I agree that delver is underwhelming and understand your concerns on his toughness and vulnerability. I was arguing that the creature package is MUC is very underwhelming in general, and delver at least could offer a remedy to that. I agree that Spire Golem is the best we have, but to close out a game, 4x 2/4 fliers is not even close to enough. I don't really like the Sentinels of Glen Elendra due to their 3 toughness and 4cc, even if flash is important in this deck. Again, the reasoning being an opponents removal mostly in the form of bolts and direct damage clogs their hand until we try to play our wincons. Flame slash seems to be one of the most popular cards in pauper, which kills all our win-cons. We can't be using all our counters on protection, like a tempo deck with delver would do. My suggestions would be to try a mill strategy, which could possibly be too slow in an aggro meta as mentioned, or to instead make use of aggressive shroud creature, which I think calcite snapper is perfect here.
Sentinels have proven to be the best solution for me, but that doesn't mean you can't use your own win conditions. Not every deck is running red, either. In fact, I would say that Flame Slash is becoming less and less popular as people are looking towards removal that interacts at instant-speed. Calcite Snapper will be good I'm sure, but it has it's own disadvantages. No flying and requiring a land drop can sometimes be problematic (especially when it's competing with Oona's Grace). Plus, it can lead to some awkward turns where you just can't attack into am X/2 or something. I'm sure Blue will get an affordable 4-toughness flash creature eventually. You might also like Errant Ephemeron.
As far as accumulated knowledge, you are correct in that think twice draws a similar number of cards, but it has a much higher liability that AK. Let's take a look here:
So 4 think twice for 8 cards total costs us 20 mana...! yes it is at instant speed, but it is not like they cannot respond to our tapping out to cast the flashback on think twice. I am not saying it is a bad card and if you prefer the consistency getting 2 cards, then that is a choice to make. I find this very underwhelming
To draw 10 cards, we sink 8 mana. Much better! Yes, this is if we see all 4, but I would even argue that seeing 2 for 3 cards total for 2uu mana is still much nicer than think twice.
I'm sorry to repeat myself, but I don't find mana to be an issue due to the instant speed. So to me the amount of mana sunk into 4 cards (an unrealistic number) is a rather pointless calculation. In fact, if we take more realistic numbers (we typically will draw 2 or 3 each game), the difference is much less visible. The true difference is that one relies on copies of itself to gain an advantage, and the other does not (but costs more mana). This is the strongest point in favour of Think Twice. Accumulated Knowledge is a good card, but TT is better, in my opinion.
Gush plays nicely with oona's grace. Treasure cruise eats up our grace, think twice's or AKs. Still, if your testing has proven this to not be a problem, then I think Cruise is a fine choice.
Even after plenty of testing, this has not been an issue whatsoever. I think if I were to run 3-4 Treasure Cruise, then there might be problems. As it stands, though, 2 has been the magic number.
Sure, we want to draw as many cards as we can...but the cards we draw need to have impact on the game. Why don't we play 4x ponder, 4x preordain and 4x brainstorm? They are very powerful cards that filter and should get us to our answers? Well, we just durdle in that scenario. The same can happen with too much draw...you draw into more draw spells, or even get close to milling out. I think this deck has a huge amount of the best draw spells around, that isn't its problem. Card advantage is a real thing, but the deck I think lacks card quality if we jam too many draw spells in.
The reason we don't use only cantrips is because we would eventually run out of cards, which is a disaster. I'm currently running 10 draw spells; hardly a diluted deck. We want powerful draw spells, like Treasure Cruise. Quantity is quality, in this case. 3 is better than 2, I think most would agree.
Whether the life from psychic barrier is worth the possibility of not being able to cast it due to our colorless lands if up to you to decide. I am not sure yet either way.
Life loss and damage are typically secondary in a control deck, and I think it's no different here. Would you run the risk of not having a turn 2 counter just for the advantage of dealing 1 damage to the opponent? I don't think I would.
Psychic purge is definitely a specific card and perhaps a sb card. It however does offer us removal vs anything with 1 toughness, which seem to be rampant in pauper? The discard part is just gravy.
Yes and no. Pinging is very good against Delver decks, that's for sure. Other than that... Stompy, no. MBC, no. UR control, no. Tron, no. Eye Candy, no. Teachings, no. Affinity, heck no. It's good against random tier 1.5 or lower decks like Goblins, Elves (kinda) and WW. Even then, all those decks have powerful ways of working around pinging. I'm not convinced.
When you post deck lists, if you have the expansions written just before, we won't see the cards (it's a bit annoying). I'd be interested in seeing your more conventional Turtle Build, though!:)
I was hoping we'd eventually get a downgraded Dismiss, and we now have Contradict. Is it playable at 5 mana? I certainly feel like running at least 1 in my deck. Counter + Cantrip is so good.
I feel I'd run 1 or 2 copies of Contradict. It's the only non-specific hard counter available to us in Pauper that replaces itself. Exclude is cheaper, but since it only hits creatures it isn't always useful (but it's still pretty amazing).
For the most part it seems MUC won't be getting much in the way of Pauper in the new set, but not everything is spoiled yet, so we'll see. Lately it seems like MUC is getting strictly worse versions of great cards. Bone to Ash is worse than Exclude. The new Anticipate is a worse Impulse
I feel I'd run 1 or 2 copies of Contradict. It's the only non-specific hard counter available to us in Pauper that replaces itself. Exclude is cheaper, but since it only hits creatures it isn't always useful (but it's still pretty amazing).
For the most part it seems MUC won't be getting much in the way of Pauper in the new set, but not everything is spoiled yet, so we'll see. Lately it seems like MUC is getting strictly worse versions of great cards. Bone to Ash is worse than Exclude. The new Anticipate is a worse Impulse
Well, these old spells were very efficient to begin with. I don't understand why they don't just reprint them, instead of printing inferior copies. I guess it has a lot to do with Standard and Modern legalities. Unfortunately, this isn't bringing anything significant to the archeype, as you said.
At least here, we get a slightly worse version of an uncommon that was downgraded. 5 mana seems like a lot to pay, though. I wonder how playable it will actually be.
I'm pretty proud of myself, the only two words I don't know are Sprüchen und Schatzuche! I'd answer you in German, but my grammar is so bad that I'd embarrass myself!
It really is disappointing to see the power creep only happening with creatures, but I understand they can't keep being repressed by counters and removal.
5 mana seems like a lot, but I'm still willing to try it out to see!
I learned quite a bit of German last summer, as I took lessons with my girlfriend. She needed to learn a bit for her job. Also, my heritage convinced me I should pick it up again.
Is Treasure Cruise Schatzuche in German? Or was it just a coincidence? Because that really would be an exception to the creature Power Creep.
I had a conversation on new deck ideas with my gf earlier today and it made me think: Has someone ever tried Ray of Command in pauper MUC? It's often a 2-for-1 and was quite the powerhouse back in the day. Another idea was Merchant Scroll. It shuffles for Brainstorm and is basically Demonic Tutor in the deck. Muddle the Mixture could fill a similar role, costing more to use as a tutor but is useful on its own.
Private Mod Note
():
Rollback Post to RevisionRollBack
A series of seven articles using Magic to explore the very stuff of the Universe! "At least for those who can play cards, their present incarnation is not quite wasted." [Click here for the articles!]
Oh boy, did I play the crap out of Ray of Command when I was a kid! I thought the card was a rare for the longest time, and I had it in my trade binder with my other rares for years after I stopped using it.
That being said, how can MUC really force player into a 2-for-1 with this card? Command needs pressure to force someone to make a trade with it, or else it becomes a really bad burn spell. Am I missing something?
I think I would feel dirty playing Merchant Scroll, because it's just so good. Then again, it does show the opponent exactly what you searched for (unlike Demonic Tutor). This can also be used to your advantage with some mind tricks. Definitely a good suggestion. I think I would prefer Muddle the Mixture.
That being said, how can MUC really force player into a 2-for-1 with this card? Command needs pressure to force someone to make a trade with it, or else it becomes a really bad burn spell. Am I missing something?
Example: Opponent has two goblins in play and attacks with one or both. You steal one of them and use it to block the other, killing both. Requires that the combat math is "nice", but not too hard to pull off. And if he only has one fatty like an Ulamog's Crusher, then, well, you just stole his Ulamog's Crusher. Why not pitch it to Perilous Research when you're finished with it? Or flicker it with Ghostly Flicker and keep it forever, if you're using that kind of build.
I'm just saying Ray could be a really solid spell for MUC to handle creatures, in a faster and bigger way than just using flashy faeries.
Private Mod Note
():
Rollback Post to RevisionRollBack
A series of seven articles using Magic to explore the very stuff of the Universe! "At least for those who can play cards, their present incarnation is not quite wasted." [Click here for the articles!]
In case anyone still cares about this thread: What are your experiences against decks that go wide quickly, like elves. I've bought both an elves deck and MUC (using the list from the first post, which might be a bit outdated) to teach a friend how the game works cheaply, but didn't consider elves might be a fairly bad matchup for MUC. Until now the games have been favoring elves a lot. The deck plays an awfull lot more cards than MUC can counter and even if you focus on countering the big threats like elvish vanguard, timberwatch elf and lys alana huntmaster you get overrun by mana dorks sooner or later. Desert and early Golems can help but even if you get the upper hand a lucky turn for the elves player can quickly turn the game around especially if they manage to resolve a Distant Melody. The sideboard doesn't help either.
Am I missing something, are there cards I can add to make the matchup better or is MUC just really bad against this type of deck?
MUC got kicked aside by the Drake printing. The problem with incremental control decks is they lack pressure and so leave themselves open to a sudden game turn around. Drake closes out games rapidly, giving it better aggro matchups while still having MUCs advantage against other control decks.
UB Angler Delver is another good anti-aggro control option, but in mono-U I think your options are limited to Drake.
Private Mod Note
():
Rollback Post to RevisionRollBack
Pauper: UB Wight Phantasm RB Burn UR Faerie Rites of Initiation
Hi Beleander. Welcome to MTGS, and welcome to the Pauper Forums! I hope to see you around a lot more!
I must admit, I haven't been updating this thread regularly for a while now, as I've been concentrating my efforts on other Pauper Brews and Commander these days. Nevertheless, MUC is never a dead archetype and there are ways to adapt the deck to any metagame.
Any fast aggro deck will give a control deck like this one a run for its money. Elves has many redundant pieces and destroys its opponent with mana and card advantage. Fortunately, all of the elves will die individually to our creatures.
You've correctly identified the must-counter threats in this matchup. Vanguard and Timberwatch allow the deck to push past our blockers or simply ignore them by pumping after the blockers step. Huntmaster will give them the option to go wide much more easily. Distant Melody with a few elves will give them more card advantage than we can handle at once. These four spells cannot resolve. If they do, they should be bounced, then countered.
If these cards are taken care of, then the other creatures will eventually all die out to our blockers and Deserts.
I'm assuming you're playing with sideboards, in which case there are many great options available to you. Waterfront Bouncer will really wreck them by bouncing their key creatures. Capsize can even keep them off for good, with enough mana available.
A very specialized card to fight elves is Fade Away. If you catch them at the right time, this can decimate their board. It is best used against opponents who don't see it coming.
With this knowledge, proper sideboarding, lots of experience and a bit of luck, there's no reason why MUC can't win versus Elves.
Here's how I would build the deck today, without adjusting too much and sideboarding for Elves:
Hi Black Vise! Good to see you in the Pauper Forums.
Your list is a great start!
I agree that Daze is not the best card for the deck, though it can catch a lot of people off-guard. An easy replacement would be Deprive, which I've come to like a lot. Mana Leak is also a decent option, though it also loses a lot of value later in the game. You could also consider Condescend. Maybe do a split between Condescend and Deprive?
Looter is a card I've been wanting to try so many times, but it never makes the final cut. It's a fairly risky card since it can easily end up doing nothing for you. Oona's Grace tends to feel a lot stronger while having a similar effect.
Treasure Cruise is currently banned in Online sanctioned Pauper events. Most people tend to follow that ban-list. If you don't care about that, however, I would encourage you to play 2-3 copies, as it's a fantastic card.
I'm a big fan of Capsize in this deck, at least somewhere in the 75.
I've been toying with the idea of having Haunted Fengraf in the deck, since we're mono-coloured and slow.
I notice you cut down to 23 lands. I think 24 is the optimal number and wouldn't go any lower (I'd consider going to 25 before going to 23).
Power Sink looks like it could be good in certain specific matchups, but pretty average in others. Essentially, you need to play it against a deck that goes to the long game and plays lots of cheaper or mid-range spells. I could see it working against something like Kuldotha Boros or Tortured Existence decks. It could also be really good in the very late game against control decks that draw lots with cards like Sign in Blood to get ahead, so it could be decent against Rakdos Midrange or MBC. Against a lot of the meta, however, it's just going to be an expensive counterspell. Delver's curve is so low and has it's own countermagic, so it's not the best there. Stompy has a super low curve and can bounce its own lands with Quirion Ranger, nullifying the effect. Burn can respond at instant speed or just play alternate casting costs, though it could be useful there to buy you some time. I think it's worth trying out and seeing how it works against your groups' decks.
Capsize is a win condition on its own against control decks, grinding them down to nothing by bouncing several lands a turn in the deep late game. It's also a good way to just bounce something and counter it later. It's a great 1-of in the sideboard or possibly the maindeck.
Even with Brainstorm, you want your full 24. Getting stuck because of a Brainstorm with a sketchy keep is a really bad feeling. It makes me wonder if Impulse might not be the better digging spell in that slot.
This is something I've been considering myself - it may be 1 more but digging a card deeper and not having to keep unwanted cards on top is probably very beneficial in a deck without any form of shuffling. I'll give a try.
Despite being only 1 mana, this is definitely a late-game card for this deck. Other than that, yeah it should be really great.
I'm also a bit curious about Prosperous Pirates. In many cases, you can play it on turn 5 and still have mana up for a counter, making it feel like a 3 mana 3/4. It also gives you more freedom in later turns with your mana. Seems decent, but the lack of evasion or built-in protection definitely seems bad.
Sentinels have proven to be the best solution for me, but that doesn't mean you can't use your own win conditions. Not every deck is running red, either. In fact, I would say that Flame Slash is becoming less and less popular as people are looking towards removal that interacts at instant-speed. Calcite Snapper will be good I'm sure, but it has it's own disadvantages. No flying and requiring a land drop can sometimes be problematic (especially when it's competing with Oona's Grace). Plus, it can lead to some awkward turns where you just can't attack into am X/2 or something. I'm sure Blue will get an affordable 4-toughness flash creature eventually. You might also like Errant Ephemeron.
I'm sorry to repeat myself, but I don't find mana to be an issue due to the instant speed. So to me the amount of mana sunk into 4 cards (an unrealistic number) is a rather pointless calculation. In fact, if we take more realistic numbers (we typically will draw 2 or 3 each game), the difference is much less visible. The true difference is that one relies on copies of itself to gain an advantage, and the other does not (but costs more mana). This is the strongest point in favour of Think Twice. Accumulated Knowledge is a good card, but TT is better, in my opinion.
Even after plenty of testing, this has not been an issue whatsoever. I think if I were to run 3-4 Treasure Cruise, then there might be problems. As it stands, though, 2 has been the magic number.
The reason we don't use only cantrips is because we would eventually run out of cards, which is a disaster. I'm currently running 10 draw spells; hardly a diluted deck. We want powerful draw spells, like Treasure Cruise. Quantity is quality, in this case. 3 is better than 2, I think most would agree.
Life loss and damage are typically secondary in a control deck, and I think it's no different here. Would you run the risk of not having a turn 2 counter just for the advantage of dealing 1 damage to the opponent? I don't think I would.
Yes and no. Pinging is very good against Delver decks, that's for sure. Other than that... Stompy, no. MBC, no. UR control, no. Tron, no. Eye Candy, no. Teachings, no. Affinity, heck no. It's good against random tier 1.5 or lower decks like Goblins, Elves (kinda) and WW. Even then, all those decks have powerful ways of working around pinging. I'm not convinced.
Prohibit is the bomb. Try it out, and you'll see!
When you post deck lists, if you have the expansions written just before, we won't see the cards (it's a bit annoying). I'd be interested in seeing your more conventional Turtle Build, though!:)
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
Instant
Counter target spell.
Draw a card.
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
For the most part it seems MUC won't be getting much in the way of Pauper in the new set, but not everything is spoiled yet, so we'll see. Lately it seems like MUC is getting strictly worse versions of great cards. Bone to Ash is worse than Exclude. The new Anticipate is a worse Impulse
For the most part it seems MUC won't be getting much in the way of Pauper in the new set, but not everything is spoiled yet, so we'll see. Lately it seems like MUC is getting strictly worse versions of great cards. Bone to Ash is worse than Exclude. The new Anticipate is a worse Impulse
At least here, we get a slightly worse version of an uncommon that was downgraded. 5 mana seems like a lot to pay, though. I wonder how playable it will actually be.
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
It really is disappointing to see the power creep only happening with creatures, but I understand they can't keep being repressed by counters and removal.
5 mana seems like a lot, but I'm still willing to try it out to see!
grüß gott!
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 learned quite a bit of German last summer, as I took lessons with my girlfriend. She needed to learn a bit for her job. Also, my heritage convinced me I should pick it up again.
Is Treasure Cruise Schatzuche in German? Or was it just a coincidence? Because that really would be an exception to the creature Power Creep.
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
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
That being said, how can MUC really force player into a 2-for-1 with this card? Command needs pressure to force someone to make a trade with it, or else it becomes a really bad burn spell. Am I missing something?
I think I would feel dirty playing Merchant Scroll, because it's just so good. Then again, it does show the opponent exactly what you searched for (unlike Demonic Tutor). This can also be used to your advantage with some mind tricks. Definitely a good suggestion. I think I would prefer Muddle the Mixture.
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
Example: Opponent has two goblins in play and attacks with one or both. You steal one of them and use it to block the other, killing both. Requires that the combat math is "nice", but not too hard to pull off. And if he only has one fatty like an Ulamog's Crusher, then, well, you just stole his Ulamog's Crusher. Why not pitch it to Perilous Research when you're finished with it? Or flicker it with Ghostly Flicker and keep it forever, if you're using that kind of build.
I'm just saying Ray could be a really solid spell for MUC to handle creatures, in a faster and bigger way than just using flashy faeries.
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
MUC got kicked aside by the Drake printing. The problem with incremental control decks is they lack pressure and so leave themselves open to a sudden game turn around. Drake closes out games rapidly, giving it better aggro matchups while still having MUCs advantage against other control decks.
UB Angler Delver is another good anti-aggro control option, but in mono-U I think your options are limited to Drake.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
I must admit, I haven't been updating this thread regularly for a while now, as I've been concentrating my efforts on other Pauper Brews and Commander these days. Nevertheless, MUC is never a dead archetype and there are ways to adapt the deck to any metagame.
Any fast aggro deck will give a control deck like this one a run for its money. Elves has many redundant pieces and destroys its opponent with mana and card advantage. Fortunately, all of the elves will die individually to our creatures.
You've correctly identified the must-counter threats in this matchup. Vanguard and Timberwatch allow the deck to push past our blockers or simply ignore them by pumping after the blockers step. Huntmaster will give them the option to go wide much more easily. Distant Melody with a few elves will give them more card advantage than we can handle at once. These four spells cannot resolve. If they do, they should be bounced, then countered.
If these cards are taken care of, then the other creatures will eventually all die out to our blockers and Deserts.
I'm assuming you're playing with sideboards, in which case there are many great options available to you. Waterfront Bouncer will really wreck them by bouncing their key creatures. Capsize can even keep them off for good, with enough mana available.
A very specialized card to fight elves is Fade Away. If you catch them at the right time, this can decimate their board. It is best used against opponents who don't see it coming.
With this knowledge, proper sideboarding, lots of experience and a bit of luck, there's no reason why MUC can't win versus Elves.
Here's how I would build the deck today, without adjusting too much and sideboarding for Elves:
4 Counterspell
4 Prohibit
4 Exclude
4 Faerie Trickery
Draw (10)
3 Brainstorm
4 Think Twice
1 Oona's Grace
2 Gush
1 Repeal
1 Capsize
Creatures (8)
4 Peregrine Drake
4 Spire Golem
Lands (24)
20 Island
4 Desert
2 Waterfront Bouncer
3 Aura Flux
1 Capsize
3 Fade Away
4 Hydroblast
2 Dispel
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
Your list is a great start!
I agree that Daze is not the best card for the deck, though it can catch a lot of people off-guard. An easy replacement would be Deprive, which I've come to like a lot. Mana Leak is also a decent option, though it also loses a lot of value later in the game. You could also consider Condescend. Maybe do a split between Condescend and Deprive?
Looter is a card I've been wanting to try so many times, but it never makes the final cut. It's a fairly risky card since it can easily end up doing nothing for you. Oona's Grace tends to feel a lot stronger while having a similar effect.
Treasure Cruise is currently banned in Online sanctioned Pauper events. Most people tend to follow that ban-list. If you don't care about that, however, I would encourage you to play 2-3 copies, as it's a fantastic card.
I'm a big fan of Capsize in this deck, at least somewhere in the 75.
I've been toying with the idea of having Haunted Fengraf in the deck, since we're mono-coloured and slow.
I notice you cut down to 23 lands. I think 24 is the optimal number and wouldn't go any lower (I'd consider going to 25 before going to 23).
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
Power Sink looks like it could be good in certain specific matchups, but pretty average in others. Essentially, you need to play it against a deck that goes to the long game and plays lots of cheaper or mid-range spells. I could see it working against something like Kuldotha Boros or Tortured Existence decks. It could also be really good in the very late game against control decks that draw lots with cards like Sign in Blood to get ahead, so it could be decent against Rakdos Midrange or MBC. Against a lot of the meta, however, it's just going to be an expensive counterspell. Delver's curve is so low and has it's own countermagic, so it's not the best there. Stompy has a super low curve and can bounce its own lands with Quirion Ranger, nullifying the effect. Burn can respond at instant speed or just play alternate casting costs, though it could be useful there to buy you some time. I think it's worth trying out and seeing how it works against your groups' decks.
Capsize is a win condition on its own against control decks, grinding them down to nothing by bouncing several lands a turn in the deep late game. It's also a good way to just bounce something and counter it later. It's a great 1-of in the sideboard or possibly the maindeck.
Even with Brainstorm, you want your full 24. Getting stuck because of a Brainstorm with a sketchy keep is a really bad feeling. It makes me wonder if Impulse might not be the better digging spell in that slot.
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
Let me know how that goes for you!
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'm also a bit curious about Prosperous Pirates. In many cases, you can play it on turn 5 and still have mana up for a counter, making it feel like a 3 mana 3/4. It also gives you more freedom in later turns with your mana. Seems decent, but the lack of evasion or built-in protection definitely seems bad.
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