Please help me with this casual paper pauper deck I'm working on. Im not so sure about the cycle lands or the removal, I wanted to make sure I'm not over looking any crucial support cards or creatures. How can I make this better.
Please help me with this casual paper pauper deck I'm working on. Im not so sure about the cycle lands or the removal, I wanted to make sure I'm not over looking any crucial support cards or creatures. How can I make this better.
Why mono white? There is plenty of room to go 2 color which is going to add a lot to a list like this.
If you go red you can get galvanic and Atog
Black will get you Deciple and Vault Skirge (or you just run that anyways)
Green has a lot of boarding options
Splashing a color in an aggressive Pauper deck is by and large a bad idea. Common fixing is all slow and chews up your tempo.
A quick search for winning Pauper decks with Ardent Recruit turns up a couple of Affinity lists (the 5C ones) and a bunch of lists and a few lists. These are probably good places to look.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Splashing a color in an aggressive Pauper deck is by and large a bad idea. Common fixing is all slow and chews up your tempo.
A quick search for winning Pauper decks with Ardent Recruit turns up a couple of Affinity lists (the 5C ones) and a bunch of lists and a few lists. These are probably good places to look.
It's something that can be worked around without tempo loss.
Having more artifact lands speeds up the deck in that it turns on affinity and metalcraft much faster.
Running Vault Skirge speeds up your turn one because all he cares about is your mana.
Galvanic blast for instance gives your reach that will get your there a turn earlier more often than not.
The deck already can run fixing cards in its mono W version and have them make sense, i think running red or whatever and doing a 50/50 on land is not going to slow the deck down one bit.
It's a white weenie version of affinity. The idea is that you want to spam dudes early and often and then if you run out of gas still have game. Blue is I think the way to go just because of Thoughtcast and sideboard options.
Since this deck is mostly tempo, you have 9 one drops in the list. I actually think that number may even be low and I could see adding another arcbound in place of a somber.
I thought about bonesplitter but I think tooth is better. The format is about to get a bit more removal heavy so being able to assign the damage at will is going to help avoid that removal and then paying mana to equip and getting nothing from it. If we are using that affinity package Enforcer and Frogmite are no brainers.
The mana base is mostly white, since the stuff you need to cast early all is. You only really ever need 1 blue mana and you don't need it early so with the spheres you have plenty and with springleaf you have acceleration and fixing.
I don't like razor golem. In order to come down turn 3 for 3 it means you need to have plains in play, which is not our ideal gameplan and odds are wont happen in the first 3 turns, even if we do cut a second color. Even when it does his utility is marginal and probably just not as good as Myr enforcer.
I don't know how I feel about adding another color to be honest.
I must say that Vault Skirge is very good, excellent, practically strictly better than Flayer Husk. I've also determined that it doesn't make sense to run cycle lands here, because you simply can't afford to get one in your opening hand.
Thinking of trying Myr Enforcer or Arcbound Worker instead of the Glint Hawk Idol and Arcbound Stingers, maybe even take Squadron Hawk out even though the deck certainly would be lacking card advantage then. I don't like the Phyrexian Walker (not aggressive enough) or Welding Jar (card disadvantage) in the list above. It does strike me as being a list similar to Goblins, but lacking the burn, sac engines, and bushwhackers, but white does have much better SB options for this meta and this deck has evasion in flyers that can carry Flayer Husk & Bonesplitter like WW does.
Edit: Well that failed pretty spectacularly. We aren't anywhere near resistant enough to control's removal, and the other aggro decks just do it better. I'm calling it quits on this deck idea.
4x Ardent Recruit
4x Auriok Sunchaser
4x Court Homunculus
4x Frogmite
3x Glint Hawk
4x Kor Skyfisher
3x Phyrexian Walker
3x Porcelain Legionnaire
3x Tooth of Chiss-Goria
3x Welding Jar
2x Journey to Nowhere
4x Ancient Den
4x Darksteel Citadel
10x Plains
2x Secluded Steppe
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Why mono white? There is plenty of room to go 2 color which is going to add a lot to a list like this.
If you go red you can get galvanic and Atog
Black will get you Deciple and Vault Skirge (or you just run that anyways)
Green has a lot of boarding options
Were I you I think I would want a splash.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
What would be optimal if I just wanted to stay with mono white?
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
A quick search for winning Pauper decks with Ardent Recruit turns up a couple of Affinity lists (the 5C ones) and a bunch of lists and a few lists. These are probably good places to look.
It's something that can be worked around without tempo loss.
Having more artifact lands speeds up the deck in that it turns on affinity and metalcraft much faster.
Running Vault Skirge speeds up your turn one because all he cares about is your mana.
Galvanic blast for instance gives your reach that will get your there a turn earlier more often than not.
The deck already can run fixing cards in its mono W version and have them make sense, i think running red or whatever and doing a 50/50 on land is not going to slow the deck down one bit.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Also, try Razor Golem and Sanctum Gargoyle.
4 Ardent Recruit
4 Court Homunculus
1 Arcbound worker
4 Auriok Sunchaser
4 Frogmite
4 Myr Enforcer
2 Somber Hoverguard
3 Springleaf Drum
3 Chromatic sphere
4 Tooth of Chiss-Goria
4 Ancient Den
4 Seat of the synod
4 Darksteel Citadel
7 Plains
It's a white weenie version of affinity. The idea is that you want to spam dudes early and often and then if you run out of gas still have game. Blue is I think the way to go just because of Thoughtcast and sideboard options.
Since this deck is mostly tempo, you have 9 one drops in the list. I actually think that number may even be low and I could see adding another arcbound in place of a somber.
I thought about bonesplitter but I think tooth is better. The format is about to get a bit more removal heavy so being able to assign the damage at will is going to help avoid that removal and then paying mana to equip and getting nothing from it. If we are using that affinity package Enforcer and Frogmite are no brainers.
The mana base is mostly white, since the stuff you need to cast early all is. You only really ever need 1 blue mana and you don't need it early so with the spheres you have plenty and with springleaf you have acceleration and fixing.
I don't like razor golem. In order to come down turn 3 for 3 it means you need to have plains in play, which is not our ideal gameplan and odds are wont happen in the first 3 turns, even if we do cut a second color. Even when it does his utility is marginal and probably just not as good as Myr enforcer.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
I must say that Vault Skirge is very good, excellent, practically strictly better than Flayer Husk. I've also determined that it doesn't make sense to run cycle lands here, because you simply can't afford to get one in your opening hand.
Is it pointless to run removal? Like Journey To Nowhere, Oblivion Ring, etc.
Also, any thoughts on running Mutagenic Growth?
What about this for a list, seems very aggressive. Super super budget, ~$10.
4x Ardent Recruit
4x Auriok Sunchaser
4x Court Homunculus
4x Frogmite
3x Glint Hawk
4x Kor Skyfisher
3x Phyrexian Walker
3x Porcelain Legionnaire
3x Vault Skirge
3x Welding Jar
2x Mutagenic Growth
4x Ancient Den
4x Tree Of Tales
12x Plains
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
4 Darksteel Citadel
4 Ancient Den
4 Journey to Nowhere
4 Sunlance
4 Bonesplitter
4 Vault Skirge
4 Ardent Recruit
4 Court Homunculus
4 Auriok Sunchaser
4 Squadron Hawk
4 Porcelain Legionnaire
2 Arcbound Stinger
1 Glint Hawk Idol
Thinking of trying Myr Enforcer or Arcbound Worker instead of the Glint Hawk Idol and Arcbound Stingers, maybe even take Squadron Hawk out even though the deck certainly would be lacking card advantage then. I don't like the Phyrexian Walker (not aggressive enough) or Welding Jar (card disadvantage) in the list above. It does strike me as being a list similar to Goblins, but lacking the burn, sac engines, and bushwhackers, but white does have much better SB options for this meta and this deck has evasion in flyers that can carry Flayer Husk & Bonesplitter like WW does.
Edit: Well that failed pretty spectacularly. We aren't anywhere near resistant enough to control's removal, and the other aggro decks just do it better. I'm calling it quits on this deck idea.
here is my list so far
RIP Karn EDH