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Baloth Woodcrasher Pauper EDH

Pauper EDH Mono-Green

IQuarent


Sideboard


Maybeboard


EDH Pauper Baloth Woodcrasher mega ramp. Use land ramp to bring out the commander as quickly as possible, then use even more land ramp to make him very large and swing. The deck works best when it sets up for one big turn by using ramp that puts lands into play untapped (such as Skyshroud Claim and Harrow) so it can chain many ramp spells together and kill in one hit, which is especially easy with Whispersilk Cloak. There are a few fight cards for creatures that are problematic (such as Kulrath Knight) and a few spot removal cards for problem artifacts and enchantment (usually Pacificm effects). Each of the top end creatures in the deck have cycling of some kind in the case that continuing with the Baloth Woodcrasher train is a better strategy in your pod than filling the board with a few big creatures.

In case anyone was wondering, Terramorphic Expanse and Evolving Wilds aren't in there for mana fixing; they are in order to get more landfall triggers.This deck getting every single land into play over the course of a game is not uncommon.

Draw is at all times extremely valuable, because it means that the deck can keep it's momentum. Often this deck puts in a giant swing with my general for 30+ damage, but doesn't have much to do after that but swing for 8 every turn. There is really not a lot that can be done to guarantee continuous momentum with pauper green; with no ability to tutor for non-lands, spot draw and cards like Sprouting Vines are all I really have. However, topdecking is far more advantageous when I have majorly thinned out the deck of lands.

I broke my previous record of power/toughness only from his own landfall ability; the record now being +36/+36(8 land drops).

I thought I'd make a list of the top five most powerful cards in this deck:

Honorable Mention: Explore Just a good card. However, it can't reach the tier of #1's power.

5th: Whispersilk Cloak This is the only common equipment in the game that grants hexproof or shroud, so it's an auto-include in a deck like this. While the Shroud is very useful, the unblockable is also excellent because it means you only need to put three lands into to play to guarantee a kill with the commander.

4th: Skyshroud Claim 4 CMC for two lands directly into play untapped. Some of the best land ramp in the game.

3rd: Quirion Ranger Guaranteeing your land drops is very useful if you are running low on cards in hand. The untap is almost completely irrelevant in this deck, except with Sakura-Tribe Scout and Walking Atlas.

2nd: Vines of Vastwood Protecting the commander for only one mana is very good, but also giving the option to buff by +4/+4 for only a single additional mana is extra useful.

1st: Gaea's Touch Basically just Exploration, except you can sacrifice it for mana if you don't need it anymore and are planning a big turn. It's insane that this is a common.

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Revision 23 See all

(6 months ago)

+1 Dread Linnorm side
-1 Forest main
+1 Gaea's Gift side
+1 Greater Tanuki main
-1 Nature's Lore side
+1 Shire Terrace main
+1 Tamiyo's Safekeeping main
-1 Three Visits side
Date added 9 years
Last updated 6 months
Legality

This deck is Pauper EDH legal.

Cards 100
Avg. CMC 2.74
Tokens Eldrazi Spawn 0/1 C, Saproling 1/1 G, The Monarch
Folders My PEDH Decks
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