Team Pauper Cube
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Tarkir: Dragonstorm looks like a great set, but its focus on splashy rares and mythics means it doesn't have that much to offer pauper.

I'm pretty happy with most of these edits, but found blue the hardest.

Wingspan Stride probably isn't that good, even if it is better than similar Auras, and there's a good chance I undo the Rain of Revelation/Focus the Mind swap. Dirgur Island Dragon (the common blue Omen dragon) could also be included as an alternative to Rimeshield Frost Giant or Quicksilver Fisher. At first, I valued ward 2 as fairly insignificant on a 6-mana creature, but the option to cast it as Skimming Strike (tap up to one target creature, draw a card) for 2 mana could make up for it.

The card I'm most excited for in this update is Magmakin Artillerist. In hindsight, I should also replace Writhing Necromass with Chitin Gravestalker. Flood the Engine is also apparently quite good in Aetherdrift limited, but the cube already has better versions of the same thing.

I like the idea of Start Your Engines, but there weren't a lot of impressive payoffs at common.

Light of Hope has actually been in the cube for a while, but I accidentally entered an extra Unbounded Potential instead of it. Bartered Cow can give a bit more value to discard decks. I'm undoing the swap Nettle Guard-Cathar Commando swap, as the Heroic/Valiant archetype will probably not receive much future support.

Japicx posted to Team Pauper Cube -

A 20-ish card update, going deeper into +1/+1 counters, Auras, and a little bit of reanimator. Summon Undead was cut for being too slow in comparison to Late to Dinner and Dread Return, but might see a comeback. We're leaning more into the suggestion that instant-speed, 0-mana sac outlets are too good, which is why Plagued Rusalka and Novice Dissector are in.

Makeshift Munitions is the only change to red, and I'll be keeping a close eye on it as it could easily prove to be too oppressive.

I'm trying to plant the beginnings of GW and RW Heroic/Valiant archetypes. The card pools are not particularly deep, and I suspect they will need more support than I've given them.

The removal of Carrion Feeder following the Departure of Bloodthrone Vampire could signal a large drop in power for the dominant BR aristocrats midrange deck. I don't want to make the archetype unplayable, but we'll have to see how big this change is.

More Tortured Existence has been added in the form of Golgari Brownscale, Sanitarium Skeleton, Basking Rootwalla and Rot Farm Mortipede. I'm most curious to see if this brings self-mill/TortEx as the main (or even only) black-based synergy shell.

On a whim, I've decided to test out a card I've long considered too oppressive for the cube: Waterfront Bouncer. Only draft will tell how good it is.

We had only 6 players this time, each getting four packs of 11 cards. We only played one round, so there isn't as much to be gleaned from match results. In every matchup, the winning player won 2-0. This means we only saw 264 cards, leaving over 100 unseen.

Decks drafted:

UBRG token soup (Hamlet Glutton, Moldervine Cloak)
WBG TortEx (boarded to GW aggro after game 1)
WUGB Gond combo
BR aristocrats (splashing white for Swift Response)
WU flying/flicker
UR prowess

Matchups:

UBRG vs UR: UBRG wins
WBG vs BR: BR wins
WUGB vs WU: WU wins

After a long and heated discussion about whether Tortured Existence should still be in the cube, I've decided I probably weakened it too much for fear that a strong TortEx deck would make games slow and repetitive. To bring it back a little, I'll be re-adding synergy pieces like Golgari Brownscale and Sanitarium Skeleton.

BR sacrifice continues to be the likely best archetype in the cube. The sacrifice outlets and payoffs it wants are not likely to be taken by other drafters and have increased noticeably in quality. On top of that, black and red have the strongest removal at common. I don't want to completely destroy the archetype, but I'll be removing some of its cards to show some love to other decks that use black or red.

GW's lack of identity was also discussed, and heroic/Auras was decided as a good direction to go in.

I played two prereleases and did bad at both, but at least I got some sweet cube cards out of it. This update is mostly notable for removing the three foretell cards in the cube.

Elementalist Adept and Mocking Sprite were contenders to be added, but I couldn't find suitable cuts for them.

I've undone my previous removal of Snarling Gorehound for Cackling Slasher in favour of giving a few cards to the black sacrifice deck.

Japicx posted to Team Pauper Cube -

A new set is upon us, and that means new cube additions! The Tarkir gain-lands are at long last being replaced, as Duskmourn presents the first ever cycle of common lands that conditionally enter untapped.

Surprisingly for a horror set, white received the most love this time around, with powerful removal upgrades in the form of Trapped in the Screen and Seized from Slumber. I might look more into black, red and blue, but they seem fairly close to what the cube already has.

Snooping Newsie is a long overdue addition over the woefully underperforming Memory Sluice.

A minor update following a draft of a box of Brother's War. Some of the more lackluster artifacts have been removed to make room for the Assembly Worker trio. I hope it works out!

Following our first in-person draft since the MH3 update (and many other minor updates), I am happy to report that everyone won at least one match!

Archetypes drafted:

  • WU flicker
  • WURG aura combo (Presence of Gond, Quicksilver Dagger, Fangtail)
  • RW aggro
  • Mono-R Impact Tremors
  • RWB aristocrats
  • GU flicker/stompy
  • UB self-mill (didn't play)

Match Results:

  • WU vs WURG: WURG wins 2-1
  • WU vs RWB: WU wins 2-1
  • Mono-R vs GU: mono-R wins 2-1
  • RW vs RWB: RWB wins 2-1
  • GU vs RWB: GU wins 2-1
  • WURG vs RW: RW wins 2-1
  • WURG vs mono-R: WURG wins 2-0

Final results (wins/games played)

  • WU: 3/6
  • WURG: 5/8
  • RW: 5/9
  • mono-R: 2/5
  • RWB: 4/9
  • GU: 3/6

These results show every deck with a win rate in the 40% - 60% range, showing that the cube is overall pretty balanced. Aura Combo posted the best results of the draft, despite not pulling off the Presence of Gond or Dagger Crab combos successfully (though it did win a game with Viashino Fangtail + Nightshade Peddler). This might say less about the power of the combos and more about the strength of drafting many colours, including green for ramp and fixing. RW aggro continues to do well, due in large part to the power of Greatsword of Tyr.

Removal was spread more evenly across the decks than the previous draft, and the improvements to green were well-received. The addition of landscapes helped to sideboard in off-colour cards -- I was playing the WU deck and sided in Arms of Hadar with only one Swamp and Twisted Landscape. Only a few minor changes have been proposed (adding Seal of Strength, cutting Jaddi Offshoot for Llanowar Elves). Duskmourn is arriving soon, and I've already picked out a few commons I'm going to add.

Bloomburrow didn't interest me all that much as a set, but a few cards managed to make it in.

Changes:

-Golgari Brownscale, +Heaped Harvest
-Mineshaft Spider, +Treeguard Duo
-Gather the Townsfolk, +Carrot Cake
-Armadillo Cloak, +Head of the Homestead

And some other overdue changes:

-Thoughtscour, +Ninja of the Deep Hours
-Zhur-Taa Druid, +Goblin Anarchomancer

It's a new Modern Horizons set, and that means above-average commons!

I was so impressed with the landscape cycle that I added all ten without any cuts, and I'm eager to see if they make three-colour decks more viable. There are some notably powerful multicolour cards as well -- I'm paying particular attention to Writhing Chrysalis and Conduit Goblin.

A few energy cards have been added, with an eye toward cards that don't need heavy energy support to be effective. Energy is potentially an interesting archetype, so I might include more support for it later.

Not all the cards in this update are new. I finally got my hands on a Double Masters printing of Cast Down. Replacing Gideon's Reproach with You Hear Something on Watch was also way overdue.

I'm looking forward to drafting soon, and will post a report when we're done!

Mostly pruning some of the worse green cards. I also noticed that white had only one Aura (Hyena Umbra) that you would want to play on your own creature, so I fixed that too.

Since decks running heavy spot removal have repeatedly proven themselves very strong, I've decided to add more hexproof and ward as a countermeasure. We'll have to see how much of a difference it makes.

Hymn to Tourach has been replaced by Pulling Teeth until I get a Wrench Mind. Hymn quickly showed it was too strong after being briefly re-added.

Pillar of Flame has been replaced by Rush of Adrenaline to cut down on the volume of red burn spells and skew red slightly more toward combat tricks and prowess.

Razzle-Dazzler and Nezumi Linkbreaker look like they have potential in tempo and sacrifice decks respectively.

After substantial changes to the cube, we finally got everyone together for a draft!

The decks:

  • RWB Aggro (Fireblade Artist, Captain's Call)
  • GW Aggro (Armadillo Cloak, Leonin Skyhunter)
  • WURG Aura Combo (Dagger Crab and Midnight Gond)
  • RW Tempo (Lorehold Pledgemage, Dwarven Forge-Chanter)
  • WU Flying (Zephyr Winder, Bonesplitter)
  • WU Flicker (Cloudshift, Mulldrifter)
  • BR Aristocrats (Carrion Feeder, Voracious Vermin)
  • BG Graveyard (Troll of Khazad-dûm, Dread Return; blue splash for Treasure Cruise)

Matchups:

  • WURG v Flying: Flying wins 2-1
  • RW v BG: BG wins 2-0
  • BR v Flicker: BR wins 2-1
  • RWB v GW: GW wins 2-0
  • RWB v WURG: WURG wins 2-1
  • BR v GW: BR wins 2-1
  • Flying v BG: Flying wins 2-1
  • BR v Flying: BR wins 2-0
  • Flicker v RW: RW wins 2-1

With 6 total wins, BR Aristocrats performed the best. The deck has benefited a lot from the sweeping changes to black. Most significantly, all the 3+ mana black creatures with death payoffs were removed for being too slow. Voracious Vermin also proved to be a very strong addition.

Bringing back Hymn to Tourach was controversial. It was hailed as a major improvement to black's overall card-quality improvement, but might be too strong, as it sometimes effectively ends the game on turn 2 or 3. The strongest reason I have for removing it is that there isn't really a deck for it. It's a generically powerful card that every black deck should run.

Green continues to struggle despite improvements. It's possible that the strong past showings of Rakdos and Boros aggro decks have pushed it out of player's minds, or the colour needs to be improved even more.

After the draft, we discussed the continuing problem of Simic. The main suggestions for Simic included defender and walls (including Axebane Guardian combo) to stall aggro, and artifacts (mostly Clues and Food).

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