With the pace of this deck gleeful sabotage can easily remove 2 artifacts/enchantments each time you play it. Scavenger is a 2 mana investment to and only hits artifacts. Catipilar is a 3 mana investment that unlike scavenger can hit enchantments but then again just 1 of them.You can certainly make the point that both scavenger and catipilar give sac triggers but against a deck where you want to side artifact/enchantment removal in you're probazbly always able to find another target and hit 2 for 2 mana.
Thanks for pointing it out, I'll work on the list again
Oh that's 100% a mistake on my part I thought it was damage.
"61 cards" u wut
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.
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