![]() I just never saw a polished list, and knowing pauper thats probably just a result of it being a casual format with no incentive to brew and polish a deck. Keep in mind that the deck theoretically existed before, since with familiars you can chain snap archeomancer for infinite mana. You can either cut the bouncelands or the familiars. When Archaeomancer enters the Battlefield, target Ghostly Flicker to put it back in your hand. A threat whose stats are good enough to warp a board around itself.ģ. Peregrine Drake enters the Battlefield, It will untap 5 lands. You get a more difficult to remove threatĢ. Which makes the deck more clunky, slower, and easier to disrupt.ġ. You are more dependent on familiars to go off. Once you have infinite mana, you may target any other permanents. View from Above resolves, returning to your hand. The token Peregrine Drake enters, untapping five lands you control. creating a token copy of Peregrine Drake. Its harder to respond to removal with snap to protect your untapper.ģ. Infinite mana lands you control can produce. You can't do a mini-mana gush like you used to, as easily.Ģ. Keep in mind that you were never actually resolving COF anywhere near on curve: it was generally a game ending threat.ġ. Its also possible to run chittering rats as a lock piece.įamiliar always ran an unusually high density of 3+cc spells, which are normally unplayable in pauper. You also get nightscape familiar, which reduces the cost of all of those 5cc spells, and blocks while you sift through your deck. Black raise dead effects make the combo very resilient, and reaping the graves it the best of the bunch. The reason you want to run the black in familiar is reaping the graves, which single handily beats all of the midrange and control decks in the format (and why this downshifting is probably bad for the format). It was more focused on making a massive board and beating down than comboing though, kind of like the simic familiar decks, but not as ramp focused. Orvar triggers, creating a token copy of Peregrine Drake. ![]() I played against some more traditional familiar lists that were running harpy, and they were ok: harpy does a good job protecting itself. Steps: Cast View from Above targeting Peregrine Drake. ![]() The combo I've used is Retraction Helix + Pemmin's Aura + any Mana Doubler (plus a random creature to use Retraction Helix and Pemmin's Aura on). The other is PD+mana doubler+repeatable bounce effects. The first, which you've already covered, is PD+flicker effects. Its not very good: the combo pieces are not very good at winning the game individually, and its not very good at sifting to find the combo. There are two types of combos you can use with Peregrine Drake to go infinite. ![]()
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