Commander Pauper Aristocrats
My first Pauper Commander (PEDH) attempt, I'll explain some of my deck choices
This deck was a lot of fun to put together... and it's super budget! It's Aristocrats with tokens to support. Think of sacking creatures, then recurring them, getting +1/+1 counters, and then proliferating.
The bats in the title are a hat tip to all the vampires and 1/1 flyers and of course Mirkwood Bats
Deck is currently in fine-tuning mode... playing consistently
The Commander: Minthara, Merciless Soul wants the deck to be built a certain way. She cares about experience counters, and a permanent leaving the board during each of our turns. Therefore, gear your brain towards getting the commander out early and don't miss any experience triggers! Minthara's ward ability is strong, so even though the deck depends on her, I'm not investing any cards into her protection. So no lightning Gre ... Oh yeah, it's pauper... Actually, considering Ephemerate.
Proliferate: I've tried to build strong synergies into the deck based on what we are already trying to do. I've gone heavy on proliferate cards. They work well with both experience counters and also adding to the +1/+1 counters from Sac Outlet Creatures. These +1/+1 counters from Bloodflow Connoisseur and Carrion Feeder can add up quickly. Use your proliferate's politically too.
Early Game Plan
A few cards are dedicated to getting the commander out on Turn 3 with an immediate experience counter. I've searched around for creature options, that also don't deviate too much from what we are trying to do. So the cards in the spoiler below can also be of use in the late game.
Turn 3 Commander with an experience counter Show
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Zhentarim Bandit played on turn 2, then attacking turn 3 will get you the Treasure to sac for the extra mana.
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Soldevi Adnate Sac's itself on turn 3. or better yet, Clay Revenant (or a skeleton) if you can get him out turn 1.
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turn 1 creature, then Deadly Dispute will also create the treasure to get you there.
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or less elegant, Mind Stone and getting a creature to die or Carrier Thrall if you can get it killed by attacking.
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I considered Gilded Pinions here too, but I think I've got the flying covered. It's a maybe, but not a spot for it right now.
Establish a bit of board state. Get a few bodies on board or some permanents that can go off in response. Including any sac land. Basically, get as prepared as you can for when the commander hits the table. As soon as you play Minthara, which should be turn 4 at the latest, have something ready to go to get your first experience counter. If you don't have a good plan, consider attacking with a suicide creature, then bringing Minthara, Merciless Soul out in your second sorcery (people forget what you're trying to do) and are less likely to take the point of damage.
Mid Game Plan
Over the middle parts of the game you'll build up some tokens. These are mainly Bird 1/1 W, Spirit 1/1 WB or Vampire 1/1 W. If you can sneak through some poison damage BONUS! or if you need to sac them don't stress. Your tokens will get stronger and stronger, and be able to trade with bigger creatures. Until they can fly over the top for lethal.
Make sure you hit your experience triggers each time. The deck plays much more smoothly with a SAC outlet in play. SAC a creature each turn but use the other options like land saccing etc first. I think turns 5-8 are durdling. Don't look too threatening. Keep track of your experience counters but don't announce them too loudly. Just block and sac things, use your interaction if you have to scare some people off. Build up your army of little 1/1 fliers. Get some poison damage started on your opponents. Bring out cards like Carrion Feeder, and pump him up a bit, distracting from what your real plan is. Even though Carrion Feeder et al can get big, your main win con is with the tokens.
End Game Plan
Play it like this, if you're getting low on life, save the Vampire 1/1 W for attacking and blocking. If you want to fly damage across save the birds Bird 1/1 W. Hopefully, people will leave you alone in the middle, as they will think they can deal with your board later.
INDIVIDUAL CARDS AND INTERACTIONS - SPOILERS
Mirkwood Bats fits nicely into the deck, as there is already a lot of token generation. May as well damage opponents for making and breaking tokens. Clues and treasures also get the triggers. Considering
Dimir House Guard as a tutor option for the bats.
Interaction - Recursion Engine Show
Card draw is an issue. The cards you have to keep your engine going are
Sanitarium Skeleton. After some more playtesting. The mana sink is expensive, but when you are low on other things to do, it's good to feed your sac outlets.
Tortured Existence is being considered.
Some good interactions Show
Using the evoke cost of creatures will trigger a permanent leaving for that turn.
Wispmare and
Soul of Migration
The mana rocks also sac themselves, so they can trigger if you need to reserve some creatures.
Gets his own special spoiler. Usually, the 'nested' creatures have a hard time getting themselves killed as people will just take the 1 damage, or not attack into them. Thank you aristocrats for being able to burn him at just the right time - you know, the end step just before your turn. Then swing in with a pile of Squirrelling damage.
Sneaky Sneaky Show
An alternative and sometimes more viable way to win is with the unblockables.
Cartel Aristocrat does the job here. Make her protection from a colour so that she can get through some damage.
Thanks for reading. This deck evolved a bit from where it was originally heading, but I'm quite happy with the Aristocrat +1 counters theme. I'd appreciate any suggestions of card ideas that you might have.