My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
It's a good deck. I'm fond of the Tireless Tribe combo, which lets you cheat out a Screech on turn 2 with the right draw. Very straightforward line of play usually - make dudes, cast pledge, win.
Thanks for the suggestion. I personally don,t like Tireless Tribe that much since that card doesn't do anything by itself and casting Screech twice will usually give you better value (at least against control), but it's obviously a faster clock against other aggro decks.
Marshaling Cry looks really nice though, but I don't think I can remove Righteous Charge because +2/+2 really makes this deck win. I would really have to remove creatures, maybe the 2 maindecked Veteran Armorer to instead put 3 in the sideboard and remove something like Sunlance. Do you think it would be a good swap?
Overall, the Armorer doesn't do that much game 1, but people are starting to pack up some hate even maindeck, I'm seeing more and more Electrikery.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Edited my list with Marshaling Cry instead of Veteran Armorer.
The problem with Tireless Tribe combo is that I'm playing against paper pauper and people usually all play Nausea and the likes post-sideboard, so I prefer to not overextend and to really cast Screech twice. I still have Ramosian Rally to play around mass removal but I don't always have it. Still, Tireless Tribe could probably help getting a higher win/rate %ratio, but I'm mostly playing this format to have fun and prefer having a list built on strong synergies than including a card that *can* combo with another specific card in the deck.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I'm not gotta lie, this deck looks sweet. I'm tempted to be a chump and suggest 4 fetches + 1 Island + Treasure Cruise, although the deck probably doesn't need it (and certainly wouldn't appreciate the tempo loss from the fetches).
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
I'm not gotta lie, this deck looks sweet. I'm tempted to be a chump and suggest 4 fetches + 1 Island + Treasure Cruise, although the deck probably doesn't need it (and certainly wouldn't appreciate the tempo loss from the fetches).
Yeah, the deck doesn't need it. It honestly packs already ton of card advantage with Battle Screech being a 4-for-1 and Squadron Hawks too.
Also, I totally hate what Treasure Cruise brings to the format: for suggesting adding a singleton Island with tapped fetchlands only to splash a 1-of... I hate it, I just hope they ban it. But whether they ban it or not, this deck is good against most Cruise decks, UR control doesn't have Electrikery maindeck and mono-blue usually sits on useless Exclude and Spellstutter Sprite while you play 6-CMC sorceries like Triplicate Spirit. You only need to play around Mana Leak and you are fine, also Raise the Alarms is an instant which is really handy.
Electrikery and the likes doesn't hurt this deck as much as one could thing. An experienced pilot will trade 1 for 1 with Electrikery, either forcing your opponent to use it against the 3-4 tokens from T-Spirit or B-Screech, or holding Ramosian Rally with no untapped mama for even a bigger surprise effect (you usually win quickly after that, if it's not double Electrikery).
So yeah, it's a pretty fun list, mono-black is a good matchup too, there is no real bad matchup but we can't deal with things like Fengraf Marauder in Tron so we need to win before that thing lands. Aura Hexproof with a resolved Armadillo Cloak is probably the worst that could happen.
Martyr of Sands could be another sideboard option instead of Suture Priest against Red burn decks, but Suture Priest helps against turbofog, killing them without ever attacking (it's definitely harder but turbofog takes more than 10 turns to win and they don't kill creatures).
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I'm thinking about replacing Holy Light right now because I'm never siding it in, since it's non-white it's useless in the mirror and what other deck could it be useful against?
Also, I'm foiling my paper version of this deck since it's pretty cheap anyway and it's the only card that hasn't been printed in foil.
So I need a new sideboard tech, I don't think Veteran Armorer helps since Electrikery decks play Flame Slash or Lightning Bolt anyway. I need something else. Suggestions?
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The fact that MBC is not reliably blowing you out with Crypt Rats has a lot to do with Treasure Cruise being un-banned. If Cruise gets banned, suddenly the metagame will have room for board-sweeps again, and this deck will suffer tremendously as a result.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
"Tremendously" seems an exaggerated word. This deck can already play around Electrikery without too much problems. Crypt Rats is slower, you need 4 mana to activate it once the turn you cast it and if I can protect my creatures in response with Prismatic Strands or Ramosian Rally, you are in bad shape. So you have to wait until you probably have 5 mana and this deck can win on turn 5 consistenly (especially if you do 2 damage to yourself with Crypt Rats).
Banning TC is bad for this deck, I agree, but it won't suffer that tremendously.
I'm thinking about adding Mana Tithe to replace Holy Light for now. I saw it in a lot of mono-white list, I think this deck wins most of the times game 1, so game 2 we go control and bring in everything to stop Electrikery or Crypt Rats, and then Mana Tithe too since we go for a slower plan. We side out the sorceries (Righteous Charge, Marshaling Cry). Game 3, we probably go back to the original plan on the play.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The banning of Treasure Cruise today can just help to push this deck in the first tier of pauper.
These statements seem inconsistent.
Private Mod Note
():
Rollback Post to RevisionRollBack
Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
The banning of Treasure Cruise today can just help to push this deck in the first tier of pauper.
These statements seem inconsistent.
Yeah... well, in some ways, we just don't care, we were already beating a lot of mono-blue decks, we will continue to do that, but we also have the return of Esper now that TC is gone and we mostly don't care about that deck either.
That's what I like about this deck, we just don't care about anything, we will do 20 damage as quick as possible.
The bad part is the return of MBC, which isn't that bad game 1, but it's bad with Shrivel and Crypt Rats post-sideboard for sure, but we can play around it like we do with Electrikery, until they gain a bunch of life.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The first list is really similar to what I run right now. We see 3 Quicksands though, which is a lot. I decided to only play 1 non-white land, because I usually want to keep hands with 2 lands but it's not possible in the case I got 2 colorless lands. Also, I'm not sure what Quicksand is for, since we don't care that much about unflipped Delver (or anything with power < 2, he still has Sunlance in his sideboard). I think Radiant Fountain has been good, really. This extra edge saved me more times than I thought it would.
The 2 other lists are quite different, both splashing blue for Keep Watch. Some crazy sideboard tech with Lumithread Field too. I'm happy to see Mana Tithe though.
I think my own list is more focused on plan A, which is having a lot of 1/1s and resolving a Guardians' Pledge effect to win quickly. The 2 last lists are definitely more going for the long term plan with Keep Watch, which looks to be more vulnerable to mono-blue control (even with Mana Tithe). The loss in tempo with Tranquil Cove is also something to consider since it really hurts the deck a lot in my opinion.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Lumithread Field is pretty sweet, since if you have a ton of mana you can cast it as a smallish beater and flip it only if you need the pumps; the big problem with armorer is that your opponent can just blow him up and then use his 1 damage sweeper/pinger at his leisure.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Now that the full spoiler is up for Modern Master, we got 1 interesting new sideboard option with Conclave Phalanx downgraded to Common. Could totally be here instead of Suture Priest, although Suture Priest also makes opponents lose life. Thoughts?
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Suture Priest was good against 1 deck: turbofog. With the recent Cruise ban, that deck isn't played that much since mono-black control is a thing and makes you use/discard your hand pretty quickly. I don't think I still need the 1/1 (which is also vulnerable to Electrikery).
Sunlance and Prismatric Strands are really good against UR Blitz. The Bearer is an auto-win against aura hexproof and can be useful against a couple of other decks (namely mono-red burn).
Mana Tithe is awesome on game 2 or 3 on the play, it always trades with something.
How do you deal with Guardian of the Guildpact in this format? Geth's Verdict doesn't work against tokens. The answer is: you don't. I think I will add 3 in the sideboard instead of Suture Priest, against mono-black and zoo, this should be awesome. It doesn't die to Shrivel either.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Celestial Flare sees 0 play but is really easy to play around otherwise, Curse of Chains does however see some play but it's not played in tier 1 decks. Same for Unmake.
Decks play mostly targeted removal or edicts. I know that Terminate is a card. Problem is it's not played at all in tier 1-1.5 decks.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Win? Since the cards you named aren't played... how do MBC and MUC deal with Guardian of the Guildpact and a bunch of tokens? MUC has at least Counterspell.
This deck has favorable matchups against these decks already anyway. Zoo is a less favorable MU and Guardian of the Guildpact is nearly an autowin against them (they just have nothing to kill it). Tron doesn't have much either, but they just don't care at all. Same for turbofog (which is the only reason to play Suture Priest right now).
Anyway, I don't think Conclave Phalanx is good enough to be in this deck right now. If it worked like Gary, that would be awesome, but it doesn't.
Celestial Flare is something I could play instead of Sunlance though. Does get rid of Delver, Kiln Fiend and Cyclops at instant speed and without targetting. Can help against bigger beaters (Myr Enforcer, Atog, Matca Rioters and more) since I'm not really getting rid of anything more valuable with Sunlance. The only difference is 1-cmc vs 2-cmc, but I think I'm going with a slower plan when I'm siding in that kind of card anyway.
It's a sideboard card, it doesn't work great against token decks, but Sunlance doesn't either.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I feel like Sunlance doesn't do what I want it to do here. My bad matchups are mostly decks faster than tokens besides burn because this deck just lose to any lifegain (Priest) or tempo (Bearer). Bad matchups include aura hexproof (especially when mulling into oblivion to see the Flagbearer, Armadillo Cloak is a real pain), infect (we just can't do much, they are faster) and some more even matchups like tron (we're dead as soon as Fangren Marauder hits the battlefield) and zoo (Tribal Flames is a pretty quick clock, and a 5/5 for 3 is pretty good in this format too), affinity (4/4s are huge, Atog is huge) and finally Kiln Fiend/Nivix Cyclops (they just don't care, they kill me before I do anyway).
Sunlance doesn't really improve any of these matchups significantly enough.
Unmake is strictly better than Sandblast I think. Celestial Flare has the mana cost advantage and doesn't target, but needs some specific conditions to work. It gets around flagbearers, hexproof, protection spells (Apostle's Blessing or Vines of Vastwood) but it doesn't work really well with multiple attackers.
Between Geth's Verdict and Victim of Night, what is better? Both cards are actually well played in the format. But I'm playing mono-white. Should I dedicate 6 spots in my sideboard for these effects and play both Unmake and Flare? Unmake is probably a tad slow against UR Blitz. If I want to play both and keep Mana Tithe, that will be hard. I could remove Suture Priest and Flagbearers and put that new Conclave Phalanx instead, which would leave me the 3 extra spots. But I would only have Flare against hexproof. Is it enough? Flagbearers are so good in this matchup.
Looking at my whole sideboard options, I'm noticing that I'm really going a different route with a more controlish deck instead of focussing on plan A and including things like Lumithread Field. But it's just that plan A is really hard to achieve against some specific archetypes, I saw decks with as much as 6 hate cards against me (Shrivel, Nausea, Crypt Rats and Electrickery are the most played ones). That might be why I'm going for a more controlish plan but I'm not sure it's really the thing to do.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
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1 Gideon's Lawkeeper
1 Goldmeadow Harrier
4 Icatian Javelineers
2 Tireless Tribe
4 Squadron Hawk
Sorceries: 16
4 Gather the Townsfolk
2 Marshaling Cry
2 Righteous Charge
4 Battle Screech
4 Triplicate Spirits
4 Raise the Alarm
4 Guardians' Pledge
3 Ramosian Rally
Lands: 21
20 Plains
1 Secluded Steppe
3 Celestial Flare
3 Circle of Protection: Red
3 Prismatic Strands
3 Standard Bearer
3 Unmake
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
plus it itself has flashback, and also cycles, so it's never dead.
Marshaling Cry looks really nice though, but I don't think I can remove Righteous Charge because +2/+2 really makes this deck win. I would really have to remove creatures, maybe the 2 maindecked Veteran Armorer to instead put 3 in the sideboard and remove something like Sunlance. Do you think it would be a good swap?
Overall, the Armorer doesn't do that much game 1, but people are starting to pack up some hate even maindeck, I'm seeing more and more Electrikery.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The problem with Tireless Tribe combo is that I'm playing against paper pauper and people usually all play Nausea and the likes post-sideboard, so I prefer to not overextend and to really cast Screech twice. I still have Ramosian Rally to play around mass removal but I don't always have it. Still, Tireless Tribe could probably help getting a higher win/rate %ratio, but I'm mostly playing this format to have fun and prefer having a list built on strong synergies than including a card that *can* combo with another specific card in the deck.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Sandblast is interesting to consider over Sunlance. It really depends on the match-ups but overall, I prefer Sunlance.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Yeah, the deck doesn't need it. It honestly packs already ton of card advantage with Battle Screech being a 4-for-1 and Squadron Hawks too.
Also, I totally hate what Treasure Cruise brings to the format: for suggesting adding a singleton Island with tapped fetchlands only to splash a 1-of... I hate it, I just hope they ban it. But whether they ban it or not, this deck is good against most Cruise decks, UR control doesn't have Electrikery maindeck and mono-blue usually sits on useless Exclude and Spellstutter Sprite while you play 6-CMC sorceries like Triplicate Spirit. You only need to play around Mana Leak and you are fine, also Raise the Alarms is an instant which is really handy.
Electrikery and the likes doesn't hurt this deck as much as one could thing. An experienced pilot will trade 1 for 1 with Electrikery, either forcing your opponent to use it against the 3-4 tokens from T-Spirit or B-Screech, or holding Ramosian Rally with no untapped mama for even a bigger surprise effect (you usually win quickly after that, if it's not double Electrikery).
So yeah, it's a pretty fun list, mono-black is a good matchup too, there is no real bad matchup but we can't deal with things like Fengraf Marauder in Tron so we need to win before that thing lands. Aura Hexproof with a resolved Armadillo Cloak is probably the worst that could happen.
Martyr of Sands could be another sideboard option instead of Suture Priest against Red burn decks, but Suture Priest helps against turbofog, killing them without ever attacking (it's definitely harder but turbofog takes more than 10 turns to win and they don't kill creatures).
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Also, I'm foiling my paper version of this deck since it's pretty cheap anyway and it's the only card that hasn't been printed in foil.
So I need a new sideboard tech, I don't think Veteran Armorer helps since Electrikery decks play Flame Slash or Lightning Bolt anyway. I need something else. Suggestions?
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Banning TC is bad for this deck, I agree, but it won't suffer that tremendously.
I'm thinking about adding Mana Tithe to replace Holy Light for now. I saw it in a lot of mono-white list, I think this deck wins most of the times game 1, so game 2 we go control and bring in everything to stop Electrikery or Crypt Rats, and then Mana Tithe too since we go for a slower plan. We side out the sorceries (Righteous Charge, Marshaling Cry). Game 3, we probably go back to the original plan on the play.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
These statements seem inconsistent.
Yeah... well, in some ways, we just don't care, we were already beating a lot of mono-blue decks, we will continue to do that, but we also have the return of Esper now that TC is gone and we mostly don't care about that deck either.
That's what I like about this deck, we just don't care about anything, we will do 20 damage as quick as possible.
The bad part is the return of MBC, which isn't that bad game 1, but it's bad with Shrivel and Crypt Rats post-sideboard for sure, but we can play around it like we do with Electrikery, until they gain a bunch of life.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
4 Doomed Traveler
4 Icatian Javelineers
4 Selfless Cathar
4 Squadron Hawk
Sorcery (11)
3 Battle Screech
4 Gather the Townsfolk
4 Triplicate Spirits
4 Guardians' Pledge
4 Raise the Alarm
4 Ramosian Rally
Land (21)
18 Plains
3 Quicksand
1 Beckon Apparition
1 Holy Light
2 Journey to Nowhere
3 Standard Bearer
2 Sundering Growth
3 Sunlance
3 Suture Priest
4 Icatian Javelineers
4 Soul Warden
4 Squadron Hawk
3 Veteran Armorer
Sorcery (9)
4 Battle Screech
3 Gather the Townsfolk
2 Triplicate Spirits
4 Guardians' Pledge
4 Keep Watch
4 Raise the Alarm
2 Ramosian Rally
Land (22)
3 Island
15 Plains
4 Tranquil Cove
1 Veteran Armorer
2 Beckon Apparition
3 Journey to Nowhere
2 Lumithread Field
2 Prismatic Strands
3 Standard Bearer
2 Sundering Growth
2 Icatian Javelineers
4 Soul Warden
4 Squadron Hawk
3 Veteran Armorer
Sorcery (9)
4 Battle Screech
3 Gather the Townsfolk
2 Triplicate Spirits
4 Guardians' Pledge
4 Keep Watch
2 Mana Tithe
4 Raise the Alarm
2 Ramosian Rally
Land (22)
3 Island
15 Plains
4 Tranquil Cove
2 Icatian Javelineers
2 Beckon Apparition
2 Circle of Protection: Red
1 Divine Offering
2 Journey to Nowhere
2 Lumithread Field
2 Prismatic Strands
2 Sundering Growth
The first list is really similar to what I run right now. We see 3 Quicksands though, which is a lot. I decided to only play 1 non-white land, because I usually want to keep hands with 2 lands but it's not possible in the case I got 2 colorless lands. Also, I'm not sure what Quicksand is for, since we don't care that much about unflipped Delver (or anything with power < 2, he still has Sunlance in his sideboard). I think Radiant Fountain has been good, really. This extra edge saved me more times than I thought it would.
The 2 other lists are quite different, both splashing blue for Keep Watch. Some crazy sideboard tech with Lumithread Field too. I'm happy to see Mana Tithe though.
I think my own list is more focused on plan A, which is having a lot of 1/1s and resolving a Guardians' Pledge effect to win quickly. The 2 last lists are definitely more going for the long term plan with Keep Watch, which looks to be more vulnerable to mono-blue control (even with Mana Tithe). The loss in tempo with Tranquil Cove is also something to consider since it really hurts the deck a lot in my opinion.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
4 toughness is a lot in this format, but it's not Guardian of the Guildpact either.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Sunlance and Prismatric Strands are really good against UR Blitz. The Bearer is an auto-win against aura hexproof and can be useful against a couple of other decks (namely mono-red burn).
Mana Tithe is awesome on game 2 or 3 on the play, it always trades with something.
How do you deal with Guardian of the Guildpact in this format? Geth's Verdict doesn't work against tokens. The answer is: you don't. I think I will add 3 in the sideboard instead of Suture Priest, against mono-black and zoo, this should be awesome. It doesn't die to Shrivel either.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Celestial Flare sees 0 play but is really easy to play around otherwise, Curse of Chains does however see some play but it's not played in tier 1 decks. Same for Unmake.
Decks play mostly targeted removal or edicts. I know that Terminate is a card. Problem is it's not played at all in tier 1-1.5 decks.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
This deck has favorable matchups against these decks already anyway. Zoo is a less favorable MU and Guardian of the Guildpact is nearly an autowin against them (they just have nothing to kill it). Tron doesn't have much either, but they just don't care at all. Same for turbofog (which is the only reason to play Suture Priest right now).
Anyway, I don't think Conclave Phalanx is good enough to be in this deck right now. If it worked like Gary, that would be awesome, but it doesn't.
Celestial Flare is something I could play instead of Sunlance though. Does get rid of Delver, Kiln Fiend and Cyclops at instant speed and without targetting. Can help against bigger beaters (Myr Enforcer, Atog, Matca Rioters and more) since I'm not really getting rid of anything more valuable with Sunlance. The only difference is 1-cmc vs 2-cmc, but I think I'm going with a slower plan when I'm siding in that kind of card anyway.
It's a sideboard card, it doesn't work great against token decks, but Sunlance doesn't either.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
- Sunlance
- Celestial Flare
- Unmake
- Sandblast
Some problematic cards in the format:- Spire Golem
- Guardian of the Guildpact
- Ulamog Crusher
- Slippery Bogle
- Kor Skyfisher
- Matca Rioters
- Gurmag Angler
- Carrion Feeder
- Atog
- Myr Enforcer
I feel like Sunlance doesn't do what I want it to do here. My bad matchups are mostly decks faster than tokens besides burn because this deck just lose to any lifegain (Priest) or tempo (Bearer). Bad matchups include aura hexproof (especially when mulling into oblivion to see the Flagbearer, Armadillo Cloak is a real pain), infect (we just can't do much, they are faster) and some more even matchups like tron (we're dead as soon as Fangren Marauder hits the battlefield) and zoo (Tribal Flames is a pretty quick clock, and a 5/5 for 3 is pretty good in this format too), affinity (4/4s are huge, Atog is huge) and finally Kiln Fiend/Nivix Cyclops (they just don't care, they kill me before I do anyway).Sunlance doesn't really improve any of these matchups significantly enough.
Unmake is strictly better than Sandblast I think. Celestial Flare has the mana cost advantage and doesn't target, but needs some specific conditions to work. It gets around flagbearers, hexproof, protection spells (Apostle's Blessing or Vines of Vastwood) but it doesn't work really well with multiple attackers.
Between Geth's Verdict and Victim of Night, what is better? Both cards are actually well played in the format. But I'm playing mono-white. Should I dedicate 6 spots in my sideboard for these effects and play both Unmake and Flare? Unmake is probably a tad slow against UR Blitz. If I want to play both and keep Mana Tithe, that will be hard. I could remove Suture Priest and Flagbearers and put that new Conclave Phalanx instead, which would leave me the 3 extra spots. But I would only have Flare against hexproof. Is it enough? Flagbearers are so good in this matchup.
Looking at my whole sideboard options, I'm noticing that I'm really going a different route with a more controlish deck instead of focussing on plan A and including things like Lumithread Field. But it's just that plan A is really hard to achieve against some specific archetypes, I saw decks with as much as 6 hate cards against me (Shrivel, Nausea, Crypt Rats and Electrickery are the most played ones). That might be why I'm going for a more controlish plan but I'm not sure it's really the thing to do.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.