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PDH, Pauper Commander - Card Tips for building your deck Part II

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Here we are with the second part of the article, sorry for the delay. Now I will show more cards for you who is starting to play this format.

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Hello my dears, it's me "Betão", today we are going to continue talking about some cards that may help you, PDH player, building your deck.

Starting from where we left, lets talk a little more about card advantage, and some cards that help you obtain it.

Card Advantage

This concept is the advantage that a player obtains throughout the game, using cards that make uneven trades in their favor,

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having permanents you control drawing you cards,

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drawing cards based in your state, in this example as a Monarch,

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or forcing your opponent to discard cards, because the less cards a player has in hand, fewer the resources he has, which makes harder for him to answer threats or attempt to control the field.

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Here are some good cards that obtain you card advantage:

Ninja of the Deep Hours

Mulldrifter

Thorn of the Black Rose

Gush

Rhystic Study

Okiba-Gang Shinobi

Bestial Fury

Abundant Growth

Capashen Standard

Global Effects

Continuing, let's talk about cards that have global effects, that is, cards that don't work only in a single target, but either affects the target and every other permanent that share a characteristic with it,

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or don't have a target, affecting every permanent of a type

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These cards are very useful for resetting the game and obtaining advantage out of it. They also work as lifesavers, when one or more opponents are far ahead. Here are some examples of them:

Serene Heart

Nausea

Suffocating Fumes

Swirling Sandstorm

The third type of cards that we will discuss in this article are the removals. They help you to eliminate threats, blockers, or even combo pieces. There are many types of these, and they can be used in different types of permanents as, creatures, lands, enchantments and artifacts.

Creature Removal

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the card above is one of the best creature removals that there are in the format, but there are many others:

Echoing Decay

Defile

Snuff Out

Skred

Galvanic Blast

Journey to Nowhere

We even have a that recently got added to Pauper and, already is considered a staple:

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Lands

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Despite costing 4 manas, this land removal has an important feature, it can be cast again from the graveyard, paying its flashback cost.

Here are some good land destruction:

Choking Sands

Molten Rain

Mwonvuli Acid-Moss

Rancid Earth

Stone Rain

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Thermokasrt

Enchantments

Ray of Revelation

Leave no Trace

Echoing Calm

Artifacts

Echoing Rain

Shatter

Ancient Grudge

Gorilla Shaman

Versatile Removals

With this ones a player may choose different types of permanents as targets.

Nature's Claim

Demolish

There also is a new addition to the set with this characteristic:

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Counterspells

Counters are also very important. They have the potential to stop combos, wincons, commanders from entering the battlefield, and many other things. They are pretty useful throughout the game and, there aren't only blue counters:

Counterspell

Mana Leak

Negate

Memory Lapse

Prohibit

Dispel

Mana Tithe

Artifact Blast

Avoid Fate

Dash Hopes

Pyroblast

Dawn Charm

Tutors and ramps

Following, lets talk about cards that may help you find something necessary for a specific situation as, combo pieces or spot removals. That's the role of the cards also known as tutors.

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You can also transmute, which is an ability that makes you search your library for a card with the same mana cost as the card that has this ability.

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There are also cards that search for lands, they are called Ramps.

Heliod's Pilgrim

Mystical Teachings

Trinket Mage

Brainspoil

Dimir House Guard

Dimir Infiltrator

Shred Memory

Perplex

That is it for today, thank you for your time

I would also like to also express my gratitude to all the support that Cards Realm and Vipermats have given me.