It really shows Al never played Empty the Warrens, while its in my cube since forever. First of all 4 tokens for cmc4 is already good enough and triggers for 2 spells after opponents removal. Just add a Manamorphose or Gut Shot and youre already in "magical christmas land" smh
Well all you need is to have all of them in your draft pool, your deck and your hand at the exact spot.
Thank you Al_Z_Heimer for your response.
What are your guys and girls experience with the following cards. I am updating my cube and am not sure about some cuts/additions. Since the list of cards is rather long, just a grading from A-F would be fine. Thank you
I've been trying to make red aggro stronger, in particular I also want to make mono red more viable, and I was revising my one-drop section. We all know red's struggling to find good ways to attack for 2 on turn two, and to have a critical mass I think it's necessary to go as far as to play either Mogg Conscripts / Goblin Cohort or Bloodlust Inciter / Goblin Motivator.
advantages Conscripts/Cohort:
- better overall attacks if the freshly cast creature is worse than 2/2 vanilla
- not reliant on the freshly cast creature resolving
- 2/2 blocker instead of a 1/1
- better if the freshly cast creature already has Haste
advantages Inciter/Motivator:
- better overall attacks if the freshly cast creature is better than 2/2 vanilla
- works with tokens created by non-creature spells
- can still attack as a 1/1 if no creature was cast that turn
So which are better overall? Personally I think the latter two's advantages outweigh the former's, but I'm not sure because most of the time they're extremely similar in how they play out...
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"Someday, someone will best me. But it won't be today, and it won't be you."
I think the haste givers are easily better and more reliably of use. If you really want to push red aggro and want more 1 drops you can add the Conscripts in addition to them.
I've been trying to make red aggro stronger, in particular I also want to make mono red more viable, and I was revising my one-drop section. We all know red's struggling to find good ways to attack for 2 on turn two, and to have a critical mass I think it's necessary to go as far as to play either Mogg Conscripts / Goblin Cohort or Bloodlust Inciter / Goblin Motivator.
advantages Conscripts/Cohort:
- better overall attacks if the freshly cast creature is worse than 2/2 vanilla
- not reliant on the freshly cast creature resolving
- 2/2 blocker instead of a 1/1
- better if the freshly cast creature already has Haste
advantages Inciter/Motivator:
- better overall attacks if the freshly cast creature is better than 2/2 vanilla
- works with tokens created by non-creature spells
- can still attack as a 1/1 if no creature was cast that turn
So which are better overall? Personally I think the latter two's advantages outweigh the former's, but I'm not sure because most of the time they're extremely similar in how they play out...
Mogg Conscripts and Goblin Cohort are better in a purely numbers game. Though since red's noncreature section in the main reason to play the colour in cube, I don't include these guys.
I haven't had much chances to play Bloodlust Inciter and Goblin Motivator. They seem ok in the gotta-go-fast department. Though they are a bit weak against single target removal being only 1/1's when you ignore the ability.
Mostly I just like to pack additional Rhystic Lightnings and Staggershocks in the place of these kind of cards. Embereth Paladin has been alright at closing games. Premium removal can run a little thin some drafts, but the opportunity cost of switching to a second colour in pauper draft can be quite low if you are reading the signals right. Red can be extra tough sometimes because some people just can't let an Incinerate wheel. (I'm somewhat guilt of picking red cards without a serious intention of playing them.)
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There's no word in the goblin language for "strategy." Then again, there's no word in the goblin language for "word."
While including the new evaluations into the project my eyes stuck for a bit on Raid Bombardment. I support the swarm theme pretty heavily. Sure it's not Cavalcade of Calamity, but that card is an uncommon for a good reason and I think the effect might be worth an additional mana. I also remember playing with Hellrider which was an extremely strong rare.
It doesn't scale as much as a Dynacharge, but that's a one trick pony. It also can't enable trades in any way, but it's a lasting effect, that allows you to swing in with your token army at multiple stages without putting a thought into the casualties you will suffer.
While including the new evaluations into the project my eyes stuck for a bit on Raid Bombardment. I support the swarm theme pretty heavily. Sure it's not Cavalcade of Calamity, but that card is an uncommon for a good reason and I think the effect might be worth an additional mana. I also remember playing with Hellrider which was an extremely strong rare.
It doesn't scale as much as a Dynacharge, but that's a one trick pony. It also can't enable trades in any way, but it's a lasting effect, that allows you to swing in with your token army at multiple stages without putting a thought into the casualties you will suffer.
Opinions?
I remember seeing it in constructed pauper on mtgo years ago (in mono red of course). It is pretty good at what it is intended to do.
I played it for a short time and wasnt convinced. Its indeed often worse than dynacharge and the like
Well I have a whole lot of Token makers. I like the fact that you can make use of it multiple times. If the first all-in attack isn't enough you can start rebuilding your board and swing in again.
I played it for a short time and wasnt convinced. Its indeed often worse than dynacharge and the like
Its different than Dynacharge because the objective is to suicide your attackers for the last damage you otherwise couldn't deliver (which as Al notes works best with expendable attackers).
I get what the card wants to do, but its only +1 dmg while charge is +2 meaning you need double the amount of attackers. And red usually has enough reach already.
Your attackers wont survive for a second swing
I get what the card wants to do, but its only +1 dmg while charge is +2 meaning you need double the amount of attackers. And red usually has enough reach already.
Your attackers wont survive for a second swing
There is a huge difference between combat damage and non combat damage. Also you can never have enough reach, because when red decks lose they mostly lose because they don't have enough reach.
Raid Bombardment seems weak compared to all the other avenues of reach Red has available. If you are specifically looking for reach based on a swarm strategy outside of combat, something like Massive Raid might be better. There are just so many more versatile options though.
Raid Bombardment seems too weak in a format of singletons. It may be playable in some niche contexts, but I think Raid Bombardment would go last pick more often than not.
Massive Raid has big damage potential. Though it suffers from competing with Pauper's direct damage spells, which there are lot of decent ones already. If I had a token theme I would probably try out Massive Raid.
Scorched Rusalka. Costs mana to do it's thing. The existing damage to mana options available to red are quite decent as it is. And 1/1 bodies for 1 tend to be pretty bad.
If we get lots of downshifted cards for infect it could be viable. Green pump spells are very strong with infect and we have most of the best one's available.
I've been playing a bit of sealed with my cube. It's a decent way of experimenting with colour combinations as it becomes very apparent when I've been filling a section with niche junk. There seems to always be one sealed pool that has a draft quality deck, so it is a quick way of testing builds in a limited environment without going to the hassle of organising draft. (Much easier handing someone a strong prebuilt and saying play this.)
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There's no word in the goblin language for "strategy." Then again, there's no word in the goblin language for "word."
in theory you could include a ton of infect and pump already, but wouldnt make for good gameplay
I wouldn't be so quick to jump to conclusions. Rot Wolf is already decent, it just is lacking any kind of support, which means it is mostly stuck in defence-mode. I would want to see what is downshifted first. We haven't revisited Infect since the Scars of Mirrodin block, so I want the see how the mechanic is reintroduced and whether Wizards have figured out ways around Infect's extremely parasitic nature.
Grafted Exoskeleton would be nice. Phyrexian Juggernaut is another possible downshift. Overwhelmingly, looking through the visual spoiler for Infect cards, most of the common Infect creatures have trash P/T stats which make them too susceptible to dying in combat. The average common was a lot worse in Scars of Mirrodin than what we get today (excluding the odd Porcelain Legionnaire). Either that or the Infect creature was off colour which mean that you had a difficult time building up a critical mass. The main colours that we would realistically care about would be Green and Black. Green because that's the colour with lots of cheap pump and Black because that's where most of the mechanic was printed.
One block worth of mechanic is probably not enough gist for the mills. Though Triumph of the Hordes would be amazing.
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There's no word in the goblin language for "strategy." Then again, there's no word in the goblin language for "word."
The problem with infect, they play a parallel game. U either run only infect in your deck or none. Doesnt matter how efficient the individual card is. Either way it would eat too much into normal cubes and railroad drafting like crazy.
The problem with infect, they play a parallel game. U either run only infect in your deck or none. Doesnt matter how efficient the individual card is. Either way it would eat too much into normal cubes and railroad drafting like crazy.
I assume this is why they never went back to Poisonous as a compromise route: even if the creature also deals regular damage it would basically be a deception because you would win approximately never via normal damage dealt by poison creatures.
Does anyone here have a desire to outright buy a foil cube plus like 200+ extra foil commons that are applicable?
I am leaving MtG and all WotC products permanently, and deleting my account here as I cannot comply with those who would disrespect their customers as they have. PM me if you want to Tender a serious offer for an all foil cube including landeskog and a few proxy foils for non-foilable cards.
It has been fun, and I will miss the interactions.
Well all you need is to have all of them in your draft pool, your deck and your hand at the exact spot.
Because it says "draw a card" and you might run out of gas before you draw your splash card. The Eggs have the same problem.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
powpercube Johnny https://cubecobra.com/cube/list/37t
Opt b Opt's been strong for me.
Empty the Warrens c Scales well, but requires a lot to get going.
Frantic Search b Worse than Opt, but synergises well with a bunch of cards.
Gush c Would be much stronger if the singleton rule is broken.
Snap c Vapor Snag isn't that well positioned right now.
Pyroceratops c Scales ok, but then again has the whole dies to removal problem, and is too slow against aggro.
Spellgorger Weird b 3 mana positions this alright.
Stitched Drake a Requires a little set up. Very good value to mana.
Stormbound Geist c Mostly is a 2/2 for 3. Is much better in a flying meta.
Ahn-Crop Invader c Weaker than Splatter Thug and Blood Ogre. Hits hard with tokens.
Grim Initiate b Ok 1-drop if you're in the market.
Fencing Ace b Scales well.
Callous Dismissal d Not Man-o'-War enough.
Witching Well d Needs synergies to break the tempo.
Manamorphose b A 'free' cantrap is decent even without fixing.
advantages Conscripts/Cohort:
- better overall attacks if the freshly cast creature is worse than 2/2 vanilla
- not reliant on the freshly cast creature resolving
- 2/2 blocker instead of a 1/1
- better if the freshly cast creature already has Haste
advantages Inciter/Motivator:
- better overall attacks if the freshly cast creature is better than 2/2 vanilla
- works with tokens created by non-creature spells
- can still attack as a 1/1 if no creature was cast that turn
So which are better overall? Personally I think the latter two's advantages outweigh the former's, but I'm not sure because most of the time they're extremely similar in how they play out...
- Last Word
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
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powpercube Johnny https://cubecobra.com/cube/list/37t
Mogg Conscripts and Goblin Cohort are better in a purely numbers game. Though since red's noncreature section in the main reason to play the colour in cube, I don't include these guys.
I haven't had much chances to play Bloodlust Inciter and Goblin Motivator. They seem ok in the gotta-go-fast department. Though they are a bit weak against single target removal being only 1/1's when you ignore the ability.
Mostly I just like to pack additional Rhystic Lightnings and Staggershocks in the place of these kind of cards. Embereth Paladin has been alright at closing games. Premium removal can run a little thin some drafts, but the opportunity cost of switching to a second colour in pauper draft can be quite low if you are reading the signals right. Red can be extra tough sometimes because some people just can't let an Incinerate wheel. (I'm somewhat guilt of picking red cards without a serious intention of playing them.)
It doesn't scale as much as a Dynacharge, but that's a one trick pony. It also can't enable trades in any way, but it's a lasting effect, that allows you to swing in with your token army at multiple stages without putting a thought into the casualties you will suffer.
Opinions?
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I remember seeing it in constructed pauper on mtgo years ago (in mono red of course). It is pretty good at what it is intended to do.
powpercube Johnny https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
Its different than Dynacharge because the objective is to suicide your attackers for the last damage you otherwise couldn't deliver (which as Al notes works best with expendable attackers).
Your attackers wont survive for a second swing
powpercube Johnny https://cubecobra.com/cube/list/37t
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
powpercube Johnny https://cubecobra.com/cube/list/37t
powpercube Johnny https://cubecobra.com/cube/list/37t
powpercube Johnny https://cubecobra.com/cube/list/37t
Massive Raid has big damage potential. Though it suffers from competing with Pauper's direct damage spells, which there are lot of decent ones already. If I had a token theme I would probably try out Massive Raid.
Scorched Rusalka. Costs mana to do it's thing. The existing damage to mana options available to red are quite decent as it is. And 1/1 bodies for 1 tend to be pretty bad.
If we get lots of downshifted cards for infect it could be viable. Green pump spells are very strong with infect and we have most of the best one's available.
I've been playing a bit of sealed with my cube. It's a decent way of experimenting with colour combinations as it becomes very apparent when I've been filling a section with niche junk. There seems to always be one sealed pool that has a draft quality deck, so it is a quick way of testing builds in a limited environment without going to the hassle of organising draft. (Much easier handing someone a strong prebuilt and saying play this.)
powpercube Johnny https://cubecobra.com/cube/list/37t
I wouldn't be so quick to jump to conclusions. Rot Wolf is already decent, it just is lacking any kind of support, which means it is mostly stuck in defence-mode. I would want to see what is downshifted first. We haven't revisited Infect since the Scars of Mirrodin block, so I want the see how the mechanic is reintroduced and whether Wizards have figured out ways around Infect's extremely parasitic nature.
Grafted Exoskeleton would be nice. Phyrexian Juggernaut is another possible downshift. Overwhelmingly, looking through the visual spoiler for Infect cards, most of the common Infect creatures have trash P/T stats which make them too susceptible to dying in combat. The average common was a lot worse in Scars of Mirrodin than what we get today (excluding the odd Porcelain Legionnaire). Either that or the Infect creature was off colour which mean that you had a difficult time building up a critical mass. The main colours that we would realistically care about would be Green and Black. Green because that's the colour with lots of cheap pump and Black because that's where most of the mechanic was printed.
One block worth of mechanic is probably not enough gist for the mills. Though Triumph of the Hordes would be amazing.
powpercube Johnny https://cubecobra.com/cube/list/37t
I assume this is why they never went back to Poisonous as a compromise route: even if the creature also deals regular damage it would basically be a deception because you would win approximately never via normal damage dealt by poison creatures.
I am leaving MtG and all WotC products permanently, and deleting my account here as I cannot comply with those who would disrespect their customers as they have. PM me if you want to Tender a serious offer for an all foil cube including landeskog and a few proxy foils for non-foilable cards.
It has been fun, and I will miss the interactions.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube