Buildings is a mono white, mono walls deck that focuses on stalling out the game by gumming up the board with walls until we can trample over our opponent with
Roving Keep
, fly over them with
Wall of One Thousand Cuts
, or ping them to death with
Wall of Forgotten Pharaohs
. We run a grand total of 26 walls.
I'm going to list each one below and the reasons for their inclusion:
Wall of Hope
- A little wall that is likely played early to discourage our opponent from attacking in with smaller creatures. They can also be helpful to chump late in order to gain some life in a pinch.
Wall of Glare
- This card is extremely valuable, especially when enchanted with
Inviolability
. We can essentially shut down all of our opponent's ground creatures from attacking. This can negate entire armies of Saproling or Goblin tokens.
Wall of Forgotten Pharaohs
- This card is here as backup in case we can't finish off our opponent directly through combat damage.
Desert of the True
is included as an enabler.
Wall of Caltrops
- An interesting card that allows us to band together all of our walls into one big mass to essentially block anything without any of our walls dying. Banding allows us to divide the combat damage from a creature however we wish, meaning that we could essentially have the creature's damage spread thin enough to protect all our creatures.
Angelic Wall
- A smaller wall that will hopefully be able to protect the skies from menaces like
Delver of Secrets
.
Wall of One Thousand Cuts
- A bulky wall that can jam in some damage mid to late-game and also protect the skies. It's a nice way to benefit from the +1/+0 of
Fortified Area
.
Roving Keep
- An extremely hefty wall that blocks essentially everything on the ground and can polish off the opponent extremely late in the game with trample. Mostly, it is a way to spend all your mana that will most likely just be sitting around.
Other cards:
Fortified Area
- One of the reasons to run only walls, this card discourages our opponent even more from attacking, and can help finish off games with our attacking walls.
Inviolability
- This card creates a helpful combo with
Wall of Glare
, and can really help lock down our opponent's attackers.
Weight of Conscience
- A way to remove important threats. Easy to activate considering all our creatures are the same type.
Test of Faith
- A way to buff up some of our walls and build up our defenses. Can be used to our advantage with banding in order to ensure that the creature we want to buff gets buffed. (helpful to use with our attacking walls,
Wall of One Thousand Cuts
and
Roving Keep
)
Sideboard should be rather self explanatory.
I have yet to test the deck against real opponents, but it seems to perform well with my own testing. It is an extremely off-the-wall janky deck that I bet could pull off some weird wins in pauper. Test it out for yourself and let me know how it goes! It's less than $15 on TCGPlayer.
If you like this deck, check out my other janky pauper decks on my profile. Thanks!