Paupered Existence
(450 Card Cube)
Paupered Existence
Art by Sandra EveringhamArt by Sandra Everingham
450 Card Pauper Vintage Cube4 followers
Designed by JaySherman
Owned
$309
Buy
$100
Purchase
Mana Pool$273.83
Context

This is a 450 cards pauper cube meant to be played by people relatively experienced with Magic, that might not have cube experience per se. I write a lot about specific cards and changes in the blog section, check it out!

Restrictions

Only cards printed at common in Paper or MTGO (no MTGA downshifts, maybe some silver border/acorn cards), and singleton.

I'm trying to have at least one card from each normal-ish set so if you see some awful card and you want to suggest me to cut it, check out the list of "set ambassadors"... maybe that card is just the best a specific set can offer :P

Gameplay

1v1 traditional games, with grindy gameplay, but both fast aggro and control (lots of removal and counterspells) should be viable. Drafting shouldn't feel on rails, so I have small packages of synergies instead of full archetypes across a color pair.

I really like creatures that double as spells so we have a lot not normally seen in other pauper cubes (e.g. Silverflame Squire, Queen of Ice) that cover a few roles each.

There are some heavy hitters, soft "combos" (e.g. Ephemerate and Mulldrifter) and engines (e.g. Ghostly Flicker and Archaeomancer, Tortured Existence and good creatures) but the power level should be around that of a powerful but synergy-driven retail limited environment.

Resources and inspiration Spanish Contexto

Este es un cubo pauper de 450 cartas que apunta a ser jugado por gente relativamente experimentada con Magic, aunque no necesariamente tengan experiencia con cubo en sí mismo. Escribo sobre las cartas específicas y los cambios al cubo en la sección de blog, dale una mirada!

Restricciones

Sólo cartas impresas como comunes en Papel o MTGO (ningún downshift sólo de MTGA, tal vez alguna carta de borde plateado/bellota), y singleton.

Estoy tratando de tener al menos una carta de cada expansión "normal" así que si ves alguna carta horrible y querés sugerirme que la cambie, fijate la lista de "embajadores"... tal vez esa carta sea lo mejor que puede ofrecer esa expansión en particular :P

Juego

Se juegan partidos 1v1 tradicionales, y el juego en sí puede ser un poco grindy midrange, con intercambio de recursos, pero tanto aggro como control (mucho removal y contrahechizos) deberían ser viables. Draftear no debería sentirse "sobre rieles", así que tengo paquetes de sinergías pero las combinaciones de colores o "gremios" no están dedicadas completamente a un sólo arquetipo.

Me gustan mucho las criaturas que cumplen doble función como hechizos y cubren varios roles cada una, así que tenemos muchas normalmente no vistas en otros cubos pauper (e.g. Silverflame Squire, Queen of Ice).

Hay algunos pesos pesados, "combos" blandos (e.g. Ephemerate and Mulldrifter) y motores de valor (e.g. Ghostly Flicker y Archaeomancer, Tortured Existence y buenas criaturas) pero el power level debería estar alrededor del de un entorno de limitado normal, tirando a poderoso, centrado en las sinergias.

Recursos e inspiración

Last big update for a while, since I got lots of cards I wanted at the same time.

Multicolor

I'm cutting 1 multicolor card from each pair of colors since I needed some room and there were some underwhelming options. Nothing specific to say about individual cuts.

White

I've long wanted to include Field Surgeon as the representative of Urza's Destiny and I think it can be a decent in matchups very focused on creature combat or against red. I'm also thinking of having some creatures that trigger when tapped, so it is a bit of a seed.

Flutterfox makes way to the phyrexian Kite, which can play a similar role of just being a small evasive creature but also gives you late game options/reach for bigger creatures.

On the Job replaces Dauntless Unity since, while less flexible on mana cost, is much more flexible on situations of the game in which you want to play it. Since it gives you back the card, you don't need to save it just for the final attack like you usually do with team pumps.

Embolden serves the dual purpose of having a card that can trigger multiple "heroic" creatures while also giving white a small bit of card advantage with flashback. It also means you won't be losing any combat.

I'm swapping Intrepid Rabbit for the Unicorn because it works with "heroic" creatures, while maintaining modality and helping white with plays that are not overextending into sweepers or removal.

Arynx feels like just a strong beater that helps white having good topdecks and using creatures the turn they enter. Martyr's Soul is just ok and can only tap creatures once :P

Blue

Appraiser is just a great rager variant, giving you some selection and filling your graveyard for that early Treasure Cruise.

Drake is just a decent creature which can make your card draw or counters cheaper, while blocking well and being evasive for more aggressive decks.

Black

Mire Grasp was ok but I wanted something that could be picked up with Kor Skyfisher for that grindy Mardu style of play (I recently added Experimental Synthesizer as well). Tithing Blade is decent and has additional late game utility if needed.

There were many times Defile couldn't be more than a Disfigure, with the amount of non basic lands we run, so I'm replacing it with Wither and Bloom, which is more consistent, has extra graveyard value and I like to have a small counters theme in black.

I'm always happy reducing the amount of MHx cards so I'm replacing Ransack the Lab with Search, which if you really need it can put up to 4 cards in the graveyard while also always drawing you 2. Instant speed is great too.

Red

Pillage is added as the representative from Alliances, but it also increases the artifact removal density and it is a great play after a couple of cheap creatures for destabilizing slower decks, specially if they play bouncelands.

Seize Opportunity is an all-rounder for going wide-ish, heroic themes and card flow in red.

The Bogardan Dragonheart swap for Gatekeeper is to diversify a little bit the use of bodies in red and RB specifically. Most of the sacrifice outlets will be on black, and red can "use" bodies entering or leaving the battlefield without specifically sacrificing them (we still have some though).

Green

Sylvan Might and Ram Through help with pushing damage much more than what Savage Swipe could ever do, while also working as removal in a way. I really like having this flashback effect for green as card advantage as well. I'm removing Galadhrim Bow since we have tricks and reach creatures, and it doesn't work in the heroic theme I'm trying to implement (PS: I need to get that Gnarlback Rhino).

Evolution Witness is a great use of cards that add counters that is very different from "just beat down with them". Happy to give green some sort of card advantage as well.

Dance of the Tumbleweeds is just the perfect ramp card, giving you ramp "early" and a big monster late. Remember it can also fetch Desert so it's also a nice build around.

Other

I'm swapping Hidden Grotto for the Pylons because of the desert subtype, as just a nice bit of additional synergy for Dance of the Tumbleweeds. No big deal since they're just identical otherwise.

Spined Thopter was there as a card that any aggressive deck could grab and play since it's just a 2 mana 2 power evasive creature. But usually you always have more playables than needed, so what's better than a land that only aggressive decks would want to play? I think it can be really good there, in any (mostly) monocolored aggro deck.

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