“Douse ’em.”
Art:Sharktocrab by Jehan Choo
Table of Contents
Today’s Featured Commander Is:
Sharktocrab is an absolute legend, and honestly a little bit terrifying, but hey that’s how simic experiments go sometimes. Sharktocrab is a very strong commander and has quite a bit of representation within Pauper EDH, which I am not surprised at all. They give us a ton of utility, and being able to lock down multiple creatures in a turn not only protects us while in combat but also allows us to swing pretty freely when we want to attack. This deck is as midrange as they come and features most of the elements that you would expect from a deck like this including a ton of different +1/+1 counter payoffs like Longshot Squad and Duskshell Crawler
The Deck:
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Why Sharktocrab?
Sharktocrab is a huge part of our deck and I card I cast as early as we possibly can. While we don’t often use them for attacking and mostly use them for blocking the tap-down ability is quite easy to trigger for us. Sharktocrab does have adaptability, which is a great way to give it counters if we don’t have a great hand, but most often, we have multiple ways to proliferate or give it counters. Sharktocrab is a huge part of our deck and a card we want on the field as much as possible!
Gameplan:
Our overall gameplan is pretty simple: we want to establish a decent board as quickly as we possibly can, as well as run our commander out as soon as possible. Beyond that, we spend our turns continuously buffing up our board and triggering our commander, and swinging hard. When looking for an opening hand, I tend to lean towards two or three lands, an early game creature or two, and some form of protection or removal. This usually lands us in a pretty nice position throughout the beginning of the game. If you know how to turn your cards sideways the overall gameplan for this deck is pretty simple.
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!
Commanders that we have a favorable matchup against: Corpsejack Menace
Record against Corpsejack Menace: 12-3
I like this matchup a lot and found it very favorable. Corpsejack Menace is no doubt a great commander, but Sharktocrab and their ability to tap down creatures shuts off a lot of the value the deck generates while we continue to build up our board, being able to counter their single-target removal while tapping down their biggest creatures allows us to maintain tempo and have a pretty big leg up.
Record against Rishkar, Peema Renegade: 9-1
Rishkar is another deck that is quite similar to ours; while it mostly tries to spread its counters to gain the mana advantage, they do have a bunch of proliferate effects and creatures that do get quite big. Since they spread their counters around so much, we can usually win against them in combat and, with the help of our commander, just take over the game.
Record against Kutzil, Malamet Exemplar: 4-1
I actually love this matchup; they just don’t do much that we care about, and not being able to counter spells during that player’s turn isn’t great. We can get a lot of value out of our fighting effects and take out pretty much whatever they have on our turn. I like this matchup a lot, and in all of the games I played, it often came down to a damage race, which was a race we were pretty good at winning.
Commanders that we have a tough matchup against: Winding Constrictor
Record against Winding Constrictor: 5-10
Winding Constrictor is very similar to the corpsejack menace, but with a very key difference: Winding Constrictor is much quicker and can come down super early, disrupt us, and start hitting before we can even get set. This matchup is not unwinnable by any means but they certainly have a headstart against us, casting our commander as early as we can and countering their key creatures/proliferation spells are the biggest keys to victory here. While our commander does help a lot in this matchup, unless we can remove their commander pretty much instantly, they typically out-value us for much of the late-game, and they also scale very well into the mid-late game. This is a very tough matchup for us. ‘
Record against Botanical Brawler: 2-8
Botanical Brawler can be a tough matchup for the deck; while they mostly have small and efficient creatures, their commander is great and passively gets insane; it also does not help that many versions of the deck run a lot of extra equipment/auras and they can easily pull off the commander damage one-shot. The best way to beat this deck is to tap down their commander as much as we possibly can and counter any aura’s or equipment that can allow us to be one-shotted.
Record against Ruthless Deathfang: 3-6
Any deck that makes us sacrifice creatures is pretty tough, and most builds of this deck feature that an absolute ton; there aren’t enough counterspells in our deck to stop all of the sacrifice effects from their creatures or their spells. This can be a tough matchup but it is certainly not unwinnable, I was able to squeak out three games mostly by just out racing them.
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:
Since we are hyper-focused on +1/+1 counters, I think it’s quite important to showcase some of our best payoffs. Longshot Squad
Instants:
We have quite a few awesome counterspells, with my personal favorite being Fuel for the Cause
Sorceries:
Soul's Might
Artifacts:
Implement of Ferocity
Enchantments:
Predatory Hunger
Land Base:
Being in Simic, we don’t have a ton of interesting things going on in our landbase but we do have some non-basics that provide a decent amount of utility that can help us, like Captivating Cave
Strengths of the Deck:
- Our commander positions us quite well against creature decks since we can often tap down the best of the best our opponents have.
- We have a sort of best of both worlds situation which makes us a true midrange deck, a ton of great creatures and some controlling elements as well.
- With all of the proliferation effects and extra counters from our deck we can easily race opponents and often win those races.
Weaknesses of the Deck:
- Our deck is considerably weaker if we can never resolve or stick our commander.
- We do have some counterspells, but overall, we are pretty weak to creature hate, especially mass creature hate.
- We do have some card draw, but we can have games where we empty our hands pretty quickly.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops in the deck. We are all-in on combat and swinging as early and as often as we can. We have cards that get better and better as the games goes on, like Fairgrounds Trumpeter
Conclusion:
Thanks for coming along on this journey with me! I like this deck a lot and find it to be very fun to play while being smack dab in the middle on the power level. There is no doubt that this deck will not do well at a CPDH table, but at a table full of lower-mid power decks, I think this deck does a lot of work. Sharktocrab is just a fun and cool commander as well. I hope you all enjoyed this one as much as I did! Thank you for reading to the end and for all of your support!