Pauper Cube
(450 Card Cube)
Blog Posts (20+)
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Spirited Companion -> Ainok Bond-Kin
Cutting Spirited Companion because I'm adding another ETB draw a card creature in this update and I don't think white needs more of this effect. Spirited companion was good in aristocrats and blink however the more expensive variants were better overall. I've been wanting to add Ainok Bond-Kin for a while. If you outlast it once, a 3/2 first strike is a pretty good creature. It makes any other +1/+1 counter card better. I'm not fully adding support for a counters deck at this time, however Ainok Bond-Kin would help if I do.

Cloudshift -> Pegasus Guardian
Unless you have one of the more impactful blink targets like Maul Splicer or Mulldrifter, Cloudshift has underpreformed. Rescue the Foal costs an extra mana over Cloudshift, but adventure gives it some good upside. It essentially draws you a creature you can play later.

Argivian Phalanx -> Salt Road Packbeast
Loses vigilance and a point of toughness, but drawing a card on ETB makes it way better most of the time.

Cyclops Electromancer -> Molten Monstrosity
Cyclops Electromancer has been decent, I just want to try out Molten Monstrosity. If you have anything bigger than 3 power it's a great rate. Big tramplers are generally good in this cube.

Voracious Varmint -> Undergrowth Leopard
Functionally identical. I just like the cat more.

Mainboard Changelist+1, -1

Without madness or many graveyard synergies, discarding cards is a significant cost. Jade Avenger buffs itself without having to discard. It blocks as a 4/4 and is difficult to block in the early game.

In addition to a few swaps I'm cutting 5 colorless cards and adding one card in each color. At common colorless options are sparse. The cards I'm cutting were not getting played very often. I'm hoping the monocolor cards will be better even if they're a bit more restrictive.

Swaps

Return Triumphant -> Fencing Ace
Return Triumphant has not impressed me. It requires a creature in the yard, doesn't cheat on mana, and is pretty low impact. I'm replacing it with a 2 drop that you can always play rather than conditionally play. I'm excited about Fencing Ace. It will be the only creature in the cube with double strike. It's a great target for buffs.

Aether Poisoner -> Basilica Screecher
Extort has impressed me on Kingpin's Pet and Syndic of Tithes so I'm adding a third card with extort. There are two other 2 drops in black with deathtouch that I like more than Aether Poisoner. I'm also adding Dunland Crebain in this update which also acts as sac fodder.

Bloodthrone Vampire -> Legion Vanguard
Legion Vanguard unfortunately does cost mana to activate, however it starts out as a 2/2 and any buffs it gets from exploring are permanent. Bloodthrone Vampire has been unplayable outside of a dedicated aristocrats deck. I'm hoping Legion Vanguard will be playable in more decks.

Mortician Beetle -> Okiba Reckoner Raid
Mortician Beetle has also been unplayable outside of aristocrats. It only gets buffed when creatures get sacrificed. Unlike Voracious Vermin which doesn't care how they die, or Gixian Infiltrator which lets your sac lands buff it too. Okiba Reckoner Raid is an efficiently statted 1 drop, however it can't attack immediately. Draining your opponent for 2 mostly makes up for that, and might even be better in a board stall.

Witty Roastmaster -> Molten Gatekeeper
More resilient stats and unearth to bring it back for a final hurrah. I might decide that I want two copies of this effect and bring back Witty Roastmaster over something else in a future update.

Fervent Cathar -> Wojek Bodyguard
A card I loved from GRN limited. Makes your other attackers bigger. Works really well with creatures that want to be buffed like Aether Chaser or Healer's Hawk. Fervent Cathar's ETB is a one time use only and a 2/1 is easy to kill.

Basking Rootwalla -> Voracious Varmint
There's isn't enough self discard to make madness worth much in this cube. I've tried to support it in the past, but there's just not enough cards at common. Basking Rootwalla is fine as a one drop but nothing exciting. I'm taking out Qasali Pridemage in this update and Voracious Varmint fills a similar role. No exalted unfortunately, but being mono-green means it can go into more decks.

Qasali Pridemage -> Travel Preparations
When the disenchant mode of Qasali Pridemage doesn't come up, it hasn't felt worth its gold slot. Travel Preparations works with cards that like being buffed like Fencing Ace, Healer's Hawk, and Silhana Ledgewalker. It also adds support for a +1/+1 counter strategy if I want to add that in a future update.

Cuts

Cogwork Librarian
I've been drafting with 4 or less people a lot with this cube. Drafting with so few people requres alternate drafting formats in which Cogwork Librarian doesn't work. I like the card in theory, but it's been more of a liability than a boon.

Slash Panther
Slash Panther was just a filler creature. It's fine in an aggressive deck, but most other 4 drops are probably better than it.

Eldrazi Devastator
I like Ulamog's Crusher, Maelstrom Colossus, and Thundersteel Colossus more and I don't think I need a 4th colorless fattie.

Mutagenic Growth
This was mostly played in green decks even though it could be played in any. A decent but not great combat trick wasn't worth commiting to always paying 2 life and a card for.

Sylvok Lifestaff
Sylvok Lifestaff is only really good against aggro and I want to encourage aggro so I'm cutting this.

Guardian Idol and Prismatic Lens
2 mana rocks have been good in my Traditional Cube so I expected them to be good here too. It's turned out that creatures matter a lot more in pauper and these don't contribute to the board. There are also very few combos in this cube to accelerate to. I am keeping Mind Stone and Everflowing Chalice because some decks might be interested, but I'm cutting the worst two.

Additions

Ride's End
The best version of this effect. 2 mana to exile a tapped creature or 5 mana to exile anything. I wanted another removal spell in white and I'll start with this one.

Unable to Scream
Aura based removal is weak to an number of things, especially blink effects, so I'm wary when adding it. 1 mana to remove a threat is worth looking at anyway. Unable to Scream turns a creature into a 0/2 and removes all its abilitis. Unless it had +1/+1 counters on it, all it's good for is a chump block.

Dunland Crebain
I've been wanting to add another 3 drop in black. Dunland Crebain gives you a flyer, 2 different bodies to sac, a good card to blink.

Cyclops Electromancer
Red currently has no 5 drop creatures. I'm trying out Cyclops Electromancer. In a deck with instants and sorceries, it's comparable to Flametongue Kavu.

Penumbra Spider
Adding the spider back. I have arachnophobia and generally don't play with spiders at all. The art on Penubra Spider doesn't bother me very much compared to most other spiders in magic. I won't be using a typical spider token for instance. Gameplay wise, Penumbra Spider is a very good 4 drop. It's hard to kill and blocks flyers.

Bronze Walrus
It's mana ramp and color fixing, it fixes your draws with scry 2, it's also a creature for the sake of attacking and blocking. It does everything, but nothing very well.

Evolving Wilds
Adding another fixing land. I want to add more mana fixing to this cube, however it always being tapped is a major downside. Evolving Wilds is worse than other cards in the cube however it's still worth playing in any deck. I'm choosing a sac land over a land like Uncharted Haven because I dislike the memory issues of those lands.

Combat Professor -> Aerie Auxiliary
Combat Professor gives vigilance and can change who gets buffed, however if the professor dies the buffs go with it. Aerie Auxiliary requires you to have 2 other creatures already in play to get full value, however it has better stats and gives counters rather than temporary buffs. It's also a target for blink effects if you want to distribute counters.

Lava Coil -> Fanged Flames
Basically the same card, however devoid lets it ignore protection and damage prevention. The main card this applies to is Guardian of the Guildpact but also includes Prismatic Strands and Apostle's Blessing.

Bite Down -> Run Over
A very small change. If you happen to have one of the 3 vehicles in the cube, Run Over is cheaper if you target it.

Not much from Aetherdrift. I considered Hazard of the Dunes however I recently swapped 2 of my green 4 drops and I want to test them first.

Mainboard Changelist+1, -1

Essence Flux being downshifted is the first 1 mana blink in blue at common. There are only 5 spirits in the cube at the moment, but I hope my drafters won't get too distracted by that. I'm replacing Planar Incision because 1 mana vs 2 is a big deal.

The only other card from INR I was considering was Village Messenger but I like my current red 1 drops more.

Swapping 14 cards, mostly white cards.

Sacred Cat -> Healer's Hawk
I really like Healer's Hawk. A single counter or equipment and it becomes difficult to race. The cat, while more resilient, eventually can get blocked on the ground.

Loyal Cathar -> Syndic of Tithes
Loyal Cathar is a decent creature, good to sac and trade in combat. Double w does hurt its playability though. I'm trying Syndic out, extort can really help in a long game. I also was considering Ainok Bond-Kin among other 2 drops, but I want to see how Syndic does first.

Sandsteppe Outcast -> Attended Knight
Very small swap. The token having flying does make blinking outcast better, however in a blink deck you'd often have better targets. If you're not blinking it, I'd rather have the knight for first strike.

Angelic Purge -> Glorifier of Suffering
Mostly just to take out Angelic Purge. Since this cube's inception, much better white removal has been printed at common. I kept in in for the sac synergy, but now I'd rather play Glorifier of Suffering. An aggressive creature that rewards you for having fodder. It can even sac an artifact if you have one.

Kor Hookmaster -> Intrepid Rabbit
I want to try out Intrepid Rabbit in this cube. It was really good in Bloomburrow limited, however I don't know how much of that was because of synergy with BLB archetypes like Rabbits and Mice. It still seems good even without those archetypes present, but I'll have to see if that's true. I don't know if I should count it as a 3 or 4 drop, I'm counting it as 3 for now, but if people end up always casting it for 4 I'll move it to that section.

Cenn's Enlistment -> Triplicate Spirits
I would often see Triplicate Spirits in other people's pauper cubes. I never played M15 limited so I don't know exactly how good it is. I want to try it out and see for myself. Cenn's Enlistment is extremely slow and white is not short on good 4 drops.

Hunted Witness -> Mandibular Kite
The kite is a 1 mana flyer that you can equip to give any creature flying in the late game. You probably wouldn't mind sacing the germ as the kite sticks around. Hunted Witness was really only for the sacrifice deck so I'm taking it out.

Phantasmal Bear -> Saiba Cryptomancer
Saiba Cryptomancer can protect your creature from removal and even gives it a counter. Good to blink and bounce back to hand. While Phantasmal Bear is a good rate and I do have a soft spot for illusions, blue can't really use a slightly overstatted ground creature very well.

Eldrazi Skyspawner -> Mocking Sprite
Mocking Sprite works really well in the tempo spellslinger deck. I'm taking out Eldrazi Skyspawner as I still have Preening Champion and Stormbound Geist which fill a similar role.

Serum Visions -> Hard Evidence
Both cards are 1 mana sorceries for synergy purposes. Serum Visions feels so much worse than Ponder and Preordain. Hard Evidence is slower to draw and doesn't filter them, but it gives you a blocker or something to sac.

Butcher Ghoul -> Guildsworn Prowler
Taking out Butcher Ghoul because I've added a number of black sac fodder cards recently and I felt black had too many. Guildsworn Prowler is also fine to sac, but attacks better and has synergy with ninjas and fight cards.

Penumbra Spider -> Gnarlback Rhino
Taking out the spider because I hate spiders. Green has 12 cards that trigger the rhino, mostly fight/bite and pump spells. It's also a 4 mana 4/4 trample which is not a bad rate. If I ever add auras as an archetype it will work with those too.

Putrid Leech -> Urborg Repossession
Golgari has very limited options for pauper cube. Putrid Leech was just filler. I'm trying out Urborg Repossession hoping it'll be better.

Adventuring Gear -> Glimmerlight
Colorless also doesn't have a ton of options. I'm swapping one mediocre equipment for another. I'm thinking of cutting the worse colorless cards for some hybrid cards, but that would break the symmetry in the multicolored section.

Mainboard Changelist+0, -0

Not a real update, ignore this.

I'm currently in the process of building this cube. Marking unowned cards as such so that I know which to get.

Mainboard Changelist+1, -1

Card I forgot from the big update.

Mainboard Changelist+68, -68

Update includes a years worth of cards from MOM to OTJ including any off sets.

Too many cards to go over individually, some big take aways include:

EDIT
I just noticed the changelog is completely wrong. The cards going in are correct, but the cards going out do not match at all. The cube itself seems to be correct. The actual changelog is:

Steppe Lynx -> Boros Elite
Faerie Guidemother -> Novice Inspector
Priest of Ancient Lore -> Holy Cow
Aven Riftwatcher -> Inside Source
Seraph of the Dawn -> Combat Professor (Originally missed in this update)
Gallant Cavalry -> Oltec Cloud Guard
Dawnfeather Eagle -> Eagles of the North
Icewind Stalwart -> Gods Willing
Dauntless Unity -> On the Job
Recommission -> Return Triumphant
Faith's Fetters -> Petrify
Network Disruptor -> Harrier Strix
Malcator's Watcher -> Snaremaster Sprite
Spellweaver Eternal -> Zephyr Winder
Aven Eternal -> Preening Champion
Organ Hoarder -> Murmuring Mystic
Mnemonic Wall -> Shipwreck Dowser
Think Twice -> Deduce
Scattered Thoughts -> Meeting of Minds
Narcolepsy -> Out Cold
Into the Roil -> Serum Visions
Treasure Cruise -> Lorien Revealed
Young Blue Dragon -> Omen of the Sea
Persistent Speciment -> Nezumi Linkbreaker
Putrid Goblin -> Aether Poisoner
Sinuous Vermin -> Mire Triton
Bloodflow Connoisseur -> Voracious Vermin
Reaper of Night -> Troll of Khazad-dum
Fungal Infection -> Not Dead After All
Moment of Craving -> Go for the Throat
Doom Blade -> Snuff Out
Evincar's Justice -> Drown in Sorrow
Moan of the Unhallowed -> Dread Return
Ghitu Lavarunner -> Reckless Lackey
Spellgorger Weird -> Guttersnipe
Wojek Bodyguard -> Tuskeri Firewalker
Infernal Captor -> Chimney Rabble
Molten Monstrosity -> Oliphaunt
Manticore of the Gauntlet -> Skoa, Embermage
Ghirapur Gearcrafter -> Gnawing Crescendo
Forbidden Friendship -> Rally at the Hornburg
Shackles of Treachery -> Wrangle
Blazing Crescendo -> Wrenn's Resolve
Reckless Charge -> Mirran Banesplitter
Underworld Rage-Hound -> Barbed Batterfist
Wildwood Tracker -> Llanowar Slalker
Wickerbough Elder -> Loxodon Eavesdropper
Silverback Shaman -> Entourage of Trest
Fierce Witchstalker -> Generous Ent
Epic Confrontation -> Cosmic Hunger
Wojek Halberdiers -> Conduit Goblin
Applied Biomancy -> Growth Spiral
Savage Smash -> Zhur-Taa Druid
Leonin Bola -> Adventuring Gear
Iron Apprentice -> Candy Trail
Ichor Wellspring -> Lembas
Spined Thopter -> Mutagenic Growth
Pith Driller -> Apostle's Blessing
Terramorphic Expanse -> Escape Tunnel
Skybridge Towers -> Lonely Arroyo
Silverquill Campus -> Forlorn Flats
Lorehold Campus -> Abraded Bluffs
Botanical Plaza -> Creosote Heath
Waterfront District -> Soured Springs
Prismari Campus -> Eroded Canyon
Quandrix Campus -> Lush Oasis
Tramway Station -> Jagged Barrens
Witherbloom Campus -> Festering Gulch
Racers' Ring -> Bristling Backwoods

Mainboard Changelist+1, -1

Remove the final initiative card

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