This deck served as my introduction into Pauper. Derived largely from a list shown by Tolarian Community College a while back, the idea is to fill up the graveyard real fast with Stinkweed Imp and a few others, then get throwing down Gurmag Anglers and Hooting Mandrills as early as turn 2.
Any comments or upvotes would be greatly appreciated, especially as I'm not sure about Street Wraith or the current removal suite as the meta I play in is heavy on black. For those interested, here's the detailed breakdown:
Creatures
Putrid Imp: This cheeky little dude serves as a decent discard outlet in order to fill up the graveyard early. Mainly you want to discard Stinkweed Imp on turn 1 so you can spit out an Angler ASAP. The added threshold and ability to give him flying make him a surprising beater should it take your fancy as well, and the threshold should utilsed before delving below 7 cards if possible.
Wild Mongrel: Serves largely the same purpose as Putrid Imp, except can be buffed at instant speed which allows for some combat shenanigans. Being able to change its colour can actually be a useful gimmick as well, allowing it to dodge colour specific removal and the such like (eg. Doom Blade).
Stinkweed Imp: Arguably the best card in the deck and undoubtably cheekier than his putrid counterpart. Stinkweed Imp serves as a source of consistent fuel to delve out for the big hitters by being discarded to either one of the above creatures then being dredged back. With this being discarded on turn 1, it allows any of the delve creatures in the deck to be played on turn 2. If you don't need the graveyard fuel then a flyer with (pretty much) deathtouch that is a bugger to get rid of is still very useful.
Street Wraith: A veteran of modern, Street Wraith gives the efficiency of a 56 card deck by cycling for 2 life, dumping a card in the graveyard in the process. it can serve as a decent beater against black decks in the late game as well, although I'm still considering replacing it for Viscera Dragger.
Gurmag Angler: The big daddy himself and the deck's primary beater. Not much else needs to be said about a 5/5 for most of the time. Apart from he hilariously dodges Victim of Night.
Hooting Mandrills: Not quite the daddy but still really powerful. Uncle. Yeah, he's the big uncle. The slightly lower power is made up for with trample and a lower CMC, making him almost as good as Angler at closing out the game.
Sultai Scavenger: I can't be assed thinking about what's less than an uncle, but you get the idea. Only a 2-of due to his lower power but a 3/3 flyer, again for only , is still great value.
Instants
Grisly Salvage: Another one of the best cards here. Most of the time, it adds one of the delve creatures to hand while putting 5 cards away to delve it out with, which is mad value. Can also help hit land drops, but the deck doesn't need that much land to work with so you hopefully shouldn't be in that situation.
Grapple with the Past: Functions similarly to Grisly Salvage but with the added option to grab creatures or lands that are already in the graveyard, which makes up for the fact that it doesn't chuck as many in there. Because of Grapple, it's wise to avoid exiling delve creatures from your graveyard if possible so you can grapple them back.
Removal
As I said previously, this section needs some work. My meta is really heavy on black so a few of these could do with being changed to accommodate.
Ghastly Demise: In this deck, Ghastly Demise hits almost any non-black creature for one mana at instant speed. Needs to be timed accordingly with exiling stuff but it's still excellent.
Doom Blade: Ran as a one of due to its consistency when compared to Ghastly Demise.
Disfigure/Diabolic Edict: These are the cards that I'm happier with right now. Disfigure snipes a lot of decent creatures for its cost and Diabolic Edict hits anything if timed right. I'm aware that this should be Chainer's Edict but I can't justify it yet.