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Pauper Green

Pauper

Canis-lupus2000


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This deck may run on a pretty simple premise, but it certainly packs a punch. The point here is to use mana acceleration to dump out huge creatures as early as turn three. We do this by playing very powerful enchantments and dorks that allow us to double the mana we produce from single lands multiple times per turn, specifically through the synergy between Arbor Elf/Voyaging Satyr and Utopia Sprawl-type enchantments. I'm looking for suggestions for a good 4-drop to play turn two and 6-drop to play turn three. If I'm stuck with a single land with a bunch of enchantments, it's always going to produce an even amount of mana, which won't always let me cast Greater Sandwurm or anything bigger than that. I'm also trying to find a mana sink in case the game goes long--something like a monstrosity creature or another that'll provide buffs and put my extra mana to good use when I have no more bombs to play. I'm also looking for good green removal and sideboard cards that won't interfere too much with the ramp plan. Any suggestions? Comments and criticism are welcome.

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