Youre here for the worst cards of all time
Pauper Jund Gardens: Decklist & Card Choices Maindeck 3nuff Out 4Cast Down 4Deadly Dispute 3Defile 2viscerator's Insight 1Mountain 1Geothermal Bog 1Haunted Mire 4Khalni Garden 4Lembas 1Forest 8Swamp 2Thorn of the Black Rose 2chor Wellspring 2Troll of Khazad-dm 4Twisted Landscape 4Writhing Chrysalis 1Witch's Cottage 2Heaped Harvest 3Breath Weapon 1Pulse of Murasa 2Nihil Spellbomb Sideboard 1Snuff Out 2Drown in Sorrow 1Troublemaker Ouphe 1Gorilla Shaman 1Blood Fountain 4Weather the Storm 1Thorn of the Black Rose 2Pilfer 2Cast into the Fire 3 Defile / 3 Snuff Out / 4 Cast Down is likely the best split for removals
Given that we all play with that one person at a Commander table that likes to target mana rocks, you often dont have to try that hard to get these things in your graveyard
Finally, gently slot your cards into the binder from the side, and never store two cards in one slot
Association with Rarity Here are effects that don't tend to start until rare: Alternative win conditions Copying permanents Counter doubling Damage doubling Extra combat steps "Lobotomy" (removing all of one card from the game) "Maro" ability (power/toughness equal to hand size) Mass creature destruction "Meddling" (name a spell that then can't be played) Massive token creation Permanent control change Playing cards off top of library Spell copying Spell redirection Tutoring creature from library onto the battlefield Mythic Rare Complexity We allow advanced board complexity at mythic rare, but actually require lower comprehension complexity at mythic rare than we do at rare because we want players to understand what the mythic rares do
Wait until it denies a big turn or breaks an engine, unless you suspect an immediate win