The pauper Commander event last last Sunday and I decided to go with Hallar in both games.
And...they did not go well!
One issue that I had was a misunderstanding of how Commander damage worked; namely, Hallar's trigger would NOT count as commander damage. So, that kinda sucked-but that one is on me.
The other is that I underestimated the value engines people would be running; in both games there was a LOT of splash damage or heavily synergistic combos that did not leave a lot of room for me to develop my board. A little lifegain would have gone a long way, I think. But also some more out-of-the-box thinking in the way of disruption could've been good. What, I'm not sure. Because:
I also didn't do enough research, as it turns out. After the event, Rebecca pointed out to me that Moxfield has a Pauper Commander field and I could've used that to get ideas and hone the build.
Because what I experienced were games where I just played "draw, go" and didn't get to do much of anything. I waited on creatures-maybe longer than I should have-in order to get kicker costs paid, and I kept drawing pump spells-which are nice but only really work if I'm attacking.
And it wasn't until garbage time in the last game that I had more than two creatures on the table-an event that was fixed by someone's Crypt Rats. (I'm not upset by that-it was a good play).
However, I spent my time really not doing anything in the games and that just feels bad.
Finally, I think I just did not plan for flying creatures well enough. As with many limited formats, flying seems to be a HUGE ability here. In my first game, I was KO'd by an aura'd up 16/16 flying creature. How am I going to remove that at the common level?
(Hint; Tranquil Path would've been awesome! But I didn't draw it.)
On the other hand: everyone else had a great time! And from what I heard/saw, the games were interesting and engaging. So I think it's just back to the drawing board for me, not: I hate this idea.
And maybe use a little time to do some research for Aryel, before that one gets taken for a ride.
On the other hand: of the seven decks at the table, five had black. What I hope that means is that we are just trying to find out what works, with plenty of room to explore, and not that the best colors are rooted in black. The latter means that the metagame is already skewed and not as interesting.
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