|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Rare|
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Creature — Elf Druid
: Gain one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, gain three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
Incubation Druid Discussion
1 week ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.
1 week ago
I have found the quickest way to get +1/+1 counters on your creatures is to play Biomancer's Familiar with Growth-Chamber Guardian and Incubation Druid . This means almost instant flipping of Hadana's Climb Flip. Jiang Yanggu, Wildcrafter and Simic Ascendancy then help to create back-up win conditions, while Nissa, Who Shapes the World gives you all the mana you could want.
I would keep Pelt Collector and Roalesk, Apex Hybrid , but Siren Stormtamer is so much easier to cast and almost as effective as Frilled Mystic and the explore package (12 cards) may actually slow you down.
My recommendations for this deck would be:
This combination should give you super-rapid growth of your creatures power with +1/+1 counters and an alternative win-con with the effect of Simic Ascendancy . I would look to have Sylvan Awakening in the side-board to be able to swing with an army of 2/2's after using Nissa's ultimate effect.
I suppose that we could design the sideboard so that we could swap out the adapt and the explore themes, but I would prefer some control options.
3 weeks ago
Seems like fun. I have a few recommendations that shouldn't be too expensive. Incubation Druid is a good mana dork that synergizes with your +1/+1 theme. Some other ramp you might consider is Everflowing Chalice and Astral Cornucopia . Fathom Mage is just value in +1/+1 counter decks. Nature's Claim is a bit more efficient as far as artifact/enchantment removal and Ancient Animus also synergizes with your theme. Looks fun, good luck!
3 weeks ago
If your aim is to alt Nissa as quickly as possible, you might want more work from 1-drops. Arboreal Grazer is good, allowing 2 landfalls in turn 1. Pelt Collector comes in as a 1/1 that quickly gains counters and gains trample. Might of the Masses could give your cheap creatures some teeth. Adventurous Impulse and Enter the Unknown can add value. Nexus of Fate and Mass Manipulation do nothing in the early game.
If you use Nissa to get all your lands onto the field in turn 4 or 5, then you really want to follow that up with cards like Vivien's Arkbow to pull creatures from the deck and play them soon afterward.
1 month ago
1 month ago
1 month ago
The core components of hardened scales are expensive because they don't have good replacements, but that doesn't mean you are out of luck.
The big secret to 'upgrade paths' is that its often cheaper to look at the expensive cards and see what decks you can build with them, then build an entire deck around the next bunch you get in rather than trying to keep running the same strategy.
If I was looking at starting with scales and foothills, I'd look at an Abzan Gavony Township / Karn's Bastion 'counters matter' deck- the golgari hydras list would be a good start for the kind of cards to look at- creatures that put counters on themselves. I feel that most of the hydras would not fare excellently in my current meta, so some scouting is advised.
However where you look should be different- cards recently in print but rotating out of standard are way cheaper, often to the point that modern archetypes are defined after a set rotates out of standard- as was the case with hardened scales. When combined with cards that 'didn't make the cut', or were one-ofs in nieche decks you get something pretty great.
A bunch of merfolk with a +1/+1 counter theme are rotating, and its worth testing sutai merfolk- I doubt it'll be great for you unless you are planning to build into full merfolk.
Marwyn, the Nurturer and Incubation Druid offer an interesting combo option with older cards like Viridian Joiner and Gyre Sage , that may become a playable archetype, and is notable because Umbral Mantle / Training Grounds /manland is already a thing.
I expect Vivien's Arkbow to retain some of its price as people realise how good it is in modern, which is neat as an artifact supporting the kind of midrange strategy you'd want to transition into an 'artifacts matter aggro' list.
Affinity tools like Springleaf Drum , Ornithopter , Signal Pest , Vault Skirge , Cranial Plating and Etched Champion are all still relatively cheap, Thoughtcast and Galvanic Blast and are likely playable in a more midrange strategy, even if that will likely leave you weak to all the affinity answers floating around.
All told, muck around with some decklists before going out and buying a bunch of cards- there is a lot out there which might work great, given tinkering time. If you want to play right away, jump in with the most budget list involving scales and constrictor you can find, then build out based on what you think is a good deal.
Incubation Druid occurrence in decks from the last year
All decks: 0.47%
Commander / EDH:
All decks: 0.02%