So yes, there is an acute lack of stuff to actually populate our side of the table with. No hardcast-able creatures, no enchantments, no artifacts, no tokens. None of them new fangled battles or sieges or whatever they’re called either.
So how do we expect to survive? Initially, pure speed. Our mission statement is to dump a powerhouse in the graveyard, bring it back for some combat damage, then dispose of it for profit. Fortunately, that’s all relatively cheap stuff—one and two mana spells. We’ll be dumping stuff to draw into better stuff, always moving through our library. The occasional life point from our dual land helps too.
Once we’re ready for war, we’re ready in a big way. A 10/10 (or larger) Trampler will cut a swathe of destruction through enemy lines, and the follow up spell(s) have a chance of ending the game on the spot around Turn 4. If it drags on, Rite of Consumption recoups a massive chunk of life to buy us time to repeat the process.
Countermagic and Graveyard hate are our worst enemies, but unfortunately doesn’t offer much in the way of defense in those areas.
I contemplated running Dash Hopes, a personal favorite of mine, but it isn’t a good fit here. Any competent player will take the 5 point penalty, and if we do make it to the point of pushing damage through then we’re already delivering so much that an extra 5 is superfluous. It’s sideboard material.
Our best bet is to move fast and stay on the offensive, attempting to end the game quickly.
The creatures we do run are pure finishers, the cream of the crop in Pauper.
•Rust Goliath is a great new card, and that trample damage is most welcome. After plowing through enemy ranks, we can take advantage of him whether we’re eyeing his casting cost for Burnt Offering or his power for Rite of Consumption.
•Ulamog's Crusher is a bit weaker at 8/8, but that Annihilator characteristic is fantastic. After disposing of him like the aforementioned card, send a couple Lightning Bolts in your opponent’s direction to make up for the reduced damage output.