Balmor, Battlemage Captain - Pauper Commander

Balmor, Battlemage Captain
by Nino Vecia

The Cooler Daniel

A few months ago, I built a deck around Adeliz, the Cinder Wind

, and I thought it was a pretty cool deck. It was a fun Wizard kindred build that ended up working pretty well, and I was satisfied with the final product. But at the end of that article, after I'd written everything, I realized that Adeliz was close to being a strictly worse version of Balmor, Battlemage Captain
.

They do the same thing, buffing your team every time you cast an instant or sorcery, but Adeliz only sizes up Wizards, where Balmor scales up every creature you control. Plus, Balmor costs one mana less! Sure, Adeliz has haste and grants a toughness point in addition to the power boost, but overall, Balmor is just a superior card, so let's revisit that deck and find out how much better it can be when we're not restricted to Wizard kindred. 

Optimizing Card Ratios

In addition to upgrading this deck, I want to upgrade my deckbuilding strategy. One of the main things that I see deckbuilders struggling with is dividing the deck into appropriate categories to maximize efficiency. And no wonder! It's hard! There are so many things to keep track of in Magic that it's often impossible to consider them all, so let's start by simplifying the problem. Balmor wants two things: instants and sorceries, to trigger his ability, and creatures, to receive the buff. That gives us two broad categories, which I'll now evaluate their aspects to decide the appropriate balance. 

Whenever we cast an instant or sorcery, we want to have a creature on the battlefield, and likewise, whenever we have a creature on the battlefield, we want to be casting spells. However, if we have more creatures on the battlefield, then a single instant or sorcery does more. That makes me lean towards having more creatures in the deck. That being said, we have to note that creatures are permanents; once we play them, they'll stick, hopefully for a significant part of the game.

That means we don't really want to have our hand flooded with creatures. Then, there's also the fact that you can make creatures with instants and sorceries, like

and
, but you can't really make instants and sorceries with creatures. 

With all this in mind, I've decided to go with a rough 1:2 ratio of creatures to spells, with around 35 slots left for lands. There are 20 creature cards, 28 instants, and 17 sorceries. This is a balance I've found works well, usually guaranteeing one to two creatures and two to three other spells in your opening hand, exactly what this deck wants to get rolling. 

Creatures

With that all sorted out, let's decide exactly what cards we're playing. Since most of our spells are going to directly effect our creatures, let's start with the board presence first. What I'm seeing in most Balmor decks are a bunch of prowess creatures, like Jeskai Elder

or Monastery Swiftspear
. It makes sense why these creatures would be played.

Balmor basically gives the prowess ability to your whole team, so if your creatures already have it, the effect stacks. I do think these creatures deserve a slot in the deck, but I don't think they should make up the entire library, like they do in most of the decks I see. To put it simply, there are just way better cards to run in a spellslinger deck. 

Let me prove it by doing to the math. If you have a Sanguinary Mage

on battlefield, and you trigger Balmor, You get Balmor's bonus, plus the prowess boost for a total of +2 potential damage dealt. If you have a Firebrand Archer
, then you get Balmor's buff and a damage to each opponent, granting you +4 potential damage. Same deal with something like Murmuring Mystic
.

The first spell you cast gives you the same amount of addition power as a Nimble-Blade Khenra

, but on the next spell, you get five extra power that turn, then nine, then fourteen. I'm not saying that the prowess creatures are bad, I'm just saying they should be included only after Guttersnipe
, Thermo-Alchemist
, Kessig Flamebreather
, Erebor Flamesmith
, and Firebrand Archer
are all in the deck. But then again, there are cards like Nivix Cyclops
that go head to head with those guys.

Then, there are a few utility creatures that will simply oil the engine of the deck. Goblin Electromancer

and Mocking Sprite
are the obvious ones, reducing your noncreature spells by one. After that, a few cards like Bloodwater Entity
will come in handy when you really want a specific card back from your graveyard. There aren't going to be a lot of big, scary cards to cast twice, but hey, you never know when you'll desperately need a second Lightning Bolt
.

Spells

Now, onto the spells! I mentioned before that the instants and sorceries are going to be affected by the creatures we play, and here's what I mean. We have a bunch of creatures whose only purpose is to get big. Even our commander is going to be attacking for big points. So why don't we play a bunch of spells that'll help them swing in for as much as possible?

The first category is evasion. Leap

, Shadow Rift
, Artful Dodge
, and Distortion Strike
are all incredible for this. One mana and a 10/10 Lightning Visionary
is going to get a guaranteed hit. But what if it was a 20/10? That's where Assault Strobe
comes in. Double strike in this deck can be extremely powerful, and luckily we've got access to Raking Claws
, Temur Battle Rage
, and the aforementioned Assault Strobe
. Pretty often, these will kill, especially in conjunction with a creature like Kiln Fiend

Then, you've just got all the basic needs filled by other instants and sorceries. There's card draw, in the form of Frantic Search

, Faithless Looting
, and Thrill of Possibility
, and ramp, with Unexpected Windfall
and Big Score
. Plus, keep an eye out for Mana Geyser
, because when you see that, you know it's time to do some big things.

Of course, the deck has removal with Unsummon

, Vapor Snag
, and Run Away Together
, three of my favorite bounce spells. And simply because we're in blue, we have a number of Counterspell
s. I didn't want to run too many, because they're almost always gonna be cast on your opponents' turns, nullifying Balmor's bonus, but we can't really live without them. 

And that's everything, folks! I would say this is definitely an improvement from the Adeliz deck, if only because we're not playing Wizard kindred. What do you say? Do you think the prowess creatures are worth more than I gave them credit for? Is there some hidden synergy I missed with them? And how would you balance a deck like this? What's the optimal ratio?



Alejandro Fuentes's a nerd from Austin Texas who likes building the most unreasonable decks possible, then optimizing them till they're actually good. In his free time, he's either trying to fit complex time signatures into death metal epics, or writing fantasy novels.