SCG Minneapolis this weekend. I will be there with Psychatog if anyone is interested :0
Also still need a 4th person for cockatrice testing, along with decklists.
I'd be happy to help out. I have zero xp with Cockatrice (just downloaded it today) so fair warning I will be a slowbee until I get use to how everything works.
I'd be happy to help out. I have zero xp with Cockatrice (just downloaded it today) so fair warning I will be a slowbee until I get use to how everything works.
Great! Now we still do need decklists for everything but Psychatog. Whatever I don't get within the next week or so I suppose I can just brew up. Keep in mind, they don't have to be tuned for hours; just as much work as you can put into them. Testing times will be decided after we get the decklists. If anyone else wants to help test, feel free to let me know.
Well, I built a Sludge Strider deck with an infect/artifact theme. I only got one match in on Cockatrice (against two other non-pauper decks), and managed an early game Tainted Strike against a big dude headed elsewhere. A couple of proliferates later and he was dead, but as soon as I made it known that I was running infect I became the main target and died shortly after.
The deck was just kind of thrown together so it wasn't that good, but my hunch is that all-in infect just isn't that strong. If I was using an infect general it may be slightly better though. As with any infect deck, you're just making yourself a target, so you'll need some pillowfort defense.
I'll also contribute with deck lists. The idea of Pauper Commander definitely deserves some more work.
This is a deck list for Bloodbraid Elf as a commander. It's a fairly simple build that mostly just depends on big stompy creatures smashing through. It will be fairly light on removal and control, since the main idea is to smash through with overwhelming force. No need for removal if you can race pretty much anything. Early game is mostly just ramp. The Bloodbraid Elf will more likely than not cascade into ramp or into something that makes your creatures more awesome. Once you have the mana base, you can let the beatings commence.
I'll also contribute with deck lists. The idea of Pauper Commander definitely deserves some more work.
This is a deck list for Bloodbraid Elf as a commander. It's a fairly simple build that mostly just depends on big stompy creatures smashing through. It will be fairly light on removal and control, since the main idea is to smash through with overwhelming force. No need for removal if you can race pretty much anything. Early game is mostly just ramp. The Bloodbraid Elf will more likely than not cascade into ramp or into something that makes your creatures more awesome. Once you have the mana base, you can let the beatings commence.
I am going to add this to the commander decklists section - some of the card choices seem weird to me though, not that I really care. As long as it has potential it is fine.
On another note, anyone go to SCG Minneapolis? I sadly got like 60th (+22.50$ if look at it that way ;o) with Solidarity. Best part? Singlehandedly making the tournament last 30 minutes longer in a single combat phase.
Well, I haven't had a chance to actually test this decklist. I worked out all the interaction in my head. Also, I am personally a fan of simply ignoring enemy threats and outracing them (which is more viable in a format that has no cards that can reliably remove more than one large creature at a time, so overextension is a non-issue), but I know that many others don't share that opinion. Either way, there's probably a lot that can still be polished with this deck.
Here's another list. I have the slight feeling that the Invisible Stalker will become the Azami, Zur or Arcum Daggson of the format. The Stalker itself is immune to any form of targeted removal. There are tons of cheap creatures to buffer it from forced sacrificing and once you get any of the many P/T boosters on there, it will also dodge the few non-targeted damage/toughness drain effects of the format, thus effectively becoming immortal. And even in the unlikely case that the Stalker gets killed, he's only a measly 4 mana away from recasting.
For the rest of the game, most creatures are either there to help draw cards or provide tempo advantage to stall the opponent while you chip away with general damage. The card draw gets more counterspells to keep major threats at bay while you dig for your best equipment/enchantments to speed up the clock. A consistent turn 7 or 8 victory should not be too difficult.
One footnote: I realize that Capsize and Rhystic Study are not in here, even though they'd be very powerful additions. That's because I would urge for a banned list to include those two cards. In a format where efficient card draw is scarce and quick mana rushing is also very difficult outside of Green, dropping an early Rhystic Study gives such an immense tempo/card advantage for its cost that other players would find it nearly impossible to catch up. Capsize I consider problematic because after the player who has it gets 6 mana, the rest of the game, the dominant play will always be to sit back and EOT snap back the biggest threat while whittling down your opponent, thus making the whole game revolve around nothing but how often you can cast capsize/buyback (which was the same reasoning why the EDH rules council banned Recurring Nightmare).
I don't check the variant sub-forums often, so excuse me if I'm missing something, but may I ask why the 'rules' are so long? Also, if this thread is meant to be a reference, perhaps explaining why the changes were made would be helpful. Here's my attempt at a rules description. Feel free to use any part of it:
Pauper Commander is a variant of the Commander (EDH) format. Except for the following restrictions, the same rules apply:
Generals must be uncommon (released at any point as an uncommon)
Players begin each game with 30 life
16 "General Damage" is required to lose
15 Poison counters are required to lose
Abilities may be used from the Commander Zone, but are subject to cumulative commander costs (+2 per each previous use)
Finally, why do these rules apply? Is there a reason players can't use a common creature as their general? Why the awkward closeness of 16 general damage and 15 poison? Is poison really that powerful? Why do players start with only 30 life? The base rules for Commander are intended for multiplayer; shouldn't these be the same?
Lame, I can't make it to the event in Atlanta tomorrow because I have to work. And Cockatrice testing is out of the question because my laptop died. Sorry everyone.
I don't check the variant sub-forums often, so excuse me if I'm missing something, but may I ask why the 'rules' are so long? Also, if this thread is meant to be a reference, perhaps explaining why the changes were made would be helpful. Here's my attempt at a rules description. Feel free to use any part of it:
Pauper Commander is a variant of the Commander (EDH) format. Except for the following restrictions, the same rules apply:
Generals must be uncommon (released at any point as an uncommon)
Players begin each game with 30 life
16 "General Damage" is required to lose
15 Poison counters are required to lose
Abilities may be used from the Commander Zone, but are subject to cumulative commander costs (+2 per each previous use)
Finally, why do these rules apply? Is there a reason players can't use a common creature as their general? Why the awkward closeness of 16 general damage and 15 poison? Is poison really that powerful? Why do players start with only 30 life? The base rules for Commander are intended for multiplayer; shouldn't these be the same?
I actually have to agree with this sentiment. The fewer deviations from actual EDH the better. Making people learn additional rules just to play pauper is going to turn people away. In addition, you're WILDLY inconsistant in your changes. More poison damage, less general damage????????
There's NO reason that poison needs to be upped in Pauper when it doesn't in the rest of EDH. It just seems like the guy who made this thread really thought that (back when SOM was out) that we should have raised the limit then and this is his way of having a little temper tantrum about it. Most of the most powerful offenders are Uncommon / rare (I'm looking at you skittles) and because we only have access to the commons (and your general), the likelyhood of drawing any individual infect is far less.
Also, getting to 21 is not that hard. There are fewer big creatures at uncommon, but that shouldn't change anything, I can think of like a dozen guys off-hand that can kill in just a few hits, and we shouldn't make baloth woodcrash be able to 1-hit ko with 4 landfall triggers (there are A LOT of ways to get that in pauper).
The rules should be:
40 life
General must be uncommon or common (If someone wants to use a common as a general, why on Earth would you not let them????)
21 General Damage / 10 poison counters
No idea what this 'abilities may be used' rule is, but NOT that.. Are you serious suggesting that izzet guildmage should be able to copy spells while in the command zone????? That would be the worst rule's change idea ever.
or... put more simply
The Rules:
Same rules as EDH only your general is an uncommon or common.
General must be uncommon or common (If someone wants to use a common as a general, why on Earth would you not let them????)
21 General Damage / 10 poison counters
No idea what this 'abilities may be used' rule is, but NOT that.. Are you serious suggesting that izzet guildmage should be able to copy spells while in the command zone????? That would be the worst rule's change idea ever.
or... put more simply
The Rules:
Same rules as EDH only your general is an uncommon or common.
I forgot to list that the 99 must be common, so add that to the list. The 'ability' rule is just for alternate casting costs such as evoke or ninjitsu. I was under the impression that these types of abilities are unusable in regular EDH. (Ith, High Arcanist can't be suspended from the command zone, for instance) There are a lot of non-rare creatures with ninjutsu, suspend, morph evoke, convoke, prowl, (already useable, apparently) etc. I'm unsure if there are more like those, but being able to use them seems intuitive to me.
Pauper Commander is a variant of the Commander (EDH) format. Except for the following restrictions, the same rules apply.
Generals must be common or uncommon (released at any point as such)
All other cards must be common
Optional:
Alternative payment abilities may be used from the command zone as if from the hand (ninjutsu, suspend, etc)
Whether this third rule is included or not, this seems a much more inviting format than what's currently posted in the OP.
The 'ability' rule is just for alternate casting costs such as evoke or ninjitsu. I was under the impression that these types of abilities are unusable in regular EDH. (Ith, High Arcanist can't be suspended from the command zone, for instance) There are a lot of non-rare creatures with ninjutsu, morph, suspend, evoke, convoke, prowl, etc. I'm unsure if there are more like those, but being able to use seems intuitive to me.
The 'ability' rule is just for alternate casting costs such as evoke or ninjitsu. I was under the impression that these types of abilities are unusable in regular EDH. (Ith, High Arcanist can't be suspended from the command zone, for instance) There are a lot of non-rare creatures with ninjutsu, morph, suspend, evoke, convoke, prowl, etc. I'm unsure if there are more like those, but being able to use seems intuitive to me.
Actually, of the abilities you listed above, you can play the following abilities from the command zone: -
Morph, Evoke, Convoke, Prowl
...and you can't play the following abilties in the command zone: -
Ninjutsu, suspend
Yes, that means you can morph the Red Akroma from the Command Zone in regular EDH except that it can be countered if played that way.
Commanders can be any creature ever printed in the common / uncommon rarities. Legendary status is not required.
All other cards must have been printed as common at some time.
This is sort of where I think it should be at. You can see that I added that they will have been printed as those rarities at some time. Most people do play a grandfather in / rarity updating is ok. Nothing is more annoying than having access to a strong common that wizards bumps up in rarity. Nobody really wants to have to remove those cards just due to a rarity bump.
I also agree that poison / commander damage probably shouldn't be changed. The lifetotal feels a little heavy at 40, however changing it further from regular EDH isnt exactly a good thing either.
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ok, sorry i've read through these, but I still dont understand why psychatog is banned? its just assumed ban, but i'm curious what makes him so broken in the all common format?
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Personally I would keep the bannings to a minimum though unless they're super format warping. People like exciting Commanders and if you ban all the interesting ones, nobody is going to want to play by your rules. I'm of the opinion that with so very little information about how the format plays out and very little hard data from testing, no real ban is defensible at the moment. Maybe after hundreds of games are played, and a few tournaments have happened... then you probably have enough information to really make an informed choice for your particular rule set.
1) He's the most expensive Uncommon creature in existence, so you get the bragging rights of having your general be worth more than (likely) the entire combined total cash value of every other card on the table in any given Pauper EDH game.
2) He's a tutor effect in a color that is sorely lacking in them
3) He actually has a fairly powerful toolbox at his disposal, with cards like Martyr of Ashes (one of the only sweepers in the entire format capable of dealing with 3+ toughness creatures), Gorilla Shaman (and tons of other artifact hate for the ever-so-common artifact ramp and equipment), Barbarian Guides (hidden piece of tech for re-using red ETB effects), Goblin Bushwhacker, tons of Firebreathing creatures like Flamekin Brawler, Furnace Spirit, Sandstone Warrior, etc.
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1) He's the most expensive Uncommon creature in existence, so you get the bragging rights of having your general be worth more than (likely) the entire combined total cash value of every other card on the table in any given Pauper EDH game.
2) He's a tutor effect in a color that is sorely lacking in them
3) He actually has a fairly powerful toolbox at his disposal, with cards like Martyr of Ashes (one of the only sweepers in the entire format capable of dealing with 3+ toughness creatures), Gorilla Shaman (and tons of other artifact hate for the ever-so-common artifact ramp and equipment), Barbarian Guides (hidden piece of tech for re-using red ETB effects), Goblin Bushwhacker, tons of Firebreathing creatures like Flamekin Brawler, Furnace Spirit, Sandstone Warrior, etc.
I like it! Seems like it would be very interesting, and an opportunity to use cards that would never otherwise see daylight.
Update coming (hopefully) this week. WoW MoP is out in a few hours, and lets just say that it is, well... life consuming
Is this still being worked on?
One of the primary reasons for describing Pauper Commander as a variant of regular Commander is that it provides a basis that players are already familiar with. As the original post stands now, I can't see many people being interested in reading through the block of text to decide if they're even interested in the format. Keeping it concise will go a long way in making the format more appealing.
I've made a mock-up below to provide an example of this.
______________________________
Pauper Commander
To establish a common basis of understanding and discussion for this format, a singular rule-set is necessary. This page explains those rules as well as their common variations. As this is a social format, players should strive to discuss expectations with, and encourage the fun of, all players both before and during each game.
Rules: Pauper Commander is a variant of the popular Commander format. Except for the following exceptions, the same rules apply:
Commanders must be common or uncommon creatures. (legendary status is not required)
The remaining 99 cards must all have been printed as commons at some time.
Instead of the usual amounts, 30 life and 16 commander damage are used.
Rule 1 above is not used; Commanders must be legendary creatures.
Alternative payment abilities may be used from the command zone as if from the hand. (ninjutsu, suspend, etc)
See this post for a discussion of banning cards. (no ban list currently exists)
It feels so good to reply to this topic after so many years. I have good news to report - Pauper Commander is alive and well in 2021.
While still an unsanctioned format, Pauper Commander (PDH) has a Rules Committee and is recognized a format on Moxfield, Archidekt, and Scryfall! The format has been featured by a number of prominent YouTube channels and we are picking up steam.
Thank you all for for laying the groundwork for all of us. Please visit the PDH Home Base Rules Page for more information!
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I plan to be there. I can bring Fusion Elemental and something else I will have built by then.
Draft my Mono-Blue Cube!
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Also still need a 4th person for cockatrice testing, along with decklists.
I'd be happy to help out. I have zero xp with Cockatrice (just downloaded it today) so fair warning I will be a slowbee until I get use to how everything works.
Great! Now we still do need decklists for everything but Psychatog. Whatever I don't get within the next week or so I suppose I can just brew up. Keep in mind, they don't have to be tuned for hours; just as much work as you can put into them. Testing times will be decided after we get the decklists. If anyone else wants to help test, feel free to let me know.
The deck was just kind of thrown together so it wasn't that good, but my hunch is that all-in infect just isn't that strong. If I was using an infect general it may be slightly better though. As with any infect deck, you're just making yourself a target, so you'll need some pillowfort defense.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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This is a deck list for Bloodbraid Elf as a commander. It's a fairly simple build that mostly just depends on big stompy creatures smashing through. It will be fairly light on removal and control, since the main idea is to smash through with overwhelming force. No need for removal if you can race pretty much anything. Early game is mostly just ramp. The Bloodbraid Elf will more likely than not cascade into ramp or into something that makes your creatures more awesome. Once you have the mana base, you can let the beatings commence.
1 Command Tower
1 Gruul Turf
1 Smouldering Spires
1 Teetering Peaks
1 Turntimber Grove
1 Terramorphic Expanse
1 Evolving Wilds
1 Naya Panorama
1 Jund Panorama
17 Forest
12 Mountain
Ramp:
1 Gruul Signet
1 Manalith
1 Darksteel Ingot
1 Mind Stone
1 Sisay's Ring
1 Ur-Golem's Eye
1 Cultivate
1 Kodama's Reach
1 Ranger's Path
1 Silverglade Elemental
1 Wood Elves
1 Farhaven Elf
1 Mwonvuli Acid Moss
1 Bloodthorn Taunter
1 Fierce Empath
1 Wickerbough Elder
1 Tin Street Hooligan
1 Mold Shambler
1 Gorilla Shaman
1 Aerie Ouphes
1 Deadshot Minotaur
1 Flamewave Invoker
Utility Spells:
1 Hull Breach
1 Gleeful Sabotage
1 Prey Upon
Stompy Improvement:
1 Rancor
1 Dragon Breath
1 Dragon Fangs
1 Bladed Pinions
1 Horned Helmet
1 Whispersilk Cloak
Big Stompy:
1 Alpha Tyrannax
1 Beacon Behemoth
1 Cavern Thoctar
1 Crash of Rhinos
1 Durkwood Baloth
1 Fangren Marauder
1 Giant Warthog
1 Gorger Wurm
1 Havenwood Wurm
1 Jungle Weaver
1 Kindercatch
1 Krosan Tusker
1 Loamdragger Giant
1 Molder Beast
1 Morselhoarder
1 Moss Kami
1 Mosstodon
1 Oakgnarl Warrior
1 Pathbreaker Wurm
1 Ridge Rannet
1 Rootbreaker Wurm
1 Scaled Wurm
1 Scuzzback Marauders
1 Shambling Strider
1 Siege Wurm
1 Streetbreaker Wurm
1 Thundering Tanadon
1 Valley Rannet
1 Wirewood Guardian
1 Yavimaya Wurm
The only decks I have are a Restless Apparition and a Goblin Lackey deck. Neither have been tuned to the best they could but can hold their own.
RMárton Stromgald
BPhage the Untouchable
WHokori, Dust Drinker
URGWInk-Treader Nephilim
1vs1 EDH
RBOlivia Voldaren
RZo-zu The Punisher
Legacy
RBGoblins
I am going to add this to the commander decklists section - some of the card choices seem weird to me though, not that I really care. As long as it has potential it is fine.
On another note, anyone go to SCG Minneapolis? I sadly got like 60th (+22.50$ if look at it that way ;o) with Solidarity. Best part? Singlehandedly making the tournament last 30 minutes longer in a single combat phase.
I did just realize I made one mistake. Please replace Scuzzback Marauders with Ulamog's Crusher. I completely forgot about that card.
For the rest of the game, most creatures are either there to help draw cards or provide tempo advantage to stall the opponent while you chip away with general damage. The card draw gets more counterspells to keep major threats at bay while you dig for your best equipment/enchantments to speed up the clock. A consistent turn 7 or 8 victory should not be too difficult.
One footnote: I realize that Capsize and Rhystic Study are not in here, even though they'd be very powerful additions. That's because I would urge for a banned list to include those two cards. In a format where efficient card draw is scarce and quick mana rushing is also very difficult outside of Green, dropping an early Rhystic Study gives such an immense tempo/card advantage for its cost that other players would find it nearly impossible to catch up. Capsize I consider problematic because after the player who has it gets 6 mana, the rest of the game, the dominant play will always be to sit back and EOT snap back the biggest threat while whittling down your opponent, thus making the whole game revolve around nothing but how often you can cast capsize/buyback (which was the same reasoning why the EDH rules council banned Recurring Nightmare).
1 Invisible Stalker
Support Creatures:
1 Frontline Sage
1 Outrider of Jhess
1 Mnemonic Wall
1 Archaeomancer
1 Scrivener
1 Trinket Mage
1 Aether Adept
1 Aethersnipe
1 Fathom Seer
1 Man-O'-War
1 Mist Raven
1 Mistblade Shinobi
1 Ninja of the Deep Hours
1 Surrakar Banisher
1 Alchemist's Apprentice
1 Disruptive Pitmage
1 Looter Il-Kor
1 Merchant of Secrets
1 Mulldrifter
1 Scroll Thief
1 Spiketail Drakeling
1 Augury Owl
1 Sea Gate Oracle
1 Sage of Epityr
1 Wizard Replica
1 Brainstorm
1 Compulsive Research
1 Deep Analysis
1 Foresee
1 Inspiration
1 Rush of Knowledge
1 Sift
1 Vivisection
Counterspells:
1 Arcane Denial
1 Bone to Ash
1 Condescend
1 Counterspell
1 Daze
1 Deprive
1 Exclude
1 Geist Snatch
1 Mana Leak
1 Muddle the Mixture
1 Rewind
1 Spell Pierce
1 Stoic Rebuttal
Creature Boost:
1 Adventuring Gear
1 Bonesplitter
1 Eel Umbra
1 Flayer Husk
1 Ghostly Wings
1 Heavy Mattock
1 Infiltrator's Magemark
1 Leonin Scimitar
1 Runed Stalactite
1 Spectral Flight
1 Strider Harness
1 Sylvok Lifestaff
1 Tooth of Chiss-Goria
1 Tricks of the Trade
1 Vulshok Morningstar
1 Darksteel Citadel
1 Halimar Depths
1 Lonely Sandbar
1 Quicksand
1 Remote Isle
1 Soaring Seacliff
32 Island
Finally, why do these rules apply? Is there a reason players can't use a common creature as their general? Why the awkward closeness of 16 general damage and 15 poison? Is poison really that powerful? Why do players start with only 30 life? The base rules for Commander are intended for multiplayer; shouldn't these be the same?
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I actually have to agree with this sentiment. The fewer deviations from actual EDH the better. Making people learn additional rules just to play pauper is going to turn people away. In addition, you're WILDLY inconsistant in your changes. More poison damage, less general damage????????
There's NO reason that poison needs to be upped in Pauper when it doesn't in the rest of EDH. It just seems like the guy who made this thread really thought that (back when SOM was out) that we should have raised the limit then and this is his way of having a little temper tantrum about it. Most of the most powerful offenders are Uncommon / rare (I'm looking at you skittles) and because we only have access to the commons (and your general), the likelyhood of drawing any individual infect is far less.
Also, getting to 21 is not that hard. There are fewer big creatures at uncommon, but that shouldn't change anything, I can think of like a dozen guys off-hand that can kill in just a few hits, and we shouldn't make baloth woodcrash be able to 1-hit ko with 4 landfall triggers (there are A LOT of ways to get that in pauper).
The rules should be:
or... put more simply
The Rules:
Edric | Skithiryx | Merieke | Talrand
--------------------------
Well except for pauper EDH
Garruk's Packleader | Inkfathom Witch | Gelectrode | Sigil Captain | Glider Barin | Sludge Strider | Paragon of the Ameshsa
I forgot to list that the 99 must be common, so add that to the list. The 'ability' rule is just for alternate casting costs such as evoke or ninjitsu. I was under the impression that these types of abilities are unusable in regular EDH. (Ith, High Arcanist can't be suspended from the command zone, for instance) There are a lot of non-rare creatures with ninjutsu, suspend,
morph evoke, convoke, prowl, (already useable, apparently) etc. I'm unsure if there are more like those, but being able to use them seems intuitive to me.Whether this third rule is included or not, this seems a much more inviting format than what's currently posted in the OP.
EDIT:
Maybe applicable?
Actually, of the abilities you listed above, you can play the following abilities from the command zone: -
Morph, Evoke, Convoke, Prowl
...and you can't play the following abilties in the command zone: -
Ninjutsu, suspend
Yes, that means you can morph the Red Akroma from the Command Zone in regular EDH except that it can be countered if played that way.
This is sort of where I think it should be at. You can see that I added that they will have been printed as those rarities at some time. Most people do play a grandfather in / rarity updating is ok. Nothing is more annoying than having access to a strong common that wizards bumps up in rarity. Nobody really wants to have to remove those cards just due to a rarity bump.
I also agree that poison / commander damage probably shouldn't be changed. The lifetotal feels a little heavy at 40, however changing it further from regular EDH isnt exactly a good thing either.
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Personally I would keep the bannings to a minimum though unless they're super format warping. People like exciting Commanders and if you ban all the interesting ones, nobody is going to want to play by your rules. I'm of the opinion that with so very little information about how the format plays out and very little hard data from testing, no real ban is defensible at the moment. Maybe after hundreds of games are played, and a few tournaments have happened... then you probably have enough information to really make an informed choice for your particular rule set.
1) He's the most expensive Uncommon creature in existence, so you get the bragging rights of having your general be worth more than (likely) the entire combined total cash value of every other card on the table in any given Pauper EDH game.
2) He's a tutor effect in a color that is sorely lacking in them
3) He actually has a fairly powerful toolbox at his disposal, with cards like Martyr of Ashes (one of the only sweepers in the entire format capable of dealing with 3+ toughness creatures), Gorilla Shaman (and tons of other artifact hate for the ever-so-common artifact ramp and equipment), Barbarian Guides (hidden piece of tech for re-using red ETB effects), Goblin Bushwhacker, tons of Firebreathing creatures like Flamekin Brawler, Furnace Spirit, Sandstone Warrior, etc.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I like it! Seems like it would be very interesting, and an opportunity to use cards that would never otherwise see daylight.
Is this still being worked on?
One of the primary reasons for describing Pauper Commander as a variant of regular Commander is that it provides a basis that players are already familiar with. As the original post stands now, I can't see many people being interested in reading through the block of text to decide if they're even interested in the format. Keeping it concise will go a long way in making the format more appealing.
I've made a mock-up below to provide an example of this.
Pauper Commander
To establish a common basis of understanding and discussion for this format, a singular rule-set is necessary. This page explains those rules as well as their common variations. As this is a social format, players should strive to discuss expectations with, and encourage the fun of, all players both before and during each game.
Rules:
Pauper Commander is a variant of the popular Commander format. Except for the following exceptions, the same rules apply:
Instead of the usual amounts, 30 life and 16 commander damage are used.
Rule 1 above is not used; Commanders must be legendary creatures.
Alternative payment abilities may be used from the command zone as if from the hand. (ninjutsu, suspend, etc)
Pauper Peasant EDH
While still an unsanctioned format, Pauper Commander (PDH) has a Rules Committee and is recognized a format on Moxfield, Archidekt, and Scryfall! The format has been featured by a number of prominent YouTube channels and we are picking up steam.
Thank you all for for laying the groundwork for all of us. Please visit the PDH Home Base Rules Page for more information!