100 card singleton. Only commons, except your Commander, which is an Uncommon creature card, but doesn't necessarily need to be legendary although it could be. I am mostly going to be talking about this variant. I like it because it gives you near infinite options to choose as your general, there are just a lot of competitive quality cards out there to build around. Other options are:
1. Using a regular commander (legendary creature, any rarity), but all common 99. I won't spend much time talking about this because you are going to have a lot of similarity to regular Commander decks. Or potentially just taking a decent Pauper deck and sticking an overplayed Commander at the top, e.g. Rhys, or Sharuum.
2. Playing with one of the actual common legendary creatures as your commander. This just doesn't really work out because there are so few. Unless you want to grind Ramirez mirrors for a couple years this just isn't a thing.
So the way I am going to run the paupularity contest is to show you a decklist, talk about card choices, and do your basic SWOT analysis. Today though, I am going to kick things off with an overview of some high profile cards you can expect to see floating around the format, the staples if you will.
Card advantage is a bit harder to come by in Pauper formats and you usually have to work harder to achieve it. Pack land destruction to deny your opponents access to mana and blow them out when they commit to a bounce land. Keep in mind that common LD shows up in Green, Black, Red, and Blue can use effects like Boomerang to stall their opponents development.
This card is the premier top-end threat in the format. It is enormous, often requiring double or triple blocking. It generates pure card advantage. It is colorless, so there is no reason not to bring it to the party every time. Investing this much mana into a creature can be difficult since the format tends to have a lower overall mana curve and games typically end through combat damage. Keep in mind that this is vulnerable to removal and a huge target for Threaten effects, so protect it accordingly. Keeping a Crusher crushing will end the game in short order.
Not all of these spells are created equal: Sprout Swarm is pretty much just straight up better than Lab Rats. Shattering Pulse isn't going to win the game, but you have to keep them all in mind. These cards show up a lot in Pauper Commander. The best ways to fight against them are counter spells, but sometimes you are going to have to get creative. Make targets illegal with your own removal or protection from color effects. Making targets illegal still counters the spell and denies your opponent the option of using attrition to beat you.
This card is everywhere. Play it. Prepare for it. It is the best equipment in the format, which is really saying something. So many games revolve around creature combat. Simply being able to make your threats better than the opponent's is invaluable. In my opinion, you must play this, you must play Vulshok Morningstar, and you must play Whispersilk Cloak. There are several other common equipments that may be appropriate to any given deck, e.g. Opaline Bracers, but that is a choice you are going to have to make on your own.
While we are on the topic of late-game mana sinks: Activated abilities are good. It is hard to find better uses for your mana than the two-fer set of invoker cycles. These cards are nothing special at face value, but represent the promise of breaking the game once you have entered the big mana phase. Don't leave home without every one of these guys. The more colors the better; it just means you get to have more ways to use your mana in the late game than your opponent.
So long for now Zoners. Next time were going to dig right into the deck lists and start talking about how the format plays. We'll be getting things rolling with my very own Grixis brew. See you then!
-GG
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