After that: Tidehollow Strix: This is a card I'm on the fence about. Its artifactness is a liability, but it's a Pegasus that can trade up in the late game with pretty much anything. I feel like these colors are the best equipped to handle enemy critters though, so it's been looking more and more redundant. What do you think?
Forbidden Alchemy: Although this card should be considered Dimir, I've never seen or heard of it being cast for its flashback cost. At that point in the game, losing an extra four cards from your library is a much greater risk than in the early game.
Probe: Seems popular on these forums currently, but both modes look a touch subpar and overpriced to me.
Cavern Harpy: Recursive card advantage engine. Slow to get going, but doesn't take much once it does.
Interesting, but probably not good enough: Zuran Enchanter: Pauper's very own Disrupting Scepter. Brine Shaman: Repeatable Remove Soul, but requires a heavy investment of resources, and again in a guild that is already well-equipped to handle creatures. Consult the Necrosages: Divination and Mind Rot on one card is worth the extra color tacked on, but it's not worth a tight slot over stronger contenders (probably?) Deathcult Rogue: Nice beater and a push for saboteurs. Dimir Infiltrator: Too fiddly to get real value or damage in, but could push a saboteur theme as well. Jhessian Zombies: Strong contender for inclusion like all the dual landcyclers, imo. In fact, I'm a bit surprised that the mono landcyclers (Twisted Abomination and friends) see inclusion but not these. I suspect the bodies are just a teensy bit subpar here, but come on! Multicolor fixing! Mystical Teachings: Nice card, could snowball if you hit some good card advantage spells, or you can just eat the card disadvantage due to it being a silver bullet tutor. A bit too expensive for most lists I think.
Probe, Soul Manipulation and Agony Warp are the best three for me.
Probe is VERY good. I would compare it with Mulldrifter in lategame, but Mulldrifter is Mulldrifter =P
Cavern Harpy is just very good also. Not only is very well rounded (2/1 flying for 2, unkillable) but has lots of synergy with lots of effects.
I like forbidden alchemy for the graveyard-value archetype, but I understand that if you have a smaller guild section that me, It will get cuted (even when I consider it to be a fine blue spell on its on, if a little overcosted).
The only card that I haven't been that sure lately, is Recoil. Yeah, is versatile as hell (return permanent), but if the target ends being always a creature, then I don't know if I want to spend a guild slot on a worse Murder.
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Ah, sorry I forgot about Cavern Harpy. I was going to include a small comment about blink and gating stuff, but oh well. It does seem like a recursion engine unto itself, and relatively easy to get going with the prevalence of ETB creatures. Added to the first post.
Probe, when it goes off at 5cc, is backbreaking and a standout for truly supporting the UB control archetype. Tempo may want it at the top of the curve, aggro wants nothing to do with it, and it is splashable in a U/X/b if need be.
Alchemy is replaced by Anticipate for me. You don't often even flashback a 7cc spell. If you are going that route, I prefer Mystical Teachings.
And I have Sewn Eye Drake, but have it as BR, and seldom doe UB want it more than them.
As someone who supports aggro in all of its colors, I want to say that I enjoy and endorse sewn-eye drake
As far as where to slot it, just put it in colorless or grixis or whatever, seriously trying to color balance your multicolored cards with hybrids and stuff doesn't matter, don't sweat it
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Here's what I like in the guild:
- Agony Warp
- Recoil
- Soul Manipulation
All solid, efficient 2-for-1s.After that:
Tidehollow Strix: This is a card I'm on the fence about. Its artifactness is a liability, but it's a Pegasus that can trade up in the late game with pretty much anything. I feel like these colors are the best equipped to handle enemy critters though, so it's been looking more and more redundant. What do you think?
Forbidden Alchemy: Although this card should be considered Dimir, I've never seen or heard of it being cast for its flashback cost. At that point in the game, losing an extra four cards from your library is a much greater risk than in the early game.
Probe: Seems popular on these forums currently, but both modes look a touch subpar and overpriced to me.
Cavern Harpy: Recursive card advantage engine. Slow to get going, but doesn't take much once it does.
Potential wedge cards:
- Abomination of Gudul
- Sewn-Eye Drake
- Shadow Guildmage
Interesting, but probably not good enough:Zuran Enchanter: Pauper's very own Disrupting Scepter.
Brine Shaman: Repeatable Remove Soul, but requires a heavy investment of resources, and again in a guild that is already well-equipped to handle creatures.
Consult the Necrosages: Divination and Mind Rot on one card is worth the extra color tacked on, but it's not worth a tight slot over stronger contenders (probably?)
Deathcult Rogue: Nice beater and a push for saboteurs.
Dimir Infiltrator: Too fiddly to get real value or damage in, but could push a saboteur theme as well.
Jhessian Zombies: Strong contender for inclusion like all the dual landcyclers, imo. In fact, I'm a bit surprised that the mono landcyclers (Twisted Abomination and friends) see inclusion but not these. I suspect the bodies are just a teensy bit subpar here, but come on! Multicolor fixing!
Mystical Teachings: Nice card, could snowball if you hit some good card advantage spells, or you can just eat the card disadvantage due to it being a silver bullet tutor. A bit too expensive for most lists I think.
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Probe is VERY good. I would compare it with Mulldrifter in lategame, but Mulldrifter is Mulldrifter =P
Cavern Harpy is just very good also. Not only is very well rounded (2/1 flying for 2, unkillable) but has lots of synergy with lots of effects.
I like forbidden alchemy for the graveyard-value archetype, but I understand that if you have a smaller guild section that me, It will get cuted (even when I consider it to be a fine blue spell on its on, if a little overcosted).
The only card that I haven't been that sure lately, is Recoil. Yeah, is versatile as hell (return permanent), but if the target ends being always a creature, then I don't know if I want to spend a guild slot on a worse Murder.
My 490 Pauper Cube
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My Cube (DeckStats)
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Alchemy is replaced by Anticipate for me. You don't often even flashback a 7cc spell. If you are going that route, I prefer Mystical Teachings.
And I have Sewn Eye Drake, but have it as BR, and seldom doe UB want it more than them.
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As far as where to slot it, just put it in colorless or grixis or whatever, seriously trying to color balance your multicolored cards with hybrids and stuff doesn't matter, don't sweat it
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