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This deck is for the Pauper Commander format. Learn more here: Pauper EDH Primer on TappedOut + MTG Wiki - Pauper Commander + /r/PauperEDH
"The meme, ascended."
The natural evolution. Leaner, meaner, and generally more Wasted. After all, what's better than 77 lands?
Everything here that isn't a Wastes has a purpose. The voltron pieces either give a strong stat buff, haste, or protection to Paul. The card advantage is the only stuff in colorless pauper that legit gives us cards. The removal is for dire situations interfering with our ability to "Walk all over you", such as debilitating auras placed on Paul. Sideboard gives some mana and equipment options, and the hidden maybeboard has every other way to pull Wastes from the deck.
The ramp is single-mindedly trying to get us more Wastes. In the "proper" version of the deck there are other rocks, but playing Paul on turn 4 is just going to have him wind up in an early grave. Let's have our opponents use up some of their initial volley of removal against each other while we prepare a bigger Paul with haste or protection.
Oh yeah... speaking of... I guess I should link the "proper" (inferior) version of the deck.
In my playgroup, we play with a custom rule wherein all players have a weakened copy of Abundance in their command zone coming in at the end of turn 3 and leaving at the end of turn 8, which says:
"At the beginning of your upkeep, as long as you do not know the order of any known cards in the top half of your deck, you may declare "land" or "non-land". The first time you draw a card on your turn, instead reveal cards from the top of your library until you reveal a card matching what was declared, and put it into your hand. This counts as drawing a card."[/spoiler]
My playgroup has found that this dramatically decreases the chance of getting "flooded", or being in a "drought", while minimizing chances for misuse. You still require a hand with lands in it unless you want to chance drawing some or missing some land drops until Abundance kicks in, so you still need to have plenty of lands in your deck. Landfall decks can't keep "Abundancing" for multiple lands. You don't get to choose any particular type of land, so you still need a balanced mana assortment. You can't abuse this with top-of-deck knowledge.
The worst thing that we've seen from this so far is that Miracles decks don't get to use this ability as much as other decks, and Landfall decks are made a bit more consistent. That being said, the benefits far, far outweigh this. No one likes being functionally out of the game because RNGesus said "Yeah, you get to stay at 4 lands all game". Spare me the "Well just run more lands and card draw then*". Let's see if this deck makes Abundance things unfair. I seriously doubt it, since I'm playing a colorless deck, featuring a threatening voltron commander with virtually no protection, so he's removal target #1 every time.
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Nome | Mão | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades Adicionais |
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Score | Nome de Carta | Tipo | Mana | Raridade | Salt |
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Comparar | Revisão | Criado | Por | |||
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» | Revisão 6 | Outubro 1, 2023 | ZobmieRules | |||
Revisão 5 | Junho 15, 2022 | ZobmieRules | ||||
Revisão 4 | Junho 12, 2022 | ZobmieRules | ||||
Revisão 3 | Junho 11, 2022 | ZobmieRules | ||||
Revisão 2 | Junho 9, 2022 | ZobmieRules | ||||
Revisão 1 | Abril 24, 2022 | ZobmieRules |