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By: JustSin, Dave
Jun 06 2012 11:55am
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Go Big or Go Home

Go big or go home.  It's a saying we've seen in cheesy sports movies for more years than we care to count.  The basic idea is to go all out, give it your all, and hold nothing back.  I, however, am a much more literal person and when it comes to Magic I've always run oversized decks in every and any casual game.  If we were to go back in time about five years ago (and I can't believe it's been that long) I found myself just getting back into Magic after having a brief introduction to the game during Tempest Block and what brought me back was big deck formats.  Pauper is no different.

Now I have a small confession to make.  I enjoy writing these articles each week.  More importantly I feel guilty if I am so busy with other tasks to get an article put together each week.  Last week I had to take time away from my keyboard in order to address those tasks and so I am now sitting here with missed week guilt!  My solution?  I'm going big.  We're going to be talking about a fringe format of Pauper that definitely goes big, but first I've got double the competitive information for you for both this week and last!


The Competitive Corner

Daily Event Listings from 5/14 - 5/20
Daily Event Listings from 5/21 - 5/27

I'm going to break these down separately so let's start by taking a look at 5/14 through 5/20...

This week everything went back to being right with the Pauper world as DelverBlue earned the top spot once again.  Not only did DelverBlue finish in first, but it managed to do so by a margin of 20... just like the old days... Storm came in second with its usually strong showings, but IzzetPost was only two games behind.  The biggest upswing from this week ended up being Stompy, which had the largest number of wins for this deck type over all the previous weeks.  The MUC decks had a mediocre showing, but still pulled in nine wins.  EnchantStorm managed to stay out of rogue territory for the second week in a row and swung up with two more showings than last week.

This was the fourth week for our data without Delver, but here's how the trends looked any ways...

Infect finally stopped its epic plunge with a small upswing by six from last week's all time low of 8.  MonoWhite Aggro dropped down off its epic high during the prior week and joined those steadily trending decks like Storm.  Another deck that calmed down was IzzetPost, which went from a spike last week to their usual showings.  Affinity is also starting to upswing and averaged more wins than any other aggro deck.  Here's how the 4 - 0 averages are looking...

As you can see I made corrections to this chart this week.  Last week I noticed that it was missing DelverBlue and I also realized that MUC looked way stronger since than it should because I was including the data from before I split the two.  This week both issues have been fixed and we see DelverBlue as the top deck with MUC coming in a much lower spot, which correctly reflects how it really should be.  Other than these fixes the only changes we really see are that Stompy moved up one spot as it edged out Affinity, which it was tied with for the past few weeks.

Here's the breakdown of the thirteen rogue decks...

1. MBC - 4 (1)
2. GreenPost - 2
3. DimirTrinket - 1
4. FissureStorm - 1
5. RDW - 1
6. EsperAggro - 1
7. Slivers - 1
8. Orzhov Deck Wins - 1 (1)
9. WeeFiend Aggro - 1

Some fun stuff showing up in this week's rogue decks, but only two decks managed to reach that coveted 4 - 0 mark.  The first was ThePolkaMan with his OrzDW deck, which features (what I like to call) fun with Pestilence.  The next was a showing by Fan using MBC, which had a very poor week.  While MBC has had its slow weeks in the past, having only four showings for the week was the first time it landed on the rogue list since I started doing this.  I'm personally sad to see it happen, but hopefully it gets a chance to rebound.

Now before I get to the next week's worth of data, I find a bit of irony when it comes to this week's topic in relation to the schedule change.  As many of you know Wizards decided to "clean house" on the tournament schedule and this seemed like a good idea... kind of.  I won't start my rant on the topic because this is neither the time nor the place for that.  However, we have seen a significant drop in the number of Pauper Daily Events that will be offered this week.  Previously, we were seeing approximately 32 Pauper Daily Events each week; however with new changes we are now somewhere around 18 to 21 events.  Again I'm not going to start a "the sky is falling" rant here, but I am very disappointed by this clear attempt by Wizards to rake in extra money.  So here we go... in our look at everything big this week we're going to feature Daily Events that are small(er).

This was another crazy week where DelverBlue just dropped the ball.  I really thought that after last week things we back to normal, but Storm continued its epic climb and not it ended up well ahead and in first place.  What makes this even more crazy is that Stompy ended up as the third place deck and only 4 games behind DelverBlue for the second place finish.  We had seen a recent upswing of Stompy decks, but this week really showed what it could do.  The deck has been showing how it's the strongest aggro option and with no real changes to how the deck is built it had a strong week.  The more interesting part here is shown in the end of the week where we start to see the big drop off in numbers as only two Pauper Daily Events were showing per day.  Pauper has hit a bit of a dry spell, but hopefully things pick up sometime soon.

Here's the six week trend...

As you can see the result from the smaller schedule all decks have a drop this week.  Unfortunately I feel that this graph will be a bit inaccurate for a few weeks due to the fact that the number of events has declines.  You'll probably be able to get a clearer understanding of the trend about 2-3 weeks from now when there's a longer stretch of data to look at, however I'm going to keep including this chart just to see what happens.

Here's the 4 - 0 results...

There was really no changes this week as far as the standings go from the undefeated side of things.  When it comes to the totals, however, the numbers are declined because of the decline in number of events.  Since there are no real changes I won't waste time here, let's get right to the rogues...

1. Tortured Reanimator - 4 (1)
2. MBC - 4
3. EnchantStorm - 1
4. DimirTrinket - 1
5. MonoBlack Aggro - 1

With the decline in events we now will start seeing names like Tortured Reanimator dropping into the rogue list more consistently and it also means that MBC might be staying in rogue territory for a while longer than I would like.  Sad face.  The one really cool thing about Tortured Reanimator was the fact that we've seen a return of what was known as "Dead Dog Pauper" and featured a BG list as seen in the undefeated showing by Salieri (as linked above).  Because recent versions of the deck have been RB the category was named just Tortured Renaimator to encompass all options so there it stands, four decks, and a mix of RB/GB.  EnchantStorm also dropped off in a big way after two weeks on our list of contenders, having only a single showing this week.  This deck too may be a victim of the new PauperLite scheduling.  The only name on this list that is somewhat different would be the MBA deck that featured the sacrifice package using things like Bloodthrone Vampire and Carrion Feeder along with a new enchantment in the form of Predator's Gambit.  The deck also brings in another fun new card from AVR in Essence Harvest, which I can't wait to play around with.


Fringe formats are games with decks that built along strange restrictions as determined by players looking to spice up the game of Magic a bit more.  Unfortunately, fringe formats are also associated with a small audience.  In other words, there aren't many people who play these formats and definitely no competitive support by Wizards.  Often the appeal of these formats is the fact that there isn't really an established tier of top decks and it allows for a lot of variation and creativity.  Some of these formats are easy to understand such as "Modern Pauper" or "Standard Singleton", but other times you may look at the list of waiting tables in the "Just For Fun" room and wonder what the heck that weird abbreviation stands for.  Things like "MoJoSto" can leave you curious, but often the best way to get a basic understanding is to just watch a replay of a completed game.  In doing so you'd see that players are playing a Vanguard deck and using Momir, Jhoria, and Stonehewer Giant as their avatars.

Another weird abbreviation you might come across is "PPS", which stands for Pauper Prismatic Singleton.  Once you know the name understanding the deck restrictions are pretty easy as it combines rules from all three formats.  All PPS decks are to be made up of all commons, follow prismatic deck building rules, and run no more than a single copy of every card that is not a basic land.  If you're not familiar with the rules of Prismatic, well I'm disappointed!  But in all seriousness decks for Prismatic must be a minimum of 250 cards, with at least 20 cards of each color in deck.  Multicolor and split cards count as one of their colors.  Games are usually created as "Prismatic" and labeled for PPS in the comment section.

Now there is a full banned and restricted list for Prismatic, which can be found here; however there is only one card that pertains to Pauper...

Mystical Teachings

If you take a look at the full BnR list you'll see why this card has been banned.  Wizards has made a big effort to make sure almost every tutor that is available in Magic has been banned including such watered down tutors as Fabricate.  I remember the waves made when there were updates made to this BnR to include all these tutors years ago and afterwards the Prism community heavily died off.  There are ways to get around the banned tutors, but we'll get to that shortly.

Now because there is no real list of top decks for a format like this I'm going to do my best to break down some things that should be taken into consideration during deck building and hopefully I can do justice to a format I'm crazy about!

The first thing to remember when building a deck for Prismatic is that there are three main focuses for what you want your spells to do.  I classify these three things as drawing cards, ramping mana (often best when it is fetching lands), and control.  I always try to be a well balanced player so when I build decks I try to keep these three categories even whereas others might prefer to go heavier on say control spells.  Once you've determined your goal for your deck then keep that idea in mind when making decisions later on.

My Basic Creature Rule

If you are a regular follower of my articles than you'll already know what my basic rule is when it comes to creature choices.  Every creature that is in your deck should be more than a body.  For example, while Hollowhenge Beast is favorably costed as a 5/5 for 5 mana, but it has no other text on it whereas something like Scrivener is also a 5cc spell, but it allows you to gain card advantage.  Let's take a look at another example by comparing these two cards...

Bonebreaker GiantGrizzled Outcasts

At first glance these two cards seem the same... both cost 5 mana... both are 4/4 creatures; however Grizzled Outcasts is clearly the stronger card.  Why is this?  Simply for the fact that Grizzled Outcasts has the ability to become so much more, transforming into a 7/7.  There should not be a single creature in your deck that is a Hill Giant.  Make sure that every creature does something significant other than just sit there and be big.  Further, the more abilities the creature has the better (Caldera Kavu for example)!

Here are some creatures that I personally consider to be staples for PPS...

Coiling OracleMulldrifterKrosan TuskerCadaver ImpMatca RiotersYavimaya ElderQuirion RangerQasali PridemageIzzet ChronarchArchitects of WillNinja of the Deep HoursStingscourgerGuardian of the Guildpact

Card Advantage

Before my break from MTGO I wrote a two part series on card advantage.  There is a lot that can be said about this idea when it comes to Magic, but I'll do my best and try to keep this simple.  I'm going to over simplify card advantage by narrowing it down into two forms... actual and implied.  Actual card advantage would be when you have more cards/spells than your opponent in your hand or in permanent form, on the battlefield.  Implied card advantage would be whenever you have something like a spell with flashback, which is basically two cards in one.  Other mechanics that can generate this "two for one" idea are entwine, kicker, retrace, buyback, and replicate.  I would honestly be here forever if I was to talk about all of these things individually so I'm going to just list you some of my favorites...

Reap and SowAgonizing DemiseFlame JabDeep AnalysisCapsizeDismantling BlowTrain of Thought

When it comes to playing Prismatic, in any form, card advantage is going to be the number one thing.  In 9 games out of 10, you can find yourself behind in life and still win if you have significant card advantage and have drawn through more cards from your deck than your opponent.  While I try to keep my decks balanced I will always choose something with the ability to draw a card, even though just cycling, over another spell that performs the same task without the draw.

I think the general idea is very simple... the more cards you draw the more likely you are to come into something you need to win the game!  As a result of Wizards taking away almost all of the tutor options to Prismatic players we have to find ways to cheat this system.  Drawing cards is one way to do that, even if it isn't the most efficient.  At one point I built a deck that was full of every spell that allowed me to draw a card, not matter how awful that spell was... needless to say... it was awesome!  Here are some of my favorite draw spells for PPS...

Moriok ReplicaBrilliant PlanThink TwiceProbeMysteries of the DeepSign in BloodOona's Grace

Mana, Mana, and more Mana

When it comes to finding mana there are some basic things to keep in mind...

Lands

Because there aren't dual lands available at common, building your land base is relatively simple as obviously the majority will be basic lands.  The first thing you want to make sure that you include is a copy of each of the Ravnica bounce duals...

Azorius ChanceryBoros GarrisonDimir AqueductGolgari Rot FarmGruul TurfIzzet BoilerworksOrzhov BasilicaRakdos CarnariumSelesnya SanctuarySimic Growth Chamber

The next thing you want to look at adding is the fetch lands that we have available to us.  The first two are an obvious choice, Terramorphic Expanse and Evolving Wilds, but you also should keep in mind the lands we got during Shards block.  The lands, Naya Panorama for example, give us an opportunity to fetch basic lands as long as you stay within the colors of the specific shard.

The next cards that I would look to add would be some of the ones from Zendikar block that come into play tapped, but give us added benefits.  Halimar Depths, for instance is a great way to get added benefit out of playing a land.  The ones I leave out usually are Turntimber Grove and Teetering Peaks because my decks are usually lighter on creatures.  If you're playing an aggro strategy than these would be great additions.

Here are some of the other types of lands that I look to add...

Barren MoorGlimmerpostHaunted FengrafQuicksandRupture SpireShimmering Grotto

Fetch

It goes without saying that most of the land fetch spells you will look to add will be green and therefore it will often account for your highest land count.  When picking one fetch spell over another always ask yourself "what can this spell do for me beyond fetching a land?"  In some instances one spell may favor another for the simple fact that it fetches two basic lands as opposed to one.  In the same way a spell that fetched any land, basic or otherwise, is going to hold more value over something that fetches only basics.

Opting for a spell like Evolution Charm over Rampant Growth gives you added benefit in the mid-to-late game where you really don't need the extra land and may find value in the spell's ability for reanimation or evasion.  The same thing can be said for Edge of Autumn, which can be cycled away.  Reap and Sow is another must have although the land destruction ability has more value outside of Pauper.  The one spell that I really want to point out as one of my favorites is this...

Exploding Borders

What is not to love about a spell that not only fetches you land, but has the ability to burn your opponent for five damage as well?  The only remaining way to fetch lands is going to come from the land cycling spells.  Originally these spells were color specific and one creature could only fetch one specific basic land type.  Then, as time progressed, we were given gold creatures that could search for two different colors and you could pick your poison.  More importantly we've been given "basic landcycling" spells, which give us freedom of choice in colors outside of green. 

Artifacts

Artifacts are good ways to help ramp up your mana as well.  Artifacts offer us choices when it comes to fetching lands, changing colors, or even straight up adding extra available mana.

Expedition MapExpedition MapExpedition MapExpedition MapExpedition Map

The benefit that artifacts will give you when it comes to fetching basic lands is the fact that all this land fetch can be obtained in any color as opposed to spells, which usually are green exclusive, but keep in mind that these usually will come at an extra cost since most require a casting cost as well as an activation cost.  It is usually beneficial to utilize both methods of fetching land, which is easy to accomplish in a singleton format.  Expedition Map is going to be your best option for a fetch artifact since it grabs any land and not just basics.

Chromatic SphereChromatic StarChromatic SphereChromatic StarChromatic Sphere

I personally do not like to use artifacts that simply change mana into a different color.  These artifacts don't usually give you the added benefit of thinning your deck and are often a onetime use item.  If you do feel the need to do so then make sure that spell is either Chromatic Sphere or Chromatic Star.  These spells will at least give you the added benefit of drawing a card when used and can be played for only a single, colorless mana.  I much prefer artifacts that work as permanents and add mana when used, like the guild signets.  Mind Stone is one of the best for this since it has the ability to be sacrificed to draw a card when you get to the point of the game where lands are no longer an issue.  If you're looking for adding any color then Darksteel Ingot is your go to card over Manalith since it is indestructible.

Azorius SignetBoros SignetDimir SignetGolgari SignetGruul SignetIzzet SignetOrzhov SignetRakdos SignetSelesnya SignetSimic Signet

Important Spell Mechanics

Dimir House GuardDeny RealityTribal Flames

There are three spell mechanics that I really wanted to emphasize here.

The first is transmute which, as mentioned earlier, is the best option for tutoring up cards in the format.  For those who are not familiar, transmute is an ability where you pay the cost listed, discard the transmute spell, and then get to search your library for any card that has the same converted mana cost as the transmute spell.  In Pauper there are a surprising number of spells available with transmute.  Here's the breakdown on the converted mana costs...

1cc - 1 (Dizzy Spell)
2cc - 3 (Muddle the Mixture, Shred Memory, Dimir Infiltrator)
3cc - 2 (Perplex, Drift of Phantasms)
4cc - 1 (Dimir House Guard)
5cc - 1 (Brainspoil)

The second mechanic, which you shouldn't overlook, is cascade.  When you play a spell with cascade you remove cards from the top of your deck until you reveal a spell that has a converted mana cost that is lower than that of the spell with cascade and get to play that card for free.  This ties us back into the discussion on the importance of card advantage.  Who doesn't love 2-for-1??  In Pauper there are only five cascade spells available, but I consider only two of them playable.  Captured Sunlight and Deny Reality are two cards, which should be considered staples of any PPS deck.  In fact, when it comes to Prismatic in general, the first thing I add to a deck is all of the cascade spells because the mechanic is just that good.

The final mechanic is domain, which works to make spells more powerful with the more basic land types you own.  In a format like Prismatic it is easy to find five colors and enabling you to get the most out of these spells.  With all five basic land types in play you can get a very powerful spell for cheap and without any additional drawback.  Here's some of my favorites...

Drag DownExotic CurseExploding BordersMatca RiotersTribal FlamesWorldly Counsel

Fun Combos & Final Tips

  Don't be afraid of gold cards!  In any type of Prismatic deck you'll be running land fetch and color fixing spells in order to ensure that you have the colored mana you need.  This means that there will be plenty of opportunities to play things like Carrion Thrash, which require three or more colors to play.
  Don't be afraid of running a card that you would usually pass over because of a very high mana cost.  As mentioned, you will be ramping mana and therefore it is easy to cast spells for 6 or more mana in the mid-to-late game.  Competitive, 60-card Pauper is actually a pretty fast format (ok, not including 8post..); however Prismatic in general is a format that usually takes a bit longer to play through.
  Do remember to create an artificial loop with graveyard reanimation spells.  In other words, if you have something like Cadaver Imp in your graveyard and play Gravedigger than return Cadaver Imp first before another creature (unless there is a dire need and not enough mana to play both creatures).  This will give you an extra creature to play and there's nothing bad about another body on the field, even if it is just a chump blocker.
  When you reach the point in a game where you have a large mana-base available don't waste land cycling spells on fetching additional land.  Instead try actually casting that Jhessian Zombies and it becomes another body for your opponent to have to deal with.  Thinning land from your deck is important, but often times having an extra creature on the field will be more so.

  You can cast Dimir House Guard and use it to fetch Desecrator Hag.  As long as there are no other creatures in your graveyard with a power > 3 then when you play Desecrator Hag you will have the option to return Dimir House Guard to your hand for reuse.  The same works for any creature with transmute that can fetch up a reanimation spell.
  If you're running Trinket Mage make sure you run the artifact lands as well.  This allows Trinket Mage to work as land fetch in addition to artifact fetch.

Don't Be THAT Guy...

So there are always people who will find ways to abuse a format and ruin others enjoyment.  People like this only help to give a format like Prismatic a bad name and keep people away.  While this isn't something in the form of a broken combo it does come in an abuse of the color rules and people will play MonoColor Prismatic.  The point of the "20 cards of each color" rule was to encourage people to be playing decks that have a deck that runs all five colors and while it isn't always an even, five-way split, it should be featuring more than one color.  MonoColor Prismatic players will select a single color (often red or black) and run only the minimum of 20 cards in the remaining four colors.  These 20 cards will also be filled with cards that can be played without using that color mana.  For example, a deck running all Mountains can run Zombie Cutthroat and would even be able to flip it.  Another thing that will be done is to use cards in those colors with cycling, which are never intended for actual play beyond the cycling ability.  This results in them meeting the requirements for Prismatic, but at the same time running only a single land type.  Now I'm not telling you this so you can run out and build the same... I really hope you're not that type of player... I'm telling you this as a warning and hopefully people will stop doing this and giving a format like Prismatic (in any form.. from regular to singleton to Pauper) a bad name...


Now this is a far from perfect deck list, but I did want to at least show an example of what a deck might look like... I'm personally the type that is constantly rebuilding my Prismatic decks and am already looking to make changes with new AVR cards... (*WARNING: I couldn't get my show/hide buttons to work so you may have to scroll awhile to get past the deck... sorry!*)

PPS
A Deck By: JustSin
Creatures
1 Grazing Gladehart
1 Sanctum Plowbeast
1 Lone Missionary
1 Ingot Chewer
1 Krosan Tusker
1 Quirion Ranger
1 Igneous Pouncer
1 Izzet Chronarch
1 Kavu Climber
1 Aven Fleetwing
1 Warren Pilferers
1 Mold Shambler
1 Architects of Will
1 Qasali Pridemage
1 Chittering Rats
1 Esper Sojourners
1 Jund Sojourners
1 Phyrexian Rager
1 Wickerbough Elder
1 Kor Sanctifiers
1 Matca Rioters
1 Rhox Bodyguard
1 Cartographer
1 Gravedigger
1 Sylvok Replica
1 Elgaud Inquisitor
1 Flameborn Hellion
1 Deadshot Minotaur
1 Pit Keeper
1 Viscera Dragger
1 Blastoderm
1 Moriok Replica
1 Sylvan Ranger
1 Rot Wolf
1 Citanul Woodreaders
1 Ninja of the Deep Hours
1 Werebear
1 Stinkweed Imp
1 Stingscourger
1 Dawntreader Elk
1 Mulldrifter
1 Pale Recluse
1 Blind Hunter
1 Trinket Mage
1 Mnemonic Wall
1 Valley Rannet
1 Calcite Snapper
1 Coiling Oracle
1 Faultgrinder
1 Twisted Abomination
1 Sea Gate Oracle
1 Naya Sojourners
1 Cadaver Imp
1 Jolrael's Centaur
1 Jhessian Zombies
1 Assault Zeppelid
1 Yavimaya Elder
1 Chartooth Cougar
1 Nantuko Vigilante
59 cards

Other Spells
1 Resounding Silence
1 Doom Blade
1 Sign in Blood
1 Train of Thought
1 Serrated Arrows
1 Unearth
1 Act of Treason
1 Exile
1 Repopulate
1 Rescind
1 Expedition Map
1 Nihil Spellbomb
1 Raven's Crime
1 Evolution Charm
1 Tribal Flames
1 Æther Spellbomb
1 Firebolt
1 Blood Tithe
1 Swirling Sandstorm
1 See Beyond
1 Monstrify
1 Blightning
1 Captured Sunlight
1 Capsize
1 Flame Jab
1 Exotic Curse
1 Unmake
1 Executioner's Capsule
1 Grim Harvest
1 Deny Reality
1 Repeal
1 Foresee
1 Soul Manipulation
1 Deep Analysis
1 Cultivate
1 Grim Discovery
1 Probe
1 Into the Roil
1 Ior Ruin Expedition
1 Pristine Talisman
1 Armadillo Cloak
1 Agony Warp
1 Compulsive Research
1 Edge of Autumn
1 Explore
1 Diabolic Edict
1 Brainstorm
1 Reap and Sow
1 Faith's Fetters
1 Gleam of Resistance
1 Mysteries of the Deep
1 Renewed Faith
1 Undying Evil
1 Courier's Capsule
1 Recoil
1 Orim's Thunder
1 Rhystic Study
1 Agonizing Demise
1 Resounding Wave
1 Borderland Ranger
1 Brilliant Plan
1 Flayer Husk
1 Drag Down
1 Preordain
1 Snuff Out
1 Fellwar Stone
1 Prophetic Prism
1 Ichor Slick
1 Æthersnipe
1 Spinning Darkness
1 Revoke Existence
1 Death's Caress
1 Solemn Offering
1 Oblivion Ring
1 Jilt
1 Resounding Thunder
1 Radiant's Judgment
1 Think Twice
1 Gush
1 Marshaling Cry
1 Dismantling Blow
1 Consult the Necrosages
1 Worldly Counsel
1 Horizon Spellbomb
1 Wandering Stream
1 Mwonvuli Acid-Moss
1 Relic of Progenitus
1 Journey to Nowhere
1 Hideous End
1 Oona's Grace
1 Snakeform
1 Far Wanderings
1 Miscalculation
1 Cenn's Enlistment
1 Exploding Borders
1 Terminate
94 cards
Lands
1 Evolving Wilds
1 Grixis Panorama
1 Kabira Crossroads
1 Esper Panorama
1 Jund Panorama
1 Naya Panorama
1 Izzet Boilerworks
1 Rupture Spire
1 Selesnya Sanctuary
1 Glimmerpost
1 Shimmering Grotto
1 Haunted Fengraf
1 Bant Panorama
1 Ancient Den
1 Teetering Peaks
1 Azorius Chancery
1 Boros Garrison
1 Forgotten Cave
10 Plains
1 Great Furnace
1 Vault of Whispers
13 Swamp
13 Island
16 Forest
8 Mountain
1 Tranquil Thicket
1 Barren Moor
1 Lonely Sandbar
1 Secluded Steppe
1 Bojuka Bog
1 Seat of the Synod
1 Dimir Aqueduct
1 Simic Growth Chamber
1 Tree of Tales
1 Gruul Turf
1 Terramorphic Expanse
1 Orzhov Basilica
1 Halimar Depths
1 Golgari Rot Farm
1 Rakdos Carnarium
95 cards
 
Rupture Spire


If you're completely unfamiliar with Prismatic games in general than it should be known that they have the potential to run longer than other games since they take several turns in order to get things set up.  For this reason there is only one example game video...


Bonus Content!!!

If you've ever tried to play a game of PPS you'll know that there are very few people who play it (and for whatever reason there's one of those regulars who refuses to play against me and won't say why... *shrugs*).  As I said earlier on I love to play these big decks and I'll play them anywhere.  I've sat down at 2HG games, regular Pauper games, and even regular Prismatic games with my PPS deck just so I get a chance to play it.  There is something somehow satisfying about when you win these games and even losing isn't so bad because you have a nice comfy excuse to fall back on! "Oh well I was running something ridiculous that had a very low chance of winning any ways."  Everyone loves a good excuse for losing!  Any budget player can appreciate how great it is to take a deck like this and beat a big money deck.  So for this week's bonus content I present to you a game where I beat a prismatic deck with my PPS deck... enjoy!


When I set out to write this article it was my main goal to try and get a little bit of extra love for a format that has very few players.  I always encourage people to set out and at least try playing in new formats.  I know things have been really busy this month and sorry for that, but there will be a new set of videos up soon for my Building Posts series this week and I'm hoping to get some time to poke around the new AVR commons and see what we can find!  I will say that I'm considering dropping this to by-weekly due to the significant reduction in events, but that stands undetermined at this point in time.

- JustSin

2 Comments

It'd be a shame to see these by Psychobabble at Thu, 06/07/2012 - 01:42
Psychobabble's picture

It'd be a shame to see these go to bi-weekly, although certainly from a stats perspective it'd be understandable. Would you consider doing a column once a week but with stats every two weeks?

I'd certainly be interested in an overview of the AVR commons, I'm sure there's some playable ones out there. I ran into a fairly mean hexproof/enchant deck playing abundant growth in the practice room the other day and obviously ghostly flicker enables some pretty disgusting things in post and fissure storm decks. Young Wolf has also found its way into a couple of stompy decks (that card's basically a strictly worse skaggran pit skulk from what I can see, but i guess it's still playable). Also idk if burn can be viable but there's a couple of cards which could give it some extra juice.

If I did make reductions it by JustSin at Thu, 06/07/2012 - 14:02
JustSin's picture

If I did make reductions it would be the stats, only time I skip a week is when I get so swamped with RL :(