I do play Pith Driller and I like that card so much that I've still got Cultbrand Cinder sitting on the wait list for my hybrid set lol. However, it's one of those cards that really suffers from a personal categorizing. It kind of depends on how you think the card is best cast. I have it in my colorless section because I honestly play it in almost every deck regardless of color. If you're going to put it in your black section, it's like saying that the best way to use the card is by playing it as a black cost which also means that its best mode is not using phyrexian mana and making it a 5 drop. Not to drum up the whole clarifying colors in the cube conversation again >< lol. I guess I could always just throw him in my black 4 drops because there really aren't any other options and then freeing up a colorless slot but it kind of seems like a disservice to black unless I would do the same with the other phyrexian cards which don't suffer the same problem as black.
I agree. I totally forgot about the Bladetusk Boar which I run as well making for 4 red 4 drops in my cube. What do you think is playable for black 4 drops outside of Faceless Butcher, Gravedigger, and Okiba-Gang Shinobi? I wanted to get up to at least 4 black 4 drops but I can't find anything. I've been thinking about running one of the various 4 drop shades but none of them seem too exciting. Crypt RipperLiliana's ShadeDarkling Stalker Also, I tried Driver of the Dead for a bit and it was very underwhelming. I also tried Syndicate Enforcer and he's been ok so far. Pretty disappointing body but another extort trigger is always nice to see.
I run 6 white 4 drops as well and I think it's probably 1 more than I would like to run but they are all good and I think of all the colors white has the best curve to support it. The balista is very strong and stalls attacks like very few cards in the pauper cube. I would love to have more 4 drops in the rest of my colors but none of them have the options that white has. Blue and Green are Ok in terms of 4 drops but could be slightly better and black and red are really struggling. I've been trying to find better options but they seem to be non-existent. Black has Faceless Butcher, Gravedigger, and Okiba Gang Shinobi if you count that as actually being a solid 4. After that, you're stuck with some mediocre shades and some durdly utility dudes that really don't add much. Red might be even worse...Gorehorn Minotaurs are the only clear staple followed by the playable Talruum Minotaur and it's brother and Viashino Fangtail. I really wish I could get their 4 slots to 4 playables but it seems unlikely. I wish the other colors could run 4-6 awesome 4's like white so I'm happy keeping white with it's solid curve. I could see cutting it down to 5 but I think 6 is playable.
That deck has a lot of good cards in it but it seems to kind of lack an identity. Jungle Lion and Wall of Roots or Kodama's Reach in the same deck is kind of awkward lol. I guess it is sealed so the decks are slightly less decisive than draft.
I think the only white border only cards I would want to run are the portal cards like Fire Ambush and I wouldn't want to ruin their value by doing so. All of the other cards can be found in black border. Also, I didn't want to invest more money into sleeves than I did my entire pauper cube so I just got 500 sleeves from Channelfireball for 10 dollars. So far they've held up very well lol
I agree, I'm not a fan of the Shu's. It'd be better just to run Chapel Geist. I hate that the Vigilance is almost completely irrelevant on Shu General since NO ONE is going to block with it. Also worth noting...white borders, YUCK lol
but packs starting in alara only have 14 playable cards? 1 rare 3 uncommon 10 common and 1 basic land. So if you want to be true to real magic, draft 14
We usually do 5 packs of 9 because we almost always only have 4 people available. Makes the packs a more appropriate length of wheels and still gives the same amount of cards. 15 card packs in 4 mans are super awkward.
I agree that my black section almost has too much removal. It seems like every draft I just keep taking removal because that's what you're used to doing and end up with like 8-9 removal spells and then have to cut 4 of them anyways because it's way too many. i'm thinking it might just be better to add other unique options into blacks spell slots. I would really rather put more creatures in but black's creature pool seems pretty shallow compared to other colors.
Whitemane Lion can't be played on an empty board though.
Pretty significant. This card can still be played as a 2/2 flash when you don't need the effect. Also, I'm really not a fan of U/W's guild section so I wouldn't be too upset in trying this one out. Azorious is probably the weakest guild in terms of multi colored cards.
Like i said, I'm not going to fault you for not liking pump spells but Wildsize is a good pump spell if you want to play them. Not sure when you guys last had it in your cube, but it couldn't hurt to give it a test run :P. Unless you're being threatened by a utility creature like a tapper, Wildsize is a better kill spell than Arachnus Web. If you're playing aggro, you're mostly concerned with their blockers trading with your attackers (outside of tappers and such). Wildsize kills their dude, gets through damage, and replaces itself in your hand; good deal. Also, this whole holding up mana thing has got me sort of curious. Do you guys not attack before you start playing out your spells for the turn? Most of the time, you should be attacking with full mana up. You shouldn't have to hold up mana unless you're planning to use your pump spell to counter red burn or black -x/-x which isn't really the best use for it in the first place. Playing a wildsize on turn 3 or 4 still takes your whole turn but you shouldn't be "holding" mana and passing to your opponent. Also, the whole "obvious" thing works to your advantage, use it! Turn 3 play Grazing Gladeheart. Their turn 3 they play Kitsune Blademaster. On turn 4 you swing in with your 2/2 and they grow suspicious. If they don't want to chance it, you just got through 2 free damage (let's face it, that gladeheart isn't blocking anything) and continue to play your turn 4 spell. If they want to call your "bluff", you smash down a Wildsize, eat their dude, get in 1 point of damage, and draw a card. That's the closest green gets to Electrolyze. Either scenario is good for you. You can even do this when you don't have a pump spell (obviously more risky but it still sometimes works if they know you like/drafted pump). Mind games are part of magic!
I really dont know why you guys hate combat tricks that cost more than 1 ><. Embolden is one of my favorite white cards and its a combat trick that costs 3. Yes I know that it is more than just a simple combat trick but i was just using it as an example of a trick I would gladly play in an aggro deck. Same goes for Kor Chant. You don't always have to keep up mana for Wildsize but once you get past turn 4 or 5 it does exactly what you want a green spell to do and lets you play that two drop that you just drew. It lets you take out blockers, force through extra damage and replaces itself in your hand. I'm not saying that its even a staple or anything and I wouldn't blame you for not running it because I think a lot of people aren't huge on running pump in the first place. But if you do like pump spells this is a good one to run. I like to think about this card as a one time Darkthicket Wolf activation. Is it always worth pumping your wolf to eat their creature for free and losing your turn 3? No. Is it worth it most of the time? Yes. A lot of people gladly take that free kill and Wildsize essentially does the same thing. Kills their blocker and replaces itself making itself in terms of card count, free. Not saying this is the best use of Wildsize but just an example of how we are willing to gladly pay 2G for a "combat trick". Just realized how long winded this is and most of you won't agree with it anyways but it's been written so I shall post it
I play either 4 man drafts or 2 man winston so Monocolor decks are completely non existent in my playgroup. I think you would have to be pretty lucky to get a monocolored deck in a 4 man pod. But if you happen to get one, i see few reasons not to go that route if it's a color with removal available.
As far as green spells go, I think anywhere from 14-16 is a good number. Cards that you don't run but probably should.
Wildsize is the best pump spell outside of Vines of Vastwood Utopia Sprawl is the closest pauper gets to birds of paradise
If you want to run Rampant Growth effects, the best one is Edge of Autumn. It's ramp when you want it and if you draw it late game you can cycle it instead of it sitting in your hand being useless.
Speaking of fixing, I love Harrow but others might debate that.
Also, Krosan Tusker is the best SPELL green has. I know you might have it in your creature slot but just making sure
Also, I would probably count Sprout Swarm in your creature slots
Just an update. I put in all of the extort commons not too long ago and finally got around to doing some rounds of the cube. Extort has been very solid so far. Even Basilica Guards aren't too bad when you get them down early enough. I managed to get a deck with 3 extort guys in it. Even with just 1 extort guy, i had enough triggers to keep me out of burn range and stabalize. The game when I had multiple extort dudes out with Undertaker and Gravedigger feeding me endless dudes + extort triggers was just nuts. I also had thrown in Midnight Recovery just to give it a shot and if anything it performed as a Death's Duet that gave me an extra extort trigger. I only drew it in one game so I'll have to give it a few more chances. I also had the newly added Zombie Cutthroat in my deck but never drew him ><
Black Lotus and Dark Ritual don't require you to set yourself back a turn in land count : /. That's a big difference.
The thing is, that Orcish Lumberjack is way better than Dark Ritual, because it turns forests into Black Lotus seems debatable. Dark ritual hits turn 1, is monocolored, and doesn't set you back to turn 1 when you use it.
I agree that Kiln Fiend is not optimal but most of reds two drops don't have lasting impact on the board : /. This guy at least gives you an explosive start to get you in burn range unlike some of the goblin pikers with an upside. Wasn't saying he was a staple or anything, just saying he's at least worth considering when you have a larger cube. The red 2 drops are nowhere near a solid group of cards like white and green lol
We usually do 5 packs of 9 because we almost always only have 4 people available. Makes the packs a more appropriate length of wheels and still gives the same amount of cards. 15 card packs in 4 mans are super awkward.
Pretty significant. This card can still be played as a 2/2 flash when you don't need the effect. Also, I'm really not a fan of U/W's guild section so I wouldn't be too upset in trying this one out. Azorious is probably the weakest guild in terms of multi colored cards.
As far as green spells go, I think anywhere from 14-16 is a good number. Cards that you don't run but probably should.
Wildsize is the best pump spell outside of Vines of Vastwood
Utopia Sprawl is the closest pauper gets to birds of paradise
If you want to run Rampant Growth effects, the best one is Edge of Autumn. It's ramp when you want it and if you draw it late game you can cycle it instead of it sitting in your hand being useless.
Speaking of fixing, I love Harrow but others might debate that.
Also, Krosan Tusker is the best SPELL green has. I know you might have it in your creature slot but just making sure
Also, I would probably count Sprout Swarm in your creature slots
The thing is, that Orcish Lumberjack is way better than Dark Ritual, because it turns forests into Black Lotus seems debatable. Dark ritual hits turn 1, is monocolored, and doesn't set you back to turn 1 when you use it.
I agree that Kiln Fiend is not optimal but most of reds two drops don't have lasting impact on the board : /. This guy at least gives you an explosive start to get you in burn range unlike some of the goblin pikers with an upside. Wasn't saying he was a staple or anything, just saying he's at least worth considering when you have a larger cube. The red 2 drops are nowhere near a solid group of cards like white and green lol