Introduction
Magic: The Gathering is a zero-sum game, where each player's gain (or loss) of utility is exactly balanced by the loss (or gain) of utility for the other player. We all seek to expand our own freedom to act while at the same time we limit the actions of an opponent. This deck is built with the mindset that winning can be achieved by not losing.
About Me
I've been playing Magic for about four years now, not all that long considering the age of the game. I have always enjoyed games of strategy and, in particular, I really like chess. What a beautifully complex game, hidden behind a shroud of deceptively simple rules. Outside of games, I enjoy poetry, science, and history. I do the second thing for a living.
Why Should I Play Teachings?
The Teachings deck is a brutally-efficient machine that aims to exhaust and then destroy an opponent with a tenacity that is unmatched by other Pauper decks.
It is the purest form of control.
For me, it is the most rewarding deck. It challenges me to stay more in touch with mental focus, sequential turn planning, and engagement with the opponent's thought process.
It can be a frustrating deck to play against and I personally feel that it is important to respect the other player. Be friendly.
Deck Design
You may be wondering about the 80-card deck size. My reasoning for this is threefold:
- Maximize the number of Mystical Teachings (3->4 copies means 60->80 cards)
- Incorporate a free wincon (deck your opponent)
- Expand the Mystical Teachings toolbox
Since a 60-card Teachings deck does not necessarily include 4 of everything, I have been able to scale up the deck proportionally. From the Ponder playset, I've expanded into a full Brainstorm playset. For Think Twice, I've included a couple Pieces of the Puzzle. My 5th Counterspell is Deprive, which also provides a decent Dimir Aqueduct impression.
A strong benefit in playing an 80-card Teachings deck is that the number of answers in your deck will, naturally, be greater than the number of threats in your opponent's deck. With a recursive tutor, this is significant.
Note that cards that stack well in multiples are very good here. The number of times where you see three or four Pristine Talismans in play is nonzero, and this has won me random games.
So, why the green splash?
I feel that the requirements for a green splash vary with the intended usage of that color. In this case, I only care about having in the late game. Both of the cards I've included are late game cards. I've found that I want to hold on to Weather the Storm for as long as I can afford it. The card just gets better as the game goes on. With regards to Sprout Swarm, I don't want to cast it until I can be doing so with counterspell backup.
Therefore, I really only need to see one and I don't need to see it until the late game. The opportunity cost for this kind of mana base is marginal. Running a full play set of Ash Barrens and Evolving Wilds ensure that I can find the Forest, strengthens the mana base for and , and has great synergy with Brainstorm/Ponder.
How to Win the Game
Decking Your Opponent
Having the larger deck, as you know, is a wincon. The deck was designed to leave some amount of headspace for cantrips and tutors. Assuming that your opponent starts with a 60 card deck, make a note of whenever you remove cards from your deck and whenever they do the same from theirs. As long as the difference is not greater than twenty, you are still good for the win. Don't forget, Ash Barrens and Evolving Wilds count!
Timing Out Your Opponent
Timing out your opponent is a wincon if you play online. Remember, to wait does not mean to be idle. During any amount of downtime, you should be evaluating your hand, the board, and future plays. This will minimize the amount of time needed to make your plays. Don't be afraid to take time and think about important decisions. Use time wisely, as a resource.
Sprout Swarm
This wincon can be tutored up as it is an instant. Simply play at the end of your opponent's, paying for buyback, and you'll soon have an ever-growing army of Saprolings.
Evincar's Justice
This wincon may be preferred against an opponent that continues to threaten with their board state. Evincar's Justice will eventually burn out your opponent before it does you, as long as your lifegain breaks the parity.
Gurmag Angler (Sideboard)
This zombie fish comes in for certain matchups where I really don't want to wait around. It has been very good so far against Affinity and against Burn.
More to Come
This primer on the deck is still in the works, and there should be more to come!