bloodymary

2,139 Decks, 169 Comments, 55 Reputation

I've been there since the days of old and I believe the "main page" changing from hot to new&active was a change for the worse as well, either way grade read fam. I'm not as active as I used to on here besides brewing private decks. But I do not like the community slaking off aswell.

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Posted 24 August 2019 at 21:51 as a comment on Be More Supportive

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With the pace of this deck gleeful sabotage can easily remove 2 artifacts/enchantments each time you play it. Scavenger is a 2 mana investment to and only hits artifacts. Catipilar is a 3 mana investment that unlike scavenger can hit enchantments but then again just 1 of them.

You can certainly make the point that both scavenger and catipilar give sac triggers but against a deck where you want to side artifact/enchantment removal in you're probazbly always able to find another target and hit 2 for 2 mana.

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Posted 16 January 2018 at 08:09 in reply to #610576 on Pauper Aristocrats

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Thanks for pointing it out, I'll work on the list again

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Posted 18 November 2017 at 14:39 in reply to #608728 on Can't touch this (pauper)

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Oh that's 100% a mistake on my part I thought it was damage.

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Posted 18 November 2017 at 14:34 in reply to #608728 on Can't touch this (pauper)

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"61 cards" u wut

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Posted 18 April 2017 at 00:26 as a comment on Tortured Existence

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Yeah, problem is it's a 2 cmc drop that won't get us value unless it lives, Oracle doesn't function as Arbor but atleast it does something as it hits. I am not really trying to rely on too many fragile creatures because as I mentioned in the description they are prone to be killed, hence the whole enchantment package.

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Posted 23 January 2017 at 17:24 in reply to #594690 on Pauper: Simic Rampfest

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Not quite where I like it to be but for all intense and purposes this is "finished" however I will still be tweaking this in the upcoming weeks maybe even months, depending on how much time I feel like sinking into this deck.

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Posted 23 January 2017 at 14:06 in reply to #594683 on Pauper: Simic Rampfest

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Old deck mate but sure I could take it with me, still doing the pauper cup with rainbow delver tho, tribal flames gotta do some work ey

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Posted 18 December 2016 at 20:14 in reply to #593420 on Pauper, Boros Heroic

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Thanks again for your feedback and pointing out I said red instead of black.

This deck doesn't really struggle against aggro, most aggro decks in pauper (either elves of goblins) don't really pack a removal package outside of maybe a bolt for goblins. even if they get us down to lets say 10/8 we just wipe the board for a measly 2 and unless they have melodies in hand they can not recover from that, they could bolt our face tho but if that were the case they would've done it to begin with.

My Orzhov version used dark rituals to rap it out and I'm tempted to put it in but afraid it will most of the times turn out useless in a 3 color deck but I might try it after I get this going

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Posted 15 December 2016 at 22:06 in reply to #593295 on Pauper, Abzan Pestilence

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I did consider shelter but the 1 colourless requirement of blessing wiped those thoughts away, I wanted to play Steppe too but without playing green and not having access to instant speed croprotation, if I were playing green Id add it in.

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Posted 15 December 2016 at 14:32 in reply to #593273 on Pauper: Orzhov Infect

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we have 8 black sources, 7 green sources, 5 blue sources, 5 "fetchland" that could fetch any color (thus 13B 12G, 10U) and a lot of card advantage in Mulldrifter and Coiling Oracle. There is enough redundancy fetching and card advantage to get it working.

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Posted 14 December 2016 at 17:09 in reply to #593224 on Pauper: Evil Never Dies

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The first strike is important for the creatures to survive combat, Shadow Lance is an uncommon so you can't legally play it in pauper.

Infernal Scarring just doesn't boost the creature enough

Mutagenic Growth is one of the best pump spells available to us in pauper, however in earlier builds when we did run 4 we either lacked the draw of whispers, or the enchantments to make Ethereal Armor be worth something. thus cutting it back to 2 just to make room so we could both have card draw and use Ethereal Armor as a somewhat reliable thread.

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Posted 12 December 2016 at 18:57 in reply to #592300 on Pauper: Orzhov Infect

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You can comment where you like to.

I tried to fit a trinket shell in here but I choose to cut it in favour of hand disruption (the rats) and removal. Having 3 colors doesn't really hurt the deck as we play 8 "fetch" land, besides that red isn't that important, although handy to have we just play 9 cards that require red and all of those just ask for a single red. Also the card advantage in Mulldrifter and Cathartic Reunion help a lot in getting all the colors active turn 3/4

Thanks for your input tho, I can look in my cocktrice map and see if I can find the older version of this but I'm pretty sure I deleted it.

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Posted 06 December 2016 at 19:17 in reply to #592963 on Pauper: Stories of the Cavern

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It did pretty amazing, If we have emrakul in hand we have 2 options
1) just win with tokens which is pretty easy as this has proven to be a succesful shell without emrakul
2) use a thoughtseize on your own emrakul

I did try See Beyond but it was way too slow for this deck

It does pretty good against most decks although pre-sideboard scapeshift and hard control can be really tough

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Posted 29 November 2016 at 16:59 in reply to #592678 on Modern, Polymorph Emrakul

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http://magic.wizards.com/en/game-info/gameplay/formats/pauper

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Posted 24 October 2016 at 13:42 in reply to #591664 on Pauper: Orzhov Infect

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Infect doesn't really need late game, but yeah esp is less than optimal but so is playing non green infect lol

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Posted 24 October 2016 at 13:41 in reply to #591501 on Pauper: Orzhov Infect

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Pauper rules state "If a common version of a particular card was ever released on Magic Online, any version of that card is legal in this format." and Eternal masters was printed on mtgo (bringing the rise of P-Drake decks)

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Posted 24 October 2016 at 13:40 in reply to #591664 on Pauper: Orzhov Infect

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I've been running this for well over a month now and I think 3 dragon breaths is more than enough, you just need 1 in your graveyard and you go through your deck fast with all the looting dig effects (hence the many dig effects because you want to draw your combo pieces as quickly as possible + duress for protection)

For your deck I would really advice Duress just to get counters and killspells out of their hand before playing exhume. I also dislike Grisly Salvage, Grapple with the Past and Commune with the Gods since they could mill your Exhume (although the same is true for our 3 Stinkweeds but that's just 3 cards that could potentially mill exhume for me vs your 11 and exhume being the "main focus" of your deck you probably don't want that to happen)

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Posted 14 October 2016 at 21:19 in reply to #591359 on Pauper: Jund Exhume

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Oi mate thanks for the feedback

Adventuring Gear goes against the enchantment synergy, and although I myself would run Center Soul, Blessing is better in infect decks purely because it's quicker and we really want to use every last mana we have available each turn, the 1 extra just really makes it "meh" for infect.

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Posted 29 September 2016 at 18:05 in reply to #590566 on Pauper: Orzhov Infect

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ROFL LMAO!!

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Posted 26 September 2016 at 17:34 in reply to #590421 on Pauper: Enter the Scrapzone

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