Hello, my dears! All right with you? My name is Fogaça and I'm here again to talk about Commander. With the release of Modern Horizons, all major Magic formats have changed significantly, as well as EDH. The arrival of [card](Urza, Lord High Artificer), shook the structures of the tables around the world and made the dream of many possible with access to a consistent deck that allows the essence of Mono Blue to be fully explored; but what is not being commented on is its existential counterpoint - Yawgmoth, the lore's iconic villain, has also received his long-awaited card to demonstrate everything a general Mono Black should be. Today, therefore, we won't comment on the famous good old man, but on the much loved and hated Thran Doctor. [image](https://static.cardsrealm.com/images/cartas/en/mh1-modern-horizons-yawgmoth-thran-physician-116.jpg) *INITIAL CONCEPTIONS* Considering the fact that many will likely assemble their Yawgmoth constructions based on nostalgia or love for the lore, I apologize for not getting into the historical merits of this article, as I don't understand much about it. But speaking of the aforementioned essence of color, our Human Cleric represents exactly what black wants: power. The card combines the mechanics of paying life for resources, as well as discarding "dead cards" for it with the inevitable death of creatures itself and a characteristic mechanics of the Phyrexian story; The fact that we trade what we consider expendable for what we want and the repetition generated by “greatness at any cost” will be the basis for our build and for this mono-colored existence. *DECK BUILDING* Analyzing the commander's own potential, we see his synergy with the Immortal mechanics, originating from Innistrad. Your sacrificial ability can be used to loop for its activation cost feature - initially we will pay a life point and sacrifice a creature with Immortal from the field so that it returns with a + 1 / + 1 marker - Then we will place the marker designated by our Yawg on the resurrected creature, nullifying the previous marker (so the next time it dies it will return to the field, continuing the loop). Once we understand the initial combo involving our general, we will need to use it to finish the game, and for that we will use the double [card](Blood Artist) and [card](Zulaport Cutthroat), which will allow our idea not be frustrated by the shortage of our lives. Alternatively, we can take advantage of creature-triggered effects to generate presence on the field, such as [card](Ulamog's Pawn) and [card](Skull Sifter), thus using them to generate infinite resources (such as mana, in the case of [card](Ashnod Altar) and [card](Phyrexian Altar)). Other cards will also provide drain and life gain, chip creation, mana generation and other options that can be used gradually to add value to our game. To close the pack for our quest for power, various deck creatures can be cast from our graveyard, allowing us to take advantage of the Doctor's ability to draw cards and eliminate threats on the table even without the combo pieces. In the end, the whole build is based on taking advantages of the triggers to turn the tables in conditions that would be disadvantageous so that we can get our pieces or a tutor to get them. [deck](10739) We can see that we have the classic combination of [card](Mikaeus the Damn), and [card](Walking Ballista) included in the list. This is due to the synergy that the zombie has with the rest of the cards, and a possible use of infinite mana to use the Ballista in case there is no combination of the two. Please be aware of the possibility of an overdeck defeat, which can be solved by the presence of the Guide to Restlessness. *HIGH VALUE CARD REPLACEMENT* Like last week's deck, our building is a complete and synergistic package designed to match each piece individually and together, making it difficult the decision to replace cards and choose how to start searching for them. However, I suggest that cards like [card](Demonic Tutor) and others that can cause problems thanks to their value are replaced with pieces of the same function. *Where to start?* As stated above, deciding which cards to prioritize is difficult thanks to the nature of the list, but we can give advantage to the cards with Immortal and synergies with the death of creatures (such as [card](Midnight Reaper)) . *CONCLUSION* With all this information in hand, we can conclude that even if a commander is considered less powerful than others for appealing to the emotional and taste for lore, he will not necessarily be weak. Black commanders were placed as low level for a long time; Nothing fairer than a 25-year-old star of Magic changes this paradigm. For today we stay here. Thanks to everyone who has been following this series of articles and I ask you to always leave your feedback so we can keep improving. Until next time, my dears!
Hey guys, this is Ari and today we will start a new series here at Cards Realm. To start TOP 5, I will list the best green creatures in pauper. But before I have a very quick message. For those who aren't yet familiar with [link](https://www.manadelver.wordpress.com)(projeto Mana Delver), we have a biweekly podcast where I invite community members to talk about various topics from Magic. Our podcast is available for Android and iOS apps and you can also find us on Deezer and Spotify. Be sure to check out our podcast. Now let's get down to business, because this top 5 promises to be so good that we had to make room for an honorable mention... Although it's not among the top 5 green creatures in Pauper, this card plays a lot on Standard Tron Deck. Its cost isn't so high for Tron, and besides having a respectful body, this creature gains a lot of life, often 10 life points will be more than enough to end all opponent's chances of winning the game, so [card](Fangren Marauder) deserves to be cited in this article as our honorable mention. [image](https://static.cardsrealm.com/images/cartas/en/mbs-mirrodin-besieged-fangren-marauder-79.jpg) *Fifth place* This creature plays a lot on artifact-based decks, especially the well-known Affinity Pauper. [card](Carapace Forger) 's Metal Mastery ability makes, most of the times, possible to cast a 4/4 creature in the second round. Do you have any idea how aggressive this is? Not all removals deal with this creature, if it is not removed by the opponent it is likely to be the strongest creature on the table the next turn, attacking for four damage on the opponent or forcing him to make an unfavorable block. The [card](Carapace Forger) just isn't better positioned in this Top 5 just because it plays on specific artifact decks... [image](https://static.cardsrealm.com/images/cartas/en/som-scars-of-mirrodin-carapace-forger-114.jpg) *Fourth place* This creature can be used on many decks, one of them is the aristocratic BG that abuses sacrifice mechanics, where it is sacrificed to increase the power of other creatures. In addition, it is of utmost importance to the sideboard of combo decks that suffer greatly from sacrifice, protecting the main deck creatures by sacrificing the [card](Young Wolf) that returns with Undying. Its higher quality is to have the opponent spend 2 removals on a single creature, thereby reducing the advantage that the deck control has over creature-based decks, while preserving the gas of its main deck, Stompy. And when he is enchanted with Rancor, he becomes one of his opponent's biggest challenges. Another match where [card](Young Wolf) shines is against Infect. Although the infect is not a competitive deck, Young Wolf disrupts the deck because infecting creatures deal damage in the form of -1 / -1 counters causing Young Wolf to always return to the battlefield with a counter + 1 / + 1, giving the best possible use for your Immortal ability. [image](https://static.cardsrealm.com/images/cartas/en/dka-dark-ascension-young-wolf-134.jpg) *Third place* Very important for aggressive decks because of its low cost and good body. [card](Nettle Sentinel) costs 1 green mana, is a 2/2 warrior elf that doesn't untap in its untap phase, but can be untapped whenever you cast a green spell. Let's take a closer look at its second ability as it is very important for [card](Nettle Sentinel) to be Pauper's third best green creature. This ability decreases or practically nullifies the cards drawback, as it is not at all difficult for you to cast something to untap it and make it fit for attack. Remember that the magic doesn't even have to be resolved, just casted. It is common for you to attack with Nettle Sentinel and untap it on the same turn to have one more blocker. In addition to the speed and aggressiveness already mentioned, this same ability makes Nettle Sentinel important for the formats mini combos as well. We can name a few classic interactions such as generating multiple manas with Birchlore Rangers on the field and equipping the sentry with Viridian Longbow to deal damage several times. [image](https://static.cardsrealm.com/images/cartas/en/a25-masters-25-nettle-sentinel-182.jpg) *Second place* Hexproof is a skill that doesn't allow the creature to be targeted by its opponents' spells or abilities. In other words, this skill is essential for a deck like GW Auras for example. [card](Silhana Ledgewalker) is essential in this deck for two reasons, the first one we already mentioned: hexproof. The second reason is its evasion, as well as not being easily removed, the opponent will also have difficulty blocking it, as Silhana can only be blocked by flying creatures. Besides that, to justify Silhana's second place in our top 5, she has recently become very important in the Mono G Stompy strategy that has been using four copies of Elephant Guide in addition to the Rancors, meaning that Silhana Megazord provides greater chances of victory in tricky matches for Stompy's traditional aggressive strategy. [image](https://static.cardsrealm.com/images/cartas/en/gpt-guildpact-silhana-ledgewalker-94.jpg) *First place* And finally it's time to reveal the first place in our top 5. [card](Quirion Ranger) costs 1 green mana, and is a 1/1 elf who has the following ability: "Return a forest you control to its owner's hand: Untap target creature. Use this ability only once for each turn " Why is this ability so good? I'm going to explain. Quirion usually plays on fast decks, meaning they have few land and low mana creatures. On this type of deck, Qurion allows you to decrease the number of lands and increase the number of creatures or spells without risking being out of lands. This type of deck can benefit very well from the drawback of the card. It is common for you to generate a mana, return a forest to your hand, and play it again for additional mana. To give you an idea of how positive this drawback is for the deck, sometimes the target of Quirion's ability ends up being a creature that is already untapped, just so that this additional mana can be generated. But untapping a creature is a very powerful ability that allows the most diverse interactions: In Elves, for example, there are several creatures that activate an ability when tapped. Quirion allows these abilities to be used more than once. In Stompy, in addition to speeding up your game, Quirion allows you to attack with a creature and untap it to have a blocker available. [image](https://static.cardsrealm.com/images/cartas/en/vis-visions-quirion-ranger-117.jpg) What now? We have reached the end of the article and you probably have something to comment on it right? How about leaving your Top 5 in the comment session? I hope you enjoyed the article and see you next time o/.