Your black creatures section seems a bit top-heavy in terms of curve. Do you intend for a less aggro black? Because if not, I'd suggest cut some of the worse black cards in the 4CMC section, like Dimir House Guard and Moonglove Winnower for some more aggro critters.
I hate the Spellbombs in the artifact section, except perhaps Pyrite (which should really be in red). I also hate the Scarecrows. I'd cut all of them for more fixing artifacts and some critters. Mind Stone is top priority.
My signature has some Pauper cube resources. You should definitely join in the Cube Evaluation.
This is by no means an exhaustive list, but these are some things I'd keep in mind. There are more cards I would probably cut, but I don't have enough experience to say for sure with these particular cards; there are also more cards I would add, but those come down to preference(such as Daze in addition to Force Spike and Mana Tithe).
Keep in mind that many of the cards I'm suggesting you cut I had previously played with in my own Pauper cube and they turned out to be terrible. Excise is one such example. I'll happily debate or explain in greater detail any of these choices later, but I'm off to bed right now.
White was actually the most balanced color of the cube. There was plenty of aggro, plenty of control, and nothing was too out of hand or underpowered. This one change is really more of a test. I was never super thrilled to play Heavy Ballista and I wanted to try out a global pump effect. I doubt the cube will miss the Ballista, but we'll see how well Inspired Charge does.
Blue needed a major overhaul. It just didn't have enough ways to gain card advantage and it's permission was kinda lacking. So I cut the three worst creatures that no one was ever happy to play and three of the worst spells for a few more counterspells and avenues of card advantage and tempo advantage. I was so afraid of blue being overpowered that it just turned out to be the worst color. Hopefully this fixes that a bit.
First of all, Hymn was just too good. Surrounded by all true commons, Hymn was just a total beating. So I replaced it with Wrench Mind which serves the same purpose but should be on a much more appropriate power level. As for the creatures that are leaving, the 1/1 body on Cadaver Imp was always irrelevant and no one ever wanted to play the Skittering creatures. So I just strengthened the reanimation theme and put in Nameless Inversion because I'm not sure why it wasn't in there to begin with.
I've discovered that red is without a doubt the best color in the cube. But that should be okay because everyone also dips into it for its removal, or at least that's how it's gone so far. Lava Dart and Searing Blaze have been very disappointing, so they're being swapped out for some more straight up burn. And Gorilla Shaman is much less impressive without Moxes, Sol Rings, and Mana Crypts to blow up, so he's becoming the more aggressive Hearth Kami.
If there is one color that shouldn't be blown out by red, it should be green. To more solidify this, less relevant cards are being replaced by actual acceleration and creatures that don't die to Lightning Bolt. I have some more ideas for green that I will probably try out in the future, but I want to see how these changes work first. Hopefully green will now have a better late game.
Not many changes necessary here, but Probe was just terrible and Soul Manipulation helps fix the countermagic issue mentioned earlier. Plus, it's just good. The tempo swing from Temporal Spring wasn't too relevant and Snakeform adds utility to the two colors that needed the most help.
I don't get cutting Waterfront Bouncer when you say that "permission was lacking". It is one of the best control creatures in the cube. I get adding Capsize, since that's OP, but cutting Bouncer is not the right call.
I dunno, in theory, the Bouncer seems really good. But I was never happy when I played him and neither was any one else. And most of my play group prefers control decks. But no one like him. Maybe we just didn't build our decks to utilize him well or just never got to a point where he was useful. Maybe he'll go back in later, but for now, I want some more spells.
I thought Mana Leak was already in my cube... fixed.
I've always preferred the Skittering creatures in control decks. They just don't make sense in an aggro deck. In a truly aggro deck, if I drop him on turn two, I'm gonna want to drop another creature on turn three to continue building my board state, especially since there's practically zero mass removal in this format. And mono black control isn't really supported in my cube. So he just didn't really have a home. He may go back in at some point, but enough people were disappointed in him that he's coming out for now.
And yes I meant Hearth Kami. Fixed. And again, I also thought Volcanic Hammer was already in my cube. But since I can't seem to find one at the moment, I put in a Fire Ambush. So again, fixed.
What are your thoughts on Hymn? I mean, I've read up on the pauper evaluation thread, and everyone swears by it being a staple, but I personally think it's just too good. No other color has a spell anywhere near that power level (maybe Capsize, but that's still not Hymn level, imo.)
That's cool. I've had nothing but good experiences with the Bouncer, but if your playgroup is different, then it shouldn't really stay.
Skittering Skirge is one of those, "Answer me or I will single-handedly destroy you" kind of cards. It demands an answer. Yeah, the anti-synergy with aggro is annoying, but it's still really powerful. I would play with it in any aggro-deck any time. But again, different experiences, so I can't really argue.
Hymn is powerful. Really powerful. It and Sinkhole are the two powerhouses of the color. If you think it makes the game unfun (as I did for Sinkhole, although my viewpoint is changing), then by all means cut it.
I really hated to, because the first time I ever played it, I evoked a Mournwhelk and then Exhumed a Mneumonic Wall, retrieving the Exhume and then exhuming the Mournwhelk. But ever since then it's been a dud. There's just no way to really abuse it.
I almost replaced Thought Courier with this guy, but I like the Apprentice so much less. It was another creature no one ever seemed happy to play. And the Cloudskater has been so nuts so far, especially late game when you can just bounce a land and then discard it, or reuse lands such as Halimar Depths. It's an excellent inclusion to the cube.
Null Champion was always lackluster but I never really knew what to replace it with. Then I remembered this guy. More aggressive and less mana intensive. I think he'll work out better. There aren't enough Dredge cards to make a Tortured Existence deck viable, so I went ahead and cut it for yet another card that I thought was already in my cube but for some reason wasn't. And Stir the Grave got cut for the same reason Exhume got cut - it just wasn't worth it.
The switch with Fire Ambush and Volcanic Hammer was simply because I was tired of having to tell people what it did (since it was in Chinese.) Well, that and I finally found a black bordered Portal Volcanic Hammer. Torch Slinger was underwhelming when unkicked and still underwhelming when kicked, so I believe Blisterstick Shaman will serve the same function but at a more reasonable cost. And Brute Force was a card that I never played when I drafted it. I always cut it for straight up burn. So I'm just replacing it in the cube with burn. I was deciding between Solar Blast and Shard Volley. I went with Solar Blast for two reasons: there is already a crap ton of 1-mana burn and red is already the best and most aggressive color. More 1-mana burn spells seems like a bad idea. 2) I really like the cycling effect and I think it give red some versatility. I hope it is well received.
Outside of mono green, Gaea's Touch is terrible. Unfortunately, mono green just doesn't seem very viable in the cube right now (or at least there's no reason to play it... if you're drafting all green cards, you should have enough mana fixers to splash at least one other color...) So it's coming out and the Granger should help mana fixing for green based multicolored decks.
I was taking a break from Magic during Mirrodin, so I didn't play with hardly any of the cards and I'm unfamiliar with most of them (the non-tournament ones, at least.) The first time three different people played with Opaline Bracers, they apparently thought it was Baton of Courage and tried to play it as such, and then were disappointed when they realized that's not what it was. I was never really thrilled to play with the Bracers either. So then I found Baton of Courage, realized it was common, and decided to just swap them out. Haven't tested it yet, but I think it will be interesting. And Flayer Husk >>> Leonin Scimitar, so obvious swap is obvious.
I wouldn't say that the Skyhunter is clearly better. It is in heavy white decks, but the Idol is at least partially splashable. In any case, I'd cut Ghost Warden before I cut evasive 2/2 (although I probably would cut the Idol for Fledgling Griffin).
Blue changes are fine.
I can't at all support cutting Tortured Existence. It doesn't need much support other than your deck having creatures. I'd cut Grim Discovery for Disfigure instead.
I don't like Solar Blast in terms of power level. It is interesting, but neither of its modes is even slightly good enough to warrant inclusion. Most of the time, versatility would just push cards into playability, but sadly that's not happening for this.
I'd cut the Chromatic cards before I'd cut either equipment.
I thought about Fledgling Griffin but decided to go with the Skyhunter instead. And I like the role that Ghost Warden fills. It's done very nicely so far. Remember, my cube only has 360 cards, so I don't have quite the room yours has. If I ever increase the size to 400 or 450, I would definitely be adding back in some/most of these.
You have a point about the chromatics. I'll give this version a few tests and see if it wants the equipment more than the mana fixing (and I can imagine it probably wants the equipment more.)
If you've had bad experiences with it, I can't really argue. But it's been quite solid over here.
Remember, my cube only has 360 cards, so I don't have quite the room yours has. If I ever increase the size to 400 or 450, I would definitely be adding back in some/most of these.
I don't really understand this comment. It doesn't make sense if you're talking about Ghost Warden (which is what I thought initially, since it directly followed it with no paragraph break), so I'll assume you're talking about your other changes overall...?
Basically, I have found games are more interesting and less prone to stalemating with equipment involved. So I'm replacing the ones I took out last (yes, the cube missed them) as well as adding in one of my new favorite equipments. I really didn't get much of a chance to test Baton of Courage, so expect that to go back in at some point, just not right now.
I originally put the replicas in as a sort of "pet" cycle, but several of them have since grown unimpressive. The white one isn't the only one to go. The Lancer is also underwhelming. Porcelain Legionnaire seems insane and I finally found a copy of the amazing Guardian of the Guildpact.
Green got a bit of an overhaul. Of the cards that are leaving, Scarwood Treefolk is probably the only one I'll really miss, and he might go back in eventually because he was pretty good. Sylvan Ranger returns because I have wanted a tiny bit more mana fixing. Finally, Mwonvuli Acid-Moss is the first step of what might be a small land destruction sub set of my cube. I'm still thinking about it, but the Acid-Moss is good enough on its own that I think it will be a fine addition.
I've never really like the Behemoth, but was never really sure what to replace him with. Pale Recluse fills a similar role size-wise, and while it doesn't hit quite as hard, I expect it will prove to be far more useful. Quicksilver Dagger can't compare with Jilt at all. Mourning Thrull + any equipment is quite good, but when he's just a 1/1, he's not relevant enough. Blind Hunter is only a test, so the Thrull may go back in at some point.
Update: Lots of changes have been made to the cube over the last 10 months or so, I just never got around to updating it on here. Here are the differences between my current list and my previous one with a few notes to accompany. (These weren't necessarily the changes I made all at once. Some cards that I added in were taken out again before this update. This just shows the newest update compared to the most recent.)
One controversial thing to note is that I cut Brainstorm. I don't like playing Brainstorm unless I have a lot of shuffle effects at my disposal. With only 7 fetch lands in the cube and a minimal number of other cards that shuffle the library, I really don't think Brainstorm is very good in cube, especially not a commons cube. Others may disagree, but that may also be because they play the card differently than I and my play group play it.
The multicolored section received the biggest change, actually having cards added to it. This decision was based mostly on personal preference, as I really enjoy multicolored cards and want to support as many as possible. A few cards that I took out a while back have made their way back in because the cube has changed significantly since their departure and new archetypes have been discovered in which they go very well. Overall, I'm very pleased with these changes.
Newest update. Includes AVR and M13 changes. With the increase in popularity in my cube, I've increased the count to 405 to accommodate 9 players. A general philosophy that I'm trying to adhere to when evaluating cards for the cube is a higher priority for ETB effects. With the generally lower power level of cards at common, having a higher number of creatures that have effects when entering the battlefield adds to their value and, in my opinion, makes for more fun and interesting games. That's not to say that every creature will have an ETB effect, but I'm trying to increase that number when I can.
I've decided to give white a bit of a token theme (as much of a token theme as it can have at pauper level.) I think this will give it a little more identity compared to the other aggro colors and make its global pump effects such as Fortify, Marshaling Cry, and Guardians' Pledge more valuable. I've also tried pushing more life gain (and good damage prevention) to keep red in check.
The Transmuter, Oracle, and Mist Raven all add to the ETB theme (and I'm not sure why I didn't have SGO in here to begin with.) Narcolepsy returns and Encrust is added for functionality with Totem-Guide Hartebeest and to have more blue board control. Rewind will probably return at some point simply because I think hard counters are nice, but right now the control decks aren't using a lot of counter magic, making Rewind less appealing. I've wanted to try Daze out for a while in tempo builds, so we'll see how it works out. And Amass is there for more card draw (which I just can't get enough of. :))
Black has consistently been the color that needs the least amount of change, which is good. I like where black is at. The Skittering creatures return because black-centric control has become a favorite archetype among players, myself included, and they fit very will within the color much better than they did the last time they were in the cube. Zombie Cutthroat is added because I wanted more morphs, especially those that could be played in any color. I've been trying to find a way to fit in Rend Flesh forever, and Mark of the Vampire is another copy of Armadillo Cloak for decks that aren't in green and/or white.
More ETB effects, as you can see. Red has also adopted a lot of "can't block" effects, which I like and feel that it gives some identity to the color. The Neonate has been awful and I've been eagerly waiting to remove it. Searing Spear is an auto include, and with the recent increase of x/1s in the cube, Lava Dart has returned and is likely to be more effective than it was last time.
Despite it having an ETB effect, I have hated Kozilek's Predator for quite some time, and finally found a reason to remove it. Gladeheart has been put in for its life gain. I'm not sure how much I will like Primal Huntbeast, as he doesn't seem to do much, but I figure the aura/equipment heavy decks will like him. Sentinel Spider is an auto include. I wanted another Naturalize effect and Natural End adds some life gain to boot.
This was the only change in the multi color section, but I feel it's an important one, and one that I'm very excited about. I've always wanted Deft Duelist to be good, especially in some WU tempo deck. But even when I draft that deck, I never want to play the Duelist, and neither does anyone else. So I finally cut it. Silver Drake provides a very nice flying body, but more importantly helps to further the ETB theme with its gating ability, and white and blue have the highest concentration of ETB effects along with ways to abuse them with cards like Whitemane Lion and Momentary Blink. Silver Drake is another card adding to that functionality.
I've decided to remove the MTGO commons, which is why Phantom Monster left and why Aeolipile is leaving. I'm adding in the Bracers because a) I like equipment and there hasn't been any good common equipment lately and b) there are enough humans in the cube to make it useful, especially in white and red, the two colors that seem to use equipment the most.
I'm really hoping RTR has a good cycle of common mana fixing lands to include in the cube, as I really hate having lands make up less than 10% of the cube. It makes cutting cards for decks much more difficult.
Bear was never good, and I finally got a foil Delver, so naturally I had to try it out in the cube :D. This means I'll probably have to put Brainstorm back in... I like Chasm Drake and I always wanted it to be good (pair with green and give your fatties flying?) but his ability was almost always irrelevant. So I'm trying out Shoreline Ranger. And in playing Amass, I quickly realized Sift would be better. Then figured Frantic Search would be better than Sift and just put that back in.
I'm figuring by the time you get to five mana (the point where you can no longer cast Edge of Autumn,) you won't need to cast Rampant Growth anyway. So might as well give it some late game functionality.