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Some members of this thread are playing Altar's Reap. Carlos and I had this discussion a few pages back. Primal Growth, Skulltap and friends are unbeatable if you need to sac Child, but I personally try to fill those deck slots with the maximum amount of utility. I would rather play something that can kill Child OR kill an opponent's troublesome creature.
I honestly cannot tell if one method is objectively better than another; it is probably just preference. In other news:
GP Charlotte 2013 Game Report
In case you haven't heard, this GP was officially the largest M:tG event hosted anywhere, ever. 2963 people playing in the main event (Gatecrash Sealed), plus many hundreds more for side events/trading/hanging out. People from at least three of my playgroups were there, which was cool because they had never actually met before. The main event was supposed to start at 10:00am, but logistics issues resulting from the huge turnout caused Round 1 to start at about 1:30pm instead. It was packed, and it was awesome.
I signed up for just one Commander pod since I wanted to spend most of my time hanging out with old friends. The fourth member of our pod, some guy named Chad, refused to show up when he was called, so my friend Tim paid $5 and took his spot. Tim had 3 byes from a GPT on Friday, so he figured he might as well play some EDH. Our pod was myself, Tim, some dude named Rodney, and surprisingly one of the regulars at my Asheville LGS, Mike. We all got along well and talked beforehand about what kind of game we were expecting. We decided we would rather play a slow, casual game rather than a competitive one. Mike only had a Jhoira of the Ghitu deck, though, and no matter how casual it may be, Prisoner's Dilemma is still a thing, so Rodney picked Arcum Dagsson. Uh oh. I pick Child of Alara, and Tim decides to play my Squee, Goblin Nabob deck, which is my worst/most casual deck of all, but he remembers it from when he and I used to play EDH in college.
Prize structure: the judge gave us 6 booster packs. Each player gets one, and two go in the pot for the winner of the pod. When a player dies, he gives his booster pack to one of the other players still in the game that he thought made the game the most fun. This is a better structure than the "$20 store credit to the winner" structure, but it still has some disadvantages. The first player to die doesn't get any packs. Also, if the player you thought deserved the pack was already dead, you have to give your pack to someone else.
Rodney and Mike marvel at how many times I can cast Sakura-Tribe Elder and how many tutors I chain together (I think it was Muddle the Mixture for Merchant Scroll for Mystical Teachings, heh). I am dubbed the King of Durdling, which pretty much sums up this deck, so I don't deny it and let the politics start working in my favor. I sculpt a great hand and wipe the board with Child. All is going well until Tim casts Wheel of Fortune. I was saving a counterspell for the Time Spiral in Mike's hand, but I can't counter both and Wheel is preferable to Spiral, so I let it resolve, which sadly puts Mike and Rodney back in the game. Tim also sets my lands on fire with Obsidian Fireheart because he actually realizes I am a threat.
The other two guys come close to comboing out, but no one can quite get there. Tim has to leave to register his deck. I get Mnenmonic Wall and Archaeomancer in play with Ghostly Flicker in hand and just lock up the game with my 30-something mana and a wall of recurring countermagic. I spend the next few turns trying to not die to my lands with blaze counters on them while also trying to figure out how to tutor up Rolling Thunder to clean up. I stabilize at 8 life, but what ends up happening is I make a series of misplays that involve me not using Ghostly Flicker optimally and getting bottlenecked on mana. I knocked Mike out of the game, but with Mike's Mana Flare gone and one too many of my Islands tapped because I suck, Rodney eats a counterspell with one infinite combo attempt and Slaver locks me with the last of our mana. GG, everyone. I get a pack, Mike gets a pack, Rodney gets four. Tim doesn't get any even though he was the real champ. Boooo, prize system.
Most epic play of the game: Rodney pops Memory Jar. At EOT, in response to the Jar trigger, Tim activates Avarice Totem targeting Jhoira, then does the same thing again in response. Mike gets Totem and Tim gets Jhoira. With the other Totem activation on the stack, Tim uses Jhoira to suspend all of the goodies from his hand. The other Totem activation resolves, Mike gets Jhoira back, Tim gets Avarice Totem back. How sweet is that?
First, d0su, thanks. This deck seems awesome, and I can't wait to start playing it. [I][I retired 10 years ago, and only started playing recently, so this falls into line with the sort of cards I'm willing to buy from when I previously cashed out.][/I] Ordering the missing cards online for only lunch money was fun
It may have been discussed in the 337 posts, but can you answer a few land questions: There seem to be a number of under-utilized common lands that provide a tiny bit of benefit over some of the basic lands in the deck. Are the CiP tapped downsides too much for this deck to play for the trivial effects of the Zendicar lands? And by the same token, are the Planechase/Guildpack lands too cumbersome, and the Shards of of Alara mini-evolving-wilds lands too, uh, colorless until they search?
Also, while I enjoy the pauper aspect of this, has any work been put into a "growth plan" for this deck that, could someone be interested in getting [I]into[/I] EDH on the cheap with this deck could grow it into a non-Pauper version? A list of cards in the deck with obvious uncommon/rare/mythic replacements - especially if they were either (a) reusable staples or (b) inexpensive outside of their rarity. [I][A nice foil Prospect costs more than a lot of rares.][/I]
Maybe I'm missing something, but why do you use the artifact lands? They seem more fragile than normal lands, and not really useful if you don't have a specific function for them.
Pretty sure so Trinket Mage can be a color fixer if you don't happen to draw green.
I have just made a pauper deck of the same format, rare legendary commander, and common cards. I have some questions about your list.
Tilling Treefolk : How is it working for you? Do you think it would work as well in a 2 color deck or should I avoid it?
Krosan Restorer : Would it still be worth running without the combo?
Two color deck with what general? I think the Treefolk is good here because we want to hit a ton of land drops, the deck starts gaining control when we have a million mana, and sometimes your lands will die or you'll have 7+ cards in hand and can discard lands and pick 'em back up with the Treefolk. And it lets us recycle cycling lands probably more importantly. I don't think he's necessary by any means, but he's good value. It would really depend on your deck.
Edit: your Glissa deck? I don't know that it's worth running, maybe if you ran the 2 cycling lands as well.
Krosan Restorer probably does not make the cut without the combo. While it can be some good mana ramp, I think it's too fragile to just leave out there when you are busy "looping" Child. I don't play the combo, but I imagine the guys that do keep it in hand until they can play it and protect it with a counterspell and win on their next turn. I'm sure it would be "fine" without the combo, but I don't play it and I doubt many others would either.
While I can't say I've played with Reaping the Graves, I usually leave it out because it just feels too situational. I suppose even using it on your turn when you've cast one spell is pretty good value, but I'd cut either it or Disturbed Burial, unless your meta has a lot of creatures dying off at instant speed and keeping mana open for Grim Harvest would be more of a liability.
First, d0su, thanks. This deck seems awesome, and I can't wait to start playing it. [I][I retired 10 years ago, and only started playing recently, so this falls into line with the sort of cards I'm willing to buy from when I previously cashed out.][/I]Are the CiP tapped downsides too much for this deck to play for the trivial effects of the Zendicar lands? And by the same token, are the Planechase/Guildpack lands too cumbersome, and the Shards of of Alara mini-evolving-wilds lands too, uh, colorless until they search?
Also, while I enjoy the pauper aspect of this, has any work been put into a "growth plan" for this deck that, could someone be interested in getting [I]into[/I] EDH on the cheap with this deck could grow it into a non-Pauper version? A list of cards in the deck with obvious uncommon/rare/mythic replacements - especially if they were either (a) reusable staples or (b) inexpensive outside of their rarity. [I][A nice foil Prospect costs more than a lot of rares.][/I]
Thanks in advance, and again for the deck.
Yes, the CIPT downside is huge when this deck is already slow, the tri fetchlands are poor for the same reason. If lands will slow us down, they had better make every color of mana.
Since cheap/budget is relative, it would be tough to give a full list. Uncommon/rare buyback spells would certainly be worth looking at, as well as something to gain life efficiently.
Since cheap/budget is relative, it would be tough to give a full list. Uncommon/rare buyback spells would certainly be worth looking at, as well as something to gain life efficiently.
Ultimately, I have a fairly unlimited budget, provided the card is something that can be used widely. There's some obvious counterspell improvements. I won't rush out and buy Mana Drains tomorrow or anything...
...but places where we're using a sub-optimal common over it's slightly better costed uncommon or rare -- I'll just move up over time.
Ultimately, I have a fairly unlimited budget, provided the card is something that can be used widely. There's some obvious counterspell improvements. I won't rush out and buy Mana Drains tomorrow or anything...
...but places where we're using a sub-optimal common over it's slightly better costed uncommon or rare -- I'll just move up over time.
We play to the strength of commons, so there will not be too many straight upgrades. Counterspells may actually get worse, as we need two-mana counters. One thing rares do is allow us to wrath without our general, which would be really, really nice.
Devour Flesh offers a little more utility because you still have the option of targeting an opponent with it. Whereas Altar's Reap, without a creature in play (Child in particular), doesn't do anything by itself.
As Overheat noted on page 22 most of the time you are defeating your opponents with General damage so their life total isn't a big deal.
What I'm also curious about is why you use Devour Flesh over, say, Diabolic Edict. I realize that if you use it on yourself for child of alara you get the 6 life, but if you intend to do that in the first place, why not go for something like Altar's Reap? Or is it kind of the middleman between Diabolic Edict and Altar's Reap?
Devour Flesh's main function is to kill Child and get a benefit, Altar's Reap is the same. The difference is that one of them can kill other creatures that might be causing your trouble or attacking you.
Since we usually win with general damage, other people's gaining life is not a big deal, especially since we use it on ourselves most of the time.
I love this, and intend to play it, as a pauper deck - despite the general requirement. In fact, I'll probably include an alternate general, just to be able to provide a 100% pauper deck for play.
But what I'd also like to do is be able to grow this deck for casual play against EDH decks at my LGS who don't have and won't be building pauper decks to play against me.
I'd like to keep the deck as close to the original function as possible, but allow myself to upgrade cards 1-for-1 with superior non-common versions. Think of it as a non-pauper sideboard. Some examples would be:
I think many of the creatures could be upgraded, for example Karmic Guide and Reveillark would not go amiss. Also many tutors, not to mention basic removal spells like StP. I would not look at each card individually, but at the deck as a whole and compare it with full power Child of Alara lists, and other 5C control lists as well, especially those that take advantage of Ghostly Flicker and various GY recursion engines (Eternal Witness in particular). You may want to keep roughly the same number of tutors, recursion, engine cards, infinite comboes etc. while not being too nazi about types (Tilling Treefolk, for example, should probably be Life from the Loam).
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Not sure how much of an upgrade Chromatic Lantern is. Could be a crutch and a means for your opponents to color screw you by killing Child.
Ingot is a 3CC artifact that taps for one mana of any color (and is indestructible).
Lantern is a 3CC artifact that taps for one mana of any color (and all your lands now do too).
It's a question of "is indestructible more valuable to this deck than converting all lands to any color?" My initial thought is that is is.
Chromatic Lantern dies as soon as your general explodes. This deck does not want non-land permanents that need to stay in play to be useful, unless they are indestructible.
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The other dreamcrusher experts already answered most of the questions, so I won't bother rewording their responses.
One thing I did want to say about Tilling Treefolk, though: he is solid value and all, drawing some cards and hitting some land drops, but the deciding factor for his inclusion was to provide some resiliency in case I get my red- or white-producing lands destroyed. I only play one Plains and one Mountain, and I have no way to tutor for nonbasic lands. Treefolk is fine in any case, but I like having an out to every situation.
Wait, now that I think about it, I have added Reclaim since I decided to include Treefolk. I could also tutor for Trinket Mage or Darksteel Ingot if need be. I would not be afraid to cut the Treefolk if I need the room.
Ultimately, a non-pauper version of this deck would eschew Gravediggers and its dependency on Capsize/Ghostly Flicker for more utility lands and powerful recursion engines. Once you remove the Pauper/Peasant restriction, there are just better things you can be doing, I think.
One of the most interesting full power CoA builds I've seen emulated the 43 Land archetype from Legacy. I think it had about 70ish lands (including the best manlands of course) and a gazillion ways to get Life from the Loam in the GY or hand. With Academy Ruins and Volrath's Stronghold, it could branch out its main recursion engine very easily. I recall cards like Intuition or Fact or Fiction being particularly broken in that deck.
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The other dreamcrusher experts already answered most of the questions, so I won't bother rewording their responses.
One thing I did want to say about Tilling Treefolk, though: he is solid value and all, drawing some cards and hitting some land drops, but the deciding factor for his inclusion was to provide some resiliency in case I get my red- or white-producing lands destroyed. I only play one Plains and one Mountain, and I have no way to tutor for nonbasic lands. Treefolk is fine in any case, but I like having an out to every situation.
Wait, now that I think about it, I have added Reclaim since I decided to include Treefolk. I could also tutor for Trinket Mage or Darksteel Ingot if need be. I would not be afraid to cut the Treefolk if I need the room.
Ultimately, a non-pauper version of this deck would eschew Gravediggers and its dependency on Capsize/Ghostly Flicker for more utility lands and powerful recursion engines. Once you remove the Pauper/Peasant restriction, there are just better things you can be doing, I think.
The solution is to bite the bullet and run 2 Mountains and 2 Plains.
I chose to avoid using utility lands and gone to a mana base closer to Overheat's.
Tilling Treefolk deals with any land (Bojuka Bog anyone? Panoramas? Evolving Wilds? :P) but otherwise I too preferred to put the Treefolk aside for now. If we get other blink spells in the future or if I change my mind about my mana base I might return it.
Just played a game with this deck yesterday. The people I was playing knew about the deck, so they were gunning for me from the start. Especially a Rafiq player, who after I was down to about 26 because of Geth's Underworld Dreams, knocked me down to 14. Geth's Exsanguinate brought me to 2, and with my graveyard having been exiled twice, I had no Devour Flesh to help me. Shred Memory was also exiled, so the it was only a matter of time until Geth could get the Inferno Titan in Tariel's graveyard.
There was no epic comeback, but after I Torched Rafiq out of existence, it took the other players TEN turn cycles working together to kill me.
The moral of this story is Sun's Bounty may get a shot in my deck. Either that or Overrule again, just as an X spell that also counters another spell.
Questions for Overheat: How are the guildgates working out? I know you can fetch them with Gatecreeper Vine, but does that make them more worthwhile than say, the bouncelands, which effectively net you advantage by being two lands at once?
I noticed you're not running Trinket Mage. Did you find that it didn't have enough utility? Related: no mass graveyard hate?
Trinket Mage is in the list, though the creature section is not alphabetized, so its easy to miss it. I would think Trinket Mage doubles as ramp with the artifact lands if needed, and with the blink engine up it can get out of hand fast.
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Some members of this thread are playing Altar's Reap. Carlos and I had this discussion a few pages back. Primal Growth, Skulltap and friends are unbeatable if you need to sac Child, but I personally try to fill those deck slots with the maximum amount of utility. I would rather play something that can kill Child OR kill an opponent's troublesome creature.
I honestly cannot tell if one method is objectively better than another; it is probably just preference. In other news:
GP Charlotte 2013 Game Report
In case you haven't heard, this GP was officially the largest M:tG event hosted anywhere, ever. 2963 people playing in the main event (Gatecrash Sealed), plus many hundreds more for side events/trading/hanging out. People from at least three of my playgroups were there, which was cool because they had never actually met before. The main event was supposed to start at 10:00am, but logistics issues resulting from the huge turnout caused Round 1 to start at about 1:30pm instead. It was packed, and it was awesome.
I signed up for just one Commander pod since I wanted to spend most of my time hanging out with old friends. The fourth member of our pod, some guy named Chad, refused to show up when he was called, so my friend Tim paid $5 and took his spot. Tim had 3 byes from a GPT on Friday, so he figured he might as well play some EDH. Our pod was myself, Tim, some dude named Rodney, and surprisingly one of the regulars at my Asheville LGS, Mike. We all got along well and talked beforehand about what kind of game we were expecting. We decided we would rather play a slow, casual game rather than a competitive one. Mike only had a Jhoira of the Ghitu deck, though, and no matter how casual it may be, Prisoner's Dilemma is still a thing, so Rodney picked Arcum Dagsson. Uh oh. I pick Child of Alara, and Tim decides to play my Squee, Goblin Nabob deck, which is my worst/most casual deck of all, but he remembers it from when he and I used to play EDH in college.
Prize structure: the judge gave us 6 booster packs. Each player gets one, and two go in the pot for the winner of the pod. When a player dies, he gives his booster pack to one of the other players still in the game that he thought made the game the most fun. This is a better structure than the "$20 store credit to the winner" structure, but it still has some disadvantages. The first player to die doesn't get any packs. Also, if the player you thought deserved the pack was already dead, you have to give your pack to someone else.
I Partial Paris mulligan once and keep a hand that was something like, Lonely Sandbar, Island, Transguild Promenade, Sakura-Tribe Elder, Disturbed Burial, Gravedigger. Jhoira uses some fast mana to power out an early Tidespout Tyrant. At this point, I thought it was all over, but Tim saves us all when he loots and takes out the Tyrant with Skred. The next turn, he locks out the two combo generals with both Shard Phoenix and Death Spark. Tim is a hero and is the only reason we actually had a game.
Rodney and Mike marvel at how many times I can cast Sakura-Tribe Elder and how many tutors I chain together (I think it was Muddle the Mixture for Merchant Scroll for Mystical Teachings, heh). I am dubbed the King of Durdling, which pretty much sums up this deck, so I don't deny it and let the politics start working in my favor. I sculpt a great hand and wipe the board with Child. All is going well until Tim casts Wheel of Fortune. I was saving a counterspell for the Time Spiral in Mike's hand, but I can't counter both and Wheel is preferable to Spiral, so I let it resolve, which sadly puts Mike and Rodney back in the game. Tim also sets my lands on fire with Obsidian Fireheart because he actually realizes I am a threat.
The other two guys come close to comboing out, but no one can quite get there. Tim has to leave to register his deck. I get Mnenmonic Wall and Archaeomancer in play with Ghostly Flicker in hand and just lock up the game with my 30-something mana and a wall of recurring countermagic. I spend the next few turns trying to not die to my lands with blaze counters on them while also trying to figure out how to tutor up Rolling Thunder to clean up. I stabilize at 8 life, but what ends up happening is I make a series of misplays that involve me not using Ghostly Flicker optimally and getting bottlenecked on mana. I knocked Mike out of the game, but with Mike's Mana Flare gone and one too many of my Islands tapped because I suck, Rodney eats a counterspell with one infinite combo attempt and Slaver locks me with the last of our mana. GG, everyone. I get a pack, Mike gets a pack, Rodney gets four. Tim doesn't get any even though he was the real champ. Boooo, prize system.
Most epic play of the game: Rodney pops Memory Jar. At EOT, in response to the Jar trigger, Tim activates Avarice Totem targeting Jhoira, then does the same thing again in response. Mike gets Totem and Tim gets Jhoira. With the other Totem activation on the stack, Tim uses Jhoira to suspend all of the goodies from his hand. The other Totem activation resolves, Mike gets Jhoira back, Tim gets Avarice Totem back. How sweet is that?
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It may have been discussed in the 337 posts, but can you answer a few land questions: There seem to be a number of under-utilized common lands that provide a tiny bit of benefit over some of the basic lands in the deck. Are the CiP tapped downsides too much for this deck to play for the trivial effects of the Zendicar lands? And by the same token, are the Planechase/Guildpack lands too cumbersome, and the Shards of of Alara mini-evolving-wilds lands too, uh, colorless until they search?
Also, while I enjoy the pauper aspect of this, has any work been put into a "growth plan" for this deck that, could someone be interested in getting [I]into[/I] EDH on the cheap with this deck could grow it into a non-Pauper version? A list of cards in the deck with obvious uncommon/rare/mythic replacements - especially if they were either (a) reusable staples or (b) inexpensive outside of their rarity. [I][A nice foil Prospect costs more than a lot of rares.][/I]
Thanks in advance, and again for the deck.
Tilling Treefolk : How is it working for you? Do you think it would work as well in a 2 color deck or should I avoid it?
Krosan Restorer : Would it still be worth running without the combo?
If you had to cut one of the three, Disturbed Burial, Grim Harvest, or Reaping the Graves, which would it be?
Thank you for any insight you have to share.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Pretty sure so Trinket Mage can be a color fixer if you don't happen to draw green.
Two color deck with what general? I think the Treefolk is good here because we want to hit a ton of land drops, the deck starts gaining control when we have a million mana, and sometimes your lands will die or you'll have 7+ cards in hand and can discard lands and pick 'em back up with the Treefolk. And it lets us recycle cycling lands probably more importantly. I don't think he's necessary by any means, but he's good value. It would really depend on your deck.
Edit: your Glissa deck? I don't know that it's worth running, maybe if you ran the 2 cycling lands as well.
Krosan Restorer probably does not make the cut without the combo. While it can be some good mana ramp, I think it's too fragile to just leave out there when you are busy "looping" Child. I don't play the combo, but I imagine the guys that do keep it in hand until they can play it and protect it with a counterspell and win on their next turn. I'm sure it would be "fine" without the combo, but I don't play it and I doubt many others would either.
While I can't say I've played with Reaping the Graves, I usually leave it out because it just feels too situational. I suppose even using it on your turn when you've cast one spell is pretty good value, but I'd cut either it or Disturbed Burial, unless your meta has a lot of creatures dying off at instant speed and keeping mana open for Grim Harvest would be more of a liability.
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Yes, the CIPT downside is huge when this deck is already slow, the tri fetchlands are poor for the same reason. If lands will slow us down, they had better make every color of mana.
The first uncommons/rare that I would put into the deck (off the top of my head) would be Eternal Witness, Worthy Cause, Mind Spring, Braingeyser, and High Market.
Since cheap/budget is relative, it would be tough to give a full list. Uncommon/rare buyback spells would certainly be worth looking at, as well as something to gain life efficiently.
Turn 2 Two Goblin Guide
...but places where we're using a sub-optimal common over it's slightly better costed uncommon or rare -- I'll just move up over time.
We play to the strength of commons, so there will not be too many straight upgrades. Counterspells may actually get worse, as we need two-mana counters. One thing rares do is allow us to wrath without our general, which would be really, really nice.
Turn 2 Two Goblin Guide
As Overheat noted on page 22 most of the time you are defeating your opponents with General damage so their life total isn't a big deal.
Devour Flesh's main function is to kill Child and get a benefit, Altar's Reap is the same. The difference is that one of them can kill other creatures that might be causing your trouble or attacking you.
Since we usually win with general damage, other people's gaining life is not a big deal, especially since we use it on ourselves most of the time.
Basically what Zombie said.
Turn 2 Two Goblin Guide
I love this, and intend to play it, as a pauper deck - despite the general requirement. In fact, I'll probably include an alternate general, just to be able to provide a 100% pauper deck for play.
But what I'd also like to do is be able to grow this deck for casual play against EDH decks at my LGS who don't have and won't be building pauper decks to play against me.
I'd like to keep the deck as close to the original function as possible, but allow myself to upgrade cards 1-for-1 with superior non-common versions. Think of it as a non-pauper sideboard. Some examples would be:
Faerie Trickery -> Dissipate [1-for-1 superior]
Rolling Thunder -> Aurelia's Fury [Technically a more difficult casting cost.]
Darksteel Ingot -> Chromatic Lantern [Not indestructable, sure.]
Counterspell -> Mana Drain [An expensive substitution.]
...and a lot of land
Wood Elves could replace Farhaven Elf if you run duals & shocks. Regrowth over Reclaim is another possible upgrade.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
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Lantern is a 3CC artifact that taps for one mana of any color (and all your lands now do too).
It's a question of "is indestructible more valuable to this deck than converting all lands to any color?" My initial thought is that is is.
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..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
One thing I did want to say about Tilling Treefolk, though: he is solid value and all, drawing some cards and hitting some land drops, but the deciding factor for his inclusion was to provide some resiliency in case I get my red- or white-producing lands destroyed. I only play one Plains and one Mountain, and I have no way to tutor for nonbasic lands. Treefolk is fine in any case, but I like having an out to every situation.
Wait, now that I think about it, I have added Reclaim since I decided to include Treefolk. I could also tutor for Trinket Mage or Darksteel Ingot if need be. I would not be afraid to cut the Treefolk if I need the room.
The first non-commons I would add to the deck:
Life from the Loam
Worm Harvest
High Market
Demonic Tutor
Vampiric Tutor
And a boatload of lands
Ultimately, a non-pauper version of this deck would eschew Gravediggers and its dependency on Capsize/Ghostly Flicker for more utility lands and powerful recursion engines. Once you remove the Pauper/Peasant restriction, there are just better things you can be doing, I think.
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"At least for those who can play cards, their present incarnation is not quite wasted."
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The solution is to bite the bullet and run 2 Mountains and 2 Plains.
Turn 2 Two Goblin Guide
Yeah, maybe. They're so bad and unexciting, though.
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Tilling Treefolk deals with any land (Bojuka Bog anyone? Panoramas? Evolving Wilds? :P) but otherwise I too preferred to put the Treefolk aside for now. If we get other blink spells in the future or if I change my mind about my mana base I might return it.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
There was no epic comeback, but after I Torched Rafiq out of existence, it took the other players TEN turn cycles working together to kill me.
The moral of this story is Sun's Bounty may get a shot in my deck. Either that or Overrule again, just as an X spell that also counters another spell.
Turn 2 Two Goblin Guide
I noticed you're not running Trinket Mage. Did you find that it didn't have enough utility? Related: no mass graveyard hate?
Gatecreeper Vine can also be used in the blink engine for ramp.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort