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  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    Thanks so much, Brainz! Those look like a lot of great suggestions and I can't wait to see how they work into my cube.

    Does anybody have advice for how to frame removal in a cube that seeks to highlight creature interaction? I have read about the concept of asfan and want to use that type of math to make this more of a reality - possibly aiming for 1.5 - 2.5 pieces of removal per pack. Does this seem too low?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    That makes a lot of sense, and I think it's no secret that black has the majority of cards that affect "all players" or "each opponent". I guess the way I want to think about my cube is in the sense that it COULD be played in multiplayer, without it having to be. I'll never know how it truly works until it's played out though. I was thinking about adding more cards with vigilance to encourage attacking, and also evasive creatures but then red seems to get the short end of the stick. I think I might be trying to balance too many archtypes, maybe sticking to 2-3 solid archtypes that each color could fill into instead of the 4-5 per color I have now.

    Right now I have:
    W - rebels, tappers, enchantment control, ww aggro, tokens
    U - tempo/control, flyers, tappers, spells matter
    B - aggro, control, sacrifice, graveyard, rebels
    R - aggro, ramp (X spells), sacrifice, spells matter, tokens
    G - ramp (creatures), tokens, graveyard, enchantment control

    and I feel like I might be able to define the archtypes and force them a bit more if I consolidate certain things and go with something like:
    W - tappers, enchantment control, tokens
    U - tappers, spells matter, tempo/unblockable/flyers
    B - aggro, sacrifice/dredge, enchantment control
    R - spells matter, aggro, sacrifice
    G - ramp, tokens, graveyard/dredge

    so I think I'll cut the rebel package, make tokens GW to dilute red less.

    I feel like my "tappers" for UW can fold into both white aggro and blue tempo, clearing the blockers to push damage.

    I guess also I really want to know if anyone has experience with trying to force 2 color decks. Do I cut the majority of multicolored cards? Not put any dual lands or fixing outside of green?

    Thanks for the advice so far folks Smile
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)


    Welcome,

    please keep in mind that we can only suggest things we have experienced with our playgroups and that it can well be that your draftgroup is different.

    I would also suggest since you want to also be able to play multiplayer, you add a package of 30-40 multiplayer cards since multiplayer cards are often not that wanted 1v1.

    Besides that after my exams are done in University I'm going to post my archetypes thread that I have been working on for some time.


    And like Runner said welcome to the community

    You can also look in Runner's and my cube (they are in our signature's) for the graveyard(dredge)/token/sacrifice decks Smile

    Hope to see you around, an extra opinion is always nice Smile


    Absolutely hear you on the differences in playgroups, and thank you for the warm welcome! I've definitely been looking around some of your cubes for cards I may not have thought of. I'm wondering what kind of cards work well in multiplayer? What keywords? And is it possible to keep aggro viable in a multiplayer format? I think this is why I wanted to try to make 3 colors viable for aggro (W,R,B) to up it's chances. Thanks again.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    Hi there!

    Looking for a bit of help with my pauper cube. I have a rough draft so far and would appreciate any advice or constructive criticisms. This is my second time building a pauper cube and the first time around I made it based off of many of the top tier lists around. It was fun, however, we mainly ended up drafting 3-4 color good stuff decks and this time around I want something with a bit more synergy.

    Here is what I have attempted to do with this cube so far (keep in mind it is a rough version):

    Archtypes - WB Rebels, UW Tappers, UR Spells Matter, G(r) Ramp, UB Control, R Aggro, B Aggro, W Aggro, BR Steal & Sacrifice, BUG Graveyard, GRW Tokens, WBG Enchantments (I feel that some of these may have spread the cube a bit too thin but not sure where to go - add more cards possibly?)

    Cut back on removal in order to provide for more creature interaction (still working on this)

    Trying to force 2 color decks (hence no signets)

    Things I still need to work into the cube:

    Trying to make this work in a multiplayer environment (help here would be greatly appreciated)

    I want to add a few more artifacts, just not sure where to start.


    Cube link:
    ht tp://www.cubetutor.com/viewcube/17592


    Thanks very much!!

    Greenbeans1
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    Looking for some general advice. This will be my second time building a pauper cube; the first time around I made mostly a goodsuff build and it ended up being primarily 3-4 color goodstuff decks. While that was fine and all, I want to go about it different this time.

    I want to implement 9-10 different archetypes, and try to force two color decks with maybe a small 3rd color splash. Also I want the archtypes to be strong so I'm thinking of making removal cost more or somehow be tied in with the archtypes themselves.

    Any general advice, critiques of doing it this way, or any comments are welcomed. Thanks!
    Posted in: Pauper & Peasant Discussion
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