magic the blathering

Welcome to another pauper report. I’m mostly writing these so I have a record but maybe 1-2 other people will read them.
Went to what was meant to be a 5 round event where you can win a box but only 4 people turned up so it was just 3 rounds no reward. I went 2-1! My first positive record.

The big change I made to the deck this time is I put the burn cards - lava dart, lightning bolt, fireblast - all in the sideboard and put 2x dispel and 2x spell pierce in the main deck. I wasn’t sure which to go with so I went half and half. I didn’t cast either one once though. Just didn’t see them.

Round 1 I went 2-0 against a tron player. He played a fairly grey version of the deck with a lot of colourless 7+ mana creatures like drownyard lurker, maelstrom colossus, warped tusker and wretched gryff. Also candy trail, wizard’s rockets, both expedition map and world map, those kinda cards. Game 1 I think he got tron online (sorry this is what everybody calls “playing all three urza lands” and now it has infected my brain too), tapped out for a big creature, then on my turn I just powered up and went unblockable. Game 2 he had a forest untapped but didn’t respond to my 22 power attack. Don’t think he had any removal in hand or maybe his manabase wasn’t able to play it yet. I had great hands both times. I thought wow the deck works!

Round 2 I went against elves, which I knew nothing about. They can get a lot of mana going really quickly by putting fertile ground to their forest and then untapping it with arbor elf (also, trying to figure out what fertile ground was called just now i learned there are heaps of these kinds of cards for green - some specifically for elves too - that are pauper legal! Wow what a cool deck). Game 1 I had awful hands and ended up mulliganning to 4. I wasn’t able to build anything up and he just punched me with a few strong creatures. Game 2 I mulliganned once and got an ok hand with burning prophet and thought ok let’s try. Halfway through turn 4 or 5 I drew into kiln fiend and thought fuck it let’s play it now. Then I played an unblockable spell on burning prophet after some deliberation over who to target, then drew the one copy of reckless charge I had sided in! I was kicking myself for not putting unblockable on kiln fiend but i did not believe in the heart of the cards at moment lol. So I gave kiln fiend haste. It wasn’t enough to kill anyway, and I was at 7 life so they’d just attack and win next turn. So I lost. It was one of those turns where I guess if I drew perfectly with the pump and draw1 cards I could have won, but you just kinda have to commit and hope. Idk what a more defensive turn even looks like in this deck but I probably should have tried one.

Round 3 I went against some blue/green deck. I felt bad but I just stomped this guy, and didn’t even get to see what he was playing. I only saw lorien revealed, behold the multiverse, and spider manifestation, which I returned to his hand with snap twice and killed with lightning bolt once. Game 2 I attack with a burning prophet and nivix cyclops for one damage below lethal, he hydroblasts the cyclops, and I play apostle’s blessing on it. Then he hydroblasts burning prophet and I apostle’s blessing burning prophet. That was protection and +8 attack so I won.
Honestly I felt bad. He probably felt pretty good drawing two blasts but I was luckier. I prefer losing lol. I wanna see what the opponent’s deck is doing!

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These posts rock, dylan…miffy is trying to get people to play Pauper and I know before long she’s going to succeed…

There’s a Pauper EDH tourney by here in February and we are both looking forward to that…I am going to ask miffy to build a skeleton guy for me…cuz she is much better at this stuff than I am…

I am going to make a commander deck with this fat fuck first though. Something like “group hug” . . . I have never done mono-blue anything but giving everyone cards and then making them incredibly miserable sounds good to me. So I will give it a shot once I finish a decklist and print it up at the library . . . heh heh . . . gotta love the library . . . if anyone has any suggestions for this deck . . . let a blue man (me) know . . .

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Bachelor, how is the deck going. I discovered this one today, which feels like it fits well.

I have two more pauper reports to write.

Wednesday I went to the locals again. I didn’t change the kiln fiend deck at all since it functioned pretty well the time before.

First game was against another black artifacts type deck. Round 1 we had a good back and forth. Burning Prophet really adds longevity to the deck. We were both low and I made a blunder on one turn, attacking when I could have pumped my guy up one more time, which would have been lethal. Then he healed from 3 to 10, and took over the momentum from there, eventually winning. Game two he sided in cast downs, which are all you need to beat this deck really. He even used a galvanic blast in the weak mode to destroy kiln fiend at one point. I lost hard.

Second game was the same white deck I played the previous week. This time I performed better, despite making some bad mistakes in game 1, which I lost. Games 2 and 3 felt really even but I won both in the end. Game 3 I was at 1 life and he was at 3, I knew the only thing I could do was draw into a burn spell. I played like 3 draw1 cards and eventually found Fireblast, which felt tremendous. Truly one of the most triumphant ways you can possibly win in magic the gathering.

Game 3 was against the guy who was playing for the first time last week. I was happy to see him again. This week he had a red madness deck, which I believe is one of the top meta decks right now. He played very well, and destroyed me. I hope I can play him again next week!

All the games on this night were really fun, and I felt I was becoming more friendly with the other players. We chatted more between games, and were laughing a lot during them.

Today I went up to the further store again. I decided it was time to play the flicker tron deck. It was intimidating but really exciting. Here is the list I went with. It is over 60 cards cause I just wanted to try stuff out.

https://moxfield.com/decks/ufb9NzJKcEGLWw7a0lkU4w

The way this deck works for the uninitiated is that you assemble an enormous manabase with the Urza lands and some mana filtering artifacts like prophetic prism and energy refractor. You then use ghostly flicker and ephemerateto get big value out of enter the battlefield (ETB) effects, blink things out of existence to dodge your opponent targeting them, or replay your Urza’s Tower or prophetic prism to go up in mana. As long as one of your blink targets is Mnemonic Wall, you can get these cards back forever. This takes a long time to assemble and you are very vulnerable in the early game. In the mid game your options and resources begin to expand rapidly. You play a lot of one-off instants that you can recur with Mnemonic Wall and search with Mystical Teachings. In the late game you theoretically have enough mana to play Ghostly Flicker on Mnemonic Wall, or Mystical Teachings to get the right instant for any moment. It is basically one of those decks that plays 90% of its cards in the opponent’s turn. It can be really brutal if you don’t draw the right opening hand, and consistency is something I was worried about. It is also a weird deck where it doesn’t really have a win condition sometimes, but people add in their own preferred one. I think the real sickos just use Mulldrifter and Murmuring Mystic’s bird tokens, which are already staples in the deck, to just pick away at the opponent very slowly. I decided to add Mysidian Elder and Impact Tremors cause I thought they’d work well with all the resummoning through instants. I also had a Dinrova Horror, which you could blink over and over again to just remove all their cards from the game.

My first game was extremely interesting. The opponent was playing a bunch of cards I’d never seen before. They shut down my manabase with cards like Sea’s Claim and Spreading Seas (and some similar cards in other colours) which not only forces a land to be an island but also shuts down the Urza lands. Luckily, blue is the most common colour in my deck, so I was still able to play. It was a real challenge trying to navigate this manipulated manabase. The opponent applied pressure by also boosting the mana output of their own lands with cards like abundant growth and unbridled growth, and attacking with Silhana Ledgewalker equipped with Ancestral Mask and ethereal armor. It was really fun! I also thought wow the kiln fiend deck would be completely shut down by this. The first game I played stonehorn dignitary to stall a bit but couldn’t blink it so they beat me with a couple big attacks. The second game they messed up my lands at first and also destroyed my mana filtering artifacts, but I ended up drawing enough Urza lands to assemble tron anyway, and was able to establish a strong board with Mnemonic wall, stonehorn dignitary and mysidian elder, to which they conceded. Game 3 we only had 4 mins left, so it ended in a draw before anything much happened.

Round 2 was against mono blue terror, which is one of the most famous pauper decks, but it was my first time playing against it. It’s basically just a bunch of counterspells, along with draw cards, particularly thought scour and mental note, which help you to get cards in the graveyard so you can play tolarian terror as early as possible. This card alongside the innumerable counters is enough pressure against any deck. This guy beat me the hell up before I could even get started. Game 2 was even worse cause he sided Annul for the prophetic prisms and energy refractors.

Round 3 was another artifact deck with strong creatures like myr enforcer and gingerbrute. These games went quick and I didn’t really stand any chance.

I’m super happy with how playing tron went, even if I lost hard. The deck feels like it will be heaps rewarding to get good at, and I’m excited to play something new at wednesday locals this week.

I also have a package I wanna try adding to flicker tron once I am more acclimated to the deck. I wanna use Step Through to search for a suite of wizards, just like how the deck already uses mystical teachings to do the same with instants. I looked at all the wizards legal in pauper, and focused on which ones have good ETB effects. I feel like you could make it work. My main worry is that a lot of them seem to just have weaker versions of effects that flicker tron already has. For example, archaeomancer has worse stats and is more expensive to cast than mnemonic wall for the same effect, sea gate oracle is just a worse impulse or mulldrifter, and aven fogbringer is a powered down dinrova horror. So the question is does making them searchable at an extremely low mana cost (one urza’s mine or power plant) make it worth it? I think it could bolster the deck’s early-midgame power, which is where I think it struggles the most. Mystical teachings is really expensive to cast in comparison. Idk, I wanna try! Some other wizards I think could work are: dreamspoiler witches, skoa embermage, boneclad necromancer, biomathematician, deputy of acquittals, augur of skulls, sage’s row denizen, exhibition magician

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I printed it up yesterday! I played it all day! It rocked, who knew being mono blue scum could be so fun.

https://moxfield.com/decks/xuUaDrn1WEa6uYa3iS1tAA

That’s the current decklist but I’m gonna revise it. It may not be focused enough. The MVP of the games I won/almost until I got too cute seemed to be this little mother:

Just pinging everyone every turn as they draw tons of cards.

Runner ups were:

Also I got to turn people’s creatures into pigs a lot. That rocked.

I didn’t mill anyone out or achieve any of the alt win cons with Laboratory Maniac or Twenty Toed Toad or Triskaidekaphile. I bet that’ll happen eventually if I keep playing the deck as-is but maybe I should just focus on one thing I dunno. It was a ton of fun and I think others enjoyed it cuz everyone had a ton of cards at all times. Even if they were choking on them. Everyone got to play at least a little bit, which isn’t always the casein EDH.

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ah I figured you had a Black Vise or Price of Knowledge (black not blue) and something to turn off hand limits, Library of Leng or Anvil of Bogardan

also try Folio of Fancies. not Pauper tho

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It’s weird how people can be really into magic but then kinda not really have an overlapping experience. I don’t really play commander and it’s been some time since I played pauper (it’s rad though.)

Every Wednesday it’s pioneer for me. I’m on the many many game actions to win Lumra Combo deck. It’s hoping to do nothing for turns 1-3 and then win on turn four by activating Port of Karfell to loop Lumra into play. I went 1-2 last week. I think I might try adding Wishclaw Talisman.

Lumra Scapeshift

At board games I played legacy for the first time ever. I was on Mystic Forge. I have been gradually acquiring Legacy cards sort of as an investment, so I had 74/75 of the real cards (I don’t have a Candelabra). I did not get to activate my grim monoliths though, as I was quickly disassembled by my friend’s Doomsday deck.

Mystic Forge Combo

Doomsday

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I ended one game with 35 cards in my hand and Omniscience on the board and it felt so stupid and good, especially since it got miffy wracking her brain for a solution to it…heh heh…nice try, kiddo…but I’m Nise Jace now…

(I hope she posts about her new Vanille from FF13 mill deck, it is so fucking dumb and it’s nothing but lands and creatures and I can’t believe it works)

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I do think about commander though. I keep fantasizing about a self power leveling Sen Triplets deck that always matches the power level of the table due to only playing cards from the other decks. I even picked up a Word of Command.

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Didn’t really play magic over the new year cause I was visiting family and etc but I went yesterday with a new deck. I guess you would call it my first brew. I made a sprout swarm deck, trying to capitalise on the urza lands to pump out a million tokens with a big manabase. It was an absolute failure on all levels, and taught me how vast of a gulf there is between a tightly designed deck and a messy first draft attempt by an idiot beginner like me. I think I massively overburdened the deck with land fixing cards and didn’t really think about how to use my first few turns of mana. It left me sitting there on like turn 4 having nothing on the board and 3 lands untapped. Meanwhile opponent has done like 10 damage and established a strong presence. The deck was also really vulnerable to flying. It can block with 1/1s forever (once it gets going, in theory lol), but the only reach creatures were writhing chrysalis and generous ent. And no creature removal otherwise.

One big thing I learned is how compromised green draw cards are. The best one in pauper is definitely malevolent rumble, which I thought was excellent, until I realised on turn 2 of the first game that it says you can only choose a permanent from among the revealed cards! The cards I most want to choose are instants!!! Noooooo…. The other options are stuff likeelven farsight, which again only actually draws a card if you have a creature on top, cache grab which is just weaker malevolent rumble, then there are the commune with series of cards which basically let you draw anything but instants and sorceries. I guess this is like one of the foundational design rules of green. The best one I can find is abundant harvest, which is like fiiiine i guess.

The other option is make the deck green/red, which would give me much more options for draw cards and would then also let me do ping damage with the tokens via molten gatekeeper or impact tremors. That could be something. I could then also play goblin anarchomancer and thunderscape familiar to reduce the cost of sprout swarm. Idk! I kinda feel like I should simplify the deck as much as possible first, make it monogreen with no urza lands and one clean gameplan. I think the best opening would be like, turn one playcloakwood swarmkeeper, turn two play fists of ironwood. Wow a 3/3 with trample and two 1/1s on turn two! Pretty good. Then hopefully I can kinda start building things up. Thinking maybe also manamorphose if I can trim things down enough because I already have it from the kiln fiend deck and it basically just says “you can play with 56 cards in your deck”

I’m also very exciting about the card night soil, one because all its artworks are cool but also it is basically a requirement to have graveyard removal in pauper. This one exiles creatures in the graveyard as a cost, which means it cannot be responded to! Heaps good. And of course it makes tokens for very cheap.

Anyway yeah I gotta say it was a bit demoralising to be owned as hard as I was. But I want to keep trying the deck. The initial list was definitely way too messy and overambitious. I’m gonna fix it tonight and try again tomorrow.

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a 2/2. the swarmkeeper triggers when tokens enter the battlefield, not for each token

your best bet is cycling cards. Stinging Shot is not great but handles fliers for cheap, Wilt or Airship Crash are more toolbox cards and expensive. no good payoffs in green for cycling tho

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Oh damn you’re right thanks for the correction

And thanks for the anti flying cards. I am running heritage reclamation in the sideboard which is basically a cycling card but does not do anything about flyers. Will think about swapping it for airship crash since night soil is already covering the graveyard angle if I can get some copies before playing tomorrow. Still, usually if there is one flying there are many more to come (murmuring mystic tokens, squadron hawk, kor skyfisher + glint hawk etc). I think this deck just naturally sucks a bit lol.

And have put some sagu wildlings in too.

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Hello all. Have played a few times since last post. Will provide quick overview.

So I did simplify the sprout swarm deck. Made it mono green, no urza, made sure I had plenty of cards to play early game. For card draw I went with malevolent rumble and abundant harvest. I was sceptical about abundant harvest but I actually found it performed well. Sure it’s not up to par with the best draw cards in pauper but no green cards are. 1 mana draw a card and guarantee either land or not land is pretty good. I did have the problem of declaring non-land and then drawing wild growth, sagu wildling or generous ent, and that feels bad but that’s my fault for building the deck like that. Some other new cards I chucked in to feel out were Eldrazi Repurposer (it’s no writhing chrysalis but it is still excellent) and yavimaya elder (just saw this in a bulk pile and thought it seemed cool. Block with it, sacrifice it, get 3 cards! It performed well imo). Anyway will get onto some games.

Event 1 round 1

I beat jund wildfire* 2-0 even after mulliganning to 4! Essence warden kept me safe and cloakwood swarmkeeper punched over writhing crysalis.

*sorry for jargon. Jund means red green black, wildfire means this card which when paired with the indestructible lands nets you a card and ramp

Game 2 went 0-2 against the curreny popular burn deck. Goblin tomb raider, clockwork percussionist, kessig flamebreather. You’re really afraid of guttersnipe but they can kill you before they even get there. It puts the pressure on so quickly and I was not able to keep up with it (this will be a recurring theme).

Round 3 was madness burn, bit of a different version than the previous deck. It focuses on discarding cards with madness effects, such as fiery temper via draw cards like grab the prize. Sneaky snacker put in work and I faced the truth that this deck cannot respond to early game flyers. And night soil is nice and value-producing in theory but it is not particularly reliable as graveyard removal.

Event 2 round 1

Played this guy before. He likes messing with your lands. In a previous post I described his deck where he mixed bogles (a deck where you power up and protect slippery bogle, which I didn’t know was a deck at the time) with land-screwing enchantments. This time he was also playing mono green, had some land destruction, and just strong creatures. We were pretty evenly matched. He won game 1, I won game 2, game 3 we both established big boards of creatures where neither could attack. I was on my last turn and I turned everything sideways. He blocked very diligently, then I played echoing courage on my saproling tokens, totalling 19 damage which put him to -1! A triumphant moment indeed (note on that card: don’t remember which game but I also used it to nullify a board wipe with breath weapon at one stage which felt good). Also got to use a card I chucked in the sideboard: monstrous emergence. I figured since I often have generous ent chilling in my hand I’d try it out over the more popular ram through or horrific assault. This did come up!

Round 2 was against blue white familiars deck. Archaeomancer, ephemerate, ghostly flicker, arzorius chancery, snap, basically infinite counterspells. I love this deck so I didn’t mind getting owned by it at all. Murmuring mystic tokens killed me, as they should. This guy also had a blinged out all foil deck with these snow-covered lands. Was cool to look at but also kind of against the spirit of pauper imo lol.

Round 3 was against eggs tron, a very cool deck. Again sorry for jargon but I think it’s a funny name. Eggs means artifacts tron means urza lands. The goal of this deck is to establish an infinite loop with golem foundry, ashnod’s altar and 2 myr retrievers. Retriever retrieves the other retriever, creates infinite mana and infinite golems. If you have pactdoll terror or molten gatekeeper, it is also infinite damage. I was rooting for my opponent to find the combo and he did on game two! Game 1 and 3 I killed him before he could get it set up though. This is also a good example of why keeping track of life on paper is good cause you can really see what was going on in these games. At the end of game 2 I was on 31 life and he on 41 until he put me down to minus infinity.

Ok last event with this deck (for now), game 1 was against a guy who I have also mentioned in previous posts. We started playing round the same time and it feels like we are coming up together. He always wins though cause he likes playing good decks. He was playing the same white weenie deck this week that he played the week before when I was on the fucked up urza version of this deck. This was great because I got to compare the deck’s performance with the last one. He beat me game 1 and game 2 went to time and we drew lol. Not great but much better than the week before! We were both stalling, me with moment’s peace and he with prismatic strands. One thing I kinda decided in this game was I should just run 2 moment’s peace in the main deck because it’s always good. Of course if I do that my next event will be against entirely artifact and burn decks.

Round 2 was burn again. Same story as above.

Round 3 was against mono blue terror. I was able to put up a good fight against the two snakes actually, but his mvp was sleep of the dead. Game 2 he murdered me with 2 delver of secrets. Once again, early game flyer eats this deck. This guy is super friendly and we chatted for a bit after the game. He said if I can find a good 2/4 reach creature I’d probably win. I searched for one later and couldn’t find one for a good mana cost. I’m thinking of taking 2 cards out of the main and the 2 monstrous emergence from the sideboard to put in gift of the viper instead. In a pinch it’s deathtouch and reach on one of my tokens, in a better position I can put it on eldrazi repurposer or swarmkeeper and win games with it. We shall see! For now I’m gonna play with other cards but will return to this. I feel like I got better with this deck over time and came to terms with the fact that while sprout swarm was the inspiration, that is really just a lategame plan that lets you at least do something with your mana if you have no other cards to play. I’d probably cut it down to 2 copies next time.

Anyway thanks for reading! I played with another deck yesterday but will save that for another post.

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I am haunted by this card for pauper, but just can’t think of any way to really exploit it.

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I used to have some of those old Magic art books, but I lent them to a coworker and never saw them again.

Turns out there was a newer series of hardcover ones a few years ago. Since I don’t keep up with the game anymore, I missed them and now there are only expensive used copies. I wonder whether it would be worth trying to track any of them down.

One that I’d potentially be interested in is Ravnica, but reading about it now it sounds like it’s mainly focused on some newer set called “Return to Ravnica” so the art might not be familiar to me (but I guess it might still be good).

One thing that stood out to me about Ravnica is that it had some fun, original creature concepts like Assault Zeppelid (see below). Sounds like modern Magic mostly just borrows from licensed properties.

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there’s a confusing set of products, but there’s still regular weirdo magic and licensed Universes Beyond sets. they recently (last year) made the UB sets legal to play with in normal games. plus the rerelease sets, the powergaming sets (Modern Horizons), joke sets…

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Back with another pauper report. Update on the sprout swarm deck: I made the red/green version I mentioned thinking about somewhere above. The main difference from the mono green version is it focuses on doing ping damage when tokens enter via molten gatekeeper and impact tremors, and is less interested in direct combat. The deck moved away from saprolings toward mostly making eldrazi tokens because they can ramp you and because writhing chrysalis is simply one of the best cards in pauper and it is 3 creature entries in one card, so the burn damage can add up quickly. So along with chrysalis, I have malevolent rumble, eldrazi repurposer and glimpse the impossible, which is an incredible card that can be used for card draw, ramp and/or burn damage depending on your situation. I also threw in goblin anarchomancer to just power up the deck’s ability to go off in the mid-game. Thunderscape familiar was also in there to try to make sprout swarm go infinite. I initially also had nettle sentinel in there for this purpose but took it out to free up space for Wrenn’s Resolve because I was worried of running out of gas. Thunderscape familiar really does nothing except make sprout swarm cheaper and make malevolent rumble cost only one mana, which is nice but not good enough. The sad thing with eldrazi repurposer and writhing chrysalis is they have devoid so they are not counted as green cards for thunderscape familiar. So I found myself always taking it out for sideboard cards after game 1. If I iterate on this deck I’d definitely replace it, probably with another ping damage source like Mysidian Elder.

So I’m not gonna go over each game like I have done in previous posts but I played 9 total matches with it and only won one match, against a pretty interesting deck that was like blue white familiars* mixed with fog**. So he was doing archaeomancer plus ephemerate loops to get back counterspells and stuff, but also ran tangle and moment’s peace. I’m not a very attack-focused deck so that didn’t do much, but he was able to shut down the burn after game 1 by looping hydroblasts, which works great since impact tremors and molten gatekeeper are both red. But his deck was slow and I was able to win game 1, and then game 2 went to time and we tied. At the end of the game I had like almost 100 saproling tokens but there was no point attacking with all his fog cards lol. So yay! I did get a win against a very powerful deck.

*This deck gets its name from sunscape familiar, which combined with arzorius chancery and snap can produce mana-positive combos

**This deck gets its name from Fog, which is I believe the original battle-ending spell. Though nowadays it is rarely used as the slightly more expensive versions of the spell are generally considered better.

But the rest of the story was basically, I would lose against any red decks cause they were simply faster at killing than me. And then against white weenie*3 I had two very close games that I think I could have won were I a smarter player. One of them he and I were down to 2 and 3 life respectively, and he attacked with 4bird tokens, I played breath weapon and he played guardian’s pledge. What can ya do.

*3 This is also an ancient name that I think has been around since the early days of magic. I guess white has always had a lot of decently good-enough type little creature cards you can kinda just throw together and do well with.

I got to play against the ruby storm deck, which I think has been around for a while but has been recently reawoken thanks to the new cardburning curiosity that seems to have pushed the deck over the edge into tournament playability. Basically it just generates near-infinite mana and card draw to churn through the entire deck in one turn, play first day of class and seize the storm, and then attack with 2 enormous elemental tokens with haste. It was a pleasure to lose to this deck. Game 2 I did side in moment’s peace and this completely shut the deck down. It can’t exactly go off more than twice or so, so I won that one. I don’t think he expected me to have a fog card. Game 3 he sided in flaring pain which is just so good. The deck only needs to see one copy to win cause it can do it all on one turn.

Otherwise I played against pretty regular decks. Gates, Jund Wildfires etc. I think I won one game against almost all of them but it is ultimately too easy to get rid of my win conditions. Everyone has enchantment removal (I had masked vandal, troublemaker ouphe, thraben charm and dawnbringer cleric (which can be bounced with kor skyfisher for multiple activations) all used against me), and molten gatekeeper being an artifact creature makes it double vulnerable. So idk what I’d have to do to keep my stuff around. Adding in enchantment protection or something? Certainly if I finally got a playset of pyroblasts I would use that against the blue decks but against green, black and white idk what I’d do. And I think it’s a lost cause against any good red deck.

Anyway my next deck is gonna be a mono black cat food deck, which I’m really excited about. This deck gets its name from Cauldron Familiar, which is a cat that loves food. You get to run cool cards like nutrient block, the much-beloved lembas, and probably the favourite among sb would be the final fantasy card instant ramen. I’m gonna do a simple grindy version of the deck with lots of card draw in the food plus rowan’s grim search and eviscerator’s insight, creature removal in crypt rats, pestilence, cast down and defile and finally Troll of Khazad-dûm as a top-end threat. I can also easily mess around with the black green version of the deck since I already have pretty much all the green cards, so I’m hoping I can have a lot of fun with different variations on this deck. I’d honestly like to settle down with one deck for a while rather than playing new stuff every week, not only because it’s costing me a lot of money but also because I think I’m being a little too restless and not giving myself a chance to really learn a deck and improve my play level. I definitely wanna go back to flicker tron and really iron out a nice decklist for it, I never really cleaned that one up. I also never ended up building the wizards version of the deck I wanted to try. I think now I’d rather try that as a familiars deck rather than tron, since that deck’s gameplan is pretty similar but the early game is much less inconsistent.

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Back again friends. This time will not be talking about the cat food deck. I played with it a few times and felt way out of my league. It was not clear to me what I was supposed to be doing. Will come back to it when I’m older.

Now to a more simple deck for idiots: colourless tron*. This was a deck that recently had a spike in popularity. It has been around in some form or other for a while, and there’s a similar green version too, but someone tightened it up and won some tournament with it. Since then, all the pauper youtubers have made a video with it, and I was not the only person in my area who picked it up. I got it because it seemed really fun and powerful, and also because I already had all the mildly expensive cards (urza lands, expedition map) and the rest of the deck is all zero value bulk cards you can pick up for nothing. So it was definitely the cheapest deck I’ve built so far. (Ok confession: I did also buy 4 relic of progenitus, which I could really have done without, and those 4 cards cost more than the whole rest of the deck did. I justified it to myself as a birthday present and also they’re colourless sideboard staples so I’ll be able to get a lot of use out of them. It really is more than I should ever spend on a fucking piece of paper though).

*have mentioned this in like every post but again, refers to assembling the urza lands, like the cartoon robot voltron

So you of course play 4x each urza land, and I’m playing 4 expedition map and 3 world map to improve my chances of getting those lands. On top of that you’ve got 4 candy trail and 4 lembas to dig even deeper and eat some food to not die.

So the urza lands are usually used to build like a super-powered rainbow control deck that can play over any other deck, but in this deck you literally just play the top end colourless cards that no other deck would be bothered to play. These are mostly super strong creatures so let’s get into those.

Boulderbranch Golem combines much needed lifegain with a card that actually does something unlike most lifegain cards.

Pinnacle Kill-Ship can destroy almost any creature your opponent would be playing. The station mechanic isn’t so bad. You just play it one turn, get the 10 damage, then next turn play another 7/7 creature and tap it while it’s summoning sick to get the ship online.

Wretched gryff is the worst of the bunch but you want a flyer that can deal with sneaky snacker and delver of secrets, and drawing a card when cast is way better than when entering the battlefield cause it means you still get it even if the gryff is counterspelled.

Maelstrom Colossus has the very fun cascade effect, which when cast makes you reveal cards from the top of your deck until you reveal a non-land with a cheaper mana cost, then you play that for free. Colossus being an 8 mana creature means it can cast any of your numerous 7 mana creatures for free. The gamble here is that you are also running all the cheap artifacts to improve your chances of getting the urza lands assembled in the first 3-4 turns. So the unlucky case is you just get one of those which isn’t worth much. A good thing you can do is play candy trail before you play the colossus, scry 2 and hopefully put a big guy on top.

Drownyard Lurker is kind of in the flex slot. A lot of people play ulamog’s crusher which is pretty disgusting but 8 mana is one whole land more than 7 mana and more 7 mana creatures means more chance of getting a jackpot with maelstrom colossus. 7/7 vigilance also helps to attack and station the kill ship on the same turn, and idk the eldrazi token might come up i guess. At first I had iron giant and blitz automaton instead but i think 7 power is way better than 6 in this deck because of the kill ship.

Our last 7-drop is Scour From Existence, which is a really cool card because it clearly represents the hard upper limit for a removal spell in magic’s like internal design bible. Instant, exile, permanent: all the best keywords with basically zero downside except the absurd casting cost. Targetting is not always what you wanna be doing, so you can maybe argue a card like Extract A Confession has certain advantages over it, but generally speaking this is as good as it gets. Of course most of the time it’s just a Cast Down that costs way more (even if you think of 7 mana as 3 lands tapped, which it is in this deck, that’s a lot worse than 2), but it can hit absolutely any card the opponent controls.

As for the non-urza lands, I’m running 2 crystal grotto (for more scry), 2 haunted fengraf which is another fun gambly card that turns your maps into creature reanimators, one mountain and one molten tributary.

So, what coloured spells am I playing? For red I’ve got 2 breath weapon to help against wide boards like elves, and then 2 Oliphaunt to double as big monster and an extra way to find the mountain or tributary if I need them.

The only blue spell I have is 2 rush of knowledge, which is a card of one’s dreams, as one opponent put it. It’s pretty ridiculous but the deck does tend to run out of steam so this is a way to replenish your hand with a single card so bountifully that you guarantee you won’t need to again. The question is is it the most efficient thing to do from a deckbuilding perspective and how reliable is it in an actual game. I have yet to have enough information to really say but it sure does feel good when you play it. But that can be kind of a trick with these super high reward cards: you can overvalue them. There isn’t a good colourless draw card though, sadly. Another thing against it is it doesn’t necessarily work well with Maelstrom Colossus’ cascade effect. The card played with cascade resolves before the colossus hits the field, so if you have no other big creature then cascading into rush of knowledge might only draw one or two cards if you have a map or lembas sitting on the board, or zero cards if you’re really unlucky.

Okay so the main curve of your game is this. Mulligan aggressively until you have a hand that guarantees you to assemble the urza lands. So, ideally one of each land but that’s extremely unlikely. More reasonable is two lands and a map, or one and two maps (plus a non-urza land). I’d like to find a calculation on how likely this actually is, and there are heaps of hypergeometric calculator sites that mtg players use but I haven’t found one that can give me the likelihood of any possible combination of cards in an opening hand that can assemble tron. Of course you do have the candy trail and lembas there as safety nets in case you just cannot get that good hand, but it really is dangerous to keep a hand without guaranteed tron. You’re already spending 3-4 turns doing nothing but setting up lands. You do not want it to go any longer and you can very easily die without having done anything.

Once you have the urza lands ready you are now in a middle period where you can play one of your 7-cost cards per turn, and maybe a little candy trail or something as well. So you hope you have at least a couple options to choose from, and that your opponent’s doesn’t just counter them. Even at this stage, though, you can overwhelm a lot of decks or at least take back the momentum after they spent 3 turns playing the game and you just played lands. During these turns you’re either developing your secondary lands to play breath weapon or get creatures back from the graveyard, or just trying to get to 14 mana so you can play 2 cards per turn lol. Once you hit that threshold, your opponent has to really be doing something threatening to keep up with you.

In the sideboard I have:

2 Zuko’s exile, which is cheaper than scour from existence but cannot hit lands, and does give your opponent a clue token which is basically a free card once you’re in the midgame. But if you need more removal spells this is the best option.

2 more Breath weapon and 3 end the festivities, again because wide boards are scary.

1 campfire to keep up the pace against aggressive decks, to give you something to spend your leftover mana on and to maybe recycle your graveyard if the game goes long.

1 Whispersilk cloak, which I haven’t actually played yet but idk seems useful.

1 Kaervek’s Torch which is an alternate win condition against super grindy decks. Also haven’t used this yet due to a lack of sideboarding confidence.

1 Staunch Throneguard against any deck that probably can’t attack you.

And 4 relic of progenitus, because it seems like the most useful graveyard hate card for this deck. You are only using the graveyard for Haunted Fengraf, and for that card you only really want one creature in there so you don’t mind exiling your own graveyard. And the 1 exile per turn can help against decks like Mono Blue Terror and stuff.

So I’ll go over some of the games I played.

Rally red: This is a popular and powerful red deck that relies less on burn damage and more on low cost creatures that can do enough damage to kill you in the first few turns. I played 2 matches against this deck, going 1-2 in one and 2-1 in the other. I found that if they don’t get an absolute god hand and I can get tron up, I can probably recover the lost life while weakening their position (boulderbranch golem really is a huge card). But I think statistically speaking, they are more likely to have a great hand than I am.

Caw Gates: This deck uses the gate lands, the king of which is Basilisk Gate, which is an incredible card that lets you pump your creatures every single turn and just power through whatever. Most people play blue white, with lifelink creatures like sacred cat, and the card the deck gets its name from, squadron hawk. This card is really good when combined with brainstorm cause you can play the hawk, search for the other 3, cast brainstorm, put two hawks back on top, then cast another hawk and just draw those two hawks right off the top of your deck. Anyway I had a pretty rough time against this deck even though I was able to exile their basilisk gates with scour from existence. I just never got their board clear enough to have an opening to kill them, and we both have lifegain so the games went long. First match we went 1-1 and then the guy just gave me the win for some reason. I think he didn’t want to draw because it messes with your seed in a swiss round tournament or something? I have no idea. In the other game I went 1-2, and had a moment where I double blocked his pumped creature with Wretched Gryff and Oliphaunt, and then he played prismatic strands, declaring red. This meant the Oliphaunt did no damage, his creature didn’t die and both of mine died. It didn’t occur to me you could use the card that way and I was really impressed! It is way better than the green fog spells like Moment’s Peace. I think this matchup is pretty rough because the white sideboard cards are all good against this deck. Dust to dust can hit most of your creatures plus your maps, for example. I think next time I play against this deck I’ll try out kaervek’s torch.

Elves I played against once and it’s not a deck I’m very familiar with so I made a lot of mistakes. The way this deck works in pauper is you play like a handful of forests and a bunch of “mana dorks” which is cards like Llanowar elves, then you have the good elves which are priest of titania, timberwatch elf, quirion ranger, wellwisher. You get 1 billion mana from priest of titania, untap it with quirion ranger, turn that into 2 billion mana, then you play nyxborn hydra on something and win. This is how my opponent beat me at least. I lost game 1, and game 2 sided out scour from existence for more board wipes, but soon realised this was a big mistake. I had breath weapon and did play it, but I waited for her to play all her cards so I could kill the most guys, which meant she just got all the mana on the stack, let her guys die, then slammed a 23 power hydra. The only answer to that my deck has is scour from existence. I asked her after the match when I should have played the breath weapon and she said in her upkeep so she can’t use the mana. But yeah she was clearly really experienced with the deck, and went on to place first, undefeated, in the 6 round tournament we were playing in.

Jund Wildfire was another rough matchup because like caw gates it can grind me out, but on top of that they can cast cleansing wildfire on my tron lands, rather than their indestructible lands which is usually their plan A. This left me struggling to reassemble tron mid-game. I also don’t even get a replacement land after the first one cause I only run one basic land in the whole deck. I did think at this moment the green version of the deck would perform much better in this matchup since it can side in Tamiyo’s Safekeeping. I did notice in this match that drownyard lurker has cycling! I got to use it while I was trying to dig through the deck for more urza lands. It did not save me lol.

Mono blue terror. I’m sure I’ve explained this deck before but basically it’s a blue deck full of counterspells and cantrips* that mill you, so you get a threshold of instants and sorceries in the graveyard that let you play Tolarian Terror and Cryptic Serpent for like nothing. It’s very fast, very reactive, and the snakes are enough to kill most decks easily. It has been one of the best, most popular pauper decks ever since tolarian terror came out. I actually have a decent matchup against it I think, because all my guys can kill the snakes. After sideboards the early game can be rough because they have annul and steel sabotage to counter my maps. But this didn’t actually hinder me in this match. We were on game 3, opponent was tapped out, so I played Rush of knowledge. He cried in despair and went more defensive on his turn. Then on my turn I untapped my lands, stared at them for a second, and said wait a second I don’t have blue mana. I was tired and overeager to play the card that draws 7 cards, and he probably just trusted me cause he didn’t know the deck at all. I conceded at that point cause you can’t really take that back. It was a shame cause I’d like to have known if I could beat terror or not.

*jargon that means a cheap card that draws 1 more card

Blue black faeries: it was my first time playing against this. They were very aware of my points of vulnerability, and diligently countered all my maps with spellstutter sprite. I had no game at all. Would love to know how to play this matchup.

Anyway sorry for huge post. This deck is fun and not terrible! Maybe it’ll be the one I can settle into for a while cause next few months are gonna be really tight money-wise and I should have already stopped spending money on stupid cardboard.

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Saw a few of the new cards today in Arena. I’ve been doing quests super casually with a weird mono-white artifact deck and a mono green counter growth deck. Both are sub-optimized for the purposes of easy distracted play. I did “buy” the new Pizza Art lands which might inspire me to dig into the new stuff a bit.

Saw some of the new cards today but so far nothing much compelling.

My real life play group did some events over the weekend and they seem quite stoked about it compared to the previous two sets. Id call that a good sign regarding depth of the set as they are all reasonably try-hard.

It’s pretty dis-enchanting that we are just gonna get brand-slop non-stop for the rest of “time” but I still like the game a lot and hop I can meet with the squad soon.

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