Maybeboard


Needs

1x Crashing Drawbridge 1x Foil 3x Island 1x Vedalken AEthermage 1x Bant Panorama 1x Force Spike 3x Forest 1x Miscalculation 1x Daze 1x Corridor Monitor 1x Blink of an Eye 1x Echoing Truth 1x Immobilizing Ink

All below is to be updated

Lore Weaver + Ley Weaver Combo deck

To start off I want to recognise that this is a pauper EDH list, and as such, each card here was printed at common at some point and the commanders can be any uncommon non-legendary creature.

This point of this deck was to push Pauper EDH to the highest possible extreme i could, imitating a cEDH meta to create an infinite and go off on turn 4-5. The deck primarily uses its first commander, Ley Weaver, to create infinite mana with untap engines and enchanted lands and then force my opponents to draw their entire decks with the second commander, Lore Weaver, winning the game by decking each of my opponents out.

As stated in my overview, in order to net us a win we need to create infinite mana, and in this deck there are more than enough ways to do so.
First of all the most common combo is to have a land untapper on the field such as your first commander Ley Weaver, and an untap engine for that creature such as Freed from the Real, with enough enchanted mana any of the redundancies will net us the infinite.

Land Untappers:

Creature Untappers:

The second combo we have sits there to give us a little staying power, it takes a little more work to get us there, but with tutors and counterspells its far from out of reach and is a great option for getting back into the race. A fairly standard combo in the pauper world, we have a different kind of land untapper in Peregrine Drake, as well as a recurrable flicker effect such as Ghostly Flicker, flickering a Mnemonic Wall recursion effect. This combo is also our failsafe if someone is to take away our commander, and we cant get to an untapper, after we make infinite mana we begin to flicker the land, Sunscorched Desert, infinitelly pinging our opponents, this however, will only work with Ghostly Flicker, not Displace. As a note, this combo works as the card is put into the graveyard as it is casted, regardless of the resolution of its effect, as such, when a recursion piece is flickered it is a valid target. Heres some redundancies for the combo.

ETB Land Untappers:

Flickers:

Recursion:

Thirdly, a bit of a more awkward combo to get going, but being as it can be done at instant speed is a good failsafe if all else goes wrong. This time were taking a mix of both of the previous combos using a land untapper like Ley Weaver, a spell recursion peice like Mnemonic Wall, flicker effect like Ghostly Flicker, and a creature untap effect like Breaching Hippocamp to repetitvely untap our Ley Weaver creating infinite mana. Being a 4 card combo, this one is quite hard to get to and as such is very last resort, but still has a couple redundancy pieces*.

Creature Untappers:

*See the other combos for those redundancies

Lastly, We have a few very edge case combos that we dont carry any redundancy for, these combos are made through utility cards that are in the deck for other reasons but can combo off in very rare scenarios. It may be rare that they come up, but its still good to keep them in mind, i wont go into as much detail with them, but here they are:

Once we have our infinite mana set up we have one goal, send out our second commander, Lore Weaver, her activated ability allows us to force a player to draw 2 cards, if we have her hit the field each of our opponent will be drawing their entire decks and lose the game.

Alternatively, if for whatever reason we dont have access to commander #2, our win con relies on infinitelly flickering our Sunscorched Desert, detailed in the second combo.

So now that we understand the combo, let's talk about how we go about setting it up. Our plan, first and foremost is to ramp out our manabase, in this deck whil we have a few land ramp pieces in the form of Sakura-Tribe Elder and Yavimaya Elder, these are here to flesh out our creature count for blockers, but more importantly deck thinning. But more importantly, our ramp pieces are enchantments we throw on our lands to let them tap for much more than one, these are:

Once this is done, the plan is simple. catrip through the deck, and tutor for our combos, and we have this in spades. our draw pieces are mostly cantrips and draw pieces, and here they are:

And tutors too, many of them only hit certain pieces ill run through the choices for that too:

As with many cEDH lists, the aim of the deck is to get to your win con as fast as you can holding up counter magic to stop my opponents either trying to stop me, or going off on there own accord, hence running 11 counterspells in the form of:

As well as counter magic, the deck devotes a few spots to more traditional removal being:

Finally our mana base, as with many pauper land base, it has the possibility of being slow and inconsistant, so we run a few selection lands:

After this we have a bit of draw power, utility and selection lands:

Lastly some mana selection and basic lands:

Rhystic Study... why did i have to say this
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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Rares

7 - 0 Uncommons

73 - 0 Commons

Cards 100
Avg. CMC 2.27
Folders Pauper EDH, PDH
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