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Behold the glorious evolution (advice welcomed)

Modern* Counters

ThlibssonMTG


Sideboard

Creature (3)


Maybeboard


A battle to out-Value. The basic plan is to keep playing creatures, and keep giving those creatures counters without racking up a ridiculous deck price. Simple enough.... that is simple enough with your help.

The hope is to follow a decent curve, acquiring a decent amount of +1/+1 counters along the way. The deck was some additional ways to increase existing +1/+1 counters and some ways to prevent creature removal, as the largest weakness is mass removal, as your creatures will build off each other.

What I need from you fellow users

I need help making the final adjustments, and would love help deciding what to take from the maybeboard and add to the deck, or what things should be added or removed to help improve the deck. I do not have have the largest budget and already have most of the listed cards from collecting over the years. Also what are some strong lands in the current modern "Meta"?

Prototype work(recommendations in these categories would be greatly appreciated) :

- Working on card draw later down the curve.

Currently working on a good way to draw cards, added Prime Speaker Zegana to help with instant draw near the end of the curve. Also thought of adding some Bred for the Hunt, but doesn't seem to preform well enough. I also tried Fathom Mage, but the card just didn't feel like it was preforming as I had hoped, a 4 mana 1/1 without instant effect didn't seem strong enough.

- Adding more efficient answers: counters, creature protection, multi-purpose answers...

Currently the best one size fits all answer/response card in the deck is Simic Charm, this helps protect the board, while helping win trades, or bounce a creature for tempo. Currently need to find how many I need.

Another option that I am testing is Voidslime, so far its helpful but I need to find the correct number of them to add.

Currently looking for more answers, as these win or lose a game.

Other options:

  • Annul --- Too often ends up being a dead draw...
  • Avoid Fate --- Simic Charm is just better.
  • Back to Nature --- a sideboard card that is pretty good against aura decks, (a favorite of some in my friend group), but a bounce from Simic Charm was often enough.
  • Cancel --- single effect counter cards often ended up being dead draws.
  • Cryptic Command --- Ooomphf pricey, but pretty flexible. If I can't find better alternatives I might just indulge and get a couple.
  • Censor --- Don't like having too many of these in a deck, but being able to "counter" while having the option to draw a card was pretty good when testing it.
  • Dissenter's Deliverance --- similar to Censor but is pretty strong in some match-ups. Maybe worth just having it in a deck? Or maybe just sideboard.
  • Heroic Intervention --- Can be better than Simic Charm as they gain indestructible, but still a bit less flexible, idk about adding this, as it can be a dead draw more often.
  • Insidious Will --- A fun way to slap someone in the face using their own card, but sometimes ended up as a dead draw
These are cards that provide useful effects (duh), Currently trying to find a good balance where the card is strong enough without being too slow, or having too little of an impact.

Converted mana cost/ Name --- Benefits

  • Cloudfin Raptor --- A curve starter with evolve. Helps deal with flying, but really needs turn 2 creature to activate its evolve.
  • Gyre Sage --- Follows the curve, while also providing mana ramp. Since it starts with 1 attack it is easier to activate evolve.
  • Kiora's Follower --- This can be used to trigger evolve on the previous 2 creatures, and also has a useful effect that can be used to cheat out cards a turn earlier.
  • Renegade Krasis --- Really powerful evolve bonus, where when it evolves, any other creature with a counter (basically any creature that has already evolved once) gains a counter when this creature evolves. By having 3 attack it can evolve the lower-cost evolve creatures, while having only 2 health makes it a bit easier to evolve.
  • Vorel of the Hull Clade --- Its higher base health(4) makes it able to evolve all previously mentioned evolve creatures, and helps double counters, a pretty useful effect to out-value your opponents.
  • Master Biomancer --- Extreme Value card, its higher base health(4) lets it evolve all previously mentioned evolve creatures, plus any additional creatures that enter have +2/+2 additional stats, allowing you to possibly play the same evolve creature but still activate the evolve passive as the new creature enters with +2/+2 in additional stats.
  • Kalonian Hydra --- This is a possible game ender if the opponent can't stop it from attacking. Doubling all counters already gained on ALL your creatures, plus it comes with trample. By keeping your board protected with something like Simic Charm when you attack, you can start to just out value your opponent.
  • Prophet of Kruphix --- Another card that just helps you out value your opponent. Allowing you to spend all your mana during a turn, just to have all your land untap during their turn.This allows you to then play cards to defend your board (i.e. Simic Charm, Voidslime etc). Also being able to flash in creatures is a MAJOR advantage. Plus you can attack with all of your board, just to have it all untap so you can block on their turn.
  • Progenitor Mimic --- Getting exponentially increasing biomancers by activating on Master Biomancer or gaining an additional Kalonian Hydra each turn is a threat that must be dealt with.
  • Prime Speaker Zegana --- after you have curved out a lovely board, you will start to stall out on cards. This is here to refill your hand, hopefully drawing cards that allow you to increase/defend your board.
- Keep or remove Master Biomancer, does the deck have enough support for it?

Does the deck have enough to use this, or would it be better just to build a Master Biomancer deck? Most of the maybe-board hinges on if I want to keep an evolve deck or shift into a pure Master Biomancer deck. Where then my focus would be buffing my biomancers, while flooding the board fast as possible using cards such as a Animation Module+Master Biomancer combo. Plus landing a Progenitor Mimic on a buffed Master Biomancer would be scary for my opponent if I could simply Simic Charm away all threats. However I do not know how ideal this is as I am not the best player around.

Usually winning a game consists 3 main options, large burst from sudden counter increases,(i.e. Kalonian Hydra), large board defended by an answer (i.e. Simic Charm), or just out value the opponent's board, (i.e. Master Biomancer+Nissa, Voice of Zendikar)

Help/suggestions are welcome! As this is my first big deck I have released on this site, and I am still learning the Sites text formatting stuffs.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

20 - 3 Rares

6 - 0 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 3.22
Tokens Copy Clone
Votes
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