Bomb: This card probably always will be one of the core cards in the cube and will be consistently first-picked. Examples are: Serrated Arrows, Porcelain Legionnaire, Lightning Bolt, Vulshok Morningstar.
Staple: Once in, this card is very unlikely to ever come out of the cube because of its power level, and in any case should be cubed with in all current pauper cubes. Examples are: Kor Sanctifiers, Terror, Merfolk Looter
Cubable: This card is good, but not so good that it demands inclusion. Especially in a small cube, there tend to be more cubable or higher cards than slots so not all deserve inclusion. Examples: Stinging Barrier, Werebear, Akrasan Squire, Bonds of Faith.
Borderline: This card comes close, but generally, most cubes won't include this. Examples: Vine Trellis, Shock, Spidersilk Armour, Lost in the Mist.
Bad: Don't cube this. It might look fine, but it's not worth it. Examples: Thraben Purebloods, Riot Devils, Shoal Serpent, Cancel.
Terrible: Contemplating is a crime. Examples: Eager Cadet, Chimney Imp
WHITE
Angel's Mercy - Life gain by itself is rarely worth the card in a limited environment. Terrible
Angelic Wall - A 0/4 flying wall is respectable for a defender, but defender creatures really need to be phenominal to run over two drops that can actually attack too. This is not phenominal. Bad
Call to Serve - This aura doesn't do enough to run. Terrible
Cathedral Sanctifier - This is a 1 drop upgrade of Pride Guardian since it gains you the life right away and can swing as well. Worth consideration if you need more control cards. Borderline
Cloudshift - A 1 mana blink-type trick is great and can definitely catch people off guard. Although this is better with creatures that have some sort of trigger upon entering the battlefield, I think Stave Off is generally a better choice at 1 mana since it can make a creature unblockable, change a combat situation from a trade to being one-sided, and save a creature from (not a typical situation though) board sweepers. Being able to permanently gain control of a creature you stole is nice too, but not particularly relevant in pauper since the only steal effects that people are cubing are Ray of Command and, to a lesser extent, Act of Treason. Borderline
Cursebreak - Enchantment removal is too narrow for most cubes. Terrible
Farbog Explorer - There are quite a few 2 power creatures at this CMC that have more useful evasion than Swampwalk. Bad
Leap of Faith - The only reason to run this effect in your cube is if you happen to have an alt art version showing Indiana Jones and the leap from the Lion's Head. That's it. Terrible
Midnight Duelist - Textbook power creep here. First they make Sanctuary Cat, which is Squire for one less mana! Then, just one expansion later mind you, they print a Sanctuary Cat with protection from vampires?!? Are you kidding me? Terrible
Midvast Protector - This is mostly just good for making a creature essentially unblockable the turn you cast it and leaving behind a 2/3 mana body. Not bad as a curve topper in aggro, so-so in tempo. Nonetheless, I think there are generally better things you can be doing with 4 mana. Bad
Moonlight Geist - Maybe if it protected against any damage or if it still did its combat damage. As is, it's an overcosted ability that just doesn't do enough. Bad
Righteous Blow - A creature-only, conditional (need creature to be attacking or blocking) Shock in white. Much better in control, since aggro would rather keep the creature from blocking than damaging it after it has already blocked. I prefer the aura-based removal in white. Borderline
Seraph of Dawn - Flying plus lifelink is a good combination because it allows you to get in for damage and come out 4 life ahead each time you do. Also, the 4 toughness is a key threshold in pauper cubes as there are a lot of spells that kill creatures with 3 toughness or less. Cubable
Spectral Gateguards - Giving your other creatures vigilance is a decent ability, but nothing spectacular. It feels over costed by 1. Borderline
Thraben Valiant - Most two power vigilance creatures require WW, but you lose 1 power of toughness to cast for 1W. Vigilance with 1 power of toughness is not particularly useful. Bad
Voice of the Provinces - There are not a lot of great cards at this CMC, but this feels a bit underpowered. If the token it created also had flying or if it made one more token, I think it would be worth running. As is, it's Borderline.
Zealous Strike - Most of the time, if your creature gains +2/+2, it won't need the first strike as well to finish off any creature it is blocking or being blocked by in combat. If you are looking for a better first strike instant, try Guided Strike; for a better pump spell, try Moment of Heroism. Bad
BLUE
Alchemist's Apprentice - This wouldn't be cube worthy even if you got to draw the card when it entered the battlefield. Terrible
Dreadwaters - Only run this if you support a blue mill strategy in your cube. Even then, I suspect that there are better cards available than this. Terrible
Elgaud Shieldmate - This is actually a pretty good Soulbound ability. Giving a key evasive or fat creature protection from your opponent's removal can really lock up games. Cubable
Fleeting Distraction - The cantrip does not make this card worth running. Terrible
Galvanic Alchemist - There are some creatures which you can abuse nicely with an untap effect, but not enough to warrant running this. Bad
Geist Snatch - Maybe if it countered any spell and/or it put two 1/1 flying tokens onto the battefield. As is, it just doesn't do enough. Bad
Ghostform - Blue has better options to get combat damage through, namely bouncing creatures. Bad
Ghostly Flicker - I think this card is a lot of fun to play, but I'm not sure if it's good. If this could target your opponents things, it would be really strong. As is, you can do some of the typical tricks with flicker, like dodging removal, saving a creature from dying in combat, reusing enter the battlefield abilities, etc. This card has some additional unexplored potential in bouncing lands and artifacts - giving a creature protection at instant speed by flickering Sejiri Steppe or resetting the counters on a Tumble Magnet are some other interesting uses. Although 3 mana for a flicker effect in the color with crazy good 3 drop spells is tough, this has enough possible uses that it is worthy of consideration and testing in the cube at least. Borderline
Gryff Vanguard - A 3 power flyer that cantrips is definitely playable. This is basically an upgrade on Sky-Eel School. It's got some competition from other 3 power flyers at this CMC slot, but is certainly Cubable
Havengul Skaab - This continues in a tradition of blue 6 drops that are bad. It does have two things going for it I suppose; bouncing your own creature can sometimes be good and at least your opponent doesn't have to have any islands in order for this to be able to attack. In any other color this is terrible, but in blue I think it is just Bad.
Outwit - Although countering something like Rolling Thunder with this would be absolutely hilarious, there just aren't enough spells that target players to make this worth running. Besides, Spell Pierce will often be able to achieve the same result on a greater array of spells. Terrible
Peel from Reality - If you have the right set up, this card can be great. However, there are too many situations where it is dead because you don't have two targets or it wouldn't really help your board situation. There are just too many good two drops competing against this card. Bad
Rotcrown Ghoul - Even if you have a cube supporting blue mill strategies, this is not a good mill card since your opponent will simply avoid killing it. Terrible
Scrapskin Drake - There a number of 3 power flyers available that should be run before this. Bad
Spectral Prison - It can be good, but can also set you up for surprise blowouts. This is about equal in power level to Ice Cage or Sleeping Potion, which nobody runs. Bad
Wingcrafter - I really like the design of this card. If everything works out perfectly, this is essentially a Flying Men that "enchants" another creature with flying. Unlike actually enchanting a creature with Flight, this leaves behind a Fugative Wizard should the other creature of the pair get killed. However, no cube would run any of these cards on their own, so is the combination enough to make the cut? Blue is a bit short on decent 1 drops, but unless you're dedicating a lot of cards to supporting blue aggro, this just isn't quite the answer. Borderline to Cubable depending on your cube.
Butcher Ghoul - Undying is not enough to make a 1/1 for 2 worth running; the only really outstanding use for this card is chump blocking. Terrible
Bone Splinters - I remember playing with this the last time it was in limited and it could sometimes be dead in your hand because you didn't have a creature or you had a creature you couldn't afford to sacrifice. In pauper cubes, there is a lot of amazing 1 drop removal that should be picked before this. Bad
Crypt Creeper - The activated ability is not worth running a 2/1 for 2. Terrible
Death Wind - I love the art on this card, but there is much better removal to choose from in black. Terrible
Driver of the Dead - There are not a lot of effects that bring creatures back to the battlefield in pauper. Although the ability only triggers on it going to the graveyard, it has enough power that an opponent can't ignore it for long. Cubable
Essence Harvest - You will rarely get more than 3 on this unless you're running green. Terrible
Hunted Ghoul - It's worse than Sanctuary Cat. Also - why the heck is a zombie running away? Terrible
Mental Agony - The loss of two life isn't worth paying one more mana for a Mind Rot. Terrible
Necrobite - Black has much, much, much better removal than this. Terrible
Polluted Dead - No evasion and an ability that doesn't do anything until it dies and isn't generally that helpful in the late game = Terrible
Predator's Gambit - Although a strict upgrade on Unholy Strength, this is not game altering enough to make the aura worth running. Bad
Renegade Demon - This is a functional reprint of Mass of Ghouls. The 5 power makes it at least worth consideration in the weak offerings black has at this CMC. Borderline
Searchlight Geist - I wish this just came with deathtouch. As is, you just have to spend too much mana on this creature to get full value out of it. Bad
Soulcage Fiend - A fine black suicide aggro card that is going to generally get in for at least 3 damage against your opponent (and you too). The lack of evasion and 1BB cost hurts it a bit though. Borderline
Undead Executioner - This is a Horent Harasser that is easier to cast and you don't have to worry about killing your own creatures with. A definite improvement, but still Borderline
Unhallowed Pact - This is kind of like a Totem Armor aura, but without any of the cool bonuses that come with those auras. Terrible
RED
Banners Raised - The effect just isn't worth the card. Terrible
Battle Hymn - There are times when you will either break even on mana or even get less mana than you put into casting the spell. Terrible
Dangerous Wager - I love the design of this card. This will shine in all-in aggro decks and also in slower R/x control decks that need to draw some cards in the late game. Cubable
Fervent Cathar - This is a nice red three drop for a few reasons. First, it gives your other creatures psuedo evasion when it comes into play and second, it has haste so it is almost always going to be able to get in for two. Cubable
Guise of Fire - I guess this can be either removal for X/1 creatures and a slight power boost for an X/2 creature you control. Red would rather just run another burn spell instead though. Terrible
Hanweir Lancer - Getting a 2/2 First strike and giving another creature first strike for 3 is respectable. Borderline
Heirs of Stromkirk - Although this has the potential to get pretty big, I think Bladetusk Boar is the superior card. Bladetusk swings for more damage on the first round of attack and doesn't get excelled on total damage dealt until the fourth round of attacks (14 dmg vs. 12 in this instance). Because creatures don't tend to stay on the table long in pauper cubes, I think it is important to more heavily weigh the initial impact over the long-term impact. Still, not a bad choice overall. Borderline
Kruin Striker - You should be able to swing with a 3/1 trample the turn after playing this. It's a shame that it's not a 3/2 trampler, but this is still good enough for red at the 2 CMC slot. Cubable
Mad Prophet - Discarding before drawing is so much worse than the opposite. Plus, because the discard is part of the activation cost, you can't even use this ability if you have no cards in hand. On the plus side, it does have haste and red really doesn't have too much else as far as card drawing goes. Bad
Malicious Intent - Red is better served by simply torching the creature that would have been blocking. Terrible
Pillar of Flame - I like the flavor of this card a lot. It's nice that you can exile creatures with it too, although the amount of reanimation/persist/undying in pauper cubes is fairly low. The sorcery speed really kills this card though. There are just so many other spells at this slot that you can cast at instant speed that are much better. Bad
Raging Poltergeist - 1 toughness is not something you want to see on a 5 drop without any sort of evasion. Terrible
Riot Ringleader - It attacks as a 3/2, but only pumps humans. If it just said other creatures, this would be pretty good. Unfortunately, there just aren't so many humans in most cubes to really make this shine. Bad
Scalding Devil - Not useful in the red zone and not particularly good at putting the pressure on your opponent otherwise. Bad
Abundant Growth - Although I like Utopia Sprawl better since it ramps you, this card isn't bad in 3-4 colored decks in particular since it fixes mana and cantrips as well. Borderline
Borderland Ranger - Not super exciting, but it does the job nicely. Cubable
Diregraf Escort - Too narrow, protection from zombies is rarely relevant in cube. Terrible
Geist Trappers - Reach is only useful on defense, so having two creatures with reach isn't particularly useful most of the time. Bad
Grounded - Why not just kill the creature (Plummet) instead? Terrible
Joint Assault - There won't be a sufficient density of cubable creatures to support a pump spell that only shines with the Soulbound mechanic. Terrible
Lair Delve - At its best, it is Divination in green. Although it is possible to whiff on this, it is unlikely, but it would be unfortunate to only draw one off of this. Borderline
Natural End - This is a Naturalize with gain 3 life tacked on for one extra mana. As this is often a sideboarded answer card to a particular problem, having it come down one turn slower is generally not an issue. Cubable
Nettleswine - Green has much better four drops than a vanilla 4/3. Bad
Nightshade Peddler - Deathtouch isn't such an amazing ability that you're really want to take a 2-drop 1/1 creature in green. There are much better choices for deathtouch creatures at this slot; Ambush Viper and Thornweald Archer should be run before this. Bad
Snare the Skies - Reach really isn't that great of an ability. Terrible
Terrifying Presence - This is a better Fog if you control at least one creature that is able to trade with one of your opponent's creatures in combat and can be a blowout when an opponent gang blocks one of your creatures. Although it is worse than Fog when you don't have any creatures, it's ability to be used on the offense makes it better overall. Borderline
Timberland Guide - Can either be a 2/2 for 2 or a sorcery speed Battlegrowth that comes with a 1/1 body as well. The flexibility is nice, but neither mode is particularly exciting. Bad
Trusted Forcemage - When paired, you have a 3/3 for three that gives +1/+1 to another creature. This helps make sure your team trumps your opponent's creatures. Cubable
Wandering Wolf - It is evasive against 1/X creatures and equipment or a pump spell can basically make it unblockable. Cubable
Bladed Bracers - You generally won't get anything more than +1/+1 out of this equipment. Bad
Narstad Scrapper - The colorless pump ability on this is respectable, but most cubes don't need another 5 drop artifact creature. Borderline
Scroll of Avacyn and Scroll of Griselbrand - Pauper does not have any common demons (unless you count Lady Orca) and only a handful of angels. Without the tribal support, these cards aren't worth running. Terrible
Vanguard's Shield - Toughness pump combined with being able to block an additional creature makes this a strong defensive choice, but still not worth the card overall. Bad
LAND
Sanctuary of the Seraphim - Before Avacyn Restored, there were only 4 angels at common. There are not be enough in this set to make this land worth running. Terrible
Great so far. In a year I think cubes that are dedicated to blue aggro will probably run the Wingcrafter, but neither of the others will likely still be in any cubes.
3/20 isn't very many commons. Come on Wizards!
Previously we've only ever done these reviews after the whole set has been spoiled, but I think this is the better way to do it.
I think Wingcrafter is better than you're giving it credit for because it can Soulbond with new creatures entering the battlefield. So it's more like Cobbled Wings than Flying.
Quote from "Rubin" »
Previously we've only ever done these reviews after the whole set has been spoiled, but I think this is the better way to do it.
Cathedral Sanctifier - Fine, interesting card, probably not too far off power-level-wise, but I don't need controlly cards and I already have Temple Acolyte - which is vastly better - to play this role.
Cloudshift - Boring but doesn't really do all that much. I take back my original optimism of this card. It's just not something you ever actually put in your 40.
Righteous Blow - I'm really not sure. Cheap removal is just so sweet. My concern is that this is another "good against aggro, meh against everything else" kind of cards. Might fit the Testing Zone.
Seraph of Dawn - I would put her in just because I want a frakking Angel in the cube. This is certainly good, although I don't know whether it's too controlly or not. Testing Zone fodder, probably.
Amass the Components - I really like this card. I think I'll have to try and find room for it, although there probably isn't any.
Elgaud Shieldmate - Double hexproof is pretty damn awesome, as we no doubt know from Shimmering Glasskite. Between this and the bouncebird, I'm going to have to look long and hard at my blue creatures. This will probably hit the Testing Zone first, though.
Gryff Vanguard - Certainly with the other sweet high-mana blue creatures that've come out, this is looking less sweet. I feel no regret rejecting it.
Mist Raven - Yaaaaaay. Great addition to the cube, really supports the tempo decks. Loving it.
Scrapskin Drake - Dear lord that is the sweetest art for a drake ever. If you cube with Cloud Elemental - I don't - switch it out for this. Now. Or I will hit you with a brick.
Driver of the Dead - Mad potential is mad. Definitely a good inclusion for Gravedigger. I might try him out.
Grave Exchange - I seriously think this is pretty good, just maybe not good enough. I might even try it.
Soulcage Fiend - Oooh. I like it. Double black is iffy but I'm sure I can find some room for it.
Dangerous Wager - Even better name than Risky Bet. Definitely going to try it out.
Hanweir Lancer - Fine card. First strike is certainly a sick ability. Definitely borderline.
Heirs to Stormkirk - Expensive but very dangerous. Borderline, playable.
Kruin Striker - Great card, nothing to see here.
Natural End - I like this as an upgrade to Naturalize. Playable.
Trusted Forcemage - Really awesome card, although there's the potential for your opponent to screw you mid-combat with removal. I'll try to find room for it.
Wandering Wolf - Definitely an awesome card, cheap and evasive beats. Really like it.
My favorites:
Seraph of Dawn - Sizable body, evasion, lifelink. Looks good. Hooray for common Angels.
Mist Raven - I love creatures like this for tempo decks.
Driver of the Dead - Yay! It was common. Seems like a great replacement for my Gravedigger that more aggressive decks will want.
Basic Lands - I guess these don't count, but they are certainly gorgeous!
Other cards I'm considering testing:
Gryff Vanguard - As noted, seems comparable to Spire Monitor.
Kruin Striker - 3/1 Trampler most of the time? Seems decent.
Trusted Forcemage - I really like it, but I note the potential for getting blown out.
Natural End - Potential upgrade for Naturalize.
Cards I'll pick up for potential "sleeper" hits:
Elguad Shieldmate - Spreading Hexproof around seems powerful.
Heirs of Stromkirk - Slow, but I see lategame potential.
Dangerous Wager - Could be good in certain decks. We'll see.
Wandering Wolf - Seems interesting (love the art), but it seems on the small side for that ability. I was really hoping for a creature like a colorshifted Stormfront Pegasus of sorts, but with the Orchard Spirit wording. Oh well, maybe next block!
Cathedral Sanctifier - Fine, interesting card, probably not too far off power-level-wise, but I don't need controlly cards and I already have Temple Acolyte - which is vastly better - to play this role.
I don't like it, a 1/1 is too small.
Cloudshift - Boring but doesn't really do all that much. I take back my original optimism of this card. It's just not something you ever actually put in your 40.
agree.
Righteous Blow - I'm really not sure. Cheap removal is just so sweet. My concern is that this is another "good against aggro, meh against everything else" kind of cards. Might fit the Testing Zone.
SO much worse than a white shock, I really don't think this is good.
Seraph of Dawn - I would put her in just because I want a frakking Angel in the cube. This is certainly good, although I don't know whether it's too controlly or not. Testing Zone fodder, probably.
White is a bad colour, it has lots of cards that are worse than this.
Amass the Components - I really like this card. I think I'll have to try and find room for it, although there probably isn't any.
I think this is slightly worse than Foresee, and way worse than Deep Analysis, but it's easily the third best draw card at 4cmc. Maybe that's good enough?
Elgaud Shieldmate - Double hexproof is pretty damn awesome, as we no doubt know from Shimmering Glasskite. Between this and the bouncebird, I'm going to have to look long and hard at my blue creatures. This will probably hit the Testing Zone first, though.
I don't know how much I like this, it seems like it's not as hard to kill as you'd think. It's not hard to kill it or the soulbounded creature in combat, and if its soulmate dies then you have a window to blow it up. It's okay if you soulbound an evasive guy and go to town, and probably better than Aven Fleetwing. But I don't think I'll cube it.
Gryff Vanguard - Certainly with the other sweet high-mana blue creatures that've come out, this is looking less sweet. I feel no regret rejecting it.
I like this well better than the sheildmate, but don't think it's enough better than Spire Monitor (if at all better) that it's worth cutting that and running this.
Mist Raven - Yaaaaaay. Great addition to the cube, really supports the tempo decks. Loving it.
Aven Fleetwing can be cut!
Driver of the Dead - Mad potential is mad. Definitely a good inclusion for Gravedigger. I might try him out.
I like this card in aggressive to rockish builds. I've had success swinging with Darkthicket Wolf and Twisted Abomination lately, and this guy fits right in.
Grave Exchange - I seriously think this is pretty good, just maybe not good enough. I might even try it.
I think this is just a case of costing too much mana. Ashes to Ashes has a better effect... Still, cool card.
Soulcage Fiend - Oooh. I like it. Double black is iffy but I'm sure I can find some room for it.
Doesn't this just suck?
Dangerous Wager - Even better name than Risky Bet. Definitely going to try it out.
Yeah, excited for good non-burn non-creature red card!
Hanweir Lancer - Fine card. First strike is certainly a sick ability. Definitely borderline.
Yeah, cool card. I might end up trying it, though I don't think I'm running any three drops that are worse.
Heirs to Stormkirk - Expensive but very dangerous. Borderline, playable.
I quite like it. It's better than Bladetusk Boar IMO, but probably not by enough for it to make it into 360 card lists.
Kruin Striker - Great card, nothing to see here.
word
Natural End - I like this as an upgrade to Naturalize. Playable.
More like a downgrade? Maybe on similar power level, but this surely isn't strictly better.
Trusted Forcemage - Really awesome card, although there's the potential for your opponent to screw you mid-combat with removal. I'll try to find room for it.
This should be pretty easy to find room for honestly, there's only one other green three drop that aggro decks actually want. Excited for playing this card and blowing out silly opponents who can't play with it properly.
Wandering Wolf - Definitely an awesome card, cheap and evasive beats. Really like it.
But it's not better than any green two drops that we run I do like it though.
I personally like Timberland Guide. Its a vanilla bear at worst. at best it permanently pumps an evasive beater and gives you a 1/1 chump blocker. borderline
Recent discussions here and elsewhere have made it clear that there seems to be a group of players who consider blue and control synonymous, as if they somehow started playing a game with four identical and "bad" colors that do nothing interesting because they just "turn men sideways" and then true, glorious blue, the only thinking person's color.
EDH decks
Marath, Will of the Wild
Sygg, River Cutthroat
Slobad, Goblin Tinkerer
Marchesa, the Black Rose
Righteous Blow - i dont use colorshifted cards like Mana Tithe and sunlance so this wil fill the 1cc white spot.
Seraph of Dawn - bye bye Makindi Griffin.
Elgaud Shieldmate is the only soulbound creature I will put in, as hexproof negates soulbond's disability.
Mist Raven - flying Aether Adepts is nice
Driver of the Dead - black common Lark makes it.
Somberwald Vigilante - will get in as I lack red 1 drops (I play modern pauper 360)
Borderland Ranger - will get the new art. M10 looks like a kithkin for some reason.
Fervent Cather - may get in - I'm just deciding what gets out.
Recent discussions here and elsewhere have made it clear that there seems to be a group of players who consider blue and control synonymous, as if they somehow started playing a game with four identical and "bad" colors that do nothing interesting because they just "turn men sideways" and then true, glorious blue, the only thinking person's color.
EDH decks
Marath, Will of the Wild
Sygg, River Cutthroat
Slobad, Goblin Tinkerer
Marchesa, the Black Rose
I think worse (but only a little bit so) since the effect only triggers when it dies (so it can be pacified or exiled and you don't get it at all or your opponent can play around it if need be) and is limited to creatures with 2 cmc or less.
I think worse (but only a little bit so) since the effect only triggers when it dies (so it can be pacified or exiled and you don't get it at all or your opponent can play around it if need be) and is limited to creatures with 2 cmc or less.
I agree. Driver of the Dead is fine but I can imagine him leaving the cube in the next few bouts of changes.
I'm really excited for the card, but that's probably because I'm one of those guys who suffers from that "new card syndrome" where I tend to overvalue anything that "looks cool". It pains me that Driver only triggers on death, as that makes practically every white and blue removal/tempo spell this guy's nemesis. That alone probably makes Gravedigger the more effective card in a general sense. However, I'm hoping that the +1 power and to battlefield recursion makes the Driver a little more appealing to the aggressive decks as combat is still pretty important to them and I like crashing in with 3/x's.
At the very least, I'm making this swap in an attempt to make the pick a little more "narrow" based around the reasoning above. The other Gravediggers can go kind of high because we like to draft a "value-town" deck with them recurring nice quality creatures or ones with EtB effects. Aggro probably isn't going to value one of them that high because of the lower power and if the deck ended up "curving out" into Gravedigger, it's potentially not getting anything at all or getting back pretty much whatever Driver would've gotten.
Then again, the 2 CMC or less restriction could be a lot worse than I imagine it is. There's not a whole lot that seems great to recur except an evasive or high power beater which seems like it'll most likely occur in a WB Aggro deck. Blue seems like a poor pairing and red and green are only be average at best? Looking at my cube now, 3 CMC or mimicking Reveillark by having the ability grab power 2 or less creatures would have been really amazing. Now, I feel like I'm pretty close to talking myself out of this card. Oh well, I'll always have the "safe" option of Gravedigger if this card doesn't work out in testing.
Right now I think that Driver has my vote because it is just so much more mana-efficient. Being able to play it on-curve even if you don't have a dude in the bin as well as the increase in power means aggro decks actually want it, so it's not just a midrange durdle (or strange control card).
Wingcrafter is better than the attention it is getting here. You don't have to be running every U aggro dude known to Pauper cube for it to be good because, honestly, if you're so deep into blue, a ton of your guys probably fly anyway. I think it will prove to be really good in UR and UG.
This is what's going in my cube from this set:
Seraph of Dawn
Wingcrafter
Mist Raven
Driver of the Dead
Kruin Striker
Hanweir Lancer
Trusted Forcemage
Pathbreaker Wurm
WHITE
BLUE
BLACK
RED
GREEN
MULTI-COLORED
None.
COLORLESS
LAND
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
3/20 isn't very many commons. Come on Wizards!
Previously we've only ever done these reviews after the whole set has been spoiled, but I think this is the better way to do it.
Draft it on Cubetutor!
It's pretty cool.
Cheers!
Kinak
Angel of Dawn - maybe
Righteous Strike - staple (i would prefer harm's way to bump down but this is good as well)
U
Gather the components - nice draw 3 for a common.
B
Wind of Death - slightly better than disembowel
R
Risky Bet - I think I will test this - seems fun
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
I like Angel of Dawn much better than a worse colourshifted Shock personally.
2/4 flying lifelinker for 4 could well be worth it. I'll probably try it.
Draft it on Cubetutor!
Cathedral Sanctifier - Fine, interesting card, probably not too far off power-level-wise, but I don't need controlly cards and I already have Temple Acolyte - which is vastly better - to play this role.
Cloudshift - Boring but doesn't really do all that much. I take back my original optimism of this card. It's just not something you ever actually put in your 40.
Righteous Blow - I'm really not sure. Cheap removal is just so sweet. My concern is that this is another "good against aggro, meh against everything else" kind of cards. Might fit the Testing Zone.
Seraph of Dawn - I would put her in just because I want a frakking Angel in the cube. This is certainly good, although I don't know whether it's too controlly or not. Testing Zone fodder, probably.
Amass the Components - I really like this card. I think I'll have to try and find room for it, although there probably isn't any.
Elgaud Shieldmate - Double hexproof is pretty damn awesome, as we no doubt know from Shimmering Glasskite. Between this and the bouncebird, I'm going to have to look long and hard at my blue creatures. This will probably hit the Testing Zone first, though.
Gryff Vanguard - Certainly with the other sweet high-mana blue creatures that've come out, this is looking less sweet. I feel no regret rejecting it.
Mist Raven - Yaaaaaay. Great addition to the cube, really supports the tempo decks. Loving it.
Scrapskin Drake - Dear lord that is the sweetest art for a drake ever. If you cube with Cloud Elemental - I don't - switch it out for this. Now. Or I will hit you with a brick.
Driver of the Dead - Mad potential is mad. Definitely a good inclusion for Gravedigger. I might try him out.
Grave Exchange - I seriously think this is pretty good, just maybe not good enough. I might even try it.
Soulcage Fiend - Oooh. I like it. Double black is iffy but I'm sure I can find some room for it.
Dangerous Wager - Even better name than Risky Bet. Definitely going to try it out.
Hanweir Lancer - Fine card. First strike is certainly a sick ability. Definitely borderline.
Heirs to Stormkirk - Expensive but very dangerous. Borderline, playable.
Kruin Striker - Great card, nothing to see here.
Natural End - I like this as an upgrade to Naturalize. Playable.
Trusted Forcemage - Really awesome card, although there's the potential for your opponent to screw you mid-combat with removal. I'll try to find room for it.
Wandering Wolf - Definitely an awesome card, cheap and evasive beats. Really like it.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Seraph of Dawn - Sizable body, evasion, lifelink. Looks good. Hooray for common Angels.
Mist Raven - I love creatures like this for tempo decks.
Driver of the Dead - Yay! It was common. Seems like a great replacement for my Gravedigger that more aggressive decks will want.
Basic Lands - I guess these don't count, but they are certainly gorgeous!
Other cards I'm considering testing:
Gryff Vanguard - As noted, seems comparable to Spire Monitor.
Kruin Striker - 3/1 Trampler most of the time? Seems decent.
Trusted Forcemage - I really like it, but I note the potential for getting blown out.
Natural End - Potential upgrade for Naturalize.
Cards I'll pick up for potential "sleeper" hits:
Elguad Shieldmate - Spreading Hexproof around seems powerful.
Heirs of Stromkirk - Slow, but I see lategame potential.
Dangerous Wager - Could be good in certain decks. We'll see.
Wandering Wolf - Seems interesting (love the art), but it seems on the small side for that ability. I was really hoping for a creature like a colorshifted Stormfront Pegasus of sorts, but with the Orchard Spirit wording. Oh well, maybe next block!
I don't like it, a 1/1 is too small.
agree.
SO much worse than a white shock, I really don't think this is good.
White is a bad colour, it has lots of cards that are worse than this.
I think this is slightly worse than Foresee, and way worse than Deep Analysis, but it's easily the third best draw card at 4cmc. Maybe that's good enough?
I don't know how much I like this, it seems like it's not as hard to kill as you'd think. It's not hard to kill it or the soulbounded creature in combat, and if its soulmate dies then you have a window to blow it up. It's okay if you soulbound an evasive guy and go to town, and probably better than Aven Fleetwing. But I don't think I'll cube it.
I like this well better than the sheildmate, but don't think it's enough better than Spire Monitor (if at all better) that it's worth cutting that and running this.
Aven Fleetwing can be cut!
I like this card in aggressive to rockish builds. I've had success swinging with Darkthicket Wolf and Twisted Abomination lately, and this guy fits right in.
I think this is just a case of costing too much mana. Ashes to Ashes has a better effect... Still, cool card.
Doesn't this just suck?
Yeah, excited for good non-burn non-creature red card!
Yeah, cool card. I might end up trying it, though I don't think I'm running any three drops that are worse.
I quite like it. It's better than Bladetusk Boar IMO, but probably not by enough for it to make it into 360 card lists.
word
More like a downgrade? Maybe on similar power level, but this surely isn't strictly better.
This should be pretty easy to find room for honestly, there's only one other green three drop that aggro decks actually want. Excited for playing this card and blowing out silly opponents who can't play with it properly.
But it's not better than any green two drops that we run I do like it though.
Draft it on Cubetutor!
I consider it an upgrade because it does more. Mana efficiency isn't as important with this slot. I never ended up finding room for it.
I decided to cut Dawntreader Elk for it. Elk was fine but unexciting.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Birds of Paradise that cantrips is a staple.
also harder to remove enchantments in pauper cube than creatures
the new borderland ranger art is much better imo.
Lair Delve for some reason I dislike how closely this resembles divination. cube-able in some lists I suppose.
I really like Sheltering Word. If only it regenerated instead of hexproof, not worth inclusion.
Terrifying Presence is much better than fog. Good on offense or defense. cube-able
I personally like Timberland Guide. Its a vanilla bear at worst. at best it permanently pumps an evasive beater and gives you a 1/1 chump blocker. borderline
http://stat.rumandmonkey.com/tests/1/6/5261/20801.jpg
EDH decks
Marath, Will of the Wild
Sygg, River Cutthroat
Slobad, Goblin Tinkerer
Marchesa, the Black Rose
In white I am excited about Zealous Strike, and Righteous Blow
Black has some maybes in Driver of the Dead, Essence Harvest, and Necrobite.
Red has maybes too with, Banners Raised, Fervent Cathar, Hanweir Lancer, Heirs of Stromkirk, Kruin Striker, and Pillar of Flame.
Green has Pathbreaker Wurm,Terrifying Presence, Timberland Guide, and Trusted Forcemage.
Top per color I think are:
Elgaud Shieldmate
Righteous Blow
Driver of the Dead
Pillar of Flame
Terrifying Presence
So Pro I have an alpha Volcanic Island
Yeah, definitely. I retract saying that this card is any good. Sift isn't horrible, but it's better and not good enough (I've tried it).
Draft it on Cubetutor!
Righteous Blow - i dont use colorshifted cards like Mana Tithe and sunlance so this wil fill the 1cc white spot.
Seraph of Dawn - bye bye Makindi Griffin.
Elgaud Shieldmate is the only soulbound creature I will put in, as hexproof negates soulbond's disability.
Mist Raven - flying Aether Adepts is nice
Driver of the Dead - black common Lark makes it.
Somberwald Vigilante - will get in as I lack red 1 drops (I play modern pauper 360)
Borderland Ranger - will get the new art. M10 looks like a kithkin for some reason.
Fervent Cather - may get in - I'm just deciding what gets out.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
Fair enough. Did not realize that card existed.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
well thats severely disappointing i was really excited about this card.
http://stat.rumandmonkey.com/tests/1/6/5261/20801.jpg
EDH decks
Marath, Will of the Wild
Sygg, River Cutthroat
Slobad, Goblin Tinkerer
Marchesa, the Black Rose
Better or worse than Gravedigger?
Draft it on Cubetutor!
I think worse (but only a little bit so) since the effect only triggers when it dies (so it can be pacified or exiled and you don't get it at all or your opponent can play around it if need be) and is limited to creatures with 2 cmc or less.
Sig courtesy of Disappointing Signet Inc.
My Cubes:
Goblin Pile Shuffler's 360 Card Pauper Cube - updated 1/4/2014
Goblin Pile Shuffler's 270 Card One-Drop Cube - updated 1/4/2014
I agree. Driver of the Dead is fine but I can imagine him leaving the cube in the next few bouts of changes.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
At the very least, I'm making this swap in an attempt to make the pick a little more "narrow" based around the reasoning above. The other Gravediggers can go kind of high because we like to draft a "value-town" deck with them recurring nice quality creatures or ones with EtB effects. Aggro probably isn't going to value one of them that high because of the lower power and if the deck ended up "curving out" into Gravedigger, it's potentially not getting anything at all or getting back pretty much whatever Driver would've gotten.
Then again, the 2 CMC or less restriction could be a lot worse than I imagine it is. There's not a whole lot that seems great to recur except an evasive or high power beater which seems like it'll most likely occur in a WB Aggro deck. Blue seems like a poor pairing and red and green are only be average at best? Looking at my cube now, 3 CMC or mimicking Reveillark by having the ability grab power 2 or less creatures would have been really amazing. Now, I feel like I'm pretty close to talking myself out of this card. Oh well, I'll always have the "safe" option of Gravedigger if this card doesn't work out in testing.
Draft it on Cubetutor!
This is what's going in my cube from this set:
Seraph of Dawn
Wingcrafter
Mist Raven
Driver of the Dead
Kruin Striker
Hanweir Lancer
Trusted Forcemage
Pathbreaker Wurm
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2