WHY_RIV3R
2.3k views12 days ago
Pauper EDH
Size: 100Salt sum: 16.75
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
1. Ramp
1. Ramp
(CTRL to add secondary)
2. Devour Fodder
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

Rubblebelt Maverick
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature - Human Detective

2. Devour Fodder
(CTRL to add secondary)
3. Pump Spells
Cloudpiercer
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, you may discard a card. If you do, draw a card.
Reach
Whenever this creature mutates, you may discard a card. If you do, draw a card.
Creature - Dinosaur

Sazacap's Brew
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
Instant

3. Pump Spells
(CTRL to add secondary)
4. Card Advantage
4. Card Advantage
(CTRL to add secondary)
5. Land
5. Land
(CTRL to add secondary)
6. Interaction
Over the Edge
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

6. Interaction
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Pump Aggro "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHave you ever wanted to play all the draft chaff pump spells that aren't good enough for regular commander? If yes, then this might be the deck for you. This deck is classic Gruul aggro, swinging in for big damage by being the biggest and stompiest. To get to this point first we must create some fodder for the hatchling to devour. Some of this fodder has benefits for going to the graveyard and some of it is simply card efficient by one card creating multiple bodies or by cantrip-ing. Fodder is crucial (sacrifice a mana dork if need be) to get the hellkite off the ground with flying, trample, and a permanent buff with +1/+1 counters. With a prime creature for commander damage, time to build it up with a solid mixture between lasting effects (ie. auras and +1/+1 counters) and pump spells for large amounts of damage out nowhere. Additional keywords from pump spells provide further evasion thru menace, first strike, and double strike which makes this hellkite nearly unblockable. The greatest downfalls to the deck involve the commander being removed and running out of useful cards. It can take a while to rebuild, so well timed protection spells can be the difference between victory and defeat. Best way to get one of these protection spells in hand is the same as keeping a flow of cards. Green/Red is not a winning combination for pure card draw in pauper commander, however, many of the cards cantrip or provide card advantage in top deck manipulation. Truly though, deep down all this deck wants is to swing one big-chonky-boy to knock opponents out of the game.\n\n[Note: Deck best viewed with 'grouped by' ---> 'multiple categories'] \n"}]}














































































