So after noticing that the uncommon Captains from Dark Ascension were all uncommons, and that they all looked like pretty decent commanders, and decided to try to build a Duel Deck thing, with one deck for each of them, centered around their creature type. Now I'm just waiting for the Human Captain from AVR.
These are all built using traditional Pauper rules. General is an uncommon, all cards in the deck are common, or were at some point. All of these decks are very creature-heavy, just because of the captain's natural tribal buffs, but if possible, I'd like to cut down the creature count.
This is only my 3rd attempt at building pauper, so I'm still a little bit unsure of what cards are good, and what's useless.
Drogskol Captain:
Spirits. Drogskol Captain was the first one of the captains that I built because he seemed like the most powerful. Spirits are pretty strong, and pauper's lack of Wrath effects makes hexproof a great ability. Drogskol's deck is mainly spirits, with a little bit of deck manipulation and a couple of Counterspells.
Concerns:
Thinking it's too creature heavy. Would like to have a bit more topdeck manipulation to improve draws. Not looking for more counterspells. UB control is lame.
Diregraf Captain:
Zombies. Diregraf Captain had the most creatures available to it, because for some reason zombies receive a lot of support at the common level. It was a bit hard cutting this deck down because of the high zombie count, but it was manageable.
Concerns:
Again, too many creatures. Again, not enough topdeck manipulation. Would like to be playing a little more spot removal, but not sure which cards deserve a spot and which ones deserve a pass. The deck isn't realy abusing his second ability, as I'm not sure how to. Once again, ideas appreciated.
Stromkirk Captain:
Vampires. Stromkirk Captain's second ability seems like it lends itself to red zone alpha strikes. First strike lets creatures survive a lot of combat that they might otherwise die in.
Concerns:
Would actually like a few more creatures in this because it's supposed to be the second-most aggressive deck, after wolves. A bit more kill spells would also be cool.
Immerwolf:
Wolves. Well... Actually there were very few wolves, so I decided to use bloodthirst as an alternate theme for this deck.
Please post some play results for one or more of these decks, if you can. Four complete lists is a bit of a brain burner to analyze and comment on, especially in the more speculative realm of pauper edh.
I think you can garner some good feedback and suggestions by providing information on what does and doesn't work deck-wise, and which decks out perform the others.
These are all built using traditional Pauper rules. General is an uncommon, all cards in the deck are common, or were at some point. All of these decks are very creature-heavy, just because of the captain's natural tribal buffs, but if possible, I'd like to cut down the creature count.
This is only my 3rd attempt at building pauper, so I'm still a little bit unsure of what cards are good, and what's useless.
Drogskol Captain:
Spirits. Drogskol Captain was the first one of the captains that I built because he seemed like the most powerful. Spirits are pretty strong, and pauper's lack of Wrath effects makes hexproof a great ability. Drogskol's deck is mainly spirits, with a little bit of deck manipulation and a couple of Counterspells.
1x Drogskol Captain
Creature (34)
1x Ghost Tactician
1x Revered Dead
1x Looter il-Kor
1x Aurora Eidolon
1x Guardian of the Guildpact
1x Soulsworn Jury
1x Drift of Phantasms
1x Dreamcatcher
1x Shinen of Stars' Light
1x Torii Watchward
1x Kami of False Hope
1x Moonlit Strider
1x Ninja of the Deep Hours
1x Quillmane Baku
1x Shimmering Glasskite
1x Teardrop Kami
1x Waxmane Baku
1x Hundred-Talon Kami
1x Kabuto Moth
1x Kami of Ancient Law
1x Kami of Twisted Reflection
1x Lantern Kami
1x Teller of Tales
1x Gold Myr
1x Silver Myr
1x Cloud Spirit
1x Noble Vestige
1x Sea Gate Oracle
1x Scroll Thief
1x Chapel Geist
1x Voiceless Spirit
1x Moon Heron
1x Niblis of the Mist
1x Stormbound Geist
14x Island
10x Plains
1x Shimmering Grotto
1x Terramorphic Expanse
1x Azorius Chancery
1x Lonely Sandbar
1x Secluded Steppe
1x Abandoned Outpost
1x Seafloor Debris
1x Quicksand
1x Bant Panorama
1x Esper Panorama
1x Sejiri Steppe
1x Halimar Depths
1x Evolving Wilds
1x Command Tower
1x Haunted Fengraf
Enchantment (4)
1x Wings of Hope
1x Steel of the Godhead
1x Stormcaller's Boon
1x Narcolepsy
Instant (13)
1x Arcane Denial
1x Cancel
1x Overrule
1x Repeal
1x Peek
1x Brainstorm
1x Counterspell
1x Gush
1x Miscalculation
1x Snap
1x Mana Leak
1x Capsize
1x Into the Roil
1x Prismatic Lens
1x Azorius Signet
1x Wayfarer's Bauble
1x Darksteel Ingot
1x Mind Stone
1x Fieldmist Borderpost
Sorcery (3)
1x Ponder
1x Compulsive Research
1x Preordain
Concerns:
Thinking it's too creature heavy. Would like to have a bit more topdeck manipulation to improve draws. Not looking for more counterspells. UB control is lame.
Diregraf Captain:
Zombies. Diregraf Captain had the most creatures available to it, because for some reason zombies receive a lot of support at the common level. It was a bit hard cutting this deck down because of the high zombie count, but it was manageable.
1x Diregraf Captain
Creature (42)
1x Leaden Myr
1x Armored Skaab
1x Ghoulraiser
1x Festering Goblin
1x Silver Myr
1x Gempalm Polluter
1x Drowned
1x Dross Prowler
1x Dripping Dead
1x Dregscape Zombie
1x Dreg Reaver
1x Crypt Rats
1x Carrion Feeder
1x Cadaverous Knight
1x Cackling Fiend
1x Brain Gorgers
1x Black Cat
1x Viscera Dragger
1x Vesper Ghoul
1x Vengeful Dead
1x Vedalken Ghoul
1x Tattered Drake
1x Stitched Drake
1x Spineless Thug
1x Sightless Ghoul
1x Shepherd of Rot
1x Severed Legion
1x Sedraxis Alchemist
1x Screeching Skaab
1x Scathe Zombies
1x Rotting Rats
1x Roofstalker Wight
1x Putrid Imp
1x Putrid Cyclops
1x Nim Replica
1x Nightscape Familiar
1x Makeshift Mauler
1x Jhessian Zombies
1x Infectious Horror
1x Highborn Ghoul
1x Headless Skaab
1x Gravedigger
5x Island
1x Shimmering Grotto
1x Seafloor Debris
1x Quicksand
1x Haunted Fengraf
1x Halimar Depths
1x Terramorphic Expanse
1x Evolving Wilds
1x Dimir Aqueduct
1x Bog Wreckage
1x Lonely Sandbar
1x Barren Moor
1x Command Tower
1x Grixis Panorama
19x Swamp
1x Esper Panorama
Enchantment (2)
1x Helm of the Ghastlord
1x Pestilence
Instant (6)
1x Perplex
1x Counterspell
1x Cancel
1x Recoil
1x Agony Warp
1x Doom Blade
Artifact (6)
1x Mistvein Borderpost
1x Dimir Signet
1x Wayfarer's Bauble
1x Mind Stone
1x Prismatic Lens
1x Darksteel Ingot
1x Ponder
1x Preordain
1x Deny Reality
1x Consult the Necrosages
1x Brainbite
Concerns:
Again, too many creatures. Again, not enough topdeck manipulation. Would like to be playing a little more spot removal, but not sure which cards deserve a spot and which ones deserve a pass. The deck isn't realy abusing his second ability, as I'm not sure how to. Once again, ideas appreciated.
Stromkirk Captain:
Vampires. Stromkirk Captain's second ability seems like it lends itself to red zone alpha strikes. First strike lets creatures survive a lot of combat that they might otherwise die in.
1x Stromkirk Captain
Creature (35)
1x Rakdos Ickspitter
1x Iron Myr
1x Leaden Myr
1x Crypt Rats
1x Manaforge Cinder
1x Sootstoke Kindler
1x Goblin Deathraiders
1x Viscera Dragger
1x Igneous Pouncer
1x Kathari Bomber
1x Singe-Mind Ogre
1x Child of Night
1x Vampire Aristocrat
1x Guul Draz Vampire
1x Vampire Lacerator
1x Blood Seeker
1x Ruthless Cullblade
1x Pulse Tracker
1x Quag Vampires
1x Bloodrite Invoker
1x Bloodthrone Vampire
1x Barony Vampire
1x Viscera Seer
1x Bleak Coven Vampires
1x Moriok Replica
1x Bloodrage Vampire
1x Vampire Interloper
1x Bloodcrazed Neonate
1x Crossway Vampire
1x Stromkirk Patrol
1x Night Revelers
1x Markov Patrician
1x Nearheath Stalker
1x Chosen of Markov
1x Erdwal Ripper
11x Mountain
1x Shimmering Grotto
17x Swamp
1x Terramorphic Expanse
1x Rakdos Carnarium
1x Barren Moor
1x Forgotten Cave
1x Bog Wreckage
1x Ravaged Highlands
1x Quicksand
1x Grixis Panorama
1x Jund Panorama
1x Evolving Wilds
1x Command Tower
1x Haunted Fengraf
Enchantment (4)
1x Riot Spikes
1x Pestilence
1x Fists of the Demigod
1x Suicidal Charge
Instant (7)
1x Lightning Bolt
1x Wrecking Ball
1x Terminate
1x Stun
1x Scar
1x Doom Blade
1x Vampiric Fury
1x Prismatic Lens
1x Rakdos Signet
1x Wayfarer's Bauble
1x Darksteel Ingot
1x Mind Stone
1x Veinfire Borderpost
1x Panic Spellbomb
Sorcery (5)
1x Plague Spores
1x Traitor's Roar
1x Blightning
1x Demonic Dread
1x Sign in Blood
Concerns:
Would actually like a few more creatures in this because it's supposed to be the second-most aggressive deck, after wolves. A bit more kill spells would also be cool.
Immerwolf:
Wolves. Well... Actually there were very few wolves, so I decided to use bloodthirst as an alternate theme for this deck.
1x Immerwolf
Creature (35)
1x Bogardan Lancer
1x Citanul Woodreaders
1x Bloodscale Prowler
1x Burning-Tree Bloodscale
1x Ghor-Clan Savage
1x Scab-Clan Mauler
1x Skarrgan Pit-Skulk
1x Copper Myr
1x Iron Myr
1x Krosan Tusker
1x Yavimaya Elder
1x Lone Wolf
1x Wood Elves
1x Kird Ape
1x Llanowar Elves
1x Farhaven Elf
1x Rip-Clan Crasher
1x Wild Nacatl
1x Gorger Wurm
1x Rhox Brute
1x Valley Rannet
1x Sacred Wolf
1x Gorehorn Minotaurs
1x Lurking Crocodile
1x Blood Ogre
1x Village Ironsmith
1x Tormented Pariah
1x Grizzled Outcasts
1x Villagers of Estwald
1x Darkthicket Wolf
1x Kessig Wolf
1x Feral Ridgewolf
1x Scorned Villager
1x Young Wolf
1x Hinterland Hermit
15x Forest
11x Mountain
1x Shimmering Grotto
1x Terramorphic Expanse
1x Gruul Turf
1x Forgotten Cave
1x Tranquil Thicket
1x Ravaged Highlands
1x Timberland Ruins
1x Jund Panorama
1x Naya Panorama
1x Khalni Garden
1x Evolving Wilds
1x Command Tower
Sorcery (6)
1x Edge of Autumn
1x Hull Breach
1x Frenzied Tilling
1x Explore
1x Assault Strobe
1x Faithless Looting
Instant (10)
1x Wildsize
1x Smash
1x Naturalize
1x Stun
1x Crimson Wisps
1x Manamorphose
1x Branching Bolt
1x Colossal Might
1x Violent Outburst
1x Moonmist
1x Prismatic Lens
1x Gruul Signet
1x Wayfarer's Bauble
1x Darksteel Ingot
1x Mind Stone
1x Firewild Borderpost
1x Panic Spellbomb
Enchantment (3)
1x Runes of the Deus
1x Snake Umbra
1x Full Moon's Rise
Concerns:
Power level. This deck seemed slightly weaker than the others, so I'd like to make it a bit more aggressive.
Well, that's about it. Thanks for reading, and any feedback would be greatly appreciated.
GRRWHazezon Tamar (Valakut)GRRW
UKami of the Crescent Moon (
Group Hug)UUHeidar, Rimewind Master [Mini-Primer]U
WKemba, Kha Regent (Stax)W
GEzuri, Renegade Leader [Primer]G
I think you can garner some good feedback and suggestions by providing information on what does and doesn't work deck-wise, and which decks out perform the others.
-Dolono
EDIT: I didn't notice the user was suspended...
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."