I will give you credit. Those are some bold statements.
Delve is fine. It is much more problematic in constructed than Limited. Having a flex costed spell that eats your yard limits how many you can play while directly contradicting Threshold, Flashback, etc.
It doesn't fight flashback cards.
1.) Your graveyard isn't some sort of special zone where you're guaranteed card advantage, it's just your discard pile. Anything extra you get from it is a bonus. So exiling a flashback spell isn't any different than exiling a normal spell, you're "spending" already spent resources.
2.) Unlike some more intelligently designed EZCast spells like Spinning Darkness, you can exile any cards you want in any order from your graveyard. So you shouldn't have to exile your flashback cards. I rarely have to exile Chainer's Edict when resolving Gurmag Angler with Pauper MBC.
Ultimately when I say that it's a mistake mechanic, it's more of a mistake for constructed. In limited the mana costs and balance of power level between spells is largely irrelevant, so getting a 5/5 for 1 mana or whatever is fine because everyone drafted from the same pool and it's only one card in 40 card singleton. Same with Mistake Mana (Phyrexian Mana) cards.
When I say mistake mechanic, what I really mean is that the card probably has a high power level and is worth putting into your deck, and your cube if you're looking to max out the power level of the cards in your cube. Cube doesn't actually have to be full of max power spells, you can just play cards because they're interesting or have nice art or whatever.
As an aside, Gurmag Angler isn't even powerful enough to be relevant in constructed Pauper because Tron is a cancer and nothing actually beats it except for the chess clock on MTGO. Resolving a 1 mana 5/5 seems overpowered and relevant until you realize that you're never going to get another combat phase.
I strongly recommend most of the 10 Pauper legal Bestow creatures. They're all interesting, and Nimbus Naiad and Leafcrown Dryad are the two best ones. Bestow is a fun mechanic.
Ninjutsu is my favorite mechanic in the game, followed by Banding. Anything with ninjutsu is worth playing simply to retrigger ETB effects, and getting a 1/1 flier out of Moonblade is just icing on the cake.
Wight of Precinct Six has my least favorite art in the entire game, it's so soulless and digital looking, digital art sucked all of the soul from this game. Anyways, it seems like a fun card and the *****ty art is the only reason I don't have it in mine. If you can stand the art, go for it.
Delve is a mistake mechanic, everything with Delve is worth playing. Seems like a solid card.
Enchantress and Aura Gnarlid are decent cards.
Winding way seems fine. Green has a bunch of cantrips like Commune with Nature and Lead the Stampede and Commune with the Gods and Winding Way that are (almost) worth playing in constructed Pauper even. They should make great cube cards.
If you have a large emphasis on replaying creatures, they still feel underwhelming. If you do not, I consider them all but desperate/unplayable.
On paper a reusable 3/2 seems good. But do you play Greater Mossdog? That card is better.
As for the blue 5/5, seems good. BUT losing your draw of new card and they chump with a 1/1, they are winning that exchange. Especially since it has no evasion.
I try to shy away from bombs in my cube, and cards that are unlimited resources tend to be bombs. Like Sprout Swarm, Reaping the Graves, dredge creatures, retrace cards, buyback cards, etc.
Outrigger and Gravebane are an attempt to have some recursive threats balanced with some downsides or difficulties. Same with some others like wall of kelp and stonybrook schoolmaster and the three Thallid spawners.
Outrigger is also a pretty unique card. Blue doesn't tend to get above curve 4 mana 5/5's, and thematically most boat/serpent cards in the game are dumb below curve creatures that are only allowed to exist if your opponent has an island in play. This one seems kind of actually good and it may even be constructed pauper playable.
Fountain of Ichor
Mother Bear
String of Disappearances
The 3 new pauper legal ninjas. Lol the 6/3 one is so gross.
Goblin War Party. Since I support Goblin Tribal and have already exhausted most of the cards that make goblin tokens, I had to put this in. Plus, it's mass pump if you need it.
The 3 mana white 3/3 with convoke that becomes a 5/5 if you control no tapped lands.
Answered Prayers.
Cave of Temptation.
Faerie Seer.
Savage Swipe.
I've yet to see a common from this set that isn't a decently powerful and/or interesting limited card. The only boring cards I've seen are the changelings, and that's just because I only support one tribe in my cube. Even stuff like Chillerpillar is fine.
swarm is tough to balance, i had to even add sandstorm
signets are pretty strong, i definitely run them over a 2nd pair of duals, but i aim for raw power
Signets are just fine in Pauper cubes.
It's only in powered non-pauper environments where sweepers that destroy a bunch of lands in play are played where Signets are OP.
Otherwise you just resolve a 5 drop a turn early or it gets a little easier to start buying Evincar's Justice back or something. *shrug*
They're nice but sometimes you can get a little carried away with them and then all of a sudden you're running a ton of Signets in place of actual cards and you end up with a diluted deck.
After dedicating a lot of time to my old border cube, I've decided to return to my pauper cube and give it an overhaul. I'm selling off most of my collection (besides my cubes and constructed decks) and hope to get some good store credit. I want to use the credit to bling out my Pauper cube as much as possible. It's hard to do a search for specifically common premium cards online, unless i dredge the archives of FNM promos and go through them one by one. What are people's favorite promo/premium cards for pauper? How far have people gotten in their attempts to fully bling their cube? Are there certain cards that have promo versions that you think people just don't know about?
Best,
CatParty
I have a promo foil Quirion Ranger and foil Gush I made a bunch of trades at the FLGS for. That's the hardest I've blinged out.
I have most of my cube foiled out.
Scryfall is the best way to search for all the different arts of certain cards. I'm pretty sure that in the advanced search menu, there is a pull-down menu called 'criteria' and there is a promo option there.
So I made 3 exceptions to Pauper for 3 5 color rainbow creatures.
Since my Pauper cube has no bombs in it, there is little reason to play more than two colors. So I decided to incentivize multicolor with Genju of the Realm, Chromanticore, and Child of Alara.
Anyways, to go along with this I'm going to be adding more fixing since my cube lacks it, and a colorless section filled with affinity/metalcraft/sunburst/modular artifact creatures that the 5 color cards would fit nicely with.
I'm going to create two custom cards when I do this.
One will be a package deal of all 6 artifact lands. Draft one card and get one of each. The second will be a package deal of Ornithopter, Phyrexian Walker, Shield Sphere, and Tormod's Crypt.
I figure these cards are interesting and worth having in a draft, but aren't really worth drafting by themselves and I'm not a big fan of wasting 6 entire slots on basic lands that have, "Artifact" written on them.
I'm brewing a mono black Pauper burn deck and Inheritance is pretty solid.
Blade Juggler, like every other half decent card in Pauper cube is playable. Magic players aren't capable of nuance so a card is either S tier or completely unplayable mediocre trash to them.
See: Lab Rats, Volcanic Hammer, Tidal Wave
You don't need auto damage every turn to trigger BJ, you could just, you know, swing in for some combat damage. If you're really concerned there is always the color red.
I've had people tell me that Fireblast and Gush aren't good cards in limited. I think it's important to ignore literally everything anyone on here and on the subreddit says and just try out cards that you think are fun.
If the cards turn out to be cool? Awesome!
If they turn out to suck? Well, one player is down a single card in his draft pool, no biggie. If after a few drafts the card isn't working out then take it out. Or hell, leave it in anyways if you still like the card. Dash Hopes isn't that good but it's still fun to get someone to concede to it.
Did anyone test Blade Juggler? I'm interested, if this card performs in Pauper Cube.
It's fringe constructed Pauper playable. It's essentially a better version of Phyrexian Rager.
It should be very cube-able, as are other versions of the same card like Dusk Legion Zealot, Phyrexian Rager, Coiling Oracle, Elvish Visionary, Thraben Inspector, etc. (any others that I'm missing?)
Getting more than a single card's worth of value out of a card in limited seems to be the name of the game. In limited these cards are more playable than they are in constructed, the free body you get out of them is actually relevant and you can afford to durdle for a turn and play one of these.
Are the mana rocks and signets I have sufficient to support ramp? Do I have good ones, and are there enough of them?
What are some good payoffs for them? Is something like Scour From Existence or Disintegrate or the various xU counter spells worth drafting off-color signets and cards like sisay's ring for?
Just run more Eldrazi and green fatties my man. I wouldn't consider Scour From Existence a payoff, more than just an extremely costly and tempo-negative answer to anything, like a "break in case of emergency" glass. You have better answers in all colors, but this one saves you from basically anything.
Also you're missing Cultivate and the 1 CMC elves and Land Auras, although I suppose that's a conscious decision.
Those are all good ideas. Monstrous, Adapt, and the transform creatures are all neat, as are the cycling ones. I'll have to look through all of the rest of them too, thanks for the ideas. I was thinking about some Flash creatures myself, to get mid-sized or big ones you usually have to pay a premium, and they're exciting. No one expects a 5/6 on the end of your turn.
I support Splice Onto Arcane in my cube, so Kodama's Reach is the same card as Cultivate except with better art and it's Arcane.
I'm missing some of the normal 1 mana ramp elves for a few reasons. I didn't spend $8 in store credit on an Elves of Deep Shadow to not use it, so I view that as a stand-in for Llanowar Elves. I also hate the original Llanowar Elves art, Fyndhorn Elves looks like *****, and Elvish Mystic is soulless PhotoShop garbage.
I'm kind of a stickler when it comes to art. None of the playmats I've found have been satisfactory, so I had one made with L'Absinthe by Edgar Degas on it, lol.
I'll save you the rant about how I don't think that art is subjective and that PhotoShop makes art lesser.
And Heart Warden is just a better card since you can sac it for a card. Maybe not in constructed Pauper where you need to begin the Elves fission reaction on turn 2, but in cube you can afford to wait a turn for the added utility. Additionally, I found a foil one that I spent $7 on.
I've considered the Arbor Elf druid that untaps 3 lands when you have Threshold, but I don't want to have to make a bunch of changes to support Threshold.
Fertile Growth is in there because Carl Critchlow is my favorite artist, and it's nicer looking than Utopia Sprawl while also not being a $20 foil.
I suppose you could then ask me the question, "Well then, why not run both Fertile Growth and Utopia Sprawl, and both Cultivate and Kodama's Reach? Etc." and my answer to that is that besides for art considerations, I just found other cards more interesting, or the creator originally had them in but I took them out in order to make green more big dumb 4 mana 5/5 centric and less ramp focused.
I'm trimming that back a little since the deck with 7 Gurmag Anglers in it is too good.
When I was trawling through Enchantments I found Gaea's Touch. Does anyone reckon that this is any good?
I think it's worst in terms of power than Tinder Wall, but powerful in a vacuum. I think Wall of Roots, Cultivate, Werebear and friends are probably better in this environment. In terms of mana production it's a better green version of Vessel of Volatility. I doubt there are many enough if any forest synergies. And big mana decks seem to be lacking a certain something, especially when removal is good.
Gaea's Touch seems pretty good. I've never seen it before, must be one of those 'paper Pauper' cards. Not only is it an Explore on a stick, but it's also free so it can build a storm count or allow you a 4+ mana swing on the turn you pop it and make 2 land drops. It may be a little too good.
It would be pretty good if your cube heavily supported Landfall, too. That way that 0/1 white bobcat thing would be a 4/5, and adventuring gear could make it an 8/9.
I'll have to consider adding it to my cube.
I've found the opposite. In trying to buff green I took out some of the ramp from the initial version of my cube and put in as many 4 mana 5/5's as possible. This had the result of making simic decks the best since they had access to 7 Gurmag anglers, cantrips, and adequate protection for them. So big mana green stuff does have the potential to get out of hand, I don't think it's lacking anything really.
Are the mana rocks and signets I have sufficient to support ramp? Do I have good ones, and are there enough of them?
What are some good payoffs for them? Is something like Scour From Existence or Disintegrate or the various xU counter spells worth drafting off-color signets and cards like sisay's ring for?
so nobody interested in discussing the fringe stuff? everyone exhausted from the previous posts or is everybody on timeout lol?
building the T3 I (re)discovered a bunch of interesting stuff. nothing Tier1 worthy ofc, but maybe still interesting for downpowered cubes.
First the mentioned Kor interaction. It even works in-color with cards like Wall of Resistance. Too bad there are only 2 Kor at common right now.
Cards I think are reasonably interesting:
Drelnoch unless it gets removed directly it seems quite good. With some sort of pump it can get quite scary. Dreamspoiler Witches with a bunch of cheap spells it can be devastating in cubes with some amount of x/1s. Iirc it was pretty good in lorwyn limited as well. Dead Ringers probably the worst wording of all magic (besides illusionary mask) and not oracle rewording whatsoever. But hitting 2 creatures of the same color isnt hard to do and double removal for 5 is good. Quarry Hauler was noticed but dismissed in the akh spoiler season, but already pretty solid in a deck that just runs something like Travel Preparations or any creature that comes with at least 2 +1+1 counters or more Ivy Elemental Ethersworn Shieldmage rated bad in evaluation and dismissed as artifact dependent card, but its an artifact itself, so its a pretty solid combat trick/pseudoremoval on its own
also potentially interesting are the Chromatic Sphere variations. They are solid fixing, replace themselves and open some amount of interesting artifact synergies, especially in white. Leonin SquireTrusty Packbeast
Lol, just got let out of time out.
Drelnoch is real cool, love it. I'll have to try and shove it into my cube.
Dream Spoiler Witches is also neat. Spell matters is a neat archetype and I like this avenue for multiple creature kills over something like Pestilence. I'll have to try and shove this one in mine too.
Dead Ringers I had in my cube, and then I took it out for Ashes to Ashes since it never got main decked. Now that I've added more ramp into the cube, I think I'm going to add it back into mine. Big dumb Simic 4 mana 5/5's is the best deck in my cube, so cards like these can two-fer those decks. 5 mana may be hard to get to sometimes but if it kills 2 5/5's that seems worth it. Plus, I have a foil of it.
Quarry Hauler seems cool. Keep in mind it also can double up -1/-1 tokens, and can give an Undying creature like Butcher Ghoul +2/+2. You want cards with the graft keyword, and cards like Undying Evil, Serrated Arrows, and Otherworldly Journey and Fume Spitter. Are some of those cards too good for your cube? Sorry if they are. Maybe you could make all of your pump +1/+1 counter based?
At worst, it's just a 4 mana 4/3 which isn't completely terrible.
Longtime Magic players have invested a significant amount of time, money, and emotion into the game. They're simply unwilling to acknowledge that in reality this game is fairly easy to play and that "mere competency" gets you 90% of the way there.
Don't get mad, it's true.
Having this opinion and stating it, no matter how calmly you state it, will infuriate those emotionally invested in it even if you're right.
Have you seen the Stanley Kubrick movie Paths of Glory? Remember when one of the officers says, "Patriotism is the last refuge of a scoundrel." to the general and the general gets very angry? Yeah, like that.
So when everyone gets angry at me, I just see it as people not liking my opinions and wanting me silenced because of them. Because that's what's been happening.
Put yourself on my side of the aisle. How is one supposed to express their views against a sacred cow to those who hold those sacred cows dear?
It doesn't fight flashback cards.
1.) Your graveyard isn't some sort of special zone where you're guaranteed card advantage, it's just your discard pile. Anything extra you get from it is a bonus. So exiling a flashback spell isn't any different than exiling a normal spell, you're "spending" already spent resources.
2.) Unlike some more intelligently designed EZCast spells like Spinning Darkness, you can exile any cards you want in any order from your graveyard. So you shouldn't have to exile your flashback cards. I rarely have to exile Chainer's Edict when resolving Gurmag Angler with Pauper MBC.
Ultimately when I say that it's a mistake mechanic, it's more of a mistake for constructed. In limited the mana costs and balance of power level between spells is largely irrelevant, so getting a 5/5 for 1 mana or whatever is fine because everyone drafted from the same pool and it's only one card in 40 card singleton. Same with Mistake Mana (Phyrexian Mana) cards.
When I say mistake mechanic, what I really mean is that the card probably has a high power level and is worth putting into your deck, and your cube if you're looking to max out the power level of the cards in your cube. Cube doesn't actually have to be full of max power spells, you can just play cards because they're interesting or have nice art or whatever.
As an aside, Gurmag Angler isn't even powerful enough to be relevant in constructed Pauper because Tron is a cancer and nothing actually beats it except for the chess clock on MTGO. Resolving a 1 mana 5/5 seems overpowered and relevant until you realize that you're never going to get another combat phase.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I strongly recommend most of the 10 Pauper legal Bestow creatures. They're all interesting, and Nimbus Naiad and Leafcrown Dryad are the two best ones. Bestow is a fun mechanic.
Ninjutsu is my favorite mechanic in the game, followed by Banding. Anything with ninjutsu is worth playing simply to retrigger ETB effects, and getting a 1/1 flier out of Moonblade is just icing on the cake.
Wight of Precinct Six has my least favorite art in the entire game, it's so soulless and digital looking, digital art sucked all of the soul from this game. Anyways, it seems like a fun card and the *****ty art is the only reason I don't have it in mine. If you can stand the art, go for it.
Delve is a mistake mechanic, everything with Delve is worth playing. Seems like a solid card.
Enchantress and Aura Gnarlid are decent cards.
Winding way seems fine. Green has a bunch of cantrips like Commune with Nature and Lead the Stampede and Commune with the Gods and Winding Way that are (almost) worth playing in constructed Pauper even. They should make great cube cards.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I try to shy away from bombs in my cube, and cards that are unlimited resources tend to be bombs. Like Sprout Swarm, Reaping the Graves, dredge creatures, retrace cards, buyback cards, etc.
Outrigger and Gravebane are an attempt to have some recursive threats balanced with some downsides or difficulties. Same with some others like wall of kelp and stonybrook schoolmaster and the three Thallid spawners.
Outrigger is also a pretty unique card. Blue doesn't tend to get above curve 4 mana 5/5's, and thematically most boat/serpent cards in the game are dumb below curve creatures that are only allowed to exist if your opponent has an island in play. This one seems kind of actually good and it may even be constructed pauper playable.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Cards I'm trying out:
Fountain of Ichor
Mother Bear
String of Disappearances
The 3 new pauper legal ninjas. Lol the 6/3 one is so gross.
Goblin War Party. Since I support Goblin Tribal and have already exhausted most of the cards that make goblin tokens, I had to put this in. Plus, it's mass pump if you need it.
The 3 mana white 3/3 with convoke that becomes a 5/5 if you control no tapped lands.
Answered Prayers.
Cave of Temptation.
Faerie Seer.
Savage Swipe.
I've yet to see a common from this set that isn't a decently powerful and/or interesting limited card. The only boring cards I've seen are the changelings, and that's just because I only support one tribe in my cube. Even stuff like Chillerpillar is fine.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Signets are just fine in Pauper cubes.
It's only in powered non-pauper environments where sweepers that destroy a bunch of lands in play are played where Signets are OP.
Otherwise you just resolve a 5 drop a turn early or it gets a little easier to start buying Evincar's Justice back or something. *shrug*
They're nice but sometimes you can get a little carried away with them and then all of a sudden you're running a ton of Signets in place of actual cards and you end up with a diluted deck.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I have a promo foil Quirion Ranger and foil Gush I made a bunch of trades at the FLGS for. That's the hardest I've blinged out.
I have most of my cube foiled out.
Scryfall is the best way to search for all the different arts of certain cards. I'm pretty sure that in the advanced search menu, there is a pull-down menu called 'criteria' and there is a promo option there.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Since my Pauper cube has no bombs in it, there is little reason to play more than two colors. So I decided to incentivize multicolor with Genju of the Realm, Chromanticore, and Child of Alara.
Anyways, to go along with this I'm going to be adding more fixing since my cube lacks it, and a colorless section filled with affinity/metalcraft/sunburst/modular artifact creatures that the 5 color cards would fit nicely with.
I'm going to create two custom cards when I do this.
One will be a package deal of all 6 artifact lands. Draft one card and get one of each. The second will be a package deal of Ornithopter, Phyrexian Walker, Shield Sphere, and Tormod's Crypt.
I figure these cards are interesting and worth having in a draft, but aren't really worth drafting by themselves and I'm not a big fan of wasting 6 entire slots on basic lands that have, "Artifact" written on them.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Blade Juggler, like every other half decent card in Pauper cube is playable. Magic players aren't capable of nuance so a card is either S tier or completely unplayable mediocre trash to them.
See: Lab Rats, Volcanic Hammer, Tidal Wave
You don't need auto damage every turn to trigger BJ, you could just, you know, swing in for some combat damage. If you're really concerned there is always the color red.
I've had people tell me that Fireblast and Gush aren't good cards in limited. I think it's important to ignore literally everything anyone on here and on the subreddit says and just try out cards that you think are fun.
If the cards turn out to be cool? Awesome!
If they turn out to suck? Well, one player is down a single card in his draft pool, no biggie. If after a few drafts the card isn't working out then take it out. Or hell, leave it in anyways if you still like the card. Dash Hopes isn't that good but it's still fun to get someone to concede to it.
Blade Juggler is a fun card. Give it a chance.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
It's fringe constructed Pauper playable. It's essentially a better version of Phyrexian Rager.
It should be very cube-able, as are other versions of the same card like Dusk Legion Zealot, Phyrexian Rager, Coiling Oracle, Elvish Visionary, Thraben Inspector, etc. (any others that I'm missing?)
Getting more than a single card's worth of value out of a card in limited seems to be the name of the game. In limited these cards are more playable than they are in constructed, the free body you get out of them is actually relevant and you can afford to durdle for a turn and play one of these.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Those are all good ideas. Monstrous, Adapt, and the transform creatures are all neat, as are the cycling ones. I'll have to look through all of the rest of them too, thanks for the ideas. I was thinking about some Flash creatures myself, to get mid-sized or big ones you usually have to pay a premium, and they're exciting. No one expects a 5/6 on the end of your turn.
I support Splice Onto Arcane in my cube, so Kodama's Reach is the same card as Cultivate except with better art and it's Arcane.
I'm missing some of the normal 1 mana ramp elves for a few reasons. I didn't spend $8 in store credit on an Elves of Deep Shadow to not use it, so I view that as a stand-in for Llanowar Elves. I also hate the original Llanowar Elves art, Fyndhorn Elves looks like *****, and Elvish Mystic is soulless PhotoShop garbage.
I'm kind of a stickler when it comes to art. None of the playmats I've found have been satisfactory, so I had one made with L'Absinthe by Edgar Degas on it, lol.
I'll save you the rant about how I don't think that art is subjective and that PhotoShop makes art lesser.
And Heart Warden is just a better card since you can sac it for a card. Maybe not in constructed Pauper where you need to begin the Elves fission reaction on turn 2, but in cube you can afford to wait a turn for the added utility. Additionally, I found a foil one that I spent $7 on.
I've considered the Arbor Elf druid that untaps 3 lands when you have Threshold, but I don't want to have to make a bunch of changes to support Threshold.
Fertile Growth is in there because Carl Critchlow is my favorite artist, and it's nicer looking than Utopia Sprawl while also not being a $20 foil.
I suppose you could then ask me the question, "Well then, why not run both Fertile Growth and Utopia Sprawl, and both Cultivate and Kodama's Reach? Etc." and my answer to that is that besides for art considerations, I just found other cards more interesting, or the creator originally had them in but I took them out in order to make green more big dumb 4 mana 5/5 centric and less ramp focused.
I'm trimming that back a little since the deck with 7 Gurmag Anglers in it is too good.
And I want to support ramp in other colors too.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Gaea's Touch seems pretty good. I've never seen it before, must be one of those 'paper Pauper' cards. Not only is it an Explore on a stick, but it's also free so it can build a storm count or allow you a 4+ mana swing on the turn you pop it and make 2 land drops. It may be a little too good.
It would be pretty good if your cube heavily supported Landfall, too. That way that 0/1 white bobcat thing would be a 4/5, and adventuring gear could make it an 8/9.
I'll have to consider adding it to my cube.
I've found the opposite. In trying to buff green I took out some of the ramp from the initial version of my cube and put in as many 4 mana 5/5's as possible. This had the result of making simic decks the best since they had access to 7 Gurmag anglers, cantrips, and adequate protection for them. So big mana green stuff does have the potential to get out of hand, I don't think it's lacking anything really.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
What are some good payoffs for them? Is something like Scour From Existence or Disintegrate or the various xU counter spells worth drafting off-color signets and cards like sisay's ring for?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Lol, just got let out of time out.
Drelnoch is real cool, love it. I'll have to try and shove it into my cube.
Dream Spoiler Witches is also neat. Spell matters is a neat archetype and I like this avenue for multiple creature kills over something like Pestilence. I'll have to try and shove this one in mine too.
Dead Ringers I had in my cube, and then I took it out for Ashes to Ashes since it never got main decked. Now that I've added more ramp into the cube, I think I'm going to add it back into mine. Big dumb Simic 4 mana 5/5's is the best deck in my cube, so cards like these can two-fer those decks. 5 mana may be hard to get to sometimes but if it kills 2 5/5's that seems worth it. Plus, I have a foil of it.
Quarry Hauler seems cool. Keep in mind it also can double up -1/-1 tokens, and can give an Undying creature like Butcher Ghoul +2/+2. You want cards with the graft keyword, and cards like Undying Evil, Serrated Arrows, and Otherworldly Journey and Fume Spitter. Are some of those cards too good for your cube? Sorry if they are. Maybe you could make all of your pump +1/+1 counter based?
At worst, it's just a 4 mana 4/3 which isn't completely terrible.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Longtime Magic players have invested a significant amount of time, money, and emotion into the game. They're simply unwilling to acknowledge that in reality this game is fairly easy to play and that "mere competency" gets you 90% of the way there.
Don't get mad, it's true.
Having this opinion and stating it, no matter how calmly you state it, will infuriate those emotionally invested in it even if you're right.
Have you seen the Stanley Kubrick movie Paths of Glory? Remember when one of the officers says, "Patriotism is the last refuge of a scoundrel." to the general and the general gets very angry? Yeah, like that.
So when everyone gets angry at me, I just see it as people not liking my opinions and wanting me silenced because of them. Because that's what's been happening.
Put yourself on my side of the aisle. How is one supposed to express their views against a sacred cow to those who hold those sacred cows dear?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.