21/08/2026
From the Champion himself
https://www.facebook.com/share/1DQx3SD6zs/?mibextid=wwXIfr
๐๐ง๐ง๐ข๐ก๐ข๐ฅ๐๐ญ๐ข๐จ๐ง: ๐๐ก๐ฒ ๐๐จ๐ฎ ๐๐ก๐จ๐ฎ๐ฅ๐ ๐๐ฅ๐๐ฒ ๐๐ ๐๐จ๐ง๐ญ๐ซ๐จ๐ฅ ๐ข๐ง ๐๐๐
Hi, I'm Donovan, and I was the champion of last season's PDC finale. I did it using an iteration of a deck that I have been tuning since Baleful Strix first battled Loyal Apprentice and Erinis--undergoing different commanders, major retools, and the most obsessive of fine-tunings.
Needless to say I have become well-versed with the color combination; it has served me well. Now I lay unto you the reasons why the Dimir guild is so potent in our format.
๐ง๐ต๐ฒ ๐ฃ๐ผ๐๐ฒ๐ฟ ๐ผ๐ณ "๐ก๐ข๐ฃ๐"
Hard counterspells are the cleanest answer to most threats in PDC. They stop creatures regardless of toughness, power, color, or pronouns. They completely ignore card text, rendering ETB and Dies triggers moot, thus preventing opponents from gaining virtual card or mana advantage.
What's more, they can act as preemptive Disenchants, or as Tamiyo's Safekeepings. Their flexibility is unrivaled. They can protect you until the time when you, the control player, start to "turn the corner"--which is when you stop blocking and finally start attacking. At this point, counterspells are used to pierce through your foe's defenses to finish them off.
Unlike in regular Duel Commander where entire archetypes can be built to punish Blue decks, there are far fewer ways to do so in PDC--but these weak points do exist.
๐ง๐ต๐ฒ ๐ง๐ต๐ฟ๐ฒ๐ฒ-๐๐ผ๐ฑ๐ ๐ฃ๐ฟ๐ผ๐ฏ๐น๐ฒ๐บ
First, your opponent can go low and fast. In many cases, you are not able to counter turn 1 or even turn 2 spells. Or they can double-spell and overload your ability to respond, especially if you are low on mana.
Second, they can pressure and harass you such that you are forced to use your limited answers on middling threats; or you are forced to tap out at the wrong time; or their pressure comes out during your end step, putting you on the path to lose-lose situations.
Third, the number of good counters are finite, and sometimes you will have the wrong tool for the job. Having an Essence Scatter rot in your hand while they keep churning out creatures through Sorceries or Equipment, will make you want to remove your own soul. Topdecking a Force Spike while your opponent recasts his Commander with mana to spare, will leave you in a daze. Burning several counterspells just to stymie a single Escape card that they keep casting from their graveyard, will dissipate your spirit.
It's a good thing we are not monocolor! Which leads us to...
๐๐น๐น ๐ฌ๐ผ๐ ๐ก๐ฒ๐ฒ๐ฑ ๐ถ๐ ๐๐ถ๐น๐น
Black has the best spot kill in the format. At one mana, it can deal with all of the threats that your foe can muster on the first turn of the game; even the anomaly of a turn 1 Dargo can be dealt with by cards like Wretched Banquet. At two mana, you have conditional Terminates that can stop high-toughness monsters that make Lightning Bolt decks cry.
Does the creature have Ward or Hexproof? Edicts clear the way.
Is your opponent spamming tokens? Arms of Hadar and other sweepers say hi.
Are Red aggro decks trying to burn you out? We can have a dash of lifegain with our creature kill selection, too.
Simply put, Black cleans up what Blue fails to counter. And the longer the game goes, as you trade cards one-for-one, Blue's card draw spells start to give you more shields than your opponent can ever hope to break with their threats.
๐๐๐๐ฎ๐ฐ๐ธ ๐๐ต๐ฒ ๐๐น๐ผ๐ฐ๐ธ
The commander I chose for this meta was ๐๐ผ๐ฐ๐ธ๐ฒ ๐๐ผ๐น๐ฒ. The reason is because he plays both offense and defense pretty well!
Unlike Baleful Strix, which dies to a sneeze, your opponent won't be attacking his 1/1 Goblins into Locke Cole any time soon. Having 3 toughness also circumvents Red removal like Forked Bolt and Wild Slash. And if your opponent has a Tolarian Terror, Locke can block and act like a pseudo-removal spell that just virtually gained you 7 life.
And when Locke Cole starts attacking? Your life total goes up, you draw a shiny new card to dump your worst one, and you smell frustration from your opponent as their hard work starts to unravel and come undone. *Plink* *plink* *plink* goes the thief, and it's really hard to lose after three or more successful heists. You have put yourself out of danger while at the same time improving your responses.
It may not be the fastest way to win (as evidenced by my epic 2-hour match in the semis with Alain), but it gets the job done... eventually.
๐ช๐ฒ ๐๐ฎ๐๐ฒ ๐ฅ๐ฒ๐ฎ๐ฐ๐ต๐ฒ๐ฑ ๐๐ต๐ฒ ๐๐ป๐ฑ(๐ฒ๐ฟ'๐) ๐๐ฎ๐บ๐ฒ
This is the list that I would recommend for Locke Cole going into the new season (borne out of practice sessions with a good player from PDC International):
[COMMANDER]
1 Locke Cole
[CREATURES]
1 Accursed Marauder
1 Augur of Bolas
1 Fallaji Archaeologist
1 Forecasting Fortune Teller
1 Thought Shucker
1 Sea Gate Oracle
1 Serum Visionary
1 Murmuring Mystic
1 Mulldrifter
1 Shipwreck Dowser
1 Troll of Khazad-dรปm
1 Gurmag Angler
1 Tolarian Terror
[ARTIFACTS]
1 Tithing Blade
[INSTANTS]
1 Disfigure
1 Force Spike
1 Fungal Infection
1 Phantom Interference
1 Stab
1 Tragic Slip
1 Anoint with Affliction
1 Cast Down
1 Counterspell
1 Daze
1 Devour Flesh
1 Diabolic Edict
1 Dreams of Laguna
1 Glorious Gale
1 Go for the Throat
1 Impulse
1 Logic Knot
1 Lose Focus
1 Mana Leak
1 Miscalculation
1 Moment of Truth
1 Plunder the Trollshaws (NEW)
1 Reject
1 Think Twice (NEW)
1 Victim of Night
1 Wither and Bloom
1 Breathe Your Last
1 Dihada's Ploy
1 Exclude
1 Expunge (NEW)
1 Refute
1 Silundi Vision
1 Suffocating Fumes
1 Behold the Multiverse
1 Scattered Thoughts
1 Forceful Denial
1 Mental Journey
[SORCERIES]
1 Innocent Blood
1 Ponder
1 Preordain
1 Chainer's Edict
1 Extract a Confession
1 Hymn to Tourach
1 Drown in Sorrow
1 Arms of Hadar
1 Lรณrien Revealed
1 Treasure Cruise
[ENCHANTMENTS]
1 Unable to Scream
1 Stasis Field
[LANDS]
1 A.I.M. Labs
1 Ash Barrens
1 Bojuka Bog
1 Command Tower
1 Contaminated Aquifer
1 Desert
1 Dimir Aqueduct
1 Dismal Backwater
11 Island
1 Maestros Theater
1 Obscura Storefront
1 Opal Palace
1 Path of Ancestry
1 Quicksand
1 Serpent's Pass
1 Sinister Hideout
1 Study Hall
8 Swamp
1 Waterfront District
The differences from my finale list are: I added one more kill spell, and I replaced two of my powerful but midrangey card draw spells with cheaper versions. This means that I have lowered the mana curve of my deck a bit, and it now has a total of 40 spells that cost 2 mana or less. This might slightly improve your chances against Red decks, which were lowkey one of the best performing decks last season.
So, do you like stopping every single thing your opponent tries to do, while drawing cards and gaining life? Blue-Black Locke Cole might just be for you!
See you tomorrow as we officially start Season 4 of Pauper Duel Commander!
[*Random fun fact, the title of this article and each section are all references to alien invasion books and films, a couple of which I have recently watched.๐]