I just counted through your cube and found 19 creatures, that would trade with a black 1/1, when they attack into it.
lol... only if you count stuff like mana elves, 1 drops, and tokens that you should feel bad about trading with. Or defensive creatures that an aggro deck wouldn't play.
it's really just
azorius arrester, blade of the sixth pride, daring skyjek
hand of silumgar, nezumi cutthroat, surrakar marauder
immolating souleater, generator servant
jungle lion, wild dogs, thornweald archer
and I guess half of sandsteppe outcast/ghirapur gearcrafter
Admittedly, the 0/3 sunscape familiar doesn't do that much better. There aren't a lot of creatures with less than 3 power that don't have evasion. I still prefer it to the 1/1 that regenerates for 2 mana.
@pyredream I don't see any familiar getting played outside of ghostlyflicker.dec, so one that doesn't reduce the cost of blue spells doesn't have much chance.
I don't know about your cube, but there are hardly any creatures in mine that can't evade or run over a vanilla 1/1. There's almost nothing it can block and trade with.
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I actually prefer the UB version over the UW version and cube Nightscape Familiar. UB gains access to Cavern Harpy which lets you get incremental value while you find the pieces you need. And I find the ETB effects are generally better in the UB version as Bloodhunter Bat and Gray Merchant of Asphodel just kill your opponents, Faceless Butcher gets rid of their field, etc. going esper also gives the deck access to Blind Hunter which also kills them.
UB is definitely good too. But isn't the nightscape familiar's vanilla 1/1 body just terrible? You don't want to be leaving up regenerate mana any time in the first like, 6 turns. I haven't used either in pauper cube, but I think sunscape familiar could work just because at least a 0/3 can block 2 power creatures.
I have do some draft with my cube (still need some guildgate...) and one of the result is I feel green is lacking powerfull play. I have checked your list and I think my cube really need sprout swarm (and some other good creature) but it seems it still need a bit more.
Powerfull play is for exemple, merfolk looter + mnemonic wall and good blue spell (or black) + delve
If you find space for those and keep the ones you already have, green aggro will work.
Some things to get rid of might be elvish visionary wood elves and 1-2 other ramp cards, snake of the golden grove, and 1-2 of the fight spells. I also dislike swordwise centaurs color requirement.
Giant growth and groundswell are better than savage surge and hunger of the howlpack.
I'm wondering if sunscape familiar might be a good inclusion for the ghostly flicker deck. It blocks and sort-of makes mana. Wall of roots style. 0/3 is barely usable though. 1/3 or 0/4 would have been appreciated.
Is there any way to tag users in posts? I know runner is a big fan of ghostly flicker.
It's probably win-more, since if you set up the combo you're probably winning, but it lets you flicker more/keep mana up for other things. Also lets you play archaeomancer + flicker in the same turn for 5 mana, or mnemonic wall/scrivener/izzet chronarch + flicker at 6 mana
Dreykopendragon, you should add a link to your cube in your signature if you want input on it.
I checked it out, and right now there is basically no incentive to draft around the tribal themes as opposed to just ignoring them and drafting a strong deck. Most of the tribes just don't have enough cards to work in singleton pauper cube. You should consider breaking singleton, not restricting yourself to pauper, or cutting back to just 1 or 2 creature types to matter. The only way to get people to play cards like information dealer or ghoulraiser in a singleton cube would be to nerf the hell out of everything else. Like replace most of your removal and decent spells with french vanilla creatures with mediocre stats.
The only one I would really consider is evolution charm if you support green-based five color control. It's a weaker rampant growth but it can also be a creature late game.
Piracy charm gets a pity prize for being a blue card that can kill creatures. There are a lot of 1 toughness creatures in pauper cube. And the discard a card mode is like a bad cycling if they don't have a 1 toughness creature.
The rest are completely outclassed by other cards.
Dude... hump... from looking at your medieval cube I rediscovered immolation. I'm gonnna cube it. I'm gonna play it with all my dumb little enchantments matter cards. I'm so happy.
I guess it shouldn't come as a surprise that this subforum is generally not very affectionate towards the planeswalker card type.
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Well in theory they are like enchantments that can be attacked with creatures, but in practice a lot of them affect the board, especially by making tokens, effectively removing that drawback
It seems like nearly every planeswalker generates a stream of card advantage that inevitably stabilizes or wins the game if its controller isn't already significantly behind. Maybe that's not an inherent characteristic of the card type, but they've ended up being that way.
That is a good point about bomb rares in limited... most of them are useless in constructed so why do they exist? Magic is bad, cube forever
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Even in unpowered goodstuff the potential for regular old hardcast bombs to singlehandedly win games is really dumb like wurmcoil engine, grave titan, consecrated sphinx, thundermaw hellkite, hornet queen etc
Also planeswalkers... eugh
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Also this brings up a topic I'm curious about. How do you keep a playgroup interested in all commons? Some people I know in other cards games I have cubes off hate balanced cubes and want to play stupid broken stuff all the time. I feel they don't understanding cubing and refuse to hear about the balancing process that goes along with it. What do you say or do to make people understand all commons can be better and more fun than powered cubes? How do you keep people interested? This ties into the fact that I feel foiling it out a little makes it look less dull and like "ugh its just all commons" to a cube worthy of even the spikiest of spikes (I am one of those) and may make them choose it over powered. I got bored of powered and underpowered really fast but never got sick of my peasant until my playgroup just disappeared which led me to sell it (and it was 80% foil). Even then Peasant is not as cheap as people think.
I haven't really had this problem, but if they're truly spikey, maybe try challenging them to win a draft. Hopefully that will force them to explore and think about the format, and then hopefully see how deep and skill-testing it is. Make it an exciting bet like if they win they get to write on your face in sharpie, if you win they have to admit pauper cube is cool and stop being your friend
Some people just want to channel emrakul and that's the waaaaaaaaaaay the news goes
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i love foils, especially the old border ones, but the bad thing is the cube gets too valuable. i like that i can play the cube with total strangers and dont have to care too much if someone steals a card. chain lightning is the most expensive card in my cube right now and im already afraid someone could steal it or just drop it under the table or stuff like that.
That is actually a really good point, and one of the main reasons I switched from power cube to pauper cube in the first place.
Out of curiosity, who all came from powered/goodstuff cubes and who started with pauper cube?
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Yeah, even if you you cut down on the cheap removal, 2 toughness on a 3 drop is rough cuz it'll trade with everything. It's basically a oreskos swiftclaw at 3 mana, that becomes better if the game goes longer. So I'd only play it if you are okay assuming you'll have to trade it in the early turns, and look at the late game flying as gravy.
I really want to work in the undergrowth scavenger too, even though it seems so bad lololol. Like with less than 4 creatures in graveyards it just sucks, and even after that it's still just a vanilla guy... I still want it though.
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lol... only if you count stuff like mana elves, 1 drops, and tokens that you should feel bad about trading with. Or defensive creatures that an aggro deck wouldn't play.
it's really just
azorius arrester, blade of the sixth pride, daring skyjek
hand of silumgar, nezumi cutthroat, surrakar marauder
immolating souleater, generator servant
jungle lion, wild dogs, thornweald archer
and I guess half of sandsteppe outcast/ghirapur gearcrafter
Admittedly, the 0/3 sunscape familiar doesn't do that much better. There aren't a lot of creatures with less than 3 power that don't have evasion. I still prefer it to the 1/1 that regenerates for 2 mana.
@pyredream I don't see any familiar getting played outside of ghostlyflicker.dec, so one that doesn't reduce the cost of blue spells doesn't have much chance.
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UB is definitely good too. But isn't the nightscape familiar's vanilla 1/1 body just terrible? You don't want to be leaving up regenerate mana any time in the first like, 6 turns. I haven't used either in pauper cube, but I think sunscape familiar could work just because at least a 0/3 can block 2 power creatures.
Green is a pretty good color for aggro and there are some good green aggro cards you're not playing
If you find space for those and keep the ones you already have, green aggro will work.
Some things to get rid of might be elvish visionary wood elves and 1-2 other ramp cards, snake of the golden grove, and 1-2 of the fight spells. I also dislike swordwise centaurs color requirement.
Giant growth and groundswell are better than savage surge and hunger of the howlpack.
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Is there any way to tag users in posts? I know runner is a big fan of ghostly flicker.
It's probably win-more, since if you set up the combo you're probably winning, but it lets you flicker more/keep mana up for other things. Also lets you play archaeomancer + flicker in the same turn for 5 mana, or mnemonic wall/scrivener/izzet chronarch + flicker at 6 mana
without familiar --> with familiar
4 mana: 1 flicker --> 2 flickers
5 mana: 1 flicker --> 2 flickers
6 mana: 2 flickers --> 3 flickers
7 mana: 2 flickers --> 3 flickers
8 mana: 2 flickers --> 4 flickers
There's also nightscape familiar, but i see this deck more often in UW than UB and also I think 0/3 is better than a 1/1 with 2 mana regenerate
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you cube a lot of really weird cards but these are the ones I would pretty much never put in deck IMO
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I checked it out, and right now there is basically no incentive to draft around the tribal themes as opposed to just ignoring them and drafting a strong deck. Most of the tribes just don't have enough cards to work in singleton pauper cube. You should consider breaking singleton, not restricting yourself to pauper, or cutting back to just 1 or 2 creature types to matter. The only way to get people to play cards like information dealer or ghoulraiser in a singleton cube would be to nerf the hell out of everything else. Like replace most of your removal and decent spells with french vanilla creatures with mediocre stats.
Btw, nameless inversion is cute card you may have missed. Strong enough on its own, tutorable with goblin matron or wirewood herald, can be returned by ghoulcaller's chant or infernal caretaker, triggers lys alana huntmaster.
EDIT: Also you're not supporting rebels? That's got to be one of the most viable tribes for pauper cube.
The only one I would really consider is evolution charm if you support green-based five color control. It's a weaker rampant growth but it can also be a creature late game.
Piracy charm gets a pity prize for being a blue card that can kill creatures. There are a lot of 1 toughness creatures in pauper cube. And the discard a card mode is like a bad cycling if they don't have a 1 toughness creature.
The rest are completely outclassed by other cards.
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I ******* live for this ***** you guys
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I guess it shouldn't come as a surprise that this subforum is generally not very affectionate towards the planeswalker card type.
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It seems like nearly every planeswalker generates a stream of card advantage that inevitably stabilizes or wins the game if its controller isn't already significantly behind. Maybe that's not an inherent characteristic of the card type, but they've ended up being that way.
That is a good point about bomb rares in limited... most of them are useless in constructed so why do they exist? Magic is bad, cube forever
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Also planeswalkers... eugh
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I haven't really had this problem, but if they're truly spikey, maybe try challenging them to win a draft. Hopefully that will force them to explore and think about the format, and then hopefully see how deep and skill-testing it is. Make it an exciting bet like if they win they get to write on your face in sharpie, if you win they have to admit pauper cube is cool and stop being your friend
Some people just want to channel emrakul and that's the waaaaaaaaaaay the news goes
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That is actually a really good point, and one of the main reasons I switched from power cube to pauper cube in the first place.
Out of curiosity, who all came from powered/goodstuff cubes and who started with pauper cube?
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I really want to work in the undergrowth scavenger too, even though it seems so bad lololol. Like with less than 4 creatures in graveyards it just sucks, and even after that it's still just a vanilla guy... I still want it though.
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Speaking of very questionable 4 mana 2/4s, i find myself very tempted by returned centaur
I brought in gnaw to the bone, mulch and grisly salvage, and i want more...
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Like why do i have a foil rewind and a foil lurking automaton
SOMEONE TELL ME WHY
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