PAUPER CUBE EVALUATION wherein the discussions of certain cards becomes more heated than a frying pan
NOTE! The timestamp for this project is roughly in the middle of Mirrodin Besieged. There are no cards here beyond that.
THE PREMISE
Over the course of this project, we're going to be systematically discussing the cards for Pauper cube. We're not looking to reach some kind of ranking or tiering or the usual results from these kind of projects; that would be impossible, given the wildly divergent opinions of many of us. No, we're just going to talk, discuss, present our case and hear our opponent's. Whatever we gain from this discussion is our own business, and the overall goal of this project is to improve all of our cubes, our own way.
THE SPECIFICS
We're going to be discussing cards divided into colors, then creature/noncreature, then converted mana cost (CMC). So, we begin with White Creatures 1CMC, and end up with the Lands.
We're counting C1 printruns and commons on ME that were not printed as commons. As well as this, we're going to use logic and place cards in the group that makes the most sense. For example, Glint Hawk Idol is in Creatures, and Gathan Raiders is in 3CMC. For those uncomfortable/unaccepting of the interpretations, please just join in the discussion as normal and disregard that.
Every 2/3 days, we move onto the next group. The order of our discussion is detailed below, in the "Closing Notes" spoiler box.
At the beginning of each group, I will collect all the cards from that Color/Card Type/CMC from Usman, Fredmaster, Drahcir, Rubin8r and killem and my cubes, and we'll use that as a base for discussion.
At the end of each group's discussion, I'll create a set of 'Closing Notes', which summarise what was talked about. This is to let newcomers learn what was happening without have to slog through pages of text.
There are no sign-ups or whatever. No one is obliged to sit through the countless days it'll take to finish this. You can come and leave as you want, but I just hope that a lot of people will join in the discussion and stay.
So, let's kick it off with the White Creatures 2CMC!
Martyr of Sands seems good, but gets worse the less white cards you have in a deck, and ties up 1 during the early turns. Maybe more testing is necessary.
Raise the Alarm is pretty good, if a little bit overrated, but definitely cuttable.
Wall of Glare is incredible at what it does, which is be a wall. But for those who don't think that 'being a wall' is good enough, then obviously it's not good enough. Personal taste applies.
Squall Drifter is the best tapper at this mana cost. For those that love the tappers, run this first. For those that hate the tappers, consider this separate to them.
Kami of Ancient Law/Ronom Unicorn is a bear, which is solid, but there are less worthwhile targets in Pauper. Still, a cubeable card.
Laying it down with your other creatures means it doesn't hamper you too much.
Against Opal Gargoyle:
Gives the opponent the choice.
Fledgling Griffin is one of the shaky flyers, but it does it's job most of the time and is good enough.
Beacon Hawk has many uninteresting abilities that culminate into a fair, somewhat solid creature. "It's not the worst thing ever, but most cubes shouldn't have the room for it." (quote Drahcir)
Angelic Wall is a card that is good in certain cubes, not cubeable in others. If aggro is rampant, this can be considered.
Shu Cavalry is bascially shadow but better. It's understandable if people don't run Portal, but if you do, this is solid as a rock.
Apex Hawks is unexciting, but playable. Versatility is its strength, but sadly that's its only strength.
Dawnglare Invoker is popular, but not actually that solid. It's uninteresting without the tapdown, and even that's not that exciting when you hit 8 man.
Soltari Lancer is good at blocking other shadow creatures, which I wouldn't really put on the resume of what's meant to be an attacker. It's an (often) unblockable 2-power hitter, so that's not bad, but is cuttable at the least.
Kitsune Blademaster is solid, a nightmare in combat, but goes for the throat with only 2 damage (which some people don't like). Still, a worthy inclusion in any cube.
Makes combat maths hard for opponent (An Infantry Veteran on crack, quote Arven)
Still a flyer, so holds equipments like a champ when it's alone.
Against Kabuto Moth:
Fragile on the turn it enters the battlefield.
The ability is hardly worth 3. (quote Rubin8r).
Thermal Glider is a rocking solid flyer, going for the throat while red watches sadly with a hand full of burn.
Nightwind Glider is solid as well, although not as much as he's big brother since there's less of a critical mass of black removal that would target him. Since, ridiculous with Pestilence.
Kemba's Skyguard is fair enough, if unexciting. Not cubeworthy in comparison to the other options.
Burrenton Bombadier is a nice combat trick and flyer. Grazes the line of cubeworthy, but is definitely cuttable.
Coalition Honor Guard is classic maths. Flagbearer + 4 toughness = win. Just so many applications, it's mind boggling.
Heavy Ballista is pretty good, but is often just not good enough with the small size of the CMC and the other superior cards.
Daru Lancer is the Exalted Angel of Pauper (quote Drahcir). Take that with a grain of salt; people are quite split on this card.
For Daru Lancer:
Dominates combat.
Big butt evades burn.
Against Daru Lancer:
Six mana or 3 + 4 is a lot.
Join the Ranks is terrible. The only one playing it is cutting it.
Ballynock Trapper is ridiculous in play, but it's the "getting into play" part that's the problem (quote Lanxal).
Mystic Zealot is not worth it. Too hard to become better than dreg.
Sanctum Gargoyle is disliked by the majority, so I think I'll let Usman, the only one running it, to defend it:
"Regarding the earlier discussion on Sanctum Gargoyle, it's a new addition, but I think that in theory, it's solid. Its body is pretty good (4 mana for a 2/3 flier) and its ability has at least the potential to be better than something like first strike on the 2/3 fliers with first strike. Granted, creatures die a LOT more than artifacts, but it should be able to be used well."
Disenchant and Seal of Cleansing are all-round annoyance-removal. They each have their merits - Disenchant has got the surprise factor, but Seal of Cleansing can be paid upfront and cracked later - but really, you should be running both.
Hobble cantrips, but the effect is only good in control. Borderline.
Holy Light is neat, but -1/-1 is nothing to brag at. Really, pump is better.
Righteous Charge is pretty hot, but the sorcery speed neuters it.
Fortify is probably better than Righteous Charge. Instant speed means that this thing can beat opponent's alpha strikes, or boost power to go for the win after blockers.
Skywatcher Adept is the classic question of whether you want to support aggro in blue or not. It's evasive beats and nice card draw and disruption means that, with other colors (such as the mean UR Aggro Control), it can do very well. However, the potential awesome for blue aggro does not start at the 1CMC section, sadly. This card is very hefty for it's casting cost, and although people won't fault you for running it, it's definitely on the chopping board.
Errant Ephemeron is hilariously good as a finisher. 4 power evasion will do that.
Halimar Wavewatch is both a very good control creature as well as a ridiculous mana sink. It can beat face, but after a lot of mana investment, so the question is: do you see games going for that long?
Ninja of the Deep Hour is solid as a rock. Reset ETB triggers and cantripping is fun times.
Welkin Tern is an excellent blue aggro creature. Play it if you support blue aggro, don't if you don't.
Stonybrook Angler is mana intensive, but untapping critters with it for pseudo-vigilance isn't bad. In the end, thought, it's unexciting and not very worth it.
Silver Myr is an unexciting manadork. Cubes shouldn't have room for this.
Infiltrator il-Kor isn't bad, but the annoying this is that it's normal cost is so high you often feel cheated if you have to play it like that. And if you suspend it, you have to wait the 2 turns, which can be a nightmare when your opponents shock it the turn it enters the battlefield. It's fragile, but not a bad aggro creature.
Dreamscape Artist turns your bad draws into harrows, and can dig through your deck like a fiend (quote Usman). It's not too exciting, but quite solid.
Force Spike is just a very nice tempo card that can blow your opponent out.
Daze is the same as Force Spike, but can be even better since you can tap out and still have it on backup. Most of the time, the tempo lost is regained in just simply killing one of your opponent's cards.
Gush is just overcosted for the effect. Constructured does not translate to Cube. (quote Lanxal)
Distortion Strike is good, but the problem is the section is tight, and it really relies on how good your blue's aggressive strategy is. And even then, it's not that great, since most blue critters already have evasion.
Unsummon does not do enough for the card. For serious.
Diminish is not Snakeform. Just too conditional and needs another card to even be 'good'.
Disrupt is interesting, but ultimately it's not good enough.
Shadow Rift is cantripping utility, but just outclassed by too much to be considered.
Annul doesn't have enough targets to be good enough. Just otuclassed.
Turn Aside is interesting as critter protection, but requires testing and ultimately may be too narrow.
Whiplash Trap can often lead to very hilarious and broken situations, but it's hella situational. It's ceiling for goodness is as high as it's floor for terrible is low.
Power Sink is good, but not everyone has room for it.
Crippling Fatigue is a little overcosted, but it's still a 2-for-1 removal. Good is good.
Bog Down is better than Mind Rot, but rarely does "able to sacrifice two lands without hurting yourself" and "they have three cards to discard" coincide.
Unburden is slightly better than Mind Rot - cycling makes it quite good. Good, but not 'great'.
Seal of Doom gets pushed out by the other removals and limited space.
Repeaing the Graves can be pretty silly, but at the same time it can be pretty bad.
Rolling Thunder is absolutely insane. P1P1 quality of the highest calibre.
Pyrotechnics is about the same as Rolling Thunder; there is dispute as to which one is better. In any case, run it.
Fireball is the second-best X-spell. Great is great.
Disintegrate/Karervek's Torch is where people start not having room for the X-spells. There's dispute about which one is the better one. Really depends on your cube.
xerent sums it up elegantly: "Cube the staples (Mongrels through Boas), cut the rest!" Although it's not as simple as that, still a pretty good way of introducing it.
Wild Mongrel dodges removal and becomes ginormous. Staple.
Wall of Roots is staple because it's not just a creature or mana; it's damn both. It'll stall the game and ramp you, which is just a beautiful combination.
This section has a lot of decent cards, and besides one or two, nothing really sticks out as staples. Testing must ensue.
Sprout Swarm is broken in half. Seriously, utter staple, Top 3 of the green section.
Stampeding Rhino is a classic good beater. Boring, but cubeable.
Greater Basilisk has a huge butt and nothing can get past it. However, is that really what you want in the 5CMC section? In any case, it's strong enough to be cubeable.
Territorial Baloth can become huge, but the lack of trample means there are better stuff out there.
Tangle Hulk has regenerate, which can be very relevant. Cubeable.
There's a lot of debate about whether the Shard section should even be played at all, and then there's a question of whether cards such as Wild Nacatl or Stormscape Apprentice should be played. In the end, it's really all up to you.
The following is ordered by Bant, Esper, Grixis, Jund and then Naya.
The Signets are staples, but at the same time, some question whether they're all that great, since their place in the cube detracts from green's role as the central ramping/fixing color. You make the call.
I'm just going to post that while I don't have a pauper cube, this looks like a very well-managed project already and should be a great resource for other pauper cube construction.
Opal Gargoyle is probably decent. It shouldn't be hard to get it active, but it's probably not a turn-two play. It's probably a better mid-game creature in aggro to gain tempo advantage by making your opponent not want to play defenders. The evasion helps.
I like Order of the Golden Cricket. Seems like a card on-par with Glint Hawk Idol. Trades always being a creature (weakness) for a more-optional activation cost. Carries equipment better (doesn't require repeat equip costs).
Stormfront Pegasus--Obviously good. 2 power and evasion for 2 mana is a good deal. It's simple, but it's just what is needed.
Lone Missionary--Is really good in aggro as just another 2 power creature to start on the offensive, to help in a race against another aggro deck, or in control where it's a nice speed bump against aggro, as gaining 4 and trading is well worth two mana.
Kor Skyfisher--2 Power flyers for two mana are already good, but the 3 toughness is what makes this card a nightmare to attack into or block, as there aren't too many flyers with 3 or more power. On top of that, the "drawback" can often be used as a benefit--resetting Blastoderm, moving a Pacifism, or trying to trigger landfall again. So many applications.
Blade of the Sixth Pride--3 power for 1W is plenty good enough. Pair this up with another beater and a removal spell or two and your opponent will be on a very short clock.
Soltari Trooper--Easy to cast, unblockable creatures are obviously good. If you're the beatdown, shadow is exactly what you want. My pick for the best or second best white 2 drop.
Raise the Alarm--I'm surprised as many people run this as the results suggest. I think it's way worse than a 2 power creature, even with flash. They can't attack into too much and even force a trade, like a 2/1 or 2/2 could. Pretty good with pump effects, but most dudes are. Not a staple, just run by most.
Order of Leitbur--The cc is kinda rough, but this guy is a tank in combat and especially potent against black decks, obviously. Not uncuttable based solely on merit, but rather coupled with the fact that it's a fairly unique card for Pauper.
Knight of Cliffhaven--Base bear stats to start off with which is fine, but as you have spare mana, or if you don't want to unload your hand, you can make this guy a dragon. Very versatile; excellent in aggro and midrange, while being playable in control. My other pick for white's 1st or 2nd best 2 drop.
Wall of Glare--A huge roadblock for most aggressive decks. If they don't draw into removal, or at least pair up a soft removal spell with your block, it's like getting half a Wrath of God for half the price. Pretty much a staple, imo.
Squall Drifter--Probably the best available 2 mana tapper as the flying isn't totally irrelevant. In situations where the ground is pretty much locked up by blockers, it swings with an equipment just as good as other flyers do.
Kami of Ancient Law--Bears with abilities are solid enough. I think some cubes may be struggling to find enough worthwhile targets, but if you've got an open slot, and the 2 drops listed above(Squall Drifter being a possible exception), run it. It's just fine.
Glint Hawk Idol--It's alright. Having to pay a mana for each turn you want it to attack and block is a turn off, as is the fact that it's vulnerable to even more removal being an artifact and all. This wouldn't be such a big drawback if there was more Sorcery speed removal in Pauper( such as Wraths and Kavu in normal cubes). Kinda falls into the same category as Wild Leotau, so if you feel the need for another 2 mana(more like 2.5) flyer, it's solid.
Blinding Mage--Another playable tapper. For the extra mana(in comparison to Gldmeadow Harrier, the best available tapper) you get an additional toughness which is helpful against Pingers and absorbing another of Arc Lightning's damage. The more pingers there are in your cube, the more valuable Blinding Mage is. Not uncuttable, but not unplayable. Solid role filler.
Veteran Armorer--I haven't ever played with this, but it only seems ok. It makes a solid board harder to attack into profitably, but does little else. Also pretty solid against pingers, but way down on the list of cards I'd want to play in the two drop slot.
Master Decoy--Mechanically, it's just as good as Blinding Mage, but it's only available in white border, unless foil I think, or with the older frames. This makes it strictly worse than Blinding Mage, imo. Seriously though, if you want more tappers, it's fine.
Aven Squire--I'd rank this below every playable 2 power flyer and most playable bears. Exalted just isn't that good. It's alright when you want to swing with a single creature, and leave this back to block, but most times you would rather just have a flyer with one more power so it could take something down when it blocks, as if that's what you want to be doing when you're playing aggro anyway.
Youthful Knight--I guess I'm the only one playing this card. It's not spectacular, but it's pretty solid and beastly when it's swinging an equipment. It takes out most 1-3 mana creatures in combat, and that's good enough for me.
Veteran Armorsmith--I'd rather run Veteran Armorer over this guy, but I'd really rather run either. WW demands something better than this, for cube. Too many two drops to be running this guy, I think.
Sunspear Shikari--Too narrow to be more than a bear 99% of the time. First, you have to draft this guy, then draft equipment, then draw and equip him and finally it's turned on and becomes good(Ok, really good). Too many steps, imo.
Ronom Unicorn-- See explanation for Kami of Ancient Law.
Opal Gargoyle--This just looks really bad. It has summoning sickness from hell. If your opponent doesn't want you to have a 2/2 flyer, they will just use what they have on board, sandbag dudes until they can shrug off a 2/2, or just wait to draw a disenchant or naturalize effect.
Fledgling Griffin--Not worth it, imo. It's better than Grizzly Bear or Glory Seeker, but that doesn't mean much. Admittedly, I ran it for a little while, but it got cut and I probably should have been running Order of the Golden Cricket over it.
Benalish Cavalry--Trades up most of the time, but not really needed imo. It will usually just be a Glory Seeker.
Beacon Hawk--Has to deal combat damage to use it's extremely defensive ability, has a frail body, only made less frail by another defensive ability. Seems bad, imo. It can tie up your mana and still doesn't do much a wall couldn't do. It's not the worst thing ever, but most cubes shouldn't have the room for it.
Angelic Wall--Another card that I'm the only person running, and I don't regret running it. It's another early drop that is really hard for aggressive attackers to bust through and it even blocks flyers. Basically, it's picking up where Wall of Glare left off. Not staple, or uncuttable or anything like that, but it's really good and plenty good enough if you need another control only option for the two drop slot.
Raise the Alarm--I'm surprised as many people run this as the results suggest. I think it's way worse than a 2 power creature, even with flash. They can't attack into too much and even force a trade, like a 2/1 or 2/2 could. Pretty good with pump effects, but most dudes are. Not a staple, just run by most.
Although I agree that it's not staple by any means, I'm think you're too harsh with your judgment. It's 2 bodies at instant speed for 2 mana. It's solid, and not a surprise to me at all that many people run it.
Aven Squire--I'd rank this below every playable 2 power flyer and most playable bears. Exalted just isn't that good. It's alright when you want to swing with a single creature, and leave this back to block, but most times you would rather just have a flyer with one more power so it could take something down when it blocks, as if that's what you want to be doing when you're playing aggro anyway.
Thinking about it, I'd have to agree. Again, I think you're judging too harshly, but not by much.
I have not gotten a chance to use my pauper cube I just built it, but I disagree with the Opal series being bad. If you draw it late, it really isn't any different than drawing any other 2/2 flyer for 2. More than likely at that point if your cube has a fair amount of creatures with evasion, flying is going to be up there, and if you pull him turn 6-7 chances are, there will be worse things he has to worry about than just a disenchant effect.
If you play him on turn 2, which I would, if you start laying more creatures down and slamming into your opponent either you can keep taking damage from the grounders or do something about it, if they do, great you get another creature if they don't ok you get to out number them.
The way I look at it is, chances are this is going to be a creature that can survive sweepers, has almost the text line "protection from all forms of the most seen removal", and has evasion.
Can you imagine these guys in a red/white deck and get some of those mini sweepers like arc lightning or pyrotechnics? Follow it up with some of your own creatures.
In other words I'm not throwing in the towel on any of them yet.
Between the flanking/first striker, I'd have to take the first striker. With the large flux of equipment pauper seems to have that will go a long way to dealing with a lot of those +X/+0 staples.
Although I agree that it's not staple by any means, I'm think you're too harsh with your judgment. It's 2 bodies at instant speed for 2 mana. It's solid, and not a surprise to me at all that many people run it.
It's perhaps not quite as bad as I made it sound, but I still don't think it's good enough. 1/1s just don't do much, with flash or not. 2 power two drop > than two 1/1s. It just reads more like a card that you'd rather use as a fog, or a "tricky" two extra power to flash on board when you're trying to squeeze damage past blockers--less useful than a dude I'd just slam down on turn two.
I vote Knight because it's better on defense, which is perfectly reasonable for a creature with First Strike. It's perhaps closer than I had originally thought, but I haven't had a reason to cut Knight yet.
Opal Gargoyle isn't another 2 power evasive beater for 2. It's a piece of rock that slightly punishes an opponent when they play creatures. It's got the same problem I have with all similar cards; giving the opponent the choice of when it works is a huge problem, since they will always pick the choice that is best for them. Oh no, you have a 2/2 flyer, but I just laid down a Blastoderm.
Every other advantage is void if just becoming a creature has disadvantages.
Yeah, I agree with the Knight > Cavalry decision. I'll properly make the swap later.
I have not gotten a chance to use my pauper cube I just built it, but I disagree with the Opal series being bad. If you draw it late, it really isn't any different than drawing any other 2/2 flyer for 2. More than likely at that point if your cube has a fair amount of creatures with evasion, flying is going to be up there, and if you pull him turn 6-7 chances are, there will be worse things he has to worry about than just a disenchant effect.
If you play him on turn 2, which I would, if you start laying more creatures down and slamming into your opponent either you can keep taking damage from the grounders or do something about it, if they do, great you get another creature if they don't ok you get to out number them.
The way I look at it is, chances are this is going to be a creature that can survive sweepers, has almost the text line "protection from all forms of the most seen removal", and has evasion.
Can you imagine these guys in a red/white deck and get some of those mini sweepers like arc lightning or pyrotechnics? Follow it up with some of your own creatures.
In other words I'm not throwing in the towel on any of them yet.
Between the flanking/first striker, I'd have to take the first striker. With the large flux of equipment pauper seems to have that will go a long way to dealing with a lot of those +X/+0 staples.
I don't see why an enchantment that can turn into a creature when your opponent wishes is better than something that is a 2/1 or 2/2 flyer when you play it. It's not even that hard to imagine when an opponent would play a guy, and then play a sorcery speed removal spell on your Opal. It just doesn't do anything that other flyers don't except possibly make Wickerbough Elder a 4/4(Wickerbough being down first, obviously).
You are looking at it way to vacuum like. This isn't Browbeat like card. This is a card that if you play it like an aggro card, you can start putting pressure down early. I'm not saying it gets a rank over other 2/2 flyers for 2, but I cannot see why it doesn't deserve a notice over some of the 2 power creatures for 2 in white. I personally would run it over the 2/2 flanker.
Sure it isn't as daunting as sitting on the other side of say an Opal Archangel but I'll let ya know if it ends up being just a waste of a spot.
Great, evasive, fairly costed beater and I think we all agree Lone Missionary Being solid in aggro and good in control is good enough for me, especially as this is one of the less tight spots in the cube. Kor Skyfisher It's absolutely great, because it can play offensive great and defensive maybe even better. The drawback is rarely huge and when it's an advantage, it's a huge blowout. Also, it's one of the biggest fliers that are worth running. Blade of the Sixth Pride Does exactly what it looks like, and is good enough at it. Worth its spot. Soltari Trooper Everyone should run this, it often demands removal for only 1W and if it doesn't it gets in for a heap of damage. Raise the Alarm Cuttable, I guess. Though it is nice, and good enough, as it is very profitable if you can trade with one (or both!). Instant speed creatures are liked by control, too. Order of Leitbur Good. Having this guy stick means they cant come out on top in combat, and if they're mainly black (or only have black removal) then it's gonna stick. Knight of Cliffhaven Base stats as a bear is kind of rough, but decent enough as it can turn into a very relevant flier for 3, and obviously wins games at the final level. Wall of Glare I dislike defensive-only cards as Squall Drifter The best tapper for 1W, but I don't run it as it ties up quite a lot of mana and other removal spells are not nearly as fragile Kami of Ancient Law I like these guys as they are a large step up from a bear. There aren't that many problem enchantments, but you're hardly paying anything for the ability Glint Hawk Idol Looks decent, I might test it eventually. Seems to tie up mana annoyingly and be much less efficient than other fliers, but a nice tool in control and an extra flier if needed. Blinding Mage See Squall Drifter Veteran Armorer Bear with probably enough of an upside to make some lists (including mine). The fact that it immunes everything to pingers is actually really good, and is very nice in creature aggro mirrors. Also good against any kind of burn, so I'm not going to remove him in a hurry. Master Decoy See above, again Aven Squire Can be very efficiently costed, but sometimes the upside is almost blank and that's enough for me to not run it. Youthful Knight Seems decent but not good, is quite good in combat but dies to pingers Veteran Armorsmith ww is pretty hard to get (more of a chore than any of the other colours, as green fixes mana, red decks are normally quite red heavy and blue and black are generally rather slow), and although this guy has a decent body and a not blank ability, I don't think it's worth it. Sunspear Shikari I wouldn't run it. Too reliant on a good draw and annoying to draft around. Ronom Unicorn Same as Kami, but a bit less cool Opal Gargoyle Seems hardly bad but I dislike the fact that opponents can negate him for as long as they want even if it's not normally long at all. Fledgling Griffin Another decent flier, but isn't great and I can see why most people aren't running it. Benalish Cavalry Worse than Youthful Knight, and I wouldn't run both. Beacon Hawk I'm testing it, which is why it's here. I like it more than most walls as it supports an aggressive and defensive plan at the same time. I'll get back to everyone, but it hasn't been bad yet. Angelic Wall I'd run Steel Wall much before this, blocking fliers isn't huge in their main colour. Not terrible, but I won't run it.
Don't run Steel Wall over Angelic, not that they compete for the same slot, but Steel Wall is terrible. Just never makes the cut. Flying is what makes the card playable.
Don't run Steel Wall over Angelic, not that they compete for the same slot, but Steel Wall is terrible. Just never makes the cut. Flying is what makes the card playable.
Really? Flying means it blocks slightly more creatures.
I don't think cube has room for a generic wall. Green's walls produce mana, and Wall of Glare is ridiculous in it's job. I hate hate hate Steel Wall, but it's a placeholder.
Really? Flying means it blocks slightly more creatures.
I don't think cube has room for a generic wall. Green's walls produce mana, and Wall of Glare is ridiculous in it's job. I hate hate hate Steel Wall, but it's a placeholder.
Is 17% slight to you(my cube)? That's a lot more, imo. Besides, I'm not saying Angelic is amazing, it doesn't make it in every deck or anything, but Steel Wall is bad. That 17% seems to matter a lot.
I cut Steel Wall and Angelic is not above that fate in the near fututre, but I think aggro has enough dudes and is currently the dominant strategy in my cube. Control needs some love, I think, so while Angelic is not the most exciting card in the world, it's doing fine.
We starting 3cc tomorrow? I think we should start sooner rather than later. Maybe see if the other cube owners whose cubes these results are coming from have any input. If not, give it a bit longer and then move on. Just a thought.
Ok, maybe Steel Wall isn't better, but I still stand by running neither. Wall of Tanglecord is probably the most interesting out of the "vanilla" walls, but I still don't see that ever making the cut. I do think it's been discussed almost enough too. Starting 3cmc doesn't necessarily mean stopping 2 cmc forever, and at a slow pace this would take FOREVER.
I'm thinking each discussion can go for 2/3 days. Just enough time for latecomers to have their say. I'll give a shoutout to Usman and Fredmaster, and then give it one more day and we can move on.
4 Wall of Glare (could be bias, but I've never been impressed with cards that are just walls without effects on the board - Wavewatch which eventually becomes a monster, green walls)
3 Squall Drifter (tappers need to be really efficient to be worth including. This isn't.)
3 Blinding Mage (same)
2 Veteran Armorer (just pumping toughness = not a fan. There aren't [or at least, shouldn't] be walls of creatures and even if there are, I don't think he's good enough)
2 Master Decoy (blah blah tapper blah)
2 Aven Squire (mostly the same with tappers, just replace tapper with exalted. Akrasan gets the cut because he can swing for 2 early on.)
1 Beacon Hawk (similar, not efficient enough @ 2 mana.)
1 Angelic Wall (similar to Wall of Glare.)
3 Squall Drifter (tappers need to be really efficient to be worth including. This isn't.)
I agree that my reservations for the other tappers is they're kind of unefficient, but this one at least can fly in for some damage when it's not tappin'.
And your comments about the Underrated cards makes me interested. I'll have a look in my 2CMC section.
Out of the high cards, I think the weakest card - and most cuttable - is Dawnglare Invoker. Sure, it's sweet with control, but by the time you've got eight mana, tapping down their creatures isn't so much awesome as a waste of mana.
Soltari Visionary--Pretty good. Shadow + enchantment removal is quite a deal for a single card. I should probably be running this and I'll be looking for slots.
Kor Hookmaster--Just stupid good. Works in aggro and control decks, albeit for slightly different purposes. Should be in every Pauper list, imo.
Dawnglare Invoker--It's never really a bargain, but it's just one of those creatures that is a must kill. If you can get it active and it lives for a couple of turns it's pretty hard to lose. Sure, it's easy to kill, but let's not pretend like that always happens.
Ballynock Cohort--Total bomb. 2/2 First Strike is already pretty decent in combat given the low toughness of most creatures in the cube, but it's nigh unstoppable as a 3/3.
Apex Hawks--Splashable 2/2 flyer for 3, but scales up to a 3/3 for 5, which is still perfectly playable, and a 4/4 for 7.
Soltari Lancer--If you feel your cube needs a creature that is almost unblockable, it's ok. I don't feel the allure as the First Strike is pretty much pointless, so you've got a 2/2 less than unblockable for 3. Meh.
Kemba's Skygaurd--I'm currently running this and not totally displeased, but not thrilled either. It's a decent sized flyer for 3 and can help in a race type situation, or gain some life and trade for any deck on the back foot.
Kabuto Moth--This might deserve more love than I'm giving it, but it just doesn't look that amazing at 3 mana. If it were a bear with "W,T: Target creature gets +1/+1 or +1/+2", I'd be totally game.
Burrenton Bombardier-- Not terrible or anything, but not exciting either. I think I'd rather have a 2/2 flyer than a creature get +1/+1 most times. I understand that it's a counter and I understand it can put you from a trading type situation to gaining the upper hand, but that's what removal spells are for.
Aven Riftwatcher--Really, really good. It's such a pain for aggro to see. It's good in midrange and control for when they just need a little bit of breathing room; it's not so great in aggro decks without reach, decks that would rather have a creature that lasts the entire game and just keeps swinging.
Shu Cavalry--Better than Soltari Lancer, imo. If this guy is not removed, it will connect, and it can actually block. It's fine, but not always necessary.
Kitsune Blademaster--This is another Cohort, but not as good, imo. Cohort can go for the throat when your opponent's defenses are down, but this guy will remain a 2/2 without creature interaction. It's still very solid and I will be looking for a place to put it in.
Wispmare--Not good. If it were a may, I'd be interested. It's not maindeckable, and it's not amazing as a sb card unless your opponent has a few enchantments and you have little to none.
Thermal Glider--I can't believe I'm still the only one running this thing. It's a splashable flyer that has protection from pingers and any burn spell, not to mention it blocks red creatures like a champ. Protection is no less good in Pauper than it is powered cubes, and everyone should make room for this guy, imo.
Opal Champion--Better than Guardian, imo, but still not very good for the very same reasons. This is not Cohort #3.
Nightwind Glider--Same review as Thermal Glider, but with "Protection from Pestilence and black removal spells" vs Pingers and Burn. Hell, I've seen decks that pair it with Pestilence, and it's super sick. Just play these, they perform much better than they look I paper, I promise.
Kor Sanctifiers--Should not be in the 3cc section, imo. I'll discuss it when we get to 4cc.
Kabuto Moth is a badass combat trick/creature saver/swinger. Protects as much as Thermal Glider, but can extend it to other creatures. Solid as a rock.
Huh. Didn't realize the applications of protection outside of slightly more unblockable. I'm definitely going to consider these.
Kor Hookmaster The white Man-o-War. Not quite, but it's pretty close.
Dawnglare Invoker A lightning rod for 2w would be great, but its problem is that it's only a lightning rod when you have 8 available. Should win you the game when that happens, though. Quite good, but cuttable.
Ballynock Cohort Decent, but it is rather fragile as removal on your other dudes can sometimes 2 for 1 you. If you've got this in mind though, it's pretty decently costed and is great at combat.
Apex Hawks Don't like it. None of the modes are any good at all for their cost and even if you've got a load of mana, it's still hardly massive.
Soltari Lancer I won't lie, it's very cuttable. But being unblockable and having 2 power for 2w is not bad.
Kemba's Skygaurd Its restrictive cost means there are quite a few fliers I'd play over it, and it's hardly exciting anyway.
Kabuto Moth Dislike it, can only attack for one, and is fragile itself. The ability is hardly worth 3 on top of that.
Burrenton Bombardier I'd probably run this over Kemba's Skyguard, but that doesn't mean anything really. Unexciting.
Aven Riftwatcher Very good, it fits right into aggro and control and gives aggro decks nightmares all day. So awesome.
Shu Cavalry Very good, as unblockable is much better in white than blue. Hardly impressive stats, but better than most of the trash here.
Kitsune Blademaster Probably rather decent as you need to have a large guy to block it and it blocks by itself like a beast. Only hits for 2 though.
Wispmare I think it's good. When it hits, it's crazy advantage, if it doesn't then no harm done and it's still a fair body.
Thermal Glider Probably actually quite good, if only for the protection from pingers and burn.
Opal Champion-- The fact that the body isn't even that great when it pops says quite a bit, it's slow and dependant on the opponent.
Nightwind Glider-- Seems a lot worse than the red one, but I think I'll try it out. Though this and pestilence would be absolutely sick. Though another Pestilence combo would probably be pretty awesome (on top of Cho Manno's Blessing)
wherein the discussions of certain cards becomes more heated than a frying pan
NOTE! The timestamp for this project is roughly in the middle of Mirrodin Besieged. There are no cards here beyond that.
THE PREMISE
Over the course of this project, we're going to be systematically discussing the cards for Pauper cube. We're not looking to reach some kind of ranking or tiering or the usual results from these kind of projects; that would be impossible, given the wildly divergent opinions of many of us. No, we're just going to talk, discuss, present our case and hear our opponent's. Whatever we gain from this discussion is our own business, and the overall goal of this project is to improve all of our cubes, our own way.
THE SPECIFICS
6 Stormfront Pegasus
6 Lone Missionary
6 Kor Skyfisher
6 Blade of the Sixth Pride
5 Soltari Trooper
5 Raise the Alarm
5 Order of Leitbur
5 Knight of Cliffhaven
4 Wall of Glare
3 Squall Drifter
3 Kami of Ancient Law
3 Glint Hawk Idol
3 Blinding Mage
2 Veteran Armorer
2 Master Decoy
2 Aven Squire
1 Youthful Knight
1 Veteran Armorsmith
1 Sunspear Shikari
1 Ronom Unicorn
1 Opal Gargoyle
1 Fledgling Griffin
1 Benalish Cavalry
1 Beacon Hawk
1 Angelic Wall
Let's begin, shall we?
My thoughts:
I'm interested in Opal Gargoyle. It doesn't seem good. killem, how's it working out for you?
I've been grappling with this, but Ronom Unicorn/Kami of Ancient Law. How relevant is it? I don't have much experience.
I think there may be potential in Order of the Golden Cricket. Not a lot, but it maaaay be solid. Thoughts?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Discussion began Pg. 16 in my Pauper Cube Thread.
Discussion began Pg. 1.
CUBED CARDS & FREQUENCY
6 Stormfront Pegasus
6 Lone Missionary
6 Kor Skyfisher
6 Blade of the Sixth Pride
5 Soltari Trooper
5 Raise the Alarm
5 Order of Leitbur
5 Knight of Cliffhaven
4 Wall of Glare
3 Squall Drifter
3 Kami of Ancient Law
3 Glint Hawk Idol
3 Blinding Mage
2 Veteran Armorer
2 Master Decoy
2 Aven Squire
1 Youthful Knight
1 Veteran Armorsmith
1 Sunspear Shikari
1 Ronom Unicorn
1 Opal Gargoyle
1 Fledgling Griffin
1 Benalish Cavalry
1 Beacon Hawk
1 Angelic Wall
NOTES
Discussion began Pg. 2.
CUBED CARDS & FREQUENCY
5 Soltari Visionary
5 Kor Hookmaster
5 Dawnglare Invoker
5 Ballynock Cohort
5 Apex Hawks
4 Soltari Lancer
3 Kemba's Skygaurd
3 Kabuto Moth
3 Burrenton Bombardier
3 Aven Riftwatcher
2 Shu Cavalry
2 Kitsune Blademaster
1 Wispmare
1 Thermal Glider
1 Opal Champion
1 Nightwind Glider
NOTES
Discussion began Pg. 3.
CUBED CARDS & FREQUENCY
6 Guardian of the Guildpact
5 Kor Sanctifiers
5 Cenn’s Enlistment
4 Skyhunter Patrol
3 Heavy Ballista
3 Coalition Honor Guard
3 Cloud Crusader
2 Assault Griffin
1 Sanctum Gargoyle
1 Join the Ranks
1 Daru Lancer
1 Ballynock Trapper
NOTES
Take that with a grain of salt.
Discussion began Pg. 4.
CUBED CARDS & FREQUENCY
5 Noble Templar
4 Plover Knights
4 Castle Raptors
3 Razor Golem
2 Totem-Guide Hartebeest
1 Loxodon Mystic
1 Lairwatch Giant
1 Conclave Equenaut
NOTES
Discussion began Pg. 5.
CUBED CARDS & FREQUENCY
6 Sunlance
5 Hyena Umbra
5 Mana Tithe
NOTES
Discussion began Pg. 6.
CUBED CARDS & FREQUENCY
6 Shelter
6 Pacifism
6 Journey to Nowhere
6 Disenchant
5 Temporal Isolation
4 Cho Manno's Blessing
3 Seal of Cleansing
2 Puncturing Light
1 Soul Parry
1 Renewed Faith
1 Carom
1 Judge Unworthy
NOTES
Discussion began Pg. 6.
CUBED CARDS & FREQUENCY
6 Oblivion Ring
6 Arrest
5 Kor Chant
4 Prismatic Strands
4 Cage of Hands
3 Safe Passage
3 Repel the Darkness
3 Fortify
2 Righteous Charge
2 Marshaling Cry
1 Recumbent Bliss
1 Holy Light
1 Hobble
1 Empyrial Armour
NOTES
Discussion began Pg. 7.
CUBED CARDS & FREQUENCY
6 Faith's Fetters
4 Breath of Life
4 Blinding Beam
2 False Defeat
1 Inspired Charge
1 Gleam of Resistance
1 Excise
1 Divine Verdict
NOTES
Discussion began Pg. 8.
CUBED CARDS & FREQUENCY
5 Skywatcher Adept
2 Mistblade Shinobi
1 Kraken Hatchling
1 Wind Zendikon
NOTES
Discussion began Pg. 9.
CUBED CARDS & FREQUENCY
6 Merfolk Looter
5 Waterfront Bouncer
5 Looter il-Kor
5 Errant Ephemeron
4 Halimar Wavewatch
4 Ninja of the Deep Hours
2 Augury Owl
1 Welkin Tern
1 Thought Courier
1 Stonybrook Angler
1 Silver Myr
1 Infiltrator Il-Kor
1 Dreamscape Artist
NOTES
Discussion began Pg. 10.
CUBED CARDS & FREQUENCY
6 Sea Gate Oracle
6 Pestermite
6 Neurok Invisimancer
6 Calcite Snapper
6 Aether Adept
5 Spiketail Drakeling
5 Scroll Thief
5 Prodigal Sorcerer
5 Man-o'-War
4 Shaper Parasite
2 Wizard Replica
2 Fathom Seer
2 Echo Tracer
1 Trinket Mage
1 Thalakos Mistfolk
1 Teferi's Drake
1 Rishadan Airship
NOTES
Discussion began Pg. 10.
CUBED CARDS & FREQUENCY
4 Illusionary Forces
2 Windrider Eel
2 Shimmering Glasskite
1 Wayward Soul
1 Stinging Barrier
1 Sentinels of Glen Elendra
1 Ghost Ship
1 Fencer Clique
1 Crookclaw Transmuter
1 Azure Drake
NOTES
Discussion began Pg. 11.
CUBED CARDS & FREQUENCY
5 Mulldrifter
5 Mnemonic Wall
5 Aethersnipe
3 Tidewater Minion
3 Spire Golem
1 Vedalken Dismisser
1 Sky-Eel School
1 Sky Ruin Drake
1 Shoreline Ranger
1 Helium Squirter
1 Frostwind Invoker
1 Double Header
NOTES
Discussion began Pg. 11.
CUBED CARDS & FREQUENCY
6 Ponder
6 Force Spike
6 Flood
6 Daze
6 Brainstorm
4 Preordain
2 Serum Visions
2 Gush
NOTES
Discussion began Pg. 12.
CUBED CARDS & FREQUENCY
6 Narcolepsy
6 Memory Lapse
6 Mana Leak
6 Counterspell
5 Think Twice
5 Miscalculation
5 Into the Roil
5 Impulse
4 Arcane Denial
3 Withdraw
3 See Beyond
2 Treasure Hunt
2 Snap
2 Remove Soul
2 Essence Scatter
1 Train of Thought
1 Spreading Seas
1 Lat-Nam's Legacy
1 Ice Cage
1 Deprive
1 Courier's Capsule
NOTES
Discussion began Pg. 13.
CUBED CARDS & FREQUENCY
6 Rushing River
6 Frantic Search
5 Undo
5 Compulsive Research
4 Repulse
4 Oona’s Grace
4 Exclude
4 Capsize
2 Rethink
2 False Demise
2 Divination
2 Æther Tradewinds
1 Number Crunch
1 Convolute
NOTES
Discussion began Pg. 14.
CUBED CARDS & FREQUENCY
5 Foresee
5 Deep Analysis
4 Choking Tethers
3 Ray of Command
1 Mystic Restraints
1 Inspiration
1 Flight of Fancy
NOTES
Discussion began Pg. 14.
CUBED CARDS & FREQUENCY
5 Repeal
5 Mysteries of the Deep
5 Condescend
1 Whiplash Trap
1 Power Sink
NOTES
Discussion began Pg. 15.
CUBED CARDS & FREQUENCY
6 Vampire Lacerator
6 Fume Spitter
6 Carnophage
2 Carrion Feeder
1 Sewer Rats
1 Putrid Imp
1 Corpulent Corpse
NOTES
Discussion began Pg. 16.
CUBED CARDS & FREQUENCY
6 Skittering Skirge
6 Dauthi Horror
5 Wretched Anurid
5 Order of the Ebon Hand
5 Fledgling Djinn
5 Dauthi Slayer
3 Skinthinner
3 Null Champion
3 Child of Night
3 Blind Creeper
2 Surrakar Marauder
2 Rathi Trapper
2 Nezumi Cutthroat
2 Augur of Skulls
1 Wicked Akuba
1 Wei Ambush Force
1 Undertaker
1 Festercreep
1 Barrow Ghoul
NOTES
Discussion began Pg. 17.
CUBED CARDS & FREQUENCY
6 Liliana’s Specter
6 Dauthi Marauder
5 Skittering Horror
5 Phyrexian Rager
5 Moriok Replica
5 Crypt Rats
4 Stinkweed Imp
3 Takenuma Bleeder
3 Chittering Rats
2 Zombie Cutthroat
2 Vampire Hounds
2 Ravenous Skirge
2 Nantuko Husk
2 Death's-head Buzzard
2 Cadaver Imp
1 Wei Strike Force
1 Vampire Aristocrat
1 Phyrexian Ghoul
1 Bloodrite Invoker
NOTES
Discussion began Pg. 18.
CUBED CARDS & FREQUENCY
6 Faceless Butcher
5 Gravedigger
4 Okiba-Gang Shinobi
2 Viscera Dragger
2 Crypt Ripper
1 Shadow Rider
1 Jagwasp Swarm
1 Gravebane Zombie
1 Dungeon Shade
NOTES
Discussion began Pg. 18.
CUBED CARDS & FREQUENCY
6 Twisted Abomination
3 Rotting Legion
3 Heartstabber Mosquito
2 Warren Pilferers
1 Mournwhelk
1 Mass of Ghouls
1 Gorgon Recluse
NOTES
Discussion began Pg. 19.
CUBED CARDS & FREQUENCY
6 Tortured Existence
6 Duress
6 Disfigure
5 Snuff Out
5 Dark Ritual
4 Vendetta
4 Ostracize
4 Mindstab
4 Innocent Blood
3 Unearth
1 Spinning Darkness
1 Paralyze
1 Lab Rats
1 Executioner's Capsule
NOTES
Discussion began Pg. 20.
CUBED CARDS & FREQUENCY
6 Sign in Blood
6 Hymn to Tourach
6 Doom Blade
6 Diabolic Edict
5 Grasp of Darkness
4 Terror
4 Last Gasp
4 Grim Harvest
4 Exhume
3 Nameless Inversion
2 Sinkhole
1 Wrench Mind
1 Soul Reap
1 Shrivel
1 Cruel Edict
NOTES
Discussion began Pg. 21.
CUBED CARDS & FREQUENCY
3 Shade's Form
3 Rend Flesh
3 Dirge of Dread
3 Ashes to Ashes
2 Crippling Fatigue
2 Bog Down
1 Unburden
1 Seal of Doom
1 Reaping the Graves
1 Last Kiss
1 Ichor Slick
1 Hideous End
1 Eyeblight's Ending
NOTES
Discussion began Pg. 23.
CUBED CARDS & FREQUENCY
6 Pestilence
5 Evincar's Justice
5 Tendrils of Corruption
NOTES
Discussion began Pg. 23.
CUBED CARDS & FREQUENCY
5 Disturbed Burial
3 Death Denied
3 Corrupt
1 Urborg Uprising
NOTES
Discussion began Pg. 24.
CUBED CARDS & FREQUENCY
6 Mogg Fanatic
6 Goblin Patrol
4 Keldon Halberdier
3 Martyr of Ashes
3 Gorilla Shaman
2 Goblin Arsonist
1 Spark Elemental
1 Kris Mage
1 Bloodfire Dwarf
NOTES
Discussion began Pg. 25.
CUBED CARDS & FREQUENCY
6 Fireslinger
5 Plated Geopede
5 Mogg War Marshal
5 Keldon Marauders
5 Hearth Kami
5 Goblin Bushwhacker
3 Stingscourger
3 Goblin Shortcutter
3 Dragon Fodder
2 Sparksmith
1 Mogg Flunkies
1 Goblin Skycutter
1 Emberwilde Augur
NOTES
Discussion began Pg. 27.
CUBED CARDS & FREQUENCY
6 Manic Vandal
6 Gathan Raiders
5 Vulshok Replica
5 Keldon Vandals
5 Ghitu Slinger
4 Vulshok Sorcerer
4 Spur Grappler
4 Skirk Marauder
3 Inner-Flame Acolyte
3 Defender of Chaos
2 Ruinous Minotaur
2 Prodigal Pyromancer
2 Hissing Iguanar
1 Vithian Stinger
1 Viashino Outrider
1 Spikeshot Goblin
1 Ronin Houndmaster
1 Mudbutton Torchrunner
1 Fault Riders
1 Crusher Zendikon
NOTES
Discussion began Pg. 29.
CUBED CARDS & FREQUENCY
4 Bladetusk Boar
3 Viashino Fangtail
2 War-Spike Changeling
2 Raging Minotaur
2 Flamecore Elemental
2 Battering Craghorn
1 Vulshok Berserker
1 Talruum Minotaur
1 Subterranean Shambler
1 Lightning Hounds
1 Keldon Berserker
1 Coal Stoker
NOTES
Discussion began Pg. 29.
CUBED CARDS & FREQUENCY
6 Flowstone Crusher
5 Chartooth Cougar
4 Gerrard’s Irregulars
2 Sokenzan Spellblade
2 Emrakul's Hatcher
2 Anarchist
1 Torch Slinger
1 Macetail Hystrodon
1 Flameborn Hellion
1 Bogardan Rager
NOTES
Discussion began Pg. 30.
CUBED CARDS & FREQUENCY
6 Lightning Bolt
6 Flame Slash
6 Firebolt
6 Fireblast
5 Burst Lightning
4 Rift Bolt
4 Chain Lightning
3 Seal of Fire
3 Reckless Charge
3 Brute Force
2 Dead/Gone
2 Rites of Initiation
2 Lava Dart
2 Galvanic Blast
1 Shock
1 Reckless Abandon
NOTES
Discussion began Pg. 31.
CUBED CARDS & FREQUENCY
6 Incinerate
5 Volcanic Hammer
5 Searing Blaze
4 Lash Out
3 Fire Ambush
2 Zektar Shrine Expedition
2 Smash to Smithereens
1 Sonic Burst
1 Pyrite Spellbomb
1 Fling
1 Fire Whip
NOTES
Discussion began Pg. 31.
CUBED CARDS & FREQUENCY
6 Staggershock
5 Arc Lightning
4 Act of Treason
3 Puncture Blast
2 Stone Rain
2 Rhystic Lightning
2 Path of Anger's Flame
2 Molten Rain
2 Fiery Temper
NOTES
Discussion began Pg. 32.
CUBED CARDS & FREQUENCY
6 Aftershock
5 Magma Burst
5 Chandra’s Outrage
2 Lightning Blast
1 Cackling Flames
NOTES
Discussion began Pg. 33.
CUBED CARDS & FREQUENCY
6 Rolling Thunder
6 Pyrotechnics
6 Fireball
4 Disintegrate
3 Kaervek's Torch
1 Lava Storm
1 Lava Axe
1 Fiery Fall
NOTES
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Discussion began Pg. 34.
CUBED CARDS & FREQUENCY
6 Pouncing Jaguar
5 Wild Dogs
5 Llanowar Elves
5 Basking Rootwalla
5 Arbor Elf
4 Jungle Lion
4 Fyndhorn Elves
3 Durkwood Baloth
1 Rogue Elephant
1 Quirion Ranger
1 Ghazban Ogre
NOTES
Discussion began Pg. 35.
CUBED CARDS & FREQUENCY
6 Wild Mongrel
6 Garruk’s Companion
5 Wall of Roots
5 Silhana Ledgewalker
5 Sakura-Tribe Elder
5 River Boa
5 Mire Boa
4 Sylvan Ranger
3 Werebear
3 Thornweald Archer
3 Nest Invader
3 Acridian
2 Viridian Emissary
2 Overgrown Battlement
1 Vine Trellis
1 Quirion Elves
1 Juvenile Gloomwidow
1 Giant Dustwasp
1 Gemhide Sliver
1 Deadly Recluse
NOTES
Discussion began Pg. 36.
CUBED CARDS & FREQUENCY
5 Yavimaya Elder
5 Nantuko Vigilante
4 Simian Grunts
4 Sacred Wolf
4 Hungry Spriggan
4 Civic Wayfinder
4 Borderland Ranger
3 Sylvok Replica
2 Jolrael's Centaur
2 Grazing Gladehart
2 Golgari Brownscale
1 Uktabi Drake
1 Phantom Tiger
1 Penumbra Bobcat
1 Nessian Courser
1 Krosan Avenger
1 Gilt-Leaf Ambush
1 Aura Gnarlid
1 Centaur Courser
NOTES
Discussion began Pg. 37.
CUBED CARDS & FREQUENCY
6 Wild Leotau
6 Wickerbough Elder
6 Blastoderm
5 Elephant Ambush
4 Penumbra Spider
3 Kozilek's Predator
2 Wildheart Invoker
2 Tangle Mantis
1 Skyshroud Troll
1 Nantuko Shaman
1 Krosan Vorine
1 Gorilla Chieftain
NOTES
Discussion began Pg. 39.
CUBED CARDS & FREQUENCY
4 Sprout Swarm
3 Stampeding Rhino
3 Greater Basilisk
2 Territorial Baloth
2 Tangle Hulk
2 Scatter the Seeds
2 Aerie Ouphes
1 Winding Wurm
1 Vastwood Zendikon
1 Spike Colony
1 Ronom Hulk
1 Plated Rootwalla
1 Molder Beast
1 Ghor-Clan Savage
1 Crabapple Cohort
1 Barkhide Mauler
NOTES
CUBED CARDS & FREQUENCY
5 Mold Shambler
4 Havenwood Wurm
3 Tangle Golem
3 Kavu Primarch
2 Wirewood Guardian
2 Oakgnarl Warrior
2 Citanul Woodreaders
1 Yavimaya Wurm
1 Vastwood Gorger
1 Siege Wurm
NOTES
Discussion began Pg. 41.
CUBED CARDS & FREQUENCY
5 Rancor
5 Groundswell
4 Reclaim
3 Search for Tomorrow
2 Utopia Sprawl
2 Giant Growth
1 Nature’s Claim
1 Gather Courage
1 Fog
1 Bequeathal
NOTES
Discussion began Pg. 42.
CUBED CARDS & FREQUENCY
5 Vines of Vastwood
5 Rampant Growth
5 Moment's Peace
4 Naturalize
3 Predator's Strike
3 Gaea’s Touch
3 Fertile Ground
3 Edge of Autumn
2 Fists of Ironwood
1 Seal of Primordium
1 Lignify
1 Gleeful Sabotage
1 Evolution Charm
NOTES
Discussion began Pg. 43.
CUBED CARDS & FREQUENCY
6 Krosan Tusker
5 Harrow
4 Snake Umbra
4 Kodama's Reach
4 Cultivate
2 Wildsize
2 Savage Silhouette
2 Growth Spasm
1 Serpent Skin
1 Presence of Gond
1 Overgrowth
1 Oakenform
1 Journey of Discovery
1 Gift of the Gargantuan
1 Far Wanderings
NOTES
Discussion began Pg. 44.
CUBED CARDS & FREQUENCY
1 Sudden Strength
NOTES
Discussion began Pg. 44.
CUBED CARDS & FREQUENCY
3 Dismantling Blow
3 Deft Duelist
3 Momentary Blink
2 Curse of Chains
2 Azorius First-Wing
2 Silkbind Faerie
1 Overrule
1 Esper Cormorants
1 Minister of Impediments
1 Ethercaste Knight
1 Galina's Knight
1 Glimmering Angel
NOTES
Discussion began Pg. 45.
CUBED CARDS & FREQUENCY
5 Recoil
5 Agony Warp
3 Soul Manipulation
3 Probe
2 Mystical Teachings
2 Dimir Infiltrator
1 Consult the Necrosages
NOTES
Discussion began Pg. 45.
CUBED CARDS & FREQUENCY
6 Terminate
5 Blightning
4 Wrecking Ball
2 Goblin Deathraiders
1 Strangling Soot
1 Rakdos Ickspitter
1 Lava Zombie
1 Kathari Bomber
1 Henchfiend of Ukor
1 Goblin Outlander
NOTES
Discussion began Pg. 46.
CUBED CARDS & FREQUENCY
6 Kird Ape
5 Horned Kavu
3 Scab-Clan Mauler
2 Rhox Brute
2 Branching Bolt
1 Violent Outburst
1 Tin Street Hooligan
1 Scuzzback Marauders
1 Hull Breach
1 Colossal Might
NOTES
Discussion began Pg. 46.
CUBED CARDS & FREQUENCY
6 Armadillo Cloak
5 Qasali Pridemage
2 Sigiled Behemoth
2 Sigil Blessing
2 Llanowar Knight
2 Gerrard's Command
1 Thrill of the Hunt
1 Steward of Valeron
1 Pale Recluse
1 Knight of the Skyward Eye
NOTES
Discussion began Pg. 47.
CUBED CARDS & FREQUENCY
6 Pillory of the Sleepless
4 Unmake
4 Blind Hunter
3 Shrieking Grotesque
2 Soul Link
2 Darklit Gargoyle
1 Castigate
NOTES
Discussion began Pg. 48.
CUBED CARDS & FREQUENCY
6 Putrid Leech
5 Consume Strength
4 Shambling Shell
2 Llanowar Dead
2 Desecrator Hag
1 Rendclaw Trow
1 Golgari Rotwurm
1 Elves of Deep Shadow
NOTES
Discussion began Pg. 48.
CUBED CARDS & FREQUENCY
6 Temporal Spring
5 Snakeform
5 Assault Zeppelid
3 Coiling Oracle
2 Winged Coatl
1 Gaea’s Skyfolk
NOTES
Discussion began Pg. 49.
CUBED CARDS & FREQUENCY
5 Jilt
4 Razorfin Hunter
4 Quicksilver Dagger
4 Izzet Chronarch
2 Steamcore Weird
1 Petrahydrox
1 Ogre Savant
1 Noggle Bandit
NOTES
Discussion began Pg. 50.
CUBED CARDS & FREQUENCY
5 Skyknight Legionnaire
5 Goblin Legionnaire
3 Orim’s Thunder
3 Cerodon Yearling
2 Squee’s Embrace
2 Fire at Will
1 Thundersong Trumpeter
1 Rally the Righteous
1 Duergar Assailant
NOTES
Discussion began Pg. 50.
NOTES
Discussion began Pg. 51.
CUBED CARDS & FREQUENCY
6 Panoramas
5 Ravnica Karoos
5 Onslaught Cycling Lands
5 Borderposts
1 Urza's Saga Cycling Lands
6 Terramorphic Expanse
5 Teetering Peaks
5 Rupture Spire
5 Halimar Depths
5 Evolving Wilds
4 Shimmering Grotto
4 Sejiri Steppe
4 Quicksand
4 Khalni Garden
4 Desert
3 Kabira Crossroads
1 Urza's Tower
1 Urza's Power Plant
1 Urza's Mine
1 Turntimber Grove
1 Soaring Seacliff
1 Smoldering Spires
1 Bojuka Bog
NOTES
Discussion began Pg. 52.
CUBED CARDS & FREQUENCY
6 Signets
1 Obelisks
5 Prophetic Prism
5 Mind Stone
5 Darksteel Ingot
4 Wayfarer’s Bauble
4 Lotus Petal
3 Prismatic Lens
3 Armillary Sphere
2 Springleaf Drum
2 Chromatic Sphere
1 Wanderer’s Twig
1 Ur-Golem's Eye
1 Sisay's Ring
1 Chromatic Star
NOTES
Discussion began Pg. 52.
CUBED CARDS & FREQUENCY
6 Leonin Scimitar
6 Bonesplitter
6 Adventuring Gear
5 Whispersilk Cloak
5 Vulshok Morningstar
5 Viridian Longbow
5 Strider Harness
4 Opaline Bracers
4 Leonin Bola
4 Kitesail
3 Vulshok Gauntlets
3 Sylvok Lifestaff
2 Flayer Husk
2 Copper Carapace
2 Blight Sickle
1 Slagwurm Armor
1 Neurok Stealthsuit
1 Neurok Hoversail
1 Explorer's Scope
1 Cranial Plating
1 Accorder's Shield
NOTES
Discussion began Pg. 53.
CUBED CARDS & FREQUENCY
6 Perilous Myr
5 Phyrexian War Beast
4 Pilgrim's Eye
3 Steel Wall
3 Scuttlemutt
2 Yotian Soldier
1 Clockwork Beetle
NOTES
Discussion began Pg. 53.
CUBED CARDS & FREQUENCY
5 Ulamog's Crusher
3 Skyreach Manta
1 Paper Tiger
1 Rock Lobster
1 Scissors Lizard
NOTES
Discussion began Pg. 54.
CUBED CARDS & FREQUENCY
6 Tumble Magnet
6 Serrated Arrows
3 Moonglove Extract
2 Darksteel Pendant
2 Aeolipile
1 Relic of Progenitus
1 Feldon's Cane
NOTES
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Opal Gargoyle is probably decent. It shouldn't be hard to get it active, but it's probably not a turn-two play. It's probably a better mid-game creature in aggro to gain tempo advantage by making your opponent not want to play defenders. The evasion helps.
I like Order of the Golden Cricket. Seems like a card on-par with Glint Hawk Idol. Trades always being a creature (weakness) for a more-optional activation cost. Carries equipment better (doesn't require repeat equip costs).
My Cube Blog @theCubeMiser on Twitter
Stormfront Pegasus--Obviously good. 2 power and evasion for 2 mana is a good deal. It's simple, but it's just what is needed.
Lone Missionary--Is really good in aggro as just another 2 power creature to start on the offensive, to help in a race against another aggro deck, or in control where it's a nice speed bump against aggro, as gaining 4 and trading is well worth two mana.
Kor Skyfisher--2 Power flyers for two mana are already good, but the 3 toughness is what makes this card a nightmare to attack into or block, as there aren't too many flyers with 3 or more power. On top of that, the "drawback" can often be used as a benefit--resetting Blastoderm, moving a Pacifism, or trying to trigger landfall again. So many applications.
Blade of the Sixth Pride--3 power for 1W is plenty good enough. Pair this up with another beater and a removal spell or two and your opponent will be on a very short clock.
Soltari Trooper--Easy to cast, unblockable creatures are obviously good. If you're the beatdown, shadow is exactly what you want. My pick for the best or second best white 2 drop.
Raise the Alarm--I'm surprised as many people run this as the results suggest. I think it's way worse than a 2 power creature, even with flash. They can't attack into too much and even force a trade, like a 2/1 or 2/2 could. Pretty good with pump effects, but most dudes are. Not a staple, just run by most.
Order of Leitbur--The cc is kinda rough, but this guy is a tank in combat and especially potent against black decks, obviously. Not uncuttable based solely on merit, but rather coupled with the fact that it's a fairly unique card for Pauper.
Knight of Cliffhaven--Base bear stats to start off with which is fine, but as you have spare mana, or if you don't want to unload your hand, you can make this guy a dragon. Very versatile; excellent in aggro and midrange, while being playable in control. My other pick for white's 1st or 2nd best 2 drop.
Wall of Glare--A huge roadblock for most aggressive decks. If they don't draw into removal, or at least pair up a soft removal spell with your block, it's like getting half a Wrath of God for half the price. Pretty much a staple, imo.
Squall Drifter--Probably the best available 2 mana tapper as the flying isn't totally irrelevant. In situations where the ground is pretty much locked up by blockers, it swings with an equipment just as good as other flyers do.
Kami of Ancient Law--Bears with abilities are solid enough. I think some cubes may be struggling to find enough worthwhile targets, but if you've got an open slot, and the 2 drops listed above(Squall Drifter being a possible exception), run it. It's just fine.
Glint Hawk Idol--It's alright. Having to pay a mana for each turn you want it to attack and block is a turn off, as is the fact that it's vulnerable to even more removal being an artifact and all. This wouldn't be such a big drawback if there was more Sorcery speed removal in Pauper( such as Wraths and Kavu in normal cubes). Kinda falls into the same category as Wild Leotau, so if you feel the need for another 2 mana(more like 2.5) flyer, it's solid.
Blinding Mage--Another playable tapper. For the extra mana(in comparison to Gldmeadow Harrier, the best available tapper) you get an additional toughness which is helpful against Pingers and absorbing another of Arc Lightning's damage. The more pingers there are in your cube, the more valuable Blinding Mage is. Not uncuttable, but not unplayable. Solid role filler.
Veteran Armorer--I haven't ever played with this, but it only seems ok. It makes a solid board harder to attack into profitably, but does little else. Also pretty solid against pingers, but way down on the list of cards I'd want to play in the two drop slot.
Master Decoy--Mechanically, it's just as good as Blinding Mage, but it's only available in white border, unless foil I think, or with the older frames. This makes it strictly worse than Blinding Mage, imo. Seriously though, if you want more tappers, it's fine.
Aven Squire--I'd rank this below every playable 2 power flyer and most playable bears. Exalted just isn't that good. It's alright when you want to swing with a single creature, and leave this back to block, but most times you would rather just have a flyer with one more power so it could take something down when it blocks, as if that's what you want to be doing when you're playing aggro anyway.
Youthful Knight--I guess I'm the only one playing this card. It's not spectacular, but it's pretty solid and beastly when it's swinging an equipment. It takes out most 1-3 mana creatures in combat, and that's good enough for me.
Veteran Armorsmith--I'd rather run Veteran Armorer over this guy, but I'd really rather run either. WW demands something better than this, for cube. Too many two drops to be running this guy, I think.
Sunspear Shikari--Too narrow to be more than a bear 99% of the time. First, you have to draft this guy, then draft equipment, then draw and equip him and finally it's turned on and becomes good(Ok, really good). Too many steps, imo.
Ronom Unicorn-- See explanation for Kami of Ancient Law.
Opal Gargoyle--This just looks really bad. It has summoning sickness from hell. If your opponent doesn't want you to have a 2/2 flyer, they will just use what they have on board, sandbag dudes until they can shrug off a 2/2, or just wait to draw a disenchant or naturalize effect.
Fledgling Griffin--Not worth it, imo. It's better than Grizzly Bear or Glory Seeker, but that doesn't mean much. Admittedly, I ran it for a little while, but it got cut and I probably should have been running Order of the Golden Cricket over it.
Benalish Cavalry--Trades up most of the time, but not really needed imo. It will usually just be a Glory Seeker.
Beacon Hawk--Has to deal combat damage to use it's extremely defensive ability, has a frail body, only made less frail by another defensive ability. Seems bad, imo. It can tie up your mana and still doesn't do much a wall couldn't do. It's not the worst thing ever, but most cubes shouldn't have the room for it.
Angelic Wall--Another card that I'm the only person running, and I don't regret running it. It's another early drop that is really hard for aggressive attackers to bust through and it even blocks flyers. Basically, it's picking up where Wall of Glare left off. Not staple, or uncuttable or anything like that, but it's really good and plenty good enough if you need another control only option for the two drop slot.
And boom goes the dynamite.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Raise the Alarm--I'm surprised as many people run this as the results suggest. I think it's way worse than a 2 power creature, even with flash. They can't attack into too much and even force a trade, like a 2/1 or 2/2 could. Pretty good with pump effects, but most dudes are. Not a staple, just run by most.
Although I agree that it's not staple by any means, I'm think you're too harsh with your judgment. It's 2 bodies at instant speed for 2 mana. It's solid, and not a surprise to me at all that many people run it.
Aven Squire--I'd rank this below every playable 2 power flyer and most playable bears. Exalted just isn't that good. It's alright when you want to swing with a single creature, and leave this back to block, but most times you would rather just have a flyer with one more power so it could take something down when it blocks, as if that's what you want to be doing when you're playing aggro anyway.
Thinking about it, I'd have to agree. Again, I think you're judging too harshly, but not by much.
QUESTION:
Benalish Cavalry vs. Youthful Knight. Who wins? Not in combat or that, I mean which is better?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
If you play him on turn 2, which I would, if you start laying more creatures down and slamming into your opponent either you can keep taking damage from the grounders or do something about it, if they do, great you get another creature if they don't ok you get to out number them.
The way I look at it is, chances are this is going to be a creature that can survive sweepers, has almost the text line "protection from all forms of the most seen removal", and has evasion.
Can you imagine these guys in a red/white deck and get some of those mini sweepers like arc lightning or pyrotechnics? Follow it up with some of your own creatures.
In other words I'm not throwing in the towel on any of them yet.
Between the flanking/first striker, I'd have to take the first striker. With the large flux of equipment pauper seems to have that will go a long way to dealing with a lot of those +X/+0 staples.
It's perhaps not quite as bad as I made it sound, but I still don't think it's good enough. 1/1s just don't do much, with flash or not. 2 power two drop > than two 1/1s. It just reads more like a card that you'd rather use as a fog, or a "tricky" two extra power to flash on board when you're trying to squeeze damage past blockers--less useful than a dude I'd just slam down on turn two.
Meh, can't judge too awful harsh on white's 2 cc section; it's pretty tight.
I vote Knight because it's better on defense, which is perfectly reasonable for a creature with First Strike. It's perhaps closer than I had originally thought, but I haven't had a reason to cut Knight yet.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Every other advantage is void if just becoming a creature has disadvantages.
Yeah, I agree with the Knight > Cavalry decision. I'll properly make the swap later.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I don't see why an enchantment that can turn into a creature when your opponent wishes is better than something that is a 2/1 or 2/2 flyer when you play it. It's not even that hard to imagine when an opponent would play a guy, and then play a sorcery speed removal spell on your Opal. It just doesn't do anything that other flyers don't except possibly make Wickerbough Elder a 4/4(Wickerbough being down first, obviously).
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Sure it isn't as daunting as sitting on the other side of say an Opal Archangel but I'll let ya know if it ends up being just a waste of a spot.
Lone Missionary Being solid in aggro and good in control is good enough for me, especially as this is one of the less tight spots in the cube.
Kor Skyfisher It's absolutely great, because it can play offensive great and defensive maybe even better. The drawback is rarely huge and when it's an advantage, it's a huge blowout. Also, it's one of the biggest fliers that are worth running.
Blade of the Sixth Pride Does exactly what it looks like, and is good enough at it. Worth its spot.
Soltari Trooper Everyone should run this, it often demands removal for only 1W and if it doesn't it gets in for a heap of damage.
Raise the Alarm Cuttable, I guess. Though it is nice, and good enough, as it is very profitable if you can trade with one (or both!). Instant speed creatures are liked by control, too.
Order of Leitbur Good. Having this guy stick means they cant come out on top in combat, and if they're mainly black (or only have black removal) then it's gonna stick.
Knight of Cliffhaven Base stats as a bear is kind of rough, but decent enough as it can turn into a very relevant flier for 3, and obviously wins games at the final level.
Wall of Glare I dislike defensive-only cards as
Squall Drifter The best tapper for 1W, but I don't run it as it ties up quite a lot of mana and other removal spells are not nearly as fragile
Kami of Ancient Law I like these guys as they are a large step up from a bear. There aren't that many problem enchantments, but you're hardly paying anything for the ability
Glint Hawk Idol Looks decent, I might test it eventually. Seems to tie up mana annoyingly and be much less efficient than other fliers, but a nice tool in control and an extra flier if needed.
Blinding Mage See Squall Drifter
Veteran Armorer Bear with probably enough of an upside to make some lists (including mine). The fact that it immunes everything to pingers is actually really good, and is very nice in creature aggro mirrors. Also good against any kind of burn, so I'm not going to remove him in a hurry.
Master Decoy See above, again
Aven Squire Can be very efficiently costed, but sometimes the upside is almost blank and that's enough for me to not run it.
Youthful Knight Seems decent but not good, is quite good in combat but dies to pingers
Veteran Armorsmith ww is pretty hard to get (more of a chore than any of the other colours, as green fixes mana, red decks are normally quite red heavy and blue and black are generally rather slow), and although this guy has a decent body and a not blank ability, I don't think it's worth it.
Sunspear Shikari I wouldn't run it. Too reliant on a good draw and annoying to draft around.
Ronom Unicorn Same as Kami, but a bit less cool
Opal Gargoyle Seems hardly bad but I dislike the fact that opponents can negate him for as long as they want even if it's not normally long at all.
Fledgling Griffin Another decent flier, but isn't great and I can see why most people aren't running it.
Benalish Cavalry Worse than Youthful Knight, and I wouldn't run both.
Beacon Hawk I'm testing it, which is why it's here. I like it more than most walls as it supports an aggressive and defensive plan at the same time. I'll get back to everyone, but it hasn't been bad yet.
Angelic Wall I'd run Steel Wall much before this, blocking fliers isn't huge in their main colour. Not terrible, but I won't run it.
Edit: that's strange...
Draft it on Cubetutor!
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Really? Flying means it blocks slightly more creatures.
I don't think cube has room for a generic wall. Green's walls produce mana, and Wall of Glare is ridiculous in it's job. I hate hate hate Steel Wall, but it's a placeholder.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Is 17% slight to you(my cube)? That's a lot more, imo. Besides, I'm not saying Angelic is amazing, it doesn't make it in every deck or anything, but Steel Wall is bad. That 17% seems to matter a lot.
I cut Steel Wall and Angelic is not above that fate in the near fututre, but I think aggro has enough dudes and is currently the dominant strategy in my cube. Control needs some love, I think, so while Angelic is not the most exciting card in the world, it's doing fine.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
They need to make a 1/3 flyer for 1W at some point. Seriously.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Draft it on Cubetutor!
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
4 Wall of Glare (could be bias, but I've never been impressed with cards that are just walls without effects on the board - Wavewatch which eventually becomes a monster, green walls)
3 Squall Drifter (tappers need to be really efficient to be worth including. This isn't.)
3 Blinding Mage (same)
2 Veteran Armorer (just pumping toughness = not a fan. There aren't [or at least, shouldn't] be walls of creatures and even if there are, I don't think he's good enough)
2 Master Decoy (blah blah tapper blah)
2 Aven Squire (mostly the same with tappers, just replace tapper with exalted. Akrasan gets the cut because he can swing for 2 early on.)
1 Beacon Hawk (similar, not efficient enough @ 2 mana.)
1 Angelic Wall (similar to Wall of Glare.)
Underrated:
1 Veteran Armorsmith (WW for 2/3 is good enough on its own, Soldier bonus is just gravy.)
1 Fledgling Griffin (doesn't have a problem going airborne and is decently sized.)
1 Benalish Cavalry (back in my day, I had to walk through 5 miles of snow to get a 2/2 flanker for 1X and it couldn't even block! Very solid in combat.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
I agree that my reservations for the other tappers is they're kind of unefficient, but this one at least can fly in for some damage when it's not tappin'.
And your comments about the Underrated cards makes me interested. I'll have a look in my 2CMC section.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
5 Soltari Visionary
5 Kor Hookmaster
5 Dawnglare Invoker
5 Ballynock Cohort
5 Apex Hawks
4 Soltari Lancer
3 Kemba's Skygaurd
3 Kabuto Moth
3 Burrenton Bombardier
3 Aven Riftwatcher
2 Shu Cavalry
2 Kitsune Blademaster
1 Wispmare
1 Thermal Glider
1 Opal Champion
1 Nightwind Glider
Interesting, no one card was unanimous.
Out of the high cards, I think the weakest card - and most cuttable - is Dawnglare Invoker. Sure, it's sweet with control, but by the time you've got eight mana, tapping down their creatures isn't so much awesome as a waste of mana.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Soltari Visionary--Pretty good. Shadow + enchantment removal is quite a deal for a single card. I should probably be running this and I'll be looking for slots.
Kor Hookmaster--Just stupid good. Works in aggro and control decks, albeit for slightly different purposes. Should be in every Pauper list, imo.
Dawnglare Invoker--It's never really a bargain, but it's just one of those creatures that is a must kill. If you can get it active and it lives for a couple of turns it's pretty hard to lose. Sure, it's easy to kill, but let's not pretend like that always happens.
Ballynock Cohort--Total bomb. 2/2 First Strike is already pretty decent in combat given the low toughness of most creatures in the cube, but it's nigh unstoppable as a 3/3.
Apex Hawks--Splashable 2/2 flyer for 3, but scales up to a 3/3 for 5, which is still perfectly playable, and a 4/4 for 7.
Soltari Lancer--If you feel your cube needs a creature that is almost unblockable, it's ok. I don't feel the allure as the First Strike is pretty much pointless, so you've got a 2/2 less than unblockable for 3. Meh.
Kemba's Skygaurd--I'm currently running this and not totally displeased, but not thrilled either. It's a decent sized flyer for 3 and can help in a race type situation, or gain some life and trade for any deck on the back foot.
Kabuto Moth--This might deserve more love than I'm giving it, but it just doesn't look that amazing at 3 mana. If it were a bear with "W,T: Target creature gets +1/+1 or +1/+2", I'd be totally game.
Burrenton Bombardier-- Not terrible or anything, but not exciting either. I think I'd rather have a 2/2 flyer than a creature get +1/+1 most times. I understand that it's a counter and I understand it can put you from a trading type situation to gaining the upper hand, but that's what removal spells are for.
Aven Riftwatcher--Really, really good. It's such a pain for aggro to see. It's good in midrange and control for when they just need a little bit of breathing room; it's not so great in aggro decks without reach, decks that would rather have a creature that lasts the entire game and just keeps swinging.
Shu Cavalry--Better than Soltari Lancer, imo. If this guy is not removed, it will connect, and it can actually block. It's fine, but not always necessary.
Kitsune Blademaster--This is another Cohort, but not as good, imo. Cohort can go for the throat when your opponent's defenses are down, but this guy will remain a 2/2 without creature interaction. It's still very solid and I will be looking for a place to put it in.
Wispmare--Not good. If it were a may, I'd be interested. It's not maindeckable, and it's not amazing as a sb card unless your opponent has a few enchantments and you have little to none.
Thermal Glider--I can't believe I'm still the only one running this thing. It's a splashable flyer that has protection from pingers and any burn spell, not to mention it blocks red creatures like a champ. Protection is no less good in Pauper than it is powered cubes, and everyone should make room for this guy, imo.
Opal Champion--Better than Guardian, imo, but still not very good for the very same reasons. This is not Cohort #3.
Nightwind Glider--Same review as Thermal Glider, but with "Protection from Pestilence and black removal spells" vs Pingers and Burn. Hell, I've seen decks that pair it with Pestilence, and it's super sick. Just play these, they perform much better than they look I paper, I promise.
Kor Sanctifiers--Should not be in the 3cc section, imo. I'll discuss it when we get to 4cc.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
I've already cut Kemba's Skyguard.
Kabuto Moth is a badass combat trick/creature saver/swinger. Protects as much as Thermal Glider, but can extend it to other creatures. Solid as a rock.
Huh. Didn't realize the applications of protection outside of slightly more unblockable. I'm definitely going to consider these.
Oh shiz, that's my bad on the Sanctifiers.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Kor Hookmaster The white Man-o-War. Not quite, but it's pretty close.
Dawnglare Invoker A lightning rod for 2w would be great, but its problem is that it's only a lightning rod when you have 8 available. Should win you the game when that happens, though. Quite good, but cuttable.
Ballynock Cohort Decent, but it is rather fragile as removal on your other dudes can sometimes 2 for 1 you. If you've got this in mind though, it's pretty decently costed and is great at combat.
Apex Hawks Don't like it. None of the modes are any good at all for their cost and even if you've got a load of mana, it's still hardly massive.
Soltari Lancer I won't lie, it's very cuttable. But being unblockable and having 2 power for 2w is not bad.
Kemba's Skygaurd Its restrictive cost means there are quite a few fliers I'd play over it, and it's hardly exciting anyway.
Kabuto Moth Dislike it, can only attack for one, and is fragile itself. The ability is hardly worth 3 on top of that.
Burrenton Bombardier I'd probably run this over Kemba's Skyguard, but that doesn't mean anything really. Unexciting.
Aven Riftwatcher Very good, it fits right into aggro and control and gives aggro decks nightmares all day. So awesome.
Shu Cavalry Very good, as unblockable is much better in white than blue. Hardly impressive stats, but better than most of the trash here.
Kitsune Blademaster Probably rather decent as you need to have a large guy to block it and it blocks by itself like a beast. Only hits for 2 though.
Wispmare I think it's good. When it hits, it's crazy advantage, if it doesn't then no harm done and it's still a fair body.
Thermal Glider Probably actually quite good, if only for the protection from pingers and burn.
Opal Champion-- The fact that the body isn't even that great when it pops says quite a bit, it's slow and dependant on the opponent.
Nightwind Glider-- Seems a lot worse than the red one, but I think I'll try it out. Though this and pestilence would be absolutely sick. Though another Pestilence combo would probably be pretty awesome (on top of Cho Manno's Blessing)
Draft it on Cubetutor!