Pauper may be limited to commons, but there are tons of powerful options. This deck foregoes most of them—for damage prevention effects. You still get to abuse Pauper’s robust card draw spells to find what you need and to fuel your kill condition. Let’s check it out.
This deck wins with Jace’s Erasure, and it’s safe to say that I’ve never typed that sentence before. Erasure is cheap to get onto the battlefield, but it also does nothing to impact the battlefield, so you’re effectively down a card. From there, it’s just about staying alive as the Erasure slowly wins the game. Luckily, you don’t have to put any other actual effort into winning the game once Erasure is in play, and each additional copy of the enchantment scales nicely. Just draw cards naturally, use card draw to increase the clock, and make sure you stay alive.
The vast majority of your deck, unsurprisingly, is made up of card draw and Fog effects. The best of these Fogs is Moment’s Peace. Moment’s Peace gives you two Fog effects in a single card, giving you effectively two Time Walks. From there, you have actual Fog as a 1-mana way to prevent all combat damage. You’re also playing the full playset of Tangles to function similarly to a Moment’s Peace, stopping most attackers for multiple turns.
Obviously, drawing more cards is always better, but that’s even more true when you have Jace’s Erasure . You’re also playing a really low land count and want to play card draw spells on the same turns as Fog effects to keep the engine rolling. You have a bunch of card draw that’s banned in Modern and restricted in Vintage, so you know it’s good. The full playsets of Ponder and Brainstorm make sure that you’re seeing lots of cards, while Preordain helps you find key pieces. You’re not playing many Islands, so Gush isn’t at its best, but it’s still useful.
The best of them all might be Accumulated Knowledge. The first one is pretty weak as a 2-mana cycler, but they scale quickly. Drawing 3-4 cards is a massive swing. You also have multiple copies of Muddle the Mixture that can go find an additional copy of Accumulated Knowledge, Moment’s Peace, or Jace’s Erasure. It can also be hardcast as one of many counter options in the deck.
You’re playing more copies of Arcane Denial in this deck than Counterspell thanks to its “drawback.” Denial draws a card, which can trigger Jace’s Erasure, and the cards they draw all get them closer to decking.
You’re playing a nearly creatureless deck, so it doesn’t make a ton of sense to me to include any, but Jhessian Thief is a strong engine. You don’t really have any way to force through the Thief to draw extra cards, but it might keep an opponent’s creature from attacking you, saving a Fog. If the board is clear, Thief can take over. You also have plenty of ways to trigger prowess.
Compulsive Research gives you some extra card draw, as well as a way to mill an opponent out and win in the same turn. Research can target your opponent, which can be useful when they could burn you out in their upkeep. A couple of copies of Betrayal round things out. This is a weird “removal” spell that will punish your opponent for tapping their creature, so they either can’t attack or you’re getting further ahead.
Turbo Fog can be one of the most frustrating decks to play against as your library slowly bleeds to nothing and there’s no damage to be dealt, but it’s just the deck to play if you like inflicting that pain on your opponent!