Sideboard

Instant (2)

Enchantment (4)

Creature (4)


Maybeboard

Enchantment (2)


This deck revolves around pumping out saproling tokens and boosting them with the “archetype” cards as well as through +1/+1 counters.

In your opening hand you generally want 1 gate and 2 other lands but you can also make a gate and either a white or red land work if you also have one or two drops in hand as well.

Generally the first archetype card you want to put out is endurance to give your cards hex proof. This prevents your other cards from being countered. The next most important archetype card is either aggression to protect against trample, finality to help remove big threats with death touch, or imagination to give flying depending on your opponent.

Courage is normally the least important of the archetype cards and will do the least for you until you get either Aggression on the field and some +1/+1 counters, or Finality so you can get deathtouch off without killing your own creatures.

Evolving wilds/ holdout settlement/ plaza of harmony help you to gain mana you need to cast spells of different colors.

The rest of the cards deal with producing saproling through various means and either pumping them up through counters or sacrificing them to draw cards, gain mana or deal damage.

The animar is in the deck to help reduce the cost of your creatures and especially the archetype cards. As you swing he gets +1/+1 counters and for each counter on him he reduces the cost of your creatures by one general mana.

The area where this deck could be improved is with a way to bring creatures back from the grave yard, but other than that this is a very easy to get the hang of and relatively powerful deck.

Leave any suggestions for improvements if you have any!

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91% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Legacy legal.

Rarity (main - side)

2 - 0 Mythic Rares

17 - 4 Rares

20 - 0 Uncommons

16 - 6 Commons

Cards 66
Avg. CMC 2.88
Tokens Morph 2/2 C, Saproling 1/1 G
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