This is a rough draft of something i was once going to type up and publish somewhere but pauper is probably going to change on june 20th so here it is for now:
Aggro Affinity in Pauper
Affinity was the original Bad Boy of Pauper, responsible for what was the format’s only banning for a long time (Cranial Plating). With the MTGO release of Scars of Mirrodin, Affinity got enough new tools to push it back to the forefront. Galvanic Blast is a one-mana fireblast nearly 100% of the time, and Auriok Sunchaser and Carapace Forger are hugely oversized bears for their costs. Combined with the blazing speed of Frogmite and Myr Enforcer, Affinity’s ability to play out a powerful army quickly and refill its hand is unrivaled in the format. Decks like White Weenie and Goblins can match the creature numbers Affinity puts up, but can’t come close to its power level. The ability to draw huge amounts of cards quickly is just icing on the cake.
Affinity decks can largely be divided into two types: those with Atog and those without it. Here’s a sample Atog decklist:
Maindeck
1 Ancient Den
4 Great Furnace
4 Seat of the Synod
4 Tree of Tales
4 Vault of Whispers
4 Atog
4 Carapace Forger
4 Disciple of the Vault
4 Frogmite
4 Myr Enforcer
4 Chromatic Star
2 Fling
4 Galvanic Blast
2 Prophetic Prism
3 Scale of Chiss-Goria
4 Springleaf Drum
4 Thoughtcast
Sideboard
1 Ancient Grudge
1 Gorilla Shaman
4 Hydroblast
3 Krark-Clan Shaman
4 Pyroblast
2 Scar
Atog Affinity decks are largely reliant on their namesake card, usually in a combo with either Fling or Disciple of the Vault. This gives them the ability to kill out of nowhere extremely quickly, but it relies on resolving an Atog and some combination of landing an attack, resolving Fling, and multiple Disciples. Perhaps this was an acceptable scenario in the earlier days of Pauper, but a combo requiring the resolution of two red cards is simply too inconsistent today.
A Quick Metagame Breakdown
Tier 1 Decks: Mono-U, UR Post
Tier 1.5 Decks: Affinity, Storm (depletion and Invasion-sacland), Goblins, Infect
Tier 2 Decks: MBC (rats decks), White Weenie, Green Stompy, other Post variants (Mono-G, UB)
Allowing Delver of Secrets in an underpowered format where 4x Brainstorm is legal was asking for trouble, and Mono-blue decks have been giving it in spades. With UR post not content to fold, these two decks have been battling it out for the top spot in Pauper. However, neither has a good way to deal with multiple fast strong creatures, leaving Affinity an opening to enjoy success as a sort of “metagame deck”. What the two top decks share is a heavy blue component, giving them access to Hydroblast. One Hydroblast is enough to keep Atog/Fling Affinity on the back foot, and two makes the matchup nearly unwinnable for the robots. Relying on a deck that folds to Hydroblast is a quick way to an 0-2 in today’s Pauper format, but the strength of Affinity to pump out large creatures at a blazing pace has never been more relevant.
Maindeck
4 Ancient Den
4 Great Furnace
4 Seat of the Synod
4 Tree of Tales
1 Vault of Whispers
4 Auriok Sunchaser
4 Carapace Forger
4 Frogmite
2 Krark-Clan Shaman
4 Myr Enforcer
2 Somber Hoverguard
4 Chromatic Star
4 Galvanic Blast
2 Prophetic Prism
2 Rush of Knowledge
3 Scale of Chiss-Goria
4 Springleaf Drum
4 Thoughtcast
Sideboard
4 Ancient Grudge
4 Hydroblast
1 Krark-Clan Shaman
3 Pyroblast
3 Scar
Getting rid of the awkward, vulnerable combo allows us to pile creature after creature into this deck. Let’s look at the deck card by card.
17 lands: 4 of each color in the main, with a Vault of Whispers in the 17th slot. The Vault is in over a Darksteel Citadel to help with casting Scar out of the sideboard.
Mana Rocks and Building Blocks: 4 Springleaf Drum, 4 Chromatic Star, 2 Prophetic Prism. Trying to cast all the different spells in this deck is certainly ambitious, and having fixers that are artifacts, replace themselves, and accelerate your curve is crucial.
Creatures: 4 Frogmite, 4 Myr Enforcer, 4 Carapace Forger, 4 Auriok Sunchaser, 2 Somber Hoverguard, 2 Krark-Clan Shaman. 20 creatures, and 18 of them well above the power curve. The two Shamans are in over 2 hoverguards to move the curve downward slightly, as well as to stabilize shaky 1 land + drum starts. Additionally, this deck has two bad matchups in game 1 (infect and storm) and the Shaman gives us a fighting chance in each of those matchups before we get to pull the heavy artillery out of our sideboard.
Spells: 4 Galvanic Blast, 4 Thoughtcast, 2 Rush of Knowledge. Galvanic Blast and Thoughtcast are such insane value it’s impossible to leave them out of the maindeck. Rush of Knowledge isn’t a new innovation, but its synergy with cheating mana costs is at its best in this deck. Casting it with a Hoverguard, Enforcer, or Frogmite is great, and having to use it with a Scale merely feels “fair”.
The Secret Best Card In Pauper: 3 Scale of Chiss-Goria. This card is an absolute house. It looks INCREDIBLY underwhelming, but the effect is backbreaking. The first time you attack a Sunchaser into a flipped Delver or a Forger into two 2/2s and slam a Scale for the blowout you’re going to feel on top of the world, I promise. Scale of Chiss-Goria’s other hobbies include accelerating Myr Enforcers out on turn 2 and brutally vaporizing Phantasmal Bears.
The Sideboard:
The wonderful thing about a five color deck is that you can literally play whatever 15 cards are best for the metagame. This lets us play complete hosers for every deck that has a legitimate chance of beating us.
4 Hydroblast: If Goblins or Burn steals game 1 from us, we want to be able to consistently take down the next two.
3 Pyroblast: A concession to the format’s best deck, this is basically a split Vindicate/Force of Will against mono-blue for one mana.
3 Scar: I initially wrote off the five straight matches I lost against infect as variance (don’t do this) but after I watched a friend play the matchup from the infect side I developed a grudging respect for the deck’s consistency. However, no amount of pump will save a Glistener Elf from a state-based scar death at the end of the turn. Gorilla Shamans don’t respond well to scars either, and the fact that you can cast this off your Vault is relevant when your lands are under siege by a crazed monkey.
1 Krark-Clan Shaman: Bringing the total up to 3 post-board, the Shamans combine with the Hydroblasts and Scars to help Affinity have a fighting chance against Infect and Storm.
4 Ancient Grudge: Aside from the obvious Affinity matchup, consider bringing this in against White Weenie and other Bonesplitter decks.
General Notes
Affinity is a very linear deck that heavily rewards practice and familiarity. Much of the decision-making in the deck comes from sequencing and protecting your plays from an Ancient Grudge or Shattering Pulse that would sever your curve. Although most of the deck skill comes from practice, I can provide a few general and specific tips:
If you don’t have a creature you can cast on turn 2, play Springleaf Drum over Chromatic Star on turn 1 when you have the choice. Springleaf Drum on turn 1 is basically Mox Opal if you have a second-turn creature and is key to helping you explode up the curve.
2) Cast spells before paying for them. On a slow turn 2 where you have to Thoughtcast off two non-blue lands and a Star, make sure you cast the spell and then pay the cost, as floating mana will bring the cost up to 2U because you lose an artifact. On a related note, be careful not to blow yourself out by sacrificing your third artifact to Krark-Clan Shaman with a Sunchaser on board.
3) Don’t be afraid to burn your Stars. Once you have a Prism or Drum on board, you can start cycling your Stars from the battlefield to draw into additional gas since it’s unlikely you’ll need the mana fixing.
Mono-Blue Control, Pre-Sideboard
This is generally an attrition war. Stop them from hitting you with Ninja of the Deep Hours, and save your Galvanic Blasts for Spire Golems (ideal) or flipped Delvers when you’re under pressure. Remember that you can use Scale to kill off Phantasmal Bears. If possible, hold your creatures until you can play them through Daze and Force Spike, although the number of decks running these cards is going down. If you kill a Spellstutter Sprite with its ETB trigger on the stack, it doesn’t count itself in the countering math, letting you sneak a spell that would otherwise be countered past the permission.
Sideboarding:
-2 Rush of Knowledge, -1 Krark-Clan Shaman
+3 Pyroblast
The matchup improves after sideboarding, as they don’t have many cards with much utility against artifacts. However, they’re able to win the long game with Serrated Arrows, Echoing Truth, and Oona’s Grace. The post-sideboard role for affinity is beatdown, and the idea is to land a quick Carapace Forger or Myr Enforcer and ride it to victory, Pyroblasting their attempts at permission as you race. This matchup is roughly 55-45 as they are generally better game 1 but Affinity’s Pyroblasts help you win games 2 and 3.
UR Post, Pre-Sideboard
This is possibly our strongest game 1 in the format. UR Post is lumbering at best in game 1, and their removal spells are too slow and weak to stop our curve. Scale of Chiss-Goria is an absolute blowout against Flame slash on your 4/4s, and Steamcore Weird on your x/2s. If the game goes long, they can stabilize with multiple Glimmerposts, but game 1 is usually easy to take. Don’t be afraid to mulligan into an aggressive hand.
Sideboarding:
-2 Krark-Clan Shaman, -2 Rush of Knowledge
+4 Hydroblast
UR post has access to a slew of artifact removal, which makes the post-sideboard games difficult. One thing that Aggro Affinity has over traditional Fling Affinity is a decreased reliance on artifacts. Even if they destroy some of our artifacts, it’s difficult for them to stop a Carapace Forger, Auriok Sunchaser, or Somber Hoverguard. The post-board plan is largely the same as pre-board: come out of the gate blazing and deal them 20 before they can stabilize. Use the Hydroblasts to counter removal on your critical artifacts, and try to race their slow gameplan. Shattering Pulse is the easiest to deal with, but many UR Post decks are running Ancient Grudge, which countering half of is often enough. If they side into Gorilla Shaman, side for game 3 as follows:
On the Draw:
-3 Thoughtcast, +3 Scar.
On the Play:
No Changes
This gives you 11 cards (4 Hydroblast, 4 Galvanic Blast, 3 Scar) that can deal with a turn 1 Gorilla Shaman on the draw. This seems like an overreaction, but if the monkey isn’t dealt before they untap for turn 2, it’s often impossible for Affinity to win the game. I’d put this matchup at 55-45 due to their slew of red sideboard options and their weakness in game 1.
Goblins:
The little green men find a foothold in another format, and it’s a strong one. Luckily, Affinity is probably their worst matchup. With creatures that just don’t stand up to ours, it’s hard for them to win if they don’t have a spectacular curve into a big Bushwhacker turn. Be careful of Mogg Raider interactions, but Game 1 isn’t particularly difficult.
Sideboarding against Goblins:
+4 Hydroblast
-2 Rush of Knowledge, -2 Krark-Clan Shaman.
Wheeeeeeeeeeee. Four cards that absolutely crush whatever they try to do. If they bring in Gorilla Shaman, take out 3 Scales for 3 Scars. Post-board they don’t usually have anything stronger than smash to smithereens. If you’re ahead on the board, save the Hydroblast for a Bushwhacker.
Affinity, Pre-Sideboard
Affinity is largely a coin flip in game 1. Concentrate on killing their Disciples to stop them from being able to kill you outside of the combat step, and don’t be afraid to block their Atog with a 4/4, trading your creature for 2 artifacts. The Hoverguards and Sunchasers will often be enough to take game 1 in the air, and Rush of Knowledge is a huge trump on a stalled board if the game goes long.
Sideboarding against Fling Affinity:
-2 Rush of Knowledge, -2 Somber Hoverguard, -2 Krark-Clan Shaman, -3 Scale of Chiss-Goria
+4 Ancient Grudge, +2 Hydroblast, +3 Scar
Sideboarding against No-Fling Affinity:
-2 Somber Hoverguard, -2 Krark-Clan Shaman
+4 Ancient Grudge
The Rushes come out against Fling Affinity because they’re too slow to handle the Atog pressure, and the Hydroblasts can counter Fling or destroy Atog, and also help against the artifact hate that they bring in. In post-board games, the key is to slowly grind out board position, stopping their combo from going off while filling the board with creatures. Use Scars aggressively to shut down their Disciples.
Storm, Pre-sideboard (Depletion or Sacland)
Storm sucks. Affinity is the most powerful fair deck in pauper, which is why the goblins matchup is so good and the MUC/post matchups are fine, but Storm just kicks us in the junk by attacking from a completely different angle.
Pre-board we’re leaning hard on our Krark-Clan shamans, and I highly recommend mulliganing a hand like
Land, Land, Land, Prism, Scale, Enforcer, Enforcer
This hand is wonderful for fair matchups. A pair of Enforcers on turn 3 with a scale and the prism cantrip is very strong. However, without some interaction on the early turns you’ll have way too much trouble dealing with storm’s flood of goblins that they can consistently get out by turn 3 or 4.
A hand like:
Land, Land, Land, Land, Land, Star, Krark-Clan Shaman
is perfectly keepable. Unless they stumble greatly, you just cannot beat this deck game 1 without a Shaman.
Sideboarding against Storm:
-2 Rush of Knowledge, -3 Scale of Chiss-Goria, -2 Somber Hoverguard, -1 Thoughtcast
+4 Pyroblast, +3 Hyrdoblast, +1 Krark-Clan Shaman
Post-board the game slows down greatly. While you’ll generally want to save your Hydroblast for a Goblin Bushwhacker (or a manamorphose if you catch them using all their mana for it), feel free to fire the Pyroblasts at any draw spell, including Gitaxian Probe, although Ideas Unbound is your ideal target.
It’s very likely that they’ll have some sort of creature kill game 2 (either Spark Spray or Lava Dart) to deal with the Shaman, but there’s nothing we can do except run them out and counter the spell where we can. Their anti-hate slows down the combo and gives us more time to establish board presence and grind out a win.
Mono-Green Infect, Pre-Sideboard
This matchup is another mess. Frankly, the idea is to block forever. Their “free” spells (Mutagenic Growth and Invigorate) hurt our ability to Galvanic Blast their guys when they’re tapped out. If they don’t crush us with a turn two kill, we can start filling the board with large creatures that we’re happy to trade for their pump spells. A quick note: if a Rot Wolf attacks as a 4/4 and we block with an x/4 and use a scale to make it survive combat, it doesn’t actually die until the following upkeep (in most cases) so they don’t get the card.
Sideboarding against Infect:
-2 Rush of Knowledge, -3 Scale of Chiss-Goria
+3 Scar, +2 Krark-clan Shaman.
Post-board, being able to Scar their x/1s is very strong, and the shaman gives us a source of damage that doesn’t get stopped by an unkicked Vines of Vastwood, as well as another blocker. This is probably our weakest matchup, but it takes up so little of the metagame currently that I’m fine with using three sideboard slots and taking wins where we can get them.
Affinity has very strong matchups against most of the Tier 2 or lower decks, so I won’t spend too much time on specific matchup notes.
Mono-Black (Rats!):
Resolving a Thoughtcast or a Rush of Knowledge in game 1 makes it almost impossible to lose. Don’t hold excess lands in your hand, as a Chittering Rats can just time walk you out of nowhere. Play out everything you can and try not to let them draw the game with a huge crypt rats activation.
Sideboarding against Mono-Black:
No Changes! Hooray!
White Weenie:
The second-best artifact deck in the format, White Weenie does an admirable job of juggling Bonesplitters on Squadron Hawks, and not much else.
Sideboarding against White Weenie:
-3 Scale of Chiss-Goria
+3 Ancient Grudge
If it’s a build with Suture Priests, sideboard in 2 Ancient Grudges and 1 Scar.
Mono-Green Stompy:
I don’t know about this deck. Most days it seems like a worse infect deck and then they do some wizardry with Quirion Ranger and all of a sudden you’re dead. Luckily, we can usually just outclass their creatures by going bigger.
Sideboarding against Mono-Green Stompy:
-2 Krark-Clan Shaman
+2 Scar.
Mono-Green Post:
This isn’t a real deck anymore, I don’t think. Fly over everything with Sunchasers and Hoverguards and kill them while they waste time fetching Aurochs.
Matchup Percentages based on absolutely no data:
MUC: 55%
UR Post: 55%
Goblins:65%
Fling Affinity: 50%
Aggro Affinity: 50%
Storm: 40%
Infect: 35%
MBC: 65%
WW: 60%
Stompy: 60%
