2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Kaldheim Spoiler Discussion
    Quote from Humphrey »
    i also like Mana Chainswhich funnily enough is "bad" in the evaluations...
    Well it definitely kills abird on turn one, but is a horrible topdeck, as your opponent can attack and block for multiple turns if they choose.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from Humphrey »
    ^now i ask myself whether or not sensory deprivation is bettern than btm in my cube?
    Definitely not. Still being able to block and pump it makes a huge difference. BtM also deals with tap abilities. Killing the bird is now an option for blue.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    If you are really desperate for ramp targets, there is also the option to include stuff like Aurochs Herd or Self-Assembler, where u draft 1 and get 2-3 additonal copies for your deck. The problem with creatures, that are just big, in pauper is, that we have way too many cheap and efficient answers to deal with them. You always need some form of protection or card advantage to tackle this problem.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    The problem with ramp in pauper is not, the amount of good ramp spells, but rather the lack of ramp targets. What do you want to cast with all that mana? Havenwood Wurm: A big Ambush Viper.
    Maul Splicer: 2 3/3s for 7 mana.
    Annoyed Altisaur: Can just as likely hit a Mana Elf, as anything else.
    The only things, that are worth ramping into in my experience, are big hexproof creatures, but the most expensive hexproof creatures in green are cmc 5 and you don't need 15 ramp spells to cast them. Blue has the 6+ drops. Ramp only really works in UG for me as you also get access to card draw to make use of the mana and for every other color combination the cmc2+ ramp spells are pretty useless.

    I wouldn't make nonbasics exclusive to green. I personally really enjoy enabling Grixis, Esper or one of my personal favourites mardu control decks. You can of course replace the gain lands with snow lands, but since I personally don't run any forest tutors, I will stick with the gain lands. 3 color of mostly reserved for the slower, controlish decks, because 3 color aggro gets punished a lot more by tapped lands and the lack of a color. The gain lands give the 3 color control decks something small in return, they can actually use, if they are paired against an aggressive deck, a little bit of time in form of life.
    You can of course give green more fixing like Cultivate or Kodama's Reach, but I wouldn't force people to be green in order to make a 3 color deck work. Color screw simply isn't fun.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    What do u want them for? Most green ramp spells only serach for basics. Unless you want to cards, that care about snow, they just don't do much. If you want to run snow-matter cards, the having snow basics is the most important part. There are certainly some snow-matter cards, that are worth runnung.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Oh yeah I forgot the Vale on my list. Easy include.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    With the full spoiler out, I quickly want to summarise the set. For me the cards, that are intersting from this set are:
    Behold the Multiverse: A very solid card draw spell. Very likely to make the cut.
    Sarulf's Packmate: Card advantage for green is always welcome and this one is obviously no Llanowar Visionary, but very solid none the less. Very likely to make the cut.
    Bind the Monster: A blue sorcery speed Vendetta. Very good for tempo decks. I will try to find a spot, but not sure if I can. Blue is stacked.
    Bound in Gold: I've cut Arest a long time ago, as there simply aren't that many threatening activated abilites. The fact that this can also hit noncreatures is really nice to have, but I've cut down on artifacts and equipments very hard, so it is unlikely to make a difference. I prefer the 2 mana pacifims and Recumbent Bliss/Faith's Fetters. Even though I'm not looking to include this, I felt it was worth mentioning.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from CatParty »
    I know people in this forum mostly build powered Pauper cubes, and Bind the Monster seems quite powerful, but is anyone else just bothered that this is now something that Blue can do (in terms of efficiency)? Like does anyone else try to adhere to more of a colorpie restriction in their cube?
    The last time a new counterspell got printed, that made it into my cube was Condescend, which was printed originally 17 years ago and the last time, that Mana Leak got reprinted was in M12. The "blue color idenity", at least in limited, is a little bit outdated. I don't really expect to get any more playable counterspells at common rarity and even most of the UC and rare counterspells aren't that great, there are simply no alternatives.
    We've had variantons of Claustrophobia in pretty much every set over the last years, but most of them were just so bad compared to Pacifism, cause of cc3+. Narcolepsy was the only exception for a long time. I like the fact, that they decided to make a more competetive version.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from Humphrey »
    as i said, vapor snag seems way better.
    I highly dislike straight up card disadvantage like Unsummon-effects in cube. You are simply not as fast as a focused constructed deck and the card disadvantage will often come back to haunt you later.
    Quote from Humphrey »
    besides if ure uw, why not use white removal?
    White doesn't really have a lot of 1 mana removal either. You can also run your agressive blue fliers outside of UW.
    You could also say, why run removal in any other color except black and red. Even though there may be better alternatives in other colors doesn't mean you shouldn't play a card in a color, that might be lacking that type of effect.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Just because your blue isn't aggressive doesn't mean, that the card sucks. UW Skies is a widely run archetype and this card is pretty perfect for that. It's great to finally get a cheap removal in blue, rather than yet another undercosted black removal of which there are already plenty.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from MrEng1neer »
    They're really pushing the snow again. Is there enough to have a specialized cube? Prob not with just pauper...
    Well there certainly is a number of good cards and it doesn't cost u anything to run snow lands gameplay wise. Moneywise of course it does, especially if you only want the full art ones.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from respor »
    I don't care for the snow stuff, but mana fixing is always welcome. Rovinglights Valley, get in!
    Yeah a 4th Evolving Wilds is always welcome.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Quote from Humphrey »
    the cleric can put its counter elsewhere
    So can e.g. Guardian Gladewalker.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    Axgard Cavalry is definitely worse than the 1 drops, because for one you can only either attack or tap it for the ability and on the other hand the value of the onedrops lies in the fact, that it's played on a turn, where there aren't many alternatives and you can give your 2 drops, of which there are plenty, haste.

    Immobilize with Gold definitely is decent. Sadly there is already a whole bunch of competition among white removal spells.

    I don't like Raider's Karve. Crew 3 is too expensive.

    Codespell Cleric seems bad. It's way too restrictive and the 2/2 is outclassed way to early.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldheim Spoiler Discussion
    I think "meh" describes it pretty well.
    Posted in: Pauper & Peasant Discussion
  • To post a comment, please or register a new account.