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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 RatingI’d rate this deck a 4 / 5 in terms of difficulty to play well.Why not 5?Because it doesn’t have the ultra-complex, multi-step combo sequences or tight clock pressure that some decks do — but it’s definitely not a “plug and play” deck either.Why 4?Because:You need strong mana management (Urza lands, artifact mana, sequencing).The combo is fragile to disruption (removal, counterspells, graveyard hate).Timing of your draw spells and combo pieces matters a lot.You must understand loop potential with artifacts and recursion cards.You often need to decide whether to use certain cards for setup or for the combo finish.Once you’ve practiced a bit, it becomes much smoother — but for a new or casual player, it’s quite a challenge.
Your aim is to assemble Urza’s Mine + Power Plant + Tower (“Tron”) to generate massive mana, then use artifact draw and recursion loops to overwhelm the opponent or finish via a combo (like infinite value / direct damage / recursion loop).Core Components & SynergiesTron lands: Urza’s Mine, Power Plant, Tower — once you have all three, you produce huge amounts of mana.Artifact mana / value pieces: Chromatic Star, Ichor Wellspring, Energy Refractor, etc.Draw / filtering spells: Eviscerator’s Insight, Rowan’s Grim Search, Frantic Salvage, Stream of Thought.Sacrifice / combo pieces: Ashnod’s Altar, Golem Foundry, and similar payoff cards.Utility tools: Conjurer’s Bauble, Expedition Map — help you find Tron pieces and enable recursion.Win condition: Once you generate enough mana and card advantage, you can loop value indefinitely or finish via a payoff like Makeshift Munitions or another scalable wincon.Early Game (Setup) Focus on assembling Tron. Use Expedition Map, play cheap artifacts to fix colors and dig through the deck. Don’t waste your early draws before you’ve set up your mana base.Mid Game (Mana & Value) Build mana, play draw spells to refill, set up artifacts for future recursion. Aim to complete Tron. Watch for removal or counters — be patient with fragile pieces.Combo / Explosion Phase Once you have Tron and enough artifacts, use Ashnod’s Altar + draw spells to loop mana and cards, generating huge advantage. Then play your win condition or grind your opponent out. Timing is key — wait until your setup is safe or your opponent is tapped out.Reactive / Interaction Phase Adjust to the opponent — use sideboard tools like Ancient Grudge, Pyroblast, or other hate pieces as needed. Think ahead about what disruption they might have. Sometimes patience is better than forcing the combo.Key Decisions & Things to WatchWhen to play draw/filter spells: Don’t burn through them too early; use them once you’ve stabilized your mana.Sequencing: Which artifact or land to play first can affect later synergies.Disruption awareness: Before going for the combo, make sure the coast is clear.Resource conversion: Learn when to sacrifice artifacts for mana vs. saving them for later recursion.Sideboard planning: Against decks with artifact hate or graveyard disruption, adjust your lines — sometimes the “value grind” plan is safer than the full combo.
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NOTE: Set by owner when deck was made.