Pauper Commander - Dungeon Diving with Rilsa Rael

An Exciting Venture...
Anyone who's played 60-card Pauper probably remembers the short period of time that taking the initiative was legal. There was a deck called Turbo Initiative, and its only goal was to get an Aarakocra Sneak
A Second Chance for the Initiative?
Luckily for us, the initiative cards are only banned in Pauper, and not Pauper EDH. Even better, we can have a card that ventures into the dungeon in the command zone! Rilsa Rael, Kingpin
Speedrunning the Dungeon
Of course, Rilsa Rael
We need a quick way to turn our commander online, and I think the answer is in the commander itself. It ventures into the dungeon on enter, so why can't we have it enter a few more times? Unlike the initiative mechanic, blink mechanics are extremely plentiful in Pauper. Just off the top of my head, I can name Ghostly Flicker
Back from the Grave
But still, I'm not satisfied with the amount of blink we have for Rilsa Rael
Swinging In
With this many ways to retrigger our commander, completing the dungeon will be easy. Which means... an attacking creature gets +5/+0, menace, first strike, and deathtouch. The best creature to take advantage of this is, of course, our commander, who merely has to deal 17 damage to knock a player out of the game. Let's add some unblockable into the deck. Aqueous Form
In addition to letting Risla get in for extra damage, the unblockable effects give us easy ways to take back the initiative if we lose it. There's a lot of pieces in this deck that somehow complement each other. The blink pieces keep our commander alive while retriggering his enter the battlefield ability, but after we've completed the dungeon, they can be used to blink Archaeomancers, which can recur unblockablity spells, to get in with the big damage we've unlocked.
Grip on the Game
Of course there's one more part of this deck we need, which is the control aspect, like removal and counterspells. I want to go a bit more heavy on the control aspect of this deck, given that we want to spend the first half of this game just trying to complete a dungeon. Therefore, we're gonna be running everything from Doom Blade
My favorite reaction spell, however, has to be Foil
Dungeon Dive
View on ArchidektCommander (1)
Creatures (16)
Instants (27)
- 1 Abnormal Endurance
- 1 Arcane Denial
- 1 Bar the Gate
- 1 Blur
- 1 Counterspell
- 1 Displace
- 1 Doom Blade
- 1 Essence Scatter
- 1 Fake Your Own Death
- 1 Feign Death
- 1 Foil
- 1 Ghostly Flicker
- 1 Go for the Throat
- 1 Muddle the Mixture
- 1 Murder
- 1 Negate
- 1 Not Dead After All
- 1 Perplex
- 1 Planar Incision
- 1 Resculpt
- 1 Return to Action
- 1 Siren's Ruse
- 1 Snuff Out
- 1 Supernatural Stamina
- 1 Teferi's Time Twist
- 1 Undying Evil
- 1 Victim of Night
Enchantments (6)
Sorceries (8)
Artifacts (5)
Lands (37)
- 1 Dimir Guildgate
- 1 Escape Tunnel
- 17 Island
- 18 Swamp
Dungeon Diving Deep Dive
Does this deck invoke the power of Turbo Initiative? Nah, not really, but it's not weak, by any means. Thanks to the ludicrous amount of blink I crammed into the deck, getting through a dungeon is indeed easy peazy. The biggest problem is certainly the deck's ability to close out the game, despite Risla's Buff. Still, it's far from impossible, thanks to the deck's control-heavy nature. Lasting to the end of the game and sneaking out a win is absolutely something this deck is capable of. I have to say, though, my favorite thing about the deck is just venturing into the dungeon. Regardless of whether it was a well-designed mechanic, and regardless of whether it's needlessly complex, I find it very fun. It does feel like you're adventuring somewhere and that completing the dungeon is an accomplishment. Tell me, are you a fan of the dungeon mechanic?