For the past few months my (relatively) young pauper cube has been gathering dust on my shelf next to my binoculars, so I figured it's time for a revamp. As I said, it's fairly young, so there are some pretty odd cards in there (Topple springs to mind). On the whole, I've tried to go for power, but if a card is shiny, foreign and/or signed, I generally can't resist (see Mass of Ghouls).
Without further ado, here is my cube.
Cube Size: 360 cards
Breakdown: 51 each color, 24 lands, 31 artifacts, 50 multicolor
Standard or Theme: Pauper
Snow Lands: Only a couple shiny basics, but no cards that interact with them.
Average Number of Players: 2 for Winston/Rochester, 4-6 for booster draft.
How Often Drafted: once or twice a fortnight
Powered: No, unless they reprint P9 at common.
"Un" Cards: No
Banned Cards for Power-Level: No
Banned Cards for Time Constraints: No
Banned Cards for "fun" factor: No
Standard or Multiplayer: Standard
Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
On the whole, white is all about weenie, with tons of aggressively costed creatures, many of which have evasion. White also gets the best removal, most of which is enchantment-based. Generally I find that White is a strong colour, main or splash, with decent creatures and removal, and RW burn-aggro is one of my favourite decks to draft.
Blue is the best colour in Magic, and it's no different here. Blue is by far the most powerful colour; it gets the best card advantage, the best creature the in the format (Mulldrifter), not to mention counterspells and other tricks. The two best decks (I've found) are UR control, with burn, bounce and counters and UB control.
Looking at Barrow Ghoul, I think it has potential, but only in the right Cube. My cube has a color-wide theme of the graveyard, and it might work, but I'm not sure. I might give it a try; if you do, tell me how it worked for you.
Can't agree with Uprising; it's not that great a card. There are better. *cough* Thinking about it, I think Uprising is a brilliant card, but that's just talking in terms of my own cube more than others. I'm going to add it, and you might want to try it too!
Orim's Thunder has a lot of potential. Try it out, will you? Take out the Fire at Will; my experience tells me it's not that great.
Lancer is awesome, try it try it try it!
If you're thinking about the Honor Guard, go Standard Bearer instead; but both are sideboard cards at best, so I'd say no.
I'm going to try Shelter out, so I'll tell you how it worked for me!
Heh, I heard Urborg Uprising is a bomb; returning 2 critters and getting a card for 5 mana does seem like a good deal. I like Orim's Thunder, but I have found that artifacts/enchantments aren't really that much of a problem in my cube; other than various white enchantment-based removal spells and signets they don't really come up that often, but I think I will give it a go. And yeah, Fire at Will sucks pretty bad.
Lancer is good, haste is always welcome. Any suggestions as to what red creature should get the axe?
I'm almost certain Shelter is as good as it looks; counter target removal spell, draw a card for 1W? Sounds good to me.
Thallids and saprolings are one way pauper green can try to get out of hand. Traproot Kami and Shinen of Life's Roar are solid spirits in green. I have a hunch a small green-white or green-black spirits theme could be pretty resilient for a pauper cube, though I haven't tried it. You could give other colors a few spirits with strong abilities and sneak all the soulshift recursion into green.
+ Sylvan Ranger 1G
When ~ enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. 1/1
Better than Civic Wayfinder IMO, getting the land a turn earlier is a lot more useful. Also better than Elvish Visionary in many situations.
+ Cultivate 2G
Sorcery, Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other in your hand. Then shuffle your library.
Another solid ramp spell.
+ Garruk's Companion GG
An awesome beater, just what my green needs. Shame they gave him 5 lines of reminder text. :@
+ Sacred Wolf 2G
Sacred Wolf can't be the target of spells or abilities your opponents control. 3/1
Another aggro creature.
+ Manic Vandal
Turn 3 on the play, smash their Signet/Borderpost and have a dude in play? Just brutal.
+ Chandra's Outrage
Not convinced, but I suppose it's better to try a card then dismiss it rather than dismiss it outright. As I've said before, 2RR is a lot for a burn spell, and Flame Slash deals 4 as well, for R. Well, we'll see.
More OCD changes!
White bordered 7th Force Spike -> super-hot FNM version
White bordered 4th Flood -> The Dark version
Puncture Blast instead. I'm not impressed by those cards at all and have cut them some time ago.
the Blast costs 2 more mana than it should cost
maybe this is just rare-cube crazy talk but i like puncture blast, and if it's overcosted at all, it's by 1 at most. you want lightning bolt with wither? uh...no i don't think so. blast is one of the weaker burn spells i run but i like that it stays relevant late game against the fatty boom booms. perhaps there is less boom booming in c/u.
I like Puncture Blast a lot. Permanent -3/-3 to a dude or three damage to the face at instant speed? That's definitely worth three mana. It's not the best burn spell available, but it's certainly not the worst.