None of those options look particularly exciting as for fat. I'd have to see a list of your high-end dudes to tell you what you might be missing, but I know Walker of the Grove is one of my favorite fat guys. Here are some of the others I'm playing:
The difference is, that the Casting is black. Green needs a second color to have access to spot removal spells, while black already got a lot of removal spells and combined with another color it has even more, to enable the Aura.
That is the difference, but what they have in common is that they're both terrible.
My experiences were roughly the same as Catullo's. They both made the initial cut and they were okay if suspended "on curve", but much later than that and I thought they were pretty bad. If I were going to run one, I'd be closer to giving the Baloth a second consideration because a 5/5 is still huge when drawn on turn 14, and I see the card is getting some traction for others.
And Dustwasp just generally wasn't what I wanted to be doing in my green decks. I'm either dropping bears and equipments or staring to ramp/fix to play whatever color bomb I drafted. A 3/3 flyer is fine, but suspended and in green it feels a like "I'm a little this, a little that, and I'm no good at either."
Yeah, I don't know about Al_Z_Heimer's particular cube environment but I know that it has to vary a great deal from mine as I agree with roughly 50% of his assessments. I do agree with not playing green removal and the inclusion of Goblin Electromancer though, so there's that.
Yeah, Lingering Death seems bad. Still targets, they still get to attack, it is effectively worse than other options since it still has all the weaknesses of auras in the best color of killing pretty much anything anyway.
In limited the bounce lands are insane for any midrange, control and even tempo deck. They represent two land drops. They let those 18 land decks run 17 lands or as few as 16 with two of them and other mana sources. In Ravnica draft, they were picked very highly if you had half the colors even with no intention of splashing. They were used for a time in Unpowered Cubes. It's near impossible to miss land drops with 2 in your deck. They turn many unkeepable hands keepable and in a loose interpretation of card advantage, straight up +1 when they enter the battlefield.
They're are a little slow for aggressive decks who's curve is very much Mono 2-drop but everywhere else, they're great.
I used to think like you, except I think you misuse the word insane and disagree about how good they are in tempo decks. I know all the theories behind why they are good. I think they are still good, but they really don't stack up to the gates.
I don't feel like there are enough Gates to make it Cube viable. If you go that route and don't get there, then what? You've picked 1-5 Pillarfield Oxen and gotten some mediocre color fixing out of it. If you double up on the gates, then you're breaking out of one of the core concepts of Cube, aren't you?.
The bold part is very wrong. For pauper, the gates are amazing color fixing and so much better than the bounce lands, even in blue pairs. But yeah, Gatekeepers don't warrant bending your cube.
I don't think the Condor, Corpse Hauler, or Elvish Mystic are mediocre.
Condor might not be wanted for every cube, but for those that are looking for a slightly more aggressive blue should definitely consider this. I mostly just like flying Ninjas, so that's why it gets consideration from me.
Corpse Hauler is yet anther way to support the dead dog/rock deck I'm going for, so I am excited for this one. That and it swings for two early, unlike Gravedigger.
Ok, Ill have a look.
How good is lifegain? In particular the new guy from M14
W, 1/1, T: Gain 1 Life
I know Pristine Talisman is an amazing pick and this is a lot worse, but seems like if it sticks it could be solid. thoughts?
Doesn't seem good enough to me. Talisman is fine because it gains life while doing something else, something kind of important. Occasionally attacking for one or gaining one life is just too low impact imo.
Speaking of M14, I am interested in this dude: Trained Condor2U Creature - Bird
Whenever Trained Condor attacks, another target creature you control gains flying until end of turn.
I'm all about more ways to get a Ninja flying and this has a benefit of being an actual card by itself, unlike poor little Wingcrafter, whom I do love. I like how you can change who the bird is dragging along each turn, based on board-state. Not sure what I'd cut, but it's interesting.
This sums up my thoughts on it. Archetypes in Cube should really be based on base strategies, Hexproof is a horrible thing to do imho, It promotes unoriginality and locks you into choices. Supporting base strategies, like GY recursion, not only gives you good options for deck building, but also still promotes creativity when drafting a deck.
Yeah, more synergy is kind of a new thing for me as far as Pauper goes, but this one archetype has been around in mine for a while. It explains why Aethersnipe and a couple standout cards are still in my cube.