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Welcome to my kicker deck, led, in my opinion, by one of the most interesting but underrated commanders out there, Hallar, the Firefletcher. This deck brings together some of the things that red and green do better: putting +1/+1 counters and dealing burn damage! Playing this deck is very simple, but to make the most of it and set the H(allar) Bomb on fire you need a few ingredients:

The first thing you need to do is to ramp like there's no tomorrow - you'll really need all that mana to cast multiple kicked spells. Classic mana dorks and ramp spells like Cultivate and Llanowar Elves, as well as more synergistic ones like Incubation Druid and Grow from the Ashes will do the job. You may notice the absence of a staple like Sol Ring. This is because Sol Ring only produces noncoloured mana. Kicked spells and other cards in the deck really rely on coloured mana to work, so the advantage that the ring brings is contained to its explosiveness in the first few turns (but the probabilities of drawing it then is quite minimal). In this respect, I think Skyclave Relic does a better job because, though more expesnive, not only it produces coloured mana, but it also counts as a kicked spell, triggering Hallar and keeping its usefulness even in the late game.

Now you need to put as many +1/+1 counters on Hallar as you can. Cards like Evolutionary Escalation, Forgotten Ancient, and Increasing Savagery are among the best cards to do this, but the deck is full of effects that provide counters. Doublers like Ornery Tumblewagg, Branching Evolution, and Solidarity of Heroes will ensure that Hallar gets big and strong much quicker.

Now you're ready to detonate the H(allar) Bomb and reduce your opponents to dust with burn damage. This can be doubled or even tripled with Gratuitous Violence and Fiery Emancipation. Chandra's Incinerator exploits the damage to get rid of your opponents' nastiest creatures, while Guttersnipe and Kediss, Emberclaw Familiar make sure that all your instants and sorceries and all your combat damage are turned into burn that is equally distributed to all your opponents' faces. To ignite this inferno, all you need to do is cast and kick spells. The deck is filled with the cheapest and most effective kicker spells in Gruul, such as Molten Disaster, Vines of Vastwood, Primal Growth. Their effects, while useful, are often secondary and really serve the purpose of triggering Hallar.

It's pretty clear, then, that Hallar is vital to the gameplan and needs to be kept in play at all costs. Luckily, the deck is filled with protection, both in green and in red. Cards like Snakeskin Veil, Vines of Vastwood, and Gaea's Gift give Hallar indestructible or hexproof and synergise with the deck by providing counters or triggering Hallar's ability. Return the Favor is doubly useful because it can change the target of a removal spell or it can be used to copy Hallar's triggered ability.

These are the ingredients necessary for the H Bomb to do its magic. Now moving to the more practical side of how to play this deck, the ideal starting hand should consist of: 3 lands, 1 or 2 ramp spells, 1 or 2 kicker spells, and 1 or 2 spells that gives counters (depending on what cards you drew). This should give you a perfect start. Realistically, as long as you have enough lands, some form of early ramp and at least one kicker spell you should be able to, well, kick in. The deck runs mostly on instants and sorceries, rather than creatures (admittedly unusual for my decks), so you want to play a lot of these. Ideally, you should play the kicker instants during your opponents' turns and dedicate your turn to putting counters on and casting kicked sorceries. Wilderness Reclamation can help in making that optimal.

In conclusion, this is one of the decks I had the most fun building and playing with, and it's perfect if you're looking for something a bit unusual and at the same time extremely destructive which will likely surprise people at your table.The spellslinger focus makes it a bit different from most Green-heavy decks, giving it a very fun spin to it! Let me know what you think of it and don't forget to upvote it if you liked it! Cheers!

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Date added 7 months
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

29 - 0 Rares

33 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.64
Tokens Beast 3/3 G, Copy Clone
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