Cube Size: 408 Breakdown:60 * WUBRG = 300
Non-Basic Land = 28
Multi-color cards = 40
Artifact cards = 40
Sub Total = 408
-------------------------
Basic Land (40 * 5 = 200)
Grand Total = (390 + 175 = 608)
Standard or Theme:Standard-Pauper Average Number of Players: 6-8 How Often Drafted: As often as I can!
Card Selection Powered: Pauper Portal: A few "Un" Cards: No Banned Cards for Power-Level: No Banned Cards for Time Constraints: No Banned Cards for "fun" factor: Not yet
Cube Design Standard or Multiplayer: Standard Sideboards?: No Color Balance: For the most part Gold Balance: No Hybrid/Split/Kicker as Gold: Hybrid: No Split/Kicker: Yes Color Triggers as Gold: No Perfectly Balanced CMC: No
No, what you've said is super great. I really appreciate that you took the time to look and comment. Thank you.
Like I said in the OP, I've only been playing Magic since October of last year, so many of these cards you mentioned I didn't know existed or thought they were good enough. I do have a few thoughts & questions to add though.
1) Steppe Lynx/Plated Geopede, since there are very few ways (unless you're playing green) to get multiple lands in play I don't see them as big impact creatures to include. I do understand their inherent power; for instant, in Constructed you can abuse them but is that the case in Cube?
2) Land destruction is in. I get where you are coming from, but I personally love it so much. I will cut it from black though seeing as I don't have that many cards, and its a bit harder unless you go heavy black from the start.
Signets are out. I've heard enough arguments on different podcasts and on these forums for and against them. I will include the Guildgates though when all ten are released.
I do want to ask though. In my red I was trying to push a bit of a faster curve hence why the lower casting cost, with various pumps and "not blocking" spells. Is this just not possible at common? I see a good amount of lists that have RED at a higher curve creature wise while the spells keep it in the 1-3 range.
Same goes for green. I was trying to go from 1 (small aggro) to 3,4,5 (typical green fatties). Plus I really wanted Priest of Titania to work hence why the abundance of Elves.
So I post on Pauper to the People a weekly crack a pack where the first pack has 15 picks, the second 14, and the third 13, and you choose from there what you would draft. I think I"m going to copy / paste that to this thread on Monday's as well. Enjoy!
I've also updated the first post with my "New and Improved" pauper 390 cube list.
Priest of Titania seems nice on paper and I see how you'd like it to work, but Pauper has very little to ramp towards. The deck for it would need multiple X-burns and something else to sink that mana in - and critical mass of elves, too, and even then it wouldn't be that great. I wouldn't weaken my green section with sub-par elves to accommodate it.
It's sad, as it is a really cool common in vacuum.
I want to echo this comment, there is a real lack of solid ramp targets in pauper. I was considering playing Craw Wurm for a bit before I slapped myself.
I also want to echo the list of cuts that Kolmastoista made. Most of the cards listed aren't up to snuff. (though I think a few of them like Skirge Marauder and Mad Prophet are fine to play).
The first pack is a bit week overall. But I probably take either Squall Drifter or Traveler's Amulet. We will say the Drifter.
Second pack I take Errant Ephemeron, because it's Errant Ephemeron
Third pack is when I realized we were suppose to be making congruent picks. I probably take the Looter. I like fixing my draws.
So I've been thinking of Counterspells since Pauper to the People's Episode 88, and I'm thinking that the Hard Counterspells are strong, but are too general in use so out they go, and in comes "soft" or situational counters.
The thought is that the blue player (whether splashed or mono) will be less inclined to keep up mana to counter that big spell, and in essence hold up the game, and instead run out his threats and use his dispel to keep the red player off of his fireball, or the green player from dropping his 5 drop on turn 3.
My outright goal in these changes is to speed up games, and though it is possible to draft the "control" deck, I would much rather see the "tempo" decks flourish than the full on "draw-go".
Now the question that I've been asking myself is this: Are Mana Tithe/Daze really "soft" counters? Most often since they are 1 mana (or in the case of Daze - usually free) they are being used to actually "kill" a spell instead of just force the opponent into paying the extra one and possibly change tempo or make a bad decision. Should these also be taken out, for things like Disrupt/Dispel & False Summoning?
Welcome Back! Schools done so now I can devote some time to updating and drafting my cube again. Here's the Crack-A-Packs for the week of May 19, 2013.
To be "fair" open the first pack make a pick, moving on to the second and third packs. Treat this just like if you were sitting at the table. Enjoy!
Pack 1: This pack looks pretty weak to me. Personally I'd grab the Boros Signet and hope Kor Skyfisher or Mogg Bombers wheels
Pack 2: Glad I picked the Signet. Kaervek's Torch is a snap pick (and wondering why it's still there....). Looking for either Rift Bolt or Dead/Gone to wheel (highly unlikely though).
Pack 3: Hmm, Fireslinger is the only on color choice, A lot of green in this pack makes me think of leaning towards RG aggro. I'm hoping Werebear or the Boa wheel.
---------------------------------------
Crack-A-Pack #2 Linked
Cube Size: 408
Breakdown:60 * WUBRG = 300
Non-Basic Land = 28
Multi-color cards = 40
Artifact cards = 40
Sub Total = 408
-------------------------
Basic Land (40 * 5 = 200)
Grand Total = (390 + 175 = 608)
Standard or Theme:Standard-Pauper
Average Number of Players: 6-8
How Often Drafted: As often as I can!
Card Selection
Powered: Pauper
Portal: A few
"Un" Cards: No
Banned Cards for Power-Level: No
Banned Cards for Time Constraints: No
Banned Cards for "fun" factor: Not yet
Cube Design
Standard or Multiplayer: Standard
Sideboards?: No
Color Balance: For the most part
Gold Balance: No
Hybrid/Split/Kicker as Gold: Hybrid: No Split/Kicker: Yes
Color Triggers as Gold: No
Perfectly Balanced CMC: No
1 Steppe Lynx
1 Icatian Javelineers
1 Gideon's Lawkeeper
1 Goldmeadow Harrier
1 Cathedral Sanctifier
1 Akrasan Squire
1 Doomed Traveler
1 Deftblade Elite
1 Infantry Veteran
Two CMC
1 Syndic of Tithes
1 Daring Skyjek
1 Leonin Skyhunter
1 Temple Acolyte
1 Kor Skyfisher
1 Squall Drifter
1 Knight of Cliffhaven
1 Whitemane Lion
1 Soltari Trooper
1 Stormfront Pegasus
1 Blade of the Sixth Pride
1 Lone Missionary
1 Attended Knight
1 Aven Riftwatcher
1 Soltari Visionary
1 Ballynock Cohort
1 Kor Hookmaster
1 Kitsune Blademaster
1 Burrenton Bombadier
1 Troubled Healer
Four CMC
1 Kor Sanctifiers
1 Cenn's Enlistment
1 Guardian of the Guildpact
1 Coalition Honor Guard
1 Seraph of Dawn
1 Razor Golem
1 Totem-Guide Hartebeest
1 Noble Templar
1 Hyena Umbra
1 Sunlance
1 Mana Tithe
1 Swift Justice
1 Ethereal Armor
Two CMC
1 Journey to Nowhere
1 Bonds of Faith
1 Shelter
1 Temporal Isolation
1 Angelic Renewal
1 Cho-Manno's Blessing
1 Pacifism
1 Disenchant
1 Arrest
1 Prismatic Strands
1 Oblivion Ring
1 Kor Chant
1 Exile
1 Empyrial Armor
1 Embolden
1 Blinding Beam
1 Faith's Fetters
1 Breath of Life
1 Wingcrafter
1 Mistblade Shinobi
1 Shrieking Drake
1 Drifter il-Dal
1 Cloudfin Raptor
1 Delver of Secrets
Two CMC
1 Ninja of the Deep Hours
1 Waterfront Bouncer
1 Looter il-Kor
1 Errant Ephemeron
1 Halimar Wavewatch
1 Though Courier
1 Man-O'-War
1 Sea Gate Oracle
1 Stealer of Secrets
1 Pestermite
1 Welkin Tern
1 Stitched Drake
1 Thalakos Scout
1 Aether Adept
1 Wormfang Drake
1 Calcite Snapper
1 Stormbound Geist
1 Mist Raven
1 Shimmering Glasskite
1 Aven Fleetwing
1 Archaeomancer
Five+ CMC
1 Gryff Vanguard
1 Mulldrifter
1 Spire Golem
1 Daze
1 Deprive
One CMC
1 Ponder
1 Preordain
1 Silent Departure
1 Unstable Mutation
1 Force Spike
Two CMC
1 Flood
1 Memory Lapse
1 Withdraw
1 Lat-Nam's Legacy
1 Telekenisis
1 Mana Leak
1 Hands of Binding
1 Arcane Denial
1 Narcolepsy
1 Miscalculation
1 Counterspell
1 Impulse
1 Ghostly Flicker
1 Compulsive Research
1 Exclude
1 Repulse
Four CMC
1 Foresee
1 Deep Analysis
1 Into the Roil
1 Ray Of Command
Five+ CMC
1 Capsize
1 Repeal
1 Condescend
1 Vampire Lacerator
1 Fume Spitter
1 Carnophage
Two CMC
1 Vampire Interloper
1 Nezumi Cutthroat
1 Fledgling Djinn
1 Skittering Skirge
1 Basilica Screecher
1 Dauthi Horror
1 Skulking Ghost
1 Undertaker
1 Wretched Anurid
1 Corrupted Zendikon
1 Dead Reveler
1 Moriok Replica
1 Crypt Rats
1 Blistergrub
1 Liliana's Specter
1 Phyrexian Rager
1 Chittering Rats
1 Soulcage Fiend
1 Skittering Horror
1 Blind Zealot
1 Bloodhunter Bat
1 Gravedigger
1 Okiba-Gang Shinobi
1 Faceless Butcher
1 Pith Driller
Five+ CMC
1 Twisted Abomination
1 Warrern Pilferers
1 Dross Golem
1 Snuff Out
1 Spinning Darkness
One CMC
1 Duress
1 Tragic Slip
1 Disfigure
1 Unearth
1 Innocent Blood
1 Tortured Existence
1 Vendetta
1 Dark Ritual
1 Dead Weight
1 Sign in Blood
1 Terror
1 Victim Of Night
1 Sinkhole
1 Nameless Inversion
1 Doom Blade
1 Hymn to Tourach
1 Macabre Waltz
Three CMC
1 Rend Flesh
1 Ashes to Ashes
1 Stab Wound
1 Oubliette
Four CMC
1 Pestilence
1 Mark of the Vampire
Five+ CMC
1 Disturbed Burial
1 Death Denied
1 Evincar's Justice
1 Spark Elemental
1 Goblin Patrol
1 Martyr of Ashes
1 Intimidator Initiate
Two CMC
1 Mogg War Marshall
1 Stingscourger
1 Goblin War Buggy
1 Gore-House Chainwalker
1 Keldon Marauders
1 Torch Fiend
1 Battle Mad Ronin
1 Skinbrand Goblin
1 Fireslinger
1 Riot Piker
1 Plated Geopede
1 Vulshok Sorcerer
1 Ronin Houndmaster
1 Suq'ata Lancer
1 Splatter Thug
1 Ghitu Slinger
1 Skirk Marauder
1 Inner-Flame Acolyte
1 Fault Riders
1 Manic Vandal
Four CMC
1 Rukh Egg
1 Bladetusk Boar
1 Keldon Beserker
1 Gorehorn Minotaur
1 Mogg Bombers
1 Flowstone Crusher
1 Kuldotha Ringleader
1 Goretusk Firebeast
1 Fireblast
1 Teetering Peaks
One CMC
1 Chain Lightning
1 Rift Bolt
1 Death Spark
1 Lightning Bolt
1 Lava Dart
1 Flame Slash
1 Faithless Looting
1 Reckless Abandon
1 Nightbird's Clutches
1 Searing Blaze
1 Searing Spear
1 Incinerate
1 Fire Ambush
1 Madcap Skills
1 Fire Whip
1 Volcanic Hammer
Three CMC
1 Stagger Shock
1 Dead/Gone
1 Arc Lightning
1 Brimstone Volley
1 Aftershock
1 Magma Burst
1 Pyrotechnics
1 Kaervek's Torch
1 Fireball
1 Rolling Thunder
1 Avacyn's Pilgrim
1 Arbor Elf
1 Llanowar Elves
1 Fyndhorn Elves
1 Wild Dogs
1 Jungle Lion
1 Skyshroud Ridgeback
1 Pouncing Jaguar
1 Quiron Ranger
Two CMC
1 Gatecreeper Vine
1 Dawntreader Elk
1 Ambush Viper
1 Werebear
1 Mire Boa
1 River Boa
1 Silhanna Ledgewalker
1 Garruk's Companion
1 Sakura-Tribe Elder
1 Darkthicket Wolf
1 Wall of Roots
1 Yavimaya Elder
1 Trusted Forcemage
1 Jolrael's Centaur
1 Simian Grunts
1 Grazing Gladeheart
1 Nantuko Vigilante
1 Hungry Spriggan
1 Golgari Brownscale
1 Slaughterhorn
1 Battering Krasis
Four CMC
1 Thrashing Mossdog
1 Primal Huntbeast
1 Penumbra Spider
1 Blastoderm
1 Wickerbough Elder
1 Festerhide Boar
1 Wild Leotau
1 Ondu Giant
1 Sprout Swarm
1 Sentinel Spider
1 Rubbleback Rhino
1 Thresher Beast
1 Mold Shambler
1 Citanul Woodreader
1 Havenwood Wurm
1 Prey Upon
1 Bequeathal
1 Rancor
1 Groundswell
1 Abundant Growth
1 Utopia Sprawl
1 Lignify
1 Vines of Vastwood
1 Moment's Peace
1 Utopia Vow
Three CMC
1 Crushing Vines
1 Cultivate
1 Kodama's Reach
1 Snake Umbra
1 Krosan Tusker
1 Curse of Chains
1 Deft Duelist
1 Deputy of Acquittals
1 Hindering Light
Orzhov
1 Unmake
1 Tithe Drinker
1 Kingpin's Pet
1 Pillory of the Sleepless
Boros
1 Fire at Will
1 Wojek Halberdiers
1 Viashino Firstblade
1 Skyknight Legionnaire
Selesnya
1 Sundering Growth
1 Armadillo Cloak
1 Qasaili Pridemage
1 Travel Preperations
1 Scarscale Ritual
1 Soul Manipulation
1 Agony Warp
1 Cavern Harpy
Izzet
1 Nivix Cyclops
1 Quicksilver Dagger
1 Jilt
1 Steamcore Weird
Simic
1 Shielding Plax
1 Shambleshark
1 Temporal Spring
1 Assault Zeppelid
Rakdos
1 Rakdos Shred-Freak
1 Blightning
1 Terminate
1 Rakdos Ickspitter
1 Rendclaw Trow
1 Consume Strength
1 Putrid Leech
1 Sluiceway Scorpion
Gruul
1 Giantbaiting
1 Horned Kavu
1 Branching Bolt
1 Colossal Might
1 Vault Skirge
Two CMC
1 Porcelaine Legionnaire
1 Perilous Myr
1 Gathan Raiders
1 Scuttlemutt
1 Phyrexian War Beast
1 Viridian Longbow
1 Leonin Scimitar
1 Bonesplitter
1 Sylvok Lifestaff
1 Kitesail
1 Vulshok Gauntlets
1 Opaline Bracers
1 Vulshok Morningstar
1 Strider Harness
1 Whispersilk Cloak
1 Flayer Husk
1 Wayfarer's Bauble
1 Traveler's Amulet
1 Darksteel Ingot
1 Pristine Talisman
1 Mind Stone
1 Prophetic Prism
1 Tumble Magnet
1 Serrated Arrows
1 Darksteel Pendant
1 Mutagenic Growth
1 Apostle's Blessing
1 Transguild Promenade
1 Arena
1 Desert
1 Haunted Fengraf
1 Quicksand
1 Terramorphic Expanse
1 Evolving Wilds
1 Azorius Chancery
1 Azorius Guildgate
1 Dimir Aqueduct
1 Dimir Guildgate
1 Rakdos Carnarium
1 Rakdos Guildgate
1 Gruul Turf
1 Gruul Guildgate
1 Selesnya Sanctuary
1 Selesnya Guildgate
1 Orzhov Basilica
1 Orzhov Guildgate
1 Golgari Rot Farm
1 Golgari Guildgate
1 Simic Growth Chamber
1 Simic Guildgate
1 Izzet Boilerworks
1 Izzet Guildgate
1 Boros Garrison
1 Boros Guildgate
1 Dawn Charm
1 Hobble
1 Hallow
1 Heavy Ballista
1 Crookclaw Transmuter
1 Shoreline Ranger
1 Runner's Bane
1 Dream Stalker
1 Diabolic Edict
1 Grim Harvest
1 Grave Exchange
1 Blood Ogre
1 Rock Slide
1 Slash Panther
1 Chartooth Cougar
1 Rubbleback Maaka
1 Skirk Commando
1 Somberwald Spider
1 Edge of Autumn
1 Predator's Strike
1 Elephant Ambush
1 Gorilla Chieftan
1 Winding Wurm
1 Silver Drake
1 Blind Hunter
1 Goblin Legionnaire
1 Squee's Embrace
1 Safehold Duo
1 Safehold Elite
1 Deathcult Rogue
1 Frostburn Weird
1 Snakeform
1 Beetleform Mage
1 Strangling Soot
1 Kathari Bomber
1 Wrecking Ball
1 Pit Fight
1 Hull Breach
1 Kird Ape
1 Zhur-Taa Swine
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Like I said in the OP, I've only been playing Magic since October of last year, so many of these cards you mentioned I didn't know existed or thought they were good enough. I do have a few thoughts & questions to add though.
1) Steppe Lynx/Plated Geopede, since there are very few ways (unless you're playing green) to get multiple lands in play I don't see them as big impact creatures to include. I do understand their inherent power; for instant, in Constructed you can abuse them but is that the case in Cube?
2) Land destruction is in. I get where you are coming from, but I personally love it so much. I will cut it from black though seeing as I don't have that many cards, and its a bit harder unless you go heavy black from the start.
Signets are out. I've heard enough arguments on different podcasts and on these forums for and against them. I will include the Guildgates though when all ten are released.
I do want to ask though. In my red I was trying to push a bit of a faster curve hence why the lower casting cost, with various pumps and "not blocking" spells. Is this just not possible at common? I see a good amount of lists that have RED at a higher curve creature wise while the spells keep it in the 1-3 range.
Same goes for green. I was trying to go from 1 (small aggro) to 3,4,5 (typical green fatties). Plus I really wanted Priest of Titania to work hence why the abundance of Elves.
Again thanks for the comments,
Kris.
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I've also updated the first post with my "New and Improved" pauper 390 cube list.
Pack 1
Pack 2
Pack 3
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My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I want to echo this comment, there is a real lack of solid ramp targets in pauper. I was considering playing Craw Wurm for a bit before I slapped myself.
I also want to echo the list of cuts that Kolmastoista made. Most of the cards listed aren't up to snuff. (though I think a few of them like Skirge Marauder and Mad Prophet are fine to play).
The first pack is a bit week overall. But I probably take either Squall Drifter or Traveler's Amulet. We will say the Drifter.
Second pack I take Errant Ephemeron, because it's Errant Ephemeron
Third pack is when I realized we were suppose to be making congruent picks. I probably take the Looter. I like fixing my draws.
Calvin and Hobbes
Cube Tutor
1 Gore-House Chainwalker
1 Goblin War Buggy
1 Deftblade Elite
1 Goblin Patrol
1 Ashmouth Hound
1 Gorehorn Minotaur
1 Kor Skyfisher
1 Skirk Marauder
1 Manic Vandal
1 Gathan Raiders
1 Steppe Lynx
1 Fireball
1 Staggershock
1 Bonesplitter
1 Pilgrim's Eye
1 Swift Justice
1 Traveler's Amulet
1 Aftershock
1 Kaervek's Torch
1 Branching Bolt
1 Rift Bolt
1 Arc Lightning
1 Chain Lightning
1 Tettering Peaks
1 Nightbird's Clutches
1 Reckless Charge
1 Evolving Wilds
1 Boros Garrison
1 Rakdos Carnarium
1 Gruul Turf
8 Mountain
3 Plains
1 Forest
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The thought is that the blue player (whether splashed or mono) will be less inclined to keep up mana to counter that big spell, and in essence hold up the game, and instead run out his threats and use his dispel to keep the red player off of his fireball, or the green player from dropping his 5 drop on turn 3.
My outright goal in these changes is to speed up games, and though it is possible to draft the "control" deck, I would much rather see the "tempo" decks flourish than the full on "draw-go".
Currently my counterspells are as follows:
"Hard" Counterspells
1 Deprive
1 Condescend
1 Exclude
1 Prohibit
Situational / "Soft" Counterspells
1 Daze
1 Miscalculation
1 Memory Lapse
1 Force Spike
Now the question that I've been asking myself is this: Are Mana Tithe/Daze really "soft" counters? Most often since they are 1 mana (or in the case of Daze - usually free) they are being used to actually "kill" a spell instead of just force the opponent into paying the extra one and possibly change tempo or make a bad decision. Should these also be taken out, for things like Disrupt/Dispel & False Summoning?
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To be "fair" open the first pack make a pick, moving on to the second and third packs. Treat this just like if you were sitting at the table. Enjoy!
1 Azorius Signet
1 Fire Whip
1 Ondu Giant
1 Snuff Out
1 Dead Weight
1 Pith Driller
1 Wickerbough Elder
1 Burrenton Bombardier
1 Boros Signet
1 Mogg Bomber
1 Kor Skyfisher
1 Bonds of Faith
1 Ambush Viper
1 Empyrial Armor
1 Dimir Aqueduct
1 Kaervek's Torch
1 Quicksand
1 Gryff Vangaurd
1 Rift Bolt
1 Dead / Gone
1 Prophetic Prism
1 Temple Acolyte
1 Deep Analysis
1 Scarscale Ritual
1 Sundering Growth
1 Fireslinger
1 Arena
1 Werebear
1 River Boa
1 Moriok Replica
1 Preordain
1 Golgari Signet
1 Gruul Turf
Pack 1: This pack looks pretty weak to me. Personally I'd grab the Boros Signet and hope Kor Skyfisher or Mogg Bombers wheels
Pack 2: Glad I picked the Signet. Kaervek's Torch is a snap pick (and wondering why it's still there....). Looking for either Rift Bolt or Dead/Gone to wheel (highly unlikely though).
Pack 3: Hmm, Fireslinger is the only on color choice, A lot of green in this pack makes me think of leaning towards RG aggro. I'm hoping Werebear or the Boa wheel.
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