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Last active Tue, Jun, 25 2019 11:06:52
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Jun 14, 2019not sure anybody is interested, but more changes to the T1 have been made. I feel im reverting a couple of changes ive done earlier this year. Black has gotten back a (small) aggro theme, I also cleaned up the guilds and "rainbowflex" slots. I didnt keep track but I feel I added a couple of creature% to the pool, the cube feels more "meaty". Especially because green ofc.Posted in: Pauper & Peasant Discussion
anyway "final" additions of mh1 are:
- Martyr's Soul
- Rhox Veteran
- Faerie Seer
- Pondering Mage
- Gluttonous Slug
- Ninja of the New Moon
- Goblin Champion
- Orcish Hellraiser
- Excavating Anurid
- Trumpeting Herd
- Martyr's Soul
Jun 14, 2019Humphrey posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)I think the correct amount of signets is 1-2 max, depending on your curve. At least in my cube they dont actually just bring 5 drops a turn earlier, but actually make them somewhat playable in the first place. The meta is pretty fast and a lot of games are decided with 4 lands in play.Posted in: Pauper & Peasant Discussion
They also allow for easy splahses into a 3rd color, I really like them.
Jun 13, 2019Humphrey posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)doesnt look too fast to me, pretty moderatePosted in: Pauper & Peasant Discussion
swarm is tough to balance, i had to even add sandstorm
signets are pretty strong, i definitely run them over a 2nd pair of duals, but i aim for raw power
Jun 10, 2019yeah although i want to redefine "ramp" there.Posted in: Pauper & Peasant Discussion
sure its not a valid plan to ramp into 6++ creatures, because you have to spend weak or useless ressources in order to do so without any reward that doesnt die to terror.
but, ramping from 2 to 4 with a signet or up to 5 witha manaelf is a pretty good tempoplay for green, thanks to its cc4 5/5s which are even more scary on turn3
even swarm is pretty lackluster in green because it has no masspump
Jun 8, 2019Its a small capitulation tbh. Green is a little bit the forgotten color. While all other colors got better or missing cmc creatures, the best thing green can do it apprearently still manaelf into borderland ranger into a stream of 5/5s. Only green thing that got better were mediocre fightning spellsPosted in: Pauper & Peasant Discussion
Red essentially has become the better green now.
Honestly, we are lacking at least a 4/3 for 2G
Jun 8, 2019wow so mh really got things rolling in my cube and i made "a lot" of changes, most considerably in green. I wasnt really sure where I want to go with green. Its too weak on aggro 1-drops and tbh even weak on 2 and 3 drops compared to red...Posted in: Pauper & Peasant Discussion
Now I decided green will become midrange meatfest from now on and I added a buch of 3-5 drops. So Anurid and Elephants made it into T1 and some old friends are back like Festerhide Boar and Tajuru Pathwarden. The latest addition of (all) signets, does its work and allows 5-drops to see play.
Which is pretty funny because I remember back then, when I came here Al already told me Manaelf into 3-4 drop is greens best strategy... We are going full circle with the shutoff of mtgs
I also cut both Goblin Cohort, to be fair they only ever were placeholder until red got more and better red drops and I feel we are at this point (Goblin Champion+Fanatical Firebrand), so they can leave. They also profited from Mardu Scout which also got axed.
In the end 30 cards probably got exchanged, which is really a huge upgrade after all this time.
Jun 6, 2019I cut the angel for Martyr's Soul though and readd lone missionary for lifegain with flicker.Posted in: Pauper & Peasant Discussion
I actually dont know how often youll be able to flicker something useful in my T1. There are a bunch of targets, but do you have them? I think the cloudshift baseline is strong enough to push it into very playable nonetheless.
Jun 6, 2019I dont think long has passed since cloudshift was more or less considered cubable. Ephemerate is that, just better. The first mode is to protect you creature from a removal. Then the rebound allows you to gain advantage. I think I might bring back lone missionary as always solid allaround card and potentially +4 life. Also flickering some random guy Attended Knight that spawns a token makes it worthwhile.Posted in: Pauper & Peasant Discussion
Jun 6, 2019Since I run a lot of cmc1 spells, the Spellstutter usually always hits something. Being able to hit 2 drops will be amazing.Posted in: Pauper & Peasant Discussion
Thats it about Faerie synergies and I dont think any changeling is good enough on its own for powered cubes.
You can selfbounce the Stutter for some extra fun.
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