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Para jogar com seu deck em um torneio oficial ("sancionado por DCI"), você precisa de uma folha de listagem de deck. Aqui você pode baixar tal folha já preenchida com os cards desse deck!

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Pauper EDH is an alternative format that uses any uncommon creature as the commander, and the 99 are commons.

Charging Tuskodon is in charge (ha ha..) of this mono-red deck where one hit can be deadly! Our commander does double damage to players, and if you're playing PDH with 30 health / 16 commander damage, that's very achievable.

To enable our one turn kills we require a fair amount of mana since our commander costs 5 the first time it's played, and more after that. So we run a lot of ramp with cards like Mind Stone, Bonder's Ornament, Ur-Golem's Eye and more, as well as one-time ramp from Mana Geyser.

We also require cards that increase power, give haste and often we need some evasion. Therefore we have cards like; Hammerhand, Cartouche of Zeal, Fleetfeather Sandals and more. Fortunately our commander has built-in trample, so we can go all in on power with cards like Brute Force, Raking Claws and Assault Strobe. One unusual card is Rubblebelt Maaka which can be a +3+3 pump spell or a creature if we require that.

Card advantage is not really a thing in mono-red, there's Bonder's Ornament, Armillary Sphere and monarch from Crown-Hunter Hireling. But we run a lot of looting / rummaging and to mitigate the downside of discarding we have cards like Fiery Temper, Bloodmad Vampire, Magmatic Sinkhole and Underworld Rage-Hound that make our discards nearly guilt-free.

To stay alive until we can start blowing opponents up we run a fair amount of removal; Swirling Sandstorm, Martyr of Ashes and Scouring Sands. We also have spells that double as burn if we don't need it for removal: Fireball, Rolling Thunder and Disintegrate. Soul's Fire can either cause those last bits of commander damage or remove a creature.

In case our commander gets removed to the point where it's essentially uncastable we have some backup big hitters that we can cycle if we don't require them; Desert Cerodon, Ridge Rannet, Chartooth Cougar and more.

Weaknesses of the deck is our shallow game plan, if our commander is removed as we swing in, it's a major setback. Good timing helps, and we have some alternative ways to end the game. The deck also has a very weak board presence, so if our opponents start amassing creatures and we don't draw our removal it can quickly go poorly.

If you have any questions or suggestions, do let me know!

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