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Pir and Toothy! Two great commander, especially Toothy. Goal of the deck, is to have few big creatures, growing turn after turn with +1/+1 counters and get them evasion to kill people.

The simple strategy is to get Toothy out, draw a tons of cards, giving evasion and go for the kill with a voltron strategy.

It's green. The ramp is easy. Personnally, I tried to get early small ramp, to get Toothy out turn 2 or 3. Careds like Sakura-Tribe Elder, Kiora's Follower, Everflowing Chalice, Sol Ring, Simic Signet, Wild Growth, Growth Spiral.

I have a few other ramp spells. Harrow and Kodama's Reach. Very efficient, takes 2 lands out of the deck. Pir's Whim is good for some enchant/artifact hate and get a non-basic land (Alchemist's Refuge, Rogue's Passage, Mystifying Maze, etc).

Wilderness Reclamation is a good new tool from Ravnica Allegiance. With that in play, you can spend all your mana during your turn and hold a counterspell or any other instant/ability on the opponents turns. Go well with Alchemist's Refuge and Yeva, Nature's Herald.

Finaly, Hadana's Climb   become a land, but it's not the main reason that's in the deck.

Part of the plan is to get big creature that grow over time. A good example is Biogenic Ooze. Get counters every turn, can make other token that will get bigger as well. Forgotten Ancient and Managorger Hydra are also the kind of stuff we want, that get big fast and naturally. The same goes for Champion of Lambholt, Loyal Guardian, Ravenous Slime and Scute Mob, that just get big by themselves or playing the game. Lorescale Coatl is similar to Toothy, triggering from draw we have.

Those cards doesn't need much help to get big. Put Hardened Scales, Doubling Season, Pir, Imaginative Rascal or Vorel of the Hull Clade to pump even more the team, and you get a scary board.

It's simic. You have tons of options for draw and synergy with +1/+1 counters. Fathom Mage, Zegana, Utopian Speaker, Inspiring Call are good example of cards that fit those criteria. Hydroid Krasis is a new card that fit well in this strategy as well.

Some other utility spells to draw : Mystic Confluence, Growth Spiral, Arcane Denial

Other good draw spells : Sylvan Library and Mystic Remora. That last one is not great when Pir is in play, making the cumulative upkeep grow twice faster. (Rhystic Study would be better, but I don't have one)

There's 2 inclusions that might be weird in this deck. Essence Flux and Ghostly Flicker. Those spell are there to fliker Toothy while Pir or another +1/+1 doubler is in play. When you resolve Essence Flux, targeting Toothy, Imaginary Friend, the leaving the battlefield trigger of Toothy will goes on the stack, waiting for the spell to resolve entirely. So you draw all the cards when Toothy is back in play, triggering it everytime, adding 2 counters +1/+1 (cause of Pir, Imaginative Rascal, Hardened Scales or Doubling Season. So if Toothy had 10 counters on it before the spell, you'll draw 10 cards and add 20 counters, making him 21/21 (aka lethal by commander damage).

It's time to make the damage go through

You have big creatures, getting bigger, turn after turn. But most of them doesn't have trample or flying and can be easily chumpblock. To avoid this problem, there's cards that makes all your creatures with +1/+1 counters temple or flying or unblockable : Herald of Secret Streams, Skatewing Spy, Zegana, Utopian Speaker.

Champion of Lambholt is also very good. Can get big fast, also prevent small tokens to block.

It's often enough to have only one creature to go in every turn. Rancor, Pemmin's Aura, Hadana's Climb   and Rogue's Passage are just perfect for that. Also, Pemmin's Aura can give shroud or even boost the damages if needed.

Finaly, Cyclonic Rift can clear the way to make you win.

Toothy, Imaginary Friend + Essence Flux or Ghostly Flicker : Draw cards for the number of counters on Toothy.. and he doesn't lose them (or lose them but get them back. Combine with Simic Ascendancy, it can win you the game easily.

Crystalline Crawler + Pemmin's Aura + counter doubler = Infinite mana. the crawler, get 2 +1/+1, remove one to get a , used by the aura to it. Reapeat till you have infinite +1/+1 on it, use them to play whatever you want, then make the crawler flying, and swing for the win. (the shroud on it is also very good!)

Fathom Mage + Forgotten Ancient : Draw lots of cards at your upkeep.

Power Conduit + counters doubler : remove a counter form a permanent you control to add 2 on itself, or creature/artifact. Not a combo, but a neat interaction

Long-Term Plans + Insidious Will : tutor for any 2 cards at instant spead. Espeacially good when you control Wilderness Reclamation, so you don't lose your turn to do that. You can tutor for combo pieces (see above) or anything you'll need in a turn or two (you gonna draw them the next turn, almost certainly). Can be great to get evasion if you don't already get some.

There's an alternate wincon : Simic Ascendancy. I want to try the new card and I think it's easy to get a win with that. Also, I'm pretty sure that Laboratory Maniac can win games in this deck, when Toothy make you draw 30-40 cards in a turn.

To conclude, the deck is fun to play in a casual environnement. Lots of trigger and counters to keep track, so that can be complicated, but when you are used to it, it's great.


Feel free to make suggestion, feedback and/or (+1). Thx

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Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 0 Rares

23 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.98
Tokens Beast 3/3 G, Boar 2/2 G, Ooze 2/2 G
Folders EDH, played and owned, EDH Inspiration
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