Tips & Tricks #
Advanced Strategies for Pauper Cube Masters #
Format Characteristics #
What Makes Pauper Cube Unique #
Games are Grindy
- Most games go 8+ turns
- 2-for-1s are extremely valuable
- Incremental advantage wins games
No True Board Wipes
- Creatures tend to stick around
- Combat is important every turn
- Positioning matters more
Combat Tricks Are Better
- Fewer instant-speed answers
- Tricks often 2-for-1
- Bluffs are powerful
Monarch is King
- Monarch cards are format warping
- Card draw is at a premium
- Control the crown, control the game
Golden Rule: Protection (like Guardian of the Guildpact) is nearly unbeatable in this format.
Hidden Gems to Watch For #
Underrated Powerhouses #
Ninja of the Deep Hours
- Repeatable card advantage engine
- Almost impossible to race
- Wins control mirrors
Crypt Rats
- Closest thing to a board wipe
- Clears aggressive starts
- Reusable with sufficient mana
Pestilence
- Game-dominating enchantment
- Clears boards repeatedly
- Win condition in control
Rolling Thunder
- Flexible removal and finisher
- Scales with available mana
- Excellent late-game topdeck
Sprout Swarm
- Instant-speed army creation
- Convoke makes it scalable
- Wins games out of nowhere
Trap Cards That Look Good #
Avoid These:
- Expensive Auras - Too much risk
- Situational Counters - Not worth a card
- Pure Card Selection - Need actual advantage
- Symmetric Effects - Opponents benefit too
Advanced Drafting Strategies #
Signal Reading #
Early Picks (1-5):
- Premium removal wheeling = color open
- Good 2-drops going late = avoid aggro
- Expensive cards moving = control might be open
Mid Picks (6-10):
- Confirm initial reads
- Look for archetype staples
- Identify what neighboring drafters are doing
Late Picks (11-15):
- Take anything playable
- Grab sideboard cards
- Note what’s not getting picked
Hate Drafting #
When to Hate Draft:
- Opponent’s key synergy piece
- Cards that punish your strategy
- Extremely powerful splash cards
- When you have nothing else
When NOT to Hate Draft:
- You need playables
- The card doesn’t affect you
- Early in pack 1
- It’s not actually that good
Combat & Gameplay Tips #
Combat Mathematics #
Key Combat Rules:
- Always consider tricks
- Opponent’s mana matters more than cards in hand
- Trading is often correct in this format
- Don’t be afraid to take damage early
When to Block:
- You’re behind on board
- You can make a profitable trade
- You need to preserve life total
- Opponent has reach/burn
When NOT to Block:
- You’re racing successfully
- Trade would be unprofitable
- You have better ways to interact
- You need to preserve creatures
Sequencing #
Early Game (Turns 1-4):
- Play threats on curve
- Hold up interaction when possible
- Develop mana before committing to colors
- Save premium removal for bigger threats
Mid Game (Turns 5-8):
- Focus on board presence
- Card advantage becomes critical
- Start planning win conditions
- Manage resources carefully
Late Game (Turns 9+):
- Every card matters
- Look for finishing combinations
- Preserve answers for threats
- Don’t overextend into tricks
Archetype-Specific Secrets #
Flicker (WU) Tricks #
- Always sequence to maximize ETB triggers
- Kor Skyfisher can “flicker” opponent’s permanents
- Archeomancer + Ephemerate = repeatable value
- Mulldrifter is the best win condition
Control (UB/UW) Mastery #
- Don’t counter everything - pick your battles
- Card draw is more important than counterspells
- Win conditions matter less than answers
- Play at instant speed whenever possible
Aggro (RW/BR/WB) Excellence #
- Damage is damage - don’t overthink
- Burn to face is often correct
- 16 lands is sometimes right
- Know when to go all-in
Spells Matter (UR) Optimization #
- Count your spells constantly
- Prowess triggers stack
- Cheap spells > expensive spells
- Card selection finds the missing pieces
Sideboarding Guide #
Always Bring In #
- Artifact/Enchantment Hate: Naturalize effects
- Additional Removal: vs creature decks
- Counterspells: vs combo/big threats
- Life Gain: vs aggressive decks
Consider Sideboarding #
- Different Threats: Match the game plan
- Mana Curve Adjustment: Fix awkward curves
- Color Requirements: Better mana consistency
- Hate Bears: Specific strategies
Sideboard Priorities by Matchup #
vs Aggro:
- More removal
- Higher toughness creatures
- Life gain effects
- Defensive tricks
vs Control:
- More threats
- Card draw
- Cheap pressure
- Difficult-to-answer permanents
vs Midrange:
- Efficient answers
- Better curve
- Value engines
- Flexible cards
Remember: Most games are won through small advantages accumulated over many turns. Stay patient and stay ahead on resources!
Next: Browse the complete Cube List to see all 540 cards in the cube.