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By: Arctic_Ghost, Arctic_Ghost
Apr 20 2021 12:00pm
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As I have said in the past, White Weenie is one of the best archetypes to bring new players into the format. It will teach players basic fundamentals, how to properly bait out your opponents removal or counter spells to your own terms and how to properly do a combat phase. White Weenie isn’t the hardest deck in the format to play or learn, but it definitely rewards good play and good practice.

The list we will be looking at today was found in the 5-0 dump from 3/24/2021 and was piloted by LordLufrew. Lufrew is a PCT Grinder and is a great player with any archetype they play. I won’t waste any more of your time, let’s get right into the list!


Elite Vanguard – You want to be as aggressive as possible and you want to end the game as quickly as possible. A vanilla 2/1 for 1 isn’t the greatest, but it helps get the job done.

War Falcon – A great creature for this deck. A 2/1 for 1 with flying is just what this deck wants. Although you need a Knight or Soldier in play for it to be able to attack, you have plenty of them in the deck, so it should not be a problem.

Thraben Inspector – Not the strongest 1 drop since it only has 1 power, but the points will add up over time and it does give you a clue token when it enters the battlefield, helping you dig a tiny bit deeper. A big thing to remember in aggro decks, is that every point of damage counts from start to finish.

Icatian Javelineer – This is one of my favorite creatures in Pauper. It might not look like much, but giving this archetype the option to ping something and be able to have a tiny bit of reach, goes a really long way.

Kor Skyfisher – We all knew we would see this one make an appearance. A great creature in combat for both attacking and blocking, while also have a ton of synergy with the archetype as a whole, I would play 5 if I could.

Leonin Skyhunter – A 2 power creature with flying for only 2 mana is a great way to help curve out and put tons of pressure on your opponent. This is a very good creature that I personally would not play less than 4 of.

Loyal Cathar – One of the best creatures in this particular archetype. It is already great on curve to help you put pressure on the opponent, but it also takes 2 removal spells to deal with as it flips into a 2 power creature when it dies.

Daybreak Chimera – I love seeing this creature in the deck. You will often be able to cast this on turn 3 and that is putting a ton of pressure on your opponent. You will find that sometimes games are over rather quickly when you curve into a Chimera on turn 3.

Journey to Nowhere – One of the best removal spells in the format period. I like not playing 4 in the maindeck here because it can sometimes make your hand clunky, which makes it difficult to curve out correctly and in game 1, your game plan is to end the game quickly.

Celestial Flare – This isn’t the most impressive removal spell, but it does help when you need it to. Against a UB Control deck, they might start attacking with only their Gurmag Angler or against Bogles this could take out their main creature. It can also help remove a blocking creature from the battlefield, but keep in mind that Celestial Flare is easily played around once it is telegraphed.

Sentinels Eyes – Not only does this help make one of your creatures a tiny bit bigger, it also gives them Vigilance, allowing you to be aggressive and defensive at the same time. It also can be played from the graveyard later on in the game, which makes it quite a good option for this archetype since you don’t have a ton of ways to get card advantage.

Cartouche of Solidarity – A great card for this deck. The +1/+1 is great against any archetype because it helps quicken your opponents clock. It gives you a 1/1 token, adding more power to the board and it gives the creature First Strike, which will help a lot in combat. However, if you are up against a deck with a good amount of removal, siding out some or all of these might be a good idea because you don’t want your opponent to blow you out with a removal spell.

Ramosian Rally – When you are trying to go wide, a mass pump spell is a great finisher. The best part is that it can be free to cast.

The manabase isn’t really anything special. We see 1 Secluded Steppe to try and make this play as a 59 card deck, but still have the extra land if need be. The rest are just basic plains. Remember, this is an aggro deck that wants to curve out. Having too many come into play tapped lands that disrupt your curve can and sometimes will be your downfall.

The Sideboard

Journey to Nowhere – When you need just a bit more removal, Journey is the best you have access to in my opinion. I like having access to the 4th copy.

Fragmentize – Having access to a Disenchant type of effect is always a good thing. The problem with Fragmentize is that it is a sorcery, but it makes up for it by only costing 1 mana to play.

Holy Light – Against token based strategies, Goblins and Elves to just name a few matchups, having access to a board wipe spell is a great option. The best part this card is an instant and won’t do anything to you.

Lone Missionary – Lone Missionary is great against red decks. Gaining 4 life is huge and being a 2 power creature to attack or block with is even better. While it is true, you could play Circle of Protection: Red in this spot, you don’t want to be leaving mana open because that means you aren’t adding more power to the board. Remember, you are an aggro deck, not a control deck.

Patrician's Scorn – Do you hate your Bogles matchup? Here is a great way to fix that!

Prismatic Strands – I am sad to see only 1 copy of Prismatic Strands here, but it is 3 mana to cast and that is a lot to ask for in a deck with only 18 lands and especially in a deck that wants to be using all of its mana every turn to play creatures. Having 1 copy though is fine because it is like having access to 2 of them on account of the fact that it has Flashback.

Relic of Progenitus – Everyone needs some graveyard hate these days. This is one of the best options because it can also draw you a card.

Sunlance – This is an awesome removal spell against other aggro decks because for just 1 mana, you can usually deal with just about any creature standing in your way.

Verdict and Conclusion

While White Weenie isn’t my favorite deck to play, I do enjoy it from time to time. Whenever I want to introduce people to Pauper, this is one of the first decks I suggest they try out as well.

White Weenie is a pretty basic deck. However, it rewards proper combat math, proper sequencing and overall rewards the pilot for sneaking in every point of damage they can. A big piece of advice for this kind of deck, if you can get in damage, even if it is just 1, make sure you take the opportunity. Remember, when trying to take someone from 20 to 0 quickly, every point matters.

Do I think you should play this deck? For the leagues I think White Weenie is a perfectly fine choice. For challenges however, I personally wouldn’t because I don’t think it has great matchups with Tron or UR/UB Faeries. I don’t think White Weenie straight up loses to these matchups, but it is certainly an uphill battle and in my opinion, not in your favor. As far as where I would start with White Weenie, I think Lufrew’s exact 75 is a perfect place to start.

However, with all this being said, as always, do remember my words are not gospel. I will always encourage you to try a deck that I bring to you despite my personal feelings. Remember that results will vary and always remember to practice!

Would you like to compete in a free Pauper tournament with some great prizes? Head on over to Gatherling.com on Tuesday nights at 8pm EDT and play in our weekly Pauper Classic Tuesday's event! Join the chat #PCT to chat with us and feel free to find most of the competitors on Discord!

Thank you so much for reading. Best of luck to you in your next tournament and I’ll catch you all next time!