The Pauper Cube
(450 Card Cube)
Blog Posts (20+)
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White Adds

Dog Umbra is another one in the list of “wow, Pacifism is outdated” cards for white. We do want to monitor what the experience of players is. Whether this is mostly just a Pacifism with flash or winds up saving your creatures more often will factor into how we view this card in the future.

Aerie Auxiliary besides being a real tongue twister is just a generally great rate for the amount of body it comes with.

Mandibular Kite is another card in the series of cards that confirm living weapon is a silly keyword. This one instead of past ones also adds some very useful evasion on. While that 4 mana equip cost might seem high, we’re pretty sure that this is gonna contribute at least a few games in the win column.

Thraben Charm is exactly what you want to see in a charm. The first mode will more than likely be a Murder a good amount of the time, tacking on the ability to deal with a niche card type as well as some incidental graveyard hate is all great.

Cuts

Realmbreaker's Grasp and Cooped Up are both getting cut for the two pieces of removal we’re bringing in as they were deemed the least unique/useful.

From feedback we’ve gotten, Recommission has not been performing as well as some hoped. It’s getting pulled as a result of this.

Seraph of Dawn is an older inclusion that isn’t quite as good as it used to be, but on top of that pretty much makes any 3 power or less creature a fraught proposition.

Blue Adds

Serum Visionary continues to demonstrate that we keep getting better and better Phyrexian Rager variants printed.

Deranged Assistant is the first move into introducing ramp back into Simic’s tool kit. In addition this plays into various cards that want to either have other cards in the graveyard or themselve be put into the yard.

Cuts

Faerie Duelist has been mostly deeply forgettable, not serving its role as well as we had hoped, and also is running counter to our hopes for more proactive gameplay.

Mnemonic Wall is getting the cut here as well since we’ve been hearing rumblings in the discord that folks feel the flicker deck is maybe getting a bit too good to be enjoyable. We’ll continue to monitor the state of the deck and your feedback, so make sure you let us know how you continue to feel about the deck.

Black Adds

Wither and Bloom is another in the long line of Last Gasp with upsides, We’re excited to see how a version that helps buff creatures later plays out.

Retrofitted Transmogrant is a Mons's Goblin Raiders that then when it dies draws you a Hill Giant which when it dies, draws a Hill Giant, which, you get the point.

Accursed Marauder is getting a test to see if going down to 2 mana is what the Fleshbag Marauder effect needs to really sing in our limited environment

Scurrilous Sentry should surprise no one as at worst this thing is a flow of looking at more cards and best case it keeps growing to keep the pressure up. We’re hoping Wizards continues to view the “Titan Style” triggers as something to help buff common power levels.

Cuts

Persistent Specimen is mostly just worse than transmogrant and the committee didn’t feel we needed 2 of that effect.

Ruthless Ripper trades with a lot of the cube for 1 mana, mostly just punishing attacking into it.

Drown in Sorrow despite getting in fairly recently is getting the axe here as we feel it’s doing far more to hinder aggressive leaning decks from doing what they want to than we’d like, being only 2 mana.

Mold Folk has just not performed as well as expected and is getting cut as it’s always a slightly below rate creature that requires spare material to be used to keep it even close to on curve.

Red Adds

Molten Gatekeeper Is another of an effect we liked to help keep pushing through damage. We decided that this effect was good enough the first time that we’d like a second one for now.

Galvanic Discharge is being added in not to indicate a future pivot into heavy use of the energy mechanic, but because it’s simply a very efficient removal spell. While it doesn’t go face, it’s still a good rate for this sort of spell when we played last gasp for ages.

Cuts

Fiery Cannonade similar to Drown in Sorrow above, is also a bit more efficiently costed than we’d like for even a soft board wipe.

Voldaren Epicure has been fine but it’s being pulled as we’re already looking to other options for a 1 drop that allows some level of card velocity.

Green

With this update we’re hoping to address some of the issues that folks have raised with green not feeling like a good color to draft with more cards that we hope to give some additional resiliency to the color.

####Adds
Evolution Witness was one of the more popular cards we’ve seen in a while, the initial thread in the discord was hugely in favor of it and the NPS score for it bore that out. While most times this will trigger once, please be sure to let us know when you manage to get at least 2 or 3 things back.

Nyxborn Hydra is both a good card and fits the theme for Selesnya.

Colossal Dreadmask means that every single creature on your board from the point it hits suddenly becomes a potentially game ending evasive threat, sans artifact removal, this should end games pretty fast.

Eldrazi Repurposer is coming in as a pretty reasonable 3 drop with a pile of bodies coming along on both entry and departure.

Basking Broodscale is similar to Evolution Witness a neat little counters matter card that is just fine on rate and it you manage to start getting more counters on it can provide a bit of additional ramp or bodies to have hang around.

Malevolent Rumble is a bit slower and more restricted Impulse but it should hopefully get the job done.

Horrific Assault finally lets us have the Bite/Punch/whatever you want to call it effect at 1 mana, it’s going in as a good piece of green removal.

Longstalk Brawl is an interesting take on the classic 1 mana fight spell in that it has a decent probability of winning the fight and leaving your opponent with a 1/1. With the sizes of creatures in our format being relatively compact, giving +1/+1 lets this emulate a bite more than a fight.

Utopia Sprawl along with it’s best friend Arbor Elf make for a really solid and aggressive amount of ramp possible in the early game. We’re testing this one out for the time being.

Cuts

Gnoll Hunter was an experimental inclusion that seems to have failed the experiment.

Primal Huntbeast at this point feels just very clunky, we have left its sibling in the cube (Jade Guardian) for the counters synergies, just to see how things shake out.

Jungleborn Pioneer is a relic of when 3s in green were far worse.

Deepwood Denizen is a counters card that hopefully the counters deck shouldn’t need. While it’s a neat little draw engine, we feel like the counters deck is doing best when it’s just attacking.

Clear Shot is rough at 3 mana and while we got a nice new version of it with silly art, it just isn’t that good.

Titanic Brawl is not great, it relates to one of green’s themes, but it was always just an ok addition, not an actual payoff.

Voracious Typhon is going out as an uninteresting variant on the threat that has multiple angles of use.

Prizefight is another example of a fight card we just felt wasn’t feeling as good as it once did.

Fyndhorn Elves is leaving so our one drops aren’t too crowded with functionally identical cards.

Edge of Autumn is a fun little riff on Rampant Growth but we’re adding in other ramp and we figured this was the one that would be missed the least.

Gold

The big structural update for this update is going to be that we’re swapping from 4 “gold” slots to what we’re describing as 3 “True Gold” and 1 “Not-gold”. You might have questions as to what exactly means, so here’s the breakdown.

“True Gold” cards are cards that the committee has deemed would be either unplayable or at least much worse without access to all colors in their color identity. We include anything that requires 2 colors to cast in this definition, as well as cards that are one color but have an additional cost such as flashback or kicker where we feel that the base mode is not good enough on its own.

“Not-Gold” cards are best exemplified by hybrid cards, though this is not a requisite. They are cards where you would be content playing them in either of their colors, but are even more useful if you’re in both colors. This could include Split cards or some new, unforeseen mechanic that satisfies this idea.

WU – Add Judge’s Familiar, cut Lawmage’s Binding

Judge's Familiar never felt perfect for the things Azorius was trying to do, but fit perfectly as either a white or blue card, so it made perfect sense for it to be here. We also managed to get in another instant speed effect like binding in the form of dog umbra, so it felt like the least interesting one left.

UB – Dimir Guildmage takes up a hybrid Slot now

BR – Add Cindering Cutthroat, Cut Terminate

Cindering Cutthroat helps put a solid threat into both black and red, a welcome addition to both colors. Terminate on the other hand, while A-plus removal is currently taking up a far more limited slot than some of its equivalents

RG – BTE takes up a Hybrid slot Now, Add Writhing Chrysalis, cut Colossal Might

BTE has been swapped into the newly created slot. We’re adding in Writhing Chrysalis as it was an absolutely absurd common in its own limited format and while we have fewer eldrazi tokens running around, it should still prove to be a solid threat.

GW – Add Safehold Elite, add Watchdog, cut Qasali Pridemage, Travel preparations

Safehold Elite swings back in, while not the craziest include, it does interact somewhat with the selesnya theme in being able to be reset.

We’ve also decided to bring in Faithful Watchdog as it’s not only a great rate but is a nice card for the counters deck as it’s just generally a solid body that gets to do the color pair’s main thing.

Coming out are Qasali Pridemage as well as Travel Preparations. While the first might be somewhat obvious for not fitting directly into the theme, travel preparations is one we feel will take some explaining, especially with Armadillo Cloak remaining in. The committee decided that generally Armadillo Cloak is more likely going to lead to winning games, even if it’s not strictly following the theme.

BW – Add Gift of Orzhova, cut Unmake

We did talk about the idea of if Unmake was the cut here, but ultimately decided since it’s functionally more of a True Gold card at the end of the day, we cut it and added in Gift of Orzhova as a replacement taking up the Not-gold slot.

UR – Add Tempest Angler, cut Fire/Ice

Potentially a controversial swap, we felt that in order to handle this change in a way that felt balanced, we felt that Fire // Ice was closer to a Not-Gold that True Gold, and wanted to make space for Tempest Angler

BG – Desecrator Hag takes up a Hybrid slot Now

RW – Dog Walker takes up a Hybrid slot Now

GU – Add Quandrix Pledgemage, cut Temporal Spring

Quandrix Pledgemage sees a return here, and we’ve heard your opinions, Temporal Spring is out of here.

Colorless
You may have noticed that there’s some oddness going on with the colorless and land modifications, we decided that we’re going slightly up on our land count and that meant that something had to go.

Cuts

Thundering Tanadon is a weird outlier in that we had 6 technically colorless cards and at some point along the way we wound up with 2 greenish ones, and Tanadon lost against Mutagenic.

Star Compass is a fine mana rock but not one that we were thrilled to have just hanging around this long.

Sylvok Lifestaff is not helping any deck trying to be more proactive in its gameplan, and as part of our continued effort to make aggressive decks better, the equipment that keeps casting healing salve over and over isn’t helping

Skyscanner is one that some members really wanted in as a “glue” to fix up drafts but frankly average card quality as well as abundance of fixing means that having something like it has become less and less necessary.

Lands Adds

Hidden Grotto

We liked this enough when it had a Desert typeline, why not have 2?

The Landscapes

We’re adding the 10 landscapes, they’re all very strong options, coming in untapped, getting a basic when the fixing is more important than the mana, and sometimes you might even have the chance to cycle one, but we’re not gonna hold our breaths on that one.

Cuts

The CLB gates

The gates are good, don’t get us wrong, but we don’t need more fixing with the landscapes coming in. That and the fact these need to be manually tracked goes a bit against the general idea of keeping things as simple as possible when we can.

Ash Barrens and Shire Terrace also are both exiting as more Evolving Wilds adjacent lands.

Okay, so I am behind. We have not gotten our Pauper Cube reps like we should, but we are updating now and that's what's important.

White Adds

Novice Inspector is a functional reprint of one of the best 1 drops in white to ever be printed in pauper, Thraben Inspector. The original inspector already sees play in vintage cubes alongside cards like Time Walk which demonstrates its power. Both these cards provide an early body to pressure the board without truly going down a card. Playing well in both aggro go-wide decks and late game flicker decks, this is an easy inclusion as long as we are looking for the strongest options.

Petrify is yet another improvement over the classic Pacifism effect. While there is a design tension between lower cost and versatility, Petrify seems to hit the sweet spot by both turning off abilities and hitting more than just creatures for only 2 mana. While this still doesn’t interact with Desert and Pestilence, answering a Bonesplitter really improves our options.

Miner's Guidewing has a ton of text for a common. This bird improves the value of one drop options we have by giving you the strong option up front forcing earlier interaction from your opponent. Outside of aristocrat strategies, it is almost always better to get the better option first. Even after it dies, an explore trigger is often going to be stronger midgame than a random 1/1 by either moving you forward one draw in your deck or allowing a previously outclassed creature to get back into action.

Recommission has polled well, and it has a flicker, aggro, and +1/+1 counter feel. The vast majority of the time, this is going to produce an effect worth well over 2 mana, and that it is worth the rare but awkward situation where this is stuck in hand with nothing in your graveyard. This may not be a staple, but with so many white options under 3 mana, this is a worthy experiment.

Holy Cow brings a lot of upside, being especially strong in control decks that leave mana open. All these upsides are close to being worth a card in total. There was a bit too much redundancy in white creatures that draw a card, but adding a unique effect over another draw should improve the dynamic decision making in the draft.

Oltec Cloud Guard may be slightly weaker in an all-out flicker deck, but getting 3 evasive power up front is generally going to be an extremely strong play for any white deck. This card should excel as a top end aggressive threat but could work in nearly all white archetypes including flicker or as a control finisher.

Boros Elite can be the biggest 1 drop on the field if you support it well, which our cube does. As long as our white has a go-wide theme, Boros Elite finally gives us another 1 drop that will put serious pressure on the board. While it is extremely deck dependent, it fills a spot that is generally in short supply.

White Cuts

Minimus Containment and Hunted Witness were cut for similar cards that either provide more value or which are a bit more efficient enabling more use in more archetypes. They are mostly texture changes as the worst card for their type, while we keep getting new toys.

Gather the Townsfolk was a challenging cut, but was generally considered the worst 2 drop in white. While it had a fantastic upper limit, as long as we are pushing an aggressive go-wide deck for it, this is rarely going to be more than a bad Raise the Alarm. In contrast, our new 2 drop, Recommission, should duplicate whatever effect a deck has already been trying to draft. So it should support multiple bodies in a deck trying to go-wide, but will also open up more options for other decks as well.

A number of our cuts impact the flicker archetype with Roving Harper, Knight of the New Coalition, Icewind Stalwart and Basri's Acolyte being clear inclusions. Flicker is doing quite well already, and many times a good flicker might even leave these cards in the sideboard. Many of the new cards we have included have better up-front options which should improve their playability outside flicker, while still being fine support options in it. Lastly, our white curve was getting a bit heavy for a color that is supposed to be an aggressive option, so you will notice a clear culling of 4 drops with cheaper inclusions.

Blue Adds

Prior to Outlaws of Thunder Junction, we had no plans for including new blue cards, but we’re going to add Geyser Drake as while we cut Naiad some time ago, we want to give a version with a more useful evasive body a whirl. Phantom Interference is probably one of the best Quenches we’ve seen since Miscalculation and Make Disappear and that alone is reason enough to at least give it some time to prove itself in the cube, especially with its upside being one of the better ways to get shelf life out of it in the late game.

Blue Cuts

These cuts probably aren’t super shocking for folks paying attention to the polling site, these are two cards that are generally fine to ok and rarely wildly exciting. We feel it’s time to bid both Skittering Crustacean and Watcher in the Mist goodbye at least for now.

Black Adds

We already sang the praises of Tithing Blade // Consuming Sepulcher in the quick hits, I don’t know how many community members who read that will be dreadfully shocked to see it included here. Enjoy your removal turned world’s slowest wincon control decks. Nezumi Linkbreaker is a model of creature we’ve been happy with in the past. At this point we’ve run quite a few options in the 2 drop slot, but we’re figuring if the 1/1 dies in combat, it at least dies into something able to pump up other creatures more likely to attack well and works nicely with pumping evasive threats.

Black Cuts

Our cuts for black this go around are like-for-like cuts. Chainer's Edict was getting a bit long in the tooth and swapping it for another edict with late game utility felt fine. Doomed Dissenter was just the black card that dies into another body we were most ok with losing.

Red Adds

Red Herring represents a sort of aggro card that hasn’t quite stuck around in the cube so far, but we hope that the clue ability will elevate it above the likes of Valley Dasher by being able to cash it in when it’d crash into a bigger blocker and into the mainboards of aggressive red decks. Currently the artifact typing is fairly irrelevant, but perhaps that might change in the future as we get more playable artifact creatures.

Volatile Wanderglyph is another aggressive rummager joining the rest in the cube. While we expect that it’ll be tapping to attack more often than to crew vehicles, the low mana cost and second toughness will probably let it compete with its cousins.

Reckless Lackey is a card that immediately drew everyone’s eyes with its obscenely good body for its cost. The usual flaw of a Raging Goblin is that it becomes useless as soon as a 1/2 hits the board, but the combination of first strike, having an extra toughness, and being able to cash it in for a card and treasure makes it a shoo-in for the cube.

Red Cuts

Rubblebelt Maaka was added in our previous update, but it’s become clear that it’s not making the impact we were hoping for.

Insolent Neonate has been in the cube for a while, but we think that it might finally have been crowded out by all the good one-drop aggro creatures that have been released in the years since.

Famished Foragers is a fun card, but it’s still a red four-drop. We hope that by moving the mana curve lower by a bit, we’ll be able to speed up red ever so slightly.

Green Adds

Farseek is an older card, and has been added to diversify our green ramp slightly. Note that this will still get you all your forest duals, since at common they’re also other land types.

Wild Growth is a response to a comment we’ve heard loud and clear: we need more one-mana ramp that isn’t killed by a Bolt! Currently we don’t have many ways to abuse how this creates a land that taps for two mana (or three, on a bounceland!) short of getting a funny Pestermite rebate, but we hope that this unassuming Enchant Land from Alpha will ramp you into many a turn-two three-drop.

Voracious Varmint is the latest iteration of green creature-based artifact/enchantment removal, and this time the body is actually mildly usable in combat. One recurring issue with previous versions of this cart archetype was that you generally had to choose between getting a vanilla creature on board now or waiting until you could maybe blow something up, and the Varmint handily solves that issue by sitting around as on-board removal.

Blastoderm is a true blast from the past for many of our members. It’s been threatening faces with fifteen damage for over two decades now, and in our cube it’s difficult to avoid that damage without losing three creatures to it. Also, a fun fact for the Johnnies and Jennies among you: Proliferate doesn’t target.

Green Cuts

Three Visits was not only a functional reprint of Nature's Lore at a time when we’ve decided to diversify our ramp slightly, but it’s started to rise back up in price and at time of writing goes for over 4foranonfoilprinting.Whilewegenerallydonttakepricesinmindwhenaddingorcuttingcardsunlessthecardisobscenelyexpensive(suchasThreeVisits4 for a non-foil printing. While we generally don’t take prices in mind when adding or cutting cards unless the card is obscenely expensive (such as Three Visits’ 44 common printing), in this case the cheaper $1 Nature's Lore gets to stay. Also exiting is Rampant Growth, another 2 mana ramp spell, the thinking here is that we’re adding in farseek that does a decent amount of what these 2 cards manage to do, and supplementing that with wild growth to bring the curve down a bit and make this effect a bit less jammed up in the 2 drop slot.

Green Cuts Continued...

Masked Vandal is not a bad card, but the combination of a 1/3 body, the lack of artifact/enchantment recursion, and an enter-the-battlefield effect that wants both a creature in your graveyard and a target on the board all means that the shapeshifter ended up on the cutting block when a better two-mana option appeared.

Scion Summoner is a card that has been on the chopping block for a long time and has mostly just stuck around because it blocks Guardian of the Guildpact. We’ve decided to no longer worry too much about that though, and thus we’re following its abysmal polling results and saying goodbye to this Eldrazi.

Colorless

Sure to be one that some of the community finds a contentious removal, we are removing Cogwork Librarian, which I don’t think anyone was clamoring to have cut. That said, it is functionally a card that likely has been chosen more times than almost any other card ever in the cube, but has likely also seen the least number of times actually on the stack. For that reason, we’re slotting in Juggernaut as a generically good beatstick that the community has indicated they’re interested in including.

Gold

Dog Walker is, in many ways, exactly what Boros is looking for. Three bodies in one cheap shell plays very nicely with its current strategy of going wide before unleashing a Rally the Peasants, and the frank reality of things is that the card quality for Boros commons generally hasn’t been all that great for us.

Wojek Halberdiers is a card that’s been polling poorly for a long time. While it does play into the go-wide archetype with its Battalion trigger, it’s nonetheless the obvious cut when a new exciting Boros card finally arrives.

Blightning is a card that people have been wanting back for a while, and we figured that we’d let you have it. Why cast Lava Spike and Mind Rot when you could cast both at once on one card?

Spike Jester is a card that’s been unpopular with the community for as long as we’ve been asking for input, and our defense of it has always been that it’s good for aggro when you just want to do three damage to their face. We realize that it doesn’t quite gel with the Aristocrats archetype we’re going for in Rakdos, however, and thus you’re getting those three damage to face with a card that has more of that nebulous Fun Factor.

Lands

Escape Tunnel over Evolving Wilds is one update that is perhaps simple but a general quality of life improvement, it is just a strictly better card and we’re excited to hear your fun stories of managing to pump something for lethal after targeting it with the tunnel’s other ability.

Conduit Pylons over Cave of Temptation is another interesting one. I’m sure that some out there expected that the cut here would likely be the similar Crystal Grotto, but we hope that having two of these generic draw fixing lands will be better on the whole than a single grotto effect that sometimes becomes a counter.

One of the bigger changes for our cube is the inclusion of a broken third land cycle. Pauper has been getting variations on taplands regularly, and with the most recent printing of dual colored deserts, we believe that Pauper finally has a density of effects to explore giving each archetype something unique. Prior to this update, we had 10 Bouncelands, 10 Scry/Draw lands, and 10 typed duals which kept things mostly consistent. In evaluating our existing cycles, there was considerable discussion among the Pauper Cube community and within the committee, but ultimately there seemed a clear consensus that both bouncelands and scry/draw lands were a clear step above other options for providing something near card advantage. The conclusion was clear then; typed duals were not going to stay as a full cycle.

While typed duals can occasionally allow you to feel extra clever alongside cards like Generous Ent or Farseek, the majority of the time they play like any old guildgate. In contrast, the gainlands and pinglands impact every game they are in, letting a deck extend or shorten the game by 5%. While these may have less interesting possibilities, we believe they improve the drafting experience by increasing the valuation of dual lands over other cards. Plus, while these two new cyclers interact poorly with searchers, they do interact with our bouncelands, ghostly flicker effects, and cards that care about life change such as Skewer the Critics

The overall philosophy was to keep typed duals in the green archetypes when possible as the base with searchers and multicolor decks, gainlands in controlling archetypes which are looking to extend the game, and pinglands in aggressive guilds, especially red, that are trying to speed up the endgame. As we continue to finetune archetypes and magic introduces new duals, it is our goal to continue to adjust this broken cycle to maximize fun per guild.

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White
White might be a bit of boring update this time around, as most of these cards are just slight upgrades, so we’ll use this space to just quickly pay respects to Pacifism, you will be missed, you were good removal but power creep comes for almost all of us. Also Intercessor is a neat first take of what a Fiend Hunter at common looks like.

Blue Adds
Blue’s adds for this update pull the curve a bit lower than it’s been to date, Quick Study is maybe one of the more interesting ones, finally putting one of our “draw spells that let you keep up a counterspell as well” at a lower Mana Value slot should help, no matter how little blue needs it.

Murmuring Mystic was making it in from the moment it hit the server. We’ve been fans of the UR spells matter deck, and it’s nice to get some support in the form of a payoff on the blue side of things.

Zephyr Winder was an early high scorer in the MOM preview season, we’re giving it a whirl for those of you missing Carnivorous Death-Parrot

We had some back and forth on Shipwreck Dowser and whether we need 3 of these effects in the cube, we’re going to try it out with the caveat of “if folks complain we’ll retool later”

Mocking Sprite is a riff on a card we’re already playing that seems interesting and does add evasion to the electromancer genre of creatures

Lórien Revealed has made waves in a lot of formats, we’re hopeful it’s a neat, flexible option, similar to Hieroglyphic Illumination was for a time in the cube.

Blue Cuts
Halimar Wavewatch has not been polling amazingly and dodged a few updates where it was a potential cut as the committee felt that it was a useful tool for keeping slower blue decks alive in the early game. Mystic getting in made us feel like it wouldn’t be missed too much.

Shaper Parasite was one that was on the chopping block due to a combo of folks replying negatively in polling to it as well as several opinions that it was a Knowledge check for folks who knew the cube better rather than an actual skill testing card.

Deprive was one of those cards that’s been in the cube for a while now and just didn’t generally have a great opinion surrounding it. This is more of a “I won’t miss it” type of cut.

Errant Ephemeron is leaving for general low performance in polling and a desire to keep the curve a bit lower.

Scattered Thoughts was cut mostly to avoid increasing the “blue cards that are card positive” count too much.

We’re finally giving Omen of the Sea the axe, it wasn’t the greatest option for card draw and doesn’t synergize with a lot of what blue’s trying to do.

Black Adds
Dread Return was a shoe-in from time of spoiling till now. Black has been wanting access to Zombify for a while and getting it with extra text added onto it is just incredible.

Drown in Sorrow was another easy to include option, 3 mana board control is incredibly real.

Mire Triton is just a solid utility creature, not much more to say.

Troll of Khazad-dûm has been finding homes in eternal formats and we’ve loved the options for this style of large creature with land cycling tacked on, but end of day this is the one we felt was the best option to have in the cube.

Legion Vanguard as a downshift was the culmination of many versions of sac outlets we’ve been getting at common in mainline sets that just weren’t there. A bear that can turn creatures into card filtering/draw/counters is a nice little package for the aristocrats decks.

While we don’t have the density for Bargain to just always be active, Rowan's Grim Search has some very neat upside to it, being able to rip through up to 6 cards. If players find that this is more often than not just a Succumb to Temptation we can reconsider down the road to remove additive distraction.

The classic big sibling of cube classic Phyrexian Rager, Phyrexian Gargantua is joining the cube. While Black might be getting a bit chunky on the curve, we are aware and will be keeping an eye out.

Voracious Vermin Is a neat version in the vein of things like Mortician Beetle with the upside of coming with its own fuel source for it’s triggered ability.

Dunland Crebain comes from a long lineage of “creatures that come with an additional body” and while it’s more on the ground than the Blue equivalents, we’re eager to add this one in.

Candy Grapple May not have polled as highly as some other options, but this is another in the line of “strictly better Last Gasps”. Even without bargain the card’s playable, with bargain you have access to removing slightly bigger creatures.

Black Cuts
Gluttonous Slug has utility against aggro decks but is unexciting as a proactive win condition, the committee will always lean more on the side of proactive cards when the option presents itself.

Eyeblight Massacre loses out as a less powerful and more complicated sweeper. There are definitely some stories floating around out there where someone managed to get this to keep their 2 dorks alive to rebuild faster, but that wasn’t enough to keep it around.

Typhoid Rats hits the magic combo of being both unexciting and just having a better version already in the cube.

Twisted Abomination was not tenable to keep in with another similarly shaped big ol’ goober. Rest in peace to a classic limited banger.

Vulturous Aven Has been in for a while as a funky riff on Sign in Blood, but it’s just time to rotate this one for some fresher options.

Read the Bones has a like-for-like card selection and card draw upgrade available for us to test at the same mana cost.

We’re also dumping Moan of the Unhallowed as one of the less exciting options in the color.

Sinuous Vermin has been on the radar for possible cuts for a few sets now, the time has finally come.

It seems like every new set offers a new token generator, and it is finally time to replace Deathbloom Thallid with something more modern.

Mire's Grasp is, like so many removal spells, slowly being powercrept out.

Red Adds
Guttersnipe already has some sibling effects in the cube and tacking shocks onto your bolts and preordains and so on is pretty cool.

Rally at the Hornburg Might be the best version of a 2 mana red spell that makes 2 1/1s we’ve seen. While we’re not supporting human typal stuff, the first time someone late game gets haste on some other creature for lethal, I’m sure we’ll all hear about it.

Gnawing Crescendo is a very cool riff on the Trumpet Blast classic template that has some cool applications in an aristocrats build.

Wrenn's Resolve is just another copy of Reckless Impulse, an already great card, easy include.

Sulfurous Blast is coming in as another option for board control in read that either gives you it at instant speed or getting to go bigger to clear more sizeable threats.

Aristocrats gets a gift in Harried Spearguard, probably one of the neater Raging Goblins we’ve seen in recent history.

Oliphaunt is coming in as one of the top of curve options for red due to the fact it just won’t be dead in most situations,

Ratcatcher Trainee // Pest Problem is an interesting on that we want to try out. The base body is one that we’ve had variants of in the cube before and they’ve been cut but the hope is that the modality is enough to make this version worth it.

Improvised Club is a boring update to a card you’ll see in the cuts, it’s just better.

Chimney Rabble Is another in the vein of Beetleback Chief a cube perennial favorite so of course it was getting in.

Red Cuts
Thermo-Alchemist Is going out to make room for other spells matter payloads, being survived by the other ping effects that don’t require waiting a turn.

While we’re not doing 1 for 1 cuts as much these days, you know why Krenko's Command got cut, right?

Dynacharge Is another that’s just beginning to show some age here and we feel comfortable letting this one go now.

Bitter Reunion was added pretty recently but just hasn’t been as big a hit as we had expected, combined with having better draw 2s added since then.

We’re cutting Makeshift Munitions for it being more of a cute card that fits an archetype rather than a really great option. One day we’ll get something closer to Goblin Bombardment and we’ll be happier with that.

Keldon Marauders is also getting trimmed for the time being as our 2s are still really good and we needed to find room somewhere.

Flurry of Horns, a favorite of at least one Committee member has finally been on the chopping block long enough. Rest in peace sweet bull human hybrids.

Viashino Pyromancer was cut since we needed a 2 drop cut for curve consideration and this was the one that we were happiest with at the end of a long discussion

Heartfire got outclassed and folks seemed to like it well enough for its strictly better version to make sense.

Ghirapur Gearcrafter Is showing a bit of age these days.

Green Adds
Generous Ent was one of several options for a green forestcycling creatures. End of the day it made the cut over other options mostly because of that gold standard 1 generic mana to get a land.

Wary Thespian is the type of card it’s hard to be wildly excited about because it’s just generically a reasonable card. The body on its own is unimpressive, but tacking card selection on the way in and the way out is a really nice addition to this shape of creature.

Green Cuts
Ambush Viper was just somewhat unremarkable and didn’t have a huge fanbase supporting it.

Nessian Asp was starting to show its age at this point, the idea of it where it’s a mid-game threat that has a late game threat of activation, but I the Generous Ent provides more flexibility.

White

White only had 6 cards that the committee was considering, so no cuts this time around. We are aware that Guardian of the Guildpact was on a lot of people’s radars and trust us, it’s on ours as well. For these additions, most of these are generically good, and folks have been clamoring for a Basri’s Acolyte style of card for a while. Palace Sentinels is a more probationary add, given the polarizing effect of the monarchy, but was well liked enough by the community to give another test.

Blue

The blue additions include some great options. We’re well aware that Drake adds an infinite mana combo to the cube, but the payoffs being few in number or relatively complicated, we feel that it’s a pretty safe add. Exclude has also long been a fan favorite that we haven’t found room for in updates past, it felt only right for it to be included here.

The last of the silver border cards falls! While the parrot definitely had a few fans, overwhelmingly it represented a strange part of the cube that folks had generally less than positive opinions ranging from the fact it’s not mtgo compatible to general dislike of silly cards in general. Research is a tested and good card from the realm of constructed and hopefully will work well here for slower blue decks.

Black

Black’s free adds shouldn’t be dreadfully shocking. Most of these are ones that have come up in the past or are at least recognizable. We did want to get one recursion engine into the cube and it was between Tortured Existence and Undertaker. In the end we went with the non-creature option for a bit more resilience, but Taker is still very much on the table for future updates.

While there is a real cost to that 1 in the activated ability on Mold Folk, we think that the fact it’s a mana cheaper up front and comes with a free keyword is worth that trade off. The fact this can eat random treasures or food or other tokens is just added upside.

Boot Nipper has never been a card that turns heads and was mainly included as a card to fill slots. Infiltrator on the other hand actively has a thing that it wants to do.

Abomination is a classic card which fits at two points of the curve very neatly, either ensuring you make early land drops or being a decent finisher.

We’ve been off stand alone edicts for a while, but we want to try out one of the all timers again. Cruelty has been fine but felt like one of the less premium pieces of removal in the current list.

Last Gasp has been a long time resident here, but we’ve gotten to the point where there’s cards that are just strictly better in the cube. Ashes however is a bit of a unique beast, so it’s getting back in for the time being.

OGS was in the cube a ways back and it’s finally time for it to make a return. Toll has done a decent impression of a duress with legs, but we feel that giving it a more real body and a way to bleed someone’s hand very aggressively is a neat play pattern.

Red

Red gets a bunch of neat freebies here. Bitter Reunion was very hyped around release and we’re excited to see how good it plays. There’s a bit more support for UR doing spells matter stuff, and some generally good additions in the form of epicure and steelcrusher.

Heelcutter has been a dependable top of curve, but batterfirst represents huge amount of material on the board and we want to test out what we think is the most flexible 3/1 for 2 in red.

Marauder is a great 2 drop for decks aiming to attack quickly and often, and while sorcerer can make combat a bit tricky for the opponent, we feel it’s starting to show its age these days.

Barbarian was always a probationary add, and motivator has been on the list to add for a while now, so this was an easy swap.

Magma Jet has been in since its downshifting and definitely is far from being an out and out bad card, but we feel that the uncounterable combat trick that Maaka can be, or the overcosted body represents more value for what the average red deck is trying to do.

Wolverine is a great mold for a spells matter card as it doesn’t care if it’s present for the spells being cast or if it shows up after. Cyclops has been fine but never amazing.

Green

Look at all this utility! We’ve got a new solid 3 drop, we’ve got counters support, we’ve got card draw with a flex mode, we’ve even got a somewhat janky Reclamation Sage.

This is one that we initially chose not to include for fear of it being a huge wall for decks wanting to just turn things sideways. While it definitely can do that, it also attacks decently well and Shoat has felt odd for a minute now.

Adventure Awaits was mentioned a bunch on the recent annual survey. We hear you, so we’re trying out something in the same overall genre. Edge of Autumn has a very clear gameplan of being ramp early game and card draw late game which we hope will be well liked.

Wild Mongrel is a classic card, there’s no debating that in the least. That said, it really doesn’t have a lot that it synergizes with in the cube any more. While Hunter isn’t the most amazing card printed, it still plays into one of green’s varied gameplans while not being overly specific enough to need to go in exactly GW.

Multicolored

Oligarch was in a weird spot of not really being amazing and not really supporting Orzhov’s gameplan that clearly. Cards that help with the slow life drain have been generally well liked, and putting it on a french vanilla piker seems like enough of an upside to merit testing at bare minimum.

To immediately walk back the comments about Oligarch, it’s a card that doesn’t support a color pair’s main game plan. Cloak may not mention counters, +1/+1 or otherwise, but it is just GOOD. We’re currently discussing long term analysis of how we want to use our gold slots in the cube, but for now this should be taken as an include on sheer power level and not a trend.

Colorless

I can already hear the yelling that this isn’t really a colorless card, but hear us out. Mutt is just fine as a colorless card but is just a touch better in a red deck where you get to rebuy it later. We’re viewing it similarly to how phyrexian mana spells technically have utility in specific color decks but are totally playable in any deck

Gear has lingered in the cube way longer than it should have. It’s a card that needs very specific support to work well and it simply wasn’t there. Growth on the other hand is just downright good and can fit into most decks barring the absolute slowest of durdle decks.

We’re including one “scary” constructed banned card here. Ornament is very much on probationary inclusion but we felt that it wasn’t overpowered in this context and is more interesting than the raiders.

At least one committee member will be in mourning for a few days about this one, but probe is a solid card that makes almost every deck just a bit better. If the information/free cantrip proves too much, we’ll find something new to go here.

Maybe the fastest inclusion to removal turn around time, Iron Golem didn’t land with the expected reaction from the community, so instead we’re going to pivot to another big old dummy, and hopefully one that people enjoy more.

Land

Haven has a full 10 cards that are just better than it in the cube and we wanted the option for more utility lands to make their way into the cube with this update. Enjoy fixing your draws instead of your mana.

We saved the controversial one for last. Gate has not gotten an amazing reception from the community, but the committee felt very strongly that it would make for a good utility land to include here and we’re going to test it out. If we hear that the community does not like its inclusion here, we can always swap expanse back in or find another utility land to test here instead.

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Coming Soon...

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New Cards White w

Inspiring Overseer was an instant hit with the community, and it’s not hard to see why. With Priest of Ancient Lore in the cube already, this is just a better card. Riftwatcher represents a pretty sizable life total bump and slower decks frankly don’t need the help.

Informant is a great card to see at common. A piker that loots on entering the battlefield is solid as is, but this being able to be a 3 power threat turn 2 is also great. Having both an aggressive body in the early game as well as being able to get you closer to a mass pump effect or simply looting away lands is much more valuable than Valkyrie which just felt bad paying retail for.

Blue u

Blue’s newfound options for 1-mana ways to deal with resolved threats is an interesting turn. This swap was the most discussed amongst the committee with a lot of options being floated around, including fairly recent addition Bind the Monster among others. End of the road we’ve chosen to swap out Thunder Drake. Drake is a cute card, is often just that, a little curiosity versus a real threat. If upping to 3 semi-permanent answers to resolved threats proves too much, we’ll re-evaluate this at a later date.

Red r

Mayhem Patrol is a nice little card for getting in damage as well as having a mode that’s pretty close to 1R: shock and draw a card, and that’s pretty sweet. We looked through the glut of cards that are two mana, red and make two 1/1 bodies and eventually decided that instigator was the least interesting of the group and settled on it being the cut. The Instigator was best in go-wide and aristocrats, and Mayhem Patrol’s menace will still help with the former, while its blitz will still help with the later.

Roastmaster needs to trigger maybe three times to feel actively good, but thankfully red shouldn’t have many issues there. Inner-Flame Acolyte on the other hand is really showing its age at this point. It’s been on the chopping block before, and it’s just finally time to say goodbye to an old friend.

Green g

We know some will be heartbroken by the Denizen’s departure, but as we’ve discussed in the discord, green is not wanting for four drops, but the threes are a barren wasteland of bad cards. Thankfully Jewel Thief is a shining gem in an otherwise miserable space. While more experienced players who know about the arcane combo lines with Ivy Lane might miss it, we feel that just having a solid beater that comes down early is likely better.

Prizefight wasn’t immediately on our radar, but thanks to committee member Solset and a bit of spirited discussion, we feel confident in including an instant speed fight that’s much faster and cheaper and can also temporarily ramp you is more appealing than the double bite.

Gold/Multicolored

I know folks breathed a collective sigh when we saw a Rakdos common that actually did things. Body Dropper is by no means going to turn the cube on its head overnight, but having it in lieu of Auger Spree felt like a solid upgrade in quality while also more clearly signaling the guild’s identity.

Lands

While it would have been nice if the campuses had been completed, here we are with the draw-a-card duals. While not a clear 1 to 1 comparison, these will be the allied color option that accompanies the campuses for the time being.

Older cards White w

A cool old card that a bunch of boomers like? How could the committee pass this one up? In all seriousness, Elite presents more interesting and aggressive game plans than a simple tapper and plays nicer in decks looking to put counters on their creatures. We look forward to fun stories about this card.

Yes, we’ve heard you! People have been clamoring for the inclusion of Ainok Bond-Kin for a while now, and we’ve finally relented. While whitemane has been in for a while, its mandatory effect can feel awkward when you just want to curve out. Knowing we wanted to get a bit more in the way of counter payoffs, this was an easy swap.

Blue u

Another somewhat late inclusion, Flicker is finally joining the ranks alongside Displace, providing a bit more utility as iit can target artifacts and lands. While the easier swap would have been to 1:1 the two double-target flicker spells, we opted to trim some of the redundant bounce instead.

Red r




These four swaps are all somewhat related to one another, so they’ll be tackled together. While discussing cards, we talked about the desire for burn to be more useful for an aggressive styled deck, and allow for a bit more reach and mid combat interactions. We’re biasing towards more instant speed, better rate options, and including an X damage spell to help close out games. We’ve opted for Fireball to allow for some use by the more defensive decks as a somewhat awkward two or more for one, but not adding additional pips to the base cost to maximize damage as an aggro finisher. If necessary down the line, we can consider a different X spell if this particular one isn’t working out for cube owners.

Rage-Hound was discussed when Theros Beyond Death released, but it never made its way into the cube. We’re swapping it in over Dragon Fodder for a bit more diversity in the options we have when it comes to red two drops. The hound is great as a persistent threat that requires real creatures to block it after the first pass, and we think that will benefit red decks looking to attack.

Green g

A bit of a strange inclusion, but we feel that giving green access to another decent multi-card draw spell in the form of Lead the Stampede will benefit the color’s card options.

Also rans

End of the day, we couldn’t figure out what the cut for this thing would be, so as much as we’ve liked it in concept, it won’t be making it in this round.

Next Steps
As always, joining the discord is your best way to voice your input and be a part of shaping the cube’s future, but this time we’ve got a new announcement. Currently in alpha but hopefully being more broadly accessible soon, we’re going to have a dedicated site for voting on cards for the pauper cube. This should allow for better access to voting on literally any common and allow for on the spot polling with less set up from the committee side of things. If you’ve ever sat there and said “I wish I could vote on literally every common!”, get excited. More news on this will be coming soon!

https://thepaupercube.com/

White w


Warded Battlements has failed its trial period at this point. Having a defender with a passive battle cry didn’t work out as well as we’d like. In its stead, we’re jamming a card that rewards attacking and keeps the cards flowing. While this is probably just a white Phyrexian Rager, that’s pretty solid.

Commando is a downright incredible magic card, and we talked quite a bit about the cut for it. In the end, we settled on martyr as the perfect medium of “effect we already have a few versions of at a rate we weren’t excited by.”

We’ve considered whether Noble Templar fit into the cube before, but concluded that a 3/6 for 6 wasn’t what White was looking for even if there was a two-mana alternative mode. Sunblade Samurai is close to being a straight upgrade to that. Daybreak Chimera has been a card that many decks are willing to play but none especially want when often it can underperform by just being a 3/3 flyer for 5.

Blue u


You Find the Villains' Lair was a flop, there’s no other way to put it. In its place, we’re getting an Opt variant that should serve to keep cards flowing while not having a somewhat junky counter spell attached. Removing a probationary include for a cantrip that powered cubes have been thrilled to pick up seems pretty great.

The crab was one of the best received cards from these past 3 sets and rightfully so. Having the ability to deal with pesky spells and even the occasional ability is really nice utility while also having a large body that taxes removal that targets it is just gravy. In contrast, Gryff has never been an all star, so it’s exiting the cube.

Mutate is a tricky ability outside of its native Ikoria. Upgrading middling bodies to something better later in the game is a plus, yes, but changing the mutate triggers to mostly just a complicated ETB reduces how interesting the ability can be, while keeping all the strangeness. Hacker on the other hand is very simple and just solid all around, an easy upgrade to make.

The looter is free! The swap away from merfolk looter was in place prior to the PCC’s creation, and we’re glad to say that with all voices confirming it, the looter is back. While Visionary and many other riffs on it provided defensive bodies at the cost of requiring mana (or other, more difficult conditions), we feel that the improvement in the ability is more than offset by the generally fragile body. We’ll keep an eye on Looter, though.

Ponder is a good magic card, it’s one of the best cantrips ever printed, and Curate is not. This one’s more of a textural little change than a huge update, but it’s one we’re glad to get in there.

This one is mostly thanks to the community. We put up a poll asking about the many 4 drop draw 2 spells we already had available and illumination was the one folks felt the best about cutting. Internally we debated this versus Mnemonic Sphere and, at the end of the day, this one won out.

Cruel Witness does a strange “the Dragon's Rage Channeler we have at home” impression, but that’s actually not a bad thing. The body is pretty reasonably priced and keeps your card quality up as you continue to cast spells into the late game. Plus, this helps signal a bit of Izzet spellslinger synergy. Siren was fine but the “draw-go” game plan it implies wasn’t incredibly viable.

b Black


Yes, we’ve finally got it in there, the human sack full of squirrels is coming to the cube. Another one with strong support from committee members, we’re removing the frustrating defensive one drop for an option that can either block twice in slower decks as a road bump, or wear a bonesplitter and be a very real threat in the more aggressive decks.

Necromancer has never been well loved, and thankfully Wizards deemed it time to give us a version of it that doesn’t have a nasty restriction both in Mana cost as well as needing something in the bin to be more than terrible. Horde provides incidental graveyard hate as well as very disposable bodies and that crucial 4th point of toughness that made this an easy swap.

While Crawl from the Cellar could have been in this spot as a strictly better morgue theft, we’ve opted for the more interesting way to get 2 things out of the graveyard. While we don’t have ways to leverage 2 artifacts for a single mana like constructed pauper does, the blood token allows for some card filtering and the eventual ability will let you get back things that died or even what you filtered away. All in all, a very interesting card for the cube.

Championed by new committee member Solset, Awakener works out to be 4 mana 4/4 that draws a card and Tithebearer Giant is 6 mana for a 4/5 that draws a card. While the Awakener does require an extra body, that’s not the largest ask.

Skull Raid went in as an experiment and recent polling reveals it failed said experiment. On the other hand, Specimen has an interesting variety of play patterns, it can be an infinite blocker, feed aristocrats and generally provides interesting utility.

Red r


A new Archaeomancer is a fun and welcome sight, especially in a new color that supports spells matter. This is a proven good effect and Merchant of the Vale wasn’t a huge favorite include, so in comes the Elementalist over it.

Foragers is not just a strict upgrade here, but it’s very very close. The requirement to get the mana out of this is very minimal and the upside of either rummaging or getting a 1 mana 4/3 is just too huge to ignore. We can’t wait to hear about the first person to jam this into Skophos Reaver on turn 4.

Thrill and its entire lineage preceding it were card neutral, or if you go back far enough, even sometimes card negative. 2020s Magic though is a different beast entirely. This is not just a 2 mana draw 2. It is very close though and that’s enough for us to run it.

Another Pauper Cube stalwart is falling in the form of Trumpet Blast. Blast was in the cube for a long time as a “teaching aid” that helped explain how it went in aggressive decks. We’ve concluded that the fact it gives +2/+0 is enough to indicate where its home is and now we have a version that’s clearly better. It’s time to make the switch (But my trumpet blast foil was so pretty).

Another older one, this inclusion was prompted by the printing of Kessig Flamebreather, which is a similar card with a 1/3 body attached. We opted to go for the option that was the one that would fit in a more aggressive leaning deck as a way to eke out that extra few points of damage.

Green g


Honorary pig and very good dog Greater Tanuki is a great pick up for pauper cubes everywhere. It’s a ramp spell early and a big old dummy late game. Rampaging hippo was serving a similar role but was never a fan favorite, so it’s getting cut for a similar card we hope will work out better for green decks.

Finally, Rabid Bite is here at instant speed. We already have Ram Through providing a slightly better version, moving to more one sided fight effects, especially at instant speed means that green is starting to get closer to having real removal. Confrontation isn’t a bad card, it was just the option the committee agreed would be missed the least.

Massive Might was a big get as far too many pump spells at common trade things in the wrong spot. Might is cheap, instant speed and provides trample, the three things you generally want in a green combat trick. It also happens to replicate most of Wildsize, so we’re applying the old trick of “more cheaper, more better”

This is a probationary include for the sake of varying effects and also allowing green decks to protect other key permanents if needed. Guile isn’t a bad card by any means, we’re just trying to vary up what it has access to and allow for some more interesting play patterns.

Colorless


This was an easy cut that the committee was entirely in favor of. It’s not a strictly better scenario, but the cases where it isn’t, require enough magical thinking they’re barely worth considering.

Land


There was a talk as to what Uncharted Haven would be replacing and we settled on cutting the virtually identical Vale to clear things up regarding snow mattering. This really isn’t much of an update but one we wanted to get in there to clear things up regarding its inclusion.

The Next Steps

If you haven’t joined the Pauper Cube Discord you’re missing out: So many unique discussions around cards, themes, and archetypes happen daily. But better than that, it’s home to a wonderful community of supportive cube enthusiasts who offer great feedback for anyone’s ideas. The Pauper Cube wouldn’t be here without this community.

White w



Gust Walker is a slightly older card that was passed by at the time, but we’re revisiting, Topan Freeblade was likewise passed over on its release. These two both represent powerful 2 drops that are generally should answer options for more aggressive leaning white decks. Cathar and Blinding Beam are coming out, the first being slightly more color intensive than either of the new additions and blinding beam has never been very well like in polling


This is a pretty slim textural change, both are 3 mana white removal pieces at sorcery speed. However, while white will generally have something around to sac, we’re shifting to the one time ramp to avoid putting a deck that wants to play to the board behind on permanents. We also gain an incidental benefit of bolstering the choices for white’s aura tutoring creatures.


We were pretty lukewarm on this in the Quick Hits, kinda writing it off as part of the “great experiment with white’s color identity” that Wizards has been engaging in the past few years. However, this is pretty close to Phyrexian Rager, a cube classic. While the single point of toughness is still a big bummer, this is something we’re trying out with the hopes that the next rendition of this effect is one we don’t have to mention with caveats.


Supply-Line Cranes is a frequent flyer with the Cube, either being in or out a few times. At this point community opinion on the card hasn’t been great in polling, so we’re trying to swap it out for this new team pump/counters pay off for the Selesnya counters matter decks. Giving two different creatures counters has to be better than only one, right?

Blue u


This is a funky kinda substitute. Folks had recommended the Duelist as a replacement for Carnivorous Death-Parrot, and that got it on our radar. However, when we were working on this list, we noticed there was just a sightly worse, albeit more black bordered version that was in here as well. Since we want to give Duelist its chance to shine, we axed conditional flier (and poor blocker) Corsair for it.


Dimir Informant was in the lower rungs during polling about the Cube, and folks loved the crab and clue Combo. We’re super excited to try this out as a replacement and look forward to seeing how many crabs you all can make.


Naiad was a bust. Folks just didn’t find it as good as we hoped they would, and that’s fine. Lose Focus is mostly going to be something akin to Quench or other riffs in the modern era on Mana Leak, but the times it isn’t, it’ll be a blast. This being able to tackle multiple spells on the stack or late game not requiring your opponent to tap out is super good. That and winning counter battles very well make Lose Focus a card we’re super excited to see play out. We don’t have much support for creating copies, but you only need one magecraft creature to make a copied Lose Focus feel like a blowout.


YFTVL is an interesting modal spell, either being Cancel or a riff on the classic Frantic Search. We’re putting this in as a probationary add that will be reviewed, but it’s going in for the time being. Rushing River was another that just didn’t garner a lot of love during polling so we’re culling it for the time being. Bounce remains a powerful solution for several token creatures, so make sure to share how your playgroups feel about the change.

Black b


Feign Death and its entire lineage of “thing that would die comes back” kind of combat tricks have existed for some time now, but this might be the best in class. While it does bring the thing back tapped, the fact that it doesn’t care about counters like Undying Evil makes this just a bit more preferable. Enjoy casting this targeting your Mulldrifters, fellow degenerates.


Well, the day is finally here. Nightstalker has been a thorn in the side of the Cube for a while. It was a serviceable card that did the faintest impression of a Nekrataal or similar, but composed a non-zero cost to the cube and was frequently the subject of “what can I replace this with?” discussions. We’re pulling in Curator as a different version of this type of effect (limited removal on a 5 drop in black) that is at time of writing less than 1/800th the cost of the Nightstalker. Monetary cost isn’t a primary consideration when we write updates, but it certainly tilts our analysis when we’re already considering a change.


This is a bit of a textural change. Offering worked slightly better for decks that knew they would have bodies lying around to feed into it, and could handle larger creatures if need be. Fall is better on the base rate but requires a slightly different set-up to kill an Eldrazi, but can take out the biggest threats in the Cube without help.


Another older card, we’re giving Village Rites a chance to get some testing in the Cube to see how it plays out, and also trimming one of the removal spells that we feel punishes low to the ground decks more than is strictly necessary.

Red r


Ah yes, the card that the community cannot stop talking about, Aether Chaser. The Chaser is a great aggressive threat that is hard to block profitably and if it can swing even once, you’re getting a token that makes it harder to get 1 for 1’d off some removal. Enjoy turning this little first striker sideways while your opponent scrambles for a 3 toughness blocker or removal.


Rapier is a cool combat trick that converts into a fine to middling piece or equipment. Rubblefort was a somewhat speculative include that hasn’t really proven itself. Low risk swap that should hopefully provide some fun play patterns, and which won’t encourage aggro decks to hold off cating their one drops until turn four.


This is not the first time that Flunkies has been on the chopping block, but this time it’s actually coming out. While it’s unlikely to be able to be hasty super early in the game, Lavarunner is pretty easily turned into a 2/2 that you spent 1 mana for and present a pretty reasonable clock on your opponent. Say goodbye to removal 2 for 1ing your moggs!


Revelers wasn’t great, but it was a chance to include odd typed removal on a body. The Barbarian either is a functionally 2 mana 2/2 or it can eat a problematic artifact. We’re of the opinion this is just a better take on this type of card and we’re making the easy swap.


Kronch has been resoundingly “Fine” in community opinion, at one point literally having an even split in voting between positive, neutral and negative. Reaver is the same body on offense, and can block as a smaller creature if need be without needing to leave other things back. If you happen to have a way to dump it out of your hand, it’s even cheaper, so all in all a solid update.

Green g


We did run a little poll on Harvest where we asked about the other similar Cantrip-ish green cards. While it was fun to see the discussion, we realized that there was an easier option available. We’ve been moving away from fight effects on the whole and there was one sitting right there that has some occasionally relevant text, but is mostly just Prey Upon. Enjoy your good cantrip folks, fingers crossed we get more options like this.


Krushok is just an unambiguously good magic card. There’s no real part of this that any of us take issues with, and Witchstalker is just kinda a boring card. We’ll love to hear what the most common modes this gets used in are, but regardless what they are, I’m sure folks will have fun with this.


Denizen is a reasonable body, nothing super exciting but a 3 mana 3/2 with vigilance is fine, the activated ability is the real hook here. We’ll have to see how often this actually draws a card and how much it costs to do so, but honestly the base rate here is pretty reasonable. Migration is leaving as we move away from Green White being a pair that cares about going wide with small tokens.


7 Mana is so much to invest in things that die to any no-limits removal, especially when none of those cards are 7 mana themselves. Owlbear is cheaper, still a pretty reasonable trampling threat AND most importantly replaces itself as it comes down. RIP weird turkey monster, long live the Ursine Avian Hybrid menace.


Daggertooth has a lot of support from community members as a way to help bolster the Selesnya Counters deck. Other similar options such as Bloom Hulk had been brought up, but Daggertooth is the shiny new toy, and we’re gonna give it a whirl. Consider this a Probationary include where if in a few months folks aren’t feeling it’s actually proliferating that much, we’ll try some of the other similar options.

Multicolor wubrg


Breathless Knight has a whole bunch of words on it, but the key here is it’s a Wind Drake plus a bit extra. While you’re unlikely to trigger it’s ability more than a few times, but that’s just gravy. This isn’t Vampire Nighthawk but it’s a step or two closer to that, and Final Payment was just a kinda wonky removal spell that (sometimes literally) hurt to use.


Oh look here, this is a removal spell that feeds the color pair’s archetype. Captured by Lagacs was almost universally loved in polling and the Centaur is just a remnant of the past at this point.


Putrid Leech is a great card, don’t get us wrong. This change is more about signalling what the color pair is looking to do (a recursive oriented midrange deck) rather than just a rawly good card. This is another I’m very excited to see what shenanigans it can lead to in the cube.


Anarchomancer is a great card. It’s a dork that doesn’t tap and if you’re casting more than one spell “adds” multiple mana, on top of just being a bear. Great option for the gold slot and Savage Smash just wasn’t preforming as well as originally hoped.


Feeling of Dread has lingered in the cube for a while. It was there from back in the day and over the years the color pair has become a more focused Flicker/ETB deck. Silver Drake lets you rebuy your creatures for more ETB fun, better signalling for the color pair and making it a bit more solid.


A classic card from back in the day, Spring does require 2 colors of mana, but here we’re taking that as a plus. Snakeform was super splashable in blue decks and as a result a card that was taking up a slot for a Green/X deck was easily played elsewhere. We’re swapping to this as an attempt to limit what decks get to run the gold Simic cards.


We touched on this in the Q&A, this is the will of the people. While the committee ourselves were not huge fans of this even after discussions, we’re giving it a shot to see how it does and eagerly await to see where folks are on it in a few months

Land


Warped Landscape has come up a few times, and for ages the answer was just “well there’s not a great replacement”. Now we’ve got Shimmerdrift which is some amalgam of the Evolving Wilds/Terramorphic Expanse effect with the Thriving land cycle. While one fewer untapped land can feel rough, Landscape just wasn’t cutting it any more.

Discord and Polling Check in

Polling the Discord, while non-scientific to be sure has proved super helpful for finding out group consensus opinions on the cards both currently in the cube and those we’re considering. If you want to help contribute your opinions this is the best way to do so. We’ve gone through a few polling techniques, starting in discord and slowly moving to use Google forms to automate it, and we’re slowly working through a large number of commons, at this point having collected almost 25,000 votes on various cards!

The Next Steps

If you haven’t joined the Pauper Cube Discord you’re missing out: So many unique discussions around cards, themes, and archetypes happen daily. But better than that, it’s home to a wonderful community of supportive cube enthusiasts who offer great feedback for anyone’s ideas. The Pauper Cube wouldn’t be here without this community, and we’re thrilled you’re here with us.

The Reasons


The phantom creatures are the older side, but allow for creatures that are slightly harder to kill and also play nicely with cards that produce additional counters. They also play nicely with any Auras or Equipment that buff toughness as they then require hard removal. Skyjek on the other hand was simply not a well liked card that’s seen its chance to prove itself come and go. Stybs once, correctly, called Skyjek the best 3/1 at common, but too many cards incidentally produce 1/1 tokens that obviate all of our 3/1 options.


When Combat Professor was previewed, it immediately drew comparisons in the Discord with Serra Angel. The Professor’s base mode is a 3/3 Angel but it also has the option to spread its buff to other creatures which is a really cool addition to the cube. Chevalier, on the other hand, represents a lingering issue in the form of another Un-card.


In an attempt to provide more support for the Counters matter archetype we’re going to test this out as both a way to grow creatures and allow for them to get in or live through a combat. We’ve also heard the comments about removal density so Arrest is leaving for the time being. Consider this probationary, but we’re hopeful it adds power and flexibility.


Frost Trickster was a super well received card in our community. Frost Lynx was already a card some had discussed and was a completely reasonable option, the Trickster is a strict improvement here and as the number of ETB effects grows, locking down creatures rather than bouncing them goes up in value. Eyekite was included mostly on the hope that “second card drawn” would gain more support than it did, and too often sits around as a wonky Storm Crow.


This is a boring swap, but it’s also an almost strictly better swap. We considered cutting other things but at this point we’re not wanting for more options with 2 CMC blue cantrips. Look at cards and draw a card is often powerful magic, and this belongs in many cubes.


Wicked Guardian is just not performing up to standards. Unwilling Ingredient can either slowly chip in a damage a turn or block and cash itself in later for another card. That, coupled with pulling the curve down, makes the frog a solid improvement.


Another like for like at first glance, there is an important difference between these two. Lash’s -2 toughness allows for more of the opponent’s things to live but also allows for this more easily to be a combat trick. This isn’t QUITE Shock but it’s quite close. Also, the chance to remove the almost trinket text on Nameless Inversion is a nice bonus.


Groff was something folks were very excited for, and it makes sense. A 2 mana 5/4 is a lot, and the additional costs are very real. That said, we’re giving this a shot as its a lot of body for not a lot of investment, survives the magical Bolt test. We do welcome input on this one as it’s for sure at a risk of 2 for 1s. (Personal Note:Cutting the Dealer breaks my heart. I loved calling a friend, "Do you Like Squirrels?)


Hey, look! It’s more removal of old archetype support for new ones! Colony fits neatly into the cube as it’s on rate and also works as a weird “Faux-verrun” in a counters heavy deck, making chump blocks no longer an option. That coupled with the fact it can be kicked and larger make this a solid option to support the archetype.


This falls in a similar space to Phantom Nomad and has a similar cut to other counters archetype cards. Not much more to put here.


Another support for the counters archetype, Ceratok has less modality than the Colony, but is also just a reasonably sized body with trample at the end of the day. It also hits the magic “4 mana ramp target” cost where this plays nice with green’s 1/2 CMC ramp options.


You can finally put away the pitchforks! Veil was something we passed on last update, but it’s here to be the upgraded version of Ranger's Guile. Now we’re keeping both available for the time being to allow the tempo and counters decks to protect their threats more reliably, but if that proves to be too much Guile will make an exit at a later date.


Oh hello there old friend! Travel Preparations has the dubious honor of being in and out of the cube more than any other card. With a commitment to supporting counters in both of these colors, it’s time for it to return and for the tokens card to leave. Hopefully this is the last time we have to see this poor frequent flyer in these updates for a while.


The infamous “Golgari Serra Angel” incident with the Great Designer Search is back in a subtle way. If you were asked what colors you’d make a conditional flicker with removal and life gain attached, Golgari might not be the first guess, but here we are. The Rotwurm is a slower creature where Infuse makes combat interesting and allows you to gain value off of your creatures again in multiple ways. Lowering the curve of Golgari is an incidental bonus.


Relic Sloth is an odd beast. While it doesn’t align perfectly with what Boros always wants to be doing, it definitely comes through on the “just a good card” side of things. That said, Firstblade is definitely showing its age so we’re giving the Sloth a chance to prove itself in the cube. Maybe we’ll see Red-White morph into a midrange color pair with staying power over time or maybe the pair can have a single 5 drop, you know, as a treat.


There’s never been a clearer sign that the Committee are mostly what the internet calls “Paper Boomers” than this. When we see a riff on Quirion Dryad we get excited. We’ve been trying to make sure that a Blue/Green tempo deck is possible in the cube and a creature that grows as you protect it fits that a bit better than a funky Doom Blade.


Prophet of the Peak turned out to be one of the most disliked cards in the entire cube per a recent poll. In an effort to get rid of stuff that folks dislike playing, we’re going to be testing Skyclave Sentinel as a replacement card that’s a bit more interesting than “haha, I have a 5/5.”


(Stand-in for all the Campus’)

The Campuses are a HUGE upgrade over the Gainlands that makes us incredibly hopeful for future explorations in this vein. It does feel odd that these are lands with activated abilities you’re never excited to activate, but when you need the filtering to draw into some late game action, it’s better to have access to these than not. When a player is truly behind, using the scry activation will help feel like the game is, well, an actual game.

Also Rans

Expel – Hypothetically, swapping like-for-like would remove a piece of enchantment removal in favor of this. Conditionally removing only tapped creatures is barely a threat, and exiling rather than leaving a creature on board is a potentially a big upside. However, we’re trying to make changes only where necessary, and it’s likely we’ll see another functional piece of removal in the next few sets if white really needs another upgrade.
Bury in Books – Blue has a lot of powerful cards at its disposal. Bury in Books feels like an excellent piece of bounce, but it presents itself at a time where blue still seems overrepresented.
Big PlayGiant Growth variants face an uphill climb, but because we’re adding counters support, it feels like Big Play deserves extra consideration. It just doesn’t quite get there, even with the emphasis on counters.
Eureka Moment – One of the awkward results of defining Simic as “ramp” is that cards that ramp well or draw cards look really appealing, but they don’t actually do anything to advance the game to a wining board state. It’s hard not to like Eureka, but harder to justify cutting a threat or answer for a card that “just” draws more cards.
Biblioplex’s Assistant – This is an expensive, understatted Archeomancer, but it’s colorless. It could be exciting, but it lacks punch. We can’t justify slotting it in, even as a probationary addition.
Owlin Shieldmage – This was one we were very high on during preview season, but as time went it became clearer and clearer that this isn’t much more than a 5 mana 3/3 flyer. Hopefully the next time we see Ward we’ll get a bit closer to the ideal.

Discord and Polling Check in

Polling the discord, while non-scientific to be sure has proved super helpful for finding out group consensus opinions on the cards both currently in the cube and those we’re considering. If you want to help contribute your opinions this is the best way to do so. We’ve gone through a few polling techniques, starting in discord and slowly moving to use Google forms to automate it, and we’re slowly working through a large number of commons, at this point having collected almost 25,000 votes on various cards!

The Next Steps

If you haven’t joined the Pauper Cube Discord you’re missing out: So many unique discussions around cards, themes, and archetypes happen daily. But better than that, it’s home to a wonderful community of supportive cube enthusiasts who offer great feedback for anyone’s ideas. The Pauper Cube wouldn’t be here without this c

The Reasons

Perhaps setting a land-speed record for shortest stay in the cube, Bound just does what you want Binding to do, but better in most respects. That with a lower count of white pips just made this a slam dunk.

Codespell Cleric is a nice clean reward for playing a low curve. This either can hit turn 2 as a 2/2 or if drawn later can buff something bigger and/or more evasive. Mistral Charger, while fine, just generally is unexciting and doesn’t lead to as interesting a play pattern.

If you happen to have been in the discord over the past few days, you might have seen this one coming. Martyr’s Soul is a card that at the time seemed like a slam dunk for aggro decks but hasn’t been paying off in quite the same way. Valkyrie happens to help support a similar game plan of small, semi disposable creatures, though it doesn’t play quite as well with tokens. Gaining evasion will hopefully make up for the smaller body.

Stitched Drake is a classic. It’s also at this point beginning to show its age a bit. Augury Raven has the same end effect of “under-costed flying beater” without the feel bad of having it in hand with no creatures in the bin.

Waffling on 4 mana draw spells that net you 1 card total is a fun little dance as Wizards continues to print new and interesting versions of this effect. Behold is an absolute powerhouse take on the effect with very little downside that sees more cards than Rain.

We do love to see the almost strict upgrades, don’t we folks? Bind the Monster is pretty much as close as we’ll see to a blue riff on either Vendetta or Swords to Plowshares in a long time. A+ removal that has an actual cost with the ability for counterplay.

All darlings have their day come. Justice is a card from another era of Magic entirely, where cards were balanced differently. Massacre on the other hand is a nice clear shift in how these types of effects are designed in modern Magic. We know some monsters out there will lament not casting Justice off of a Pristine Talisman, but we’re moving into some cleaner, less repetitive options. (We mean Phizzled. Phizzled is some monsters).

As stated in the Q&A, Skull Raid is a super neat effect and a fun update on the time honored Mind Rot while not evoking the sheer misery of Hymn to Tourach. Hired Blade was an experiment so we’re swapping this over to another experimental include.

While there’s a touch of baggage with the fact that Cannonade is not just strictly speaking a Pyroclasm, we’re tossing this in for decks that are on the slower side that have red in them. It feels a bit odd to include what is almost always a card that will get passed by mono red, but this is our first chance at a ‘clasm and we want to see how it plays out in cube.

Munitions isn’t Goblin Bombardment. However it’s not that far away either. This is going in as a support option for aristocratty decks or even just as a way to get those last points through in a more aggro-y midrange deck. Sandsprinter has been fine but unimpressive, and for that reason it’s moving out at least for the time being.

Rummaging is ok, impulse draws are better. While Firewalker costs mana, not requiring a card in hand just makes this play into mono-red’s gameplan so much better. Let’s get that actual red card advantage directly into the cube.

Elephant Ambush is a card that most of the committee remembers playing in retail limited at the time. It’s definitely starting to show its age, and in its place we’re pulling in a card to support the +1/+1 counters theme that we promise you we are working on. There’s also some neat synergy with the persisters in the cube on top of just turning tokens into even more ways to make that hexproof threat good.

Packmate was an outstanding common in its limited environment and is definitely the type of card we love to include in the cube, and Prey Upon is a card that is deeply showing its age. The goal is for greens removal suite to be composed of fight effects with stat buffs and the Bite style effects that don’t put you in a position where you 2 for 1 yourself.

A card that was once more expensive than the entire cube is finally (more) affordable. With some updates you’ll see below, the value of searching for specific land types has gone up, and besides, with Nature's Lore already in the cube another copy would be great to help out green decks.

The Familiar is cuter, cheaper and draws a card. Very few downsides here for this swap over.

This is going to stand in for the 10 typed snow duals. These are pretty much just strictly better at this point and a great upgrade for the cube. We have brought it up that there is a chance in a few years these might go up in price, but until that day comes, these are a great inclusion.

Also Rans

Every time we do one of these updates, things are gonna be passed on simply because they’re not quite right or they might not fit right now. Battlefield Raptor is one huge amount of power creep on Suntail Hawk, however the lack of density of ways to make it bigger leave it on the sidelines for the time being. Masked Vandal was strongly considered as an answer for pesky artifacts and enchantments, but in the end the awkwardly defensive body coupled with it being green made it less appealing than if they’d just let us have Reclamation Sage. Shimmerdrift Vale is a neat little update/side-grade on the Evolving Wilds effect we’ve seen a bunch. At this point however it’s just not a necessity and felt overly fiddly to include.

Updates on the Discord!

We’ve added two new channels to help us out hearing what you feel about cards currently in the cube. Recently Martyr’s Soul was brought up to see how folks in the community felt about the card. It was great to get a simple Yea/Nay view on how the community was viewing the card as well as some more in depth opinions. As an effort to help replicate this, we’re introducing #cube-card-rating and #cube-card-rating-discussion. The former will get regular posts from admins with cards, which folks can react to with emoji to express approval or disapproval, the latter will be the place for more in depth discussion of cards. The hope is that these channels will stimulate discussions about cards that don’t frequently come up in an effort for the Committee to have a more holistic picture of how the people playing this cube feel about certain cards. This process may get a bot devoted to making sure there’s always stuff to discuss, but for the time being it’ll just be these two with manual posts.

The Next Steps

If you haven’t joined the Pauper Cube Discord you’re missing out: So many unique discussions around cards, themes, and archetypes happen daily. But better than that, it’s home to a wonderful community of supportive cube enthusiasts who offer great feedback for anyone’s ideas. The Pauper Cube wouldn’t be here without this community, and we’re thrilled you’re here with us.

My Takes

I agree with most of these changes. The only card card I feel was really overlooked was Shimmerdrift Vale. I have found this card good enough for non-rariety restricted cubes of larger size. Afterall, this is a 5 color fixing land we could be playing in pauper, and we are already playing Warped Landscape, which is clearly inferior. For me, anyway, that is hard to argue with.

I also find it humorous that some members of the community are concerned with the price of the snow tap lands in the future, but we added Three Visits to the cube. I promise you, this card will always be more expensive than all the tap lands combined.

For more information about The Pauper Cube, check out www.thepaupercube.com.

Get your Ninja of the Deep Hours foils in Time Spiral remastered. They were 40 dollar foils prior to the reprint.

Also, update coming in a few weeks.

The last few Cube drafts have been from the Pauper Cube. Sometimes you just have to change up the format. Here are the Results:

The Winning Decks:

Draft 1: w u g Bant Blink
Draft 2: b g Golgari Self Mill
Draft 3: b r Rakdos Sacrifice

The variety of decks here is a good sign for the health of the format. In general, these decks had a very solid removal package. Especially the Golgari and Rakdos decks. Of these 3, though they obviously never played against each, the Golgari deck seemed the most powerful. It's creatures never stayed dead. Voracious Typhon was a rock star in this deck, along with any token generators like Penumbra Spider. Trading away the spider to make a token and then recurring the original spider is such a strong play.

Rakdos Sacrifice played cards like Phyrexian Rager for value and then sacrificed them to fuel other cards like Bogardan Dragonheart. This version of the sacrifice deck drew more cards than most blue decks. Bogardan Dragonheart proved yet again why this 1 creature is first pick-able. It just wins games.

Lastly, the Bant Blink deck, piloted by yours truly. This deck was so much fun to play. While I did not have strong removal packages the way these other decks did, my creatures were nearly impossible to kill as they would be blinked in response to most removal. My favorite play being casting Mulldrifter for it's evoke cost, and with the trigger on the stack, blinking it with Ephemerate, so that I can keep drifter and draw 4, only to blink it again on my upkeep. Generally, this deck won by card advantage, simply out drawing and out valuing my opponents.

I strongly recommend that you try the Pauper Cube. See the link in the cube description. The cube is very affordable and changing up your play experience can bring some much needed variety to your group.

cubefortwo posted to The Pauper Cube -

Foil Preordain in Commander Legends. Grab them when they are cheap. I might swap Nature's Lore for a Foil Three Visits as well.

Update Notes From www.thepaupercube.com

Double Masters White w

Cage of Hands has been in the cube for a while as part of White’s removal suite. We’ve heard your critiques regarding removal density and are docking one of the more persistent options which will sometimes just obviate the best creature on your side of the board in favor of the Ancestral Blade. We’ve spoken in the past on this card several times, but a bear that dies into a Short Sword is a great value option.

Black b

Midnight Scavengers has lingered in the cube for a while now. It’s an okay Gravedigger style of effect but has some nasty baggage in the form of Graf Rats and the meld text implying a two card combo that doesn’t exist. We felt that it was finally time for it to go, and Bone Picker provided the perfect opportunity to play a card that’s simply very good in its place.

Doom Blade has been a staple in rarity restricted cubes for years, and it’s still a solid card. However, all eras must come to an end, and now it’s Cast Down’s world, we’re just living in it. In all seriousness, Cast Down is pretty much a strict upgrade to a spell that is more good than interesting, and there’s no reason not to upgrade a good removal spell to a great one.

Red r

Searing Blaze has a pedigree from eternal formats with fetch lands for the ability to play it for the full 6 points on the opponent’s turn. Pauper is not that format, and with only 2 fetch lands that fetch tapped basics, Blaze simply wasn’t pulling weight. Abrade, on the other hand, neatly is creature or artifact removal. While artifacts are far from the biggest threat in the cube, red decks the world over can rejoice with a main deck option for dealing with Serrated Arrows.

Green g

Let’s hear it for the slow but gradual move away from fight spells in favor of bite spells! While Savage Punch has a bit more of a boost to the creature, knowing that your creature will survive the encounter with no damage marked makes for a great uptick in value for green’s removal suite. Hopefully Clear Shot’s instant speed and guaranteed power and toughness boost make it more of a threat than the conditional buff provided by Savage Punch.

Overgrown Armasaur has been a medium performer for a while. Conclave Naturalists allows for more main deck interaction with the dreaded artifacts or enchantments with the fail case of being big enough to survive burn as well as being a pain in combat gives it a bit of an edge over the harder to cast 4/4 that sometimes will die into a 1/1.

Zendikar Rising White w

Fortify is a flexible team pump spell. Flexible in that there are two modes printed on it, but there’s one that steals the spotlight a bit more. Dauntless Unity provides an option that can be just as potent on offense while offering a way to be a bit cheaper in a pinch. Unity technically allows its caster to add two power or two toughness to the team, though it costs a bit more than Fortify. Playing a kicked Dauntless Unity costs less than Borrowed Grace for the same effect, but conceivably a greedy white mage can add a Goblin Piker‘s worth of stats to all of their creatures.

Suppression Bonds and Nahiri's Binding are very similar options in white’s removal framework. That said Bonds is truly a catchall where Binding does have a slight limitation in not shutting off almost anything in the Cube. Hopefully newer drafters are able to ignore the planeswalker related flavor text.

Blue u

Bubble Snare is an incredible piece of blue removal. While sometimes it will be a slightly more expensive option to Claustrophobia, the upside of slamming this when something has tapped down to attack you feels simply great. Narcolepsy has some rules baggage that might make it just a bit more complex than is necessary when it comes to activated abilities involving tapping.

Kasmina’s Transmutation is not wowing a lot of folks. While it can work as a way to shut off potentially problematic creatures, it still leaves a body on the field and that can come into play later. Deliberate, on the other hand, is another instant speed Preordain at 2 CMC, which is a lot better than it looks.

Black b

Chainer's Edict and other edicts are still dicey and frequently feel like a less than positive interaction when they’re in hand and the opponent happens to have a 1/1 token that can be thrown under the bus. Feed the Swarm is more on the experimental end of inclusions for this update, but adding the ability for black decks to handle enchantments is an interesting space that merits testing. Phizzled laments the loss of another in the Diabolic Edict family.

Red r

While this slipped through the early passes, TukTuk Rubblefort is an odd number in the mold of Warded Battlements, an aggressive support card with a very defensive body. Plated Geopede, while a long time inclusion, can point towards a lands theme that isn’t incredibly well supported. As with Searing Blaze above, the lack of fetch lands makes it hard to maximize the potentcy of the Geopede. All this said, Rubblefort might not be the slam dunk we’re talking it up to be so this is more of a probationary inclusion.

Act of Treason is a classic at this point. It’s been in so many sets and is always just kinda reasonable. While it’ll be missed, the chance to include a reasonable body from Fissure Wizard on the now frequently printed “red creature that rummages on ETB” feels like an upgrade. Encouraging red to play proactively rather than reactively fits most of our expectations for color pairs including red.

Green g

Adventure Awaits is a solid piece of card draw. Plenty of green decks need help hitting consistent gas on the draw, and this, while most of the time this card is limited to drawing a creature, it sees so many cards and never truly misses. Arachnus Web is somewhat janky removal which offers a way for the opponent to spring their creature as an incidental side effect of Borrowed Grace or with a piece of equipment like Bonesplitter.

On the Topic of Selesnya
A while ago we put out a poll to get an idea of how various archetypes were performing within the cube and there was a resounding call of “Selesnya is not only bad but uninteresting!”. We hope that in between various releases we will be reviewing Selesnya and hoping to shift its focus from a go-wide, token-based midrange deck into a more +1/+1 counter focused archetype. This will likely be a bit of a large overhaul so we didn’t want to include such a large change with a double set update and instead give this radical facelift its own time to shine. We will be keeping folks posted through the Discord, so if you haven’t already we strongly suggest getting in there for not only this discussion but other discussions surrounding the Cube.

The Next Steps

If you haven’t joined the Pauper Cube Discord you’re missing out: So many unique discussions around cards, themes, and archetypes happen daily. But better than that, it’s home to a wonderful community of supportive cube enthusiasts who offer great feedback for anyone’s ideas. The Pauper Cube wouldn’t be here without this community, and we’re thrilled you’re here with us.

For more information about this cube visit www.thepaupercube.com

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