Profile Main Image

BETÃO

Got excited about Pauper and want to get into it! Where should I start?

My goal in this article is to try to give you as many tips as I can about the best way to start in the format. In addition, I will be talking a little about how Pauper works.

This article belongs to the series Starting to play the Pauper format:

1. Got excited about Pauper and want to get into it! Where should I start?

2. Pauper: What to expect when you are waiting!

3. A short overview around the history of Pauper bans

4. Sideboard Cards by color in Pauper

Hello my friends, I am Betão and I wrote this article to help players who want to start playing Pauper. Born in 2008 on Magic On-line, and officialized as a format in "paper magic" in 2019, Pauper always had its fan base who always played on-line, at a local store or even in the kitchen tables around the world when they had the oportunity. Nowadays, Pauper is growing and getting new players every day. Because it is one of the cheapest formats in Magic? Of course! To start in this format the player does not need to pay a large amount of money and Pauper still allows you to play with historical cards like [card](Counterspell) and [card](Lightning Bolt). But that's not the only reason. The unity and hospitality of the Pauper community is also a strong reason to play it, and we will keep spreading the good aspects of the format in order to keep it alive! * But after all, what is Pauper? * Technically, Pauper is a format built with a minimum of 60 cards in its main deck and 15 reserve cards, the so-called sideboard. Only cards that have, at least once, been released in the common rarity, printed or online, are allowed. * How to build the main deck? * The main deck is built within a pre-defined game plan that exploits your strategies to the fullest. The deck can be interactive or non-interactive, which means that it can interact or not directly with your opponent's cards. Also, they can be active, which imposes their pace of the game and try to dominate the battlefield early, or they can be reactive, which approaches the game in a different way, trying to eliminate threats when they appear, seeking to exhaust the opposing resources and after that dominate the field to achieve the victory. * What about the sideboard? What is it for? * All decks have strengths and weaknesses. This is what makes the game healthy and balanced. There will always be good and bad match-ups against your deck. In order to try to overcome the weaknesses of your deck, the sideboard assumes the function of containing cards that improve the development of your strategy against the adversary. So, we have a maximum of 15 cards that are designed to cover these weaknesses against the decks that hurt you the most. It would not be nice if some strategies are stronger than all, this is a problematic situation that can lead to bans. * Wait, bans? * That's right! With the number of cards created since 1993, there is a huge collection of common cards available. So, it is possible that the interaction between some cards becomes problematic and unhealthy for the format, and interventions might be needed to attend this issue. There interventions are the banning of specific cards that WotC believes to be the key points of problematic strategies or gameplays. [link](https://magic.wizards.com/en/game-info/gameplay/formats/pauper)(Click here to access the updated banlist.) * I already understood what Pauper is, and now I want to play. Which deck should I start with? * There are a few tips that can help you choose your starting deck. On YouTube, you can find videos from different content creator talking about decklists and showing how they work. You can also visit the metagame page in the menu on this site, and watch some of the most played decks in the biggest tournaments around the world. So to speak, this is the metagame, the name and list of the decks in a tournament, with their presence and performance percentages. However, some decks have two or more colors, and this can hinder the development of your game when making decisions about sequencing your land drops onto the battlefield, as a wrong decision can forbid you to generate the right colors when you need it. Based on this fact, choosing to start with a deck of only one color seems to be a good idea, as you will always have the right lands available and generate the necessary mana and you can concentrate on learning the strategy and playing sequences of your deck, as these are fundamental to have a better performance at the game. Later, when you've already developed your gameplay skills and learned more about the metagame, you can gradually venture into decks with more than one color. Assuming that at this initial moment the safest option is to choose a one-color deck, I will list below five one color decklists that have done good results in some championships. [center]{Red - BURN} Burn is a non-interactive deck that seeks to assign direct damage to your opponent's life points as quickly as possible, with cards like [card](Lightning Bolt). But also keep in mind that sometimes it is useful to use some burn spell as removals for threats that your opponent may present during the game. Red does not have a lot of cards that allows you to draw in abundance, so the deck tends to lose its breath when the game extends for many turns. [deck](47263) [center]{Green - STOMPY} This is an aggressive deck, meaning your strategy is to win by quickly dealing enough combat damage to your opponent. This is done by putting small creatures on the battlefield and trying to increase their power. Green does not draw beyond what is possible and, therefore, is a deck that needs to be fast. [deck](47262) [center]{Black - Mono Black Control (MBC)} This one is a favorite among Brazilian players! As the name says, it is a control deck. It seeks to eliminate the opponent's threats and is efficient in that, as it has many options for removals. It is consistent, summoning creatures on the early turns and having ways to draw cards, which is important in the late game. It is good at gaining time delaying your opponent's game while evolving yours. [deck](47266) [center]{White - Mono White Heroic} The heroic ability allows you to place a +1/+1 counter whenever the creature with that ability is targeted by a spell. This makes your creatures very strong in a very short time, because in addition to these creatures the deck has enchantments that add other abilities that are of great value your creatures, such as vigilance, lifelink and first strike. This deck doesn't draw a lot of cards either, so it needs to be fast too. [deck](47265) Finally, it is important to note that it is not a rule to start with decks of only one color, however it seems to be a safe way to know more about the format. That's it for today. I hope you found this reading informative and also pleasant. Welcome to Pauper and until next time!

Share:

Next article in this serie

Grade

0

Profile Main Image

BETÃO

Social

User profile image
Profile Main Image

Thiago

The cEDH Archetypes #07 - Taking Turns


Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Last few weeks, we had a conversation about the different styles of play present in the cEDH. We approached the main win conditions and discussed some build options and the gameplay modes that most favor them. This week, we will start the second part of our approach, where we will deal with the less popular but still present archetypes in the format. Let's begin with the classic Taking Turns. [image](https://cardsrealm.com/images/cartas/en/m10-magic-2010/time-warp-75.jpeg?2399) * THE COMBO * As in Modern, the concept of Taking Turns comes from the cards that allow us to play extra turns. Our idea is to achieve, through multiple moves, a victory condition which would be slower than normal. Usually, multi-turn decks require multiple spells with the "take an extra turn" effect and a way to find them, such as a massive draw source or an effect to use the cards directly from the library. * COMMANDERS * As stated earlier, Taking Turn decks are common to aid slower strategies, changing the notion of symmetry during the game. For that, we will need a commander to assist the strategy either by allowing us to dig extra turn spells from the deck or imposing a win condition which is aided by the multiple turns. [image](https://cardsrealm.com/images/cartas/en/ktk-khans-of-tarkir/narset-enlightened-master-190.jpeg?4738) When we talk about Taking Turns, the most classic deck of the archetype is, without a doubt, [[Narset, Enlightened Master]]. Even though currently she is not played that much, for a long time the general from Tarkir integrated the hall of the most played on the format. With her as your commander, the strategy involves high CMC cards, such as [[Approach of the Second Sun]], [[Enter the Infinite]] and [[Omniscience]], making her effect of casting spells for free very useful. The extra turns here come in to allow for new Narset attacks, leading to new exiles and a new chance to find what we are looking for. [image](https://cardsrealm.com/images/cartas/en/cm1-commanders-arsenal/edric-spymaster-of-trest-8.jpeg?249) We can say that this general represents the evolution of Narset and an adaptation to the speed of the format. While our monk enjoys high cost magic, here, we will choose to use low cost creatures in order to synergize with Edric's effect and allow enough draws to find extra turn effects. Anyone who has read the previous articles knows that the idea of having small creatures on the battlefield suits Hatebears very well, even if the color pie is not the best for that. So, the solution here is to use creatures like [[Mist-Cloaked Herald]] to fill those gaps. [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?3136) [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/ludevic-necro-alchemist-37.jpeg?9723) When we see this pair, we know that Tymna enables a good draw engine for Hatebears, making it possible to find our new turns. But what is Ludevic's role? Our alchemist sees little play in the cEDH because he has an effect geared towards Group Hug. However, in this build, he will favor us unevenly, thanks to the fact that, when we play more turns than our opponents, we will have more Ludevic triggers than they do. * VARIATIONS * As you have seen, most of the effects involving extra turns are consistent with the idea of exploring the new combat phases. Playing a new turn does not always mean that you have to explore the extra attacks, since new turns also provide new draws and new untap phases. Also, there are cases where we get new combat phases without extra turns. This will be discussed in my next article. * HONORABLE MENTIONS * In the history of Magic, we had several cards that allow us to play an extra turn, each with a specific mechanic. These are usually associated with the fact that a lore character travels in time, thus representing a temporal change or a time-rift left by their journey. Among all the cards, however, there are two that should be highlighted for their unique effect: [[Beacon of Tomorrows]] and [[Nexus of Fate]]. These corroborate the idea of playing infinite turns, thanks to the fact that they go back to the library after use. * BUDGET ALTERNATIVES * Unfortunately, the type of magic used here is powerful enough to have a higher price than it should; extra-turn magic ends up unbalancing the game curve, causing its monetary value to be high. With that in mind, I suggest using extra combat stages for those who want an alternative, but that is a topic for our next article. *CONCLUSION* We have already seen many ways to break the symmetry of the game, from tap and untap effects to hate-cards against specific strategies. But, without a doubt, taking extra turns is one of the most efficient and universal one. I see many players ignoring the option of playing a Taking Turns simply because this is a less popular strategy compared to others, but even if it requires a different playing style and different decision making, we can conclude that it is as valid as any other. 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!

Share:

Profile Main Image

Thiago

Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.

Social