I think I might maybe rate it above Rend Flesh even, because it's a really nice option in agressive decks. But I don't run those and I don't think that any of the other removal spells are worse than it. I like the one mana -2/-2 cards better because mana efficiency is so important.
I think it's especially interesting for defensive decks, not for agressive decks. If you make your opponent's Hollowhenge Beast a 3/3 and block it with Calcite Snapper, you got a clock. In agressive decks, when you attack every round, your opponent will easily chump with the decreased creature and the wound wasn't more than an overcosted Dead Weight.
or you stop attacking in either deck and let them die.
It clocks them while letting you block. If you just natch a 2/3 power guy, they're not going to race you.
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You got 99 attackers but I'm blocking with 1.
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Agree with the above - it's much easier to get them down from 6 in aggro than it is to get them down from 20 with Stab Wound, even though attacking into it is obviously suboptimal.
I'd suggest Lanxal's as the most standard and consistently updated one. It's a great starting point and any questions you have will probably be answered somewhere in the thread. Obviously you can cut Sinkhole and Chain Lightning.
I'll get around to updating mine soon too though. If you want to order things online, try out TCGPlayer.com's optimizer. It'll help a lot with getting you the best price.
yeah i always use tcgplayer with optimizer, even for standard deck stuff. getting 19.00 cards for 13 in nm condition is always good. and thanks for the advice on which cube to check out. ive never built a cube, but ive been looking into it for a while and a while back i drafted the mtgo cube IRL with jon finkel and bob maher at a charity event and it really was a ton of fun.
You raise a good point. I could certainly see cutting some bounce for cards like Deprive, but really that's more because I think I have too much bounce for any kind of deck than that I want control to thrive in blue. I don't really think that Pauper cube is really struggling with its control decks, and what control cards blue already has are doing good work supplementing other colors, like the removal in UB.
I'm very unsure about the bunch of non-creature counter like Spell Pierce, Intervene, Dispel, Negate or Confound, because removal for sure is the second big threat in the cube and I'm not sure how situative it is. Especially the last one seems very interesting to me, because of the cardadvantage. It could be similar to Shelter.
I'd love to hear how it goes if you do end up trying out Confound; it looks like an interesting possible inclusion.
I don't like confound, and I've tried it. It's fine but a LOT worse than shelter because protection from their dudes is really relevant - to make a trade but not die, to get in the last few points and even to make combat awkward after they've played a removal spell that got countered by shelter. Also shelter cycles a lot more easily.
I like disrupt and spell pierce the most out of those cards. Disrupt was sweet for me when I ran it but a little too narrow.
Shameless self-plug alert, but I just posted the first of what hopefully will be not-only-one draft reports (whut.) here. Maybe I'll even be able to publish some draft reports in my Pauper Cube article series.
So after finally getting a chance to cube for the first time in forever, I decided to make some changes, and I was hoping for some of your pauper cube expert opinions (Cube list with updates available here as an excel spreadsheet)
Firstly, RtR changes and additions:
Rupture Spire -> Transguild Promenade
A purely cosmetic change, also helped by the fact I finally get to replace my ugly PDS: Slivers foil Spire
Stone Rain-> Splatter Thug
Sinkhole -> Stab Wound
Both of these cuts are part of a conscious effort to remove Land Destruction. I still remain unconvinced it's supportable at common, and the other two pieces I still run (Molten Rain and Rancid Earth) are likely to be cut in the neat future as well. The new additions seems fairly obvious I feel, though I think Stab Wound will need some further testing.
Frazzled Editor -> Gore-House Chainwalker
As much as I love the editor, I'm cutting it based on power level reasons. Taken literally, it's WAY too good, being nearly impossible to kill by any deck without tokens or the small number of removal that actually kill it. The Chainwalker seems like a perfect replacement.
Izzet Chronarch -> Goblin Electromancer
I've been happy with Chronarch, especially with Mnemonic wall doing eseentially the same thing for an easier cost. I'm to cut it for the electromancer, who at the least does something unique in Pauper Cube, though Chemister's trick is another option.
Shambling Shell -> Sluiceway Scorpion
The Shell was pretty much just a stop gap until RtR came out, and I'm pretty pleased with the Scorpion.
Nothing -> Guildgates
I've decided to increase the size of my cube to accommodate the Guildgates, being not happy with cutting any of the lands I currently run.
I've also got a few cards in mind to drop, but I'm not sure what for exactly. Currently I'm looking at cutting the three Unhinged Paper-Scissors-Rock creatures, and three of the Affinity Golems (Red, White and Green ones) At the moment I'm thinking of simply adding one card more to each colour and an artifact. Any suggestions on what to add?
To be honest I'd rather play Rune Snag than Deprive, simply as a worse Mana Leak. Deprive was alright when we ran it but you actually want to counter spells earlier rather than later in pauper cube as there are so few expensive bombs.
I'd definitely say either Travel Prep or Cloak. Healer is such a boss against aggro decks and Qasali Pridemage does everything you could ever want from a two drop. I've seen entire strategies screech to a hault just 'cause of that guy.
Travel Prep leaves you less likely to get two for one'd and gets multiple uses. Armadillo Cloak is better, but leaves you open to removal blowout.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
I could make arguements against cutting any of them other than Qasali Pridemage as that card is undoubtedly insane and flexible.
Armadillo Cloak does provide the most powerful effect out of all of them as long as it goes unanswered, which can read 'game' for an opponent.
I like Travel Preparations a lot. It just provides so much power onto my side of the board, and is almost always worth more than 1 card in terms of power and card advantage.
Although Centaur Healer is a really good deal for 3 mana, and I mean a really good deal, I just find that is more replaceable, unlike the other effects of the 3 multicoloured cards. I'm not saying it is the worst in terms of power level as they all are at relatively similar powers, but the one which the effect is most similar to pre-existing effects in either green or white, and also in not in great demand of more. There are already Lone Missionarys and Grazing Gladeharts providing similar effects in both colours for the body plus life, it's not an unique or scarce ability. Although if you feel that you cube needs more of that to make the colour combination effective in your eyes, then go a head add him in over some other cards.
If you were to have an explicit Hybrid section in your cube, what would you guys run in the G/W section? I've already got ones for the other 4 RtR combinations, but all the G/W ones just seen very underwhelming. Only ones that really perks my interest is the centaur, but on death trigger isn't so great.
I'd cut the Healer, but I haven't had much experience with it yet. Second choice would probably be the Travel Preparations, although that thing in the right GW aggro deck is insane.
On Hybridity, the Centaur Safeguard is probably my first choice, but they're all pretty bad.
So, I've decided to go ahead and add a Hybrid Section to my Cube, adding them 2 colour combinations as each of the first two RtR Sets come out. So far, only Azorious has already had a Hybrid card in it (Silkbind Faerie) and so I have an extra slot to add a non-hybrid U/W card in. My options so far are to add either Hussar Patrol or Deft Duelist. This would be in addition to Feeling of Dread and Dismantling Blow. Which of the two do you think is the better card to add? Your thoughts are appreciated
If you were to have an explicit Hybrid section in your cube, what would you guys run in the G/W section? I've already got ones for the other 4 RtR combinations, but all the G/W ones just seen very underwhelming. Only ones that really perks my interest is the centaur, but on death trigger isn't so great.
In the earlier stages of my cube when I was running Safehold Elite I found that I often cut in in both Green and White decks as it often is worse than the other 2 drops available in both colours, and even when you did find room it would be lack luster.
I personally feel that Sundering Growth would be a better fit in the purposed G/W hybrid section. It is actually an effect that I would want to main deck or at least side into. It also would free up room in both the White and Green sections because I would likely cut a Naturalize in those sections to increase Sundering Growth's playability by not having too many redundant effects.
I still would be looking for another G/W hybrid to fill in hopefully from Dragon's Maze. Fingers crossed there. Or there is the possibility that some more playable G/W hybrid will get 'downgraded' in Modern Masters to common, although I somehow doubt that one.
On that note, I really hope that they move a lot of awesome cards down to common for Modern Masters. I actually am genuinely excited for the possibility of getting some effects that we don't normally have shifted down into common in that set.
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My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Stab wound is much better than it seems though.
Draft it on Cubetutor!
or you stop attacking in either deck and let them die.
It clocks them while letting you block. If you just natch a 2/3 power guy, they're not going to race you.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Draft it on Cubetutor!
yeah i always use tcgplayer with optimizer, even for standard deck stuff. getting 19.00 cards for 13 in nm condition is always good. and thanks for the advice on which cube to check out. ive never built a cube, but ive been looking into it for a while and a while back i drafted the mtgo cube IRL with jon finkel and bob maher at a charity event and it really was a ton of fun.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'd love to hear how it goes if you do end up trying out Confound; it looks like an interesting possible inclusion.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
I like disrupt and spell pierce the most out of those cards. Disrupt was sweet for me when I ran it but a little too narrow.
Draft it on Cubetutor!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Firstly, RtR changes and additions:
Rupture Spire -> Transguild Promenade
A purely cosmetic change, also helped by the fact I finally get to replace my ugly PDS: Slivers foil Spire
Stone Rain-> Splatter Thug
Sinkhole -> Stab Wound
Both of these cuts are part of a conscious effort to remove Land Destruction. I still remain unconvinced it's supportable at common, and the other two pieces I still run (Molten Rain and Rancid Earth) are likely to be cut in the neat future as well. The new additions seems fairly obvious I feel, though I think Stab Wound will need some further testing.
Frazzled Editor -> Gore-House Chainwalker
As much as I love the editor, I'm cutting it based on power level reasons. Taken literally, it's WAY too good, being nearly impossible to kill by any deck without tokens or the small number of removal that actually kill it. The Chainwalker seems like a perfect replacement.
Izzet Chronarch -> Goblin Electromancer
I've been happy with Chronarch, especially with Mnemonic wall doing eseentially the same thing for an easier cost. I'm to cut it for the electromancer, who at the least does something unique in Pauper Cube, though Chemister's trick is another option.
Shambling Shell -> Sluiceway Scorpion
The Shell was pretty much just a stop gap until RtR came out, and I'm pretty pleased with the Scorpion.
Nothing -> Guildgates
I've decided to increase the size of my cube to accommodate the Guildgates, being not happy with cutting any of the lands I currently run.
I've also got a few cards in mind to drop, but I'm not sure what for exactly. Currently I'm looking at cutting the three Unhinged Paper-Scissors-Rock creatures, and three of the Affinity Golems (Red, White and Green ones) At the moment I'm thinking of simply adding one card more to each colour and an artifact. Any suggestions on what to add?
Cheers all, I look forward to your replies
-Matt
Karador, Ghost Chieftain
Draft it on Cubetutor!
Qasali Pridemage
Travel Preperations
Armadillo Cloak
Centaur Healer.
Calvin and Hobbes
Cube Tutor
I'd definitely say either Travel Prep or Cloak. Healer is such a boss against aggro decks and Qasali Pridemage does everything you could ever want from a two drop. I've seen entire strategies screech to a hault just 'cause of that guy.
Travel Prep leaves you less likely to get two for one'd and gets multiple uses. Armadillo Cloak is better, but leaves you open to removal blowout.
Living End Contributor and Enthusiast
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Rules Advisor
Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Draft it on Cubetutor!
Armadillo Cloak does provide the most powerful effect out of all of them as long as it goes unanswered, which can read 'game' for an opponent.
I like Travel Preparations a lot. It just provides so much power onto my side of the board, and is almost always worth more than 1 card in terms of power and card advantage.
Although Centaur Healer is a really good deal for 3 mana, and I mean a really good deal, I just find that is more replaceable, unlike the other effects of the 3 multicoloured cards. I'm not saying it is the worst in terms of power level as they all are at relatively similar powers, but the one which the effect is most similar to pre-existing effects in either green or white, and also in not in great demand of more. There are already Lone Missionarys and Grazing Gladeharts providing similar effects in both colours for the body plus life, it's not an unique or scarce ability. Although if you feel that you cube needs more of that to make the colour combination effective in your eyes, then go a head add him in over some other cards.
Karador, Ghost Chieftain
I'd cut the Healer, but I haven't had much experience with it yet. Second choice would probably be the Travel Preparations, although that thing in the right GW aggro deck is insane.
On Hybridity, the Centaur Safeguard is probably my first choice, but they're all pretty bad.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Healer or pridemage. Because Travel prep and armadillo cloak are just too good to pass up.
My errata'd commons cube
Karador, Ghost Chieftain
Nothing as of yet, probably going to add the other 5 Guilds when GC comes out. If I do add one though, it'll most likely be Skuzzback Marauders.
Karador, Ghost Chieftain
Safehold Elite has been decent in my cube.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
In the earlier stages of my cube when I was running Safehold Elite I found that I often cut in in both Green and White decks as it often is worse than the other 2 drops available in both colours, and even when you did find room it would be lack luster.
I personally feel that Sundering Growth would be a better fit in the purposed G/W hybrid section. It is actually an effect that I would want to main deck or at least side into. It also would free up room in both the White and Green sections because I would likely cut a Naturalize in those sections to increase Sundering Growth's playability by not having too many redundant effects.
I still would be looking for another G/W hybrid to fill in hopefully from Dragon's Maze. Fingers crossed there. Or there is the possibility that some more playable G/W hybrid will get 'downgraded' in Modern Masters to common, although I somehow doubt that one.
On that note, I really hope that they move a lot of awesome cards down to common for Modern Masters. I actually am genuinely excited for the possibility of getting some effects that we don't normally have shifted down into common in that set.