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Legends tell of an enchanted flower, the Khalni heart, which is grown from the very soul of Zendikar. It is said that the flower may help to heal Zendikar from the devastation brought by the Edrazi. The planeswalker Nissa has heard these legends, and knows of a forest where the Khalni heart is believed to have sprouted. She has gathered an expedition - of beasts, spirits, and mages - to journey to the Khalni forest, recover the Khalni heart, and restore Zendikar.

Khalni Expedition is a deck themed around adventuring and exploration. It started as a Caw-blade deck which, in the process of tweaking the Trinket Mage package, started running Adventuring Gear + Explorer's Scope as a synergy. I decided to streamline, leaning in more on the landfall by adding Steppe Lynx. With Trinket Mage, Terramorphic Expanse, and Evolving Wilds, I figured it would be easy enough to splash an extra color and threw in a Forest and Tree of Tales to pay for 2 Khalni Heart Expedition as a "win-con". The deck was inspiring to me for the evocative flavor provided by the Adventuring Gear + Explorer's Scope + Khalni Heart Expedition synergy, and I hope to develop it as a decently competitive pauper deck.

Nissa has chosen only those equipped to brave the dangers of the Khalni forest and the minions of Ob-Nixilis for her journey.

Trinket Mage: A mage known for his collection of powerful trinkets, he brings in his pack many manner of tools and weaponry which may be useful on the expedition. This is one of the more important parts of the deck. Tutors for equipment, lands, or sideboard tech, then beats down as a 2/2.

Squadron Hawk: Nissa's eyes in the skies, this team of hawks always come in fours and can help protect the expedition from aerial threats. The Squadron hawk was the focus of the original deck, and continues to be a dominant piece. It holds Sylvok Lifestaff and Bonesplitter like a champ, it turns your Brainstorm into Ancestral Recall, blocks fliers, and is evasive.

Steppe Lynx: The lynx finds its home among the plains of Zendikar, although it can still be viscous in the forests and islands. Steppe Lynx is essentially a walking Adventuring Gear. It can often swing for 2 or even 4 on turn 2, holds Explorer's Scope amazingly, and can always be a chump-blocker for the late game. An opening hand of Evolving Wilds + Plains + Steppe Lynx is generally a snap-keep for me.

Mulldrifter: A whimsical flying fish which often leaps from the seas of Zendikar to impart gifts upon the expedition. Sometimes it even chooses to stick around. Mulldrifter is, well, mulldrifter. Trades with Delver of Secrets  , beats down, and holds a Bonesplitter well.

Guardian of the Guildpact: An ancient spirit which lurks among the plains of Zendikar, few beings are powerful enough to harm it. Nissa has called upon it to aid her quest. Guardian of the Guildpact is our finisher. It's amazing with a stack of equipment beating down, or blocking a problematic Gurmag Angler or Geerseeker Serpent. Against blue deck, be careful of counter magic, and hold up your counter magic for the occasional Dreadbore or Agony Warp.

It's dangerous to journey alone. The Trinket Mage's collection of tools can help ensure the success of the expedition.

Adventuring Gear: Grappling hooks, rope, crowbars, and other assorted tools. Adventuring gear turns all your land drops into Mutagenic Growth. It works especially well with Evolving Wilds. A Steppe Lynx equipped with one can easily swing for 8 on turn 3.

Explorer's Scope: Finding the Khalni forest is half the battle, and with this tool the adventurers are sure to uncover it. The other half of the combo with Adventuring Gear. Works well with Brainstorm - with 2 land in hand, you can drop a land, brainstorm, put the other on top of your library, and attack, getting it onto the battlefield. Also, with lots of shuffle effets, peeking at the top card is valuable in itself.

Bonesplitter: Sometimes, adventuring just requires brute force. It's Bonesplitter. Every pauper deck with creatures should run one. Makes your things hit harder.

Sylvok Lifestaff: Trinket Mage is, of course, a mage, and every mage needs their staff. Sylvok lifestaff is solid tech against aggro and burn decks, and on a Squadron Hawk lets it trade with Delver of Secrets   AND gains you life.

The expedition needs as much help as it can get, and Nissa is always willing to provide boons for them.

Brainstorm: Planning is key to any expedition. Brainstorm lets Nissa gather the materials she needs to lead the expedition. The obvious synergy is with Squadron Hawk, and it also works well with Explorer's Scope to flip lands off the top. Even without hawks, there are enough shuffle effects to make the card valuable.

Sunlance: Nissa's foes are numerous, and sometimes smiting them is the best solution. This is white's Lightning Bolt although it's obviously not as good. Hits plenty of problematic creatures, and white being the least numerous color means it rarely won't have a target. Against white decks, can always be boarded out for Oblivion Ring.

Journey to Nowhere: Some of Nissa's foes can be more challenging to deal with. Sometimes, they just need to be cast away into the void. Journey deals with anything it can target for 2 mana. Not much else to be said, just a really solid card.

Khalni Heart Expedition: After gathering her forces and equipping them, Nissa must finally send them away on their journey. This is the namesake of the deck. Early game, it lets you ramp into your Guardian of the Guildpact and Mulldrifter. Late game, it can be a blowout card with Steppe Lynx or Adventuring Gear. It can often even flip on the turn it comes out, for example with a Evolving Wilds for the first two counters, then pulling a land off the top with Explorer's Scope. With an Adventuring Gear in play, that's a whopping 5 landfall triggers - often on an evasive creature. Also, remember your expeditions can feed into one another - you can often crack both in a turn with two in play. The biggest blowout is Adventuring Gear on a Guardian of the Guildpact, Evolving Wilds for 2 landfall triggers, cracking a Khalni Heart Expedition for 2 more landfall triggers, letting you crack a second Khalni Heart Expedition for another 2 landfall triggers, and then flipping a land off Explorer's Scope for a total of 7 landfall triggers, making your Guardian of the Guildpact a whopping 16/17.

The sideboard is still being worked out through testing. Right now it's based on typical Caw-blade sideboard. I still need to work out what my additional options are with green.

Circle of Protection: Red: We get a lot of mana, and this can shut down a red deck's plan pretty quickly. Considering running 2 as red is one of the weaker match-ups.

Dispel: Good against Delver. May bump it up to 3.

Dispeller's Capsule: Tutorable enchantment and artifact removal.

Dust to Dust: 2-for-1 against artifacts is really good.

Holy Light: Clears the board of X/1s. We don't have any non-white X/1s so it's even better.

Oblivion Ring: Additional removal that can hit most problematic permanents. We can also cut 2 Sunlance for these against white decks.

Relic of Progenitus: Tutorable graveyard hate. Enough said.

Stormbound Geist: The anti-Delver.

Viridian Longbow: Repeatable, tutorable X/1 removal. Stupid good against Elves.

The deck is an ongoing brew. There are plenty of cards to consider, as well as tweaking card counts. Some cards and reasons for possibly including/not including them are below:

Ash Barrens: Sometimes better than Evolving Wilds, sometimes not. I went with the 3/3 split on wilds/expanse because of the double landfall triggers they give, and ability to get landfall triggers at instant speed. Ash barrens also feel really bad to flip with Explorer's Scope, whereas an Evolving Wilds lets you get an extra landfall trigger on the following turn.

Expedition Map: Could be a 1 of inclusion, as it's tutorable with Trinket Mage, fits the theme, and grabs a non-basic. If I ran this, I'd probably add in some utility lands. As is, doesn't seem particularly good.

Groundswell: Instant speed combat trick that essentially acts as an extra two triggers of Adventuring Gear. If I wanted to lean in more on the aggro aspect of the deck, it could be a solid choice, but with the more mid-range plan I don't think it works out. Would also require more green mana.

Khalni Heart Expedition: Obviously there's 3 in the mainboard already. I've tested with 2, 3, and 4, and 3 seems to be the sweet spot. If a card underperforms, I may cut it for a fourth. With all the brainstorms, hawks, fetch-lands, and trinket mages though, the deck gets thinned enough for 3 to be reasonable.

Kodama's Reach: for 2 guaranteed landfall triggers, sometimes on the same turn, is decent. I'll be testing this deck with a few, although once again I would have to lean more in on green. Could probably throw in 2 green gainlands.

Ornithopter/Flayer Husk/Myr Servitor: I've tested with these as a tutorable creature with Trinket Mage. All were okay, with Myr Servitor as the worst performing as it requires 4 of to be useful. 1 of Ornithopter or Flayer Husk could still be ok, but I rarely find myself needing creatures from my mages. Could be a sideboard option though.

Executioner's Capsule: Tutorable removal with Trinket Mage, but would require running black mana. Will be testing with some to see how it does. The biggest problem is if we're using mage to tutor for the capsule, we can't also tutor for the black land, requiring us to search for it with fetchlands. Could be an okay idea, but we already have enough removal through Journey to Nowhere and Sunlance.

Blazing Torch: Tutorable shock for 2 that sometimes gives us evasion. Seems like a better option that

Leonin Squire: Adding capsules into the artifact package would make this useful. As is, it only helps protect against counter spells and artifact removal, and recurring Dispeller's Capsule from the sideboard. Could be sideboard tech.

Crop Rotation: Fixes our colors and gives us a landfall trigger. Could be an okay 1 or 2 of.

Khalni Garden: On color and on theme. Would be decent if we leaned in more on utility lands with Expedition Map and Crop Rotation, or if we went heavier on green. As is, we can't tutor it so the Forest and Tree of Tales seem better. The 0/1 holds equipment well, and in the worst case scenario is a chump blocker.

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Spent several hours testing on cockatrice and xmage. Deck ran okay against midrange decks (maybe 40% on average), but was abysmal against aggro (25%). To begin addressing aggressive decks, I swapped some non-basic lands for basics. Considering boarding in extra CoP: Red as essentially a repeatable counter against burn.

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Date added 6 years
Last updated 6 years
Splash colors G
Key combos
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.00
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