#019 – 601.2a

Welcome to another episode of “Science of Pauper”. I got the chance to briefly scratch my plans on where I want to take project “Science of Pauper” in episode 97 of the “Pauper to the People” podcast. Thanks again to the PttP cast. I want to take the opportunity to make a few announcements and to share.

Visual content
I want to start providing some video content that I promised so long ago. Not only I want to illustrate my theories from my articles, but I also want to interact with you, my dear readership, and discuss card choices and play decisions. The preferred way of doing so would be streaming on twitch.tv/scienceofpauper. Optimally (unfortunately, rather utopian) I would like to stream on a weekly basis, but I will try at least once a month. However, if it turns out that my internet connection is too slow for streaming, I will upload the matches on youtube.com/scienceofpauper.
Obviously, this will consume a considerable amount of time, so that I will probably not be able to publish written content that reliably. I will definitively write a deck tech article for all decks for the “Full Spectrum Deck Challence” (please see below), so you can recapitulate my train of thought during deck building and comprehend the changes during testing.

Full Spectrum Deck Challence
Due to the recent bannings, the Pauper world stops for a moment a catches its breath. The format has slowed down (for now but I can already read the runes that it will not stay this way for long), thereby allowing new decks to evolve and forgotten decks to rise once again. I want to take this opportunity and put my deck building skills to the test. I am going to build one deck of the 31 possible color combinations and take them to a series of two-man-queues.
Rules
1. The card pool will usually be Classic. However, I may delve into some other Pauper formats.

2. The color(s) of a deck (maindeck and sideboard) is only determined by the color of the cards, i.e. the mana symbols in the top right corner. For each hybrid mana, both colors are taken into account. Alternate costs (e.g. Flashback), additional costs (e.g. Kicker), activated abilities (e.g. Ceta Disciple), etc. do not affect the deck’s color(s).

3. The decks will only be tested in two-man-queues.

4. Decks may be modified between each match.

5. At the beginning of each testing session, the score is set to ten. For each match win, one is added to the score; for each match loss, two is subtracted from the score. For example, after the first match, the score will either be eleven (win) or eight (loss).

6. Testing will end once the score has reached zero or -1.

7. Testing will be put on hiatus once the score has reached 20.

I am looking forward to stream and to directly interact with you, my readership.

That’s it. Stay clean!

High_Gene


Twitter: ScienceOfPauper
Email: ScienceOfPauper@googlemail.com

#017 – UeB-3_GTC

#017 – UeB-3_GTC
Welcome to another episode of “Science of Pauper”! The second set of the RTR block is about to be available. Let us see what it has for Pauper.

White
Aerial Maneuver. There are better pump spells in white at a converted mana cost of two, like Kjeldoran War Cry. Admittedly, Aerial Maneuver also grants flying and first strike, but those abilities are quite frequently represented on white creatures.

Angelic Edict. This is a functional reprint of Iona’s Judgment, which has not seen and will not see play due to its high mana cost and sorcery speed.

Assault Griffin. A white Snapping Drake is simply overcosted in a world of Squadron Hawk and Kor Skyfisher.

Basilica Guards. This creature was designed for very grindy decks. It is a defender that can drain your opponent one point of life for each time you cast a spell (and pay {W/B}). There is not a white-based heavy control deck yet. Together with the uncertainty if the Extort mechanic is playable in Constructed, I would estimate that Bailica Guards will not see play.

Court Street Denizen. This creature has a powerful ability which can basically only be used offensively. For that purpose, its mana cost is too high to fit the curve in a White Weenie deck.

Daring Skyjek. A conditional 3/1 flyer is too fragile with Elektrickery in every red deck and 1/1 critters everywhere.

Dutiful Thrull. An Orzhov Rimebound Dead is not very impressive.

Guildscorn Ward. If Enemy of the Guildpact saw play, this Aura would certainly be playable.

Knight Watch. The value of this card is reasonable for its cost. However, it does not fit in any established archetype. Similar to Basilica Guards, this sorcery could be played in a white-based control deck.

Nav Squad Commandos. A five drop with an aggressive ability is underwhelming.

Shielded Passage. Blessed Breath is strictly better.

Smite. Conditional removal in white is usually worse than a (more expensive) Journey to Nowhere. If you want to have something in the one mana slot, I would suggest Sunlance.

Syndic of Tithes. I could see a Grizzly Bear with Extort being played in combination with Suture Priest in an unprecedented archetype.

Zarichi Tiger. Life gain as an activated ability on a four drop is not going to win you the game.


Blue
Clinging Anemones. A conditionally growing defender for four mana is too slow for a fast format as Pauper.

Cloudfin Raptor. Even though I cannot think of a deck from the top of my head, I do believe that this creature has great potential in an aggressive deck. Basically any creature will at least turn it into a potent blocker for Faeries and other 1/1s.

Frilled Oculus. I like this creature since it is a potent blocker for random Grizzly Bears in the early game and a respectable threat later on. Its pumped toughness of five will normally require three blockers to kill it in combat.

Hands of Binding. This is the best card of the set in my opinion. It shuts down a blocker for good, thereby completely changing the race in your favor. I predict it being devastating in blue tempo decks.

Keymaster Rogue. This creature has its applications in dedicated decks that yet need to be brewed. I could imagine bouncing my Man-o’-War to replay it turn five for another tempo swing. In the end, it will probably be too slow and fragile (only toughness of two).

Last Thoughts. This sorcery grants any creature you control Ninja of the Deep Hours’s triggered ability which really appeals to me. However, the mana cost of four together with it being a sorcery makes it hardly playable.

Leyline Phantom. Within the context of the set, Leyline Phantom is an amazing card that puts your opponent under serious pressure while simultaneously enabling Evolve. However, Pauper is too fast of a format to have five mana every turn to cast a fragile 5/5.

Metropolis Sprite. This card is quite intriguing. First, it is a two mana flying (obviously) Faerie which makes it considerably playable with Spellstutter Sprite. Second, it has an additional point of toughness which makes it resistant to “sweepers” like Electrickery or Green’s sideboard choice Scattershot Archer. Moreover, its Flowstone ability makes it a decent clock. I think this little Faerie may be better on second thought.

Sage’s Row Denizen. I think a successful Mill deck would be creatureless to render removal dead cards. Therefore, I do not believe that another milling creature will be playable.

Scatter Arc. Finally, there is an Exclude analogue for Negate. However, two additional mana for drawing a card makes it rather unlikely to see play.

Skygames. Repeatedly giving any creature flying only at your turn seems underwhelming.

Spell Rupture. This soft counter is barely playable due to its susceptibility to removal in addition to its inherent variability.

Totally Lost. An extended Griptide is too weak and too slow for five mana.

Way of the Thief. The cost of four mana for an Aura already makes me want to read on, despite the effect being decent. I still believe that flying is an evasive enough ability rendering Spectral Flight the card of choice when playing blue Auras.


Black
Balustrade Spy. Another milling creature for which the same applies as for Sage’s Row Denizen.

Basilica Screecher. This creature would fit nicely in an Extort exploiting deck due to its low casting cost and early evasive pressure. I remains to be seen if there will be such a deck.

Contaminated Ground. Some black decks play Evil Presence in the Sideboard against the Cloudpost match up. Contaminated Ground may be a considerable alternative.

Corpse Blockade. This underwhelming defender has additionally basically irrelevant activated ability.

Death’s Approach. This Aura may be considered as an alternative to Dead Weight as the malus should usually be greater than -2/-2. However, in an Infect match up, it may not be sufficient to survive the first couple of turns.

Devour Flesh. Even though this card is a strictly worse Diabolic Edict, this may still see play in multicolored control decks as edicts 5-8. Grindy control decks normally do not care about their opponents’ life totals since they will win once they have the board stabilized.

Grisly Spectacle. This Common Go for the Throat with build-in mill is probably too expensive for a mill of two on average.

Gutter Skulk. A black Grizzly Bear is not playable in Classic Pauper.

Horror of the Dim. Mulldrifter is the five drop of choice when playing blue.

Midnight Recovery. A Raise Dead each turn sounds good to me. However, the initial cost is pretty high and there is no guarantee that your encoded creature will connect reliably.

Shadow Alley Denizen. With MBC being rarely played, this creature may see some play in a Suicide Black deck to give the deck some more punch and reach.

Shadow Slice. I think that Dark Favor would be better with basically the same effect when the creature is unblocked.

Slate Street Ruffian. This creature is basically a functional reprint of Ally Grifters. Despite the ability being decent, it may never trigger rendering creatures like Liliana’s Specter simply better.

Syndicate Enforcer. A four mana 3/2 with Extort seems too fragile and overcosted.


Red
Act of Treason. This card was reprinted several times but has never seen play.

Bomber Corps. The effort for pinging something from a Battalion trigger is too high to be playable.

Ember Beast. A slightly bigger Mogg Flunkies for an additional mana seems bad.

Foundry Street Denizen. The Goblins deck has better one drops than this creature.

Furious Resistance. Is a defensive instant in red playable? You know the answer.

Madcap Skills. Even though the effect is quite good, there is no deck where this Aura fits into.

Massive Raid. There is no red Tokens/swam deck yet (besides Goblins which have access to Goblin War Strike) that could make good use of a Dogpile effect.

Mugging. Two damage are sufficient to kill the majority of the creatures, so the Falter part is rather irrelevant. Furthermore, a burn spell at sorcery speed which only can target creatures is outclassed by many other cards.

Scorchwalker. The Bloodrush buff from this guy is scary. The cost, however, is quite limiting. Moreover, there is no suitable deck yet that can effectively exploit the Bloodrush mechanic.

Skinbrand Goblin. Similar to Scorchwalker, the creature itself is not playable. The Bloodrush bonus is worse than Brute Force except being uncounterable.

Structural Collapse. An edict effect for an artifact and a land which costs six mana is barely playable.

Tin Street Market. Turning a land into a Rummaging Goblin is fun. Having to pay five mana is less fun.

Towering Thunderfist. Expensive red creatures do not have a home in Pauper yet.

Warmind Infantry. A small bonus for attacking with at least three creatures on an unimpressive creature does not help.


Green
Adaptive Snapjaw. Even though this Evolve creature can be grown quite easily due to its low toughness, that feature also makes it vulnerable to removal. Furthermore, the casting cost of five exceeds most Pauper decks.

Burst of Strength. I like growing my creatures with +1/+1 counters. The fact that it untaps the buffed creature may ambush an attacking creature. However, I am skeptical about this pump spell will match up against cards like Gather Courage and Hunger of the Howlpack.

Crocanura. Even though this creature is decently costed for its abilities, yet it needs to find a home in the Pauper world.

Disciple of the Old Ways. A weenie like multicolored deck still lacks sufficient mana fixing. Therefore, I do not think that an aggressive Gruul deck is viable which includes cards like this.

Forced Adaptation. Growing a creature every turn can quickly get out of hands. Combined with a Hexproof creature, the risk of being two-for-one’d is minimized. However, there may not be room for this Enchant creature in the WG Aura deck.

Greenside Watcher. There is no multicolored deck yet that relies on mana fixing from lands only. If that time comes, this creature may see play.

Ivy Lane Denizen. In a vacuum, this creature is probably the best amongst the Denizen cycle. For Pauper however, Ivy Lane Denizen is too expensive.

Predator’s Rapport. This card does not win you the game like any other life gain. Furthermore, this instant can be countered by a removal spell.

Scab-Clan Charger. The Bloodrush pump is reasonable. It may take one or two slots in green decks due to the uncounterability and immense toughness increase.

Slaughterhorn. Similar to Scab-Clan Charger, this card may see some play in green decks for the same reasons.

Spire Tracer. Even though this pseudo-flying Elf is a nice addition for the Green Weenie’s offense, adding Hexproof for one mana to play Silhana Ledgewalker is usually worth it.

Verdant Haven. This is basically a Fertile Ground that gains you two life for an additional generic mana. If you want to ramp, you do not want to wait until turn four to have an effect.

Wildwood Rebirth. This card is strictly worse than Evolution Charm.


Multicolor
Drakewing Krasis. Even though this creature represents a serious clock for your opponent, it is too fragile to be played.

Executioner’s Swing. Conditional removal in black and/or white needs a significant upside to be worth playing. This card does not have it.

Hydroform. Turning a land into a Phantom Monster for a turn sounds like fun but is probably not worth a card.

Kingpin’s Pet. This creature could be considered as the bigger brother of Basilica Screecher.

Martial Glory. There are better pump spells in either white or red.

Mortus Strider. Dimir-based heavy control decks may want to play one or two copies of an immortal blocker.

Paranoid Delusions. This card is significantly worse than Mind Sculpt, especially when considering the creature aspect I have already mentioned twice before. Moreover, I am not sure if black is needed for a mill deck to work.

Primal Visitation. A five mana Aura that only grants +3/+3 (it cannot be expected that you reliably have sufficient mana to cast a creature and Primal Visitation) is not playable.

Psychic Strike. This card is a nice addition to the repertoire of blue black control decks. An unconditional hard-counter without requiring two blue mana makes it easier to cast. It remains to be seen if there is an actual need for it.

Purge the Profane. Mind Rot is already too expensive when Hymn to Tourach and Wrench Mind can be played. Therefore, Purge the Profane will not be an exception.

Ruination Wurm. Even though a 7/6 body is impressive, the casting cost of {4RG} and the lack of abilities makes this creature rather unplayable.

Shambleshark. I can see this creature being played in a Simic tempo build. Its Flash ability allows you to keep up counterspells for potential threats. If they do not play anything you want to counter, you can simply play Shambleshar.

Skyknight Legionnaire. Even though I like this creature, it has not found a home in Pauper yet and reprinting will not change it.

Wojek Halberdiers. This creature really pushes a potential Boros deck by being an extremely aggressive 3/2 body for mere two mana. Its Battalion buff (First strike) makes it difficult to block profitably.

Zhur-Taa Swine. If there will be an aggressive Gruul deck, this creature is an auto-include. Pumping your creature by +5/+4 for only three mana that cannot be countered is really scary for your opponent.

Beckon Apparition. This card has not seen much play outside the Nightsky Mimic deck. Exiling only one card is usually too few.

Bioshift. I can see this card in a deck build around +1/+1 counters. It may function as Mogg Raider, Hunger of the Howlpack, and/or Evolve enabler (by shrinking your Evolve guy for future triggers). That is a lot of potential power for a single mana.

Deathcult Rogue. There are not a lot of Rogues played in Pauper except Silhana Ledgewalker. Thus, this creature is basically a Phantom Warrior. I do not think that there is a need for a three mana unblockable creature when considering all the creatures with flying, shadow, or fear in Common unless the deck exploits Deathcult Rogue’s multicolored nature (e.g. with Helm of the Ghastlord.).

Pit Fight. This is basically an expensive Prey Upon at instant speed. Even though it sounds like an amazing addition for green to get instant removal, I do not see a particular deck wanting to play Pit Fight yet.

Shattering Blow. The primary reason to play Dust to Dust is because of the card advantage rather than the fact of exiling artifacts. There is not a lot of graveyard recursion being played for artifacts.

Armored Transport. To keep things short, this creature is too fragile and too expensive.

Millennial Gargoyle. There are better ways to spend four mana for an metallic Wind Drake.

Prophetic Prism. This mana fixer is played in various versions of Cloudpost and Affinity decks. It is superior to Chromatic Sphere/Chromatic Star when a constant source of mana fixing is needed.

Razortip Whip. If I played an artifact like that, I would prefer Onyx Goblet as an one-time investment rather than continuously spending mana. Obviously, Viridian Longbow is significantly more powerful despite needing creatures to carry it.

Riot Gear. A Holy Strength for two mana sounds too expensive for too little effect.

Skyblinder Staff. Although the buff granted is decent, the high equip cost makes it too slow for an aggressive deck.

Boros Guildgate, Dimir Guildgate, Gruul Guildgate, Orzhov Guildgate, Simic Guildgate. Even though I still think the original Ravnica bounce lands are superior to the Guildgates, I can see the need for the new dual lands.

Conclusion
I think the mechanics of Gatecrash are more viable in Pauper than it was case for Return to Ravnica. I predict that all of them will see some brewing, with Evolve and Bloodrush being the most tried. We will see how the meta shifts with the new set and the new bannings.

That’s it. Stay clean!

High_Gene


Twitter: ScienceOfPauper
Email: ScienceOfPauper@googlemail.com

#016 – VL-3: QnA

Welcome to another episode of “Science of Pauper”! This episode is going to be about the very basics of Magic. I do believe that this article will be still useful to everyone, not only newbies. Thinking about the basics every now and then will help your general understanding of the game and thereby improve your skills. This week’s topic is “Questions and Answers”.

When explaining a game, one will usually start by stating the goal each player has to achieve to win the game. To win a game of Magic, there are basically three possibilities: 1) Reduce your opponent’s life total to zero or below. This is the most conventional way. It will be achieved by creatures dealing combat damage or spells and/or abilities. I estimate that 98% of all games are ended in this manner. 2) Your opponent is not able to draw a card from their empty library. It is very unlikely to happen naturally in a constructed game. There are spells and abilities that let you put cards from the library directly to the graveyard (a process called “milling”). This strategy is usually connected to significant effort since milling does not affect the board state. If you want to follow this path anyway, remember that a player loses the game only when they are unable to draw a card. Having an empty library is not sufficient. 3) Resolve a card that says so or fulfilling the requirements to achieve victory. There are particular cards that let you win right on the spot like Coalition Victory. However, those cards do not exist on a common level (what a surprise) and are therefore neglected for this article.
The cards that help you achieve your goal are referred to as questions or – more frequently – threats. Similarly, the cards used to fight questions are called answers. As mentioned before, the most common way to win a game is to deplete your opponent’s life total. There are several spells that deal damage or cause lose of life. Those cards are traditionally red and/or black, such as Lava Axe or Stronghold Discipline. However, those effects only apply once. Creatures represent a constant threat to your opponent’s life total. Obviously, the same applies for your opponent.
For that reason, you need answers to neutralize opposing threats to not lose the game. There are basically three different strategies to interfere with your opponent’s plan: 1) prevention, i.e. discard (strictly speaking, this is something of a “pre-question answer” and some may not consider this as an answer as such); 2) denial or permission, i.e. counter-magic; and 3) reaction, i.e. removal. The following part will be the core message of this article where I try to explain the advantages as well as the disadvantages of each of the three approaches and compare them with each other.


Discard
Advantages
As already indicated above, there may be people considering discard not as an answer per se. Concerning discard, I refer to targeted discard, i.e. where you choose the card to be discarded rather than your opponent. Since discard gets rid of cards in hand before they are cast, it functions as prevention. This is particularly useful when considering cards with enters-the-battlefield ability (compared to removal) or Storm cards (which kind of circumvent counterspells). As a nice side-effect, you get to see the opponent’s hand. This will help you to play around potential shenanigans or to plan your next steps more effeciently.

Disadvantages
The biggest disadvantage of discard is the fact that the opponent needs to have the hated card in his or her hand at the given moment. You may waste your only way to deal with your opponent’s threat just simply due to the fact, that they have not drawn it yet or – even worse – hit it with Brainstorm.
If including unspecific discard such as Cry of Contrition, the disadvantages get even more detrimental. First of all, the opponent may sandbag irrelevant cards like excess lands to feed your discard. Furthermore, there are some cards that get better when being (forced to be) discarded, such as Madness cards (e.g. Basking Rootwalla and Fiery Temper) or Guerilla Tactics. But there are only few cards that take advantage from discard at Common level and even fewer are played in Pauper. Lastly, discard does obviously nothing when your opponent does not have any cards in hand. Therefore, discard is generally a bad topdeck.


Counter-magic
Advantages
Counterspells deal with any spell (of a given category, for example creature as for Remove Soul) before those spell actually resolve. The opposing spell (including creatures) is still on the stack when it is target by a counterspell and therefore, usually, has not and will not effect the board (except some rare occasions where casting a spell activates triggers). This is particularly advantageous when considering non-land permanents with enter-the-battlefield abilities.

Disadvantages
The main downside of counterspells is their restricted usage. Either you counter your opponents spell when it is cast or you have to deal with it some other way. Therefore, you need to have your counter-magic in your hand at the very right moment.
This is particularly disadvantageous when including the fact that the most versatile counterspells cost at least two mana (Counterspell, Mana Leak, and Prohibit are just some examples). Your opponent may play multiple threats a turn. For each of them you need to have a counterspell, resulting in a bad match-up for the blue control player facing Weenie decks.
The Storm mechanic is another issue for counter-magic. Due to the fact that it is an ability that triggers upon casting, there is no way to prevent the copies being put on the stack. Once that happens, you need to counter each copy individually.


Removal
Advantage
The main advantage of removal as an answer is the large time window where it is effective. You can use removal from the moment the creature hits the battlefield until the game ends. Another upside is the possibility of gaining card advantage by casting a kill spell at the very right time. For example, when your opponent casts an Aura or pump spell on the creature to be disposed, you can 2-for-1 them.

Disadvantages
The main disadvantage is the fact that removal can only hit permanents (mostly creatures). Furthermore, the creature needs to hit the battlefield first. This is particularly painful in Pauper where many creatures have an enters-the-battlefield. Doom Blade your opponent’s Mullldrifter does not feel as good as you would like it to feel.


As you can see, each type of answer has – just like everything – its advantages and disadvantages. What you decide to play is basically up to your individual play style and preference. This article wants to remind you that neither of them is omnipotent or overpowered. It really depends on the match up.

That’s it. Stay clean!

High_Gene


Twitter: ScienceOfPauper
Email: ScienceOfPauper@googlemail.com

#015 – …will be killed

#015 – …will be killed

Welcome to another episode of “Science of Pauper”. As you probably already guessed, I will cover the sideboard of the URG Blender deck I have introduced last time. Let us start with a reminder of the maindeck and then dive into the sideboard directly.

Maindeck (60)
4 Forest
1 Gruul Turf
6 Island
2 Izzet Boilerworks
5 Mountain
1 Simic Growth Chamber
4 Terramorphic Expanse
4 Basking Rootwalla
4 Looter il-Kor
1 Tin Street Hooligan
2 Werebear
4 Wild Mongrel
3 Mulldrifter
2 Burst Lightning
3 Firebolt
1 Flame Jab
4 Lightning Bolt
3 Negate
3 Exclude
3 Deep Analysis

Sideboard (15)
2 Tormod’s Crypt
2 Hydroblast
3 Magma Spray
2 Pyroblast
2 Ancient Grudge
1 Negate
1 Tin Street Hooligan
2 Winged Coatl

Tormod’s Crypt. Two slots are dedicated for the obligatory grave-hate. It will boarded in against decks with cards like Cabal Ritual, Mystical Teachings, and/or Tortured Existence. Obviously, this deck does not want to use Relic of Progenitus since itself has a lot of graveyard interactions.

Ancient Grudge, Tin Street Hooligan. As I have already mentioned in the first part of the deck tech, there are a lot of artifacts played in various archetypes. Although Ancient Grudge does a lot of work against Affinity, I wanted to have another Goblin in my 75. The creature destroys one artifact once it hits the battlefield. It can function as a two-for-one when trading with Frogmite, thereby compensating the lack of Flashback. Furthermore, it can chump-block a Metalcraft creature which make a significant portion of Affinity’s threats. But the main reason why I wanted to have a Shatter on a stick is it is a threat by itself in non-Affinity match-ups. Destroying the Cloudpost player’s Prophetic Prism on turn two and simultaneously having a 2/1 is just good.

Negate. In control and combo match-ups, the forth Negate is a crucial card to interfere with the opponent.

Magma Spray. Since this deck has only three Excludes and burn spells to deal with creatures, cards like Loyal Cathar or Young wolf represent a real issue. Magma Spray is a cheap removal that not only helps against aggressive decks (including Goblins) but foremost against persistent creatures.

Hydroblast, Pyroblast. Hydroblast is probably the staple sideboard card in blue decks as Pyroblast is for red (what a surprise, this deck plays both). Obviously, the blue spell helps fighting burn, Goblins, and counter-wars neutering its analogue. Similarly, Pyroblast deals with counterspells and Faeries.

Winged Coatl. This deck’s only answer to White Weenie’s Guardian of the Guildpact is Exclude. Once the Spirit hits the battlefield, you are forced to race. That is the main reason why I added two copies of Winged Coatl to the sideboard. Obviously it also helps against fatties like a pumped Silhana Ledgewalker.

In conclusion, this deck is a very versatile mid-range deck that can win out of nowhere. I have won games by dealing 12+ damage out of a single Wild Mongrel and a single Werebear with only three cards in my hand during my untap step. It is quite difficult to play against it since it does not follow a concrete strategy but rather relies on multiple win options. However, this fanned out line of play is probably also the greatest weakness. The versatility is achieved by the cost of tempo which makes the Blender vulnerable to really fast decks like Combo. I still do recommend trying this deck out as it is a ton of fun to play and the moment of surprise may win you matches as it has for me in the past.

That’s it. Stay clean!


High_Gene

Twitter: ScienceOfPauper
Email: ScienceOfPauper@googlemail.com

#014 – What doesn’t kill it…

Welcome to another episode of “Science of Pauper”! For this episode, I decided to introduce to you a deck I really enjoy playing. It is a three colored deck which kind of bases on the former Standard legal Mega Blender. I have to admit that this list does not originate from my mind, but it is rather (slightly) modified from an old article on the Wizards of the Coast hopmepage. The deck essentially tries to control the early- and mid-game with removal spells while building up card advantage grinding for the win. In a more control-ish match up, the deck can aim its burn directly to the oppoent’s life total.

Maindeck (60)
4 Forest
1 Gruul Turf
6 Island
2 Izzet Boilerworks
5 Mountain
1 Simic Growth Chamber
4 Terramorphic Expanse
4 Basking Rootwalla
4 Looter il-Kor
1 Tin Street Hooligan
2 Werebear
4 Wild Mongrel
3 Mulldrifter
2 Burst Lightning
3 Firebolt
1 Flame Jab
4 Lightning Bolt
3 Negate
3 Exclude
3 Deep Analysis

Looter il-Kor. Even though this little Kor seems to be underwhelming on first sight, I consider it being the most important creature in our army. Admittedly, it usually is not the win condition and if you are really on your back foot, Looter il-Kor is the worst card you could possibly draw. However, most of the times, it will improve this deck’s performance by a huge amount. It is like a conventional Merfolk Looter with the upside of pinging the opponent. Considering the number of cards with one of those mechanics, the drawback of discarding a card turns out to be an advantage. Its triggered ability helps to find the right answers, recycles excess lands (maybe one that was returned by a Ravnica bounce land), and enables Threshold, Flashback, Madness, and Retrace.

Wild Mongrel. I still consider this one of the best creatures of the format. Being a 2/2 for two mana makes it almost playable in Pauper. Having an ability to pump basically without limit makes it exceptional good. It forces your opponent to reconsider their attacks and blocks. Furthermore, even the second part of the ability is not useless considering cards like Doom Blade and Coast Watcher.

Basking Rootwalla. Although the number of discard outlets is limited, its synergies with other cards for significant value. Even if it has to be hard-cast, it is a pump-able 1/1 for one single mana pressuring your opponents.

Mulldrifter. Divination meets Wind Drake. Mulldrifter is probably the epitome of card advantage and flexibility. Normally, I try to hard-cast it, rather than using its Evoke ability.

Werebear. Its mana producing ability allows to pump Basking Rootwalla consistently and playing a green creature. Moreover, it helps casting Mulldrifter a turn earlier. Its second ability, Threshold, renders this over-costly Llanowar Elves into a real threat. I kind of acts like Carapace Forger in an Affinity deck, as this deck fills its graveyard quite quickly.

Tin Street Hooligan. There quite some non-Affinity decks that play artifacts in the main deck. Possible targets are Razor Golem, Equipment, Prophetic Prism, or Spire Golem. If there are no artifacts on the opposite site, it is just an underwhelming Goblin Piker.

Exclude. Most of the opponent’s creatures can be answered by one of the many burn spells, but there are still a couple – let’s say – resisting ones. The pressure applied by Loyal Cathar does not cease when burned; Young Wolf is better left untouched until a permanent answer is within reach; and Lightning Bolting an enemy Mulldrifter somehow does not feel that satisfactory. Exclude fills up this gap just perfectly by preventing those pestering critters hitting the battlefield. If that does not already sound good enough, why do not in addition draw a card in the process? Well, that is what I call a deal.

Negate. The second counterspell available in the main deck complements Exclude perfectly, allowing this deck to – in principle – answer anything on the stack. It is primarily intended as a defensive spell against cards like Corrupt or Rolling Thunder. However, this deck plays only 18 creatures which sometimes makes it necessary to neuter a removal spell in order to keep a win option.

Flame Jab. This card essentially fulfills the tasks Deathspark does for Goblins. A reusable burn spell dealing one damage is more versatile than many may think of. Cards like Squadron Hawk, Goblin Sledder, or Phantasmal Bear are going to waste a lot of your resources otherwise. Having Flame Jab turning excess lands into removal spells helps keeping up. Unfortunately, it is a sorcery that lowers its effectiveness by a large degree, which however, does not render it subpar.

Firebolt. A Shock at sorcery speed is outclassed by many cards. Its Flashback option makes it to a powerful burn spell. It provides some reach during the mid/ late game or alternatively, it can be discarded for some other value without losing too much value.

Burst Lightning. This is one of my favorite burn spells ever printed due to its versatility. It can kill the majority of the creatures played in Pauper for only one mana or virtually all critters when kicked. It also functions very well to burn the last few points of life to seal the game.

Lightning Bolt. This is one of the most popular red spells ever printed, probably also thanks to its high power level. It deals with a lot of creatures in Pauper or can reduce your opponent’s life total by a significant amount. Since this card is played in basically all formats where it is legal, my only recommendation is to wait as long as possible before casting it to maximize the value. There is no hurry to target your opponent in turn three just because there are no creatures to kill.

Gruul Turf, Izzet Boilerworks, Simic Growth Chamber. These so-called Ravnica bounce lands serve multiple purposes: one, it helps having access to all of our three colors. Second, it increases the virtual number of land drops since it returns a land to our hand, thereby ensuring the land drop for the next turn. The amount of mana available next turn is the same if it was a basic land; so it neither ramps, nor has a drawback mana wise concerning the subsequent turn. Third, having an additional land in hand synergizes well with Wild Mongrel, Looter il-Kor, and Flame Jab. But since they are quite slow and only-Ravnica-bounce-lands openers are really bad, I decided to play four.

Deep Analysis. This spell is the most efficient draw spell Pauper has access to. Drawing four for one card is just insane card advantage. As a matter of its nature, it will help you finding lands, answers, and/or threats. Its flashback ability works very well with Looter il-Kor and Wild Mongrel. Especially when combined with the latter, it represents a blue pump spell. I occasionally found myself discarding Deep Analysis to Wild Mongrel on my first main phase, flash it back to draw to cards, and swing for lethal by discarding the fresh cards. However, the flashback cost of three points of life is limiting in some match ups like Goblins.

As always, I will discuss the sideboard in a future episode. Unlike the maindeck, my sideboard does differ quite a lot from the original list.

That’s it. Stay clean!


High_Gene

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