Pauper Commander - Third Path Iconoclast

Third Path Iconoclast
by Manuel Castañón

An Iconic Iconoclast

Alright, we're back with another evaluation of a top Pauper Commander. This time, it's Third Path Iconoclast

, with 495 pEDH decks to its name. What makes this Monk so powerful? Is it the instants and sorceries theme that it supports? Is it the fact that it churns out artifacts at lightning speed?

Maybe it's because it can make a veritable army in a turn cycle. Perhaps it's due to the fact that it costs two mana. Actually, it's probably all of the above. This is a really powerful Magic card right here, so let's figure out how to get the absolute most out of it. It shouldn't be difficult to make a strong deck, but if we do this carefully, we can create a monster of a Pauper library. 

I've already named the main themes of the deck, but let me recap what this deck wants to do. Our commander looks at every noncreature spell we cast, and makes a little artifact Soldier. So we want to cast spells that aren't creatures (duh), then take advantage of having a bunch of artifacts Soldiers. Okay, makes sense. What noncreature spells are we going to start with?

Why Not to Make a Storm Deck

There's this sort of generic spellslinger build that shows up a lot in EDH that I think should be a bit less prominent. It's a deck based off of old storm decks that would run four copies of Brainstorm

and Preordain
and churn through the deck in a single turn. It worked pretty well in formats like Modern, and you can see why. When you have four copies of a card as good as Brainstorm
, it's easy to sift through your deck and guarantee that you'll hit something you can play. You're likely to find a ritual or more card draw that keeps you going. 

Brainstorm

In EDH, it's much different. You can only run a single copy of those cards in a deck, and after that your options get much worse. You're looking for cards that draw another card, called cantrips. Problem is, Expedite

quickly becomes one of your best picks. Let's be honest, Expedite
is not a very good card in a spellslinger deck. What are you going to do? Give your Thermo-Alchemist
haste?

All you're really doing with those cantrips is paying one mana to replace a card in your hand with a completely random card. It could be a land, and then what do you do? Nothing. The storm gameplan worked great in Modern, but in EDH, and especially in Pauper EDH, it's just too inconsistent, especially when Grapeshot

needs 90 copies of itself to win the game. 

A Slower Snowball

So I'm going to remove all the little cantrips from this Pauper list. Instead of attempting to cast a ton of cards on one turn, I'm going to focus on consistency. Amassing an army over the course of several turns is much better than fizzling out and reducing our hand size to zero because we rushed the gameplan.

Cards like Big Score

and Unexpected Windfall
embody this gameplan perfectly. Yes, they're expensive, but they fill our hand and store mana for later turns, setting us up well for the future. There's plenty of card advantage we can play that has the same spirit, like Impulse
, Anticipate
, and Thrill of Possibility
.

They have slightly higher costs than stuff like Serum Visions

, but they bring much bigger boons. These advantages add up over the course of the game rather than burn out like storm cards do. And we'll still be casting a load of them as we snowball, bringing Third Path Iconoclast
to its full potential. 

Then, as we're casting all these spells and making all these Soldiers, we have to take advantage of them. The first way we're going to do that is with even more instants and sorceries. There's a surprising amount that care about the amount of creatures or artifacts we have. Take Distant Melody

. If we name Soldier, we'll have a full hand again. Meeting of Minds
is usually a free way to draw two cards. Shared Discovery
is essentially Ancestral Recall

Distant Melody

Meeting of Minds

Shared Discovery

And on the offensive side, Massive Raid

and Mob Justice
can throw some serious punches. Battle Hymn
will make more mana than we have lands. Outnumber
will take down any opposing creatures. Then, we can pump up our creatures with Mishra's Onslaught
and Pack Attack
and go in for the win. When we have a ton of creatures on board, we can claim victory at any moment. If we get there, the game is ours.

Creatures

Of course, there are a few creatures we're willing to play, because they can do a ton of work as we cast all our noncreature spells. You know which creatures I'm talking about. Thermo-Alchemist

, Kessig Flamebreather
, Firebrand Archer
, and Unruly Catapult
are all staples of the spellslinger genre. You can see that we'll be casting a ton of spells that trigger them, and even one of these creatures will melt life totals. Imagine what they can do in multiples.

In addition, we can play even more of them than have been printed by running Reckless Fireweaver

and Ingenious Artillerist
, who trigger off of the artifact creatures that Third Path Iconoclast
makes. Impact Tremors
will do a similar job, and the best thing about them all is that we can use Ophidian Eye
and Tandem Lookout
on these creatures to absolutely vomit card draw. 

I think this deck is what a peak spellslinger deck looks like, not like one of those messy piles of cantrips and storm cards. Those things never really work the way people want them to. But I know that a slow, progressive gathering of card advantage does spectacularly.

Stay steady, hold your ground, and your opponents will never be able to overcome the summation of your deck's full power. But what do y'all think about storm decks? Have y'all ever seen them go off?



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.