My Pauper Jumpstart Cube
(625 Card Cube)
My Pauper Jumpstart Cube
Cube ID
Art by Kirsten ZirngiblArt by Kirsten Zirngibl
625 Card Pauper Vintage Cube5 followers
Designed by fasmat
Owned
$155
Buy
$107
Purchase
Mana Pool$171.31
My Pauper Jumpstart Cube

A Jumpstart cube based on My Pauper cube. The only cards that were added to the Pauper Cube list are the following:

How To Play

Grab a Guild Pack and two theme packs in the colours of the guilds. These can be two packs of the same colour, or different colours. Take out 7 non-land cards as your sideboard, shuffle the remaining 40 cards and start playing!

Theme packs

The cube consists of the following packs:

  • 10 Guild packs, one for each 2-colour combination
  • w Theme packs
    • Counters: Counters are markers put on cards or players that modify their characteristics or interact with rules and abilities. Most commonly they modify the stats and abilities of creatures.
    • Equipment: Equipments are artefacts that can be attached to a creature. They often improve their stats and sometimes give additional abilities. An equipment stays in play when the creature using it gets destroyed or exiled.
    • Flicker/Blink: Removing and then returning a permanent to the battlefield is referred to as "flickering" or "blinking". This is either done as a combat trick or to gain additional value from enter the battlefield effects.
    • Prison: "Prison" cards prevent your opponent from using their permanents for instance by tapping them down or enchanting them to lose some or all of their abilities.
    • Weenie: "Weenie" is a term used for small (usually white) creatures with low casting cost to quickly overwhelm an opponent and win the game.
  • u Theme packs
    • Bounce: Spells and abilities that return permanents from the battlefield to the hand are referred to as "Bounce spells". This can be used to delay an opponent or out-value them by repeated enter the battlefield effects.
    • Control: Control decks try to dictate the game by removing opposing threads with removal and counter spells to prolong the game and win with large threats.
    • Cycling: Cycling cards allows a player to draw cards if they discard cards from their hand. This allows the player to get to the spells they need by discarding cards they don't need at the moment.
    • Flying: Creatures with the "flying" ability can only be blocked by other creatures with flying.
    • Tempo: A deck playing for tempo tries to quickly establish pressure against an opponent and prevent them from gaining control by delaying their spells with counters, bounces and by tapping their creatures.
  • b Theme packs
    • Aristocrats: "Aristocrats" refers to decks that have beneficial effects when their creatures die. These are then often combined with abilities that require the player to "sacrifice" their own creatures to gain additional advantage.
    • Discard: Discard means to take cards from a player's hand and putting them in their graveyard. Causing an opponent to discard removes their threats before they can play them and discarding one's own cards is sometimes used as a cost for abilities or effects of cards.
    • ETB: ETB stands for "enter the battlefield" and are effects that are triggered when permanents enter the battlefield. They don't have to be cast but can also be recurred (played from graveyard) or flickered (exiled and brought back) to be triggered.
    • Graveyard: The Graveyard contains creatures that died and spells that were already cast. It can be used as a resource to bring back dead creatures (reanimate them), cast spells through various effects and abilities or just use spells to get cards back from the graveyard to the hand of the player.
    • Removal: Removal refers to spells that destroy or exile permanents from the battle field. "Spot removal" removes single targets, spells that remove multiple permanents are called "sweepers".
  • r Theme packs
    • Buff: "Buffing" creatures refers to increasing their power and/or toughness as well as adding abilities. Some are permanent, while others only last until end of turn. Instants that buff creatures are often referred to as "combat tricks" as they can be used during combat to gain an advantage.
    • Go Wide: "Going wide" refers to playing many (usually small) creatures to overwhelm an opponent's blockers. Together with instant speed buffs on unblocked attackers this type of deck tries to win quickly.
    • RDW: RDW is short for "red deck wins" and is slang for mono-red decks that use cheap creatures and spells with direct damage. RDW try to win games quickly before an opponent can do what they intend to do.
    • Sacrifice: "Sacrificing" mans destroying a controlled permanent willingly to trigger an ability of another spell or permanent. When combined with permanents that want to be killed or destroyed, this can lead to powerful effects for a low mana cost.
    • Spellslinger: Spellslinger is an umbrella term for decks that focus primarily on instant and sorceries.
  • g Theme packs
    • Bogles: Bogles refers to a low cost creature named "Slippery Bogle". This creature has hex-proof, an ability that prevents it from being targeted by opponent spells. This creature is then buffed and used to win the game without opponents being able to destroy it.
    • Midrange: Midrange decks try to outpace slower decks by playing efficient creatures and spells every turn. While they can cause control decks to struggle to keep up, they are often outpaced by Aggro decks.
    • Proliferate: When a player proliferates, they choose any number of players and/or permanents with counters on them, then put another of each kind of counter already there on these players or permanents.
    • Ramp: Decks that "ramp" use spells and abilities to "cheat" mana into the game by either generating additional mana or allowing the player to play extra lands. Ramp decks try to get to a lot of mana quickly and then play big and/or many threats to win the game.
    • Tokens: Tokens are permanents that are not represented by cards. They enter the battlefield through the effects of spells or abilities and can only exist on the battlefield. This means when tokens leave the battlefield by being destroyed, exiled or returned to hand they cease to exist.

This time around 30 cards where swapped for new entries in the latest update to My Pauper cube Existing packs were updated to incorporate the changes to My Pauper cube:

Pack nameInOutDescription
w-u Azorious
This update splits the Dominaria dual land cycle and adds different dual lands for each guild based on if they tend to be aggressive, controlling or rampy. Azorious is a more controlling colour in this cube, so it gets a gain land.
w-r Boros
Boros tends to be an aggressive guild so it gets one of the new crime lands.
Dog Walker unconditionally provides vigilance and can be cast in disguise to later flip it for additional tokens.
u-b Dimir
Dimir tends to be a controlling guild so it gets one of the gain lands.
r-g Gruul
Gruul tends to be an aggressive guild so it gets one of the new crime lands.
u-r Izzet
Izzet tends to be an aggressive guild os it gets one of the new crime lands.
w-b Orzhov
Orzhov cares about life gain so it gets one of the gain lands.
b-r Rakdos
Rakdos tends to be an aggressive guild so it gets one of the new crime lands.
The discard effect of Blightning is something that Rakdos can really use so the previously retired card is added back into the cube.
w Counters
Basri's Acolyte had the drawback of only being really good if there were already two other creatures in play. Recommission replaces it to give the pack some recursion while still being counters focused.
w Flicker
While Icewind Stalwart was a good flicker, Holy Cow gives the pack more evasion while still having a good effect to be worth flickering.
Replace one token maker for a token maker with flying and better stats for the same cost.
w Prison
In most cases Petrify is a better version of Minimus Containment that even cost less to cast.
Both cards cost 3 mana if used for drawing a card, but Novice Inspector is more flexible in that the 3 mana can be spent over two turns.
w Weenie
Boros Elite fits well into the Weenie archetype with its ability to grow bigger when it attacks with other creatures.
Miner's Guidewing provides a good early game threat that can help the pack snowball into a win.
u Control
The control pack has enough late game threats. Geyser Drake fits nicely into it as a creature that can be played earlier and allows the control deck to do what it likes to do the most: casting spells on the opponents turn.
u Flying
Phantom Interference gives the pack a flexible counter spell. It replaces an over costed creature.
b Aristocrats
We are swapping one token creator for another cheaper one.
b ETB
The flashback on Chainer's Edict is nice, but Tithing Blade fits the theme better and when it flips creates a threat that the pack needs to close out games.
r Buff
Rubblebelt Maaka was played almost exclusively for its Bloodrush ability. Reckless Lackey however is a aggressive early game creature that replaces it self when the game goes longer.
r Sacrifice
Insolent Neonante felt a bit weak. Red Herring replaces it as a more aggressive creature that can replace itself without having to discard a card.
Volatile Wanderglyph loots on every attack instead of having to pay mana for it.
g Midrange
This just replaces one expensive card for a cheaper one with a similar (but slightly weaker) effect.
g Ramp
This replaces one ramp spell with a cheaper one.
g Tokens
Removing arguably the worst ramp spell in the pack for a big creature should make the pack stronger.

The following new cards were added to the reserve pool:

The following cards were removed from the reserve pool

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