“So I’m sitting here with ghosts again.”
Art:Inkfathom Witch by Larry MacDougall
Table of Contents
Today’s Featured Commander Is:
Combat is one of the most complicated and nuanced pieces of the game; decisions and when to go to combat is often a debated decision for a player; if you struggle with those decisions or just like very easy combat, then this is most certainly the deck for you! Nearly every single creature in our deck is unblockable or features an evasive keyword like Horsemanship or Flying; because of this, we are able to chip in for damage pretty consistently and whittle down our opponents, Pauper EDH can be a slow format, but since it’s not that slow we also have our commander who is the main feature of our deck and allows us to bring a ton of damage, combine that with some great removal and recursion/protection for our board and you have a deck that can easily take over combat. This deck is a whole lot of Dimir shenanigans! Without further adieu, let’s get it!
The Deck:
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Inkfathom Witch Unblockable!
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Why Inkfathom Witch?
Inkfathom Witch is the reason our deck works and allows us to maximize our damage and actually put a lot of pressure on our opponents; naturally, this makes them quite a removal magnet, which is why we are running cards like Feign Death and Kaya's Ghostform to bring them back. Our commander’s ability is a little pricey, but we have a very low overall mana cost, with almost all of the creatures in our deck costing only one or two mana; this also allows us to hold up the mana for counterspells in case our opponents try to take out our commander or any of our important creatures.
Gameplan:
The game plan for the deck is very simple; for a starting hand, we can pretty much take anything with a couple of creatures, some protection, and lands. This deck has an extremely low mana-curve throughout it so we are able to pretty much keep any hand that is just ok. Once we have our unlockables out we chip in as much as we can before we get our commander out and start doing some real damage, the crux of this gameplan is to be kind of selfish and protect our board while building it up and swinging hard with our commander.
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:
Murmuring Mystic
This is a good matchup for us; while Murmuring Mystic decks typically have a decent amount of counterspells, we have a decent amount as well, and as long as we can resolve our commander, there isn’t much they can do to get them off the field as we unblockable them down and continue to hit hard. I like this matchup a lot, it does shutdown some of our flying creatures but with our commander and plenty of unblockable creatures this is a great matchup.
Trelasarra, Moon Dancer
Trelasarra does a lot of things well. They get pretty big, and they gain a ton of life, but all of this does not make them stack up well against us; the early-game damage from our unblockable creatures allows us to chip in and remove some of that additional life gain and once our commander is out we can take out absolutely huge chunks of their health. I like this matchup a lot, and since they are in Selesnya, they can struggle to remove our creatures or fight through our counterspells.
Mr. Orfeo, the Boulder
Mr.Orfeo is a very strong deck and can dish out a ton of damage, but they struggle to fight against our counterspells, so if we save them for Mr.Orfeo, their deck cant do what it wants to do and struggles to do a ton of damage, as long as we keep their commander off of the board and keep on hitting them hard we can easily win this matchup.
Commanders, we have a tough matchup against:
Tor Wauki the Younger
This is an extremely rough one, and one I continued to try and beat, but Tor Wauki is just set up to beat our deck since we have very low toughness creatures, their commander and a lot of cards in their deck can absolutely devastate our board and not allow us to keep any creatures on our board. This is an extremely rough one, and this deck is just perfect against us.
Satyr Enchanter
This is a very interesting matchup; Enchanter can have some very fast games with amazing damage output and those games can be very bad for us; they have so many amazing enchantments and when they get some of the best like Predatory Hunger
Zada, Hedron Grinder
Our deck can be quite fast but we are not Zada fast, this deck can be very overwhelming for us and makes this a very tough matchup. Zada can cantrip like crazy, and while we can get in some early-game damage, they are often going off when we get our commander out; countering their commander certainly helps, but it can be tough on low mana. This is a very tough matchup for the deck.
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:
To start off, I absolutely have to mention Wei Scout
Instants:
We have a decent amount of removal, which is pretty much expected for our deck; we aren’t super heavy on removal as we are more focused on our gameplan than our opponents, but being able to take out huge or super problematic creatures can keep us alive for much longer, speaking of keeping us alive we also have Darkness
Sorceries:
Gaze of Pain
Artifacts:
We have a very uninteresting artifact package since it consists of only mana rocks; while they aren’t very fun to talk about, our mana rocks serve an important purpose: They allow us to hold up counterspells and provide additional protection for our creatures, activate our commander’s ability, and cast other spells and creatures on our turn. I typically like to look for at least one mana rock in an opening hand. Being able to cast something like Dispel
Enchantments:
Helm of the Ghastlord
Strengths of the Deck:
- We can chip in for damage quite consistently, allowing us to weaken our opponents before we go for our big swing.
- We have an awesome amount of card draw, and combining that with our low overall cost, we are easily able to dump our hand and refill it quite quickly.
- Combat is a no-brainer on pretty much every turn since almost all of our cards are unblockable, and the ones that aren’t are evasive.
Weaknesses of the Deck:
- We have very low-health creatures, so cards that give -1/-1 or deal one-damage to each creature are powerful against us.
- We are very reliant on our commanders, and without them, we don’t do a ton.
- We can struggle greatly against decks that target the board and have a ton of creature hate.
Deck Stats:
Sample Hands:
Conclusion:
I hope you all enjoyed this one as much as I did! This deck is weird, wacky, and just a tad odd, but it is a lot of fun to play and a very interesting build. A whole deck of unblockable with a ton of upside just makes for a lot of fun. This deck is one I originally did not like when I was theory crafting it, but after a ton of games, it brings a unique and different element to combat and the format as a whole, and I always love doing wacky and weird things. Thanks for reading to the end and for all of your support!