tools for both the aggro and control player (no so much the midrange decks save removal). Cheap, small creatures, many with evasion, and a number of creature-saving tricks such as Shelter all help out the aggro decks. Powerful removal and lifegain smooth out the UW or Esper control decks and allow them to survive to the lategain. In tandem with any other of the other cards, it provides many tools which round out both aggro and control decks.
Aggro/Midrange/Control - 5/2/3
1 Akrasan Squire
1 Deftblade Elite
1 Doomed Traveler
1 Gideon's Lawkeeper
1 Goldmeadow Harrier
1 Icatian Javelineers
1 Infantry Veteran
1 Steppe Lynx
CMC 2
1 Daring Skyjek
1 Knight of Cliffhaven
1 Kor Skyfisher
1 Leonin Skyhunter
1 Lone Missionary
1 Porcelain Legionnaire
1 Soltari Trooper
1 Squall Drifter
1 Stormfront Pegasus
1 Syndic of Tithes
1 Temple Acolyte
1 Topan Freeblade
1 Wall of Glare
1 Aven Riftwatcher
1 Ballynock Cohort
1 Dawnglare Invoker
1 Kitsune Blademaster
1 Kor Hookmaster
1 Observant Alseid
1 Troubled Healer
CMC 4
1 Cenn's Enlistment
1 Coalition Honor Guard
1 Guardian of the Guildpact
1 Kor Sanctifiers
1 Seraph of Dawn
1 Totem-Guide Hartebeest
CMC 6
1 Noble Templar
1 Triplicate Spirits
1 Mana Tithe
1 Sunlance
1 Swift Justice
CMC 2
1 Bonds of Faith
1 Celestial Flare
1 Disenchant
1 Journey to Nowhere
1 Pacifism
1 Shelter
1 Temporal Isolation
1 Test of Faith
1 Embolden
1 Empyrial Armor
1 Hobble
1 Kor Chant
1 Oblivion Ring
1 Prismatic Strands
1 Blinding Beam
1 Faith's Fetters
Blue is the control color. Given the right tools, it will dominate the game and win with its plethora of evasive flyers. It proves a valiant effort when it tries to be aggressive, though; aggro-control decks are highly viable, and blue's selection of bounce, counters and evasive beaters allow it to have success in many decks. One of the more powerful colors, it can often just destroy decks when the right tools come flowing during a draft.
Aggro/Midrange/Control - 1/3/6
1 Cloudfin Raptor
1 Delver of Secrets
1 Wingcrafter
CMC 2
1 Errant Ephemeron
1 Halimar Wavewatch
1 Looter il-Kor
1 Merfolk Looter
1 Ninja of the Deep Hours
1 Spined Thopter
1 Waterfront Bouncer
1 Æther Adept
1 Calcite Snapper
1 Man-o'-War
1 Nimbus Naiad
1 Pestermite
1 Sea Gate Oracle
1 Stitched Drake
1 Thalakos Scout
1 Cloaked Siren
1 Mist Raven
1 Shimmering Glasskite
CMC 5
1 Mnemonic Wall
1 Mulldrifter
1 Ojutai's Summons
1 Prescient Chimera
CMC 6
1 Shoreline Ranger
1 Daze
CMC 1
1 Brainstorm
1 Flood
1 Force Spike
1 Ponder
1 Preordain
1 Silent Departure
CMC 2
1 Arcane Denial
1 Counterspell
1 Hands of Binding
1 Impulse
1 Into the Roil
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Narcolepsy
1 Think Twice
1 Withdraw
1 Claustrophobia
1 Compulsive Research
1 Exclude
1 Repulse
CMC 4
1 Deep Analysis
1 Foresee
1 Ray of Command
CMC 6
1 Capsize
CMC 8
1 Treasure Cruise
1 Condescend
1 Repeal
Black has two areas of expertise: nuts aggressive creatures who often demand life payments, and a suite of removal spells which will kill almost every single creature dead (damn you Guardian of the Guildpact!). Because of this, black can play all three pantheons - aggro, midrange and control - equally well, depending on how its paired up.
Aggro/Midrange/Control - 4/3/3
1 Carnophage
1 Fume Spitter
1 Vampire Lacerator
1 Vault Skirge
CMC 2
1 Basilica Screecher
1 Dauthi Horror
1 Dauthi Slayer
1 Fledgling Djinn
1 Mardu Skullhunter
1 Nezumi Cutthroat
1 Skittering Skirge
1 Undertaker
1 Wretched Anurid
1 Blind Zealot
1 Chittering Rats
1 Crypt Rats
1 Dauthi Marauder
1 Dead Reveler
1 Liliana's Specter
1 Phyrexian Rager
1 Ravenous Skirge
1 Skittering Horror
1 Faceless Butcher
1 Gravedigger
1 Pith Driller
1 Vulturous Aven
CMC 6
1 Twisted Abomination
1 Sultai Scavenger
CMC 7
1 Gurmag Angler
1 Snuff Out
CMC 1
1 Dark Ritual
1 Dead Weight
1 Disfigure
1 Duress
1 Tortured Existence
1 Tragic Slip
1 Unearth
1 Vendetta
1 Doom Blade
1 Grim Harvest
1 Hymn to Tourach
1 Nameless Inversion
1 Sign in Blood
1 Terror
1 Victim of Night
CMC 3
1 Ashes to Ashes
1 Crippling Fatigue
1 Read the Bones
1 Stab Wound
1 Evincar's Justice
1 Mark of the Vampire
1 Pestilence
CMC 5
1 Disturbed Burial
CMC 7
1 Covenant of Blood
CMC X
1 Death Denied
Red is predictable: the fastest color, the most aggressive color, the one that you least want to go under 5 life against, because you know they're holding a grip full of burn. Red will sometimes come together to play aggro-control or even full-blown control; this is when its plethora of creature-crisping burn is combined with more control cards to take control of the board. These control decks aren't very common, though, as many of red's cards are aggro-only; aggro-control is by far the more common, with simply red's aggressive tempo starts combined with blue (or other color, but UR is by far the most common)'s ability to take that tempo and keep it going for the win.
Aggro/Midrange/Control - 6/3/1
1 Goblin Patrol
1 Intimidator Initiate
1 Martyr of Ashes
1 Mogg Fanatic
CMC 2
1 Borderland Marauder
1 Fireslinger
1 Gore-House Chainwalker
1 Immolating Souleater
1 Keldon Marauders
1 Mogg War Marshal
1 Plated Geopede
1 Skinbrand Goblin
1 Sparksmith
1 Viashino Slaughtermaster
1 Blood Ogre
1 Dragonsoul Knight
1 Fault Riders
1 Gathan Raiders
1 Inner-Flame Acolyte
1 Manic Vandal
1 Skirk Marauder
1 Splatter Thug
1 Vulshok Sorcerer
1 Goblin Heelcutter
1 Gorehorn Minotaurs
1 Slash Panther
CMC 5
1 Flowstone Crusher
CMC 6
1 Chartooth Cougar
1 Fireblast
CMC 1
1 Burst Lightning
1 Chain Lightning
1 Death Spark
1 Faithless Looting
1 Firebolt
1 Flame Slash
1 Lava Dart
1 Lightning Bolt
1 Reckless Charge
1 Rift Bolt
1 Fire Whip
1 Incinerate
1 Lightning Strike
1 Madcap Skills
1 Searing Blaze
1 Searing Spear
CMC 3
1 Arc Lightning
1 Brimstone Volley
1 Staggershock
1 Magma Burst
CMC 5
1 Pyrotechnics
1 Sarkhan's Rage
CMC X
1 Fireball
1 Kaervek's Torch
1 Rock Slide
1 Rolling Thunder
Green is the ramp color and the creature color. It has a ton of manafixing and colorfixing, allowing decks to decide on cards for their deck with disregard for their color, and solely focus on their power levels. Often, 4 and 5 color decks centred around green will completely destroy the other decks in the competition. On the other side of green, it's jungle full of very aggressive and large creatures ensure that it plays aggro and midrange very well, usually overwhelming the opponent with its better creatures. Green, because half of its identity is ramp, will often be the support color, allowing the other components of the deck to shine by smoothing the mana or holding the fort with its creatures.
Aggro/Midrange/Control - 3/4/3
1 Arbor Elf
1 Elvish Mystic
1 Fyndhorn Elves
1 Jungle Lion
1 Llanowar Elves
1 Pouncing Jaguar
1 Quirion Ranger
1 Wild Dogs
1 Wild Nacatl
CMC 2
1 Ambush Viper
1 Darkthicket Wolf
1 Garruk's Companion
1 Leafcrown Dryad
1 Mire Boa
1 River Boa
1 Sakura-Tribe Elder
1 Silhana Ledgewalker
1 Wall of Roots
1 Werebear
1 Wild Mongrel
1 Civic Wayfinder
1 Crocanura
1 Grazing Gladehart
1 Hungry Spriggan
1 Nantuko Vigilante
1 Simian Grunts
1 Trusted Forcemage
1 Yavimaya Elder
CMC 4
1 Blastoderm
1 Imperiosaur
1 Penumbra Spider
1 Wickerbough Elder
CMC 5
1 Nessian Asp
1 Sentinel Spider
1 Sprout Swarm
1 Hooting Mandrils
1 Mold Shambler
CMC 7
1 Havenwood Wurm
CMC 8
1 Walker of the Grove
1 Groundswell
1 Rancor
1 Utopia Sprawl
CMC 2
1 Edge of Autumn
1 Epic Confrontation
1 Moment's Peace
1 Savage Punch
1 Symbiosis
1 Utopia Vow
1 Vines of Vastwood
1 Cultivate
1 Harrow
1 Krosan Tusker
1 Kodama's Reach
1 Moldervine Cloak
1 Snake Umbra
1 Cogwork Librarian
1 Lurking Automaton
1 Perilous Myr
1 Scuttlemutt
1 Ulamog's Crusher
Equipments
1 Adventuring Gear
1 Bonesplitter
1 Opaline Bracers
1 Sickleslicer
1 Sylvok Lifestaff
1 Viridian Longbow
1 Vulshok Gauntlets
1 Vulshok Morningstar
1 Armillary Sphere
1 Mind Stone
1 Pristine Talisman
1 Sphere of the Suns
Signets
1 Azorius Signet
1 Boros Signet
1 Dimir Signet
1 Golgari Signet
1 Gruul Signet
1 Izzet Signet
1 Orzhov Signet
1 Rakdos Signet
1 Selesnya Signet
1 Simic Signet
1 Aeolipile
1 Serrated Arrows
1 Tumble Magnet
1 Curse of Chains
1 Deft Duelist
1 Silkbind Faerie
Blue Black
1 Agony Warp
1 Probe
1 Recoil
Black Red
1 Blightning
1 Strangling Soot
1 Terminate
Red Green
1 Branching Bolt
1 Horned Kavu
1 Kird Ape
1 Armadillo Cloak
1 Qasali Pridemage
1 Travel Preparations
White Black
1 Blind Hunter
1 Kingpin's Pet
1 Pillory of the Sleepless
Black Green
1 Consume Strength
1 Putrid Leech
1 Sluiceway Scorpion
Green Blue
1 Beetleform Mage
1 Shambleshark
1 Temporal Spring
1 Frostburn Weird
1 Izzet Chronarch
1 Jilt
Red White
1 Goblin Legionnaire
1 Orim's Thunder
1 Wojek Halberdiers
1 Tranquil Cove
1 Dismal Backwater
1 Bloodfell Caves
1 Rugged Highlands
1 Blossoming Sands
1 Scoured Barrens
1 Jungle Hollow
1 Thornwood Falls
1 Swiftwater Cliffs
1 Wind-Scarred Crag
1 Azorius Chancery
1 Dimir Aqueduct
1 Rakdos Carnarium
1 Gruul Turf
1 Selesnya Sanctuary
1 Orzhov Basilica
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Boros Garrison
1 Desert
1 Evolving Wilds
1 Quicksand
1 Terramorphic Expanse
1 Transguild Promenade
The Testing Zone is exactly what it sounds like: a zone to test cards. The ten cards in this section can be considered separate from the real cube, in the purgatory between not being cubed with and being cubed with. The policy for the Testing Zone is such: during any cube draft (including sealed), the pool must include these ten cards. For example, in an 8-player draft, 10 of the 360 cards will be these, and the other 350 will be taken from the cube. Hence, the Testing Zone cards will be played as often as possible, hastening the evaluating and testing process.
1 Basilica Guards
1 Boggart Brute
1 Breath of Life
1 Burrenton Bombardier
1 Crowd's Favor
1 Custodi Squire
1 Ghirapur Gearcrafter
1 Glade Watcher
1 Shambling Ghoul
Magic Origins:
Blade of the Sixth Pride → Topan Freeblade
Valley Dasher → Boggart Brute (in the Testing Zone)
Petals of Insight → Shambling Ghoul in the Testing Zone)
Supply-Line Crane → Ghirapur Gearcrafter in the Testing Zone)
Savage Surge → Symbiosis
Another big, multi-set update.
FATE REFORGED
Stingscourger → Goblin Heelcutter
Soulcage Fiend → Gurmag Angler
DRAGONS OF TARKIR
Crushing Vines → Epic Confrontation
Longshot Squad → Glade Watcher
Aftershock → Sarkhan's Rage
Illusionary Forces → Ojutai's Summons
Warren Pilferers → Vulturous Aven
MODERN MASTERS 2015
Prismatic Lens → Sphere of the Suns
Leonin Scimitar → Sickleslicer
Kruin Striker → Viashino Slaughtermaster
Ghitu Slinger → Dragonsoul Knight
A big update!
JOURNEY INTO NYX
Carom → Test of Faith
Test of Faith → Supply-Line Cranes (in Testing Zone)
CONSPIRACY
Otherworldly Journey → Custodi Squire (in Testing Zone)
Flayer Husk → Cogwork Librarian
Phyrexian War Beast → Lurking Automaton
MAGIC 2015
Ashmouth Hound → Borderland Marauder
Tendrils of Corruption → Covenant of Blood
Razor Golem → Triplicate Spirits
Weapon Surge → Crowd's Favor (in Testing Zone)
KHANS OF TARKIR
Rubbleback Rhino → Ainok Bond-Kin (in Testing Zone)
Gush → Treasure Cruise
Vampire Interloper → Mardu Skullhunter
Okiba-Gang Shinobi → Sultai Scavenger
Torch Fiend → Immolating Souleater
Immolating Souleater → Valley Dasher (in the Testing Zone.)
Elephant Ambush → Hooting Mandrils
Prey Upon → Savage Punch
Crusher Zendikon → Longshot Squad (in Testing Zone)
Guildgates → KTK Refuges (Bloodfell Caves and friends)
Journey Into Nyx Update:
Crookclaw Transmuter → Cloaked Siren
Theros Update:
Soltari Visionary → Observant Alseid
Stormbound Geist → Nimbus Naiad
Archaeomancer → Prescient Chimera
Sinkhole → Read the Bones
Volcanic Hammer → Lightning Strike
Dawntreader Elk → Leafcrown Dryad
Citanul Woodreaders → Nessian Asp
Mutagenic Growth → Savage Surge
M14 changes:
Avacyn's Pilgrim → Elvish Mystic
Arrest → Celestial Flare
A big update, broken into parts:
Modern Masters
Festerhide Boar → Imperiosaur
Predator's Strike → Moldervine Cloak
Tangle Hulk → Walker of the Grove
And in the Testing Zone:
Pollen Remedy → Otherworldly Journey
Carom → Test of Faith
Cho-Manno's Blessing → Carom (in white)
Other Random Changes
Chapel Geist → Dawnglare Invoker
Phantasmal Bear → Archaeomancer
Wei Ambush Force → Basilica Screecher
Death's Duet → Tendrils of Corruption
Fire Ambush → Madcap Skills
Slaughterhorn → Crocanura
Assault Zeppelid → Beetleform Mage
And in the Testing Zone (and associated changes to the main list):
Cabal Torturer → Immolating Souleater
Elephant Ambush → Petals of Insight
Villagers of Estwald → Elephant Ambush (in green)
Gnaw to the Bone → Basilica Guards
Vastwood Zendikon → Rubblehulk Rhino
Wild Hunger → Burrenton Bombardier
Silkbind Faerie → Weapon Surge
Feeling of Dread → Silkbind Faerie (in multicolor)
Loyal Cathar → Syndic of Tithes
Undo → Gush
Hanweir Lancer → Inner-Flame Acolyte
Molten Rain → Reckless Charge
Sylvok Replica → Predator's Strike
Testing Zone Changes
Bequeathal → Pollen Remedy
Chemister's Trick → Elephant Ambush
Reckless Charge → Crusher Zendikon
Thalakos Mistfolk → Cabal Torturer
Predator's Strike → Gnaw to the Bone
Skyknight Legionnaire → Goblin Legionnaire
Keldon Vandals → Torch Fiend
Fledgling Griffin → Daring Skyjek
Soratami Cloudskater → Cloudfin Raptor
Deprive → Hands of Binding
Torch Fiend → Skinbrand Goblin
Arachnus Web → Slaughterhorn
Shrieking Grotesque → Kingpin's Pet
Goblin Legionnaire → Wojek Halberdiers
Snakeform → Shambleshark
Borderposts → RTR Guildgates (the rest of them)
Hobble → Breath of Life
Marshaling Cry → Hobble
Chemister's Trick → Frostburn Weird
Winding Wurm → Chemister's Trick
Diabolic Edict → Stab Wound
Thrill of the Hunt → Silkbind Faerie
Rushing River → Deprive
Frantic Search → Halimar Wavewatch
Smash to Smithereens → Carom
Oxidda Golem → Splatter Thug
Dross Golem → Dead Reveler
Hyena Umbra → Swift Justice
Hinterland Hermit → Gore-House Chainwalker
Rendclaw Trow → Sluiceway Scorpion
Steamcore Weird → Chemister's Trick
Halimar Depths → Transguild Promenate
Panoramas → RTR Guildgates
Basking Rootwalla → Avacyn's Pilgrim
Undying Evil → Mark of the Vampire
Dimir Infiltrator → Probe
Dismantling Blow → Deft Duelist
Vile Rebirth → Bequeathal
Bloodfire Dwarf → Wild Hunger
Mark of the Vampire → Vastwood Zendikon
Probe → Hobble
Grave Exchange → Thrill of the Hunt
Rites of Initiation → Reckless Charge
Young Wolf → Quirion Ranger
Magic 2013 changes, plus others~
Dangerous Wager → Searing Spear
Heirs of Stromkirk → Mark of the Vampire
Winding Wurm → Sentinel Spider
Hollowhenge Beast → Winding Wurm
Elgaud Shieldmate → Crookclaw Transmuter
Forge Devil → Intimidator Initiate
Seraph of Dawn → Vile Rebirth
Shu Cavalry → Seraph of Dawn
Ruthless Invasion → Fire Ambush
Driver of the Dead → Gravedigger
Stone Rain → Fire Whip
After the Avacyn Restored Prerelease, some new changes!
Cloudshift → Hyena Umbra
Wandering Wolf → Dawntreader Elk
Shaper Parasite → Wingcrafter
Another change:
Goblin War Drums → Seraph of Dawn
Hey look, Avacyn Restored cards are in!
Hyena Umbra → Cloudshift
Aven Fleetwing → Mist Raven
Wayward Soul → Elgaud Shieldmate
Skinthinner → Driver of the Dead
Testing Zone → Grave Exchange
Nantuko Husk → Soulcage Fiend
Icefall → Dangerous Wager
Hearth Kami → Kruin Striker
Vulshok Replica → Hanweir Lancer
Testing Zone → Heirs of Stromkirk
Jolrael's Centaur → Trusted Forcemage
Dawntreader Elk → Wandering Wolf
And other changes:
Spare From Evil → Empyrial Armor
Zombie Cutthroat → Rites of Initiation
Dear lord am I really cutting down two 360? God yes. Sorry control, but you're far too powerful.
Pride Guardian → None
Hallowed Healer → None
Spirit en-Kor → None
Castle Raptors → None
Hobble → None
Headless Skaab → None
Prodigal Sorcerer → None
Double Header → None
Mysteries of the Deep → None
Logic Knot → None
Order of the Ebon Hand → None
Moriok Replica → None
Innocent Blood → None
Expunge → None
Tendrils of Corruption → None
Order of the Ebon Hand → None
Moriok Replica → None
Innocent Blood → None
Expunge → None
Tendrils of Corruption → None
Mogg Flunkies → None
Spin Engine → None
Anarchist → None
Kuldotha Ringleader → None
Thunderclap → None
Wild Leotau → None
Grizled Outcasts → None
Invigorate → None
Lignify → None
Spidery Grasp → None
Paper Tiger → None
Pilgrim's Eye → None
Rock Lobster → None
Scissors Lizard → None
Shield Sphere → None
Blazing Torch → None
Kitesail → None
Darksteel Ingot → None
Prophetic Prism → None
Moonglove Extract → None
Haunted Fengraf → None
Khalni Garden → None
Shimmering Grotto → None
Rupture Spire → None
Teetering Peaks → None
Geistflame → Death Spark
Makeshift Mauler → Aven Fleetwing
Spire Golem → Thalakos Scout
Gravedigger → Ravenous Skirge
Bloodcrazed Neonate → Hearth Kami
Copper Carapace → Vulshok Gauntlets
Bone to Ash → None
Thalakos Scout → Blue
Avacyn's Pilgrim → Arbor Elf
Thundering Tanadon → Darkthicket Wolf
Tangle Golem → Villagers of Estwald
Ronom Hulk → Grizzled Outcasts
Grizzled Outcasts → Green
Opal Champion → Hollowhenge Beast
Village Ironsmith → Green
Tormented Pariah → Green
Yavimaya Granger → Zombie Cutthroat
Borderland Ranger → Dawntreader Elk
Dark Ascension Inclusions:
Order of Leitbur → Loyal Cathar
Scroll Thief → Headless Skaab
Spire Monitor → Stormbound Geist
Last Gasp → Tragic Slip
Paralyze → Undying Evil
Frazzled Editor → Faithless Looting
Goblin Firestarter → Forge Devil
Vithian Stinger → Hinterland Hermit/Hinterland Scourge
Hearth Kami → Torch Fiend
Naturalize → Crushing Vines
Rogue Elephant → Young Wolf
Cutting down to 400 cards. Epic? Probably. And some other changes, while I'm at it.
Youthful Knight → None
Apex Hawks → None
Kabuto Moth → None
Village Bell-Ringer → None
Fortify → None
Inspired Charge → Razor Golem (from Colorless.)
Recumbent Bliss → Arrest
Dreamscape Arist → None
Neurok Invisimancer → None
Frost Breath → None
Brilliant Plan → None
Syncopate → None
Impaler Shrike → Spire Golem (from Colorless.)
Fencer Clique → Shoreline Ranger
Devouring Swarm → None
Stinkweed Imp → None
Vampire Hounds → None
Raven's Crime → None
Grasp of Darkness → None
Eyeblight's Ending → Dross Golem (from Colorless.)
Keldon Halberdier → None
Goblin Bushwhacker → None
Crossway Vampire → None
Pitchburn Devils → None
Nightbird's Clutches → None
Bladetusk Boar → Oxidda Golem (from Colorless.)
Viridian Emissary → None
Stampeding Rhino → None
Kavu Primarch → None
Overgrowth → None
Wildsize → None
Elephant Ambush → Tangle Golem
Darkthicket Wolf → Wild Nacatl
Rending Vines → Naturalize
Clay Statue → None
Skyreach Manta → None
Leonin Bola → None
Strider Harness → None
Vulshok Gauntlets → None
Razor Golem → White
Spire Golem → Blue
Dross Golem → Black
Oxidda Golem → Red
Tangle Golem → Green
Crystallization → None
Stormscape Apprentice → None
Shadow Guildmage → None
Resounding Thunder → None
Sunscape Familiar → None
Stormscape Familiar → None
Nightscape Familiar → None
Thunderscape Familiar → None
Thornscape Familiar → None
Wild Nacatl → Green
Child of Night → Wei Ambush Force
Wayfarer's Bauble → Pristine Talisman
Fire Ambush → Geistflame
Benevolent Bodyguard → Doomed Traveler
Prohibit → Silent Departure
Some Innistrad cards that I didn't add, but have turned out to be great in normal draft.
Sigil Blessing → Travel Preparations
Acridian → Darkthicket Wolf
Essence Scatter → Prohibit
A few more radical-y changes.
Giant Growth → Invigorate
Battering Craghorn → Fault Riders
Desecrator Hag → Rendclaw Trow
Rend Flesh → Expunge
Glint Hawk Idol → Temple Acolyte
Burrenton Bombardier → Troubled Healer
Thermal Glider → Village Bell-Ringer
Cage of Hands → Recumbent Bliss
Plover Knight → Hobble
Reckless Abandon → Icefall
Puncture Blast → Molten Rain
A few changes I'm surprised I haven't already made.
Shambling Shell → Desecrator Hag
Frostling → Lava Dart
Some miscellaneous changes.
Divination → Phantasmal Bear
Oona's Grace → Ray of Command
Arbor Elf → Avacyn's Pilgrim
Innistrad Changes.
Seal of Cleansing → Spare From Evil
Arrest → Bonds of Faith
Nightwind Glider → Chapel Geist
Welkin Tern → Delver of Secrets/Insectile Monstrosity
Rishadan Airship → Stitched Drake
Æthersnipe → Makeshift Mauler
Muddle the Mixture → Claustrophobia
Surrakar Marauder → Vampire Interloper
Ostracize → Dead Weight
Geth's Verdict → Victim of Night
Goblin Shortcutter → Ashmouth Hound
Spikeshot Goblin → Crossway Vampire
Dragon Fodder → Bloodcrazed Neonate
Gerrard's Irregulars → Pitchburn Devils
Chandra's Outrage → Brimstone Volley
Brute Force → Nightbird's Clutches
Thornweald Archer → Ambush Viper
Wildheart Invoker → Festerhide Boar
Rampant Growth → Prey Upon
Fertile Ground → Spidery Grasp
Deft Duelist → Feeling of Dread
Whispersilk Cloak → Blazing Torch
And a new Testing Zone section, The Pack!
None → Tormented Pariah/Rampaging Werewolf
None → Village Ironsmith/Ironfang
None → Grizzled Outcasts/Krallenhorde Wantons
None → Villagers of Estwald/Howlpack of Estwald
Magic 2012 Changes.
Caravan Escort → Gideon's Lawkeeper
Shade of Trokair → Pride Guardian
Telekinesis → Frost Breath
Grave Scrabbler → Devouring Swarm
Blisterstick Shaman → Blood Ogre
Raging Minotaur → Gorehorn Minotaurs
Savage Silhouette → Arachnus Web
As well as some other changes:
Quicksilver Geyser → Syncopate
Remove Soul → Logic Knot
Choking Tethers → Muddle the Mixture
Windrider Eel → Impaler Shrike
Disintegrate → Rock Slide
Cloud Crusader → Spirit en-Kor
Phantom Monster → Wayward Soul
A number of changes to the multicolor section, as result of the Pauper Cube Evaluation.
Blight Sickle → Copper Carapace
Steel Wall → Clay Statue
Chromatic Star → None
Chromatic Sphere → None
Lotus Petal → None
Ur-Golem's Eye → None
Yotian Soldier → None
And a number of changes due to New Phyrexia.
Presence of Gond → Mutagenic Growth
Viashino Fangtail → Slash Panther
Putrid Imp → Blind Zealot
Kami of Ancient Law → Porcelain Legionnaire
Weatherseed Faeries → Spined Thoper
Cruel Edict → Geth's Verdict
Nessian Courser → Thundering Tanadon
Helium Squirter → Spire Monitor
The Fallen Apart → Pith Driller
Carrion Feeder → Vault Skirge
Rites of Initiation → Ruthless Invasion
Adding the Familiars cycle to see how they fair.
None → Sunscape Familiar
None → Thunderscape Familiar
None → Nightscape Familiar
None → Thornscape Familiar
None → Stormscape Familiar
Just some small changes yet again.
Blinding Mage → Hallowed Healer
Repel the Darkness → Embolden
Train of Thought → Brilliant Plan
Gorilla Shaman → Goblin Firestarter
Just a few small changes.
Growth Spasm → Overgrowth
Mindstab → Paralyze
Search for Tomorrow → Utopia Sprawl
A number of changes to the land section, as result of the Pauper Cube Evaluation.
Cycling Lands → None
Kabira Crossroads → Desert
A number of changes to the multicolor section, as result of the Pauper Cube Evaluation.
Wrecking Ball → Strangling Soot
Sigiled Behemoth → Sigil Blessing
Soul Link → Shrieking Grotesque
Quicksilver Dagger → Steamcore Weird
Momentary Blink → None
Probe → None (going into my testing zone, as I really want to see if Dimir Infiltrator stacks up).
Kathari Bomber → None
Violent Outburst → None
Llanowar Knight → None
Unmake → None
Llanowar Dead → None
Coiling Oracle → None
Razorfin Hunter → None
Cerodon Yearling → None
None → Crystallization
None → Stormscape Apprentice
None → Shadow Guildmage
None → Resounding Thunder
None → Wild Nacatl
Quick change.
Multani Acolyte → Viridian Emissary
Changes to the green section, inspired by the Cube Evaluation.
Sylvan Ranger → Borderland Ranger
Durkwood Baloth → Rogue Elephant (Yes, until I find a tenth card, the Testing Zone will be one short. For my own sake, I'm keeping Rogue Elephant there as a placeholder.)
Overgrown Battlement → Thornweald Archer
Gilt-Leaf Ambush → Nessian Courser
Kozilek's Predator → Wildheart Invoker
Wild Nacatl → Multani's Acolyte (as a test! Cutting Nacatl to add to shard section.)
Scatter the Seeds → Winding Wurm (temporary)
Siege Wurm → Ronom Hulk (temporary)
Fists of Ironwood → Utopia Vow
Gaea's Touch → Wildsize
Viridian Emissary → Rending Vines
Golgari Brownscale → None
Sacred Wolf → None
Tangle Mantis → None
Greater Basilisk → None
Far Wanderings → None
Change as suggested by Rubin8r.
Gorgon Recluse → Grave Scrabbler
Mirrodin Besieged Changes.
Raise the Alarm → Leonin Skyhunter
Gorilla Chieftain → Viridian Emissary
Clockwork Beetle → Flayer Husk
Inner-Flame Acolyte → Blisterstick Shaman
Sokenzan Spellblade → Kuldotha Ringleader
Acorn Harvest → Tangle Mantis
Defender of Chaos → Spin Engine
Territorial Baloth → Tangle Hulk
See Beyond → Quicksilver Geyser
Unrelated changes occuring at the same time:
Dirge of Dread → Death's Duet
A number of changes to the red section of the cube, inspired by the Cube Evaluation.
Spark Elemental → Martyr of Ashes
Goblin Arsonist → Frostling
Spur Grappler → Sparksmith
Coal Stoker → Mogg Flunkies (tightening my curve)
Ruinous Minotaur → Inner-Flame Acolyte
Galvanic Blast → Reckless Abandon
Lash Out → Thunderclap
Fiery Temper → Stone Rain
Mudbutton Torchrunner → None (Seems like it was less of a pet card than I thought.)
Torch Slinger → None
Emrakul's Hatcher → None
Act of Treason → None (Definitely the hardest cut I've made. I want to keep red's curve nice, so the weakest 3CMC card needs to go.)
Fiery Fall → None
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
MTGS Average Peasant Cube 2023 Edition
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I have a 405 card cube myself. I run 4 cards of each 2 colour combination, and even then I think that's too high. I'm going to be expanding to 450 cards eventually, and I don't think I'll be adding any more multicolour cards.
That said, I see you've put a lot of work already into your cube. I like the way you've laid it out in this thread too. I look forward to seeing how this cube progresses.
Juju Alters - Altered MTG Cards
Not only that, but you run Uncommons and rares in your cube. The quality of multicolored cards goes down quite a bit when you are limited to commons
I agree with what's been said. Cut down the multicolor section. You shouldn't have more multicolored cards than any one mono colored section.
I wish I had some direct advice to give you. But I've never played with anything but a rare inclusive cube. So anything I said would be pulled completely out of my ass...Not that most of my advise isn't normally pulled from out of my ass.
Calvin and Hobbes
Cube Tutor
Actually, I'll make a proto-list for my multicolor right now, and I'll post it up for scrutiny.
For now, this is the ROE cards I'm thinking of adding. I'm limiting it to 4 of each color, plus the smattering of lands and colorless:
Red
Emrakul's Hatcher
Flame Slash
Lavafume Invoker
Staggershock
Green
Growth Spasm
Kozilek's Predator
Ondu Giant
Snake Umbra
-Mosstodon, +Stomper Cub: A tough switch, which I'm open to discussion about. Mosstodon is less color-intensive, but not by much; in exchange, it needs a mana investment per turn for the trample. I like Stomper Cub more, but Mosstodon may be more useful. Still not sure. Thoughts?
White
Caravan Escort
Hyena Umbra
Ikiral Outrider
Lone Missionary
Blue
Eel Umbra
Mnemonic Wall
Sea Gate Oracle
See Beyond
Black
Bloodthrone Vampire
Cadaver Imp
Null Champion
Shrivel
Lands
Evolving Wild
Colorless
Prophetic Prism
Ulamog's Crusher
Edit: Okay, a proto-list for Multicolor:
1 Curse of Chains
1 Deft Duelist
1 Silver Drake
1 Talon Trooper
White Green
1 Armadillo Cloak
1 Llanowar Knight
1 Qasali Pridemage
1 Sigiled Behemoth
Green Red
1 Branching Bolt
1 Colossal Might
1 Horned Kavu
1 Violent Outburst
Red Black
1 Blightning
1 Kathari Bomber
1 Lava Zombie
1 Terminate
1 Agony Warp
1 Architects of Will
1 Recoil
1 Soul Manipulation
Blue Red
1 Izzet Chronarch
1 Noggle Bandit
1 Quicksilver Dagger
1 Razorfin Hunter
Red White
1 Cerodon Yearling
1 Goblin Legionnaire
1 Rally the Righteous
1 Skyknight Legionnaire
White Black
1 Blind Hunter
1 Pillory of the Sleepless
1 Soul Link
1 Unmake
1 Consume Strength
1 Llanowar Dead
1 Putrid Leech
1 Shambling Shell
Green Blue
1 Assault Zeppelid
1 Coiling Oracle
1 Temporal Spring
1 Winged Coatl
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
[CARD]
Llanowar Elves[/CARD] - Did you mean Elves of Deep Shadow?
Don't forget about Wrecking Ball in BR!
Juju Alters - Altered MTG Cards
Oh, sorry, I meant Llanowar Dead there. Changed it now.
Well, on Wrecking Ball, if I was to include it, what would you cut? I like all four of the current RB cards.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'd cut Kathari Bomber. He seems really bad to me. He only swings with evasion once and then he puts two non-evasive 1/1's into play. And his unearth cost is rather high. I'd much rather have a versatile removal spell than this guy.
MTGS Average Peasant Cube 2023 Edition
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I'm thinking of having 1 card for each shard in here as well. Currently, I've narrowed them down to:
Naya - Wild Nacatl, moving from green
Jund - I'm thinking of moving Resounding Thunder here, or maybe just Jund Sojourners.
Grixis - Shadow Guildmage
Esper - The toughest one. Thinking Stormscape Apprentice.
Bant - Bant Sojourners, maybe.
Edit: Moving this.
Firstly, I've decided against adding a card for each shard in the multicolor section. Any game of pauper, and especially in a Limited format, will often be in two colors, and adding the shards cards deprives me of space I can better use to fit two or one colored archetypes. So, Multicolor stays as 40 cards.
Secondly, the Multicolor list on this post is now my Multicolor section, save for the change Wrecking Ball for Lava Zombie.
As off now, I've got a clear, albeit shaky, goal of what to get done in the future. Having completed an acceptable Legacy Multicolor list, I'm going to move onto revamping the land section (I doubt I'll add any changes. Going into Legacy doesn't do all that much.) and then artifact section. After that, I'm going to revamp each color at a time, using the lessons of Cube Design Philosophy as a guide.
Because I'm revamping my entire cube, I'm not going to be adding ROE cards right away. Instead, I'm just going to incorporate them into the card pool for revamping the Cube.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Pauper³ has been revamped, now Legacy legal and a lot better than what I began with. Now the mission is to get all the cards, and begin improve this Cube. The lists up right now are very mechanical, made with strict CMC distributions in mind, and are not perfect, but I hope that after a bit of playtesting, I can improve it.
Firstly, the small changes to the Lands, Artifacts and Multicolor. These sections, I didn't revamp completely, because Multicolor has already been revamped, and Legacy doesn't add much to Lands or Artifacts.
[-1] Turntimber Grove
[+1] Evolving Wilds
Comment: I really want to keep the Cube's composition balanced (Read: Multiple of 5), so adding this land meant I either had to add 4 more cards, or cut 1. Turntimber Grove's +1/+1 is negligible compared to its ETBT drawback. I would've cut it eventually.
Edit: Adding the cycling lands as a tentative test. I've never been able to get behind them; if you draw them early, its tempo loss, but if you draw them late, you get added use of them. It's a coin flip, really. But, I'm going to try them out, see if my preconceptions were wrong.
[-1] Explorer's Scope
[+1] Prophetic Prism
Comment: Cut for the sake of keeping it even. I'm not 100% sure of this; Prophetic will replace itself and fix colors, but Explorer's Scope might net you sick card advantage. We'll have to see.
[-1] Brass Gnat
[+1] Ulamog's Crusher
Comment: Cut for the sake of keeping it even. Taking out the weak artifact creature for the huge colorless finisher. No-brainer.
[-1] Talon Trooper
[+1] Momentary Blink
Comment: I can't believe I forgot Momentary Blink in a Pauper environment. It was between Talon Trooper and Silver Drake, and I really want to push the strength of ETB and recovery. I may take out Silver Drake for Talon Trooper in the future, but let's just see how it works out now.
COLORS
Since I don't want to swamp this with redundant lists, the revamped color lists are only in the OP, which a summary of what they do. Not as extensive as wtwlf's descriptions, but they work.
Anyway, as always, please post giving suggestions/corrections!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
MTGS Average Peasant Cube 2023 Edition
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Thanks!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Edit: Also, removed the average CMC portion of the Summary. I really can't be bothered to work it out, and its not that important (its around 3, and that's all I need to know).
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Draft it on Cubetutor!
Kird Ape - I would include it, but my local shop doesn't have any. If I get my hands on one, heck yes, its going in.
Jilt - Hmm... Actually, I think I might. But what would I cut out? I love all the UR cards already in.
Magma Burst - I've got a faint memory of rejecting this card when I was making the Legacy lists, because I thought the loss of land was too much. But now, after drafting with my Cube for a bit, I could actually see it being really good as a late-game finisher. If its going in, I'll cut Molten Rain for it (my playgroup's got a thing against LD).
Cackling Flames - The card I'm most unsure about. I don't like it personally, because I can't see it beyond a 4-mana 3-damage, but I might be wrong. I just don't think Hellbent is easy enough to get.
Quenchable Fire - I decided against Quenchable Fire for the same reason Lava Spike isn't in here; it only hits players. And even six possible damage for four mana won't always get you there, if it can't double as removal.
Edit: Opinions on Pyrotechnics? Its a more expensive Arc Lightning, but still splashable and can create blow-out situations.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
RED
[-1] Barbed Lightning
[+1] Pyrotechnics
Comment: Totally went under the radar first time through. Barbed was already just a placeholder, so its the perfect swap.
[-1] Molten Rain
[+1] Magma Burst
Comment: My playgroup never really liked LD, so I've been trying to keep that to a minimum (read: none at all). I've been keeping Molten Rain in here for quite a while, and I think it'll never be as fun as I want it to be, so out it comes for Magma Burst.
And on Magma Burst, I initially thought it wouldn't be so good, but a few games of the Cube shows me that it's exactly the kind of card I want; a late-game answer, when lands become redundant. So sad you can't hit the dome for six.
Edit:
MULTICOLOR
[-1] Noggle Bandit
[+1] Jilt
Comment: The world has spoken, and the Bandit is getting the chop for another card that went under the radar the first time around.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Also, do you realize that you're including cards that were printed in Masters Editions as commons (and noewhere else)? I wouldn't count them, that's all.
Draft it on Cubetutor!
In addition, even if I'm wrong about how easy it is to get hellbent (I'm going to need to draft a bit more with the cube to get a good idea), I really want to keep the red spells close to the 2 CMC range, and only a smattering of 4+ CMC. Adding the Pyrotechnics and Magma Burst shifted the curve slightly into more level territories, and I think that should be good enough (in fact, if Swirling Sandstorm turns out to be a dud, it's going out for something lower costed. Perhaps Death Spark or something of that kind). In the end, even if Cackling Flames is as sick as you described it to be, it's not going to beat the other 4+ CMC cards.
And yes, I do know. My restriction is a card that's been common ever. I find it easier to work that way.
And, more changes updates:
BLACK
[-1] Mire's Toll
[+1] Terror
Comment: Bad duress for quality removal.
[-1] Dead Reckoning
[+1] Evincar's Justice
Comment: I was looking all around for a place to put the badass sweeper, and decided on the subpar Dead Reckoning. Trading up one potential kill for a lot of potential kill.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
He's a fatty at common that also has utility strapped to the same card. Brilliant.
Juju Alters - Altered MTG Cards
Haha, I'd be a total idiot if I had missed it.
Another quick change (so quick, I'm not using the fancy titles).
[-1] Macetail Hystrodon
[+1] Sokenzan Spellblade
Comment: Besides the fact that I love any card called Spellblade, Sokenzan Spellblade has so much damage potential, it's crazy. If I have three cards in hand, the turn after I play it, I can swing for 2 + 3x3 = 11 damage. Macetail is lucky to swing for 8. Of course, that's just the best case scenario (wait, no it isn't. Best case scenario is an 8-card hand. xD), but even on the block, Spellblade will still survive any 3/X and break any X/3, without pump. In addition, tightening red's curve by removing the 7-mana fattie.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
But wait, if you're listing him at 3CMC then shouldn't he be in the spells list?
Juju Alters - Altered MTG Cards
True, true. /switches it
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
What, if any, would you cut for Ray of Command? It's an interesting effect, one of its kind in Pauper. And if you wouldn't cut anything, why?
I'm thinking of cutting Rescind for it. I think I was a bit over-zealous with the bounce theme when I was making the list. Would you cut Rescind for Ray of Command?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'm hesitant to cut Peel from Reality without a bit more testing. I really think it has potential.
I think I'll put off Ray of Command till I know what blue spell is under-performing.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
BLACK
[-1] Sangrophage
[+1] Child of Night
Comment: A tentative trade. Sangrophage, as people have said, as a very big, bad upkeep cost, so I think the life-gaining critter will trump it.
ARTIFACT
[-1] Leonin Scimitar
[+1] Scuttlemutt
Comment: Subpar equipment for under-the-radar goodness. Idea from calibretto's peasant cube.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2