Description

So I've been testing this for a few weeks. Its a variation of a deck that went 5-0 this month. Here:

https://www.mtggoldfish.com/archetype/pauper-wu-40978#online



I liked what he had, but where it failed was a little bit in the early game. So I added a couple Betrayals, which I just love because a lot of players actually attack so I get draws, and it also prevents tapping which is clutch in many situations. I also found that you just couldn't win often enough with so much good removal in the meta. So... I added at first just one Curse of the Bloody Tome, instead of just side boarding it. This is when I ran 1x Ethereal Armor to try to get damage in, but it just wasn't relevant often enough to matter. When I win with damage, my birds do the trick quickly enough. Two tomes is great, I'd say I win with mill at least 50% against many of the top tier decks. I also changed up the mana base, might need work? but all the unique lands in there make a HUGE difference with the bounce creatures. Skyline cascade has really saved the day often. These lands have been way better than his mostly ramp focused strategy. Even if they're a little slow. Hindering Light is amazing in this deck, so good to prevent removal and get that card advantage. Auramancer needed a 1 of. I wanted to use Custodi Squire, but its not in MTGO.



Here's My Version on MTG Goldfish:

https://www.mtggoldfish.com/deck/806474#online



Basically its about card advantage through bounce + draw cards, life gain w/ lock down your opponents strategies, then mill him, or peck him slowly in the air to win.



My Sideboard strats:



Worst match ups in my opinion: Elves, Boggles, Mono Black Devotion, White Weenie, Land Destruction

Does well against most other decks I've played, top tier and rogue.

Prohibit: Most diverse counter options, but mostly needed for Spellstutter Sprites. No removal so the fairies get scary in time.

Exclude: This is mostly for Gray Merchants. But works good for Anglers as well.

Circles: All 3 seem necessary, circle green is most important, the others are less needed, although clutch when you draw them in time.

Spreading Seas: Tron, super fun to move it from land to land w/ bounce. Card draw bonus too!

Holy Light: Elves, Fairies, Goblins, etc. I had a Fade Away for White Weenie. But, it just isn't good for fairies or elves IMO.

Disenchant: No major issues with Affinity, figured this is best all around removal.

Hydroblast: Obvious. lots of life gain, so I win even game 1 against burn. Could maybe go to 1? Unsure