Yeah, problem is it's a 2 cmc drop that won't get us value unless it lives, Oracle doesn't function as Arbor but atleast it does something as it hits. I am not really trying to rely on too many fragile creatures because as I mentioned in the description they are prone to be killed, hence the whole enchantment package.
Not quite where I like it to be but for all intense and purposes this is "finished" however I will still be tweaking this in the upcoming weeks maybe even months, depending on how much time I feel like sinking into this deck.
Old deck mate but sure I could take it with me, still doing the pauper cup with rainbow delver tho, tribal flames gotta do some work ey
Thanks again for your feedback and pointing out I said red instead of black.This deck doesn't really struggle against aggro, most aggro decks in pauper (either elves of goblins) don't really pack a removal package outside of maybe a bolt for goblins. even if they get us down to lets say 10/8 we just wipe the board for a measly 2 and unless they have melodies in hand they can not recover from that, they could bolt our face tho but if that were the case they would've done it to begin with. My Orzhov version used dark rituals to rap it out and I'm tempted to put it in but afraid it will most of the times turn out useless in a 3 color deck but I might try it after I get this going
I did consider shelter but the 1 colourless requirement of blessing wiped those thoughts away, I wanted to play Steppe too but without playing green and not having access to instant speed croprotation, if I were playing green Id add it in.
we have 8 black sources, 7 green sources, 5 blue sources, 5 "fetchland" that could fetch any color (thus 13B 12G, 10U) and a lot of card advantage in Mulldrifter and Coiling Oracle. There is enough redundancy fetching and card advantage to get it working.
The first strike is important for the creatures to survive combat, Shadow Lance is an uncommon so you can't legally play it in pauper.Infernal Scarring just doesn't boost the creature enoughMutagenic Growth is one of the best pump spells available to us in pauper, however in earlier builds when we did run 4 we either lacked the draw of whispers, or the enchantments to make Ethereal Armor be worth something. thus cutting it back to 2 just to make room so we could both have card draw and use Ethereal Armor as a somewhat reliable thread.
You can comment where you like to.I tried to fit a trinket shell in here but I choose to cut it in favour of hand disruption (the rats) and removal. Having 3 colors doesn't really hurt the deck as we play 8 "fetch" land, besides that red isn't that important, although handy to have we just play 9 cards that require red and all of those just ask for a single red. Also the card advantage in Mulldrifter and Cathartic Reunion help a lot in getting all the colors active turn 3/4Thanks for your input tho, I can look in my cocktrice map and see if I can find the older version of this but I'm pretty sure I deleted it.
It did pretty amazing, If we have emrakul in hand we have 2 options1) just win with tokens which is pretty easy as this has proven to be a succesful shell without emrakul2) use a thoughtseize on your own emrakulI did try See Beyond but it was way too slow for this deckIt does pretty good against most decks although pre-sideboard scapeshift and hard control can be really tough
Infect doesn't really need late game, but yeah esp is less than optimal but so is playing non green infect lol
Pauper rules state "If a common version of a particular card was ever released on Magic Online, any version of that card is legal in this format." and Eternal masters was printed on mtgo (bringing the rise of P-Drake decks)
I've been running this for well over a month now and I think 3 dragon breaths is more than enough, you just need 1 in your graveyard and you go through your deck fast with all the looting dig effects (hence the many dig effects because you want to draw your combo pieces as quickly as possible + duress for protection)For your deck I would really advice Duress just to get counters and killspells out of their hand before playing exhume. I also dislike Grisly Salvage, Grapple with the Past and Commune with the Gods since they could mill your Exhume (although the same is true for our 3 Stinkweeds but that's just 3 cards that could potentially mill exhume for me vs your 11 and exhume being the "main focus" of your deck you probably don't want that to happen)
Oi mate thanks for the feedbackAdventuring Gear goes against the enchantment synergy, and although I myself would run Center Soul, Blessing is better in infect decks purely because it's quicker and we really want to use every last mana we have available each turn, the 1 extra just really makes it "meh" for infect.
Way too slow and brittle in this deck, especially since adding Fling to make the obvious combo really ticks down the consistency of the deck.
Oi mate thx for the feedbackI would play Ethereal Haze if the mana base could handle it, Lull/Angelsong are 2 mana fogs without add on effects which is pretty terrible even if the cycling powers Erasure.Tangle - I already run two main board and 1 side board......Ponder/Preordain both indeed in the top 3 cantrips in the format however this deck is not looking for a simple cantrips it is looking for mass card draw, especially mid to late game that's why everybody just plays Brainstorm as cantrip in turbo fog (because it draws 3) and apart from that Take Inventory, Accumulated Knowledge, Words of Wisdom etc.Hallow, the only spell damage I have to worry about is red and Muddle the Mixture can tutor for Circle of Protection: Red meaning we basically play 7 Circle of Protection: Red post side and since we can reuse them as much as we want they beet Hallow.
Thanks for your feedback mate!It's far from standard, it's just normal pauper with all the rituals in here, Mortuary mire was something I would like to have but I just can't run a mono black source that does not cycle itself in my 18 lands. Pieces of the Puzzle is too slow for this deck and doesn't grab our much needed creatures.
This isn't just tribal it's a toolbox. You tutor up answers with Dimir Infiltrator and Muddle the Mixture thus you have to be 2 steps ahead of your opponent before knowing what you should get making it harder to pilot for rookie players.I tried blink cards but you never need them you will always have another ally to cast in your hand just to get the triggers, and since every ally you play gets those triggers why not play more allies instead of blink cards? you get the same out of it.
Mob Rule is a 5 mana junk rare. And I myself wouldn't play a card like that over an anthem effect like Rally the Peasants or Righteous Charge because you always get through with the amount of creatures you have on board let alone the fact that a big chunk of our creatures have evasion.
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