So during preview season, there wasn't really anything that catched my eye. With the power creep from the MH sets it's not really surprising, that "normal" standard sets don't really offer a lot for cube. After playing 2 drafts now I can say, that there are at least 3 cards, which are kind of interesting:
-Trapped in the Screen: Cubeable. I'm trying to move away from aura-based removal, because there are too many ways to interact with creatures on the word, in the worst case, flickering it. This one fights for a spot with Trapped in the Screen, booth of which are worse than Makeshift Binding, which I really like because of the 2 "free" life. Idk if Ward 2 is better than the option to play it at instant speed. There aren't a lot of ways in my cube at least, to get rid of enchantments, so the Ward 2 doesn't matter that much, but it certainly is nice if they actually can interact with it, in order to not suffer a tempo loss.
-Unable to Scream: Cubeable. A different spin on Witness Protection, which felt a bit weird, because it didn't remove all the power a creature had. An 0/2 is certainly different. The question is whether or not you are willing to leave the creature in play in exchange for only costing 1 mana. It might not be that good, because of the reasons against aura-based removal stated above in regards to exile removal.
- Monstrous Emergence: Cubeable. This card I certainly overlooked entirely when the set was spoiled. It's a 2 mana version of Charge of the Forever-Beast, with the added upside of also being able to use creatures already in play. If you reveal a creature from your hand though, you completely dodge the problem that fights/bites usually have. The are prone to making you vulnerable to a 2 for 1, because your opponent can always have a cheap removal spell in response. I think I will actually add this to my cube and see how it performs. Another green removal spell with an upside, that it good enough to push it over the small line of actually being good enough to consider for cube, is certainly a welcome sight. Currently I only play Savage Swipe, because it's just so good early in the game, when used on a 2 power creature and Ram Through, which is booth an instant that bites instead of fights, but also I have a lot of trample creatures, so this actually gives green decks a realistic way to actually burn out the opponent out of nowhere.
You've pointed out the exact 3 cards I was looking at also. Trapped will replace Oring for me (abusing the triggers is not a fun thing, but I kept it becauase it hit almost everything). Luckily there's no common planeswalkers so they're equivalent in targets.
I already play Witness Protection, so the Scream will swap for that. I like the 0 power more.
The fight from a hand is a great idea, especially since green usually has some big stuff youre going to cast later. And like you said, it cant be countered by removing the creature from under it that way.
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-Trapped in the Screen: Cubeable. I'm trying to move away from aura-based removal, because there are too many ways to interact with creatures on the word, in the worst case, flickering it. This one fights for a spot with Trapped in the Screen, booth of which are worse than Makeshift Binding, which I really like because of the 2 "free" life. Idk if Ward 2 is better than the option to play it at instant speed. There aren't a lot of ways in my cube at least, to get rid of enchantments, so the Ward 2 doesn't matter that much, but it certainly is nice if they actually can interact with it, in order to not suffer a tempo loss.
-Unable to Scream: Cubeable. A different spin on Witness Protection, which felt a bit weird, because it didn't remove all the power a creature had. An 0/2 is certainly different. The question is whether or not you are willing to leave the creature in play in exchange for only costing 1 mana. It might not be that good, because of the reasons against aura-based removal stated above in regards to exile removal.
- Monstrous Emergence: Cubeable. This card I certainly overlooked entirely when the set was spoiled. It's a 2 mana version of Charge of the Forever-Beast, with the added upside of also being able to use creatures already in play. If you reveal a creature from your hand though, you completely dodge the problem that fights/bites usually have. The are prone to making you vulnerable to a 2 for 1, because your opponent can always have a cheap removal spell in response. I think I will actually add this to my cube and see how it performs. Another green removal spell with an upside, that it good enough to push it over the small line of actually being good enough to consider for cube, is certainly a welcome sight. Currently I only play Savage Swipe, because it's just so good early in the game, when used on a 2 power creature and Ram Through, which is booth an instant that bites instead of fights, but also I have a lot of trample creatures, so this actually gives green decks a realistic way to actually burn out the opponent out of nowhere.
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You've pointed out the exact 3 cards I was looking at also. Trapped will replace Oring for me (abusing the triggers is not a fun thing, but I kept it becauase it hit almost everything). Luckily there's no common planeswalkers so they're equivalent in targets.
I already play Witness Protection, so the Scream will swap for that. I like the 0 power more.
The fight from a hand is a great idea, especially since green usually has some big stuff youre going to cast later. And like you said, it cant be countered by removing the creature from under it that way.