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Tolarian Terror wants YOU to recycle!


Deck Tech:


Threats

This deck's main win-con is filling our GY to cheat out big beaters for cheap. Tolarian Terror is the deck's namesake and one of the format's premier threats. Cryptic Serpent is slightly worse than Tolarian Terror but is still a fantastic body and important redundancy. Finally, Gurmag Angler rounds out the threat list giving us a nice 10 cards that can actually win us the game. Gurmag Angler and the splash of Black in general is one aspect of this deck I'm somewhat unsure on. I like that we get a couple more threats and Suffocating Fumes is HUGE coming out of the SB against go-wide strategies, something we don't have much of an answer to in Blue and Green alone. Additionally, the addition of the landscape cycle in MH3 has made splashing a 3rd color a lot easier imo which alongside the playset of Lorien Revealed give us "10" Black mana sources in the deck if we need. All that said, I do worry about consistency with more going on in the mana base and about speed with more lands coming into play tapped.


Mill + Fill:

To get our threats down to 1-2 mana, we need to first fill our GY with spells. Consider is a premier cantrip here letting us dig for what we need and get fodder in the GY early. Rubblebelt Maverick is a great 1-drop that lets us dump more into the GY when we play it and has an ability from the GY when milled/killed itself. Cache Grab is an awesome card from Bloomburrow and lets us fill our yard while also potentially returning a Threat milled to our hand, also it being an instant is nice so you can hold up mana for a potential counterspell and play this instead if they dont play anything worth countering. Finally, Lorien Revealed can be held for later to be a large value card, but is great early on to cycle to fill our GY and get another land(we only run 18). This section feels like a good spot to talk about the flashback cards in the deck. Sylvan Might and Deep Analysis are cards that can be played from hand but are at their best when milled as we get a sort of free "card draw".


Interaction:

This deck has a great suite of cards that let us interact with our opponents game plan in a lot of different ways. As a blue deck of course we have are running Counterspell but we also have another rather interesting counterspell in Reasonable Doubt. Not only does Reasonable Doubt work just fine as a counterspell(esp in the early game) its second ability really shines when paired alongside our threats. Suspecting a pesky blocker to swing away worry free or suspecting one of our own threats to make it harder to chump are both great upsides in a wide range of matchups. This card was also one I thought was gonna suck but has just felt awesome as a way to push the tempo. In Duskmourn we got a super important spell for this strategy. Monstrous Emergence is so important as fight spells are our main form of removal in Blue/Green but this particular fight spell allows us to play it BEFORE we have our big creatures in play. This is especially impactful in this type of strategy as now our fight spells can be played earlier in the game and act as fuel to get us to our threats more quickly. Finally, Ram Through is mostly here as a "5th" copy of Monstrous Emergence but it is an instant which is big and there are some rare game states where you like: attack with Tolarian Terror, buff it with Sylvan Might to get some damage through and then finish the job by using Ram Through on some weak creature.


Sideboard:

Blue Elemental Blast is my favorite card to have in my SB vs a huge number of decks and helps us slow down aggro decks, keep up with certain grindy decks like boros synth and can come in for Reasonable Doubt as those matchups are also often where doubt feels worst. Annul and Prohibit are other counterspells that can side in for matchups they work well in. Weather the Stormfoil and Unexpected Fangs are both great lifegain options we can use vs aggressive matchups. Moment's Peace *list* is great to negate combat damage based decks and having flashback makes it synergize really well. Suffocating Fumes is a big reason for running Black as it is our only way of dealing with go-wide strategies but can also cycle in the early game to fill the GY and draw if needed.


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99% Casual

Competitive

Revision 2 See all

(4 weeks ago)

-1 Annul side
-1 Moment's Peace *list* side
+4 Monstrous Emergence main
+3 Suffocating Fumes side
-1 Unexpected Fangs side
Date added 1 mes
Last updated 3 weeks
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 3.38
Tokens Food
Folders All Pauper, Competitive Pauper
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