Sideboard


Maybeboard


Due to overwhelming popular demand, behold a Gruul Pauper deck made by a newcomer to the format and inspired by/blatantly copying the highly-rated Welcome to the Jungle - Harambe Edition.

In the end, I'm not entirely happy with the result. The new primary strategy is much less clever and creative than the original deck, and without a LOT of testing of both decks, I don't even know if it's more effective. But it was a good learning experience regardless, and I would happily own/use both decks.

I felt that making the following adjustments would improve the deck's performance:
- More aggressive combat. Aggro fits Gruul like a glove, and options for making the deck hit a little harder are plentiful. Hit fast, hit hard, and look good doing it.
- Rely less on graveyard-driven techniques. The graveyard-driven techniques of the original deck are undeniably effective and creative, and the way the chosen cards synergize is excellent, but it leaves the deck with a huge weakness: graveyard removal, which is easy to run in black decks, and has no answers in the Mainboard or Sideboard. To make the deck more formidable with this strategy, it would need a reliable answer to graveyard removal, and would need more cards that take advantage of discard and the graveyard with abilities like Madness, Delve, and Retrace.
- Fix the original's lopsided mana requirements. While the mana base was an even split and the pie chart shows that card costs lean only slightly green, inspecting the bar graph below reveals that cards with CMC 1 were overwhelmingly red, yet the CMC 2 selection leaned more green, and all cards with a CMC of 3 or more were green. This made the deck seem to struggle with mana fixing in the early game, wasting the early turns where Gruul Aggro shines. Strengthening the mana base and evening out the colored mana in low CMC cards was crucial.
- Fix the empty-hand problem. Every Gruul Pauper deck I've playtested ends up emptying the hand quickly, then relying on the 1 card drawn per turn to keep playing. If the game isn't over by the time the hand empties, all speed and aggression the deck hinges on is lost. With no easy draw engines like Skullclamp available, this takes some creativity.
- (FAILED) Use Madness more. Wild Mongrel and Madness is a clever trick, but it could have been used more. Basking Rootwalla is the only card with Madness 0, but other Madness cards could be useful as long as they're still solid without it.
+2 Utopia Sprawl, -1 Forest, -1 Mountain: one of my all-time favorite cards and one of the best, most well-balanced mana fixers/accelerants in the game (and easily the best for Pauper), this was a no-brainer for enhancing the mana base. Removing lands to make room for it is unorthodox, but towards the end the deck's construction was getting so rigid that I couldn't work out anything else to pull.
+4 Crumbling Vestige, -4 Rugged Highlands: I can't stand taplands, even multicolored ones, unless they have something else to make up for being so SLOW. Crumbling Vestige alleviates the taplands' main problem with its ETB effect, but is a somewhat risky play, as the colorless mana it produces forever after might make other spells hard to cast. Rugged Highlands is more reliable as the game goes on, but Crumbling Vestige is faster.
-4 Firebolt, -1 Flame Jab: These 5 are a big chunk of the original's lopsided mana issue, and while burn is undeniably effective, it doesn't seem to mesh very well with the deck's heavily creature-driven nature. Firebolt's Flashback cost isn't worth it, and while Flame Jab's Retrace is neat, it's not very reliable and having only 1 in the deck seems almost pointless.
+3 Burning-Three Emissary: On top of being easy to cast thanks to its hybrid mana cost, this creature immediately pays for itself, with niche mana fixing to boot; cast some other goodies, or cast another to lengthen the chain. If you're lucky enough to have all 4 in your opening hand, watch your opponent's jaw drop when you play 4 creatures on turn 2 and still have 2 mana left over to play with.
+2 Goblin Arsonist, -2 Mogg Fanatic: Mogg Fanatic can only serve one of two purposes: a 1/1 creature to attack or block, or a quick ping of your opponent or a creature. The flexibility is neat, but with either choice, there are stronger options for the same CMC. Goblin Arsonist is generally better because it can be used for both purposes, with the only tradeoff being that you depend on combat to destroy it rather than being able to ping at any time, which seems less likely to win matches than getting both effects instead of one or the other.
+2 Rancor: The original deck was a bit lacking in the Trample department, which can make a world of difference. Rancor isn't exactly a creative pick, but in a deck this heavy on creatures, it's undeniably strong. The value for its mana cost is almost unbeatable, it stacks easy, and the return-to-hand effect keeps your threat total high and your hand active, on top of letting you go all-out in combat without worrying about keeping your creatures alive. As long as you've got at least one creature ready to go, these will keep pulling weight.
-2 Moldervine Cloak: Compared to Rancor it may make for a bulkier threat overall, but it's less reusable thanks to the common graveyard removal in black decks, and with the removal of other cards in the deck that can cast from the graveyard, Dredge loses its synergy and ends up just risking the discard of cards you need. Without adding Trample, the mana cost for the benefit just isn't as good as others.
+2 Larger Than Life: The advantage here is similar to Rancor. It's only good for one swing, but that swing will be even harder than with Rancor (though equal in power to cost ratio). The toughness boost lets you swing without risking the loss of the creature (as opposed to Rancor which aims to ignore the risk). Unlike Rancor it's not reusable, but helps pay for Hooting Mandrills.
+2 Lightning Axe: No need to Sideboard these. The biggest change I made to the deck's style was making aggressive combat a bigger factor with Trample and such, so removing a couple of your opponents' blockers gives you an edge.
-1 Hooting Mandrills: Playing more than 2 of these is rare. 4 of them works alright, but they're drawn often enough with 3, so that slot is better used elsewhere.
-1 Blastoderm: I was really hesitant to make this particular change, but making room for new cards was necessary. No other Pauper-legal card can outclass Blastoderm for the same CMC, so keeping 2 of them was a must.
+4 Evolving Wilds, -4 Terramorphic Expanse: Evolving Wilds is prettier lol. In all seriousness, the only reason either one made the cut is because they end up in the graveyard, so they help cast Hooting Mandrills. They're slow, which is not ideal, but fetching the basics you need is still useful.
Adjusting the Sideboard and reading the original deck's description of why each card belonged in it revealed the biggest flaw of my ideas: I'm not familiar with the Pauper meta, so it's hard to gauge the importance of each of these cards.
+1 Feed the Clan, +1 Tranquility, +2 Young Wolf: I may be new to Pauper, but I'm not new to Magic; and if there's one thing I know, it's that having only one or two of a card makes drawing them when you need them much less likely. Paired with Pauper's apparent severe shortage of tutors/draw engines, it seems to me that relying on just 1 of a card is out of the question; 2 is not ideal, but that 15 card limit is a harsh mistress. The original's Sideboard is trying to cover too many bases and not putting enough into each one. Feed the Clan fits easily into the deck, Tranquility needs the higher quantity in order to be more reliable against boggles, and Young Wolf is worth doubling down on.
-2 Molten Rain: While shutting down the Urza's lands trio is certainly useful, I think the 3 mana needed for it can do more with other cards.
-2 Lightning Axe: Moved to Mainboard.
- Rancor and Larger Than Life; drop one to double down on the other. Larger Than Life is intended to end the game faster, while Rancor is intended to stop the deck from fizzling out in later turns. Four of one might be more effective than two of each.
- Drop 2-4 Crumbling Vestige to add Rugged Highlands, Terramorphic Expanse, and/or Gruul Turf. Crumbling Vestige beats other taplands for speed, but the colorless mana can prove to be ineffective if you're unlucky with other lands.
- Scrap all the changes made and start again from the original deck, adding more graveyard/discard-driven cards and graveyard removal as mentioned in the Design Goals. The Madness cards in the Maybeboard are a good start.

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Date added 6 years
Last updated 6 years
Exclude colors WUB
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 1.90
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