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Abzan Grindhouse (Pauper)

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Your game plan is to dump cards in the yard and use that as a source of card advantage. Going long you can just grind people into the ground. Tilling Treefolk getting back any combination of Cycling Lands, Haunted Fengraf, or any lands with a Retrace spell is a solid play. The treefolk also helps you hit early land drops. Turn2 mill yourself into turn3/4 treefolk for 2 lands has been a common play. Pitching a Grave Scrabbler to Tortured Existence turns 1 creature in your hand into a creature in play and 2 more in your hand. Making plays like this over and over again while beating down with our squad of idiots is a good way to make an opponent dead.

Besides functioning as a grindy midrange/control deck we can just nug an opponent for 20 or lock them out of attacks post-sideboard. The way the main combo works is this:
Step 1.) Mill your entire deck out
Step 2.) Once at 0 cards in library discard a creature to Tortured Existence to get back Leonin Squire
Step 3.) Cast Leonin Squire getting back Conjurer's Bauble
Step 4.) Use the Conjurer's Bauble to put Reclaim on the bottom of your library and draw it
Step 5.) Reclaim Haunting Misery
Step 6.) Cast Haunting Misery to kill them on your next turn

Now I don't think a situation often occurs when you need all the steps. But you get the idea. Obviously you can skip the Bauble->Reclaim->Misery and just Bauble->Misery or you can EOT Reclaim->Misery into untap and win. Why even have Reclaim? Because sometimes (I've had it happen) your line has to be EOT Bauble->Reclaim->Misery->Untap->Win. Also don't be afraid to just run out and crack Bauble early to cycle if you have nothing else to do. You can always rebuy it later or just beat them down. I'm not even 100% convinced the deck needs the Reclaim but I like the feeling of safety it provides, could be wrong.

The other 'combo' is just Tortured Existence+Dredger+Spore Frog. Basically impossible for some attacking decks to beat that. Once you have that going you just gain advantage every turn till you kill them with some Gurmag Anglers or Haunting Misery. A Crypt Rats probably makes an appearance at some point if this is the game plan you're on.

SIDEBOARD PLAN:

Against traditional aggro decks:
+2 Dead Weight
+2 Gnaw to the Bone
+1 Moment’s Peace
+1 Spore Frog
+1 Crippling Fatigue
-1 Raven’s Crime
-1 Caustic Caterpillar
-1 Conjurer’s Bauble
-1 Reclaim
-1 Leonin Squire
-1 Haunting Misery
-1 Grisly Salvage
Against any random aggro deck that wants to win via attacking we just cut the durdly Raven’s Crime, shave a Salvage and cut the 1shot combo for more removal, stall cards, and the Spore Frog lock. You can tailor this depending on the specifics of the deck you are up against. You might want the caterpillar against white decks with enchantment removal or equipment. Seal of Doom might be better than Dead Weight (generally not). This is the basic plan, tailor it depending on specifics.

Other Golgari GY Decks w/ Tortured Existence:
+2 Faerie Macabre
+2 Ray of Revelation
+1 Spore Frog
-1 Raven’s Crime
-1 Crippling Fatigue
-1 Grisly Salvage
-1 Auramancer
-1 Golgari Brownscale
Against various other tortured existence graveyard decks we bring in enchantment removal, graveyard removal, and the spore frog. We cut down on the cards that don’t interact well with them and shave some numbers. If you feel the need to bring in more cards cutting another Grisly Salvage, Golgari Brownscale, or even a Tortured Existence is fine. These games tend to go quite long so shaving down numbers of dredges or whatever isn’t a big deal most of the time.

Other Golgari GY Decks w/o Tortured Existence
+2 Gnaw to the Bone
+1 Moment’s Peace
+1 Spore Frog
+2 Seal of Doom
-1 Raven’s Crime
-1 Crippling Fatigue
-2 Grisly Salvage
-1 Caustic Caterpillar
-1 Auramancer

Against the dump-and-delve versions of BG we just cut enchantment removal, shave some numbers, and bring in stall cards and removal. They have the 4/4 delve monkey so Seal of Doom does something.

Against various delver decks:
+2 Dead Weight
+2 Gnaw to the Bone
+1 Raven’s Crime
+1 Crippling Fatigue
+1 Syphon Life
-1 Caustic Caterpillar
-1 Conjurer’s Bauble
-1 Reclaim
-1 Leonin Squire
-1 Haunting Misery
-1 Tortured Existence
-1 Grisly Salvage
Cut the combo, shave some numbers of the less critical cards. Bring in more removal, life gain (to avoid dying to burn and buy time), and retrace cards for their counterspells.

Against various ramp decks:
+1 Moment’s Peace
+2 Seal of Doom
-1 Caustic Caterpillar
-1 Raven’s Crime
-1 Crippling Fatigue
If they have mulldrifters or other low toughness evasive beaters you can keep the fatigue in and cut a Grisly Salvage instead. Seal of Doom is for big fatty boombooms. Auramancing back a seal is often better than auramancing back an existence even if you don’t have one out. We win the game going long (we beat everything going long except counterspells game1) so not getting killed by an 8/8 is more important than trying to win.

Burn:
+2 Gnaw to the Bone
+1 Syphon Life
+1 Spore Frog
-1 Caustic Caterpillar
-1 Crippling Fatigue
-1 Grave Scrabbler
-1 Raven’s Crime
Cut the slow cards and cards that don’t do anything. Bring in all the lifegain and spore frog. We aren’t worried about getting killed by guys as much as getting burned out. Spore frog could also be moment’s peace or a deadweight depending on the exact cards you saw but I like it the most in general for being cheap and the ability to recur it.

The familiar deck:
+2 Faerie Macabre
+2 Seal of Doom
+1 Raven’s Crime
-1 Gnaw to the Bone
-1 Caustic Caterpillar
-1 Crippling Fatigue
-2 Golgari Brownscale
Bring in the cards that can interact with their combo. Cut the donothings and shave some dredgers. In general this matchup is very strange. They can’t really kill by attacking and sometimes they combo out which enables you comboing it and you kill them because they got there. These decks generally don’t run a lot of counterspells (and they are often always in the board). Games 2-3 we can still combo them after they combo us through any number of BEBs unless they compulsive us at 0 which makes it harder for them to actually win games. Sticking a seal of doom threatens to kill their sage. We can raven’s crime them down to nothing and macabre can interact with their combo at instant speed through counterspells and we can buy it back. I think this matchup favors us but again, it is just very strange.

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