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Exactly. My main reason for pairing and was originally counter with a bit of board control. Using white enchantments to lock down creatures and counter to force other stuff to the yard that the enchantments can't deal with. Although, the counter ended up coming out for the most part. With Ardenn's ability I can move my prison enchantments around on their creatures if the play something better. Blue brings some solid enchantments as well as white. It's almost as if they we're meant to be paired up. Siani seems to cost too much in my opinion and technically you wont be attacking with it all the time to net the bonus of scrying. Esior's ability is static and makes a difference even if I'm not attacking with it. Ardenn's is triggered only on precombat so I don't need to attack to swap stuff around. Ideally with my deck I should play Esior T2 and Ardenn T3. Then play buffs on them or bonus enchantments and start swinging until they get enough mana accumulated to be able to target either one of them. The only thing about this deck and it being pauper, is when your enchantments go to the yard you can't really get them back. The deck already runs the best of the color pie artifact return spells that fit. SO I tried to actually go heavier on the equipment/artifacts over enchantments. It's a tricky deck. Was pretty hard to actually put together seeing as how pauper is soo limited but it does play decently well for what it is. Go ahead and hit me up sometime. I have been playing a lot of Arena but I do jump on MTGO occasionally. I'm Boxes_O_Moxes on MTGO.
December 1, 2021 2:06 p.m.
Thank you again for the reply. I kinda figured that was the reason. It's all good. I chose these two commanders because white and blue have some pretty good enchantments and Ardenn helps you move them around so you can net maximum benefit from your enchantments/equipment. Esior basically helps to keep your commanders on the field. They seemed to mesh really well. You may be on to something with Siani. Scying is a very useful mechanic. Probably not as good as actually drawing a card but may be useful within your build. I appreciate you noticing that I spent a good bit of time on this build. I play tested quite a bit. I do still have this together on MTGO and play it from time to time. Maybe I'll get around to updating it someday. Good luck with your decks. Pauper is super fun and super affordable. =]
November 30, 2021 7:34 a.m. Edited.
Thanks for the reply. I'm confused though. There is quite a bit of card draw and tutoring in the deck. Granted, this is an older build that hasn't underwent any changes since Commander Legends. This was a contest deck built solely for that purpose with what I believed to be at the time the best cards for this deck in specific.
When you note, "I don't see a lot of draw in this". I'm wondering if you really looked the deck over. I noted in early playtesting that it was lacking draw so I added as much as I could without concentrating solely on drawing cards. Examples below.
So I mean, There's plenty of draw and pseudo "draw" with transmute and tutor effects. There have been some other cards printed since that should probably be reviewed but I didn't intend on this being a deck I would really spend a lot of my time on. It was built primarily to showcase partner commanders. Especially those being newly released.
I'd be more than happy to hear out any changes that you think should be made. As far as I can tell the best pauper draw spells that are in this deck's color pie are already included in the deck. (Providing they were available for use when CMDR Legends was released).
November 29, 2021 2:31 p.m.
Commander / EDH*
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|Avg. deck rating||4.83|
|Favorite formats||Commander / EDH, Pauper, Pauper EDH, Oldschool 93/94|
|Last activity||4 days|