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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Dog
Discard a card: Wild Mongrel gets +1/+1 and becomes the colour of your choice until end of turn.
7 months ago
I too enjoy the restricted card pool of pauper.
Yavimaya Elder one of the best cards in the format.
1 year ago
I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.
Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.
Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.
And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.
Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.
I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.
You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.
1 year ago
looks like you could use some discard outlets to win with gitrog monster. Wild Mongrel,Oblivion Crown, Noose Constrictor and Putrid Imp are the best ones. Also I recently switched from krosan grip to nature's claim and have seen good results. also the green gifts ungiven seems great in here. Realms Uncharted. also maybe it's time to look to some mana rock acceleration despite the flavor fail. Expedition Map at the very least feels like an auto include.
1 year ago
You can also use the Capenna fetches.
2 years ago
I guess the question is: How many zombies do you want to make milling around with Sidisi?
The classic combo is Bone Miser + Sidisi + discard outlet ( Wild Mongrel / Putrid Imp , etc) + Darkblast / Life from the Loam . With Sidisi, Miser, and the discard outlet in play discard Loam or Darkblast, Miser triggers to draw a card. Replace the draw with dredge and return the discarded Loam or Darkblast. Mill. Repeat the process triggering Sidisi to make zombies for any creatures you mill. Eventually mill Kozilek, Butcher of Truth or another such Eldrazi shuffler. Resuffle the graveyard into the library. Repeat these steps to make an infinite army of zombies. What you choose to do with an infinite zombie token army at that point is up to you.
2 years ago
2 years ago
Circular Logic is going to be bad if you don't play any discard effects. That being said, I can hardly imagine a Canadian Thresh deck without Wild Mongrel. This card will fix a lot of the issues you are having with your deck (cards in graveyard, aggressive strategies, countermagic, etc.).
Mental Note is also a staple of the archetype that is notably missing from your list. Any reason why? Combined with Thought Scour and Brainstorm, you have a pretty effective draw package for your strategy.
I think 10 counters is a bit too many. Spell Pierce seems the narrowest of the bunch and could be a sideboard card instead. Bounce spells work well for a tempo deck. Vapor Snag makes a lot of sense here. It also makes a Red splash questionable, in my opinion. You might not need Lightning Bolts, Fire and Archer in your deck if there are suitable U/G substitutes.
Cutting Red would simplify your mana base drastically by cutting Mountains and Evolving Wilds. Playing Thornwood Falls would make your mana much more flexible and allow your to play more colour-heavy cards.
If you want to keep your Red removal, that's fine. I would definitely find room for Mental Note and Wild Mongrel, though. You could probably trim on Spell Pierce, Ponder, Fire/Ice or Firebrand Archer to make it fit, in my opinion.
I hope that was helpful.
2 years ago
mlequesne, that is a great suggestion. I have indeed tried Vengevine already. In a deck with under 20 creatures, (many with higher than 2cmc) I found that the return from the graveyard was very hit and miss.
Turn 2 I could sometimes get lucky by playing either Wild Mongrel or Noose Constrictor and discarding vengevine and Basking Rootwalla, but overall it felt lackluster. Survival of the Fittest used to enable survivalvine decks back in the day but that card is banned unfortunately.
Thanks for the upvote! Cheers.