Neurok Stealthsuit has always been on the fence for me.
Usman, you should really try out - Inspiration, + Foresee. I made the swap and never looked back. Possibly digging 6 cards deep is well worth giving up the instant speed. When you have a specific card you're looking for, it feels like a Diabolic Tutor.
Neurok Stealthsuit has always been on the fence for me.
Usman, you should really try out - Inspiration, + Foresee. I made the swap and never looked back. Possibly digging 6 cards deep is well worth giving up the instant speed. When you have a specific card you're looking for, it feels like a Diabolic Tutor.
I've never like the Stealthsuit, but I can see how others would consider it good.
The art on Foresee makes me feel like I'm cross eyed and almost gives me motion sickness. If any card needs to be altered it's that one, just so I don't puke every time it's in my hand.
The art on Foresee makes me feel like I'm cross eyed and almost gives me motion sickness. If any card needs to be altered it's that one, just so I don't puke every time it's in my hand.
oh man, dude. i thought i was the only one. it's so unsettling.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
oh man, dude. i thought i was the only one. it's so unsettling.
OMG, dude... seriously, before I made that post I clicked the autocard for Foresee just to remind myself of the exact wording and immediately regretted it. I swear I felt nauseous for a good two minutes afterward.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Yes, but at the same time it's like one of those things you don't want to look at and yet you can't look away! I'd at least have to Sharpie the top two eyes out.
If I was going to draw a pair of sunglasses over one of the pairs of eyes on Foresee and write something in the flavor text referencing David Caruso from CSI (aka "the sunglasses guy") what'd be a good one-liner to have for the text? Or would just YEAAAAAAAAAAAAAAAAAAAAAAAAAH be good? (I also think there may very well be room for both Inspiration and Foresee.)
(I'm also probably going to replace the forestcycler with Nissa's Chosen.)
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I think I hate the writers for CSI Miami more than I hate David Caruso, but I dislike them both. I don't really follow trends closely, but I can't disagree with the masses here.
David Caruso doesn't really have a one-liner that stands out. The only thing that stands out is his sunglasses and the fact that he's always looking at me with his head turned. You should just get it altered (or alter it, depending on your skills) with an image of Caruso holding his sunglasses, standing sideways, looking straight at us. Or maybe a head shot with his glasses down on his nose and looking out over top of the glasses. He does that a lot too.
I'll update the OP with the revised list later. It's in my blog under my commons cube header at the top.
I took my sweet time, but here's my commons cube update. I focused my attention towards my commons cube when I was helping to build Ogre's Games' cube (which, unfortunately was never drafted since conversations tended to go "Sure, I'd like to cube draft." "I just have my commons one here, my regular cube's still in shambles." "Oh. I've gotta playtest my EDH deck. And do my taxes.") My commons cube has been like a side project, so now that I did some work on the main project, the side project could get some things done. Some of these changes were the result of discussion on the MTGSalvation's Cube Forum's Pauper Cube Evaluation thread here.
The 1-mana suspend creatures are an odd bunch. They're counterintuitive in that they're actually not that great in aggro decks since you want your creatures to be attacking in the early parts of the game and cheap suspenders spend a LOT of time exiled. On turn 4, the Knight isn't terribly impressive and thinking about it in further detail got me to cutting it. Trapper's 0 mana cost has been nice since there's a Shivan Gorge's distance between paying 0 mana and 1. I've rarely seen the trapper's untap trigger that happen much and 4 mana is a TON of mana for a tapper. Dude's gotta go. Renewed Faith and Safe Passage were pretty weak defensive cards that I don't feel are needed right now (and if I was going to add a lifegainer, I'd add Temple Acolyte, but I think Lone Missionary does the job well enough.) Niveous Wisps came from thinking about Panic Spellbomb and realizing that the Wisps were an upgrade - cheaper, able to be used at the end of your turn and marginally useful by turning creatures white for Doom Blade/Terror. Cards like Niveous Wisps and Youthful Knight should help the offensive decks.
Wall of Glare's a card that's been talked about in the MTGS thread - I'm not a huge fan of walls that do nothing aside from blocking unless they're really good at the job (Wall of Denial) as cards like Halimar Wavewatch and Wall of Roots do things aside from blocking well. I'm hoping that Wall of Glare's ability to block 2+ things and 5 toughness can put it into playable range. Angelic of Renewal should act as a Seal of Graceful Reprieve, acting like it did when damage went on the stack, since the creature still deals damage in combat.
I included Silver Myr because I figured that even a bad mana ramp card would be good for the color. When it came to cutting things for Seer and Foresee, I realized that blue doesn't need suboptimal mana ramp to be good. Blue already has the signets and Mind Stone and doesn't need a bad ramp card. Oona's Grace is a really good card, one that I think could come back in, but I think that the card advantage and filtering from Foresee beats it. Grace may end up replacing Fathom Seer in the future, it's a card that I have hopes for.
I'm not sure what happened, I think that I had the sections mismatched when I was using this cube as my card bank, as I tended to get cards for Ogre's Cube and my cube from here. Cadaver Imp is a card that has been better than expected, but still a card that I'm not the hugest fan of. There's a huge distance between 1 and 2 power, but evasion helps its body become relevant. Still, I'd take Gravedigger over it.
Child of Night was a card that I wasn't too big on adding and I don't think that I'll miss it. It has a relatively weak body and its lifelink doesn't really push it into the realm of playability as good lifelinkers are solid on their own (Knight of Meadowgrain and Baneslayer Angel in powered cubes.) Unburden should be a solid discard effect, Mind Rot's on the cusp of playability but it can be useless in the lategame. Thankfully, Unburden cycles. Unearth is a card that I've heard good things about - may be useful in aggressive strategies and can recur some creatures with ETB triggers like Cadaver Imp and Civic Wayfinder. Cycling also helps its playability.
Discussion with Adam Styborski made me realize that Pyrite Spellbomb is pretty good when considered as a 1R 2 damage card with (sorcery speed) cycling. War Buggy and Mage eventually left due to weakness and I feel that Fault Riders should be a decent card here. 4 power + first strike is hard to beat (which is why I've been impressed with Keldon Halberdier) and red decks typically won't need too many lands to run. Will Ruinous Minotaur come in? I think it will, eventually.
Naturalize got replaced by its cheaper 1 mana cousin and I think that the lifeloss should be a fine drawback. There's also the ability to be able to Claim your own cards when you're going to die from being at -2 life. Siege Wurm got the axe because I feel that there are enough ramp targets in here and that many already have ways to be used for less mana like Mold Shambler and Kavu Primarch without kicker. Charge was a card that I felt wasn't needed with other arguably stronger pump effects. The 2 mana creatures should be solid in many decks, even though Nissa's Chosen is a weaker Elvish Warrior (at least in decks like GB with graveyard recursion effects.)
There are a few 4G 4/4 creatures at common - Barkhide Mauler has cycling and Stampeding Rhino has trample, Spike Colony has counters to throw around, Plated Spider has reach, Silverglade Elemental fetches a forest (but that seems pretty useless at that stage of the game), Territorial Baloth has a +2/+2 EOT landfall trigger and Spined Wurm trades these bonuses for a 5/4 body. Molder's a 5/3 trampler instead. 3 is a pretty awful toughness against red decks and some black removal, but the 5 power may be useful. Its ability isn't going to happen that often, but it's worth a shot. I think that Woodreaders is pretty overcosted and green's creature-oriented card advantage mechanisms do the job better than Woodreaders.
Soul Manipulation is a really hard cut, but I feel that Dimir Infiltrator may be better due to its ability to transmute since UB has so many good cards at 2 mana - Terror/Doom Blade, Halimar Wavewatch and Skittering Skirge. Its unblockability and 1/3 body aren't amazing in UB, but not too shabby either.
If 4 toughness is a tough nut to crack, 5 is even harder, making Skyward Eye really hard to block if the controller has 3G open. The problem with green cascade cards is that it can hit things like mana elves - while Bloodbraid Elf is an obvious exception to this (hitting a mana elf with Bloodbraid is fine since 3 hasty power comes with it.) Sunlight? Not so much.
Both artifacts were filler cards, Chromatic Star being the poster child for filler cards. Playable in many decks, but a pretty weak effect on its own and won't make many final 40s. Skyreach Manta should be typically cast as a 4/4, which is good enough on its own as 4 power of flying is really strong - Windrider Eel and Illusionary Forces are strong because of this. I haven't had many problems with getting to 4 counters with Opaline Bracers, so Skyreach Manta should be an Air Elemental pretty often. I can't see it being a 5/5 very often, but if that happens, you'll probably win unless it's dealt with ASAP. Darksteel Pendant is a test to see if a 1-card Crystal Ball is worth it in commons. Probably not, but I'm going to see how it works out. 2 cards compared to 1 is pretty huge, after all.
I really need to get wordpress. Seems interesting.
All in all, nice changes. Some comments:
Niveous Wisps came from thinking about Panic Spellbomb and realizing that the Wisps were an upgrade - cheaper, able to be used at the end of your turn and marginally useful by turning creatures white for Doom Blade/Terror.
Although I don't think Niveous Wisps has the raw power to be playable, if it's in the context of your cube, then I'm all for it. However, I still don't think it's necessary, since aggro is already pretty powerful in cube.
Angelic of Renewal should act as a Seal of Graceful Reprieve, acting like it did when damage went on the stack, since the creature still deals damage in combat.
I'm interested in how Renewal pans out. My gut reaction is that it's not good enough. Keep us updated!
Very interesting. I may very well add Fault Riders sooner or later. I don't really like the Spellbomb change, though, but I get that it's not a bad card. Also, why are you cutting 3 red card but only adding 2?
-Captured Sunlight, +Knight of the Skyward Eye
I've got my eye on Skyward Eye. Will probably rock it in soon.
I've been pretty impressed with it so far, I just wish that there were more customization options. I like the themes (the one that I'm using is definitely my favorite, nice and clean) but you can't edit the CSS unless you pay. Booo.
I think that Molder Beast will probably become one of the 4/4s, now that I think about it, since 4 toughness is really hard to crack. I think the trampler wins out, but I like that there are so many options available! I may even do 2 of them, like the trampler and the cycler, since the list is so huge.
I've been pretty impressed with it so far, I just wish that there were more customization options. I like the themes (the one that I'm using is definitely my favorite, nice and clean) but you can't edit the CSS unless you pay. Booo.
Although I don't think Niveous Wisps has the raw power to be playable, if it's in the context of your cube, then I'm all for it. However, I still don't think it's necessary, since aggro is already pretty powerful in cube.
I think that it's a powerful enough to be used. In my admittedly limited experience with Niv Wisps and Panic Spellbomb, their ability to clear blockers out of the way is very useful (and the cantrip is probably better on something like this than on Repel due to cheapness.) Can also be a "mini fog" for an attacker, but I think that it should be a really tool for aggressive decks... if I can ever get my commons cube drafted any time soon.
Undo's been pretty good - at first I thought that there wouldn't be enough times when it was useful, but it's similar to a blue Ashes to Ashes in that it typically doesn't lack targets. Obviously bouncing isn't as good as exiling, but it still has been useful. But, if I had to keep one, I'd keep Rushing River due to instant speed + flexibility and thus, Undo may be the cut.
Also, why are you cutting 3 red card but only adding 2?
AFAIK, it was an oversight in having 1 fewer red card than the others. Mostly from being used as a "card bank" for the other two cubes being rebuilt.
I definitely am not a fan of the site being unable to use CSS (for free.) Seems pretty lame, but Wordpress seems to be the best free blogging site as blogspot doesn't look very good in terms of aesthetics and tools provided.
Came to your thread from the Evaluation thread & I just wanted to comment on Darksteel Pendant. It's insane. I love it. The handful of guys who play my Commons Cube all think that it's a top-20 or maybe a top-10 card in the whole Cube. Hopefully your playtime bears this out.
I like a lot of the changes you've made. Good luck
As abysmal as my ability to cube with my regular cube has been lately, it's been worse with my commons cube.
Still, I've kept making changes, including the awesome Totem-Guide Hartebeest (tons of removal to fetch in white and its body is actually solid in the color), parsing multicolor, giving green some green 5-drops (green's good at that, I shouldn't deprive it that) and other things. However, I haven't really kept a log of them, so I just updated the list in the OP.
Your mentioning of the Hartebeest makes me interested. Almost all the white decks I've played in the past few drafts have had one or two Pacifism-effects. I need to find a cut for it.
Your mentioning of the Hartebeest makes me interested. Almost all the white decks I've played in the past few drafts have had one or two Pacifism-effects. I need to find a cut for it.
I really have been a fan of it - it's kinda close to Stoneforge Mystic; looks clunky and inefficient but typically it has a toolbox of at least 2 targets (and even some unusual ones like Zendikons.) Like you said, white decks almost always pack a pacifism or two, so playing Hartebeest doesn't really require stretching your deck or anything (like aggro decks with 2+ equips w/Stoneforge.)
I'm just starting cubing, and I collected a cube that matches your list to start things off. It's a pretty sweet list, so thanks!
What do you think of the commons from MBS? Some possibilities I see are Viridian Emissary, Leonin Skyhunter (finally!), and perhaps Flayer Husk, though I haven't thought in depth about what they could replace.
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That is not dead which can eternal lie.
And with strange aeons even death may die.
Usman, you should really try out - Inspiration, + Foresee. I made the swap and never looked back. Possibly digging 6 cards deep is well worth giving up the instant speed. When you have a specific card you're looking for, it feels like a Diabolic Tutor.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
I've never like the Stealthsuit, but I can see how others would consider it good.
Oh snap, +1 to that suggestion. Foresee is nuts.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
oh man, dude. i thought i was the only one. it's so unsettling.
OMG, dude... seriously, before I made that post I clicked the autocard for Foresee just to remind myself of the exact wording and immediately regretted it. I swear I felt nauseous for a good two minutes afterward.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
(I'm also probably going to replace the forestcycler with Nissa's Chosen.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
I took my sweet time, but here's my commons cube update. I focused my attention towards my commons cube when I was helping to build Ogre's Games' cube (which, unfortunately was never drafted since conversations tended to go "Sure, I'd like to cube draft." "I just have my commons one here, my regular cube's still in shambles." "Oh. I've gotta playtest my EDH deck. And do my taxes.") My commons cube has been like a side project, so now that I did some work on the main project, the side project could get some things done. Some of these changes were the result of discussion on the MTGSalvation's Cube Forum's Pauper Cube Evaluation thread here.
Rant aside, here's what I've done.
White:
-Knight of Sursi, -Ballynock Trapper, -Renewed Faith, -Safe Passage, +Youthful Knight, +Seal of Cleansing, +Wall of Glare, +Angelic Renewal, +Niveous Wisps
The 1-mana suspend creatures are an odd bunch. They're counterintuitive in that they're actually not that great in aggro decks since you want your creatures to be attacking in the early parts of the game and cheap suspenders spend a LOT of time exiled. On turn 4, the Knight isn't terribly impressive and thinking about it in further detail got me to cutting it. Trapper's 0 mana cost has been nice since there's a Shivan Gorge's distance between paying 0 mana and 1. I've rarely seen the trapper's untap trigger that happen much and 4 mana is a TON of mana for a tapper. Dude's gotta go. Renewed Faith and Safe Passage were pretty weak defensive cards that I don't feel are needed right now (and if I was going to add a lifegainer, I'd add Temple Acolyte, but I think Lone Missionary does the job well enough.) Niveous Wisps came from thinking about Panic Spellbomb and realizing that the Wisps were an upgrade - cheaper, able to be used at the end of your turn and marginally useful by turning creatures white for Doom Blade/Terror. Cards like Niveous Wisps and Youthful Knight should help the offensive decks.
Wall of Glare's a card that's been talked about in the MTGS thread - I'm not a huge fan of walls that do nothing aside from blocking unless they're really good at the job (Wall of Denial) as cards like Halimar Wavewatch and Wall of Roots do things aside from blocking well. I'm hoping that Wall of Glare's ability to block 2+ things and 5 toughness can put it into playable range. Angelic of Renewal should act as a Seal of Graceful Reprieve, acting like it did when damage went on the stack, since the creature still deals damage in combat.
-Silver Myr, -Oona's Grace, +Fathom Seer, +Foresee
I included Silver Myr because I figured that even a bad mana ramp card would be good for the color. When it came to cutting things for Seer and Foresee, I realized that blue doesn't need suboptimal mana ramp to be good. Blue already has the signets and Mind Stone and doesn't need a bad ramp card. Oona's Grace is a really good card, one that I think could come back in, but I think that the card advantage and filtering from Foresee beats it. Grace may end up replacing Fathom Seer in the future, it's a card that I have hopes for.
+Cadaver Imp, +Unburden, +Unearth, -Child of Night
I'm not sure what happened, I think that I had the sections mismatched when I was using this cube as my card bank, as I tended to get cards for Ogre's Cube and my cube from here. Cadaver Imp is a card that has been better than expected, but still a card that I'm not the hugest fan of. There's a huge distance between 1 and 2 power, but evasion helps its body become relevant. Still, I'd take Gravedigger over it.
Child of Night was a card that I wasn't too big on adding and I don't think that I'll miss it. It has a relatively weak body and its lifelink doesn't really push it into the realm of playability as good lifelinkers are solid on their own (Knight of Meadowgrain and Baneslayer Angel in powered cubes.) Unburden should be a solid discard effect, Mind Rot's on the cusp of playability but it can be useless in the lategame. Thankfully, Unburden cycles. Unearth is a card that I've heard good things about - may be useful in aggressive strategies and can recur some creatures with ETB triggers like Cadaver Imp and Civic Wayfinder. Cycling also helps its playability.
-Kris Mage, -Goblin War Buggy, -Seal of Fire, +Pyrite Spellbomb, +Fault Riders
Discussion with Adam Styborski made me realize that Pyrite Spellbomb is pretty good when considered as a 1R 2 damage card with (sorcery speed) cycling. War Buggy and Mage eventually left due to weakness and I feel that Fault Riders should be a decent card here. 4 power + first strike is hard to beat (which is why I've been impressed with Keldon Halberdier) and red decks typically won't need too many lands to run. Will Ruinous Minotaur come in? I think it will, eventually.
-Naturalize, -Siege Wurm, -Ferocious Charge, -Citanul Woodreaders, +Molder Beast, +Nissa's Chosen, +Werebear, +Nature's Claim
Naturalize got replaced by its cheaper 1 mana cousin and I think that the lifeloss should be a fine drawback. There's also the ability to be able to Claim your own cards when you're going to die from being at -2 life. Siege Wurm got the axe because I feel that there are enough ramp targets in here and that many already have ways to be used for less mana like Mold Shambler and Kavu Primarch without kicker. Charge was a card that I felt wasn't needed with other arguably stronger pump effects. The 2 mana creatures should be solid in many decks, even though Nissa's Chosen is a weaker Elvish Warrior (at least in decks like GB with graveyard recursion effects.)
There are a few 4G 4/4 creatures at common - Barkhide Mauler has cycling and Stampeding Rhino has trample, Spike Colony has counters to throw around, Plated Spider has reach, Silverglade Elemental fetches a forest (but that seems pretty useless at that stage of the game), Territorial Baloth has a +2/+2 EOT landfall trigger and Spined Wurm trades these bonuses for a 5/4 body. Molder's a 5/3 trampler instead. 3 is a pretty awful toughness against red decks and some black removal, but the 5 power may be useful. Its ability isn't going to happen that often, but it's worth a shot. I think that Woodreaders is pretty overcosted and green's creature-oriented card advantage mechanisms do the job better than Woodreaders.
-Soul Manipulation, +Dimir Infiltrator
Soul Manipulation is a really hard cut, but I feel that Dimir Infiltrator may be better due to its ability to transmute since UB has so many good cards at 2 mana - Terror/Doom Blade, Halimar Wavewatch and Skittering Skirge. Its unblockability and 1/3 body aren't amazing in UB, but not too shabby either.
-Captured Sunlight, +Knight of the Skyward Eye
If 4 toughness is a tough nut to crack, 5 is even harder, making Skyward Eye really hard to block if the controller has 3G open. The problem with green cascade cards is that it can hit things like mana elves - while Bloodbraid Elf is an obvious exception to this (hitting a mana elf with Bloodbraid is fine since 3 hasty power comes with it.) Sunlight? Not so much.
-Chromatic Star, -Sisay's Ring, +Darksteel Pendant, +Skyreach Manta
Both artifacts were filler cards, Chromatic Star being the poster child for filler cards. Playable in many decks, but a pretty weak effect on its own and won't make many final 40s. Skyreach Manta should be typically cast as a 4/4, which is good enough on its own as 4 power of flying is really strong - Windrider Eel and Illusionary Forces are strong because of this. I haven't had many problems with getting to 4 counters with Opaline Bracers, so Skyreach Manta should be an Air Elemental pretty often. I can't see it being a 5/5 very often, but if that happens, you'll probably win unless it's dealt with ASAP. Darksteel Pendant is a test to see if a 1-card Crystal Ball is worth it in commons. Probably not, but I'm going to see how it works out. 2 cards compared to 1 is pretty huge, after all.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
All in all, nice changes. Some comments:
Although I don't think Niveous Wisps has the raw power to be playable, if it's in the context of your cube, then I'm all for it. However, I still don't think it's necessary, since aggro is already pretty powerful in cube.
I'm interested in how Renewal pans out. My gut reaction is that it's not good enough. Keep us updated!
I like Foresee, but I don't like cutting Grace. I like Grace over Inspiration, Undo and Rushing River.
I really don't like this change, but I think that's just personal preference.
Very interesting. I may very well add Fault Riders sooner or later. I don't really like the Spellbomb change, though, but I get that it's not a bad card. Also, why are you cutting 3 red card but only adding 2?
I've got my eye on Skyward Eye. Will probably rock it in soon.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I think that Molder Beast will probably become one of the 4/4s, now that I think about it, since 4 toughness is really hard to crack. I think the trampler wins out, but I like that there are so many options available! I may even do 2 of them, like the trampler and the cycler, since the list is so huge.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Whaaat? That's so lame. I live for CSS.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I think that it's a powerful enough to be used. In my admittedly limited experience with Niv Wisps and Panic Spellbomb, their ability to clear blockers out of the way is very useful (and the cantrip is probably better on something like this than on Repel due to cheapness.) Can also be a "mini fog" for an attacker, but I think that it should be a really tool for aggressive decks... if I can ever get my commons cube drafted any time soon.
Undo's been pretty good - at first I thought that there wouldn't be enough times when it was useful, but it's similar to a blue Ashes to Ashes in that it typically doesn't lack targets. Obviously bouncing isn't as good as exiling, but it still has been useful. But, if I had to keep one, I'd keep Rushing River due to instant speed + flexibility and thus, Undo may be the cut.
AFAIK, it was an oversight in having 1 fewer red card than the others. Mostly from being used as a "card bank" for the other two cubes being rebuilt.
I'm probably going to cut Molder Beast and Nantuko Shaman for 2 of the 4G 4/4s. Thinking of using Barkhide Mauler + Stampeding Rhino but I'm asking for other opinions on twitter (using a 2 cards out of those two, Spined Wurm and Spike Colony)... and here, obv.
I definitely am not a fan of the site being unable to use CSS (for free.) Seems pretty lame, but Wordpress seems to be the best free blogging site as blogspot doesn't look very good in terms of aesthetics and tools provided.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
I like a lot of the changes you've made. Good luck
My 540 card Powered Cube last updated March 2022
Still, I've kept making changes, including the awesome Totem-Guide Hartebeest (tons of removal to fetch in white and its body is actually solid in the color), parsing multicolor, giving green some green 5-drops (green's good at that, I shouldn't deprive it that) and other things. However, I haven't really kept a log of them, so I just updated the list in the OP.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I really have been a fan of it - it's kinda close to Stoneforge Mystic; looks clunky and inefficient but typically it has a toolbox of at least 2 targets (and even some unusual ones like Zendikons.) Like you said, white decks almost always pack a pacifism or two, so playing Hartebeest doesn't really require stretching your deck or anything (like aggro decks with 2+ equips w/Stoneforge.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
What do you think of the commons from MBS? Some possibilities I see are Viridian Emissary, Leonin Skyhunter (finally!), and perhaps Flayer Husk, though I haven't thought in depth about what they could replace.
And with strange aeons even death may die.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
i was just wondering though, could you tell me what the subject of your cube articles?
are you open to suggestions?
just thought id let you know that i have read as far as i know all your articles, and listened to your podcasts.
keep up the good work.
Magic Work Station Winston-180 http://forums.mtgsalvation.com/showthread.php?t=315755