I have never been a guy to quibble much over format. I’ve mostly just played whatever I had in whatever deck I felt like building. This can yield some very interesting and fun deck ideas, but it is really only practical if you play with your friends at the kitchen table. However, sometimes, as an exercise to challenge yourself, it is interesting to limit your deck building options and force yourself to do as much (or perhaps more) with less.
To this end, my friends and I are meeting for our monthly game. We get together once a month and it is a collection of people from all the stages of my life. Some of the players are guys I played with as a teenager, others are friends that I have made through playing Magic, while others are spouses or acquaintances I have made elsewhere. It is a very eclectic group with some of them having all the top tier 1 competitive decks. Others are very much interested in brewing with a small number of cards in order to keep the relative cost down. This can result in some match-ups that just aren’t super fun as one guy plays a Legacy “Show and Tell” deck, while the other guy plays a random smattering of cards from the most recent set.
To level the playing field a bit and to make the evening a little different I challenged my friends to build Standard Pauper decks for this month. In case you aren’t overly familiar, Pauper is a format that only uses common cards. By limiting the cards even further by only allowing cards that would be Standard legal (Return to Ravnica and Theros blocks) we have limited the pool of options available and evened out the power level of the cards that can be played.
This is a relatively new experience for me as I have never consciously made a Pauper deck. Sure, I have used common cards and tried to limit my choices, but I have never been one to purposefully limit my card choices so dramatically. Herein lies the challenge: build a deck that I feel can win without leaning on the cards that I come to rely on. My friends all jumped at the suggestion and so it is ON! This weekend we will battle with Pauper!
The first dilemma when trying to build any winning deck is anticipating what you will be playing against. If I were going to be playing at a Stadard event at a local game shop I would come prepared to play against all the top decks like Mono-Black, Mono-Blue, and G/R Monsters. However, we have no meta…this is one off…and so I need to instead rely on my understanding of my opponents and what some of their tendencies are.
Some of the players will be wild cards. They are relatively inexperienced players (even compared to me) and are likely to bring decks packed with creatures and just looking to turn sideways and smash. This likely means inexpensive white, green, and red creatures and ramping into some sort of fatty that will be hard to deal with. With those decks in mind, I will need to ensure I have access to enough removal to slow them down and give myself a chance to get into the game.
My friend David likes mill decks. He likes to play B/U and will undoubtedly slide in some cards that are designed to force me to grind through my library. He will also likely play hand destruction, so I need to come prepared for that. If his mill cards are creatures, then I should be okay because my removal should be able to handle them too, so that isn’t a concern for me overly. The bigger issue is seeing enchantments or artifacts that force the milling of my deck. So, some enchantment destruction needs to be considered in order to close down this angle to some degree. Hand destruction is tougher to deal with because I will need countermagic, but Duress on turn 1 totally ruins the hope of any counter spells, so I may hedge my bets and hope David goes for creatures and not hand destruction.
Sam is a terrific player but invariably will be running a U/x deck with a bunch of counter magic. Sam is the quintessential control player and I expect nothing different. This is always a troubling matchup and Sam is good at it. So, if I can’t beat the control match up…I may have to join it. This is the matchup that I need to be most interested in performing well, so time to go to the old box of stuff and see what I can put together.
I start off with cards from the most recent set, Born of the Gods, and see what I can find. Divine Verdict is a fine reprint of a reasonable removal spell. Most creatures need to attack, and this gets rid of them and is a solid card. Stratus Walk is another strong card. It gives something flying, draws me a card, and is reasonably costed. The last addition is a little steep in terms of cost, but potentially a bomb. Sphinx’s Disciple makes use of the Inspired ability, so for 5 mana (3 colourless and 2 blue) I get a 2/2 flier, but whenever it untaps I draw a card. If I can protect this guy, it could be a real card draw engine. Card advantage in this sort of game will be key and this could be just the ticket.
Next, I look at some options in Theros. Prescient Chimera is one place to start that could be a pretty good bomb. For 5 mana (3 colourless and 2 blue) I get a 3/4 flier that let’s me Scry 1 every time I cast an Instant or Sorcery. As a 5 drop at the top of my curve this is pretty strong creature that allows me to draw into better cards as the late game continues. It also works pretty well with Sphinx’s Disciple to set up the Inspired trigger to ensure that the extra card is more valuable to me. Next I need to look at some enchantments and conclude that Chosen by Heliod is a solid, inexpensive Aura that is useful and pairs really nicely to help protect Sphinx’s Disciple. Chosen By Heliod is also a very dynamic card with Wingsteed Rider to trigger the Heroic trigger. All in all, some good fodder for a viable Pauper deck.
The last additions to the deck are from Return to Ravnica block and include Lyev Decree. Lyev Decree is very interesting because it allows me to tempo my opponents out by rendering their creatures unable to block. It is cheap and efficient and allows me to power through some extra damage. Shielded passage is another interesting little twist that protects cards, either Sphinx’s Disciple, or enacts the Heroic trigger on Wingsteed Rider, and triggers the Scry on Prescient Chimera. All three are very relevant abilities in this deck making Shielded Passage a very interesting card and neat combat trick. The last creature is Keening Apparition which builds in a little enchantment destruction and a very reasonable 2/2 body. This is in essence a “Bear” with a bonus and raises its appeal considerably.
Here’s the Decklist
U/W Tempo – Standard Pauper
In building this deck I looked at a variety of things and considered what pieces went together. I started with my curve looking to curve out into my powerful creatures and not miss out on any of the spots if I could help it. There is no Turn 1 play, which is unfortunate, but I struggled to fit a solid 1 drop in this deck and opted to pass on it. Turn 2 I can play Concordia Pegasus or Keening Apparition, at 3 there is Wingsteed Rider and Wavecrash Triton. I almost stumbled at 4, but I noticed Runewing and immediately saw that it was a viable option with an upside. I curve out at 5 with Prescient Chimera and Sphinx’s Disciple giving yet more flying threats.
The Spells really serve three purposes. My first play is to try and straight up remove my opponent’s creatures from the battlefield with Divine Verdict or Last Breath. If that doesn’t work I can use Lyev Decree to slow them down and punch my own creatures through their defences. All the other spells are there to protect my creatures and to trigger Heroic abilities on my Wingsteed Rider or Wavecrash Triton, which can also serve the dual role of adding to the tempoing out of my opponent by tapping their creatures.
Overall, I think the deck looks pretty solid and like it may have a good showing this weekend when I sit down for my Casual Encounter with my pals. If you have any suggestions, let me know as I would love to hear what you guys think. I’ll also give you an update on how it fares and what adjustments I intend to make down the line. I have really enjoyed this process and think that this may be something I continue to bring forward to my Casual Encounters to keep them fun and different.
Until next time keep it fun, keep it safe…and keep it Casual.
Bruce Gray
The opening strategy is focused on your mana dorks to come and ramp to the fatties. We find full sets of Elvish Mystic, Sylvan Caryatid and Courser of Kruphix all of which can speed you plan up by several turns. Also, removal aimed at them means less removal to deal with the big boys. As far as those ‘big boys’ are concerned there is Polukranos, World Eater and Stormbreath Dragon who’s ability to become Monstrous will often spell certain doom for your opponents well before they’re ready to deal with them. Then there are a few support creatures with Reaper of the Wilds with a Scry ability helpful when the opponent is removing your creatures or chumping with his, Ghor-Clan Rampager which can turn a game saving chump block into a game ending surprise, Scavenging Ooze with incidental lifegain and graveyard hate, and Xenagos, God of Revels pushing the beatdown plan into high gear. Speaking of Xenagos we find the same standard package of Planeswalkers as in Gruul with Domri Rade and Xenagos, the Reveler which both are invaluable in a creature heavy deck both accelerating and digging for them while also working hard to control the battlefield. The addition of Black is what allows an interesting one of Vraska, the Unseen which can spell certain doom if her assassins are able to infiltrate through the enemies defenses but will most often be used as removal of various types of threats. And speaking of removal the deck is completed with a minor removal suite which consists of a pair of Dreadbore and pair of Mizzium Mortars but is also somewhat supplemented by the Monstrous ability.

Oh burn…ever since the printing of Lightning Bolt there have been Red mages looking to blast their spells straight to the dome. Each block there is always a Mono-Red or R/x deck that is straightforward, efficient and appeals to highly aggressive players. This deck is just one like that exactly.
While this deck is Boros by strict definition Red is the primary color with White a splash to add a few excellent cards. The creature package is is set with a tight curve building from Ash Zealot which can be a highly effective beater and the First Strike coupled with burn allows you some utility. Boros Reckoner has always been interestingly unique with his ability often making combat math complicated enough to hold off enemy attacks from even happening. Then with seventeen burn spells in the deck and additional help from Chandra her bird Chandra’s Phoenix is able to attack with impunity knowing that getting it to rise from the grave back to your hand is an almost guarantee. There is also a pair of Stormbreath Dragon which help the deck just go straight over the top when the games start to run long and can also be a huge surprise you’re dead. Because of the primarily Red base to the deck it can squeeze Mutavault into the manabase easily to get additional ground pounders. Then we find Chandra, Pyromaster who is the only source of card advantage in the deck and if you can ultimate it is doubtless that she’s going to hit the paydirt on that roll of the dice, and incidentally can prevent a big blocker from thwarting your attack while building loyalty. For straight removal we have Standards newest best impression of a Swords to Plowshares in Chained to the Rocks which should not have issue with the enchant Mountain clause given 15 copies in the deck. The rest of the deck consists of a plethora of burn spells which can double as either removal or damage right to the dome. We find a mix of Lightning Strike and Searing Blood as simple burn for the deck while the others carry some utility with them. Magma Jet helps to filter through your deck which is a key ability for this style of deck as draw isn’t one of these colors strengths. Warleader’s Helix is a beast of removal with four damage it’s able to get into those bigger creatures and coupled with First Strike creatures can surprise a chump block into the removal of a huge creature. And finally the ‘Boros’ deck would not be complete without the utility from Boros Charm which can either be that knockout punch taking down four points of life, can save your army from sweepers or is able to turn one of your creatures into a formidable fighting machine to Double Strike your opponent to the death.

A huge part of the functioning of this deck comes from that newly legal enchantment which provides every turn a new 1/1 Flying Faerie with which to either continue a beatdown strategy or defend your life total, which can be very important as it slowly bleeds you one life each turn. The other Fae in the deck are not just aggressive creatures but are efficiently equipped with additional abilities and all are able to appear at will with Flash. Starting with a look at the permission package we have Spellstutter Sprite which with so many Faeries around to support it will more often then not be able to counter any spell threatening you. It is complimented by Mana Leak, Spell Snare and Cryptic Command to ensure dominance over the opponent. Next we look at the disruption which is rooted in the legendary Vendilion Clique which can appear out of nowhere to remove a key piece of action from their hand and then move into a beatdown role. There is also a mix of Inquisition of Kozilek and Thoughtseize which coming out turn one plays to the harsh opening into Bitterblossom turn two which can often spell doom for the opponent. Our last true Faerie is Mistbind Clique which is used as a virtual Time Walk by flashing out on the upkeep of your opponent to tap down his lands for that turn. The Champion ability can also be your savior in a long game where Bitterblossom, which is coincidentally also a Faerie, is taking down your life too low and you’re able to make it disappear for as long as Mistbind is around. To round out the creatures there is also a pair of Snapcaster Mage which help take full advantage of the decks instants and sorceries, and also manlands in the form of the evasive Creeping Tar Pit and Mutavault which when active is also a Faerie to help either Spellstutter or Mistbind if necessary. A bit of spot removal is found in the form of Tragic Slip and Go for the Throat to contain the most important of threats. Finally there is the powerful Sword of Feast and Famine which will allow you to play spells or activate manlands before combat and then untap your lands to keep up mana to counter the enemies plans as well as forcing incidental discard.
While the main combo finish involves enchanting an Exarch with a Twin there is a redundancy package which includes Restoration Angel that can interact with Kiki-Jiki, Mirror Breaker as a secondary plan to create infinite token creatures. One way the White splash helps in this deck comes from Wall of Omens which is part of the decks draw engine and especially abusive if you Twin in, but more importantly in a new meta which is partially defined by recently unbanned Wild Nacatl a four toughness two drop can be the sole difference between holding off a ruthless assault and holding on to combo the win. Additional draw comes from format staple Serum Visions with its Scry ability to not only draw valuable cards but also filter unneeded cards away and a one of Desolate Lighthouse allows you to dig through the deck to find answers or missing combo pieces. For removal with this deck having access to both Red and White we find the requisite format all-stars Lightning Bolt and Path to Exile both efficient and effective for their purpose. There is also Swan Song as a light permission suite to handle at an very cheap cost many of the problems that the deck might face and the token you give usually not problematic, with the removal able to handle most other problems. A full set of Snapcaster Mage are able to rebuy all of your used instants and sorceries to effectively double the amount of draw, removal and counters in your deck. As an alternate beatdown plan the deck sports a full set of Celestial Colonnade to bring the ‘death from above’ should the game stall into a draw out affair. Finally a one of Spellskite in the maindeck is there as a hedge preboard in the mirror and also a way to draw removal away from your combo creatures so you can go off unhindered when you’re ready for the kill.

Scapeshift
Andrew Calderon
13th Place at Grand Prix on 3/9/2014
There are a few pieces to the puzzle to help get lands into play ahead of schedule in the form of Sakura-Tribe Elder, Search for Tomorrow and two Explore. Since you need the lands in play for Scapeshift to do its magic these cards are critical and opening turns will often go turn 1 Suspend Search into turn 2 Elder which basically advances your combo by two turns. With Blue in the deck and a combo finish that needs protection we find a permission suite that consists of Remand and Cryptic Command, the latter usually the reason the deck will float four mana when going for the kill. There is also the utility player Izzet Charm which can act either as additional counter, dig to draw into answers or combo pieces, or even a way to burn small pesky creatures especially hate bears. There’s also a pair of Lightning Bolt, an Electrolyze and an Anger of the Gods to help as removal or a small amount of reach if needed to finish them off. And that Electrolyze pairs up with Peer Through Depths as the draw power of the deck with Cryptic and Explore as well. And finally what has quietly become a format all-star Snapcaster Mage is able to rebuy any of the already cast instants or sorceries and even do a little beatdown himself to work your way towards victory.
U/W Control
Shaheen Soorani
18th Place at Grand Prix Richmond on 3/9/2014
As with any Control deck in the post-Lorwyn world of Magic we find a very important package of Planeswalkers. Working as primary win conditions which come down once the deck has taken over the game we find the incredibly powerful dynamic duo of Elspeth, Knight-Errant and Gideon Jura both with their own style of beatdown. Also, we have Jace Beleren or ‘Baby Jace’ which is a very strong source of card advantage. There is also a pair of Vendilion Clique and a set of Celestial Colonnade to help the deck finish off the opponent making great use of Flying to sneak through the beats. Next we get to the permission package of the deck which sports some diverse answer with full sets of each Cryptic Command, Mana Leak and Spell Snare to ensure the opponent isn’t allowed to advance their game plan. There’s also a singleton Repeal to bounce any nuisance which they may have been able to sneak in at some point. And no Control deck would be complete without a range of removal with this deck rife on both spot and mass including a set of Path to Exile, trio of Supreme Verdict and pair of Detention Sphere which will find a way to get rid of anything that was allowed to hit the board. There is also a set of Tectonic Edge in the manabase to fight against opposing manlands, Tron lands or even Valakuts. As for draw supplementing the Jace and Cryptic there is also Serum Visions to help dig through the deck to find that right answer. The last piece of the puzzle is found in a trio of Snapcaster Mage that given this deck runs 23 spell targets for the Snappy to rebuy is a dream for any control player when able to slot them in.
The key to Affinity is a critical mass of artifacts and this deck boasts 48 including the manlands. The reason why the amount of artifacts is so crucial is because Cranial Plating can turn a simple tiny creature into a one or two shot killing machine as it boosts power for each artifact you control. The army comes from a variety of artifact creatures starting with zero drop in Ornithopter and Memnite which help the deck start the game by emptying as much onto the battlefield as quickly as possible increasing the total artifact count substantially. The decks true one drop is Signal Pest with it team pumping Battle Cry and uniquely evasive ability, but Vault Skirge with it Phyrexian mana cost is most often played as a one drop and can quickly gain back the life lost paying for it. Speaking about pumping the team Steel Overseer is a card that if you are allowed to untap with it on the board can quickly make your army of mites turn into ferocious battle bots quickly. Another strong card is the Arcbound Ravager which carries a lot of history in the Affinity decks. With him able to manipulate the board state and sneak damage through where you opponent left himself defenseless can create an inevitable demise for your enemy. The final creature is Etched Champion which in a land of spot removal and opponents with colored creatures it reigns supreme. Often once you attain Metalcraft with him on board it’s gameover in very few hits. There is also two set of manlands with Blinkmoth Nexus and Inkmoth Nexus, both able to help end the game but Inkmoth with it poison counters pairs up with Cranial Plating very nicely to quickly infest your opponent from the inside out.