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This deck is community deck for a local game store.It is an extra incentive to make people warm to play pauper.More info about this incentive can be asked at Albion Kortrijk (Belgium).THIS LIST IS NOT THE EXACT DECKLIST THAT IS AVAILABLE AS A COMMUNITY DECK!Difficulty factorsEasier aspectsIt’s not a control or combo deck where every turn requires complex sequencing.Most cards are straightforward (e.g. Rancor, Shield of the Oversoul).The game plan is clear: apply pressure, keep your creatures alive, and occasionally remove blockers.Challenging aspectsYou must decide when to remove threats and when to ignore them — that takes experience.Because there’s limited card draw, resource management is important.Timing your auras and combat tricks can make a big difference.Matchups can vary: control and combo decks may be difficult to beat through.Mana fixing can be tricky — if your colors don’t line up, you can get “mana screwed.”My rating: 3 / 5 (moderate difficulty)Overall, this deck sits just above the “easy” level. I’d rate it 3 out of 5 — moderately challenging for players with some experience, but not overly complex.For a beginner, it might feel like a 3, because you’ll need to learn when to commit and when to hold back.For an experienced player who’s used to Zoo or Aggro archetypes, it’s more like a 2 — intuitive and fast-paced.So, on a scale from 1 (easy) to 5 (hard), the deck is roughly a 3.
This deck wants to pressure your opponent by playing cheap creatures that grow easy. The all stars of this deck are Wild Nacatl (in combination with Rancor), and Naya Hushblade (in combination with Shield of the Oversoul).You have lots of solutions against multiple decks and treats. The most difficult part is chosing to remove the real treat(s). The lack of card draw will force you to always consider if you want to remove or let it be. 1 for 1 in combat isn't bad, and mostly the best option you have. But try to always chip in damage if when you go to combat. You never know if Lightning Bolt is on top of your library to deal the remaining lethal damage.Best tip for this deck is think ahead and keep in mind your options to close the game In your openingshand you're looking for at least a forest and a way for white mana. One landers are risky but possible. You want to be aggressive in your first turns. After that you deal with treats to chip in the last damage.
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NOTE: Set by owner when deck was made.
some nice ideas: -Palace Guard + Ghostly Possession -Shield of the Oversoul + Centaur Safeguard or Grizzled Leotau or Steward of Valeron -Old Ghastbark -Pale Recluse and something to hold flying creatures on sideboard.
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Nice tips, but the reason I play Temporal Isolation is that it prevents all damage. The same is for Defang. As for creatures I added more 1 mana drops like Essence Warden (defence lifegain) and Wild Nacatl (atak) I needed to get my win (Naya Hushblade & Shield of the Oversoul) faster, so by more drawing Terramorphic Expanse & Sigil of the Nayan Gods), I hope to succeed in my goal. Afterwards by using Auramancer, I hope to play Sigil of the Nayan Gods if needed. My only hope for flying is Shield of the Oversoul. Or I have to be faster. I 've played with this deck decks against others and a adjusted it a bit, like you can see. Wat do you think of it now?