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Freed Miracle-Gro Torch (Pauper)

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At it's core, this deck aims to pull off an infinite mana combo to cast a Kaervek's Torch for lethal. The strength of the deck comes from the fact it runs two synergistic combos that help one another and allow you to direct your play depending on the matchup and your draw. Against aggro, I have been consistently winning T4/5, and in control matchups, winning is more difficult, but still fair given you know how to play mind games and plan accordingly. Faeries still poses a problem.

The two combos are:
Freed from the Real + Lifespark Spellbomb + Any land that taps for 2 mana (ideally, R/U)
Freed from the Real + Axebane Guardian + Another defender in play

I have put a lot of redundancy in the deck to enable consistency and power:
Two playsets of transmute spells that effectively double all of the combo cards.
-Dizzy Spell to get Spellbombs, Torch, Power Sink, or color fixing. (Also can hold off aggro for a turn if you already drew the transmute targets).
-Drift of Phantasms to get Freed or either Guardians. (Also can just play as an functional defender for aggro, or to turn on Axebane).

Guardian Zendikon enables both win cons: makes a land a creature to enchant and adds a defender to the board for Axebane.
Abundant growths help fix the deck early, and can be fetched from dizzy early on if need-be.
Fertile grounds help make any land (ideally an island) into a dual land in case you don't draw Boilerworks, or another dual.

Sunscape Familiars help you go off a turn early, or act as defenders to turn on Axebane.
Powersink is used in blue matchups and helps your Freeds resolve; also can act as a way to shut-down opponent at the end of their turn on the last spell they play, to ensure that you can go off on your next turn.

Subtleties:
~You need to mulligan until its feasible for you to get a green and two blue mana sources, so you can fertilize lands and transmute to combo pieces you don't need.
~This deck has to play the long game against mono-U as you ramp up mana and cards to get through all their counters when you decide to go off. Fortunately, because of the two lines to combo, you're able to get a lot of value as if you choose to animate a land as your win-con, you really don't care if they counter your familiars, axebanes, drifts, etc. (other than manaramp obviously), so just play those first to wear down their defense, as they know they have to counter those. (If they don't you can easily use them to combo).
~Ulamog's Crusher is in there just as an alternate win condition. There aren't lots of things that you can do with infinite mana in Pauper, so I think it's good if you draw it. A protected torch is the best way though. I played around with splashing black for Soul Burn, but I think torch is better for the +2 to counter, and sideboard choices in red.
~Sideboarding is fairly easy into any color you want, as all of the color fixing in the deck gives you access to any color by T3 at the latest.
~When the coast is clear to go off, don't forget that if you're choosing to tap out all your mana sources to crack lifespark/enchant a land or enchant Axebane with Freed you still need U to untap that land or Axebane, so wait until that is feasible.
~Because of all the redundancy, you will generally draw into missing pieces or ways to get them, so factor that in when making mulligan decisions. There is a lot to set up before you can go off, so make sure you can set up the early game. There's an 80% you draw a type of Freed by T5, whatever that means to you. The main ways you will loose will be from explosive T2 or T3 wins or from your Freed hitting 3 counter spells in a row.
~A land that taps for RU is ideal because you need a red to cast torch and blue to untap the permanent. Freed on a Boilerworks does this all in one go. Sill, given you have an open red source like Gruul or something, a freed fertilized forest still works.
~This is a fairly difficult deck to play, from my experience. I spent a lot of time developing, refining, and playing this deck and a lot of subtleties of play don't really come out of the decklist. That being said, its still a WIP and I would love input!

Enjoy!

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