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Call me insane, but I am not too big on torturing cats. The new Tortured Cat builds are understandable in so far as their emergence is concerned, and viable in so far as they lean extremely heavily into TE's strengths, weaknesses be damned. I however do not like this approach at all. The Cauldron Familiar + Bartered Cow builds find themselves doing less than nothing when a TE is not on the board, and just about nothing when a piece is missing (Brownscale, cat, or cow). There certainly is value in making sure that once the engine gets going - even say at 60% of optimum efficiency - it can keep going and win even in a very scrappy game. But there is likewise value - and I would argue much greater value - in playing a deck that can hold its own for a bit without a TE, and that finds itself a better-rounded version with much more in way of survivability at the cost of a relative little in way of engine efficiency.Fleshbag Marauder -> Firstly, only ever play the Alara version, especially with the fat positivity movement always looking these days. Secondly - and arguably a little more importantly - this card gives the deck a decent removal piece that costs less than 4, which matters a lot. It allows you to do more against delver, bogles, MBC, Boros (before screeches start being cast), etc. It enables Perilous Myr and makes running Bone Picker easier. All around, whether you got your TE engine going or not, Fleshbag is likely to be quite good indeed.
The deck is challenging to play, difficult to build well, and an absolute joy to learn to pilot optimally. Your goal is - as always - to establish a boardstate where you can dredge a Brownscale each turn, discard a Grave Scrabbler each turn for card advantage, and once the opponent is locked out of the game (e.g., via a Seemingly Sempiternal Spore Frog), to turn the corner with either Lampad triggers, Rats activations, or the sheer number of bodies you keep finding in the bin and throwing at your opponent. A TE deck must at all times be able to:1. Have a TE at all times2. Have a graveyard with answers to the current situation and a means to reach more answersfor future situations.3. Live to set up 1 and 24. Be able to re-setup 1 and 2 after being hated on in games 2 and 3, hell, or even 15. Eventually winYou figure out how to do each, do it, and end up going 3-3 because enchantment hate and Relic of Progenitus are a pain in the ass. This is also why Auramancers in the sideboard are mandatory (otherwise condition 4 cannot be met).
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NOTE: Set by owner when deck was made.
I remember having a lot of builds based on thoughtpicker witch, back when I was trying to beat legacy with commoncards.The witch can be timed with mesmeric fiend so that the fiend takes out a card permanentlyThe witch can lock down the opponent in the same way lantern mill did. If you have a good threat you can just sack stinkweed over and over.
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Oh yeah, Thoughtpicker Witch is extremely good in certain matchups, and once it's legal to do more in the UK than merely sit at a bench with at most one other person, I'll be sure to test for how much better or worse Lampad is. And for example, should I be greeted to a metagame of Tron, MBC and UB control, then it's bye bye Lampad immediately.But from a purely theoretical standpoint (though hypothetically buttressed by hundreds of games with previous versions of the deck) I think Lampad will - on average - be more valuable.
I could see the deck go with both the witch, lampad, TE and brindle shoat.
Could you help me on this case, I'm searching for good pauper archetypes to test against and would like to hear your opinion. https://www.mtgvault.com/forum/thread.aspx?ftid=10372I'm trying to keep this in the forum not to flood a deck with comments that not related to the deck itself. So feel free to delete this comment.
I like the build but still trying to work through all the 1 ofs and the utility they might present- assuming since your on v7 theres been some work on this haha and you're going for a toolbox thing. I haven't done too much research on TE builds. But the only card I totally dont get the point of is battlefield scrounger in the side? is it like a way to like cut your losses against relic or something? +1 btw
Thanks! I used to have a TE primer that I would simply link in the description each time, but as new viable commons kept coming out I could not keep up & update it so I dropped it.Most of the silver bullets that comprise the toolbox were chosen such that they have multiple purposes;Fume Spitter is a Delver-pooper, a Wickerbough Elder resetter, a combat complicator, etc. Liliana's Specter blocks Delvers & Mulldrifters while also being helpful in grindy matchups, etc.Battlefield Scrounger is similarly versatile: It helps fight against GY hate in long games, it prevents you from decking, and it closes the game in 4 swings on its own.
gotcha! Thanks for the explanations. Had another question, been thinking about TE a lot for some reason and might try a build- but did you consider rofello's gift over auramancer? Is auramancer just that much more reliable that you'd play it over something more on color? I know it's not a creature which probably hurts it, but you don't need the plains that you might accidentally dredge out (and if tilling treefolk was in there to try and get it back- might not need that either?).
These days with Thriving Moor and Thriving Grove the cost of running Auramancer can be virtually 0. The main advantage of running the latter is a relatively common situation where you prepare for enchantment hate in advance by getting an Auramancer in your hand via TE in expectation of that very TE getting blown up. This is something you cannot do with Gift as it indeed cannot be brought back with TE. This sounds quite niche buy it is frequently the reason you are able to win games 2 or 3 against midrange decks like Boros or Orzhov.Furthermore, with Dead Weight and Seal of Primordium both being good SB options, Auramancer is simply good in a wider array of situations.
Gotcha that makes sense! I figured it was because it being a creature for TE was the big consideration so that clarifies it. Good luck with further improvements!
Out of interest, how much do you guys see sideboards adopt "wishes" with the new learn/lesson mechanic ?I'm intending to keep track of how wishboards will shake up modern, but none of the "pro's" seem to think it's going to be a thing in modern.On the other end, wotc has released info that parts of the sideboard in best of 1 matches is restricted from having lessons, meaning that they seem to think that decks with a full sideboard of lessons will become relevant and they have restricted the amount played beforehand from lessons learned within the R&D.I evaluate that any mechanic that gives you a free draw is going to be powerfull, so what do you guys think is playable in pauper, and do you want it ?I'm going to try to find the perfect proportion of lessons and ordinary sideboard myself by experiments and surveying modern.If there's any combo in pauper that generates infinite blue mana, then fractal summoning and pop quiz will be quite a hit I think.
I actually haven't looked at the lesson stuff too much yet- but my first thought when initially saw the mechanic was its probably broken in some way if they printed enough support for it (didnt look at all the spoilers yet still). Just slapping a tutor ability on cards that normally would say "draw a card" or something seems powerful. im sure itll see some play SOMEWHERE.
There are 10 learns and 9 lessons that are common, and there's something for every color.Then there's also the fact that you get to play a few of the uncommons as well.I think it will come to all formats where people know drawing is powerfull.Heh, that could be a silver quill motto: "Drawing is powerful!"Poet's pen is bound to be playable.