Creature (26) | |||
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$0.30€0.250.03 | |||
$0.15€0.040.04 | |||
$0.13€0.070.03 | |||
$0.15€0.060.03 | |||
$0.15€0.080.03 | |||
$0.15€0.030.02 | |||
$0.25€0.240.03 | |||
$0.15€0.060.03 | |||
$0.15€0.020.03 | |||
Instant, Sorcery, Enchantment, Artifact (12) | |||
$1.33€0.790.04 | |||
$0.25€0.200.03 | |||
$0.15€0.100.02 | |||
$0.15€0.120.03 | |||
Land (22) | |||
6
Plains
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$0.250.03 | ||
7
Swamp
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$0.840.03 | ||
$0.20€0.100.03 | |||
$0.26€0.330.01 | |||
$0.20€0.120.03 |
$0.31€0.240.03 | |||
$0.14€0.050.03 | |||
4
Duress
|
$0.20€0.100.03 | ||
$0.48€0.540.03 | |||
$0.15€0.070.03 |
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Learn more Download For WindowsI built this standard pauper deck for a customer on Fiverr. If you would like a deck built, you can find me on Fiverr as Genoslugcs.
Ok, man, I built a grindy deck that I think will do well in the current standard (pauper) meta, if there is one haha. It should fair pretty well against prowess as well. The general idea is to play a lot of removal and low mana value creatures (3 or less) with good value-based ETB triggers that can be reanimated with Recommission. However, we don't want to play only small things and fall behind, so some more expensive spells are at the top of the curve to help close out games - Many of which create tokens and have toxic. Let's break down some of the card choices.
All of these spells do things we like when they enter the battlefield - Mostly card draw, but there are a few token producers as well. Once these cards enter the battlefield and generate their value, they're expendable blockers. So, feel free to chump those Monestary Swiftspear.
Each one of these cards (there are a total of 15) can also be brought back with Recommission, which means you get the triggers and attackers/blockers again but with a +1/+1 counter as well. The ability to keep putting bodies onto the battlefield gave many of the decks I tested against problems.
Opponents also have a hard time going 1-for-1 with you - Using an entire spell to get rid of a relatively small creature that you've already drawn a card for and can reanimate later feels pretty bad. However, if they don't remove them, your board will snowball. Last but not least, we have Chainflail Centipede. It can also be brought back, but it gives you some versatility. It can be one of the more aggressive attackers in the deck as a three-mana 4/2, or it can equip one of the evasive creatures and boost them, which is nice.
Each of these creatures (of which there are 11 in total) comes in at four CMC or higher and, therefore, cannot be recommissioned. But that's ok; the deck has only four reanimation spells. I tested a few versions that went all in on three CMC and lower stuff, and the 1/1s and 2/2s just didn't cut it. Fast forward a few games, and here we are.
Indoctrination Attendant has a nice, big 3/4 body with toxic. And if you want to return a permanent from the battlefield to your hand, she also gives you a 1/1 with toxic too. Given how many low-cost ETB triggers are on the curve under it, picking something back up to cast again is hardly a downside. I do want to mention that you'll want to consider if returning something to hand is best or not... Because sometimes it isn't.
Another thing to note is that it says "permanent," meaning land as well - In one game, I picked up a tapped land to make the 1/1, so keep that in mind. Moving on, we have Basilica Shepherd, which also creates toxic tokens. Overall, there are enough toxic creatures to win that way for sure, and I liked the idea of attacking on two fronts. Counting the power and toughness from the tokens, you get a total of five power and toughness spread over three bodies. And three of that power has flying.
By the time you get to the mid/late game, you'll have way more resources than your opponents, but you'll still need that last bit of pressure to win. Tenured Oilcaster and Morkrut Behemoth are that pressure. They're both big attackers with menace to help get through muddy boards.
And milling upon attack and block for Tenured Oilcaster won't bother the deck a bit. At the same time, there are plenty of expendable cards to sac to Morkrut Behemoth as well. However, lands aren't a problem either, so don't be afraid to cast it for six mana.
As you can see, we run plenty of cheap removal to eliminate opposing threats. They are all pretty straightforward, so I won't waste your time, but let me know if you have any questions; I'd be happy to answer them.
Here's a rundown of what I included and why.
PS. Watch out for End the Festivities. It's very good against you. If your opponent has it, you must play around it and use the +1/+1 counters from Recommission to keep things alive. Also, try to avoid blocking things you don't need to if they have open mana. For example, say you block a 2/2 with your 3/3... Well, now it's in range for End the Festivities. Just wanted to mention that.
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