So, I built this deck the other day that I've been enjoying. It started when I was thinking about Blazing Torch. I've always liked the card, even though it's not that spectacular. The narrow evasion is meh and only helps against a few of the usual suspects in the format, but the Shock ability that can be used in any colors is something I like. I decided to abuse it with cards like Leonin Squire and Mine Excavation for a slow repeatable Burn. This got me thinking of other cheap artifacts with sac effects like Executioner's Capsule that we can toolbox our deck and graveyard with. Add in our favorite treasure finder and some Affinity cards to capitalize on our artifacts and we have a deck that can play aggressive while also being able to grab answers when we need them or shifting to a grindy attrition deck if needed.
The Spellbombs are great since they can give us some early digging along with useful abilities. The capsules are also great removal.
Thoughtcast is a cheap draw spell here and Forbidden Alchemy digs while filling up our bin with some extra recursion targets.
Flayer Husk and Origin Spellbomb will gives us some extra guys to push through damage.
Myr Enforcer is a big beater that can come in pretty cheap or even free.
Are there any other great artifacts that I'm missing out on? Should I keep 1 of each of the artifacts or mess around with some of my numbers. I've also been considering finding space for Disciple of the Vault since he'll drain life when I activate all my Spellbombs and such. Comment, advice and suggestions are always welcome!
I really like your deck! It looks a lot like the Esper deck we had mentioned in the Cawblade primer!
Some of your baubles seem rather weak. I would get rid of both the Sunbeam and Necrogen Spellbombs. I think you may be on to something with the Origin Spellbomb, though. Getting a creature and drawing a card repeatedly sounds like a winning combination. Equipping that creature to make it threatening sounds like game.
Moar Executioner's Capsule. I think that one is worth running in multiples.
This might be really cheesy, but perhaps we can abuse the ETB abilities of your creatures with Kor Skyfisher or Ghostly Flicker? You'd get even more recursion.
I think you can just scrap most of your basics for the Khans duals. Some combination of Dismal Backwater, Scoured Barrens and Tranquil Cove would definitely smooth out your mana.
Maybe, instead of Myr Enforcer, you could have Auriok Sunchaser? It will be much easier to cast, and I'd prefer the 3/3 flying over the 4/4 beater, since you have equipment it can carry.
I feel like Court Homunculus is a great choice, but it would compete with Origin Spellbomb. I think I'd prefer the Spellbomb since it can replace itself and it can make me multiple creatures over time, although the body on the Homunculus is tempting. I might run it as a 1-of for now and see how it goes.
I also like the idea of Kor Skyfisher, but sometimes I feel I have too much recursion waiting in my hand and not enough targets in my GY, so ultimately I feel like it would add even more of that feeling.
Necrogen Spellbomb was originally there for control or combo, but I'm already going the attrition route so I'm good against control. I'll keep a couple in my SB if I need them. I like Sunbeam for agro and burn since it can make a big difference so I think I'll keep the one copy in the main board.
Glad you took the deck for a spin! I haven't given much thought to the deck since the last time I posted so I was excited to see the bump!
As Xyx said Vedalken Certarch could be a big control card. It can come online early and keep a Delver tied up.
I took a look at the newer artifacts and there weren't any good ones for Pauper. Vial of Dragonfire is the only decent one but I prefer Blazing Torch since it hit players too. But Vial doesn't require a creature under your control, so it's a matter of preference.
Did you use the same list I posted or did you build upon it? If yours is different in any way I'd like to see it posted!
4 Leonin Squire
2 Myr Enforcer
4 Sanctum Gargoyle
4 Trinket Mage
1 Faerie Mechanist
Treasure
1 Æther Spellbomb
1 Blazing Torch
1 Bonesplitter
1 Dispeller's Capsule
1 Executioner's Capsule
1 Flayer Husk
1 Necrogen Spellbomb
1 Nihil Spellbomb
1 Origin Spellbomb
1 Sunbeam Spellbomb
3 Forbidden Alchemy
2 Mine Excavation
2 Remember the Fallen
4 Thoughtcast
Dig Sites
4 Ancient Den
5 Island
7 Plains
4 Seat of the Synod
4 Vault of Whispers
The Spellbombs are great since they can give us some early digging along with useful abilities. The capsules are also great removal.
Thoughtcast is a cheap draw spell here and Forbidden Alchemy digs while filling up our bin with some extra recursion targets.
Flayer Husk and Origin Spellbomb will gives us some extra guys to push through damage.
Myr Enforcer is a big beater that can come in pretty cheap or even free.
Are there any other great artifacts that I'm missing out on? Should I keep 1 of each of the artifacts or mess around with some of my numbers. I've also been considering finding space for Disciple of the Vault since he'll drain life when I activate all my Spellbombs and such. Comment, advice and suggestions are always welcome!
Some of your baubles seem rather weak. I would get rid of both the Sunbeam and Necrogen Spellbombs. I think you may be on to something with the Origin Spellbomb, though. Getting a creature and drawing a card repeatedly sounds like a winning combination. Equipping that creature to make it threatening sounds like game.
Moar Executioner's Capsule. I think that one is worth running in multiples.
This might be really cheesy, but perhaps we can abuse the ETB abilities of your creatures with Kor Skyfisher or Ghostly Flicker? You'd get even more recursion.
I think you can just scrap most of your basics for the Khans duals. Some combination of Dismal Backwater, Scoured Barrens and Tranquil Cove would definitely smooth out your mana.
Maybe, instead of Myr Enforcer, you could have Auriok Sunchaser? It will be much easier to cast, and I'd prefer the 3/3 flying over the 4/4 beater, since you have equipment it can carry.
Nice 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 feel like Court Homunculus is a great choice, but it would compete with Origin Spellbomb. I think I'd prefer the Spellbomb since it can replace itself and it can make me multiple creatures over time, although the body on the Homunculus is tempting. I might run it as a 1-of for now and see how it goes.
I also like the idea of Kor Skyfisher, but sometimes I feel I have too much recursion waiting in my hand and not enough targets in my GY, so ultimately I feel like it would add even more of that feeling.
Necrogen Spellbomb was originally there for control or combo, but I'm already going the attrition route so I'm good against control. I'll keep a couple in my SB if I need them. I like Sunbeam for agro and burn since it can make a big difference so I think I'll keep the one copy in the main board.
Here's the current list:
4 Leonin Squire
3 Auriok Sunchaser
4 Sanctum Gargoyle
4 Trinket Mage
1 Court Homunculus
Treasure
1 Æther Spellbomb
1 Blazing Torch
2 Bonesplitter
1 Dispeller's Capsule
2 Executioner's Capsule
1 Flayer Husk
1 Nihil Spellbomb
1 Origin Spellbomb
1 Sunbeam Spellbomb
1 Copper Carapace
2 Mine Excavation
2 Remember the Fallen
4 Thoughtcast
Dig Sites
4 Ancient Den
1 Island
4 Dismal Backwater
3 Plains
4 Scoured Barrens
4 Seat of the Synod
4 Vault of Whispers
As Xyx said Vedalken Certarch could be a big control card. It can come online early and keep a Delver tied up.
I took a look at the newer artifacts and there weren't any good ones for Pauper. Vial of Dragonfire is the only decent one but I prefer Blazing Torch since it hit players too. But Vial doesn't require a creature under your control, so it's a matter of preference.
Did you use the same list I posted or did you build upon it? If yours is different in any way I'd like to see it posted!