Quote from Al_Z_Heimer »@Cobble:
Thank you for taking the time to write such a long response. Something I want to discuss though:
Winged Words: Very rarely you want to cast card draw on turn 2. The only spot where you would want to do this if you kept a 2 land hand and are about to miss your 3rd land drop. Card draw is usually the last thing you want to cast from your hand, when you no longer have anything else to play, so the drawback of not casting it turn 2 seems really negligible. I didn't realise it, when the set was first released, but 16 out of my 27 blue creatures fly anyway, so this is pretty consistent.
Witching Well: I think this card is better, the more I think about it, than people (including me) have realised, when it was realeased. It's basically Inspiration/Hieroglyphic Illumination with Scry 2, for no additional cost if you play it on turn 1. The fact that the draw effect is instant speed makes this really solid. I'm not so high on Foresee nowadays, because it can be really hard to take a turn off to resolve this.
Quote from Al_Z_Heimer »Thanks for the response.
I personally don't consider Arcane Denial cubeable at all. This card is only good in formats/decks, where card advantage doesn't matter like commander or some combo decks. In limited this card can very easily kill you. It doesn't generate more tempo than any other cmc 2 counterspell and in a real tempo deck I don't think counterspells are really good at all, except for like Daze and Force Spike.
Quote from Humphrey01 »
"Memory Lapse is baiscally paupers time walkMemory Lapse is baiscally paupers time walk Remand". I mean it's Time Walk in a way except for the whole taking a turn thing.
Memory Lapse is usually worse than a hard counter, since it only delays a threat you have to deal with on your next turn. On the other hand it's better than Remand most of the time, because if you counter a cheap threat with Remand you opponent will simply cast it again the very same turn, while it doesn't really matter what you counter with Memory Lapse. It's very similar to Chittering Rats in that regard.
The biggest question from my side is XU Counters vs. Essence Scatters. Any more opinions on that?
I'm also interested if I'm the only one who thinks, that Disdainful Stroke has a lot of potential.
Quote from Humphrey01 »
"Memory Lapse is baiscally paupers time walk
Quote from Humphrey »Dash Hopes gives you opponent the choice what it does, thats never a good thing. It always does what the opponent hurts less, besides I dont see an archetype that really wants that effect.
Checking your cube Armor seems borderline ok for the amount of enchantments you run. The goblin tribal doesnt work though, trust me Ive tried it ^^ You barely got enough playable goblins together, even if you force it in draft. And the amount of horrible goblins you (need to) run doesnt help there.
The problem comes when your definition of "fun" comes to a place where player draft to win. They will just ignore all those cards and you basically wasted precious cube space for junk. You might end as the only one playing those (and lose)
Dont feel yourself cornered though, you came to a place with experienced paupercubers and we are pretty tight when it comes to card quality, even though a bunch of us like the durdle games, the cards must be good.
Half the fun is playtesting it and readjusting it yourself. When I came here back then I also didnt follow any advices and did my own thing. But a lot of the advices I got turned out right
Here you can see what I started with in 2013: http://www.cubetutor.com/visualspoiler/4832
goblins tribal, sliver tribal,elf tribal, mill? bring it on All my hopes and dreams got crushed after I drafted it ^^
In the end, some cards that were considered bad became staple of my cube though, so it was worth it.