Something I have seen a lot lately is people asking, especially on reddit, "What does 75% mean?" with respect to Commander. This is usually in response to someone making a thread in the EDH subreddit asking for help with his or her 75% deck, which I'm gratified to see. I am glad there is a portion of the community that likes the building approach and wants to apply it to a few of their decks. Something I have seen a lot more lately, which worries me, is people responding, "It means your deck wins 75% of the games you play." I try to catch that sort of thing early and set the record straight. (Do you know how good a deck would have to be to win three out of every four games you play? It wouldn't be 75%, that's for sure.) It's a pretty pervasive misunderstanding, and I'm not sure how it started. There isn't much I can do about that besides catch it and try to explain what 75% is really all about.
On top of that emerging trend, there is a misconception as old as the 75% project itself that 75% decks are budget decks. No, they really aren't. Not only are there dozens of people writing about budget Commander all over the Internet and doing it better than I could, what kind of budget philosophy advocates running Bribery, a $20 card? 75% can be expensive if built right, but it doesn't have to be expensive, especially because you have a tendency to eschew cards that are very expensive because they are considered Commander staples because some of those cards have tendencies to ruin lives and push us past the mark we like to aim for of winning 1 ÷ n games.
All of this got me thinking about another Commander variant that is considered a budget format, although I don't know that it necessarily is. The format is, of course, Pauper. Pauper is a variant that I have seen a lot of different rule sets for, but the most official-looking one is found on PauperCommander.com, so I am going to go with what they say. In Pauper Commander, you have an uncommon creature to use as your commander and ninety-nine commons. There is no official banned list, although some groups have their own lists, and a lot of cards tend to be frequent throughout those disparate groups. Shriekmaw can be repeatedly played and stuck back in the command zone when a player is evoking him instead of summoning him, making the commander essentially into a repeatable removal spell. This allows you to Terror at will, which annoys some groups. Psychatog is very powerful and has a tendency to make everyone just build Psychatog. Bloodbraid Elf is similarly annoying. I have never built a Pauper Commander deck, but I wanted to take a stab at it. Maybe I could apply the 75% principles to a Commander variant I've never really tried before to see if we end up with something that is useful but not likely to overshoot our 1 ÷ n games goal. For any new readers, thanks for joining us. When I say, “1 ÷ n games,” I am referring to a principle of 75% decks that states that, ideally, we'll win 1 ÷ n games, where n is the number of players at the table. If you're playing with four people, you should win one game of every four if the deck is performing as built.
So, which commander should I select? I didn't want to do anything cheesy, so the list of ban-watch cards, such as Invisible Stalker and Bloodbraid Elf, seemed like exclusions. Even if I somehow made the lists less cheesy, you still run into “the Rafiq effect,” so called because a 75% Rafiq of the Many deck is going to automatically going to be treated like a 100%, super-hostile Rafiq deck, so why build Rafiq 75%? I decided to find something that seemed like fun, that didn't naturally lend itself to a cookie-cutter build, and that would allow me to be a bit creative. There are a lot more uncommons than there are legendary creatures, so I have a lot to choose from.
I decided cards like Spinebiter and Viral Drake, while potent, were not the way I wanted to go either. Poison is a strong strategy, but I wanted to be a little freer to create. Ultimately, I decided on a card that seemed powerful and capable of helping someone behind catch up or someone ahead be pulled back in line. I went with Dimir Guildmage from Ravnica.
This would put me in very good colors. Pauper is rife with Fireball effects, and you want to be able to beat them or join them. I thought being in blue and black meant I could do both: run Pestilence or Crypt Rats or both as well as run a few counterspells to make sure I didn't get pantsed. Dimir Guildmage seemed to be a powerful creature to go semi-Voltron with as well. His blue and black identity made cards like Helm of the Ghastlord and Sigil of Sleep appealing. For every good common like Helm I found, I found two like Sleeper's Robe that would be perfect but that I wasn't allowed to run. This was a real mental exercise. I was beginning to regret going into uncharted waters without a . . . chart I guess. I don't know what else would help in uncharted waters. Even if I had a chart, that still doesn't help the restrictions inherent in the format. I just want to play Puppet Conjurer. Is that so unfair?
With the restrictions inherent in the format, I felt that some powerful cards would not be outside of the spirit of 75% even though we're held to the same restrictions as everyone else. I don't think Rhystic Study and Mystic Remora are too much card-draw for a 75% Pauper deck. They're good, but not out of control the way a card like Jin-Gitaxias, Core Augur or Prime Speaker Zegana would be. I saw a lot of people saying that Capsize was pretty cheesy, so I decided to exclude it. I think we can build quite a powerful deck without it, and cards on Capsize's level in a normal Commander build would be excluded to make it more of a 75% build.
Was I going to try to combo-win somehow? We have access to cards the likes of High Tide and Cloud of Faeries, and those sorts of decks rule sixty-card Pauper, but I decided I wanted to maximize the advantage of hitting opponents with my commander and using his two abilities to make sure the people ahead had to discard some cards and anyone having trouble keeping up could draw an extra card or two. Was this going to end up as Dimir group hug? I didn't think anyone would think so when I pumped 5 black mana into Pestilence and pulled everyone's pants down. Pure card advantage without drawing so many cards that I played the same game every time was going to be easy to achieve with these restrictions. How does Dimir gain card advantage?
- Mill
- Discard
- Card-draw
- Transmutation
- Cipher and rebound
- Reusable permission
I decided against running mill because there aren't the cards to do it in Pauper, and I don't like mill nor do I consider it a viable way to kill three other people. Discard and card-draw were inherent in the commander I selected, and transmute cards like Dimir House Guard and Drift of Phantasms seemed decent in a Pauper setting. Cipher and rebound were worth looking at, although the really good cipher and rebound spells were not printed at common. Finally, I elected against even exploring reusable permission. Forbid is uncommon, and I'm not sure what else is even out there. I could use Archaeomancer to bring back spells like Dismiss and gain advantages that way, but I felt that I had enough. Let's see what I finally came up with.
75% Dimir ? Pauper Commander | Jason Alt
- Commander (0)
- Creatures (23)
- 1 Archaeomancer
- 1 Cavern Harpy
- 1 Crypt Rats
- 1 Deathcult Rogue
- 1 Delver of Secrets
- 1 Dimir House Guard
- 1 Dimir Infiltrator
- 1 Drift of Phantasms
- 1 Faceless Butcher
- 1 Fathom Seer
- 1 Gravedigger
- 1 Gray Merchant of Asphodel
- 1 Hand of Emrakul
- 1 Jhessian Zombies
- 1 Mnemonic Wall
- 1 Mulldrifter
- 1 Mystic of the Hidden Way
- 1 Okiba-gang Shinobi
- 1 Scrivener
- 1 Tormented Soul
- 1 Ulamog's Crusher
- 1 Whirlwind Adept
- 1 Moriok Replica
- Spells (35)
- 1 Agony Warp
- 1 Doom Blade
- 1 Geth's Verdict
- 1 Grim Harvest
- 1 Gush
- 1 Into the Roil
- 1 Perplex
- 1 Psychic Strike
- 1 Soul Manipulation
- 1 Vapor Snag
- 1 Artful Dodge
- 1 Brainspoil
- 1 Compulsive Research
- 1 Consult the Necrosages
- 1 Foresee
- 1 Hands of Binding
- 1 Hidden Strings
- 1 Last Thoughts
- 1 Midnight Recovery
- 1 Ponder
- 1 Probe
- 1 Shadow Slice
- 1 Flood
- 1 Helm of the Ghastlord
- 1 Mystic Remora
- 1 Pestilence
- 1 Rhystic Study
- 1 Bonesplitter
- 1 Dimir Cluestone
- 1 Dimir Signet
- 1 Mind Stone
- 1 Mistvein Borderpost
- 1 Neurok Stealthsuit
- 1 Ur-Golem's Eye
- 1 Whispersilk Cloak
- Lands (41)
- 13 Island
- 12 Swamp
- 1 Barren Moor
- 1 Command Tower
- 1 Desert
- 1 Dimir Aqueduct
- 1 Dimir Guildgate
- 1 Dismal Backwater
- 1 Esper Panorama
- 1 Evolving Wilds
- 1 Grixis Panorama
- 1 Halimar Depths
- 1 Haunted Fengraf
- 1 Lonely Sandbar
- 1 Quicksand
- 1 Rupture Spire
- 1 Terramorphic Expanse
- 1 Transguild Promenade
The deck looks a bit schizophrenic, but I wanted to have options. I included a few bounce spells and gating creatures along with some creatures with good enters-the-battlefield effects. I also loaded up on unblockable dudes and cipher spells. All in all, you have a lot of options, which is what I wanted. I decided against running Capsize, Brainstorm, a lot of countermagic that other lists suggested, and too many shuffle effects like Tolarian Winds.
I feel that what I am left with is quite a bit of good card-draw. The fact that you have a lot of ways to draw one or two extra cards each turn rather than eleven at once leads me to believe you're going to grind out advantage rather than win the same way every game. I like that I have some decent Equipment and spells to make attacking with my commander appealing, although I can easily get there with unblockable creatures and just tempo opponents out.
I am very mana-hungry, and I'm not sure I have enough rocks, but Darksteel Ingot, Manalith, Sky Diamond, and other rocks are waiting to be slotted in if they become necessary. I think Ur-Golem's Eye and Sisay's Ring are very good value for commons, and I am happy jamming them. Mind Stone is good enough for regular Commander, and I'm glad to jam it here. Borderposts are also cards I like in a lot of builds, and Mistvein Borderpost seems fine here.
I think you are going to gain quite a bit of advantage out of cipher spells, and I think transmuting to find them is very, very Dimir. While those two abilities are pretty disparate, they work together more nicely than I thought. Removing utility creatures such as Moriok Replica may become necessary to make room for more flyers or unblockable creatures. Let it happen, I guess.
The deck needs a bit of testing, but this is a build I am comfortable jamming in a Pauper game as is. I am sure I will make a few tweaks, but this seems to be a good starting point. You're not aiming to win the game the same way every time, so tutors aren't necessary. You're not doing anything cheesy such as rebuying Shriekmaw every turn, jamming a hundred Equipment on an Invisible Stalker, or playing Psychatog.dec, so I think your presence at the table will be well received. If you're lucky, they may even underestimate you—or you may be able to bribe people into leaving you alone by offering to let them draw some extra cards. If someone is doing too well, take that player down a peg or two by shredding his or her hand. If you stumble, give yourself some extra draws to try to jump back in the fight. This will be a grindy deck to win with, but it should be ultimately rewarding.
Should I do the occasional Pauper Commander deck in the future? Maybe I should just cover one if someone sends me one and asks for input. Or should I never again go Pauper? Leave your opinion in the comments or in the reddit thread. Once again, thanks to everyone in the EDH subreddit for your input. I saw a lot of decks this week that I liked a lot, and they could easily make for future installments. If you really want my attention, e-mail them to altjason17 at gmail dot com, and I will take a look. Thanks for reading, and stop by next week for my next project!