What is the plan of this deck?

We have a strong Flash commander at our disposal that only asks you to have lands in hand to discard, in order to make 6 power across two bodies for 4 mana. Not a bad rate, but how do we circumvent the card disadvantage?

There has been a theme WoTC has stuck with recently, making common Regrowth-like effects at 2 & 3 mana for lands and/or creatures. Discarding lands is no problem when you can bring them back to hand. This also lets our Commander aggressively attack or block, since we can get it back with a regrowth effect or recast him again from having so much mana and start the cycle over. Some of these cards also mill in addition to the regrowth effect making them a perfect fit.

This deck can fight against graveyard hate by not overextending, as each self mill spell can fill the graveyard with 3+ cards again. In the meantime Pack Guardian lets us keep the pressure on or hold until the late game where our high land count should be an advantage, using mana sinks and multiple spells to take over the game.

Suggestions

Updates Add

IN:
Elven Farsight
Track Down

OUT:
Explore
Far Wanderings

We have a lot of mana ramp in creatures, and a lot of land searching abilities. Explore and Far Wanderings are good cards in their own right, but I want more card filtering and these two are easy cuts for Elven Farsight and Track Down.

Remember you can keep something on top if you have a self-mill spell in hand and need those top cards in the graveyard.

Comments

97% Casual

Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is Pauper EDH legal.

Cards 100
Avg. CMC 2.77
Tokens Bear 2/2 G, Dungeon: Undercity, Human 2/2 G, On an Adventure, Plant 0/1 G, Saproling 1/1 G, Skeleton 4/1 B, The Initiative, Monarch Emblem, Treasure, Wolf 2/2 G
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