Get your birthday suit and your best trench coat cuz we going flashing!
So, this is a casual deck idea I had. Use all instants and flash creatures. I'm up for changing this up so please throw suggestions and criticism on here.
I went with cheap, splashable counters try and keep noncreature spells and creatures that I can't flash block from resolving.
I also chose Harrow as my ramp spell since it's the only ramp that's an instant.
Simian Grunts is pretty efficient for the cost and Havenwood Wurm is a nice finisher.
I've done a limited amount of testing, but it either does really well or flounders, nothing in between.
I actually really like this idea! Getting some green in there for some badass creatures!
I loveHarrow here. Being able to ramp instant speed and still be able to cast counters after is just incredible!
I think Rewind might have a place in here somewhere!
I think what might be the problem is that your creatures are often subpar compared to other decks. The strength that I saw in U control when it came to creatures was that they all had high toughness, therefore could block profitably in an ambush. Most of your creatures here would block and die 1-for-1 with others. I would cut back on the shamblesharks and take out the ambush vipers entirely. Don't be afraid to include some higher-costing creatures. I'm still a fan of Sentinels of Glen Elendra.
What's cool about this deck is that with so many creatures with flash, you don't have to concentrate on countering creature spells so much, as they'll just get eaten later. The classic ''go big'' strategy.
Thanks a lot Obermeir! When I brewed up this deck, I was surprised that I haven't seen anything similar.
I like Ambush Viper since it can trade with anything without First Strike, but having all those 2/1 guys isn't doing me a lot of favors. I'll drop Viper for Sentinels of Glen Elendra. The Setinels will help trigger Shambleshark, plus they're evasive too!
I love the idea for Rewind, but I really only see dropping Prohibit to fit it in. So, it becomes a choice between early counter or counter a bit later for free. Rewind also comes without restrictions.
I really love the idea of a U/W deck now that you mention it! Sure I'd lose Harrow, but it seems like the curve would be lower and it would have a more aggressive feel to it as opposed to the grindy feel of the U/G.
I'm really not sure which deck looks better, honestly! I really want to try them out! The deck with White definitely looks a bit more aggressive, which is probably a good thing. I'm so bummed that my Cockatrice program doesn't work anymore It was so easy to test stuff.
Yeah, I'll do some testing with the U/W today and test with the new U/G list and see how it works out. The U/W seems like a nice balance between control and offense, which gives you options on how to play the deck during a matchup.
Would Mystical Teachings fit the deck? Maybe not. None of the creatures have much utility aside from Flash itself. Well, one could Teach for a Whitemane Lion to save another creature facing, say, a Doom Blade. Just a thought -- Teachings might be a wasted card slot here, which is suspect is true.
I thought about Mystical Teachings when I first brewed the original deck, but I don't think it's important It costs a lot of mana to tutor then cast a creature in one turn. By that point I'd probably already have creatures already. I could be wrong though, so I guess it's worth testing.
I wouldn't think so. You don't have any answers/pieces to look for, so Mystical Teachings loses a lot of it's value. I think draw spells are much more efficient.
Did some testing today. I tested against all the Pauper decks in my Sig plus a mono black that can be found here.
It went 0-2 against the Graveyard Hustle deck. Too many trick to deal with against that deck, plus Carrion Feeder got out of hand. The deck needs Vapor Snag or something to bounce threats.
Went 2-1 against my U/w Blink deck. First game stalled out until the Blink deck decked itself. Second game was lost due to Mulldrifters attacking and the Flash deck wasn't drawing my faeries.Third game Flash won by landing some threats and countering any answers.
Went 0-2 against Delver. Typical tempo win for Delver decks.
1-2 against the Mono Black control deck. Both losses were due to Okiba-Gang Shinobi landing and going unanswered. Vapor Snag would've helped but hard to say since that Black deck had a lot of removal for my Flash guys.
How did Rewind do? Maybe it's big mana cost was a bit prohibitive?
Actually, I'm a bit surprised it did so poorly versus the black decks. Every single one of your creatures will at least trade with theirs, and many will simply block and survive. Plus you have counter backup to stop their removal.
Perhaps some cheaper, more tempo-y counters would be more suitable for the deck?
How did Rewind do? Maybe it's big mana cost was a bit prohibitive?
Actually, I'm a bit surprised it did so poorly versus the black decks. Every single one of your creatures will at least trade with theirs, and many will simply block and survive. Plus you have counter backup to stop their removal.
Perhaps some cheaper, more tempo-y counters would be more suitable for the deck?
I think I'll try Journey to Nowhere. Great removal and will probably work better than Vapor Snag to get rid of a threat.
Rewind worked out pretty well, I think I'll keep it.
As far as the Black decks, the Carrion Feeder one can pull of a lot of tricks when it comes to combat. Saccing a Festering Goblin to Carrion Feeder can make a battle against Sentinels of Glen Elendra into a 2/2 Feeder vs a 1/2 Sentinels. Add in multiple Goblins and Tragic Slips and that deck can get out of hand combatwise. The other Black deck would just build up a hand of removal as I was biding time to flash in blockers, so once I started dropping guys they had enough spells to swarm through my counter spell. It would get to the point where I'd flash in a 4 mana Hussar Patrol to block an Okiba-Gang Shinobi, then they Doom Blade it so I play a Negate and by that time I'd be tapped out, so they'd hit it with another Doom Blade or Vendetta. And once that Shinobi started hitting it was downhill from there. Journey to Nowhere would have been a welcome draw around that time.
I'll test around with other spells and see what comes of it. And as far as the results, that was without sideboards or anything, so the deck could work better with the extra support.
The ability (I'm sure you've noticed) is great atm with so much countermagic about. I tinkered with a simic deathtouch flash deck about 7 months back, I think it too fragile atm - but hunger of the howlpack goes a long way. Not a fan of simian grunts personally - do you like seeing them when you draw them?
The ability (I'm sure you've noticed) is great atm with so much countermagic about. I tinkered with a simic deathtouch flash deck about 7 months back, I think it too fragile atm - but hunger of the howlpack goes a long way. Not a fan of simian grunts personally - do you like seeing them when you draw them?
Hunger of the Howlpack sounds like a strong card, actually. Not sure why I didn't think about it. Simian Grunts is actually pretty good. At worst it can be looked at as a 3 mana Lightning Bolt if you don't pay it's Echo cost and it gets better at later turns once paying the Echo cost isn't a bad thing. However, I can definitely understand why people wouldn't want to use it.
So difficult to determine which colour combination is better! I really like the Hunger of the Howlpack idea.
I don't think either Rancor nor Launch are super beneficial to the deck. It's certainly not an aggro deck. As is, the deck is a bit stressed for space to be able to fit enough creatures and countermagic in at the same time.
I like the idea of this but I would cut green, going mono blue means we can run Counterspell and if we just play faeries we can run Spellstutter Sprite. Opt is not Ponder, but it fits with the instant theme and is better than Think Twice.
I like the idea of this but I would cut green, going mono blue means we can run Counterspell and if we just play faeries we can run Spellstutter Sprite. Opt is not Ponder, but it fits with the instant theme and is better than Think Twice.
I mainly tried the multicolored as a little brew project to try and bring something new into the fold. I like having the ramp in the green, but really it's only there since I'm running bigger green creatures that require ramping.
I like the look of the Faerie flash deck, but I think I'd use Cloud of Faeries over Dewdrop Spy. I know it doesn't have flash, but it's a free early spell that will also allow you to have an early and effective Spellstutter Sprite play.
Opt is pretty nice since it sorta filters your draw, but I still prefer Think Twice since it has flashback. It can take up a little less spell space and still get you more cards than a playset of Opts. But for your list Opt does fit pretty well, especially since your running a full 4 of everything.
I really think like this idea should get more attention than it is. I've been running the W/U version, and it has a... top tier feel to it. I just feels really powerful to run and can have some pretty punishing plays.
What the UW verion is lacking is a 2-drop. Whitemane Lion/ Deputy of Acquittals don't count, for obvious reasons. Although they have been good at protecting me from removal, I could have used an early blocker more often. Unfortunately, there isn't anything that quite fits the bill. Maybe I'll just end up running Spellstutter Sprite, even if the body isn't quite what I was looking for. I really wish there was a 1/3 flash creature for 2 mana.
Benalish Knight is probably my favorite card in the deck. SO awesome. Good cc for a creature with 2 good abilities.
Hussar Patrol is also nice, but I think 3 is too many. I think I'll cut one and see what happens.
I'm probably going to change Brainstorm for Ponder. Even if it's an instant, I just hate not being able to shuffle.
So far, I've played versus WW (went 2-1), Goblins (2-1) and Hexproof (0-2). The last matchup is just really hard, and I need to think of something to do for that. My sideboard is incomplete and not very good, so I'm leaving it out for now.
Let's talk about this deck! I want to see some UG Flash, too! Both colours look playable!
I really think like this idea should get more attention than it is. I've been running the W/U version, and it has a... top tier feel to it. I just feels really powerful to run and can have some pretty punishing plays.
What the UW verion is lacking is a 2-drop. Whitemane Lion/ Deputy of Acquittals don't count, for obvious reasons. Although they have been good at protecting me from removal, I could have used an early blocker more often. Unfortunately, there isn't anything that quite fits the bill. Maybe I'll just end up running Spellstutter Sprite, even if the body isn't quite what I was looking for. I really wish there was a 1/3 flash creature for 2 mana.
Benalish Knight is probably my favorite card in the deck. SO awesome. Good cc for a creature with 2 good abilities.
Hussar Patrol is also nice, but I think 3 is too many. I think I'll cut one and see what happens.
I'm probably going to change Brainstorm for Ponder. Even if it's an instant, I just hate not being able to shuffle.
So far, I've played versus WW (went 2-1), Goblins (2-1) and Hexproof (0-2). The last matchup is just really hard, and I need to think of something to do for that. My sideboard is incomplete and not very good, so I'm leaving it out for now.
Let's talk about this deck! I want to see some UG Flash, too! Both colours look playable!
Looks pretty good! I'd like to see Deputy over the Lion since the Deputy is a may ability for the bounce. That way you can feel free to Flash it in if you really need a blocker. Then if you make your deck more Human heavy then a few Bonds of Faith might be a good addition. I'm not a fan of Pacifism effects but the pump could add power to your threats while still having the control option.
You can also add in some Celestial Flares to deal with Hexproof.
I'd like to see Deputy over the Lion since the Deputy is a may ability for the bounce.
Well, I learned something today! Didn't notice the "may", which makes Deputy way more playable. It's always nice to have some multicoloured in there to be able to block Guardian of the Guildpact (could be very relevant with a Bonsplitter attached). Thanks for clearing that up! Making that switch right away!
Then if you make your deck more Human heavy then a few Bonds of Faith might be a good addition. I'm not a fan of Pacifism effects but the pump could add power to your threats while still having the control option.
I will definitely give that a try over Journey, as there were situations where I wanted to race the opponent more than disrupt them (my second game versus Goblins). I would have enough humans to make it usable.
ou can also add in some Celestial Flares to deal with Hexproof.
I had 3 in my board, and unfortunately never drew them. Even with only 4, I'm afraid it might not be enough. Any other edicts in white that I don't know about?
Unfortunately, Celestial Flare is the only Pauper legal card for that and there aren't many outside of Pauper either. You can also pack some enchantment hate if it's Aura Hexproofs to help out. There's a plethora of choices so pick your poison!
I took a quick look and found these: Allay, Aura Blast, Dismantling Blow and Leave No Trace. They all seem like decent solutions. Is Dismantling Blow playable? Looks borderline, considering how much mana I can get. Probably not good enough.
Lol, I'll take a look at the GU version and see what I can do to shake it up.
I've never used Mana Tithe so I don't have much input there, but it can surprise some decks.
Dismantling Blow seems like you'd only want to play it if you can kick it also, otherwise it's an overpriced Disenchant so I'd rather use Aura Blast since it replaces itself. Overall Leave No Trace seems like the strongest choice. Absolutely bonkers against Hexproof Auras if you hit an Armadillo Cloak with it! That can really turn the tides. Great find with that Obermeir! I've never seen it before and it should be brought to the attention of some of the Primers for the white decks we have there.
Worked on the deck a bit. Decided to look for instant token creators for some fuel and found Elephant Ambush. Figured it would do better than Simian Grunts so I made the switch.
There's been a few changes like dropping Faerie Invaders for some early Ambush Vipers for removal. Switched Brainstorms for Accumulated Knowledge since it feels a bit better for this deck.
Elephant Ambush looks absolutely fantastic! Great find there! I might think about including Raise the Alarm in my own deck! What do you think about that? Could be the good 2-drop I was watching for.
I'm really not sold on Ambush Viper. This will require testing, but my opinion is that any cheap beefy creature would be better than it, because although it can remove a creature, it trades 1-1. Depending on the decks you face, something like Simian Grunts could block and kill almost any other creature and potentially survive. How many creatures in Pauper can survive 3 power? Not many. Investing in the echo cost is optional, so it can practically act like a Viper, but give you the option of sticking around. However if you're facing affinity and 8-post/tron all day, Viper might be better. It's also important to note that it can't block flying, so there are no answers to something like Silhana Ledgewalker or Spire Golem
So, this is a casual deck idea I had. Use all instants and flash creatures. I'm up for changing this up so please throw suggestions and criticism on here.
I went with cheap, splashable counters try and keep noncreature spells and creatures that I can't flash block from resolving.
I also chose Harrow as my ramp spell since it's the only ramp that's an instant.
Simian Grunts is pretty efficient for the cost and Havenwood Wurm is a nice finisher.
I've done a limited amount of testing, but it either does really well or flounders, nothing in between.
4 Harrow
4 Mana Leak
4 Negate
3 Rewind
3 Think Twice
3 Faerie Invaders
2 Havenwood Wurm
3 Shambleshark
3 Simian Grunts
13 Island
EDIT: Dropped 4 Ambush Viper for 3 Sentinels of Glen Elendra. Added a Negate and replaced 3 Prohibit with Rewind.
I love Harrow here. Being able to ramp instant speed and still be able to cast counters after is just incredible!
I think Rewind might have a place in here somewhere!
I think what might be the problem is that your creatures are often subpar compared to other decks. The strength that I saw in U control when it came to creatures was that they all had high toughness, therefore could block profitably in an ambush. Most of your creatures here would block and die 1-for-1 with others. I would cut back on the shamblesharks and take out the ambush vipers entirely. Don't be afraid to include some higher-costing creatures. I'm still a fan of Sentinels of Glen Elendra.
What's cool about this deck is that with so many creatures with flash, you don't have to concentrate on countering creature spells so much, as they'll just get eaten later. The classic ''go big'' strategy.
Now, just out of curiosity, have you thought about going U/W instead of U/G? White gives you some awesome cards like whitemane lion/ deputy of acquittals, Benalish Knight and Hussar Patrol, which I remember doing some nasty tricks with in limited. You could also get Village Bell-ringer and Foriysian Interceptor. You would lose Harrow (a huge loss), but you would gain some flash creatures with fat butts and/or good abilities.
Sweet idea!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I like Ambush Viper since it can trade with anything without First Strike, but having all those 2/1 guys isn't doing me a lot of favors. I'll drop Viper for Sentinels of Glen Elendra. The Setinels will help trigger Shambleshark, plus they're evasive too!
I love the idea for Rewind, but I really only see dropping Prohibit to fit it in. So, it becomes a choice between early counter or counter a bit later for free. Rewind also comes without restrictions.
I really love the idea of a U/W deck now that you mention it! Sure I'd lose Harrow, but it seems like the curve would be lower and it would have a more aggressive feel to it as opposed to the grindy feel of the U/G.
Maybe something like this:
2 Feeling of Dread
4 Mana Leak
3 Negate
3 Rewind
3 Think Twice
3 Deputy of Acquitals
3 Faerie Invaders
3 Hussar Patrol
3 Sentinels of Glen Elendra
3 Benalish Knight
13 Island
Bonesplitter can add some power to the deck to make my threats even better.
Feeling of Dread can be replaced with something else, but I thought it would add an extra bit of control.
I think you're on to something here!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
How did the testing go?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
It went 0-2 against the Graveyard Hustle deck. Too many trick to deal with against that deck, plus Carrion Feeder got out of hand. The deck needs Vapor Snag or something to bounce threats.
Went 2-1 against my U/w Blink deck. First game stalled out until the Blink deck decked itself. Second game was lost due to Mulldrifters attacking and the Flash deck wasn't drawing my faeries.Third game Flash won by landing some threats and countering any answers.
Went 0-2 against Delver. Typical tempo win for Delver decks.
1-2 against the Mono Black control deck. Both losses were due to Okiba-Gang Shinobi landing and going unanswered. Vapor Snag would've helped but hard to say since that Black deck had a lot of removal for my Flash guys.
How about, for the white version, Journey to Nowhere? I think it would do well instead of Feeling of Dread.
How did Rewind do? Maybe it's big mana cost was a bit prohibitive?
Actually, I'm a bit surprised it did so poorly versus the black decks. Every single one of your creatures will at least trade with theirs, and many will simply block and survive. Plus you have counter backup to stop their removal.
Perhaps some cheaper, more tempo-y counters would be more suitable for the deck?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I think I'll try Journey to Nowhere. Great removal and will probably work better than Vapor Snag to get rid of a threat.
Rewind worked out pretty well, I think I'll keep it.
As far as the Black decks, the Carrion Feeder one can pull of a lot of tricks when it comes to combat. Saccing a Festering Goblin to Carrion Feeder can make a battle against Sentinels of Glen Elendra into a 2/2 Feeder vs a 1/2 Sentinels. Add in multiple Goblins and Tragic Slips and that deck can get out of hand combatwise. The other Black deck would just build up a hand of removal as I was biding time to flash in blockers, so once I started dropping guys they had enough spells to swarm through my counter spell. It would get to the point where I'd flash in a 4 mana Hussar Patrol to block an Okiba-Gang Shinobi, then they Doom Blade it so I play a Negate and by that time I'd be tapped out, so they'd hit it with another Doom Blade or Vendetta. And once that Shinobi started hitting it was downhill from there. Journey to Nowhere would have been a welcome draw around that time.
I'll test around with other spells and see what comes of it. And as far as the results, that was without sideboards or anything, so the deck could work better with the extra support.
Hunger of the Howlpack sounds like a strong card, actually. Not sure why I didn't think about it. Simian Grunts is actually pretty good. At worst it can be looked at as a 3 mana Lightning Bolt if you don't pay it's Echo cost and it gets better at later turns once paying the Echo cost isn't a bad thing. However, I can definitely understand why people wouldn't want to use it.
I should try and fit Rancor in the U/G list. Launch is interesting, but not sure if I could find the space for both Rancor and Launch.
I don't think either Rancor nor Launch are super beneficial to the deck. It's certainly not an aggro deck. As is, the deck is a bit stressed for space to be able to fit enough creatures and countermagic in at the same time.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
How about this?
4 Spellstutter Sprite
4 Dewdrop Spy
4 Sentinels of Glen Elendra
4 Faerie Invaders
4 Mana Leak
4 Rewind
4 Into The Roil
24 Island
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
I mainly tried the multicolored as a little brew project to try and bring something new into the fold. I like having the ramp in the green, but really it's only there since I'm running bigger green creatures that require ramping.
I like the look of the Faerie flash deck, but I think I'd use Cloud of Faeries over Dewdrop Spy. I know it doesn't have flash, but it's a free early spell that will also allow you to have an early and effective Spellstutter Sprite play.
Opt is pretty nice since it sorta filters your draw, but I still prefer Think Twice since it has flashback. It can take up a little less spell space and still get you more cards than a playset of Opts. But for your list Opt does fit pretty well, especially since your running a full 4 of everything.
I also like the white splash for the available removal, and Benalish Knight seems like such a winner.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
What the UW verion is lacking is a 2-drop. Whitemane Lion/ Deputy of Acquittals don't count, for obvious reasons. Although they have been good at protecting me from removal, I could have used an early blocker more often. Unfortunately, there isn't anything that quite fits the bill. Maybe I'll just end up running Spellstutter Sprite, even if the body isn't quite what I was looking for. I really wish there was a 1/3 flash creature for 2 mana.
Benalish Knight is probably my favorite card in the deck. SO awesome. Good cc for a creature with 2 good abilities.
Hussar Patrol is also nice, but I think 3 is too many. I think I'll cut one and see what happens.
I'm probably going to change Brainstorm for Ponder. Even if it's an instant, I just hate not being able to shuffle.
2 Whitemane Lion
4 Benalish Knight
3 Hussar Patrol
3 Sentinels of Glen Elendra
3 Faerie Invaders
4 Mana Leak
2 Negate
2 Prohibit
2 Rewind
4 Think Twice
3 Brainstorm
2 Bonesplitter
2 Journey to Nowhere
Lands (24)
13 Island
11 Plains
So far, I've played versus WW (went 2-1), Goblins (2-1) and Hexproof (0-2). The last matchup is just really hard, and I need to think of something to do for that. My sideboard is incomplete and not very good, so I'm leaving it out for now.
Let's talk about this deck! I want to see some UG Flash, too! Both colours look playable!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Looks pretty good! I'd like to see Deputy over the Lion since the Deputy is a may ability for the bounce. That way you can feel free to Flash it in if you really need a blocker. Then if you make your deck more Human heavy then a few Bonds of Faith might be a good addition. I'm not a fan of Pacifism effects but the pump could add power to your threats while still having the control option.
You can also add in some Celestial Flares to deal with Hexproof.
Well, I learned something today! Didn't notice the "may", which makes Deputy way more playable. It's always nice to have some multicoloured in there to be able to block Guardian of the Guildpact (could be very relevant with a Bonsplitter attached). Thanks for clearing that up! Making that switch right away!
I will definitely give that a try over Journey, as there were situations where I wanted to race the opponent more than disrupt them (my second game versus Goblins). I would have enough humans to make it usable.
Y
I had 3 in my board, and unfortunately never drew them. Even with only 4, I'm afraid it might not be enough. Any other edicts in white that I don't know about?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Here's an updated list, with a SB:
3 Deputy of Acquittals
4 Benalish Knight
2 Hussar Patrol
3 Sentinels of Glen Elendra
3 Faerie Invaders
Instants (17)
4 Mana Leak
2 Negate
2 Prohibit
2 Rewind
4 Think Twice
3 Ponder
2 Bonesplitter
3 Journey to Nowhere
Lands (23)
12 Island
11 Plains
1 Journey to Nowhere
4 Celestial Flare
1 Allay
3 Leave No Trace
2 Negate
2 Prohibit
3 Mana Tithe
The countermagic is for combo decks and Infect, which I'm thinking Mana Tithe will be pretty good against. Any thoughts on this?
I wanna see something going on with the GU version!!! GO BIG!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I've never used Mana Tithe so I don't have much input there, but it can surprise some decks.
Dismantling Blow seems like you'd only want to play it if you can kick it also, otherwise it's an overpriced Disenchant so I'd rather use Aura Blast since it replaces itself. Overall Leave No Trace seems like the strongest choice. Absolutely bonkers against Hexproof Auras if you hit an Armadillo Cloak with it! That can really turn the tides. Great find with that Obermeir! I've never seen it before and it should be brought to the attention of some of the Primers for the white decks we have there.
Worked on the deck a bit. Decided to look for instant token creators for some fuel and found Elephant Ambush. Figured it would do better than Simian Grunts so I made the switch.
Here's the new list:
3 Elephant Ambush
4 Harrow
4 Mana Leak
3 Negate
3 Prohibit
2 Think Twice
3 Havenwood Wurm
3 Sentinels of Glen Elendra
4 Shambleshark
13 Island
There's been a few changes like dropping Faerie Invaders for some early Ambush Vipers for removal. Switched Brainstorms for Accumulated Knowledge since it feels a bit better for this deck.
I'm really not sold on Ambush Viper. This will require testing, but my opinion is that any cheap beefy creature would be better than it, because although it can remove a creature, it trades 1-1. Depending on the decks you face, something like Simian Grunts could block and kill almost any other creature and potentially survive. How many creatures in Pauper can survive 3 power? Not many. Investing in the echo cost is optional, so it can practically act like a Viper, but give you the option of sticking around. However if you're facing affinity and 8-post/tron all day, Viper might be better. It's also important to note that it can't block flying, so there are no answers to something like Silhana Ledgewalker or Spire Golem
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio