Odds and ends to help hold everything together and smooth out the path to a win.
•Duress is worth its weight in gold, letting us peel away spells we otherwise would have great difficulty trying to avoid. We can deal with all but the most crafty creatures, but the option to hit Enchantments/Instants/Sorceries is welcomed.
•Cast Down reigns supreme as the top removal spell in Pauper. Hits everything except the sparse few Legendary creatures in Pauper…which nobody plays anyway.
•What’s better than sacrificing one of your own creatures to pump up another? Forcing your opponent to do it instead. Enter Diabolic Edict. The only downside is your opponent retains the power of choice, so don’t expect them to willingly offer up their best beastie on a silver platter for you. Be mindful of the boardstate, and with a bit of luck you may just back them into a corner long enough to play this card to strategic effect. If you happen to have Chainer's Edict then run that instead, as Flashback gives greater value from the card. I omitted it here strictly to keep the cost as low as possible, but yes I am aware of it.
Edit: I’ve removed Diabolic Edict and replaced it with Innocent Blood. Not sure how I missed it, but it’s a more effective card for what we’re set up to do, and costs less to cast. Special thanks to ClockworkSwordfish for pointing this one out!
•Dash Hopes is one of my absolute favorite ‘bad’ cards, and I decided to run 2 copies in the main board. There are no ‘If x, you win the game’ style outside the box wincons here, so life loss from combat damage will be the path to victory for us. That said, best case scenario we quash a threatening spell with a deftly timed Dash Hopes, while worst case scenario sees us 5 points closer to a win.