22 lands have been good for me, sometimes I even flood a little bit, but I guess this is because my bad luck with variance, but since I have 4 Werebear, the top of the curve is Arrogant Wurm at 2G, I pack virtually free spells in the form of Basking Rootwalla, Snap and Daze and I have some really cheap card draw, I'm going to tamper with the manabase to find the correct number of lands. I don't know if 20 will be overkill but with 21 so far it has been good.
EDIT: Reverent Silence is a pretty good card for the Bogles matchup. I feel like taking out 1 Hydroblast (Since I'm already good against Burn and Weefiends anyways) and the 3 Annul for 2 Reverent Silence and 2 Affinity hate cards is the way to go. Gleeful Sabotage can easily be a 2-for-1 against Affinity that also hits Bogles and some other enchantments as well, while Glissa's Scorn pings them for 1 life, which in tandem with Vapor Snag could be neat, and cna be used at instant speed to sabotage Metalcraft.
Reverent Silence is great, yeah! Potentially quite crippling, but you can be sure they won't over-extend in the following game, or even later on that game. If there was an instant speed mass enchantment removal, I would be inclined to use it, because it means you can play it during the combat step and block their creature to bits as well. This is why I use Serene Heart in my green decks with Bogle troubles.
If the 21-land deck works for you, fantastic! You can use an extra card! I just hope you won't get mana screwed, or draw a Quicksand too many. It's always better to have too many lands when you're packing utility lands like that, because they're often necessary to use (another advantage for Desert, which can be reused for mana or damage every turn).
Wow, Serene Heart is great. I totally forgot about that card so I just went with the free alternative in Reverent Silence, but I can see how Serene Heart is far greater. I'll swap one for the other. I'm still unsure about the numbers on Gleeful Sabotage / Glissa's Scorn, but Scorn combined with Vapor Snag have been great tempo plays so far, specially when both can sabotage metalcraft at combat. Nature's Claim is another option but it gains them 4 life.
About Desert vs Quicksand, I have just been set back one time because I couldn't draw another land vs Weefiends, but all in all, the damage from Desert has been negligible; it only works in multiples.
I would tend to go for Gleeful Sabotage, personally, because potentially hitting two artifacts is really sweet. If you're satisfied with Scorn though, it's also a good card.
Only land-light once? That's pretty good! I'm looking forward to hearing about more matchups and progress.
So far it has had a great matchup against Weefiends: Quicksands completely nullyfing their Kiln Fiends, they having to play around Daze and other counterspells to resolve their threat, their Assault Strobe or Shadow Rift being countered by a Circular Logic, Snap and Waterfront Bouncer screwing their combo if they don't hold back an Apostle's Blessing and manage to slip it countermagic, color-changing tricks with Wild Mongrel and slipping in Basking Rootwalla if they do... In G2 and 3 it's even easier since I have 3 Hydroblasts and 3 Moment's Peace (testing them for Stompy, Infect, Weefiends and Bogles and to buy extra turns against aggro since it prevents two combat phases). Against Stompy is more or less the same: your dudes are fairly superior, if you watch out for Rancor you can even chumpblock with Rootwalla, and counters and bounce practically wreck them.
Woops that was my mistake, forget about that. I got things mixed up because I was tired. I don't run any white splash
MBC is a little bit hard, it usually revolves around me sticking around 1-2 solid threats and protecting them to victory via counterspells and bouncing with Waterfront Bouncer and Snap. If I blank a Tendrils of Corruption and don't let them resolve Gray Merchant of Asphodel or Corrupt I usually am the favorite, I just need to keep blanking their removal. Crypt Rats for 4 is usually dangerous, but they hit them as well and they have a good amount of self damage in Sign in Blood and Phyrexian Rager.
It's a good thing that all of your creatures (besides Bouncer) are capable of dealing at least 3 damage to the opponent, which puts a lot of pressure on them, and trades with everything except Merchant. Blanking their removal with Bounce is a really good move.
Preferably something that isn't artifact centered unless it's en masse, because the only artifacts worth hitting are their Myr Enforcers, as simply they will keep playing lands or relying in Springleaf Drum / Chromatic Star for mana unless we mass-destroy their lands. Also not sure if I should swap numbers in Moment's Peace and Serene Heart.
BeB gives me the upper edge against Burn and kills Nivix Cyclops / Weefiends if somehow they managed to slip past countermagic. I can't really depend on Bouncer since he can be killed with a Bolt, but I wil try taking BeB out.
ooo, I'd forgotten about Cyclops and Fiend. If it's a common matchup, you're going to want those BeBs. If not, you can probably manage some amount of disruption with Spell Pierce and just prevent them from killing you or protect bouncer, but that's much less easy to do. You need all the removal you can get versus a deck like that, as that's what eventually does them in.
See how it goes, but in the end, you'll have to face the fact that even if you want cards for every matchup, you'll have to leave some out. Would you rather have a red-hoser or an affinity hoser? Which will give you the biggest edge? Which needs the most help? You definitely need slots for Hexproof, and Hidden Spider is great for Delver. What about Spreading Seas? Is it really worth the space you give it? Tron is more common than nivix/fiend, but maybe your matchup is better against Tron anyways, so devoting slots to it is not as useful. So many choices, and you can never be 100% certain you're making the right move.
Tron has a lot of removal though, so if I punish their greedy manabase and dismantle Tron pieces I am good. The problem with Affinity is that I don't have any recursive or mass artifact removal, and pinpoint destroying artifacts to sabotage metalcraft just doesn't work since they recover so quick. The only artifact dude worth destroying is Myr Enforcer. That final sideboard piece and the 4th Snap and 4th Deep Analysis (this one is optional) mainboard is all I'm missing to consider my deck finally polished.
So, what do you want to devote sideboard space for? Which matchup needs the most help? Is it really Tron? Is it Eye-Candy/ Burn? Or is it Affinity? You can only really choose two of the three, so which is it?
Who gives you the most trouble? Tron seems important to you, so keep Spreading Seas. Now, are you worried more about Eye Candy/ Burn or Affinity? I suppose you could drop the Spell Pierce entirely and try to make room for both, but I find Spell Pierce is a good catch-all card that will be good against all the matchups you mentioned (Affinity perhaps less). Maybe the remaining space should go to the Affinity match, then? At this point, it really is personal preference and knowledge of your metagame. You're the only person who can make that call.
I believe I'll take out BeB since against WeeFiends I already use Snap + Quicksand + Bouncer MB and later I've got moment's peace to totally wreck their combo, so those 3 slots can be devoted to Affinity. The problem is, what can I use to deal with them? As I said, I don't like one-shot Naturalize effects, I'd rather use something like Dust to Dust or Gorilla Shaman that can deal with more than one artifact at once. I'm pretty sure that green being the color with best artifact destruction there has to be something there.
Unless you'd like to play Nullmage Advocate, the best card at common for destroying multiple artifacts is Gleeful Sabotage. You can also go into the more expensive cards like Relic Crush.
There's just not that much out there to meet your needs!
I'll try with both Nullmage Advocate and Gleeful Sabotage, though maybe Advocate is better if only because I don't need untapped green creatures (which I can use to stall them anyways). Delaying them with counters and bounce seems like a good idea for Advocate to start putting in work. Thanks for the input
I was half joking when I mentioned Advocate. I'm not certain what you'd return to their hand with his ability. Maybe Spheres and Stars? A dead Frogmite? Not a bad idea to test it, but I don't have very high hopes for it.
Sabotage really isn't that bad! Copying it once will give you plenty advantage, and you only need two green creatures.
I know Advocate might seem slow and clunky, but it's a body with repeatable removal that can hit and be saved with bounce. I can remove their Stars and Spheres and the things I've already countered or the artifacts they might have already sacrificed to Atog in combat. But I will certainly try with Gleeful Sabotage as well.
Just to make sure, advocate returns the card to their hand, it doesn't exile them. He causes you massive card disadvantage. But yes, he is a solid body with a good, repeatable ability. He just has a hefty drawback. Testing will tell if he's worth it.
Cycling lands are good in Pauper. I use 3 on top of 4 guildgates in my Sacrifice deck, and I almost never run into problems. It can afford to play a bit slower though, as it has tons of reactive removal. I think you'd be able to run 2 cycling lands without too much trouble, but it will bite you back from time to time.
Oh, I totally misread Advocate, I thought it exiled the cards from their GY I'll try the Gleeful Sabotage then and 1 Tranquil Thicket + 1 Lonely Sandbar to see how it goes, I hope it doesn't slow me too much...
I've cut 1 Terramorphic Expanse and 1 Island in favor of the taplands, although I might cut the 6th forest in favor of the last Expanse again if it doesn't slow me too much.
Testing back and forth with the Sabotage - Spell pierce pair, at the moment I run 2 sabotage and 3 pierce but it might change.
Aside from those little tweaks you mentioned, I have officially nothing to say about the deck. It looks fantastic! I'm very happy I was able to help you in some way, and I hope you're happy with the result as well!
Yeah, I'm pretty happy too since it has been able to beat T1 decks fairly easy, the exception being MBC full removal version. There are people that plays discard MBC so it's not an auto-loss or anything, and even against removal I can make my way and capitalize on their mistakes in order to pilot the deck for the win. As with 21 lands, it runs smoothly thanks to werebear accelerating and my card draw. I only need 3 lands on average to drop a discard outlet and protect it through the match for the win. The deck has sure evolved enough to be different from what it was at the start, especially the sideboard, which is the more troublesome part since I prepare for open metas. Thanks for your help
EDIT: Reverent Silence is a pretty good card for the Bogles matchup. I feel like taking out 1 Hydroblast (Since I'm already good against Burn and Weefiends anyways) and the 3 Annul for 2 Reverent Silence and 2 Affinity hate cards is the way to go. Gleeful Sabotage can easily be a 2-for-1 against Affinity that also hits Bogles and some other enchantments as well, while Glissa's Scorn pings them for 1 life, which in tandem with Vapor Snag could be neat, and cna be used at instant speed to sabotage Metalcraft.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
If the 21-land deck works for you, fantastic! You can use an extra card! I just hope you won't get mana screwed, or draw a Quicksand too many. It's always better to have too many lands when you're packing utility lands like that, because they're often necessary to use (another advantage for Desert, which can be reused for mana or damage every turn).
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
About Desert vs Quicksand, I have just been set back one time because I couldn't draw another land vs Weefiends, but all in all, the damage from Desert has been negligible; it only works in multiples.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Only land-light once? That's pretty good! I'm looking forward to hearing about more matchups and progress.
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
What do you mean by Sunlance and Journey? Do you have a white splash, now? This is a bit surprising.
How about MBC?
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
MBC is a little bit hard, it usually revolves around me sticking around 1-2 solid threats and protecting them to victory via counterspells and bouncing with Waterfront Bouncer and Snap. If I blank a Tendrils of Corruption and don't let them resolve Gray Merchant of Asphodel or Corrupt I usually am the favorite, I just need to keep blanking their removal. Crypt Rats for 4 is usually dangerous, but they hit them as well and they have a good amount of self damage in Sign in Blood and Phyrexian Rager.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
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
3 Spreading Seas
3 Blue Elemental Blast
2 Moment's Peace
3 Serene Heart
2 Spell Pierce
Preferably something that isn't artifact centered unless it's en masse, because the only artifacts worth hitting are their Myr Enforcers, as simply they will keep playing lands or relying in Springleaf Drum / Chromatic Star for mana unless we mass-destroy their lands. Also not sure if I should swap numbers in Moment's Peace and Serene Heart.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
How about -3 Beb, +1 Spell Pierce, +2 Gleeful Sabotage?
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
See how it goes, but in the end, you'll have to face the fact that even if you want cards for every matchup, you'll have to leave some out. Would you rather have a red-hoser or an affinity hoser? Which will give you the biggest edge? Which needs the most help? You definitely need slots for Hexproof, and Hidden Spider is great for Delver. What about Spreading Seas? Is it really worth the space you give it? Tron is more common than nivix/fiend, but maybe your matchup is better against Tron anyways, so devoting slots to it is not as useful. So many choices, and you can never be 100% certain you're making the right move.
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Who gives you the most trouble? Tron seems important to you, so keep Spreading Seas. Now, are you worried more about Eye Candy/ Burn or Affinity? I suppose you could drop the Spell Pierce entirely and try to make room for both, but I find Spell Pierce is a good catch-all card that will be good against all the matchups you mentioned (Affinity perhaps less). Maybe the remaining space should go to the Affinity match, then? At this point, it really is personal preference and knowledge of your metagame. You're the only person who can make that call.
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
There's just not that much out there to meet your needs!
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Sabotage really isn't that bad! Copying it once will give you plenty advantage, and you only need two green creatures.
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
Are cycle lands like Lonely Sandbar and Tranquil Thicket any good? They allow us to cycle to draw more gas later in game and help fill the graveyard for Werebear and Circular Logic, but we already have 4 Terramorphic Expanse that come into play tapped...
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Cycling lands are good in Pauper. I use 3 on top of 4 guildgates in my Sacrifice deck, and I almost never run into problems. It can afford to play a bit slower though, as it has tons of reactive removal. I think you'd be able to run 2 cycling lands without too much trouble, but it will bite you back from time to 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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
At least it's an easy switch to make for the lands. If ever you decide you don't like it, go back to basics.
Can we get your full list on this page? With sideboard and all?
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
4 Aquamoeba
4 Arrogant Wurm
4 Wild Mongrel
4 Werebear
3 Basking Rootwalla
3 Waterfront Bouncer
Instant (10)
4 Circular Logic
3 Daze
3 Snap
4 Careful Study
3 Deep Analysis
Land (21)
6 Forest
7 Island
3 Quicksand
3 Terramorphic Expanse
1 Tranquil Thicket
1 Lonely Sandbar
2 Hidden Spider
3 Spreading Seas
2 Gleeful Sabotage
2 Moment's Peace
3 Serene Heart
3 Spell Pierce
I've cut 1 Terramorphic Expanse and 1 Island in favor of the taplands, although I might cut the 6th forest in favor of the last Expanse again if it doesn't slow me too much.
Testing back and forth with the Sabotage - Spell pierce pair, at the moment I run 2 sabotage and 3 pierce but it might change.
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
Aside from those little tweaks you mentioned, I have officially nothing to say about the deck. It looks fantastic! I'm very happy I was able to help you in some way, and I hope you're happy with the result as well!
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
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!