Magic: the Gathering
Ephemerateto advance faster, allowing up to three advances in two turns, and of course, this same
Ephemeratecan serve as protection for the commander. If you don't have
Ephemerate, another card that can trigger the Dungeon twice is
Delver's Torch, an equipment that has the same effect as our general's ability. The commander's second ability is strong as well, as it allows, during the attack, the effect of unearth a creature with mana cost 3 or less if a dungeon has been completed in-game, which we've already seen isn't difficult for the deck. We can also put cards like
Exhumein the deck to return higher cost creatures and some other cards that benefit from interaction with the graveyard, such as the
Tortured Existenceenchantment and thus allowing the manipulation of creatures in the graveyard, besides, of course, occasional removals, such as
Snuff Out, as well as some discards to interact with opponents' hands, such as
Duress. We'll also have some draw options, in addition to
Bonder's Ornamentand the Monarchs
Thorn of the Black Roseand
Palace Sentinels, you can also draw with
Sign in Bloodand
Night's Whisper, and to improve the use of these two, it is advised to use cards that gain some life, such as
Pristine Talisman. As we can see, the deck will tend to control the game, stabilize the board and enter the dungeons in the middle of the game, gaining an advantage when the field is not so crowded.
Bruenor Battlehammeris a perfect commander for a game plan focused on equipment and all the possibilities it can offer. Mandatory equipment,
Haunted Cloakcan be combined with others that add speed and aggression to the deck, such as
Greataxe, which has a low cost and can exploit the commander's ability of equipping the first equipment each turn paying zero, in an attempt to make the commander a powerful and unbeatable bomb, able to defeat an opponent in just two turns.
Accorder's Shieldis a good example. To run the deck, the red cards can help a lot, as there are many cards with access to the draw; but as non-blue draw cards always have a punishment, red punishes by discarding cards, such as
Faithless Looting, so try to take advantage of these cards in the graveyard using flashback spells such as
Prismatic Strands, a great card to defend yourself, or even
Swirling Sandstorm, a good massive sweeper that depends on your graveyard.
Djinni Windseerseems to be the most promising because despite its cost, Scry is guaranteeing, in addition to combining with other cards and repeating this effect, “Flickering” it with the format's Blink spells.
Contact Other Planecombines very well with the aforementioned creature.
Preordain, some counterspells to protect your creatures and ensure that the combo works. For combos, we're going to use one of the best mechanics of the format, blink, and abusing
Cloud of Faeries,
Archaeomancerand to close,
Ghostly Flicker, infinite mana is guaranteed, and it adds other creatures, artifacts, and lands that have ETB, and
Sage's Row Denizencan be the main wincondition. If you find it feasible, the player who is building this deck can place cards with Landfall, as the commander puts a lot of land in the field. Using plenty of lands is a good option too. Tutors are also needed to speed up the combo,
Drift of Phantasmsis one of the best.
Hama Pashar, Ruin Seekeris one of the other creatures that uses the Dungeon mechanic, causing Dungeon abilities to trigger one additional time each time it triggers. So in addition to the basic color cards, such as counterspells, cantrips, bounces, draw cards, and ramping artifacts, the deck will feature spells that venture into a dungeon. Some of these cards have common effects, with venturing as a bonus, so you might think that cards with choice or additional effects will be very useful, as we can see
Bar the Gate, which in addition to countering, explores the new mechanics, and can enter in place of
Exclude, as it counters creature for the same cost. The bonus effect is different, but it can be interesting, as well as
Ranger's Hawk, which can only be used to trigger the dungeon, but is a good blocker against flying decks.
Hoarding Ogrecomes from the new set with this proposal, and in addition to the commander creating the treasures, he still makes the other creatures come in stronger and can make the game more aggressive in your favor. This color combination also brings many removals of creatures and also direct damage, in addition to allowing you to draw cards. The list below shows this well, with targeted and mass removals, such as
Pestilence, will hold the game, and subtract some opponents' life; the deck clears the field to enter with strong creatures and end the game quickly, giving opponents a lot of work to contain it.
Lightning Bolt, not all creatures are capable of destroying him, not even
Fiery Cannonadecatches it. Also, his two abilities are excellent, and he can bring a deck with high synergy with Ninjutsu.
Ninja of the Deep Hoursunblockable, helping to trigger their abilities.
Young Wolf, and the commander's two abilities can help in that. The second abilities take advantage of this, acquiring card advantage, and can even combine with the elves, generating plenty of mana. Pauper's BG deck combos, like Burt Lancaster's Pauper Project X deck combo, are a good example of how interesting Aristocrats mechanics can be. His combo takes a creature with Persist,
Ivy Lane Denizen, plus some elves that can generate mana to make this interaction work.
Boarding Party, in addition to also putting the monarchs of the color, to ensure you never run out of resources. It is also possible to include artifacts that support the game as a whole, such as
Prophetic Prismand signets. The player's posture with this deck must be very aggressive because if you assemble it properly, it will ask for it, and at certain times, it can end the game in a single combat.
Essence Wardenand the Soul Sisters, as well as many cards with the ability to generate mana, such as Elves. Cards that create tokens are welcome too, and are present in the
Presence of Gondand
Midnight Guardcombo. The creature will be buffed, and the player who chose it can still scry. All of these abilities make this commander stronger than normal, and a more aggressive deck compared to the possible archetypes for Pauper EDH. Again, the player's posture in front of the deck must be aggressive; guarding the removals and trying to protect the hand, with the potential to end the game quickly.