I've wanted to give a Pauper cube a shot for a while, because I enjoy the differing power level and playing with cards that I probably wouldn't otherwise. I'm also interested in this project, because it's a cube I could take pretty much anywhere without much worry about cards being lost, stolen etc. I haven't really paid much attention to other Pauper/Peasant cubes because I wanted to see where I could get this on my own steam at first, and now I'm presenting it to you. You'll notice a fair number of pingers and tappers, which are meant to help control the board given lack of quality mass removal. There is a conscious effort to give control some big finishers and much needed tools, so some of the cards that seem subpar are probably for those purposes.
Number of cards: 360
Number of drafters: 4-8
30 lands
35 Artifacts and colorless
53 of each color
30 multicolor (3 of each 2 color combination)
No snow or uncards, although I would love to try Frazzled Editor.
I wanted to make the multicolor section very small given the cardpool. Because I kept the multcolor section so small, I decided not to use any hybrid cards if I could help it. UR has Petrahydrox, but there really isn't much to choose from in that color combo that doesn't give stuff to just blue in the case of stuff like Jilt. Basically, I want the multicolor cards to act like they are multiple colors in this cube.
This is my first try at a Pauper cube, so comments would be very much appreciated. Also, if you notice any misspellings or mistakes, on cards or otherwise, let me know. That stuff bothers me.
Yeah, some cool stuff I've never seen before. I like that you've made the multi-colored and artifact sections so small (I'm cutting a lot of cards from those in my CU cube).
Looks fun!
@ Fredmaster: Thanks for giving it a once-over; I put a good amount of time into this list and I think it's pretty solid, but it could use some fine tuning and knowledge of some hidden gems for sure.
I don't think I'll be expanding my multicolor section. I chose 3 of each combination because I didn't want to have too much multicolor show up in a draft and because combos like UR really drop off after 2 or 3 cards when not including uncommons or rares.
Lava Dart is really good, actually. It's like a common Forked Bolt at instant speed and the cost of saccing the mountain you used to play it, if you want.
As far as the Zendikar/Worldwake lands go, the only one I'm really displeased with is Piranha Marsh and the others are all Pauper playable to good, imo. Steppe, Seacliff, and Smoldering Spires all basically give evasion in some form; Crossroads, Peaks, Grove, and Garden (as well as Marsh, I suppose) all give you an edge in a race at the cost of cipt. And then Depths and Bog do something unique. The cycling lands don't really do anything that none of your other cards can't do. They can tap for mana next turn, or they can become another card. I just don't think they're worth it in a draft format.
@ sharky: As far as the multicolor and artifact sections go, I really didn't want to put anything in here that wasn't immediately playble for the most part and allowed very few niche cards to make it in. I used the filter of a program and narrowed each search to "color is___", "rarity: common" and then sifted through pretty much every card possible for each section until I got a list of about 100 possible additions for each color and considerably less so for artifacts, lands, and multicolor. Just had to whittle down each list because I want very few cards that aren't going to see play in 70%+ of the drafts.
Also, would you guys mind telling me what unusual cards I run? Like I said, I pretty much built this thing from the ground up and had only initial motivation from other similar cubes. I took what I thought to be decent to good and shoved it in here.
Yeah, I stand by almost all of those as cards that I know will be good and the others are cards that I suspect will be. I mean, Goblin Patrol makes it into powered cubes, so I don't think many(if any at all) of these lists are authoritative on what should be in Pauper cubes. We'll see from further drafts how good what cards are and what archetypes need more support. Thanks for the info and feedback.
I know I said I didn't care for the cycling lands, but I figured a land that could tap for mana or become another card is better than Piranha Marsh, which always has to suck.
Personally, I don't like Helium Squirter, but I do think it's better than the Banisher, so I agree with the change~
Have you played with it, or is it a gut reaction? If you have played with it, what was it that you didn't like about it? I think that the pump was almost more relevant than the evasion(to get around future pingers or some other removal/ be able to swing or block without trading).
Oh and Sandstorm has been garbage so far, but the cube hasn't been drafted too many times yet. I'll give it another 3+ tries before it gets the axe.
Gut feeling. I think there are much better cards than it; Tidewater Minion, for one.
Sad on the Sandstorm front. I wonder if I should cut it, but I think that it might works in my Cube. My cube has a lot more focus on specific archetypes and color identity (Blue is bounce, for example), and one of the main archetypes I love is Dead Dog and self-discard decks, which strengthens Threshold.
I definitely don't think Minion is better than HS. Minion is harder to cast, has no evasion, and costs a million mana to attack with--lending it way more to control decks than being somewhat flexible. HS makes stuff bigger and gives evasion, both of which are quite powerful abilities.
I don't think minion is terrible or unplayable by any means, but I certainly think it's a notch or two below. Still though, that is a card that went under my radar and it could warrant testing.
I agree, it's a matter of different archtypes. Tidewater Minion is a total beast in control, while HS is (I assume) a great card for creature-heavy X/U aggro decks. I just think that the Minion is better for control than HS is for aggro.
Haha, same with me; Helium Squirter seems like a good card to experiment with. Thanks for the suggestion! (And everyone left the discussion better off. xD)
Hey, nice cube! You've given me a lot of ideas for my own.
I couldn't help but notice though, in your multicoloured section, you said that there wasn't much to choose from with UR - I have to disagree. With my cube, I've found that UR control is a really strong deck, with counters, burn spells and card advantage. Jilt is a really powerful card, you should definitely try it out. Izzet Chronarch is also decent, getting back a counterspell or a Lightning Bolt is always nice. Quicksilver Dagger is also an interesting card that can get seriously nuts as the game goes on.
On the whole, i really like the look of your cube - you've got some really nice cards that I totally forgot about - Soul Manipulation and Winged Coatl seem pretty strong, and will probably find there ways into my cube too. It's especially nice to see the Coatl not being abused by Momir Vig in EDH.
Sorry, haven't checked this thread in a while. Thanks for the feedback kirby, but none of those UR cards really do it for me or act even less like true multicolor in the case of Jilt.
So, M11 has been very kind to this cube. Here are the updates:
There are obviously some reprints making it onto the list, but it really took M11 to make me give them a second look. I'm excited about almost every card going in this update and especially excited about green. Let me know what you guys think.
Green has very few ways to deal with flying and it has a huge butt. I definitely would prefer Penumbra Spider, but I don't actually have one right now. As far as the cuts go, there really isn't anything I'll be missing too much, so why not replace something that will always sit in a sideboard with something that will be sided in?
Giant Spider definitely seems unimpressive. I run Cloudcrown Oak, who is generally pretty decent, but I'm not whether it's better or worse than Penumbra Spider. The 3 power means it can go on the offense, but the Thrinax-style ability seems pretty decent.
I like your changes overall, but am sad to see Wearbear go. He's been really solid for me, and come on, he's called Werebear.
Snapping Drake is pretty good, but very rarely does blue go all out aggro and a 3/2 just can't block much without dying. It's bad for 4 drops to trade for 1 drops. Azure drake should serve the blue mage's needs much better, by holding the fort until it's finally time to start swinging back.
Yamabushi's Storm was never terrible or anything, but it was never amazing either. Most times you'd either not want to play it, because you'd kill your own guys too or you'd have to work out some awkward blocking/attacking situations to make it worthwhile. Fling, on the other hand, is much easier to get value out of. It's a nice "answer" to Pacifism type effects, can break up a stalemate, or just go to the dome ftw. The utility you get out of the card is well worth the card disadvantage imo.
I'm waiting until the entire cube is updated and foil(if possible) to put up pictures.
I removed Gladehart for the Boar because the boar is useful a turn earlier and it's more useful when drawn late whereas Gladehart needs at least two more land drops to equal the same effectiveness and that takes two turns outside of Rampant Growth type effects.
That pretty much sums my feelings up on that, but I think they are both fine cards and I can see possible arguments for either. I could see certain cubes playing both, but when put head-to-head I vote Boar.
But the four life gained from Brindle Boar requires it to be sacrificed. Grazing Gladehart doesn't. If the creature eats a removal spell before Grazing Gladehart gains you 4 life, then of course, Brindle Boar is better, but Grazing Gladehart can do it without dying, and can do a lot more.
But, to each his own. I've had a lot of success with Grazing Gladehart, but I haven't tested Brindle Boar, so... /shrugs
I cannot believe that someone cuts the Ballista! This card is the nuts for us. We see it at least in the top 15 of cards overall. May I ask why you changed the "I kill your little men" effect for flying and first strike? You can even splash the Ballista! Was it not impressive for you?
The problem with Ballista was that it's a totally reactive card that the opponent can see and plan around. Sure, it's a nice way to stop a two toughness creature, but so is a 2 power, flying first striker. And the Crusader can go on the offensive much better than the Ballista. The fact that the Ballista is easier to cast is somewhat lessened when nobody wants the card in their deck. This cube has been through 20ish drafts and I don't think I ever saw it played and if it did make someone's deck, they must have had better things to cast because it literally never saw the field.
I had much higher hopes for the Ballista and thought it would be a great defensive card, but there are still a lot of cards that work better defensively. I'm not opposed to possibly giving it another shot, someday, because my initial evaluation of the card is very much like your current one.
I'm still not 100% on the Boar vs Gladehart deal, but I'm just going with what I think the best card on average would be. Gladehart has a much higher ceiling, but I think the Boar will do just fine early and much, much better when drawn late in tight situations. There could very well be room for both.
I'm still not 100% on the Boar vs Gladehart deal, but I'm just going with what I think the best card on average would be. Gladehart has a much higher ceiling, but I think the Boar will do just fine early and much, much better when drawn late in tight situations. There could very well be room for both.
But that's exactly the thing. Of course there are situations in which Boar is better (you and your opponent on 1 life, you know your opponent has a Lightning Bolt and you know you're going to draw a bolt after Boar/Gladehart). But in the general lategame "I just need to stabilize" kind of situation, which is by far more common, the Gladehart makes every top-deck land at least a little better. And if you're on the winning edge, neither will matter much late game.
Then you've just played a "2G, Gain 4 life" spell and effectively stalled out a losing situation, yes. That 4 life has bought you maybe one or two turns. But unless that happens consistently, Grazing Gladehart is better most of the time.
And that is not what I said. I said, "If you keep drawing into lands, they're not as useless." And unless you're the god of luck, you will draw useless lands lategame.
Grazing Gladehart is good early on and great later. Brindle Boar is good early on, but becomes increasingly bad as the game progresses.
I just don't think Brindle Boar stacks up. And Grazing Gladehart is going to get the chop soon, too, when they print a better green creatures. Neither is that great, in my opinion. But if you were to pick one, I'd go with the Grazing Gladehart.
Then you've just played a "2G, Gain 4 life" spell and effectively stalled out a losing situation, yes. That 4 life has bought you maybe one or two turns.
Who would not block with Boar and effectively gain 6 or more life? It just boils down to the fact that it's useful the turn it comes down, no matter what turn that is. There are certain board states or plays that make Gladehart better or worse than Boar at any given time, but it can't, by definition, be as consistent, and I rate Boar as decent enough consistently.
This has been way too long of a debate over two playable creatures and I think we should just agree to disagree until more conclusive information is at hand should both sides be willing to listen to that.
Number of cards: 360
Number of drafters: 4-8
30 lands
35 Artifacts and colorless
53 of each color
30 multicolor (3 of each 2 color combination)
No snow or uncards, although I would love to try Frazzled Editor.
* = Foil
FNM = FNM Foil
DCI = DCI Foil
Total foil/promo/alternate art: 286
Total: 30
Manafixing:19
Evolving Wilds*
Terramorphic Expanse*
Shimmering Grotto*
Rupture Spire*
Bant Panorama *
Esper Panorama*
Grixis Panorama*
Jund Panorama*
Naya Panorama*
Azorius Chancery
Boros Garrison*
Dimir Aqueduct
Golgari Rot Farm
Gruul Turf*
Izzet Boilerworks*
Orzhov Basilica
Rakdos Carnarium
Selesnya Sanctuary
Simic Growth Chamber
Utility:11
Desert FNM
Kabira Crossroads*
Sejiri Steppe*
Halimar Depths*
Soaring Seacliff*
Barren Moor*
Bojuka Bog*
Smoldering Spires
Teetering Peaks*
Khalni Garden*
Turntimber Grove*
Total: 35
Creatures: 4
Perilous Myr*
Pilgrim's Eye*
Phyrexian War Beast Alter
Ulamog's Crusher*
Noncreature: 31
0 cc
Lotus Petal FTV
1 cc
Wayfarer's Bauble*
Relic of Progenitus*
Flayer Husk
Adventuring Gear*
Bonesplitter Arena Promo
Leonin Bola*
Leonin Scimitar*
Viridian Longbow*
Copper Carapace
2 cc
Armillary Sphere*
Azorius Signet*
Boros Signet*
Dimir Signet
Golgari Signet*
Gruul Signet*
Izzet Signet*
Orzhov Signet
Rakdos Signet
Selesnya Signet*
Simic Signet
Mind Stone DCI
Prophetic Prism*
Darksteel Pendant *
Kitesail*
Vulshok Morningstar*
3 cc
Tumble Magnet*
Darksteel Ingot*
Strider Harness*
Whispersilk Cloak*
4 cc
Serrated Arrows FNM
Total: 53
Creatures:36
1cc
Steppe Lynx*
Benevolent Bodyguard*
Icatian Javelineers DCI
Infantry Veteran*
Goldmeadow Harrier*
Shade of Trokair*
2cc
Blade of the Sixth Pride*
Youthful Knight
Knight of Cliffhaven*
Lone Missionary*
Kor Skyfisher*
Stormfront Pegasus*
Soltari Trooper
Wall of Glare
Squall Drifter*
Blinding Mage*
Leonin Skyhunterl*
Order of Leitbur Alter
3cc
Aven Riftwatcher*
Nightwind Glider*
Thermal Glider*
Ballynock Cohort
Kor Hookmaster*
Kabuto Moth*
Apex Hawks*
Soltari Visionary
4cc
Guardian of the Guildpact*
Coalition Honor Guard*
Cenn's Enlistment*
Kor Sanctifiers*
Skyhunter Patrol*
Cloud Crusader*
Daru Lancer*
Razor Golem
5cc
Castle Raptors
Plover Knights*
6cc
Noble Templar*
Noncreatures: 17
1cc
Sunlance*
Mana Tithe*
2cc
Journey to Nowhere*
Pacifism*
Temporal Isolation*
Puncturing Light*
Shelter*
Disenchant
Seal of Cleansing FNM
3cc
Oblivion Ring FNM
Fortify*
Prismatic Strands*
Repel the Darkness*
Arrest*
4cc
Faith's Fetters*
Inspired Charge*
Total: 53
Creatures: 23
2cc
Looter il-Kor
Merfolk Looter*
Waterfront Bouncer*
Augury Owl*
Ninja of the Deep Hours
Errant Ephemeron*
3cc
Sea Gate Oracle
Pestermite*
Prodigal Sorcerer*
Man-O'-War
Neurok Invisimancer*
Spiketail Drakeling
Calcite Snapper*
Aether Adept*
Shaper Parasite*
4cc
Azure Drake*
Windrider Eel*
Shimmering Glasskite*
Fencer Clique*
5cc
Mulldrifter FNM
Mnemonic Wall
Helium Squirter*
6cc
Aethersnipe*
Noncreatures: 29
0c
Daze
1cc
Ponder*
Preordain*
Brainstorm FNM
Force Spike FNM
Flood Alter
2cc
Arcane Denial
Mana Leak
Memory Lapse*
Miscalculation
Remove Soul*
Ice Cage*
Narcolepsy*
Think Twice*
Impulse
Into the Roil*
Withdraw*
Counterspell FNM
3cc
Convolute*
Rethink*
Frantic Search
Compulsive Research*
Rushing River
Capsize
4cc
Foresee*
Deep Analysis FNM
5cc
Whiplash Trap*
X
Condescend*
Power Sink Alter
Repeal
Total:53
Creatures:28
1cc
Vampire Lacerator*
Carnophage FNM
Fume Spitter*
Corpulent Corpse*
2cc
Dauthi Horror
Fledgling Djinn
Surrakar Marauder*
Blind Creeper*
Wretched Anurid*
Rathi Trapper*
Wicked Akuba
Skittering Skirge
Order of the Ebon Hand Alter
3cc
Moriok Replica*
Dauthi Marauder
Takenuma Bleeder*
Crypt Rats
Bloodrite Invoker*
Liliana's Specter*
Stinkweed Imp
4cc
Gravebane Zombie
Gravedigger*
Faceless Butcher*
Shadow Rider
Crypt Ripper*
5cc
Skinthinner*
6cc +
Twisted Abomination Arena
Heartstabber Mosquito*
Noncreatures:25
0cc
Snuff Out
1cc
Paralyze Alter
Disfigure*
Innocent Blood
Ostracize*
Duress FNM
Tortured Existence
Dark Ritual DCI
Mindstab*
2cc
Diabolic Edict
Doomblade*
Last Gasp*
Shrivel*
Sign in Blood*
Hymn to Tourach Alter
Grasp of Darkness*
3cc
Seal of Doom*
Last Kiss*
Rend Flesh*
Reaping the Graves*
Bog Down
4cc
Tendrils of Corruption
Pestilence Alter
Evincar's Justice Alter
5cc
Disturbed Burial
Total:53
Creatures:31
1cc
Goblin Patrol
Mogg Fanatic DCI
Kris Mage*
Martyr of Ashes*
Keldon Halberdier*
2cc
Mogg Flunkies Alter
Keldon Marauders*
Fireslinger FNM
Plated Geopede*
Hearth Kami*
Mogg War Marshal
Goblin Bushwhacker*
Stingscourger*
3cc
Vulshok Replica
Spin Engine
Gathan Raiders*
Spur Grappler*
Defender of Chaos*
Vithian Stinger
Keldon Vandals
Manic Vandal*
Skirk Marauder Arena
Ghitu Slinger*
4cc
Bladetusk Boar*
Subterranean Shambler*
Vulshok Berserker*
Lightning Hounds Media Inserts
Flamecore Elemental*
5cc
Flowstone Crusher*
6cc +
Chartooth Cougar*
Macetail Hystrodon*
Noncreatures: 22
0cc
Fireblast FNM
1cc
Seal of Fire*
Burst Lightning
Lava Dart*
Lightning Bolt*
Firebolt FNM
Flame Slash
Rift Bolt FNM
Dead // Gone*
2cc
Volcanic Hammer
Incinerate Alter
Fling DCI
3cc
Staggershock*
Arc Lightning
Path of Anger's Flame*
Stone Rain*
4cc
Chandra's Outrage*
Aftershock
5cc +
Pyrotechnics *
Lava Storm Alter
X
Fireball*
Rolling Thunder Alter
Total:53
Creatures:38
1cc
Llanowar Elves*
Jungle Lion
Wild Dogs
Pouncing Jaguar Arena
Basking Rootwalla FNM
Durkwood Baloth*
2cc
Nest Invader
Silhana Ledgewalker*
Wild Mongrel FNM
Mire Boa*
River Boa*
Sakura-Tribe Elder
Sylvan Ranger DCI
Wall of Roots FNM
Giant Dustwasp*
Garruk's Companion *
3cc
Sylvok Replica*
Nantuko Vigilante*
Grazing Gladehart*
Penumbra Bobcat*
Hungry Spriggan
Borderland Ranger
Sacred Wolf*
Simian Grunts*
Golgari Brownscale*
Yavimaya Elder Alter
4cc
Wickerbough Elder
Penumbra Spider*
Tangle Mantis
Wild Leotau*
Wildheart Invoker
Blastoderm FNM
5cc
Plated Rootwalla
Stampeding Rhino*
Sprout Swarm*
Vastwood Zendikon*
6cc +
Havenwood Wurm*
Mold Shambler*
Krosan Tusker FNM
Noncreatures: 14
1cc
Utopia Sprawl
Rancor FNM
Groundswell*
Reclaim
Vines of Vastwood*
Search for Tomorrow
2cc
Rampant Growth*
Seal of Primordium
Predator's Strike*
Moment's Peace
3cc
Snake Umbra*
Harrow*
Kodama's Reach
Cultivate*
I wanted to make the multicolor section very small given the cardpool. Because I kept the multcolor section so small, I decided not to use any hybrid cards if I could help it. UR has Petrahydrox, but there really isn't much to choose from in that color combo that doesn't give stuff to just blue in the case of stuff like Jilt. Basically, I want the multicolor cards to act like they are multiple colors in this cube.
Total:30
UW:
Deft Duelist*
Silkbind Faerie*
Overrule*
UB:
Agony Warp*
Recoil*
Soul Manipulation*
BR:
Goblin Deathraiders*
Terminate FNM
Blightning*
RG:
Kird Ape FTV
Scab-Clan Mauler*
Branching Bolt*
GW:
Qasali Pridemage FNM
Sigil Blessing*
Armadillo Cloak FNM
WB:
Blind Hunter*
Castigate*
Pillory of the Sleepless*
UR:
Razorfin Hunter*
Petrahydrox*
Steamcore Weird*
BG:
Putrid Leech*
Shambling Shell*
Consume Strength*
GU:
Winged Coatl*
Assault Zeppelid*
Temporal Spring*
RW:
Goblin Legionnaire FNM
Skyknight Legionnaire*
Squee's Embrace*
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Looks fun!
I don't think I'll be expanding my multicolor section. I chose 3 of each combination because I didn't want to have too much multicolor show up in a draft and because combos like UR really drop off after 2 or 3 cards when not including uncommons or rares.
Lava Dart is really good, actually. It's like a common Forked Bolt at instant speed and the cost of saccing the mountain you used to play it, if you want.
As far as the Zendikar/Worldwake lands go, the only one I'm really displeased with is Piranha Marsh and the others are all Pauper playable to good, imo. Steppe, Seacliff, and Smoldering Spires all basically give evasion in some form; Crossroads, Peaks, Grove, and Garden (as well as Marsh, I suppose) all give you an edge in a race at the cost of cipt. And then Depths and Bog do something unique. The cycling lands don't really do anything that none of your other cards can't do. They can tap for mana next turn, or they can become another card. I just don't think they're worth it in a draft format.
@ sharky: As far as the multicolor and artifact sections go, I really didn't want to put anything in here that wasn't immediately playble for the most part and allowed very few niche cards to make it in. I used the filter of a program and narrowed each search to "color is___", "rarity: common" and then sifted through pretty much every card possible for each section until I got a list of about 100 possible additions for each color and considerably less so for artifacts, lands, and multicolor. Just had to whittle down each list because I want very few cards that aren't going to see play in 70%+ of the drafts.
Also, would you guys mind telling me what unusual cards I run? Like I said, I pretty much built this thing from the ground up and had only initial motivation from other similar cubes. I took what I thought to be decent to good and shoved it in here.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
- Piranha Marsh, + Barren Moor
- Relic of Progenitus, - Vulshok Gauntlets, + Leonin Bola, + Whispersilk Cloak
- Palace Guard, - Gelid Shackles, + Wall of Glare, + Shelter
I know I said I didn't care for the cycling lands, but I figured a land that could tap for mana or become another card is better than Piranha Marsh, which always has to suck.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
This was suggested by one of the cube regulars and HS was really good all day. Such a good exchange.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
And also, awesome on the Swirling Sandstorm. How has it been working out for you?
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Have you played with it, or is it a gut reaction? If you have played with it, what was it that you didn't like about it? I think that the pump was almost more relevant than the evasion(to get around future pingers or some other removal/ be able to swing or block without trading).
Oh and Sandstorm has been garbage so far, but the cube hasn't been drafted too many times yet. I'll give it another 3+ tries before it gets the axe.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Sad on the Sandstorm front. I wonder if I should cut it, but I think that it might works in my Cube. My cube has a lot more focus on specific archetypes and color identity (Blue is bounce, for example), and one of the main archetypes I love is Dead Dog and self-discard decks, which strengthens Threshold.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I don't think minion is terrible or unplayable by any means, but I certainly think it's a notch or two below. Still though, that is a card that went under my radar and it could warrant testing.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Haha, same with me; Helium Squirter seems like a good card to experiment with. Thanks for the suggestion! (And everyone left the discussion better off. xD)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I couldn't help but notice though, in your multicoloured section, you said that there wasn't much to choose from with UR - I have to disagree. With my cube, I've found that UR control is a really strong deck, with counters, burn spells and card advantage. Jilt is a really powerful card, you should definitely try it out. Izzet Chronarch is also decent, getting back a counterspell or a Lightning Bolt is always nice. Quicksilver Dagger is also an interesting card that can get seriously nuts as the game goes on.
On the whole, i really like the look of your cube - you've got some really nice cards that I totally forgot about - Soul Manipulation and Winged Coatl seem pretty strong, and will probably find there ways into my cube too. It's especially nice to see the Coatl not being abused by Momir Vig in EDH.
My Pauper Cube (Pictures)
My Type 4 Stack
So, M11 has been very kind to this cube. Here are the updates:
White: - Ivory Giant, - Glorious Charge, + Blinding Mage, + Inspired Charge
Blue: - Coral Trickster, - Inspiration, - Boomerang, + Augury Owl, + Aether Adept, + Foresee
Black: - Death's-Head Buzzard, + Liliana's Specter
Red:- Akki Avalanchers, - Swirling Sandstorm, + Manic Vandal, + Chandra's Outrage
Green: - Werebear, - Multani's Acolyte, - Grazing Gladehart, - Mist Leopard, - Lignify, - Mwonvuli Acid-Moss, + Sylvan Ranger, + Garruk's Companion, + Sacred Wolf, + Brindle Boar, + Giant Spider, + Cultivate
There are obviously some reprints making it onto the list, but it really took M11 to make me give them a second look. I'm excited about almost every card going in this update and especially excited about green. Let me know what you guys think.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
But, solid changes overall.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
A flaw in my logic?
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I like your changes overall, but am sad to see Wearbear go. He's been really solid for me, and come on, he's called Werebear.
My Pauper Cube (Pictures)
My Type 4 Stack
- Heavy Ballista, + Cloud Crusader
- Snapping Drake, + Azure Drake
- Yamabushi's Storm, + Fling
Snapping Drake is pretty good, but very rarely does blue go all out aggro and a 3/2 just can't block much without dying. It's bad for 4 drops to trade for 1 drops. Azure drake should serve the blue mage's needs much better, by holding the fort until it's finally time to start swinging back.
Yamabushi's Storm was never terrible or anything, but it was never amazing either. Most times you'd either not want to play it, because you'd kill your own guys too or you'd have to work out some awkward blocking/attacking situations to make it worthwhile. Fling, on the other hand, is much easier to get value out of. It's a nice "answer" to Pacifism type effects, can break up a stalemate, or just go to the dome ftw. The utility you get out of the card is well worth the card disadvantage imo.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
I removed Gladehart for the Boar because the boar is useful a turn earlier and it's more useful when drawn late whereas Gladehart needs at least two more land drops to equal the same effectiveness and that takes two turns outside of Rampant Growth type effects.
That pretty much sums my feelings up on that, but I think they are both fine cards and I can see possible arguments for either. I could see certain cubes playing both, but when put head-to-head I vote Boar.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
But, to each his own. I've had a lot of success with Grazing Gladehart, but I haven't tested Brindle Boar, so... /shrugs
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
The problem with Ballista was that it's a totally reactive card that the opponent can see and plan around. Sure, it's a nice way to stop a two toughness creature, but so is a 2 power, flying first striker. And the Crusader can go on the offensive much better than the Ballista. The fact that the Ballista is easier to cast is somewhat lessened when nobody wants the card in their deck. This cube has been through 20ish drafts and I don't think I ever saw it played and if it did make someone's deck, they must have had better things to cast because it literally never saw the field.
I had much higher hopes for the Ballista and thought it would be a great defensive card, but there are still a lot of cards that work better defensively. I'm not opposed to possibly giving it another shot, someday, because my initial evaluation of the card is very much like your current one.
I'm still not 100% on the Boar vs Gladehart deal, but I'm just going with what I think the best card on average would be. Gladehart has a much higher ceiling, but I think the Boar will do just fine early and much, much better when drawn late in tight situations. There could very well be room for both.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
But that's exactly the thing. Of course there are situations in which Boar is better (you and your opponent on 1 life, you know your opponent has a Lightning Bolt and you know you're going to draw a bolt after Boar/Gladehart). But in the general lategame "I just need to stabilize" kind of situation, which is by far more common, the Gladehart makes every top-deck land at least a little better. And if you're on the winning edge, neither will matter much late game.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
You say: "If you keep drawing into lands, it could buy you a lot more time. " I don't necessarily disagree with this.
I say: "What if you don't have the luxury of two or more turns in a lategame situation?"
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
And that is not what I said. I said, "If you keep drawing into lands, they're not as useless." And unless you're the god of luck, you will draw useless lands lategame.
Grazing Gladehart is good early on and great later. Brindle Boar is good early on, but becomes increasingly bad as the game progresses.
I just don't think Brindle Boar stacks up. And Grazing Gladehart is going to get the chop soon, too, when they print a better green creatures. Neither is that great, in my opinion. But if you were to pick one, I'd go with the Grazing Gladehart.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Who would not block with Boar and effectively gain 6 or more life? It just boils down to the fact that it's useful the turn it comes down, no matter what turn that is. There are certain board states or plays that make Gladehart better or worse than Boar at any given time, but it can't, by definition, be as consistent, and I rate Boar as decent enough consistently.
This has been way too long of a debate over two playable creatures and I think we should just agree to disagree until more conclusive information is at hand should both sides be willing to listen to that.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.