Hello and welcome everyone! It’s been a while, but I’m happy that you are back. Today I have some lines about one of the newest releases on the MTGO pro Magic scene.
Recently WOTC announced changes to the layout and structure of the MOCS (Magic Online Championship Series) and a new way to qualify for the Pro Tour through a championship. This championship gets unlocked through the Challenges that myself and Ecobaronen so eagerly play every weekend. While reading the news it felt like a Darksteel AxeDarksteel Axe through my chest when I read that WOTC are cancelling the support for 1v1 Commander. I was however instantly invigorated when I saw the news about Pauper.
We now have the following:

1. A way to qualify for the PT playing your favorite format (read: Pauper) and favorite deck!
2. A playoff (championship) alongside increased prizes in the weekly Pauper challenge
3. A COMPETITVE Pauper League

You read it right – the prizes and skill will now go up in the Pauper Competitive League. We are ready for a vacation, because this needs attention!

I have been playing Pauper for a while, and I would like to show you all the two decks that I have been rocking lately in a two part article.
The decks somewhat give away their angle of attack, but I will try and tell you some of the cute and awesome interactions.

Deck Number 1: WURBG or Tron

Five-Color Ramp and Carddraw

This deck is one of the most fun decks to play – period. You have tons of card draw, and after assembling Tron it is quite often a bit hard to decipher what the correct line is. The deck works around the Tron/Prophetic PrismProphetic Prism/CapsizeCapsize combination with a kill with either MulldrifterMulldrifter or a massive Rolling ThunderRolling Thunder and it gets there through a card draw/tool box build.
Few win conditions and having to filter mana through Prism on most turns really puts the pressure on our timer and I have lost more games to me timing out than to a kill from the opponent (at least that’s how it feels).

WUBRG Tron by Michael Bonde

Lands (23)
Urza’s Mine
Urza’s Power Plant
Urza’s Tower
Shimmering Grotto
Remote Isle
Izzet Guildgate
Swiftwater Cliffs
Thornwood Falls
Unknown Shores

Creatures (9)
Mnemonic Wall
Sea Gate Oracle

Spells (28)
Essence Scatter
Expedition Map
Flame Slash
Forbidden Alchemy
Lightning Bolt
Mystical Teachings
Prismatic Lens
Prophetic Prism
Pulse of Murasa
Ghostly Flicker
Rolling Thunder
Sideboard (15)
Ancient Grudge
Crypt Incursion
Echoing Truth
Gorilla Shaman
Moment’s Peace
Coalition Honor Guard
Serene Heart

As I wrote above, the deck has a working toolbox engine with Mystical TeachingsMystical Teachings but also by getting back spells from the graveyard with Mnemonic WallMnemonic Wall and Ghostly FlickerGhostly Flicker. So it is important to get to a point where there is breathing room to start assembling the spells we need to kill. This can be done in a number of ways, but don’t be afraid of firing of an early Ghostly FlickerGhostly Flicker, CapsizeCapsize or Rolling ThunderRolling Thunder to stem some bleeding. Due to how the deck works, we will be able to get it back later on.

Some essential and cool interactions

Tronly Flicker Tricks

Pauper Tron Ghostly Flicker by Raymond Swanland

Ghostly Flicker by Raymond Swanland

  • Mnemonic WallMnemonic Wall + ETB effect + Ghostly FlickerGhostly Flicker, makes us get back Ghostly Flicker and get an additional ETB trigger. This gives 1 or 2 draws, 1 life, RegrowthRegrowth a spell or Sleight of HandSleight of Hand.
  • To go further on the above. When we have Prism, Wall and a lot of colorless mana, we can target Prism and Wall X times, where X is the amount of time we can generate 3 colorless, since the prism will reset, and we draw a card, we get to filter the mana again, rinse and repeat.
  • When we assemble a lot of mana and draw Mystical TeachingsMystical Teachings it can sometimes be crucial that we use the first Teachings to find the second Teachings. Since we will have enough mana, it is ways to deal with things or getting to regrow later on that is of the essence.
  • Some decks flood the board with 2/2’s. With ElectrickeryElectrickery in our deck, more often than not, we will have enough mana to cast it, Mnenomic WallMnenomic Wall it and cast it again, dealing with all of our opponents creatures.
  • If we have 6 mana, we can evoke a MulldrifterMulldrifter, and then in the response of the evoke trigger, we are able to Ghostly FlickerGhostly Flicker it and then get to draw 2 additional cards.

Cards to look out for from other decks

Watch out, we’ve got a Blowout over here

Pauper Tron Palace Sentinels by Aaron Miller

Palace Sentinels by Aaron Miller


HydroblastHydroblast/PyroblastPyroblast and DispelDispel

Most decks have a couple of these, quite often a total of 4 Pyro and 1 Dispel and then x others. It’s almost impossible to play around them, especially if they have CounterspellCounterspell, DazeDaze or Spellstutter SpriteSpellstutter Sprite. We need to use our mana, and this makes is necessary to cast our spells at end of turn to try and take out these tempo counters.

Relic of ProgenitusRelic of Progenitus/Bojuka BogBojuka Bog

These can be reasons to think twice before firing off the 1-off Ghostly FlickerGhostly Flicker if it really isn’t essential.

Prismatic ShardsPrismatic Shards

Most white decks play 1-3 of this annoying card. It is possible to play around with double Counterspell but it takes a bit of a setup, which some situations just don’t give us. When I get rekt by these cards, it’s more often due to me wanting to 5 for 1 or more with my ElectrickeryElectrickery or Rolling ThunderRolling Thunder and then having traded a lot of lifepoints to set it up.

Palace SentinelsPalace Sentinels

Against the decks that play this card, their win% rises significantly when they get to resolve this card. Going to lengths to counter this creature can be what makes the difference.


This is a super narrow card but it can blow us out in one specific situation: When we target them with Rolling ThunderRolling Thunder for value, trying to wipe their board.

Flaring PainFlaring Pain

My current list only plays 1 Moment’s PeaceMoment’s Peace. But if there are more aggressive decks we can play more, which makes this card quite good against us. It can be dealt with using a Counterspell or simply not relying on preventing only the lethal swing, but stem some of the early bleeding.

Earth RiftEarth Rift

I don’t play this card, but it is a contender for sure. In the KarooKaroo land/Tron mirrors, it can be another Capsize, sometimes even a better one. The reason that it is on the list, is that sometimes we can deal with pretty much everything, and we can’t come up with a card that can set us back – but this can. Turning off Tron or cutting our blue sources can be very hard to get back from.

Spidersilk ArmorSpidersilk Armor

To echo what I wrote about some of the other cards that try and help creature decks to survive the cheap mass removals, it’s a good idea to chip away a creature here and there, instead of always relying on the blowout 15-1. When they get to resolve 1-2 or even 3 it can become too hard to deal with the continuous flow of creatures

That’s it for this deck. Shortly part 2 will be available with my second Pauper Favorite and a Sideboard guide for both decks.
Thank you all for tuning in – see you all soon!

This article was written by Michael Bonde in a media collaboration with mtgmintcard.com