I can't imagine Recluse ever being better than Pridemage, who is a flexible threat and an answer in the same card. I think it's the best GW card and that it isn't really very close, but that's personal opinion and testing I guess.
Hearth Kami is a good card, and pridemage is better in 4! ways (exalted, toughness, flexibility of sac ability, cost of sac ability). On a 2 mana creature, that's pretty huge.
Pridemage is really nothing more than a glorified watchwolf. And while yes those are good, I'd still rather have fixing and late game power over just a very efficient beater, especially in a format like where fixing is so thin and kill spells are so prevalent.
Also Armadillo Cloak, Travel Preparation and Thrill of the Hunt would all like a word with you.
Pale Recluse is very good, it just isn't better than the amaizingness of the other cards, keeping it out of most 360s. Is it the forth best GW card? Yes, probarbly because I'd rather have it over quasali pridemage who is just a pretty good body in my GW decks
I play this card, it is very good, but it has a different name
Intimidator Initiate
I like intimidator initiate much more because A you don't need use the ability early because there is a lot less blocking,2 it deals damage and III Late game when you can go bolt into can't block is very very good. You also tend to keep your non-creatures for latter since you need to lay down creatures earlier to deal more damage
As for my non creature non burn spells, I only run 2 Act of Treason and Molten Rain, with molten rain erratad to be able to kill and deal dmg for mana artifacts.
On that note, I'm really excited about potentially getting more B/G playables as that section after Putrid Leech is pretty dry. Also if things go well I might monmentarly expand the respective guild sections for Ravnica, just to go with the guild-festive mood. Also I'll make sure to put the correct support in other sections to reprecent this change. Might not certainly be happening, but we'll see closer to the time when we have spoilers to see the playable.
How is Quicksilver Dagger bad, with the first hit it recycles itself (creature and card for creature and a card) and every turn afterwards you're getting 1-2 cards per turn and that's back breaking. Sure it has the aura prOblem, so has every other one
I've never played with the Steamcore Weird, but it just looks like a joke version of Flametongue Kavu, could be playable for 3 but at 4 meh, why would I play 3 more mana, two of which is different colored for a shock on a Brass Man.
The good ones
1) Troubled Healer
2) Brass Man
3) Agent of Shauku (just tested him yesterday and today and he was pretty good, letting a two 1/1s trade with a Blastoderm and a Wickerbough Elder and once fireballing for the last 7 on an unblocked creature)
4) Infantry Veteran
Recently, I've been really impressed with with almost all the cards I play from Masques block, especially the pitch something for an effect. Anyone tried these?
Power Rankings 3.0 would be cool. Although, thinking about it, I think I could almost just copy-paste my last rankings, because nothing insane has been printed and I would still name mostly the same 20 for each section.
I feel that the first rankings weren't as representative back in the day, with cards like Brainstorm in the top 20 and other evaluations that were clearly influenced by a card's performance in constructed formats. The format was pretty new and people were unexpierienced. The second Power Rankings were much more mature, and I don't expect things to have changed a lot since then.
Anyway, I'm currently intrigued by Carom. Been testing it and I have to say that it's very easy to get a healthy 2-for-1 out of it, if not a 3-for-1. I recently played it to win the combat with my 3/3 Trusted Forcemage against an opposing Porcelain Legionnaire and I killed his Stormfront Pegasus and drew a card in the process. Pretty insane for a 1W spell. What are your thoughts?
I don't know, if the lists would be the same. There are 5-10 good new cards and a lot of the cards are just bad(Skyreach Manta over Leonin Scmitar, Really?)
As for Carom, the effect looks really limited to me,but I don't know. I think the closest comparison I can draw is Shelter, which is a little better and I'm not sure we want 2 Shelters. But I haven't tested and only it will tell.
A fair concern. I'll bring it up with the other mods. We might have some subforum room now that we got rid of the Forum Drafts & Projects sub. I don't know, we'll need some time.
I think we could just do it by just adding [Pauper] prefix, like with cube lists, no real need for a new subforum.
There aren't enough existing rebels inside a regular Pauper cube to be even getting enough hits to actually make it a worth while incursion. Some degree of mathmatics needs to be done. Nothing against rebels are they are a lot less parasitic that most sub-themes, but it shouldn't be included for the same reason to justify running Trinket Mage. Statistically there just will not be enough hits to make it a reliable draft option in the average deck. Plus even using up 2 card slots in 360 is a big requirement when it comes to card choices.
Totem-Guide Hartebeest is a narrow as I'm willing to go here. There is a good statistical probability of a hit in any deck that runs white to be running at least 1 aura. Even that is debatable, but I feel the Deathbeest is flexible enough almost always tutoring for removal in a 2 for 1 situation, but also providing a semi-toolbox function considering the quantity of different auras in the cube. For Rebels there is no such verity without sacrificing many slots on incredibly narrow card slots that don't even guarantee a very good deck compared to the field.
I think you might have misunderstood what I said, the point of rebels is to only change 2-3 cards, and then change the creature type of most white creatures you can find with it (3 cmc or lower) and 70% of white creatures if not more already cost 3 or less. This isn't Trinket Mage that has 4-10 targets, this has 30! And unlike Mage, most of the cards aren't going to be first picks, you will get them relatively late. So most heavy white decks will have 7-10 and that's more than enough to make the searchers worth it.
In a tight Pauper cube there should be no room to add really any 'cute' themes like Rebel, or poison. In fact tribal, altogether flops in Pauper if it doesn't have the capabilities of actually being good by itself, eg. Sparksmith.
These little cute interactions like trying to make white soldier tribal or red goblin tribe are ultimately flaws because sure that one person might be able to pull the deck together every so often, but you are at the same time killing the pack quality with super narrow cards and limiting the verity of archetypes that can actually win. In other words not what you want to be doing in a Pauper Cube.
If you want to make 'cute' tribal and other 'themed' interactions. You can do it in a cube that is built to fully support and embrace that aspect rather than trying to throw it into the already hostile format of Pauper cube.
How are rebels "super narrow" if ONLY 1/180 (having 2 searchers in a 360 cube) of your cube is changed? If you don´t get the searchers, your deck is still just fine because then it´s just a white weenie deck and that´s something many cubes already support.
Pridemage is really nothing more than a glorified watchwolf. And while yes those are good, I'd still rather have fixing and late game power over just a very efficient beater, especially in a format like where fixing is so thin and kill spells are so prevalent.
Also Armadillo Cloak, Travel Preparation and Thrill of the Hunt would all like a word with you.
My errata'd commons cube
My errata'd commons cube
I just run Curse of Chains as White and Blue, not multi color since both can play it
EDIT: Thoughts on Balduvian Conjourer, Boreal Centaur, Gelid Shackles, Rimebound Dead, Rimewind Taskmage and Zombie Musher if I made all basics snow lands
My errata'd commons cube
I play this card, it is very good, but it has a different name
Intimidator Initiate
I like intimidator initiate much more because A you don't need use the ability early because there is a lot less blocking,2 it deals damage and III Late game when you can go bolt into can't block is very very good. You also tend to keep your non-creatures for latter since you need to lay down creatures earlier to deal more damage
As for my non creature non burn spells, I only run 2 Act of Treason and Molten Rain, with molten rain erratad to be able to kill and deal dmg for mana artifacts.
My errata'd commons cube
I don´t know, Consume Stregnth is pretty solid
My errata'd commons cube
I've never played with the Steamcore Weird, but it just looks like a joke version of Flametongue Kavu, could be playable for 3 but at 4 meh, why would I play 3 more mana, two of which is different colored for a shock on a Brass Man.
My errata'd commons cube
1) Troubled Healer
2) Brass Man
3) Agent of Shauku (just tested him yesterday and today and he was pretty good, letting a two 1/1s trade with a Blastoderm and a Wickerbough Elder and once fireballing for the last 7 on an unblocked creature)
4) Infantry Veteran
My errata'd commons cube
My errata'd commons cube
I don't know, if the lists would be the same. There are 5-10 good new cards and a lot of the cards are just bad(Skyreach Manta over Leonin Scmitar, Really?)
As for Carom, the effect looks really limited to me,but I don't know. I think the closest comparison I can draw is Shelter, which is a little better and I'm not sure we want 2 Shelters. But I haven't tested and only it will tell.
My errata'd commons cube
So if I wanted to do a pauper [SCD], where would I post it?
My errata'd commons cube
Rust
My errata'd commons cube
I think we could just do it by just adding [Pauper] prefix, like with cube lists, no real need for a new subforum.
My errata'd commons cube
Are some others
My errata'd commons cube
I think you might have misunderstood what I said, the point of rebels is to only change 2-3 cards, and then change the creature type of most white creatures you can find with it (3 cmc or lower) and 70% of white creatures if not more already cost 3 or less. This isn't Trinket Mage that has 4-10 targets, this has 30! And unlike Mage, most of the cards aren't going to be first picks, you will get them relatively late. So most heavy white decks will have 7-10 and that's more than enough to make the searchers worth it.
My errata'd commons cube
How are rebels "super narrow" if ONLY 1/180 (having 2 searchers in a 360 cube) of your cube is changed? If you don´t get the searchers, your deck is still just fine because then it´s just a white weenie deck and that´s something many cubes already support.
My errata'd commons cube