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Standard* Budget Counters Energy Midrange Tokens

Sassages


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Maybeboard


A midrange deck revolving around mini combos to pump out tokens and counters. Most creatures are strong midrange creatures that are difficult to remove (e.g Bristling Hydra) and get pumped up really quick from +1/+1 counters.

Bristling Hydra: The workhorse of this deck. Amazing midrange creature that is really difficult to kill.

Mina and Denn, Wildborn: Gives trample to that massive creature and brings out extra landfall triggers for effectively one mana.

Oran-Rief Hydra: Can become rediculously huge if not removed early on. Consider fetching Forests for him.

Tireless Tracker: Generate clues, spend excess mana on card draw, get counters. Fits in pretty well.

Undergrowth Champion : Can only really be killed easily with hard removal. Makes for a good defender (even against deathtouch), comes out early, and generates mad counters if left unchecked. You should play him if you're guaranteed to get a counter on him immediately.

Woodland Wanderer: Vigilance and trample are both really useful if you can pump him up with counters. The Island or Aether Hub will help with the converge.

Empyreal Voyager: Having a flier is useful. Having a flier that can get massive value off of +1/+1 counters is even better.

Rashmi, Eternities Crafter: Testing her out in this deck. Should provide good card draw.

Animation Module: Works well with counter generation.

Nissa, Voice of Zendikar: Generates tokens and counters to combo with your modules and pretty much everything else.

Arlinn Kord  : Useful for pushing through a win if you can give all your creatures trample. Otherwise, direct damage, token generation, or vigilance/haste are generally useful for your creatures.

Attune with Aether:Pretty much a set of extra lands to help with consistency and generates energy. You don't have many other turn 1 or 2 plays anyway.

Nature's Way: Removal sorcery. Allows your big guy to do some damage and then defend immediately...for 2 mana.

Retreat to Kazandu:Glorious against any hard-hitters or fliers, allows you to use your life total a lot more effectively. Generates counters for more combo goodness.

Evolving Wilds, and Warped Landscape are pretty important for multiple landfall triggers in a turn.

Island and Mountain: A single card of this is fetchable with lands or Attune with Aether.

Aether Hub: Super useful land.

Cinder Glade: R/G Dual land that is usually untapped when coming in.

Woodland Stream: R/U dual land. Will replace with Botanical Sanctum once I aquire a pair.

Appetite for the Unnatural: Instant removal for gearhulks, vehicles or annoying enchantments.

Negate: This deck is very weak against wipes such as Fumigate or bounces like Engulf the Shore . Negate should be able to protect your creatures against such spells, as well as counter problematic artifacts or planeswalkers.

Radiant Flames : Opponent spamming the board? Wipe their board with 3 damage and have most of your guys survive.

Altered Ego: Against control matchups, this should be useful to clone your opponent's Torrential Gearhulk and allow you to cast a free instant.

Ceremonious Rejection: Counters colourless spells, such as Emrakul, the Promised End, Void Shatter , vehicles, and Elder Deep-Fiend.

Consideration: Depending on how much energy is generated per turn, it might be a good idea to add in a card that makes good use of it, such as Longtusk Cub, or dare I say Aetherworks Marvel.

The colours: Three colours seems to be the way to go since they're easy enough to fetch and help with converge costs. That leaves us with green with a 2-colour splash. Now which 2 colours should I splash? What the advantages and disadvantages of each? Currently, red seems to go well with Mina and Denn, Wildborn, which is a creature that has saved me countless times with consistent landfall drops. Perhaps an Omnath, Locus of Rage could also be added?

The curve: Many, many cards in this deck cost 3/4 mana, which makes it hard for me to get combos off until I start hitting turn 5. Perhaps there isn't much we can do about that?

Suggestions

Updates Add

Four wins and two losses is a good score, but not great. The Decoction Module and Fabrication Module were next to useless because I always had a better spell to cast. Animation Module is decent so I'll add another in.

Architect of the Untamed was also a rather underwhelming card, coming out on turn 3 only generates me 2 energy before I have to chump block with it or it gets removed. Added in 3 Empyreal Voyager as energy generation instead.

Rashmi, Eternities Crafter seems like a decent card draw creature. Adding in for testing purposes.

Turns out Ceremonius Rejection is a really good sideboard card, so I'm putting some more in.

All changes are below:

+2 Aether Hub

-2 Blighted Woodland

-1 Cinder Glade

+2 Woodland Stream -> I'll find a better replacement soon

-1 Warped Landscape

-2 Decoction Module

-2 Fabrication Module

+1 Animation Module

-2 Architect of the Untamed

+3 Empyreal Voyager

+1 Attune with Aether

-1 Oran-Rief Hydra

+2 Rashmi, Eternities Crafter

Sideboard:

-2 Dragonmaster Outcast

+2 Ceremonious Rejection

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

17 - 4 Rares

13 - 3 Uncommons

11 - 8 Commons

Cards 60
Avg. CMC 2.97
Tokens Clue, Emblem Arlinn Kord, Plant 0/1 G, Servo 1/1 C, Wolf 2/2 G
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