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Pauper EDH is an alternative 100-card format that uses any uncommon creature as the commander with the remaining 99 as commons.

This mono-red deck has the recently spoiled Flame Channeler (FC) as commander and engine of the deck. Her unique ability gives Impulse Draw after being transformed and dealing damage with a spell.

To my understanding this ability works the same way Blaze Commando does, not like Syr Carah, the Bold does despite being very similar.

This means there's actually very few relevant spells that trigger FC twice, exceptions being:

Grapeshot
Lash Out (if you're lucky)
Pyromatics
Scattershot

There's also Staggershock, Burn the Impure, Draconic Roar and Farideh's Fireball and more though they're all excluded from the deck.

While cards like Dual Shot, Orcish Cannonade and Rain of Embers may intuitively seem like multiple instances of damage they are a single event and therefore only trigger FC once. Similarly copies of Chain Lightning aren't controlled by us so they don't trigger our commander.

Therefore instead of leaning into symmetric burn like one might do with Syr Carah I decided to build the deck a bit like I would Aegar, the Freezing Flame, generating card "advantage" from controlling the board.

There's still some burn in the deck and cards like Firebrand Archer and Thermo-Alchemist adds damage on top.

Taking advantage of the excess of noncreature spells and reduced numbers of blockers are creatures like Sanguinary Mage, Kiln Fiend as well as cards like Spellgorger Weird.

Notable mentions are Burning Prophet that helps preventing Impulse-drawing into too many lands and Crimson Fleet Commodore as I expect Monarch to be very useful for the deck.

At the moment the deck runs a fair bit of mana rocks, which I'm unsure of. On one hand the deck's very low to the ground but on the other hand it's very likely to make use of all mana available. Rituals face a similar issue, they're potential "dead ends" with FC's Impulse-draw, but the additional mana is useful. Requires some testing!

The deck also has looting spells which lets us ditch excess land draws (we'd like to play lands with our commander instead) however it's very possible it'd be better to just run more action.
Time will tell!

The spell inclusions I've made are roughly along these lines:

1cmc: 3+ damage or 2+ with upside. ex. Lightning Bolt / Firebolt
2cmc: 3+ damage or less with upside ex. Fire Prophecy / Magma Jet
3cmc: Boardwipe or considerable upside. ex. Fiery Cannonade / Scattershot

It's possible that it'd be better to run slightly worse spells that can also go face over some of my picks, as well as some instants over sorceries. If you have any suggestions, please let me know!

Lastly I'll mention the glaring weakness of the deck, protection. Our only sources of protection for the commander are Goblin Chirurgeon and Whispersilk Cloak.

Unlike Syr Carah and Blaze Commando our commander is considerably cheaper so eating a removal or two is less back-breaking but still relatively inevitable.

Is it time for The Brute???? (no)

Thanks a lot for reading, I hope this commander piqued your interest. If you have any questions or suggestions, feel free to let me know!

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Banquillo

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Here are some suggestions for cards you could add to your deck, based on decks that other players have built with this Commander.

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