Uncommanders - Rising Remains with Gut, True Soul Zealot

Gut, True Soul Zealot by Wayne Reynolds
Pauper Playability?
Welcome back to Uncommanders, where we build decks made entirely out of commons, with an uncommon commander. It's my goal to prove that, with only commons, we can make decks that are extremely budget-friendly yet perfectly playable. A huge percentage of EDH staples are common anyways, so it's definitely possible. Let's further our progression with today's deck!
Speed is of the Essence
One of the biggest boons to Pauper EDH was the uncommon Background partners. Just like how partners added a huge number of commanders to EDH, this group of cards added a ton of unique options to pEDH. One of my favorites has been Gut, True Soul Zealot
As for our Background, Gut
The Altar
First things first: creatures gotta die. Luckily, some creatures in Magic are extremely good at that. Grim Initiate
Swarm Support
Our deck is an army in a can, but while it's good at putting the masses onto the board, it's less good at keeping them there. Creatures with one toughness are both lousy blockers and attackers, as soon as our opponents get any number of 2/2s on the board. That's why cards like Master Chef
I would love to have a bit of evasion here, but unfortunately, there's not much available in commons. My favorite evasion card, Goblin War Drums
The Essentials
The last part of the deck is of course the staples. We just need some typical removal, and in Gruul, that means Lightning Bolt
Card draw is possibly the most effective part of the deck. Even when I have access to every rarity, I still go for discard-draw as my card advantage, especially since it can trigger Cloakwood Hermit. Cathartic Reunion, Bitter Reunion, and Demand Answers are some of the best cards in EDH, period. Bitter Reunion is even a way to give our team haste! For the graveyard part of the deck, I also find Grapple with the Past and Mulch to be particularly effective.
Need a Curve... Desmos Knowledge not Adequate
That's a breakdown of the cards in the deck, but there's another deckbuilding aspect that's absolutely crucial. Because of the rapid pace this deck needs to function at, the mana curve can make or break a game. When deciding which mana values are most important for your deck, several things need to be looked at. Firstly, when are you going to be casting your commander? For Gut, it's as soon as possible, meaning turn two. If you start with a Llanowar Elves variant, cast Gut next turn, and then attack with the Elves and sacrifice it on turn three, you can swing for six. The other ideal curve for the deck involves a turn-one attacker, like Blisterpod, a turn-two mana rock or creature, then Gut on turn three and attack for a similar amount. Either way, it's a blisteringly fast start that can be greatly expanded in later turns. To achieve this, we have to carefully balance the deck's costs. The deck runs 14 turn-one plays and 15 turn-two plays that can be sacrificed to Gut, making our ideal start almost impossible to miss. Another thing to consider is that our commander must be played as soon as we have three mana, meaning there's no space for other three-mana plays. That's why the few three-drops we have are only cards which can be played later in the game and still be efficient.
Uncommanders - Rising Remains
View on ArchidektCommander (2)
Creatures (26)
- 1 Arbor Elf
- 1 Blisterpod
- 1 Burning-Tree Emissary
- 1 Circle of the Land Druid
- 1 Crashing Drawbridge
- 1 Elvish Mystic
- 1 Fyndhorn Elves
- 1 Goblin Anarchomancer
- 1 Goblin Bushwhacker
- 1 Grim Initiate
- 1 Impulsive Pilferer
- 1 Iron Apprentice
- 1 Llanowar Elves
- 1 Masked Vandal
- 1 Mogg War Marshal
- 1 Ornithopter
- 1 Poison Dart Frog
- 1 Rapacious One
- 1 Sakura-Tribe Elder
- 1 Satyr Wayfinder
- 1 Scaretiller
- 1 Spore Frog
- 1 Tinder Wall
- 1 Tukatongue Thallid
- 1 Wild Cantor
- 1 Witty Roastmaster
Instants (13)
Sorceries (9)
Enchantments (5)
Lands (37)
Could be Better, Could be Worse
Welp, that's all I've got for you. The deck is about as rapid-paced as it was meant to be, but its success is somewhat dependent on our opponents' responsiveness to its threatening presence. If I had to rebuild the deck, I would sacrifice green for white and take Inspiring Leader as a Background because its colossal buff can be overwhelming. The thing that the deck struggles most with is to push damage through an opponent's board of creatures they consider disposable. End the Festivities and Electrickery can help with that, but they aren't perfect solutions. Still, the deck does what it needs to for the most part, and I'm happy to call it a success.
Do you think a pauper deck could also play the control game if it wanted to?