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Pauper EDH is an alternative format that uses any uncommon creature as the commander and the 99 are commons.
This mono-green deck has Manaplasm as its commander, a fairly unique creature that I'm surprised I haven't seen any decks with.
Manaplasm turns all of our spells into buffs until end of turn based on the CMC (mana value), this means something like Tangle Golem can give +7+7 for 3 mana or less and Invigorate can give +7+7 at the cost of giving an opponent 3 life, which doesn't matter as the deck wants to win through commander damage.
The deck runs a lot of cantrips as they provide a considerable buff while replacing themselves, often with additional upside. All the ramp in the deck provides mana the turn they're played so with for example Harrow we get +3+3 for 3 mana, then we get two untapped lands so in some ways its +3+3 for 1 mana. Similarly Sisay's Ring, Skyshroud Claim and Ur-Golem's Eye provide 2 mana once they're played while still buffing for +4+4.
There's also a fair amount of cards that cheat a bit on their cost while retaining a high CMC; Manaplasm curves well into a Thundering Tanadon, Struggle for Skemfar costs 2 to foretell, then G to cast while giving +5+5 total in power. Trumpeting Herd makes a 3/3, gives +4+4 and then does it again the turn after. Mage Duel is easy to cast for a single G and provides +4+5 and causes a fight, possibly opening the way for the commander.
As mentioned there's a lot of cantrips, until I've gotten some testing in I'm unsure if the deck wants cheap cantrips (1/2 CMC) or costlier (3/4+ CMC), cantripping may lead into too many land draws so getting bigger buffs out of individual cards might be better, while lower CMC's offer flexibility and plays before the commander is on the board.
At the moment there's not a ton of protection & evasion for the commander as unlike voltron builds we're not committing cards to our commander although recasting it can be a bummer, there is however a ton of ramp in the deck so it shouldn't hamstring us. That said, the deck does run Snakeskin Veil, Vines of Vastwood, Fortitude, Broken Fall and Snake Umbra. To get damage through there's a smattering of Trample in the deck as well as Rancor, Vorrac Battlehorns and Whispersilk Cloak. The latter is strong but might hinder a few targeted buffs that are in the deck.
Other notable cards are; Migratory Greathorn can be mutated for 3 mana, increases our commanders base to 3/4, buffs it by +4+4 and puts a land on the battlefield. Deconstruct pays for its own mana cost and takes an artifact out with it, an opponents mana rock is perfectly fine but consider Ichor Wellspring if you've played it. Soul's Might is a powerful finisher, it provides +11+11 on its own, more if Manaplasm is already buffed.
Weaknesses of the deck might be the overreliance on the commander as well as a reduced number of interactive cards, as we prefer to play on our turn to grow the commander. There's also not a ton of defensive cards in the deck nor much source of lifegain, maybe consider trying out Sheltering Word / Predator's Rapport / Heal the Scars for a big chunk of life. Or just mow down your opponents as quickly as possible..!
I should also mention it might be worth running some 1 mana dorks to more reliably get a turn 2 commander, at the moment there's only Hickory Woodlot, Utopia Sprawl and Wild Growth to enable that. The downside to mana dorks is summoning sickness, almost all of the ramp in the deck at the moment provides a bit of mana once it's cast. Feel free to try it and let me know how it went!
Thanks for reading, if you have any questions or suggestions, feel free to let me know!
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» | Revision 2 | July 20, 2021 | Sprouting | |||
Revision 1 | July 20, 2021 | Sprouting |