Call the hordes onto the battlefield, flicker your mages and sacrifice your minions to unfold your endgame!
With a focus on creatures and their abilities, 'Enter the Battlefield' letβs you explore synergies and combine keywords while drafting paupersβ classics and costing less than a standard deck!
As the name suggests, creatures entering and leaving the battlefield are the core of this cube and all three archetypes below combine easily into any two or three color deck.
Gaining (sometimes repeatable) value from your creatures gives this cube a legacy-lite feel while remaining truly pauper with combat at it's heart and lots of instants to keep things interactive.
πUltimate Pauper - the 'Greatest Hits' of my pauper cube design
Tokens
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Aristocrats
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Flicker
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- any
β’ Jumpstart Boosters are available (primary sort by tags or use this link
β’ Supports two-player 'twobert' limited (sealed, winston)
β’ When drafting in smaller groups, 4 packs of 11 cards are suggested
β’ No infinite combos possible
I want players to focus on understanding and combining mechanics rather than hoard all the individually powerful spells. Therefore I chose to add few removal spells - a lot of them are more effective when played synergistically.
You can play classic control, aggro or midrange decks but you'll have to make them work within the archetypes to win.
Most decks tend to be low curve so 16 lands are an appropriate amount more often than not.
Ephemerate
Rhox veteran
Battle screech
Wormfang drake
Mulldrifter
Ghostly flicker
Gurmag angler
Falkenrath noble
Supernatural stamina
Goblin bushwhacker
Bogardan dragonheart
Hissing iguanar
Stats | out of 10 |
---|---|
Price | 2 |
Size | 2 |
Start difficulty | 1 |
Skill cealing | 5 |
Grindiness | 3 |
Parasitic | 2 |
When newly drafting or building a sealed deck, first look for archetype enablers. Cards like Displace enable viable flicker builds, whereas pump-spells like Rhox Veteran enable fast token strategies and sacrifice outlets like Bogardan Dragonheart enable aristocrat decks. Afterwards, find the creatures that benefit the most from these cards. And if all else fails, you still almost exclusively drafted creatures so your deck will be playable.
β’ Cloudshift and Ghostly Flicker have special wording that allows you to keep creatures stolen by cards like Ray of Command or Wrangle
β’ Cards like Mesmeric Fiend lose their downside of returning the exiled card, if they are sacrificed while the first ability is on the stack, making them recurable removal. (Enter ability trigger, sac it, exit ability trigger, exit ability resolve, enter ability resolve)
β’ Similarly, many abilities like unearth, echo and evoke can function as free sacrifice fodder if used alongside instant speed sac outlets
β’ Mulldrifter triggering evoke can be flickered while the ability is on the stack and fizzle the sacrifice trigger
β’ Archaeomancer can return the ghostly flicker that targeted it.
β’ Woolly Loxodon and other morphs are flickered into their front half. Same goes for dual-faced cards like Baithook Angler.
β’ Cards with variable mana cost are noted according to however difficult it is to pay the extra cost. Exiling six cards for Gurmag Angler is easy but tapping six creatures for Triplicate Spirits might not be.
β’ Noncreature spells like Raise the Alarm that primarily create creature tokens are listed as creature spells for convenience. Prowess is not a major archetype so the card type is rather irrelevant.
Primary sort the list by tags, organize the boosters as shown and add basic lands until you have 20-card boosters. I recommend choosing 1 of 3 boosters and then another 1 of 3 others.
Shuffle the two chosen boosters together and start playing.
Front cards for each booster theme are available.
Twitter: @long_naps
Reddit: u/long-naps
This list is currently played in Hamburg, Germany.
Switching all thriving lands for the new cave cycle as flood protection. The thriving lands were really just for fixing in jumpstart boosters and they will still be used there. They just aren't part of the draft rotation anymore.