Responding to Constructed Resources

The seventh episode of Constructed Resources discussed how to beat control decks. I encourage you all to give it a listen as it provides valuable insight and, being real, it’s on a website where I write. In the episode, Luis Scott-Vargas and Andrew Baeckstrom discuss methods for disrupting and defeating control decks. Given that the current best deck in Pauper falls into this camp, I think it’s important to take a look at their methods and see how they apply to attacking Flicker Tron. 

Spoiler alert: they don’t translate especially well. 

Here are the four points summarized:

  1. Be faster than the control deck
  2. Present an unsolvable threat or an unexpected angle of attack
  3. Overload their mana on a given turn 
  4. Present a card that “must be dealt with” 

These points tend to hold true when looking at the wider Magic ecosystem. While not every deck will be able to tick every box, being able to do one or two of these is often enough to at least pressure a control deck. I often talk about trying to put a control deck on the defense – this is shorthand for forcing them to use their mana inefficiently. In fact, breaking these points down the best way to attack a control deck is to be more efficient in mana use either by lowering your curve or rendering their spells less potent.

Be faster than a control deck

Traditionally control decks take the first few turns to set up their mid and late game. Playing two-power one drops is a better use of mana early and can force the control deck to delay their set up in order to handle threats. 

Present an unsolvable threat or an unexpected angle of attack

How good is Lightning Bolt against Slippery Bogle? What about Cast Down and Guardian of the Guildpact? While the two spells listed are cheap they do nothing against the intended target, rendering the mana spent mana wasted. You can even sidestep creatures entirely and go for a Curse of the Bloody Tome or Pestilence plan.

Overload their mana on a given turn

A tale as old as time. If your threats are cheaper than their answers you will have an easier time resolving a spell. At the end of the exchange you should have a board presence staring down their depleted resources.

Present a card that “must be dealt with”

More of a corollary to the second point but this pertains more to high powered formats. The cards LSV and BK describe in the episode are Planeswalkers as they have a profound effect on how the game plays out. In Pauper, this can be something like a Thorn of the Black Rose, a Bonder’s Ornament, or my personal favorite – Dimir Guildmage.

Before going further, I think it’s important to break down the many styles of control decks that Tron encompasses. Part of the deck’s dominance is due to how much it can pack into its 75.

Big Mana

The Tron mana engine lends itself to a big mana strategy. Tron cares less about mana efficiency than about the raw power of its cards. Thanks to its abundant resources Tron has access to effects that are off limits to decks that play fair. More than that, it can cast the curve toppers of other decks earlier in the game. So where a “fair” deck has to wait until turn four to Mulldrifter and Ephemerate, Tron can do this a full turn earlier. 

Mnemonic Wall

There is a subset of control decks in Pauper that lean on the Ghostly Flicker engine to generate a persistent advantage. Before the advent of Ephemerate and Flicker Tron one could argue that the Chittering Rats lock was the go to version in this camp, despite not running Wall. Dimir Flicker played a “fair” midrange-control game that would eventually assemble its lock. It could stumble in the early game and had far more pinch points than Tron.

Teachings Control

Mystical Teachings is a powerful tutor that is limited by its mana cost. Teachings decks can run high variance-high impact cards since the deck can simply find the right tool for the job when the need arises. Teaching decks are among the most traditional control decks in Pauper in that they are vulnerable to each of the four points presented in Constructed Resources.

Tron is each of these decks layered on top of one another. In doing so, Tron has managed to cover a control deck’s traditional weaknesses to create a metagame monster. 

Be faster than a control deck

It is incredibly hard to be faster than Tron. The very best aggressive decks in Pauper are turn four kill decks with an outside shot at killing turn three. By turn four it is highly likely that Tron has established the defenses necessary to blunt assaults. Whether that is Moment’s Peace, Stonehorn Dignitary, or Weather the Storm, it is incredibly hard to “go under” Tron on a temporal scale. The banning of Expedition Map did not slow Tron down as intended. Rather, Tron shifted to Crop Rotation which gave Tron outs to be even faster at assembling its mana engine.

Present an unsolvable threat or an unexpected angle of attack

Nothing really fits here. Yes, you can try to resolve a Pestilence or a Curse of the Bloody Tome or several Fireblasts. But as stated, Tron can cast Weather the Storm and undo a ton of damage. Tron can also run Dinrova Horror and handle any permanent. Even a Slippery Bogle is vulnerable, or rather that Ancestral Mask it’s wearing is a prime target.

Overload their mana on a given turn

I mean…technically it’s possible. Technically you can overload Tron’s mana early but once the engine comes online it is nigh impossible to break it up. It is a fool’s errand to try and be more mana efficient than Tron and even if you exhaust their resources, they are only a few turns away from reloading on key cards thanks to Mnemonic Wall and Ephemerate.

Let’s take another look at the theory of overloading Tron’s mana. A “fair” blue deck wants to win stack battles in post-board games. They decide that Dispel is their best option given a limited number of sideboard slots. The Tron deck determines their best option for additional stack control is Prohibit. Both cards cost one land in their respective decks but Prohibit is far more flexible.

What happens if the blue deck decides it wants to run Prohibit as well? It’s going to lose on mana efficiency there as well. Kicked, Prohibit will cost a traditional blue deck at best four land drops (since bounce lands take up two land drops regardless). Tron can kick a Prohibit on two land drops. 

It also is difficult to force Tron to overextend their resources. Even if you are able to empty the Tron player’s hand, the nature of Mnemonic Wall and Ephemerate make it trivial to reload. Access to Wall, a Flicker, and mana means that a single Dispel or Prohibit could win an entire counter war. 

Note: One of my Patron’s, Jacob, who plays a ton of Azorius Familiars, has pointed out that it is possible to overload Tron’s discrete mana. While true, Tron can sidestep this with Ghostly Flicker on Prophetic Prism.

Present a card that “must be dealt with”

Let’s be real: there is no card in Pauper that Tron views as a “must answer”, not in the way described in the episode. Rather, Tron faces down inconveniences and annoyances.

Earlier I described beating a control deck as trying to force them to spend their resources in an inefficient manner. The reality is that there is no way to do this to Tron. The deck can reuse spent resources with ease and rarely has to worry about running out of mana. It is a metagame monster.

Looking at Lists: Bone Picker Dimir

I want to talk a little bit about Delver of Secrets. Delver exerts a unique pressure on Pauper in that when left unanswered it can absolutely take over the game. When a turn one Delver flips it changes to entire texture of battle.

Pauper in many ways is a format of Magic‘s fundamentals (taken to the extreme). The baseline stat for a creature is 2/2 and any variation on this can have massive implications. Burning-Tree Emissary isn’t a powerhouse because it is one creature but rather because it represents a much better rate for several 2/2s. Mulldrifter is also a 2/2 but comes with extra cards attached. Kor Skyfisher would not see nearly as much play if not for that extra point of toughness that gives it a leg up against, you guessed it, bears.

Delver of Secrets changes the math on combat. The damage is going to pile up 50% faster. That creates a huge incentive to try and flip the creature as quickly as possible if you are trying to be aggressive. As of late, various “Delver” decks have realized that the deckbuilding cost was too damn high. It makes sense as these decks want to trade early removal to leverage Ninja of the Deep Hours late. Taking a turn off in the hope of getting an offensive boost doesn’t track.

Today’s list from the league results doesn’t try to flip a Delver of Secrets early. Instead it wants to play a more traditional control game. Kingziggy’s deck wants to trade resources early to make it easier to cast Gurmag Angler in the mid game. Deck’s like this have been very popular but have also featured everyone’s favorite flying beatstick. Here it is replaced by recent downshift Bone Picker and it makes a ton of sense. Now the deck can either cast Preordain turn one or set up its mana with Ash Barrens and then double spell later to set up a Bone Picker. Or it can wait until turn four an evoke a ‘Drifter to turn on Bone Picker’s morbid ability.

I like this slightly slower take on the Dimir deck. My one quibble is the Radiant Fountain. In a deck that ideally wants access to both UU and BB, running a land that produces neither is a decent liability. While there is something nice about having a maindeck buffer for more aggressive decks, is two life really going to save you from Thermo-Alchemist?

Center Stage: Last Rites

Let’s talk about decision making.

Last Rites is a three drop discard spell that can absolutely destroy your opponent’s hand. The rub is that you need to to the same. The pay off is huge in that for each card you pitch, your opponent reveals a card in their hand and send it to the graveyard. I have found success with this deck in both Exhume decks and Lands strategies where you have tons of fodder thanks to Mulch.

The big thing about Last Rites is that discard the cards from your hand is not part of the cost. That means that if your opponent wants to counter it, they have to do it before they know how many cards you are going after. Therefore this card is at its best when it follows a Duress but even on its own it can be backbreaking. If it resolves of course.

Last Rites is one of those cards that should see more play in specific situations, but probably isn’t good enough to be a format staple.


And now for something a little different. I found out this week that starting in early September I am being furloughed for at least the rest of the calendar year. I don’t like sharing too much about my personal life here but here’s a little taste: my spouse was laid off earlier this summer and we have a toddler at home. Living in the United States means that our health insurance is tied to employment and, well, the math is pretty simple here.

Even if I didn’t have a chronic illness that requires regular doses of medication, we could not go without health insurance for any length of time. While we are both searching for work and have some savings, I can’t say things are going to be “okay” long term. And that sucks.

I know times are tough all over. If you enjoy my work and are able to, it would mean a lot if you would considering becoming a Patron. I am not going to hawk this all the time, but if I didn’t exhaust every avenue for my family, I wouldn’t be happy with myself.

While I look for new employment I will do my best to provide you all with more Pauper content.

Keep slingin’ commons,

-Alex

Looking at Lists: Turbo Fog

If you follow my writing you might find it ironic that, despite my hatred of all things Stonehorn Dignitary, I really love Turbo Fog strategies. I think it comes down to the fact that while both seek to disrupt the combat step, Turbo Fog has far more fail cases than Flicker Tron. This is probably because it actually plays fair Magic and is far more constrained on resources.

Most builds of Turbo Fog include Jace’s Erasure as a win condition to help speed along the natural process. Combobuilder even includes Muddle the Mixture – a common tutor for the enchantment – in their build. But instead of Erasure they are running three copies of Stream of Thought which seems awesome. Stream has the advantage of shuffling key cards back into your library and in the late-game it comes in with Replicate.

This build also benefits from four maindeck copies of Weather the Storm. Normally you could beat a Turbo Fog deck by dealing non-combat damage (we see you Burn). Weather the Storm not only provides additional insurance against creature combat, but it also makes it that much harder to be bludgeoned by a barrage of bolts.

If I were looking to make changes to this deck I would consider adding a few lands. This feels like a deck that wants to ensure it hits enough land drops to be able to counter something and then fog the same turn cycle. While Fog might help, it is the only single mana combat nullifier in the deck and there are only two copies total.

August 15-16 Pauper Weekend in Review

We have hit the third week of Double Masters season and the metagame is rounding into shape. To the shock of almost no one, it looks a lot like the metagame before the bans of Expedition Map and Mystic Sanctuary. The best decks remain Tron, Monarch, and Spellstutter Sprite variants. Let’s take a look.

Saturday’s Challenge was not very diverse. Stompy and Flicker Tron were the two most popular strategies; Flicker Tron performed extremely well, Stompy not so much. But the deck of the weekend was Boros Monarch. In four appearances on Saturday, it placed three decks in the Top 8 (including an undefeated Swiss run).

Before the bans, Boros Monarch had been struggling to keep pace with the other major players. As of late, it has seen a resurgence due in no small part to the Thriving lands. These cards give Boros easier access to splash colors – specifically black. We have seen more copies of Terminate, Chainer’s Edict, and Unearth show up in Boros as of late. We have also seen more copies of Bonder’s Ornament which can help to turn off Tron’s card flow. Boros also can now run Abrade as another way to pressure some of Tron’s mana rocks.

Another challenge and another undefeated run by Boros Monarch. While it made it to the Top 8, it fell in the quarterfinals. The deck of the day was Jeskai Ephemerate, with three copies in the Top 8. Jeskai Ephemerate plays a similar game plan to Tron except it eschews the benefits of Tron – namely Mystical Teachings – for running Ponder and Preordain.

Here are the best decks with at least 2% of metagame volume (approximately 4 appearances). Left off this chart are Azorius Familiars and Izzet Delver, who each have a challenge win.

Looking at this chart we can see that both Flicker Tron and Boros/Mardu Monarch are pulling away from the field. While it is still early in the season, it appears that those two are the decks to beat. The different Spellstutter Sprite decks are putting up a good fight but are definitely better situated to do well in the Top 8 than the Swiss. Meanwhile, there’s Stompy – a deck which needs to adjust to the shifting landscape.

What deck do you think is poised to breakout next weekend?

Center Stage: Sire of Stagnation

You thought I was going to talk about a common today? Think again!

I hate this card in Commander. I have trouble articulating why when this hits the table I seethe, but I have less of a problem with the extremely similar Consecrated Sphinx. I think a not so small part of it is that I loathe having cards exiled from my library (probably because I love graveyard shenanigans). But I think what gets me is that this card tries to punish players for advancing their own game state by playing lands. This just doesn’t sit right with me, and the fact that it doesn’t sit right gives me pause.

Let’s be real: this card is fragile. It’s a six drop creature that can be handled easily. Running any interaction at all can render this permanent null and void.

And there are plenty of other cards I don’t have a problem with that are far more oppressive on game states. Like this one:

Another six drop creature with a massive impact on the game. But it affects everyone – not just opponents. The same can be said for cards like Winter Orb (which I don’t currently play) and Smokestack (one of my favorite cards). But Sire of Stagnation only impacts opponents. Is that what offends me?

Probably not since I adore Grave Pact.

The cards I’ve talked about actively encourage you to play out resources to counteract their effects. Winter Orb? You can get around that with more mana rocks and lands. Smokestack? Well, you can play more permanents. Grave Pact? I’ve been on the receiving end of Edgar Markov greatest hits with Pact on the board before.

When punisher effects are asymmetrical they create a game state I don’t enjoy. But that’s me. I may hate Sire of Stagnation and may never play it in my decks, but if you play it, I’m just going to make you my enemy until it’s gone.

August 1-2 Pauper Weekend in Review

The results from the August 1 and August 2 Challenges were published this week after a backend issue was resolved. Rather than look back at these events and try to predict what they mean for the format moving forward, I want to use this as an opportunity to take a look at the best decks from this very early Double Masters seasons. But first, Challenge breakdowns!

Mardu Monarch is an off shoot of Boros Monarch. While the latter had often adopted the occasional copy of Reaping the Graves or Okiba-Gang Shinobi, the newer build adopts more black cards, including (but not limited to) Chainer’s Edict, Terminate, and Unearth. I am not sure if this is better or worse than a two-color build, but if the mana base can support the splash, so be it.

Two weeks into this season and none of this should be surprising. The winning deck left off this chart is Azorius Familairs which is probably the best deck more people aren’t playing right now. If I did an overrated/underrated segment, it would firmly be in the latter camp.

The top of the metagame should not shock anyone. There’s Flicker Tron, there are Spellstutter Sprite decks, and there are Monarch decks. Despite the fact that Dimir Delver – that is Delver of Secrets and Gurmag Angler builds – has more Top 8 appearances, I believe Dimir Faeries – playing far more like a traditional Delver deck – is the superior option. It is much better at playing a Ninja game plan and relies less on protecting a few key threats. And Spellstutter Sprite is quite a card.

If I had to pick one overrated deck from this Top 10 it would be Stompy. It is not that the deck is bad, but rather it needs to evolve. The nature of the metagame means that trying to simply steamroll your opponent with damage is going to be a high variance route. Clearly it can succeed – Stompy is one of three archetypes with 3 Top 8s – but it also has the worst conversion rate of the bunch. The solution may be opting to play for a slightly longer game against the field, cutting copies of Elephant Guide for another Vines of Vastwood and perhaps Mutagenic Growth, while skewing its sideboard towards racing Stonehorn Dignitary.

Here are some things to consider about the format current:

  • Cast Down makes singular large threats a risky play.
  • Abrade seems to be everywhere (as it should be) and punishes an over-reliance on Artifacts.
  • What races Tron?
  • Best home for Bone Picker – we’ve seen it in MBC and Dimir Delver, but where can this card shine?

What are the interesting Pauper questions the format is currently asking, in your mind?

Looking at Lists: Azorius Metalcraft

Deluxeicoff is a long time Pauper player and deck brewer. This past weekend they put up a Top 8 and followed it up with a 5-0 league run with one of their builds. Let’s take a gander:

There’s a lot going on in this list, all in the service for resolving 3/3s. This deck runs a minimal land count, but needs to hit one land and likely a Springleaf Drum to operate. It has no cantrips but plenty of cheap draw two effects that, ideally, can be resolved turn two. The deck can get off to some explosive starts for sure but relies on Ardent Recruit and Auriok Sunchaser to seal the deal. Still, there are only three cards in the maindeck that effectively cost more than one mana – the removal spells – and they exist to clear out the final few blockers.

Here’s my biggest concern with a deck like this: removal. A card like Gorilla Shaman or Ancient Grudge can really put a damped on your plans. This says nothing about Abrade which handles every threat and more than half the lands in this deck.

Clearly this deck can win and there is a good core here for sure. But there are a lot of pinch points here where the entire house of cards can come crumbling down. What would I do? I’d find slots for more land and swap some of the removal for Vedalken Certarchs. I would also try to find a way to leverage the Ornithopters – like Ninjas.