These are the changes I suggest:
Black
Dread Warlock raised to Borderline - It's slightly more unblockable than the cards its grouped with.
Tortured Existence dropped to Borderline - This card was never picked or played when I had it in my cube because it is too restrictive.
Morgue Theft raised to Borderline - You basically get two uses of Disturbed Burial with a reversal in mana cost.
Blue
Wind Zendikon raised to Borderline - It's a 2/2 Flyer with Haste for 2cc.
Fathom Seer dropped to Borderline - You put yourself two turns behind in land drops which hurts your ability to play the two extra cards you've drawn.
Shaper Parasite dropped to Borderline - Most Morph creatures never go off, and 6cc is expensive for the effect.
Wizard Replica dropped to Bad - Just not worth the cost.
Elgaud Shieldmate dropped to Borderline - It has a way of not being able to do anything else once cast, as a 2/3 ground creature on turn four is weak.
Confound raised to Cubable - It can target spells that target your opponent's creatures too like Shielding Plax.
Rushing River dropped to Borderline - It basically requires a land sacrifice to be Cubable, which isn't flexable.
Frantic Search dropped to Bad - It doesn't do enough unless you have the Green mana ramp auras.
Frost Breath raised to Cubable - This card is on par with Feeling of Dread but for less mana.
Encrust raised to Borderline - I know many don't like this card, but when you've Encrusted a Pristine Talisman or Vulshok Morningstar, you will appreciate it more.
Dream Cache raised to Borderline - It is close to Compulsive Research in value; you either put away the junk or stack your next two turns.
Into the Roil dropped to Borderline - It's no Repulse, which most of what you will bounce will be creatures, though there is a corner case for noncreature, nonland permanents.
Green
Thallid Shell-Dweller raised to Cubable - A great wall for control decks with Green in them.
Deadly Recluse raised to Borderline - Hard to consider Typhoid Rats and not include the Green Doom Blade, particularly with the rise of Hexproof.
Elephant Ambush dropped to Borderline - Green has gotten an influx of big ramp spells lately; this one isn't big enough.
Wildwood Rebirth dropped to Bad - If you want this effect, just play Evolution Charm.
Fertile Ground raised up with Rampant Growth - They do similar things, but Fertile Ground can be used now.
Ferocious Charge raised to Borderline - A huge boost at Instant speed that has Scry 2.
Overgrowth raised to Borderline/Cubable - The only Green ramp spell that puts you two turns ahead in mana for a reasonable cost.
Spore Cloud raised to Borderline - If played correctly you've locked down your opponents attackers for a turn.
Red
Goblin Shortcutter dropped to Borderline - He's kind of an anti-tempo 2-drop; if you want value you have to make sure you have a value creature to attack and a creature to keep from blocking.
Immolating Souleater dropped to Borderline - A Red shade is still a shade; they need to be able to survive to be good.
Dwarven Vigilantes/Skirk Commando dropped to Borderline - They work like Farrel's Zealot and need just as much help.
Skirk Marauder dropped to Borderline - He's not on par with Ghitu Slinger because you can't choose to just use the two damage for 3cc.
Manic Vandal dropped to Borderline - I'd rather play Smash to Smithereens; we've already got Hearth Kami and Torch Fiend.
Stingscourger dropped to Borderline - Unique yes, but 3cc is too much for a Sorcery speed bounce.
White
Akrasan Squire dropped to Borderline - Too limited in handing out it's bonus.
Doomed Traveler dropped to Borderline - There are an abundance of ways to deal with a 1/1.
Azorious Arrester dropped to Borderline - Same as Goblin Shortcutter.
Benalish Trapper/Blinding Mage/Master Decoy dropped to Borderline - These are not on the same level as Squall Drifter (flying) or Kor Line-Slinger (no mana to activate.)
Order of Leitbur dropped to Borderline or raise Order of the Ebon Hand raised to Cubable - Very similar power level and restrictions for each color.
Apex Hawks dropped to Borderline - Each iteration is under the curve.
Farrel's Zealot dropped to Borderline - Needs help to be effective.
Ethereal Armor raised to Cubable - With the number of White removal Auras, the overall rise of Auras in Pauper Cube, not too mention the rise of Hexproof Auras archtypes, this card should be in just about every cube.
Kirtir's Desire raised to Borderline - This is a great 1cc removal spell of control decks and certainly on par with Smite.
Zealous Strike raised to Borderline - It does a lot for 2cc, which should raise it above what it's grouped with.
Puncturing Light raised to Borderline - For those looking for Instant speed removal in White, this handles a lot.
Misfortune's Gain/Path of Peace dropped to Bad - I don't see these making it in as Sorceries.
Spirit Flare dropped to Bad - Too many restrictions and variables at play to make it good.
Colorless
Opaline Unicorn dropped to Bad - Not even better than Manalith.
Borderposts dropped to Cubable - With the Guildgates, these just don't have a place. They accelerate poorly and are vulnerable to a cheeky Artifact removal spell from your opponent.
Multicolor
Probe dropped to Cubable - Just not potent enough to be a Staple.
Temporal Spring dropped to Borderline - Sorcery speed makes it very limiting.
Winged Coatl raised to Cubable - A decent removal spell for the colors that lack a lot of hard removal.
Orim's Thunder dropped to Cubable - It's very good, but still more of a Sideboard Staple.
- Al_Z_Heimer
- Registered User
-
Member for 11 years, 8 months, and 12 days
Last active Wed, Apr, 24 2024 15:34:03
- 5 Followers
- 468 Total Posts
- 64 Thanks
-
1
Hoojo posted a message on [[Pauper]] The "Evaluate Everything" ProjectPosted in: Pauper & Peasant Discussion -
1
TheOrangeMitten posted a message on [[Pauper MCD]] Red 3 Drop CreaturesAggro is pretty strong in certain limited formats. Zendikar was all about aggro. Super aggro should exist is all I'm saying, otherwise is is mostly about midrange and control decks. So either value or super value cards.Posted in: Pauper & Peasant Discussion
Gatecrash had what I would call a super aggressive deck with boros, yet it didn't always win either. Zendikar was very very aggressive, almost too aggressive.
Aggro should be slower control because it is too slow. Midrange should be just a little bigger and be able to stop aggro, but can't quite compete with control. Control should struggle with super aggro, but be able to stabalize vs midrange and win out on more powerful effects usually. That is how magic works. Eliminating a strategy such as aggro, lets control go unchecked more of the time and simply be stronger.
All of this is in a general sense of course, not something to go to the bank on. There have been control decks aimed at just beating aggro, and midrange that just got too much value for control to be able to compete. But in general aggro is needed to be a healthy part of the metagame within the cube and it is what people expect. There are many podcasts and articles on this very subject.
Most cubes start out as the best of the best cards, and end up being a dragon type cube. Where it is haymaker after haymaker type of thing. This is more like a game of EDH, playing bigger and slower and more powerful things.
The whole dilemma of putting Savannah Lions into a deck with all 3-6 mana spells, doesn't really help. Each deck needs a specific goal to be efficient is what I'm saying basically. That is where archetype drafting comes in. You want your drafters to have something to aim towards in a sense, a cohernt deck. But many cards are interchangeable and such. not every card is for every deck.
Usman had an article highlighting this. LSV had a hexproof shroud type deck in 2010 that did really well, then someone else had another deck in mostly the same colors that played completely different creatures with a different strategy in landfall. He analyzed a Goblin guide and how it would be able to fit into each deck, and it was way better in one deck then the other. Decks are about synergies and such, playing off your strengths.
Just a different way to look at things is all. I don't have lightning bolt or rolling thunder in my cube, because the way it was designed it was too strong for my cubes meta. Yet my aggro red decks are still very good without it. Depends on how you build your cube, just look at the whole picture I think instead of just a certain card slot. - To post a comment, please login or register a new account.
1
→ Wildwood Tracker > Jewel Thief
→ Goblin Trailblazer > Mayhem Patrol
→ Benalish Cavalry > Inspiring Overseer
→ Blossoming Sands > Botanical Plaza
→ Rugged Highlands > Racers' Ring
→ Tranquil Cove > Skybridge Towers
→ Bloodfell Caves > Tramway Station
→ Dismal Backwater > Waterfront District
→ Wind-Scarred Crag > Lorehold Campus
→ Swiftwater Cliffs > Prismari Campus
→ Thornwood Falls > Quandrix Campus
→ Scoured Barrens > Silverquill Campus
→ Jungle Hollow > Witherbloom Campus
I will likely cut the Campi/Draw Lands when the next Thriving Cycle is out and go down to 10 Bounce Lands + 10 Thriving Lands and thus create 5 Slots for other things.
1
Ok Inspiring Overseer is clearly the best card in the set. A better Cloudkin Seer is clearly ridiculous.
1
If there should be some interest to keep this updated here is how you can help if you want:
1) CTRL + C the section you want to edit and CTRL + V it into text editor or whatever.
2) Add the missing evaluations and save it.
3) CTRL + C the updated version and CTRL + V it into a pm to me and I will replace it with the original.
1
A lot of playable cards that catched my eye, even though there doesn't seem to be any staple autoinclude:
Apprentice Sharpshooter: Compareable to Crocanura, but a blocker that needs to attack is kind of weird. Not sure how good this actually is. I can imagine a lot of board states where you can never ship in. It feels similar to Outlast which always sounded good in theory, but in practice I never liked it, because often you didn't want to tap your creature mainphase.
Cruel Witness: A better Prescient Chimera. I do kind of like it, but I'm not sure if I will find a cut.
Hookhand Mariner: One of the few Werewolf that is completely decent without flipping and the backside is definitely very strong, but we are getting a 4/4 for 4 with upside now every set. It's hard to find a spot at some point.
Kessig Flamebreather: I really like Thermo Alchemist and Firebrand Archer remains one of my pet cards, but This one is in a weird spot. I'm usually not a huge fan of 1/3s, but in combination with it's ability it doesn't seems super bad. I think I would need to see this in action.
Massive Might: This is actually not a horrible trick. Since you usually want to use combat tricks on the attack the trample part is quite relevant. The question is if it's worth -1/-1 compared to Giant Growth.
Persistent Specimen: This will definitely come in for me since I still support the sac archetype right now. It's just 1 cheaper than Sanitarium Skeleton for each activation.
Pyre Spawn: This seems kind of worth mentioning. For people who like having a creature at spot in the curve, even in red, this probably isn't the worst choice. It's certainly very annoying to deal with.
Reckless Impulse: Probably good, not amazing though.
Scattered Thoughts: I think Foresee has been out of the race for a while. I did actually already cut Compulsive Research. I think the problem is, that we have too many good draw spells nowadays. There is Behold the Multiverse, Rain of Revelation, Treasure Cruise and Winged Words (nearly 50% of my blue creatures are flying), which are all definitely better than Foresee and also better than Compulsive Research IMO. I'm really not sure of Scattered Thoughts is better or worse than Rain of Revelation. I think they are really close. On a sidenote, there is also Deep Analysis which I think is only worth it if you can discard or mill it.
Spore Crawler: This is just a strictly better Byway Courier.
1
1
1
I think booth are good, but for exile/aura-removal slightly outweighing bounce effects and the fact, that the first token doesn't need to be dead in the first place I like the Sightning a little bit more.
1
Farrel's Zealot > Cathar Commando
Master of Diversion > Search Party Captain
Blood Ogre > Ardent Elementalist
Arrogant Wurm > Shadowbeast Sighting
1
1
Welcome to the cycle. So we have a 2 power 3 drop, that draws a card in every color except red now (Cloudkin Seer/Phyrexian Rager/Llanowar Visionary)