Maybeboard


This deck has been playing well; it can of course improve, but its fairly quick with a good amount of draw.

I usually end up with ~10 experience counters, more with a good draw, sometimes less if ezuri gets popped too early..


Early Game -

  • Drop mana/artifacts
  • Hang on to low CMC creatures, Card Draw and Counterspells
  • Drop Ezuri, Claw of Progress out early, turn 2-4 is ideal (turn 2 with Sol Ring, later without)
  • Drop low CMC creatures build EXP counters

Save your counterspells!

Mid Game -

Drop a counterspell to protect ezuri if you have to, but hang on to them incase of boardwipe/removal

Late game -

  • By now you should have an enchantment or 2 and a few artifacts with a solid row of creatures over 6/6 - 10/10 and able to defend against any creature that comes your way, be wary of board wipes but just start swinging every chance you get and it wont take long

will be replacing levitate with wonder when i track one down;any other additions/substitutions are welcome!

have considered swapping to token generating deck and relying on those for counters, definitely could make for more counters, but have trouble finding a good range of green/blue token generators that offer a decent mana curve, any suggestions in that regard are great as well.

With a good draw you can get big fast, but with a bad draw or being victim to heavy spot removal you can suffer badly; save those counterspells!

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Date added 7 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

27 - 0 Rares

22 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.81
Tokens Boar 2/2 G, Experience Token, Frog Lizard 3/3 G, Plant 0/1 G, Saproling 1/1 G, Snake 1/1 GU, Spider 1/2 G, Squid 1/1 U
Folders SImic Strange 1*each creat, land, inst, sorc, enchnt
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