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Pauper: What to expect when you are waiting!

On this article, I discuss my expectations for the future of Pauper, from a player's point of view.

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 friends, I'm Betão and I want to talk a bit about my expectations for the future of Pauper. Of course, I'm not a Pauper specialist, let alone Magic in general, however, differently than other articles I have written, in which I only described the way Pauper behaves, its strategies and some deck lists, thus, a general look at the format, seeking impartiality, today I'll allow myself to write in first-person and to declare, thus, my current interpretation of the current scenario, future expectations and also my opinion about safe directions Wizards of the Coast may take to guide us forward. I believe it's the opinion of the majority of the Pauper community that the collection *Double Masters* was one of the sets that brought a lot of really good cards into the format. Some downgrades may have been unexpected, and became important additions, like it is the case with [image](https://cdn.cardsrealm.com/images/cartas/en/prm-magic-online-promos/abrade-65001.jpeg?905) and although there are apparently better cards on the current meta, [[Abrade]] is a card which has two different functions that may be chosen, and that is really important, as it is a versatile removal that may help in any moment of the game. Another card, which brought an even greater impact, was [image](https://cdn.cardsrealm.com/images/cartas/en/prm-magic-online-promos/cast-down-68049.jpeg?7584) and it is a removal which comes to become the best of the format, as, for only two manas, one of which is generic, which allows for multicolored decks to make use of this resource. The player may use [[Cast Down]] to remove almost any creature on Pauper, with the exception, of course, being creatures with *Hexproof* or *Protection*, and that also raises a point of worry about the Power Level of the format, whichI'll discuss later. Another reprinted card was the already known [image](https://cdn.cardsrealm.com/images/cartas/en/2xm-double-masters/oubliette-100.jpeg?5052) which will maybe allow for a cheaper and broader access to this card than the one we had until recently. These downgrades, reprints, and even the recent bans led me into thinking that Wizards may be giving more attention to the format, and may give even more attention on the next sets, which is very good for us, players, as it will bring more cards, which may improve decks which are currently weak on the meta, maybe bring a new land to allow for the addition of one or more colors in aggro decks or even cards permitting the creation of new decks which may raise up to the level of the best decks we have today. I truly believe that Wizards is planning on giving Pauper more attention. Of course, this attention may feel too slow, as it has been more than a year since the format was sanctioned in its printed form, which happened only after 11 years since it's online creation and it was only until this year that the company released an edition with the greatest number of cards with potential to see play. But it's not all roses, as good cards are created for the format and downgrades are made, Wizards should be very careful with these releases, as raising the power level of the cards too much may cause Pauper to lose its essence, as it isn't just a format with cheap cards, but also, a format in which the player is able to develop the game more openly, and I don't know if it would be healthy if we had too many games ending in a few turns, like what happens in other formats. Some cards leave us worried, like [image](https://cdn.cardsrealm.com/images/cartas/en/mh1-modern-horizons/ephemerate-7.jpeg?2689) which as power way beyond the usual. And, as I've mentioned earlier, I feel like *Cast Down* is a downgrade which wouldn't be missed if it wasn't done. However, it greatly increased the power of decks which use black mana, and that is worrisome as I personally wouldn't like to see the Power Level increasing that much. It may be that this type of card shows up with more frequency and transforms Pauper. It may become better or not, but it is of the utmost importance that, if Wizards really has the intention of giving attention and monitoring the format more closely, it will need to be done very carefully and analytically. New cards are always welcome, much more than exclusions through bans, that makes the format more attractive, but I would like to see coherent additions related to what Pauper really is, and I will be very satisfied if Wizards respects the format's essence. I want to leave here my opinion about what Pauper needs the most today, not only in terms of cards, collections and bans, Pauper needs more investment on tournaments, it needs championships directly supported by Wizards. It's past time that we receive a *Pauper Grand Prix*. Of course Imay be asking for too much today, maybe it is something utopic, but I believe that's something we all want. It has it's pros and cons, like in any other format, games and in other things in life, but we deserve this, it would show respect towards the entire Pauper community. Thank your for reading this article and until the next one.

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The cEDH Archetypes #10 - Curiosity


Hello, my dears! How are you doing? My name is Fogaça and I'm here to talk about Commander. After a break, we are back with our series about cEDH. My initial idea was to discuss combos and victory conditions which guide the game on tables with elevated power level, in order to introduce you to the history of each one of these and the reason why they are being played or not in the current field, but, while the series continued, my idea was transformed by the growing of archetypes which aren't directly realted to a win condition, but instead to the way decks are used to generate value and evolve their game. Considering this, I'll dedicate the last three chapters of this analysis (yes, we'll have only three more articles on this series) to briefly comment about the tendencies in the current cEDH scenario, in order to discuss the effects of [[Curiosity]], present on Curiosity Control decks. [cardinfo](curiosity) *THE COMBO* I'll start by saying that in this article I won't comment on combos related to a Niv-Mizzet and a Curiosity effect - Our idea will be to discuss about this type of effect to generate value, on the opposite way of our favorite Parun, which ends up initiating a loop. My point here is when a Commander works with a damage engine related to an specific effect, in order to allow for the association of effects like [[Curiosity]] to obtain more draws and to find answers to the game, cards to push ourselves ahead on the match or even our victory conditions. Strictly speaking, I can say that the advantage of using mechanics associated with commanders in order to generate card advantage without directly connecting it to our win conditions is to put the opponents in an uncomfortable situation, to the point in which there is doubt about the worth of removing the general from the table, as the effect grows slowly, until it is converted into something relevant. *COMMANDERS* In order for our engine to work as intended, we'll need a commander which guarantees non-combat damage, as in a passive way and with a triggered ability. I've separated two popular builds on the current metagame, which I'll use to explain both nuances of this type of archetype. [cardinfo](thrasios, triton hero) [cardinfo](vial smasher the fierce) Initially, we'll go with a very dear build on the format, which manages to unify almost every value experiences we have available. With the four colors we have access to, we may build our list around combos like the ones we have already mentioned in past articles, like with [[Demonic Consultation]] and [[Underworld Breach]], allowing for a Midrange/Control posture with the best removals, answers and tutors, managing this way to make use of the combination of [[Vial Smasher the Fierce]] and an effect like the ones we are discussing today to find answers without spending bullets beyond our standard shots (counters, draws, removals, etc.). In the end, we can trace a parallel between this constant card advantage through a slow bomb mechanic with the draws promoted by [[Tymna the Weaver]] in relation with the Hatebears strategy. [cardinfo](brallin, skyshark rider) [cardinfo](shabraz, the skyshark) As another build option for those who like to slowly increase the generated value of their plays, we have our precious ShaBrallin pair. The Jeskai color pie promoted by the combination of these commanders doesn't allow for the access to tutor effects or the removal spells from black, neither to the ramp promoted by green, directing us to a more proactive build if compared to the disruption on the previous example. The idea here is to make use of the damage caused by Brallin not only to promote a Niv-Mizzet like loop, but also to transform our Rider in an important draw piece for our build, not limiting us only to the primary combo with the General and, thus, allowing the addition of lines of [[Underworld Breach]], as well as other possible combos to promote the efficiency of the build. *NOTABLE CARDS AND BUDGET ALTERNATIVES* Once again, I've reunited our two sections in order to assist comprehension. For today, I'll show a list of cards which give to the enchanted/paired creature the ability of allowing card draws when it causes damage to one or more opponents (these cards may, thus, be united with a Commander which promotes good interaction). [cardinfo](curiosity) [cardinfo](Keen sense) [cardinfo](tandem Lookout) [cardinfo](ophidian Eye) [cardinfo](snake Umbra) *CONCLUSION* Once more, our article became less profound than I would like, but, this isn't necessarily a bad thing; my idea was just to present the proposition of interaction, in order to show its main uses. It's possible, thus, to conclude that we shouldn't necessary focus on the great interactions and massive draw engines to generate value - if your deck has a more reactive playstyle, an strategy which can punish the opponents while providing constant draws may serve your cause very efficiently. We'll finish here for today. I ask you to leave your feedback so we can always improve. The series has the objective of discussing just a single part of a complete sphere in a format of extreme diversity. I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)(YouTube Channel), where I discuss more Commander, not only in a competitive view, but also in other varieties, as well as other formats. Until the next one, my dears!

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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.

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