“The numbers don’t lie, and they spell disaster for you.”
Art:Catapult Fodder // Catapult Captain by Jesper Ejsing
Table of Contents
Today’s Featured Commander Is:
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Catapult Fodder is just a very cool commander overall; it is a true flavor-win for mono-black as we often load our huge toughness creatures into the catapult and throw them directly into our opponent’s faces! There is no doubt that this is not the most competitive deck in the world but it offers a very fun experience that can do a ton of work and put a lot of pressure on our opponents, especially with cards like Unhallowed Phalanx which is a cool thirteen damage to an opponents face and a great choice to recur with some of our recursion like Feign Death
The Deck:
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Why Catapult Fodder?
Catapult Fodder is a big part of our deck, we definitely could win without our commander as we can go to combat as needed and we are able to dish out non-combat damage without our commander but as always we prefer to have our commander flipped as soon as we possibly can. Catapult Fodder is a little expensive to activate, and we don’t have any way to untap them, so we can only activate them once a turn, but due to the high toughness of creatures, we are easily able to do seven or eight damage a turn with a flipped commander which is quite strong. Even though we can win without our commander, we prefer to have them out as much as we can.
Gameplan:
The overall gameplay is very simple for this deck; we want our commander on curve and some early-game creatures so we can get closer and closer to flipping our commander when they do come out. We don’t have a ton of ramp in the deck besides our mana rocks, so we very rarely cast our cards or commander early; this makes our opening hand much more important. I typically like a two to three-land hand with some early-game creatures and some recursion/removal. Once we get our commander out and flipped, we activate them as much as we can to begin to whittle down our opponents.
Deck Matchups:
Since this is Pauper EDH, there are an absolute ton of things that can tip a game in your favor or out of it. While an archetype may seem favorable, there are absolutely good and bad commanders for our deck to go up against; I have included both these, which were all played among my testing groups using various decks, and I have included the sample size for clarity purposes. This is just meant to be a guide after testing a bunch of games with this deck!
The information below is notes about specific decks that were featured in our testing pods and how we fared against them. Naturally, Pauper EDH is a multiplayer game, so these are just a summary of my notes against different commanders and strategies. When we test these decks we try to test to its strengths and weaknesses to give a full spectrum of what the deck has to offer. Various commanders and archetypes/strategies are used to get the most accurate information.
Commanders, we have a good matchup against:
Chaos Terminator Lord
This is a very good matchup for us, I like being able to thwart much of their early-game offense, and as long as we can keep their commander off of the board, we are much better than them in combat, they often run out of cards quickly which can help as well, this matchup is favorable but don’t get too passive if they stick their commander and have some pump spells they can easily one-shot us so we definitely want to keep at least a couple creatures back to block. Overall I like this matchup a lot.
Killer Bees
Killer bees is very much a one-trick pony kind of a deck and we have enough removal to keep their commander out and make them not do much throughout the game, some games, they can just go crazy, and if we don’t get our removal out before they get enchantments with Totem Armor or cards like Snakeskin Veil
Loyal Subordinate
A classic mono-black versus mono-black matchup, this matchup is kind of funny because both decks are just trying to keep each other commanders off of the board, luckily even if we don’t have our commander our creatures are much better at blocking and can easily overwhelm them in combat, they will run out of removal eventually! I like this matchup a lot and find it to be very favorable!
Commanders, we have a tough matchup against:
Chakram Retriever
This is a tough matchup for us; they have a lot of control elements and on average can do more non-combat damage then us; this matchup is definitely a race, but since they can remove or counter our commander a lot this can be very tough, we don’t stray from the overall gameplan for this deck, but it can be a very hard matchup to win.
Inkfathom Witch
This is not an easy one for our deck, one of our biggest strengths is being able to block our opponents creatures since ours have such high toughness and since this deck focuses heavily on unblockable creatures this is an extremely tough match for us, one of the best ways to fight back is to keep their commander off of the board as much as possible since that is where a lot of their damage comes from. This matchup is winnable but not easy.
Murmuring Mystic
This deck is honestly built to beat us, a control-style deck that also has a ton of flyers that we can’t block is just a very hard matchup for us, I tried many times but was unsuccessful in squeezing out a win in testing, these decks typically run a lot of counterspells which makes it very difficult to resolve any of our key cards.
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!
Creatures:
We have to talk about arguably the best creature in our deck, which is Gray Merchant of Asphodel
Instants:
Move away Murder
Sorceries:
Severed Strands
Artifacts:
One of the focuses of our artifact package is being able to increase the toughness of our creatures, this makes them better blockers and makes them even better damage dealers when we use our commanders ability, it may seem a little unconventional, but that is why we are running cards like Slagwurm Armor
Enchantments:
Dogged Pursuit
Land Base:
Being a mono-black deck allows us to run a very simple landbase that mostly consists of swamps; there isn’t a ton of amazing non-basics within mono-black, but the ones we do have allows us to get some additional card draw, which can help especially in the late-game when we are going through our hand quickly. Piranha Marsh
Strengths of the Deck:
- We are well-positioned against aggressive strategies because we have a ton of high-toughness cards for the early game.
- We are pretty strong at recurring some of the best creatures that we sacrifice to our commander.
- We can kill opponents without having to go into combat, allowing us to be all defense and still maintain damage and threaten our opponents.
Weaknesses of the Deck:
- We are entirely reliant on our commander; while we are good at blocking because of the high density of high-toughness creatures, we are quite weak if our commander consistently gets removed.
- We have a tough matchup against control-style decks; not being able to stick our creatures or commander can slow down the overall gameplan a ton.
- We are weak against decks that are heavy on artifacts and enchantments because we don’t have much removal that can hit those.
Deck Stats:
Sample Hands:
Conclusion:
I hope you all liked the list, this deck has been a ton of fun and one I love pulling out at the end of the night for a little bit of goofy casual fun. While it absolutely is a casual deck, it can definitely put in work and be very strong against a number of strategies. This deck is by no means a combo deck or CPDH, but it is a ton of fun. I hope you all enjoyed this one as much as I did. Thanks for reading to the end and for all of your support!