“Nothing left, but the hum crawlin’ out the hills“
Art:Corrosive Mentor by Daarken
Table of Contents
Today’s Featured Commander Is:
I love finding decks that don’t get really any love or attention from the community, and I totally understand with the amount of amazing options for Pauper EDH it is hard to find everything. My search led me to Corrosive Mentor, who, according to PDHREC, only has one other deck out there, and honestly, that’s a little surprising to me because this commander is very strong and fun and has quite a bit of support within the format. Giving our entire board wither makes us pretty hard to stop in combat, and with a bunch of ways to make our creatures indestructible, we can block or attack into the best of the best with relative ease. Without further adieu, let’s get it!
The Deck:
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Corrosive Mentor Wither!
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Why Corrosive Mentor?
Corrosive Mentor is a huge part of our deck and a big reason why our deck works; while we certainly don’t need them and can attack and block as any deck would, having it helps an absolute ton and allows us to weaken our opponent’s boards significantly while we stay strong is extremely important. Corrosive Mentor is a bit of a removal magnet because opponents realize pretty early on that our commander is a big part of our deck but we do have quite a few sources of protection for the deck. Corrosive Mentor is quite important, and I cast them as soon as we possibly can.
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:
An important thing to keep in mind with our creature package is that since our commander provides wither, many of our opponents are naturally apprehensive to blocking, which works to our advantage, especially with cards like Audacious Thief, which is a consistent source of supplemental card draw. Creeping Bloodsucker is one of the few creatures in the deck we don’t like to attack with because the drain and gain every turn is quite strong for us. Dreadwurm is an absolute beast within this deck; it is almost always indestructible, and most importantly, it is well-stated, so opponents don’t want to ever block this; this is perfectly ok for us, and dealing five damage a turn is amazing. Since we commit quite a few creatures to the board and we are in mono-black we absolutely had to include Gray Merchant of Asphodel, which is one of the best sources of damage we have in the deck and can also be a huge life-swing, in testing I have had games where I was able to deal twenty damage and gain twenty life absolutely devastating a high-life opponent and killing the other. This is also one of my favorite targets for Dread Return. Moodmark Painter
Instants:
While we are pretty strong in combat, we absolutely do have games where we face decks that are faster than us, and we can fall behind in situations like that, Darkness
Sorceries:
Arms of Hadar
Artifacts:
Since we are in mono-black, we don’t have a ton of ramp, so we have to rely on artifacts like Arcane Signet
Enchantments:
Ill-Gotten Inheritance
Land Base:
Our landbase is pretty simple and doesn’t really have a ton of interesting things going on. Beyond a ton of swamps we have some pretty alright non-basics, which are mostly sources of supplemental card draw like The Dross Pits
Strengths of the Deck:
- We are strong in combat with most of our creatures, and our commander makes our opponents not happy if they have to block, and often time, if it’s a low amount of damage, they will just allow it through; because of this, we can whittle down our opponents.
- We have quite a bit of card draw within the deck, allowing us to refill our hand, this is important because in the early game with some of our smaller creatures, we are able to dump our hand quite quickly.
- Our late-game creatures are quite hard to stop, and once we get a decent board established, usually by the mid-late game.
Weaknesses of the Deck:
- We do have a graveyard subtheme within the deck, so we are quite weak to graveyard hate.
- Our commander is a pretty big removal magnet and while we do have quite a few ways to protect them, it certainly sucks to have to protect them this much.
- We can be pretty weak to creature hate overall; while we are strong in combat, it can be tough to maintain a board when the best of the best keep getting targeted with removal, which is certainly one of the weaker parts of our deck.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops within the deck. We are a combat deck through and through, and because of our commander, we are able to be quite strong in combat because many of our opponents don’t want to block because of wither on all of our creatures; in addition to that, we have quite a few ways to protect and give our creatures indestructible so we can just weaken our opponents’ creatures without ours dying. We also have some pretty big late-game creatures like Lotleth Giant
Conclusion:
I have been enjoying this deck a lot, and it is one that has gone into my playgroups weekly rotation of decks we play, it is certainly not the best deck in the format, but it is a ton of fun to play, and in my opinion captures the spirit of mono-black very well. I have been having a ton of fun with this deck, and I hope you all enjoyed it as well. Thanks for reading to the end and for all of your support!