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By: kalandine, Mike Mullins
Jul 23 2010 2:08am
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Mono-Blue Control resurges as the premier deck in the Premier Event (PE) with Goblins, Blue/Black Control, and Stompy joining MUC in the top eight.  The Tuesday Pauper Deck Challenge (TPDC), a Pauper Player Run Event (PRE), ends up with a diverse top eight including White Weenie, Red Deck Wins, Affinity, Storm, Stompy, Black/White Control, and Parlor Tricks.

Read on for more details and insights into the current Pauper metagame.

In last week's recap, I highlighted the fact that mono-color decks performed well in both the PE and PRE, but did not provide further information outside of the weekly updates to the charts and deck lists.  Dolmir commented and asked, "Why don't you try to address the mono-color trend?"  Fair enough.  While I plan on the Perspective section of these articles to cover a wide range of topics concerning Pauper, I definitely want to spend some weeks providing analysis of current Pauper trends.  So this week, I will address at least one reason behind the strength of mono-colored decks in Pauper.

In the past two weeks, eleven of the sixteen decks to reach the top 8 have been mono-colored, with four mono-blue control, one mono-black control, one mono-green stompy, and five mono-red goblin decks.  The remaining five spots were taken by one affinity build and four blue/black control decks.

Before tackling the success of mono-colored decks and the success of blue/black control decks in comparison to other color combinations, I want to first address Affinity.  With many colorless Artifact threats, Affinity ignores many of the issues that will be discussed for other multi-colored decks.  In addition, Affinity can use color-fixers in a way that supports the rest of the deck by enabling threats.  Chromatic Sphere, for instance, serves three purposes in Affinity: color-fixing, card draw, and cost reducer for cards such as Frogmite and Myr Enforcer.  In other decks, Chromatic Sphere which only does two of these things, and color fixing is typically more efficient with Evolving Wilds or even Bant Panorama.  

While not reaching the top 8 in the past two weeks, Storm manages to leverage many of the same principles as Affinity by utilizing a wide range of mana fixing that also serves three purposes, replacing cost reducers with increasing storm count.  This efficient utilization of color-fixers enables Affinity and Storm to rise above the negative aspects of multi-colored decks and gain synergy from cards that are otherwise nominal inclusions in other decks.

With Affinity and Storm identified as exceptions to the rule, what are the reasons to use multiple colors in a deck and why should a deck be limited to a single color?

The advantages to dipping into a second or even third color are two-fold.  First, access to cards is opened to a larger pool of options.  With cards that either require two colors (e.g., Agony Warp, Blightning, and Armadillo Cloak) or provide significantly greater capabilities in a two color deck (e.g., Momentary Blink, Probe, and Steamcore Weird), utilizing two colors provides access to many powerful spells.  Second, every single color has gaps in what it can achieve, and the inclusion of two colors in the same deck can provide the opportunity to overcome one or more of these deficits.  For example, while blue has difficulty in dealing with a permanent that has landed on the battlefield, black can destroy such creatures very easily.

There is one primary advantage of running a deck that requires a single color of mana for optimal operation: consistency.  If every spell in a deck is blue and every land in the deck produces blue mana, then every land I put into play can be used to cast every spell in my hand.  In contrast, consider an opening hand with Island, Terramorphic Expanse, Swamp, Ponder, Disfigure, Counterspell, and Sign In Blood; this is a keeper based on the mana base drawn with a number of powerful, playable spells, but from the moment you play your first land, you are limiting your options for how you play out the rest of the deck and how you will be able interact with your opponent.

Consistency issues exist in every deck when evaluating an opening hands' land versus spells, even in mono-color decks.  For the following analysis, an examination will be made comparing land distribution of an opening hand to a simple, rules-based approach to mulligan decisions.  This is done to show differences between decks featuring one versus two colors.  I fully acknowledge that choosing to mulligan an opening hand has a greater number of factors more than the land distribution such as the cost and effectiveness of the spells in the opening hand, distribution of spell colors versus mana provided by lands, and the contents and strategy of the opponent's deck.  The rules for each deck are designed to maximize the deck's optimal start with respect to the likely needs of that deck structure.  The utilization of this rules-based mulligan approach provides a basis for comparing the draws of various deck structures against one another.

The chart below illustrates the likelihood of the number of lands drawn in a player's seven card opening hand when playing with twenty-four lands.  The most probable hand will include 3 lands (30.9%) with a 2 land hand coming in as the second most likely (26.9%).

This chart simply identifies the probability of drawing a particular number of lands in an opening hand, not the types of lands in hand.  When you break it down, that means that 77.5% of your opening hands will have between two and four lands.  For the purpose of this article I will assume all zero, one, five, six, and seven land hands should be mulliganed based on either being mana starved or spell starved.  This means that a mono-colored deck running lands that produce the appropriate mana will see a mulligan-worthy opening hand 22.5% of the time based solely on lands drawn.  Over the course of a seven round tournament, that equates to choosing to mulligan an opening hand 4 times due to bad land draws (assuming 17 games in a tournament as the benchmark).

Now let's take those same thresholds and apply it to a two-color deck with twenty-four lands, including four Terramorphic Expanse and ten of each respective basic land.  This breakdown assumes an even split between the two colors that form the basis of the deck.  While this is not always true, it is a sufficient starting point for examination.  Once a deck expands from one color to two colors, the lands drawn in the opening hand must be evaluated for their ability to both support the spells in hand as well as what might be drawn.  For analysis, the assumption for this exercise is that a multi-color deck will mulligan under the same conditions as the mono-color deck above and it will also mulligan if it does not have the ability put one land into play to support each of the deck's colors.  To illustrate, this means that a two land hand that is keepable by a mono-color deck will result in a mulligan nearly half the time for the two-color deck (due to both lands drawn being of the same type).  Terramorphic Expanse is considered a land to support either color, and a hand with only multiple copies of Terramorphic Expanse is rated as keepable.

This chart illustrates that when accounting for the need to have different mana production capabilities, the decision to mulligan is going to be made more frequently.  Under this mulligan algorithm, the likelihood of choosing to mulligan an opening hand increases to 40.7%.  In a seven round tournament with 17 duels (roughly halfway between the tournament minimum of 14 and maximum of 21 duels), this increases the number of mulligans due to mana issues from 4 with a mono-colored deck to 7 with the two-color deck.  In short, you are providing your opponent with a one card advantage three times over the course of a tournament.

On top of that, a mono-colored deck will draw a desirable hand based on land 74.7% of the time after a mulligan, while a dual-colored deck will draw a keepable hand 58.4% of the time.  While the quality of hands declines at a steeper rate for the mono-chromatic deck, its chances of drawing into a keepable six cards still far exceeds the chances for a successful mulligan with a multi-color deck.

That provides a breakdown that shows the comparative consistency between a mono-chromatic deck like Mono-Blue Control and Blue/Black Control, but how does the comparison stand when comparing a deck like Goblins or Stompy with a multi-colored aggressive deck like Zoo.  As can be seen from the recent PE results (reflected in the archetype performance charts below), a variety of multi-colored control decks have been reaching the top 8 of the PE, especially Blue/Black Control, but decks such as Zoo and Slivers have not been able to achieve the same success.

For aggressive decks like these that run fewer lands, the needs and land contents of a mono-colored deck are different than those of a multi-colored deck.  Mono-color decks such as Goblins and Stompy can work off of a single land in the opening hand, whereas a single land in the opening hand of Zoo or Slivers is paramount to disaster with a significant number of spells rendered uncastable.  In addition, the two-color deck is likely to run Terramorphic Expanse to mitigate undesirable land draws, but while control decks can be happy with two Terramorphic Expanse in the opening hand, aggressive decks cannot afford that tempo loss.

The mulligan algorithm for the mono-colored aggressive decks will result in the opening handing being shuffled back into the deck when drawing zero or more than three lands.  The multi-colored aggressive decks will mulligan when drawing zero, one, or more than four lands, if they draw only Terramorphic Expanse for lands, or if they do not draw lands to support both colors. Just based on these parameters for accepting or rejecting an opening hand, the mono-colored aggressive deck has a desirable hand 81.8% of the time while the multi-colored aggressive meets these guidelines only 52.5% of the time.

For aggressive decks using these parameters for mulligan decisions, the mono-colored deck will be forced to mulligan in 3 games during a seven round tournament where the dual-colored deck will mulligan 8 times in the same tournament.   

Basically, control decks are giving up three cards per tournament and typically include spells to draw cards.  These control decks are designed to stabilize and then win the game.  Aggressive decks, in counterpoint, need to work quickly and either race another aggressive deck or knock the control deck beyond a point at which a stabilization can be achieved.  Mana-fixing in the multi-colored aggressive decks can result in tempo loss that can be detrimental in a duel against an opposing deck.

In order for a deck to achieve success while supporting multiple colors, there needs to be card effects that justify the risk.  Those card effects exist for control decks with Agony Warp, Momentary Blink, and other spells, but there are very few options that propel an aggressive multi-color deck beyond the abilities and synergies of mono-colored decks.  Goblins relies on the synergy between various Goblins such as Goblin Sledder while Stompy has sufficient 2 power creatures for one mana that splitting the mana base between Forests and Mountains weakens the deck without sufficient gain.

While every other environment has numerous lands that provide mana fixing (rather than spells which dilute a deck's threat mass), Pauper is limited to the bounce lands from Ravnica and they will slow the tempo of a deck and are unplayable if you do not draw a non-bounce land.  The bounce lands, however, are more viable in slower, control decks allowing Blue/Black Control and Team America to perform at a higher level than Zoo.

While the consistency of multi-color decks is not the only reason for the failure of multi-colored decks to thrive in Pauper, it is a factor.  Over the course of a tournament, the negative costs associated with running two color decks will result in some losses simply due to two poor opening hands in a single match.  Other factors contributing the consistency of the deck from a mana perspective include the number of spells requiring two specific colors or mana and whether a second color is splashed or if both colors in a two color deck are represented equally.  I believe that a splash of second color works better than an even split as the deck should perform satisfactorily for a few turns before it needs a mana source to support the second color, but the risk is still significant for aggressive decks more-so than control-oriented decks.

For those of you who tend towards the casual side of Pauper, this section presents a deck I have been using in the casual room.  Last week, I presented a Blue/Red Aggro-Control deck using snow-covered lands and Skred.  This week I am presenting a second variation of the archetype without the snow-covered lands.  Elements of the two decks may be intermixed in order to create your own version.

The biggest difference between the two decks is the non-creature spells, which drives some of the alterations for the lands and creatures.  Most notably, this deck includes Serrated Arrows and Rolling Thunder.  These two cards provide options to deal with multiple opposing creatures with a single card.  Both are capable of providing a two-for-one or even a three-for-one exchange in your favor.  Serrated Arrows is also important in that it enables the burn spells in the deck (e.g. Lightning Bolt and Firebolt) to extend their range to higher toughness creatures.

Last week's Izzet Snow deck had an average converted mana cost of 2.84 while this version jumps up to 3.17 (assuming that Rolling Thunder will be cast for five mana).  That jump triggers a few changes in the land allocation, with the total number of lands jumping up 1, to 24.  In addition Izzet Boilerworks is included in this version to provide more mana production without increasing the land count to a point where the deck's capabilities are too diffuse.

With two additional spells and one additional land, the creature complement takes a hit.  Sea Gate Oracle is out and an additional copy of Dream Stalker is in, primarily for use with Serrated Arrows.  Though the card draw of the Oracle is lost, Rolling Thunder and Serrated Arrows provide opportunities for uneven trades to make up for fewer cards in hand.

 Blue/Red Aggro-Control

 Lands (24)
   9x Island
   7x Mountain
   4x Terramorphic Expanse
   4x Izzet Boilerworks

Creatures (15)
   4x Mulldrifter
   4x Dream Stalker
   4x Steamcore Weird
   3x Errant Ephemeron

Non-Creatures (21)
   4x Counterspell
   4x Firebolt
   4x Lightning Bolt

   3x Rolling Thunder
   3x Serrated Arrows
   3x Think Twice

 

 

Pauper is a straightforward environment.  It allows for deck construction using only cards that have been printed as common on MTGO (note that this means that some cards printed as common in paper Magic are not legal in Pauper and that some cards have been printed as common Online, but never in paper, and these are legal).  The banned list for Classic Pauper is very manageable and consists of exactly one card:

Each week there are three regular Classic Pauper events.  Wizards of the Coast hosts a weekly Pauper Challenge Premier Event.  The Pauper Challenge is currently paying prizes in Magic 2010 booster packs:
Place Prizes QPs
1st 30 Magic 2010 booster packs 3
2nd 20 Magic 2010 booster packs 3
3rd - 4th 12 Magic 2010 booster packs 3
5th - 8th 6 Magic 2010 booster packs 3
9th - 16th 3 Magic 2010 booster packs 0

The next Pauper Challenge Premier Event will be held:

  • Sunday July 25, 2010 at 11AM EDT
  • Sunday August 1, 2010 at 11AM EDT
  • Saturday August 7, 2010 at 5PM EDT

In addition to the Pauper Challenge, there are currently two player run events using the Classic Pauper format.  The first is the Tuesday Pauper Deck Challenge (or TPDC), which is held on Tuesdays at 7:30 PM EST.  The second is the European Pauper Deck Challenge (or EPDC), which is held on Thursdays at 3:30 PM EST.

Note that EPDC is on hiatus while a search for a new permanent host is underway for season 2.  If you are interested in volunteering to be the host, please check here.

The following table provides an overview of each event showing the number of players for each event and the deck archetypes that reached each round of the finals of these events.

 

The following pie chart illustrates the overall performance of the archetypes to reach the finals of each tournament.

 

Five different decks reached the top eight of the PE and TPDC had at least seven different decks in the finals (one deck is unavailable).  Once again the distribution of decks among the Top 8 of the PE and PRE shows how wide open Pauper is as a format.

Before getting into a discussion of the metagame, here is a breakdown to the deck archetypes found in Classic Pauper.  While some archetypes are perennial top performers in these tournaments, other archetypes are more sporadic in the performance.  The list below identifies the most common archetypes in Pauper Classic.  This list will be updated as new archetypes enter the collective consciousness of Pauper Classic.  While many players will have a slightly different perspectives on why a deck fits into an archetype or not, these definitions will be used to breakdown the metagame for each week's tournaments.

The graphs provided indicate the number of decks of the archetype that reached the Top 8 of the week's Pauper Challenge PE.

  • Affinity
    Using artifact lands and other low-cost artifacts, this deck casts Frogmite and Myr Enforcer cheaply and then uses Thoughtcast and Rush of Knowledge to keep a hand full of cards to build an insurmountable battlefield presence.  Affinity can be a single or multiple colored deck, but is always centered around blue.  With Springleaf Drum, the deck can easily support one or more splash colors providing it with the ability to use a handful of slots in the main deck and the entire sideboard to the best options to combat the field regardless of color requirements.

  • Black/White Control
    This deck leverages these enemy colors to utilize powerful multicolored cards such as Castigate and Unmake to limit the opponents options.  The variations among these decks ranges from heavy discard to heavy creature control with a wide range middle points.  Most modern versions run Pestilence, Guardian of the Guildpact, and Wall of Hope, providing for extensive life gain to stymie many opposing decks.

 

  • Blue/Black Control
    Starting with Agony Warp and including card draw, discard, counterspells, and creature control from these two colors, this deck typically attempts to control both spells cast and eliminate creatures that enter the battlefield.  There are two sub-archetypes of Blue/Black Control.  The first centers around Mystical Teachings and a large mana base to pull the most relevant instants from the deck at any time.  The second eschews Mystical Teachings to include more raw card draw.  The Mystical Teachings variation will occasionally include a third color, typically white but infrequently red, but still operates very similarly to the two-colored version.

 

  • Blue/Red Aggro-Control
    This deck pulls in blue's card draw and Counterspell with red's direct damage (Lightning Bolt and Firebolt for example) to produce sufficient power to minimize the opponent's presence on the board and to keep a full hand.  The key card in the deck is Steamcore Weird which provides for a 1/3 blocker while often eliminating an opposing creature when it comes into play (potentially multiple times with due to Dream Stalker or Ninja of the Deep Hours).

  • Elves
    While Storm may the primary combo deck of Pauper, Elves has the ability to strike for lethal damage before an opponent establishes a battlefield presence.  Build around Nettle Sentinel and Birchlore Rangers to produce piles of mana, the deck deals lethal damage using Timberwatch Elf and Wirewood Pride.  Some versions splash blue for massive card draw from Distant Melody.

  • Esper Control
    This flexible archetype varies from build-to-build, but commonly includes Aven Riftwatcher, Mulldrifter, Disfigure, and Echoing Decay.  The deck seeks to trigger enters the battlefield effects and gain creature advantage through cheating creatures into play through Amrou Scout-like abilities or the saving and reusing creatures with Momentary Blink.  This deck leverages the strengths of blue's card draw and black's creature destruction with efficient white creatures and flexible sideboard options.

  • Goblins
    A red deck featuring aggressive, low cost red creatures with a smattering of direct damage.  The deck can run as few as 18 lands and rarely runs more than 7 non-creature spells, leaving space for more than 30 red creatures with casting costs of 2 or less.  Goblins is a really a sub-archetype of Sligh, but Goblins is the version you are most likely to see in Pauper, so this archetype is indicated as Goblins/Sligh (rather than Sligh/Goblins).  Typical inclusions are Goblin Sledder, Mogg Fanatic, and Sparksmith.
      

  • IzzetPost
    This control deck centers around three cards.  Cloudpost powers out Capsize with buyback and Rolling Thunder to significant amounts of damage.  While a significant portion of the deck is engineered to provide a mana ramp (Expedition Map to search for Cloudpost and Dimir Signet & Izzet Signet to increase mana production).  Card draw and enough counterspells and direct damage round out the deck to allow it to reach the mid-game when its strategy can take control of the game.


 

  • Mono-Blue Control
    The quintessential blue deck that comes into varieties.  The basic variation runs a plethora of counterspells (including Counterspell) and card draw (such as Brainstorm and Think Twice) in combination with a few creatures (Mulldrifter and Spire Golem being the most common) to provide a methodical approach to outlasting and then defeating an opponent.  A fae version includes multiple faeries such as Spellstutter Sprite and Pestermite to replace instants in the first version for creatures with similar, those less utilitarian, abilities.  Some variations run a few bounce spells (such as Into the Roil) to deal with anything permanent that makes it through their counterspells.

  • Parlor Tricks
    One of the most customizable decks in all of pauper.  This archetype is a red, black, and blue combination built around snow-covered lands and Skred.  Creatures such as Mulldrifter and Izzet Chronarch are used to refill a player's hand.  The only other standard card in the deck is Probe.  The deck utilizes a wide range of control mechanisms including additional creature destruction such as Strangling Soot, discard such as Ravenous Rats, card draw such as Train of Thought, and counterspells such as Memory Lapse.

  • Red Deck Wins (or RDW)
    Red Deck Wins is an archetype that has existed in a wide variety of environments.  The deck uses a limited number of creatures to back a exhaustive range of direct damage spells.  Running as few as 16 land, the deck can draw into damage inflicting spells on a consistent basis.  Common inclusions in Red Deck Wins are Lightning Bolt, Spark Elemental, and FireblastKiln Fiend and Needle Drop show up in some variations for longer lasting threats and card draw, respectively.

  • Slivers
    In pauper, this archetype is White and Green and centers around the Muscle Sliver and Sinew Sliver to produce very large, cheap creatures.  With Virulent Sliver, the deck has an option that allows it to win even against decks that gain a substantial amount of life.  Finally, the deck features Thrill of the Hunt to protect its creatures from direct damage and trades with blockers.

  • Stompy
    Primarily a green deck, the Stompy archetype features a heavy preponderance of creatures and a low land count.  Where Sligh and Zoo contain direct damage and control elements, Stompy uses spells to increase the effectiveness of their creatures and end the game before an opponent can mount a concentrated defense.  Cards such as Giant Growth, Jungle Lion, Rancor, and Skarrgan Pit-Skulk are common inclusions.

  • Storm
    This is the premier combo deck of pauper and comes in two flavors.  One variation uses only red and blue to produce its cascade of mana production and card draw leading up to its finale, while the other includes black in place of some of the blue card draw and some of the red mana creation.  Both versions ramp up to Empty the Warrens or Grapeshot as their finale.  The red/blue variation will run Goblin Bushwhacker to expedite a win condition via Empty the Warrens.

  • Team America
    This blue, white, and red control deck leverages enters the battlefield effects such as Aven Riftwatcher and Sea Gate Oracle with opportunities to reuse those effects through cards such as Kor Skyfisher and Momentary Blink for a robust approach that includes card draw, life gain, and creature advantage.  The deck incorporates enough red cards to ruin the opponent's battlefield presence and allow for a board sweep with Martyr of Ashes.

 

 


  • White Weenie
    A deck centered around efficient white creatures with low casting costs or low suspend costs.  The deck tends to run a high percentage of creatures (sometimes more than 50% of the deck).  The deck typically includes Order of Leitbur, Razor Golem, and Shade of Trokair.  There is a sub-archetype of white weenie that focuses on a soldier theme and highlights Veteran Armorsmith and Veteran Swordsmith.

As more archetypes reach the top 8 of the Premier Event or show sufficient prominence in the Player Run Events, they will be added to this list.  As new sets are released, the contents of specific archetypes are likely to evolve over time, and as such, descriptions will be reviewed and updated periodically.  As an eternal format, the historical performance of archetypes is an indication of the robustness of certain strategies, but does not necessarily indicate future performance as new cards enter the card pool.

Now that we have been through high level overviews and breakdowns, here are the first and second place decks from the week's Pauper events:

thekid 1st Place Pauper Challenge Premier Event Mono Blue Control

Creatures (18)

1 Mulldrifter
3 Ninja of the Deep Hours
4 Pestermite
2 Sentinels of Glen Elendra
4 Spellstutter Sprite
4 Spire Golem


 

Spells (21)

4 Condescend
4 Counterspell
2 Dispel
3 Echoing Truth
1 Exclude
2 Repeal
2 Serrated Arrows
3 Think Twice

Lands (21)

17 Island
4 Quicksand

Sideboard (15)

1 Deep Analysis
2 Dispel
4 Hydroblast
3 Mulldrifter
3 Oona's Gatewarden
2 Serrated Arrows

Lundstrom 2nd Place Pauper Challenge Premier Event Mono Blue Control

Creatures (17)

1 Mulldrifter
3 Ninja of the Deep Hours
4 Pestermite
1 Sentinels of Glen Elendra
4 Spellstutter Sprite
4 Spire Golem

 

Spells (20)

4 Condescend
4 Counterspell
2 Dispel
3 Echoing Truth
1 Exclude
1 Remove Soul
1 Serrated Arrows
4 Think Twice

Lands (23)

19 Island
4 Quicksand

Sideboard (15)

1 Deep Analysis
2 Dispel
4 Hydroblast
3 Mulldrifter
2 Oona's Gatewarden
1 Relic of Progenitus
2 Serrated Arrows

Krosanbeast9359 1st Place TPDC Player Run Event White Weenie

Creatures (33)

4 Benevolent Bodyguard
4 Knight of Sursi
4 Kor Skyfisher
4 Order of Leitbur
4 Razor Golem
4 Shade of Trokair
4 Veteran Armorer
3 Aven Riftwatcher
2 Amrou Scout

Spells (7)

4 Journey to Nowhere
3 Mana Tithe

Lands (20)

20 Plains


Sideboard (15)

4 Holy Light
4 Hallow
4 Disenchant
3 Benevolent Unicorn


Malicious_86 2nd Place TPDC Player Run Event Affinity

Creatures (22)

4 Disciple of the Vault
4 Frogmite
4 Myr Enforcer
4 Somber Hoverguard
3 Krark-Clan Shaman
3 Quicksilver Behemoth
 

Spells (22)

4 Chromatic Sphere
4 Chromatic Star
4 Rush of Knowledge
4 Thoughtcast
3 Lotus Petal
3 Springleaf Drum

Lands (16)

4 Ancient Den
4 Great Furnace
4 Seat of the Synod
4 Vault of Whispers

Sideboard (15)

4 Pyroblast
4 Hydroblast
3 Benevolent Unicorn
3 Circle of Protection: Green
1 Krark-Clan Shaman

The art used in Pauper Recap comes from:

Good luck navigating the currents of Pauper Classic and I hope this provides a useful resource for the overall environment.

 

8 Comments

As always an exquisitely by Paul Leicht at Fri, 07/23/2010 - 04:48
Paul Leicht's picture
5

As always an exquisitely formatted article with various sections of interest. :) Nice job again. :D

Opinion and Suggestions by First_Strike at Fri, 07/23/2010 - 12:00
First_Strike's picture
2

While providing tournament information is nice, I find myself skipping through most of your article to find the new information.

I think your article is perfectly geared toward the first time reader who might want to get into the varying degrees of tournament pauper, but a significant portion of it seems to be a copy/paste from the prior week.

The issue I want to address occurred to me today, when this article was posted. I thought I had already read your weekly wrap-up for this week. I looked back and saw that your last week’s article was ready for readers for just four days ago. They looked so similar that I thought it may be a waste to read your articles going forward. As an avid reader of pauper articles, I wanted to share my opinion as one of your readers.

Here is a breakdown of this article by number of words (please forgive the formatting):
Description____________Number of Words________Percentage
Article Total________________5278_________________100%
Pauper Explanation__________272___________________5%
Meta Decklists_____________1826__________________35%
Artist Recognition____________266___________________5%
Remaining Balance__________2914__________________55%

By these numbers, 40% of the article (Pauper Explanation and Meta Decklists) is the same every week barring a new deck-type surfacing and updated dates.
Your recognition of artists is a 5% that I, by only assumption, believe is skipped by most readers. I read the article for tournament information and insight, so this section doesn’t appeal to me. It’s just a list.

So, 45% of the article is either something that a returning reader has already seen or has a decent chance to be completely skipped.

--

My suggestions, versus just complaining, would be:

1. Link your most current article to a master article/source for metagame deck descriptions instead of pasting it back in every week. When a next archetype comes forward, bring it up specifically.
2. I understand giving recognition to the artists, especially when you are altering their work. If the banners stay the same, why not talk about a specific choice each week and why you chose it. It would give us something interesting to read and maybe a discussion would arise. I believe there are people who would enjoy that segment.

I give my opinion only to provide constructive criticism as a reader. Take it for what you will.

I enjoy constructice by kalandine at Fri, 07/23/2010 - 14:00
kalandine's picture

I enjoy constructice criticism, so thanks.

Both articles were ready on Thursday afternoon, one got published four days later and one got published the next day. My goal is to have one submitted every Thursday.

I rather dislike clicking extraneous links, which is why I keep the full archetype descriptions in the article, but I can those blurbs being annoying to repeat readers or readers well versed in the Pauper metagame. If I hide the descriptions with a show/hide link, would this alleviate the redundancy?

I like the idea of the art discussion, though I am by no means an expert concerning artistic style or composition.

Thanks for taking it well. I by First_Strike at Fri, 07/23/2010 - 14:33
First_Strike's picture

Thanks for taking it well. I definitely didn't want to appear rude.

I think using show/hide is a great idea.

I'm no expect in art, but I can tell you why I like something. It was a random thought, however I think it would be an interesting idea.

Funny too, "and a hand with by deluxeicoff at Fri, 07/23/2010 - 12:55
deluxeicoff's picture
5

Funny too, "and a hand with only multiple copies of Terramorphic Expanse is rated as keepable." - this percentage gets BETTER than mono if you add EVOLUTIONARY WILDS bringing fetches to 8 within the vacuum arguement posed...great job.

If you use both Terramorphic by kalandine at Fri, 07/23/2010 - 14:05
kalandine's picture

If you use both Terramorphic Expanse and Evolving Wilds, but keep the total land count at 24, the percentage of keepable hands by these rules jumps from 59.3 to 64.7. I, however, think for a control deck that needs to accumulate lands in play, that running 8 non-mana producing searchers is unlikely to work out.

Most Blue/Black control decks seem to run some combination of Swamps, Islands, Terramorphics, Dimir Acqueducts, and Esper Panorama. The Panorama is less efficient as a searcher, but its mana production makes it better mid-game (and then it can be used for search on the end of a turn when you have mana open).

By those rules, yes, but in by deluxeicoff at Fri, 07/23/2010 - 15:07
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5

By those rules, yes, but in playing no. Super smooth

A thing of beauty is a joy by Longshot356 at Fri, 07/23/2010 - 16:02
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A thing of beauty is a joy forever. Comprehensive and useful, especially to someone new to pauper. Keep crediting the artists, they deserve it. As do you for your painstaking work with this article. Good job.