Not sure if it's really better. I feel safer in some ways with 5 spells against creatures but Sunlance is 1 mana, Unmake is 3. I definitely don't need 3 Strands and 3 Priests. I could probably go with 2 Bearers and 3 Unmake too. Mana Tithe... well, it's a tempo card, I really need it in my opener to make it shine, but I could also definitely go with 2.
Thinking about it, since I just can't race against some decks, control is probably the only way to go with my sideboard.
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.
Bearers are only good against aura hexproof, but they have Journey to Nowhere. Patrician's Scorn is better in this matchup since it totally gets rid of enchantments (they don't keep 'em in their hands) and it also works against several other decks like Zoo, Presence of Gond, Pestilence etc.
Unmake and Celestial Flare help against creature-based strategies (esper control, UR blitz, Midnight combo, zoo, affinity and more), I think I need more than 3 spells dedicated to this, so here are 6.
Mana Tithe does what it does: surprise the opponent and trades with anything.
Conclave Phalanx is a solid turn 3. With a creature on turn 1, 2 tokens on turn 2, 2 tokens on turn 3 into Phalanx to gain 6 life... this is it. Burn is mostly dead to this (double Time Walk) and both Kiln Fiend and Affinity have a harder matchup. If I'm more patient against opponents not playing Electrickery or Shrivel, I can win even more life. Turbo fog is still a thing, I think I have to go with a well timed Mana Tithe in this matchup and I can kill their enchantments with Scorn.
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.
I'm confused as to why you think Suture Priest is good against Turbo Fog? They don't play creatures of their own so it won't do them any extra damage and they aren't trying to kill you with damage so gaining life doesn't help you either. It seems like a whole lot of 2 mana 1/1 no abilities against them. Suture Priest is for aggro matchups - getting to simultaneously attack them and give yourself an extra life buffer can go a long way. It can also sort of prevent an Esper Familiar deck from comboing off (at least until they Snap it back to your hand). It does nothing for this deck against Turbo Fog.
As for Guardian of the Guildpact, it's a difficult to deal with card but not some be-all-end-all awesome threat. MBC can still edict it away if they sweep the rest of your board with a Crypt Rats, Delver has access to Curse of Chains out of their sideboard or Spire Golem to block it. Affinity can block it with Myr Enforcer. Many other decks can simply just race it. It's a 4 mana 2 power creature so as a threat it's very slow and clunky (especially when it doesn't have a Bonesplitter it can pick up). This deck is already running a playset of Battle Screech and there's only so many 4 drops a deck like this can afford to play before it starts losing to itself. I've played it in the past in more traditional White Weenie decks and it's okay but certainly not as unbeatable as you're making it out to be. And since the tokens decks aren't usually running Bonesplitter it goes down in value here compared with a traditional WW list.
Also saying Standard Bearer is only good against Hexproof makes me wonder if you've ever played against a Stompy deck before...cause that's literally the main reason you play it. Not Hexproof (Patrician's Scorn is better there as you've surmised) though it does have a bit of splash damage in that it can affect them, same with Burn. Against Stompy though it shuts off half their deck and means you can block their creatures without fear of a pump spell (or let them through without fear of dying to a pump spell(s)).
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.
I'm confused as to why you think Suture Priest is good against Turbo Fog? They don't play creatures of their own so it won't do them any extra damage and they aren't trying to kill you with damage so gaining life doesn't help you either. It seems like a whole lot of 2 mana 1/1 no abilities against them. Suture Priest is for aggro matchups - getting to simultaneously attack them and give yourself an extra life buffer can go a long way. It can also sort of prevent an Esper Familiar deck from comboing off (at least until they Snap it back to your hand). It does nothing for this deck against Turbo Fog.
As for Guardian of the Guildpact, it's a difficult to deal with card but not some be-all-end-all awesome threat. MBC can still edict it away if they sweep the rest of your board with a Crypt Rats, Delver has access to Curse of Chains out of their sideboard or Spire Golem to block it. Affinity can block it with Myr Enforcer. Many other decks can simply just race it. It's a 4 mana 2 power creature so as a threat it's very slow and clunky (especially when it doesn't have a Bonesplitter it can pick up). This deck is already running a playset of Battle Screech and there's only so many 4 drops a deck like this can afford to play before it starts losing to itself. I've played it in the past in more traditional White Weenie decks and it's okay but certainly not as unbeatable as you're making it out to be. And since the tokens decks aren't usually running Bonesplitter it goes down in value here compared with a traditional WW list.
Also saying Standard Bearer is only good against Hexproof makes me wonder if you've ever played against a Stompy deck before...cause that's literally the main reason you play it. Not Hexproof (Patrician's Scorn is better there as you've surmised) though it does have a bit of splash damage in that it can affect them, same with Burn. Against Stompy though it shuts off half their deck and means you can block their creatures without fear of a pump spell (or let them through without fear of dying to a pump spell(s)).
You are right on Guardian and Priest, and I'm removing Priest from SB since it's not actually that great against aggro and I won't be playing Guardian. As for Stompy, I did play a couple of matches on MTGO against Stompy and it's a race, both decks can kill on turn 3. I'm usually able to block Pitskull and Ledgewalker just fine, I also have Javelineers and Hawkeeper/Harrier, and I'm now adding 6 spells against creatures (3 not targetting) to help even more in this matchup. Moment's Peace is a problem though. Yes, Standard Bearer gives me the edge in this matchup. Is it enough to keep sideboard spots for it? I would have to remove Mana Tithe in that case, or go with a 3-3-3-2-2-2 sideboard instead of 3-3-3-3-3. But I could play Prismatic Strands nearly for the same reasons. The problem is, it's slow.
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 haven't seen hexproof much at all in Dailies lately so I don't bother with Patrician's Scorn. Rune of Protection is good for Burn which is decently popular and is also pretty good against UR Fiend combo. Affinity is another popular deck so Dust to Dust can come in handy there as a nice little 2-for-1. Lumithread is pretty important right now I find - lets you dodge Electrickery and Shrivel, shuts off Cuombajj Witches, and can make blocking very favorable for you (making your Affinity opponent run their 4/4s into your tokens and only getting to trade for 2 of them is pretty nice). Sunlance is just there to supplement JtN as more removal but it could become something else in a pinch. I might try out the Phalanx when it's legal online. I already run 2 Prismatic Strands main. Never really liked Mana Tithe myself but I'm not very big on high-variance cards like that. I think Standard Bearer is worth the slots since it nerfs Stompy and doubles as hate for Burn and Hexproof but I get the feeling you are playing in a paper meta though since you are talking about Hexproof and Turbofog decks (neither of which have done much of note in recent weeks of Dailies), so what works for my sideboard may not work for you.
I haven't seen hexproof much at all in Dailies lately so I don't bother with Patrician's Scorn. Rune of Protection is good for Burn which is decently popular and is also pretty good against UR Fiend combo. Affinity is another popular deck so Dust to Dust can come in handy there as a nice little 2-for-1. Lumithread is pretty important right now I find - lets you dodge Electrickery and Shrivel, shuts off Cuombajj Witches, and can make blocking very favorable for you (making your Affinity opponent run their 4/4s into your tokens and only getting to trade for 2 of them is pretty nice). Sunlance is just there to supplement JtN as more removal but it could become something else in a pinch. I might try out the Phalanx when it's legal online. I already run 2 Prismatic Strands main. Never really liked Mana Tithe myself but I'm not very big on high-variance cards like that. I think Standard Bearer is worth the slots since it nerfs Stompy and doubles as hate for Burn and Hexproof but I get the feeling you are playing in a paper meta though since you are talking about Hexproof and Turbofog decks (neither of which have done much of note in recent weeks of Dailies), so what works for my sideboard may not work for you.
Can't lie, Lumithread Field completely destroys Electrickery and Shrivel. But I never had any problems against Electrickery. UR Blitz is already a bad matchup, Goblins is good matchup, mono-red burn is a good matchup if we can win life or force them to waste cards on our creatures. If you play right, Electrickery trades 1 for 1 with Battle Screech. Which is totally fine with me. I never felt the need for +0/+1 effects because I can play around -1/-1 effects really well. The Witches... yeah, it's annoying, we have to play around that too by playing all the tokens in the same turn. Not that much of a problem usually.
Dust to Dust is fine but you only play 1, which isn't really reliable to say the least. I don't think Affinity is that much of a problem if I play 6 spells to kill creatures and that would be even better with Lumithread Field as you mentionned.
Circle of Protection is really interesting and could be in instead of Conclave Phalanx: good against zoo, UR blitz, goblins, mono-red burn, UR control, Atog Affinity (G-Blast) and more. Enchantment hate is quite rare in the format.
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 mostly concerned about the control decks running Electrickery, not so much UR Fiend (like you said that matchup is pretty bad anyways) and against somehting like Goblins you're generally wanting to trade your tokens off for their creatures any chance you get anyways. As for playing around it, sometimes you can but every creature in the deck has 1 toughness and you want to play your 1 drops/2 drops out to help you cast your Triplicate Spirits so it can be easier said than done. You also need to deploy a critical mass of creatures for your Guardian's Pledges to be good. It's nice to just not have to care about that card when you're playing against a red deck. And yeah turn 2 Witches is a big problem for this deck if it doesn't draw one of its Journey to Nowhere. I think you need some way to safeguard against the 1 damage sweepers since you're so heavily reliant both on 1 toughness creatures and deploying a lot of them. So if not Lumithread Field then I'd at least want Ramosian Rally for the surprise counter.
Dust to Dust is just kind of a throw-away slot for a bit of extra Affinity hate as it's a popular deck. It's not really meant to be reliable it's more just a nice card you can randomly draw against them but it could easily be swapped for something else as necessary.
I'm mostly concerned about the control decks running Electrickery, not so much UR Fiend (like you said that matchup is pretty bad anyways) and against somehting like Goblins you're generally wanting to trade your tokens off for their creatures any chance you get anyways. As for playing around it, sometimes you can but every creature in the deck has 1 toughness and you want to play your 1 drops/2 drops out to help you cast your Triplicate Spirits so it can be easier said than done. You also need to deploy a critical mass of creatures for your Guardian's Pledges to be good. It's nice to just not have to care about that card when you're playing against a red deck. And yeah turn 2 Witches is a big problem for this deck if it doesn't draw one of its Journey to Nowhere. I think you need some way to safeguard against the 1 damage sweepers since you're so heavily reliant both on 1 toughness creatures and deploying a lot of them. So if not Lumithread Field then I'd at least want Ramosian Rally for the surprise counter.
Dust to Dust is just kind of a throw-away slot for a bit of extra Affinity hate as it's a popular deck. It's not really meant to be reliable it's more just a nice card you can randomly draw against them but it could easily be swapped for something else as necessary.
I got 3 Rally maindeck and this is mainly how I play around Electrickery.
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 really considering Tireless Tribe right now BUT probably with Prismatic Strands maindecked too so that I have ~8 cards with flashback (Strands, Screech and Cry). But that also means major changes to my list, do I still play Hawks and Harrier/Hawkeeper? I really don't know right now, I've been toying a little bit with my list on MTGO but I'm never totally satisfied.
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.
After a whole month of not thinking too much about it, I finally made my decisions.
Main deck, I remove the Selfless Cathars. Against either Shrivel or Electrickery, they always have spot removal and nothing but tokens to use it for, so it always eat a Bolt/Victim of the Night and then Electrikery/Shrivel. Ramosian Rally is the real deal against mass removal, and playing around it by only having 4-6 tokens at a time (never more than 2 spells) will avoid 3 for 1 and 4 for 1.
I add a 4th Icatian Javelineer and 2x Tireless Tribe instead. The reason for Tireless Tribe is mostly to discard Battle Screech which can then be castes on turn 2, but also for the sideboard Prismatric Strands (another option against Electrikery). This way, I maintain the same number of 1 drops.
As for the sideboard, it's going to be 3x of each of those: Prismatic Strands, Celestial Flare, CoP: Red, Unmake and Standard Bearer. This way, I have something for nearly everything in the format. Please note that Rune of Protection is probably just better than Circle of Protection in any mono-white deck, but since I want a foil paper version, I will go with CoP. I don't think the cycling ability would make much of a difference anyway, since in most match ups (burn, Kiln Fiend and some decks with Rolling Thunder), they are just dead when we get one on the field.
with the increasing number of 4 and 5 toughness creatures in the format, Sunlance wasn't just good enough. Celestial Flare will work in most situations and Unmake too. Standard Bearer is probably the most narrow option I've got in my sideboard, since I probably only sideboard it against green decks (stompy and aura), but it's good enough in these match ups to force them to sideboard subpar cards like Hornet Sting, so I will take it.
Turbofog isn't played a lot right now, but I think all we need against this deck is to have lethal every turn. Just overextend with enough tokens to kill them. I've been doing fine against Turbofog, they don't have enough Fogs if we are starting going for lethal on turn 4-5.
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.
Kytheon's Tactics1WW
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell Mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
Well, this is likely to replace Righteous Charge. +2/+1 instead of +2/+2 but spell mastery is really easy to get in this deck, and vigilance should be more useful than the additional toughness in most situations, whether it's for a post-combat Triplicate Spirits or just to have blockers. Could take Marshaling Cry spot too, but I think the cycling and flashback really offer a lot of value in slower matchups.
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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- 3 Mana Tithe
- 3 Prismatic Strands
- 3 Standard Bearer
- 3 Sunlance
- 3 Suture Priest
Potential sideboard:- 3 Mana Tithe
- 2 Prismatic Strands
- 3 Standard Bearer
- 2 Suture Priest
- 2 Unmake
- 3 Celestial Flare
Not sure if it's really better. I feel safer in some ways with 5 spells against creatures but Sunlance is 1 mana, Unmake is 3. I definitely don't need 3 Strands and 3 Priests. I could probably go with 2 Bearers and 3 Unmake too. Mana Tithe... well, it's a tempo card, I really need it in my opener to make it shine, but I could also definitely go with 2.Thinking about it, since I just can't race against some decks, control is probably the only way to go with my sideboard.
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.
Bearers are only good against aura hexproof, but they have Journey to Nowhere. Patrician's Scorn is better in this matchup since it totally gets rid of enchantments (they don't keep 'em in their hands) and it also works against several other decks like Zoo, Presence of Gond, Pestilence etc.
Unmake and Celestial Flare help against creature-based strategies (esper control, UR blitz, Midnight combo, zoo, affinity and more), I think I need more than 3 spells dedicated to this, so here are 6.
Mana Tithe does what it does: surprise the opponent and trades with anything.
Conclave Phalanx is a solid turn 3. With a creature on turn 1, 2 tokens on turn 2, 2 tokens on turn 3 into Phalanx to gain 6 life... this is it. Burn is mostly dead to this (double Time Walk) and both Kiln Fiend and Affinity have a harder matchup. If I'm more patient against opponents not playing Electrickery or Shrivel, I can win even more life. Turbo fog is still a thing, I think I have to go with a well timed Mana Tithe in this matchup and I can kill their enchantments with Scorn.
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.
I'm confused as to why you think Suture Priest is good against Turbo Fog? They don't play creatures of their own so it won't do them any extra damage and they aren't trying to kill you with damage so gaining life doesn't help you either. It seems like a whole lot of 2 mana 1/1 no abilities against them. Suture Priest is for aggro matchups - getting to simultaneously attack them and give yourself an extra life buffer can go a long way. It can also sort of prevent an Esper Familiar deck from comboing off (at least until they Snap it back to your hand). It does nothing for this deck against Turbo Fog.
As for Guardian of the Guildpact, it's a difficult to deal with card but not some be-all-end-all awesome threat. MBC can still edict it away if they sweep the rest of your board with a Crypt Rats, Delver has access to Curse of Chains out of their sideboard or Spire Golem to block it. Affinity can block it with Myr Enforcer. Many other decks can simply just race it. It's a 4 mana 2 power creature so as a threat it's very slow and clunky (especially when it doesn't have a Bonesplitter it can pick up). This deck is already running a playset of Battle Screech and there's only so many 4 drops a deck like this can afford to play before it starts losing to itself. I've played it in the past in more traditional White Weenie decks and it's okay but certainly not as unbeatable as you're making it out to be. And since the tokens decks aren't usually running Bonesplitter it goes down in value here compared with a traditional WW list.
Also saying Standard Bearer is only good against Hexproof makes me wonder if you've ever played against a Stompy deck before...cause that's literally the main reason you play it. Not Hexproof (Patrician's Scorn is better there as you've surmised) though it does have a bit of splash damage in that it can affect them, same with Burn. Against Stompy though it shuts off half their deck and means you can block their creatures without fear of a pump spell (or let them through without fear of dying to a pump spell(s)).
You are right on Guardian and Priest, and I'm removing Priest from SB since it's not actually that great against aggro and I won't be playing Guardian. As for Stompy, I did play a couple of matches on MTGO against Stompy and it's a race, both decks can kill on turn 3. I'm usually able to block Pitskull and Ledgewalker just fine, I also have Javelineers and Hawkeeper/Harrier, and I'm now adding 6 spells against creatures (3 not targetting) to help even more in this matchup. Moment's Peace is a problem though. Yes, Standard Bearer gives me the edge in this matchup. Is it enough to keep sideboard spots for it? I would have to remove Mana Tithe in that case, or go with a 3-3-3-2-2-2 sideboard instead of 3-3-3-3-3. But I could play Prismatic Strands nearly for the same reasons. The problem is, it's slow.
What do you think I should play as my sideboard?
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.
1 Sunlance
4 Journey to Nowhere
3 Lumithread Field
2 Rune of Protection: Red
4 Standard Bearer
1 Dust to Dust
I haven't seen hexproof much at all in Dailies lately so I don't bother with Patrician's Scorn. Rune of Protection is good for Burn which is decently popular and is also pretty good against UR Fiend combo. Affinity is another popular deck so Dust to Dust can come in handy there as a nice little 2-for-1. Lumithread is pretty important right now I find - lets you dodge Electrickery and Shrivel, shuts off Cuombajj Witches, and can make blocking very favorable for you (making your Affinity opponent run their 4/4s into your tokens and only getting to trade for 2 of them is pretty nice). Sunlance is just there to supplement JtN as more removal but it could become something else in a pinch. I might try out the Phalanx when it's legal online. I already run 2 Prismatic Strands main. Never really liked Mana Tithe myself but I'm not very big on high-variance cards like that. I think Standard Bearer is worth the slots since it nerfs Stompy and doubles as hate for Burn and Hexproof but I get the feeling you are playing in a paper meta though since you are talking about Hexproof and Turbofog decks (neither of which have done much of note in recent weeks of Dailies), so what works for my sideboard may not work for you.
Can't lie, Lumithread Field completely destroys Electrickery and Shrivel. But I never had any problems against Electrickery. UR Blitz is already a bad matchup, Goblins is good matchup, mono-red burn is a good matchup if we can win life or force them to waste cards on our creatures. If you play right, Electrickery trades 1 for 1 with Battle Screech. Which is totally fine with me. I never felt the need for +0/+1 effects because I can play around -1/-1 effects really well. The Witches... yeah, it's annoying, we have to play around that too by playing all the tokens in the same turn. Not that much of a problem usually.
Dust to Dust is fine but you only play 1, which isn't really reliable to say the least. I don't think Affinity is that much of a problem if I play 6 spells to kill creatures and that would be even better with Lumithread Field as you mentionned.
Circle of Protection is really interesting and could be in instead of Conclave Phalanx: good against zoo, UR blitz, goblins, mono-red burn, UR control, Atog Affinity (G-Blast) and more. Enchantment hate is quite rare in the format.
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.
Dust to Dust is just kind of a throw-away slot for a bit of extra Affinity hate as it's a popular deck. It's not really meant to be reliable it's more just a nice card you can randomly draw against them but it could easily be swapped for something else as necessary.
I got 3 Rally maindeck and this is mainly how I play around Electrickery.
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.
I'm really considering Tireless Tribe right now BUT probably with Prismatic Strands maindecked too so that I have ~8 cards with flashback (Strands, Screech and Cry). But that also means major changes to my list, do I still play Hawks and Harrier/Hawkeeper? I really don't know right now, I've been toying a little bit with my list on MTGO but I'm never totally satisfied.
The core can't change.
That's 20 cards, add ~20 lands and we have room to work with.
Tireless Tribe is just really good against 4/4s in the format (mostly affinity), trading topdecked land for a block.
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.
Main deck, I remove the Selfless Cathars. Against either Shrivel or Electrickery, they always have spot removal and nothing but tokens to use it for, so it always eat a Bolt/Victim of the Night and then Electrikery/Shrivel. Ramosian Rally is the real deal against mass removal, and playing around it by only having 4-6 tokens at a time (never more than 2 spells) will avoid 3 for 1 and 4 for 1.
I add a 4th Icatian Javelineer and 2x Tireless Tribe instead. The reason for Tireless Tribe is mostly to discard Battle Screech which can then be castes on turn 2, but also for the sideboard Prismatric Strands (another option against Electrikery). This way, I maintain the same number of 1 drops.
As for the sideboard, it's going to be 3x of each of those: Prismatic Strands, Celestial Flare, CoP: Red, Unmake and Standard Bearer. This way, I have something for nearly everything in the format. Please note that Rune of Protection is probably just better than Circle of Protection in any mono-white deck, but since I want a foil paper version, I will go with CoP. I don't think the cycling ability would make much of a difference anyway, since in most match ups (burn, Kiln Fiend and some decks with Rolling Thunder), they are just dead when we get one on the field.
with the increasing number of 4 and 5 toughness creatures in the format, Sunlance wasn't just good enough. Celestial Flare will work in most situations and Unmake too. Standard Bearer is probably the most narrow option I've got in my sideboard, since I probably only sideboard it against green decks (stompy and aura), but it's good enough in these match ups to force them to sideboard subpar cards like Hornet Sting, so I will take it.
Turbofog isn't played a lot right now, but I think all we need against this deck is to have lethal every turn. Just overextend with enough tokens to kill them. I've been doing fine against Turbofog, they don't have enough Fogs if we are starting going for lethal on turn 4-5.
I'm editing the decklist on page 1 now.
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.