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Pauper
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ChinMagnum

138 views6 days ago
Pauper
Size: 60

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{"ops":[{"insert":"The main gameplan of the deck is holding out until you win with [[Axebane Guardian]] + [[Freed from the Real]] + [[Secret Door]], using some dungeon combination to kill your opponent. Usually the pick is The Lost Mine of Phandelver, with the sequence Cave Entrance -> Goblin Lair -> Dark Pool -> Tomb of Dumathoin, allowing you to Scry 1 -> Make a 1/1 token -> Drain 1 from you opponent -> Drawing one card. Never been tested against some heavy lifegain decks, but there may be some problems in decking yourself, considering that you have to draw a card each cycle. \n\nWhy not make a combo deck instead? This is my take of a deck after discovering [[Fortified Area]] in the Pauper subreddit a while ago. Probably the deck would be a tad stronger by switching the white for red and using stuff like [[Temur Devotee]], [[Tuktuk Rubblefort]] and [[Vent Sentinel]], but having more than 3 colors doesn't seem worth it for now.\n\n(And of course, Walls combo is already a deck that mainly works with the same gameplan, but faster and more consistently. Go check it yout if you haven't already.)\n\nAnd why the combo for a finisher? Seems the most convenient adn fair, mainly being in a deck not focused on it. I started with [[Roving Keep]] for a finiser, but the deck wasn't even holding a candle to some jank-ass vampire decks that my friends were bringing to the LGS. I switched to a [[Wall of Hope]] + [[Pestilence]] + [[Blessing of Leeches]] combo for a finisher, which was fine, but there were some mana-screwing problems with black in the deck. After some testing, sticking to bant seemed to solve a lot of problems.\n\nThe deck tested quite well against some creature-based aggro decks. [[Fortified Area]] is surprisingly good to get the walls to stick to the field and trade favorably, but the deck still struggles, a lot, against more instant-based decks. Draw is still a problem. If you don't combo out, is quise easy to see yourself with a board full of creatures that can't attack and zero cards in hand, hoping to draw some piece of the combo or [[Shield-Wall Sentinel]] to tutor something out.\n\nSome general notes:\nThe main core of the deck is [[Axebane Guardian]] and [[Overgrown Battlement]]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[[Shield-Wall Sentinel]] to tutor the guardian, [[Crashing Drawbridge]] and [[Sunscape Familiar]] to help setup an explosive next turn, and [[Generous Ent]] to help fix some mana or to serve as a beat stick that gain some life and deals with pesky flyers that bypass the walls."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[[Floriferous Vinewall]] is an inclusion that I'm still not happy with, but is testing better than the previous [[Vine Trellis]], making the deck a bit faster."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The inclusions of some cards like [[Masked Vandal]], [[Thraben Charm]] and [[Prismatic Strands]] turn the deck into a proper controlling direction, having some interaction that walls usually lack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAll in all, the deck is kinda slow, kinda low in interaction and is usually trampled by some hydras and some bogles, but it is improving and I fucking love it. \n\n"}]}

Anthem

Qty: 2 Price: $0.70
Fortified Area
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Enchantment
Fortified Area (4ed) 26

Anthem

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Draw

Qty: 3 Price: $1.05
Secret Door
Defender
: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Creature Artifact - Wall
Secret Door (afr) 71

Draw

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Land

Qty: 17 Price: $2.18
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Holdout Settlement
: Add
. (
represents colorless mana.)
, Tap an untapped creature you control: Add one mana of any color.
Land
Holdout Settlement (scd) 305
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Tranquil Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Landscape (mh3) 231

Land

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Protection

Qty: 6 Price: $51.94
Crashing Drawbridge
Defender
: Creatures you control gain haste until end of turn.
Creature Artifact - Wall
Crashing Drawbridge (tdc) 316
Prismatic Strands
Prevent all damage that sources of the color of your choice would deal this turn.
Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Prismatic Strands (c19) 69

Protection

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Ramp

Qty: 20 Price: $40.28
Axebane Guardian
Defender
: Add X mana in any combination of colors, where X is the number of creatures you control with defender.
Creature - Human Druid
Axebane Guardian (tdc) 248
Floriferous Vinewall
Defender
When this creature enters, look at the top six cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Plant Wall
Floriferous Vinewall (m3c) 228
Generous Ent
Reach
When this creature enters, create a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Forestcycling
(
, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
Creature - Treefolk
Generous Ent (ltr) 169
Overgrown Battlement
Defender
: Add
for each creature you control with defender.
Creature - Wall
Overgrown Battlement (tdc) 264
Sunscape Familiar
Defender (This creature can't attack.)
Green spells and blue spells you cast cost
less to cast.
Creature - Wall
Sunscape Familiar (plst) PLS-17

Ramp

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Removal

Qty: 6 Price: $10.74
Masked Vandal
Changeling (This card is every creature type.)
When this creature enters, you may exile a creature card from your graveyard. If you do, exile target artifact or enchantment an opponent controls.
Creature - Shapeshifter
Masked Vandal (khm) 184
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45

Removal

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Tutor

Qty: 3 Price: $2.37
Shield-Wall Sentinel
Defender
When this creature enters, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
Creature Artifact - Golem
Shield-Wall Sentinel (dmu) 238

Tutor

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Untap

Qty: 3 Price: $59.97
Freed from the Real
Enchant creature
: Tap enchanted creature.
: Untap enchanted creature.
Enchantment - Aura
Freed from the Real (a25) 58

Untap

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Sideboard

Qty: 15 Price: $56.73
Call Damage Control
Choose up to two. Return those cards from your graveyard to your hand.
• Target artifact card.
• Target creature card.
• Target enchantment card.
• Target land card.
Sorcery
Call Damage Control (msh) 162
Coalition Honor Guard
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Creature - Human Flagbearer
Coalition Honor Guard (plst) EMA-6
Dawn Charm
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Instant
Dawn Charm (cmr) 371
Pulse of Murasa
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
Instant
Pulse of Murasa (c21) 202
Relic of Progenitus
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
Artifact
Relic of Progenitus (brc) 157

Sideboard

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Maybeboard

Qty: 31 Price: $44.93
Beastrider Vanguard
: Look at the top three cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature - Human Knight
Beastrider Vanguard (dft) 154
Bonder's Ornament
: Add one mana of any color.
,
: Each player who controls a permanent named Bonder's Ornament draws a card.
Artifact
Bonder's Ornament (cmm) 370
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Drift of Phantasms
Defender (This creature can't attack.)
Flying
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature - Spirit
Drift of Phantasms (rvr) 314
Guardians of Oboro
Defender
Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
Creature - Samurai Moonfolk
Guardians of Oboro (neo) 56
Heliod's Pilgrim
When this creature enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
Creature - Human Cleric
Heliod's Pilgrim (thb) 20
Land Grant
If you have no land cards in hand, you may reveal your hand rather than pay this spell's mana cost.
Search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
Sorcery
Land Grant (plst) MMQ-255
Mirrorshell Crab
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Channel —
, Discard this card: Counter target spell or ability unless its controller pays
.
Creature Artifact - Crab
Mirrorshell Crab (neo) 63
Prohibit
Kicker
(You may pay an additional
as you cast this spell.)
Counter target spell if its mana value is 2 or less. If this spell was kicked, counter that spell if its mana value is 4 or less instead.
Instant
Prohibit (mh1) 64
Quirion Ranger
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature - Elf Ranger
Quirion Ranger (mh2) 285
Recommission
Return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield. If a creature enters this way, it enters with an additional +1/+1 counter on it.
Sorcery
Recommission (bro) 22
Rooftop Percher
Changeling (This card is every creature type.)
Flying
When this creature enters, exile up to two target cards from graveyards. You gain 3 life.
Creature - Shapeshifter
Rooftop Percher (ecl) 2
Roving Keep
Defender
: This creature gets +2/+0 and gains trample until end of turn. It can attack this turn as though it didn't have defender.
Creature Artifact - Wall
Roving Keep (jmp) 480
Sagu Wildling
Flying
When this creature enters, you gain 3 life.
Creature - Dragon
Sagu Wildling // Roost Seek (tdm) 157
Saruli Caretaker
Defender
, Tap an untapped creature you control: Add one mana of any color.
Creature - Dryad
Saruli Caretaker (rna) 139
Scattershot Archer
: This creature deals 1 damage to each creature with flying.
Creature - Elf Archer
Scattershot Archer (con) 90
Sewer-veillance Cam
Flash
When this artifact enters or leaves the battlefield, you may tap or untap target creature.
, Sacrifice this artifact: Draw two cards.
Artifact
Sewer-veillance Cam (tmt) 53
Stalwart Shield-Bearers
Defender
Other creatures you control with defender get +0/+2.
Creature - Human Soldier
Stalwart Shield-Bearers (roe) 46
Standard Bearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Creature - Human Flagbearer
Standard Bearer (plst) APC-18
Vine Trellis
Defender (This creature can't attack.)
: Add
.
Creature - Plant Wall
Vine Trellis (gvl) 4

Maybeboard

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Deck Info

Deck stats

16 pips - 14 cards
10 mana - 10 cards
6 pips - 6 cards
8 mana - 8 cards
0 pips - 0 cards
6 mana - 6 cards
0 pips - 0 cards
6 mana - 6 cards
18 pips - 18 cards
15 mana - 15 cards
0 pips - 0 cards
6 mana - 6 cards
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The main gameplan of the deck is holding out until you win with [[Axebane Guardian]] + [[Freed from the Real]] + [[Secret Door]], using some dungeon combination to kill your opponent. Usually the pick is The Lost Mine of Phandelver, with the sequence Cave Entrance -> Goblin Lair -> Dark Pool -> Tomb of Dumathoin, allowing you to Scry 1 -> Make a 1/1 token -> Drain 1 from you opponent -> Drawing one card. Never been tested against some heavy lifegain decks, but there may be some problems in decking yourself, considering that you have to draw a card each cycle. \n\nWhy not make a combo deck instead? This is my take of a deck after discovering [[Fortified Area]] in the Pauper subreddit a while ago. Probably the deck would be a tad stronger by switching the white for red and using stuff like [[Temur Devotee]], [[Tuktuk Rubblefort]] and [[Vent Sentinel]], but having more than 3 colors doesn't seem worth it for now.\n\n(And of course, Walls combo is already a deck that mainly works with the same gameplan, but faster and more consistently. Go check it yout if you haven't already.)\n\nAnd why the combo for a finisher? Seems the most convenient adn fair, mainly being in a deck not focused on it. I started with [[Roving Keep]] for a finiser, but the deck wasn't even holding a candle to some jank-ass vampire decks that my friends were bringing to the LGS. I switched to a [[Wall of Hope]] + [[Pestilence]] + [[Blessing of Leeches]] combo for a finisher, which was fine, but there were some mana-screwing problems with black in the deck. After some testing, sticking to bant seemed to solve a lot of problems.\n\nThe deck tested quite well against some creature-based aggro decks. [[Fortified Area]] is surprisingly good to get the walls to stick to the field and trade favorably, but the deck still struggles, a lot, against more instant-based decks. Draw is still a problem. If you don't combo out, is quise easy to see yourself with a board full of creatures that can't attack and zero cards in hand, hoping to draw some piece of the combo or [[Shield-Wall Sentinel]] to tutor something out.\n\nSome general notes:\nThe main core of the deck is [[Axebane Guardian]] and [[Overgrown Battlement]]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[[Shield-Wall Sentinel]] to tutor the guardian, [[Crashing Drawbridge]] and [[Sunscape Familiar]] to help setup an explosive next turn, and [[Generous Ent]] to help fix some mana or to serve as a beat stick that gain some life and deals with pesky flyers that bypass the walls."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[[Floriferous Vinewall]] is an inclusion that I'm still not happy with, but is testing better than the previous [[Vine Trellis]], making the deck a bit faster."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The inclusions of some cards like [[Masked Vandal]], [[Thraben Charm]] and [[Prismatic Strands]] turn the deck into a proper controlling direction, having some interaction that walls usually lack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAll in all, the deck is kinda slow, kinda low in interaction and is usually trampled by some hydras and some bogles, but it is improving and I fucking love it. \n\n"}]}
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