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Hallar, the Firefletcher (v.1)

Commander / EDH Counters Kicker RG (Gruul)

AkvaanCJ


Counters and Kickers!

Introduction:

The gameplan is simple - First we want to play Hallar, the Firefletcher, keeping him alive with protection spells if need be. Then we want to play kicker spells, doing chip damage to all opposing players directly each time we do. Finally, we want to use our suite of counter synergies (either in the form of doublers or additional counters) to push the commander damage to the lethal level much faster than expected. Really and truly, the deck is that simple.

Gameplan - Step 1:

Step one is to play Hallar, the Firefletcher. This is usually done on turn 3, but can be done later if necessary. We want to do this, ideally, with a hand full of kicker cards to help smooth the transition into step two.

Gameplan - Step 2:

Step two is to start genning counters on Hallar either through our cards that give counters, or, more traditionally, by kicking spells. Many of our kicker spells have bonus effects, genning counters for themselves or serving as interaction. Each time you kick a spell, all opposing players will take Hallar's power (including counters) as commander damage. This will make you enemy number one, but will get the job done.

Gameplan - Step 3:

Step three is to use our counter doublers to ramp up Hallar's damage, allowing one final kicker spell to end the game. If that doesn't work, we can also swing Hallar since he has trample. Many pieces of interaction will likely be aimed at Hallar by this point in the game, but it's easy to get off the ground before other players can respond or while they're not ready to respond. This works especially well if there's another strong player at the board, allowing them to eat some of the interaction aimed your way.

Conclusion & Weaknesses:

The gameplan really is that simple. That said, I'd be remiss if I didn't talk about weaknesses of the deck. I'll come out and say it clearly - our biggest weakness is removal. We don't have the most protection (we want our kickers to be consistent), and that can definitely bite you in the ass. Running more protection in the sideboard could definitely come in handy, even just another pair of boots in conjunction with Heroic Intervention. Our other big weakness is turns one to five aggression - after Hallar's on the board and scaling, everything's fine, but before then we don't take hits well, especially since most of our creatures want to be saved to be kicked for Hallar. This weakness comes us significantly less, in my experience, and can be teched around if necessary in your pod.

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96% Casual

Competitive

Date added 6 months
Last updated 3 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

25 - 0 Rares

30 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.52
Tokens Beast 3/3 G, Copy Clone, The Monarch, Wolf 2/2 G
Folders Originals
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