Tips & Tricks

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.