This is a green-based Stompy Aggro deck with a splash of black. The deck is built around Collected Company and Winding Constrictor, so all creatures are CMC 3 or less and most of them synergize with +1/+1 counters.
At the moment the deck has been tested just a little bit.
As goes with aggro decks, it doesn't really have any form of card advantage (although CoCo can be seen as card advantage).
The metagame at my LGS is pretty casual, there will probably be very few Tier 1 decks, so this should be able to compete well.
Pelt Collector (4): A great onedrop that can quickly grow large and then has Trample. His ability is a bit better than Evolve (In this deck, Constrictor is the only creature with higher toughness than power, where triggering off of toughness matters. Pelt Collector's ability also triggers on death of other creatures, which should happen more often).
Experiment One (4): The other great onedrop of the deck. Can quickly grow large aswell and is quite resilient with it's regeneration ability, but can't get Trample like Pelt Collector.
Avatar of the Resolute (4): Okay on turn 2, but the Avatar can be huge if you play him later in the game. He also has two relevant keywords in Trample and Reach. The card is a bit dependant on having a good board already, but is awesome anyways.
Barkhide Troll (2): The worst of my 2-drops, but still at least a 3/3 for two that can dodge removal once. But in this deck it can get bigger and activate its ability more than once (which probably won't happen if you have other creatures on the board, they will just target those).
Scavenging Ooze (2): Maindeck graveyard hate on a creature that fits in the theme of the deck and also gives us some incidental lifegain? Sign me up! The card is a bit dependant on creature cards being in graveyards and if you have more than one the effect is redundant, but the metagame with lots of graveyard centered decks makes this a good maindeck inclusion. Two more are found in the sideboard.
Winding Constrictor (4): The deck is built around this cards "additional counter" effect. Makes all our other creatures bigger and can be found with CoCo. It's worth splashing black for that!
Rishkar, Peema Renegade (3): Rishkar puts counters on two creatures on ETB and enables crazy turns with it's mana producing ability. He also allows me to play one land less than i would have to play without him, as he can sometimes be manasource #4 for CoCo.
Steel Leaf Champion (2): Just a big beater that can be found by CoCo and has some evasion. No synergy with +1/+1 counters besides being a good target for Rishkar's or Vivien's counters. Still a very good card.
Yorvo, Lord of Garenbrig (3): A supercharged big beater that can grow insanely large (attacking with an 18/18 Yorvo on turn 4 is possible in this deck, but very unlikely). He sadly lacks evasion, so he can be chumpblocked easily.
Hardened Scales (2): These are the copies 5 and 6 of the "additional counter" effect. Scales is worse than the Constrictor because it's a miss for CoCo and is a bad late game topdeck. Maybe i'll squeeze in a third copy and cut one of the removal spells (probably an Abrupt Decay) but the spots in the deck are pretty tight, as you can't play many noncreature spells because of CoCo.
Assassin's Trophy (2): Trophy hits everything and costs just 2 mana. The downside of giving your opponent a land is quite real, but worth it. Removal doesn't get more versatile than Assassin's Trophy.
Abrupt Decay (2): Great removal for many things in the format. Not as efficient as Push, but it can't be countered and also hits non-creature permanents. One more copy is found in the Sideboard.
Collected Company (4): CoCo forces the deck to play few noncreature spells and lots of creatures with CMC 3 or less, but it's absolutely worth it. Putting two creatures onto the battlefield at instant speed is very powerful. The deck doesn't have interactive ETBs like a Bant Spirits deck, but with the help of CoCo you can outmuscle the opponent quickly and easily.
The deck is basically mono-green with a splash of black. Every land has to produce green mana because of cards like Yorvo and Steal Leaf, so there is no room for Swamps or even colorless lands. 22 Lands because we have to go up to 4 mana for CoCo, but Rishkar sometimes helps you get there. We have playsets of Overgrown Tomb and Blooming Marsh because those are the best dual lands that are available. Three Woodland Cemetery and two Llanowar Wastes give us enough black sources (13 in total) without having too many taplands or too much pain from the manabase.
Fatal Push (2): When you need cheap removal, Push is there for you. It's probably the best one mana removal of the format. Good against Aggro.
Thoughtseize (2): One mana hand disruption against Control and Combo decks like Dimir Inverter. Probably one of the best spells in Pioneer.
Abrupt Decay (1): An additional copy to the two in the maindeck.
Golgari Charm (2): Protection against mass removal and also some versatility against small creatures (for example manadorks; our own creatures should be big enough, even the onedrops can grow easily) or enchantments. Maybe this spot should be two Heroic Intervention, but for now i'll test the Charm.
Scavenging Ooze (2): Two in the main, two in the side. Will be brought in against graveyard centered decks.
Prowling Serpopard (3): Obviously will be brought in against blue decks with counterspells. Maybe this spot should be three Witchstalker, but for now i'll test the Serpopard.
Vivien, Arkbow Ranger (2): Vivien is good in grindy matchups, but is quite bad against control, combo and any deck that has fliers like Spirits. The first version of the deck had three Viviens in the mainboard, but i thought about it and she would have been sideboarded out in most matchups. Without her in the mainboard, i sadly can't have a wishboard.
Windstorm (1): The deck doesn't have lots of defense against fliers, so this is a great tool against decks like Spirits.
You should be aware of the fact that you can't sideboard out too many creatures because of CoCo. So if you need to bring in many noncreature spells, consider boarding out the CoCos. 26 creatures is the minimum I would go to with CoCo in the deck. If you need to get lower, cut CoCos.
Damping Sphere is a great sideboard card against the Lotus Breach decks, but in my meta there probably won't be any of those, so i don't have to run it.
Also, i'm not very good at sideboarding, so feel free to tell me better sideboard cards or sideboard plans.
+ In: 2 Thoughtseize, 3 Prowling Serpopard;
- Out: 2 Scavenging Ooze, 3 Yorvo, Lord of Garenbrig;
Hand: 3 Lands, Pelt Collector or Experiment One, Winding Constrictor, Yorvo, Lord of Garenbrig and Collected Company.
With this hand, you only need to draw a single land until turn 4 for the ideal curveout as seen below.
T1: Cast Pelt Collector or Experiment One.
T2: Cast Winding Constrictor, onedrop "evolves" (two counters), attack with a 3/3.
T3: Cast Yorvo, Lord of Garenbrig (enters as 5/5), onedrop "evolves" again, attack with a 5/5 onedrop and a 2/3 Constrictor.
T4: Attack, cast Collected Company and hit Rishkar, Peema Renegade and another Constrictor, 6 counters on Yorvo with his own trigger, 3 counters on the first Constrictor and the onedrop with Rishkar's trigger. 11/11 Yorvo, an 8/8 onedrop and a 5/6 Constrictor are attacking (that's a total of 34 damage by turn 4)!
Your opponent should be dead by now if he didn't have removal or lots of blockers.
Your opponents won't believe you how quickly your creatures can grow in this deck :D
If you build this deck, i wish you as much fun as i had playing it ;)
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