Armix, Filigree Thrasher +
Ghost of Ramirez DePietro probably have the most potential to be competitive. Blue draw is a HUGE advantage in PDH. Repetitive removal is also extremely powerful. Both combined from the command zone is a potent combination.
I'm building 3 decks, one more interesting than the others. I have not played either of these in a multiplayer setting yet, as I am just getting them finished. I have rough decklists of each of these on request.
Radiant, Serra Archangel +
Esior, Wardwing Familiar blue/white control with flyers that cantrip. With Esior and one or two other flying creatures Radiant becomes almost unkillable. Add in some vigilance equipment and you can play offense and defense with Radiant blocking one creature per combat with protection as long as you have little utility flyers around. Decklist looks like a flying tribal list with typical removal, counter, and draw elements with 6-7 vigilance enablers like
Sentinel's Eyes,
Kor Halberd,
Accorder's Shield, and
Cathar's Shield and lots of flyers to tap for protection of Radiant.
Keskit, the Flesh Sculptor +
Toggo, Goblin Weaponsmith Rakdos Landfall-Aggro with lots of spot removal, token makers, and cantriping fatties. You can actually get 14 fetchlands at common now with Ixilan. 4 panoramas, 4 New Cappenna self-sac fetches, Teramorphic, Evolving Wilds, Temporal Moraine, Shire Terrace, and a couple others I forget. This one looks like the most fun to pilot due to all the filtering and drawing. My entire card advantage suite is based on repeatable
Raise Dead effects and creatures that cantrip like
Phyrexian Gargantua,
Tithebearer Giant First-Sphere Gargantua and
Cadaver Imp type stuff. Slow deck, but looks like it may have inevitability with all the removal and repeatable draw.
Mirkwood Bats is probably one of the best cards in the deck with the token creation via creature tokens, rocks, and treasures. Sprinkle of
deathtouch for the rock synergy.
Cadira, Caller of the Small token swarm. This deck I am least confident in. No real world testing, but test draw says I don't have near enough ways to draw cards and will sputter out late game if I cannot get 3-4 hits with Cadira. Being a 3/3 trampler sounds pretty good in Pauper, but I'm not yet convinced. Playing all the 1 mana dorks to get Cadira out turn 2, but I still need a catalyst for token generation, and ways to make the tokens lethal. A delicate balance to make when commons typically only do one thing. Not like rares today that will
wash your clothes and cook you dinner while pumping your team to lethal damage. Cast Cadira, make some tokens, pump Cadira, make more tokens, rinse & repeat. Very commander-centric, probably too much so for Pauper, but time will tell.
Rilsa Rael, Kingpin is one that I really want to build. Play a bunch of saboteur creatures that we can make hard to block. Some unblockable 1/1's for capturing the initiative back. Only problem is having to wait so long to complete the first dungeon to get those sweet Rilsa pump triggers. I have not done enough research to see how many dungeon synergies we have at common for
but I LOVE Rilsa in my
Sefris of the Hidden Ways deck, so I am interested to see what she could do.