This deck is built with the 3 Ds in mind: Dig, Dump and Delve.
Khans brought us some pretty nice cards with the returning Delve mechanic so I set forth to make a deck that will utilize the cards in the best way possible. I went with a UG Delver-ish build to keep the Delving them going. My creature base consists of mostly evasive creatures. Here's my list:
The mana base feels wonky to me, but Evolving Wilds and Rites of Spring can help even things out.
Looter il-Kor is very nice here, especially if he's wearing Moldervine Cloak. Speaking of the Cloak, it's a big All Star so far so I might consider adding another.
Any advice, comments and even variations are welcome!
I think you should be better off playing straight Counterspell instead of Logic Knot since it's not only a harder counter that will not eat Delve cards, but it will also cost the same. We could merge this with the U/G madness deck idea I posted a while ago, since a shell like this could be extremely powerful:
Alongside with the extra discard outlets mainly Aquamoeba and Careful Study, and Basking Rootwalla as another Madness card. The cruises and Mandrills could be tuned if you prefer more beef or more card draw, or can even be upped if we manage to cast them reliably for 1-2 mana, which I think is a difficult task in Pauper.
I like the idea of ug delve madness! I think Looter il Kor is very important for both mechanics, and perhaps less all-in than the moeba. With Zephyrs shell, the insectile abberation we all love must probably go however...
What about more dedicated graveyard builders like Commune with the Gods and similar?
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I like the idea of combining the two strategies, but in playtesting I haven't felt it necessary since the deck has done pretty well so far. I'd love to see a full list for the idea though since there's a lot of synergy to explore there!
@urdjur: I had considered Commune and others like it, but I've already been able to dump a lot of cards without them. I'm also not sure what to remove to fit more cards like that in the deck. Do you feel Commune would be better than Careful Study? And swap Rites of Spring for Mulch? And if I make those changes then it wouldn't be good to add in Madness since I'd be cutting discard effects.
This is a rough draft, the numbers could be tuned up or down depending on personal preferences and nitpicking. We just have to find the right balance between Delve cards and discard outlets to play as many Delve cards as possible without retaining them for too long in hand. I chose Aquamoeba out of personal preference, since it can block way better and sneak more damage than Looter Il-Kor, specially since Aquamoeba's discard can be activated at any time for Madness shenanigans, but I can see Il-Kor or Merfolk Looter as a 1-2 of.
There's also the fact that Circular Logic is rather conflictive with the graveyard-exiling stuff, but it's the most efficient counterspell when played right, and I suspect that I will cast Logic before delving most of the time simply because it's a spell you cast in the first stages of the game. We might be surprised and find out they don't conflict at all, much like Snapcaster Mage can be played alongside the Blue Delve Twins in other formats.
While testing my original list, I find that I have no problem casting Cruise for 1 or 2 mana multiple times in a game since I fill up my graveyard so fast, so I doubt Circular Logic will conflict with anything. Pretty good list so far!
My list has 41 cards, 7 of while are lands. If we're running on 21 lands (which I think will be the correct number), this means that we need 14 more lands, leaving us with 5 flex spots. Some good members for it are Basking Rootwalla (amazing tempo card, and we have multiple free spelss), more copies of either the Apes or the Cruise, Merfolk Looter, Waterfront Bouncer, or some sort of brand new creature. We should also take care with the Quicksands in order to not put a very heavy strain on the manabase, so we should go down to 2 if we find ourselves binning too much lands or without having access to G/U often enough.
Fa'adiyah Seer it can get us some CA trigger some Madness, although flipping a Circular Logic without having a target will suck. It also has some good interaction with Dredge cards. Although Merfolk Looter will probably be better since we can discard any card from our hand to trigger Madness, but if you feel you need more green cards to help even out the mana base then Seer might be better.
Speaking of Dredge, Golgari Brownscale is a hard-to-get-rid-of creature that fills up our Yard while gaining us life, and will add extra synergy if you also add the Looter or Seer to the deck.
Harvest Wurm is worth mentioning, but Cartographer is probably better since it can return Quicksands to your hand. Though since their only utility is recurring lands they probably aren't our best choices.
From the ones you mentioned, the Rootwalla is a great option for power. Waterfront Bouncer is great control for the deck, and he'll allow us to use our counter spells for non-creature threats since he'll keep bouncing creatures in addition to being a repeatable discard enabler. I'd probably try a 2-3 split for the Rootwalla and Bouncer, although I'm not sure which one should have 3 copies and which should have 2...
I believe Basking Rootwalla should be the 3-of IMO, since Waterfront Bouncer has little to no impact the turn he comes on board, and lacks a punch in offense, so it doesn't pressure the opponent that much. 2 Seems the correct number. Now the option would be between him, Golgari Brownscale, which would feed our Delve cards and gain us life but at the cost of costing double-green, which can be a liability for the deck, or the two original Moldervine Cloak you had, which besides from dredging makes all of our creatures very fat and resilient to most enemies and removal, and gives us some late game reach when cast upon the Apes or the Wurm in order to trample over for the last points of damage.
I suppose your choice would depends on what you feel you're lacking main deck. To me it seems like you need something to develop your yard faster, so I'd go with a Dredge option since they'll do a bit more than the Bouncer only dumping one card each turn. And they can dump cards fast if you can Dredge twice off of Careful Study so they'll greatly speed up your Delving.
So if we go by that logic we have 2 options. Brownscale and Cloak. Cloak is great, but if you don't have a creature to enchant (whether from too much removal or because they end up in your yard) then it can be a dead card. Brownscale, however, will add a lot of attrition to the deck since you can keep bringing him back and grind out a win if needed and it also does well against Aggro and Burn. My choice would be Brownscale, but it's still a tough choice since the Cloak has a lot of appeal in this deck.
Personally, I would take Moldervine Cloak. First of all, it's easier to cast since it doesn't have double-color requirements. Second, it creates very fat tanks from the weakest of threats; a Basking Rootwalla or Aquamoeba equipped with this can severely screw up combat math and hit like a truck, let alone a Wild Mongrel or one of our fat 4/4 tramplers. There's nothing like this to close the game if we haven't been able to out-tempo the opponent, and on top of it it keeps coming, which makes up for our lack of threat density against heavy-removal matchups.
Golgari Brownscale adresses this problem too, but I think he fails to put any pressure on the opponent, which is something we have to do every turn. Common cards like Gray Merchant of Asphodel, Spire Golem, Kor Skyfisher or Cuombajj Witches will block him every time, so he might not die at all and we won't be able to take advantage of dredge. He seems more suited for a midrange style of deck, but we're not seeking for attrition wars, since that's our weakest point when playing tempo. I'd relevate 2-3 copies of him to the sideboard to bring in against Burn and MBC though.
Circular Logic just seems really awful with Treasure Cruise and Mandrils eating your GY. You have to time them in the right order, otherwise oops. Do you really want 4? What about other counter options like regular Counterspell, Spell Pierce, etc.
Exactly what Darkninja said. A Logic for 3-4 mana is already pretty good, and this deck has no problem doing this. You pack fetchlands, your other counters, discard outlets, Quicksand and Snap, so you have plenty of ways to fill up your grave even at instant speed.
The deck has been solid for me so far although it suffers against MBC. I think some Stormbound Geist can help here. Blue aggro / tempo decks already use it to good extent, and it doesn't even matter if it doesn't block since we already have Quicksand, Snap, and surprise, flashy blockers in Basking Rootwalla and Arrogant Wurm. It's fantastic since it applies constant pressure on the air and the opponent has to deal with it twice. Coupled with the pressure from Wurms and Mandrills, and our instants clearing the path, I think it's a very solid inclusion.
Stormbound Geist sounds like a good choice against MBC! Especially is you can get Moldervine Cloak on it! It's already been proven to be a great creature for Pauper as well.
If only Acorn Harvest had cost 2G instead of 3G I would be all over it. It would be green's pendant of Lingering Souls: provides bodies for chumpblocking early game and for Cloak carrying late game, and fights attrition against MBC. Sadly, it's not the case, and since the deck is starting to get really crowded, I'd rather stay away from a card that puts no immediate pressure and is directly competing with the much better Deep Analysis for the "X, pay 3 life" spot.
The deck I'm running right now strayed away from the original Moldervine Cloak build. I took out all the durdle cards for cheap beatsticks and 1-CMC cantrips, thus lowering my land count:
The deck is really quick, combining the tempo game and counters of Delver with the explosiveness and fat dudes of Stompy. We start applying a very heavy pressure since turn 1, and Terramorphic Expanse plus our 8 cantrips allow us to fill the graveyard very quick. Careful Study can be used to cast any Basking Rootwalla we drew and, if it's turn 3 onwards, Arrogant Wurm. The deck functions fairly well with an average of 2-3 mana (2 Islands, 1 Forest or one of each), even with Quicksands. By drawing a ton of cards with our 1 CMC spells we ensure we hit land drops, and any Delve card we draw that we can cast serves as a nice discard bait to both Aquamoeba and Wild Mongrel while still filling our grave, and Treasure Cruise can refill our hands when needed to keep playing threats and applying pressure.
The astonishing number of things you can do with only 3 mana on table will drive opponents mad (no pun intended): you could drop a surprise pumped Basking Rootwalla and block with it and a 3/3 Mongrel, a surprise Armada Wurm, cast Snap, untap, crack a Quicksand and discard a Rootwalla to negate a swarm attack, hold mana up to counter things with both Circular Logic and Daze or simply cast a Thought Scour EOT to power up your next Delve card.
Against MBC, if you apply pressure fast enough, they won't be able to stabilize, period. They bleed themselves a lot with Sign in Blood, Phyrexian Rager and Crypt Rats (which won't do much damage to the deck, and they need to take a heavy chunk of damage and a turn to dump 4 black mana to kill our 4/4's). They start with the lifegain on turn 4 with Tendrils of Corruption, so hold a counterspell and finish the job. Keep in mind that Snapping your own creatures counters Tendrils as well, and can save them from their removal and bring low their Devotion count. Countering their removal while maintaining the tempo is the key here.
About the deck, I really want to add 1 more Hooting Mandrills just to have that extra threat, and two copies of Deep Analysis t have more card advantage and discard bait, and because you can't always count on Treasure Cruise to just cost 1, especially after having cast another Cruise. Deep Anal chains with Cruises magnifically though, so I believe it's worth it. Alternatively, 3 Stormbound Geist could be pretty good for added resiliency and finishing reach.
Also 4 Gitaxian Probe could be added to the 1-CMC cantrip package as a free Cantrip that looks at their hand to prevent them baiting out counters, but not sure what to take out, as the two I'm already use are miles better at filling the yard.
I really love the new list Zephyr! I kinda want to take it for a spin at the next tournament I'm able to go too...
Snap is really good and can pack a lot of tempo, but I've been looking at Æther Burst for this deck and it can be a blowout! I think it will fall to a meta call though since Burst can really hose aggro decks more than Snap. It's a hard call since Snap can give you big plays in a turn (per your example in your last post) and Burst fits with the discard/GY plan. Since you aren't using Moldervine Cloak in your newest list then Snap is better for it.
@Darkninja: What YavimayaWurm said. You need multiple Æther Burst in order to make it better than snap. It can certainly be a powerful play against aggro or swarm decks, but Snap is way better in a low land count deck, especially since you can hold aggro decks just the same: Snap, untap two lands, sneak Rootwalla or Wurm (or both!) through madness to block, and kill an attacker with Quicksand. Your beaters are bigger and will eat any creatures your opponents could be packing.
@YavimayaWurm: Yeah, I have playtested, and it can be rough if you let them stabilize on turn 4 with Tendrils of Corruption, but just like any aggro deck I guess. About land count you're right, maybe swapping 1 Forest for 1 Island since the only things that need green are Wild Mongrel, Arrogant Wurm and Hooting Mandrills? (well, and Rootwalla for the pump)
What do you guys think about Lotus Petal? It fills the grave and allows for a very high acceleration, such as dropping an Arrogant Wurm on T3 with Circular Logic backup, enabling a T2 Hooting Mandrills when coupled with two Thought Scour / Careful Study, or even better, enable a T1 discard outlet. Turn 1 Wild Mongrel has to be one of the most powerful plays outside of Stompy or Infect. Alongside our other free spells Snap, Gitaxian Probe, Daze and Basking Rootwalla, our self-milling cantrips and our discard outlets, it can even contribute to the chaining of multiple Delve spells in a single turn.
- Basking Rootwalla on T1, swing for 5 on T2.
- Snap or Daze their 1-drop, cast Thought Scour / Careful Study and feed a card to Mongrel, swing for 3 and cast Hooting Mandrills.
- Double cantripping to run through your deck and sculpting your hand while you pressure with the dog and power up a turn 3 Cruise.
- If you're lucky enough and drew another Lotus Petal, drop Arrogant Wurm, swing for 3 while probably having Daze backup and 2 cards in your yard to possibly follow with a T3 Mandrills.
Simply skimming through your deck and sculpt your hand with 1 cantrip while pressuring with dog and having both Circular Logic and Daze backup on turn 2 is a huge tempo play too.
I saw a guy play Delver of Secrets and Gush in this build to great results. Gush fills the hand for more discard fodder and Delver has a good chance of a blind flip given we run ~22 instants/sorceries. Also, what are your guys' thoughts on Compulsive Research? It functions like a second Careful Study with the added bonus of better filtering, but the mana cost does make me hesitate.
I run Delver in my original list and it's worked great and it Flips fairly consistently for not really using Ponders and the like. Gush would actually be pretty awesome especially if you find yourself creeping into late game territory where you don't need so many lands in play.
Compulsive Research is a nice choice but I agree on the cost of it. 3 mana is a lot, specially since our curve is relatively low and you want to start filling up your GY in earlier turns. I'd say it's worth testing though.
I'd probably not worry about using Delver in your build, Zephyr. You already have a lot of efficient beaters that are pretty low on the curve already.
You want to add 2 MORE Lotus Petals? Have you already put Lotus Petals in your list? If so, then can we see the updated list since the last one you posted doesn't have Petals. That way we can give better advice on what to cut for them.
I want to take out 2 non-land cards to basically swap 2 lands for 4 Petal. It'd be great to fit in that extra Snap and Hooting Mandrills too but oh well. And the more I think about Delver, the more I start to like it, there's never too many efficient beaters in these kind of decks.
Khans brought us some pretty nice cards with the returning Delve mechanic so I set forth to make a deck that will utilize the cards in the best way possible. I went with a UG Delver-ish build to keep the Delving them going. My creature base consists of mostly evasive creatures. Here's my list:
2 Exclude
1 Logic Knot
4 Mana Leak
2 Oona's Grace
4 Vapor Snag
4 Delver of Secrets
4 Hooting Mandrills
4 Looter il-Kor
4 Wild Mongrel
Enchantments
2 Moldervine Cloak
4 Careful Study
2 Rites of Spring
3 Treasure Cruise
Lands
4 Evolving Wilds
6 Forest
10 Island
The mana base feels wonky to me, but Evolving Wilds and Rites of Spring can help even things out.
Looter il-Kor is very nice here, especially if he's wearing Moldervine Cloak. Speaking of the Cloak, it's a big All Star so far so I might consider adding another.
Any advice, comments and even variations are welcome!
4 Wild Mongrel
4 Circular Logic
3 Deep Analysis
2 Treasure Cruise
3 Hooting Mandrills
Alongside with the extra discard outlets mainly Aquamoeba and Careful Study, and Basking Rootwalla as another Madness card. The cruises and Mandrills could be tuned if you prefer more beef or more card draw, or can even be upped if we manage to cast them reliably for 1-2 mana, which I think is a difficult task in Pauper.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
What about more dedicated graveyard builders like Commune with the Gods and similar?
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"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
@urdjur: I had considered Commune and others like it, but I've already been able to dump a lot of cards without them. I'm also not sure what to remove to fit more cards like that in the deck. Do you feel Commune would be better than Careful Study? And swap Rites of Spring for Mulch? And if I make those changes then it wouldn't be good to add in Madness since I'd be cutting discard effects.
4 Wild Mongrel
4 Aquamoeba
4 Careful Study
Efficient beaters
4 Arrogant Wurm
3 Hooting Mandrills
3 Deep Analysis
2 Treasure Cruise
Counterspells
4 Circular Logic
3 Daze
3 Quicksand
3 Snap
4 Terramorphic Expanse
This is a rough draft, the numbers could be tuned up or down depending on personal preferences and nitpicking. We just have to find the right balance between Delve cards and discard outlets to play as many Delve cards as possible without retaining them for too long in hand. I chose Aquamoeba out of personal preference, since it can block way better and sneak more damage than Looter Il-Kor, specially since Aquamoeba's discard can be activated at any time for Madness shenanigans, but I can see Il-Kor or Merfolk Looter as a 1-2 of.
There's also the fact that Circular Logic is rather conflictive with the graveyard-exiling stuff, but it's the most efficient counterspell when played right, and I suspect that I will cast Logic before delving most of the time simply because it's a spell you cast in the first stages of the game. We might be surprised and find out they don't conflict at all, much like Snapcaster Mage can be played alongside the Blue Delve Twins in other formats.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Some other creature options are:
Fa'adiyah Seer it can get us some CA trigger some Madness, although flipping a Circular Logic without having a target will suck. It also has some good interaction with Dredge cards. Although Merfolk Looter will probably be better since we can discard any card from our hand to trigger Madness, but if you feel you need more green cards to help even out the mana base then Seer might be better.
Speaking of Dredge, Golgari Brownscale is a hard-to-get-rid-of creature that fills up our Yard while gaining us life, and will add extra synergy if you also add the Looter or Seer to the deck.
Harvest Wurm is worth mentioning, but Cartographer is probably better since it can return Quicksands to your hand. Though since their only utility is recurring lands they probably aren't our best choices.
From the ones you mentioned, the Rootwalla is a great option for power. Waterfront Bouncer is great control for the deck, and he'll allow us to use our counter spells for non-creature threats since he'll keep bouncing creatures in addition to being a repeatable discard enabler. I'd probably try a 2-3 split for the Rootwalla and Bouncer, although I'm not sure which one should have 3 copies and which should have 2...
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
So if we go by that logic we have 2 options. Brownscale and Cloak. Cloak is great, but if you don't have a creature to enchant (whether from too much removal or because they end up in your yard) then it can be a dead card. Brownscale, however, will add a lot of attrition to the deck since you can keep bringing him back and grind out a win if needed and it also does well against Aggro and Burn. My choice would be Brownscale, but it's still a tough choice since the Cloak has a lot of appeal in this deck.
Golgari Brownscale adresses this problem too, but I think he fails to put any pressure on the opponent, which is something we have to do every turn. Common cards like Gray Merchant of Asphodel, Spire Golem, Kor Skyfisher or Cuombajj Witches will block him every time, so he might not die at all and we won't be able to take advantage of dredge. He seems more suited for a midrange style of deck, but we're not seeking for attrition wars, since that's our weakest point when playing tempo. I'd relevate 2-3 copies of him to the sideboard to bring in against Burn and MBC though.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
The deck has been solid for me so far although it suffers against MBC. I think some Stormbound Geist can help here. Blue aggro / tempo decks already use it to good extent, and it doesn't even matter if it doesn't block since we already have Quicksand, Snap, and surprise, flashy blockers in Basking Rootwalla and Arrogant Wurm. It's fantastic since it applies constant pressure on the air and the opponent has to deal with it twice. Coupled with the pressure from Wurms and Mandrills, and our instants clearing the path, I think it's a very solid inclusion.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
The deck I'm running right now strayed away from the original Moldervine Cloak build. I took out all the durdle cards for cheap beatsticks and 1-CMC cantrips, thus lowering my land count:
4 Wild Mongrel
4 Aquamoeba
4 Arrogant Wurm
4 Basking Rootwalla
2 Hooting Mandrills
4 Circular Logic
3 Daze
4 Snap
4 Thought Scour
Sorcery (8)
4 Careful Study
4 Treasure Cruise
4 Terramorphic Expanse
2 Quicksand
7 Island
6 Forest
The deck is really quick, combining the tempo game and counters of Delver with the explosiveness and fat dudes of Stompy. We start applying a very heavy pressure since turn 1, and Terramorphic Expanse plus our 8 cantrips allow us to fill the graveyard very quick. Careful Study can be used to cast any Basking Rootwalla we drew and, if it's turn 3 onwards, Arrogant Wurm. The deck functions fairly well with an average of 2-3 mana (2 Islands, 1 Forest or one of each), even with Quicksands. By drawing a ton of cards with our 1 CMC spells we ensure we hit land drops, and any Delve card we draw that we can cast serves as a nice discard bait to both Aquamoeba and Wild Mongrel while still filling our grave, and Treasure Cruise can refill our hands when needed to keep playing threats and applying pressure.
The astonishing number of things you can do with only 3 mana on table will drive opponents mad (no pun intended): you could drop a surprise pumped Basking Rootwalla and block with it and a 3/3 Mongrel, a surprise Armada Wurm, cast Snap, untap, crack a Quicksand and discard a Rootwalla to negate a swarm attack, hold mana up to counter things with both Circular Logic and Daze or simply cast a Thought Scour EOT to power up your next Delve card.
Against MBC, if you apply pressure fast enough, they won't be able to stabilize, period. They bleed themselves a lot with Sign in Blood, Phyrexian Rager and Crypt Rats (which won't do much damage to the deck, and they need to take a heavy chunk of damage and a turn to dump 4 black mana to kill our 4/4's). They start with the lifegain on turn 4 with Tendrils of Corruption, so hold a counterspell and finish the job. Keep in mind that Snapping your own creatures counters Tendrils as well, and can save them from their removal and bring low their Devotion count. Countering their removal while maintaining the tempo is the key here.
About the deck, I really want to add 1 more Hooting Mandrills just to have that extra threat, and two copies of Deep Analysis t have more card advantage and discard bait, and because you can't always count on Treasure Cruise to just cost 1, especially after having cast another Cruise. Deep Anal chains with Cruises magnifically though, so I believe it's worth it. Alternatively, 3 Stormbound Geist could be pretty good for added resiliency and finishing reach.
Also 4 Gitaxian Probe could be added to the 1-CMC cantrip package as a free Cantrip that looks at their hand to prevent them baiting out counters, but not sure what to take out, as the two I'm already use are miles better at filling the yard.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Snap is really good and can pack a lot of tempo, but I've been looking at Æther Burst for this deck and it can be a blowout! I think it will fall to a meta call though since Burst can really hose aggro decks more than Snap. It's a hard call since Snap can give you big plays in a turn (per your example in your last post) and Burst fits with the discard/GY plan. Since you aren't using Moldervine Cloak in your newest list then Snap is better for it.
@YavimayaWurm: Yeah, I have playtested, and it can be rough if you let them stabilize on turn 4 with Tendrils of Corruption, but just like any aggro deck I guess. About land count you're right, maybe swapping 1 Forest for 1 Island since the only things that need green are Wild Mongrel, Arrogant Wurm and Hooting Mandrills? (well, and Rootwalla for the pump)
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
- Basking Rootwalla on T1, swing for 5 on T2.
- Snap or Daze their 1-drop, cast Thought Scour / Careful Study and feed a card to Mongrel, swing for 3 and cast Hooting Mandrills.
- Double cantripping to run through your deck and sculpting your hand while you pressure with the dog and power up a turn 3 Cruise.
- If you're lucky enough and drew another Lotus Petal, drop Arrogant Wurm, swing for 3 while probably having Daze backup and 2 cards in your yard to possibly follow with a T3 Mandrills.
Simply skimming through your deck and sculpt your hand with 1 cantrip while pressuring with dog and having both Circular Logic and Daze backup on turn 2 is a huge tempo play too.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Compulsive Research is a nice choice but I agree on the cost of it. 3 mana is a lot, specially since our curve is relatively low and you want to start filling up your GY in earlier turns. I'd say it's worth testing though.
What should I take out? My list has been really fast and solid and I'm looking forward adding 2 more Petals.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
You want to add 2 MORE Lotus Petals? Have you already put Lotus Petals in your list? If so, then can we see the updated list since the last one you posted doesn't have Petals. That way we can give better advice on what to cut for them.
4 Aquamoeba
4 Arrogant Wurm
4 Wild Mongrel
4 Basking Rootwalla
3 Hooting Mandrills
4 Circular Logic
3 Daze
3 Snap
4 Though Scour
Land (17)
4 Forest
7 Island
4 Terramorphic Expanse
2 Quicksand
4 Careful Study
4 Treasure Cruise
Artifact (2)
2 Lotus Petal
I want to take out 2 non-land cards to basically swap 2 lands for 4 Petal. It'd be great to fit in that extra Snap and Hooting Mandrills too but oh well. And the more I think about Delver, the more I start to like it, there's never too many efficient beaters in these kind of decks.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!