while reviewing my t2 ive came across the cute interaction of Herald of Dromoka and a bunch of extert guys like Oketra's Avenger
i also extended the madness archetype a bit and added some otherwise subpar cards, but i like the archetype and i can recommend it
Im glad you finally let go of those horrible 2/1s in black I wouldnt cut too hard on aggrosupport though, to keep the rakdos aggro archetype available. Especially since you also try reds 2/2 onedrops. You also shouldnt include similiar bad cards like all those sac stuff. As i already mentioned in other threads, Nantuko Husk x2-3,Carrion Feeder and Gnawing Zombie are enough to support a sac deck. Combine it with red threaten effects and tokens and youre good to go.
How is black based control performing in your cube? I more or less dedicated my t1 black section to it, sprincled with a bunch of the better aggrocards. check my cubes to see what cards i consider playable.
I have a bunch of Prowess cards, including Elusive Spellfist, in my cube. My Izzet cards play into the spells matter archetype. I'm wondering what sort of spell support people have in their cubes to support spells matters. Is it mostly flashback and rebound?
Contraptions seem very strong in a midrange format like Unstable. You get a decent effect every three turns stapled onto an already playable creature. And it doesn't take up space in your 40.
In draft I killed guy with three death lasers, for example.
I abandoned cube for a while, but now I'm back. I'm a little out of shape evaluating so I need second opinions on the following RIX cards:
Squire's Devotion: I undervalued this card. It was value big time in RIX Sealed and Draft. You can produce a huge lifeswing and you get an additional body, but I'm not sure about how it would perform in a cube.
Secrets of the Golden City: If you have the city's blessing, this seems strong. And it wasn't that hard to get. But in Cube? At worst it is a worse Divination.
I like Secrets of the Golden City as a sleeper card that might play better than it looks. Divination as a base is not bad, but it's also not reaaaally worth the slot. However, the fact that you have a base mode of Divination and a kicker of city's blessing puts it a tier above. With my pauper cubes being very low-economy (I think most games end at or before 8/9 permanents), I'm not sure how often the city's blessing will kick in often enough to matter
Can we talk archetypes for a little? My cube has never been a power cube, and I'm trying to flesh out some archetypes within it. I'd like a good balance with some overlap, but I'm not sure what works best for a pauper cube. Right now I have decent provisions for a token swarm strategy, an aristocrats strategy, big ramp, and I'm trying to make a defender control deck buildable in there, Also I'd like to do something with spellslingers.
People have provided helpful feedback about the problems with prowess and spellsmatter creatures. It seems that firebrand archer and thermo-alchemist are good enough on their own since they always provide value off of spells. Jhessian Thief and Ingenious Skaab seem good enough with their added abilities. I've been told adding things like a few rebound spells and token producers are good for fleshing out the spellslinger archetype.
Are there other archetypes worth building? And what are the lynchpin cards for some of these archetypes?
Also, what Izzet cards do people run? I'm not interested in izzet color identity, but actual casting cost. Right now I have Nivix Cyclops and Wee Dragonauts, because I'm trying to support spellslingers, but I know they're on the weaker side in that regard. Though Cyclops also supports defenders, and dragonauts has natural evasion.
Lots of questions! All help and input is appreciated!
Thats a nice summary izor, but i want to add some points
tokens: I dont run online commons (especially those 2 look kinda out of place powerlevel wise), but I feel even if I did the archetype would demand too many slots in the cube (lack of powerlevel on individual cards). So you either go all in on token support or you leave it out.
auras: minor support seems an autoinclude to me, since a bunch of the hexproof guys are already strong on their own and everybody runs some auras. I recently buffed it in my T1 because its probably the strongest archetype. You need to add enough deathtouch to balance it, though. (an also kinda broken keyword)
blink: the white based its a fun and durdly archetype when it comes together, but i wouldnt recommend it, if you are tight on slots. The blue one is basically a combodeck with mnemonic wall and peregrine drake which is strong and fun, but kinda slow.
4. I run UR spells matters since the beginning and the archetype lost a bit of its appeal to me, because its kinda vulnerable to removal. you are more or less forced to play Whirlwind Adept+Distortion Strike to win with the deck. if you manage to collect the pieces its a strong deck though that doesnt need to many cube slots dedicated to it (if you already run cantrips, bounce and burn). The "shooters" are a little weaker, but better allrounders and can be added to a lot of decks.
5. sacrifice: a lot of disagreement on this archetype comes from the fact, that there is no definition what makes it and peuple start adding useless crap. i absolutely dont advice to clutter your cube with bad cards, just check my T2 to see how I support it. I think its a fun and durdly archetype for slower cubes.
6. gy matters: there are tons of cards that interact with the gy and you could build a whole cube around that theme. to me the most payoff comes from Tortured Existence/Undertaker and dredge like Shambling Shell. its slow and durdly and fun. also check my T2 for it.
7. all in aggro has become supported in w/r/g quite well by now, with enough 1 drops, burn and pump. you need to add a handful of one drops that seem weak on their own (since its 1 drops), but are mandatory for the archetype.
control really can only be realized black based, since its the only color with access to sweepers (and premium removal). to fully support it you should cut on aggrocards from black (especially 2drops) and fill the color with "big butts"
missing archetype:
madness: easily supported with looters which also interact with gy strategies.
combo: midnight guard + Presence of Gond probably the strongest
ramp: not enough value in powered cubes, since it generally overloaded with premium removal, but viable in slower cubes.
yeah thats more or less the support on hexproof creatures that are reasonable on their own. Silhana (+Moldervine Cloak) is pretty broken and probably the best one of them. Bogle is good with turn 2 spectral flight.
the aura support isnt a deep archetype though, its more like the option to assemble a strong finisher in all kind of decks. like silhana in fast aggro or the blue prowess in spells matters.
but you can also add some non-hexproof guys that profit from being buffed, like the double striker or aura gnarlid. and you need to add some more auras than usual ofc.
Although cloudshift is very cheap and makes for a good trick, the payoff is indeed not given. But momentary blink and acrobatic maneuver provide the cardadvantage on their own and are a nice addition to token decks. blinking a Kozilek's Predator or inspiring captain brings some value. I also still run the wedge cycle and woolly loxodon to abuse the morph mechanic.
As said, its too durdly for streamlined spike cubes, but makes for interesting gameplay in powered down ones.
i advocate for the smaller sacrifice theme for quite a time now, so im happy you got some feedback on it, although i cut the witch in my cube since its so fragile and quite useless without recurring sac effects. i run the enlistment in my t1 though, so its "banned" in my t2.
i also repeat myself by saying neither the sac nor the token archetype belong into spike cubes, because they demand too many slots, so you have to cut too heavy on individual strong cards and its relatively weak to staples like pestilence plus id most likely would add cards like electrickery to fuel the powerlevel wheel. i feel the archetype would need something like breeding pit to become t1
cant say too much about slow motion though, although i did run it in t1 for a while and now its in t2 it rarely gets picked, let alone played. it felt too fair in my t1 because of the low curve and it doesnt neccessarily grants tempo advantage since you have to recast it for 3.
The question is, how many hexproof finisher you want to run in the cube? Usually the deck that wants it is fine with only one (I run Benthic Giant and Striped Riverwinder) Riverwinder is perfect as a second option because it just cycles itself away.
You dont want to sit there with a hand of auras and finisher until turn 10. I added Slippery Bogle so someone comitting deeper into the archetype gets something to do early. A 3/3 flying hexproof can push quite some damage as well.
Browsing your cube Id cut Worldknit first, since it doesnt belong in pauper and Opaline Bracers, since they way too clunky and situational in legit pauper environment.
ok, ic, no sideboard. its pretty easy to build a broken deck from a cubelist with all cards used though.
bracers never worked in my cubes, usually it was just a worse vulshok morningstar or some kind of moldervine cloak
Bladed Pinions is pretty bonkers. it allows your high power toughness 1 dudes to be relevant in combat and dont die to spirits. the card is also insane on deathtouch creatures. the card is versatile and flexible both on offense and on defenxe.
its probably a cool card to play with, but on the other hand there are hundreds of cool cards to play with that arent common. so i dont see a reason why i should play it in a pauper (!) cube. but thats just my opinion.
ok back to the initial post then. i dont think its interesting or necessary to overload on blue hexproof fatties and i still recommend bladed pinions.
another way to free cube slots is to cut down on duals. the bouncelands and like 10 additional fixing sources with signets, fetchlands, cyclers and some green options has shown more than enough to suppoert 2 colors and the occasional 3c (splash). especially since our other dual land options are pretty mediocre and they often end last picks. on top of that various cards care for basic land types.
re: worldknit, it's great when you're casting your cards on curve and able to cast your spells, it's not great when your subpar end of pack wheels start showing up. Worldknit is a pretty complex card to draft around being that you want to draft a consistent deck that doesn't get burned by the last picks.
i dont see them ever get their ***** together. if anything things are getting worse. and with mtg:arena close to release modo will never get a serious treatment again.
i also extended the madness archetype a bit and added some otherwise subpar cards, but i like the archetype and i can recommend it
T2 powpercube Value https://cubecobra.com/cube/list/37t
Also, follow us on twitter! @TurnOneMagic
How is black based control performing in your cube? I more or less dedicated my t1 black section to it, sprincled with a bunch of the better aggrocards. check my cubes to see what cards i consider playable.
T2 powpercube Value https://cubecobra.com/cube/list/37t
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
Contraptions seem very strong in a midrange format like Unstable. You get a decent effect every three turns stapled onto an already playable creature. And it doesn't take up space in your 40.
In draft I killed guy with three death lasers, for example.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I abandoned cube for a while, but now I'm back. I'm a little out of shape evaluating so I need second opinions on the following RIX cards:
Squire's Devotion: I undervalued this card. It was value big time in RIX Sealed and Draft. You can produce a huge lifeswing and you get an additional body, but I'm not sure about how it would perform in a cube.
Secrets of the Golden City: If you have the city's blessing, this seems strong. And it wasn't that hard to get. But in Cube? At worst it is a worse Divination.
Grasping Scoundrel: Seems like a really good aggressive card.
Dusk Legion Zealot: Small Phyrexian Rager. The effect is good, but I'm not sure about it's body.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
T2 powpercube Value https://cubecobra.com/cube/list/37t
People have provided helpful feedback about the problems with prowess and spellsmatter creatures. It seems that firebrand archer and thermo-alchemist are good enough on their own since they always provide value off of spells. Jhessian Thief and Ingenious Skaab seem good enough with their added abilities. I've been told adding things like a few rebound spells and token producers are good for fleshing out the spellslinger archetype.
Are there other archetypes worth building? And what are the lynchpin cards for some of these archetypes?
Also, what Izzet cards do people run? I'm not interested in izzet color identity, but actual casting cost. Right now I have Nivix Cyclops and Wee Dragonauts, because I'm trying to support spellslingers, but I know they're on the weaker side in that regard. Though Cyclops also supports defenders, and dragonauts has natural evasion.
Lots of questions! All help and input is appreciated!
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
tokens: I dont run online commons (especially those 2 look kinda out of place powerlevel wise), but I feel even if I did the archetype would demand too many slots in the cube (lack of powerlevel on individual cards). So you either go all in on token support or you leave it out.
auras: minor support seems an autoinclude to me, since a bunch of the hexproof guys are already strong on their own and everybody runs some auras. I recently buffed it in my T1 because its probably the strongest archetype. You need to add enough deathtouch to balance it, though. (an also kinda broken keyword)
blink: the white based its a fun and durdly archetype when it comes together, but i wouldnt recommend it, if you are tight on slots. The blue one is basically a combodeck with mnemonic wall and peregrine drake which is strong and fun, but kinda slow.
4. I run UR spells matters since the beginning and the archetype lost a bit of its appeal to me, because its kinda vulnerable to removal. you are more or less forced to play Whirlwind Adept+Distortion Strike to win with the deck. if you manage to collect the pieces its a strong deck though that doesnt need to many cube slots dedicated to it (if you already run cantrips, bounce and burn). The "shooters" are a little weaker, but better allrounders and can be added to a lot of decks.
5. sacrifice: a lot of disagreement on this archetype comes from the fact, that there is no definition what makes it and peuple start adding useless crap. i absolutely dont advice to clutter your cube with bad cards, just check my T2 to see how I support it. I think its a fun and durdly archetype for slower cubes.
6. gy matters: there are tons of cards that interact with the gy and you could build a whole cube around that theme. to me the most payoff comes from Tortured Existence/Undertaker and dredge like Shambling Shell. its slow and durdly and fun. also check my T2 for it.
7. all in aggro has become supported in w/r/g quite well by now, with enough 1 drops, burn and pump. you need to add a handful of one drops that seem weak on their own (since its 1 drops), but are mandatory for the archetype.
control really can only be realized black based, since its the only color with access to sweepers (and premium removal). to fully support it you should cut on aggrocards from black (especially 2drops) and fill the color with "big butts"
missing archetype:
madness: easily supported with looters which also interact with gy strategies.
combo: midnight guard + Presence of Gond probably the strongest
ramp: not enough value in powered cubes, since it generally overloaded with premium removal, but viable in slower cubes.
T2 powpercube Value https://cubecobra.com/cube/list/37t
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
the aura support isnt a deep archetype though, its more like the option to assemble a strong finisher in all kind of decks. like silhana in fast aggro or the blue prowess in spells matters.
but you can also add some non-hexproof guys that profit from being buffed, like the double striker or aura gnarlid. and you need to add some more auras than usual ofc.
T2 powpercube Value https://cubecobra.com/cube/list/37t
As said, its too durdly for streamlined spike cubes, but makes for interesting gameplay in powered down ones.
T2 powpercube Value https://cubecobra.com/cube/list/37t
i also repeat myself by saying neither the sac nor the token archetype belong into spike cubes, because they demand too many slots, so you have to cut too heavy on individual strong cards and its relatively weak to staples like pestilence plus id most likely would add cards like electrickery to fuel the powerlevel wheel. i feel the archetype would need something like breeding pit to become t1
cant say too much about slow motion though, although i did run it in t1 for a while and now its in t2 it rarely gets picked, let alone played. it felt too fair in my t1 because of the low curve and it doesnt neccessarily grants tempo advantage since you have to recast it for 3.
T2 powpercube Value https://cubecobra.com/cube/list/37t
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
Opaline Unicorn > Pardic Wanderer
Feral Invocation > Saproling Migration
Grapple with the Past > Adventurous Impulse
Ghirapur Gearcrafter > Keldon Overseer
Mardu Scout > Firebrand Archer
Shadow Slice > Fungal Infection
Cavern Lampad > Thorn of the Black Rose
Tormented Soul > Stronghold Confessor
Prescient Chimera > Cloudreader Sphinx
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
You dont want to sit there with a hand of auras and finisher until turn 10. I added Slippery Bogle so someone comitting deeper into the archetype gets something to do early. A 3/3 flying hexproof can push quite some damage as well.
Browsing your cube Id cut Worldknit first, since it doesnt belong in pauper and Opaline Bracers, since they way too clunky and situational in legit pauper environment.
And if you want to allow non-interactive gameplay, why not run Whispersilk Cloak? Also interesting for the archetype are Whirlwind Adept, Distortion Strike, Shadow Rift which also have cross-over synergies with spells matters.
The missing equipment youre looking for is Bladed Pinions
cubetutor is broken, but so is worldknit.
1x Bloodlust Inciter
1x Elite Vanguard
1x Grasping Scoundrel
1x Savannah Lions
1x Vampire Lacerator
1x Wild Nacatl
1x Putrid Leech
1x Spike Jester
1x Syndic of Tithes
1x Viashino Slaughtermaster
1x Wojek Halberdiers
1x Kingpin's Pet
1x Trusted Forcemage
1x Gorehorn Minotaurs
1x Imperiosaur
1x Mulldrifter
1x Porcelain Legionnaire
Instant
1x Mana Leak
1x Miscalculation
1x Symbiosis
Sorcery
1x Treasure Cruise
Enchantment
1x Elephant Guide
1x Moldervine Cloak
Conspiracy
1x Worldknit
8x Plains
8x Mountain
T2 powpercube Value https://cubecobra.com/cube/list/37t
Also, follow us on twitter! @TurnOneMagic
bracers never worked in my cubes, usually it was just a worse vulshok morningstar or some kind of moldervine cloak
Bladed Pinions is pretty bonkers. it allows your high power toughness 1 dudes to be relevant in combat and dont die to spirits. the card is also insane on deathtouch creatures. the card is versatile and flexible both on offense and on defenxe.
T2 powpercube Value https://cubecobra.com/cube/list/37t
T2 powpercube Value https://cubecobra.com/cube/list/37t
another way to free cube slots is to cut down on duals. the bouncelands and like 10 additional fixing sources with signets, fetchlands, cyclers and some green options has shown more than enough to suppoert 2 colors and the occasional 3c (splash). especially since our other dual land options are pretty mediocre and they often end last picks. on top of that various cards care for basic land types.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Also, follow us on twitter! @TurnOneMagic
T2 powpercube Value https://cubecobra.com/cube/list/37t