Sideboard


Don't knock it 'till you try it.

I've played Pauper for more than six months now, and as of yet I haven't come across any competitive Naya decks. I decided I would try and find a way to make something respectable in these colors.

The first version of this deck was taken from the skeleton of a R/W Landfall deck featuring Steppe Lynx as the all star Aggro creature. I also added green for Rancor and the decks namesake Qasali Pridemage. I soon realized that three colors is just too intensive for an aggro deck to manage in pauper. Aside from that my creatures were outshone by bigger creatures in the late game, and wasn't fast enough to be truly aggro because of the land base.

So I scrapped that version and took out the one mana cost creatures, Adventuring Gear, and replaced all versions of evolving wilds for guildgates sleeved it up and took it to a local Pauper tournament. My expectations were pretty low seeing as I was bringing a rougue deck to the table and face down decks like Faeries, R/U post, and MBControl with little to no testing beforehand.

Surprisingly I managed to scrape by with Fourth place after losing to Mono White which I take full responsibility for by making more than a few terrible plays.

Nest Invader, Yavimaya Elder, Flame Jab, and Staggershock... This creature based fair deck oozes value when in the early to mid game. It feeds on Mulldrifters, Ninjas, Delvers, and every rat ever made.

Now the deck is still pretty weak to some bad match ups and I'm posting it to hear any input, Evincar's Justice is just downright rude. I'm toying with the ideas of Wild Mongrel, Faithless Looting, and Basking Rootwalla but I feel those cards require their own deck to use well.

Suggestions

Updates Add

The deck has gone through some heavy changes and I really like where it's at on the other side.

Electrickery was moved to the sideboard to make room for Lightning Bolt in the main deck, Having Electrickery main was a fun surprise every now and than but Lightning Bolt is just too valuable.

Journey to Nowhere was replaced by Oblivion Ring. It was always a thought but now it becomes too good in the G/W enchantment match, which is a nightmare.

Cut the land count down to twenty one from twenty three and added four Sakura-Tribe Elder. The name of the game in this deck is now ramp on turn two, into a four mana turn three where the real power of the deck really shines.

Guardian of the Guildpact and Seraph of Dawn are now my main win conditions for the deck, I even dropped Rancor for Bonesplitter to be able to suit up my Guardians.

Overall the deck seem's to have improved quite a bit and feels more focused but it's still rough around the edges from all the recent changes. Maybe I need another land, or I don't need eight two cc ramp creatures.

As always comments are appreciated, Thanks for reading.

Comments View Archive

Date added 11 years
Last updated 11 years
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.54
Tokens Eldrazi Spawn 0/1 C
Votes
Ignored suggestions
Shared with
Views