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You either die playing Grixis or you live long enough to realize 3 colors is usually one too many in Pauper.Trying to make Terror tempo decks into control decks failed.Trying to play Augur of Bolas shells failed.Maybe a middle ground will work?You have a lot of flex slots to play with, a lot of metagame calls to make, and consequently a lot of opportunity for personality and preference to come through. 2x Gurmag Angler is a concession to the metagame; Fish Finish Games. And oh boy do games against combo and Mono Red, as well as Rakdos need some finishing. The fish excels against Skyfisher Synthesizer builds as well, due to how limited their ability to kill an Angler is even before you account for the 9 counterspells in the maindeck. These decks can outgrind us, and they can deal with a 5/5, but they often cannot do both, at least not quickly enough.1x Murmuring Mystic is a personal preference. It is the only Planeswalker playable in Pauper and I simply adore the card and its ability to solo games against midrange and control strategies.Dihada's Ploy is the last slightly peculiar edition as the card is being phased out by more experienced pilots of Dimir Control in favor of Focus the Mind or additional interaction. I find the insane flexibility of the card valuable enough to keep though. It is not good at anything in particular (too expensive for a loot effect, too situational to be a true consistent card advantage effect, too ineffectual as a lifegain effect, and a worse graveyard card than both Snacker and Analysis), but it does also fulfill like 4 roles in a deck that prides itself on gaining small advantages over lengthy games.Agony Warp is also being phased out in favor of a 3rd copy of Cast Down. However, I have won far, far too many games on the back of the Dimir version of Lightning Helix. The value of Warp goes up with Anglers in the mix as it messes up combat math when the fish is leading the offensive and the card can just be Brainstormed away or discarded when not relevant against Myr Enforcers etc.
The combination of the best interaction available in the format and some of the most overwhelming card advantage engines available in the Dimir colors kind of speaks for itself.Lots of 1- & 2-ofs and lots of card draw and long games to find these silver bullets. This deck offers perhaps the most rewarding Pauper gameplay I have experienced since 2018. This is the sort of gameplay pre-horizons Modern used to offer, the sort of gameplay people flock (or used to flock depending on your current levels of cynicism) to Legacy.Sideboard wise, you can consider an additional copy of Dispel for both long games where many battles, a lot of them over Murmuring Mystic, will be fought on the stack, and also against High Tide combo. A lot of other silver bullets are of course perfectly viable, Okiba-Gang Shinobi, Mind Extraction, Crypt Incursion, etc.NOTE on the High Tide matchup: Mind Extraction (2B, sac a creature, opponent discards all cards of the creature's color) seems excessive against High Tide at first glance, but the way the matchup plays out more often than you'd like is that between 4 Dispel and 2-3 Gigadrowse they simply get you unless you get some clutch Spellstutters that follow an early Angler. You can cut, Arms, Mystic, Dispel, or an Annul for it.
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NOTE: Set by owner when deck was made.
Keeping in mind that all my knowledge of pauper is from talking to you, but doesn't this seem a bit 2-drop heavy, especially with 6 tapped lands? Seeing only 1 Ponder was also a bit of a surprise, as I'd imagine you'd want to max that puppy out.The Unexpected Fangs/big baddy combo also seems a bit neutered if there's only 2 Anglers, but I suppose you could stick it on a flyer and get chipshot life to keep you alive and up on the clock, so perhaps that's mitigated.
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You are spot on with the 2-drop thing. Playing this, often you find yourself in situations where you want to develop a Sneaky Snacker or a The Modern Age // Vector Glider while also wanting to hold up a Counterspell or Cast Down on turn 2. **However**, with the taplands this means your turn 3 plays in much the same fashion, allowing you to assess the cost/benefit of holding up mana to getting board presence based on the matchup over two turns (e.g., the most likely play from the opponent T2 is Ichor Wellspring so holding up Spellstutter Sprite makes no sense). All in all, the deck is really aching for a black Lightning Bolt or something along those lines, cantrips simply won't do, not unless the deck changes by like 15 cards and the curve shifts downwards, there isn't really a spot to weave them in, and their value goes down with the card selection provided by The Modern Age and Ploy.As for the fangs, you can Brainstorm it away or discard it easily, it's the kind of card that is either next to useless or gamewinning, and with how tight the sideboard is already, it makes sense to play one given the prevelance of burn decks, as well as the tendency of boros, grixis, and mardu decks to run between 4 and 9 Bolts.I really hope some version of this remains viable for the next few years as I genuinely have not had this much fun playing in almost a decade.