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Infinite creature token deck for Pauper. still in the process of fine tuning it. (I'm only missing the Heliod's Pilgrims)
Midnight Guard + Presence of Gond = infinite 1/1 elf warrior tokens.Devoted Druid + Sigil of the Nayan Gods can substitute for Midnight Guard.Essence and Soul Warden to get to infinite life.Heliod's Pilgrim and Commune With the Gods to help search for combo pieces.Sprout Swarm is sort of a double of Presence of Gond. It untaps both Midnight Guard and Nettle Sentinel, and the Devoted + Sigil mini combo also works with it. Get 4 of any combination of the untappers and it's infinite Saprolings.
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want...want....want dis dek... but ish too fragile for mah metta T^T/\ this is me crying about the fact I want to play your deck, but the combo would just take too long to come out. For pauper I like it though. good deck!
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ya, if I where to do this for a different format, a lot of changes would be made. For now, I'm going to work on it for Pauper. The biggest problem with most combo based decks is there's little to no room for anything but the combo and the cards to assemble the pieces.
Honestly as long as you can get heliods pilgrim and midnight guard within the first 4 turns you win. Add coat of arms and a few other elf based cards to it and you're good. And adding Congregation at dawn should raise your chances of getting those two.
Coat of Arms and Congregation at Dawn are not commons, thus illegal in Pauper. Besides, this type of deck won't really benefit from the Coat, if / when it combo's, it makes so many tokens that the Coat is actually irrelevant. If I where to remake this in Modern, then I'd probably add stuff like Idyllic Tutor.
Ah sorry fairly new to magic I wasn't aware pauper was a style thought it meant budget or something :p
Awesome comboMaybe draw power can allow you to get it out faster?
Running the Sprout Swarm secondary 'combo' doesn't leave much space for anything else :(
Oh well...still nice though
Awesome deck.
Thanks :D
The deck is Great. You could add Commune with nature and evolution charm and take out essence warden and soul warden to speed things up. But it's overall a great deck.
Commune with the Gods does the same job as Commune with the Nature, just better as it can dig for an enchantment too. I love Charms, but I'm not sure why you're suggesting Evolution Charm. I don't really need land search; the return a creature option is not necessary due to the redundancy in the deck; and the deck goes wide, so granting flying is unnecessary too.
True, commune with the gods is better, but this deck can sometimes be a little slow. And maybe recollect is better than the evolution charm. But if someone kills or gets rid of a card that is necessary in the combo it can be a pain.
That's the beauty of Sprout Swarm. While it's a bit more difficult to go infinite with the Swarm, you can produce a LOT of them every turn, and being an instant lets you do it in response to most removal.
True. But if you have infinite tokens or a lot of tokens why would you need essence warden and soul warden to get life. I get why you would have 4 essence wardens or soul warden but both? Taking out one and putting in something else gives you more chance to get your combo down.
You'd be surprised how often they act as Lightning rods for kill spells. A lot of people hate them once they realise how much life you can gain off of them. They also only cost 1 mana, making them easy to cast.
Good point. What about veteran armorer? Why do you need that if you have infinite or a lot of tokens?
The tokens don't have haste. -1/-1 and 1 damage across the board are common sweepers in Pauper, especially after sideboarding. Armorer protects me from that.
K thank you. This deck is very well thought out.
Took a lot of trial and error. That same trial and error is being done in an attempt to make a Modern legal version, but I've yet to come up with a build I'm happy with though.
I have to say, cheers, DedWards. Explaining things in the comments section isn't something I see frequently, and it's a great thing to have someone patient enough to explain their decisions. +1
It's a feature that is there to use, I wish more people would use it. Not everyone automatically understands or has the game knowledge to work out what a deck is trying to do. I could rant on, but I'll stop here.
Add Echoing Courage to have that quick buff during the final push.
Maybe as a Sideboard option to close some games quicker as the production is fast enough to not warrant such an effect in the main deck. Plus Sigil of the Nayan Gods can make a creature HUGE, if not used as part of the Devoted Druid combo.
You're right, but then again such a huge creature will always be the target of a neutralizing spell.If you are going for competitive, a quick win is always better than a drawn out struggle or giving your opponent the chance to counter your combo (such as bounce spells).On that not Mana tithe and Avoid fate would help solve such a problem.
Again, those feel more as sideboard options. Not everyone has that much removal in game 1, especially with the slower Sprout Swarm "combo" in the main deck.
A couple of tips. Your land count seems kind of low, so instead of Evolving Wilds, Blossoming Sands might be better. Also Barrenton Medic can also combo off with Sigil and Presence of Gond, but I'm not sure you can make room for it.
The curve plus Devoted Druid, which can be fetched with Commune with the Gods, can add mana too. I had 23 lands before, but went down to 21 after much playtesting to include more combo pieces to support the Sprout Swarm sub combo.Evolving Wilds actually lessens the lands hit when casting Commune with the Gods. This may sound trivial, but even the smallest % increased chance of drawing combo pieces goes a long way.