This article belongs to the series Sideboard Guide for decks in the Pauper Format:
Undoubtedly, the strategy of directly attacking the opponent's life in an explosive pattern has many fans. It is not for nothing that we find Burn in several constructed formats. In Pauper, the deck has been evolving through the good additions it received lately from Standard. [card](Skewer the Critics) was undoubtedly the strongest of them. [card](Ghitu Lavarruner) and [card](Thermo Alchemist) also fit the format very well, but the greatest strength of the deck is in its "legacy" part, with older cards like [card](Chain Lightning), [card](Lightning Bolt), [card](Rift Bolt), [card](Lava Spike) and [card](Fireblast). In general, Pauper's Burn lists are pretty similar, but the player will still have to make some important decisions regarding the mana base and side. I currently choose to play with 17 lands, including 15 mountains and 2 [card](Forgotten Cave), according to the list below: [deck](44435) I've always found very useful to have a sideboard guide nearby to help me with my choices, but I was worried to write such an article since Magic is not an exact science and the sideboard plan can vary a lot. The funny thing is that, talking to other Burn players, I realized that in several match-ups there was no consensus on side-in / side-out and that was exactly what motivated me to write this article. Today I will bring my vision of a sideboard against 12 different decks of the format. I will try to explain the reasons for my choices, but I emphasize that these options should not be treated as absolute truths. On the contrary, they are choices based on my experience with the deck, according to my personal taste and my view of the game. On the mirror, for example, I found more than one person who chooses to remove [card](Curse of the Pierced Heart). But the plan I like the most is the following: *Mirror Match* Out: 4 [card](Thermo-Alchemist) [cardside](4 Thermo-Alchemist) In: 4 [card](Keldon Marauders) [cardside](4 Keldon Marauders) I choose to remove the Alchemist because the chances of him remaining on the field are minimal. The opponent's [card](Searing Blaze) forces us to be cautious at the start of the game, leaving Thermo even worse in this match, unlike the [card](Keldon Marauders) who remains efficient by entering on the late game. Curse may seem slow in this match, but it often ends up causing more damage than the creatures in the deck. *Affinity* Out: 4 [card](Curse of the Pierced Heart), 4[card](Ghitu Lavarunner) [cardside](4 Curse of the Pierced Heart || 4 Ghitu Lavarunner ) In: 4 [card](Smash to Smithereens), 4 [card](Keldon Marauders) [cardside](4 Smash to Smithereens|| 4 Keldon Marauders ) The match against Affinity is very complicated. Often, the opponent's deck has [card](Dispel) on the main deck and has 3 [card](Hydroblast) on the post-side games. If the opponent is on the draw it is possible that a [card](Carapace Forger) in turn 2 will put a clock that is very difficult to deal with. [card](Atog) is the biggest threat because in addition to being difficult to remove, he is able to remove the target from our [card](Smash to Smithereens), prevent the 3 damage in these circumstances (when the spell loses all targets, it is automatically countered). On the other hand, Affinity can wrap itself up at the beginning of the game, and a well-fitted Smash can save the time necessary for Burn to finish the game. Curse is slow and Ghitu is not effective against so many large creatures. [card](Searing Blaze) does not kill 4/4 alone, but does 3 damage to the opponent and there are still situations where it is very interesting combined with [card](Needle Drop) or with a Keldon that has been blocked. It can also be used in Atog to force the sacrifice of an artifact. The [card](Firebrand Archer) can be interesting in this match, but I don't side-in for 2 reasons: 1) I just don't think it's worth changing a 1-drop 1 for it. 2) Normally, it will be removed and will not actually cause the 2 damage Keldon does, not to mention that Keldon adds value while blocking, because it decreases the opponent's clock and can also be combined with [card](Needle Drop). *Flicker Tron* *Out*: 4 [card](Searing Blaze), 4 [card](Curse of the Pierced Heart) [cardside](4 Searing Blaze|| 4 Curse of the Pierced Heart ) *In*: 2 [card](Molten Rain), 2 [card](Firebrand Archer), 3 [card](Smash to Smithereens), 1 [card](Keldon Marauders) [cardside](2 Molten Rain|| 2 Firebrand Archer || 3 Smash to Smithereens || 1 Keldon Marauders) Another match which seems that Burn player have no consensus. Side-out of [card](Searing Blaze) is unanimous, but as you can see on this thread I created on [link](https://twitter.com/arinaldo87/status/1264701266573373442?s=20)(twitter) , there are several strategies that side-out cards like Ghitu, Fireblast, Rift Bolt or even Curse. My side-in decision is the result of the side-out of cards that I do not consider very effective in this match. So first I choose to take away 4 Searing Blaze because the opponent has few creatures that are not usually cast at the beginning of the game. Also, I find the Curses too slow in this match, where opponents usually use 4 [card](Hydroblast) to deal with it at the beginning of the game, or [card](Weather the Storm) if the game goes on too long. And as much as it is questionable to use resources to slow down Tron, I like to side-in 3 Smash in this match, not 4 to decrease the chance of being stuck with it in my hand (I even study the possibility of using only 3 on the side and opening one slot for the second [card](Martyr of Ashes)). *Boros Monarch* *Out*: 4 [card](Ghitu Lavarunner), 4 [card](Thermo-Alchemist), 2 [card](Rift Bolt) [cardside](4 Ghitu Lavarunner || 4 Thermo-Alchemist || 2 Rift Bolt) *In*: 2 [card](Molten Rain), 4 [card](Smash to Smithereens), 4 [card](Keldon Marauders) [cardside](2 Molten Rain || 4 Smash to Smithereens || 4 Keldon Marauders) Rift Bolt is a great card to enable [card](Needle Drop) and [card](Skewer the Critics). However, as Boros has no counters, it becomes easier to achieve the conditions to cast these cards. Siding-out Rift Bolt is an option to make it a little less slow, since we are siding-in [card](Molten Rain). *Boros Bully* *Out*: 4 [card](Ghitu Lavarruner), 4 [card](Thermo-Alchemist) [cardside](4 Ghitu Lavarunner || 4 Thermo-Alchemist ) *In*: 2 [card](Electrickery), 2 [card](Firebrand Archer), 4 [card](Keldon Marauders) [cardside](2 Electrickery || 2 Firebrand Archer || 4 Keldon Marauders) *Izzet Skred / Mono U* Out: 2 [card](Needle Drop), 4 [card](Thermo-Alchemist) [cardside](2 Needle Drop || 4 Thermo-Alchemist) In: 2 [card](Electrickery), 4 [card](Keldon Marauders) [cardside](2 Electrickery || 4 Keldon Marauders) In Gilmour's sideboard guide, he sides-out 2 [card](Forgotten Cave) for [card](Electrickery), but he played with 19 lands at a time that there was no [card] (Skewer the Critics). Since my list plays with 17 lands, I do not consider removing Forgotten. Usually in this match, I try to do the maximum damage in the first rounds and then, when everything gets complicated, I try to gather as much damage as possible so that I can finish the game even if the opponent counters some of my spells. In this strategy, I side-out Thermo because I don't want to give my opponent the option to let it resolve and keep open mana to counter other threats, and then bounce or remove Thermo on his turn. I want to force the opponent to spend resources countering Keldon or taking at least 2 damage for not doing so. As this match is not very easy to pin some damage, I choose to side- out Needle Drop and keep Skewer who has more synergy with the posture I adopt in this match, and it not a [card](Dispel) target. *Bogles* *Out*: 4 [card](Searing Blaze), 4 [card](Curse of the Pierced Heart), 1 [card](Ghitu Lavarunner) [cardside](4 Searing Blaze || 4 Curse of the Pierced Heart || 1 Ghitu Lavarunner ) *In*: 2 [card](Electrickery), 2 [card](Firebrand Archer), 1 [card](Martyr of Ashes), 4 [card](Keldon Marauders) [cardside](2 Electrickery || 2 Firebrand Archer || 1 Martyr of Ashes || 4 Keldon Marauders) Searing Blaze and Curse are easier side-out decisions. I am choosing to take out Ghitu because I am entering with more creatures, but I could side-out the Rift Bolt, or side-in only 3 Keldons. *MBC* *Out*: 4 [card](Thermo-Alchemist) [cardside](4 Thermo-Alchemist) *In*: 4 [card](Keldon Marauders) [cardside](4 Keldon Marauders) Yeah, Thermo won't survive... *Stompy* Out: 4 [card](Ghitu Lavarunner), 4 [card](Curse of the Pierced Heart) [cardside](4 Ghitu Lavarunner || 4 Curse of the Pierced Heart ) In: 2 [card](Electrickery), 1 [card](Firebrand Archer), 1 [card](Martyr of Ashes), 4 [card](Keldon Marauders) [cardside](2 Electrickery || 1 Firebrand Archer || 1 Martyr of Ashes || 4 Keldon Marauders) The side is very similar to Bogles, but the Archer is not as efficient here. I only side it in because I'm not using the second Martyr. *Mono W Heroic* Out: 4 [card](Curse of the Pierced Heart), 1 [card](Lava Spike). [cardside](1 Lava Spike || 4 Curse of the Pierced Heart ) In: 2 [card](Electrickery), 1 [card](Martyr of Ashes), 2 [card](Firebrand Archer). [cardside](2 Electrickery || 2 Firebrand Archer || 1 Martyr of Ashes ) It is a very complicated match, and your posture can vary according to the game, it is always difficult to decide between removing the creatures or starting the race. I like to go up Martyr and Electrickery to have more than one plan. *Elves* Out: 4 [card](Curse of the Pierced Heart), 1 [card](Lava Spike) [cardside](1 Lava Spike || 4 Curse of the Pierced Heart ) In: 2 [card](Electrickery), 1 [card](Martyr of Ashes), 2 [card](Firebrand Archer) [cardside](2 Electrickery || 2 Firebrand Archer || 1 Martyr of Ashes ) In his guide, Martin Juza clearly doesn't like Ghitu in this match. I choose to remove the Lava Spike, as it does not interact with the creatures. I choose to keep the Ghitus and not side-in the Keldons. -- I believe I managed to cover the main decks of the format. The best two references that I know about the sideboard of this deck are: 1) [link](https://www.channelfireball.com/all-strategy/articles/a-guide-to -mono-red-burn-in-pauper)(Martin Juza's guide to Monored Burn in Pauper); 2) Gilmour's video guide (in portuguese). [youtube](https://youtu.be/UuP1Ol0vSWg) Although these references are out of date, I hope that with these materials in hand you will be able to have a basis for developing your own sideboard plan. Did you like the article? Be sure to comment on your choices or questions regarding the Deck. Thank you very much for reading and see you next time.Next article in this serie
Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. In the last articles, I brought a discussion about the main combos of cEDH, in a way that we could understand them and know why they are popular in the format. Today, however, we are going in the opposite direction, in order to understand the reasons that led some to simply hatch these combos and how to synergize this type of strategy to generate value: today we are going to talk a little about the Hatebears. [image](https://cdn.cardsrealm.com/images/cartas/en/piko-ikoria:-lair-of-behemoths-promos/drannith-magistrate-11p-med.webp?2352) * THE (not today) COMBO * Since today we are not talking about a combo itself, I will use this session to explain what Hatebear means and what its role in the Competitive Commander goal is. Hatebear comes from the idea of having a creature with an effect that lock the opponents' game, in order to have an ability (usually static) that limits certain types of plays and slows down the field. Its main function is to remove the value of the opponents' deck, attacking key points of the strategy relevant to their game plan. Exemplifying for a better understanding, if the idea of the opponent's deck requires many tutors or many search effects (Yisan, for example), the simple presence of a [[Aven Mindcensor]] makes searching the library a difficult task. Other examples are [[Containment Priest]] locking decks based on reanimate (like Kroxa); and [[Linvala, Keeper of Silence]] can make the life of any Thrasios player miserable. From this information, you may think: but after all, why would I like to disrupt my opponent's plays instead of focusing on my game plan? This is a good question, which is answered in our next session. * COMMANDERS * Some commanders do not necessarily have a favorable pool to control the battlefield with significant dispurting or prison effects, so they prefer to use creatures to establish that control. In addition, there are advantages in having creatures on the table, especially when they can have effects that, in theory, are not symmetrical (that is, they do not affect you or affect you less than they affect your opponents). Thinking about it, I separated the decks below to understand some applications of our creatures of hate. [image](https://cdn.cardsrealm.com/images/cartas/en/pz2-treasure-chest/tymna-the-weaver-44-med.webp?2779) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tana-the-bloodsower-45-med.webp?486) If we're talking about Hatebears, our best example is the deck known as the Blood Pod. With [[Tymna the Weaver]] and [[Tana, the Bloodsower]] occupying the command zone, our idea is to make up for the lack of blue with creatures that can hold the game in order to prevent faster combos from reaching their goal before our Birthing Pod engine starts. In this build, we also see one of the main applications of Hatebears in partnership with Tymna, where attacking our opponents every turn generates a card advantage, allowing us to develop our game with fluidity. [image](https://cdn.cardsrealm.com/images/cartas/en/pz2-treasure-chest/tymna-the-weaver-44-med.webp?2779) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/kraum-ludevics-opus-34-med.webp?5476) Even though it is not yet time to talk about the Thives & Wheels builds, our Opus Thief duo has to be mentioned. Our dear thieves, like [[Notion Thief]] and [[Alms Collector]], are also considered Hatebears, in order to attack strategies based on generating a great card advantage and have synergy, as in the previous example, with Tymna . [image](https://cdn.cardsrealm.com/images/cartas/en/eld-throne-of-eldraine/chulane-teller-of-tales-326-med.webp?2701) Finally, what about our Storyteller? Even having access to the blue, the commander screams for the use of creatures. So, we can add this fact to a slower strategy, characteristic of [[Chulane, Teller of Tails]], to conclude that the value of several creatures that hinder the other people's game will be multiplied in this build. * VARIATIONS * Even though it appears in the first instance that this is a closed archetype, the use of Hatebears is not exclusive for slower decks. We should not limit ourselves to labels in order to set aside high value cards to follow a "standard plan". In the current goal of the cEDH, not thinking about attacking your opponents, at least to me, seems like suicide. If your deck is explosive and combo centric, of course you'll have less creatures outside your strategy. But, on the other hand, I cannot imagine a deck with white that does not benefit from using the aforementioned [[Aven Mindcensor]], for example. * HONORABLE MENTIONS * For today, I decided to leave a list with notable creatures for the most diverse strategies. I hope you can make the most of them. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths/drannith-magistrate-11-med.webp?3861) [image](https://cdn.cardsrealm.com/images/cartas/en/akh-amonkhet/aven-mindcensor-5-med.webp?921) [image](https://cdn.cardsrealm.com/images/cartas/en/c14-commander-2014/containment-priest-5-med.webp?2688) [image](https://cdn.cardsrealm.com/images/cartas/en/roe-rise-of-the-eldrazi/linvala-keeper-of-silence-33-med.webp?7053) [image](https://cdn.cardsrealm.com/images/cartas/en/dgm-dragons-maze/notion-thief-88-med.webp?4613) [image](https://cdn.cardsrealm.com/images/cartas/en/c17-commander-2017/alms-collector-1-med.webp?4666) [image](https://cdn.cardsrealm.com/images/cartas/en/mh1-modern-horizons/collector-ouphe-158-med.webp?1647) [image](https://cdn.cardsrealm.com/images/cartas/en/jou-journey-into-nyx/eidolon-of-rhetoric-10-med.webp?9860) [image](https://cdn.cardsrealm.com/images/cartas/en/bng-born-of-the-gods/spirit-of-the-labyrinth-27-med.webp?8760) [image](https://cdn.cardsrealm.com/images/cartas/en/shm-shadowmoor/vexing-shusher-222-med.webp?6634) [image](https://cdn.cardsrealm.com/images/cartas/en/m12-magic-2012/grand-abolisher-19-med.webp?5386) [image](https://cdn.cardsrealm.com/images/cartas/en/prm-magic-online-promos/lavinia-azorius-renegade-71588-med.webp?4409) * BUDGET ALTERNATIVES * Normally, Hatebears are not cards with a high monetary value, even if they play alongside commanders of more expansive values. For those who liked the idea of using creatures to harass opponents and don't want to spend a lot, I suggest combining them with some low-cost general who can provide a good build stax, just like Chulane. * CONCLUSION * For today, the idea was to present the "archetype", so that we can work with the possibilities that our bears generate in a future time. We can conclude that, in a meta where value is indispensable for a deck, there are good options for creatures that add to our strategy and, at the same time, delay our opponents. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!