Pauper Commander - Adeliz, the Cinder Wind

Something I've wondered for a while is whether kindred decks are viable in pauper. In 60-card Pauper, the answer is absolutely yes, given that decks like Elves and Goblins have been on top for most of Pauper's history. However, in those decks, you only need five or six great cards of a type, and the deck is complete. In pEDH, you often need up to 30 or 40 different creatures of that type, and if most of them are weak, the deck is going to be no good.
In addition, you need a reason to play that type at all. If you don't have cards that care about one creature type, then you might as well just be playing other creatures. Ever noticed how Elves are an extremely strong type, while Spiders kinda suck? That's because Elves have a ton of cards that care about other Elves, like Priest of Titania
So why don't we start with a lord in our command zone? Adeliz, the Cinder Wind
What is this Wizardry?
First things first, let's grab some Wizards. We already know that we need to build around casting a ton of instants and sorceries, so Wizards that enable spellcasting are our target. Archaeomancer
One way to ensure we can get as many triggers from Adeliz as possible is to simply draw more cards, and let me tell you, Wizards love drawing cards. Sea Gate Oracle
Another thing to consider is that, because our commander buffs our Wizards, we'll naturally want to attack, and some evasion will be much welcome. Luckily, our pool of pauper Wizards is full of a little subcategory of creatures called Flying Men
Casting Spells
The next task is to find the best instants and sorceries for the job. The first thing we want is cards that will help us take advantage of Adeliz's buff. Crash Through
Our second category is cards that cantrip. In this section, only two things matter. Does it trigger Adeliz, and does it draw a card? If the answer is yes to both, then it goes in. Renegade Tactics, Expedite, Crimson Wisps, Opt, Preordain, Ponder, and Consider all are easy inclusions. Paying one mana to give our entire team +1/+1 is a great deal, no matter what.
One last batch of instants and sorceries we can add is our interaction. Given that we're playing Izzet colors, most of this is just counterspells. We've got all the classics, Counterspell, Arcane Denial, Negate, and Foil. For thematic sake, I figured I might as well add Ixidor's Will, even though that card is quite weak. For things on the board, we have some classic burn, in the form of Lightning Bolt and Flame Slash, along with my favorite bounce spells, Unsummon and Vapor Snag. They're not catch-all answers, but hopefully we can just win before they things they can't remove become a problem.
Improvements
The deck does what it needs to, but even with Adeliz in the common zone, it still doesn't feel quite like a kindred deck. We need some stuff that actually cares about the fact that we're playing Wizards, because right now, Balmor, Battlemage Captain is simply a better commander. (Yes, I did notice he exists halfway through building this deck, and yes, this section is how I'm justifying playing Adeliz instead.) The first thing we can add are the two cards that wizardcycle, Vedalken Aethermage and Step Through. In the past, I've used these cards to find combo pieces, but here, they can just find our best Wizards. That best Wizard will often be Stonybrook Banneret, which is a convenient cost-reducer that most often finds itself in Merfolk decks, but also happens to help Wizards out as well. And finally, Information Dealer isn't an incredible card, but it ties the deck together nicely.
Uncommanders - Adeliz the Cinder Wind
View on ArchidektCommander (1)
Instants (25)
- 1 Arcane Denial
- 1 Blazing Salvo
- 1 Brainstorm
- 1 Brute Force
- 1 Chilling Trap
- 1 Consider
- 1 Counterspell
- 1 Crimson Wisps
- 1 Defy Gravity
- 1 Expedite
- 1 Frantic Search
- 1 Goblin Wizardry
- 1 Ixidor's Will
- 1 Izzet Charm
- 1 Lightning Bolt
- 1 Negate
- 1 Opt
- 1 Psychotic Fury
- 1 Resculpt
- 1 Shadow Rift
- 1 Snap
- 1 Temur Battle Rage
- 1 Think Twice
- 1 Unsummon
- 1 Vapor Snag
Artifacts (2)
Creatures (24)
- 1 Apprentice Wizard
- 1 Archaeomancer
- 1 Augur of Bolas
- 1 Burning Prophet
- 1 Clever Conjurer
- 1 Cyclops Superconductor
- 1 Delver of Secrets // Insectile Aberration
- 1 Faerie Seer
- 1 Goblin Electromancer
- 1 Information Dealer
- 1 Merfolk Secretkeeper // Venture Deeper
- 1 Merrow Levitator
- 1 Murmuring Mystic
- 1 Sea Gate Oracle
- 1 Shipwreck Dowser
- 1 Snaremaster Sprite
- 1 Stonybrook Banneret
- 1 Tempest Angler
- 1 Thought Courier
- 1 Vedalken Aethermage
- 1 Vodalian Arcanist
- 1 Wee Dragonauts
- 1 Windrider Wizard
- 1 Wingcrafter
Sorceries (13)
Lands (35)
I swear, if I see one comment about the word "kindred" being woke...
Do you think kindred decks are any good in pEDH? We're missing a lot of the key pieces to typical kindred decks, like Herald's Horn or Door of Destinies, but hey, at least we've got Path of Ancestry. This deck performs well enough for me to call it a success, but I have to admit that's mostly because it's a spellslinger deck, not due to the incredible synergy of Information Dealer. In the future, I might see if Elves, the best regular EDH kindred deck, are any good, and after that, I'll check if it's even possible to build a creature type that doesn't really support itself. Will I be able to build a kindred deck with entirely external kindred support?