Welcome to the Jungle

by draco421 on 11 July 2015

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I would like to start with stating that this is my first Pauper deck so if anyone has any suggestions or comments please feel free to voice your opinions, just keep it civil. I have a casual deck that I play with a few friends that has a total value being under $25 (the basic lands are not part of the total value). I decided to alter it into a Pauper deck to see how it would do. let me know what you think :)

How to Play

There are basically two to three win cons in this deck. the first win con is as followed; turn one - mountain land drop. turn two - plains land drop followed by impact tremors. turn three - forest land drop followed by midnight guard. turn four - any land drop if desired followed by presence of gond then proceed to activate the infinite creature and infinite damage combo. if you don't draw into an impact tremors then fervor is a good backup. infinite creatures with haste works too (win con number 2). finally, if you are unable to draw into the combo quickly enough the druids of anima and the other ramp spells should be enough to play ulamog's crusher. there are a 8 spells to keep your creatures safe and stall until you are able to effectively beat their life totals down for the win.

Deck Tags

  • Pauper
  • Naya
  • Casual
  • Infinite Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1000818

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Welcome to the Jungle

Firstly, Fervor is a rare (even the Weatherlight print, I just checked it on Gatherer), thus not legal in Pauper.

I've run Midnight Gond for a while in Pauper, though my build concentrated more on Sprout Swarm. My first suggestion is to add a set of either Evolving Wilds or Terramorphic Expanse, this will help a lot to get the correct colour mana more often.

Next, a possible double of Midnight Guard is Devoted Druid enchanted with Sigil of the Nayan Gods, this requires one more card for the combo, but it does work. What's nice about this is any extra Sigil can enchant another creature not suffering from summoning sickness and can attack the turn you combo off.

Another card I've seen used with Devoted Druid, but one I've not tested myself, is Ivy Lane Denizen. Enchant the druid with Presence of Gond, then with each activation, put the +1/+1 counter from the Denizen's ability onto the druid.

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Posted 15 July 2015 at 04:56

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That's disappointing. Fervor is printed without a gold color symbol in Weatherlight so I i thought it was in a common print. Thank you for the correction, i really do appreciate it. I see what you mean by the Sigil and the Denizen but not so much the Druid aside from being another mana dork. I see what you mean though about the lands, those wouldn't be a bad idea at all to throw a few in here. Burst of Speed should work though, i just looked it up and it is a common. Thank you again :)

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Posted 20 July 2015 at 06:00

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Back when Magic started all cards symbols where black, regardless of rarity. That's why it's a good idea to check Gatherer, just to be sure.

Devoted Druid has the ability to be untapped by placing a -1/-1 counter on it. Enchanting it with both Sigil of the Nayan Gods and Presence of Gond allows you to tap it to make an elf, then the Sigil gives it +1/+1 because your number of creatures went up. Now just untap the druid with its own ability (place a -1/-1 counter on it), then tap to make another elf, making Sigil give the Druid another +1/+1, and repeat over and over.

Ivy Lane Denizen works similar. Enchant the Druid with Presence of Gond, tap it to make an elf, and because a creature entered the battlefield, Ivy Lane Denizen will give a +1/+1 counter to a creature of your choice (give it to the Druid). Now use the Druid's -1/-1 untap effect, to tap and create another elf and repeat.

Burst of Speed is a nice choice, but honestly, I don't see the need for haste. But then again, I run 4 Essence Warden and 4 Soul Warden in mine, so creating infinite creatures puts me on infinite life, more than enough to endure until my next turn, when my creatures can attack.

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Posted 20 July 2015 at 11:41

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I see, that makes sense. i have a few decks on here and never really played competitively so a lot of the go to combos and play styles evade me. the wardens aren't a bad choice at all either i just like the haste for a back up in case impact tremors is still unavailable for use. I'm more offensive than defensive in terms of game play.

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Posted 20 July 2015 at 23:26

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