[[Everflowing Chalice]] and [[Astral Cornucopia]] are relicts from the time the deck contained [[Power Conduit]] and [[Chronozoa]] as counter-storage. The problem with [[Everflowing Chalice]] and [[Astral Cornucopia]] is that I don't have anything to use massive amounts of mana generated by those artifacts, be it colourless ([[Everflowing Chalice]]) or coloured ([[Astral Cornucopia]]), so this is propably a card I will remove at all. I took a look at your deck and added [[Trophy Mage]] to my side/ maybeboard and 1 [[Cyclonic Rift]] instead of [[Negate]]. Thank you for this suggestion.
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I finally decided to throw the "modern pauper" legality away and focus on real pauper. I rebuilt the deck, and now I'm also using [[Rancor]], which can be a tough one to crack for your opponet when used with [[Skarrgan Pit-Skulk]]. It also makes the combination of [[Timbermaw Larva]] (one of the few surviving cards from the old version) and [[Ram Through]] rather dangerous. Attack with the trampling larva, target a 1/1 with [[Ram Through]] and deal massive damage, before your creatures even start do deal damage themselves. I also was able to finally test the deck against my other pauper brews, using Coakatrice, and it works very well. The only things so far (I'm not completely through with my test-list) that gave me some trouble where Golgari Madness/ Hellbent (40% Winrate), Izzet Prowess (30%), monoW Equipments (30%), Orzhov Enchantments (20%) and Selesnya Enchantments (15%).
Deck- and how to play description are missing.Healer's Hawk, [[Kor Duelist]], [[Stone Haven Outfitter]], [[Bone Saw]], [[Shuko]], [[Ancient Den]]
@ Puschkin:I'm equally happy to see a familiar name that is still working on this site ;)Not essentially quicker, but normally cheaper ($) and less frail to disturbances of the mana-base. The downside is that no colour has access to all spells and ability's. For example artifact and enchantment-removal (Always the first thing that comes to my mind when talking about this): Green and white is really good at knocking out artifacts and enchantments, red can do it with artifacts, but black and blue lack the ability to remove such things, but they have other strengths. If you play magic the knowledge of cards and colours will come quickly, and this will also help you to get a feeling for what colour-combination is possible and makes sense. And if you struggle, simply ask for help. A "Help" tag on a deck shows the shows the users here that you have some questions....which are best written down in a deck-description ;)
+1If you need to get key-cards in your hand then [[Read the Bones]] could be of interest here. It costs 1 more mana than [[Sign in Blood]] but allows you to scry 2 before you draw 2 cards. [[Smallpox]] could also be an option as removal as it attacks all resources available to players. You have a way of playing around the sacrifice part, but not the rest, but you can decide when to play it and thus are better prepared for it's effect.
The deck-description could be a little bit more detailed. Personally I'm no big fan of single cards that ruin a decks higher legality, like [[Innocent Blood]] in this case. You one day might want to take this to a local tournament and can't, because of this one card. My own life gain/ drain decks use white as second dolour for a very simple reason: It gives you access to many interesting cards like [[Cruel Celebrant]], Ajani's Pridemate, [[Sorin, Vengeful Bloodlord]], [[Drana's Emissary]], [[Final Payment]], [[Oblivion Ring]], artifact/ enchantment removal, only to name a few things. Another approach could be the sole use of zombies with [[Undead Augur]] and [[Diregraf Captain]]If you want to stay mono black then there are still some interesting cards: [[Orzhov Enforcer]], [[Supernatural Stamina]], Bastion of Remembrance, [[Bloodthirsty Aerialist]], [[Sign in Blood]], [[Driver of the Dead]]. If you manage to narrow down the tribals you're using than the new card [[Raise the Draugr]] could be of interest here.
+1Since when is [[Mutavault]] pioneer-legal?To effectively use Ajani's Pridemate ability you need [[Regal Caracal]] on the board, otherwise it will be just a 2/2 cat for 2 mana. I would either include some other cats that have lifelink or remove him at all. Personally I love [[Leonin Warleader]] in combination with the Pridemate, especially if you have some ETB triggers. I would perhaps try to reduce the number of creatures you're playing to add 2 kind of spells: Card-draw and removal. Regal Caracal command is a versatile card, but alone it won't be enough. Cards like [[Oblivion Ring]], [[Prison Realm]], [[Seal Away]] or [[Pacifism]] could be an idea. As for the carddraw [[Adventure Awaits]], [[Camaraderie]] or [[Rogue's Gloves]] could be an idea.
We've used Wanderer's Strike in the original version and, as far as I remember, it proved to be to slow and to expensive. But let's throw it into the sideboard, and see what the player will say himself :)
I was lucky enough to get Urza Gatherer installed on my PC some time ago, as nowadays you can only use it as browser/ mobile ap. Nevertheless, it works really well when managing a collection.
+1[[Wee Dragonauts]] isn't a dragon, but it would fit into the deck for it's mechanic. Another card that comes to my mind would be [[Temur Battle Rage]], because instant double strike is always a devastating option.
Personally I prefer Urza Gatherer (https://www.urzagatherer.app/) to keep track of my collections
Personally I would add more possibilities to protect you commander: Champion's Helm, [[Mask of Avacyn]], [[Darksteel Plate]], [[Hammer of Nazahn]] or [[Shield of Kaldra]] as removal, and especially mass-removal is quit ecommon in commander. To increase the number of counters you put on your commander every turn cars like [[Doubling Season]] (and it's variants), [[Contagion Clasp]], [[Forced Adaptation]] or Karn's Bastion
A deck-and how to play description would be a good addition. [Imaginary Pet]], [[Greenbelt Rampager]], [[Thrummingbird]], [[Bred for the Hunt]], [[Colossal Majesty]], [[Renegade Krasis]]
Personally I would reduce the number of [[Pelakka Wurm]] and [[Penumbra Wurm]] by 1, to add some more ramp. [[Yavimaya Elder]] or [[Viridian Emissary]] would fit the theme and would be budget. [[Solemn Simulacrum]] would also be an option, but I think this will be out of the deck's budget.
+1[[Manifold Key]], [[Voltaic Construct]], [[Voltaic Key]] or [[Voltaic Servant]] could be used to untap your Witch's Oven an re-use it.Another interesting card could be [[Marauding Blight-Priest]] (or [[Cliffhaven Vampire]] or similar lifeleech cards)
How do you plan do deal with decks that don't attack you (mill) or force you to lose life (which doesn't count as damage) or have artifact/ enchantment/ creature removal?
[[Goblin Fireslinger]] was the only common I was able to find that would suite in here. I was looking for something that could deal damage to player or creature, but those where all cmc 3+. [[Flame Jab]] with Retrace could be an option, or [[Lava Dart]] with flashbackSomething like [[Fable of Wolf and Owl]]? Only problem is that they are all uncommon or higher.
I finally had the time to do some testgames (results see above) and thus did some changes to the deck and added a (small) sideboard.Basically the star of the deck is [[Raid Bombardment]], while [[Wildfire Elemental]] is a sidekick, still useful but not nearly as potent.Through the Bombardment you can deal a good amount of damage per turn by only attacking, and the creatures will additionally deal damage.
What about [[Fierce Empath]] or [[Mwonvuli Beast Tracker]] to tutor your heavy hitters?
Another card that just came to my mind would be [[Fierce Empath]]. This would allow you tu play your 6-mana creatures as 1-offs, as it would enable you to search for it. Another option would be [[Mwonvuli Beast Tracker]]
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